/* Built for whs v2.2.0-beta.0 */ function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); return Constructor; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function"); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }); if (superClass) _setPrototypeOf(subClass, superClass); } function _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); } function _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); } function _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return self; } function _possibleConstructorReturn(self, call) { if (call && (typeof call === "object" || typeof call === "function")) { return call; } return _assertThisInitialized(self); } /* WhitestormJS Framework v2.2.0-alpha.0 */function createCommonjsModule(fn,module){return module={exports:{}},fn(module,module.exports),module.exports;}var runtime=createCommonjsModule(function(module){/** * Copyright (c) 2014-present, Facebook, Inc. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */!function(global){var Op=Object.prototype;var hasOwn=Op.hasOwnProperty;var undefined;// More compressible than void 0. var $Symbol=typeof Symbol==="function"?Symbol:{};var iteratorSymbol=$Symbol.iterator||"@@iterator";var asyncIteratorSymbol=$Symbol.asyncIterator||"@@asyncIterator";var toStringTagSymbol=$Symbol.toStringTag||"@@toStringTag";var runtime=global.regeneratorRuntime;if(runtime){{// If regeneratorRuntime is defined globally and we're in a module, // make the exports object identical to regeneratorRuntime. module.exports=runtime;}// Don't bother evaluating the rest of this file if the runtime was // already defined globally. return;}// Define the runtime globally (as expected by generated code) as either // module.exports (if we're in a module) or a new, empty object. runtime=global.regeneratorRuntime=module.exports;function wrap(innerFn,outerFn,self,tryLocsList){// If outerFn provided and outerFn.prototype is a Generator, then outerFn.prototype instanceof Generator. var protoGenerator=outerFn&&outerFn.prototype instanceof Generator?outerFn:Generator;var generator=Object.create(protoGenerator.prototype);var context=new Context(tryLocsList||[]);// The ._invoke method unifies the implementations of the .next, // .throw, and .return methods. generator._invoke=makeInvokeMethod(innerFn,self,context);return generator;}runtime.wrap=wrap;// Try/catch helper to minimize deoptimizations. Returns a completion // record like context.tryEntries[i].completion. This interface could // have been (and was previously) designed to take a closure to be // invoked without arguments, but in all the cases we care about we // already have an existing method we want to call, so there's no need // to create a new function object. We can even get away with assuming // the method takes exactly one argument, since that happens to be true // in every case, so we don't have to touch the arguments object. The // only additional allocation required is the completion record, which // has a stable shape and so hopefully should be cheap to allocate. function tryCatch(fn,obj,arg){try{return {type:"normal",arg:fn.call(obj,arg)};}catch(err){return {type:"throw",arg:err};}}var GenStateSuspendedStart="suspendedStart";var GenStateSuspendedYield="suspendedYield";var GenStateExecuting="executing";var GenStateCompleted="completed";// Returning this object from the innerFn has the same effect as // breaking out of the dispatch switch statement. var ContinueSentinel={};// Dummy constructor functions that we use as the .constructor and // .constructor.prototype properties for functions that return Generator // objects. For full spec compliance, you may wish to configure your // minifier not to mangle the names of these two functions. function Generator(){}function GeneratorFunction(){}function GeneratorFunctionPrototype(){}// This is a polyfill for %IteratorPrototype% for environments that // don't natively support it. var IteratorPrototype={};IteratorPrototype[iteratorSymbol]=function(){return this;};var getProto=Object.getPrototypeOf;var NativeIteratorPrototype=getProto&&getProto(getProto(values([])));if(NativeIteratorPrototype&&NativeIteratorPrototype!==Op&&hasOwn.call(NativeIteratorPrototype,iteratorSymbol)){// This environment has a native %IteratorPrototype%; use it instead // of the polyfill. IteratorPrototype=NativeIteratorPrototype;}var Gp=GeneratorFunctionPrototype.prototype=Generator.prototype=Object.create(IteratorPrototype);GeneratorFunction.prototype=Gp.constructor=GeneratorFunctionPrototype;GeneratorFunctionPrototype.constructor=GeneratorFunction;GeneratorFunctionPrototype[toStringTagSymbol]=GeneratorFunction.displayName="GeneratorFunction";// Helper for defining the .next, .throw, and .return methods of the // Iterator interface in terms of a single ._invoke method. function defineIteratorMethods(prototype){["next","throw","return"].forEach(function(method){prototype[method]=function(arg){return this._invoke(method,arg);};});}runtime.isGeneratorFunction=function(genFun){var ctor=typeof genFun==="function"&&genFun.constructor;return ctor?ctor===GeneratorFunction||// For the native GeneratorFunction constructor, the best we can // do is to check its .name property. (ctor.displayName||ctor.name)==="GeneratorFunction":false;};runtime.mark=function(genFun){if(Object.setPrototypeOf){Object.setPrototypeOf(genFun,GeneratorFunctionPrototype);}else{genFun.__proto__=GeneratorFunctionPrototype;if(!(toStringTagSymbol in genFun)){genFun[toStringTagSymbol]="GeneratorFunction";}}genFun.prototype=Object.create(Gp);return genFun;};// Within the body of any async function, `await x` is transformed to // `yield regeneratorRuntime.awrap(x)`, so that the runtime can test // `hasOwn.call(value, "__await")` to determine if the yielded value is // meant to be awaited. runtime.awrap=function(arg){return {__await:arg};};function AsyncIterator(generator){function invoke(method,arg,resolve,reject){var record=tryCatch(generator[method],generator,arg);if(record.type==="throw"){reject(record.arg);}else{var result=record.arg;var value=result.value;if(value&&typeof value==="object"&&hasOwn.call(value,"__await")){return Promise.resolve(value.__await).then(function(value){invoke("next",value,resolve,reject);},function(err){invoke("throw",err,resolve,reject);});}return Promise.resolve(value).then(function(unwrapped){// When a yielded Promise is resolved, its final value becomes // the .value of the Promise<{value,done}> result for the // current iteration. If the Promise is rejected, however, the // result for this iteration will be rejected with the same // reason. Note that rejections of yielded Promises are not // thrown back into the generator function, as is the case // when an awaited Promise is rejected. This difference in // behavior between yield and await is important, because it // allows the consumer to decide what to do with the yielded // rejection (swallow it and continue, manually .throw it back // into the generator, abandon iteration, whatever). With // await, by contrast, there is no opportunity to examine the // rejection reason outside the generator function, so the // only option is to throw it from the await expression, and // let the generator function handle the exception. result.value=unwrapped;resolve(result);},reject);}}var previousPromise;function enqueue(method,arg){function callInvokeWithMethodAndArg(){return new Promise(function(resolve,reject){invoke(method,arg,resolve,reject);});}return previousPromise=// If enqueue has been called before, then we want to wait until // all previous Promises have been resolved before calling invoke, // so that results are always delivered in the correct order. If // enqueue has not been called before, then it is important to // call invoke immediately, without waiting on a callback to fire, // so that the async generator function has the opportunity to do // any necessary setup in a predictable way. This predictability // is why the Promise constructor synchronously invokes its // executor callback, and why async functions synchronously // execute code before the first await. Since we implement simple // async functions in terms of async generators, it is especially // important to get this right, even though it requires care. previousPromise?previousPromise.then(callInvokeWithMethodAndArg,// Avoid propagating failures to Promises returned by later // invocations of the iterator. callInvokeWithMethodAndArg):callInvokeWithMethodAndArg();}// Define the unified helper method that is used to implement .next, // .throw, and .return (see defineIteratorMethods). this._invoke=enqueue;}defineIteratorMethods(AsyncIterator.prototype);AsyncIterator.prototype[asyncIteratorSymbol]=function(){return this;};runtime.AsyncIterator=AsyncIterator;// Note that simple async functions are implemented on top of // AsyncIterator objects; they just return a Promise for the value of // the final result produced by the iterator. runtime.async=function(innerFn,outerFn,self,tryLocsList){var iter=new AsyncIterator(wrap(innerFn,outerFn,self,tryLocsList));return runtime.isGeneratorFunction(outerFn)?iter// If outerFn is a generator, return the full iterator. :iter.next().then(function(result){return result.done?result.value:iter.next();});};function makeInvokeMethod(innerFn,self,context){var state=GenStateSuspendedStart;return function invoke(method,arg){if(state===GenStateExecuting){throw new Error("Generator is already running");}if(state===GenStateCompleted){if(method==="throw"){throw arg;}// Be forgiving, per 25.3.3.3.3 of the spec: // https://people.mozilla.org/~jorendorff/es6-draft.html#sec-generatorresume return doneResult();}context.method=method;context.arg=arg;while(true){var delegate=context.delegate;if(delegate){var delegateResult=maybeInvokeDelegate(delegate,context);if(delegateResult){if(delegateResult===ContinueSentinel)continue;return delegateResult;}}if(context.method==="next"){// Setting context._sent for legacy support of Babel's // function.sent implementation. context.sent=context._sent=context.arg;}else if(context.method==="throw"){if(state===GenStateSuspendedStart){state=GenStateCompleted;throw context.arg;}context.dispatchException(context.arg);}else if(context.method==="return"){context.abrupt("return",context.arg);}state=GenStateExecuting;var record=tryCatch(innerFn,self,context);if(record.type==="normal"){// If an exception is thrown from innerFn, we leave state === // GenStateExecuting and loop back for another invocation. state=context.done?GenStateCompleted:GenStateSuspendedYield;if(record.arg===ContinueSentinel){continue;}return {value:record.arg,done:context.done};}else if(record.type==="throw"){state=GenStateCompleted;// Dispatch the exception by looping back around to the // context.dispatchException(context.arg) call above. context.method="throw";context.arg=record.arg;}}};}// Call delegate.iterator[context.method](context.arg) and handle the // result, either by returning a { value, done } result from the // delegate iterator, or by modifying context.method and context.arg, // setting context.delegate to null, and returning the ContinueSentinel. function maybeInvokeDelegate(delegate,context){var method=delegate.iterator[context.method];if(method===undefined){// A .throw or .return when the delegate iterator has no .throw // method always terminates the yield* loop. context.delegate=null;if(context.method==="throw"){if(delegate.iterator.return){// If the delegate iterator has a return method, give it a // chance to clean up. context.method="return";context.arg=undefined;maybeInvokeDelegate(delegate,context);if(context.method==="throw"){// If maybeInvokeDelegate(context) changed context.method from // "return" to "throw", let that override the TypeError below. return ContinueSentinel;}}context.method="throw";context.arg=new TypeError("The iterator does not provide a 'throw' method");}return ContinueSentinel;}var record=tryCatch(method,delegate.iterator,context.arg);if(record.type==="throw"){context.method="throw";context.arg=record.arg;context.delegate=null;return ContinueSentinel;}var info=record.arg;if(!info){context.method="throw";context.arg=new TypeError("iterator result is not an object");context.delegate=null;return ContinueSentinel;}if(info.done){// Assign the result of the finished delegate to the temporary // variable specified by delegate.resultName (see delegateYield). context[delegate.resultName]=info.value;// Resume execution at the desired location (see delegateYield). context.next=delegate.nextLoc;// If context.method was "throw" but the delegate handled the // exception, let the outer generator proceed normally. If // context.method was "next", forget context.arg since it has been // "consumed" by the delegate iterator. If context.method was // "return", allow the original .return call to continue in the // outer generator. if(context.method!=="return"){context.method="next";context.arg=undefined;}}else{// Re-yield the result returned by the delegate method. return info;}// The delegate iterator is finished, so forget it and continue with // the outer generator. context.delegate=null;return ContinueSentinel;}// Define Generator.prototype.{next,throw,return} in terms of the // unified ._invoke helper method. defineIteratorMethods(Gp);Gp[toStringTagSymbol]="Generator";// A Generator should always return itself as the iterator object when the // @@iterator function is called on it. Some browsers' implementations of the // iterator prototype chain incorrectly implement this, causing the Generator // object to not be returned from this call. This ensures that doesn't happen. // See https://github.com/facebook/regenerator/issues/274 for more details. Gp[iteratorSymbol]=function(){return this;};Gp.toString=function(){return "[object Generator]";};function pushTryEntry(locs){var entry={tryLoc:locs[0]};if(1 in locs){entry.catchLoc=locs[1];}if(2 in locs){entry.finallyLoc=locs[2];entry.afterLoc=locs[3];}this.tryEntries.push(entry);}function resetTryEntry(entry){var record=entry.completion||{};record.type="normal";delete record.arg;entry.completion=record;}function Context(tryLocsList){// The root entry object (effectively a try statement without a catch // or a finally block) gives us a place to store values thrown from // locations where there is no enclosing try statement. this.tryEntries=[{tryLoc:"root"}];tryLocsList.forEach(pushTryEntry,this);this.reset(true);}runtime.keys=function(object){var keys=[];for(var key in object){keys.push(key);}keys.reverse();// Rather than returning an object with a next method, we keep // things simple and return the next function itself. return function next(){while(keys.length){var key=keys.pop();if(key in object){next.value=key;next.done=false;return next;}}// To avoid creating an additional object, we just hang the .value // and .done properties off the next function object itself. This // also ensures that the minifier will not anonymize the function. next.done=true;return next;};};function values(iterable){if(iterable){var iteratorMethod=iterable[iteratorSymbol];if(iteratorMethod){return iteratorMethod.call(iterable);}if(typeof iterable.next==="function"){return iterable;}if(!isNaN(iterable.length)){var i=-1,next=function next(){while(++i=0;--i){var entry=this.tryEntries[i];var record=entry.completion;if(entry.tryLoc==="root"){// Exception thrown outside of any try block that could handle // it, so set the completion value of the entire function to // throw the exception. return handle("end");}if(entry.tryLoc<=this.prev){var hasCatch=hasOwn.call(entry,"catchLoc");var hasFinally=hasOwn.call(entry,"finallyLoc");if(hasCatch&&hasFinally){if(this.prev=0;--i){var entry=this.tryEntries[i];if(entry.tryLoc<=this.prev&&hasOwn.call(entry,"finallyLoc")&&this.prev=0;--i){var entry=this.tryEntries[i];if(entry.finallyLoc===finallyLoc){this.complete(entry.completion,entry.afterLoc);resetTryEntry(entry);return ContinueSentinel;}}},"catch":function(tryLoc){for(var i=this.tryEntries.length-1;i>=0;--i){var entry=this.tryEntries[i];if(entry.tryLoc===tryLoc){var record=entry.completion;if(record.type==="throw"){var thrown=record.arg;resetTryEntry(entry);}return thrown;}}// The context.catch method must only be called with a location // argument that corresponds to a known catch block. throw new Error("illegal catch attempt");},delegateYield:function(iterable,resultName,nextLoc){this.delegate={iterator:values(iterable),resultName:resultName,nextLoc:nextLoc};if(this.method==="next"){// Deliberately forget the last sent value so that we don't // accidentally pass it on to the delegate. this.arg=undefined;}return ContinueSentinel;}};}(// In sloppy mode, unbound `this` refers to the global object, fallback to // Function constructor if we're in global strict mode. That is sadly a form // of indirect eval which violates Content Security Policy. function(){return this;}()||Function("return this")());});/** * Copyright (c) 2014-present, Facebook, Inc. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ // This method of obtaining a reference to the global object needs to be // kept identical to the way it is obtained in runtime.js var g=function(){return this;}()||Function("return this")();// Use `getOwnPropertyNames` because not all browsers support calling // `hasOwnProperty` on the global `self` object in a worker. See #183. var hadRuntime=g.regeneratorRuntime&&Object.getOwnPropertyNames(g).indexOf("regeneratorRuntime")>=0;// Save the old regeneratorRuntime in case it needs to be restored later. var oldRuntime=hadRuntime&&g.regeneratorRuntime;// Force reevalutation of runtime.js. g.regeneratorRuntime=undefined;var runtimeModule=runtime;if(hadRuntime){// Restore the original runtime. g.regeneratorRuntime=oldRuntime;}else{// Remove the global property added by runtime.js. try{delete g.regeneratorRuntime;}catch(e){g.regeneratorRuntime=undefined;}}var regenerator=runtimeModule;// 7.1.4 ToInteger var ceil=Math.ceil;var floor=Math.floor;var _toInteger=function(it){return isNaN(it=+it)?0:(it>0?floor:ceil)(it);};// 7.2.1 RequireObjectCoercible(argument) var _defined=function(it){if(it==undefined)throw TypeError("Can't call method on "+it);return it;};// true -> String#at // false -> String#codePointAt var _stringAt=function(TO_STRING){return function(that,pos){var s=String(_defined(that));var i=_toInteger(pos);var l=s.length;var a,b;if(i<0||i>=l)return TO_STRING?'':undefined;a=s.charCodeAt(i);return a<0xd800||a>0xdbff||i+1===l||(b=s.charCodeAt(i+1))<0xdc00||b>0xdfff?TO_STRING?s.charAt(i):a:TO_STRING?s.slice(i,i+2):(a-0xd800<<10)+(b-0xdc00)+0x10000;};};var _library=true;var _global=createCommonjsModule(function(module){// https://github.com/zloirock/core-js/issues/86#issuecomment-115759028 var global=module.exports=typeof window!='undefined'&&window.Math==Math?window:typeof self!='undefined'&&self.Math==Math?self// eslint-disable-next-line no-new-func :Function('return this')();if(typeof __g=='number')__g=global;// eslint-disable-line no-undef });var _core=createCommonjsModule(function(module){var core=module.exports={version:'2.5.6'};if(typeof __e=='number')__e=core;// eslint-disable-line no-undef });var _core_1=_core.version;var _aFunction=function(it){if(typeof it!='function')throw TypeError(it+' is not a function!');return it;};// optional / simple context binding var _ctx=function(fn,that,length){_aFunction(fn);if(that===undefined)return fn;switch(length){case 1:return function(a){return fn.call(that,a);};case 2:return function(a,b){return fn.call(that,a,b);};case 3:return function(a,b,c){return fn.call(that,a,b,c);};}return function()/* ...args */{return fn.apply(that,arguments);};};var _isObject=function(it){return typeof it==='object'?it!==null:typeof it==='function';};var _anObject=function(it){if(!_isObject(it))throw TypeError(it+' is not an object!');return it;};var _fails=function(exec){try{return !!exec();}catch(e){return true;}};// Thank's IE8 for his funny defineProperty var _descriptors=!_fails(function(){return Object.defineProperty({},'a',{get:function(){return 7;}}).a!=7;});var document$1=_global.document;// typeof document.createElement is 'object' in old IE var is=_isObject(document$1)&&_isObject(document$1.createElement);var _domCreate=function(it){return is?document$1.createElement(it):{};};var _ie8DomDefine=!_descriptors&&!_fails(function(){return Object.defineProperty(_domCreate('div'),'a',{get:function(){return 7;}}).a!=7;});// 7.1.1 ToPrimitive(input [, PreferredType]) // instead of the ES6 spec version, we didn't implement @@toPrimitive case // and the second argument - flag - preferred type is a string var _toPrimitive=function(it,S){if(!_isObject(it))return it;var fn,val;if(S&&typeof(fn=it.toString)=='function'&&!_isObject(val=fn.call(it)))return val;if(typeof(fn=it.valueOf)=='function'&&!_isObject(val=fn.call(it)))return val;if(!S&&typeof(fn=it.toString)=='function'&&!_isObject(val=fn.call(it)))return val;throw TypeError("Can't convert object to primitive value");};var dP=Object.defineProperty;var f=_descriptors?Object.defineProperty:function defineProperty(O,P,Attributes){_anObject(O);P=_toPrimitive(P,true);_anObject(Attributes);if(_ie8DomDefine)try{return dP(O,P,Attributes);}catch(e){/* empty */}if('get'in Attributes||'set'in Attributes)throw TypeError('Accessors not supported!');if('value'in Attributes)O[P]=Attributes.value;return O;};var _objectDp={f:f};var _propertyDesc=function(bitmap,value){return {enumerable:!(bitmap&1),configurable:!(bitmap&2),writable:!(bitmap&4),value:value};};var _hide=_descriptors?function(object,key,value){return _objectDp.f(object,key,_propertyDesc(1,value));}:function(object,key,value){object[key]=value;return object;};var hasOwnProperty={}.hasOwnProperty;var _has=function(it,key){return hasOwnProperty.call(it,key);};var PROTOTYPE='prototype';var $export=function(type,name,source){var IS_FORCED=type&$export.F;var IS_GLOBAL=type&$export.G;var IS_STATIC=type&$export.S;var IS_PROTO=type&$export.P;var IS_BIND=type&$export.B;var IS_WRAP=type&$export.W;var exports=IS_GLOBAL?_core:_core[name]||(_core[name]={});var expProto=exports[PROTOTYPE];var target=IS_GLOBAL?_global:IS_STATIC?_global[name]:(_global[name]||{})[PROTOTYPE];var key,own,out;if(IS_GLOBAL)source=name;for(key in source){// contains in native own=!IS_FORCED&&target&&target[key]!==undefined;if(own&&_has(exports,key))continue;// export native or passed out=own?target[key]:source[key];// prevent global pollution for namespaces exports[key]=IS_GLOBAL&&typeof target[key]!='function'?source[key]// bind timers to global for call from export context :IS_BIND&&own?_ctx(out,_global)// wrap global constructors for prevent change them in library :IS_WRAP&&target[key]==out?function(C){var F=function(a,b,c){if(this instanceof C){switch(arguments.length){case 0:return new C();case 1:return new C(a);case 2:return new C(a,b);}return new C(a,b,c);}return C.apply(this,arguments);};F[PROTOTYPE]=C[PROTOTYPE];return F;// make static versions for prototype methods }(out):IS_PROTO&&typeof out=='function'?_ctx(Function.call,out):out;// export proto methods to core.%CONSTRUCTOR%.methods.%NAME% if(IS_PROTO){(exports.virtual||(exports.virtual={}))[key]=out;// export proto methods to core.%CONSTRUCTOR%.prototype.%NAME% if(type&$export.R&&expProto&&!expProto[key])_hide(expProto,key,out);}}};// type bitmap $export.F=1;// forced $export.G=2;// global $export.S=4;// static $export.P=8;// proto $export.B=16;// bind $export.W=32;// wrap $export.U=64;// safe $export.R=128;// real proto method for `library` var _export=$export;var _redefine=_hide;var _iterators={};var toString={}.toString;var _cof=function(it){return toString.call(it).slice(8,-1);};// fallback for non-array-like ES3 and non-enumerable old V8 strings // eslint-disable-next-line no-prototype-builtins var _iobject=Object('z').propertyIsEnumerable(0)?Object:function(it){return _cof(it)=='String'?it.split(''):Object(it);};// to indexed object, toObject with fallback for non-array-like ES3 strings var _toIobject=function(it){return _iobject(_defined(it));};// 7.1.15 ToLength var min=Math.min;var _toLength=function(it){return it>0?min(_toInteger(it),0x1fffffffffffff):0;// pow(2, 53) - 1 == 9007199254740991 };var max=Math.max;var min$1=Math.min;var _toAbsoluteIndex=function(index,length){index=_toInteger(index);return index<0?max(index+length,0):min$1(index,length);};// false -> Array#indexOf // true -> Array#includes var _arrayIncludes=function(IS_INCLUDES){return function($this,el,fromIndex){var O=_toIobject($this);var length=_toLength(O.length);var index=_toAbsoluteIndex(fromIndex,length);var value;// Array#includes uses SameValueZero equality algorithm // eslint-disable-next-line no-self-compare if(IS_INCLUDES&&el!=el)while(length>index){value=O[index++];// eslint-disable-next-line no-self-compare if(value!=value)return true;// Array#indexOf ignores holes, Array#includes - not }else for(;length>index;index++)if(IS_INCLUDES||index in O){if(O[index]===el)return IS_INCLUDES||index||0;}return !IS_INCLUDES&&-1;};};var _shared=createCommonjsModule(function(module){var SHARED='__core-js_shared__';var store=_global[SHARED]||(_global[SHARED]={});(module.exports=function(key,value){return store[key]||(store[key]=value!==undefined?value:{});})('versions',[]).push({version:_core.version,mode:'pure',copyright:'© 2018 Denis Pushkarev (zloirock.ru)'});});var id$1=0;var px=Math.random();var _uid=function(key){return 'Symbol('.concat(key===undefined?'':key,')_',(++id$1+px).toString(36));};var shared=_shared('keys');var _sharedKey=function(key){return shared[key]||(shared[key]=_uid(key));};var arrayIndexOf=_arrayIncludes(false);var IE_PROTO=_sharedKey('IE_PROTO');var _objectKeysInternal=function(object,names){var O=_toIobject(object);var i=0;var result=[];var key;for(key in O)if(key!=IE_PROTO)_has(O,key)&&result.push(key);// Don't enum bug & hidden keys while(names.length>i)if(_has(O,key=names[i++])){~arrayIndexOf(result,key)||result.push(key);}return result;};// IE 8- don't enum bug keys var _enumBugKeys='constructor,hasOwnProperty,isPrototypeOf,propertyIsEnumerable,toLocaleString,toString,valueOf'.split(',');// 19.1.2.14 / 15.2.3.14 Object.keys(O) var _objectKeys=Object.keys||function keys(O){return _objectKeysInternal(O,_enumBugKeys);};var _objectDps=_descriptors?Object.defineProperties:function defineProperties(O,Properties){_anObject(O);var keys=_objectKeys(Properties);var length=keys.length;var i=0;var P;while(length>i)_objectDp.f(O,P=keys[i++],Properties[P]);return O;};var document$2=_global.document;var _html=document$2&&document$2.documentElement;// 19.1.2.2 / 15.2.3.5 Object.create(O [, Properties]) var IE_PROTO$1=_sharedKey('IE_PROTO');var Empty=function(){/* empty */};var PROTOTYPE$1='prototype';// Create object with fake `null` prototype: use iframe Object with cleared prototype var createDict=function(){// Thrash, waste and sodomy: IE GC bug var iframe=_domCreate('iframe');var i=_enumBugKeys.length;var lt='<';var gt='>';var iframeDocument;iframe.style.display='none';_html.appendChild(iframe);iframe.src='javascript:';// eslint-disable-line no-script-url // createDict = iframe.contentWindow.Object; // html.removeChild(iframe); iframeDocument=iframe.contentWindow.document;iframeDocument.open();iframeDocument.write(lt+'script'+gt+'document.F=Object'+lt+'/script'+gt);iframeDocument.close();createDict=iframeDocument.F;while(i--)delete createDict[PROTOTYPE$1][_enumBugKeys[i]];return createDict();};var _objectCreate=Object.create||function create(O,Properties){var result;if(O!==null){Empty[PROTOTYPE$1]=_anObject(O);result=new Empty();Empty[PROTOTYPE$1]=null;// add "__proto__" for Object.getPrototypeOf polyfill result[IE_PROTO$1]=O;}else result=createDict();return Properties===undefined?result:_objectDps(result,Properties);};var _wks=createCommonjsModule(function(module){var store=_shared('wks');var Symbol=_global.Symbol;var USE_SYMBOL=typeof Symbol=='function';var $exports=module.exports=function(name){return store[name]||(store[name]=USE_SYMBOL&&Symbol[name]||(USE_SYMBOL?Symbol:_uid)('Symbol.'+name));};$exports.store=store;});var def=_objectDp.f;var TAG=_wks('toStringTag');var _setToStringTag=function(it,tag,stat){if(it&&!_has(it=stat?it:it.prototype,TAG))def(it,TAG,{configurable:true,value:tag});};var IteratorPrototype={};// 25.1.2.1.1 %IteratorPrototype%[@@iterator]() _hide(IteratorPrototype,_wks('iterator'),function(){return this;});var _iterCreate=function(Constructor,NAME,next){Constructor.prototype=_objectCreate(IteratorPrototype,{next:_propertyDesc(1,next)});_setToStringTag(Constructor,NAME+' Iterator');};// 7.1.13 ToObject(argument) var _toObject=function(it){return Object(_defined(it));};// 19.1.2.9 / 15.2.3.2 Object.getPrototypeOf(O) var IE_PROTO$2=_sharedKey('IE_PROTO');var ObjectProto=Object.prototype;var _objectGpo=Object.getPrototypeOf||function(O){O=_toObject(O);if(_has(O,IE_PROTO$2))return O[IE_PROTO$2];if(typeof O.constructor=='function'&&O instanceof O.constructor){return O.constructor.prototype;}return O instanceof Object?ObjectProto:null;};var ITERATOR=_wks('iterator');var BUGGY=!([].keys&&'next'in[].keys());// Safari has buggy iterators w/o `next` var FF_ITERATOR='@@iterator';var KEYS='keys';var VALUES='values';var returnThis=function(){return this;};var _iterDefine=function(Base,NAME,Constructor,next,DEFAULT,IS_SET,FORCED){_iterCreate(Constructor,NAME,next);var getMethod=function(kind){if(!BUGGY&&kind in proto)return proto[kind];switch(kind){case KEYS:return function keys(){return new Constructor(this,kind);};case VALUES:return function values(){return new Constructor(this,kind);};}return function entries(){return new Constructor(this,kind);};};var TAG=NAME+' Iterator';var DEF_VALUES=DEFAULT==VALUES;var VALUES_BUG=false;var proto=Base.prototype;var $native=proto[ITERATOR]||proto[FF_ITERATOR]||DEFAULT&&proto[DEFAULT];var $default=$native||getMethod(DEFAULT);var $entries=DEFAULT?!DEF_VALUES?$default:getMethod('entries'):undefined;var $anyNative=NAME=='Array'?proto.entries||$native:$native;var methods,key,IteratorPrototype;// Fix native if($anyNative){IteratorPrototype=_objectGpo($anyNative.call(new Base()));if(IteratorPrototype!==Object.prototype&&IteratorPrototype.next){// Set @@toStringTag to native iterators _setToStringTag(IteratorPrototype,TAG,true);// fix for some old engines }}// fix Array#{values, @@iterator}.name in V8 / FF if(DEF_VALUES&&$native&&$native.name!==VALUES){VALUES_BUG=true;$default=function values(){return $native.call(this);};}// Define iterator if((FORCED)&&(BUGGY||VALUES_BUG||!proto[ITERATOR])){_hide(proto,ITERATOR,$default);}// Plug for library _iterators[NAME]=$default;_iterators[TAG]=returnThis;if(DEFAULT){methods={values:DEF_VALUES?$default:getMethod(VALUES),keys:IS_SET?$default:getMethod(KEYS),entries:$entries};if(FORCED)for(key in methods){if(!(key in proto))_redefine(proto,key,methods[key]);}else _export(_export.P+_export.F*(BUGGY||VALUES_BUG),NAME,methods);}return methods;};var $at=_stringAt(true);// 21.1.3.27 String.prototype[@@iterator]() _iterDefine(String,'String',function(iterated){this._t=String(iterated);// target this._i=0;// next index // 21.1.5.2.1 %StringIteratorPrototype%.next() },function(){var O=this._t;var index=this._i;var point;if(index>=O.length)return {value:undefined,done:true};point=$at(O,index);this._i+=point.length;return {value:point,done:false};});var _iterStep=function(done,value){return {value:value,done:!!done};};// 22.1.3.4 Array.prototype.entries() // 22.1.3.13 Array.prototype.keys() // 22.1.3.29 Array.prototype.values() // 22.1.3.30 Array.prototype[@@iterator]() var es6_array_iterator=_iterDefine(Array,'Array',function(iterated,kind){this._t=_toIobject(iterated);// target this._i=0;// next index this._k=kind;// kind // 22.1.5.2.1 %ArrayIteratorPrototype%.next() },function(){var O=this._t;var kind=this._k;var index=this._i++;if(!O||index>=O.length){this._t=undefined;return _iterStep(1);}if(kind=='keys')return _iterStep(0,index);if(kind=='values')return _iterStep(0,O[index]);return _iterStep(0,[index,O[index]]);},'values');// argumentsList[@@iterator] is %ArrayProto_values% (9.4.4.6, 9.4.4.7) _iterators.Arguments=_iterators.Array;var TO_STRING_TAG=_wks('toStringTag');var DOMIterables=('CSSRuleList,CSSStyleDeclaration,CSSValueList,ClientRectList,DOMRectList,DOMStringList,'+'DOMTokenList,DataTransferItemList,FileList,HTMLAllCollection,HTMLCollection,HTMLFormElement,HTMLSelectElement,'+'MediaList,MimeTypeArray,NamedNodeMap,NodeList,PaintRequestList,Plugin,PluginArray,SVGLengthList,SVGNumberList,'+'SVGPathSegList,SVGPointList,SVGStringList,SVGTransformList,SourceBufferList,StyleSheetList,TextTrackCueList,'+'TextTrackList,TouchList').split(',');for(var i=0;iindex;index++){result=entries?f(_anObject(step=iterable[index])[0],step[1]):f(iterable[index]);if(result===BREAK||result===RETURN)return result;}else for(iterator=iterFn.call(iterable);!(step=iterator.next()).done;){result=_iterCall(iterator,f,step.value,entries);if(result===BREAK||result===RETURN)return result;}};exports.BREAK=BREAK;exports.RETURN=RETURN;});// 7.3.20 SpeciesConstructor(O, defaultConstructor) var SPECIES=_wks('species');var _speciesConstructor=function(O,D){var C=_anObject(O).constructor;var S;return C===undefined||(S=_anObject(C)[SPECIES])==undefined?D:_aFunction(S);};// fast apply, http://jsperf.lnkit.com/fast-apply/5 var _invoke=function(fn,args,that){var un=that===undefined;switch(args.length){case 0:return un?fn():fn.call(that);case 1:return un?fn(args[0]):fn.call(that,args[0]);case 2:return un?fn(args[0],args[1]):fn.call(that,args[0],args[1]);case 3:return un?fn(args[0],args[1],args[2]):fn.call(that,args[0],args[1],args[2]);case 4:return un?fn(args[0],args[1],args[2],args[3]):fn.call(that,args[0],args[1],args[2],args[3]);}return fn.apply(that,args);};var process=_global.process;var setTask=_global.setImmediate;var clearTask=_global.clearImmediate;var MessageChannel=_global.MessageChannel;var Dispatch=_global.Dispatch;var counter=0;var queue={};var ONREADYSTATECHANGE='onreadystatechange';var defer,channel,port;var run=function(){var id=+this;// eslint-disable-next-line no-prototype-builtins if(queue.hasOwnProperty(id)){var fn=queue[id];delete queue[id];fn();}};var listener=function(event){run.call(event.data);};// Node.js 0.9+ & IE10+ has setImmediate, otherwise: if(!setTask||!clearTask){setTask=function setImmediate(fn){var args=[];var i=1;while(arguments.length>i)args.push(arguments[i++]);queue[++counter]=function(){// eslint-disable-next-line no-new-func _invoke(typeof fn=='function'?fn:Function(fn),args);};defer(counter);return counter;};clearTask=function clearImmediate(id){delete queue[id];};// Node.js 0.8- if(_cof(process)=='process'){defer=function(id){process.nextTick(_ctx(run,id,1));};// Sphere (JS game engine) Dispatch API }else if(Dispatch&&Dispatch.now){defer=function(id){Dispatch.now(_ctx(run,id,1));};// Browsers with MessageChannel, includes WebWorkers }else if(MessageChannel){channel=new MessageChannel();port=channel.port2;channel.port1.onmessage=listener;defer=_ctx(port.postMessage,port,1);// Browsers with postMessage, skip WebWorkers // IE8 has postMessage, but it's sync & typeof its postMessage is 'object' }else if(_global.addEventListener&&typeof postMessage=='function'&&!_global.importScripts){defer=function(id){_global.postMessage(id+'','*');};_global.addEventListener('message',listener,false);// IE8- }else if(ONREADYSTATECHANGE in _domCreate('script')){defer=function(id){_html.appendChild(_domCreate('script'))[ONREADYSTATECHANGE]=function(){_html.removeChild(this);run.call(id);};};// Rest old browsers }else{defer=function(id){setTimeout(_ctx(run,id,1),0);};}}var _task={set:setTask,clear:clearTask};var macrotask=_task.set;var Observer=_global.MutationObserver||_global.WebKitMutationObserver;var process$1=_global.process;var Promise$1=_global.Promise;var isNode=_cof(process$1)=='process';var _microtask=function(){var head,last,notify;var flush=function(){var parent,fn;if(isNode&&(parent=process$1.domain))parent.exit();while(head){fn=head.fn;head=head.next;try{fn();}catch(e){if(head)notify();else last=undefined;throw e;}}last=undefined;if(parent)parent.enter();};// Node.js if(isNode){notify=function(){process$1.nextTick(flush);};// browsers with MutationObserver, except iOS Safari - https://github.com/zloirock/core-js/issues/339 }else if(Observer&&!(_global.navigator&&_global.navigator.standalone)){var toggle=true;var node=document.createTextNode('');new Observer(flush).observe(node,{characterData:true});// eslint-disable-line no-new notify=function(){node.data=toggle=!toggle;};// environments with maybe non-completely correct, but existent Promise }else if(Promise$1&&Promise$1.resolve){// Promise.resolve without an argument throws an error in LG WebOS 2 var promise=Promise$1.resolve(undefined);notify=function(){promise.then(flush);};// for other environments - macrotask based on: // - setImmediate // - MessageChannel // - window.postMessag // - onreadystatechange // - setTimeout }else{notify=function(){// strange IE + webpack dev server bug - use .call(global) macrotask.call(_global,flush);};}return function(fn){var task={fn:fn,next:undefined};if(last)last.next=task;if(!head){head=task;notify();}last=task;};};// 25.4.1.5 NewPromiseCapability(C) function PromiseCapability(C){var resolve,reject;this.promise=new C(function($$resolve,$$reject){if(resolve!==undefined||reject!==undefined)throw TypeError('Bad Promise constructor');resolve=$$resolve;reject=$$reject;});this.resolve=_aFunction(resolve);this.reject=_aFunction(reject);}var f$1=function(C){return new PromiseCapability(C);};var _newPromiseCapability={f:f$1};var _perform=function(exec){try{return {e:false,v:exec()};}catch(e){return {e:true,v:e};}};var navigator$1=_global.navigator;var _userAgent=navigator$1&&navigator$1.userAgent||'';var _promiseResolve=function(C,x){_anObject(C);if(_isObject(x)&&x.constructor===C)return x;var promiseCapability=_newPromiseCapability.f(C);var resolve=promiseCapability.resolve;resolve(x);return promiseCapability.promise;};var _redefineAll=function(target,src,safe){for(var key in src){if(safe&&target[key])target[key]=src[key];else _hide(target,key,src[key]);}return target;};var SPECIES$1=_wks('species');var _setSpecies=function(KEY){var C=typeof _core[KEY]=='function'?_core[KEY]:_global[KEY];if(_descriptors&&C&&!C[SPECIES$1])_objectDp.f(C,SPECIES$1,{configurable:true,get:function(){return this;}});};var ITERATOR$3=_wks('iterator');var SAFE_CLOSING=false;try{var riter=[7][ITERATOR$3]();riter['return']=function(){SAFE_CLOSING=true;};}catch(e){/* empty */}var _iterDetect=function(exec,skipClosing){if(!skipClosing&&!SAFE_CLOSING)return false;var safe=false;try{var arr=[7];var iter=arr[ITERATOR$3]();iter.next=function(){return {done:safe=true};};arr[ITERATOR$3]=function(){return iter;};exec(arr);}catch(e){/* empty */}return safe;};var task=_task.set;var microtask=_microtask();var PROMISE='Promise';var TypeError$1=_global.TypeError;var process$2=_global.process;var versions=process$2&&process$2.versions;var v8=versions&&versions.v8||'';var $Promise=_global[PROMISE];var isNode$1=_classof(process$2)=='process';var empty=function(){/* empty */};var Internal,newGenericPromiseCapability,OwnPromiseCapability,Wrapper;var newPromiseCapability=newGenericPromiseCapability=_newPromiseCapability.f;var USE_NATIVE=!!function(){try{// correct subclassing with @@species support var promise=$Promise.resolve(1);var FakePromise=(promise.constructor={})[_wks('species')]=function(exec){exec(empty,empty);};// unhandled rejections tracking support, NodeJS Promise without it fails @@species test return (isNode$1||typeof PromiseRejectionEvent=='function')&&promise.then(empty)instanceof FakePromise// v8 6.6 (Node 10 and Chrome 66) have a bug with resolving custom thenables // https://bugs.chromium.org/p/chromium/issues/detail?id=830565 // we can't detect it synchronously, so just check versions &&v8.indexOf('6.6')!==0&&_userAgent.indexOf('Chrome/66')===-1;}catch(e){/* empty */}}();// helpers var isThenable=function(it){var then;return _isObject(it)&&typeof(then=it.then)=='function'?then:false;};var notify=function(promise,isReject){if(promise._n)return;promise._n=true;var chain=promise._c;microtask(function(){var value=promise._v;var ok=promise._s==1;var i=0;var run=function(reaction){var handler=ok?reaction.ok:reaction.fail;var resolve=reaction.resolve;var reject=reaction.reject;var domain=reaction.domain;var result,then,exited;try{if(handler){if(!ok){if(promise._h==2)onHandleUnhandled(promise);promise._h=1;}if(handler===true)result=value;else{if(domain)domain.enter();result=handler(value);// may throw if(domain){domain.exit();exited=true;}}if(result===reaction.promise){reject(TypeError$1('Promise-chain cycle'));}else if(then=isThenable(result)){then.call(result,resolve,reject);}else resolve(result);}else reject(value);}catch(e){if(domain&&!exited)domain.exit();reject(e);}};while(chain.length>i)run(chain[i++]);// variable length - can't use forEach promise._c=[];promise._n=false;if(isReject&&!promise._h)onUnhandled(promise);});};var onUnhandled=function(promise){task.call(_global,function(){var value=promise._v;var unhandled=isUnhandled(promise);var result,handler,console;if(unhandled){result=_perform(function(){if(isNode$1){process$2.emit('unhandledRejection',value,promise);}else if(handler=_global.onunhandledrejection){handler({promise:promise,reason:value});}else if((console=_global.console)&&console.error){console.error('Unhandled promise rejection',value);}});// Browsers should not trigger `rejectionHandled` event if it was handled here, NodeJS - should promise._h=isNode$1||isUnhandled(promise)?2:1;}promise._a=undefined;if(unhandled&&result.e)throw result.v;});};var isUnhandled=function(promise){return promise._h!==1&&(promise._a||promise._c).length===0;};var onHandleUnhandled=function(promise){task.call(_global,function(){var handler;if(isNode$1){process$2.emit('rejectionHandled',promise);}else if(handler=_global.onrejectionhandled){handler({promise:promise,reason:promise._v});}});};var $reject=function(value){var promise=this;if(promise._d)return;promise._d=true;promise=promise._w||promise;// unwrap promise._v=value;promise._s=2;if(!promise._a)promise._a=promise._c.slice();notify(promise,true);};var $resolve=function(value){var promise=this;var then;if(promise._d)return;promise._d=true;promise=promise._w||promise;// unwrap try{if(promise===value)throw TypeError$1("Promise can't be resolved itself");if(then=isThenable(value)){microtask(function(){var wrapper={_w:promise,_d:false};// wrap try{then.call(value,_ctx($resolve,wrapper,1),_ctx($reject,wrapper,1));}catch(e){$reject.call(wrapper,e);}});}else{promise._v=value;promise._s=1;notify(promise,false);}}catch(e){$reject.call({_w:promise,_d:false},e);// wrap }};// constructor polyfill if(!USE_NATIVE){// 25.4.3.1 Promise(executor) $Promise=function Promise(executor){_anInstance(this,$Promise,PROMISE,'_h');_aFunction(executor);Internal.call(this);try{executor(_ctx($resolve,this,1),_ctx($reject,this,1));}catch(err){$reject.call(this,err);}};// eslint-disable-next-line no-unused-vars Internal=function Promise(executor){this._c=[];// <- awaiting reactions this._a=undefined;// <- checked in isUnhandled reactions this._s=0;// <- state this._d=false;// <- done this._v=undefined;// <- value this._h=0;// <- rejection state, 0 - default, 1 - handled, 2 - unhandled this._n=false;// <- notify };Internal.prototype=_redefineAll($Promise.prototype,{// 25.4.5.3 Promise.prototype.then(onFulfilled, onRejected) then:function then(onFulfilled,onRejected){var reaction=newPromiseCapability(_speciesConstructor(this,$Promise));reaction.ok=typeof onFulfilled=='function'?onFulfilled:true;reaction.fail=typeof onRejected=='function'&&onRejected;reaction.domain=isNode$1?process$2.domain:undefined;this._c.push(reaction);if(this._a)this._a.push(reaction);if(this._s)notify(this,false);return reaction.promise;},// 25.4.5.1 Promise.prototype.catch(onRejected) 'catch':function(onRejected){return this.then(undefined,onRejected);}});OwnPromiseCapability=function(){var promise=new Internal();this.promise=promise;this.resolve=_ctx($resolve,promise,1);this.reject=_ctx($reject,promise,1);};_newPromiseCapability.f=newPromiseCapability=function(C){return C===$Promise||C===Wrapper?new OwnPromiseCapability(C):newGenericPromiseCapability(C);};}_export(_export.G+_export.W+_export.F*!USE_NATIVE,{Promise:$Promise});_setToStringTag($Promise,PROMISE);_setSpecies(PROMISE);Wrapper=_core[PROMISE];// statics _export(_export.S+_export.F*!USE_NATIVE,PROMISE,{// 25.4.4.5 Promise.reject(r) reject:function reject(r){var capability=newPromiseCapability(this);var $$reject=capability.reject;$$reject(r);return capability.promise;}});_export(_export.S+_export.F*(_library),PROMISE,{// 25.4.4.6 Promise.resolve(x) resolve:function resolve(x){return _promiseResolve(this===Wrapper?$Promise:this,x);}});_export(_export.S+_export.F*!(USE_NATIVE&&_iterDetect(function(iter){$Promise.all(iter)['catch'](empty);})),PROMISE,{// 25.4.4.1 Promise.all(iterable) all:function all(iterable){var C=this;var capability=newPromiseCapability(C);var resolve=capability.resolve;var reject=capability.reject;var result=_perform(function(){var values=[];var index=0;var remaining=1;_forOf(iterable,false,function(promise){var $index=index++;var alreadyCalled=false;values.push(undefined);remaining++;C.resolve(promise).then(function(value){if(alreadyCalled)return;alreadyCalled=true;values[$index]=value;--remaining||resolve(values);},reject);});--remaining||resolve(values);});if(result.e)reject(result.v);return capability.promise;},// 25.4.4.4 Promise.race(iterable) race:function race(iterable){var C=this;var capability=newPromiseCapability(C);var reject=capability.reject;var result=_perform(function(){_forOf(iterable,false,function(promise){C.resolve(promise).then(capability.resolve,reject);});});if(result.e)reject(result.v);return capability.promise;}});_export(_export.P+_export.R,'Promise',{'finally':function(onFinally){var C=_speciesConstructor(this,_core.Promise||_global.Promise);var isFunction=typeof onFinally=='function';return this.then(isFunction?function(x){return _promiseResolve(C,onFinally()).then(function(){return x;});}:onFinally,isFunction?function(e){return _promiseResolve(C,onFinally()).then(function(){throw e;});}:onFinally);}});// https://github.com/tc39/proposal-promise-try _export(_export.S,'Promise',{'try':function(callbackfn){var promiseCapability=_newPromiseCapability.f(this);var result=_perform(callbackfn);(result.e?promiseCapability.reject:promiseCapability.resolve)(result.v);return promiseCapability.promise;}});var promise=_core.Promise;var promise$1=promise;function _asyncToGenerator$1(fn){return function(){var self=this,args=arguments;return new promise$1(function(resolve,reject){var gen=fn.apply(self,args);function step(key,arg){try{var info=gen[key](arg);var value=info.value;}catch(error){reject(error);return;}if(info.done){resolve(value);}else{promise$1.resolve(value).then(_next,_throw);}}function _next(value){step("next",value);}function _throw(err){step("throw",err);}_next();});};}var asyncToGenerator=_asyncToGenerator$1;var f$2={}.propertyIsEnumerable;var _objectPie={f:f$2};var gOPD=Object.getOwnPropertyDescriptor;var f$3=_descriptors?gOPD:function getOwnPropertyDescriptor(O,P){O=_toIobject(O);P=_toPrimitive(P,true);if(_ie8DomDefine)try{return gOPD(O,P);}catch(e){/* empty */}if(_has(O,P))return _propertyDesc(!_objectPie.f.call(O,P),O[P]);};var _objectGopd={f:f$3};// most Object methods by ES6 should accept primitives var _objectSap=function(KEY,exec){var fn=(_core.Object||{})[KEY]||Object[KEY];var exp={};exp[KEY]=exec(fn);_export(_export.S+_export.F*_fails(function(){fn(1);}),'Object',exp);};// 19.1.2.6 Object.getOwnPropertyDescriptor(O, P) var $getOwnPropertyDescriptor=_objectGopd.f;_objectSap('getOwnPropertyDescriptor',function(){return function getOwnPropertyDescriptor(it,key){return $getOwnPropertyDescriptor(_toIobject(it),key);};});var $Object=_core.Object;var getOwnPropertyDescriptor=function getOwnPropertyDescriptor(it,key){return $Object.getOwnPropertyDescriptor(it,key);};var getOwnPropertyDescriptor$1=getOwnPropertyDescriptor;var _meta=createCommonjsModule(function(module){var META=_uid('meta');var setDesc=_objectDp.f;var id=0;var isExtensible=Object.isExtensible||function(){return true;};var FREEZE=!_fails(function(){return isExtensible(Object.preventExtensions({}));});var setMeta=function(it){setDesc(it,META,{value:{i:'O'+ ++id,// object ID w:{}// weak collections IDs }});};var fastKey=function(it,create){// return primitive with prefix if(!_isObject(it))return typeof it=='symbol'?it:(typeof it=='string'?'S':'P')+it;if(!_has(it,META)){// can't set metadata to uncaught frozen object if(!isExtensible(it))return 'F';// not necessary to add metadata if(!create)return 'E';// add missing metadata setMeta(it);// return object ID }return it[META].i;};var getWeak=function(it,create){if(!_has(it,META)){// can't set metadata to uncaught frozen object if(!isExtensible(it))return true;// not necessary to add metadata if(!create)return false;// add missing metadata setMeta(it);// return hash weak collections IDs }return it[META].w;};// add metadata on freeze-family methods calling var onFreeze=function(it){if(FREEZE&&meta.NEED&&isExtensible(it)&&!_has(it,META))setMeta(it);return it;};var meta=module.exports={KEY:META,NEED:false,fastKey:fastKey,getWeak:getWeak,onFreeze:onFreeze};});var _meta_1=_meta.KEY;var _meta_2=_meta.NEED;var _meta_3=_meta.fastKey;var _meta_4=_meta.getWeak;var _meta_5=_meta.onFreeze;var f$4=_wks;var _wksExt={f:f$4};var defineProperty=_objectDp.f;var _wksDefine=function(name){var $Symbol=_core.Symbol||(_core.Symbol={});if(name.charAt(0)!='_'&&!(name in $Symbol))defineProperty($Symbol,name,{value:_wksExt.f(name)});};var f$5=Object.getOwnPropertySymbols;var _objectGops={f:f$5};// all enumerable object keys, includes symbols var _enumKeys=function(it){var result=_objectKeys(it);var getSymbols=_objectGops.f;if(getSymbols){var symbols=getSymbols(it);var isEnum=_objectPie.f;var i=0;var key;while(symbols.length>i)if(isEnum.call(it,key=symbols[i++]))result.push(key);}return result;};// 7.2.2 IsArray(argument) var _isArray=Array.isArray||function isArray(arg){return _cof(arg)=='Array';};// 19.1.2.7 / 15.2.3.4 Object.getOwnPropertyNames(O) var hiddenKeys=_enumBugKeys.concat('length','prototype');var f$6=Object.getOwnPropertyNames||function getOwnPropertyNames(O){return _objectKeysInternal(O,hiddenKeys);};var _objectGopn={f:f$6};// fallback for IE11 buggy Object.getOwnPropertyNames with iframe and window var gOPN=_objectGopn.f;var toString$1={}.toString;var windowNames=typeof window=='object'&&window&&Object.getOwnPropertyNames?Object.getOwnPropertyNames(window):[];var getWindowNames=function(it){try{return gOPN(it);}catch(e){return windowNames.slice();}};var f$7=function getOwnPropertyNames(it){return windowNames&&toString$1.call(it)=='[object Window]'?getWindowNames(it):gOPN(_toIobject(it));};var _objectGopnExt={f:f$7};// ECMAScript 6 symbols shim var META=_meta.KEY;var gOPD$1=_objectGopd.f;var dP$1=_objectDp.f;var gOPN$1=_objectGopnExt.f;var $Symbol=_global.Symbol;var $JSON=_global.JSON;var _stringify=$JSON&&$JSON.stringify;var PROTOTYPE$2='prototype';var HIDDEN=_wks('_hidden');var TO_PRIMITIVE=_wks('toPrimitive');var isEnum={}.propertyIsEnumerable;var SymbolRegistry=_shared('symbol-registry');var AllSymbols=_shared('symbols');var OPSymbols=_shared('op-symbols');var ObjectProto$1=Object[PROTOTYPE$2];var USE_NATIVE$1=typeof $Symbol=='function';var QObject=_global.QObject;// Don't use setters in Qt Script, https://github.com/zloirock/core-js/issues/173 var setter=!QObject||!QObject[PROTOTYPE$2]||!QObject[PROTOTYPE$2].findChild;// fallback for old Android, https://code.google.com/p/v8/issues/detail?id=687 var setSymbolDesc=_descriptors&&_fails(function(){return _objectCreate(dP$1({},'a',{get:function(){return dP$1(this,'a',{value:7}).a;}})).a!=7;})?function(it,key,D){var protoDesc=gOPD$1(ObjectProto$1,key);if(protoDesc)delete ObjectProto$1[key];dP$1(it,key,D);if(protoDesc&&it!==ObjectProto$1)dP$1(ObjectProto$1,key,protoDesc);}:dP$1;var wrap=function(tag){var sym=AllSymbols[tag]=_objectCreate($Symbol[PROTOTYPE$2]);sym._k=tag;return sym;};var isSymbol=USE_NATIVE$1&&typeof $Symbol.iterator=='symbol'?function(it){return typeof it=='symbol';}:function(it){return it instanceof $Symbol;};var $defineProperty=function defineProperty(it,key,D){if(it===ObjectProto$1)$defineProperty(OPSymbols,key,D);_anObject(it);key=_toPrimitive(key,true);_anObject(D);if(_has(AllSymbols,key)){if(!D.enumerable){if(!_has(it,HIDDEN))dP$1(it,HIDDEN,_propertyDesc(1,{}));it[HIDDEN][key]=true;}else{if(_has(it,HIDDEN)&&it[HIDDEN][key])it[HIDDEN][key]=false;D=_objectCreate(D,{enumerable:_propertyDesc(0,false)});}return setSymbolDesc(it,key,D);}return dP$1(it,key,D);};var $defineProperties=function defineProperties(it,P){_anObject(it);var keys=_enumKeys(P=_toIobject(P));var i=0;var l=keys.length;var key;while(l>i)$defineProperty(it,key=keys[i++],P[key]);return it;};var $create=function create(it,P){return P===undefined?_objectCreate(it):$defineProperties(_objectCreate(it),P);};var $propertyIsEnumerable=function propertyIsEnumerable(key){var E=isEnum.call(this,key=_toPrimitive(key,true));if(this===ObjectProto$1&&_has(AllSymbols,key)&&!_has(OPSymbols,key))return false;return E||!_has(this,key)||!_has(AllSymbols,key)||_has(this,HIDDEN)&&this[HIDDEN][key]?E:true;};var $getOwnPropertyDescriptor$1=function getOwnPropertyDescriptor(it,key){it=_toIobject(it);key=_toPrimitive(key,true);if(it===ObjectProto$1&&_has(AllSymbols,key)&&!_has(OPSymbols,key))return;var D=gOPD$1(it,key);if(D&&_has(AllSymbols,key)&&!(_has(it,HIDDEN)&&it[HIDDEN][key]))D.enumerable=true;return D;};var $getOwnPropertyNames=function getOwnPropertyNames(it){var names=gOPN$1(_toIobject(it));var result=[];var i=0;var key;while(names.length>i){if(!_has(AllSymbols,key=names[i++])&&key!=HIDDEN&&key!=META)result.push(key);}return result;};var $getOwnPropertySymbols=function getOwnPropertySymbols(it){var IS_OP=it===ObjectProto$1;var names=gOPN$1(IS_OP?OPSymbols:_toIobject(it));var result=[];var i=0;var key;while(names.length>i){if(_has(AllSymbols,key=names[i++])&&(IS_OP?_has(ObjectProto$1,key):true))result.push(AllSymbols[key]);}return result;};// 19.4.1.1 Symbol([description]) if(!USE_NATIVE$1){$Symbol=function Symbol(){if(this instanceof $Symbol)throw TypeError('Symbol is not a constructor!');var tag=_uid(arguments.length>0?arguments[0]:undefined);var $set=function(value){if(this===ObjectProto$1)$set.call(OPSymbols,value);if(_has(this,HIDDEN)&&_has(this[HIDDEN],tag))this[HIDDEN][tag]=false;setSymbolDesc(this,tag,_propertyDesc(1,value));};if(_descriptors&&setter)setSymbolDesc(ObjectProto$1,tag,{configurable:true,set:$set});return wrap(tag);};_redefine($Symbol[PROTOTYPE$2],'toString',function toString(){return this._k;});_objectGopd.f=$getOwnPropertyDescriptor$1;_objectDp.f=$defineProperty;_objectGopn.f=_objectGopnExt.f=$getOwnPropertyNames;_objectPie.f=$propertyIsEnumerable;_objectGops.f=$getOwnPropertySymbols;if(_descriptors&&!_library){_redefine(ObjectProto$1,'propertyIsEnumerable',$propertyIsEnumerable,true);}_wksExt.f=function(name){return wrap(_wks(name));};}_export(_export.G+_export.W+_export.F*!USE_NATIVE$1,{Symbol:$Symbol});for(var es6Symbols=// 19.4.2.2, 19.4.2.3, 19.4.2.4, 19.4.2.6, 19.4.2.8, 19.4.2.9, 19.4.2.10, 19.4.2.11, 19.4.2.12, 19.4.2.13, 19.4.2.14 'hasInstance,isConcatSpreadable,iterator,match,replace,search,species,split,toPrimitive,toStringTag,unscopables'.split(','),j=0;es6Symbols.length>j;)_wks(es6Symbols[j++]);for(var wellKnownSymbols=_objectKeys(_wks.store),k=0;wellKnownSymbols.length>k;)_wksDefine(wellKnownSymbols[k++]);_export(_export.S+_export.F*!USE_NATIVE$1,'Symbol',{// 19.4.2.1 Symbol.for(key) 'for':function(key){return _has(SymbolRegistry,key+='')?SymbolRegistry[key]:SymbolRegistry[key]=$Symbol(key);},// 19.4.2.5 Symbol.keyFor(sym) keyFor:function keyFor(sym){if(!isSymbol(sym))throw TypeError(sym+' is not a symbol!');for(var key in SymbolRegistry)if(SymbolRegistry[key]===sym)return key;},useSetter:function(){setter=true;},useSimple:function(){setter=false;}});_export(_export.S+_export.F*!USE_NATIVE$1,'Object',{// 19.1.2.2 Object.create(O [, Properties]) create:$create,// 19.1.2.4 Object.defineProperty(O, P, Attributes) defineProperty:$defineProperty,// 19.1.2.3 Object.defineProperties(O, Properties) defineProperties:$defineProperties,// 19.1.2.6 Object.getOwnPropertyDescriptor(O, P) getOwnPropertyDescriptor:$getOwnPropertyDescriptor$1,// 19.1.2.7 Object.getOwnPropertyNames(O) getOwnPropertyNames:$getOwnPropertyNames,// 19.1.2.8 Object.getOwnPropertySymbols(O) getOwnPropertySymbols:$getOwnPropertySymbols});// 24.3.2 JSON.stringify(value [, replacer [, space]]) $JSON&&_export(_export.S+_export.F*(!USE_NATIVE$1||_fails(function(){var S=$Symbol();// MS Edge converts symbol values to JSON as {} // WebKit converts symbol values to JSON as null // V8 throws on boxed symbols return _stringify([S])!='[null]'||_stringify({a:S})!='{}'||_stringify(Object(S))!='{}';})),'JSON',{stringify:function stringify(it){var args=[it];var i=1;var replacer,$replacer;while(arguments.length>i)args.push(arguments[i++]);$replacer=replacer=args[1];if(!_isObject(replacer)&&it===undefined||isSymbol(it))return;// IE8 returns string on undefined if(!_isArray(replacer))replacer=function(key,value){if(typeof $replacer=='function')value=$replacer.call(this,key,value);if(!isSymbol(value))return value;};args[1]=replacer;return _stringify.apply($JSON,args);}});// 19.4.3.4 Symbol.prototype[@@toPrimitive](hint) $Symbol[PROTOTYPE$2][TO_PRIMITIVE]||_hide($Symbol[PROTOTYPE$2],TO_PRIMITIVE,$Symbol[PROTOTYPE$2].valueOf);// 19.4.3.5 Symbol.prototype[@@toStringTag] _setToStringTag($Symbol,'Symbol');// 20.2.1.9 Math[@@toStringTag] _setToStringTag(Math,'Math',true);// 24.3.3 JSON[@@toStringTag] _setToStringTag(_global.JSON,'JSON',true);var getOwnPropertySymbols=_core.Object.getOwnPropertySymbols;var getOwnPropertySymbols$1=getOwnPropertySymbols;// 19.1.2.14 Object.keys(O) _objectSap('keys',function(){return function keys(it){return _objectKeys(_toObject(it));};});var keys=_core.Object.keys;var keys$1=keys;// 19.1.2.4 / 15.2.3.6 Object.defineProperty(O, P, Attributes) _export(_export.S+_export.F*!_descriptors,'Object',{defineProperty:_objectDp.f});var $Object$1=_core.Object;var defineProperty$1=function defineProperty(it,key,desc){return $Object$1.defineProperty(it,key,desc);};var defineProperty$2=defineProperty$1;function _defineProperty$1(obj,key,value){if(key in obj){defineProperty$2(obj,key,{value:value,enumerable:true,configurable:true,writable:true});}else{obj[key]=value;}return obj;}var defineProperty$3=_defineProperty$1;function _objectSpread$1(target){for(var i=1;i1?_len-1:0),_key=1;_key<_len;_key++){extensions[_key-1]=arguments[_key];}// $.extend alternative, ... is the spread operator. for(var _i=0;_i0?1:+x;};}if('name'in Function.prototype===false){// Missing in IE // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name Object.defineProperty(Function.prototype,'name',{get:function(){return this.toString().match(/^\s*function\s*([^\(\s]*)/)[1];}});}if(Object.assign===undefined){// Missing in IE // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign (function(){Object.assign=function(target){if(target===undefined||target===null){throw new TypeError('Cannot convert undefined or null to object');}var output=Object(target);for(var index=1;index>8&0xff]+lut[d0>>16&0xff]+lut[d0>>24&0xff]+'-'+lut[d1&0xff]+lut[d1>>8&0xff]+'-'+lut[d1>>16&0x0f|0x40]+lut[d1>>24&0xff]+'-'+lut[d2&0x3f|0x80]+lut[d2>>8&0xff]+'-'+lut[d2>>16&0xff]+lut[d2>>24&0xff]+lut[d3&0xff]+lut[d3>>8&0xff]+lut[d3>>16&0xff]+lut[d3>>24&0xff];// .toUpperCase() here flattens concatenated strings to save heap memory space. return uuid.toUpperCase();};}(),clamp:function(value,min,max){return Math.max(min,Math.min(max,value));},// compute euclidian modulo of m % n // https://en.wikipedia.org/wiki/Modulo_operation euclideanModulo:function(n,m){return (n%m+m)%m;},// Linear mapping from range to range mapLinear:function(x,a1,a2,b1,b2){return b1+(x-a1)*(b2-b1)/(a2-a1);},// https://en.wikipedia.org/wiki/Linear_interpolation lerp:function(x,y,t){return (1-t)*x+t*y;},// http://en.wikipedia.org/wiki/Smoothstep smoothstep:function(x,min,max){if(x<=min)return 0;if(x>=max)return 1;x=(x-min)/(max-min);return x*x*(3-2*x);},smootherstep:function(x,min,max){if(x<=min)return 0;if(x>=max)return 1;x=(x-min)/(max-min);return x*x*x*(x*(x*6-15)+10);},// Random integer from interval randInt:function(low,high){return low+Math.floor(Math.random()*(high-low+1));},// Random float from interval randFloat:function(low,high){return low+Math.random()*(high-low);},// Random float from <-range/2, range/2> interval randFloatSpread:function(range){return range*(0.5-Math.random());},degToRad:function(degrees){return degrees*_Math.DEG2RAD;},radToDeg:function(radians){return radians*_Math.RAD2DEG;},isPowerOfTwo:function(value){return (value&value-1)===0&&value!==0;},ceilPowerOfTwo:function(value){return Math.pow(2,Math.ceil(Math.log(value)/Math.LN2));},floorPowerOfTwo:function(value){return Math.pow(2,Math.floor(Math.log(value)/Math.LN2));}};/** * @author mrdoob / http://mrdoob.com/ * @author philogb / http://blog.thejit.org/ * @author egraether / http://egraether.com/ * @author zz85 / http://www.lab4games.net/zz85/blog */function Vector2(x,y){this.x=x||0;this.y=y||0;}Object.defineProperties(Vector2.prototype,{"width":{get:function(){return this.x;},set:function(value){this.x=value;}},"height":{get:function(){return this.y;},set:function(value){this.y=value;}}});Object.assign(Vector2.prototype,{isVector2:true,set:function(x,y){this.x=x;this.y=y;return this;},setScalar:function(scalar){this.x=scalar;this.y=scalar;return this;},setX:function(x){this.x=x;return this;},setY:function(y){this.y=y;return this;},setComponent:function(index,value){switch(index){case 0:this.x=value;break;case 1:this.y=value;break;default:throw new Error('index is out of range: '+index);}return this;},getComponent:function(index){switch(index){case 0:return this.x;case 1:return this.y;default:throw new Error('index is out of range: '+index);}},clone:function(){return new this.constructor(this.x,this.y);},copy:function(v){this.x=v.x;this.y=v.y;return this;},add:function(v,w){if(w!==undefined){console.warn('THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');return this.addVectors(v,w);}this.x+=v.x;this.y+=v.y;return this;},addScalar:function(s){this.x+=s;this.y+=s;return this;},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this;},addScaledVector:function(v,s){this.x+=v.x*s;this.y+=v.y*s;return this;},sub:function(v,w){if(w!==undefined){console.warn('THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');return this.subVectors(v,w);}this.x-=v.x;this.y-=v.y;return this;},subScalar:function(s){this.x-=s;this.y-=s;return this;},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this;},multiply:function(v){this.x*=v.x;this.y*=v.y;return this;},multiplyScalar:function(scalar){this.x*=scalar;this.y*=scalar;return this;},divide:function(v){this.x/=v.x;this.y/=v.y;return this;},divideScalar:function(scalar){return this.multiplyScalar(1/scalar);},applyMatrix3:function(m){var x=this.x,y=this.y;var e=m.elements;this.x=e[0]*x+e[3]*y+e[6];this.y=e[1]*x+e[4]*y+e[7];return this;},min:function(v){this.x=Math.min(this.x,v.x);this.y=Math.min(this.y,v.y);return this;},max:function(v){this.x=Math.max(this.x,v.x);this.y=Math.max(this.y,v.y);return this;},clamp:function(min,max){// assumes min < max, componentwise this.x=Math.max(min.x,Math.min(max.x,this.x));this.y=Math.max(min.y,Math.min(max.y,this.y));return this;},clampScalar:function(){var min=new Vector2();var max=new Vector2();return function clampScalar(minVal,maxVal){min.set(minVal,minVal);max.set(maxVal,maxVal);return this.clamp(min,max);};}(),clampLength:function(min,max){var length=this.length();return this.divideScalar(length||1).multiplyScalar(Math.max(min,Math.min(max,length)));},floor:function(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);return this;},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);return this;},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);return this;},roundToZero:function(){this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x);this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y);return this;},negate:function(){this.x=-this.x;this.y=-this.y;return this;},dot:function(v){return this.x*v.x+this.y*v.y;},lengthSq:function(){return this.x*this.x+this.y*this.y;},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y);},manhattanLength:function(){return Math.abs(this.x)+Math.abs(this.y);},normalize:function(){return this.divideScalar(this.length()||1);},angle:function(){// computes the angle in radians with respect to the positive x-axis var angle=Math.atan2(this.y,this.x);if(angle<0)angle+=2*Math.PI;return angle;},distanceTo:function(v){return Math.sqrt(this.distanceToSquared(v));},distanceToSquared:function(v){var dx=this.x-v.x,dy=this.y-v.y;return dx*dx+dy*dy;},manhattanDistanceTo:function(v){return Math.abs(this.x-v.x)+Math.abs(this.y-v.y);},setLength:function(length){return this.normalize().multiplyScalar(length);},lerp:function(v,alpha){this.x+=(v.x-this.x)*alpha;this.y+=(v.y-this.y)*alpha;return this;},lerpVectors:function(v1,v2,alpha){return this.subVectors(v2,v1).multiplyScalar(alpha).add(v1);},equals:function(v){return v.x===this.x&&v.y===this.y;},fromArray:function(array,offset){if(offset===undefined)offset=0;this.x=array[offset];this.y=array[offset+1];return this;},toArray:function(array,offset){if(array===undefined)array=[];if(offset===undefined)offset=0;array[offset]=this.x;array[offset+1]=this.y;return array;},fromBufferAttribute:function(attribute,index,offset){if(offset!==undefined){console.warn('THREE.Vector2: offset has been removed from .fromBufferAttribute().');}this.x=attribute.getX(index);this.y=attribute.getY(index);return this;},rotateAround:function(center,angle){var c=Math.cos(angle),s=Math.sin(angle);var x=this.x-center.x;var y=this.y-center.y;this.x=x*c-y*s+center.x;this.y=x*s+y*c+center.y;return this;}});/** * @author mrdoob / http://mrdoob.com/ * @author supereggbert / http://www.paulbrunt.co.uk/ * @author philogb / http://blog.thejit.org/ * @author jordi_ros / http://plattsoft.com * @author D1plo1d / http://github.com/D1plo1d * @author alteredq / http://alteredqualia.com/ * @author mikael emtinger / http://gomo.se/ * @author timknip / http://www.floorplanner.com/ * @author bhouston / http://clara.io * @author WestLangley / http://github.com/WestLangley */function Matrix4(){this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1];if(arguments.length>0){console.error('THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.');}}Object.assign(Matrix4.prototype,{isMatrix4:true,set:function(n11,n12,n13,n14,n21,n22,n23,n24,n31,n32,n33,n34,n41,n42,n43,n44){var te=this.elements;te[0]=n11;te[4]=n12;te[8]=n13;te[12]=n14;te[1]=n21;te[5]=n22;te[9]=n23;te[13]=n24;te[2]=n31;te[6]=n32;te[10]=n33;te[14]=n34;te[3]=n41;te[7]=n42;te[11]=n43;te[15]=n44;return this;},identity:function(){this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1);return this;},clone:function(){return new Matrix4().fromArray(this.elements);},copy:function(m){var te=this.elements;var me=m.elements;te[0]=me[0];te[1]=me[1];te[2]=me[2];te[3]=me[3];te[4]=me[4];te[5]=me[5];te[6]=me[6];te[7]=me[7];te[8]=me[8];te[9]=me[9];te[10]=me[10];te[11]=me[11];te[12]=me[12];te[13]=me[13];te[14]=me[14];te[15]=me[15];return this;},copyPosition:function(m){var te=this.elements,me=m.elements;te[12]=me[12];te[13]=me[13];te[14]=me[14];return this;},extractBasis:function(xAxis,yAxis,zAxis){xAxis.setFromMatrixColumn(this,0);yAxis.setFromMatrixColumn(this,1);zAxis.setFromMatrixColumn(this,2);return this;},makeBasis:function(xAxis,yAxis,zAxis){this.set(xAxis.x,yAxis.x,zAxis.x,0,xAxis.y,yAxis.y,zAxis.y,0,xAxis.z,yAxis.z,zAxis.z,0,0,0,0,1);return this;},extractRotation:function(){var v1=new Vector3();return function extractRotation(m){var te=this.elements;var me=m.elements;var scaleX=1/v1.setFromMatrixColumn(m,0).length();var scaleY=1/v1.setFromMatrixColumn(m,1).length();var scaleZ=1/v1.setFromMatrixColumn(m,2).length();te[0]=me[0]*scaleX;te[1]=me[1]*scaleX;te[2]=me[2]*scaleX;te[4]=me[4]*scaleY;te[5]=me[5]*scaleY;te[6]=me[6]*scaleY;te[8]=me[8]*scaleZ;te[9]=me[9]*scaleZ;te[10]=me[10]*scaleZ;return this;};}(),makeRotationFromEuler:function(euler){if(!(euler&&euler.isEuler)){console.error('THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.');}var te=this.elements;var x=euler.x,y=euler.y,z=euler.z;var a=Math.cos(x),b=Math.sin(x);var c=Math.cos(y),d=Math.sin(y);var e=Math.cos(z),f=Math.sin(z);if(euler.order==='XYZ'){var ae=a*e,af=a*f,be=b*e,bf=b*f;te[0]=c*e;te[4]=-c*f;te[8]=d;te[1]=af+be*d;te[5]=ae-bf*d;te[9]=-b*c;te[2]=bf-ae*d;te[6]=be+af*d;te[10]=a*c;}else if(euler.order==='YXZ'){var ce=c*e,cf=c*f,de=d*e,df=d*f;te[0]=ce+df*b;te[4]=de*b-cf;te[8]=a*d;te[1]=a*f;te[5]=a*e;te[9]=-b;te[2]=cf*b-de;te[6]=df+ce*b;te[10]=a*c;}else if(euler.order==='ZXY'){var ce=c*e,cf=c*f,de=d*e,df=d*f;te[0]=ce-df*b;te[4]=-a*f;te[8]=de+cf*b;te[1]=cf+de*b;te[5]=a*e;te[9]=df-ce*b;te[2]=-a*d;te[6]=b;te[10]=a*c;}else if(euler.order==='ZYX'){var ae=a*e,af=a*f,be=b*e,bf=b*f;te[0]=c*e;te[4]=be*d-af;te[8]=ae*d+bf;te[1]=c*f;te[5]=bf*d+ae;te[9]=af*d-be;te[2]=-d;te[6]=b*c;te[10]=a*c;}else if(euler.order==='YZX'){var ac=a*c,ad=a*d,bc=b*c,bd=b*d;te[0]=c*e;te[4]=bd-ac*f;te[8]=bc*f+ad;te[1]=f;te[5]=a*e;te[9]=-b*e;te[2]=-d*e;te[6]=ad*f+bc;te[10]=ac-bd*f;}else if(euler.order==='XZY'){var ac=a*c,ad=a*d,bc=b*c,bd=b*d;te[0]=c*e;te[4]=-f;te[8]=d*e;te[1]=ac*f+bd;te[5]=a*e;te[9]=ad*f-bc;te[2]=bc*f-ad;te[6]=b*e;te[10]=bd*f+ac;}// last column te[3]=0;te[7]=0;te[11]=0;// bottom row te[12]=0;te[13]=0;te[14]=0;te[15]=1;return this;},makeRotationFromQuaternion:function(q){var te=this.elements;var x=q._x,y=q._y,z=q._z,w=q._w;var x2=x+x,y2=y+y,z2=z+z;var xx=x*x2,xy=x*y2,xz=x*z2;var yy=y*y2,yz=y*z2,zz=z*z2;var wx=w*x2,wy=w*y2,wz=w*z2;te[0]=1-(yy+zz);te[4]=xy-wz;te[8]=xz+wy;te[1]=xy+wz;te[5]=1-(xx+zz);te[9]=yz-wx;te[2]=xz-wy;te[6]=yz+wx;te[10]=1-(xx+yy);// last column te[3]=0;te[7]=0;te[11]=0;// bottom row te[12]=0;te[13]=0;te[14]=0;te[15]=1;return this;},lookAt:function(){var x=new Vector3();var y=new Vector3();var z=new Vector3();return function lookAt(eye,target,up){var te=this.elements;z.subVectors(eye,target);if(z.lengthSq()===0){// eye and target are in the same position z.z=1;}z.normalize();x.crossVectors(up,z);if(x.lengthSq()===0){// up and z are parallel if(Math.abs(up.z)===1){z.x+=0.0001;}else{z.z+=0.0001;}z.normalize();x.crossVectors(up,z);}x.normalize();y.crossVectors(z,x);te[0]=x.x;te[4]=y.x;te[8]=z.x;te[1]=x.y;te[5]=y.y;te[9]=z.y;te[2]=x.z;te[6]=y.z;te[10]=z.z;return this;};}(),multiply:function(m,n){if(n!==undefined){console.warn('THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.');return this.multiplyMatrices(m,n);}return this.multiplyMatrices(this,m);},premultiply:function(m){return this.multiplyMatrices(m,this);},multiplyMatrices:function(a,b){var ae=a.elements;var be=b.elements;var te=this.elements;var a11=ae[0],a12=ae[4],a13=ae[8],a14=ae[12];var a21=ae[1],a22=ae[5],a23=ae[9],a24=ae[13];var a31=ae[2],a32=ae[6],a33=ae[10],a34=ae[14];var a41=ae[3],a42=ae[7],a43=ae[11],a44=ae[15];var b11=be[0],b12=be[4],b13=be[8],b14=be[12];var b21=be[1],b22=be[5],b23=be[9],b24=be[13];var b31=be[2],b32=be[6],b33=be[10],b34=be[14];var b41=be[3],b42=be[7],b43=be[11],b44=be[15];te[0]=a11*b11+a12*b21+a13*b31+a14*b41;te[4]=a11*b12+a12*b22+a13*b32+a14*b42;te[8]=a11*b13+a12*b23+a13*b33+a14*b43;te[12]=a11*b14+a12*b24+a13*b34+a14*b44;te[1]=a21*b11+a22*b21+a23*b31+a24*b41;te[5]=a21*b12+a22*b22+a23*b32+a24*b42;te[9]=a21*b13+a22*b23+a23*b33+a24*b43;te[13]=a21*b14+a22*b24+a23*b34+a24*b44;te[2]=a31*b11+a32*b21+a33*b31+a34*b41;te[6]=a31*b12+a32*b22+a33*b32+a34*b42;te[10]=a31*b13+a32*b23+a33*b33+a34*b43;te[14]=a31*b14+a32*b24+a33*b34+a34*b44;te[3]=a41*b11+a42*b21+a43*b31+a44*b41;te[7]=a41*b12+a42*b22+a43*b32+a44*b42;te[11]=a41*b13+a42*b23+a43*b33+a44*b43;te[15]=a41*b14+a42*b24+a43*b34+a44*b44;return this;},multiplyScalar:function(s){var te=this.elements;te[0]*=s;te[4]*=s;te[8]*=s;te[12]*=s;te[1]*=s;te[5]*=s;te[9]*=s;te[13]*=s;te[2]*=s;te[6]*=s;te[10]*=s;te[14]*=s;te[3]*=s;te[7]*=s;te[11]*=s;te[15]*=s;return this;},applyToBufferAttribute:function(){var v1=new Vector3();return function applyToBufferAttribute(attribute){for(var i=0,l=attribute.count;i=0?1:-1,sqrSin=1-cos*cos;// Skip the Slerp for tiny steps to avoid numeric problems: if(sqrSin>Number.EPSILON){var sin=Math.sqrt(sqrSin),len=Math.atan2(sin,cos*dir);s=Math.sin(s*len)/sin;t=Math.sin(t*len)/sin;}var tDir=t*dir;x0=x0*s+x1*tDir;y0=y0*s+y1*tDir;z0=z0*s+z1*tDir;w0=w0*s+w1*tDir;// Normalize in case we just did a lerp: if(s===1-t){var f=1/Math.sqrt(x0*x0+y0*y0+z0*z0+w0*w0);x0*=f;y0*=f;z0*=f;w0*=f;}}dst[dstOffset]=x0;dst[dstOffset+1]=y0;dst[dstOffset+2]=z0;dst[dstOffset+3]=w0;}});Object.defineProperties(Quaternion.prototype,{x:{get:function(){return this._x;},set:function(value){this._x=value;this.onChangeCallback();}},y:{get:function(){return this._y;},set:function(value){this._y=value;this.onChangeCallback();}},z:{get:function(){return this._z;},set:function(value){this._z=value;this.onChangeCallback();}},w:{get:function(){return this._w;},set:function(value){this._w=value;this.onChangeCallback();}}});Object.assign(Quaternion.prototype,{set:function(x,y,z,w){this._x=x;this._y=y;this._z=z;this._w=w;this.onChangeCallback();return this;},clone:function(){return new this.constructor(this._x,this._y,this._z,this._w);},copy:function(quaternion){this._x=quaternion.x;this._y=quaternion.y;this._z=quaternion.z;this._w=quaternion.w;this.onChangeCallback();return this;},setFromEuler:function(euler,update){if(!(euler&&euler.isEuler)){throw new Error('THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.');}var x=euler._x,y=euler._y,z=euler._z,order=euler.order;// http://www.mathworks.com/matlabcentral/fileexchange/ // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ // content/SpinCalc.m var cos=Math.cos;var sin=Math.sin;var c1=cos(x/2);var c2=cos(y/2);var c3=cos(z/2);var s1=sin(x/2);var s2=sin(y/2);var s3=sin(z/2);if(order==='XYZ'){this._x=s1*c2*c3+c1*s2*s3;this._y=c1*s2*c3-s1*c2*s3;this._z=c1*c2*s3+s1*s2*c3;this._w=c1*c2*c3-s1*s2*s3;}else if(order==='YXZ'){this._x=s1*c2*c3+c1*s2*s3;this._y=c1*s2*c3-s1*c2*s3;this._z=c1*c2*s3-s1*s2*c3;this._w=c1*c2*c3+s1*s2*s3;}else if(order==='ZXY'){this._x=s1*c2*c3-c1*s2*s3;this._y=c1*s2*c3+s1*c2*s3;this._z=c1*c2*s3+s1*s2*c3;this._w=c1*c2*c3-s1*s2*s3;}else if(order==='ZYX'){this._x=s1*c2*c3-c1*s2*s3;this._y=c1*s2*c3+s1*c2*s3;this._z=c1*c2*s3-s1*s2*c3;this._w=c1*c2*c3+s1*s2*s3;}else if(order==='YZX'){this._x=s1*c2*c3+c1*s2*s3;this._y=c1*s2*c3+s1*c2*s3;this._z=c1*c2*s3-s1*s2*c3;this._w=c1*c2*c3-s1*s2*s3;}else if(order==='XZY'){this._x=s1*c2*c3-c1*s2*s3;this._y=c1*s2*c3-s1*c2*s3;this._z=c1*c2*s3+s1*s2*c3;this._w=c1*c2*c3+s1*s2*s3;}if(update!==false)this.onChangeCallback();return this;},setFromAxisAngle:function(axis,angle){// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm // assumes axis is normalized var halfAngle=angle/2,s=Math.sin(halfAngle);this._x=axis.x*s;this._y=axis.y*s;this._z=axis.z*s;this._w=Math.cos(halfAngle);this.onChangeCallback();return this;},setFromRotationMatrix:function(m){// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) var te=m.elements,m11=te[0],m12=te[4],m13=te[8],m21=te[1],m22=te[5],m23=te[9],m31=te[2],m32=te[6],m33=te[10],trace=m11+m22+m33,s;if(trace>0){s=0.5/Math.sqrt(trace+1.0);this._w=0.25/s;this._x=(m32-m23)*s;this._y=(m13-m31)*s;this._z=(m21-m12)*s;}else if(m11>m22&&m11>m33){s=2.0*Math.sqrt(1.0+m11-m22-m33);this._w=(m32-m23)/s;this._x=0.25*s;this._y=(m12+m21)/s;this._z=(m13+m31)/s;}else if(m22>m33){s=2.0*Math.sqrt(1.0+m22-m11-m33);this._w=(m13-m31)/s;this._x=(m12+m21)/s;this._y=0.25*s;this._z=(m23+m32)/s;}else{s=2.0*Math.sqrt(1.0+m33-m11-m22);this._w=(m21-m12)/s;this._x=(m13+m31)/s;this._y=(m23+m32)/s;this._z=0.25*s;}this.onChangeCallback();return this;},setFromUnitVectors:function(){// assumes direction vectors vFrom and vTo are normalized var v1=new Vector3();var r;var EPS=0.000001;return function setFromUnitVectors(vFrom,vTo){if(v1===undefined)v1=new Vector3();r=vFrom.dot(vTo)+1;if(rMath.abs(vFrom.z)){v1.set(-vFrom.y,vFrom.x,0);}else{v1.set(0,-vFrom.z,vFrom.y);}}else{v1.crossVectors(vFrom,vTo);}this._x=v1.x;this._y=v1.y;this._z=v1.z;this._w=r;return this.normalize();};}(),inverse:function(){// quaternion is assumed to have unit length return this.conjugate();},conjugate:function(){this._x*=-1;this._y*=-1;this._z*=-1;this.onChangeCallback();return this;},dot:function(v){return this._x*v._x+this._y*v._y+this._z*v._z+this._w*v._w;},lengthSq:function(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w;},length:function(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w);},normalize:function(){var l=this.length();if(l===0){this._x=0;this._y=0;this._z=0;this._w=1;}else{l=1/l;this._x=this._x*l;this._y=this._y*l;this._z=this._z*l;this._w=this._w*l;}this.onChangeCallback();return this;},multiply:function(q,p){if(p!==undefined){console.warn('THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.');return this.multiplyQuaternions(q,p);}return this.multiplyQuaternions(this,q);},premultiply:function(q){return this.multiplyQuaternions(q,this);},multiplyQuaternions:function(a,b){// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm var qax=a._x,qay=a._y,qaz=a._z,qaw=a._w;var qbx=b._x,qby=b._y,qbz=b._z,qbw=b._w;this._x=qax*qbw+qaw*qbx+qay*qbz-qaz*qby;this._y=qay*qbw+qaw*qby+qaz*qbx-qax*qbz;this._z=qaz*qbw+qaw*qbz+qax*qby-qay*qbx;this._w=qaw*qbw-qax*qbx-qay*qby-qaz*qbz;this.onChangeCallback();return this;},slerp:function(qb,t){if(t===0)return this;if(t===1)return this.copy(qb);var x=this._x,y=this._y,z=this._z,w=this._w;// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ var cosHalfTheta=w*qb._w+x*qb._x+y*qb._y+z*qb._z;if(cosHalfTheta<0){this._w=-qb._w;this._x=-qb._x;this._y=-qb._y;this._z=-qb._z;cosHalfTheta=-cosHalfTheta;}else{this.copy(qb);}if(cosHalfTheta>=1.0){this._w=w;this._x=x;this._y=y;this._z=z;return this;}var sinHalfTheta=Math.sqrt(1.0-cosHalfTheta*cosHalfTheta);if(Math.abs(sinHalfTheta)<0.001){this._w=0.5*(w+this._w);this._x=0.5*(x+this._x);this._y=0.5*(y+this._y);this._z=0.5*(z+this._z);return this;}var halfTheta=Math.atan2(sinHalfTheta,cosHalfTheta);var ratioA=Math.sin((1-t)*halfTheta)/sinHalfTheta,ratioB=Math.sin(t*halfTheta)/sinHalfTheta;this._w=w*ratioA+this._w*ratioB;this._x=x*ratioA+this._x*ratioB;this._y=y*ratioA+this._y*ratioB;this._z=z*ratioA+this._z*ratioB;this.onChangeCallback();return this;},equals:function(quaternion){return quaternion._x===this._x&&quaternion._y===this._y&&quaternion._z===this._z&&quaternion._w===this._w;},fromArray:function(array,offset){if(offset===undefined)offset=0;this._x=array[offset];this._y=array[offset+1];this._z=array[offset+2];this._w=array[offset+3];this.onChangeCallback();return this;},toArray:function(array,offset){if(array===undefined)array=[];if(offset===undefined)offset=0;array[offset]=this._x;array[offset+1]=this._y;array[offset+2]=this._z;array[offset+3]=this._w;return array;},onChange:function(callback){this.onChangeCallback=callback;return this;},onChangeCallback:function(){}});/** * @author mrdoob / http://mrdoob.com/ * @author kile / http://kile.stravaganza.org/ * @author philogb / http://blog.thejit.org/ * @author mikael emtinger / http://gomo.se/ * @author egraether / http://egraether.com/ * @author WestLangley / http://github.com/WestLangley */function Vector3(x,y,z){this.x=x||0;this.y=y||0;this.z=z||0;}Object.assign(Vector3.prototype,{isVector3:true,set:function(x,y,z){this.x=x;this.y=y;this.z=z;return this;},setScalar:function(scalar){this.x=scalar;this.y=scalar;this.z=scalar;return this;},setX:function(x){this.x=x;return this;},setY:function(y){this.y=y;return this;},setZ:function(z){this.z=z;return this;},setComponent:function(index,value){switch(index){case 0:this.x=value;break;case 1:this.y=value;break;case 2:this.z=value;break;default:throw new Error('index is out of range: '+index);}return this;},getComponent:function(index){switch(index){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error('index is out of range: '+index);}},clone:function(){return new this.constructor(this.x,this.y,this.z);},copy:function(v){this.x=v.x;this.y=v.y;this.z=v.z;return this;},add:function(v,w){if(w!==undefined){console.warn('THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');return this.addVectors(v,w);}this.x+=v.x;this.y+=v.y;this.z+=v.z;return this;},addScalar:function(s){this.x+=s;this.y+=s;this.z+=s;return this;},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;return this;},addScaledVector:function(v,s){this.x+=v.x*s;this.y+=v.y*s;this.z+=v.z*s;return this;},sub:function(v,w){if(w!==undefined){console.warn('THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');return this.subVectors(v,w);}this.x-=v.x;this.y-=v.y;this.z-=v.z;return this;},subScalar:function(s){this.x-=s;this.y-=s;this.z-=s;return this;},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;return this;},multiply:function(v,w){if(w!==undefined){console.warn('THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.');return this.multiplyVectors(v,w);}this.x*=v.x;this.y*=v.y;this.z*=v.z;return this;},multiplyScalar:function(scalar){this.x*=scalar;this.y*=scalar;this.z*=scalar;return this;},multiplyVectors:function(a,b){this.x=a.x*b.x;this.y=a.y*b.y;this.z=a.z*b.z;return this;},applyEuler:function(){var quaternion=new Quaternion();return function applyEuler(euler){if(!(euler&&euler.isEuler)){console.error('THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.');}return this.applyQuaternion(quaternion.setFromEuler(euler));};}(),applyAxisAngle:function(){var quaternion=new Quaternion();return function applyAxisAngle(axis,angle){return this.applyQuaternion(quaternion.setFromAxisAngle(axis,angle));};}(),applyMatrix3:function(m){var x=this.x,y=this.y,z=this.z;var e=m.elements;this.x=e[0]*x+e[3]*y+e[6]*z;this.y=e[1]*x+e[4]*y+e[7]*z;this.z=e[2]*x+e[5]*y+e[8]*z;return this;},applyMatrix4:function(m){var x=this.x,y=this.y,z=this.z;var e=m.elements;var w=1/(e[3]*x+e[7]*y+e[11]*z+e[15]);this.x=(e[0]*x+e[4]*y+e[8]*z+e[12])*w;this.y=(e[1]*x+e[5]*y+e[9]*z+e[13])*w;this.z=(e[2]*x+e[6]*y+e[10]*z+e[14])*w;return this;},applyQuaternion:function(q){var x=this.x,y=this.y,z=this.z;var qx=q.x,qy=q.y,qz=q.z,qw=q.w;// calculate quat * vector var ix=qw*x+qy*z-qz*y;var iy=qw*y+qz*x-qx*z;var iz=qw*z+qx*y-qy*x;var iw=-qx*x-qy*y-qz*z;// calculate result * inverse quat this.x=ix*qw+iw*-qx+iy*-qz-iz*-qy;this.y=iy*qw+iw*-qy+iz*-qx-ix*-qz;this.z=iz*qw+iw*-qz+ix*-qy-iy*-qx;return this;},project:function(){var matrix=new Matrix4();return function project(camera){matrix.multiplyMatrices(camera.projectionMatrix,matrix.getInverse(camera.matrixWorld));return this.applyMatrix4(matrix);};}(),unproject:function(){var matrix=new Matrix4();return function unproject(camera){matrix.multiplyMatrices(camera.matrixWorld,matrix.getInverse(camera.projectionMatrix));return this.applyMatrix4(matrix);};}(),transformDirection:function(m){// input: THREE.Matrix4 affine matrix // vector interpreted as a direction var x=this.x,y=this.y,z=this.z;var e=m.elements;this.x=e[0]*x+e[4]*y+e[8]*z;this.y=e[1]*x+e[5]*y+e[9]*z;this.z=e[2]*x+e[6]*y+e[10]*z;return this.normalize();},divide:function(v){this.x/=v.x;this.y/=v.y;this.z/=v.z;return this;},divideScalar:function(scalar){return this.multiplyScalar(1/scalar);},min:function(v){this.x=Math.min(this.x,v.x);this.y=Math.min(this.y,v.y);this.z=Math.min(this.z,v.z);return this;},max:function(v){this.x=Math.max(this.x,v.x);this.y=Math.max(this.y,v.y);this.z=Math.max(this.z,v.z);return this;},clamp:function(min,max){// assumes min < max, componentwise this.x=Math.max(min.x,Math.min(max.x,this.x));this.y=Math.max(min.y,Math.min(max.y,this.y));this.z=Math.max(min.z,Math.min(max.z,this.z));return this;},clampScalar:function(){var min=new Vector3();var max=new Vector3();return function clampScalar(minVal,maxVal){min.set(minVal,minVal,minVal);max.set(maxVal,maxVal,maxVal);return this.clamp(min,max);};}(),clampLength:function(min,max){var length=this.length();return this.divideScalar(length||1).multiplyScalar(Math.max(min,Math.min(max,length)));},floor:function(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);this.z=Math.floor(this.z);return this;},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);this.z=Math.ceil(this.z);return this;},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);this.z=Math.round(this.z);return this;},roundToZero:function(){this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x);this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y);this.z=this.z<0?Math.ceil(this.z):Math.floor(this.z);return this;},negate:function(){this.x=-this.x;this.y=-this.y;this.z=-this.z;return this;},dot:function(v){return this.x*v.x+this.y*v.y+this.z*v.z;},// TODO lengthSquared? lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z;},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z);},manhattanLength:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z);},normalize:function(){return this.divideScalar(this.length()||1);},setLength:function(length){return this.normalize().multiplyScalar(length);},lerp:function(v,alpha){this.x+=(v.x-this.x)*alpha;this.y+=(v.y-this.y)*alpha;this.z+=(v.z-this.z)*alpha;return this;},lerpVectors:function(v1,v2,alpha){return this.subVectors(v2,v1).multiplyScalar(alpha).add(v1);},cross:function(v,w){if(w!==undefined){console.warn('THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.');return this.crossVectors(v,w);}return this.crossVectors(this,v);},crossVectors:function(a,b){var ax=a.x,ay=a.y,az=a.z;var bx=b.x,by=b.y,bz=b.z;this.x=ay*bz-az*by;this.y=az*bx-ax*bz;this.z=ax*by-ay*bx;return this;},projectOnVector:function(vector){var scalar=vector.dot(this)/vector.lengthSq();return this.copy(vector).multiplyScalar(scalar);},projectOnPlane:function(){var v1=new Vector3();return function projectOnPlane(planeNormal){v1.copy(this).projectOnVector(planeNormal);return this.sub(v1);};}(),reflect:function(){// reflect incident vector off plane orthogonal to normal // normal is assumed to have unit length var v1=new Vector3();return function reflect(normal){return this.sub(v1.copy(normal).multiplyScalar(2*this.dot(normal)));};}(),angleTo:function(v){var theta=this.dot(v)/Math.sqrt(this.lengthSq()*v.lengthSq());// clamp, to handle numerical problems return Math.acos(_Math.clamp(theta,-1,1));},distanceTo:function(v){return Math.sqrt(this.distanceToSquared(v));},distanceToSquared:function(v){var dx=this.x-v.x,dy=this.y-v.y,dz=this.z-v.z;return dx*dx+dy*dy+dz*dz;},manhattanDistanceTo:function(v){return Math.abs(this.x-v.x)+Math.abs(this.y-v.y)+Math.abs(this.z-v.z);},setFromSpherical:function(s){var sinPhiRadius=Math.sin(s.phi)*s.radius;this.x=sinPhiRadius*Math.sin(s.theta);this.y=Math.cos(s.phi)*s.radius;this.z=sinPhiRadius*Math.cos(s.theta);return this;},setFromCylindrical:function(c){this.x=c.radius*Math.sin(c.theta);this.y=c.y;this.z=c.radius*Math.cos(c.theta);return this;},setFromMatrixPosition:function(m){var e=m.elements;this.x=e[12];this.y=e[13];this.z=e[14];return this;},setFromMatrixScale:function(m){var sx=this.setFromMatrixColumn(m,0).length();var sy=this.setFromMatrixColumn(m,1).length();var sz=this.setFromMatrixColumn(m,2).length();this.x=sx;this.y=sy;this.z=sz;return this;},setFromMatrixColumn:function(m,index){return this.fromArray(m.elements,index*4);},equals:function(v){return v.x===this.x&&v.y===this.y&&v.z===this.z;},fromArray:function(array,offset){if(offset===undefined)offset=0;this.x=array[offset];this.y=array[offset+1];this.z=array[offset+2];return this;},toArray:function(array,offset){if(array===undefined)array=[];if(offset===undefined)offset=0;array[offset]=this.x;array[offset+1]=this.y;array[offset+2]=this.z;return array;},fromBufferAttribute:function(attribute,index,offset){if(offset!==undefined){console.warn('THREE.Vector3: offset has been removed from .fromBufferAttribute().');}this.x=attribute.getX(index);this.y=attribute.getY(index);this.z=attribute.getZ(index);return this;}});/** * @author alteredq / http://alteredqualia.com/ * @author WestLangley / http://github.com/WestLangley * @author bhouston / http://clara.io * @author tschw */function Matrix3(){this.elements=[1,0,0,0,1,0,0,0,1];if(arguments.length>0){console.error('THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.');}}Object.assign(Matrix3.prototype,{isMatrix3:true,set:function(n11,n12,n13,n21,n22,n23,n31,n32,n33){var te=this.elements;te[0]=n11;te[1]=n21;te[2]=n31;te[3]=n12;te[4]=n22;te[5]=n32;te[6]=n13;te[7]=n23;te[8]=n33;return this;},identity:function(){this.set(1,0,0,0,1,0,0,0,1);return this;},clone:function(){return new this.constructor().fromArray(this.elements);},copy:function(m){var te=this.elements;var me=m.elements;te[0]=me[0];te[1]=me[1];te[2]=me[2];te[3]=me[3];te[4]=me[4];te[5]=me[5];te[6]=me[6];te[7]=me[7];te[8]=me[8];return this;},setFromMatrix4:function(m){var me=m.elements;this.set(me[0],me[4],me[8],me[1],me[5],me[9],me[2],me[6],me[10]);return this;},applyToBufferAttribute:function(){var v1=new Vector3();return function applyToBufferAttribute(attribute){for(var i=0,l=attribute.count;i2048||canvas.height>2048){return canvas.toDataURL('image/jpeg',0.6);}else{return canvas.toDataURL('image/png');}}var output={metadata:{version:4.5,type:'Texture',generator:'Texture.toJSON'},uuid:this.uuid,name:this.name,mapping:this.mapping,repeat:[this.repeat.x,this.repeat.y],offset:[this.offset.x,this.offset.y],center:[this.center.x,this.center.y],rotation:this.rotation,wrap:[this.wrapS,this.wrapT],format:this.format,minFilter:this.minFilter,magFilter:this.magFilter,anisotropy:this.anisotropy,flipY:this.flipY};if(this.image!==undefined){// TODO: Move to THREE.Image var image=this.image;if(image.uuid===undefined){image.uuid=_Math.generateUUID();// UGH }if(!isRootObject&&meta.images[image.uuid]===undefined){meta.images[image.uuid]={uuid:image.uuid,url:getDataURL(image)};}output.image=image.uuid;}if(!isRootObject){meta.textures[this.uuid]=output;}return output;},dispose:function(){this.dispatchEvent({type:'dispose'});},transformUv:function(uv){if(this.mapping!==UVMapping)return;uv.applyMatrix3(this.matrix);if(uv.x<0||uv.x>1){switch(this.wrapS){case RepeatWrapping:uv.x=uv.x-Math.floor(uv.x);break;case ClampToEdgeWrapping:uv.x=uv.x<0?0:1;break;case MirroredRepeatWrapping:if(Math.abs(Math.floor(uv.x)%2)===1){uv.x=Math.ceil(uv.x)-uv.x;}else{uv.x=uv.x-Math.floor(uv.x);}break;}}if(uv.y<0||uv.y>1){switch(this.wrapT){case RepeatWrapping:uv.y=uv.y-Math.floor(uv.y);break;case ClampToEdgeWrapping:uv.y=uv.y<0?0:1;break;case MirroredRepeatWrapping:if(Math.abs(Math.floor(uv.y)%2)===1){uv.y=Math.ceil(uv.y)-uv.y;}else{uv.y=uv.y-Math.floor(uv.y);}break;}}if(this.flipY){uv.y=1-uv.y;}}});Object.defineProperty(Texture.prototype,"needsUpdate",{set:function(value){if(value===true)this.version++;}});/** * @author supereggbert / http://www.paulbrunt.co.uk/ * @author philogb / http://blog.thejit.org/ * @author mikael emtinger / http://gomo.se/ * @author egraether / http://egraether.com/ * @author WestLangley / http://github.com/WestLangley */function Vector4(x,y,z,w){this.x=x||0;this.y=y||0;this.z=z||0;this.w=w!==undefined?w:1;}Object.assign(Vector4.prototype,{isVector4:true,set:function(x,y,z,w){this.x=x;this.y=y;this.z=z;this.w=w;return this;},setScalar:function(scalar){this.x=scalar;this.y=scalar;this.z=scalar;this.w=scalar;return this;},setX:function(x){this.x=x;return this;},setY:function(y){this.y=y;return this;},setZ:function(z){this.z=z;return this;},setW:function(w){this.w=w;return this;},setComponent:function(index,value){switch(index){case 0:this.x=value;break;case 1:this.y=value;break;case 2:this.z=value;break;case 3:this.w=value;break;default:throw new Error('index is out of range: '+index);}return this;},getComponent:function(index){switch(index){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw new Error('index is out of range: '+index);}},clone:function(){return new this.constructor(this.x,this.y,this.z,this.w);},copy:function(v){this.x=v.x;this.y=v.y;this.z=v.z;this.w=v.w!==undefined?v.w:1;return this;},add:function(v,w){if(w!==undefined){console.warn('THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');return this.addVectors(v,w);}this.x+=v.x;this.y+=v.y;this.z+=v.z;this.w+=v.w;return this;},addScalar:function(s){this.x+=s;this.y+=s;this.z+=s;this.w+=s;return this;},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;this.w=a.w+b.w;return this;},addScaledVector:function(v,s){this.x+=v.x*s;this.y+=v.y*s;this.z+=v.z*s;this.w+=v.w*s;return this;},sub:function(v,w){if(w!==undefined){console.warn('THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');return this.subVectors(v,w);}this.x-=v.x;this.y-=v.y;this.z-=v.z;this.w-=v.w;return this;},subScalar:function(s){this.x-=s;this.y-=s;this.z-=s;this.w-=s;return this;},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;this.w=a.w-b.w;return this;},multiplyScalar:function(scalar){this.x*=scalar;this.y*=scalar;this.z*=scalar;this.w*=scalar;return this;},applyMatrix4:function(m){var x=this.x,y=this.y,z=this.z,w=this.w;var e=m.elements;this.x=e[0]*x+e[4]*y+e[8]*z+e[12]*w;this.y=e[1]*x+e[5]*y+e[9]*z+e[13]*w;this.z=e[2]*x+e[6]*y+e[10]*z+e[14]*w;this.w=e[3]*x+e[7]*y+e[11]*z+e[15]*w;return this;},divideScalar:function(scalar){return this.multiplyScalar(1/scalar);},setAxisAngleFromQuaternion:function(q){// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm // q is assumed to be normalized this.w=2*Math.acos(q.w);var s=Math.sqrt(1-q.w*q.w);if(s<0.0001){this.x=1;this.y=0;this.z=0;}else{this.x=q.x/s;this.y=q.y/s;this.z=q.z/s;}return this;},setAxisAngleFromRotationMatrix:function(m){// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) var angle,x,y,z,// variables for result epsilon=0.01,// margin to allow for rounding errors epsilon2=0.1,// margin to distinguish between 0 and 180 degrees te=m.elements,m11=te[0],m12=te[4],m13=te[8],m21=te[1],m22=te[5],m23=te[9],m31=te[2],m32=te[6],m33=te[10];if(Math.abs(m12-m21)yy&&xx>zz){// m11 is the largest diagonal term if(xxzz){// m22 is the largest diagonal term if(yymaxX)maxX=x;if(y>maxY)maxY=y;if(z>maxZ)maxZ=z;}this.min.set(minX,minY,minZ);this.max.set(maxX,maxY,maxZ);return this;},setFromBufferAttribute:function(attribute){var minX=+Infinity;var minY=+Infinity;var minZ=+Infinity;var maxX=-Infinity;var maxY=-Infinity;var maxZ=-Infinity;for(var i=0,l=attribute.count;imaxX)maxX=x;if(y>maxY)maxY=y;if(z>maxZ)maxZ=z;}this.min.set(minX,minY,minZ);this.max.set(maxX,maxY,maxZ);return this;},setFromPoints:function(points){this.makeEmpty();for(var i=0,il=points.length;ithis.max.x||point.ythis.max.y||point.zthis.max.z?false:true;},containsBox:function(box){return this.min.x<=box.min.x&&box.max.x<=this.max.x&&this.min.y<=box.min.y&&box.max.y<=this.max.y&&this.min.z<=box.min.z&&box.max.z<=this.max.z;},getParameter:function(point,target){// This can potentially have a divide by zero if the box // has a size dimension of 0. if(target===undefined){console.warn('THREE.Box3: .getParameter() target is now required');target=new Vector3();}return target.set((point.x-this.min.x)/(this.max.x-this.min.x),(point.y-this.min.y)/(this.max.y-this.min.y),(point.z-this.min.z)/(this.max.z-this.min.z));},intersectsBox:function(box){// using 6 splitting planes to rule out intersections. return box.max.xthis.max.x||box.max.ythis.max.y||box.max.zthis.max.z?false:true;},intersectsSphere:function(){var closestPoint=new Vector3();return function intersectsSphere(sphere){// Find the point on the AABB closest to the sphere center. this.clampPoint(sphere.center,closestPoint);// If that point is inside the sphere, the AABB and sphere intersect. return closestPoint.distanceToSquared(sphere.center)<=sphere.radius*sphere.radius;};}(),intersectsPlane:function(plane){// We compute the minimum and maximum dot product values. If those values // are on the same side (back or front) of the plane, then there is no intersection. var min,max;if(plane.normal.x>0){min=plane.normal.x*this.min.x;max=plane.normal.x*this.max.x;}else{min=plane.normal.x*this.max.x;max=plane.normal.x*this.min.x;}if(plane.normal.y>0){min+=plane.normal.y*this.min.y;max+=plane.normal.y*this.max.y;}else{min+=plane.normal.y*this.max.y;max+=plane.normal.y*this.min.y;}if(plane.normal.z>0){min+=plane.normal.z*this.min.z;max+=plane.normal.z*this.max.z;}else{min+=plane.normal.z*this.max.z;max+=plane.normal.z*this.min.z;}return min<=plane.constant&&max>=plane.constant;},intersectsTriangle:function(){// triangle centered vertices var v0=new Vector3();var v1=new Vector3();var v2=new Vector3();// triangle edge vectors var f0=new Vector3();var f1=new Vector3();var f2=new Vector3();var testAxis=new Vector3();var center=new Vector3();var extents=new Vector3();var triangleNormal=new Vector3();function satForAxes(axes){var i,j;for(i=0,j=axes.length-3;i<=j;i+=3){testAxis.fromArray(axes,i);// project the aabb onto the seperating axis var r=extents.x*Math.abs(testAxis.x)+extents.y*Math.abs(testAxis.y)+extents.z*Math.abs(testAxis.z);// project all 3 vertices of the triangle onto the seperating axis var p0=v0.dot(testAxis);var p1=v1.dot(testAxis);var p2=v2.dot(testAxis);// actual test, basically see if either of the most extreme of the triangle points intersects r if(Math.max(-Math.max(p0,p1,p2),Math.min(p0,p1,p2))>r){// points of the projected triangle are outside the projected half-length of the aabb // the axis is seperating and we can exit return false;}}return true;}return function intersectsTriangle(triangle){if(this.isEmpty()){return false;}// compute box center and extents this.getCenter(center);extents.subVectors(this.max,center);// translate triangle to aabb origin v0.subVectors(triangle.a,center);v1.subVectors(triangle.b,center);v2.subVectors(triangle.c,center);// compute edge vectors for triangle f0.subVectors(v1,v0);f1.subVectors(v2,v1);f2.subVectors(v0,v2);// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned) var axes=[0,-f0.z,f0.y,0,-f1.z,f1.y,0,-f2.z,f2.y,f0.z,0,-f0.x,f1.z,0,-f1.x,f2.z,0,-f2.x,-f0.y,f0.x,0,-f1.y,f1.x,0,-f2.y,f2.x,0];if(!satForAxes(axes)){return false;}// test 3 face normals from the aabb axes=[1,0,0,0,1,0,0,0,1];if(!satForAxes(axes)){return false;}// finally testing the face normal of the triangle // use already existing triangle edge vectors here triangleNormal.crossVectors(f0,f1);axes=[triangleNormal.x,triangleNormal.y,triangleNormal.z];return satForAxes(axes);};}(),clampPoint:function(point,target){if(target===undefined){console.warn('THREE.Box3: .clampPoint() target is now required');target=new Vector3();}return target.copy(point).clamp(this.min,this.max);},distanceToPoint:function(){var v1=new Vector3();return function distanceToPoint(point){var clampedPoint=v1.copy(point).clamp(this.min,this.max);return clampedPoint.sub(point).length();};}(),getBoundingSphere:function(){var v1=new Vector3();return function getBoundingSphere(target){if(target===undefined){console.warn('THREE.Box3: .getBoundingSphere() target is now required');target=new Sphere();}this.getCenter(target.center);target.radius=this.getSize(v1).length()*0.5;return target;};}(),intersect:function(box){this.min.max(box.min);this.max.min(box.max);// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. if(this.isEmpty())this.makeEmpty();return this;},union:function(box){this.min.min(box.min);this.max.max(box.max);return this;},applyMatrix4:function(){var points=[new Vector3(),new Vector3(),new Vector3(),new Vector3(),new Vector3(),new Vector3(),new Vector3(),new Vector3()];return function applyMatrix4(matrix){// transform of empty box is an empty box. if(this.isEmpty())return this;// NOTE: I am using a binary pattern to specify all 2^3 combinations below points[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(matrix);// 000 points[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(matrix);// 001 points[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(matrix);// 010 points[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(matrix);// 011 points[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(matrix);// 100 points[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(matrix);// 101 points[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(matrix);// 110 points[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(matrix);// 111 this.setFromPoints(points);return this;};}(),translate:function(offset){this.min.add(offset);this.max.add(offset);return this;},equals:function(box){return box.min.equals(this.min)&&box.max.equals(this.max);}});/** * @author bhouston / http://clara.io * @author mrdoob / http://mrdoob.com/ */function Sphere(center,radius){this.center=center!==undefined?center:new Vector3();this.radius=radius!==undefined?radius:0;}Object.assign(Sphere.prototype,{set:function(center,radius){this.center.copy(center);this.radius=radius;return this;},setFromPoints:function(){var box=new Box3();return function setFromPoints(points,optionalCenter){var center=this.center;if(optionalCenter!==undefined){center.copy(optionalCenter);}else{box.setFromPoints(points).getCenter(center);}var maxRadiusSq=0;for(var i=0,il=points.length;ithis.radius*this.radius){target.sub(this.center).normalize();target.multiplyScalar(this.radius).add(this.center);}return target;},getBoundingBox:function(target){if(target===undefined){console.warn('THREE.Sphere: .getBoundingBox() target is now required');target=new Box3();}target.set(this.center,this.center);target.expandByScalar(this.radius);return target;},applyMatrix4:function(matrix){this.center.applyMatrix4(matrix);this.radius=this.radius*matrix.getMaxScaleOnAxis();return this;},translate:function(offset){this.center.add(offset);return this;},equals:function(sphere){return sphere.center.equals(this.center)&&sphere.radius===this.radius;}});/** * @author bhouston / http://clara.io */function Plane(normal,constant){// normal is assumed to be normalized this.normal=normal!==undefined?normal:new Vector3(1,0,0);this.constant=constant!==undefined?constant:0;}Object.assign(Plane.prototype,{set:function(normal,constant){this.normal.copy(normal);this.constant=constant;return this;},setComponents:function(x,y,z,w){this.normal.set(x,y,z);this.constant=w;return this;},setFromNormalAndCoplanarPoint:function(normal,point){this.normal.copy(normal);this.constant=-point.dot(this.normal);return this;},setFromCoplanarPoints:function(){var v1=new Vector3();var v2=new Vector3();return function setFromCoplanarPoints(a,b,c){var normal=v1.subVectors(c,b).cross(v2.subVectors(a,b)).normalize();// Q: should an error be thrown if normal is zero (e.g. degenerate plane)? this.setFromNormalAndCoplanarPoint(normal,a);return this;};}(),clone:function(){return new this.constructor().copy(this);},copy:function(plane){this.normal.copy(plane.normal);this.constant=plane.constant;return this;},normalize:function(){// Note: will lead to a divide by zero if the plane is invalid. var inverseNormalLength=1.0/this.normal.length();this.normal.multiplyScalar(inverseNormalLength);this.constant*=inverseNormalLength;return this;},negate:function(){this.constant*=-1;this.normal.negate();return this;},distanceToPoint:function(point){return this.normal.dot(point)+this.constant;},distanceToSphere:function(sphere){return this.distanceToPoint(sphere.center)-sphere.radius;},projectPoint:function(point,target){if(target===undefined){console.warn('THREE.Plane: .projectPoint() target is now required');target=new Vector3();}return target.copy(this.normal).multiplyScalar(-this.distanceToPoint(point)).add(point);},intersectLine:function(){var v1=new Vector3();return function intersectLine(line,target){if(target===undefined){console.warn('THREE.Plane: .intersectLine() target is now required');target=new Vector3();}var direction=line.delta(v1);var denominator=this.normal.dot(direction);if(denominator===0){// line is coplanar, return origin if(this.distanceToPoint(line.start)===0){return target.copy(line.start);}// Unsure if this is the correct method to handle this case. return undefined;}var t=-(line.start.dot(this.normal)+this.constant)/denominator;if(t<0||t>1){return undefined;}return target.copy(direction).multiplyScalar(t).add(line.start);};}(),intersectsLine:function(line){// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. var startSign=this.distanceToPoint(line.start);var endSign=this.distanceToPoint(line.end);return startSign<0&&endSign>0||endSign<0&&startSign>0;},intersectsBox:function(box){return box.intersectsPlane(this);},intersectsSphere:function(sphere){return sphere.intersectsPlane(this);},coplanarPoint:function(target){if(target===undefined){console.warn('THREE.Plane: .coplanarPoint() target is now required');target=new Vector3();}return target.copy(this.normal).multiplyScalar(-this.constant);},applyMatrix4:function(){var v1=new Vector3();var m1=new Matrix3();return function applyMatrix4(matrix,optionalNormalMatrix){var normalMatrix=optionalNormalMatrix||m1.getNormalMatrix(matrix);var referencePoint=this.coplanarPoint(v1).applyMatrix4(matrix);var normal=this.normal.applyMatrix3(normalMatrix).normalize();this.constant=-referencePoint.dot(normal);return this;};}(),translate:function(offset){this.constant-=offset.dot(this.normal);return this;},equals:function(plane){return plane.normal.equals(this.normal)&&plane.constant===this.constant;}});/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * @author bhouston / http://clara.io */function Frustum(p0,p1,p2,p3,p4,p5){this.planes=[p0!==undefined?p0:new Plane(),p1!==undefined?p1:new Plane(),p2!==undefined?p2:new Plane(),p3!==undefined?p3:new Plane(),p4!==undefined?p4:new Plane(),p5!==undefined?p5:new Plane()];}Object.assign(Frustum.prototype,{set:function(p0,p1,p2,p3,p4,p5){var planes=this.planes;planes[0].copy(p0);planes[1].copy(p1);planes[2].copy(p2);planes[3].copy(p3);planes[4].copy(p4);planes[5].copy(p5);return this;},clone:function(){return new this.constructor().copy(this);},copy:function(frustum){var planes=this.planes;for(var i=0;i<6;i++){planes[i].copy(frustum.planes[i]);}return this;},setFromMatrix:function(m){var planes=this.planes;var me=m.elements;var me0=me[0],me1=me[1],me2=me[2],me3=me[3];var me4=me[4],me5=me[5],me6=me[6],me7=me[7];var me8=me[8],me9=me[9],me10=me[10],me11=me[11];var me12=me[12],me13=me[13],me14=me[14],me15=me[15];planes[0].setComponents(me3-me0,me7-me4,me11-me8,me15-me12).normalize();planes[1].setComponents(me3+me0,me7+me4,me11+me8,me15+me12).normalize();planes[2].setComponents(me3+me1,me7+me5,me11+me9,me15+me13).normalize();planes[3].setComponents(me3-me1,me7-me5,me11-me9,me15-me13).normalize();planes[4].setComponents(me3-me2,me7-me6,me11-me10,me15-me14).normalize();planes[5].setComponents(me3+me2,me7+me6,me11+me10,me15+me14).normalize();return this;},intersectsObject:function(){var sphere=new Sphere();return function intersectsObject(object){var geometry=object.geometry;if(geometry.boundingSphere===null)geometry.computeBoundingSphere();sphere.copy(geometry.boundingSphere).applyMatrix4(object.matrixWorld);return this.intersectsSphere(sphere);};}(),intersectsSprite:function(){var sphere=new Sphere();return function intersectsSprite(sprite){sphere.center.set(0,0,0);sphere.radius=0.7071067811865476;sphere.applyMatrix4(sprite.matrixWorld);return this.intersectsSphere(sphere);};}(),intersectsSphere:function(sphere){var planes=this.planes;var center=sphere.center;var negRadius=-sphere.radius;for(var i=0;i<6;i++){var distance=planes[i].distanceToPoint(center);if(distance0?box.min.x:box.max.x;p2.x=plane.normal.x>0?box.max.x:box.min.x;p1.y=plane.normal.y>0?box.min.y:box.max.y;p2.y=plane.normal.y>0?box.max.y:box.min.y;p1.z=plane.normal.z>0?box.min.z:box.max.z;p2.z=plane.normal.z>0?box.max.z:box.min.z;var d1=plane.distanceToPoint(p1);var d2=plane.distanceToPoint(p2);// if both outside plane, no intersection if(d1<0&&d2<0){return false;}}return true;};}(),containsPoint:function(point){var planes=this.planes;for(var i=0;i<6;i++){if(planes[i].distanceToPoint(point)<0){return false;}}return true;}});var alphamap_fragment="#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n";var alphamap_pars_fragment="#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n";var alphatest_fragment="#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n";var aomap_fragment="#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif\n";var aomap_pars_fragment="#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";var begin_vertex="\nvec3 transformed = vec3( position );\n";var beginnormal_vertex="\nvec3 objectNormal = vec3( normal );\n";var bsdfs="float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tif( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t}\n\treturn 1.0;\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n";var bumpmap_pars_fragment="#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif\n";var clipping_planes_fragment="#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t#endif\n#endif\n";var clipping_planes_pars_fragment="#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif\n";var clipping_planes_pars_vertex="#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n";var clipping_planes_vertex="#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n";var color_fragment="#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";var color_pars_fragment="#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif\n";var color_pars_vertex="#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";var color_vertex="#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";var common="#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\n";var cube_uv_reflection_fragment="#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif\n";var defaultnormal_vertex="vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n";var displacementmap_pars_vertex="#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n";var displacementmap_vertex="#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n";var emissivemap_fragment="#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n";var emissivemap_pars_fragment="#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n";var encodings_fragment=" gl_FragColor = linearToOutputTexel( gl_FragColor );\n";var encodings_pars_fragment="\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n\tXp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract(Le);\n\tvResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n\treturn vec4( max(vRGB, 0.0), 1.0 );\n}\n";var envmap_fragment="#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif\n";var envmap_pars_fragment="#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n";var envmap_pars_vertex="#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif\n";var envmap_vertex="#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif\n";var fog_vertex="\n#ifdef USE_FOG\nfogDepth = -mvPosition.z;\n#endif";var fog_pars_vertex="#ifdef USE_FOG\n varying float fogDepth;\n#endif\n";var fog_fragment="#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n";var fog_pars_fragment="#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif\n";var gradientmap_pars_fragment="#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif\n";var lightmap_fragment="#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n";var lightmap_pars_fragment="#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";var lights_lambert_vertex="vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n";var lights_pars_begin="uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif\n";var lights_pars_maps="#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif\n";var lights_phong_fragment="BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n";var lights_phong_pars_fragment="varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\n";var lights_physical_fragment="PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif\n";var lights_physical_pars_fragment="struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos - halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos + halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos + halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos - halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n";var lights_fragment_begin="\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearCoatRadiance = vec3( 0.0 );\n#endif\n";var lights_fragment_maps="#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), maxMipLevel );\n\t#ifndef STANDARD\n\t\tclearCoatRadiance += getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );\n\t#endif\n#endif\n";var lights_fragment_end="#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n";var logdepthbuf_fragment="#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";var logdepthbuf_pars_fragment="#ifdef USE_LOGDEPTHBUF\n\tuniform float logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n#endif\n";var logdepthbuf_pars_vertex="#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n\tuniform float logDepthBufFC;\n#endif";var logdepthbuf_vertex="#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\tgl_Position.z *= gl_Position.w;\n\t#endif\n#endif\n";var map_fragment="#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n";var map_pars_fragment="#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n";var map_particle_fragment="#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n";var map_particle_pars_fragment="#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif\n";var metalnessmap_fragment="float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif\n";var metalnessmap_pars_fragment="#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";var morphnormal_vertex="#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n";var morphtarget_pars_vertex="#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";var morphtarget_vertex="#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif\n";var normal_fragment_begin="#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n#endif\n";var normal_fragment_maps="#ifdef USE_NORMALMAP\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n";var normalmap_pars_fragment="#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\t\tscale *= float( gl_FrontFacing ) * 2.0 - 1.0;\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif\n";var packing="vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n";var premultiplied_alpha_fragment="#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n";var project_vertex="vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;\n";var dithering_fragment="#if defined( DITHERING )\n gl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif\n";var dithering_pars_fragment="#if defined( DITHERING )\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif\n";var roughnessmap_fragment="float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif\n";var roughnessmap_pars_fragment="#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";var shadowmap_pars_fragment="#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif\n";var shadowmap_pars_vertex="#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif\n";var shadowmap_vertex="#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif\n";var shadowmask_pars_fragment="float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}\n";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";var skinning_pars_vertex="#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif\n";var skinning_vertex="#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif\n";var skinnormal_vertex="#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n#endif\n";var specularmap_fragment="float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";var specularmap_pars_fragment="#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";var tonemapping_fragment="#if defined( TONE_MAPPING )\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n";var tonemapping_pars_fragment="#ifndef saturate\n\t#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n";var uv_pars_fragment="#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif";var uv_pars_vertex="#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\n";var uv_vertex="#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";var uv2_pars_fragment="#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";var uv2_pars_vertex="#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";var uv2_vertex="#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";var worldpos_vertex="#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif\n";var cube_frag="uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n";var cube_vert="varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}\n";var depth_frag="#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}\n";var depth_vert="#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n";var distanceRGBA_frag="#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}\n";var distanceRGBA_vert="#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}\n";var equirect_frag="uniform sampler2D tEquirect;\nvarying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n";var equirect_vert="varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}\n";var linedashed_frag="uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n";var linedashed_vert="uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}\n";var meshbasic_frag="uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n";var meshbasic_vert="#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n";var meshlambert_frag="uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include \n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n";var meshlambert_vert="#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n";var meshphong_frag="#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n";var meshphong_vert="#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}\n";var meshphysical_frag="#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n";var meshphysical_vert="#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}\n";var normal_frag="#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}\n";var normal_vert="#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}\n";var points_frag="uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n";var points_vert="uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n";var shadow_frag="uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n}\n";var shadow_vert="#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n";var ShaderChunk={alphamap_fragment:alphamap_fragment,alphamap_pars_fragment:alphamap_pars_fragment,alphatest_fragment:alphatest_fragment,aomap_fragment:aomap_fragment,aomap_pars_fragment:aomap_pars_fragment,begin_vertex:begin_vertex,beginnormal_vertex:beginnormal_vertex,bsdfs:bsdfs,bumpmap_pars_fragment:bumpmap_pars_fragment,clipping_planes_fragment:clipping_planes_fragment,clipping_planes_pars_fragment:clipping_planes_pars_fragment,clipping_planes_pars_vertex:clipping_planes_pars_vertex,clipping_planes_vertex:clipping_planes_vertex,color_fragment:color_fragment,color_pars_fragment:color_pars_fragment,color_pars_vertex:color_pars_vertex,color_vertex:color_vertex,common:common,cube_uv_reflection_fragment:cube_uv_reflection_fragment,defaultnormal_vertex:defaultnormal_vertex,displacementmap_pars_vertex:displacementmap_pars_vertex,displacementmap_vertex:displacementmap_vertex,emissivemap_fragment:emissivemap_fragment,emissivemap_pars_fragment:emissivemap_pars_fragment,encodings_fragment:encodings_fragment,encodings_pars_fragment:encodings_pars_fragment,envmap_fragment:envmap_fragment,envmap_pars_fragment:envmap_pars_fragment,envmap_pars_vertex:envmap_pars_vertex,envmap_vertex:envmap_vertex,fog_vertex:fog_vertex,fog_pars_vertex:fog_pars_vertex,fog_fragment:fog_fragment,fog_pars_fragment:fog_pars_fragment,gradientmap_pars_fragment:gradientmap_pars_fragment,lightmap_fragment:lightmap_fragment,lightmap_pars_fragment:lightmap_pars_fragment,lights_lambert_vertex:lights_lambert_vertex,lights_pars_begin:lights_pars_begin,lights_pars_maps:lights_pars_maps,lights_phong_fragment:lights_phong_fragment,lights_phong_pars_fragment:lights_phong_pars_fragment,lights_physical_fragment:lights_physical_fragment,lights_physical_pars_fragment:lights_physical_pars_fragment,lights_fragment_begin:lights_fragment_begin,lights_fragment_maps:lights_fragment_maps,lights_fragment_end:lights_fragment_end,logdepthbuf_fragment:logdepthbuf_fragment,logdepthbuf_pars_fragment:logdepthbuf_pars_fragment,logdepthbuf_pars_vertex:logdepthbuf_pars_vertex,logdepthbuf_vertex:logdepthbuf_vertex,map_fragment:map_fragment,map_pars_fragment:map_pars_fragment,map_particle_fragment:map_particle_fragment,map_particle_pars_fragment:map_particle_pars_fragment,metalnessmap_fragment:metalnessmap_fragment,metalnessmap_pars_fragment:metalnessmap_pars_fragment,morphnormal_vertex:morphnormal_vertex,morphtarget_pars_vertex:morphtarget_pars_vertex,morphtarget_vertex:morphtarget_vertex,normal_fragment_begin:normal_fragment_begin,normal_fragment_maps:normal_fragment_maps,normalmap_pars_fragment:normalmap_pars_fragment,packing:packing,premultiplied_alpha_fragment:premultiplied_alpha_fragment,project_vertex:project_vertex,dithering_fragment:dithering_fragment,dithering_pars_fragment:dithering_pars_fragment,roughnessmap_fragment:roughnessmap_fragment,roughnessmap_pars_fragment:roughnessmap_pars_fragment,shadowmap_pars_fragment:shadowmap_pars_fragment,shadowmap_pars_vertex:shadowmap_pars_vertex,shadowmap_vertex:shadowmap_vertex,shadowmask_pars_fragment:shadowmask_pars_fragment,skinbase_vertex:skinbase_vertex,skinning_pars_vertex:skinning_pars_vertex,skinning_vertex:skinning_vertex,skinnormal_vertex:skinnormal_vertex,specularmap_fragment:specularmap_fragment,specularmap_pars_fragment:specularmap_pars_fragment,tonemapping_fragment:tonemapping_fragment,tonemapping_pars_fragment:tonemapping_pars_fragment,uv_pars_fragment:uv_pars_fragment,uv_pars_vertex:uv_pars_vertex,uv_vertex:uv_vertex,uv2_pars_fragment:uv2_pars_fragment,uv2_pars_vertex:uv2_pars_vertex,uv2_vertex:uv2_vertex,worldpos_vertex:worldpos_vertex,cube_frag:cube_frag,cube_vert:cube_vert,depth_frag:depth_frag,depth_vert:depth_vert,distanceRGBA_frag:distanceRGBA_frag,distanceRGBA_vert:distanceRGBA_vert,equirect_frag:equirect_frag,equirect_vert:equirect_vert,linedashed_frag:linedashed_frag,linedashed_vert:linedashed_vert,meshbasic_frag:meshbasic_frag,meshbasic_vert:meshbasic_vert,meshlambert_frag:meshlambert_frag,meshlambert_vert:meshlambert_vert,meshphong_frag:meshphong_frag,meshphong_vert:meshphong_vert,meshphysical_frag:meshphysical_frag,meshphysical_vert:meshphysical_vert,normal_frag:normal_frag,normal_vert:normal_vert,points_frag:points_frag,points_vert:points_vert,shadow_frag:shadow_frag,shadow_vert:shadow_vert};/** * Uniform Utilities */var UniformsUtils={merge:function(uniforms){var merged={};for(var u=0;u>16&255)/255;this.g=(hex>>8&255)/255;this.b=(hex&255)/255;return this;},setRGB:function(r,g,b){this.r=r;this.g=g;this.b=b;return this;},setHSL:function(){function hue2rgb(p,q,t){if(t<0)t+=1;if(t>1)t-=1;if(t<1/6)return p+(q-p)*6*t;if(t<1/2)return q;if(t<2/3)return p+(q-p)*6*(2/3-t);return p;}return function setHSL(h,s,l){// h,s,l ranges are in 0.0 - 1.0 h=_Math.euclideanModulo(h,1);s=_Math.clamp(s,0,1);l=_Math.clamp(l,0,1);if(s===0){this.r=this.g=this.b=l;}else{var p=l<=0.5?l*(1+s):l+s-l*s;var q=2*l-p;this.r=hue2rgb(q,p,h+1/3);this.g=hue2rgb(q,p,h);this.b=hue2rgb(q,p,h-1/3);}return this;};}(),setStyle:function(style){function handleAlpha(string){if(string===undefined)return;if(parseFloat(string)<1){console.warn('THREE.Color: Alpha component of '+style+' will be ignored.');}}var m;if(m=/^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec(style)){// rgb / hsl var color;var name=m[1];var components=m[2];switch(name){case'rgb':case'rgba':if(color=/^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(components)){// rgb(255,0,0) rgba(255,0,0,0.5) this.r=Math.min(255,parseInt(color[1],10))/255;this.g=Math.min(255,parseInt(color[2],10))/255;this.b=Math.min(255,parseInt(color[3],10))/255;handleAlpha(color[5]);return this;}if(color=/^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(components)){// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) this.r=Math.min(100,parseInt(color[1],10))/100;this.g=Math.min(100,parseInt(color[2],10))/100;this.b=Math.min(100,parseInt(color[3],10))/100;handleAlpha(color[5]);return this;}break;case'hsl':case'hsla':if(color=/^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(components)){// hsl(120,50%,50%) hsla(120,50%,50%,0.5) var h=parseFloat(color[1])/360;var s=parseInt(color[2],10)/100;var l=parseInt(color[3],10)/100;handleAlpha(color[5]);return this.setHSL(h,s,l);}break;}}else if(m=/^\#([A-Fa-f0-9]+)$/.exec(style)){// hex color var hex=m[1];var size=hex.length;if(size===3){// #ff0 this.r=parseInt(hex.charAt(0)+hex.charAt(0),16)/255;this.g=parseInt(hex.charAt(1)+hex.charAt(1),16)/255;this.b=parseInt(hex.charAt(2)+hex.charAt(2),16)/255;return this;}else if(size===6){// #ff0000 this.r=parseInt(hex.charAt(0)+hex.charAt(1),16)/255;this.g=parseInt(hex.charAt(2)+hex.charAt(3),16)/255;this.b=parseInt(hex.charAt(4)+hex.charAt(5),16)/255;return this;}}if(style&&style.length>0){// color keywords var hex=ColorKeywords[style];if(hex!==undefined){// red this.setHex(hex);}else{// unknown color console.warn('THREE.Color: Unknown color '+style);}}return this;},clone:function(){return new this.constructor(this.r,this.g,this.b);},copy:function(color){this.r=color.r;this.g=color.g;this.b=color.b;return this;},copyGammaToLinear:function(color,gammaFactor){if(gammaFactor===undefined)gammaFactor=2.0;this.r=Math.pow(color.r,gammaFactor);this.g=Math.pow(color.g,gammaFactor);this.b=Math.pow(color.b,gammaFactor);return this;},copyLinearToGamma:function(color,gammaFactor){if(gammaFactor===undefined)gammaFactor=2.0;var safeInverse=gammaFactor>0?1.0/gammaFactor:1.0;this.r=Math.pow(color.r,safeInverse);this.g=Math.pow(color.g,safeInverse);this.b=Math.pow(color.b,safeInverse);return this;},convertGammaToLinear:function(){var r=this.r,g=this.g,b=this.b;this.r=r*r;this.g=g*g;this.b=b*b;return this;},convertLinearToGamma:function(){this.r=Math.sqrt(this.r);this.g=Math.sqrt(this.g);this.b=Math.sqrt(this.b);return this;},getHex:function(){return this.r*255<<16^this.g*255<<8^this.b*255<<0;},getHexString:function(){return ('000000'+this.getHex().toString(16)).slice(-6);},getHSL:function(target){// h,s,l ranges are in 0.0 - 1.0 if(target===undefined){console.warn('THREE.Color: .getHSL() target is now required');target={h:0,s:0,l:0};}var r=this.r,g=this.g,b=this.b;var max=Math.max(r,g,b);var min=Math.min(r,g,b);var hue,saturation;var lightness=(min+max)/2.0;if(min===max){hue=0;saturation=0;}else{var delta=max-min;saturation=lightness<=0.5?delta/(max+min):delta/(2-max-min);switch(max){case r:hue=(g-b)/delta+(g1){for(var i=0;i1){for(var i=0;i0){object.children=[];for(var i=0;i0)output.geometries=geometries;if(materials.length>0)output.materials=materials;if(textures.length>0)output.textures=textures;if(images.length>0)output.images=images;if(shapes.length>0)output.shapes=shapes;}output.object=object;return output;// extract data from the cache hash // remove metadata on each item // and return as array function extractFromCache(cache){var values=[];for(var key in cache){var data=cache[key];delete data.metadata;values.push(data);}return values;}},clone:function(recursive){return new this.constructor().copy(this,recursive);},copy:function(source,recursive){if(recursive===undefined)recursive=true;this.name=source.name;this.up.copy(source.up);this.position.copy(source.position);this.quaternion.copy(source.quaternion);this.scale.copy(source.scale);this.matrix.copy(source.matrix);this.matrixWorld.copy(source.matrixWorld);this.matrixAutoUpdate=source.matrixAutoUpdate;this.matrixWorldNeedsUpdate=source.matrixWorldNeedsUpdate;this.layers.mask=source.layers.mask;this.visible=source.visible;this.castShadow=source.castShadow;this.receiveShadow=source.receiveShadow;this.frustumCulled=source.frustumCulled;this.renderOrder=source.renderOrder;this.userData=JSON.parse(JSON.stringify(source.userData));if(recursive===true){for(var i=0;i0){for(var i=0;i0){this.normalsNeedUpdate=true;}},computeFlatVertexNormals:function(){var f,fl,face;this.computeFaceNormals();for(f=0,fl=this.faces.length;f0){this.normalsNeedUpdate=true;}},computeMorphNormals:function(){var i,il,f,fl,face;// save original normals // - create temp variables on first access // otherwise just copy (for faster repeated calls) for(f=0,fl=this.faces.length;f=0;i--){var idx=faceIndicesToRemove[i];this.faces.splice(idx,1);for(j=0,jl=this.faceVertexUvs.length;j0;var hasFaceVertexNormal=face.vertexNormals.length>0;var hasFaceColor=face.color.r!==1||face.color.g!==1||face.color.b!==1;var hasFaceVertexColor=face.vertexColors.length>0;var faceType=0;faceType=setBit(faceType,0,0);// isQuad faceType=setBit(faceType,1,hasMaterial);faceType=setBit(faceType,2,hasFaceUv);faceType=setBit(faceType,3,hasFaceVertexUv);faceType=setBit(faceType,4,hasFaceNormal);faceType=setBit(faceType,5,hasFaceVertexNormal);faceType=setBit(faceType,6,hasFaceColor);faceType=setBit(faceType,7,hasFaceVertexColor);faces.push(faceType);faces.push(face.a,face.b,face.c);faces.push(face.materialIndex);if(hasFaceVertexUv){var faceVertexUvs=this.faceVertexUvs[0][i];faces.push(getUvIndex(faceVertexUvs[0]),getUvIndex(faceVertexUvs[1]),getUvIndex(faceVertexUvs[2]));}if(hasFaceNormal){faces.push(getNormalIndex(face.normal));}if(hasFaceVertexNormal){var vertexNormals=face.vertexNormals;faces.push(getNormalIndex(vertexNormals[0]),getNormalIndex(vertexNormals[1]),getNormalIndex(vertexNormals[2]));}if(hasFaceColor){faces.push(getColorIndex(face.color));}if(hasFaceVertexColor){var vertexColors=face.vertexColors;faces.push(getColorIndex(vertexColors[0]),getColorIndex(vertexColors[1]),getColorIndex(vertexColors[2]));}}function setBit(value,position,enabled){return enabled?value|1<0)data.data.colors=colors;if(uvs.length>0)data.data.uvs=[uvs];// temporal backward compatibility data.data.faces=faces;return data;},clone:function(){/* // Handle primitives var parameters = this.parameters; if ( parameters !== undefined ) { var values = []; for ( var key in parameters ) { values.push( parameters[ key ] ); } var geometry = Object.create( this.constructor.prototype ); this.constructor.apply( geometry, values ); return geometry; } return new this.constructor().copy( this ); */return new Geometry().copy(this);},copy:function(source){var i,il,j,jl,k,kl;// reset this.vertices=[];this.colors=[];this.faces=[];this.faceVertexUvs=[[]];this.morphTargets=[];this.morphNormals=[];this.skinWeights=[];this.skinIndices=[];this.lineDistances=[];this.boundingBox=null;this.boundingSphere=null;// name this.name=source.name;// vertices var vertices=source.vertices;for(i=0,il=vertices.length;i0;var hasFaceVertexUv2=faceVertexUvs[1]&&faceVertexUvs[1].length>0;// morphs var morphTargets=geometry.morphTargets;var morphTargetsLength=morphTargets.length;var morphTargetsPosition;if(morphTargetsLength>0){morphTargetsPosition=[];for(var i=0;i0){morphTargetsNormal=[];for(var i=0;imax)max=array[i];}return max;}/** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ */var bufferGeometryId=1;// BufferGeometry uses odd numbers as Id function BufferGeometry(){Object.defineProperty(this,'id',{value:bufferGeometryId+=2});this.uuid=_Math.generateUUID();this.name='';this.type='BufferGeometry';this.index=null;this.attributes={};this.morphAttributes={};this.groups=[];this.boundingBox=null;this.boundingSphere=null;this.drawRange={start:0,count:Infinity};}BufferGeometry.prototype=Object.assign(Object.create(EventDispatcher.prototype),{constructor:BufferGeometry,isBufferGeometry:true,getIndex:function(){return this.index;},setIndex:function(index){if(Array.isArray(index)){this.index=new(arrayMax(index)>65535?Uint32BufferAttribute:Uint16BufferAttribute)(index,1);}else{this.index=index;}},addAttribute:function(name,attribute){if(!(attribute&&attribute.isBufferAttribute)&&!(attribute&&attribute.isInterleavedBufferAttribute)){console.warn('THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).');this.addAttribute(name,new BufferAttribute(arguments[1],arguments[2]));return;}if(name==='index'){console.warn('THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.');this.setIndex(attribute);return;}this.attributes[name]=attribute;return this;},getAttribute:function(name){return this.attributes[name];},removeAttribute:function(name){delete this.attributes[name];return this;},addGroup:function(start,count,materialIndex){this.groups.push({start:start,count:count,materialIndex:materialIndex!==undefined?materialIndex:0});},clearGroups:function(){this.groups=[];},setDrawRange:function(start,count){this.drawRange.start=start;this.drawRange.count=count;},applyMatrix:function(matrix){var position=this.attributes.position;if(position!==undefined){matrix.applyToBufferAttribute(position);position.needsUpdate=true;}var normal=this.attributes.normal;if(normal!==undefined){var normalMatrix=new Matrix3().getNormalMatrix(matrix);normalMatrix.applyToBufferAttribute(normal);normal.needsUpdate=true;}if(this.boundingBox!==null){this.computeBoundingBox();}if(this.boundingSphere!==null){this.computeBoundingSphere();}return this;},rotateX:function(){// rotate geometry around world x-axis var m1=new Matrix4();return function rotateX(angle){m1.makeRotationX(angle);this.applyMatrix(m1);return this;};}(),rotateY:function(){// rotate geometry around world y-axis var m1=new Matrix4();return function rotateY(angle){m1.makeRotationY(angle);this.applyMatrix(m1);return this;};}(),rotateZ:function(){// rotate geometry around world z-axis var m1=new Matrix4();return function rotateZ(angle){m1.makeRotationZ(angle);this.applyMatrix(m1);return this;};}(),translate:function(){// translate geometry var m1=new Matrix4();return function translate(x,y,z){m1.makeTranslation(x,y,z);this.applyMatrix(m1);return this;};}(),scale:function(){// scale geometry var m1=new Matrix4();return function scale(x,y,z){m1.makeScale(x,y,z);this.applyMatrix(m1);return this;};}(),lookAt:function(){var obj=new Object3D();return function lookAt(vector){obj.lookAt(vector);obj.updateMatrix();this.applyMatrix(obj.matrix);};}(),center:function(){var offset=new Vector3();return function center(){this.computeBoundingBox();this.boundingBox.getCenter(offset).negate();this.translate(offset.x,offset.y,offset.z);return this;};}(),setFromObject:function(object){// console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this ); var geometry=object.geometry;if(object.isPoints||object.isLine){var positions=new Float32BufferAttribute(geometry.vertices.length*3,3);var colors=new Float32BufferAttribute(geometry.colors.length*3,3);this.addAttribute('position',positions.copyVector3sArray(geometry.vertices));this.addAttribute('color',colors.copyColorsArray(geometry.colors));if(geometry.lineDistances&&geometry.lineDistances.length===geometry.vertices.length){var lineDistances=new Float32BufferAttribute(geometry.lineDistances.length,1);this.addAttribute('lineDistance',lineDistances.copyArray(geometry.lineDistances));}if(geometry.boundingSphere!==null){this.boundingSphere=geometry.boundingSphere.clone();}if(geometry.boundingBox!==null){this.boundingBox=geometry.boundingBox.clone();}}else if(object.isMesh){if(geometry&&geometry.isGeometry){this.fromGeometry(geometry);}}return this;},setFromPoints:function(points){var position=[];for(var i=0,l=points.length;i0){var normals=new Float32Array(geometry.normals.length*3);this.addAttribute('normal',new BufferAttribute(normals,3).copyVector3sArray(geometry.normals));}if(geometry.colors.length>0){var colors=new Float32Array(geometry.colors.length*3);this.addAttribute('color',new BufferAttribute(colors,3).copyColorsArray(geometry.colors));}if(geometry.uvs.length>0){var uvs=new Float32Array(geometry.uvs.length*2);this.addAttribute('uv',new BufferAttribute(uvs,2).copyVector2sArray(geometry.uvs));}if(geometry.uvs2.length>0){var uvs2=new Float32Array(geometry.uvs2.length*2);this.addAttribute('uv2',new BufferAttribute(uvs2,2).copyVector2sArray(geometry.uvs2));}// groups this.groups=geometry.groups;// morphs for(var name in geometry.morphTargets){var array=[];var morphTargets=geometry.morphTargets[name];for(var i=0,l=morphTargets.length;i0){var skinIndices=new Float32BufferAttribute(geometry.skinIndices.length*4,4);this.addAttribute('skinIndex',skinIndices.copyVector4sArray(geometry.skinIndices));}if(geometry.skinWeights.length>0){var skinWeights=new Float32BufferAttribute(geometry.skinWeights.length*4,4);this.addAttribute('skinWeight',skinWeights.copyVector4sArray(geometry.skinWeights));}// if(geometry.boundingSphere!==null){this.boundingSphere=geometry.boundingSphere.clone();}if(geometry.boundingBox!==null){this.boundingBox=geometry.boundingBox.clone();}return this;},computeBoundingBox:function(){if(this.boundingBox===null){this.boundingBox=new Box3();}var position=this.attributes.position;if(position!==undefined){this.boundingBox.setFromBufferAttribute(position);}else{this.boundingBox.makeEmpty();}if(isNaN(this.boundingBox.min.x)||isNaN(this.boundingBox.min.y)||isNaN(this.boundingBox.min.z)){console.error('THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.',this);}},computeBoundingSphere:function(){var box=new Box3();var vector=new Vector3();return function computeBoundingSphere(){if(this.boundingSphere===null){this.boundingSphere=new Sphere();}var position=this.attributes.position;if(position){var center=this.boundingSphere.center;box.setFromBufferAttribute(position);box.getCenter(center);// hoping to find a boundingSphere with a radius smaller than the // boundingSphere of the boundingBox: sqrt(3) smaller in the best case var maxRadiusSq=0;for(var i=0,il=position.count;i0){data.data.groups=JSON.parse(JSON.stringify(groups));}var boundingSphere=this.boundingSphere;if(boundingSphere!==null){data.data.boundingSphere={center:boundingSphere.center.toArray(),radius:boundingSphere.radius};}return data;},clone:function(){/* // Handle primitives var parameters = this.parameters; if ( parameters !== undefined ) { var values = []; for ( var key in parameters ) { values.push( parameters[ key ] ); } var geometry = Object.create( this.constructor.prototype ); this.constructor.apply( geometry, values ); return geometry; } return new this.constructor().copy( this ); */return new BufferGeometry().copy(this);},copy:function(source){var name,i,l;// reset this.index=null;this.attributes={};this.morphAttributes={};this.groups=[];this.boundingBox=null;this.boundingSphere=null;// name this.name=source.name;// index var index=source.index;if(index!==null){this.setIndex(index.clone());}// attributes var attributes=source.attributes;for(name in attributes){var attribute=attributes[name];this.addAttribute(name,attribute.clone());}// morph attributes var morphAttributes=source.morphAttributes;for(name in morphAttributes){var array=[];var morphAttribute=morphAttributes[name];// morphAttribute: array of Float32BufferAttributes for(i=0,l=morphAttribute.length;i0?1:-1;// now apply vector to normal buffer normals.push(vector.x,vector.y,vector.z);// uvs uvs.push(ix/gridX);uvs.push(1-iy/gridY);// counters vertexCounter+=1;}}// indices // 1. you need three indices to draw a single face // 2. a single segment consists of two faces // 3. so we need to generate six (2*3) indices per segment for(iy=0;iy0)data.alphaTest=this.alphaTest;if(this.premultipliedAlpha===true)data.premultipliedAlpha=this.premultipliedAlpha;if(this.wireframe===true)data.wireframe=this.wireframe;if(this.wireframeLinewidth>1)data.wireframeLinewidth=this.wireframeLinewidth;if(this.wireframeLinecap!=='round')data.wireframeLinecap=this.wireframeLinecap;if(this.wireframeLinejoin!=='round')data.wireframeLinejoin=this.wireframeLinejoin;if(this.morphTargets===true)data.morphTargets=true;if(this.skinning===true)data.skinning=true;if(this.visible===false)data.visible=false;if(JSON.stringify(this.userData)!=='{}')data.userData=this.userData;// TODO: Copied from Object3D.toJSON function extractFromCache(cache){var values=[];for(var key in cache){var data=cache[key];delete data.metadata;values.push(data);}return values;}if(isRoot){var textures=extractFromCache(meta.textures);var images=extractFromCache(meta.images);if(textures.length>0)data.textures=textures;if(images.length>0)data.images=images;}return data;},clone:function(){return new this.constructor().copy(this);},copy:function(source){this.name=source.name;this.fog=source.fog;this.lights=source.lights;this.blending=source.blending;this.side=source.side;this.flatShading=source.flatShading;this.vertexColors=source.vertexColors;this.opacity=source.opacity;this.transparent=source.transparent;this.blendSrc=source.blendSrc;this.blendDst=source.blendDst;this.blendEquation=source.blendEquation;this.blendSrcAlpha=source.blendSrcAlpha;this.blendDstAlpha=source.blendDstAlpha;this.blendEquationAlpha=source.blendEquationAlpha;this.depthFunc=source.depthFunc;this.depthTest=source.depthTest;this.depthWrite=source.depthWrite;this.colorWrite=source.colorWrite;this.precision=source.precision;this.polygonOffset=source.polygonOffset;this.polygonOffsetFactor=source.polygonOffsetFactor;this.polygonOffsetUnits=source.polygonOffsetUnits;this.dithering=source.dithering;this.alphaTest=source.alphaTest;this.premultipliedAlpha=source.premultipliedAlpha;this.overdraw=source.overdraw;this.visible=source.visible;this.userData=JSON.parse(JSON.stringify(source.userData));this.clipShadows=source.clipShadows;this.clipIntersection=source.clipIntersection;var srcPlanes=source.clippingPlanes,dstPlanes=null;if(srcPlanes!==null){var n=srcPlanes.length;dstPlanes=new Array(n);for(var i=0;i!==n;++i)dstPlanes[i]=srcPlanes[i].clone();}this.clippingPlanes=dstPlanes;this.shadowSide=source.shadowSide;return this;},dispose:function(){this.dispatchEvent({type:'dispose'});}});/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: , * opacity: , * map: new THREE.Texture( ), * * lightMap: new THREE.Texture( ), * lightMapIntensity: * * aoMap: new THREE.Texture( ), * aoMapIntensity: * * specularMap: new THREE.Texture( ), * * alphaMap: new THREE.Texture( ), * * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), * combine: THREE.Multiply, * reflectivity: , * refractionRatio: , * * depthTest: , * depthWrite: , * * wireframe: , * wireframeLinewidth: , * * skinning: , * morphTargets: * } */function MeshBasicMaterial(parameters){Material.call(this);this.type='MeshBasicMaterial';this.color=new Color(0xffffff);// emissive this.map=null;this.lightMap=null;this.lightMapIntensity=1.0;this.aoMap=null;this.aoMapIntensity=1.0;this.specularMap=null;this.alphaMap=null;this.envMap=null;this.combine=MultiplyOperation;this.reflectivity=1;this.refractionRatio=0.98;this.wireframe=false;this.wireframeLinewidth=1;this.wireframeLinecap='round';this.wireframeLinejoin='round';this.skinning=false;this.morphTargets=false;this.lights=false;this.setValues(parameters);}MeshBasicMaterial.prototype=Object.create(Material.prototype);MeshBasicMaterial.prototype.constructor=MeshBasicMaterial;MeshBasicMaterial.prototype.isMeshBasicMaterial=true;MeshBasicMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.color.copy(source.color);this.map=source.map;this.lightMap=source.lightMap;this.lightMapIntensity=source.lightMapIntensity;this.aoMap=source.aoMap;this.aoMapIntensity=source.aoMapIntensity;this.specularMap=source.specularMap;this.alphaMap=source.alphaMap;this.envMap=source.envMap;this.combine=source.combine;this.reflectivity=source.reflectivity;this.refractionRatio=source.refractionRatio;this.wireframe=source.wireframe;this.wireframeLinewidth=source.wireframeLinewidth;this.wireframeLinecap=source.wireframeLinecap;this.wireframeLinejoin=source.wireframeLinejoin;this.skinning=source.skinning;this.morphTargets=source.morphTargets;return this;};/** * @author alteredq / http://alteredqualia.com/ * * parameters = { * defines: { "label" : "value" }, * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } }, * * fragmentShader: , * vertexShader: , * * wireframe: , * wireframeLinewidth: , * * lights: , * * skinning: , * morphTargets: , * morphNormals: * } */function ShaderMaterial(parameters){Material.call(this);this.type='ShaderMaterial';this.defines={};this.uniforms={};this.vertexShader='void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';this.fragmentShader='void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';this.linewidth=1;this.wireframe=false;this.wireframeLinewidth=1;this.fog=false;// set to use scene fog this.lights=false;// set to use scene lights this.clipping=false;// set to use user-defined clipping planes this.skinning=false;// set to use skinning attribute streams this.morphTargets=false;// set to use morph targets this.morphNormals=false;// set to use morph normals this.extensions={derivatives:false,// set to use derivatives fragDepth:false,// set to use fragment depth values drawBuffers:false,// set to use draw buffers shaderTextureLOD:false// set to use shader texture LOD };// When rendered geometry doesn't include these attributes but the material does, // use these default values in WebGL. This avoids errors when buffer data is missing. this.defaultAttributeValues={'color':[1,1,1],'uv':[0,0],'uv2':[0,0]};this.index0AttributeName=undefined;this.uniformsNeedUpdate=false;if(parameters!==undefined){if(parameters.attributes!==undefined){console.error('THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.');}this.setValues(parameters);}}ShaderMaterial.prototype=Object.create(Material.prototype);ShaderMaterial.prototype.constructor=ShaderMaterial;ShaderMaterial.prototype.isShaderMaterial=true;ShaderMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.fragmentShader=source.fragmentShader;this.vertexShader=source.vertexShader;this.uniforms=UniformsUtils.clone(source.uniforms);this.defines=Object.assign({},source.defines);this.wireframe=source.wireframe;this.wireframeLinewidth=source.wireframeLinewidth;this.lights=source.lights;this.clipping=source.clipping;this.skinning=source.skinning;this.morphTargets=source.morphTargets;this.morphNormals=source.morphNormals;this.extensions=source.extensions;return this;};ShaderMaterial.prototype.toJSON=function(meta){var data=Material.prototype.toJSON.call(this,meta);data.uniforms=this.uniforms;data.vertexShader=this.vertexShader;data.fragmentShader=this.fragmentShader;return data;};/** * @author bhouston / http://clara.io */function Ray(origin,direction){this.origin=origin!==undefined?origin:new Vector3();this.direction=direction!==undefined?direction:new Vector3();}Object.assign(Ray.prototype,{set:function(origin,direction){this.origin.copy(origin);this.direction.copy(direction);return this;},clone:function(){return new this.constructor().copy(this);},copy:function(ray){this.origin.copy(ray.origin);this.direction.copy(ray.direction);return this;},at:function(t,target){if(target===undefined){console.warn('THREE.Ray: .at() target is now required');target=new Vector3();}return target.copy(this.direction).multiplyScalar(t).add(this.origin);},lookAt:function(v){this.direction.copy(v).sub(this.origin).normalize();return this;},recast:function(){var v1=new Vector3();return function recast(t){this.origin.copy(this.at(t,v1));return this;};}(),closestPointToPoint:function(point,target){if(target===undefined){console.warn('THREE.Ray: .closestPointToPoint() target is now required');target=new Vector3();}target.subVectors(point,this.origin);var directionDistance=target.dot(this.direction);if(directionDistance<0){return target.copy(this.origin);}return target.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);},distanceToPoint:function(point){return Math.sqrt(this.distanceSqToPoint(point));},distanceSqToPoint:function(){var v1=new Vector3();return function distanceSqToPoint(point){var directionDistance=v1.subVectors(point,this.origin).dot(this.direction);// point behind the ray if(directionDistance<0){return this.origin.distanceToSquared(point);}v1.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);return v1.distanceToSquared(point);};}(),distanceSqToSegment:function(){var segCenter=new Vector3();var segDir=new Vector3();var diff=new Vector3();return function distanceSqToSegment(v0,v1,optionalPointOnRay,optionalPointOnSegment){// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h // It returns the min distance between the ray and the segment // defined by v0 and v1 // It can also set two optional targets : // - The closest point on the ray // - The closest point on the segment segCenter.copy(v0).add(v1).multiplyScalar(0.5);segDir.copy(v1).sub(v0).normalize();diff.copy(this.origin).sub(segCenter);var segExtent=v0.distanceTo(v1)*0.5;var a01=-this.direction.dot(segDir);var b0=diff.dot(this.direction);var b1=-diff.dot(segDir);var c=diff.lengthSq();var det=Math.abs(1-a01*a01);var s0,s1,sqrDist,extDet;if(det>0){// The ray and segment are not parallel. s0=a01*b1-b0;s1=a01*b0-b1;extDet=segExtent*det;if(s0>=0){if(s1>=-extDet){if(s1<=extDet){// region 0 // Minimum at interior points of ray and segment. var invDet=1/det;s0*=invDet;s1*=invDet;sqrDist=s0*(s0+a01*s1+2*b0)+s1*(a01*s0+s1+2*b1)+c;}else{// region 1 s1=segExtent;s0=Math.max(0,-(a01*s1+b0));sqrDist=-s0*s0+s1*(s1+2*b1)+c;}}else{// region 5 s1=-segExtent;s0=Math.max(0,-(a01*s1+b0));sqrDist=-s0*s0+s1*(s1+2*b1)+c;}}else{if(s1<=-extDet){// region 4 s0=Math.max(0,-(-a01*segExtent+b0));s1=s0>0?-segExtent:Math.min(Math.max(-segExtent,-b1),segExtent);sqrDist=-s0*s0+s1*(s1+2*b1)+c;}else if(s1<=extDet){// region 3 s0=0;s1=Math.min(Math.max(-segExtent,-b1),segExtent);sqrDist=s1*(s1+2*b1)+c;}else{// region 2 s0=Math.max(0,-(a01*segExtent+b0));s1=s0>0?segExtent:Math.min(Math.max(-segExtent,-b1),segExtent);sqrDist=-s0*s0+s1*(s1+2*b1)+c;}}}else{// Ray and segment are parallel. s1=a01>0?-segExtent:segExtent;s0=Math.max(0,-(a01*s1+b0));sqrDist=-s0*s0+s1*(s1+2*b1)+c;}if(optionalPointOnRay){optionalPointOnRay.copy(this.direction).multiplyScalar(s0).add(this.origin);}if(optionalPointOnSegment){optionalPointOnSegment.copy(segDir).multiplyScalar(s1).add(segCenter);}return sqrDist;};}(),intersectSphere:function(){var v1=new Vector3();return function intersectSphere(sphere,target){v1.subVectors(sphere.center,this.origin);var tca=v1.dot(this.direction);var d2=v1.dot(v1)-tca*tca;var radius2=sphere.radius*sphere.radius;if(d2>radius2)return null;var thc=Math.sqrt(radius2-d2);// t0 = first intersect point - entrance on front of sphere var t0=tca-thc;// t1 = second intersect point - exit point on back of sphere var t1=tca+thc;// test to see if both t0 and t1 are behind the ray - if so, return null if(t0<0&&t1<0)return null;// test to see if t0 is behind the ray: // if it is, the ray is inside the sphere, so return the second exit point scaled by t1, // in order to always return an intersect point that is in front of the ray. if(t0<0)return this.at(t1,target);// else t0 is in front of the ray, so return the first collision point scaled by t0 return this.at(t0,target);};}(),intersectsSphere:function(sphere){return this.distanceToPoint(sphere.center)<=sphere.radius;},distanceToPlane:function(plane){var denominator=plane.normal.dot(this.direction);if(denominator===0){// line is coplanar, return origin if(plane.distanceToPoint(this.origin)===0){return 0;}// Null is preferable to undefined since undefined means.... it is undefined return null;}var t=-(this.origin.dot(plane.normal)+plane.constant)/denominator;// Return if the ray never intersects the plane return t>=0?t:null;},intersectPlane:function(plane,target){var t=this.distanceToPlane(plane);if(t===null){return null;}return this.at(t,target);},intersectsPlane:function(plane){// check if the ray lies on the plane first var distToPoint=plane.distanceToPoint(this.origin);if(distToPoint===0){return true;}var denominator=plane.normal.dot(this.direction);if(denominator*distToPoint<0){return true;}// ray origin is behind the plane (and is pointing behind it) return false;},intersectBox:function(box,target){var tmin,tmax,tymin,tymax,tzmin,tzmax;var invdirx=1/this.direction.x,invdiry=1/this.direction.y,invdirz=1/this.direction.z;var origin=this.origin;if(invdirx>=0){tmin=(box.min.x-origin.x)*invdirx;tmax=(box.max.x-origin.x)*invdirx;}else{tmin=(box.max.x-origin.x)*invdirx;tmax=(box.min.x-origin.x)*invdirx;}if(invdiry>=0){tymin=(box.min.y-origin.y)*invdiry;tymax=(box.max.y-origin.y)*invdiry;}else{tymin=(box.max.y-origin.y)*invdiry;tymax=(box.min.y-origin.y)*invdiry;}if(tmin>tymax||tymin>tmax)return null;// These lines also handle the case where tmin or tmax is NaN // (result of 0 * Infinity). x !== x returns true if x is NaN if(tymin>tmin||tmin!==tmin)tmin=tymin;if(tymax=0){tzmin=(box.min.z-origin.z)*invdirz;tzmax=(box.max.z-origin.z)*invdirz;}else{tzmin=(box.max.z-origin.z)*invdirz;tzmax=(box.min.z-origin.z)*invdirz;}if(tmin>tzmax||tzmin>tmax)return null;if(tzmin>tmin||tmin!==tmin)tmin=tzmin;if(tzmax=0?tmin:tmax,target);},intersectsBox:function(){var v=new Vector3();return function intersectsBox(box){return this.intersectBox(box,v)!==null;};}(),intersectTriangle:function(){// Compute the offset origin, edges, and normal. var diff=new Vector3();var edge1=new Vector3();var edge2=new Vector3();var normal=new Vector3();return function intersectTriangle(a,b,c,backfaceCulling,target){// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h edge1.subVectors(b,a);edge2.subVectors(c,a);normal.crossVectors(edge1,edge2);// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) var DdN=this.direction.dot(normal);var sign;if(DdN>0){if(backfaceCulling)return null;sign=1;}else if(DdN<0){sign=-1;DdN=-DdN;}else{return null;}diff.subVectors(this.origin,a);var DdQxE2=sign*this.direction.dot(edge2.crossVectors(diff,edge2));// b1 < 0, no intersection if(DdQxE2<0){return null;}var DdE1xQ=sign*this.direction.dot(edge1.cross(diff));// b2 < 0, no intersection if(DdE1xQ<0){return null;}// b1+b2 > 1, no intersection if(DdQxE2+DdE1xQ>DdN){return null;}// Line intersects triangle, check if ray does. var QdN=-sign*diff.dot(normal);// t < 0, no intersection if(QdN<0){return null;}// Ray intersects triangle. return this.at(QdN/DdN,target);};}(),applyMatrix4:function(matrix4){this.origin.applyMatrix4(matrix4);this.direction.transformDirection(matrix4);return this;},equals:function(ray){return ray.origin.equals(this.origin)&&ray.direction.equals(this.direction);}});/** * @author bhouston / http://clara.io */function Line3(start,end){this.start=start!==undefined?start:new Vector3();this.end=end!==undefined?end:new Vector3();}Object.assign(Line3.prototype,{set:function(start,end){this.start.copy(start);this.end.copy(end);return this;},clone:function(){return new this.constructor().copy(this);},copy:function(line){this.start.copy(line.start);this.end.copy(line.end);return this;},getCenter:function(target){if(target===undefined){console.warn('THREE.Line3: .getCenter() target is now required');target=new Vector3();}return target.addVectors(this.start,this.end).multiplyScalar(0.5);},delta:function(target){if(target===undefined){console.warn('THREE.Line3: .delta() target is now required');target=new Vector3();}return target.subVectors(this.end,this.start);},distanceSq:function(){return this.start.distanceToSquared(this.end);},distance:function(){return this.start.distanceTo(this.end);},at:function(t,target){if(target===undefined){console.warn('THREE.Line3: .at() target is now required');target=new Vector3();}return this.delta(target).multiplyScalar(t).add(this.start);},closestPointToPointParameter:function(){var startP=new Vector3();var startEnd=new Vector3();return function closestPointToPointParameter(point,clampToLine){startP.subVectors(point,this.start);startEnd.subVectors(this.end,this.start);var startEnd2=startEnd.dot(startEnd);var startEnd_startP=startEnd.dot(startP);var t=startEnd_startP/startEnd2;if(clampToLine){t=_Math.clamp(t,0,1);}return t;};}(),closestPointToPoint:function(point,clampToLine,target){var t=this.closestPointToPointParameter(point,clampToLine);if(target===undefined){console.warn('THREE.Line3: .closestPointToPoint() target is now required');target=new Vector3();}return this.delta(target).multiplyScalar(t).add(this.start);},applyMatrix4:function(matrix){this.start.applyMatrix4(matrix);this.end.applyMatrix4(matrix);return this;},equals:function(line){return line.start.equals(this.start)&&line.end.equals(this.end);}});/** * @author bhouston / http://clara.io * @author mrdoob / http://mrdoob.com/ */function Triangle(a,b,c){this.a=a!==undefined?a:new Vector3();this.b=b!==undefined?b:new Vector3();this.c=c!==undefined?c:new Vector3();}Object.assign(Triangle,{getNormal:function(){var v0=new Vector3();return function getNormal(a,b,c,target){if(target===undefined){console.warn('THREE.Triangle: .getNormal() target is now required');target=new Vector3();}target.subVectors(c,b);v0.subVectors(a,b);target.cross(v0);var targetLengthSq=target.lengthSq();if(targetLengthSq>0){return target.multiplyScalar(1/Math.sqrt(targetLengthSq));}return target.set(0,0,0);};}(),// static/instance method to calculate barycentric coordinates // based on: http://www.blackpawn.com/texts/pointinpoly/default.html getBarycoord:function(){var v0=new Vector3();var v1=new Vector3();var v2=new Vector3();return function getBarycoord(point,a,b,c,target){v0.subVectors(c,a);v1.subVectors(b,a);v2.subVectors(point,a);var dot00=v0.dot(v0);var dot01=v0.dot(v1);var dot02=v0.dot(v2);var dot11=v1.dot(v1);var dot12=v1.dot(v2);var denom=dot00*dot11-dot01*dot01;if(target===undefined){console.warn('THREE.Triangle: .getBarycoord() target is now required');target=new Vector3();}// collinear or singular triangle if(denom===0){// arbitrary location outside of triangle? // not sure if this is the best idea, maybe should be returning undefined return target.set(-2,-1,-1);}var invDenom=1/denom;var u=(dot11*dot02-dot01*dot12)*invDenom;var v=(dot00*dot12-dot01*dot02)*invDenom;// barycentric coordinates must always sum to 1 return target.set(1-u-v,v,u);};}(),containsPoint:function(){var v1=new Vector3();return function containsPoint(point,a,b,c){Triangle.getBarycoord(point,a,b,c,v1);return v1.x>=0&&v1.y>=0&&v1.x+v1.y<=1;};}()});Object.assign(Triangle.prototype,{set:function(a,b,c){this.a.copy(a);this.b.copy(b);this.c.copy(c);return this;},setFromPointsAndIndices:function(points,i0,i1,i2){this.a.copy(points[i0]);this.b.copy(points[i1]);this.c.copy(points[i2]);return this;},clone:function(){return new this.constructor().copy(this);},copy:function(triangle){this.a.copy(triangle.a);this.b.copy(triangle.b);this.c.copy(triangle.c);return this;},getArea:function(){var v0=new Vector3();var v1=new Vector3();return function getArea(){v0.subVectors(this.c,this.b);v1.subVectors(this.a,this.b);return v0.cross(v1).length()*0.5;};}(),getMidpoint:function(target){if(target===undefined){console.warn('THREE.Triangle: .getMidpoint() target is now required');target=new Vector3();}return target.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3);},getNormal:function(target){return Triangle.getNormal(this.a,this.b,this.c,target);},getPlane:function(target){if(target===undefined){console.warn('THREE.Triangle: .getPlane() target is now required');target=new Vector3();}return target.setFromCoplanarPoints(this.a,this.b,this.c);},getBarycoord:function(point,target){return Triangle.getBarycoord(point,this.a,this.b,this.c,target);},containsPoint:function(point){return Triangle.containsPoint(point,this.a,this.b,this.c);},intersectsBox:function(box){return box.intersectsTriangle(this);},closestPointToPoint:function(){var plane=new Plane();var edgeList=[new Line3(),new Line3(),new Line3()];var projectedPoint=new Vector3();var closestPoint=new Vector3();return function closestPointToPoint(point,target){if(target===undefined){console.warn('THREE.Triangle: .closestPointToPoint() target is now required');target=new Vector3();}var minDistance=Infinity;// project the point onto the plane of the triangle plane.setFromCoplanarPoints(this.a,this.b,this.c);plane.projectPoint(point,projectedPoint);// check if the projection lies within the triangle if(this.containsPoint(projectedPoint)===true){// if so, this is the closest point target.copy(projectedPoint);}else{// if not, the point falls outside the triangle. the target is the closest point to the triangle's edges or vertices edgeList[0].set(this.a,this.b);edgeList[1].set(this.b,this.c);edgeList[2].set(this.c,this.a);for(var i=0;i0){var morphAttribute=morphAttributes[keys[0]];if(morphAttribute!==undefined){this.morphTargetInfluences=[];this.morphTargetDictionary={};for(m=0,ml=morphAttribute.length;m0){this.morphTargetInfluences=[];this.morphTargetDictionary={};for(m=0,ml=morphTargets.length;mraycaster.far)return null;return {distance:distance,point:intersectionPointWorld.clone(),object:object};}function checkBufferGeometryIntersection(object,raycaster,ray,position,uv,a,b,c){vA.fromBufferAttribute(position,a);vB.fromBufferAttribute(position,b);vC.fromBufferAttribute(position,c);var intersection=checkIntersection(object,object.material,raycaster,ray,vA,vB,vC,intersectionPoint);if(intersection){if(uv){uvA.fromBufferAttribute(uv,a);uvB.fromBufferAttribute(uv,b);uvC.fromBufferAttribute(uv,c);intersection.uv=uvIntersection(intersectionPoint,vA,vB,vC,uvA,uvB,uvC);}var face=new Face3(a,b,c);Triangle.getNormal(vA,vB,vC,face.normal);intersection.face=face;intersection.faceIndex=a;}return intersection;}return function raycast(raycaster,intersects){var geometry=this.geometry;var material=this.material;var matrixWorld=this.matrixWorld;if(material===undefined)return;// Checking boundingSphere distance to ray if(geometry.boundingSphere===null)geometry.computeBoundingSphere();sphere.copy(geometry.boundingSphere);sphere.applyMatrix4(matrixWorld);if(raycaster.ray.intersectsSphere(sphere)===false)return;// inverseMatrix.getInverse(matrixWorld);ray.copy(raycaster.ray).applyMatrix4(inverseMatrix);// Check boundingBox before continuing if(geometry.boundingBox!==null){if(ray.intersectsBox(geometry.boundingBox)===false)return;}var intersection;if(geometry.isBufferGeometry){var a,b,c;var index=geometry.index;var position=geometry.attributes.position;var uv=geometry.attributes.uv;var i,l;if(index!==null){// indexed buffer geometry for(i=0,l=index.count;i0)uvs=faceVertexUvs;for(var f=0,fl=faces.length;f0&&gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER,gl.HIGH_FLOAT).precision>0){return 'highp';}precision='mediump';}if(precision==='mediump'){if(gl.getShaderPrecisionFormat(gl.VERTEX_SHADER,gl.MEDIUM_FLOAT).precision>0&&gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER,gl.MEDIUM_FLOAT).precision>0){return 'mediump';}}return 'lowp';}var precision=parameters.precision!==undefined?parameters.precision:'highp';var maxPrecision=getMaxPrecision(precision);if(maxPrecision!==precision){console.warn('THREE.WebGLRenderer:',precision,'not supported, using',maxPrecision,'instead.');precision=maxPrecision;}var logarithmicDepthBuffer=parameters.logarithmicDepthBuffer===true;var maxTextures=gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);var maxVertexTextures=gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);var maxTextureSize=gl.getParameter(gl.MAX_TEXTURE_SIZE);var maxCubemapSize=gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE);var maxAttributes=gl.getParameter(gl.MAX_VERTEX_ATTRIBS);var maxVertexUniforms=gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS);var maxVaryings=gl.getParameter(gl.MAX_VARYING_VECTORS);var maxFragmentUniforms=gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS);var vertexTextures=maxVertexTextures>0;var floatFragmentTextures=!!extensions.get('OES_texture_float');var floatVertexTextures=vertexTextures&&floatFragmentTextures;return {getMaxAnisotropy:getMaxAnisotropy,getMaxPrecision:getMaxPrecision,precision:precision,logarithmicDepthBuffer:logarithmicDepthBuffer,maxTextures:maxTextures,maxVertexTextures:maxVertexTextures,maxTextureSize:maxTextureSize,maxCubemapSize:maxCubemapSize,maxAttributes:maxAttributes,maxVertexUniforms:maxVertexUniforms,maxVaryings:maxVaryings,maxFragmentUniforms:maxFragmentUniforms,vertexTextures:vertexTextures,floatFragmentTextures:floatFragmentTextures,floatVertexTextures:floatVertexTextures};}/** * @author tschw */function WebGLClipping(){var scope=this,globalState=null,numGlobalPlanes=0,localClippingEnabled=false,renderingShadows=false,plane=new Plane(),viewNormalMatrix=new Matrix3(),uniform={value:null,needsUpdate:false};this.uniform=uniform;this.numPlanes=0;this.numIntersection=0;this.init=function(planes,enableLocalClipping,camera){var enabled=planes.length!==0||enableLocalClipping||// enable state of previous frame - the clipping code has to // run another frame in order to reset the state: numGlobalPlanes!==0||localClippingEnabled;localClippingEnabled=enableLocalClipping;globalState=projectPlanes(planes,camera,0);numGlobalPlanes=planes.length;return enabled;};this.beginShadows=function(){renderingShadows=true;projectPlanes(null);};this.endShadows=function(){renderingShadows=false;resetGlobalState();};this.setState=function(planes,clipIntersection,clipShadows,camera,cache,fromCache){if(!localClippingEnabled||planes===null||planes.length===0||renderingShadows&&!clipShadows){// there's no local clipping if(renderingShadows){// there's no global clipping projectPlanes(null);}else{resetGlobalState();}}else{var nGlobal=renderingShadows?0:numGlobalPlanes,lGlobal=nGlobal*4,dstArray=cache.clippingState||null;uniform.value=dstArray;// ensure unique state dstArray=projectPlanes(planes,camera,lGlobal,fromCache);for(var i=0;i!==lGlobal;++i){dstArray[i]=globalState[i];}cache.clippingState=dstArray;this.numIntersection=clipIntersection?this.numPlanes:0;this.numPlanes+=nGlobal;}};function resetGlobalState(){if(uniform.value!==globalState){uniform.value=globalState;uniform.needsUpdate=numGlobalPlanes>0;}scope.numPlanes=numGlobalPlanes;scope.numIntersection=0;}function projectPlanes(planes,camera,dstOffset,skipTransform){var nPlanes=planes!==null?planes.length:0,dstArray=null;if(nPlanes!==0){dstArray=uniform.value;if(skipTransform!==true||dstArray===null){var flatSize=dstOffset+nPlanes*4,viewMatrix=camera.matrixWorldInverse;viewNormalMatrix.getNormalMatrix(viewMatrix);if(dstArray===null||dstArray.length65535?Uint32BufferAttribute:Uint16BufferAttribute)(indices,1);attributes.update(attribute,gl.ELEMENT_ARRAY_BUFFER);wireframeAttributes[geometry.id]=attribute;return attribute;}return {get:get,update:update,getWireframeAttribute:getWireframeAttribute};}/** * @author mrdoob / http://mrdoob.com/ */function WebGLIndexedBufferRenderer(gl,extensions,info){var mode;function setMode(value){mode=value;}var type,bytesPerElement;function setIndex(value){type=value.type;bytesPerElement=value.bytesPerElement;}function render(start,count){gl.drawElements(mode,count,type,start*bytesPerElement);info.update(count,mode);}function renderInstances(geometry,start,count){var extension=extensions.get('ANGLE_instanced_arrays');if(extension===null){console.error('THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');return;}extension.drawElementsInstancedANGLE(mode,count,type,start*bytesPerElement,geometry.maxInstancedCount);info.update(count,mode,geometry.maxInstancedCount);}// this.setMode=setMode;this.setIndex=setIndex;this.render=render;this.renderInstances=renderInstances;}/** * @author Mugen87 / https://github.com/Mugen87 */function WebGLInfo(gl){var memory={geometries:0,textures:0};var render={frame:0,calls:0,triangles:0,points:0,lines:0};function update(count,mode,instanceCount){instanceCount=instanceCount||1;render.calls++;switch(mode){case gl.TRIANGLES:render.triangles+=instanceCount*(count/3);break;case gl.TRIANGLE_STRIP:case gl.TRIANGLE_FAN:render.triangles+=instanceCount*(count-2);break;case gl.LINES:render.lines+=instanceCount*(count/2);break;case gl.LINE_STRIP:render.lines+=instanceCount*(count-1);break;case gl.LINE_LOOP:render.lines+=instanceCount*count;break;case gl.POINTS:render.points+=instanceCount*count;break;default:console.error('THREE.WebGLInfo: Unknown draw mode:',mode);break;}}function reset(){render.frame++;render.calls=0;render.triangles=0;render.points=0;render.lines=0;}return {memory:memory,render:render,programs:null,autoReset:true,reset:reset,update:update};}/** * @author mrdoob / http://mrdoob.com/ */function absNumericalSort(a,b){return Math.abs(b[1])-Math.abs(a[1]);}function WebGLMorphtargets(gl){var influencesList={};var morphInfluences=new Float32Array(8);function update(object,geometry,material,program){var objectInfluences=object.morphTargetInfluences;var length=objectInfluences.length;var influences=influencesList[geometry.id];if(influences===undefined){// initialise list influences=[];for(var i=0;i0)return array;// unoptimized: ! isNaN( firstElem ) // see http://jacksondunstan.com/articles/983 var n=nBlocks*blockSize,r=arrayCacheF32[n];if(r===undefined){r=new Float32Array(n);arrayCacheF32[n]=r;}if(nBlocks!==0){firstElem.toArray(r,0);for(var i=1,offset=0;i!==nBlocks;++i){offset+=blockSize;array[i].toArray(r,offset);}}return r;}// Texture unit allocation function allocTexUnits(renderer,n){var r=arrayCacheI32[n];if(r===undefined){r=new Int32Array(n);arrayCacheI32[n]=r;}for(var i=0;i!==n;++i)r[i]=renderer.allocTextureUnit();return r;}// --- Setters --- // Note: Defining these methods externally, because they come in a bunch // and this way their names minify. // Single scalar function setValue1f(gl,v){gl.uniform1f(this.addr,v);}function setValue1i(gl,v){gl.uniform1i(this.addr,v);}// Single float vector (from flat array or THREE.VectorN) function setValue2fv(gl,v){if(v.x===undefined){gl.uniform2fv(this.addr,v);}else{gl.uniform2f(this.addr,v.x,v.y);}}function setValue3fv(gl,v){if(v.x!==undefined){gl.uniform3f(this.addr,v.x,v.y,v.z);}else if(v.r!==undefined){gl.uniform3f(this.addr,v.r,v.g,v.b);}else{gl.uniform3fv(this.addr,v);}}function setValue4fv(gl,v){if(v.x===undefined){gl.uniform4fv(this.addr,v);}else{gl.uniform4f(this.addr,v.x,v.y,v.z,v.w);}}// Single matrix (from flat array or MatrixN) function setValue2fm(gl,v){gl.uniformMatrix2fv(this.addr,false,v.elements||v);}function setValue3fm(gl,v){if(v.elements===undefined){gl.uniformMatrix3fv(this.addr,false,v);}else{mat3array.set(v.elements);gl.uniformMatrix3fv(this.addr,false,mat3array);}}function setValue4fm(gl,v){if(v.elements===undefined){gl.uniformMatrix4fv(this.addr,false,v);}else{mat4array.set(v.elements);gl.uniformMatrix4fv(this.addr,false,mat4array);}}// Single texture (2D / Cube) function setValueT1(gl,v,renderer){var unit=renderer.allocTextureUnit();gl.uniform1i(this.addr,unit);renderer.setTexture2D(v||emptyTexture,unit);}function setValueT6(gl,v,renderer){var unit=renderer.allocTextureUnit();gl.uniform1i(this.addr,unit);renderer.setTextureCube(v||emptyCubeTexture,unit);}// Integer / Boolean vectors or arrays thereof (always flat arrays) function setValue2iv(gl,v){gl.uniform2iv(this.addr,v);}function setValue3iv(gl,v){gl.uniform3iv(this.addr,v);}function setValue4iv(gl,v){gl.uniform4iv(this.addr,v);}// Helper to pick the right setter for the singular case function getSingularSetter(type){switch(type){case 0x1406:return setValue1f;// FLOAT case 0x8b50:return setValue2fv;// _VEC2 case 0x8b51:return setValue3fv;// _VEC3 case 0x8b52:return setValue4fv;// _VEC4 case 0x8b5a:return setValue2fm;// _MAT2 case 0x8b5b:return setValue3fm;// _MAT3 case 0x8b5c:return setValue4fm;// _MAT4 case 0x8b5e:case 0x8d66:return setValueT1;// SAMPLER_2D, SAMPLER_EXTERNAL_OES case 0x8b60:return setValueT6;// SAMPLER_CUBE case 0x1404:case 0x8b56:return setValue1i;// INT, BOOL case 0x8b53:case 0x8b57:return setValue2iv;// _VEC2 case 0x8b54:case 0x8b58:return setValue3iv;// _VEC3 case 0x8b55:case 0x8b59:return setValue4iv;// _VEC4 }}// Array of scalars function setValue1fv(gl,v){gl.uniform1fv(this.addr,v);}function setValue1iv(gl,v){gl.uniform1iv(this.addr,v);}// Array of vectors (flat or from THREE classes) function setValueV2a(gl,v){gl.uniform2fv(this.addr,flatten(v,this.size,2));}function setValueV3a(gl,v){gl.uniform3fv(this.addr,flatten(v,this.size,3));}function setValueV4a(gl,v){gl.uniform4fv(this.addr,flatten(v,this.size,4));}// Array of matrices (flat or from THREE clases) function setValueM2a(gl,v){gl.uniformMatrix2fv(this.addr,false,flatten(v,this.size,4));}function setValueM3a(gl,v){gl.uniformMatrix3fv(this.addr,false,flatten(v,this.size,9));}function setValueM4a(gl,v){gl.uniformMatrix4fv(this.addr,false,flatten(v,this.size,16));}// Array of textures (2D / Cube) function setValueT1a(gl,v,renderer){var n=v.length,units=allocTexUnits(renderer,n);gl.uniform1iv(this.addr,units);for(var i=0;i!==n;++i){renderer.setTexture2D(v[i]||emptyTexture,units[i]);}}function setValueT6a(gl,v,renderer){var n=v.length,units=allocTexUnits(renderer,n);gl.uniform1iv(this.addr,units);for(var i=0;i!==n;++i){renderer.setTextureCube(v[i]||emptyCubeTexture,units[i]);}}// Helper to pick the right setter for a pure (bottom-level) array function getPureArraySetter(type){switch(type){case 0x1406:return setValue1fv;// FLOAT case 0x8b50:return setValueV2a;// _VEC2 case 0x8b51:return setValueV3a;// _VEC3 case 0x8b52:return setValueV4a;// _VEC4 case 0x8b5a:return setValueM2a;// _MAT2 case 0x8b5b:return setValueM3a;// _MAT3 case 0x8b5c:return setValueM4a;// _MAT4 case 0x8b5e:return setValueT1a;// SAMPLER_2D case 0x8b60:return setValueT6a;// SAMPLER_CUBE case 0x1404:case 0x8b56:return setValue1iv;// INT, BOOL case 0x8b53:case 0x8b57:return setValue2iv;// _VEC2 case 0x8b54:case 0x8b58:return setValue3iv;// _VEC3 case 0x8b55:case 0x8b59:return setValue4iv;// _VEC4 }}// --- Uniform Classes --- function SingleUniform(id,activeInfo,addr){this.id=id;this.addr=addr;this.setValue=getSingularSetter(activeInfo.type);// this.path = activeInfo.name; // DEBUG }function PureArrayUniform(id,activeInfo,addr){this.id=id;this.addr=addr;this.size=activeInfo.size;this.setValue=getPureArraySetter(activeInfo.type);// this.path = activeInfo.name; // DEBUG }function StructuredUniform(id){this.id=id;UniformContainer.call(this);// mix-in }StructuredUniform.prototype.setValue=function(gl,value){// Note: Don't need an extra 'renderer' parameter, since samplers // are not allowed in structured uniforms. var seq=this.seq;for(var i=0,n=seq.length;i!==n;++i){var u=seq[i];u.setValue(gl,value[u.id]);}};// --- Top-level --- // Parser - builds up the property tree from the path strings var RePathPart=/([\w\d_]+)(\])?(\[|\.)?/g;// extracts // - the identifier (member name or array index) // - followed by an optional right bracket (found when array index) // - followed by an optional left bracket or dot (type of subscript) // // Note: These portions can be read in a non-overlapping fashion and // allow straightforward parsing of the hierarchy that WebGL encodes // in the uniform names. function addUniform(container,uniformObject){container.seq.push(uniformObject);container.map[uniformObject.id]=uniformObject;}function parseUniform(activeInfo,addr,container){var path=activeInfo.name,pathLength=path.length;// reset RegExp object, because of the early exit of a previous run RePathPart.lastIndex=0;for(;;){var match=RePathPart.exec(path),matchEnd=RePathPart.lastIndex,id=match[1],idIsIndex=match[2]===']',subscript=match[3];if(idIsIndex)id=id|0;// convert to integer if(subscript===undefined||subscript==='['&&matchEnd+2===pathLength){// bare name or "pure" bottom-level array "[0]" suffix addUniform(container,subscript===undefined?new SingleUniform(id,activeInfo,addr):new PureArrayUniform(id,activeInfo,addr));break;}else{// step into inner node / create it in case it doesn't exist var map=container.map,next=map[id];if(next===undefined){next=new StructuredUniform(id);addUniform(container,next);}container=next;}}}// Root Container function WebGLUniforms(gl,program,renderer){UniformContainer.call(this);this.renderer=renderer;var n=gl.getProgramParameter(program,gl.ACTIVE_UNIFORMS);for(var i=0;i/gm;function replace(match,include){var replace=ShaderChunk[include];if(replace===undefined){throw new Error('Can not resolve #include <'+include+'>');}return parseIncludes(replace);}return string.replace(pattern,replace);}function unrollLoops(string){var pattern=/#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;function replace(match,start,end,snippet){var unroll='';for(var i=parseInt(start);i0?renderer.gammaFactor:1.0;// console.log( 'building new program ' ); // var customExtensions=generateExtensions(material.extensions,parameters,extensions);var customDefines=generateDefines(defines);// var program=gl.createProgram();var prefixVertex,prefixFragment;if(material.isRawShaderMaterial){prefixVertex=[customDefines].filter(filterEmptyLine).join('\n');if(prefixVertex.length>0){prefixVertex+='\n';}prefixFragment=[customExtensions,customDefines].filter(filterEmptyLine).join('\n');if(prefixFragment.length>0){prefixFragment+='\n';}}else{prefixVertex=['precision '+parameters.precision+' float;','precision '+parameters.precision+' int;','#define SHADER_NAME '+shader.name,customDefines,parameters.supportsVertexTextures?'#define VERTEX_TEXTURES':'','#define GAMMA_FACTOR '+gammaFactorDefine,'#define MAX_BONES '+parameters.maxBones,parameters.useFog&¶meters.fog?'#define USE_FOG':'',parameters.useFog&¶meters.fogExp?'#define FOG_EXP2':'',parameters.map?'#define USE_MAP':'',parameters.envMap?'#define USE_ENVMAP':'',parameters.envMap?'#define '+envMapModeDefine:'',parameters.lightMap?'#define USE_LIGHTMAP':'',parameters.aoMap?'#define USE_AOMAP':'',parameters.emissiveMap?'#define USE_EMISSIVEMAP':'',parameters.bumpMap?'#define USE_BUMPMAP':'',parameters.normalMap?'#define USE_NORMALMAP':'',parameters.displacementMap&¶meters.supportsVertexTextures?'#define USE_DISPLACEMENTMAP':'',parameters.specularMap?'#define USE_SPECULARMAP':'',parameters.roughnessMap?'#define USE_ROUGHNESSMAP':'',parameters.metalnessMap?'#define USE_METALNESSMAP':'',parameters.alphaMap?'#define USE_ALPHAMAP':'',parameters.vertexColors?'#define USE_COLOR':'',parameters.flatShading?'#define FLAT_SHADED':'',parameters.skinning?'#define USE_SKINNING':'',parameters.useVertexTexture?'#define BONE_TEXTURE':'',parameters.morphTargets?'#define USE_MORPHTARGETS':'',parameters.morphNormals&¶meters.flatShading===false?'#define USE_MORPHNORMALS':'',parameters.doubleSided?'#define DOUBLE_SIDED':'',parameters.flipSided?'#define FLIP_SIDED':'',parameters.shadowMapEnabled?'#define USE_SHADOWMAP':'',parameters.shadowMapEnabled?'#define '+shadowMapTypeDefine:'',parameters.sizeAttenuation?'#define USE_SIZEATTENUATION':'',parameters.logarithmicDepthBuffer?'#define USE_LOGDEPTHBUF':'',parameters.logarithmicDepthBuffer&&extensions.get('EXT_frag_depth')?'#define USE_LOGDEPTHBUF_EXT':'','uniform mat4 modelMatrix;','uniform mat4 modelViewMatrix;','uniform mat4 projectionMatrix;','uniform mat4 viewMatrix;','uniform mat3 normalMatrix;','uniform vec3 cameraPosition;','attribute vec3 position;','attribute vec3 normal;','attribute vec2 uv;','#ifdef USE_COLOR',' attribute vec3 color;','#endif','#ifdef USE_MORPHTARGETS',' attribute vec3 morphTarget0;',' attribute vec3 morphTarget1;',' attribute vec3 morphTarget2;',' attribute vec3 morphTarget3;',' #ifdef USE_MORPHNORMALS',' attribute vec3 morphNormal0;',' attribute vec3 morphNormal1;',' attribute vec3 morphNormal2;',' attribute vec3 morphNormal3;',' #else',' attribute vec3 morphTarget4;',' attribute vec3 morphTarget5;',' attribute vec3 morphTarget6;',' attribute vec3 morphTarget7;',' #endif','#endif','#ifdef USE_SKINNING',' attribute vec4 skinIndex;',' attribute vec4 skinWeight;','#endif','\n'].filter(filterEmptyLine).join('\n');prefixFragment=[customExtensions,'precision '+parameters.precision+' float;','precision '+parameters.precision+' int;','#define SHADER_NAME '+shader.name,customDefines,parameters.alphaTest?'#define ALPHATEST '+parameters.alphaTest:'','#define GAMMA_FACTOR '+gammaFactorDefine,parameters.useFog&¶meters.fog?'#define USE_FOG':'',parameters.useFog&¶meters.fogExp?'#define FOG_EXP2':'',parameters.map?'#define USE_MAP':'',parameters.envMap?'#define USE_ENVMAP':'',parameters.envMap?'#define '+envMapTypeDefine:'',parameters.envMap?'#define '+envMapModeDefine:'',parameters.envMap?'#define '+envMapBlendingDefine:'',parameters.lightMap?'#define USE_LIGHTMAP':'',parameters.aoMap?'#define USE_AOMAP':'',parameters.emissiveMap?'#define USE_EMISSIVEMAP':'',parameters.bumpMap?'#define USE_BUMPMAP':'',parameters.normalMap?'#define USE_NORMALMAP':'',parameters.specularMap?'#define USE_SPECULARMAP':'',parameters.roughnessMap?'#define USE_ROUGHNESSMAP':'',parameters.metalnessMap?'#define USE_METALNESSMAP':'',parameters.alphaMap?'#define USE_ALPHAMAP':'',parameters.vertexColors?'#define USE_COLOR':'',parameters.gradientMap?'#define USE_GRADIENTMAP':'',parameters.flatShading?'#define FLAT_SHADED':'',parameters.doubleSided?'#define DOUBLE_SIDED':'',parameters.flipSided?'#define FLIP_SIDED':'',parameters.shadowMapEnabled?'#define USE_SHADOWMAP':'',parameters.shadowMapEnabled?'#define '+shadowMapTypeDefine:'',parameters.premultipliedAlpha?'#define PREMULTIPLIED_ALPHA':'',parameters.physicallyCorrectLights?'#define PHYSICALLY_CORRECT_LIGHTS':'',parameters.logarithmicDepthBuffer?'#define USE_LOGDEPTHBUF':'',parameters.logarithmicDepthBuffer&&extensions.get('EXT_frag_depth')?'#define USE_LOGDEPTHBUF_EXT':'',parameters.envMap&&extensions.get('EXT_shader_texture_lod')?'#define TEXTURE_LOD_EXT':'','uniform mat4 viewMatrix;','uniform vec3 cameraPosition;',parameters.toneMapping!==NoToneMapping?'#define TONE_MAPPING':'',parameters.toneMapping!==NoToneMapping?ShaderChunk['tonemapping_pars_fragment']:'',// this code is required here because it is used by the toneMapping() function defined below parameters.toneMapping!==NoToneMapping?getToneMappingFunction('toneMapping',parameters.toneMapping):'',parameters.dithering?'#define DITHERING':'',parameters.outputEncoding||parameters.mapEncoding||parameters.envMapEncoding||parameters.emissiveMapEncoding?ShaderChunk['encodings_pars_fragment']:'',// this code is required here because it is used by the various encoding/decoding function defined below parameters.mapEncoding?getTexelDecodingFunction('mapTexelToLinear',parameters.mapEncoding):'',parameters.envMapEncoding?getTexelDecodingFunction('envMapTexelToLinear',parameters.envMapEncoding):'',parameters.emissiveMapEncoding?getTexelDecodingFunction('emissiveMapTexelToLinear',parameters.emissiveMapEncoding):'',parameters.outputEncoding?getTexelEncodingFunction('linearToOutputTexel',parameters.outputEncoding):'',parameters.depthPacking?'#define DEPTH_PACKING '+material.depthPacking:'','\n'].filter(filterEmptyLine).join('\n');}vertexShader=parseIncludes(vertexShader);vertexShader=replaceLightNums(vertexShader,parameters);vertexShader=replaceClippingPlaneNums(vertexShader,parameters);fragmentShader=parseIncludes(fragmentShader);fragmentShader=replaceLightNums(fragmentShader,parameters);fragmentShader=replaceClippingPlaneNums(fragmentShader,parameters);vertexShader=unrollLoops(vertexShader);fragmentShader=unrollLoops(fragmentShader);var vertexGlsl=prefixVertex+vertexShader;var fragmentGlsl=prefixFragment+fragmentShader;// console.log( '*VERTEX*', vertexGlsl ); // console.log( '*FRAGMENT*', fragmentGlsl ); var glVertexShader=WebGLShader(gl,gl.VERTEX_SHADER,vertexGlsl);var glFragmentShader=WebGLShader(gl,gl.FRAGMENT_SHADER,fragmentGlsl);gl.attachShader(program,glVertexShader);gl.attachShader(program,glFragmentShader);// Force a particular attribute to index 0. if(material.index0AttributeName!==undefined){gl.bindAttribLocation(program,0,material.index0AttributeName);}else if(parameters.morphTargets===true){// programs with morphTargets displace position out of attribute 0 gl.bindAttribLocation(program,0,'position');}gl.linkProgram(program);var programLog=gl.getProgramInfoLog(program).trim();var vertexLog=gl.getShaderInfoLog(glVertexShader).trim();var fragmentLog=gl.getShaderInfoLog(glFragmentShader).trim();var runnable=true;var haveDiagnostics=true;// console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) ); // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) ); if(gl.getProgramParameter(program,gl.LINK_STATUS)===false){runnable=false;console.error('THREE.WebGLProgram: shader error: ',gl.getError(),'gl.VALIDATE_STATUS',gl.getProgramParameter(program,gl.VALIDATE_STATUS),'gl.getProgramInfoLog',programLog,vertexLog,fragmentLog);}else if(programLog!==''){console.warn('THREE.WebGLProgram: gl.getProgramInfoLog()',programLog);}else if(vertexLog===''||fragmentLog===''){haveDiagnostics=false;}if(haveDiagnostics){this.diagnostics={runnable:runnable,material:material,programLog:programLog,vertexShader:{log:vertexLog,prefix:prefixVertex},fragmentShader:{log:fragmentLog,prefix:prefixFragment}};}// clean up gl.deleteShader(glVertexShader);gl.deleteShader(glFragmentShader);// set up caching for uniform locations var cachedUniforms;this.getUniforms=function(){if(cachedUniforms===undefined){cachedUniforms=new WebGLUniforms(gl,program,renderer);}return cachedUniforms;};// set up caching for attribute locations var cachedAttributes;this.getAttributes=function(){if(cachedAttributes===undefined){cachedAttributes=fetchAttributeLocations(gl,program);}return cachedAttributes;};// free resource this.destroy=function(){gl.deleteProgram(program);this.program=undefined;};// DEPRECATED Object.defineProperties(this,{uniforms:{get:function(){console.warn('THREE.WebGLProgram: .uniforms is now .getUniforms().');return this.getUniforms();}},attributes:{get:function(){console.warn('THREE.WebGLProgram: .attributes is now .getAttributes().');return this.getAttributes();}}});// this.name=shader.name;this.id=programIdCount++;this.code=code;this.usedTimes=1;this.program=program;this.vertexShader=glVertexShader;this.fragmentShader=glFragmentShader;return this;}/** * @author mrdoob / http://mrdoob.com/ */function WebGLPrograms(renderer,extensions,capabilities){var programs=[];var shaderIDs={MeshDepthMaterial:'depth',MeshDistanceMaterial:'distanceRGBA',MeshNormalMaterial:'normal',MeshBasicMaterial:'basic',MeshLambertMaterial:'lambert',MeshPhongMaterial:'phong',MeshToonMaterial:'phong',MeshStandardMaterial:'physical',MeshPhysicalMaterial:'physical',LineBasicMaterial:'basic',LineDashedMaterial:'dashed',PointsMaterial:'points',ShadowMaterial:'shadow'};var parameterNames=["precision","supportsVertexTextures","map","mapEncoding","envMap","envMapMode","envMapEncoding","lightMap","aoMap","emissiveMap","emissiveMapEncoding","bumpMap","normalMap","displacementMap","specularMap","roughnessMap","metalnessMap","gradientMap","alphaMap","combine","vertexColors","fog","useFog","fogExp","flatShading","sizeAttenuation","logarithmicDepthBuffer","skinning","maxBones","useVertexTexture","morphTargets","morphNormals","maxMorphTargets","maxMorphNormals","premultipliedAlpha","numDirLights","numPointLights","numSpotLights","numHemiLights","numRectAreaLights","shadowMapEnabled","shadowMapType","toneMapping",'physicallyCorrectLights',"alphaTest","doubleSided","flipSided","numClippingPlanes","numClipIntersection","depthPacking","dithering"];function allocateBones(object){var skeleton=object.skeleton;var bones=skeleton.bones;if(capabilities.floatVertexTextures){return 1024;}else{// default for when object is not specified // ( for example when prebuilding shader to be used with multiple objects ) // // - leave some extra space for other uniforms // - limit here is ANGLE's 254 max uniform vectors // (up to 54 should be safe) var nVertexUniforms=capabilities.maxVertexUniforms;var nVertexMatrices=Math.floor((nVertexUniforms-20)/4);var maxBones=Math.min(nVertexMatrices,bones.length);if(maxBones0,maxBones:maxBones,useVertexTexture:capabilities.floatVertexTextures,morphTargets:material.morphTargets,morphNormals:material.morphNormals,maxMorphTargets:renderer.maxMorphTargets,maxMorphNormals:renderer.maxMorphNormals,numDirLights:lights.directional.length,numPointLights:lights.point.length,numSpotLights:lights.spot.length,numRectAreaLights:lights.rectArea.length,numHemiLights:lights.hemi.length,numClippingPlanes:nClipPlanes,numClipIntersection:nClipIntersection,dithering:material.dithering,shadowMapEnabled:renderer.shadowMap.enabled&&object.receiveShadow&&shadows.length>0,shadowMapType:renderer.shadowMap.type,toneMapping:renderer.toneMapping,physicallyCorrectLights:renderer.physicallyCorrectLights,premultipliedAlpha:material.premultipliedAlpha,alphaTest:material.alphaTest,doubleSided:material.side===DoubleSide,flipSided:material.side===BackSide,depthPacking:material.depthPacking!==undefined?material.depthPacking:false};return parameters;};this.getProgramCode=function(material,parameters){var array=[];if(parameters.shaderID){array.push(parameters.shaderID);}else{array.push(material.fragmentShader);array.push(material.vertexShader);}if(material.defines!==undefined){for(var name in material.defines){array.push(name);array.push(material.defines[name]);}}for(var i=0;i1)opaque.sort(painterSortStable);if(transparent.length>1)transparent.sort(reversePainterSortStable);}return {opaque:opaque,transparent:transparent,init:init,push:push,sort:sort};}function WebGLRenderLists(){var lists={};function get(scene,camera){var hash=scene.id+','+camera.id;var list=lists[hash];if(list===undefined){// console.log( 'THREE.WebGLRenderLists:', hash ); list=new WebGLRenderList();lists[hash]=list;}return list;}function dispose(){lists={};}return {get:get,dispose:dispose};}/** * @author mrdoob / http://mrdoob.com/ */function UniformsCache(){var lights={};return {get:function(light){if(lights[light.id]!==undefined){return lights[light.id];}var uniforms;switch(light.type){case'DirectionalLight':uniforms={direction:new Vector3(),color:new Color(),shadow:false,shadowBias:0,shadowRadius:1,shadowMapSize:new Vector2()};break;case'SpotLight':uniforms={position:new Vector3(),direction:new Vector3(),color:new Color(),distance:0,coneCos:0,penumbraCos:0,decay:0,shadow:false,shadowBias:0,shadowRadius:1,shadowMapSize:new Vector2()};break;case'PointLight':uniforms={position:new Vector3(),color:new Color(),distance:0,decay:0,shadow:false,shadowBias:0,shadowRadius:1,shadowMapSize:new Vector2(),shadowCameraNear:1,shadowCameraFar:1000};break;case'HemisphereLight':uniforms={direction:new Vector3(),skyColor:new Color(),groundColor:new Color()};break;case'RectAreaLight':uniforms={color:new Color(),position:new Vector3(),halfWidth:new Vector3(),halfHeight:new Vector3()// TODO (abelnation): set RectAreaLight shadow uniforms };break;}lights[light.id]=uniforms;return uniforms;}};}var count=0;function WebGLLights(){var cache=new UniformsCache();var state={id:count++,hash:'',ambient:[0,0,0],directional:[],directionalShadowMap:[],directionalShadowMatrix:[],spot:[],spotShadowMap:[],spotShadowMatrix:[],rectArea:[],point:[],pointShadowMap:[],pointShadowMatrix:[],hemi:[]};var vector3=new Vector3();var matrix4=new Matrix4();var matrix42=new Matrix4();function setup(lights,shadows,camera){var r=0,g=0,b=0;var directionalLength=0;var pointLength=0;var spotLength=0;var rectAreaLength=0;var hemiLength=0;var viewMatrix=camera.matrixWorldInverse;for(var i=0,l=lights.length;i, * * map: new THREE.Texture( ), * * alphaMap: new THREE.Texture( ), * * displacementMap: new THREE.Texture( ), * displacementScale: , * displacementBias: , * * wireframe: , * wireframeLinewidth: * } */function MeshDepthMaterial(parameters){Material.call(this);this.type='MeshDepthMaterial';this.depthPacking=BasicDepthPacking;this.skinning=false;this.morphTargets=false;this.map=null;this.alphaMap=null;this.displacementMap=null;this.displacementScale=1;this.displacementBias=0;this.wireframe=false;this.wireframeLinewidth=1;this.fog=false;this.lights=false;this.setValues(parameters);}MeshDepthMaterial.prototype=Object.create(Material.prototype);MeshDepthMaterial.prototype.constructor=MeshDepthMaterial;MeshDepthMaterial.prototype.isMeshDepthMaterial=true;MeshDepthMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.depthPacking=source.depthPacking;this.skinning=source.skinning;this.morphTargets=source.morphTargets;this.map=source.map;this.alphaMap=source.alphaMap;this.displacementMap=source.displacementMap;this.displacementScale=source.displacementScale;this.displacementBias=source.displacementBias;this.wireframe=source.wireframe;this.wireframeLinewidth=source.wireframeLinewidth;return this;};/** * @author WestLangley / http://github.com/WestLangley * * parameters = { * * referencePosition: , * nearDistance: , * farDistance: , * * skinning: , * morphTargets: , * * map: new THREE.Texture( ), * * alphaMap: new THREE.Texture( ), * * displacementMap: new THREE.Texture( ), * displacementScale: , * displacementBias: * * } */function MeshDistanceMaterial(parameters){Material.call(this);this.type='MeshDistanceMaterial';this.referencePosition=new Vector3();this.nearDistance=1;this.farDistance=1000;this.skinning=false;this.morphTargets=false;this.map=null;this.alphaMap=null;this.displacementMap=null;this.displacementScale=1;this.displacementBias=0;this.fog=false;this.lights=false;this.setValues(parameters);}MeshDistanceMaterial.prototype=Object.create(Material.prototype);MeshDistanceMaterial.prototype.constructor=MeshDistanceMaterial;MeshDistanceMaterial.prototype.isMeshDistanceMaterial=true;MeshDistanceMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.referencePosition.copy(source.referencePosition);this.nearDistance=source.nearDistance;this.farDistance=source.farDistance;this.skinning=source.skinning;this.morphTargets=source.morphTargets;this.map=source.map;this.alphaMap=source.alphaMap;this.displacementMap=source.displacementMap;this.displacementScale=source.displacementScale;this.displacementBias=source.displacementBias;return this;};/** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ */function WebGLShadowMap(_renderer,_objects,maxTextureSize){var _frustum=new Frustum(),_projScreenMatrix=new Matrix4(),_shadowMapSize=new Vector2(),_maxShadowMapSize=new Vector2(maxTextureSize,maxTextureSize),_lookTarget=new Vector3(),_lightPositionWorld=new Vector3(),_MorphingFlag=1,_SkinningFlag=2,_NumberOfMaterialVariants=(_MorphingFlag|_SkinningFlag)+1,_depthMaterials=new Array(_NumberOfMaterialVariants),_distanceMaterials=new Array(_NumberOfMaterialVariants),_materialCache={};var shadowSide={0:BackSide,1:FrontSide,2:DoubleSide};var cubeDirections=[new Vector3(1,0,0),new Vector3(-1,0,0),new Vector3(0,0,1),new Vector3(0,0,-1),new Vector3(0,1,0),new Vector3(0,-1,0)];var cubeUps=[new Vector3(0,1,0),new Vector3(0,1,0),new Vector3(0,1,0),new Vector3(0,1,0),new Vector3(0,0,1),new Vector3(0,0,-1)];var cube2DViewPorts=[new Vector4(),new Vector4(),new Vector4(),new Vector4(),new Vector4(),new Vector4()];// init for(var i=0;i!==_NumberOfMaterialVariants;++i){var useMorphing=(i&_MorphingFlag)!==0;var useSkinning=(i&_SkinningFlag)!==0;var depthMaterial=new MeshDepthMaterial({depthPacking:RGBADepthPacking,morphTargets:useMorphing,skinning:useSkinning});_depthMaterials[i]=depthMaterial;// var distanceMaterial=new MeshDistanceMaterial({morphTargets:useMorphing,skinning:useSkinning});_distanceMaterials[i]=distanceMaterial;}// var scope=this;this.enabled=false;this.autoUpdate=true;this.needsUpdate=false;this.type=PCFShadowMap;this.render=function(lights,scene,camera){if(scope.enabled===false)return;if(scope.autoUpdate===false&&scope.needsUpdate===false)return;if(lights.length===0)return;// TODO Clean up (needed in case of contextlost) var _gl=_renderer.context;var _state=_renderer.state;// Set GL state for depth map. _state.disable(_gl.BLEND);_state.buffers.color.setClear(1,1,1,1);_state.buffers.depth.setTest(true);_state.setScissorTest(false);// render depth map var faceCount;for(var i=0,il=lights.length;i0;}else if(geometry&&geometry.isGeometry){useMorphing=geometry.morphTargets&&geometry.morphTargets.length>0;}}if(object.isSkinnedMesh&&material.skinning===false){console.warn('THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:',object);}var useSkinning=object.isSkinnedMesh&&material.skinning;var variantIndex=0;if(useMorphing)variantIndex|=_MorphingFlag;if(useSkinning)variantIndex|=_SkinningFlag;result=materialVariants[variantIndex];}else{result=customMaterial;}if(_renderer.localClippingEnabled&&material.clipShadows===true&&material.clippingPlanes.length!==0){// in this case we need a unique material instance reflecting the // appropriate state var keyA=result.uuid,keyB=material.uuid;var materialsForVariant=_materialCache[keyA];if(materialsForVariant===undefined){materialsForVariant={};_materialCache[keyA]=materialsForVariant;}var cachedMaterial=materialsForVariant[keyB];if(cachedMaterial===undefined){cachedMaterial=result.clone();materialsForVariant[keyB]=cachedMaterial;}result=cachedMaterial;}result.visible=material.visible;result.wireframe=material.wireframe;result.side=material.shadowSide!=null?material.shadowSide:shadowSide[material.side];result.clipShadows=material.clipShadows;result.clippingPlanes=material.clippingPlanes;result.clipIntersection=material.clipIntersection;result.wireframeLinewidth=material.wireframeLinewidth;result.linewidth=material.linewidth;if(isPointLight&&result.isMeshDistanceMaterial){result.referencePosition.copy(lightPositionWorld);result.nearDistance=shadowCameraNear;result.farDistance=shadowCameraFar;}return result;}function renderObject(object,camera,shadowCamera,isPointLight){if(object.visible===false)return;var visible=object.layers.test(camera.layers);if(visible&&(object.isMesh||object.isLine||object.isPoints)){if(object.castShadow&&(!object.frustumCulled||_frustum.intersectsObject(object))){object.modelViewMatrix.multiplyMatrices(shadowCamera.matrixWorldInverse,object.matrixWorld);var geometry=_objects.update(object);var material=object.material;if(Array.isArray(material)){var groups=geometry.groups;for(var k=0,kl=groups.length;k 0 ) {',' float fogFactor = 0.0;',' if ( fogType == 1 ) {',' fogFactor = smoothstep( fogNear, fogFar, fogDepth );',' } else {',' const float LOG2 = 1.442695;',' fogFactor = exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 );',' fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',' }',' gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );',' }','}'].join('\n'));gl.compileShader(vertexShader);gl.compileShader(fragmentShader);gl.attachShader(program,vertexShader);gl.attachShader(program,fragmentShader);gl.linkProgram(program);return program;}function painterSortStable(a,b){if(a.renderOrder!==b.renderOrder){return a.renderOrder-b.renderOrder;}else if(a.z!==b.z){return b.z-a.z;}else{return b.id-a.id;}}}/** * @author mrdoob / http://mrdoob.com/ */function WebGLState(gl,extensions,utils){function ColorBuffer(){var locked=false;var color=new Vector4();var currentColorMask=null;var currentColorClear=new Vector4(0,0,0,0);return {setMask:function(colorMask){if(currentColorMask!==colorMask&&!locked){gl.colorMask(colorMask,colorMask,colorMask,colorMask);currentColorMask=colorMask;}},setLocked:function(lock){locked=lock;},setClear:function(r,g,b,a,premultipliedAlpha){if(premultipliedAlpha===true){r*=a;g*=a;b*=a;}color.set(r,g,b,a);if(currentColorClear.equals(color)===false){gl.clearColor(r,g,b,a);currentColorClear.copy(color);}},reset:function(){locked=false;currentColorMask=null;currentColorClear.set(-1,0,0,0);// set to invalid state }};}function DepthBuffer(){var locked=false;var currentDepthMask=null;var currentDepthFunc=null;var currentDepthClear=null;return {setTest:function(depthTest){if(depthTest){enable(gl.DEPTH_TEST);}else{disable(gl.DEPTH_TEST);}},setMask:function(depthMask){if(currentDepthMask!==depthMask&&!locked){gl.depthMask(depthMask);currentDepthMask=depthMask;}},setFunc:function(depthFunc){if(currentDepthFunc!==depthFunc){if(depthFunc){switch(depthFunc){case NeverDepth:gl.depthFunc(gl.NEVER);break;case AlwaysDepth:gl.depthFunc(gl.ALWAYS);break;case LessDepth:gl.depthFunc(gl.LESS);break;case LessEqualDepth:gl.depthFunc(gl.LEQUAL);break;case EqualDepth:gl.depthFunc(gl.EQUAL);break;case GreaterEqualDepth:gl.depthFunc(gl.GEQUAL);break;case GreaterDepth:gl.depthFunc(gl.GREATER);break;case NotEqualDepth:gl.depthFunc(gl.NOTEQUAL);break;default:gl.depthFunc(gl.LEQUAL);}}else{gl.depthFunc(gl.LEQUAL);}currentDepthFunc=depthFunc;}},setLocked:function(lock){locked=lock;},setClear:function(depth){if(currentDepthClear!==depth){gl.clearDepth(depth);currentDepthClear=depth;}},reset:function(){locked=false;currentDepthMask=null;currentDepthFunc=null;currentDepthClear=null;}};}function StencilBuffer(){var locked=false;var currentStencilMask=null;var currentStencilFunc=null;var currentStencilRef=null;var currentStencilFuncMask=null;var currentStencilFail=null;var currentStencilZFail=null;var currentStencilZPass=null;var currentStencilClear=null;return {setTest:function(stencilTest){if(stencilTest){enable(gl.STENCIL_TEST);}else{disable(gl.STENCIL_TEST);}},setMask:function(stencilMask){if(currentStencilMask!==stencilMask&&!locked){gl.stencilMask(stencilMask);currentStencilMask=stencilMask;}},setFunc:function(stencilFunc,stencilRef,stencilMask){if(currentStencilFunc!==stencilFunc||currentStencilRef!==stencilRef||currentStencilFuncMask!==stencilMask){gl.stencilFunc(stencilFunc,stencilRef,stencilMask);currentStencilFunc=stencilFunc;currentStencilRef=stencilRef;currentStencilFuncMask=stencilMask;}},setOp:function(stencilFail,stencilZFail,stencilZPass){if(currentStencilFail!==stencilFail||currentStencilZFail!==stencilZFail||currentStencilZPass!==stencilZPass){gl.stencilOp(stencilFail,stencilZFail,stencilZPass);currentStencilFail=stencilFail;currentStencilZFail=stencilZFail;currentStencilZPass=stencilZPass;}},setLocked:function(lock){locked=lock;},setClear:function(stencil){if(currentStencilClear!==stencil){gl.clearStencil(stencil);currentStencilClear=stencil;}},reset:function(){locked=false;currentStencilMask=null;currentStencilFunc=null;currentStencilRef=null;currentStencilFuncMask=null;currentStencilFail=null;currentStencilZFail=null;currentStencilZPass=null;currentStencilClear=null;}};}// var colorBuffer=new ColorBuffer();var depthBuffer=new DepthBuffer();var stencilBuffer=new StencilBuffer();var maxVertexAttributes=gl.getParameter(gl.MAX_VERTEX_ATTRIBS);var newAttributes=new Uint8Array(maxVertexAttributes);var enabledAttributes=new Uint8Array(maxVertexAttributes);var attributeDivisors=new Uint8Array(maxVertexAttributes);var capabilities={};var compressedTextureFormats=null;var currentProgram=null;var currentBlending=null;var currentBlendEquation=null;var currentBlendSrc=null;var currentBlendDst=null;var currentBlendEquationAlpha=null;var currentBlendSrcAlpha=null;var currentBlendDstAlpha=null;var currentPremultipledAlpha=false;var currentFlipSided=null;var currentCullFace=null;var currentLineWidth=null;var currentPolygonOffsetFactor=null;var currentPolygonOffsetUnits=null;var maxTextures=gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);var lineWidthAvailable=false;var version=0;var glVersion=gl.getParameter(gl.VERSION);if(glVersion.indexOf('WebGL')!==-1){version=parseFloat(/^WebGL\ ([0-9])/.exec(glVersion)[1]);lineWidthAvailable=version>=1.0;}else if(glVersion.indexOf('OpenGL ES')!==-1){version=parseFloat(/^OpenGL\ ES\ ([0-9])/.exec(glVersion)[1]);lineWidthAvailable=version>=2.0;}var currentTextureSlot=null;var currentBoundTextures={};var currentScissor=new Vector4();var currentViewport=new Vector4();function createTexture(type,target,count){var data=new Uint8Array(4);// 4 is required to match default unpack alignment of 4. var texture=gl.createTexture();gl.bindTexture(type,texture);gl.texParameteri(type,gl.TEXTURE_MIN_FILTER,gl.NEAREST);gl.texParameteri(type,gl.TEXTURE_MAG_FILTER,gl.NEAREST);for(var i=0;imaxSize||image.height>maxSize){if('data'in image){console.warn('THREE.WebGLRenderer: image in DataTexture is too big ('+image.width+'x'+image.height+').');return;}// Warning: Scaling through the canvas will only work with images that use // premultiplied alpha. var scale=maxSize/Math.max(image.width,image.height);var canvas=document.createElementNS('http://www.w3.org/1999/xhtml','canvas');canvas.width=Math.floor(image.width*scale);canvas.height=Math.floor(image.height*scale);var context=canvas.getContext('2d');context.drawImage(image,0,0,image.width,image.height,0,0,canvas.width,canvas.height);console.warn('THREE.WebGLRenderer: image is too big ('+image.width+'x'+image.height+'). Resized to '+canvas.width+'x'+canvas.height,image);return canvas;}return image;}function isPowerOfTwo(image){return _Math.isPowerOfTwo(image.width)&&_Math.isPowerOfTwo(image.height);}function makePowerOfTwo(image){if(image instanceof HTMLImageElement||image instanceof HTMLCanvasElement||image instanceof ImageBitmap){if(_canvas===undefined)_canvas=document.createElementNS('http://www.w3.org/1999/xhtml','canvas');_canvas.width=_Math.floorPowerOfTwo(image.width);_canvas.height=_Math.floorPowerOfTwo(image.height);var context=_canvas.getContext('2d');context.drawImage(image,0,0,_canvas.width,_canvas.height);console.warn('THREE.WebGLRenderer: image is not power of two ('+image.width+'x'+image.height+'). Resized to '+_canvas.width+'x'+_canvas.height,image);return _canvas;}return image;}function textureNeedsPowerOfTwo(texture){return texture.wrapS!==ClampToEdgeWrapping||texture.wrapT!==ClampToEdgeWrapping||texture.minFilter!==NearestFilter&&texture.minFilter!==LinearFilter;}function textureNeedsGenerateMipmaps(texture,isPowerOfTwo){return texture.generateMipmaps&&isPowerOfTwo&&texture.minFilter!==NearestFilter&&texture.minFilter!==LinearFilter;}function generateMipmap(target,texture,width,height){_gl.generateMipmap(target);var textureProperties=properties.get(texture);// Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11 textureProperties.__maxMipLevel=Math.log(Math.max(width,height))*Math.LOG2E;}// Fallback filters for non-power-of-2 textures function filterFallback(f){if(f===NearestFilter||f===NearestMipMapNearestFilter||f===NearestMipMapLinearFilter){return _gl.NEAREST;}return _gl.LINEAR;}// function onTextureDispose(event){var texture=event.target;texture.removeEventListener('dispose',onTextureDispose);deallocateTexture(texture);if(texture.isVideoTexture){delete _videoTextures[texture.id];}info.memory.textures--;}function onRenderTargetDispose(event){var renderTarget=event.target;renderTarget.removeEventListener('dispose',onRenderTargetDispose);deallocateRenderTarget(renderTarget);info.memory.textures--;}// function deallocateTexture(texture){var textureProperties=properties.get(texture);if(texture.image&&textureProperties.__image__webglTextureCube){// cube texture _gl.deleteTexture(textureProperties.__image__webglTextureCube);}else{// 2D texture if(textureProperties.__webglInit===undefined)return;_gl.deleteTexture(textureProperties.__webglTexture);}// remove all webgl properties properties.remove(texture);}function deallocateRenderTarget(renderTarget){var renderTargetProperties=properties.get(renderTarget);var textureProperties=properties.get(renderTarget.texture);if(!renderTarget)return;if(textureProperties.__webglTexture!==undefined){_gl.deleteTexture(textureProperties.__webglTexture);}if(renderTarget.depthTexture){renderTarget.depthTexture.dispose();}if(renderTarget.isWebGLRenderTargetCube){for(var i=0;i<6;i++){_gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[i]);if(renderTargetProperties.__webglDepthbuffer)_gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer[i]);}}else{_gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer);if(renderTargetProperties.__webglDepthbuffer)_gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer);}properties.remove(renderTarget.texture);properties.remove(renderTarget);}// function setTexture2D(texture,slot){var textureProperties=properties.get(texture);if(texture.isVideoTexture)updateVideoTexture(texture);if(texture.version>0&&textureProperties.__version!==texture.version){var image=texture.image;if(image===undefined){console.warn('THREE.WebGLRenderer: Texture marked for update but image is undefined',texture);}else if(image.complete===false){console.warn('THREE.WebGLRenderer: Texture marked for update but image is incomplete',texture);}else{uploadTexture(textureProperties,texture,slot);return;}}state.activeTexture(_gl.TEXTURE0+slot);state.bindTexture(_gl.TEXTURE_2D,textureProperties.__webglTexture);}function setTextureCube(texture,slot){var textureProperties=properties.get(texture);if(texture.image.length===6){if(texture.version>0&&textureProperties.__version!==texture.version){if(!textureProperties.__image__webglTextureCube){texture.addEventListener('dispose',onTextureDispose);textureProperties.__image__webglTextureCube=_gl.createTexture();info.memory.textures++;}state.activeTexture(_gl.TEXTURE0+slot);state.bindTexture(_gl.TEXTURE_CUBE_MAP,textureProperties.__image__webglTextureCube);_gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL,texture.flipY);var isCompressed=texture&&texture.isCompressedTexture;var isDataTexture=texture.image[0]&&texture.image[0].isDataTexture;var cubeImage=[];for(var i=0;i<6;i++){if(!isCompressed&&!isDataTexture){cubeImage[i]=clampToMaxSize(texture.image[i],capabilities.maxCubemapSize);}else{cubeImage[i]=isDataTexture?texture.image[i].image:texture.image[i];}}var image=cubeImage[0],isPowerOfTwoImage=isPowerOfTwo(image),glFormat=utils.convert(texture.format),glType=utils.convert(texture.type);setTextureParameters(_gl.TEXTURE_CUBE_MAP,texture,isPowerOfTwoImage);for(var i=0;i<6;i++){if(!isCompressed){if(isDataTexture){state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X+i,0,glFormat,cubeImage[i].width,cubeImage[i].height,0,glFormat,glType,cubeImage[i].data);}else{state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X+i,0,glFormat,glFormat,glType,cubeImage[i]);}}else{var mipmap,mipmaps=cubeImage[i].mipmaps;for(var j=0,jl=mipmaps.length;j-1){state.compressedTexImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X+i,j,glFormat,mipmap.width,mipmap.height,0,mipmap.data);}else{console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()');}}else{state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X+i,j,glFormat,mipmap.width,mipmap.height,0,glFormat,glType,mipmap.data);}}}}if(!isCompressed){textureProperties.__maxMipLevel=0;}else{textureProperties.__maxMipLevel=mipmaps.length-1;}if(textureNeedsGenerateMipmaps(texture,isPowerOfTwoImage)){// We assume images for cube map have the same size. generateMipmap(_gl.TEXTURE_CUBE_MAP,texture,image.width,image.height);}textureProperties.__version=texture.version;if(texture.onUpdate)texture.onUpdate(texture);}else{state.activeTexture(_gl.TEXTURE0+slot);state.bindTexture(_gl.TEXTURE_CUBE_MAP,textureProperties.__image__webglTextureCube);}}}function setTextureCubeDynamic(texture,slot){state.activeTexture(_gl.TEXTURE0+slot);state.bindTexture(_gl.TEXTURE_CUBE_MAP,properties.get(texture).__webglTexture);}function setTextureParameters(textureType,texture,isPowerOfTwoImage){var extension;if(isPowerOfTwoImage){_gl.texParameteri(textureType,_gl.TEXTURE_WRAP_S,utils.convert(texture.wrapS));_gl.texParameteri(textureType,_gl.TEXTURE_WRAP_T,utils.convert(texture.wrapT));_gl.texParameteri(textureType,_gl.TEXTURE_MAG_FILTER,utils.convert(texture.magFilter));_gl.texParameteri(textureType,_gl.TEXTURE_MIN_FILTER,utils.convert(texture.minFilter));}else{_gl.texParameteri(textureType,_gl.TEXTURE_WRAP_S,_gl.CLAMP_TO_EDGE);_gl.texParameteri(textureType,_gl.TEXTURE_WRAP_T,_gl.CLAMP_TO_EDGE);if(texture.wrapS!==ClampToEdgeWrapping||texture.wrapT!==ClampToEdgeWrapping){console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.',texture);}_gl.texParameteri(textureType,_gl.TEXTURE_MAG_FILTER,filterFallback(texture.magFilter));_gl.texParameteri(textureType,_gl.TEXTURE_MIN_FILTER,filterFallback(texture.minFilter));if(texture.minFilter!==NearestFilter&&texture.minFilter!==LinearFilter){console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.',texture);}}extension=extensions.get('EXT_texture_filter_anisotropic');if(extension){if(texture.type===FloatType&&extensions.get('OES_texture_float_linear')===null)return;if(texture.type===HalfFloatType&&extensions.get('OES_texture_half_float_linear')===null)return;if(texture.anisotropy>1||properties.get(texture).__currentAnisotropy){_gl.texParameterf(textureType,extension.TEXTURE_MAX_ANISOTROPY_EXT,Math.min(texture.anisotropy,capabilities.getMaxAnisotropy()));properties.get(texture).__currentAnisotropy=texture.anisotropy;}}}function uploadTexture(textureProperties,texture,slot){if(textureProperties.__webglInit===undefined){textureProperties.__webglInit=true;texture.addEventListener('dispose',onTextureDispose);textureProperties.__webglTexture=_gl.createTexture();info.memory.textures++;}state.activeTexture(_gl.TEXTURE0+slot);state.bindTexture(_gl.TEXTURE_2D,textureProperties.__webglTexture);_gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL,texture.flipY);_gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL,texture.premultiplyAlpha);_gl.pixelStorei(_gl.UNPACK_ALIGNMENT,texture.unpackAlignment);var image=clampToMaxSize(texture.image,capabilities.maxTextureSize);if(textureNeedsPowerOfTwo(texture)&&isPowerOfTwo(image)===false){image=makePowerOfTwo(image);}var isPowerOfTwoImage=isPowerOfTwo(image),glFormat=utils.convert(texture.format),glType=utils.convert(texture.type);setTextureParameters(_gl.TEXTURE_2D,texture,isPowerOfTwoImage);var mipmap,mipmaps=texture.mipmaps;if(texture.isDepthTexture){// populate depth texture with dummy data var internalFormat=_gl.DEPTH_COMPONENT;if(texture.type===FloatType){if(!_isWebGL2)throw new Error('Float Depth Texture only supported in WebGL2.0');internalFormat=_gl.DEPTH_COMPONENT32F;}else if(_isWebGL2){// WebGL 2.0 requires signed internalformat for glTexImage2D internalFormat=_gl.DEPTH_COMPONENT16;}if(texture.format===DepthFormat&&internalFormat===_gl.DEPTH_COMPONENT){// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) if(texture.type!==UnsignedShortType&&texture.type!==UnsignedIntType){console.warn('THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.');texture.type=UnsignedShortType;glType=utils.convert(texture.type);}}// Depth stencil textures need the DEPTH_STENCIL internal format // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) if(texture.format===DepthStencilFormat){internalFormat=_gl.DEPTH_STENCIL;// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) if(texture.type!==UnsignedInt248Type){console.warn('THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.');texture.type=UnsignedInt248Type;glType=utils.convert(texture.type);}}state.texImage2D(_gl.TEXTURE_2D,0,internalFormat,image.width,image.height,0,glFormat,glType,null);}else if(texture.isDataTexture){// use manually created mipmaps if available // if there are no manual mipmaps // set 0 level mipmap and then use GL to generate other mipmap levels if(mipmaps.length>0&&isPowerOfTwoImage){for(var i=0,il=mipmaps.length;i-1){state.compressedTexImage2D(_gl.TEXTURE_2D,i,glFormat,mipmap.width,mipmap.height,0,mipmap.data);}else{console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()');}}else{state.texImage2D(_gl.TEXTURE_2D,i,glFormat,mipmap.width,mipmap.height,0,glFormat,glType,mipmap.data);}}textureProperties.__maxMipLevel=mipmaps.length-1;}else{// regular Texture (image, video, canvas) // use manually created mipmaps if available // if there are no manual mipmaps // set 0 level mipmap and then use GL to generate other mipmap levels if(mipmaps.length>0&&isPowerOfTwoImage){for(var i=0,il=mipmaps.length;i 1) return this.filmGauge/Math.max(this.aspect,1);},/** * Sets an offset in a larger frustum. This is useful for multi-window or * multi-monitor/multi-machine setups. * * For example, if you have 3x2 monitors and each monitor is 1920x1080 and * the monitors are in grid like this * * +---+---+---+ * | A | B | C | * +---+---+---+ * | D | E | F | * +---+---+---+ * * then for each monitor you would call it like this * * var w = 1920; * var h = 1080; * var fullWidth = w * 3; * var fullHeight = h * 2; * * --A-- * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); * --B-- * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); * --C-- * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); * --D-- * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); * --E-- * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); * --F-- * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); * * Note there is no reason monitors have to be the same size or in a grid. */setViewOffset:function(fullWidth,fullHeight,x,y,width,height){this.aspect=fullWidth/fullHeight;if(this.view===null){this.view={enabled:true,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1};}this.view.enabled=true;this.view.fullWidth=fullWidth;this.view.fullHeight=fullHeight;this.view.offsetX=x;this.view.offsetY=y;this.view.width=width;this.view.height=height;this.updateProjectionMatrix();},clearViewOffset:function(){if(this.view!==null){this.view.enabled=false;}this.updateProjectionMatrix();},updateProjectionMatrix:function(){var near=this.near,top=near*Math.tan(_Math.DEG2RAD*0.5*this.fov)/this.zoom,height=2*top,width=this.aspect*height,left=-0.5*width,view=this.view;if(this.view!==null&&this.view.enabled){var fullWidth=view.fullWidth,fullHeight=view.fullHeight;left+=view.offsetX*width/fullWidth;top-=view.offsetY*height/fullHeight;width*=view.width/fullWidth;height*=view.height/fullHeight;}var skew=this.filmOffset;if(skew!==0)left+=near*skew/this.getFilmWidth();this.projectionMatrix.makePerspective(left,left+width,top,top-height,near,this.far);},toJSON:function(meta){var data=Object3D.prototype.toJSON.call(this,meta);data.object.fov=this.fov;data.object.zoom=this.zoom;data.object.near=this.near;data.object.far=this.far;data.object.focus=this.focus;data.object.aspect=this.aspect;if(this.view!==null)data.object.view=Object.assign({},this.view);data.object.filmGauge=this.filmGauge;data.object.filmOffset=this.filmOffset;return data;}});/** * @author mrdoob / http://mrdoob.com/ */function ArrayCamera(array){PerspectiveCamera.call(this);this.cameras=array||[];}ArrayCamera.prototype=Object.assign(Object.create(PerspectiveCamera.prototype),{constructor:ArrayCamera,isArrayCamera:true});/** * @author mrdoob / http://mrdoob.com/ */function WebVRManager(renderer){var scope=this;var device=null;var frameData=null;var poseTarget=null;var standingMatrix=new Matrix4();var standingMatrixInverse=new Matrix4();if(typeof window!=='undefined'&&'VRFrameData'in window){frameData=new window.VRFrameData();window.addEventListener('vrdisplaypresentchange',onVRDisplayPresentChange,false);}var matrixWorldInverse=new Matrix4();var tempQuaternion=new Quaternion();var tempPosition=new Vector3();var cameraL=new PerspectiveCamera();cameraL.bounds=new Vector4(0.0,0.0,0.5,1.0);cameraL.layers.enable(1);var cameraR=new PerspectiveCamera();cameraR.bounds=new Vector4(0.5,0.0,0.5,1.0);cameraR.layers.enable(2);var cameraVR=new ArrayCamera([cameraL,cameraR]);cameraVR.layers.enable(1);cameraVR.layers.enable(2);// function isPresenting(){return device!==null&&device.isPresenting===true;}var currentSize,currentPixelRatio;function onVRDisplayPresentChange(){if(isPresenting()){var eyeParameters=device.getEyeParameters('left');var renderWidth=eyeParameters.renderWidth;var renderHeight=eyeParameters.renderHeight;currentPixelRatio=renderer.getPixelRatio();currentSize=renderer.getSize();renderer.setDrawingBufferSize(renderWidth*2,renderHeight,1);}else if(scope.enabled){renderer.setDrawingBufferSize(currentSize.width,currentSize.height,currentPixelRatio);}}// this.enabled=false;this.userHeight=1.6;this.getDevice=function(){return device;};this.setDevice=function(value){if(value!==undefined)device=value;};this.setPoseTarget=function(object){if(object!==undefined)poseTarget=object;};this.getCamera=function(camera){if(device===null)return camera;device.depthNear=camera.near;device.depthFar=camera.far;device.getFrameData(frameData);// var stageParameters=device.stageParameters;if(stageParameters){standingMatrix.fromArray(stageParameters.sittingToStandingTransform);}else{standingMatrix.makeTranslation(0,scope.userHeight,0);}var pose=frameData.pose;var poseObject=poseTarget!==null?poseTarget:camera;// We want to manipulate poseObject by its position and quaternion components since users may rely on them. poseObject.matrix.copy(standingMatrix);poseObject.matrix.decompose(poseObject.position,poseObject.quaternion,poseObject.scale);if(pose.orientation!==null){tempQuaternion.fromArray(pose.orientation);poseObject.quaternion.multiply(tempQuaternion);}if(pose.position!==null){tempQuaternion.setFromRotationMatrix(standingMatrix);tempPosition.fromArray(pose.position);tempPosition.applyQuaternion(tempQuaternion);poseObject.position.add(tempPosition);}poseObject.updateMatrixWorld();if(device.isPresenting===false)return camera;// cameraL.near=camera.near;cameraR.near=camera.near;cameraL.far=camera.far;cameraR.far=camera.far;cameraVR.matrixWorld.copy(camera.matrixWorld);cameraVR.matrixWorldInverse.copy(camera.matrixWorldInverse);cameraL.matrixWorldInverse.fromArray(frameData.leftViewMatrix);cameraR.matrixWorldInverse.fromArray(frameData.rightViewMatrix);// TODO (mrdoob) Double check this code standingMatrixInverse.getInverse(standingMatrix);cameraL.matrixWorldInverse.multiply(standingMatrixInverse);cameraR.matrixWorldInverse.multiply(standingMatrixInverse);var parent=poseObject.parent;if(parent!==null){matrixWorldInverse.getInverse(parent.matrixWorld);cameraL.matrixWorldInverse.multiply(matrixWorldInverse);cameraR.matrixWorldInverse.multiply(matrixWorldInverse);}// envMap and Mirror needs camera.matrixWorld cameraL.matrixWorld.getInverse(cameraL.matrixWorldInverse);cameraR.matrixWorld.getInverse(cameraR.matrixWorldInverse);cameraL.projectionMatrix.fromArray(frameData.leftProjectionMatrix);cameraR.projectionMatrix.fromArray(frameData.rightProjectionMatrix);// HACK (mrdoob) // https://github.com/w3c/webvr/issues/203 cameraVR.projectionMatrix.copy(cameraL.projectionMatrix);// var layers=device.getLayers();if(layers.length){var layer=layers[0];if(layer.leftBounds!==null&&layer.leftBounds.length===4){cameraL.bounds.fromArray(layer.leftBounds);}if(layer.rightBounds!==null&&layer.rightBounds.length===4){cameraR.bounds.fromArray(layer.rightBounds);}}return cameraVR;};this.getStandingMatrix=function(){return standingMatrix;};this.submitFrame=function(){if(isPresenting())device.submitFrame();};this.dispose=function(){if(typeof window!=='undefined'){window.removeEventListener('vrdisplaypresentchange',onVRDisplayPresentChange);}};}/** * @author supereggbert / http://www.paulbrunt.co.uk/ * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * @author szimek / https://github.com/szimek/ * @author tschw */function WebGLRenderer(parameters){console.log('THREE.WebGLRenderer',REVISION);parameters=parameters||{};var _canvas=parameters.canvas!==undefined?parameters.canvas:document.createElementNS('http://www.w3.org/1999/xhtml','canvas'),_context=parameters.context!==undefined?parameters.context:null,_alpha=parameters.alpha!==undefined?parameters.alpha:false,_depth=parameters.depth!==undefined?parameters.depth:true,_stencil=parameters.stencil!==undefined?parameters.stencil:true,_antialias=parameters.antialias!==undefined?parameters.antialias:false,_premultipliedAlpha=parameters.premultipliedAlpha!==undefined?parameters.premultipliedAlpha:true,_preserveDrawingBuffer=parameters.preserveDrawingBuffer!==undefined?parameters.preserveDrawingBuffer:false,_powerPreference=parameters.powerPreference!==undefined?parameters.powerPreference:'default';var currentRenderList=null;var currentRenderState=null;// public properties this.domElement=_canvas;this.context=null;// clearing this.autoClear=true;this.autoClearColor=true;this.autoClearDepth=true;this.autoClearStencil=true;// scene graph this.sortObjects=true;// user-defined clipping this.clippingPlanes=[];this.localClippingEnabled=false;// physically based shading this.gammaFactor=2.0;// for backwards compatibility this.gammaInput=false;this.gammaOutput=false;// physical lights this.physicallyCorrectLights=false;// tone mapping this.toneMapping=LinearToneMapping;this.toneMappingExposure=1.0;this.toneMappingWhitePoint=1.0;// morphs this.maxMorphTargets=8;this.maxMorphNormals=4;// internal properties var _this=this,_isContextLost=false,// internal state cache _currentRenderTarget=null,_currentFramebuffer=null,_currentMaterialId=-1,_currentGeometryProgram='',_currentCamera=null,_currentArrayCamera=null,_currentViewport=new Vector4(),_currentScissor=new Vector4(),_currentScissorTest=null,// _usedTextureUnits=0,// _width=_canvas.width,_height=_canvas.height,_pixelRatio=1,_viewport=new Vector4(0,0,_width,_height),_scissor=new Vector4(0,0,_width,_height),_scissorTest=false,// frustum _frustum=new Frustum(),// clipping _clipping=new WebGLClipping(),_clippingEnabled=false,_localClippingEnabled=false,// camera matrices cache _projScreenMatrix=new Matrix4(),_vector3=new Vector3();function getTargetPixelRatio(){return _currentRenderTarget===null?_pixelRatio:1;}// initialize var _gl;try{var contextAttributes={alpha:_alpha,depth:_depth,stencil:_stencil,antialias:_antialias,premultipliedAlpha:_premultipliedAlpha,preserveDrawingBuffer:_preserveDrawingBuffer,powerPreference:_powerPreference};// event listeners must be registered before WebGL context is created, see #12753 _canvas.addEventListener('webglcontextlost',onContextLost,false);_canvas.addEventListener('webglcontextrestored',onContextRestore,false);_gl=_context||_canvas.getContext('webgl',contextAttributes)||_canvas.getContext('experimental-webgl',contextAttributes);if(_gl===null){if(_canvas.getContext('webgl')!==null){throw new Error('Error creating WebGL context with your selected attributes.');}else{throw new Error('Error creating WebGL context.');}}// Some experimental-webgl implementations do not have getShaderPrecisionFormat if(_gl.getShaderPrecisionFormat===undefined){_gl.getShaderPrecisionFormat=function(){return {'rangeMin':1,'rangeMax':1,'precision':1};};}}catch(error){console.error('THREE.WebGLRenderer: '+error.message);}var extensions,capabilities,state,info;var properties,textures,attributes,geometries,objects;var programCache,renderLists,renderStates;var background,morphtargets,bufferRenderer,indexedBufferRenderer;var spriteRenderer;var utils;function initGLContext(){extensions=new WebGLExtensions(_gl);extensions.get('WEBGL_depth_texture');extensions.get('OES_texture_float');extensions.get('OES_texture_float_linear');extensions.get('OES_texture_half_float');extensions.get('OES_texture_half_float_linear');extensions.get('OES_standard_derivatives');extensions.get('OES_element_index_uint');extensions.get('ANGLE_instanced_arrays');utils=new WebGLUtils(_gl,extensions);capabilities=new WebGLCapabilities(_gl,extensions,parameters);state=new WebGLState(_gl,extensions,utils);state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio));state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio));info=new WebGLInfo(_gl);properties=new WebGLProperties();textures=new WebGLTextures(_gl,extensions,state,properties,capabilities,utils,info);attributes=new WebGLAttributes(_gl);geometries=new WebGLGeometries(_gl,attributes,info);objects=new WebGLObjects(geometries,info);morphtargets=new WebGLMorphtargets(_gl);programCache=new WebGLPrograms(_this,extensions,capabilities);renderLists=new WebGLRenderLists();renderStates=new WebGLRenderStates();background=new WebGLBackground(_this,state,geometries,_premultipliedAlpha);bufferRenderer=new WebGLBufferRenderer(_gl,extensions,info);indexedBufferRenderer=new WebGLIndexedBufferRenderer(_gl,extensions,info);spriteRenderer=new WebGLSpriteRenderer(_this,_gl,state,textures,capabilities);info.programs=programCache.programs;_this.context=_gl;_this.capabilities=capabilities;_this.extensions=extensions;_this.properties=properties;_this.renderLists=renderLists;_this.state=state;_this.info=info;}initGLContext();// vr var vr=new WebVRManager(_this);this.vr=vr;// shadow map var shadowMap=new WebGLShadowMap(_this,objects,capabilities.maxTextureSize);this.shadowMap=shadowMap;// API this.getContext=function(){return _gl;};this.getContextAttributes=function(){return _gl.getContextAttributes();};this.forceContextLoss=function(){var extension=extensions.get('WEBGL_lose_context');if(extension)extension.loseContext();};this.forceContextRestore=function(){var extension=extensions.get('WEBGL_lose_context');if(extension)extension.restoreContext();};this.getPixelRatio=function(){return _pixelRatio;};this.setPixelRatio=function(value){if(value===undefined)return;_pixelRatio=value;this.setSize(_width,_height,false);};this.getSize=function(){return {width:_width,height:_height};};this.setSize=function(width,height,updateStyle){var device=vr.getDevice();if(device&&device.isPresenting){console.warn('THREE.WebGLRenderer: Can\'t change size while VR device is presenting.');return;}_width=width;_height=height;_canvas.width=width*_pixelRatio;_canvas.height=height*_pixelRatio;if(updateStyle!==false){_canvas.style.width=width+'px';_canvas.style.height=height+'px';}this.setViewport(0,0,width,height);};this.getDrawingBufferSize=function(){return {width:_width*_pixelRatio,height:_height*_pixelRatio};};this.setDrawingBufferSize=function(width,height,pixelRatio){_width=width;_height=height;_pixelRatio=pixelRatio;_canvas.width=width*pixelRatio;_canvas.height=height*pixelRatio;this.setViewport(0,0,width,height);};this.getCurrentViewport=function(){return _currentViewport;};this.setViewport=function(x,y,width,height){_viewport.set(x,_height-y-height,width,height);state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio));};this.setScissor=function(x,y,width,height){_scissor.set(x,_height-y-height,width,height);state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio));};this.setScissorTest=function(boolean){state.setScissorTest(_scissorTest=boolean);};// Clearing this.getClearColor=function(){return background.getClearColor();};this.setClearColor=function(){background.setClearColor.apply(background,arguments);};this.getClearAlpha=function(){return background.getClearAlpha();};this.setClearAlpha=function(){background.setClearAlpha.apply(background,arguments);};this.clear=function(color,depth,stencil){var bits=0;if(color===undefined||color)bits|=_gl.COLOR_BUFFER_BIT;if(depth===undefined||depth)bits|=_gl.DEPTH_BUFFER_BIT;if(stencil===undefined||stencil)bits|=_gl.STENCIL_BUFFER_BIT;_gl.clear(bits);};this.clearColor=function(){this.clear(true,false,false);};this.clearDepth=function(){this.clear(false,true,false);};this.clearStencil=function(){this.clear(false,false,true);};this.clearTarget=function(renderTarget,color,depth,stencil){this.setRenderTarget(renderTarget);this.clear(color,depth,stencil);};// this.dispose=function(){_canvas.removeEventListener('webglcontextlost',onContextLost,false);_canvas.removeEventListener('webglcontextrestored',onContextRestore,false);renderLists.dispose();renderStates.dispose();properties.dispose();objects.dispose();vr.dispose();stopAnimation();};// Events function onContextLost(event){event.preventDefault();console.log('THREE.WebGLRenderer: Context Lost.');_isContextLost=true;}function onContextRestore()/* event */{console.log('THREE.WebGLRenderer: Context Restored.');_isContextLost=false;initGLContext();}function onMaterialDispose(event){var material=event.target;material.removeEventListener('dispose',onMaterialDispose);deallocateMaterial(material);}// Buffer deallocation function deallocateMaterial(material){releaseMaterialProgramReference(material);properties.remove(material);}function releaseMaterialProgramReference(material){var programInfo=properties.get(material).program;material.program=undefined;if(programInfo!==undefined){programCache.releaseProgram(programInfo);}}// Buffer rendering function renderObjectImmediate(object,program,material){object.render(function(object){_this.renderBufferImmediate(object,program,material);});}this.renderBufferImmediate=function(object,program,material){state.initAttributes();var buffers=properties.get(object);if(object.hasPositions&&!buffers.position)buffers.position=_gl.createBuffer();if(object.hasNormals&&!buffers.normal)buffers.normal=_gl.createBuffer();if(object.hasUvs&&!buffers.uv)buffers.uv=_gl.createBuffer();if(object.hasColors&&!buffers.color)buffers.color=_gl.createBuffer();var programAttributes=program.getAttributes();if(object.hasPositions){_gl.bindBuffer(_gl.ARRAY_BUFFER,buffers.position);_gl.bufferData(_gl.ARRAY_BUFFER,object.positionArray,_gl.DYNAMIC_DRAW);state.enableAttribute(programAttributes.position);_gl.vertexAttribPointer(programAttributes.position,3,_gl.FLOAT,false,0,0);}if(object.hasNormals){_gl.bindBuffer(_gl.ARRAY_BUFFER,buffers.normal);if(!material.isMeshPhongMaterial&&!material.isMeshStandardMaterial&&!material.isMeshNormalMaterial&&material.flatShading===true){for(var i=0,l=object.count*3;i0){renderer.renderInstances(geometry,drawStart,drawCount);}}else{renderer.render(drawStart,drawCount);}};function setupVertexAttributes(material,program,geometry){if(geometry&&geometry.isInstancedBufferGeometry){if(extensions.get('ANGLE_instanced_arrays')===null){console.error('THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');return;}}state.initAttributes();var geometryAttributes=geometry.attributes;var programAttributes=program.getAttributes();var materialDefaultAttributeValues=material.defaultAttributeValues;for(var name in programAttributes){var programAttribute=programAttributes[name];if(programAttribute>=0){var geometryAttribute=geometryAttributes[name];if(geometryAttribute!==undefined){var normalized=geometryAttribute.normalized;var size=geometryAttribute.itemSize;var attribute=attributes.get(geometryAttribute);// TODO Attribute may not be available on context restore if(attribute===undefined)continue;var buffer=attribute.buffer;var type=attribute.type;var bytesPerElement=attribute.bytesPerElement;if(geometryAttribute.isInterleavedBufferAttribute){var data=geometryAttribute.data;var stride=data.stride;var offset=geometryAttribute.offset;if(data&&data.isInstancedInterleavedBuffer){state.enableAttributeAndDivisor(programAttribute,data.meshPerAttribute);if(geometry.maxInstancedCount===undefined){geometry.maxInstancedCount=data.meshPerAttribute*data.count;}}else{state.enableAttribute(programAttribute);}_gl.bindBuffer(_gl.ARRAY_BUFFER,buffer);_gl.vertexAttribPointer(programAttribute,size,type,normalized,stride*bytesPerElement,offset*bytesPerElement);}else{if(geometryAttribute.isInstancedBufferAttribute){state.enableAttributeAndDivisor(programAttribute,geometryAttribute.meshPerAttribute);if(geometry.maxInstancedCount===undefined){geometry.maxInstancedCount=geometryAttribute.meshPerAttribute*geometryAttribute.count;}}else{state.enableAttribute(programAttribute);}_gl.bindBuffer(_gl.ARRAY_BUFFER,buffer);_gl.vertexAttribPointer(programAttribute,size,type,normalized,0,0);}}else if(materialDefaultAttributeValues!==undefined){var value=materialDefaultAttributeValues[name];if(value!==undefined){switch(value.length){case 2:_gl.vertexAttrib2fv(programAttribute,value);break;case 3:_gl.vertexAttrib3fv(programAttribute,value);break;case 4:_gl.vertexAttrib4fv(programAttribute,value);break;default:_gl.vertexAttrib1fv(programAttribute,value);}}}}}state.disableUnusedAttributes();}// Compile this.compile=function(scene,camera){currentRenderState=renderStates.get(scene,camera);currentRenderState.init();scene.traverse(function(object){if(object.isLight){currentRenderState.pushLight(object);if(object.castShadow){currentRenderState.pushShadow(object);}}});currentRenderState.setupLights(camera);scene.traverse(function(object){if(object.material){if(Array.isArray(object.material)){for(var i=0;i=0){material.numSupportedMorphTargets++;}}}if(material.morphNormals){material.numSupportedMorphNormals=0;for(var i=0;i<_this.maxMorphNormals;i++){if(programAttributes['morphNormal'+i]>=0){material.numSupportedMorphNormals++;}}}var uniforms=materialProperties.shader.uniforms;if(!material.isShaderMaterial&&!material.isRawShaderMaterial||material.clipping===true){materialProperties.numClippingPlanes=_clipping.numPlanes;materialProperties.numIntersection=_clipping.numIntersection;uniforms.clippingPlanes=_clipping.uniform;}materialProperties.fog=fog;// store the light setup it was created for materialProperties.lightsHash=lights.state.hash;if(material.lights){// wire up the material to this renderer's lighting state uniforms.ambientLightColor.value=lights.state.ambient;uniforms.directionalLights.value=lights.state.directional;uniforms.spotLights.value=lights.state.spot;uniforms.rectAreaLights.value=lights.state.rectArea;uniforms.pointLights.value=lights.state.point;uniforms.hemisphereLights.value=lights.state.hemi;uniforms.directionalShadowMap.value=lights.state.directionalShadowMap;uniforms.directionalShadowMatrix.value=lights.state.directionalShadowMatrix;uniforms.spotShadowMap.value=lights.state.spotShadowMap;uniforms.spotShadowMatrix.value=lights.state.spotShadowMatrix;uniforms.pointShadowMap.value=lights.state.pointShadowMap;uniforms.pointShadowMatrix.value=lights.state.pointShadowMatrix;// TODO (abelnation): add area lights shadow info to uniforms }var progUniforms=materialProperties.program.getUniforms(),uniformsList=WebGLUniforms.seqWithValue(progUniforms.seq,uniforms);materialProperties.uniformsList=uniformsList;}function setProgram(camera,fog,material,object){_usedTextureUnits=0;var materialProperties=properties.get(material);var lights=currentRenderState.state.lights;if(_clippingEnabled){if(_localClippingEnabled||camera!==_currentCamera){var useCache=camera===_currentCamera&&material.id===_currentMaterialId;// we might want to call this function with some ClippingGroup // object instead of the material, once it becomes feasible // (#8465, #8379) _clipping.setState(material.clippingPlanes,material.clipIntersection,material.clipShadows,camera,materialProperties,useCache);}}if(material.needsUpdate===false){if(materialProperties.program===undefined){material.needsUpdate=true;}else if(material.fog&&materialProperties.fog!==fog){material.needsUpdate=true;}else if(material.lights&&materialProperties.lightsHash!==lights.state.hash){material.needsUpdate=true;}else if(materialProperties.numClippingPlanes!==undefined&&(materialProperties.numClippingPlanes!==_clipping.numPlanes||materialProperties.numIntersection!==_clipping.numIntersection)){material.needsUpdate=true;}}if(material.needsUpdate){initMaterial(material,fog,object);material.needsUpdate=false;}var refreshProgram=false;var refreshMaterial=false;var refreshLights=false;var program=materialProperties.program,p_uniforms=program.getUniforms(),m_uniforms=materialProperties.shader.uniforms;if(state.useProgram(program.program)){refreshProgram=true;refreshMaterial=true;refreshLights=true;}if(material.id!==_currentMaterialId){_currentMaterialId=material.id;refreshMaterial=true;}if(refreshProgram||camera!==_currentCamera){p_uniforms.setValue(_gl,'projectionMatrix',camera.projectionMatrix);if(capabilities.logarithmicDepthBuffer){p_uniforms.setValue(_gl,'logDepthBufFC',2.0/(Math.log(camera.far+1.0)/Math.LN2));}// Avoid unneeded uniform updates per ArrayCamera's sub-camera if(_currentCamera!==(_currentArrayCamera||camera)){_currentCamera=_currentArrayCamera||camera;// lighting uniforms depend on the camera so enforce an update // now, in case this material supports lights - or later, when // the next material that does gets activated: refreshMaterial=true;// set to true on material change refreshLights=true;// remains set until update done }// load material specific uniforms // (shader material also gets them for the sake of genericity) if(material.isShaderMaterial||material.isMeshPhongMaterial||material.isMeshStandardMaterial||material.envMap){var uCamPos=p_uniforms.map.cameraPosition;if(uCamPos!==undefined){uCamPos.setValue(_gl,_vector3.setFromMatrixPosition(camera.matrixWorld));}}if(material.isMeshPhongMaterial||material.isMeshLambertMaterial||material.isMeshBasicMaterial||material.isMeshStandardMaterial||material.isShaderMaterial||material.skinning){p_uniforms.setValue(_gl,'viewMatrix',camera.matrixWorldInverse);}}// skinning uniforms must be set even if material didn't change // auto-setting of texture unit for bone texture must go before other textures // not sure why, but otherwise weird things happen if(material.skinning){p_uniforms.setOptional(_gl,object,'bindMatrix');p_uniforms.setOptional(_gl,object,'bindMatrixInverse');var skeleton=object.skeleton;if(skeleton){var bones=skeleton.bones;if(capabilities.floatVertexTextures){if(skeleton.boneTexture===undefined){// layout (1 matrix = 4 pixels) // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) var size=Math.sqrt(bones.length*4);// 4 pixels needed for 1 matrix size=_Math.ceilPowerOfTwo(size);size=Math.max(size,4);var boneMatrices=new Float32Array(size*size*4);// 4 floats per RGBA pixel boneMatrices.set(skeleton.boneMatrices);// copy current values var boneTexture=new DataTexture(boneMatrices,size,size,RGBAFormat,FloatType);boneTexture.needsUpdate=true;skeleton.boneMatrices=boneMatrices;skeleton.boneTexture=boneTexture;skeleton.boneTextureSize=size;}p_uniforms.setValue(_gl,'boneTexture',skeleton.boneTexture);p_uniforms.setValue(_gl,'boneTextureSize',skeleton.boneTextureSize);}else{p_uniforms.setOptional(_gl,skeleton,'boneMatrices');}}}if(refreshMaterial){p_uniforms.setValue(_gl,'toneMappingExposure',_this.toneMappingExposure);p_uniforms.setValue(_gl,'toneMappingWhitePoint',_this.toneMappingWhitePoint);if(material.lights){// the current material requires lighting info // note: all lighting uniforms are always set correctly // they simply reference the renderer's state for their // values // // use the current material's .needsUpdate flags to set // the GL state when required markUniformsLightsNeedsUpdate(m_uniforms,refreshLights);}// refresh uniforms common to several materials if(fog&&material.fog){refreshUniformsFog(m_uniforms,fog);}if(material.isMeshBasicMaterial){refreshUniformsCommon(m_uniforms,material);}else if(material.isMeshLambertMaterial){refreshUniformsCommon(m_uniforms,material);refreshUniformsLambert(m_uniforms,material);}else if(material.isMeshPhongMaterial){refreshUniformsCommon(m_uniforms,material);if(material.isMeshToonMaterial){refreshUniformsToon(m_uniforms,material);}else{refreshUniformsPhong(m_uniforms,material);}}else if(material.isMeshStandardMaterial){refreshUniformsCommon(m_uniforms,material);if(material.isMeshPhysicalMaterial){refreshUniformsPhysical(m_uniforms,material);}else{refreshUniformsStandard(m_uniforms,material);}}else if(material.isMeshDepthMaterial){refreshUniformsCommon(m_uniforms,material);refreshUniformsDepth(m_uniforms,material);}else if(material.isMeshDistanceMaterial){refreshUniformsCommon(m_uniforms,material);refreshUniformsDistance(m_uniforms,material);}else if(material.isMeshNormalMaterial){refreshUniformsCommon(m_uniforms,material);refreshUniformsNormal(m_uniforms,material);}else if(material.isLineBasicMaterial){refreshUniformsLine(m_uniforms,material);if(material.isLineDashedMaterial){refreshUniformsDash(m_uniforms,material);}}else if(material.isPointsMaterial){refreshUniformsPoints(m_uniforms,material);}else if(material.isShadowMaterial){m_uniforms.color.value=material.color;m_uniforms.opacity.value=material.opacity;}// RectAreaLight Texture // TODO (mrdoob): Find a nicer implementation if(m_uniforms.ltc_1!==undefined)m_uniforms.ltc_1.value=UniformsLib.LTC_1;if(m_uniforms.ltc_2!==undefined)m_uniforms.ltc_2.value=UniformsLib.LTC_2;WebGLUniforms.upload(_gl,materialProperties.uniformsList,m_uniforms,_this);}if(material.isShaderMaterial&&material.uniformsNeedUpdate===true){WebGLUniforms.upload(_gl,materialProperties.uniformsList,m_uniforms,_this);material.uniformsNeedUpdate=false;}// common matrices p_uniforms.setValue(_gl,'modelViewMatrix',object.modelViewMatrix);p_uniforms.setValue(_gl,'normalMatrix',object.normalMatrix);p_uniforms.setValue(_gl,'modelMatrix',object.matrixWorld);return program;}// Uniforms (refresh uniforms objects) function refreshUniformsCommon(uniforms,material){uniforms.opacity.value=material.opacity;if(material.color){uniforms.diffuse.value=material.color;}if(material.emissive){uniforms.emissive.value.copy(material.emissive).multiplyScalar(material.emissiveIntensity);}if(material.map){uniforms.map.value=material.map;}if(material.alphaMap){uniforms.alphaMap.value=material.alphaMap;}if(material.specularMap){uniforms.specularMap.value=material.specularMap;}if(material.envMap){uniforms.envMap.value=material.envMap;// don't flip CubeTexture envMaps, flip everything else: // WebGLRenderTargetCube will be flipped for backwards compatibility // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future uniforms.flipEnvMap.value=!(material.envMap&&material.envMap.isCubeTexture)?1:-1;uniforms.reflectivity.value=material.reflectivity;uniforms.refractionRatio.value=material.refractionRatio;uniforms.maxMipLevel.value=properties.get(material.envMap).__maxMipLevel;}if(material.lightMap){uniforms.lightMap.value=material.lightMap;uniforms.lightMapIntensity.value=material.lightMapIntensity;}if(material.aoMap){uniforms.aoMap.value=material.aoMap;uniforms.aoMapIntensity.value=material.aoMapIntensity;}// uv repeat and offset setting priorities // 1. color map // 2. specular map // 3. normal map // 4. bump map // 5. alpha map // 6. emissive map var uvScaleMap;if(material.map){uvScaleMap=material.map;}else if(material.specularMap){uvScaleMap=material.specularMap;}else if(material.displacementMap){uvScaleMap=material.displacementMap;}else if(material.normalMap){uvScaleMap=material.normalMap;}else if(material.bumpMap){uvScaleMap=material.bumpMap;}else if(material.roughnessMap){uvScaleMap=material.roughnessMap;}else if(material.metalnessMap){uvScaleMap=material.metalnessMap;}else if(material.alphaMap){uvScaleMap=material.alphaMap;}else if(material.emissiveMap){uvScaleMap=material.emissiveMap;}if(uvScaleMap!==undefined){// backwards compatibility if(uvScaleMap.isWebGLRenderTarget){uvScaleMap=uvScaleMap.texture;}if(uvScaleMap.matrixAutoUpdate===true){uvScaleMap.updateMatrix();}uniforms.uvTransform.value.copy(uvScaleMap.matrix);}}function refreshUniformsLine(uniforms,material){uniforms.diffuse.value=material.color;uniforms.opacity.value=material.opacity;}function refreshUniformsDash(uniforms,material){uniforms.dashSize.value=material.dashSize;uniforms.totalSize.value=material.dashSize+material.gapSize;uniforms.scale.value=material.scale;}function refreshUniformsPoints(uniforms,material){uniforms.diffuse.value=material.color;uniforms.opacity.value=material.opacity;uniforms.size.value=material.size*_pixelRatio;uniforms.scale.value=_height*0.5;uniforms.map.value=material.map;if(material.map!==null){if(material.map.matrixAutoUpdate===true){material.map.updateMatrix();}uniforms.uvTransform.value.copy(material.map.matrix);}}function refreshUniformsFog(uniforms,fog){uniforms.fogColor.value=fog.color;if(fog.isFog){uniforms.fogNear.value=fog.near;uniforms.fogFar.value=fog.far;}else if(fog.isFogExp2){uniforms.fogDensity.value=fog.density;}}function refreshUniformsLambert(uniforms,material){if(material.emissiveMap){uniforms.emissiveMap.value=material.emissiveMap;}}function refreshUniformsPhong(uniforms,material){uniforms.specular.value=material.specular;uniforms.shininess.value=Math.max(material.shininess,1e-4);// to prevent pow( 0.0, 0.0 ) if(material.emissiveMap){uniforms.emissiveMap.value=material.emissiveMap;}if(material.bumpMap){uniforms.bumpMap.value=material.bumpMap;uniforms.bumpScale.value=material.bumpScale;}if(material.normalMap){uniforms.normalMap.value=material.normalMap;uniforms.normalScale.value.copy(material.normalScale);}if(material.displacementMap){uniforms.displacementMap.value=material.displacementMap;uniforms.displacementScale.value=material.displacementScale;uniforms.displacementBias.value=material.displacementBias;}}function refreshUniformsToon(uniforms,material){refreshUniformsPhong(uniforms,material);if(material.gradientMap){uniforms.gradientMap.value=material.gradientMap;}}function refreshUniformsStandard(uniforms,material){uniforms.roughness.value=material.roughness;uniforms.metalness.value=material.metalness;if(material.roughnessMap){uniforms.roughnessMap.value=material.roughnessMap;}if(material.metalnessMap){uniforms.metalnessMap.value=material.metalnessMap;}if(material.emissiveMap){uniforms.emissiveMap.value=material.emissiveMap;}if(material.bumpMap){uniforms.bumpMap.value=material.bumpMap;uniforms.bumpScale.value=material.bumpScale;}if(material.normalMap){uniforms.normalMap.value=material.normalMap;uniforms.normalScale.value.copy(material.normalScale);}if(material.displacementMap){uniforms.displacementMap.value=material.displacementMap;uniforms.displacementScale.value=material.displacementScale;uniforms.displacementBias.value=material.displacementBias;}if(material.envMap){//uniforms.envMap.value = material.envMap; // part of uniforms common uniforms.envMapIntensity.value=material.envMapIntensity;}}function refreshUniformsPhysical(uniforms,material){uniforms.clearCoat.value=material.clearCoat;uniforms.clearCoatRoughness.value=material.clearCoatRoughness;refreshUniformsStandard(uniforms,material);}function refreshUniformsDepth(uniforms,material){if(material.displacementMap){uniforms.displacementMap.value=material.displacementMap;uniforms.displacementScale.value=material.displacementScale;uniforms.displacementBias.value=material.displacementBias;}}function refreshUniformsDistance(uniforms,material){if(material.displacementMap){uniforms.displacementMap.value=material.displacementMap;uniforms.displacementScale.value=material.displacementScale;uniforms.displacementBias.value=material.displacementBias;}uniforms.referencePosition.value.copy(material.referencePosition);uniforms.nearDistance.value=material.nearDistance;uniforms.farDistance.value=material.farDistance;}function refreshUniformsNormal(uniforms,material){if(material.bumpMap){uniforms.bumpMap.value=material.bumpMap;uniforms.bumpScale.value=material.bumpScale;}if(material.normalMap){uniforms.normalMap.value=material.normalMap;uniforms.normalScale.value.copy(material.normalScale);}if(material.displacementMap){uniforms.displacementMap.value=material.displacementMap;uniforms.displacementScale.value=material.displacementScale;uniforms.displacementBias.value=material.displacementBias;}}// If uniforms are marked as clean, they don't need to be loaded to the GPU. function markUniformsLightsNeedsUpdate(uniforms,value){uniforms.ambientLightColor.needsUpdate=value;uniforms.directionalLights.needsUpdate=value;uniforms.pointLights.needsUpdate=value;uniforms.spotLights.needsUpdate=value;uniforms.rectAreaLights.needsUpdate=value;uniforms.hemisphereLights.needsUpdate=value;}// Textures function allocTextureUnit(){var textureUnit=_usedTextureUnits;if(textureUnit>=capabilities.maxTextures){console.warn('THREE.WebGLRenderer: Trying to use '+textureUnit+' texture units while this GPU supports only '+capabilities.maxTextures);}_usedTextureUnits+=1;return textureUnit;}this.allocTextureUnit=allocTextureUnit;// this.setTexture2D = setTexture2D; this.setTexture2D=function(){var warned=false;// backwards compatibility: peel texture.texture return function setTexture2D(texture,slot){if(texture&&texture.isWebGLRenderTarget){if(!warned){console.warn("THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead.");warned=true;}texture=texture.texture;}textures.setTexture2D(texture,slot);};}();this.setTexture=function(){var warned=false;return function setTexture(texture,slot){if(!warned){console.warn("THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead.");warned=true;}textures.setTexture2D(texture,slot);};}();this.setTextureCube=function(){var warned=false;return function setTextureCube(texture,slot){// backwards compatibility: peel texture.texture if(texture&&texture.isWebGLRenderTargetCube){if(!warned){console.warn("THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead.");warned=true;}texture=texture.texture;}// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture // TODO: unify these code paths if(texture&&texture.isCubeTexture||Array.isArray(texture.image)&&texture.image.length===6){// CompressedTexture can have Array in image :/ // this function alone should take care of cube textures textures.setTextureCube(texture,slot);}else{// assumed: texture property of THREE.WebGLRenderTargetCube textures.setTextureCubeDynamic(texture,slot);}};}();this.getRenderTarget=function(){return _currentRenderTarget;};this.setRenderTarget=function(renderTarget){_currentRenderTarget=renderTarget;if(renderTarget&&properties.get(renderTarget).__webglFramebuffer===undefined){textures.setupRenderTarget(renderTarget);}var framebuffer=null;var isCube=false;if(renderTarget){var __webglFramebuffer=properties.get(renderTarget).__webglFramebuffer;if(renderTarget.isWebGLRenderTargetCube){framebuffer=__webglFramebuffer[renderTarget.activeCubeFace];isCube=true;}else{framebuffer=__webglFramebuffer;}_currentViewport.copy(renderTarget.viewport);_currentScissor.copy(renderTarget.scissor);_currentScissorTest=renderTarget.scissorTest;}else{_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio);_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio);_currentScissorTest=_scissorTest;}if(_currentFramebuffer!==framebuffer){_gl.bindFramebuffer(_gl.FRAMEBUFFER,framebuffer);_currentFramebuffer=framebuffer;}state.viewport(_currentViewport);state.scissor(_currentScissor);state.setScissorTest(_currentScissorTest);if(isCube){var textureProperties=properties.get(renderTarget.texture);_gl.framebufferTexture2D(_gl.FRAMEBUFFER,_gl.COLOR_ATTACHMENT0,_gl.TEXTURE_CUBE_MAP_POSITIVE_X+renderTarget.activeCubeFace,textureProperties.__webglTexture,renderTarget.activeMipMapLevel);}};this.readRenderTargetPixels=function(renderTarget,x,y,width,height,buffer){if(!(renderTarget&&renderTarget.isWebGLRenderTarget)){console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.');return;}var framebuffer=properties.get(renderTarget).__webglFramebuffer;if(framebuffer){var restore=false;if(framebuffer!==_currentFramebuffer){_gl.bindFramebuffer(_gl.FRAMEBUFFER,framebuffer);restore=true;}try{var texture=renderTarget.texture;var textureFormat=texture.format;var textureType=texture.type;if(textureFormat!==RGBAFormat&&utils.convert(textureFormat)!==_gl.getParameter(_gl.IMPLEMENTATION_COLOR_READ_FORMAT)){console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.');return;}if(textureType!==UnsignedByteType&&utils.convert(textureType)!==_gl.getParameter(_gl.IMPLEMENTATION_COLOR_READ_TYPE)&&// IE11, Edge and Chrome Mac < 52 (#9513) !(textureType===FloatType&&(extensions.get('OES_texture_float')||extensions.get('WEBGL_color_buffer_float')))&&// Chrome Mac >= 52 and Firefox !(textureType===HalfFloatType&&extensions.get('EXT_color_buffer_half_float'))){console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.');return;}if(_gl.checkFramebufferStatus(_gl.FRAMEBUFFER)===_gl.FRAMEBUFFER_COMPLETE){// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) if(x>=0&&x<=renderTarget.width-width&&y>=0&&y<=renderTarget.height-height){_gl.readPixels(x,y,width,height,utils.convert(textureFormat),utils.convert(textureType),buffer);}}else{console.error('THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.');}}finally{if(restore){_gl.bindFramebuffer(_gl.FRAMEBUFFER,_currentFramebuffer);}}}};this.copyFramebufferToTexture=function(position,texture,level){var width=texture.image.width;var height=texture.image.height;var glFormat=utils.convert(texture.format);this.setTexture2D(texture,0);_gl.copyTexImage2D(_gl.TEXTURE_2D,level||0,glFormat,position.x,position.y,width,height,0);};this.copyTextureToTexture=function(position,srcTexture,dstTexture,level){var width=srcTexture.image.width;var height=srcTexture.image.height;var glFormat=utils.convert(dstTexture.format);var glType=utils.convert(dstTexture.type);var pixels=srcTexture.isDataTexture?srcTexture.image.data:srcTexture.image;this.setTexture2D(dstTexture,0);_gl.texSubImage2D(_gl.TEXTURE_2D,level||0,position.x,position.y,width,height,glFormat,glType,pixels);};}/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */function FogExp2(color,density){this.name='';this.color=new Color(color);this.density=density!==undefined?density:0.00025;}FogExp2.prototype.isFogExp2=true;FogExp2.prototype.clone=function(){return new FogExp2(this.color.getHex(),this.density);};FogExp2.prototype.toJSON=function()/* meta */{return {type:'FogExp2',color:this.color.getHex(),density:this.density};};/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */function Fog(color,near,far){this.name='';this.color=new Color(color);this.near=near!==undefined?near:1;this.far=far!==undefined?far:1000;}Fog.prototype.isFog=true;Fog.prototype.clone=function(){return new Fog(this.color.getHex(),this.near,this.far);};Fog.prototype.toJSON=function()/* meta */{return {type:'Fog',color:this.color.getHex(),near:this.near,far:this.far};};/** * @author mrdoob / http://mrdoob.com/ */function Scene(){Object3D.call(this);this.type='Scene';this.background=null;this.fog=null;this.overrideMaterial=null;this.autoUpdate=true;// checked by the renderer }Scene.prototype=Object.assign(Object.create(Object3D.prototype),{constructor:Scene,copy:function(source,recursive){Object3D.prototype.copy.call(this,source,recursive);if(source.background!==null)this.background=source.background.clone();if(source.fog!==null)this.fog=source.fog.clone();if(source.overrideMaterial!==null)this.overrideMaterial=source.overrideMaterial.clone();this.autoUpdate=source.autoUpdate;this.matrixAutoUpdate=source.matrixAutoUpdate;return this;},toJSON:function(meta){var data=Object3D.prototype.toJSON.call(this,meta);if(this.background!==null)data.object.background=this.background.toJSON(meta);if(this.fog!==null)data.object.fog=this.fog.toJSON();return data;}});/** * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: , * opacity: , * map: new THREE.Texture( ), * * uvOffset: new THREE.Vector2(), * uvScale: new THREE.Vector2() * } */function SpriteMaterial(parameters){Material.call(this);this.type='SpriteMaterial';this.color=new Color(0xffffff);this.map=null;this.rotation=0;this.fog=false;this.lights=false;this.setValues(parameters);}SpriteMaterial.prototype=Object.create(Material.prototype);SpriteMaterial.prototype.constructor=SpriteMaterial;SpriteMaterial.prototype.isSpriteMaterial=true;SpriteMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.color.copy(source.color);this.map=source.map;this.rotation=source.rotation;return this;};/** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ */function Sprite(material){Object3D.call(this);this.type='Sprite';this.material=material!==undefined?material:new SpriteMaterial();this.center=new Vector2(0.5,0.5);}Sprite.prototype=Object.assign(Object.create(Object3D.prototype),{constructor:Sprite,isSprite:true,raycast:function(){var intersectPoint=new Vector3();var worldPosition=new Vector3();var worldScale=new Vector3();return function raycast(raycaster,intersects){worldPosition.setFromMatrixPosition(this.matrixWorld);raycaster.ray.closestPointToPoint(worldPosition,intersectPoint);worldScale.setFromMatrixScale(this.matrixWorld);var guessSizeSq=worldScale.x*worldScale.y/4;if(worldPosition.distanceToSquared(intersectPoint)>guessSizeSq)return;var distance=raycaster.ray.origin.distanceTo(intersectPoint);if(distanceraycaster.far)return;intersects.push({distance:distance,point:intersectPoint.clone(),face:null,object:this});};}(),clone:function(){return new this.constructor(this.material).copy(this);},copy:function(source){Object3D.prototype.copy.call(this,source);if(source.center!==undefined)this.center.copy(source.center);return this;}});/** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ */function LOD(){Object3D.call(this);this.type='LOD';Object.defineProperties(this,{levels:{enumerable:true,value:[]}});}LOD.prototype=Object.assign(Object.create(Object3D.prototype),{constructor:LOD,copy:function(source){Object3D.prototype.copy.call(this,source,false);var levels=source.levels;for(var i=0,l=levels.length;i1){v1.setFromMatrixPosition(camera.matrixWorld);v2.setFromMatrixPosition(this.matrixWorld);var distance=v1.distanceTo(v2);levels[0].object.visible=true;for(var i=1,l=levels.length;i=levels[i].distance){levels[i-1].object.visible=false;levels[i].object.visible=true;}else{break;}}for(;i, * opacity: , * * linewidth: , * linecap: "round", * linejoin: "round" * } */function LineBasicMaterial(parameters){Material.call(this);this.type='LineBasicMaterial';this.color=new Color(0xffffff);this.linewidth=1;this.linecap='round';this.linejoin='round';this.lights=false;this.setValues(parameters);}LineBasicMaterial.prototype=Object.create(Material.prototype);LineBasicMaterial.prototype.constructor=LineBasicMaterial;LineBasicMaterial.prototype.isLineBasicMaterial=true;LineBasicMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.color.copy(source.color);this.linewidth=source.linewidth;this.linecap=source.linecap;this.linejoin=source.linejoin;return this;};/** * @author mrdoob / http://mrdoob.com/ */function Line(geometry,material,mode){if(mode===1){console.warn('THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.');return new LineSegments(geometry,material);}Object3D.call(this);this.type='Line';this.geometry=geometry!==undefined?geometry:new BufferGeometry();this.material=material!==undefined?material:new LineBasicMaterial({color:Math.random()*0xffffff});}Line.prototype=Object.assign(Object.create(Object3D.prototype),{constructor:Line,isLine:true,computeLineDistances:function(){var start=new Vector3();var end=new Vector3();return function computeLineDistances(){var geometry=this.geometry;if(geometry.isBufferGeometry){// we assume non-indexed geometry if(geometry.index===null){var positionAttribute=geometry.attributes.position;var lineDistances=[0];for(var i=1,l=positionAttribute.count;iprecisionSq)continue;interRay.applyMatrix4(this.matrixWorld);//Move back to world space for distance calculation var distance=raycaster.ray.origin.distanceTo(interRay);if(distanceraycaster.far)continue;intersects.push({distance:distance,// What do we want? intersection point on the ray or on the segment?? // point: raycaster.ray.at( distance ), point:interSegment.clone().applyMatrix4(this.matrixWorld),index:i,face:null,faceIndex:null,object:this});}}else{for(var i=0,l=positions.length/3-1;iprecisionSq)continue;interRay.applyMatrix4(this.matrixWorld);//Move back to world space for distance calculation var distance=raycaster.ray.origin.distanceTo(interRay);if(distanceraycaster.far)continue;intersects.push({distance:distance,// What do we want? intersection point on the ray or on the segment?? // point: raycaster.ray.at( distance ), point:interSegment.clone().applyMatrix4(this.matrixWorld),index:i,face:null,faceIndex:null,object:this});}}}else if(geometry.isGeometry){var vertices=geometry.vertices;var nbVertices=vertices.length;for(var i=0;iprecisionSq)continue;interRay.applyMatrix4(this.matrixWorld);//Move back to world space for distance calculation var distance=raycaster.ray.origin.distanceTo(interRay);if(distanceraycaster.far)continue;intersects.push({distance:distance,// What do we want? intersection point on the ray or on the segment?? // point: raycaster.ray.at( distance ), point:interSegment.clone().applyMatrix4(this.matrixWorld),index:i,face:null,faceIndex:null,object:this});}}};}(),clone:function(){return new this.constructor(this.geometry,this.material).copy(this);}});/** * @author mrdoob / http://mrdoob.com/ */function LineSegments(geometry,material){Line.call(this,geometry,material);this.type='LineSegments';}LineSegments.prototype=Object.assign(Object.create(Line.prototype),{constructor:LineSegments,isLineSegments:true,computeLineDistances:function(){var start=new Vector3();var end=new Vector3();return function computeLineDistances(){var geometry=this.geometry;if(geometry.isBufferGeometry){// we assume non-indexed geometry if(geometry.index===null){var positionAttribute=geometry.attributes.position;var lineDistances=[];for(var i=0,l=positionAttribute.count;i, * opacity: , * map: new THREE.Texture( ), * * size: , * sizeAttenuation: * } */function PointsMaterial(parameters){Material.call(this);this.type='PointsMaterial';this.color=new Color(0xffffff);this.map=null;this.size=1;this.sizeAttenuation=true;this.lights=false;this.setValues(parameters);}PointsMaterial.prototype=Object.create(Material.prototype);PointsMaterial.prototype.constructor=PointsMaterial;PointsMaterial.prototype.isPointsMaterial=true;PointsMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.color.copy(source.color);this.map=source.map;this.size=source.size;this.sizeAttenuation=source.sizeAttenuation;return this;};/** * @author alteredq / http://alteredqualia.com/ */function Points(geometry,material){Object3D.call(this);this.type='Points';this.geometry=geometry!==undefined?geometry:new BufferGeometry();this.material=material!==undefined?material:new PointsMaterial({color:Math.random()*0xffffff});}Points.prototype=Object.assign(Object.create(Object3D.prototype),{constructor:Points,isPoints:true,raycast:function(){var inverseMatrix=new Matrix4();var ray=new Ray();var sphere=new Sphere();return function raycast(raycaster,intersects){var object=this;var geometry=this.geometry;var matrixWorld=this.matrixWorld;var threshold=raycaster.params.Points.threshold;// Checking boundingSphere distance to ray if(geometry.boundingSphere===null)geometry.computeBoundingSphere();sphere.copy(geometry.boundingSphere);sphere.applyMatrix4(matrixWorld);sphere.radius+=threshold;if(raycaster.ray.intersectsSphere(sphere)===false)return;// inverseMatrix.getInverse(matrixWorld);ray.copy(raycaster.ray).applyMatrix4(inverseMatrix);var localThreshold=threshold/((this.scale.x+this.scale.y+this.scale.z)/3);var localThresholdSq=localThreshold*localThreshold;var position=new Vector3();var intersectPoint=new Vector3();function testPoint(point,index){var rayPointDistanceSq=ray.distanceSqToPoint(point);if(rayPointDistanceSqraycaster.far)return;intersects.push({distance:distance,distanceToRay:Math.sqrt(rayPointDistanceSq),point:intersectPoint.clone(),index:index,face:null,object:object});}}if(geometry.isBufferGeometry){var index=geometry.index;var attributes=geometry.attributes;var positions=attributes.position.array;if(index!==null){var indices=index.array;for(var i=0,il=indices.length;i=video.HAVE_CURRENT_DATA){this.needsUpdate=true;}}});/** * @author alteredq / http://alteredqualia.com/ */function CompressedTexture(mipmaps,width,height,format,type,mapping,wrapS,wrapT,magFilter,minFilter,anisotropy,encoding){Texture.call(this,null,mapping,wrapS,wrapT,magFilter,minFilter,format,type,anisotropy,encoding);this.image={width:width,height:height};this.mipmaps=mipmaps;// no flipping for cube textures // (also flipping doesn't work for compressed textures ) this.flipY=false;// can't generate mipmaps for compressed textures // mips must be embedded in DDS files this.generateMipmaps=false;}CompressedTexture.prototype=Object.create(Texture.prototype);CompressedTexture.prototype.constructor=CompressedTexture;CompressedTexture.prototype.isCompressedTexture=true;/** * @author Matt DesLauriers / @mattdesl * @author atix / arthursilber.de */function DepthTexture(width,height,type,mapping,wrapS,wrapT,magFilter,minFilter,anisotropy,format){format=format!==undefined?format:DepthFormat;if(format!==DepthFormat&&format!==DepthStencilFormat){throw new Error('DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat');}if(type===undefined&&format===DepthFormat)type=UnsignedShortType;if(type===undefined&&format===DepthStencilFormat)type=UnsignedInt248Type;Texture.call(this,null,mapping,wrapS,wrapT,magFilter,minFilter,format,type,anisotropy);this.image={width:width,height:height};this.magFilter=magFilter!==undefined?magFilter:NearestFilter;this.minFilter=minFilter!==undefined?minFilter:NearestFilter;this.flipY=false;this.generateMipmaps=false;}DepthTexture.prototype=Object.create(Texture.prototype);DepthTexture.prototype.constructor=DepthTexture;DepthTexture.prototype.isDepthTexture=true;/** * @author mrdoob / http://mrdoob.com/ * @author Mugen87 / https://github.com/Mugen87 */function WireframeGeometry(geometry){BufferGeometry.call(this);this.type='WireframeGeometry';// buffer var vertices=[];// helper variables var i,j,l,o,ol;var edge=[0,0],edges={},e,edge1,edge2;var key,keys=['a','b','c'];var vertex;// different logic for Geometry and BufferGeometry if(geometry&&geometry.isGeometry){// create a data structure that contains all edges without duplicates var faces=geometry.faces;for(i=0,l=faces.length;i=0){func(u-EPS,v,p1);pu.subVectors(p0,p1);}else{func(u+EPS,v,p1);pu.subVectors(p1,p0);}if(v-EPS>=0){func(u,v-EPS,p1);pv.subVectors(p0,p1);}else{func(u,v+EPS,p1);pv.subVectors(p1,p0);}// cross product of tangent vectors returns surface normal normal.crossVectors(pu,pv).normalize();normals.push(normal.x,normal.y,normal.z);// uv uvs.push(u,v);}}// generate indices for(i=0;i0.9&&min<0.1){if(x0<0.2)uvBuffer[i+0]+=1;if(x1<0.2)uvBuffer[i+2]+=1;if(x2<0.2)uvBuffer[i+4]+=1;}}}function pushVertex(vertex){vertexBuffer.push(vertex.x,vertex.y,vertex.z);}function getVertexByIndex(index,vertex){var stride=index*3;vertex.x=vertices[stride+0];vertex.y=vertices[stride+1];vertex.z=vertices[stride+2];}function correctUVs(){var a=new Vector3();var b=new Vector3();var c=new Vector3();var centroid=new Vector3();var uvA=new Vector2();var uvB=new Vector2();var uvC=new Vector2();for(var i=0,j=0;i80*dim){minX=maxX=data[0];minY=maxY=data[1];for(var i=dim;imaxX)maxX=x;if(y>maxY)maxY=y;}// minX, minY and invSize are later used to transform coords into integers for z-order calculation invSize=Math.max(maxX-minX,maxY-minY);invSize=invSize!==0?1/invSize:0;}earcutLinked(outerNode,triangles,dim,minX,minY,invSize);return triangles;}};// create a circular doubly linked list from polygon points in the specified winding order function linkedList(data,start,end,dim,clockwise){var i,last;if(clockwise===signedArea(data,start,end,dim)>0){for(i=start;i=start;i-=dim)last=insertNode(i,data[i],data[i+1],last);}if(last&&equals(last,last.next)){removeNode(last);last=last.next;}return last;}// eliminate colinear or duplicate points function filterPoints(start,end){if(!start)return start;if(!end)end=start;var p=start,again;do{again=false;if(!p.steiner&&(equals(p,p.next)||area(p.prev,p,p.next)===0)){removeNode(p);p=end=p.prev;if(p===p.next)break;again=true;}else{p=p.next;}}while(again||p!==end);return end;}// main ear slicing loop which triangulates a polygon (given as a linked list) function earcutLinked(ear,triangles,dim,minX,minY,invSize,pass){if(!ear)return;// interlink polygon nodes in z-order if(!pass&&invSize)indexCurve(ear,minX,minY,invSize);var stop=ear,prev,next;// iterate through ears, slicing them one by one while(ear.prev!==ear.next){prev=ear.prev;next=ear.next;if(invSize?isEarHashed(ear,minX,minY,invSize):isEar(ear)){// cut off the triangle triangles.push(prev.i/dim);triangles.push(ear.i/dim);triangles.push(next.i/dim);removeNode(ear);// skipping the next vertice leads to less sliver triangles ear=next.next;stop=next.next;continue;}ear=next;// if we looped through the whole remaining polygon and can't find any more ears if(ear===stop){// try filtering points and slicing again if(!pass){earcutLinked(filterPoints(ear),triangles,dim,minX,minY,invSize,1);// if this didn't work, try curing all small self-intersections locally }else if(pass===1){ear=cureLocalIntersections(ear,triangles,dim);earcutLinked(ear,triangles,dim,minX,minY,invSize,2);// as a last resort, try splitting the remaining polygon into two }else if(pass===2){splitEarcut(ear,triangles,dim,minX,minY,invSize);}break;}}}// check whether a polygon node forms a valid ear with adjacent nodes function isEar(ear){var a=ear.prev,b=ear,c=ear.next;if(area(a,b,c)>=0)return false;// reflex, can't be an ear // now make sure we don't have other points inside the potential ear var p=ear.next.next;while(p!==ear.prev){if(pointInTriangle(a.x,a.y,b.x,b.y,c.x,c.y,p.x,p.y)&&area(p.prev,p,p.next)>=0){return false;}p=p.next;}return true;}function isEarHashed(ear,minX,minY,invSize){var a=ear.prev,b=ear,c=ear.next;if(area(a,b,c)>=0)return false;// reflex, can't be an ear // triangle bbox; min & max are calculated like this for speed var minTX=a.xb.x?a.x>c.x?a.x:c.x:b.x>c.x?b.x:c.x,maxTY=a.y>b.y?a.y>c.y?a.y:c.y:b.y>c.y?b.y:c.y;// z-order range for the current triangle bbox; var minZ=zOrder(minTX,minTY,minX,minY,invSize),maxZ=zOrder(maxTX,maxTY,minX,minY,invSize);// first look for points inside the triangle in increasing z-order var p=ear.nextZ;while(p&&p.z<=maxZ){if(p!==ear.prev&&p!==ear.next&&pointInTriangle(a.x,a.y,b.x,b.y,c.x,c.y,p.x,p.y)&&area(p.prev,p,p.next)>=0)return false;p=p.nextZ;}// then look for points in decreasing z-order p=ear.prevZ;while(p&&p.z>=minZ){if(p!==ear.prev&&p!==ear.next&&pointInTriangle(a.x,a.y,b.x,b.y,c.x,c.y,p.x,p.y)&&area(p.prev,p,p.next)>=0)return false;p=p.prevZ;}return true;}// go through all polygon nodes and cure small local self-intersections function cureLocalIntersections(start,triangles,dim){var p=start;do{var a=p.prev,b=p.next.next;if(!equals(a,b)&&intersects(a,p,p.next,b)&&locallyInside(a,b)&&locallyInside(b,a)){triangles.push(a.i/dim);triangles.push(p.i/dim);triangles.push(b.i/dim);// remove two nodes involved removeNode(p);removeNode(p.next);p=start=b;}p=p.next;}while(p!==start);return p;}// try splitting polygon into two and triangulate them independently function splitEarcut(start,triangles,dim,minX,minY,invSize){// look for a valid diagonal that divides the polygon into two var a=start;do{var b=a.next.next;while(b!==a.prev){if(a.i!==b.i&&isValidDiagonal(a,b)){// split the polygon in two by the diagonal var c=splitPolygon(a,b);// filter colinear points around the cuts a=filterPoints(a,a.next);c=filterPoints(c,c.next);// run earcut on each half earcutLinked(a,triangles,dim,minX,minY,invSize);earcutLinked(c,triangles,dim,minX,minY,invSize);return;}b=b.next;}a=a.next;}while(a!==start);}// link every hole into the outer loop, producing a single-ring polygon without holes function eliminateHoles(data,holeIndices,outerNode,dim){var queue=[],i,len,start,end,list;for(i=0,len=holeIndices.length;i=p.next.y&&p.next.y!==p.y){var x=p.x+(hy-p.y)*(p.next.x-p.x)/(p.next.y-p.y);if(x<=hx&&x>qx){qx=x;if(x===hx){if(hy===p.y)return p;if(hy===p.next.y)return p.next;}m=p.x=p.x&&p.x>=mx&&hx!==p.x&&pointInTriangle(hym.x)&&locallyInside(p,hole)){m=p;tanMin=tan;}}p=p.next;}return m;}// interlink polygon nodes in z-order function indexCurve(start,minX,minY,invSize){var p=start;do{if(p.z===null)p.z=zOrder(p.x,p.y,minX,minY,invSize);p.prevZ=p.prev;p.nextZ=p.next;p=p.next;}while(p!==start);p.prevZ.nextZ=null;p.prevZ=null;sortLinked(p);}// Simon Tatham's linked list merge sort algorithm // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html function sortLinked(list){var i,p,q,e,tail,numMerges,pSize,qSize,inSize=1;do{p=list;list=null;tail=null;numMerges=0;while(p){numMerges++;q=p;pSize=0;for(i=0;i0||qSize>0&&q){if(pSize!==0&&(qSize===0||!q||p.z<=q.z)){e=p;p=p.nextZ;pSize--;}else{e=q;q=q.nextZ;qSize--;}if(tail)tail.nextZ=e;else list=e;e.prevZ=tail;tail=e;}p=q;}tail.nextZ=null;inSize*=2;}while(numMerges>1);return list;}// z-order of a point given coords and inverse of the longer side of data bbox function zOrder(x,y,minX,minY,invSize){// coords are transformed into non-negative 15-bit integer range x=32767*(x-minX)*invSize;y=32767*(y-minY)*invSize;x=(x|x<<8)&0x00FF00FF;x=(x|x<<4)&0x0F0F0F0F;x=(x|x<<2)&0x33333333;x=(x|x<<1)&0x55555555;y=(y|y<<8)&0x00FF00FF;y=(y|y<<4)&0x0F0F0F0F;y=(y|y<<2)&0x33333333;y=(y|y<<1)&0x55555555;return x|y<<1;}// find the leftmost node of a polygon ring function getLeftmost(start){var p=start,leftmost=start;do{if(p.x=0&&(ax-px)*(by-py)-(bx-px)*(ay-py)>=0&&(bx-px)*(cy-py)-(cx-px)*(by-py)>=0;}// check if a diagonal between two polygon nodes is valid (lies in polygon interior) function isValidDiagonal(a,b){return a.next.i!==b.i&&a.prev.i!==b.i&&!intersectsPolygon(a,b)&&locallyInside(a,b)&&locallyInside(b,a)&&middleInside(a,b);}// signed area of a triangle function area(p,q,r){return (q.y-p.y)*(r.x-q.x)-(q.x-p.x)*(r.y-q.y);}// check if two points are equal function equals(p1,p2){return p1.x===p2.x&&p1.y===p2.y;}// check if two segments intersect function intersects(p1,q1,p2,q2){if(equals(p1,q1)&&equals(p2,q2)||equals(p1,q2)&&equals(p2,q1))return true;return area(p1,q1,p2)>0!==area(p1,q1,q2)>0&&area(p2,q2,p1)>0!==area(p2,q2,q1)>0;}// check if a polygon diagonal intersects any polygon segments function intersectsPolygon(a,b){var p=a;do{if(p.i!==a.i&&p.next.i!==a.i&&p.i!==b.i&&p.next.i!==b.i&&intersects(p,p.next,a,b)){return true;}p=p.next;}while(p!==a);return false;}// check if a polygon diagonal is locally inside the polygon function locallyInside(a,b){return area(a.prev,a,a.next)<0?area(a,b,a.next)>=0&&area(a,a.prev,b)>=0:area(a,b,a.prev)<0||area(a,a.next,b)<0;}// check if the middle point of a polygon diagonal is inside the polygon function middleInside(a,b){var p=a,inside=false,px=(a.x+b.x)/2,py=(a.y+b.y)/2;do{if(p.y>py!==p.next.y>py&&p.next.y!==p.y&&px<(p.next.x-p.x)*(py-p.y)/(p.next.y-p.y)+p.x){inside=!inside;}p=p.next;}while(p!==a);return inside;}// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; // if one belongs to the outer ring and another to a hole, it merges it into a single ring function splitPolygon(a,b){var a2=new Node(a.i,a.x,a.y),b2=new Node(b.i,b.x,b.y),an=a.next,bp=b.prev;a.next=b;b.prev=a;a2.next=an;an.prev=a2;b2.next=a2;a2.prev=b2;bp.next=b2;b2.prev=bp;return b2;}// create a node and optionally link it with previous one (in a circular doubly linked list) function insertNode(i,x,y,last){var p=new Node(i,x,y);if(!last){p.prev=p;p.next=p;}else{p.next=last.next;p.prev=last;last.next.prev=p;last.next=p;}return p;}function removeNode(p){p.next.prev=p.prev;p.prev.next=p.next;if(p.prevZ)p.prevZ.nextZ=p.nextZ;if(p.nextZ)p.nextZ.prevZ=p.prevZ;}function Node(i,x,y){// vertice index in coordinates array this.i=i;// vertex coordinates this.x=x;this.y=y;// previous and next vertice nodes in a polygon ring this.prev=null;this.next=null;// z-order curve value this.z=null;// previous and next nodes in z-order this.prevZ=null;this.nextZ=null;// indicates whether this is a steiner point this.steiner=false;}function signedArea(data,start,end,dim){var sum=0;for(var i=start,j=end-dim;i2&&points[l-1].equals(points[0])){points.pop();}}function addContour(vertices,contour){for(var i=0;i, // number of points on the curves * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too * amount: , // Depth to extrude the shape * * bevelEnabled: , // turn on bevel * bevelThickness: , // how deep into the original shape bevel goes * bevelSize: , // how far from shape outline is bevel * bevelSegments: , // number of bevel layers * * extrudePath: // curve to extrude shape along * * UVGenerator: // object that provides UV generator functions * * } */ // ExtrudeGeometry function ExtrudeGeometry(shapes,options){Geometry.call(this);this.type='ExtrudeGeometry';this.parameters={shapes:shapes,options:options};this.fromBufferGeometry(new ExtrudeBufferGeometry(shapes,options));this.mergeVertices();}ExtrudeGeometry.prototype=Object.create(Geometry.prototype);ExtrudeGeometry.prototype.constructor=ExtrudeGeometry;// ExtrudeBufferGeometry function ExtrudeBufferGeometry(shapes,options){BufferGeometry.call(this);this.type='ExtrudeBufferGeometry';this.parameters={shapes:shapes,options:options};shapes=Array.isArray(shapes)?shapes:[shapes];var scope=this;var verticesArray=[];var uvArray=[];for(var i=0,l=shapes.length;iNumber.EPSILON){// not collinear // length of vectors for normalizing var v_prev_len=Math.sqrt(v_prev_lensq);var v_next_len=Math.sqrt(v_next_x*v_next_x+v_next_y*v_next_y);// shift adjacent points by unit vectors to the left var ptPrevShift_x=inPrev.x-v_prev_y/v_prev_len;var ptPrevShift_y=inPrev.y+v_prev_x/v_prev_len;var ptNextShift_x=inNext.x-v_next_y/v_next_len;var ptNextShift_y=inNext.y+v_next_x/v_next_len;// scaling factor for v_prev to intersection point var sf=((ptNextShift_x-ptPrevShift_x)*v_next_y-(ptNextShift_y-ptPrevShift_y)*v_next_x)/(v_prev_x*v_next_y-v_prev_y*v_next_x);// vector from inPt to intersection point v_trans_x=ptPrevShift_x+v_prev_x*sf-inPt.x;v_trans_y=ptPrevShift_y+v_prev_y*sf-inPt.y;// Don't normalize!, otherwise sharp corners become ugly // but prevent crazy spikes var v_trans_lensq=v_trans_x*v_trans_x+v_trans_y*v_trans_y;if(v_trans_lensq<=2){return new Vector2(v_trans_x,v_trans_y);}else{shrink_by=Math.sqrt(v_trans_lensq/2);}}else{// handle special case of collinear edges var direction_eq=false;// assumes: opposite if(v_prev_x>Number.EPSILON){if(v_next_x>Number.EPSILON){direction_eq=true;}}else{if(v_prev_x<-Number.EPSILON){if(v_next_x<-Number.EPSILON){direction_eq=true;}}else{if(Math.sign(v_prev_y)===Math.sign(v_next_y)){direction_eq=true;}}}if(direction_eq){// console.log("Warning: lines are a straight sequence"); v_trans_x=-v_prev_y;v_trans_y=v_prev_x;shrink_by=Math.sqrt(v_prev_lensq);}else{// console.log("Warning: lines are a straight spike"); v_trans_x=v_prev_x;v_trans_y=v_prev_y;shrink_by=Math.sqrt(v_prev_lensq/2);}}return new Vector2(v_trans_x/shrink_by,v_trans_y/shrink_by);}var contourMovements=[];for(var i=0,il=contour.length,j=il-1,k=i+1;i 0; b -- ) { t=b/bevelSegments;z=bevelThickness*Math.cos(t*Math.PI/2);bs=bevelSize*Math.sin(t*Math.PI/2);// contract shape for(i=0,il=contour.length;i=0;b--){t=b/bevelSegments;z=bevelThickness*Math.cos(t*Math.PI/2);bs=bevelSize*Math.sin(t*Math.PI/2);// contract shape for(i=0,il=contour.length;i=0){j=i;k=i-1;if(k<0)k=contour.length-1;//console.log('b', i,j, i-1, k,vertices.length); var s=0,sl=steps+bevelSegments*2;for(s=0;s, // font * * size: , // size of the text * height: , // thickness to extrude text * curveSegments: , // number of points on the curves * * bevelEnabled: , // turn on bevel * bevelThickness: , // how deep into text bevel goes * bevelSize: // how far from text outline is bevel * } */ // TextGeometry function TextGeometry(text,parameters){Geometry.call(this);this.type='TextGeometry';this.parameters={text:text,parameters:parameters};this.fromBufferGeometry(new TextBufferGeometry(text,parameters));this.mergeVertices();}TextGeometry.prototype=Object.create(Geometry.prototype);TextGeometry.prototype.constructor=TextGeometry;// TextBufferGeometry function TextBufferGeometry(text,parameters){parameters=parameters||{};var font=parameters.font;if(!(font&&font.isFont)){console.error('THREE.TextGeometry: font parameter is not an instance of THREE.Font.');return new Geometry();}var shapes=font.generateShapes(text,parameters.size,parameters.curveSegments);// translate parameters to ExtrudeGeometry API parameters.amount=parameters.height!==undefined?parameters.height:50;// defaults if(parameters.bevelThickness===undefined)parameters.bevelThickness=10;if(parameters.bevelSize===undefined)parameters.bevelSize=8;if(parameters.bevelEnabled===undefined)parameters.bevelEnabled=false;ExtrudeBufferGeometry.call(this,shapes,parameters);this.type='TextBufferGeometry';}TextBufferGeometry.prototype=Object.create(ExtrudeBufferGeometry.prototype);TextBufferGeometry.prototype.constructor=TextBufferGeometry;/** * @author mrdoob / http://mrdoob.com/ * @author benaadams / https://twitter.com/ben_a_adams * @author Mugen87 / https://github.com/Mugen87 */ // SphereGeometry function SphereGeometry(radius,widthSegments,heightSegments,phiStart,phiLength,thetaStart,thetaLength){Geometry.call(this);this.type='SphereGeometry';this.parameters={radius:radius,widthSegments:widthSegments,heightSegments:heightSegments,phiStart:phiStart,phiLength:phiLength,thetaStart:thetaStart,thetaLength:thetaLength};this.fromBufferGeometry(new SphereBufferGeometry(radius,widthSegments,heightSegments,phiStart,phiLength,thetaStart,thetaLength));this.mergeVertices();}SphereGeometry.prototype=Object.create(Geometry.prototype);SphereGeometry.prototype.constructor=SphereGeometry;// SphereBufferGeometry function SphereBufferGeometry(radius,widthSegments,heightSegments,phiStart,phiLength,thetaStart,thetaLength){BufferGeometry.call(this);this.type='SphereBufferGeometry';this.parameters={radius:radius,widthSegments:widthSegments,heightSegments:heightSegments,phiStart:phiStart,phiLength:phiLength,thetaStart:thetaStart,thetaLength:thetaLength};radius=radius||1;widthSegments=Math.max(3,Math.floor(widthSegments)||8);heightSegments=Math.max(2,Math.floor(heightSegments)||6);phiStart=phiStart!==undefined?phiStart:0;phiLength=phiLength!==undefined?phiLength:Math.PI*2;thetaStart=thetaStart!==undefined?thetaStart:0;thetaLength=thetaLength!==undefined?thetaLength:Math.PI;var thetaEnd=thetaStart+thetaLength;var ix,iy;var index=0;var grid=[];var vertex=new Vector3();var normal=new Vector3();// buffers var indices=[];var vertices=[];var normals=[];var uvs=[];// generate vertices, normals and uvs for(iy=0;iy<=heightSegments;iy++){var verticesRow=[];var v=iy/heightSegments;for(ix=0;ix<=widthSegments;ix++){var u=ix/widthSegments;// vertex vertex.x=-radius*Math.cos(phiStart+u*phiLength)*Math.sin(thetaStart+v*thetaLength);vertex.y=radius*Math.cos(thetaStart+v*thetaLength);vertex.z=radius*Math.sin(phiStart+u*phiLength)*Math.sin(thetaStart+v*thetaLength);vertices.push(vertex.x,vertex.y,vertex.z);// normal normal.set(vertex.x,vertex.y,vertex.z).normalize();normals.push(normal.x,normal.y,normal.z);// uv uvs.push(u,1-v);verticesRow.push(index++);}grid.push(verticesRow);}// indices for(iy=0;iy0)indices.push(a,b,d);if(iy!==heightSegments-1||thetaEnd0)generateCap(true);if(radiusBottom>0)generateCap(false);}// build geometry this.setIndex(indices);this.addAttribute('position',new Float32BufferAttribute(vertices,3));this.addAttribute('normal',new Float32BufferAttribute(normals,3));this.addAttribute('uv',new Float32BufferAttribute(uvs,2));function generateTorso(){var x,y;var normal=new Vector3();var vertex=new Vector3();var groupCount=0;// this will be used to calculate the normal var slope=(radiusBottom-radiusTop)/height;// generate vertices, normals and uvs for(y=0;y<=heightSegments;y++){var indexRow=[];var v=y/heightSegments;// calculate the radius of the current row var radius=v*(radiusBottom-radiusTop)+radiusTop;for(x=0;x<=radialSegments;x++){var u=x/radialSegments;var theta=u*thetaLength+thetaStart;var sinTheta=Math.sin(theta);var cosTheta=Math.cos(theta);// vertex vertex.x=radius*sinTheta;vertex.y=-v*height+halfHeight;vertex.z=radius*cosTheta;vertices.push(vertex.x,vertex.y,vertex.z);// normal normal.set(sinTheta,slope,cosTheta).normalize();normals.push(normal.x,normal.y,normal.z);// uv uvs.push(u,1-v);// save index of vertex in respective row indexRow.push(index++);}// now save vertices of the row in our index array indexArray.push(indexRow);}// generate indices for(x=0;x * } */function ShadowMaterial(parameters){Material.call(this);this.type='ShadowMaterial';this.color=new Color(0x000000);this.transparent=true;this.setValues(parameters);}ShadowMaterial.prototype=Object.create(Material.prototype);ShadowMaterial.prototype.constructor=ShadowMaterial;ShadowMaterial.prototype.isShadowMaterial=true;ShadowMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.color.copy(source.color);return this;};/** * @author mrdoob / http://mrdoob.com/ */function RawShaderMaterial(parameters){ShaderMaterial.call(this,parameters);this.type='RawShaderMaterial';}RawShaderMaterial.prototype=Object.create(ShaderMaterial.prototype);RawShaderMaterial.prototype.constructor=RawShaderMaterial;RawShaderMaterial.prototype.isRawShaderMaterial=true;/** * @author WestLangley / http://github.com/WestLangley * * parameters = { * color: , * roughness: , * metalness: , * opacity: , * * map: new THREE.Texture( ), * * lightMap: new THREE.Texture( ), * lightMapIntensity: * * aoMap: new THREE.Texture( ), * aoMapIntensity: * * emissive: , * emissiveIntensity: * emissiveMap: new THREE.Texture( ), * * bumpMap: new THREE.Texture( ), * bumpScale: , * * normalMap: new THREE.Texture( ), * normalScale: , * * displacementMap: new THREE.Texture( ), * displacementScale: , * displacementBias: , * * roughnessMap: new THREE.Texture( ), * * metalnessMap: new THREE.Texture( ), * * alphaMap: new THREE.Texture( ), * * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), * envMapIntensity: * * refractionRatio: , * * wireframe: , * wireframeLinewidth: , * * skinning: , * morphTargets: , * morphNormals: * } */function MeshStandardMaterial(parameters){Material.call(this);this.defines={'STANDARD':''};this.type='MeshStandardMaterial';this.color=new Color(0xffffff);// diffuse this.roughness=0.5;this.metalness=0.5;this.map=null;this.lightMap=null;this.lightMapIntensity=1.0;this.aoMap=null;this.aoMapIntensity=1.0;this.emissive=new Color(0x000000);this.emissiveIntensity=1.0;this.emissiveMap=null;this.bumpMap=null;this.bumpScale=1;this.normalMap=null;this.normalScale=new Vector2(1,1);this.displacementMap=null;this.displacementScale=1;this.displacementBias=0;this.roughnessMap=null;this.metalnessMap=null;this.alphaMap=null;this.envMap=null;this.envMapIntensity=1.0;this.refractionRatio=0.98;this.wireframe=false;this.wireframeLinewidth=1;this.wireframeLinecap='round';this.wireframeLinejoin='round';this.skinning=false;this.morphTargets=false;this.morphNormals=false;this.setValues(parameters);}MeshStandardMaterial.prototype=Object.create(Material.prototype);MeshStandardMaterial.prototype.constructor=MeshStandardMaterial;MeshStandardMaterial.prototype.isMeshStandardMaterial=true;MeshStandardMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.defines={'STANDARD':''};this.color.copy(source.color);this.roughness=source.roughness;this.metalness=source.metalness;this.map=source.map;this.lightMap=source.lightMap;this.lightMapIntensity=source.lightMapIntensity;this.aoMap=source.aoMap;this.aoMapIntensity=source.aoMapIntensity;this.emissive.copy(source.emissive);this.emissiveMap=source.emissiveMap;this.emissiveIntensity=source.emissiveIntensity;this.bumpMap=source.bumpMap;this.bumpScale=source.bumpScale;this.normalMap=source.normalMap;this.normalScale.copy(source.normalScale);this.displacementMap=source.displacementMap;this.displacementScale=source.displacementScale;this.displacementBias=source.displacementBias;this.roughnessMap=source.roughnessMap;this.metalnessMap=source.metalnessMap;this.alphaMap=source.alphaMap;this.envMap=source.envMap;this.envMapIntensity=source.envMapIntensity;this.refractionRatio=source.refractionRatio;this.wireframe=source.wireframe;this.wireframeLinewidth=source.wireframeLinewidth;this.wireframeLinecap=source.wireframeLinecap;this.wireframeLinejoin=source.wireframeLinejoin;this.skinning=source.skinning;this.morphTargets=source.morphTargets;this.morphNormals=source.morphNormals;return this;};/** * @author WestLangley / http://github.com/WestLangley * * parameters = { * reflectivity: * } */function MeshPhysicalMaterial(parameters){MeshStandardMaterial.call(this);this.defines={'PHYSICAL':''};this.type='MeshPhysicalMaterial';this.reflectivity=0.5;// maps to F0 = 0.04 this.clearCoat=0.0;this.clearCoatRoughness=0.0;this.setValues(parameters);}MeshPhysicalMaterial.prototype=Object.create(MeshStandardMaterial.prototype);MeshPhysicalMaterial.prototype.constructor=MeshPhysicalMaterial;MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial=true;MeshPhysicalMaterial.prototype.copy=function(source){MeshStandardMaterial.prototype.copy.call(this,source);this.defines={'PHYSICAL':''};this.reflectivity=source.reflectivity;this.clearCoat=source.clearCoat;this.clearCoatRoughness=source.clearCoatRoughness;return this;};/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: , * specular: , * shininess: , * opacity: , * * map: new THREE.Texture( ), * * lightMap: new THREE.Texture( ), * lightMapIntensity: * * aoMap: new THREE.Texture( ), * aoMapIntensity: * * emissive: , * emissiveIntensity: * emissiveMap: new THREE.Texture( ), * * bumpMap: new THREE.Texture( ), * bumpScale: , * * normalMap: new THREE.Texture( ), * normalScale: , * * displacementMap: new THREE.Texture( ), * displacementScale: , * displacementBias: , * * specularMap: new THREE.Texture( ), * * alphaMap: new THREE.Texture( ), * * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), * combine: THREE.Multiply, * reflectivity: , * refractionRatio: , * * wireframe: , * wireframeLinewidth: , * * skinning: , * morphTargets: , * morphNormals: * } */function MeshPhongMaterial(parameters){Material.call(this);this.type='MeshPhongMaterial';this.color=new Color(0xffffff);// diffuse this.specular=new Color(0x111111);this.shininess=30;this.map=null;this.lightMap=null;this.lightMapIntensity=1.0;this.aoMap=null;this.aoMapIntensity=1.0;this.emissive=new Color(0x000000);this.emissiveIntensity=1.0;this.emissiveMap=null;this.bumpMap=null;this.bumpScale=1;this.normalMap=null;this.normalScale=new Vector2(1,1);this.displacementMap=null;this.displacementScale=1;this.displacementBias=0;this.specularMap=null;this.alphaMap=null;this.envMap=null;this.combine=MultiplyOperation;this.reflectivity=1;this.refractionRatio=0.98;this.wireframe=false;this.wireframeLinewidth=1;this.wireframeLinecap='round';this.wireframeLinejoin='round';this.skinning=false;this.morphTargets=false;this.morphNormals=false;this.setValues(parameters);}MeshPhongMaterial.prototype=Object.create(Material.prototype);MeshPhongMaterial.prototype.constructor=MeshPhongMaterial;MeshPhongMaterial.prototype.isMeshPhongMaterial=true;MeshPhongMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.color.copy(source.color);this.specular.copy(source.specular);this.shininess=source.shininess;this.map=source.map;this.lightMap=source.lightMap;this.lightMapIntensity=source.lightMapIntensity;this.aoMap=source.aoMap;this.aoMapIntensity=source.aoMapIntensity;this.emissive.copy(source.emissive);this.emissiveMap=source.emissiveMap;this.emissiveIntensity=source.emissiveIntensity;this.bumpMap=source.bumpMap;this.bumpScale=source.bumpScale;this.normalMap=source.normalMap;this.normalScale.copy(source.normalScale);this.displacementMap=source.displacementMap;this.displacementScale=source.displacementScale;this.displacementBias=source.displacementBias;this.specularMap=source.specularMap;this.alphaMap=source.alphaMap;this.envMap=source.envMap;this.combine=source.combine;this.reflectivity=source.reflectivity;this.refractionRatio=source.refractionRatio;this.wireframe=source.wireframe;this.wireframeLinewidth=source.wireframeLinewidth;this.wireframeLinecap=source.wireframeLinecap;this.wireframeLinejoin=source.wireframeLinejoin;this.skinning=source.skinning;this.morphTargets=source.morphTargets;this.morphNormals=source.morphNormals;return this;};/** * @author takahirox / http://github.com/takahirox * * parameters = { * gradientMap: new THREE.Texture( ) * } */function MeshToonMaterial(parameters){MeshPhongMaterial.call(this);this.defines={'TOON':''};this.type='MeshToonMaterial';this.gradientMap=null;this.setValues(parameters);}MeshToonMaterial.prototype=Object.create(MeshPhongMaterial.prototype);MeshToonMaterial.prototype.constructor=MeshToonMaterial;MeshToonMaterial.prototype.isMeshToonMaterial=true;MeshToonMaterial.prototype.copy=function(source){MeshPhongMaterial.prototype.copy.call(this,source);this.gradientMap=source.gradientMap;return this;};/** * @author mrdoob / http://mrdoob.com/ * @author WestLangley / http://github.com/WestLangley * * parameters = { * opacity: , * * bumpMap: new THREE.Texture( ), * bumpScale: , * * normalMap: new THREE.Texture( ), * normalScale: , * * displacementMap: new THREE.Texture( ), * displacementScale: , * displacementBias: , * * wireframe: , * wireframeLinewidth: * * skinning: , * morphTargets: , * morphNormals: * } */function MeshNormalMaterial(parameters){Material.call(this);this.type='MeshNormalMaterial';this.bumpMap=null;this.bumpScale=1;this.normalMap=null;this.normalScale=new Vector2(1,1);this.displacementMap=null;this.displacementScale=1;this.displacementBias=0;this.wireframe=false;this.wireframeLinewidth=1;this.fog=false;this.lights=false;this.skinning=false;this.morphTargets=false;this.morphNormals=false;this.setValues(parameters);}MeshNormalMaterial.prototype=Object.create(Material.prototype);MeshNormalMaterial.prototype.constructor=MeshNormalMaterial;MeshNormalMaterial.prototype.isMeshNormalMaterial=true;MeshNormalMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.bumpMap=source.bumpMap;this.bumpScale=source.bumpScale;this.normalMap=source.normalMap;this.normalScale.copy(source.normalScale);this.displacementMap=source.displacementMap;this.displacementScale=source.displacementScale;this.displacementBias=source.displacementBias;this.wireframe=source.wireframe;this.wireframeLinewidth=source.wireframeLinewidth;this.skinning=source.skinning;this.morphTargets=source.morphTargets;this.morphNormals=source.morphNormals;return this;};/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: , * opacity: , * * map: new THREE.Texture( ), * * lightMap: new THREE.Texture( ), * lightMapIntensity: * * aoMap: new THREE.Texture( ), * aoMapIntensity: * * emissive: , * emissiveIntensity: * emissiveMap: new THREE.Texture( ), * * specularMap: new THREE.Texture( ), * * alphaMap: new THREE.Texture( ), * * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), * combine: THREE.Multiply, * reflectivity: , * refractionRatio: , * * wireframe: , * wireframeLinewidth: , * * skinning: , * morphTargets: , * morphNormals: * } */function MeshLambertMaterial(parameters){Material.call(this);this.type='MeshLambertMaterial';this.color=new Color(0xffffff);// diffuse this.map=null;this.lightMap=null;this.lightMapIntensity=1.0;this.aoMap=null;this.aoMapIntensity=1.0;this.emissive=new Color(0x000000);this.emissiveIntensity=1.0;this.emissiveMap=null;this.specularMap=null;this.alphaMap=null;this.envMap=null;this.combine=MultiplyOperation;this.reflectivity=1;this.refractionRatio=0.98;this.wireframe=false;this.wireframeLinewidth=1;this.wireframeLinecap='round';this.wireframeLinejoin='round';this.skinning=false;this.morphTargets=false;this.morphNormals=false;this.setValues(parameters);}MeshLambertMaterial.prototype=Object.create(Material.prototype);MeshLambertMaterial.prototype.constructor=MeshLambertMaterial;MeshLambertMaterial.prototype.isMeshLambertMaterial=true;MeshLambertMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.color.copy(source.color);this.map=source.map;this.lightMap=source.lightMap;this.lightMapIntensity=source.lightMapIntensity;this.aoMap=source.aoMap;this.aoMapIntensity=source.aoMapIntensity;this.emissive.copy(source.emissive);this.emissiveMap=source.emissiveMap;this.emissiveIntensity=source.emissiveIntensity;this.specularMap=source.specularMap;this.alphaMap=source.alphaMap;this.envMap=source.envMap;this.combine=source.combine;this.reflectivity=source.reflectivity;this.refractionRatio=source.refractionRatio;this.wireframe=source.wireframe;this.wireframeLinewidth=source.wireframeLinewidth;this.wireframeLinecap=source.wireframeLinecap;this.wireframeLinejoin=source.wireframeLinejoin;this.skinning=source.skinning;this.morphTargets=source.morphTargets;this.morphNormals=source.morphNormals;return this;};/** * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: , * opacity: , * * linewidth: , * * scale: , * dashSize: , * gapSize: * } */function LineDashedMaterial(parameters){LineBasicMaterial.call(this);this.type='LineDashedMaterial';this.scale=1;this.dashSize=3;this.gapSize=1;this.setValues(parameters);}LineDashedMaterial.prototype=Object.create(LineBasicMaterial.prototype);LineDashedMaterial.prototype.constructor=LineDashedMaterial;LineDashedMaterial.prototype.isLineDashedMaterial=true;LineDashedMaterial.prototype.copy=function(source){LineBasicMaterial.prototype.copy.call(this,source);this.scale=source.scale;this.dashSize=source.dashSize;this.gapSize=source.gapSize;return this;};var Materials=Object.freeze({ShadowMaterial:ShadowMaterial,SpriteMaterial:SpriteMaterial,RawShaderMaterial:RawShaderMaterial,ShaderMaterial:ShaderMaterial,PointsMaterial:PointsMaterial,MeshPhysicalMaterial:MeshPhysicalMaterial,MeshStandardMaterial:MeshStandardMaterial,MeshPhongMaterial:MeshPhongMaterial,MeshToonMaterial:MeshToonMaterial,MeshNormalMaterial:MeshNormalMaterial,MeshLambertMaterial:MeshLambertMaterial,MeshDepthMaterial:MeshDepthMaterial,MeshDistanceMaterial:MeshDistanceMaterial,MeshBasicMaterial:MeshBasicMaterial,LineDashedMaterial:LineDashedMaterial,LineBasicMaterial:LineBasicMaterial,Material:Material});/** * @author mrdoob / http://mrdoob.com/ */var Cache={enabled:false,files:{},add:function(key,file){if(this.enabled===false)return;// console.log( 'THREE.Cache', 'Adding key:', key ); this.files[key]=file;},get:function(key){if(this.enabled===false)return;// console.log( 'THREE.Cache', 'Checking key:', key ); return this.files[key];},remove:function(key){delete this.files[key];},clear:function(){this.files={};}};/** * @author mrdoob / http://mrdoob.com/ */function LoadingManager(onLoad,onProgress,onError){var scope=this;var isLoading=false;var itemsLoaded=0;var itemsTotal=0;var urlModifier=undefined;this.onStart=undefined;this.onLoad=onLoad;this.onProgress=onProgress;this.onError=onError;this.itemStart=function(url){itemsTotal++;if(isLoading===false){if(scope.onStart!==undefined){scope.onStart(url,itemsLoaded,itemsTotal);}}isLoading=true;};this.itemEnd=function(url){itemsLoaded++;if(scope.onProgress!==undefined){scope.onProgress(url,itemsLoaded,itemsTotal);}if(itemsLoaded===itemsTotal){isLoading=false;if(scope.onLoad!==undefined){scope.onLoad();}}};this.itemError=function(url){if(scope.onError!==undefined){scope.onError(url);}};this.resolveURL=function(url){if(urlModifier){return urlModifier(url);}return url;};this.setURLModifier=function(transform){urlModifier=transform;return this;};}var DefaultLoadingManager=new LoadingManager();/** * @author mrdoob / http://mrdoob.com/ */var loading={};function FileLoader(manager){this.manager=manager!==undefined?manager:DefaultLoadingManager;}Object.assign(FileLoader.prototype,{load:function(url,onLoad,onProgress,onError){if(url===undefined)url='';if(this.path!==undefined)url=this.path+url;url=this.manager.resolveURL(url);var scope=this;var cached=Cache.get(url);if(cached!==undefined){scope.manager.itemStart(url);setTimeout(function(){if(onLoad)onLoad(cached);scope.manager.itemEnd(url);},0);return cached;}// Check if request is duplicate if(loading[url]!==undefined){loading[url].push({onLoad:onLoad,onProgress:onProgress,onError:onError});return;}// Check for data: URI var dataUriRegex=/^data:(.*?)(;base64)?,(.*)$/;var dataUriRegexResult=url.match(dataUriRegex);// Safari can not handle Data URIs through XMLHttpRequest so process manually if(dataUriRegexResult){var mimeType=dataUriRegexResult[1];var isBase64=!!dataUriRegexResult[2];var data=dataUriRegexResult[3];data=window.decodeURIComponent(data);if(isBase64)data=window.atob(data);try{var response;var responseType=(this.responseType||'').toLowerCase();switch(responseType){case'arraybuffer':case'blob':var view=new Uint8Array(data.length);for(var i=0;i0||url.search(/^data\:image\/jpeg/)===0;texture.format=isJPEG?RGBFormat:RGBAFormat;texture.needsUpdate=true;if(onLoad!==undefined){onLoad(texture);}},onProgress,onError);return texture;},setCrossOrigin:function(value){this.crossOrigin=value;return this;},setPath:function(value){this.path=value;return this;}});/** * @author zz85 / http://www.lab4games.net/zz85/blog * Extensible curve object * * Some common of curve methods: * .getPoint( t, optionalTarget ), .getTangent( t ) * .getPointAt( u, optionalTarget ), .getTangentAt( u ) * .getPoints(), .getSpacedPoints() * .getLength() * .updateArcLengths() * * This following curves inherit from THREE.Curve: * * -- 2D curves -- * THREE.ArcCurve * THREE.CubicBezierCurve * THREE.EllipseCurve * THREE.LineCurve * THREE.QuadraticBezierCurve * THREE.SplineCurve * * -- 3D curves -- * THREE.CatmullRomCurve3 * THREE.CubicBezierCurve3 * THREE.LineCurve3 * THREE.QuadraticBezierCurve3 * * A series of curves can be represented as a THREE.CurvePath. * **/ /************************************************************** * Abstract Curve base class **************************************************************/function Curve(){this.type='Curve';this.arcLengthDivisions=200;}Object.assign(Curve.prototype,{// Virtual base class method to overwrite and implement in subclasses // - t [0 .. 1] getPoint:function()/* t, optionalTarget */{console.warn('THREE.Curve: .getPoint() not implemented.');return null;},// Get point at relative position in curve according to arc length // - u [0 .. 1] getPointAt:function(u,optionalTarget){var t=this.getUtoTmapping(u);return this.getPoint(t,optionalTarget);},// Get sequence of points using getPoint( t ) getPoints:function(divisions){if(divisions===undefined)divisions=5;var points=[];for(var d=0;d<=divisions;d++){points.push(this.getPoint(d/divisions));}return points;},// Get sequence of points using getPointAt( u ) getSpacedPoints:function(divisions){if(divisions===undefined)divisions=5;var points=[];for(var d=0;d<=divisions;d++){points.push(this.getPointAt(d/divisions));}return points;},// Get total curve arc length getLength:function(){var lengths=this.getLengths();return lengths[lengths.length-1];},// Get list of cumulative segment lengths getLengths:function(divisions){if(divisions===undefined)divisions=this.arcLengthDivisions;if(this.cacheArcLengths&&this.cacheArcLengths.length===divisions+1&&!this.needsUpdate){return this.cacheArcLengths;}this.needsUpdate=false;var cache=[];var current,last=this.getPoint(0);var p,sum=0;cache.push(0);for(p=1;p<=divisions;p++){current=this.getPoint(p/divisions);sum+=current.distanceTo(last);cache.push(sum);last=current;}this.cacheArcLengths=cache;return cache;// { sums: cache, sum: sum }; Sum is in the last element. },updateArcLengths:function(){this.needsUpdate=true;this.getLengths();},// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant getUtoTmapping:function(u,distance){var arcLengths=this.getLengths();var i=0,il=arcLengths.length;var targetArcLength;// The targeted u distance value to get if(distance){targetArcLength=distance;}else{targetArcLength=u*arcLengths[il-1];}// binary search for the index with largest value smaller than target u distance var low=0,high=il-1,comparison;while(low<=high){i=Math.floor(low+(high-low)/2);// less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats comparison=arcLengths[i]-targetArcLength;if(comparison<0){low=i+1;}else if(comparison>0){high=i-1;}else{high=i;break;// DONE }}i=high;if(arcLengths[i]===targetArcLength){return i/(il-1);}// we could get finer grain at lengths, or use simple interpolation between two points var lengthBefore=arcLengths[i];var lengthAfter=arcLengths[i+1];var segmentLength=lengthAfter-lengthBefore;// determine where we are between the 'before' and 'after' points var segmentFraction=(targetArcLength-lengthBefore)/segmentLength;// add that fractional amount to t var t=(i+segmentFraction)/(il-1);return t;},// Returns a unit vector tangent at t // In case any sub curve does not implement its tangent derivation, // 2 points a small delta apart will be used to find its gradient // which seems to give a reasonable approximation getTangent:function(t){var delta=0.0001;var t1=t-delta;var t2=t+delta;// Capping in case of danger if(t1<0)t1=0;if(t2>1)t2=1;var pt1=this.getPoint(t1);var pt2=this.getPoint(t2);var vec=pt2.clone().sub(pt1);return vec.normalize();},getTangentAt:function(u){var t=this.getUtoTmapping(u);return this.getTangent(t);},computeFrenetFrames:function(segments,closed){// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf var normal=new Vector3();var tangents=[];var normals=[];var binormals=[];var vec=new Vector3();var mat=new Matrix4();var i,u,theta;// compute the tangent vectors for each segment on the curve for(i=0;i<=segments;i++){u=i/segments;tangents[i]=this.getTangentAt(u);tangents[i].normalize();}// select an initial normal vector perpendicular to the first tangent vector, // and in the direction of the minimum tangent xyz component normals[0]=new Vector3();binormals[0]=new Vector3();var min=Number.MAX_VALUE;var tx=Math.abs(tangents[0].x);var ty=Math.abs(tangents[0].y);var tz=Math.abs(tangents[0].z);if(tx<=min){min=tx;normal.set(1,0,0);}if(ty<=min){min=ty;normal.set(0,1,0);}if(tz<=min){normal.set(0,0,1);}vec.crossVectors(tangents[0],normal).normalize();normals[0].crossVectors(tangents[0],vec);binormals[0].crossVectors(tangents[0],normals[0]);// compute the slowly-varying normal and binormal vectors for each segment on the curve for(i=1;i<=segments;i++){normals[i]=normals[i-1].clone();binormals[i]=binormals[i-1].clone();vec.crossVectors(tangents[i-1],tangents[i]);if(vec.length()>Number.EPSILON){vec.normalize();theta=Math.acos(_Math.clamp(tangents[i-1].dot(tangents[i]),-1,1));// clamp for floating pt errors normals[i].applyMatrix4(mat.makeRotationAxis(vec,theta));}binormals[i].crossVectors(tangents[i],normals[i]);}// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same if(closed===true){theta=Math.acos(_Math.clamp(normals[0].dot(normals[segments]),-1,1));theta/=segments;if(tangents[0].dot(vec.crossVectors(normals[0],normals[segments]))>0){theta=-theta;}for(i=1;i<=segments;i++){// twist a little... normals[i].applyMatrix4(mat.makeRotationAxis(tangents[i],theta*i));binormals[i].crossVectors(tangents[i],normals[i]);}}return {tangents:tangents,normals:normals,binormals:binormals};},clone:function(){return new this.constructor().copy(this);},copy:function(source){this.arcLengthDivisions=source.arcLengthDivisions;return this;},toJSON:function(){var data={metadata:{version:4.5,type:'Curve',generator:'Curve.toJSON'}};data.arcLengthDivisions=this.arcLengthDivisions;data.type=this.type;return data;},fromJSON:function(json){this.arcLengthDivisions=json.arcLengthDivisions;return this;}});function EllipseCurve(aX,aY,xRadius,yRadius,aStartAngle,aEndAngle,aClockwise,aRotation){Curve.call(this);this.type='EllipseCurve';this.aX=aX||0;this.aY=aY||0;this.xRadius=xRadius||1;this.yRadius=yRadius||1;this.aStartAngle=aStartAngle||0;this.aEndAngle=aEndAngle||2*Math.PI;this.aClockwise=aClockwise||false;this.aRotation=aRotation||0;}EllipseCurve.prototype=Object.create(Curve.prototype);EllipseCurve.prototype.constructor=EllipseCurve;EllipseCurve.prototype.isEllipseCurve=true;EllipseCurve.prototype.getPoint=function(t,optionalTarget){var point=optionalTarget||new Vector2();var twoPi=Math.PI*2;var deltaAngle=this.aEndAngle-this.aStartAngle;var samePoints=Math.abs(deltaAngle)twoPi)deltaAngle-=twoPi;if(deltaAngle0?0:(Math.floor(Math.abs(intPoint)/l)+1)*l;}else if(weight===0&&intPoint===l-1){intPoint=l-2;weight=1;}var p0,p1,p2,p3;// 4 points if(this.closed||intPoint>0){p0=points[(intPoint-1)%l];}else{// extrapolate first point tmp.subVectors(points[0],points[1]).add(points[0]);p0=tmp;}p1=points[intPoint%l];p2=points[(intPoint+1)%l];if(this.closed||intPoint+2points.length-2?points.length-1:intPoint+1];var p3=points[intPoint>points.length-3?points.length-1:intPoint+2];point.set(CatmullRom(weight,p0.x,p1.x,p2.x,p3.x),CatmullRom(weight,p0.y,p1.y,p2.y,p3.y));return point;};SplineCurve.prototype.copy=function(source){Curve.prototype.copy.call(this,source);this.points=[];for(var i=0,l=source.points.length;i=d){var diff=curveLengths[i]-d;var curve=this.curves[i];var segmentLength=curve.getLength();var u=segmentLength===0?0:1-diff/segmentLength;return curve.getPointAt(u);}i++;}return null;// loop where sum != 0, sum > d , sum+1 1&&!points[points.length-1].equals(points[0])){points.push(points[0]);}return points;},copy:function(source){Curve.prototype.copy.call(this,source);this.curves=[];for(var i=0,l=source.curves.length;i0){// if a previous curve is present, attempt to join var firstPoint=curve.getPoint(0);if(!firstPoint.equals(this.currentPoint)){this.lineTo(firstPoint.x,firstPoint.y);}}this.curves.push(curve);var lastPoint=curve.getPoint(1);this.currentPoint.copy(lastPoint);},copy:function(source){CurvePath.prototype.copy.call(this,source);this.currentPoint.copy(source.currentPoint);return this;},toJSON:function(){var data=CurvePath.prototype.toJSON.call(this);data.currentPoint=this.currentPoint.toArray();return data;},fromJSON:function(json){CurvePath.prototype.fromJSON.call(this,json);this.currentPoint.fromArray(json.currentPoint);return this;}});/** * @author zz85 / http://www.lab4games.net/zz85/blog * Defines a 2d shape plane using paths. **/ // STEP 1 Create a path. // STEP 2 Turn path into shape. // STEP 3 ExtrudeGeometry takes in Shape/Shapes // STEP 3a - Extract points from each shape, turn to vertices // STEP 3b - Triangulate each shape, add faces. function Shape(points){Path.call(this,points);this.uuid=_Math.generateUUID();this.type='Shape';this.holes=[];}Shape.prototype=Object.assign(Object.create(Path.prototype),{constructor:Shape,getPointsHoles:function(divisions){var holesPts=[];for(var i=0,l=this.holes.length;i= t1 || t1 === undefined ) { forward_scan:if(!(t=t0)){// looping? var t1global=pp[1];if(t=t0){// we have arrived at the sought interval break seek;}}// prepare binary search on the left side of the index right=i1;i1=0;break linear_scan;}// the interval is valid break validate_interval;}// linear scan // binary search while(i1>>1;if(t seconds conversions) scale:function(timeScale){if(timeScale!==1.0){var times=this.times;for(var i=0,n=times.length;i!==n;++i){times[i]*=timeScale;}}return this;},// removes keyframes before and after animation without changing any values within the range [startTime, endTime]. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values trim:function(startTime,endTime){var times=this.times,nKeys=times.length,from=0,to=nKeys-1;while(from!==nKeys&×[from]endTime){--to;}++to;// inclusive -> exclusive bound if(from!==0||to!==nKeys){// empty tracks are forbidden, so keep at least one keyframe if(from>=to)to=Math.max(to,1),from=to-1;var stride=this.getValueSize();this.times=AnimationUtils.arraySlice(times,from,to);this.values=AnimationUtils.arraySlice(this.values,from*stride,to*stride);}return this;},// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable validate:function(){var valid=true;var valueSize=this.getValueSize();if(valueSize-Math.floor(valueSize)!==0){console.error('THREE.KeyframeTrack: Invalid value size in track.',this);valid=false;}var times=this.times,values=this.values,nKeys=times.length;if(nKeys===0){console.error('THREE.KeyframeTrack: Track is empty.',this);valid=false;}var prevTime=null;for(var i=0;i!==nKeys;i++){var currTime=times[i];if(typeof currTime==='number'&&isNaN(currTime)){console.error('THREE.KeyframeTrack: Time is not a valid number.',this,i,currTime);valid=false;break;}if(prevTime!==null&&prevTime>currTime){console.error('THREE.KeyframeTrack: Out of order keys.',this,i,currTime,prevTime);valid=false;break;}prevTime=currTime;}if(values!==undefined){if(AnimationUtils.isTypedArray(values)){for(var i=0,n=values.length;i!==n;++i){var value=values[i];if(isNaN(value)){console.error('THREE.KeyframeTrack: Value is not a valid number.',this,i,value);valid=false;break;}}}}return valid;},// removes equivalent sequential keys as common in morph target sequences // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) optimize:function(){var times=this.times,values=this.values,stride=this.getValueSize(),smoothInterpolation=this.getInterpolation()===InterpolateSmooth,writeIndex=1,lastIndex=times.length-1;for(var i=1;i0){times[writeIndex]=times[lastIndex];for(var readOffset=lastIndex*stride,writeOffset=writeIndex*stride,j=0;j!==stride;++j){values[writeOffset+j]=values[readOffset+j];}++writeIndex;}if(writeIndex!==times.length){this.times=AnimationUtils.arraySlice(times,0,writeIndex);this.values=AnimationUtils.arraySlice(values,0,writeIndex*stride);}return this;}});/** * * A Track of vectored keyframe values. * * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ * @author tschw */function VectorKeyframeTrack(name,times,values,interpolation){KeyframeTrack.call(this,name,times,values,interpolation);}VectorKeyframeTrack.prototype=Object.assign(Object.create(KeyframeTrack.prototype),{constructor:VectorKeyframeTrack,ValueTypeName:'vector'// ValueBufferType is inherited // DefaultInterpolation is inherited });/** * * Reusable set of Tracks that represent an animation. * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ */function AnimationClip(name,duration,tracks){this.name=name;this.tracks=tracks;this.duration=duration!==undefined?duration:-1;this.uuid=_Math.generateUUID();// this means it should figure out its duration by scanning the tracks if(this.duration<0){this.resetDuration();}this.optimize();}Object.assign(AnimationClip,{parse:function(json){var tracks=[],jsonTracks=json.tracks,frameTime=1.0/(json.fps||1.0);for(var i=0,n=jsonTracks.length;i!==n;++i){tracks.push(KeyframeTrack.parse(jsonTracks[i]).scale(frameTime));}return new AnimationClip(json.name,json.duration,tracks);},toJSON:function(clip){var tracks=[],clipTracks=clip.tracks;var json={'name':clip.name,'duration':clip.duration,'tracks':tracks};for(var i=0,n=clipTracks.length;i!==n;++i){tracks.push(KeyframeTrack.toJSON(clipTracks[i]));}return json;},CreateFromMorphTargetSequence:function(name,morphTargetSequence,fps,noLoop){var numMorphTargets=morphTargetSequence.length;var tracks=[];for(var i=0;i1){var name=parts[1];var animationMorphTargets=animationToMorphTargets[name];if(!animationMorphTargets){animationToMorphTargets[name]=animationMorphTargets=[];}animationMorphTargets.push(morphTarget);}}var clips=[];for(var name in animationToMorphTargets){clips.push(AnimationClip.CreateFromMorphTargetSequence(name,animationToMorphTargets[name],fps,noLoop));}return clips;},// parse the animation.hierarchy format parseAnimation:function(animation,bones){if(!animation){console.error('THREE.AnimationClip: No animation in JSONLoader data.');return null;}var addNonemptyTrack=function(trackType,trackName,animationKeys,propertyName,destTracks){// only return track if there are actually keys. if(animationKeys.length!==0){var times=[];var values=[];AnimationUtils.flattenJSON(animationKeys,times,values,propertyName);// empty keys are filtered out, so check again if(times.length!==0){destTracks.push(new trackType(trackName,times,values));}}};var tracks=[];var clipName=animation.name||'default';// automatic length determination in AnimationClip. var duration=animation.length||-1;var fps=animation.fps||30;var hierarchyTracks=animation.hierarchy||[];for(var h=0;h uv index correspondence fi=geometry.faces.length;if(hasFaceVertexUv){for(i=0;i uv index correspondence fi=geometry.faces.length;if(hasFaceVertexUv){for(i=0;i1?json.skinWeights[i+1]:0;var z=influencesPerVertex>2?json.skinWeights[i+2]:0;var w=influencesPerVertex>3?json.skinWeights[i+3]:0;geometry.skinWeights.push(new Vector4(x,y,z,w));}}if(json.skinIndices){for(var i=0,l=json.skinIndices.length;i1?json.skinIndices[i+1]:0;var c=influencesPerVertex>2?json.skinIndices[i+2]:0;var d=influencesPerVertex>3?json.skinIndices[i+3]:0;geometry.skinIndices.push(new Vector4(a,b,c,d));}}geometry.bones=json.bones;if(geometry.bones&&geometry.bones.length>0&&(geometry.skinWeights.length!==geometry.skinIndices.length||geometry.skinIndices.length!==geometry.vertices.length)){console.warn('When skinning, number of vertices ('+geometry.vertices.length+'), skinIndices ('+geometry.skinIndices.length+'), and skinWeights ('+geometry.skinWeights.length+') should match.');}}function parseMorphing(json,geometry){var scale=json.scale;if(json.morphTargets!==undefined){for(var i=0,l=json.morphTargets.length;i0){console.warn('THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.');var faces=geometry.faces;var morphColors=json.morphColors[0].colors;for(var i=0,l=faces.length;i0)geometry.animations=outputAnimations;}return function parse(json,texturePath){if(json.data!==undefined){// Geometry 4.0 spec json=json.data;}if(json.scale!==undefined){json.scale=1.0/json.scale;}else{json.scale=1.0;}var geometry=new Geometry();parseModel(json,geometry);parseSkin(json,geometry);parseMorphing(json,geometry);parseAnimations(json,geometry);geometry.computeFaceNormals();geometry.computeBoundingSphere();if(json.materials===undefined||json.materials.length===0){return {geometry:geometry};}else{var materials=Loader.prototype.initMaterials(json.materials,texturePath,this.crossOrigin);return {geometry:geometry,materials:materials};}};}()});/** * @author mrdoob / http://mrdoob.com/ */function ObjectLoader(manager){this.manager=manager!==undefined?manager:DefaultLoadingManager;this.texturePath='';}Object.assign(ObjectLoader.prototype,{load:function(url,onLoad,onProgress,onError){if(this.texturePath===''){this.texturePath=url.substring(0,url.lastIndexOf('/')+1);}var scope=this;var loader=new FileLoader(scope.manager);loader.load(url,function(text){var json=null;try{json=JSON.parse(text);}catch(error){if(onError!==undefined)onError(error);console.error('THREE:ObjectLoader: Can\'t parse '+url+'.',error.message);return;}var metadata=json.metadata;if(metadata===undefined||metadata.type===undefined||metadata.type.toLowerCase()==='geometry'){console.error('THREE.ObjectLoader: Can\'t load '+url+'. Use THREE.JSONLoader instead.');return;}scope.parse(json,onLoad);},onProgress,onError);},setTexturePath:function(value){this.texturePath=value;},setCrossOrigin:function(value){this.crossOrigin=value;},parse:function(json,onLoad){var shapes=this.parseShape(json.shapes);var geometries=this.parseGeometries(json.geometries,shapes);var images=this.parseImages(json.images,function(){if(onLoad!==undefined)onLoad(object);});var textures=this.parseTextures(json.textures,images);var materials=this.parseMaterials(json.materials,textures);var object=this.parseObject(json.object,geometries,materials);if(json.animations){object.animations=this.parseAnimations(json.animations);}if(json.images===undefined||json.images.length===0){if(onLoad!==undefined)onLoad(object);}return object;},parseShape:function(json){var shapes={};if(json!==undefined){for(var i=0,l=json.length;i0){var manager=new LoadingManager(onLoad);var loader=new ImageLoader(manager);loader.setCrossOrigin(this.crossOrigin);for(var i=0,l=json.length;i0){object=new SkinnedMesh(geometry,material);}else{object=new Mesh(geometry,material);}break;case'LOD':object=new LOD();break;case'Line':object=new Line(getGeometry(data.geometry),getMaterial(data.material),data.mode);break;case'LineLoop':object=new LineLoop(getGeometry(data.geometry),getMaterial(data.material));break;case'LineSegments':object=new LineSegments(getGeometry(data.geometry),getMaterial(data.material));break;case'PointCloud':case'Points':object=new Points(getGeometry(data.geometry),getMaterial(data.material));break;case'Sprite':object=new Sprite(getMaterial(data.material));break;case'Group':object=new Group();break;default:object=new Object3D();}object.uuid=data.uuid;if(data.name!==undefined)object.name=data.name;if(data.matrix!==undefined){object.matrix.fromArray(data.matrix);if(data.matrixAutoUpdate!==undefined)object.matrixAutoUpdate=data.matrixAutoUpdate;if(object.matrixAutoUpdate)object.matrix.decompose(object.position,object.quaternion,object.scale);}else{if(data.position!==undefined)object.position.fromArray(data.position);if(data.rotation!==undefined)object.rotation.fromArray(data.rotation);if(data.quaternion!==undefined)object.quaternion.fromArray(data.quaternion);if(data.scale!==undefined)object.scale.fromArray(data.scale);}if(data.castShadow!==undefined)object.castShadow=data.castShadow;if(data.receiveShadow!==undefined)object.receiveShadow=data.receiveShadow;if(data.shadow){if(data.shadow.bias!==undefined)object.shadow.bias=data.shadow.bias;if(data.shadow.radius!==undefined)object.shadow.radius=data.shadow.radius;if(data.shadow.mapSize!==undefined)object.shadow.mapSize.fromArray(data.shadow.mapSize);if(data.shadow.camera!==undefined)object.shadow.camera=this.parseObject(data.shadow.camera);}if(data.visible!==undefined)object.visible=data.visible;if(data.frustumCulled!==undefined)object.frustumCulled=data.frustumCulled;if(data.renderOrder!==undefined)object.renderOrder=data.renderOrder;if(data.userData!==undefined)object.userData=data.userData;if(data.children!==undefined){var children=data.children;for(var i=0;i immediate success or // toggling of inside/outside at every single! intersection point of an edge // with the horizontal line through inPt, left of inPt // not counting lowerY endpoints of edges and whole edges on that line var inside=false;for(var p=polyLen-1,q=0;qNumber.EPSILON){// not parallel if(edgeDy<0){edgeLowPt=inPolygon[q];edgeDx=-edgeDx;edgeHighPt=inPolygon[p];edgeDy=-edgeDy;}if(inPt.yedgeHighPt.y)continue;if(inPt.y===edgeLowPt.y){if(inPt.x===edgeLowPt.x)return true;// inPt is on contour ? // continue; // no intersection or edgeLowPt => doesn't count !!! }else{var perpEdge=edgeDy*(inPt.x-edgeLowPt.x)-edgeDx*(inPt.y-edgeLowPt.y);if(perpEdge===0)return true;// inPt is on contour ? if(perpEdge<0)continue;inside=!inside;// true intersection left of inPt }}else{// parallel or collinear if(inPt.y!==edgeLowPt.y)continue;// parallel // edge lies on the same horizontal line as inPt if(edgeHighPt.x<=inPt.x&&inPt.x<=edgeLowPt.x||edgeLowPt.x<=inPt.x&&inPt.x<=edgeHighPt.x)return true;// inPt: Point on contour ! // continue; }}return inside;}var isClockWise=ShapeUtils.isClockWise;var subPaths=this.subPaths;if(subPaths.length===0)return [];if(noHoles===true)return toShapesNoHoles(subPaths);var solid,tmpPath,tmpShape,shapes=[];if(subPaths.length===1){tmpPath=subPaths[0];tmpShape=new Shape();tmpShape.curves=tmpPath.curves;shapes.push(tmpShape);return shapes;}var holesFirst=!isClockWise(subPaths[0].getPoints());holesFirst=isCCW?!holesFirst:holesFirst;// console.log("Holes first", holesFirst); var betterShapeHoles=[];var newShapes=[];var newShapeHoles=[];var mainIdx=0;var tmpPoints;newShapes[mainIdx]=undefined;newShapeHoles[mainIdx]=[];for(var i=0,l=subPaths.length;i probably all Shapes with wrong orientation if(!newShapes[0])return toShapesNoHoles(subPaths);if(newShapes.length>1){var ambiguous=false;var toChange=[];for(var sIdx=0,sLen=newShapes.length;sIdx0){// console.log("to change: ", toChange); if(!ambiguous)newShapeHoles=betterShapeHoles;}}var tmpHoles;for(var i=0,il=newShapes.length;i0){this.source.connect(this.filters[0]);for(var i=1,l=this.filters.length;i0){this.source.disconnect(this.filters[0]);for(var i=1,l=this.filters.length;i' accumulate:function(accuIndex,weight){// note: happily accumulating nothing when weight = 0, the caller knows // the weight and shouldn't have made the call in the first place var buffer=this.buffer,stride=this.valueSize,offset=accuIndex*stride+stride,currentWeight=this.cumulativeWeight;if(currentWeight===0){// accuN := incoming * weight for(var i=0;i!==stride;++i){buffer[offset+i]=buffer[i];}currentWeight=weight;}else{// accuN := accuN + incoming * weight currentWeight+=weight;var mix=weight/currentWeight;this._mixBufferRegion(buffer,offset,0,mix,stride);}this.cumulativeWeight=currentWeight;},// apply the state of 'accu' to the binding when accus differ apply:function(accuIndex){var stride=this.valueSize,buffer=this.buffer,offset=accuIndex*stride+stride,weight=this.cumulativeWeight,binding=this.binding;this.cumulativeWeight=0;if(weight<1){// accuN := accuN + original * ( 1 - cumulativeWeight ) var originalValueOffset=stride*3;this._mixBufferRegion(buffer,offset,originalValueOffset,1-weight,stride);}for(var i=stride,e=stride+stride;i!==e;++i){if(buffer[i]!==buffer[i+stride]){// value has changed -> update scene graph binding.setValue(buffer,offset);break;}}},// remember the state of the bound property and copy it to both accus saveOriginalState:function(){var binding=this.binding;var buffer=this.buffer,stride=this.valueSize,originalValueOffset=stride*3;binding.getValue(buffer,originalValueOffset);// accu[0..1] := orig -- initially detect changes against the original for(var i=stride,e=originalValueOffset;i!==e;++i){buffer[i]=buffer[originalValueOffset+i%stride];}this.cumulativeWeight=0;},// apply the state previously taken via 'saveOriginalState' to the binding restoreOriginalState:function(){var originalValueOffset=this.valueSize*3;this.binding.setValue(this.buffer,originalValueOffset);},// mix functions _select:function(buffer,dstOffset,srcOffset,t,stride){if(t>=0.5){for(var i=0;i!==stride;++i){buffer[dstOffset+i]=buffer[srcOffset+i];}}},_slerp:function(buffer,dstOffset,srcOffset,t){Quaternion.slerpFlat(buffer,dstOffset,buffer,dstOffset,buffer,srcOffset,t);},_lerp:function(buffer,dstOffset,srcOffset,t,stride){var s=1-t;for(var i=0;i!==stride;++i){var j=dstOffset+i;buffer[j]=buffer[j]*s+buffer[srcOffset+i]*t;}}});/** * * A reference to a real property in the scene graph. * * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ * @author tschw */ // Characters [].:/ are reserved for track binding syntax. var RESERVED_CHARS_RE='\\[\\]\\.:\\/';function Composite(targetGroup,path,optionalParsedPath){var parsedPath=optionalParsedPath||PropertyBinding.parseTrackName(path);this._targetGroup=targetGroup;this._bindings=targetGroup.subscribe_(path,parsedPath);}Object.assign(Composite.prototype,{getValue:function(array,offset){this.bind();// bind all binding var firstValidIndex=this._targetGroup.nCachedObjects_,binding=this._bindings[firstValidIndex];// and only call .getValue on the first if(binding!==undefined)binding.getValue(array,offset);},setValue:function(array,offset){var bindings=this._bindings;for(var i=this._targetGroup.nCachedObjects_,n=bindings.length;i!==n;++i){bindings[i].setValue(array,offset);}},bind:function(){var bindings=this._bindings;for(var i=this._targetGroup.nCachedObjects_,n=bindings.length;i!==n;++i){bindings[i].bind();}},unbind:function(){var bindings=this._bindings;for(var i=this._targetGroup.nCachedObjects_,n=bindings.length;i!==n;++i){bindings[i].unbind();}}});function PropertyBinding(rootNode,path,parsedPath){this.path=path;this.parsedPath=parsedPath||PropertyBinding.parseTrackName(path);this.node=PropertyBinding.findNode(rootNode,this.parsedPath.nodeName)||rootNode;this.rootNode=rootNode;}Object.assign(PropertyBinding,{Composite:Composite,create:function(root,path,parsedPath){if(!(root&&root.isAnimationObjectGroup)){return new PropertyBinding(root,path,parsedPath);}else{return new PropertyBinding.Composite(root,path,parsedPath);}},/** * Replaces spaces with underscores and removes unsupported characters from * node names, to ensure compatibility with parseTrackName(). * * @param {string} name Node name to be sanitized. * @return {string} */sanitizeNodeName:function(){var reservedRe=new RegExp('['+RESERVED_CHARS_RE+']','g');return function sanitizeNodeName(name){return name.replace(/\s/g,'_').replace(reservedRe,'');};}(),parseTrackName:function(){// Attempts to allow node names from any language. ES5's `\w` regexp matches // only latin characters, and the unicode \p{L} is not yet supported. So // instead, we exclude reserved characters and match everything else. var wordChar='[^'+RESERVED_CHARS_RE+']';var wordCharOrDot='[^'+RESERVED_CHARS_RE.replace('\\.','')+']';// Parent directories, delimited by '/' or ':'. Currently unused, but must // be matched to parse the rest of the track name. var directoryRe=/((?:WC+[\/:])*)/.source.replace('WC',wordChar);// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'. var nodeRe=/(WCOD+)?/.source.replace('WCOD',wordCharOrDot);// Object on target node, and accessor. May not contain reserved // characters. Accessor may contain any character except closing bracket. var objectRe=/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace('WC',wordChar);// Property and accessor. May not contain reserved characters. Accessor may // contain any non-bracket characters. var propertyRe=/\.(WC+)(?:\[(.+)\])?/.source.replace('WC',wordChar);var trackRe=new RegExp(''+'^'+directoryRe+nodeRe+objectRe+propertyRe+'$');var supportedObjectNames=['material','materials','bones'];return function parseTrackName(trackName){var matches=trackRe.exec(trackName);if(!matches){throw new Error('PropertyBinding: Cannot parse trackName: '+trackName);}var results={// directoryName: matches[ 1 ], // (tschw) currently unused nodeName:matches[2],objectName:matches[3],objectIndex:matches[4],propertyName:matches[5],// required propertyIndex:matches[6]};var lastDot=results.nodeName&&results.nodeName.lastIndexOf('.');if(lastDot!==undefined&&lastDot!==-1){var objectName=results.nodeName.substring(lastDot+1);// Object names must be checked against a whitelist. Otherwise, there // is no way to parse 'foo.bar.baz': 'baz' must be a property, but // 'bar' could be the objectName, or part of a nodeName (which can // include '.' characters). if(supportedObjectNames.indexOf(objectName)!==-1){results.nodeName=results.nodeName.substring(0,lastDot);results.objectName=objectName;}}if(results.propertyName===null||results.propertyName.length===0){throw new Error('PropertyBinding: can not parse propertyName from trackName: '+trackName);}return results;};}(),findNode:function(root,nodeName){if(!nodeName||nodeName===""||nodeName==="root"||nodeName==="."||nodeName===-1||nodeName===root.name||nodeName===root.uuid){return root;}// search into skeleton bones. if(root.skeleton){var bone=root.skeleton.getBoneByName(nodeName);if(bone!==undefined){return bone;}}// search into node subtree. if(root.children){var searchNodeSubtree=function(children){for(var i=0;i this._bindingsIndicesByPath={};// inside: indices in these arrays var scope=this;this.stats={objects:{get total(){return scope._objects.length;},get inUse(){return this.total-scope.nCachedObjects_;}},get bindingsPerObject(){return scope._bindings.length;}};}Object.assign(AnimationObjectGroup.prototype,{isAnimationObjectGroup:true,add:function(){var objects=this._objects,nObjects=objects.length,nCachedObjects=this.nCachedObjects_,indicesByUUID=this._indicesByUUID,paths=this._paths,parsedPaths=this._parsedPaths,bindings=this._bindings,nBindings=bindings.length,knownObject=undefined;for(var i=0,n=arguments.length;i!==n;++i){var object=arguments[i],uuid=object.uuid,index=indicesByUUID[uuid];if(index===undefined){// unknown object -> add it to the ACTIVE region index=nObjects++;indicesByUUID[uuid]=index;objects.push(object);// accounting is done, now do the same for all bindings for(var j=0,m=nBindings;j!==m;++j){bindings[j].push(new PropertyBinding(object,paths[j],parsedPaths[j]));}}else if(index=nCachedObjects){// move existing object into the CACHED region var lastCachedIndex=nCachedObjects++,firstActiveObject=objects[lastCachedIndex];indicesByUUID[firstActiveObject.uuid]=index;objects[index]=firstActiveObject;indicesByUUID[uuid]=lastCachedIndex;objects[lastCachedIndex]=object;// accounting is done, now do the same for all bindings for(var j=0,m=nBindings;j!==m;++j){var bindingsForPath=bindings[j],firstActive=bindingsForPath[lastCachedIndex],binding=bindingsForPath[index];bindingsForPath[index]=firstActive;bindingsForPath[lastCachedIndex]=binding;}}}// for arguments this.nCachedObjects_=nCachedObjects;},// remove & forget uncache:function(){var objects=this._objects,nObjects=objects.length,nCachedObjects=this.nCachedObjects_,indicesByUUID=this._indicesByUUID,bindings=this._bindings,nBindings=bindings.length;for(var i=0,n=arguments.length;i!==n;++i){var object=arguments[i],uuid=object.uuid,index=indicesByUUID[uuid];if(index!==undefined){delete indicesByUUID[uuid];if(index zero effective time scale this.enabled=true;// false -> zero effective weight this.clampWhenFinished=false;// keep feeding the last frame? this.zeroSlopeAtStart=true;// for smooth interpolation w/o separate this.zeroSlopeAtEnd=true;// clips for start, loop and end }Object.assign(AnimationAction.prototype,{// State & Scheduling play:function(){this._mixer._activateAction(this);return this;},stop:function(){this._mixer._deactivateAction(this);return this.reset();},reset:function(){this.paused=false;this.enabled=true;this.time=0;// restart clip this._loopCount=-1;// forget previous loops this._startTime=null;// forget scheduling return this.stopFading().stopWarping();},isRunning:function(){return this.enabled&&!this.paused&&this.timeScale!==0&&this._startTime===null&&this._mixer._isActiveAction(this);},// return true when play has been called isScheduled:function(){return this._mixer._isActiveAction(this);},startAt:function(time){this._startTime=time;return this;},setLoop:function(mode,repetitions){this.loop=mode;this.repetitions=repetitions;return this;},// Weight // set the weight stopping any scheduled fading // although .enabled = false yields an effective weight of zero, this // method does *not* change .enabled, because it would be confusing setEffectiveWeight:function(weight){this.weight=weight;// note: same logic as when updated at runtime this._effectiveWeight=this.enabled?weight:0;return this.stopFading();},// return the weight considering fading and .enabled getEffectiveWeight:function(){return this._effectiveWeight;},fadeIn:function(duration){return this._scheduleFading(duration,0,1);},fadeOut:function(duration){return this._scheduleFading(duration,1,0);},crossFadeFrom:function(fadeOutAction,duration,warp){fadeOutAction.fadeOut(duration);this.fadeIn(duration);if(warp){var fadeInDuration=this._clip.duration,fadeOutDuration=fadeOutAction._clip.duration,startEndRatio=fadeOutDuration/fadeInDuration,endStartRatio=fadeInDuration/fadeOutDuration;fadeOutAction.warp(1.0,startEndRatio,duration);this.warp(endStartRatio,1.0,duration);}return this;},crossFadeTo:function(fadeInAction,duration,warp){return fadeInAction.crossFadeFrom(this,duration,warp);},stopFading:function(){var weightInterpolant=this._weightInterpolant;if(weightInterpolant!==null){this._weightInterpolant=null;this._mixer._takeBackControlInterpolant(weightInterpolant);}return this;},// Time Scale Control // set the time scale stopping any scheduled warping // although .paused = true yields an effective time scale of zero, this // method does *not* change .paused, because it would be confusing setEffectiveTimeScale:function(timeScale){this.timeScale=timeScale;this._effectiveTimeScale=this.paused?0:timeScale;return this.stopWarping();},// return the time scale considering warping and .paused getEffectiveTimeScale:function(){return this._effectiveTimeScale;},setDuration:function(duration){this.timeScale=this._clip.duration/duration;return this.stopWarping();},syncWith:function(action){this.time=action.time;this.timeScale=action.timeScale;return this.stopWarping();},halt:function(duration){return this.warp(this._effectiveTimeScale,0,duration);},warp:function(startTimeScale,endTimeScale,duration){var mixer=this._mixer,now=mixer.time,interpolant=this._timeScaleInterpolant,timeScale=this.timeScale;if(interpolant===null){interpolant=mixer._lendControlInterpolant();this._timeScaleInterpolant=interpolant;}var times=interpolant.parameterPositions,values=interpolant.sampleValues;times[0]=now;times[1]=now+duration;values[0]=startTimeScale/timeScale;values[1]=endTimeScale/timeScale;return this;},stopWarping:function(){var timeScaleInterpolant=this._timeScaleInterpolant;if(timeScaleInterpolant!==null){this._timeScaleInterpolant=null;this._mixer._takeBackControlInterpolant(timeScaleInterpolant);}return this;},// Object Accessors getMixer:function(){return this._mixer;},getClip:function(){return this._clip;},getRoot:function(){return this._localRoot||this._mixer._root;},// Interna _update:function(time,deltaTime,timeDirection,accuIndex){// called by the mixer if(!this.enabled){// call ._updateWeight() to update ._effectiveWeight this._updateWeight(time);return;}var startTime=this._startTime;if(startTime!==null){// check for scheduled start of action var timeRunning=(time-startTime)*timeDirection;if(timeRunning<0||timeDirection===0){return;// yet to come / don't decide when delta = 0 }// start this._startTime=null;// unschedule deltaTime=timeDirection*timeRunning;}// apply time scale and advance time deltaTime*=this._updateTimeScale(time);var clipTime=this._updateTime(deltaTime);// note: _updateTime may disable the action resulting in // an effective weight of 0 var weight=this._updateWeight(time);if(weight>0){var interpolants=this._interpolants;var propertyMixers=this._propertyBindings;for(var j=0,m=interpolants.length;j!==m;++j){interpolants[j].evaluate(clipTime);propertyMixers[j].accumulate(accuIndex,weight);}}},_updateWeight:function(time){var weight=0;if(this.enabled){weight=this.weight;var interpolant=this._weightInterpolant;if(interpolant!==null){var interpolantValue=interpolant.evaluate(time)[0];weight*=interpolantValue;if(time>interpolant.parameterPositions[1]){this.stopFading();if(interpolantValue===0){// faded out, disable this.enabled=false;}}}}this._effectiveWeight=weight;return weight;},_updateTimeScale:function(time){var timeScale=0;if(!this.paused){timeScale=this.timeScale;var interpolant=this._timeScaleInterpolant;if(interpolant!==null){var interpolantValue=interpolant.evaluate(time)[0];timeScale*=interpolantValue;if(time>interpolant.parameterPositions[1]){this.stopWarping();if(timeScale===0){// motion has halted, pause this.paused=true;}else{// warp done - apply final time scale this.timeScale=timeScale;}}}}this._effectiveTimeScale=timeScale;return timeScale;},_updateTime:function(deltaTime){var time=this.time+deltaTime;if(deltaTime===0)return time;var duration=this._clip.duration,loop=this.loop,loopCount=this._loopCount;if(loop===LoopOnce){if(loopCount===-1){// just started this._loopCount=0;this._setEndings(true,true,false);}handle_stop:{if(time>=duration){time=duration;}else if(time<0){time=0;}else break handle_stop;if(this.clampWhenFinished)this.paused=true;else this.enabled=false;this._mixer.dispatchEvent({type:'finished',action:this,direction:deltaTime<0?-1:1});}}else{// repetitive Repeat or PingPong var pingPong=loop===LoopPingPong;if(loopCount===-1){// just started if(deltaTime>=0){loopCount=0;this._setEndings(true,this.repetitions===0,pingPong);}else{// when looping in reverse direction, the initial // transition through zero counts as a repetition, // so leave loopCount at -1 this._setEndings(this.repetitions===0,true,pingPong);}}if(time>=duration||time<0){// wrap around var loopDelta=Math.floor(time/duration);// signed time-=duration*loopDelta;loopCount+=Math.abs(loopDelta);var pending=this.repetitions-loopCount;if(pending<=0){// have to stop (switch state, clamp time, fire event) if(this.clampWhenFinished)this.paused=true;else this.enabled=false;time=deltaTime>0?duration:0;this._mixer.dispatchEvent({type:'finished',action:this,direction:deltaTime>0?1:-1});}else{// keep running if(pending===1){// entering the last round var atStart=deltaTime<0;this._setEndings(atStart,!atStart,pingPong);}else{this._setEndings(false,false,pingPong);}this._loopCount=loopCount;this._mixer.dispatchEvent({type:'loop',action:this,loopDelta:loopDelta});}}if(pingPong&&(loopCount&1)===1){// invert time for the "pong round" this.time=time;return duration-time;}}this.time=time;return time;},_setEndings:function(atStart,atEnd,pingPong){var settings=this._interpolantSettings;if(pingPong){settings.endingStart=ZeroSlopeEnding;settings.endingEnd=ZeroSlopeEnding;}else{// assuming for LoopOnce atStart == atEnd == true if(atStart){settings.endingStart=this.zeroSlopeAtStart?ZeroSlopeEnding:ZeroCurvatureEnding;}else{settings.endingStart=WrapAroundEnding;}if(atEnd){settings.endingEnd=this.zeroSlopeAtEnd?ZeroSlopeEnding:ZeroCurvatureEnding;}else{settings.endingEnd=WrapAroundEnding;}}},_scheduleFading:function(duration,weightNow,weightThen){var mixer=this._mixer,now=mixer.time,interpolant=this._weightInterpolant;if(interpolant===null){interpolant=mixer._lendControlInterpolant();this._weightInterpolant=interpolant;}var times=interpolant.parameterPositions,values=interpolant.sampleValues;times[0]=now;values[0]=weightNow;times[1]=now+duration;values[1]=weightThen;return this;}});/** * * Player for AnimationClips. * * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ * @author tschw */function AnimationMixer(root){this._root=root;this._initMemoryManager();this._accuIndex=0;this.time=0;this.timeScale=1.0;}AnimationMixer.prototype=Object.assign(Object.create(EventDispatcher.prototype),{constructor:AnimationMixer,_bindAction:function(action,prototypeAction){var root=action._localRoot||this._root,tracks=action._clip.tracks,nTracks=tracks.length,bindings=action._propertyBindings,interpolants=action._interpolants,rootUuid=root.uuid,bindingsByRoot=this._bindingsByRootAndName,bindingsByName=bindingsByRoot[rootUuid];if(bindingsByName===undefined){bindingsByName={};bindingsByRoot[rootUuid]=bindingsByName;}for(var i=0;i!==nTracks;++i){var track=tracks[i],trackName=track.name,binding=bindingsByName[trackName];if(binding!==undefined){bindings[i]=binding;}else{binding=bindings[i];if(binding!==undefined){// existing binding, make sure the cache knows if(binding._cacheIndex===null){++binding.referenceCount;this._addInactiveBinding(binding,rootUuid,trackName);}continue;}var path=prototypeAction&&prototypeAction._propertyBindings[i].binding.parsedPath;binding=new PropertyMixer(PropertyBinding.create(root,trackName,path),track.ValueTypeName,track.getValueSize());++binding.referenceCount;this._addInactiveBinding(binding,rootUuid,trackName);bindings[i]=binding;}interpolants[i].resultBuffer=binding.buffer;}},_activateAction:function(action){if(!this._isActiveAction(action)){if(action._cacheIndex===null){// this action has been forgotten by the cache, but the user // appears to be still using it -> rebind var rootUuid=(action._localRoot||this._root).uuid,clipUuid=action._clip.uuid,actionsForClip=this._actionsByClip[clipUuid];this._bindAction(action,actionsForClip&&actionsForClip.knownActions[0]);this._addInactiveAction(action,clipUuid,rootUuid);}var bindings=action._propertyBindings;// increment reference counts / sort out state for(var i=0,n=bindings.length;i!==n;++i){var binding=bindings[i];if(binding.useCount++===0){this._lendBinding(binding);binding.saveOriginalState();}}this._lendAction(action);}},_deactivateAction:function(action){if(this._isActiveAction(action)){var bindings=action._propertyBindings;// decrement reference counts / sort out state for(var i=0,n=bindings.length;i!==n;++i){var binding=bindings[i];if(--binding.useCount===0){binding.restoreOriginalState();this._takeBackBinding(binding);}}this._takeBackAction(action);}},// Memory manager _initMemoryManager:function(){this._actions=[];// 'nActiveActions' followed by inactive ones this._nActiveActions=0;this._actionsByClip={};// inside: // { // knownActions: Array< AnimationAction > - used as prototypes // actionByRoot: AnimationAction - lookup // } this._bindings=[];// 'nActiveBindings' followed by inactive ones this._nActiveBindings=0;this._bindingsByRootAndName={};// inside: Map< name, PropertyMixer > this._controlInterpolants=[];// same game as above this._nActiveControlInterpolants=0;var scope=this;this.stats={actions:{get total(){return scope._actions.length;},get inUse(){return scope._nActiveActions;}},bindings:{get total(){return scope._bindings.length;},get inUse(){return scope._nActiveBindings;}},controlInterpolants:{get total(){return scope._controlInterpolants.length;},get inUse(){return scope._nActiveControlInterpolants;}}};},// Memory management for AnimationAction objects _isActiveAction:function(action){var index=action._cacheIndex;return index!==null&&index| inactive actions ] // s a // <-swap-> // a s var actions=this._actions,prevIndex=action._cacheIndex,lastActiveIndex=this._nActiveActions++,firstInactiveAction=actions[lastActiveIndex];action._cacheIndex=lastActiveIndex;actions[lastActiveIndex]=action;firstInactiveAction._cacheIndex=prevIndex;actions[prevIndex]=firstInactiveAction;},_takeBackAction:function(action){// [ active actions | inactive actions ] // [ active actions |< inactive actions ] // a s // <-swap-> // s a var actions=this._actions,prevIndex=action._cacheIndex,firstInactiveIndex=--this._nActiveActions,lastActiveAction=actions[firstInactiveIndex];action._cacheIndex=firstInactiveIndex;actions[firstInactiveIndex]=action;lastActiveAction._cacheIndex=prevIndex;actions[prevIndex]=lastActiveAction;},// Memory management for PropertyMixer objects _addInactiveBinding:function(binding,rootUuid,trackName){var bindingsByRoot=this._bindingsByRootAndName,bindingByName=bindingsByRoot[rootUuid],bindings=this._bindings;if(bindingByName===undefined){bindingByName={};bindingsByRoot[rootUuid]=bindingByName;}bindingByName[trackName]=binding;binding._cacheIndex=bindings.length;bindings.push(binding);},_removeInactiveBinding:function(binding){var bindings=this._bindings,propBinding=binding.binding,rootUuid=propBinding.rootNode.uuid,trackName=propBinding.path,bindingsByRoot=this._bindingsByRootAndName,bindingByName=bindingsByRoot[rootUuid],lastInactiveBinding=bindings[bindings.length-1],cacheIndex=binding._cacheIndex;lastInactiveBinding._cacheIndex=cacheIndex;bindings[cacheIndex]=lastInactiveBinding;bindings.pop();delete bindingByName[trackName];remove_empty_map:{for(var _ in bindingByName)break remove_empty_map;// eslint-disable-line no-unused-vars delete bindingsByRoot[rootUuid];}},_lendBinding:function(binding){var bindings=this._bindings,prevIndex=binding._cacheIndex,lastActiveIndex=this._nActiveBindings++,firstInactiveBinding=bindings[lastActiveIndex];binding._cacheIndex=lastActiveIndex;bindings[lastActiveIndex]=binding;firstInactiveBinding._cacheIndex=prevIndex;bindings[prevIndex]=firstInactiveBinding;},_takeBackBinding:function(binding){var bindings=this._bindings,prevIndex=binding._cacheIndex,firstInactiveIndex=--this._nActiveBindings,lastActiveBinding=bindings[firstInactiveIndex];binding._cacheIndex=firstInactiveIndex;bindings[firstInactiveIndex]=binding;lastActiveBinding._cacheIndex=prevIndex;bindings[prevIndex]=lastActiveBinding;},// Memory management of Interpolants for weight and time scale _lendControlInterpolant:function(){var interpolants=this._controlInterpolants,lastActiveIndex=this._nActiveControlInterpolants++,interpolant=interpolants[lastActiveIndex];if(interpolant===undefined){interpolant=new LinearInterpolant(new Float32Array(2),new Float32Array(2),1,this._controlInterpolantsResultBuffer);interpolant.__cacheIndex=lastActiveIndex;interpolants[lastActiveIndex]=interpolant;}return interpolant;},_takeBackControlInterpolant:function(interpolant){var interpolants=this._controlInterpolants,prevIndex=interpolant.__cacheIndex,firstInactiveIndex=--this._nActiveControlInterpolants,lastActiveInterpolant=interpolants[firstInactiveIndex];interpolant.__cacheIndex=firstInactiveIndex;interpolants[firstInactiveIndex]=interpolant;lastActiveInterpolant.__cacheIndex=prevIndex;interpolants[prevIndex]=lastActiveInterpolant;},_controlInterpolantsResultBuffer:new Float32Array(1),// return an action for a clip optionally using a custom root target // object (this method allocates a lot of dynamic memory in case a // previously unknown clip/root combination is specified) clipAction:function(clip,optionalRoot){var root=optionalRoot||this._root,rootUuid=root.uuid,clipObject=typeof clip==='string'?AnimationClip.findByName(root,clip):clip,clipUuid=clipObject!==null?clipObject.uuid:clip,actionsForClip=this._actionsByClip[clipUuid],prototypeAction=null;if(actionsForClip!==undefined){var existingAction=actionsForClip.actionByRoot[rootUuid];if(existingAction!==undefined){return existingAction;}// we know the clip, so we don't have to parse all // the bindings again but can just copy prototypeAction=actionsForClip.knownActions[0];// also, take the clip from the prototype action if(clipObject===null)clipObject=prototypeAction._clip;}// clip must be known when specified via string if(clipObject===null)return null;// allocate all resources required to run it var newAction=new AnimationAction(this,clipObject,optionalRoot);this._bindAction(newAction,prototypeAction);// and make the action known to the memory manager this._addInactiveAction(newAction,clipUuid,rootUuid);return newAction;},// get an existing action existingAction:function(clip,optionalRoot){var root=optionalRoot||this._root,rootUuid=root.uuid,clipObject=typeof clip==='string'?AnimationClip.findByName(root,clip):clip,clipUuid=clipObject?clipObject.uuid:clip,actionsForClip=this._actionsByClip[clipUuid];if(actionsForClip!==undefined){return actionsForClip.actionByRoot[rootUuid]||null;}return null;},// deactivates all previously scheduled actions stopAllAction:function(){var actions=this._actions,nActions=this._nActiveActions,bindings=this._bindings,nBindings=this._nActiveBindings;this._nActiveActions=0;this._nActiveBindings=0;for(var i=0;i!==nActions;++i){actions[i].reset();}for(var i=0;i!==nBindings;++i){bindings[i].useCount=0;}return this;},// advance the time and update apply the animation update:function(deltaTime){deltaTime*=this.timeScale;var actions=this._actions,nActions=this._nActiveActions,time=this.time+=deltaTime,timeDirection=Math.sign(deltaTime),accuIndex=this._accuIndex^=1;// run active actions for(var i=0;i!==nActions;++i){var action=actions[i];action._update(time,deltaTime,timeDirection,accuIndex);}// update scene graph var bindings=this._bindings,nBindings=this._nActiveBindings;for(var i=0;i!==nBindings;++i){bindings[i].apply(accuIndex);}return this;},// return this mixer's root target object getRoot:function(){return this._root;},// free all resources specific to a particular clip uncacheClip:function(clip){var actions=this._actions,clipUuid=clip.uuid,actionsByClip=this._actionsByClip,actionsForClip=actionsByClip[clipUuid];if(actionsForClip!==undefined){// note: just calling _removeInactiveAction would mess up the // iteration state and also require updating the state we can // just throw away var actionsToRemove=actionsForClip.knownActions;for(var i=0,n=actionsToRemove.length;i!==n;++i){var action=actionsToRemove[i];this._deactivateAction(action);var cacheIndex=action._cacheIndex,lastInactiveAction=actions[actions.length-1];action._cacheIndex=null;action._byClipCacheIndex=null;lastInactiveAction._cacheIndex=cacheIndex;actions[cacheIndex]=lastInactiveAction;actions.pop();this._removeInactiveBindingsForAction(action);}delete actionsByClip[clipUuid];}},// free all resources specific to a particular root target object uncacheRoot:function(root){var rootUuid=root.uuid,actionsByClip=this._actionsByClip;for(var clipUuid in actionsByClip){var actionByRoot=actionsByClip[clipUuid].actionByRoot,action=actionByRoot[rootUuid];if(action!==undefined){this._deactivateAction(action);this._removeInactiveAction(action);}}var bindingsByRoot=this._bindingsByRootAndName,bindingByName=bindingsByRoot[rootUuid];if(bindingByName!==undefined){for(var trackName in bindingByName){var binding=bindingByName[trackName];binding.restoreOriginalState();this._removeInactiveBinding(binding);}}},// remove a targeted clip from the cache uncacheAction:function(clip,optionalRoot){var action=this.existingAction(clip,optionalRoot);if(action!==null){this._deactivateAction(action);this._removeInactiveAction(action);}}});/** * @author mrdoob / http://mrdoob.com/ */function Uniform(value){if(typeof value==='string'){console.warn('THREE.Uniform: Type parameter is no longer needed.');value=arguments[1];}this.value=value;}Uniform.prototype.clone=function(){return new Uniform(this.value.clone===undefined?this.value:this.value.clone());};/** * @author benaadams / https://twitter.com/ben_a_adams */function InstancedBufferGeometry(){BufferGeometry.call(this);this.type='InstancedBufferGeometry';this.maxInstancedCount=undefined;}InstancedBufferGeometry.prototype=Object.assign(Object.create(BufferGeometry.prototype),{constructor:InstancedBufferGeometry,isInstancedBufferGeometry:true,copy:function(source){BufferGeometry.prototype.copy.call(this,source);this.maxInstancedCount=source.maxInstancedCount;return this;},clone:function(){return new this.constructor().copy(this);}});/** * @author benaadams / https://twitter.com/ben_a_adams */function InterleavedBufferAttribute(interleavedBuffer,itemSize,offset,normalized){this.data=interleavedBuffer;this.itemSize=itemSize;this.offset=offset;this.normalized=normalized===true;}Object.defineProperties(InterleavedBufferAttribute.prototype,{count:{get:function(){return this.data.count;}},array:{get:function(){return this.data.array;}}});Object.assign(InterleavedBufferAttribute.prototype,{isInterleavedBufferAttribute:true,setX:function(index,x){this.data.array[index*this.data.stride+this.offset]=x;return this;},setY:function(index,y){this.data.array[index*this.data.stride+this.offset+1]=y;return this;},setZ:function(index,z){this.data.array[index*this.data.stride+this.offset+2]=z;return this;},setW:function(index,w){this.data.array[index*this.data.stride+this.offset+3]=w;return this;},getX:function(index){return this.data.array[index*this.data.stride+this.offset];},getY:function(index){return this.data.array[index*this.data.stride+this.offset+1];},getZ:function(index){return this.data.array[index*this.data.stride+this.offset+2];},getW:function(index){return this.data.array[index*this.data.stride+this.offset+3];},setXY:function(index,x,y){index=index*this.data.stride+this.offset;this.data.array[index+0]=x;this.data.array[index+1]=y;return this;},setXYZ:function(index,x,y,z){index=index*this.data.stride+this.offset;this.data.array[index+0]=x;this.data.array[index+1]=y;this.data.array[index+2]=z;return this;},setXYZW:function(index,x,y,z,w){index=index*this.data.stride+this.offset;this.data.array[index+0]=x;this.data.array[index+1]=y;this.data.array[index+2]=z;this.data.array[index+3]=w;return this;}});/** * @author benaadams / https://twitter.com/ben_a_adams */function InterleavedBuffer(array,stride){this.array=array;this.stride=stride;this.count=array!==undefined?array.length/stride:0;this.dynamic=false;this.updateRange={offset:0,count:-1};this.version=0;}Object.defineProperty(InterleavedBuffer.prototype,'needsUpdate',{set:function(value){if(value===true)this.version++;}});Object.assign(InterleavedBuffer.prototype,{isInterleavedBuffer:true,onUploadCallback:function(){},setArray:function(array){if(Array.isArray(array)){throw new TypeError('THREE.BufferAttribute: array should be a Typed Array.');}this.count=array!==undefined?array.length/this.stride:0;this.array=array;return this;},setDynamic:function(value){this.dynamic=value;return this;},copy:function(source){this.array=new source.array.constructor(source.array);this.count=source.count;this.stride=source.stride;this.dynamic=source.dynamic;return this;},copyAt:function(index1,attribute,index2){index1*=this.stride;index2*=attribute.stride;for(var i=0,l=this.stride;ithis.max.x||point.ythis.max.y?false:true;},containsBox:function(box){return this.min.x<=box.min.x&&box.max.x<=this.max.x&&this.min.y<=box.min.y&&box.max.y<=this.max.y;},getParameter:function(point,target){// This can potentially have a divide by zero if the box // has a size dimension of 0. if(target===undefined){console.warn('THREE.Box2: .getParameter() target is now required');target=new Vector2();}return target.set((point.x-this.min.x)/(this.max.x-this.min.x),(point.y-this.min.y)/(this.max.y-this.min.y));},intersectsBox:function(box){// using 4 splitting planes to rule out intersections return box.max.xthis.max.x||box.max.ythis.max.y?false:true;},clampPoint:function(point,target){if(target===undefined){console.warn('THREE.Box2: .clampPoint() target is now required');target=new Vector2();}return target.copy(point).clamp(this.min,this.max);},distanceToPoint:function(){var v1=new Vector2();return function distanceToPoint(point){var clampedPoint=v1.copy(point).clamp(this.min,this.max);return clampedPoint.sub(point).length();};}(),intersect:function(box){this.min.max(box.min);this.max.min(box.max);return this;},union:function(box){this.min.min(box.min);this.max.max(box.max);return this;},translate:function(offset){this.min.add(offset);this.max.add(offset);return this;},equals:function(box){return box.min.equals(this.min)&&box.max.equals(this.max);}});/** * @author alteredq / http://alteredqualia.com/ */function ImmediateRenderObject(material){Object3D.call(this);this.material=material;this.render=function()/* renderCallback */{};}ImmediateRenderObject.prototype=Object.create(Object3D.prototype);ImmediateRenderObject.prototype.constructor=ImmediateRenderObject;ImmediateRenderObject.prototype.isImmediateRenderObject=true;/** * @author mrdoob / http://mrdoob.com/ * @author WestLangley / http://github.com/WestLangley */function VertexNormalsHelper(object,size,hex,linewidth){this.object=object;this.size=size!==undefined?size:1;var color=hex!==undefined?hex:0xff0000;var width=linewidth!==undefined?linewidth:1;// var nNormals=0;var objGeometry=this.object.geometry;if(objGeometry&&objGeometry.isGeometry){nNormals=objGeometry.faces.length*3;}else if(objGeometry&&objGeometry.isBufferGeometry){nNormals=objGeometry.attributes.normal.count;}// var geometry=new BufferGeometry();var positions=new Float32BufferAttribute(nNormals*2*3,3);geometry.addAttribute('position',positions);LineSegments.call(this,geometry,new LineBasicMaterial({color:color,linewidth:width}));// this.matrixAutoUpdate=false;this.update();}VertexNormalsHelper.prototype=Object.create(LineSegments.prototype);VertexNormalsHelper.prototype.constructor=VertexNormalsHelper;VertexNormalsHelper.prototype.update=function(){var v1=new Vector3();var v2=new Vector3();var normalMatrix=new Matrix3();return function update(){var keys=['a','b','c'];this.object.updateMatrixWorld(true);normalMatrix.getNormalMatrix(this.object.matrixWorld);var matrixWorld=this.object.matrixWorld;var position=this.geometry.attributes.position;// var objGeometry=this.object.geometry;if(objGeometry&&objGeometry.isGeometry){var vertices=objGeometry.vertices;var faces=objGeometry.faces;var idx=0;for(var i=0,l=faces.length;i0.99999){this.quaternion.set(0,0,0,1);}else if(dir.y<-0.99999){this.quaternion.set(1,0,0,0);}else{axis.set(dir.z,0,-dir.x).normalize();radians=Math.acos(dir.y);this.quaternion.setFromAxisAngle(axis,radians);}};}();ArrowHelper.prototype.setLength=function(length,headLength,headWidth){if(headLength===undefined)headLength=0.2*length;if(headWidth===undefined)headWidth=0.2*headLength;this.line.scale.set(1,Math.max(0,length-headLength),1);this.line.updateMatrix();this.cone.scale.set(headWidth,headLength,headWidth);this.cone.position.y=length;this.cone.updateMatrix();};ArrowHelper.prototype.setColor=function(color){this.line.material.color.copy(color);this.cone.material.color.copy(color);};/** * @author sroucheray / http://sroucheray.org/ * @author mrdoob / http://mrdoob.com/ */function AxesHelper(size){size=size||1;var vertices=[0,0,0,size,0,0,0,0,0,0,size,0,0,0,0,0,0,size];var colors=[1,0,0,1,0.6,0,0,1,0,0.6,1,0,0,0,1,0,0.6,1];var geometry=new BufferGeometry();geometry.addAttribute('position',new Float32BufferAttribute(vertices,3));geometry.addAttribute('color',new Float32BufferAttribute(colors,3));var material=new LineBasicMaterial({vertexColors:VertexColors});LineSegments.call(this,geometry,material);}AxesHelper.prototype=Object.create(LineSegments.prototype);AxesHelper.prototype.constructor=AxesHelper;// Curve.create=function(construct,getPoint){console.log('THREE.Curve.create() has been deprecated');construct.prototype=Object.create(Curve.prototype);construct.prototype.constructor=construct;construct.prototype.getPoint=getPoint;return construct;};// Object.assign(CurvePath.prototype,{createPointsGeometry:function(divisions){console.warn('THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.');// generate geometry from path points (for Line or Points objects) var pts=this.getPoints(divisions);return this.createGeometry(pts);},createSpacedPointsGeometry:function(divisions){console.warn('THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.');// generate geometry from equidistant sampling along the path var pts=this.getSpacedPoints(divisions);return this.createGeometry(pts);},createGeometry:function(points){console.warn('THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.');var geometry=new Geometry();for(var i=0,l=points.length;i0?e.slice(0,e.length):e,i=0,j;while(j=list[i++])j[0].apply(j[1],empty.slice.call(arguments,1));return target;};};// 19.1.2.2 / 15.2.3.5 Object.create(O [, Properties]) _export(_export.S,'Object',{create:_objectCreate});var $Object$2=_core.Object;var create=function create(P,D){return $Object$2.create(P,D);};var create$1=create;var _validateCollection=function(it,TYPE){if(!_isObject(it)||it._t!==TYPE)throw TypeError('Incompatible receiver, '+TYPE+' required!');return it;};var dP$2=_objectDp.f;var fastKey=_meta.fastKey;var SIZE=_descriptors?'_s':'size';var getEntry=function(that,key){// fast case var index=fastKey(key);var entry;if(index!=='F')return that._i[index];// frozen object case for(entry=that._f;entry;entry=entry.n){if(entry.k==key)return entry;}};var _collectionStrong={getConstructor:function(wrapper,NAME,IS_MAP,ADDER){var C=wrapper(function(that,iterable){_anInstance(that,C,NAME,'_i');that._t=NAME;// collection type that._i=_objectCreate(null);// index that._f=undefined;// first entry that._l=undefined;// last entry that[SIZE]=0;// size if(iterable!=undefined)_forOf(iterable,IS_MAP,that[ADDER],that);});_redefineAll(C.prototype,{// 23.1.3.1 Map.prototype.clear() // 23.2.3.2 Set.prototype.clear() clear:function clear(){for(var that=_validateCollection(this,NAME),data=that._i,entry=that._f;entry;entry=entry.n){entry.r=true;if(entry.p)entry.p=entry.p.n=undefined;delete data[entry.i];}that._f=that._l=undefined;that[SIZE]=0;},// 23.1.3.3 Map.prototype.delete(key) // 23.2.3.4 Set.prototype.delete(value) 'delete':function(key){var that=_validateCollection(this,NAME);var entry=getEntry(that,key);if(entry){var next=entry.n;var prev=entry.p;delete that._i[entry.i];entry.r=true;if(prev)prev.n=next;if(next)next.p=prev;if(that._f==entry)that._f=next;if(that._l==entry)that._l=prev;that[SIZE]--;}return !!entry;},// 23.2.3.6 Set.prototype.forEach(callbackfn, thisArg = undefined) // 23.1.3.5 Map.prototype.forEach(callbackfn, thisArg = undefined) forEach:function forEach(callbackfn/* , that = undefined */){_validateCollection(this,NAME);var f=_ctx(callbackfn,arguments.length>1?arguments[1]:undefined,3);var entry;while(entry=entry?entry.n:this._f){f(entry.v,entry.k,this);// revert to the last existing entry while(entry&&entry.r)entry=entry.p;}},// 23.1.3.7 Map.prototype.has(key) // 23.2.3.7 Set.prototype.has(value) has:function has(key){return !!getEntry(_validateCollection(this,NAME),key);}});if(_descriptors)dP$2(C.prototype,'size',{get:function(){return _validateCollection(this,NAME)[SIZE];}});return C;},def:function(that,key,value){var entry=getEntry(that,key);var prev,index;// change existing entry if(entry){entry.v=value;// create new entry }else{that._l=entry={i:index=fastKey(key,true),// <- index k:key,// <- key v:value,// <- value p:prev=that._l,// <- previous entry n:undefined,// <- next entry r:false// <- removed };if(!that._f)that._f=entry;if(prev)prev.n=entry;that[SIZE]++;// add to index if(index!=='F')that._i[index]=entry;}return that;},getEntry:getEntry,setStrong:function(C,NAME,IS_MAP){// add .keys, .values, .entries, [@@iterator] // 23.1.3.4, 23.1.3.8, 23.1.3.11, 23.1.3.12, 23.2.3.5, 23.2.3.8, 23.2.3.10, 23.2.3.11 _iterDefine(C,NAME,function(iterated,kind){this._t=_validateCollection(iterated,NAME);// target this._k=kind;// kind this._l=undefined;// previous },function(){var that=this;var kind=that._k;var entry=that._l;// revert to the last existing entry while(entry&&entry.r)entry=entry.p;// get next entry if(!that._t||!(that._l=entry=entry?entry.n:that._t._f)){// or finish the iteration that._t=undefined;return _iterStep(1);}// return step by kind if(kind=='keys')return _iterStep(0,entry.k);if(kind=='values')return _iterStep(0,entry.v);return _iterStep(0,[entry.k,entry.v]);},IS_MAP?'entries':'values',!IS_MAP,true);// add [@@species], 23.1.2.2, 23.2.2.2 _setSpecies(NAME);}};var SPECIES$2=_wks('species');var _arraySpeciesConstructor=function(original){var C;if(_isArray(original)){C=original.constructor;// cross-realm fallback if(typeof C=='function'&&(C===Array||_isArray(C.prototype)))C=undefined;if(_isObject(C)){C=C[SPECIES$2];if(C===null)C=undefined;}}return C===undefined?Array:C;};// 9.4.2.3 ArraySpeciesCreate(originalArray, length) var _arraySpeciesCreate=function(original,length){return new(_arraySpeciesConstructor(original))(length);};// 0 -> Array#forEach // 1 -> Array#map // 2 -> Array#filter // 3 -> Array#some // 4 -> Array#every // 5 -> Array#find // 6 -> Array#findIndex var _arrayMethods=function(TYPE,$create){var IS_MAP=TYPE==1;var IS_FILTER=TYPE==2;var IS_SOME=TYPE==3;var IS_EVERY=TYPE==4;var IS_FIND_INDEX=TYPE==6;var NO_HOLES=TYPE==5||IS_FIND_INDEX;var create=$create||_arraySpeciesCreate;return function($this,callbackfn,that){var O=_toObject($this);var self=_iobject(O);var f=_ctx(callbackfn,that,3);var length=_toLength(self.length);var index=0;var result=IS_MAP?create($this,length):IS_FILTER?create($this,0):undefined;var val,res;for(;length>index;index++)if(NO_HOLES||index in self){val=self[index];res=f(val,index,O);if(TYPE){if(IS_MAP)result[index]=res;// map else if(res)switch(TYPE){case 3:return true;// some case 5:return val;// find case 6:return index;// findIndex case 2:result.push(val);// filter }else if(IS_EVERY)return false;// every }}return IS_FIND_INDEX?-1:IS_SOME||IS_EVERY?IS_EVERY:result;};};var dP$3=_objectDp.f;var each=_arrayMethods(0);var _collection=function(NAME,wrapper,methods,common,IS_MAP,IS_WEAK){var Base=_global[NAME];var C=Base;var ADDER=IS_MAP?'set':'add';var proto=C&&C.prototype;var O={};if(!_descriptors||typeof C!='function'||!(IS_WEAK||proto.forEach&&!_fails(function(){new C().entries().next();}))){// create collection constructor C=common.getConstructor(wrapper,NAME,IS_MAP,ADDER);_redefineAll(C.prototype,methods);_meta.NEED=true;}else{C=wrapper(function(target,iterable){_anInstance(target,C,NAME,'_c');target._c=new Base();if(iterable!=undefined)_forOf(iterable,IS_MAP,target[ADDER],target);});each('add,clear,delete,forEach,get,has,set,keys,values,entries,toJSON'.split(','),function(KEY){var IS_ADDER=KEY=='add'||KEY=='set';if(KEY in proto&&!(IS_WEAK&&KEY=='clear'))_hide(C.prototype,KEY,function(a,b){_anInstance(this,C,KEY);if(!IS_ADDER&&IS_WEAK&&!_isObject(a))return KEY=='get'?undefined:false;var result=this._c[KEY](a===0?0:a,b);return IS_ADDER?this:result;});});IS_WEAK||dP$3(C.prototype,'size',{get:function(){return this._c.size;}});}_setToStringTag(C,NAME);O[NAME]=C;_export(_export.G+_export.W+_export.F,O);if(!IS_WEAK)common.setStrong(C,NAME,IS_MAP);return C;};var MAP='Map';// 23.1 Map Objects var es6_map=_collection(MAP,function(get){return function Map(){return get(this,arguments.length>0?arguments[0]:undefined);};},{// 23.1.3.6 Map.prototype.get(key) get:function get(key){var entry=_collectionStrong.getEntry(_validateCollection(this,MAP),key);return entry&&entry.v;},// 23.1.3.9 Map.prototype.set(key, value) set:function set(key,value){return _collectionStrong.def(_validateCollection(this,MAP),key===0?0:key,value);}},_collectionStrong,true);var _arrayFromIterable=function(iter,ITERATOR){var result=[];_forOf(iter,false,result.push,result,ITERATOR);return result;};// https://github.com/DavidBruant/Map-Set.prototype.toJSON var _collectionToJson=function(NAME){return function toJSON(){if(_classof(this)!=NAME)throw TypeError(NAME+"#toJSON isn't generic");return _arrayFromIterable(this);};};// https://github.com/DavidBruant/Map-Set.prototype.toJSON _export(_export.P+_export.R,'Map',{toJSON:_collectionToJson('Map')});// https://tc39.github.io/proposal-setmap-offrom/ var _setCollectionOf=function(COLLECTION){_export(_export.S,COLLECTION,{of:function of(){var length=arguments.length;var A=new Array(length);while(length--)A[length]=arguments[length];return new this(A);}});};// https://tc39.github.io/proposal-setmap-offrom/#sec-map.of _setCollectionOf('Map');// https://tc39.github.io/proposal-setmap-offrom/ var _setCollectionFrom=function(COLLECTION){_export(_export.S,COLLECTION,{from:function from(source/* , mapFn, thisArg */){var mapFn=arguments[1];var mapping,A,n,cb;_aFunction(this);mapping=mapFn!==undefined;if(mapping)_aFunction(mapFn);if(source==undefined)return new this();A=[];if(mapping){n=0;cb=_ctx(mapFn,arguments[2],2);_forOf(source,false,function(nextItem){A.push(cb(nextItem,n++));});}else{_forOf(source,false,A.push,A);}return new this(A);}});};// https://tc39.github.io/proposal-setmap-offrom/#sec-map.from _setCollectionFrom('Map');var map=_core.Map;var map$1=map;var arraySlice=[].slice;var factories={};var construct=function(F,len,args){if(!(len in factories)){for(var n=[],i=0;i3&&arguments[3]!==undefined?arguments[3]:false;classCallCheck(this,DependencyError);_this2=possibleConstructorReturn(this,getPrototypeOf$2(DependencyError).call(this,"@".concat(classInstance,": ").concat(message)));var stackArray=_this2.stack.split('\n');stackArray.splice(1,2);_this2.stack=stackArray.join('\n');if(console)console.error('Active module:',activeModule);if(console&&dependencyModule)console.error('Dependency published by module:',dependencyModule);_this2.name='DependencyError';return _this2;}inherits(DependencyError,_Error2);return DependencyError;}(wrapNativeSuper(Error));var ManagerError=/*#__PURE__*/function(_Error3){function ManagerError(classInstance,message,component){var _this3;var activeModule=arguments.length>3&&arguments[3]!==undefined?arguments[3]:false;classCallCheck(this,ManagerError);_this3=possibleConstructorReturn(this,getPrototypeOf$2(ManagerError).call(this,"@".concat(classInstance,": ").concat(message)));var stackArray=_this3.stack.split('\n');stackArray.splice(1,2);_this3.stack=stackArray.join('\n');if(console)console.error('Component:',component);if(console&&activeModule)console.error('Active module:',activeModule);_this3.name='ManagerError';return _this3;}inherits(ManagerError,_Error3);return ManagerError;}(wrapNativeSuper(Error));var warnDeps=function warnDeps(){throw new Error('WhitestormJS Framework requ ires Three.js r92. https://threejs.org/');};try{}catch(err){warnDeps();}/** * @class ModuleSystem * @category core * @description Provides API for classes that will use Modules.
* This class includes basic event system with those supported methods: *
.on()
.off()
.emit()
* @extends Events * @memberof module:core */var ModuleSystem=/*#__PURE__*/function(_Events){function ModuleSystem(){classCallCheck(this,ModuleSystem);return possibleConstructorReturn(this,getPrototypeOf$2(ModuleSystem).apply(this,arguments));}createClass(ModuleSystem,[{key:"integrateModules",// INTEGRATING /** * @method integrateModules * @instance * @description This method applies all modules from .modules collection. * @param {Object} [source] If source (should be a component) is provided, will replace .modules with source's one before executing modules. * @memberof module:core.ModuleSystem */value:function integrateModules(source){if(!this.modules&&!source)return;if(source&&source.modules)this.modules=source.modules.slice(0);if(this.modules){for(var i=0,max=this.modules.length;i0&&arguments[0]!==undefined?arguments[0]:{};var modules=this.modules;if(!modules)return bridgeMap;for(var i=0,max=modules.length;i func.apply(this, [moduleScope])] How the function is wrapped/ * @memberof module:core.ModuleSystem */},{key:"applyCommand",value:function applyCommand(name){var _this=this;var cb=arguments.length>1&&arguments[1]!==undefined?arguments[1]:function(func,moduleScope){return func.apply(_this,[moduleScope]);};var modules=this.modules;if(!modules)return;for(var i=0,max=modules.length;i1&&arguments[1]!==undefined?arguments[1]:true;if(!module)return;if(push&&this.modules)this.modules.push(module);else if(push)this.modules=[module];if(this.manager)this.manager.active(module);if(module.manager&&this.manager)module.manager(this.manager);else if(module.manager){throw new ManagerError('Component',"Module requires ModuleManager that is turned off for this component",this,module);}if(module.integrate)module.integrate.bind(this)(module);return module;}/** * @method disposeModules * @instance * @description Disposes of all modules * @memberof module:core.ModuleSystem */},{key:"disposeModules",value:function disposeModules(){while(this.modules.length){this.disposeModule(this.modules[0]);}}/** * @method disposeModule * @instance * @description Disposes of the given module * @param {Object} module the module to dispose * @return {Module} Returns module that was removed. * @memberof module:core.ModuleSystem */},{key:"disposeModule",value:function disposeModule(module){if(!module)return;this.modules.splice(this.modules.indexOf(module),1);if(module.dispose)module.dispose.bind(this)(module);return module;}// PIPED METHOD /** * @method module * @instance * @description piped version of .applyModule(). * @param {Object} module the module to apply * @return {this} returns this - app/component * @throws {ManagerError} * @memberof module:core.ModuleSystem * @example Piped modules * component * .module(new Module1()) * .module(new Module2()) * .module(new Module3()) */},{key:"module",value:function module(_module){this.applyModule(_module);return this;}}]);inherits(ModuleSystem,_Events);return ModuleSystem;}(minivents_commonjs);function _arrayWithHoles$1(arr){if(Array.isArray(arr))return arr;}var arrayWithHoles=_arrayWithHoles$1;var core_getIterator=_core.getIterator=function(it){var iterFn=core_getIteratorMethod(it);if(typeof iterFn!='function')throw TypeError(it+' is not iterable!');return _anObject(iterFn.call(it));};var getIterator=core_getIterator;var getIterator$1=getIterator;function _iterableToArrayLimit$1(arr,i){var _arr=[];var _n=true;var _d=false;var _e=undefined;try{for(var _i=getIterator$1(arr),_s;!(_n=(_s=_i.next()).done);_n=true){_arr.push(_s.value);if(i&&_arr.length===i)break;}}catch(err){_d=true;_e=err;}finally{try{if(!_n&&_i["return"]!=null)_i["return"]();}finally{if(_d)throw _e;}}return _arr;}var iterableToArrayLimit=_iterableToArrayLimit$1;function _nonIterableRest$1(){throw new TypeError("Invalid attempt to destructure non-iterable instance");}var nonIterableRest=_nonIterableRest$1;function _slicedToArray$1(arr,i){return arrayWithHoles(arr)||iterableToArrayLimit(arr,i)||nonIterableRest();}var slicedToArray=_slicedToArray$1;function symbolObservablePonyfill(root){var result;var Symbol=root.Symbol;if(typeof Symbol==='function'){if(Symbol.observable){result=Symbol.observable;}else{result=Symbol('observable');Symbol.observable=result;}}else{result='@@observable';}return result;}/* global window */var root;if(typeof self!=='undefined'){root=self;}else if(typeof window!=='undefined'){root=window;}else if(typeof global!=='undefined'){root=global;}else if(typeof module!=='undefined'){root=module;}else{root=Function('return this')();}var result=symbolObservablePonyfill(root);/** * These are private action types reserved by Redux. * For any unknown actions, you must return the current state. * If the current state is undefined, you must return the initial state. * Do not reference these action types directly in your code. */var ActionTypes={INIT:'@@redux/INIT'+Math.random().toString(36).substring(7).split('').join('.'),REPLACE:'@@redux/REPLACE'+Math.random().toString(36).substring(7).split('').join('.')};var _typeof$1=typeof Symbol==="function"&&typeof Symbol.iterator==="symbol"?function(obj){return typeof obj;}:function(obj){return obj&&typeof Symbol==="function"&&obj.constructor===Symbol&&obj!==Symbol.prototype?"symbol":typeof obj;};/** * @param {any} obj The object to inspect. * @returns {boolean} True if the argument appears to be a plain object. */function isPlainObject(obj){if((typeof obj==='undefined'?'undefined':_typeof$1(obj))!=='object'||obj===null)return false;var proto=obj;while(Object.getPrototypeOf(proto)!==null){proto=Object.getPrototypeOf(proto);}return Object.getPrototypeOf(obj)===proto;}/** * Creates a Redux store that holds the state tree. * The only way to change the data in the store is to call `dispatch()` on it. * * There should only be a single store in your app. To specify how different * parts of the state tree respond to actions, you may combine several reducers * into a single reducer function by using `combineReducers`. * * @param {Function} reducer A function that returns the next state tree, given * the current state tree and the action to handle. * * @param {any} [preloadedState] The initial state. You may optionally specify it * to hydrate the state from the server in universal apps, or to restore a * previously serialized user session. * If you use `combineReducers` to produce the root reducer function, this must be * an object with the same shape as `combineReducers` keys. * * @param {Function} [enhancer] The store enhancer. You may optionally specify it * to enhance the store with third-party capabilities such as middleware, * time travel, persistence, etc. The only store enhancer that ships with Redux * is `applyMiddleware()`. * * @returns {Store} A Redux store that lets you read the state, dispatch actions * and subscribe to changes. */function createStore(reducer,preloadedState,enhancer){var _ref2;if(typeof preloadedState==='function'&&typeof enhancer==='undefined'){enhancer=preloadedState;preloadedState=undefined;}if(typeof enhancer!=='undefined'){if(typeof enhancer!=='function'){throw new Error('Expected the enhancer to be a function.');}return enhancer(createStore)(reducer,preloadedState);}if(typeof reducer!=='function'){throw new Error('Expected the reducer to be a function.');}var currentReducer=reducer;var currentState=preloadedState;var currentListeners=[];var nextListeners=currentListeners;var isDispatching=false;function ensureCanMutateNextListeners(){if(nextListeners===currentListeners){nextListeners=currentListeners.slice();}}/** * Reads the state tree managed by the store. * * @returns {any} The current state tree of your application. */function getState(){if(isDispatching){throw new Error('You may not call store.getState() while the reducer is executing. '+'The reducer has already received the state as an argument. '+'Pass it down from the top reducer instead of reading it from the store.');}return currentState;}/** * Adds a change listener. It will be called any time an action is dispatched, * and some part of the state tree may potentially have changed. You may then * call `getState()` to read the current state tree inside the callback. * * You may call `dispatch()` from a change listener, with the following * caveats: * * 1. The subscriptions are snapshotted just before every `dispatch()` call. * If you subscribe or unsubscribe while the listeners are being invoked, this * will not have any effect on the `dispatch()` that is currently in progress. * However, the next `dispatch()` call, whether nested or not, will use a more * recent snapshot of the subscription list. * * 2. The listener should not expect to see all state changes, as the state * might have been updated multiple times during a nested `dispatch()` before * the listener is called. It is, however, guaranteed that all subscribers * registered before the `dispatch()` started will be called with the latest * state by the time it exits. * * @param {Function} listener A callback to be invoked on every dispatch. * @returns {Function} A function to remove this change listener. */function subscribe(listener){if(typeof listener!=='function'){throw new Error('Expected the listener to be a function.');}if(isDispatching){throw new Error('You may not call store.subscribe() while the reducer is executing. '+'If you would like to be notified after the store has been updated, subscribe from a '+'component and invoke store.getState() in the callback to access the latest state. '+'See https://redux.js.org/api-reference/store#subscribe(listener) for more details.');}var isSubscribed=true;ensureCanMutateNextListeners();nextListeners.push(listener);return function unsubscribe(){if(!isSubscribed){return;}if(isDispatching){throw new Error('You may not unsubscribe from a store listener while the reducer is executing. '+'See https://redux.js.org/api-reference/store#subscribe(listener) for more details.');}isSubscribed=false;ensureCanMutateNextListeners();var index=nextListeners.indexOf(listener);nextListeners.splice(index,1);};}/** * Dispatches an action. It is the only way to trigger a state change. * * The `reducer` function, used to create the store, will be called with the * current state tree and the given `action`. Its return value will * be considered the **next** state of the tree, and the change listeners * will be notified. * * The base implementation only supports plain object actions. If you want to * dispatch a Promise, an Observable, a thunk, or something else, you need to * wrap your store creating function into the corresponding middleware. For * example, see the documentation for the `redux-thunk` package. Even the * middleware will eventually dispatch plain object actions using this method. * * @param {Object} action A plain object representing “what changed”. It is * a good idea to keep actions serializable so you can record and replay user * sessions, or use the time travelling `redux-devtools`. An action must have * a `type` property which may not be `undefined`. It is a good idea to use * string constants for action types. * * @returns {Object} For convenience, the same action object you dispatched. * * Note that, if you use a custom middleware, it may wrap `dispatch()` to * return something else (for example, a Promise you can await). */function dispatch(action){if(!isPlainObject(action)){throw new Error('Actions must be plain objects. '+'Use custom middleware for async actions.');}if(typeof action.type==='undefined'){throw new Error('Actions may not have an undefined "type" property. '+'Have you misspelled a constant?');}if(isDispatching){throw new Error('Reducers may not dispatch actions.');}try{isDispatching=true;currentState=currentReducer(currentState,action);}finally{isDispatching=false;}var listeners=currentListeners=nextListeners;for(var i=0;i0&&arguments[0]!==undefined?arguments[0]:[{},''];var action=arguments.length>1?arguments[1]:undefined;state[0][action.key]=action.data;state[1]=action.key;return state;});this.modules={};}/** * @method active * @instance * @description Sets .currentModule to provided module. * @param {Object} module the module to make current * @memberof module:core.ModuleManager */createClass(ModuleManager,[{key:"active",value:function active(module){this.currentModule=module;}/** * @method reset * @instance * @description Set's .currentModule to null. * @memberof module:core.ModuleManager */},{key:"reset",value:function reset(){this.currentModule=null;}/** * @method define * @instance * @description Define the module in manager * @param name The module name * @memberof module:core.ModuleManager */},{key:"define",value:function define(name){this.modules[name]=this.currentModule;}/** * @method use * @instance * @description Get the defined module from manager * @param name The module name * @memberof module:core.ModuleManager */},{key:"use",value:function use(name){return this.modules[name];}/** * @method set * @instance * @description An alias for .add()

