// threejs.org/license // threejs.org/license ;(function (global, factory) { typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) : typeof define === 'function' && define.amd ? define(['exports'], factory) : ((global = typeof globalThis !== 'undefined' ? globalThis : global || self), factory((global.THREE = {}))) })(this, function (exports) { 'use strict' // 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 ('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 get() { 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 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 } } var REVISION = '124dev' var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 } var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 } var CullFaceNone = 0 var CullFaceBack = 1 var CullFaceFront = 2 var CullFaceFrontBack = 3 var BasicShadowMap = 0 var PCFShadowMap = 1 var PCFSoftShadowMap = 2 var VSMShadowMap = 3 var FrontSide = 0 var BackSide = 1 var DoubleSide = 2 var FlatShading = 1 var SmoothShading = 2 var NoBlending = 0 var NormalBlending = 1 var AdditiveBlending = 2 var SubtractiveBlending = 3 var MultiplyBlending = 4 var CustomBlending = 5 var AddEquation = 100 var SubtractEquation = 101 var ReverseSubtractEquation = 102 var MinEquation = 103 var MaxEquation = 104 var ZeroFactor = 200 var OneFactor = 201 var SrcColorFactor = 202 var OneMinusSrcColorFactor = 203 var SrcAlphaFactor = 204 var OneMinusSrcAlphaFactor = 205 var DstAlphaFactor = 206 var OneMinusDstAlphaFactor = 207 var DstColorFactor = 208 var OneMinusDstColorFactor = 209 var SrcAlphaSaturateFactor = 210 var NeverDepth = 0 var AlwaysDepth = 1 var LessDepth = 2 var LessEqualDepth = 3 var EqualDepth = 4 var GreaterEqualDepth = 5 var GreaterDepth = 6 var NotEqualDepth = 7 var MultiplyOperation = 0 var MixOperation = 1 var AddOperation = 2 var NoToneMapping = 0 var LinearToneMapping = 1 var ReinhardToneMapping = 2 var CineonToneMapping = 3 var ACESFilmicToneMapping = 4 var CustomToneMapping = 5 var UVMapping = 300 var CubeReflectionMapping = 301 var CubeRefractionMapping = 302 var EquirectangularReflectionMapping = 303 var EquirectangularRefractionMapping = 304 var CubeUVReflectionMapping = 306 var CubeUVRefractionMapping = 307 var RepeatWrapping = 1000 var ClampToEdgeWrapping = 1001 var MirroredRepeatWrapping = 1002 var NearestFilter = 1003 var NearestMipmapNearestFilter = 1004 var NearestMipMapNearestFilter = 1004 var NearestMipmapLinearFilter = 1005 var NearestMipMapLinearFilter = 1005 var LinearFilter = 1006 var LinearMipmapNearestFilter = 1007 var LinearMipMapNearestFilter = 1007 var LinearMipmapLinearFilter = 1008 var LinearMipMapLinearFilter = 1008 var UnsignedByteType = 1009 var ByteType = 1010 var ShortType = 1011 var UnsignedShortType = 1012 var IntType = 1013 var UnsignedIntType = 1014 var FloatType = 1015 var HalfFloatType = 1016 var UnsignedShort4444Type = 1017 var UnsignedShort5551Type = 1018 var UnsignedShort565Type = 1019 var UnsignedInt248Type = 1020 var AlphaFormat = 1021 var RGBFormat = 1022 var RGBAFormat = 1023 var LuminanceFormat = 1024 var LuminanceAlphaFormat = 1025 var RGBEFormat = RGBAFormat var DepthFormat = 1026 var DepthStencilFormat = 1027 var RedFormat = 1028 var RedIntegerFormat = 1029 var RGFormat = 1030 var RGIntegerFormat = 1031 var RGBIntegerFormat = 1032 var RGBAIntegerFormat = 1033 var RGB_S3TC_DXT1_Format = 33776 var RGBA_S3TC_DXT1_Format = 33777 var RGBA_S3TC_DXT3_Format = 33778 var RGBA_S3TC_DXT5_Format = 33779 var RGB_PVRTC_4BPPV1_Format = 35840 var RGB_PVRTC_2BPPV1_Format = 35841 var RGBA_PVRTC_4BPPV1_Format = 35842 var RGBA_PVRTC_2BPPV1_Format = 35843 var RGB_ETC1_Format = 36196 var RGB_ETC2_Format = 37492 var RGBA_ETC2_EAC_Format = 37496 var RGBA_ASTC_4x4_Format = 37808 var RGBA_ASTC_5x4_Format = 37809 var RGBA_ASTC_5x5_Format = 37810 var RGBA_ASTC_6x5_Format = 37811 var RGBA_ASTC_6x6_Format = 37812 var RGBA_ASTC_8x5_Format = 37813 var RGBA_ASTC_8x6_Format = 37814 var RGBA_ASTC_8x8_Format = 37815 var RGBA_ASTC_10x5_Format = 37816 var RGBA_ASTC_10x6_Format = 37817 var RGBA_ASTC_10x8_Format = 37818 var RGBA_ASTC_10x10_Format = 37819 var RGBA_ASTC_12x10_Format = 37820 var RGBA_ASTC_12x12_Format = 37821 var RGBA_BPTC_Format = 36492 var SRGB8_ALPHA8_ASTC_4x4_Format = 37840 var SRGB8_ALPHA8_ASTC_5x4_Format = 37841 var SRGB8_ALPHA8_ASTC_5x5_Format = 37842 var SRGB8_ALPHA8_ASTC_6x5_Format = 37843 var SRGB8_ALPHA8_ASTC_6x6_Format = 37844 var SRGB8_ALPHA8_ASTC_8x5_Format = 37845 var SRGB8_ALPHA8_ASTC_8x6_Format = 37846 var SRGB8_ALPHA8_ASTC_8x8_Format = 37847 var SRGB8_ALPHA8_ASTC_10x5_Format = 37848 var SRGB8_ALPHA8_ASTC_10x6_Format = 37849 var SRGB8_ALPHA8_ASTC_10x8_Format = 37850 var SRGB8_ALPHA8_ASTC_10x10_Format = 37851 var SRGB8_ALPHA8_ASTC_12x10_Format = 37852 var SRGB8_ALPHA8_ASTC_12x12_Format = 37853 var LoopOnce = 2200 var LoopRepeat = 2201 var LoopPingPong = 2202 var InterpolateDiscrete = 2300 var InterpolateLinear = 2301 var InterpolateSmooth = 2302 var ZeroCurvatureEnding = 2400 var ZeroSlopeEnding = 2401 var WrapAroundEnding = 2402 var NormalAnimationBlendMode = 2500 var AdditiveAnimationBlendMode = 2501 var TrianglesDrawMode = 0 var TriangleStripDrawMode = 1 var TriangleFanDrawMode = 2 var LinearEncoding = 3000 var sRGBEncoding = 3001 var GammaEncoding = 3007 var RGBEEncoding = 3002 var LogLuvEncoding = 3003 var RGBM7Encoding = 3004 var RGBM16Encoding = 3005 var RGBDEncoding = 3006 var BasicDepthPacking = 3200 var RGBADepthPacking = 3201 var TangentSpaceNormalMap = 0 var ObjectSpaceNormalMap = 1 var ZeroStencilOp = 0 var KeepStencilOp = 7680 var ReplaceStencilOp = 7681 var IncrementStencilOp = 7682 var DecrementStencilOp = 7683 var IncrementWrapStencilOp = 34055 var DecrementWrapStencilOp = 34056 var InvertStencilOp = 5386 var NeverStencilFunc = 512 var LessStencilFunc = 513 var EqualStencilFunc = 514 var LessEqualStencilFunc = 515 var GreaterStencilFunc = 516 var NotEqualStencilFunc = 517 var GreaterEqualStencilFunc = 518 var AlwaysStencilFunc = 519 var StaticDrawUsage = 35044 var DynamicDrawUsage = 35048 var StreamDrawUsage = 35040 var StaticReadUsage = 35045 var DynamicReadUsage = 35049 var StreamReadUsage = 35041 var StaticCopyUsage = 35046 var DynamicCopyUsage = 35050 var StreamCopyUsage = 35042 var GLSL1 = '100' var GLSL3 = '300 es' /** * https://github.com/mrdoob/eventdispatcher.js/ */ function EventDispatcher() {} Object.assign(EventDispatcher.prototype, { addEventListener: function addEventListener(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 hasEventListener(type, listener) { if (this._listeners === undefined) return false var listeners = this._listeners return listeners[type] !== undefined && listeners[type].indexOf(listener) !== -1 }, removeEventListener: function removeEventListener(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 dispatchEvent(event) { if (this._listeners === undefined) return var listeners = this._listeners var listenerArray = listeners[event.type] if (listenerArray !== undefined) { event.target = this // Make a copy, in case listeners are removed while iterating. var array = listenerArray.slice(0) for (var i = 0, l = array.length; i < l; i++) { array[i].call(this, event) } } } }) var _lut = [] for (var i = 0; i < 256; i++) { _lut[i] = (i < 16 ? '0' : '') + i.toString(16) } var _seed = 1234567 var MathUtils = { DEG2RAD: Math.PI / 180, RAD2DEG: 180 / Math.PI, generateUUID: function generateUUID() { // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136 var d0 = (Math.random() * 0xffffffff) | 0 var d1 = (Math.random() * 0xffffffff) | 0 var d2 = (Math.random() * 0xffffffff) | 0 var d3 = (Math.random() * 0xffffffff) | 0 var uuid = _lut[d0 & 0xff] + _lut[(d0 >> 8) & 0xff] + _lut[(d0 >> 16) & 0xff] + _lut[(d0 >> 24) & 0xff] + '-' + _lut[d1 & 0xff] + _lut[(d1 >> 8) & 0xff] + '-' + _lut[((d1 >> 16) & 0x0f) | 0x40] + _lut[(d1 >> 24) & 0xff] + '-' + _lut[(d2 & 0x3f) | 0x80] + _lut[(d2 >> 8) & 0xff] + '-' + _lut[(d2 >> 16) & 0xff] + _lut[(d2 >> 24) & 0xff] + _lut[d3 & 0xff] + _lut[(d3 >> 8) & 0xff] + _lut[(d3 >> 16) & 0xff] + _lut[(d3 >> 24) & 0xff] // .toUpperCase() here flattens concatenated strings to save heap memory space. return uuid.toUpperCase() }, clamp: function clamp(value, min, max) { return Math.max(min, Math.min(max, value)) }, // compute euclidian modulo of m % n // https://en.wikipedia.org/wiki/Modulo_operation euclideanModulo: function euclideanModulo(n, m) { return ((n % m) + m) % m }, // Linear mapping from range to range mapLinear: function mapLinear(x, a1, a2, b1, b2) { return b1 + ((x - a1) * (b2 - b1)) / (a2 - a1) }, // https://en.wikipedia.org/wiki/Linear_interpolation lerp: function lerp(x, y, t) { return (1 - t) * x + t * y }, // http://en.wikipedia.org/wiki/Smoothstep smoothstep: function smoothstep(x, min, max) { if (x <= min) return 0 if (x >= max) return 1 x = (x - min) / (max - min) return x * x * (3 - 2 * x) }, smootherstep: function smootherstep(x, min, max) { if (x <= min) return 0 if (x >= max) return 1 x = (x - min) / (max - min) return x * x * x * (x * (x * 6 - 15) + 10) }, // Random integer from interval randInt: function randInt(low, high) { return low + Math.floor(Math.random() * (high - low + 1)) }, // Random float from interval randFloat: function randFloat(low, high) { return low + Math.random() * (high - low) }, // Random float from <-range/2, range/2> interval randFloatSpread: function randFloatSpread(range) { return range * (0.5 - Math.random()) }, // Deterministic pseudo-random float in the interval [ 0, 1 ] seededRandom: function seededRandom(s) { if (s !== undefined) _seed = s % 2147483647 // Park-Miller algorithm _seed = (_seed * 16807) % 2147483647 return (_seed - 1) / 2147483646 }, degToRad: function degToRad(degrees) { return degrees * MathUtils.DEG2RAD }, radToDeg: function radToDeg(radians) { return radians * MathUtils.RAD2DEG }, isPowerOfTwo: function isPowerOfTwo(value) { return (value & (value - 1)) === 0 && value !== 0 }, ceilPowerOfTwo: function ceilPowerOfTwo(value) { return Math.pow(2, Math.ceil(Math.log(value) / Math.LN2)) }, floorPowerOfTwo: function floorPowerOfTwo(value) { return Math.pow(2, Math.floor(Math.log(value) / Math.LN2)) }, setQuaternionFromProperEuler: function setQuaternionFromProperEuler(q, a, b, c, order) { // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles // rotations are applied to the axes in the order specified by 'order' // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c' // angles are in radians var cos = Math.cos var sin = Math.sin var c2 = cos(b / 2) var s2 = sin(b / 2) var c13 = cos((a + c) / 2) var s13 = sin((a + c) / 2) var c1_3 = cos((a - c) / 2) var s1_3 = sin((a - c) / 2) var c3_1 = cos((c - a) / 2) var s3_1 = sin((c - a) / 2) switch (order) { case 'XYX': q.set(c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13) break case 'YZY': q.set(s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13) break case 'ZXZ': q.set(s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13) break case 'XZX': q.set(c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13) break case 'YXY': q.set(s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13) break case 'ZYZ': q.set(s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13) break default: console.warn('THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order) } } } 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 _inheritsLoose(subClass, superClass) { subClass.prototype = Object.create(superClass.prototype) subClass.prototype.constructor = subClass subClass.__proto__ = superClass } function _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called") } return self } var Vector2 = /*#__PURE__*/ (function () { function Vector2(x, y) { if (x === void 0) { x = 0 } if (y === void 0) { y = 0 } Object.defineProperty(this, 'isVector2', { value: true }) this.x = x this.y = y } var _proto = Vector2.prototype _proto.set = function set(x, y) { this.x = x this.y = y return this } _proto.setScalar = function setScalar(scalar) { this.x = scalar this.y = scalar return this } _proto.setX = function setX(x) { this.x = x return this } _proto.setY = function setY(y) { this.y = y return this } _proto.setComponent = function setComponent(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 } _proto.getComponent = function getComponent(index) { switch (index) { case 0: return this.x case 1: return this.y default: throw new Error('index is out of range: ' + index) } } _proto.clone = function clone() { return new this.constructor(this.x, this.y) } _proto.copy = function copy(v) { this.x = v.x this.y = v.y return this } _proto.add = function add(v, w) { if (w !== undefined) { console.warn('THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.') return this.addVectors(v, w) } this.x += v.x this.y += v.y return this } _proto.addScalar = function addScalar(s) { this.x += s this.y += s return this } _proto.addVectors = function addVectors(a, b) { this.x = a.x + b.x this.y = a.y + b.y return this } _proto.addScaledVector = function addScaledVector(v, s) { this.x += v.x * s this.y += v.y * s return this } _proto.sub = function sub(v, w) { if (w !== undefined) { console.warn('THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.') return this.subVectors(v, w) } this.x -= v.x this.y -= v.y return this } _proto.subScalar = function subScalar(s) { this.x -= s this.y -= s return this } _proto.subVectors = function subVectors(a, b) { this.x = a.x - b.x this.y = a.y - b.y return this } _proto.multiply = function multiply(v) { this.x *= v.x this.y *= v.y return this } _proto.multiplyScalar = function multiplyScalar(scalar) { this.x *= scalar this.y *= scalar return this } _proto.divide = function divide(v) { this.x /= v.x this.y /= v.y return this } _proto.divideScalar = function divideScalar(scalar) { return this.multiplyScalar(1 / scalar) } _proto.applyMatrix3 = function applyMatrix3(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 } _proto.min = function min(v) { this.x = Math.min(this.x, v.x) this.y = Math.min(this.y, v.y) return this } _proto.max = function max(v) { this.x = Math.max(this.x, v.x) this.y = Math.max(this.y, v.y) return this } _proto.clamp = function clamp(min, max) { // assumes min < max, componentwise this.x = Math.max(min.x, Math.min(max.x, this.x)) this.y = Math.max(min.y, Math.min(max.y, this.y)) return this } _proto.clampScalar = function clampScalar(minVal, maxVal) { this.x = Math.max(minVal, Math.min(maxVal, this.x)) this.y = Math.max(minVal, Math.min(maxVal, this.y)) return this } _proto.clampLength = function clampLength(min, max) { var length = this.length() return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length))) } _proto.floor = function floor() { this.x = Math.floor(this.x) this.y = Math.floor(this.y) return this } _proto.ceil = function ceil() { this.x = Math.ceil(this.x) this.y = Math.ceil(this.y) return this } _proto.round = function round() { this.x = Math.round(this.x) this.y = Math.round(this.y) return this } _proto.roundToZero = function roundToZero() { this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x) this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y) return this } _proto.negate = function negate() { this.x = -this.x this.y = -this.y return this } _proto.dot = function dot(v) { return this.x * v.x + this.y * v.y } _proto.cross = function cross(v) { return this.x * v.y - this.y * v.x } _proto.lengthSq = function lengthSq() { return this.x * this.x + this.y * this.y } _proto.length = function length() { return Math.sqrt(this.x * this.x + this.y * this.y) } _proto.manhattanLength = function manhattanLength() { return Math.abs(this.x) + Math.abs(this.y) } _proto.normalize = function normalize() { return this.divideScalar(this.length() || 1) } _proto.angle = function angle() { // computes the angle in radians with respect to the positive x-axis var angle = Math.atan2(-this.y, -this.x) + Math.PI return angle } _proto.distanceTo = function distanceTo(v) { return Math.sqrt(this.distanceToSquared(v)) } _proto.distanceToSquared = function distanceToSquared(v) { var dx = this.x - v.x, dy = this.y - v.y return dx * dx + dy * dy } _proto.manhattanDistanceTo = function manhattanDistanceTo(v) { return Math.abs(this.x - v.x) + Math.abs(this.y - v.y) } _proto.setLength = function setLength(length) { return this.normalize().multiplyScalar(length) } _proto.lerp = function lerp(v, alpha) { this.x += (v.x - this.x) * alpha this.y += (v.y - this.y) * alpha return this } _proto.lerpVectors = function lerpVectors(v1, v2, alpha) { this.x = v1.x + (v2.x - v1.x) * alpha this.y = v1.y + (v2.y - v1.y) * alpha return this } _proto.equals = function equals(v) { return v.x === this.x && v.y === this.y } _proto.fromArray = function fromArray(array, offset) { if (offset === void 0) { offset = 0 } this.x = array[offset] this.y = array[offset + 1] return this } _proto.toArray = function toArray(array, offset) { if (array === void 0) { array = [] } if (offset === void 0) { offset = 0 } array[offset] = this.x array[offset + 1] = this.y return array } _proto.fromBufferAttribute = function fromBufferAttribute(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 } _proto.rotateAround = function rotateAround(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 } _proto.random = function random() { this.x = Math.random() this.y = Math.random() return this } _createClass(Vector2, [ { key: 'width', get: function get() { return this.x }, set: function set(value) { this.x = value } }, { key: 'height', get: function get() { return this.y }, set: function set(value) { this.y = value } } ]) return Vector2 })() var Matrix3 = /*#__PURE__*/ (function () { function Matrix3() { Object.defineProperty(this, 'isMatrix3', { value: true }) 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.') } } var _proto = Matrix3.prototype _proto.set = function set(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 } _proto.identity = function identity() { this.set(1, 0, 0, 0, 1, 0, 0, 0, 1) return this } _proto.clone = function clone() { return new this.constructor().fromArray(this.elements) } _proto.copy = function copy(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 } _proto.extractBasis = function extractBasis(xAxis, yAxis, zAxis) { xAxis.setFromMatrix3Column(this, 0) yAxis.setFromMatrix3Column(this, 1) zAxis.setFromMatrix3Column(this, 2) return this } _proto.setFromMatrix4 = function setFromMatrix4(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 } _proto.multiply = function multiply(m) { return this.multiplyMatrices(this, m) } _proto.premultiply = function premultiply(m) { return this.multiplyMatrices(m, this) } _proto.multiplyMatrices = function multiplyMatrices(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 } _proto.multiplyScalar = function multiplyScalar(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 } _proto.determinant = function determinant() { 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 } _proto.invert = function invert() { var te = this.elements, n11 = te[0], n21 = te[1], n31 = te[2], n12 = te[3], n22 = te[4], n32 = te[5], n13 = te[6], n23 = te[7], n33 = te[8], t11 = n33 * n22 - n32 * n23, t12 = n32 * n13 - n33 * n12, t13 = n23 * n12 - n22 * n13, det = n11 * t11 + n21 * t12 + n31 * t13 if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0) 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 } _proto.transpose = function transpose() { var tmp var 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 } _proto.getNormalMatrix = function getNormalMatrix(matrix4) { return this.setFromMatrix4(matrix4).copy(this).invert().transpose() } _proto.transposeIntoArray = function transposeIntoArray(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 } _proto.setUvTransform = function setUvTransform(tx, ty, sx, sy, rotation, cx, cy) { var c = Math.cos(rotation) var s = Math.sin(rotation) this.set(sx * c, sx * s, -sx * (c * cx + s * cy) + cx + tx, -sy * s, sy * c, -sy * (-s * cx + c * cy) + cy + ty, 0, 0, 1) return this } _proto.scale = function scale(sx, sy) { var te = this.elements te[0] *= sx te[3] *= sx te[6] *= sx te[1] *= sy te[4] *= sy te[7] *= sy return this } _proto.rotate = function rotate(theta) { var c = Math.cos(theta) var s = Math.sin(theta) var te = this.elements var a11 = te[0], a12 = te[3], a13 = te[6] var a21 = te[1], a22 = te[4], a23 = te[7] te[0] = c * a11 + s * a21 te[3] = c * a12 + s * a22 te[6] = c * a13 + s * a23 te[1] = -s * a11 + c * a21 te[4] = -s * a12 + c * a22 te[7] = -s * a13 + c * a23 return this } _proto.translate = function translate(tx, ty) { var te = this.elements te[0] += tx * te[2] te[3] += tx * te[5] te[6] += tx * te[8] te[1] += ty * te[2] te[4] += ty * te[5] te[7] += ty * te[8] return this } _proto.equals = function equals(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 } _proto.fromArray = function fromArray(array, offset) { if (offset === void 0) { offset = 0 } for (var i = 0; i < 9; i++) { this.elements[i] = array[i + offset] } return this } _proto.toArray = function toArray(array, offset) { if (array === void 0) { array = [] } if (offset === void 0) { 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 } return Matrix3 })() var _canvas var ImageUtils = { getDataURL: function getDataURL(image) { if (/^data:/i.test(image.src)) { return image.src } if (typeof HTMLCanvasElement == 'undefined') { return image.src } var canvas if (image instanceof HTMLCanvasElement) { canvas = image } else { if (_canvas === undefined) _canvas = document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas') _canvas.width = image.width _canvas.height = image.height var context = _canvas.getContext('2d') if (image instanceof ImageData) { context.putImageData(image, 0, 0) } else { context.drawImage(image, 0, 0, image.width, image.height) } canvas = _canvas } if (canvas.width > 2048 || canvas.height > 2048) { return canvas.toDataURL('image/jpeg', 0.6) } else { return canvas.toDataURL('image/png') } } } var textureId = 0 function Texture(image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding) { if (image === void 0) { image = Texture.DEFAULT_IMAGE } if (mapping === void 0) { mapping = Texture.DEFAULT_MAPPING } if (wrapS === void 0) { wrapS = ClampToEdgeWrapping } if (wrapT === void 0) { wrapT = ClampToEdgeWrapping } if (magFilter === void 0) { magFilter = LinearFilter } if (minFilter === void 0) { minFilter = LinearMipmapLinearFilter } if (format === void 0) { format = RGBAFormat } if (type === void 0) { type = UnsignedByteType } if (anisotropy === void 0) { anisotropy = 1 } if (encoding === void 0) { encoding = LinearEncoding } Object.defineProperty(this, 'id', { value: textureId++ }) this.uuid = MathUtils.generateUUID() this.name = '' this.image = image this.mipmaps = [] this.mapping = mapping this.wrapS = wrapS this.wrapT = wrapT this.magFilter = magFilter this.minFilter = minFilter this.anisotropy = anisotropy this.format = format this.internalFormat = null this.type = type this.offset = new Vector2(0, 0) this.repeat = new Vector2(1, 1) this.center = new Vector2(0, 0) this.rotation = 0 this.matrixAutoUpdate = true this.matrix = new Matrix3() this.generateMipmaps = true this.premultiplyAlpha = false this.flipY = true this.unpackAlignment = 4 // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap. // // Also changing the encoding after already used by a Material will not automatically make the Material // update. You need to explicitly call Material.needsUpdate to trigger it to recompile. this.encoding = encoding this.version = 0 this.onUpdate = null } Texture.DEFAULT_IMAGE = undefined Texture.DEFAULT_MAPPING = UVMapping Texture.prototype = Object.assign(Object.create(EventDispatcher.prototype), { constructor: Texture, isTexture: true, updateMatrix: function updateMatrix() { this.matrix.setUvTransform(this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y) }, clone: function clone() { return new this.constructor().copy(this) }, copy: function copy(source) { this.name = source.name this.image = source.image this.mipmaps = source.mipmaps.slice(0) this.mapping = source.mapping this.wrapS = source.wrapS this.wrapT = source.wrapT this.magFilter = source.magFilter this.minFilter = source.minFilter this.anisotropy = source.anisotropy this.format = source.format this.internalFormat = source.internalFormat this.type = source.type this.offset.copy(source.offset) this.repeat.copy(source.repeat) this.center.copy(source.center) this.rotation = source.rotation this.matrixAutoUpdate = source.matrixAutoUpdate this.matrix.copy(source.matrix) this.generateMipmaps = source.generateMipmaps this.premultiplyAlpha = source.premultiplyAlpha this.flipY = source.flipY this.unpackAlignment = source.unpackAlignment this.encoding = source.encoding return this }, toJSON: function toJSON(meta) { var isRootObject = meta === undefined || typeof meta === 'string' if (!isRootObject && meta.textures[this.uuid] !== undefined) { return meta.textures[this.uuid] } 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, type: this.type, encoding: this.encoding, minFilter: this.minFilter, magFilter: this.magFilter, anisotropy: this.anisotropy, flipY: this.flipY, premultiplyAlpha: this.premultiplyAlpha, unpackAlignment: this.unpackAlignment } if (this.image !== undefined) { // TODO: Move to THREE.Image var image = this.image if (image.uuid === undefined) { image.uuid = MathUtils.generateUUID() // UGH } if (!isRootObject && meta.images[image.uuid] === undefined) { var url if (Array.isArray(image)) { // process array of images e.g. CubeTexture url = [] for (var i = 0, l = image.length; i < l; i++) { // check cube texture with data textures if (image[i].isDataTexture) { url.push(serializeImage(image[i].image)) } else { url.push(serializeImage(image[i])) } } } else { // process single image url = serializeImage(image) } meta.images[image.uuid] = { uuid: image.uuid, url: url } } output.image = image.uuid } if (!isRootObject) { meta.textures[this.uuid] = output } return output }, dispose: function dispose() { this.dispatchEvent({ type: 'dispose' }) }, transformUv: function transformUv(uv) { if (this.mapping !== UVMapping) return uv 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 } return uv } }) Object.defineProperty(Texture.prototype, 'needsUpdate', { set: function set(value) { if (value === true) this.version++ } }) function serializeImage(image) { if ( (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement) || (typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement) || (typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) ) { // default images return ImageUtils.getDataURL(image) } else { if (image.data) { // images of DataTexture return { data: Array.prototype.slice.call(image.data), width: image.width, height: image.height, type: image.data.constructor.name } } else { console.warn('THREE.Texture: Unable to serialize Texture.') return {} } } } var Vector4 = /*#__PURE__*/ (function () { function Vector4(x, y, z, w) { if (x === void 0) { x = 0 } if (y === void 0) { y = 0 } if (z === void 0) { z = 0 } if (w === void 0) { w = 1 } Object.defineProperty(this, 'isVector4', { value: true }) this.x = x this.y = y this.z = z this.w = w } var _proto = Vector4.prototype _proto.set = function set(x, y, z, w) { this.x = x this.y = y this.z = z this.w = w return this } _proto.setScalar = function setScalar(scalar) { this.x = scalar this.y = scalar this.z = scalar this.w = scalar return this } _proto.setX = function setX(x) { this.x = x return this } _proto.setY = function setY(y) { this.y = y return this } _proto.setZ = function setZ(z) { this.z = z return this } _proto.setW = function setW(w) { this.w = w return this } _proto.setComponent = function setComponent(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 } _proto.getComponent = function getComponent(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) } } _proto.clone = function clone() { return new this.constructor(this.x, this.y, this.z, this.w) } _proto.copy = function copy(v) { this.x = v.x this.y = v.y this.z = v.z this.w = v.w !== undefined ? v.w : 1 return this } _proto.add = function add(v, w) { if (w !== undefined) { console.warn('THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.') return this.addVectors(v, w) } this.x += v.x this.y += v.y this.z += v.z this.w += v.w return this } _proto.addScalar = function addScalar(s) { this.x += s this.y += s this.z += s this.w += s return this } _proto.addVectors = function addVectors(a, b) { this.x = a.x + b.x this.y = a.y + b.y this.z = a.z + b.z this.w = a.w + b.w return this } _proto.addScaledVector = function addScaledVector(v, s) { this.x += v.x * s this.y += v.y * s this.z += v.z * s this.w += v.w * s return this } _proto.sub = function sub(v, w) { if (w !== undefined) { console.warn('THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.') return this.subVectors(v, w) } this.x -= v.x this.y -= v.y this.z -= v.z this.w -= v.w return this } _proto.subScalar = function subScalar(s) { this.x -= s this.y -= s this.z -= s this.w -= s return this } _proto.subVectors = function subVectors(a, b) { this.x = a.x - b.x this.y = a.y - b.y this.z = a.z - b.z this.w = a.w - b.w return this } _proto.multiplyScalar = function multiplyScalar(scalar) { this.x *= scalar this.y *= scalar this.z *= scalar this.w *= scalar return this } _proto.applyMatrix4 = function applyMatrix4(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 } _proto.divideScalar = function divideScalar(scalar) { return this.multiplyScalar(1 / scalar) } _proto.setAxisAngleFromQuaternion = function setAxisAngleFromQuaternion(q) { // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm // q is assumed to be normalized this.w = 2 * Math.acos(q.w) 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 } _proto.setAxisAngleFromRotationMatrix = function setAxisAngleFromRotationMatrix(m) { // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) var angle, x, y, z // variables for result var 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 } _proto.min = function min(v) { this.x = Math.min(this.x, v.x) this.y = Math.min(this.y, v.y) this.z = Math.min(this.z, v.z) this.w = Math.min(this.w, v.w) return this } _proto.max = function max(v) { this.x = Math.max(this.x, v.x) this.y = Math.max(this.y, v.y) this.z = Math.max(this.z, v.z) this.w = Math.max(this.w, v.w) return this } _proto.clamp = function clamp(min, max) { // assumes min < max, componentwise this.x = Math.max(min.x, Math.min(max.x, this.x)) this.y = Math.max(min.y, Math.min(max.y, this.y)) this.z = Math.max(min.z, Math.min(max.z, this.z)) this.w = Math.max(min.w, Math.min(max.w, this.w)) return this } _proto.clampScalar = function clampScalar(minVal, maxVal) { this.x = Math.max(minVal, Math.min(maxVal, this.x)) this.y = Math.max(minVal, Math.min(maxVal, this.y)) this.z = Math.max(minVal, Math.min(maxVal, this.z)) this.w = Math.max(minVal, Math.min(maxVal, this.w)) return this } _proto.clampLength = function clampLength(min, max) { var length = this.length() return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length))) } _proto.floor = function floor() { this.x = Math.floor(this.x) this.y = Math.floor(this.y) this.z = Math.floor(this.z) this.w = Math.floor(this.w) return this } _proto.ceil = function ceil() { this.x = Math.ceil(this.x) this.y = Math.ceil(this.y) this.z = Math.ceil(this.z) this.w = Math.ceil(this.w) return this } _proto.round = function round() { this.x = Math.round(this.x) this.y = Math.round(this.y) this.z = Math.round(this.z) this.w = Math.round(this.w) return this } _proto.roundToZero = function roundToZero() { this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x) this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y) this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z) this.w = this.w < 0 ? Math.ceil(this.w) : Math.floor(this.w) return this } _proto.negate = function negate() { this.x = -this.x this.y = -this.y this.z = -this.z this.w = -this.w return this } _proto.dot = function dot(v) { return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w } _proto.lengthSq = function lengthSq() { return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w } _proto.length = function length() { return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w) } _proto.manhattanLength = function manhattanLength() { return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w) } _proto.normalize = function normalize() { return this.divideScalar(this.length() || 1) } _proto.setLength = function setLength(length) { return this.normalize().multiplyScalar(length) } _proto.lerp = function lerp(v, alpha) { this.x += (v.x - this.x) * alpha this.y += (v.y - this.y) * alpha this.z += (v.z - this.z) * alpha this.w += (v.w - this.w) * alpha return this } _proto.lerpVectors = function lerpVectors(v1, v2, alpha) { this.x = v1.x + (v2.x - v1.x) * alpha this.y = v1.y + (v2.y - v1.y) * alpha this.z = v1.z + (v2.z - v1.z) * alpha this.w = v1.w + (v2.w - v1.w) * alpha return this } _proto.equals = function equals(v) { return v.x === this.x && v.y === this.y && v.z === this.z && v.w === this.w } _proto.fromArray = function fromArray(array, offset) { if (offset === void 0) { offset = 0 } this.x = array[offset] this.y = array[offset + 1] this.z = array[offset + 2] this.w = array[offset + 3] return this } _proto.toArray = function toArray(array, offset) { if (array === void 0) { array = [] } if (offset === void 0) { offset = 0 } array[offset] = this.x array[offset + 1] = this.y array[offset + 2] = this.z array[offset + 3] = this.w return array } _proto.fromBufferAttribute = function fromBufferAttribute(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 } _proto.random = function random() { this.x = Math.random() this.y = Math.random() this.z = Math.random() this.w = Math.random() return this } _createClass(Vector4, [ { key: 'width', get: function get() { return this.z }, set: function set(value) { this.z = value } }, { key: 'height', get: function get() { return this.w }, set: function set(value) { this.w = value } } ]) return Vector4 })() /* In options, we can specify: * Texture parameters for an auto-generated target texture * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers */ function WebGLRenderTarget(width, height, options) { this.width = width this.height = height this.scissor = new Vector4(0, 0, width, height) this.scissorTest = false this.viewport = new Vector4(0, 0, width, height) options = options || {} this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ) this.texture.image = {} this.texture.image.width = width this.texture.image.height = height this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null } WebGLRenderTarget.prototype = Object.assign(Object.create(EventDispatcher.prototype), { constructor: WebGLRenderTarget, isWebGLRenderTarget: true, setSize: function setSize(width, height) { if (this.width !== width || this.height !== height) { this.width = width this.height = height this.texture.image.width = width this.texture.image.height = height this.dispose() } this.viewport.set(0, 0, width, height) this.scissor.set(0, 0, width, height) }, clone: function clone() { return new this.constructor().copy(this) }, copy: function copy(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 dispose() { this.dispatchEvent({ type: 'dispose' }) } }) function WebGLMultisampleRenderTarget(width, height, options) { WebGLRenderTarget.call(this, width, height, options) this.samples = 4 } WebGLMultisampleRenderTarget.prototype = Object.assign(Object.create(WebGLRenderTarget.prototype), { constructor: WebGLMultisampleRenderTarget, isWebGLMultisampleRenderTarget: true, copy: function copy(source) { WebGLRenderTarget.prototype.copy.call(this, source) this.samples = source.samples return this } }) var Quaternion = /*#__PURE__*/ (function () { function Quaternion(x, y, z, w) { if (x === void 0) { x = 0 } if (y === void 0) { y = 0 } if (z === void 0) { z = 0 } if (w === void 0) { w = 1 } Object.defineProperty(this, 'isQuaternion', { value: true }) this._x = x this._y = y this._z = z this._w = w } Quaternion.slerp = function slerp(qa, qb, qm, t) { return qm.copy(qa).slerp(qb, t) } Quaternion.slerpFlat = function slerpFlat(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] var 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 var 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 } Quaternion.multiplyQuaternionsFlat = function multiplyQuaternionsFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1) { var x0 = src0[srcOffset0] var y0 = src0[srcOffset0 + 1] var z0 = src0[srcOffset0 + 2] var w0 = src0[srcOffset0 + 3] var x1 = src1[srcOffset1] var y1 = src1[srcOffset1 + 1] var z1 = src1[srcOffset1 + 2] var w1 = src1[srcOffset1 + 3] dst[dstOffset] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1 dst[dstOffset + 1] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1 dst[dstOffset + 2] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1 dst[dstOffset + 3] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1 return dst } var _proto = Quaternion.prototype _proto.set = function set(x, y, z, w) { this._x = x this._y = y this._z = z this._w = w this._onChangeCallback() return this } _proto.clone = function clone() { return new this.constructor(this._x, this._y, this._z, this._w) } _proto.copy = function copy(quaternion) { this._x = quaternion.x this._y = quaternion.y this._z = quaternion.z this._w = quaternion.w this._onChangeCallback() return this } _proto.setFromEuler = function setFromEuler(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) switch (order) { case 'XYZ': this._x = s1 * c2 * c3 + c1 * s2 * s3 this._y = c1 * s2 * c3 - s1 * c2 * s3 this._z = c1 * c2 * s3 + s1 * s2 * c3 this._w = c1 * c2 * c3 - s1 * s2 * s3 break case 'YXZ': this._x = s1 * c2 * c3 + c1 * s2 * s3 this._y = c1 * s2 * c3 - s1 * c2 * s3 this._z = c1 * c2 * s3 - s1 * s2 * c3 this._w = c1 * c2 * c3 + s1 * s2 * s3 break case 'ZXY': this._x = s1 * c2 * c3 - c1 * s2 * s3 this._y = c1 * s2 * c3 + s1 * c2 * s3 this._z = c1 * c2 * s3 + s1 * s2 * c3 this._w = c1 * c2 * c3 - s1 * s2 * s3 break case 'ZYX': this._x = s1 * c2 * c3 - c1 * s2 * s3 this._y = c1 * s2 * c3 + s1 * c2 * s3 this._z = c1 * c2 * s3 - s1 * s2 * c3 this._w = c1 * c2 * c3 + s1 * s2 * s3 break case 'YZX': this._x = s1 * c2 * c3 + c1 * s2 * s3 this._y = c1 * s2 * c3 + s1 * c2 * s3 this._z = c1 * c2 * s3 - s1 * s2 * c3 this._w = c1 * c2 * c3 - s1 * s2 * s3 break case 'XZY': this._x = s1 * c2 * c3 - c1 * s2 * s3 this._y = c1 * s2 * c3 - s1 * c2 * s3 this._z = c1 * c2 * s3 + s1 * s2 * c3 this._w = c1 * c2 * c3 + s1 * s2 * s3 break default: console.warn('THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order) } if (update !== false) this._onChangeCallback() return this } _proto.setFromAxisAngle = function setFromAxisAngle(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 } _proto.setFromRotationMatrix = function setFromRotationMatrix(m) { // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) 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 if (trace > 0) { var 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) { var _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) { var _s2 = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33) this._w = (m13 - m31) / _s2 this._x = (m12 + m21) / _s2 this._y = 0.25 * _s2 this._z = (m23 + m32) / _s2 } else { var _s3 = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22) this._w = (m21 - m12) / _s3 this._x = (m13 + m31) / _s3 this._y = (m23 + m32) / _s3 this._z = 0.25 * _s3 } this._onChangeCallback() return this } _proto.setFromUnitVectors = function setFromUnitVectors(vFrom, vTo) { // assumes direction vectors vFrom and vTo are normalized var EPS = 0.000001 var r = vFrom.dot(vTo) + 1 if (r < EPS) { r = 0 if (Math.abs(vFrom.x) > Math.abs(vFrom.z)) { this._x = -vFrom.y this._y = vFrom.x this._z = 0 this._w = r } else { this._x = 0 this._y = -vFrom.z this._z = vFrom.y this._w = r } } else { // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3 this._x = vFrom.y * vTo.z - vFrom.z * vTo.y this._y = vFrom.z * vTo.x - vFrom.x * vTo.z this._z = vFrom.x * vTo.y - vFrom.y * vTo.x this._w = r } return this.normalize() } _proto.angleTo = function angleTo(q) { return 2 * Math.acos(Math.abs(MathUtils.clamp(this.dot(q), -1, 1))) } _proto.rotateTowards = function rotateTowards(q, step) { var angle = this.angleTo(q) if (angle === 0) return this var t = Math.min(1, step / angle) this.slerp(q, t) return this } _proto.identity = function identity() { return this.set(0, 0, 0, 1) } _proto.invert = function invert() { // quaternion is assumed to have unit length return this.conjugate() } _proto.conjugate = function conjugate() { this._x *= -1 this._y *= -1 this._z *= -1 this._onChangeCallback() return this } _proto.dot = function dot(v) { return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w } _proto.lengthSq = function lengthSq() { return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w } _proto.length = function length() { return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w) } _proto.normalize = function normalize() { 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 } _proto.multiply = function multiply(q, p) { if (p !== undefined) { console.warn('THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.') return this.multiplyQuaternions(q, p) } return this.multiplyQuaternions(this, q) } _proto.premultiply = function premultiply(q) { return this.multiplyQuaternions(q, this) } _proto.multiplyQuaternions = function multiplyQuaternions(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 } _proto.slerp = function slerp(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 sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta if (sqrSinHalfTheta <= Number.EPSILON) { var s = 1 - t this._w = s * w + t * this._w this._x = s * x + t * this._x this._y = s * y + t * this._y this._z = s * z + t * this._z this.normalize() this._onChangeCallback() return this } var sinHalfTheta = Math.sqrt(sqrSinHalfTheta) 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 } _proto.equals = function equals(quaternion) { return quaternion._x === this._x && quaternion._y === this._y && quaternion._z === this._z && quaternion._w === this._w } _proto.fromArray = function fromArray(array, offset) { if (offset === void 0) { 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 } _proto.toArray = function toArray(array, offset) { if (array === void 0) { array = [] } if (offset === void 0) { offset = 0 } array[offset] = this._x array[offset + 1] = this._y array[offset + 2] = this._z array[offset + 3] = this._w return array } _proto.fromBufferAttribute = function fromBufferAttribute(attribute, index) { this._x = attribute.getX(index) this._y = attribute.getY(index) this._z = attribute.getZ(index) this._w = attribute.getW(index) return this } _proto._onChange = function _onChange(callback) { this._onChangeCallback = callback return this } _proto._onChangeCallback = function _onChangeCallback() {} _createClass(Quaternion, [ { key: 'x', get: function get() { return this._x }, set: function set(value) { this._x = value this._onChangeCallback() } }, { key: 'y', get: function get() { return this._y }, set: function set(value) { this._y = value this._onChangeCallback() } }, { key: 'z', get: function get() { return this._z }, set: function set(value) { this._z = value this._onChangeCallback() } }, { key: 'w', get: function get() { return this._w }, set: function set(value) { this._w = value this._onChangeCallback() } } ]) return Quaternion })() var Vector3 = /*#__PURE__*/ (function () { function Vector3(x, y, z) { if (x === void 0) { x = 0 } if (y === void 0) { y = 0 } if (z === void 0) { z = 0 } Object.defineProperty(this, 'isVector3', { value: true }) this.x = x this.y = y this.z = z } var _proto = Vector3.prototype _proto.set = function set(x, y, z) { if (z === undefined) z = this.z // sprite.scale.set(x,y) this.x = x this.y = y this.z = z return this } _proto.setScalar = function setScalar(scalar) { this.x = scalar this.y = scalar this.z = scalar return this } _proto.setX = function setX(x) { this.x = x return this } _proto.setY = function setY(y) { this.y = y return this } _proto.setZ = function setZ(z) { this.z = z return this } _proto.setComponent = function setComponent(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 } _proto.getComponent = function getComponent(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) } } _proto.clone = function clone() { return new this.constructor(this.x, this.y, this.z) } _proto.copy = function copy(v) { this.x = v.x this.y = v.y this.z = v.z return this } _proto.add = function add(v, w) { if (w !== undefined) { console.warn('THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.') return this.addVectors(v, w) } this.x += v.x this.y += v.y this.z += v.z return this } _proto.addScalar = function addScalar(s) { this.x += s this.y += s this.z += s return this } _proto.addVectors = function addVectors(a, b) { this.x = a.x + b.x this.y = a.y + b.y this.z = a.z + b.z return this } _proto.addScaledVector = function addScaledVector(v, s) { this.x += v.x * s this.y += v.y * s this.z += v.z * s return this } _proto.sub = function sub(v, w) { if (w !== undefined) { console.warn('THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.') return this.subVectors(v, w) } this.x -= v.x this.y -= v.y this.z -= v.z return this } _proto.subScalar = function subScalar(s) { this.x -= s this.y -= s this.z -= s return this } _proto.subVectors = function subVectors(a, b) { this.x = a.x - b.x this.y = a.y - b.y this.z = a.z - b.z return this } _proto.multiply = function multiply(v, w) { if (w !== undefined) { console.warn('THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.') return this.multiplyVectors(v, w) } this.x *= v.x this.y *= v.y this.z *= v.z return this } _proto.multiplyScalar = function multiplyScalar(scalar) { this.x *= scalar this.y *= scalar this.z *= scalar return this } _proto.multiplyVectors = function multiplyVectors(a, b) { this.x = a.x * b.x this.y = a.y * b.y this.z = a.z * b.z return this } _proto.applyEuler = 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)) } _proto.applyAxisAngle = function applyAxisAngle(axis, angle) { return this.applyQuaternion(_quaternion.setFromAxisAngle(axis, angle)) } _proto.applyMatrix3 = function applyMatrix3(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 } _proto.applyNormalMatrix = function applyNormalMatrix(m) { return this.applyMatrix3(m).normalize() } _proto.applyMatrix4 = function applyMatrix4(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 } _proto.applyQuaternion = function applyQuaternion(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 } _proto.project = function project(camera) { return this.applyMatrix4(camera.matrixWorldInverse).applyMatrix4(camera.projectionMatrix) } _proto.unproject = function unproject(camera) { return this.applyMatrix4(camera.projectionMatrixInverse).applyMatrix4(camera.matrixWorld) } _proto.transformDirection = function transformDirection(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() } _proto.divide = function divide(v) { this.x /= v.x this.y /= v.y this.z /= v.z return this } _proto.divideScalar = function divideScalar(scalar) { return this.multiplyScalar(1 / scalar) } _proto.min = function min(v) { this.x = Math.min(this.x, v.x) this.y = Math.min(this.y, v.y) this.z = Math.min(this.z, v.z) return this } _proto.max = function max(v) { this.x = Math.max(this.x, v.x) this.y = Math.max(this.y, v.y) this.z = Math.max(this.z, v.z) return this } _proto.clamp = function clamp(min, max) { // assumes min < max, componentwise this.x = Math.max(min.x, Math.min(max.x, this.x)) this.y = Math.max(min.y, Math.min(max.y, this.y)) this.z = Math.max(min.z, Math.min(max.z, this.z)) return this } _proto.clampScalar = function clampScalar(minVal, maxVal) { this.x = Math.max(minVal, Math.min(maxVal, this.x)) this.y = Math.max(minVal, Math.min(maxVal, this.y)) this.z = Math.max(minVal, Math.min(maxVal, this.z)) return this } _proto.clampLength = function clampLength(min, max) { var length = this.length() return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length))) } _proto.floor = function floor() { this.x = Math.floor(this.x) this.y = Math.floor(this.y) this.z = Math.floor(this.z) return this } _proto.ceil = function ceil() { this.x = Math.ceil(this.x) this.y = Math.ceil(this.y) this.z = Math.ceil(this.z) return this } _proto.round = function round() { this.x = Math.round(this.x) this.y = Math.round(this.y) this.z = Math.round(this.z) return this } _proto.roundToZero = function roundToZero() { this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x) this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y) this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z) return this } _proto.negate = function negate() { this.x = -this.x this.y = -this.y this.z = -this.z return this } _proto.dot = function dot(v) { return this.x * v.x + this.y * v.y + this.z * v.z } // TODO lengthSquared? _proto.lengthSq = function lengthSq() { return this.x * this.x + this.y * this.y + this.z * this.z } _proto.length = function length() { return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z) } _proto.manhattanLength = function manhattanLength() { return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) } _proto.normalize = function normalize() { return this.divideScalar(this.length() || 1) } _proto.setLength = function setLength(length) { return this.normalize().multiplyScalar(length) } _proto.lerp = function lerp(v, alpha) { this.x += (v.x - this.x) * alpha this.y += (v.y - this.y) * alpha this.z += (v.z - this.z) * alpha return this } _proto.lerpVectors = function lerpVectors(v1, v2, alpha) { this.x = v1.x + (v2.x - v1.x) * alpha this.y = v1.y + (v2.y - v1.y) * alpha this.z = v1.z + (v2.z - v1.z) * alpha return this } _proto.cross = function cross(v, w) { if (w !== undefined) { console.warn('THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.') return this.crossVectors(v, w) } return this.crossVectors(this, v) } _proto.crossVectors = function crossVectors(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 } _proto.projectOnVector = function projectOnVector(v) { var denominator = v.lengthSq() if (denominator === 0) return this.set(0, 0, 0) var scalar = v.dot(this) / denominator return this.copy(v).multiplyScalar(scalar) } _proto.projectOnPlane = function projectOnPlane(planeNormal) { _vector.copy(this).projectOnVector(planeNormal) return this.sub(_vector) } _proto.reflect = function reflect(normal) { // reflect incident vector off plane orthogonal to normal // normal is assumed to have unit length return this.sub(_vector.copy(normal).multiplyScalar(2 * this.dot(normal))) } _proto.angleTo = function angleTo(v) { var denominator = Math.sqrt(this.lengthSq() * v.lengthSq()) if (denominator === 0) return Math.PI / 2 var theta = this.dot(v) / denominator // clamp, to handle numerical problems return Math.acos(MathUtils.clamp(theta, -1, 1)) } _proto.distanceTo = function distanceTo(v) { return Math.sqrt(this.distanceToSquared(v)) } _proto.distanceToSquared = function distanceToSquared(v) { var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z return dx * dx + dy * dy + dz * dz } _proto.manhattanDistanceTo = function manhattanDistanceTo(v) { return Math.abs(this.x - v.x) + Math.abs(this.y - v.y) + Math.abs(this.z - v.z) } _proto.setFromSpherical = function setFromSpherical(s) { return this.setFromSphericalCoords(s.radius, s.phi, s.theta) } _proto.setFromSphericalCoords = function setFromSphericalCoords(radius, phi, theta) { var sinPhiRadius = Math.sin(phi) * radius this.x = sinPhiRadius * Math.sin(theta) this.y = Math.cos(phi) * radius this.z = sinPhiRadius * Math.cos(theta) return this } _proto.setFromCylindrical = function setFromCylindrical(c) { return this.setFromCylindricalCoords(c.radius, c.theta, c.y) } _proto.setFromCylindricalCoords = function setFromCylindricalCoords(radius, theta, y) { this.x = radius * Math.sin(theta) this.y = y this.z = radius * Math.cos(theta) return this } _proto.setFromMatrixPosition = function setFromMatrixPosition(m) { var e = m.elements this.x = e[12] this.y = e[13] this.z = e[14] return this } _proto.setFromMatrixScale = function setFromMatrixScale(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 } _proto.setFromMatrixColumn = function setFromMatrixColumn(m, index) { return this.fromArray(m.elements, index * 4) } _proto.setFromMatrix3Column = function setFromMatrix3Column(m, index) { return this.fromArray(m.elements, index * 3) } _proto.equals = function equals(v) { return v.x === this.x && v.y === this.y && v.z === this.z } _proto.fromArray = function fromArray(array, offset) { if (offset === void 0) { offset = 0 } this.x = array[offset] this.y = array[offset + 1] this.z = array[offset + 2] return this } _proto.toArray = function toArray(array, offset) { if (array === void 0) { array = [] } if (offset === void 0) { offset = 0 } array[offset] = this.x array[offset + 1] = this.y array[offset + 2] = this.z return array } _proto.fromBufferAttribute = function fromBufferAttribute(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 } _proto.random = function random() { this.x = Math.random() this.y = Math.random() this.z = Math.random() return this } return Vector3 })() var _vector = /*@__PURE__*/ new Vector3() var _quaternion = /*@__PURE__*/ new Quaternion() var Box3 = /*#__PURE__*/ (function () { function Box3(min, max) { Object.defineProperty(this, 'isBox3', { value: true }) this.min = min !== undefined ? min : new Vector3(+Infinity, +Infinity, +Infinity) this.max = max !== undefined ? max : new Vector3(-Infinity, -Infinity, -Infinity) } var _proto = Box3.prototype _proto.set = function set(min, max) { this.min.copy(min) this.max.copy(max) return this } _proto.setFromArray = function setFromArray(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 } _proto.setFromBufferAttribute = function setFromBufferAttribute(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 } _proto.setFromPoints = function setFromPoints(points) { this.makeEmpty() for (var i = 0, il = points.length; i < il; i++) { this.expandByPoint(points[i]) } return this } _proto.setFromCenterAndSize = function setFromCenterAndSize(center, size) { var halfSize = _vector$1.copy(size).multiplyScalar(0.5) this.min.copy(center).sub(halfSize) this.max.copy(center).add(halfSize) return this } _proto.setFromObject = function setFromObject(object) { this.makeEmpty() return this.expandByObject(object) } _proto.clone = function clone() { return new this.constructor().copy(this) } _proto.copy = function copy(box) { this.min.copy(box.min) this.max.copy(box.max) return this } _proto.makeEmpty = function makeEmpty() { this.min.x = this.min.y = this.min.z = +Infinity this.max.x = this.max.y = this.max.z = -Infinity return this } _proto.isEmpty = function isEmpty() { // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes return this.max.x < this.min.x || this.max.y < this.min.y || this.max.z < this.min.z } _proto.getCenter = function getCenter(target) { if (target === undefined) { console.warn('THREE.Box3: .getCenter() target is now required') target = new Vector3() } return this.isEmpty() ? target.set(0, 0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5) } _proto.getSize = function getSize(target) { if (target === undefined) { console.warn('THREE.Box3: .getSize() target is now required') target = new Vector3() } return this.isEmpty() ? target.set(0, 0, 0) : target.subVectors(this.max, this.min) } _proto.expandByPoint = function expandByPoint(point) { this.min.min(point) this.max.max(point) return this } _proto.expandByVector = function expandByVector(vector) { this.min.sub(vector) this.max.add(vector) return this } _proto.expandByScalar = function expandByScalar(scalar) { this.min.addScalar(-scalar) this.max.addScalar(scalar) return this } _proto.expandByObject = function expandByObject(object) { // Computes the world-axis-aligned bounding box of an object (including its children), // accounting for both the object's, and children's, world transforms object.updateWorldMatrix(false, false) var geometry = object.geometry if (geometry !== undefined) { if (geometry.boundingBox === null) { geometry.computeBoundingBox() } _box.copy(geometry.boundingBox) _box.applyMatrix4(object.matrixWorld) this.union(_box) } var children = object.children for (var i = 0, l = children.length; i < l; i++) { this.expandByObject(children[i]) } return this } _proto.containsPoint = function containsPoint(point) { return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y || point.z < this.min.z || point.z > this.max.z ? false : true } _proto.containsBox = function containsBox(box) { return ( this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y && this.min.z <= box.min.z && box.max.z <= this.max.z ) } _proto.getParameter = function getParameter(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) ) } _proto.intersectsBox = function intersectsBox(box) { // using 6 splitting planes to rule out intersections. return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y || box.max.z < this.min.z || box.min.z > this.max.z ? false : true } _proto.intersectsSphere = function intersectsSphere(sphere) { // Find the point on the AABB closest to the sphere center. this.clampPoint(sphere.center, _vector$1) // If that point is inside the sphere, the AABB and sphere intersect. return _vector$1.distanceToSquared(sphere.center) <= sphere.radius * sphere.radius } _proto.intersectsPlane = function intersectsPlane(plane) { // We compute the minimum and maximum dot product values. If those values // are on the same side (back or front) of the plane, then there is no intersection. 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 } _proto.intersectsTriangle = 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, _v0, _v1, _v2, _extents)) { return false } // test 3 face normals from the aabb axes = [1, 0, 0, 0, 1, 0, 0, 0, 1] if (!satForAxes(axes, _v0, _v1, _v2, _extents)) { 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, _v0, _v1, _v2, _extents) } _proto.clampPoint = function clampPoint(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) } _proto.distanceToPoint = function distanceToPoint(point) { var clampedPoint = _vector$1.copy(point).clamp(this.min, this.max) return clampedPoint.sub(point).length() } _proto.getBoundingSphere = function getBoundingSphere(target) { if (target === undefined) { console.error('THREE.Box3: .getBoundingSphere() target is now required') //target = new Sphere(); // removed to avoid cyclic dependency } this.getCenter(target.center) target.radius = this.getSize(_vector$1).length() * 0.5 return target } _proto.intersect = function intersect(box) { this.min.max(box.min) this.max.min(box.max) // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. if (this.isEmpty()) this.makeEmpty() return this } _proto.union = function union(box) { this.min.min(box.min) this.max.max(box.max) return this } _proto.applyMatrix4 = 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 } _proto.translate = function translate(offset) { this.min.add(offset) this.max.add(offset) return this } _proto.equals = function equals(box) { return box.min.equals(this.min) && box.max.equals(this.max) } return Box3 })() function satForAxes(axes, v0, v1, v2, extents) { for (var 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 } var _points = [ /*@__PURE__*/ new Vector3(), /*@__PURE__*/ new Vector3(), /*@__PURE__*/ new Vector3(), /*@__PURE__*/ new Vector3(), /*@__PURE__*/ new Vector3(), /*@__PURE__*/ new Vector3(), /*@__PURE__*/ new Vector3(), /*@__PURE__*/ new Vector3() ] var _vector$1 = /*@__PURE__*/ new Vector3() var _box = /*@__PURE__*/ new Box3() // triangle centered vertices var _v0 = /*@__PURE__*/ new Vector3() var _v1 = /*@__PURE__*/ new Vector3() var _v2 = /*@__PURE__*/ new Vector3() // triangle edge vectors var _f0 = /*@__PURE__*/ new Vector3() var _f1 = /*@__PURE__*/ new Vector3() var _f2 = /*@__PURE__*/ new Vector3() var _center = /*@__PURE__*/ new Vector3() var _extents = /*@__PURE__*/ new Vector3() var _triangleNormal = /*@__PURE__*/ new Vector3() var _testAxis = /*@__PURE__*/ new Vector3() var _box$1 = /*@__PURE__*/ new Box3() var Sphere = /*#__PURE__*/ (function () { function Sphere(center, radius) { this.center = center !== undefined ? center : new Vector3() this.radius = radius !== undefined ? radius : -1 } var _proto = Sphere.prototype _proto.set = function set(center, radius) { this.center.copy(center) this.radius = radius return this } _proto.setFromPoints = function setFromPoints(points, optionalCenter) { var center = this.center if (optionalCenter !== undefined) { center.copy(optionalCenter) } else { _box$1.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 } _proto.clone = function clone() { return new this.constructor().copy(this) } _proto.copy = function copy(sphere) { this.center.copy(sphere.center) this.radius = sphere.radius return this } _proto.isEmpty = function isEmpty() { return this.radius < 0 } _proto.makeEmpty = function makeEmpty() { this.center.set(0, 0, 0) this.radius = -1 return this } _proto.containsPoint = function containsPoint(point) { return point.distanceToSquared(this.center) <= this.radius * this.radius } _proto.distanceToPoint = function distanceToPoint(point) { return point.distanceTo(this.center) - this.radius } _proto.intersectsSphere = function intersectsSphere(sphere) { var radiusSum = this.radius + sphere.radius return sphere.center.distanceToSquared(this.center) <= radiusSum * radiusSum } _proto.intersectsBox = function intersectsBox(box) { return box.intersectsSphere(this) } _proto.intersectsPlane = function intersectsPlane(plane) { return Math.abs(plane.distanceToPoint(this.center)) <= this.radius } _proto.clampPoint = function clampPoint(point, target) { var deltaLengthSq = this.center.distanceToSquared(point) if (target === undefined) { console.warn('THREE.Sphere: .clampPoint() target is now required') target = new Vector3() } target.copy(point) if (deltaLengthSq > this.radius * this.radius) { target.sub(this.center).normalize() target.multiplyScalar(this.radius).add(this.center) } return target } _proto.getBoundingBox = function getBoundingBox(target) { if (target === undefined) { console.warn('THREE.Sphere: .getBoundingBox() target is now required') target = new Box3() } if (this.isEmpty()) { // Empty sphere produces empty bounding box target.makeEmpty() return target } target.set(this.center, this.center) target.expandByScalar(this.radius) return target } _proto.applyMatrix4 = function applyMatrix4(matrix) { this.center.applyMatrix4(matrix) this.radius = this.radius * matrix.getMaxScaleOnAxis() return this } _proto.translate = function translate(offset) { this.center.add(offset) return this } _proto.equals = function equals(sphere) { return sphere.center.equals(this.center) && sphere.radius === this.radius } return Sphere })() var _vector$2 = /*@__PURE__*/ new Vector3() var _segCenter = /*@__PURE__*/ new Vector3() var _segDir = /*@__PURE__*/ new Vector3() var _diff = /*@__PURE__*/ new Vector3() var _edge1 = /*@__PURE__*/ new Vector3() var _edge2 = /*@__PURE__*/ new Vector3() var _normal = /*@__PURE__*/ new Vector3() var Ray = /*#__PURE__*/ (function () { function Ray(origin, direction) { this.origin = origin !== undefined ? origin : new Vector3() this.direction = direction !== undefined ? direction : new Vector3(0, 0, -1) } var _proto = Ray.prototype _proto.set = function set(origin, direction) { this.origin.copy(origin) this.direction.copy(direction) return this } _proto.clone = function clone() { return new this.constructor().copy(this) } _proto.copy = function copy(ray) { this.origin.copy(ray.origin) this.direction.copy(ray.direction) return this } _proto.at = function at(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) } _proto.lookAt = function lookAt(v) { this.direction.copy(v).sub(this.origin).normalize() return this } _proto.recast = function recast(t) { this.origin.copy(this.at(t, _vector$2)) return this } _proto.closestPointToPoint = function closestPointToPoint(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) } _proto.distanceToPoint = function distanceToPoint(point) { return Math.sqrt(this.distanceSqToPoint(point)) } _proto.distanceSqToPoint = function distanceSqToPoint(point) { var directionDistance = _vector$2.subVectors(point, this.origin).dot(this.direction) // point behind the ray if (directionDistance < 0) { return this.origin.distanceToSquared(point) } _vector$2.copy(this.direction).multiplyScalar(directionDistance).add(this.origin) return _vector$2.distanceToSquared(point) } _proto.distanceSqToSegment = 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 } _proto.intersectSphere = function intersectSphere(sphere, target) { _vector$2.subVectors(sphere.center, this.origin) var tca = _vector$2.dot(this.direction) var d2 = _vector$2.dot(_vector$2) - 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) } _proto.intersectsSphere = function intersectsSphere(sphere) { return this.distanceSqToPoint(sphere.center) <= sphere.radius * sphere.radius } _proto.distanceToPlane = function distanceToPlane(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 } _proto.intersectPlane = function intersectPlane(plane, target) { var t = this.distanceToPlane(plane) if (t === null) { return null } return this.at(t, target) } _proto.intersectsPlane = function intersectsPlane(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 } _proto.intersectBox = function intersectBox(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 < 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, target) } _proto.intersectsBox = function intersectsBox(box) { return this.intersectBox(box, _vector$2) !== null } _proto.intersectTriangle = function intersectTriangle(a, b, c, backfaceCulling, target) { // Compute the offset origin, edges, and normal. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h _edge1.subVectors(b, a) _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) } _proto.applyMatrix4 = function applyMatrix4(matrix4) { this.origin.applyMatrix4(matrix4) this.direction.transformDirection(matrix4) return this } _proto.equals = function equals(ray) { return ray.origin.equals(this.origin) && ray.direction.equals(this.direction) } return Ray })() var Matrix4 = /*#__PURE__*/ (function () { function Matrix4() { Object.defineProperty(this, 'isMatrix4', { value: true }) 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.') } } var _proto = Matrix4.prototype _proto.set = function set(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 } _proto.identity = function identity() { this.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1) return this } _proto.clone = function clone() { return new Matrix4().fromArray(this.elements) } _proto.copy = function copy(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 } _proto.copyPosition = function copyPosition(m) { var te = this.elements, me = m.elements te[12] = me[12] te[13] = me[13] te[14] = me[14] return this } _proto.extractBasis = function extractBasis(xAxis, yAxis, zAxis) { xAxis.setFromMatrixColumn(this, 0) yAxis.setFromMatrixColumn(this, 1) zAxis.setFromMatrixColumn(this, 2) return this } _proto.makeBasis = function makeBasis(xAxis, yAxis, zAxis) { this.set(xAxis.x, yAxis.x, zAxis.x, 0, xAxis.y, yAxis.y, zAxis.y, 0, xAxis.z, yAxis.z, zAxis.z, 0, 0, 0, 0, 1) return this } _proto.extractRotation = function extractRotation(m) { // this method does not support reflection matrices var te = this.elements var me = m.elements var scaleX = 1 / _v1$1.setFromMatrixColumn(m, 0).length() var scaleY = 1 / _v1$1.setFromMatrixColumn(m, 1).length() var scaleZ = 1 / _v1$1.setFromMatrixColumn(m, 2).length() te[0] = me[0] * scaleX te[1] = me[1] * scaleX te[2] = me[2] * scaleX te[3] = 0 te[4] = me[4] * scaleY te[5] = me[5] * scaleY te[6] = me[6] * scaleY te[7] = 0 te[8] = me[8] * scaleZ te[9] = me[9] * scaleZ te[10] = me[10] * scaleZ te[11] = 0 te[12] = 0 te[13] = 0 te[14] = 0 te[15] = 1 return this } _proto.makeRotationFromEuler = function makeRotationFromEuler(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 } // bottom row te[3] = 0 te[7] = 0 te[11] = 0 // last column te[12] = 0 te[13] = 0 te[14] = 0 te[15] = 1 return this } _proto.makeRotationFromQuaternion = function makeRotationFromQuaternion(q) { return this.compose(_zero, q, _one) } _proto.lookAt = 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 } _proto.multiply = function multiply(m, n) { if (n !== undefined) { console.warn('THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.') return this.multiplyMatrices(m, n) } return this.multiplyMatrices(this, m) } _proto.premultiply = function premultiply(m) { return this.multiplyMatrices(m, this) } _proto.multiplyMatrices = function multiplyMatrices(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 } _proto.multiplyScalar = function multiplyScalar(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 } _proto.determinant = function determinant() { 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) ) } _proto.transpose = function transpose() { 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 } _proto.setPosition = function setPosition(x, y, z) { var te = this.elements if (x.isVector3) { te[12] = x.x te[13] = x.y te[14] = x.z } else { te[12] = x te[13] = y te[14] = z } return this } _proto.invert = function invert() { // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm var te = this.elements, n11 = te[0], n21 = te[1], n31 = te[2], n41 = te[3], n12 = te[4], n22 = te[5], n32 = te[6], n42 = te[7], n13 = te[8], n23 = te[9], n33 = te[10], n43 = te[11], n14 = te[12], n24 = te[13], n34 = te[14], n44 = te[15], t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34 var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14 if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0) 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 } _proto.scale = function scale(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 } _proto.getMaxScaleOnAxis = function getMaxScaleOnAxis() { 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)) } _proto.makeTranslation = function makeTranslation(x, y, z) { this.set(1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1) return this } _proto.makeRotationX = function makeRotationX(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 } _proto.makeRotationY = function makeRotationY(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 } _proto.makeRotationZ = function makeRotationZ(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 } _proto.makeRotationAxis = function makeRotationAxis(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 } _proto.makeScale = function makeScale(x, y, z) { this.set(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1) return this } _proto.makeShear = function makeShear(x, y, z) { this.set(1, y, z, 0, x, 1, z, 0, x, y, 1, 0, 0, 0, 0, 1) return this } _proto.compose = function compose(position, quaternion, scale) { var te = this.elements var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._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 var sx = scale.x, sy = scale.y, sz = scale.z te[0] = (1 - (yy + zz)) * sx te[1] = (xy + wz) * sx te[2] = (xz - wy) * sx te[3] = 0 te[4] = (xy - wz) * sy te[5] = (1 - (xx + zz)) * sy te[6] = (yz + wx) * sy te[7] = 0 te[8] = (xz + wy) * sz te[9] = (yz - wx) * sz te[10] = (1 - (xx + yy)) * sz te[11] = 0 te[12] = position.x te[13] = position.y te[14] = position.z te[15] = 1 return this } _proto.decompose = function decompose(position, quaternion, scale) { var te = this.elements var sx = _v1$1.set(te[0], te[1], te[2]).length() var sy = _v1$1.set(te[4], te[5], te[6]).length() var sz = _v1$1.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 _m1.copy(this) var invSX = 1 / sx var invSY = 1 / sy var invSZ = 1 / sz _m1.elements[0] *= invSX _m1.elements[1] *= invSX _m1.elements[2] *= invSX _m1.elements[4] *= invSY _m1.elements[5] *= invSY _m1.elements[6] *= invSY _m1.elements[8] *= invSZ _m1.elements[9] *= invSZ _m1.elements[10] *= invSZ quaternion.setFromRotationMatrix(_m1) scale.x = sx scale.y = sy scale.z = sz return this } _proto.makePerspective = function makePerspective(left, right, top, bottom, near, far) { if (far === undefined) { console.warn('THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.') } 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 } _proto.makeOrthographic = function makeOrthographic(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 } _proto.equals = function equals(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 } _proto.fromArray = function fromArray(array, offset) { if (offset === void 0) { offset = 0 } for (var i = 0; i < 16; i++) { this.elements[i] = array[i + offset] } return this } _proto.toArray = function toArray(array, offset) { if (array === void 0) { array = [] } if (offset === void 0) { 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 } return Matrix4 })() var _v1$1 = /*@__PURE__*/ new Vector3() var _m1 = /*@__PURE__*/ new Matrix4() var _zero = /*@__PURE__*/ new Vector3(0, 0, 0) var _one = /*@__PURE__*/ new Vector3(1, 1, 1) var _x = /*@__PURE__*/ new Vector3() var _y = /*@__PURE__*/ new Vector3() var _z = /*@__PURE__*/ new Vector3() var Euler = /*#__PURE__*/ (function () { function Euler(x, y, z, order) { if (x === void 0) { x = 0 } if (y === void 0) { y = 0 } if (z === void 0) { z = 0 } if (order === void 0) { order = Euler.DefaultOrder } Object.defineProperty(this, 'isEuler', { value: true }) this._x = x this._y = y this._z = z this._order = order } var _proto = Euler.prototype _proto.set = function set(x, y, z, order) { this._x = x this._y = y this._z = z this._order = order || this._order this._onChangeCallback() return this } _proto.clone = function clone() { return new this.constructor(this._x, this._y, this._z, this._order) } _proto.copy = function copy(euler) { this._x = euler._x this._y = euler._y this._z = euler._z this._order = euler._order this._onChangeCallback() return this } _proto.setFromRotationMatrix = function setFromRotationMatrix(m, order, update) { var clamp = MathUtils.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 switch (order) { case 'XYZ': this._y = Math.asin(clamp(m13, -1, 1)) if (Math.abs(m13) < 0.9999999) { this._x = Math.atan2(-m23, m33) this._z = Math.atan2(-m12, m11) } else { this._x = Math.atan2(m32, m22) this._z = 0 } break case 'YXZ': this._x = Math.asin(-clamp(m23, -1, 1)) if (Math.abs(m23) < 0.9999999) { this._y = Math.atan2(m13, m33) this._z = Math.atan2(m21, m22) } else { this._y = Math.atan2(-m31, m11) this._z = 0 } break case 'ZXY': this._x = Math.asin(clamp(m32, -1, 1)) if (Math.abs(m32) < 0.9999999) { this._y = Math.atan2(-m31, m33) this._z = Math.atan2(-m12, m22) } else { this._y = 0 this._z = Math.atan2(m21, m11) } break case 'ZYX': this._y = Math.asin(-clamp(m31, -1, 1)) if (Math.abs(m31) < 0.9999999) { this._x = Math.atan2(m32, m33) this._z = Math.atan2(m21, m11) } else { this._x = 0 this._z = Math.atan2(-m12, m22) } break case 'YZX': this._z = Math.asin(clamp(m21, -1, 1)) if (Math.abs(m21) < 0.9999999) { this._x = Math.atan2(-m23, m22) this._y = Math.atan2(-m31, m11) } else { this._x = 0 this._y = Math.atan2(m13, m33) } break case 'XZY': this._z = Math.asin(-clamp(m12, -1, 1)) if (Math.abs(m12) < 0.9999999) { this._x = Math.atan2(m32, m22) this._y = Math.atan2(m13, m11) } else { this._x = Math.atan2(-m23, m33) this._y = 0 } break default: console.warn('THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order) } this._order = order if (update !