* Use this method if you know that you will overwrite existing dependency.
* Use it in your app, but not in module that you provide to other people. * @param {String} key the key of the dependency * @param {Object} data the value of the dependency * @memberof module:core.ModuleManager */},{key:"set",value:function set(key,data){this.store.dispatch({type:'ADD',key:key,data:data});}/** * @method get * @instance * @description Returns dependency in store object, by key. * @param {String} key the key of the dependency * @memberof module:core.ModuleManager * @return {Object|Module} * @throws {DependencyError} if dependency is not in the store * @example Get the 'hello' dependency * manager.get('hello'); // -> {world: true} */},{key:"get",value:function get(key){if(!this.store.getState()[0][key]){throw new DependencyError('ModuleManager',"Module requires '".concat(key,"' dependency"),this.currentModule);}return this.store.getState()[0][key];}/** * @method has * @instance * @description Returns whether manager has a dependency with the given key * @param {String} key the key of the dependency * @memberof module:core.ModuleManager * @return {Boolean} Promise that is resolved when all promises completed. * @example Check whether the store has the 'hello' dependency * manager.has('hello'); // -> true */},{key:"has",value:function has(key){return Boolean(this.store.getState()[0][key]);}/** * @method update * @instance * @description Updates deps * @param {Object} [depsMap={}] * @memberof module:core.ModuleManager */},{key:"update",value:function update(){var _this=this;var depsMap=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};this.store.subscribe(function(){var _this$store$getState=_this.store.getState(),_this$store$getState2=slicedToArray(_this$store$getState,2),data=_this$store$getState2[0],changedKey=_this$store$getState2[1];var callback=depsMap[changedKey];if(callback)callback(data[changedKey]);});}/** * @method add * @alias module:core.ModuleManager#set * @memberof module:core.ModuleManager */},{key:"add",value:function add(){console.warn('.add() method is deprecated. Use .set() instead');return this.set.apply(this,arguments);}/** * @method require * @instance * @description Require module * @param {String} name Defined name * @param {Function} moduleExecutor Function that returns applied module * @memberof module:core.ModuleManager */},{key:"require",value:function require(name,moduleExecutor){if(this.use(name)===undefined)this.handler.applyModule(moduleExecutor());}}]);return ModuleManager;}();/** * @class Component * @category core * @param {Object} [params] - The parameters object. * @param {Object} [instructions] - The instructions object. * @extends ModuleSystem * @memberof module:core */var Component=/*#__PURE__*/function(_ModuleSystem){/** * Default values for parameters * @member {Object} module:core.Component#defaults * @static * @default { * modules: [], * manager: true * } */ /** * Static instructions * @member {Object} module:core.Component#instructions * @static * @default {} */ /** * Array of promises that should be resolved before Component is ready. * @member {Array} module:core.Component#_wait * @private */ // Collection of promises; /** * Collection of `modules`. * @member {Array} module:core.Component#modules * @public */ // Collection of modules; /** * Collection of `child` Components. * @member {Array} module:core.Component#children * @public */ // For keeping children components; function Component(){var _this;var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};var defaults=arguments.length>1&&arguments[1]!==undefined?arguments[1]:Component.defaults;var instructions=arguments.length>2&&arguments[2]!==undefined?arguments[2]:Component.instructions;classCallCheck(this,Component);_this=possibleConstructorReturn(this,getPrototypeOf$2(Component).call(this));// Apply polyfilled parameters to .params; defineProperty$3(defineProperty$3(defineProperty$3(assertThisInitialized(assertThisInitialized(_this)),"_wait",[]),"modules",[]),"children",[]);_this.params=extend(transformData(params,instructions),defaults);if(_this.params.manager)_this.manager=new ModuleManager(assertThisInitialized(assertThisInitialized(_this)));_this.modules=_this.params.modules;_this.integrateModules();return _this;}/** * @method wait * @instance * @description Wait for a promise. * @param {Promise} [promise] - The promise that should be added to a queue. * @return {Promise} Promise that is resolved when all promises completed. * @memberof module:core.Component */createClass(Component,[{key:"wait",value:function wait(promise){if(promise)this._wait.push(promise);return Promise.all(this._wait);}/** * @method defer * @instance * @description Execute `func` (Callback) when Component is ready. * @param {Function} func - Callback. * @memberof module:core.Component */},{key:"defer",value:function defer(func){var _this2=this;if(this.isDeffered)this.wait().then(function(){return func(_this2);});else func(this);}// PARAMETERS /** * @method updateParams * @instance * @description Updates parameters of the Component. * @return {Object} Params of this Component * @memberof module:core.Component */},{key:"updateParams",value:function updateParams(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};this.params=extend(params,this.params);return this.params;}// COPYING & CLONING /** * @method clone * @instance * @description Clone this component * @return {object} a cloned component with all its source component' params copied. * @memberof module:core.Component */},{key:"clone",value:function clone(){return new this.constructor(this.params).copy(this);}/** * @method copy * @instance * @description Copy source native and integrate `modules` to it. * @param {Component} source - Source component that is used for `copy()` action. * @param {Function} [customize] - Callback executed before modules integration process. * @return {this} Component * @memberof module:core.Component */},{key:"copy",value:function copy(source,customize){this.params=objectSpread({},source.params);if(source.native)this.native=source.native.clone(source.params);if(customize)customize();this.integrateModules(source);return this;}/** * @method add * @instance * @description Add a child `Component`. * @param {Component} object - Component that should be added as a `child`. * @return {Promise} Resolved when action is done. * @memberof module:core.Component */},{key:"add",value:function(){var _add=asyncToGenerator(/*#__PURE__*/regenerator.mark(function _callee(object){return regenerator.wrap(function _callee$(_context){while(1){switch(_context.prev=_context.next){case 0:if(!object.parent){_context.next=3;break;}_context.next=3;return object.parent.remove(object);case 3:_context.next=5;return this.wait();case 5:_context.next=7;return object.wait();case 7:if(object.native){_context.next=9;break;}throw new CompositionError$1('Component','there is no object.native',this);case 9:object.parent=this;_context.next=12;return this.applyBridge({onAdd:object}).onAdd;case 12:this.native.add(object.native);this.children.push(object);return _context.abrupt("return",object);case 15:case"end":return _context.stop();}}},_callee,this);}));return function add(_x){return _add.apply(this,arguments);};}()/** * @method remove * @instance * @description Remove a child `Component`. * @param {Component} object - Component that should be a **child** of this Component. * @return {Promise} Resolved when action is done. * @memberof module:core.Component */},{key:"remove",value:function(){var _remove=asyncToGenerator(/*#__PURE__*/regenerator.mark(function _callee2(object){return regenerator.wrap(function _callee2$(_context2){while(1){switch(_context2.prev=_context2.next){case 0:if(!(object.parent!==this)){_context2.next=2;break;}return _context2.abrupt("return");case 2:_context2.next=4;return this.wait();case 4:_context2.next=6;return object.wait();case 6:object.parent=null;this.native.remove(object.native);this.children.splice(this.children.indexOf(object),1);case 9:case"end":return _context2.stop();}}},_callee2,this);}));return function remove(_x2){return _remove.apply(this,arguments);};}()/** * @method addTo * @instance * @description Adds `this` Component to specified `App`/`Component`. * @param {Component} object - Component that will be a parent of `this`. * @memberof module:core.Component */},{key:"addTo",value:function addTo(object){return object.add(this);}},{key:"get",value:function get(key){return this.manager.get(key);}},{key:"use",value:function use(key){return this.manager.use(key);}/** * Returns whether the object is `async` (`wait` promises are more than `0`). * @member {Boolean} module:core.Component#isDeffered */},{key:"isDeffered",get:function get(){return this._wait.length>0;}/** * Returns the `ModuleManager` used for this component. * @member {ModuleManager} module:core.Component#manager * @throws {ManagerError} */},{key:"manager",get:function get(){if(this._manager)return this._manager;throw new ManagerError('Component',"ModuleManager is not used in this component. 'manager' parameter should be set as 'true'",this);},set:function set(manager){this._manager=manager;}/** * Returns the `native` object used for this component. * @member {Object} module:core.Component#native */},{key:"native",get:function get(){return this._native;},set:function set(mesh){this._native=mesh;this._native.component=this;return this._native;}}]);inherits(Component,_ModuleSystem);return Component;}(ModuleSystem);defineProperty$3(defineProperty$3(Component,"defaults",{modules:null,manager:true}),"instructions",{});// 26.1.6 Reflect.get(target, propertyKey [, receiver]) function get(target,propertyKey/* , receiver */){var receiver=arguments.length<3?target:arguments[2];var desc,proto;if(_anObject(target)===receiver)return target[propertyKey];if(desc=_objectGopd.f(target,propertyKey))return _has(desc,'value')?desc.value:desc.get!==undefined?desc.get.call(receiver):undefined;if(_isObject(proto=_objectGpo(target)))return get(proto,propertyKey,receiver);}_export(_export.S,'Reflect',{get:get});var get$1=_core.Reflect.get;var get$2=get$1;function _superPropBase$1(object,property){while(!Object.prototype.hasOwnProperty.call(object,property)){object=getPrototypeOf$2(object);if(object===null)break;}return object;}var superPropBase=_superPropBase$1;var get$3=createCommonjsModule(function(module){function _get$$1(target,property,receiver){if(typeof Reflect!=="undefined"&&get$2){module.exports=_get$$1=get$2;}else{module.exports=_get$$1=function _get$$1(target,property,receiver){var base=superPropBase(target,property);if(!base)return;var desc=getOwnPropertyDescriptor$1(base,property);if(desc.get){return desc.get.call(receiver);}return desc.value;};}return _get$$1(target,property,receiver||target);}module.exports=_get$$1;});function attributes(){for(var _len=arguments.length,mappers=new Array(_len),_key=0;_key<_len;_key++){mappers[_key]=arguments[_key];}return function(target){for(var i=0;i1&&arguments[1]!==undefined?arguments[1]:Mesh;return(/*#__PURE__*/function(_MeshComponent){function _class2(){classCallCheck(this,_class2);return possibleConstructorReturn(this,getPrototypeOf$2(_class2).apply(this,arguments));}createClass(_class2,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:this.params;var _this$applyBridge=this.applyBridge({geometry:geom,material:params.material}),geometry=_this$applyBridge.geometry,material=_this$applyBridge.material;return this.applyBridge({mesh:new constructor(geometry,material)}).mesh;}}]);inherits(_class2,_MeshComponent);return _class2;}(MeshComponent));}},{key:"create",value:function create(geom,params,constructor){return new(MeshComponent.custom(geom,constructor))(params);}},{key:"from",value:function from(mesh){var params=arguments.length>1&&arguments[1]!==undefined?arguments[1]:{};params.build=false;var component=new MeshComponent(params);component.native=mesh;component.wrap();return component;}}]);function MeshComponent(params){var _this;var defaults=arguments.length>1&&arguments[1]!==undefined?arguments[1]:MeshComponent.defaults;var instructions=arguments.length>2&&arguments[2]!==undefined?arguments[2]:MeshComponent.instructions;classCallCheck(this,MeshComponent);_this=possibleConstructorReturn(this,getPrototypeOf$2(MeshComponent).call(this,params,defaults,instructions));if(_this.params.build){var build=_this.build(_this.params);if(!build){throw new CompositionError$1('MeshComponent','.build() method should return a THREE.Object3D or a Promise resolved with THREE.Object3D.',assertThisInitialized(assertThisInitialized(_this)));}if(build instanceof Promise){_this.wait(build);_this.wait(new Promise(function(resolve){build.then(function(native){_this.native=native;_this.wrap().then(resolve);});}));}else{_this.native=build;_this.wait(_this.wrap());}}_this.applyCommand('postIntegrate');return _this;}// BUILDING & WRAPPING /** * @method build * @description Build livecycle should return a native object. * @throws {CompositionError} * @memberof module:core.MeshComponent */createClass(MeshComponent,[{key:"build",value:function build(){throw new CompositionError$1('MeshComponent','Instance should have it\'s own .build().',this);}/** * @method wrap * @instance * @description Wraps transforms (`position` & `rotation`) * @return {Promise} Resolved when action is completed * @memberof module:core.MeshComponent */},{key:"wrap",value:function wrap(){var _this2=this;return new Promise(function(resolve){// TODO: Fix defer with physics // this.defer(() => { var _this2$params=_this2.params,position=_this2$params.position,rotation=_this2$params.rotation,scale=_this2$params.scale,shadow=_this2$params.shadow;_this2.position.set(position.x,position.y,position.z);_this2.rotation.set(rotation.x,rotation.y,rotation.z);_this2.scale.set(scale.x,scale.y,scale.z);_this2.native.castShadow=shadow.cast;_this2.native.receiveShadow=shadow.receive;_this2.applyBridge({onWrap:1});resolve(_this2);// }); });}// COPYING & CLONING /** * @method copy * @instance * @description Copy source transforms & execute `Component.copy()` * @return {this} MeshComponent * @memberof module:core.MeshComponent */},{key:"copy",value:function copy$$1(source){var _this3=this;return get$3(getPrototypeOf$2(MeshComponent.prototype),"copy",this).call(this,source,function(){_this3.position.copy(source.position);_this3.rotation.copy(source.rotation);_this3.quaternion.copy(source.quaternion);});}/** * @method clone * @instance * @description Make a clone of this MeshComponent using `.copy()` * @return {MeshComponent} clone of this object * @memberof module:core.MeshComponent */},{key:"clone",value:function clone(geometry,material){var dest=new this.constructor({build:false}).copy(this);if(geometry)dest.geometry=dest.geometry.clone();if(material)dest.material=dest.material.clone();return dest;}}]);inherits(MeshComponent,_Component);return MeshComponent;}(Component))||_class);defineProperty$3(defineProperty$3(MeshComponent,"defaults",objectSpread({},Component.defaults,{build:true,geometry:{},material:false,shadow:{cast:true,receive:true},position:{x:0,y:0,z:0},rotation:{x:0,y:0,z:0},scale:{x:1,y:1,z:1}})),"instructions",{position:['x','y','z'],rotation:['x','y','z'],scale:['x','y','z']});var _dec$1,_class$1;var/** * @class LightComponent * @category core * @param {Object} [params] - The parameters object. * @param {Object} [instructions] - The instructions object. * @extends module:core.Component * @memberof module:core */LightComponent=(_dec$1=attributes(copy('position','rotation','quaternion','target')),_dec$1(_class$1=/*#__PURE__*/function(_Component){createClass(LightComponent,null,[{key:"from",/** * Default values for parameters * @member {Object} module:core.LightComponent#defaults * @static * @default * { * build: true, * * shadow: { * cast: true, * * bias: 0, * radius: 1, * * mapSize: { * width: 1024, * height: 1024 * }, * * camera: { * near: true, * far: 400, * fov: 90, * * top: 200, * bottom: -200, * left: -200, * right: 200 * } * }, * * position: {x: 0, y: 0, z: 0}, * rotation: {x: 0, y: 0, z: 0} * } */ /** * Static instructions * @member {Object} module:core.LightComponent#instructions * @static * @default * { * position: ['x', 'y', 'z'], * rotation: ['x', 'y', 'z'] * } */value:function from(light){var params=arguments.length>1&&arguments[1]!==undefined?arguments[1]:{};var wrapShadow=arguments.length>2&&arguments[2]!==undefined?arguments[2]:true;params.build=false;var component=new LightComponent(params);component.native=light;component.wrap();if(wrapShadow)component.wrapShadow();return component;}}]);function LightComponent(params){var _this;var defaults=arguments.length>1&&arguments[1]!==undefined?arguments[1]:LightComponent.defaults;var instructions=arguments.length>2&&arguments[2]!==undefined?arguments[2]:LightComponent.instructions;classCallCheck(this,LightComponent);_this=possibleConstructorReturn(this,getPrototypeOf$2(LightComponent).call(this,params,defaults,instructions));if(_this.params.build){var build=_this.build(_this.params);if(!build){throw new CompositionError$1('LightComponent','.build() method should return a THREE.Object3D or a Promise resolved with THREE.Object3D.',assertThisInitialized(assertThisInitialized(_this)));}if(build instanceof Promise){build.then(function(native){_this.native=native;});}else _this.native=build;_this.wait(_this.wrap());}_this.applyCommand('postIntegrate');return _this;}// BUILDING & WRAPPING /** * @method build * @instance * @description Build livecycle should return a native object. * @throws {CompositionError} * @memberof module:core.LightComponent */createClass(LightComponent,[{key:"build",value:function build(){throw new CompositionError$1('MeshComponent','Instance should have it\'s own .build().',this);}/** * @method wrap * @instance * @description Wraps transforms (`position` & `rotation`) * @return {Promise} Resolved when action is completed * @memberof module:core.LightComponent */},{key:"wrap",value:function wrap(){var _this2=this;return new Promise(function(resolve){_this2.defer(function(){var _this2$params=_this2.params,position=_this2$params.position,rotation=_this2$params.rotation;_this2.position.set(position.x,position.y,position.z);_this2.rotation.set(rotation.x,rotation.y,rotation.z);_this2.applyBridge({onWrap:1});resolve(_this2);});});}/** * @method wrapShadow * @instance * @description Wraps shadow properties * @memberof module:core.LightComponent */},{key:"wrapShadow",value:function wrapShadow(){var native=this.native,shadow=this.params.shadow;native.castShadow=shadow.cast;native.shadow.mapSize.width=shadow.mapSize.width;native.shadow.mapSize.height=shadow.mapSize.height;native.shadow.bias=shadow.bias;native.shadow.radius=shadow.radius;var shadowCamera=native.shadow.camera;var camera=shadow.camera;shadowCamera.near=camera.near;shadowCamera.far=camera.far;shadowCamera.fov=camera.fov;shadowCamera.left=camera.left;shadowCamera.right=camera.right;shadowCamera.top=camera.top;shadowCamera.bottom=camera.bottom;}// COPYING & CLONING /** * @method copy * @instance * @description Copy source transforms & execute `Component.copy()` * @return {this} LightComponent * @memberof module:core.LightComponent */},{key:"copy",value:function copy$$1(source){var _this3=this;return get$3(getPrototypeOf$2(LightComponent.prototype),"copy",this).call(this,source,function(){if(_this3.target)_this3.target.copy(source.target());_this3.position.copy(source.position);_this3.rotation.copy(source.rotation);_this3.quaternion.copy(source.quaternion);});}/** * @method clone * @instance * @description Make a clone of this LightComponent using `.copy()` * @return {LightComponent} clone of this object * @memberof module:core.LightComponent */},{key:"clone",value:function clone(){return new this.constructor({build:false}).copy(this);}}]);inherits(LightComponent,_Component);return LightComponent;}(Component))||_class$1);defineProperty$3(defineProperty$3(LightComponent,"defaults",objectSpread({},Component.defaults,{build:true,shadow:{cast:true,bias:0,radius:1,mapSize:{width:1024,height:1024},camera:{near:true,far:400,fov:90,top:200,bottom:-200,left:-200,right:200}},position:{x:0,y:0,z:0},rotation:{x:0,y:0,z:0}})),"instructions",{position:['x','y','z'],rotation:['x','y','z']});var _dec$2,_class$2;var/** * @class CameraComponent * @category core * @param {Object} [params] - The parameters object. * @param {Object} [instructions] - The instructions object. * @extends module:core.Component * @memberof module:core */CameraComponent=(_dec$2=attributes(copy('position','rotation','quaternion','target')),_dec$2(_class$2=/*#__PURE__*/function(_Component){createClass(CameraComponent,null,[{key:"from",/** * Default values for parameters * @member {Object} module:core.CameraComponent#defaults * @static * @default * { * build: true, * * position: {x: 0, y: 0, z: 0}, * rotation: {x: 0, y: 0, z: 0} * } */ /** * Static instructions * @member {Object} module:core.CameraComponent#instructions * @static * @default * { * position: ['x', 'y', 'z'], * rotation: ['x', 'y', 'z'], * scale: ['x', 'y', 'z'] * } */value:function from(camera){var params=arguments.length>1&&arguments[1]!==undefined?arguments[1]:{};params.build=false;var component=new CameraComponent(params);component.native=camera;component.wrap();return component;}}]);function CameraComponent(params){var _this;var defaults=arguments.length>1&&arguments[1]!==undefined?arguments[1]:CameraComponent.defaults;var instructions=arguments.length>2&&arguments[2]!==undefined?arguments[2]:CameraComponent.instructions;classCallCheck(this,CameraComponent);_this=possibleConstructorReturn(this,getPrototypeOf$2(CameraComponent).call(this,params,defaults,instructions));if(_this.params.build){var build=_this.build(_this.params);if(!build){throw new CompositionError$1('CameraComponent','.build() method should return a THREE.Object3D or a Promise resolved with THREE.Object3D.',assertThisInitialized(assertThisInitialized(_this)));}if(build instanceof Promise){build.then(function(native){_this.native=native;});}else _this.native=build;_this.wait(_this.wrap());}_this.applyCommand('postIntegrate');return _this;}// BUILDING & WRAPPING /** * @method build * @instance * @description Build livecycle should return a native object. * @throws {CompositionError} * @memberof module:core.CameraComponent */createClass(CameraComponent,[{key:"build",value:function build(){throw new CompositionError$1('CameraComponent','Instance should have it\'s own .build().',this);}/** * @method wrap * @instance * @description Wraps transforms (`position` & `rotation`) * @return {Promise} Resolved when action is completed * @memberof module:core.CameraComponent */},{key:"wrap",value:function wrap(){var _this2=this;return new Promise(function(resolve){_this2.defer(function(){_this2.position.set(_this2.params.position.x,_this2.params.position.y,_this2.params.position.z);_this2.rotation.set(_this2.params.rotation.x,_this2.params.rotation.y,_this2.params.rotation.z);_this2.applyBridge({onWrap:1});resolve(_this2);});});}/** * @method copy * @instance * @description Copy source transforms & execute `Component.copy()` * @return {this} CameraComponent * @memberof module:core.CameraComponent */},{key:"copy",value:function copy$$1(source){var _this3=this;return get$3(getPrototypeOf$2(CameraComponent.prototype),"copy",this).call(this,source,function(){if(_this3.target)_this3.target.copy(source.target());_this3.position.copy(source.position);_this3.rotation.copy(source.rotation);_this3.quaternion.copy(source.quaternion);});}/** * @method clone * @instance * @description Make a clone of this CameraComponent using `.copy()` * @return {CameraComponent} clone of this object * @memberof module:core.CameraComponent */},{key:"clone",value:function clone(){return new this.constructor({build:false}).copy(this);}}]);inherits(CameraComponent,_Component);return CameraComponent;}(Component))||_class$2);defineProperty$3(defineProperty$3(CameraComponent,"defaults",objectSpread({},Component.defaults,{build:true,position:{x:0,y:0,z:0},rotation:{x:0,y:0,z:0}})),"instructions",{position:['x','y','z'],rotation:['x','y','z'],scale:['x','y','z']});const version="2.2.0-alpha.0";var system={window:typeof window==='undefined'?global:window};/** * @class App * @category core * @description This component is used to prepare a world scene, setup physics, camera, renderer and all other things that you usually do before making meshes. * @param {Array} [modules=[]] - Array of Modules * @extends ModuleSystem * @memberof module:core */var App=/*#__PURE__*/function(_ModuleSystem){/** * @description Defines whether the scene should render or not * @member {Boolean} module:core.App#enabled * @public */ /** * Loops in this app * @description Array of loops that are executed by this app. * @member {Array} module:core.App#loops * @public */function App(){var _this;var modules=arguments.length>0&&arguments[0]!==undefined?arguments[0]:[];classCallCheck(this,App);console.log("WHS.App ".concat(version));_this=possibleConstructorReturn(this,getPrototypeOf$2(App).call(this));defineProperty$3(defineProperty$3(assertThisInitialized(assertThisInitialized(_this)),"enabled",true),"loops",[]);_this.manager=new ModuleManager(assertThisInitialized(assertThisInitialized(_this)));_this.modules=modules;_this.integrateModules();return _this;}// CONTROLS & UPDATING /** * @method start * @description Start rendering loop and physics simulation (if you use version with physics). * @memberof module:core.App */createClass(App,[{key:"start",value:function start(){var requestAnimFrame=function(){return system.window.requestAnimationFrame||system.window.webkitRequestAnimationFrame||system.window.mozRequestAnimationFrame||function(callback){system.window.setTimeout(callback,1000/60);};}();var loops=this.loops,enabled=this.enabled;function process(){requestAnimFrame(process);if(!enabled)return;for(var i=0,ll=loops.length;iAdding a loop to an app * const loop = new Loop(() => { * // ... * }); * * const app = new App(); * * app.addLoop(loop); * loop.start(); */},{key:"addLoop",value:function addLoop(loop){var _this2=this;return new Promise(function(resolve){_this2.loops.push(loop);resolve(loop);});}/** * @method removeLoop * @description Removes loop from this app. * @param {Object} loop - the loop to remove * @return {Promise} Promise that is resolved when promises completed. * @memberof module:core.App */},{key:"removeLoop",value:function removeLoop(loop){var _this3=this;return new Promise(function(resolve){var index=_this3.loops.indexOf(loop);if(index!==-1)_this3.loops.splice(index,1);resolve(loop);});}},{key:"get",value:function get(key){return this.manager.get(key);}},{key:"use",value:function use(key){return this.manager.use(key);}}]);inherits(App,_ModuleSystem);return App;}(ModuleSystem);/** * @class Loop * @category core * @param {Function} func function to execute on each animation frame * @param {Boolean} [useClock=true] passes a Clock to the function when called, if true * @memberof module:core */var Loop=/*#__PURE__*/function(){function Loop(func){var useClock=arguments.length>1&&arguments[1]!==undefined?arguments[1]:true;classCallCheck(this,Loop);this.func=func;this.clock=useClock?new Clock():null;this.enabled=false;}// CONTROLS /** * @method start * @instance * @description Starts this loop, clock if it has one. Won't do anything if loop enabled already. * @param {Component} [world] app to add this loop to, if provided. * @memberof module:core.Loop */createClass(Loop,[{key:"start",value:function start(world){if(this.enabled)return;if(world)world.addLoop(this);if(this.clock)this.clock.start();this.enabled=true;}/** * @method stop * @instance * @description Stops this loop and its clock if it has one, won't do anything if this loop is not enabled) * @param {Component} [world] app to remove this loop from, if provided. * @memberof module:core.Loop */},{key:"stop",value:function stop(world){if(!this.enabled)return;if(this.clock)this.clock.stop();this.enabled=false;if(world)world.removeLoop(this);}// EXECUTION /** * @method execute * @instance * @description Executes the function of this loop * @memberof module:core.Loop * @returns {*} whatever the function of this loop returns */},{key:"execute",value:function execute(){return this.func(this.clock);}}]);return Loop;}();/** @module core */ /** * @class AmbientLight * @category components/lights * @description AmbientLight is a simple class, it extends Light and inherits all its methods. * AmbientLight creates basic light around all scene, so it doesn't need properties like pos or target. * It supports only color and intensity as parameters, which defines the color of the surrounded light and intensity of light. * @param {Object} [params={light: {color: 0xffffff, intensity: 1}}] - The params. * @extends module:core.LightComponent * @memberof module:components/lights * @example Creating an AmbientLight * new AmbientLight({ * color: 0xffffff, * intensity: 0.2 * }).addTo(world); */var AmbientLight$1=/*#__PURE__*/function(_LightComponent){function AmbientLight$$1(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,AmbientLight$$1);return possibleConstructorReturn(this,getPrototypeOf$2(AmbientLight$$1).call(this,params,AmbientLight$$1.defaults));}createClass(AmbientLight$$1,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};return this.applyBridge({light:new AmbientLight(params.color,params.intensity)}).light;}}]);inherits(AmbientLight$$1,_LightComponent);return AmbientLight$$1;}(LightComponent);defineProperty$3(AmbientLight$1,"defaults",objectSpread({},LightComponent.defaults,{color:0xffffff,intensity:1}));/** * @class DirectionalLight * @category components/lights * @description DirectinalLight creates a light that shines from a specific direction not from a specific position.