== false) this._onChangeCallback() return this } _proto.setFromQuaternion = function setFromQuaternion(q, order, update) { _matrix.makeRotationFromQuaternion(q) return this.setFromRotationMatrix(_matrix, order, update) } _proto.setFromVector3 = function setFromVector3(v, order) { return this.set(v.x, v.y, v.z, order || this._order) } _proto.reorder = function reorder(newOrder) { // WARNING: this discards revolution information -bhouston _quaternion$1.setFromEuler(this) return this.setFromQuaternion(_quaternion$1, newOrder) } _proto.equals = function equals(euler) { return euler._x === this._x && euler._y === this._y && euler._z === this._z && euler._order === this._order } _proto.fromArray = function fromArray(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 } _proto.toArray = function toArray(array, offset) { if (array === void 0) { array = [] } if (offset === void 0) { offset = 0 } array[offset] = this._x array[offset + 1] = this._y array[offset + 2] = this._z array[offset + 3] = this._order return array } _proto.toVector3 = function toVector3(optionalResult) { if (optionalResult) { return optionalResult.set(this._x, this._y, this._z) } else { return new Vector3(this._x, this._y, this._z) } } _proto._onChange = function _onChange(callback) { this._onChangeCallback = callback return this } _proto._onChangeCallback = function _onChangeCallback() {} _createClass(Euler, [ { key: 'x', get: function get() { return this._x }, set: function set(value) { this._x = value this._onChangeCallback() } }, { key: 'y', get: function get() { return this._y }, set: function set(value) { this._y = value this._onChangeCallback() } }, { key: 'z', get: function get() { return this._z }, set: function set(value) { this._z = value this._onChangeCallback() } }, { key: 'order', get: function get() { return this._order }, set: function set(value) { this._order = value this._onChangeCallback() } } ]) return Euler })() Euler.DefaultOrder = 'XYZ' Euler.RotationOrders = ['XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX'] var _matrix = /*@__PURE__*/ new Matrix4() var _quaternion$1 = /*@__PURE__*/ new Quaternion() var Layers = /*#__PURE__*/ (function () { function Layers() { this.mask = 1 | 0 } var _proto = Layers.prototype _proto.set = function set(channel) { this.mask = (1 << channel) | 0 } _proto.enable = function enable(channel) { this.mask |= (1 << channel) | 0 } _proto.enableAll = function enableAll() { this.mask = 0xffffffff | 0 } _proto.toggle = function toggle(channel) { this.mask ^= (1 << channel) | 0 } _proto.disable = function disable(channel) { this.mask &= ~((1 << channel) | 0) } _proto.disableAll = function disableAll() { this.mask = 0 } _proto.test = function test(layers) { return (this.mask & layers.mask) !== 0 } return Layers })() var _object3DId = 0 var _v1$2 = new Vector3() var _q1 = new Quaternion() var _m1$1 = new Matrix4() var _target = new Vector3() var _position = new Vector3() var _scale = new Vector3() var _quaternion$2 = new Quaternion() var _xAxis = new Vector3(1, 0, 0) var _yAxis = new Vector3(0, 1, 0) var _zAxis = new Vector3(0, 0, 1) var _addedEvent = { type: 'added' } var _removedEvent = { type: 'removed' } function Object3D() { Object.defineProperty(this, 'id', { value: _object3DId++ }) this.uuid = MathUtils.generateUUID() this.name = '' this.type = 'Object3D' this.parent = null this.children = [] this.up = Object3D.DefaultUp.clone() var position = new Vector3() var rotation = new Euler() var quaternion = new Quaternion() var scale = new Vector3(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: { configurable: true, enumerable: true, value: position }, rotation: { configurable: true, enumerable: true, value: rotation }, quaternion: { configurable: true, enumerable: true, value: quaternion }, scale: { configurable: true, enumerable: true, value: scale }, modelViewMatrix: { value: new Matrix4() }, normalMatrix: { value: new Matrix3() } }) this.matrix = new Matrix4() this.matrixWorld = new Matrix4() this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate this.matrixWorldNeedsUpdate = false this.layers = new Layers() this.visible = true this.castShadow = false this.receiveShadow = false this.frustumCulled = true this.renderOrder = 0 this.animations = [] this.userData = {} } Object3D.DefaultUp = new Vector3(0, 1, 0) Object3D.DefaultMatrixAutoUpdate = true Object3D.prototype = Object.assign(Object.create(EventDispatcher.prototype), { constructor: Object3D, isObject3D: true, onBeforeRender: function onBeforeRender() {}, onAfterRender: function onAfterRender() {}, applyMatrix4: function applyMatrix4(matrix) { if (this.matrixAutoUpdate) this.updateMatrix() this.matrix.premultiply(matrix) this.matrix.decompose(this.position, this.quaternion, this.scale) }, applyQuaternion: function applyQuaternion(q) { this.quaternion.premultiply(q) return this }, setRotationFromAxisAngle: function setRotationFromAxisAngle(axis, angle) { // assumes axis is normalized this.quaternion.setFromAxisAngle(axis, angle) }, setRotationFromEuler: function setRotationFromEuler(euler) { this.quaternion.setFromEuler(euler, true) }, setRotationFromMatrix: function setRotationFromMatrix(m) { // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) this.quaternion.setFromRotationMatrix(m) }, setRotationFromQuaternion: function setRotationFromQuaternion(q) { // assumes q is normalized this.quaternion.copy(q) }, rotateOnAxis: function rotateOnAxis(axis, angle) { // rotate object on axis in object space // axis is assumed to be normalized _q1.setFromAxisAngle(axis, angle) this.quaternion.multiply(_q1) return this }, rotateOnWorldAxis: function rotateOnWorldAxis(axis, angle) { // rotate object on axis in world space // axis is assumed to be normalized // method assumes no rotated parent _q1.setFromAxisAngle(axis, angle) this.quaternion.premultiply(_q1) return this }, rotateX: function rotateX(angle) { return this.rotateOnAxis(_xAxis, angle) }, rotateY: function rotateY(angle) { return this.rotateOnAxis(_yAxis, angle) }, rotateZ: function rotateZ(angle) { return this.rotateOnAxis(_zAxis, angle) }, translateOnAxis: function translateOnAxis(axis, distance) { // translate object by distance along axis in object space // axis is assumed to be normalized _v1$2.copy(axis).applyQuaternion(this.quaternion) this.position.add(_v1$2.multiplyScalar(distance)) return this }, translateX: function translateX(distance) { return this.translateOnAxis(_xAxis, distance) }, translateY: function translateY(distance) { return this.translateOnAxis(_yAxis, distance) }, translateZ: function translateZ(distance) { return this.translateOnAxis(_zAxis, distance) }, localToWorld: function localToWorld(vector) { return vector.applyMatrix4(this.matrixWorld) }, worldToLocal: function worldToLocal(vector) { return vector.applyMatrix4(_m1$1.copy(this.matrixWorld).invert()) }, lookAt: function lookAt(x, y, z) { // This method does not support objects having non-uniformly-scaled parent(s) if (x.isVector3) { _target.copy(x) } else { _target.set(x, y, z) } var parent = this.parent this.updateWorldMatrix(true, false) _position.setFromMatrixPosition(this.matrixWorld) if (this.isCamera || this.isLight) { _m1$1.lookAt(_position, _target, this.up) } else { _m1$1.lookAt(_target, _position, this.up) } this.quaternion.setFromRotationMatrix(_m1$1) if (parent) { _m1$1.extractRotation(parent.matrixWorld) _q1.setFromRotationMatrix(_m1$1) this.quaternion.premultiply(_q1.invert()) } }, add: function add(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 this.children.push(object) object.dispatchEvent(_addedEvent) } else { console.error('THREE.Object3D.add: object not an instance of THREE.Object3D.', object) } return this }, remove: function remove(object) { if (arguments.length > 1) { for (var i = 0; i < arguments.length; i++) { this.remove(arguments[i]) } return this } var index = this.children.indexOf(object) if (index !== -1) { object.parent = null this.children.splice(index, 1) object.dispatchEvent(_removedEvent) } return this }, clear: function clear() { for (var i = 0; i < this.children.length; i++) { var object = this.children[i] object.parent = null object.dispatchEvent(_removedEvent) } this.children.length = 0 return this }, attach: function attach(object) { // adds object as a child of this, while maintaining the object's world transform this.updateWorldMatrix(true, false) _m1$1.copy(this.matrixWorld).invert() if (object.parent !== null) { object.parent.updateWorldMatrix(true, false) _m1$1.multiply(object.parent.matrixWorld) } object.applyMatrix4(_m1$1) object.updateWorldMatrix(false, false) this.add(object) return this }, getObjectById: function getObjectById(id) { return this.getObjectByProperty('id', id) }, getObjectByName: function getObjectByName(name) { return this.getObjectByProperty('name', name) }, getObjectByProperty: function getObjectByProperty(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 getWorldPosition(target) { if (target === undefined) { console.warn('THREE.Object3D: .getWorldPosition() target is now required') target = new Vector3() } this.updateWorldMatrix(true, false) return target.setFromMatrixPosition(this.matrixWorld) }, getWorldQuaternion: function getWorldQuaternion(target) { if (target === undefined) { console.warn('THREE.Object3D: .getWorldQuaternion() target is now required') target = new Quaternion() } this.updateWorldMatrix(true, false) this.matrixWorld.decompose(_position, target, _scale) return target }, getWorldScale: function getWorldScale(target) { if (target === undefined) { console.warn('THREE.Object3D: .getWorldScale() target is now required') target = new Vector3() } this.updateWorldMatrix(true, false) this.matrixWorld.decompose(_position, _quaternion$2, target) return target }, getWorldDirection: function getWorldDirection(target) { if (target === undefined) { console.warn('THREE.Object3D: .getWorldDirection() target is now required') target = new Vector3() } this.updateWorldMatrix(true, false) var e = this.matrixWorld.elements return target.set(e[8], e[9], e[10]).normalize() }, raycast: function raycast() {}, traverse: function traverse(callback) { callback(this) var children = this.children for (var i = 0, l = children.length; i < l; i++) { children[i].traverse(callback) } }, traverseVisible: function traverseVisible(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 traverseAncestors(callback) { var parent = this.parent if (parent !== null) { callback(parent) parent.traverseAncestors(callback) } }, updateMatrix: function updateMatrix() { this.matrix.compose(this.position, this.quaternion, this.scale) this.matrixWorldNeedsUpdate = true }, updateMatrixWorld: function updateMatrixWorld(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) } }, updateWorldMatrix: function updateWorldMatrix(updateParents, updateChildren) { var parent = this.parent if (updateParents === true && parent !== null) { parent.updateWorldMatrix(true, false) } if (this.matrixAutoUpdate) this.updateMatrix() if (this.parent === null) { this.matrixWorld.copy(this.matrix) } else { this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix) } // update children if (updateChildren === true) { var children = this.children for (var i = 0, l = children.length; i < l; i++) { children[i].updateWorldMatrix(false, true) } } }, toJSON: function toJSON(meta) { // meta is a string when called from JSON.stringify var isRootObject = meta === undefined || typeof meta === 'string' 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: {}, shapes: {}, skeletons: {}, animations: {} } 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 (this.castShadow === true) object.castShadow = true if (this.receiveShadow === true) object.receiveShadow = true if (this.visible === false) object.visible = false if (this.frustumCulled === false) object.frustumCulled = false if (this.renderOrder !== 0) object.renderOrder = this.renderOrder if (JSON.stringify(this.userData) !== '{}') object.userData = this.userData object.layers = this.layers.mask object.matrix = this.matrix.toArray() if (this.matrixAutoUpdate === false) object.matrixAutoUpdate = false // object specific properties if (this.isInstancedMesh) { object.type = 'InstancedMesh' object.count = this.count object.instanceMatrix = this.instanceMatrix.toJSON() } // function serialize(library, element) { if (library[element.uuid] === undefined) { library[element.uuid] = element.toJSON(meta) } return element.uuid } if (this.isMesh || this.isLine || this.isPoints) { object.geometry = serialize(meta.geometries, this.geometry) var parameters = this.geometry.parameters if (parameters !== undefined && parameters.shapes !== undefined) { var shapes = parameters.shapes if (Array.isArray(shapes)) { for (var i = 0, l = shapes.length; i < l; i++) { var shape = shapes[i] serialize(meta.shapes, shape) } } else { serialize(meta.shapes, shapes) } } } if (this.isSkinnedMesh) { object.bindMode = this.bindMode object.bindMatrix = this.bindMatrix.toArray() if (this.skeleton !== undefined) { serialize(meta.skeletons, this.skeleton) object.skeleton = this.skeleton.uuid } } 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 _i2 = 0; _i2 < this.children.length; _i2++) { object.children.push(this.children[_i2].toJSON(meta).object) } } // if (this.animations.length > 0) { object.animations = [] for (var _i3 = 0; _i3 < this.animations.length; _i3++) { var animation = this.animations[_i3] object.animations.push(serialize(meta.animations, animation)) } } if (isRootObject) { var geometries = extractFromCache(meta.geometries) var materials = extractFromCache(meta.materials) var textures = extractFromCache(meta.textures) var images = extractFromCache(meta.images) var _shapes = extractFromCache(meta.shapes) var skeletons = extractFromCache(meta.skeletons) var animations = extractFromCache(meta.animations) if (geometries.length > 0) output.geometries = geometries if (materials.length > 0) output.materials = materials if (textures.length > 0) output.textures = textures if (images.length > 0) output.images = images if (_shapes.length > 0) output.shapes = _shapes if (skeletons.length > 0) output.skeletons = skeletons if (animations.length > 0) output.animations = animations } 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 clone(recursive) { return new this.constructor().copy(this, recursive) }, copy: function copy(source, recursive) { if (recursive === void 0) { recursive = true } this.name = source.name this.up.copy(source.up) this.position.copy(source.position) this.rotation.order = source.rotation.order this.quaternion.copy(source.quaternion) this.scale.copy(source.scale) this.matrix.copy(source.matrix) this.matrixWorld.copy(source.matrixWorld) this.matrixAutoUpdate = source.matrixAutoUpdate this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate this.layers.mask = source.layers.mask this.visible = source.visible this.castShadow = source.castShadow this.receiveShadow = source.receiveShadow this.frustumCulled = source.frustumCulled this.renderOrder = source.renderOrder this.userData = JSON.parse(JSON.stringify(source.userData)) if (recursive === true) { for (var i = 0; i < source.children.length; i++) { var child = source.children[i] this.add(child.clone()) } } return this } }) var _vector1 = /*@__PURE__*/ new Vector3() var _vector2 = /*@__PURE__*/ new Vector3() var _normalMatrix = /*@__PURE__*/ new Matrix3() var Plane = /*#__PURE__*/ (function () { function Plane(normal, constant) { Object.defineProperty(this, 'isPlane', { value: true }) // normal is assumed to be normalized this.normal = normal !== undefined ? normal : new Vector3(1, 0, 0) this.constant = constant !== undefined ? constant : 0 } var _proto = Plane.prototype _proto.set = function set(normal, constant) { this.normal.copy(normal) this.constant = constant return this } _proto.setComponents = function setComponents(x, y, z, w) { this.normal.set(x, y, z) this.constant = w return this } _proto.setFromNormalAndCoplanarPoint = function setFromNormalAndCoplanarPoint(normal, point) { this.normal.copy(normal) this.constant = -point.dot(this.normal) return this } _proto.setFromCoplanarPoints = function setFromCoplanarPoints(a, b, c) { var normal = _vector1.subVectors(c, b).cross(_vector2.subVectors(a, b)).normalize() // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? this.setFromNormalAndCoplanarPoint(normal, a) return this } _proto.clone = function clone() { return new this.constructor().copy(this) } _proto.copy = function copy(plane) { this.normal.copy(plane.normal) this.constant = plane.constant return this } _proto.normalize = function normalize() { // 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 } _proto.negate = function negate() { this.constant *= -1 this.normal.negate() return this } _proto.distanceToPoint = function distanceToPoint(point) { return this.normal.dot(point) + this.constant } _proto.distanceToSphere = function distanceToSphere(sphere) { return this.distanceToPoint(sphere.center) - sphere.radius } _proto.projectPoint = function projectPoint(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) } _proto.intersectLine = function intersectLine(line, target) { if (target === undefined) { console.warn('THREE.Plane: .intersectLine() target is now required') target = new Vector3() } var direction = line.delta(_vector1) 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) } _proto.intersectsLine = function intersectsLine(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) } _proto.intersectsBox = function intersectsBox(box) { return box.intersectsPlane(this) } _proto.intersectsSphere = function intersectsSphere(sphere) { return sphere.intersectsPlane(this) } _proto.coplanarPoint = function coplanarPoint(target) { if (target === undefined) { console.warn('THREE.Plane: .coplanarPoint() target is now required') target = new Vector3() } return target.copy(this.normal).multiplyScalar(-this.constant) } _proto.applyMatrix4 = function applyMatrix4(matrix, optionalNormalMatrix) { var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix(matrix) var referencePoint = this.coplanarPoint(_vector1).applyMatrix4(matrix) var normal = this.normal.applyMatrix3(normalMatrix).normalize() this.constant = -referencePoint.dot(normal) return this } _proto.translate = function translate(offset) { this.constant -= offset.dot(this.normal) return this } _proto.equals = function equals(plane) { return plane.normal.equals(this.normal) && plane.constant === this.constant } return Plane })() var _v0$1 = /*@__PURE__*/ new Vector3() var _v1$3 = /*@__PURE__*/ new Vector3() var _v2$1 = /*@__PURE__*/ new Vector3() var _v3 = /*@__PURE__*/ new Vector3() var _vab = /*@__PURE__*/ new Vector3() var _vac = /*@__PURE__*/ new Vector3() var _vbc = /*@__PURE__*/ new Vector3() var _vap = /*@__PURE__*/ new Vector3() var _vbp = /*@__PURE__*/ new Vector3() var _vcp = /*@__PURE__*/ new Vector3() var Triangle = /*#__PURE__*/ (function () { 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() } Triangle.getNormal = 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$1.subVectors(a, b) target.cross(_v0$1) 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 Triangle.getBarycoord = function getBarycoord(point, a, b, c, target) { _v0$1.subVectors(c, a) _v1$3.subVectors(b, a) _v2$1.subVectors(point, a) var dot00 = _v0$1.dot(_v0$1) var dot01 = _v0$1.dot(_v1$3) var dot02 = _v0$1.dot(_v2$1) var dot11 = _v1$3.dot(_v1$3) var dot12 = _v1$3.dot(_v2$1) 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) } Triangle.containsPoint = function containsPoint(point, a, b, c) { this.getBarycoord(point, a, b, c, _v3) return _v3.x >= 0 && _v3.y >= 0 && _v3.x + _v3.y <= 1 } Triangle.getUV = function getUV(point, p1, p2, p3, uv1, uv2, uv3, target) { this.getBarycoord(point, p1, p2, p3, _v3) target.set(0, 0) target.addScaledVector(uv1, _v3.x) target.addScaledVector(uv2, _v3.y) target.addScaledVector(uv3, _v3.z) return target } Triangle.isFrontFacing = function isFrontFacing(a, b, c, direction) { _v0$1.subVectors(c, b) _v1$3.subVectors(a, b) // strictly front facing return _v0$1.cross(_v1$3).dot(direction) < 0 ? true : false } var _proto = Triangle.prototype _proto.set = function set(a, b, c) { this.a.copy(a) this.b.copy(b) this.c.copy(c) return this } _proto.setFromPointsAndIndices = function setFromPointsAndIndices(points, i0, i1, i2) { this.a.copy(points[i0]) this.b.copy(points[i1]) this.c.copy(points[i2]) return this } _proto.clone = function clone() { return new this.constructor().copy(this) } _proto.copy = function copy(triangle) { this.a.copy(triangle.a) this.b.copy(triangle.b) this.c.copy(triangle.c) return this } _proto.getArea = function getArea() { _v0$1.subVectors(this.c, this.b) _v1$3.subVectors(this.a, this.b) return _v0$1.cross(_v1$3).length() * 0.5 } _proto.getMidpoint = function getMidpoint(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) } _proto.getNormal = function getNormal(target) { return Triangle.getNormal(this.a, this.b, this.c, target) } _proto.getPlane = function getPlane(target) { if (target === undefined) { console.warn('THREE.Triangle: .getPlane() target is now required') target = new Plane() } return target.setFromCoplanarPoints(this.a, this.b, this.c) } _proto.getBarycoord = function getBarycoord(point, target) { return Triangle.getBarycoord(point, this.a, this.b, this.c, target) } _proto.getUV = function getUV(point, uv1, uv2, uv3, target) { return Triangle.getUV(point, this.a, this.b, this.c, uv1, uv2, uv3, target) } _proto.containsPoint = function containsPoint(point) { return Triangle.containsPoint(point, this.a, this.b, this.c) } _proto.isFrontFacing = function isFrontFacing(direction) { return Triangle.isFrontFacing(this.a, this.b, this.c, direction) } _proto.intersectsBox = function intersectsBox(box) { return box.intersectsTriangle(this) } _proto.closestPointToPoint = function closestPointToPoint(p, target) { if (target === undefined) { console.warn('THREE.Triangle: .closestPointToPoint() target is now required') target = new Vector3() } var a = this.a, b = this.b, c = this.c var v, w // algorithm thanks to Real-Time Collision Detection by Christer Ericson, // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc., // under the accompanying license; see chapter 5.1.5 for detailed explanation. // basically, we're distinguishing which of the voronoi regions of the triangle // the point lies in with the minimum amount of redundant computation. _vab.subVectors(b, a) _vac.subVectors(c, a) _vap.subVectors(p, a) var d1 = _vab.dot(_vap) var d2 = _vac.dot(_vap) if (d1 <= 0 && d2 <= 0) { // vertex region of A; barycentric coords (1, 0, 0) return target.copy(a) } _vbp.subVectors(p, b) var d3 = _vab.dot(_vbp) var d4 = _vac.dot(_vbp) if (d3 >= 0 && d4 <= d3) { // vertex region of B; barycentric coords (0, 1, 0) return target.copy(b) } var vc = d1 * d4 - d3 * d2 if (vc <= 0 && d1 >= 0 && d3 <= 0) { v = d1 / (d1 - d3) // edge region of AB; barycentric coords (1-v, v, 0) return target.copy(a).addScaledVector(_vab, v) } _vcp.subVectors(p, c) var d5 = _vab.dot(_vcp) var d6 = _vac.dot(_vcp) if (d6 >= 0 && d5 <= d6) { // vertex region of C; barycentric coords (0, 0, 1) return target.copy(c) } var vb = d5 * d2 - d1 * d6 if (vb <= 0 && d2 >= 0 && d6 <= 0) { w = d2 / (d2 - d6) // edge region of AC; barycentric coords (1-w, 0, w) return target.copy(a).addScaledVector(_vac, w) } var va = d3 * d6 - d5 * d4 if (va <= 0 && d4 - d3 >= 0 && d5 - d6 >= 0) { _vbc.subVectors(c, b) w = (d4 - d3) / (d4 - d3 + (d5 - d6)) // edge region of BC; barycentric coords (0, 1-w, w) return target.copy(b).addScaledVector(_vbc, w) // edge region of BC } // face region var denom = 1 / (va + vb + vc) // u = va * denom v = vb * denom w = vc * denom return target.copy(a).addScaledVector(_vab, v).addScaledVector(_vac, w) } _proto.equals = function equals(triangle) { return triangle.a.equals(this.a) && triangle.b.equals(this.b) && triangle.c.equals(this.c) } return Triangle })() var _colorKeywords = { aliceblue: 0xf0f8ff, antiquewhite: 0xfaebd7, aqua: 0x00ffff, aquamarine: 0x7fffd4, azure: 0xf0ffff, beige: 0xf5f5dc, bisque: 0xffe4c4, black: 0x000000, blanchedalmond: 0xffebcd, blue: 0x0000ff, blueviolet: 0x8a2be2, brown: 0xa52a2a, burlywood: 0xdeb887, cadetblue: 0x5f9ea0, chartreuse: 0x7fff00, chocolate: 0xd2691e, coral: 0xff7f50, cornflowerblue: 0x6495ed, cornsilk: 0xfff8dc, crimson: 0xdc143c, cyan: 0x00ffff, darkblue: 0x00008b, darkcyan: 0x008b8b, darkgoldenrod: 0xb8860b, darkgray: 0xa9a9a9, darkgreen: 0x006400, darkgrey: 0xa9a9a9, darkkhaki: 0xbdb76b, darkmagenta: 0x8b008b, darkolivegreen: 0x556b2f, darkorange: 0xff8c00, darkorchid: 0x9932cc, darkred: 0x8b0000, darksalmon: 0xe9967a, darkseagreen: 0x8fbc8f, darkslateblue: 0x483d8b, darkslategray: 0x2f4f4f, darkslategrey: 0x2f4f4f, darkturquoise: 0x00ced1, darkviolet: 0x9400d3, deeppink: 0xff1493, deepskyblue: 0x00bfff, dimgray: 0x696969, dimgrey: 0x696969, dodgerblue: 0x1e90ff, firebrick: 0xb22222, floralwhite: 0xfffaf0, forestgreen: 0x228b22, fuchsia: 0xff00ff, gainsboro: 0xdcdcdc, ghostwhite: 0xf8f8ff, gold: 0xffd700, goldenrod: 0xdaa520, gray: 0x808080, green: 0x008000, greenyellow: 0xadff2f, grey: 0x808080, honeydew: 0xf0fff0, hotpink: 0xff69b4, indianred: 0xcd5c5c, indigo: 0x4b0082, ivory: 0xfffff0, khaki: 0xf0e68c, lavender: 0xe6e6fa, lavenderblush: 0xfff0f5, lawngreen: 0x7cfc00, lemonchiffon: 0xfffacd, lightblue: 0xadd8e6, lightcoral: 0xf08080, lightcyan: 0xe0ffff, lightgoldenrodyellow: 0xfafad2, lightgray: 0xd3d3d3, lightgreen: 0x90ee90, lightgrey: 0xd3d3d3, lightpink: 0xffb6c1, lightsalmon: 0xffa07a, lightseagreen: 0x20b2aa, lightskyblue: 0x87cefa, lightslategray: 0x778899, lightslategrey: 0x778899, lightsteelblue: 0xb0c4de, lightyellow: 0xffffe0, lime: 0x00ff00, limegreen: 0x32cd32, linen: 0xfaf0e6, magenta: 0xff00ff, maroon: 0x800000, mediumaquamarine: 0x66cdaa, mediumblue: 0x0000cd, mediumorchid: 0xba55d3, mediumpurple: 0x9370db, mediumseagreen: 0x3cb371, mediumslateblue: 0x7b68ee, mediumspringgreen: 0x00fa9a, mediumturquoise: 0x48d1cc, mediumvioletred: 0xc71585, midnightblue: 0x191970, mintcream: 0xf5fffa, mistyrose: 0xffe4e1, moccasin: 0xffe4b5, navajowhite: 0xffdead, navy: 0x000080, oldlace: 0xfdf5e6, olive: 0x808000, olivedrab: 0x6b8e23, orange: 0xffa500, orangered: 0xff4500, orchid: 0xda70d6, palegoldenrod: 0xeee8aa, palegreen: 0x98fb98, paleturquoise: 0xafeeee, palevioletred: 0xdb7093, papayawhip: 0xffefd5, peachpuff: 0xffdab9, peru: 0xcd853f, pink: 0xffc0cb, plum: 0xdda0dd, powderblue: 0xb0e0e6, purple: 0x800080, rebeccapurple: 0x663399, red: 0xff0000, rosybrown: 0xbc8f8f, royalblue: 0x4169e1, saddlebrown: 0x8b4513, salmon: 0xfa8072, sandybrown: 0xf4a460, seagreen: 0x2e8b57, seashell: 0xfff5ee, sienna: 0xa0522d, silver: 0xc0c0c0, skyblue: 0x87ceeb, slateblue: 0x6a5acd, slategray: 0x708090, slategrey: 0x708090, snow: 0xfffafa, springgreen: 0x00ff7f, steelblue: 0x4682b4, tan: 0xd2b48c, teal: 0x008080, thistle: 0xd8bfd8, tomato: 0xff6347, turquoise: 0x40e0d0, violet: 0xee82ee, wheat: 0xf5deb3, white: 0xffffff, whitesmoke: 0xf5f5f5, yellow: 0xffff00, yellowgreen: 0x9acd32 } var _hslA = { h: 0, s: 0, l: 0 } var _hslB = { h: 0, s: 0, l: 0 } function hue2rgb(p, q, t) { if (t < 0) t += 1 if (t > 1) t -= 1 if (t < 1 / 6) return p + (q - p) * 6 * t if (t < 1 / 2) return q if (t < 2 / 3) return p + (q - p) * 6 * (2 / 3 - t) return p } function SRGBToLinear(c) { return c < 0.04045 ? c * 0.0773993808 : Math.pow(c * 0.9478672986 + 0.0521327014, 2.4) } function LinearToSRGB(c) { return c < 0.0031308 ? c * 12.92 : 1.055 * Math.pow(c, 0.41666) - 0.055 } var Color = /*#__PURE__*/ (function () { function Color(r, g, b) { Object.defineProperty(this, 'isColor', { value: true }) if (g === undefined && b === undefined) { // r is THREE.Color, hex or string return this.set(r) } return this.setRGB(r, g, b) } var _proto = Color.prototype _proto.set = function set(value) { if (value && value.isColor) { this.copy(value) } else if (typeof value === 'number') { this.setHex(value) } else if (typeof value === 'string') { this.setStyle(value) } return this } _proto.setScalar = function setScalar(scalar) { this.r = scalar this.g = scalar this.b = scalar return this } _proto.setHex = function setHex(hex) { hex = Math.floor(hex) this.r = ((hex >> 16) & 255) / 255 this.g = ((hex >> 8) & 255) / 255 this.b = (hex & 255) / 255 return this } _proto.setRGB = function setRGB(r, g, b) { this.r = r this.g = g this.b = b return this } _proto.setHSL = function setHSL(h, s, l) { // h,s,l ranges are in 0.0 - 1.0 h = MathUtils.euclideanModulo(h, 1) s = MathUtils.clamp(s, 0, 1) l = MathUtils.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 } _proto.setStyle = function setStyle(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) { return this.setColorName(style) } return this } _proto.setColorName = function setColorName(style) { // 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 } _proto.clone = function clone() { return new this.constructor(this.r, this.g, this.b) } _proto.copy = function copy(color) { this.r = color.r this.g = color.g this.b = color.b return this } _proto.copyGammaToLinear = function copyGammaToLinear(color, gammaFactor) { if (gammaFactor === void 0) { 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 } _proto.copyLinearToGamma = function copyLinearToGamma(color, gammaFactor) { if (gammaFactor === void 0) { 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 } _proto.convertGammaToLinear = function convertGammaToLinear(gammaFactor) { this.copyGammaToLinear(this, gammaFactor) return this } _proto.convertLinearToGamma = function convertLinearToGamma(gammaFactor) { this.copyLinearToGamma(this, gammaFactor) return this } _proto.copySRGBToLinear = function copySRGBToLinear(color) { this.r = SRGBToLinear(color.r) this.g = SRGBToLinear(color.g) this.b = SRGBToLinear(color.b) return this } _proto.copyLinearToSRGB = function copyLinearToSRGB(color) { this.r = LinearToSRGB(color.r) this.g = LinearToSRGB(color.g) this.b = LinearToSRGB(color.b) return this } _proto.convertSRGBToLinear = function convertSRGBToLinear() { this.copySRGBToLinear(this) return this } _proto.convertLinearToSRGB = function convertLinearToSRGB() { this.copyLinearToSRGB(this) return this } _proto.getHex = function getHex() { return ((this.r * 255) << 16) ^ ((this.g * 255) << 8) ^ ((this.b * 255) << 0) } _proto.getHexString = function getHexString() { return ('000000' + this.getHex().toString(16)).slice(-6) } _proto.getHSL = function getHSL(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 + (g < b ? 6 : 0) break case g: hue = (b - r) / delta + 2 break case b: hue = (r - g) / delta + 4 break } hue /= 6 } target.h = hue target.s = saturation target.l = lightness return target } _proto.getStyle = function getStyle() { return 'rgb(' + ((this.r * 255) | 0) + ',' + ((this.g * 255) | 0) + ',' + ((this.b * 255) | 0) + ')' } _proto.offsetHSL = function offsetHSL(h, s, l) { this.getHSL(_hslA) _hslA.h += h _hslA.s += s _hslA.l += l this.setHSL(_hslA.h, _hslA.s, _hslA.l) return this } _proto.add = function add(color) { this.r += color.r this.g += color.g this.b += color.b return this } _proto.addColors = function addColors(color1, color2) { this.r = color1.r + color2.r this.g = color1.g + color2.g this.b = color1.b + color2.b return this } _proto.addScalar = function addScalar(s) { this.r += s this.g += s this.b += s return this } _proto.sub = function sub(color) { this.r = Math.max(0, this.r - color.r) this.g = Math.max(0, this.g - color.g) this.b = Math.max(0, this.b - color.b) return this } _proto.multiply = function multiply(color) { this.r *= color.r this.g *= color.g this.b *= color.b return this } _proto.multiplyScalar = function multiplyScalar(s) { this.r *= s this.g *= s this.b *= s return this } _proto.lerp = function lerp(color, alpha) { this.r += (color.r - this.r) * alpha this.g += (color.g - this.g) * alpha this.b += (color.b - this.b) * alpha return this } _proto.lerpHSL = function lerpHSL(color, alpha) { this.getHSL(_hslA) color.getHSL(_hslB) var h = MathUtils.lerp(_hslA.h, _hslB.h, alpha) var s = MathUtils.lerp(_hslA.s, _hslB.s, alpha) var l = MathUtils.lerp(_hslA.l, _hslB.l, alpha) this.setHSL(h, s, l) return this } _proto.equals = function equals(c) { return c.r === this.r && c.g === this.g && c.b === this.b } _proto.fromArray = function fromArray(array, offset) { if (offset === void 0) { offset = 0 } this.r = array[offset] this.g = array[offset + 1] this.b = array[offset + 2] return this } _proto.toArray = function toArray(array, offset) { if (array === void 0) { array = [] } if (offset === void 0) { offset = 0 } array[offset] = this.r array[offset + 1] = this.g array[offset + 2] = this.b return array } _proto.fromBufferAttribute = function fromBufferAttribute(attribute, index) { this.r = attribute.getX(index) this.g = attribute.getY(index) this.b = attribute.getZ(index) if (attribute.normalized === true) { // assuming Uint8Array this.r /= 255 this.g /= 255 this.b /= 255 } return this } _proto.toJSON = function toJSON() { return this.getHex() } return Color })() Color.NAMES = _colorKeywords Color.prototype.r = 1 Color.prototype.g = 1 Color.prototype.b = 1 var Face3 = /*#__PURE__*/ (function () { function Face3(a, b, c, normal, color, materialIndex) { if (materialIndex === void 0) { materialIndex = 0 } this.a = a this.b = b this.c = c this.normal = normal && normal.isVector3 ? normal : new Vector3() this.vertexNormals = Array.isArray(normal) ? normal : [] this.color = color && color.isColor ? color : new Color() this.vertexColors = Array.isArray(color) ? color : [] this.materialIndex = materialIndex } var _proto = Face3.prototype _proto.clone = function clone() { return new this.constructor().copy(this) } _proto.copy = function copy(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 } return Face3 })() var materialId = 0 function Material() { Object.defineProperty(this, 'id', { value: materialId++ }) this.uuid = MathUtils.generateUUID() this.name = '' this.type = 'Material' this.fog = true this.blending = NormalBlending this.side = FrontSide this.flatShading = false this.vertexColors = false this.opacity = 1 this.transparent = false this.blendSrc = SrcAlphaFactor this.blendDst = OneMinusSrcAlphaFactor this.blendEquation = AddEquation this.blendSrcAlpha = null this.blendDstAlpha = null this.blendEquationAlpha = null this.depthFunc = LessEqualDepth this.depthTest = true this.depthWrite = true this.stencilWriteMask = 0xff this.stencilFunc = AlwaysStencilFunc this.stencilRef = 0 this.stencilFuncMask = 0xff this.stencilFail = KeepStencilOp this.stencilZFail = KeepStencilOp this.stencilZPass = KeepStencilOp this.stencilWrite = false this.clippingPlanes = null this.clipIntersection = false this.clipShadows = false this.shadowSide = null this.colorWrite = true this.precision = null // override the renderer's default precision for this material this.polygonOffset = false this.polygonOffsetFactor = 0 this.polygonOffsetUnits = 0 this.dithering = false this.alphaTest = 0 this.premultipliedAlpha = false this.visible = true this.toneMapped = true this.userData = {} this.version = 0 } Material.prototype = Object.assign(Object.create(EventDispatcher.prototype), { constructor: Material, isMaterial: true, onBeforeCompile: function onBeforeCompile() /* shaderobject, renderer */ {}, customProgramCacheKey: function customProgramCacheKey() { return this.onBeforeCompile.toString() }, setValues: function setValues(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 } // for backward compatability if shading is set in the constructor if (key === 'shading') { console.warn('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.') this.flatShading = newValue === FlatShading ? true : false 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 { this[key] = newValue } } }, toJSON: function toJSON(meta) { var isRoot = meta === undefined || typeof meta === 'string' 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.sheen && this.sheen.isColor) data.sheen = this.sheen.getHex() if (this.emissive && this.emissive.isColor) data.emissive = this.emissive.getHex() if (this.emissiveIntensity && this.emissiveIntensity !== 1) data.emissiveIntensity = this.emissiveIntensity if (this.specular && this.specular.isColor) data.specular = this.specular.getHex() if (this.shininess !== undefined) data.shininess = this.shininess if (this.clearcoat !== undefined) data.clearcoat = this.clearcoat if (this.clearcoatRoughness !== undefined) data.clearcoatRoughness = this.clearcoatRoughness if (this.clearcoatMap && this.clearcoatMap.isTexture) { data.clearcoatMap = this.clearcoatMap.toJSON(meta).uuid } if (this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture) { data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON(meta).uuid } if (this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture) { data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON(meta).uuid data.clearcoatNormalScale = this.clearcoatNormalScale.toArray() } if (this.map && this.map.isTexture) data.map = this.map.toJSON(meta).uuid if (this.matcap && this.matcap.isTexture) data.matcap = this.matcap.toJSON(meta).uuid if (this.alphaMap && this.alphaMap.isTexture) data.alphaMap = this.alphaMap.toJSON(meta).uuid if (this.lightMap && this.lightMap.isTexture) data.lightMap = this.lightMap.toJSON(meta).uuid if (this.aoMap && this.aoMap.isTexture) { data.aoMap = this.aoMap.toJSON(meta).uuid data.aoMapIntensity = this.aoMapIntensity } 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.normalMapType = this.normalMapType data.normalScale = this.normalScale.toArray() } if (this.displacementMap && this.displacementMap.isTexture) { data.displacementMap = this.displacementMap.toJSON(meta).uuid data.displacementScale = this.displacementScale data.displacementBias = this.displacementBias } 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 data.refractionRatio = this.refractionRatio if (this.combine !== undefined) data.combine = this.combine if (this.envMapIntensity !== undefined) data.envMapIntensity = this.envMapIntensity } 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) data.blending = this.blending if (this.flatShading === true) data.flatShading = this.flatShading if (this.side !