* This light will behave as though it is infinitely far away and the rays produced from it are all parallel.

* The best analogy would be a light source that acts like the sun: the sun is so far away that all sunlight hitting objects comes from the same angle.

* It has the same options as AmbientLight in light paramater, but it also supports pos and target paramaters. * @param {Object} [params={light: {color: 0xffffff, intensity: 1}}] - The params. * @extends module:core.LightComponent * @memberof module:components/lights * @example Creating a DirectionalLight to fall down from vec3(10, 20, 10) to vec3(0, 0, 0) * new DirectionalLight({ * color: 0xffffff, * intensity: 0.2, * * position: [10, 20, 10] * }).addTo(app); */var DirectionalLight$1=/*#__PURE__*/function(_LightComponent){function DirectionalLight$$1(){var _this;var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,DirectionalLight$$1);_this=possibleConstructorReturn(this,getPrototypeOf$2(DirectionalLight$$1).call(this,params,DirectionalLight$$1.defaults));_this.wrapShadow();return _this;}createClass(DirectionalLight$$1,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};return this.applyBridge({light:new DirectionalLight(params.color,params.intensity)}).light;}}]);inherits(DirectionalLight$$1,_LightComponent);return DirectionalLight$$1;}(LightComponent);defineProperty$3(DirectionalLight$1,"defaults",objectSpread({},LightComponent.defaults,{color:0xffffff,intensity:1}));/** * @class HemisphereLight * @category components/lights * @description HemisphereLight is a light source positioned directly above the scene.
* It also doesn't need position and target properties. * @classDesc * * @param {Object} [params={light: {skyColor: 0xffffff, groundColor: 0xffffff, intensity: 1}}] - The params. * @extends module:core.LightComponent * @memberof module:components/lights * @example Creating a HemisphereLight * new HemisphereLight({ * skyColor: 0xff0000, * groundColor: 0x0000ff, * intensity: 0.2 * }).addTo(app); */var HemisphereLight$1=/*#__PURE__*/function(_LightComponent){function HemisphereLight$$1(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,HemisphereLight$$1);return possibleConstructorReturn(this,getPrototypeOf$2(HemisphereLight$$1).call(this,params,HemisphereLight$$1.defaults));}createClass(HemisphereLight$$1,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};return this.applyBridge({light:new HemisphereLight(params.skyColor,params.groundColor,params.intensity)}).light;}}]);inherits(HemisphereLight$$1,_LightComponent);return HemisphereLight$$1;}(LightComponent);defineProperty$3(HemisphereLight$1,"defaults",objectSpread({},LightComponent.defaults,{skyColor:0xffffff,groundColor:0xffffff,intensity:1}));/** * @class PointLight * @category components/lights * @description PointLight creates a light at a specific position in the scene. The light shines in all directions (roughly similar to a light bulb.)

* It has the same options as AmbientLight in light paramater, but it also supports position, distance and decay.
* @param {Object} [params={light: {color: 0xffffff, intensity: 1, distance: 100, decay: 1}}] - The params. * @extends LightComponent * @memberof module:components/lights * @example Creating a PointLight * new PointLight( { * color: 0xff0000, * intensity: 2, * distance: 300 * * position: [10, 20, 10] * }).addTo(app); */var PointLight$1=/*#__PURE__*/function(_LightComponent){function PointLight$$1(){var _this;var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,PointLight$$1);_this=possibleConstructorReturn(this,getPrototypeOf$2(PointLight$$1).call(this,params,PointLight$$1.defaults));_this.wrapShadow();return _this;}createClass(PointLight$$1,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};return this.applyBridge({light:new PointLight(params.color,params.intensity,params.distance,params.decay)}).light;}}]);inherits(PointLight$$1,_LightComponent);return PointLight$$1;}(LightComponent);defineProperty$3(PointLight$1,"defaults",objectSpread({},LightComponent.defaults,{color:0xffffff,intensity:1,distance:100,decay:1}));/** * @class SpotLight * @category components/lights * @description SpotLight creates spot light that can cast shadow in one direction.

* It has the same parameters as AmbientLight in light, but it also supports pos and target.

* SpotLight affects meshes with lambert and phong material. * @classDesc * * @param {Object} [params={light: {color: 0xffffff, intensity: 1, distance: 100, angle: Math.PI / 3, exponent: 0, decay: 1}}] - The params. * @extends module:core.LightComponent * @memberof module:components/lights * @example Creating a SpotLight that falls down from vec3(10, 20, 10) to vec3(0, 0, 0) * new SpotLight({ * color: 0x00ff00, * intensity: 3, * distance: 1000 * * position: [10, 20, 10] * }).addTo(app); */var SpotLight$1=/*#__PURE__*/function(_LightComponent){function SpotLight$$1(){var _this;var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,SpotLight$$1);_this=possibleConstructorReturn(this,getPrototypeOf$2(SpotLight$$1).call(this,params,SpotLight$$1.defaults));_this.wrapShadow();return _this;}createClass(SpotLight$$1,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};return this.applyBridge({light:new SpotLight(params.color,params.intensity,params.distance,params.angle,params.exponent,params.decay)}).light;}}]);inherits(SpotLight$$1,_LightComponent);return SpotLight$$1;}(LightComponent);defineProperty$3(SpotLight$1,"defaults",objectSpread({},LightComponent.defaults,{color:0xffffff,intensity:1,distance:100,angle:Math.PI/3,exponent:0,decay:1}));var AreaLight=/*#__PURE__*/function(_LightComponent){function AreaLight(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,AreaLight);return possibleConstructorReturn(this,getPrototypeOf$2(AreaLight).call(this,params,AreaLight.defaults));}createClass(AreaLight,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};return this.applyBridge({light:new RectAreaLight(params.color,params.intensity,params.width,params.height)}).light;}}]);inherits(AreaLight,_LightComponent);return AreaLight;}(LightComponent);defineProperty$3(AreaLight,"defaults",objectSpread({},LightComponent.defaults,{color:0xffffff,intensity:1,width:10,height:10}));/** @module components/lights */ /** * @class CubeCamera * @category components/cameras * @description Creates 6 cameras that render to a WebGLRenderTargetCube * @param {Object} [params] - The parameters object. * @memberof module:components/cameras * @extends module:core.CameraComponent * @example Creates a CubeCamera and set it as app's camera * const camera = new CubeCamera({ * camera: { * cubeResolution: 256 * }, * * position: { * x: 0, * y: 100, * z: 0 * } * }); * * app.camera = camera; */var CubeCamera$1=/*#__PURE__*/function(_CameraComponent){/** * Default values for parameters * @member {Object} module:components/cameras.CubeCamera#defaults * @static * @default
   * {
   *   camera: {
   *     near: 1,
   *     far: 1000,
   *     cubeResolution: 128
   *   }
   * }
*/function CubeCamera$$1(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,CubeCamera$$1);return possibleConstructorReturn(this,getPrototypeOf$2(CubeCamera$$1).call(this,params,CubeCamera$$1.defaults));}createClass(CubeCamera$$1,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};return this.applyBridge({camera:new CubeCamera(params.near,params.far,params.cubeResolution)}).camera;}}]);inherits(CubeCamera$$1,_CameraComponent);return CubeCamera$$1;}(CameraComponent);defineProperty$3(CubeCamera$1,"defaults",objectSpread({},CameraComponent.defaults,{near:1,far:1000,cubeResolution:128}));/** * @class OrthographicCamera * @category components/cameras * @description Camera with orthographic projection. * @param {Object} [params] - The parameters object. * @memberof module:components/cameras * @extends module:core.CameraComponent * @example Create an OrthographicCamera and set it as app's camera * const camera = new OrthographicCamera({ * camera: { * far: 10000 * }, * * position: { * y: 50 * } * }); * * app.camera = camera; */var OrthographicCamera$1=/*#__PURE__*/function(_CameraComponent){/** * Default values for parameters * @member {Object} module:components/cameras.OrthographicCamera#defaults * @static * @default
   * {
   *   near: 1,
   *   far: 1000,
   *   left: system.window.innerWidth / -2,
   *   right: system.window.innerWidth / 2,
   *   top: system.window.innerHeight / 2,
   *   bottom: system.window.innerHeight / -2
   * }
*/function OrthographicCamera$$1(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,OrthographicCamera$$1);return possibleConstructorReturn(this,getPrototypeOf$2(OrthographicCamera$$1).call(this,params,OrthographicCamera$$1.defaults));}createClass(OrthographicCamera$$1,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};return this.applyBridge({camera:new OrthographicCamera(params.left,params.right,params.top,params.bottom,params.near,params.far)}).camera;}}]);inherits(OrthographicCamera$$1,_CameraComponent);return OrthographicCamera$$1;}(CameraComponent);defineProperty$3(OrthographicCamera$1,"defaults",objectSpread({},CameraComponent.defaults,{near:1,far:1000,left:system.window.innerWidth/-2,right:system.window.innerWidth/2,top:system.window.innerHeight/2,bottom:system.window.innerHeight/-2}));/** * @class PerspectiveCamera * @description Camera with perspective projection. * @category components/cameras * @param {Object} [params] - The parameters object. * @memberof module:components/cameras * @extends module:core.CameraComponent * @example Create an PerspectiveCamera and set it as app's camera * const camera = new PerspectiveCamera({ * fov: 75, * aspect: window.innerWidth / window.innerHeight, * * position: { * x: 0, * y: 100, * z: 0 * } * }); * * app.camera = camera; */var PerspectiveCamera$1=/*#__PURE__*/function(_CameraComponent){/** * Default values for parameters * @member {Object} module:components/cameras.PerspectiveCamera#defaults * @static * @default
   * {
   *   near: 1,
   *   far: 1000,
   *   fov: 75,
   *   aspect: system.window.innerWidth / system.window.innerHeight
   * }
*/function PerspectiveCamera$$1(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,PerspectiveCamera$$1);return possibleConstructorReturn(this,getPrototypeOf$2(PerspectiveCamera$$1).call(this,params,PerspectiveCamera$$1.defaults));}createClass(PerspectiveCamera$$1,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};return this.applyBridge({camera:new PerspectiveCamera(params.fov,params.aspect,params.near,params.far)}).camera;}}]);inherits(PerspectiveCamera$$1,_CameraComponent);return PerspectiveCamera$$1;}(CameraComponent);defineProperty$3(PerspectiveCamera$1,"defaults",objectSpread({},CameraComponent.defaults,{near:1,far:1000,fov:75,aspect:system.window.innerWidth/system.window.innerHeight}));/** @module components/cameras */ /** * @class Box * @category components/meshes * @description As told on Component definition, while you can pass any of the inherited params for this component construction, you will need to * pass specific parameters to build this mesh as a geometry object. * @classDesc * * @param {Object} [params] - The params. * @extends module:core.MeshComponent * @memberof module:components/meshes * @example Creating a Box, and adding to app * new Box({ * geometry: { * width: 2, * height: 2, * depth: 2 * }, * * material: new THREE.MeshBasicMaterial({ * color: 0xffffff * }), * * position: [50, 60, 70] * }).addTo(app); */var Box=/*#__PURE__*/function(_MeshComponent){/** * Default values for parameters * @member {Object} module:components/meshes.Box#defaults * @static * @default
   * {
   *   geometry: {
   *     width: 1,
   *     height: 1,
   *     depth: 1,
   *     widthSegments: 1,
   *     heightSegments: 1,
   *     depthSegments: 1
   *   }
   * }
*/ /** * Instructions * @member {Object} module:components/meshes.Box#instructions * @static * @default geometry: ['width', 'height', 'depth', 'widthSegments', 'heightSegments', 'depthSegements'] */function Box(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,Box);return possibleConstructorReturn(this,getPrototypeOf$2(Box).call(this,params,Box.defaults,Box.instructions));}/** * @method build * @description Build lifecycle creates a mesh using input params. * @param {Object} params Component parameters. * @return {THREE.Mesh} Built mesh * @memberof module:components/meshes.Box */createClass(Box,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:this.params;var _this$applyBridge=this.applyBridge({geometry:this.buildGeometry(params),material:params.material}),geometry=_this$applyBridge.geometry,material=_this$applyBridge.material;return this.applyBridge({mesh:new Mesh(geometry,material)}).mesh;}},{key:"buildGeometry",value:function buildGeometry(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};var geometry=new(params.buffer?BoxBufferGeometry:BoxGeometry)(params.geometry.width,params.geometry.height,params.geometry.depth,params.geometry.widthSegments,params.geometry.heightSegments,params.geometry.depthSegments);return geometry;}}]);inherits(Box,_MeshComponent);return Box;}(MeshComponent);defineProperty$3(defineProperty$3(Box,"defaults",objectSpread({},MeshComponent.defaults,{geometry:{width:1,height:1,depth:1,widthSegments:1,heightSegments:1,depthSegments:1}})),"instructions",objectSpread({},MeshComponent.instructions,{geometry:['width','height','depth','widthSegments','heightSegments','depthSegements']}));/** * @class Circle * @category components/meshes * @description As told on Component definition, while you can pass any of the inherited params for this component construction, you will need to * pass specific parameters to build this mesh as a geometry object. * @classDesc * * @param {Object} [params] - The params. * @extends module:core.MeshComponent * @memberof module:components/meshes * @example Creating a Circle, and adding to app * new Circle({ * geometry: { * radius: 4, * segments: 16 * }, * * material: new THREE.MeshBasicMaterial({ * color: 0xffffff * }), * * position: [50, 60, 70] * }).addTo(app); */var Circle=/*#__PURE__*/function(_MeshComponent){/** * Default values for parameters * @member {Object} module:components/meshes.Circle#defaults * @static * @default
   * {
   *   geometry: {
   *     radius: 50,
   *     segments: 8,
   *     thetaStart: 0,
   *     thetaLength: Math.PI * 2
   *   }
   * }
*/ /** * Instructions * @member {Object} module:components/meshes.Circle#instructions * @static * @default geometry: ['radius', 'segments', 'thetaStart', 'thetaLength'] */function Circle(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,Circle);return possibleConstructorReturn(this,getPrototypeOf$2(Circle).call(this,params,Circle.defaults,Circle.instructions));}/** * @method build * @description Build lifecycle creates a mesh using input params. * @param {Object} params Component parameters. * @return {THREE.Mesh} Built mesh * @memberof module:components/meshes.Circle */createClass(Circle,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:this.params;var _this$applyBridge=this.applyBridge({geometry:this.buildGeometry(params),material:params.material}),geometry=_this$applyBridge.geometry,material=_this$applyBridge.material;return this.applyBridge({mesh:new Mesh(geometry,material)}).mesh;}},{key:"buildGeometry",value:function buildGeometry(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};var geometry=new(params.buffer?CircleBufferGeometry:CircleGeometry)(params.geometry.radius,params.geometry.segments,params.geometry.thetaStart,params.geometry.thetaLength);return geometry;}}]);inherits(Circle,_MeshComponent);return Circle;}(MeshComponent);defineProperty$3(defineProperty$3(Circle,"defaults",objectSpread({},MeshComponent.defaults,{geometry:{radius:50,segments:8,thetaStart:0,thetaLength:Math.PI*2}})),"instructions",objectSpread({},MeshComponent.instructions,{geometry:['radius','segments','thetaStart','thetaLength']}));/** * @class Cone * @category components/meshes * @description A cylinder is one of the most basic curvilinear geometric shapes, the surface formed by the points at a fixed distance from a given straight line, the axis of the cylinder.

* The solid enclosed by this surface and by two planes perpendicular to the axis is also called a cylinder.
* The surface area and the volume of a cylinder have been known since deep antiquity. * @classDesc * * @param {Object} [params] - The params. * @extends module:core.MeshComponent * @memberof module:components/meshes * @example Creating a Cone, and adding to app * new Cone({ * geometry: { * radiusTop: 2, * radiusBottom: 4, * height: 5 * }, * * material: new THREE.MeshBasicMaterial({ * color: 0xffffff * }), * * pos: [0, 100, 0] * }).addTo(app); */var Cone=/*#__PURE__*/function(_MeshComponent){/** * Default values for parameters * @member {Object} module:components/meshes.Cone#defaults * @static * @default
   * {
   *   geometry: {
   *     radius: 20,
   *     height: 100,
   *     radiusSegments: 32,
   *     heightSegments: 1,
   *     openEnded: false,
   *     thetaStart: 0,
   *     thetaLength: Math.PI * 2
   *   }
   * }
*/ /** * Instructions * @member {Object} module:components/meshes.Cone#instructions * @static * @default
   * geometry: [
   *   'radius',
   *   'height',
   *   'radiusSegments',
   *   'heightSegments',
   *   'openEnded',
   *   'thetaStart',
   *   'thetaLength'
   * ]
   * 
*/function Cone(){var _this;var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,Cone);_this=possibleConstructorReturn(this,getPrototypeOf$2(Cone).call(this,params,Cone.defaults,Cone.instructions));if(params.build){_this.build(params);get$3(getPrototypeOf$2(Cone.prototype),"wrap",assertThisInitialized(_this)).call(assertThisInitialized(_this));}return _this;}/** * @method build * @description Build lifecycle creates a mesh using input params. * @param {Object} params Component parameters. * @return {THREE.Mesh} Built mesh * @memberof module:components/meshes.Cone */createClass(Cone,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:this.params;var _this$applyBridge=this.applyBridge({geometry:this.buildGeometry(params),material:params.material}),geometry=_this$applyBridge.geometry,material=_this$applyBridge.material;return this.applyBridge({mesh:new Mesh(geometry,material)}).mesh;}},{key:"buildGeometry",value:function buildGeometry(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};var geometry=new(params.buffer?ConeBufferGeometry:ConeGeometry)(params.geometry.radius,params.geometry.height,params.geometry.radiusSegments,params.geometry.heightSegments,params.geometry.openEnded,params.geometry.thetaStart,params.geometry.thetaLength);return geometry;}}]);inherits(Cone,_MeshComponent);return Cone;}(MeshComponent);defineProperty$3(defineProperty$3(Cone,"defaults",objectSpread({},MeshComponent.defaults,{geometry:{radius:20,height:100,radiusSegments:32,heightSegments:1,openEnded:false,thetaStart:0,thetaLength:Math.PI*2}})),"instructions",objectSpread({},MeshComponent.instructions,{geometry:['radius','height','radiusSegments','heightSegments','openEnded','thetaStart','thetaLength']}));/** * @class Cylinder * @category components/meshes * @description A cylinder is one of the most basic curvilinear geometric shapes, the surface formed by the points at a fixed distance from a given straight line, the axis of the cylinder.

* The solid enclosed by this surface and by two planes perpendicular to the axis is also called a cylinder.
* The surface area and the volume of a cylinder have been known since deep antiquity. * @classDesc * * @param {Object} [params] - The params. * @extends module:core.MeshComponent * @memberof module:components/meshes * @example Creating a Cylinder, and adding to app * new Cylinder({ * geometry: { * radiusTop: 2, * radiusBottom: 4, * height: 5 * }, * * material: new THREE.MeshBasicMaterial({ * color: 0xffffff * }), * * pos: [0, 100, 0] * }).addTo(app); */var Cylinder=/*#__PURE__*/function(_MeshComponent){/** * Default values for parameters * @member {Object} module:components/meshes.Cylinder#defaults * @static * @default
   * {
   *   geometry: {
   *     radiusTop: 20,
   *     radiusBottom: 20,
   *     height: 100,
   *     radiusSegments: 32,
   *     heightSegments: 1,
   *     openEnded: false,
   *     thetaStart: 0,
   *     thetaLength: Math.PI * 2
   *   }
   * }
*/ /** * Instructions * @member {Object} module:components/meshes.Cylinder#instructions * @static * @default
   * geometry: [
   *   'radiusTop',
   *   'radiusBottom',
   *   'height',
   *   'radiusSegments',
   *   'heightSegments',
   *   'openEnded',
   *   'thetaStart',
   *   'thetaLength'
   * ]
   * 
*/function Cylinder(){var _this;var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,Cylinder);_this=possibleConstructorReturn(this,getPrototypeOf$2(Cylinder).call(this,params,Cylinder.defaults,Cylinder.instructions));if(params.build){_this.build(params);get$3(getPrototypeOf$2(Cylinder.prototype),"wrap",assertThisInitialized(_this)).call(assertThisInitialized(_this));}return _this;}/** * @method build * @description Build lifecycle creates a mesh using input params. * @param {Object} params Component parameters. * @return {THREE.Mesh} Built mesh * @memberof module:components/meshes.Cylinder */createClass(Cylinder,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:this.params;var _this$applyBridge=this.applyBridge({geometry:this.buildGeometry(params),material:params.material}),geometry=_this$applyBridge.geometry,material=_this$applyBridge.material;return this.applyBridge({mesh:new Mesh(geometry,material)}).mesh;}},{key:"buildGeometry",value:function buildGeometry(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};var geometry=new(params.buffer?CylinderBufferGeometry:CylinderGeometry)(params.geometry.radiusTop,params.geometry.radiusBottom,params.geometry.height,params.geometry.radiusSegments,params.geometry.heightSegments,params.geometry.openEnded,params.geometry.thetaStart,params.geometry.thetaLength);return geometry;}}]);inherits(Cylinder,_MeshComponent);return Cylinder;}(MeshComponent);defineProperty$3(defineProperty$3(Cylinder,"defaults",objectSpread({},MeshComponent.defaults,{geometry:{radiusTop:0,radiusBottom:1,height:1,radiusSegments:32,heightSegments:1,openEnded:false,thetaStart:0,thetaLength:Math.PI*2}})),"instructions",objectSpread({},MeshComponent.instructions,{geometry:['radiusTop','radiusBottom','height','radiusSegments','heightSegments','openEnded','thetaStart','thetaLength']}));/** * @class Dodecahedron * @category components/meshes * @description In geometry, a dodecahedron is any polyhedron with twelve flat faces.

* The most familiar dodecahedron is the regular dodecahedron, which is a Platonic solid.
* There are also three regular star dodecahedra, which are constructed as stellations of the convex form.
* All of these have icosahedral symmetry, order 120. * Dodecahedron creates Dodecahedron object by it's radius and detail. * @classDesc * * @param {Object} [params] - The params. * @extends module:core.MeshComponent * @memberof module:components/meshes * @example Creating a Dodecahedron, and adding to app * new Dodecahedron({ * geometry: { * radius: 2 * }, * * material: new THREE.MeshBasicMaterial({ * color: 0xffffff * }), * * position: { * y: 10 * } * }).addTo(app); */var Dodecahedron=/*#__PURE__*/function(_MeshComponent){/** * Default values for parameters * @member {Object} module:components/meshes.Dodecahedron#defaults * @static * @default
   * geometry: {
   *   radius: 1,
   *   detail: 0
   * }
   * 
*/ /** * Instructions * @member {Object} module:components/meshes.Dodecahedron#instructions * @static * @default
   * geometry: ['radius', 'detail']
   * 
*/function Dodecahedron(){var _this;var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,Dodecahedron);_this=possibleConstructorReturn(this,getPrototypeOf$2(Dodecahedron).call(this,params,Dodecahedron.defaults,Dodecahedron.instructions));if(params.build){_this.build(params);get$3(getPrototypeOf$2(Dodecahedron.prototype),"wrap",assertThisInitialized(_this)).call(assertThisInitialized(_this));}return _this;}/** * @method build * @description Build lifecycle creates a mesh using input params. * @param {Object} params Component parameters. * @return {THREE.Mesh} Built mesh * @memberof module:components/meshes.Dodecahedron */createClass(Dodecahedron,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:this.params;var _this$applyBridge=this.applyBridge({geometry:this.buildGeometry(params),material:params.material}),geometry=_this$applyBridge.geometry,material=_this$applyBridge.material;return this.applyBridge({mesh:new Mesh(geometry,material)}).mesh;}},{key:"buildGeometry",value:function buildGeometry(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};return new(params.buffer?DodecahedronBufferGeometry:DodecahedronGeometry)(params.geometry.radius,params.geometry.detail);}}]);inherits(Dodecahedron,_MeshComponent);return Dodecahedron;}(MeshComponent);defineProperty$3(defineProperty$3(Dodecahedron,"defaults",objectSpread({},MeshComponent.defaults,{geometry:{radius:1,detail:0}})),"instructions",objectSpread({},MeshComponent.instructions,{geometry:['radius','detail']}));/** * @class Extrude * @category components/meshes * @description Extrude geometry means that you can create a 3D mesh from any 2D shape using three.js geometry based on THREE.Vector2.
* Such implementation will help you to make volumed shapes that have their own depth and can be seen from all angels.

* You can also find some interesting examples made using three.js which is a core of whs.js, such as: * - Webgl geometry extrude * - Extrude shapes from geodata * - Extrude splines * * Such examples can be easily implemented using whitestorm.js or it's plugins. Use `Extrude` class with THREE.Shape to get extrude effect of shape defined by 2D vectors. * This class is similar to THREE.ExtrudeGeometry, * but it also contains all properties, applied by `Shape`, such as material, mass and vectors like position (pos) and rotation (rot). * @classDesc * * @param {Object} [params] - The params. * @extends module:core.MeshComponent * @memberof module:components/meshes * @example Creating a shape, then an Extrude from it * const shape = new THREE.Shape([ * new THREE.Vector2(-4,-4), * new THREE.Vector2(-2,0), * new THREE.Vector2(-4,4), * new THREE.Vector2(0,2), * new THREE.Vector2(4,4), * new THREE.Vector2(2,0), * new THREE.Vector2(4,-4), * new THREE.Vector2(0,-2) * ]); * * const extrude = new Extrude({ * geometry: { * shapes: shape, * options: { * bevelEnabled: false, * bevelSize: 0, * amount: 2 * } * }, * * material: new THREE.MeshBasicMaterial({ * color: 0xffffff * }), * * position: [0, 100, 0] * }); * * extrude.addTo(app); */var Extrude=/*#__PURE__*/function(_MeshComponent){/** * Default values for parameters * @member {Object} module:components/meshes.Extrude#defaults * @static * @default
   * {
   *   geometry: {
   *     shapes: [],
   *     options: {}
   *   }
   * }
   * 
*/ /** * Instructions * @member {Object} module:components/meshes.Extrude#instructions * @static * @default
   * {
   *   geometry: ['shapes', 'options']
   * }
   * 
*/function Extrude(){var _this;var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,Extrude);_this=possibleConstructorReturn(this,getPrototypeOf$2(Extrude).call(this,params,Extrude.defaults,Extrude.instructions));if(params.build){_this.build(params);get$3(getPrototypeOf$2(Extrude.prototype),"wrap",assertThisInitialized(_this)).call(assertThisInitialized(_this));}return _this;}/** * @method build * @description Build lifecycle creates a mesh using input params. * @param {Object} params Component parameters. * @return {THREE.Mesh} Built mesh * @memberof module:components/meshes.Extrude */createClass(Extrude,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:this.params;var _this$applyBridge=this.applyBridge({geometry:this.buildGeometry(params),material:params.material}),geometry=_this$applyBridge.geometry,material=_this$applyBridge.material;return this.applyBridge({mesh:new Mesh(geometry,material)}).mesh;}},{key:"buildGeometry",value:function buildGeometry(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};var geometry=new ExtrudeGeometry(params.geometry.shapes,params.geometry.options);return params.buffer?new BufferGeometry().fromGeometry(geometry):geometry;}}]);inherits(Extrude,_MeshComponent);return Extrude;}(MeshComponent);defineProperty$3(defineProperty$3(Extrude,"defaults",objectSpread({},MeshComponent.defaults,{geometry:{shapes:[],options:{}}})),"instructions",objectSpread({},MeshComponent.instructions,{geometry:['shapes','options']}));/** * @class Icosahedron * @category components/meshes * @description In geometry, an icosahedron is a polyhedron with 20 faces.
* There are many kinds of icosahedra, with some being more symmetrical than others. The most well known is the Platonic, convex regular icosahedron.
* `Icosahedron` creates an Icosahedron object by its radius and detail. * @classDesc * * @param {Object} [params] - The params. * @extends module:core.MeshComponent * @memberof module:components/meshes * @example Creating a Icosahedron, and adding to app * new Icosahedron({ * geometry: { * radius: 2, * detail: 1 * }, * * material: new THREE.MeshBasicMaterial({ * color: 0xffffff * }), * * position: [0, 100, 0] * }).addTo(app); */var Icosahedron=/*#__PURE__*/function(_MeshComponent){/** * Default values for parameters * @member {Object} module:components/meshes.Icosahedron#defaults * @static * @default
   * {
   *   geometry: {
   *     radius: 1,
   *     detail: 0
   *   }
   * }
*/ /** * Instructions * @member {Object} module:components/meshes.Icosahedron#instructions * @static * @default {geometry: ['radius', 'detail']} */function Icosahedron(){var _this;var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,Icosahedron);_this=possibleConstructorReturn(this,getPrototypeOf$2(Icosahedron).call(this,params,Icosahedron.defaults,Icosahedron.instructions));if(params.build){_this.build(params);get$3(getPrototypeOf$2(Icosahedron.prototype),"wrap",assertThisInitialized(_this)).call(assertThisInitialized(_this));}return _this;}/** * @method build * @description Build lifecycle creates a mesh using input params. * @param {Object} params Component parameters. * @return {THREE.Mesh} Built mesh * @memberof module:components/meshes.Icosahedron */createClass(Icosahedron,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:this.params;var _this$applyBridge=this.applyBridge({geometry:this.buildGeometry(params),material:params.material}),geometry=_this$applyBridge.geometry,material=_this$applyBridge.material;return this.applyBridge({mesh:new Mesh(geometry,material)}).mesh;}},{key:"buildGeometry",value:function buildGeometry(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};return new(params.buffer?IcosahedronBufferGeometry:IcosahedronGeometry)(params.geometry.radius,params.geometry.detail);}}]);inherits(Icosahedron,_MeshComponent);return Icosahedron;}(MeshComponent);defineProperty$3(defineProperty$3(Icosahedron,"defaults",objectSpread({},MeshComponent.defaults,{geometry:{radius:1,detail:0}})),"instructions",objectSpread({},MeshComponent.instructions,{geometry:['radius','detail']}));/** * @class Lathe * @category components/meshes * @description A `LatheGeometry` allows you to create shapes from a smooth curve. * This curve is defined by a number of points (also called knots) and is most often called a spline. This spline is rotated around a fixed point and results in vase- and bell-like shapes.

* In 3D computer graphics, a lathed object is a 3D model whose vertex geometry is produced by rotating the points of a spline or other point set around a fixed axis. * The lathing may be partial; the amount of rotation is not necessarily a full 360 degrees. * The point set providing the initial source data can be thought of as a cross section through the object along a plane containing its axis of radial symmetry.

* The following example shows a geometry which can be generated using `Lathe` class. * @classDesc * * @param {Object} [params] - The params. * @extends module:core.MeshComponent * @memberof module:components/meshes * @example Creating a Lath, and adding to app * const points = []; * * for (let i = 0; i < 10; i++) { * points.push( * new THREE.Vector2( * (Math.sin(i * 0.7) * 15 + 50) / 10, * (i - 5) * 0.2 * ) * ); * } * * const lathe = new Lathe({ * geometry: { * points: points * }, * * material: new THREE.MeshBasicMaterial({ * color: 0xffffff * }), * * position: [0, 50, 10] * }).addTo(app); */var Lathe=/*#__PURE__*/function(_MeshComponent){/** * Default values for parameters * @member {Object} module:components/meshes.Lathe#defaults * @static * @default
   * {
   *   geometry: {
   *     points: []
   *   }
   * }
   * 
*/ /** * Instructions * @member {Object} module:components/meshes.Lathe#instructions * @static * @default
{
   *   geometry: ['points']
   * }
   * 
*/function Lathe(){var _this;var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,Lathe);_this=possibleConstructorReturn(this,getPrototypeOf$2(Lathe).call(this,params,Lathe.defaults,Lathe.instructions));if(params.build){_this.build(params);get$3(getPrototypeOf$2(Lathe.prototype),"wrap",assertThisInitialized(_this)).call(assertThisInitialized(_this));}return _this;}/** * @method build * @description Build lifecycle creates a mesh using input params. * @param {Object} params Component parameters. * @return {THREE.Mesh} Built mesh * @memberof module:components/meshes.Lathe */createClass(Lathe,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:this.params;var _this$applyBridge=this.applyBridge({geometry:this.buildGeometry(params),material:params.material}),geometry=_this$applyBridge.geometry,material=_this$applyBridge.material;return this.applyBridge({mesh:new Mesh(geometry,material)}).mesh;}},{key:"buildGeometry",value:function buildGeometry(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};return new(params.buffer?LatheBufferGeometry:LatheGeometry)(params.geometry.points);}}]);inherits(Lathe,_MeshComponent);return Lathe;}(MeshComponent);defineProperty$3(defineProperty$3(Lathe,"defaults",objectSpread({},MeshComponent.defaults,{geometry:{points:[]}})),"instructions",objectSpread({},MeshComponent.instructions,{geometry:['points']}));/** * @class Line * @category components/meshes * @description Line component is generated from a curve/line and amount of vectors that should be used (points). * @param {Object} [params] - The params. * @extends module:core.MeshComponent * @memberof module:components/meshes * @example Creating a Line, and adding to app * new Line({ * geometry: { * curve: new THREE.LineCurve3(new THREE.Vector3(10, 10, 0), new THREE.Vector3(10, 30, 0)) * }, * * material: new THREE.MeshBasicMaterial({ * color: 0xffffff * }) * }).addTo(app); */var Line$1=/*#__PURE__*/function(_MeshComponent){/** * Default values for parameters * @member {Object} module:components/meshes.Line#defaults * @static * @default
   * {
   *   curve: new LineCurve3(new Vector3(0, 0, 0), new Vector3(10, 0, 0)),
   *   points: 50
   * }
   * 
*/ /** * Instructions * @member {Object} module:components/meshes.Line#instructions * @static * @default
{
   *   geometry: ['curve', 'points']
   * }
   * 
*/function Line$$1(params){classCallCheck(this,Line$$1);return possibleConstructorReturn(this,getPrototypeOf$2(Line$$1).call(this,params,Line$$1.defaults,Line$$1.instructions));}/** * @method build * @description Build lifecycle creates a mesh using input params. * @param {Object} params Component parameters. * @return {THREE.Mesh} Built mesh * @memberof module:components/meshes.Line */createClass(Line$$1,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:this.params;var _this$applyBridge=this.applyBridge({geometry:this.buildGeometry(params),material:params.material}),geometry=_this$applyBridge.geometry,material=_this$applyBridge.material;return this.applyBridge({mesh:new Line(geometry,material)}).mesh;}},{key:"buildGeometry",value:function buildGeometry(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};var geometry=params.buffer?new BufferGeometry():new Geometry();if(params.buffer){var pp=params.curve.getPoints(params.points);var verts=new Float32Array(pp.length*3);for(var i=0,max=pp.length;iCreating a Importer, and adding to app * new Importer({ * loader: new THREE.OBJLoader(), * * parser(geometry, material) { // data from loader * return new THREE.Mesh(geometry, material); // should return your .native (mesh in this case) * }, * * position: [0, 100, 0] * }).addTo(app); */var Importer=/*#__PURE__*/function(_MeshComponent){createClass(Importer,null,[{key:"filter",/** * Default values for parameters * @member {Object} module:components/meshes.Importer#defaults * @static * @default
     * {
     *   url: '',
     *   loader: new JSONLoader(),
     *
     *   onLoad() {},
     *   onProgress() {},
     *   onError() {},
     *
     *   texturePath: null,
     *   useCustomMaterial: false,
     *
     *   parser(geometry, materials) {
     *     return new Mesh(geometry, materials);
     *   }
     * }
*/ /** * @method filter * @description Default values for filter * @static * @param {THREE.Mesh} object Instance for iterating through it's children. * @param {Function} filter Function with child as argument, should return a boolean whether include the child or not. * @return {THREE.Mesh} object with children * @memberof module:components/meshes.Importer * @example Removing unnecessary lights from children * new Importer({ * loader: new THREE.OBJLoader(), * * parse(group) { // data from loader * return Importer.filter(group, child => !child.isLight); // remove lights * }, * * position: [0, 100, 0] * }).addTo(app); */value:function filter(object,_filter){var processFilter=function processFilter(object){object.children.forEach(function(el,index){if(el.children)processFilter(el);if(!_filter(el))object.children.splice(index,1);});return object;};return processFilter(object);}}]);function Importer(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,Importer);return possibleConstructorReturn(this,getPrototypeOf$2(Importer).call(this,params,Importer.defaults,Importer.instructions,false));}/** * @method build * @description Build lifecycle creates a mesh using input params. * @param {Object} params Component parameters. * @return {THREE.Mesh} Built mesh * @memberof module:components/meshes.Importer */createClass(Importer,[{key:"build",value:function build(){var _this=this;var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};return new Promise(function(resolve){if(params.texturePath)params.loader.setTexturePath(params.texturePath);params.loader.load(params.url,function(){for(var _len=arguments.length,data=new Array(_len),_key=0;_key<_len;_key++){data[_key]=arguments[_key];}// geometry, materials params.onLoad.apply(params,data);var object=params.parser.apply(_this,data);if(params.material)object.material=_this.applyBridge({material:params.material}).material;resolve(object);},params.onProgress,params.onError);});}}]);inherits(Importer,_MeshComponent);return Importer;}(MeshComponent);defineProperty$3(defineProperty$3(Importer,"defaults",objectSpread({},MeshComponent.defaults,{url:'',loader:new JSONLoader(),onLoad:function onLoad(){},onProgress:function onProgress(){},// TODO add onComplete? onError:function onError(){},texturePath:null,useCustomMaterial:false,parser:function parser(geometry,material){var _this$applyBridge=this.applyBridge({geometry:geometry,material:material}),geom=_this$applyBridge.geometry,mat=_this$applyBridge.material;return this.applyBridge({mesh:geom.bones?new SkinnedMesh(geom,mat):new Mesh(geom,mat)}).mesh;}})),"instructions",objectSpread({},MeshComponent.instructions));/** * @class Octahedron * @category components/meshes * @description In geometry, an octahedron is a polyhedron with eight faces. * A regular octahedron is a Platonic solid composed of eight equilateral triangles, four of which meet at each vertex. *

* `Octahedron` creates an Octahedron object by its `radius` and `detail`. * @classDesc * * @param {Object} [params] - The params. * @extends module:core.MeshComponent * @memberof module:components/meshes * @example Creating an Octahedron, and adding to app * new Octahedron({ * geometry: { * radius: 2, * detail: 1 * }, * * material: new THREE.MeshBasicMaterial({ * color: 0xffffff * }), * * position: [0, 100, 0] * }).addTo(app); */var Octahedron=/*#__PURE__*/function(_MeshComponent){/** * Default values for parameters * @member {Object} module:components/meshes.Octahedron#defaults * @static * @default
   * {
   *   geometry: {
   *     radius: 1,
   *     detail: 0
   *   }
   * }
   * 
*/function Octahedron(){var _this;var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,Octahedron);_this=possibleConstructorReturn(this,getPrototypeOf$2(Octahedron).call(this,params,Octahedron.defaults,Octahedron.instructions));if(params.build){_this.build(params);get$3(getPrototypeOf$2(Octahedron.prototype),"wrap",assertThisInitialized(_this)).call(assertThisInitialized(_this));}return _this;}/** * @method build * @description Build lifecycle creates a mesh using input params. * @param {Object} params Component parameters. * @return {THREE.Mesh} Built mesh * @memberof module:components/meshes.Octahedron */createClass(Octahedron,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:this.params;var _this$applyBridge=this.applyBridge({geometry:this.buildGeometry(params),material:params.material}),geometry=_this$applyBridge.geometry,material=_this$applyBridge.material;return this.applyBridge({mesh:new Mesh(geometry,material)}).mesh;}},{key:"buildGeometry",value:function buildGeometry(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};return new(params.buffer?OctahedronBufferGeometry:OctahedronGeometry)(params.geometry.radius,params.geometry.detail);}}]);inherits(Octahedron,_MeshComponent);return Octahedron;}(MeshComponent);defineProperty$3(Octahedron,"defaults",objectSpread({},MeshComponent.defaults,{geometry:{radius:1,detail:0}}));/** * @class Parametric * @category components/meshes * @description `Parametric` generates a geometry representing a Parametric surface *

* It is usually used to develop different kinds of highfields or visualize a math function. *
* - Parametric surface * - "Graphulus" *

* @classDesc * * @param {Object} [params] - The params. * @extends module:core.MeshComponent * @memberof module:components/meshes * @example Example creating an heightfield-like geometry. `u` and `v` are like `x` and `y` in shape, but their values are always from `0` to `1`. * We use them in `THREE.Vector3` like `x` and `z` and `Math.random() * 5` for `y`. * const createParametric = (u, v) => { * return new THREE.Vector3(u * 30, Math.random() * 5, v * 30); * } * * new Parametric({ * geometry: { * func: createParametric * }, * * material: new THREE.MeshLambertMaterial({ * color: 0xffffff, * side: THREE.DoubleSide * }), * * position: [0, 100, -100] * }).addTo(app); */var Parametric=/*#__PURE__*/function(_MeshComponent){/** * Default values for parameters * @member {Object} module:components/meshes.Parametric#defaults * @static * @default
   * {
   *   geometry: {
   *     func: (u, v) => new Vector3(u, v, 0),
   *     slices: 10,
   *     tacks: 10
   *   }
   * }
   * 
*/function Parametric(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,Parametric);return possibleConstructorReturn(this,getPrototypeOf$2(Parametric).call(this,params,Parametric.defaults,Parametric.instructions));}/** * @method build * @description Build lifecycle creates a mesh using input params. * @param {Object} params Component parameters. * @return {THREE.Mesh} Built mesh * @memberof module:components/meshes.Parametric */createClass(Parametric,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:this.params;var _this$applyBridge=this.applyBridge({geometry:this.buildGeometry(params),material:params.material}),geometry=_this$applyBridge.geometry,material=_this$applyBridge.material;return this.applyBridge({mesh:new Mesh(geometry,material)}).mesh;}},{key:"buildGeometry",value:function buildGeometry(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};return new(params.buffer?ParametricBufferGeometry:ParametricGeometry)(params.geometry.func,params.geometry.slices,params.geometry.stacks);}}]);inherits(Parametric,_MeshComponent);return Parametric;}(MeshComponent);defineProperty$3(Parametric,"defaults",objectSpread({},MeshComponent.defaults,{geometry:{func:function func(u,v){return new Vector3(u,v,0);},slices:10,stacks:10}}));/** * @class Plane * @category components/meshes * @description `Plane` is used for creating planes given some `width` and `height`. * @classDesc * * @param {Object} [params] - The params. * @extends module:core.MeshComponent * @memberof module:components/meshes * @example Creating a Plane, and adding to app * new Plane({ * geometry: { * width: 20, * height: 30 * }, * * material: new THREE.MeshBasicMaterial({ * color: 0xffffff * }) * }).addTo(app); */var Plane$1=/*#__PURE__*/function(_MeshComponent){/** * Default values for parameters * @member {Object} module:components/meshes.Plane#defaults * @static * @default
   * {
   *   geometry: {
   *     width: 10,
   *     height: 10,
   *     wSegments: 1,
   *     hSegments: 1
   *   }
   * }
   * 
*/ /** * Instructions * @member {Object} module:components/meshes.Plane#instructions * @static * @default
   * {
   *   geometry: ['width', 'height', 'wSegments', 'hSegments']
   * }
   * 
*/function Plane$$1(){var _this;var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,Plane$$1);_this=possibleConstructorReturn(this,getPrototypeOf$2(Plane$$1).call(this,params,Plane$$1.defaults,Plane$$1.instructions));if(params.build){_this.build(params);get$3(getPrototypeOf$2(Plane$$1.prototype),"wrap",assertThisInitialized(_this)).call(assertThisInitialized(_this));}return _this;}/** * @method build * @description Build lifecycle creates a mesh using input params. * @param {Object} params Component parameters. * @return {THREE.Mesh} Built mesh * @memberof module:components/meshes.Plane */createClass(Plane$$1,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:this.params;var _this$applyBridge=this.applyBridge({geometry:this.buildGeometry(params),material:params.material}),geometry=_this$applyBridge.geometry,material=_this$applyBridge.material;return this.applyBridge({mesh:new Mesh(geometry,material)}).mesh;}},{key:"buildGeometry",value:function buildGeometry(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};var geometry=new(params.buffer?PlaneBufferGeometry:PlaneGeometry)(params.geometry.width,params.geometry.height,params.geometry.wSegments,params.geometry.hSegments);return geometry;}}]);inherits(Plane$$1,_MeshComponent);return Plane$$1;}(MeshComponent);defineProperty$3(defineProperty$3(Plane$1,"defaults",objectSpread({},MeshComponent.defaults,{geometry:{width:10,height:10,wSegments:1,hSegments:1}})),"instructions",objectSpread({},MeshComponent.instructions,{geometry:['width','height','wSegments','hSegments']}));var verticesOfCube=[-1,-1,-1,1,-1,-1,1,1,-1,-1,1,-1,-1,-1,1,1,-1,1,1,1,1,-1,1,1],indicesOfFaces=[2,1,0,0,3,2,0,4,7,7,3,0,0,1,5,5,4,0,1,2,6,6,5,1,2,3,7,7,6,2,4,5,6,6,7,4];/** * @class Polyhedron * @category components/meshes * @description In elementary geometry, a polyhedron is a solid in three dimensions with flat polygonal faces, straight edges and sharp corners or vertices. *

* `Polyhedron` creates a Polyhedron by its `radius` and `detail`. *

* @param {Object} [params] - The params. * @extends module:core.MeshComponent * @memberof module:components/meshes * @example Creating an Polyhedron, and adding to app * new Polyhedron({ * geometry: { * radius: 2, * detail: 1 * }, * * material: new THREE.MeshBasicMaterial({ * color: 0xffffff * }), * * position: [0, 100, 0] * }).addTo(app); */var Polyhedron=/*#__PURE__*/function(_MeshComponent){/** * Default values for parameters * @member {Object} module:components/meshes.Polyhedron#defaults * @static * @default
   * {
   *   geometry: {
   *     verticesOfCube: [
   *       -1, -1, -1, 1, -1, -1, 1, 1, -1, -1, 1, -1,
   *       -1, -1, 1, 1, -1, 1, 1, 1, 1, -1, 1, 1
   *     ],
   *
   *     indicesOfFaces: [
   *       2, 1, 0, 0, 3, 2,
   *       0, 4, 7, 7, 3, 0,
   *       0, 1, 5, 5, 4, 0,
   *       1, 2, 6, 6, 5, 1,
   *       2, 3, 7, 7, 6, 2,
   *       4, 5, 6, 6, 7, 4
   *     ],
   *
   *     radius: 6,
   *     detail: 2
   *   }
   * }
   * 
*/ /** * Instructions * @member {Object} module:components/meshes.Polyhedron#instructions * @static * @default
   * {
   *   geometry: ['verticesOfCube', 'indicesOfFaces', 'radius', 'detail']
   * }
   * 
*/function Polyhedron(){var _this;var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,Polyhedron);_this=possibleConstructorReturn(this,getPrototypeOf$2(Polyhedron).call(this,params,Polyhedron.defaults,Polyhedron.instructions));if(params.build){_this.build(params);get$3(getPrototypeOf$2(Polyhedron.prototype),"wrap",assertThisInitialized(_this)).call(assertThisInitialized(_this));}return _this;}/** * @method build * @description Build lifecycle creates a mesh using input params. * @param {Object} params Component parameters. * @return {THREE.Mesh} Built mesh * @memberof module:components/meshes.Polyhedron */createClass(Polyhedron,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:this.params;var _this$applyBridge=this.applyBridge({geometry:this.buildGeometry(params),material:params.material}),geometry=_this$applyBridge.geometry,material=_this$applyBridge.material;return this.applyBridge({mesh:new Mesh(geometry,material)}).mesh;}},{key:"buildGeometry",value:function buildGeometry(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};return new(params.buffer?PolyhedronBufferGeometry:PolyhedronGeometry)(params.geometry.verticesOfCube,params.geometry.indicesOfFaces,params.geometry.radius,params.geometry.detail);}}]);inherits(Polyhedron,_MeshComponent);return Polyhedron;}(MeshComponent);defineProperty$3(defineProperty$3(defineProperty$3(defineProperty$3(Polyhedron,"verticesOfCube",verticesOfCube),"indicesOfFaces",indicesOfFaces),"defaults",objectSpread({},MeshComponent.defaults,{geometry:{verticesOfCube:verticesOfCube,indicesOfFaces:indicesOfFaces,radius:6,detail:2}})),"instructions",objectSpread({},MeshComponent.instructions,{geometry:['verticesOfCube','indicesOfFaces','radius','detail']}));/** * @class Ring * @category components/meshes * @description Ring class creates a circle or just 2D Torus. Does not support physics. * @classDesc * * @param {Object} [params] - The params. * @extends module:core.MeshComponent * @memberof module:components/meshes * @example Creating a Ring, and adding to app * new Ring({ * geometry: { * innerRadius: 5, * outerRadius: 2 * }, * * material: new THREE.MeshLambertMaterial({ * color: 0xffffff, * side THREE.DoubleSide * }), * * position: [0, 8, 0], * * rotation: { * x: Math.PI/4 * } * }).addTo(app); */var Ring=/*#__PURE__*/function(_MeshComponent){/** * Default values for parameters * @member {Object} module:components/meshes.Ring#defaults * @static * @default
   * {
   *   geometry: {
   *     innerRadius: 0,
   *     outerRadius: 50,
   *     thetaSegments: 8,
   *     phiSegments: 8,
   *     thetaStart: 0,
   *     thetaLength: Math.PI * 2
   *   }
   * }
   * 
*/ /** * Instructions * @member {Object} module:components/meshes.Ring#instructions * @static * @default
   * {
   *   geometry: [
   *     'innerRadius',
   *     'outerRadius',
   *     'thetaSegments',
   *     'phiSegments',
   *     'thetaStart',
   *     'thetaLength'
   *   ]
   * }
   * 
*/function Ring(){var _this;var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,Ring);_this=possibleConstructorReturn(this,getPrototypeOf$2(Ring).call(this,params,Ring.defaults,Ring.instructions));if(params.build){_this.build(params);get$3(getPrototypeOf$2(Ring.prototype),"wrap",assertThisInitialized(_this)).call(assertThisInitialized(_this));}return _this;}/** * @method build * @description Build lifecycle creates a mesh using input params. * @param {Object} params Component parameters. * @return {THREE.Mesh} Built mesh * @memberof module:components/meshes.Ring */createClass(Ring,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:this.params;var _this$applyBridge=this.applyBridge({geometry:this.buildGeometry(params),material:params.material}),geometry=_this$applyBridge.geometry,material=_this$applyBridge.material;return this.applyBridge({mesh:new Mesh(geometry,material)}).mesh;}},{key:"buildGeometry",value:function buildGeometry(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};return new(params.buffer?RingBufferGeometry:RingGeometry)(params.geometry.innerRadius,params.geometry.outerRadius,params.geometry.thetaSegments,params.geometry.phiSegments,params.geometry.thetaStart,params.geometry.thetaLength);}}]);inherits(Ring,_MeshComponent);return Ring;}(MeshComponent);defineProperty$3(defineProperty$3(Ring,"defaults",objectSpread({},MeshComponent.defaults,{geometry:{innerRadius:0,outerRadius:50,thetaSegments:8,phiSegments:8,thetaStart:0,thetaLength:Math.PI*2}})),"instructions",objectSpread({},MeshComponent.defaults,{geometry:['innerRadius','outerRadius','thetaSegments','phiSegments','thetaStart','thetaLength']}));/** * @class Shape * @category components/meshes * @description Shape is a universal class. It allows you to create different 2D shapes in 3D scene.
* Unfortunately, not all of them support physics, an alternative is to make a similar 3D object and scale its width down to near zero. *

* `Shape` consists of shapes that are in its shapes parameter. * @classDesc * * @param {Object} [params] - The params. * @extends module:core.MeshComponent * @memberof module:components/meshes * @example Creating a plane looking Shape from a THREE.Shape, and adding it to app * const rectWidth = 10, * rectLength = 5; * * const rectShape = new THREE.Shape(); * rectShape.moveTo(0,0); * rectShape.lineTo(0, rectWidth); * rectShape.lineTo(rectLength, rectWidth); * rectShape.lineTo(rectLength, 0); * rectShape.lineTo(0, 0); * * const plane = new Shape({ * geometry: { * shape: rectShape * }, * * material: new THREE.MeshBasicMaterial({ * color: 0xffffff * }) * }).addTo(app); */var Shape$1=/*#__PURE__*/function(_MeshComponent){/** * Default values for parameters * @member {Object} module:components/meshes.Shape#defaults * @static * @default
   * {
   *   geometry: {
   *     shapes: []
   * }
   * 
*/ /** * Instructions * @member {Object} module:components/meshes.Shape#instructions * @static * @default
   * {
   *   geometry: ['shapes']
   * }
   * 
*/function Shape$$1(){var _this;var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,Shape$$1);_this=possibleConstructorReturn(this,getPrototypeOf$2(Shape$$1).call(this,params,Shape$$1.defaults,Shape$$1.instructions));if(params.build){_this.build(params);get$3(getPrototypeOf$2(Shape$$1.prototype),"wrap",assertThisInitialized(_this)).call(assertThisInitialized(_this));}return _this;}/** * @method build * @description Build lifecycle creates a mesh using input params. * @param {Object} params Component parameters. * @return {THREE.Mesh} Built mesh * @memberof module:components/meshes.Shape */createClass(Shape$$1,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:this.params;var _this$applyBridge=this.applyBridge({geometry:this.buildGeometry(params),material:params.material}),geometry=_this$applyBridge.geometry,material=_this$applyBridge.material;return this.applyBridge({mesh:new Mesh(geometry,material)}).mesh;}},{key:"buildGeometry",value:function buildGeometry(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};return new(params.buffer?ShapeBufferGeometry:ShapeGeometry)(params.geometry.shapes);}}]);inherits(Shape$$1,_MeshComponent);return Shape$$1;}(MeshComponent);defineProperty$3(defineProperty$3(Shape$1,"defaults",objectSpread({},MeshComponent.defaults,{geometry:{shapes:[]}})),"instructions",objectSpread({},MeshComponent.instructions,{geometry:['shapes']}));/** * @class Sphere * @category components/meshes * @description Sphere class is used to create sphere objects by its radius property and other values that determines its detality. *

* It is similar to THREE.SphereGeometry, but it also contains all `Shape` properties, such as material, mass and vectors like position (pos) and rotation (rot). *

* Then it creates an `Three.js mesh` or a `Physijs mesh`, that is similar to `Three.js mesh`, but it also take into consideration collision calculations. * This mesh is a combination of `Three.js geometry` and `Physijs material` (The same as in three.js, but with friction and restitution). * @classDesc * * @param {Object} [params] - The params. * @extends module:core.MeshComponent * @memberof module:components/meshes * @example Creating a Sphere, and adding it to app * new Sphere({ * geometry: { * radius: 2 * }, * * material: new THREE.MeshBasicMaterial({ * color: 0xffffff * }), * * position: { * y: 100 * } * }).addTo(app); */var Sphere$1=/*#__PURE__*/function(_MeshComponent){/** * Default values for parameters * @member {Object} module:components/meshes.Sphere#defaults * @static * @default
   * {
   *   geometry: {
   *     radius: 1,
   *     widthSegments: 8,
   *     heightSegments: 6
   * }
   * 
*/ /** * Instructions * @member {Object} module:components/meshes.Sphere#instructions * @static * @default
   * {
   *   geometry: ['radius', 'widthSegments', 'heightSegments']
   * }
   * 
*/function Sphere$$1(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,Sphere$$1);return possibleConstructorReturn(this,getPrototypeOf$2(Sphere$$1).call(this,params,Sphere$$1.defaults,Sphere$$1.instructions));}/** * @method build * @description Build lifecycle creates a mesh using input params. * @param {Object} params Component parameters. * @return {THREE.Mesh} Built mesh * @memberof module:components/meshes.Sphere */createClass(Sphere$$1,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:this.params;var _this$applyBridge=this.applyBridge({geometry:this.buildGeometry(params),material:params.material}),geometry=_this$applyBridge.geometry,material=_this$applyBridge.material;return this.applyBridge({mesh:new Mesh(geometry,material)}).mesh;}},{key:"buildGeometry",value:function buildGeometry(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};var geometry=new(params.buffer?SphereBufferGeometry:SphereGeometry)(params.geometry.radius,params.geometry.widthSegments,params.geometry.heightSegments);return geometry;}}]);inherits(Sphere$$1,_MeshComponent);return Sphere$$1;}(MeshComponent);defineProperty$3(defineProperty$3(Sphere$1,"defaults",objectSpread({},MeshComponent.defaults,{geometry:{radius:1,widthSegments:8,heightSegments:6}})),"instructions",objectSpread({},MeshComponent.instructions,{geometry:['radius','widthSegments','heightSegments']}));/** * @class Tetrahedron * @category components/meshes * @description In geometry, a tetrahedron is a polyhedron composed of four triangular faces, six straight edges, and four vertex corners. * The tetrahedron is the simplest of all the ordinary convex polyhedra and the only one that has fewer than 5 faces. *

* `Tetrahedron` creates a Tetrahedron object by its `radius` and `detail` * @classDesc * * @param {Object} [params] - The params. * @extends module:core.MeshComponent * @memberof module:components/meshes * @example Creating a Tetrahedron, and adding it to app * new Tetrahedron({ * geometry: { * radius: 2, * detail: 1 * }, * * material: new THREE.MeshBasicMaterial({ * color: 0xffffff * }), * * position: { * x: 0, * y: 100, * z: 0 * } * }).addTo(app); */var Tetrahedron=/*#__PURE__*/function(_MeshComponent){/** * Default values for parameters * @member {Object} module:components/meshes.Tetrahedron#defaults * @static * @default
   * {
   *   geometry: {
   *     radius: 1,
   *     detail: 0
   * }
   * 
*/ /** * Instructions * @member {Object} module:components/meshes.Tetrahedron#instructions * @static * @default
   * {
   *   geometry: ['radius', 'detail']
   * }
   * 
*/function Tetrahedron(){var _this;var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,Tetrahedron);_this=possibleConstructorReturn(this,getPrototypeOf$2(Tetrahedron).call(this,params,Tetrahedron.defaults,Tetrahedron.instructions));if(params.build){_this.build(params);get$3(getPrototypeOf$2(Tetrahedron.prototype),"wrap",assertThisInitialized(_this)).call(assertThisInitialized(_this));}return _this;}/** * @method build * @description Build lifecycle creates a mesh using input params. * @param {Object} params Component parameters. * @return {THREE.Mesh} Built mesh * @memberof module:components/meshes.Tetrahedron */createClass(Tetrahedron,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:this.params;var _this$applyBridge=this.applyBridge({geometry:this.buildGeometry(params),material:params.material}),geometry=_this$applyBridge.geometry,material=_this$applyBridge.material;return this.applyBridge({mesh:new Mesh(geometry,material)}).mesh;}},{key:"buildGeometry",value:function buildGeometry(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};return new(params.buffer?TetrahedronBufferGeometry:TetrahedronGeometry)(params.geometry.radius,params.geometry.detail);}}]);inherits(Tetrahedron,_MeshComponent);return Tetrahedron;}(MeshComponent);defineProperty$3(defineProperty$3(Tetrahedron,"defaults",objectSpread({},MeshComponent.defaults,{geometry:{radius:1,detail:0}})),"instructions",objectSpread({},MeshComponent.instructions,{geometry:['radius','detail']}));/** * @class Text * @category components/meshes * @description Text class is made for creating 3D text objects. * @classDesc * *

* Physics text object can be convex or concave. By default it's convex but you can also switch to concave. * @param {Object} [params] - The params. * @extends module:core.MeshComponent * @memberof module:components/meshes * @example Creating a Text, and adding it to app * new Text({ * text: 'Some text', * parameters: { * font: 'path/to/font.typeface.js', * size: 20, * height: 5, * curveSegments: 6 * } * }, * * material: new THREE.MeshBasicMaterial({ * color: 0xffffff * }), * * position: { * x: -40, * y: 20, * z: 0 * } * }).addTo(app); */var Text=/*#__PURE__*/function(_MeshComponent){createClass(Text,null,[{key:"load",/** * Default values for parameters * @member {Object} module:components/meshes.Text#defaults * @static * @default
     * {
     *   text: 'Hello World!',
     *   font: null,
     *
     *   geometry: {
     *     size: 12,
     *     height: 50,
     *     curveSegments: 12,
     *     font: new Font(),
     *     bevelEnabled: false,
     *     bevelThickness: 10,
     *     bevelSize: 8
     *   }
     * }
     * 
*/ /** * Default FontLoader * @member {Object} module:components/meshes.Text#loader * @static * @default new FontLoader() */ /** * @method load * @static * @description load() preloads a Font object and returns a Promise with it. * @param {String} path Path to the font * @return {Promise} A promise resolved with a font * @memberof module:components/meshes.Text */value:function load(path){var loader=arguments.length>1&&arguments[1]!==undefined?arguments[1]:Text.loader;return new Promise(function(resolve){loader.load(path,resolve);});}}]);function Text(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,Text);return possibleConstructorReturn(this,getPrototypeOf$2(Text).call(this,params,Text.defaults,Text.instructions));}/** * @method build * @description Build is called as part of the lifecycle to create a mesh using input params. * @param {Object} params Component parameters. * @return {THREE.Mesh} Built mesh * @memberof module:components/meshes.Text */createClass(Text,[{key:"build",value:function build(){var _this=this;var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:this.params;var promise=new Promise(function(resolve){(params.font instanceof Promise?params.font:Promise.resolve(params.font)).then(function(font){var _this$applyBridge=_this.applyBridge({geometry:new TextGeometry(params.text,Object.assign(params.geometry,{font:font})),material:params.material}),geometry=_this$applyBridge.geometry,material=_this$applyBridge.material;resolve(_this.applyBridge({mesh:new Mesh(geometry,material)}).mesh);});});get$3(getPrototypeOf$2(Text.prototype),"wait",this).call(this,promise);return promise;}}]);inherits(Text,_MeshComponent);return Text;}(MeshComponent);defineProperty$3(defineProperty$3(defineProperty$3(Text,"defaults",objectSpread({},MeshComponent.defaults,{text:'Hello World!',font:null,geometry:{size:12,height:50,curveSegments:12,font:new Font(),bevelEnabled:false,bevelThickness:10,bevelSize:8}})),"instructions",objectSpread({},MeshComponent.instructions)),"loader",new FontLoader());/** * @class Torus * @category components/meshes * @description Torus class makes a torus figure. A donut is a torus. * @classDesc * * @param {Object} [params] - The params. * @extends module:core.MeshComponent * @memberof module:components/meshes * @example Creating a Torus, and adding it to app * new Torus({ * geometry: { * radius: 5, * tube: 2 * }, * * material: new THREE.MeshBasicMaterial({ * color: 0xffffff * }), * * position: { * y: 35 * } * }).addTo(app); */var Torus=/*#__PURE__*/function(_MeshComponent){/** * Default values for parameters * @member {Object} module:components/meshes.Torus#defaults * @static * @default
   * {
   *   geometry: {
   *     radius: 100,
   *     tube: 40,
   *     radialSegments: 8,
   *     tubularSegments: 6,
   *     arc: Math.PI * 2
   *   }
   * }
   * 
*/ /** * Instructions * @member {Object} module:components/meshes.Torus#instructions * @static * @default
   * {
   *   geometry: [
   *     'radius',
   *     'tube',
   *     'radialSegments',
   *     'tubularSegments',
   *     'arc'
   *   ]
   * }
   * 
*/function Torus(){var _this;var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,Torus);_this=possibleConstructorReturn(this,getPrototypeOf$2(Torus).call(this,params,Torus.defaults,Torus.instructions));if(params.build){_this.build(params);get$3(getPrototypeOf$2(Torus.prototype),"wrap",assertThisInitialized(_this)).call(assertThisInitialized(_this));}return _this;}/** * @method build * @description Build lifecycle creates a mesh using input params. * @param {Object} params Component parameters. * @return {THREE.Mesh} Built mesh * @memberof module:components/meshes.Torus */createClass(Torus,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:this.params;var _this$applyBridge=this.applyBridge({geometry:this.buildGeometry(params),material:params.material}),geometry=_this$applyBridge.geometry,material=_this$applyBridge.material;return this.applyBridge({mesh:new Mesh(geometry,material)}).mesh;}},{key:"buildGeometry",value:function buildGeometry(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};return new TorusGeometry(params.geometry.radius,params.geometry.tube,params.geometry.radialSegments,params.geometry.tubularSegments,params.geometry.arc);}}]);inherits(Torus,_MeshComponent);return Torus;}(MeshComponent);defineProperty$3(defineProperty$3(Torus,"defaults",objectSpread({},MeshComponent.defaults,{geometry:{radius:100,tube:40,radialSegments:8,tubularSegments:6,arc:Math.PI*2}})),"instructions",objectSpread({},MeshComponent.instructions,{geometry:['radius','tube','radialSegments','tubularSegments','arc']}));/** * @class Torusknot * @category components/meshes * @description Torusknot class makes a torusknot figure. It's like a crooked donut, very crooked. * @classDesc * * @param {Object} [params] - The params. * @extends module:core.MeshComponent * @memberof module:components/meshes * @example Creating a Torusknot, and adding it to app * new Torusknot({ * geometry: { * radius:5, * tube: 2 * }, * * material: new THREE.MeshBasicMaterial({ * color: 0xffffff * }), * * pos: { * y: 100 * } * }).addTo(app); */var Torusknot=/*#__PURE__*/function(_MeshComponent){/** * Default values for parameters * @member {Object} module:components/meshes.Torusknot#defaults * @static * @default
   * {
   *   geometry: {
   *     radius: 100,
   *     tube: 40,
   *     radialSegments: 64,
   *     tubularSegments: 8,
   *     p: 2,
   *     q: 3
   *   }
   * }
   * 
*/ /** * Instructions * @member {Object} module:components/meshes.Torusknot#instructions * @static * @default
   * {
   *   geometry: [
   *     'radius',
   *     'tube',
   *     'radialSegments',
   *     'tubularSegments',
   *     'p',
   *     'q'
   *   ]
   * }
   * 
*/function Torusknot(){var _this;var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,Torusknot);_this=possibleConstructorReturn(this,getPrototypeOf$2(Torusknot).call(this,params,Torusknot.defaults,Torusknot.instructions));if(params.build){_this.build(params);get$3(getPrototypeOf$2(Torusknot.prototype),"wrap",assertThisInitialized(_this)).call(assertThisInitialized(_this));}return _this;}/** * @method build * @description Build lifecycle creates a mesh using input params. * @param {Object} params Component parameters. * @return {THREE.Mesh} Built mesh * @memberof module:components/meshes.Torusknot */createClass(Torusknot,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:this.params;var _this$applyBridge=this.applyBridge({geometry:this.buildGeometry(params),material:params.material}),geometry=_this$applyBridge.geometry,material=_this$applyBridge.material;return this.applyBridge({mesh:new Mesh(geometry,material)}).mesh;}},{key:"buildGeometry",value:function buildGeometry(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};var GConstruct=params.buffer?TorusKnotBufferGeometry:TorusKnotGeometry;return new GConstruct(params.geometry.radius,params.geometry.tube,params.geometry.radialSegments,params.geometry.tubularSegments,params.geometry.p,params.geometry.q);}}]);inherits(Torusknot,_MeshComponent);return Torusknot;}(MeshComponent);defineProperty$3(defineProperty$3(Torusknot,"defaults",objectSpread({},MeshComponent.defaults,{geometry:{radius:100,tube:40,radialSegments:64,tubularSegments:8,p:2,q:3}})),"instructions",objectSpread({},MeshComponent.instructions,{geometry:['radius','tube','radialSegments','tubularSegments','p','q']}));/** * @class Tube * @category components/meshes * @description Tube class makes a tube that extrudes along a 3d curve. * @classDesc * * @param {Object} [params] - The params. * @extends module:core.MeshComponent * @memberof module:components/meshes * @example Creating a Tube from a three.js Curve, and adding it to app * const CustomSinCurve = THREE.Curve.create( * function (scale) { // custom curve constructor * this.scale = (scale === undefined) ? 1 : scale; * }, * * function (t) { // getPoint: t is between 0-1 * const tx = t * 3 - 1.5, * ty = Math.sin( 2 * Math.PI * t ), * tz = 0; * * return new THREE.Vector3(tx, ty, tz).multiplyScalar(this.scale); * } * ); * * const path = new CustomSinCurve(10); * * new Tube({ * geometry: { * path: path * }, * * material: new THREE.MeshBasicMaterial({ * color: 0xffffff * }) * }).addTo(app); */var Tube=/*#__PURE__*/function(_MeshComponent){/** * Default values for parameters * @member {Object} module:components/meshes.Tube#defaults * @static * @default
   * {
   *   geometry: {
   *     path: new THREE.LineCurve3(new Vector3(0, 0, 0), new Vector3(0, 0, 1)),
   *     segments: 20,
   *     radius: 2,
   *     radiusSegments: 8,
   *     closed: false
   *   }
   * }
   * 
*/ /** * Instructions * @member {Object} module:components/meshes.Tube#instructions * @static * @default
   * {
   *   geometry: [
   *     'path',
   *     'segments',
   *     'radius',
   *     'radiusSegments',
   *     'closed'
   *   ]
   * }
   * 
*/function Tube(){var _this;var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,Tube);_this=possibleConstructorReturn(this,getPrototypeOf$2(Tube).call(this,params,Tube.defaults,Tube.instructions));if(params.build){_this.build(params);get$3(getPrototypeOf$2(Tube.prototype),"wrap",assertThisInitialized(_this)).call(assertThisInitialized(_this));}return _this;}/** * @method build * @description Build lifecycle creates a mesh using input params. * @param {Object} params Component parameters. * @return {THREE.Mesh} Built mesh * @memberof module:components/meshes.Tube */createClass(Tube,[{key:"build",value:function build(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:this.params;var _this$applyBridge=this.applyBridge({geometry:this.buildGeometry(params),material:params.material}),geometry=_this$applyBridge.geometry,material=_this$applyBridge.material;return this.applyBridge({mesh:new Mesh(geometry,material)}).mesh;}},{key:"buildGeometry",value:function buildGeometry(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};var geometry=new(params.buffer?TubeBufferGeometry:TubeGeometry)(params.geometry.path,params.geometry.segments,params.geometry.radius,params.geometry.radiusSegments,params.geometry.closed);return geometry;}}]);inherits(Tube,_MeshComponent);return Tube;}(MeshComponent);defineProperty$3(defineProperty$3(Tube,"defaults",objectSpread({},MeshComponent.defaults,{geometry:{path:new LineCurve3(new Vector3(0,0,0),new Vector3(0,0,1)),segments:20,radius:2,radiusSegments:8,closed:false}})),"instructions",objectSpread({},MeshComponent.instructions,{geometry:['path','segments','radius','radiusSegments','closed']}));/** * @class Group * @category components/meshes * @description Sometimes you need to make groups of objects (it's not conveniently to apply transforms to each object when can make just one to a group).
* In Three.js you make it using `THREE.Object3D` and it's children.