== FrontSide) data.side = this.side if (this.vertexColors) data.vertexColors = true if (this.opacity < 1) data.opacity = this.opacity if (this.transparent === true) data.transparent = this.transparent data.depthFunc = this.depthFunc data.depthTest = this.depthTest data.depthWrite = this.depthWrite data.stencilWrite = this.stencilWrite data.stencilWriteMask = this.stencilWriteMask data.stencilFunc = this.stencilFunc data.stencilRef = this.stencilRef data.stencilFuncMask = this.stencilFuncMask data.stencilFail = this.stencilFail data.stencilZFail = this.stencilZFail data.stencilZPass = this.stencilZPass // rotation (SpriteMaterial) if (this.rotation && this.rotation !== 0) data.rotation = this.rotation if (this.polygonOffset === true) data.polygonOffset = true if (this.polygonOffsetFactor !== 0) data.polygonOffsetFactor = this.polygonOffsetFactor if (this.polygonOffsetUnits !== 0) data.polygonOffsetUnits = this.polygonOffsetUnits if (this.linewidth && this.linewidth !== 1) data.linewidth = this.linewidth if (this.dashSize !== undefined) data.dashSize = this.dashSize if (this.gapSize !== undefined) data.gapSize = this.gapSize if (this.scale !== undefined) data.scale = this.scale if (this.dithering === true) data.dithering = true if (this.alphaTest > 0) data.alphaTest = this.alphaTest if (this.premultipliedAlpha === true) data.premultipliedAlpha = this.premultipliedAlpha if (this.wireframe === true) data.wireframe = this.wireframe if (this.wireframeLinewidth > 1) data.wireframeLinewidth = this.wireframeLinewidth if (this.wireframeLinecap !== 'round') data.wireframeLinecap = this.wireframeLinecap if (this.wireframeLinejoin !== 'round') data.wireframeLinejoin = this.wireframeLinejoin if (this.morphTargets === true) data.morphTargets = true if (this.morphNormals === true) data.morphNormals = true if (this.skinning === true) data.skinning = true if (this.visible === false) data.visible = false if (this.toneMapped === false) data.toneMapped = false if (JSON.stringify(this.userData) !== '{}') data.userData = this.userData // TODO: Copied from Object3D.toJSON function extractFromCache(cache) { 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 clone() { return new this.constructor().copy(this) }, copy: function copy(source) { this.name = source.name this.fog = source.fog 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.stencilWriteMask = source.stencilWriteMask this.stencilFunc = source.stencilFunc this.stencilRef = source.stencilRef this.stencilFuncMask = source.stencilFuncMask this.stencilFail = source.stencilFail this.stencilZFail = source.stencilZFail this.stencilZPass = source.stencilZPass this.stencilWrite = source.stencilWrite var srcPlanes = source.clippingPlanes var 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.clipIntersection = source.clipIntersection this.clipShadows = source.clipShadows this.shadowSide = source.shadowSide this.colorWrite = source.colorWrite this.precision = source.precision this.polygonOffset = source.polygonOffset this.polygonOffsetFactor = source.polygonOffsetFactor this.polygonOffsetUnits = source.polygonOffsetUnits this.dithering = source.dithering this.alphaTest = source.alphaTest this.premultipliedAlpha = source.premultipliedAlpha this.visible = source.visible this.toneMapped = source.toneMapped this.userData = JSON.parse(JSON.stringify(source.userData)) return this }, dispose: function dispose() { this.dispatchEvent({ type: 'dispose' }) } }) Object.defineProperty(Material.prototype, 'needsUpdate', { set: function set(value) { if (value === true) this.version++ } }) /** * 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.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 } var _vector$3 = new Vector3() var _vector2$1 = new Vector2() function BufferAttribute(array, itemSize, normalized) { if (Array.isArray(array)) { throw new TypeError('THREE.BufferAttribute: array should be a Typed Array.') } this.name = '' this.array = array this.itemSize = itemSize this.count = array !== undefined ? array.length / itemSize : 0 this.normalized = normalized === true this.usage = StaticDrawUsage this.updateRange = { offset: 0, count: -1 } this.version = 0 } Object.defineProperty(BufferAttribute.prototype, 'needsUpdate', { set: function set(value) { if (value === true) this.version++ } }) Object.assign(BufferAttribute.prototype, { isBufferAttribute: true, onUploadCallback: function onUploadCallback() {}, setUsage: function setUsage(value) { this.usage = value return this }, copy: function copy(source) { this.name = source.name this.array = new source.array.constructor(source.array) this.itemSize = source.itemSize this.count = source.count this.normalized = source.normalized this.usage = source.usage return this }, copyAt: function copyAt(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 copyArray(array) { this.array.set(array) return this }, copyColorsArray: function copyColorsArray(colors) { var array = this.array var 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() } array[offset++] = color.r array[offset++] = color.g array[offset++] = color.b } return this }, copyVector2sArray: function copyVector2sArray(vectors) { var array = this.array var 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() } array[offset++] = vector.x array[offset++] = vector.y } return this }, copyVector3sArray: function copyVector3sArray(vectors) { var array = this.array var 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() } array[offset++] = vector.x array[offset++] = vector.y array[offset++] = vector.z } return this }, copyVector4sArray: function copyVector4sArray(vectors) { var array = this.array var 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() } array[offset++] = vector.x array[offset++] = vector.y array[offset++] = vector.z array[offset++] = vector.w } return this }, applyMatrix3: function applyMatrix3(m) { if (this.itemSize === 2) { for (var i = 0, l = this.count; i < l; i++) { _vector2$1.fromBufferAttribute(this, i) _vector2$1.applyMatrix3(m) this.setXY(i, _vector2$1.x, _vector2$1.y) } } else if (this.itemSize === 3) { for (var _i = 0, _l = this.count; _i < _l; _i++) { _vector$3.fromBufferAttribute(this, _i) _vector$3.applyMatrix3(m) this.setXYZ(_i, _vector$3.x, _vector$3.y, _vector$3.z) } } return this }, applyMatrix4: function applyMatrix4(m) { for (var i = 0, l = this.count; i < l; i++) { _vector$3.x = this.getX(i) _vector$3.y = this.getY(i) _vector$3.z = this.getZ(i) _vector$3.applyMatrix4(m) this.setXYZ(i, _vector$3.x, _vector$3.y, _vector$3.z) } return this }, applyNormalMatrix: function applyNormalMatrix(m) { for (var i = 0, l = this.count; i < l; i++) { _vector$3.x = this.getX(i) _vector$3.y = this.getY(i) _vector$3.z = this.getZ(i) _vector$3.applyNormalMatrix(m) this.setXYZ(i, _vector$3.x, _vector$3.y, _vector$3.z) } return this }, transformDirection: function transformDirection(m) { for (var i = 0, l = this.count; i < l; i++) { _vector$3.x = this.getX(i) _vector$3.y = this.getY(i) _vector$3.z = this.getZ(i) _vector$3.transformDirection(m) this.setXYZ(i, _vector$3.x, _vector$3.y, _vector$3.z) } return this }, set: function set(value, offset) { if (offset === void 0) { offset = 0 } this.array.set(value, offset) return this }, getX: function getX(index) { return this.array[index * this.itemSize] }, setX: function setX(index, x) { this.array[index * this.itemSize] = x return this }, getY: function getY(index) { return this.array[index * this.itemSize + 1] }, setY: function setY(index, y) { this.array[index * this.itemSize + 1] = y return this }, getZ: function getZ(index) { return this.array[index * this.itemSize + 2] }, setZ: function setZ(index, z) { this.array[index * this.itemSize + 2] = z return this }, getW: function getW(index) { return this.array[index * this.itemSize + 3] }, setW: function setW(index, w) { this.array[index * this.itemSize + 3] = w return this }, setXY: function setXY(index, x, y) { index *= this.itemSize this.array[index + 0] = x this.array[index + 1] = y return this }, setXYZ: function setXYZ(index, x, y, z) { index *= this.itemSize this.array[index + 0] = x this.array[index + 1] = y this.array[index + 2] = z return this }, setXYZW: function setXYZW(index, x, y, z, w) { index *= this.itemSize this.array[index + 0] = x this.array[index + 1] = y this.array[index + 2] = z this.array[index + 3] = w return this }, onUpload: function onUpload(callback) { this.onUploadCallback = callback return this }, clone: function clone() { return new this.constructor(this.array, this.itemSize).copy(this) }, toJSON: function toJSON() { return { itemSize: this.itemSize, type: this.array.constructor.name, array: Array.prototype.slice.call(this.array), normalized: this.normalized } } }) // function Int8BufferAttribute(array, itemSize, normalized) { BufferAttribute.call(this, new Int8Array(array), itemSize, normalized) } Int8BufferAttribute.prototype = Object.create(BufferAttribute.prototype) Int8BufferAttribute.prototype.constructor = Int8BufferAttribute function Uint8BufferAttribute(array, itemSize, normalized) { BufferAttribute.call(this, new Uint8Array(array), itemSize, normalized) } Uint8BufferAttribute.prototype = Object.create(BufferAttribute.prototype) Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute function Uint8ClampedBufferAttribute(array, itemSize, normalized) { BufferAttribute.call(this, new Uint8ClampedArray(array), itemSize, normalized) } Uint8ClampedBufferAttribute.prototype = Object.create(BufferAttribute.prototype) Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute function Int16BufferAttribute(array, itemSize, normalized) { BufferAttribute.call(this, new Int16Array(array), itemSize, normalized) } Int16BufferAttribute.prototype = Object.create(BufferAttribute.prototype) Int16BufferAttribute.prototype.constructor = Int16BufferAttribute function Uint16BufferAttribute(array, itemSize, normalized) { BufferAttribute.call(this, new Uint16Array(array), itemSize, normalized) } Uint16BufferAttribute.prototype = Object.create(BufferAttribute.prototype) Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute function Int32BufferAttribute(array, itemSize, normalized) { BufferAttribute.call(this, new Int32Array(array), itemSize, normalized) } Int32BufferAttribute.prototype = Object.create(BufferAttribute.prototype) Int32BufferAttribute.prototype.constructor = Int32BufferAttribute function Uint32BufferAttribute(array, itemSize, normalized) { BufferAttribute.call(this, new Uint32Array(array), itemSize, normalized) } Uint32BufferAttribute.prototype = Object.create(BufferAttribute.prototype) Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute function Float16BufferAttribute(array, itemSize, normalized) { BufferAttribute.call(this, new Uint16Array(array), itemSize, normalized) } Float16BufferAttribute.prototype = Object.create(BufferAttribute.prototype) Float16BufferAttribute.prototype.constructor = Float16BufferAttribute Float16BufferAttribute.prototype.isFloat16BufferAttribute = true function Float32BufferAttribute(array, itemSize, normalized) { BufferAttribute.call(this, new Float32Array(array), itemSize, normalized) } Float32BufferAttribute.prototype = Object.create(BufferAttribute.prototype) Float32BufferAttribute.prototype.constructor = Float32BufferAttribute function Float64BufferAttribute(array, itemSize, normalized) { BufferAttribute.call(this, new Float64Array(array), itemSize, normalized) } Float64BufferAttribute.prototype = Object.create(BufferAttribute.prototype) Float64BufferAttribute.prototype.constructor = Float64BufferAttribute // var DirectGeometry = /*#__PURE__*/ (function () { function DirectGeometry() { 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 } var _proto = DirectGeometry.prototype _proto.computeGroups = function computeGroups(geometry) { var groups = [] var group, i var materialIndex = undefined var faces = geometry.faces for (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 } _proto.fromGeometry = function fromGeometry(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] = { name: morphTargets[i].name, data: [] } } 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] = { name: morphNormals[_i].name, data: [] } } 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 // if (vertices.length > 0 && faces.length === 0) { console.error('THREE.DirectGeometry: Faceless geometries are not supported.') } for (var _i2 = 0; _i2 < faces.length; _i2++) { var face = faces[_i2] 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][_i2] if (vertexUvs !== undefined) { this.uvs.push(vertexUvs[0], vertexUvs[1], vertexUvs[2]) } else { console.warn('THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', _i2) this.uvs.push(new Vector2(), new Vector2(), new Vector2()) } } if (hasFaceVertexUv2 === true) { var _vertexUvs = faceVertexUvs[1][_i2] if (_vertexUvs !== undefined) { this.uvs2.push(_vertexUvs[0], _vertexUvs[1], _vertexUvs[2]) } else { console.warn('THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', _i2) this.uvs2.push(new Vector2(), new Vector2(), new Vector2()) } } // morphs for (var j = 0; j < morphTargetsLength; j++) { var morphTarget = morphTargets[j].vertices morphTargetsPosition[j].data.push(morphTarget[face.a], morphTarget[face.b], morphTarget[face.c]) } for (var _j = 0; _j < morphNormalsLength; _j++) { var morphNormal = morphNormals[_j].vertexNormals[_i2] morphTargetsNormal[_j].data.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 if (geometry.boundingSphere !== null) { this.boundingSphere = geometry.boundingSphere.clone() } if (geometry.boundingBox !== null) { this.boundingBox = geometry.boundingBox.clone() } return this } return DirectGeometry })() function arrayMax(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 } var TYPED_ARRAYS = { Int8Array: Int8Array, Uint8Array: Uint8Array, // Workaround for IE11 pre KB2929437. See #11440 Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array, Int16Array: Int16Array, Uint16Array: Uint16Array, Int32Array: Int32Array, Uint32Array: Uint32Array, Float32Array: Float32Array, Float64Array: Float64Array } function getTypedArray(type, buffer) { return new TYPED_ARRAYS[type](buffer) } var _bufferGeometryId = 1 // BufferGeometry uses odd numbers as Id var _m1$2 = new Matrix4() var _obj = new Object3D() var _offset = new Vector3() var _box$2 = new Box3() var _boxMorphTargets = new Box3() var _vector$4 = new Vector3() function BufferGeometry() { Object.defineProperty(this, 'id', { value: (_bufferGeometryId += 2) }) this.uuid = MathUtils.generateUUID() this.name = '' this.type = 'BufferGeometry' this.index = null this.attributes = {} this.morphAttributes = {} this.morphTargetsRelative = false this.groups = [] this.boundingBox = null this.boundingSphere = null this.drawRange = { start: 0, count: Infinity } this.userData = {} } BufferGeometry.prototype = Object.assign(Object.create(EventDispatcher.prototype), { constructor: BufferGeometry, isBufferGeometry: true, getIndex: function getIndex() { return this.index }, setIndex: function setIndex(index) { if (Array.isArray(index)) { this.index = new (arrayMax(index) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(index, 1) } else { this.index = index } return this }, getAttribute: function getAttribute(name) { return this.attributes[name] }, setAttribute: function setAttribute(name, attribute) { this.attributes[name] = attribute return this }, deleteAttribute: function deleteAttribute(name) { delete this.attributes[name] return this }, hasAttribute: function hasAttribute(name) { return this.attributes[name] !== undefined }, addGroup: function addGroup(start, count, materialIndex) { if (materialIndex === void 0) { materialIndex = 0 } this.groups.push({ start: start, count: count, materialIndex: materialIndex }) }, clearGroups: function clearGroups() { this.groups = [] }, setDrawRange: function setDrawRange(start, count) { this.drawRange.start = start this.drawRange.count = count }, applyMatrix4: function applyMatrix4(matrix) { var position = this.attributes.position if (position !== undefined) { position.applyMatrix4(matrix) position.needsUpdate = true } var normal = this.attributes.normal if (normal !== undefined) { var normalMatrix = new Matrix3().getNormalMatrix(matrix) normal.applyNormalMatrix(normalMatrix) normal.needsUpdate = true } var tangent = this.attributes.tangent if (tangent !== undefined) { tangent.transformDirection(matrix) tangent.needsUpdate = true } if (this.boundingBox !== null) { this.computeBoundingBox() } if (this.boundingSphere !== null) { this.computeBoundingSphere() } return this }, rotateX: function rotateX(angle) { // rotate geometry around world x-axis _m1$2.makeRotationX(angle) this.applyMatrix4(_m1$2) return this }, rotateY: function rotateY(angle) { // rotate geometry around world y-axis _m1$2.makeRotationY(angle) this.applyMatrix4(_m1$2) return this }, rotateZ: function rotateZ(angle) { // rotate geometry around world z-axis _m1$2.makeRotationZ(angle) this.applyMatrix4(_m1$2) return this }, translate: function translate(x, y, z) { // translate geometry _m1$2.makeTranslation(x, y, z) this.applyMatrix4(_m1$2) return this }, scale: function scale(x, y, z) { // scale geometry _m1$2.makeScale(x, y, z) this.applyMatrix4(_m1$2) return this }, lookAt: function lookAt(vector) { _obj.lookAt(vector) _obj.updateMatrix() this.applyMatrix4(_obj.matrix) return this }, center: function center() { this.computeBoundingBox() this.boundingBox.getCenter(_offset).negate() this.translate(_offset.x, _offset.y, _offset.z) return this }, setFromObject: function setFromObject(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.setAttribute('position', positions.copyVector3sArray(geometry.vertices)) this.setAttribute('color', colors.copyColorsArray(geometry.colors)) if (geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length) { var lineDistances = new Float32BufferAttribute(geometry.lineDistances.length, 1) this.setAttribute('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 setFromPoints(points) { var position = [] for (var i = 0, l = points.length; i < l; i++) { var point = points[i] position.push(point.x, point.y, point.z || 0) } this.setAttribute('position', new Float32BufferAttribute(position, 3)) return this }, updateFromObject: function updateFromObject(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 } if (geometry.verticesNeedUpdate === true) { var attribute = this.attributes.position if (attribute !== undefined) { attribute.copyVector3sArray(geometry.vertices) attribute.needsUpdate = true } geometry.verticesNeedUpdate = false } if (geometry.normalsNeedUpdate === true) { var _attribute = this.attributes.normal if (_attribute !== undefined) { _attribute.copyVector3sArray(geometry.normals) _attribute.needsUpdate = true } geometry.normalsNeedUpdate = false } if (geometry.colorsNeedUpdate === true) { var _attribute2 = this.attributes.color if (_attribute2 !== undefined) { _attribute2.copyColorsArray(geometry.colors) _attribute2.needsUpdate = true } geometry.colorsNeedUpdate = false } if (geometry.uvsNeedUpdate) { var _attribute3 = this.attributes.uv if (_attribute3 !== undefined) { _attribute3.copyVector2sArray(geometry.uvs) _attribute3.needsUpdate = true } geometry.uvsNeedUpdate = false } if (geometry.lineDistancesNeedUpdate) { var _attribute4 = this.attributes.lineDistance if (_attribute4 !== undefined) { _attribute4.copyArray(geometry.lineDistances) _attribute4.needsUpdate = true } geometry.lineDistancesNeedUpdate = false } if (geometry.groupsNeedUpdate) { geometry.computeGroups(object.geometry) this.groups = geometry.groups geometry.groupsNeedUpdate = false } return this }, fromGeometry: function fromGeometry(geometry) { geometry.__directGeometry = new DirectGeometry().fromGeometry(geometry) return this.fromDirectGeometry(geometry.__directGeometry) }, fromDirectGeometry: function fromDirectGeometry(geometry) { var positions = new Float32Array(geometry.vertices.length * 3) this.setAttribute('position', new BufferAttribute(positions, 3).copyVector3sArray(geometry.vertices)) if (geometry.normals.length > 0) { var normals = new Float32Array(geometry.normals.length * 3) this.setAttribute('normal', new BufferAttribute(normals, 3).copyVector3sArray(geometry.normals)) } if (geometry.colors.length > 0) { var colors = new Float32Array(geometry.colors.length * 3) this.setAttribute('color', new BufferAttribute(colors, 3).copyColorsArray(geometry.colors)) } if (geometry.uvs.length > 0) { var uvs = new Float32Array(geometry.uvs.length * 2) this.setAttribute('uv', new BufferAttribute(uvs, 2).copyVector2sArray(geometry.uvs)) } if (geometry.uvs2.length > 0) { var uvs2 = new Float32Array(geometry.uvs2.length * 2) this.setAttribute('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; i < l; i++) { var morphTarget = morphTargets[i] var attribute = new Float32BufferAttribute(morphTarget.data.length * 3, 3) attribute.name = morphTarget.name array.push(attribute.copyVector3sArray(morphTarget.data)) } this.morphAttributes[name] = array } // skinning if (geometry.skinIndices.length > 0) { var skinIndices = new Float32BufferAttribute(geometry.skinIndices.length * 4, 4) this.setAttribute('skinIndex', skinIndices.copyVector4sArray(geometry.skinIndices)) } if (geometry.skinWeights.length > 0) { var skinWeights = new Float32BufferAttribute(geometry.skinWeights.length * 4, 4) this.setAttribute('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 computeBoundingBox() { if (this.boundingBox === null) { this.boundingBox = new Box3() } var position = this.attributes.position var morphAttributesPosition = this.morphAttributes.position if (position && position.isGLBufferAttribute) { console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".', this ) this.boundingBox.set(new Vector3(-Infinity, -Infinity, -Infinity), new Vector3(+Infinity, +Infinity, +Infinity)) return } if (position !== undefined) { this.boundingBox.setFromBufferAttribute(position) // process morph attributes if present if (morphAttributesPosition) { for (var i = 0, il = morphAttributesPosition.length; i < il; i++) { var morphAttribute = morphAttributesPosition[i] _box$2.setFromBufferAttribute(morphAttribute) if (this.morphTargetsRelative) { _vector$4.addVectors(this.boundingBox.min, _box$2.min) this.boundingBox.expandByPoint(_vector$4) _vector$4.addVectors(this.boundingBox.max, _box$2.max) this.boundingBox.expandByPoint(_vector$4) } else { this.boundingBox.expandByPoint(_box$2.min) this.boundingBox.expandByPoint(_box$2.max) } } } } 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 computeBoundingSphere() { if (this.boundingSphere === null) { this.boundingSphere = new Sphere() } var position = this.attributes.position var morphAttributesPosition = this.morphAttributes.position if (position && position.isGLBufferAttribute) { console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".', this ) this.boundingSphere.set(new Vector3(), Infinity) return } if (position) { // first, find the center of the bounding sphere var center = this.boundingSphere.center _box$2.setFromBufferAttribute(position) // process morph attributes if present if (morphAttributesPosition) { for (var i = 0, il = morphAttributesPosition.length; i < il; i++) { var morphAttribute = morphAttributesPosition[i] _boxMorphTargets.setFromBufferAttribute(morphAttribute) if (this.morphTargetsRelative) { _vector$4.addVectors(_box$2.min, _boxMorphTargets.min) _box$2.expandByPoint(_vector$4) _vector$4.addVectors(_box$2.max, _boxMorphTargets.max) _box$2.expandByPoint(_vector$4) } else { _box$2.expandByPoint(_boxMorphTargets.min) _box$2.expandByPoint(_boxMorphTargets.max) } } } _box$2.getCenter(center) // second, try to find a boundingSphere with a radius smaller than the // boundingSphere of the boundingBox: sqrt(3) smaller in the best case var maxRadiusSq = 0 for (var _i = 0, _il = position.count; _i < _il; _i++) { _vector$4.fromBufferAttribute(position, _i) maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$4)) } // process morph attributes if present if (morphAttributesPosition) { for (var _i2 = 0, _il2 = morphAttributesPosition.length; _i2 < _il2; _i2++) { var _morphAttribute = morphAttributesPosition[_i2] var morphTargetsRelative = this.morphTargetsRelative for (var j = 0, jl = _morphAttribute.count; j < jl; j++) { _vector$4.fromBufferAttribute(_morphAttribute, j) if (morphTargetsRelative) { _offset.fromBufferAttribute(position, j) _vector$4.add(_offset) } maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$4)) } } } 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 computeFaceNormals() { // backwards compatibility }, computeVertexNormals: function computeVertexNormals() { var index = this.index var positionAttribute = this.getAttribute('position') if (positionAttribute !== undefined) { var normalAttribute = this.getAttribute('normal') if (normalAttribute === undefined) { normalAttribute = new BufferAttribute(new Float32Array(positionAttribute.count * 3), 3) this.setAttribute('normal', normalAttribute) } else { // reset existing normals to zero for (var i = 0, il = normalAttribute.count; i < il; i++) { normalAttribute.setXYZ(i, 0, 0, 0) } } var pA = new Vector3(), pB = new Vector3(), pC = new Vector3() var nA = new Vector3(), nB = new Vector3(), nC = new Vector3() var cb = new Vector3(), ab = new Vector3() // indexed elements if (index) { for (var _i3 = 0, _il3 = index.count; _i3 < _il3; _i3 += 3) { var vA = index.getX(_i3 + 0) var vB = index.getX(_i3 + 1) var vC = index.getX(_i3 + 2) pA.fromBufferAttribute(positionAttribute, vA) pB.fromBufferAttribute(positionAttribute, vB) pC.fromBufferAttribute(positionAttribute, vC) cb.subVectors(pC, pB) ab.subVectors(pA, pB) cb.cross(ab) nA.fromBufferAttribute(normalAttribute, vA) nB.fromBufferAttribute(normalAttribute, vB) nC.fromBufferAttribute(normalAttribute, vC) nA.add(cb) nB.add(cb) nC.add(cb) normalAttribute.setXYZ(vA, nA.x, nA.y, nA.z) normalAttribute.setXYZ(vB, nB.x, nB.y, nB.z) normalAttribute.setXYZ(vC, nC.x, nC.y, nC.z) } } else { // non-indexed elements (unconnected triangle soup) for (var _i4 = 0, _il4 = positionAttribute.count; _i4 < _il4; _i4 += 3) { pA.fromBufferAttribute(positionAttribute, _i4 + 0) pB.fromBufferAttribute(positionAttribute, _i4 + 1) pC.fromBufferAttribute(positionAttribute, _i4 + 2) cb.subVectors(pC, pB) ab.subVectors(pA, pB) cb.cross(ab) normalAttribute.setXYZ(_i4 + 0, cb.x, cb.y, cb.z) normalAttribute.setXYZ(_i4 + 1, cb.x, cb.y, cb.z) normalAttribute.setXYZ(_i4 + 2, cb.x, cb.y, cb.z) } } this.normalizeNormals() normalAttribute.needsUpdate = true } }, merge: function merge(geometry, offset) { if (!(geometry && geometry.isBufferGeometry)) { console.error('THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry) return } if (offset === undefined) { offset = 0 console.warn( 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. ' + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.' ) } 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 attributeOffset = attribute2.itemSize * offset var length = Math.min(attributeArray2.length, attributeArray1.length - attributeOffset) for (var i = 0, j = attributeOffset; i < length; i++, j++) { attributeArray1[j] = attributeArray2[i] } } return this }, normalizeNormals: function normalizeNormals() { var normals = this.attributes.normal for (var i = 0, il = normals.count; i < il; i++) { _vector$4.fromBufferAttribute(normals, i) _vector$4.normalize() normals.setXYZ(i, _vector$4.x, _vector$4.y, _vector$4.z) } }, toNonIndexed: function toNonIndexed() { function convertBufferAttribute(attribute, indices) { var array = attribute.array var itemSize = attribute.itemSize var normalized = attribute.normalized 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++] } } return new BufferAttribute(array2, itemSize, normalized) } // if (this.index === null) { console.warn('THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.') return this } var geometry2 = new BufferGeometry() var indices = this.index.array var attributes = this.attributes // attributes for (var name in attributes) { var attribute = attributes[name] var newAttribute = convertBufferAttribute(attribute, indices) geometry2.setAttribute(name, newAttribute) } // morph attributes var morphAttributes = this.morphAttributes for (var _name in morphAttributes) { var morphArray = [] var morphAttribute = morphAttributes[_name] // morphAttribute: array of Float32BufferAttributes for (var i = 0, il = morphAttribute.length; i < il; i++) { var _attribute5 = morphAttribute[i] var _newAttribute = convertBufferAttribute(_attribute5, indices) morphArray.push(_newAttribute) } geometry2.morphAttributes[_name] = morphArray } geometry2.morphTargetsRelative = this.morphTargetsRelative // groups var groups = this.groups for (var _i5 = 0, l = groups.length; _i5 < l; _i5++) { var group = groups[_i5] geometry2.addGroup(group.start, group.count, group.materialIndex) } return geometry2 }, toJSON: function toJSON() { 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 (Object.keys(this.userData).length > 0) data.userData = this.userData 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) { data.data.index = { type: index.array.constructor.name, array: Array.prototype.slice.call(index.array) } } var attributes = this.attributes for (var _key in attributes) { var attribute = attributes[_key] var attributeData = attribute.toJSON(data.data) if (attribute.name !== '') attributeData.name = attribute.name data.data.attributes[_key] = attributeData } var morphAttributes = {} var hasMorphAttributes = false for (var _key2 in this.morphAttributes) { var attributeArray = this.morphAttributes[_key2] var array = [] for (var i = 0, il = attributeArray.length; i < il; i++) { var _attribute6 = attributeArray[i] var _attributeData = _attribute6.toJSON(data.data) if (_attribute6.name !== '') _attributeData.name = _attribute6.name array.push(_attributeData) } if (array.length > 0) { morphAttributes[_key2] = array hasMorphAttributes = true } } if (hasMorphAttributes) { data.data.morphAttributes = morphAttributes data.data.morphTargetsRelative = this.morphTargetsRelative } 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 clone() { /* // Handle primitives const parameters = this.parameters; if ( parameters !== undefined ) { const values = []; for ( const key in parameters ) { values.push( parameters[ key ] ); } const geometry = Object.create( this.constructor.prototype ); this.constructor.apply( geometry, values ); return geometry; } return new this.constructor().copy( this ); */ return new BufferGeometry().copy(this) }, copy: function copy(source) { // reset this.index = null this.attributes = {} this.morphAttributes = {} this.groups = [] this.boundingBox = null this.boundingSphere = null // used for storing cloned, shared data var data = {} // name this.name = source.name // index var index = source.index if (index !== null) { this.setIndex(index.clone(data)) } // attributes var attributes = source.attributes for (var name in attributes) { var attribute = attributes[name] this.setAttribute(name, attribute.clone(data)) } // morph attributes var morphAttributes = source.morphAttributes for (var _name2 in morphAttributes) { var array = [] var morphAttribute = morphAttributes[_name2] // morphAttribute: array of Float32BufferAttributes for (var i = 0, l = morphAttribute.length; i < l; i++) { array.push(morphAttribute[i].clone(data)) } this.morphAttributes[_name2] = array } this.morphTargetsRelative = source.morphTargetsRelative // groups var groups = source.groups for (var _i6 = 0, _l = groups.length; _i6 < _l; _i6++) { var group = groups[_i6] 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 // user data this.userData = source.userData return this }, dispose: function dispose() { this.dispatchEvent({ type: 'dispose' }) } }) var _inverseMatrix = new Matrix4() var _ray = new Ray() var _sphere = new Sphere() var _vA = new Vector3() var _vB = new Vector3() var _vC = new Vector3() var _tempA = new Vector3() var _tempB = new Vector3() var _tempC = new Vector3() var _morphA = new Vector3() var _morphB = new Vector3() var _morphC = new Vector3() var _uvA = new Vector2() var _uvB = new Vector2() var _uvC = new Vector2() var _intersectionPoint = new Vector3() var _intersectionPointWorld = new Vector3() function Mesh(geometry, material) { Object3D.call(this) this.type = 'Mesh' this.geometry = geometry !== undefined ? geometry : new BufferGeometry() this.material = material !== undefined ? material : new MeshBasicMaterial() this.updateMorphTargets() } Mesh.prototype = Object.assign(Object.create(Object3D.prototype), { constructor: Mesh, isMesh: true, copy: function copy(source) { Object3D.prototype.copy.call(this, source) if (source.morphTargetInfluences !== undefined) { this.morphTargetInfluences = source.morphTargetInfluences.slice() } if (source.morphTargetDictionary !== undefined) { this.morphTargetDictionary = Object.assign({}, source.morphTargetDictionary) } this.material = source.material this.geometry = source.geometry return this }, updateMorphTargets: function updateMorphTargets() { var geometry = this.geometry if (geometry.isBufferGeometry) { var morphAttributes = geometry.morphAttributes var keys = Object.keys(morphAttributes) if (keys.length > 0) { var morphAttribute = morphAttributes[keys[0]] if (morphAttribute !== undefined) { this.morphTargetInfluences = [] this.morphTargetDictionary = {} for (var m = 0, ml = morphAttribute.length; m < ml; m++) { var name = morphAttribute[m].name || String(m) this.morphTargetInfluences.push(0) this.morphTargetDictionary[name] = m } } } } else { var morphTargets = geometry.morphTargets if (morphTargets !== undefined && morphTargets.length > 0) { console.error('THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.') } } }, raycast: 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.copy(matrixWorld).invert() _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 index = geometry.index var position = geometry.attributes.position var morphPosition = geometry.morphAttributes.position var morphTargetsRelative = geometry.morphTargetsRelative var uv = geometry.attributes.uv var uv2 = geometry.attributes.uv2 var groups = geometry.groups var drawRange = geometry.drawRange if (index !== null) { // indexed buffer geometry if (Array.isArray(material)) { for (var i = 0, il = groups.length; i < il; i++) { var group = groups[i] var groupMaterial = material[group.materialIndex] var start = Math.max(group.start, drawRange.start) var end = Math.min(group.start + group.count, drawRange.start + drawRange.count) for (var j = start, jl = end; j < jl; j += 3) { var a = index.getX(j) var b = index.getX(j + 1) var c = index.getX(j + 2) intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c) if (intersection) { intersection.faceIndex = Math.floor(j / 3) // triangle number in indexed buffer semantics intersection.face.materialIndex = group.materialIndex intersects.push(intersection) } } } } else { var _start = Math.max(0, drawRange.start) var _end = Math.min(index.count, drawRange.start + drawRange.count) for (var _i = _start, _il = _end; _i < _il; _i += 3) { var _a = index.getX(_i) var _b = index.getX(_i + 1) var _c = index.getX(_i + 2) intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, _a, _b, _c) if (intersection) { intersection.faceIndex = Math.floor(_i / 3) // triangle number in indexed buffer semantics intersects.push(intersection) } } } } else if (position !== undefined) { // non-indexed buffer geometry if (Array.isArray(material)) { for (var _i2 = 0, _il2 = groups.length; _i2 < _il2; _i2++) { var _group = groups[_i2] var _groupMaterial = material[_group.materialIndex] var _start2 = Math.max(_group.start, drawRange.start) var _end2 = Math.min(_group.start + _group.count, drawRange.start + drawRange.count) for (var _j = _start2, _jl = _end2; _j < _jl; _j += 3) { var _a2 = _j var _b2 = _j + 1 var _c2 = _j + 2 intersection = checkBufferGeometryIntersection( this, _groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, _a2, _b2, _c2 ) if (intersection) { intersection.faceIndex = Math.floor(_j / 3) // triangle number in non-indexed buffer semantics intersection.face.materialIndex = _group.materialIndex intersects.push(intersection) } } } } else { var _start3 = Math.max(0, drawRange.start) var _end3 = Math.min(position.count, drawRange.start + drawRange.count) for (var _i3 = _start3, _il3 = _end3; _i3 < _il3; _i3 += 3) { var _a3 = _i3 var _b3 = _i3 + 1 var _c3 = _i3 + 2 intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, _a3, _b3, _c3) if (intersection) { intersection.faceIndex = Math.floor(_i3 / 3) // triangle number in non-indexed buffer semantics intersects.push(intersection) } } } } } else if (geometry.isGeometry) { 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 var fvA = vertices[face.a] var fvB = vertices[face.b] var fvC = vertices[face.c] intersection = checkIntersection(this, faceMaterial, 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 = Triangle.getUV(_intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2()) } intersection.face = face intersection.faceIndex = f intersects.push(intersection) } } } } }) function checkIntersection(object, material, raycaster, ray, pA, pB, pC, point) { var intersect if (material.side === BackSide) { intersect = ray.intersectTriangle(pC, pB, pA, true, point) } else { intersect = ray.intersectTriangle(pA, pB, pC, material.side !== DoubleSide, 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, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c) { _vA.fromBufferAttribute(position, a) _vB.fromBufferAttribute(position, b) _vC.fromBufferAttribute(position, c) var morphInfluences = object.morphTargetInfluences if (material.morphTargets && morphPosition && morphInfluences) { _morphA.set(0, 0, 0) _morphB.set(0, 0, 0) _morphC.set(0, 0, 0) for (var i = 0, il = morphPosition.length; i < il; i++) { var influence = morphInfluences[i] var morphAttribute = morphPosition[i] if (influence === 0) continue _tempA.fromBufferAttribute(morphAttribute, a) _tempB.fromBufferAttribute(morphAttribute, b) _tempC.fromBufferAttribute(morphAttribute, c) if (morphTargetsRelative) { _morphA.addScaledVector(_tempA, influence) _morphB.addScaledVector(_tempB, influence) _morphC.addScaledVector(_tempC, influence) } else { _morphA.addScaledVector(_tempA.sub(_vA), influence) _morphB.addScaledVector(_tempB.sub(_vB), influence) _morphC.addScaledVector(_tempC.sub(_vC), influence) } } _vA.add(_morphA) _vB.add(_morphB) _vC.add(_morphC) } if (object.isSkinnedMesh) { object.boneTransform(a, _vA) object.boneTransform(b, _vB) object.boneTransform(c, _vC) } var intersection = checkIntersection(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 = Triangle.getUV(_intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2()) } if (uv2) { _uvA.fromBufferAttribute(uv2, a) _uvB.fromBufferAttribute(uv2, b) _uvC.fromBufferAttribute(uv2, c) intersection.uv2 = Triangle.getUV(_intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2()) } var face = new Face3(a, b, c) Triangle.getNormal(_vA, _vB, _vC, face.normal) intersection.face = face } return intersection } var BoxBufferGeometry = /*#__PURE__*/ (function (_BufferGeometry) { _inheritsLoose(BoxBufferGeometry, _BufferGeometry) function BoxBufferGeometry(width, height, depth, widthSegments, heightSegments, depthSegments) { var _this if (width === void 0) { width = 1 } if (height === void 0) { height = 1 } if (depth === void 0) { depth = 1 } if (widthSegments === void 0) { widthSegments = 1 } if (heightSegments === void 0) { heightSegments = 1 } if (depthSegments === void 0) { depthSegments = 1 } _this = _BufferGeometry.call(this) || this _this.type = 'BoxBufferGeometry' _this.parameters = { width: width, height: height, depth: depth, widthSegments: widthSegments, heightSegments: heightSegments, depthSegments: depthSegments } var scope = _assertThisInitialized(_this) // segments widthSegments = Math.floor(widthSegments) heightSegments = Math.floor(heightSegments) depthSegments = Math.floor(depthSegments) // 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.setAttribute('position', new Float32BufferAttribute(vertices, 3)) _this.setAttribute('normal', new Float32BufferAttribute(normals, 3)) _this.setAttribute('uv', new Float32BufferAttribute(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 vector = new Vector3() // generate vertices, normals and uvs for (var iy = 0; iy < gridY1; iy++) { var y = iy * segmentHeight - heightHalf for (var 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 (var _iy = 0; _iy < gridY; _iy++) { for (var _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 } return _this } return BoxBufferGeometry })(BufferGeometry) /** * Uniform Utilities */ function cloneUniforms(src) { var dst = {} for (var u in src) { dst[u] = {} for (var p in src[u]) { var property = src[u][p] if ( property && (property.isColor || property.isMatrix3 || property.isMatrix4 || property.isVector2 || property.isVector3 || property.isVector4 || property.isTexture) ) { dst[u][p] = property.clone() } else if (Array.isArray(property)) { dst[u][p] = property.slice() } else { dst[u][p] = property } } } return dst } function mergeUniforms(uniforms) { var merged = {} for (var u = 0; u < uniforms.length; u++) { var tmp = cloneUniforms(uniforms[u]) for (var p in tmp) { merged[p] = tmp[p] } } return merged } // Legacy var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms } var default_vertex = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}' var default_fragment = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}' /** * 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 = default_vertex this.fragmentShader = default_fragment this.linewidth = 1 this.wireframe = false this.wireframeLinewidth = 1 this.fog = false // set to use scene fog this.lights = false // set to use scene lights this.clipping = false // set to use user-defined clipping planes this.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 this.glslVersion = null 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 = cloneUniforms(source.uniforms) this.defines = Object.assign({}, source.defines) this.wireframe = source.wireframe this.wireframeLinewidth = source.wireframeLinewidth this.lights = source.lights this.clipping = source.clipping this.skinning = source.skinning this.morphTargets = source.morphTargets this.morphNormals = source.morphNormals this.extensions = Object.assign({}, source.extensions) this.glslVersion = source.glslVersion return this } ShaderMaterial.prototype.toJSON = function (meta) { var data = Material.prototype.toJSON.call(this, meta) data.glslVersion = this.glslVersion data.uniforms = {} for (var name in this.uniforms) { var uniform = this.uniforms[name] var value = uniform.value if (value && value.isTexture) { data.uniforms[name] = { type: 't', value: value.toJSON(meta).uuid } } else if (value && value.isColor) { data.uniforms[name] = { type: 'c', value: value.getHex() } } else if (value && value.isVector2) { data.uniforms[name] = { type: 'v2', value: value.toArray() } } else if (value && value.isVector3) { data.uniforms[name] = { type: 'v3', value: value.toArray() } } else if (value && value.isVector4) { data.uniforms[name] = { type: 'v4', value: value.toArray() } } else if (value && value.isMatrix3) { data.uniforms[name] = { type: 'm3', value: value.toArray() } } else if (value && value.isMatrix4) { data.uniforms[name] = { type: 'm4', value: value.toArray() } } else { data.uniforms[name] = { value: value } // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far } } if (Object.keys(this.defines).length > 0) data.defines = this.defines data.vertexShader = this.vertexShader data.fragmentShader = this.fragmentShader var extensions = {} for (var key in this.extensions) { if (this.extensions[key] === true) extensions[key] = true } if (Object.keys(extensions).length > 0) data.extensions = extensions return data } function Camera() { Object3D.call(this) this.type = 'Camera' this.matrixWorldInverse = new Matrix4() this.projectionMatrix = new Matrix4() this.projectionMatrixInverse = new Matrix4() } Camera.prototype = Object.assign(Object.create(Object3D.prototype), { constructor: Camera, isCamera: true, copy: function copy(source, recursive) { Object3D.prototype.copy.call(this, source, recursive) this.matrixWorldInverse.copy(source.matrixWorldInverse) this.projectionMatrix.copy(source.projectionMatrix) this.projectionMatrixInverse.copy(source.projectionMatrixInverse) return this }, getWorldDirection: function getWorldDirection(target) { if (target === undefined) { console.warn('THREE.Camera: .getWorldDirection() target is now required') target = new Vector3() } this.updateWorldMatrix(true, false) var e = this.matrixWorld.elements return target.set(-e[8], -e[9], -e[10]).normalize() }, updateMatrixWorld: function updateMatrixWorld(force) { Object3D.prototype.updateMatrixWorld.call(this, force) this.matrixWorldInverse.copy(this.matrixWorld).invert() }, updateWorldMatrix: function updateWorldMatrix(updateParents, updateChildren) { Object3D.prototype.updateWorldMatrix.call(this, updateParents, updateChildren) this.matrixWorldInverse.copy(this.matrixWorld).invert() }, clone: function clone() { return new this.constructor().copy(this) } }) function PerspectiveCamera(fov, aspect, near, far) { if (fov === void 0) { fov = 50 } if (aspect === void 0) { aspect = 1 } if (near === void 0) { near = 0.1 } if (far === void 0) { far = 2000 } Camera.call(this) this.type = 'PerspectiveCamera' this.fov = fov this.zoom = 1 this.near = near this.far = far this.focus = 10 this.aspect = aspect this.view = null this.filmGauge = 35 // width of the film (default in millimeters) this.filmOffset = 0 // horizontal film offset (same unit as gauge) this.updateProjectionMatrix() } PerspectiveCamera.prototype = Object.assign(Object.create(Camera.prototype), { constructor: PerspectiveCamera, isPerspectiveCamera: true, copy: function copy(source, recursive) { Camera.prototype.copy.call(this, source, recursive) this.fov = source.fov this.zoom = source.zoom this.near = source.near this.far = source.far this.focus = source.focus this.aspect = source.aspect this.view = source.view === null ? null : Object.assign({}, source.view) this.filmGauge = source.filmGauge this.filmOffset = source.filmOffset return this }, /** * Sets the FOV by focal length in respect to the current .filmGauge. * * The default film gauge is 35, so that the focal length can be specified for * a 35mm (full frame) camera. * * Values for focal length and film gauge must have the same unit. */ setFocalLength: function setFocalLength(focalLength) { // see http://www.bobatkins.com/photography/technical/field_of_view.html var vExtentSlope = (0.5 * this.getFilmHeight()) / focalLength this.fov = MathUtils.RAD2DEG * 2 * Math.atan(vExtentSlope) this.updateProjectionMatrix() }, /** * Calculates the focal length from the current .fov and .filmGauge. */ getFocalLength: function getFocalLength() { var vExtentSlope = Math.tan(MathUtils.DEG2RAD * 0.5 * this.fov) return (0.5 * this.getFilmHeight()) / vExtentSlope }, getEffectiveFOV: function getEffectiveFOV() { return MathUtils.RAD2DEG * 2 * Math.atan(Math.tan(MathUtils.DEG2RAD * 0.5 * this.fov) / this.zoom) }, getFilmWidth: function getFilmWidth() { // film not completely covered in portrait format (aspect < 1) return this.filmGauge * Math.min(this.aspect, 1) }, getFilmHeight: function getFilmHeight() { // film not completely covered in landscape format (aspect > 1) return this.filmGauge / Math.max(this.aspect, 1) }, /** * Sets an offset in a larger frustum. This is useful for multi-window or * multi-monitor/multi-machine setups. * * For example, if you have 3x2 monitors and each monitor is 1920x1080 and * the monitors are in grid like this * * +---+---+---+ * | A | B | C | * +---+---+---+ * | D | E | F | * +---+---+---+ * * then for each monitor you would call it like this * * const w = 1920; * const h = 1080; * const fullWidth = w * 3; * const fullHeight = h * 2; * * --A-- * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); * --B-- * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); * --C-- * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); * --D-- * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); * --E-- * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); * --F-- * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); * * Note there is no reason monitors have to be the same size or in a grid. */ setViewOffset: function setViewOffset(fullWidth, fullHeight, x, y, width, height) { this.aspect = fullWidth / fullHeight if (this.view === null) { this.view = { enabled: true, fullWidth: 1, fullHeight: 1, offsetX: 0, offsetY: 0, width: 1, height: 1 } } 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 clearViewOffset() { if (this.view !== null) { this.view.enabled = false } this.updateProjectionMatrix() }, updateProjectionMatrix: function updateProjectionMatrix() { var near = this.near var top = (near * Math.tan(MathUtils.DEG2RAD * 0.5 * this.fov)) / this.zoom var height = 2 * top var width = this.aspect * height var left = -0.5 * width var 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) this.projectionMatrixInverse.copy(this.projectionMatrix).invert() }, toJSON: function toJSON(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 } }) var fov = 90, aspect = 1 function CubeCamera(near, far, renderTarget) { Object3D.call(this) this.type = 'CubeCamera' if (renderTarget.isWebGLCubeRenderTarget !== true) { console.error('THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.') return } this.renderTarget = renderTarget var cameraPX = new PerspectiveCamera(fov, aspect, near, far) cameraPX.layers = this.layers cameraPX.up.set(0, -1, 0) cameraPX.lookAt(new Vector3(1, 0, 0)) this.add(cameraPX) var cameraNX = new PerspectiveCamera(fov, aspect, near, far) cameraNX.layers = this.layers cameraNX.up.set(0, -1, 0) cameraNX.lookAt(new Vector3(-1, 0, 0)) this.add(cameraNX) var cameraPY = new PerspectiveCamera(fov, aspect, near, far) cameraPY.layers = this.layers cameraPY.up.set(0, 0, 1) cameraPY.lookAt(new Vector3(0, 1, 0)) this.add(cameraPY) var cameraNY = new PerspectiveCamera(fov, aspect, near, far) cameraNY.layers = this.layers cameraNY.up.set(0, 0, -1) cameraNY.lookAt(new Vector3(0, -1, 0)) this.add(cameraNY) var cameraPZ = new PerspectiveCamera(fov, aspect, near, far) cameraPZ.layers = this.layers cameraPZ.up.set(0, -1, 0) cameraPZ.lookAt(new Vector3(0, 0, 1)) this.add(cameraPZ) var cameraNZ = new PerspectiveCamera(fov, aspect, near, far) cameraNZ.layers = this.layers cameraNZ.up.set(0, -1, 0) cameraNZ.lookAt(new Vector3(0, 0, -1)) this.add(cameraNZ) this.update = function (renderer, scene) { if (this.parent === null) this.updateMatrixWorld() var currentXrEnabled = renderer.xr.enabled var currentRenderTarget = renderer.getRenderTarget() renderer.xr.enabled = false var generateMipmaps = renderTarget.texture.generateMipmaps renderTarget.texture.generateMipmaps = false renderer.setRenderTarget(renderTarget, 0) renderer.render(scene, cameraPX) renderer.setRenderTarget(renderTarget, 1) renderer.render(scene, cameraNX) renderer.setRenderTarget(renderTarget, 2) renderer.render(scene, cameraPY) renderer.setRenderTarget(renderTarget, 3) renderer.render(scene, cameraNY) renderer.setRenderTarget(renderTarget, 4) renderer.render(scene, cameraPZ) renderTarget.texture.generateMipmaps = generateMipmaps renderer.setRenderTarget(renderTarget, 5) renderer.render(scene, cameraNZ) renderer.setRenderTarget(currentRenderTarget) renderer.xr.enabled = currentXrEnabled } } CubeCamera.prototype = Object.create(Object3D.prototype) CubeCamera.prototype.constructor = CubeCamera function CubeTexture(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding) { images = images !== undefined ? images : [] mapping = mapping !== undefined ? mapping : CubeReflectionMapping format = format !== undefined ? format : RGBFormat Texture.call(this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding) this.flipY = false // Why CubeTexture._needsFlipEnvMap is necessary: // // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js) // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words, // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped // and the flag _needsFlipEnvMap controls this conversion. The flip is not required (and thus _needsFlipEnvMap is set to false) // when using WebGLCubeRenderTarget.texture as a cube texture. this._needsFlipEnvMap = true } CubeTexture.prototype = Object.create(Texture.prototype) CubeTexture.prototype.constructor = CubeTexture CubeTexture.prototype.isCubeTexture = true Object.defineProperty(CubeTexture.prototype, 'images', { get: function get() { return this.image }, set: function set(value) { this.image = value } }) function WebGLCubeRenderTarget(size, options, dummy) { if (Number.isInteger(options)) { console.warn('THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )') options = dummy } WebGLRenderTarget.call(this, size, size, options) options = options || {} this.texture = new CubeTexture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ) this.texture._needsFlipEnvMap = false } WebGLCubeRenderTarget.prototype = Object.create(WebGLRenderTarget.prototype) WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function (renderer, texture) { this.texture.type = texture.type this.texture.format = RGBAFormat // see #18859 this.texture.encoding = texture.encoding this.texture.generateMipmaps = texture.generateMipmaps this.texture.minFilter = texture.minFilter this.texture.magFilter = texture.magFilter var shader = { uniforms: { tEquirect: { value: null } }, vertexShader: /* glsl */ '\n\n\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t#include \n\t\t\t\t#include \n\n\t\t\t}\n\t\t', fragmentShader: /* glsl */ '\n\n\t\t\tuniform sampler2D tEquirect;\n\n\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t}\n\t\t' } var geometry = new BoxBufferGeometry(5, 5, 5) var material = new ShaderMaterial({ name: 'CubemapFromEquirect', uniforms: cloneUniforms(shader.uniforms), vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, side: BackSide, blending: NoBlending }) material.uniforms.tEquirect.value = texture var mesh = new Mesh(geometry, material) var currentMinFilter = texture.minFilter // Avoid blurred poles if (texture.minFilter === LinearMipmapLinearFilter) texture.minFilter = LinearFilter var camera = new CubeCamera(1, 10, this) camera.update(renderer, mesh) texture.minFilter = currentMinFilter mesh.geometry.dispose() mesh.material.dispose() return this } WebGLCubeRenderTarget.prototype.clear = function (renderer, color, depth, stencil) { var currentRenderTarget = renderer.getRenderTarget() for (var i = 0; i < 6; i++) { renderer.setRenderTarget(this, i) renderer.clear(color, depth, stencil) } renderer.setRenderTarget(currentRenderTarget) } function DataTexture(data, 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 = { data: data || null, width: width || 1, height: height || 1 } this.magFilter = magFilter !== undefined ? magFilter : NearestFilter this.minFilter = minFilter !== undefined ? minFilter : NearestFilter this.generateMipmaps = false this.flipY = false this.unpackAlignment = 1 this.needsUpdate = true } DataTexture.prototype = Object.create(Texture.prototype) DataTexture.prototype.constructor = DataTexture DataTexture.prototype.isDataTexture = true var _sphere$1 = /*@__PURE__*/ new Sphere() var _vector$5 = /*@__PURE__*/ new Vector3() var Frustum = /*#__PURE__*/ (function () { 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() ] } var _proto = Frustum.prototype _proto.set = function set(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 } _proto.clone = function clone() { return new this.constructor().copy(this) } _proto.copy = function copy(frustum) { var planes = this.planes for (var i = 0; i < 6; i++) { planes[i].copy(frustum.planes[i]) } return this } _proto.setFromProjectionMatrix = function setFromProjectionMatrix(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 } _proto.intersectsObject = function intersectsObject(object) { var geometry = object.geometry if (geometry.boundingSphere === null) geometry.computeBoundingSphere() _sphere$1.copy(geometry.boundingSphere).applyMatrix4(object.matrixWorld) return this.intersectsSphere(_sphere$1) } _proto.intersectsSprite = function intersectsSprite(sprite) { _sphere$1.center.set(0, 0, 0) _sphere$1.radius = 0.7071067811865476 _sphere$1.applyMatrix4(sprite.matrixWorld) return this.intersectsSphere(_sphere$1) } _proto.intersectsSphere = function intersectsSphere(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 } _proto.intersectsBox = function intersectsBox(box) { var planes = this.planes for (var i = 0; i < 6; i++) { var plane = planes[i] // corner at max distance _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z if (plane.distanceToPoint(_vector$5) < 0) { return false } } return true } _proto.containsPoint = function containsPoint(point) { var planes = this.planes for (var i = 0; i < 6; i++) { if (planes[i].distanceToPoint(point) < 0) { return false } } return true } return Frustum })() function WebGLAnimation() { var context = null var isAnimating = false var animationLoop = null var requestId = null function onAnimationFrame(time, frame) { animationLoop(time, frame) requestId = context.requestAnimationFrame(onAnimationFrame) } return { start: function start() { if (isAnimating === true) return if (animationLoop === null) return requestId = context.requestAnimationFrame(onAnimationFrame) isAnimating = true }, stop: function stop() { context.cancelAnimationFrame(requestId) isAnimating = false }, setAnimationLoop: function setAnimationLoop(callback) { animationLoop = callback }, setContext: function setContext(value) { context = value } } } function WebGLAttributes(gl, capabilities) { var isWebGL2 = capabilities.isWebGL2 var buffers = new WeakMap() function createBuffer(attribute, bufferType) { var array = attribute.array var usage = attribute.usage var buffer = gl.createBuffer() gl.bindBuffer(bufferType, buffer) gl.bufferData(bufferType, array, usage) attribute.onUploadCallback() var type = 5126 if (array instanceof Float32Array) { type = 5126 } else if (array instanceof Float64Array) { console.warn('THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.') } else if (array instanceof Uint16Array) { if (attribute.isFloat16BufferAttribute) { if (isWebGL2) { type = 5131 } else { console.warn('THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.') } } else { type = 5123 } } else if (array instanceof Int16Array) { type = 5122 } else if (array instanceof Uint32Array) { type = 5125 } else if (array instanceof Int32Array) { type = 5124 } else if (array instanceof Int8Array) { type = 5120 } else if (array instanceof Uint8Array) { type = 5121 } 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 (updateRange.count === -1) { // Not using update ranges gl.bufferSubData(bufferType, 0, array) } else { if (isWebGL2) { gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array, updateRange.offset, updateRange.count) } else { gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array.subarray(updateRange.offset, updateRange.offset + updateRange.count)) } updateRange.count = -1 // reset range } } // function get(attribute) { if (attribute.isInterleavedBufferAttribute) attribute = attribute.data return buffers.get(attribute) } function remove(attribute) { if (attribute.isInterleavedBufferAttribute) attribute = attribute.data var data = buffers.get(attribute) if (data) { gl.deleteBuffer(data.buffer) buffers.delete(attribute) } } function update(attribute, bufferType) { if (attribute.isGLBufferAttribute) { var cached = buffers.get(attribute) if (!cached || cached.version < attribute.version) { buffers.set(attribute, { buffer: attribute.buffer, type: attribute.type, bytesPerElement: attribute.elementSize, version: attribute.version }) } return } if (attribute.isInterleavedBufferAttribute) attribute = attribute.data var data = buffers.get(attribute) if (data === undefined) { buffers.set(attribute, createBuffer(attribute, bufferType)) } else if (data.version < attribute.version) { updateBuffer(data.buffer, attribute, bufferType) data.version = attribute.version } } return { get: get, remove: remove, update: update } } var PlaneBufferGeometry = /*#__PURE__*/ (function (_BufferGeometry) { _inheritsLoose(PlaneBufferGeometry, _BufferGeometry) function PlaneBufferGeometry(width, height, widthSegments, heightSegments) { var _this if (width === void 0) { width = 1 } if (height === void 0) { height = 1 } if (widthSegments === void 0) { widthSegments = 1 } if (heightSegments === void 0) { heightSegments = 1 } _this = _BufferGeometry.call(this) || 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) var gridY = Math.floor(heightSegments) var gridX1 = gridX + 1 var gridY1 = gridY + 1 var segment_width = width / gridX var segment_height = height / gridY // var indices = [] var vertices = [] var normals = [] var uvs = [] for (var iy = 0; iy < gridY1; iy++) { var y = iy * segment_height - height_half for (var 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) } } for (var _iy = 0; _iy < gridY; _iy++) { for (var _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 indices.push(a, b, d) indices.push(b, c, d) } } _this.setIndex(indices) _this.setAttribute('position', new Float32BufferAttribute(vertices, 3)) _this.setAttribute('normal', new Float32BufferAttribute(normals, 3)) _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)) return _this } return PlaneBufferGeometry })(BufferGeometry) var alphamap_fragment = '#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif' var alphamap_pars_fragment = '#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif' var alphatest_fragment = '#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif' var aomap_fragment = '#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif' var aomap_pars_fragment = '#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif' var begin_vertex = 'vec3 transformed = vec3( position );' var beginnormal_vertex = 'vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif' var bsdfs = 'vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif' var bumpmap_pars_fragment = '#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif' var clipping_planes_fragment = '#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif' var clipping_planes_pars_fragment = '#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif' var clipping_planes_pars_vertex = '#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif' var clipping_planes_vertex = '#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif' 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' var color_pars_vertex = '#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif' var color_vertex = '#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor.xyz *= color.xyz;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif' var common = '#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}' var cube_uv_reflection_fragment = '#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_maxMipLevel 8.0\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_maxTileSize 256.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\n\t\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\n\t\tvec2 f = fract( uv );\n\t\tuv += 0.5 - f;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tif ( mipInt < cubeUV_maxMipLevel ) {\n\t\t\tuv.y += 2.0 * cubeUV_maxTileSize;\n\t\t}\n\t\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\n\t\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\n\t\tuv *= texelSize;\n\t\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x += texelSize;\n\t\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.y += texelSize;\n\t\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x -= texelSize;\n\t\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tvec3 tm = mix( tl, tr, f.x );\n\t\tvec3 bm = mix( bl, br, f.x );\n\t\treturn mix( tm, bm, f.y );\n\t}\n\t#define r0 1.0\n\t#define v0 0.339\n\t#define m0 - 2.0\n\t#define r1 0.8\n\t#define v1 0.276\n\t#define m1 - 1.0\n\t#define r4 0.4\n\t#define v4 0.046\n\t#define m4 2.0\n\t#define r5 0.305\n\t#define v5 0.016\n\t#define m5 3.0\n\t#define r6 0.21\n\t#define v6 0.0038\n\t#define m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= r1 ) {\n\t\t\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\n\t\t} else if ( roughness >= r4 ) {\n\t\t\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\n\t\t} else if ( roughness >= r5 ) {\n\t\t\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\n\t\t} else if ( roughness >= r6 ) {\n\t\t\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif' var defaultnormal_vertex = 'vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif' var displacementmap_pars_vertex = '#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif' var displacementmap_vertex = '#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif' var emissivemap_fragment = '#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif' var emissivemap_pars_fragment = '#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif' var encodings_fragment = 'gl_FragColor = linearToOutputTexel( gl_FragColor );' var encodings_pars_fragment = '\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}' var envmap_fragment = '#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif' var envmap_common_pars_fragment = '#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif' var envmap_pars_fragment = '#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif' var envmap_pars_vertex = '#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif' var envmap_vertex = '#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif' var fog_vertex = '#ifdef USE_FOG\n\tfogDepth = - mvPosition.z;\n#endif' var fog_pars_vertex = '#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif' var fog_fragment = '#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif' 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' var gradientmap_pars_fragment = '#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}' var lightmap_fragment = '#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif' 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 = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif' var lights_pars_begin = 'uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif' var envmap_physical_pars_fragment = '#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif' var lights_toon_fragment = 'ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;' var lights_toon_pars_fragment = 'varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)' var lights_phong_fragment = 'BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;' var lights_phong_pars_fragment = 'varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)' var lights_physical_fragment = 'PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif' var lights_physical_pars_fragment = 'struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat specularRoughness;\n\tvec3 specularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}' var lights_fragment_begin = '\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif' var lights_fragment_maps = '#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif' var lights_fragment_end = '#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif' var logdepthbuf_fragment = '#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif' var logdepthbuf_pars_fragment = '#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif' var logdepthbuf_pars_vertex = '#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif' var logdepthbuf_vertex = '#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif' var map_fragment = '#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif' var map_pars_fragment = '#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif' var map_particle_fragment = '#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif' var map_particle_pars_fragment = '#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif' var metalnessmap_fragment = 'float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif' var metalnessmap_pars_fragment = '#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif' var morphnormal_vertex = '#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif' var morphtarget_pars_vertex = '#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\t\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\t\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif' var morphtarget_vertex = '#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif' var normal_fragment_begin = '#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;' var normal_fragment_maps = '#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif' var normalmap_pars_fragment = '#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif' var clearcoat_normal_fragment_begin = '#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif' var clearcoat_normal_fragment_maps = '#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif' var clearcoat_pars_fragment = '#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif' var packing = 'vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}' var premultiplied_alpha_fragment = '#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif' var project_vertex = 'vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;' var dithering_fragment = '#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif' var dithering_pars_fragment = '#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif' var roughnessmap_fragment = 'float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif' 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_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif' var shadowmap_pars_vertex = '#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif' var shadowmap_vertex = '#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif' var shadowmask_pars_fragment = 'float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}' 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 highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif' 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' var skinnormal_vertex = '#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif' 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\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif' var tonemapping_pars_fragment = '#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }' var transmissionmap_fragment = '#ifdef USE_TRANSMISSIONMAP\n\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\n#endif' var transmissionmap_pars_fragment = '#ifdef USE_TRANSMISSIONMAP\n\tuniform sampler2D transmissionMap;\n#endif' var uv_pars_fragment = '#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif' var uv_pars_vertex = '#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif' var uv_vertex = '#ifdef USE_UV\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\tuniform mat3 uv2Transform;\n#endif' var uv2_vertex = '#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif' var worldpos_vertex = '#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif' var background_frag = 'uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}' var background_vert = 'varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}' var cube_frag = '#include \nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include \n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}' var cube_vert = 'varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}' var depth_frag = '#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}' var depth_vert = '#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}' var distanceRGBA_frag = '#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}' var distanceRGBA_vert = '#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}' var equirect_frag = 'uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}' var equirect_vert = 'varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \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}' var linedashed_vert = 'uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}' var meshbasic_frag = 'uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}' var meshbasic_vert = '#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}' var meshlambert_frag = 'uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}' var meshlambert_vert = '#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}' var meshmatcap_frag = '#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}' var meshmatcap_vert = '#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n}' var meshtoon_frag = '#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}' var meshtoon_vert = '#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}' 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}' var meshphong_vert = '#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}' var meshphysical_frag = '#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSMISSION\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSMISSION\n\tuniform float transmission;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#ifdef TRANSMISSION\n\t\tfloat totalTransmission = transmission;\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\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#ifdef TRANSMISSION\n\t\tdiffuseColor.a *= mix( saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) ), 1.0, metalness );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}' var meshphysical_vert = '#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}' var normal_frag = '#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}' var normal_vert = '#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}' var points_frag = 'uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}' var points_vert = 'uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}' var shadow_frag = 'uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}' var shadow_vert = '#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}' var sprite_frag = 'uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n}' var sprite_vert = 'uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}' 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_common_pars_fragment: envmap_common_pars_fragment, envmap_pars_fragment: envmap_pars_fragment, envmap_pars_vertex: envmap_pars_vertex, envmap_physical_pars_fragment: envmap_physical_pars_fragment, envmap_vertex: envmap_vertex, fog_vertex: fog_vertex, fog_pars_vertex: fog_pars_vertex, fog_fragment: fog_fragment, fog_pars_fragment: fog_pars_fragment, gradientmap_pars_fragment: gradientmap_pars_fragment, lightmap_fragment: lightmap_fragment, lightmap_pars_fragment: lightmap_pars_fragment, lights_lambert_vertex: lights_lambert_vertex, lights_pars_begin: lights_pars_begin, lights_toon_fragment: lights_toon_fragment, lights_toon_pars_fragment: lights_toon_pars_fragment, lights_phong_fragment: lights_phong_fragment, lights_phong_pars_fragment: lights_phong_pars_fragment, lights_physical_fragment: lights_physical_fragment, lights_physical_pars_fragment: lights_physical_pars_fragment, lights_fragment_begin: lights_fragment_begin, lights_fragment_maps: lights_fragment_maps, lights_fragment_end: lights_fragment_end, logdepthbuf_fragment: logdepthbuf_fragment, logdepthbuf_pars_fragment: logdepthbuf_pars_fragment, logdepthbuf_pars_vertex: logdepthbuf_pars_vertex, logdepthbuf_vertex: logdepthbuf_vertex, map_fragment: map_fragment, map_pars_fragment: map_pars_fragment, map_particle_fragment: map_particle_fragment, map_particle_pars_fragment: map_particle_pars_fragment, metalnessmap_fragment: metalnessmap_fragment, metalnessmap_pars_fragment: metalnessmap_pars_fragment, morphnormal_vertex: morphnormal_vertex, morphtarget_pars_vertex: morphtarget_pars_vertex, morphtarget_vertex: morphtarget_vertex, normal_fragment_begin: normal_fragment_begin, normal_fragment_maps: normal_fragment_maps, normalmap_pars_fragment: normalmap_pars_fragment, clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin, clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps, clearcoat_pars_fragment: clearcoat_pars_fragment, packing: packing, premultiplied_alpha_fragment: premultiplied_alpha_fragment, project_vertex: project_vertex, dithering_fragment: dithering_fragment, dithering_pars_fragment: dithering_pars_fragment, roughnessmap_fragment: roughnessmap_fragment, roughnessmap_pars_fragment: roughnessmap_pars_fragment, shadowmap_pars_fragment: shadowmap_pars_fragment, shadowmap_pars_vertex: shadowmap_pars_vertex, shadowmap_vertex: shadowmap_vertex, shadowmask_pars_fragment: shadowmask_pars_fragment, skinbase_vertex: skinbase_vertex, skinning_pars_vertex: skinning_pars_vertex, skinning_vertex: skinning_vertex, skinnormal_vertex: skinnormal_vertex, specularmap_fragment: specularmap_fragment, specularmap_pars_fragment: specularmap_pars_fragment, tonemapping_fragment: tonemapping_fragment, tonemapping_pars_fragment: tonemapping_pars_fragment, transmissionmap_fragment: transmissionmap_fragment, transmissionmap_pars_fragment: transmissionmap_pars_fragment, uv_pars_fragment: uv_pars_fragment, uv_pars_vertex: uv_pars_vertex, uv_vertex: uv_vertex, uv2_pars_fragment: uv2_pars_fragment, uv2_pars_vertex: uv2_pars_vertex, uv2_vertex: uv2_vertex, worldpos_vertex: worldpos_vertex, background_frag: background_frag, background_vert: background_vert, cube_frag: cube_frag, cube_vert: cube_vert, depth_frag: depth_frag, depth_vert: depth_vert, distanceRGBA_frag: distanceRGBA_frag, distanceRGBA_vert: distanceRGBA_vert, equirect_frag: equirect_frag, equirect_vert: equirect_vert, linedashed_frag: linedashed_frag, linedashed_vert: linedashed_vert, meshbasic_frag: meshbasic_frag, meshbasic_vert: meshbasic_vert, meshlambert_frag: meshlambert_frag, meshlambert_vert: meshlambert_vert, meshmatcap_frag: meshmatcap_frag, meshmatcap_vert: meshmatcap_vert, meshtoon_frag: meshtoon_frag, meshtoon_vert: meshtoon_vert, meshphong_frag: meshphong_frag, meshphong_vert: meshphong_vert, meshphysical_frag: meshphysical_frag, meshphysical_vert: meshphysical_vert, normal_frag: normal_frag, normal_vert: normal_vert, points_frag: points_frag, points_vert: points_vert, shadow_frag: shadow_frag, shadow_vert: shadow_vert, sprite_frag: sprite_frag, sprite_vert: sprite_vert } /** * Uniforms library for shared webgl shaders */ var UniformsLib = { common: { diffuse: { value: new Color(0xeeeeee) }, opacity: { value: 1.0 }, map: { value: null }, uvTransform: { value: new Matrix3() }, uv2Transform: { value: new Matrix3() }, alphaMap: { value: null } }, specularmap: { specularMap: { value: null } }, envmap: { envMap: { value: null }, flipEnvMap: { value: -1 }, reflectivity: { value: 1.0 }, refractionRatio: { value: 0.98 }, maxMipLevel: { value: 0 } }, aomap: { aoMap: { value: null }, aoMapIntensity: { value: 1 } }, lightmap: { lightMap: { value: null }, lightMapIntensity: { value: 1 } }, emissivemap: { emissiveMap: { value: null } }, bumpmap: { bumpMap: { value: null }, bumpScale: { value: 1 } }, normalmap: { normalMap: { value: null }, normalScale: { value: new Vector2(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(0xffffff) } }, lights: { ambientLightColor: { value: [] }, lightProbe: { value: [] }, directionalLights: { value: [], properties: { direction: {}, color: {} } }, directionalLightShadows: { value: [], properties: { shadowBias: {}, shadowNormalBias: {}, shadowRadius: {}, shadowMapSize: {} } }, directionalShadowMap: { value: [] }, directionalShadowMatrix: { value: [] }, spotLights: { value: [], properties: { color: {}, position: {}, direction: {}, distance: {}, coneCos: {}, penumbraCos: {}, decay: {} } }, spotLightShadows: { value: [], properties: { shadowBias: {}, shadowNormalBias: {}, shadowRadius: {}, shadowMapSize: {} } }, spotShadowMap: { value: [] }, spotShadowMatrix: { value: [] }, pointLights: { value: [], properties: { color: {}, position: {}, decay: {}, distance: {} } }, pointLightShadows: { value: [], properties: { shadowBias: {}, shadowNormalBias: {}, shadowRadius: {}, shadowMapSize: {}, shadowCameraNear: {}, shadowCameraFar: {} } }, pointShadowMap: { value: [] }, pointShadowMatrix: { value: [] }, hemisphereLights: { value: [], properties: { direction: {}, skyColor: {}, groundColor: {} } }, // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src rectAreaLights: { value: [], properties: { color: {}, position: {}, width: {}, height: {} } }, ltc_1: { value: null }, ltc_2: { value: null } }, points: { diffuse: { value: new Color(0xeeeeee) }, opacity: { value: 1.0 }, size: { value: 1.0 }, scale: { value: 1.0 }, map: { value: null }, alphaMap: { value: null }, uvTransform: { value: new Matrix3() } }, sprite: { diffuse: { value: new Color(0xeeeeee) }, opacity: { value: 1.0 }, center: { value: new Vector2(0.5, 0.5) }, rotation: { value: 0.0 }, map: { value: null }, alphaMap: { value: null }, uvTransform: { value: new Matrix3() } } } var ShaderLib = { basic: { uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.fog]), vertexShader: ShaderChunk.meshbasic_vert, fragmentShader: ShaderChunk.meshbasic_frag }, lambert: { uniforms: mergeUniforms([ UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.fog, UniformsLib.lights, { emissive: { value: new Color(0x000000) } } ]), vertexShader: ShaderChunk.meshlambert_vert, fragmentShader: ShaderChunk.meshlambert_frag }, phong: { uniforms: mergeUniforms([ UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, UniformsLib.lights, { emissive: { value: new Color(0x000000) }, specular: { value: new Color(0x111111) }, shininess: { value: 30 } } ]), vertexShader: ShaderChunk.meshphong_vert, fragmentShader: ShaderChunk.meshphong_frag }, standard: { uniforms: mergeUniforms([ UniformsLib.common, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.roughnessmap, UniformsLib.metalnessmap, UniformsLib.fog, UniformsLib.lights, { emissive: { value: new Color(0x000000) }, roughness: { value: 1.0 }, metalness: { value: 0.0 }, envMapIntensity: { value: 1 } // temporary } ]), vertexShader: ShaderChunk.meshphysical_vert, fragmentShader: ShaderChunk.meshphysical_frag }, toon: { uniforms: mergeUniforms([ UniformsLib.common, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.gradientmap, UniformsLib.fog, UniformsLib.lights, { emissive: { value: new Color(0x000000) } } ]), vertexShader: ShaderChunk.meshtoon_vert, fragmentShader: ShaderChunk.meshtoon_frag }, matcap: { uniforms: mergeUniforms([ UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, { matcap: { value: null } } ]), vertexShader: ShaderChunk.meshmatcap_vert, fragmentShader: ShaderChunk.meshmatcap_frag }, points: { uniforms: mergeUniforms([UniformsLib.points, UniformsLib.fog]), vertexShader: ShaderChunk.points_vert, fragmentShader: ShaderChunk.points_frag }, dashed: { uniforms: mergeUniforms([ UniformsLib.common, UniformsLib.fog, { scale: { value: 1 }, dashSize: { value: 1 }, totalSize: { value: 2 } } ]), vertexShader: ShaderChunk.linedashed_vert, fragmentShader: ShaderChunk.linedashed_frag }, depth: { uniforms: mergeUniforms([UniformsLib.common, UniformsLib.displacementmap]), vertexShader: ShaderChunk.depth_vert, fragmentShader: ShaderChunk.depth_frag }, normal: { uniforms: mergeUniforms([ UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, { opacity: { value: 1.0 } } ]), vertexShader: ShaderChunk.normal_vert, fragmentShader: ShaderChunk.normal_frag }, sprite: { uniforms: mergeUniforms([UniformsLib.sprite, UniformsLib.fog]), vertexShader: ShaderChunk.sprite_vert, fragmentShader: ShaderChunk.sprite_frag }, background: { uniforms: { uvTransform: { value: new Matrix3() }, t2D: { value: null } }, vertexShader: ShaderChunk.background_vert, fragmentShader: ShaderChunk.background_frag }, /* ------------------------------------------------------------------------- // Cube map shader ------------------------------------------------------------------------- */ cube: { uniforms: mergeUniforms([ UniformsLib.envmap, { opacity: { value: 1.0 } } ]), vertexShader: ShaderChunk.cube_vert, fragmentShader: ShaderChunk.cube_frag }, equirect: { uniforms: { tEquirect: { value: null } }, vertexShader: ShaderChunk.equirect_vert, fragmentShader: ShaderChunk.equirect_frag }, distanceRGBA: { uniforms: mergeUniforms([ UniformsLib.common, UniformsLib.displacementmap, { referencePosition: { value: new Vector3() }, nearDistance: { value: 1 }, farDistance: { value: 1000 } } ]), vertexShader: ShaderChunk.distanceRGBA_vert, fragmentShader: ShaderChunk.distanceRGBA_frag }, shadow: { uniforms: mergeUniforms([ UniformsLib.lights, UniformsLib.fog, { color: { value: new Color(0x00000) }, opacity: { value: 1.0 } } ]), vertexShader: ShaderChunk.shadow_vert, fragmentShader: ShaderChunk.shadow_frag } } ShaderLib.physical = { uniforms: mergeUniforms([ ShaderLib.standard.uniforms, { clearcoat: { value: 0 }, clearcoatMap: { value: null }, clearcoatRoughness: { value: 0 }, clearcoatRoughnessMap: { value: null }, clearcoatNormalScale: { value: new Vector2(1, 1) }, clearcoatNormalMap: { value: null }, sheen: { value: new Color(0x000000) }, transmission: { value: 0 }, transmissionMap: { value: null } } ]), vertexShader: ShaderChunk.meshphysical_vert, fragmentShader: ShaderChunk.meshphysical_frag } function WebGLBackground(renderer, cubemaps, state, objects, premultipliedAlpha) { var clearColor = new Color(0x000000) var clearAlpha = 0 var planeMesh var boxMesh var currentBackground = null var currentBackgroundVersion = 0 var currentTonemapping = null function render(renderList, scene, camera, forceClear) { var background = scene.isScene === true ? scene.background : null if (background && background.isTexture) { background = cubemaps.get(background) } // Ignore background in AR // TODO: Reconsider this. var xr = renderer.xr var session = xr.getSession && xr.getSession() if (session && session.environmentBlendMode === 'additive') { background = null } if (background === null) { setClear(clearColor, clearAlpha) } else if (background && background.isColor) { setClear(background, 1) forceClear = true } if (renderer.autoClear || forceClear) { renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil) } if (background && (background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping)) { if (boxMesh === undefined) { boxMesh = new Mesh( new BoxBufferGeometry(1, 1, 1), new ShaderMaterial({ name: 'BackgroundCubeMaterial', uniforms: cloneUniforms(ShaderLib.cube.uniforms), vertexShader: ShaderLib.cube.vertexShader, fragmentShader: ShaderLib.cube.fragmentShader, side: BackSide, depthTest: false, depthWrite: false, fog: false }) ) boxMesh.geometry.deleteAttribute('normal') boxMesh.geometry.deleteAttribute('uv') boxMesh.onBeforeRender = function (renderer, scene, camera) { this.matrixWorld.copyPosition(camera.matrixWorld) } // enable code injection for non-built-in material Object.defineProperty(boxMesh.material, 'envMap', { get: function get() { return this.uniforms.envMap.value } }) objects.update(boxMesh) } if (background.isWebGLCubeRenderTarget) { // TODO Deprecate background = background.texture } boxMesh.material.uniforms.envMap.value = background boxMesh.material.uniforms.flipEnvMap.value = background.isCubeTexture && background._needsFlipEnvMap ? -1 : 1 if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) { boxMesh.material.needsUpdate = true currentBackground = background currentBackgroundVersion = background.version currentTonemapping = renderer.toneMapping } // push to the pre-sorted opaque render list renderList.unshift(boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null) } else if (background && background.isTexture) { if (planeMesh === undefined) { planeMesh = new Mesh( new PlaneBufferGeometry(2, 2), new ShaderMaterial({ name: 'BackgroundMaterial', uniforms: cloneUniforms(ShaderLib.background.uniforms), vertexShader: ShaderLib.background.vertexShader, fragmentShader: ShaderLib.background.fragmentShader, side: FrontSide, depthTest: false, depthWrite: false, fog: false }) ) planeMesh.geometry.deleteAttribute('normal') // enable code injection for non-built-in material Object.defineProperty(planeMesh.material, 'map', { get: function get() { return this.uniforms.t2D.value } }) objects.update(planeMesh) } planeMesh.material.uniforms.t2D.value = background if (background.matrixAutoUpdate === true) { background.updateMatrix() } planeMesh.material.uniforms.uvTransform.value.copy(background.matrix) if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) { planeMesh.material.needsUpdate = true currentBackground = background currentBackgroundVersion = background.version currentTonemapping = renderer.toneMapping } // push to the pre-sorted opaque render list renderList.unshift(planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null) } } function setClear(color, alpha) { state.buffers.color.setClear(color.r, color.g, color.b, alpha, premultipliedAlpha) } return { getClearColor: function getClearColor() { return clearColor }, setClearColor: function setClearColor(color, alpha) { if (alpha === void 0) { alpha = 1 } clearColor.set(color) clearAlpha = alpha setClear(clearColor, clearAlpha) }, getClearAlpha: function getClearAlpha() { return clearAlpha }, setClearAlpha: function setClearAlpha(alpha) { clearAlpha = alpha setClear(clearColor, clearAlpha) }, render: render } } function WebGLBindingStates(gl, extensions, attributes, capabilities) { var maxVertexAttributes = gl.getParameter(34921) var extension = capabilities.isWebGL2 ? null : extensions.get('OES_vertex_array_object') var vaoAvailable = capabilities.isWebGL2 || extension !== null var bindingStates = {} var defaultState = createBindingState(null) var currentState = defaultState function setup(object, material, program, geometry, index) { var updateBuffers = false if (vaoAvailable) { var state = getBindingState(geometry, program, material) if (currentState !== state) { currentState = state bindVertexArrayObject(currentState.object) } updateBuffers = needsUpdate(geometry, index) if (updateBuffers) saveCache(geometry, index) } else { var wireframe = material.wireframe === true if (currentState.geometry !== geometry.id || currentState.program !== program.id || currentState.wireframe !== wireframe) { currentState.geometry = geometry.id currentState.program = program.id currentState.wireframe = wireframe updateBuffers = true } } if (object.isInstancedMesh === true) { updateBuffers = true } if (index !== null) { attributes.update(index, 34963) } if (updateBuffers) { setupVertexAttributes(object, material, program, geometry) if (index !== null) { gl.bindBuffer(34963, attributes.get(index).buffer) } } } function createVertexArrayObject() { if (capabilities.isWebGL2) return gl.createVertexArray() return extension.createVertexArrayOES() } function bindVertexArrayObject(vao) { if (capabilities.isWebGL2) return gl.bindVertexArray(vao) return extension.bindVertexArrayOES(vao) } function deleteVertexArrayObject(vao) { if (capabilities.isWebGL2) return gl.deleteVertexArray(vao) return extension.deleteVertexArrayOES(vao) } function getBindingState(geometry, program, material) { var wireframe = material.wireframe === true var programMap = bindingStates[geometry.id] if (programMap === undefined) { programMap = {} bindingStates[geometry.id] = programMap } var stateMap = programMap[program.id] if (stateMap === undefined) { stateMap = {} programMap[program.id] = stateMap } var state = stateMap[wireframe] if (state === undefined) { state = createBindingState(createVertexArrayObject()) stateMap[wireframe] = state } return state } function createBindingState(vao) { var newAttributes = [] var enabledAttributes = [] var attributeDivisors = [] for (var i = 0; i < maxVertexAttributes; i++) { newAttributes[i] = 0 enabledAttributes[i] = 0 attributeDivisors[i] = 0 } return { // for backward compatibility on non-VAO support browser geometry: null, program: null, wireframe: false, newAttributes: newAttributes, enabledAttributes: enabledAttributes, attributeDivisors: attributeDivisors, object: vao, attributes: {}, index: null } } function needsUpdate(geometry, index) { var cachedAttributes = currentState.attributes var geometryAttributes = geometry.attributes var attributesNum = 0 for (var key in geometryAttributes) { var cachedAttribute = cachedAttributes[key] var geometryAttribute = geometryAttributes[key] if (cachedAttribute === undefined) return true if (cachedAttribute.attribute !== geometryAttribute) return true if (cachedAttribute.data !== geometryAttribute.data) return true attributesNum++ } if (currentState.attributesNum !== attributesNum) return true if (currentState.index !== index) return true return false } function saveCache(geometry, index) { var cache = {} var attributes = geometry.attributes var attributesNum = 0 for (var key in attributes) { var attribute = attributes[key] var data = {} data.attribute = attribute if (attribute.data) { data.data = attribute.data } cache[key] = data attributesNum++ } currentState.attributes = cache currentState.attributesNum = attributesNum currentState.index = index } function initAttributes() { var newAttributes = currentState.newAttributes for (var i = 0, il = newAttributes.length; i < il; i++) { newAttributes[i] = 0 } } function enableAttribute(attribute) { enableAttributeAndDivisor(attribute, 0) } function enableAttributeAndDivisor(attribute, meshPerAttribute) { var newAttributes = currentState.newAttributes var enabledAttributes = currentState.enabledAttributes var attributeDivisors = currentState.attributeDivisors newAttributes[attribute] = 1 if (enabledAttributes[attribute] === 0) { gl.enableVertexAttribArray(attribute) enabledAttributes[attribute] = 1 } if (attributeDivisors[attribute] !== meshPerAttribute) { var _extension = capabilities.isWebGL2 ? gl : extensions.get('ANGLE_instanced_arrays') _extension[capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE'](attribute, meshPerAttribute) attributeDivisors[attribute] = meshPerAttribute } } function disableUnusedAttributes() { var newAttributes = currentState.newAttributes var enabledAttributes = currentState.enabledAttributes for (var i = 0, il = enabledAttributes.length; i < il; i++) { if (enabledAttributes[i] !== newAttributes[i]) { gl.disableVertexAttribArray(i) enabledAttributes[i] = 0 } } } function vertexAttribPointer(index, size, type, normalized, stride, offset) { if (capabilities.isWebGL2 === true && (type === 5124 || type === 5125)) { gl.vertexAttribIPointer(index, size, type, stride, offset) } else { gl.vertexAttribPointer(index, size, type, normalized, stride, offset) } } function setupVertexAttributes(object, material, program, geometry) { if (capabilities.isWebGL2 === false && (object.isInstancedMesh || geometry.isInstancedBufferGeometry)) { if (extensions.get('ANGLE_instanced_arrays') === null) return } 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) { enableAttributeAndDivisor(programAttribute, data.meshPerAttribute) if (geometry._maxInstanceCount === undefined) { geometry._maxInstanceCount = data.meshPerAttribute * data.count } } else { enableAttribute(programAttribute) } gl.bindBuffer(34962, buffer) vertexAttribPointer(programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement) } else { if (geometryAttribute.isInstancedBufferAttribute) { enableAttributeAndDivisor(programAttribute, geometryAttribute.meshPerAttribute) if (geometry._maxInstanceCount === undefined) { geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count } } else { enableAttribute(programAttribute) } gl.bindBuffer(34962, buffer) vertexAttribPointer(programAttribute, size, type, normalized, 0, 0) } } else if (name === 'instanceMatrix') { var _attribute = attributes.get(object.instanceMatrix) // TODO Attribute may not be available on context restore if (_attribute === undefined) continue var _buffer = _attribute.buffer var _type = _attribute.type enableAttributeAndDivisor(programAttribute + 0, 1) enableAttributeAndDivisor(programAttribute + 1, 1) enableAttributeAndDivisor(programAttribute + 2, 1) enableAttributeAndDivisor(programAttribute + 3, 1) gl.bindBuffer(34962, _buffer) gl.vertexAttribPointer(programAttribute + 0, 4, _type, false, 64, 0) gl.vertexAttribPointer(programAttribute + 1, 4, _type, false, 64, 16) gl.vertexAttribPointer(programAttribute + 2, 4, _type, false, 64, 32) gl.vertexAttribPointer(programAttribute + 3, 4, _type, false, 64, 48) } else if (name === 'instanceColor') { var _attribute2 = attributes.get(object.instanceColor) // TODO Attribute may not be available on context restore if (_attribute2 === undefined) continue var _buffer2 = _attribute2.buffer var _type2 = _attribute2.type enableAttributeAndDivisor(programAttribute, 1) gl.bindBuffer(34962, _buffer2) gl.vertexAttribPointer(programAttribute, 3, _type2, false, 12, 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) } } } } } disableUnusedAttributes() } function dispose() { reset() for (var geometryId in bindingStates) { var programMap = bindingStates[geometryId] for (var programId in programMap) { var stateMap = programMap[programId] for (var wireframe in stateMap) { deleteVertexArrayObject(stateMap[wireframe].object) delete stateMap[wireframe] } delete programMap[programId] } delete bindingStates[geometryId] } } function releaseStatesOfGeometry(geometry) { if (bindingStates[geometry.id] === undefined) return var programMap = bindingStates[geometry.id] for (var programId in programMap) { var stateMap = programMap[programId] for (var wireframe in stateMap) { deleteVertexArrayObject(stateMap[wireframe].object) delete stateMap[wireframe] } delete programMap[programId] } delete bindingStates[geometry.id] } function releaseStatesOfProgram(program) { for (var geometryId in bindingStates) { var programMap = bindingStates[geometryId] if (programMap[program.id] === undefined) continue var stateMap = programMap[program.id] for (var wireframe in stateMap) { deleteVertexArrayObject(stateMap[wireframe].object) delete stateMap[wireframe] } delete programMap[program.id] } } function reset() { resetDefaultState() if (currentState === defaultState) return currentState = defaultState bindVertexArrayObject(currentState.object) } // for backward-compatilibity function resetDefaultState() { defaultState.geometry = null defaultState.program = null defaultState.wireframe = false } return { setup: setup, reset: reset, resetDefaultState: resetDefaultState, dispose: dispose, releaseStatesOfGeometry: releaseStatesOfGeometry, releaseStatesOfProgram: releaseStatesOfProgram, initAttributes: initAttributes, enableAttribute: enableAttribute, disableUnusedAttributes: disableUnusedAttributes } } function WebGLBufferRenderer(gl, extensions, info, capabilities) { var isWebGL2 = capabilities.isWebGL2 var mode function setMode(value) { mode = value } function render(start, count) { gl.drawArrays(mode, start, count) info.update(count, mode, 1) } function renderInstances(start, count, primcount) { if (primcount === 0) return var extension, methodName if (isWebGL2) { extension = gl methodName = 'drawArraysInstanced' } else { extension = extensions.get('ANGLE_instanced_arrays') methodName = 'drawArraysInstancedANGLE' if (extension === null) { console.error('THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.') return } } extension[methodName](mode, start, count, primcount) info.update(count, mode, primcount) } // this.setMode = setMode this.render = render this.renderInstances = renderInstances } function WebGLCapabilities(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(35633, 36338).precision > 0 && gl.getShaderPrecisionFormat(35632, 36338).precision > 0) { return 'highp' } precision = 'mediump' } if (precision === 'mediump') { if (gl.getShaderPrecisionFormat(35633, 36337).precision > 0 && gl.getShaderPrecisionFormat(35632, 36337).precision > 0) { return 'mediump' } } return 'lowp' } /* eslint-disable no-undef */ var isWebGL2 = (typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext) || (typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext) /* eslint-enable no-undef */ 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(34930) var maxVertexTextures = gl.getParameter(35660) var maxTextureSize = gl.getParameter(3379) var maxCubemapSize = gl.getParameter(34076) var maxAttributes = gl.getParameter(34921) var maxVertexUniforms = gl.getParameter(36347) var maxVaryings = gl.getParameter(36348) var maxFragmentUniforms = gl.getParameter(36349) var vertexTextures = maxVertexTextures > 0 var floatFragmentTextures = isWebGL2 || !!extensions.get('OES_texture_float') var floatVertexTextures = vertexTextures && floatFragmentTextures var maxSamples = isWebGL2 ? gl.getParameter(36183) : 0 return { isWebGL2: isWebGL2, getMaxAnisotropy: getMaxAnisotropy, getMaxPrecision: getMaxPrecision, precision: precision, logarithmicDepthBuffer: logarithmicDepthBuffer, maxTextures: maxTextures, maxVertexTextures: maxVertexTextures, maxTextureSize: maxTextureSize, maxCubemapSize: maxCubemapSize, maxAttributes: maxAttributes, maxVertexUniforms: maxVertexUniforms, maxVaryings: maxVaryings, maxFragmentUniforms: maxFragmentUniforms, vertexTextures: vertexTextures, floatFragmentTextures: floatFragmentTextures, floatVertexTextures: floatVertexTextures, maxSamples: maxSamples } } function WebGLClipping(properties) { var scope = this var globalState = null, numGlobalPlanes = 0, localClippingEnabled = false, renderingShadows = false var 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 (material, camera, useCache) { var planes = material.clippingPlanes, clipIntersection = material.clipIntersection, clipShadows = material.clipShadows var materialProperties = properties.get(material) if (!localClippingEnabled || planes === null || planes.length === 0 || (renderingShadows && !clipShadows)) { // there's no local clipping if (renderingShadows) { // there's no global clipping projectPlanes(null) } else { resetGlobalState() } } else { var nGlobal = renderingShadows ? 0 : numGlobalPlanes, lGlobal = nGlobal * 4 var dstArray = materialProperties.clippingState || null uniform.value = dstArray // ensure unique state dstArray = projectPlanes(planes, camera, lGlobal, useCache) for (var i = 0; i !== lGlobal; ++i) { dstArray[i] = globalState[i] } materialProperties.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 var 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 scope.numIntersection = 0 return dstArray } } function WebGLCubeMaps(renderer) { var cubemaps = new WeakMap() function mapTextureMapping(texture, mapping) { if (mapping === EquirectangularReflectionMapping) { texture.mapping = CubeReflectionMapping } else if (mapping === EquirectangularRefractionMapping) { texture.mapping = CubeRefractionMapping } return texture } function get(texture) { if (texture && texture.isTexture) { var mapping = texture.mapping if (mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping) { if (cubemaps.has(texture)) { var cubemap = cubemaps.get(texture).texture return mapTextureMapping(cubemap, texture.mapping) } else { var image = texture.image if (image && image.height > 0) { var currentRenderList = renderer.getRenderList() var currentRenderTarget = renderer.getRenderTarget() var renderTarget = new WebGLCubeRenderTarget(image.height / 2) renderTarget.fromEquirectangularTexture(renderer, texture) cubemaps.set(texture, renderTarget) renderer.setRenderTarget(currentRenderTarget) renderer.setRenderList(currentRenderList) texture.addEventListener('dispose', onTextureDispose) return mapTextureMapping(renderTarget.texture, texture.mapping) } else { // image not yet ready. try the conversion next frame return null } } } } return texture } function onTextureDispose(event) { var texture = event.target texture.removeEventListener('dispose', onTextureDispose) var cubemap = cubemaps.get(texture) if (cubemap !== undefined) { cubemaps.delete(texture) cubemap.dispose() } } function dispose() { cubemaps = new WeakMap() } return { get: get, dispose: dispose } } function WebGLExtensions(gl) { var extensions = {} return { has: function has(name) { if (extensions[name] !== undefined) { return extensions[name] !== null } 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 default: extension = gl.getExtension(name) } extensions[name] = extension return extension !== null }, get: function get(name) { if (!this.has(name)) { console.warn('THREE.WebGLRenderer: ' + name + ' extension not supported.') } return extensions[name] } } } function WebGLGeometries(gl, attributes, info, bindingStates) { var geometries = new WeakMap() var wireframeAttributes = new WeakMap() function onGeometryDispose(event) { var geometry = event.target var buffergeometry = geometries.get(geometry) if (buffergeometry.index !== null) { attributes.remove(buffergeometry.index) } for (var name in buffergeometry.attributes) { attributes.remove(buffergeometry.attributes[name]) } geometry.removeEventListener('dispose', onGeometryDispose) geometries.delete(geometry) var attribute = wireframeAttributes.get(buffergeometry) if (attribute) { attributes.remove(attribute) wireframeAttributes.delete(buffergeometry) } bindingStates.releaseStatesOfGeometry(buffergeometry) if (geometry.isInstancedBufferGeometry === true) { delete geometry._maxInstanceCount } // info.memory.geometries-- } function get(object, geometry) { var buffergeometry = geometries.get(geometry) 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().setFromObject(object) } buffergeometry = geometry._bufferGeometry } geometries.set(geometry, buffergeometry) info.memory.geometries++ return buffergeometry } function update(geometry) { var geometryAttributes = geometry.attributes // Updating index buffer in VAO now. See WebGLBindingStates. for (var name in geometryAttributes) { attributes.update(geometryAttributes[name], 34962) } // 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], 34962) } } } function updateWireframeAttribute(geometry) { var indices = [] var geometryIndex = geometry.index var geometryPosition = geometry.attributes.position var version = 0 if (geometryIndex !== null) { var array = geometryIndex.array version = geometryIndex.version 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 = geometryPosition.array version = geometryPosition.version 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) } } var attribute = new (arrayMax(indices) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(indices, 1) attribute.version = version // Updating index buffer in VAO now. See WebGLBindingStates // var previousAttribute = wireframeAttributes.get(geometry) if (previousAttribute) attributes.remove(previousAttribute) // wireframeAttributes.set(geometry, attribute) } function getWireframeAttribute(geometry) { var currentAttribute = wireframeAttributes.get(geometry) if (currentAttribute) { var geometryIndex = geometry.index if (geometryIndex !== null) { // if the attribute is obsolete, create a new one if (currentAttribute.version < geometryIndex.version) { updateWireframeAttribute(geometry) } } } else { updateWireframeAttribute(geometry) } return wireframeAttributes.get(geometry) } return { get: get, update: update, getWireframeAttribute: getWireframeAttribute } } function WebGLIndexedBufferRenderer(gl, extensions, info, capabilities) { var isWebGL2 = capabilities.isWebGL2 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, 1) } function renderInstances(start, count, primcount) { if (primcount === 0) return var extension, methodName if (isWebGL2) { extension = gl methodName = 'drawElementsInstanced' } else { extension = extensions.get('ANGLE_instanced_arrays') methodName = 'drawElementsInstancedANGLE' if (extension === null) { console.error('THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.') return } } extension[methodName](mode, count, type, start * bytesPerElement, primcount) info.update(count, mode, primcount) } // this.setMode = setMode this.setIndex = setIndex this.render = render this.renderInstances = renderInstances } 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) { render.calls++ switch (mode) { case 4: render.triangles += instanceCount * (count / 3) break case 1: render.lines += instanceCount * (count / 2) break case 3: render.lines += instanceCount * (count - 1) break case 2: render.lines += instanceCount * count break case 0: 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 } } function numericalSort(a, b) { return a[0] - b[0] } function absNumericalSort(a, b) { return Math.abs(b[1]) - Math.abs(a[1]) } function WebGLMorphtargets(gl) { var influencesList = {} var morphInfluences = new Float32Array(8) var workInfluences = [] for (var i = 0; i < 8; i++) { workInfluences[i] = [i, 0] } function update(object, geometry, material, program) { var objectInfluences = object.morphTargetInfluences // When object doesn't have morph target influences defined, we treat it as a 0-length array // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences var length = objectInfluences === undefined ? 0 : objectInfluences.length var influences = influencesList[geometry.id] if (influences === undefined) { // initialise list influences = [] for (var _i = 0; _i < length; _i++) { influences[_i] = [_i, 0] } influencesList[geometry.id] = influences } // Collect influences for (var _i2 = 0; _i2 < length; _i2++) { var influence = influences[_i2] influence[0] = _i2 influence[1] = objectInfluences[_i2] } influences.sort(absNumericalSort) for (var _i3 = 0; _i3 < 8; _i3++) { if (_i3 < length && influences[_i3][1]) { workInfluences[_i3][0] = influences[_i3][0] workInfluences[_i3][1] = influences[_i3][1] } else { workInfluences[_i3][0] = Number.MAX_SAFE_INTEGER workInfluences[_i3][1] = 0 } } workInfluences.sort(numericalSort) var morphTargets = material.morphTargets && geometry.morphAttributes.position var morphNormals = material.morphNormals && geometry.morphAttributes.normal var morphInfluencesSum = 0 for (var _i4 = 0; _i4 < 8; _i4++) { var _influence = workInfluences[_i4] var index = _influence[0] var value = _influence[1] if (index !== Number.MAX_SAFE_INTEGER && value) { if (morphTargets && geometry.getAttribute('morphTarget' + _i4) !== morphTargets[index]) { geometry.setAttribute('morphTarget' + _i4, morphTargets[index]) } if (morphNormals && geometry.getAttribute('morphNormal' + _i4) !== morphNormals[index]) { geometry.setAttribute('morphNormal' + _i4, morphNormals[index]) } morphInfluences[_i4] = value morphInfluencesSum += value } else { if (morphTargets && geometry.hasAttribute('morphTarget' + _i4) === true) { geometry.deleteAttribute('morphTarget' + _i4) } if (morphNormals && geometry.hasAttribute('morphNormal' + _i4) === true) { geometry.deleteAttribute('morphNormal' + _i4) } morphInfluences[_i4] = 0 } } // GLSL shader uses formula baseinfluence * base + sum(target * influence) // This allows us to switch between absolute morphs and relative morphs without changing shader code // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence) var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum program.getUniforms().setValue(gl, 'morphTargetBaseInfluence', morphBaseInfluence) program.getUniforms().setValue(gl, 'morphTargetInfluences', morphInfluences) } return { update: update } } function WebGLObjects(gl, geometries, attributes, info) { var updateMap = new WeakMap() function update(object) { var frame = info.render.frame var geometry = object.geometry var buffergeometry = geometries.get(object, geometry) // Update once per frame if (updateMap.get(buffergeometry) !== frame) { if (geometry.isGeometry) { buffergeometry.updateFromObject(object) } geometries.update(buffergeometry) updateMap.set(buffergeometry, frame) } if (object.isInstancedMesh) { if (object.hasEventListener('dispose', onInstancedMeshDispose) === false) { object.addEventListener('dispose', onInstancedMeshDispose) } attributes.update(object.instanceMatrix, 34962) if (object.instanceColor !== null) { attributes.update(object.instanceColor, 34962) } } return buffergeometry } function dispose() { updateMap = new WeakMap() } function onInstancedMeshDispose(event) { var instancedMesh = event.target instancedMesh.removeEventListener('dispose', onInstancedMeshDispose) attributes.remove(instancedMesh.instanceMatrix) if (instancedMesh.instanceColor !