* In whs.js we have `Group` * @extends module:core.MeshComponent * @memberof module:components/meshes * @example Approach 2 - Adding objects to an empty group * const sphere = new Sphere(); * const box = new Box(); * const group = new Group(); * * sphere.addTo(group); * box.addTo(group); * @example Approach 2 - Making a group from objects * const sphere = new Sphere(); * const box = new Box(); * const group = new Group(box, sphere); * // OR: const group = new Group([box, sphere]); */var Group$1=/*#__PURE__*/function(_MeshComponent){function Group$$1(){var _this;classCallCheck(this,Group$$1);_this=possibleConstructorReturn(this,getPrototypeOf$2(Group$$1).call(this,{}));for(var i=0;iCreating an element module, passing it to the App * new App([ * new ElementModule(document.getElementById('app')) * ]); */var ElementModule=/*#__PURE__*/function(){function ElementModule(){var container=arguments.length>0&&arguments[0]!==undefined?arguments[0]:document.body;classCallCheck(this,ElementModule);if(container.container){console.warn('ElementModule now accepts only argument which is a DOM object, not a params object.');this.container=container.container;}else this.container=container;this.createElement();}/** * @method createElement * @instance * @description Creates a canvas element. * @memberof module:modules/app.ElementModule */createClass(ElementModule,[{key:"createElement",value:function createElement(){this.element=window.document.createElement('div');this.element.className='whs-app';this.element.style.width='inherit';this.element.style.height='inherit';this.element.style.position='relative';}},{key:"manager",value:function manager(_manager){_manager.set('element',this.element);_manager.set('container',this.container);}},{key:"integrate",value:function integrate(self){self.container.appendChild(self.element);}}]);return ElementModule;}();/** * @class RenderingModule * @category modules/app * @param {Object} [params] * @memberof module:modules/app * @example Creating a rendering module and passing it to App's modules * new App([ * new ElementModule(), * new SceneModule(), * new DefineModule('camera', new PerspectiveCamera({ * position: new THREE.Vector3(0, 6, 18), * far: 10000 * })), * new RenderingModule({ * bgColor: 0x162129, * * renderer: { * antialias: true * } * }, {shadow: true}) * ]); */var RenderingModule=/*#__PURE__*/function(){/** * additional * @description collection of additional scripts * @static * @member {Object} module:core.App#additional * @public */ /** * enabled * @static * @member {Boolean} module:core.App#enabled * @public */function RenderingModule(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};var additional=arguments.length>1?arguments[1]:undefined;classCallCheck(this,RenderingModule);defineProperty$3(this,"enabled",true);this.params=Object.assign({width:window.innerWidth,height:window.innerHeight,resolution:new Vector2(1,1),pixelRatio:window.devicePixelRatio,bgColor:0x000000,bgOpacity:1,renderer:{},fix:function fix(){}},params);var _this$params=this.params,bgColor=_this$params.bgColor,bgOpacity=_this$params.bgOpacity,_renderer=_this$params.renderer,pixelRatio=_this$params.pixelRatio,width=_this$params.width,height=_this$params.height,resolution=_this$params.resolution,fix=_this$params.fix;this.renderer=new WebGLRenderer(_renderer);this.effects=[];this.renderer.setClearColor(bgColor,bgOpacity);if(pixelRatio)this.renderer.setPixelRatio(pixelRatio);this.setSize(Number(width*resolution.x).toFixed(),Number(height*resolution.y).toFixed());for(var key in additional){if(additional[key])this.applyAdditional(key);}fix(this.renderer);}/** * @method applyAdditional * @description Apply additional script from RenderingModule.additional * @param {Stirng} name Script name * @return {this} * @memberof module:modules/app.RenderingModule */createClass(RenderingModule,[{key:"applyAdditional",value:function applyAdditional(name){RenderingModule.additional[name].apply(this,[this.renderer]);}/** * @method integrateRenderer * @description Integrate renderer * @param {NodeElement} element DOM object * @param {THREE.Scene} scene used scene * @param {THREE.Camera} camera used camera * @return {Loop} renderLoop * @memberof module:modules/app.RenderingModule */},{key:"integrateRenderer",value:function integrateRenderer(element,scene,camera){var _this=this;this.scene=scene;this.camera=camera;this.attachToCanvas(element);return new Loop(function(){return _this.renderer.render(_this.scene,_this.camera);});}/** * @method effect * @description Add three.js effect * @param {Object} effect three.js effect * @param {function} effectLoop update function for effect * @return {this} * @memberof module:modules/app.RenderingModule */},{key:"effect",value:function effect(_effect){var _this2=this;var effectLoop=arguments.length>1&&arguments[1]!==undefined?arguments[1]:function(){_effect.render(_this2.scene,_this2.camera);};this.renderLoop.stop();var size=this.renderer.getSize();_effect.setSize(size.width,size.height);var loop=new Loop(effectLoop);this.effects.push(loop);if(this.enabled)loop.start(this.app);return this;}/** * @method setSize * @description Update render target width and height. * @param {Number} width * @param {Number} height * @memberof module:modules/app.RenderingModule */},{key:"setSize",value:function setSize(width,height){if(this.renderer)this.renderer.setSize(width,height);}/** * @method attachToCanvas * @description Attach renderer.domElement to element * @param {NodeElement} element DOM object * @memberof module:modules/app.RenderingModule */},{key:"attachToCanvas",value:function attachToCanvas(element){var canvas=this.renderer.domElement;// attach to new parent world dom element.appendChild(canvas);canvas.style.width='100%';canvas.style.height='100%';}/** * @method stop * @description Stops renderLoop and effect loops * @memberof module:modules/app.RenderingModule */},{key:"stop",value:function stop(){this.enabled=false;this.renderLoop.stop();this.effects.forEach(function(loop){return loop.stop();});}/** * @method play * @description Resumes renderLoop and effect loops * @memberof module:modules/app.RenderingModule */},{key:"play",value:function play(){this.enabled=true;this.renderLoop.start();this.effects.forEach(function(loop){return loop.start();});}},{key:"manager",value:function manager(_manager){var _this3=this;_manager.define('rendering');_manager.set('renderer',this.renderer);this.app=_manager.handler;this.renderLoop=this.integrateRenderer(_manager.get('element'),_manager.get('scene'),_manager.get('camera').native);_manager.update({element:function element(_element){_this3.attachToCanvas(_element);},scene:function scene(_scene){_this3.scene=_scene;},camera:function camera(_camera){_this3.camera=_camera.native;}});}},{key:"integrate",value:function integrate(self){var _this4=this;self.renderLoop.start(this);self.effects.forEach(function(loop){return loop.start(_this4);});}/** * @method dispose * @description Dispose rendering context * @memberof module:modules/app.RenderingModule */},{key:"dispose",value:function dispose(){this.stop();this.renderer.forceContextLoss();}}]);return RenderingModule;}();defineProperty$3(RenderingModule,"additional",{shadow:function shadow(renderer){renderer.shadowMap.enabled=true;}});var SYMBOL_CHILDREN_FOR_SCENE=Symbol('SYMBOL_CHILDREN_FOR_SCENE');/** * @class SceneModule * @category modules/app * @param {Boolean} [willSceneBeReplaced=false] willSceneBeReplaced should be true only if you are going to overwrite scene dependency even without the use of default one. * @memberof module:modules/app */var SceneModule=/*#__PURE__*/function(){function SceneModule(){var willSceneBeReplaced=arguments.length>0&&arguments[0]!==undefined?arguments[0]:false;classCallCheck(this,SceneModule);this.scene=willSceneBeReplaced?null:new Scene();}createClass(SceneModule,[{key:"manager",value:function manager(_manager){_manager.set('scene',this.scene);}},{key:"integrate",value:function integrate(self){Object.assign(this,{add:function add(object){var _this=this;return asyncToGenerator(/*#__PURE__*/regenerator.mark(function _callee(){return regenerator.wrap(function _callee$(_context){while(1){switch(_context.prev=_context.next){case 0:if(!object.parent){_context.next=3;break;}_context.next=3;return object.parent.remove(object);case 3:_context.next=5;return object.wait();case 5:if(object.native){_context.next=7;break;}throw new CompositionError('SceneModule','there is no object.native',_this);case 7:object.parent=_this;_context.next=10;return _this.applyBridge({onAdd:object}).onAdd;case 10:self.scene.add(object.native);_this.children.push(object);return _context.abrupt("return",object);case 13:case"end":return _context.stop();}}},_callee,this);}))();},remove:function remove(object){var _this2=this;return asyncToGenerator(/*#__PURE__*/regenerator.mark(function _callee2(){return regenerator.wrap(function _callee2$(_context2){while(1){switch(_context2.prev=_context2.next){case 0:if(!(object.parent!==_this2)){_context2.next=2;break;}return _context2.abrupt("return");case 2:_context2.next=4;return object.wait();case 4:object.parent=null;self.scene.remove(object.native);_this2.children.splice(_this2.children.indexOf(object),1);case 7:case"end":return _context2.stop();}}},_callee2,this);}))();},_setScene:function _setScene(scene){this.children=scene[SYMBOL_CHILDREN_FOR_SCENE]=scene[SYMBOL_CHILDREN_FOR_SCENE]||[];self.scene=scene;},setScene:function setScene(scene){this._setScene(scene);this.manager.set('scene',scene);},getScene:function getScene(){return self.scene;}});if(self.scene)this._setScene(self.scene);}}]);return SceneModule;}();// import {addResizeListener} from 'detect-element-resize'; /** * @class ResizeModule * @category modules/app * @param {Object} [params={auto: true}] - If auto is set to true - resize will be triggered when container resizes * @memberof module:modules/app */var ResizeModule=/*#__PURE__*/function(){function ResizeModule(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,ResizeModule);this.params=Object.assign({auto:true},params);this.callbacks=[this.setSize.bind(this)];}/** * @function setSize * @instance * @description This function sets the provided width & height to the renderer object. * @param {Number} [width=1] - The promise that should be added to a queue. * @param {Number} [height=1] - that is resolved when all promises completed. * @memberof module:modules/app.ResizeModule */createClass(ResizeModule,[{key:"setSize",value:function setSize(){var width=arguments.length>0&&arguments[0]!==undefined?arguments[0]:1;var height=arguments.length>1&&arguments[1]!==undefined?arguments[1]:1;this.camera.native.aspect=width/height;this.camera.native.updateProjectionMatrix();if(this.rendering)this.rendering.setSize(width,height);}/** * @method trigger * @instance * @description Triggers resize when called. width & height are determined automatically * This invokes each callbacks with the new width and height as params * @memberof module:modules/app.ResizeModule */},{key:"trigger",value:function trigger(){var _this$container=this.container,offsetWidth=_this$container.offsetWidth,offsetHeight=_this$container.offsetHeight,resolution=this.resolution;var width=Number(offsetWidth*resolution.x).toFixed();var height=Number(offsetHeight*resolution.y).toFixed();this.callbacks.forEach(function(cb){cb(width,height);});}/** * @method addAutoresize * @instance * @description Sets module to autoresize, this adds an event listene on window resize to trigger the resize * @memberof module:modules/app.ResizeModule */},{key:"addAutoresize",value:function addAutoresize(){this.container=this.getContainer();this.resolution=this.getResolution();if(this.params.auto)window.addEventListener('resize',this.trigger.bind(this));}/** * @method addCallback * @instance * @description Adds a call back function to the existing callbacks list. * @param {Function} func - The callback function to add * @memberof module:modules/app.ResizeModule */},{key:"addCallback",value:function addCallback(func){this.callbacks.push(func);}},{key:"manager",value:function manager(_manager){var _this=this;_manager.define('resize');this.rendering=_manager.get('renderer');this.camera=_manager.get('camera');this.getResolution=function(){return _manager.use('rendering').params.resolution;};this.getContainer=function(){return _manager.get('container');};_manager.update({container:function container(_container){_this.container=_container;}});this.addAutoresize();}}]);return ResizeModule;}();var fragment="uniform sampler2D tPreviousLum;\r\nuniform sampler2D tCurrentLum;\r\nuniform float minLuminance;\r\nuniform float delta;\r\nuniform float tau;\r\n\r\nvarying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tfloat previousLum = texture2D(tPreviousLum, vUv, MIP_LEVEL_1X1).r;\r\n\tfloat currentLum = texture2D(tCurrentLum, vUv, MIP_LEVEL_1X1).r;\r\n\r\n\tpreviousLum = max(minLuminance, previousLum);\r\n\tcurrentLum = max(minLuminance, currentLum);\r\n\r\n\t// Adapt the luminance using Pattanaik's technique.\r\n\tfloat adaptedLum = previousLum + (currentLum - previousLum) * (1.0 - exp(-delta * tau));\r\n\r\n\tgl_FragColor.r = adaptedLum;\r\n\r\n}\r\n";var vertex="varying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";/** * An adaptive luminosity shader material. */var AdaptiveLuminosityMaterial=/*#__PURE__*/function(_ShaderMaterial){/** * Constructs a new adaptive luminosity material. */function AdaptiveLuminosityMaterial(){classCallCheck(this,AdaptiveLuminosityMaterial);return possibleConstructorReturn(this,getPrototypeOf$2(AdaptiveLuminosityMaterial).call(this,{type:"AdaptiveLuminosityMaterial",defines:{MIP_LEVEL_1X1:"0.0"},uniforms:{tPreviousLum:new Uniform(null),tCurrentLum:new Uniform(null),minLuminance:new Uniform(0.01),delta:new Uniform(0.0),tau:new Uniform(1.0)},fragmentShader:fragment,vertexShader:vertex,depthWrite:false,depthTest:false}));}inherits(AdaptiveLuminosityMaterial,_ShaderMaterial);return AdaptiveLuminosityMaterial;}(ShaderMaterial);var fragment$1="uniform sampler2D tDiffuse;\r\nuniform sampler2D tDepth;\r\n\r\nuniform float focus;\r\nuniform float dof;\r\nuniform float aspect;\r\nuniform float aperture;\r\nuniform float maxBlur;\r\n\r\nvarying vec2 vUv;\r\n\r\n#ifndef USE_LOGDEPTHBUF\r\n\r\n\t#include \r\n\r\n\tuniform float cameraNear;\r\n\tuniform float cameraFar;\r\n\r\n\tfloat readDepth(sampler2D depthSampler, vec2 coord) {\r\n\r\n\t\tfloat fragCoordZ = texture2D(depthSampler, coord).x;\r\n\t\tfloat viewZ = perspectiveDepthToViewZ(fragCoordZ, cameraNear, cameraFar);\r\n\r\n\t\treturn viewZToOrthographicDepth(viewZ, cameraNear, cameraFar);\r\n\r\n\t}\r\n\r\n#endif\r\n\r\nvoid main() {\r\n\r\n\tvec2 aspectCorrection = vec2(1.0, aspect);\r\n\r\n\t#ifdef USE_LOGDEPTHBUF\r\n\r\n\t\tfloat depth = texture2D(tDepth, vUv).x;\r\n\r\n\t#else\r\n\r\n\t\tfloat depth = readDepth(tDepth, vUv);\r\n\r\n\t#endif\r\n\r\n\tfloat focusNear = clamp(focus - dof, 0.0, 1.0);\r\n\tfloat focusFar = clamp(focus + dof, 0.0, 1.0);\r\n\r\n\t// Calculate a DoF mask.\r\n\tfloat low = step(depth, focusNear);\r\n\tfloat high = step(focusFar, depth);\r\n\r\n\tfloat factor = (depth - focusNear) * low + (depth - focusFar) * high;\r\n\r\n\tvec2 dofBlur = vec2(clamp(factor * aperture, -maxBlur, maxBlur));\r\n\r\n\tvec2 dofblur9 = dofBlur * 0.9;\r\n\tvec2 dofblur7 = dofBlur * 0.7;\r\n\tvec2 dofblur4 = dofBlur * 0.4;\r\n\r\n\tvec4 color = vec4(0.0);\r\n\r\n\tcolor += texture2D(tDiffuse, vUv);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.0, 0.4 ) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.15, 0.37) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.29, 0.29) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.37, 0.15) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.40, 0.0 ) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.37, -0.15) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.29, -0.29) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.15, -0.37) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.0, -0.4 ) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.15, 0.37) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.29, 0.29) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.37, 0.15) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.4, 0.0 ) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.37, -0.15) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.29, -0.29) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.15, -0.37) * aspectCorrection) * dofBlur);\r\n\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.15, 0.37) * aspectCorrection) * dofblur9);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.37, 0.15) * aspectCorrection) * dofblur9);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.37, -0.15) * aspectCorrection) * dofblur9);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.15, -0.37) * aspectCorrection) * dofblur9);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.15, 0.37) * aspectCorrection) * dofblur9);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.37, 0.15) * aspectCorrection) * dofblur9);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.37, -0.15) * aspectCorrection) * dofblur9);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.15, -0.37) * aspectCorrection) * dofblur9);\r\n\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.29, 0.29) * aspectCorrection) * dofblur7);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.40, 0.0 ) * aspectCorrection) * dofblur7);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.29, -0.29) * aspectCorrection) * dofblur7);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.0, -0.4 ) * aspectCorrection) * dofblur7);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.29, 0.29) * aspectCorrection) * dofblur7);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.4, 0.0 ) * aspectCorrection) * dofblur7);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.29, -0.29) * aspectCorrection) * dofblur7);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.0, 0.4 ) * aspectCorrection) * dofblur7);\r\n\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.29, 0.29) * aspectCorrection) * dofblur4);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.4, 0.0 ) * aspectCorrection) * dofblur4);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.29, -0.29) * aspectCorrection) * dofblur4);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.0, -0.4 ) * aspectCorrection) * dofblur4);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.29, 0.29) * aspectCorrection) * dofblur4);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.4, 0.0 ) * aspectCorrection) * dofblur4);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.29, -0.29) * aspectCorrection) * dofblur4);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.0, 0.4 ) * aspectCorrection) * dofblur4);\r\n\r\n\tgl_FragColor = color / 41.0;\r\n\r\n}\r\n";var vertex$1="varying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";/** * Depth of Field shader (Bokeh). * * Original shader code by Martins Upitis: * http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html */var BokehMaterial=/*#__PURE__*/function(_ShaderMaterial){/** * Constructs a new bokeh material. * * @param {PerspectiveCamera} [camera] - A camera. * @param {Object} [options] - The options. * @param {Number} [options.focus=1.0] - The focus distance, corresponds directly with the scene depth. * @param {Number} [options.dof=0.02] - Depth of field. An area in front of and behind the focus point that still appears sharp. * @param {Number} [options.aperture=0.025] - Camera aperture scale. Bigger values for stronger blur and shallower depth of field. * @param {Number} [options.maxBlur=1.0] - Maximum blur strength. */function BokehMaterial(camera){var _this;var options=arguments.length>1&&arguments[1]!==undefined?arguments[1]:{};classCallCheck(this,BokehMaterial);var settings=Object.assign({focus:1.0,dof:0.02,aperture:0.025,maxBlur:1.0},options);_this=possibleConstructorReturn(this,getPrototypeOf$2(BokehMaterial).call(this,{type:"BokehMaterial",uniforms:{cameraNear:new Uniform(0.1),cameraFar:new Uniform(2000),aspect:new Uniform(1.0),tDiffuse:new Uniform(null),tDepth:new Uniform(null),focus:new Uniform(settings.focus),dof:new Uniform(settings.dof),aperture:new Uniform(settings.aperture),maxBlur:new Uniform(settings.maxBlur)},fragmentShader:fragment$1,vertexShader:vertex$1,depthWrite:false,depthTest:false}));_this.adoptCameraSettings(camera);return _this;}/** * Adopts the settings of the given camera. * * @param {PerspectiveCamera} [camera=null] - A camera. */createClass(BokehMaterial,[{key:"adoptCameraSettings",value:function adoptCameraSettings(){var camera=arguments.length>0&&arguments[0]!==undefined?arguments[0]:null;if(camera!==null){this.uniforms.cameraNear.value=camera.near;this.uniforms.cameraFar.value=camera.far;this.uniforms.aspect.value=camera.aspect;}}}]);inherits(BokehMaterial,_ShaderMaterial);return BokehMaterial;}(ShaderMaterial);var fragment$2="uniform sampler2D tDiffuse;\r\n\r\nvarying vec2 vUv;\r\nvarying vec4 vOffset[3];\r\n\r\nvoid main() {\r\n\r\n\tconst vec2 threshold = vec2(EDGE_THRESHOLD);\r\n\r\n\t// Calculate color deltas.\r\n\tvec4 delta;\r\n\tvec3 c = texture2D(tDiffuse, vUv).rgb;\r\n\r\n\tvec3 cLeft = texture2D(tDiffuse, vOffset[0].xy).rgb;\r\n\tvec3 t = abs(c - cLeft);\r\n\tdelta.x = max(max(t.r, t.g), t.b);\r\n\r\n\tvec3 cTop = texture2D(tDiffuse, vOffset[0].zw).rgb;\r\n\tt = abs(c - cTop);\r\n\tdelta.y = max(max(t.r, t.g), t.b);\r\n\r\n\t// We do the usual threshold.\r\n\tvec2 edges = step(threshold, delta.xy);\r\n\r\n\t// Then discard if there is no edge.\r\n\tif(dot(edges, vec2(1.0)) == 0.0) {\r\n\r\n\t\tdiscard;\r\n\r\n\t}\r\n\r\n\t// Calculate right and bottom deltas.\r\n\tvec3 cRight = texture2D(tDiffuse, vOffset[1].xy).rgb;\r\n\tt = abs(c - cRight);\r\n\tdelta.z = max(max(t.r, t.g), t.b);\r\n\r\n\tvec3 cBottom = texture2D(tDiffuse, vOffset[1].zw).rgb;\r\n\tt = abs(c - cBottom);\r\n\tdelta.w = max(max(t.r, t.g), t.b);\r\n\r\n\t// Calculate the maximum delta in the direct neighborhood.\r\n\tfloat maxDelta = max(max(max(delta.x, delta.y), delta.z), delta.w);\r\n\r\n\t// Calculate left-left and top-top deltas.\r\n\tvec3 cLeftLeft = texture2D(tDiffuse, vOffset[2].xy).rgb;\r\n\tt = abs(c - cLeftLeft);\r\n\tdelta.z = max(max(t.r, t.g), t.b);\r\n\r\n\tvec3 cTopTop = texture2D(tDiffuse, vOffset[2].zw).rgb;\r\n\tt = abs(c - cTopTop);\r\n\tdelta.w = max(max(t.r, t.g), t.b);\r\n\r\n\t// Calculate the final maximum delta.\r\n\tmaxDelta = max(max(maxDelta, delta.z), delta.w);\r\n\r\n\t// Local contrast adaptation in action.\r\n\tedges.xy *= step(0.5 * maxDelta, delta.xy);\r\n\r\n\tgl_FragColor = vec4(edges, 0.0, 0.0);\r\n\r\n}\r\n";var vertex$2="uniform vec2 texelSize;\r\n\r\nvarying vec2 vUv;\r\nvarying vec4 vOffset[3];\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\r\n\tvOffset[0] = uv.xyxy + texelSize.xyxy * vec4(-1.0, 0.0, 0.0, 1.0); // Changed sign in W component.\r\n\tvOffset[1] = uv.xyxy + texelSize.xyxy * vec4(1.0, 0.0, 0.0, -1.0); // Changed sign in W component.\r\n\tvOffset[2] = uv.xyxy + texelSize.xyxy * vec4(-2.0, 0.0, 0.0, 2.0); // Changed sign in W component.\r\n\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";/** * A material that detects edges in a color texture. * * Mainly used for Subpixel Morphological Antialiasing. */var ColorEdgesMaterial=/*#__PURE__*/function(_ShaderMaterial){/** * Constructs a new color edges material. * * @param {Vector2} [texelSize] - The absolute screen texel size. */function ColorEdgesMaterial(){var texelSize=arguments.length>0&&arguments[0]!==undefined?arguments[0]:new Vector2();classCallCheck(this,ColorEdgesMaterial);return possibleConstructorReturn(this,getPrototypeOf$2(ColorEdgesMaterial).call(this,{type:"ColorEdgesMaterial",defines:{EDGE_THRESHOLD:"0.1"},uniforms:{tDiffuse:new Uniform(null),texelSize:new Uniform(texelSize)},fragmentShader:fragment$2,vertexShader:vertex$2,depthWrite:false,depthTest:false}));}/** * Sets the edge detection sensitivity. * * A lower value results in more edges being detected at the expense of * performance. * * 0.1 is a reasonable value, and allows to catch most visible edges. * 0.05 is a rather overkill value, that allows to catch 'em all. * * If temporal supersampling is used, 0.2 could be a reasonable value, * as low contrast edges are properly filtered by just 2x. * * @param {Number} threshold - The edge detection sensitivity. Range: [0, 0.5]. */createClass(ColorEdgesMaterial,[{key:"setEdgeDetectionThreshold",value:function setEdgeDetectionThreshold(threshold){this.defines.EDGE_THRESHOLD=threshold.toFixed("2");this.needsUpdate=true;}}]);inherits(ColorEdgesMaterial,_ShaderMaterial);return ColorEdgesMaterial;}(ShaderMaterial);var fragment$3="uniform sampler2D texture1;\r\nuniform sampler2D texture2;\r\n\r\nuniform float opacity1;\r\nuniform float opacity2;\r\n\r\nvarying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvec4 texel1 = opacity1 * texture2D(texture1, vUv);\r\n\tvec4 texel2 = opacity2 * texture2D(texture2, vUv);\r\n\r\n\t#ifdef SCREEN_MODE\r\n\r\n\t\tvec3 invTexel1 = vec3(1.0) - texel1.rgb;\r\n\t\tvec3 invTexel2 = vec3(1.0) - texel2.rgb;\r\n\r\n\t\tvec4 color = vec4(\r\n\t\t\tvec3(1.0) - invTexel1 * invTexel2,\r\n\t\t\ttexel1.a + texel2.a\r\n\t\t);\r\n\r\n\t#else\r\n\r\n\t\tvec4 color = texel1 + texel2;\r\n\r\n\t#endif\r\n\r\n\tgl_FragColor = color;\r\n\r\n}\r\n";var vertex$3="varying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";/** * A material for combining two textures. * * This material supports the two blend modes Add and Screen. * * In Screen mode, the two textures are effectively projected on a white screen * simultaneously. In Add mode, the textures are simply added together which * often produces undesired, washed out results. */var CombineMaterial=/*#__PURE__*/function(_ShaderMaterial){/** * Constructs a new combine material. * * @param {Boolean} [screenMode=false] - Whether the screen blend mode should be used. */function CombineMaterial(){var _this;var screenMode=arguments.length>0&&arguments[0]!==undefined?arguments[0]:false;classCallCheck(this,CombineMaterial);_this=possibleConstructorReturn(this,getPrototypeOf$2(CombineMaterial).call(this,{type:"CombineMaterial",uniforms:{texture1:new Uniform(null),texture2:new Uniform(null),opacity1:new Uniform(1.0),opacity2:new Uniform(1.0)},fragmentShader:fragment$3,vertexShader:vertex$3,depthWrite:false,depthTest:false}));_this.setScreenModeEnabled(screenMode);return _this;}/** * Enables or disables the Screen blend mode. * * @param {Boolean} enabled - Whether the Screen blend mode should be enabled. */createClass(CombineMaterial,[{key:"setScreenModeEnabled",value:function setScreenModeEnabled(enabled){if(enabled){this.defines.SCREEN_MODE="1";}else{delete this.defines.SCREEN_MODE;}this.needsUpdate=true;}}]);inherits(CombineMaterial,_ShaderMaterial);return CombineMaterial;}(ShaderMaterial);var fragment$4="#include \r\n#include \r\n\r\nuniform sampler2D tDiffuse;\r\n\r\nvarying vec2 vUv0;\r\nvarying vec2 vUv1;\r\nvarying vec2 vUv2;\r\nvarying vec2 vUv3;\r\n\r\nvoid main() {\r\n\r\n\t// Sample top left texel.\r\n\tvec4 sum = texture2D(tDiffuse, vUv0);\r\n\r\n\t// Sample top right texel.\r\n\tsum += texture2D(tDiffuse, vUv1);\r\n\r\n\t// Sample bottom right texel.\r\n\tsum += texture2D(tDiffuse, vUv2);\r\n\r\n\t// Sample bottom left texel.\r\n\tsum += texture2D(tDiffuse, vUv3);\r\n\r\n\t// Compute the average.\r\n\tgl_FragColor = sum * 0.25;\r\n\r\n\t#include \r\n\r\n}\r\n";var vertex$4="uniform vec2 texelSize;\r\nuniform vec2 halfTexelSize;\r\nuniform float kernel;\r\n\r\nvarying vec2 vUv0;\r\nvarying vec2 vUv1;\r\nvarying vec2 vUv2;\r\nvarying vec2 vUv3;\r\n\r\nvoid main() {\r\n\r\n\tvec2 dUv = (texelSize * vec2(kernel)) + halfTexelSize;\r\n\r\n\tvUv0 = vec2(uv.x - dUv.x, uv.y + dUv.y);\r\n\tvUv1 = vec2(uv.x + dUv.x, uv.y + dUv.y);\r\n\tvUv2 = vec2(uv.x + dUv.x, uv.y - dUv.y);\r\n\tvUv3 = vec2(uv.x - dUv.x, uv.y - dUv.y);\r\n\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";/** * An optimised convolution shader material. * * This material supports dithering. * * Based on the GDC2003 Presentation by Masaki Kawase, Bunkasha Games: * Frame Buffer Postprocessing Effects in DOUBLE-S.T.E.A.L (Wreckless) * and an article by Filip Strugar, Intel: * An investigation of fast real-time GPU-based image blur algorithms * * Further modified according to Apple's * [Best Practices for Shaders](https://goo.gl/lmRoM5). */var ConvolutionMaterial=/*#__PURE__*/function(_ShaderMaterial){/** * Constructs a new convolution material. * * @param {Vector2} [texelSize] - The absolute screen texel size. */function ConvolutionMaterial(){var _this;var texelSize=arguments.length>0&&arguments[0]!==undefined?arguments[0]:new Vector2();classCallCheck(this,ConvolutionMaterial);_this=possibleConstructorReturn(this,getPrototypeOf$2(ConvolutionMaterial).call(this,{type:"ConvolutionMaterial",uniforms:{tDiffuse:new Uniform(null),texelSize:new Uniform(new Vector2()),halfTexelSize:new Uniform(new Vector2()),kernel:new Uniform(0.0)},fragmentShader:fragment$4,vertexShader:vertex$4,depthWrite:false,depthTest:false}));_this.setTexelSize(texelSize.x,texelSize.y);/** * The current kernel size. * * @type {KernelSize} * @default KernelSize.LARGE */_this.kernelSize=KernelSize.LARGE;return _this;}/** * Returns the kernel. * * @return {Float32Array} The kernel. */createClass(ConvolutionMaterial,[{key:"getKernel",value:function getKernel(){return kernelPresets[this.kernelSize];}/** * Sets the texel size. * * @param {Number} x - The texel width. * @param {Number} y - The texel height. */},{key:"setTexelSize",value:function setTexelSize(x,y){this.uniforms.texelSize.value.set(x,y);this.uniforms.halfTexelSize.value.set(x,y).multiplyScalar(0.5);}}]);inherits(ConvolutionMaterial,_ShaderMaterial);return ConvolutionMaterial;}(ShaderMaterial);/** * The Kawase blur kernel presets. * * @type {Float32Array[]} * @private */var kernelPresets=[new Float32Array([0.0,0.0]),new Float32Array([0.0,1.0,1.0]),new Float32Array([0.0,1.0,1.0,2.0]),new Float32Array([0.0,1.0,2.0,2.0,3.0]),new Float32Array([0.0,1.0,2.0,3.0,4.0,4.0,5.0]),new Float32Array([0.0,1.0,2.0,3.0,4.0,5.0,7.0,8.0,9.0,10.0])];/** * A kernel size enumeration. * * @type {Object} * @property {Number} VERY_SMALL - A very small kernel that matches a 7x7 Gauss blur kernel. * @property {Number} SMALL - A small kernel that matches a 15x15 Gauss blur kernel. * @property {Number} MEDIUM - A medium sized kernel that matches a 23x23 Gauss blur kernel. * @property {Number} LARGE - A large kernel that matches a 35x35 Gauss blur kernel. * @property {Number} VERY_LARGE - A very large kernel that matches a 63x63 Gauss blur kernel. * @property {Number} HUGE - A huge kernel that matches a 127x127 Gauss blur kernel. */var KernelSize={VERY_SMALL:0,SMALL:1,MEDIUM:2,LARGE:3,VERY_LARGE:4,HUGE:5};var fragment$5="uniform sampler2D tDiffuse;\r\nuniform float opacity;\r\n\r\nvarying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvec4 texel = texture2D(tDiffuse, vUv);\r\n\tgl_FragColor = opacity * texel;\r\n\r\n}\r\n";var vertex$5="varying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";/** * A simple copy shader material. */var CopyMaterial=/*#__PURE__*/function(_ShaderMaterial){/** * Constructs a new copy material. */function CopyMaterial(){classCallCheck(this,CopyMaterial);return possibleConstructorReturn(this,getPrototypeOf$2(CopyMaterial).call(this,{type:"CopyMaterial",uniforms:{tDiffuse:new Uniform(null),opacity:new Uniform(1.0)},fragmentShader:fragment$5,vertexShader:vertex$5,depthWrite:false,depthTest:false}));}inherits(CopyMaterial,_ShaderMaterial);return CopyMaterial;}(ShaderMaterial);var fragment$6="#include \r\n#include \r\n\r\nuniform sampler2D tDepth;\r\nuniform float cameraNear;\r\nuniform float cameraFar;\r\n\r\nvarying float vViewZ;\r\nvarying vec4 vProjTexCoord;\r\n\r\nvoid main() {\r\n\r\n\t#include \r\n\r\n\t// Transform into Cartesian coordinate (not mirrored).\r\n\tvec2 projTexCoord = (vProjTexCoord.xy / vProjTexCoord.w) * 0.5 + 0.5;\r\n\tprojTexCoord = clamp(projTexCoord, 0.002, 0.998);\r\n\r\n\tfloat fragCoordZ = unpackRGBAToDepth(texture2D(tDepth, projTexCoord));\r\n\r\n\t#ifdef PERSPECTIVE_CAMERA\r\n\r\n\t\tfloat viewZ = perspectiveDepthToViewZ(fragCoordZ, cameraNear, cameraFar);\r\n\r\n\t#else\r\n\r\n\t\tfloat viewZ = orthographicDepthToViewZ(fragCoordZ, cameraNear, cameraFar);\r\n\r\n\t#endif\r\n\r\n\tfloat depthTest = (-vViewZ > -viewZ) ? 1.0 : 0.0;\r\n\r\n\tgl_FragColor.rgb = vec3(0.0, depthTest, 1.0);\r\n\r\n}\r\n";var vertex$6="#include \r\n#include \r\n#include \r\n#include \r\n\r\nvarying float vViewZ;\r\nvarying vec4 vProjTexCoord;\r\n\r\nvoid main() {\r\n\r\n\t#include \r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n\tvViewZ = mvPosition.z;\r\n\tvProjTexCoord = gl_Position;\r\n\r\n\t#include \r\n\r\n}\r\n";/** * A depth comparison shader material. */var DepthComparisonMaterial=/*#__PURE__*/function(_ShaderMaterial){/** * Constructs a new depth comparison material. * * @param {Texture} [depthTexture=null] - A depth texture. * @param {PerspectiveCamera} [camera] - A camera. */function DepthComparisonMaterial(){var _this;var depthTexture=arguments.length>0&&arguments[0]!==undefined?arguments[0]:null;var camera=arguments.length>1?arguments[1]:undefined;classCallCheck(this,DepthComparisonMaterial);_this=possibleConstructorReturn(this,getPrototypeOf$2(DepthComparisonMaterial).call(this,{type:"DepthComparisonMaterial",uniforms:{tDepth:new Uniform(depthTexture),cameraNear:new Uniform(0.1),cameraFar:new Uniform(2000)},fragmentShader:fragment$6,vertexShader:vertex$6,depthWrite:false,depthTest:false,morphTargets:true,skinning:true}));_this.adoptCameraSettings(camera);return _this;}/** * Adopts the settings of the given camera. * * @param {Camera} [camera=null] - A camera. */createClass(DepthComparisonMaterial,[{key:"adoptCameraSettings",value:function adoptCameraSettings(){var camera=arguments.length>0&&arguments[0]!==undefined?arguments[0]:null;if(camera!==null){this.uniforms.cameraNear.value=camera.near;this.uniforms.cameraFar.value=camera.far;if(camera instanceof PerspectiveCamera){this.defines.PERSPECTIVE_CAMERA="1";}else{delete this.defines.PERSPECTIVE_CAMERA;}}}}]);inherits(DepthComparisonMaterial,_ShaderMaterial);return DepthComparisonMaterial;}(ShaderMaterial);var fragment$7="uniform sampler2D tDiffuse;\r\n\r\nuniform float angle;\r\nuniform float scale;\r\nuniform float intensity;\r\n\r\nvarying vec2 vUv;\r\nvarying vec2 vUvPattern;\r\n\r\nfloat pattern() {\r\n\r\n\tfloat s = sin(angle);\r\n\tfloat c = cos(angle);\r\n\r\n\tvec2 point = vec2(c * vUvPattern.x - s * vUvPattern.y, s * vUvPattern.x + c * vUvPattern.y) * scale;\r\n\r\n\treturn (sin(point.x) * sin(point.y)) * 4.0;\r\n\r\n}\r\n\r\nvoid main() {\r\n\r\n\tvec4 texel = texture2D(tDiffuse, vUv);\r\n\tvec3 color = texel.rgb;\r\n\r\n\t#ifdef AVERAGE\r\n\r\n\t\tcolor = vec3((color.r + color.g + color.b) / 3.0);\r\n\r\n\t#endif\r\n\r\n\tcolor = vec3(color * 10.0 - 5.0 + pattern());\r\n\tcolor = texel.rgb + (color - texel.rgb) * intensity;\r\n\r\n\tgl_FragColor = vec4(color, texel.a);\r\n\r\n}\r\n";var vertex$7="uniform vec4 offsetRepeat;\r\n\r\nvarying vec2 vUv;\r\nvarying vec2 vUvPattern;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\tvUvPattern = uv * offsetRepeat.zw + offsetRepeat.xy;\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";/** * A dot screen shader material. */var DotScreenMaterial=/*#__PURE__*/function(_ShaderMaterial){/** * Constructs a new dot screen material. * * @param {Boolean} [options] - The options. * @param {Boolean} [options.average=false] - Whether the shader should output the colour average (black and white). * @param {Boolean} [options.angle=1.57] - The angle of the dot pattern. * @param {Boolean} [options.scale=1.0] - The scale of the dot pattern. * @param {Boolean} [options.intensity=1.0] - The intensity of the effect. */function DotScreenMaterial(){var _this;var options=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,DotScreenMaterial);var settings=Object.assign({average:false,angle:1.57,scale:1.0,intensity:1.0},options);_this=possibleConstructorReturn(this,getPrototypeOf$2(DotScreenMaterial).call(this,{type:"DotScreenMaterial",uniforms:{tDiffuse:new Uniform(null),angle:new Uniform(settings.angle),scale:new Uniform(settings.scale),intensity:new Uniform(settings.intensity),offsetRepeat:new Uniform(new Vector4(0.5,0.5,1.0,1.0))},fragmentShader:fragment$7,vertexShader:vertex$7,depthWrite:false,depthTest:false}));_this.setAverageEnabled(settings.average);return _this;}/** * Enables or disables the Screen blend mode. * * @param {Boolean} enabled - Whether the Screen blend mode should be enabled. */createClass(DotScreenMaterial,[{key:"setAverageEnabled",value:function setAverageEnabled(enabled){if(enabled){this.defines.AVERAGE="1";}else{delete this.defines.AVERAGE;}this.needsUpdate=true;}}]);inherits(DotScreenMaterial,_ShaderMaterial);return DotScreenMaterial;}(ShaderMaterial);var fragment$8="uniform sampler2D tDiffuse;\r\nuniform float time;\r\n\r\nvarying vec2 vUv;\r\n\r\n#ifdef NOISE\r\n\r\n\tuniform float noiseIntensity;\r\n\r\n#endif\r\n\r\n#ifdef SCANLINES\r\n\r\n\tuniform float scanlineIntensity;\r\n\tuniform float scanlineCount;\r\n\r\n#endif\r\n\r\n#ifdef GRID\r\n\r\n\tuniform float gridIntensity;\r\n\tuniform vec2 gridScale;\r\n\tuniform float gridLineWidth;\r\n\r\n#endif\r\n\r\n#ifdef GREYSCALE\r\n\r\n\t#include \r\n\r\n\tuniform float greyscaleIntensity;\r\n\r\n#elif defined(SEPIA)\r\n\r\n\tuniform float sepiaIntensity;\r\n\r\n#endif\r\n\r\n#ifdef VIGNETTE\r\n\r\n\tuniform float vignetteOffset;\r\n\tuniform float vignetteDarkness;\r\n\r\n#endif\r\n\r\nvoid main() {\r\n\r\n\tvec4 texel = texture2D(tDiffuse, vUv);\r\n\tvec3 color = texel.rgb;\r\n\r\n\t#ifdef SCREEN_MODE\r\n\r\n\t\tvec3 invColor;\r\n\r\n\t#endif\r\n\r\n\t#ifdef NOISE\r\n\r\n\t\tfloat x = vUv.x * vUv.y * time * 1000.0;\r\n\t\tx = mod(x, 13.0) * mod(x, 123.0);\r\n\t\tx = mod(x, 0.01);\r\n\r\n\t\tvec3 noise = texel.rgb * clamp(0.1 + x * 100.0, 0.0, 1.0) * noiseIntensity;\r\n\r\n\t\t#ifdef SCREEN_MODE\r\n\r\n\t\t\tinvColor = vec3(1.0) - color;\r\n\t\t\tvec3 invNoise = vec3(1.0) - noise;\r\n\r\n\t\t\tcolor = vec3(1.0) - invColor * invNoise;\r\n\r\n\t\t#else\r\n\r\n\t\t\tcolor += noise;\r\n\r\n\t\t#endif\r\n\r\n\t#endif\r\n\r\n\t#ifdef SCANLINES\r\n\r\n\t\tvec2 sl = vec2(sin(vUv.y * scanlineCount), cos(vUv.y * scanlineCount));\r\n\t\tvec3 scanlines = texel.rgb * vec3(sl.x, sl.y, sl.x) * scanlineIntensity;\r\n\r\n\t\t#ifdef SCREEN_MODE\r\n\r\n\t\t\tinvColor = vec3(1.0) - color;\r\n\t\t\tvec3 invScanlines = vec3(1.0) - scanlines;\r\n\r\n\t\t\tcolor = vec3(1.0) - invColor * invScanlines;\r\n\r\n\t\t#else\r\n\r\n\t\t\tcolor += scanlines;\r\n\r\n\t\t#endif\r\n\r\n\t#endif\r\n\r\n\t#ifdef GRID\r\n\r\n\t\tfloat grid = 0.5 - max(abs(mod(vUv.x * gridScale.x, 1.0) - 0.5), abs(mod(vUv.y * gridScale.y, 1.0) - 0.5));\r\n\t\tcolor *= (1.0 - gridIntensity) + vec3(smoothstep(0.0, gridLineWidth, grid)) * gridIntensity;\r\n\r\n\t#endif\r\n\r\n\t#ifdef GREYSCALE\r\n\r\n\t\tcolor = mix(color, vec3(linearToRelativeLuminance(color)), greyscaleIntensity);\r\n\r\n\t#elif defined(SEPIA)\r\n\r\n\t\tvec3 c = color.rgb;\r\n\r\n\t\tcolor.r = dot(c, vec3(1.0 - 0.607 * sepiaIntensity, 0.769 * sepiaIntensity, 0.189 * sepiaIntensity));\r\n\t\tcolor.g = dot(c, vec3(0.349 * sepiaIntensity, 1.0 - 0.314 * sepiaIntensity, 0.168 * sepiaIntensity));\r\n\t\tcolor.b = dot(c, vec3(0.272 * sepiaIntensity, 0.534 * sepiaIntensity, 1.0 - 0.869 * sepiaIntensity));\r\n\r\n\t#endif\r\n\r\n\t#ifdef VIGNETTE\r\n\r\n\t\tconst vec2 center = vec2(0.5);\r\n\r\n\t\t#ifdef ESKIL\r\n\r\n\t\t\tvec2 uv = (vUv - center) * vec2(vignetteOffset);\r\n\t\t\tcolor = mix(color.rgb, vec3(1.0 - vignetteDarkness), dot(uv, uv));\r\n\r\n\t\t#else\r\n\r\n\t\t\tfloat dist = distance(vUv, center);\r\n\t\t\tcolor *= smoothstep(0.8, vignetteOffset * 0.799, dist * (vignetteDarkness + vignetteOffset));\r\n\r\n\t\t#endif\t\t\r\n\r\n\t#endif\r\n\r\n\tgl_FragColor = vec4(clamp(color, 0.0, 1.0), texel.a);\r\n\r\n}\r\n";var vertex$8="varying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";/** * A cinematic shader that provides the following effects: * - Film Grain * - Scanlines * - Vignette * - Greyscale * - Sepia * * Original scanlines algorithm by Pat "Hawthorne" Shearon. * http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html * * Optimised scanlines and noise with intensity scaling by Georg "Leviathan" * Steinrohder. This version was provided under a Creative Commons Attribution * 3.0 License: http://creativecommons.org/licenses/by/3.0. * * The sepia effect is based on: * https://github.com/evanw/glfx.js * * The vignette code is based on PaintEffect postprocess from ro.me: * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js */var FilmMaterial=/*#__PURE__*/function(_ShaderMaterial){/** * Constructs a new film material. * * @param {Object} [options] - The options. Disabled effects will not be included in the final shader and have no negative impact on performance. * @param {Boolean} [options.greyscale=false] - Enable greyscale effect. Greyscale and sepia are mutually exclusive. * @param {Boolean} [options.sepia=false] - Enable sepia effect. Greyscale and sepia are mutually exclusive. * @param {Boolean} [options.vignette=false] - Apply vignette effect. * @param {Boolean} [options.eskil=false] - Use Eskil's vignette approach. The default looks dusty while Eskil looks burned out. * @param {Boolean} [options.screenMode=true] - Whether the screen blend mode should be used for noise and scanlines. Both of these effects are computed independently. * @param {Boolean} [options.noise=true] - Show noise-based film grain. * @param {Boolean} [options.scanlines=true] - Show scanlines. * @param {Boolean} [options.grid=true] - Show a grid. * @param {Number} [options.noiseIntensity=0.5] - The noise intensity. * @param {Number} [options.scanlineIntensity=0.05] - The scanline intensity. * @param {Number} [options.gridIntensity=1.0] - The grid strength. 0.0 to 1.0. * @param {Number} [options.greyscaleIntensity=1.0] - The intensity of the greyscale effect. 0.0 to 1.0. * @param {Number} [options.sepiaIntensity=1.0] - The intensity of the sepia effect. 0.0 to 1.0. * @param {Number} [options.vignetteOffset=1.0] - The offset of the vignette effect. 0.0 to 1.0. * @param {Number} [options.vignetteDarkness=1.0] - The darkness of the vignette effect. 0.0 to 1.0. */function FilmMaterial(){var _this;var options=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,FilmMaterial);var settings=Object.assign({screenMode:true,noise:true,scanlines:true,grid:false,greyscale:false,sepia:false,vignette:false,eskil:false,noiseIntensity:0.5,scanlineIntensity:0.05,gridIntensity:1.0,greyscaleIntensity:1.0,sepiaIntensity:1.0,vignetteOffset:1.0,vignetteDarkness:1.0},options);_this=possibleConstructorReturn(this,getPrototypeOf$2(FilmMaterial).call(this,{type:"FilmMaterial",uniforms:{tDiffuse:new Uniform(null),time:new Uniform(0.0),noiseIntensity:new Uniform(settings.noiseIntensity),scanlineIntensity:new Uniform(settings.scanlineIntensity),gridIntensity:new Uniform(settings.gridIntensity),scanlineCount:new Uniform(0.0),gridScale:new Uniform(new Vector2()),gridLineWidth:new Uniform(0.0),greyscaleIntensity:new Uniform(settings.greyscaleIntensity),sepiaIntensity:new Uniform(settings.sepiaIntensity),vignetteOffset:new Uniform(settings.vignetteOffset),vignetteDarkness:new Uniform(settings.vignetteDarkness)},fragmentShader:fragment$8,vertexShader:vertex$8,depthWrite:false,depthTest:false}));_this.setScreenModeEnabled(settings.screenMode);_this.setNoiseEnabled(settings.noise);_this.setScanlinesEnabled(settings.scanlines);_this.setGridEnabled(settings.grid);_this.setGreyscaleEnabled(settings.greyscale);_this.setSepiaEnabled(settings.sepia);_this.setVignetteEnabled(settings.vignette);_this.setEskilEnabled(settings.eskil);return _this;}/** * Enables or disables the Screen blend mode. * * @param {Boolean} enabled - Whether the Screen blend mode should be enabled. */createClass(FilmMaterial,[{key:"setScreenModeEnabled",value:function setScreenModeEnabled(enabled){if(enabled){this.defines.SCREEN_MODE="1";}else{delete this.defines.SCREEN_MODE;}this.needsUpdate=true;}/** * Enables or disables the noise effect. * * @param {Boolean} enabled - Whether the noise effect should be enabled. */},{key:"setNoiseEnabled",value:function setNoiseEnabled(enabled){if(enabled){this.defines.NOISE="1";}else{delete this.defines.NOISE;}this.needsUpdate=true;}/** * Enables or disables the scanlines effect. * * @param {Boolean} enabled - Whether the scanlines effect should be enabled. */},{key:"setScanlinesEnabled",value:function setScanlinesEnabled(enabled){if(enabled){this.defines.SCANLINES="1";}else{delete this.defines.SCANLINES;}this.needsUpdate=true;}/** * Enables or disables the grid effect. * * @param {Boolean} enabled - Whether the grid effect should be enabled. */},{key:"setGridEnabled",value:function setGridEnabled(enabled){if(enabled){this.defines.GRID="1";}else{delete this.defines.GRID;}this.needsUpdate=true;}/** * Enables or disables the greyscale effect. * * @param {Boolean} enabled - Whether the greyscale effect should be enabled. */},{key:"setGreyscaleEnabled",value:function setGreyscaleEnabled(enabled){if(enabled){this.defines.GREYSCALE="1";}else{delete this.defines.GREYSCALE;}this.needsUpdate=true;}/** * Enables or disables the sepia effect. * * @param {Boolean} enabled - Whether the sepia effect should be enabled. */},{key:"setSepiaEnabled",value:function setSepiaEnabled(enabled){if(enabled){this.defines.SEPIA="1";}else{delete this.defines.SEPIA;}this.needsUpdate=true;}/** * Enables or disables the Vignette effect. * * @param {Boolean} enabled - Whether the Vignette effect should be enabled. */},{key:"setVignetteEnabled",value:function setVignetteEnabled(enabled){if(enabled){this.defines.VIGNETTE="1";}else{delete this.defines.VIGNETTE;}this.needsUpdate=true;}/** * Enables or disables the Eskil Vignette effect. * * Has no effect if Vignette is disabled. * * @param {Boolean} enabled - Whether the Eskil Vignette effect should be enabled. */},{key:"setEskilEnabled",value:function setEskilEnabled(enabled){if(enabled){this.defines.ESKIL="1";}else{delete this.defines.ESKIL;}this.needsUpdate=true;}}]);inherits(FilmMaterial,_ShaderMaterial);return FilmMaterial;}(ShaderMaterial);var fragment$9="uniform sampler2D tDiffuse;\r\nuniform sampler2D tPerturb;\r\n\r\nuniform bool active;\r\n\r\nuniform float amount;\r\nuniform float angle;\r\nuniform float seed;\r\nuniform float seedX;\r\nuniform float seedY;\r\nuniform float distortionX;\r\nuniform float distortionY;\r\nuniform float colS;\r\n\r\nvarying vec2 vUv;\r\n\r\nfloat rand(vec2 tc) {\r\n\r\n\tconst float a = 12.9898;\r\n\tconst float b = 78.233;\r\n\tconst float c = 43758.5453;\r\n\r\n\tfloat dt = dot(tc, vec2(a, b));\r\n\tfloat sn = mod(dt, 3.14);\r\n\r\n\treturn fract(sin(sn) * c);\r\n\r\n}\r\n\r\nvoid main() {\r\n\r\n\tvec2 coord = vUv;\r\n\r\n\tfloat xs, ys;\r\n\tvec4 normal;\r\n\r\n\tvec2 offset;\r\n\tvec4 cr, cga, cb;\r\n\tvec4 snow, color;\r\n\r\n\tfloat sx, sy;\r\n\r\n\tif(active) {\r\n\r\n\t\txs = floor(gl_FragCoord.x / 0.5);\r\n\t\tys = floor(gl_FragCoord.y / 0.5);\r\n\r\n\t\tnormal = texture2D(tPerturb, coord * seed * seed);\r\n\r\n\t\tif(coord.y < distortionX + colS && coord.y > distortionX - colS * seed) {\r\n\r\n\t\t\tsx = clamp(ceil(seedX), 0.0, 1.0);\r\n\t\t\tcoord.y = sx * (1.0 - (coord.y + distortionY)) + (1.0 - sx) * distortionY;\r\n\r\n\t\t}\r\n\r\n\t\tif(coord.x < distortionY + colS && coord.x > distortionY - colS * seed) {\r\n\r\n\t\t\tsy = clamp(ceil(seedY), 0.0, 1.0);\r\n\t\t\tcoord.x = sy * distortionX + (1.0 - sy) * (1.0 - (coord.x + distortionX));\r\n\r\n\t\t}\r\n\r\n\t\tcoord.x += normal.x * seedX * (seed / 5.0);\r\n\t\tcoord.y += normal.y * seedY * (seed / 5.0);\r\n\r\n\t\toffset = amount * vec2(cos(angle), sin(angle));\r\n\r\n\t\tcr = texture2D(tDiffuse, coord + offset);\r\n\t\tcga = texture2D(tDiffuse, coord);\r\n\t\tcb = texture2D(tDiffuse, coord - offset);\r\n\r\n\t\tcolor = vec4(cr.r, cga.g, cb.b, cga.a);\r\n\t\tsnow = 200.0 * amount * vec4(rand(vec2(xs * seed, ys * seed * 50.0)) * 0.2);\r\n\t\tcolor += snow;\r\n\r\n\t} else {\r\n\r\n\t\tcolor = texture2D(tDiffuse, vUv);\r\n\r\n\t}\r\n\r\n\tgl_FragColor = color;\r\n\r\n}\r\n";var vertex$9="varying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";/** * A glitch shader material. * * Reference: * https://github.com/staffantan/unityglitch */var GlitchMaterial=/*#__PURE__*/function(_ShaderMaterial){/** * Constructs a new glitch material. */function GlitchMaterial(){classCallCheck(this,GlitchMaterial);return possibleConstructorReturn(this,getPrototypeOf$2(GlitchMaterial).call(this,{type:"GlitchMaterial",uniforms:{tDiffuse:new Uniform(null),tPerturb:new Uniform(null),active:new Uniform(1),amount:new Uniform(0.8),angle:new Uniform(0.02),seed:new Uniform(0.02),seedX:new Uniform(0.02),seedY:new Uniform(0.02),distortionX:new Uniform(0.5),distortionY:new Uniform(0.6),colS:new Uniform(0.05)},fragmentShader:fragment$9,vertexShader:vertex$9,depthWrite:false,depthTest:false}));}inherits(GlitchMaterial,_ShaderMaterial);return GlitchMaterial;}(ShaderMaterial);var fragment$10="#include \r\n#include \r\n\r\nuniform sampler2D tDiffuse;\r\nuniform vec3 lightPosition;\r\n\r\nuniform float exposure;\r\nuniform float decay;\r\nuniform float density;\r\nuniform float weight;\r\nuniform float clampMax;\r\n\r\nvarying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvec2 texCoord = vUv;\r\n\r\n\t// Calculate vector from pixel to light source in screen space.\r\n\tvec2 deltaTexCoord = texCoord - lightPosition.st;\r\n\tdeltaTexCoord *= 1.0 / NUM_SAMPLES_FLOAT * density;\r\n\r\n\t// A decreasing illumination factor.\r\n\tfloat illuminationDecay = 1.0;\r\n\r\n\tvec4 sample;\r\n\tvec4 color = vec4(0.0);\r\n\r\n\t// Estimate the probability of occlusion at each pixel by summing samples along a ray to the light source.\r\n\tfor(int i = 0; i < NUM_SAMPLES_INT; ++i) {\r\n\r\n\t\ttexCoord -= deltaTexCoord;\r\n\t\tsample = texture2D(tDiffuse, texCoord);\r\n\r\n\t\t// Apply sample attenuation scale/decay factors.\r\n\t\tsample *= illuminationDecay * weight;\r\n\r\n\t\tcolor += sample;\r\n\r\n\t\t// Update exponential decay factor.\r\n\t\tilluminationDecay *= decay;\r\n\r\n\t}\r\n\r\n\tgl_FragColor = clamp(color * exposure, 0.0, clampMax);\r\n\r\n\t#include \r\n\r\n}\r\n";var vertex$10="varying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";/** * A crepuscular rays shader material. * * This material supports dithering. * * References: * * Thibaut Despoulain, 2012: * [(WebGL) Volumetric Light Approximation in Three.js]( * http://bkcore.com/blog/3d/webgl-three-js-volumetric-light-godrays.html) * * Nvidia, GPU Gems 3, 2008: * [Chapter 13. Volumetric Light Scattering as a Post-Process]( * https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch13.html) */var GodRaysMaterial=/*#__PURE__*/function(_ShaderMaterial){/** * Constructs a new god rays material. * * @param {Object} [options] - The options. * @param {Number} [options.density=0.96] - The density of the light rays. * @param {Number} [options.decay=0.93] - An illumination decay factor. * @param {Number} [options.weight=0.4] - A light ray weight factor. * @param {Number} [options.exposure=0.6] - A constant attenuation coefficient. * @param {Number} [options.clampMax=1.0] - An upper bound for the saturation of the overall effect. */function GodRaysMaterial(){var options=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,GodRaysMaterial);var settings=Object.assign({exposure:0.6,density:0.93,decay:0.96,weight:0.4,clampMax:1.0},options);return possibleConstructorReturn(this,getPrototypeOf$2(GodRaysMaterial).call(this,{type:"GodRaysMaterial",defines:{NUM_SAMPLES_FLOAT:"60.0",NUM_SAMPLES_INT:"60"},uniforms:{tDiffuse:new Uniform(null),lightPosition:new Uniform(null),exposure:new Uniform(settings.exposure),decay:new Uniform(settings.decay),density:new Uniform(settings.density),weight:new Uniform(settings.weight),clampMax:new Uniform(settings.clampMax)},fragmentShader:fragment$10,vertexShader:vertex$10,depthWrite:false,depthTest:false}));}inherits(GodRaysMaterial,_ShaderMaterial);return GodRaysMaterial;}(ShaderMaterial);var fragment$11="#include \r\n\r\nuniform sampler2D tDiffuse;\r\nuniform float distinction;\r\nuniform vec2 range;\r\n\r\nvarying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvec4 texel = texture2D(tDiffuse, vUv);\r\n\tfloat l = linearToRelativeLuminance(texel.rgb);\r\n\r\n\t#ifdef RANGE\r\n\r\n\t\tfloat low = step(range.x, l);\r\n\t\tfloat high = step(l, range.y);\r\n\r\n\t\t// Apply the mask.\r\n\t\tl *= low * high;\r\n\r\n\t#endif\r\n\r\n\tl = pow(abs(l), distinction);\r\n\r\n\t#ifdef COLOR\r\n\r\n\t\tgl_FragColor = vec4(texel.rgb * l, texel.a);\r\n\r\n\t#else\r\n\r\n\t\tgl_FragColor = vec4(l, l, l, texel.a);\r\n\r\n\t#endif\r\n\r\n}\r\n";var vertex$11="varying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";/** * A luminosity shader material. * * This shader produces a greyscale luminance map that describes the absolute * amount of light emitted by a scene. It can also be configured to output * colours that are scaled with their respective luminance value. Additionally, * a range may be provided to mask out undesired texels. * * The alpha channel will remain unaffected in all cases. * * On luminance coefficients: * http://www.poynton.com/notes/colour_and_gamma/ColorFAQ.html#RTFToC9 * * Coefficients for different colour spaces: * https://hsto.org/getpro/habr/post_images/2ab/69d/084/2ab69d084f9a597e032624bcd74d57a7.png * * Luminance range reference: * https://cycling74.com/2007/05/23/your-first-shader/#.Vty9FfkrL4Z */var LuminosityMaterial=/*#__PURE__*/function(_ShaderMaterial){/** * Constructs a new luminosity material. * * @param {Boolean} [colorOutput=false] - Defines whether the shader should output colours scaled with their luminance value. * @param {Vector2} [luminanceRange] - If provided, the shader will mask out texels that aren't in the specified luminance range. */function LuminosityMaterial(){var _this;var colorOutput=arguments.length>0&&arguments[0]!==undefined?arguments[0]:false;var luminanceRange=arguments.length>1&&arguments[1]!==undefined?arguments[1]:null;classCallCheck(this,LuminosityMaterial);var maskLuminance=luminanceRange!==null;_this=possibleConstructorReturn(this,getPrototypeOf$2(LuminosityMaterial).call(this,{type:"LuminosityMaterial",uniforms:{tDiffuse:new Uniform(null),distinction:new Uniform(1.0),range:new Uniform(maskLuminance?luminanceRange:new Vector2())},fragmentShader:fragment$11,vertexShader:vertex$11}));_this.setColorOutputEnabled(colorOutput);_this.setLuminanceRangeEnabled(maskLuminance);return _this;}/** * Enables or disables color output. * * @param {Boolean} enabled - Whether color output should be enabled. */createClass(LuminosityMaterial,[{key:"setColorOutputEnabled",value:function setColorOutputEnabled(enabled){if(enabled){this.defines.COLOR="1";}else{delete this.defines.COLOR;}this.needsUpdate=true;}/** * Enables or disables the luminance mask. * * @param {Boolean} enabled - Whether the luminance mask should be enabled. */},{key:"setLuminanceRangeEnabled",value:function setLuminanceRangeEnabled(enabled){if(enabled){this.defines.RANGE="1";}else{delete this.defines.RANGE;}this.needsUpdate=true;}}]);inherits(LuminosityMaterial,_ShaderMaterial);return LuminosityMaterial;}(ShaderMaterial);var fragment$12="uniform sampler2D tDiffuse;\r\nuniform sampler2D tMask;\r\nuniform sampler2D tEdges;\r\n\r\nuniform vec3 visibleEdgeColor;\r\nuniform vec3 hiddenEdgeColor;\r\nuniform float pulse;\r\nuniform float edgeStrength;\r\n\r\n#ifdef USE_PATTERN\r\n\r\n\tuniform sampler2D tPattern;\r\n\tvarying vec2 vPatternCoord;\r\n\r\n#endif\r\n\r\nvarying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvec4 color = texture2D(tDiffuse, vUv);\r\n\tvec2 edge = texture2D(tEdges, vUv).rg;\r\n\tvec2 mask = texture2D(tMask, vUv).rg;\r\n\r\n\t#ifndef X_RAY\r\n\r\n\t\tedge.y = 0.0;\r\n\r\n\t#endif\r\n\r\n\tedge *= (edgeStrength * mask.x * pulse);\r\n\tvec3 outlineColor = edge.x * visibleEdgeColor + edge.y * hiddenEdgeColor;\r\n\r\n\t#ifdef ALPHA_BLENDING\r\n\r\n\t\tcolor.rgb = mix(color.rgb, outlineColor, max(edge.x, edge.y));\r\n\r\n\t#else\r\n\r\n\t\tcolor.rgb += outlineColor;\r\n\r\n\t#endif\r\n\r\n\t#ifdef USE_PATTERN\r\n\r\n\t\tvec3 patternColor = texture2D(tPattern, vPatternCoord).rgb;\r\n\r\n\t\t#ifdef X_RAY\r\n\r\n\t\t\tfloat hiddenFactor = 0.5;\r\n\r\n\t\t#else\r\n\r\n\t\t\tfloat hiddenFactor = 0.0;\r\n\r\n\t\t#endif\r\n\r\n\t\tfloat visibilityFactor = (1.0 - mask.y > 0.0) ? 1.0 : hiddenFactor;\r\n\r\n\t\tcolor.rgb += visibilityFactor * (1.0 - mask.x) * (1.0 - patternColor);\r\n\r\n\t#endif\r\n\r\n\tgl_FragColor = color;\r\n\r\n}\r\n";var vertex$12="#ifdef USE_PATTERN\r\n\r\n\tuniform float aspect;\r\n\tuniform float patternScale;\r\n\tvarying vec2 vPatternCoord;\r\n\r\n#endif\r\n\r\nvarying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\t#ifdef USE_PATTERN\r\n\r\n\t\tvec2 aspectCorrection = vec2(aspect, 1.0);\r\n\t\tvPatternCoord = uv * aspectCorrection * patternScale;\r\n\r\n\t#endif\r\n\r\n\tvUv = uv;\r\n\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";/** * An outline blend shader material. */var OutlineBlendMaterial=/*#__PURE__*/function(_ShaderMaterial){/** * Constructs a new outline blend material. * * @param {Object} [options] - The options. * @param {Number} [options.edgeStrength=1.0] - The edge strength. * @param {Number} [options.patternScale=1.0] - The scale of the pattern texture. * @param {Number} [options.visibleEdgeColor=0xffffff] - The color of visible edges. * @param {Number} [options.hiddenEdgeColor=0x22090A] - The color of hidden edges. * @param {Boolean} [alphaBlending=false] - Whether the outline should be blended using alpha. * @param {Boolean} [xRay=true] - Whether hidden parts of selected objects should be visible. */function OutlineBlendMaterial(){var _this;var options=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,OutlineBlendMaterial);var settings=Object.assign({edgeStrength:1.0,patternScale:1.0,visibleEdgeColor:0xffffff,hiddenEdgeColor:0x22090A,alphaBlending:false,xRay:true},options);_this=possibleConstructorReturn(this,getPrototypeOf$2(OutlineBlendMaterial).call(this,{type:"OutlineBlendMaterial",uniforms:{pulse:new Uniform(1.0),aspect:new Uniform(1.0),tDiffuse:new Uniform(null),tMask:new Uniform(null),tEdges:new Uniform(null),tPattern:new Uniform(null),edgeStrength:new Uniform(settings.edgeStrength),patternScale:new Uniform(settings.patternScale),visibleEdgeColor:new Uniform(new Color(settings.visibleEdgeColor)),hiddenEdgeColor:new Uniform(new Color(settings.hiddenEdgeColor))},fragmentShader:fragment$12,vertexShader:vertex$12,depthWrite:false,depthTest:false}));_this.setAlphaBlendingEnabled(settings.alphaBlending);_this.setXRayEnabled(settings.xRay);return _this;}/** * Enables or disables the alpha blending. * * @param {Boolean} enabled - Whether the alpha blending should be enabled. */createClass(OutlineBlendMaterial,[{key:"setAlphaBlendingEnabled",value:function setAlphaBlendingEnabled(enabled){if(enabled){this.defines.ALPHA_BLENDING="1";}else{delete this.defines.ALPHA_BLENDING;}this.needsUpdate=true;}/** * Defines whether hidden parts of selected objects should be visible. * * @param {Boolean} enabled - Whether hidden parts of selected objects should be visible. */},{key:"setXRayEnabled",value:function setXRayEnabled(enabled){if(enabled){this.defines.X_RAY="1";}else{delete this.defines.X_RAY;}this.needsUpdate=true;}/** * Sets a pattern texture to use as overlay. * * @param {Texture} [texture=null] - A pattern texture. Set to null to disable the pattern. */},{key:"setPatternTexture",value:function setPatternTexture(){var texture=arguments.length>0&&arguments[0]!==undefined?arguments[0]:null;if(texture!==null){this.defines.USE_PATTERN="1";}else{delete this.defines.USE_PATTERN;}this.uniforms.tPattern.value=texture;this.needsUpdate=true;}}]);inherits(OutlineBlendMaterial,_ShaderMaterial);return OutlineBlendMaterial;}(ShaderMaterial);var fragment$13="uniform sampler2D tMask;\r\n\r\nvarying vec2 vUv0;\r\nvarying vec2 vUv1;\r\nvarying vec2 vUv2;\r\nvarying vec2 vUv3;\r\n\r\nvoid main() {\r\n\r\n\tvec2 c0 = texture2D(tMask, vUv0).rg;\r\n\tvec2 c1 = texture2D(tMask, vUv1).rg;\r\n\tvec2 c2 = texture2D(tMask, vUv2).rg;\r\n\tvec2 c3 = texture2D(tMask, vUv3).rg;\r\n\r\n\tfloat d0 = (c0.x - c1.x) * 0.5;\r\n\tfloat d1 = (c2.x - c3.x) * 0.5;\r\n\tfloat d = length(vec2(d0, d1));\r\n\r\n\tfloat a0 = min(c0.y, c1.y);\r\n\tfloat a1 = min(c2.y, c3.y);\r\n\tfloat visibilityFactor = min(a0, a1);\r\n\r\n\tgl_FragColor.rg = (1.0 - visibilityFactor > 0.001) ? vec2(d, 0.0) : vec2(0.0, d);\r\n\r\n}\r\n";var vertex$13="uniform vec2 texelSize;\r\n\r\nvarying vec2 vUv0;\r\nvarying vec2 vUv1;\r\nvarying vec2 vUv2;\r\nvarying vec2 vUv3;\r\n\r\nvoid main() {\r\n\r\n\tvUv0 = vec2(uv.x + texelSize.x, uv.y);\r\n\tvUv1 = vec2(uv.x - texelSize.x, uv.y);\r\n\tvUv2 = vec2(uv.x, uv.y + texelSize.y);\r\n\tvUv3 = vec2(uv.x, uv.y - texelSize.y);\r\n\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";/** * An outline edge detection shader material. */var OutlineEdgesMaterial=/*#__PURE__*/function(_ShaderMaterial){/** * Constructs a new outline edge detection material. * * @param {Vector2} [texelSize] - The absolute screen texel size. */function OutlineEdgesMaterial(){var _this;var texelSize=arguments.length>0&&arguments[0]!==undefined?arguments[0]:new Vector2();classCallCheck(this,OutlineEdgesMaterial);_this=possibleConstructorReturn(this,getPrototypeOf$2(OutlineEdgesMaterial).call(this,{type:"OutlineEdgesMaterial",uniforms:{tMask:new Uniform(null),texelSize:new Uniform(new Vector2())},fragmentShader:fragment$13,vertexShader:vertex$13,depthWrite:false,depthTest:false}));_this.setTexelSize(texelSize.x,texelSize.y);return _this;}/** * Sets the texel size. * * @param {Number} x - The texel width. * @param {Number} y - The texel height. */createClass(OutlineEdgesMaterial,[{key:"setTexelSize",value:function setTexelSize(x,y){this.uniforms.texelSize.value.set(x,y);}}]);inherits(OutlineEdgesMaterial,_ShaderMaterial);return OutlineEdgesMaterial;}(ShaderMaterial);var fragment$14="uniform sampler2D tDiffuse;\r\nuniform float granularity;\r\nuniform float dx;\r\nuniform float dy;\r\n\r\nvarying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvec4 texel;\r\n\r\n\tif(granularity > 0.0) {\r\n\r\n\t\tvec2 coord = vec2(\r\n\t\t\tdx * (floor(vUv.x / dx) + 0.5),\r\n\t\t\tdy * (floor(vUv.y / dy) + 0.5)\r\n\t\t);\r\n\r\n\t\ttexel = texture2D(tDiffuse, coord);\r\n\r\n\t} else {\r\n\r\n\t\ttexel = texture2D(tDiffuse, vUv);\r\n\r\n\t}\r\n\r\n\tgl_FragColor = texel;\r\n\r\n}\r\n";var vertex$14="varying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";/** * A pixelation shader material. * * Original shader code by Robert Casanova: * https://github.com/robertcasanova/pixelate-shader */var PixelationMaterial=/*#__PURE__*/function(_ShaderMaterial){/** * Constructs a new pixelation material. */function PixelationMaterial(){classCallCheck(this,PixelationMaterial);return possibleConstructorReturn(this,getPrototypeOf$2(PixelationMaterial).call(this,{type:"PixelationMaterial",uniforms:{tDiffuse:new Uniform(null),granularity:new Uniform(1.0),resolution:new Uniform(new Vector2(1.0,1.0)),dx:new Uniform(1.0),dy:new Uniform(1.0)},fragmentShader:fragment$14,vertexShader:vertex$14,depthWrite:false,depthTest:false}));}/** * The pixel granularity. * * @type {Number} */createClass(PixelationMaterial,[{key:"setResolution",/** * Sets the resolution. * * @param {Number} width - The width. * @param {Number} height - The height. */value:function setResolution(width,height){this.uniforms.resolution.value.set(width,height);this.granularity=this.granularity;}},{key:"granularity",get:function get(){return this.uniforms.granularity.value;}/** * A higher value yields coarser visuals. * * @type {Number} */,set:function set(x){var uniforms=this.uniforms;var resolution=uniforms.resolution.value;uniforms.granularity.value=x;uniforms.dx.value=x/resolution.x;uniforms.dy.value=x/resolution.y;}}]);inherits(PixelationMaterial,_ShaderMaterial);return PixelationMaterial;}(ShaderMaterial);var fragment$15="#include \r\n\r\nuniform sampler2D tDiffuse;\r\nuniform sampler2D tDepth;\r\n\r\nuniform vec2 texelSize;\r\nuniform vec2 halfTexelSize;\r\n\r\nuniform float cameraNear;\r\nuniform float cameraFar;\r\n\r\nuniform float focalLength;\r\nuniform float focalStop;\r\n\r\nuniform float maxBlur;\r\nuniform float luminanceThreshold;\r\nuniform float luminanceGain;\r\nuniform float bias;\r\nuniform float fringe;\r\nuniform float ditherStrength;\r\n\r\n#ifdef SHADER_FOCUS\r\n\r\n\tuniform vec2 focusCoords;\r\n\r\n#else\r\n\r\n\tuniform float focalDepth;\r\n\r\n#endif\r\n\r\nvarying vec2 vUv;\r\n\r\n#ifndef USE_LOGDEPTHBUF\r\n\r\n\t#include \r\n\r\n\tfloat readDepth(sampler2D depthSampler, vec2 coord) {\r\n\r\n\t\tfloat fragCoordZ = texture2D(depthSampler, coord).x;\r\n\t\tfloat viewZ = perspectiveDepthToViewZ(fragCoordZ, cameraNear, cameraFar);\r\n\r\n\t\treturn viewZToOrthographicDepth(viewZ, cameraNear, cameraFar);\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n#ifdef PENTAGON\r\n\r\n\tfloat penta(vec2 coords) {\r\n\r\n\t\tconst vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);\r\n\t\tconst vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);\r\n\t\tconst vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);\r\n\t\tconst vec4 HS3 = vec4(-0.809016994, -0.587785252, 0.0, 1.0);\r\n\t\tconst vec4 HS4 = vec4( 0.309016994, -0.951056516, 0.0, 1.0);\r\n\t\tconst vec4 HS5 = vec4( 0.0, 0.0, 1.0, 1.0);\r\n\r\n\t\tconst vec4 ONE = vec4(1.0);\r\n\r\n\t\tconst float P_FEATHER = 0.4;\r\n\t\tconst float N_FEATHER = -P_FEATHER;\r\n\r\n\t\tfloat inOrOut = -4.0;\r\n\r\n\t\tvec4 P = vec4(coords, vec2(RINGS_FLOAT - 1.3));\r\n\r\n\t\tvec4 dist = vec4(\r\n\t\t\tdot(P, HS0),\r\n\t\t\tdot(P, HS1),\r\n\t\t\tdot(P, HS2),\r\n\t\t\tdot(P, HS3)\r\n\t\t);\r\n\r\n\t\tdist = smoothstep(N_FEATHER, P_FEATHER, dist);\r\n\r\n\t\tinOrOut += dot(dist, ONE);\r\n\r\n\t\tdist.x = dot(P, HS4);\r\n\t\tdist.y = HS5.w - abs(P.z);\r\n\r\n\t\tdist = smoothstep(N_FEATHER, P_FEATHER, dist);\r\n\t\tinOrOut += dist.x;\r\n\r\n\t\treturn clamp(inOrOut, 0.0, 1.0);\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n#ifdef SHOW_FOCUS\r\n\r\n\tvec3 debugFocus(vec3 c, float blur, float depth) {\r\n\r\n\t\tfloat edge = 0.002 * depth;\r\n\t\tfloat m = clamp(smoothstep(0.0, edge, blur), 0.0, 1.0);\r\n\t\tfloat e = clamp(smoothstep(1.0 - edge, 1.0, blur), 0.0, 1.0);\r\n\r\n\t\tc = mix(c, vec3(1.0, 0.5, 0.0), (1.0 - m) * 0.6);\r\n\t\tc = mix(c, vec3(0.0, 0.5, 1.0), ((1.0 - e) - (1.0 - m)) * 0.2);\r\n\r\n\t\treturn c;\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n#ifdef VIGNETTE\r\n\r\n\tfloat vignette() {\r\n\r\n\t\tconst vec2 CENTER = vec2(0.5);\r\n\r\n\t\tconst float VIGNETTE_OUT = 1.3;\r\n\t\tconst float VIGNETTE_IN = 0.0;\r\n\t\tconst float VIGNETTE_FADE = 22.0; \r\n\r\n\t\tfloat d = distance(vUv, CENTER);\r\n\t\td = smoothstep(VIGNETTE_OUT + (focalStop / VIGNETTE_FADE), VIGNETTE_IN + (focalStop / VIGNETTE_FADE), d);\r\n\r\n\t\treturn clamp(d, 0.0, 1.0);\r\n\r\n\t}\r\n\r\n#endif\r\n\r\nvec2 rand2(vec2 coord) {\r\n\r\n\tvec2 noise;\r\n\r\n\t#ifdef NOISE\r\n\r\n\t\tconst float a = 12.9898;\r\n\t\tconst float b = 78.233;\r\n\t\tconst float c = 43758.5453;\r\n\r\n\t\tnoise.x = clamp(fract(sin(mod(dot(coord, vec2(a, b)), 3.14)) * c), 0.0, 1.0) * 2.0 - 1.0;\r\n\t\tnoise.y = clamp(fract(sin(mod(dot(coord, vec2(a, b) * 2.0), 3.14)) * c), 0.0, 1.0) * 2.0 - 1.0;\r\n\r\n\t#else\r\n\r\n\t\tnoise.x = ((fract(1.0 - coord.s * halfTexelSize.x) * 0.25) + (fract(coord.t * halfTexelSize.y) * 0.75)) * 2.0 - 1.0;\r\n\t\tnoise.y = ((fract(1.0 - coord.s * halfTexelSize.x) * 0.75) + (fract(coord.t * halfTexelSize.y) * 0.25)) * 2.0 - 1.0;\r\n\r\n\t#endif\r\n\r\n\treturn noise;\r\n\r\n}\r\n\r\nvec3 processTexel(vec2 coords, float blur) {\r\n\r\n\tvec3 c;\r\n\tc.r = texture2D(tDiffuse, coords + vec2(0.0, 1.0) * texelSize * fringe * blur).r;\r\n\tc.g = texture2D(tDiffuse, coords + vec2(-0.866, -0.5) * texelSize * fringe * blur).g;\r\n\tc.b = texture2D(tDiffuse, coords + vec2(0.866, -0.5) * texelSize * fringe * blur).b;\r\n\r\n\t// Calculate the luminance of the constructed colour.\r\n\tfloat luminance = linearToRelativeLuminance(c);\r\n\tfloat threshold = max((luminance - luminanceThreshold) * luminanceGain, 0.0);\r\n\r\n\treturn c + mix(vec3(0.0), c, threshold * blur);\r\n\r\n}\r\n\r\nfloat linearize(float depth) {\r\n\r\n\treturn -cameraFar * cameraNear / (depth * (cameraFar - cameraNear) - cameraFar);\r\n\r\n}\r\n\r\nfloat gather(float i, float j, float ringSamples, inout vec3 color, float w, float h, float blur) {\r\n\r\n\tconst float TWO_PI = 6.28318531;\r\n\r\n\tfloat step = TWO_PI / ringSamples;\r\n\tfloat pw = cos(j * step) * i;\r\n\tfloat ph = sin(j * step) * i;\r\n\r\n\t#ifdef PENTAGON\r\n\r\n\t\tfloat p = penta(vec2(pw, ph));\r\n\r\n\t#else\r\n\r\n\t\tfloat p = 1.0;\r\n\r\n\t#endif\r\n\r\n\tcolor += processTexel(vUv + vec2(pw * w, ph * h), blur) * mix(1.0, i / RINGS_FLOAT, bias) * p;\r\n\r\n\treturn mix(1.0, i / RINGS_FLOAT, bias) * p;\r\n\r\n}\r\n\r\nvoid main() {\r\n\r\n\t#ifdef USE_LOGDEPTHBUF\r\n\r\n\t\tfloat depth = linearize(texture2D(tDepth, vUv).x);\r\n\r\n\t#else\r\n\r\n\t\tfloat depth = linearize(readDepth(tDepth, vUv));\r\n\r\n\t#endif\r\n\r\n\t#ifdef SHADER_FOCUS\r\n\r\n\t\t#ifdef USE_LOGDEPTHBUF\r\n\r\n\t\t\tfloat fDepth = linearize(texture2D(tDepth, focusCoords).x);\r\n\r\n\t\t#else\r\n\r\n\t\t\tfloat fDepth = linearize(readDepth(tDepth, focusCoords));\r\n\r\n\t\t#endif\r\n\r\n\t#else\r\n\r\n\t\tfloat fDepth = focalDepth;\r\n\r\n\t#endif\r\n\r\n\t#ifdef MANUAL_DOF\r\n\r\n\t\tconst float nDoFStart = 1.0; \r\n\t\tconst float nDoFDist = 2.0;\r\n\t\tconst float fDoFStart = 1.0;\r\n\t\tconst float fDoFDist = 3.0;\r\n\r\n\t\tfloat focalPlane = depth - fDepth;\r\n\t\tfloat farDoF = (focalPlane - fDoFStart) / fDoFDist;\r\n\t\tfloat nearDoF = (-focalPlane - nDoFStart) / nDoFDist;\r\n\r\n\t\tfloat blur = (focalPlane > 0.0) ? farDoF : nearDoF;\r\n\r\n\t#else\r\n\r\n\t\tconst float CIRCLE_OF_CONFUSION = 0.03; // 35mm film = 0.03mm CoC.\r\n\r\n\t\tfloat focalPlaneMM = fDepth * 1000.0;\r\n\t\tfloat depthMM = depth * 1000.0;\r\n\r\n\t\tfloat focalPlane = (depthMM * focalLength) / (depthMM - focalLength);\r\n\t\tfloat farDoF = (focalPlaneMM * focalLength) / (focalPlaneMM - focalLength);\r\n\t\tfloat nearDoF = (focalPlaneMM - focalLength) / (focalPlaneMM * focalStop * CIRCLE_OF_CONFUSION);\r\n\r\n\t\tfloat blur = abs(focalPlane - farDoF) * nearDoF;\r\n\r\n\t#endif\r\n\r\n\tblur = clamp(blur, 0.0, 1.0);\r\n\r\n\t// Dithering.\r\n\tvec2 noise = rand2(vUv) * ditherStrength * blur;\r\n\r\n\tfloat blurFactorX = texelSize.x * blur * maxBlur + noise.x;\r\n\tfloat blurFactorY = texelSize.y * blur * maxBlur + noise.y;\r\n\r\n\tconst int MAX_RING_SAMPLES = RINGS_INT * SAMPLES_INT;\r\n\r\n\t// Calculation of final color.\r\n\tvec4 color;\r\n\r\n\tif(blur < 0.05) {\r\n\r\n\t\tcolor = texture2D(tDiffuse, vUv);\r\n\r\n\t} else {\r\n\r\n\t\tcolor = texture2D(tDiffuse, vUv);\r\n\r\n\t\tfloat s = 1.0;\r\n\t\tint ringSamples;\r\n\r\n\t\tfor(int i = 1; i <= RINGS_INT; ++i) {\r\n\r\n\t\t\tringSamples = i * SAMPLES_INT;\r\n\r\n\t\t\t// Constant loop.\r\n\t\t\tfor(int j = 0; j < MAX_RING_SAMPLES; ++j) {\r\n\r\n\t\t\t\t// Break earlier.\r\n\t\t\t\tif(j >= ringSamples) { break; }\r\n\r\n\t\t\t\ts += gather(float(i), float(j), float(ringSamples), color.rgb, blurFactorX, blurFactorY, blur);\r\n\r\n\t\t\t}\r\n\r\n\t\t}\r\n\r\n\t\tcolor.rgb /= s; // Divide by sample count.\r\n\r\n\t}\r\n\r\n\t#ifdef SHOW_FOCUS\r\n\r\n\t\tcolor.rgb = debugFocus(color.rgb, blur, depth);\r\n\r\n\t#endif\r\n\r\n\t#ifdef VIGNETTE\r\n\r\n\t\tcolor.rgb *= vignette();\r\n\r\n\t#endif\r\n\r\n\tgl_FragColor = color;\r\n\r\n}\r\n";var vertex$15="varying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";/** * Depth of Field shader v2.4. * * Original shader code by Martins Upitis: * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update) */var RealisticBokehMaterial=/*#__PURE__*/function(_ShaderMaterial){/** * Constructs a new bokeh2 material. * * @param {PerspectiveCamera} [camera] - The main camera. * @param {Object} [options] - Additional options. * @param {Vector2} [options.texelSize] - The absolute screen texel size. * @param {Boolean} [options.rings=3] - The number of blurring iterations. * @param {Boolean} [options.samples=2] - The amount of samples taken per ring. * @param {Boolean} [options.showFocus=false] - Whether the focus point should be highlighted. * @param {Boolean} [options.manualDoF=false] - Enables manual depth of field blur. * @param {Boolean} [options.vignette=false] - Enables a vignette effect. * @param {Boolean} [options.pentagon=false] - Enable to use a pentagonal shape to scale gathered texels. * @param {Boolean} [options.shaderFocus=true] - Disable if you compute your own focalDepth (in metres!). * @param {Boolean} [options.noise=true] - Disable if you don't want noise patterns for dithering. * @param {Number} [options.maxBlur=1.0] - The maximum blur strength. * @param {Number} [options.luminanceThreshold=0.5] - A luminance threshold. * @param {Number} [options.luminanceGain=2.0] - A luminance gain factor. * @param {Number} [options.bias=0.5] - A blur bias. * @param {Number} [options.fringe=0.7] - A blur offset. * @param {Number} [options.ditherStrength=0.0001] - The dither strength. */function RealisticBokehMaterial(){var _this;var camera=arguments.length>0&&arguments[0]!==undefined?arguments[0]:null;var options=arguments.length>1&&arguments[1]!==undefined?arguments[1]:{};classCallCheck(this,RealisticBokehMaterial);var settings=Object.assign({texelSize:null,rings:3,samples:2,showFocus:false,manualDoF:false,vignette:false,pentagon:false,shaderFocus:true,noise:true,maxBlur:1.0,luminanceThreshold:0.5,luminanceGain:2.0,bias:0.5,fringe:0.7,ditherStrength:0.0001},options);_this=possibleConstructorReturn(this,getPrototypeOf$2(RealisticBokehMaterial).call(this,{type:"RealisticBokehMaterial",defines:{RINGS_INT:settings.rings.toFixed(0),RINGS_FLOAT:settings.rings.toFixed(1),SAMPLES_INT:settings.samples.toFixed(0),SAMPLES_FLOAT:settings.samples.toFixed(1)},uniforms:{tDiffuse:new Uniform(null),tDepth:new Uniform(null),texelSize:new Uniform(new Vector2()),halfTexelSize:new Uniform(new Vector2()),cameraNear:new Uniform(0.1),cameraFar:new Uniform(2000),focalLength:new Uniform(24.0),focalStop:new Uniform(0.9),maxBlur:new Uniform(settings.maxBlur),luminanceThreshold:new Uniform(settings.luminanceThreshold),luminanceGain:new Uniform(settings.luminanceGain),bias:new Uniform(settings.bias),fringe:new Uniform(settings.fringe),ditherStrength:new Uniform(settings.ditherStrength),focusCoords:new Uniform(new Vector2(0.5,0.5)),focalDepth:new Uniform(1.0)},fragmentShader:fragment$15,vertexShader:vertex$15,depthWrite:false,depthTest:false}));_this.setShowFocusEnabled(settings.showFocus);_this.setManualDepthOfFieldEnabled(settings.manualDoF);_this.setVignetteEnabled(settings.vignette);_this.setPentagonEnabled(settings.pentagon);_this.setShaderFocusEnabled(settings.shaderFocus);_this.setNoiseEnabled(settings.noise);if(settings.texelSize!==null){_this.setTexelSize(settings.texelSize.x,settings.texelSize.y);}_this.adoptCameraSettings(camera);return _this;}/** * Defines whether the focus should be shown. * * @param {Boolean} enabled - True if the focus should be shown, false otherwise. */createClass(RealisticBokehMaterial,[{key:"setShowFocusEnabled",value:function setShowFocusEnabled(enabled){if(enabled){this.defines.SHOW_FOCUS="1";}else{delete this.defines.SHOW_FOCUS;}this.needsUpdate=true;}/** * Defines whether manual Depth of Field should be enabled. * * @param {Boolean} enabled - Whether manual DoF should be enabled. */},{key:"setManualDepthOfFieldEnabled",value:function setManualDepthOfFieldEnabled(enabled){if(enabled){this.defines.MANUAL_DOF="1";}else{delete this.defines.MANUAL_DOF;}this.needsUpdate=true;}/** * Defines whether the Vignette effect should be enabled. * * @param {Boolean} enabled - Whether the Vignette effect should be enabled. */},{key:"setVignetteEnabled",value:function setVignetteEnabled(enabled){if(enabled){this.defines.VIGNETTE="1";}else{delete this.defines.VIGNETTE;}this.needsUpdate=true;}/** * Defines whether the pentagonal blur effect should be enabled. * * @param {Boolean} enabled - Whether the pentagonal blur effect should be enabled. */},{key:"setPentagonEnabled",value:function setPentagonEnabled(enabled){if(enabled){this.defines.PENTAGON="1";}else{delete this.defines.PENTAGON;}this.needsUpdate=true;}/** * Enables or disables the automatic shader focus. * * @param {Boolean} enabled - Whether the shader focus should be enabled. */},{key:"setShaderFocusEnabled",value:function setShaderFocusEnabled(enabled){if(enabled){this.defines.SHADER_FOCUS="1";}else{delete this.defines.SHADER_FOCUS;}this.needsUpdate=true;}/** * Defines whether the dithering should compute noise. * * @param {Boolean} enabled - Whether noise-based dithering should be enabled. */},{key:"setNoiseEnabled",value:function setNoiseEnabled(enabled){if(enabled){this.defines.NOISE="1";}else{delete this.defines.NOISE;}this.needsUpdate=true;}/** * Sets the texel size. * * @param {Number} x - The texel width. * @param {Number} y - The texel height. */},{key:"setTexelSize",value:function setTexelSize(x,y){this.uniforms.texelSize.value.set(x,y);this.uniforms.halfTexelSize.value.set(x,y).multiplyScalar(0.5);}/** * Adopts the near and far plane and the focal length of the given camera. * * @param {PerspectiveCamera} camera - The main camera. */},{key:"adoptCameraSettings",value:function adoptCameraSettings(camera){if(camera!==null){this.uniforms.cameraNear.value=camera.near;this.uniforms.cameraFar.value=camera.far;this.uniforms.focalLength.value=camera.getFocalLength();// unit: mm. }}}]);inherits(RealisticBokehMaterial,_ShaderMaterial);return RealisticBokehMaterial;}(ShaderMaterial);var fragment$16="#include \r\n\r\nuniform sampler2D tDiffuse;\r\nuniform vec2 center;\r\nuniform float aspect;\r\nuniform float waveSize;\r\nuniform float radius;\r\nuniform float maxRadius;\r\nuniform float amplitude;\r\n\r\nvarying vec2 vUv;\r\nvarying float vSize;\r\n\r\nvoid main() {\r\n\r\n\tvec2 aspectCorrection = vec2(aspect, 1.0);\r\n\r\n\tvec2 difference = vUv * aspectCorrection - center * aspectCorrection;\r\n\tfloat distance = sqrt(dot(difference, difference)) * vSize;\r\n\r\n\tvec2 displacement = vec2(0.0);\r\n\r\n\tif(distance > radius) {\r\n\r\n\t\tif(distance < radius + waveSize) {\r\n\r\n\t\t\tfloat angle = (distance - radius) * PI2 / waveSize;\r\n\t\t\tfloat cosSin = (1.0 - cos(angle)) * 0.5;\r\n\r\n\t\t\tfloat extent = maxRadius + waveSize;\r\n\t\t\tfloat decay = max(extent - distance * distance, 0.0) / extent;\r\n\r\n\t\t\tdisplacement = ((cosSin * amplitude * difference) / distance) * decay;\r\n\r\n\t\t}\r\n\r\n\t}\r\n\r\n\tgl_FragColor = texture2D(tDiffuse, vUv - displacement);\r\n\r\n}\r\n";var vertex$16="uniform float size;\r\nuniform float scale;\r\nuniform float cameraDistance;\r\n\r\nvarying vec2 vUv;\r\nvarying float vSize;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\tvSize = (0.1 * cameraDistance) / size;\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";/** * A shock wave shader material. * * Based on a Gist by Jean-Philippe Sarda: * https://gist.github.com/jpsarda/33cea67a9f2ecb0a0eda */var ShockWaveMaterial=/*#__PURE__*/function(_ShaderMaterial){/** * Constructs a new shock wave material. * * @param {Object} [options] - The options. * @param {Number} [options.waveSize=0.2] - The wave size. * @param {Number} [options.amplitude=0.05] - The distortion amplitude. */function ShockWaveMaterial(){var options=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,ShockWaveMaterial);var settings=Object.assign({maxRadius:1.0,waveSize:0.2,amplitude:0.05},options);return possibleConstructorReturn(this,getPrototypeOf$2(ShockWaveMaterial).call(this,{type:"ShockWaveMaterial",uniforms:{tDiffuse:new Uniform(null),center:new Uniform(new Vector2(0.5,0.5)),aspect:new Uniform(1.0),cameraDistance:new Uniform(1.0),size:new Uniform(1.0),radius:new Uniform(-settings.waveSize),maxRadius:new Uniform(settings.maxRadius),waveSize:new Uniform(settings.waveSize),amplitude:new Uniform(settings.amplitude)},fragmentShader:fragment$16,vertexShader:vertex$16,depthWrite:false,depthTest:false}));}inherits(ShockWaveMaterial,_ShaderMaterial);return ShockWaveMaterial;}(ShaderMaterial);var fragment$17="uniform sampler2D tDiffuse;\r\nuniform sampler2D tWeights;\r\n\r\nuniform vec2 texelSize;\r\n\r\nvarying vec2 vUv;\r\nvarying vec4 vOffset;\r\n\r\nvoid main() {\r\n\r\n\t// Fetch the blending weights for current pixel.\r\n\tvec4 a;\r\n\ta.xz = texture2D(tWeights, vUv).xz;\r\n\ta.y = texture2D(tWeights, vOffset.zw).g;\r\n\ta.w = texture2D(tWeights, vOffset.xy).a;\r\n\r\n\tvec4 color;\r\n\r\n\t// Check if there is any blending weight with a value greater than 0.0.\r\n\tif(dot(a, vec4(1.0)) < 1e-5) {\r\n\r\n\t\tcolor = texture2D(tDiffuse, vUv, 0.0);\r\n\r\n\t} else {\r\n\r\n\t\t/* Up to four lines can be crossing a pixel (one through each edge).\r\n\t\t * The line with the maximum weight for each direction is favoured.\r\n\t\t */\r\n\r\n\t\tvec2 offset;\r\n\t\toffset.x = a.a > a.b ? a.a : -a.b; // Left vs. right.\r\n\t\toffset.y = a.g > a.r ? -a.g : a.r; // Top vs. bottom (changed signs).\r\n\r\n\t\t// Go in the direction with the maximum weight (horizontal vs. vertical).\r\n\t\tif(abs(offset.x) > abs(offset.y)) {\r\n\r\n\t\t\toffset.y = 0.0;\r\n\r\n\t\t} else {\r\n\r\n\t\t\toffset.x = 0.0;\r\n\r\n\t\t}\r\n\r\n\t\t// Fetch the opposite color and lerp by hand.\r\n\t\tcolor = texture2D(tDiffuse, vUv, 0.0);\r\n\t\tvec2 coord = vUv + sign(offset) * texelSize;\r\n\t\tvec4 oppositeColor = texture2D(tDiffuse, coord, 0.0);\r\n\t\tfloat s = abs(offset.x) > abs(offset.y) ? abs(offset.x) : abs(offset.y);\r\n\r\n\t\t// Gamma correction.\r\n\t\tcolor.rgb = pow(abs(color.rgb), vec3(2.2));\r\n\t\toppositeColor.rgb = pow(abs(oppositeColor.rgb), vec3(2.2));\r\n\t\tcolor = mix(color, oppositeColor, s);\r\n\t\tcolor.rgb = pow(abs(color.rgb), vec3(1.0 / 2.2));\r\n\r\n\t}\r\n\r\n\tgl_FragColor = color;\r\n\r\n}\r\n";var vertex$17="uniform vec2 texelSize;\r\n\r\nvarying vec2 vUv;\r\nvarying vec4 vOffset;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\r\n\tvOffset = uv.xyxy + texelSize.xyxy * vec4(1.0, 0.0, 0.0, -1.0); // Changed sign in W component.\r\n\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";/** * Subpixel Morphological Antialiasing. * * This material is used to render the final antialiasing. */var SMAABlendMaterial=/*#__PURE__*/function(_ShaderMaterial){/** * Constructs a new SMAA blend material. * * @param {Vector2} [texelSize] - The absolute screen texel size. */function SMAABlendMaterial(){var texelSize=arguments.length>0&&arguments[0]!==undefined?arguments[0]:new Vector2();classCallCheck(this,SMAABlendMaterial);return possibleConstructorReturn(this,getPrototypeOf$2(SMAABlendMaterial).call(this,{type:"SMAABlendMaterial",uniforms:{tDiffuse:new Uniform(null),tWeights:new Uniform(null),texelSize:new Uniform(texelSize)},fragmentShader:fragment$17,vertexShader:vertex$17,depthWrite:false,depthTest:false}));}inherits(SMAABlendMaterial,_ShaderMaterial);return SMAABlendMaterial;}(ShaderMaterial);var fragment$18="#define sampleLevelZeroOffset(t, coord, offset) texture2D(t, coord + float(offset) * texelSize, 0.0)\r\n\r\nuniform sampler2D tDiffuse;\r\nuniform sampler2D tArea;\r\nuniform sampler2D tSearch;\r\n\r\nuniform vec2 texelSize;\r\n\r\nvarying vec2 vUv;\r\nvarying vec4 vOffset[3];\r\nvarying vec2 vPixCoord;\r\n\r\nvec2 round(vec2 x) {\r\n\r\n\treturn sign(x) * floor(abs(x) + 0.5);\r\n\r\n}\r\n\r\nfloat searchLength(vec2 e, float bias, float scale) {\r\n\r\n\t// Not required if tSearch accesses are set to point.\r\n\t// const vec2 SEARCH_TEX_PIXEL_SIZE = 1.0 / vec2(66.0, 33.0);\r\n\t// e = vec2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE + e * vec2(scale, 1.0) * vec2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;\r\n\r\n\te.r = bias + e.r * scale;\r\n\r\n\treturn 255.0 * texture2D(tSearch, e, 0.0).r;\r\n\r\n}\r\n\r\nfloat searchXLeft(vec2 texCoord, float end) {\r\n\r\n\t/* @PSEUDO_GATHER4\r\n\t * This texCoord has been offset by (-0.25, -0.125) in the vertex shader to\r\n\t * sample between edge, thus fetching four edges in a row.\r\n\t * Sampling with different offsets in each direction allows to disambiguate\r\n\t * which edges are active from the four fetched ones.\r\n\t */\r\n\r\n\tvec2 e = vec2(0.0, 1.0);\r\n\r\n\tfor(int i = 0; i < MAX_SEARCH_STEPS_INT; ++i) {\r\n\r\n\t\te = texture2D(tDiffuse, texCoord, 0.0).rg;\r\n\t\ttexCoord -= vec2(2.0, 0.0) * texelSize;\r\n\r\n\t\tif(!(texCoord.x > end && e.g > 0.8281 && e.r == 0.0)) { break; }\r\n\r\n\t}\r\n\r\n\t// Correct the previously applied offset (-0.25, -0.125).\r\n\ttexCoord.x += 0.25 * texelSize.x;\r\n\r\n\t// The searches are biased by 1, so adjust the coords accordingly.\r\n\ttexCoord.x += texelSize.x;\r\n\r\n\t// Disambiguate the length added by the last step.\r\n\ttexCoord.x += 2.0 * texelSize.x; // Undo last step.\r\n\ttexCoord.x -= texelSize.x * searchLength(e, 0.0, 0.5);\r\n\r\n\treturn texCoord.x;\r\n\r\n}\r\n\r\nfloat searchXRight(vec2 texCoord, float end) {\r\n\r\n\tvec2 e = vec2(0.0, 1.0);\r\n\r\n\tfor(int i = 0; i < MAX_SEARCH_STEPS_INT; ++i) {\r\n\r\n\t\te = texture2D(tDiffuse, texCoord, 0.0).rg;\r\n\t\ttexCoord += vec2(2.0, 0.0) * texelSize;\r\n\r\n\t\tif(!(texCoord.x < end && e.g > 0.8281 && e.r == 0.0)) { break; }\r\n\r\n\t}\r\n\r\n\ttexCoord.x -= 0.25 * texelSize.x;\r\n\ttexCoord.x -= texelSize.x;\r\n\ttexCoord.x -= 2.0 * texelSize.x;\r\n\ttexCoord.x += texelSize.x * searchLength(e, 0.5, 0.5);\r\n\r\n\treturn texCoord.x;\r\n\r\n}\r\n\r\nfloat searchYUp(vec2 texCoord, float end) {\r\n\r\n\tvec2 e = vec2(1.0, 0.0);\r\n\r\n\tfor(int i = 0; i < MAX_SEARCH_STEPS_INT; ++i) {\r\n\r\n\t\te = texture2D(tDiffuse, texCoord, 0.0).rg;\r\n\t\ttexCoord += vec2(0.0, 2.0) * texelSize; // Changed sign.\r\n\r\n\t\tif(!(texCoord.y > end && e.r > 0.8281 && e.g == 0.0)) { break; }\r\n\r\n\t}\r\n\r\n\ttexCoord.y -= 0.25 * texelSize.y; // Changed sign.\r\n\ttexCoord.y -= texelSize.y; // Changed sign.\r\n\ttexCoord.y -= 2.0 * texelSize.y; // Changed sign.\r\n\ttexCoord.y += texelSize.y * searchLength(e.gr, 0.0, 0.5); // Changed sign.\r\n\r\n\treturn texCoord.y;\r\n\r\n}\r\n\r\nfloat searchYDown(vec2 texCoord, float end) {\r\n\r\n\tvec2 e = vec2(1.0, 0.0);\r\n\r\n\tfor(int i = 0; i < MAX_SEARCH_STEPS_INT; ++i ) {\r\n\r\n\t\te = texture2D(tDiffuse, texCoord, 0.0).rg;\r\n\t\ttexCoord -= vec2(0.0, 2.0) * texelSize; // Changed sign.\r\n\r\n\t\tif(!(texCoord.y < end && e.r > 0.8281 && e.g == 0.0)) { break; }\r\n\r\n\t}\r\n\r\n\ttexCoord.y += 0.25 * texelSize.y; // Changed sign.\r\n\ttexCoord.y += texelSize.y; // Changed sign.\r\n\ttexCoord.y += 2.0 * texelSize.y; // Changed sign.\r\n\ttexCoord.y -= texelSize.y * searchLength(e.gr, 0.5, 0.5); // Changed sign.\r\n\r\n\treturn texCoord.y;\r\n\r\n}\r\n\r\nvec2 area(vec2 dist, float e1, float e2, float offset) {\r\n\r\n\t// Rounding prevents precision errors of bilinear filtering.\r\n\tvec2 texCoord = AREATEX_MAX_DISTANCE * round(4.0 * vec2(e1, e2)) + dist;\r\n\r\n\t// Scale and bias for texel space translation.\r\n\ttexCoord = AREATEX_PIXEL_SIZE * texCoord + (0.5 * AREATEX_PIXEL_SIZE);\r\n\r\n\t// Move to proper place, according to the subpixel offset.\r\n\ttexCoord.y += AREATEX_SUBTEX_SIZE * offset;\r\n\r\n\treturn texture2D(tArea, texCoord, 0.0).rg;\r\n\r\n}\r\n\r\nvoid main() {\r\n\r\n\tvec4 weights = vec4(0.0);\r\n\tvec4 subsampleIndices = vec4(0.0);\r\n\tvec2 e = texture2D(tDiffuse, vUv).rg;\r\n\r\n\tif(e.g > 0.0) {\r\n\r\n\t\t// Edge at north.\r\n\t\tvec2 d;\r\n\r\n\t\t// Find the distance to the left.\r\n\t\tvec2 coords;\r\n\t\tcoords.x = searchXLeft(vOffset[0].xy, vOffset[2].x);\r\n\t\tcoords.y = vOffset[1].y; // vOffset[1].y = vUv.y - 0.25 * texelSize.y (@CROSSING_OFFSET)\r\n\t\td.x = coords.x;\r\n\r\n\t\t/* Now fetch the left crossing edges, two at a time using bilinear\r\n\t\tfiltering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to discern what\r\n\t\tvalue each edge has. */\r\n\t\tfloat e1 = texture2D(tDiffuse, coords, 0.0).r;\r\n\r\n\t\t// Find the distance to the right.\r\n\t\tcoords.x = searchXRight(vOffset[0].zw, vOffset[2].y);\r\n\t\td.y = coords.x;\r\n\r\n\t\t/* Translate distances to pixel units for better interleave arithmetic and\r\n\t\tmemory accesses. */\r\n\t\td = d / texelSize.x - vPixCoord.x;\r\n\r\n\t\t// The area texture is compressed quadratically.\r\n\t\tvec2 sqrtD = sqrt(abs(d));\r\n\r\n\t\t// Fetch the right crossing edges.\r\n\t\tcoords.y -= texelSize.y; // WebGL port note: Added.\r\n\t\tfloat e2 = sampleLevelZeroOffset(tDiffuse, coords, ivec2(1, 0)).r;\r\n\r\n\t\t// Pattern recognised, now get the actual area.\r\n\t\tweights.rg = area(sqrtD, e1, e2, subsampleIndices.y);\r\n\r\n\t}\r\n\r\n\tif(e.r > 0.0) {\r\n\r\n\t\t// Edge at west.\r\n\t\tvec2 d;\r\n\r\n\t\t// Find the distance to the top.\r\n\t\tvec2 coords;\r\n\t\tcoords.y = searchYUp(vOffset[1].xy, vOffset[2].z);\r\n\t\tcoords.x = vOffset[0].x; // vOffset[1].x = vUv.x - 0.25 * texelSize.x;\r\n\t\td.x = coords.y;\r\n\r\n\t\t// Fetch the top crossing edges.\r\n\t\tfloat e1 = texture2D(tDiffuse, coords, 0.0).g;\r\n\r\n\t\t// Find the distance to the bottom.\r\n\t\tcoords.y = searchYDown(vOffset[1].zw, vOffset[2].w);\r\n\t\td.y = coords.y;\r\n\r\n\t\t// Distances in pixel units.\r\n\t\td = d / texelSize.y - vPixCoord.y;\r\n\r\n\t\t// The area texture is compressed quadratically.\r\n\t\tvec2 sqrtD = sqrt(abs(d));\r\n\r\n\t\t// Fetch the bottom crossing edges.\r\n\t\tcoords.y -= texelSize.y; // WebGL port note: Added.\r\n\t\tfloat e2 = sampleLevelZeroOffset(tDiffuse, coords, ivec2(0, 1)).g;\r\n\r\n\t\t// Get the area for this direction.\r\n\t\tweights.ba = area(sqrtD, e1, e2, subsampleIndices.x);\r\n\r\n\t}\r\n\r\n\tgl_FragColor = weights;\r\n\r\n}\r\n";var vertex$18="uniform vec2 texelSize;\r\n\r\nvarying vec2 vUv;\r\nvarying vec4 vOffset[3];\r\nvarying vec2 vPixCoord;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\r\n\tvPixCoord = uv / texelSize;\r\n\r\n\t// Offsets for the searches (see @PSEUDO_GATHER4).\r\n\tvOffset[0] = uv.xyxy + texelSize.xyxy * vec4(-0.25, 0.125, 1.25, 0.125); // Changed sign in Y and W components.\r\n\tvOffset[1] = uv.xyxy + texelSize.xyxy * vec4(-0.125, 0.25, -0.125, -1.25); //Changed sign in Y and W components.\r\n\r\n\t// This indicates the ends of the loops.\r\n\tvOffset[2] = vec4(vOffset[0].xz, vOffset[1].yw) + vec4(-2.0, 2.0, -2.0, 2.0) * texelSize.xxyy * MAX_SEARCH_STEPS_FLOAT;\r\n\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";/** * Subpixel Morphological Antialiasing. * * This material computes weights for detected edges. */var SMAAWeightsMaterial=/*#__PURE__*/function(_ShaderMaterial){/** * Constructs a new SMAA weights material. * * @param {Vector2} [texelSize] - The absolute screen texel size. */function SMAAWeightsMaterial(){var texelSize=arguments.length>0&&arguments[0]!==undefined?arguments[0]:new Vector2();classCallCheck(this,SMAAWeightsMaterial);return possibleConstructorReturn(this,getPrototypeOf$2(SMAAWeightsMaterial).call(this,{type:"SMAAWeightsMaterial",defines:{// Configurable settings: MAX_SEARCH_STEPS_INT:"8",MAX_SEARCH_STEPS_FLOAT:"8.0",// Non-configurable settings: AREATEX_MAX_DISTANCE:"16.0",AREATEX_PIXEL_SIZE:"(1.0 / vec2(160.0, 560.0))",AREATEX_SUBTEX_SIZE:"(1.0 / 7.0)",SEARCHTEX_SIZE:"vec2(66.0, 33.0)",SEARCHTEX_PACKED_SIZE:"vec2(64.0, 16.0)"},uniforms:{tDiffuse:new Uniform(null),tArea:new Uniform(null),tSearch:new Uniform(null),texelSize:new Uniform(texelSize)},fragmentShader:fragment$18,vertexShader:vertex$18,depthWrite:false,depthTest:false}));}/** * Sets the maximum amount of steps performed in the horizontal/vertical * pattern searches, at each side of the pixel. * * In number of pixels, it's actually the double. So the maximum line length * perfectly handled by, for example 16, is 64 (perfectly means that longer * lines won't look as good, but are still antialiased). * * @param {Number} steps - The search steps. Range: [0, 112]. */createClass(SMAAWeightsMaterial,[{key:"setOrthogonalSearchSteps",value:function setOrthogonalSearchSteps(steps){this.defines.MAX_SEARCH_STEPS_INT=steps.toFixed("0");this.defines.MAX_SEARCH_STEPS_FLOAT=steps.toFixed("1");this.needsUpdate=true;}}]);inherits(SMAAWeightsMaterial,_ShaderMaterial);return SMAAWeightsMaterial;}(ShaderMaterial);var fragment$19="#include \r\n#include \r\n\r\nuniform sampler2D tDiffuse;\r\nuniform float middleGrey;\r\nuniform float maxLuminance;\r\n\r\n#ifdef ADAPTED_LUMINANCE\r\n\r\n\tuniform sampler2D luminanceMap;\r\n\r\n#else\r\n\r\n\tuniform float averageLuminance;\r\n\r\n#endif\r\n\r\nvarying vec2 vUv;\r\n\r\nvec3 toneMap(vec3 c) {\r\n\r\n\t#ifdef ADAPTED_LUMINANCE\r\n\r\n\t\t// Get the calculated average luminance by sampling the center.\r\n\t\tfloat lumAvg = texture2D(luminanceMap, vec2(0.5)).r;\r\n\r\n\t#else\r\n\r\n\t\tfloat lumAvg = averageLuminance;\r\n\r\n\t#endif\r\n\r\n\t// Calculate the luminance of the current pixel.\r\n\tfloat lumPixel = linearToRelativeLuminance(c);\r\n\r\n\t// Apply the modified operator (Reinhard Eq. 4).\r\n\tfloat lumScaled = (lumPixel * middleGrey) / lumAvg;\r\n\r\n\tfloat lumCompressed = (lumScaled * (1.0 + (lumScaled / (maxLuminance * maxLuminance)))) / (1.0 + lumScaled);\r\n\r\n\treturn lumCompressed * c;\r\n\r\n}\r\n\r\nvoid main() {\r\n\r\n\tvec4 texel = texture2D(tDiffuse, vUv);\r\n\tgl_FragColor = vec4(toneMap(texel.rgb), texel.a);\r\n\r\n\t#include \r\n\r\n}\r\n";var vertex$19="varying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";/** * Full-screen tone-mapping shader material. * * This material supports dithering. * * Reference: * http://www.cis.rit.edu/people/faculty/ferwerda/publications/sig02_paper.pdf */var ToneMappingMaterial=/*#__PURE__*/function(_ShaderMaterial){/** * Constructs a new tone mapping material. */function ToneMappingMaterial(){classCallCheck(this,ToneMappingMaterial);return possibleConstructorReturn(this,getPrototypeOf$2(ToneMappingMaterial).call(this,{type:"ToneMappingMaterial",uniforms:{tDiffuse:new Uniform(null),luminanceMap:new Uniform(null),averageLuminance:new Uniform(1.0),maxLuminance:new Uniform(16.0),middleGrey:new Uniform(0.6)},fragmentShader:fragment$19,vertexShader:vertex$19,depthWrite:false,depthTest:false}));}inherits(ToneMappingMaterial,_ShaderMaterial);return ToneMappingMaterial;}(ShaderMaterial);/** * A collection of shader materials that are used in the post processing passes. * * @module postprocessing/materials */ /** * An abstract pass. * * Passes that do not rely on the depth buffer should explicitly disable the * depth test and depth write in their respective shader materials. * * @implements {Resizable} * @implements {Disposable} */var Pass=/*#__PURE__*/function(){/** * Constructs a new pass. * * @param {String} [name] - The name of this pass. * @param {Scene} [scene] - The scene to render. * @param {Camera} [camera] - The camera. * @param {Mesh} [quad] - A quad that fills the screen to render 2D filter effects. Set this to null, if you don't need it (see {@link RenderPass}). */function Pass(){var name=arguments.length>0&&arguments[0]!==undefined?arguments[0]:"Pass";var scene=arguments.length>1&&arguments[1]!==undefined?arguments[1]:new Scene();var camera=arguments.length>2&&arguments[2]!==undefined?arguments[2]:new OrthographicCamera(-1,1,1,-1,0,1);var quad=arguments.length>3&&arguments[3]!==undefined?arguments[3]:new Mesh(new PlaneBufferGeometry(2,2),null);classCallCheck(this,Pass);/** * The name of this pass. * * @type {String} */this.name=name;/** * The scene to render. * * @type {Scene} * @protected */this.scene=scene;/** * The camera. * * @type {Camera} * @protected */this.camera=camera;/** * A quad mesh that fills the screen. * * @type {Mesh} * @private */this.quad=quad;if(this.quad!==null){this.quad.frustumCulled=false;if(this.scene!==null){this.scene.add(this.quad);}}/** * Indicates whether this pass should render to screen. * * @type {Boolean} */this.renderToScreen=false;/** * Indicates whether this pass should be executed. * * @type {Boolean} */this.enabled=true;/** * Indicates whether the {@link EffectComposer} should swap the frame * buffers after this pass has finished rendering. * * Set this to `false` if this pass doesn't render to the output buffer or * the screen. Otherwise, the contents of the input buffer will be lost. * * @type {Boolean} */this.needsSwap=true;}/** * The fullscreen material. * * @type {Material} */createClass(Pass,[{key:"render",/** * Renders the effect. * * This is an abstract method that must be overridden. * * @abstract * @throws {Error} An error is thrown if the method is not overridden. * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass. * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen. * @param {Number} [delta] - The time between the last frame and the current one in seconds. * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active. */value:function render(renderer,inputBuffer,outputBuffer,delta,stencilTest){throw new Error("Render method not implemented!");}/** * Updates this pass with the renderer's size. * * You may override this method in case you want to be informed about the main * render size. * * The {@link EffectComposer} calls this method before this pass is * initialized and every time its own size is updated. * * @param {Number} width - The renderer's width. * @param {Number} height - The renderer's height. * @example this.myRenderTarget.setSize(width, height); */},{key:"setSize",value:function setSize(width,height){}/** * Performs initialization tasks. * * By overriding this method you gain access to the renderer. You'll also be * able to configure your custom render targets to use the appropriate format * (RGB or RGBA). * * The provided renderer can be used to warm up special off-screen render * targets by performing a preliminary render operation. * * The {@link EffectComposer} calls this method when this pass is added to its * queue, but not before its size has been set. * * @param {WebGLRenderer} renderer - The renderer. * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not. * @example if(!alpha) { this.myRenderTarget.texture.format = RGBFormat; } */},{key:"initialize",value:function initialize(renderer,alpha){}/** * Performs a shallow search for properties that define a dispose method and * deletes them. The pass will be inoperative after this method was called! * * Disposable objects: * - render targets * - materials * - textures * * The {@link EffectComposer} calls this method when it is being destroyed. * You may, however, use it independently to free memory when you are certain * that you don't need this pass anymore. */},{key:"dispose",value:function dispose(){var key;var _arr=Object.keys(this);for(var _i=0;_i<_arr.length;_i++){key=_arr[_i];if(this[key]!==null&&typeof this[key].dispose==="function"){this[key].dispose();this[key]=null;}}if(this.material!==null){this.material.dispose();}}},{key:"material",get:function get(){return this.quad!==null?this.quad.material:null;}/** * Sets the fullscreen material. * * The material will be assigned to the quad mesh that fills the screen. * * @type {Material} */,set:function set(value){if(this.quad!==null){this.quad.material=value;}}}]);return Pass;}();/** * An efficient, incremental blur pass. * * Note: This pass allows the input and output buffer to be the same. */var BlurPass=/*#__PURE__*/function(_Pass){/** * Constructs a new blur pass. * * @param {Object} [options] - The options. * @param {Number} [options.resolutionScale=0.5] - The render texture resolution scale, relative to the screen render size. * @param {Number} [options.kernelSize=KernelSize.LARGE] - The blur kernel size. */function BlurPass(){var _this;var options=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,BlurPass);_this=possibleConstructorReturn(this,getPrototypeOf$2(BlurPass).call(this,"BlurPass"));/** * A render target. * * @type {WebGLRenderTarget} * @private */_this.renderTargetX=new WebGLRenderTarget(1,1,{minFilter:LinearFilter,magFilter:LinearFilter,stencilBuffer:false,depthBuffer:false});_this.renderTargetX.texture.name="Blur.TargetX";_this.renderTargetX.texture.generateMipmaps=false;/** * A second render target. * * @type {WebGLRenderTarget} * @private */_this.renderTargetY=_this.renderTargetX.clone();_this.renderTargetY.texture.name="Blur.TargetY";/** * The resolution scale. * * You need to call {@link EffectComposer#setSize} after changing this * value. * * @type {Number} */_this.resolutionScale=options.resolutionScale!==undefined?options.resolutionScale:0.5;/** * A convolution shader material. * * @type {ConvolutionMaterial} * @private */_this.convolutionMaterial=new ConvolutionMaterial();/** * A convolution shader material that uses dithering. * * @type {ConvolutionMaterial} * @private */_this.ditheredConvolutionMaterial=new ConvolutionMaterial();_this.ditheredConvolutionMaterial.dithering=true;/** * Whether the blurred result should also be dithered using noise. * * @type {Boolean} */_this.dithering=false;_this.kernelSize=options.kernelSize;return _this;}/** * The absolute width of the internal render targets. * * @type {Number} */createClass(BlurPass,[{key:"render",/** * Blurs the input buffer and writes the result to the output buffer. The * input buffer remains intact, unless its also the output buffer. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass. * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen. * @param {Number} [delta] - The time between the last frame and the current one in seconds. * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active. */value:function render(renderer,inputBuffer,outputBuffer,delta,stencilTest){var scene=this.scene;var camera=this.camera;var renderTargetX=this.renderTargetX;var renderTargetY=this.renderTargetY;var material=this.convolutionMaterial;var uniforms=material.uniforms;var kernel=material.getKernel();var lastRT=inputBuffer;var destRT;var i,l;this.material=material;// Apply the multi-pass blur. for(i=0,l=kernel.length-1;i0&&arguments[0]!==undefined?arguments[0]:KernelSize.LARGE;this.convolutionMaterial.kernelSize=value;this.ditheredConvolutionMaterial.kernelSize=value;}}]);inherits(BlurPass,_Pass);return BlurPass;}(Pass);/** * A bloom pass. * * This pass renders a scene with superimposed blur by utilizing the fast Kawase * convolution approach. */var BloomPass=/*#__PURE__*/function(_Pass){/** * Constructs a new bloom pass. * * @param {Object} [options] - The options. * @param {Number} [options.resolutionScale=0.5] - The render texture resolution scale, relative to the screen render size. * @param {Number} [options.kernelSize=KernelSize.LARGE] - The blur kernel size. * @param {Number} [options.intensity=1.0] - The strength of the bloom effect. * @param {Number} [options.distinction=1.0] - The luminance distinction factor. Raise this value to bring out the brighter elements in the scene. * @param {Number} [options.screenMode=true] - Whether the screen blend mode should be used for combining the bloom texture with the scene colors. */function BloomPass(){var _this;var options=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,BloomPass);_this=possibleConstructorReturn(this,getPrototypeOf$2(BloomPass).call(this,"BloomPass"));/** * A render target. * * @type {WebGLRenderTarget} * @private */_this.renderTarget=new WebGLRenderTarget(1,1,{minFilter:LinearFilter,magFilter:LinearFilter,stencilBuffer:false,depthBuffer:false});_this.renderTarget.texture.name="Bloom.Target";_this.renderTarget.texture.generateMipmaps=false;/** * A blur pass. * * @type {BlurPass} * @private */_this.blurPass=new BlurPass(options);/** * A combine shader material. * * @type {CombineMaterial} * @private */_this.combineMaterial=new CombineMaterial(options.screenMode!==undefined?options.screenMode:true);_this.intensity=options.intensity;/** * A luminosity shader material. * * @type {LuminosityMaterial} * @private */_this.luminosityMaterial=new LuminosityMaterial(true);_this.distinction=options.distinction;return _this;}/** * The resolution scale. * * @type {Number} */createClass(BloomPass,[{key:"render",/** * Renders the effect. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass. * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen. * @param {Number} [delta] - The time between the last frame and the current one in seconds. * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active. */value:function render(renderer,inputBuffer,outputBuffer,delta,stencilTest){var scene=this.scene;var camera=this.camera;var blurPass=this.blurPass;var luminosityMaterial=this.luminosityMaterial;var combineMaterial=this.combineMaterial;var renderTarget=this.renderTarget;// Luminance filter. this.material=luminosityMaterial;luminosityMaterial.uniforms.tDiffuse.value=inputBuffer.texture;renderer.render(scene,camera,renderTarget);// Convolution phase. blurPass.render(renderer,renderTarget,renderTarget);if(this.blend){// Render the original scene with superimposed blur. this.material=combineMaterial;combineMaterial.uniforms.texture1.value=inputBuffer.texture;combineMaterial.uniforms.texture2.value=renderTarget.texture;renderer.render(scene,camera,this.renderToScreen?null:outputBuffer);}}/** * Updates the size of this pass. * * @param {Number} width - The width. * @param {Number} height - The height. */},{key:"setSize",value:function setSize(width,height){this.blurPass.setSize(width,height);width=this.blurPass.width;height=this.blurPass.height;this.renderTarget.setSize(width,height);}/** * Performs initialization tasks. * * @param {WebGLRenderer} renderer - The renderer. * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not. */},{key:"initialize",value:function initialize(renderer,alpha){this.blurPass.initialize(renderer,alpha);if(!alpha){this.renderTarget.texture.format=RGBFormat;}}},{key:"resolutionScale",get:function get(){return this.blurPass.resolutionScale;}/** * You need to call {@link EffectComposer#setSize} after changing this value. * * @type {Number} */,set:function set(){var value=arguments.length>0&&arguments[0]!==undefined?arguments[0]:0.5;this.blurPass.resolutionScale=value;}/** * The blur kernel size. * * @type {KernelSize} */},{key:"kernelSize",get:function get(){return this.blurPass.kernelSize;}/** * @type {KernelSize} */,set:function set(){var value=arguments.length>0&&arguments[0]!==undefined?arguments[0]:KernelSize.LARGE;this.blurPass.kernelSize=value;}/** * The overall intensity of the effect. * * @type {Number} */},{key:"intensity",get:function get(){return this.combineMaterial.uniforms.opacity2.value;}/** * @type {Number} */,set:function set(){var value=arguments.length>0&&arguments[0]!==undefined?arguments[0]:1.0;this.combineMaterial.uniforms.opacity2.value=value;}/** * The luminance distinction factor. * * @type {Number} */},{key:"distinction",get:function get(){return this.luminosityMaterial.uniforms.distinction.value;}/** * @type {Number} */,set:function set(){var value=arguments.length>0&&arguments[0]!==undefined?arguments[0]:1.0;this.luminosityMaterial.uniforms.distinction.value=value;}/** * Indicates whether dithering is enabled. * * @type {Boolean} */},{key:"dithering",get:function get(){return this.blurPass.dithering;}/** * If enabled, the result will be dithered to remove banding artifacts. * * @type {Boolean} */,set:function set(value){this.blurPass.dithering=value;}/** * Indicates whether the effect should be applied to the input buffer. * * @type {Boolean} */},{key:"blend",get:function get(){return this.needsSwap;}/** * If disabled, the input buffer will remain unaffected. * * You may use the {@link BloomPass#overlay} texture to apply the effect to * your scene. * * @type {Boolean} */,set:function set(value){this.needsSwap=value;}/** * The effect overlay texture. * * @type {Texture} */},{key:"overlay",get:function get(){return this.renderTarget.texture;}}]);inherits(BloomPass,_Pass);return BloomPass;}(Pass);/** * A Depth of Field (DoF) pass using a bokeh shader. * * This pass requires a {@link EffectComposer#depthTexture}. */var BokehPass=/*#__PURE__*/function(_Pass){/** * Constructs a new bokeh pass. * * @param {PerspectiveCamera} camera - The main camera. Used to obtain the aspect ratio and the near and far plane settings. * @param {Object} [options] - Additional parameters. See {@link BokehMaterial} for details. */function BokehPass(camera){var _this;var options=arguments.length>1&&arguments[1]!==undefined?arguments[1]:{};classCallCheck(this,BokehPass);_this=possibleConstructorReturn(this,getPrototypeOf$2(BokehPass).call(this,"BokehPass"));_this.material=new BokehMaterial(camera,options);return _this;}/** * Renders the effect. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass. * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen. * @param {Number} [delta] - The time between the last frame and the current one in seconds. * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active. */createClass(BokehPass,[{key:"render",value:function render(renderer,inputBuffer,outputBuffer,delta,stencilTest){this.material.uniforms.tDiffuse.value=inputBuffer.texture;this.material.uniforms.tDepth.value=inputBuffer.depthTexture;renderer.render(this.scene,this.camera,this.renderToScreen?null:outputBuffer);}/** * Updates the size of this pass. * * @param {Number} width - The width. * @param {Number} height - The height. */},{key:"setSize",value:function setSize(width,height){this.material.uniforms.aspect.value=width/height;}}]);inherits(BokehPass,_Pass);return BokehPass;}(Pass);/** * A pass that disables the stencil test. */var ClearMaskPass=/*#__PURE__*/function(_Pass){/** * Constructs a new clear mask pass. */function ClearMaskPass(){var _this;classCallCheck(this,ClearMaskPass);_this=possibleConstructorReturn(this,getPrototypeOf$2(ClearMaskPass).call(this,"ClearMaskPass",null,null,null));_this.needsSwap=false;return _this;}/** * Disables the global stencil test. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass. * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen. * @param {Number} [delta] - The time between the last frame and the current one in seconds. * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active. */createClass(ClearMaskPass,[{key:"render",value:function render(renderer,inputBuffer,outputBuffer,delta,stencilTest){renderer.state.buffers.stencil.setTest(false);}}]);inherits(ClearMaskPass,_Pass);return ClearMaskPass;}(Pass);/** * Used for saving the original clear color of the renderer. * * @type {Color} * @private */var color=new Color();/** * A pass that clears the input buffer or the screen. * * You can prevent specific bits from being cleared by setting either the * autoClearColor, autoClearStencil or autoClearDepth properties of the renderer * to false. */var ClearPass=/*#__PURE__*/function(_Pass){/** * Constructs a new clear pass. * * @param {Object} [options] - Additional options. * @param {Color} [options.clearColor=null] - An override clear color. * @param {Number} [options.clearAlpha=0.0] - An override clear alpha. */function ClearPass(){var _this;var options=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,ClearPass);_this=possibleConstructorReturn(this,getPrototypeOf$2(ClearPass).call(this,"ClearPass",null,null,null));_this.needsSwap=false;/** * The clear color. * * @type {Color} */_this.clearColor=options.clearColor!==undefined?options.clearColor:null;/** * The clear alpha. * * @type {Number} */_this.clearAlpha=options.clearAlpha!==undefined?options.clearAlpha:0.0;return _this;}/** * Clears the input buffer or the screen. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass. * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen. * @param {Number} [delta] - The time between the last frame and the current one in seconds. * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active. */createClass(ClearPass,[{key:"render",value:function render(renderer,inputBuffer,outputBuffer,delta,stencilTest){var clearColor=this.clearColor;var clearAlpha;if(clearColor!==null){color.copy(renderer.getClearColor());clearAlpha=renderer.getClearAlpha();renderer.setClearColor(clearColor,this.clearAlpha);}renderer.setRenderTarget(this.renderToScreen?null:inputBuffer);renderer.clear();if(clearColor!==null){renderer.setClearColor(color,clearAlpha);}}}]);inherits(ClearPass,_Pass);return ClearPass;}(Pass);/** * A dot screen pass. */var DotScreenPass=/*#__PURE__*/function(_Pass){/** * Constructs a new dot screen pass. * * @param {Object} [options] - The options. * @param {Boolean} [options.average=false] - Whether the shader should output a colour average (black and white). * @param {Number} [options.angle=1.57] - The angle of the pattern. * @param {Number} [options.scale=1.0] - The scale of the overall effect. * @param {Number} [options.intensity=1.0] - The intensity of the effect. */function DotScreenPass(){var _this;var options=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,DotScreenPass);_this=possibleConstructorReturn(this,getPrototypeOf$2(DotScreenPass).call(this,"DotScreenPass"));_this.material=new DotScreenMaterial(options);return _this;}/** * Renders the effect. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass. * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen. * @param {Number} [delta] - The time between the last frame and the current one in seconds. * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active. */createClass(DotScreenPass,[{key:"render",value:function render(renderer,inputBuffer,outputBuffer,delta,stencilTest){this.material.uniforms.tDiffuse.value=inputBuffer.texture;renderer.render(this.scene,this.camera,this.renderToScreen?null:outputBuffer);}/** * Updates the size of this pass. * * @param {Number} width - The width. * @param {Number} height - The height. */},{key:"setSize",value:function setSize(width,height){width=Math.max(1,width);height=Math.max(1,height);this.material.uniforms.offsetRepeat.value.z=width;this.material.uniforms.offsetRepeat.value.w=height;}}]);inherits(DotScreenPass,_Pass);return DotScreenPass;}(Pass);/** * A film pass. * * Provides various cinematic effects. */var FilmPass=/*#__PURE__*/function(_Pass){/** * Constructs a new film pass. * * @param {Object} [options] - The options. See {@link FilmMaterial} for more options. * @param {Number} [options.scanlineDensity=1.25] - The scanline density, relative to the screen height. * @param {Number} [options.gridScale=1.0] - The grid scale, relative to the screen height. * @param {Number} [options.gridLineWidth=0.0] - The grid line width. This value will be added to the base line width. */function FilmPass(){var _this;var options=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,FilmPass);_this=possibleConstructorReturn(this,getPrototypeOf$2(FilmPass).call(this,"FilmPass"));_this.material=new FilmMaterial(options);/** * The amount of scanlines, relative to the screen height. * * You need to call {@link EffectComposer#setSize} after changing this * value. * * @type {Number} */_this.scanlineDensity=options.scanlineDensity===undefined?1.25:options.scanlineDensity;/** * The grid scale, relative to the screen height. * * You need to call {@link EffectComposer#setSize} after changing this * value. * * @type {Number} */_this.gridScale=options.gridScale===undefined?1.0:Math.max(options.gridScale,1e-6);/** * The grid line width. * * You need to call {@link EffectComposer#setSize} after changing this * value. * * @type {Number} */_this.gridLineWidth=options.gridLineWidth===undefined?0.0:Math.max(options.gridLineWidth,0.0);return _this;}/** * Renders the effect. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass. * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen. * @param {Number} [delta] - The time between the last frame and the current one in seconds. * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active. */createClass(FilmPass,[{key:"render",value:function render(renderer,inputBuffer,outputBuffer,delta,stencilTest){this.material.uniforms.tDiffuse.value=inputBuffer.texture;this.material.uniforms.time.value+=delta;renderer.render(this.scene,this.camera,this.renderToScreen?null:outputBuffer);}/** * Updates the size of this pass. * * @param {Number} width - The width. * @param {Number} height - The height. */},{key:"setSize",value:function setSize(width,height){var aspect=width/height;var gridScale=this.gridScale*(height*0.125);this.material.uniforms.scanlineCount.value=Math.round(height*this.scanlineDensity);this.material.uniforms.gridScale.value.set(aspect*gridScale,gridScale);this.material.uniforms.gridLineWidth.value=gridScale/height+this.gridLineWidth;}}]);inherits(FilmPass,_Pass);return FilmPass;}(Pass);/** * Returns a random integer in the specified range. * * @private * @param {Number} low - The lowest possible value. * @param {Number} high - The highest possible value. * @return {Number} The random value. */function randomInt(low,high){return low+Math.floor(Math.random()*(high-low+1));}/** * Returns a random float in the specified range. * * @private * @param {Number} low - The lowest possible value. * @param {Number} high - The highest possible value. * @return {Number} The random value. */function randomFloat(low,high){return low+Math.random()*(high-low);}/** * A glitch pass. */var GlitchPass=/*#__PURE__*/function(_Pass){/** * Constructs a new glitch pass. * * @param {Object} [options] - The options. * @param {Texture} [options.perturbMap] - A perturbation map. If none is provided, a noise texture will be created. * @param {Number} [options.dtSize=64] - The size of the generated noise map. Will be ignored if a perturbation map is provided. */function GlitchPass(){var _this;var options=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,GlitchPass);_this=possibleConstructorReturn(this,getPrototypeOf$2(GlitchPass).call(this,"GlitchPass"));_this.material=new GlitchMaterial();/** * A perturbation map. * * @type {Texture} * @private */_this.texture=null;_this.perturbMap=options.perturbMap!==undefined?options.perturbMap:_this.generatePerturbMap(options.dtSize);_this.perturbMap.name="Glitch.Perturbation";_this.perturbMap.generateMipmaps=false;/** * The effect mode. * * @type {GlitchMode} */_this.mode=GlitchMode.SPORADIC;/** * A counter for the glitch activation and deactivation. * * @type {Number} * @private */_this.counter=0;/** * A random break point for the sporadic glitch activation. * * @type {Number} * @private */_this.breakPoint=randomInt(120,240);return _this;}/** * The current perturbation map. * * @type {Texture} */createClass(GlitchPass,[{key:"generatePerturbMap",/** * Destroys the current perturbation map and replaces it with a new one. * * @param {Number} [size=64] - The texture size. * @return {DataTexture} The perturbation texture. */value:function generatePerturbMap(){var size=arguments.length>0&&arguments[0]!==undefined?arguments[0]:64;var pixels=size*size;var data=new Float32Array(pixels*3);var dt=this.perturbMap;var i,x;for(i=0;i2&&arguments[2]!==undefined?arguments[2]:{};classCallCheck(this,RenderPass);_this=possibleConstructorReturn(this,getPrototypeOf$2(RenderPass).call(this,"RenderPass",scene,camera,null));_this.needsSwap=false;/** * A clear pass. * * @type {ClearPass} */_this.clearPass=new ClearPass(options);/** * An override material. * * @type {Material} */_this.overrideMaterial=options.overrideMaterial!==undefined?options.overrideMaterial:null;/** * Indicates whether the depth buffer should be cleared explicitly. * * @type {Boolean} */_this.clearDepth=options.clearDepth!==undefined?options.clearDepth:false;/** * Indicates whether the color, depth and stencil buffers should be cleared. * * Even with clear set to true you can prevent specific buffers from being * cleared by setting either the autoClearColor, autoClearStencil or * autoClearDepth properties of the renderer to false. * * @type {Boolean} */_this.clear=options.clear!==undefined?options.clear:true;return _this;}/** * Renders the scene. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass. * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen. * @param {Number} [delta] - The time between the last frame and the current one in seconds. * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active. */createClass(RenderPass,[{key:"render",value:function render(renderer,inputBuffer,outputBuffer,delta,stencilTest){var scene=this.scene;var renderTarget=this.renderToScreen?null:inputBuffer;var overrideMaterial=scene.overrideMaterial;if(this.clear){this.clearPass.renderToScreen=this.renderToScreen;this.clearPass.render(renderer,inputBuffer);}else if(this.clearDepth){renderer.setRenderTarget(renderTarget);renderer.clearDepth();}scene.overrideMaterial=this.overrideMaterial;renderer.render(scene,this.camera,renderTarget);scene.overrideMaterial=overrideMaterial;}}]);inherits(RenderPass,_Pass);return RenderPass;}(Pass);/** * Clamps a given value. * * @private * @param {Number} value - The value to clamp. * @param {Number} min - The lowest possible value. * @param {Number} max - The highest possible value. * @return {Number} The clamped value. */function clamp(value,min,max){return Math.max(min,Math.min(max,value));}/** * A crepuscular rays pass. */var GodRaysPass=/*#__PURE__*/function(_Pass){/** * Constructs a new god rays pass. * * @param {Scene} scene - The main scene. * @param {Camera} camera - The main camera. * @param {Object3D} lightSource - The main light source. * @param {Object} [options] - The options. * @param {Number} [options.density=0.96] - The density of the light rays. * @param {Number} [options.decay=0.93] - An illumination decay factor. * @param {Number} [options.weight=0.4] - A light ray weight factor. * @param {Number} [options.exposure=0.6] - A constant attenuation coefficient. * @param {Number} [options.clampMax=1.0] - An upper bound for the saturation of the overall effect. * @param {Number} [options.intensity=1.0] - A constant factor for additive blending. * @param {Number} [options.resolutionScale=0.5] - The render texture resolution scale, relative to the screen render size. * @param {Number} [options.kernelSize=KernelSize.LARGE] - The blur kernel size. * @param {Number} [options.samples=60] - The number of samples per pixel. * @param {Number} [options.screenMode=true] - Whether the screen blend mode should be used for combining the god rays texture with the scene colors. */function GodRaysPass(scene,camera,lightSource){var _this;var options=arguments.length>3&&arguments[3]!==undefined?arguments[3]:{};classCallCheck(this,GodRaysPass);_this=possibleConstructorReturn(this,getPrototypeOf$2(GodRaysPass).call(this,"GodRaysPass"));/** * A scene that only contains the light source. * * @type {Scene} * @private */_this.lightScene=new Scene();/** * The main scene. * * @type {Scene} * @private */_this.mainScene=scene;/** * The main camera. * * @type {Camera} * @private */_this.mainCamera=camera;/** * A render target. * * @type {WebGLRenderTarget} * @private */_this.renderTargetX=new WebGLRenderTarget(1,1,{minFilter:LinearFilter,magFilter:LinearFilter,stencilBuffer:false,depthBuffer:false});_this.renderTargetX.texture.name="GodRays.TargetX";_this.renderTargetX.texture.generateMipmaps=false;/** * A second render target. * * @type {WebGLRenderTarget} * @private */_this.renderTargetY=_this.renderTargetX.clone();_this.renderTargetY.texture.name="GodRays.TargetY";/** * A render target for the masked light scene. * * @type {WebGLRenderTarget} * @private */_this.renderTargetMask=new WebGLRenderTarget(1,1,{minFilter:LinearFilter,magFilter:LinearFilter});_this.renderTargetMask.texture.name="GodRays.Mask";_this.renderTargetMask.texture.generateMipmaps=false;/** * A pass that only renders the light source. * * @type {RenderPass} * @private */_this.renderPassLight=new RenderPass(_this.lightScene,_this.mainCamera,{clearColor:new Color(0x000000)});/** * A pass that renders the masked scene over the light. * * @type {RenderPass} * @private */_this.renderPassMask=new RenderPass(_this.mainScene,_this.mainCamera,{overrideMaterial:new MeshBasicMaterial({color:0x000000})});_this.renderPassMask.clear=false;/** * A blur pass. * * @type {BlurPass} * @private */_this.blurPass=new BlurPass(options);/** * The light source. * * @type {Object3D} */_this.lightSource=lightSource;/** * The light position in screen space. * * @type {Vector3} * @private */_this.screenPosition=new Vector3();/** * A god rays shader material. * * @type {GodRaysMaterial} * @private */_this.godRaysMaterial=new GodRaysMaterial(options);_this.godRaysMaterial.uniforms.lightPosition.value=_this.screenPosition;_this.samples=options.samples;/** * A combine shader material. * * @type {CombineMaterial} * @private */_this.combineMaterial=new CombineMaterial(options.screenMode!==undefined?options.screenMode:true);_this.intensity=options.intensity;return _this;}/** * The resolution scale. * * @type {Number} */createClass(GodRaysPass,[{key:"render",/** * Renders the effect. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass. * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen. * @param {Number} [delta] - The time between the last frame and the current one in seconds. * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active. */value:function render(renderer,inputBuffer,outputBuffer,delta,stencilTest){var scene=this.scene;var camera=this.camera;var mainScene=this.mainScene;var lightSource=this.lightSource;var screenPosition=this.screenPosition;var godRaysMaterial=this.godRaysMaterial;var combineMaterial=this.combineMaterial;var renderTargetMask=this.renderTargetMask;var renderTargetX=this.renderTargetX;var renderTargetY=this.renderTargetY;var background,parent;// Compute the screen light position and translate it to [0.0, 1.0]. screenPosition.copy(lightSource.position).project(this.mainCamera);screenPosition.x=clamp((screenPosition.x+1.0)*0.5,0.0,1.0);screenPosition.y=clamp((screenPosition.y+1.0)*0.5,0.0,1.0);parent=lightSource.parent;background=mainScene.background;mainScene.background=null;this.lightScene.add(lightSource);/* First, render the light source. Then render the scene into the same buffer using a mask override material with depth test enabled. */this.renderPassLight.render(renderer,renderTargetMask);this.renderPassMask.render(renderer,renderTargetMask);if(parent!==null){parent.add(lightSource);}mainScene.background=background;// Blur the masked scene to reduce artifacts. this.blurPass.render(renderer,this.renderTargetMask,renderTargetX);// Blur the masked scene along radial lines towards the light source. this.material=godRaysMaterial;godRaysMaterial.uniforms.tDiffuse.value=renderTargetX.texture;renderer.render(scene,camera,renderTargetY);if(this.blend){// Combine the god rays with the scene colors. this.material=combineMaterial;combineMaterial.uniforms.texture1.value=inputBuffer.texture;combineMaterial.uniforms.texture2.value=renderTargetY.texture;renderer.render(scene,camera,this.renderToScreen?null:outputBuffer);}}/** * Updates the size of this pass. * * @param {Number} width - The width. * @param {Number} height - The height. */},{key:"setSize",value:function setSize(width,height){this.renderPassLight.setSize(width,height);this.renderPassMask.setSize(width,height);this.blurPass.setSize(width,height);width=this.blurPass.width;height=this.blurPass.height;this.renderTargetMask.setSize(width,height);this.renderTargetX.setSize(width,height);this.renderTargetY.setSize(width,height);}/** * Performs initialization tasks. * * @param {WebGLRenderer} renderer - The renderer. * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not. */},{key:"initialize",value:function initialize(renderer,alpha){this.renderPassLight.initialize(renderer,alpha);this.renderPassMask.initialize(renderer,alpha);this.blurPass.initialize(renderer,alpha);if(!alpha){this.renderTargetMask.texture.format=RGBFormat;this.renderTargetX.texture.format=RGBFormat;this.renderTargetY.texture.format=RGBFormat;}}},{key:"resolutionScale",get:function get(){return this.blurPass.resolutionScale;}/** * You need to call {@link EffectComposer#setSize} after changing this value. * * @type {Number} */,set:function set(){var value=arguments.length>0&&arguments[0]!==undefined?arguments[0]:0.5;this.blurPass.resolutionScale=value;}/** * The blur kernel size. * * @type {KernelSize} */},{key:"kernelSize",get:function get(){return this.blurPass.kernelSize;}/** * @type {KernelSize} */,set:function set(){var value=arguments.length>0&&arguments[0]!==undefined?arguments[0]:KernelSize.LARGE;this.blurPass.kernelSize=value;}/** * The overall intensity of the effect. * * @type {Number} */},{key:"intensity",get:function get(){return this.combineMaterial.uniforms.opacity2.value;}/** * @type {Number} */,set:function set(){var value=arguments.length>0&&arguments[0]!==undefined?arguments[0]:1.0;this.combineMaterial.uniforms.opacity2.value=value;}/** * The number of samples per pixel. * * @type {Number} */},{key:"samples",get:function get(){return Number.parseInt(this.godRaysMaterial.defines.NUM_SAMPLES_INT);}/** * This value must be carefully chosen. A higher value directly increases the * GPU load. * * @type {Number} */,set:function set(){var value=arguments.length>0&&arguments[0]!==undefined?arguments[0]:60;value=Math.floor(value);this.godRaysMaterial.defines.NUM_SAMPLES_FLOAT=value.toFixed(1);this.godRaysMaterial.defines.NUM_SAMPLES_INT=value.toFixed(0);this.godRaysMaterial.needsUpdate=true;}/** * Indicates whether dithering is enabled. * * @type {Boolean} */},{key:"dithering",get:function get(){return this.godRaysMaterial.dithering;}/** * If enabled, the result will be dithered to remove banding artifacts. * * @type {Boolean} */,set:function set(value){if(this.dithering!==value){this.godRaysMaterial.dithering=value;this.godRaysMaterial.needsUpdate=true;}}/** * Indicates whether the effect should be applied to the input buffer. * * @type {Boolean} */},{key:"blend",get:function get(){return this.needsSwap;}/** * If disabled, the input buffer will remain unaffected. * * You may use the {@link BloomPass#overlay} texture to apply the effect to * your scene. * * @type {Boolean} */,set:function set(value){this.needsSwap=value;}/** * The effect overlay texture. * * @type {Texture} */},{key:"overlay",get:function get(){return this.renderTargetY.texture;}}]);inherits(GodRaysPass,_Pass);return GodRaysPass;}(Pass);/** * A mask pass. */var MaskPass=/*#__PURE__*/function(_Pass){/** * Constructs a new mask pass. * * @param {Scene} scene - The scene to render. * @param {Camera} camera - The camera to use. */function MaskPass(scene,camera){var _this;classCallCheck(this,MaskPass);_this=possibleConstructorReturn(this,getPrototypeOf$2(MaskPass).call(this,"MaskPass",scene,camera,null));_this.needsSwap=false;/** * Inverse flag. * * @type {Boolean} */_this.inverse=false;/** * Stencil buffer clear flag. * * @type {Boolean} */_this.clearStencil=true;return _this;}/** * Renders the effect. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass. * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen. * @param {Number} [delta] - The time between the last frame and the current one in seconds. * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active. */createClass(MaskPass,[{key:"render",value:function render(renderer,inputBuffer,outputBuffer,delta,stencilTest){var context=renderer.context;var state=renderer.state;var scene=this.scene;var camera=this.camera;var writeValue=this.inverse?0:1;var clearValue=1-writeValue;// Don't update color or depth. state.buffers.color.setMask(false);state.buffers.depth.setMask(false);// Lock the buffers. state.buffers.color.setLocked(true);state.buffers.depth.setLocked(true);// Configure the stencil. state.buffers.stencil.setTest(true);state.buffers.stencil.setOp(context.REPLACE,context.REPLACE,context.REPLACE);state.buffers.stencil.setFunc(context.ALWAYS,writeValue,0xffffffff);state.buffers.stencil.setClear(clearValue);// Clear the stencil. if(this.clearStencil){if(this.renderToScreen){renderer.setRenderTarget(null);renderer.clearStencil();}else{renderer.setRenderTarget(inputBuffer);renderer.clearStencil();renderer.setRenderTarget(outputBuffer);renderer.clearStencil();}}// Draw the mask. if(this.renderToScreen){renderer.render(scene,camera,null);}else{renderer.render(scene,camera,inputBuffer);renderer.render(scene,camera,outputBuffer);}// Unlock the buffers. state.buffers.color.setLocked(false);state.buffers.depth.setLocked(false);// Only render where the stencil is set to 1. state.buffers.stencil.setFunc(context.EQUAL,1,0xffffffff);state.buffers.stencil.setOp(context.KEEP,context.KEEP,context.KEEP);}}]);inherits(MaskPass,_Pass);return MaskPass;}(Pass);/** * A shader pass. * * Used to render any shader material as a 2D filter. */var ShaderPass=/*#__PURE__*/function(_Pass){/** * Constructs a new shader pass. * * @param {ShaderMaterial} material - The shader material to use. * @param {String} [textureID="tDiffuse"] - The texture uniform identifier. */function ShaderPass(material){var _this;var textureID=arguments.length>1&&arguments[1]!==undefined?arguments[1]:"tDiffuse";classCallCheck(this,ShaderPass);_this=possibleConstructorReturn(this,getPrototypeOf$2(ShaderPass).call(this,"ShaderPass"));_this.material=material;/** * The name of the color sampler uniform of the given material. * * @type {String} */_this.textureID=textureID;return _this;}/** * Renders the effect. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass. * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen. * @param {Number} [delta] - The time between the last frame and the current one in seconds. * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active. */createClass(ShaderPass,[{key:"render",value:function render(renderer,inputBuffer,outputBuffer,delta,stencilTest){if(this.material.uniforms[this.textureID]!==undefined){this.material.uniforms[this.textureID].value=inputBuffer.texture;}renderer.render(this.scene,this.camera,this.renderToScreen?null:outputBuffer);}}]);inherits(ShaderPass,_Pass);return ShaderPass;}(Pass);/** * An outline pass. */var OutlinePass=/*#__PURE__*/function(_Pass){/** * Constructs a new outline pass. * * @param {Scene} scene - The main scene. * @param {Camera} camera - The main camera. * @param {Object} [options] - Additional parameters. See {@link BlurPass}, {@link OutlineBlendMaterial} and {@link OutlineEdgesMaterial} for details. * @param {Number} [options.pulseSpeed=0.0] - The pulse speed. A value of zero disables the pulse effect. * @param {Boolean} [options.blur=true] - Whether the outline should be blurred. */function OutlinePass(scene,camera){var _this;var options=arguments.length>2&&arguments[2]!==undefined?arguments[2]:{};classCallCheck(this,OutlinePass);_this=possibleConstructorReturn(this,getPrototypeOf$2(OutlinePass).call(this,"OutlinePass"));/** * The main scene. * * @type {Scene} * @private */_this.mainScene=scene;/** * The main camera. * * @type {Camera} * @private */_this.mainCamera=camera;/** * A render target for depth information. * * @type {WebGLRenderTarget} * @private */_this.renderTargetDepth=new WebGLRenderTarget(1,1,{minFilter:LinearFilter,magFilter:LinearFilter});_this.renderTargetDepth.texture.name="Outline.Depth";_this.renderTargetDepth.texture.generateMipmaps=false;/** * A render target for the outline mask. * * @type {WebGLRenderTarget} * @private */_this.renderTargetMask=_this.renderTargetDepth.clone();_this.renderTargetMask.texture.format=RGBFormat;_this.renderTargetMask.texture.name="Outline.Mask";/** * A render target for the edge detection. * * @type {WebGLRenderTarget} * @private */_this.renderTargetEdges=new WebGLRenderTarget(1,1,{minFilter:LinearFilter,magFilter:LinearFilter,stencilBuffer:false,depthBuffer:false,format:RGBFormat});_this.renderTargetEdges.texture.name="Outline.Edges";_this.renderTargetEdges.texture.generateMipmaps=false;/** * A render target for the blurred outline overlay. * * @type {WebGLRenderTarget} * @private */_this.renderTargetBlurredEdges=_this.renderTargetEdges.clone();_this.renderTargetBlurredEdges.texture.name="Outline.BlurredEdges";/** * A depth pass. * * @type {RenderPass} * @private */_this.renderPassDepth=new RenderPass(_this.mainScene,_this.mainCamera,{overrideMaterial:new MeshDepthMaterial({depthPacking:RGBADepthPacking,morphTargets:true,skinning:true}),clearColor:new Color(0xffffff),clearAlpha:1.0});/** * A depth comparison mask pass. * * @type {RenderPass} * @private */_this.renderPassMask=new RenderPass(_this.mainScene,_this.mainCamera,{overrideMaterial:new DepthComparisonMaterial(_this.renderTargetDepth.texture,_this.mainCamera),clearColor:new Color(0xffffff),clearAlpha:1.0});/** * A blur pass. * * @type {BlurPass} * @private */_this.blurPass=new BlurPass(options);_this.kernelSize=options.kernelSize;/** * A copy pass that renders the read buffer to screen if needed. * * @type {ShaderPass} * @private */_this.copyPass=new ShaderPass(new CopyMaterial());_this.copyPass.renderToScreen=true;/** * An outline edge detection material. * * @type {OutlineEdgesMaterial} * @private */_this.outlineEdgesMaterial=new OutlineEdgesMaterial(options);_this.outlineEdgesMaterial.uniforms.tMask.value=_this.renderTargetMask.texture;/** * An outline blend material. * * @type {OutlineBlendMaterial} * @private */_this.outlineBlendMaterial=new OutlineBlendMaterial(options);_this.outlineBlendMaterial.uniforms.tMask.value=_this.renderTargetMask.texture;_this.blur=options.blur!==undefined?options.blur:true;/** * A list of objects to outline. * * @type {Object3D[]} * @private */_this.selection=[];/** * The current animation time. * * @type {Number} * @private */_this.time=0.0;/** * The pulse speed. A value of zero disables the pulse effect. * * @type {Number} */_this.pulseSpeed=options.pulseSpeed!==undefined?options.pulseSpeed:0.0;/** * A dedicated render layer for selected objects. * * This layer is set to 10 by default. If this collides with your own custom * layers, please change it to a free layer before rendering! * * @type {Number} */_this.selectionLayer=10;return _this;}/** * The resolution scale. * * @type {Number} */createClass(OutlinePass,[{key:"setPatternTexture",/** * Sets a pattern texture to use as an overlay for selected objects. * * @param {Texture} [texture=null] - A pattern texture. Set to null to disable the pattern. */value:function setPatternTexture(){var texture=arguments.length>0&&arguments[0]!==undefined?arguments[0]:null;this.outlineBlendMaterial.setPatternTexture(texture);}/** * Clears the current selection and selects a list of objects. * * @param {Object3D[]} objects - The objects that should be outlined. This array will be copied. * @return {OutlinePass} This pass. */},{key:"setSelection",value:function setSelection(objects){var selection=objects.slice(0);var selectionLayer=this.selectionLayer;var i,l;this.clearSelection();for(i=0,l=selection.length;i=0){selection[index].layers.disable(this.selectionLayer);selection.splice(index,1);if(selection.length===0){this.time=0.0;}}return this;}/** * Sets the visibility of all selected objects. * * @private * @param {Boolean} visible - Whether the selected objects should be visible. */},{key:"setSelectionVisible",value:function setSelectionVisible(visible){var selection=this.selection;var i,l;for(i=0,l=selection.length;i0){background=mainScene.background;mask=mainCamera.layers.mask;mainScene.background=null;pulse.value=1.0;if(this.pulseSpeed>0.0){pulse.value=0.625+Math.cos(this.time*this.pulseSpeed*10.0)*0.375;this.time+=delta;}// Render a custom depth texture and ignore selected objects. this.setSelectionVisible(false);this.renderPassDepth.render(renderer,this.renderTargetDepth);this.setSelectionVisible(true);// Create a mask for the selected objects using the depth information. mainCamera.layers.mask=1<0&&arguments[0]!==undefined?arguments[0]:0.5;this.blurPass.resolutionScale=value;}/** * The blur kernel size. * * @type {KernelSize} */},{key:"kernelSize",get:function get(){return this.blurPass.kernelSize;}/** * @type {KernelSize} */,set:function set(){var value=arguments.length>0&&arguments[0]!==undefined?arguments[0]:KernelSize.VERY_SMALL;this.blurPass.kernelSize=value;}/** * Indicates whether the outline overlay should be blurred. * * @type {Boolean} */},{key:"blur",get:function get(){return this.blurPass.enabled;}/** * @type {Boolean} */,set:function set(value){this.blurPass.enabled=value;this.outlineBlendMaterial.uniforms.tEdges.value=value?this.renderTargetBlurredEdges.texture:this.renderTargetEdges.texture;}/** * Indicates whether dithering is enabled. * * @type {Boolean} */},{key:"dithering",get:function get(){return this.blurPass.dithering;}/** * If enabled, the result will be dithered to remove banding artifacts. * * @type {Boolean} */,set:function set(value){this.blurPass.dithering=value;}/** * Indicates whether the effect should be applied to the input buffer. * * @type {Boolean} */},{key:"blend",get:function get(){return this.needsSwap;}/** * If disabled, the input buffer will remain unaffected. * * You may use the {@link BloomPass#overlay} texture to apply the effect to * your scene. * * @type {Boolean} */,set:function set(value){this.needsSwap=value;}/** * The effect overlay texture. * * @type {Texture} */},{key:"overlay",get:function get(){return this.outlineBlendMaterial.uniforms.tEdges.value;}}]);inherits(OutlinePass,_Pass);return OutlinePass;}(Pass);/** * A pixelation pass. */var PixelationPass=/*#__PURE__*/function(_Pass){/** * Constructs a new pixelation pass. * * @param {Number} [granularity=30.0] - The intensity of the effect. */function PixelationPass(){var _this;var granularity=arguments.length>0&&arguments[0]!==undefined?arguments[0]:30.0;classCallCheck(this,PixelationPass);_this=possibleConstructorReturn(this,getPrototypeOf$2(PixelationPass).call(this,"PixelationPass"));_this.material=new PixelationMaterial();_this.granularity=granularity;return _this;}/** * The pixel granularity. * * @type {Number} */createClass(PixelationPass,[{key:"render",/** * Renders the effect. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass. * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen. * @param {Number} [delta] - The time between the last frame and the current one in seconds. * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active. */value:function render(renderer,inputBuffer,outputBuffer,delta,stencilTest){this.material.uniforms.tDiffuse.value=inputBuffer.texture;renderer.render(this.scene,this.camera,this.renderToScreen?null:outputBuffer);}/** * Updates the size of this pass. * * @param {Number} width - The width. * @param {Number} height - The height. */},{key:"setSize",value:function setSize(width,height){this.material.setResolution(width,height);}},{key:"granularity",get:function get(){return this.material.granularity;}/** * A higher value yields coarser visuals. * * @type {Number} */,set:function set(){var value=arguments.length>0&&arguments[0]!==undefined?arguments[0]:30;value=Math.floor(value);if(value%2>0){value+=1;}this.material.granularity=value;}}]);inherits(PixelationPass,_Pass);return PixelationPass;}(Pass);/** * An advanced Depth of Field (DoF) pass. * * Yields more realistic results but is also more demanding. * * This pass requires a {@link EffectComposer#depthTexture}. */var RealisticBokehPass=/*#__PURE__*/function(_Pass){/** * Constructs a new bokeh pass. * * @param {PerspectiveCamera} camera - The main camera. Used to obtain the focal length and the near and far plane settings. * @param {Object} [options] - Additional parameters. See {@link RealisticBokehMaterial} for details. */function RealisticBokehPass(camera){var _this;var options=arguments.length>1&&arguments[1]!==undefined?arguments[1]:{};classCallCheck(this,RealisticBokehPass);_this=possibleConstructorReturn(this,getPrototypeOf$2(RealisticBokehPass).call(this,"RealisticBokehPass"));_this.material=new RealisticBokehMaterial(camera,options);return _this;}/** * Renders the effect. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass. * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen. * @param {Number} [delta] - The time between the last frame and the current one in seconds. * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active. */createClass(RealisticBokehPass,[{key:"render",value:function render(renderer,inputBuffer,outputBuffer,delta,stencilTest){this.material.uniforms.tDiffuse.value=inputBuffer.texture;this.material.uniforms.tDepth.value=inputBuffer.depthTexture;renderer.render(this.scene,this.camera,this.renderToScreen?null:outputBuffer);}/** * Updates the size of this pass. * * @param {Number} width - The width. * @param {Number} height - The height. */},{key:"setSize",value:function setSize(width,height){this.material.setTexelSize(1.0/width,1.0/height);}}]);inherits(RealisticBokehPass,_Pass);return RealisticBokehPass;}(Pass);/** * A pass that renders the result from a previous pass to another render target. */var SavePass=/*#__PURE__*/function(_Pass){/** * Constructs a new save pass. * * @param {WebGLRenderTarget} [renderTarget] - The render target to use for saving the input buffer. * @param {Boolean} [resize=true] - Whether the render target should adjust to the size of the input buffer. */function SavePass(renderTarget){var _this;var resize=arguments.length>1&&arguments[1]!==undefined?arguments[1]:true;classCallCheck(this,SavePass);_this=possibleConstructorReturn(this,getPrototypeOf$2(SavePass).call(this,"SavePass"));_this.material=new CopyMaterial();_this.needsSwap=false;/** * The render target. * * @type {WebGLRenderTarget} */_this.renderTarget=renderTarget!==undefined?renderTarget:new WebGLRenderTarget(1,1,{minFilter:LinearFilter,magFilter:LinearFilter,stencilBuffer:false,depthBuffer:false});_this.renderTarget.texture.name="Save.Target";_this.renderTarget.texture.generateMipmaps=false;/** * Indicates whether the render target should be resized when the size of * the composer's frame buffer changes. * * @type {Boolean} */_this.resize=resize;return _this;}/** * Renders the effect. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass. * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen. * @param {Number} [delta] - The time between the last frame and the current one in seconds. * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active. */createClass(SavePass,[{key:"render",value:function render(renderer,inputBuffer,outputBuffer,delta,stencilTest){this.material.uniforms.tDiffuse.value=inputBuffer.texture;renderer.render(this.scene,this.camera,this.renderTarget);}/** * Updates the size of this pass. * * @param {Number} width - The width. * @param {Number} height - The height. */},{key:"setSize",value:function setSize(width,height){if(this.resize){width=Math.max(1,width);height=Math.max(1,height);this.renderTarget.setSize(width,height);}}/** * Performs initialization tasks. * * @param {WebGLRenderer} renderer - The renderer. * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not. */},{key:"initialize",value:function initialize(renderer,alpha){if(!alpha){this.renderTarget.texture.format=RGBFormat;}}}]);inherits(SavePass,_Pass);return SavePass;}(Pass);/** * Half PI. * * @type {Number} * @private */var HALF_PI=Math.PI*0.5;/** * A vector. * * @type {Vector3} * @private */var v=new Vector3();/** * A vector. * * @type {Vector3} * @private */var ab=new Vector3();/** * A shock wave pass. */var ShockWavePass=/*#__PURE__*/function(_Pass){/** * Constructs a new shock wave pass. * * @param {Camera} camera - The main camera. * @param {Vector3} [epicenter] - The world position of the shock wave epicenter. * @param {Object} [options] - The options. * @param {Number} [options.speed=1.0] - The animation speed. * @param {Number} [options.maxRadius=1.0] - The extent of the shock wave. * @param {Number} [options.waveSize=0.2] - The wave size. * @param {Number} [options.amplitude=0.05] - The distortion amplitude. */function ShockWavePass(camera){var _this;var epicenter=arguments.length>1&&arguments[1]!==undefined?arguments[1]:new Vector3();var options=arguments.length>2&&arguments[2]!==undefined?arguments[2]:{};classCallCheck(this,ShockWavePass);_this=possibleConstructorReturn(this,getPrototypeOf$2(ShockWavePass).call(this,"ShockWavePass"));/** * The main camera. * * @type {Object3D} */_this.mainCamera=camera;/** * The epicenter. * * @type {Vector3} * @example shockWavePass.epicenter = myMesh.position; */_this.epicenter=epicenter;/** * The object position in screen space. * * @type {Vector3} * @private */_this.screenPosition=new Vector3();/** * The speed of the shock wave animation. * * @type {Number} */_this.speed=options.speed!==undefined?options.speed:2.0;/** * A time accumulator. * * @type {Number} * @private */_this.time=0.0;/** * Indicates whether the shock wave animation is active. * * @type {Boolean} * @private */_this.active=false;/** * A shock wave shader material. * * @type {ShockWaveMaterial} * @private */_this.shockWaveMaterial=new ShockWaveMaterial(options);_this.shockWaveMaterial.uniforms.center.value=_this.screenPosition;/** * A copy shader material. * * @type {CopyMaterial} * @private */_this.copyMaterial=new CopyMaterial();return _this;}/** * Emits the shock wave. */createClass(ShockWavePass,[{key:"explode",value:function explode(){this.time=0.0;this.active=true;}/** * Renders the effect. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass. * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen. * @param {Number} [delta] - The time between the last frame and the current one in seconds. * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active. */},{key:"render",value:function render(renderer,inputBuffer,outputBuffer,delta,stencilTest){var epicenter=this.epicenter;var mainCamera=this.mainCamera;var screenPosition=this.screenPosition;var shockWaveMaterial=this.shockWaveMaterial;var uniforms=shockWaveMaterial.uniforms;var center=uniforms.center;var radius=uniforms.radius;var maxRadius=uniforms.maxRadius;var waveSize=uniforms.waveSize;this.copyMaterial.uniforms.tDiffuse.value=inputBuffer.texture;this.material=this.copyMaterial;if(this.active){// Calculate direction vectors. mainCamera.getWorldDirection(v);ab.copy(mainCamera.position).sub(epicenter);// Don't render the effect if the object is behind the camera. if(v.angleTo(ab)>HALF_PI){// Scale the effect based on distance to the object. uniforms.cameraDistance.value=mainCamera.position.distanceTo(epicenter);// Calculate the screen position of the epicenter. screenPosition.copy(epicenter).project(mainCamera);center.value.x=(screenPosition.x+1.0)*0.5;center.value.y=(screenPosition.y+1.0)*0.5;uniforms.tDiffuse.value=inputBuffer.texture;this.material=shockWaveMaterial;}// Update the shock wave radius based on time. this.time+=delta*this.speed;radius.value=this.time-waveSize.value;if(radius.value>=(maxRadius.value+waveSize.value)*2){this.active=false;}}renderer.render(this.scene,this.camera,this.renderToScreen?null:outputBuffer);}/** * Updates the size of this pass. * * @param {Number} width - The width. * @param {Number} height - The height. */},{key:"setSize",value:function setSize(width,height){this.shockWaveMaterial.uniforms.aspect.value=width/height;}}]);inherits(ShockWavePass,_Pass);return ShockWavePass;}(Pass);// Generated with SMAASearchImageData.generate().toCanvas().toDataURL(), not cropped, low dynamic range. var searchImageDataURL="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEIAAAAhCAAAAABIXyLAAAAAOElEQVRIx2NgGAWjYBSMglEwEICREYRgFBZBqDCSLA2MGPUIVQETE9iNUAqLR5gIeoQKRgwXjwAAGn4AtaFeYLEAAAAASUVORK5CYII";// Generated with SMAAAreaImageData.generate().toCanvas().toDataURL(). var areaImageDataURL="data:image/png;base64,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";/** * Subpixel Morphological Antialiasing (SMAA) v2.8. * * Preset: SMAA 1x Medium (with color edge detection). * https://github.com/iryoku/smaa/releases/tag/v2.8 */var SMAAPass=/*#__PURE__*/function(_Pass){/** * Constructs a new SMAA pass. * * @param {Image} searchImage - The SMAA search image. Preload this image using the {@link searchImageDataURL}. * @param {Image} areaImage - The SMAA area image. Preload this image using the {@link areaImageDataURL}. */function SMAAPass(searchImage,areaImage){var _this;classCallCheck(this,SMAAPass);_this=possibleConstructorReturn(this,getPrototypeOf$2(SMAAPass).call(this,"SMAAPass"));/** * A clear pass for the color edges buffer. * * @type {ClearPass} * @private */_this.clearPass=new ClearPass({clearColor:new Color(0x000000),clearAlpha:1.0});/** * A render target for the color edge detection. * * @type {WebGLRenderTarget} * @private */_this.renderTargetColorEdges=new WebGLRenderTarget(1,1,{minFilter:LinearFilter,format:RGBFormat,stencilBuffer:false,depthBuffer:false});_this.renderTargetColorEdges.texture.name="SMAA.ColorEdges";_this.renderTargetColorEdges.texture.generateMipmaps=false;/** * A render target for the SMAA weights. * * @type {WebGLRenderTarget} * @private */_this.renderTargetWeights=_this.renderTargetColorEdges.clone();_this.renderTargetWeights.texture.name="SMAA.Weights";_this.renderTargetWeights.texture.format=RGBAFormat;/** * Color edge detection shader material. * * @type {ColorEdgesMaterial} * @private */_this.colorEdgesMaterial=new ColorEdgesMaterial();/** * SMAA weights shader material. * * @type {SMAAWeightsMaterial} * @private */_this.weightsMaterial=new SMAAWeightsMaterial();_this.weightsMaterial.uniforms.tDiffuse.value=_this.renderTargetColorEdges.texture;/** * The SMAA search texture. * * @type {Texture} * @private */_this.searchTexture=new Texture(searchImage);_this.searchTexture.name="SMAA.Search";_this.searchTexture.magFilter=NearestFilter;_this.searchTexture.minFilter=NearestFilter;_this.searchTexture.format=RGBAFormat;_this.searchTexture.generateMipmaps=false;_this.searchTexture.needsUpdate=true;_this.searchTexture.flipY=false;_this.weightsMaterial.uniforms.tSearch.value=_this.searchTexture;/** * The SMAA area texture. * * @type {Texture} * @private */_this.areaTexture=new Texture(areaImage);_this.areaTexture.name="SMAA.Area";_this.areaTexture.minFilter=LinearFilter;_this.areaTexture.format=RGBAFormat;_this.areaTexture.generateMipmaps=false;_this.areaTexture.needsUpdate=true;_this.areaTexture.flipY=false;_this.weightsMaterial.uniforms.tArea.value=_this.areaTexture;/** * SMAA blend shader material. * * @type {SMAABlendMaterial} * @private */_this.blendMaterial=new SMAABlendMaterial();_this.blendMaterial.uniforms.tWeights.value=_this.renderTargetWeights.texture;return _this;}/** * Renders the effect. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass. * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen. * @param {Number} [delta] - The time between the last frame and the current one in seconds. * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active. */createClass(SMAAPass,[{key:"render",value:function render(renderer,inputBuffer,outputBuffer,delta,stencilTest){// Detect color edges. this.material=this.colorEdgesMaterial;this.colorEdgesMaterial.uniforms.tDiffuse.value=inputBuffer.texture;this.clearPass.render(renderer,this.renderTargetColorEdges);renderer.render(this.scene,this.camera,this.renderTargetColorEdges);// Compute edge weights. this.material=this.weightsMaterial;renderer.render(this.scene,this.camera,this.renderTargetWeights);// Apply the antialiasing filter to the colors. this.material=this.blendMaterial;this.blendMaterial.uniforms.tDiffuse.value=inputBuffer.texture;renderer.render(this.scene,this.camera,this.renderToScreen?null:outputBuffer);}/** * Updates the size of this pass. * * @param {Number} width - The width. * @param {Number} height - The height. */},{key:"setSize",value:function setSize(width,height){this.renderTargetColorEdges.setSize(width,height);this.renderTargetWeights.setSize(width,height);this.colorEdgesMaterial.uniforms.texelSize.value.copy(this.weightsMaterial.uniforms.texelSize.value.copy(this.blendMaterial.uniforms.texelSize.value.set(1.0/width,1.0/height)));}/** * The SMAA search image, encoded as a base64 data URL. * * Use this image data to create an Image instance and use it together with * the area image to create an SMAAPass. * * @type {String} * @example * const searchImage = new Image(); * searchImage.addEventListener("load", progress); * searchImage.src = SMAAPass.searchImageDataURL; */}],[{key:"searchImageDataURL",get:function get(){return searchImageDataURL;}/** * The SMAA area image, encoded as a base64 data URL. * * Use this image data to create an Image instance and use it together with * the search image to create an SMAAPass. * * @type {String} * @example * const areaImage = new Image(); * areaImage.addEventListener("load", progress); * areaImage.src = SMAAPass.areaImageDataURL; */},{key:"areaImageDataURL",get:function get(){return areaImageDataURL;}}]);inherits(SMAAPass,_Pass);return SMAAPass;}(Pass);/** * A pass that renders a given texture. */var TexturePass=/*#__PURE__*/function(_Pass){/** * Constructs a new texture pass. * * @param {Texture} texture - The texture. * @param {Number} [opacity=1.0] - The texture opacity. * @param {Boolean} [screenMode=true] - Whether the screen blend mode should be used for combining the texture with the scene colors. */function TexturePass(texture){var _this;var opacity=arguments.length>1&&arguments[1]!==undefined?arguments[1]:1.0;var screenMode=arguments.length>2&&arguments[2]!==undefined?arguments[2]:true;classCallCheck(this,TexturePass);_this=possibleConstructorReturn(this,getPrototypeOf$2(TexturePass).call(this,"TexturePass"));_this.material=new CombineMaterial(screenMode);_this.texture=texture;_this.opacitySource=opacity;return _this;}/** * The texture. * * @type {Texture} */createClass(TexturePass,[{key:"render",/** * Renders the effect. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass. * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen. * @param {Number} [delta] - The time between the last frame and the current one in seconds. * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active. */value:function render(renderer,inputBuffer,outputBuffer,delta,stencilTest){this.material.uniforms.texture1.value=inputBuffer.texture;renderer.render(this.scene,this.camera,this.renderToScreen?null:outputBuffer);}},{key:"texture",get:function get(){return this.material.uniforms.texture2.value;}/** * @type {Texture} */,set:function set(value){this.material.uniforms.texture2.value=value;}/** * The opacity of the input buffer. * * The destination color is the color from the image in the input buffer. * * @type {Number} */},{key:"opacityDestination",get:function get(){return this.material.uniforms.opacity1.value;}/** * @type {Number} */,set:function set(){var value=arguments.length>0&&arguments[0]!==undefined?arguments[0]:1.0;this.material.uniforms.opacity1.value=value;}/** * The opacity of the texture. * * The source color is the color from the texture. * * @type {Number} */},{key:"opacitySource",get:function get(){return this.material.uniforms.opacity2.value;}/** * @type {Number} */,set:function set(){var value=arguments.length>0&&arguments[0]!==undefined?arguments[0]:1.0;this.material.uniforms.opacity2.value=value;}}]);inherits(TexturePass,_Pass);return TexturePass;}(Pass);/** * A tone mapping pass that supports adaptive luminosity. * * If adaptivity is enabled, this pass generates a texture that represents the * luminosity of the current scene and adjusts it over time to simulate the * optic nerve responding to the amount of light it is receiving. * * Reference: * GDC2007 - Wolfgang Engel, Post-Processing Pipeline * http://perso.univ-lyon1.fr/jean-claude.iehl/Public/educ/GAMA/2007/gdc07/Post-Processing_Pipeline.pdf */var ToneMappingPass=/*#__PURE__*/function(_Pass){/** * Constructs a new tone mapping pass. * * @param {Object} [options] - The options. * @param {Boolean} [options.adaptive=true] - Whether the tone mapping should use an adaptive luminance map. * @param {Number} [options.resolution=256] - The render texture resolution. * @param {Number} [options.distinction=1.0] - A luminance distinction factor. */function ToneMappingPass(){var _this;var options=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,ToneMappingPass);_this=possibleConstructorReturn(this,getPrototypeOf$2(ToneMappingPass).call(this,"ToneMappingPass"));/** * The render target for the current luminosity. * * @type {WebGLRenderTarget} * @private * @todo Use RED format in WebGL 2.0. */_this.renderTargetLuminosity=new WebGLRenderTarget(1,1,{minFilter:LinearMipMapLinearFilter,magFilter:LinearFilter,format:RGBFormat,stencilBuffer:false,depthBuffer:false});_this.renderTargetLuminosity.texture.name="ToneMapping.Luminosity";/** * The render target for adapted luminosity. * * @type {WebGLRenderTarget} * @private */_this.renderTargetAdapted=_this.renderTargetLuminosity.clone();_this.renderTargetAdapted.texture.name="ToneMapping.AdaptedLuminosity";_this.renderTargetAdapted.texture.generateMipmaps=false;_this.renderTargetAdapted.texture.minFilter=LinearFilter;/** * A render target that holds a copy of the adapted limonosity. * * @type {WebGLRenderTarget} * @private */_this.renderTargetPrevious=_this.renderTargetAdapted.clone();_this.renderTargetPrevious.texture.name="ToneMapping.PreviousLuminosity";/** * Copy shader material used for saving the luminance map. * * @type {CopyMaterial} * @private */_this.copyMaterial=new CopyMaterial();/** * A luminosity shader material. * * @type {LuminosityMaterial} * @private */_this.luminosityMaterial=new LuminosityMaterial();_this.luminosityMaterial.uniforms.distinction.value=options.distinction!==undefined?options.distinction:1.0;/** * An adaptive luminance shader material. * * @type {AdaptiveLuminosityMaterial} * @private */_this.adaptiveLuminosityMaterial=new AdaptiveLuminosityMaterial();_this.resolution=options.resolution;/** * A tone mapping shader material. * * @type {ToneMappingMaterial} * @private */_this.toneMappingMaterial=new ToneMappingMaterial();_this.adaptive=options.adaptive;return _this;}/** * The resolution of the render targets. * * @type {Number} */createClass(ToneMappingPass,[{key:"render",/** * Renders the effect. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass. * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen. * @param {Number} [delta] - The time between the last frame and the current one in seconds. * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active. */value:function render(renderer,inputBuffer,outputBuffer,delta,stencilTest){var scene=this.scene;var camera=this.camera;var adaptiveLuminosityMaterial=this.adaptiveLuminosityMaterial;var luminosityMaterial=this.luminosityMaterial;var toneMappingMaterial=this.toneMappingMaterial;var copyMaterial=this.copyMaterial;var renderTargetPrevious=this.renderTargetPrevious;var renderTargetLuminosity=this.renderTargetLuminosity;var renderTargetAdapted=this.renderTargetAdapted;if(this.adaptive){// Render the luminance of the current scene into a render target with mipmapping enabled. this.material=luminosityMaterial;luminosityMaterial.uniforms.tDiffuse.value=inputBuffer.texture;renderer.render(scene,camera,renderTargetLuminosity);// Use the new luminance values, the previous luminance and the frame delta to adapt the luminance over time. this.material=adaptiveLuminosityMaterial;adaptiveLuminosityMaterial.uniforms.delta.value=delta;adaptiveLuminosityMaterial.uniforms.tPreviousLum.value=renderTargetPrevious.texture;adaptiveLuminosityMaterial.uniforms.tCurrentLum.value=renderTargetLuminosity.texture;renderer.render(scene,camera,renderTargetAdapted);// Copy the new adapted luminance value so that it can be used by the next frame. this.material=copyMaterial;copyMaterial.uniforms.tDiffuse.value=renderTargetAdapted.texture;renderer.render(scene,camera,renderTargetPrevious);}// Apply the tone mapping to the colours. this.material=toneMappingMaterial;toneMappingMaterial.uniforms.tDiffuse.value=inputBuffer.texture;renderer.render(this.scene,this.camera,this.renderToScreen?null:outputBuffer);}/** * Performs initialization tasks. * * @param {WebGLRenderer} renderer - The renderer. * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not. */},{key:"initialize",value:function initialize(renderer,alpha){this.material=new MeshBasicMaterial({color:0x7fffff});renderer.render(this.scene,this.camera,this.renderTargetPrevious);this.material.dispose();}},{key:"resolution",get:function get(){return this.renderTargetLuminosity.width;}/** * The resolution of the render targets. Must be a power of two for mipmaps. * * @type {Number} */,set:function set(){var value=arguments.length>0&&arguments[0]!==undefined?arguments[0]:256;// Round the given value to the next power of two. var exponent=Math.max(0,Math.ceil(Math.log2(value)));value=Math.pow(2,exponent);this.renderTargetLuminosity.setSize(value,value);this.renderTargetPrevious.setSize(value,value);this.renderTargetAdapted.setSize(value,value);this.adaptiveLuminosityMaterial.defines.MIP_LEVEL_1X1=exponent.toFixed(1);this.adaptiveLuminosityMaterial.needsUpdate=true;}/** * Whether this pass uses adaptive luminosity. * * @type {Boolean} * @default true */},{key:"adaptive",get:function get(){return this.toneMappingMaterial.defines.ADAPTED_LUMINANCE!==undefined;}/** * Whether this pass should use adaptive luminosity. * * @type {Boolean} */,set:function set(){var value=arguments.length>0&&arguments[0]!==undefined?arguments[0]:true;if(value){this.toneMappingMaterial.defines.ADAPTED_LUMINANCE="1";this.toneMappingMaterial.uniforms.luminanceMap.value=this.renderTargetAdapted.texture;}else{delete this.toneMappingMaterial.defines.ADAPTED_LUMINANCE;this.toneMappingMaterial.uniforms.luminanceMap.value=null;}this.toneMappingMaterial.needsUpdate=true;}/** * Indicates whether dithering is enabled. * * @type {Boolean} */},{key:"dithering",get:function get(){return this.toneMappingMaterial.dithering;}/** * If enabled, the result will be dithered to remove banding artifacts. * * @type {Boolean} */,set:function set(value){if(this.dithering!==value){this.toneMappingMaterial.dithering=value;this.toneMappingMaterial.needsUpdate=true;}}}]);inherits(ToneMappingPass,_Pass);return ToneMappingPass;}(Pass);/** * A compilation of the post processing passes. * * @module postprocessing/passes */ /** * The EffectComposer may be used in place of a normal WebGLRenderer. * * The auto clear behaviour of the provided renderer will be disabled to prevent * unnecessary clear operations. * * It is common practice to use a {@link RenderPass} as the first pass to * automatically clear the screen and render the scene to a texture for further * processing. * * @implements {Resizable} * @implements {Disposable} */var EffectComposer=/*#__PURE__*/function(){/** * Constructs a new effect composer. * * @param {WebGLRenderer} [renderer] - The renderer that should be used. * @param {Object} [options] - The options. * @param {Boolean} [options.depthBuffer=true] - Whether the main render targets should have a depth buffer. * @param {Boolean} [options.stencilBuffer=false] - Whether the main render targets should have a stencil buffer. * @param {Boolean} [options.depthTexture=false] - Set to true if one of your passes relies on a depth texture. */function EffectComposer(){var renderer=arguments.length>0&&arguments[0]!==undefined?arguments[0]:null;var options=arguments.length>1&&arguments[1]!==undefined?arguments[1]:{};classCallCheck(this,EffectComposer);/** * The renderer. * * You may replace the renderer at any time by using * {@link EffectComposer#replaceRenderer}. * * @type {WebGLRenderer} */this.renderer=renderer;/** * The input buffer. * * Reading from and writing to the same render target should be avoided. * Therefore, two seperate yet identical buffers are used. * * @type {WebGLRenderTarget} * @private */this.inputBuffer=null;/** * The output buffer. * * @type {WebGLRenderTarget} * @private */this.outputBuffer=null;if(this.renderer!==null){this.renderer.autoClear=false;this.inputBuffer=this.createBuffer(options.depthBuffer!==undefined?options.depthBuffer:true,options.stencilBuffer!==undefined?options.stencilBuffer:false,options.depthTexture!==undefined?options.depthTexture:false);this.outputBuffer=this.inputBuffer.clone();}/** * A copy pass used for copying masked scenes. * * @type {ShaderPass} * @private */this.copyPass=new ShaderPass(new CopyMaterial());/** * The passes. * * @type {Pass[]} * @private */this.passes=[];}/** * The depth texture of the input and output buffers. * * @type {DepthTexture} */createClass(EffectComposer,[{key:"replaceRenderer",/** * Replaces the current renderer with the given one. The DOM element of the * current renderer will automatically be removed from its parent node and the * DOM element of the new renderer will take its place. * * The auto clear mechanism of the provided renderer will be disabled. * * Switching between renderers allows you to dynamically enable or disable * antialiasing. * * @param {WebGLRenderer} renderer - The new renderer. * @return {WebGLRenderer} The old renderer. */value:function replaceRenderer(renderer){var oldRenderer=this.renderer;var parent,oldSize,newSize;if(oldRenderer!==null&&oldRenderer!==renderer){this.renderer=renderer;this.renderer.autoClear=false;parent=oldRenderer.domElement.parentNode;oldSize=oldRenderer.getSize();newSize=renderer.getSize();if(parent!==null){parent.removeChild(oldRenderer.domElement);parent.appendChild(renderer.domElement);}if(oldSize.width!==newSize.width||oldSize.height!==newSize.height){this.setSize();}}return oldRenderer;}/** * Creates a new render target by replicating the renderer's canvas. * * The created render target uses a linear filter for texel minification and * magnification. Its render texture format depends on whether the renderer * uses the alpha channel. Mipmaps are disabled. * * @param {Boolean} depthBuffer - Whether the render target should have a depth buffer. * @param {Boolean} stencilBuffer - Whether the render target should have a stencil buffer. * @param {Boolean} depthTexture - Whether the render target should have a depth texture. * @return {WebGLRenderTarget} A new render target that equals the renderer's canvas. */},{key:"createBuffer",value:function createBuffer(depthBuffer,stencilBuffer,depthTexture){var drawingBufferSize=this.renderer.getDrawingBufferSize();var alpha=this.renderer.context.getContextAttributes().alpha;var renderTarget=new WebGLRenderTarget(drawingBufferSize.width,drawingBufferSize.height,{minFilter:LinearFilter,magFilter:LinearFilter,format:alpha?RGBAFormat:RGBFormat,depthBuffer:depthBuffer,stencilBuffer:stencilBuffer,depthTexture:depthTexture?new DepthTexture():null});if(depthTexture&&stencilBuffer){renderTarget.depthTexture.format=DepthStencilFormat;renderTarget.depthTexture.type=UnsignedInt248Type;}renderTarget.texture.name="EffectComposer.Buffer";renderTarget.texture.generateMipmaps=false;return renderTarget;}/** * Adds a pass, optionally at a specific index. * * @param {Pass} pass - A new pass. * @param {Number} [index] - An index at which the pass should be inserted. */},{key:"addPass",value:function addPass(pass,index){var renderer=this.renderer;var drawingBufferSize=renderer.getDrawingBufferSize();pass.setSize(drawingBufferSize.width,drawingBufferSize.height);pass.initialize(renderer,renderer.context.getContextAttributes().alpha);if(index!==undefined){this.passes.splice(index,0,pass);}else{this.passes.push(pass);}}/** * Removes a pass. * * @param {Pass} pass - The pass. */},{key:"removePass",value:function removePass(pass){this.passes.splice(this.passes.indexOf(pass),1);}/** * Renders all enabled passes in the order in which they were added. * * @param {Number} delta - The time between the last frame and the current one in seconds. */},{key:"render",value:function render(delta){var passes=this.passes;var copyPass=this.copyPass;var renderer=this.renderer;var inputBuffer=this.inputBuffer;var outputBuffer=this.outputBuffer;var stencilTest=false;var pass,context,state,buffer;var i,l;for(i=0,l=passes.length;i2&&arguments[2]!==undefined?arguments[2]:true;if(object[method])return;if(showWarn)console.warn("@PostProcessorModule: pass.".concat(method,"() was not found."),object);object[method]=function(){};};/** * @class PostProcessorModule * @category modules/app * @param {Object} [params] * @memberof module:modules/app * @example Creating a rendering module and passing it to App's modules * new App([ * new ElementModule(), * new SceneModule(), * new DefineModule('camera', new WHS.PerspectiveCamera({ * position: new THREE.Vector3(0, 6, 18), * far: 10000 * })), * new RenderingModule(), * new PostProcessorModule() * ]); * * const processor = app.use('postprocessor'); * * processor * .render() * .pass(new GlitchPass()) * .renderToScreen() */var PostProcessorModule=/*#__PURE__*/function(){function PostProcessorModule(){var _this=this;var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:PostProcessorModule.defaults;classCallCheck(this,PostProcessorModule);defineProperty$3(defineProperty$3(this,"currentPass",null),"defer",new Promise(function(resolve){_this.resolve=resolve;}));this.debug=params.debug;this.params=params;}createClass(PostProcessorModule,[{key:"manager",value:function manager(_manager){var _this2=this;_manager.define('postprocessor');this.effects=_manager.use('rendering').effects;this.renderer=_manager.get('renderer');this.scene=_manager.get('scene');this.camera=_manager.get('camera');this.composer=new EffectComposer(this.renderer,this.params);_manager.use('rendering').stop();var composer=this.composer;this.renderLoop=new Loop(function(clock){return composer.render(clock.getDelta());}).start(_manager.handler);_manager.update({renderer:function renderer(_renderer){_this2.composer.replaceRenderer(_renderer);},scene:function scene(_scene){_this2.scene=_scene;},camera:function camera(_camera){_this2.camera=_camera;}});this.resolve();}/** * @method render * @description Adds RenderPass * @return {this} * @memberof module:modules/app.PostProcessorModule */},{key:"render",value:function render(){var _this3=this;this.defer.then(function(){var pass=new RenderPass(_this3.scene,_this3.camera.native);// TODO: Support for effects. _this3.composer.addPass(pass);_this3.currentPass=pass;});return this;}/** * @method pass * @description Adds your custom pass * @param {Pass} pass A custom pass * @return {this} * @memberof module:modules/app.PostProcessorModule */},{key:"pass",value:function pass(_pass){var _this4=this;this.defer.then(function(){polyfill(_pass,'setSize',_this4.debug);polyfill(_pass,'initialise',_this4.debug);_this4.composer.addPass(_pass);_this4.currentPass=_pass;});return this;}/** * @method shader * @description Adds a pass made from shader material * @param {Material} material A ShaderMaterial * @param {String} textureID Name of the readBuffer uniform * @return {this} * @memberof module:modules/app.PostProcessorModule */},{key:"shader",value:function shader(material){var _this5=this;var textureID=arguments.length>1&&arguments[1]!==undefined?arguments[1]:'readBuffer';this.defer.then(function(){if(!material.uniforms[textureID])material.uniforms[textureID]={value:null};var pass=new ShaderPass(material,textureID);_this5.composer.addPass(pass);_this5.currentPass=pass;});return this;}/** * @method get * @description Returns a pass by the given name * @param {String} name The name of the pass * @return {this} * @memberof module:modules/app.PostProcessorModule */},{key:"get",value:function get(name){return name?this.composer.passes.filter(function(pass){return pass.name===name;})[0]:this.currentPass;}/** * @method renderToScreen * @description Sets the renderToScreen property of currentPass * @param {String} [name=true] The name of the pass * @return {this} * @memberof module:modules/app.PostProcessorModule */},{key:"renderToScreen",value:function renderToScreen(){var _this6=this;var bool=arguments.length>0&&arguments[0]!==undefined?arguments[0]:true;this.defer.then(function(){_this6.currentPass.renderToScreen=bool;});return this;}}]);return PostProcessorModule;}();defineProperty$3(PostProcessorModule,"defaults",{debug:true});/** * @class EventsPatchModule * @description This one is used in the core to handle events used by modules. If you want to make custom events - please make a similar one. * @category modules/app * @memberof module:modules/app */var EventsPatchModule=/*#__PURE__*/function(){function EventsPatchModule(){classCallCheck(this,EventsPatchModule);}createClass(EventsPatchModule,[{key:"manager",value:function manager(_manager){_manager.define('events');this.element=_manager.get('renderer').domElement;}/** * @function patchEvents * @description This methods patches the list of events on specific object. * @param {Number} originObject - The object that gives events. * @param {Number} [destObject=this] - The object that takes events. * @param {Array[Strings]} [events=[]] - The list of events by names. * @memberof module:modules/app.EventsPatchModule */},{key:"patchEvents",value:function patchEvents(originObject){var destObject=arguments.length>1&&arguments[1]!==undefined?arguments[1]:this;var events=arguments.length>2&&arguments[2]!==undefined?arguments[2]:[];events.forEach(function(event){return originObject.addEventListener(event,function(e){return destObject.emit(event,e);});});}},{key:"integrate",value:function integrate(self){var element=self.element,patchEvents=self.patchEvents;patchEvents(element,this,['mousemove','mouseup','contextmenu','mousedown','click','wheel','touchstart','touchend','touchmove','keydown','keyup','keypress']);}}]);return EventsPatchModule;}();/** * @class VirtualMouseModule * @category modules/app * @param {Boolean} [globalMovement=false] * @memberof module:modules/app * @extends Events */var VirtualMouseModule=/*#__PURE__*/function(_Events){function VirtualMouseModule(){var _this;var globalMovement=arguments.length>0&&arguments[0]!==undefined?arguments[0]:false;classCallCheck(this,VirtualMouseModule);_this=possibleConstructorReturn(this,getPrototypeOf$2(VirtualMouseModule).call(this));defineProperty$3(defineProperty$3(defineProperty$3(defineProperty$3(defineProperty$3(assertThisInitialized(assertThisInitialized(_this)),"mouse",new Vector2()),"raycaster",new Raycaster()),"world",null),"canvas",null),"projectionPlane",new Plane(new Vector3(0,0,1),0));_this.globalMovement=globalMovement;return _this;}createClass(VirtualMouseModule,[{key:"update",value:function update(e,customX,customY){var rect=this.canvas.getBoundingClientRect();var x=customX||e.clientX;var y=customY||e.clientY;this.mouse.x=(x-rect.left)/(rect.right-rect.left)*2-1;this.mouse.y=-((y-rect.top)/(rect.bottom-rect.top))*2+1;this.projectionPlane.normal.copy(this.camera.getWorldDirection());this.raycaster.setFromCamera(this.mouse,this.camera);this.emit('move');}},{key:"manager",value:function manager(_manager){_manager.define('mouse');_manager.require('events',function(){return new EventsPatchModule();});this.canvas=_manager.get('renderer').domElement;this.camera=_manager.get('camera').native;}},{key:"integrate",value:function integrate(self){var _this2=this;['click','mousedown','mouseup','mousemove'].forEach(function(ev){return _this2.on(ev,function(e){return self.emit(ev,e);});});self.globalX=0;self.globalY=0;this.on('mousemove',function(e){if(document.pointerLockElement!==null){self.globalX+=e.movementX;self.globalY+=e.movementY;self.update(e,self.globalX,self.globalY);}else self.update(e);});}/** * @method track * @description Starts tracking events on a component * @param {Component} component A component, that should be tracked by the mouse * @param {Boolean} nested Whether component's children should be tracked or not * @memberof module:modules/app.VirtualMouseModule */},{key:"track",value:function track(component){var _this3=this;var nested=arguments.length>1&&arguments[1]!==undefined?arguments[1]:true;var isHovered=false;this.on('move',function(){if(_this3.hovers(component,nested)){if(isHovered)component.emit('mousemove');else{component.emit('mouseover');isHovered=true;}}else if(isHovered){component.emit('mouseout');isHovered=false;}});this.on('click',function(){if(isHovered)component.emit('click');else component.emit('offClick');});this.on('mousedown',function(){if(isHovered)component.emit('mousedown');});this.on('mouseup',function(){if(isHovered)component.emit('mouseup');});}/** * @method intersection * @description Returns an intersection data * @param {Component} component A component that intersects with mouse ray (or doesn't) * @param {Boolean} nested Whether component's children should be tracked or not * @return {Array} intersection data. * @memberof module:modules/app.VirtualMouseModule */},{key:"intersection",value:function intersection(_ref){var native=_ref.native;var nested=arguments.length>1&&arguments[1]!==undefined?arguments[1]:true;if(native.children.length>0&&nested){var objects=[];native.traverse(function(child){return objects.push(child);});return this.raycaster.intersectObjects(objects);}return this.raycaster.intersectObject(native);}/** * @method project * @description Returns a vector based on mouse ray intersection with plane * @param {THREE.Plane} [plane=this.projectionPlane] Math plane that is used * @param {Vector3} [target] Optional target * @return {Vector3} An intersection point. * @memberof module:modules/app.VirtualMouseModule */},{key:"project",value:function project(){var plane=arguments.length>0&&arguments[0]!==undefined?arguments[0]:this.projectionPlane;var target=arguments.length>1?arguments[1]:undefined;return this.raycaster.ray.intersectPlane(plane,target);}/** * @method hovers * @description Returns a boolean based on intersection data (Whether mouse hovers the component) * @param {Component} component A component that intersects with mouse ray (or doesn't) * @param {Boolean} nested Whether component's children should be tracked or not * @return {Boolean} Whether the component is hovered. * @memberof module:modules/app.VirtualMouseModule */},{key:"hovers",value:function hovers(component){var nested=arguments.length>1&&arguments[1]!==undefined?arguments[1]:true;return this.intersection(component,nested).length>0;}/** * Mouse ray * @member {THREE.Ray} module:modules/app.VirtualMouseModule#ray * @public */},{key:"ray",get:function get(){return this.raycaster.ray;}/** * Mouse x [-1; 1] * @member {Number} module:modules/app.VirtualMouseModule#x * @public */},{key:"x",get:function get(){return this.mouse.x;}/** * Mouse y [-1; 1] * @member {Number} module:modules/app.VirtualMouseModule#y * @public */},{key:"y",get:function get(){return this.mouse.y;}}]);inherits(VirtualMouseModule,_Events);return VirtualMouseModule;}(minivents_commonjs);/** * @class ControlsModule * @category modules/app * @param {Object} [params] * @memberof module:modules/app * @example Creating a rendering module and passing it to App's modules * new App([ * new ElementModule(), * new SceneModule(), * new DefineModule('camera', new WHS.PerspectiveCamera({ * position: new THREE.Vector3(0, 6, 18), * far: 10000 * })), * new RenderingModule(), * new ControlsModule.from(new THREE.TrackballControls()) * ]); */var ControlsModule=/*#__PURE__*/function(){createClass(ControlsModule,null,[{key:"from",value:function from(controls){return new ControlsModule({controls:controls});}}]);function ControlsModule(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,ControlsModule);this.params=Object.assign({controls:false,fix:function fix(controls){return controls;},update:function update(c){this.controls.update(c.getDelta());}},params);this.controls=this.params.controls;this.update=this.params.update;}createClass(ControlsModule,[{key:"manager",value:function manager(_manager){_manager.define('controls');_manager.require('events',function(){return new EventsPatchModule();});}/** * @method setControls * @description Set working controls * @param {Object} controls Working three.js controls object. * @return {this} * @memberof module:modules/app.ControlsModule */},{key:"setControls",value:function setControls(controls){this.controls=controls;return this;}/** * @method setUpdate * @description Set controls update function * @param {Function} update Update function * @return {this} * @memberof module:modules/app.ControlsModule */},{key:"setUpdate",value:function setUpdate(update){this.update=update;return this;}},{key:"integrate",value:function integrate(self){self.updateLoop=new Loop(self.update.bind(self));self.updateLoop.start(this);}}]);return ControlsModule;}();/** * @class FogModule * @category modules/app * @param {Object} [params={color: 0xefd1b5, density: 0.020, near: 10, far: 1000}] - The parameters object. * @param {String} [type=exp2] - The type of fog - exp2 or linear * @memberof module:modules/app * @example How to create and apply a FogModule * const fogModule = new FogModule({ * color: 0xffffff, * density: 0.03, * near: 20, * far: 200 * }, 'exp2'); * * new App([ * ..., * fogModule * ]); */var FogModule=/*#__PURE__*/function(){function FogModule(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};var type=arguments.length>1?arguments[1]:undefined;classCallCheck(this,FogModule);this.params=Object.assign({color:0xefd1b5,density:0.020,near:10,far:1000},params);if(!type||type==='exp2')this.fog=new FogExp2(this.params.color,this.params.density);else if(type==='linear')this.fog=new Fog(this.params.color,this.params.near,this.params.far);}createClass(FogModule,[{key:"manager",value:function manager(_manager){_manager.set('fog',this.fog);_manager.get('scene').fog=this.fog;}}]);return FogModule;}();var isEqualDefault=function isEqualDefault(a,b){if(a===b)return true;else if(a&&a.equals&&a.equals(b))return true;return false;};/** * @class StateModule * @description `StateModule` is useful for apps, where you need state manipulation. * This can be: _transitions between screens, games, development moments_. * You can check [basic/state](https://whs-dev.surge.sh/examples/?basic/state) example. * @category modules/app * @param {Object} [params] * @memberof module:modules/app * @example Creating a state module * new App([ * // ... * new StateModule().default({ * sphereColor: 0xff0000 * }) * ]); */var StateModule=/*#__PURE__*/function(){createClass(StateModule,null,[{key:"actionGenerate",value:function actionGenerate(isEqual){return function(){var state=arguments.length>0&&arguments[0]!==undefined?arguments[0]:[{},''];var _ref=arguments.length>1?arguments[1]:undefined,key=_ref.key,data=_ref.data;if(isEqual(state[0][key],data))return state;state[0][key]=data;state[1]=key;return state;};}}]);function StateModule(){var equalCheck=arguments.length>0&&arguments[0]!==undefined?arguments[0]:isEqualDefault;classCallCheck(this,StateModule);this.store=createStore(StateModule.actionGenerate(equalCheck));this.configuration={};this.currentConfig='default';this.prevConfig='default';}/** * @method default * @description Add default configuration. * @param {Object} data Configuration setup * @memberof module:modules/app.StateModule * @example * new WHS.StateModule().default({ * sphereColor: UTILS.$colors.mesh, * planeColor: 0x447F8B * }) */createClass(StateModule,[{key:"default",value:function _default(data){this.config({default:data});return this;}/** * @method setEqualCheck * @description Sets an equalCheck function * @param {Function} func function to generate equal check * @memberof module:modules/app.StateModule */},{key:"setEqualCheck",value:function setEqualCheck(func){this.store.replaceReducer(StateModule.actionGenerate(func));}},{key:"manager",value:function manager(_manager){_manager.define('state');}/** * @method config * @description Load configurations from object. * @param {Object} configs Configuration data * @memberof module:modules/app.StateModule * @example Adding `green` configuration * state.config({ * green: { * sphereColor: 0x00ff00, * planeColor: 0x00ff00 * } * }); */},{key:"config",value:function config(configs){for(var key in configs){if(key){this.configuration[key]=key==='default'?configs[key]:Object.assign({},this.configuration.default,configs[key]);}}}/** * @method update * @description Load updates from object. * @param {Object} updates Updates data * @memberof module:modules/app.StateModule * @example Update callback for `sphereColor` * state.update({ * sphereColor: color => sphere.material.color.setHex(color) * }); */},{key:"update",value:function update(){var _this=this;var updates=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};this.store.subscribe(function(){var _this$store$getState=_this.store.getState(),_this$store$getState2=slicedToArray(_this$store$getState,2),data=_this$store$getState2[0],changedKey=_this$store$getState2[1];var callback=updates[changedKey];if(callback)callback(data[changedKey]);});}/** * @method to * @description Switch to configuration. * @param {String} configName Configuration name. * @memberof module:modules/app.StateModule * @example Changes configuration to `green` * state.to('green'); */},{key:"to",value:function to(configName){this.prevConfig=this.currentConfig;this.currentConfig=configName;var config=this.configuration[configName]?this.configuration[configName]:this.configuration.default;this.set(config);}/** * @method set * @description Set current parameters. * @param {Object} data Configuration parameters. * @memberof module:modules/app.StateModule * @example * state.set({ * sphereColor: 0x00ff00 * }); */},{key:"set",value:function set(data){for(var key in data){if(key)this.store.dispatch({type:'ADD',key:key,data:data[key]});}}/** * @method get * @description Return data of parameter. * @param {String} key Parameter name. * @memberof module:modules/app.StateModule * @example * state.get('sphereColor'); // 0x00ff00 */},{key:"get",value:function get(key){return this.store.getState()[0][key];}/** * @method prev * @description Return `trueVal` if `config` match previous configuration, in other case - return `falseVal`. * @param {String} config Configuration name. * @param {Any} trueVal Value returned if condition is truthy. * @param {Any} falseVal Value returned if condition is falsy. * @memberof module:modules/app.StateModule */},{key:"prev",value:function prev(config,trueVal,falseVal){return this.prevConfig===config?trueVal:falseVal;}/** * @method current * @description Return `trueVal` if `config` match current configuration, in other case - return `falseVal`. * @param {String} config Configuration name. * @param {Any} trueVal Value returned if condition is truthy. * @param {Any} falseVal Value returned if condition is falsy. * @memberof module:modules/app.StateModule */},{key:"current",value:function current(config,trueVal,falseVal){return this.currentConfig===config?trueVal:falseVal;}}]);return StateModule;}();// Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default). // // Orbit - left mouse / touch: one finger move // Zoom - middle mouse, or mousewheel / touch: two finger spread or squish // Pan - right mouse, or arrow keys / touch: three finter swipe var ThreeOrbitControls=/*#__PURE__*/function(_EventDispatcher){function ThreeOrbitControls(object,domElement,eventHandler){var _this;classCallCheck(this,ThreeOrbitControls);_this=possibleConstructorReturn(this,getPrototypeOf$2(ThreeOrbitControls).call(this));_this.object=object;_this.domElement=domElement===undefined?document:domElement;_this.eventHandler=eventHandler;// Set to false to disable this control _this.enabled=true;// "target" sets the location of focus, where the object orbits around _this.target=new Vector3();// How far you can dolly in and out ( PerspectiveCamera only ) _this.minDistance=0;_this.maxDistance=Infinity;// How far you can zoom in and out ( OrthographicCamera only ) _this.minZoom=0;_this.maxZoom=Infinity;// How far you can orbit vertically, upper and lower limits. // Range is 0 to Math.PI radians. _this.minPolarAngle=0;// radians _this.maxPolarAngle=Math.PI;// radians // How far you can orbit horizontally, upper and lower limits. // If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ]. _this.minAzimuthAngle=-Infinity;// radians _this.maxAzimuthAngle=Infinity;// radians // Set to true to enable damping (inertia) // If damping is enabled, you must call controls.update() in your animation loop _this.enableDamping=false;_this.dampingFactor=0.25;// This option actually enables dollying in and out; left as "zoom" for backwards compatibility. // Set to false to disable zooming _this.enableZoom=true;_this.zoomSpeed=1.0;// Set to false to disable rotating _this.enableRotate=true;_this.rotateSpeed=1.0;// Set to false to disable panning _this.enablePan=true;_this.keyPanSpeed=7.0;// pixels moved per arrow key push // Set to true to automatically rotate around the target // If auto-rotate is enabled, you must call controls.update() in your animation loop _this.autoRotate=false;_this.autoRotateSpeed=2.0;// 30 seconds per round when fps is 60 // Set to false to disable use of the keys _this.enableKeys=true;// The four arrow keys _this.keys={LEFT:37,UP:38,RIGHT:39,BOTTOM:40};// Mouse buttons _this.mouseButtons={ORBIT:MOUSE.LEFT,ZOOM:MOUSE.MIDDLE,PAN:MOUSE.RIGHT};// for reset _this.target0=_this.target.clone();_this.position0=_this.object.position.clone();_this.zoom0=_this.object.zoom;// // public methods // _this.getPolarAngle=function(){return spherical.phi;};_this.getAzimuthalAngle=function(){return spherical.theta;};_this.reset=function(){_this.target.copy(_this.target0);_this.object.position.copy(_this.position0);_this.object.zoom=_this.zoom0;_this.object.updateProjectionMatrix();_this.dispatchEvent(changeEvent);_this.update();state=STATE.NONE;};// this method is exposed, but perhaps it would be better if we can make it private... _this.update=function(){var offset=new Vector3();// so camera.up is the orbit axis var quat=new Quaternion().setFromUnitVectors(object.up,new Vector3(0,1,0));var quatInverse=quat.clone().inverse();var lastPosition=new Vector3();var lastQuaternion=new Quaternion();return function(){var position=_this.object.position;offset.copy(position).sub(_this.target);// rotate offset to "y-axis-is-up" space offset.applyQuaternion(quat);// angle from z-axis around y-axis spherical.setFromVector3(offset);if(_this.autoRotate&&state===STATE.NONE)rotateLeft(getAutoRotationAngle());spherical.theta+=sphericalDelta.theta;spherical.phi+=sphericalDelta.phi;// restrict theta to be between desired limits spherical.theta=Math.max(_this.minAzimuthAngle,Math.min(_this.maxAzimuthAngle,spherical.theta));// restrict phi to be between desired limits spherical.phi=Math.max(_this.minPolarAngle,Math.min(_this.maxPolarAngle,spherical.phi));spherical.makeSafe();spherical.radius*=scale;// restrict radius to be between desired limits spherical.radius=Math.max(_this.minDistance,Math.min(_this.maxDistance,spherical.radius));// move target to panned location _this.target.add(panOffset);offset.setFromSpherical(spherical);// rotate offset back to "camera-up-vector-is-up" space offset.applyQuaternion(quatInverse);position.copy(_this.target).add(offset);_this.object.lookAt(_this.target);if(_this.enableDamping===true){sphericalDelta.theta*=1-_this.dampingFactor;sphericalDelta.phi*=1-_this.dampingFactor;}else sphericalDelta.set(0,0,0);scale=1;panOffset.set(0,0,0);// update condition is: // min(camera displacement, camera rotation in radians)^2 > EPS // using small-angle approximation cos(x/2) = 1 - x^2 / 8 if(zoomChanged||lastPosition.distanceToSquared(_this.object.position)>EPS||8*(1-lastQuaternion.dot(_this.object.quaternion))>EPS){_this.dispatchEvent(changeEvent);lastPosition.copy(_this.object.position);lastQuaternion.copy(_this.object.quaternion);zoomChanged=false;return true;}return false;}();};_this.dispose=function(){_this.domElement.removeEventListener('contextmenu',onContextMenu,false);_this.domElement.removeEventListener('mousedown',onMouseDown,false);_this.domElement.removeEventListener('wheel',onMouseWheel,false);_this.domElement.removeEventListener('touchstart',onTouchStart,false);_this.domElement.removeEventListener('touchend',onTouchEnd,false);_this.domElement.removeEventListener('touchmove',onTouchMove,false);document.removeEventListener('mousemove',onMouseMove,false);document.removeEventListener('mouseup',onMouseUp,false);window.removeEventListener('keydown',onKeyDown,false);// this.dispatchEvent( { type: 'dispose' } ); // should this be added here? };// // internals // var changeEvent={type:'change'};var startEvent={type:'start'};var endEvent={type:'end'};var STATE={NONE:-1,ROTATE:0,DOLLY:1,PAN:2,TOUCH_ROTATE:3,TOUCH_DOLLY:4,TOUCH_PAN:5};var state=STATE.NONE;var EPS=0.000001;// current position in spherical coordinates var spherical=new Spherical();var sphericalDelta=new Spherical();var scale=1;var panOffset=new Vector3();var zoomChanged=false;var rotateStart=new Vector2();var rotateEnd=new Vector2();var rotateDelta=new Vector2();var panStart=new Vector2();var panEnd=new Vector2();var panDelta=new Vector2();var dollyStart=new Vector2();var dollyEnd=new Vector2();var dollyDelta=new Vector2();var getAutoRotationAngle=function getAutoRotationAngle(){return 2*Math.PI/60/60*_this.autoRotateSpeed;};var getZoomScale=function getZoomScale(){return Math.pow(0.95,_this.zoomSpeed);};var rotateLeft=function rotateLeft(angle){sphericalDelta.theta-=angle;};var rotateUp=function rotateUp(angle){sphericalDelta.phi-=angle;};var panLeft=function(){var v=new Vector3();return function(distance,objectMatrix){v.setFromMatrixColumn(objectMatrix,0);// get X column of objectMatrix v.multiplyScalar(-distance);panOffset.add(v);};}();var panUp=function(){var v=new Vector3();return function(distance,objectMatrix){v.setFromMatrixColumn(objectMatrix,1);// get Y column of objectMatrix v.multiplyScalar(distance);panOffset.add(v);};}();// deltaX and deltaY are in pixels; right and down are positive var pan=function(){var offset=new Vector3();return function(deltaX,deltaY){var element=_this.domElement===document?_this.domElement.body:_this.domElement;if(_this.object instanceof PerspectiveCamera){// perspective var position=_this.object.position;offset.copy(position).sub(_this.target);var targetDistance=offset.length();// half of the fov is center to top of screen targetDistance*=Math.tan(_this.object.fov/2*Math.PI/180.0);// we actually don't use screenWidth, since perspective camera is fixed to screen height panLeft(2*deltaX*targetDistance/element.clientHeight,_this.object.matrix);panUp(2*deltaY*targetDistance/element.clientHeight,_this.object.matrix);}else if(_this.object instanceof OrthographicCamera){// orthographic panLeft(deltaX*(_this.object.right-_this.object.left)/_this.object.zoom/element.clientWidth,_this.object.matrix);panUp(deltaY*(_this.object.top-_this.object.bottom)/_this.object.zoom/element.clientHeight,_this.object.matrix);}else{// camera neither orthographic nor perspective console.warn('WARNING: OrbitControlsModule.js encountered an unknown camera type - pan disabled.');_this.enablePan=false;}};}();var dollyIn=function dollyIn(dollyScale){if(_this.object instanceof PerspectiveCamera)scale/=dollyScale;else if(_this.object instanceof OrthographicCamera){_this.object.zoom=Math.max(_this.minZoom,Math.min(_this.maxZoom,_this.object.zoom*dollyScale));_this.object.updateProjectionMatrix();zoomChanged=true;}else{console.warn('WARNING: OrbitControlsModule.js encountered an unknown camera type - dolly/zoom disabled.');_this.enableZoom=false;}};var dollyOut=function dollyOut(dollyScale){if(_this.object instanceof PerspectiveCamera)scale*=dollyScale;else if(_this.object instanceof OrthographicCamera){_this.object.zoom=Math.max(_this.minZoom,Math.min(_this.maxZoom,_this.object.zoom/dollyScale));_this.object.updateProjectionMatrix();zoomChanged=true;}else{console.warn('WARNING: OrbitControlsModule.js encountered an unknown camera type - dolly/zoom disabled.');_this.enableZoom=false;}};// // event callbacks - update the object state // var handleMouseDownRotate=function handleMouseDownRotate(event){// console.log( 'handleMouseDownRotate' ); rotateStart.set(event.clientX,event.clientY);};var handleMouseDownDolly=function handleMouseDownDolly(event){// console.log( 'handleMouseDownDolly' ); dollyStart.set(event.clientX,event.clientY);};var handleMouseDownPan=function handleMouseDownPan(event){// console.log( 'handleMouseDownPan' ); panStart.set(event.clientX,event.clientY);};var handleMouseMoveRotate=function handleMouseMoveRotate(event){// console.log( 'handleMouseMoveRotate' ); rotateEnd.set(event.clientX,event.clientY);rotateDelta.subVectors(rotateEnd,rotateStart);var element=_this.domElement===document?_this.domElement.body:_this.domElement;// rotating across whole screen goes 360 degrees around rotateLeft(2*Math.PI*rotateDelta.x/element.clientWidth*_this.rotateSpeed);// rotating up and down along whole screen attempts to go 360, but limited to 180 rotateUp(2*Math.PI*rotateDelta.y/element.clientHeight*_this.rotateSpeed);rotateStart.copy(rotateEnd);_this.update();};var handleMouseMoveDolly=function handleMouseMoveDolly(event){// console.log( 'handleMouseMoveDolly' ); dollyEnd.set(event.clientX,event.clientY);dollyDelta.subVectors(dollyEnd,dollyStart);if(dollyDelta.y>0)dollyIn(getZoomScale());else if(dollyDelta.y<0)dollyOut(getZoomScale());dollyStart.copy(dollyEnd);_this.update();};var handleMouseMovePan=function handleMouseMovePan(event){// console.log( 'handleMouseMovePan' ); panEnd.set(event.clientX,event.clientY);panDelta.subVectors(panEnd,panStart);pan(panDelta.x,panDelta.y);panStart.copy(panEnd);_this.update();};var handleMouseWheel=function handleMouseWheel(event){// console.log( 'handleMouseWheel' ); if(event.deltaY<0)dollyOut(getZoomScale());else if(event.deltaY>0)dollyIn(getZoomScale());_this.update();};var handleKeyDown=function handleKeyDown(event){// console.log( 'handleKeyDown' ); switch(event.keyCode){case _this.keys.UP:pan(0,_this.keyPanSpeed);_this.update();break;case _this.keys.BOTTOM:pan(0,-_this.keyPanSpeed);_this.update();break;case _this.keys.LEFT:pan(_this.keyPanSpeed,0);_this.update();break;case _this.keys.RIGHT:pan(-_this.keyPanSpeed,0);_this.update();break;}};var handleTouchStartRotate=function handleTouchStartRotate(event){// console.log( 'handleTouchStartRotate' ); rotateStart.set(event.touches[0].pageX,event.touches[0].pageY);};var handleTouchStartDolly=function handleTouchStartDolly(event){// console.log( 'handleTouchStartDolly' ); var dx=event.touches[0].pageX-event.touches[1].pageX;var dy=event.touches[0].pageY-event.touches[1].pageY;var distance=Math.sqrt(dx*dx+dy*dy);dollyStart.set(0,distance);};var handleTouchStartPan=function handleTouchStartPan(event){// console.log( 'handleTouchStartPan' ); panStart.set(event.touches[0].pageX,event.touches[0].pageY);};var handleTouchMoveRotate=function handleTouchMoveRotate(event){// console.log( 'handleTouchMoveRotate' ); rotateEnd.set(event.touches[0].pageX,event.touches[0].pageY);rotateDelta.subVectors(rotateEnd,rotateStart);var element=_this.domElement===document?_this.domElement.body:_this.domElement;// rotating across whole screen goes 360 degrees around rotateLeft(2*Math.PI*rotateDelta.x/element.clientWidth*_this.rotateSpeed);// rotating up and down along whole screen attempts to go 360, but limited to 180 rotateUp(2*Math.PI*rotateDelta.y/element.clientHeight*_this.rotateSpeed);rotateStart.copy(rotateEnd);_this.update();};var handleTouchMoveDolly=function handleTouchMoveDolly(event){// console.log( 'handleTouchMoveDolly' ); var dx=event.touches[0].pageX-event.touches[1].pageX;var dy=event.touches[0].pageY-event.touches[1].pageY;var distance=Math.sqrt(dx*dx+dy*dy);dollyEnd.set(0,distance);dollyDelta.subVectors(dollyEnd,dollyStart);if(dollyDelta.y>0)dollyOut(getZoomScale());else if(dollyDelta.y<0)dollyIn(getZoomScale());dollyStart.copy(dollyEnd);_this.update();};var handleTouchMovePan=function handleTouchMovePan(event){// console.log( 'handleTouchMovePan' ); panEnd.set(event.touches[0].pageX,event.touches[0].pageY);panDelta.subVectors(panEnd,panStart);pan(panDelta.x,panDelta.y);panStart.copy(panEnd);_this.update();};// event handlers - FSM: listen for events and reset state // var onMouseDown=function onMouseDown(event){if(_this.enabled===false)return;event.preventDefault();if(event.button===_this.mouseButtons.ORBIT){if(_this.enableRotate===false)return;handleMouseDownRotate(event);state=STATE.ROTATE;}else if(event.button===_this.mouseButtons.ZOOM){if(_this.enableZoom===false)return;handleMouseDownDolly(event);state=STATE.DOLLY;}else if(event.button===_this.mouseButtons.PAN){if(_this.enablePan===false)return;handleMouseDownPan(event);state=STATE.PAN;}if(state!==STATE.NONE){_this.eventHandler.on('mousemove',onMouseMove,false);_this.eventHandler.on('mouseup',onMouseUp,false);_this.dispatchEvent(startEvent);}};var onMouseMove=function onMouseMove(event){if(_this.enabled===false)return;event.preventDefault();if(state===STATE.ROTATE){if(_this.enableRotate===false)return;handleMouseMoveRotate(event);}else if(state===STATE.DOLLY){if(_this.enableZoom===false)return;handleMouseMoveDolly(event);}else if(state===STATE.PAN){if(_this.enablePan===false)return;handleMouseMovePan(event);}};var onMouseUp=function onMouseUp(event){if(_this.enabled===false)return;document.removeEventListener('mousemove',onMouseMove,false);document.removeEventListener('mouseup',onMouseUp,false);_this.dispatchEvent(endEvent);state=STATE.NONE;};var onMouseWheel=function onMouseWheel(event){if(_this.enabled===false||_this.enableZoom===false||state!==STATE.NONE&&state!==STATE.ROTATE)return;event.preventDefault();event.stopPropagation();handleMouseWheel(event);_this.dispatchEvent(startEvent);// not sure why these are here... _this.dispatchEvent(endEvent);};var onKeyDown=function onKeyDown(event){if(_this.enabled===false||_this.enableKeys===false||_this.enablePan===false)return;handleKeyDown(event);};var onTouchStart=function onTouchStart(event){if(_this.enabled===false)return;switch(event.touches.length){case 1:// one-fingered touch: rotate if(_this.enableRotate===false)return;handleTouchStartRotate(event);state=STATE.TOUCH_ROTATE;break;case 2:// two-fingered touch: dolly if(_this.enableZoom===false)return;handleTouchStartDolly(event);state=STATE.TOUCH_DOLLY;break;case 3:// three-fingered touch: pan if(_this.enablePan===false)return;handleTouchStartPan(event);state=STATE.TOUCH_PAN;break;default:state=STATE.NONE;}if(state!==STATE.NONE)_this.dispatchEvent(startEvent);};var onTouchMove=function onTouchMove(event){if(_this.enabled===false)return;event.preventDefault();event.stopPropagation();switch(event.touches.length){case 1:// one-fingered touch: rotate if(_this.enableRotate===false)return;if(state!==STATE.TOUCH_ROTATE)return;// is this needed?... handleTouchMoveRotate(event);break;case 2:// two-fingered touch: dolly if(_this.enableZoom===false)return;if(state!==STATE.TOUCH_DOLLY)return;// is this needed?... handleTouchMoveDolly(event);break;case 3:// three-fingered touch: pan if(_this.enablePan===false)return;if(state!==STATE.TOUCH_PAN)return;// is this needed?... handleTouchMovePan(event);break;default:state=STATE.NONE;}};var onTouchEnd=function onTouchEnd(event){if(_this.enabled===false)return;_this.dispatchEvent(endEvent);state=STATE.NONE;};var onContextMenu=function onContextMenu(event){event.preventDefault();};// _this.eventHandler.on('contextmenu',onContextMenu,false);_this.eventHandler.on('mousedown',onMouseDown,false);_this.eventHandler.on('wheel',onMouseWheel,false);_this.eventHandler.on('touchstart',onTouchStart,false);_this.eventHandler.on('touchend',onTouchEnd,false);_this.eventHandler.on('touchmove',onTouchMove,false);_this.eventHandler.on('keydown',onKeyDown,false);// force an update at start _this.update();return _this;}createClass(ThreeOrbitControls,[{key:"center",get:function get(){console.warn('OrbitControls: .center has been renamed to .target');return this.target;}},{key:"noZoom",get:function get(){console.warn('OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.');return !this.enableZoom;},set:function set(value){console.warn('OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.');this.enableZoom=!value;}},{key:"noRotate",get:function get(){console.warn('OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.');return !this.enableRotate;},set:function set(value){console.warn('OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.');this.enableRotate=!value;}},{key:"noPan",get:function get(){console.warn('OrbitControls: .noPan has been deprecated. Use .enablePan instead.');return !this.enablePan;},set:function set(value){console.warn('OrbitControls: .noPan has been deprecated. Use .enablePan instead.');this.enablePan=!value;}},{key:"noKeys",get:function get(){console.warn('OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.');return !this.enableKeys;},set:function set(value){console.warn('OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.');this.enableKeys=!value;}},{key:"staticMoving",get:function get(){console.warn('OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.');return !this.enableDamping;},set:function set(value){console.warn('OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.');this.enableDamping=!value;}},{key:"dynamicDampingFactor",get:function get(){console.warn('OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.');return this.dampingFactor;},set:function set(value){console.warn('OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.');this.dampingFactor=value;}}]);inherits(ThreeOrbitControls,_EventDispatcher);return ThreeOrbitControls;}(EventDispatcher);/** * @class OrbitControlsModule * @category modules/app * @param {Object} [params] * @param {Object} [params.object=camera] Object to which controls are applied. * @param {THREE.Vector3} [params.target=new Vector3()] Controls center vector. * @param {Boolean} [params.follow=false] Follow the target * @memberof module:modules/app * @example Creating a rendering module and passing it to App's modules * new App([ * new ElementModule(), * new SceneModule(), * new DefineModule('camera', new WHS.PerspectiveCamera({ * position: new THREE.Vector3(0, 6, 18), * far: 10000 * })), * new RenderingModule(), * new OrbitControlsModule() * ]); */var OrbitControlsModule=/*#__PURE__*/function(_ControlsModule){function OrbitControlsModule(){var _this;var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,OrbitControlsModule);_this=possibleConstructorReturn(this,getPrototypeOf$2(OrbitControlsModule).call(this,params));_this.params=Object.assign({follow:false,object:null,target:new Vector3()},params);return _this;}createClass(OrbitControlsModule,[{key:"manager",value:function manager(_manager){get$3(getPrototypeOf$2(OrbitControlsModule.prototype),"manager",this).call(this,_manager);var _this$params=this.params,obj=_this$params.object,follow=_this$params.follow,target=_this$params.target;var object=obj?obj.native:_manager.get('camera').native;var controls=new ThreeOrbitControls(object,_manager.get('element'),_manager.handler);var updateProcessor=follow?function(c){controls.update(c.getDelta());controls.target.copy(target);}:function(c){controls.update(c.getDelta());};this.setControls(controls);this.setUpdate(updateProcessor);_manager.update({camera:function camera(_camera){if(obj)return;controls.object=_camera.native;},element:function element(_element){controls.domElement=_element;}});controls.target.copy(target);}}]);inherits(OrbitControlsModule,_ControlsModule);return OrbitControlsModule;}(ControlsModule);/** @module modules/app/controls */ /** @module modules/app */ /** * @class DynamicGeometryModule * @category modules/mesh * @param {Object} [params={attributes: false}] - params * @param {Boolean} [patchEvents=true] * @memberof module:modules/mesh */var DynamicGeometryModule=/*#__PURE__*/function(){function DynamicGeometryModule(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,DynamicGeometryModule);this.params=Object.assign({attributes:false},params);}createClass(DynamicGeometryModule,[{key:"integrate",value:function integrate(self){var _this=this;var params=self.params;this.g_=function(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};if(this.buildGeometry){this.native.geometry=this.buildGeometry(this.updateParams({geometry:params}));}};if(params.attributes){var _loop=function _loop(key){if(key){Object.defineProperty(_this,"g_".concat(key),{get:function get(){return this.native.geometry.parameters[key];},set:function set(value){this.native.geometry=this.buildGeometry(this.updateParams({geometry:defineProperty$3({},key,value)}));},configurable:true,enumerable:true});}};for(var key in this.params.geometry){_loop(key);}}}}]);return DynamicGeometryModule;}();var loader=new TextureLoader();/** * @class TextureModule * @category modules/mesh * @description A TextureModule can be applied to any Mesh or Model. * @param {Array} [textures] - array of texture objects * @memberof module:modules/mesh * @example Creating an instance. url takes a path, or a data object. * var woodTexture = new TextureModule({ * url: `${process.assetsPath}/textures/wood.jpg` * }); * @example More comprehensive example, wood texture applied to a Box. * new Box({ * geometry: { * width: 2, * height: 2, * depth: 2 * }, * modules: [ * new TextureModule({ * url: `path/to/texture.jpg`, * repeat: new THREE.Vector2(1, 1) // optional * }) * ], * material: new THREE.MeshBasicMaterial({ * color: 0xffffff * }), * position: [50, 60, 70] * }).addTo(app); */var TextureModule=/*#__PURE__*/function(){createClass(TextureModule,null,[{key:"load",value:function load(url){return new TextureModule({url:url}).textures[0][1];}}]);function TextureModule(){var _this=this;classCallCheck(this,TextureModule);defineProperty$3(defineProperty$3(this,"textures",[]),"bridge",{material:function material(_material,self){self.textures.forEach(function(texture){_material[texture[0]]=texture[1];});_material.needsUpdate=true;return _material;}});for(var _len=arguments.length,textures=new Array(_len),_key=0;_key<_len;_key++){textures[_key]=arguments[_key];}textures.forEach(function(_ref){var url=_ref.url,_ref$type=_ref.type,type=_ref$type===void 0?'map':_ref$type,_ref$offset=_ref.offset,offset=_ref$offset===void 0?new Vector2(0,0):_ref$offset,_ref$repeat=_ref.repeat,repeat=_ref$repeat===void 0?new Vector2(1,1):_ref$repeat,_ref$wrap=_ref.wrap,wrap=_ref$wrap===void 0?RepeatWrapping:_ref$wrap,_ref$mapping=_ref.mapping,mapping=_ref$mapping===void 0?UVMapping:_ref$mapping,_ref$fix=_ref.fix,fix=_ref$fix===void 0?function(tex){return tex;}:_ref$fix;var texture=loader.load(url);if(wrap.length>0){texture.wrapS=wrap[0];texture.wrapT=wrap[1];}else texture.wrapS=texture.wrapT=wrap;texture.mapping=mapping;texture.offset.copy(offset);texture.repeat.copy(repeat);texture.magFilter=NearestFilter;texture.minFilter=LinearMipMapLinearFilter;_this.textures.push([type,fix(texture)]);});}return TextureModule;}();/** * @class AnimationModule * @category modules/mesh * @description Convenience module that wraps the three.js animation system * @param {App} app - the app * @param {Boolean} [isDeferred=false] - set to true if animation should not start automatically * @param {Object} [params={speed: 1}] - the params * @memberof module:modules/mesh * @example Create animation module and play a given clip of an imported model * const animationModule = new AnimationModule(app, false, { * speed: 1.2 // speed up animation by 20% * }); * * new Importer({ * parser(geometry, materials) { * // Override parse to generate a skinnedMesh, needed for skinned models * return new THREE.SkinnedMesh(geometry, materials); * }, * * url: `path/to/model.json`, * useCustomMaterial: true, * * material: new THREE.MeshStandardMaterial({ * skinning: true * }), * * modules: [animationModule] * }).addTo(app).then(() => { * // adding model to app returns a promise, so pipe the function to kick off the animation clip * animationModule.play('clipName'); * }); */var AnimationModule=/*#__PURE__*/function(){function AnimationModule(app,isDeferred){var params=arguments.length>2&&arguments[2]!==undefined?arguments[2]:{};classCallCheck(this,AnimationModule);defineProperty$3(this,"bridge",{mesh:function mesh(_mesh,self){_mesh.geometry.skeleton=_mesh.skeleton;self.mixer=new AnimationMixer(_mesh.geometry);self.clips=_mesh.geometry.animations;return _mesh;}});this.params=Object.assign({speed:1},params);this.clock=new Clock();this.app=app;this.isDeferred=isDeferred;}/** * @method play * @instance * @description Plays the given clip name * @param {String} clipName - the clip to play * @return {THREE.AnimationAction} Playing action * @memberof module:modules/mesh.AnimationModule */createClass(AnimationModule,[{key:"play",value:function play(clipName){var clip=AnimationClip.findByName(this.clips,clipName);return this.mixer.clipAction(clip).play();}/** * @method update * @instance * @description Update the mixer (being called on frame animation loop) * @memberof module:modules/mesh.AnimationModule */},{key:"update",value:function update(){if(this.mixer)this.mixer.update(this.clock.getDelta()*this.params.speed);}},{key:"integrate",value:function integrate(self){self.loop=new Loop(function(){self.update();});if(!self.isDeferred)self.loop.start(self.app);}},{key:"manager",value:function manager(_manager){_manager.define('animation');}}]);return AnimationModule;}();/** @module modules/mesh */ /** * @class DefineModule * @category modules * @param {String} name * @param {Object} data * @memberof module:modules * @example Creating a DefineModule with PerspectiveCamera as camera module and passing it to App's modules * new App([ * // ... * new DefineModule('camera', new PerspectiveCamera()) * ]); */var DefineModule=/*#__PURE__*/function(){function DefineModule(name,data){classCallCheck(this,DefineModule);this.name=name;this.data=data;}createClass(DefineModule,[{key:"manager",value:function manager(_manager){_manager.set(this.name,this.data);}}]);return DefineModule;}();/** @module modules */var Model=/*#__PURE__*/function(_Importer){function Model(params){var _getPrototypeOf2;classCallCheck(this,Model);console.warn('Model is deprecated. Use Importer instead.');if(params.geometry){params.url=params.geometry.path;params.loader=params.geometry.loader;}for(var _len=arguments.length,additional=new Array(_len>1?_len-1:0),_key=1;_key<_len;_key++){additional[_key-1]=arguments[_key];}return possibleConstructorReturn(this,(_getPrototypeOf2=getPrototypeOf$2(Model)).call.apply(_getPrototypeOf2,[this,params].concat(additional)));}inherits(Model,_Importer);return Model;}(Importer);var CameraModule=/*#__PURE__*/function(){function CameraModule(){var params=arguments.length>0&&arguments[0]!==undefined?arguments[0]:{};classCallCheck(this,CameraModule);console.warn('CameraModule is deprecated. Use DefineModule instead.');this.camera=new PerspectiveCamera$1(params);}createClass(CameraModule,[{key:"integrate",value:function integrate(self){this.add(self.camera);}},{key:"manager",value:function manager(_manager){_manager.set('camera',this.camera);}}]);return CameraModule;}(); // Polyfills if ( Number.EPSILON === undefined ) { Number.EPSILON = Math.pow( 2, - 52 ); } if ( Number.isInteger === undefined ) { // Missing in IE // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger Number.isInteger = function ( value ) { return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value; }; } // if ( Math.sign === undefined ) { // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign Math.sign = function ( x ) { return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x; }; } if ( Function.prototype.name === undefined ) { // Missing in IE // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name Object.defineProperty( Function.prototype, 'name', { get: function () { return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ]; } } ); } if ( Object.assign === undefined ) { // Missing in IE // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign ( function () { Object.assign = function ( target ) { if ( target === undefined || target === null ) { throw new TypeError( 'Cannot convert undefined or null to object' ); } var output = Object( target ); for ( var index = 1; index < arguments.length; index ++ ) { var source = arguments[ index ]; if ( source !== undefined && source !== null ) { for ( var nextKey in source ) { if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) { output[ nextKey ] = source[ nextKey ]; } } } } return output; }; } )(); } /** * https://github.com/mrdoob/eventdispatcher.js/ */ function EventDispatcher$1() {} Object.assign( EventDispatcher$1.prototype, { addEventListener: function ( type, listener ) { if ( this._listeners === undefined ) this._listeners = {}; var listeners = this._listeners; if ( listeners[ type ] === undefined ) { listeners[ type ] = []; } if ( listeners[ type ].indexOf( listener ) === - 1 ) { listeners[ type ].push( listener ); } }, hasEventListener: function ( type, listener ) { if ( this._listeners === undefined ) return false; var listeners = this._listeners; return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1; }, removeEventListener: function ( type, listener ) { if ( this._listeners === undefined ) return; var listeners = this._listeners; var listenerArray = listeners[ type ]; if ( listenerArray !== undefined ) { var index = listenerArray.indexOf( listener ); if ( index !== - 1 ) { listenerArray.splice( index, 1 ); } } }, dispatchEvent: function ( event ) { if ( this._listeners === undefined ) return; var listeners = this._listeners; var listenerArray = listeners[ event.type ]; if ( listenerArray !== undefined ) { event.target = this; var array = [], i = 0; var length = listenerArray.length; for ( i = 0; i < length; i ++ ) { array[ i ] = listenerArray[ i ]; } for ( i = 0; i < length; i ++ ) { array[ i ].call( this, event ); } } } } ); var REVISION$1 = '85'; var CullFaceNone$1 = 0; var CullFaceBack$1 = 1; var CullFaceFront$1 = 2; var FrontFaceDirectionCW = 0; var PCFShadowMap$1 = 1; var PCFSoftShadowMap$1 = 2; var FrontSide$1 = 0; var BackSide$1 = 1; var DoubleSide$1 = 2; var FlatShading$1 = 1; var SmoothShading = 2; var NoColors$1 = 0; var FaceColors$1 = 1; var VertexColors$1 = 2; var NoBlending$1 = 0; var NormalBlending$1 = 1; var AdditiveBlending$1 = 2; var SubtractiveBlending$1 = 3; var MultiplyBlending$1 = 4; var CustomBlending$1 = 5; var AddEquation$1 = 100; var SubtractEquation$1 = 101; var ReverseSubtractEquation$1 = 102; var MinEquation$1 = 103; var MaxEquation$1 = 104; var ZeroFactor$1 = 200; var OneFactor$1 = 201; var SrcColorFactor$1 = 202; var OneMinusSrcColorFactor$1 = 203; var SrcAlphaFactor$1 = 204; var OneMinusSrcAlphaFactor$1 = 205; var DstAlphaFactor$1 = 206; var OneMinusDstAlphaFactor$1 = 207; var DstColorFactor$1 = 208; var OneMinusDstColorFactor$1 = 209; var SrcAlphaSaturateFactor$1 = 210; var NeverDepth$1 = 0; var AlwaysDepth$1 = 1; var LessDepth$1 = 2; var LessEqualDepth$1 = 3; var EqualDepth$1 = 4; var GreaterEqualDepth$1 = 5; var GreaterDepth$1 = 6; var NotEqualDepth$1 = 7; var MultiplyOperation$1 = 0; var MixOperation$1 = 1; var AddOperation$1 = 2; var NoToneMapping$1 = 0; var LinearToneMapping$1 = 1; var ReinhardToneMapping$1 = 2; var Uncharted2ToneMapping$1 = 3; var CineonToneMapping$1 = 4; var UVMapping$1 = 300; var CubeReflectionMapping$1 = 301; var CubeRefractionMapping$1 = 302; var EquirectangularReflectionMapping$1 = 303; var EquirectangularRefractionMapping$1 = 304; var SphericalReflectionMapping$1 = 305; var CubeUVReflectionMapping$1 = 306; var CubeUVRefractionMapping$1 = 307; var RepeatWrapping$1 = 1000; var ClampToEdgeWrapping$1 = 1001; var MirroredRepeatWrapping$1 = 1002; var NearestFilter$1 = 1003; var NearestMipMapNearestFilter$1 = 1004; var NearestMipMapLinearFilter$1 = 1005; var LinearFilter$1 = 1006; var LinearMipMapNearestFilter$1 = 1007; var LinearMipMapLinearFilter$1 = 1008; var UnsignedByteType$1 = 1009; var ByteType$1 = 1010; var ShortType$1 = 1011; var UnsignedShortType$1 = 1012; var IntType$1 = 1013; var UnsignedIntType$1 = 1014; var FloatType$1 = 1015; var HalfFloatType$1 = 1016; var UnsignedShort4444Type$1 = 1017; var UnsignedShort5551Type$1 = 1018; var UnsignedShort565Type$1 = 1019; var UnsignedInt248Type$1 = 1020; var AlphaFormat$1 = 1021; var RGBFormat$1 = 1022; var RGBAFormat$1 = 1023; var LuminanceFormat$1 = 1024; var LuminanceAlphaFormat$1 = 1025; var DepthFormat$1 = 1026; var DepthStencilFormat$1 = 1027; var RGB_S3TC_DXT1_Format$1 = 2001; var RGBA_S3TC_DXT1_Format$1 = 2002; var RGBA_S3TC_DXT3_Format$1 = 2003; var RGBA_S3TC_DXT5_Format$1 = 2004; var RGB_PVRTC_4BPPV1_Format$1 = 2100; var RGB_PVRTC_2BPPV1_Format$1 = 2101; var RGBA_PVRTC_4BPPV1_Format$1 = 2102; var RGBA_PVRTC_2BPPV1_Format$1 = 2103; var RGB_ETC1_Format$1 = 2151; var LoopOnce$1 = 2200; var LoopRepeat$1 = 2201; var LoopPingPong$1 = 2202; var InterpolateDiscrete$1 = 2300; var InterpolateLinear$1 = 2301; var InterpolateSmooth$1 = 2302; var ZeroCurvatureEnding$1 = 2400; var ZeroSlopeEnding$1 = 2401; var WrapAroundEnding$1 = 2402; var TrianglesDrawMode$1 = 0; var TriangleStripDrawMode$1 = 1; var TriangleFanDrawMode$1 = 2; var LinearEncoding$1 = 3000; var sRGBEncoding$1 = 3001; var GammaEncoding$1 = 3007; var RGBEEncoding$1 = 3002; var RGBM7Encoding$1 = 3004; var RGBM16Encoding$1 = 3005; var RGBDEncoding$1 = 3006; var BasicDepthPacking$1 = 3200; var RGBADepthPacking$1 = 3201; /** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ */ var _Math$1 = { DEG2RAD: Math.PI / 180, RAD2DEG: 180 / Math.PI, generateUUID: function () { // http://www.broofa.com/Tools/Math.uuid.htm var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' ); var uuid = new Array( 36 ); var rnd = 0, r; return function generateUUID() { for ( var i = 0; i < 36; i ++ ) { if ( i === 8 || i === 13 || i === 18 || i === 23 ) { uuid[ i ] = '-'; } else if ( i === 14 ) { uuid[ i ] = '4'; } else { if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0; r = rnd & 0xf; rnd = rnd >> 4; uuid[ i ] = chars[ ( i === 19 ) ? ( r & 0x3 ) | 0x8 : r ]; } } return uuid.join( '' ); }; }(), clamp: function ( value, min, max ) { return Math.max( min, Math.min( max, value ) ); }, // compute euclidian modulo of m % n // https://en.wikipedia.org/wiki/Modulo_operation euclideanModulo: function ( n, m ) { return ( ( n % m ) + m ) % m; }, // Linear mapping from range to range mapLinear: function ( x, a1, a2, b1, b2 ) { return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); }, // https://en.wikipedia.org/wiki/Linear_interpolation lerp: function ( x, y, t ) { return ( 1 - t ) * x + t * y; }, // http://en.wikipedia.org/wiki/Smoothstep smoothstep: function ( x, min, max ) { if ( x <= min ) return 0; if ( x >= max ) return 1; x = ( x - min ) / ( max - min ); return x * x * ( 3 - 2 * x ); }, smootherstep: function ( x, min, max ) { if ( x <= min ) return 0; if ( x >= max ) return 1; x = ( x - min ) / ( max - min ); return x * x * x * ( x * ( x * 6 - 15 ) + 10 ); }, // Random integer from interval randInt: function ( low, high ) { return low + Math.floor( Math.random() * ( high - low + 1 ) ); }, // Random float from interval randFloat: function ( low, high ) { return low + Math.random() * ( high - low ); }, // Random float from <-range/2, range/2> interval randFloatSpread: function ( range ) { return range * ( 0.5 - Math.random() ); }, degToRad: function ( degrees ) { return degrees * _Math$1.DEG2RAD; }, radToDeg: function ( radians ) { return radians * _Math$1.RAD2DEG; }, isPowerOfTwo: function ( value ) { return ( value & ( value - 1 ) ) === 0 && value !== 0; }, nearestPowerOfTwo: function ( value ) { return Math.pow( 2, Math.round( Math.log( value ) / Math.LN2 ) ); }, nextPowerOfTwo: function ( value ) { value --; value |= value >> 1; value |= value >> 2; value |= value >> 4; value |= value >> 8; value |= value >> 16; value ++; return value; } }; /** * @author mrdoob / http://mrdoob.com/ * @author philogb / http://blog.thejit.org/ * @author egraether / http://egraether.com/ * @author zz85 / http://www.lab4games.net/zz85/blog */ function Vector2$1( x, y ) { this.x = x || 0; this.y = y || 0; } Object.defineProperties( Vector2$1.prototype, { "width" : { get: function () { return this.x; }, set: function ( value ) { this.x = value; } }, "height" : { get: function () { return this.y; }, set: function ( value ) { this.y = value; } } } ); Object.assign( Vector2$1.prototype, { isVector2: true, set: function ( x, y ) { this.x = x; this.y = y; return this; }, setScalar: function ( scalar ) { this.x = scalar; this.y = scalar; return this; }, setX: function ( x ) { this.x = x; return this; }, setY: function ( y ) { this.y = y; return this; }, setComponent: function ( index, value ) { switch ( index ) { case 0: this.x = value; break; case 1: this.y = value; break; default: throw new Error( 'index is out of range: ' + index ); } return this; }, getComponent: function ( index ) { switch ( index ) { case 0: return this.x; case 1: return this.y; default: throw new Error( 'index is out of range: ' + index ); } }, clone: function () { return new this.constructor( this.x, this.y ); }, copy: function ( v ) { this.x = v.x; this.y = v.y; return this; }, add: function ( v, w ) { if ( w !== undefined ) { console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); return this.addVectors( v, w ); } this.x += v.x; this.y += v.y; return this; }, addScalar: function ( s ) { this.x += s; this.y += s; return this; }, addVectors: function ( a, b ) { this.x = a.x + b.x; this.y = a.y + b.y; return this; }, addScaledVector: function ( v, s ) { this.x += v.x * s; this.y += v.y * s; return this; }, sub: function ( v, w ) { if ( w !== undefined ) { console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); return this.subVectors( v, w ); } this.x -= v.x; this.y -= v.y; return this; }, subScalar: function ( s ) { this.x -= s; this.y -= s; return this; }, subVectors: function ( a, b ) { this.x = a.x - b.x; this.y = a.y - b.y; return this; }, multiply: function ( v ) { this.x *= v.x; this.y *= v.y; return this; }, multiplyScalar: function ( scalar ) { this.x *= scalar; this.y *= scalar; return this; }, divide: function ( v ) { this.x /= v.x; this.y /= v.y; return this; }, divideScalar: function ( scalar ) { return this.multiplyScalar( 1 / scalar ); }, min: function ( v ) { this.x = Math.min( this.x, v.x ); this.y = Math.min( this.y, v.y ); return this; }, max: function ( v ) { this.x = Math.max( this.x, v.x ); this.y = Math.max( this.y, v.y ); return this; }, clamp: function ( min, max ) { // This function assumes min < max, if this assumption isn't true it will not operate correctly this.x = Math.max( min.x, Math.min( max.x, this.x ) ); this.y = Math.max( min.y, Math.min( max.y, this.y ) ); return this; }, clampScalar: function () { var min = new Vector2$1(); var max = new Vector2$1(); return function clampScalar( minVal, maxVal ) { min.set( minVal, minVal ); max.set( maxVal, maxVal ); return this.clamp( min, max ); }; }(), clampLength: function ( min, max ) { var length = this.length(); return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length ); }, floor: function () { this.x = Math.floor( this.x ); this.y = Math.floor( this.y ); return this; }, ceil: function () { this.x = Math.ceil( this.x ); this.y = Math.ceil( this.y ); return this; }, round: function () { this.x = Math.round( this.x ); this.y = Math.round( this.y ); return this; }, roundToZero: function () { this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); return this; }, negate: function () { this.x = - this.x; this.y = - this.y; return this; }, dot: function ( v ) { return this.x * v.x + this.y * v.y; }, lengthSq: function () { return this.x * this.x + this.y * this.y; }, length: function () { return Math.sqrt( this.x * this.x + this.y * this.y ); }, lengthManhattan: function() { return Math.abs( this.x ) + Math.abs( this.y ); }, normalize: function () { return this.divideScalar( this.length() ); }, angle: function () { // computes the angle in radians with respect to the positive x-axis var angle = Math.atan2( this.y, this.x ); if ( angle < 0 ) angle += 2 * Math.PI; return angle; }, distanceTo: function ( v ) { return Math.sqrt( this.distanceToSquared( v ) ); }, distanceToSquared: function ( v ) { var dx = this.x - v.x, dy = this.y - v.y; return dx * dx + dy * dy; }, distanceToManhattan: function ( v ) { return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); }, setLength: function ( length ) { return this.multiplyScalar( length / this.length() ); }, lerp: function ( v, alpha ) { this.x += ( v.x - this.x ) * alpha; this.y += ( v.y - this.y ) * alpha; return this; }, lerpVectors: function ( v1, v2, alpha ) { return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); }, equals: function ( v ) { return ( ( v.x === this.x ) && ( v.y === this.y ) ); }, fromArray: function ( array, offset ) { if ( offset === undefined ) offset = 0; this.x = array[ offset ]; this.y = array[ offset + 1 ]; return this; }, toArray: function ( array, offset ) { if ( array === undefined ) array = []; if ( offset === undefined ) offset = 0; array[ offset ] = this.x; array[ offset + 1 ] = this.y; return array; }, fromBufferAttribute: function ( attribute, index, offset ) { if ( offset !== undefined ) { console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' ); } this.x = attribute.getX( index ); this.y = attribute.getY( index ); return this; }, rotateAround: function ( center, angle ) { var c = Math.cos( angle ), s = Math.sin( angle ); var x = this.x - center.x; var y = this.y - center.y; this.x = x * c - y * s + center.x; this.y = x * s + y * c + center.y; return this; } } ); /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * @author szimek / https://github.com/szimek/ */ var textureId$1 = 0; function Texture$1( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { Object.defineProperty( this, 'id', { value: textureId$1 ++ } ); this.uuid = _Math$1.generateUUID(); this.name = ''; this.image = image !== undefined ? image : Texture$1.DEFAULT_IMAGE; this.mipmaps = []; this.mapping = mapping !== undefined ? mapping : Texture$1.DEFAULT_MAPPING; this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping$1; this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping$1; this.magFilter = magFilter !== undefined ? magFilter : LinearFilter$1; this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter$1; this.anisotropy = anisotropy !== undefined ? anisotropy : 1; this.format = format !== undefined ? format : RGBAFormat$1; this.type = type !== undefined ? type : UnsignedByteType$1; this.offset = new Vector2$1( 0, 0 ); this.repeat = new Vector2$1( 1, 1 ); this.generateMipmaps = true; this.premultiplyAlpha = false; this.flipY = true; this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap. // // Also changing the encoding after already used by a Material will not automatically make the Material // update. You need to explicitly call Material.needsUpdate to trigger it to recompile. this.encoding = encoding !== undefined ? encoding : LinearEncoding$1; this.version = 0; this.onUpdate = null; } Texture$1.DEFAULT_IMAGE = undefined; Texture$1.DEFAULT_MAPPING = UVMapping$1; Object.defineProperty( Texture$1.prototype, "needsUpdate", { set: function ( value ) { if ( value === true ) this.version ++; } } ); Object.assign( Texture$1.prototype, EventDispatcher$1.prototype, { constructor: Texture$1, isTexture: true, clone: function () { return new this.constructor().copy( this ); }, copy: function ( source ) { this.name = source.name; this.image = source.image; this.mipmaps = source.mipmaps.slice( 0 ); this.mapping = source.mapping; this.wrapS = source.wrapS; this.wrapT = source.wrapT; this.magFilter = source.magFilter; this.minFilter = source.minFilter; this.anisotropy = source.anisotropy; this.format = source.format; this.type = source.type; this.offset.copy( source.offset ); this.repeat.copy( source.repeat ); this.generateMipmaps = source.generateMipmaps; this.premultiplyAlpha = source.premultiplyAlpha; this.flipY = source.flipY; this.unpackAlignment = source.unpackAlignment; this.encoding = source.encoding; return this; }, toJSON: function ( meta ) { if ( meta.textures[ this.uuid ] !== undefined ) { return meta.textures[ this.uuid ]; } function getDataURL( image ) { var canvas; if ( image.toDataURL !== undefined ) { canvas = image; } else { canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); canvas.width = image.width; canvas.height = image.height; canvas.getContext( '2d' ).drawImage( image, 0, 0, image.width, image.height ); } if ( canvas.width > 2048 || canvas.height > 2048 ) { return canvas.toDataURL( 'image/jpeg', 0.6 ); } else { return canvas.toDataURL( 'image/png' ); } } var output = { metadata: { version: 4.5, type: 'Texture', generator: 'Texture.toJSON' }, uuid: this.uuid, name: this.name, mapping: this.mapping, repeat: [ this.repeat.x, this.repeat.y ], offset: [ this.offset.x, this.offset.y ], wrap: [ this.wrapS, this.wrapT ], minFilter: this.minFilter, magFilter: this.magFilter, anisotropy: this.anisotropy, flipY: this.flipY }; if ( this.image !== undefined ) { // TODO: Move to THREE.Image var image = this.image; if ( image.uuid === undefined ) { image.uuid = _Math$1.generateUUID(); // UGH } if ( meta.images[ image.uuid ] === undefined ) { meta.images[ image.uuid ] = { uuid: image.uuid, url: getDataURL( image ) }; } output.image = image.uuid; } meta.textures[ this.uuid ] = output; return output; }, dispose: function () { this.dispatchEvent( { type: 'dispose' } ); }, transformUv: function ( uv ) { if ( this.mapping !== UVMapping$1 ) return; uv.multiply( this.repeat ); uv.add( this.offset ); if ( uv.x < 0 || uv.x > 1 ) { switch ( this.wrapS ) { case RepeatWrapping$1: uv.x = uv.x - Math.floor( uv.x ); break; case ClampToEdgeWrapping$1: uv.x = uv.x < 0 ? 0 : 1; break; case MirroredRepeatWrapping$1: if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) { uv.x = Math.ceil( uv.x ) - uv.x; } else { uv.x = uv.x - Math.floor( uv.x ); } break; } } if ( uv.y < 0 || uv.y > 1 ) { switch ( this.wrapT ) { case RepeatWrapping$1: uv.y = uv.y - Math.floor( uv.y ); break; case ClampToEdgeWrapping$1: uv.y = uv.y < 0 ? 0 : 1; break; case MirroredRepeatWrapping$1: if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) { uv.y = Math.ceil( uv.y ) - uv.y; } else { uv.y = uv.y - Math.floor( uv.y ); } break; } } if ( this.flipY ) { uv.y = 1 - uv.y; } } } ); /** * @author supereggbert / http://www.paulbrunt.co.uk/ * @author philogb / http://blog.thejit.org/ * @author mikael emtinger / http://gomo.se/ * @author egraether / http://egraether.com/ * @author WestLangley / http://github.com/WestLangley */ function Vector4$1( x, y, z, w ) { this.x = x || 0; this.y = y || 0; this.z = z || 0; this.w = ( w !== undefined ) ? w : 1; } Object.assign( Vector4$1.prototype, { isVector4: true, set: function ( x, y, z, w ) { this.x = x; this.y = y; this.z = z; this.w = w; return this; }, setScalar: function ( scalar ) { this.x = scalar; this.y = scalar; this.z = scalar; this.w = scalar; return this; }, setX: function ( x ) { this.x = x; return this; }, setY: function ( y ) { this.y = y; return this; }, setZ: function ( z ) { this.z = z; return this; }, setW: function ( w ) { this.w = w; return this; }, setComponent: function ( index, value ) { switch ( index ) { case 0: this.x = value; break; case 1: this.y = value; break; case 2: this.z = value; break; case 3: this.w = value; break; default: throw new Error( 'index is out of range: ' + index ); } return this; }, getComponent: function ( index ) { switch ( index ) { case 0: return this.x; case 1: return this.y; case 2: return this.z; case 3: return this.w; default: throw new Error( 'index is out of range: ' + index ); } }, clone: function () { return new this.constructor( this.x, this.y, this.z, this.w ); }, copy: function ( v ) { this.x = v.x; this.y = v.y; this.z = v.z; this.w = ( v.w !== undefined ) ? v.w : 1; return this; }, add: function ( v, w ) { if ( w !== undefined ) { console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); return this.addVectors( v, w ); } this.x += v.x; this.y += v.y; this.z += v.z; this.w += v.w; return this; }, addScalar: function ( s ) { this.x += s; this.y += s; this.z += s; this.w += s; return this; }, addVectors: function ( a, b ) { this.x = a.x + b.x; this.y = a.y + b.y; this.z = a.z + b.z; this.w = a.w + b.w; return this; }, addScaledVector: function ( v, s ) { this.x += v.x * s; this.y += v.y * s; this.z += v.z * s; this.w += v.w * s; return this; }, sub: function ( v, w ) { if ( w !== undefined ) { console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); return this.subVectors( v, w ); } this.x -= v.x; this.y -= v.y; this.z -= v.z; this.w -= v.w; return this; }, subScalar: function ( s ) { this.x -= s; this.y -= s; this.z -= s; this.w -= s; return this; }, subVectors: function ( a, b ) { this.x = a.x - b.x; this.y = a.y - b.y; this.z = a.z - b.z; this.w = a.w - b.w; return this; }, multiplyScalar: function ( scalar ) { this.x *= scalar; this.y *= scalar; this.z *= scalar; this.w *= scalar; return this; }, applyMatrix4: function ( m ) { var x = this.x, y = this.y, z = this.z, w = this.w; var e = m.elements; this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w; this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w; return this; }, divideScalar: function ( scalar ) { return this.multiplyScalar( 1 / scalar ); }, setAxisAngleFromQuaternion: function ( q ) { // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm // q is assumed to be normalized this.w = 2 * Math.acos( q.w ); var s = Math.sqrt( 1 - q.w * q.w ); if ( s < 0.0001 ) { this.x = 1; this.y = 0; this.z = 0; } else { this.x = q.x / s; this.y = q.y / s; this.z = q.z / s; } return this; }, setAxisAngleFromRotationMatrix: function ( m ) { // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) var angle, x, y, z, // variables for result epsilon = 0.01, // margin to allow for rounding errors epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees te = m.elements, m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; if ( ( Math.abs( m12 - m21 ) < epsilon ) && ( Math.abs( m13 - m31 ) < epsilon ) && ( Math.abs( m23 - m32 ) < epsilon ) ) { // singularity found // first check for identity matrix which must have +1 for all terms // in leading diagonal and zero in other terms if ( ( Math.abs( m12 + m21 ) < epsilon2 ) && ( Math.abs( m13 + m31 ) < epsilon2 ) && ( Math.abs( m23 + m32 ) < epsilon2 ) && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { // this singularity is identity matrix so angle = 0 this.set( 1, 0, 0, 0 ); return this; // zero angle, arbitrary axis } // otherwise this singularity is angle = 180 angle = Math.PI; var xx = ( m11 + 1 ) / 2; var yy = ( m22 + 1 ) / 2; var zz = ( m33 + 1 ) / 2; var xy = ( m12 + m21 ) / 4; var xz = ( m13 + m31 ) / 4; var yz = ( m23 + m32 ) / 4; if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term if ( xx < epsilon ) { x = 0; y = 0.707106781; z = 0.707106781; } else { x = Math.sqrt( xx ); y = xy / x; z = xz / x; } } else if ( yy > zz ) { // m22 is the largest diagonal term if ( yy < epsilon ) { x = 0.707106781; y = 0; z = 0.707106781; } else { y = Math.sqrt( yy ); x = xy / y; z = yz / y; } } else { // m33 is the largest diagonal term so base result on this if ( zz < epsilon ) { x = 0.707106781; y = 0.707106781; z = 0; } else { z = Math.sqrt( zz ); x = xz / z; y = yz / z; } } this.set( x, y, z, angle ); return this; // return 180 deg rotation } // as we have reached here there are no singularities so we can handle normally var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + ( m13 - m31 ) * ( m13 - m31 ) + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize if ( Math.abs( s ) < 0.001 ) s = 1; // prevent divide by zero, should not happen if matrix is orthogonal and should be // caught by singularity test above, but I've left it in just in case this.x = ( m32 - m23 ) / s; this.y = ( m13 - m31 ) / s; this.z = ( m21 - m12 ) / s; this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); return this; }, min: function ( v ) { this.x = Math.min( this.x, v.x ); this.y = Math.min( this.y, v.y ); this.z = Math.min( this.z, v.z ); this.w = Math.min( this.w, v.w ); return this; }, max: function ( v ) { this.x = Math.max( this.x, v.x ); this.y = Math.max( this.y, v.y ); this.z = Math.max( this.z, v.z ); this.w = Math.max( this.w, v.w ); return this; }, clamp: function ( min, max ) { // This function assumes min < max, if this assumption isn't true it will not operate correctly this.x = Math.max( min.x, Math.min( max.x, this.x ) ); this.y = Math.max( min.y, Math.min( max.y, this.y ) ); this.z = Math.max( min.z, Math.min( max.z, this.z ) ); this.w = Math.max( min.w, Math.min( max.w, this.w ) ); return this; }, clampScalar: function () { var min = new Vector4$1(); var max = new Vector4$1(); return function clampScalar( minVal, maxVal ) { min.set( minVal, minVal, minVal, minVal ); max.set( maxVal, maxVal, maxVal, maxVal ); return this.clamp( min, max ); }; }(), floor: function () { this.x = Math.floor( this.x ); this.y = Math.floor( this.y ); this.z = Math.floor( this.z ); this.w = Math.floor( this.w ); return this; }, ceil: function () { this.x = Math.ceil( this.x ); this.y = Math.ceil( this.y ); this.z = Math.ceil( this.z ); this.w = Math.ceil( this.w ); return this; }, round: function () { this.x = Math.round( this.x ); this.y = Math.round( this.y ); this.z = Math.round( this.z ); this.w = Math.round( this.w ); return this; }, roundToZero: function () { this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w ); return this; }, negate: function () { this.x = - this.x; this.y = - this.y; this.z = - this.z; this.w = - this.w; return this; }, dot: function ( v ) { return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; }, lengthSq: function () { return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; }, length: function () { return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); }, lengthManhattan: function () { return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); }, normalize: function () { return this.divideScalar( this.length() ); }, setLength: function ( length ) { return this.multiplyScalar( length / this.length() ); }, lerp: function ( v, alpha ) { this.x += ( v.x - this.x ) * alpha; this.y += ( v.y - this.y ) * alpha; this.z += ( v.z - this.z ) * alpha; this.w += ( v.w - this.w ) * alpha; return this; }, lerpVectors: function ( v1, v2, alpha ) { return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); }, equals: function ( v ) { return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); }, fromArray: function ( array, offset ) { if ( offset === undefined ) offset = 0; this.x = array[ offset ]; this.y = array[ offset + 1 ]; this.z = array[ offset + 2 ]; this.w = array[ offset + 3 ]; return this; }, toArray: function ( array, offset ) { if ( array === undefined ) array = []; if ( offset === undefined ) offset = 0; array[ offset ] = this.x; array[ offset + 1 ] = this.y; array[ offset + 2 ] = this.z; array[ offset + 3 ] = this.w; return array; }, fromBufferAttribute: function ( attribute, index, offset ) { if ( offset !== undefined ) { console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' ); } this.x = attribute.getX( index ); this.y = attribute.getY( index ); this.z = attribute.getZ( index ); this.w = attribute.getW( index ); return this; } } ); /** * @author szimek / https://github.com/szimek/ * @author alteredq / http://alteredqualia.com/ * @author Marius Kintel / https://github.com/kintel */ /* In options, we can specify: * Texture parameters for an auto-generated target texture * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers */ function WebGLRenderTarget$1( width, height, options ) { this.uuid = _Math$1.generateUUID(); this.width = width; this.height = height; this.scissor = new Vector4$1( 0, 0, width, height ); this.scissorTest = false; this.viewport = new Vector4$1( 0, 0, width, height ); options = options || {}; if ( options.minFilter === undefined ) options.minFilter = LinearFilter$1; this.texture = new Texture$1( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null; } Object.assign( WebGLRenderTarget$1.prototype, EventDispatcher$1.prototype, { isWebGLRenderTarget: true, setSize: function ( width, height ) { if ( this.width !== width || this.height !== height ) { this.width = width; this.height = height; this.dispose(); } this.viewport.set( 0, 0, width, height ); this.scissor.set( 0, 0, width, height ); }, clone: function () { return new this.constructor().copy( this ); }, copy: function ( source ) { this.width = source.width; this.height = source.height; this.viewport.copy( source.viewport ); this.texture = source.texture.clone(); this.depthBuffer = source.depthBuffer; this.stencilBuffer = source.stencilBuffer; this.depthTexture = source.depthTexture; return this; }, dispose: function () { this.dispatchEvent( { type: 'dispose' } ); } } ); /** * @author alteredq / http://alteredqualia.com */ function WebGLRenderTargetCube$1( width, height, options ) { WebGLRenderTarget$1.call( this, width, height, options ); this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5 this.activeMipMapLevel = 0; } WebGLRenderTargetCube$1.prototype = Object.create( WebGLRenderTarget$1.prototype ); WebGLRenderTargetCube$1.prototype.constructor = WebGLRenderTargetCube$1; WebGLRenderTargetCube$1.prototype.isWebGLRenderTargetCube = true; /** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ * @author WestLangley / http://github.com/WestLangley * @author bhouston / http://clara.io */ function Quaternion$1( x, y, z, w ) { this._x = x || 0; this._y = y || 0; this._z = z || 0; this._w = ( w !== undefined ) ? w : 1; } Object.assign( Quaternion$1, { slerp: function ( qa, qb, qm, t ) { return qm.copy( qa ).slerp( qb, t ); }, slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { // fuzz-free, array-based Quaternion SLERP operation var x0 = src0[ srcOffset0 + 0 ], y0 = src0[ srcOffset0 + 1 ], z0 = src0[ srcOffset0 + 2 ], w0 = src0[ srcOffset0 + 3 ], x1 = src1[ srcOffset1 + 0 ], y1 = src1[ srcOffset1 + 1 ], z1 = src1[ srcOffset1 + 2 ], w1 = src1[ srcOffset1 + 3 ]; if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { var s = 1 - t, cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, dir = ( cos >= 0 ? 1 : - 1 ), sqrSin = 1 - cos * cos; // Skip the Slerp for tiny steps to avoid numeric problems: if ( sqrSin > Number.EPSILON ) { var sin = Math.sqrt( sqrSin ), len = Math.atan2( sin, cos * dir ); s = Math.sin( s * len ) / sin; t = Math.sin( t * len ) / sin; } var tDir = t * dir; x0 = x0 * s + x1 * tDir; y0 = y0 * s + y1 * tDir; z0 = z0 * s + z1 * tDir; w0 = w0 * s + w1 * tDir; // Normalize in case we just did a lerp: if ( s === 1 - t ) { var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); x0 *= f; y0 *= f; z0 *= f; w0 *= f; } } dst[ dstOffset ] = x0; dst[ dstOffset + 1 ] = y0; dst[ dstOffset + 2 ] = z0; dst[ dstOffset + 3 ] = w0; } } ); Object.defineProperties( Quaternion$1.prototype, { x: { get: function () { return this._x; }, set: function ( value ) { this._x = value; this.onChangeCallback(); } }, y: { get: function () { return this._y; }, set: function ( value ) { this._y = value; this.onChangeCallback(); } }, z: { get: function () { return this._z; }, set: function ( value ) { this._z = value; this.onChangeCallback(); } }, w: { get: function () { return this._w; }, set: function ( value ) { this._w = value; this.onChangeCallback(); } } } ); Object.assign( Quaternion$1.prototype, { set: function ( x, y, z, w ) { this._x = x; this._y = y; this._z = z; this._w = w; this.onChangeCallback(); return this; }, clone: function () { return new this.constructor( this._x, this._y, this._z, this._w ); }, copy: function ( quaternion ) { this._x = quaternion.x; this._y = quaternion.y; this._z = quaternion.z; this._w = quaternion.w; this.onChangeCallback(); return this; }, setFromEuler: function ( euler, update ) { if ( ( euler && euler.isEuler ) === false ) { throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' ); } var x = euler._x, y = euler._y, z = euler._z, order = euler.order; // http://www.mathworks.com/matlabcentral/fileexchange/ // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ // content/SpinCalc.m var cos = Math.cos; var sin = Math.sin; var c1 = cos( x / 2 ); var c2 = cos( y / 2 ); var c3 = cos( z / 2 ); var s1 = sin( x / 2 ); var s2 = sin( y / 2 ); var s3 = sin( z / 2 ); if ( order === 'XYZ' ) { this._x = s1 * c2 * c3 + c1 * s2 * s3; this._y = c1 * s2 * c3 - s1 * c2 * s3; this._z = c1 * c2 * s3 + s1 * s2 * c3; this._w = c1 * c2 * c3 - s1 * s2 * s3; } else if ( order === 'YXZ' ) { this._x = s1 * c2 * c3 + c1 * s2 * s3; this._y = c1 * s2 * c3 - s1 * c2 * s3; this._z = c1 * c2 * s3 - s1 * s2 * c3; this._w = c1 * c2 * c3 + s1 * s2 * s3; } else if ( order === 'ZXY' ) { this._x = s1 * c2 * c3 - c1 * s2 * s3; this._y = c1 * s2 * c3 + s1 * c2 * s3; this._z = c1 * c2 * s3 + s1 * s2 * c3; this._w = c1 * c2 * c3 - s1 * s2 * s3; } else if ( order === 'ZYX' ) { this._x = s1 * c2 * c3 - c1 * s2 * s3; this._y = c1 * s2 * c3 + s1 * c2 * s3; this._z = c1 * c2 * s3 - s1 * s2 * c3; this._w = c1 * c2 * c3 + s1 * s2 * s3; } else if ( order === 'YZX' ) { this._x = s1 * c2 * c3 + c1 * s2 * s3; this._y = c1 * s2 * c3 + s1 * c2 * s3; this._z = c1 * c2 * s3 - s1 * s2 * c3; this._w = c1 * c2 * c3 - s1 * s2 * s3; } else if ( order === 'XZY' ) { this._x = s1 * c2 * c3 - c1 * s2 * s3; this._y = c1 * s2 * c3 - s1 * c2 * s3; this._z = c1 * c2 * s3 + s1 * s2 * c3; this._w = c1 * c2 * c3 + s1 * s2 * s3; } if ( update !== false ) this.onChangeCallback(); return this; }, setFromAxisAngle: function ( axis, angle ) { // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm // assumes axis is normalized var halfAngle = angle / 2, s = Math.sin( halfAngle ); this._x = axis.x * s; this._y = axis.y * s; this._z = axis.z * s; this._w = Math.cos( halfAngle ); this.onChangeCallback(); return this; }, setFromRotationMatrix: function ( m ) { // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) var te = m.elements, m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], trace = m11 + m22 + m33, s; if ( trace > 0 ) { s = 0.5 / Math.sqrt( trace + 1.0 ); this._w = 0.25 / s; this._x = ( m32 - m23 ) * s; this._y = ( m13 - m31 ) * s; this._z = ( m21 - m12 ) * s; } else if ( m11 > m22 && m11 > m33 ) { s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); this._w = ( m32 - m23 ) / s; this._x = 0.25 * s; this._y = ( m12 + m21 ) / s; this._z = ( m13 + m31 ) / s; } else if ( m22 > m33 ) { s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); this._w = ( m13 - m31 ) / s; this._x = ( m12 + m21 ) / s; this._y = 0.25 * s; this._z = ( m23 + m32 ) / s; } else { s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); this._w = ( m21 - m12 ) / s; this._x = ( m13 + m31 ) / s; this._y = ( m23 + m32 ) / s; this._z = 0.25 * s; } this.onChangeCallback(); return this; }, setFromUnitVectors: function () { // assumes direction vectors vFrom and vTo are normalized var v1 = new Vector3$1(); var r; var EPS = 0.000001; return function setFromUnitVectors( vFrom, vTo ) { if ( v1 === undefined ) v1 = new Vector3$1(); r = vFrom.dot( vTo ) + 1; if ( r < EPS ) { r = 0; if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { v1.set( - vFrom.y, vFrom.x, 0 ); } else { v1.set( 0, - vFrom.z, vFrom.y ); } } else { v1.crossVectors( vFrom, vTo ); } this._x = v1.x; this._y = v1.y; this._z = v1.z; this._w = r; return this.normalize(); }; }(), inverse: function () { return this.conjugate().normalize(); }, conjugate: function () { this._x *= - 1; this._y *= - 1; this._z *= - 1; this.onChangeCallback(); return this; }, dot: function ( v ) { return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; }, lengthSq: function () { return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; }, length: function () { return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); }, normalize: function () { var l = this.length(); if ( l === 0 ) { this._x = 0; this._y = 0; this._z = 0; this._w = 1; } else { l = 1 / l; this._x = this._x * l; this._y = this._y * l; this._z = this._z * l; this._w = this._w * l; } this.onChangeCallback(); return this; }, multiply: function ( q, p ) { if ( p !== undefined ) { console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' ); return this.multiplyQuaternions( q, p ); } return this.multiplyQuaternions( this, q ); }, premultiply: function ( q ) { return this.multiplyQuaternions( q, this ); }, multiplyQuaternions: function ( a, b ) { // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; this.onChangeCallback(); return this; }, slerp: function ( qb, t ) { if ( t === 0 ) return this; if ( t === 1 ) return this.copy( qb ); var x = this._x, y = this._y, z = this._z, w = this._w; // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; if ( cosHalfTheta < 0 ) { this._w = - qb._w; this._x = - qb._x; this._y = - qb._y; this._z = - qb._z; cosHalfTheta = - cosHalfTheta; } else { this.copy( qb ); } if ( cosHalfTheta >= 1.0 ) { this._w = w; this._x = x; this._y = y; this._z = z; return this; } var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta ); if ( Math.abs( sinHalfTheta ) < 0.001 ) { this._w = 0.5 * ( w + this._w ); this._x = 0.5 * ( x + this._x ); this._y = 0.5 * ( y + this._y ); this._z = 0.5 * ( z + this._z ); return this; } var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; this._w = ( w * ratioA + this._w * ratioB ); this._x = ( x * ratioA + this._x * ratioB ); this._y = ( y * ratioA + this._y * ratioB ); this._z = ( z * ratioA + this._z * ratioB ); this.onChangeCallback(); return this; }, equals: function ( quaternion ) { return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); }, fromArray: function ( array, offset ) { if ( offset === undefined ) offset = 0; this._x = array[ offset ]; this._y = array[ offset + 1 ]; this._z = array[ offset + 2 ]; this._w = array[ offset + 3 ]; this.onChangeCallback(); return this; }, toArray: function ( array, offset ) { if ( array === undefined ) array = []; if ( offset === undefined ) offset = 0; array[ offset ] = this._x; array[ offset + 1 ] = this._y; array[ offset + 2 ] = this._z; array[ offset + 3 ] = this._w; return array; }, onChange: function ( callback ) { this.onChangeCallback = callback; return this; }, onChangeCallback: function () {} } ); /** * @author mrdoob / http://mrdoob.com/ * @author *kile / http://kile.stravaganza.org/ * @author philogb / http://blog.thejit.org/ * @author mikael emtinger / http://gomo.se/ * @author egraether / http://egraether.com/ * @author WestLangley / http://github.com/WestLangley */ function Vector3$1( x, y, z ) { this.x = x || 0; this.y = y || 0; this.z = z || 0; } Object.assign( Vector3$1.prototype, { isVector3: true, set: function ( x, y, z ) { this.x = x; this.y = y; this.z = z; return this; }, setScalar: function ( scalar ) { this.x = scalar; this.y = scalar; this.z = scalar; return this; }, setX: function ( x ) { this.x = x; return this; }, setY: function ( y ) { this.y = y; return this; }, setZ: function ( z ) { this.z = z; return this; }, setComponent: function ( index, value ) { switch ( index ) { case 0: this.x = value; break; case 1: this.y = value; break; case 2: this.z = value; break; default: throw new Error( 'index is out of range: ' + index ); } return this; }, getComponent: function ( index ) { switch ( index ) { case 0: return this.x; case 1: return this.y; case 2: return this.z; default: throw new Error( 'index is out of range: ' + index ); } }, clone: function () { return new this.constructor( this.x, this.y, this.z ); }, copy: function ( v ) { this.x = v.x; this.y = v.y; this.z = v.z; return this; }, add: function ( v, w ) { if ( w !== undefined ) { console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); return this.addVectors( v, w ); } this.x += v.x; this.y += v.y; this.z += v.z; return this; }, addScalar: function ( s ) { this.x += s; this.y += s; this.z += s; return this; }, addVectors: function ( a, b ) { this.x = a.x + b.x; this.y = a.y + b.y; this.z = a.z + b.z; return this; }, addScaledVector: function ( v, s ) { this.x += v.x * s; this.y += v.y * s; this.z += v.z * s; return this; }, sub: function ( v, w ) { if ( w !== undefined ) { console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); return this.subVectors( v, w ); } this.x -= v.x; this.y -= v.y; this.z -= v.z; return this; }, subScalar: function ( s ) { this.x -= s; this.y -= s; this.z -= s; return this; }, subVectors: function ( a, b ) { this.x = a.x - b.x; this.y = a.y - b.y; this.z = a.z - b.z; return this; }, multiply: function ( v, w ) { if ( w !== undefined ) { console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' ); return this.multiplyVectors( v, w ); } this.x *= v.x; this.y *= v.y; this.z *= v.z; return this; }, multiplyScalar: function ( scalar ) { this.x *= scalar; this.y *= scalar; this.z *= scalar; return this; }, multiplyVectors: function ( a, b ) { this.x = a.x * b.x; this.y = a.y * b.y; this.z = a.z * b.z; return this; }, applyEuler: function () { var quaternion = new Quaternion$1(); return function applyEuler( euler ) { if ( ( euler && euler.isEuler ) === false ) { console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' ); } return this.applyQuaternion( quaternion.setFromEuler( euler ) ); }; }(), applyAxisAngle: function () { var quaternion = new Quaternion$1(); return function applyAxisAngle( axis, angle ) { return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) ); }; }(), applyMatrix3: function ( m ) { var x = this.x, y = this.y, z = this.z; var e = m.elements; this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z; return this; }, applyMatrix4: function ( m ) { var x = this.x, y = this.y, z = this.z; var e = m.elements; this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ]; this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ]; this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ]; var w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ]; return this.divideScalar( w ); }, applyQuaternion: function ( q ) { var x = this.x, y = this.y, z = this.z; var qx = q.x, qy = q.y, qz = q.z, qw = q.w; // calculate quat * vector var ix = qw * x + qy * z - qz * y; var iy = qw * y + qz * x - qx * z; var iz = qw * z + qx * y - qy * x; var iw = - qx * x - qy * y - qz * z; // calculate result * inverse quat this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy; this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz; this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx; return this; }, project: function () { var matrix = new Matrix4$1(); return function project( camera ) { matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) ); return this.applyMatrix4( matrix ); }; }(), unproject: function () { var matrix = new Matrix4$1(); return function unproject( camera ) { matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) ); return this.applyMatrix4( matrix ); }; }(), transformDirection: function ( m ) { // input: THREE.Matrix4 affine matrix // vector interpreted as a direction var x = this.x, y = this.y, z = this.z; var e = m.elements; this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z; return this.normalize(); }, divide: function ( v ) { this.x /= v.x; this.y /= v.y; this.z /= v.z; return this; }, divideScalar: function ( scalar ) { return this.multiplyScalar( 1 / scalar ); }, min: function ( v ) { this.x = Math.min( this.x, v.x ); this.y = Math.min( this.y, v.y ); this.z = Math.min( this.z, v.z ); return this; }, max: function ( v ) { this.x = Math.max( this.x, v.x ); this.y = Math.max( this.y, v.y ); this.z = Math.max( this.z, v.z ); return this; }, clamp: function ( min, max ) { // This function assumes min < max, if this assumption isn't true it will not operate correctly this.x = Math.max( min.x, Math.min( max.x, this.x ) ); this.y = Math.max( min.y, Math.min( max.y, this.y ) ); this.z = Math.max( min.z, Math.min( max.z, this.z ) ); return this; }, clampScalar: function () { var min = new Vector3$1(); var max = new Vector3$1(); return function clampScalar( minVal, maxVal ) { min.set( minVal, minVal, minVal ); max.set( maxVal, maxVal, maxVal ); return this.clamp( min, max ); }; }(), clampLength: function ( min, max ) { var length = this.length(); return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length ); }, floor: function () { this.x = Math.floor( this.x ); this.y = Math.floor( this.y ); this.z = Math.floor( this.z ); return this; }, ceil: function () { this.x = Math.ceil( this.x ); this.y = Math.ceil( this.y ); this.z = Math.ceil( this.z ); return this; }, round: function () { this.x = Math.round( this.x ); this.y = Math.round( this.y ); this.z = Math.round( this.z ); return this; }, roundToZero: function () { this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); return this; }, negate: function () { this.x = - this.x; this.y = - this.y; this.z = - this.z; return this; }, dot: function ( v ) { return this.x * v.x + this.y * v.y + this.z * v.z; }, // TODO lengthSquared? lengthSq: function () { return this.x * this.x + this.y * this.y + this.z * this.z; }, length: function () { return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); }, lengthManhattan: function () { return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); }, normalize: function () { return this.divideScalar( this.length() ); }, setLength: function ( length ) { return this.multiplyScalar( length / this.length() ); }, lerp: function ( v, alpha ) { this.x += ( v.x - this.x ) * alpha; this.y += ( v.y - this.y ) * alpha; this.z += ( v.z - this.z ) * alpha; return this; }, lerpVectors: function ( v1, v2, alpha ) { return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); }, cross: function ( v, w ) { if ( w !== undefined ) { console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' ); return this.crossVectors( v, w ); } var x = this.x, y = this.y, z = this.z; this.x = y * v.z - z * v.y; this.y = z * v.x - x * v.z; this.z = x * v.y - y * v.x; return this; }, crossVectors: function ( a, b ) { var ax = a.x, ay = a.y, az = a.z; var bx = b.x, by = b.y, bz = b.z; this.x = ay * bz - az * by; this.y = az * bx - ax * bz; this.z = ax * by - ay * bx; return this; }, projectOnVector: function ( vector ) { var scalar = vector.dot( this ) / vector.lengthSq(); return this.copy( vector ).multiplyScalar( scalar ); }, projectOnPlane: function () { var v1 = new Vector3$1(); return function projectOnPlane( planeNormal ) { v1.copy( this ).projectOnVector( planeNormal ); return this.sub( v1 ); }; }(), reflect: function () { // reflect incident vector off plane orthogonal to normal // normal is assumed to have unit length var v1 = new Vector3$1(); return function reflect( normal ) { return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); }; }(), angleTo: function ( v ) { var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) ); // clamp, to handle numerical problems return Math.acos( _Math$1.clamp( theta, - 1, 1 ) ); }, distanceTo: function ( v ) { return Math.sqrt( this.distanceToSquared( v ) ); }, distanceToSquared: function ( v ) { var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; return dx * dx + dy * dy + dz * dz; }, distanceToManhattan: function ( v ) { return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); }, setFromSpherical: function ( s ) { var sinPhiRadius = Math.sin( s.phi ) * s.radius; this.x = sinPhiRadius * Math.sin( s.theta ); this.y = Math.cos( s.phi ) * s.radius; this.z = sinPhiRadius * Math.cos( s.theta ); return this; }, setFromCylindrical: function ( c ) { this.x = c.radius * Math.sin( c.theta ); this.y = c.y; this.z = c.radius * Math.cos( c.theta ); return this; }, setFromMatrixPosition: function ( m ) { return this.setFromMatrixColumn( m, 3 ); }, setFromMatrixScale: function ( m ) { var sx = this.setFromMatrixColumn( m, 0 ).length(); var sy = this.setFromMatrixColumn( m, 1 ).length(); var sz = this.setFromMatrixColumn( m, 2 ).length(); this.x = sx; this.y = sy; this.z = sz; return this; }, setFromMatrixColumn: function ( m, index ) { return this.fromArray( m.elements, index * 4 ); }, equals: function ( v ) { return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); }, fromArray: function ( array, offset ) { if ( offset === undefined ) offset = 0; this.x = array[ offset ]; this.y = array[ offset + 1 ]; this.z = array[ offset + 2 ]; return this; }, toArray: function ( array, offset ) { if ( array === undefined ) array = []; if ( offset === undefined ) offset = 0; array[ offset ] = this.x; array[ offset + 1 ] = this.y; array[ offset + 2 ] = this.z; return array; }, fromBufferAttribute: function ( attribute, index, offset ) { if ( offset !== undefined ) { console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' ); } this.x = attribute.getX( index ); this.y = attribute.getY( index ); this.z = attribute.getZ( index ); return this; } } ); /** * @author mrdoob / http://mrdoob.com/ * @author supereggbert / http://www.paulbrunt.co.uk/ * @author philogb / http://blog.thejit.org/ * @author jordi_ros / http://plattsoft.com * @author D1plo1d / http://github.com/D1plo1d * @author alteredq / http://alteredqualia.com/ * @author mikael emtinger / http://gomo.se/ * @author timknip / http://www.floorplanner.com/ * @author bhouston / http://clara.io * @author WestLangley / http://github.com/WestLangley */ function Matrix4$1() { this.elements = [ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ]; if ( arguments.length > 0 ) { console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' ); } } Object.assign( Matrix4$1.prototype, { isMatrix4: true, set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { var te = this.elements; te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14; te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24; te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34; te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44; return this; }, identity: function () { this.set( 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ); return this; }, clone: function () { return new Matrix4$1().fromArray( this.elements ); }, copy: function ( m ) { var te = this.elements; var me = m.elements; te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ]; te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ]; return this; }, copyPosition: function ( m ) { var te = this.elements, me = m.elements; te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; return this; }, extractBasis: function ( xAxis, yAxis, zAxis ) { xAxis.setFromMatrixColumn( this, 0 ); yAxis.setFromMatrixColumn( this, 1 ); zAxis.setFromMatrixColumn( this, 2 ); return this; }, makeBasis: function ( xAxis, yAxis, zAxis ) { this.set( xAxis.x, yAxis.x, zAxis.x, 0, xAxis.y, yAxis.y, zAxis.y, 0, xAxis.z, yAxis.z, zAxis.z, 0, 0, 0, 0, 1 ); return this; }, extractRotation: function () { var v1 = new Vector3$1(); return function extractRotation( m ) { var te = this.elements; var me = m.elements; var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length(); var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length(); var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length(); te[ 0 ] = me[ 0 ] * scaleX; te[ 1 ] = me[ 1 ] * scaleX; te[ 2 ] = me[ 2 ] * scaleX; te[ 4 ] = me[ 4 ] * scaleY; te[ 5 ] = me[ 5 ] * scaleY; te[ 6 ] = me[ 6 ] * scaleY; te[ 8 ] = me[ 8 ] * scaleZ; te[ 9 ] = me[ 9 ] * scaleZ; te[ 10 ] = me[ 10 ] * scaleZ; return this; }; }(), makeRotationFromEuler: function ( euler ) { if ( ( euler && euler.isEuler ) === false ) { console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' ); } var te = this.elements; var x = euler.x, y = euler.y, z = euler.z; var a = Math.cos( x ), b = Math.sin( x ); var c = Math.cos( y ), d = Math.sin( y ); var e = Math.cos( z ), f = Math.sin( z ); if ( euler.order === 'XYZ' ) { var ae = a * e, af = a * f, be = b * e, bf = b * f; te[ 0 ] = c * e; te[ 4 ] = - c * f; te[ 8 ] = d; te[ 1 ] = af + be * d; te[ 5 ] = ae - bf * d; te[ 9 ] = - b * c; te[ 2 ] = bf - ae * d; te[ 6 ] = be + af * d; te[ 10 ] = a * c; } else if ( euler.order === 'YXZ' ) { var ce = c * e, cf = c * f, de = d * e, df = d * f; te[ 0 ] = ce + df * b; te[ 4 ] = de * b - cf; te[ 8 ] = a * d; te[ 1 ] = a * f; te[ 5 ] = a * e; te[ 9 ] = - b; te[ 2 ] = cf * b - de; te[ 6 ] = df + ce * b; te[ 10 ] = a * c; } else if ( euler.order === 'ZXY' ) { var ce = c * e, cf = c * f, de = d * e, df = d * f; te[ 0 ] = ce - df * b; te[ 4 ] = - a * f; te[ 8 ] = de + cf * b; te[ 1 ] = cf + de * b; te[ 5 ] = a * e; te[ 9 ] = df - ce * b; te[ 2 ] = - a * d; te[ 6 ] = b; te[ 10 ] = a * c; } else if ( euler.order === 'ZYX' ) { var ae = a * e, af = a * f, be = b * e, bf = b * f; te[ 0 ] = c * e; te[ 4 ] = be * d - af; te[ 8 ] = ae * d + bf; te[ 1 ] = c * f; te[ 5 ] = bf * d + ae; te[ 9 ] = af * d - be; te[ 2 ] = - d; te[ 6 ] = b * c; te[ 10 ] = a * c; } else if ( euler.order === 'YZX' ) { var ac = a * c, ad = a * d, bc = b * c, bd = b * d; te[ 0 ] = c * e; te[ 4 ] = bd - ac * f; te[ 8 ] = bc * f + ad; te[ 1 ] = f; te[ 5 ] = a * e; te[ 9 ] = - b * e; te[ 2 ] = - d * e; te[ 6 ] = ad * f + bc; te[ 10 ] = ac - bd * f; } else if ( euler.order === 'XZY' ) { var ac = a * c, ad = a * d, bc = b * c, bd = b * d; te[ 0 ] = c * e; te[ 4 ] = - f; te[ 8 ] = d * e; te[ 1 ] = ac * f + bd; te[ 5 ] = a * e; te[ 9 ] = ad * f - bc; te[ 2 ] = bc * f - ad; te[ 6 ] = b * e; te[ 10 ] = bd * f + ac; } // last column te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; // bottom row te[ 12 ] = 0; te[ 13 ] = 0; te[ 14 ] = 0; te[ 15 ] = 1; return this; }, makeRotationFromQuaternion: function ( q ) { var te = this.elements; var x = q._x, y = q._y, z = q._z, w = q._w; var x2 = x + x, y2 = y + y, z2 = z + z; var xx = x * x2, xy = x * y2, xz = x * z2; var yy = y * y2, yz = y * z2, zz = z * z2; var wx = w * x2, wy = w * y2, wz = w * z2; te[ 0 ] = 1 - ( yy + zz ); te[ 4 ] = xy - wz; te[ 8 ] = xz + wy; te[ 1 ] = xy + wz; te[ 5 ] = 1 - ( xx + zz ); te[ 9 ] = yz - wx; te[ 2 ] = xz - wy; te[ 6 ] = yz + wx; te[ 10 ] = 1 - ( xx + yy ); // last column te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; // bottom row te[ 12 ] = 0; te[ 13 ] = 0; te[ 14 ] = 0; te[ 15 ] = 1; return this; }, lookAt: function () { var x = new Vector3$1(); var y = new Vector3$1(); var z = new Vector3$1(); return function lookAt( eye, target, up ) { var te = this.elements; z.subVectors( eye, target ); if ( z.lengthSq() === 0 ) { // eye and target are in the same position z.z = 1; } z.normalize(); x.crossVectors( up, z ); if ( x.lengthSq() === 0 ) { // eye and target are in the same vertical z.z += 0.0001; x.crossVectors( up, z ); } x.normalize(); y.crossVectors( z, x ); te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x; te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y; te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z; return this; }; }(), multiply: function ( m, n ) { if ( n !== undefined ) { console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' ); return this.multiplyMatrices( m, n ); } return this.multiplyMatrices( this, m ); }, premultiply: function ( m ) { return this.multiplyMatrices( m, this ); }, multiplyMatrices: function ( a, b ) { var ae = a.elements; var be = b.elements; var te = this.elements; var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; return this; }, multiplyScalar: function ( s ) { var te = this.elements; te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s; te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s; te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s; te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s; return this; }, applyToBufferAttribute: function () { var v1 = new Vector3$1(); return function applyToBufferAttribute( attribute ) { for ( var i = 0, l = attribute.count; i < l; i ++ ) { v1.x = attribute.getX( i ); v1.y = attribute.getY( i ); v1.z = attribute.getZ( i ); v1.applyMatrix4( this ); attribute.setXYZ( i, v1.x, v1.y, v1.z ); } return attribute; }; }(), determinant: function () { var te = this.elements; var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; //TODO: make this more efficient //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) return ( n41 * ( + n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34 ) + n42 * ( + n11 * n23 * n34 - n11 * n24 * n33 + n14 * n21 * n33 - n13 * n21 * n34 + n13 * n24 * n31 - n14 * n23 * n31 ) + n43 * ( + n11 * n24 * n32 - n11 * n22 * n34 - n14 * n21 * n32 + n12 * n21 * n34 + n14 * n22 * n31 - n12 * n24 * n31 ) + n44 * ( - n13 * n22 * n31 - n11 * n23 * n32 + n11 * n22 * n33 + n13 * n21 * n32 - n12 * n21 * n33 + n12 * n23 * n31 ) ); }, transpose: function () { var te = this.elements; var tmp; tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp; tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp; tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp; tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp; tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp; tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp; return this; }, setPosition: function ( v ) { var te = this.elements; te[ 12 ] = v.x; te[ 13 ] = v.y; te[ 14 ] = v.z; return this; }, getInverse: function ( m, throwOnDegenerate ) { // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm var te = this.elements, me = m.elements, n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ], n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ], n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ], n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ], t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; if ( det === 0 ) { var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0"; if ( throwOnDegenerate === true ) { throw new Error( msg ); } else { console.warn( msg ); } return this.identity(); } var detInv = 1 / det; te[ 0 ] = t11 * detInv; te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv; te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv; te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv; te[ 4 ] = t12 * detInv; te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv; te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv; te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv; te[ 8 ] = t13 * detInv; te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv; te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv; te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv; te[ 12 ] = t14 * detInv; te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv; te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv; te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv; return this; }, scale: function ( v ) { var te = this.elements; var x = v.x, y = v.y, z = v.z; te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z; te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z; te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z; te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z; return this; }, getMaxScaleOnAxis: function () { var te = this.elements; var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ]; return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); }, makeTranslation: function ( x, y, z ) { this.set( 1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1 ); return this; }, makeRotationX: function ( theta ) { var c = Math.cos( theta ), s = Math.sin( theta ); this.set( 1, 0, 0, 0, 0, c, - s, 0, 0, s, c, 0, 0, 0, 0, 1 ); return this; }, makeRotationY: function ( theta ) { var c = Math.cos( theta ), s = Math.sin( theta ); this.set( c, 0, s, 0, 0, 1, 0, 0, - s, 0, c, 0, 0, 0, 0, 1 ); return this; }, makeRotationZ: function ( theta ) { var c = Math.cos( theta ), s = Math.sin( theta ); this.set( c, - s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ); return this; }, makeRotationAxis: function ( axis, angle ) { // Based on http://www.gamedev.net/reference/articles/article1199.asp var c = Math.cos( angle ); var s = Math.sin( angle ); var t = 1 - c; var x = axis.x, y = axis.y, z = axis.z; var tx = t * x, ty = t * y; this.set( tx * x + c, tx * y - s * z, tx * z + s * y, 0, tx * y + s * z, ty * y + c, ty * z - s * x, 0, tx * z - s * y, ty * z + s * x, t * z * z + c, 0, 0, 0, 0, 1 ); return this; }, makeScale: function ( x, y, z ) { this.set( x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1 ); return this; }, makeShear: function ( x, y, z ) { this.set( 1, y, z, 0, x, 1, z, 0, x, y, 1, 0, 0, 0, 0, 1 ); return this; }, compose: function ( position, quaternion, scale ) { this.makeRotationFromQuaternion( quaternion ); this.scale( scale ); this.setPosition( position ); return this; }, decompose: function () { var vector = new Vector3$1(); var matrix = new Matrix4$1(); return function decompose( position, quaternion, scale ) { var te = this.elements; var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); // if determine is negative, we need to invert one scale var det = this.determinant(); if ( det < 0 ) sx = - sx; position.x = te[ 12 ]; position.y = te[ 13 ]; position.z = te[ 14 ]; // scale the rotation part matrix.copy( this ); var invSX = 1 / sx; var invSY = 1 / sy; var invSZ = 1 / sz; matrix.elements[ 0 ] *= invSX; matrix.elements[ 1 ] *= invSX; matrix.elements[ 2 ] *= invSX; matrix.elements[ 4 ] *= invSY; matrix.elements[ 5 ] *= invSY; matrix.elements[ 6 ] *= invSY; matrix.elements[ 8 ] *= invSZ; matrix.elements[ 9 ] *= invSZ; matrix.elements[ 10 ] *= invSZ; quaternion.setFromRotationMatrix( matrix ); scale.x = sx; scale.y = sy; scale.z = sz; return this; }; }(), makePerspective: function ( left, right, top, bottom, near, far ) { if ( far === undefined ) { console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' ); } var te = this.elements; var x = 2 * near / ( right - left ); var y = 2 * near / ( top - bottom ); var a = ( right + left ) / ( right - left ); var b = ( top + bottom ) / ( top - bottom ); var c = - ( far + near ) / ( far - near ); var d = - 2 * far * near / ( far - near ); te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0; te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0; te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d; te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0; return this; }, makeOrthographic: function ( left, right, top, bottom, near, far ) { var te = this.elements; var w = 1.0 / ( right - left ); var h = 1.0 / ( top - bottom ); var p = 1.0 / ( far - near ); var x = ( right + left ) * w; var y = ( top + bottom ) * h; var z = ( far + near ) * p; te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x; te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y; te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z; te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1; return this; }, equals: function ( matrix ) { var te = this.elements; var me = matrix.elements; for ( var i = 0; i < 16; i ++ ) { if ( te[ i ] !== me[ i ] ) return false; } return true; }, fromArray: function ( array, offset ) { if ( offset === undefined ) offset = 0; for ( var i = 0; i < 16; i ++ ) { this.elements[ i ] = array[ i + offset ]; } return this; }, toArray: function ( array, offset ) { if ( array === undefined ) array = []; if ( offset === undefined ) offset = 0; var te = this.elements; array[ offset ] = te[ 0 ]; array[ offset + 1 ] = te[ 1 ]; array[ offset + 2 ] = te[ 2 ]; array[ offset + 3 ] = te[ 3 ]; array[ offset + 4 ] = te[ 4 ]; array[ offset + 5 ] = te[ 5 ]; array[ offset + 6 ] = te[ 6 ]; array[ offset + 7 ] = te[ 7 ]; array[ offset + 8 ] = te[ 8 ]; array[ offset + 9 ] = te[ 9 ]; array[ offset + 10 ] = te[ 10 ]; array[ offset + 11 ] = te[ 11 ]; array[ offset + 12 ] = te[ 12 ]; array[ offset + 13 ] = te[ 13 ]; array[ offset + 14 ] = te[ 14 ]; array[ offset + 15 ] = te[ 15 ]; return array; } } ); /** * @author alteredq / http://alteredqualia.com/ */ function DataTexture$1( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { Texture$1.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); this.image = { data: data, width: width, height: height }; this.magFilter = magFilter !== undefined ? magFilter : NearestFilter$1; this.minFilter = minFilter !== undefined ? minFilter : NearestFilter$1; this.generateMipmaps = false; this.flipY = false; this.unpackAlignment = 1; } DataTexture$1.prototype = Object.create( Texture$1.prototype ); DataTexture$1.prototype.constructor = DataTexture$1; DataTexture$1.prototype.isDataTexture = true; /** * @author mrdoob / http://mrdoob.com/ */ function CubeTexture$1( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { images = images !== undefined ? images : []; mapping = mapping !== undefined ? mapping : CubeReflectionMapping$1; Texture$1.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); this.flipY = false; } CubeTexture$1.prototype = Object.create( Texture$1.prototype ); CubeTexture$1.prototype.constructor = CubeTexture$1; CubeTexture$1.prototype.isCubeTexture = true; Object.defineProperty( CubeTexture$1.prototype, 'images', { get: function () { return this.image; }, set: function ( value ) { this.image = value; } } ); /** * @author tschw * * Uniforms of a program. * Those form a tree structure with a special top-level container for the root, * which you get by calling 'new WebGLUniforms( gl, program, renderer )'. * * * Properties of inner nodes including the top-level container: * * .seq - array of nested uniforms * .map - nested uniforms by name * * * Methods of all nodes except the top-level container: * * .setValue( gl, value, [renderer] ) * * uploads a uniform value(s) * the 'renderer' parameter is needed for sampler uniforms * * * Static methods of the top-level container (renderer factorizations): * * .upload( gl, seq, values, renderer ) * * sets uniforms in 'seq' to 'values[id].value' * * .seqWithValue( seq, values ) : filteredSeq * * filters 'seq' entries with corresponding entry in values * * * Methods of the top-level container (renderer factorizations): * * .setValue( gl, name, value ) * * sets uniform with name 'name' to 'value' * * .set( gl, obj, prop ) * * sets uniform from object and property with same name than uniform * * .setOptional( gl, obj, prop ) * * like .set for an optional property of the object * */ var emptyTexture$1 = new Texture$1(); var emptyCubeTexture$1 = new CubeTexture$1(); // --- Base for inner nodes (including the root) --- function UniformContainer$1() { this.seq = []; this.map = {}; } // --- Utilities --- // Array Caches (provide typed arrays for temporary by size) var arrayCacheF32$1 = []; var arrayCacheI32$1 = []; // Float32Array caches used for uploading Matrix uniforms var mat4array$1 = new Float32Array( 16 ); var mat3array$1 = new Float32Array( 9 ); // Flattening for arrays of vectors and matrices function flatten$1( array, nBlocks, blockSize ) { var firstElem = array[ 0 ]; if ( firstElem <= 0 || firstElem > 0 ) return array; // unoptimized: ! isNaN( firstElem ) // see http://jacksondunstan.com/articles/983 var n = nBlocks * blockSize, r = arrayCacheF32$1[ n ]; if ( r === undefined ) { r = new Float32Array( n ); arrayCacheF32$1[ n ] = r; } if ( nBlocks !== 0 ) { firstElem.toArray( r, 0 ); for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) { offset += blockSize; array[ i ].toArray( r, offset ); } } return r; } // Texture unit allocation function allocTexUnits$1( renderer, n ) { var r = arrayCacheI32$1[ n ]; if ( r === undefined ) { r = new Int32Array( n ); arrayCacheI32$1[ n ] = r; } for ( var i = 0; i !== n; ++ i ) r[ i ] = renderer.allocTextureUnit(); return r; } // --- Setters --- // Note: Defining these methods externally, because they come in a bunch // and this way their names minify. // Single scalar function setValue1f$1( gl, v ) { gl.uniform1f( this.addr, v ); } function setValue1i$1( gl, v ) { gl.uniform1i( this.addr, v ); } // Single float vector (from flat array or THREE.VectorN) function setValue2fv$1( gl, v ) { if ( v.x === undefined ) gl.uniform2fv( this.addr, v ); else gl.uniform2f( this.addr, v.x, v.y ); } function setValue3fv$1( gl, v ) { if ( v.x !== undefined ) gl.uniform3f( this.addr, v.x, v.y, v.z ); else if ( v.r !== undefined ) gl.uniform3f( this.addr, v.r, v.g, v.b ); else gl.uniform3fv( this.addr, v ); } function setValue4fv$1( gl, v ) { if ( v.x === undefined ) gl.uniform4fv( this.addr, v ); else gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); } // Single matrix (from flat array or MatrixN) function setValue2fm$1( gl, v ) { gl.uniformMatrix2fv( this.addr, false, v.elements || v ); } function setValue3fm$1( gl, v ) { if ( v.elements === undefined ) { gl.uniformMatrix3fv( this.addr, false, v ); } else { mat3array$1.set( v.elements ); gl.uniformMatrix3fv( this.addr, false, mat3array$1 ); } } function setValue4fm$1( gl, v ) { if ( v.elements === undefined ) { gl.uniformMatrix4fv( this.addr, false, v ); } else { mat4array$1.set( v.elements ); gl.uniformMatrix4fv( this.addr, false, mat4array$1 ); } } // Single texture (2D / Cube) function setValueT1$1( gl, v, renderer ) { var unit = renderer.allocTextureUnit(); gl.uniform1i( this.addr, unit ); renderer.setTexture2D( v || emptyTexture$1, unit ); } function setValueT6$1( gl, v, renderer ) { var unit = renderer.allocTextureUnit(); gl.uniform1i( this.addr, unit ); renderer.setTextureCube( v || emptyCubeTexture$1, unit ); } // Integer / Boolean vectors or arrays thereof (always flat arrays) function setValue2iv$1( gl, v ) { gl.uniform2iv( this.addr, v ); } function setValue3iv$1( gl, v ) { gl.uniform3iv( this.addr, v ); } function setValue4iv$1( gl, v ) { gl.uniform4iv( this.addr, v ); } // Helper to pick the right setter for the singular case function getSingularSetter$1( type ) { switch ( type ) { case 0x1406: return setValue1f$1; // FLOAT case 0x8b50: return setValue2fv$1; // _VEC2 case 0x8b51: return setValue3fv$1; // _VEC3 case 0x8b52: return setValue4fv$1; // _VEC4 case 0x8b5a: return setValue2fm$1; // _MAT2 case 0x8b5b: return setValue3fm$1; // _MAT3 case 0x8b5c: return setValue4fm$1; // _MAT4 case 0x8b5e: return setValueT1$1; // SAMPLER_2D case 0x8b60: return setValueT6$1; // SAMPLER_CUBE case 0x1404: case 0x8b56: return setValue1i$1; // INT, BOOL case 0x8b53: case 0x8b57: return setValue2iv$1; // _VEC2 case 0x8b54: case 0x8b58: return setValue3iv$1; // _VEC3 case 0x8b55: case 0x8b59: return setValue4iv$1; // _VEC4 } } // Array of scalars function setValue1fv$1( gl, v ) { gl.uniform1fv( this.addr, v ); } function setValue1iv$1( gl, v ) { gl.uniform1iv( this.addr, v ); } // Array of vectors (flat or from THREE classes) function setValueV2a$1( gl, v ) { gl.uniform2fv( this.addr, flatten$1( v, this.size, 2 ) ); } function setValueV3a$1( gl, v ) { gl.uniform3fv( this.addr, flatten$1( v, this.size, 3 ) ); } function setValueV4a$1( gl, v ) { gl.uniform4fv( this.addr, flatten$1( v, this.size, 4 ) ); } // Array of matrices (flat or from THREE clases) function setValueM2a$1( gl, v ) { gl.uniformMatrix2fv( this.addr, false, flatten$1( v, this.size, 4 ) ); } function setValueM3a$1( gl, v ) { gl.uniformMatrix3fv( this.addr, false, flatten$1( v, this.size, 9 ) ); } function setValueM4a$1( gl, v ) { gl.uniformMatrix4fv( this.addr, false, flatten$1( v, this.size, 16 ) ); } // Array of textures (2D / Cube) function setValueT1a$1( gl, v, renderer ) { var n = v.length, units = allocTexUnits$1( renderer, n ); gl.uniform1iv( this.addr, units ); for ( var i = 0; i !== n; ++ i ) { renderer.setTexture2D( v[ i ] || emptyTexture$1, units[ i ] ); } } function setValueT6a$1( gl, v, renderer ) { var n = v.length, units = allocTexUnits$1( renderer, n ); gl.uniform1iv( this.addr, units ); for ( var i = 0; i !== n; ++ i ) { renderer.setTextureCube( v[ i ] || emptyCubeTexture$1, units[ i ] ); } } // Helper to pick the right setter for a pure (bottom-level) array function getPureArraySetter$1( type ) { switch ( type ) { case 0x1406: return setValue1fv$1; // FLOAT case 0x8b50: return setValueV2a$1; // _VEC2 case 0x8b51: return setValueV3a$1; // _VEC3 case 0x8b52: return setValueV4a$1; // _VEC4 case 0x8b5a: return setValueM2a$1; // _MAT2 case 0x8b5b: return setValueM3a$1; // _MAT3 case 0x8b5c: return setValueM4a$1; // _MAT4 case 0x8b5e: return setValueT1a$1; // SAMPLER_2D case 0x8b60: return setValueT6a$1; // SAMPLER_CUBE case 0x1404: case 0x8b56: return setValue1iv$1; // INT, BOOL case 0x8b53: case 0x8b57: return setValue2iv$1; // _VEC2 case 0x8b54: case 0x8b58: return setValue3iv$1; // _VEC3 case 0x8b55: case 0x8b59: return setValue4iv$1; // _VEC4 } } // --- Uniform Classes --- function SingleUniform$1( id, activeInfo, addr ) { this.id = id; this.addr = addr; this.setValue = getSingularSetter$1( activeInfo.type ); // this.path = activeInfo.name; // DEBUG } function PureArrayUniform$1( id, activeInfo, addr ) { this.id = id; this.addr = addr; this.size = activeInfo.size; this.setValue = getPureArraySetter$1( activeInfo.type ); // this.path = activeInfo.name; // DEBUG } function StructuredUniform$1( id ) { this.id = id; UniformContainer$1.call( this ); // mix-in } StructuredUniform$1.prototype.setValue = function ( gl, value ) { // Note: Don't need an extra 'renderer' parameter, since samplers // are not allowed in structured uniforms. var seq = this.seq; for ( var i = 0, n = seq.length; i !== n; ++ i ) { var u = seq[ i ]; u.setValue( gl, value[ u.id ] ); } }; // --- Top-level --- // Parser - builds up the property tree from the path strings var RePathPart$1 = /([\w\d_]+)(\])?(\[|\.)?/g; // extracts // - the identifier (member name or array index) // - followed by an optional right bracket (found when array index) // - followed by an optional left bracket or dot (type of subscript) // // Note: These portions can be read in a non-overlapping fashion and // allow straightforward parsing of the hierarchy that WebGL encodes // in the uniform names. function addUniform$1( container, uniformObject ) { container.seq.push( uniformObject ); container.map[ uniformObject.id ] = uniformObject; } function parseUniform$1( activeInfo, addr, container ) { var path = activeInfo.name, pathLength = path.length; // reset RegExp object, because of the early exit of a previous run RePathPart$1.lastIndex = 0; for ( ; ; ) { var match = RePathPart$1.exec( path ), matchEnd = RePathPart$1.lastIndex, id = match[ 1 ], idIsIndex = match[ 2 ] === ']', subscript = match[ 3 ]; if ( idIsIndex ) id = id | 0; // convert to integer if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) { // bare name or "pure" bottom-level array "[0]" suffix addUniform$1( container, subscript === undefined ? new SingleUniform$1( id, activeInfo, addr ) : new PureArrayUniform$1( id, activeInfo, addr ) ); break; } else { // step into inner node / create it in case it doesn't exist var map = container.map, next = map[ id ]; if ( next === undefined ) { next = new StructuredUniform$1( id ); addUniform$1( container, next ); } container = next; } } } // Root Container function WebGLUniforms$1( gl, program, renderer ) { UniformContainer$1.call( this ); this.renderer = renderer; var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); for ( var i = 0; i < n; ++ i ) { var info = gl.getActiveUniform( program, i ), path = info.name, addr = gl.getUniformLocation( program, path ); parseUniform$1( info, addr, this ); } } WebGLUniforms$1.prototype.setValue = function ( gl, name, value ) { var u = this.map[ name ]; if ( u !== undefined ) u.setValue( gl, value, this.renderer ); }; WebGLUniforms$1.prototype.setOptional = function ( gl, object, name ) { var v = object[ name ]; if ( v !== undefined ) this.setValue( gl, name, v ); }; // Static interface WebGLUniforms$1.upload = function ( gl, seq, values, renderer ) { for ( var i = 0, n = seq.length; i !== n; ++ i ) { var u = seq[ i ], v = values[ u.id ]; if ( v.needsUpdate !== false ) { // note: always updating when .needsUpdate is undefined u.setValue( gl, v.value, renderer ); } } }; WebGLUniforms$1.seqWithValue = function ( seq, values ) { var r = []; for ( var i = 0, n = seq.length; i !== n; ++ i ) { var u = seq[ i ]; if ( u.id in values ) r.push( u ); } return r; }; /** * @author mrdoob / http://mrdoob.com/ */ var ColorKeywords$1 = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF, 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2, 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50, 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B, 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B, 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F, 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3, 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222, 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700, 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4, 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00, 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3, 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA, 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32, 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3, 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC, 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD, 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6, 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9, 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F, 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE, 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA, 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0, 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 }; function Color$1( r, g, b ) { if ( g === undefined && b === undefined ) { // r is THREE.Color, hex or string return this.set( r ); } return this.setRGB( r, g, b ); } Object.assign( Color$1.prototype, { isColor: true, r: 1, g: 1, b: 1, set: function ( value ) { if ( value && value.isColor ) { this.copy( value ); } else if ( typeof value === 'number' ) { this.setHex( value ); } else if ( typeof value === 'string' ) { this.setStyle( value ); } return this; }, setScalar: function ( scalar ) { this.r = scalar; this.g = scalar; this.b = scalar; return this; }, setHex: function ( hex ) { hex = Math.floor( hex ); this.r = ( hex >> 16 & 255 ) / 255; this.g = ( hex >> 8 & 255 ) / 255; this.b = ( hex & 255 ) / 255; return this; }, setRGB: function ( r, g, b ) { this.r = r; this.g = g; this.b = b; return this; }, setHSL: function () { function hue2rgb( p, q, t ) { if ( t < 0 ) t += 1; if ( t > 1 ) t -= 1; if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; if ( t < 1 / 2 ) return q; if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); return p; } return function setHSL( h, s, l ) { // h,s,l ranges are in 0.0 - 1.0 h = _Math$1.euclideanModulo( h, 1 ); s = _Math$1.clamp( s, 0, 1 ); l = _Math$1.clamp( l, 0, 1 ); if ( s === 0 ) { this.r = this.g = this.b = l; } else { var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); var q = ( 2 * l ) - p; this.r = hue2rgb( q, p, h + 1 / 3 ); this.g = hue2rgb( q, p, h ); this.b = hue2rgb( q, p, h - 1 / 3 ); } return this; }; }(), setStyle: function ( style ) { function handleAlpha( string ) { if ( string === undefined ) return; if ( parseFloat( string ) < 1 ) { console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); } } var m; if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) { // rgb / hsl var color; var name = m[ 1 ]; var components = m[ 2 ]; switch ( name ) { case 'rgb': case 'rgba': if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { // rgb(255,0,0) rgba(255,0,0,0.5) this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255; this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255; this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255; handleAlpha( color[ 5 ] ); return this; } if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100; this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100; this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100; handleAlpha( color[ 5 ] ); return this; } break; case 'hsl': case 'hsla': if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { // hsl(120,50%,50%) hsla(120,50%,50%,0.5) var h = parseFloat( color[ 1 ] ) / 360; var s = parseInt( color[ 2 ], 10 ) / 100; var l = parseInt( color[ 3 ], 10 ) / 100; handleAlpha( color[ 5 ] ); return this.setHSL( h, s, l ); } break; } } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) { // hex color var hex = m[ 1 ]; var size = hex.length; if ( size === 3 ) { // #ff0 this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255; this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255; this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255; return this; } else if ( size === 6 ) { // #ff0000 this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255; this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255; this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255; return this; } } if ( style && style.length > 0 ) { // color keywords var hex = ColorKeywords$1[ style ]; if ( hex !== undefined ) { // red this.setHex( hex ); } else { // unknown color console.warn( 'THREE.Color: Unknown color ' + style ); } } return this; }, clone: function () { return new this.constructor( this.r, this.g, this.b ); }, copy: function ( color ) { this.r = color.r; this.g = color.g; this.b = color.b; return this; }, copyGammaToLinear: function ( color, gammaFactor ) { if ( gammaFactor === undefined ) gammaFactor = 2.0; this.r = Math.pow( color.r, gammaFactor ); this.g = Math.pow( color.g, gammaFactor ); this.b = Math.pow( color.b, gammaFactor ); return this; }, copyLinearToGamma: function ( color, gammaFactor ) { if ( gammaFactor === undefined ) gammaFactor = 2.0; var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0; this.r = Math.pow( color.r, safeInverse ); this.g = Math.pow( color.g, safeInverse ); this.b = Math.pow( color.b, safeInverse ); return this; }, convertGammaToLinear: function () { var r = this.r, g = this.g, b = this.b; this.r = r * r; this.g = g * g; this.b = b * b; return this; }, convertLinearToGamma: function () { this.r = Math.sqrt( this.r ); this.g = Math.sqrt( this.g ); this.b = Math.sqrt( this.b ); return this; }, getHex: function () { return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0; }, getHexString: function () { return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 ); }, getHSL: function ( optionalTarget ) { // h,s,l ranges are in 0.0 - 1.0 var hsl = optionalTarget || { h: 0, s: 0, l: 0 }; var r = this.r, g = this.g, b = this.b; var max = Math.max( r, g, b ); var min = Math.min( r, g, b ); var hue, saturation; var lightness = ( min + max ) / 2.0; if ( min === max ) { hue = 0; saturation = 0; } else { var delta = max - min; saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); switch ( max ) { case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break; case g: hue = ( b - r ) / delta + 2; break; case b: hue = ( r - g ) / delta + 4; break; } hue /= 6; } hsl.h = hue; hsl.s = saturation; hsl.l = lightness; return hsl; }, getStyle: function () { return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')'; }, offsetHSL: function ( h, s, l ) { var hsl = this.getHSL(); hsl.h += h; hsl.s += s; hsl.l += l; this.setHSL( hsl.h, hsl.s, hsl.l ); return this; }, add: function ( color ) { this.r += color.r; this.g += color.g; this.b += color.b; return this; }, addColors: function ( color1, color2 ) { this.r = color1.r + color2.r; this.g = color1.g + color2.g; this.b = color1.b + color2.b; return this; }, addScalar: function ( s ) { this.r += s; this.g += s; this.b += s; return this; }, sub: function( color ) { this.r = Math.max( 0, this.r - color.r ); this.g = Math.max( 0, this.g - color.g ); this.b = Math.max( 0, this.b - color.b ); return this; }, multiply: function ( color ) { this.r *= color.r; this.g *= color.g; this.b *= color.b; return this; }, multiplyScalar: function ( s ) { this.r *= s; this.g *= s; this.b *= s; return this; }, lerp: function ( color, alpha ) { this.r += ( color.r - this.r ) * alpha; this.g += ( color.g - this.g ) * alpha; this.b += ( color.b - this.b ) * alpha; return this; }, equals: function ( c ) { return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); }, fromArray: function ( array, offset ) { if ( offset === undefined ) offset = 0; this.r = array[ offset ]; this.g = array[ offset + 1 ]; this.b = array[ offset + 2 ]; return this; }, toArray: function ( array, offset ) { if ( array === undefined ) array = []; if ( offset === undefined ) offset = 0; array[ offset ] = this.r; array[ offset + 1 ] = this.g; array[ offset + 2 ] = this.b; return array; }, toJSON: function () { return this.getHex(); } } ); /** * Uniforms library for shared webgl shaders */ var UniformsLib$1 = { common: { diffuse: { value: new Color$1( 0xeeeeee ) }, opacity: { value: 1.0 }, map: { value: null }, offsetRepeat: { value: new Vector4$1( 0, 0, 1, 1 ) }, specularMap: { value: null }, alphaMap: { value: null }, envMap: { value: null }, flipEnvMap: { value: - 1 }, reflectivity: { value: 1.0 }, refractionRatio: { value: 0.98 } }, aomap: { aoMap: { value: null }, aoMapIntensity: { value: 1 } }, lightmap: { lightMap: { value: null }, lightMapIntensity: { value: 1 } }, emissivemap: { emissiveMap: { value: null } }, bumpmap: { bumpMap: { value: null }, bumpScale: { value: 1 } }, normalmap: { normalMap: { value: null }, normalScale: { value: new Vector2$1( 1, 1 ) } }, displacementmap: { displacementMap: { value: null }, displacementScale: { value: 1 }, displacementBias: { value: 0 } }, roughnessmap: { roughnessMap: { value: null } }, metalnessmap: { metalnessMap: { value: null } }, gradientmap: { gradientMap: { value: null } }, fog: { fogDensity: { value: 0.00025 }, fogNear: { value: 1 }, fogFar: { value: 2000 }, fogColor: { value: new Color$1( 0xffffff ) } }, lights: { ambientLightColor: { value: [] }, directionalLights: { value: [], properties: { direction: {}, color: {}, shadow: {}, shadowBias: {}, shadowRadius: {}, shadowMapSize: {} } }, directionalShadowMap: { value: [] }, directionalShadowMatrix: { value: [] }, spotLights: { value: [], properties: { color: {}, position: {}, direction: {}, distance: {}, coneCos: {}, penumbraCos: {}, decay: {}, shadow: {}, shadowBias: {}, shadowRadius: {}, shadowMapSize: {} } }, spotShadowMap: { value: [] }, spotShadowMatrix: { value: [] }, pointLights: { value: [], properties: { color: {}, position: {}, decay: {}, distance: {}, shadow: {}, shadowBias: {}, shadowRadius: {}, shadowMapSize: {} } }, pointShadowMap: { value: [] }, pointShadowMatrix: { value: [] }, hemisphereLights: { value: [], properties: { direction: {}, skyColor: {}, groundColor: {} } }, // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src rectAreaLights: { value: [], properties: { color: {}, position: {}, width: {}, height: {} } } }, points: { diffuse: { value: new Color$1( 0xeeeeee ) }, opacity: { value: 1.0 }, size: { value: 1.0 }, scale: { value: 1.0 }, map: { value: null }, offsetRepeat: { value: new Vector4$1( 0, 0, 1, 1 ) } } }; /** * Uniform Utilities */ var UniformsUtils$1 = { merge: function ( uniforms ) { var merged = {}; for ( var u = 0; u < uniforms.length; u ++ ) { var tmp = this.clone( uniforms[ u ] ); for ( var p in tmp ) { merged[ p ] = tmp[ p ]; } } return merged; }, clone: function ( uniforms_src ) { var uniforms_dst = {}; for ( var u in uniforms_src ) { uniforms_dst[ u ] = {}; for ( var p in uniforms_src[ u ] ) { var parameter_src = uniforms_src[ u ][ p ]; if ( parameter_src && ( parameter_src.isColor || parameter_src.isMatrix3 || parameter_src.isMatrix4 || parameter_src.isVector2 || parameter_src.isVector3 || parameter_src.isVector4 || parameter_src.isTexture ) ) { uniforms_dst[ u ][ p ] = parameter_src.clone(); } else if ( Array.isArray( parameter_src ) ) { uniforms_dst[ u ][ p ] = parameter_src.slice(); } else { uniforms_dst[ u ][ p ] = parameter_src; } } } return uniforms_dst; } }; var alphamap_fragment$1 = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n"; var alphamap_pars_fragment$1 = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n"; var alphatest_fragment$1 = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n"; var aomap_fragment$1 = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif\n"; var aomap_pars_fragment$1 = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif"; var begin_vertex$1 = "\nvec3 transformed = vec3( position );\n"; var beginnormal_vertex$1 = "\nvec3 objectNormal = vec3( normal );\n"; var bsdfs$1 = "float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tif( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t}\n\treturn 1.0;\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat theta = acos( dot( N, V ) );\n\tvec2 uv = vec2(\n\t\tsqrt( saturate( roughness ) ),\n\t\tsaturate( theta / ( 0.5 * PI ) ) );\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 = 0.86267 + (0.49788 + 0.01436 * y ) * y;\n\tfloat b = 3.45068 + (4.18814 + y) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = (x > 0.0) ? v : 0.5 * inversesqrt( 1.0 - x * x ) - 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 * transpose( 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\tvec3 result = vec3( LTC_ClippedSphereFormFactor( vectorFormFactor ) );\n\treturn result;\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n"; var bumpmap_pars_fragment$1 = "#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 = dFdx( surf_pos );\n\t\tvec3 vSigmaY = dFdy( surf_pos );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif\n"; var clipping_planes_fragment$1 = "#if NUM_CLIPPING_PLANES > 0\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; ++ i ) {\n\t\tvec4 plane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t\t\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; ++ i ) {\n\t\t\tvec4 plane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t\n\t#endif\n#endif\n"; var clipping_planes_pars_fragment$1 = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif\n"; var clipping_planes_pars_vertex$1 = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n"; var clipping_planes_vertex$1 = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n"; var color_fragment$1 = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif"; var color_pars_fragment$1 = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif\n"; var color_pars_vertex$1 = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif"; var color_vertex$1 = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif"; var common$1 = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transpose( const in mat3 v ) {\n\tmat3 tmp;\n\ttmp[0] = vec3(v[0].x, v[1].x, v[2].x);\n\ttmp[1] = vec3(v[0].y, v[1].y, v[2].y);\n\ttmp[2] = vec3(v[0].z, v[1].z, v[2].z);\n\treturn tmp;\n}\n"; var cube_uv_reflection_fragment$1 = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif\n"; var defaultnormal_vertex$1 = "#ifdef FLIP_SIDED\n\tobjectNormal = -objectNormal;\n#endif\nvec3 transformedNormal = normalMatrix * objectNormal;\n"; var displacementmap_pars_vertex$1 = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n"; var displacementmap_vertex$1 = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normal * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n"; var emissivemap_fragment$1 = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n"; var emissivemap_pars_fragment$1 = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n"; var encodings_fragment$1 = " gl_FragColor = linearToOutputTexel( gl_FragColor );\n"; var encodings_pars_fragment$1 = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n\tXp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract(Le);\n\tvResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n\treturn vec4( max(vRGB, 0.0), 1.0 );\n}\n"; var envmap_fragment$1 = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\tsampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\tvec3 reflectView = flipNormal * normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif\n"; var envmap_pars_fragment$1 = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n"; var envmap_pars_vertex$1 = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif\n"; var envmap_vertex$1 = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif\n"; var fog_vertex$1 = "\n#ifdef USE_FOG\nfogDepth = -mvPosition.z;\n#endif"; var fog_pars_vertex$1 = "#ifdef USE_FOG\n varying float fogDepth;\n#endif\n"; var fog_fragment$1 = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n"; var fog_pars_fragment$1 = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif\n"; var gradientmap_pars_fragment$1 = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif\n"; var lightmap_fragment$1 = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n"; var lightmap_pars_fragment$1 = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif"; var lights_lambert_vertex$1 = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n"; var lights_pars = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltcMat;\tuniform sampler2D ltcMag;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = saturate( reflectVec.y * 0.5 + 0.5 );\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif\n"; var lights_phong_fragment$1 = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n"; var lights_phong_pars_fragment$1 = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_BlinnPhong( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in BlinnPhongMaterial 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 = BlinnExponentToGGXRoughness( material.specularShininess );\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\tfloat norm = texture2D( ltcMag, uv ).a;\n\t\tvec4 t = texture2D( ltcMat, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( 1, 0, t.y ),\n\t\t\tvec3( 0, t.z, 0 ),\n\t\t\tvec3( t.w, 0, t.x )\n\t\t);\n\t\treflectedLight.directSpecular += lightColor * material.specularColor * norm * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\n"; var lights_physical_fragment$1 = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif\n"; var lights_physical_pars_fragment$1 = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos - halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos + halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos + halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos - halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tfloat norm = texture2D( ltcMag, uv ).a;\n\t\tvec4 t = texture2D( ltcMat, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( 1, 0, t.y ),\n\t\t\tvec3( 0, t.z, 0 ),\n\t\t\tvec3( t.w, 0, t.x )\n\t\t);\n\t\treflectedLight.directSpecular += lightColor * material.specularColor * norm * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n"; var lights_template = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, 8 );\n\t#endif\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tvec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\n\t#ifndef STANDARD\n\t\tvec3 clearCoatRadiance = getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );\n\t#else\n\t\tvec3 clearCoatRadiance = vec3( 0.0 );\n\t#endif\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n"; var logdepthbuf_fragment$1 = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n#endif"; var logdepthbuf_pars_fragment$1 = "#ifdef USE_LOGDEPTHBUF\n\tuniform float logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n#endif\n"; var logdepthbuf_pars_vertex$1 = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n\tuniform float logDepthBufFC;\n#endif"; var logdepthbuf_vertex$1 = "#ifdef USE_LOGDEPTHBUF\n\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\t#endif\n#endif\n"; var map_fragment$1 = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n"; var map_pars_fragment$1 = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n"; var map_particle_fragment$1 = "#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n"; var map_particle_pars_fragment$1 = "#ifdef USE_MAP\n\tuniform vec4 offsetRepeat;\n\tuniform sampler2D map;\n#endif\n"; var metalnessmap_fragment$1 = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif\n"; var metalnessmap_pars_fragment$1 = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif"; var morphnormal_vertex$1 = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n"; var morphtarget_pars_vertex$1 = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif"; var morphtarget_vertex$1 = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif\n"; var normal_flip = "#ifdef DOUBLE_SIDED\n\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n#else\n\tfloat flipNormal = 1.0;\n#endif\n"; var normal_fragment = "#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 ) * flipNormal;\n#endif\n#ifdef USE_NORMALMAP\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n"; var normalmap_pars_fragment$1 = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif\n"; var packing$1 = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 1.0 - 2.0 * rgb.xyz;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n"; var premultiplied_alpha_fragment$1 = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n"; var project_vertex$1 = "#ifdef USE_SKINNING\n\tvec4 mvPosition = modelViewMatrix * skinned;\n#else\n\tvec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n#endif\ngl_Position = projectionMatrix * mvPosition;\n"; var dithering_fragment$1 = "#if defined( DITHERING )\n gl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif\n"; var dithering_pars_fragment$1 = "#if defined( DITHERING )\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif\n"; var roughnessmap_fragment$1 = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif\n"; var roughnessmap_pars_fragment$1 = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif"; var shadowmap_pars_fragment$1 = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\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\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\treturn (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn 1.0;\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 ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\tfloat dp = ( length( lightToPosition ) - shadowBias ) / 1000.0;\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif\n"; var shadowmap_pars_vertex$1 = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif\n"; var shadowmap_vertex$1 = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif\n"; var shadowmask_pars_fragment$1 = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}\n"; var skinbase_vertex$1 = "#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"; var skinning_pars_vertex$1 = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif\n"; var skinning_vertex$1 = "#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\tskinned = bindMatrixInverse * skinned;\n#endif\n"; var skinnormal_vertex$1 = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n#endif\n"; var specularmap_fragment$1 = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif"; var specularmap_pars_fragment$1 = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif"; var tonemapping_fragment$1 = "#if defined( TONE_MAPPING )\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n"; var tonemapping_pars_fragment$1 = "#define saturate(a) clamp( a, 0.0, 1.0 )\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n"; var uv_pars_fragment$1 = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif"; var uv_pars_vertex$1 = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform vec4 offsetRepeat;\n#endif\n"; var uv_vertex$1 = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif"; var uv2_pars_fragment$1 = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif"; var uv2_pars_vertex$1 = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif"; var uv2_vertex$1 = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif"; var worldpos_vertex$1 = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\t#ifdef USE_SKINNING\n\t\tvec4 worldPosition = modelMatrix * skinned;\n\t#else\n\t\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n\t#endif\n#endif\n"; var cube_frag$1 = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\n#include \nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n"; var cube_vert$1 = "varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}\n"; var depth_frag$1 = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}\n"; var depth_vert$1 = "#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; var distanceRGBA_frag$1 = "uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include \n#include \n#include \nvoid main () {\n\t#include \n\tgl_FragColor = packDepthToRGBA( length( vWorldPosition.xyz - lightPos.xyz ) / 1000.0 );\n}\n"; var distanceRGBA_vert$1 = "varying vec4 vWorldPosition;\n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition;\n}\n"; var equirect_frag$1 = "uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n"; var equirect_vert$1 = "varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}\n"; var linedashed_frag$1 = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; var linedashed_vert$1 = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}\n"; var meshbasic_frag$1 = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; var meshbasic_vert$1 = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; var meshlambert_frag$1 = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include \n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; var meshlambert_vert$1 = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; var meshphong_frag$1 = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; var meshphong_vert$1 = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; var meshphysical_frag$1 = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; var meshphysical_vert$1 = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}\n"; var normal_frag$1 = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}\n"; var normal_vert$1 = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}\n"; var points_frag$1 = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; var points_vert$1 = "uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; var shadow_frag$1 = "uniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( 0.0, 0.0, 0.0, opacity * ( 1.0 - getShadowMask() ) );\n}\n"; var shadow_vert$1 = "#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; var ShaderChunk$1 = { alphamap_fragment: alphamap_fragment$1, alphamap_pars_fragment: alphamap_pars_fragment$1, alphatest_fragment: alphatest_fragment$1, aomap_fragment: aomap_fragment$1, aomap_pars_fragment: aomap_pars_fragment$1, begin_vertex: begin_vertex$1, beginnormal_vertex: beginnormal_vertex$1, bsdfs: bsdfs$1, bumpmap_pars_fragment: bumpmap_pars_fragment$1, clipping_planes_fragment: clipping_planes_fragment$1, clipping_planes_pars_fragment: clipping_planes_pars_fragment$1, clipping_planes_pars_vertex: clipping_planes_pars_vertex$1, clipping_planes_vertex: clipping_planes_vertex$1, color_fragment: color_fragment$1, color_pars_fragment: color_pars_fragment$1, color_pars_vertex: color_pars_vertex$1, color_vertex: color_vertex$1, common: common$1, cube_uv_reflection_fragment: cube_uv_reflection_fragment$1, defaultnormal_vertex: defaultnormal_vertex$1, displacementmap_pars_vertex: displacementmap_pars_vertex$1, displacementmap_vertex: displacementmap_vertex$1, emissivemap_fragment: emissivemap_fragment$1, emissivemap_pars_fragment: emissivemap_pars_fragment$1, encodings_fragment: encodings_fragment$1, encodings_pars_fragment: encodings_pars_fragment$1, envmap_fragment: envmap_fragment$1, envmap_pars_fragment: envmap_pars_fragment$1, envmap_pars_vertex: envmap_pars_vertex$1, envmap_vertex: envmap_vertex$1, fog_vertex: fog_vertex$1, fog_pars_vertex: fog_pars_vertex$1, fog_fragment: fog_fragment$1, fog_pars_fragment: fog_pars_fragment$1, gradientmap_pars_fragment: gradientmap_pars_fragment$1, lightmap_fragment: lightmap_fragment$1, lightmap_pars_fragment: lightmap_pars_fragment$1, lights_lambert_vertex: lights_lambert_vertex$1, lights_pars: lights_pars, lights_phong_fragment: lights_phong_fragment$1, lights_phong_pars_fragment: lights_phong_pars_fragment$1, lights_physical_fragment: lights_physical_fragment$1, lights_physical_pars_fragment: lights_physical_pars_fragment$1, lights_template: lights_template, logdepthbuf_fragment: logdepthbuf_fragment$1, logdepthbuf_pars_fragment: logdepthbuf_pars_fragment$1, logdepthbuf_pars_vertex: logdepthbuf_pars_vertex$1, logdepthbuf_vertex: logdepthbuf_vertex$1, map_fragment: map_fragment$1, map_pars_fragment: map_pars_fragment$1, map_particle_fragment: map_particle_fragment$1, map_particle_pars_fragment: map_particle_pars_fragment$1, metalnessmap_fragment: metalnessmap_fragment$1, metalnessmap_pars_fragment: metalnessmap_pars_fragment$1, morphnormal_vertex: morphnormal_vertex$1, morphtarget_pars_vertex: morphtarget_pars_vertex$1, morphtarget_vertex: morphtarget_vertex$1, normal_flip: normal_flip, normal_fragment: normal_fragment, normalmap_pars_fragment: normalmap_pars_fragment$1, packing: packing$1, premultiplied_alpha_fragment: premultiplied_alpha_fragment$1, project_vertex: project_vertex$1, dithering_fragment: dithering_fragment$1, dithering_pars_fragment: dithering_pars_fragment$1, roughnessmap_fragment: roughnessmap_fragment$1, roughnessmap_pars_fragment: roughnessmap_pars_fragment$1, shadowmap_pars_fragment: shadowmap_pars_fragment$1, shadowmap_pars_vertex: shadowmap_pars_vertex$1, shadowmap_vertex: shadowmap_vertex$1, shadowmask_pars_fragment: shadowmask_pars_fragment$1, skinbase_vertex: skinbase_vertex$1, skinning_pars_vertex: skinning_pars_vertex$1, skinning_vertex: skinning_vertex$1, skinnormal_vertex: skinnormal_vertex$1, specularmap_fragment: specularmap_fragment$1, specularmap_pars_fragment: specularmap_pars_fragment$1, tonemapping_fragment: tonemapping_fragment$1, tonemapping_pars_fragment: tonemapping_pars_fragment$1, uv_pars_fragment: uv_pars_fragment$1, uv_pars_vertex: uv_pars_vertex$1, uv_vertex: uv_vertex$1, uv2_pars_fragment: uv2_pars_fragment$1, uv2_pars_vertex: uv2_pars_vertex$1, uv2_vertex: uv2_vertex$1, worldpos_vertex: worldpos_vertex$1, cube_frag: cube_frag$1, cube_vert: cube_vert$1, depth_frag: depth_frag$1, depth_vert: depth_vert$1, distanceRGBA_frag: distanceRGBA_frag$1, distanceRGBA_vert: distanceRGBA_vert$1, equirect_frag: equirect_frag$1, equirect_vert: equirect_vert$1, linedashed_frag: linedashed_frag$1, linedashed_vert: linedashed_vert$1, meshbasic_frag: meshbasic_frag$1, meshbasic_vert: meshbasic_vert$1, meshlambert_frag: meshlambert_frag$1, meshlambert_vert: meshlambert_vert$1, meshphong_frag: meshphong_frag$1, meshphong_vert: meshphong_vert$1, meshphysical_frag: meshphysical_frag$1, meshphysical_vert: meshphysical_vert$1, normal_frag: normal_frag$1, normal_vert: normal_vert$1, points_frag: points_frag$1, points_vert: points_vert$1, shadow_frag: shadow_frag$1, shadow_vert: shadow_vert$1 }; /** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ * @author mikael emtinger / http://gomo.se/ */ var ShaderLib$1 = { basic: { uniforms: UniformsUtils$1.merge( [ UniformsLib$1.common, UniformsLib$1.aomap, UniformsLib$1.lightmap, UniformsLib$1.fog ] ), vertexShader: ShaderChunk$1.meshbasic_vert, fragmentShader: ShaderChunk$1.meshbasic_frag }, lambert: { uniforms: UniformsUtils$1.merge( [ UniformsLib$1.common, UniformsLib$1.aomap, UniformsLib$1.lightmap, UniformsLib$1.emissivemap, UniformsLib$1.fog, UniformsLib$1.lights, { emissive: { value: new Color$1( 0x000000 ) } } ] ), vertexShader: ShaderChunk$1.meshlambert_vert, fragmentShader: ShaderChunk$1.meshlambert_frag }, phong: { uniforms: UniformsUtils$1.merge( [ UniformsLib$1.common, UniformsLib$1.aomap, UniformsLib$1.lightmap, UniformsLib$1.emissivemap, UniformsLib$1.bumpmap, UniformsLib$1.normalmap, UniformsLib$1.displacementmap, UniformsLib$1.gradientmap, UniformsLib$1.fog, UniformsLib$1.lights, { emissive: { value: new Color$1( 0x000000 ) }, specular: { value: new Color$1( 0x111111 ) }, shininess: { value: 30 } } ] ), vertexShader: ShaderChunk$1.meshphong_vert, fragmentShader: ShaderChunk$1.meshphong_frag }, standard: { uniforms: UniformsUtils$1.merge( [ UniformsLib$1.common, UniformsLib$1.aomap, UniformsLib$1.lightmap, UniformsLib$1.emissivemap, UniformsLib$1.bumpmap, UniformsLib$1.normalmap, UniformsLib$1.displacementmap, UniformsLib$1.roughnessmap, UniformsLib$1.metalnessmap, UniformsLib$1.fog, UniformsLib$1.lights, { emissive: { value: new Color$1( 0x000000 ) }, roughness: { value: 0.5 }, metalness: { value: 0.5 }, envMapIntensity: { value: 1 } // temporary } ] ), vertexShader: ShaderChunk$1.meshphysical_vert, fragmentShader: ShaderChunk$1.meshphysical_frag }, points: { uniforms: UniformsUtils$1.merge( [ UniformsLib$1.points, UniformsLib$1.fog ] ), vertexShader: ShaderChunk$1.points_vert, fragmentShader: ShaderChunk$1.points_frag }, dashed: { uniforms: UniformsUtils$1.merge( [ UniformsLib$1.common, UniformsLib$1.fog, { scale: { value: 1 }, dashSize: { value: 1 }, totalSize: { value: 2 } } ] ), vertexShader: ShaderChunk$1.linedashed_vert, fragmentShader: ShaderChunk$1.linedashed_frag }, depth: { uniforms: UniformsUtils$1.merge( [ UniformsLib$1.common, UniformsLib$1.displacementmap ] ), vertexShader: ShaderChunk$1.depth_vert, fragmentShader: ShaderChunk$1.depth_frag }, normal: { uniforms: UniformsUtils$1.merge( [ UniformsLib$1.common, UniformsLib$1.bumpmap, UniformsLib$1.normalmap, UniformsLib$1.displacementmap, { opacity: { value: 1.0 } } ] ), vertexShader: ShaderChunk$1.normal_vert, fragmentShader: ShaderChunk$1.normal_frag }, /* ------------------------------------------------------------------------- // Cube map shader ------------------------------------------------------------------------- */ cube: { uniforms: { tCube: { value: null }, tFlip: { value: - 1 }, opacity: { value: 1.0 } }, vertexShader: ShaderChunk$1.cube_vert, fragmentShader: ShaderChunk$1.cube_frag }, /* ------------------------------------------------------------------------- // Cube map shader ------------------------------------------------------------------------- */ equirect: { uniforms: { tEquirect: { value: null }, tFlip: { value: - 1 } }, vertexShader: ShaderChunk$1.equirect_vert, fragmentShader: ShaderChunk$1.equirect_frag }, distanceRGBA: { uniforms: { lightPos: { value: new Vector3$1() } }, vertexShader: ShaderChunk$1.distanceRGBA_vert, fragmentShader: ShaderChunk$1.distanceRGBA_frag } }; ShaderLib$1.physical = { uniforms: UniformsUtils$1.merge( [ ShaderLib$1.standard.uniforms, { clearCoat: { value: 0 }, clearCoatRoughness: { value: 0 } } ] ), vertexShader: ShaderChunk$1.meshphysical_vert, fragmentShader: ShaderChunk$1.meshphysical_frag }; /** * @author bhouston / http://clara.io */ function Box2$1( min, max ) { this.min = ( min !== undefined ) ? min : new Vector2$1( + Infinity, + Infinity ); this.max = ( max !== undefined ) ? max : new Vector2$1( - Infinity, - Infinity ); } Object.assign( Box2$1.prototype, { set: function ( min, max ) { this.min.copy( min ); this.max.copy( max ); return this; }, setFromPoints: function ( points ) { this.makeEmpty(); for ( var i = 0, il = points.length; i < il; i ++ ) { this.expandByPoint( points[ i ] ); } return this; }, setFromCenterAndSize: function () { var v1 = new Vector2$1(); return function setFromCenterAndSize( center, size ) { var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); this.min.copy( center ).sub( halfSize ); this.max.copy( center ).add( halfSize ); return this; }; }(), clone: function () { return new this.constructor().copy( this ); }, copy: function ( box ) { this.min.copy( box.min ); this.max.copy( box.max ); return this; }, makeEmpty: function () { this.min.x = this.min.y = + Infinity; this.max.x = this.max.y = - Infinity; return this; }, isEmpty: function () { // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ); }, getCenter: function ( optionalTarget ) { var result = optionalTarget || new Vector2$1(); return this.isEmpty() ? result.set( 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); }, getSize: function ( optionalTarget ) { var result = optionalTarget || new Vector2$1(); return this.isEmpty() ? result.set( 0, 0 ) : result.subVectors( this.max, this.min ); }, expandByPoint: function ( point ) { this.min.min( point ); this.max.max( point ); return this; }, expandByVector: function ( vector ) { this.min.sub( vector ); this.max.add( vector ); return this; }, expandByScalar: function ( scalar ) { this.min.addScalar( - scalar ); this.max.addScalar( scalar ); return this; }, containsPoint: function ( point ) { return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y ? false : true; }, containsBox: function ( box ) { return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y; }, getParameter: function ( point, optionalTarget ) { // This can potentially have a divide by zero if the box // has a size dimension of 0. var result = optionalTarget || new Vector2$1(); return result.set( ( point.x - this.min.x ) / ( this.max.x - this.min.x ), ( point.y - this.min.y ) / ( this.max.y - this.min.y ) ); }, intersectsBox: function ( box ) { // using 4 splitting planes to rule out intersections return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y ? false : true; }, clampPoint: function ( point, optionalTarget ) { var result = optionalTarget || new Vector2$1(); return result.copy( point ).clamp( this.min, this.max ); }, distanceToPoint: function () { var v1 = new Vector2$1(); return function distanceToPoint( point ) { var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); return clampedPoint.sub( point ).length(); }; }(), intersect: function ( box ) { this.min.max( box.min ); this.max.min( box.max ); return this; }, union: function ( box ) { this.min.min( box.min ); this.max.max( box.max ); return this; }, translate: function ( offset ) { this.min.add( offset ); this.max.add( offset ); return this; }, equals: function ( box ) { return box.min.equals( this.min ) && box.max.equals( this.max ); } } ); /** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ */ function LensFlarePlugin( renderer, flares ) { var gl = renderer.context; var state = renderer.state; var vertexBuffer, elementBuffer; var shader, program, attributes, uniforms; var tempTexture, occlusionTexture; function init() { var vertices = new Float32Array( [ - 1, - 1, 0, 0, 1, - 1, 1, 0, 1, 1, 1, 1, - 1, 1, 0, 1 ] ); var faces = new Uint16Array( [ 0, 1, 2, 0, 2, 3 ] ); // buffers vertexBuffer = gl.createBuffer(); elementBuffer = gl.createBuffer(); gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW ); // textures tempTexture = gl.createTexture(); occlusionTexture = gl.createTexture(); state.bindTexture( gl.TEXTURE_2D, tempTexture ); gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null ); gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE ); gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE ); gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); state.bindTexture( gl.TEXTURE_2D, occlusionTexture ); gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null ); gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE ); gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE ); gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); shader = { vertexShader: [ "uniform lowp int renderType;", "uniform vec3 screenPosition;", "uniform vec2 scale;", "uniform float rotation;", "uniform sampler2D occlusionMap;", "attribute vec2 position;", "attribute vec2 uv;", "varying vec2 vUV;", "varying float vVisibility;", "void main() {", "vUV = uv;", "vec2 pos = position;", "if ( renderType == 2 ) {", "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );", "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );", "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );", "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );", "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );", "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );", "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );", "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );", "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );", "vVisibility = visibility.r / 9.0;", "vVisibility *= 1.0 - visibility.g / 9.0;", "vVisibility *= visibility.b / 9.0;", "vVisibility *= 1.0 - visibility.a / 9.0;", "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;", "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;", "}", "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );", "}" ].join( "\n" ), fragmentShader: [ "uniform lowp int renderType;", "uniform sampler2D map;", "uniform float opacity;", "uniform vec3 color;", "varying vec2 vUV;", "varying float vVisibility;", "void main() {", // pink square "if ( renderType == 0 ) {", "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );", // restore "} else if ( renderType == 1 ) {", "gl_FragColor = texture2D( map, vUV );", // flare "} else {", "vec4 texture = texture2D( map, vUV );", "texture.a *= opacity * vVisibility;", "gl_FragColor = texture;", "gl_FragColor.rgb *= color;", "}", "}" ].join( "\n" ) }; program = createProgram( shader ); attributes = { vertex: gl.getAttribLocation ( program, "position" ), uv: gl.getAttribLocation ( program, "uv" ) }; uniforms = { renderType: gl.getUniformLocation( program, "renderType" ), map: gl.getUniformLocation( program, "map" ), occlusionMap: gl.getUniformLocation( program, "occlusionMap" ), opacity: gl.getUniformLocation( program, "opacity" ), color: gl.getUniformLocation( program, "color" ), scale: gl.getUniformLocation( program, "scale" ), rotation: gl.getUniformLocation( program, "rotation" ), screenPosition: gl.getUniformLocation( program, "screenPosition" ) }; } /* * Render lens flares * Method: renders 16x16 0xff00ff-colored points scattered over the light source area, * reads these back and calculates occlusion. */ this.render = function ( scene, camera, viewport ) { if ( flares.length === 0 ) return; var tempPosition = new Vector3$1(); var invAspect = viewport.w / viewport.z, halfViewportWidth = viewport.z * 0.5, halfViewportHeight = viewport.w * 0.5; var size = 16 / viewport.w, scale = new Vector2$1( size * invAspect, size ); var screenPosition = new Vector3$1( 1, 1, 0 ), screenPositionPixels = new Vector2$1( 1, 1 ); var validArea = new Box2$1(); validArea.min.set( viewport.x, viewport.y ); validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) ); if ( program === undefined ) { init(); } gl.useProgram( program ); state.initAttributes(); state.enableAttribute( attributes.vertex ); state.enableAttribute( attributes.uv ); state.disableUnusedAttributes(); // loop through all lens flares to update their occlusion and positions // setup gl and common used attribs/uniforms gl.uniform1i( uniforms.occlusionMap, 0 ); gl.uniform1i( uniforms.map, 1 ); gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); gl.vertexAttribPointer( attributes.vertex, 2, gl.FLOAT, false, 2 * 8, 0 ); gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 ); gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); state.disable( gl.CULL_FACE ); state.buffers.depth.setMask( false ); for ( var i = 0, l = flares.length; i < l; i ++ ) { size = 16 / viewport.w; scale.set( size * invAspect, size ); // calc object screen position var flare = flares[ i ]; tempPosition.set( flare.matrixWorld.elements[ 12 ], flare.matrixWorld.elements[ 13 ], flare.matrixWorld.elements[ 14 ] ); tempPosition.applyMatrix4( camera.matrixWorldInverse ); tempPosition.applyMatrix4( camera.projectionMatrix ); // setup arrays for gl programs screenPosition.copy( tempPosition ); // horizontal and vertical coordinate of the lower left corner of the pixels to copy screenPositionPixels.x = viewport.x + ( screenPosition.x * halfViewportWidth ) + halfViewportWidth - 8; screenPositionPixels.y = viewport.y + ( screenPosition.y * halfViewportHeight ) + halfViewportHeight - 8; // screen cull if ( validArea.containsPoint( screenPositionPixels ) === true ) { // save current RGB to temp texture state.activeTexture( gl.TEXTURE0 ); state.bindTexture( gl.TEXTURE_2D, null ); state.activeTexture( gl.TEXTURE1 ); state.bindTexture( gl.TEXTURE_2D, tempTexture ); gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 ); // render pink quad gl.uniform1i( uniforms.renderType, 0 ); gl.uniform2f( uniforms.scale, scale.x, scale.y ); gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z ); state.disable( gl.BLEND ); state.enable( gl.DEPTH_TEST ); gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); // copy result to occlusionMap state.activeTexture( gl.TEXTURE0 ); state.bindTexture( gl.TEXTURE_2D, occlusionTexture ); gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 ); // restore graphics gl.uniform1i( uniforms.renderType, 1 ); state.disable( gl.DEPTH_TEST ); state.activeTexture( gl.TEXTURE1 ); state.bindTexture( gl.TEXTURE_2D, tempTexture ); gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); // update object positions flare.positionScreen.copy( screenPosition ); if ( flare.customUpdateCallback ) { flare.customUpdateCallback( flare ); } else { flare.updateLensFlares(); } // render flares gl.uniform1i( uniforms.renderType, 2 ); state.enable( gl.BLEND ); for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) { var sprite = flare.lensFlares[ j ]; if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) { screenPosition.x = sprite.x; screenPosition.y = sprite.y; screenPosition.z = sprite.z; size = sprite.size * sprite.scale / viewport.w; scale.x = size * invAspect; scale.y = size; gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z ); gl.uniform2f( uniforms.scale, scale.x, scale.y ); gl.uniform1f( uniforms.rotation, sprite.rotation ); gl.uniform1f( uniforms.opacity, sprite.opacity ); gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b ); state.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst ); renderer.setTexture2D( sprite.texture, 1 ); gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); } } } } // restore gl state.enable( gl.CULL_FACE ); state.enable( gl.DEPTH_TEST ); state.buffers.depth.setMask( true ); renderer.resetGLState(); }; function createProgram( shader ) { var program = gl.createProgram(); var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER ); var vertexShader = gl.createShader( gl.VERTEX_SHADER ); var prefix = "precision " + renderer.getPrecision() + " float;\n"; gl.shaderSource( fragmentShader, prefix + shader.fragmentShader ); gl.shaderSource( vertexShader, prefix + shader.vertexShader ); gl.compileShader( fragmentShader ); gl.compileShader( vertexShader ); gl.attachShader( program, fragmentShader ); gl.attachShader( program, vertexShader ); gl.linkProgram( program ); return program; } } /** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ */ function SpritePlugin( renderer, sprites ) { var gl = renderer.context; var state = renderer.state; var vertexBuffer, elementBuffer; var program, attributes, uniforms; var texture; // decompose matrixWorld var spritePosition = new Vector3$1(); var spriteRotation = new Quaternion$1(); var spriteScale = new Vector3$1(); function init() { var vertices = new Float32Array( [ - 0.5, - 0.5, 0, 0, 0.5, - 0.5, 1, 0, 0.5, 0.5, 1, 1, - 0.5, 0.5, 0, 1 ] ); var faces = new Uint16Array( [ 0, 1, 2, 0, 2, 3 ] ); vertexBuffer = gl.createBuffer(); elementBuffer = gl.createBuffer(); gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW ); program = createProgram(); attributes = { position: gl.getAttribLocation ( program, 'position' ), uv: gl.getAttribLocation ( program, 'uv' ) }; uniforms = { uvOffset: gl.getUniformLocation( program, 'uvOffset' ), uvScale: gl.getUniformLocation( program, 'uvScale' ), rotation: gl.getUniformLocation( program, 'rotation' ), scale: gl.getUniformLocation( program, 'scale' ), color: gl.getUniformLocation( program, 'color' ), map: gl.getUniformLocation( program, 'map' ), opacity: gl.getUniformLocation( program, 'opacity' ), modelViewMatrix: gl.getUniformLocation( program, 'modelViewMatrix' ), projectionMatrix: gl.getUniformLocation( program, 'projectionMatrix' ), fogType: gl.getUniformLocation( program, 'fogType' ), fogDensity: gl.getUniformLocation( program, 'fogDensity' ), fogNear: gl.getUniformLocation( program, 'fogNear' ), fogFar: gl.getUniformLocation( program, 'fogFar' ), fogColor: gl.getUniformLocation( program, 'fogColor' ), alphaTest: gl.getUniformLocation( program, 'alphaTest' ) }; var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); canvas.width = 8; canvas.height = 8; var context = canvas.getContext( '2d' ); context.fillStyle = 'white'; context.fillRect( 0, 0, 8, 8 ); texture = new Texture$1( canvas ); texture.needsUpdate = true; } this.render = function ( scene, camera ) { if ( sprites.length === 0 ) return; // setup gl if ( program === undefined ) { init(); } gl.useProgram( program ); state.initAttributes(); state.enableAttribute( attributes.position ); state.enableAttribute( attributes.uv ); state.disableUnusedAttributes(); state.disable( gl.CULL_FACE ); state.enable( gl.BLEND ); gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 ); gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 ); gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements ); state.activeTexture( gl.TEXTURE0 ); gl.uniform1i( uniforms.map, 0 ); var oldFogType = 0; var sceneFogType = 0; var fog = scene.fog; if ( fog ) { gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b ); if ( fog.isFog ) { gl.uniform1f( uniforms.fogNear, fog.near ); gl.uniform1f( uniforms.fogFar, fog.far ); gl.uniform1i( uniforms.fogType, 1 ); oldFogType = 1; sceneFogType = 1; } else if ( fog.isFogExp2 ) { gl.uniform1f( uniforms.fogDensity, fog.density ); gl.uniform1i( uniforms.fogType, 2 ); oldFogType = 2; sceneFogType = 2; } } else { gl.uniform1i( uniforms.fogType, 0 ); oldFogType = 0; sceneFogType = 0; } // update positions and sort for ( var i = 0, l = sprites.length; i < l; i ++ ) { var sprite = sprites[ i ]; sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld ); sprite.z = - sprite.modelViewMatrix.elements[ 14 ]; } sprites.sort( painterSortStable ); // render all sprites var scale = []; for ( var i = 0, l = sprites.length; i < l; i ++ ) { var sprite = sprites[ i ]; var material = sprite.material; if ( material.visible === false ) continue; gl.uniform1f( uniforms.alphaTest, material.alphaTest ); gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements ); sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale ); scale[ 0 ] = spriteScale.x; scale[ 1 ] = spriteScale.y; var fogType = 0; if ( scene.fog && material.fog ) { fogType = sceneFogType; } if ( oldFogType !== fogType ) { gl.uniform1i( uniforms.fogType, fogType ); oldFogType = fogType; } if ( material.map !== null ) { gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y ); gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y ); } else { gl.uniform2f( uniforms.uvOffset, 0, 0 ); gl.uniform2f( uniforms.uvScale, 1, 1 ); } gl.uniform1f( uniforms.opacity, material.opacity ); gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b ); gl.uniform1f( uniforms.rotation, material.rotation ); gl.uniform2fv( uniforms.scale, scale ); state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); state.buffers.depth.setTest( material.depthTest ); state.buffers.depth.setMask( material.depthWrite ); if ( material.map ) { renderer.setTexture2D( material.map, 0 ); } else { renderer.setTexture2D( texture, 0 ); } gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); } // restore gl state.enable( gl.CULL_FACE ); renderer.resetGLState(); }; function createProgram() { var program = gl.createProgram(); var vertexShader = gl.createShader( gl.VERTEX_SHADER ); var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER ); gl.shaderSource( vertexShader, [ 'precision ' + renderer.getPrecision() + ' float;', 'uniform mat4 modelViewMatrix;', 'uniform mat4 projectionMatrix;', 'uniform float rotation;', 'uniform vec2 scale;', 'uniform vec2 uvOffset;', 'uniform vec2 uvScale;', 'attribute vec2 position;', 'attribute vec2 uv;', 'varying vec2 vUV;', 'void main() {', 'vUV = uvOffset + uv * uvScale;', 'vec2 alignedPosition = position * scale;', 'vec2 rotatedPosition;', 'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;', 'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;', 'vec4 finalPosition;', 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );', 'finalPosition.xy += rotatedPosition;', 'finalPosition = projectionMatrix * finalPosition;', 'gl_Position = finalPosition;', '}' ].join( '\n' ) ); gl.shaderSource( fragmentShader, [ 'precision ' + renderer.getPrecision() + ' float;', 'uniform vec3 color;', 'uniform sampler2D map;', 'uniform float opacity;', 'uniform int fogType;', 'uniform vec3 fogColor;', 'uniform float fogDensity;', 'uniform float fogNear;', 'uniform float fogFar;', 'uniform float alphaTest;', 'varying vec2 vUV;', 'void main() {', 'vec4 texture = texture2D( map, vUV );', 'if ( texture.a < alphaTest ) discard;', 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );', 'if ( fogType > 0 ) {', 'float depth = gl_FragCoord.z / gl_FragCoord.w;', 'float fogFactor = 0.0;', 'if ( fogType == 1 ) {', 'fogFactor = smoothstep( fogNear, fogFar, depth );', '} else {', 'const float LOG2 = 1.442695;', 'fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );', 'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );', '}', 'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );', '}', '}' ].join( '\n' ) ); gl.compileShader( vertexShader ); gl.compileShader( fragmentShader ); gl.attachShader( program, vertexShader ); gl.attachShader( program, fragmentShader ); gl.linkProgram( program ); return program; } function painterSortStable( a, b ) { if ( a.renderOrder !== b.renderOrder ) { return a.renderOrder - b.renderOrder; } else if ( a.z !== b.z ) { return b.z - a.z; } else { return b.id - a.id; } } } /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ var materialId$1 = 0; function Material$1() { Object.defineProperty( this, 'id', { value: materialId$1 ++ } ); this.uuid = _Math$1.generateUUID(); this.name = ''; this.type = 'Material'; this.fog = true; this.lights = true; this.blending = NormalBlending$1; this.side = FrontSide$1; this.shading = SmoothShading; // THREE.FlatShading, THREE.SmoothShading this.vertexColors = NoColors$1; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors this.opacity = 1; this.transparent = false; this.blendSrc = SrcAlphaFactor$1; this.blendDst = OneMinusSrcAlphaFactor$1; this.blendEquation = AddEquation$1; this.blendSrcAlpha = null; this.blendDstAlpha = null; this.blendEquationAlpha = null; this.depthFunc = LessEqualDepth$1; this.depthTest = true; this.depthWrite = true; this.clippingPlanes = null; this.clipIntersection = false; this.clipShadows = false; this.colorWrite = true; this.precision = null; // override the renderer's default precision for this material this.polygonOffset = false; this.polygonOffsetFactor = 0; this.polygonOffsetUnits = 0; this.dithering = false; this.alphaTest = 0; this.premultipliedAlpha = false; this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer this.visible = true; this.needsUpdate = true; } Object.assign( Material$1.prototype, EventDispatcher$1.prototype, { isMaterial: true, setValues: function ( values ) { if ( values === undefined ) return; for ( var key in values ) { var newValue = values[ key ]; if ( newValue === undefined ) { console.warn( "THREE.Material: '" + key + "' parameter is undefined." ); continue; } var currentValue = this[ key ]; if ( currentValue === undefined ) { console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." ); continue; } if ( currentValue && currentValue.isColor ) { currentValue.set( newValue ); } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) { currentValue.copy( newValue ); } else if ( key === 'overdraw' ) { // ensure overdraw is backwards-compatible with legacy boolean type this[ key ] = Number( newValue ); } else { this[ key ] = newValue; } } }, toJSON: function ( meta ) { var isRoot = meta === undefined; if ( isRoot ) { meta = { textures: {}, images: {} }; } var data = { metadata: { version: 4.5, type: 'Material', generator: 'Material.toJSON' } }; // standard Material serialization data.uuid = this.uuid; data.type = this.type; if ( this.name !== '' ) data.name = this.name; if ( this.color && this.color.isColor ) data.color = this.color.getHex(); if ( this.roughness !== undefined ) data.roughness = this.roughness; if ( this.metalness !== undefined ) data.metalness = this.metalness; if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex(); if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex(); if ( this.shininess !== undefined ) data.shininess = this.shininess; if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat; if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness; if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid; if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid; if ( this.bumpMap && this.bumpMap.isTexture ) { data.bumpMap = this.bumpMap.toJSON( meta ).uuid; data.bumpScale = this.bumpScale; } if ( this.normalMap && this.normalMap.isTexture ) { data.normalMap = this.normalMap.toJSON( meta ).uuid; data.normalScale = this.normalScale.toArray(); } if ( this.displacementMap && this.displacementMap.isTexture ) { data.displacementMap = this.displacementMap.toJSON( meta ).uuid; data.displacementScale = this.displacementScale; data.displacementBias = this.displacementBias; } if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid; if ( this.envMap && this.envMap.isTexture ) { data.envMap = this.envMap.toJSON( meta ).uuid; data.reflectivity = this.reflectivity; // Scale behind envMap } if ( this.gradientMap && this.gradientMap.isTexture ) { data.gradientMap = this.gradientMap.toJSON( meta ).uuid; } if ( this.size !== undefined ) data.size = this.size; if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; if ( this.blending !== NormalBlending$1 ) data.blending = this.blending; if ( this.shading !== SmoothShading ) data.shading = this.shading; if ( this.side !== FrontSide$1 ) data.side = this.side; if ( this.vertexColors !== NoColors$1 ) data.vertexColors = this.vertexColors; if ( this.opacity < 1 ) data.opacity = this.opacity; if ( this.transparent === true ) data.transparent = this.transparent; data.depthFunc = this.depthFunc; data.depthTest = this.depthTest; data.depthWrite = this.depthWrite; if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest; if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha; if ( this.wireframe === true ) data.wireframe = this.wireframe; if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth; if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap; if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin; data.skinning = this.skinning; data.morphTargets = this.morphTargets; data.dithering = this.dithering; // TODO: Copied from Object3D.toJSON function extractFromCache( cache ) { var values = []; for ( var key in cache ) { var data = cache[ key ]; delete data.metadata; values.push( data ); } return values; } if ( isRoot ) { var textures = extractFromCache( meta.textures ); var images = extractFromCache( meta.images ); if ( textures.length > 0 ) data.textures = textures; if ( images.length > 0 ) data.images = images; } return data; }, clone: function () { return new this.constructor().copy( this ); }, copy: function ( source ) { this.name = source.name; this.fog = source.fog; this.lights = source.lights; this.blending = source.blending; this.side = source.side; this.shading = source.shading; this.vertexColors = source.vertexColors; this.opacity = source.opacity; this.transparent = source.transparent; this.blendSrc = source.blendSrc; this.blendDst = source.blendDst; this.blendEquation = source.blendEquation; this.blendSrcAlpha = source.blendSrcAlpha; this.blendDstAlpha = source.blendDstAlpha; this.blendEquationAlpha = source.blendEquationAlpha; this.depthFunc = source.depthFunc; this.depthTest = source.depthTest; this.depthWrite = source.depthWrite; this.colorWrite = source.colorWrite; this.precision = source.precision; this.polygonOffset = source.polygonOffset; this.polygonOffsetFactor = source.polygonOffsetFactor; this.polygonOffsetUnits = source.polygonOffsetUnits; this.dithering = source.dithering; this.alphaTest = source.alphaTest; this.premultipliedAlpha = source.premultipliedAlpha; this.overdraw = source.overdraw; this.visible = source.visible; this.clipShadows = source.clipShadows; this.clipIntersection = source.clipIntersection; var srcPlanes = source.clippingPlanes, dstPlanes = null; if ( srcPlanes !== null ) { var n = srcPlanes.length; dstPlanes = new Array( n ); for ( var i = 0; i !== n; ++ i ) dstPlanes[ i ] = srcPlanes[ i ].clone(); } this.clippingPlanes = dstPlanes; return this; }, dispose: function () { this.dispatchEvent( { type: 'dispose' } ); } } ); /** * @author alteredq / http://alteredqualia.com/ * * parameters = { * defines: { "label" : "value" }, * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } }, * * fragmentShader: , * vertexShader: , * * wireframe: , * wireframeLinewidth: , * * lights: , * * skinning: , * morphTargets: , * morphNormals: * } */ function ShaderMaterial$1( parameters ) { Material$1.call( this ); this.type = 'ShaderMaterial'; this.defines = {}; this.uniforms = {}; this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}'; this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}'; this.linewidth = 1; this.wireframe = false; this.wireframeLinewidth = 1; this.fog = false; // set to use scene fog this.lights = false; // set to use scene lights this.clipping = false; // set to use user-defined clipping planes this.skinning = false; // set to use skinning attribute streams this.morphTargets = false; // set to use morph targets this.morphNormals = false; // set to use morph normals this.extensions = { derivatives: false, // set to use derivatives fragDepth: false, // set to use fragment depth values drawBuffers: false, // set to use draw buffers shaderTextureLOD: false // set to use shader texture LOD }; // When rendered geometry doesn't include these attributes but the material does, // use these default values in WebGL. This avoids errors when buffer data is missing. this.defaultAttributeValues = { 'color': [ 1, 1, 1 ], 'uv': [ 0, 0 ], 'uv2': [ 0, 0 ] }; this.index0AttributeName = undefined; if ( parameters !== undefined ) { if ( parameters.attributes !== undefined ) { console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' ); } this.setValues( parameters ); } } ShaderMaterial$1.prototype = Object.create( Material$1.prototype ); ShaderMaterial$1.prototype.constructor = ShaderMaterial$1; ShaderMaterial$1.prototype.isShaderMaterial = true; ShaderMaterial$1.prototype.copy = function ( source ) { Material$1.prototype.copy.call( this, source ); this.fragmentShader = source.fragmentShader; this.vertexShader = source.vertexShader; this.uniforms = UniformsUtils$1.clone( source.uniforms ); this.defines = source.defines; this.wireframe = source.wireframe; this.wireframeLinewidth = source.wireframeLinewidth; this.lights = source.lights; this.clipping = source.clipping; this.skinning = source.skinning; this.morphTargets = source.morphTargets; this.morphNormals = source.morphNormals; this.extensions = source.extensions; return this; }; ShaderMaterial$1.prototype.toJSON = function ( meta ) { var data = Material$1.prototype.toJSON.call( this, meta ); data.uniforms = this.uniforms; data.vertexShader = this.vertexShader; data.fragmentShader = this.fragmentShader; return data; }; /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * @author bhouston / https://clara.io * @author WestLangley / http://github.com/WestLangley * * parameters = { * * opacity: , * * map: new THREE.Texture( ), * * alphaMap: new THREE.Texture( ), * * displacementMap: new THREE.Texture( ), * displacementScale: , * displacementBias: , * * wireframe: , * wireframeLinewidth: * } */ function MeshDepthMaterial$1( parameters ) { Material$1.call( this ); this.type = 'MeshDepthMaterial'; this.depthPacking = BasicDepthPacking$1; this.skinning = false; this.morphTargets = false; this.map = null; this.alphaMap = null; this.displacementMap = null; this.displacementScale = 1; this.displacementBias = 0; this.wireframe = false; this.wireframeLinewidth = 1; this.fog = false; this.lights = false; this.setValues( parameters ); } MeshDepthMaterial$1.prototype = Object.create( Material$1.prototype ); MeshDepthMaterial$1.prototype.constructor = MeshDepthMaterial$1; MeshDepthMaterial$1.prototype.isMeshDepthMaterial = true; MeshDepthMaterial$1.prototype.copy = function ( source ) { Material$1.prototype.copy.call( this, source ); this.depthPacking = source.depthPacking; this.skinning = source.skinning; this.morphTargets = source.morphTargets; this.map = source.map; this.alphaMap = source.alphaMap; this.displacementMap = source.displacementMap; this.displacementScale = source.displacementScale; this.displacementBias = source.displacementBias; this.wireframe = source.wireframe; this.wireframeLinewidth = source.wireframeLinewidth; return this; }; /** * @author bhouston / http://clara.io * @author WestLangley / http://github.com/WestLangley */ function Box3$1( min, max ) { this.min = ( min !== undefined ) ? min : new Vector3$1( + Infinity, + Infinity, + Infinity ); this.max = ( max !== undefined ) ? max : new Vector3$1( - Infinity, - Infinity, - Infinity ); } Object.assign( Box3$1.prototype, { isBox3: true, set: function ( min, max ) { this.min.copy( min ); this.max.copy( max ); return this; }, setFromArray: function ( array ) { var minX = + Infinity; var minY = + Infinity; var minZ = + Infinity; var maxX = - Infinity; var maxY = - Infinity; var maxZ = - Infinity; for ( var i = 0, l = array.length; i < l; i += 3 ) { var x = array[ i ]; var y = array[ i + 1 ]; var z = array[ i + 2 ]; if ( x < minX ) minX = x; if ( y < minY ) minY = y; if ( z < minZ ) minZ = z; if ( x > maxX ) maxX = x; if ( y > maxY ) maxY = y; if ( z > maxZ ) maxZ = z; } this.min.set( minX, minY, minZ ); this.max.set( maxX, maxY, maxZ ); return this; }, setFromBufferAttribute: function ( attribute ) { var minX = + Infinity; var minY = + Infinity; var minZ = + Infinity; var maxX = - Infinity; var maxY = - Infinity; var maxZ = - Infinity; for ( var i = 0, l = attribute.count; i < l; i ++ ) { var x = attribute.getX( i ); var y = attribute.getY( i ); var z = attribute.getZ( i ); if ( x < minX ) minX = x; if ( y < minY ) minY = y; if ( z < minZ ) minZ = z; if ( x > maxX ) maxX = x; if ( y > maxY ) maxY = y; if ( z > maxZ ) maxZ = z; } this.min.set( minX, minY, minZ ); this.max.set( maxX, maxY, maxZ ); return this; }, setFromPoints: function ( points ) { this.makeEmpty(); for ( var i = 0, il = points.length; i < il; i ++ ) { this.expandByPoint( points[ i ] ); } return this; }, setFromCenterAndSize: function () { var v1 = new Vector3$1(); return function setFromCenterAndSize( center, size ) { var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); this.min.copy( center ).sub( halfSize ); this.max.copy( center ).add( halfSize ); return this; }; }(), setFromObject: function ( object ) { this.makeEmpty(); return this.expandByObject( object ); }, clone: function () { return new this.constructor().copy( this ); }, copy: function ( box ) { this.min.copy( box.min ); this.max.copy( box.max ); return this; }, makeEmpty: function () { this.min.x = this.min.y = this.min.z = + Infinity; this.max.x = this.max.y = this.max.z = - Infinity; return this; }, isEmpty: function () { // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); }, getCenter: function ( optionalTarget ) { var result = optionalTarget || new Vector3$1(); return this.isEmpty() ? result.set( 0, 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); }, getSize: function ( optionalTarget ) { var result = optionalTarget || new Vector3$1(); return this.isEmpty() ? result.set( 0, 0, 0 ) : result.subVectors( this.max, this.min ); }, expandByPoint: function ( point ) { this.min.min( point ); this.max.max( point ); return this; }, expandByVector: function ( vector ) { this.min.sub( vector ); this.max.add( vector ); return this; }, expandByScalar: function ( scalar ) { this.min.addScalar( - scalar ); this.max.addScalar( scalar ); return this; }, expandByObject: function () { // Computes the world-axis-aligned bounding box of an object (including its children), // accounting for both the object's, and children's, world transforms var v1 = new Vector3$1(); return function expandByObject( object ) { var scope = this; object.updateMatrixWorld( true ); object.traverse( function ( node ) { var i, l; var geometry = node.geometry; if ( geometry !== undefined ) { if ( geometry.isGeometry ) { var vertices = geometry.vertices; for ( i = 0, l = vertices.length; i < l; i ++ ) { v1.copy( vertices[ i ] ); v1.applyMatrix4( node.matrixWorld ); scope.expandByPoint( v1 ); } } else if ( geometry.isBufferGeometry ) { var attribute = geometry.attributes.position; if ( attribute !== undefined ) { for ( i = 0, l = attribute.count; i < l; i ++ ) { v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld ); scope.expandByPoint( v1 ); } } } } } ); return this; }; }(), containsPoint: function ( point ) { return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y || point.z < this.min.z || point.z > this.max.z ? false : true; }, containsBox: function ( box ) { return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y && this.min.z <= box.min.z && box.max.z <= this.max.z; }, getParameter: function ( point, optionalTarget ) { // This can potentially have a divide by zero if the box // has a size dimension of 0. var result = optionalTarget || new Vector3$1(); return result.set( ( point.x - this.min.x ) / ( this.max.x - this.min.x ), ( point.y - this.min.y ) / ( this.max.y - this.min.y ), ( point.z - this.min.z ) / ( this.max.z - this.min.z ) ); }, intersectsBox: function ( box ) { // using 6 splitting planes to rule out intersections. return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y || box.max.z < this.min.z || box.min.z > this.max.z ? false : true; }, intersectsSphere: ( function () { var closestPoint = new Vector3$1(); return function intersectsSphere( sphere ) { // Find the point on the AABB closest to the sphere center. this.clampPoint( sphere.center, closestPoint ); // If that point is inside the sphere, the AABB and sphere intersect. return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); }; } )(), intersectsPlane: function ( plane ) { // We compute the minimum and maximum dot product values. If those values // are on the same side (back or front) of the plane, then there is no intersection. var min, max; if ( plane.normal.x > 0 ) { min = plane.normal.x * this.min.x; max = plane.normal.x * this.max.x; } else { min = plane.normal.x * this.max.x; max = plane.normal.x * this.min.x; } if ( plane.normal.y > 0 ) { min += plane.normal.y * this.min.y; max += plane.normal.y * this.max.y; } else { min += plane.normal.y * this.max.y; max += plane.normal.y * this.min.y; } if ( plane.normal.z > 0 ) { min += plane.normal.z * this.min.z; max += plane.normal.z * this.max.z; } else { min += plane.normal.z * this.max.z; max += plane.normal.z * this.min.z; } return ( min <= plane.constant && max >= plane.constant ); }, clampPoint: function ( point, optionalTarget ) { var result = optionalTarget || new Vector3$1(); return result.copy( point ).clamp( this.min, this.max ); }, distanceToPoint: function () { var v1 = new Vector3$1(); return function distanceToPoint( point ) { var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); return clampedPoint.sub( point ).length(); }; }(), getBoundingSphere: function () { var v1 = new Vector3$1(); return function getBoundingSphere( optionalTarget ) { var result = optionalTarget || new Sphere$2(); this.getCenter( result.center ); result.radius = this.getSize( v1 ).length() * 0.5; return result; }; }(), intersect: function ( box ) { this.min.max( box.min ); this.max.min( box.max ); // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. if( this.isEmpty() ) this.makeEmpty(); return this; }, union: function ( box ) { this.min.min( box.min ); this.max.max( box.max ); return this; }, applyMatrix4: function () { var points = [ new Vector3$1(), new Vector3$1(), new Vector3$1(), new Vector3$1(), new Vector3$1(), new Vector3$1(), new Vector3$1(), new Vector3$1() ]; return function applyMatrix4( matrix ) { // transform of empty box is an empty box. if( this.isEmpty() ) return this; // NOTE: I am using a binary pattern to specify all 2^3 combinations below points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000 points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001 points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010 points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011 points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100 points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101 points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110 points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111 this.setFromPoints( points ); return this; }; }(), translate: function ( offset ) { this.min.add( offset ); this.max.add( offset ); return this; }, equals: function ( box ) { return box.min.equals( this.min ) && box.max.equals( this.max ); } } ); /** * @author bhouston / http://clara.io * @author mrdoob / http://mrdoob.com/ */ function Sphere$2( center, radius ) { this.center = ( center !== undefined ) ? center : new Vector3$1(); this.radius = ( radius !== undefined ) ? radius : 0; } Object.assign( Sphere$2.prototype, { set: function ( center, radius ) { this.center.copy( center ); this.radius = radius; return this; }, setFromPoints: function () { var box = new Box3$1(); return function setFromPoints( points, optionalCenter ) { var center = this.center; if ( optionalCenter !== undefined ) { center.copy( optionalCenter ); } else { box.setFromPoints( points ).getCenter( center ); } var maxRadiusSq = 0; for ( var i = 0, il = points.length; i < il; i ++ ) { maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); } this.radius = Math.sqrt( maxRadiusSq ); return this; }; }(), clone: function () { return new this.constructor().copy( this ); }, copy: function ( sphere ) { this.center.copy( sphere.center ); this.radius = sphere.radius; return this; }, empty: function () { return ( this.radius <= 0 ); }, containsPoint: function ( point ) { return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); }, distanceToPoint: function ( point ) { return ( point.distanceTo( this.center ) - this.radius ); }, intersectsSphere: function ( sphere ) { var radiusSum = this.radius + sphere.radius; return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); }, intersectsBox: function ( box ) { return box.intersectsSphere( this ); }, intersectsPlane: function ( plane ) { // We use the following equation to compute the signed distance from // the center of the sphere to the plane. // // distance = q * n - d // // If this distance is greater than the radius of the sphere, // then there is no intersection. return Math.abs( this.center.dot( plane.normal ) - plane.constant ) <= this.radius; }, clampPoint: function ( point, optionalTarget ) { var deltaLengthSq = this.center.distanceToSquared( point ); var result = optionalTarget || new Vector3$1(); result.copy( point ); if ( deltaLengthSq > ( this.radius * this.radius ) ) { result.sub( this.center ).normalize(); result.multiplyScalar( this.radius ).add( this.center ); } return result; }, getBoundingBox: function ( optionalTarget ) { var box = optionalTarget || new Box3$1(); box.set( this.center, this.center ); box.expandByScalar( this.radius ); return box; }, applyMatrix4: function ( matrix ) { this.center.applyMatrix4( matrix ); this.radius = this.radius * matrix.getMaxScaleOnAxis(); return this; }, translate: function ( offset ) { this.center.add( offset ); return this; }, equals: function ( sphere ) { return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); } } ); /** * @author alteredq / http://alteredqualia.com/ * @author WestLangley / http://github.com/WestLangley * @author bhouston / http://clara.io * @author tschw */ function Matrix3$1() { this.elements = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]; if ( arguments.length > 0 ) { console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' ); } } Object.assign( Matrix3$1.prototype, { isMatrix3: true, set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { var te = this.elements; te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31; te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32; te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33; return this; }, identity: function () { this.set( 1, 0, 0, 0, 1, 0, 0, 0, 1 ); return this; }, clone: function () { return new this.constructor().fromArray( this.elements ); }, copy: function ( m ) { var te = this.elements; var me = m.elements; te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ]; return this; }, setFromMatrix4: function ( m ) { var me = m.elements; this.set( me[ 0 ], me[ 4 ], me[ 8 ], me[ 1 ], me[ 5 ], me[ 9 ], me[ 2 ], me[ 6 ], me[ 10 ] ); return this; }, applyToBufferAttribute: function () { var v1 = new Vector3$1(); return function applyToBufferAttribute( attribute ) { for ( var i = 0, l = attribute.count; i < l; i ++ ) { v1.x = attribute.getX( i ); v1.y = attribute.getY( i ); v1.z = attribute.getZ( i ); v1.applyMatrix3( this ); attribute.setXYZ( i, v1.x, v1.y, v1.z ); } return attribute; }; }(), multiply: function ( m ) { return this.multiplyMatrices( this, m ); }, premultiply: function ( m ) { return this.multiplyMatrices( m, this ); }, multiplyMatrices: function ( a, b ) { var ae = a.elements; var be = b.elements; var te = this.elements; var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ]; var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ]; var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ]; var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ]; var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ]; var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ]; te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31; te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32; te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33; te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31; te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32; te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33; te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31; te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32; te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33; return this; }, multiplyScalar: function ( s ) { var te = this.elements; te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s; return this; }, determinant: function () { var te = this.elements; var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], g = te[ 6 ], h = te[ 7 ], i = te[ 8 ]; return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; }, getInverse: function ( matrix, throwOnDegenerate ) { if ( matrix && matrix.isMatrix4 ) { console.error( "THREE.Matrix3.getInverse no longer takes a Matrix4 argument." ); } var me = matrix.elements, te = this.elements, n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ], n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ], t11 = n33 * n22 - n32 * n23, t12 = n32 * n13 - n33 * n12, t13 = n23 * n12 - n22 * n13, det = n11 * t11 + n21 * t12 + n31 * t13; if ( det === 0 ) { var msg = "THREE.Matrix3.getInverse(): can't invert matrix, determinant is 0"; if ( throwOnDegenerate === true ) { throw new Error( msg ); } else { console.warn( msg ); } return this.identity(); } var detInv = 1 / det; te[ 0 ] = t11 * detInv; te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; te[ 3 ] = t12 * detInv; te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; te[ 6 ] = t13 * detInv; te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; return this; }, transpose: function () { var tmp, m = this.elements; tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp; tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp; tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp; return this; }, getNormalMatrix: function ( matrix4 ) { return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose(); }, transposeIntoArray: function ( r ) { var m = this.elements; r[ 0 ] = m[ 0 ]; r[ 1 ] = m[ 3 ]; r[ 2 ] = m[ 6 ]; r[ 3 ] = m[ 1 ]; r[ 4 ] = m[ 4 ]; r[ 5 ] = m[ 7 ]; r[ 6 ] = m[ 2 ]; r[ 7 ] = m[ 5 ]; r[ 8 ] = m[ 8 ]; return this; }, equals: function ( matrix ) { var te = this.elements; var me = matrix.elements; for ( var i = 0; i < 9; i ++ ) { if ( te[ i ] !== me[ i ] ) return false; } return true; }, fromArray: function ( array, offset ) { if ( offset === undefined ) offset = 0; for ( var i = 0; i < 9; i ++ ) { this.elements[ i ] = array[ i + offset ]; } return this; }, toArray: function ( array, offset ) { if ( array === undefined ) array = []; if ( offset === undefined ) offset = 0; var te = this.elements; array[ offset ] = te[ 0 ]; array[ offset + 1 ] = te[ 1 ]; array[ offset + 2 ] = te[ 2 ]; array[ offset + 3 ] = te[ 3 ]; array[ offset + 4 ] = te[ 4 ]; array[ offset + 5 ] = te[ 5 ]; array[ offset + 6 ] = te[ 6 ]; array[ offset + 7 ] = te[ 7 ]; array[ offset + 8 ] = te[ 8 ]; return array; } } ); /** * @author bhouston / http://clara.io */ function Plane$2( normal, constant ) { this.normal = ( normal !== undefined ) ? normal : new Vector3$1( 1, 0, 0 ); this.constant = ( constant !== undefined ) ? constant : 0; } Object.assign( Plane$2.prototype, { set: function ( normal, constant ) { this.normal.copy( normal ); this.constant = constant; return this; }, setComponents: function ( x, y, z, w ) { this.normal.set( x, y, z ); this.constant = w; return this; }, setFromNormalAndCoplanarPoint: function ( normal, point ) { this.normal.copy( normal ); this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized return this; }, setFromCoplanarPoints: function () { var v1 = new Vector3$1(); var v2 = new Vector3$1(); return function setFromCoplanarPoints( a, b, c ) { var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize(); // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? this.setFromNormalAndCoplanarPoint( normal, a ); return this; }; }(), clone: function () { return new this.constructor().copy( this ); }, copy: function ( plane ) { this.normal.copy( plane.normal ); this.constant = plane.constant; return this; }, normalize: function () { // Note: will lead to a divide by zero if the plane is invalid. var inverseNormalLength = 1.0 / this.normal.length(); this.normal.multiplyScalar( inverseNormalLength ); this.constant *= inverseNormalLength; return this; }, negate: function () { this.constant *= - 1; this.normal.negate(); return this; }, distanceToPoint: function ( point ) { return this.normal.dot( point ) + this.constant; }, distanceToSphere: function ( sphere ) { return this.distanceToPoint( sphere.center ) - sphere.radius; }, projectPoint: function ( point, optionalTarget ) { return this.orthoPoint( point, optionalTarget ).sub( point ).negate(); }, orthoPoint: function ( point, optionalTarget ) { var perpendicularMagnitude = this.distanceToPoint( point ); var result = optionalTarget || new Vector3$1(); return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude ); }, intersectLine: function () { var v1 = new Vector3$1(); return function intersectLine( line, optionalTarget ) { var result = optionalTarget || new Vector3$1(); var direction = line.delta( v1 ); var denominator = this.normal.dot( direction ); if ( denominator === 0 ) { // line is coplanar, return origin if ( this.distanceToPoint( line.start ) === 0 ) { return result.copy( line.start ); } // Unsure if this is the correct method to handle this case. return undefined; } var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; if ( t < 0 || t > 1 ) { return undefined; } return result.copy( direction ).multiplyScalar( t ).add( line.start ); }; }(), intersectsLine: function ( line ) { // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. var startSign = this.distanceToPoint( line.start ); var endSign = this.distanceToPoint( line.end ); return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); }, intersectsBox: function ( box ) { return box.intersectsPlane( this ); }, intersectsSphere: function ( sphere ) { return sphere.intersectsPlane( this ); }, coplanarPoint: function ( optionalTarget ) { var result = optionalTarget || new Vector3$1(); return result.copy( this.normal ).multiplyScalar( - this.constant ); }, applyMatrix4: function () { var v1 = new Vector3$1(); var m1 = new Matrix3$1(); return function applyMatrix4( matrix, optionalNormalMatrix ) { var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix ); // transform normal based on theory here: // http://www.songho.ca/opengl/gl_normaltransform.html var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix ); var normal = this.normal.applyMatrix3( normalMatrix ).normalize(); // recalculate constant (like in setFromNormalAndCoplanarPoint) this.constant = - referencePoint.dot( normal ); return this; }; }(), translate: function ( offset ) { this.constant = this.constant - offset.dot( this.normal ); return this; }, equals: function ( plane ) { return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); } } ); /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * @author bhouston / http://clara.io */ function Frustum$1( p0, p1, p2, p3, p4, p5 ) { this.planes = [ ( p0 !== undefined ) ? p0 : new Plane$2(), ( p1 !== undefined ) ? p1 : new Plane$2(), ( p2 !== undefined ) ? p2 : new Plane$2(), ( p3 !== undefined ) ? p3 : new Plane$2(), ( p4 !== undefined ) ? p4 : new Plane$2(), ( p5 !== undefined ) ? p5 : new Plane$2() ]; } Object.assign( Frustum$1.prototype, { set: function ( p0, p1, p2, p3, p4, p5 ) { var planes = this.planes; planes[ 0 ].copy( p0 ); planes[ 1 ].copy( p1 ); planes[ 2 ].copy( p2 ); planes[ 3 ].copy( p3 ); planes[ 4 ].copy( p4 ); planes[ 5 ].copy( p5 ); return this; }, clone: function () { return new this.constructor().copy( this ); }, copy: function ( frustum ) { var planes = this.planes; for ( var i = 0; i < 6; i ++ ) { planes[ i ].copy( frustum.planes[ i ] ); } return this; }, setFromMatrix: function ( m ) { var planes = this.planes; var me = m.elements; var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ]; planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); return this; }, intersectsObject: function () { var sphere = new Sphere$2(); return function intersectsObject( object ) { var geometry = object.geometry; if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); sphere.copy( geometry.boundingSphere ) .applyMatrix4( object.matrixWorld ); return this.intersectsSphere( sphere ); }; }(), intersectsSprite: function () { var sphere = new Sphere$2(); return function intersectsSprite( sprite ) { sphere.center.set( 0, 0, 0 ); sphere.radius = 0.7071067811865476; sphere.applyMatrix4( sprite.matrixWorld ); return this.intersectsSphere( sphere ); }; }(), intersectsSphere: function ( sphere ) { var planes = this.planes; var center = sphere.center; var negRadius = - sphere.radius; for ( var i = 0; i < 6; i ++ ) { var distance = planes[ i ].distanceToPoint( center ); if ( distance < negRadius ) { return false; } } return true; }, intersectsBox: function () { var p1 = new Vector3$1(), p2 = new Vector3$1(); return function intersectsBox( box ) { var planes = this.planes; for ( var i = 0; i < 6; i ++ ) { var plane = planes[ i ]; p1.x = plane.normal.x > 0 ? box.min.x : box.max.x; p2.x = plane.normal.x > 0 ? box.max.x : box.min.x; p1.y = plane.normal.y > 0 ? box.min.y : box.max.y; p2.y = plane.normal.y > 0 ? box.max.y : box.min.y; p1.z = plane.normal.z > 0 ? box.min.z : box.max.z; p2.z = plane.normal.z > 0 ? box.max.z : box.min.z; var d1 = plane.distanceToPoint( p1 ); var d2 = plane.distanceToPoint( p2 ); // if both outside plane, no intersection if ( d1 < 0 && d2 < 0 ) { return false; } } return true; }; }(), containsPoint: function ( point ) { var planes = this.planes; for ( var i = 0; i < 6; i ++ ) { if ( planes[ i ].distanceToPoint( point ) < 0 ) { return false; } } return true; } } ); /** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ */ function WebGLShadowMap$1( _renderer, _lights, _objects, capabilities ) { var _gl = _renderer.context, _state = _renderer.state, _frustum = new Frustum$1(), _projScreenMatrix = new Matrix4$1(), _lightShadows = _lights.shadows, _shadowMapSize = new Vector2$1(), _maxShadowMapSize = new Vector2$1( capabilities.maxTextureSize, capabilities.maxTextureSize ), _lookTarget = new Vector3$1(), _lightPositionWorld = new Vector3$1(), _MorphingFlag = 1, _SkinningFlag = 2, _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1, _depthMaterials = new Array( _NumberOfMaterialVariants ), _distanceMaterials = new Array( _NumberOfMaterialVariants ), _materialCache = {}; var cubeDirections = [ new Vector3$1( 1, 0, 0 ), new Vector3$1( - 1, 0, 0 ), new Vector3$1( 0, 0, 1 ), new Vector3$1( 0, 0, - 1 ), new Vector3$1( 0, 1, 0 ), new Vector3$1( 0, - 1, 0 ) ]; var cubeUps = [ new Vector3$1( 0, 1, 0 ), new Vector3$1( 0, 1, 0 ), new Vector3$1( 0, 1, 0 ), new Vector3$1( 0, 1, 0 ), new Vector3$1( 0, 0, 1 ), new Vector3$1( 0, 0, - 1 ) ]; var cube2DViewPorts = [ new Vector4$1(), new Vector4$1(), new Vector4$1(), new Vector4$1(), new Vector4$1(), new Vector4$1() ]; // init var depthMaterialTemplate = new MeshDepthMaterial$1(); depthMaterialTemplate.depthPacking = RGBADepthPacking$1; depthMaterialTemplate.clipping = true; var distanceShader = ShaderLib$1[ "distanceRGBA" ]; var distanceUniforms = UniformsUtils$1.clone( distanceShader.uniforms ); for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) { var useMorphing = ( i & _MorphingFlag ) !== 0; var useSkinning = ( i & _SkinningFlag ) !== 0; var depthMaterial = depthMaterialTemplate.clone(); depthMaterial.morphTargets = useMorphing; depthMaterial.skinning = useSkinning; _depthMaterials[ i ] = depthMaterial; var distanceMaterial = new ShaderMaterial$1( { defines: { 'USE_SHADOWMAP': '' }, uniforms: distanceUniforms, vertexShader: distanceShader.vertexShader, fragmentShader: distanceShader.fragmentShader, morphTargets: useMorphing, skinning: useSkinning, clipping: true } ); _distanceMaterials[ i ] = distanceMaterial; } // var scope = this; this.enabled = false; this.autoUpdate = true; this.needsUpdate = false; this.type = PCFShadowMap$1; this.renderReverseSided = true; this.renderSingleSided = true; this.render = function ( scene, camera ) { if ( scope.enabled === false ) return; if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; if ( _lightShadows.length === 0 ) return; // Set GL state for depth map. _state.disable( _gl.BLEND ); _state.buffers.color.setClear( 1, 1, 1, 1 ); _state.buffers.depth.setTest( true ); _state.setScissorTest( false ); // render depth map var faceCount, isPointLight; for ( var i = 0, il = _lightShadows.length; i < il; i ++ ) { var light = _lightShadows[ i ]; var shadow = light.shadow; if ( shadow === undefined ) { console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); continue; } var shadowCamera = shadow.camera; var shadowMatrix = shadow.matrix; _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); shadowCamera.position.copy( _lightPositionWorld ); _shadowMapSize.copy( shadow.mapSize ); _shadowMapSize.min( _maxShadowMapSize ); if ( light && light.isPointLight ) { faceCount = 6; isPointLight = true; var vpWidth = _shadowMapSize.x; var vpHeight = _shadowMapSize.y; // These viewports map a cube-map onto a 2D texture with the // following orientation: // // xzXZ // y Y // // X - Positive x direction // x - Negative x direction // Y - Positive y direction // y - Negative y direction // Z - Positive z direction // z - Negative z direction // positive X cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight ); // negative X cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight ); // positive Z cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight ); // negative Z cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight ); // positive Y cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight ); // negative Y cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight ); _shadowMapSize.x *= 4.0; _shadowMapSize.y *= 2.0; // for point lights we set the shadow matrix to be a translation-only matrix // equal to inverse of the light's position shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z ); } else { faceCount = 1; isPointLight = false; _lookTarget.setFromMatrixPosition( light.target.matrixWorld ); shadowCamera.lookAt( _lookTarget ); shadowCamera.updateMatrixWorld(); shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld ); // compute shadow matrix shadowMatrix.set( 0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0 ); shadowMatrix.multiply( shadowCamera.projectionMatrix ); shadowMatrix.multiply( shadowCamera.matrixWorldInverse ); } if ( shadow.map === null ) { var pars = { minFilter: NearestFilter$1, magFilter: NearestFilter$1, format: RGBAFormat$1 }; shadow.map = new WebGLRenderTarget$1( _shadowMapSize.x, _shadowMapSize.y, pars ); shadow.map.texture.name = light.name + ".shadowMap"; shadowCamera.updateProjectionMatrix(); } if ( shadow.isSpotLightShadow ) { shadow.update( light ); } var shadowMap = shadow.map; _renderer.setRenderTarget( shadowMap ); _renderer.clear(); // render shadow map for each cube face (if omni-directional) or // run a single pass if not for ( var face = 0; face < faceCount; face ++ ) { if ( isPointLight ) { _lookTarget.copy( shadowCamera.position ); _lookTarget.add( cubeDirections[ face ] ); shadowCamera.up.copy( cubeUps[ face ] ); shadowCamera.lookAt( _lookTarget ); shadowCamera.updateMatrixWorld(); shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld ); var vpDimensions = cube2DViewPorts[ face ]; _state.viewport( vpDimensions ); } // update camera matrices and frustum _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); _frustum.setFromMatrix( _projScreenMatrix ); // set object matrices & frustum culling renderObject( scene, camera, shadowCamera, isPointLight ); } } // Restore GL state. var clearColor = _renderer.getClearColor(); var clearAlpha = _renderer.getClearAlpha(); _renderer.setClearColor( clearColor, clearAlpha ); scope.needsUpdate = false; }; function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) { var geometry = object.geometry; var result = null; var materialVariants = _depthMaterials; var customMaterial = object.customDepthMaterial; if ( isPointLight ) { materialVariants = _distanceMaterials; customMaterial = object.customDistanceMaterial; } if ( ! customMaterial ) { var useMorphing = false; if ( material.morphTargets ) { if ( geometry && geometry.isBufferGeometry ) { useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0; } else if ( geometry && geometry.isGeometry ) { useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0; } } if ( object.isSkinnedMesh && material.skinning === false ) { console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object ); } var useSkinning = object.isSkinnedMesh && material.skinning; var variantIndex = 0; if ( useMorphing ) variantIndex |= _MorphingFlag; if ( useSkinning ) variantIndex |= _SkinningFlag; result = materialVariants[ variantIndex ]; } else { result = customMaterial; } if ( _renderer.localClippingEnabled && material.clipShadows === true && material.clippingPlanes.length !== 0 ) { // in this case we need a unique material instance reflecting the // appropriate state var keyA = result.uuid, keyB = material.uuid; var materialsForVariant = _materialCache[ keyA ]; if ( materialsForVariant === undefined ) { materialsForVariant = {}; _materialCache[ keyA ] = materialsForVariant; } var cachedMaterial = materialsForVariant[ keyB ]; if ( cachedMaterial === undefined ) { cachedMaterial = result.clone(); materialsForVariant[ keyB ] = cachedMaterial; } result = cachedMaterial; } result.visible = material.visible; result.wireframe = material.wireframe; var side = material.side; if ( scope.renderSingleSided && side == DoubleSide$1 ) { side = FrontSide$1; } if ( scope.renderReverseSided ) { if ( side === FrontSide$1 ) side = BackSide$1; else if ( side === BackSide$1 ) side = FrontSide$1; } result.side = side; result.clipShadows = material.clipShadows; result.clippingPlanes = material.clippingPlanes; result.wireframeLinewidth = material.wireframeLinewidth; result.linewidth = material.linewidth; if ( isPointLight && result.uniforms.lightPos !== undefined ) { result.uniforms.lightPos.value.copy( lightPositionWorld ); } return result; } function renderObject( object, camera, shadowCamera, isPointLight ) { if ( object.visible === false ) return; var visible = object.layers.test( camera.layers ); if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) { object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); var geometry = _objects.update( object ); var material = object.material; if ( Array.isArray( material ) ) { var groups = geometry.groups; for ( var k = 0, kl = groups.length; k < kl; k ++ ) { var group = groups[ k ]; var groupMaterial = material[ group.materialIndex ]; if ( groupMaterial && groupMaterial.visible ) { var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld ); _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); } } } else if ( material.visible ) { var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld ); _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); } } } var children = object.children; for ( var i = 0, l = children.length; i < l; i ++ ) { renderObject( children[ i ], camera, shadowCamera, isPointLight ); } } } /** * @author bhouston / http://clara.io */ function Ray$1( origin, direction ) { this.origin = ( origin !== undefined ) ? origin : new Vector3$1(); this.direction = ( direction !== undefined ) ? direction : new Vector3$1(); } Object.assign( Ray$1.prototype, { set: function ( origin, direction ) { this.origin.copy( origin ); this.direction.copy( direction ); return this; }, clone: function () { return new this.constructor().copy( this ); }, copy: function ( ray ) { this.origin.copy( ray.origin ); this.direction.copy( ray.direction ); return this; }, at: function ( t, optionalTarget ) { var result = optionalTarget || new Vector3$1(); return result.copy( this.direction ).multiplyScalar( t ).add( this.origin ); }, lookAt: function ( v ) { this.direction.copy( v ).sub( this.origin ).normalize(); return this; }, recast: function () { var v1 = new Vector3$1(); return function recast( t ) { this.origin.copy( this.at( t, v1 ) ); return this; }; }(), closestPointToPoint: function ( point, optionalTarget ) { var result = optionalTarget || new Vector3$1(); result.subVectors( point, this.origin ); var directionDistance = result.dot( this.direction ); if ( directionDistance < 0 ) { return result.copy( this.origin ); } return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); }, distanceToPoint: function ( point ) { return Math.sqrt( this.distanceSqToPoint( point ) ); }, distanceSqToPoint: function () { var v1 = new Vector3$1(); return function distanceSqToPoint( point ) { var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction ); // point behind the ray if ( directionDistance < 0 ) { return this.origin.distanceToSquared( point ); } v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); return v1.distanceToSquared( point ); }; }(), distanceSqToSegment: function () { var segCenter = new Vector3$1(); var segDir = new Vector3$1(); var diff = new Vector3$1(); return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h // It returns the min distance between the ray and the segment // defined by v0 and v1 // It can also set two optional targets : // - The closest point on the ray // - The closest point on the segment segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); segDir.copy( v1 ).sub( v0 ).normalize(); diff.copy( this.origin ).sub( segCenter ); var segExtent = v0.distanceTo( v1 ) * 0.5; var a01 = - this.direction.dot( segDir ); var b0 = diff.dot( this.direction ); var b1 = - diff.dot( segDir ); var c = diff.lengthSq(); var det = Math.abs( 1 - a01 * a01 ); var s0, s1, sqrDist, extDet; if ( det > 0 ) { // The ray and segment are not parallel. s0 = a01 * b1 - b0; s1 = a01 * b0 - b1; extDet = segExtent * det; if ( s0 >= 0 ) { if ( s1 >= - extDet ) { if ( s1 <= extDet ) { // region 0 // Minimum at interior points of ray and segment. var invDet = 1 / det; s0 *= invDet; s1 *= invDet; sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; } else { // region 1 s1 = segExtent; s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; } } else { // region 5 s1 = - segExtent; s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; } } else { if ( s1 <= - extDet ) { // region 4 s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) ); s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; } else if ( s1 <= extDet ) { // region 3 s0 = 0; s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); sqrDist = s1 * ( s1 + 2 * b1 ) + c; } else { // region 2 s0 = Math.max( 0, - ( a01 * segExtent + b0 ) ); s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; } } } else { // Ray and segment are parallel. s1 = ( a01 > 0 ) ? - segExtent : segExtent; s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; } if ( optionalPointOnRay ) { optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin ); } if ( optionalPointOnSegment ) { optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter ); } return sqrDist; }; }(), intersectSphere: function () { var v1 = new Vector3$1(); return function intersectSphere( sphere, optionalTarget ) { v1.subVectors( sphere.center, this.origin ); var tca = v1.dot( this.direction ); var d2 = v1.dot( v1 ) - tca * tca; var radius2 = sphere.radius * sphere.radius; if ( d2 > radius2 ) return null; var thc = Math.sqrt( radius2 - d2 ); // t0 = first intersect point - entrance on front of sphere var t0 = tca - thc; // t1 = second intersect point - exit point on back of sphere var t1 = tca + thc; // test to see if both t0 and t1 are behind the ray - if so, return null if ( t0 < 0 && t1 < 0 ) return null; // test to see if t0 is behind the ray: // if it is, the ray is inside the sphere, so return the second exit point scaled by t1, // in order to always return an intersect point that is in front of the ray. if ( t0 < 0 ) return this.at( t1, optionalTarget ); // else t0 is in front of the ray, so return the first collision point scaled by t0 return this.at( t0, optionalTarget ); }; }(), intersectsSphere: function ( sphere ) { return this.distanceToPoint( sphere.center ) <= sphere.radius; }, distanceToPlane: function ( plane ) { var denominator = plane.normal.dot( this.direction ); if ( denominator === 0 ) { // line is coplanar, return origin if ( plane.distanceToPoint( this.origin ) === 0 ) { return 0; } // Null is preferable to undefined since undefined means.... it is undefined return null; } var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; // Return if the ray never intersects the plane return t >= 0 ? t : null; }, intersectPlane: function ( plane, optionalTarget ) { var t = this.distanceToPlane( plane ); if ( t === null ) { return null; } return this.at( t, optionalTarget ); }, intersectsPlane: function ( plane ) { // check if the ray lies on the plane first var distToPoint = plane.distanceToPoint( this.origin ); if ( distToPoint === 0 ) { return true; } var denominator = plane.normal.dot( this.direction ); if ( denominator * distToPoint < 0 ) { return true; } // ray origin is behind the plane (and is pointing behind it) return false; }, intersectBox: function ( box, optionalTarget ) { var tmin, tmax, tymin, tymax, tzmin, tzmax; var invdirx = 1 / this.direction.x, invdiry = 1 / this.direction.y, invdirz = 1 / this.direction.z; var origin = this.origin; if ( invdirx >= 0 ) { tmin = ( box.min.x - origin.x ) * invdirx; tmax = ( box.max.x - origin.x ) * invdirx; } else { tmin = ( box.max.x - origin.x ) * invdirx; tmax = ( box.min.x - origin.x ) * invdirx; } if ( invdiry >= 0 ) { tymin = ( box.min.y - origin.y ) * invdiry; tymax = ( box.max.y - origin.y ) * invdiry; } else { tymin = ( box.max.y - origin.y ) * invdiry; tymax = ( box.min.y - origin.y ) * invdiry; } if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; // These lines also handle the case where tmin or tmax is NaN // (result of 0 * Infinity). x !== x returns true if x is NaN if ( tymin > tmin || tmin !== tmin ) tmin = tymin; if ( tymax < tmax || tmax !== tmax ) tmax = tymax; if ( invdirz >= 0 ) { tzmin = ( box.min.z - origin.z ) * invdirz; tzmax = ( box.max.z - origin.z ) * invdirz; } else { tzmin = ( box.max.z - origin.z ) * invdirz; tzmax = ( box.min.z - origin.z ) * invdirz; } if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; //return point closest to the ray (positive side) if ( tmax < 0 ) return null; return this.at( tmin >= 0 ? tmin : tmax, optionalTarget ); }, intersectsBox: ( function () { var v = new Vector3$1(); return function intersectsBox( box ) { return this.intersectBox( box, v ) !== null; }; } )(), intersectTriangle: function () { // Compute the offset origin, edges, and normal. var diff = new Vector3$1(); var edge1 = new Vector3$1(); var edge2 = new Vector3$1(); var normal = new Vector3$1(); return function intersectTriangle( a, b, c, backfaceCulling, optionalTarget ) { // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h edge1.subVectors( b, a ); edge2.subVectors( c, a ); normal.crossVectors( edge1, edge2 ); // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) var DdN = this.direction.dot( normal ); var sign; if ( DdN > 0 ) { if ( backfaceCulling ) return null; sign = 1; } else if ( DdN < 0 ) { sign = - 1; DdN = - DdN; } else { return null; } diff.subVectors( this.origin, a ); var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) ); // b1 < 0, no intersection if ( DdQxE2 < 0 ) { return null; } var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) ); // b2 < 0, no intersection if ( DdE1xQ < 0 ) { return null; } // b1+b2 > 1, no intersection if ( DdQxE2 + DdE1xQ > DdN ) { return null; } // Line intersects triangle, check if ray does. var QdN = - sign * diff.dot( normal ); // t < 0, no intersection if ( QdN < 0 ) { return null; } // Ray intersects triangle. return this.at( QdN / DdN, optionalTarget ); }; }(), applyMatrix4: function ( matrix4 ) { this.direction.add( this.origin ).applyMatrix4( matrix4 ); this.origin.applyMatrix4( matrix4 ); this.direction.sub( this.origin ); this.direction.normalize(); return this; }, equals: function ( ray ) { return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); } } ); /** * @author mrdoob / http://mrdoob.com/ * @author WestLangley / http://github.com/WestLangley * @author bhouston / http://clara.io */ function Euler$1( x, y, z, order ) { this._x = x || 0; this._y = y || 0; this._z = z || 0; this._order = order || Euler$1.DefaultOrder; } Euler$1.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]; Euler$1.DefaultOrder = 'XYZ'; Object.defineProperties( Euler$1.prototype, { x: { get: function () { return this._x; }, set: function ( value ) { this._x = value; this.onChangeCallback(); } }, y: { get: function () { return this._y; }, set: function ( value ) { this._y = value; this.onChangeCallback(); } }, z: { get: function () { return this._z; }, set: function ( value ) { this._z = value; this.onChangeCallback(); } }, order: { get: function () { return this._order; }, set: function ( value ) { this._order = value; this.onChangeCallback(); } } } ); Object.assign( Euler$1.prototype, { isEuler: true, set: function ( x, y, z, order ) { this._x = x; this._y = y; this._z = z; this._order = order || this._order; this.onChangeCallback(); return this; }, clone: function () { return new this.constructor( this._x, this._y, this._z, this._order ); }, copy: function ( euler ) { this._x = euler._x; this._y = euler._y; this._z = euler._z; this._order = euler._order; this.onChangeCallback(); return this; }, setFromRotationMatrix: function ( m, order, update ) { var clamp = _Math$1.clamp; // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) var te = m.elements; var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; order = order || this._order; if ( order === 'XYZ' ) { this._y = Math.asin( clamp( m13, - 1, 1 ) ); if ( Math.abs( m13 ) < 0.99999 ) { this._x = Math.atan2( - m23, m33 ); this._z = Math.atan2( - m12, m11 ); } else { this._x = Math.atan2( m32, m22 ); this._z = 0; } } else if ( order === 'YXZ' ) { this._x = Math.asin( - clamp( m23, - 1, 1 ) ); if ( Math.abs( m23 ) < 0.99999 ) { this._y = Math.atan2( m13, m33 ); this._z = Math.atan2( m21, m22 ); } else { this._y = Math.atan2( - m31, m11 ); this._z = 0; } } else if ( order === 'ZXY' ) { this._x = Math.asin( clamp( m32, - 1, 1 ) ); if ( Math.abs( m32 ) < 0.99999 ) { this._y = Math.atan2( - m31, m33 ); this._z = Math.atan2( - m12, m22 ); } else { this._y = 0; this._z = Math.atan2( m21, m11 ); } } else if ( order === 'ZYX' ) { this._y = Math.asin( - clamp( m31, - 1, 1 ) ); if ( Math.abs( m31 ) < 0.99999 ) { this._x = Math.atan2( m32, m33 ); this._z = Math.atan2( m21, m11 ); } else { this._x = 0; this._z = Math.atan2( - m12, m22 ); } } else if ( order === 'YZX' ) { this._z = Math.asin( clamp( m21, - 1, 1 ) ); if ( Math.abs( m21 ) < 0.99999 ) { this._x = Math.atan2( - m23, m22 ); this._y = Math.atan2( - m31, m11 ); } else { this._x = 0; this._y = Math.atan2( m13, m33 ); } } else if ( order === 'XZY' ) { this._z = Math.asin( - clamp( m12, - 1, 1 ) ); if ( Math.abs( m12 ) < 0.99999 ) { this._x = Math.atan2( m32, m22 ); this._y = Math.atan2( m13, m11 ); } else { this._x = Math.atan2( - m23, m33 ); this._y = 0; } } else { console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order ); } this._order = order; if ( update !== false ) this.onChangeCallback(); return this; }, setFromQuaternion: function () { var matrix = new Matrix4$1(); return function setFromQuaternion( q, order, update ) { matrix.makeRotationFromQuaternion( q ); return this.setFromRotationMatrix( matrix, order, update ); }; }(), setFromVector3: function ( v, order ) { return this.set( v.x, v.y, v.z, order || this._order ); }, reorder: function () { // WARNING: this discards revolution information -bhouston var q = new Quaternion$1(); return function reorder( newOrder ) { q.setFromEuler( this ); return this.setFromQuaternion( q, newOrder ); }; }(), equals: function ( euler ) { return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); }, fromArray: function ( array ) { this._x = array[ 0 ]; this._y = array[ 1 ]; this._z = array[ 2 ]; if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; this.onChangeCallback(); return this; }, toArray: function ( array, offset ) { if ( array === undefined ) array = []; if ( offset === undefined ) offset = 0; array[ offset ] = this._x; array[ offset + 1 ] = this._y; array[ offset + 2 ] = this._z; array[ offset + 3 ] = this._order; return array; }, toVector3: function ( optionalResult ) { if ( optionalResult ) { return optionalResult.set( this._x, this._y, this._z ); } else { return new Vector3$1( this._x, this._y, this._z ); } }, onChange: function ( callback ) { this.onChangeCallback = callback; return this; }, onChangeCallback: function () {} } ); /** * @author mrdoob / http://mrdoob.com/ */ function Layers$1() { this.mask = 1 | 0; } Object.assign( Layers$1.prototype, { set: function ( channel ) { this.mask = 1 << channel | 0; }, enable: function ( channel ) { this.mask |= 1 << channel | 0; }, toggle: function ( channel ) { this.mask ^= 1 << channel | 0; }, disable: function ( channel ) { this.mask &= ~ ( 1 << channel | 0 ); }, test: function ( layers ) { return ( this.mask & layers.mask ) !