== null) attributes.remove(instancedMesh.instanceColor) } return { update: update, dispose: dispose } } function DataTexture2DArray(data, width, height, depth) { if (data === void 0) { data = null } if (width === void 0) { width = 1 } if (height === void 0) { height = 1 } if (depth === void 0) { depth = 1 } Texture.call(this, null) this.image = { data: data, width: width, height: height, depth: depth } this.magFilter = NearestFilter this.minFilter = NearestFilter this.wrapR = ClampToEdgeWrapping this.generateMipmaps = false this.flipY = false this.needsUpdate = true } DataTexture2DArray.prototype = Object.create(Texture.prototype) DataTexture2DArray.prototype.constructor = DataTexture2DArray DataTexture2DArray.prototype.isDataTexture2DArray = true function DataTexture3D(data, width, height, depth) { if (data === void 0) { data = null } if (width === void 0) { width = 1 } if (height === void 0) { height = 1 } if (depth === void 0) { depth = 1 } // We're going to add .setXXX() methods for setting properties later. // Users can still set in DataTexture3D directly. // // const texture = new THREE.DataTexture3D( data, width, height, depth ); // texture.anisotropy = 16; // // See #14839 Texture.call(this, null) this.image = { data: data, width: width, height: height, depth: depth } this.magFilter = NearestFilter this.minFilter = NearestFilter this.wrapR = ClampToEdgeWrapping this.generateMipmaps = false this.flipY = false this.needsUpdate = true } DataTexture3D.prototype = Object.create(Texture.prototype) DataTexture3D.prototype.constructor = DataTexture3D DataTexture3D.prototype.isDataTexture3D = true /** * Uniforms of a program. * Those form a tree structure with a special top-level container for the root, * which you get by calling 'new WebGLUniforms( gl, program )'. * * * Properties of inner nodes including the top-level container: * * .seq - array of nested uniforms * .map - nested uniforms by name * * * Methods of all nodes except the top-level container: * * .setValue( gl, value, [textures] ) * * uploads a uniform value(s) * the 'textures' parameter is needed for sampler uniforms * * * Static methods of the top-level container (textures factorizations): * * .upload( gl, seq, values, textures ) * * sets uniforms in 'seq' to 'values[id].value' * * .seqWithValue( seq, values ) : filteredSeq * * filters 'seq' entries with corresponding entry in values * * * Methods of the top-level container (textures factorizations): * * .setValue( gl, name, value, textures ) * * sets uniform with name 'name' to 'value' * * .setOptional( gl, obj, prop ) * * like .set for an optional property of the object * */ var emptyTexture = new Texture() var emptyTexture2dArray = new DataTexture2DArray() var emptyTexture3d = new DataTexture3D() var emptyCubeTexture = new CubeTexture() // --- Utilities --- // Array Caches (provide typed arrays for temporary by size) var arrayCacheF32 = [] var arrayCacheI32 = [] // Float32Array caches used for uploading Matrix uniforms var mat4array = new Float32Array(16) var mat3array = new Float32Array(9) var mat2array = new Float32Array(4) // Flattening for arrays of vectors and matrices function flatten(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 var 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 } function arraysEqual(a, b) { if (a.length !== b.length) return false for (var i = 0, l = a.length; i < l; i++) { if (a[i] !== b[i]) return false } return true } function copyArray(a, b) { for (var i = 0, l = b.length; i < l; i++) { a[i] = b[i] } } // Texture unit allocation function allocTexUnits(textures, n) { var r = arrayCacheI32[n] if (r === undefined) { r = new Int32Array(n) arrayCacheI32[n] = r } for (var i = 0; i !== n; ++i) { r[i] = textures.allocateTextureUnit() } return r } // --- Setters --- // Note: Defining these methods externally, because they come in a bunch // and this way their names minify. // Single scalar function setValueV1f(gl, v) { var cache = this.cache if (cache[0] === v) return gl.uniform1f(this.addr, v) cache[0] = v } // Single float vector (from flat array or THREE.VectorN) function setValueV2f(gl, v) { var cache = this.cache if (v.x !== undefined) { if (cache[0] !== v.x || cache[1] !== v.y) { gl.uniform2f(this.addr, v.x, v.y) cache[0] = v.x cache[1] = v.y } } else { if (arraysEqual(cache, v)) return gl.uniform2fv(this.addr, v) copyArray(cache, v) } } function setValueV3f(gl, v) { var cache = this.cache if (v.x !== undefined) { if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) { gl.uniform3f(this.addr, v.x, v.y, v.z) cache[0] = v.x cache[1] = v.y cache[2] = v.z } } else if (v.r !== undefined) { if (cache[0] !== v.r || cache[1] !== v.g || cache[2] !== v.b) { gl.uniform3f(this.addr, v.r, v.g, v.b) cache[0] = v.r cache[1] = v.g cache[2] = v.b } } else { if (arraysEqual(cache, v)) return gl.uniform3fv(this.addr, v) copyArray(cache, v) } } function setValueV4f(gl, v) { var cache = this.cache if (v.x !== undefined) { if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) { gl.uniform4f(this.addr, v.x, v.y, v.z, v.w) cache[0] = v.x cache[1] = v.y cache[2] = v.z cache[3] = v.w } } else { if (arraysEqual(cache, v)) return gl.uniform4fv(this.addr, v) copyArray(cache, v) } } // Single matrix (from flat array or MatrixN) function setValueM2(gl, v) { var cache = this.cache var elements = v.elements if (elements === undefined) { if (arraysEqual(cache, v)) return gl.uniformMatrix2fv(this.addr, false, v) copyArray(cache, v) } else { if (arraysEqual(cache, elements)) return mat2array.set(elements) gl.uniformMatrix2fv(this.addr, false, mat2array) copyArray(cache, elements) } } function setValueM3(gl, v) { var cache = this.cache var elements = v.elements if (elements === undefined) { if (arraysEqual(cache, v)) return gl.uniformMatrix3fv(this.addr, false, v) copyArray(cache, v) } else { if (arraysEqual(cache, elements)) return mat3array.set(elements) gl.uniformMatrix3fv(this.addr, false, mat3array) copyArray(cache, elements) } } function setValueM4(gl, v) { var cache = this.cache var elements = v.elements if (elements === undefined) { if (arraysEqual(cache, v)) return gl.uniformMatrix4fv(this.addr, false, v) copyArray(cache, v) } else { if (arraysEqual(cache, elements)) return mat4array.set(elements) gl.uniformMatrix4fv(this.addr, false, mat4array) copyArray(cache, elements) } } // Single texture (2D / Cube) function setValueT1(gl, v, textures) { var cache = this.cache var unit = textures.allocateTextureUnit() if (cache[0] !== unit) { gl.uniform1i(this.addr, unit) cache[0] = unit } textures.safeSetTexture2D(v || emptyTexture, unit) } function setValueT2DArray1(gl, v, textures) { var cache = this.cache var unit = textures.allocateTextureUnit() if (cache[0] !== unit) { gl.uniform1i(this.addr, unit) cache[0] = unit } textures.setTexture2DArray(v || emptyTexture2dArray, unit) } function setValueT3D1(gl, v, textures) { var cache = this.cache var unit = textures.allocateTextureUnit() if (cache[0] !== unit) { gl.uniform1i(this.addr, unit) cache[0] = unit } textures.setTexture3D(v || emptyTexture3d, unit) } function setValueT6(gl, v, textures) { var cache = this.cache var unit = textures.allocateTextureUnit() if (cache[0] !== unit) { gl.uniform1i(this.addr, unit) cache[0] = unit } textures.safeSetTextureCube(v || emptyCubeTexture, unit) } // Integer / Boolean vectors or arrays thereof (always flat arrays) function setValueV1i(gl, v) { var cache = this.cache if (cache[0] === v) return gl.uniform1i(this.addr, v) cache[0] = v } function setValueV2i(gl, v) { var cache = this.cache if (arraysEqual(cache, v)) return gl.uniform2iv(this.addr, v) copyArray(cache, v) } function setValueV3i(gl, v) { var cache = this.cache if (arraysEqual(cache, v)) return gl.uniform3iv(this.addr, v) copyArray(cache, v) } function setValueV4i(gl, v) { var cache = this.cache if (arraysEqual(cache, v)) return gl.uniform4iv(this.addr, v) copyArray(cache, v) } // uint function setValueV1ui(gl, v) { var cache = this.cache if (cache[0] === v) return gl.uniform1ui(this.addr, v) cache[0] = v } // Helper to pick the right setter for the singular case function getSingularSetter(type) { switch (type) { case 0x1406: return setValueV1f // FLOAT case 0x8b50: return setValueV2f // _VEC2 case 0x8b51: return setValueV3f // _VEC3 case 0x8b52: return setValueV4f // _VEC4 case 0x8b5a: return setValueM2 // _MAT2 case 0x8b5b: return setValueM3 // _MAT3 case 0x8b5c: return setValueM4 // _MAT4 case 0x1404: case 0x8b56: return setValueV1i // INT, BOOL case 0x8b53: case 0x8b57: return setValueV2i // _VEC2 case 0x8b54: case 0x8b58: return setValueV3i // _VEC3 case 0x8b55: case 0x8b59: return setValueV4i // _VEC4 case 0x1405: return setValueV1ui // UINT case 0x8b5e: // SAMPLER_2D case 0x8d66: // SAMPLER_EXTERNAL_OES case 0x8dca: // INT_SAMPLER_2D case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D case 0x8b62: // SAMPLER_2D_SHADOW return setValueT1 case 0x8b5f: // SAMPLER_3D case 0x8dcb: // INT_SAMPLER_3D case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D return setValueT3D1 case 0x8b60: // SAMPLER_CUBE case 0x8dcc: // INT_SAMPLER_CUBE case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE case 0x8dc5: // SAMPLER_CUBE_SHADOW return setValueT6 case 0x8dc1: // SAMPLER_2D_ARRAY case 0x8dcf: // INT_SAMPLER_2D_ARRAY case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW return setValueT2DArray1 } } // Array of scalars function setValueV1fArray(gl, v) { gl.uniform1fv(this.addr, v) } // Integer / Boolean vectors or arrays thereof (always flat arrays) function setValueV1iArray(gl, v) { gl.uniform1iv(this.addr, v) } function setValueV2iArray(gl, v) { gl.uniform2iv(this.addr, v) } function setValueV3iArray(gl, v) { gl.uniform3iv(this.addr, v) } function setValueV4iArray(gl, v) { gl.uniform4iv(this.addr, v) } // Array of vectors (flat or from THREE classes) function setValueV2fArray(gl, v) { var data = flatten(v, this.size, 2) gl.uniform2fv(this.addr, data) } function setValueV3fArray(gl, v) { var data = flatten(v, this.size, 3) gl.uniform3fv(this.addr, data) } function setValueV4fArray(gl, v) { var data = flatten(v, this.size, 4) gl.uniform4fv(this.addr, data) } // Array of matrices (flat or from THREE clases) function setValueM2Array(gl, v) { var data = flatten(v, this.size, 4) gl.uniformMatrix2fv(this.addr, false, data) } function setValueM3Array(gl, v) { var data = flatten(v, this.size, 9) gl.uniformMatrix3fv(this.addr, false, data) } function setValueM4Array(gl, v) { var data = flatten(v, this.size, 16) gl.uniformMatrix4fv(this.addr, false, data) } // Array of textures (2D / Cube) function setValueT1Array(gl, v, textures) { var n = v.length var units = allocTexUnits(textures, n) gl.uniform1iv(this.addr, units) for (var i = 0; i !== n; ++i) { textures.safeSetTexture2D(v[i] || emptyTexture, units[i]) } } function setValueT6Array(gl, v, textures) { var n = v.length var units = allocTexUnits(textures, n) gl.uniform1iv(this.addr, units) for (var i = 0; i !== n; ++i) { textures.safeSetTextureCube(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 setValueV1fArray // FLOAT case 0x8b50: return setValueV2fArray // _VEC2 case 0x8b51: return setValueV3fArray // _VEC3 case 0x8b52: return setValueV4fArray // _VEC4 case 0x8b5a: return setValueM2Array // _MAT2 case 0x8b5b: return setValueM3Array // _MAT3 case 0x8b5c: return setValueM4Array // _MAT4 case 0x1404: case 0x8b56: return setValueV1iArray // INT, BOOL case 0x8b53: case 0x8b57: return setValueV2iArray // _VEC2 case 0x8b54: case 0x8b58: return setValueV3iArray // _VEC3 case 0x8b55: case 0x8b59: return setValueV4iArray // _VEC4 case 0x8b5e: // SAMPLER_2D case 0x8d66: // SAMPLER_EXTERNAL_OES case 0x8dca: // INT_SAMPLER_2D case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D case 0x8b62: // SAMPLER_2D_SHADOW return setValueT1Array case 0x8b60: // SAMPLER_CUBE case 0x8dcc: // INT_SAMPLER_CUBE case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE case 0x8dc5: // SAMPLER_CUBE_SHADOW return setValueT6Array } } // --- Uniform Classes --- function SingleUniform(id, activeInfo, addr) { this.id = id this.addr = addr this.cache = [] this.setValue = getSingularSetter(activeInfo.type) // this.path = activeInfo.name; // DEBUG } function PureArrayUniform(id, activeInfo, addr) { this.id = id this.addr = addr this.cache = [] this.size = activeInfo.size this.setValue = getPureArraySetter(activeInfo.type) // this.path = activeInfo.name; // DEBUG } PureArrayUniform.prototype.updateCache = function (data) { var cache = this.cache if (data instanceof Float32Array && cache.length !== data.length) { this.cache = new Float32Array(data.length) } copyArray(cache, data) } function StructuredUniform(id) { this.id = id this.seq = [] this.map = {} } StructuredUniform.prototype.setValue = function (gl, value, textures) { var seq = this.seq for (var i = 0, n = seq.length; i !== n; ++i) { var u = seq[i] u.setValue(gl, value[u.id], textures) } } // --- 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 while (true) { var match = RePathPart.exec(path), matchEnd = RePathPart.lastIndex var id = match[1] var 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 var next = map[id] if (next === undefined) { next = new StructuredUniform(id) addUniform(container, next) } container = next } } } // Root Container function WebGLUniforms(gl, program) { this.seq = [] this.map = {} var n = gl.getProgramParameter(program, 35718) for (var i = 0; i < n; ++i) { var info = gl.getActiveUniform(program, i), addr = gl.getUniformLocation(program, info.name) parseUniform(info, addr, this) } } WebGLUniforms.prototype.setValue = function (gl, name, value, textures) { var u = this.map[name] if (u !== undefined) u.setValue(gl, value, textures) } WebGLUniforms.prototype.setOptional = function (gl, object, name) { var v = object[name] if (v !== undefined) this.setValue(gl, name, v) } // Static interface WebGLUniforms.upload = function (gl, seq, values, textures) { 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, textures) } } } WebGLUniforms.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 } function WebGLShader(gl, type, string) { var shader = gl.createShader(type) gl.shaderSource(shader, string) gl.compileShader(shader) return shader } var programIdCount = 0 function addLineNumbers(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 getEncodingComponents(encoding) { switch (encoding) { case LinearEncoding: return ['Linear', '( value )'] case sRGBEncoding: return ['sRGB', '( value )'] case RGBEEncoding: return ['RGBE', '( value )'] case RGBM7Encoding: return ['RGBM', '( value, 7.0 )'] case RGBM16Encoding: return ['RGBM', '( value, 16.0 )'] case RGBDEncoding: return ['RGBD', '( value, 256.0 )'] case GammaEncoding: return ['Gamma', '( value, float( GAMMA_FACTOR ) )'] case LogLuvEncoding: return ['LogLuv', '( value )'] default: console.warn('THREE.WebGLProgram: Unsupported encoding:', encoding) return ['Linear', '( value )'] } } function getShaderErrors(gl, shader, type) { var status = gl.getShaderParameter(shader, 35713) var log = gl.getShaderInfoLog(shader).trim() if (status && log === '') return '' // --enable-privileged-webgl-extension // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); var source = gl.getShaderSource(shader) return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers(source) } function getTexelDecodingFunction(functionName, encoding) { var components = getEncodingComponents(encoding) return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[0] + 'ToLinear' + components[1] + '; }' } function getTexelEncodingFunction(functionName, encoding) { var components = getEncodingComponents(encoding) return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[0] + components[1] + '; }' } function getToneMappingFunction(functionName, toneMapping) { var toneMappingName switch (toneMapping) { case LinearToneMapping: toneMappingName = 'Linear' break case ReinhardToneMapping: toneMappingName = 'Reinhard' break case CineonToneMapping: toneMappingName = 'OptimizedCineon' break case ACESFilmicToneMapping: toneMappingName = 'ACESFilmic' break case CustomToneMapping: toneMappingName = 'Custom' break default: console.warn('THREE.WebGLProgram: Unsupported toneMapping:', toneMapping) toneMappingName = 'Linear' } return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }' } function generateExtensions(parameters) { var chunks = [ parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ? '#extension GL_OES_standard_derivatives : enable' : '', (parameters.extensionFragDepth || parameters.logarithmicDepthBuffer) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '', parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ? '#extension GL_EXT_draw_buffers : require' : '', (parameters.extensionShaderTextureLOD || parameters.envMap) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : '' ] return chunks.filter(filterEmptyLine).join('\n') } function generateDefines(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(gl, program) { var attributes = {} var n = gl.getProgramParameter(program, 35721) 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(string) { return string !== '' } function replaceLightNums(string, parameters) { return string .replace(/NUM_DIR_LIGHTS/g, parameters.numDirLights) .replace(/NUM_SPOT_LIGHTS/g, parameters.numSpotLights) .replace(/NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights) .replace(/NUM_POINT_LIGHTS/g, parameters.numPointLights) .replace(/NUM_HEMI_LIGHTS/g, parameters.numHemiLights) .replace(/NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows) .replace(/NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows) .replace(/NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows) } function replaceClippingPlaneNums(string, parameters) { return string .replace(/NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes) .replace(/UNION_CLIPPING_PLANES/g, parameters.numClippingPlanes - parameters.numClipIntersection) } // Resolve Includes var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm function resolveIncludes(string) { return string.replace(includePattern, includeReplacer) } function includeReplacer(match, include) { var string = ShaderChunk[include] if (string === undefined) { throw new Error('Can not resolve #include <' + include + '>') } return resolveIncludes(string) } // Unroll Loops var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g var unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g function unrollLoops(string) { return string.replace(unrollLoopPattern, loopReplacer).replace(deprecatedUnrollLoopPattern, deprecatedLoopReplacer) } function deprecatedLoopReplacer(match, start, end, snippet) { console.warn('WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.') return loopReplacer(match, start, end, snippet) } function loopReplacer(match, start, end, snippet) { var string = '' for (var i = parseInt(start); i < parseInt(end); i++) { string += snippet.replace(/\[\s*i\s*\]/g, '[ ' + i + ' ]').replace(/UNROLLED_LOOP_INDEX/g, i) } return string } // function generatePrecision(parameters) { var precisionstring = 'precision ' + parameters.precision + ' float;\nprecision ' + parameters.precision + ' int;' if (parameters.precision === 'highp') { precisionstring += '\n#define HIGH_PRECISION' } else if (parameters.precision === 'mediump') { precisionstring += '\n#define MEDIUM_PRECISION' } else if (parameters.precision === 'lowp') { precisionstring += '\n#define LOW_PRECISION' } return precisionstring } function generateShadowMapTypeDefine(parameters) { var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC' if (parameters.shadowMapType === PCFShadowMap) { shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF' } else if (parameters.shadowMapType === PCFSoftShadowMap) { shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT' } else if (parameters.shadowMapType === VSMShadowMap) { shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM' } return shadowMapTypeDefine } function generateEnvMapTypeDefine(parameters) { var envMapTypeDefine = 'ENVMAP_TYPE_CUBE' if (parameters.envMap) { switch (parameters.envMapMode) { case CubeReflectionMapping: case CubeRefractionMapping: envMapTypeDefine = 'ENVMAP_TYPE_CUBE' break case CubeUVReflectionMapping: case CubeUVRefractionMapping: envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV' break } } return envMapTypeDefine } function generateEnvMapModeDefine(parameters) { var envMapModeDefine = 'ENVMAP_MODE_REFLECTION' if (parameters.envMap) { switch (parameters.envMapMode) { case CubeRefractionMapping: case CubeUVRefractionMapping: envMapModeDefine = 'ENVMAP_MODE_REFRACTION' break } } return envMapModeDefine } function generateEnvMapBlendingDefine(parameters) { var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE' if (parameters.envMap) { switch (parameters.combine) { case MultiplyOperation: envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY' break case MixOperation: envMapBlendingDefine = 'ENVMAP_BLENDING_MIX' break case AddOperation: envMapBlendingDefine = 'ENVMAP_BLENDING_ADD' break } } return envMapBlendingDefine } function WebGLProgram(renderer, cacheKey, parameters, bindingStates) { var gl = renderer.getContext() var defines = parameters.defines var vertexShader = parameters.vertexShader var fragmentShader = parameters.fragmentShader var shadowMapTypeDefine = generateShadowMapTypeDefine(parameters) var envMapTypeDefine = generateEnvMapTypeDefine(parameters) var envMapModeDefine = generateEnvMapModeDefine(parameters) var envMapBlendingDefine = generateEnvMapBlendingDefine(parameters) var gammaFactorDefine = renderer.gammaFactor > 0 ? renderer.gammaFactor : 1.0 var customExtensions = parameters.isWebGL2 ? '' : generateExtensions(parameters) var customDefines = generateDefines(defines) var program = gl.createProgram() var prefixVertex, prefixFragment var versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : '' if (parameters.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 = [ generatePrecision(parameters), '#define SHADER_NAME ' + parameters.shaderName, customDefines, parameters.instancing ? '#define USE_INSTANCING' : '', parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '', parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', '#define GAMMA_FACTOR ' + gammaFactorDefine, '#define MAX_BONES ' + parameters.maxBones, parameters.useFog && parameters.fog ? '#define USE_FOG' : '', parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.normalMap && parameters.objectSpaceNormalMap ? '#define OBJECTSPACE_NORMALMAP' : '', parameters.normalMap && parameters.tangentSpaceNormalMap ? '#define TANGENTSPACE_NORMALMAP' : '', parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', parameters.vertexTangents ? '#define USE_TANGENT' : '', parameters.vertexColors ? '#define USE_COLOR' : '', parameters.vertexUvs ? '#define USE_UV' : '', parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.skinning ? '#define USE_SKINNING' : '', parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', parameters.doubleSided ? '#define DOUBLE_SIDED' : '', parameters.flipSided ? '#define FLIP_SIDED' : '', parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '', 'uniform mat4 modelMatrix;', 'uniform mat4 modelViewMatrix;', 'uniform mat4 projectionMatrix;', 'uniform mat4 viewMatrix;', 'uniform mat3 normalMatrix;', 'uniform vec3 cameraPosition;', 'uniform bool isOrthographic;', '#ifdef USE_INSTANCING', ' attribute mat4 instanceMatrix;', '#endif', '#ifdef USE_INSTANCING_COLOR', ' attribute vec3 instanceColor;', '#endif', 'attribute vec3 position;', 'attribute vec3 normal;', 'attribute vec2 uv;', '#ifdef USE_TANGENT', ' attribute vec4 tangent;', '#endif', '#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, generatePrecision(parameters), '#define SHADER_NAME ' + parameters.shaderName, customDefines, parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + (parameters.alphaTest % 1 ? '' : '.0') : '', // add '.0' if integer '#define GAMMA_FACTOR ' + gammaFactorDefine, parameters.useFog && parameters.fog ? '#define USE_FOG' : '', parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.matcap ? '#define USE_MATCAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapTypeDefine : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.envMap ? '#define ' + envMapBlendingDefine : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.normalMap && parameters.objectSpaceNormalMap ? '#define OBJECTSPACE_NORMALMAP' : '', parameters.normalMap && parameters.tangentSpaceNormalMap ? '#define TANGENTSPACE_NORMALMAP' : '', parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.sheen ? '#define USE_SHEEN' : '', parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', parameters.vertexTangents ? '#define USE_TANGENT' : '', parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '', parameters.vertexUvs ? '#define USE_UV' : '', parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.doubleSided ? '#define DOUBLE_SIDED' : '', parameters.flipSided ? '#define FLIP_SIDED' : '', parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '', parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '', (parameters.extensionShaderTextureLOD || parameters.envMap) && parameters.rendererExtensionShaderTextureLod ? '#define TEXTURE_LOD_EXT' : '', 'uniform mat4 viewMatrix;', 'uniform vec3 cameraPosition;', 'uniform bool isOrthographic;', parameters.toneMapping !== NoToneMapping ? '#define TONE_MAPPING' : '', parameters.toneMapping !== NoToneMapping ? ShaderChunk['tonemapping_pars_fragment'] : '', // this code is required here because it is used by the toneMapping() function defined below parameters.toneMapping !== NoToneMapping ? getToneMappingFunction('toneMapping', parameters.toneMapping) : '', parameters.dithering ? '#define DITHERING' : '', ShaderChunk['encodings_pars_fragment'], // this code is required here because it is used by the various encoding/decoding function defined below parameters.map ? getTexelDecodingFunction('mapTexelToLinear', parameters.mapEncoding) : '', parameters.matcap ? getTexelDecodingFunction('matcapTexelToLinear', parameters.matcapEncoding) : '', parameters.envMap ? getTexelDecodingFunction('envMapTexelToLinear', parameters.envMapEncoding) : '', parameters.emissiveMap ? getTexelDecodingFunction('emissiveMapTexelToLinear', parameters.emissiveMapEncoding) : '', parameters.lightMap ? getTexelDecodingFunction('lightMapTexelToLinear', parameters.lightMapEncoding) : '', getTexelEncodingFunction('linearToOutputTexel', parameters.outputEncoding), parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '', '\n' ] .filter(filterEmptyLine) .join('\n') } vertexShader = resolveIncludes(vertexShader) vertexShader = replaceLightNums(vertexShader, parameters) vertexShader = replaceClippingPlaneNums(vertexShader, parameters) fragmentShader = resolveIncludes(fragmentShader) fragmentShader = replaceLightNums(fragmentShader, parameters) fragmentShader = replaceClippingPlaneNums(fragmentShader, parameters) vertexShader = unrollLoops(vertexShader) fragmentShader = unrollLoops(fragmentShader) if (parameters.isWebGL2 && parameters.isRawShaderMaterial !== true) { // GLSL 3.0 conversion for built-in materials and ShaderMaterial versionString = '#version 300 es\n' prefixVertex = ['#define attribute in', '#define varying out', '#define texture2D texture'].join('\n') + '\n' + prefixVertex prefixFragment = [ '#define varying in', parameters.glslVersion === GLSL3 ? '' : 'out highp vec4 pc_fragColor;', parameters.glslVersion === GLSL3 ? '' : '#define gl_FragColor pc_fragColor', '#define gl_FragDepthEXT gl_FragDepth', '#define texture2D texture', '#define textureCube texture', '#define texture2DProj textureProj', '#define texture2DLodEXT textureLod', '#define texture2DProjLodEXT textureProjLod', '#define textureCubeLodEXT textureLod', '#define texture2DGradEXT textureGrad', '#define texture2DProjGradEXT textureProjGrad', '#define textureCubeGradEXT textureGrad' ].join('\n') + '\n' + prefixFragment } var vertexGlsl = versionString + prefixVertex + vertexShader var fragmentGlsl = versionString + prefixFragment + fragmentShader // console.log( '*VERTEX*', vertexGlsl ); // console.log( '*FRAGMENT*', fragmentGlsl ); var glVertexShader = WebGLShader(gl, 35633, vertexGlsl) var glFragmentShader = WebGLShader(gl, 35632, fragmentGlsl) gl.attachShader(program, glVertexShader) gl.attachShader(program, glFragmentShader) // Force a particular attribute to index 0. if (parameters.index0AttributeName !== undefined) { gl.bindAttribLocation(program, 0, parameters.index0AttributeName) } else if (parameters.morphTargets === true) { // programs with morphTargets displace position out of attribute 0 gl.bindAttribLocation(program, 0, 'position') } gl.linkProgram(program) // check for link errors if (renderer.debug.checkShaderErrors) { var programLog = gl.getProgramInfoLog(program).trim() var vertexLog = gl.getShaderInfoLog(glVertexShader).trim() var fragmentLog = gl.getShaderInfoLog(glFragmentShader).trim() var runnable = true var haveDiagnostics = true if (gl.getProgramParameter(program, 35714) === false) { runnable = false var vertexErrors = getShaderErrors(gl, glVertexShader, 'vertex') var fragmentErrors = getShaderErrors(gl, glFragmentShader, 'fragment') console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter(program, 35715), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors ) } else if (programLog !== '') { console.warn('THREE.WebGLProgram: gl.getProgramInfoLog()', programLog) } else if (vertexLog === '' || fragmentLog === '') { haveDiagnostics = false } if (haveDiagnostics) { this.diagnostics = { runnable: runnable, programLog: programLog, vertexShader: { log: vertexLog, prefix: prefixVertex }, fragmentShader: { log: fragmentLog, prefix: prefixFragment } } } } // Clean up // Crashes in iOS9 and iOS10. #18402 // gl.detachShader( program, glVertexShader ); // gl.detachShader( program, glFragmentShader ); 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) } 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 () { bindingStates.releaseStatesOfProgram(this) gl.deleteProgram(program) this.program = undefined } // this.name = parameters.shaderName this.id = programIdCount++ this.cacheKey = cacheKey this.usedTimes = 1 this.program = program this.vertexShader = glVertexShader this.fragmentShader = glFragmentShader return this } function WebGLPrograms(renderer, cubemaps, extensions, capabilities, bindingStates, clipping) { var programs = [] var isWebGL2 = capabilities.isWebGL2 var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer var floatVertexTextures = capabilities.floatVertexTextures var maxVertexUniforms = capabilities.maxVertexUniforms var vertexTextures = capabilities.vertexTextures var precision = capabilities.precision var shaderIDs = { MeshDepthMaterial: 'depth', MeshDistanceMaterial: 'distanceRGBA', MeshNormalMaterial: 'normal', MeshBasicMaterial: 'basic', MeshLambertMaterial: 'lambert', MeshPhongMaterial: 'phong', MeshToonMaterial: 'toon', MeshStandardMaterial: 'physical', MeshPhysicalMaterial: 'physical', MeshMatcapMaterial: 'matcap', LineBasicMaterial: 'basic', LineDashedMaterial: 'dashed', PointsMaterial: 'points', ShadowMaterial: 'shadow', SpriteMaterial: 'sprite' } var parameterNames = [ 'precision', 'isWebGL2', 'supportsVertexTextures', 'outputEncoding', 'instancing', 'instancingColor', 'map', 'mapEncoding', 'matcap', 'matcapEncoding', 'envMap', 'envMapMode', 'envMapEncoding', 'envMapCubeUV', 'lightMap', 'lightMapEncoding', 'aoMap', 'emissiveMap', 'emissiveMapEncoding', 'bumpMap', 'normalMap', 'objectSpaceNormalMap', 'tangentSpaceNormalMap', 'clearcoatMap', 'clearcoatRoughnessMap', 'clearcoatNormalMap', 'displacementMap', 'specularMap', 'roughnessMap', 'metalnessMap', 'gradientMap', 'alphaMap', 'combine', 'vertexColors', 'vertexTangents', 'vertexUvs', 'uvsVertexOnly', 'fog', 'useFog', 'fogExp2', 'flatShading', 'sizeAttenuation', 'logarithmicDepthBuffer', 'skinning', 'maxBones', 'useVertexTexture', 'morphTargets', 'morphNormals', 'maxMorphTargets', 'maxMorphNormals', 'premultipliedAlpha', 'numDirLights', 'numPointLights', 'numSpotLights', 'numHemiLights', 'numRectAreaLights', 'numDirLightShadows', 'numPointLightShadows', 'numSpotLightShadows', 'shadowMapEnabled', 'shadowMapType', 'toneMapping', 'physicallyCorrectLights', 'alphaTest', 'doubleSided', 'flipSided', 'numClippingPlanes', 'numClipIntersection', 'depthPacking', 'dithering', 'sheen', 'transmissionMap' ] function getMaxBones(object) { var skeleton = object.skeleton var bones = skeleton.bones if (floatVertexTextures) { return 1024 } else { // default for when object is not specified // ( for example when prebuilding shader to be used with multiple objects ) // // - leave some extra space for other uniforms // - limit here is ANGLE's 254 max uniform vectors // (up to 54 should be safe) var nVertexUniforms = 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) { var encoding if (map && map.isTexture) { encoding = map.encoding } else if (map && map.isWebGLRenderTarget) { console.warn("THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead.") encoding = map.texture.encoding } else { encoding = LinearEncoding } return encoding } function getParameters(material, lights, shadows, scene, object) { var fog = scene.fog var environment = material.isMeshStandardMaterial ? scene.environment : null var envMap = cubemaps.get(material.envMap || environment) 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 ? getMaxBones(object) : 0 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 vertexShader, fragmentShader if (shaderID) { var shader = ShaderLib[shaderID] vertexShader = shader.vertexShader fragmentShader = shader.fragmentShader } else { vertexShader = material.vertexShader fragmentShader = material.fragmentShader } var currentRenderTarget = renderer.getRenderTarget() var parameters = { isWebGL2: isWebGL2, shaderID: shaderID, shaderName: material.type, vertexShader: vertexShader, fragmentShader: fragmentShader, defines: material.defines, isRawShaderMaterial: material.isRawShaderMaterial === true, glslVersion: material.glslVersion, precision: precision, instancing: object.isInstancedMesh === true, instancingColor: object.isInstancedMesh === true && object.instanceColor !== null, supportsVertexTextures: vertexTextures, outputEncoding: currentRenderTarget !== null ? getTextureEncodingFromMap(currentRenderTarget.texture) : renderer.outputEncoding, map: !!material.map, mapEncoding: getTextureEncodingFromMap(material.map), matcap: !!material.matcap, matcapEncoding: getTextureEncodingFromMap(material.matcap), envMap: !!envMap, envMapMode: envMap && envMap.mapping, envMapEncoding: getTextureEncodingFromMap(envMap), envMapCubeUV: !!envMap && (envMap.mapping === CubeUVReflectionMapping || envMap.mapping === CubeUVRefractionMapping), lightMap: !!material.lightMap, lightMapEncoding: getTextureEncodingFromMap(material.lightMap), aoMap: !!material.aoMap, emissiveMap: !!material.emissiveMap, emissiveMapEncoding: getTextureEncodingFromMap(material.emissiveMap), bumpMap: !!material.bumpMap, normalMap: !!material.normalMap, objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap, tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap, clearcoatMap: !!material.clearcoatMap, clearcoatRoughnessMap: !!material.clearcoatRoughnessMap, clearcoatNormalMap: !!material.clearcoatNormalMap, displacementMap: !!material.displacementMap, roughnessMap: !!material.roughnessMap, metalnessMap: !!material.metalnessMap, specularMap: !!material.specularMap, alphaMap: !!material.alphaMap, gradientMap: !!material.gradientMap, sheen: !!material.sheen, transmissionMap: !!material.transmissionMap, combine: material.combine, vertexTangents: material.normalMap && material.vertexTangents, vertexColors: material.vertexColors, vertexUvs: !!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatMap || !!material.clearcoatRoughnessMap || !!material.clearcoatNormalMap || !!material.displacementMap || !!material.transmissionMap, uvsVertexOnly: !( !!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatNormalMap || !!material.transmissionMap ) && !!material.displacementMap, fog: !!fog, useFog: material.fog, fogExp2: fog && fog.isFogExp2, flatShading: material.flatShading, sizeAttenuation: material.sizeAttenuation, logarithmicDepthBuffer: logarithmicDepthBuffer, skinning: material.skinning && maxBones > 0, maxBones: maxBones, useVertexTexture: 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, numDirLightShadows: lights.directionalShadowMap.length, numPointLightShadows: lights.pointShadowMap.length, numSpotLightShadows: lights.spotShadowMap.length, numClippingPlanes: clipping.numPlanes, numClipIntersection: clipping.numIntersection, dithering: material.dithering, shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0, shadowMapType: renderer.shadowMap.type, toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping, physicallyCorrectLights: renderer.physicallyCorrectLights, premultipliedAlpha: material.premultipliedAlpha, alphaTest: material.alphaTest, doubleSided: material.side === DoubleSide, flipSided: material.side === BackSide, depthPacking: material.depthPacking !== undefined ? material.depthPacking : false, index0AttributeName: material.index0AttributeName, extensionDerivatives: material.extensions && material.extensions.derivatives, extensionFragDepth: material.extensions && material.extensions.fragDepth, extensionDrawBuffers: material.extensions && material.extensions.drawBuffers, extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD, rendererExtensionFragDepth: isWebGL2 || extensions.has('EXT_frag_depth'), rendererExtensionDrawBuffers: isWebGL2 || extensions.has('WEBGL_draw_buffers'), rendererExtensionShaderTextureLod: isWebGL2 || extensions.has('EXT_shader_texture_lod'), customProgramCacheKey: material.customProgramCacheKey() } return parameters } function getProgramCacheKey(parameters) { var array = [] if (parameters.shaderID) { array.push(parameters.shaderID) } else { array.push(parameters.fragmentShader) array.push(parameters.vertexShader) } if (parameters.defines !== undefined) { for (var name in parameters.defines) { array.push(name) array.push(parameters.defines[name]) } } if (parameters.isRawShaderMaterial === false) { for (var i = 0; i < parameterNames.length; i++) { array.push(parameters[parameterNames[i]]) } array.push(renderer.outputEncoding) array.push(renderer.gammaFactor) } array.push(parameters.customProgramCacheKey) return array.join() } function getUniforms(material) { var shaderID = shaderIDs[material.type] var uniforms if (shaderID) { var shader = ShaderLib[shaderID] uniforms = UniformsUtils.clone(shader.uniforms) } else { uniforms = material.uniforms } return uniforms } function acquireProgram(parameters, cacheKey) { var program // Check if code has been already compiled for (var p = 0, pl = programs.length; p < pl; p++) { var preexistingProgram = programs[p] if (preexistingProgram.cacheKey === cacheKey) { program = preexistingProgram ++program.usedTimes break } } if (program === undefined) { program = new WebGLProgram(renderer, cacheKey, parameters, bindingStates) programs.push(program) } return program } function releaseProgram(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() } } return { getParameters: getParameters, getProgramCacheKey: getProgramCacheKey, getUniforms: getUniforms, acquireProgram: acquireProgram, releaseProgram: releaseProgram, // Exposed for resource monitoring & error feedback via renderer.info: programs: programs } } function WebGLProperties() { var properties = new WeakMap() function get(object) { var map = properties.get(object) if (map === undefined) { map = {} properties.set(object, map) } return map } function remove(object) { properties.delete(object) } function update(object, key, value) { properties.get(object)[key] = value } function dispose() { properties = new WeakMap() } return { get: get, remove: remove, update: update, dispose: dispose } } function painterSortStable(a, b) { if (a.groupOrder !