== 0; } } ); /** * @author mrdoob / http://mrdoob.com/ * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ * @author WestLangley / http://github.com/WestLangley * @author elephantatwork / www.elephantatwork.ch */ var object3DId$1 = 0; function Object3D$1() { Object.defineProperty( this, 'id', { value: object3DId$1 ++ } ); this.uuid = _Math$1.generateUUID(); this.name = ''; this.type = 'Object3D'; this.parent = null; this.children = []; this.up = Object3D$1.DefaultUp.clone(); var position = new Vector3$1(); var rotation = new Euler$1(); var quaternion = new Quaternion$1(); var scale = new Vector3$1( 1, 1, 1 ); function onRotationChange() { quaternion.setFromEuler( rotation, false ); } function onQuaternionChange() { rotation.setFromQuaternion( quaternion, undefined, false ); } rotation.onChange( onRotationChange ); quaternion.onChange( onQuaternionChange ); Object.defineProperties( this, { position: { enumerable: true, value: position }, rotation: { enumerable: true, value: rotation }, quaternion: { enumerable: true, value: quaternion }, scale: { enumerable: true, value: scale }, modelViewMatrix: { value: new Matrix4$1() }, normalMatrix: { value: new Matrix3$1() } } ); this.matrix = new Matrix4$1(); this.matrixWorld = new Matrix4$1(); this.matrixAutoUpdate = Object3D$1.DefaultMatrixAutoUpdate; this.matrixWorldNeedsUpdate = false; this.layers = new Layers$1(); this.visible = true; this.castShadow = false; this.receiveShadow = false; this.frustumCulled = true; this.renderOrder = 0; this.userData = {}; this.onBeforeRender = function () {}; this.onAfterRender = function () {}; } Object3D$1.DefaultUp = new Vector3$1( 0, 1, 0 ); Object3D$1.DefaultMatrixAutoUpdate = true; Object.assign( Object3D$1.prototype, EventDispatcher$1.prototype, { isObject3D: true, applyMatrix: function ( matrix ) { this.matrix.multiplyMatrices( matrix, this.matrix ); this.matrix.decompose( this.position, this.quaternion, this.scale ); }, setRotationFromAxisAngle: function ( axis, angle ) { // assumes axis is normalized this.quaternion.setFromAxisAngle( axis, angle ); }, setRotationFromEuler: function ( euler ) { this.quaternion.setFromEuler( euler, true ); }, setRotationFromMatrix: function ( m ) { // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) this.quaternion.setFromRotationMatrix( m ); }, setRotationFromQuaternion: function ( q ) { // assumes q is normalized this.quaternion.copy( q ); }, rotateOnAxis: function () { // rotate object on axis in object space // axis is assumed to be normalized var q1 = new Quaternion$1(); return function rotateOnAxis( axis, angle ) { q1.setFromAxisAngle( axis, angle ); this.quaternion.multiply( q1 ); return this; }; }(), rotateX: function () { var v1 = new Vector3$1( 1, 0, 0 ); return function rotateX( angle ) { return this.rotateOnAxis( v1, angle ); }; }(), rotateY: function () { var v1 = new Vector3$1( 0, 1, 0 ); return function rotateY( angle ) { return this.rotateOnAxis( v1, angle ); }; }(), rotateZ: function () { var v1 = new Vector3$1( 0, 0, 1 ); return function rotateZ( angle ) { return this.rotateOnAxis( v1, angle ); }; }(), translateOnAxis: function () { // translate object by distance along axis in object space // axis is assumed to be normalized var v1 = new Vector3$1(); return function translateOnAxis( axis, distance ) { v1.copy( axis ).applyQuaternion( this.quaternion ); this.position.add( v1.multiplyScalar( distance ) ); return this; }; }(), translateX: function () { var v1 = new Vector3$1( 1, 0, 0 ); return function translateX( distance ) { return this.translateOnAxis( v1, distance ); }; }(), translateY: function () { var v1 = new Vector3$1( 0, 1, 0 ); return function translateY( distance ) { return this.translateOnAxis( v1, distance ); }; }(), translateZ: function () { var v1 = new Vector3$1( 0, 0, 1 ); return function translateZ( distance ) { return this.translateOnAxis( v1, distance ); }; }(), localToWorld: function ( vector ) { return vector.applyMatrix4( this.matrixWorld ); }, worldToLocal: function () { var m1 = new Matrix4$1(); return function worldToLocal( vector ) { return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) ); }; }(), lookAt: function () { // This routine does not support objects with rotated and/or translated parent(s) var m1 = new Matrix4$1(); return function lookAt( vector ) { if ( this.isCamera ) { m1.lookAt( this.position, vector, this.up ); } else { m1.lookAt( vector, this.position, this.up ); } this.quaternion.setFromRotationMatrix( m1 ); }; }(), add: function ( object ) { if ( arguments.length > 1 ) { for ( var i = 0; i < arguments.length; i ++ ) { this.add( arguments[ i ] ); } return this; } if ( object === this ) { console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object ); return this; } if ( ( object && object.isObject3D ) ) { if ( object.parent !== null ) { object.parent.remove( object ); } object.parent = this; object.dispatchEvent( { type: 'added' } ); this.children.push( object ); } else { console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object ); } return this; }, remove: function ( object ) { if ( arguments.length > 1 ) { for ( var i = 0; i < arguments.length; i ++ ) { this.remove( arguments[ i ] ); } } var index = this.children.indexOf( object ); if ( index !== - 1 ) { object.parent = null; object.dispatchEvent( { type: 'removed' } ); this.children.splice( index, 1 ); } }, getObjectById: function ( id ) { return this.getObjectByProperty( 'id', id ); }, getObjectByName: function ( name ) { return this.getObjectByProperty( 'name', name ); }, getObjectByProperty: function ( name, value ) { if ( this[ name ] === value ) return this; for ( var i = 0, l = this.children.length; i < l; i ++ ) { var child = this.children[ i ]; var object = child.getObjectByProperty( name, value ); if ( object !== undefined ) { return object; } } return undefined; }, getWorldPosition: function ( optionalTarget ) { var result = optionalTarget || new Vector3$1(); this.updateMatrixWorld( true ); return result.setFromMatrixPosition( this.matrixWorld ); }, getWorldQuaternion: function () { var position = new Vector3$1(); var scale = new Vector3$1(); return function getWorldQuaternion( optionalTarget ) { var result = optionalTarget || new Quaternion$1(); this.updateMatrixWorld( true ); this.matrixWorld.decompose( position, result, scale ); return result; }; }(), getWorldRotation: function () { var quaternion = new Quaternion$1(); return function getWorldRotation( optionalTarget ) { var result = optionalTarget || new Euler$1(); this.getWorldQuaternion( quaternion ); return result.setFromQuaternion( quaternion, this.rotation.order, false ); }; }(), getWorldScale: function () { var position = new Vector3$1(); var quaternion = new Quaternion$1(); return function getWorldScale( optionalTarget ) { var result = optionalTarget || new Vector3$1(); this.updateMatrixWorld( true ); this.matrixWorld.decompose( position, quaternion, result ); return result; }; }(), getWorldDirection: function () { var quaternion = new Quaternion$1(); return function getWorldDirection( optionalTarget ) { var result = optionalTarget || new Vector3$1(); this.getWorldQuaternion( quaternion ); return result.set( 0, 0, 1 ).applyQuaternion( quaternion ); }; }(), raycast: function () {}, traverse: function ( callback ) { callback( this ); var children = this.children; for ( var i = 0, l = children.length; i < l; i ++ ) { children[ i ].traverse( callback ); } }, traverseVisible: function ( callback ) { if ( this.visible === false ) return; callback( this ); var children = this.children; for ( var i = 0, l = children.length; i < l; i ++ ) { children[ i ].traverseVisible( callback ); } }, traverseAncestors: function ( callback ) { var parent = this.parent; if ( parent !== null ) { callback( parent ); parent.traverseAncestors( callback ); } }, updateMatrix: function () { this.matrix.compose( this.position, this.quaternion, this.scale ); this.matrixWorldNeedsUpdate = true; }, updateMatrixWorld: function ( force ) { if ( this.matrixAutoUpdate ) this.updateMatrix(); if ( this.matrixWorldNeedsUpdate || force ) { if ( this.parent === null ) { this.matrixWorld.copy( this.matrix ); } else { this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); } this.matrixWorldNeedsUpdate = false; force = true; } // update children var children = this.children; for ( var i = 0, l = children.length; i < l; i ++ ) { children[ i ].updateMatrixWorld( force ); } }, toJSON: function ( meta ) { // meta is '' when called from JSON.stringify var isRootObject = ( meta === undefined || meta === '' ); var output = {}; // meta is a hash used to collect geometries, materials. // not providing it implies that this is the root object // being serialized. if ( isRootObject ) { // initialize meta obj meta = { geometries: {}, materials: {}, textures: {}, images: {} }; output.metadata = { version: 4.5, type: 'Object', generator: 'Object3D.toJSON' }; } // standard Object3D serialization var object = {}; object.uuid = this.uuid; object.type = this.type; if ( this.name !== '' ) object.name = this.name; if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData; if ( this.castShadow === true ) object.castShadow = true; if ( this.receiveShadow === true ) object.receiveShadow = true; if ( this.visible === false ) object.visible = false; object.matrix = this.matrix.toArray(); // function serialize( library, element ) { if ( library[ element.uuid ] === undefined ) { library[ element.uuid ] = element.toJSON( meta ); } return element.uuid; } if ( this.geometry !== undefined ) { object.geometry = serialize( meta.geometries, this.geometry ); } if ( this.material !== undefined ) { if ( Array.isArray( this.material ) ) { var uuids = []; for ( var i = 0, l = this.material.length; i < l; i ++ ) { uuids.push( serialize( meta.materials, this.material[ i ] ) ); } object.material = uuids; } else { object.material = serialize( meta.materials, this.material ); } } // if ( this.children.length > 0 ) { object.children = []; for ( var i = 0; i < this.children.length; i ++ ) { object.children.push( this.children[ i ].toJSON( meta ).object ); } } if ( isRootObject ) { var geometries = extractFromCache( meta.geometries ); var materials = extractFromCache( meta.materials ); var textures = extractFromCache( meta.textures ); var images = extractFromCache( meta.images ); if ( geometries.length > 0 ) output.geometries = geometries; if ( materials.length > 0 ) output.materials = materials; if ( textures.length > 0 ) output.textures = textures; if ( images.length > 0 ) output.images = images; } output.object = object; return output; // extract data from the cache hash // remove metadata on each item // and return as array function extractFromCache( cache ) { var values = []; for ( var key in cache ) { var data = cache[ key ]; delete data.metadata; values.push( data ); } return values; } }, clone: function ( recursive ) { return new this.constructor().copy( this, recursive ); }, copy: function ( source, recursive ) { if ( recursive === undefined ) recursive = true; this.name = source.name; this.up.copy( source.up ); this.position.copy( source.position ); this.quaternion.copy( source.quaternion ); this.scale.copy( source.scale ); this.matrix.copy( source.matrix ); this.matrixWorld.copy( source.matrixWorld ); this.matrixAutoUpdate = source.matrixAutoUpdate; this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; this.layers.mask = source.layers.mask; this.visible = source.visible; this.castShadow = source.castShadow; this.receiveShadow = source.receiveShadow; this.frustumCulled = source.frustumCulled; this.renderOrder = source.renderOrder; this.userData = JSON.parse( JSON.stringify( source.userData ) ); if ( recursive === true ) { for ( var i = 0; i < source.children.length; i ++ ) { var child = source.children[ i ]; this.add( child.clone() ); } } return this; } } ); /** * @author bhouston / http://clara.io */ function Line3$1( start, end ) { this.start = ( start !== undefined ) ? start : new Vector3$1(); this.end = ( end !== undefined ) ? end : new Vector3$1(); } Object.assign( Line3$1.prototype, { set: function ( start, end ) { this.start.copy( start ); this.end.copy( end ); return this; }, clone: function () { return new this.constructor().copy( this ); }, copy: function ( line ) { this.start.copy( line.start ); this.end.copy( line.end ); return this; }, getCenter: function ( optionalTarget ) { var result = optionalTarget || new Vector3$1(); return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); }, delta: function ( optionalTarget ) { var result = optionalTarget || new Vector3$1(); return result.subVectors( this.end, this.start ); }, distanceSq: function () { return this.start.distanceToSquared( this.end ); }, distance: function () { return this.start.distanceTo( this.end ); }, at: function ( t, optionalTarget ) { var result = optionalTarget || new Vector3$1(); return this.delta( result ).multiplyScalar( t ).add( this.start ); }, closestPointToPointParameter: function () { var startP = new Vector3$1(); var startEnd = new Vector3$1(); return function closestPointToPointParameter( point, clampToLine ) { startP.subVectors( point, this.start ); startEnd.subVectors( this.end, this.start ); var startEnd2 = startEnd.dot( startEnd ); var startEnd_startP = startEnd.dot( startP ); var t = startEnd_startP / startEnd2; if ( clampToLine ) { t = _Math$1.clamp( t, 0, 1 ); } return t; }; }(), closestPointToPoint: function ( point, clampToLine, optionalTarget ) { var t = this.closestPointToPointParameter( point, clampToLine ); var result = optionalTarget || new Vector3$1(); return this.delta( result ).multiplyScalar( t ).add( this.start ); }, applyMatrix4: function ( matrix ) { this.start.applyMatrix4( matrix ); this.end.applyMatrix4( matrix ); return this; }, equals: function ( line ) { return line.start.equals( this.start ) && line.end.equals( this.end ); } } ); /** * @author bhouston / http://clara.io * @author mrdoob / http://mrdoob.com/ */ function Triangle$1( a, b, c ) { this.a = ( a !== undefined ) ? a : new Vector3$1(); this.b = ( b !== undefined ) ? b : new Vector3$1(); this.c = ( c !== undefined ) ? c : new Vector3$1(); } Object.assign( Triangle$1, { normal: function () { var v0 = new Vector3$1(); return function normal( a, b, c, optionalTarget ) { var result = optionalTarget || new Vector3$1(); result.subVectors( c, b ); v0.subVectors( a, b ); result.cross( v0 ); var resultLengthSq = result.lengthSq(); if ( resultLengthSq > 0 ) { return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) ); } return result.set( 0, 0, 0 ); }; }(), // static/instance method to calculate barycentric coordinates // based on: http://www.blackpawn.com/texts/pointinpoly/default.html barycoordFromPoint: function () { var v0 = new Vector3$1(); var v1 = new Vector3$1(); var v2 = new Vector3$1(); return function barycoordFromPoint( point, a, b, c, optionalTarget ) { v0.subVectors( c, a ); v1.subVectors( b, a ); v2.subVectors( point, a ); var dot00 = v0.dot( v0 ); var dot01 = v0.dot( v1 ); var dot02 = v0.dot( v2 ); var dot11 = v1.dot( v1 ); var dot12 = v1.dot( v2 ); var denom = ( dot00 * dot11 - dot01 * dot01 ); var result = optionalTarget || new Vector3$1(); // collinear or singular triangle if ( denom === 0 ) { // arbitrary location outside of triangle? // not sure if this is the best idea, maybe should be returning undefined return result.set( - 2, - 1, - 1 ); } var invDenom = 1 / denom; var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; // barycentric coordinates must always sum to 1 return result.set( 1 - u - v, v, u ); }; }(), containsPoint: function () { var v1 = new Vector3$1(); return function containsPoint( point, a, b, c ) { var result = Triangle$1.barycoordFromPoint( point, a, b, c, v1 ); return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 ); }; }() } ); Object.assign( Triangle$1.prototype, { set: function ( a, b, c ) { this.a.copy( a ); this.b.copy( b ); this.c.copy( c ); return this; }, setFromPointsAndIndices: function ( points, i0, i1, i2 ) { this.a.copy( points[ i0 ] ); this.b.copy( points[ i1 ] ); this.c.copy( points[ i2 ] ); return this; }, clone: function () { return new this.constructor().copy( this ); }, copy: function ( triangle ) { this.a.copy( triangle.a ); this.b.copy( triangle.b ); this.c.copy( triangle.c ); return this; }, area: function () { var v0 = new Vector3$1(); var v1 = new Vector3$1(); return function area() { v0.subVectors( this.c, this.b ); v1.subVectors( this.a, this.b ); return v0.cross( v1 ).length() * 0.5; }; }(), midpoint: function ( optionalTarget ) { var result = optionalTarget || new Vector3$1(); return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); }, normal: function ( optionalTarget ) { return Triangle$1.normal( this.a, this.b, this.c, optionalTarget ); }, plane: function ( optionalTarget ) { var result = optionalTarget || new Plane$2(); return result.setFromCoplanarPoints( this.a, this.b, this.c ); }, barycoordFromPoint: function ( point, optionalTarget ) { return Triangle$1.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget ); }, containsPoint: function ( point ) { return Triangle$1.containsPoint( point, this.a, this.b, this.c ); }, closestPointToPoint: function () { var plane = new Plane$2(); var edgeList = [ new Line3$1(), new Line3$1(), new Line3$1() ]; var projectedPoint = new Vector3$1(); var closestPoint = new Vector3$1(); return function closestPointToPoint( point, optionalTarget ) { var result = optionalTarget || new Vector3$1(); var minDistance = Infinity; // project the point onto the plane of the triangle plane.setFromCoplanarPoints( this.a, this.b, this.c ); plane.projectPoint( point, projectedPoint ); // check if the projection lies within the triangle if( this.containsPoint( projectedPoint ) === true ) { // if so, this is the closest point result.copy( projectedPoint ); } else { // if not, the point falls outside the triangle. the result is the closest point to the triangle's edges or vertices edgeList[ 0 ].set( this.a, this.b ); edgeList[ 1 ].set( this.b, this.c ); edgeList[ 2 ].set( this.c, this.a ); for( var i = 0; i < edgeList.length; i ++ ) { edgeList[ i ].closestPointToPoint( projectedPoint, true, closestPoint ); var distance = projectedPoint.distanceToSquared( closestPoint ); if( distance < minDistance ) { minDistance = distance; result.copy( closestPoint ); } } } return result; }; }(), equals: function ( triangle ) { return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); } } ); /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ function Face3$1( a, b, c, normal, color, materialIndex ) { this.a = a; this.b = b; this.c = c; this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3$1(); this.vertexNormals = Array.isArray( normal ) ? normal : []; this.color = ( color && color.isColor ) ? color : new Color$1(); this.vertexColors = Array.isArray( color ) ? color : []; this.materialIndex = materialIndex !== undefined ? materialIndex : 0; } Object.assign( Face3$1.prototype, { clone: function () { return new this.constructor().copy( this ); }, copy: function ( source ) { this.a = source.a; this.b = source.b; this.c = source.c; this.normal.copy( source.normal ); this.color.copy( source.color ); this.materialIndex = source.materialIndex; for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) { this.vertexNormals[ i ] = source.vertexNormals[ i ].clone(); } for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) { this.vertexColors[ i ] = source.vertexColors[ i ].clone(); } return this; } } ); /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: , * opacity: , * map: new THREE.Texture( ), * * lightMap: new THREE.Texture( ), * lightMapIntensity: * * aoMap: new THREE.Texture( ), * aoMapIntensity: * * specularMap: new THREE.Texture( ), * * alphaMap: new THREE.Texture( ), * * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), * combine: THREE.Multiply, * reflectivity: , * refractionRatio: , * * shading: THREE.SmoothShading, * depthTest: , * depthWrite: , * * wireframe: , * wireframeLinewidth: , * * skinning: , * morphTargets: * } */ function MeshBasicMaterial$1( parameters ) { Material$1.call( this ); this.type = 'MeshBasicMaterial'; this.color = new Color$1( 0xffffff ); // emissive this.map = null; this.lightMap = null; this.lightMapIntensity = 1.0; this.aoMap = null; this.aoMapIntensity = 1.0; this.specularMap = null; this.alphaMap = null; this.envMap = null; this.combine = MultiplyOperation$1; this.reflectivity = 1; this.refractionRatio = 0.98; this.wireframe = false; this.wireframeLinewidth = 1; this.wireframeLinecap = 'round'; this.wireframeLinejoin = 'round'; this.skinning = false; this.morphTargets = false; this.lights = false; this.setValues( parameters ); } MeshBasicMaterial$1.prototype = Object.create( Material$1.prototype ); MeshBasicMaterial$1.prototype.constructor = MeshBasicMaterial$1; MeshBasicMaterial$1.prototype.isMeshBasicMaterial = true; MeshBasicMaterial$1.prototype.copy = function ( source ) { Material$1.prototype.copy.call( this, source ); this.color.copy( source.color ); this.map = source.map; this.lightMap = source.lightMap; this.lightMapIntensity = source.lightMapIntensity; this.aoMap = source.aoMap; this.aoMapIntensity = source.aoMapIntensity; this.specularMap = source.specularMap; this.alphaMap = source.alphaMap; this.envMap = source.envMap; this.combine = source.combine; this.reflectivity = source.reflectivity; this.refractionRatio = source.refractionRatio; this.wireframe = source.wireframe; this.wireframeLinewidth = source.wireframeLinewidth; this.wireframeLinecap = source.wireframeLinecap; this.wireframeLinejoin = source.wireframeLinejoin; this.skinning = source.skinning; this.morphTargets = source.morphTargets; return this; }; /** * @author mrdoob / http://mrdoob.com/ */ function BufferAttribute$1( array, itemSize, normalized ) { if ( Array.isArray( array ) ) { throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); } this.uuid = _Math$1.generateUUID(); this.array = array; this.itemSize = itemSize; this.count = array !== undefined ? array.length / itemSize : 0; this.normalized = normalized === true; this.dynamic = false; this.updateRange = { offset: 0, count: - 1 }; this.onUploadCallback = function () {}; this.version = 0; } Object.defineProperty( BufferAttribute$1.prototype, 'needsUpdate', { set: function ( value ) { if ( value === true ) this.version ++; } } ); Object.assign( BufferAttribute$1.prototype, { isBufferAttribute: true, setArray: function ( array ) { if ( Array.isArray( array ) ) { throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); } this.count = array !== undefined ? array.length / this.itemSize : 0; this.array = array; }, setDynamic: function ( value ) { this.dynamic = value; return this; }, copy: function ( source ) { this.array = new source.array.constructor( source.array ); this.itemSize = source.itemSize; this.count = source.count; this.normalized = source.normalized; this.dynamic = source.dynamic; return this; }, copyAt: function ( index1, attribute, index2 ) { index1 *= this.itemSize; index2 *= attribute.itemSize; for ( var i = 0, l = this.itemSize; i < l; i ++ ) { this.array[ index1 + i ] = attribute.array[ index2 + i ]; } return this; }, copyArray: function ( array ) { this.array.set( array ); return this; }, copyColorsArray: function ( colors ) { var array = this.array, offset = 0; for ( var i = 0, l = colors.length; i < l; i ++ ) { var color = colors[ i ]; if ( color === undefined ) { console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i ); color = new Color$1(); } array[ offset ++ ] = color.r; array[ offset ++ ] = color.g; array[ offset ++ ] = color.b; } return this; }, copyIndicesArray: function ( indices ) { var array = this.array, offset = 0; for ( var i = 0, l = indices.length; i < l; i ++ ) { var index = indices[ i ]; array[ offset ++ ] = index.a; array[ offset ++ ] = index.b; array[ offset ++ ] = index.c; } return this; }, copyVector2sArray: function ( vectors ) { var array = this.array, offset = 0; for ( var i = 0, l = vectors.length; i < l; i ++ ) { var vector = vectors[ i ]; if ( vector === undefined ) { console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i ); vector = new Vector2$1(); } array[ offset ++ ] = vector.x; array[ offset ++ ] = vector.y; } return this; }, copyVector3sArray: function ( vectors ) { var array = this.array, offset = 0; for ( var i = 0, l = vectors.length; i < l; i ++ ) { var vector = vectors[ i ]; if ( vector === undefined ) { console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i ); vector = new Vector3$1(); } array[ offset ++ ] = vector.x; array[ offset ++ ] = vector.y; array[ offset ++ ] = vector.z; } return this; }, copyVector4sArray: function ( vectors ) { var array = this.array, offset = 0; for ( var i = 0, l = vectors.length; i < l; i ++ ) { var vector = vectors[ i ]; if ( vector === undefined ) { console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i ); vector = new Vector4$1(); } array[ offset ++ ] = vector.x; array[ offset ++ ] = vector.y; array[ offset ++ ] = vector.z; array[ offset ++ ] = vector.w; } return this; }, set: function ( value, offset ) { if ( offset === undefined ) offset = 0; this.array.set( value, offset ); return this; }, getX: function ( index ) { return this.array[ index * this.itemSize ]; }, setX: function ( index, x ) { this.array[ index * this.itemSize ] = x; return this; }, getY: function ( index ) { return this.array[ index * this.itemSize + 1 ]; }, setY: function ( index, y ) { this.array[ index * this.itemSize + 1 ] = y; return this; }, getZ: function ( index ) { return this.array[ index * this.itemSize + 2 ]; }, setZ: function ( index, z ) { this.array[ index * this.itemSize + 2 ] = z; return this; }, getW: function ( index ) { return this.array[ index * this.itemSize + 3 ]; }, setW: function ( index, w ) { this.array[ index * this.itemSize + 3 ] = w; return this; }, setXY: function ( index, x, y ) { index *= this.itemSize; this.array[ index + 0 ] = x; this.array[ index + 1 ] = y; return this; }, setXYZ: function ( index, x, y, z ) { index *= this.itemSize; this.array[ index + 0 ] = x; this.array[ index + 1 ] = y; this.array[ index + 2 ] = z; return this; }, setXYZW: function ( index, x, y, z, w ) { index *= this.itemSize; this.array[ index + 0 ] = x; this.array[ index + 1 ] = y; this.array[ index + 2 ] = z; this.array[ index + 3 ] = w; return this; }, onUpload: function ( callback ) { this.onUploadCallback = callback; return this; }, clone: function () { return new this.constructor( this.array, this.itemSize ).copy( this ); } } ); // function Int8BufferAttribute$1( array, itemSize ) { BufferAttribute$1.call( this, new Int8Array( array ), itemSize ); } Int8BufferAttribute$1.prototype = Object.create( BufferAttribute$1.prototype ); Int8BufferAttribute$1.prototype.constructor = Int8BufferAttribute$1; function Uint8BufferAttribute$1( array, itemSize ) { BufferAttribute$1.call( this, new Uint8Array( array ), itemSize ); } Uint8BufferAttribute$1.prototype = Object.create( BufferAttribute$1.prototype ); Uint8BufferAttribute$1.prototype.constructor = Uint8BufferAttribute$1; function Uint8ClampedBufferAttribute$1( array, itemSize ) { BufferAttribute$1.call( this, new Uint8ClampedArray( array ), itemSize ); } Uint8ClampedBufferAttribute$1.prototype = Object.create( BufferAttribute$1.prototype ); Uint8ClampedBufferAttribute$1.prototype.constructor = Uint8ClampedBufferAttribute$1; function Int16BufferAttribute$1( array, itemSize ) { BufferAttribute$1.call( this, new Int16Array( array ), itemSize ); } Int16BufferAttribute$1.prototype = Object.create( BufferAttribute$1.prototype ); Int16BufferAttribute$1.prototype.constructor = Int16BufferAttribute$1; function Uint16BufferAttribute$1( array, itemSize ) { BufferAttribute$1.call( this, new Uint16Array( array ), itemSize ); } Uint16BufferAttribute$1.prototype = Object.create( BufferAttribute$1.prototype ); Uint16BufferAttribute$1.prototype.constructor = Uint16BufferAttribute$1; function Int32BufferAttribute$1( array, itemSize ) { BufferAttribute$1.call( this, new Int32Array( array ), itemSize ); } Int32BufferAttribute$1.prototype = Object.create( BufferAttribute$1.prototype ); Int32BufferAttribute$1.prototype.constructor = Int32BufferAttribute$1; function Uint32BufferAttribute$1( array, itemSize ) { BufferAttribute$1.call( this, new Uint32Array( array ), itemSize ); } Uint32BufferAttribute$1.prototype = Object.create( BufferAttribute$1.prototype ); Uint32BufferAttribute$1.prototype.constructor = Uint32BufferAttribute$1; function Float32BufferAttribute$1( array, itemSize ) { BufferAttribute$1.call( this, new Float32Array( array ), itemSize ); } Float32BufferAttribute$1.prototype = Object.create( BufferAttribute$1.prototype ); Float32BufferAttribute$1.prototype.constructor = Float32BufferAttribute$1; function Float64BufferAttribute$1( array, itemSize ) { BufferAttribute$1.call( this, new Float64Array( array ), itemSize ); } Float64BufferAttribute$1.prototype = Object.create( BufferAttribute$1.prototype ); Float64BufferAttribute$1.prototype.constructor = Float64BufferAttribute$1; /** * @author mrdoob / http://mrdoob.com/ */ function DirectGeometry$1() { this.indices = []; this.vertices = []; this.normals = []; this.colors = []; this.uvs = []; this.uvs2 = []; this.groups = []; this.morphTargets = {}; this.skinWeights = []; this.skinIndices = []; // this.lineDistances = []; this.boundingBox = null; this.boundingSphere = null; // update flags this.verticesNeedUpdate = false; this.normalsNeedUpdate = false; this.colorsNeedUpdate = false; this.uvsNeedUpdate = false; this.groupsNeedUpdate = false; } Object.assign( DirectGeometry$1.prototype, { computeGroups: function ( geometry ) { var group; var groups = []; var materialIndex = undefined; var faces = geometry.faces; for ( var i = 0; i < faces.length; i ++ ) { var face = faces[ i ]; // materials if ( face.materialIndex !== materialIndex ) { materialIndex = face.materialIndex; if ( group !== undefined ) { group.count = ( i * 3 ) - group.start; groups.push( group ); } group = { start: i * 3, materialIndex: materialIndex }; } } if ( group !== undefined ) { group.count = ( i * 3 ) - group.start; groups.push( group ); } this.groups = groups; }, fromGeometry: function ( geometry ) { var faces = geometry.faces; var vertices = geometry.vertices; var faceVertexUvs = geometry.faceVertexUvs; var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0; var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0; // morphs var morphTargets = geometry.morphTargets; var morphTargetsLength = morphTargets.length; var morphTargetsPosition; if ( morphTargetsLength > 0 ) { morphTargetsPosition = []; for ( var i = 0; i < morphTargetsLength; i ++ ) { morphTargetsPosition[ i ] = []; } this.morphTargets.position = morphTargetsPosition; } var morphNormals = geometry.morphNormals; var morphNormalsLength = morphNormals.length; var morphTargetsNormal; if ( morphNormalsLength > 0 ) { morphTargetsNormal = []; for ( var i = 0; i < morphNormalsLength; i ++ ) { morphTargetsNormal[ i ] = []; } this.morphTargets.normal = morphTargetsNormal; } // skins var skinIndices = geometry.skinIndices; var skinWeights = geometry.skinWeights; var hasSkinIndices = skinIndices.length === vertices.length; var hasSkinWeights = skinWeights.length === vertices.length; // for ( var i = 0; i < faces.length; i ++ ) { var face = faces[ i ]; this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] ); var vertexNormals = face.vertexNormals; if ( vertexNormals.length === 3 ) { this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] ); } else { var normal = face.normal; this.normals.push( normal, normal, normal ); } var vertexColors = face.vertexColors; if ( vertexColors.length === 3 ) { this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] ); } else { var color = face.color; this.colors.push( color, color, color ); } if ( hasFaceVertexUv === true ) { var vertexUvs = faceVertexUvs[ 0 ][ i ]; if ( vertexUvs !== undefined ) { this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); } else { console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i ); this.uvs.push( new Vector2$1(), new Vector2$1(), new Vector2$1() ); } } if ( hasFaceVertexUv2 === true ) { var vertexUvs = faceVertexUvs[ 1 ][ i ]; if ( vertexUvs !== undefined ) { this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); } else { console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i ); this.uvs2.push( new Vector2$1(), new Vector2$1(), new Vector2$1() ); } } // morphs for ( var j = 0; j < morphTargetsLength; j ++ ) { var morphTarget = morphTargets[ j ].vertices; morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] ); } for ( var j = 0; j < morphNormalsLength; j ++ ) { var morphNormal = morphNormals[ j ].vertexNormals[ i ]; morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c ); } // skins if ( hasSkinIndices ) { this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] ); } if ( hasSkinWeights ) { this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] ); } } this.computeGroups( geometry ); this.verticesNeedUpdate = geometry.verticesNeedUpdate; this.normalsNeedUpdate = geometry.normalsNeedUpdate; this.colorsNeedUpdate = geometry.colorsNeedUpdate; this.uvsNeedUpdate = geometry.uvsNeedUpdate; this.groupsNeedUpdate = geometry.groupsNeedUpdate; return this; } } ); function arrayMax$1( array ) { if ( array.length === 0 ) return - Infinity; var max = array[ 0 ]; for ( var i = 1, l = array.length; i < l; ++ i ) { if ( array[ i ] > max ) max = array[ i ]; } return max; } /** * @author mrdoob / http://mrdoob.com/ * @author kile / http://kile.stravaganza.org/ * @author alteredq / http://alteredqualia.com/ * @author mikael emtinger / http://gomo.se/ * @author zz85 / http://www.lab4games.net/zz85/blog * @author bhouston / http://clara.io */ var count$1 = 0; function GeometryIdCount() { return count$1++; } function Geometry$1() { Object.defineProperty( this, 'id', { value: GeometryIdCount() } ); this.uuid = _Math$1.generateUUID(); this.name = ''; this.type = 'Geometry'; this.vertices = []; this.colors = []; this.faces = []; this.faceVertexUvs = [[]]; this.morphTargets = []; this.morphNormals = []; this.skinWeights = []; this.skinIndices = []; this.lineDistances = []; this.boundingBox = null; this.boundingSphere = null; // update flags this.elementsNeedUpdate = false; this.verticesNeedUpdate = false; this.uvsNeedUpdate = false; this.normalsNeedUpdate = false; this.colorsNeedUpdate = false; this.lineDistancesNeedUpdate = false; this.groupsNeedUpdate = false; } Object.assign( Geometry$1.prototype, EventDispatcher$1.prototype, { isGeometry: true, applyMatrix: function ( matrix ) { var normalMatrix = new Matrix3$1().getNormalMatrix( matrix ); for ( var i = 0, il = this.vertices.length; i < il; i ++ ) { var vertex = this.vertices[ i ]; vertex.applyMatrix4( matrix ); } for ( var i = 0, il = this.faces.length; i < il; i ++ ) { var face = this.faces[ i ]; face.normal.applyMatrix3( normalMatrix ).normalize(); for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize(); } } if ( this.boundingBox !== null ) { this.computeBoundingBox(); } if ( this.boundingSphere !== null ) { this.computeBoundingSphere(); } this.verticesNeedUpdate = true; this.normalsNeedUpdate = true; return this; }, rotateX: function () { // rotate geometry around world x-axis var m1 = new Matrix4$1(); return function rotateX( angle ) { m1.makeRotationX( angle ); this.applyMatrix( m1 ); return this; }; }(), rotateY: function () { // rotate geometry around world y-axis var m1 = new Matrix4$1(); return function rotateY( angle ) { m1.makeRotationY( angle ); this.applyMatrix( m1 ); return this; }; }(), rotateZ: function () { // rotate geometry around world z-axis var m1 = new Matrix4$1(); return function rotateZ( angle ) { m1.makeRotationZ( angle ); this.applyMatrix( m1 ); return this; }; }(), translate: function () { // translate geometry var m1 = new Matrix4$1(); return function translate( x, y, z ) { m1.makeTranslation( x, y, z ); this.applyMatrix( m1 ); return this; }; }(), scale: function () { // scale geometry var m1 = new Matrix4$1(); return function scale( x, y, z ) { m1.makeScale( x, y, z ); this.applyMatrix( m1 ); return this; }; }(), lookAt: function () { var obj = new Object3D$1(); return function lookAt( vector ) { obj.lookAt( vector ); obj.updateMatrix(); this.applyMatrix( obj.matrix ); }; }(), fromBufferGeometry: function ( geometry ) { var scope = this; var indices = geometry.index !== null ? geometry.index.array : undefined; var attributes = geometry.attributes; var positions = attributes.position.array; var normals = attributes.normal !== undefined ? attributes.normal.array : undefined; var colors = attributes.color !== undefined ? attributes.color.array : undefined; var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined; var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined; if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = []; var tempNormals = []; var tempUVs = []; var tempUVs2 = []; for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) { scope.vertices.push( new Vector3$1( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) ); if ( normals !== undefined ) { tempNormals.push( new Vector3$1( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) ); } if ( colors !== undefined ) { scope.colors.push( new Color$1( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) ); } if ( uvs !== undefined ) { tempUVs.push( new Vector2$1( uvs[ j ], uvs[ j + 1 ] ) ); } if ( uvs2 !== undefined ) { tempUVs2.push( new Vector2$1( uvs2[ j ], uvs2[ j + 1 ] ) ); } } function addFace( a, b, c, materialIndex ) { var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : []; var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : []; var face = new Face3$1( a, b, c, vertexNormals, vertexColors, materialIndex ); scope.faces.push( face ); if ( uvs !== undefined ) { scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] ); } if ( uvs2 !== undefined ) { scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] ); } } var groups = geometry.groups; if ( groups.length > 0 ) { for ( var i = 0; i < groups.length; i ++ ) { var group = groups[ i ]; var start = group.start; var count = group.count; for ( var j = start, jl = start + count; j < jl; j += 3 ) { if ( indices !== undefined ) { addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex ); } else { addFace( j, j + 1, j + 2, group.materialIndex ); } } } } else { if ( indices !== undefined ) { for ( var i = 0; i < indices.length; i += 3 ) { addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] ); } } else { for ( var i = 0; i < positions.length / 3; i += 3 ) { addFace( i, i + 1, i + 2 ); } } } this.computeFaceNormals(); if ( geometry.boundingBox !== null ) { this.boundingBox = geometry.boundingBox.clone(); } if ( geometry.boundingSphere !== null ) { this.boundingSphere = geometry.boundingSphere.clone(); } return this; }, center: function () { this.computeBoundingBox(); var offset = this.boundingBox.getCenter().negate(); this.translate( offset.x, offset.y, offset.z ); return offset; }, normalize: function () { this.computeBoundingSphere(); var center = this.boundingSphere.center; var radius = this.boundingSphere.radius; var s = radius === 0 ? 1 : 1.0 / radius; var matrix = new Matrix4$1(); matrix.set( s, 0, 0, - s * center.x, 0, s, 0, - s * center.y, 0, 0, s, - s * center.z, 0, 0, 0, 1 ); this.applyMatrix( matrix ); return this; }, computeFaceNormals: function () { var cb = new Vector3$1(), ab = new Vector3$1(); for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) { var face = this.faces[ f ]; var vA = this.vertices[ face.a ]; var vB = this.vertices[ face.b ]; var vC = this.vertices[ face.c ]; cb.subVectors( vC, vB ); ab.subVectors( vA, vB ); cb.cross( ab ); cb.normalize(); face.normal.copy( cb ); } }, computeVertexNormals: function ( areaWeighted ) { if ( areaWeighted === undefined ) areaWeighted = true; var v, vl, f, fl, face, vertices; vertices = new Array( this.vertices.length ); for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { vertices[ v ] = new Vector3$1(); } if ( areaWeighted ) { // vertex normals weighted by triangle areas // http://www.iquilezles.org/www/articles/normals/normals.htm var vA, vB, vC; var cb = new Vector3$1(), ab = new Vector3$1(); for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; vA = this.vertices[ face.a ]; vB = this.vertices[ face.b ]; vC = this.vertices[ face.c ]; cb.subVectors( vC, vB ); ab.subVectors( vA, vB ); cb.cross( ab ); vertices[ face.a ].add( cb ); vertices[ face.b ].add( cb ); vertices[ face.c ].add( cb ); } } else { this.computeFaceNormals(); for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; vertices[ face.a ].add( face.normal ); vertices[ face.b ].add( face.normal ); vertices[ face.c ].add( face.normal ); } } for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { vertices[ v ].normalize(); } for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; var vertexNormals = face.vertexNormals; if ( vertexNormals.length === 3 ) { vertexNormals[ 0 ].copy( vertices[ face.a ] ); vertexNormals[ 1 ].copy( vertices[ face.b ] ); vertexNormals[ 2 ].copy( vertices[ face.c ] ); } else { vertexNormals[ 0 ] = vertices[ face.a ].clone(); vertexNormals[ 1 ] = vertices[ face.b ].clone(); vertexNormals[ 2 ] = vertices[ face.c ].clone(); } } if ( this.faces.length > 0 ) { this.normalsNeedUpdate = true; } }, computeFlatVertexNormals: function () { var f, fl, face; this.computeFaceNormals(); for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; var vertexNormals = face.vertexNormals; if ( vertexNormals.length === 3 ) { vertexNormals[ 0 ].copy( face.normal ); vertexNormals[ 1 ].copy( face.normal ); vertexNormals[ 2 ].copy( face.normal ); } else { vertexNormals[ 0 ] = face.normal.clone(); vertexNormals[ 1 ] = face.normal.clone(); vertexNormals[ 2 ] = face.normal.clone(); } } if ( this.faces.length > 0 ) { this.normalsNeedUpdate = true; } }, computeMorphNormals: function () { var i, il, f, fl, face; // save original normals // - create temp variables on first access // otherwise just copy (for faster repeated calls) for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; if ( ! face.__originalFaceNormal ) { face.__originalFaceNormal = face.normal.clone(); } else { face.__originalFaceNormal.copy( face.normal ); } if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = []; for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) { if ( ! face.__originalVertexNormals[ i ] ) { face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone(); } else { face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] ); } } } // use temp geometry to compute face and vertex normals for each morph var tmpGeo = new Geometry$1(); tmpGeo.faces = this.faces; for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) { // create on first access if ( ! this.morphNormals[ i ] ) { this.morphNormals[ i ] = {}; this.morphNormals[ i ].faceNormals = []; this.morphNormals[ i ].vertexNormals = []; var dstNormalsFace = this.morphNormals[ i ].faceNormals; var dstNormalsVertex = this.morphNormals[ i ].vertexNormals; var faceNormal, vertexNormals; for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { faceNormal = new Vector3$1(); vertexNormals = { a: new Vector3$1(), b: new Vector3$1(), c: new Vector3$1() }; dstNormalsFace.push( faceNormal ); dstNormalsVertex.push( vertexNormals ); } } var morphNormals = this.morphNormals[ i ]; // set vertices to morph target tmpGeo.vertices = this.morphTargets[ i ].vertices; // compute morph normals tmpGeo.computeFaceNormals(); tmpGeo.computeVertexNormals(); // store morph normals var faceNormal, vertexNormals; for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; faceNormal = morphNormals.faceNormals[ f ]; vertexNormals = morphNormals.vertexNormals[ f ]; faceNormal.copy( face.normal ); vertexNormals.a.copy( face.vertexNormals[ 0 ] ); vertexNormals.b.copy( face.vertexNormals[ 1 ] ); vertexNormals.c.copy( face.vertexNormals[ 2 ] ); } } // restore original normals for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; face.normal = face.__originalFaceNormal; face.vertexNormals = face.__originalVertexNormals; } }, computeLineDistances: function () { var d = 0; var vertices = this.vertices; for ( var i = 0, il = vertices.length; i < il; i ++ ) { if ( i > 0 ) { d += vertices[ i ].distanceTo( vertices[ i - 1 ] ); } this.lineDistances[ i ] = d; } }, computeBoundingBox: function () { if ( this.boundingBox === null ) { this.boundingBox = new Box3$1(); } this.boundingBox.setFromPoints( this.vertices ); }, computeBoundingSphere: function () { if ( this.boundingSphere === null ) { this.boundingSphere = new Sphere$2(); } this.boundingSphere.setFromPoints( this.vertices ); }, merge: function ( geometry, matrix, materialIndexOffset ) { if ( ( geometry && geometry.isGeometry ) === false ) { console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry ); return; } var normalMatrix, vertexOffset = this.vertices.length, vertices1 = this.vertices, vertices2 = geometry.vertices, faces1 = this.faces, faces2 = geometry.faces, uvs1 = this.faceVertexUvs[ 0 ], uvs2 = geometry.faceVertexUvs[ 0 ], colors1 = this.colors, colors2 = geometry.colors; if ( materialIndexOffset === undefined ) materialIndexOffset = 0; if ( matrix !== undefined ) { normalMatrix = new Matrix3$1().getNormalMatrix( matrix ); } // vertices for ( var i = 0, il = vertices2.length; i < il; i ++ ) { var vertex = vertices2[ i ]; var vertexCopy = vertex.clone(); if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix ); vertices1.push( vertexCopy ); } // colors for ( var i = 0, il = colors2.length; i < il; i ++ ) { colors1.push( colors2[ i ].clone() ); } // faces for ( i = 0, il = faces2.length; i < il; i ++ ) { var face = faces2[ i ], faceCopy, normal, color, faceVertexNormals = face.vertexNormals, faceVertexColors = face.vertexColors; faceCopy = new Face3$1( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset ); faceCopy.normal.copy( face.normal ); if ( normalMatrix !== undefined ) { faceCopy.normal.applyMatrix3( normalMatrix ).normalize(); } for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) { normal = faceVertexNormals[ j ].clone(); if ( normalMatrix !== undefined ) { normal.applyMatrix3( normalMatrix ).normalize(); } faceCopy.vertexNormals.push( normal ); } faceCopy.color.copy( face.color ); for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) { color = faceVertexColors[ j ]; faceCopy.vertexColors.push( color.clone() ); } faceCopy.materialIndex = face.materialIndex + materialIndexOffset; faces1.push( faceCopy ); } // uvs for ( i = 0, il = uvs2.length; i < il; i ++ ) { var uv = uvs2[ i ], uvCopy = []; if ( uv === undefined ) { continue; } for ( var j = 0, jl = uv.length; j < jl; j ++ ) { uvCopy.push( uv[ j ].clone() ); } uvs1.push( uvCopy ); } }, mergeMesh: function ( mesh ) { if ( ( mesh && mesh.isMesh ) === false ) { console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh ); return; } mesh.matrixAutoUpdate && mesh.updateMatrix(); this.merge( mesh.geometry, mesh.matrix ); }, /* * Checks for duplicate vertices with hashmap. * Duplicated vertices are removed * and faces' vertices are updated. */ mergeVertices: function () { var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique) var unique = [], changes = []; var v, key; var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001 var precision = Math.pow( 10, precisionPoints ); var i, il, face; var indices, j, jl; for ( i = 0, il = this.vertices.length; i < il; i ++ ) { v = this.vertices[ i ]; key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision ); if ( verticesMap[ key ] === undefined ) { verticesMap[ key ] = i; unique.push( this.vertices[ i ] ); changes[ i ] = unique.length - 1; } else { //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]); changes[ i ] = changes[ verticesMap[ key ] ]; } } // if faces are completely degenerate after merging vertices, we // have to remove them from the geometry. var faceIndicesToRemove = []; for ( i = 0, il = this.faces.length; i < il; i ++ ) { face = this.faces[ i ]; face.a = changes[ face.a ]; face.b = changes[ face.b ]; face.c = changes[ face.c ]; indices = [ face.a, face.b, face.c ]; // if any duplicate vertices are found in a Face3 // we have to remove the face as nothing can be saved for ( var n = 0; n < 3; n ++ ) { if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) { faceIndicesToRemove.push( i ); break; } } } for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) { var idx = faceIndicesToRemove[ i ]; this.faces.splice( idx, 1 ); for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) { this.faceVertexUvs[ j ].splice( idx, 1 ); } } // Use unique set of vertices var diff = this.vertices.length - unique.length; this.vertices = unique; return diff; }, sortFacesByMaterialIndex: function () { var faces = this.faces; var length = faces.length; // tag faces for ( var i = 0; i < length; i ++ ) { faces[ i ]._id = i; } // sort faces function materialIndexSort( a, b ) { return a.materialIndex - b.materialIndex; } faces.sort( materialIndexSort ); // sort uvs var uvs1 = this.faceVertexUvs[ 0 ]; var uvs2 = this.faceVertexUvs[ 1 ]; var newUvs1, newUvs2; if ( uvs1 && uvs1.length === length ) newUvs1 = []; if ( uvs2 && uvs2.length === length ) newUvs2 = []; for ( var i = 0; i < length; i ++ ) { var id = faces[ i ]._id; if ( newUvs1 ) newUvs1.push( uvs1[ id ] ); if ( newUvs2 ) newUvs2.push( uvs2[ id ] ); } if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1; if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2; }, toJSON: function () { var data = { metadata: { version: 4.5, type: 'Geometry', generator: 'Geometry.toJSON' } }; // standard Geometry serialization data.uuid = this.uuid; data.type = this.type; if ( this.name !== '' ) data.name = this.name; if ( this.parameters !== undefined ) { var parameters = this.parameters; for ( var key in parameters ) { if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; } return data; } var vertices = []; for ( var i = 0; i < this.vertices.length; i ++ ) { var vertex = this.vertices[ i ]; vertices.push( vertex.x, vertex.y, vertex.z ); } var faces = []; var normals = []; var normalsHash = {}; var colors = []; var colorsHash = {}; var uvs = []; var uvsHash = {}; for ( var i = 0; i < this.faces.length; i ++ ) { var face = this.faces[ i ]; var hasMaterial = true; var hasFaceUv = false; // deprecated var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined; var hasFaceNormal = face.normal.length() > 0; var hasFaceVertexNormal = face.vertexNormals.length > 0; var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1; var hasFaceVertexColor = face.vertexColors.length > 0; var faceType = 0; faceType = setBit( faceType, 0, 0 ); // isQuad faceType = setBit( faceType, 1, hasMaterial ); faceType = setBit( faceType, 2, hasFaceUv ); faceType = setBit( faceType, 3, hasFaceVertexUv ); faceType = setBit( faceType, 4, hasFaceNormal ); faceType = setBit( faceType, 5, hasFaceVertexNormal ); faceType = setBit( faceType, 6, hasFaceColor ); faceType = setBit( faceType, 7, hasFaceVertexColor ); faces.push( faceType ); faces.push( face.a, face.b, face.c ); faces.push( face.materialIndex ); if ( hasFaceVertexUv ) { var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ]; faces.push( getUvIndex( faceVertexUvs[ 0 ] ), getUvIndex( faceVertexUvs[ 1 ] ), getUvIndex( faceVertexUvs[ 2 ] ) ); } if ( hasFaceNormal ) { faces.push( getNormalIndex( face.normal ) ); } if ( hasFaceVertexNormal ) { var vertexNormals = face.vertexNormals; faces.push( getNormalIndex( vertexNormals[ 0 ] ), getNormalIndex( vertexNormals[ 1 ] ), getNormalIndex( vertexNormals[ 2 ] ) ); } if ( hasFaceColor ) { faces.push( getColorIndex( face.color ) ); } if ( hasFaceVertexColor ) { var vertexColors = face.vertexColors; faces.push( getColorIndex( vertexColors[ 0 ] ), getColorIndex( vertexColors[ 1 ] ), getColorIndex( vertexColors[ 2 ] ) ); } } function setBit( value, position, enabled ) { return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) ); } function getNormalIndex( normal ) { var hash = normal.x.toString() + normal.y.toString() + normal.z.toString(); if ( normalsHash[ hash ] !== undefined ) { return normalsHash[ hash ]; } normalsHash[ hash ] = normals.length / 3; normals.push( normal.x, normal.y, normal.z ); return normalsHash[ hash ]; } function getColorIndex( color ) { var hash = color.r.toString() + color.g.toString() + color.b.toString(); if ( colorsHash[ hash ] !== undefined ) { return colorsHash[ hash ]; } colorsHash[ hash ] = colors.length; colors.push( color.getHex() ); return colorsHash[ hash ]; } function getUvIndex( uv ) { var hash = uv.x.toString() + uv.y.toString(); if ( uvsHash[ hash ] !== undefined ) { return uvsHash[ hash ]; } uvsHash[ hash ] = uvs.length / 2; uvs.push( uv.x, uv.y ); return uvsHash[ hash ]; } data.data = {}; data.data.vertices = vertices; data.data.normals = normals; if ( colors.length > 0 ) data.data.colors = colors; if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility data.data.faces = faces; return data; }, clone: function () { /* // Handle primitives var parameters = this.parameters; if ( parameters !== undefined ) { var values = []; for ( var key in parameters ) { values.push( parameters[ key ] ); } var geometry = Object.create( this.constructor.prototype ); this.constructor.apply( geometry, values ); return geometry; } return new this.constructor().copy( this ); */ return new Geometry$1().copy( this ); }, copy: function ( source ) { var i, il, j, jl, k, kl; // reset this.vertices = []; this.colors = []; this.faces = []; this.faceVertexUvs = [[]]; this.morphTargets = []; this.morphNormals = []; this.skinWeights = []; this.skinIndices = []; this.lineDistances = []; this.boundingBox = null; this.boundingSphere = null; // name this.name = source.name; // vertices var vertices = source.vertices; for ( i = 0, il = vertices.length; i < il; i ++ ) { this.vertices.push( vertices[ i ].clone() ); } // colors var colors = source.colors; for ( i = 0, il = colors.length; i < il; i ++ ) { this.colors.push( colors[ i ].clone() ); } // faces var faces = source.faces; for ( i = 0, il = faces.length; i < il; i ++ ) { this.faces.push( faces[ i ].clone() ); } // face vertex uvs for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) { var faceVertexUvs = source.faceVertexUvs[ i ]; if ( this.faceVertexUvs[ i ] === undefined ) { this.faceVertexUvs[ i ] = []; } for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) { var uvs = faceVertexUvs[ j ], uvsCopy = []; for ( k = 0, kl = uvs.length; k < kl; k ++ ) { var uv = uvs[ k ]; uvsCopy.push( uv.clone() ); } this.faceVertexUvs[ i ].push( uvsCopy ); } } // morph targets var morphTargets = source.morphTargets; for ( i = 0, il = morphTargets.length; i < il; i ++ ) { var morphTarget = {}; morphTarget.name = morphTargets[ i ].name; // vertices if ( morphTargets[ i ].vertices !== undefined ) { morphTarget.vertices = []; for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) { morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() ); } } // normals if ( morphTargets[ i ].normals !== undefined ) { morphTarget.normals = []; for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) { morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() ); } } this.morphTargets.push( morphTarget ); } // morph normals var morphNormals = source.morphNormals; for ( i = 0, il = morphNormals.length; i < il; i ++ ) { var morphNormal = {}; // vertex normals if ( morphNormals[ i ].vertexNormals !== undefined ) { morphNormal.vertexNormals = []; for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) { var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ]; var destVertexNormal = {}; destVertexNormal.a = srcVertexNormal.a.clone(); destVertexNormal.b = srcVertexNormal.b.clone(); destVertexNormal.c = srcVertexNormal.c.clone(); morphNormal.vertexNormals.push( destVertexNormal ); } } // face normals if ( morphNormals[ i ].faceNormals !== undefined ) { morphNormal.faceNormals = []; for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) { morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() ); } } this.morphNormals.push( morphNormal ); } // skin weights var skinWeights = source.skinWeights; for ( i = 0, il = skinWeights.length; i < il; i ++ ) { this.skinWeights.push( skinWeights[ i ].clone() ); } // skin indices var skinIndices = source.skinIndices; for ( i = 0, il = skinIndices.length; i < il; i ++ ) { this.skinIndices.push( skinIndices[ i ].clone() ); } // line distances var lineDistances = source.lineDistances; for ( i = 0, il = lineDistances.length; i < il; i ++ ) { this.lineDistances.push( lineDistances[ i ] ); } // bounding box var boundingBox = source.boundingBox; if ( boundingBox !== null ) { this.boundingBox = boundingBox.clone(); } // bounding sphere var boundingSphere = source.boundingSphere; if ( boundingSphere !== null ) { this.boundingSphere = boundingSphere.clone(); } // update flags this.elementsNeedUpdate = source.elementsNeedUpdate; this.verticesNeedUpdate = source.verticesNeedUpdate; this.uvsNeedUpdate = source.uvsNeedUpdate; this.normalsNeedUpdate = source.normalsNeedUpdate; this.colorsNeedUpdate = source.colorsNeedUpdate; this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate; this.groupsNeedUpdate = source.groupsNeedUpdate; return this; }, dispose: function () { this.dispatchEvent( { type: 'dispose' } ); } } ); /** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ */ function BufferGeometry$1() { Object.defineProperty( this, 'id', { value: GeometryIdCount() } ); this.uuid = _Math$1.generateUUID(); this.name = ''; this.type = 'BufferGeometry'; this.index = null; this.attributes = {}; this.morphAttributes = {}; this.groups = []; this.boundingBox = null; this.boundingSphere = null; this.drawRange = { start: 0, count: Infinity }; } BufferGeometry$1.MaxIndex = 65535; Object.assign( BufferGeometry$1.prototype, EventDispatcher$1.prototype, { isBufferGeometry: true, getIndex: function () { return this.index; }, setIndex: function ( index ) { if ( Array.isArray( index ) ) { this.index = new ( arrayMax$1( index ) > 65535 ? Uint32BufferAttribute$1 : Uint16BufferAttribute$1 )( index, 1 ); } else { this.index = index; } }, addAttribute: function ( name, attribute ) { if ( ( attribute && attribute.isBufferAttribute ) === false && ( attribute && attribute.isInterleavedBufferAttribute ) === false ) { console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' ); this.addAttribute( name, new BufferAttribute$1( arguments[ 1 ], arguments[ 2 ] ) ); return; } if ( name === 'index' ) { console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' ); this.setIndex( attribute ); return; } this.attributes[ name ] = attribute; return this; }, getAttribute: function ( name ) { return this.attributes[ name ]; }, removeAttribute: function ( name ) { delete this.attributes[ name ]; return this; }, addGroup: function ( start, count, materialIndex ) { this.groups.push( { start: start, count: count, materialIndex: materialIndex !== undefined ? materialIndex : 0 } ); }, clearGroups: function () { this.groups = []; }, setDrawRange: function ( start, count ) { this.drawRange.start = start; this.drawRange.count = count; }, applyMatrix: function ( matrix ) { var position = this.attributes.position; if ( position !== undefined ) { matrix.applyToBufferAttribute( position ); position.needsUpdate = true; } var normal = this.attributes.normal; if ( normal !== undefined ) { var normalMatrix = new Matrix3$1().getNormalMatrix( matrix ); normalMatrix.applyToBufferAttribute( normal ); normal.needsUpdate = true; } if ( this.boundingBox !== null ) { this.computeBoundingBox(); } if ( this.boundingSphere !== null ) { this.computeBoundingSphere(); } return this; }, rotateX: function () { // rotate geometry around world x-axis var m1 = new Matrix4$1(); return function rotateX( angle ) { m1.makeRotationX( angle ); this.applyMatrix( m1 ); return this; }; }(), rotateY: function () { // rotate geometry around world y-axis var m1 = new Matrix4$1(); return function rotateY( angle ) { m1.makeRotationY( angle ); this.applyMatrix( m1 ); return this; }; }(), rotateZ: function () { // rotate geometry around world z-axis var m1 = new Matrix4$1(); return function rotateZ( angle ) { m1.makeRotationZ( angle ); this.applyMatrix( m1 ); return this; }; }(), translate: function () { // translate geometry var m1 = new Matrix4$1(); return function translate( x, y, z ) { m1.makeTranslation( x, y, z ); this.applyMatrix( m1 ); return this; }; }(), scale: function () { // scale geometry var m1 = new Matrix4$1(); return function scale( x, y, z ) { m1.makeScale( x, y, z ); this.applyMatrix( m1 ); return this; }; }(), lookAt: function () { var obj = new Object3D$1(); return function lookAt( vector ) { obj.lookAt( vector ); obj.updateMatrix(); this.applyMatrix( obj.matrix ); }; }(), center: function () { this.computeBoundingBox(); var offset = this.boundingBox.getCenter().negate(); this.translate( offset.x, offset.y, offset.z ); return offset; }, setFromObject: function ( object ) { // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this ); var geometry = object.geometry; if ( object.isPoints || object.isLine ) { var positions = new Float32BufferAttribute$1( geometry.vertices.length * 3, 3 ); var colors = new Float32BufferAttribute$1( geometry.colors.length * 3, 3 ); this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) ); this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) ); if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) { var lineDistances = new Float32BufferAttribute$1( geometry.lineDistances.length, 1 ); this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) ); } if ( geometry.boundingSphere !== null ) { this.boundingSphere = geometry.boundingSphere.clone(); } if ( geometry.boundingBox !== null ) { this.boundingBox = geometry.boundingBox.clone(); } } else if ( object.isMesh ) { if ( geometry && geometry.isGeometry ) { this.fromGeometry( geometry ); } } return this; }, updateFromObject: function ( object ) { var geometry = object.geometry; if ( object.isMesh ) { var direct = geometry.__directGeometry; if ( geometry.elementsNeedUpdate === true ) { direct = undefined; geometry.elementsNeedUpdate = false; } if ( direct === undefined ) { return this.fromGeometry( geometry ); } direct.verticesNeedUpdate = geometry.verticesNeedUpdate; direct.normalsNeedUpdate = geometry.normalsNeedUpdate; direct.colorsNeedUpdate = geometry.colorsNeedUpdate; direct.uvsNeedUpdate = geometry.uvsNeedUpdate; direct.groupsNeedUpdate = geometry.groupsNeedUpdate; geometry.verticesNeedUpdate = false; geometry.normalsNeedUpdate = false; geometry.colorsNeedUpdate = false; geometry.uvsNeedUpdate = false; geometry.groupsNeedUpdate = false; geometry = direct; } var attribute; if ( geometry.verticesNeedUpdate === true ) { attribute = this.attributes.position; if ( attribute !== undefined ) { attribute.copyVector3sArray( geometry.vertices ); attribute.needsUpdate = true; } geometry.verticesNeedUpdate = false; } if ( geometry.normalsNeedUpdate === true ) { attribute = this.attributes.normal; if ( attribute !== undefined ) { attribute.copyVector3sArray( geometry.normals ); attribute.needsUpdate = true; } geometry.normalsNeedUpdate = false; } if ( geometry.colorsNeedUpdate === true ) { attribute = this.attributes.color; if ( attribute !== undefined ) { attribute.copyColorsArray( geometry.colors ); attribute.needsUpdate = true; } geometry.colorsNeedUpdate = false; } if ( geometry.uvsNeedUpdate ) { attribute = this.attributes.uv; if ( attribute !== undefined ) { attribute.copyVector2sArray( geometry.uvs ); attribute.needsUpdate = true; } geometry.uvsNeedUpdate = false; } if ( geometry.lineDistancesNeedUpdate ) { attribute = this.attributes.lineDistance; if ( attribute !== undefined ) { attribute.copyArray( geometry.lineDistances ); attribute.needsUpdate = true; } geometry.lineDistancesNeedUpdate = false; } if ( geometry.groupsNeedUpdate ) { geometry.computeGroups( object.geometry ); this.groups = geometry.groups; geometry.groupsNeedUpdate = false; } return this; }, fromGeometry: function ( geometry ) { geometry.__directGeometry = new DirectGeometry$1().fromGeometry( geometry ); return this.fromDirectGeometry( geometry.__directGeometry ); }, fromDirectGeometry: function ( geometry ) { var positions = new Float32Array( geometry.vertices.length * 3 ); this.addAttribute( 'position', new BufferAttribute$1( positions, 3 ).copyVector3sArray( geometry.vertices ) ); if ( geometry.normals.length > 0 ) { var normals = new Float32Array( geometry.normals.length * 3 ); this.addAttribute( 'normal', new BufferAttribute$1( normals, 3 ).copyVector3sArray( geometry.normals ) ); } if ( geometry.colors.length > 0 ) { var colors = new Float32Array( geometry.colors.length * 3 ); this.addAttribute( 'color', new BufferAttribute$1( colors, 3 ).copyColorsArray( geometry.colors ) ); } if ( geometry.uvs.length > 0 ) { var uvs = new Float32Array( geometry.uvs.length * 2 ); this.addAttribute( 'uv', new BufferAttribute$1( uvs, 2 ).copyVector2sArray( geometry.uvs ) ); } if ( geometry.uvs2.length > 0 ) { var uvs2 = new Float32Array( geometry.uvs2.length * 2 ); this.addAttribute( 'uv2', new BufferAttribute$1( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) ); } if ( geometry.indices.length > 0 ) { var TypeArray = arrayMax$1( geometry.indices ) > 65535 ? Uint32Array : Uint16Array; var indices = new TypeArray( geometry.indices.length * 3 ); this.setIndex( new BufferAttribute$1( indices, 1 ).copyIndicesArray( geometry.indices ) ); } // groups this.groups = geometry.groups; // morphs for ( var name in geometry.morphTargets ) { var array = []; var morphTargets = geometry.morphTargets[ name ]; for ( var i = 0, l = morphTargets.length; i < l; i ++ ) { var morphTarget = morphTargets[ i ]; var attribute = new Float32BufferAttribute$1( morphTarget.length * 3, 3 ); array.push( attribute.copyVector3sArray( morphTarget ) ); } this.morphAttributes[ name ] = array; } // skinning if ( geometry.skinIndices.length > 0 ) { var skinIndices = new Float32BufferAttribute$1( geometry.skinIndices.length * 4, 4 ); this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) ); } if ( geometry.skinWeights.length > 0 ) { var skinWeights = new Float32BufferAttribute$1( geometry.skinWeights.length * 4, 4 ); this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) ); } // if ( geometry.boundingSphere !== null ) { this.boundingSphere = geometry.boundingSphere.clone(); } if ( geometry.boundingBox !== null ) { this.boundingBox = geometry.boundingBox.clone(); } return this; }, computeBoundingBox: function () { if ( this.boundingBox === null ) { this.boundingBox = new Box3$1(); } var position = this.attributes.position; if ( position !== undefined ) { this.boundingBox.setFromBufferAttribute( position ); } else { this.boundingBox.makeEmpty(); } if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) { console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this ); } }, computeBoundingSphere: function () { var box = new Box3$1(); var vector = new Vector3$1(); return function computeBoundingSphere() { if ( this.boundingSphere === null ) { this.boundingSphere = new Sphere$2(); } var position = this.attributes.position; if ( position ) { var center = this.boundingSphere.center; box.setFromBufferAttribute( position ); box.getCenter( center ); // hoping to find a boundingSphere with a radius smaller than the // boundingSphere of the boundingBox: sqrt(3) smaller in the best case var maxRadiusSq = 0; for ( var i = 0, il = position.count; i < il; i ++ ) { vector.x = position.getX( i ); vector.y = position.getY( i ); vector.z = position.getZ( i ); maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) ); } this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); if ( isNaN( this.boundingSphere.radius ) ) { console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); } } }; }(), computeFaceNormals: function () { // backwards compatibility }, computeVertexNormals: function () { var index = this.index; var attributes = this.attributes; var groups = this.groups; if ( attributes.position ) { var positions = attributes.position.array; if ( attributes.normal === undefined ) { this.addAttribute( 'normal', new BufferAttribute$1( new Float32Array( positions.length ), 3 ) ); } else { // reset existing normals to zero var array = attributes.normal.array; for ( var i = 0, il = array.length; i < il; i ++ ) { array[ i ] = 0; } } var normals = attributes.normal.array; var vA, vB, vC; var pA = new Vector3$1(), pB = new Vector3$1(), pC = new Vector3$1(); var cb = new Vector3$1(), ab = new Vector3$1(); // indexed elements if ( index ) { var indices = index.array; if ( groups.length === 0 ) { this.addGroup( 0, indices.length ); } for ( var j = 0, jl = groups.length; j < jl; ++ j ) { var group = groups[ j ]; var start = group.start; var count = group.count; for ( var i = start, il = start + count; i < il; i += 3 ) { vA = indices[ i + 0 ] * 3; vB = indices[ i + 1 ] * 3; vC = indices[ i + 2 ] * 3; pA.fromArray( positions, vA ); pB.fromArray( positions, vB ); pC.fromArray( positions, vC ); cb.subVectors( pC, pB ); ab.subVectors( pA, pB ); cb.cross( ab ); normals[ vA ] += cb.x; normals[ vA + 1 ] += cb.y; normals[ vA + 2 ] += cb.z; normals[ vB ] += cb.x; normals[ vB + 1 ] += cb.y; normals[ vB + 2 ] += cb.z; normals[ vC ] += cb.x; normals[ vC + 1 ] += cb.y; normals[ vC + 2 ] += cb.z; } } } else { // non-indexed elements (unconnected triangle soup) for ( var i = 0, il = positions.length; i < il; i += 9 ) { pA.fromArray( positions, i ); pB.fromArray( positions, i + 3 ); pC.fromArray( positions, i + 6 ); cb.subVectors( pC, pB ); ab.subVectors( pA, pB ); cb.cross( ab ); normals[ i ] = cb.x; normals[ i + 1 ] = cb.y; normals[ i + 2 ] = cb.z; normals[ i + 3 ] = cb.x; normals[ i + 4 ] = cb.y; normals[ i + 5 ] = cb.z; normals[ i + 6 ] = cb.x; normals[ i + 7 ] = cb.y; normals[ i + 8 ] = cb.z; } } this.normalizeNormals(); attributes.normal.needsUpdate = true; } }, merge: function ( geometry, offset ) { if ( ( geometry && geometry.isBufferGeometry ) === false ) { console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry ); return; } if ( offset === undefined ) offset = 0; var attributes = this.attributes; for ( var key in attributes ) { if ( geometry.attributes[ key ] === undefined ) continue; var attribute1 = attributes[ key ]; var attributeArray1 = attribute1.array; var attribute2 = geometry.attributes[ key ]; var attributeArray2 = attribute2.array; var attributeSize = attribute2.itemSize; for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) { attributeArray1[ j ] = attributeArray2[ i ]; } } return this; }, normalizeNormals: function () { var normals = this.attributes.normal; var x, y, z, n; for ( var i = 0, il = normals.count; i < il; i ++ ) { x = normals.getX( i ); y = normals.getY( i ); z = normals.getZ( i ); n = 1.0 / Math.sqrt( x * x + y * y + z * z ); normals.setXYZ( i, x * n, y * n, z * n ); } }, toNonIndexed: function () { if ( this.index === null ) { console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' ); return this; } var geometry2 = new BufferGeometry$1(); var indices = this.index.array; var attributes = this.attributes; for ( var name in attributes ) { var attribute = attributes[ name ]; var array = attribute.array; var itemSize = attribute.itemSize; var array2 = new array.constructor( indices.length * itemSize ); var index = 0, index2 = 0; for ( var i = 0, l = indices.length; i < l; i ++ ) { index = indices[ i ] * itemSize; for ( var j = 0; j < itemSize; j ++ ) { array2[ index2 ++ ] = array[ index ++ ]; } } geometry2.addAttribute( name, new BufferAttribute$1( array2, itemSize ) ); } return geometry2; }, toJSON: function () { var data = { metadata: { version: 4.5, type: 'BufferGeometry', generator: 'BufferGeometry.toJSON' } }; // standard BufferGeometry serialization data.uuid = this.uuid; data.type = this.type; if ( this.name !== '' ) data.name = this.name; if ( this.parameters !== undefined ) { var parameters = this.parameters; for ( var key in parameters ) { if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; } return data; } data.data = { attributes: {} }; var index = this.index; if ( index !== null ) { var array = Array.prototype.slice.call( index.array ); data.data.index = { type: index.array.constructor.name, array: array }; } var attributes = this.attributes; for ( var key in attributes ) { var attribute = attributes[ key ]; var array = Array.prototype.slice.call( attribute.array ); data.data.attributes[ key ] = { itemSize: attribute.itemSize, type: attribute.array.constructor.name, array: array, normalized: attribute.normalized }; } var groups = this.groups; if ( groups.length > 0 ) { data.data.groups = JSON.parse( JSON.stringify( groups ) ); } var boundingSphere = this.boundingSphere; if ( boundingSphere !== null ) { data.data.boundingSphere = { center: boundingSphere.center.toArray(), radius: boundingSphere.radius }; } return data; }, clone: function () { /* // Handle primitives var parameters = this.parameters; if ( parameters !== undefined ) { var values = []; for ( var key in parameters ) { values.push( parameters[ key ] ); } var geometry = Object.create( this.constructor.prototype ); this.constructor.apply( geometry, values ); return geometry; } return new this.constructor().copy( this ); */ return new BufferGeometry$1().copy( this ); }, copy: function ( source ) { var name, i, l; // reset this.index = null; this.attributes = {}; this.morphAttributes = {}; this.groups = []; this.boundingBox = null; this.boundingSphere = null; // name this.name = source.name; // index var index = source.index; if ( index !== null ) { this.setIndex( index.clone() ); } // attributes var attributes = source.attributes; for ( name in attributes ) { var attribute = attributes[ name ]; this.addAttribute( name, attribute.clone() ); } // morph attributes var morphAttributes = source.morphAttributes; for ( name in morphAttributes ) { var array = []; var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes for ( i = 0, l = morphAttribute.length; i < l; i ++ ) { array.push( morphAttribute[ i ].clone() ); } this.morphAttributes[ name ] = array; } // groups var groups = source.groups; for ( i = 0, l = groups.length; i < l; i ++ ) { var group = groups[ i ]; this.addGroup( group.start, group.count, group.materialIndex ); } // bounding box var boundingBox = source.boundingBox; if ( boundingBox !== null ) { this.boundingBox = boundingBox.clone(); } // bounding sphere var boundingSphere = source.boundingSphere; if ( boundingSphere !== null ) { this.boundingSphere = boundingSphere.clone(); } // draw range this.drawRange.start = source.drawRange.start; this.drawRange.count = source.drawRange.count; return this; }, dispose: function () { this.dispatchEvent( { type: 'dispose' } ); } } ); /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * @author mikael emtinger / http://gomo.se/ * @author jonobr1 / http://jonobr1.com/ */ function Mesh$1( geometry, material ) { Object3D$1.call( this ); this.type = 'Mesh'; this.geometry = geometry !== undefined ? geometry : new BufferGeometry$1(); this.material = material !== undefined ? material : new MeshBasicMaterial$1( { color: Math.random() * 0xffffff } ); this.drawMode = TrianglesDrawMode$1; this.updateMorphTargets(); } Mesh$1.prototype = Object.assign( Object.create( Object3D$1.prototype ), { constructor: Mesh$1, isMesh: true, setDrawMode: function ( value ) { this.drawMode = value; }, copy: function ( source ) { Object3D$1.prototype.copy.call( this, source ); this.drawMode = source.drawMode; return this; }, updateMorphTargets: function () { var morphTargets = this.geometry.morphTargets; if ( morphTargets !== undefined && morphTargets.length > 0 ) { this.morphTargetInfluences = []; this.morphTargetDictionary = {}; for ( var m = 0, ml = morphTargets.length; m < ml; m ++ ) { this.morphTargetInfluences.push( 0 ); this.morphTargetDictionary[ morphTargets[ m ].name ] = m; } } }, raycast: ( function () { var inverseMatrix = new Matrix4$1(); var ray = new Ray$1(); var sphere = new Sphere$2(); var vA = new Vector3$1(); var vB = new Vector3$1(); var vC = new Vector3$1(); var tempA = new Vector3$1(); var tempB = new Vector3$1(); var tempC = new Vector3$1(); var uvA = new Vector2$1(); var uvB = new Vector2$1(); var uvC = new Vector2$1(); var barycoord = new Vector3$1(); var intersectionPoint = new Vector3$1(); var intersectionPointWorld = new Vector3$1(); function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) { Triangle$1.barycoordFromPoint( point, p1, p2, p3, barycoord ); uv1.multiplyScalar( barycoord.x ); uv2.multiplyScalar( barycoord.y ); uv3.multiplyScalar( barycoord.z ); uv1.add( uv2 ).add( uv3 ); return uv1.clone(); } function checkIntersection( object, raycaster, ray, pA, pB, pC, point ) { var intersect; var material = object.material; if ( material.side === BackSide$1 ) { intersect = ray.intersectTriangle( pC, pB, pA, true, point ); } else { intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide$1, point ); } if ( intersect === null ) return null; intersectionPointWorld.copy( point ); intersectionPointWorld.applyMatrix4( object.matrixWorld ); var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld ); if ( distance < raycaster.near || distance > raycaster.far ) return null; return { distance: distance, point: intersectionPointWorld.clone(), object: object }; } function checkBufferGeometryIntersection( object, raycaster, ray, position, uv, a, b, c ) { vA.fromBufferAttribute( position, a ); vB.fromBufferAttribute( position, b ); vC.fromBufferAttribute( position, c ); var intersection = checkIntersection( object, raycaster, ray, vA, vB, vC, intersectionPoint ); if ( intersection ) { if ( uv ) { uvA.fromBufferAttribute( uv, a ); uvB.fromBufferAttribute( uv, b ); uvC.fromBufferAttribute( uv, c ); intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC ); } intersection.face = new Face3$1( a, b, c, Triangle$1.normal( vA, vB, vC ) ); intersection.faceIndex = a; } return intersection; } return function raycast( raycaster, intersects ) { var geometry = this.geometry; var material = this.material; var matrixWorld = this.matrixWorld; if ( material === undefined ) return; // Checking boundingSphere distance to ray if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); sphere.copy( geometry.boundingSphere ); sphere.applyMatrix4( matrixWorld ); if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; // inverseMatrix.getInverse( matrixWorld ); ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); // Check boundingBox before continuing if ( geometry.boundingBox !== null ) { if ( ray.intersectsBox( geometry.boundingBox ) === false ) return; } var intersection; if ( geometry.isBufferGeometry ) { var a, b, c; var index = geometry.index; var position = geometry.attributes.position; var uv = geometry.attributes.uv; var i, l; if ( index !== null ) { // indexed buffer geometry for ( i = 0, l = index.count; i < l; i += 3 ) { a = index.getX( i ); b = index.getX( i + 1 ); c = index.getX( i + 2 ); intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c ); if ( intersection ) { intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics intersects.push( intersection ); } } } else { // non-indexed buffer geometry for ( i = 0, l = position.count; i < l; i += 3 ) { a = i; b = i + 1; c = i + 2; intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c ); if ( intersection ) { intersection.index = a; // triangle number in positions buffer semantics intersects.push( intersection ); } } } } else if ( geometry.isGeometry ) { var fvA, fvB, fvC; var isMultiMaterial = Array.isArray( material ); var vertices = geometry.vertices; var faces = geometry.faces; var uvs; var faceVertexUvs = geometry.faceVertexUvs[ 0 ]; if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs; for ( var f = 0, fl = faces.length; f < fl; f ++ ) { var face = faces[ f ]; var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material; if ( faceMaterial === undefined ) continue; fvA = vertices[ face.a ]; fvB = vertices[ face.b ]; fvC = vertices[ face.c ]; if ( faceMaterial.morphTargets === true ) { var morphTargets = geometry.morphTargets; var morphInfluences = this.morphTargetInfluences; vA.set( 0, 0, 0 ); vB.set( 0, 0, 0 ); vC.set( 0, 0, 0 ); for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) { var influence = morphInfluences[ t ]; if ( influence === 0 ) continue; var targets = morphTargets[ t ].vertices; vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence ); vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence ); vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence ); } vA.add( fvA ); vB.add( fvB ); vC.add( fvC ); fvA = vA; fvB = vB; fvC = vC; } intersection = checkIntersection( this, raycaster, ray, fvA, fvB, fvC, intersectionPoint ); if ( intersection ) { if ( uvs && uvs[ f ] ) { var uvs_f = uvs[ f ]; uvA.copy( uvs_f[ 0 ] ); uvB.copy( uvs_f[ 1 ] ); uvC.copy( uvs_f[ 2 ] ); intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC ); } intersection.face = face; intersection.faceIndex = f; intersects.push( intersection ); } } } }; }() ), clone: function () { return new this.constructor( this.geometry, this.material ).copy( this ); } } ); /** * @author mrdoob / http://mrdoob.com/ * @author Mugen87 / https://github.com/Mugen87 */ // BoxGeometry function BoxGeometry$1( width, height, depth, widthSegments, heightSegments, depthSegments ) { Geometry$1.call( this ); this.type = 'BoxGeometry'; this.parameters = { width: width, height: height, depth: depth, widthSegments: widthSegments, heightSegments: heightSegments, depthSegments: depthSegments }; this.fromBufferGeometry( new BoxBufferGeometry$1( width, height, depth, widthSegments, heightSegments, depthSegments ) ); this.mergeVertices(); } BoxGeometry$1.prototype = Object.create( Geometry$1.prototype ); BoxGeometry$1.prototype.constructor = BoxGeometry$1; // BoxBufferGeometry function BoxBufferGeometry$1( width, height, depth, widthSegments, heightSegments, depthSegments ) { BufferGeometry$1.call( this ); this.type = 'BoxBufferGeometry'; this.parameters = { width: width, height: height, depth: depth, widthSegments: widthSegments, heightSegments: heightSegments, depthSegments: depthSegments }; var scope = this; // segments widthSegments = Math.floor( widthSegments ) || 1; heightSegments = Math.floor( heightSegments ) || 1; depthSegments = Math.floor( depthSegments ) || 1; // buffers var indices = []; var vertices = []; var normals = []; var uvs = []; // helper variables var numberOfVertices = 0; var groupStart = 0; // build each side of the box geometry buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz // build geometry this.setIndex( indices ); this.addAttribute( 'position', new Float32BufferAttribute$1( vertices, 3 ) ); this.addAttribute( 'normal', new Float32BufferAttribute$1( normals, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute$1( uvs, 2 ) ); function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { var segmentWidth = width / gridX; var segmentHeight = height / gridY; var widthHalf = width / 2; var heightHalf = height / 2; var depthHalf = depth / 2; var gridX1 = gridX + 1; var gridY1 = gridY + 1; var vertexCounter = 0; var groupCount = 0; var ix, iy; var vector = new Vector3$1(); // generate vertices, normals and uvs for ( iy = 0; iy < gridY1; iy ++ ) { var y = iy * segmentHeight - heightHalf; for ( ix = 0; ix < gridX1; ix ++ ) { var x = ix * segmentWidth - widthHalf; // set values to correct vector component vector[ u ] = x * udir; vector[ v ] = y * vdir; vector[ w ] = depthHalf; // now apply vector to vertex buffer vertices.push( vector.x, vector.y, vector.z ); // set values to correct vector component vector[ u ] = 0; vector[ v ] = 0; vector[ w ] = depth > 0 ? 1 : - 1; // now apply vector to normal buffer normals.push( vector.x, vector.y, vector.z ); // uvs uvs.push( ix / gridX ); uvs.push( 1 - ( iy / gridY ) ); // counters vertexCounter += 1; } } // indices // 1. you need three indices to draw a single face // 2. a single segment consists of two faces // 3. so we need to generate six (2*3) indices per segment for ( iy = 0; iy < gridY; iy ++ ) { for ( ix = 0; ix < gridX; ix ++ ) { var a = numberOfVertices + ix + gridX1 * iy; var b = numberOfVertices + ix + gridX1 * ( iy + 1 ); var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; // faces indices.push( a, b, d ); indices.push( b, c, d ); // increase counter groupCount += 6; } } // add a group to the geometry. this will ensure multi material support scope.addGroup( groupStart, groupCount, materialIndex ); // calculate new start value for groups groupStart += groupCount; // update total number of vertices numberOfVertices += vertexCounter; } } BoxBufferGeometry$1.prototype = Object.create( BufferGeometry$1.prototype ); BoxBufferGeometry$1.prototype.constructor = BoxBufferGeometry$1; /** * @author mrdoob / http://mrdoob.com/ * @author Mugen87 / https://github.com/Mugen87 */ // PlaneGeometry function PlaneGeometry$1( width, height, widthSegments, heightSegments ) { Geometry$1.call( this ); this.type = 'PlaneGeometry'; this.parameters = { width: width, height: height, widthSegments: widthSegments, heightSegments: heightSegments }; this.fromBufferGeometry( new PlaneBufferGeometry$1( width, height, widthSegments, heightSegments ) ); this.mergeVertices(); } PlaneGeometry$1.prototype = Object.create( Geometry$1.prototype ); PlaneGeometry$1.prototype.constructor = PlaneGeometry$1; // PlaneBufferGeometry function PlaneBufferGeometry$1( width, height, widthSegments, heightSegments ) { BufferGeometry$1.call( this ); this.type = 'PlaneBufferGeometry'; this.parameters = { width: width, height: height, widthSegments: widthSegments, heightSegments: heightSegments }; var width_half = width / 2; var height_half = height / 2; var gridX = Math.floor( widthSegments ) || 1; var gridY = Math.floor( heightSegments ) || 1; var gridX1 = gridX + 1; var gridY1 = gridY + 1; var segment_width = width / gridX; var segment_height = height / gridY; var ix, iy; // buffers var indices = []; var vertices = []; var normals = []; var uvs = []; // generate vertices, normals and uvs for ( iy = 0; iy < gridY1; iy ++ ) { var y = iy * segment_height - height_half; for ( ix = 0; ix < gridX1; ix ++ ) { var x = ix * segment_width - width_half; vertices.push( x, - y, 0 ); normals.push( 0, 0, 1 ); uvs.push( ix / gridX ); uvs.push( 1 - ( iy / gridY ) ); } } // indices for ( iy = 0; iy < gridY; iy ++ ) { for ( ix = 0; ix < gridX; ix ++ ) { var a = ix + gridX1 * iy; var b = ix + gridX1 * ( iy + 1 ); var c = ( ix + 1 ) + gridX1 * ( iy + 1 ); var d = ( ix + 1 ) + gridX1 * iy; // faces indices.push( a, b, d ); indices.push( b, c, d ); } } // build geometry this.setIndex( indices ); this.addAttribute( 'position', new Float32BufferAttribute$1( vertices, 3 ) ); this.addAttribute( 'normal', new Float32BufferAttribute$1( normals, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute$1( uvs, 2 ) ); } PlaneBufferGeometry$1.prototype = Object.create( BufferGeometry$1.prototype ); PlaneBufferGeometry$1.prototype.constructor = PlaneBufferGeometry$1; /** * @author mrdoob / http://mrdoob.com/ * @author mikael emtinger / http://gomo.se/ * @author WestLangley / http://github.com/WestLangley */ function Camera$1() { Object3D$1.call( this ); this.type = 'Camera'; this.matrixWorldInverse = new Matrix4$1(); this.projectionMatrix = new Matrix4$1(); } Camera$1.prototype = Object.assign( Object.create( Object3D$1.prototype ), { constructor: Camera$1, isCamera: true, copy: function ( source ) { Object3D$1.prototype.copy.call( this, source ); this.matrixWorldInverse.copy( source.matrixWorldInverse ); this.projectionMatrix.copy( source.projectionMatrix ); return this; }, getWorldDirection: function () { var quaternion = new Quaternion$1(); return function getWorldDirection( optionalTarget ) { var result = optionalTarget || new Vector3$1(); this.getWorldQuaternion( quaternion ); return result.set( 0, 0, - 1 ).applyQuaternion( quaternion ); }; }(), clone: function () { return new this.constructor().copy( this ); } } ); /** * @author mrdoob / http://mrdoob.com/ * @author greggman / http://games.greggman.com/ * @author zz85 / http://www.lab4games.net/zz85/blog * @author tschw */ function PerspectiveCamera$2( fov, aspect, near, far ) { Camera$1.call( this ); this.type = 'PerspectiveCamera'; this.fov = fov !== undefined ? fov : 50; this.zoom = 1; this.near = near !== undefined ? near : 0.1; this.far = far !== undefined ? far : 2000; this.focus = 10; this.aspect = aspect !== undefined ? aspect : 1; this.view = null; this.filmGauge = 35; // width of the film (default in millimeters) this.filmOffset = 0; // horizontal film offset (same unit as gauge) this.updateProjectionMatrix(); } PerspectiveCamera$2.prototype = Object.assign( Object.create( Camera$1.prototype ), { constructor: PerspectiveCamera$2, isPerspectiveCamera: true, copy: function ( source ) { Camera$1.prototype.copy.call( this, source ); this.fov = source.fov; this.zoom = source.zoom; this.near = source.near; this.far = source.far; this.focus = source.focus; this.aspect = source.aspect; this.view = source.view === null ? null : Object.assign( {}, source.view ); this.filmGauge = source.filmGauge; this.filmOffset = source.filmOffset; return this; }, /** * Sets the FOV by focal length in respect to the current .filmGauge. * * The default film gauge is 35, so that the focal length can be specified for * a 35mm (full frame) camera. * * Values for focal length and film gauge must have the same unit. */ setFocalLength: function ( focalLength ) { // see http://www.bobatkins.com/photography/technical/field_of_view.html var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; this.fov = _Math$1.RAD2DEG * 2 * Math.atan( vExtentSlope ); this.updateProjectionMatrix(); }, /** * Calculates the focal length from the current .fov and .filmGauge. */ getFocalLength: function () { var vExtentSlope = Math.tan( _Math$1.DEG2RAD * 0.5 * this.fov ); return 0.5 * this.getFilmHeight() / vExtentSlope; }, getEffectiveFOV: function () { return _Math$1.RAD2DEG * 2 * Math.atan( Math.tan( _Math$1.DEG2RAD * 0.5 * this.fov ) / this.zoom ); }, getFilmWidth: function () { // film not completely covered in portrait format (aspect < 1) return this.filmGauge * Math.min( this.aspect, 1 ); }, getFilmHeight: function () { // film not completely covered in landscape format (aspect > 1) return this.filmGauge / Math.max( this.aspect, 1 ); }, /** * Sets an offset in a larger frustum. This is useful for multi-window or * multi-monitor/multi-machine setups. * * For example, if you have 3x2 monitors and each monitor is 1920x1080 and * the monitors are in grid like this * * +---+---+---+ * | A | B | C | * +---+---+---+ * | D | E | F | * +---+---+---+ * * then for each monitor you would call it like this * * var w = 1920; * var h = 1080; * var fullWidth = w * 3; * var fullHeight = h * 2; * * --A-- * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); * --B-- * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); * --C-- * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); * --D-- * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); * --E-- * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); * --F-- * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); * * Note there is no reason monitors have to be the same size or in a grid. */ setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) { this.aspect = fullWidth / fullHeight; this.view = { fullWidth: fullWidth, fullHeight: fullHeight, offsetX: x, offsetY: y, width: width, height: height }; this.updateProjectionMatrix(); }, clearViewOffset: function () { this.view = null; this.updateProjectionMatrix(); }, updateProjectionMatrix: function () { var near = this.near, top = near * Math.tan( _Math$1.DEG2RAD * 0.5 * this.fov ) / this.zoom, height = 2 * top, width = this.aspect * height, left = - 0.5 * width, view = this.view; if ( view !== null ) { var fullWidth = view.fullWidth, fullHeight = view.fullHeight; left += view.offsetX * width / fullWidth; top -= view.offsetY * height / fullHeight; width *= view.width / fullWidth; height *= view.height / fullHeight; } var skew = this.filmOffset; if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far ); }, toJSON: function ( meta ) { var data = Object3D$1.prototype.toJSON.call( this, meta ); data.object.fov = this.fov; data.object.zoom = this.zoom; data.object.near = this.near; data.object.far = this.far; data.object.focus = this.focus; data.object.aspect = this.aspect; if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); data.object.filmGauge = this.filmGauge; data.object.filmOffset = this.filmOffset; return data; } } ); /** * @author alteredq / http://alteredqualia.com/ * @author arose / http://github.com/arose */ function OrthographicCamera$2( left, right, top, bottom, near, far ) { Camera$1.call( this ); this.type = 'OrthographicCamera'; this.zoom = 1; this.view = null; this.left = left; this.right = right; this.top = top; this.bottom = bottom; this.near = ( near !== undefined ) ? near : 0.1; this.far = ( far !== undefined ) ? far : 2000; this.updateProjectionMatrix(); } OrthographicCamera$2.prototype = Object.assign( Object.create( Camera$1.prototype ), { constructor: OrthographicCamera$2, isOrthographicCamera: true, copy: function ( source ) { Camera$1.prototype.copy.call( this, source ); this.left = source.left; this.right = source.right; this.top = source.top; this.bottom = source.bottom; this.near = source.near; this.far = source.far; this.zoom = source.zoom; this.view = source.view === null ? null : Object.assign( {}, source.view ); return this; }, setViewOffset: function( fullWidth, fullHeight, x, y, width, height ) { this.view = { fullWidth: fullWidth, fullHeight: fullHeight, offsetX: x, offsetY: y, width: width, height: height }; this.updateProjectionMatrix(); }, clearViewOffset: function() { this.view = null; this.updateProjectionMatrix(); }, updateProjectionMatrix: function () { var dx = ( this.right - this.left ) / ( 2 * this.zoom ); var dy = ( this.top - this.bottom ) / ( 2 * this.zoom ); var cx = ( this.right + this.left ) / 2; var cy = ( this.top + this.bottom ) / 2; var left = cx - dx; var right = cx + dx; var top = cy + dy; var bottom = cy - dy; if ( this.view !== null ) { var zoomW = this.zoom / ( this.view.width / this.view.fullWidth ); var zoomH = this.zoom / ( this.view.height / this.view.fullHeight ); var scaleW = ( this.right - this.left ) / this.view.width; var scaleH = ( this.top - this.bottom ) / this.view.height; left += scaleW * ( this.view.offsetX / zoomW ); right = left + scaleW * ( this.view.width / zoomW ); top -= scaleH * ( this.view.offsetY / zoomH ); bottom = top - scaleH * ( this.view.height / zoomH ); } this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far ); }, toJSON: function ( meta ) { var data = Object3D$1.prototype.toJSON.call( this, meta ); data.object.zoom = this.zoom; data.object.left = this.left; data.object.right = this.right; data.object.top = this.top; data.object.bottom = this.bottom; data.object.near = this.near; data.object.far = this.far; if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); return data; } } ); /** * @author mrdoob / http://mrdoob.com/ */ function WebGLAttributes$1( gl ) { var buffers = {}; function createBuffer( attribute, bufferType ) { var array = attribute.array; var usage = attribute.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW; var buffer = gl.createBuffer(); gl.bindBuffer( bufferType, buffer ); gl.bufferData( bufferType, array, usage ); attribute.onUploadCallback(); var type = gl.FLOAT; if ( array instanceof Float32Array ) { type = gl.FLOAT; } else if ( array instanceof Float64Array ) { console.warn( "Unsupported data buffer format: Float64Array" ); } else if ( array instanceof Uint16Array ) { type = gl.UNSIGNED_SHORT; } else if ( array instanceof Int16Array ) { type = gl.SHORT; } else if ( array instanceof Uint32Array ) { type = gl.UNSIGNED_INT; } else if ( array instanceof Int32Array ) { type = gl.INT; } else if ( array instanceof Int8Array ) { type = gl.BYTE; } else if ( array instanceof Uint8Array ) { type = gl.UNSIGNED_BYTE; } return { buffer: buffer, type: type, bytesPerElement: array.BYTES_PER_ELEMENT, version: attribute.version }; } function updateBuffer( buffer, attribute, bufferType ) { var array = attribute.array; var updateRange = attribute.updateRange; gl.bindBuffer( bufferType, buffer ); if ( attribute.dynamic === false ) { gl.bufferData( bufferType, array, gl.STATIC_DRAW ); } else if ( updateRange.count === - 1 ) { // Not using update ranges gl.bufferSubData( bufferType, 0, array ); } else if ( updateRange.count === 0 ) { console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' ); } else { gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) ); updateRange.count = 0; // reset range } } // function get( attribute ) { if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; return buffers[ attribute.uuid ]; } function remove( attribute ) { var data = buffers[ attribute.uuid ]; if ( data ) { gl.deleteBuffer( data.buffer ); delete buffers[ attribute.uuid ]; } } function update( attribute, bufferType ) { if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; var data = buffers[ attribute.uuid ]; if ( data === undefined ) { buffers[ attribute.uuid ] = createBuffer( attribute, bufferType ); } else if ( data.version < attribute.version ) { updateBuffer( data.buffer, attribute, bufferType ); data.version = attribute.version; } } return { get: get, remove: remove, update: update }; } /** * @author mrdoob / http://mrdoob.com/ */ function painterSortStable$1( a, b ) { if ( a.renderOrder !== b.renderOrder ) { return a.renderOrder - b.renderOrder; } else if ( a.program && b.program && a.program !== b.program ) { return a.program.id - b.program.id; } else if ( a.material.id !== b.material.id ) { return a.material.id - b.material.id; } else if ( a.z !== b.z ) { return a.z - b.z; } else { return a.id - b.id; } } function reversePainterSortStable$1( a, b ) { if ( a.renderOrder !== b.renderOrder ) { return a.renderOrder - b.renderOrder; } if ( a.z !== b.z ) { return b.z - a.z; } else { return a.id - b.id; } } function WebGLRenderList$1() { var opaque = []; var opaqueLastIndex = - 1; var transparent = []; var transparentLastIndex = - 1; function init() { opaqueLastIndex = - 1; transparentLastIndex = - 1; } function push( object, geometry, material, z, group ) { var array, index; // allocate the next position in the appropriate array if ( material.transparent ) { array = transparent; index = ++ transparentLastIndex; } else { array = opaque; index = ++ opaqueLastIndex; } // recycle existing render item or grow the array var renderItem = array[ index ]; if ( renderItem ) { renderItem.id = object.id; renderItem.object = object; renderItem.geometry = geometry; renderItem.material = material; renderItem.program = material.program; renderItem.renderOrder = object.renderOrder; renderItem.z = z; renderItem.group = group; } else { renderItem = { id: object.id, object: object, geometry: geometry, material: material, program: material.program, renderOrder: object.renderOrder, z: z, group: group }; // assert( index === array.length ); array.push( renderItem ); } } function finish() { opaque.length = opaqueLastIndex + 1; transparent.length = transparentLastIndex + 1; } function sort() { opaque.sort( painterSortStable$1 ); transparent.sort( reversePainterSortStable$1 ); } return { opaque: opaque, transparent: transparent, init: init, push: push, finish: finish, sort: sort }; } function WebGLRenderLists$1() { var lists = {}; function get( scene, camera ) { var hash = scene.id + ',' + camera.id; var list = lists[ hash ]; if ( list === undefined ) { // console.log( 'THREE.WebGLRenderLists:', hash ); list = new WebGLRenderList$1(); lists[ hash ] = list; } return list; } function dispose() { lists = {}; } return { get: get, dispose: dispose }; } /** * @author mrdoob / http://mrdoob.com/ */ function WebGLIndexedBufferRenderer$1( gl, extensions, infoRender ) { var mode; function setMode( value ) { mode = value; } var type, size; function setIndex( index ) { if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) { type = gl.UNSIGNED_INT; size = 4; } else if ( index.array instanceof Uint16Array ) { type = gl.UNSIGNED_SHORT; size = 2; } else { type = gl.UNSIGNED_BYTE; size = 1; } } function render( start, count ) { gl.drawElements( mode, count, type, start * size ); infoRender.calls ++; infoRender.vertices += count; if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3; } function renderInstances( geometry, start, count ) { var extension = extensions.get( 'ANGLE_instanced_arrays' ); if ( extension === null ) { console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); return; } extension.drawElementsInstancedANGLE( mode, count, type, start * size, geometry.maxInstancedCount ); infoRender.calls ++; infoRender.vertices += count * geometry.maxInstancedCount; if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3; } // this.setMode = setMode; this.setIndex = setIndex; this.render = render; this.renderInstances = renderInstances; } /** * @author mrdoob / http://mrdoob.com/ */ function WebGLBufferRenderer$1( gl, extensions, infoRender ) { var mode; function setMode( value ) { mode = value; } function render( start, count ) { gl.drawArrays( mode, start, count ); infoRender.calls ++; infoRender.vertices += count; if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3; } function renderInstances( geometry, start, count ) { var extension = extensions.get( 'ANGLE_instanced_arrays' ); if ( extension === null ) { console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); return; } var position = geometry.attributes.position; if ( position.isInterleavedBufferAttribute ) { count = position.data.count; extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount ); } else { extension.drawArraysInstancedANGLE( mode, start, count, geometry.maxInstancedCount ); } infoRender.calls ++; infoRender.vertices += count * geometry.maxInstancedCount; if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3; } // this.setMode = setMode; this.render = render; this.renderInstances = renderInstances; } /** * @author mrdoob / http://mrdoob.com/ */ function WebGLGeometries$1( gl, attributes, infoMemory ) { var geometries = {}; var wireframeAttributes = {}; function onGeometryDispose( event ) { var geometry = event.target; var buffergeometry = geometries[ geometry.id ]; if ( buffergeometry.index !== null ) { attributes.remove( buffergeometry.index ); } for ( var name in buffergeometry.attributes ) { attributes.remove( buffergeometry.attributes[ name ] ); } geometry.removeEventListener( 'dispose', onGeometryDispose ); delete geometries[ geometry.id ]; // TODO Remove duplicate code var attribute = wireframeAttributes[ geometry.id ]; if ( attribute ) { attributes.remove( attribute ); delete wireframeAttributes[ geometry.id ]; } attribute = wireframeAttributes[ buffergeometry.id ]; if ( attribute ) { attributes.remove( attribute ); delete wireframeAttributes[ buffergeometry.id ]; } // infoMemory.geometries --; } function get( object, geometry ) { var buffergeometry = geometries[ geometry.id ]; if ( buffergeometry ) return buffergeometry; geometry.addEventListener( 'dispose', onGeometryDispose ); if ( geometry.isBufferGeometry ) { buffergeometry = geometry; } else if ( geometry.isGeometry ) { if ( geometry._bufferGeometry === undefined ) { geometry._bufferGeometry = new BufferGeometry$1().setFromObject( object ); } buffergeometry = geometry._bufferGeometry; } geometries[ geometry.id ] = buffergeometry; infoMemory.geometries ++; return buffergeometry; } function update( geometry ) { var index = geometry.index; var geometryAttributes = geometry.attributes; if ( index !== null ) { attributes.update( index, gl.ELEMENT_ARRAY_BUFFER ); } for ( var name in geometryAttributes ) { attributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER ); } // morph targets var morphAttributes = geometry.morphAttributes; for ( var name in morphAttributes ) { var array = morphAttributes[ name ]; for ( var i = 0, l = array.length; i < l; i ++ ) { attributes.update( array[ i ], gl.ARRAY_BUFFER ); } } } function getWireframeAttribute( geometry ) { var attribute = wireframeAttributes[ geometry.id ]; if ( attribute ) return attribute; var indices = []; var geometryIndex = geometry.index; var geometryAttributes = geometry.attributes; // console.time( 'wireframe' ); if ( geometryIndex !== null ) { var array = geometryIndex.array; for ( var i = 0, l = array.length; i < l; i += 3 ) { var a = array[ i + 0 ]; var b = array[ i + 1 ]; var c = array[ i + 2 ]; indices.push( a, b, b, c, c, a ); } } else { var array = geometryAttributes.position.array; for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { var a = i + 0; var b = i + 1; var c = i + 2; indices.push( a, b, b, c, c, a ); } } // console.timeEnd( 'wireframe' ); attribute = new ( arrayMax$1( indices ) > 65535 ? Uint32BufferAttribute$1 : Uint16BufferAttribute$1 )( indices, 1 ); attributes.update( attribute, gl.ELEMENT_ARRAY_BUFFER ); wireframeAttributes[ geometry.id ] = attribute; return attribute; } return { get: get, update: update, getWireframeAttribute: getWireframeAttribute }; } /** * @author mrdoob / http://mrdoob.com/ */ function WebGLLights$1() { var lights = {}; return { get: function ( light ) { if ( lights[ light.id ] !== undefined ) { return lights[ light.id ]; } var uniforms; switch ( light.type ) { case 'DirectionalLight': uniforms = { direction: new Vector3$1(), color: new Color$1(), shadow: false, shadowBias: 0, shadowRadius: 1, shadowMapSize: new Vector2$1() }; break; case 'SpotLight': uniforms = { position: new Vector3$1(), direction: new Vector3$1(), color: new Color$1(), distance: 0, coneCos: 0, penumbraCos: 0, decay: 0, shadow: false, shadowBias: 0, shadowRadius: 1, shadowMapSize: new Vector2$1() }; break; case 'PointLight': uniforms = { position: new Vector3$1(), color: new Color$1(), distance: 0, decay: 0, shadow: false, shadowBias: 0, shadowRadius: 1, shadowMapSize: new Vector2$1() }; break; case 'HemisphereLight': uniforms = { direction: new Vector3$1(), skyColor: new Color$1(), groundColor: new Color$1() }; break; case 'RectAreaLight': uniforms = { color: new Color$1(), position: new Vector3$1(), halfWidth: new Vector3$1(), halfHeight: new Vector3$1() // TODO (abelnation): set RectAreaLight shadow uniforms }; break; } lights[ light.id ] = uniforms; return uniforms; } }; } /** * @author mrdoob / http://mrdoob.com/ */ function WebGLObjects$1( gl, geometries, infoRender ) { var updateList = {}; function update( object ) { var frame = infoRender.frame; var geometry = object.geometry; var buffergeometry = geometries.get( object, geometry ); // Update once per frame if ( updateList[ buffergeometry.id ] !== frame ) { if ( geometry.isGeometry ) { buffergeometry.updateFromObject( object ); } geometries.update( buffergeometry ); updateList[ buffergeometry.id ] = frame; } return buffergeometry; } function clear() { updateList = {}; } return { update: update, clear: clear }; } /** * @author mrdoob / http://mrdoob.com/ */ function addLineNumbers$1( string ) { var lines = string.split( '\n' ); for ( var i = 0; i < lines.length; i ++ ) { lines[ i ] = ( i + 1 ) + ': ' + lines[ i ]; } return lines.join( '\n' ); } function WebGLShader$1( gl, type, string ) { var shader = gl.createShader( type ); gl.shaderSource( shader, string ); gl.compileShader( shader ); if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) { console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' ); } if ( gl.getShaderInfoLog( shader ) !== '' ) { console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers$1( string ) ); } // --enable-privileged-webgl-extension // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); return shader; } /** * @author mrdoob / http://mrdoob.com/ */ var programIdCount$1 = 0; function getEncodingComponents$1( encoding ) { switch ( encoding ) { case LinearEncoding$1: return [ 'Linear','( value )' ]; case sRGBEncoding$1: return [ 'sRGB','( value )' ]; case RGBEEncoding$1: return [ 'RGBE','( value )' ]; case RGBM7Encoding$1: return [ 'RGBM','( value, 7.0 )' ]; case RGBM16Encoding$1: return [ 'RGBM','( value, 16.0 )' ]; case RGBDEncoding$1: return [ 'RGBD','( value, 256.0 )' ]; case GammaEncoding$1: return [ 'Gamma','( value, float( GAMMA_FACTOR ) )' ]; default: throw new Error( 'unsupported encoding: ' + encoding ); } } function getTexelDecodingFunction$1( functionName, encoding ) { var components = getEncodingComponents$1( encoding ); return "vec4 " + functionName + "( vec4 value ) { return " + components[ 0 ] + "ToLinear" + components[ 1 ] + "; }"; } function getTexelEncodingFunction$1( functionName, encoding ) { var components = getEncodingComponents$1( encoding ); return "vec4 " + functionName + "( vec4 value ) { return LinearTo" + components[ 0 ] + components[ 1 ] + "; }"; } function getToneMappingFunction$1( functionName, toneMapping ) { var toneMappingName; switch ( toneMapping ) { case LinearToneMapping$1: toneMappingName = "Linear"; break; case ReinhardToneMapping$1: toneMappingName = "Reinhard"; break; case Uncharted2ToneMapping$1: toneMappingName = "Uncharted2"; break; case CineonToneMapping$1: toneMappingName = "OptimizedCineon"; break; default: throw new Error( 'unsupported toneMapping: ' + toneMapping ); } return "vec3 " + functionName + "( vec3 color ) { return " + toneMappingName + "ToneMapping( color ); }"; } function generateExtensions$1( extensions, parameters, rendererExtensions ) { extensions = extensions || {}; var chunks = [ ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '', ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '', ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '', ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : '' ]; return chunks.filter( filterEmptyLine$1 ).join( '\n' ); } function generateDefines$1( defines ) { var chunks = []; for ( var name in defines ) { var value = defines[ name ]; if ( value === false ) continue; chunks.push( '#define ' + name + ' ' + value ); } return chunks.join( '\n' ); } function fetchAttributeLocations$1( gl, program, identifiers ) { var attributes = {}; var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES ); for ( var i = 0; i < n; i ++ ) { var info = gl.getActiveAttrib( program, i ); var name = info.name; // console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name, i ); attributes[ name ] = gl.getAttribLocation( program, name ); } return attributes; } function filterEmptyLine$1( string ) { return string !== ''; } function replaceLightNums$1( string, parameters ) { return string .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights ) .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights ) .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights ) .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights ) .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights ); } function parseIncludes$1( string ) { var pattern = /^[ \t]*#include +<([\w\d.]+)>/gm; function replace( match, include ) { var replace = ShaderChunk$1[ include ]; if ( replace === undefined ) { throw new Error( 'Can not resolve #include <' + include + '>' ); } return parseIncludes$1( replace ); } return string.replace( pattern, replace ); } function unrollLoops$1( string ) { var pattern = /for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g; function replace( match, start, end, snippet ) { var unroll = ''; for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) { unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' ); } return unroll; } return string.replace( pattern, replace ); } function WebGLProgram$1( renderer, code, material, parameters ) { var gl = renderer.context; var extensions = material.extensions; var defines = material.defines; var vertexShader = material.__webglShader.vertexShader; var fragmentShader = material.__webglShader.fragmentShader; var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC'; if ( parameters.shadowMapType === PCFShadowMap$1 ) { shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; } else if ( parameters.shadowMapType === PCFSoftShadowMap$1 ) { shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT'; } var envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; var envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; if ( parameters.envMap ) { switch ( material.envMap.mapping ) { case CubeReflectionMapping$1: case CubeRefractionMapping$1: envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; break; case CubeUVReflectionMapping$1: case CubeUVRefractionMapping$1: envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; break; case EquirectangularReflectionMapping$1: case EquirectangularRefractionMapping$1: envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC'; break; case SphericalReflectionMapping$1: envMapTypeDefine = 'ENVMAP_TYPE_SPHERE'; break; } switch ( material.envMap.mapping ) { case CubeRefractionMapping$1: case EquirectangularRefractionMapping$1: envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; break; } switch ( material.combine ) { case MultiplyOperation$1: envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; break; case MixOperation$1: envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; break; case AddOperation$1: envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; break; } } var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0; // console.log( 'building new program ' ); // var customExtensions = generateExtensions$1( extensions, parameters, renderer.extensions ); var customDefines = generateDefines$1( defines ); // var program = gl.createProgram(); var prefixVertex, prefixFragment; if ( material.isRawShaderMaterial ) { prefixVertex = [ customDefines, '\n' ].filter( filterEmptyLine$1 ).join( '\n' ); prefixFragment = [ customExtensions, customDefines, '\n' ].filter( filterEmptyLine$1 ).join( '\n' ); } else { prefixVertex = [ 'precision ' + parameters.precision + ' float;', 'precision ' + parameters.precision + ' int;', '#define SHADER_NAME ' + material.__webglShader.name, customDefines, parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', '#define GAMMA_FACTOR ' + gammaFactorDefine, '#define MAX_BONES ' + parameters.maxBones, ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.vertexColors ? '#define USE_COLOR' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.skinning ? '#define USE_SKINNING' : '', parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', parameters.doubleSided ? '#define DOUBLE_SIDED' : '', parameters.flipSided ? '#define FLIP_SIDED' : '', '#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes, parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '', 'uniform mat4 modelMatrix;', 'uniform mat4 modelViewMatrix;', 'uniform mat4 projectionMatrix;', 'uniform mat4 viewMatrix;', 'uniform mat3 normalMatrix;', 'uniform vec3 cameraPosition;', 'attribute vec3 position;', 'attribute vec3 normal;', 'attribute vec2 uv;', '#ifdef USE_COLOR', ' attribute vec3 color;', '#endif', '#ifdef USE_MORPHTARGETS', ' attribute vec3 morphTarget0;', ' attribute vec3 morphTarget1;', ' attribute vec3 morphTarget2;', ' attribute vec3 morphTarget3;', ' #ifdef USE_MORPHNORMALS', ' attribute vec3 morphNormal0;', ' attribute vec3 morphNormal1;', ' attribute vec3 morphNormal2;', ' attribute vec3 morphNormal3;', ' #else', ' attribute vec3 morphTarget4;', ' attribute vec3 morphTarget5;', ' attribute vec3 morphTarget6;', ' attribute vec3 morphTarget7;', ' #endif', '#endif', '#ifdef USE_SKINNING', ' attribute vec4 skinIndex;', ' attribute vec4 skinWeight;', '#endif', '\n' ].filter( filterEmptyLine$1 ).join( '\n' ); prefixFragment = [ customExtensions, 'precision ' + parameters.precision + ' float;', 'precision ' + parameters.precision + ' int;', '#define SHADER_NAME ' + material.__webglShader.name, customDefines, parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '', '#define GAMMA_FACTOR ' + gammaFactorDefine, ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapTypeDefine : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.envMap ? '#define ' + envMapBlendingDefine : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.vertexColors ? '#define USE_COLOR' : '', parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.doubleSided ? '#define DOUBLE_SIDED' : '', parameters.flipSided ? '#define FLIP_SIDED' : '', '#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes, '#define UNION_CLIPPING_PLANES ' + (parameters.numClippingPlanes - parameters.numClipIntersection), parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', parameters.premultipliedAlpha ? "#define PREMULTIPLIED_ALPHA" : '', parameters.physicallyCorrectLights ? "#define PHYSICALLY_CORRECT_LIGHTS" : '', parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '', parameters.envMap && renderer.extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '', 'uniform mat4 viewMatrix;', 'uniform vec3 cameraPosition;', ( parameters.toneMapping !== NoToneMapping$1 ) ? "#define TONE_MAPPING" : '', ( parameters.toneMapping !== NoToneMapping$1 ) ? ShaderChunk$1[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below ( parameters.toneMapping !== NoToneMapping$1 ) ? getToneMappingFunction$1( "toneMapping", parameters.toneMapping ) : '', parameters.dithering ? '#define DITHERING' : '', ( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? ShaderChunk$1[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below parameters.mapEncoding ? getTexelDecodingFunction$1( 'mapTexelToLinear', parameters.mapEncoding ) : '', parameters.envMapEncoding ? getTexelDecodingFunction$1( 'envMapTexelToLinear', parameters.envMapEncoding ) : '', parameters.emissiveMapEncoding ? getTexelDecodingFunction$1( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '', parameters.outputEncoding ? getTexelEncodingFunction$1( "linearToOutputTexel", parameters.outputEncoding ) : '', parameters.depthPacking ? "#define DEPTH_PACKING " + material.depthPacking : '', '\n' ].filter( filterEmptyLine$1 ).join( '\n' ); } vertexShader = parseIncludes$1( vertexShader, parameters ); vertexShader = replaceLightNums$1( vertexShader, parameters ); fragmentShader = parseIncludes$1( fragmentShader, parameters ); fragmentShader = replaceLightNums$1( fragmentShader, parameters ); if ( ! material.isShaderMaterial ) { vertexShader = unrollLoops$1( vertexShader ); fragmentShader = unrollLoops$1( fragmentShader ); } var vertexGlsl = prefixVertex + vertexShader; var fragmentGlsl = prefixFragment + fragmentShader; // console.log( '*VERTEX*', vertexGlsl ); // console.log( '*FRAGMENT*', fragmentGlsl ); var glVertexShader = WebGLShader$1( gl, gl.VERTEX_SHADER, vertexGlsl ); var glFragmentShader = WebGLShader$1( gl, gl.FRAGMENT_SHADER, fragmentGlsl ); gl.attachShader( program, glVertexShader ); gl.attachShader( program, glFragmentShader ); // Force a particular attribute to index 0. if ( material.index0AttributeName !== undefined ) { gl.bindAttribLocation( program, 0, material.index0AttributeName ); } else if ( parameters.morphTargets === true ) { // programs with morphTargets displace position out of attribute 0 gl.bindAttribLocation( program, 0, 'position' ); } gl.linkProgram( program ); var programLog = gl.getProgramInfoLog( program ); var vertexLog = gl.getShaderInfoLog( glVertexShader ); var fragmentLog = gl.getShaderInfoLog( glFragmentShader ); var runnable = true; var haveDiagnostics = true; // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) ); // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) ); if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) { runnable = false; console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog ); } else if ( programLog !== '' ) { console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog ); } else if ( vertexLog === '' || fragmentLog === '' ) { haveDiagnostics = false; } if ( haveDiagnostics ) { this.diagnostics = { runnable: runnable, material: material, programLog: programLog, vertexShader: { log: vertexLog, prefix: prefixVertex }, fragmentShader: { log: fragmentLog, prefix: prefixFragment } }; } // clean up gl.deleteShader( glVertexShader ); gl.deleteShader( glFragmentShader ); // set up caching for uniform locations var cachedUniforms; this.getUniforms = function() { if ( cachedUniforms === undefined ) { cachedUniforms = new WebGLUniforms$1( gl, program, renderer ); } return cachedUniforms; }; // set up caching for attribute locations var cachedAttributes; this.getAttributes = function() { if ( cachedAttributes === undefined ) { cachedAttributes = fetchAttributeLocations$1( gl, program ); } return cachedAttributes; }; // free resource this.destroy = function() { gl.deleteProgram( program ); this.program = undefined; }; // DEPRECATED Object.defineProperties( this, { uniforms: { get: function() { console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' ); return this.getUniforms(); } }, attributes: { get: function() { console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' ); return this.getAttributes(); } } } ); // this.id = programIdCount$1 ++; this.code = code; this.usedTimes = 1; this.program = program; this.vertexShader = glVertexShader; this.fragmentShader = glFragmentShader; return this; } /** * @author mrdoob / http://mrdoob.com/ */ function WebGLPrograms$1( renderer, capabilities ) { var programs = []; var shaderIDs = { MeshDepthMaterial: 'depth', MeshNormalMaterial: 'normal', MeshBasicMaterial: 'basic', MeshLambertMaterial: 'lambert', MeshPhongMaterial: 'phong', MeshToonMaterial: 'phong', MeshStandardMaterial: 'physical', MeshPhysicalMaterial: 'physical', LineBasicMaterial: 'basic', LineDashedMaterial: 'dashed', PointsMaterial: 'points' }; var parameterNames = [ "precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding", "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap", "roughnessMap", "metalnessMap", "gradientMap", "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp", "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning", "maxBones", "useVertexTexture", "morphTargets", "morphNormals", "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha", "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights", "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights', "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering" ]; function allocateBones( object ) { var skeleton = object.skeleton; var bones = skeleton.bones; if ( capabilities.floatVertexTextures ) { return 1024; } else { // default for when object is not specified // ( for example when prebuilding shader to be used with multiple objects ) // // - leave some extra space for other uniforms // - limit here is ANGLE's 254 max uniform vectors // (up to 54 should be safe) var nVertexUniforms = capabilities.maxVertexUniforms; var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 ); var maxBones = Math.min( nVertexMatrices, bones.length ); if ( maxBones < bones.length ) { console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' ); return 0; } return maxBones; } } function getTextureEncodingFromMap( map, gammaOverrideLinear ) { var encoding; if ( ! map ) { encoding = LinearEncoding$1; } else if ( map.isTexture ) { encoding = map.encoding; } else if ( map.isWebGLRenderTarget ) { console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." ); encoding = map.texture.encoding; } // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point. if ( encoding === LinearEncoding$1 && gammaOverrideLinear ) { encoding = GammaEncoding$1; } return encoding; } this.getParameters = function ( material, lights, fog, nClipPlanes, nClipIntersection, object ) { var shaderID = shaderIDs[ material.type ]; // heuristics to create shader parameters according to lights in the scene // (not to blow over maxLights budget) var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0; var precision = renderer.getPrecision(); if ( material.precision !== null ) { precision = capabilities.getMaxPrecision( material.precision ); if ( precision !== material.precision ) { console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' ); } } var currentRenderTarget = renderer.getRenderTarget(); var parameters = { shaderID: shaderID, precision: precision, supportsVertexTextures: capabilities.vertexTextures, outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ), map: !! material.map, mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ), envMap: !! material.envMap, envMapMode: material.envMap && material.envMap.mapping, envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ), envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping$1 ) || ( material.envMap.mapping === CubeUVRefractionMapping$1 ) ), lightMap: !! material.lightMap, aoMap: !! material.aoMap, emissiveMap: !! material.emissiveMap, emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ), bumpMap: !! material.bumpMap, normalMap: !! material.normalMap, displacementMap: !! material.displacementMap, roughnessMap: !! material.roughnessMap, metalnessMap: !! material.metalnessMap, specularMap: !! material.specularMap, alphaMap: !! material.alphaMap, gradientMap: !! material.gradientMap, combine: material.combine, vertexColors: material.vertexColors, fog: !! fog, useFog: material.fog, fogExp: ( fog && fog.isFogExp2 ), flatShading: material.shading === FlatShading$1, sizeAttenuation: material.sizeAttenuation, logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer, skinning: material.skinning && maxBones > 0, maxBones: maxBones, useVertexTexture: capabilities.floatVertexTextures, morphTargets: material.morphTargets, morphNormals: material.morphNormals, maxMorphTargets: renderer.maxMorphTargets, maxMorphNormals: renderer.maxMorphNormals, numDirLights: lights.directional.length, numPointLights: lights.point.length, numSpotLights: lights.spot.length, numRectAreaLights: lights.rectArea.length, numHemiLights: lights.hemi.length, numClippingPlanes: nClipPlanes, numClipIntersection: nClipIntersection, dithering: material.dithering, shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0, shadowMapType: renderer.shadowMap.type, toneMapping: renderer.toneMapping, physicallyCorrectLights: renderer.physicallyCorrectLights, premultipliedAlpha: material.premultipliedAlpha, alphaTest: material.alphaTest, doubleSided: material.side === DoubleSide$1, flipSided: material.side === BackSide$1, depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false }; return parameters; }; this.getProgramCode = function ( material, parameters ) { var array = []; if ( parameters.shaderID ) { array.push( parameters.shaderID ); } else { array.push( material.fragmentShader ); array.push( material.vertexShader ); } if ( material.defines !== undefined ) { for ( var name in material.defines ) { array.push( name ); array.push( material.defines[ name ] ); } } for ( var i = 0; i < parameterNames.length; i ++ ) { array.push( parameters[ parameterNames[ i ] ] ); } return array.join(); }; this.acquireProgram = function ( material, parameters, code ) { var program; // Check if code has been already compiled for ( var p = 0, pl = programs.length; p < pl; p ++ ) { var programInfo = programs[ p ]; if ( programInfo.code === code ) { program = programInfo; ++ program.usedTimes; break; } } if ( program === undefined ) { program = new WebGLProgram$1( renderer, code, material, parameters ); programs.push( program ); } return program; }; this.releaseProgram = function ( program ) { if ( -- program.usedTimes === 0 ) { // Remove from unordered set var i = programs.indexOf( program ); programs[ i ] = programs[ programs.length - 1 ]; programs.pop(); // Free WebGL resources program.destroy(); } }; // Exposed for resource monitoring & error feedback via renderer.info: this.programs = programs; } /** * @author mrdoob / http://mrdoob.com/ */ function WebGLTextures$1( _gl, extensions, state, properties, capabilities, paramThreeToGL, infoMemory ) { var _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext ); // function clampToMaxSize( image, maxSize ) { if ( image.width > maxSize || image.height > maxSize ) { // Warning: Scaling through the canvas will only work with images that use // premultiplied alpha. var scale = maxSize / Math.max( image.width, image.height ); var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); canvas.width = Math.floor( image.width * scale ); canvas.height = Math.floor( image.height * scale ); var context = canvas.getContext( '2d' ); context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height ); console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image ); return canvas; } return image; } function isPowerOfTwo( image ) { return _Math$1.isPowerOfTwo( image.width ) && _Math$1.isPowerOfTwo( image.height ); } function makePowerOfTwo( image ) { if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) { var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); canvas.width = _Math$1.nearestPowerOfTwo( image.width ); canvas.height = _Math$1.nearestPowerOfTwo( image.height ); var context = canvas.getContext( '2d' ); context.drawImage( image, 0, 0, canvas.width, canvas.height ); console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image ); return canvas; } return image; } function textureNeedsPowerOfTwo( texture ) { return ( texture.wrapS !== ClampToEdgeWrapping$1 || texture.wrapT !== ClampToEdgeWrapping$1 ) || ( texture.minFilter !== NearestFilter$1 && texture.minFilter !== LinearFilter$1 ); } // Fallback filters for non-power-of-2 textures function filterFallback( f ) { if ( f === NearestFilter$1 || f === NearestMipMapNearestFilter$1 || f === NearestMipMapLinearFilter$1 ) { return _gl.NEAREST; } return _gl.LINEAR; } // function onTextureDispose( event ) { var texture = event.target; texture.removeEventListener( 'dispose', onTextureDispose ); deallocateTexture( texture ); infoMemory.textures --; } function onRenderTargetDispose( event ) { var renderTarget = event.target; renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); deallocateRenderTarget( renderTarget ); infoMemory.textures --; } // function deallocateTexture( texture ) { var textureProperties = properties.get( texture ); if ( texture.image && textureProperties.__image__webglTextureCube ) { // cube texture _gl.deleteTexture( textureProperties.__image__webglTextureCube ); } else { // 2D texture if ( textureProperties.__webglInit === undefined ) return; _gl.deleteTexture( textureProperties.__webglTexture ); } // remove all webgl properties properties.remove( texture ); } function deallocateRenderTarget( renderTarget ) { var renderTargetProperties = properties.get( renderTarget ); var textureProperties = properties.get( renderTarget.texture ); if ( ! renderTarget ) return; if ( textureProperties.__webglTexture !== undefined ) { _gl.deleteTexture( textureProperties.__webglTexture ); } if ( renderTarget.depthTexture ) { renderTarget.depthTexture.dispose(); } if ( renderTarget.isWebGLRenderTargetCube ) { for ( var i = 0; i < 6; i ++ ) { _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); } } else { _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); } properties.remove( renderTarget.texture ); properties.remove( renderTarget ); } // function setTexture2D( texture, slot ) { var textureProperties = properties.get( texture ); if ( texture.version > 0 && textureProperties.__version !== texture.version ) { var image = texture.image; if ( image === undefined ) { console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture ); } else if ( image.complete === false ) { console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture ); } else { uploadTexture( textureProperties, texture, slot ); return; } } state.activeTexture( _gl.TEXTURE0 + slot ); state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); } function setTextureCube( texture, slot ) { var textureProperties = properties.get( texture ); if ( texture.image.length === 6 ) { if ( texture.version > 0 && textureProperties.__version !== texture.version ) { if ( ! textureProperties.__image__webglTextureCube ) { texture.addEventListener( 'dispose', onTextureDispose ); textureProperties.__image__webglTextureCube = _gl.createTexture(); infoMemory.textures ++; } state.activeTexture( _gl.TEXTURE0 + slot ); state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); var isCompressed = ( texture && texture.isCompressedTexture ); var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture ); var cubeImage = []; for ( var i = 0; i < 6; i ++ ) { if ( ! isCompressed && ! isDataTexture ) { cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize ); } else { cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; } } var image = cubeImage[ 0 ], isPowerOfTwoImage = isPowerOfTwo( image ), glFormat = paramThreeToGL( texture.format ), glType = paramThreeToGL( texture.type ); setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage ); for ( var i = 0; i < 6; i ++ ) { if ( ! isCompressed ) { if ( isDataTexture ) { state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); } else { state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] ); } } else { var mipmap, mipmaps = cubeImage[ i ].mipmaps; for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) { mipmap = mipmaps[ j ]; if ( texture.format !== RGBAFormat$1 && texture.format !== RGBFormat$1 ) { if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); } else { console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()" ); } } else { state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); } } } } if ( texture.generateMipmaps && isPowerOfTwoImage ) { _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); } textureProperties.__version = texture.version; if ( texture.onUpdate ) texture.onUpdate( texture ); } else { state.activeTexture( _gl.TEXTURE0 + slot ); state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); } } } function setTextureCubeDynamic( texture, slot ) { state.activeTexture( _gl.TEXTURE0 + slot ); state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture ); } function setTextureParameters( textureType, texture, isPowerOfTwoImage ) { var extension; if ( isPowerOfTwoImage ) { _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) ); _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) ); _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) ); _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) ); } else { _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); if ( texture.wrapS !== ClampToEdgeWrapping$1 || texture.wrapT !== ClampToEdgeWrapping$1 ) { console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture ); } _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) ); _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) ); if ( texture.minFilter !== NearestFilter$1 && texture.minFilter !== LinearFilter$1 ) { console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture ); } } extension = extensions.get( 'EXT_texture_filter_anisotropic' ); if ( extension ) { if ( texture.type === FloatType$1 && extensions.get( 'OES_texture_float_linear' ) === null ) return; if ( texture.type === HalfFloatType$1 && extensions.get( 'OES_texture_half_float_linear' ) === null ) return; if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) { _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) ); properties.get( texture ).__currentAnisotropy = texture.anisotropy; } } } function uploadTexture( textureProperties, texture, slot ) { if ( textureProperties.__webglInit === undefined ) { textureProperties.__webglInit = true; texture.addEventListener( 'dispose', onTextureDispose ); textureProperties.__webglTexture = _gl.createTexture(); infoMemory.textures ++; } state.activeTexture( _gl.TEXTURE0 + slot ); state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); var image = clampToMaxSize( texture.image, capabilities.maxTextureSize ); if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) { image = makePowerOfTwo( image ); } var isPowerOfTwoImage = isPowerOfTwo( image ), glFormat = paramThreeToGL( texture.format ), glType = paramThreeToGL( texture.type ); setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage ); var mipmap, mipmaps = texture.mipmaps; if ( texture.isDepthTexture ) { // populate depth texture with dummy data var internalFormat = _gl.DEPTH_COMPONENT; if ( texture.type === FloatType$1 ) { if ( !_isWebGL2 ) throw new Error('Float Depth Texture only supported in WebGL2.0'); internalFormat = _gl.DEPTH_COMPONENT32F; } else if ( _isWebGL2 ) { // WebGL 2.0 requires signed internalformat for glTexImage2D internalFormat = _gl.DEPTH_COMPONENT16; } if ( texture.format === DepthFormat$1 && internalFormat === _gl.DEPTH_COMPONENT ) { // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) if ( texture.type !== UnsignedShortType$1 && texture.type !== UnsignedIntType$1 ) { console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' ); texture.type = UnsignedShortType$1; glType = paramThreeToGL( texture.type ); } } // Depth stencil textures need the DEPTH_STENCIL internal format // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) if ( texture.format === DepthStencilFormat$1 ) { internalFormat = _gl.DEPTH_STENCIL; // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) if ( texture.type !== UnsignedInt248Type$1 ) { console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' ); texture.type = UnsignedInt248Type$1; glType = paramThreeToGL( texture.type ); } } state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null ); } else if ( texture.isDataTexture ) { // use manually created mipmaps if available // if there are no manual mipmaps // set 0 level mipmap and then use GL to generate other mipmap levels if ( mipmaps.length > 0 && isPowerOfTwoImage ) { for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { mipmap = mipmaps[ i ]; state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); } texture.generateMipmaps = false; } else { state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data ); } } else if ( texture.isCompressedTexture ) { for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { mipmap = mipmaps[ i ]; if ( texture.format !== RGBAFormat$1 && texture.format !== RGBFormat$1 ) { if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); } else { console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" ); } } else { state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); } } } else { // regular Texture (image, video, canvas) // use manually created mipmaps if available // if there are no manual mipmaps // set 0 level mipmap and then use GL to generate other mipmap levels if ( mipmaps.length > 0 && isPowerOfTwoImage ) { for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { mipmap = mipmaps[ i ]; state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap ); } texture.generateMipmaps = false; } else { state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image ); } } if ( texture.generateMipmaps && isPowerOfTwoImage ) _gl.generateMipmap( _gl.TEXTURE_2D ); textureProperties.__version = texture.version; if ( texture.onUpdate ) texture.onUpdate( texture ); } // Render targets // Setup storage for target texture and bind it to correct framebuffer function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) { var glFormat = paramThreeToGL( renderTarget.texture.format ); var glType = paramThreeToGL( renderTarget.texture.type ); state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 ); _gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); } // Setup storage for internal depth/stencil buffers and bind to correct framebuffer function setupRenderBufferStorage( renderbuffer, renderTarget ) { _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height ); _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height ); _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); } else { // FIXME: We don't support !depth !stencil _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height ); } _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); } // Setup resources for a Depth Texture for a FBO (needs an extension) function setupDepthTexture( framebuffer, renderTarget ) { var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube ); if ( isCube ) throw new Error('Depth Texture with cube render targets is not supported!'); _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); if ( !( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) { throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture'); } // upload an empty depth texture with framebuffer size if ( !properties.get( renderTarget.depthTexture ).__webglTexture || renderTarget.depthTexture.image.width !== renderTarget.width || renderTarget.depthTexture.image.height !== renderTarget.height ) { renderTarget.depthTexture.image.width = renderTarget.width; renderTarget.depthTexture.image.height = renderTarget.height; renderTarget.depthTexture.needsUpdate = true; } setTexture2D( renderTarget.depthTexture, 0 ); var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture; if ( renderTarget.depthTexture.format === DepthFormat$1 ) { _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); } else if ( renderTarget.depthTexture.format === DepthStencilFormat$1 ) { _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); } else { throw new Error('Unknown depthTexture format') } } // Setup GL resources for a non-texture depth buffer function setupDepthRenderbuffer( renderTarget ) { var renderTargetProperties = properties.get( renderTarget ); var isCube = ( renderTarget.isWebGLRenderTargetCube === true ); if ( renderTarget.depthTexture ) { if ( isCube ) throw new Error('target.depthTexture not supported in Cube render targets'); setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); } else { if ( isCube ) { renderTargetProperties.__webglDepthbuffer = []; for ( var i = 0; i < 6; i ++ ) { _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] ); renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget ); } } else { _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget ); } } _gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); } // Set up GL resources for the render target function setupRenderTarget( renderTarget ) { var renderTargetProperties = properties.get( renderTarget ); var textureProperties = properties.get( renderTarget.texture ); renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); textureProperties.__webglTexture = _gl.createTexture(); infoMemory.textures ++; var isCube = ( renderTarget.isWebGLRenderTargetCube === true ); var isTargetPowerOfTwo = isPowerOfTwo( renderTarget ); // Setup framebuffer if ( isCube ) { renderTargetProperties.__webglFramebuffer = []; for ( var i = 0; i < 6; i ++ ) { renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); } } else { renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); } // Setup color buffer if ( isCube ) { state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo ); for ( var i = 0; i < 6; i ++ ) { setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i ); } if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); state.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); } else { state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo ); setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D ); if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D ); state.bindTexture( _gl.TEXTURE_2D, null ); } // Setup depth and stencil buffers if ( renderTarget.depthBuffer ) { setupDepthRenderbuffer( renderTarget ); } } function updateRenderTargetMipmap( renderTarget ) { var texture = renderTarget.texture; if ( texture.generateMipmaps && isPowerOfTwo( renderTarget ) && texture.minFilter !== NearestFilter$1 && texture.minFilter !== LinearFilter$1 ) { var target = (renderTarget && renderTarget.isWebGLRenderTargetCube) ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D; var webglTexture = properties.get( texture ).__webglTexture; state.bindTexture( target, webglTexture ); _gl.generateMipmap( target ); state.bindTexture( target, null ); } } this.setTexture2D = setTexture2D; this.setTextureCube = setTextureCube; this.setTextureCubeDynamic = setTextureCubeDynamic; this.setupRenderTarget = setupRenderTarget; this.updateRenderTargetMipmap = updateRenderTargetMipmap; } /** * @author fordacious / fordacious.github.io */ function WebGLProperties$1() { var properties = {}; function get( object ) { var uuid = object.uuid; var map = properties[ uuid ]; if ( map === undefined ) { map = {}; properties[ uuid ] = map; } return map; } function remove( object ) { delete properties[ object.uuid ]; } function clear() { properties = {}; } return { get: get, remove: remove, clear: clear }; } /** * @author mrdoob / http://mrdoob.com/ */ function WebGLState$1( gl, extensions, paramThreeToGL ) { function ColorBuffer() { var locked = false; var color = new Vector4$1(); var currentColorMask = null; var currentColorClear = new Vector4$1(); return { setMask: function ( colorMask ) { if ( currentColorMask !== colorMask && ! locked ) { gl.colorMask( colorMask, colorMask, colorMask, colorMask ); currentColorMask = colorMask; } }, setLocked: function ( lock ) { locked = lock; }, setClear: function ( r, g, b, a, premultipliedAlpha ) { if ( premultipliedAlpha === true ) { r *= a; g *= a; b *= a; } color.set( r, g, b, a ); if ( currentColorClear.equals( color ) === false ) { gl.clearColor( r, g, b, a ); currentColorClear.copy( color ); } }, reset: function () { locked = false; currentColorMask = null; currentColorClear.set( 0, 0, 0, 1 ); } }; } function DepthBuffer() { var locked = false; var currentDepthMask = null; var currentDepthFunc = null; var currentDepthClear = null; return { setTest: function ( depthTest ) { if ( depthTest ) { enable( gl.DEPTH_TEST ); } else { disable( gl.DEPTH_TEST ); } }, setMask: function ( depthMask ) { if ( currentDepthMask !== depthMask && ! locked ) { gl.depthMask( depthMask ); currentDepthMask = depthMask; } }, setFunc: function ( depthFunc ) { if ( currentDepthFunc !== depthFunc ) { if ( depthFunc ) { switch ( depthFunc ) { case NeverDepth$1: gl.depthFunc( gl.NEVER ); break; case AlwaysDepth$1: gl.depthFunc( gl.ALWAYS ); break; case LessDepth$1: gl.depthFunc( gl.LESS ); break; case LessEqualDepth$1: gl.depthFunc( gl.LEQUAL ); break; case EqualDepth$1: gl.depthFunc( gl.EQUAL ); break; case GreaterEqualDepth$1: gl.depthFunc( gl.GEQUAL ); break; case GreaterDepth$1: gl.depthFunc( gl.GREATER ); break; case NotEqualDepth$1: gl.depthFunc( gl.NOTEQUAL ); break; default: gl.depthFunc( gl.LEQUAL ); } } else { gl.depthFunc( gl.LEQUAL ); } currentDepthFunc = depthFunc; } }, setLocked: function ( lock ) { locked = lock; }, setClear: function ( depth ) { if ( currentDepthClear !== depth ) { gl.clearDepth( depth ); currentDepthClear = depth; } }, reset: function () { locked = false; currentDepthMask = null; currentDepthFunc = null; currentDepthClear = null; } }; } function StencilBuffer() { var locked = false; var currentStencilMask = null; var currentStencilFunc = null; var currentStencilRef = null; var currentStencilFuncMask = null; var currentStencilFail = null; var currentStencilZFail = null; var currentStencilZPass = null; var currentStencilClear = null; return { setTest: function ( stencilTest ) { if ( stencilTest ) { enable( gl.STENCIL_TEST ); } else { disable( gl.STENCIL_TEST ); } }, setMask: function ( stencilMask ) { if ( currentStencilMask !== stencilMask && ! locked ) { gl.stencilMask( stencilMask ); currentStencilMask = stencilMask; } }, setFunc: function ( stencilFunc, stencilRef, stencilMask ) { if ( currentStencilFunc !== stencilFunc || currentStencilRef !== stencilRef || currentStencilFuncMask !== stencilMask ) { gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); currentStencilFunc = stencilFunc; currentStencilRef = stencilRef; currentStencilFuncMask = stencilMask; } }, setOp: function ( stencilFail, stencilZFail, stencilZPass ) { if ( currentStencilFail !== stencilFail || currentStencilZFail !== stencilZFail || currentStencilZPass !== stencilZPass ) { gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); currentStencilFail = stencilFail; currentStencilZFail = stencilZFail; currentStencilZPass = stencilZPass; } }, setLocked: function ( lock ) { locked = lock; }, setClear: function ( stencil ) { if ( currentStencilClear !== stencil ) { gl.clearStencil( stencil ); currentStencilClear = stencil; } }, reset: function () { locked = false; currentStencilMask = null; currentStencilFunc = null; currentStencilRef = null; currentStencilFuncMask = null; currentStencilFail = null; currentStencilZFail = null; currentStencilZPass = null; currentStencilClear = null; } }; } // var colorBuffer = new ColorBuffer(); var depthBuffer = new DepthBuffer(); var stencilBuffer = new StencilBuffer(); var maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); var newAttributes = new Uint8Array( maxVertexAttributes ); var enabledAttributes = new Uint8Array( maxVertexAttributes ); var attributeDivisors = new Uint8Array( maxVertexAttributes ); var capabilities = {}; var compressedTextureFormats = null; var currentBlending = null; var currentBlendEquation = null; var currentBlendSrc = null; var currentBlendDst = null; var currentBlendEquationAlpha = null; var currentBlendSrcAlpha = null; var currentBlendDstAlpha = null; var currentPremultipledAlpha = false; var currentFlipSided = null; var currentCullFace = null; var currentLineWidth = null; var currentPolygonOffsetFactor = null; var currentPolygonOffsetUnits = null; var currentScissorTest = null; var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); var version = parseFloat( /^WebGL\ ([0-9])/.exec( gl.getParameter( gl.VERSION ) )[ 1 ] ); var lineWidthAvailable = parseFloat( version ) >= 1.0; var currentTextureSlot = null; var currentBoundTextures = {}; var currentScissor = new Vector4$1(); var currentViewport = new Vector4$1(); function createTexture( type, target, count ) { var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4. var texture = gl.createTexture(); gl.bindTexture( type, texture ); gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); for ( var i = 0; i < count; i ++ ) { gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); } return texture; } var emptyTextures = {}; emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 ); emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 ); // function init() { colorBuffer.setClear( 0, 0, 0, 1 ); depthBuffer.setClear( 1 ); stencilBuffer.setClear( 0 ); enable( gl.DEPTH_TEST ); depthBuffer.setFunc( LessEqualDepth$1 ); setFlipSided( false ); setCullFace( CullFaceBack$1 ); enable( gl.CULL_FACE ); enable( gl.BLEND ); setBlending( NormalBlending$1 ); } function initAttributes() { for ( var i = 0, l = newAttributes.length; i < l; i ++ ) { newAttributes[ i ] = 0; } } function enableAttribute( attribute ) { newAttributes[ attribute ] = 1; if ( enabledAttributes[ attribute ] === 0 ) { gl.enableVertexAttribArray( attribute ); enabledAttributes[ attribute ] = 1; } if ( attributeDivisors[ attribute ] !== 0 ) { var extension = extensions.get( 'ANGLE_instanced_arrays' ); extension.vertexAttribDivisorANGLE( attribute, 0 ); attributeDivisors[ attribute ] = 0; } } function enableAttributeAndDivisor( attribute, meshPerAttribute ) { newAttributes[ attribute ] = 1; if ( enabledAttributes[ attribute ] === 0 ) { gl.enableVertexAttribArray( attribute ); enabledAttributes[ attribute ] = 1; } if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { var extension = extensions.get( 'ANGLE_instanced_arrays' ); extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute ); attributeDivisors[ attribute ] = meshPerAttribute; } } function disableUnusedAttributes() { for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) { if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { gl.disableVertexAttribArray( i ); enabledAttributes[ i ] = 0; } } } function enable( id ) { if ( capabilities[ id ] !== true ) { gl.enable( id ); capabilities[ id ] = true; } } function disable( id ) { if ( capabilities[ id ] !== false ) { gl.disable( id ); capabilities[ id ] = false; } } function getCompressedTextureFormats() { if ( compressedTextureFormats === null ) { compressedTextureFormats = []; if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || extensions.get( 'WEBGL_compressed_texture_s3tc' ) || extensions.get( 'WEBGL_compressed_texture_etc1' ) ) { var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS ); for ( var i = 0; i < formats.length; i ++ ) { compressedTextureFormats.push( formats[ i ] ); } } } return compressedTextureFormats; } function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) { if ( blending !== NoBlending$1 ) { enable( gl.BLEND ); } else { disable( gl.BLEND ); } if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { if ( blending === AdditiveBlending$1 ) { if ( premultipliedAlpha ) { gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE ); } else { gl.blendEquation( gl.FUNC_ADD ); gl.blendFunc( gl.SRC_ALPHA, gl.ONE ); } } else if ( blending === SubtractiveBlending$1 ) { if ( premultipliedAlpha ) { gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA ); } else { gl.blendEquation( gl.FUNC_ADD ); gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR ); } } else if ( blending === MultiplyBlending$1 ) { if ( premultipliedAlpha ) { gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA ); } else { gl.blendEquation( gl.FUNC_ADD ); gl.blendFunc( gl.ZERO, gl.SRC_COLOR ); } } else { if ( premultipliedAlpha ) { gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); } else { gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); } } currentBlending = blending; currentPremultipledAlpha = premultipliedAlpha; } if ( blending === CustomBlending$1 ) { blendEquationAlpha = blendEquationAlpha || blendEquation; blendSrcAlpha = blendSrcAlpha || blendSrc; blendDstAlpha = blendDstAlpha || blendDst; if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { gl.blendEquationSeparate( paramThreeToGL( blendEquation ), paramThreeToGL( blendEquationAlpha ) ); currentBlendEquation = blendEquation; currentBlendEquationAlpha = blendEquationAlpha; } if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { gl.blendFuncSeparate( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ), paramThreeToGL( blendSrcAlpha ), paramThreeToGL( blendDstAlpha ) ); currentBlendSrc = blendSrc; currentBlendDst = blendDst; currentBlendSrcAlpha = blendSrcAlpha; currentBlendDstAlpha = blendDstAlpha; } } else { currentBlendEquation = null; currentBlendSrc = null; currentBlendDst = null; currentBlendEquationAlpha = null; currentBlendSrcAlpha = null; currentBlendDstAlpha = null; } } function setMaterial( material ) { material.side === DoubleSide$1 ? disable( gl.CULL_FACE ) : enable( gl.CULL_FACE ); setFlipSided( material.side === BackSide$1 ); material.transparent === true ? setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha ) : setBlending( NoBlending$1 ); depthBuffer.setFunc( material.depthFunc ); depthBuffer.setTest( material.depthTest ); depthBuffer.setMask( material.depthWrite ); colorBuffer.setMask( material.colorWrite ); setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); } // function setFlipSided( flipSided ) { if ( currentFlipSided !== flipSided ) { if ( flipSided ) { gl.frontFace( gl.CW ); } else { gl.frontFace( gl.CCW ); } currentFlipSided = flipSided; } } function setCullFace( cullFace ) { if ( cullFace !== CullFaceNone$1 ) { enable( gl.CULL_FACE ); if ( cullFace !== currentCullFace ) { if ( cullFace === CullFaceBack$1 ) { gl.cullFace( gl.BACK ); } else if ( cullFace === CullFaceFront$1 ) { gl.cullFace( gl.FRONT ); } else { gl.cullFace( gl.FRONT_AND_BACK ); } } } else { disable( gl.CULL_FACE ); } currentCullFace = cullFace; } function setLineWidth( width ) { if ( width !== currentLineWidth ) { if ( lineWidthAvailable ) gl.lineWidth( width ); currentLineWidth = width; } } function setPolygonOffset( polygonOffset, factor, units ) { if ( polygonOffset ) { enable( gl.POLYGON_OFFSET_FILL ); if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { gl.polygonOffset( factor, units ); currentPolygonOffsetFactor = factor; currentPolygonOffsetUnits = units; } } else { disable( gl.POLYGON_OFFSET_FILL ); } } function getScissorTest() { return currentScissorTest; } function setScissorTest( scissorTest ) { currentScissorTest = scissorTest; if ( scissorTest ) { enable( gl.SCISSOR_TEST ); } else { disable( gl.SCISSOR_TEST ); } } // texture function activeTexture( webglSlot ) { if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; if ( currentTextureSlot !== webglSlot ) { gl.activeTexture( webglSlot ); currentTextureSlot = webglSlot; } } function bindTexture( webglType, webglTexture ) { if ( currentTextureSlot === null ) { activeTexture(); } var boundTexture = currentBoundTextures[ currentTextureSlot ]; if ( boundTexture === undefined ) { boundTexture = { type: undefined, texture: undefined }; currentBoundTextures[ currentTextureSlot ] = boundTexture; } if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] ); boundTexture.type = webglType; boundTexture.texture = webglTexture; } } function compressedTexImage2D() { try { gl.compressedTexImage2D.apply( gl, arguments ); } catch ( error ) { console.error( error ); } } function texImage2D() { try { gl.texImage2D.apply( gl, arguments ); } catch ( error ) { console.error( error ); } } // function scissor( scissor ) { if ( currentScissor.equals( scissor ) === false ) { gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); currentScissor.copy( scissor ); } } function viewport( viewport ) { if ( currentViewport.equals( viewport ) === false ) { gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); currentViewport.copy( viewport ); } } // function reset() { for ( var i = 0; i < enabledAttributes.length; i ++ ) { if ( enabledAttributes[ i ] === 1 ) { gl.disableVertexAttribArray( i ); enabledAttributes[ i ] = 0; } } capabilities = {}; compressedTextureFormats = null; currentTextureSlot = null; currentBoundTextures = {}; currentBlending = null; currentFlipSided = null; currentCullFace = null; colorBuffer.reset(); depthBuffer.reset(); stencilBuffer.reset(); } return { buffers: { color: colorBuffer, depth: depthBuffer, stencil: stencilBuffer }, init: init, initAttributes: initAttributes, enableAttribute: enableAttribute, enableAttributeAndDivisor: enableAttributeAndDivisor, disableUnusedAttributes: disableUnusedAttributes, enable: enable, disable: disable, getCompressedTextureFormats: getCompressedTextureFormats, setBlending: setBlending, setMaterial: setMaterial, setFlipSided: setFlipSided, setCullFace: setCullFace, setLineWidth: setLineWidth, setPolygonOffset: setPolygonOffset, getScissorTest: getScissorTest, setScissorTest: setScissorTest, activeTexture: activeTexture, bindTexture: bindTexture, compressedTexImage2D: compressedTexImage2D, texImage2D: texImage2D, scissor: scissor, viewport: viewport, reset: reset }; } /** * @author mrdoob / http://mrdoob.com/ */ function WebGLCapabilities$1( gl, extensions, parameters ) { var maxAnisotropy; function getMaxAnisotropy() { if ( maxAnisotropy !== undefined ) return maxAnisotropy; var extension = extensions.get( 'EXT_texture_filter_anisotropic' ); if ( extension !== null ) { maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); } else { maxAnisotropy = 0; } return maxAnisotropy; } function getMaxPrecision( precision ) { if ( precision === 'highp' ) { if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 && gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { return 'highp'; } precision = 'mediump'; } if ( precision === 'mediump' ) { if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 && gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) { return 'mediump'; } } return 'lowp'; } var precision = parameters.precision !== undefined ? parameters.precision : 'highp'; var maxPrecision = getMaxPrecision( precision ); if ( maxPrecision !== precision ) { console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' ); precision = maxPrecision; } var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true && !! extensions.get( 'EXT_frag_depth' ); var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); var maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ); var maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE ); var maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE ); var maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); var maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS ); var maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS ); var maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS ); var vertexTextures = maxVertexTextures > 0; var floatFragmentTextures = !! extensions.get( 'OES_texture_float' ); var floatVertexTextures = vertexTextures && floatFragmentTextures; return { getMaxAnisotropy: getMaxAnisotropy, getMaxPrecision: getMaxPrecision, precision: precision, logarithmicDepthBuffer: logarithmicDepthBuffer, maxTextures: maxTextures, maxVertexTextures: maxVertexTextures, maxTextureSize: maxTextureSize, maxCubemapSize: maxCubemapSize, maxAttributes: maxAttributes, maxVertexUniforms: maxVertexUniforms, maxVaryings: maxVaryings, maxFragmentUniforms: maxFragmentUniforms, vertexTextures: vertexTextures, floatFragmentTextures: floatFragmentTextures, floatVertexTextures: floatVertexTextures }; } /** * @author mrdoob / http://mrdoob.com/ */ function WebGLExtensions$1( gl ) { var extensions = {}; return { get: function ( name ) { if ( extensions[ name ] !== undefined ) { return extensions[ name ]; } var extension; switch ( name ) { case 'WEBGL_depth_texture': extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' ); break; case 'EXT_texture_filter_anisotropic': extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' ); break; case 'WEBGL_compressed_texture_s3tc': extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' ); break; case 'WEBGL_compressed_texture_pvrtc': extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' ); break; case 'WEBGL_compressed_texture_etc1': extension = gl.getExtension( 'WEBGL_compressed_texture_etc1' ); break; default: extension = gl.getExtension( name ); } if ( extension === null ) { console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); } extensions[ name ] = extension; return extension; } }; } /** * @author tschw */ function WebGLClipping$1() { var scope = this, globalState = null, numGlobalPlanes = 0, localClippingEnabled = false, renderingShadows = false, plane = new Plane$2(), viewNormalMatrix = new Matrix3$1(), uniform = { value: null, needsUpdate: false }; this.uniform = uniform; this.numPlanes = 0; this.numIntersection = 0; this.init = function( planes, enableLocalClipping, camera ) { var enabled = planes.length !== 0 || enableLocalClipping || // enable state of previous frame - the clipping code has to // run another frame in order to reset the state: numGlobalPlanes !== 0 || localClippingEnabled; localClippingEnabled = enableLocalClipping; globalState = projectPlanes( planes, camera, 0 ); numGlobalPlanes = planes.length; return enabled; }; this.beginShadows = function() { renderingShadows = true; projectPlanes( null ); }; this.endShadows = function() { renderingShadows = false; resetGlobalState(); }; this.setState = function( planes, clipIntersection, clipShadows, camera, cache, fromCache ) { if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) { // there's no local clipping if ( renderingShadows ) { // there's no global clipping projectPlanes( null ); } else { resetGlobalState(); } } else { var nGlobal = renderingShadows ? 0 : numGlobalPlanes, lGlobal = nGlobal * 4, dstArray = cache.clippingState || null; uniform.value = dstArray; // ensure unique state dstArray = projectPlanes( planes, camera, lGlobal, fromCache ); for ( var i = 0; i !== lGlobal; ++ i ) { dstArray[ i ] = globalState[ i ]; } cache.clippingState = dstArray; this.numIntersection = clipIntersection ? this.numPlanes : 0; this.numPlanes += nGlobal; } }; function resetGlobalState() { if ( uniform.value !== globalState ) { uniform.value = globalState; uniform.needsUpdate = numGlobalPlanes > 0; } scope.numPlanes = numGlobalPlanes; scope.numIntersection = 0; } function projectPlanes( planes, camera, dstOffset, skipTransform ) { var nPlanes = planes !== null ? planes.length : 0, dstArray = null; if ( nPlanes !== 0 ) { dstArray = uniform.value; if ( skipTransform !== true || dstArray === null ) { var flatSize = dstOffset + nPlanes * 4, viewMatrix = camera.matrixWorldInverse; viewNormalMatrix.getNormalMatrix( viewMatrix ); if ( dstArray === null || dstArray.length < flatSize ) { dstArray = new Float32Array( flatSize ); } for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) { plane.copy( planes[ i ] ). applyMatrix4( viewMatrix, viewNormalMatrix ); plane.normal.toArray( dstArray, i4 ); dstArray[ i4 + 3 ] = plane.constant; } } uniform.value = dstArray; uniform.needsUpdate = true; } scope.numPlanes = nPlanes; return dstArray; } } // import { Sphere } from '../math/Sphere'; /** * @author supereggbert / http://www.paulbrunt.co.uk/ * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * @author szimek / https://github.com/szimek/ * @author tschw */ function WebGLRenderer$1( parameters ) { console.log( 'THREE.WebGLRenderer', REVISION$1 ); parameters = parameters || {}; var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ), _context = parameters.context !== undefined ? parameters.context : null, _alpha = parameters.alpha !== undefined ? parameters.alpha : false, _depth = parameters.depth !== undefined ? parameters.depth : true, _stencil = parameters.stencil !== undefined ? parameters.stencil : true, _antialias = parameters.antialias !== undefined ? parameters.antialias : false, _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false; var lights = []; var currentRenderList = null; var morphInfluences = new Float32Array( 8 ); var sprites = []; var lensFlares = []; // public properties this.domElement = _canvas; this.context = null; // clearing this.autoClear = true; this.autoClearColor = true; this.autoClearDepth = true; this.autoClearStencil = true; // scene graph this.sortObjects = true; // user-defined clipping this.clippingPlanes = []; this.localClippingEnabled = false; // physically based shading this.gammaFactor = 2.0; // for backwards compatibility this.gammaInput = false; this.gammaOutput = false; // physical lights this.physicallyCorrectLights = false; // tone mapping this.toneMapping = LinearToneMapping$1; this.toneMappingExposure = 1.0; this.toneMappingWhitePoint = 1.0; // morphs this.maxMorphTargets = 8; this.maxMorphNormals = 4; // internal properties var _this = this, // internal state cache _currentProgram = null, _currentRenderTarget = null, _currentFramebuffer = null, _currentMaterialId = - 1, _currentGeometryProgram = '', _currentCamera = null, _currentScissor = new Vector4$1(), _currentScissorTest = null, _currentViewport = new Vector4$1(), // _usedTextureUnits = 0, // _clearColor = new Color$1( 0x000000 ), _clearAlpha = 0, _width = _canvas.width, _height = _canvas.height, _pixelRatio = 1, _scissor = new Vector4$1( 0, 0, _width, _height ), _scissorTest = false, _viewport = new Vector4$1( 0, 0, _width, _height ), // frustum _frustum = new Frustum$1(), // clipping _clipping = new WebGLClipping$1(), _clippingEnabled = false, _localClippingEnabled = false, // camera matrices cache _projScreenMatrix = new Matrix4$1(), _vector3 = new Vector3$1(), _matrix4 = new Matrix4$1(), _matrix42 = new Matrix4$1(), // light arrays cache _lights = { hash: '', ambient: [ 0, 0, 0 ], directional: [], directionalShadowMap: [], directionalShadowMatrix: [], spot: [], spotShadowMap: [], spotShadowMatrix: [], rectArea: [], point: [], pointShadowMap: [], pointShadowMatrix: [], hemi: [], shadows: [] }, // info _infoMemory = { geometries: 0, textures: 0 }, _infoRender = { frame: 0, calls: 0, vertices: 0, faces: 0, points: 0 }; this.info = { render: _infoRender, memory: _infoMemory, programs: null }; // initialize var _gl; try { var contextAttributes = { alpha: _alpha, depth: _depth, stencil: _stencil, antialias: _antialias, premultipliedAlpha: _premultipliedAlpha, preserveDrawingBuffer: _preserveDrawingBuffer }; _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes ); if ( _gl === null ) { if ( _canvas.getContext( 'webgl' ) !== null ) { throw 'Error creating WebGL context with your selected attributes.'; } else { throw 'Error creating WebGL context.'; } } // Some experimental-webgl implementations do not have getShaderPrecisionFormat if ( _gl.getShaderPrecisionFormat === undefined ) { _gl.getShaderPrecisionFormat = function () { return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 }; }; } _canvas.addEventListener( 'webglcontextlost', onContextLost, false ); } catch ( error ) { console.error( 'THREE.WebGLRenderer: ' + error ); } var extensions = new WebGLExtensions$1( _gl ); extensions.get( 'WEBGL_depth_texture' ); extensions.get( 'OES_texture_float' ); extensions.get( 'OES_texture_float_linear' ); extensions.get( 'OES_texture_half_float' ); extensions.get( 'OES_texture_half_float_linear' ); extensions.get( 'OES_standard_derivatives' ); extensions.get( 'ANGLE_instanced_arrays' ); if ( extensions.get( 'OES_element_index_uint' ) ) { BufferGeometry$1.MaxIndex = 4294967296; } var capabilities = new WebGLCapabilities$1( _gl, extensions, parameters ); var state = new WebGLState$1( _gl, extensions, paramThreeToGL ); var properties = new WebGLProperties$1(); var textures = new WebGLTextures$1( _gl, extensions, state, properties, capabilities, paramThreeToGL, _infoMemory ); var attributes = new WebGLAttributes$1( _gl ); var geometries = new WebGLGeometries$1( _gl, attributes, _infoMemory ); var objects = new WebGLObjects$1( _gl, geometries, _infoRender ); var programCache = new WebGLPrograms$1( this, capabilities ); var lightCache = new WebGLLights$1(); var renderLists = new WebGLRenderLists$1(); this.info.programs = programCache.programs; var bufferRenderer = new WebGLBufferRenderer$1( _gl, extensions, _infoRender ); var indexedBufferRenderer = new WebGLIndexedBufferRenderer$1( _gl, extensions, _infoRender ); // var backgroundPlaneCamera, backgroundPlaneMesh; var backgroundBoxCamera, backgroundBoxMesh; // function getTargetPixelRatio() { return _currentRenderTarget === null ? _pixelRatio : 1; } function setDefaultGLState() { state.init(); state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) ); state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) ); state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha ); } function resetGLState() { _currentProgram = null; _currentCamera = null; _currentGeometryProgram = ''; _currentMaterialId = - 1; state.reset(); } setDefaultGLState(); this.context = _gl; this.capabilities = capabilities; this.extensions = extensions; this.properties = properties; this.state = state; // shadow map var shadowMap = new WebGLShadowMap$1( this, _lights, objects, capabilities ); this.shadowMap = shadowMap; // Plugins var spritePlugin = new SpritePlugin( this, sprites ); var lensFlarePlugin = new LensFlarePlugin( this, lensFlares ); // API this.getContext = function () { return _gl; }; this.getContextAttributes = function () { return _gl.getContextAttributes(); }; this.forceContextLoss = function () { var extension = extensions.get( 'WEBGL_lose_context' ); if ( extension ) extension.loseContext(); }; this.getMaxAnisotropy = function () { return capabilities.getMaxAnisotropy(); }; this.getPrecision = function () { return capabilities.precision; }; this.getPixelRatio = function () { return _pixelRatio; }; this.setPixelRatio = function ( value ) { if ( value === undefined ) return; _pixelRatio = value; this.setSize( _viewport.z, _viewport.w, false ); }; this.getSize = function () { return { width: _width, height: _height }; }; this.setSize = function ( width, height, updateStyle ) { _width = width; _height = height; _canvas.width = width * _pixelRatio; _canvas.height = height * _pixelRatio; if ( updateStyle !== false ) { _canvas.style.width = width + 'px'; _canvas.style.height = height + 'px'; } this.setViewport( 0, 0, width, height ); }; this.setViewport = function ( x, y, width, height ) { state.viewport( _viewport.set( x, y, width, height ) ); }; this.setScissor = function ( x, y, width, height ) { state.scissor( _scissor.set( x, y, width, height ) ); }; this.setScissorTest = function ( boolean ) { state.setScissorTest( _scissorTest = boolean ); }; // Clearing this.getClearColor = function () { return _clearColor; }; this.setClearColor = function ( color, alpha ) { _clearColor.set( color ); _clearAlpha = alpha !== undefined ? alpha : 1; state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha ); }; this.getClearAlpha = function () { return _clearAlpha; }; this.setClearAlpha = function ( alpha ) { _clearAlpha = alpha; state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha ); }; this.clear = function ( color, depth, stencil ) { var bits = 0; if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT; if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT; if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT; _gl.clear( bits ); }; this.clearColor = function () { this.clear( true, false, false ); }; this.clearDepth = function () { this.clear( false, true, false ); }; this.clearStencil = function () { this.clear( false, false, true ); }; this.clearTarget = function ( renderTarget, color, depth, stencil ) { this.setRenderTarget( renderTarget ); this.clear( color, depth, stencil ); }; // Reset this.resetGLState = resetGLState; this.dispose = function () { _canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); renderLists.dispose(); }; // Events function onContextLost( event ) { event.preventDefault(); resetGLState(); setDefaultGLState(); properties.clear(); objects.clear(); } function onMaterialDispose( event ) { var material = event.target; material.removeEventListener( 'dispose', onMaterialDispose ); deallocateMaterial( material ); } // Buffer deallocation function deallocateMaterial( material ) { releaseMaterialProgramReference( material ); properties.remove( material ); } function releaseMaterialProgramReference( material ) { var programInfo = properties.get( material ).program; material.program = undefined; if ( programInfo !== undefined ) { programCache.releaseProgram( programInfo ); } } // Buffer rendering function renderObjectImmediate( object, program, material ) { object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } ); } this.renderBufferImmediate = function ( object, program, material ) { state.initAttributes(); var buffers = properties.get( object ); if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer(); if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer(); if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer(); if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer(); var programAttributes = program.getAttributes(); if ( object.hasPositions ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position ); _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW ); state.enableAttribute( programAttributes.position ); _gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 ); } if ( object.hasNormals ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal ); if ( ! material.isMeshPhongMaterial && ! material.isMeshStandardMaterial && ! material.isMeshNormalMaterial && material.shading === FlatShading$1 ) { for ( var i = 0, l = object.count * 3; i < l; i += 9 ) { var array = object.normalArray; var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3; var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3; var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3; array[ i + 0 ] = nx; array[ i + 1 ] = ny; array[ i + 2 ] = nz; array[ i + 3 ] = nx; array[ i + 4 ] = ny; array[ i + 5 ] = nz; array[ i + 6 ] = nx; array[ i + 7 ] = ny; array[ i + 8 ] = nz; } } _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW ); state.enableAttribute( programAttributes.normal ); _gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 ); } if ( object.hasUvs && material.map ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv ); _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW ); state.enableAttribute( programAttributes.uv ); _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 ); } if ( object.hasColors && material.vertexColors !== NoColors$1 ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color ); _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW ); state.enableAttribute( programAttributes.color ); _gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 ); } state.disableUnusedAttributes(); _gl.drawArrays( _gl.TRIANGLES, 0, object.count ); object.count = 0; }; function absNumericalSort( a, b ) { return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] ); } this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) { state.setMaterial( material ); var program = setProgram( camera, fog, material, object ); var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true ); var updateBuffers = false; if ( geometryProgram !== _currentGeometryProgram ) { _currentGeometryProgram = geometryProgram; updateBuffers = true; } // morph targets var morphTargetInfluences = object.morphTargetInfluences; if ( morphTargetInfluences !== undefined ) { // TODO Remove allocations var activeInfluences = []; for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) { var influence = morphTargetInfluences[ i ]; activeInfluences.push( [ influence, i ] ); } activeInfluences.sort( absNumericalSort ); if ( activeInfluences.length > 8 ) { activeInfluences.length = 8; } var morphAttributes = geometry.morphAttributes; for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) { var influence = activeInfluences[ i ]; morphInfluences[ i ] = influence[ 0 ]; if ( influence[ 0 ] !== 0 ) { var index = influence[ 1 ]; if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] ); if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] ); } else { if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i ); if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i ); } } for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) { morphInfluences[ i ] = 0.0; } program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences ); updateBuffers = true; } // var index = geometry.index; var position = geometry.attributes.position; var rangeFactor = 1; if ( material.wireframe === true ) { index = geometries.getWireframeAttribute( geometry ); rangeFactor = 2; } var renderer = bufferRenderer; if ( index !== null ) { renderer = indexedBufferRenderer; renderer.setIndex( index ); } if ( updateBuffers ) { setupVertexAttributes( material, program, geometry ); if ( index !== null ) { _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer ); } } // var dataCount = 0; if ( index !== null ) { dataCount = index.count; } else if ( position !== undefined ) { dataCount = position.count; } var rangeStart = geometry.drawRange.start * rangeFactor; var rangeCount = geometry.drawRange.count * rangeFactor; var groupStart = group !== null ? group.start * rangeFactor : 0; var groupCount = group !== null ? group.count * rangeFactor : Infinity; var drawStart = Math.max( rangeStart, groupStart ); var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1; var drawCount = Math.max( 0, drawEnd - drawStart + 1 ); if ( drawCount === 0 ) return; // if ( object.isMesh ) { if ( material.wireframe === true ) { state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); renderer.setMode( _gl.LINES ); } else { switch ( object.drawMode ) { case TrianglesDrawMode$1: renderer.setMode( _gl.TRIANGLES ); break; case TriangleStripDrawMode$1: renderer.setMode( _gl.TRIANGLE_STRIP ); break; case TriangleFanDrawMode$1: renderer.setMode( _gl.TRIANGLE_FAN ); break; } } } else if ( object.isLine ) { var lineWidth = material.linewidth; if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material state.setLineWidth( lineWidth * getTargetPixelRatio() ); if ( object.isLineSegments ) { renderer.setMode( _gl.LINES ); } else if ( object.isLineLoop ) { renderer.setMode( _gl.LINE_LOOP ); } else { renderer.setMode( _gl.LINE_STRIP ); } } else if ( object.isPoints ) { renderer.setMode( _gl.POINTS ); } if ( geometry && geometry.isInstancedBufferGeometry ) { if ( geometry.maxInstancedCount > 0 ) { renderer.renderInstances( geometry, drawStart, drawCount ); } } else { renderer.render( drawStart, drawCount ); } }; function setupVertexAttributes( material, program, geometry, startIndex ) { if ( geometry && geometry.isInstancedBufferGeometry ) { if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); return; } } if ( startIndex === undefined ) startIndex = 0; state.initAttributes(); var geometryAttributes = geometry.attributes; var programAttributes = program.getAttributes(); var materialDefaultAttributeValues = material.defaultAttributeValues; for ( var name in programAttributes ) { var programAttribute = programAttributes[ name ]; if ( programAttribute >= 0 ) { var geometryAttribute = geometryAttributes[ name ]; if ( geometryAttribute !== undefined ) { var normalized = geometryAttribute.normalized; var size = geometryAttribute.itemSize; var attributeProperties = attributes.get( geometryAttribute ); var buffer = attributeProperties.buffer; var type = attributeProperties.type; var bytesPerElement = attributeProperties.bytesPerElement; if ( geometryAttribute.isInterleavedBufferAttribute ) { var data = geometryAttribute.data; var stride = data.stride; var offset = geometryAttribute.offset; if ( data && data.isInstancedInterleavedBuffer ) { state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute ); if ( geometry.maxInstancedCount === undefined ) { geometry.maxInstancedCount = data.meshPerAttribute * data.count; } } else { state.enableAttribute( programAttribute ); } _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement ); } else { if ( geometryAttribute.isInstancedBufferAttribute ) { state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute ); if ( geometry.maxInstancedCount === undefined ) { geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; } } else { state.enableAttribute( programAttribute ); } _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement ); } } else if ( materialDefaultAttributeValues !== undefined ) { var value = materialDefaultAttributeValues[ name ]; if ( value !== undefined ) { switch ( value.length ) { case 2: _gl.vertexAttrib2fv( programAttribute, value ); break; case 3: _gl.vertexAttrib3fv( programAttribute, value ); break; case 4: _gl.vertexAttrib4fv( programAttribute, value ); break; default: _gl.vertexAttrib1fv( programAttribute, value ); } } } } } state.disableUnusedAttributes(); } // Compile this.compile = function ( scene, camera ) { lights = []; scene.traverse( function ( object ) { if ( object.isLight ) { lights.push( object ); } } ); setupLights( lights, camera ); scene.traverse( function ( object ) { if ( object.material ) { if ( Array.isArray( object.material ) ) { for ( var i = 0; i < object.material.length; i ++ ) { initMaterial( object.material[ i ], scene.fog, object ); } } else { initMaterial( object.material, scene.fog, object ); } } } ); }; // Rendering this.render = function ( scene, camera, renderTarget, forceClear ) { if ( camera !== undefined && camera.isCamera !== true ) { console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); return; } // reset caching for this frame _currentGeometryProgram = ''; _currentMaterialId = - 1; _currentCamera = null; // update scene graph if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); // update camera matrices and frustum camera.onBeforeRender( _this ); if ( camera.parent === null ) camera.updateMatrixWorld(); camera.matrixWorldInverse.getInverse( camera.matrixWorld ); _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); _frustum.setFromMatrix( _projScreenMatrix ); lights.length = 0; sprites.length = 0; lensFlares.length = 0; _localClippingEnabled = this.localClippingEnabled; _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera ); currentRenderList = renderLists.get( scene, camera ); currentRenderList.init(); projectObject( scene, camera, _this.sortObjects ); currentRenderList.finish(); if ( _this.sortObjects === true ) { currentRenderList.sort(); } // if ( _clippingEnabled ) _clipping.beginShadows(); setupShadows( lights ); shadowMap.render( scene, camera ); setupLights( lights, camera ); if ( _clippingEnabled ) _clipping.endShadows(); // _infoRender.frame ++; _infoRender.calls = 0; _infoRender.vertices = 0; _infoRender.faces = 0; _infoRender.points = 0; if ( renderTarget === undefined ) { renderTarget = null; } this.setRenderTarget( renderTarget ); // var background = scene.background; if ( background === null ) { state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha ); } else if ( background && background.isColor ) { state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha ); forceClear = true; } if ( this.autoClear || forceClear ) { this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil ); } if ( background && background.isCubeTexture ) { if ( backgroundBoxCamera === undefined ) { backgroundBoxCamera = new PerspectiveCamera$2(); backgroundBoxMesh = new Mesh$1( new BoxBufferGeometry$1( 5, 5, 5 ), new ShaderMaterial$1( { uniforms: ShaderLib$1.cube.uniforms, vertexShader: ShaderLib$1.cube.vertexShader, fragmentShader: ShaderLib$1.cube.fragmentShader, side: BackSide$1, depthTest: false, depthWrite: false, fog: false } ) ); } backgroundBoxCamera.projectionMatrix.copy( camera.projectionMatrix ); backgroundBoxCamera.matrixWorld.extractRotation( camera.matrixWorld ); backgroundBoxCamera.matrixWorldInverse.getInverse( backgroundBoxCamera.matrixWorld ); backgroundBoxMesh.material.uniforms[ "tCube" ].value = background; backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld ); objects.update( backgroundBoxMesh ); _this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null ); } else if ( background && background.isTexture ) { if ( backgroundPlaneCamera === undefined ) { backgroundPlaneCamera = new OrthographicCamera$2( - 1, 1, 1, - 1, 0, 1 ); backgroundPlaneMesh = new Mesh$1( new PlaneBufferGeometry$1( 2, 2 ), new MeshBasicMaterial$1( { depthTest: false, depthWrite: false, fog: false } ) ); } backgroundPlaneMesh.material.map = background; objects.update( backgroundPlaneMesh ); _this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null ); } // var opaqueObjects = currentRenderList.opaque; var transparentObjects = currentRenderList.transparent; if ( scene.overrideMaterial ) { var overrideMaterial = scene.overrideMaterial; if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial ); if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial ); } else { // opaque pass (front-to-back order) if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera ); // transparent pass (back-to-front order) if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera ); } // custom render plugins (post pass) spritePlugin.render( scene, camera ); lensFlarePlugin.render( scene, camera, _currentViewport ); // Generate mipmap if we're using any kind of mipmap filtering if ( renderTarget ) { textures.updateRenderTargetMipmap( renderTarget ); } // Ensure depth buffer writing is enabled so it can be cleared on next render state.buffers.depth.setTest( true ); state.buffers.depth.setMask( true ); state.buffers.color.setMask( true ); if ( camera.isArrayCamera && camera.enabled ) { _this.setScissorTest( false ); } camera.onAfterRender( _this ); // _gl.finish(); }; /* // TODO Duplicated code (Frustum) var _sphere = new Sphere(); function isObjectViewable( object ) { var geometry = object.geometry; if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); _sphere.copy( geometry.boundingSphere ). applyMatrix4( object.matrixWorld ); return isSphereViewable( _sphere ); } function isSpriteViewable( sprite ) { _sphere.center.set( 0, 0, 0 ); _sphere.radius = 0.7071067811865476; _sphere.applyMatrix4( sprite.matrixWorld ); return isSphereViewable( _sphere ); } function isSphereViewable( sphere ) { if ( ! _frustum.intersectsSphere( sphere ) ) return false; var numPlanes = _clipping.numPlanes; if ( numPlanes === 0 ) return true; var planes = _this.clippingPlanes, center = sphere.center, negRad = - sphere.radius, i = 0; do { // out when deeper than radius in the negative halfspace if ( planes[ i ].distanceToPoint( center ) < negRad ) return false; } while ( ++ i !== numPlanes ); return true; } */ function projectObject( object, camera, sortObjects ) { if ( ! object.visible ) return; var visible = object.layers.test( camera.layers ); if ( visible ) { if ( object.isLight ) { lights.push( object ); } else if ( object.isSprite ) { if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) { sprites.push( object ); } } else if ( object.isLensFlare ) { lensFlares.push( object ); } else if ( object.isImmediateRenderObject ) { if ( sortObjects ) { _vector3.setFromMatrixPosition( object.matrixWorld ) .applyMatrix4( _projScreenMatrix ); } currentRenderList.push( object, null, object.material, _vector3.z, null ); } else if ( object.isMesh || object.isLine || object.isPoints ) { if ( object.isSkinnedMesh ) { object.skeleton.update(); } if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) { if ( sortObjects ) { _vector3.setFromMatrixPosition( object.matrixWorld ) .applyMatrix4( _projScreenMatrix ); } var geometry = objects.update( object ); var material = object.material; if ( Array.isArray( material ) ) { var groups = geometry.groups; for ( var i = 0, l = groups.length; i < l; i ++ ) { var group = groups[ i ]; var groupMaterial = material[ group.materialIndex ]; if ( groupMaterial && groupMaterial.visible ) { currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group ); } } } else if ( material.visible ) { currentRenderList.push( object, geometry, material, _vector3.z, null ); } } } } var children = object.children; for ( var i = 0, l = children.length; i < l; i ++ ) { projectObject( children[ i ], camera, sortObjects ); } } function renderObjects( renderList, scene, camera, overrideMaterial ) { for ( var i = 0, l = renderList.length; i < l; i ++ ) { var renderItem = renderList[ i ]; var object = renderItem.object; var geometry = renderItem.geometry; var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial; var group = renderItem.group; object.onBeforeRender( _this, scene, camera, geometry, material, group ); if ( camera.isArrayCamera && camera.enabled ) { var cameras = camera.cameras; for ( var j = 0, jl = cameras.length; j < jl; j ++ ) { var camera2 = cameras[ j ]; var bounds = camera2.bounds; _this.setViewport( bounds.x * _width * _pixelRatio, bounds.y * _height * _pixelRatio, bounds.z * _width * _pixelRatio, bounds.w * _height * _pixelRatio ); _this.setScissor( bounds.x * _width * _pixelRatio, bounds.y * _height * _pixelRatio, bounds.z * _width * _pixelRatio, bounds.w * _height * _pixelRatio ); _this.setScissorTest( true ); renderObject( object, scene, camera2, geometry, material, group ); } } else { renderObject( object, scene, camera, geometry, material, group ); } object.onAfterRender( _this, scene, camera, geometry, material, group ); } } function renderObject( object, scene, camera, geometry, material, group ) { object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); if ( object.isImmediateRenderObject ) { state.setMaterial( material ); var program = setProgram( camera, scene.fog, material, object ); _currentGeometryProgram = ''; renderObjectImmediate( object, program, material ); } else { _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group ); } } function initMaterial( material, fog, object ) { var materialProperties = properties.get( material ); var parameters = programCache.getParameters( material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object ); var code = programCache.getProgramCode( material, parameters ); var program = materialProperties.program; var programChange = true; if ( program === undefined ) { // new material material.addEventListener( 'dispose', onMaterialDispose ); } else if ( program.code !== code ) { // changed glsl or parameters releaseMaterialProgramReference( material ); } else if ( parameters.shaderID !== undefined ) { // same glsl and uniform list return; } else { // only rebuild uniform list programChange = false; } if ( programChange ) { if ( parameters.shaderID ) { var shader = ShaderLib$1[ parameters.shaderID ]; materialProperties.__webglShader = { name: material.type, uniforms: UniformsUtils$1.clone( shader.uniforms ), vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader }; } else { materialProperties.__webglShader = { name: material.type, uniforms: material.uniforms, vertexShader: material.vertexShader, fragmentShader: material.fragmentShader }; } material.__webglShader = materialProperties.__webglShader; program = programCache.acquireProgram( material, parameters, code ); materialProperties.program = program; material.program = program; } var programAttributes = program.getAttributes(); if ( material.morphTargets ) { material.numSupportedMorphTargets = 0; for ( var i = 0; i < _this.maxMorphTargets; i ++ ) { if ( programAttributes[ 'morphTarget' + i ] >= 0 ) { material.numSupportedMorphTargets ++; } } } if ( material.morphNormals ) { material.numSupportedMorphNormals = 0; for ( var i = 0; i < _this.maxMorphNormals; i ++ ) { if ( programAttributes[ 'morphNormal' + i ] >= 0 ) { material.numSupportedMorphNormals ++; } } } var uniforms = materialProperties.__webglShader.uniforms; if ( ! material.isShaderMaterial && ! material.isRawShaderMaterial || material.clipping === true ) { materialProperties.numClippingPlanes = _clipping.numPlanes; materialProperties.numIntersection = _clipping.numIntersection; uniforms.clippingPlanes = _clipping.uniform; } materialProperties.fog = fog; // store the light setup it was created for materialProperties.lightsHash = _lights.hash; if ( material.lights ) { // wire up the material to this renderer's lighting state uniforms.ambientLightColor.value = _lights.ambient; uniforms.directionalLights.value = _lights.directional; uniforms.spotLights.value = _lights.spot; uniforms.rectAreaLights.value = _lights.rectArea; uniforms.pointLights.value = _lights.point; uniforms.hemisphereLights.value = _lights.hemi; uniforms.directionalShadowMap.value = _lights.directionalShadowMap; uniforms.directionalShadowMatrix.value = _lights.directionalShadowMatrix; uniforms.spotShadowMap.value = _lights.spotShadowMap; uniforms.spotShadowMatrix.value = _lights.spotShadowMatrix; uniforms.pointShadowMap.value = _lights.pointShadowMap; uniforms.pointShadowMatrix.value = _lights.pointShadowMatrix; // TODO (abelnation): add area lights shadow info to uniforms } var progUniforms = materialProperties.program.getUniforms(), uniformsList = WebGLUniforms$1.seqWithValue( progUniforms.seq, uniforms ); materialProperties.uniformsList = uniformsList; } function setProgram( camera, fog, material, object ) { _usedTextureUnits = 0; var materialProperties = properties.get( material ); if ( _clippingEnabled ) { if ( _localClippingEnabled || camera !== _currentCamera ) { var useCache = camera === _currentCamera && material.id === _currentMaterialId; // we might want to call this function with some ClippingGroup // object instead of the material, once it becomes feasible // (#8465, #8379) _clipping.setState( material.clippingPlanes, material.clipIntersection, material.clipShadows, camera, materialProperties, useCache ); } } if ( material.needsUpdate === false ) { if ( materialProperties.program === undefined ) { material.needsUpdate = true; } else if ( material.fog && materialProperties.fog !== fog ) { material.needsUpdate = true; } else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) { material.needsUpdate = true; } else if ( materialProperties.numClippingPlanes !== undefined && ( materialProperties.numClippingPlanes !== _clipping.numPlanes || materialProperties.numIntersection !== _clipping.numIntersection ) ) { material.needsUpdate = true; } } if ( material.needsUpdate ) { initMaterial( material, fog, object ); material.needsUpdate = false; } var refreshProgram = false; var refreshMaterial = false; var refreshLights = false; var program = materialProperties.program, p_uniforms = program.getUniforms(), m_uniforms = materialProperties.__webglShader.uniforms; if ( program.id !== _currentProgram ) { _gl.useProgram( program.program ); _currentProgram = program.id; refreshProgram = true; refreshMaterial = true; refreshLights = true; } if ( material.id !== _currentMaterialId ) { _currentMaterialId = material.id; refreshMaterial = true; } if ( refreshProgram || camera !== _currentCamera ) { p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); if ( capabilities.logarithmicDepthBuffer ) { p_uniforms.setValue( _gl, 'logDepthBufFC', 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); } if ( camera !== _currentCamera ) { _currentCamera = camera; // lighting uniforms depend on the camera so enforce an update // now, in case this material supports lights - or later, when // the next material that does gets activated: refreshMaterial = true; // set to true on material change refreshLights = true; // remains set until update done } // load material specific uniforms // (shader material also gets them for the sake of genericity) if ( material.isShaderMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.envMap ) { var uCamPos = p_uniforms.map.cameraPosition; if ( uCamPos !== undefined ) { uCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) ); } } if ( material.isMeshPhongMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial || material.skinning ) { p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); } p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure ); p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint ); } // skinning uniforms must be set even if material didn't change // auto-setting of texture unit for bone texture must go before other textures // not sure why, but otherwise weird things happen if ( material.skinning ) { p_uniforms.setOptional( _gl, object, 'bindMatrix' ); p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' ); var skeleton = object.skeleton; if ( skeleton ) { var bones = skeleton.bones; if ( capabilities.floatVertexTextures ) { if ( skeleton.boneTexture === undefined ) { // layout (1 matrix = 4 pixels) // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix size = _Math$1.nextPowerOfTwo( Math.ceil( size ) ); size = Math.max( size, 4 ); var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel boneMatrices.set( skeleton.boneMatrices ); // copy current values var boneTexture = new DataTexture$1( boneMatrices, size, size, RGBAFormat$1, FloatType$1 ); skeleton.boneMatrices = boneMatrices; skeleton.boneTexture = boneTexture; skeleton.boneTextureSize = size; } p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture ); p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize ); } else { p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' ); } } } if ( refreshMaterial ) { if ( material.lights ) { // the current material requires lighting info // note: all lighting uniforms are always set correctly // they simply reference the renderer's state for their // values // // use the current material's .needsUpdate flags to set // the GL state when required markUniformsLightsNeedsUpdate( m_uniforms, refreshLights ); } // refresh uniforms common to several materials if ( fog && material.fog ) { refreshUniformsFog( m_uniforms, fog ); } if ( material.isMeshBasicMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.isMeshNormalMaterial || material.isMeshDepthMaterial ) { refreshUniformsCommon( m_uniforms, material ); } // refresh single material specific uniforms if ( material.isLineBasicMaterial ) { refreshUniformsLine( m_uniforms, material ); } else if ( material.isLineDashedMaterial ) { refreshUniformsLine( m_uniforms, material ); refreshUniformsDash( m_uniforms, material ); } else if ( material.isPointsMaterial ) { refreshUniformsPoints( m_uniforms, material ); } else if ( material.isMeshLambertMaterial ) { refreshUniformsLambert( m_uniforms, material ); } else if ( material.isMeshToonMaterial ) { refreshUniformsToon( m_uniforms, material ); } else if ( material.isMeshPhongMaterial ) { refreshUniformsPhong( m_uniforms, material ); } else if ( material.isMeshPhysicalMaterial ) { refreshUniformsPhysical( m_uniforms, material ); } else if ( material.isMeshStandardMaterial ) { refreshUniformsStandard( m_uniforms, material ); } else if ( material.isMeshDepthMaterial ) { if ( material.displacementMap ) { m_uniforms.displacementMap.value = material.displacementMap; m_uniforms.displacementScale.value = material.displacementScale; m_uniforms.displacementBias.value = material.displacementBias; } } else if ( material.isMeshNormalMaterial ) { refreshUniformsNormal( m_uniforms, material ); } // RectAreaLight Texture // TODO (mrdoob): Find a nicer implementation if ( m_uniforms.ltcMat !== undefined ) m_uniforms.ltcMat.value = UniformsLib$1.LTC_MAT_TEXTURE; if ( m_uniforms.ltcMag !== undefined ) m_uniforms.ltcMag.value = UniformsLib$1.LTC_MAG_TEXTURE; WebGLUniforms$1.upload( _gl, materialProperties.uniformsList, m_uniforms, _this ); } // common matrices p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); return program; } // Uniforms (refresh uniforms objects) function refreshUniformsCommon( uniforms, material ) { uniforms.opacity.value = material.opacity; uniforms.diffuse.value = material.color; if ( material.emissive ) { uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); } uniforms.map.value = material.map; uniforms.specularMap.value = material.specularMap; uniforms.alphaMap.value = material.alphaMap; if ( material.lightMap ) { uniforms.lightMap.value = material.lightMap; uniforms.lightMapIntensity.value = material.lightMapIntensity; } if ( material.aoMap ) { uniforms.aoMap.value = material.aoMap; uniforms.aoMapIntensity.value = material.aoMapIntensity; } // uv repeat and offset setting priorities // 1. color map // 2. specular map // 3. normal map // 4. bump map // 5. alpha map // 6. emissive map var uvScaleMap; if ( material.map ) { uvScaleMap = material.map; } else if ( material.specularMap ) { uvScaleMap = material.specularMap; } else if ( material.displacementMap ) { uvScaleMap = material.displacementMap; } else if ( material.normalMap ) { uvScaleMap = material.normalMap; } else if ( material.bumpMap ) { uvScaleMap = material.bumpMap; } else if ( material.roughnessMap ) { uvScaleMap = material.roughnessMap; } else if ( material.metalnessMap ) { uvScaleMap = material.metalnessMap; } else if ( material.alphaMap ) { uvScaleMap = material.alphaMap; } else if ( material.emissiveMap ) { uvScaleMap = material.emissiveMap; } if ( uvScaleMap !== undefined ) { // backwards compatibility if ( uvScaleMap.isWebGLRenderTarget ) { uvScaleMap = uvScaleMap.texture; } var offset = uvScaleMap.offset; var repeat = uvScaleMap.repeat; uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y ); } uniforms.envMap.value = material.envMap; // don't flip CubeTexture envMaps, flip everything else: // WebGLRenderTargetCube will be flipped for backwards compatibility // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1; uniforms.reflectivity.value = material.reflectivity; uniforms.refractionRatio.value = material.refractionRatio; } function refreshUniformsLine( uniforms, material ) { uniforms.diffuse.value = material.color; uniforms.opacity.value = material.opacity; } function refreshUniformsDash( uniforms, material ) { uniforms.dashSize.value = material.dashSize; uniforms.totalSize.value = material.dashSize + material.gapSize; uniforms.scale.value = material.scale; } function refreshUniformsPoints( uniforms, material ) { uniforms.diffuse.value = material.color; uniforms.opacity.value = material.opacity; uniforms.size.value = material.size * _pixelRatio; uniforms.scale.value = _height * 0.5; uniforms.map.value = material.map; if ( material.map !== null ) { var offset = material.map.offset; var repeat = material.map.repeat; uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y ); } } function refreshUniformsFog( uniforms, fog ) { uniforms.fogColor.value = fog.color; if ( fog.isFog ) { uniforms.fogNear.value = fog.near; uniforms.fogFar.value = fog.far; } else if ( fog.isFogExp2 ) { uniforms.fogDensity.value = fog.density; } } function refreshUniformsLambert( uniforms, material ) { if ( material.emissiveMap ) { uniforms.emissiveMap.value = material.emissiveMap; } } function refreshUniformsPhong( uniforms, material ) { uniforms.specular.value = material.specular; uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) if ( material.emissiveMap ) { uniforms.emissiveMap.value = material.emissiveMap; } if ( material.bumpMap ) { uniforms.bumpMap.value = material.bumpMap; uniforms.bumpScale.value = material.bumpScale; } if ( material.normalMap ) { uniforms.normalMap.value = material.normalMap; uniforms.normalScale.value.copy( material.normalScale ); } if ( material.displacementMap ) { uniforms.displacementMap.value = material.displacementMap; uniforms.displacementScale.value = material.displacementScale; uniforms.displacementBias.value = material.displacementBias; } } function refreshUniformsToon( uniforms, material ) { refreshUniformsPhong( uniforms, material ); if ( material.gradientMap ) { uniforms.gradientMap.value = material.gradientMap; } } function refreshUniformsStandard( uniforms, material ) { uniforms.roughness.value = material.roughness; uniforms.metalness.value = material.metalness; if ( material.roughnessMap ) { uniforms.roughnessMap.value = material.roughnessMap; } if ( material.metalnessMap ) { uniforms.metalnessMap.value = material.metalnessMap; } if ( material.emissiveMap ) { uniforms.emissiveMap.value = material.emissiveMap; } if ( material.bumpMap ) { uniforms.bumpMap.value = material.bumpMap; uniforms.bumpScale.value = material.bumpScale; } if ( material.normalMap ) { uniforms.normalMap.value = material.normalMap; uniforms.normalScale.value.copy( material.normalScale ); } if ( material.displacementMap ) { uniforms.displacementMap.value = material.displacementMap; uniforms.displacementScale.value = material.displacementScale; uniforms.displacementBias.value = material.displacementBias; } if ( material.envMap ) { //uniforms.envMap.value = material.envMap; // part of uniforms common uniforms.envMapIntensity.value = material.envMapIntensity; } } function refreshUniformsPhysical( uniforms, material ) { uniforms.clearCoat.value = material.clearCoat; uniforms.clearCoatRoughness.value = material.clearCoatRoughness; refreshUniformsStandard( uniforms, material ); } function refreshUniformsNormal( uniforms, material ) { if ( material.bumpMap ) { uniforms.bumpMap.value = material.bumpMap; uniforms.bumpScale.value = material.bumpScale; } if ( material.normalMap ) { uniforms.normalMap.value = material.normalMap; uniforms.normalScale.value.copy( material.normalScale ); } if ( material.displacementMap ) { uniforms.displacementMap.value = material.displacementMap; uniforms.displacementScale.value = material.displacementScale; uniforms.displacementBias.value = material.displacementBias; } } // If uniforms are marked as clean, they don't need to be loaded to the GPU. function markUniformsLightsNeedsUpdate( uniforms, value ) { uniforms.ambientLightColor.needsUpdate = value; uniforms.directionalLights.needsUpdate = value; uniforms.pointLights.needsUpdate = value; uniforms.spotLights.needsUpdate = value; uniforms.rectAreaLights.needsUpdate = value; uniforms.hemisphereLights.needsUpdate = value; } // Lighting function setupShadows( lights ) { var lightShadowsLength = 0; for ( var i = 0, l = lights.length; i < l; i ++ ) { var light = lights[ i ]; if ( light.castShadow ) { _lights.shadows[ lightShadowsLength ] = light; lightShadowsLength ++; } } _lights.shadows.length = lightShadowsLength; } function setupLights( lights, camera ) { var l, ll, light, shadow, r = 0, g = 0, b = 0, color, intensity, distance, shadowMap, viewMatrix = camera.matrixWorldInverse, directionalLength = 0, pointLength = 0, spotLength = 0, rectAreaLength = 0, hemiLength = 0; for ( l = 0, ll = lights.length; l < ll; l ++ ) { light = lights[ l ]; color = light.color; intensity = light.intensity; distance = light.distance; shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null; if ( light.isAmbientLight ) { r += color.r * intensity; g += color.g * intensity; b += color.b * intensity; } else if ( light.isDirectionalLight ) { var uniforms = lightCache.get( light ); uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); uniforms.direction.setFromMatrixPosition( light.matrixWorld ); _vector3.setFromMatrixPosition( light.target.matrixWorld ); uniforms.direction.sub( _vector3 ); uniforms.direction.transformDirection( viewMatrix ); uniforms.shadow = light.castShadow; if ( light.castShadow ) { shadow = light.shadow; uniforms.shadowBias = shadow.bias; uniforms.shadowRadius = shadow.radius; uniforms.shadowMapSize = shadow.mapSize; } _lights.directionalShadowMap[ directionalLength ] = shadowMap; _lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; _lights.directional[ directionalLength ] = uniforms; directionalLength ++; } else if ( light.isSpotLight ) { var uniforms = lightCache.get( light ); uniforms.position.setFromMatrixPosition( light.matrixWorld ); uniforms.position.applyMatrix4( viewMatrix ); uniforms.color.copy( color ).multiplyScalar( intensity ); uniforms.distance = distance; uniforms.direction.setFromMatrixPosition( light.matrixWorld ); _vector3.setFromMatrixPosition( light.target.matrixWorld ); uniforms.direction.sub( _vector3 ); uniforms.direction.transformDirection( viewMatrix ); uniforms.coneCos = Math.cos( light.angle ); uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; uniforms.shadow = light.castShadow; if ( light.castShadow ) { shadow = light.shadow; uniforms.shadowBias = shadow.bias; uniforms.shadowRadius = shadow.radius; uniforms.shadowMapSize = shadow.mapSize; } _lights.spotShadowMap[ spotLength ] = shadowMap; _lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix; _lights.spot[ spotLength ] = uniforms; spotLength ++; } else if ( light.isRectAreaLight ) { var uniforms = lightCache.get( light ); // (a) intensity controls irradiance of entire light uniforms.color .copy( color ) .multiplyScalar( intensity / ( light.width * light.height ) ); // (b) intensity controls the radiance per light area // uniforms.color.copy( color ).multiplyScalar( intensity ); uniforms.position.setFromMatrixPosition( light.matrixWorld ); uniforms.position.applyMatrix4( viewMatrix ); // extract local rotation of light to derive width/height half vectors _matrix42.identity(); _matrix4.copy( light.matrixWorld ); _matrix4.premultiply( viewMatrix ); _matrix42.extractRotation( _matrix4 ); uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); uniforms.halfWidth.applyMatrix4( _matrix42 ); uniforms.halfHeight.applyMatrix4( _matrix42 ); // TODO (abelnation): RectAreaLight distance? // uniforms.distance = distance; _lights.rectArea[ rectAreaLength ] = uniforms; rectAreaLength ++; } else if ( light.isPointLight ) { var uniforms = lightCache.get( light ); uniforms.position.setFromMatrixPosition( light.matrixWorld ); uniforms.position.applyMatrix4( viewMatrix ); uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); uniforms.distance = light.distance; uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; uniforms.shadow = light.castShadow; if ( light.castShadow ) { shadow = light.shadow; uniforms.shadowBias = shadow.bias; uniforms.shadowRadius = shadow.radius; uniforms.shadowMapSize = shadow.mapSize; } _lights.pointShadowMap[ pointLength ] = shadowMap; _lights.pointShadowMatrix[ pointLength ] = light.shadow.matrix; _lights.point[ pointLength ] = uniforms; pointLength ++; } else if ( light.isHemisphereLight ) { var uniforms = lightCache.get( light ); uniforms.direction.setFromMatrixPosition( light.matrixWorld ); uniforms.direction.transformDirection( viewMatrix ); uniforms.direction.normalize(); uniforms.skyColor.copy( light.color ).multiplyScalar( intensity ); uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity ); _lights.hemi[ hemiLength ] = uniforms; hemiLength ++; } } _lights.ambient[ 0 ] = r; _lights.ambient[ 1 ] = g; _lights.ambient[ 2 ] = b; _lights.directional.length = directionalLength; _lights.spot.length = spotLength; _lights.rectArea.length = rectAreaLength; _lights.point.length = pointLength; _lights.hemi.length = hemiLength; // TODO (sam-g-steel) why aren't we using join _lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length; } // GL state setting this.setFaceCulling = function ( cullFace, frontFaceDirection ) { state.setCullFace( cullFace ); state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW ); }; // Textures function allocTextureUnit() { var textureUnit = _usedTextureUnits; if ( textureUnit >= capabilities.maxTextures ) { console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures ); } _usedTextureUnits += 1; return textureUnit; } this.allocTextureUnit = allocTextureUnit; // this.setTexture2D = setTexture2D; this.setTexture2D = ( function () { var warned = false; // backwards compatibility: peel texture.texture return function setTexture2D( texture, slot ) { if ( texture && texture.isWebGLRenderTarget ) { if ( ! warned ) { console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." ); warned = true; } texture = texture.texture; } textures.setTexture2D( texture, slot ); }; }() ); this.setTexture = ( function () { var warned = false; return function setTexture( texture, slot ) { if ( ! warned ) { console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." ); warned = true; } textures.setTexture2D( texture, slot ); }; }() ); this.setTextureCube = ( function () { var warned = false; return function setTextureCube( texture, slot ) { // backwards compatibility: peel texture.texture if ( texture && texture.isWebGLRenderTargetCube ) { if ( ! warned ) { console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." ); warned = true; } texture = texture.texture; } // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture // TODO: unify these code paths if ( ( texture && texture.isCubeTexture ) || ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/ // this function alone should take care of cube textures textures.setTextureCube( texture, slot ); } else { // assumed: texture property of THREE.WebGLRenderTargetCube textures.setTextureCubeDynamic( texture, slot ); } }; }() ); this.getRenderTarget = function () { return _currentRenderTarget; }; this.setRenderTarget = function ( renderTarget ) { _currentRenderTarget = renderTarget; if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) { textures.setupRenderTarget( renderTarget ); } var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube ); var framebuffer; if ( renderTarget ) { var renderTargetProperties = properties.get( renderTarget ); if ( isCube ) { framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ]; } else { framebuffer = renderTargetProperties.__webglFramebuffer; } _currentScissor.copy( renderTarget.scissor ); _currentScissorTest = renderTarget.scissorTest; _currentViewport.copy( renderTarget.viewport ); } else { framebuffer = null; _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ); _currentScissorTest = _scissorTest; _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ); } if ( _currentFramebuffer !== framebuffer ) { _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); _currentFramebuffer = framebuffer; } state.scissor( _currentScissor ); state.setScissorTest( _currentScissorTest ); state.viewport( _currentViewport ); if ( isCube ) { var textureProperties = properties.get( renderTarget.texture ); _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel ); } }; this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) { if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) { console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); return; } var framebuffer = properties.get( renderTarget ).__webglFramebuffer; if ( framebuffer ) { var restore = false; if ( framebuffer !== _currentFramebuffer ) { _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); restore = true; } try { var texture = renderTarget.texture; var textureFormat = texture.format; var textureType = texture.type; if ( textureFormat !== RGBAFormat$1 && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) { console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); return; } if ( textureType !== UnsignedByteType$1 && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513) ! ( textureType === FloatType$1 && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox ! ( textureType === HalfFloatType$1 && extensions.get( 'EXT_color_buffer_half_float' ) ) ) { console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' ); return; } if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) { // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) { _gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer ); } } else { console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' ); } } finally { if ( restore ) { _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer ); } } } }; // Map three.js constants to WebGL constants function paramThreeToGL( p ) { var extension; if ( p === RepeatWrapping$1 ) return _gl.REPEAT; if ( p === ClampToEdgeWrapping$1 ) return _gl.CLAMP_TO_EDGE; if ( p === MirroredRepeatWrapping$1 ) return _gl.MIRRORED_REPEAT; if ( p === NearestFilter$1 ) return _gl.NEAREST; if ( p === NearestMipMapNearestFilter$1 ) return _gl.NEAREST_MIPMAP_NEAREST; if ( p === NearestMipMapLinearFilter$1 ) return _gl.NEAREST_MIPMAP_LINEAR; if ( p === LinearFilter$1 ) return _gl.LINEAR; if ( p === LinearMipMapNearestFilter$1 ) return _gl.LINEAR_MIPMAP_NEAREST; if ( p === LinearMipMapLinearFilter$1 ) return _gl.LINEAR_MIPMAP_LINEAR; if ( p === UnsignedByteType$1 ) return _gl.UNSIGNED_BYTE; if ( p === UnsignedShort4444Type$1 ) return _gl.UNSIGNED_SHORT_4_4_4_4; if ( p === UnsignedShort5551Type$1 ) return _gl.UNSIGNED_SHORT_5_5_5_1; if ( p === UnsignedShort565Type$1 ) return _gl.UNSIGNED_SHORT_5_6_5; if ( p === ByteType$1 ) return _gl.BYTE; if ( p === ShortType$1 ) return _gl.SHORT; if ( p === UnsignedShortType$1 ) return _gl.UNSIGNED_SHORT; if ( p === IntType$1 ) return _gl.INT; if ( p === UnsignedIntType$1 ) return _gl.UNSIGNED_INT; if ( p === FloatType$1 ) return _gl.FLOAT; if ( p === HalfFloatType$1 ) { extension = extensions.get( 'OES_texture_half_float' ); if ( extension !== null ) return extension.HALF_FLOAT_OES; } if ( p === AlphaFormat$1 ) return _gl.ALPHA; if ( p === RGBFormat$1 ) return _gl.RGB; if ( p === RGBAFormat$1 ) return _gl.RGBA; if ( p === LuminanceFormat$1 ) return _gl.LUMINANCE; if ( p === LuminanceAlphaFormat$1 ) return _gl.LUMINANCE_ALPHA; if ( p === DepthFormat$1 ) return _gl.DEPTH_COMPONENT; if ( p === DepthStencilFormat$1 ) return _gl.DEPTH_STENCIL; if ( p === AddEquation$1 ) return _gl.FUNC_ADD; if ( p === SubtractEquation$1 ) return _gl.FUNC_SUBTRACT; if ( p === ReverseSubtractEquation$1 ) return _gl.FUNC_REVERSE_SUBTRACT; if ( p === ZeroFactor$1 ) return _gl.ZERO; if ( p === OneFactor$1 ) return _gl.ONE; if ( p === SrcColorFactor$1 ) return _gl.SRC_COLOR; if ( p === OneMinusSrcColorFactor$1 ) return _gl.ONE_MINUS_SRC_COLOR; if ( p === SrcAlphaFactor$1 ) return _gl.SRC_ALPHA; if ( p === OneMinusSrcAlphaFactor$1 ) return _gl.ONE_MINUS_SRC_ALPHA; if ( p === DstAlphaFactor$1 ) return _gl.DST_ALPHA; if ( p === OneMinusDstAlphaFactor$1 ) return _gl.ONE_MINUS_DST_ALPHA; if ( p === DstColorFactor$1 ) return _gl.DST_COLOR; if ( p === OneMinusDstColorFactor$1 ) return _gl.ONE_MINUS_DST_COLOR; if ( p === SrcAlphaSaturateFactor$1 ) return _gl.SRC_ALPHA_SATURATE; if ( p === RGB_S3TC_DXT1_Format$1 || p === RGBA_S3TC_DXT1_Format$1 || p === RGBA_S3TC_DXT3_Format$1 || p === RGBA_S3TC_DXT5_Format$1 ) { extension = extensions.get( 'WEBGL_compressed_texture_s3tc' ); if ( extension !== null ) { if ( p === RGB_S3TC_DXT1_Format$1 ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; if ( p === RGBA_S3TC_DXT1_Format$1 ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; if ( p === RGBA_S3TC_DXT3_Format$1 ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; if ( p === RGBA_S3TC_DXT5_Format$1 ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; } } if ( p === RGB_PVRTC_4BPPV1_Format$1 || p === RGB_PVRTC_2BPPV1_Format$1 || p === RGBA_PVRTC_4BPPV1_Format$1 || p === RGBA_PVRTC_2BPPV1_Format$1 ) { extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' ); if ( extension !== null ) { if ( p === RGB_PVRTC_4BPPV1_Format$1 ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; if ( p === RGB_PVRTC_2BPPV1_Format$1 ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; if ( p === RGBA_PVRTC_4BPPV1_Format$1 ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; if ( p === RGBA_PVRTC_2BPPV1_Format$1 ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; } } if ( p === RGB_ETC1_Format$1 ) { extension = extensions.get( 'WEBGL_compressed_texture_etc1' ); if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL; } if ( p === MinEquation$1 || p === MaxEquation$1 ) { extension = extensions.get( 'EXT_blend_minmax' ); if ( extension !== null ) { if ( p === MinEquation$1 ) return extension.MIN_EXT; if ( p === MaxEquation$1 ) return extension.MAX_EXT; } } if ( p === UnsignedInt248Type$1 ) { extension = extensions.get( 'WEBGL_depth_texture' ); if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL; } return 0; } } /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ function FogExp2$1 ( color, density ) { this.name = ''; this.color = new Color$1( color ); this.density = ( density !== undefined ) ? density : 0.00025; } FogExp2$1.prototype.isFogExp2 = true; FogExp2$1.prototype.clone = function () { return new FogExp2$1( this.color.getHex(), this.density ); }; FogExp2$1.prototype.toJSON = function ( meta ) { return { type: 'FogExp2', color: this.color.getHex(), density: this.density }; }; /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ function Fog$1 ( color, near, far ) { this.name = ''; this.color = new Color$1( color ); this.near = ( near !== undefined ) ? near : 1; this.far = ( far !== undefined ) ? far : 1000; } Fog$1.prototype.isFog = true; Fog$1.prototype.clone = function () { return new Fog$1( this.color.getHex(), this.near, this.far ); }; Fog$1.prototype.toJSON = function ( meta ) { return { type: 'Fog', color: this.color.getHex(), near: this.near, far: this.far }; }; /** * @author mrdoob / http://mrdoob.com/ */ function Scene$1 () { Object3D$1.call( this ); this.type = 'Scene'; this.background = null; this.fog = null; this.overrideMaterial = null; this.autoUpdate = true; // checked by the renderer } Scene$1.prototype = Object.assign( Object.create( Object3D$1.prototype ), { constructor: Scene$1, copy: function ( source, recursive ) { Object3D$1.prototype.copy.call( this, source, recursive ); if ( source.background !== null ) this.background = source.background.clone(); if ( source.fog !== null ) this.fog = source.fog.clone(); if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); this.autoUpdate = source.autoUpdate; this.matrixAutoUpdate = source.matrixAutoUpdate; return this; }, toJSON: function ( meta ) { var data = Object3D$1.prototype.toJSON.call( this, meta ); if ( this.background !== null ) data.object.background = this.background.toJSON( meta ); if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); return data; } } ); /** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ */ function LensFlare( texture, size, distance, blending, color ) { Object3D$1.call( this ); this.lensFlares = []; this.positionScreen = new Vector3$1(); this.customUpdateCallback = undefined; if ( texture !== undefined ) { this.add( texture, size, distance, blending, color ); } } LensFlare.prototype = Object.assign( Object.create( Object3D$1.prototype ), { constructor: LensFlare, isLensFlare: true, copy: function ( source ) { Object3D$1.prototype.copy.call( this, source ); this.positionScreen.copy( source.positionScreen ); this.customUpdateCallback = source.customUpdateCallback; for ( var i = 0, l = source.lensFlares.length; i < l; i ++ ) { this.lensFlares.push( source.lensFlares[ i ] ); } return this; }, add: function ( texture, size, distance, blending, color, opacity ) { if ( size === undefined ) size = - 1; if ( distance === undefined ) distance = 0; if ( opacity === undefined ) opacity = 1; if ( color === undefined ) color = new Color$1( 0xffffff ); if ( blending === undefined ) blending = NormalBlending$1; distance = Math.min( distance, Math.max( 0, distance ) ); this.lensFlares.push( { texture: texture, // THREE.Texture size: size, // size in pixels (-1 = use texture.width) distance: distance, // distance (0-1) from light source (0=at light source) x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is in front z = 1 is back scale: 1, // scale rotation: 0, // rotation opacity: opacity, // opacity color: color, // color blending: blending // blending } ); }, /* * Update lens flares update positions on all flares based on the screen position * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way. */ updateLensFlares: function () { var f, fl = this.lensFlares.length; var flare; var vecX = - this.positionScreen.x * 2; var vecY = - this.positionScreen.y * 2; for ( f = 0; f < fl; f ++ ) { flare = this.lensFlares[ f ]; flare.x = this.positionScreen.x + vecX * flare.distance; flare.y = this.positionScreen.y + vecY * flare.distance; flare.wantedRotation = flare.x * Math.PI * 0.25; flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25; } } } ); /** * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: , * opacity: , * map: new THREE.Texture( ), * * uvOffset: new THREE.Vector2(), * uvScale: new THREE.Vector2() * } */ function SpriteMaterial$1( parameters ) { Material$1.call( this ); this.type = 'SpriteMaterial'; this.color = new Color$1( 0xffffff ); this.map = null; this.rotation = 0; this.fog = false; this.lights = false; this.setValues( parameters ); } SpriteMaterial$1.prototype = Object.create( Material$1.prototype ); SpriteMaterial$1.prototype.constructor = SpriteMaterial$1; SpriteMaterial$1.prototype.isSpriteMaterial = true; SpriteMaterial$1.prototype.copy = function ( source ) { Material$1.prototype.copy.call( this, source ); this.color.copy( source.color ); this.map = source.map; this.rotation = source.rotation; return this; }; /** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ */ function Sprite$1( material ) { Object3D$1.call( this ); this.type = 'Sprite'; this.material = ( material !== undefined ) ? material : new SpriteMaterial$1(); } Sprite$1.prototype = Object.assign( Object.create( Object3D$1.prototype ), { constructor: Sprite$1, isSprite: true, raycast: ( function () { var intersectPoint = new Vector3$1(); var worldPosition = new Vector3$1(); var worldScale = new Vector3$1(); return function raycast( raycaster, intersects ) { worldPosition.setFromMatrixPosition( this.matrixWorld ); raycaster.ray.closestPointToPoint( worldPosition, intersectPoint ); worldScale.setFromMatrixScale( this.matrixWorld ); var guessSizeSq = worldScale.x * worldScale.y / 4; if ( worldPosition.distanceToSquared( intersectPoint ) > guessSizeSq ) return; var distance = raycaster.ray.origin.distanceTo( intersectPoint ); if ( distance < raycaster.near || distance > raycaster.far ) return; intersects.push( { distance: distance, point: intersectPoint.clone(), face: null, object: this } ); }; }() ), clone: function () { return new this.constructor( this.material ).copy( this ); } } ); /** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ */ function LOD$1() { Object3D$1.call( this ); this.type = 'LOD'; Object.defineProperties( this, { levels: { enumerable: true, value: [] } } ); } LOD$1.prototype = Object.assign( Object.create( Object3D$1.prototype ), { constructor: LOD$1, copy: function ( source ) { Object3D$1.prototype.copy.call( this, source, false ); var levels = source.levels; for ( var i = 0, l = levels.length; i < l; i ++ ) { var level = levels[ i ]; this.addLevel( level.object.clone(), level.distance ); } return this; }, addLevel: function ( object, distance ) { if ( distance === undefined ) distance = 0; distance = Math.abs( distance ); var levels = this.levels; for ( var l = 0; l < levels.length; l ++ ) { if ( distance < levels[ l ].distance ) { break; } } levels.splice( l, 0, { distance: distance, object: object } ); this.add( object ); }, getObjectForDistance: function ( distance ) { var levels = this.levels; for ( var i = 1, l = levels.length; i < l; i ++ ) { if ( distance < levels[ i ].distance ) { break; } } return levels[ i - 1 ].object; }, raycast: ( function () { var matrixPosition = new Vector3$1(); return function raycast( raycaster, intersects ) { matrixPosition.setFromMatrixPosition( this.matrixWorld ); var distance = raycaster.ray.origin.distanceTo( matrixPosition ); this.getObjectForDistance( distance ).raycast( raycaster, intersects ); }; }() ), update: function () { var v1 = new Vector3$1(); var v2 = new Vector3$1(); return function update( camera ) { var levels = this.levels; if ( levels.length > 1 ) { v1.setFromMatrixPosition( camera.matrixWorld ); v2.setFromMatrixPosition( this.matrixWorld ); var distance = v1.distanceTo( v2 ); levels[ 0 ].object.visible = true; for ( var i = 1, l = levels.length; i < l; i ++ ) { if ( distance >= levels[ i ].distance ) { levels[ i - 1 ].object.visible = false; levels[ i ].object.visible = true; } else { break; } } for ( ; i < l; i ++ ) { levels[ i ].object.visible = false; } } }; }(), toJSON: function ( meta ) { var data = Object3D$1.prototype.toJSON.call( this, meta ); data.object.levels = []; var levels = this.levels; for ( var i = 0, l = levels.length; i < l; i ++ ) { var level = levels[ i ]; data.object.levels.push( { object: level.object.uuid, distance: level.distance } ); } return data; } } ); /** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ * @author michael guerrero / http://realitymeltdown.com * @author ikerr / http://verold.com */ function Skeleton$1( bones, boneInverses ) { // copy the bone array bones = bones || []; this.bones = bones.slice( 0 ); this.boneMatrices = new Float32Array( this.bones.length * 16 ); // use the supplied bone inverses or calculate the inverses if ( boneInverses === undefined ) { this.calculateInverses(); } else { if ( this.bones.length === boneInverses.length ) { this.boneInverses = boneInverses.slice( 0 ); } else { console.warn( 'THREE.Skeleton boneInverses is the wrong length.' ); this.boneInverses = []; for ( var i = 0, il = this.bones.length; i < il; i ++ ) { this.boneInverses.push( new Matrix4$1() ); } } } } Object.assign( Skeleton$1.prototype, { calculateInverses: function () { this.boneInverses = []; for ( var i = 0, il = this.bones.length; i < il; i ++ ) { var inverse = new Matrix4$1(); if ( this.bones[ i ] ) { inverse.getInverse( this.bones[ i ].matrixWorld ); } this.boneInverses.push( inverse ); } }, pose: function () { var bone, i, il; // recover the bind-time world matrices for ( i = 0, il = this.bones.length; i < il; i ++ ) { bone = this.bones[ i ]; if ( bone ) { bone.matrixWorld.getInverse( this.boneInverses[ i ] ); } } // compute the local matrices, positions, rotations and scales for ( i = 0, il = this.bones.length; i < il; i ++ ) { bone = this.bones[ i ]; if ( bone ) { if ( bone.parent && bone.parent.isBone ) { bone.matrix.getInverse( bone.parent.matrixWorld ); bone.matrix.multiply( bone.matrixWorld ); } else { bone.matrix.copy( bone.matrixWorld ); } bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); } } }, update: ( function () { var offsetMatrix = new Matrix4$1(); var identityMatrix = new Matrix4$1(); return function update() { var bones = this.bones; var boneInverses = this.boneInverses; var boneMatrices = this.boneMatrices; var boneTexture = this.boneTexture; // flatten bone matrices to array for ( var i = 0, il = bones.length; i < il; i ++ ) { // compute the offset between the current and the original transform var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix; offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] ); offsetMatrix.toArray( boneMatrices, i * 16 ); } if ( boneTexture !== undefined ) { boneTexture.needsUpdate = true; } }; } )(), clone: function () { return new Skeleton$1( this.bones, this.boneInverses ); } } ); /** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ * @author ikerr / http://verold.com */ function Bone$1() { Object3D$1.call( this ); this.type = 'Bone'; } Bone$1.prototype = Object.assign( Object.create( Object3D$1.prototype ), { constructor: Bone$1, isBone: true } ); /** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ * @author ikerr / http://verold.com */ function SkinnedMesh$1( geometry, material ) { Mesh$1.call( this, geometry, material ); this.type = 'SkinnedMesh'; this.bindMode = 'attached'; this.bindMatrix = new Matrix4$1(); this.bindMatrixInverse = new Matrix4$1(); var bones = this.initBones(); var skeleton = new Skeleton$1( bones ); this.bind( skeleton, this.matrixWorld ); this.normalizeSkinWeights(); } SkinnedMesh$1.prototype = Object.assign( Object.create( Mesh$1.prototype ), { constructor: SkinnedMesh$1, isSkinnedMesh: true, initBones: function () { var bones = [], bone, gbone; var i, il; if ( this.geometry && this.geometry.bones !== undefined ) { // first, create array of 'Bone' objects from geometry data for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) { gbone = this.geometry.bones[ i ]; // create new 'Bone' object bone = new Bone$1(); bones.push( bone ); // apply values bone.name = gbone.name; bone.position.fromArray( gbone.pos ); bone.quaternion.fromArray( gbone.rotq ); if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl ); } // second, create bone hierarchy for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) { gbone = this.geometry.bones[ i ]; if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) { // subsequent bones in the hierarchy bones[ gbone.parent ].add( bones[ i ] ); } else { // topmost bone, immediate child of the skinned mesh this.add( bones[ i ] ); } } } // now the bones are part of the scene graph and children of the skinned mesh. // let's update the corresponding matrices this.updateMatrixWorld( true ); return bones; }, bind: function ( skeleton, bindMatrix ) { this.skeleton = skeleton; if ( bindMatrix === undefined ) { this.updateMatrixWorld( true ); this.skeleton.calculateInverses(); bindMatrix = this.matrixWorld; } this.bindMatrix.copy( bindMatrix ); this.bindMatrixInverse.getInverse( bindMatrix ); }, pose: function () { this.skeleton.pose(); }, normalizeSkinWeights: function () { var scale, i; if ( this.geometry && this.geometry.isGeometry ) { for ( i = 0; i < this.geometry.skinWeights.length; i ++ ) { var sw = this.geometry.skinWeights[ i ]; scale = 1.0 / sw.lengthManhattan(); if ( scale !== Infinity ) { sw.multiplyScalar( scale ); } else { sw.set( 1, 0, 0, 0 ); // do something reasonable } } } else if ( this.geometry && this.geometry.isBufferGeometry ) { var vec = new Vector4$1(); var skinWeight = this.geometry.attributes.skinWeight; for ( i = 0; i < skinWeight.count; i ++ ) { vec.x = skinWeight.getX( i ); vec.y = skinWeight.getY( i ); vec.z = skinWeight.getZ( i ); vec.w = skinWeight.getW( i ); scale = 1.0 / vec.lengthManhattan(); if ( scale !== Infinity ) { vec.multiplyScalar( scale ); } else { vec.set( 1, 0, 0, 0 ); // do something reasonable } skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w ); } } }, updateMatrixWorld: function ( force ) { Mesh$1.prototype.updateMatrixWorld.call( this, force ); if ( this.bindMode === 'attached' ) { this.bindMatrixInverse.getInverse( this.matrixWorld ); } else if ( this.bindMode === 'detached' ) { this.bindMatrixInverse.getInverse( this.bindMatrix ); } else { console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode ); } }, clone: function () { return new this.constructor( this.geometry, this.material ).copy( this ); } } ); /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: , * opacity: , * * linewidth: , * linecap: "round", * linejoin: "round" * } */ function LineBasicMaterial$1( parameters ) { Material$1.call( this ); this.type = 'LineBasicMaterial'; this.color = new Color$1( 0xffffff ); this.linewidth = 1; this.linecap = 'round'; this.linejoin = 'round'; this.lights = false; this.setValues( parameters ); } LineBasicMaterial$1.prototype = Object.create( Material$1.prototype ); LineBasicMaterial$1.prototype.constructor = LineBasicMaterial$1; LineBasicMaterial$1.prototype.isLineBasicMaterial = true; LineBasicMaterial$1.prototype.copy = function ( source ) { Material$1.prototype.copy.call( this, source ); this.color.copy( source.color ); this.linewidth = source.linewidth; this.linecap = source.linecap; this.linejoin = source.linejoin; return this; }; /** * @author mrdoob / http://mrdoob.com/ */ function Line$2( geometry, material, mode ) { if ( mode === 1 ) { console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' ); return new LineSegments$1( geometry, material ); } Object3D$1.call( this ); this.type = 'Line'; this.geometry = geometry !== undefined ? geometry : new BufferGeometry$1(); this.material = material !== undefined ? material : new LineBasicMaterial$1( { color: Math.random() * 0xffffff } ); } Line$2.prototype = Object.assign( Object.create( Object3D$1.prototype ), { constructor: Line$2, isLine: true, raycast: ( function () { var inverseMatrix = new Matrix4$1(); var ray = new Ray$1(); var sphere = new Sphere$2(); return function raycast( raycaster, intersects ) { var precision = raycaster.linePrecision; var precisionSq = precision * precision; var geometry = this.geometry; var matrixWorld = this.matrixWorld; // Checking boundingSphere distance to ray if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); sphere.copy( geometry.boundingSphere ); sphere.applyMatrix4( matrixWorld ); if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; // inverseMatrix.getInverse( matrixWorld ); ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); var vStart = new Vector3$1(); var vEnd = new Vector3$1(); var interSegment = new Vector3$1(); var interRay = new Vector3$1(); var step = (this && this.isLineSegments) ? 2 : 1; if ( geometry.isBufferGeometry ) { var index = geometry.index; var attributes = geometry.attributes; var positions = attributes.position.array; if ( index !== null ) { var indices = index.array; for ( var i = 0, l = indices.length - 1; i < l; i += step ) { var a = indices[ i ]; var b = indices[ i + 1 ]; vStart.fromArray( positions, a * 3 ); vEnd.fromArray( positions, b * 3 ); var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); if ( distSq > precisionSq ) continue; interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation var distance = raycaster.ray.origin.distanceTo( interRay ); if ( distance < raycaster.near || distance > raycaster.far ) continue; intersects.push( { distance: distance, // What do we want? intersection point on the ray or on the segment?? // point: raycaster.ray.at( distance ), point: interSegment.clone().applyMatrix4( this.matrixWorld ), index: i, face: null, faceIndex: null, object: this } ); } } else { for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) { vStart.fromArray( positions, 3 * i ); vEnd.fromArray( positions, 3 * i + 3 ); var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); if ( distSq > precisionSq ) continue; interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation var distance = raycaster.ray.origin.distanceTo( interRay ); if ( distance < raycaster.near || distance > raycaster.far ) continue; intersects.push( { distance: distance, // What do we want? intersection point on the ray or on the segment?? // point: raycaster.ray.at( distance ), point: interSegment.clone().applyMatrix4( this.matrixWorld ), index: i, face: null, faceIndex: null, object: this } ); } } } else if ( geometry.isGeometry ) { var vertices = geometry.vertices; var nbVertices = vertices.length; for ( var i = 0; i < nbVertices - 1; i += step ) { var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment ); if ( distSq > precisionSq ) continue; interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation var distance = raycaster.ray.origin.distanceTo( interRay ); if ( distance < raycaster.near || distance > raycaster.far ) continue; intersects.push( { distance: distance, // What do we want? intersection point on the ray or on the segment?? // point: raycaster.ray.at( distance ), point: interSegment.clone().applyMatrix4( this.matrixWorld ), index: i, face: null, faceIndex: null, object: this } ); } } }; }() ), clone: function () { return new this.constructor( this.geometry, this.material ).copy( this ); } } ); /** * @author mrdoob / http://mrdoob.com/ */ function LineSegments$1( geometry, material ) { Line$2.call( this, geometry, material ); this.type = 'LineSegments'; } LineSegments$1.prototype = Object.assign( Object.create( Line$2.prototype ), { constructor: LineSegments$1, isLineSegments: true } ); /** * @author mgreter / http://github.com/mgreter */ function LineLoop$1( geometry, material ) { Line$2.call( this, geometry, material ); this.type = 'LineLoop'; } LineLoop$1.prototype = Object.assign( Object.create( Line$2.prototype ), { constructor: LineLoop$1, isLineLoop: true, } ); /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: , * opacity: , * map: new THREE.Texture( ), * * size: , * sizeAttenuation: * } */ function PointsMaterial$1( parameters ) { Material$1.call( this ); this.type = 'PointsMaterial'; this.color = new Color$1( 0xffffff ); this.map = null; this.size = 1; this.sizeAttenuation = true; this.lights = false; this.setValues( parameters ); } PointsMaterial$1.prototype = Object.create( Material$1.prototype ); PointsMaterial$1.prototype.constructor = PointsMaterial$1; PointsMaterial$1.prototype.isPointsMaterial = true; PointsMaterial$1.prototype.copy = function ( source ) { Material$1.prototype.copy.call( this, source ); this.color.copy( source.color ); this.map = source.map; this.size = source.size; this.sizeAttenuation = source.sizeAttenuation; return this; }; /** * @author alteredq / http://alteredqualia.com/ */ function Points$1( geometry, material ) { Object3D$1.call( this ); this.type = 'Points'; this.geometry = geometry !== undefined ? geometry : new BufferGeometry$1(); this.material = material !== undefined ? material : new PointsMaterial$1( { color: Math.random() * 0xffffff } ); } Points$1.prototype = Object.assign( Object.create( Object3D$1.prototype ), { constructor: Points$1, isPoints: true, raycast: ( function () { var inverseMatrix = new Matrix4$1(); var ray = new Ray$1(); var sphere = new Sphere$2(); return function raycast( raycaster, intersects ) { var object = this; var geometry = this.geometry; var matrixWorld = this.matrixWorld; var threshold = raycaster.params.Points.threshold; // Checking boundingSphere distance to ray if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); sphere.copy( geometry.boundingSphere ); sphere.applyMatrix4( matrixWorld ); sphere.radius += threshold; if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; // inverseMatrix.getInverse( matrixWorld ); ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); var localThresholdSq = localThreshold * localThreshold; var position = new Vector3$1(); function testPoint( point, index ) { var rayPointDistanceSq = ray.distanceSqToPoint( point ); if ( rayPointDistanceSq < localThresholdSq ) { var intersectPoint = ray.closestPointToPoint( point ); intersectPoint.applyMatrix4( matrixWorld ); var distance = raycaster.ray.origin.distanceTo( intersectPoint ); if ( distance < raycaster.near || distance > raycaster.far ) return; intersects.push( { distance: distance, distanceToRay: Math.sqrt( rayPointDistanceSq ), point: intersectPoint.clone(), index: index, face: null, object: object } ); } } if ( geometry.isBufferGeometry ) { var index = geometry.index; var attributes = geometry.attributes; var positions = attributes.position.array; if ( index !== null ) { var indices = index.array; for ( var i = 0, il = indices.length; i < il; i ++ ) { var a = indices[ i ]; position.fromArray( positions, a * 3 ); testPoint( position, a ); } } else { for ( var i = 0, l = positions.length / 3; i < l; i ++ ) { position.fromArray( positions, i * 3 ); testPoint( position, i ); } } } else { var vertices = geometry.vertices; for ( var i = 0, l = vertices.length; i < l; i ++ ) { testPoint( vertices[ i ], i ); } } }; }() ), clone: function () { return new this.constructor( this.geometry, this.material ).copy( this ); } } ); /** * @author mrdoob / http://mrdoob.com/ */ function Group$2() { Object3D$1.call( this ); this.type = 'Group'; } Group$2.prototype = Object.assign( Object.create( Object3D$1.prototype ), { constructor: Group$2 } ); /** * @author mrdoob / http://mrdoob.com/ */ function VideoTexture$1( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { Texture$1.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); this.generateMipmaps = false; var scope = this; function update() { requestAnimationFrame( update ); if ( video.readyState >= video.HAVE_CURRENT_DATA ) { scope.needsUpdate = true; } } update(); } VideoTexture$1.prototype = Object.create( Texture$1.prototype ); VideoTexture$1.prototype.constructor = VideoTexture$1; /** * @author alteredq / http://alteredqualia.com/ */ function CompressedTexture$1( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { Texture$1.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); this.image = { width: width, height: height }; this.mipmaps = mipmaps; // no flipping for cube textures // (also flipping doesn't work for compressed textures ) this.flipY = false; // can't generate mipmaps for compressed textures // mips must be embedded in DDS files this.generateMipmaps = false; } CompressedTexture$1.prototype = Object.create( Texture$1.prototype ); CompressedTexture$1.prototype.constructor = CompressedTexture$1; CompressedTexture$1.prototype.isCompressedTexture = true; /** * @author mrdoob / http://mrdoob.com/ */ function CanvasTexture$1( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { Texture$1.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); this.needsUpdate = true; } CanvasTexture$1.prototype = Object.create( Texture$1.prototype ); CanvasTexture$1.prototype.constructor = CanvasTexture$1; /** * @author Matt DesLauriers / @mattdesl * @author atix / arthursilber.de */ function DepthTexture$1( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) { format = format !== undefined ? format : DepthFormat$1; if ( format !== DepthFormat$1 && format !== DepthStencilFormat$1 ) { throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' ) } if ( type === undefined && format === DepthFormat$1 ) type = UnsignedShortType$1; if ( type === undefined && format === DepthStencilFormat$1 ) type = UnsignedInt248Type$1; Texture$1.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); this.image = { width: width, height: height }; this.magFilter = magFilter !== undefined ? magFilter : NearestFilter$1; this.minFilter = minFilter !== undefined ? minFilter : NearestFilter$1; this.flipY = false; this.generateMipmaps = false; } DepthTexture$1.prototype = Object.create( Texture$1.prototype ); DepthTexture$1.prototype.constructor = DepthTexture$1; DepthTexture$1.prototype.isDepthTexture = true; /** * @author mrdoob / http://mrdoob.com/ * @author Mugen87 / https://github.com/Mugen87 */ function WireframeGeometry$1( geometry ) { BufferGeometry$1.call( this ); this.type = 'WireframeGeometry'; // buffer var vertices = []; // helper variables var i, j, l, o, ol; var edge = [ 0, 0 ], edges = {}, e, edge1, edge2; var key, keys = [ 'a', 'b', 'c' ]; var vertex; // different logic for Geometry and BufferGeometry if ( geometry && geometry.isGeometry ) { // create a data structure that contains all edges without duplicates var faces = geometry.faces; for ( i = 0, l = faces.length; i < l; i ++ ) { var face = faces[ i ]; for ( j = 0; j < 3; j ++ ) { edge1 = face[ keys[ j ] ]; edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates edge[ 1 ] = Math.max( edge1, edge2 ); key = edge[ 0 ] + ',' + edge[ 1 ]; if ( edges[ key ] === undefined ) { edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; } } } // generate vertices for ( key in edges ) { e = edges[ key ]; vertex = geometry.vertices[ e.index1 ]; vertices.push( vertex.x, vertex.y, vertex.z ); vertex = geometry.vertices[ e.index2 ]; vertices.push( vertex.x, vertex.y, vertex.z ); } } else if ( geometry && geometry.isBufferGeometry ) { var position, indices, groups; var group, start, count; var index1, index2; vertex = new Vector3$1(); if ( geometry.index !== null ) { // indexed BufferGeometry position = geometry.attributes.position; indices = geometry.index; groups = geometry.groups; if ( groups.length === 0 ) { groups = [ { start: 0, count: indices.count, materialIndex: 0 } ]; } // create a data structure that contains all eges without duplicates for ( o = 0, ol = groups.length; o < ol; ++ o ) { group = groups[ o ]; start = group.start; count = group.count; for ( i = start, l = ( start + count ); i < l; i += 3 ) { for ( j = 0; j < 3; j ++ ) { edge1 = indices.getX( i + j ); edge2 = indices.getX( i + ( j + 1 ) % 3 ); edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates edge[ 1 ] = Math.max( edge1, edge2 ); key = edge[ 0 ] + ',' + edge[ 1 ]; if ( edges[ key ] === undefined ) { edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; } } } } // generate vertices for ( key in edges ) { e = edges[ key ]; vertex.fromBufferAttribute( position, e.index1 ); vertices.push( vertex.x, vertex.y, vertex.z ); vertex.fromBufferAttribute( position, e.index2 ); vertices.push( vertex.x, vertex.y, vertex.z ); } } else { // non-indexed BufferGeometry position = geometry.attributes.position; for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) { for ( j = 0; j < 3; j ++ ) { // three edges per triangle, an edge is represented as (index1, index2) // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) index1 = 3 * i + j; vertex.fromBufferAttribute( position, index1 ); vertices.push( vertex.x, vertex.y, vertex.z ); index2 = 3 * i + ( ( j + 1 ) % 3 ); vertex.fromBufferAttribute( position, index2 ); vertices.push( vertex.x, vertex.y, vertex.z ); } } } } // build geometry this.addAttribute( 'position', new Float32BufferAttribute$1( vertices, 3 ) ); } WireframeGeometry$1.prototype = Object.create( BufferGeometry$1.prototype ); WireframeGeometry$1.prototype.constructor = WireframeGeometry$1; /** * @author zz85 / https://github.com/zz85 * @author Mugen87 / https://github.com/Mugen87 * * Parametric Surfaces Geometry * based on the brilliant article by @prideout http://prideout.net/blog/?p=44 */ // ParametricGeometry function ParametricGeometry$1( func, slices, stacks ) { Geometry$1.call( this ); this.type = 'ParametricGeometry'; this.parameters = { func: func, slices: slices, stacks: stacks }; this.fromBufferGeometry( new ParametricBufferGeometry$1( func, slices, stacks ) ); this.mergeVertices(); } ParametricGeometry$1.prototype = Object.create( Geometry$1.prototype ); ParametricGeometry$1.prototype.constructor = ParametricGeometry$1; // ParametricBufferGeometry function ParametricBufferGeometry$1( func, slices, stacks ) { BufferGeometry$1.call( this ); this.type = 'ParametricBufferGeometry'; this.parameters = { func: func, slices: slices, stacks: stacks }; // buffers var indices = []; var vertices = []; var normals = []; var uvs = []; var EPS = 0.00001; var normal = new Vector3$1(); var p0 = new Vector3$1(), p1 = new Vector3$1(); var pu = new Vector3$1(), pv = new Vector3$1(); var i, j; // generate vertices, normals and uvs var sliceCount = slices + 1; for ( i = 0; i <= stacks; i ++ ) { var v = i / stacks; for ( j = 0; j <= slices; j ++ ) { var u = j / slices; // vertex p0 = func( u, v, p0 ); vertices.push( p0.x, p0.y, p0.z ); // normal // approximate tangent vectors via finite differences if ( u - EPS >= 0 ) { p1 = func( u - EPS, v, p1 ); pu.subVectors( p0, p1 ); } else { p1 = func( u + EPS, v, p1 ); pu.subVectors( p1, p0 ); } if ( v - EPS >= 0 ) { p1 = func( u, v - EPS, p1 ); pv.subVectors( p0, p1 ); } else { p1 = func( u, v + EPS, p1 ); pv.subVectors( p1, p0 ); } // cross product of tangent vectors returns surface normal normal.crossVectors( pu, pv ).normalize(); normals.push( normal.x, normal.y, normal.z ); // uv uvs.push( u, v ); } } // generate indices for ( i = 0; i < stacks; i ++ ) { for ( j = 0; j < slices; j ++ ) { var a = i * sliceCount + j; var b = i * sliceCount + j + 1; var c = ( i + 1 ) * sliceCount + j + 1; var d = ( i + 1 ) * sliceCount + j; // faces one and two indices.push( a, b, d ); indices.push( b, c, d ); } } // build geometry this.setIndex( indices ); this.addAttribute( 'position', new Float32BufferAttribute$1( vertices, 3 ) ); this.addAttribute( 'normal', new Float32BufferAttribute$1( normals, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute$1( uvs, 2 ) ); } ParametricBufferGeometry$1.prototype = Object.create( BufferGeometry$1.prototype ); ParametricBufferGeometry$1.prototype.constructor = ParametricBufferGeometry$1; /** * @author clockworkgeek / https://github.com/clockworkgeek * @author timothypratley / https://github.com/timothypratley * @author WestLangley / http://github.com/WestLangley * @author Mugen87 / https://github.com/Mugen87 */ // PolyhedronGeometry function PolyhedronGeometry$1( vertices, indices, radius, detail ) { Geometry$1.call( this ); this.type = 'PolyhedronGeometry'; this.parameters = { vertices: vertices, indices: indices, radius: radius, detail: detail }; this.fromBufferGeometry( new PolyhedronBufferGeometry$1( vertices, indices, radius, detail ) ); this.mergeVertices(); } PolyhedronGeometry$1.prototype = Object.create( Geometry$1.prototype ); PolyhedronGeometry$1.prototype.constructor = PolyhedronGeometry$1; // PolyhedronBufferGeometry function PolyhedronBufferGeometry$1( vertices, indices, radius, detail ) { BufferGeometry$1.call( this ); this.type = 'PolyhedronBufferGeometry'; this.parameters = { vertices: vertices, indices: indices, radius: radius, detail: detail }; radius = radius || 1; detail = detail || 0; // default buffer data var vertexBuffer = []; var uvBuffer = []; // the subdivision creates the vertex buffer data subdivide( detail ); // all vertices should lie on a conceptual sphere with a given radius appplyRadius( radius ); // finally, create the uv data generateUVs(); // build non-indexed geometry this.addAttribute( 'position', new Float32BufferAttribute$1( vertexBuffer, 3 ) ); this.addAttribute( 'normal', new Float32BufferAttribute$1( vertexBuffer.slice(), 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute$1( uvBuffer, 2 ) ); this.normalizeNormals(); // helper functions function subdivide( detail ) { var a = new Vector3$1(); var b = new Vector3$1(); var c = new Vector3$1(); // iterate over all faces and apply a subdivison with the given detail value for ( var i = 0; i < indices.length; i += 3 ) { // get the vertices of the face getVertexByIndex( indices[ i + 0 ], a ); getVertexByIndex( indices[ i + 1 ], b ); getVertexByIndex( indices[ i + 2 ], c ); // perform subdivision subdivideFace( a, b, c, detail ); } } function subdivideFace( a, b, c, detail ) { var cols = Math.pow( 2, detail ); // we use this multidimensional array as a data structure for creating the subdivision var v = []; var i, j; // construct all of the vertices for this subdivision for ( i = 0; i <= cols; i ++ ) { v[ i ] = []; var aj = a.clone().lerp( c, i / cols ); var bj = b.clone().lerp( c, i / cols ); var rows = cols - i; for ( j = 0; j <= rows; j ++ ) { if ( j === 0 && i === cols ) { v[ i ][ j ] = aj; } else { v[ i ][ j ] = aj.clone().lerp( bj, j / rows ); } } } // construct all of the faces for ( i = 0; i < cols; i ++ ) { for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { var k = Math.floor( j / 2 ); if ( j % 2 === 0 ) { pushVertex( v[ i ][ k + 1 ] ); pushVertex( v[ i + 1 ][ k ] ); pushVertex( v[ i ][ k ] ); } else { pushVertex( v[ i ][ k + 1 ] ); pushVertex( v[ i + 1 ][ k + 1 ] ); pushVertex( v[ i + 1 ][ k ] ); } } } } function appplyRadius( radius ) { var vertex = new Vector3$1(); // iterate over the entire buffer and apply the radius to each vertex for ( var i = 0; i < vertexBuffer.length; i += 3 ) { vertex.x = vertexBuffer[ i + 0 ]; vertex.y = vertexBuffer[ i + 1 ]; vertex.z = vertexBuffer[ i + 2 ]; vertex.normalize().multiplyScalar( radius ); vertexBuffer[ i + 0 ] = vertex.x; vertexBuffer[ i + 1 ] = vertex.y; vertexBuffer[ i + 2 ] = vertex.z; } } function generateUVs() { var vertex = new Vector3$1(); for ( var i = 0; i < vertexBuffer.length; i += 3 ) { vertex.x = vertexBuffer[ i + 0 ]; vertex.y = vertexBuffer[ i + 1 ]; vertex.z = vertexBuffer[ i + 2 ]; var u = azimuth( vertex ) / 2 / Math.PI + 0.5; var v = inclination( vertex ) / Math.PI + 0.5; uvBuffer.push( u, 1 - v ); } correctUVs(); correctSeam(); } function correctSeam() { // handle case when face straddles the seam, see #3269 for ( var i = 0; i < uvBuffer.length; i += 6 ) { // uv data of a single face var x0 = uvBuffer[ i + 0 ]; var x1 = uvBuffer[ i + 2 ]; var x2 = uvBuffer[ i + 4 ]; var max = Math.max( x0, x1, x2 ); var min = Math.min( x0, x1, x2 ); // 0.9 is somewhat arbitrary if ( max > 0.9 && min < 0.1 ) { if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1; if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1; if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1; } } } function pushVertex( vertex ) { vertexBuffer.push( vertex.x, vertex.y, vertex.z ); } function getVertexByIndex( index, vertex ) { var stride = index * 3; vertex.x = vertices[ stride + 0 ]; vertex.y = vertices[ stride + 1 ]; vertex.z = vertices[ stride + 2 ]; } function correctUVs() { var a = new Vector3$1(); var b = new Vector3$1(); var c = new Vector3$1(); var centroid = new Vector3$1(); var uvA = new Vector2$1(); var uvB = new Vector2$1(); var uvC = new Vector2$1(); for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) { a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] ); b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] ); c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] ); uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] ); uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] ); uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] ); centroid.copy( a ).add( b ).add( c ).divideScalar( 3 ); var azi = azimuth( centroid ); correctUV( uvA, j + 0, a, azi ); correctUV( uvB, j + 2, b, azi ); correctUV( uvC, j + 4, c, azi ); } } function correctUV( uv, stride, vector, azimuth ) { if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) { uvBuffer[ stride ] = uv.x - 1; } if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) { uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5; } } // Angle around the Y axis, counter-clockwise when looking from above. function azimuth( vector ) { return Math.atan2( vector.z, - vector.x ); } // Angle above the XZ plane. function inclination( vector ) { return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); } } PolyhedronBufferGeometry$1.prototype = Object.create( BufferGeometry$1.prototype ); PolyhedronBufferGeometry$1.prototype.constructor = PolyhedronBufferGeometry$1; /** * @author timothypratley / https://github.com/timothypratley * @author Mugen87 / https://github.com/Mugen87 */ // TetrahedronGeometry function TetrahedronGeometry$1( radius, detail ) { Geometry$1.call( this ); this.type = 'TetrahedronGeometry'; this.parameters = { radius: radius, detail: detail }; this.fromBufferGeometry( new TetrahedronBufferGeometry$1( radius, detail ) ); this.mergeVertices(); } TetrahedronGeometry$1.prototype = Object.create( Geometry$1.prototype ); TetrahedronGeometry$1.prototype.constructor = TetrahedronGeometry$1; // TetrahedronBufferGeometry function TetrahedronBufferGeometry$1( radius, detail ) { var vertices = [ 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1 ]; var indices = [ 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 ]; PolyhedronBufferGeometry$1.call( this, vertices, indices, radius, detail ); this.type = 'TetrahedronBufferGeometry'; this.parameters = { radius: radius, detail: detail }; } TetrahedronBufferGeometry$1.prototype = Object.create( PolyhedronBufferGeometry$1.prototype ); TetrahedronBufferGeometry$1.prototype.constructor = TetrahedronBufferGeometry$1; /** * @author timothypratley / https://github.com/timothypratley * @author Mugen87 / https://github.com/Mugen87 */ // OctahedronGeometry function OctahedronGeometry$1( radius, detail ) { Geometry$1.call( this ); this.type = 'OctahedronGeometry'; this.parameters = { radius: radius, detail: detail }; this.fromBufferGeometry( new OctahedronBufferGeometry$1( radius, detail ) ); this.mergeVertices(); } OctahedronGeometry$1.prototype = Object.create( Geometry$1.prototype ); OctahedronGeometry$1.prototype.constructor = OctahedronGeometry$1; // OctahedronBufferGeometry function OctahedronBufferGeometry$1( radius, detail ) { var vertices = [ 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1 ]; var indices = [ 0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2 ]; PolyhedronBufferGeometry$1.call( this, vertices, indices, radius, detail ); this.type = 'OctahedronBufferGeometry'; this.parameters = { radius: radius, detail: detail }; } OctahedronBufferGeometry$1.prototype = Object.create( PolyhedronBufferGeometry$1.prototype ); OctahedronBufferGeometry$1.prototype.constructor = OctahedronBufferGeometry$1; /** * @author timothypratley / https://github.com/timothypratley * @author Mugen87 / https://github.com/Mugen87 */ // IcosahedronGeometry function IcosahedronGeometry$1( radius, detail ) { Geometry$1.call( this ); this.type = 'IcosahedronGeometry'; this.parameters = { radius: radius, detail: detail }; this.fromBufferGeometry( new IcosahedronBufferGeometry$1( radius, detail ) ); this.mergeVertices(); } IcosahedronGeometry$1.prototype = Object.create( Geometry$1.prototype ); IcosahedronGeometry$1.prototype.constructor = IcosahedronGeometry$1; // IcosahedronBufferGeometry function IcosahedronBufferGeometry$1( radius, detail ) { var t = ( 1 + Math.sqrt( 5 ) ) / 2; var vertices = [ - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0, 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1 ]; var indices = [ 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1 ]; PolyhedronBufferGeometry$1.call( this, vertices, indices, radius, detail ); this.type = 'IcosahedronBufferGeometry'; this.parameters = { radius: radius, detail: detail }; } IcosahedronBufferGeometry$1.prototype = Object.create( PolyhedronBufferGeometry$1.prototype ); IcosahedronBufferGeometry$1.prototype.constructor = IcosahedronBufferGeometry$1; /** * @author Abe Pazos / https://hamoid.com * @author Mugen87 / https://github.com/Mugen87 */ // DodecahedronGeometry function DodecahedronGeometry$1( radius, detail ) { Geometry$1.call( this ); this.type = 'DodecahedronGeometry'; this.parameters = { radius: radius, detail: detail }; this.fromBufferGeometry( new DodecahedronBufferGeometry$1( radius, detail ) ); this.mergeVertices(); } DodecahedronGeometry$1.prototype = Object.create( Geometry$1.prototype ); DodecahedronGeometry$1.prototype.constructor = DodecahedronGeometry$1; // DodecahedronBufferGeometry function DodecahedronBufferGeometry$1( radius, detail ) { var t = ( 1 + Math.sqrt( 5 ) ) / 2; var r = 1 / t; var vertices = [ // (±1, ±1, ±1) - 1, - 1, - 1, - 1, - 1, 1, - 1, 1, - 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, 1, 1, 1, - 1, 1, 1, 1, // (0, ±1/φ, ±φ) 0, - r, - t, 0, - r, t, 0, r, - t, 0, r, t, // (±1/φ, ±φ, 0) - r, - t, 0, - r, t, 0, r, - t, 0, r, t, 0, // (±φ, 0, ±1/φ) - t, 0, - r, t, 0, - r, - t, 0, r, t, 0, r ]; var indices = [ 3, 11, 7, 3, 7, 15, 3, 15, 13, 7, 19, 17, 7, 17, 6, 7, 6, 15, 17, 4, 8, 17, 8, 10, 17, 10, 6, 8, 0, 16, 8, 16, 2, 8, 2, 10, 0, 12, 1, 0, 1, 18, 0, 18, 16, 6, 10, 2, 6, 2, 13, 6, 13, 15, 2, 16, 18, 2, 18, 3, 2, 3, 13, 18, 1, 9, 18, 9, 11, 18, 11, 3, 4, 14, 12, 4, 12, 0, 4, 0, 8, 11, 9, 5, 11, 5, 19, 11, 19, 7, 19, 5, 14, 19, 14, 4, 19, 4, 17, 1, 12, 14, 1, 14, 5, 1, 5, 9 ]; PolyhedronBufferGeometry$1.call( this, vertices, indices, radius, detail ); this.type = 'DodecahedronBufferGeometry'; this.parameters = { radius: radius, detail: detail }; } DodecahedronBufferGeometry$1.prototype = Object.create( PolyhedronBufferGeometry$1.prototype ); DodecahedronBufferGeometry$1.prototype.constructor = DodecahedronBufferGeometry$1; /** * @author oosmoxiecode / https://github.com/oosmoxiecode * @author WestLangley / https://github.com/WestLangley * @author zz85 / https://github.com/zz85 * @author miningold / https://github.com/miningold * @author jonobr1 / https://github.com/jonobr1 * @author Mugen87 / https://github.com/Mugen87 * */ // TubeGeometry function TubeGeometry$1( path, tubularSegments, radius, radialSegments, closed, taper ) { Geometry$1.call( this ); this.type = 'TubeGeometry'; this.parameters = { path: path, tubularSegments: tubularSegments, radius: radius, radialSegments: radialSegments, closed: closed }; if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' ); var bufferGeometry = new TubeBufferGeometry$1( path, tubularSegments, radius, radialSegments, closed ); // expose internals this.tangents = bufferGeometry.tangents; this.normals = bufferGeometry.normals; this.binormals = bufferGeometry.binormals; // create geometry this.fromBufferGeometry( bufferGeometry ); this.mergeVertices(); } TubeGeometry$1.prototype = Object.create( Geometry$1.prototype ); TubeGeometry$1.prototype.constructor = TubeGeometry$1; // TubeBufferGeometry function TubeBufferGeometry$1( path, tubularSegments, radius, radialSegments, closed ) { BufferGeometry$1.call( this ); this.type = 'TubeBufferGeometry'; this.parameters = { path: path, tubularSegments: tubularSegments, radius: radius, radialSegments: radialSegments, closed: closed }; tubularSegments = tubularSegments || 64; radius = radius || 1; radialSegments = radialSegments || 8; closed = closed || false; var frames = path.computeFrenetFrames( tubularSegments, closed ); // expose internals this.tangents = frames.tangents; this.normals = frames.normals; this.binormals = frames.binormals; // helper variables var vertex = new Vector3$1(); var normal = new Vector3$1(); var uv = new Vector2$1(); var i, j; // buffer var vertices = []; var normals = []; var uvs = []; var indices = []; // create buffer data generateBufferData(); // build geometry this.setIndex( indices ); this.addAttribute( 'position', new Float32BufferAttribute$1( vertices, 3 ) ); this.addAttribute( 'normal', new Float32BufferAttribute$1( normals, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute$1( uvs, 2 ) ); // functions function generateBufferData() { for ( i = 0; i < tubularSegments; i ++ ) { generateSegment( i ); } // if the geometry is not closed, generate the last row of vertices and normals // at the regular position on the given path // // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ) generateSegment( ( closed === false ) ? tubularSegments : 0 ); // uvs are generated in a separate function. // this makes it easy compute correct values for closed geometries generateUVs(); // finally create faces generateIndices(); } function generateSegment( i ) { // we use getPointAt to sample evenly distributed points from the given path var P = path.getPointAt( i / tubularSegments ); // retrieve corresponding normal and binormal var N = frames.normals[ i ]; var B = frames.binormals[ i ]; // generate normals and vertices for the current segment for ( j = 0; j <= radialSegments; j ++ ) { var v = j / radialSegments * Math.PI * 2; var sin = Math.sin( v ); var cos = - Math.cos( v ); // normal normal.x = ( cos * N.x + sin * B.x ); normal.y = ( cos * N.y + sin * B.y ); normal.z = ( cos * N.z + sin * B.z ); normal.normalize(); normals.push( normal.x, normal.y, normal.z ); // vertex vertex.x = P.x + radius * normal.x; vertex.y = P.y + radius * normal.y; vertex.z = P.z + radius * normal.z; vertices.push( vertex.x, vertex.y, vertex.z ); } } function generateIndices() { for ( j = 1; j <= tubularSegments; j ++ ) { for ( i = 1; i <= radialSegments; i ++ ) { var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); var b = ( radialSegments + 1 ) * j + ( i - 1 ); var c = ( radialSegments + 1 ) * j + i; var d = ( radialSegments + 1 ) * ( j - 1 ) + i; // faces indices.push( a, b, d ); indices.push( b, c, d ); } } } function generateUVs() { for ( i = 0; i <= tubularSegments; i ++ ) { for ( j = 0; j <= radialSegments; j ++ ) { uv.x = i / tubularSegments; uv.y = j / radialSegments; uvs.push( uv.x, uv.y ); } } } } TubeBufferGeometry$1.prototype = Object.create( BufferGeometry$1.prototype ); TubeBufferGeometry$1.prototype.constructor = TubeBufferGeometry$1; /** * @author oosmoxiecode * @author Mugen87 / https://github.com/Mugen87 * * based on http://www.blackpawn.com/texts/pqtorus/ */ // TorusKnotGeometry function TorusKnotGeometry$1( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) { Geometry$1.call( this ); this.type = 'TorusKnotGeometry'; this.parameters = { radius: radius, tube: tube, tubularSegments: tubularSegments, radialSegments: radialSegments, p: p, q: q }; if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); this.fromBufferGeometry( new TorusKnotBufferGeometry$1( radius, tube, tubularSegments, radialSegments, p, q ) ); this.mergeVertices(); } TorusKnotGeometry$1.prototype = Object.create( Geometry$1.prototype ); TorusKnotGeometry$1.prototype.constructor = TorusKnotGeometry$1; // TorusKnotBufferGeometry function TorusKnotBufferGeometry$1( radius, tube, tubularSegments, radialSegments, p, q ) { BufferGeometry$1.call( this ); this.type = 'TorusKnotBufferGeometry'; this.parameters = { radius: radius, tube: tube, tubularSegments: tubularSegments, radialSegments: radialSegments, p: p, q: q }; radius = radius || 100; tube = tube || 40; tubularSegments = Math.floor( tubularSegments ) || 64; radialSegments = Math.floor( radialSegments ) || 8; p = p || 2; q = q || 3; // buffers var indices = []; var vertices = []; var normals = []; var uvs = []; // helper variables var i, j; var vertex = new Vector3$1(); var normal = new Vector3$1(); var P1 = new Vector3$1(); var P2 = new Vector3$1(); var B = new Vector3$1(); var T = new Vector3$1(); var N = new Vector3$1(); // generate vertices, normals and uvs for ( i = 0; i <= tubularSegments; ++ i ) { // the radian "u" is used to calculate the position on the torus curve of the current tubular segement var u = i / tubularSegments * p * Math.PI * 2; // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions calculatePositionOnCurve( u, p, q, radius, P1 ); calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); // calculate orthonormal basis T.subVectors( P2, P1 ); N.addVectors( P2, P1 ); B.crossVectors( T, N ); N.crossVectors( B, T ); // normalize B, N. T can be ignored, we don't use it B.normalize(); N.normalize(); for ( j = 0; j <= radialSegments; ++ j ) { // now calculate the vertices. they are nothing more than an extrusion of the torus curve. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value. var v = j / radialSegments * Math.PI * 2; var cx = - tube * Math.cos( v ); var cy = tube * Math.sin( v ); // now calculate the final vertex position. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve vertex.x = P1.x + ( cx * N.x + cy * B.x ); vertex.y = P1.y + ( cx * N.y + cy * B.y ); vertex.z = P1.z + ( cx * N.z + cy * B.z ); vertices.push( vertex.x, vertex.y, vertex.z ); // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) normal.subVectors( vertex, P1 ).normalize(); normals.push( normal.x, normal.y, normal.z ); // uv uvs.push( i / tubularSegments ); uvs.push( j / radialSegments ); } } // generate indices for ( j = 1; j <= tubularSegments; j ++ ) { for ( i = 1; i <= radialSegments; i ++ ) { // indices var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); var b = ( radialSegments + 1 ) * j + ( i - 1 ); var c = ( radialSegments + 1 ) * j + i; var d = ( radialSegments + 1 ) * ( j - 1 ) + i; // faces indices.push( a, b, d ); indices.push( b, c, d ); } } // build geometry this.setIndex( indices ); this.addAttribute( 'position', new Float32BufferAttribute$1( vertices, 3 ) ); this.addAttribute( 'normal', new Float32BufferAttribute$1( normals, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute$1( uvs, 2 ) ); // this function calculates the current position on the torus curve function calculatePositionOnCurve( u, p, q, radius, position ) { var cu = Math.cos( u ); var su = Math.sin( u ); var quOverP = q / p * u; var cs = Math.cos( quOverP ); position.x = radius * ( 2 + cs ) * 0.5 * cu; position.y = radius * ( 2 + cs ) * su * 0.5; position.z = radius * Math.sin( quOverP ) * 0.5; } } TorusKnotBufferGeometry$1.prototype = Object.create( BufferGeometry$1.prototype ); TorusKnotBufferGeometry$1.prototype.constructor = TorusKnotBufferGeometry$1; /** * @author oosmoxiecode * @author mrdoob / http://mrdoob.com/ * @author Mugen87 / https://github.com/Mugen87 */ // TorusGeometry function TorusGeometry$1( radius, tube, radialSegments, tubularSegments, arc ) { Geometry$1.call( this ); this.type = 'TorusGeometry'; this.parameters = { radius: radius, tube: tube, radialSegments: radialSegments, tubularSegments: tubularSegments, arc: arc }; this.fromBufferGeometry( new TorusBufferGeometry$1( radius, tube, radialSegments, tubularSegments, arc ) ); this.mergeVertices(); } TorusGeometry$1.prototype = Object.create( Geometry$1.prototype ); TorusGeometry$1.prototype.constructor = TorusGeometry$1; // TorusBufferGeometry function TorusBufferGeometry$1( radius, tube, radialSegments, tubularSegments, arc ) { BufferGeometry$1.call( this ); this.type = 'TorusBufferGeometry'; this.parameters = { radius: radius, tube: tube, radialSegments: radialSegments, tubularSegments: tubularSegments, arc: arc }; radius = radius || 100; tube = tube || 40; radialSegments = Math.floor( radialSegments ) || 8; tubularSegments = Math.floor( tubularSegments ) || 6; arc = arc || Math.PI * 2; // buffers var indices = []; var vertices = []; var normals = []; var uvs = []; // helper variables var center = new Vector3$1(); var vertex = new Vector3$1(); var normal = new Vector3$1(); var j, i; // generate vertices, normals and uvs for ( j = 0; j <= radialSegments; j ++ ) { for ( i = 0; i <= tubularSegments; i ++ ) { var u = i / tubularSegments * arc; var v = j / radialSegments * Math.PI * 2; // vertex vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u ); vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u ); vertex.z = tube * Math.sin( v ); vertices.push( vertex.x, vertex.y, vertex.z ); // normal center.x = radius * Math.cos( u ); center.y = radius * Math.sin( u ); normal.subVectors( vertex, center ).normalize(); normals.push( normal.x, normal.y, normal.z ); // uv uvs.push( i / tubularSegments ); uvs.push( j / radialSegments ); } } // generate indices for ( j = 1; j <= radialSegments; j ++ ) { for ( i = 1; i <= tubularSegments; i ++ ) { // indices var a = ( tubularSegments + 1 ) * j + i - 1; var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; var c = ( tubularSegments + 1 ) * ( j - 1 ) + i; var d = ( tubularSegments + 1 ) * j + i; // faces indices.push( a, b, d ); indices.push( b, c, d ); } } // build geometry this.setIndex( indices ); this.addAttribute( 'position', new Float32BufferAttribute$1( vertices, 3 ) ); this.addAttribute( 'normal', new Float32BufferAttribute$1( normals, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute$1( uvs, 2 ) ); } TorusBufferGeometry$1.prototype = Object.create( BufferGeometry$1.prototype ); TorusBufferGeometry$1.prototype.constructor = TorusBufferGeometry$1; /** * @author zz85 / http://www.lab4games.net/zz85/blog */ var ShapeUtils$1 = { // calculate area of the contour polygon area: function ( contour ) { var n = contour.length; var a = 0.0; for ( var p = n - 1, q = 0; q < n; p = q ++ ) { a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; } return a * 0.5; }, triangulate: ( function () { /** * This code is a quick port of code written in C++ which was submitted to * flipcode.com by John W. Ratcliff // July 22, 2000 * See original code and more information here: * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml * * ported to actionscript by Zevan Rosser * www.actionsnippet.com * * ported to javascript by Joshua Koo * http://www.lab4games.net/zz85/blog * */ function snip( contour, u, v, w, n, verts ) { var p; var ax, ay, bx, by; var cx, cy, px, py; ax = contour[ verts[ u ] ].x; ay = contour[ verts[ u ] ].y; bx = contour[ verts[ v ] ].x; by = contour[ verts[ v ] ].y; cx = contour[ verts[ w ] ].x; cy = contour[ verts[ w ] ].y; if ( ( bx - ax ) * ( cy - ay ) - ( by - ay ) * ( cx - ax ) <= 0 ) return false; var aX, aY, bX, bY, cX, cY; var apx, apy, bpx, bpy, cpx, cpy; var cCROSSap, bCROSScp, aCROSSbp; aX = cx - bx; aY = cy - by; bX = ax - cx; bY = ay - cy; cX = bx - ax; cY = by - ay; for ( p = 0; p < n; p ++ ) { px = contour[ verts[ p ] ].x; py = contour[ verts[ p ] ].y; if ( ( ( px === ax ) && ( py === ay ) ) || ( ( px === bx ) && ( py === by ) ) || ( ( px === cx ) && ( py === cy ) ) ) continue; apx = px - ax; apy = py - ay; bpx = px - bx; bpy = py - by; cpx = px - cx; cpy = py - cy; // see if p is inside triangle abc aCROSSbp = aX * bpy - aY * bpx; cCROSSap = cX * apy - cY * apx; bCROSScp = bX * cpy - bY * cpx; if ( ( aCROSSbp >= - Number.EPSILON ) && ( bCROSScp >= - Number.EPSILON ) && ( cCROSSap >= - Number.EPSILON ) ) return false; } return true; } // takes in an contour array and returns return function triangulate( contour, indices ) { var n = contour.length; if ( n < 3 ) return null; var result = [], verts = [], vertIndices = []; /* we want a counter-clockwise polygon in verts */ var u, v, w; if ( ShapeUtils$1.area( contour ) > 0.0 ) { for ( v = 0; v < n; v ++ ) verts[ v ] = v; } else { for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v; } var nv = n; /* remove nv - 2 vertices, creating 1 triangle every time */ var count = 2 * nv; /* error detection */ for ( v = nv - 1; nv > 2; ) { /* if we loop, it is probably a non-simple polygon */ if ( ( count -- ) <= 0 ) { //** Triangulate: ERROR - probable bad polygon! //throw ( "Warning, unable to triangulate polygon!" ); //return null; // Sometimes warning is fine, especially polygons are triangulated in reverse. console.warn( 'THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()' ); if ( indices ) return vertIndices; return result; } /* three consecutive vertices in current polygon, */ u = v; if ( nv <= u ) u = 0; /* previous */ v = u + 1; if ( nv <= v ) v = 0; /* new v */ w = v + 1; if ( nv <= w ) w = 0; /* next */ if ( snip( contour, u, v, w, nv, verts ) ) { var a, b, c, s, t; /* true names of the vertices */ a = verts[ u ]; b = verts[ v ]; c = verts[ w ]; /* output Triangle */ result.push( [ contour[ a ], contour[ b ], contour[ c ] ] ); vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] ); /* remove v from the remaining polygon */ for ( s = v, t = v + 1; t < nv; s ++, t ++ ) { verts[ s ] = verts[ t ]; } nv --; /* reset error detection counter */ count = 2 * nv; } } if ( indices ) return vertIndices; return result; } } )(), triangulateShape: function ( contour, holes ) { function removeDupEndPts(points) { var l = points.length; if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) { points.pop(); } } removeDupEndPts( contour ); holes.forEach( removeDupEndPts ); function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) { // inOtherPt needs to be collinear to the inSegment if ( inSegPt1.x !== inSegPt2.x ) { if ( inSegPt1.x < inSegPt2.x ) { return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) ); } else { return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) ); } } else { if ( inSegPt1.y < inSegPt2.y ) { return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) ); } else { return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) ); } } } function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) { var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y; var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y; var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x; var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y; var limit = seg1dy * seg2dx - seg1dx * seg2dy; var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy; if ( Math.abs( limit ) > Number.EPSILON ) { // not parallel var perpSeg2; if ( limit > 0 ) { if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return []; perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy; if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return []; } else { if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return []; perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy; if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return []; } // i.e. to reduce rounding errors // intersection at endpoint of segment#1? if ( perpSeg2 === 0 ) { if ( ( inExcludeAdjacentSegs ) && ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) ) return []; return [ inSeg1Pt1 ]; } if ( perpSeg2 === limit ) { if ( ( inExcludeAdjacentSegs ) && ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) ) return []; return [ inSeg1Pt2 ]; } // intersection at endpoint of segment#2? if ( perpSeg1 === 0 ) return [ inSeg2Pt1 ]; if ( perpSeg1 === limit ) return [ inSeg2Pt2 ]; // return real intersection point var factorSeg1 = perpSeg2 / limit; return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx, y: inSeg1Pt1.y + factorSeg1 * seg1dy } ]; } else { // parallel or collinear if ( ( perpSeg1 !== 0 ) || ( seg2dy * seg1seg2dx !== seg2dx * seg1seg2dy ) ) return []; // they are collinear or degenerate var seg1Pt = ( ( seg1dx === 0 ) && ( seg1dy === 0 ) ); // segment1 is just a point? var seg2Pt = ( ( seg2dx === 0 ) && ( seg2dy === 0 ) ); // segment2 is just a point? // both segments are points if ( seg1Pt && seg2Pt ) { if ( ( inSeg1Pt1.x !== inSeg2Pt1.x ) || ( inSeg1Pt1.y !== inSeg2Pt1.y ) ) return []; // they are distinct points return [ inSeg1Pt1 ]; // they are the same point } // segment#1 is a single point if ( seg1Pt ) { if ( ! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2 return [ inSeg1Pt1 ]; } // segment#2 is a single point if ( seg2Pt ) { if ( ! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1 return [ inSeg2Pt1 ]; } // they are collinear segments, which might overlap var seg1min, seg1max, seg1minVal, seg1maxVal; var seg2min, seg2max, seg2minVal, seg2maxVal; if ( seg1dx !== 0 ) { // the segments are NOT on a vertical line if ( inSeg1Pt1.x < inSeg1Pt2.x ) { seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x; seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x; } else { seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x; seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x; } if ( inSeg2Pt1.x < inSeg2Pt2.x ) { seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x; seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x; } else { seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x; seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x; } } else { // the segments are on a vertical line if ( inSeg1Pt1.y < inSeg1Pt2.y ) { seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y; seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y; } else { seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y; seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y; } if ( inSeg2Pt1.y < inSeg2Pt2.y ) { seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y; seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y; } else { seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y; seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y; } } if ( seg1minVal <= seg2minVal ) { if ( seg1maxVal < seg2minVal ) return []; if ( seg1maxVal === seg2minVal ) { if ( inExcludeAdjacentSegs ) return []; return [ seg2min ]; } if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ]; return [ seg2min, seg2max ]; } else { if ( seg1minVal > seg2maxVal ) return []; if ( seg1minVal === seg2maxVal ) { if ( inExcludeAdjacentSegs ) return []; return [ seg1min ]; } if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ]; return [ seg1min, seg2max ]; } } } function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) { // The order of legs is important // translation of all points, so that Vertex is at (0,0) var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y; var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y; var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y; // main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg. var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX; var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX; if ( Math.abs( from2toAngle ) > Number.EPSILON ) { // angle != 180 deg. var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX; // console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle ); if ( from2toAngle > 0 ) { // main angle < 180 deg. return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) ); } else { // main angle > 180 deg. return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) ); } } else { // angle == 180 deg. // console.log( "from2to: 180 deg., from2other: " + from2otherAngle ); return ( from2otherAngle > 0 ); } } function removeHoles( contour, holes ) { var shape = contour.concat(); // work on this shape var hole; function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) { // Check if hole point lies within angle around shape point var lastShapeIdx = shape.length - 1; var prevShapeIdx = inShapeIdx - 1; if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx; var nextShapeIdx = inShapeIdx + 1; if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0; var insideAngle = isPointInsideAngle( shape[ inShapeIdx ], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[ inHoleIdx ] ); if ( ! insideAngle ) { // console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y ); return false; } // Check if shape point lies within angle around hole point var lastHoleIdx = hole.length - 1; var prevHoleIdx = inHoleIdx - 1; if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx; var nextHoleIdx = inHoleIdx + 1; if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0; insideAngle = isPointInsideAngle( hole[ inHoleIdx ], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[ inShapeIdx ] ); if ( ! insideAngle ) { // console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y ); return false; } return true; } function intersectsShapeEdge( inShapePt, inHolePt ) { // checks for intersections with shape edges var sIdx, nextIdx, intersection; for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) { nextIdx = sIdx + 1; nextIdx %= shape.length; intersection = intersect_segments_2D( inShapePt, inHolePt, shape[ sIdx ], shape[ nextIdx ], true ); if ( intersection.length > 0 ) return true; } return false; } var indepHoles = []; function intersectsHoleEdge( inShapePt, inHolePt ) { // checks for intersections with hole edges var ihIdx, chkHole, hIdx, nextIdx, intersection; for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) { chkHole = holes[ indepHoles[ ihIdx ]]; for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) { nextIdx = hIdx + 1; nextIdx %= chkHole.length; intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[ hIdx ], chkHole[ nextIdx ], true ); if ( intersection.length > 0 ) return true; } } return false; } var holeIndex, shapeIndex, shapePt, holePt, holeIdx, cutKey, failedCuts = [], tmpShape1, tmpShape2, tmpHole1, tmpHole2; for ( var h = 0, hl = holes.length; h < hl; h ++ ) { indepHoles.push( h ); } var minShapeIndex = 0; var counter = indepHoles.length * 2; while ( indepHoles.length > 0 ) { counter --; if ( counter < 0 ) { console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" ); break; } // search for shape-vertex and hole-vertex, // which can be connected without intersections for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) { shapePt = shape[ shapeIndex ]; holeIndex = - 1; // search for hole which can be reached without intersections for ( var h = 0; h < indepHoles.length; h ++ ) { holeIdx = indepHoles[ h ]; // prevent multiple checks cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx; if ( failedCuts[ cutKey ] !== undefined ) continue; hole = holes[ holeIdx ]; for ( var h2 = 0; h2 < hole.length; h2 ++ ) { holePt = hole[ h2 ]; if ( ! isCutLineInsideAngles( shapeIndex, h2 ) ) continue; if ( intersectsShapeEdge( shapePt, holePt ) ) continue; if ( intersectsHoleEdge( shapePt, holePt ) ) continue; holeIndex = h2; indepHoles.splice( h, 1 ); tmpShape1 = shape.slice( 0, shapeIndex + 1 ); tmpShape2 = shape.slice( shapeIndex ); tmpHole1 = hole.slice( holeIndex ); tmpHole2 = hole.slice( 0, holeIndex + 1 ); shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 ); minShapeIndex = shapeIndex; // Debug only, to show the selected cuts // glob_CutLines.push( [ shapePt, holePt ] ); break; } if ( holeIndex >= 0 ) break; // hole-vertex found failedCuts[ cutKey ] = true; // remember failure } if ( holeIndex >= 0 ) break; // hole-vertex found } } return shape; /* shape with no holes */ } var i, il, f, face, key, index, allPointsMap = {}; // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first. var allpoints = contour.concat(); for ( var h = 0, hl = holes.length; h < hl; h ++ ) { Array.prototype.push.apply( allpoints, holes[ h ] ); } //console.log( "allpoints",allpoints, allpoints.length ); // prepare all points map for ( i = 0, il = allpoints.length; i < il; i ++ ) { key = allpoints[ i ].x + ":" + allpoints[ i ].y; if ( allPointsMap[ key ] !== undefined ) { console.warn( "THREE.ShapeUtils: Duplicate point", key, i ); } allPointsMap[ key ] = i; } // remove holes by cutting paths to holes and adding them to the shape var shapeWithoutHoles = removeHoles( contour, holes ); var triangles = ShapeUtils$1.triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape //console.log( "triangles",triangles, triangles.length ); // check all face vertices against all points map for ( i = 0, il = triangles.length; i < il; i ++ ) { face = triangles[ i ]; for ( f = 0; f < 3; f ++ ) { key = face[ f ].x + ":" + face[ f ].y; index = allPointsMap[ key ]; if ( index !== undefined ) { face[ f ] = index; } } } return triangles.concat(); }, isClockWise: function ( pts ) { return ShapeUtils$1.area( pts ) < 0; } }; /** * @author zz85 / http://www.lab4games.net/zz85/blog * * Creates extruded geometry from a path shape. * * parameters = { * * curveSegments: , // number of points on the curves * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too * amount: , // Depth to extrude the shape * * bevelEnabled: , // turn on bevel * bevelThickness: , // how deep into the original shape bevel goes * bevelSize: , // how far from shape outline is bevel * bevelSegments: , // number of bevel layers * * extrudePath: // curve to extrude shape along * frames: // containing arrays of tangents, normals, binormals * * UVGenerator: // object that provides UV generator functions * * } */ // ExtrudeGeometry function ExtrudeGeometry$1( shapes, options ) { Geometry$1.call( this ); this.type = 'ExtrudeGeometry'; this.parameters = { shapes: shapes, options: options }; this.fromBufferGeometry( new ExtrudeBufferGeometry$1( shapes, options ) ); this.mergeVertices(); } ExtrudeGeometry$1.prototype = Object.create( Geometry$1.prototype ); ExtrudeGeometry$1.prototype.constructor = ExtrudeGeometry$1; // ExtrudeBufferGeometry function ExtrudeBufferGeometry$1( shapes, options ) { if ( typeof ( shapes ) === "undefined" ) { shapes = []; return; } BufferGeometry$1.call( this ); this.type = 'ExtrudeBufferGeometry'; shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; this.addShapeList( shapes, options ); this.computeVertexNormals(); // can't really use automatic vertex normals // as then front and back sides get smoothed too // should do separate smoothing just for sides //this.computeVertexNormals(); //console.log( "took", ( Date.now() - startTime ) ); } ExtrudeBufferGeometry$1.prototype = Object.create( BufferGeometry$1.prototype ); ExtrudeBufferGeometry$1.prototype.constructor = ExtrudeBufferGeometry$1; ExtrudeBufferGeometry$1.prototype.getArrays = function () { var positionAttribute = this.getAttribute( "position" ); var verticesArray = positionAttribute ? Array.prototype.slice.call( positionAttribute.array ) : []; var uvAttribute = this.getAttribute( "uv" ); var uvArray = uvAttribute ? Array.prototype.slice.call( uvAttribute.array ) : []; var IndexAttribute = this.index; var indicesArray = IndexAttribute ? Array.prototype.slice.call( IndexAttribute.array ) : []; return { position: verticesArray, uv: uvArray, index: indicesArray }; }; ExtrudeBufferGeometry$1.prototype.addShapeList = function ( shapes, options ) { var sl = shapes.length; options.arrays = this.getArrays(); for ( var s = 0; s < sl; s ++ ) { var shape = shapes[ s ]; this.addShape( shape, options ); } this.setIndex( options.arrays.index ); this.addAttribute( 'position', new Float32BufferAttribute$1( options.arrays.position, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute$1( options.arrays.uv, 2 ) ); }; ExtrudeBufferGeometry$1.prototype.addShape = function ( shape, options ) { var arrays = options.arrays ? options.arrays : this.getArrays(); var verticesArray = arrays.position; var indicesArray = arrays.index; var uvArray = arrays.uv; var placeholder = []; var amount = options.amount !== undefined ? options.amount : 100; var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10 var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8 var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; var steps = options.steps !== undefined ? options.steps : 1; var extrudePath = options.extrudePath; var extrudePts, extrudeByPath = false; // Use default WorldUVGenerator if no UV generators are specified. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : ExtrudeGeometry$1.WorldUVGenerator; var splineTube, binormal, normal, position2; if ( extrudePath ) { extrudePts = extrudePath.getSpacedPoints( steps ); extrudeByPath = true; bevelEnabled = false; // bevels not supported for path extrusion // SETUP TNB variables // TODO1 - have a .isClosed in spline? splineTube = options.frames !== undefined ? options.frames : extrudePath.computeFrenetFrames( steps, false ); // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); binormal = new Vector3$1(); normal = new Vector3$1(); position2 = new Vector3$1(); } // Safeguards if bevels are not enabled if ( ! bevelEnabled ) { bevelSegments = 0; bevelThickness = 0; bevelSize = 0; } // Variables initialization var ahole, h, hl; // looping of holes var scope = this; var shapePoints = shape.extractPoints( curveSegments ); var vertices = shapePoints.shape; var holes = shapePoints.holes; var reverse = ! ShapeUtils$1.isClockWise( vertices ); if ( reverse ) { vertices = vertices.reverse(); // Maybe we should also check if holes are in the opposite direction, just to be safe ... for ( h = 0, hl = holes.length; h < hl; h ++ ) { ahole = holes[ h ]; if ( ShapeUtils$1.isClockWise( ahole ) ) { holes[ h ] = ahole.reverse(); } } reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)! } var faces = ShapeUtils$1.triangulateShape( vertices, holes ); /* Vertices */ var contour = vertices; // vertices has all points but contour has only points of circumference for ( h = 0, hl = holes.length; h < hl; h ++ ) { ahole = holes[ h ]; vertices = vertices.concat( ahole ); } function scalePt2( pt, vec, size ) { if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" ); return vec.clone().multiplyScalar( size ).add( pt ); } var b, bs, t, z, vert, vlen = vertices.length, face, flen = faces.length; // Find directions for point movement function getBevelVec( inPt, inPrev, inNext ) { // computes for inPt the corresponding point inPt' on a new contour // shifted by 1 unit (length of normalized vector) to the left // if we walk along contour clockwise, this new contour is outside the old one // // inPt' is the intersection of the two lines parallel to the two // adjacent edges of inPt at a distance of 1 unit on the left side. var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt // good reading for geometry algorithms (here: line-line intersection) // http://geomalgorithms.com/a05-_intersect-1.html var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y; var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y; var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); // check for collinear edges var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); if ( Math.abs( collinear0 ) > Number.EPSILON ) { // not collinear // length of vectors for normalizing var v_prev_len = Math.sqrt( v_prev_lensq ); var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); // shift adjacent points by unit vectors to the left var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); var ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); var ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); // scaling factor for v_prev to intersection point var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / ( v_prev_x * v_next_y - v_prev_y * v_next_x ); // vector from inPt to intersection point v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); // Don't normalize!, otherwise sharp corners become ugly // but prevent crazy spikes var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ); if ( v_trans_lensq <= 2 ) { return new Vector2$1( v_trans_x, v_trans_y ); } else { shrink_by = Math.sqrt( v_trans_lensq / 2 ); } } else { // handle special case of collinear edges var direction_eq = false; // assumes: opposite if ( v_prev_x > Number.EPSILON ) { if ( v_next_x > Number.EPSILON ) { direction_eq = true; } } else { if ( v_prev_x < - Number.EPSILON ) { if ( v_next_x < - Number.EPSILON ) { direction_eq = true; } } else { if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { direction_eq = true; } } } if ( direction_eq ) { // console.log("Warning: lines are a straight sequence"); v_trans_x = - v_prev_y; v_trans_y = v_prev_x; shrink_by = Math.sqrt( v_prev_lensq ); } else { // console.log("Warning: lines are a straight spike"); v_trans_x = v_prev_x; v_trans_y = v_prev_y; shrink_by = Math.sqrt( v_prev_lensq / 2 ); } } return new Vector2$1( v_trans_x / shrink_by, v_trans_y / shrink_by ); } var contourMovements = []; for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { if ( j === il ) j = 0; if ( k === il ) k = 0; // (j)---(i)---(k) // console.log('i,j,k', i, j , k) contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); } var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat(); for ( h = 0, hl = holes.length; h < hl; h ++ ) { ahole = holes[ h ]; oneHoleMovements = []; for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { if ( j === il ) j = 0; if ( k === il ) k = 0; // (j)---(i)---(k) oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); } holesMovements.push( oneHoleMovements ); verticesMovements = verticesMovements.concat( oneHoleMovements ); } // Loop bevelSegments, 1 for the front, 1 for the back for ( b = 0; b < bevelSegments; b ++ ) { //for ( b = bevelSegments; b > 0; b -- ) { t = b / bevelSegments; z = bevelThickness * Math.cos( t * Math.PI / 2 ); bs = bevelSize * Math.sin( t * Math.PI / 2 ); // contract shape for ( i = 0, il = contour.length; i < il; i ++ ) { vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); v( vert.x, vert.y, - z ); } // expand holes for ( h = 0, hl = holes.length; h < hl; h ++ ) { ahole = holes[ h ]; oneHoleMovements = holesMovements[ h ]; for ( i = 0, il = ahole.length; i < il; i ++ ) { vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); v( vert.x, vert.y, - z ); } } } bs = bevelSize; // Back facing vertices for ( i = 0; i < vlen; i ++ ) { vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; if ( ! extrudeByPath ) { v( vert.x, vert.y, 0 ); } else { // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); v( position2.x, position2.y, position2.z ); } } // Add stepped vertices... // Including front facing vertices var s; for ( s = 1; s <= steps; s ++ ) { for ( i = 0; i < vlen; i ++ ) { vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; if ( ! extrudeByPath ) { v( vert.x, vert.y, amount / steps * s ); } else { // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); v( position2.x, position2.y, position2.z ); } } } // Add bevel segments planes //for ( b = 1; b <= bevelSegments; b ++ ) { for ( b = bevelSegments - 1; b >= 0; b -- ) { t = b / bevelSegments; z = bevelThickness * Math.cos( t * Math.PI / 2 ); bs = bevelSize * Math.sin( t * Math.PI / 2 ); // contract shape for ( i = 0, il = contour.length; i < il; i ++ ) { vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); v( vert.x, vert.y, amount + z ); } // expand holes for ( h = 0, hl = holes.length; h < hl; h ++ ) { ahole = holes[ h ]; oneHoleMovements = holesMovements[ h ]; for ( i = 0, il = ahole.length; i < il; i ++ ) { vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); if ( ! extrudeByPath ) { v( vert.x, vert.y, amount + z ); } else { v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); } } } } /* Faces */ // Top and bottom faces buildLidFaces(); // Sides faces buildSideFaces(); ///// Internal functions function buildLidFaces() { var start = verticesArray.length/3; if ( bevelEnabled ) { var layer = 0; // steps + 1 var offset = vlen * layer; // Bottom faces for ( i = 0; i < flen; i ++ ) { face = faces[ i ]; f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); } layer = steps + bevelSegments * 2; offset = vlen * layer; // Top faces for ( i = 0; i < flen; i ++ ) { face = faces[ i ]; f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); } } else { // Bottom faces for ( i = 0; i < flen; i ++ ) { face = faces[ i ]; f3( face[ 2 ], face[ 1 ], face[ 0 ] ); } // Top faces for ( i = 0; i < flen; i ++ ) { face = faces[ i ]; f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); } } scope.addGroup( start, verticesArray.length/3 -start, options.material !== undefined ? options.material : 0); } // Create faces for the z-sides of the shape function buildSideFaces() { var start = verticesArray.length/3; var layeroffset = 0; sidewalls( contour, layeroffset ); layeroffset += contour.length; for ( h = 0, hl = holes.length; h < hl; h ++ ) { ahole = holes[ h ]; sidewalls( ahole, layeroffset ); //, true layeroffset += ahole.length; } scope.addGroup( start, verticesArray.length/3 -start, options.extrudeMaterial !== undefined ? options.extrudeMaterial : 1); } function sidewalls( contour, layeroffset ) { var j, k; i = contour.length; while ( -- i >= 0 ) { j = i; k = i - 1; if ( k < 0 ) k = contour.length - 1; //console.log('b', i,j, i-1, k,vertices.length); var s = 0, sl = steps + bevelSegments * 2; for ( s = 0; s < sl; s ++ ) { var slen1 = vlen * s; var slen2 = vlen * ( s + 1 ); var a = layeroffset + j + slen1, b = layeroffset + k + slen1, c = layeroffset + k + slen2, d = layeroffset + j + slen2; f4( a, b, c, d, contour, s, sl, j, k ); } } } function v( x, y, z ) { placeholder.push( x ); placeholder.push( y ); placeholder.push( z ); } function f3( a, b, c ) { addVertex( a ); addVertex( b ); addVertex( c ); var nextIndex = verticesArray.length / 3; var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); addUV( uvs[ 0 ] ); addUV( uvs[ 1 ] ); addUV( uvs[ 2 ] ); } function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) { addVertex( a ); addVertex( b ); addVertex( d ); addVertex( b ); addVertex( c ); addVertex( d ); var nextIndex = verticesArray.length / 3; var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); addUV( uvs[ 0 ] ); addUV( uvs[ 1 ] ); addUV( uvs[ 3 ] ); addUV( uvs[ 1 ] ); addUV( uvs[ 2 ] ); addUV( uvs[ 3 ] ); } function addVertex( index ) { indicesArray.push( verticesArray.length / 3 ); verticesArray.push( placeholder[ index * 3 + 0 ] ); verticesArray.push( placeholder[ index * 3 + 1 ] ); verticesArray.push( placeholder[ index * 3 + 2 ] ); } function addUV( vector2 ) { uvArray.push( vector2.x ); uvArray.push( vector2.y ); } if ( ! options.arrays ) { this.setIndex( indicesArray ); this.addAttribute( 'position', new Float32BufferAttribute$1( verticesArray, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute$1( options.arrays.uv, 2 ) ); } }; ExtrudeGeometry$1.WorldUVGenerator = { generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) { var a_x = vertices[ indexA * 3 ]; var a_y = vertices[ indexA * 3 + 1 ]; var b_x = vertices[ indexB * 3 ]; var b_y = vertices[ indexB * 3 + 1 ]; var c_x = vertices[ indexC * 3 ]; var c_y = vertices[ indexC * 3 + 1 ]; return [ new Vector2$1( a_x, a_y ), new Vector2$1( b_x, b_y ), new Vector2$1( c_x, c_y ) ]; }, generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) { var a_x = vertices[ indexA * 3 ]; var a_y = vertices[ indexA * 3 + 1 ]; var a_z = vertices[ indexA * 3 + 2 ]; var b_x = vertices[ indexB * 3 ]; var b_y = vertices[ indexB * 3 + 1 ]; var b_z = vertices[ indexB * 3 + 2 ]; var c_x = vertices[ indexC * 3 ]; var c_y = vertices[ indexC * 3 + 1 ]; var c_z = vertices[ indexC * 3 + 2 ]; var d_x = vertices[ indexD * 3 ]; var d_y = vertices[ indexD * 3 + 1 ]; var d_z = vertices[ indexD * 3 + 2 ]; if ( Math.abs( a_y - b_y ) < 0.01 ) { return [ new Vector2$1( a_x, 1 - a_z ), new Vector2$1( b_x, 1 - b_z ), new Vector2$1( c_x, 1 - c_z ), new Vector2$1( d_x, 1 - d_z ) ]; } else { return [ new Vector2$1( a_y, 1 - a_z ), new Vector2$1( b_y, 1 - b_z ), new Vector2$1( c_y, 1 - c_z ), new Vector2$1( d_y, 1 - d_z ) ]; } } }; /** * @author zz85 / http://www.lab4games.net/zz85/blog * @author alteredq / http://alteredqualia.com/ * * Text = 3D Text * * parameters = { * font: , // font * * size: , // size of the text * height: , // thickness to extrude text * curveSegments: , // number of points on the curves * * bevelEnabled: , // turn on bevel * bevelThickness: , // how deep into text bevel goes * bevelSize: // how far from text outline is bevel * } */ // TextGeometry function TextGeometry$1( text, parameters ) { Geometry$1.call( this ); this.type = 'TextGeometry'; this.parameters = { text: text, parameters: parameters }; this.fromBufferGeometry( new TextBufferGeometry$1( text, parameters ) ); this.mergeVertices(); } TextGeometry$1.prototype = Object.create( Geometry$1.prototype ); TextGeometry$1.prototype.constructor = TextGeometry$1; // TextBufferGeometry function TextBufferGeometry$1( text, parameters ) { parameters = parameters || {}; var font = parameters.font; if ( ( font && font.isFont ) === false ) { console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' ); return new Geometry$1(); } var shapes = font.generateShapes( text, parameters.size, parameters.curveSegments ); // translate parameters to ExtrudeGeometry API parameters.amount = parameters.height !== undefined ? parameters.height : 50; // defaults if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10; if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8; if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false; ExtrudeBufferGeometry$1.call( this, shapes, parameters ); this.type = 'TextBufferGeometry'; } TextBufferGeometry$1.prototype = Object.create( ExtrudeBufferGeometry$1.prototype ); TextBufferGeometry$1.prototype.constructor = TextBufferGeometry$1; /** * @author mrdoob / http://mrdoob.com/ * @author benaadams / https://twitter.com/ben_a_adams * @author Mugen87 / https://github.com/Mugen87 */ // SphereGeometry function SphereGeometry$1( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { Geometry$1.call( this ); this.type = 'SphereGeometry'; this.parameters = { radius: radius, widthSegments: widthSegments, heightSegments: heightSegments, phiStart: phiStart, phiLength: phiLength, thetaStart: thetaStart, thetaLength: thetaLength }; this.fromBufferGeometry( new SphereBufferGeometry$1( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) ); this.mergeVertices(); } SphereGeometry$1.prototype = Object.create( Geometry$1.prototype ); SphereGeometry$1.prototype.constructor = SphereGeometry$1; // SphereBufferGeometry function SphereBufferGeometry$1( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { BufferGeometry$1.call( this ); this.type = 'SphereBufferGeometry'; this.parameters = { radius: radius, widthSegments: widthSegments, heightSegments: heightSegments, phiStart: phiStart, phiLength: phiLength, thetaStart: thetaStart, thetaLength: thetaLength }; radius = radius || 50; widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 ); heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 ); phiStart = phiStart !== undefined ? phiStart : 0; phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; thetaStart = thetaStart !== undefined ? thetaStart : 0; thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; var thetaEnd = thetaStart + thetaLength; var ix, iy; var index = 0; var grid = []; var vertex = new Vector3$1(); var normal = new Vector3$1(); // buffers var indices = []; var vertices = []; var normals = []; var uvs = []; // generate vertices, normals and uvs for ( iy = 0; iy <= heightSegments; iy ++ ) { var verticesRow = []; var v = iy / heightSegments; for ( ix = 0; ix <= widthSegments; ix ++ ) { var u = ix / widthSegments; // vertex vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); vertex.y = radius * Math.cos( thetaStart + v * thetaLength ); vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); vertices.push( vertex.x, vertex.y, vertex.z ); // normal normal.set( vertex.x, vertex.y, vertex.z ).normalize(); normals.push( normal.x, normal.y, normal.z ); // uv uvs.push( u, 1 - v ); verticesRow.push( index ++ ); } grid.push( verticesRow ); } // indices for ( iy = 0; iy < heightSegments; iy ++ ) { for ( ix = 0; ix < widthSegments; ix ++ ) { var a = grid[ iy ][ ix + 1 ]; var b = grid[ iy ][ ix ]; var c = grid[ iy + 1 ][ ix ]; var d = grid[ iy + 1 ][ ix + 1 ]; if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d ); if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d ); } } // build geometry this.setIndex( indices ); this.addAttribute( 'position', new Float32BufferAttribute$1( vertices, 3 ) ); this.addAttribute( 'normal', new Float32BufferAttribute$1( normals, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute$1( uvs, 2 ) ); } SphereBufferGeometry$1.prototype = Object.create( BufferGeometry$1.prototype ); SphereBufferGeometry$1.prototype.constructor = SphereBufferGeometry$1; /** * @author Kaleb Murphy * @author Mugen87 / https://github.com/Mugen87 */ // RingGeometry function RingGeometry$1( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { Geometry$1.call( this ); this.type = 'RingGeometry'; this.parameters = { innerRadius: innerRadius, outerRadius: outerRadius, thetaSegments: thetaSegments, phiSegments: phiSegments, thetaStart: thetaStart, thetaLength: thetaLength }; this.fromBufferGeometry( new RingBufferGeometry$1( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) ); this.mergeVertices(); } RingGeometry$1.prototype = Object.create( Geometry$1.prototype ); RingGeometry$1.prototype.constructor = RingGeometry$1; // RingBufferGeometry function RingBufferGeometry$1( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { BufferGeometry$1.call( this ); this.type = 'RingBufferGeometry'; this.parameters = { innerRadius: innerRadius, outerRadius: outerRadius, thetaSegments: thetaSegments, phiSegments: phiSegments, thetaStart: thetaStart, thetaLength: thetaLength }; innerRadius = innerRadius || 20; outerRadius = outerRadius || 50; thetaStart = thetaStart !== undefined ? thetaStart : 0; thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8; phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1; // buffers var indices = []; var vertices = []; var normals = []; var uvs = []; // some helper variables var segment; var radius = innerRadius; var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); var vertex = new Vector3$1(); var uv = new Vector2$1(); var j, i; // generate vertices, normals and uvs for ( j = 0; j <= phiSegments; j ++ ) { for ( i = 0; i <= thetaSegments; i ++ ) { // values are generate from the inside of the ring to the outside segment = thetaStart + i / thetaSegments * thetaLength; // vertex vertex.x = radius * Math.cos( segment ); vertex.y = radius * Math.sin( segment ); vertices.push( vertex.x, vertex.y, vertex.z ); // normal normals.push( 0, 0, 1 ); // uv uv.x = ( vertex.x / outerRadius + 1 ) / 2; uv.y = ( vertex.y / outerRadius + 1 ) / 2; uvs.push( uv.x, uv.y ); } // increase the radius for next row of vertices radius += radiusStep; } // indices for ( j = 0; j < phiSegments; j ++ ) { var thetaSegmentLevel = j * ( thetaSegments + 1 ); for ( i = 0; i < thetaSegments; i ++ ) { segment = i + thetaSegmentLevel; var a = segment; var b = segment + thetaSegments + 1; var c = segment + thetaSegments + 2; var d = segment + 1; // faces indices.push( a, b, d ); indices.push( b, c, d ); } } // build geometry this.setIndex( indices ); this.addAttribute( 'position', new Float32BufferAttribute$1( vertices, 3 ) ); this.addAttribute( 'normal', new Float32BufferAttribute$1( normals, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute$1( uvs, 2 ) ); } RingBufferGeometry$1.prototype = Object.create( BufferGeometry$1.prototype ); RingBufferGeometry$1.prototype.constructor = RingBufferGeometry$1; /** * @author astrodud / http://astrodud.isgreat.org/ * @author zz85 / https://github.com/zz85 * @author bhouston / http://clara.io * @author Mugen87 / https://github.com/Mugen87 */ // LatheGeometry function LatheGeometry$1( points, segments, phiStart, phiLength ) { Geometry$1.call( this ); this.type = 'LatheGeometry'; this.parameters = { points: points, segments: segments, phiStart: phiStart, phiLength: phiLength }; this.fromBufferGeometry( new LatheBufferGeometry$1( points, segments, phiStart, phiLength ) ); this.mergeVertices(); } LatheGeometry$1.prototype = Object.create( Geometry$1.prototype ); LatheGeometry$1.prototype.constructor = LatheGeometry$1; // LatheBufferGeometry function LatheBufferGeometry$1( points, segments, phiStart, phiLength ) { BufferGeometry$1.call( this ); this.type = 'LatheBufferGeometry'; this.parameters = { points: points, segments: segments, phiStart: phiStart, phiLength: phiLength }; segments = Math.floor( segments ) || 12; phiStart = phiStart || 0; phiLength = phiLength || Math.PI * 2; // clamp phiLength so it's in range of [ 0, 2PI ] phiLength = _Math$1.clamp( phiLength, 0, Math.PI * 2 ); // buffers var indices = []; var vertices = []; var uvs = []; // helper variables var base; var inverseSegments = 1.0 / segments; var vertex = new Vector3$1(); var uv = new Vector2$1(); var i, j; // generate vertices and uvs for ( i = 0; i <= segments; i ++ ) { var phi = phiStart + i * inverseSegments * phiLength; var sin = Math.sin( phi ); var cos = Math.cos( phi ); for ( j = 0; j <= ( points.length - 1 ); j ++ ) { // vertex vertex.x = points[ j ].x * sin; vertex.y = points[ j ].y; vertex.z = points[ j ].x * cos; vertices.push( vertex.x, vertex.y, vertex.z ); // uv uv.x = i / segments; uv.y = j / ( points.length - 1 ); uvs.push( uv.x, uv.y ); } } // indices for ( i = 0; i < segments; i ++ ) { for ( j = 0; j < ( points.length - 1 ); j ++ ) { base = j + i * points.length; var a = base; var b = base + points.length; var c = base + points.length + 1; var d = base + 1; // faces indices.push( a, b, d ); indices.push( b, c, d ); } } // build geometry this.setIndex( indices ); this.addAttribute( 'position', new Float32BufferAttribute$1( vertices, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute$1( uvs, 2 ) ); // generate normals this.computeVertexNormals(); // if the geometry is closed, we need to average the normals along the seam. // because the corresponding vertices are identical (but still have different UVs). if ( phiLength === Math.PI * 2 ) { var normals = this.attributes.normal.array; var n1 = new Vector3$1(); var n2 = new Vector3$1(); var n = new Vector3$1(); // this is the buffer offset for the last line of vertices base = segments * points.length * 3; for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) { // select the normal of the vertex in the first line n1.x = normals[ j + 0 ]; n1.y = normals[ j + 1 ]; n1.z = normals[ j + 2 ]; // select the normal of the vertex in the last line n2.x = normals[ base + j + 0 ]; n2.y = normals[ base + j + 1 ]; n2.z = normals[ base + j + 2 ]; // average normals n.addVectors( n1, n2 ).normalize(); // assign the new values to both normals normals[ j + 0 ] = normals[ base + j + 0 ] = n.x; normals[ j + 1 ] = normals[ base + j + 1 ] = n.y; normals[ j + 2 ] = normals[ base + j + 2 ] = n.z; } } } LatheBufferGeometry$1.prototype = Object.create( BufferGeometry$1.prototype ); LatheBufferGeometry$1.prototype.constructor = LatheBufferGeometry$1; /** * @author jonobr1 / http://jonobr1.com * @author Mugen87 / https://github.com/Mugen87 */ // ShapeGeometry function ShapeGeometry$1( shapes, curveSegments ) { Geometry$1.call( this ); this.type = 'ShapeGeometry'; if ( typeof curveSegments === 'object' ) { console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' ); curveSegments = curveSegments.curveSegments; } this.parameters = { shapes: shapes, curveSegments: curveSegments }; this.fromBufferGeometry( new ShapeBufferGeometry$1( shapes, curveSegments ) ); this.mergeVertices(); } ShapeGeometry$1.prototype = Object.create( Geometry$1.prototype ); ShapeGeometry$1.prototype.constructor = ShapeGeometry$1; // ShapeBufferGeometry function ShapeBufferGeometry$1( shapes, curveSegments ) { BufferGeometry$1.call( this ); this.type = 'ShapeBufferGeometry'; this.parameters = { shapes: shapes, curveSegments: curveSegments }; curveSegments = curveSegments || 12; // buffers var indices = []; var vertices = []; var normals = []; var uvs = []; // helper variables var groupStart = 0; var groupCount = 0; // allow single and array values for "shapes" parameter if ( Array.isArray( shapes ) === false ) { addShape( shapes ); } else { for ( var i = 0; i < shapes.length; i ++ ) { addShape( shapes[ i ] ); this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support groupStart += groupCount; groupCount = 0; } } // build geometry this.setIndex( indices ); this.addAttribute( 'position', new Float32BufferAttribute$1( vertices, 3 ) ); this.addAttribute( 'normal', new Float32BufferAttribute$1( normals, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute$1( uvs, 2 ) ); // helper functions function addShape( shape ) { var i, l, shapeHole; var indexOffset = vertices.length / 3; var points = shape.extractPoints( curveSegments ); var shapeVertices = points.shape; var shapeHoles = points.holes; // check direction of vertices if ( ShapeUtils$1.isClockWise( shapeVertices ) === false ) { shapeVertices = shapeVertices.reverse(); // also check if holes are in the opposite direction for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { shapeHole = shapeHoles[ i ]; if ( ShapeUtils$1.isClockWise( shapeHole ) === true ) { shapeHoles[ i ] = shapeHole.reverse(); } } } var faces = ShapeUtils$1.triangulateShape( shapeVertices, shapeHoles ); // join vertices of inner and outer paths to a single array for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { shapeHole = shapeHoles[ i ]; shapeVertices = shapeVertices.concat( shapeHole ); } // vertices, normals, uvs for ( i = 0, l = shapeVertices.length; i < l; i ++ ) { var vertex = shapeVertices[ i ]; vertices.push( vertex.x, vertex.y, 0 ); normals.push( 0, 0, 1 ); uvs.push( vertex.x, vertex.y ); // world uvs } // incides for ( i = 0, l = faces.length; i < l; i ++ ) { var face = faces[ i ]; var a = face[ 0 ] + indexOffset; var b = face[ 1 ] + indexOffset; var c = face[ 2 ] + indexOffset; indices.push( a, b, c ); groupCount += 3; } } } ShapeBufferGeometry$1.prototype = Object.create( BufferGeometry$1.prototype ); ShapeBufferGeometry$1.prototype.constructor = ShapeBufferGeometry$1; /** * @author WestLangley / http://github.com/WestLangley * @author Mugen87 / https://github.com/Mugen87 */ function EdgesGeometry$1( geometry, thresholdAngle ) { BufferGeometry$1.call( this ); this.type = 'EdgesGeometry'; this.parameters = { thresholdAngle: thresholdAngle }; thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1; // buffer var vertices = []; // helper variables var thresholdDot = Math.cos( _Math$1.DEG2RAD * thresholdAngle ); var edge = [ 0, 0 ], edges = {}, edge1, edge2; var key, keys = [ 'a', 'b', 'c' ]; // prepare source geometry var geometry2; if ( geometry.isBufferGeometry ) { geometry2 = new Geometry$1(); geometry2.fromBufferGeometry( geometry ); } else { geometry2 = geometry.clone(); } geometry2.mergeVertices(); geometry2.computeFaceNormals(); var sourceVertices = geometry2.vertices; var faces = geometry2.faces; // now create a data structure where each entry represents an edge with its adjoining faces for ( var i = 0, l = faces.length; i < l; i ++ ) { var face = faces[ i ]; for ( var j = 0; j < 3; j ++ ) { edge1 = face[ keys[ j ] ]; edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; edge[ 0 ] = Math.min( edge1, edge2 ); edge[ 1 ] = Math.max( edge1, edge2 ); key = edge[ 0 ] + ',' + edge[ 1 ]; if ( edges[ key ] === undefined ) { edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined }; } else { edges[ key ].face2 = i; } } } // generate vertices for ( key in edges ) { var e = edges[ key ]; // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) { var vertex = sourceVertices[ e.index1 ]; vertices.push( vertex.x, vertex.y, vertex.z ); vertex = sourceVertices[ e.index2 ]; vertices.push( vertex.x, vertex.y, vertex.z ); } } // build geometry this.addAttribute( 'position', new Float32BufferAttribute$1( vertices, 3 ) ); } EdgesGeometry$1.prototype = Object.create( BufferGeometry$1.prototype ); EdgesGeometry$1.prototype.constructor = EdgesGeometry$1; /** * @author mrdoob / http://mrdoob.com/ * @author Mugen87 / https://github.com/Mugen87 */ // CylinderGeometry function CylinderGeometry$1( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { Geometry$1.call( this ); this.type = 'CylinderGeometry'; this.parameters = { radiusTop: radiusTop, radiusBottom: radiusBottom, height: height, radialSegments: radialSegments, heightSegments: heightSegments, openEnded: openEnded, thetaStart: thetaStart, thetaLength: thetaLength }; this.fromBufferGeometry( new CylinderBufferGeometry$1( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) ); this.mergeVertices(); } CylinderGeometry$1.prototype = Object.create( Geometry$1.prototype ); CylinderGeometry$1.prototype.constructor = CylinderGeometry$1; // CylinderBufferGeometry function CylinderBufferGeometry$1( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { BufferGeometry$1.call( this ); this.type = 'CylinderBufferGeometry'; this.parameters = { radiusTop: radiusTop, radiusBottom: radiusBottom, height: height, radialSegments: radialSegments, heightSegments: heightSegments, openEnded: openEnded, thetaStart: thetaStart, thetaLength: thetaLength }; var scope = this; radiusTop = radiusTop !== undefined ? radiusTop : 20; radiusBottom = radiusBottom !== undefined ? radiusBottom : 20; height = height !== undefined ? height : 100; radialSegments = Math.floor( radialSegments ) || 8; heightSegments = Math.floor( heightSegments ) || 1; openEnded = openEnded !== undefined ? openEnded : false; thetaStart = thetaStart !== undefined ? thetaStart : 0.0; thetaLength = thetaLength !== undefined ? thetaLength : 2.0 * Math.PI; // buffers var indices = []; var vertices = []; var normals = []; var uvs = []; // helper variables var index = 0; var indexArray = []; var halfHeight = height / 2; var groupStart = 0; // generate geometry generateTorso(); if ( openEnded === false ) { if ( radiusTop > 0 ) generateCap( true ); if ( radiusBottom > 0 ) generateCap( false ); } // build geometry this.setIndex( indices ); this.addAttribute( 'position', new Float32BufferAttribute$1( vertices, 3 ) ); this.addAttribute( 'normal', new Float32BufferAttribute$1( normals, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute$1( uvs, 2 ) ); function generateTorso() { var x, y; var normal = new Vector3$1(); var vertex = new Vector3$1(); var groupCount = 0; // this will be used to calculate the normal var slope = ( radiusBottom - radiusTop ) / height; // generate vertices, normals and uvs for ( y = 0; y <= heightSegments; y ++ ) { var indexRow = []; var v = y / heightSegments; // calculate the radius of the current row var radius = v * ( radiusBottom - radiusTop ) + radiusTop; for ( x = 0; x <= radialSegments; x ++ ) { var u = x / radialSegments; var theta = u * thetaLength + thetaStart; var sinTheta = Math.sin( theta ); var cosTheta = Math.cos( theta ); // vertex vertex.x = radius * sinTheta; vertex.y = - v * height + halfHeight; vertex.z = radius * cosTheta; vertices.push( vertex.x, vertex.y, vertex.z ); // normal normal.set( sinTheta, slope, cosTheta ).normalize(); normals.push( normal.x, normal.y, normal.z ); // uv uvs.push( u, 1 - v ); // save index of vertex in respective row indexRow.push( index ++ ); } // now save vertices of the row in our index array indexArray.push( indexRow ); } // generate indices for ( x = 0; x < radialSegments; x ++ ) { for ( y = 0; y < heightSegments; y ++ ) { // we use the index array to access the correct indices var a = indexArray[ y ][ x ]; var b = indexArray[ y + 1 ][ x ]; var c = indexArray[ y + 1 ][ x + 1 ]; var d = indexArray[ y ][ x + 1 ]; // faces indices.push( a, b, d ); indices.push( b, c, d ); // update group counter groupCount += 6; } } // add a group to the geometry. this will ensure multi material support scope.addGroup( groupStart, groupCount, 0 ); // calculate new start value for groups groupStart += groupCount; } function generateCap( top ) { var x, centerIndexStart, centerIndexEnd; var uv = new Vector2$1(); var vertex = new Vector3$1(); var groupCount = 0; var radius = ( top === true ) ? radiusTop : radiusBottom; var sign = ( top === true ) ? 1 : - 1; // save the index of the first center vertex centerIndexStart = index; // first we generate the center vertex data of the cap. // because the geometry needs one set of uvs per face, // we must generate a center vertex per face/segment for ( x = 1; x <= radialSegments; x ++ ) { // vertex vertices.push( 0, halfHeight * sign, 0 ); // normal normals.push( 0, sign, 0 ); // uv uvs.push( 0.5, 0.5 ); // increase index index ++; } // save the index of the last center vertex centerIndexEnd = index; // now we generate the surrounding vertices, normals and uvs for ( x = 0; x <= radialSegments; x ++ ) { var u = x / radialSegments; var theta = u * thetaLength + thetaStart; var cosTheta = Math.cos( theta ); var sinTheta = Math.sin( theta ); // vertex vertex.x = radius * sinTheta; vertex.y = halfHeight * sign; vertex.z = radius * cosTheta; vertices.push( vertex.x, vertex.y, vertex.z ); // normal normals.push( 0, sign, 0 ); // uv uv.x = ( cosTheta * 0.5 ) + 0.5; uv.y = ( sinTheta * 0.5 * sign ) + 0.5; uvs.push( uv.x, uv.y ); // increase index index ++; } // generate indices for ( x = 0; x < radialSegments; x ++ ) { var c = centerIndexStart + x; var i = centerIndexEnd + x; if ( top === true ) { // face top indices.push( i, i + 1, c ); } else { // face bottom indices.push( i + 1, i, c ); } groupCount += 3; } // add a group to the geometry. this will ensure multi material support scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); // calculate new start value for groups groupStart += groupCount; } } CylinderBufferGeometry$1.prototype = Object.create( BufferGeometry$1.prototype ); CylinderBufferGeometry$1.prototype.constructor = CylinderBufferGeometry$1; /** * @author abelnation / http://github.com/abelnation */ // ConeGeometry function ConeGeometry$1( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { CylinderGeometry$1.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); this.type = 'ConeGeometry'; this.parameters = { radius: radius, height: height, radialSegments: radialSegments, heightSegments: heightSegments, openEnded: openEnded, thetaStart: thetaStart, thetaLength: thetaLength }; } ConeGeometry$1.prototype = Object.create( CylinderGeometry$1.prototype ); ConeGeometry$1.prototype.constructor = ConeGeometry$1; // ConeBufferGeometry function ConeBufferGeometry$1( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { CylinderBufferGeometry$1.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); this.type = 'ConeBufferGeometry'; this.parameters = { radius: radius, height: height, radialSegments: radialSegments, heightSegments: heightSegments, openEnded: openEnded, thetaStart: thetaStart, thetaLength: thetaLength }; } ConeBufferGeometry$1.prototype = Object.create( CylinderBufferGeometry$1.prototype ); ConeBufferGeometry$1.prototype.constructor = ConeBufferGeometry$1; /** * @author benaadams / https://twitter.com/ben_a_adams * @author Mugen87 / https://github.com/Mugen87 * @author hughes */ // CircleGeometry function CircleGeometry$1( radius, segments, thetaStart, thetaLength ) { Geometry$1.call( this ); this.type = 'CircleGeometry'; this.parameters = { radius: radius, segments: segments, thetaStart: thetaStart, thetaLength: thetaLength }; this.fromBufferGeometry( new CircleBufferGeometry$1( radius, segments, thetaStart, thetaLength ) ); this.mergeVertices(); } CircleGeometry$1.prototype = Object.create( Geometry$1.prototype ); CircleGeometry$1.prototype.constructor = CircleGeometry$1; // CircleBufferGeometry function CircleBufferGeometry$1( radius, segments, thetaStart, thetaLength ) { BufferGeometry$1.call( this ); this.type = 'CircleBufferGeometry'; this.parameters = { radius: radius, segments: segments, thetaStart: thetaStart, thetaLength: thetaLength }; radius = radius || 50; segments = segments !== undefined ? Math.max( 3, segments ) : 8; thetaStart = thetaStart !== undefined ? thetaStart : 0; thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; // buffers var indices = []; var vertices = []; var normals = []; var uvs = []; // helper variables var i, s; var vertex = new Vector3$1(); var uv = new Vector2$1(); // center point vertices.push( 0, 0, 0 ); normals.push( 0, 0, 1 ); uvs.push( 0.5, 0.5 ); for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) { var segment = thetaStart + s / segments * thetaLength; // vertex vertex.x = radius * Math.cos( segment ); vertex.y = radius * Math.sin( segment ); vertices.push( vertex.x, vertex.y, vertex.z ); // normal normals.push( 0, 0, 1 ); // uvs uv.x = ( vertices[ i ] / radius + 1 ) / 2; uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2; uvs.push( uv.x, uv.y ); } // indices for ( i = 1; i <= segments; i ++ ) { indices.push( i, i + 1, 0 ); } // build geometry this.setIndex( indices ); this.addAttribute( 'position', new Float32BufferAttribute$1( vertices, 3 ) ); this.addAttribute( 'normal', new Float32BufferAttribute$1( normals, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute$1( uvs, 2 ) ); } CircleBufferGeometry$1.prototype = Object.create( BufferGeometry$1.prototype ); CircleBufferGeometry$1.prototype.constructor = CircleBufferGeometry$1; var Geometries$1 = Object.freeze({ WireframeGeometry: WireframeGeometry$1, ParametricGeometry: ParametricGeometry$1, ParametricBufferGeometry: ParametricBufferGeometry$1, TetrahedronGeometry: TetrahedronGeometry$1, TetrahedronBufferGeometry: TetrahedronBufferGeometry$1, OctahedronGeometry: OctahedronGeometry$1, OctahedronBufferGeometry: OctahedronBufferGeometry$1, IcosahedronGeometry: IcosahedronGeometry$1, IcosahedronBufferGeometry: IcosahedronBufferGeometry$1, DodecahedronGeometry: DodecahedronGeometry$1, DodecahedronBufferGeometry: DodecahedronBufferGeometry$1, PolyhedronGeometry: PolyhedronGeometry$1, PolyhedronBufferGeometry: PolyhedronBufferGeometry$1, TubeGeometry: TubeGeometry$1, TubeBufferGeometry: TubeBufferGeometry$1, TorusKnotGeometry: TorusKnotGeometry$1, TorusKnotBufferGeometry: TorusKnotBufferGeometry$1, TorusGeometry: TorusGeometry$1, TorusBufferGeometry: TorusBufferGeometry$1, TextGeometry: TextGeometry$1, TextBufferGeometry: TextBufferGeometry$1, SphereGeometry: SphereGeometry$1, SphereBufferGeometry: SphereBufferGeometry$1, RingGeometry: RingGeometry$1, RingBufferGeometry: RingBufferGeometry$1, PlaneGeometry: PlaneGeometry$1, PlaneBufferGeometry: PlaneBufferGeometry$1, LatheGeometry: LatheGeometry$1, LatheBufferGeometry: LatheBufferGeometry$1, ShapeGeometry: ShapeGeometry$1, ShapeBufferGeometry: ShapeBufferGeometry$1, ExtrudeGeometry: ExtrudeGeometry$1, ExtrudeBufferGeometry: ExtrudeBufferGeometry$1, EdgesGeometry: EdgesGeometry$1, ConeGeometry: ConeGeometry$1, ConeBufferGeometry: ConeBufferGeometry$1, CylinderGeometry: CylinderGeometry$1, CylinderBufferGeometry: CylinderBufferGeometry$1, CircleGeometry: CircleGeometry$1, CircleBufferGeometry: CircleBufferGeometry$1, BoxGeometry: BoxGeometry$1, BoxBufferGeometry: BoxBufferGeometry$1 }); /** * @author mrdoob / http://mrdoob.com/ * * parameters = { * opacity: * } */ function ShadowMaterial$1( parameters ) { ShaderMaterial$1.call( this, { uniforms: UniformsUtils$1.merge( [ UniformsLib$1.lights, { opacity: { value: 1.0 } } ] ), vertexShader: ShaderChunk$1[ 'shadow_vert' ], fragmentShader: ShaderChunk$1[ 'shadow_frag' ] } ); this.lights = true; this.transparent = true; Object.defineProperties( this, { opacity: { enumerable: true, get: function () { return this.uniforms.opacity.value; }, set: function ( value ) { this.uniforms.opacity.value = value; } } } ); this.setValues( parameters ); } ShadowMaterial$1.prototype = Object.create( ShaderMaterial$1.prototype ); ShadowMaterial$1.prototype.constructor = ShadowMaterial$1; ShadowMaterial$1.prototype.isShadowMaterial = true; /** * @author mrdoob / http://mrdoob.com/ */ function RawShaderMaterial$1( parameters ) { ShaderMaterial$1.call( this, parameters ); this.type = 'RawShaderMaterial'; } RawShaderMaterial$1.prototype = Object.create( ShaderMaterial$1.prototype ); RawShaderMaterial$1.prototype.constructor = RawShaderMaterial$1; RawShaderMaterial$1.prototype.isRawShaderMaterial = true; /** * @author WestLangley / http://github.com/WestLangley * * parameters = { * color: , * roughness: , * metalness: , * opacity: , * * map: new THREE.Texture( ), * * lightMap: new THREE.Texture( ), * lightMapIntensity: * * aoMap: new THREE.Texture( ), * aoMapIntensity: * * emissive: , * emissiveIntensity: * emissiveMap: new THREE.Texture( ), * * bumpMap: new THREE.Texture( ), * bumpScale: , * * normalMap: new THREE.Texture( ), * normalScale: , * * displacementMap: new THREE.Texture( ), * displacementScale: , * displacementBias: , * * roughnessMap: new THREE.Texture( ), * * metalnessMap: new THREE.Texture( ), * * alphaMap: new THREE.Texture( ), * * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), * envMapIntensity: * * refractionRatio: , * * wireframe: , * wireframeLinewidth: , * * skinning: , * morphTargets: , * morphNormals: * } */ function MeshStandardMaterial$1( parameters ) { Material$1.call( this ); this.defines = { 'STANDARD': '' }; this.type = 'MeshStandardMaterial'; this.color = new Color$1( 0xffffff ); // diffuse this.roughness = 0.5; this.metalness = 0.5; this.map = null; this.lightMap = null; this.lightMapIntensity = 1.0; this.aoMap = null; this.aoMapIntensity = 1.0; this.emissive = new Color$1( 0x000000 ); this.emissiveIntensity = 1.0; this.emissiveMap = null; this.bumpMap = null; this.bumpScale = 1; this.normalMap = null; this.normalScale = new Vector2$1( 1, 1 ); this.displacementMap = null; this.displacementScale = 1; this.displacementBias = 0; this.roughnessMap = null; this.metalnessMap = null; this.alphaMap = null; this.envMap = null; this.envMapIntensity = 1.0; this.refractionRatio = 0.98; this.wireframe = false; this.wireframeLinewidth = 1; this.wireframeLinecap = 'round'; this.wireframeLinejoin = 'round'; this.skinning = false; this.morphTargets = false; this.morphNormals = false; this.setValues( parameters ); } MeshStandardMaterial$1.prototype = Object.create( Material$1.prototype ); MeshStandardMaterial$1.prototype.constructor = MeshStandardMaterial$1; MeshStandardMaterial$1.prototype.isMeshStandardMaterial = true; MeshStandardMaterial$1.prototype.copy = function ( source ) { Material$1.prototype.copy.call( this, source ); this.defines = { 'STANDARD': '' }; this.color.copy( source.color ); this.roughness = source.roughness; this.metalness = source.metalness; this.map = source.map; this.lightMap = source.lightMap; this.lightMapIntensity = source.lightMapIntensity; this.aoMap = source.aoMap; this.aoMapIntensity = source.aoMapIntensity; this.emissive.copy( source.emissive ); this.emissiveMap = source.emissiveMap; this.emissiveIntensity = source.emissiveIntensity; this.bumpMap = source.bumpMap; this.bumpScale = source.bumpScale; this.normalMap = source.normalMap; this.normalScale.copy( source.normalScale ); this.displacementMap = source.displacementMap; this.displacementScale = source.displacementScale; this.displacementBias = source.displacementBias; this.roughnessMap = source.roughnessMap; this.metalnessMap = source.metalnessMap; this.alphaMap = source.alphaMap; this.envMap = source.envMap; this.envMapIntensity = source.envMapIntensity; this.refractionRatio = source.refractionRatio; this.wireframe = source.wireframe; this.wireframeLinewidth = source.wireframeLinewidth; this.wireframeLinecap = source.wireframeLinecap; this.wireframeLinejoin = source.wireframeLinejoin; this.skinning = source.skinning; this.morphTargets = source.morphTargets; this.morphNormals = source.morphNormals; return this; }; /** * @author WestLangley / http://github.com/WestLangley * * parameters = { * reflectivity: * } */ function MeshPhysicalMaterial$1( parameters ) { MeshStandardMaterial$1.call( this ); this.defines = { 'PHYSICAL': '' }; this.type = 'MeshPhysicalMaterial'; this.reflectivity = 0.5; // maps to F0 = 0.04 this.clearCoat = 0.0; this.clearCoatRoughness = 0.0; this.setValues( parameters ); } MeshPhysicalMaterial$1.prototype = Object.create( MeshStandardMaterial$1.prototype ); MeshPhysicalMaterial$1.prototype.constructor = MeshPhysicalMaterial$1; MeshPhysicalMaterial$1.prototype.isMeshPhysicalMaterial = true; MeshPhysicalMaterial$1.prototype.copy = function ( source ) { MeshStandardMaterial$1.prototype.copy.call( this, source ); this.defines = { 'PHYSICAL': '' }; this.reflectivity = source.reflectivity; this.clearCoat = source.clearCoat; this.clearCoatRoughness = source.clearCoatRoughness; return this; }; /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: , * specular: , * shininess: , * opacity: , * * map: new THREE.Texture( ), * * lightMap: new THREE.Texture( ), * lightMapIntensity: * * aoMap: new THREE.Texture( ), * aoMapIntensity: * * emissive: , * emissiveIntensity: * emissiveMap: new THREE.Texture( ), * * bumpMap: new THREE.Texture( ), * bumpScale: , * * normalMap: new THREE.Texture( ), * normalScale: , * * displacementMap: new THREE.Texture( ), * displacementScale: , * displacementBias: , * * specularMap: new THREE.Texture( ), * * alphaMap: new THREE.Texture( ), * * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), * combine: THREE.Multiply, * reflectivity: , * refractionRatio: , * * wireframe: , * wireframeLinewidth: , * * skinning: , * morphTargets: , * morphNormals: * } */ function MeshPhongMaterial$1( parameters ) { Material$1.call( this ); this.type = 'MeshPhongMaterial'; this.color = new Color$1( 0xffffff ); // diffuse this.specular = new Color$1( 0x111111 ); this.shininess = 30; this.map = null; this.lightMap = null; this.lightMapIntensity = 1.0; this.aoMap = null; this.aoMapIntensity = 1.0; this.emissive = new Color$1( 0x000000 ); this.emissiveIntensity = 1.0; this.emissiveMap = null; this.bumpMap = null; this.bumpScale = 1; this.normalMap = null; this.normalScale = new Vector2$1( 1, 1 ); this.displacementMap = null; this.displacementScale = 1; this.displacementBias = 0; this.specularMap = null; this.alphaMap = null; this.envMap = null; this.combine = MultiplyOperation$1; this.reflectivity = 1; this.refractionRatio = 0.98; this.wireframe = false; this.wireframeLinewidth = 1; this.wireframeLinecap = 'round'; this.wireframeLinejoin = 'round'; this.skinning = false; this.morphTargets = false; this.morphNormals = false; this.setValues( parameters ); } MeshPhongMaterial$1.prototype = Object.create( Material$1.prototype ); MeshPhongMaterial$1.prototype.constructor = MeshPhongMaterial$1; MeshPhongMaterial$1.prototype.isMeshPhongMaterial = true; MeshPhongMaterial$1.prototype.copy = function ( source ) { Material$1.prototype.copy.call( this, source ); this.color.copy( source.color ); this.specular.copy( source.specular ); this.shininess = source.shininess; this.map = source.map; this.lightMap = source.lightMap; this.lightMapIntensity = source.lightMapIntensity; this.aoMap = source.aoMap; this.aoMapIntensity = source.aoMapIntensity; this.emissive.copy( source.emissive ); this.emissiveMap = source.emissiveMap; this.emissiveIntensity = source.emissiveIntensity; this.bumpMap = source.bumpMap; this.bumpScale = source.bumpScale; this.normalMap = source.normalMap; this.normalScale.copy( source.normalScale ); this.displacementMap = source.displacementMap; this.displacementScale = source.displacementScale; this.displacementBias = source.displacementBias; this.specularMap = source.specularMap; this.alphaMap = source.alphaMap; this.envMap = source.envMap; this.combine = source.combine; this.reflectivity = source.reflectivity; this.refractionRatio = source.refractionRatio; this.wireframe = source.wireframe; this.wireframeLinewidth = source.wireframeLinewidth; this.wireframeLinecap = source.wireframeLinecap; this.wireframeLinejoin = source.wireframeLinejoin; this.skinning = source.skinning; this.morphTargets = source.morphTargets; this.morphNormals = source.morphNormals; return this; }; /** * @author takahirox / http://github.com/takahirox * * parameters = { * gradientMap: new THREE.Texture( ) * } */ function MeshToonMaterial$1( parameters ) { MeshPhongMaterial$1.call( this ); this.defines = { 'TOON': '' }; this.type = 'MeshToonMaterial'; this.gradientMap = null; this.setValues( parameters ); } MeshToonMaterial$1.prototype = Object.create( MeshPhongMaterial$1.prototype ); MeshToonMaterial$1.prototype.constructor = MeshToonMaterial$1; MeshToonMaterial$1.prototype.isMeshToonMaterial = true; MeshToonMaterial$1.prototype.copy = function ( source ) { MeshPhongMaterial$1.prototype.copy.call( this, source ); this.gradientMap = source.gradientMap; return this; }; /** * @author mrdoob / http://mrdoob.com/ * @author WestLangley / http://github.com/WestLangley * * parameters = { * opacity: , * * bumpMap: new THREE.Texture( ), * bumpScale: , * * normalMap: new THREE.Texture( ), * normalScale: , * * displacementMap: new THREE.Texture( ), * displacementScale: , * displacementBias: , * * wireframe: , * wireframeLinewidth: * * skinning: , * morphTargets: , * morphNormals: * } */ function MeshNormalMaterial$1( parameters ) { Material$1.call( this, parameters ); this.type = 'MeshNormalMaterial'; this.bumpMap = null; this.bumpScale = 1; this.normalMap = null; this.normalScale = new Vector2$1( 1, 1 ); this.displacementMap = null; this.displacementScale = 1; this.displacementBias = 0; this.wireframe = false; this.wireframeLinewidth = 1; this.fog = false; this.lights = false; this.skinning = false; this.morphTargets = false; this.morphNormals = false; this.setValues( parameters ); } MeshNormalMaterial$1.prototype = Object.create( Material$1.prototype ); MeshNormalMaterial$1.prototype.constructor = MeshNormalMaterial$1; MeshNormalMaterial$1.prototype.isMeshNormalMaterial = true; MeshNormalMaterial$1.prototype.copy = function ( source ) { Material$1.prototype.copy.call( this, source ); this.bumpMap = source.bumpMap; this.bumpScale = source.bumpScale; this.normalMap = source.normalMap; this.normalScale.copy( source.normalScale ); this.displacementMap = source.displacementMap; this.displacementScale = source.displacementScale; this.displacementBias = source.displacementBias; this.wireframe = source.wireframe; this.wireframeLinewidth = source.wireframeLinewidth; this.skinning = source.skinning; this.morphTargets = source.morphTargets; this.morphNormals = source.morphNormals; return this; }; /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: , * opacity: , * * map: new THREE.Texture( ), * * lightMap: new THREE.Texture( ), * lightMapIntensity: * * aoMap: new THREE.Texture( ), * aoMapIntensity: * * emissive: , * emissiveIntensity: * emissiveMap: new THREE.Texture( ), * * specularMap: new THREE.Texture( ), * * alphaMap: new THREE.Texture( ), * * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), * combine: THREE.Multiply, * reflectivity: , * refractionRatio: , * * wireframe: , * wireframeLinewidth: , * * skinning: , * morphTargets: , * morphNormals: * } */ function MeshLambertMaterial$1( parameters ) { Material$1.call( this ); this.type = 'MeshLambertMaterial'; this.color = new Color$1( 0xffffff ); // diffuse this.map = null; this.lightMap = null; this.lightMapIntensity = 1.0; this.aoMap = null; this.aoMapIntensity = 1.0; this.emissive = new Color$1( 0x000000 ); this.emissiveIntensity = 1.0; this.emissiveMap = null; this.specularMap = null; this.alphaMap = null; this.envMap = null; this.combine = MultiplyOperation$1; this.reflectivity = 1; this.refractionRatio = 0.98; this.wireframe = false; this.wireframeLinewidth = 1; this.wireframeLinecap = 'round'; this.wireframeLinejoin = 'round'; this.skinning = false; this.morphTargets = false; this.morphNormals = false; this.setValues( parameters ); } MeshLambertMaterial$1.prototype = Object.create( Material$1.prototype ); MeshLambertMaterial$1.prototype.constructor = MeshLambertMaterial$1; MeshLambertMaterial$1.prototype.isMeshLambertMaterial = true; MeshLambertMaterial$1.prototype.copy = function ( source ) { Material$1.prototype.copy.call( this, source ); this.color.copy( source.color ); this.map = source.map; this.lightMap = source.lightMap; this.lightMapIntensity = source.lightMapIntensity; this.aoMap = source.aoMap; this.aoMapIntensity = source.aoMapIntensity; this.emissive.copy( source.emissive ); this.emissiveMap = source.emissiveMap; this.emissiveIntensity = source.emissiveIntensity; this.specularMap = source.specularMap; this.alphaMap = source.alphaMap; this.envMap = source.envMap; this.combine = source.combine; this.reflectivity = source.reflectivity; this.refractionRatio = source.refractionRatio; this.wireframe = source.wireframe; this.wireframeLinewidth = source.wireframeLinewidth; this.wireframeLinecap = source.wireframeLinecap; this.wireframeLinejoin = source.wireframeLinejoin; this.skinning = source.skinning; this.morphTargets = source.morphTargets; this.morphNormals = source.morphNormals; return this; }; /** * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: , * opacity: , * * linewidth: , * * scale: , * dashSize: , * gapSize: * } */ function LineDashedMaterial$1( parameters ) { Material$1.call( this ); this.type = 'LineDashedMaterial'; this.color = new Color$1( 0xffffff ); this.linewidth = 1; this.scale = 1; this.dashSize = 3; this.gapSize = 1; this.lights = false; this.setValues( parameters ); } LineDashedMaterial$1.prototype = Object.create( Material$1.prototype ); LineDashedMaterial$1.prototype.constructor = LineDashedMaterial$1; LineDashedMaterial$1.prototype.isLineDashedMaterial = true; LineDashedMaterial$1.prototype.copy = function ( source ) { Material$1.prototype.copy.call( this, source ); this.color.copy( source.color ); this.linewidth = source.linewidth; this.scale = source.scale; this.dashSize = source.dashSize; this.gapSize = source.gapSize; return this; }; var Materials$1 = Object.freeze({ ShadowMaterial: ShadowMaterial$1, SpriteMaterial: SpriteMaterial$1, RawShaderMaterial: RawShaderMaterial$1, ShaderMaterial: ShaderMaterial$1, PointsMaterial: PointsMaterial$1, MeshPhysicalMaterial: MeshPhysicalMaterial$1, MeshStandardMaterial: MeshStandardMaterial$1, MeshPhongMaterial: MeshPhongMaterial$1, MeshToonMaterial: MeshToonMaterial$1, MeshNormalMaterial: MeshNormalMaterial$1, MeshLambertMaterial: MeshLambertMaterial$1, MeshDepthMaterial: MeshDepthMaterial$1, MeshBasicMaterial: MeshBasicMaterial$1, LineDashedMaterial: LineDashedMaterial$1, LineBasicMaterial: LineBasicMaterial$1, Material: Material$1 }); /** * @author mrdoob / http://mrdoob.com/ */ var Cache$1 = { enabled: false, files: {}, add: function ( key, file ) { if ( this.enabled === false ) return; // console.log( 'THREE.Cache', 'Adding key:', key ); this.files[ key ] = file; }, get: function ( key ) { if ( this.enabled === false ) return; // console.log( 'THREE.Cache', 'Checking key:', key ); return this.files[ key ]; }, remove: function ( key ) { delete this.files[ key ]; }, clear: function () { this.files = {}; } }; /** * @author mrdoob / http://mrdoob.com/ */ function LoadingManager$1( onLoad, onProgress, onError ) { var scope = this; var isLoading = false, itemsLoaded = 0, itemsTotal = 0; this.onStart = undefined; this.onLoad = onLoad; this.onProgress = onProgress; this.onError = onError; this.itemStart = function ( url ) { itemsTotal ++; if ( isLoading === false ) { if ( scope.onStart !== undefined ) { scope.onStart( url, itemsLoaded, itemsTotal ); } } isLoading = true; }; this.itemEnd = function ( url ) { itemsLoaded ++; if ( scope.onProgress !== undefined ) { scope.onProgress( url, itemsLoaded, itemsTotal ); } if ( itemsLoaded === itemsTotal ) { isLoading = false; if ( scope.onLoad !== undefined ) { scope.onLoad(); } } }; this.itemError = function ( url ) { if ( scope.onError !== undefined ) { scope.onError( url ); } }; } var DefaultLoadingManager$1 = new LoadingManager$1(); /** * @author mrdoob / http://mrdoob.com/ */ function FileLoader$1( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager$1; } Object.assign( FileLoader$1.prototype, { load: function ( url, onLoad, onProgress, onError ) { if ( url === undefined ) url = ''; if ( this.path !== undefined ) url = this.path + url; var scope = this; var cached = Cache$1.get( url ); if ( cached !== undefined ) { scope.manager.itemStart( url ); setTimeout( function () { if ( onLoad ) onLoad( cached ); scope.manager.itemEnd( url ); }, 0 ); return cached; } // Check for data: URI var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/; var dataUriRegexResult = url.match( dataUriRegex ); // Safari can not handle Data URIs through XMLHttpRequest so process manually if ( dataUriRegexResult ) { var mimeType = dataUriRegexResult[ 1 ]; var isBase64 = !! dataUriRegexResult[ 2 ]; var data = dataUriRegexResult[ 3 ]; data = window.decodeURIComponent( data ); if ( isBase64 ) data = window.atob( data ); try { var response; var responseType = ( this.responseType || '' ).toLowerCase(); switch ( responseType ) { case 'arraybuffer': case 'blob': response = new ArrayBuffer( data.length ); var view = new Uint8Array( response ); for ( var i = 0; i < data.length; i ++ ) { view[ i ] = data.charCodeAt( i ); } if ( responseType === 'blob' ) { response = new Blob( [ response ], { type: mimeType } ); } break; case 'document': var parser = new DOMParser(); response = parser.parseFromString( data, mimeType ); break; case 'json': response = JSON.parse( data ); break; default: // 'text' or other response = data; break; } // Wait for next browser tick window.setTimeout( function () { if ( onLoad ) onLoad( response ); scope.manager.itemEnd( url ); }, 0 ); } catch ( error ) { // Wait for next browser tick window.setTimeout( function () { if ( onError ) onError( error ); scope.manager.itemEnd( url ); scope.manager.itemError( url ); }, 0 ); } } else { var request = new XMLHttpRequest(); request.open( 'GET', url, true ); request.addEventListener( 'load', function ( event ) { var response = event.target.response; Cache$1.add( url, response ); if ( this.status === 200 ) { if ( onLoad ) onLoad( response ); scope.manager.itemEnd( url ); } else if ( this.status === 0 ) { // Some browsers return HTTP Status 0 when using non-http protocol // e.g. 'file://' or 'data://'. Handle as success. console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); if ( onLoad ) onLoad( response ); scope.manager.itemEnd( url ); } else { if ( onError ) onError( event ); scope.manager.itemEnd( url ); scope.manager.itemError( url ); } }, false ); if ( onProgress !== undefined ) { request.addEventListener( 'progress', function ( event ) { onProgress( event ); }, false ); } request.addEventListener( 'error', function ( event ) { if ( onError ) onError( event ); scope.manager.itemEnd( url ); scope.manager.itemError( url ); }, false ); if ( this.responseType !== undefined ) request.responseType = this.responseType; if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials; if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); for ( var header in this.requestHeader ) { request.setRequestHeader( header, this.requestHeader[ header ] ); } request.send( null ); } scope.manager.itemStart( url ); return request; }, setPath: function ( value ) { this.path = value; return this; }, setResponseType: function ( value ) { this.responseType = value; return this; }, setWithCredentials: function ( value ) { this.withCredentials = value; return this; }, setMimeType: function ( value ) { this.mimeType = value; return this; }, setRequestHeader: function ( value ) { this.requestHeader = value; return this; } } ); /** * @author mrdoob / http://mrdoob.com/ * * Abstract Base class to block based textures loader (dds, pvr, ...) */ function CompressedTextureLoader$1( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager$1; // override in sub classes this._parser = null; } Object.assign( CompressedTextureLoader$1.prototype, { load: function ( url, onLoad, onProgress, onError ) { var scope = this; var images = []; var texture = new CompressedTexture$1(); texture.image = images; var loader = new FileLoader$1( this.manager ); loader.setPath( this.path ); loader.setResponseType( 'arraybuffer' ); function loadTexture( i ) { loader.load( url[ i ], function ( buffer ) { var texDatas = scope._parser( buffer, true ); images[ i ] = { width: texDatas.width, height: texDatas.height, format: texDatas.format, mipmaps: texDatas.mipmaps }; loaded += 1; if ( loaded === 6 ) { if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter$1; texture.format = texDatas.format; texture.needsUpdate = true; if ( onLoad ) onLoad( texture ); } }, onProgress, onError ); } if ( Array.isArray( url ) ) { var loaded = 0; for ( var i = 0, il = url.length; i < il; ++ i ) { loadTexture( i ); } } else { // compressed cubemap texture stored in a single DDS file loader.load( url, function ( buffer ) { var texDatas = scope._parser( buffer, true ); if ( texDatas.isCubemap ) { var faces = texDatas.mipmaps.length / texDatas.mipmapCount; for ( var f = 0; f < faces; f ++ ) { images[ f ] = { mipmaps : [] }; for ( var i = 0; i < texDatas.mipmapCount; i ++ ) { images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] ); images[ f ].format = texDatas.format; images[ f ].width = texDatas.width; images[ f ].height = texDatas.height; } } } else { texture.image.width = texDatas.width; texture.image.height = texDatas.height; texture.mipmaps = texDatas.mipmaps; } if ( texDatas.mipmapCount === 1 ) { texture.minFilter = LinearFilter$1; } texture.format = texDatas.format; texture.needsUpdate = true; if ( onLoad ) onLoad( texture ); }, onProgress, onError ); } return texture; }, setPath: function ( value ) { this.path = value; return this; } } ); /** * @author Nikos M. / https://github.com/foo123/ * * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) */ function DataTextureLoader$1( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager$1; // override in sub classes this._parser = null; } Object.assign( DataTextureLoader$1.prototype, { load: function ( url, onLoad, onProgress, onError ) { var scope = this; var texture = new DataTexture$1(); var loader = new FileLoader$1( this.manager ); loader.setResponseType( 'arraybuffer' ); loader.load( url, function ( buffer ) { var texData = scope._parser( buffer ); if ( ! texData ) return; if ( undefined !== texData.image ) { texture.image = texData.image; } else if ( undefined !== texData.data ) { texture.image.width = texData.width; texture.image.height = texData.height; texture.image.data = texData.data; } texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping$1; texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping$1; texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter$1; texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter$1; texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1; if ( undefined !== texData.format ) { texture.format = texData.format; } if ( undefined !== texData.type ) { texture.type = texData.type; } if ( undefined !== texData.mipmaps ) { texture.mipmaps = texData.mipmaps; } if ( 1 === texData.mipmapCount ) { texture.minFilter = LinearFilter$1; } texture.needsUpdate = true; if ( onLoad ) onLoad( texture, texData ); }, onProgress, onError ); return texture; } } ); /** * @author mrdoob / http://mrdoob.com/ */ function ImageLoader$1( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager$1; } Object.assign( ImageLoader$1.prototype, { load: function ( url, onLoad, onProgress, onError ) { if ( url === undefined ) url = ''; if ( this.path !== undefined ) url = this.path + url; var scope = this; var cached = Cache$1.get( url ); if ( cached !== undefined ) { scope.manager.itemStart( url ); setTimeout( function () { if ( onLoad ) onLoad( cached ); scope.manager.itemEnd( url ); }, 0 ); return cached; } var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' ); image.addEventListener( 'load', function () { Cache$1.add( url, this ); if ( onLoad ) onLoad( this ); scope.manager.itemEnd( url ); }, false ); /* image.addEventListener( 'progress', function ( event ) { if ( onProgress ) onProgress( event ); }, false ); */ image.addEventListener( 'error', function ( event ) { if ( onError ) onError( event ); scope.manager.itemEnd( url ); scope.manager.itemError( url ); }, false ); if ( url.substr( 0, 5 ) !== 'data:' ) { if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin; } scope.manager.itemStart( url ); image.src = url; return image; }, setCrossOrigin: function ( value ) { this.crossOrigin = value; return this; }, setPath: function ( value ) { this.path = value; return this; } } ); /** * @author mrdoob / http://mrdoob.com/ */ function CubeTextureLoader$1( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager$1; } Object.assign( CubeTextureLoader$1.prototype, { load: function ( urls, onLoad, onProgress, onError ) { var texture = new CubeTexture$1(); var loader = new ImageLoader$1( this.manager ); loader.setCrossOrigin( this.crossOrigin ); loader.setPath( this.path ); var loaded = 0; function loadTexture( i ) { loader.load( urls[ i ], function ( image ) { texture.images[ i ] = image; loaded ++; if ( loaded === 6 ) { texture.needsUpdate = true; if ( onLoad ) onLoad( texture ); } }, undefined, onError ); } for ( var i = 0; i < urls.length; ++ i ) { loadTexture( i ); } return texture; }, setCrossOrigin: function ( value ) { this.crossOrigin = value; return this; }, setPath: function ( value ) { this.path = value; return this; } } ); /** * @author mrdoob / http://mrdoob.com/ */ function TextureLoader$1( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager$1; } Object.assign( TextureLoader$1.prototype, { load: function ( url, onLoad, onProgress, onError ) { var loader = new ImageLoader$1( this.manager ); loader.setCrossOrigin( this.crossOrigin ); loader.setPath( this.path ); var texture = new Texture$1(); texture.image = loader.load( url, function () { // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB. var isJPEG = url.search( /\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0; texture.format = isJPEG ? RGBFormat$1 : RGBAFormat$1; texture.needsUpdate = true; if ( onLoad !== undefined ) { onLoad( texture ); } }, onProgress, onError ); return texture; }, setCrossOrigin: function ( value ) { this.crossOrigin = value; return this; }, setPath: function ( value ) { this.path = value; return this; } } ); /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ function Light$1( color, intensity ) { Object3D$1.call( this ); this.type = 'Light'; this.color = new Color$1( color ); this.intensity = intensity !== undefined ? intensity : 1; this.receiveShadow = undefined; } Light$1.prototype = Object.assign( Object.create( Object3D$1.prototype ), { constructor: Light$1, isLight: true, copy: function ( source ) { Object3D$1.prototype.copy.call( this, source ); this.color.copy( source.color ); this.intensity = source.intensity; return this; }, toJSON: function ( meta ) { var data = Object3D$1.prototype.toJSON.call( this, meta ); data.object.color = this.color.getHex(); data.object.intensity = this.intensity; if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex(); if ( this.distance !== undefined ) data.object.distance = this.distance; if ( this.angle !== undefined ) data.object.angle = this.angle; if ( this.decay !== undefined ) data.object.decay = this.decay; if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra; if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON(); return data; } } ); /** * @author alteredq / http://alteredqualia.com/ */ function HemisphereLight$2( skyColor, groundColor, intensity ) { Light$1.call( this, skyColor, intensity ); this.type = 'HemisphereLight'; this.castShadow = undefined; this.position.copy( Object3D$1.DefaultUp ); this.updateMatrix(); this.groundColor = new Color$1( groundColor ); } HemisphereLight$2.prototype = Object.assign( Object.create( Light$1.prototype ), { constructor: HemisphereLight$2, isHemisphereLight: true, copy: function ( source ) { Light$1.prototype.copy.call( this, source ); this.groundColor.copy( source.groundColor ); return this; } } ); /** * @author mrdoob / http://mrdoob.com/ */ function LightShadow$1( camera ) { this.camera = camera; this.bias = 0; this.radius = 1; this.mapSize = new Vector2$1( 512, 512 ); this.map = null; this.matrix = new Matrix4$1(); } Object.assign( LightShadow$1.prototype, { copy: function ( source ) { this.camera = source.camera.clone(); this.bias = source.bias; this.radius = source.radius; this.mapSize.copy( source.mapSize ); return this; }, clone: function () { return new this.constructor().copy( this ); }, toJSON: function () { var object = {}; if ( this.bias !== 0 ) object.bias = this.bias; if ( this.radius !== 1 ) object.radius = this.radius; if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray(); object.camera = this.camera.toJSON( false ).object; delete object.camera.matrix; return object; } } ); /** * @author mrdoob / http://mrdoob.com/ */ function SpotLightShadow$1() { LightShadow$1.call( this, new PerspectiveCamera$2( 50, 1, 0.5, 500 ) ); } SpotLightShadow$1.prototype = Object.assign( Object.create( LightShadow$1.prototype ), { constructor: SpotLightShadow$1, isSpotLightShadow: true, update: function ( light ) { var camera = this.camera; var fov = _Math$1.RAD2DEG * 2 * light.angle; var aspect = this.mapSize.width / this.mapSize.height; var far = light.distance || camera.far; if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) { camera.fov = fov; camera.aspect = aspect; camera.far = far; camera.updateProjectionMatrix(); } } } ); /** * @author alteredq / http://alteredqualia.com/ */ function SpotLight$2( color, intensity, distance, angle, penumbra, decay ) { Light$1.call( this, color, intensity ); this.type = 'SpotLight'; this.position.copy( Object3D$1.DefaultUp ); this.updateMatrix(); this.target = new Object3D$1(); Object.defineProperty( this, 'power', { get: function () { // intensity = power per solid angle. // ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf return this.intensity * Math.PI; }, set: function ( power ) { // intensity = power per solid angle. // ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf this.intensity = power / Math.PI; } } ); this.distance = ( distance !== undefined ) ? distance : 0; this.angle = ( angle !== undefined ) ? angle : Math.PI / 3; this.penumbra = ( penumbra !== undefined ) ? penumbra : 0; this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. this.shadow = new SpotLightShadow$1(); } SpotLight$2.prototype = Object.assign( Object.create( Light$1.prototype ), { constructor: SpotLight$2, isSpotLight: true, copy: function ( source ) { Light$1.prototype.copy.call( this, source ); this.distance = source.distance; this.angle = source.angle; this.penumbra = source.penumbra; this.decay = source.decay; this.target = source.target.clone(); this.shadow = source.shadow.clone(); return this; } } ); /** * @author mrdoob / http://mrdoob.com/ */ function PointLight$2( color, intensity, distance, decay ) { Light$1.call( this, color, intensity ); this.type = 'PointLight'; Object.defineProperty( this, 'power', { get: function () { // intensity = power per solid angle. // ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf return this.intensity * 4 * Math.PI; }, set: function ( power ) { // intensity = power per solid angle. // ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf this.intensity = power / ( 4 * Math.PI ); } } ); this.distance = ( distance !== undefined ) ? distance : 0; this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. this.shadow = new LightShadow$1( new PerspectiveCamera$2( 90, 1, 0.5, 500 ) ); } PointLight$2.prototype = Object.assign( Object.create( Light$1.prototype ), { constructor: PointLight$2, isPointLight: true, copy: function ( source ) { Light$1.prototype.copy.call( this, source ); this.distance = source.distance; this.decay = source.decay; this.shadow = source.shadow.clone(); return this; } } ); /** * @author mrdoob / http://mrdoob.com/ */ function DirectionalLightShadow$1( ) { LightShadow$1.call( this, new OrthographicCamera$2( - 5, 5, 5, - 5, 0.5, 500 ) ); } DirectionalLightShadow$1.prototype = Object.assign( Object.create( LightShadow$1.prototype ), { constructor: DirectionalLightShadow$1 } ); /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ function DirectionalLight$2( color, intensity ) { Light$1.call( this, color, intensity ); this.type = 'DirectionalLight'; this.position.copy( Object3D$1.DefaultUp ); this.updateMatrix(); this.target = new Object3D$1(); this.shadow = new DirectionalLightShadow$1(); } DirectionalLight$2.prototype = Object.assign( Object.create( Light$1.prototype ), { constructor: DirectionalLight$2, isDirectionalLight: true, copy: function ( source ) { Light$1.prototype.copy.call( this, source ); this.target = source.target.clone(); this.shadow = source.shadow.clone(); return this; } } ); /** * @author mrdoob / http://mrdoob.com/ */ function AmbientLight$2( color, intensity ) { Light$1.call( this, color, intensity ); this.type = 'AmbientLight'; this.castShadow = undefined; } AmbientLight$2.prototype = Object.assign( Object.create( Light$1.prototype ), { constructor: AmbientLight$2, isAmbientLight: true } ); /** * @author abelnation / http://github.com/abelnation */ function RectAreaLight$1( color, intensity, width, height ) { Light$1.call( this, color, intensity ); this.type = 'RectAreaLight'; this.position.set( 0, 1, 0 ); this.updateMatrix(); this.width = ( width !== undefined ) ? width : 10; this.height = ( height !== undefined ) ? height : 10; // TODO (abelnation): distance/decay // TODO (abelnation): update method for RectAreaLight to update transform to lookat target // TODO (abelnation): shadows } // TODO (abelnation): RectAreaLight update when light shape is changed RectAreaLight$1.prototype = Object.assign( Object.create( Light$1.prototype ), { constructor: RectAreaLight$1, isRectAreaLight: true, copy: function ( source ) { Light$1.prototype.copy.call( this, source ); this.width = source.width; this.height = source.height; return this; }, toJSON: function ( meta ) { var data = Light$1.prototype.toJSON.call( this, meta ); data.object.width = this.width; data.object.height = this.height; return data; } } ); /** * @author tschw * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ */ var AnimationUtils$1 = { // same as Array.prototype.slice, but also works on typed arrays arraySlice: function ( array, from, to ) { if ( AnimationUtils$1.isTypedArray( array ) ) { // in ios9 array.subarray(from, undefined) will return empty array // but array.subarray(from) or array.subarray(from, len) is correct return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) ); } return array.slice( from, to ); }, // converts an array to a specific type convertArray: function ( array, type, forceClone ) { if ( ! array || // let 'undefined' and 'null' pass ! forceClone && array.constructor === type ) return array; if ( typeof type.BYTES_PER_ELEMENT === 'number' ) { return new type( array ); // create typed array } return Array.prototype.slice.call( array ); // create Array }, isTypedArray: function ( object ) { return ArrayBuffer.isView( object ) && ! ( object instanceof DataView ); }, // returns an array by which times and values can be sorted getKeyframeOrder: function ( times ) { function compareTime( i, j ) { return times[ i ] - times[ j ]; } var n = times.length; var result = new Array( n ); for ( var i = 0; i !== n; ++ i ) result[ i ] = i; result.sort( compareTime ); return result; }, // uses the array previously returned by 'getKeyframeOrder' to sort data sortedArray: function ( values, stride, order ) { var nValues = values.length; var result = new values.constructor( nValues ); for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) { var srcOffset = order[ i ] * stride; for ( var j = 0; j !== stride; ++ j ) { result[ dstOffset ++ ] = values[ srcOffset + j ]; } } return result; }, // function for parsing AOS keyframe formats flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) { var i = 1, key = jsonKeys[ 0 ]; while ( key !== undefined && key[ valuePropertyName ] === undefined ) { key = jsonKeys[ i ++ ]; } if ( key === undefined ) return; // no data var value = key[ valuePropertyName ]; if ( value === undefined ) return; // no data if ( Array.isArray( value ) ) { do { value = key[ valuePropertyName ]; if ( value !== undefined ) { times.push( key.time ); values.push.apply( values, value ); // push all elements } key = jsonKeys[ i ++ ]; } while ( key !== undefined ); } else if ( value.toArray !== undefined ) { // ...assume THREE.Math-ish do { value = key[ valuePropertyName ]; if ( value !== undefined ) { times.push( key.time ); value.toArray( values, values.length ); } key = jsonKeys[ i ++ ]; } while ( key !== undefined ); } else { // otherwise push as-is do { value = key[ valuePropertyName ]; if ( value !== undefined ) { times.push( key.time ); values.push( value ); } key = jsonKeys[ i ++ ]; } while ( key !== undefined ); } } }; /** * Abstract base class of interpolants over parametric samples. * * The parameter domain is one dimensional, typically the time or a path * along a curve defined by the data. * * The sample values can have any dimensionality and derived classes may * apply special interpretations to the data. * * This class provides the interval seek in a Template Method, deferring * the actual interpolation to derived classes. * * Time complexity is O(1) for linear access crossing at most two points * and O(log N) for random access, where N is the number of positions. * * References: * * http://www.oodesign.com/template-method-pattern.html * * @author tschw */ function Interpolant$1( parameterPositions, sampleValues, sampleSize, resultBuffer ) { this.parameterPositions = parameterPositions; this._cachedIndex = 0; this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize ); this.sampleValues = sampleValues; this.valueSize = sampleSize; } Object.assign( Interpolant$1.prototype, { evaluate: function( t ) { var pp = this.parameterPositions, i1 = this._cachedIndex, t1 = pp[ i1 ], t0 = pp[ i1 - 1 ]; validate_interval: { seek: { var right; linear_scan: { //- See http://jsperf.com/comparison-to-undefined/3 //- slower code: //- //- if ( t >= t1 || t1 === undefined ) { forward_scan: if ( ! ( t < t1 ) ) { for ( var giveUpAt = i1 + 2; ;) { if ( t1 === undefined ) { if ( t < t0 ) break forward_scan; // after end i1 = pp.length; this._cachedIndex = i1; return this.afterEnd_( i1 - 1, t, t0 ); } if ( i1 === giveUpAt ) break; // this loop t0 = t1; t1 = pp[ ++ i1 ]; if ( t < t1 ) { // we have arrived at the sought interval break seek; } } // prepare binary search on the right side of the index right = pp.length; break linear_scan; } //- slower code: //- if ( t < t0 || t0 === undefined ) { if ( ! ( t >= t0 ) ) { // looping? var t1global = pp[ 1 ]; if ( t < t1global ) { i1 = 2; // + 1, using the scan for the details t0 = t1global; } // linear reverse scan for ( var giveUpAt = i1 - 2; ;) { if ( t0 === undefined ) { // before start this._cachedIndex = 0; return this.beforeStart_( 0, t, t1 ); } if ( i1 === giveUpAt ) break; // this loop t1 = t0; t0 = pp[ -- i1 - 1 ]; if ( t >= t0 ) { // we have arrived at the sought interval break seek; } } // prepare binary search on the left side of the index right = i1; i1 = 0; break linear_scan; } // the interval is valid break validate_interval; } // linear scan // binary search while ( i1 < right ) { var mid = ( i1 + right ) >>> 1; if ( t < pp[ mid ] ) { right = mid; } else { i1 = mid + 1; } } t1 = pp[ i1 ]; t0 = pp[ i1 - 1 ]; // check boundary cases, again if ( t0 === undefined ) { this._cachedIndex = 0; return this.beforeStart_( 0, t, t1 ); } if ( t1 === undefined ) { i1 = pp.length; this._cachedIndex = i1; return this.afterEnd_( i1 - 1, t0, t ); } } // seek this._cachedIndex = i1; this.intervalChanged_( i1, t0, t1 ); } // validate_interval return this.interpolate_( i1, t0, t, t1 ); }, settings: null, // optional, subclass-specific settings structure // Note: The indirection allows central control of many interpolants. // --- Protected interface DefaultSettings_: {}, getSettings_: function() { return this.settings || this.DefaultSettings_; }, copySampleValue_: function( index ) { // copies a sample value to the result buffer var result = this.resultBuffer, values = this.sampleValues, stride = this.valueSize, offset = index * stride; for ( var i = 0; i !== stride; ++ i ) { result[ i ] = values[ offset + i ]; } return result; }, // Template methods for derived classes: interpolate_: function( i1, t0, t, t1 ) { throw new Error( "call to abstract method" ); // implementations shall return this.resultBuffer }, intervalChanged_: function( i1, t0, t1 ) { // empty } } ); //!\ DECLARE ALIAS AFTER assign prototype ! Object.assign( Interpolant$1.prototype, { //( 0, t, t0 ), returns this.resultBuffer beforeStart_: Interpolant$1.prototype.copySampleValue_, //( N-1, tN-1, t ), returns this.resultBuffer afterEnd_: Interpolant$1.prototype.copySampleValue_, } ); /** * Fast and simple cubic spline interpolant. * * It was derived from a Hermitian construction setting the first derivative * at each sample position to the linear slope between neighboring positions * over their parameter interval. * * @author tschw */ function CubicInterpolant$1( parameterPositions, sampleValues, sampleSize, resultBuffer ) { Interpolant$1.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); this._weightPrev = -0; this._offsetPrev = -0; this._weightNext = -0; this._offsetNext = -0; } CubicInterpolant$1.prototype = Object.assign( Object.create( Interpolant$1.prototype ), { constructor: CubicInterpolant$1, DefaultSettings_: { endingStart: ZeroCurvatureEnding$1, endingEnd: ZeroCurvatureEnding$1 }, intervalChanged_: function( i1, t0, t1 ) { var pp = this.parameterPositions, iPrev = i1 - 2, iNext = i1 + 1, tPrev = pp[ iPrev ], tNext = pp[ iNext ]; if ( tPrev === undefined ) { switch ( this.getSettings_().endingStart ) { case ZeroSlopeEnding$1: // f'(t0) = 0 iPrev = i1; tPrev = 2 * t0 - t1; break; case WrapAroundEnding$1: // use the other end of the curve iPrev = pp.length - 2; tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; break; default: // ZeroCurvatureEnding // f''(t0) = 0 a.k.a. Natural Spline iPrev = i1; tPrev = t1; } } if ( tNext === undefined ) { switch ( this.getSettings_().endingEnd ) { case ZeroSlopeEnding$1: // f'(tN) = 0 iNext = i1; tNext = 2 * t1 - t0; break; case WrapAroundEnding$1: // use the other end of the curve iNext = 1; tNext = t1 + pp[ 1 ] - pp[ 0 ]; break; default: // ZeroCurvatureEnding // f''(tN) = 0, a.k.a. Natural Spline iNext = i1 - 1; tNext = t0; } } var halfDt = ( t1 - t0 ) * 0.5, stride = this.valueSize; this._weightPrev = halfDt / ( t0 - tPrev ); this._weightNext = halfDt / ( tNext - t1 ); this._offsetPrev = iPrev * stride; this._offsetNext = iNext * stride; }, interpolate_: function( i1, t0, t, t1 ) { var result = this.resultBuffer, values = this.sampleValues, stride = this.valueSize, o1 = i1 * stride, o0 = o1 - stride, oP = this._offsetPrev, oN = this._offsetNext, wP = this._weightPrev, wN = this._weightNext, p = ( t - t0 ) / ( t1 - t0 ), pp = p * p, ppp = pp * p; // evaluate polynomials var sP = - wP * ppp + 2 * wP * pp - wP * p; var s0 = ( 1 + wP ) * ppp + (-1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1; var s1 = (-1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; var sN = wN * ppp - wN * pp; // combine data linearly for ( var i = 0; i !== stride; ++ i ) { result[ i ] = sP * values[ oP + i ] + s0 * values[ o0 + i ] + s1 * values[ o1 + i ] + sN * values[ oN + i ]; } return result; } } ); /** * @author tschw */ function LinearInterpolant$1( parameterPositions, sampleValues, sampleSize, resultBuffer ) { Interpolant$1.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); } LinearInterpolant$1.prototype = Object.assign( Object.create( Interpolant$1.prototype ), { constructor: LinearInterpolant$1, interpolate_: function( i1, t0, t, t1 ) { var result = this.resultBuffer, values = this.sampleValues, stride = this.valueSize, offset1 = i1 * stride, offset0 = offset1 - stride, weight1 = ( t - t0 ) / ( t1 - t0 ), weight0 = 1 - weight1; for ( var i = 0; i !== stride; ++ i ) { result[ i ] = values[ offset0 + i ] * weight0 + values[ offset1 + i ] * weight1; } return result; } } ); /** * * Interpolant that evaluates to the sample value at the position preceeding * the parameter. * * @author tschw */ function DiscreteInterpolant$1( parameterPositions, sampleValues, sampleSize, resultBuffer ) { Interpolant$1.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); } DiscreteInterpolant$1.prototype = Object.assign( Object.create( Interpolant$1.prototype ), { constructor: DiscreteInterpolant$1, interpolate_: function( i1, t0, t, t1 ) { return this.copySampleValue_( i1 - 1 ); } } ); var KeyframeTrackPrototype; KeyframeTrackPrototype = { TimeBufferType: Float32Array, ValueBufferType: Float32Array, DefaultInterpolation: InterpolateLinear$1, InterpolantFactoryMethodDiscrete: function ( result ) { return new DiscreteInterpolant$1( this.times, this.values, this.getValueSize(), result ); }, InterpolantFactoryMethodLinear: function ( result ) { return new LinearInterpolant$1( this.times, this.values, this.getValueSize(), result ); }, InterpolantFactoryMethodSmooth: function ( result ) { return new CubicInterpolant$1( this.times, this.values, this.getValueSize(), result ); }, setInterpolation: function ( interpolation ) { var factoryMethod; switch ( interpolation ) { case InterpolateDiscrete$1: factoryMethod = this.InterpolantFactoryMethodDiscrete; break; case InterpolateLinear$1: factoryMethod = this.InterpolantFactoryMethodLinear; break; case InterpolateSmooth$1: factoryMethod = this.InterpolantFactoryMethodSmooth; break; } if ( factoryMethod === undefined ) { var message = "unsupported interpolation for " + this.ValueTypeName + " keyframe track named " + this.name; if ( this.createInterpolant === undefined ) { // fall back to default, unless the default itself is messed up if ( interpolation !== this.DefaultInterpolation ) { this.setInterpolation( this.DefaultInterpolation ); } else { throw new Error( message ); // fatal, in this case } } console.warn( message ); return; } this.createInterpolant = factoryMethod; }, getInterpolation: function () { switch ( this.createInterpolant ) { case this.InterpolantFactoryMethodDiscrete: return InterpolateDiscrete$1; case this.InterpolantFactoryMethodLinear: return InterpolateLinear$1; case this.InterpolantFactoryMethodSmooth: return InterpolateSmooth$1; } }, getValueSize: function () { return this.values.length / this.times.length; }, // move all keyframes either forwards or backwards in time shift: function ( timeOffset ) { if ( timeOffset !== 0.0 ) { var times = this.times; for ( var i = 0, n = times.length; i !== n; ++ i ) { times[ i ] += timeOffset; } } return this; }, // scale all keyframe times by a factor (useful for frame <-> seconds conversions) scale: function ( timeScale ) { if ( timeScale !== 1.0 ) { var times = this.times; for ( var i = 0, n = times.length; i !== n; ++ i ) { times[ i ] *= timeScale; } } return this; }, // removes keyframes before and after animation without changing any values within the range [startTime, endTime]. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values trim: function ( startTime, endTime ) { var times = this.times, nKeys = times.length, from = 0, to = nKeys - 1; while ( from !== nKeys && times[ from ] < startTime ) ++ from; while ( to !== - 1 && times[ to ] > endTime ) -- to; ++ to; // inclusive -> exclusive bound if ( from !== 0 || to !== nKeys ) { // empty tracks are forbidden, so keep at least one keyframe if ( from >= to ) to = Math.max( to, 1 ), from = to - 1; var stride = this.getValueSize(); this.times = AnimationUtils$1.arraySlice( times, from, to ); this.values = AnimationUtils$1. arraySlice( this.values, from * stride, to * stride ); } return this; }, // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable validate: function () { var valid = true; var valueSize = this.getValueSize(); if ( valueSize - Math.floor( valueSize ) !== 0 ) { console.error( "invalid value size in track", this ); valid = false; } var times = this.times, values = this.values, nKeys = times.length; if ( nKeys === 0 ) { console.error( "track is empty", this ); valid = false; } var prevTime = null; for ( var i = 0; i !== nKeys; i ++ ) { var currTime = times[ i ]; if ( typeof currTime === 'number' && isNaN( currTime ) ) { console.error( "time is not a valid number", this, i, currTime ); valid = false; break; } if ( prevTime !== null && prevTime > currTime ) { console.error( "out of order keys", this, i, currTime, prevTime ); valid = false; break; } prevTime = currTime; } if ( values !== undefined ) { if ( AnimationUtils$1.isTypedArray( values ) ) { for ( var i = 0, n = values.length; i !== n; ++ i ) { var value = values[ i ]; if ( isNaN( value ) ) { console.error( "value is not a valid number", this, i, value ); valid = false; break; } } } } return valid; }, // removes equivalent sequential keys as common in morph target sequences // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) optimize: function () { var times = this.times, values = this.values, stride = this.getValueSize(), smoothInterpolation = this.getInterpolation() === InterpolateSmooth$1, writeIndex = 1, lastIndex = times.length - 1; for ( var i = 1; i < lastIndex; ++ i ) { var keep = false; var time = times[ i ]; var timeNext = times[ i + 1 ]; // remove adjacent keyframes scheduled at the same time if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) { if ( ! smoothInterpolation ) { // remove unnecessary keyframes same as their neighbors var offset = i * stride, offsetP = offset - stride, offsetN = offset + stride; for ( var j = 0; j !== stride; ++ j ) { var value = values[ offset + j ]; if ( value !== values[ offsetP + j ] || value !== values[ offsetN + j ] ) { keep = true; break; } } } else keep = true; } // in-place compaction if ( keep ) { if ( i !== writeIndex ) { times[ writeIndex ] = times[ i ]; var readOffset = i * stride, writeOffset = writeIndex * stride; for ( var j = 0; j !== stride; ++ j ) values[ writeOffset + j ] = values[ readOffset + j ]; } ++ writeIndex; } } // flush last keyframe (compaction looks ahead) if ( lastIndex > 0 ) { times[ writeIndex ] = times[ lastIndex ]; for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) values[ writeOffset + j ] = values[ readOffset + j ]; ++ writeIndex; } if ( writeIndex !== times.length ) { this.times = AnimationUtils$1.arraySlice( times, 0, writeIndex ); this.values = AnimationUtils$1.arraySlice( values, 0, writeIndex * stride ); } return this; } }; function KeyframeTrackConstructor( name, times, values, interpolation ) { if ( name === undefined ) throw new Error( "track name is undefined" ); if ( times === undefined || times.length === 0 ) { throw new Error( "no keyframes in track named " + name ); } this.name = name; this.times = AnimationUtils$1.convertArray( times, this.TimeBufferType ); this.values = AnimationUtils$1.convertArray( values, this.ValueBufferType ); this.setInterpolation( interpolation || this.DefaultInterpolation ); this.validate(); this.optimize(); } /** * * A Track of vectored keyframe values. * * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ * @author tschw */ function VectorKeyframeTrack$1( name, times, values, interpolation ) { KeyframeTrackConstructor.call( this, name, times, values, interpolation ); } VectorKeyframeTrack$1.prototype = Object.assign( Object.create( KeyframeTrackPrototype ), { constructor: VectorKeyframeTrack$1, ValueTypeName: 'vector' // ValueBufferType is inherited // DefaultInterpolation is inherited } ); /** * Spherical linear unit quaternion interpolant. * * @author tschw */ function QuaternionLinearInterpolant$1( parameterPositions, sampleValues, sampleSize, resultBuffer ) { Interpolant$1.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); } QuaternionLinearInterpolant$1.prototype = Object.assign( Object.create( Interpolant$1.prototype ), { constructor: QuaternionLinearInterpolant$1, interpolate_: function( i1, t0, t, t1 ) { var result = this.resultBuffer, values = this.sampleValues, stride = this.valueSize, offset = i1 * stride, alpha = ( t - t0 ) / ( t1 - t0 ); for ( var end = offset + stride; offset !== end; offset += 4 ) { Quaternion$1.slerpFlat( result, 0, values, offset - stride, values, offset, alpha ); } return result; } } ); /** * * A Track of quaternion keyframe values. * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ * @author tschw */ function QuaternionKeyframeTrack$1( name, times, values, interpolation ) { KeyframeTrackConstructor.call( this, name, times, values, interpolation ); } QuaternionKeyframeTrack$1.prototype = Object.assign( Object.create( KeyframeTrackPrototype ), { constructor: QuaternionKeyframeTrack$1, ValueTypeName: 'quaternion', // ValueBufferType is inherited DefaultInterpolation: InterpolateLinear$1, InterpolantFactoryMethodLinear: function( result ) { return new QuaternionLinearInterpolant$1( this.times, this.values, this.getValueSize(), result ); }, InterpolantFactoryMethodSmooth: undefined // not yet implemented } ); /** * * A Track of numeric keyframe values. * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ * @author tschw */ function NumberKeyframeTrack$1( name, times, values, interpolation ) { KeyframeTrackConstructor.call( this, name, times, values, interpolation ); } NumberKeyframeTrack$1.prototype = Object.assign( Object.create( KeyframeTrackPrototype ), { constructor: NumberKeyframeTrack$1, ValueTypeName: 'number' // ValueBufferType is inherited // DefaultInterpolation is inherited } ); /** * * A Track that interpolates Strings * * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ * @author tschw */ function StringKeyframeTrack$1( name, times, values, interpolation ) { KeyframeTrackConstructor.call( this, name, times, values, interpolation ); } StringKeyframeTrack$1.prototype = Object.assign( Object.create( KeyframeTrackPrototype ), { constructor: StringKeyframeTrack$1, ValueTypeName: 'string', ValueBufferType: Array, DefaultInterpolation: InterpolateDiscrete$1, InterpolantFactoryMethodLinear: undefined, InterpolantFactoryMethodSmooth: undefined } ); /** * * A Track of Boolean keyframe values. * * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ * @author tschw */ function BooleanKeyframeTrack$1( name, times, values ) { KeyframeTrackConstructor.call( this, name, times, values ); } BooleanKeyframeTrack$1.prototype = Object.assign( Object.create( KeyframeTrackPrototype ), { constructor: BooleanKeyframeTrack$1, ValueTypeName: 'bool', ValueBufferType: Array, DefaultInterpolation: InterpolateDiscrete$1, InterpolantFactoryMethodLinear: undefined, InterpolantFactoryMethodSmooth: undefined // Note: Actually this track could have a optimized / compressed // representation of a single value and a custom interpolant that // computes "firstValue ^ isOdd( index )". } ); /** * * A Track of keyframe values that represent color. * * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ * @author tschw */ function ColorKeyframeTrack$1( name, times, values, interpolation ) { KeyframeTrackConstructor.call( this, name, times, values, interpolation ); } ColorKeyframeTrack$1.prototype = Object.assign( Object.create( KeyframeTrackPrototype ), { constructor: ColorKeyframeTrack$1, ValueTypeName: 'color' // ValueBufferType is inherited // DefaultInterpolation is inherited // Note: Very basic implementation and nothing special yet. // However, this is the place for color space parameterization. } ); /** * * A timed sequence of keyframes for a specific property. * * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ * @author tschw */ function KeyframeTrack$1( name, times, values, interpolation ) { KeyframeTrackConstructor.apply( this, arguments ); } KeyframeTrack$1.prototype = KeyframeTrackPrototype; KeyframeTrackPrototype.constructor = KeyframeTrack$1; // Static methods: Object.assign( KeyframeTrack$1, { // Serialization (in static context, because of constructor invocation // and automatic invocation of .toJSON): parse: function( json ) { if( json.type === undefined ) { throw new Error( "track type undefined, can not parse" ); } var trackType = KeyframeTrack$1._getTrackTypeForValueTypeName( json.type ); if ( json.times === undefined ) { var times = [], values = []; AnimationUtils$1.flattenJSON( json.keys, times, values, 'value' ); json.times = times; json.values = values; } // derived classes can define a static parse method if ( trackType.parse !== undefined ) { return trackType.parse( json ); } else { // by default, we asssume a constructor compatible with the base return new trackType( json.name, json.times, json.values, json.interpolation ); } }, toJSON: function( track ) { var trackType = track.constructor; var json; // derived classes can define a static toJSON method if ( trackType.toJSON !== undefined ) { json = trackType.toJSON( track ); } else { // by default, we assume the data can be serialized as-is json = { 'name': track.name, 'times': AnimationUtils$1.convertArray( track.times, Array ), 'values': AnimationUtils$1.convertArray( track.values, Array ) }; var interpolation = track.getInterpolation(); if ( interpolation !== track.DefaultInterpolation ) { json.interpolation = interpolation; } } json.type = track.ValueTypeName; // mandatory return json; }, _getTrackTypeForValueTypeName: function( typeName ) { switch( typeName.toLowerCase() ) { case "scalar": case "double": case "float": case "number": case "integer": return NumberKeyframeTrack$1; case "vector": case "vector2": case "vector3": case "vector4": return VectorKeyframeTrack$1; case "color": return ColorKeyframeTrack$1; case "quaternion": return QuaternionKeyframeTrack$1; case "bool": case "boolean": return BooleanKeyframeTrack$1; case "string": return StringKeyframeTrack$1; } throw new Error( "Unsupported typeName: " + typeName ); } } ); /** * * Reusable set of Tracks that represent an animation. * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ */ function AnimationClip$1( name, duration, tracks ) { this.name = name; this.tracks = tracks; this.duration = ( duration !== undefined ) ? duration : - 1; this.uuid = _Math$1.generateUUID(); // this means it should figure out its duration by scanning the tracks if ( this.duration < 0 ) { this.resetDuration(); } this.optimize(); } Object.assign( AnimationClip$1, { parse: function ( json ) { var tracks = [], jsonTracks = json.tracks, frameTime = 1.0 / ( json.fps || 1.0 ); for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) { tracks.push( KeyframeTrack$1.parse( jsonTracks[ i ] ).scale( frameTime ) ); } return new AnimationClip$1( json.name, json.duration, tracks ); }, toJSON: function ( clip ) { var tracks = [], clipTracks = clip.tracks; var json = { 'name': clip.name, 'duration': clip.duration, 'tracks': tracks }; for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) { tracks.push( KeyframeTrack$1.toJSON( clipTracks[ i ] ) ); } return json; }, CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) { var numMorphTargets = morphTargetSequence.length; var tracks = []; for ( var i = 0; i < numMorphTargets; i ++ ) { var times = []; var values = []; times.push( ( i + numMorphTargets - 1 ) % numMorphTargets, i, ( i + 1 ) % numMorphTargets ); values.push( 0, 1, 0 ); var order = AnimationUtils$1.getKeyframeOrder( times ); times = AnimationUtils$1.sortedArray( times, 1, order ); values = AnimationUtils$1.sortedArray( values, 1, order ); // if there is a key at the first frame, duplicate it as the // last frame as well for perfect loop. if ( ! noLoop && times[ 0 ] === 0 ) { times.push( numMorphTargets ); values.push( values[ 0 ] ); } tracks.push( new NumberKeyframeTrack$1( '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', times, values ).scale( 1.0 / fps ) ); } return new AnimationClip$1( name, - 1, tracks ); }, findByName: function ( objectOrClipArray, name ) { var clipArray = objectOrClipArray; if ( ! Array.isArray( objectOrClipArray ) ) { var o = objectOrClipArray; clipArray = o.geometry && o.geometry.animations || o.animations; } for ( var i = 0; i < clipArray.length; i ++ ) { if ( clipArray[ i ].name === name ) { return clipArray[ i ]; } } return null; }, CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) { var animationToMorphTargets = {}; // tested with https://regex101.com/ on trick sequences // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 var pattern = /^([\w-]*?)([\d]+)$/; // sort morph target names into animation groups based // patterns like Walk_001, Walk_002, Run_001, Run_002 for ( var i = 0, il = morphTargets.length; i < il; i ++ ) { var morphTarget = morphTargets[ i ]; var parts = morphTarget.name.match( pattern ); if ( parts && parts.length > 1 ) { var name = parts[ 1 ]; var animationMorphTargets = animationToMorphTargets[ name ]; if ( ! animationMorphTargets ) { animationToMorphTargets[ name ] = animationMorphTargets = []; } animationMorphTargets.push( morphTarget ); } } var clips = []; for ( var name in animationToMorphTargets ) { clips.push( AnimationClip$1.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); } return clips; }, // parse the animation.hierarchy format parseAnimation: function ( animation, bones ) { if ( ! animation ) { console.error( " no animation in JSONLoader data" ); return null; } var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) { // only return track if there are actually keys. if ( animationKeys.length !== 0 ) { var times = []; var values = []; AnimationUtils$1.flattenJSON( animationKeys, times, values, propertyName ); // empty keys are filtered out, so check again if ( times.length !== 0 ) { destTracks.push( new trackType( trackName, times, values ) ); } } }; var tracks = []; var clipName = animation.name || 'default'; // automatic length determination in AnimationClip. var duration = animation.length || - 1; var fps = animation.fps || 30; var hierarchyTracks = animation.hierarchy || []; for ( var h = 0; h < hierarchyTracks.length; h ++ ) { var animationKeys = hierarchyTracks[ h ].keys; // skip empty tracks if ( ! animationKeys || animationKeys.length === 0 ) continue; // process morph targets in a way exactly compatible // with AnimationHandler.init( animation ) if ( animationKeys[ 0 ].morphTargets ) { // figure out all morph targets used in this track var morphTargetNames = {}; for ( var k = 0; k < animationKeys.length; k ++ ) { if ( animationKeys[ k ].morphTargets ) { for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) { morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1; } } } // create a track for each morph target with all zero // morphTargetInfluences except for the keys in which // the morphTarget is named. for ( var morphTargetName in morphTargetNames ) { var times = []; var values = []; for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) { var animationKey = animationKeys[ k ]; times.push( animationKey.time ); values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ); } tracks.push( new NumberKeyframeTrack$1( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); } duration = morphTargetNames.length * ( fps || 1.0 ); } else { // ...assume skeletal animation var boneName = '.bones[' + bones[ h ].name + ']'; addNonemptyTrack( VectorKeyframeTrack$1, boneName + '.position', animationKeys, 'pos', tracks ); addNonemptyTrack( QuaternionKeyframeTrack$1, boneName + '.quaternion', animationKeys, 'rot', tracks ); addNonemptyTrack( VectorKeyframeTrack$1, boneName + '.scale', animationKeys, 'scl', tracks ); } } if ( tracks.length === 0 ) { return null; } var clip = new AnimationClip$1( clipName, duration, tracks ); return clip; } } ); Object.assign( AnimationClip$1.prototype, { resetDuration: function () { var tracks = this.tracks, duration = 0; for ( var i = 0, n = tracks.length; i !== n; ++ i ) { var track = this.tracks[ i ]; duration = Math.max( duration, track.times[ track.times.length - 1 ] ); } this.duration = duration; }, trim: function () { for ( var i = 0; i < this.tracks.length; i ++ ) { this.tracks[ i ].trim( 0, this.duration ); } return this; }, optimize: function () { for ( var i = 0; i < this.tracks.length; i ++ ) { this.tracks[ i ].optimize(); } return this; } } ); /** * @author mrdoob / http://mrdoob.com/ */ function MaterialLoader$1( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager$1; this.textures = {}; } Object.assign( MaterialLoader$1.prototype, { load: function ( url, onLoad, onProgress, onError ) { var scope = this; var loader = new FileLoader$1( scope.manager ); loader.setResponseType( 'json' ); loader.load( url, function ( json ) { onLoad( scope.parse( json ) ); }, onProgress, onError ); }, setTextures: function ( value ) { this.textures = value; }, parse: function ( json ) { var textures = this.textures; function getTexture( name ) { if ( textures[ name ] === undefined ) { console.warn( 'THREE.MaterialLoader: Undefined texture', name ); } return textures[ name ]; } var material = new Materials$1[ json.type ](); if ( json.uuid !== undefined ) material.uuid = json.uuid; if ( json.name !== undefined ) material.name = json.name; if ( json.color !== undefined ) material.color.setHex( json.color ); if ( json.roughness !== undefined ) material.roughness = json.roughness; if ( json.metalness !== undefined ) material.metalness = json.metalness; if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive ); if ( json.specular !== undefined ) material.specular.setHex( json.specular ); if ( json.shininess !== undefined ) material.shininess = json.shininess; if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat; if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness; if ( json.uniforms !== undefined ) material.uniforms = json.uniforms; if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader; if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader; if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors; if ( json.fog !== undefined ) material.fog = json.fog; if ( json.shading !== undefined ) material.shading = json.shading; if ( json.blending !== undefined ) material.blending = json.blending; if ( json.side !== undefined ) material.side = json.side; if ( json.opacity !== undefined ) material.opacity = json.opacity; if ( json.transparent !== undefined ) material.transparent = json.transparent; if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap; if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin; if ( json.skinning !== undefined ) material.skinning = json.skinning; if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets; // for PointsMaterial if ( json.size !== undefined ) material.size = json.size; if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; // maps if ( json.map !== undefined ) material.map = getTexture( json.map ); if ( json.alphaMap !== undefined ) { material.alphaMap = getTexture( json.alphaMap ); material.transparent = true; } if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap ); if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap ); if ( json.normalScale !== undefined ) { var normalScale = json.normalScale; if ( Array.isArray( normalScale ) === false ) { // Blender exporter used to export a scalar. See #7459 normalScale = [ normalScale, normalScale ]; } material.normalScale = new Vector2$1().fromArray( normalScale ); } if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap ); if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale; if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias; if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap ); if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap ); if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap ); if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity; if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap ); if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap ); if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity; if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap ); if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap ); if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity; if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap ); return material; } } ); /** * @author mrdoob / http://mrdoob.com/ */ function BufferGeometryLoader$1( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager$1; } Object.assign( BufferGeometryLoader$1.prototype, { load: function ( url, onLoad, onProgress, onError ) { var scope = this; var loader = new FileLoader$1( scope.manager ); loader.setResponseType( 'json' ); loader.load( url, function ( json ) { onLoad( scope.parse( json ) ); }, onProgress, onError ); }, parse: function ( json ) { var geometry = new BufferGeometry$1(); var index = json.data.index; if ( index !== undefined ) { var typedArray = new TYPED_ARRAYS$1[ index.type ]( index.array ); geometry.setIndex( new BufferAttribute$1( typedArray, 1 ) ); } var attributes = json.data.attributes; for ( var key in attributes ) { var attribute = attributes[ key ]; var typedArray = new TYPED_ARRAYS$1[ attribute.type ]( attribute.array ); geometry.addAttribute( key, new BufferAttribute$1( typedArray, attribute.itemSize, attribute.normalized ) ); } var groups = json.data.groups || json.data.drawcalls || json.data.offsets; if ( groups !== undefined ) { for ( var i = 0, n = groups.length; i !== n; ++ i ) { var group = groups[ i ]; geometry.addGroup( group.start, group.count, group.materialIndex ); } } var boundingSphere = json.data.boundingSphere; if ( boundingSphere !== undefined ) { var center = new Vector3$1(); if ( boundingSphere.center !== undefined ) { center.fromArray( boundingSphere.center ); } geometry.boundingSphere = new Sphere$2( center, boundingSphere.radius ); } return geometry; } } ); var TYPED_ARRAYS$1 = { Int8Array: Int8Array, Uint8Array: Uint8Array, Uint8ClampedArray: Uint8ClampedArray, Int16Array: Int16Array, Uint16Array: Uint16Array, Int32Array: Int32Array, Uint32Array: Uint32Array, Float32Array: Float32Array, Float64Array: Float64Array }; /** * @author alteredq / http://alteredqualia.com/ */ function Loader$1() { this.onLoadStart = function () {}; this.onLoadProgress = function () {}; this.onLoadComplete = function () {}; } Loader$1.Handlers = { handlers: [], add: function ( regex, loader ) { this.handlers.push( regex, loader ); }, get: function ( file ) { var handlers = this.handlers; for ( var i = 0, l = handlers.length; i < l; i += 2 ) { var regex = handlers[ i ]; var loader = handlers[ i + 1 ]; if ( regex.test( file ) ) { return loader; } } return null; } }; Object.assign( Loader$1.prototype, { crossOrigin: undefined, extractUrlBase: function ( url ) { var parts = url.split( '/' ); if ( parts.length === 1 ) return './'; parts.pop(); return parts.join( '/' ) + '/'; }, initMaterials: function ( materials, texturePath, crossOrigin ) { var array = []; for ( var i = 0; i < materials.length; ++ i ) { array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin ); } return array; }, createMaterial: ( function () { var BlendingMode = { NoBlending: NoBlending$1, NormalBlending: NormalBlending$1, AdditiveBlending: AdditiveBlending$1, SubtractiveBlending: SubtractiveBlending$1, MultiplyBlending: MultiplyBlending$1, CustomBlending: CustomBlending$1 }; var color = new Color$1(); var textureLoader = new TextureLoader$1(); var materialLoader = new MaterialLoader$1(); return function createMaterial( m, texturePath, crossOrigin ) { // convert from old material format var textures = {}; function loadTexture( path, repeat, offset, wrap, anisotropy ) { var fullPath = texturePath + path; var loader = Loader$1.Handlers.get( fullPath ); var texture; if ( loader !== null ) { texture = loader.load( fullPath ); } else { textureLoader.setCrossOrigin( crossOrigin ); texture = textureLoader.load( fullPath ); } if ( repeat !== undefined ) { texture.repeat.fromArray( repeat ); if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping$1; if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping$1; } if ( offset !== undefined ) { texture.offset.fromArray( offset ); } if ( wrap !== undefined ) { if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping$1; if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping$1; if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping$1; if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping$1; } if ( anisotropy !== undefined ) { texture.anisotropy = anisotropy; } var uuid = _Math$1.generateUUID(); textures[ uuid ] = texture; return uuid; } // var json = { uuid: _Math$1.generateUUID(), type: 'MeshLambertMaterial' }; for ( var name in m ) { var value = m[ name ]; switch ( name ) { case 'DbgColor': case 'DbgIndex': case 'opticalDensity': case 'illumination': break; case 'DbgName': json.name = value; break; case 'blending': json.blending = BlendingMode[ value ]; break; case 'colorAmbient': case 'mapAmbient': console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' ); break; case 'colorDiffuse': json.color = color.fromArray( value ).getHex(); break; case 'colorSpecular': json.specular = color.fromArray( value ).getHex(); break; case 'colorEmissive': json.emissive = color.fromArray( value ).getHex(); break; case 'specularCoef': json.shininess = value; break; case 'shading': if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial'; if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial'; if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial'; break; case 'mapDiffuse': json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy ); break; case 'mapDiffuseRepeat': case 'mapDiffuseOffset': case 'mapDiffuseWrap': case 'mapDiffuseAnisotropy': break; case 'mapEmissive': json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy ); break; case 'mapEmissiveRepeat': case 'mapEmissiveOffset': case 'mapEmissiveWrap': case 'mapEmissiveAnisotropy': break; case 'mapLight': json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy ); break; case 'mapLightRepeat': case 'mapLightOffset': case 'mapLightWrap': case 'mapLightAnisotropy': break; case 'mapAO': json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy ); break; case 'mapAORepeat': case 'mapAOOffset': case 'mapAOWrap': case 'mapAOAnisotropy': break; case 'mapBump': json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy ); break; case 'mapBumpScale': json.bumpScale = value; break; case 'mapBumpRepeat': case 'mapBumpOffset': case 'mapBumpWrap': case 'mapBumpAnisotropy': break; case 'mapNormal': json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy ); break; case 'mapNormalFactor': json.normalScale = [ value, value ]; break; case 'mapNormalRepeat': case 'mapNormalOffset': case 'mapNormalWrap': case 'mapNormalAnisotropy': break; case 'mapSpecular': json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy ); break; case 'mapSpecularRepeat': case 'mapSpecularOffset': case 'mapSpecularWrap': case 'mapSpecularAnisotropy': break; case 'mapMetalness': json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy ); break; case 'mapMetalnessRepeat': case 'mapMetalnessOffset': case 'mapMetalnessWrap': case 'mapMetalnessAnisotropy': break; case 'mapRoughness': json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy ); break; case 'mapRoughnessRepeat': case 'mapRoughnessOffset': case 'mapRoughnessWrap': case 'mapRoughnessAnisotropy': break; case 'mapAlpha': json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy ); break; case 'mapAlphaRepeat': case 'mapAlphaOffset': case 'mapAlphaWrap': case 'mapAlphaAnisotropy': break; case 'flipSided': json.side = BackSide$1; break; case 'doubleSided': json.side = DoubleSide$1; break; case 'transparency': console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' ); json.opacity = value; break; case 'depthTest': case 'depthWrite': case 'colorWrite': case 'opacity': case 'reflectivity': case 'transparent': case 'visible': case 'wireframe': json[ name ] = value; break; case 'vertexColors': if ( value === true ) json.vertexColors = VertexColors$1; if ( value === 'face' ) json.vertexColors = FaceColors$1; break; default: console.error( 'THREE.Loader.createMaterial: Unsupported', name, value ); break; } } if ( json.type === 'MeshBasicMaterial' ) delete json.emissive; if ( json.type !== 'MeshPhongMaterial' ) delete json.specular; if ( json.opacity < 1 ) json.transparent = true; materialLoader.setTextures( textures ); return materialLoader.parse( json ); }; } )() } ); /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ function JSONLoader$1( manager ) { if ( typeof manager === 'boolean' ) { console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' ); manager = undefined; } this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager$1; this.withCredentials = false; } Object.assign( JSONLoader$1.prototype, { load: function ( url, onLoad, onProgress, onError ) { var scope = this; var texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : Loader$1.prototype.extractUrlBase( url ); var loader = new FileLoader$1( this.manager ); loader.setResponseType( 'json' ); loader.setWithCredentials( this.withCredentials ); loader.load( url, function ( json ) { var metadata = json.metadata; if ( metadata !== undefined ) { var type = metadata.type; if ( type !== undefined ) { if ( type.toLowerCase() === 'object' ) { console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' ); return; } if ( type.toLowerCase() === 'scene' ) { console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' ); return; } } } var object = scope.parse( json, texturePath ); onLoad( object.geometry, object.materials ); }, onProgress, onError ); }, setTexturePath: function ( value ) { this.texturePath = value; }, parse: ( function () { function parseModel( json, geometry ) { function isBitSet( value, position ) { return value & ( 1 << position ); } var i, j, fi, offset, zLength, colorIndex, normalIndex, uvIndex, materialIndex, type, isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor, vertex, face, faceA, faceB, hex, normal, uvLayer, uv, u, v, faces = json.faces, vertices = json.vertices, normals = json.normals, colors = json.colors, scale = json.scale, nUvLayers = 0; if ( json.uvs !== undefined ) { // disregard empty arrays for ( i = 0; i < json.uvs.length; i ++ ) { if ( json.uvs[ i ].length ) nUvLayers ++; } for ( i = 0; i < nUvLayers; i ++ ) { geometry.faceVertexUvs[ i ] = []; } } offset = 0; zLength = vertices.length; while ( offset < zLength ) { vertex = new Vector3$1(); vertex.x = vertices[ offset ++ ] * scale; vertex.y = vertices[ offset ++ ] * scale; vertex.z = vertices[ offset ++ ] * scale; geometry.vertices.push( vertex ); } offset = 0; zLength = faces.length; while ( offset < zLength ) { type = faces[ offset ++ ]; isQuad = isBitSet( type, 0 ); hasMaterial = isBitSet( type, 1 ); hasFaceVertexUv = isBitSet( type, 3 ); hasFaceNormal = isBitSet( type, 4 ); hasFaceVertexNormal = isBitSet( type, 5 ); hasFaceColor = isBitSet( type, 6 ); hasFaceVertexColor = isBitSet( type, 7 ); // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); if ( isQuad ) { faceA = new Face3$1(); faceA.a = faces[ offset ]; faceA.b = faces[ offset + 1 ]; faceA.c = faces[ offset + 3 ]; faceB = new Face3$1(); faceB.a = faces[ offset + 1 ]; faceB.b = faces[ offset + 2 ]; faceB.c = faces[ offset + 3 ]; offset += 4; if ( hasMaterial ) { materialIndex = faces[ offset ++ ]; faceA.materialIndex = materialIndex; faceB.materialIndex = materialIndex; } // to get face <=> uv index correspondence fi = geometry.faces.length; if ( hasFaceVertexUv ) { for ( i = 0; i < nUvLayers; i ++ ) { uvLayer = json.uvs[ i ]; geometry.faceVertexUvs[ i ][ fi ] = []; geometry.faceVertexUvs[ i ][ fi + 1 ] = []; for ( j = 0; j < 4; j ++ ) { uvIndex = faces[ offset ++ ]; u = uvLayer[ uvIndex * 2 ]; v = uvLayer[ uvIndex * 2 + 1 ]; uv = new Vector2$1( u, v ); if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv ); if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv ); } } } if ( hasFaceNormal ) { normalIndex = faces[ offset ++ ] * 3; faceA.normal.set( normals[ normalIndex ++ ], normals[ normalIndex ++ ], normals[ normalIndex ] ); faceB.normal.copy( faceA.normal ); } if ( hasFaceVertexNormal ) { for ( i = 0; i < 4; i ++ ) { normalIndex = faces[ offset ++ ] * 3; normal = new Vector3$1( normals[ normalIndex ++ ], normals[ normalIndex ++ ], normals[ normalIndex ] ); if ( i !== 2 ) faceA.vertexNormals.push( normal ); if ( i !== 0 ) faceB.vertexNormals.push( normal ); } } if ( hasFaceColor ) { colorIndex = faces[ offset ++ ]; hex = colors[ colorIndex ]; faceA.color.setHex( hex ); faceB.color.setHex( hex ); } if ( hasFaceVertexColor ) { for ( i = 0; i < 4; i ++ ) { colorIndex = faces[ offset ++ ]; hex = colors[ colorIndex ]; if ( i !== 2 ) faceA.vertexColors.push( new Color$1( hex ) ); if ( i !== 0 ) faceB.vertexColors.push( new Color$1( hex ) ); } } geometry.faces.push( faceA ); geometry.faces.push( faceB ); } else { face = new Face3$1(); face.a = faces[ offset ++ ]; face.b = faces[ offset ++ ]; face.c = faces[ offset ++ ]; if ( hasMaterial ) { materialIndex = faces[ offset ++ ]; face.materialIndex = materialIndex; } // to get face <=> uv index correspondence fi = geometry.faces.length; if ( hasFaceVertexUv ) { for ( i = 0; i < nUvLayers; i ++ ) { uvLayer = json.uvs[ i ]; geometry.faceVertexUvs[ i ][ fi ] = []; for ( j = 0; j < 3; j ++ ) { uvIndex = faces[ offset ++ ]; u = uvLayer[ uvIndex * 2 ]; v = uvLayer[ uvIndex * 2 + 1 ]; uv = new Vector2$1( u, v ); geometry.faceVertexUvs[ i ][ fi ].push( uv ); } } } if ( hasFaceNormal ) { normalIndex = faces[ offset ++ ] * 3; face.normal.set( normals[ normalIndex ++ ], normals[ normalIndex ++ ], normals[ normalIndex ] ); } if ( hasFaceVertexNormal ) { for ( i = 0; i < 3; i ++ ) { normalIndex = faces[ offset ++ ] * 3; normal = new Vector3$1( normals[ normalIndex ++ ], normals[ normalIndex ++ ], normals[ normalIndex ] ); face.vertexNormals.push( normal ); } } if ( hasFaceColor ) { colorIndex = faces[ offset ++ ]; face.color.setHex( colors[ colorIndex ] ); } if ( hasFaceVertexColor ) { for ( i = 0; i < 3; i ++ ) { colorIndex = faces[ offset ++ ]; face.vertexColors.push( new Color$1( colors[ colorIndex ] ) ); } } geometry.faces.push( face ); } } } function parseSkin( json, geometry ) { var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2; if ( json.skinWeights ) { for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) { var x = json.skinWeights[ i ]; var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0; var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0; var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0; geometry.skinWeights.push( new Vector4$1( x, y, z, w ) ); } } if ( json.skinIndices ) { for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) { var a = json.skinIndices[ i ]; var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0; var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0; var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0; geometry.skinIndices.push( new Vector4$1( a, b, c, d ) ); } } geometry.bones = json.bones; if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) { console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' + geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' ); } } function parseMorphing( json, geometry ) { var scale = json.scale; if ( json.morphTargets !== undefined ) { for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) { geometry.morphTargets[ i ] = {}; geometry.morphTargets[ i ].name = json.morphTargets[ i ].name; geometry.morphTargets[ i ].vertices = []; var dstVertices = geometry.morphTargets[ i ].vertices; var srcVertices = json.morphTargets[ i ].vertices; for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) { var vertex = new Vector3$1(); vertex.x = srcVertices[ v ] * scale; vertex.y = srcVertices[ v + 1 ] * scale; vertex.z = srcVertices[ v + 2 ] * scale; dstVertices.push( vertex ); } } } if ( json.morphColors !== undefined && json.morphColors.length > 0 ) { console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' ); var faces = geometry.faces; var morphColors = json.morphColors[ 0 ].colors; for ( var i = 0, l = faces.length; i < l; i ++ ) { faces[ i ].color.fromArray( morphColors, i * 3 ); } } } function parseAnimations( json, geometry ) { var outputAnimations = []; // parse old style Bone/Hierarchy animations var animations = []; if ( json.animation !== undefined ) { animations.push( json.animation ); } if ( json.animations !== undefined ) { if ( json.animations.length ) { animations = animations.concat( json.animations ); } else { animations.push( json.animations ); } } for ( var i = 0; i < animations.length; i ++ ) { var clip = AnimationClip$1.parseAnimation( animations[ i ], geometry.bones ); if ( clip ) outputAnimations.push( clip ); } // parse implicit morph animations if ( geometry.morphTargets ) { // TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary. var morphAnimationClips = AnimationClip$1.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 ); outputAnimations = outputAnimations.concat( morphAnimationClips ); } if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations; } return function ( json, texturePath ) { if ( json.data !== undefined ) { // Geometry 4.0 spec json = json.data; } if ( json.scale !== undefined ) { json.scale = 1.0 / json.scale; } else { json.scale = 1.0; } var geometry = new Geometry$1(); parseModel( json, geometry ); parseSkin( json, geometry ); parseMorphing( json, geometry ); parseAnimations( json, geometry ); geometry.computeFaceNormals(); geometry.computeBoundingSphere(); if ( json.materials === undefined || json.materials.length === 0 ) { return { geometry: geometry }; } else { var materials = Loader$1.prototype.initMaterials( json.materials, texturePath, this.crossOrigin ); return { geometry: geometry, materials: materials }; } }; } )() } ); /** * @author mrdoob / http://mrdoob.com/ */ function ObjectLoader$1( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager$1; this.texturePath = ''; } Object.assign( ObjectLoader$1.prototype, { load: function ( url, onLoad, onProgress, onError ) { if ( this.texturePath === '' ) { this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 ); } var scope = this; var loader = new FileLoader$1( scope.manager ); loader.load( url, function ( text ) { var json = null; try { json = JSON.parse( text ); } catch ( error ) { if ( onError !== undefined ) onError( error ); console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message ); return; } var metadata = json.metadata; if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { console.error( 'THREE.ObjectLoader: Can\'t load ' + url + '. Use THREE.JSONLoader instead.' ); return; } scope.parse( json, onLoad ); }, onProgress, onError ); }, setTexturePath: function ( value ) { this.texturePath = value; }, setCrossOrigin: function ( value ) { this.crossOrigin = value; }, parse: function ( json, onLoad ) { var geometries = this.parseGeometries( json.geometries ); var images = this.parseImages( json.images, function () { if ( onLoad !== undefined ) onLoad( object ); } ); var textures = this.parseTextures( json.textures, images ); var materials = this.parseMaterials( json.materials, textures ); var object = this.parseObject( json.object, geometries, materials ); if ( json.animations ) { object.animations = this.parseAnimations( json.animations ); } if ( json.images === undefined || json.images.length === 0 ) { if ( onLoad !== undefined ) onLoad( object ); } return object; }, parseGeometries: function ( json ) { var geometries = {}; if ( json !== undefined ) { var geometryLoader = new JSONLoader$1(); var bufferGeometryLoader = new BufferGeometryLoader$1(); for ( var i = 0, l = json.length; i < l; i ++ ) { var geometry; var data = json[ i ]; switch ( data.type ) { case 'PlaneGeometry': case 'PlaneBufferGeometry': geometry = new Geometries$1[ data.type ]( data.width, data.height, data.widthSegments, data.heightSegments ); break; case 'BoxGeometry': case 'BoxBufferGeometry': case 'CubeGeometry': // backwards compatible geometry = new Geometries$1[ data.type ]( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments ); break; case 'CircleGeometry': case 'CircleBufferGeometry': geometry = new Geometries$1[ data.type ]( data.radius, data.segments, data.thetaStart, data.thetaLength ); break; case 'CylinderGeometry': case 'CylinderBufferGeometry': geometry = new Geometries$1[ data.type ]( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength ); break; case 'ConeGeometry': case 'ConeBufferGeometry': geometry = new Geometries$1[ data.type ]( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength ); break; case 'SphereGeometry': case 'SphereBufferGeometry': geometry = new Geometries$1[ data.type ]( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength ); break; case 'DodecahedronGeometry': case 'IcosahedronGeometry': case 'OctahedronGeometry': case 'TetrahedronGeometry': geometry = new Geometries$1[ data.type ]( data.radius, data.detail ); break; case 'RingGeometry': case 'RingBufferGeometry': geometry = new Geometries$1[ data.type ]( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength ); break; case 'TorusGeometry': case 'TorusBufferGeometry': geometry = new Geometries$1[ data.type ]( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc ); break; case 'TorusKnotGeometry': case 'TorusKnotBufferGeometry': geometry = new Geometries$1[ data.type ]( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q ); break; case 'LatheGeometry': case 'LatheBufferGeometry': geometry = new Geometries$1[ data.type ]( data.points, data.segments, data.phiStart, data.phiLength ); break; case 'BufferGeometry': geometry = bufferGeometryLoader.parse( data ); break; case 'Geometry': geometry = geometryLoader.parse( data, this.texturePath ).geometry; break; default: console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' ); continue; } geometry.uuid = data.uuid; if ( data.name !== undefined ) geometry.name = data.name; geometries[ data.uuid ] = geometry; } } return geometries; }, parseMaterials: function ( json, textures ) { var materials = {}; if ( json !== undefined ) { var loader = new MaterialLoader$1(); loader.setTextures( textures ); for ( var i = 0, l = json.length; i < l; i ++ ) { var data = json[ i ]; if ( data.type === 'MultiMaterial' ) { // Deprecated var array = []; for ( var j = 0; j < data.materials.length; j ++ ) { array.push( loader.parse( data.materials[ j ] ) ); } materials[ data.uuid ] = array; } else { materials[ data.uuid ] = loader.parse( data ); } } } return materials; }, parseAnimations: function ( json ) { var animations = []; for ( var i = 0; i < json.length; i ++ ) { var clip = AnimationClip$1.parse( json[ i ] ); animations.push( clip ); } return animations; }, parseImages: function ( json, onLoad ) { var scope = this; var images = {}; function loadImage( url ) { scope.manager.itemStart( url ); return loader.load( url, function () { scope.manager.itemEnd( url ); }, undefined, function () { scope.manager.itemEnd( url ); scope.manager.itemError( url ); } ); } if ( json !== undefined && json.length > 0 ) { var manager = new LoadingManager$1( onLoad ); var loader = new ImageLoader$1( manager ); loader.setCrossOrigin( this.crossOrigin ); for ( var i = 0, l = json.length; i < l; i ++ ) { var image = json[ i ]; var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url; images[ image.uuid ] = loadImage( path ); } } return images; }, parseTextures: function ( json, images ) { function parseConstant( value, type ) { if ( typeof( value ) === 'number' ) return value; console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); return type[ value ]; } var textures = {}; if ( json !== undefined ) { for ( var i = 0, l = json.length; i < l; i ++ ) { var data = json[ i ]; if ( data.image === undefined ) { console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid ); } if ( images[ data.image ] === undefined ) { console.warn( 'THREE.ObjectLoader: Undefined image', data.image ); } var texture = new Texture$1( images[ data.image ] ); texture.needsUpdate = true; texture.uuid = data.uuid; if ( data.name !== undefined ) texture.name = data.name; if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING$1 ); if ( data.offset !== undefined ) texture.offset.fromArray( data.offset ); if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat ); if ( data.wrap !== undefined ) { texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING$1 ); texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING$1 ); } if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER$1 ); if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER$1 ); if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; if ( data.flipY !== undefined ) texture.flipY = data.flipY; textures[ data.uuid ] = texture; } } return textures; }, parseObject: function () { var matrix = new Matrix4$1(); return function parseObject( data, geometries, materials ) { var object; function getGeometry( name ) { if ( geometries[ name ] === undefined ) { console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); } return geometries[ name ]; } function getMaterial( name ) { if ( name === undefined ) return undefined; if ( Array.isArray( name ) ) { var array = []; for ( var i = 0, l = name.length; i < l; i ++ ) { var uuid = name[ i ]; if ( materials[ uuid ] === undefined ) { console.warn( 'THREE.ObjectLoader: Undefined material', uuid ); } array.push( materials[ uuid ] ); } return array; } if ( materials[ name ] === undefined ) { console.warn( 'THREE.ObjectLoader: Undefined material', name ); } return materials[ name ]; } switch ( data.type ) { case 'Scene': object = new Scene$1(); if ( data.background !== undefined ) { if ( Number.isInteger( data.background ) ) { object.background = new Color$1( data.background ); } } if ( data.fog !== undefined ) { if ( data.fog.type === 'Fog' ) { object.fog = new Fog$1( data.fog.color, data.fog.near, data.fog.far ); } else if ( data.fog.type === 'FogExp2' ) { object.fog = new FogExp2$1( data.fog.color, data.fog.density ); } } break; case 'PerspectiveCamera': object = new PerspectiveCamera$2( data.fov, data.aspect, data.near, data.far ); if ( data.focus !== undefined ) object.focus = data.focus; if ( data.zoom !== undefined ) object.zoom = data.zoom; if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge; if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset; if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); break; case 'OrthographicCamera': object = new OrthographicCamera$2( data.left, data.right, data.top, data.bottom, data.near, data.far ); break; case 'AmbientLight': object = new AmbientLight$2( data.color, data.intensity ); break; case 'DirectionalLight': object = new DirectionalLight$2( data.color, data.intensity ); break; case 'PointLight': object = new PointLight$2( data.color, data.intensity, data.distance, data.decay ); break; case 'RectAreaLight': object = new RectAreaLight$1( data.color, data.intensity, data.width, data.height ); break; case 'SpotLight': object = new SpotLight$2( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); break; case 'HemisphereLight': object = new HemisphereLight$2( data.color, data.groundColor, data.intensity ); break; case 'SkinnedMesh': console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' ); case 'Mesh': var geometry = getGeometry( data.geometry ); var material = getMaterial( data.material ); if ( geometry.bones && geometry.bones.length > 0 ) { object = new SkinnedMesh$1( geometry, material ); } else { object = new Mesh$1( geometry, material ); } break; case 'LOD': object = new LOD$1(); break; case 'Line': object = new Line$2( getGeometry( data.geometry ), getMaterial( data.material ), data.mode ); break; case 'LineLoop': object = new LineLoop$1( getGeometry( data.geometry ), getMaterial( data.material ) ); break; case 'LineSegments': object = new LineSegments$1( getGeometry( data.geometry ), getMaterial( data.material ) ); break; case 'PointCloud': case 'Points': object = new Points$1( getGeometry( data.geometry ), getMaterial( data.material ) ); break; case 'Sprite': object = new Sprite$1( getMaterial( data.material ) ); break; case 'Group': object = new Group$2(); break; default: object = new Object3D$1(); } object.uuid = data.uuid; if ( data.name !== undefined ) object.name = data.name; if ( data.matrix !== undefined ) { matrix.fromArray( data.matrix ); matrix.decompose( object.position, object.quaternion, object.scale ); } else { if ( data.position !== undefined ) object.position.fromArray( data.position ); if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation ); if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion ); if ( data.scale !== undefined ) object.scale.fromArray( data.scale ); } if ( data.castShadow !== undefined ) object.castShadow = data.castShadow; if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; if ( data.shadow ) { if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias; if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius; if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize ); if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera ); } if ( data.visible !== undefined ) object.visible = data.visible; if ( data.userData !== undefined ) object.userData = data.userData; if ( data.children !== undefined ) { for ( var child in data.children ) { object.add( this.parseObject( data.children[ child ], geometries, materials ) ); } } if ( data.type === 'LOD' ) { var levels = data.levels; for ( var l = 0; l < levels.length; l ++ ) { var level = levels[ l ]; var child = object.getObjectByProperty( 'uuid', level.object ); if ( child !== undefined ) { object.addLevel( child, level.distance ); } } } return object; }; }() } ); var TEXTURE_MAPPING$1 = { UVMapping: UVMapping$1, CubeReflectionMapping: CubeReflectionMapping$1, CubeRefractionMapping: CubeRefractionMapping$1, EquirectangularReflectionMapping: EquirectangularReflectionMapping$1, EquirectangularRefractionMapping: EquirectangularRefractionMapping$1, SphericalReflectionMapping: SphericalReflectionMapping$1, CubeUVReflectionMapping: CubeUVReflectionMapping$1, CubeUVRefractionMapping: CubeUVRefractionMapping$1 }; var TEXTURE_WRAPPING$1 = { RepeatWrapping: RepeatWrapping$1, ClampToEdgeWrapping: ClampToEdgeWrapping$1, MirroredRepeatWrapping: MirroredRepeatWrapping$1 }; var TEXTURE_FILTER$1 = { NearestFilter: NearestFilter$1, NearestMipMapNearestFilter: NearestMipMapNearestFilter$1, NearestMipMapLinearFilter: NearestMipMapLinearFilter$1, LinearFilter: LinearFilter$1, LinearMipMapNearestFilter: LinearMipMapNearestFilter$1, LinearMipMapLinearFilter: LinearMipMapLinearFilter$1 }; /** * @author zz85 / http://www.lab4games.net/zz85/blog * * Bezier Curves formulas obtained from * http://en.wikipedia.org/wiki/Bézier_curve */ function CatmullRom$1( t, p0, p1, p2, p3 ) { var v0 = ( p2 - p0 ) * 0.5; var v1 = ( p3 - p1 ) * 0.5; var t2 = t * t; var t3 = t * t2; return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; } // function QuadraticBezierP0$1( t, p ) { var k = 1 - t; return k * k * p; } function QuadraticBezierP1$1( t, p ) { return 2 * ( 1 - t ) * t * p; } function QuadraticBezierP2$1( t, p ) { return t * t * p; } function QuadraticBezier$1( t, p0, p1, p2 ) { return QuadraticBezierP0$1( t, p0 ) + QuadraticBezierP1$1( t, p1 ) + QuadraticBezierP2$1( t, p2 ); } // function CubicBezierP0$1( t, p ) { var k = 1 - t; return k * k * k * p; } function CubicBezierP1$1( t, p ) { var k = 1 - t; return 3 * k * k * t * p; } function CubicBezierP2$1( t, p ) { return 3 * ( 1 - t ) * t * t * p; } function CubicBezierP3$1( t, p ) { return t * t * t * p; } function CubicBezier$1( t, p0, p1, p2, p3 ) { return CubicBezierP0$1( t, p0 ) + CubicBezierP1$1( t, p1 ) + CubicBezierP2$1( t, p2 ) + CubicBezierP3$1( t, p3 ); } /** * @author zz85 / http://www.lab4games.net/zz85/blog * Extensible curve object * * Some common of curve methods: * .getPoint(t), getTangent(t) * .getPointAt(u), getTangentAt(u) * .getPoints(), .getSpacedPoints() * .getLength() * .updateArcLengths() * * This following curves inherit from THREE.Curve: * * -- 2D curves -- * THREE.ArcCurve * THREE.CubicBezierCurve * THREE.EllipseCurve * THREE.LineCurve * THREE.QuadraticBezierCurve * THREE.SplineCurve * * -- 3D curves -- * THREE.CatmullRomCurve3 * THREE.CubicBezierCurve3 * THREE.LineCurve3 * THREE.QuadraticBezierCurve3 * * A series of curves can be represented as a THREE.CurvePath. * **/ /************************************************************** * Abstract Curve base class **************************************************************/ function Curve$1() { this.arcLengthDivisions = 200; } Object.assign( Curve$1.prototype, { // Virtual base class method to overwrite and implement in subclasses // - t [0 .. 1] getPoint: function () { console.warn( 'THREE.Curve: .getPoint() not implemented.' ); return null; }, // Get point at relative position in curve according to arc length // - u [0 .. 1] getPointAt: function ( u ) { var t = this.getUtoTmapping( u ); return this.getPoint( t ); }, // Get sequence of points using getPoint( t ) getPoints: function ( divisions ) { if ( divisions === undefined ) divisions = 5; var points = []; for ( var d = 0; d <= divisions; d ++ ) { points.push( this.getPoint( d / divisions ) ); } return points; }, // Get sequence of points using getPointAt( u ) getSpacedPoints: function ( divisions ) { if ( divisions === undefined ) divisions = 5; var points = []; for ( var d = 0; d <= divisions; d ++ ) { points.push( this.getPointAt( d / divisions ) ); } return points; }, // Get total curve arc length getLength: function () { var lengths = this.getLengths(); return lengths[ lengths.length - 1 ]; }, // Get list of cumulative segment lengths getLengths: function ( divisions ) { if ( divisions === undefined ) divisions = this.arcLengthDivisions; if ( this.cacheArcLengths && ( this.cacheArcLengths.length === divisions + 1 ) && ! this.needsUpdate ) { return this.cacheArcLengths; } this.needsUpdate = false; var cache = []; var current, last = this.getPoint( 0 ); var p, sum = 0; cache.push( 0 ); for ( p = 1; p <= divisions; p ++ ) { current = this.getPoint( p / divisions ); sum += current.distanceTo( last ); cache.push( sum ); last = current; } this.cacheArcLengths = cache; return cache; // { sums: cache, sum: sum }; Sum is in the last element. }, updateArcLengths: function () { this.needsUpdate = true; this.getLengths(); }, // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant getUtoTmapping: function ( u, distance ) { var arcLengths = this.getLengths(); var i = 0, il = arcLengths.length; var targetArcLength; // The targeted u distance value to get if ( distance ) { targetArcLength = distance; } else { targetArcLength = u * arcLengths[ il - 1 ]; } // binary search for the index with largest value smaller than target u distance var low = 0, high = il - 1, comparison; while ( low <= high ) { i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats comparison = arcLengths[ i ] - targetArcLength; if ( comparison < 0 ) { low = i + 1; } else if ( comparison > 0 ) { high = i - 1; } else { high = i; break; // DONE } } i = high; if ( arcLengths[ i ] === targetArcLength ) { return i / ( il - 1 ); } // we could get finer grain at lengths, or use simple interpolation between two points var lengthBefore = arcLengths[ i ]; var lengthAfter = arcLengths[ i + 1 ]; var segmentLength = lengthAfter - lengthBefore; // determine where we are between the 'before' and 'after' points var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; // add that fractional amount to t var t = ( i + segmentFraction ) / ( il - 1 ); return t; }, // Returns a unit vector tangent at t // In case any sub curve does not implement its tangent derivation, // 2 points a small delta apart will be used to find its gradient // which seems to give a reasonable approximation getTangent: function ( t ) { var delta = 0.0001; var t1 = t - delta; var t2 = t + delta; // Capping in case of danger if ( t1 < 0 ) t1 = 0; if ( t2 > 1 ) t2 = 1; var pt1 = this.getPoint( t1 ); var pt2 = this.getPoint( t2 ); var vec = pt2.clone().sub( pt1 ); return vec.normalize(); }, getTangentAt: function ( u ) { var t = this.getUtoTmapping( u ); return this.getTangent( t ); }, computeFrenetFrames: function ( segments, closed ) { // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf var normal = new Vector3$1(); var tangents = []; var normals = []; var binormals = []; var vec = new Vector3$1(); var mat = new Matrix4$1(); var i, u, theta; // compute the tangent vectors for each segment on the curve for ( i = 0; i <= segments; i ++ ) { u = i / segments; tangents[ i ] = this.getTangentAt( u ); tangents[ i ].normalize(); } // select an initial normal vector perpendicular to the first tangent vector, // and in the direction of the minimum tangent xyz component normals[ 0 ] = new Vector3$1(); binormals[ 0 ] = new Vector3$1(); var min = Number.MAX_VALUE; var tx = Math.abs( tangents[ 0 ].x ); var ty = Math.abs( tangents[ 0 ].y ); var tz = Math.abs( tangents[ 0 ].z ); if ( tx <= min ) { min = tx; normal.set( 1, 0, 0 ); } if ( ty <= min ) { min = ty; normal.set( 0, 1, 0 ); } if ( tz <= min ) { normal.set( 0, 0, 1 ); } vec.crossVectors( tangents[ 0 ], normal ).normalize(); normals[ 0 ].crossVectors( tangents[ 0 ], vec ); binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); // compute the slowly-varying normal and binormal vectors for each segment on the curve for ( i = 1; i <= segments; i ++ ) { normals[ i ] = normals[ i - 1 ].clone(); binormals[ i ] = binormals[ i - 1 ].clone(); vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); if ( vec.length() > Number.EPSILON ) { vec.normalize(); theta = Math.acos( _Math$1.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); } binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); } // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same if ( closed === true ) { theta = Math.acos( _Math$1.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) ); theta /= segments; if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) { theta = - theta; } for ( i = 1; i <= segments; i ++ ) { // twist a little... normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); } } return { tangents: tangents, normals: normals, binormals: binormals }; } } ); function LineCurve$1( v1, v2 ) { Curve$1.call( this ); this.v1 = v1; this.v2 = v2; } LineCurve$1.prototype = Object.create( Curve$1.prototype ); LineCurve$1.prototype.constructor = LineCurve$1; LineCurve$1.prototype.isLineCurve = true; LineCurve$1.prototype.getPoint = function ( t ) { if ( t === 1 ) { return this.v2.clone(); } var point = this.v2.clone().sub( this.v1 ); point.multiplyScalar( t ).add( this.v1 ); return point; }; // Line curve is linear, so we can overwrite default getPointAt LineCurve$1.prototype.getPointAt = function ( u ) { return this.getPoint( u ); }; LineCurve$1.prototype.getTangent = function ( t ) { var tangent = this.v2.clone().sub( this.v1 ); return tangent.normalize(); }; /** * @author zz85 / http://www.lab4games.net/zz85/blog * **/ /************************************************************** * Curved Path - a curve path is simply a array of connected * curves, but retains the api of a curve **************************************************************/ function CurvePath$1() { Curve$1.call( this ); this.curves = []; this.autoClose = false; // Automatically closes the path } CurvePath$1.prototype = Object.assign( Object.create( Curve$1.prototype ), { constructor: CurvePath$1, add: function ( curve ) { this.curves.push( curve ); }, closePath: function () { // Add a line curve if start and end of lines are not connected var startPoint = this.curves[ 0 ].getPoint( 0 ); var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 ); if ( ! startPoint.equals( endPoint ) ) { this.curves.push( new LineCurve$1( endPoint, startPoint ) ); } }, // To get accurate point with reference to // entire path distance at time t, // following has to be done: // 1. Length of each sub path have to be known // 2. Locate and identify type of curve // 3. Get t for the curve // 4. Return curve.getPointAt(t') getPoint: function ( t ) { var d = t * this.getLength(); var curveLengths = this.getCurveLengths(); var i = 0; // To think about boundaries points. while ( i < curveLengths.length ) { if ( curveLengths[ i ] >= d ) { var diff = curveLengths[ i ] - d; var curve = this.curves[ i ]; var segmentLength = curve.getLength(); var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength; return curve.getPointAt( u ); } i ++; } return null; // loop where sum != 0, sum > d , sum+1 1 && !points[ points.length - 1 ].equals( points[ 0 ] ) ) { points.push( points[ 0 ] ); } return points; }, /************************************************************** * Create Geometries Helpers **************************************************************/ /// Generate geometry from path points (for Line or Points objects) createPointsGeometry: function ( divisions ) { var pts = this.getPoints( divisions ); return this.createGeometry( pts ); }, // Generate geometry from equidistant sampling along the path createSpacedPointsGeometry: function ( divisions ) { var pts = this.getSpacedPoints( divisions ); return this.createGeometry( pts ); }, createGeometry: function ( points ) { var geometry = new Geometry$1(); for ( var i = 0, l = points.length; i < l; i ++ ) { var point = points[ i ]; geometry.vertices.push( new Vector3$1( point.x, point.y, point.z || 0 ) ); } return geometry; } } ); function EllipseCurve$1( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { Curve$1.call( this ); this.aX = aX; this.aY = aY; this.xRadius = xRadius; this.yRadius = yRadius; this.aStartAngle = aStartAngle; this.aEndAngle = aEndAngle; this.aClockwise = aClockwise; this.aRotation = aRotation || 0; } EllipseCurve$1.prototype = Object.create( Curve$1.prototype ); EllipseCurve$1.prototype.constructor = EllipseCurve$1; EllipseCurve$1.prototype.isEllipseCurve = true; EllipseCurve$1.prototype.getPoint = function ( t ) { var twoPi = Math.PI * 2; var deltaAngle = this.aEndAngle - this.aStartAngle; var samePoints = Math.abs( deltaAngle ) < Number.EPSILON; // ensures that deltaAngle is 0 .. 2 PI while ( deltaAngle < 0 ) deltaAngle += twoPi; while ( deltaAngle > twoPi ) deltaAngle -= twoPi; if ( deltaAngle < Number.EPSILON ) { if ( samePoints ) { deltaAngle = 0; } else { deltaAngle = twoPi; } } if ( this.aClockwise === true && ! samePoints ) { if ( deltaAngle === twoPi ) { deltaAngle = - twoPi; } else { deltaAngle = deltaAngle - twoPi; } } var angle = this.aStartAngle + t * deltaAngle; var x = this.aX + this.xRadius * Math.cos( angle ); var y = this.aY + this.yRadius * Math.sin( angle ); if ( this.aRotation !== 0 ) { var cos = Math.cos( this.aRotation ); var sin = Math.sin( this.aRotation ); var tx = x - this.aX; var ty = y - this.aY; // Rotate the point about the center of the ellipse. x = tx * cos - ty * sin + this.aX; y = tx * sin + ty * cos + this.aY; } return new Vector2$1( x, y ); }; function SplineCurve$1( points /* array of Vector2 */ ) { Curve$1.call( this ); this.points = ( points === undefined ) ? [] : points; } SplineCurve$1.prototype = Object.create( Curve$1.prototype ); SplineCurve$1.prototype.constructor = SplineCurve$1; SplineCurve$1.prototype.isSplineCurve = true; SplineCurve$1.prototype.getPoint = function ( t ) { var points = this.points; var point = ( points.length - 1 ) * t; var intPoint = Math.floor( point ); var weight = point - intPoint; var point0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ]; var point1 = points[ intPoint ]; var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; return new Vector2$1( CatmullRom$1( weight, point0.x, point1.x, point2.x, point3.x ), CatmullRom$1( weight, point0.y, point1.y, point2.y, point3.y ) ); }; function CubicBezierCurve$1( v0, v1, v2, v3 ) { Curve$1.call( this ); this.v0 = v0; this.v1 = v1; this.v2 = v2; this.v3 = v3; } CubicBezierCurve$1.prototype = Object.create( Curve$1.prototype ); CubicBezierCurve$1.prototype.constructor = CubicBezierCurve$1; CubicBezierCurve$1.prototype.getPoint = function ( t ) { var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; return new Vector2$1( CubicBezier$1( t, v0.x, v1.x, v2.x, v3.x ), CubicBezier$1( t, v0.y, v1.y, v2.y, v3.y ) ); }; function QuadraticBezierCurve$1( v0, v1, v2 ) { Curve$1.call( this ); this.v0 = v0; this.v1 = v1; this.v2 = v2; } QuadraticBezierCurve$1.prototype = Object.create( Curve$1.prototype ); QuadraticBezierCurve$1.prototype.constructor = QuadraticBezierCurve$1; QuadraticBezierCurve$1.prototype.getPoint = function ( t ) { var v0 = this.v0, v1 = this.v1, v2 = this.v2; return new Vector2$1( QuadraticBezier$1( t, v0.x, v1.x, v2.x ), QuadraticBezier$1( t, v0.y, v1.y, v2.y ) ); }; var PathPrototype = Object.assign( Object.create( CurvePath$1.prototype ), { fromPoints: function ( vectors ) { this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y ); for ( var i = 1, l = vectors.length; i < l; i ++ ) { this.lineTo( vectors[ i ].x, vectors[ i ].y ); } }, moveTo: function ( x, y ) { this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying? }, lineTo: function ( x, y ) { var curve = new LineCurve$1( this.currentPoint.clone(), new Vector2$1( x, y ) ); this.curves.push( curve ); this.currentPoint.set( x, y ); }, quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { var curve = new QuadraticBezierCurve$1( this.currentPoint.clone(), new Vector2$1( aCPx, aCPy ), new Vector2$1( aX, aY ) ); this.curves.push( curve ); this.currentPoint.set( aX, aY ); }, bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { var curve = new CubicBezierCurve$1( this.currentPoint.clone(), new Vector2$1( aCP1x, aCP1y ), new Vector2$1( aCP2x, aCP2y ), new Vector2$1( aX, aY ) ); this.curves.push( curve ); this.currentPoint.set( aX, aY ); }, splineThru: function ( pts /*Array of Vector*/ ) { var npts = [ this.currentPoint.clone() ].concat( pts ); var curve = new SplineCurve$1( npts ); this.curves.push( curve ); this.currentPoint.copy( pts[ pts.length - 1 ] ); }, arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { var x0 = this.currentPoint.x; var y0 = this.currentPoint.y; this.absarc( aX + x0, aY + y0, aRadius, aStartAngle, aEndAngle, aClockwise ); }, absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); }, ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { var x0 = this.currentPoint.x; var y0 = this.currentPoint.y; this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); }, absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { var curve = new EllipseCurve$1( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); if ( this.curves.length > 0 ) { // if a previous curve is present, attempt to join var firstPoint = curve.getPoint( 0 ); if ( ! firstPoint.equals( this.currentPoint ) ) { this.lineTo( firstPoint.x, firstPoint.y ); } } this.curves.push( curve ); var lastPoint = curve.getPoint( 1 ); this.currentPoint.copy( lastPoint ); } } ); /** * @author zz85 / http://www.lab4games.net/zz85/blog * Creates free form 2d path using series of points, lines or curves. **/ function Path$1( points ) { CurvePath$1.call( this ); this.currentPoint = new Vector2$1(); if ( points ) { this.fromPoints( points ); } } Path$1.prototype = PathPrototype; PathPrototype.constructor = Path$1; /** * @author zz85 / http://www.lab4games.net/zz85/blog * Defines a 2d shape plane using paths. **/ // STEP 1 Create a path. // STEP 2 Turn path into shape. // STEP 3 ExtrudeGeometry takes in Shape/Shapes // STEP 3a - Extract points from each shape, turn to vertices // STEP 3b - Triangulate each shape, add faces. function Shape$2() { Path$1.apply( this, arguments ); this.holes = []; } Shape$2.prototype = Object.assign( Object.create( PathPrototype ), { constructor: Shape$2, getPointsHoles: function ( divisions ) { var holesPts = []; for ( var i = 0, l = this.holes.length; i < l; i ++ ) { holesPts[ i ] = this.holes[ i ].getPoints( divisions ); } return holesPts; }, // Get points of shape and holes (keypoints based on segments parameter) extractAllPoints: function ( divisions ) { return { shape: this.getPoints( divisions ), holes: this.getPointsHoles( divisions ) }; }, extractPoints: function ( divisions ) { return this.extractAllPoints( divisions ); } } ); /** * @author zz85 / http://www.lab4games.net/zz85/blog * minimal class for proxing functions to Path. Replaces old "extractSubpaths()" **/ function ShapePath$1() { this.subPaths = []; this.currentPath = null; } Object.assign( ShapePath$1.prototype, { moveTo: function ( x, y ) { this.currentPath = new Path$1(); this.subPaths.push( this.currentPath ); this.currentPath.moveTo( x, y ); }, lineTo: function ( x, y ) { this.currentPath.lineTo( x, y ); }, quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); }, bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); }, splineThru: function ( pts ) { this.currentPath.splineThru( pts ); }, toShapes: function ( isCCW, noHoles ) { function toShapesNoHoles( inSubpaths ) { var shapes = []; for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) { var tmpPath = inSubpaths[ i ]; var tmpShape = new Shape$2(); tmpShape.curves = tmpPath.curves; shapes.push( tmpShape ); } return shapes; } function isPointInsidePolygon( inPt, inPolygon ) { var polyLen = inPolygon.length; // inPt on polygon contour => immediate success or // toggling of inside/outside at every single! intersection point of an edge // with the horizontal line through inPt, left of inPt // not counting lowerY endpoints of edges and whole edges on that line var inside = false; for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) { var edgeLowPt = inPolygon[ p ]; var edgeHighPt = inPolygon[ q ]; var edgeDx = edgeHighPt.x - edgeLowPt.x; var edgeDy = edgeHighPt.y - edgeLowPt.y; if ( Math.abs( edgeDy ) > Number.EPSILON ) { // not parallel if ( edgeDy < 0 ) { edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; } if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue; if ( inPt.y === edgeLowPt.y ) { if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ? // continue; // no intersection or edgeLowPt => doesn't count !!! } else { var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y ); if ( perpEdge === 0 ) return true; // inPt is on contour ? if ( perpEdge < 0 ) continue; inside = ! inside; // true intersection left of inPt } } else { // parallel or collinear if ( inPt.y !== edgeLowPt.y ) continue; // parallel // edge lies on the same horizontal line as inPt if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) || ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour ! // continue; } } return inside; } var isClockWise = ShapeUtils$1.isClockWise; var subPaths = this.subPaths; if ( subPaths.length === 0 ) return []; if ( noHoles === true ) return toShapesNoHoles( subPaths ); var solid, tmpPath, tmpShape, shapes = []; if ( subPaths.length === 1 ) { tmpPath = subPaths[ 0 ]; tmpShape = new Shape$2(); tmpShape.curves = tmpPath.curves; shapes.push( tmpShape ); return shapes; } var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() ); holesFirst = isCCW ? ! holesFirst : holesFirst; // console.log("Holes first", holesFirst); var betterShapeHoles = []; var newShapes = []; var newShapeHoles = []; var mainIdx = 0; var tmpPoints; newShapes[ mainIdx ] = undefined; newShapeHoles[ mainIdx ] = []; for ( var i = 0, l = subPaths.length; i < l; i ++ ) { tmpPath = subPaths[ i ]; tmpPoints = tmpPath.getPoints(); solid = isClockWise( tmpPoints ); solid = isCCW ? ! solid : solid; if ( solid ) { if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++; newShapes[ mainIdx ] = { s: new Shape$2(), p: tmpPoints }; newShapes[ mainIdx ].s.curves = tmpPath.curves; if ( holesFirst ) mainIdx ++; newShapeHoles[ mainIdx ] = []; //console.log('cw', i); } else { newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } ); //console.log('ccw', i); } } // only Holes? -> probably all Shapes with wrong orientation if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths ); if ( newShapes.length > 1 ) { var ambiguous = false; var toChange = []; for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { betterShapeHoles[ sIdx ] = []; } for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { var sho = newShapeHoles[ sIdx ]; for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) { var ho = sho[ hIdx ]; var hole_unassigned = true; for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) { if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) { if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); if ( hole_unassigned ) { hole_unassigned = false; betterShapeHoles[ s2Idx ].push( ho ); } else { ambiguous = true; } } } if ( hole_unassigned ) { betterShapeHoles[ sIdx ].push( ho ); } } } // console.log("ambiguous: ", ambiguous); if ( toChange.length > 0 ) { // console.log("to change: ", toChange); if ( ! ambiguous ) newShapeHoles = betterShapeHoles; } } var tmpHoles; for ( var i = 0, il = newShapes.length; i < il; i ++ ) { tmpShape = newShapes[ i ].s; shapes.push( tmpShape ); tmpHoles = newShapeHoles[ i ]; for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) { tmpShape.holes.push( tmpHoles[ j ].h ); } } //console.log("shape", shapes); return shapes; } } ); /** * @author zz85 / http://www.lab4games.net/zz85/blog * @author mrdoob / http://mrdoob.com/ */ function Font$1( data ) { this.data = data; } Object.assign( Font$1.prototype, { isFont: true, generateShapes: function ( text, size, divisions ) { function createPaths( text ) { var chars = String( text ).split( '' ); var scale = size / data.resolution; var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale; var offsetX = 0, offsetY = 0; var paths = []; for ( var i = 0; i < chars.length; i ++ ) { var char = chars[ i ]; if ( char === '\n' ) { offsetX = 0; offsetY -= line_height; } else { var ret = createPath( char, scale, offsetX, offsetY ); offsetX += ret.offsetX; paths.push( ret.path ); } } return paths; } function createPath( c, scale, offsetX, offsetY ) { var glyph = data.glyphs[ c ] || data.glyphs[ '?' ]; if ( ! glyph ) return; var path = new ShapePath$1(); var pts = []; var x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, laste; if ( glyph.o ) { var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) ); for ( var i = 0, l = outline.length; i < l; ) { var action = outline[ i ++ ]; switch ( action ) { case 'm': // moveTo x = outline[ i ++ ] * scale + offsetX; y = outline[ i ++ ] * scale + offsetY; path.moveTo( x, y ); break; case 'l': // lineTo x = outline[ i ++ ] * scale + offsetX; y = outline[ i ++ ] * scale + offsetY; path.lineTo( x, y ); break; case 'q': // quadraticCurveTo cpx = outline[ i ++ ] * scale + offsetX; cpy = outline[ i ++ ] * scale + offsetY; cpx1 = outline[ i ++ ] * scale + offsetX; cpy1 = outline[ i ++ ] * scale + offsetY; path.quadraticCurveTo( cpx1, cpy1, cpx, cpy ); laste = pts[ pts.length - 1 ]; if ( laste ) { cpx0 = laste.x; cpy0 = laste.y; } break; case 'b': // bezierCurveTo cpx = outline[ i ++ ] * scale + offsetX; cpy = outline[ i ++ ] * scale + offsetY; cpx1 = outline[ i ++ ] * scale + offsetX; cpy1 = outline[ i ++ ] * scale + offsetY; cpx2 = outline[ i ++ ] * scale + offsetX; cpy2 = outline[ i ++ ] * scale + offsetY; path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy ); laste = pts[ pts.length - 1 ]; if ( laste ) { cpx0 = laste.x; cpy0 = laste.y; } break; } } } return { offsetX: glyph.ha * scale, path: path }; } // if ( size === undefined ) size = 100; if ( divisions === undefined ) divisions = 4; var data = this.data; var paths = createPaths( text ); var shapes = []; for ( var p = 0, pl = paths.length; p < pl; p ++ ) { Array.prototype.push.apply( shapes, paths[ p ].toShapes() ); } return shapes; } } ); /** * @author mrdoob / http://mrdoob.com/ */ function FontLoader$1( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager$1; } Object.assign( FontLoader$1.prototype, { load: function ( url, onLoad, onProgress, onError ) { var scope = this; var loader = new FileLoader$1( this.manager ); loader.load( url, function ( text ) { var json; try { json = JSON.parse( text ); } catch ( e ) { console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' ); json = JSON.parse( text.substring( 65, text.length - 2 ) ); } var font = scope.parse( json ); if ( onLoad ) onLoad( font ); }, onProgress, onError ); }, parse: function ( json ) { return new Font$1( json ); } } ); var context$1; var AudioContext$1 = { getContext: function () { if ( context$1 === undefined ) { context$1 = new ( window.AudioContext || window.webkitAudioContext )(); } return context$1; }, setContext: function ( value ) { context$1 = value; } }; /** * @author Reece Aaron Lecrivain / http://reecenotes.com/ */ function AudioLoader$1( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager$1; } Object.assign( AudioLoader$1.prototype, { load: function ( url, onLoad, onProgress, onError ) { var loader = new FileLoader$1( this.manager ); loader.setResponseType( 'arraybuffer' ); loader.load( url, function ( buffer ) { var context = AudioContext$1.getContext(); context.decodeAudioData( buffer, function ( audioBuffer ) { onLoad( audioBuffer ); } ); }, onProgress, onError ); } } ); /** * @author mrdoob / http://mrdoob.com/ */ function StereoCamera$1() { this.type = 'StereoCamera'; this.aspect = 1; this.eyeSep = 0.064; this.cameraL = new PerspectiveCamera$2(); this.cameraL.layers.enable( 1 ); this.cameraL.matrixAutoUpdate = false; this.cameraR = new PerspectiveCamera$2(); this.cameraR.layers.enable( 2 ); this.cameraR.matrixAutoUpdate = false; } Object.assign( StereoCamera$1.prototype, { update: ( function () { var instance, focus, fov, aspect, near, far, zoom, eyeSep; var eyeRight = new Matrix4$1(); var eyeLeft = new Matrix4$1(); return function update( camera ) { var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov || aspect !== camera.aspect * this.aspect || near !== camera.near || far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep; if ( needsUpdate ) { instance = this; focus = camera.focus; fov = camera.fov; aspect = camera.aspect * this.aspect; near = camera.near; far = camera.far; zoom = camera.zoom; // Off-axis stereoscopic effect based on // http://paulbourke.net/stereographics/stereorender/ var projectionMatrix = camera.projectionMatrix.clone(); eyeSep = this.eyeSep / 2; var eyeSepOnProjection = eyeSep * near / focus; var ymax = ( near * Math.tan( _Math$1.DEG2RAD * fov * 0.5 ) ) / zoom; var xmin, xmax; // translate xOffset eyeLeft.elements[ 12 ] = - eyeSep; eyeRight.elements[ 12 ] = eyeSep; // for left eye xmin = - ymax * aspect + eyeSepOnProjection; xmax = ymax * aspect + eyeSepOnProjection; projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); this.cameraL.projectionMatrix.copy( projectionMatrix ); // for right eye xmin = - ymax * aspect - eyeSepOnProjection; xmax = ymax * aspect - eyeSepOnProjection; projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); this.cameraR.projectionMatrix.copy( projectionMatrix ); } this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft ); this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight ); }; } )() } ); /** * Camera for rendering cube maps * - renders scene into axis-aligned cube * * @author alteredq / http://alteredqualia.com/ */ function CubeCamera$2( near, far, cubeResolution ) { Object3D$1.call( this ); this.type = 'CubeCamera'; var fov = 90, aspect = 1; var cameraPX = new PerspectiveCamera$2( fov, aspect, near, far ); cameraPX.up.set( 0, - 1, 0 ); cameraPX.lookAt( new Vector3$1( 1, 0, 0 ) ); this.add( cameraPX ); var cameraNX = new PerspectiveCamera$2( fov, aspect, near, far ); cameraNX.up.set( 0, - 1, 0 ); cameraNX.lookAt( new Vector3$1( - 1, 0, 0 ) ); this.add( cameraNX ); var cameraPY = new PerspectiveCamera$2( fov, aspect, near, far ); cameraPY.up.set( 0, 0, 1 ); cameraPY.lookAt( new Vector3$1( 0, 1, 0 ) ); this.add( cameraPY ); var cameraNY = new PerspectiveCamera$2( fov, aspect, near, far ); cameraNY.up.set( 0, 0, - 1 ); cameraNY.lookAt( new Vector3$1( 0, - 1, 0 ) ); this.add( cameraNY ); var cameraPZ = new PerspectiveCamera$2( fov, aspect, near, far ); cameraPZ.up.set( 0, - 1, 0 ); cameraPZ.lookAt( new Vector3$1( 0, 0, 1 ) ); this.add( cameraPZ ); var cameraNZ = new PerspectiveCamera$2( fov, aspect, near, far ); cameraNZ.up.set( 0, - 1, 0 ); cameraNZ.lookAt( new Vector3$1( 0, 0, - 1 ) ); this.add( cameraNZ ); var options = { format: RGBFormat$1, magFilter: LinearFilter$1, minFilter: LinearFilter$1 }; this.renderTarget = new WebGLRenderTargetCube$1( cubeResolution, cubeResolution, options ); this.renderTarget.texture.name = "CubeCamera"; this.updateCubeMap = function ( renderer, scene ) { if ( this.parent === null ) this.updateMatrixWorld(); var renderTarget = this.renderTarget; var generateMipmaps = renderTarget.texture.generateMipmaps; renderTarget.texture.generateMipmaps = false; renderTarget.activeCubeFace = 0; renderer.render( scene, cameraPX, renderTarget ); renderTarget.activeCubeFace = 1; renderer.render( scene, cameraNX, renderTarget ); renderTarget.activeCubeFace = 2; renderer.render( scene, cameraPY, renderTarget ); renderTarget.activeCubeFace = 3; renderer.render( scene, cameraNY, renderTarget ); renderTarget.activeCubeFace = 4; renderer.render( scene, cameraPZ, renderTarget ); renderTarget.texture.generateMipmaps = generateMipmaps; renderTarget.activeCubeFace = 5; renderer.render( scene, cameraNZ, renderTarget ); renderer.setRenderTarget( null ); }; } CubeCamera$2.prototype = Object.create( Object3D$1.prototype ); CubeCamera$2.prototype.constructor = CubeCamera$2; /** * @author mrdoob / http://mrdoob.com/ */ function ArrayCamera$1( array ) { PerspectiveCamera$2.call( this ); this.enabled = false; this.cameras = array || []; } ArrayCamera$1.prototype = Object.assign( Object.create( PerspectiveCamera$2.prototype ), { constructor: ArrayCamera$1, isArrayCamera: true } ); /** * @author mrdoob / http://mrdoob.com/ */ function AudioListener$1() { Object3D$1.call( this ); this.type = 'AudioListener'; this.context = AudioContext$1.getContext(); this.gain = this.context.createGain(); this.gain.connect( this.context.destination ); this.filter = null; } AudioListener$1.prototype = Object.assign( Object.create( Object3D$1.prototype ), { constructor: AudioListener$1, getInput: function () { return this.gain; }, removeFilter: function ( ) { if ( this.filter !== null ) { this.gain.disconnect( this.filter ); this.filter.disconnect( this.context.destination ); this.gain.connect( this.context.destination ); this.filter = null; } }, getFilter: function () { return this.filter; }, setFilter: function ( value ) { if ( this.filter !== null ) { this.gain.disconnect( this.filter ); this.filter.disconnect( this.context.destination ); } else { this.gain.disconnect( this.context.destination ); } this.filter = value; this.gain.connect( this.filter ); this.filter.connect( this.context.destination ); }, getMasterVolume: function () { return this.gain.gain.value; }, setMasterVolume: function ( value ) { this.gain.gain.value = value; }, updateMatrixWorld: ( function () { var position = new Vector3$1(); var quaternion = new Quaternion$1(); var scale = new Vector3$1(); var orientation = new Vector3$1(); return function updateMatrixWorld( force ) { Object3D$1.prototype.updateMatrixWorld.call( this, force ); var listener = this.context.listener; var up = this.up; this.matrixWorld.decompose( position, quaternion, scale ); orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion ); if ( listener.positionX ) { listener.positionX.setValueAtTime( position.x, this.context.currentTime ); listener.positionY.setValueAtTime( position.y, this.context.currentTime ); listener.positionZ.setValueAtTime( position.z, this.context.currentTime ); listener.forwardX.setValueAtTime( orientation.x, this.context.currentTime ); listener.forwardY.setValueAtTime( orientation.y, this.context.currentTime ); listener.forwardZ.setValueAtTime( orientation.z, this.context.currentTime ); listener.upX.setValueAtTime( up.x, this.context.currentTime ); listener.upY.setValueAtTime( up.y, this.context.currentTime ); listener.upZ.setValueAtTime( up.z, this.context.currentTime ); } else { listener.setPosition( position.x, position.y, position.z ); listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z ); } }; } )() } ); /** * @author mrdoob / http://mrdoob.com/ * @author Reece Aaron Lecrivain / http://reecenotes.com/ */ function Audio$1( listener ) { Object3D$1.call( this ); this.type = 'Audio'; this.context = listener.context; this.gain = this.context.createGain(); this.gain.connect( listener.getInput() ); this.autoplay = false; this.buffer = null; this.loop = false; this.startTime = 0; this.playbackRate = 1; this.isPlaying = false; this.hasPlaybackControl = true; this.sourceType = 'empty'; this.filters = []; } Audio$1.prototype = Object.assign( Object.create( Object3D$1.prototype ), { constructor: Audio$1, getOutput: function () { return this.gain; }, setNodeSource: function ( audioNode ) { this.hasPlaybackControl = false; this.sourceType = 'audioNode'; this.source = audioNode; this.connect(); return this; }, setBuffer: function ( audioBuffer ) { this.buffer = audioBuffer; this.sourceType = 'buffer'; if ( this.autoplay ) this.play(); return this; }, play: function () { if ( this.isPlaying === true ) { console.warn( 'THREE.Audio: Audio is already playing.' ); return; } if ( this.hasPlaybackControl === false ) { console.warn( 'THREE.Audio: this Audio has no playback control.' ); return; } var source = this.context.createBufferSource(); source.buffer = this.buffer; source.loop = this.loop; source.onended = this.onEnded.bind( this ); source.playbackRate.setValueAtTime( this.playbackRate, this.startTime ); source.start( 0, this.startTime ); this.isPlaying = true; this.source = source; return this.connect(); }, pause: function () { if ( this.hasPlaybackControl === false ) { console.warn( 'THREE.Audio: this Audio has no playback control.' ); return; } this.source.stop(); this.startTime = this.context.currentTime; this.isPlaying = false; return this; }, stop: function () { if ( this.hasPlaybackControl === false ) { console.warn( 'THREE.Audio: this Audio has no playback control.' ); return; } this.source.stop(); this.startTime = 0; this.isPlaying = false; return this; }, connect: function () { if ( this.filters.length > 0 ) { this.source.connect( this.filters[ 0 ] ); for ( var i = 1, l = this.filters.length; i < l; i ++ ) { this.filters[ i - 1 ].connect( this.filters[ i ] ); } this.filters[ this.filters.length - 1 ].connect( this.getOutput() ); } else { this.source.connect( this.getOutput() ); } return this; }, disconnect: function () { if ( this.filters.length > 0 ) { this.source.disconnect( this.filters[ 0 ] ); for ( var i = 1, l = this.filters.length; i < l; i ++ ) { this.filters[ i - 1 ].disconnect( this.filters[ i ] ); } this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() ); } else { this.source.disconnect( this.getOutput() ); } return this; }, getFilters: function () { return this.filters; }, setFilters: function ( value ) { if ( ! value ) value = []; if ( this.isPlaying === true ) { this.disconnect(); this.filters = value; this.connect(); } else { this.filters = value; } return this; }, getFilter: function () { return this.getFilters()[ 0 ]; }, setFilter: function ( filter ) { return this.setFilters( filter ? [ filter ] : [] ); }, setPlaybackRate: function ( value ) { if ( this.hasPlaybackControl === false ) { console.warn( 'THREE.Audio: this Audio has no playback control.' ); return; } this.playbackRate = value; if ( this.isPlaying === true ) { this.source.playbackRate.setValueAtTime( this.playbackRate, this.context.currentTime ); } return this; }, getPlaybackRate: function () { return this.playbackRate; }, onEnded: function () { this.isPlaying = false; }, getLoop: function () { if ( this.hasPlaybackControl === false ) { console.warn( 'THREE.Audio: this Audio has no playback control.' ); return false; } return this.loop; }, setLoop: function ( value ) { if ( this.hasPlaybackControl === false ) { console.warn( 'THREE.Audio: this Audio has no playback control.' ); return; } this.loop = value; if ( this.isPlaying === true ) { this.source.loop = this.loop; } return this; }, getVolume: function () { return this.gain.gain.value; }, setVolume: function ( value ) { this.gain.gain.value = value; return this; } } ); /** * @author mrdoob / http://mrdoob.com/ */ function PositionalAudio$1( listener ) { Audio$1.call( this, listener ); this.panner = this.context.createPanner(); this.panner.connect( this.gain ); } PositionalAudio$1.prototype = Object.assign( Object.create( Audio$1.prototype ), { constructor: PositionalAudio$1, getOutput: function () { return this.panner; }, getRefDistance: function () { return this.panner.refDistance; }, setRefDistance: function ( value ) { this.panner.refDistance = value; }, getRolloffFactor: function () { return this.panner.rolloffFactor; }, setRolloffFactor: function ( value ) { this.panner.rolloffFactor = value; }, getDistanceModel: function () { return this.panner.distanceModel; }, setDistanceModel: function ( value ) { this.panner.distanceModel = value; }, getMaxDistance: function () { return this.panner.maxDistance; }, setMaxDistance: function ( value ) { this.panner.maxDistance = value; }, updateMatrixWorld: ( function () { var position = new Vector3$1(); return function updateMatrixWorld( force ) { Object3D$1.prototype.updateMatrixWorld.call( this, force ); position.setFromMatrixPosition( this.matrixWorld ); this.panner.setPosition( position.x, position.y, position.z ); }; } )() } ); /** * @author mrdoob / http://mrdoob.com/ */ function AudioAnalyser$1( audio, fftSize ) { this.analyser = audio.context.createAnalyser(); this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048; this.data = new Uint8Array( this.analyser.frequencyBinCount ); audio.getOutput().connect( this.analyser ); } Object.assign( AudioAnalyser$1.prototype, { getFrequencyData: function () { this.analyser.getByteFrequencyData( this.data ); return this.data; }, getAverageFrequency: function () { var value = 0, data = this.getFrequencyData(); for ( var i = 0; i < data.length; i ++ ) { value += data[ i ]; } return value / data.length; } } ); /** * * Buffered scene graph property that allows weighted accumulation. * * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ * @author tschw */ function PropertyMixer$1( binding, typeName, valueSize ) { this.binding = binding; this.valueSize = valueSize; var bufferType = Float64Array, mixFunction; switch ( typeName ) { case 'quaternion': mixFunction = this._slerp; break; case 'string': case 'bool': bufferType = Array; mixFunction = this._select; break; default: mixFunction = this._lerp; } this.buffer = new bufferType( valueSize * 4 ); // layout: [ incoming | accu0 | accu1 | orig ] // // interpolators can use .buffer as their .result // the data then goes to 'incoming' // // 'accu0' and 'accu1' are used frame-interleaved for // the cumulative result and are compared to detect // changes // // 'orig' stores the original state of the property this._mixBufferRegion = mixFunction; this.cumulativeWeight = 0; this.useCount = 0; this.referenceCount = 0; } Object.assign( PropertyMixer$1.prototype, { // accumulate data in the 'incoming' region into 'accu' accumulate: function ( accuIndex, weight ) { // note: happily accumulating nothing when weight = 0, the caller knows // the weight and shouldn't have made the call in the first place var buffer = this.buffer, stride = this.valueSize, offset = accuIndex * stride + stride, currentWeight = this.cumulativeWeight; if ( currentWeight === 0 ) { // accuN := incoming * weight for ( var i = 0; i !== stride; ++ i ) { buffer[ offset + i ] = buffer[ i ]; } currentWeight = weight; } else { // accuN := accuN + incoming * weight currentWeight += weight; var mix = weight / currentWeight; this._mixBufferRegion( buffer, offset, 0, mix, stride ); } this.cumulativeWeight = currentWeight; }, // apply the state of 'accu' to the binding when accus differ apply: function ( accuIndex ) { var stride = this.valueSize, buffer = this.buffer, offset = accuIndex * stride + stride, weight = this.cumulativeWeight, binding = this.binding; this.cumulativeWeight = 0; if ( weight < 1 ) { // accuN := accuN + original * ( 1 - cumulativeWeight ) var originalValueOffset = stride * 3; this._mixBufferRegion( buffer, offset, originalValueOffset, 1 - weight, stride ); } for ( var i = stride, e = stride + stride; i !== e; ++ i ) { if ( buffer[ i ] !== buffer[ i + stride ] ) { // value has changed -> update scene graph binding.setValue( buffer, offset ); break; } } }, // remember the state of the bound property and copy it to both accus saveOriginalState: function () { var binding = this.binding; var buffer = this.buffer, stride = this.valueSize, originalValueOffset = stride * 3; binding.getValue( buffer, originalValueOffset ); // accu[0..1] := orig -- initially detect changes against the original for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) { buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; } this.cumulativeWeight = 0; }, // apply the state previously taken via 'saveOriginalState' to the binding restoreOriginalState: function () { var originalValueOffset = this.valueSize * 3; this.binding.setValue( this.buffer, originalValueOffset ); }, // mix functions _select: function ( buffer, dstOffset, srcOffset, t, stride ) { if ( t >= 0.5 ) { for ( var i = 0; i !== stride; ++ i ) { buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; } } }, _slerp: function ( buffer, dstOffset, srcOffset, t ) { Quaternion$1.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t ); }, _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) { var s = 1 - t; for ( var i = 0; i !== stride; ++ i ) { var j = dstOffset + i; buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; } } } ); /** * * A reference to a real property in the scene graph. * * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ * @author tschw */ function Composite$1( targetGroup, path, optionalParsedPath ) { var parsedPath = optionalParsedPath || PropertyBinding$1.parseTrackName( path ); this._targetGroup = targetGroup; this._bindings = targetGroup.subscribe_( path, parsedPath ); } Object.assign( Composite$1.prototype, { getValue: function ( array, offset ) { this.bind(); // bind all binding var firstValidIndex = this._targetGroup.nCachedObjects_, binding = this._bindings[ firstValidIndex ]; // and only call .getValue on the first if ( binding !== undefined ) binding.getValue( array, offset ); }, setValue: function ( array, offset ) { var bindings = this._bindings; for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { bindings[ i ].setValue( array, offset ); } }, bind: function () { var bindings = this._bindings; for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { bindings[ i ].bind(); } }, unbind: function () { var bindings = this._bindings; for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { bindings[ i ].unbind(); } } } ); function PropertyBinding$1( rootNode, path, parsedPath ) { this.path = path; this.parsedPath = parsedPath || PropertyBinding$1.parseTrackName( path ); this.node = PropertyBinding$1.findNode( rootNode, this.parsedPath.nodeName ) || rootNode; this.rootNode = rootNode; } Object.assign( PropertyBinding$1, { Composite: Composite$1, create: function ( root, path, parsedPath ) { if ( ! ( root && root.isAnimationObjectGroup ) ) { return new PropertyBinding$1( root, path, parsedPath ); } else { return new PropertyBinding$1.Composite( root, path, parsedPath ); } }, parseTrackName: function () { // Parent directories, delimited by '/' or ':'. Currently unused, but must // be matched to parse the rest of the track name. var directoryRe = /((?:[\w-]+[\/:])*)/; // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'. var nodeRe = /([\w-\.]+)?/; // Object on target node, and accessor. Name may contain only word // characters. Accessor may contain any character except closing bracket. var objectRe = /(?:\.([\w-]+)(?:\[(.+)\])?)?/; // Property and accessor. May contain only word characters. Accessor may // contain any non-bracket characters. var propertyRe = /\.([\w-]+)(?:\[(.+)\])?/; var trackRe = new RegExp('' + '^' + directoryRe.source + nodeRe.source + objectRe.source + propertyRe.source + '$' ); var supportedObjectNames = [ 'material', 'materials', 'bones' ]; return function ( trackName ) { var matches = trackRe.exec( trackName ); if ( ! matches ) { throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName ); } var results = { // directoryName: matches[ 1 ], // (tschw) currently unused nodeName: matches[ 2 ], objectName: matches[ 3 ], objectIndex: matches[ 4 ], propertyName: matches[ 5 ], // required propertyIndex: matches[ 6 ] }; var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' ); if ( lastDot !== undefined && lastDot !== -1 ) { var objectName = results.nodeName.substring( lastDot + 1 ); // Object names must be checked against a whitelist. Otherwise, there // is no way to parse 'foo.bar.baz': 'baz' must be a property, but // 'bar' could be the objectName, or part of a nodeName (which can // include '.' characters). if ( supportedObjectNames.indexOf( objectName ) !== -1 ) { results.nodeName = results.nodeName.substring( 0, lastDot ); results.objectName = objectName; } } if ( results.propertyName === null || results.propertyName.length === 0 ) { throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName ); } return results; }; }(), findNode: function ( root, nodeName ) { if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) { return root; } // search into skeleton bones. if ( root.skeleton ) { var searchSkeleton = function ( skeleton ) { for ( var i = 0; i < skeleton.bones.length; i ++ ) { var bone = skeleton.bones[ i ]; if ( bone.name === nodeName ) { return bone; } } return null; }; var bone = searchSkeleton( root.skeleton ); if ( bone ) { return bone; } } // search into node subtree. if ( root.children ) { var searchNodeSubtree = function ( children ) { for ( var i = 0; i < children.length; i ++ ) { var childNode = children[ i ]; if ( childNode.name === nodeName || childNode.uuid === nodeName ) { return childNode; } var result = searchNodeSubtree( childNode.children ); if ( result ) return result; } return null; }; var subTreeNode = searchNodeSubtree( root.children ); if ( subTreeNode ) { return subTreeNode; } } return null; } } ); Object.assign( PropertyBinding$1.prototype, { // prototype, continued // these are used to "bind" a nonexistent property _getValue_unavailable: function () {}, _setValue_unavailable: function () {}, BindingType: { Direct: 0, EntireArray: 1, ArrayElement: 2, HasFromToArray: 3 }, Versioning: { None: 0, NeedsUpdate: 1, MatrixWorldNeedsUpdate: 2 }, GetterByBindingType: [ function getValue_direct( buffer, offset ) { buffer[ offset ] = this.node[ this.propertyName ]; }, function getValue_array( buffer, offset ) { var source = this.resolvedProperty; for ( var i = 0, n = source.length; i !== n; ++ i ) { buffer[ offset ++ ] = source[ i ]; } }, function getValue_arrayElement( buffer, offset ) { buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; }, function getValue_toArray( buffer, offset ) { this.resolvedProperty.toArray( buffer, offset ); } ], SetterByBindingTypeAndVersioning: [ [ // Direct function setValue_direct( buffer, offset ) { this.node[ this.propertyName ] = buffer[ offset ]; }, function setValue_direct_setNeedsUpdate( buffer, offset ) { this.node[ this.propertyName ] = buffer[ offset ]; this.targetObject.needsUpdate = true; }, function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { this.node[ this.propertyName ] = buffer[ offset ]; this.targetObject.matrixWorldNeedsUpdate = true; } ], [ // EntireArray function setValue_array( buffer, offset ) { var dest = this.resolvedProperty; for ( var i = 0, n = dest.length; i !== n; ++ i ) { dest[ i ] = buffer[ offset ++ ]; } }, function setValue_array_setNeedsUpdate( buffer, offset ) { var dest = this.resolvedProperty; for ( var i = 0, n = dest.length; i !== n; ++ i ) { dest[ i ] = buffer[ offset ++ ]; } this.targetObject.needsUpdate = true; }, function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { var dest = this.resolvedProperty; for ( var i = 0, n = dest.length; i !== n; ++ i ) { dest[ i ] = buffer[ offset ++ ]; } this.targetObject.matrixWorldNeedsUpdate = true; } ], [ // ArrayElement function setValue_arrayElement( buffer, offset ) { this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; }, function setValue_arrayElement_setNeedsUpdate( buffer, offset ) { this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; this.targetObject.needsUpdate = true; }, function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; this.targetObject.matrixWorldNeedsUpdate = true; } ], [ // HasToFromArray function setValue_fromArray( buffer, offset ) { this.resolvedProperty.fromArray( buffer, offset ); }, function setValue_fromArray_setNeedsUpdate( buffer, offset ) { this.resolvedProperty.fromArray( buffer, offset ); this.targetObject.needsUpdate = true; }, function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { this.resolvedProperty.fromArray( buffer, offset ); this.targetObject.matrixWorldNeedsUpdate = true; } ] ], getValue: function getValue_unbound( targetArray, offset ) { this.bind(); this.getValue( targetArray, offset ); // Note: This class uses a State pattern on a per-method basis: // 'bind' sets 'this.getValue' / 'setValue' and shadows the // prototype version of these methods with one that represents // the bound state. When the property is not found, the methods // become no-ops. }, setValue: function getValue_unbound( sourceArray, offset ) { this.bind(); this.setValue( sourceArray, offset ); }, // create getter / setter pair for a property in the scene graph bind: function () { var targetObject = this.node, parsedPath = this.parsedPath, objectName = parsedPath.objectName, propertyName = parsedPath.propertyName, propertyIndex = parsedPath.propertyIndex; if ( ! targetObject ) { targetObject = PropertyBinding$1.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode; this.node = targetObject; } // set fail state so we can just 'return' on error this.getValue = this._getValue_unavailable; this.setValue = this._setValue_unavailable; // ensure there is a value node if ( ! targetObject ) { console.error( " trying to update node for track: " + this.path + " but it wasn't found." ); return; } if ( objectName ) { var objectIndex = parsedPath.objectIndex; // special cases were we need to reach deeper into the hierarchy to get the face materials.... switch ( objectName ) { case 'materials': if ( ! targetObject.material ) { console.error( ' can not bind to material as node does not have a material', this ); return; } if ( ! targetObject.material.materials ) { console.error( ' can not bind to material.materials as node.material does not have a materials array', this ); return; } targetObject = targetObject.material.materials; break; case 'bones': if ( ! targetObject.skeleton ) { console.error( ' can not bind to bones as node does not have a skeleton', this ); return; } // potential future optimization: skip this if propertyIndex is already an integer // and convert the integer string to a true integer. targetObject = targetObject.skeleton.bones; // support resolving morphTarget names into indices. for ( var i = 0; i < targetObject.length; i ++ ) { if ( targetObject[ i ].name === objectIndex ) { objectIndex = i; break; } } break; default: if ( targetObject[ objectName ] === undefined ) { console.error( ' can not bind to objectName of node, undefined', this ); return; } targetObject = targetObject[ objectName ]; } if ( objectIndex !== undefined ) { if ( targetObject[ objectIndex ] === undefined ) { console.error( " trying to bind to objectIndex of objectName, but is undefined:", this, targetObject ); return; } targetObject = targetObject[ objectIndex ]; } } // resolve property var nodeProperty = targetObject[ propertyName ]; if ( nodeProperty === undefined ) { var nodeName = parsedPath.nodeName; console.error( " trying to update property for track: " + nodeName + '.' + propertyName + " but it wasn't found.", targetObject ); return; } // determine versioning scheme var versioning = this.Versioning.None; if ( targetObject.needsUpdate !== undefined ) { // material versioning = this.Versioning.NeedsUpdate; this.targetObject = targetObject; } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform versioning = this.Versioning.MatrixWorldNeedsUpdate; this.targetObject = targetObject; } // determine how the property gets bound var bindingType = this.BindingType.Direct; if ( propertyIndex !== undefined ) { // access a sub element of the property array (only primitives are supported right now) if ( propertyName === "morphTargetInfluences" ) { // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. // support resolving morphTarget names into indices. if ( ! targetObject.geometry ) { console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry', this ); return; } if ( ! targetObject.geometry.morphTargets ) { console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry.morphTargets', this ); return; } for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) { if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) { propertyIndex = i; break; } } } bindingType = this.BindingType.ArrayElement; this.resolvedProperty = nodeProperty; this.propertyIndex = propertyIndex; } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { // must use copy for Object3D.Euler/Quaternion bindingType = this.BindingType.HasFromToArray; this.resolvedProperty = nodeProperty; } else if ( Array.isArray( nodeProperty ) ) { bindingType = this.BindingType.EntireArray; this.resolvedProperty = nodeProperty; } else { this.propertyName = propertyName; } // select getter / setter this.getValue = this.GetterByBindingType[ bindingType ]; this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; }, unbind: function () { this.node = null; // back to the prototype version of getValue / setValue // note: avoiding to mutate the shape of 'this' via 'delete' this.getValue = this._getValue_unbound; this.setValue = this._setValue_unbound; } } ); //!\ DECLARE ALIAS AFTER assign prototype ! Object.assign( PropertyBinding$1.prototype, { // initial state of these methods that calls 'bind' _getValue_unbound: PropertyBinding$1.prototype.getValue, _setValue_unbound: PropertyBinding$1.prototype.setValue, } ); /** * * A group of objects that receives a shared animation state. * * Usage: * * - Add objects you would otherwise pass as 'root' to the * constructor or the .clipAction method of AnimationMixer. * * - Instead pass this object as 'root'. * * - You can also add and remove objects later when the mixer * is running. * * Note: * * Objects of this class appear as one object to the mixer, * so cache control of the individual objects must be done * on the group. * * Limitation: * * - The animated properties must be compatible among the * all objects in the group. * * - A single property can either be controlled through a * target group or directly, but not both. * * @author tschw */ function AnimationObjectGroup$1( var_args ) { this.uuid = _Math$1.generateUUID(); // cached objects followed by the active ones this._objects = Array.prototype.slice.call( arguments ); this.nCachedObjects_ = 0; // threshold // note: read by PropertyBinding.Composite var indices = {}; this._indicesByUUID = indices; // for bookkeeping for ( var i = 0, n = arguments.length; i !== n; ++ i ) { indices[ arguments[ i ].uuid ] = i; } this._paths = []; // inside: string this._parsedPaths = []; // inside: { we don't care, here } this._bindings = []; // inside: Array< PropertyBinding > this._bindingsIndicesByPath = {}; // inside: indices in these arrays var scope = this; this.stats = { objects: { get total() { return scope._objects.length; }, get inUse() { return this.total - scope.nCachedObjects_; } }, get bindingsPerObject() { return scope._bindings.length; } }; } Object.assign( AnimationObjectGroup$1.prototype, { isAnimationObjectGroup: true, add: function( var_args ) { var objects = this._objects, nObjects = objects.length, nCachedObjects = this.nCachedObjects_, indicesByUUID = this._indicesByUUID, paths = this._paths, parsedPaths = this._parsedPaths, bindings = this._bindings, nBindings = bindings.length; for ( var i = 0, n = arguments.length; i !== n; ++ i ) { var object = arguments[ i ], uuid = object.uuid, index = indicesByUUID[ uuid ], knownObject = undefined; if ( index === undefined ) { // unknown object -> add it to the ACTIVE region index = nObjects ++; indicesByUUID[ uuid ] = index; objects.push( object ); // accounting is done, now do the same for all bindings for ( var j = 0, m = nBindings; j !== m; ++ j ) { bindings[ j ].push( new PropertyBinding$1( object, paths[ j ], parsedPaths[ j ] ) ); } } else if ( index < nCachedObjects ) { knownObject = objects[ index ]; // move existing object to the ACTIVE region var firstActiveIndex = -- nCachedObjects, lastCachedObject = objects[ firstActiveIndex ]; indicesByUUID[ lastCachedObject.uuid ] = index; objects[ index ] = lastCachedObject; indicesByUUID[ uuid ] = firstActiveIndex; objects[ firstActiveIndex ] = object; // accounting is done, now do the same for all bindings for ( var j = 0, m = nBindings; j !== m; ++ j ) { var bindingsForPath = bindings[ j ], lastCached = bindingsForPath[ firstActiveIndex ], binding = bindingsForPath[ index ]; bindingsForPath[ index ] = lastCached; if ( binding === undefined ) { // since we do not bother to create new bindings // for objects that are cached, the binding may // or may not exist binding = new PropertyBinding$1( object, paths[ j ], parsedPaths[ j ] ); } bindingsForPath[ firstActiveIndex ] = binding; } } else if ( objects[ index ] !== knownObject ) { console.error( "Different objects with the same UUID " + "detected. Clean the caches or recreate your " + "infrastructure when reloading scenes..." ); } // else the object is already where we want it to be } // for arguments this.nCachedObjects_ = nCachedObjects; }, remove: function( var_args ) { var objects = this._objects, nCachedObjects = this.nCachedObjects_, indicesByUUID = this._indicesByUUID, bindings = this._bindings, nBindings = bindings.length; for ( var i = 0, n = arguments.length; i !== n; ++ i ) { var object = arguments[ i ], uuid = object.uuid, index = indicesByUUID[ uuid ]; if ( index !== undefined && index >= nCachedObjects ) { // move existing object into the CACHED region var lastCachedIndex = nCachedObjects ++, firstActiveObject = objects[ lastCachedIndex ]; indicesByUUID[ firstActiveObject.uuid ] = index; objects[ index ] = firstActiveObject; indicesByUUID[ uuid ] = lastCachedIndex; objects[ lastCachedIndex ] = object; // accounting is done, now do the same for all bindings for ( var j = 0, m = nBindings; j !== m; ++ j ) { var bindingsForPath = bindings[ j ], firstActive = bindingsForPath[ lastCachedIndex ], binding = bindingsForPath[ index ]; bindingsForPath[ index ] = firstActive; bindingsForPath[ lastCachedIndex ] = binding; } } } // for arguments this.nCachedObjects_ = nCachedObjects; }, // remove & forget uncache: function( var_args ) { var objects = this._objects, nObjects = objects.length, nCachedObjects = this.nCachedObjects_, indicesByUUID = this._indicesByUUID, bindings = this._bindings, nBindings = bindings.length; for ( var i = 0, n = arguments.length; i !== n; ++ i ) { var object = arguments[ i ], uuid = object.uuid, index = indicesByUUID[ uuid ]; if ( index !== undefined ) { delete indicesByUUID[ uuid ]; if ( index < nCachedObjects ) { // object is cached, shrink the CACHED region var firstActiveIndex = -- nCachedObjects, lastCachedObject = objects[ firstActiveIndex ], lastIndex = -- nObjects, lastObject = objects[ lastIndex ]; // last cached object takes this object's place indicesByUUID[ lastCachedObject.uuid ] = index; objects[ index ] = lastCachedObject; // last object goes to the activated slot and pop indicesByUUID[ lastObject.uuid ] = firstActiveIndex; objects[ firstActiveIndex ] = lastObject; objects.pop(); // accounting is done, now do the same for all bindings for ( var j = 0, m = nBindings; j !== m; ++ j ) { var bindingsForPath = bindings[ j ], lastCached = bindingsForPath[ firstActiveIndex ], last = bindingsForPath[ lastIndex ]; bindingsForPath[ index ] = lastCached; bindingsForPath[ firstActiveIndex ] = last; bindingsForPath.pop(); } } else { // object is active, just swap with the last and pop var lastIndex = -- nObjects, lastObject = objects[ lastIndex ]; indicesByUUID[ lastObject.uuid ] = index; objects[ index ] = lastObject; objects.pop(); // accounting is done, now do the same for all bindings for ( var j = 0, m = nBindings; j !== m; ++ j ) { var bindingsForPath = bindings[ j ]; bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; bindingsForPath.pop(); } } // cached or active } // if object is known } // for arguments this.nCachedObjects_ = nCachedObjects; }, // Internal interface used by befriended PropertyBinding.Composite: subscribe_: function ( path, parsedPath ) { // returns an array of bindings for the given path that is changed // according to the contained objects in the group var indicesByPath = this._bindingsIndicesByPath, index = indicesByPath[ path ], bindings = this._bindings; if ( index !== undefined ) return bindings[ index ]; var paths = this._paths, parsedPaths = this._parsedPaths, objects = this._objects, nObjects = objects.length, nCachedObjects = this.nCachedObjects_, bindingsForPath = new Array( nObjects ); index = bindings.length; indicesByPath[ path ] = index; paths.push( path ); parsedPaths.push( parsedPath ); bindings.push( bindingsForPath ); for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) { var object = objects[ i ]; bindingsForPath[ i ] = new PropertyBinding$1( object, path, parsedPath ); } return bindingsForPath; }, unsubscribe_: function ( path ) { // tells the group to forget about a property path and no longer // update the array previously obtained with 'subscribe_' var indicesByPath = this._bindingsIndicesByPath, index = indicesByPath[ path ]; if ( index !== undefined ) { var paths = this._paths, parsedPaths = this._parsedPaths, bindings = this._bindings, lastBindingsIndex = bindings.length - 1, lastBindings = bindings[ lastBindingsIndex ], lastBindingsPath = path[ lastBindingsIndex ]; indicesByPath[ lastBindingsPath ] = index; bindings[ index ] = lastBindings; bindings.pop(); parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; parsedPaths.pop(); paths[ index ] = paths[ lastBindingsIndex ]; paths.pop(); } } } ); /** * * Action provided by AnimationMixer for scheduling clip playback on specific * objects. * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ * @author tschw * */ function AnimationAction$1( mixer, clip, localRoot ) { this._mixer = mixer; this._clip = clip; this._localRoot = localRoot || null; var tracks = clip.tracks, nTracks = tracks.length, interpolants = new Array( nTracks ); var interpolantSettings = { endingStart: ZeroCurvatureEnding$1, endingEnd: ZeroCurvatureEnding$1 }; for ( var i = 0; i !== nTracks; ++ i ) { var interpolant = tracks[ i ].createInterpolant( null ); interpolants[ i ] = interpolant; interpolant.settings = interpolantSettings; } this._interpolantSettings = interpolantSettings; this._interpolants = interpolants; // bound by the mixer // inside: PropertyMixer (managed by the mixer) this._propertyBindings = new Array( nTracks ); this._cacheIndex = null; // for the memory manager this._byClipCacheIndex = null; // for the memory manager this._timeScaleInterpolant = null; this._weightInterpolant = null; this.loop = LoopRepeat$1; this._loopCount = -1; // global mixer time when the action is to be started // it's set back to 'null' upon start of the action this._startTime = null; // scaled local time of the action // gets clamped or wrapped to 0..clip.duration according to loop this.time = 0; this.timeScale = 1; this._effectiveTimeScale = 1; this.weight = 1; this._effectiveWeight = 1; this.repetitions = Infinity; // no. of repetitions when looping this.paused = false; // true -> zero effective time scale this.enabled = true; // false -> zero effective weight this.clampWhenFinished = false; // keep feeding the last frame? this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate this.zeroSlopeAtEnd = true; // clips for start, loop and end } Object.assign( AnimationAction$1.prototype, { // State & Scheduling play: function() { this._mixer._activateAction( this ); return this; }, stop: function() { this._mixer._deactivateAction( this ); return this.reset(); }, reset: function() { this.paused = false; this.enabled = true; this.time = 0; // restart clip this._loopCount = -1; // forget previous loops this._startTime = null; // forget scheduling return this.stopFading().stopWarping(); }, isRunning: function() { return this.enabled && ! this.paused && this.timeScale !== 0 && this._startTime === null && this._mixer._isActiveAction( this ); }, // return true when play has been called isScheduled: function() { return this._mixer._isActiveAction( this ); }, startAt: function( time ) { this._startTime = time; return this; }, setLoop: function( mode, repetitions ) { this.loop = mode; this.repetitions = repetitions; return this; }, // Weight // set the weight stopping any scheduled fading // although .enabled = false yields an effective weight of zero, this // method does *not* change .enabled, because it would be confusing setEffectiveWeight: function( weight ) { this.weight = weight; // note: same logic as when updated at runtime this._effectiveWeight = this.enabled ? weight : 0; return this.stopFading(); }, // return the weight considering fading and .enabled getEffectiveWeight: function() { return this._effectiveWeight; }, fadeIn: function( duration ) { return this._scheduleFading( duration, 0, 1 ); }, fadeOut: function( duration ) { return this._scheduleFading( duration, 1, 0 ); }, crossFadeFrom: function( fadeOutAction, duration, warp ) { fadeOutAction.fadeOut( duration ); this.fadeIn( duration ); if( warp ) { var fadeInDuration = this._clip.duration, fadeOutDuration = fadeOutAction._clip.duration, startEndRatio = fadeOutDuration / fadeInDuration, endStartRatio = fadeInDuration / fadeOutDuration; fadeOutAction.warp( 1.0, startEndRatio, duration ); this.warp( endStartRatio, 1.0, duration ); } return this; }, crossFadeTo: function( fadeInAction, duration, warp ) { return fadeInAction.crossFadeFrom( this, duration, warp ); }, stopFading: function() { var weightInterpolant = this._weightInterpolant; if ( weightInterpolant !== null ) { this._weightInterpolant = null; this._mixer._takeBackControlInterpolant( weightInterpolant ); } return this; }, // Time Scale Control // set the time scale stopping any scheduled warping // although .paused = true yields an effective time scale of zero, this // method does *not* change .paused, because it would be confusing setEffectiveTimeScale: function( timeScale ) { this.timeScale = timeScale; this._effectiveTimeScale = this.paused ? 0 :timeScale; return this.stopWarping(); }, // return the time scale considering warping and .paused getEffectiveTimeScale: function() { return this._effectiveTimeScale; }, setDuration: function( duration ) { this.timeScale = this._clip.duration / duration; return this.stopWarping(); }, syncWith: function( action ) { this.time = action.time; this.timeScale = action.timeScale; return this.stopWarping(); }, halt: function( duration ) { return this.warp( this._effectiveTimeScale, 0, duration ); }, warp: function( startTimeScale, endTimeScale, duration ) { var mixer = this._mixer, now = mixer.time, interpolant = this._timeScaleInterpolant, timeScale = this.timeScale; if ( interpolant === null ) { interpolant = mixer._lendControlInterpolant(); this._timeScaleInterpolant = interpolant; } var times = interpolant.parameterPositions, values = interpolant.sampleValues; times[ 0 ] = now; times[ 1 ] = now + duration; values[ 0 ] = startTimeScale / timeScale; values[ 1 ] = endTimeScale / timeScale; return this; }, stopWarping: function() { var timeScaleInterpolant = this._timeScaleInterpolant; if ( timeScaleInterpolant !== null ) { this._timeScaleInterpolant = null; this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); } return this; }, // Object Accessors getMixer: function() { return this._mixer; }, getClip: function() { return this._clip; }, getRoot: function() { return this._localRoot || this._mixer._root; }, // Interna _update: function( time, deltaTime, timeDirection, accuIndex ) { // called by the mixer if ( ! this.enabled ) { // call ._updateWeight() to update ._effectiveWeight this._updateWeight( time ); return; } var startTime = this._startTime; if ( startTime !== null ) { // check for scheduled start of action var timeRunning = ( time - startTime ) * timeDirection; if ( timeRunning < 0 || timeDirection === 0 ) { return; // yet to come / don't decide when delta = 0 } // start this._startTime = null; // unschedule deltaTime = timeDirection * timeRunning; } // apply time scale and advance time deltaTime *= this._updateTimeScale( time ); var clipTime = this._updateTime( deltaTime ); // note: _updateTime may disable the action resulting in // an effective weight of 0 var weight = this._updateWeight( time ); if ( weight > 0 ) { var interpolants = this._interpolants; var propertyMixers = this._propertyBindings; for ( var j = 0, m = interpolants.length; j !== m; ++ j ) { interpolants[ j ].evaluate( clipTime ); propertyMixers[ j ].accumulate( accuIndex, weight ); } } }, _updateWeight: function( time ) { var weight = 0; if ( this.enabled ) { weight = this.weight; var interpolant = this._weightInterpolant; if ( interpolant !== null ) { var interpolantValue = interpolant.evaluate( time )[ 0 ]; weight *= interpolantValue; if ( time > interpolant.parameterPositions[ 1 ] ) { this.stopFading(); if ( interpolantValue === 0 ) { // faded out, disable this.enabled = false; } } } } this._effectiveWeight = weight; return weight; }, _updateTimeScale: function( time ) { var timeScale = 0; if ( ! this.paused ) { timeScale = this.timeScale; var interpolant = this._timeScaleInterpolant; if ( interpolant !== null ) { var interpolantValue = interpolant.evaluate( time )[ 0 ]; timeScale *= interpolantValue; if ( time > interpolant.parameterPositions[ 1 ] ) { this.stopWarping(); if ( timeScale === 0 ) { // motion has halted, pause this.paused = true; } else { // warp done - apply final time scale this.timeScale = timeScale; } } } } this._effectiveTimeScale = timeScale; return timeScale; }, _updateTime: function( deltaTime ) { var time = this.time + deltaTime; if ( deltaTime === 0 ) return time; var duration = this._clip.duration, loop = this.loop, loopCount = this._loopCount; if ( loop === LoopOnce$1 ) { if ( loopCount === -1 ) { // just started this._loopCount = 0; this._setEndings( true, true, false ); } handle_stop: { if ( time >= duration ) { time = duration; } else if ( time < 0 ) { time = 0; } else break handle_stop; if ( this.clampWhenFinished ) this.paused = true; else this.enabled = false; this._mixer.dispatchEvent( { type: 'finished', action: this, direction: deltaTime < 0 ? -1 : 1 } ); } } else { // repetitive Repeat or PingPong var pingPong = ( loop === LoopPingPong$1 ); if ( loopCount === -1 ) { // just started if ( deltaTime >= 0 ) { loopCount = 0; this._setEndings( true, this.repetitions === 0, pingPong ); } else { // when looping in reverse direction, the initial // transition through zero counts as a repetition, // so leave loopCount at -1 this._setEndings( this.repetitions === 0, true, pingPong ); } } if ( time >= duration || time < 0 ) { // wrap around var loopDelta = Math.floor( time / duration ); // signed time -= duration * loopDelta; loopCount += Math.abs( loopDelta ); var pending = this.repetitions - loopCount; if ( pending < 0 ) { // have to stop (switch state, clamp time, fire event) if ( this.clampWhenFinished ) this.paused = true; else this.enabled = false; time = deltaTime > 0 ? duration : 0; this._mixer.dispatchEvent( { type: 'finished', action: this, direction: deltaTime > 0 ? 1 : -1 } ); } else { // keep running if ( pending === 0 ) { // entering the last round var atStart = deltaTime < 0; this._setEndings( atStart, ! atStart, pingPong ); } else { this._setEndings( false, false, pingPong ); } this._loopCount = loopCount; this._mixer.dispatchEvent( { type: 'loop', action: this, loopDelta: loopDelta } ); } } if ( pingPong && ( loopCount & 1 ) === 1 ) { // invert time for the "pong round" this.time = time; return duration - time; } } this.time = time; return time; }, _setEndings: function( atStart, atEnd, pingPong ) { var settings = this._interpolantSettings; if ( pingPong ) { settings.endingStart = ZeroSlopeEnding$1; settings.endingEnd = ZeroSlopeEnding$1; } else { // assuming for LoopOnce atStart == atEnd == true if ( atStart ) { settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding$1 : ZeroCurvatureEnding$1; } else { settings.endingStart = WrapAroundEnding$1; } if ( atEnd ) { settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding$1 : ZeroCurvatureEnding$1; } else { settings.endingEnd = WrapAroundEnding$1; } } }, _scheduleFading: function( duration, weightNow, weightThen ) { var mixer = this._mixer, now = mixer.time, interpolant = this._weightInterpolant; if ( interpolant === null ) { interpolant = mixer._lendControlInterpolant(); this._weightInterpolant = interpolant; } var times = interpolant.parameterPositions, values = interpolant.sampleValues; times[ 0 ] = now; values[ 0 ] = weightNow; times[ 1 ] = now + duration; values[ 1 ] = weightThen; return this; } } ); /** * * Player for AnimationClips. * * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ * @author tschw */ function AnimationMixer$1( root ) { this._root = root; this._initMemoryManager(); this._accuIndex = 0; this.time = 0; this.timeScale = 1.0; } Object.assign( AnimationMixer$1.prototype, EventDispatcher$1.prototype, { _bindAction: function ( action, prototypeAction ) { var root = action._localRoot || this._root, tracks = action._clip.tracks, nTracks = tracks.length, bindings = action._propertyBindings, interpolants = action._interpolants, rootUuid = root.uuid, bindingsByRoot = this._bindingsByRootAndName, bindingsByName = bindingsByRoot[ rootUuid ]; if ( bindingsByName === undefined ) { bindingsByName = {}; bindingsByRoot[ rootUuid ] = bindingsByName; } for ( var i = 0; i !== nTracks; ++ i ) { var track = tracks[ i ], trackName = track.name, binding = bindingsByName[ trackName ]; if ( binding !== undefined ) { bindings[ i ] = binding; } else { binding = bindings[ i ]; if ( binding !== undefined ) { // existing binding, make sure the cache knows if ( binding._cacheIndex === null ) { ++ binding.referenceCount; this._addInactiveBinding( binding, rootUuid, trackName ); } continue; } var path = prototypeAction && prototypeAction. _propertyBindings[ i ].binding.parsedPath; binding = new PropertyMixer$1( PropertyBinding$1.create( root, trackName, path ), track.ValueTypeName, track.getValueSize() ); ++ binding.referenceCount; this._addInactiveBinding( binding, rootUuid, trackName ); bindings[ i ] = binding; } interpolants[ i ].resultBuffer = binding.buffer; } }, _activateAction: function ( action ) { if ( ! this._isActiveAction( action ) ) { if ( action._cacheIndex === null ) { // this action has been forgotten by the cache, but the user // appears to be still using it -> rebind var rootUuid = ( action._localRoot || this._root ).uuid, clipUuid = action._clip.uuid, actionsForClip = this._actionsByClip[ clipUuid ]; this._bindAction( action, actionsForClip && actionsForClip.knownActions[ 0 ] ); this._addInactiveAction( action, clipUuid, rootUuid ); } var bindings = action._propertyBindings; // increment reference counts / sort out state for ( var i = 0, n = bindings.length; i !== n; ++ i ) { var binding = bindings[ i ]; if ( binding.useCount ++ === 0 ) { this._lendBinding( binding ); binding.saveOriginalState(); } } this._lendAction( action ); } }, _deactivateAction: function ( action ) { if ( this._isActiveAction( action ) ) { var bindings = action._propertyBindings; // decrement reference counts / sort out state for ( var i = 0, n = bindings.length; i !== n; ++ i ) { var binding = bindings[ i ]; if ( -- binding.useCount === 0 ) { binding.restoreOriginalState(); this._takeBackBinding( binding ); } } this._takeBackAction( action ); } }, // Memory manager _initMemoryManager: function () { this._actions = []; // 'nActiveActions' followed by inactive ones this._nActiveActions = 0; this._actionsByClip = {}; // inside: // { // knownActions: Array< AnimationAction > - used as prototypes // actionByRoot: AnimationAction - lookup // } this._bindings = []; // 'nActiveBindings' followed by inactive ones this._nActiveBindings = 0; this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > this._controlInterpolants = []; // same game as above this._nActiveControlInterpolants = 0; var scope = this; this.stats = { actions: { get total() { return scope._actions.length; }, get inUse() { return scope._nActiveActions; } }, bindings: { get total() { return scope._bindings.length; }, get inUse() { return scope._nActiveBindings; } }, controlInterpolants: { get total() { return scope._controlInterpolants.length; }, get inUse() { return scope._nActiveControlInterpolants; } } }; }, // Memory management for AnimationAction objects _isActiveAction: function ( action ) { var index = action._cacheIndex; return index !== null && index < this._nActiveActions; }, _addInactiveAction: function ( action, clipUuid, rootUuid ) { var actions = this._actions, actionsByClip = this._actionsByClip, actionsForClip = actionsByClip[ clipUuid ]; if ( actionsForClip === undefined ) { actionsForClip = { knownActions: [ action ], actionByRoot: {} }; action._byClipCacheIndex = 0; actionsByClip[ clipUuid ] = actionsForClip; } else { var knownActions = actionsForClip.knownActions; action._byClipCacheIndex = knownActions.length; knownActions.push( action ); } action._cacheIndex = actions.length; actions.push( action ); actionsForClip.actionByRoot[ rootUuid ] = action; }, _removeInactiveAction: function ( action ) { var actions = this._actions, lastInactiveAction = actions[ actions.length - 1 ], cacheIndex = action._cacheIndex; lastInactiveAction._cacheIndex = cacheIndex; actions[ cacheIndex ] = lastInactiveAction; actions.pop(); action._cacheIndex = null; var clipUuid = action._clip.uuid, actionsByClip = this._actionsByClip, actionsForClip = actionsByClip[ clipUuid ], knownActionsForClip = actionsForClip.knownActions, lastKnownAction = knownActionsForClip[ knownActionsForClip.length - 1 ], byClipCacheIndex = action._byClipCacheIndex; lastKnownAction._byClipCacheIndex = byClipCacheIndex; knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; knownActionsForClip.pop(); action._byClipCacheIndex = null; var actionByRoot = actionsForClip.actionByRoot, rootUuid = ( action._localRoot || this._root ).uuid; delete actionByRoot[ rootUuid ]; if ( knownActionsForClip.length === 0 ) { delete actionsByClip[ clipUuid ]; } this._removeInactiveBindingsForAction( action ); }, _removeInactiveBindingsForAction: function ( action ) { var bindings = action._propertyBindings; for ( var i = 0, n = bindings.length; i !== n; ++ i ) { var binding = bindings[ i ]; if ( -- binding.referenceCount === 0 ) { this._removeInactiveBinding( binding ); } } }, _lendAction: function ( action ) { // [ active actions | inactive actions ] // [ active actions >| inactive actions ] // s a // <-swap-> // a s var actions = this._actions, prevIndex = action._cacheIndex, lastActiveIndex = this._nActiveActions ++, firstInactiveAction = actions[ lastActiveIndex ]; action._cacheIndex = lastActiveIndex; actions[ lastActiveIndex ] = action; firstInactiveAction._cacheIndex = prevIndex; actions[ prevIndex ] = firstInactiveAction; }, _takeBackAction: function ( action ) { // [ active actions | inactive actions ] // [ active actions |< inactive actions ] // a s // <-swap-> // s a var actions = this._actions, prevIndex = action._cacheIndex, firstInactiveIndex = -- this._nActiveActions, lastActiveAction = actions[ firstInactiveIndex ]; action._cacheIndex = firstInactiveIndex; actions[ firstInactiveIndex ] = action; lastActiveAction._cacheIndex = prevIndex; actions[ prevIndex ] = lastActiveAction; }, // Memory management for PropertyMixer objects _addInactiveBinding: function ( binding, rootUuid, trackName ) { var bindingsByRoot = this._bindingsByRootAndName, bindingByName = bindingsByRoot[ rootUuid ], bindings = this._bindings; if ( bindingByName === undefined ) { bindingByName = {}; bindingsByRoot[ rootUuid ] = bindingByName; } bindingByName[ trackName ] = binding; binding._cacheIndex = bindings.length; bindings.push( binding ); }, _removeInactiveBinding: function ( binding ) { var bindings = this._bindings, propBinding = binding.binding, rootUuid = propBinding.rootNode.uuid, trackName = propBinding.path, bindingsByRoot = this._bindingsByRootAndName, bindingByName = bindingsByRoot[ rootUuid ], lastInactiveBinding = bindings[ bindings.length - 1 ], cacheIndex = binding._cacheIndex; lastInactiveBinding._cacheIndex = cacheIndex; bindings[ cacheIndex ] = lastInactiveBinding; bindings.pop(); delete bindingByName[ trackName ]; remove_empty_map: { for ( var _ in bindingByName ) break remove_empty_map; delete bindingsByRoot[ rootUuid ]; } }, _lendBinding: function ( binding ) { var bindings = this._bindings, prevIndex = binding._cacheIndex, lastActiveIndex = this._nActiveBindings ++, firstInactiveBinding = bindings[ lastActiveIndex ]; binding._cacheIndex = lastActiveIndex; bindings[ lastActiveIndex ] = binding; firstInactiveBinding._cacheIndex = prevIndex; bindings[ prevIndex ] = firstInactiveBinding; }, _takeBackBinding: function ( binding ) { var bindings = this._bindings, prevIndex = binding._cacheIndex, firstInactiveIndex = -- this._nActiveBindings, lastActiveBinding = bindings[ firstInactiveIndex ]; binding._cacheIndex = firstInactiveIndex; bindings[ firstInactiveIndex ] = binding; lastActiveBinding._cacheIndex = prevIndex; bindings[ prevIndex ] = lastActiveBinding; }, // Memory management of Interpolants for weight and time scale _lendControlInterpolant: function () { var interpolants = this._controlInterpolants, lastActiveIndex = this._nActiveControlInterpolants ++, interpolant = interpolants[ lastActiveIndex ]; if ( interpolant === undefined ) { interpolant = new LinearInterpolant$1( new Float32Array( 2 ), new Float32Array( 2 ), 1, this._controlInterpolantsResultBuffer ); interpolant.__cacheIndex = lastActiveIndex; interpolants[ lastActiveIndex ] = interpolant; } return interpolant; }, _takeBackControlInterpolant: function ( interpolant ) { var interpolants = this._controlInterpolants, prevIndex = interpolant.__cacheIndex, firstInactiveIndex = -- this._nActiveControlInterpolants, lastActiveInterpolant = interpolants[ firstInactiveIndex ]; interpolant.__cacheIndex = firstInactiveIndex; interpolants[ firstInactiveIndex ] = interpolant; lastActiveInterpolant.__cacheIndex = prevIndex; interpolants[ prevIndex ] = lastActiveInterpolant; }, _controlInterpolantsResultBuffer: new Float32Array( 1 ), // return an action for a clip optionally using a custom root target // object (this method allocates a lot of dynamic memory in case a // previously unknown clip/root combination is specified) clipAction: function ( clip, optionalRoot ) { var root = optionalRoot || this._root, rootUuid = root.uuid, clipObject = typeof clip === 'string' ? AnimationClip$1.findByName( root, clip ) : clip, clipUuid = clipObject !== null ? clipObject.uuid : clip, actionsForClip = this._actionsByClip[ clipUuid ], prototypeAction = null; if ( actionsForClip !== undefined ) { var existingAction = actionsForClip.actionByRoot[ rootUuid ]; if ( existingAction !== undefined ) { return existingAction; } // we know the clip, so we don't have to parse all // the bindings again but can just copy prototypeAction = actionsForClip.knownActions[ 0 ]; // also, take the clip from the prototype action if ( clipObject === null ) clipObject = prototypeAction._clip; } // clip must be known when specified via string if ( clipObject === null ) return null; // allocate all resources required to run it var newAction = new AnimationAction$1( this, clipObject, optionalRoot ); this._bindAction( newAction, prototypeAction ); // and make the action known to the memory manager this._addInactiveAction( newAction, clipUuid, rootUuid ); return newAction; }, // get an existing action existingAction: function ( clip, optionalRoot ) { var root = optionalRoot || this._root, rootUuid = root.uuid, clipObject = typeof clip === 'string' ? AnimationClip$1.findByName( root, clip ) : clip, clipUuid = clipObject ? clipObject.uuid : clip, actionsForClip = this._actionsByClip[ clipUuid ]; if ( actionsForClip !== undefined ) { return actionsForClip.actionByRoot[ rootUuid ] || null; } return null; }, // deactivates all previously scheduled actions stopAllAction: function () { var actions = this._actions, nActions = this._nActiveActions, bindings = this._bindings, nBindings = this._nActiveBindings; this._nActiveActions = 0; this._nActiveBindings = 0; for ( var i = 0; i !== nActions; ++ i ) { actions[ i ].reset(); } for ( var i = 0; i !== nBindings; ++ i ) { bindings[ i ].useCount = 0; } return this; }, // advance the time and update apply the animation update: function ( deltaTime ) { deltaTime *= this.timeScale; var actions = this._actions, nActions = this._nActiveActions, time = this.time += deltaTime, timeDirection = Math.sign( deltaTime ), accuIndex = this._accuIndex ^= 1; // run active actions for ( var i = 0; i !== nActions; ++ i ) { var action = actions[ i ]; action._update( time, deltaTime, timeDirection, accuIndex ); } // update scene graph var bindings = this._bindings, nBindings = this._nActiveBindings; for ( var i = 0; i !== nBindings; ++ i ) { bindings[ i ].apply( accuIndex ); } return this; }, // return this mixer's root target object getRoot: function () { return this._root; }, // free all resources specific to a particular clip uncacheClip: function ( clip ) { var actions = this._actions, clipUuid = clip.uuid, actionsByClip = this._actionsByClip, actionsForClip = actionsByClip[ clipUuid ]; if ( actionsForClip !== undefined ) { // note: just calling _removeInactiveAction would mess up the // iteration state and also require updating the state we can // just throw away var actionsToRemove = actionsForClip.knownActions; for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) { var action = actionsToRemove[ i ]; this._deactivateAction( action ); var cacheIndex = action._cacheIndex, lastInactiveAction = actions[ actions.length - 1 ]; action._cacheIndex = null; action._byClipCacheIndex = null; lastInactiveAction._cacheIndex = cacheIndex; actions[ cacheIndex ] = lastInactiveAction; actions.pop(); this._removeInactiveBindingsForAction( action ); } delete actionsByClip[ clipUuid ]; } }, // free all resources specific to a particular root target object uncacheRoot: function ( root ) { var rootUuid = root.uuid, actionsByClip = this._actionsByClip; for ( var clipUuid in actionsByClip ) { var actionByRoot = actionsByClip[ clipUuid ].actionByRoot, action = actionByRoot[ rootUuid ]; if ( action !== undefined ) { this._deactivateAction( action ); this._removeInactiveAction( action ); } } var bindingsByRoot = this._bindingsByRootAndName, bindingByName = bindingsByRoot[ rootUuid ]; if ( bindingByName !== undefined ) { for ( var trackName in bindingByName ) { var binding = bindingByName[ trackName ]; binding.restoreOriginalState(); this._removeInactiveBinding( binding ); } } }, // remove a targeted clip from the cache uncacheAction: function ( clip, optionalRoot ) { var action = this.existingAction( clip, optionalRoot ); if ( action !== null ) { this._deactivateAction( action ); this._removeInactiveAction( action ); } } } ); /** * @author mrdoob / http://mrdoob.com/ */ function Uniform$1( value ) { if ( typeof value === 'string' ) { console.warn( 'THREE.Uniform: Type parameter is no longer needed.' ); value = arguments[ 1 ]; } this.value = value; } Uniform$1.prototype.clone = function () { return new Uniform$1( this.value.clone === undefined ? this.value : this.value.clone() ); }; /** * @author benaadams / https://twitter.com/ben_a_adams */ function InstancedBufferGeometry$1() { BufferGeometry$1.call( this ); this.type = 'InstancedBufferGeometry'; this.maxInstancedCount = undefined; } InstancedBufferGeometry$1.prototype = Object.assign( Object.create( BufferGeometry$1.prototype ), { constructor: InstancedBufferGeometry$1, isInstancedBufferGeometry: true, addGroup: function ( start, count, materialIndex ) { this.groups.push( { start: start, count: count, materialIndex: materialIndex } ); }, copy: function ( source ) { var index = source.index; if ( index !== null ) { this.setIndex( index.clone() ); } var attributes = source.attributes; for ( var name in attributes ) { var attribute = attributes[ name ]; this.addAttribute( name, attribute.clone() ); } var groups = source.groups; for ( var i = 0, l = groups.length; i < l; i ++ ) { var group = groups[ i ]; this.addGroup( group.start, group.count, group.materialIndex ); } return this; } } ); /** * @author benaadams / https://twitter.com/ben_a_adams */ function InterleavedBufferAttribute$1( interleavedBuffer, itemSize, offset, normalized ) { this.uuid = _Math$1.generateUUID(); this.data = interleavedBuffer; this.itemSize = itemSize; this.offset = offset; this.normalized = normalized === true; } Object.defineProperties( InterleavedBufferAttribute$1.prototype, { count: { get: function () { return this.data.count; } }, array: { get: function () { return this.data.array; } } } ); Object.assign( InterleavedBufferAttribute$1.prototype, { isInterleavedBufferAttribute: true, setX: function ( index, x ) { this.data.array[ index * this.data.stride + this.offset ] = x; return this; }, setY: function ( index, y ) { this.data.array[ index * this.data.stride + this.offset + 1 ] = y; return this; }, setZ: function ( index, z ) { this.data.array[ index * this.data.stride + this.offset + 2 ] = z; return this; }, setW: function ( index, w ) { this.data.array[ index * this.data.stride + this.offset + 3 ] = w; return this; }, getX: function ( index ) { return this.data.array[ index * this.data.stride + this.offset ]; }, getY: function ( index ) { return this.data.array[ index * this.data.stride + this.offset + 1 ]; }, getZ: function ( index ) { return this.data.array[ index * this.data.stride + this.offset + 2 ]; }, getW: function ( index ) { return this.data.array[ index * this.data.stride + this.offset + 3 ]; }, setXY: function ( index, x, y ) { index = index * this.data.stride + this.offset; this.data.array[ index + 0 ] = x; this.data.array[ index + 1 ] = y; return this; }, setXYZ: function ( index, x, y, z ) { index = index * this.data.stride + this.offset; this.data.array[ index + 0 ] = x; this.data.array[ index + 1 ] = y; this.data.array[ index + 2 ] = z; return this; }, setXYZW: function ( index, x, y, z, w ) { index = index * this.data.stride + this.offset; this.data.array[ index + 0 ] = x; this.data.array[ index + 1 ] = y; this.data.array[ index + 2 ] = z; this.data.array[ index + 3 ] = w; return this; } } ); /** * @author benaadams / https://twitter.com/ben_a_adams */ function InterleavedBuffer$1( array, stride ) { this.uuid = _Math$1.generateUUID(); this.array = array; this.stride = stride; this.count = array !== undefined ? array.length / stride : 0; this.dynamic = false; this.updateRange = { offset: 0, count: - 1 }; this.onUploadCallback = function () {}; this.version = 0; } Object.defineProperty( InterleavedBuffer$1.prototype, 'needsUpdate', { set: function ( value ) { if ( value === true ) this.version ++; } } ); Object.assign( InterleavedBuffer$1.prototype, { isInterleavedBuffer: true, setArray: function ( array ) { if ( Array.isArray( array ) ) { throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); } this.count = array !== undefined ? array.length / this.stride : 0; this.array = array; }, setDynamic: function ( value ) { this.dynamic = value; return this; }, copy: function ( source ) { this.array = new source.array.constructor( source.array ); this.count = source.count; this.stride = source.stride; this.dynamic = source.dynamic; return this; }, copyAt: function ( index1, attribute, index2 ) { index1 *= this.stride; index2 *= attribute.stride; for ( var i = 0, l = this.stride; i < l; i ++ ) { this.array[ index1 + i ] = attribute.array[ index2 + i ]; } return this; }, set: function ( value, offset ) { if ( offset === undefined ) offset = 0; this.array.set( value, offset ); return this; }, clone: function () { return new this.constructor().copy( this ); }, onUpload: function ( callback ) { this.onUploadCallback = callback; return this; } } ); /** * @author benaadams / https://twitter.com/ben_a_adams */ function InstancedInterleavedBuffer$1( array, stride, meshPerAttribute ) { InterleavedBuffer$1.call( this, array, stride ); this.meshPerAttribute = meshPerAttribute || 1; } InstancedInterleavedBuffer$1.prototype = Object.assign( Object.create( InterleavedBuffer$1.prototype ), { constructor: InstancedInterleavedBuffer$1, isInstancedInterleavedBuffer: true, copy: function ( source ) { InterleavedBuffer$1.prototype.copy.call( this, source ); this.meshPerAttribute = source.meshPerAttribute; return this; } } ); /** * @author benaadams / https://twitter.com/ben_a_adams */ function InstancedBufferAttribute$1( array, itemSize, meshPerAttribute ) { BufferAttribute$1.call( this, array, itemSize ); this.meshPerAttribute = meshPerAttribute || 1; } InstancedBufferAttribute$1.prototype = Object.assign( Object.create( BufferAttribute$1.prototype ), { constructor: InstancedBufferAttribute$1, isInstancedBufferAttribute: true, copy: function ( source ) { BufferAttribute$1.prototype.copy.call( this, source ); this.meshPerAttribute = source.meshPerAttribute; return this; } } ); /** * @author mrdoob / http://mrdoob.com/ * @author bhouston / http://clara.io/ * @author stephomi / http://stephaneginier.com/ */ function Raycaster$1( origin, direction, near, far ) { this.ray = new Ray$1( origin, direction ); // direction is assumed to be normalized (for accurate distance calculations) this.near = near || 0; this.far = far || Infinity; this.params = { Mesh: {}, Line: {}, LOD: {}, Points: { threshold: 1 }, Sprite: {} }; Object.defineProperties( this.params, { PointCloud: { get: function () { console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' ); return this.Points; } } } ); } function ascSort$1( a, b ) { return a.distance - b.distance; } function intersectObject$1( object, raycaster, intersects, recursive ) { if ( object.visible === false ) return; object.raycast( raycaster, intersects ); if ( recursive === true ) { var children = object.children; for ( var i = 0, l = children.length; i < l; i ++ ) { intersectObject$1( children[ i ], raycaster, intersects, true ); } } } Object.assign( Raycaster$1.prototype, { linePrecision: 1, set: function ( origin, direction ) { // direction is assumed to be normalized (for accurate distance calculations) this.ray.set( origin, direction ); }, setFromCamera: function ( coords, camera ) { if ( ( camera && camera.isPerspectiveCamera ) ) { this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize(); } else if ( ( camera && camera.isOrthographicCamera ) ) { this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ); } else { console.error( 'THREE.Raycaster: Unsupported camera type.' ); } }, intersectObject: function ( object, recursive ) { var intersects = []; intersectObject$1( object, this, intersects, recursive ); intersects.sort( ascSort$1 ); return intersects; }, intersectObjects: function ( objects, recursive ) { var intersects = []; if ( Array.isArray( objects ) === false ) { console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' ); return intersects; } for ( var i = 0, l = objects.length; i < l; i ++ ) { intersectObject$1( objects[ i ], this, intersects, recursive ); } intersects.sort( ascSort$1 ); return intersects; } } ); /** * @author alteredq / http://alteredqualia.com/ */ function Clock$1( autoStart ) { this.autoStart = ( autoStart !== undefined ) ? autoStart : true; this.startTime = 0; this.oldTime = 0; this.elapsedTime = 0; this.running = false; } Object.assign( Clock$1.prototype, { start: function () { this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732 this.oldTime = this.startTime; this.elapsedTime = 0; this.running = true; }, stop: function () { this.getElapsedTime(); this.running = false; }, getElapsedTime: function () { this.getDelta(); return this.elapsedTime; }, getDelta: function () { var diff = 0; if ( this.autoStart && ! this.running ) { this.start(); return 0; } if ( this.running ) { var newTime = ( typeof performance === 'undefined' ? Date : performance ).now(); diff = ( newTime - this.oldTime ) / 1000; this.oldTime = newTime; this.elapsedTime += diff; } return diff; } } ); /** * @author bhouston / http://clara.io * @author WestLangley / http://github.com/WestLangley * * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system * * The poles (phi) are at the positive and negative y axis. * The equator starts at positive z. */ function Spherical$1( radius, phi, theta ) { this.radius = ( radius !== undefined ) ? radius : 1.0; this.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole this.theta = ( theta !== undefined ) ? theta : 0; // around the equator of the sphere return this; } Object.assign( Spherical$1.prototype, { set: function ( radius, phi, theta ) { this.radius = radius; this.phi = phi; this.theta = theta; return this; }, clone: function () { return new this.constructor().copy( this ); }, copy: function ( other ) { this.radius = other.radius; this.phi = other.phi; this.theta = other.theta; return this; }, // restrict phi to be betwee EPS and PI-EPS makeSafe: function() { var EPS = 0.000001; this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); return this; }, setFromVector3: function( vec3 ) { this.radius = vec3.length(); if ( this.radius === 0 ) { this.theta = 0; this.phi = 0; } else { this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis this.phi = Math.acos( _Math$1.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle } return this; } } ); /** * @author Mugen87 / https://github.com/Mugen87 * * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system * */ function Cylindrical$1( radius, theta, y ) { this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane return this; } Object.assign( Cylindrical$1.prototype, { set: function ( radius, theta, y ) { this.radius = radius; this.theta = theta; this.y = y; return this; }, clone: function () { return new this.constructor().copy( this ); }, copy: function ( other ) { this.radius = other.radius; this.theta = other.theta; this.y = other.y; return this; }, setFromVector3: function( vec3 ) { this.radius = Math.sqrt( vec3.x * vec3.x + vec3.z * vec3.z ); this.theta = Math.atan2( vec3.x, vec3.z ); this.y = vec3.y; return this; } } ); /** * @author alteredq / http://alteredqualia.com/ */ function MorphBlendMesh( geometry, material ) { Mesh$1.call( this, geometry, material ); this.animationsMap = {}; this.animationsList = []; // prepare default animation // (all frames played together in 1 second) var numFrames = this.geometry.morphTargets.length; var name = "__default"; var startFrame = 0; var endFrame = numFrames - 1; var fps = numFrames / 1; this.createAnimation( name, startFrame, endFrame, fps ); this.setAnimationWeight( name, 1 ); } MorphBlendMesh.prototype = Object.create( Mesh$1.prototype ); MorphBlendMesh.prototype.constructor = MorphBlendMesh; MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) { var animation = { start: start, end: end, length: end - start + 1, fps: fps, duration: ( end - start ) / fps, lastFrame: 0, currentFrame: 0, active: false, time: 0, direction: 1, weight: 1, directionBackwards: false, mirroredLoop: false }; this.animationsMap[ name ] = animation; this.animationsList.push( animation ); }; MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) { var pattern = /([a-z]+)_?(\d+)/i; var firstAnimation, frameRanges = {}; var geometry = this.geometry; for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) { var morph = geometry.morphTargets[ i ]; var chunks = morph.name.match( pattern ); if ( chunks && chunks.length > 1 ) { var name = chunks[ 1 ]; if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity }; var range = frameRanges[ name ]; if ( i < range.start ) range.start = i; if ( i > range.end ) range.end = i; if ( ! firstAnimation ) firstAnimation = name; } } for ( var name in frameRanges ) { var range = frameRanges[ name ]; this.createAnimation( name, range.start, range.end, fps ); } this.firstAnimation = firstAnimation; }; MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) { var animation = this.animationsMap[ name ]; if ( animation ) { animation.direction = 1; animation.directionBackwards = false; } }; MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) { var animation = this.animationsMap[ name ]; if ( animation ) { animation.direction = - 1; animation.directionBackwards = true; } }; MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) { var animation = this.animationsMap[ name ]; if ( animation ) { animation.fps = fps; animation.duration = ( animation.end - animation.start ) / animation.fps; } }; MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) { var animation = this.animationsMap[ name ]; if ( animation ) { animation.duration = duration; animation.fps = ( animation.end - animation.start ) / animation.duration; } }; MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) { var animation = this.animationsMap[ name ]; if ( animation ) { animation.weight = weight; } }; MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) { var animation = this.animationsMap[ name ]; if ( animation ) { animation.time = time; } }; MorphBlendMesh.prototype.getAnimationTime = function ( name ) { var time = 0; var animation = this.animationsMap[ name ]; if ( animation ) { time = animation.time; } return time; }; MorphBlendMesh.prototype.getAnimationDuration = function ( name ) { var duration = - 1; var animation = this.animationsMap[ name ]; if ( animation ) { duration = animation.duration; } return duration; }; MorphBlendMesh.prototype.playAnimation = function ( name ) { var animation = this.animationsMap[ name ]; if ( animation ) { animation.time = 0; animation.active = true; } else { console.warn( "THREE.MorphBlendMesh: animation[" + name + "] undefined in .playAnimation()" ); } }; MorphBlendMesh.prototype.stopAnimation = function ( name ) { var animation = this.animationsMap[ name ]; if ( animation ) { animation.active = false; } }; MorphBlendMesh.prototype.update = function ( delta ) { for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) { var animation = this.animationsList[ i ]; if ( ! animation.active ) continue; var frameTime = animation.duration / animation.length; animation.time += animation.direction * delta; if ( animation.mirroredLoop ) { if ( animation.time > animation.duration || animation.time < 0 ) { animation.direction *= - 1; if ( animation.time > animation.duration ) { animation.time = animation.duration; animation.directionBackwards = true; } if ( animation.time < 0 ) { animation.time = 0; animation.directionBackwards = false; } } } else { animation.time = animation.time % animation.duration; if ( animation.time < 0 ) animation.time += animation.duration; } var keyframe = animation.start + _Math$1.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 ); var weight = animation.weight; if ( keyframe !== animation.currentFrame ) { this.morphTargetInfluences[ animation.lastFrame ] = 0; this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight; this.morphTargetInfluences[ keyframe ] = 0; animation.lastFrame = animation.currentFrame; animation.currentFrame = keyframe; } var mix = ( animation.time % frameTime ) / frameTime; if ( animation.directionBackwards ) mix = 1 - mix; if ( animation.currentFrame !== animation.lastFrame ) { this.morphTargetInfluences[ animation.currentFrame ] = mix * weight; this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight; } else { this.morphTargetInfluences[ animation.currentFrame ] = weight; } } }; /** * @author alteredq / http://alteredqualia.com/ */ function ImmediateRenderObject$1( material ) { Object3D$1.call( this ); this.material = material; this.render = function ( renderCallback ) {}; } ImmediateRenderObject$1.prototype = Object.create( Object3D$1.prototype ); ImmediateRenderObject$1.prototype.constructor = ImmediateRenderObject$1; ImmediateRenderObject$1.prototype.isImmediateRenderObject = true; /** * @author mrdoob / http://mrdoob.com/ * @author WestLangley / http://github.com/WestLangley */ function VertexNormalsHelper$1( object, size, hex, linewidth ) { this.object = object; this.size = ( size !== undefined ) ? size : 1; var color = ( hex !== undefined ) ? hex : 0xff0000; var width = ( linewidth !== undefined ) ? linewidth : 1; // var nNormals = 0; var objGeometry = this.object.geometry; if ( objGeometry && objGeometry.isGeometry ) { nNormals = objGeometry.faces.length * 3; } else if ( objGeometry && objGeometry.isBufferGeometry ) { nNormals = objGeometry.attributes.normal.count; } // var geometry = new BufferGeometry$1(); var positions = new Float32BufferAttribute$1( nNormals * 2 * 3, 3 ); geometry.addAttribute( 'position', positions ); LineSegments$1.call( this, geometry, new LineBasicMaterial$1( { color: color, linewidth: width } ) ); // this.matrixAutoUpdate = false; this.update(); } VertexNormalsHelper$1.prototype = Object.create( LineSegments$1.prototype ); VertexNormalsHelper$1.prototype.constructor = VertexNormalsHelper$1; VertexNormalsHelper$1.prototype.update = ( function () { var v1 = new Vector3$1(); var v2 = new Vector3$1(); var normalMatrix = new Matrix3$1(); return function update() { var keys = [ 'a', 'b', 'c' ]; this.object.updateMatrixWorld( true ); normalMatrix.getNormalMatrix( this.object.matrixWorld ); var matrixWorld = this.object.matrixWorld; var position = this.geometry.attributes.position; // var objGeometry = this.object.geometry; if ( objGeometry && objGeometry.isGeometry ) { var vertices = objGeometry.vertices; var faces = objGeometry.faces; var idx = 0; for ( var i = 0, l = faces.length; i < l; i ++ ) { var face = faces[ i ]; for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { var vertex = vertices[ face[ keys[ j ] ] ]; var normal = face.vertexNormals[ j ]; v1.copy( vertex ).applyMatrix4( matrixWorld ); v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); position.setXYZ( idx, v1.x, v1.y, v1.z ); idx = idx + 1; position.setXYZ( idx, v2.x, v2.y, v2.z ); idx = idx + 1; } } } else if ( objGeometry && objGeometry.isBufferGeometry ) { var objPos = objGeometry.attributes.position; var objNorm = objGeometry.attributes.normal; var idx = 0; // for simplicity, ignore index and drawcalls, and render every normal for ( var j = 0, jl = objPos.count; j < jl; j ++ ) { v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld ); v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) ); v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); position.setXYZ( idx, v1.x, v1.y, v1.z ); idx = idx + 1; position.setXYZ( idx, v2.x, v2.y, v2.z ); idx = idx + 1; } } position.needsUpdate = true; }; }() ); /** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ * @author WestLangley / http://github.com/WestLangley */ function SpotLightHelper$1( light ) { Object3D$1.call( this ); this.light = light; this.light.updateMatrixWorld(); this.matrix = light.matrixWorld; this.matrixAutoUpdate = false; var geometry = new BufferGeometry$1(); var positions = [ 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, - 1, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, - 1, 1 ]; for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { var p1 = ( i / l ) * Math.PI * 2; var p2 = ( j / l ) * Math.PI * 2; positions.push( Math.cos( p1 ), Math.sin( p1 ), 1, Math.cos( p2 ), Math.sin( p2 ), 1 ); } geometry.addAttribute( 'position', new Float32BufferAttribute$1( positions, 3 ) ); var material = new LineBasicMaterial$1( { fog: false } ); this.cone = new LineSegments$1( geometry, material ); this.add( this.cone ); this.update(); } SpotLightHelper$1.prototype = Object.create( Object3D$1.prototype ); SpotLightHelper$1.prototype.constructor = SpotLightHelper$1; SpotLightHelper$1.prototype.dispose = function () { this.cone.geometry.dispose(); this.cone.material.dispose(); }; SpotLightHelper$1.prototype.update = function () { var vector = new Vector3$1(); var vector2 = new Vector3$1(); return function update() { var coneLength = this.light.distance ? this.light.distance : 1000; var coneWidth = coneLength * Math.tan( this.light.angle ); this.cone.scale.set( coneWidth, coneWidth, coneLength ); vector.setFromMatrixPosition( this.light.matrixWorld ); vector2.setFromMatrixPosition( this.light.target.matrixWorld ); this.cone.lookAt( vector2.sub( vector ) ); this.cone.material.color.copy( this.light.color ); }; }(); /** * @author Sean Griffin / http://twitter.com/sgrif * @author Michael Guerrero / http://realitymeltdown.com * @author mrdoob / http://mrdoob.com/ * @author ikerr / http://verold.com * @author Mugen87 / https://github.com/Mugen87 */ function SkeletonHelper$1( object ) { this.bones = this.getBoneList( object ); var geometry = new BufferGeometry$1(); var vertices = []; var colors = []; var color1 = new Color$1( 0, 0, 1 ); var color2 = new Color$1( 0, 1, 0 ); for ( var i = 0; i < this.bones.length; i ++ ) { var bone = this.bones[ i ]; if ( bone.parent && bone.parent.isBone ) { vertices.push( 0, 0, 0 ); vertices.push( 0, 0, 0 ); colors.push( color1.r, color1.g, color1.b ); colors.push( color2.r, color2.g, color2.b ); } } geometry.addAttribute( 'position', new Float32BufferAttribute$1( vertices, 3 ) ); geometry.addAttribute( 'color', new Float32BufferAttribute$1( colors, 3 ) ); var material = new LineBasicMaterial$1( { vertexColors: VertexColors$1, depthTest: false, depthWrite: false, transparent: true } ); LineSegments$1.call( this, geometry, material ); this.root = object; this.matrix = object.matrixWorld; this.matrixAutoUpdate = false; this.update(); } SkeletonHelper$1.prototype = Object.create( LineSegments$1.prototype ); SkeletonHelper$1.prototype.constructor = SkeletonHelper$1; SkeletonHelper$1.prototype.getBoneList = function( object ) { var boneList = []; if ( object && object.isBone ) { boneList.push( object ); } for ( var i = 0; i < object.children.length; i ++ ) { boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) ); } return boneList; }; SkeletonHelper$1.prototype.update = function () { var vector = new Vector3$1(); var boneMatrix = new Matrix4$1(); var matrixWorldInv = new Matrix4$1(); return function update() { var geometry = this.geometry; var position = geometry.getAttribute( 'position' ); matrixWorldInv.getInverse( this.root.matrixWorld ); for ( var i = 0, j = 0; i < this.bones.length; i ++ ) { var bone = this.bones[ i ]; if ( bone.parent && bone.parent.isBone ) { boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld ); vector.setFromMatrixPosition( boneMatrix ); position.setXYZ( j, vector.x, vector.y, vector.z ); boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld ); vector.setFromMatrixPosition( boneMatrix ); position.setXYZ( j + 1, vector.x, vector.y, vector.z ); j += 2; } } geometry.getAttribute( 'position' ).needsUpdate = true; }; }(); /** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ */ function PointLightHelper$1( light, sphereSize ) { this.light = light; this.light.updateMatrixWorld(); var geometry = new SphereBufferGeometry$1( sphereSize, 4, 2 ); var material = new MeshBasicMaterial$1( { wireframe: true, fog: false } ); material.color.copy( this.light.color ); Mesh$1.call( this, geometry, material ); this.matrix = this.light.matrixWorld; this.matrixAutoUpdate = false; /* var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); var d = light.distance; if ( d === 0.0 ) { this.lightDistance.visible = false; } else { this.lightDistance.scale.set( d, d, d ); } this.add( this.lightDistance ); */ } PointLightHelper$1.prototype = Object.create( Mesh$1.prototype ); PointLightHelper$1.prototype.constructor = PointLightHelper$1; PointLightHelper$1.prototype.dispose = function () { this.geometry.dispose(); this.material.dispose(); }; PointLightHelper$1.prototype.update = function () { this.material.color.copy( this.light.color ); /* var d = this.light.distance; if ( d === 0.0 ) { this.lightDistance.visible = false; } else { this.lightDistance.visible = true; this.lightDistance.scale.set( d, d, d ); } */ }; /** * @author abelnation / http://github.com/abelnation * @author Mugen87 / http://github.com/Mugen87 * @author WestLangley / http://github.com/WestLangley */ function RectAreaLightHelper$1( light ) { Object3D$1.call( this ); this.light = light; this.light.updateMatrixWorld(); this.matrix = light.matrixWorld; this.matrixAutoUpdate = false; var material = new LineBasicMaterial$1( { color: light.color } ); var geometry = new BufferGeometry$1(); geometry.addAttribute( 'position', new BufferAttribute$1( new Float32Array( 5 * 3 ), 3 ) ); this.add( new Line$2( geometry, material ) ); this.update(); } RectAreaLightHelper$1.prototype = Object.create( Object3D$1.prototype ); RectAreaLightHelper$1.prototype.constructor = RectAreaLightHelper$1; RectAreaLightHelper$1.prototype.dispose = function () { this.children[ 0 ].geometry.dispose(); this.children[ 0 ].material.dispose(); }; RectAreaLightHelper$1.prototype.update = function () { var line = this.children[ 0 ]; // update material line.material.color.copy( this.light.color ); // calculate new dimensions of the helper var hx = this.light.width * 0.5; var hy = this.light.height * 0.5; var position = line.geometry.attributes.position; var array = position.array; // update vertices array[ 0 ] = hx; array[ 1 ] = - hy; array[ 2 ] = 0; array[ 3 ] = hx; array[ 4 ] = hy; array[ 5 ] = 0; array[ 6 ] = - hx; array[ 7 ] = hy; array[ 8 ] = 0; array[ 9 ] = - hx; array[ 10 ] = - hy; array[ 11 ] = 0; array[ 12 ] = hx; array[ 13 ] = - hy; array[ 14 ] = 0; position.needsUpdate = true; }; /** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ * @author Mugen87 / https://github.com/Mugen87 */ function HemisphereLightHelper$1( light, size ) { Object3D$1.call( this ); this.light = light; this.light.updateMatrixWorld(); this.matrix = light.matrixWorld; this.matrixAutoUpdate = false; var geometry = new OctahedronBufferGeometry$1( size ); geometry.rotateY( Math.PI * 0.5 ); var material = new MeshBasicMaterial$1( { vertexColors: VertexColors$1, wireframe: true } ); var position = geometry.getAttribute( 'position' ); var colors = new Float32Array( position.count * 3 ); geometry.addAttribute( 'color', new BufferAttribute$1( colors, 3 ) ); this.add( new Mesh$1( geometry, material ) ); this.update(); } HemisphereLightHelper$1.prototype = Object.create( Object3D$1.prototype ); HemisphereLightHelper$1.prototype.constructor = HemisphereLightHelper$1; HemisphereLightHelper$1.prototype.dispose = function () { this.children[ 0 ].geometry.dispose(); this.children[ 0 ].material.dispose(); }; HemisphereLightHelper$1.prototype.update = function () { var vector = new Vector3$1(); var color1 = new Color$1(); var color2 = new Color$1(); return function update() { var mesh = this.children[ 0 ]; var colors = mesh.geometry.getAttribute( 'color' ); color1.copy( this.light.color ); color2.copy( this.light.groundColor ); for ( var i = 0, l = colors.count; i < l; i ++ ) { var color = ( i < ( l / 2 ) ) ? color1 : color2; colors.setXYZ( i, color.r, color.g, color.b ); } mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() ); colors.needsUpdate = true; }; }(); /** * @author mrdoob / http://mrdoob.com/ */ function GridHelper$1( size, divisions, color1, color2 ) { size = size || 10; divisions = divisions || 10; color1 = new Color$1( color1 !== undefined ? color1 : 0x444444 ); color2 = new Color$1( color2 !== undefined ? color2 : 0x888888 ); var center = divisions / 2; var step = size / divisions; var halfSize = size / 2; var vertices = [], colors = []; for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) { vertices.push( - halfSize, 0, k, halfSize, 0, k ); vertices.push( k, 0, - halfSize, k, 0, halfSize ); var color = i === center ? color1 : color2; color.toArray( colors, j ); j += 3; color.toArray( colors, j ); j += 3; color.toArray( colors, j ); j += 3; color.toArray( colors, j ); j += 3; } var geometry = new BufferGeometry$1(); geometry.addAttribute( 'position', new Float32BufferAttribute$1( vertices, 3 ) ); geometry.addAttribute( 'color', new Float32BufferAttribute$1( colors, 3 ) ); var material = new LineBasicMaterial$1( { vertexColors: VertexColors$1 } ); LineSegments$1.call( this, geometry, material ); } GridHelper$1.prototype = Object.create( LineSegments$1.prototype ); GridHelper$1.prototype.constructor = GridHelper$1; /** * @author mrdoob / http://mrdoob.com/ * @author Mugen87 / http://github.com/Mugen87 * @author Hectate / http://www.github.com/Hectate */ function PolarGridHelper$1( radius, radials, circles, divisions, color1, color2 ) { radius = radius || 10; radials = radials || 16; circles = circles || 8; divisions = divisions || 64; color1 = new Color$1( color1 !== undefined ? color1 : 0x444444 ); color2 = new Color$1( color2 !== undefined ? color2 : 0x888888 ); var vertices = []; var colors = []; var x, z; var v, i, j, r, color; // create the radials for ( i = 0; i <= radials; i ++ ) { v = ( i / radials ) * ( Math.PI * 2 ); x = Math.sin( v ) * radius; z = Math.cos( v ) * radius; vertices.push( 0, 0, 0 ); vertices.push( x, 0, z ); color = ( i & 1 ) ? color1 : color2; colors.push( color.r, color.g, color.b ); colors.push( color.r, color.g, color.b ); } // create the circles for ( i = 0; i <= circles; i ++ ) { color = ( i & 1 ) ? color1 : color2; r = radius - ( radius / circles * i ); for ( j = 0; j < divisions; j ++ ) { // first vertex v = ( j / divisions ) * ( Math.PI * 2 ); x = Math.sin( v ) * r; z = Math.cos( v ) * r; vertices.push( x, 0, z ); colors.push( color.r, color.g, color.b ); // second vertex v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 ); x = Math.sin( v ) * r; z = Math.cos( v ) * r; vertices.push( x, 0, z ); colors.push( color.r, color.g, color.b ); } } var geometry = new BufferGeometry$1(); geometry.addAttribute( 'position', new Float32BufferAttribute$1( vertices, 3 ) ); geometry.addAttribute( 'color', new Float32BufferAttribute$1( colors, 3 ) ); var material = new LineBasicMaterial$1( { vertexColors: VertexColors$1 } ); LineSegments$1.call( this, geometry, material ); } PolarGridHelper$1.prototype = Object.create( LineSegments$1.prototype ); PolarGridHelper$1.prototype.constructor = PolarGridHelper$1; /** * @author mrdoob / http://mrdoob.com/ * @author WestLangley / http://github.com/WestLangley */ function FaceNormalsHelper$1( object, size, hex, linewidth ) { // FaceNormalsHelper only supports THREE.Geometry this.object = object; this.size = ( size !== undefined ) ? size : 1; var color = ( hex !== undefined ) ? hex : 0xffff00; var width = ( linewidth !== undefined ) ? linewidth : 1; // var nNormals = 0; var objGeometry = this.object.geometry; if ( objGeometry && objGeometry.isGeometry ) { nNormals = objGeometry.faces.length; } else { console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' ); } // var geometry = new BufferGeometry$1(); var positions = new Float32BufferAttribute$1( nNormals * 2 * 3, 3 ); geometry.addAttribute( 'position', positions ); LineSegments$1.call( this, geometry, new LineBasicMaterial$1( { color: color, linewidth: width } ) ); // this.matrixAutoUpdate = false; this.update(); } FaceNormalsHelper$1.prototype = Object.create( LineSegments$1.prototype ); FaceNormalsHelper$1.prototype.constructor = FaceNormalsHelper$1; FaceNormalsHelper$1.prototype.update = ( function () { var v1 = new Vector3$1(); var v2 = new Vector3$1(); var normalMatrix = new Matrix3$1(); return function update() { this.object.updateMatrixWorld( true ); normalMatrix.getNormalMatrix( this.object.matrixWorld ); var matrixWorld = this.object.matrixWorld; var position = this.geometry.attributes.position; // var objGeometry = this.object.geometry; var vertices = objGeometry.vertices; var faces = objGeometry.faces; var idx = 0; for ( var i = 0, l = faces.length; i < l; i ++ ) { var face = faces[ i ]; var normal = face.normal; v1.copy( vertices[ face.a ] ) .add( vertices[ face.b ] ) .add( vertices[ face.c ] ) .divideScalar( 3 ) .applyMatrix4( matrixWorld ); v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); position.setXYZ( idx, v1.x, v1.y, v1.z ); idx = idx + 1; position.setXYZ( idx, v2.x, v2.y, v2.z ); idx = idx + 1; } position.needsUpdate = true; }; }() ); /** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ * @author WestLangley / http://github.com/WestLangley */ function DirectionalLightHelper$1( light, size ) { Object3D$1.call( this ); this.light = light; this.light.updateMatrixWorld(); this.matrix = light.matrixWorld; this.matrixAutoUpdate = false; if ( size === undefined ) size = 1; var geometry = new BufferGeometry$1(); geometry.addAttribute( 'position', new Float32BufferAttribute$1( [ - size, size, 0, size, size, 0, size, - size, 0, - size, - size, 0, - size, size, 0 ], 3 ) ); var material = new LineBasicMaterial$1( { fog: false } ); this.add( new Line$2( geometry, material ) ); geometry = new BufferGeometry$1(); geometry.addAttribute( 'position', new Float32BufferAttribute$1( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); this.add( new Line$2( geometry, material )); this.update(); } DirectionalLightHelper$1.prototype = Object.create( Object3D$1.prototype ); DirectionalLightHelper$1.prototype.constructor = DirectionalLightHelper$1; DirectionalLightHelper$1.prototype.dispose = function () { var lightPlane = this.children[ 0 ]; var targetLine = this.children[ 1 ]; lightPlane.geometry.dispose(); lightPlane.material.dispose(); targetLine.geometry.dispose(); targetLine.material.dispose(); }; DirectionalLightHelper$1.prototype.update = function () { var v1 = new Vector3$1(); var v2 = new Vector3$1(); var v3 = new Vector3$1(); return function update() { v1.setFromMatrixPosition( this.light.matrixWorld ); v2.setFromMatrixPosition( this.light.target.matrixWorld ); v3.subVectors( v2, v1 ); var lightPlane = this.children[ 0 ]; var targetLine = this.children[ 1 ]; lightPlane.lookAt( v3 ); lightPlane.material.color.copy( this.light.color ); targetLine.lookAt( v3 ); targetLine.scale.z = v3.length(); }; }(); /** * @author alteredq / http://alteredqualia.com/ * @author Mugen87 / https://github.com/Mugen87 * * - shows frustum, line of sight and up of the camera * - suitable for fast updates * - based on frustum visualization in lightgl.js shadowmap example * http://evanw.github.com/lightgl.js/tests/shadowmap.html */ function CameraHelper$1( camera ) { var geometry = new BufferGeometry$1(); var material = new LineBasicMaterial$1( { color: 0xffffff, vertexColors: FaceColors$1 } ); var vertices = []; var colors = []; var pointMap = {}; // colors var colorFrustum = new Color$1( 0xffaa00 ); var colorCone = new Color$1( 0xff0000 ); var colorUp = new Color$1( 0x00aaff ); var colorTarget = new Color$1( 0xffffff ); var colorCross = new Color$1( 0x333333 ); // near addLine( "n1", "n2", colorFrustum ); addLine( "n2", "n4", colorFrustum ); addLine( "n4", "n3", colorFrustum ); addLine( "n3", "n1", colorFrustum ); // far addLine( "f1", "f2", colorFrustum ); addLine( "f2", "f4", colorFrustum ); addLine( "f4", "f3", colorFrustum ); addLine( "f3", "f1", colorFrustum ); // sides addLine( "n1", "f1", colorFrustum ); addLine( "n2", "f2", colorFrustum ); addLine( "n3", "f3", colorFrustum ); addLine( "n4", "f4", colorFrustum ); // cone addLine( "p", "n1", colorCone ); addLine( "p", "n2", colorCone ); addLine( "p", "n3", colorCone ); addLine( "p", "n4", colorCone ); // up addLine( "u1", "u2", colorUp ); addLine( "u2", "u3", colorUp ); addLine( "u3", "u1", colorUp ); // target addLine( "c", "t", colorTarget ); addLine( "p", "c", colorCross ); // cross addLine( "cn1", "cn2", colorCross ); addLine( "cn3", "cn4", colorCross ); addLine( "cf1", "cf2", colorCross ); addLine( "cf3", "cf4", colorCross ); function addLine( a, b, color ) { addPoint( a, color ); addPoint( b, color ); } function addPoint( id, color ) { vertices.push( 0, 0, 0 ); colors.push( color.r, color.g, color.b ); if ( pointMap[ id ] === undefined ) { pointMap[ id ] = []; } pointMap[ id ].push( ( vertices.length / 3 ) - 1 ); } geometry.addAttribute( 'position', new Float32BufferAttribute$1( vertices, 3 ) ); geometry.addAttribute( 'color', new Float32BufferAttribute$1( colors, 3 ) ); LineSegments$1.call( this, geometry, material ); this.camera = camera; if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix(); this.matrix = camera.matrixWorld; this.matrixAutoUpdate = false; this.pointMap = pointMap; this.update(); } CameraHelper$1.prototype = Object.create( LineSegments$1.prototype ); CameraHelper$1.prototype.constructor = CameraHelper$1; CameraHelper$1.prototype.update = function () { var geometry, pointMap; var vector = new Vector3$1(); var camera = new Camera$1(); function setPoint( point, x, y, z ) { vector.set( x, y, z ).unproject( camera ); var points = pointMap[ point ]; if ( points !== undefined ) { var position = geometry.getAttribute( 'position' ); for ( var i = 0, l = points.length; i < l; i ++ ) { position.setXYZ( points[ i ], vector.x, vector.y, vector.z ); } } } return function update() { geometry = this.geometry; pointMap = this.pointMap; var w = 1, h = 1; // we need just camera projection matrix // world matrix must be identity camera.projectionMatrix.copy( this.camera.projectionMatrix ); // center / target setPoint( "c", 0, 0, - 1 ); setPoint( "t", 0, 0, 1 ); // near setPoint( "n1", - w, - h, - 1 ); setPoint( "n2", w, - h, - 1 ); setPoint( "n3", - w, h, - 1 ); setPoint( "n4", w, h, - 1 ); // far setPoint( "f1", - w, - h, 1 ); setPoint( "f2", w, - h, 1 ); setPoint( "f3", - w, h, 1 ); setPoint( "f4", w, h, 1 ); // up setPoint( "u1", w * 0.7, h * 1.1, - 1 ); setPoint( "u2", - w * 0.7, h * 1.1, - 1 ); setPoint( "u3", 0, h * 2, - 1 ); // cross setPoint( "cf1", - w, 0, 1 ); setPoint( "cf2", w, 0, 1 ); setPoint( "cf3", 0, - h, 1 ); setPoint( "cf4", 0, h, 1 ); setPoint( "cn1", - w, 0, - 1 ); setPoint( "cn2", w, 0, - 1 ); setPoint( "cn3", 0, - h, - 1 ); setPoint( "cn4", 0, h, - 1 ); geometry.getAttribute( 'position' ).needsUpdate = true; }; }(); /** * @author mrdoob / http://mrdoob.com/ * @author Mugen87 / http://github.com/Mugen87 */ function BoxHelper$1( object, color ) { this.object = object; if ( color === undefined ) color = 0xffff00; var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); var positions = new Float32Array( 8 * 3 ); var geometry = new BufferGeometry$1(); geometry.setIndex( new BufferAttribute$1( indices, 1 ) ); geometry.addAttribute( 'position', new BufferAttribute$1( positions, 3 ) ); LineSegments$1.call( this, geometry, new LineBasicMaterial$1( { color: color } ) ); this.matrixAutoUpdate = false; this.update(); } BoxHelper$1.prototype = Object.create( LineSegments$1.prototype ); BoxHelper$1.prototype.constructor = BoxHelper$1; BoxHelper$1.prototype.update = ( function () { var box = new Box3$1(); return function update( object ) { if ( object !== undefined ) { console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' ); } if ( this.object !== undefined ) { box.setFromObject( this.object ); } if ( box.isEmpty() ) return; var min = box.min; var max = box.max; /* 5____4 1/___0/| | 6__|_7 2/___3/ 0: max.x, max.y, max.z 1: min.x, max.y, max.z 2: min.x, min.y, max.z 3: max.x, min.y, max.z 4: max.x, max.y, min.z 5: min.x, max.y, min.z 6: min.x, min.y, min.z 7: max.x, min.y, min.z */ var position = this.geometry.attributes.position; var array = position.array; array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z; position.needsUpdate = true; this.geometry.computeBoundingSphere(); }; } )(); BoxHelper$1.prototype.setFromObject = function ( object ) { this.object = object; this.update(); return this; }; /** * @author WestLangley / http://github.com/WestLangley * @author zz85 / http://github.com/zz85 * @author bhouston / http://clara.io * * Creates an arrow for visualizing directions * * Parameters: * dir - Vector3 * origin - Vector3 * length - Number * color - color in hex value * headLength - Number * headWidth - Number */ var lineGeometry$1; var coneGeometry$1; function ArrowHelper$1( dir, origin, length, color, headLength, headWidth ) { // dir is assumed to be normalized Object3D$1.call( this ); if ( color === undefined ) color = 0xffff00; if ( length === undefined ) length = 1; if ( headLength === undefined ) headLength = 0.2 * length; if ( headWidth === undefined ) headWidth = 0.2 * headLength; if ( lineGeometry$1 === undefined ) { lineGeometry$1 = new BufferGeometry$1(); lineGeometry$1.addAttribute( 'position', new Float32BufferAttribute$1( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); coneGeometry$1 = new CylinderBufferGeometry$1( 0, 0.5, 1, 5, 1 ); coneGeometry$1.translate( 0, - 0.5, 0 ); } this.position.copy( origin ); this.line = new Line$2( lineGeometry$1, new LineBasicMaterial$1( { color: color } ) ); this.line.matrixAutoUpdate = false; this.add( this.line ); this.cone = new Mesh$1( coneGeometry$1, new MeshBasicMaterial$1( { color: color } ) ); this.cone.matrixAutoUpdate = false; this.add( this.cone ); this.setDirection( dir ); this.setLength( length, headLength, headWidth ); } ArrowHelper$1.prototype = Object.create( Object3D$1.prototype ); ArrowHelper$1.prototype.constructor = ArrowHelper$1; ArrowHelper$1.prototype.setDirection = ( function () { var axis = new Vector3$1(); var radians; return function setDirection( dir ) { // dir is assumed to be normalized if ( dir.y > 0.99999 ) { this.quaternion.set( 0, 0, 0, 1 ); } else if ( dir.y < - 0.99999 ) { this.quaternion.set( 1, 0, 0, 0 ); } else { axis.set( dir.z, 0, - dir.x ).normalize(); radians = Math.acos( dir.y ); this.quaternion.setFromAxisAngle( axis, radians ); } }; }() ); ArrowHelper$1.prototype.setLength = function ( length, headLength, headWidth ) { if ( headLength === undefined ) headLength = 0.2 * length; if ( headWidth === undefined ) headWidth = 0.2 * headLength; this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 ); this.line.updateMatrix(); this.cone.scale.set( headWidth, headLength, headWidth ); this.cone.position.y = length; this.cone.updateMatrix(); }; ArrowHelper$1.prototype.setColor = function ( color ) { this.line.material.color.copy( color ); this.cone.material.color.copy( color ); }; /** * @author sroucheray / http://sroucheray.org/ * @author mrdoob / http://mrdoob.com/ */ function AxisHelper( size ) { size = size || 1; var vertices = [ 0, 0, 0, size, 0, 0, 0, 0, 0, 0, size, 0, 0, 0, 0, 0, 0, size ]; var colors = [ 1, 0, 0, 1, 0.6, 0, 0, 1, 0, 0.6, 1, 0, 0, 0, 1, 0, 0.6, 1 ]; var geometry = new BufferGeometry$1(); geometry.addAttribute( 'position', new Float32BufferAttribute$1( vertices, 3 ) ); geometry.addAttribute( 'color', new Float32BufferAttribute$1( colors, 3 ) ); var material = new LineBasicMaterial$1( { vertexColors: VertexColors$1 } ); LineSegments$1.call( this, geometry, material ); } AxisHelper.prototype = Object.create( LineSegments$1.prototype ); AxisHelper.prototype.constructor = AxisHelper; /** * @author zz85 https://github.com/zz85 * * Centripetal CatmullRom Curve - which is useful for avoiding * cusps and self-intersections in non-uniform catmull rom curves. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf * * curve.type accepts centripetal(default), chordal and catmullrom * curve.tension is used for catmullrom which defaults to 0.5 */ /* Based on an optimized c++ solution in - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ - http://ideone.com/NoEbVM This CubicPoly class could be used for reusing some variables and calculations, but for three.js curve use, it could be possible inlined and flatten into a single function call which can be placed in CurveUtils. */ function CubicPoly$1() { var c0 = 0, c1 = 0, c2 = 0, c3 = 0; /* * Compute coefficients for a cubic polynomial * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 * such that * p(0) = x0, p(1) = x1 * and * p'(0) = t0, p'(1) = t1. */ function init( x0, x1, t0, t1 ) { c0 = x0; c1 = t0; c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1; c3 = 2 * x0 - 2 * x1 + t0 + t1; } return { initCatmullRom: function ( x0, x1, x2, x3, tension ) { init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) ); }, initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) { // compute tangents when parameterized in [t1,t2] var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2; // rescale tangents for parametrization in [0,1] t1 *= dt1; t2 *= dt1; init( x1, x2, t1, t2 ); }, calc: function ( t ) { var t2 = t * t; var t3 = t2 * t; return c0 + c1 * t + c2 * t2 + c3 * t3; } }; } // var tmp$1 = new Vector3$1(); var px$2 = new CubicPoly$1(); var py$1 = new CubicPoly$1(); var pz$1 = new CubicPoly$1(); function CatmullRomCurve3$1( p /* array of Vector3 */ ) { Curve$1.call( this ); this.points = p || []; this.closed = false; } CatmullRomCurve3$1.prototype = Object.create( Curve$1.prototype ); CatmullRomCurve3$1.prototype.constructor = CatmullRomCurve3$1; CatmullRomCurve3$1.prototype.getPoint = function ( t ) { var points = this.points; var l = points.length; if ( l < 2 ) console.log( 'duh, you need at least 2 points' ); var point = ( l - ( this.closed ? 0 : 1 ) ) * t; var intPoint = Math.floor( point ); var weight = point - intPoint; if ( this.closed ) { intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length; } else if ( weight === 0 && intPoint === l - 1 ) { intPoint = l - 2; weight = 1; } var p0, p1, p2, p3; // 4 points if ( this.closed || intPoint > 0 ) { p0 = points[ ( intPoint - 1 ) % l ]; } else { // extrapolate first point tmp$1.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); p0 = tmp$1; } p1 = points[ intPoint % l ]; p2 = points[ ( intPoint + 1 ) % l ]; if ( this.closed || intPoint + 2 < l ) { p3 = points[ ( intPoint + 2 ) % l ]; } else { // extrapolate last point tmp$1.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] ); p3 = tmp$1; } if ( this.type === undefined || this.type === 'centripetal' || this.type === 'chordal' ) { // init Centripetal / Chordal Catmull-Rom var pow = this.type === 'chordal' ? 0.5 : 0.25; var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow ); var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow ); var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow ); // safety check for repeated points if ( dt1 < 1e-4 ) dt1 = 1.0; if ( dt0 < 1e-4 ) dt0 = dt1; if ( dt2 < 1e-4 ) dt2 = dt1; px$2.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 ); py$1.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 ); pz$1.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 ); } else if ( this.type === 'catmullrom' ) { var tension = this.tension !== undefined ? this.tension : 0.5; px$2.initCatmullRom( p0.x, p1.x, p2.x, p3.x, tension ); py$1.initCatmullRom( p0.y, p1.y, p2.y, p3.y, tension ); pz$1.initCatmullRom( p0.z, p1.z, p2.z, p3.z, tension ); } return new Vector3$1( px$2.calc( weight ), py$1.calc( weight ), pz$1.calc( weight ) ); }; function CubicBezierCurve3$1( v0, v1, v2, v3 ) { Curve$1.call( this ); this.v0 = v0; this.v1 = v1; this.v2 = v2; this.v3 = v3; } CubicBezierCurve3$1.prototype = Object.create( Curve$1.prototype ); CubicBezierCurve3$1.prototype.constructor = CubicBezierCurve3$1; CubicBezierCurve3$1.prototype.getPoint = function ( t ) { var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; return new Vector3$1( CubicBezier$1( t, v0.x, v1.x, v2.x, v3.x ), CubicBezier$1( t, v0.y, v1.y, v2.y, v3.y ), CubicBezier$1( t, v0.z, v1.z, v2.z, v3.z ) ); }; function QuadraticBezierCurve3$1( v0, v1, v2 ) { Curve$1.call( this ); this.v0 = v0; this.v1 = v1; this.v2 = v2; } QuadraticBezierCurve3$1.prototype = Object.create( Curve$1.prototype ); QuadraticBezierCurve3$1.prototype.constructor = QuadraticBezierCurve3$1; QuadraticBezierCurve3$1.prototype.getPoint = function ( t ) { var v0 = this.v0, v1 = this.v1, v2 = this.v2; return new Vector3$1( QuadraticBezier$1( t, v0.x, v1.x, v2.x ), QuadraticBezier$1( t, v0.y, v1.y, v2.y ), QuadraticBezier$1( t, v0.z, v1.z, v2.z ) ); }; function LineCurve3$1( v1, v2 ) { Curve$1.call( this ); this.v1 = v1; this.v2 = v2; } LineCurve3$1.prototype = Object.create( Curve$1.prototype ); LineCurve3$1.prototype.constructor = LineCurve3$1; LineCurve3$1.prototype.getPoint = function ( t ) { if ( t === 1 ) { return this.v2.clone(); } var vector = new Vector3$1(); vector.subVectors( this.v2, this.v1 ); // diff vector.multiplyScalar( t ); vector.add( this.v1 ); return vector; }; function ArcCurve$1( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { EllipseCurve$1.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); } ArcCurve$1.prototype = Object.create( EllipseCurve$1.prototype ); ArcCurve$1.prototype.constructor = ArcCurve$1; // Curve$1.create = function ( construct, getPoint ) { console.log( 'THREE.Curve.create() has been deprecated' ); construct.prototype = Object.create( Curve$1.prototype ); construct.prototype.constructor = construct; construct.prototype.getPoint = getPoint; return construct; }; // function Spline$1( points ) { console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' ); CatmullRomCurve3$1.call( this, points ); this.type = 'catmullrom'; } Spline$1.prototype = Object.create( CatmullRomCurve3$1.prototype ); Object.assign( Spline$1.prototype, { initFromArray: function ( a ) { console.error( 'THREE.Spline: .initFromArray() has been removed.' ); }, getControlPointsArray: function ( optionalTarget ) { console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' ); }, reparametrizeByArcLength: function ( samplingCoef ) { console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' ); } } ); GridHelper$1.prototype.setColors = function () { console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' ); }; // Object.assign( Box2$1.prototype, { center: function ( optionalTarget ) { console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' ); return this.getCenter( optionalTarget ); }, empty: function () { console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' ); return this.isEmpty(); }, isIntersectionBox: function ( box ) { console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' ); return this.intersectsBox( box ); }, size: function ( optionalTarget ) { console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' ); return this.getSize( optionalTarget ); } } ); Object.assign( Box3$1.prototype, { center: function ( optionalTarget ) { console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' ); return this.getCenter( optionalTarget ); }, empty: function () { console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' ); return this.isEmpty(); }, isIntersectionBox: function ( box ) { console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' ); return this.intersectsBox( box ); }, isIntersectionSphere: function ( sphere ) { console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); return this.intersectsSphere( sphere ); }, size: function ( optionalTarget ) { console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' ); return this.getSize( optionalTarget ); } } ); Line3$1.prototype.center = function ( optionalTarget ) { console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' ); return this.getCenter( optionalTarget ); }; _Math$1.random16 = function () { console.warn( 'THREE.Math.random16() has been deprecated. Use Math.random() instead.' ); return Math.random(); }; Object.assign( Matrix3$1.prototype, { flattenToArrayOffset: function ( array, offset ) { console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." ); return this.toArray( array, offset ); }, multiplyVector3: function ( vector ) { console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' ); return vector.applyMatrix3( this ); }, multiplyVector3Array: function ( a ) { console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' ); return this.applyToVector3Array( a ); }, applyToBuffer: function( buffer, offset, length ) { console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' ); return this.applyToBufferAttribute( buffer ); }, applyToVector3Array: function( array, offset, length ) { console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' ); } } ); Object.assign( Matrix4$1.prototype, { extractPosition: function ( m ) { console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' ); return this.copyPosition( m ); }, flattenToArrayOffset: function ( array, offset ) { console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." ); return this.toArray( array, offset ); }, getPosition: function () { var v1; return function getPosition() { if ( v1 === undefined ) v1 = new Vector3$1(); console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' ); return v1.setFromMatrixColumn( this, 3 ); }; }(), setRotationFromQuaternion: function ( q ) { console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' ); return this.makeRotationFromQuaternion( q ); }, multiplyToArray: function () { console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' ); }, multiplyVector3: function ( vector ) { console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); return vector.applyMatrix4( this ); }, multiplyVector4: function ( vector ) { console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); return vector.applyMatrix4( this ); }, multiplyVector3Array: function ( a ) { console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' ); return this.applyToVector3Array( a ); }, rotateAxis: function ( v ) { console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' ); v.transformDirection( this ); }, crossVector: function ( vector ) { console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); return vector.applyMatrix4( this ); }, translate: function () { console.error( 'THREE.Matrix4: .translate() has been removed.' ); }, rotateX: function () { console.error( 'THREE.Matrix4: .rotateX() has been removed.' ); }, rotateY: function () { console.error( 'THREE.Matrix4: .rotateY() has been removed.' ); }, rotateZ: function () { console.error( 'THREE.Matrix4: .rotateZ() has been removed.' ); }, rotateByAxis: function () { console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' ); }, applyToBuffer: function( buffer, offset, length ) { console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' ); return this.applyToBufferAttribute( buffer ); }, applyToVector3Array: function( array, offset, length ) { console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' ); }, makeFrustum: function( left, right, bottom, top, near, far ) { console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' ); return this.makePerspective( left, right, top, bottom, near, far ); } } ); Plane$2.prototype.isIntersectionLine = function ( line ) { console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' ); return this.intersectsLine( line ); }; Quaternion$1.prototype.multiplyVector3 = function ( vector ) { console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' ); return vector.applyQuaternion( this ); }; Object.assign( Ray$1.prototype, { isIntersectionBox: function ( box ) { console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' ); return this.intersectsBox( box ); }, isIntersectionPlane: function ( plane ) { console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' ); return this.intersectsPlane( plane ); }, isIntersectionSphere: function ( sphere ) { console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); return this.intersectsSphere( sphere ); } } ); Object.assign( Shape$2.prototype, { extrude: function ( options ) { console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' ); return new ExtrudeGeometry$1( this, options ); }, makeGeometry: function ( options ) { console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' ); return new ShapeGeometry$1( this, options ); } } ); Object.assign( Vector2$1.prototype, { fromAttribute: function ( attribute, index, offset ) { console.error( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' ); return this.fromBufferAttribute( attribute, index, offset ); } } ); Object.assign( Vector3$1.prototype, { setEulerFromRotationMatrix: function () { console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' ); }, setEulerFromQuaternion: function () { console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' ); }, getPositionFromMatrix: function ( m ) { console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' ); return this.setFromMatrixPosition( m ); }, getScaleFromMatrix: function ( m ) { console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' ); return this.setFromMatrixScale( m ); }, getColumnFromMatrix: function ( index, matrix ) { console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' ); return this.setFromMatrixColumn( matrix, index ); }, applyProjection: function ( m ) { console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' ); return this.applyMatrix4( m ); }, fromAttribute: function ( attribute, index, offset ) { console.error( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' ); return this.fromBufferAttribute( attribute, index, offset ); } } ); Object.assign( Vector4$1.prototype, { fromAttribute: function ( attribute, index, offset ) { console.error( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' ); return this.fromBufferAttribute( attribute, index, offset ); } } ); // Geometry$1.prototype.computeTangents = function () { console.warn( 'THREE.Geometry: .computeTangents() has been removed.' ); }; Object.assign( Object3D$1.prototype, { getChildByName: function ( name ) { console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' ); return this.getObjectByName( name ); }, renderDepth: function () { console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' ); }, translate: function ( distance, axis ) { console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' ); return this.translateOnAxis( axis, distance ); } } ); Object.defineProperties( Object3D$1.prototype, { eulerOrder: { get: function () { console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); return this.rotation.order; }, set: function ( value ) { console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); this.rotation.order = value; } }, useQuaternion: { get: function () { console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); }, set: function () { console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); } } } ); Object.defineProperties( LOD$1.prototype, { objects: { get: function () { console.warn( 'THREE.LOD: .objects has been renamed to .levels.' ); return this.levels; } } } ); Object.defineProperty( Skeleton$1.prototype, 'useVertexTexture', { get: function () { console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' ); }, set: function () { console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' ); } } ); Object.defineProperty( Curve$1.prototype, '__arcLengthDivisions', { get: function () { console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' ); return this.arcLengthDivisions; }, set: function ( value ) { console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' ); this.arcLengthDivisions = value; } } ); // PerspectiveCamera$2.prototype.setLens = function ( focalLength, filmGauge ) { console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " + "Use .setFocalLength and .filmGauge for a photographic setup." ); if ( filmGauge !== undefined ) this.filmGauge = filmGauge; this.setFocalLength( focalLength ); }; // Object.defineProperties( Light$1.prototype, { onlyShadow: { set: function () { console.warn( 'THREE.Light: .onlyShadow has been removed.' ); } }, shadowCameraFov: { set: function ( value ) { console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' ); this.shadow.camera.fov = value; } }, shadowCameraLeft: { set: function ( value ) { console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' ); this.shadow.camera.left = value; } }, shadowCameraRight: { set: function ( value ) { console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' ); this.shadow.camera.right = value; } }, shadowCameraTop: { set: function ( value ) { console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' ); this.shadow.camera.top = value; } }, shadowCameraBottom: { set: function ( value ) { console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' ); this.shadow.camera.bottom = value; } }, shadowCameraNear: { set: function ( value ) { console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' ); this.shadow.camera.near = value; } }, shadowCameraFar: { set: function ( value ) { console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' ); this.shadow.camera.far = value; } }, shadowCameraVisible: { set: function () { console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' ); } }, shadowBias: { set: function ( value ) { console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' ); this.shadow.bias = value; } }, shadowDarkness: { set: function () { console.warn( 'THREE.Light: .shadowDarkness has been removed.' ); } }, shadowMapWidth: { set: function ( value ) { console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' ); this.shadow.mapSize.width = value; } }, shadowMapHeight: { set: function ( value ) { console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' ); this.shadow.mapSize.height = value; } } } ); // Object.defineProperties( BufferAttribute$1.prototype, { length: { get: function () { console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' ); return this.array.length; } } } ); Object.assign( BufferGeometry$1.prototype, { addIndex: function ( index ) { console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' ); this.setIndex( index ); }, addDrawCall: function ( start, count, indexOffset ) { if ( indexOffset !== undefined ) { console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' ); } console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' ); this.addGroup( start, count ); }, clearDrawCalls: function () { console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' ); this.clearGroups(); }, computeTangents: function () { console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' ); }, computeOffsets: function () { console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' ); } } ); Object.defineProperties( BufferGeometry$1.prototype, { drawcalls: { get: function () { console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' ); return this.groups; } }, offsets: { get: function () { console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' ); return this.groups; } } } ); // Object.defineProperties( Uniform$1.prototype, { dynamic: { set: function () { console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' ); } }, onUpdate: { value: function () { console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' ); return this; } } } ); // Object.defineProperties( Material$1.prototype, { wrapAround: { get: function () { console.warn( 'THREE.Material: .wrapAround has been removed.' ); }, set: function () { console.warn( 'THREE.Material: .wrapAround has been removed.' ); } }, wrapRGB: { get: function () { console.warn( 'THREE.Material: .wrapRGB has been removed.' ); return new Color$1(); } } } ); Object.defineProperties( MeshPhongMaterial$1.prototype, { metal: { get: function () { console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' ); return false; }, set: function () { console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' ); } } } ); Object.defineProperties( ShaderMaterial$1.prototype, { derivatives: { get: function () { console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); return this.extensions.derivatives; }, set: function ( value ) { console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); this.extensions.derivatives = value; } } } ); // Object.assign( WebGLRenderer$1.prototype, { getCurrentRenderTarget: function () { console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' ); return this.getRenderTarget(); }, supportsFloatTextures: function () { console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' ); return this.extensions.get( 'OES_texture_float' ); }, supportsHalfFloatTextures: function () { console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' ); return this.extensions.get( 'OES_texture_half_float' ); }, supportsStandardDerivatives: function () { console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' ); return this.extensions.get( 'OES_standard_derivatives' ); }, supportsCompressedTextureS3TC: function () { console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' ); return this.extensions.get( 'WEBGL_compressed_texture_s3tc' ); }, supportsCompressedTexturePVRTC: function () { console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' ); return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' ); }, supportsBlendMinMax: function () { console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' ); return this.extensions.get( 'EXT_blend_minmax' ); }, supportsVertexTextures: function () { console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' ); return this.capabilities.vertexTextures; }, supportsInstancedArrays: function () { console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' ); return this.extensions.get( 'ANGLE_instanced_arrays' ); }, enableScissorTest: function ( boolean ) { console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' ); this.setScissorTest( boolean ); }, initMaterial: function () { console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' ); }, addPrePlugin: function () { console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' ); }, addPostPlugin: function () { console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' ); }, updateShadowMap: function () { console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' ); } } ); Object.defineProperties( WebGLRenderer$1.prototype, { shadowMapEnabled: { get: function () { return this.shadowMap.enabled; }, set: function ( value ) { console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' ); this.shadowMap.enabled = value; } }, shadowMapType: { get: function () { return this.shadowMap.type; }, set: function ( value ) { console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' ); this.shadowMap.type = value; } }, shadowMapCullFace: { get: function () { return this.shadowMap.cullFace; }, set: function ( value ) { console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' ); this.shadowMap.cullFace = value; } } } ); Object.defineProperties( WebGLShadowMap$1.prototype, { cullFace: { get: function () { return this.renderReverseSided ? CullFaceFront$1 : CullFaceBack$1; }, set: function ( cullFace ) { var value = ( cullFace !== CullFaceBack$1 ); console.warn( "WebGLRenderer: .shadowMap.cullFace is deprecated. Set .shadowMap.renderReverseSided to " + value + "." ); this.renderReverseSided = value; } } } ); // Object.defineProperties( WebGLRenderTarget$1.prototype, { wrapS: { get: function () { console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); return this.texture.wrapS; }, set: function ( value ) { console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); this.texture.wrapS = value; } }, wrapT: { get: function () { console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); return this.texture.wrapT; }, set: function ( value ) { console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); this.texture.wrapT = value; } }, magFilter: { get: function () { console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); return this.texture.magFilter; }, set: function ( value ) { console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); this.texture.magFilter = value; } }, minFilter: { get: function () { console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); return this.texture.minFilter; }, set: function ( value ) { console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); this.texture.minFilter = value; } }, anisotropy: { get: function () { console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); return this.texture.anisotropy; }, set: function ( value ) { console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); this.texture.anisotropy = value; } }, offset: { get: function () { console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); return this.texture.offset; }, set: function ( value ) { console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); this.texture.offset = value; } }, repeat: { get: function () { console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); return this.texture.repeat; }, set: function ( value ) { console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); this.texture.repeat = value; } }, format: { get: function () { console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); return this.texture.format; }, set: function ( value ) { console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); this.texture.format = value; } }, type: { get: function () { console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); return this.texture.type; }, set: function ( value ) { console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); this.texture.type = value; } }, generateMipmaps: { get: function () { console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); return this.texture.generateMipmaps; }, set: function ( value ) { console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); this.texture.generateMipmaps = value; } } } ); // Audio$1.prototype.load = function ( file ) { console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' ); var scope = this; var audioLoader = new AudioLoader$1(); audioLoader.load( file, function ( buffer ) { scope.setBuffer( buffer ); } ); return this; }; AudioAnalyser$1.prototype.getData = function () { console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' ); return this.getFrequencyData(); }; /** * @author dmarcos / https://github.com/dmarcos * @author mrdoob / http://mrdoob.com * * WebVR Spec: http://mozvr.github.io/webvr-spec/webvr.html * * Firefox: http://mozvr.com/downloads/ * Chromium: https://webvr.info/get-chrome * */ var VREffect = function VREffect(renderer, onError) { var vrDisplay, vrDisplays; var eyeTranslationL = new Vector3$1(); var eyeTranslationR = new Vector3$1(); var renderRectL, renderRectR; var frameData = null; if ('VRFrameData' in window) { frameData = new VRFrameData(); } function gotVRDisplays(displays) { vrDisplays = displays; if (displays.length > 0) { vrDisplay = displays[0]; } else { if (onError) onError('HMD not available'); } } if (navigator.getVRDisplays) { navigator.getVRDisplays().then(gotVRDisplays).catch(function () { console.warn('THREE.VREffect: Unable to get VR Displays'); }); } // this.isPresenting = false; this.scale = 1; var scope = this; var rendererSize = renderer.getSize(); var rendererUpdateStyle = false; var rendererPixelRatio = renderer.getPixelRatio(); this.getVRDisplay = function () { return vrDisplay; }; this.setVRDisplay = function (value) { vrDisplay = value; }; this.getVRDisplays = function () { console.warn('THREE.VREffect: getVRDisplays() is being deprecated.'); return vrDisplays; }; this.setSize = function (width, height, updateStyle) { rendererSize = { width: width, height: height }; rendererUpdateStyle = updateStyle; if (scope.isPresenting) { var eyeParamsL = vrDisplay.getEyeParameters('left'); renderer.setPixelRatio(1); renderer.setSize(eyeParamsL.renderWidth * 2, eyeParamsL.renderHeight, false); } else { renderer.setPixelRatio(rendererPixelRatio); renderer.setSize(width, height, updateStyle); } }; // fullscreen var canvas = renderer.domElement; var defaultLeftBounds = [0.0, 0.0, 0.5, 1.0]; var defaultRightBounds = [0.5, 0.0, 0.5, 1.0]; function onVRDisplayPresentChange() { var wasPresenting = scope.isPresenting; scope.isPresenting = vrDisplay !== undefined && vrDisplay.isPresenting; if (scope.isPresenting) { var eyeParamsL = vrDisplay.getEyeParameters('left'); var eyeWidth = eyeParamsL.renderWidth; var eyeHeight = eyeParamsL.renderHeight; if (!wasPresenting) { rendererPixelRatio = renderer.getPixelRatio(); rendererSize = renderer.getSize(); renderer.setPixelRatio(1); renderer.setSize(eyeWidth * 2, eyeHeight, false); } } else if (wasPresenting) { renderer.setPixelRatio(rendererPixelRatio); renderer.setSize(rendererSize.width, rendererSize.height, rendererUpdateStyle); } } window.addEventListener('vrdisplaypresentchange', onVRDisplayPresentChange, false); this.setFullScreen = function (boolean) { return new Promise(function (resolve, reject) { if (vrDisplay === undefined) { reject(new Error('No VR hardware found.')); return; } if (scope.isPresenting === boolean) { resolve(); return; } if (boolean) { resolve(vrDisplay.requestPresent([{ source: canvas }])); } else { resolve(vrDisplay.exitPresent()); } }); }; this.requestPresent = function () { return this.setFullScreen(true); }; this.exitPresent = function () { return this.setFullScreen(false); }; this.requestAnimationFrame = function (f) { if (vrDisplay !== undefined) { return vrDisplay.requestAnimationFrame(f); } else { return window.requestAnimationFrame(f); } }; this.cancelAnimationFrame = function (h) { if (vrDisplay !== undefined) { vrDisplay.cancelAnimationFrame(h); } else { window.cancelAnimationFrame(h); } }; this.submitFrame = function () { if (vrDisplay !== undefined && scope.isPresenting) { vrDisplay.submitFrame(); } }; this.autoSubmitFrame = true; // render var cameraL = new PerspectiveCamera$2(); cameraL.layers.enable(1); var cameraR = new PerspectiveCamera$2(); cameraR.layers.enable(2); this.render = function (scene, camera, renderTarget, forceClear) { if (vrDisplay && scope.isPresenting) { var autoUpdate = scene.autoUpdate; if (autoUpdate) { scene.updateMatrixWorld(); scene.autoUpdate = false; } var eyeParamsL = vrDisplay.getEyeParameters('left'); var eyeParamsR = vrDisplay.getEyeParameters('right'); eyeTranslationL.fromArray(eyeParamsL.offset); eyeTranslationR.fromArray(eyeParamsR.offset); if (Array.isArray(scene)) { console.warn('THREE.VREffect.render() no longer supports arrays. Use object.layers instead.'); scene = scene[0]; } // When rendering we don't care what the recommended size is, only what the actual size // of the backbuffer is. var size = renderer.getSize(); var layers = vrDisplay.getLayers(); var leftBounds; var rightBounds; if (layers.length) { var layer = layers[0]; leftBounds = layer.leftBounds !== null && layer.leftBounds.length === 4 ? layer.leftBounds : defaultLeftBounds; rightBounds = layer.rightBounds !== null && layer.rightBounds.length === 4 ? layer.rightBounds : defaultRightBounds; } else { leftBounds = defaultLeftBounds; rightBounds = defaultRightBounds; } renderRectL = { x: Math.round(size.width * leftBounds[0]), y: Math.round(size.height * leftBounds[1]), width: Math.round(size.width * leftBounds[2]), height: Math.round(size.height * leftBounds[3]) }; renderRectR = { x: Math.round(size.width * rightBounds[0]), y: Math.round(size.height * rightBounds[1]), width: Math.round(size.width * rightBounds[2]), height: Math.round(size.height * rightBounds[3]) }; if (renderTarget) { renderer.setRenderTarget(renderTarget); renderTarget.scissorTest = true; } else { renderer.setRenderTarget(null); renderer.setScissorTest(true); } if (renderer.autoClear || forceClear) renderer.clear(); if (camera.parent === null) camera.updateMatrixWorld(); camera.matrixWorld.decompose(cameraL.position, cameraL.quaternion, cameraL.scale); camera.matrixWorld.decompose(cameraR.position, cameraR.quaternion, cameraR.scale); var scale = this.scale; cameraL.translateOnAxis(eyeTranslationL, scale); cameraR.translateOnAxis(eyeTranslationR, scale); if (vrDisplay.getFrameData) { vrDisplay.depthNear = camera.near; vrDisplay.depthFar = camera.far; vrDisplay.getFrameData(frameData); cameraL.projectionMatrix.elements = frameData.leftProjectionMatrix; cameraR.projectionMatrix.elements = frameData.rightProjectionMatrix; } else { cameraL.projectionMatrix = fovToProjection(eyeParamsL.fieldOfView, true, camera.near, camera.far); cameraR.projectionMatrix = fovToProjection(eyeParamsR.fieldOfView, true, camera.near, camera.far); } // render left eye if (renderTarget) { renderTarget.viewport.set(renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height); renderTarget.scissor.set(renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height); } else { renderer.setViewport(renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height); renderer.setScissor(renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height); } renderer.render(scene, cameraL, renderTarget, forceClear); // render right eye if (renderTarget) { renderTarget.viewport.set(renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height); renderTarget.scissor.set(renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height); } else { renderer.setViewport(renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height); renderer.setScissor(renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height); } renderer.render(scene, cameraR, renderTarget, forceClear); if (renderTarget) { renderTarget.viewport.set(0, 0, size.width, size.height); renderTarget.scissor.set(0, 0, size.width, size.height); renderTarget.scissorTest = false; renderer.setRenderTarget(null); } else { renderer.setViewport(0, 0, size.width, size.height); renderer.setScissorTest(false); } if (autoUpdate) { scene.autoUpdate = true; } if (scope.autoSubmitFrame) { scope.submitFrame(); } return; } // Regular render mode if not HMD renderer.render(scene, camera, renderTarget, forceClear); }; this.dispose = function () { window.removeEventListener('vrdisplaypresentchange', onVRDisplayPresentChange, false); }; // function fovToNDCScaleOffset(fov) { var pxscale = 2.0 / (fov.leftTan + fov.rightTan); var pxoffset = (fov.leftTan - fov.rightTan) * pxscale * 0.5; var pyscale = 2.0 / (fov.upTan + fov.downTan); var pyoffset = (fov.upTan - fov.downTan) * pyscale * 0.5; return { scale: [pxscale, pyscale], offset: [pxoffset, pyoffset] }; } function fovPortToProjection(fov, rightHanded, zNear, zFar) { rightHanded = rightHanded === undefined ? true : rightHanded; zNear = zNear === undefined ? 0.01 : zNear; zFar = zFar === undefined ? 10000.0 : zFar; var handednessScale = rightHanded ? -1.0 : 1.0; // start with an identity matrix var mobj = new Matrix4$1(); var m = mobj.elements; // and with scale/offset info for normalized device coords var scaleAndOffset = fovToNDCScaleOffset(fov); // X result, map clip edges to [-w,+w] m[0 * 4 + 0] = scaleAndOffset.scale[0]; m[0 * 4 + 1] = 0.0; m[0 * 4 + 2] = scaleAndOffset.offset[0] * handednessScale; m[0 * 4 + 3] = 0.0; // Y result, map clip edges to [-w,+w] // Y offset is negated because this proj matrix transforms from world coords with Y=up, // but the NDC scaling has Y=down (thanks D3D?) m[1 * 4 + 0] = 0.0; m[1 * 4 + 1] = scaleAndOffset.scale[1]; m[1 * 4 + 2] = -scaleAndOffset.offset[1] * handednessScale; m[1 * 4 + 3] = 0.0; // Z result (up to the app) m[2 * 4 + 0] = 0.0; m[2 * 4 + 1] = 0.0; m[2 * 4 + 2] = zFar / (zNear - zFar) * -handednessScale; m[2 * 4 + 3] = zFar * zNear / (zNear - zFar); // W result (= Z in) m[3 * 4 + 0] = 0.0; m[3 * 4 + 1] = 0.0; m[3 * 4 + 2] = handednessScale; m[3 * 4 + 3] = 0.0; mobj.transpose(); return mobj; } function fovToProjection(fov, rightHanded, zNear, zFar) { var DEG2RAD = Math.PI / 180.0; var fovPort = { upTan: Math.tan(fov.upDegrees * DEG2RAD), downTan: Math.tan(fov.downDegrees * DEG2RAD), leftTan: Math.tan(fov.leftDegrees * DEG2RAD), rightTan: Math.tan(fov.rightDegrees * DEG2RAD) }; return fovPortToProjection(fovPort, rightHanded, zNear, zFar); } }; /** * @author dmarcos / https://github.com/dmarcos * @author mrdoob / http://mrdoob.com * @author halvves / https://github.com/halvves (i only es6 moduled it) */ class VRControls { constructor(camera, onError) { this.camera = camera; this.vrDisplay; this.vrDisplays; this.standingMatrix = new Matrix4$1(); this.frameData = null; if ('VRFrameData' in window) { this.frameData = new VRFrameData(); } if (navigator.getVRDisplays) { navigator .getVRDisplays() .then((displays) => { this.vrDisplays = displays; if (displays.length > 0) { this.vrDisplay = displays[0]; } else { if (onError) onError('VR input not available.'); } }) .catch(() => { console.warn('VRControls: Unable to get VR Displays'); }); } // the Rift SDK returns the position in meters // this scale factor allows the user to define how meters // are converted to scene units. this.scale = 1; // If true will use "standing space" coordinate system where y=0 is the // floor and x=0, z=0 is the center of the room. this.standing = false; // Distance from the users eyes to the floor in meters. Used when // standing=true but the VRDisplay doesn't provide stageParameters. this.userHeight = 1.6; } getVRDisplay() { return this.vrDisplay; }; setVRDisplay(value) { this.vrDisplay = value; }; getVRDisplays() { console.warn('VRControls: getVRDisplays() is being deprecated.'); return this.vrDisplays; }; getStandingMatrix() { return this.standingMatrix; }; update() { const camera = this.camera; if (this.vrDisplay) { let pose; if (this.vrDisplay.getFrameData) { this.vrDisplay.getFrameData(this.frameData); pose = this.frameData.pose; } else if (this.vrDisplay.getPose) { pose = this.vrDisplay.getPose(); } if (pose.orientation !== null) { camera.quaternion.fromArray(pose.orientation); } if (pose.position !== null) { camera.position.fromArray(pose.position); } else { camera.position.set(0, 0, 0); } if (this.standing) { if (this.vrDisplay.stageParameters) { camera.updateMatrix(); this.standingMatrix.fromArray(this.vrDisplay.stageParameters.sittingToStandingTransform); camera.applyMatrix(this.standingMatrix); } else { camera.position.setY(camera.position.y + this.userHeight); } } camera.position.multiplyScalar(this.scale); } }; dispose() { this.vrDisplay = null; }; } /** * @author mrdoob / http://mrdoob.com * @author Mugen87 / https://github.com/Mugen87 * * Based on @tojiro's vr-samples-utils.js */ var WEBVR = { isAvailable: function isAvailable() { console.warn('WEBVR: isAvailable() is being deprecated. Use .checkAvailability() instead.'); return navigator.getVRDisplays !== undefined; }, checkAvailability: function checkAvailability() { return new Promise(function (resolve, reject) { if (navigator.getVRDisplays !== undefined) { navigator.getVRDisplays().then(function (displays) { if (displays.length === 0) { reject('WebVR supported, but no VRDisplays found.'); } else { resolve(); } }); } else { reject('Your browser does not support WebVR. See webvr.info for assistance.'); } }); }, getVRDisplay: function getVRDisplay(onDisplay) { if ('getVRDisplays' in navigator) { navigator.getVRDisplays().then(function (displays) { onDisplay(displays[0]); }); } }, getMessage: function getMessage() { console.warn('WEBVR: getMessage() is being deprecated. Use .getMessageContainer( message ) instead.'); var message; if (navigator.getVRDisplays) { navigator.getVRDisplays().then(function (displays) { if (displays.length === 0) message = 'WebVR supported, but no VRDisplays found.'; }); } else { message = 'Your browser does not support WebVR. See webvr.info for assistance.'; } if (message !== undefined) { var container = document.createElement('div'); container.style.position = 'absolute'; container.style.left = '0'; container.style.top = '0'; container.style.right = '0'; container.style.zIndex = '999'; container.align = 'center'; var error = document.createElement('div'); error.style.fontFamily = 'sans-serif'; error.style.fontSize = '16px'; error.style.fontStyle = 'normal'; error.style.lineHeight = '26px'; error.style.backgroundColor = '#fff'; error.style.color = '#000'; error.style.padding = '10px 20px'; error.style.margin = '50px'; error.style.display = 'inline-block'; error.innerHTML = message; container.appendChild(error); return container; } }, getMessageContainer: function getMessageContainer(message) { var container = document.createElement('div'); container.style.position = 'absolute'; container.style.left = '0'; container.style.top = '0'; container.style.right = '0'; container.style.zIndex = '999'; container.align = 'center'; var error = document.createElement('div'); error.style.fontFamily = 'sans-serif'; error.style.fontSize = '16px'; error.style.fontStyle = 'normal'; error.style.lineHeight = '26px'; error.style.backgroundColor = '#fff'; error.style.color = '#000'; error.style.padding = '10px 20px'; error.style.margin = '50px'; error.style.display = 'inline-block'; error.innerHTML = message; container.appendChild(error); return container; }, getButton: function getButton(display, canvas) { if ('VREffect' in THREE && display instanceof THREE.VREffect) { console.error('WebVR.getButton() now expects a VRDisplay.'); return document.createElement('button'); } var button = document.createElement('button'); button.style.position = 'absolute'; button.style.left = 'calc(50% - 50px)'; button.style.bottom = '20px'; button.style.width = '100px'; button.style.border = '0'; button.style.padding = '8px'; button.style.cursor = 'pointer'; button.style.backgroundColor = '#000'; button.style.color = '#fff'; button.style.fontFamily = 'sans-serif'; button.style.fontSize = '13px'; button.style.fontStyle = 'normal'; button.style.textAlign = 'center'; button.style.zIndex = '999'; if (display) { button.textContent = 'ENTER VR'; button.onclick = function () { display.isPresenting ? display.exitPresent() : display.requestPresent([{ source: canvas }]); }; window.addEventListener('vrdisplaypresentchange', function () { button.textContent = display.isPresenting ? 'EXIT VR' : 'ENTER VR'; }, false); } else { button.textContent = 'NO VR DISPLAY'; } return button; } }; var VRModule = /*#__PURE__*/ function () { function VRModule() { var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {}; _classCallCheck(this, VRModule); this.params = Object.assign(params, { message: true, button: true }); this.scene = null; this.camera = null; this.effect = null; } _createClass(VRModule, [{ key: "manager", value: function manager(_manager) { var _this = this; _manager.define('vr'); var rendering = _manager.use('rendering'); var renderer = _manager.get('renderer'); var resize = _manager.use('resize'); this.effect = new VREffect(renderer); this.scene = _manager.get('scene'); this.camera = _manager.get('camera'); rendering.effect(this.effect); // TODO: Fix resize. resize.addCallback(function (width, height) { _this.effect.setSize(+width, +height); }); // WEBVR var _this$params = this.params, message = _this$params.message, button = _this$params.button; if (message) WEBVR.checkAvailability().catch(function (message) { document.body.appendChild(WEBVR.getMessageContainer(message)); }); if (button) WEBVR.getVRDisplay(function (display) { var vrbtn = WEBVR.getButton(display, renderer.domElement); vrbtn.className = 'vr-btn'; document.body.appendChild(vrbtn); }); } }]); return VRModule; }(); var VR2Module = /*#__PURE__*/ function () { function VR2Module() { _classCallCheck(this, VR2Module); this.display = new Promise(function (resolve) { return WEBVR.getVRDisplay(function (display) { return resolve(display); }); }); } _createClass(VR2Module, [{ key: "manager", value: function manager(_manager2) { _manager2.define('vr'); var renderer = _manager2.get('renderer'); renderer.vr.enabled = true; console.log(REVISION$1); console.log(1); this.display.then(function (display) { renderer.vr.setDevice(display); var vrbtn = WEBVR.getButton(display, renderer.domElement); vrbtn.className = 'vr-btn'; document.body.appendChild(vrbtn); }); } }]); return VR2Module; }(); var VRControls$1 = /*#__PURE__*/ function (_ControlsModule) { function VRControls$$1(_ref) { var object = _ref.object, onError = _ref.onError, intensity = _ref.intensity; _classCallCheck(this, VRControls$$1); var controls = new VRControls(object.native, onError); controls.standing = true; controls.scale = intensity; return _possibleConstructorReturn(this, _getPrototypeOf(VRControls$$1).call(this, { controls: controls })); } _inherits(VRControls$$1, _ControlsModule); return VRControls$$1; }(ControlsModule); export { WEBVR, VRModule, VR2Module, VRControls$1 as VRControls }; //# sourceMappingURL=VRKit.module.js.map