== b.groupOrder) { return a.groupOrder - b.groupOrder } else if (a.renderOrder !== b.renderOrder) { return a.renderOrder - b.renderOrder } else if (a.program !== b.program) { return a.program.id - b.program.id } else if (a.material.id !== b.material.id) { return a.material.id - b.material.id } else if (a.z !== b.z) { return a.z - b.z } else { return a.id - b.id } } function reversePainterSortStable(a, b) { if (a.groupOrder !== b.groupOrder) { return a.groupOrder - b.groupOrder } else if (a.renderOrder !== b.renderOrder) { return a.renderOrder - b.renderOrder } else if (a.z !== b.z) { return b.z - a.z } else { return a.id - b.id } } function WebGLRenderList(properties) { var renderItems = [] var renderItemsIndex = 0 var opaque = [] var transparent = [] var defaultProgram = { id: -1 } function init() { renderItemsIndex = 0 opaque.length = 0 transparent.length = 0 } function getNextRenderItem(object, geometry, material, groupOrder, z, group) { var renderItem = renderItems[renderItemsIndex] var materialProperties = properties.get(material) if (renderItem === undefined) { renderItem = { id: object.id, object: object, geometry: geometry, material: material, program: materialProperties.program || defaultProgram, groupOrder: groupOrder, renderOrder: object.renderOrder, z: z, group: group } renderItems[renderItemsIndex] = renderItem } else { renderItem.id = object.id renderItem.object = object renderItem.geometry = geometry renderItem.material = material renderItem.program = materialProperties.program || defaultProgram renderItem.groupOrder = groupOrder renderItem.renderOrder = object.renderOrder renderItem.z = z renderItem.group = group } renderItemsIndex++ return renderItem } function push(object, geometry, material, groupOrder, z, group) { var renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group) ;(material.transparent === true ? transparent : opaque).push(renderItem) } function unshift(object, geometry, material, groupOrder, z, group) { var renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group) ;(material.transparent === true ? transparent : opaque).unshift(renderItem) } function sort(customOpaqueSort, customTransparentSort) { if (opaque.length > 1) opaque.sort(customOpaqueSort || painterSortStable) if (transparent.length > 1) transparent.sort(customTransparentSort || reversePainterSortStable) } function finish() { // Clear references from inactive renderItems in the list for (var i = renderItemsIndex, il = renderItems.length; i < il; i++) { var renderItem = renderItems[i] if (renderItem.id === null) break renderItem.id = null renderItem.object = null renderItem.geometry = null renderItem.material = null renderItem.program = null renderItem.group = null } } return { opaque: opaque, transparent: transparent, init: init, push: push, unshift: unshift, finish: finish, sort: sort } } function WebGLRenderLists(properties) { var lists = new WeakMap() function get(scene, camera) { var cameras = lists.get(scene) var list if (cameras === undefined) { list = new WebGLRenderList(properties) lists.set(scene, new WeakMap()) lists.get(scene).set(camera, list) } else { list = cameras.get(camera) if (list === undefined) { list = new WebGLRenderList(properties) cameras.set(camera, list) } } return list } function dispose() { lists = new WeakMap() } return { get: get, dispose: dispose } } function UniformsCache() { var lights = {} return { get: function get(light) { if (lights[light.id] !== undefined) { return lights[light.id] } var uniforms switch (light.type) { case 'DirectionalLight': uniforms = { direction: new Vector3(), color: new Color() } break case 'SpotLight': uniforms = { position: new Vector3(), direction: new Vector3(), color: new Color(), distance: 0, coneCos: 0, penumbraCos: 0, decay: 0 } break case 'PointLight': uniforms = { position: new Vector3(), color: new Color(), distance: 0, decay: 0 } 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() } break } lights[light.id] = uniforms return uniforms } } } function ShadowUniformsCache() { var lights = {} return { get: function get(light) { if (lights[light.id] !== undefined) { return lights[light.id] } var uniforms switch (light.type) { case 'DirectionalLight': uniforms = { shadowBias: 0, shadowNormalBias: 0, shadowRadius: 1, shadowMapSize: new Vector2() } break case 'SpotLight': uniforms = { shadowBias: 0, shadowNormalBias: 0, shadowRadius: 1, shadowMapSize: new Vector2() } break case 'PointLight': uniforms = { shadowBias: 0, shadowNormalBias: 0, shadowRadius: 1, shadowMapSize: new Vector2(), shadowCameraNear: 1, shadowCameraFar: 1000 } break // TODO (abelnation): set RectAreaLight shadow uniforms } lights[light.id] = uniforms return uniforms } } } var nextVersion = 0 function shadowCastingLightsFirst(lightA, lightB) { return (lightB.castShadow ? 1 : 0) - (lightA.castShadow ? 1 : 0) } function WebGLLights(extensions, capabilities) { var cache = new UniformsCache() var shadowCache = ShadowUniformsCache() var state = { version: 0, hash: { directionalLength: -1, pointLength: -1, spotLength: -1, rectAreaLength: -1, hemiLength: -1, numDirectionalShadows: -1, numPointShadows: -1, numSpotShadows: -1 }, ambient: [0, 0, 0], probe: [], directional: [], directionalShadow: [], directionalShadowMap: [], directionalShadowMatrix: [], spot: [], spotShadow: [], spotShadowMap: [], spotShadowMatrix: [], rectArea: [], rectAreaLTC1: null, rectAreaLTC2: null, point: [], pointShadow: [], pointShadowMap: [], pointShadowMatrix: [], hemi: [] } for (var i = 0; i < 9; i++) { state.probe.push(new Vector3()) } var vector3 = new Vector3() var matrix4 = new Matrix4() var matrix42 = new Matrix4() function setup(lights) { var r = 0, g = 0, b = 0 for (var _i = 0; _i < 9; _i++) { state.probe[_i].set(0, 0, 0) } var directionalLength = 0 var pointLength = 0 var spotLength = 0 var rectAreaLength = 0 var hemiLength = 0 var numDirectionalShadows = 0 var numPointShadows = 0 var numSpotShadows = 0 lights.sort(shadowCastingLightsFirst) for (var _i2 = 0, l = lights.length; _i2 < l; _i2++) { var light = lights[_i2] var color = light.color var intensity = light.intensity var distance = light.distance var shadowMap = light.shadow && light.shadow.map ? light.shadow.map.texture : null if (light.isAmbientLight) { r += color.r * intensity g += color.g * intensity b += color.b * intensity } else if (light.isLightProbe) { for (var j = 0; j < 9; j++) { state.probe[j].addScaledVector(light.sh.coefficients[j], intensity) } } else if (light.isDirectionalLight) { var uniforms = cache.get(light) uniforms.color.copy(light.color).multiplyScalar(light.intensity) if (light.castShadow) { var shadow = light.shadow var shadowUniforms = shadowCache.get(light) shadowUniforms.shadowBias = shadow.bias shadowUniforms.shadowNormalBias = shadow.normalBias shadowUniforms.shadowRadius = shadow.radius shadowUniforms.shadowMapSize = shadow.mapSize state.directionalShadow[directionalLength] = shadowUniforms state.directionalShadowMap[directionalLength] = shadowMap state.directionalShadowMatrix[directionalLength] = light.shadow.matrix numDirectionalShadows++ } state.directional[directionalLength] = uniforms directionalLength++ } else if (light.isSpotLight) { var _uniforms = cache.get(light) _uniforms.position.setFromMatrixPosition(light.matrixWorld) _uniforms.color.copy(color).multiplyScalar(intensity) _uniforms.distance = distance _uniforms.coneCos = Math.cos(light.angle) _uniforms.penumbraCos = Math.cos(light.angle * (1 - light.penumbra)) _uniforms.decay = light.decay if (light.castShadow) { var _shadow = light.shadow var _shadowUniforms = shadowCache.get(light) _shadowUniforms.shadowBias = _shadow.bias _shadowUniforms.shadowNormalBias = _shadow.normalBias _shadowUniforms.shadowRadius = _shadow.radius _shadowUniforms.shadowMapSize = _shadow.mapSize state.spotShadow[spotLength] = _shadowUniforms state.spotShadowMap[spotLength] = shadowMap state.spotShadowMatrix[spotLength] = light.shadow.matrix numSpotShadows++ } state.spot[spotLength] = _uniforms spotLength++ } else if (light.isRectAreaLight) { var _uniforms2 = cache.get(light) // (a) intensity is the total visible light emitted //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) ); // (b) intensity is the brightness of the light _uniforms2.color.copy(color).multiplyScalar(intensity) _uniforms2.halfWidth.set(light.width * 0.5, 0.0, 0.0) _uniforms2.halfHeight.set(0.0, light.height * 0.5, 0.0) state.rectArea[rectAreaLength] = _uniforms2 rectAreaLength++ } else if (light.isPointLight) { var _uniforms3 = cache.get(light) _uniforms3.color.copy(light.color).multiplyScalar(light.intensity) _uniforms3.distance = light.distance _uniforms3.decay = light.decay if (light.castShadow) { var _shadow2 = light.shadow var _shadowUniforms2 = shadowCache.get(light) _shadowUniforms2.shadowBias = _shadow2.bias _shadowUniforms2.shadowNormalBias = _shadow2.normalBias _shadowUniforms2.shadowRadius = _shadow2.radius _shadowUniforms2.shadowMapSize = _shadow2.mapSize _shadowUniforms2.shadowCameraNear = _shadow2.camera.near _shadowUniforms2.shadowCameraFar = _shadow2.camera.far state.pointShadow[pointLength] = _shadowUniforms2 state.pointShadowMap[pointLength] = shadowMap state.pointShadowMatrix[pointLength] = light.shadow.matrix numPointShadows++ } state.point[pointLength] = _uniforms3 pointLength++ } else if (light.isHemisphereLight) { var _uniforms4 = cache.get(light) _uniforms4.skyColor.copy(light.color).multiplyScalar(intensity) _uniforms4.groundColor.copy(light.groundColor).multiplyScalar(intensity) state.hemi[hemiLength] = _uniforms4 hemiLength++ } } if (rectAreaLength > 0) { if (capabilities.isWebGL2) { // WebGL 2 state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1 state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2 } else { // WebGL 1 if (extensions.has('OES_texture_float_linear') === true) { state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1 state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2 } else if (extensions.has('OES_texture_half_float_linear') === true) { state.rectAreaLTC1 = UniformsLib.LTC_HALF_1 state.rectAreaLTC2 = UniformsLib.LTC_HALF_2 } else { console.error('THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.') } } } state.ambient[0] = r state.ambient[1] = g state.ambient[2] = b var hash = state.hash if ( hash.directionalLength !== directionalLength || hash.pointLength !== pointLength || hash.spotLength !== spotLength || hash.rectAreaLength !== rectAreaLength || hash.hemiLength !== hemiLength || hash.numDirectionalShadows !== numDirectionalShadows || hash.numPointShadows !== numPointShadows || hash.numSpotShadows !== numSpotShadows ) { state.directional.length = directionalLength state.spot.length = spotLength state.rectArea.length = rectAreaLength state.point.length = pointLength state.hemi.length = hemiLength state.directionalShadow.length = numDirectionalShadows state.directionalShadowMap.length = numDirectionalShadows state.pointShadow.length = numPointShadows state.pointShadowMap.length = numPointShadows state.spotShadow.length = numSpotShadows state.spotShadowMap.length = numSpotShadows state.directionalShadowMatrix.length = numDirectionalShadows state.pointShadowMatrix.length = numPointShadows state.spotShadowMatrix.length = numSpotShadows hash.directionalLength = directionalLength hash.pointLength = pointLength hash.spotLength = spotLength hash.rectAreaLength = rectAreaLength hash.hemiLength = hemiLength hash.numDirectionalShadows = numDirectionalShadows hash.numPointShadows = numPointShadows hash.numSpotShadows = numSpotShadows state.version = nextVersion++ } } function setupView(lights, camera) { var directionalLength = 0 var pointLength = 0 var spotLength = 0 var rectAreaLength = 0 var hemiLength = 0 var viewMatrix = camera.matrixWorldInverse for (var _i3 = 0, l = lights.length; _i3 < l; _i3++) { var light = lights[_i3] if (light.isDirectionalLight) { var uniforms = state.directional[directionalLength] uniforms.direction.setFromMatrixPosition(light.matrixWorld) vector3.setFromMatrixPosition(light.target.matrixWorld) uniforms.direction.sub(vector3) uniforms.direction.transformDirection(viewMatrix) directionalLength++ } else if (light.isSpotLight) { var _uniforms5 = state.spot[spotLength] _uniforms5.position.setFromMatrixPosition(light.matrixWorld) _uniforms5.position.applyMatrix4(viewMatrix) _uniforms5.direction.setFromMatrixPosition(light.matrixWorld) vector3.setFromMatrixPosition(light.target.matrixWorld) _uniforms5.direction.sub(vector3) _uniforms5.direction.transformDirection(viewMatrix) spotLength++ } else if (light.isRectAreaLight) { var _uniforms6 = state.rectArea[rectAreaLength] _uniforms6.position.setFromMatrixPosition(light.matrixWorld) _uniforms6.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) _uniforms6.halfWidth.set(light.width * 0.5, 0.0, 0.0) _uniforms6.halfHeight.set(0.0, light.height * 0.5, 0.0) _uniforms6.halfWidth.applyMatrix4(matrix42) _uniforms6.halfHeight.applyMatrix4(matrix42) rectAreaLength++ } else if (light.isPointLight) { var _uniforms7 = state.point[pointLength] _uniforms7.position.setFromMatrixPosition(light.matrixWorld) _uniforms7.position.applyMatrix4(viewMatrix) pointLength++ } else if (light.isHemisphereLight) { var _uniforms8 = state.hemi[hemiLength] _uniforms8.direction.setFromMatrixPosition(light.matrixWorld) _uniforms8.direction.transformDirection(viewMatrix) _uniforms8.direction.normalize() hemiLength++ } } } return { setup: setup, setupView: setupView, state: state } } function WebGLRenderState(extensions, capabilities) { var lights = new WebGLLights(extensions, capabilities) var lightsArray = [] var shadowsArray = [] function init() { lightsArray.length = 0 shadowsArray.length = 0 } function pushLight(light) { lightsArray.push(light) } function pushShadow(shadowLight) { shadowsArray.push(shadowLight) } function setupLights() { lights.setup(lightsArray) } function setupLightsView(camera) { lights.setupView(lightsArray, camera) } var state = { lightsArray: lightsArray, shadowsArray: shadowsArray, lights: lights } return { init: init, state: state, setupLights: setupLights, setupLightsView: setupLightsView, pushLight: pushLight, pushShadow: pushShadow } } function WebGLRenderStates(extensions, capabilities) { var renderStates = new WeakMap() function get(scene, renderCallDepth) { if (renderCallDepth === void 0) { renderCallDepth = 0 } var renderState if (renderStates.has(scene) === false) { renderState = new WebGLRenderState(extensions, capabilities) renderStates.set(scene, []) renderStates.get(scene).push(renderState) } else { if (renderCallDepth >= renderStates.get(scene).length) { renderState = new WebGLRenderState(extensions, capabilities) renderStates.get(scene).push(renderState) } else { renderState = renderStates.get(scene)[renderCallDepth] } } return renderState } function dispose() { renderStates = new WeakMap() } return { get: get, dispose: dispose } } /** * parameters = { * * opacity: , * * map: new THREE.Texture( ), * * alphaMap: new THREE.Texture( ), * * displacementMap: new THREE.Texture( ), * displacementScale: , * displacementBias: , * * wireframe: , * wireframeLinewidth: * } */ function MeshDepthMaterial(parameters) { Material.call(this) this.type = 'MeshDepthMaterial' this.depthPacking = BasicDepthPacking this.skinning = false this.morphTargets = false this.map = null this.alphaMap = null this.displacementMap = null this.displacementScale = 1 this.displacementBias = 0 this.wireframe = false this.wireframeLinewidth = 1 this.fog = false this.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 } /** * 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.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 } var vsm_frag = 'uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n\t\t#ifdef HORIZONAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean * HALF_SAMPLE_RATE;\n\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}' var vsm_vert = 'void main() {\n\tgl_Position = vec4( position, 1.0 );\n}' function WebGLShadowMap(_renderer, _objects, maxTextureSize) { var _frustum = new Frustum() var _shadowMapSize = new Vector2(), _viewportSize = new Vector2(), _viewport = new Vector4(), _depthMaterials = [], _distanceMaterials = [], _materialCache = {} var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide } var shadowMaterialVertical = new ShaderMaterial({ defines: { SAMPLE_RATE: 2.0 / 8.0, HALF_SAMPLE_RATE: 1.0 / 8.0 }, uniforms: { shadow_pass: { value: null }, resolution: { value: new Vector2() }, radius: { value: 4.0 } }, vertexShader: vsm_vert, fragmentShader: vsm_frag }) var shadowMaterialHorizonal = shadowMaterialVertical.clone() shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1 var fullScreenTri = new BufferGeometry() fullScreenTri.setAttribute('position', new BufferAttribute(new Float32Array([-1, -1, 0.5, 3, -1, 0.5, -1, 3, 0.5]), 3)) var fullScreenMesh = new Mesh(fullScreenTri, shadowMaterialVertical) 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 var currentRenderTarget = _renderer.getRenderTarget() var activeCubeFace = _renderer.getActiveCubeFace() var activeMipmapLevel = _renderer.getActiveMipmapLevel() var _state = _renderer.state // Set GL state for depth map. _state.setBlending(NoBlending) _state.buffers.color.setClear(1, 1, 1, 1) _state.buffers.depth.setTest(true) _state.setScissorTest(false) // render depth map for (var i = 0, il = lights.length; i < il; i++) { var light = lights[i] var shadow = light.shadow if (shadow === undefined) { console.warn('THREE.WebGLShadowMap:', light, 'has no shadow.') continue } if (shadow.autoUpdate === false && shadow.needsUpdate === false) continue _shadowMapSize.copy(shadow.mapSize) var shadowFrameExtents = shadow.getFrameExtents() _shadowMapSize.multiply(shadowFrameExtents) _viewportSize.copy(shadow.mapSize) if (_shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize) { if (_shadowMapSize.x > maxTextureSize) { _viewportSize.x = Math.floor(maxTextureSize / shadowFrameExtents.x) _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x shadow.mapSize.x = _viewportSize.x } if (_shadowMapSize.y > maxTextureSize) { _viewportSize.y = Math.floor(maxTextureSize / shadowFrameExtents.y) _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y shadow.mapSize.y = _viewportSize.y } } if (shadow.map === null && !shadow.isPointLightShadow && this.type === VSMShadowMap) { var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat } shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars) shadow.map.texture.name = light.name + '.shadowMap' shadow.mapPass = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars) shadow.camera.updateProjectionMatrix() } if (shadow.map === null) { var _pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat } shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, _pars) shadow.map.texture.name = light.name + '.shadowMap' shadow.camera.updateProjectionMatrix() } _renderer.setRenderTarget(shadow.map) _renderer.clear() var viewportCount = shadow.getViewportCount() for (var vp = 0; vp < viewportCount; vp++) { var viewport = shadow.getViewport(vp) _viewport.set(_viewportSize.x * viewport.x, _viewportSize.y * viewport.y, _viewportSize.x * viewport.z, _viewportSize.y * viewport.w) _state.viewport(_viewport) shadow.updateMatrices(light, vp) _frustum = shadow.getFrustum() renderObject(scene, camera, shadow.camera, light, this.type) } // do blur pass for VSM if (!shadow.isPointLightShadow && this.type === VSMShadowMap) { VSMPass(shadow, camera) } shadow.needsUpdate = false } scope.needsUpdate = false _renderer.setRenderTarget(currentRenderTarget, activeCubeFace, activeMipmapLevel) } function VSMPass(shadow, camera) { var geometry = _objects.update(fullScreenMesh) // vertical pass shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize shadowMaterialVertical.uniforms.radius.value = shadow.radius _renderer.setRenderTarget(shadow.mapPass) _renderer.clear() _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null) // horizonal pass shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize shadowMaterialHorizonal.uniforms.radius.value = shadow.radius _renderer.setRenderTarget(shadow.map) _renderer.clear() _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null) } function getDepthMaterialVariant(useMorphing, useSkinning, useInstancing) { var index = (useMorphing << 0) | (useSkinning << 1) | (useInstancing << 2) var material = _depthMaterials[index] if (material === undefined) { material = new MeshDepthMaterial({ depthPacking: RGBADepthPacking, morphTargets: useMorphing, skinning: useSkinning }) _depthMaterials[index] = material } return material } function getDistanceMaterialVariant(useMorphing, useSkinning, useInstancing) { var index = (useMorphing << 0) | (useSkinning << 1) | (useInstancing << 2) var material = _distanceMaterials[index] if (material === undefined) { material = new MeshDistanceMaterial({ morphTargets: useMorphing, skinning: useSkinning }) _distanceMaterials[index] = material } return material } function getDepthMaterial(object, geometry, material, light, shadowCameraNear, shadowCameraFar, type) { var result = null var getMaterialVariant = getDepthMaterialVariant var customMaterial = object.customDepthMaterial if (light.isPointLight === true) { getMaterialVariant = getDistanceMaterialVariant customMaterial = object.customDistanceMaterial } if (customMaterial === undefined) { var useMorphing = false if (material.morphTargets === true) { useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0 } var useSkinning = false if (object.isSkinnedMesh === true) { if (material.skinning === true) { useSkinning = true } else { console.warn('THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object) } } var useInstancing = object.isInstancedMesh === true result = getMaterialVariant(useMorphing, useSkinning, useInstancing) } 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 if (type === VSMShadowMap) { result.side = material.shadowSide !== null ? material.shadowSide : material.side } else { 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 (light.isPointLight === true && result.isMeshDistanceMaterial === true) { result.referencePosition.setFromMatrixPosition(light.matrixWorld) result.nearDistance = shadowCameraNear result.farDistance = shadowCameraFar } return result } function renderObject(object, camera, shadowCamera, light, type) { if (object.visible === false) return var visible = object.layers.test(camera.layers) if (visible && (object.isMesh || object.isLine || object.isPoints)) { if ((object.castShadow || (object.receiveShadow && type === VSMShadowMap)) && (!object.frustumCulled || _frustum.intersectsObject(object))) { object.modelViewMatrix.multiplyMatrices(shadowCamera.matrixWorldInverse, object.matrixWorld) 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, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type) _renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, group) } } } else if (material.visible) { var _depthMaterial = getDepthMaterial(object, geometry, material, light, shadowCamera.near, shadowCamera.far, type) _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, light, type) } } } function WebGLState(gl, extensions, capabilities) { var _equationToGL, _factorToGL var isWebGL2 = capabilities.isWebGL2 function ColorBuffer() { var locked = false var color = new Vector4() var currentColorMask = null var currentColorClear = new Vector4(0, 0, 0, 0) return { setMask: function setMask(colorMask) { if (currentColorMask !== colorMask && !locked) { gl.colorMask(colorMask, colorMask, colorMask, colorMask) currentColorMask = colorMask } }, setLocked: function setLocked(lock) { locked = lock }, setClear: function setClear(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 reset() { 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 setTest(depthTest) { if (depthTest) { enable(2929) } else { disable(2929) } }, setMask: function setMask(depthMask) { if (currentDepthMask !== depthMask && !locked) { gl.depthMask(depthMask) currentDepthMask = depthMask } }, setFunc: function setFunc(depthFunc) { if (currentDepthFunc !== depthFunc) { if (depthFunc) { switch (depthFunc) { case NeverDepth: gl.depthFunc(512) break case AlwaysDepth: gl.depthFunc(519) break case LessDepth: gl.depthFunc(513) break case LessEqualDepth: gl.depthFunc(515) break case EqualDepth: gl.depthFunc(514) break case GreaterEqualDepth: gl.depthFunc(518) break case GreaterDepth: gl.depthFunc(516) break case NotEqualDepth: gl.depthFunc(517) break default: gl.depthFunc(515) } } else { gl.depthFunc(515) } currentDepthFunc = depthFunc } }, setLocked: function setLocked(lock) { locked = lock }, setClear: function setClear(depth) { if (currentDepthClear !== depth) { gl.clearDepth(depth) currentDepthClear = depth } }, reset: function reset() { 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 setTest(stencilTest) { if (!locked) { if (stencilTest) { enable(2960) } else { disable(2960) } } }, setMask: function setMask(stencilMask) { if (currentStencilMask !== stencilMask && !locked) { gl.stencilMask(stencilMask) currentStencilMask = stencilMask } }, setFunc: function setFunc(stencilFunc, stencilRef, stencilMask) { if (currentStencilFunc !== stencilFunc || currentStencilRef !== stencilRef || currentStencilFuncMask !== stencilMask) { gl.stencilFunc(stencilFunc, stencilRef, stencilMask) currentStencilFunc = stencilFunc currentStencilRef = stencilRef currentStencilFuncMask = stencilMask } }, setOp: function setOp(stencilFail, stencilZFail, stencilZPass) { if (currentStencilFail !== stencilFail || currentStencilZFail !== stencilZFail || currentStencilZPass !== stencilZPass) { gl.stencilOp(stencilFail, stencilZFail, stencilZPass) currentStencilFail = stencilFail currentStencilZFail = stencilZFail currentStencilZPass = stencilZPass } }, setLocked: function setLocked(lock) { locked = lock }, setClear: function setClear(stencil) { if (currentStencilClear !== stencil) { gl.clearStencil(stencil) currentStencilClear = stencil } }, reset: function reset() { 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 enabledCapabilities = {} var currentProgram = null var currentBlendingEnabled = 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(35661) var lineWidthAvailable = false var version = 0 var glVersion = gl.getParameter(7938) 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, 10241, 9728) gl.texParameteri(type, 10240, 9728) for (var i = 0; i < count; i++) { gl.texImage2D(target + i, 0, 6408, 1, 1, 0, 6408, 5121, data) } return texture } var emptyTextures = {} emptyTextures[3553] = createTexture(3553, 3553, 1) emptyTextures[34067] = createTexture(34067, 34069, 6) // init colorBuffer.setClear(0, 0, 0, 1) depthBuffer.setClear(1) stencilBuffer.setClear(0) enable(2929) depthBuffer.setFunc(LessEqualDepth) setFlipSided(false) setCullFace(CullFaceBack) enable(2884) setBlending(NoBlending) // function enable(id) { if (enabledCapabilities[id] !== true) { gl.enable(id) enabledCapabilities[id] = true } } function disable(id) { if (enabledCapabilities[id] !== false) { gl.disable(id) enabledCapabilities[id] = false } } function useProgram(program) { if (currentProgram !== program) { gl.useProgram(program) currentProgram = program return true } return false } var equationToGL = ((_equationToGL = {}), (_equationToGL[AddEquation] = 32774), (_equationToGL[SubtractEquation] = 32778), (_equationToGL[ReverseSubtractEquation] = 32779), _equationToGL) if (isWebGL2) { equationToGL[MinEquation] = 32775 equationToGL[MaxEquation] = 32776 } else { var extension = extensions.get('EXT_blend_minmax') if (extension !== null) { equationToGL[MinEquation] = extension.MIN_EXT equationToGL[MaxEquation] = extension.MAX_EXT } } var factorToGL = ((_factorToGL = {}), (_factorToGL[ZeroFactor] = 0), (_factorToGL[OneFactor] = 1), (_factorToGL[SrcColorFactor] = 768), (_factorToGL[SrcAlphaFactor] = 770), (_factorToGL[SrcAlphaSaturateFactor] = 776), (_factorToGL[DstColorFactor] = 774), (_factorToGL[DstAlphaFactor] = 772), (_factorToGL[OneMinusSrcColorFactor] = 769), (_factorToGL[OneMinusSrcAlphaFactor] = 771), (_factorToGL[OneMinusDstColorFactor] = 775), (_factorToGL[OneMinusDstAlphaFactor] = 773), _factorToGL) function setBlending(blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha) { if (blending === NoBlending) { if (currentBlendingEnabled) { disable(3042) currentBlendingEnabled = false } return } if (!currentBlendingEnabled) { enable(3042) currentBlendingEnabled = true } if (blending !== CustomBlending) { if (blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha) { if (currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation) { gl.blendEquation(32774) currentBlendEquation = AddEquation currentBlendEquationAlpha = AddEquation } if (premultipliedAlpha) { switch (blending) { case NormalBlending: gl.blendFuncSeparate(1, 771, 1, 771) break case AdditiveBlending: gl.blendFunc(1, 1) break case SubtractiveBlending: gl.blendFuncSeparate(0, 0, 769, 771) break case MultiplyBlending: gl.blendFuncSeparate(0, 768, 0, 770) break default: console.error('THREE.WebGLState: Invalid blending: ', blending) break } } else { switch (blending) { case NormalBlending: gl.blendFuncSeparate(770, 771, 1, 771) break case AdditiveBlending: gl.blendFunc(770, 1) break case SubtractiveBlending: gl.blendFunc(0, 769) break case MultiplyBlending: gl.blendFunc(0, 768) break default: console.error('THREE.WebGLState: Invalid blending: ', blending) break } } currentBlendSrc = null currentBlendDst = null currentBlendSrcAlpha = null currentBlendDstAlpha = null currentBlending = blending currentPremultipledAlpha = premultipliedAlpha } return } // custom blending blendEquationAlpha = blendEquationAlpha || blendEquation blendSrcAlpha = blendSrcAlpha || blendSrc blendDstAlpha = blendDstAlpha || blendDst if (blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha) { gl.blendEquationSeparate(equationToGL[blendEquation], equationToGL[blendEquationAlpha]) currentBlendEquation = blendEquation currentBlendEquationAlpha = blendEquationAlpha } if (blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha) { gl.blendFuncSeparate(factorToGL[blendSrc], factorToGL[blendDst], factorToGL[blendSrcAlpha], factorToGL[blendDstAlpha]) currentBlendSrc = blendSrc currentBlendDst = blendDst currentBlendSrcAlpha = blendSrcAlpha currentBlendDstAlpha = blendDstAlpha } currentBlending = blending currentPremultipledAlpha = null } function setMaterial(material, frontFaceCW) { material.side === DoubleSide ? disable(2884) : enable(2884) var flipSided = material.side === BackSide if (frontFaceCW) flipSided = !flipSided setFlipSided(flipSided) material.blending === NormalBlending && material.transparent === false ? setBlending(NoBlending) : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha ) depthBuffer.setFunc(material.depthFunc) depthBuffer.setTest(material.depthTest) depthBuffer.setMask(material.depthWrite) colorBuffer.setMask(material.colorWrite) var stencilWrite = material.stencilWrite stencilBuffer.setTest(stencilWrite) if (stencilWrite) { stencilBuffer.setMask(material.stencilWriteMask) stencilBuffer.setFunc(material.stencilFunc, material.stencilRef, material.stencilFuncMask) stencilBuffer.setOp(material.stencilFail, material.stencilZFail, material.stencilZPass) } setPolygonOffset(material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits) } // function setFlipSided(flipSided) { if (currentFlipSided !== flipSided) { if (flipSided) { gl.frontFace(2304) } else { gl.frontFace(2305) } currentFlipSided = flipSided } } function setCullFace(cullFace) { if (cullFace !== CullFaceNone) { enable(2884) if (cullFace !== currentCullFace) { if (cullFace === CullFaceBack) { gl.cullFace(1029) } else if (cullFace === CullFaceFront) { gl.cullFace(1028) } else { gl.cullFace(1032) } } } else { disable(2884) } currentCullFace = cullFace } function setLineWidth(width) { if (width !== currentLineWidth) { if (lineWidthAvailable) gl.lineWidth(width) currentLineWidth = width } } function setPolygonOffset(polygonOffset, factor, units) { if (polygonOffset) { enable(32823) if (currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units) { gl.polygonOffset(factor, units) currentPolygonOffsetFactor = factor currentPolygonOffsetUnits = units } } else { disable(32823) } } function setScissorTest(scissorTest) { if (scissorTest) { enable(3089) } else { disable(3089) } } // texture function activeTexture(webglSlot) { if (webglSlot === undefined) webglSlot = 33984 + 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 unbindTexture() { var boundTexture = currentBoundTextures[currentTextureSlot] if (boundTexture !== undefined && boundTexture.type !== undefined) { gl.bindTexture(boundTexture.type, null) boundTexture.type = undefined boundTexture.texture = undefined } } function compressedTexImage2D() { try { gl.compressedTexImage2D.apply(gl, arguments) } catch (error) { console.error('THREE.WebGLState:', error) } } function texImage2D() { try { gl.texImage2D.apply(gl, arguments) } catch (error) { console.error('THREE.WebGLState:', error) } } function texImage3D() { try { gl.texImage3D.apply(gl, arguments) } catch (error) { console.error('THREE.WebGLState:', error) } } // function scissor(scissor) { if (currentScissor.equals(scissor) === false) { gl.scissor(scissor.x, scissor.y, scissor.z, scissor.w) currentScissor.copy(scissor) } } function viewport(viewport) { if (currentViewport.equals(viewport) === false) { gl.viewport(viewport.x, viewport.y, viewport.z, viewport.w) currentViewport.copy(viewport) } } // function reset() { enabledCapabilities = {} currentTextureSlot = null currentBoundTextures = {} currentProgram = null currentBlendingEnabled = null currentBlending = null currentBlendEquation = null currentBlendSrc = null currentBlendDst = null currentBlendEquationAlpha = null currentBlendSrcAlpha = null currentBlendDstAlpha = null currentPremultipledAlpha = false currentFlipSided = null currentCullFace = null currentLineWidth = null currentPolygonOffsetFactor = null currentPolygonOffsetUnits = null colorBuffer.reset() depthBuffer.reset() stencilBuffer.reset() } return { buffers: { color: colorBuffer, depth: depthBuffer, stencil: stencilBuffer }, enable: enable, disable: disable, useProgram: useProgram, setBlending: setBlending, setMaterial: setMaterial, setFlipSided: setFlipSided, setCullFace: setCullFace, setLineWidth: setLineWidth, setPolygonOffset: setPolygonOffset, setScissorTest: setScissorTest, activeTexture: activeTexture, bindTexture: bindTexture, unbindTexture: unbindTexture, compressedTexImage2D: compressedTexImage2D, texImage2D: texImage2D, texImage3D: texImage3D, scissor: scissor, viewport: viewport, reset: reset } } function WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info) { var _wrappingToGL, _filterToGL var isWebGL2 = capabilities.isWebGL2 var maxTextures = capabilities.maxTextures var maxCubemapSize = capabilities.maxCubemapSize var maxTextureSize = capabilities.maxTextureSize var maxSamples = capabilities.maxSamples var _videoTextures = new WeakMap() var _canvas // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas, // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")! // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d). var useOffscreenCanvas = false try { useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined' && new OffscreenCanvas(1, 1).getContext('2d') !== null } catch (err) { // Ignore any errors } function createCanvas(width, height) { // Use OffscreenCanvas when available. Specially needed in web workers return useOffscreenCanvas ? new OffscreenCanvas(width, height) : document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas') } function resizeImage(image, needsPowerOfTwo, needsNewCanvas, maxSize) { var scale = 1 // handle case if texture exceeds max size if (image.width > maxSize || image.height > maxSize) { scale = maxSize / Math.max(image.width, image.height) } // only perform resize if necessary if (scale < 1 || needsPowerOfTwo === true) { // only perform resize for certain image types if ( (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement) || (typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement) || (typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) ) { var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor var width = floor(scale * image.width) var height = floor(scale * image.height) if (_canvas === undefined) _canvas = createCanvas(width, height) // cube textures can't reuse the same canvas var canvas = needsNewCanvas ? createCanvas(width, height) : _canvas canvas.width = width canvas.height = height var context = canvas.getContext('2d') context.drawImage(image, 0, 0, width, height) console.warn('THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').') return canvas } else { if ('data' in image) { console.warn('THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').') } return image } } return image } function isPowerOfTwo(image) { return MathUtils.isPowerOfTwo(image.width) && MathUtils.isPowerOfTwo(image.height) } function textureNeedsPowerOfTwo(texture) { if (isWebGL2) return false return texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping || (texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter) } function textureNeedsGenerateMipmaps(texture, supportsMips) { return texture.generateMipmaps && supportsMips && 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 } function getInternalFormat(internalFormatName, glFormat, glType) { if (isWebGL2 === false) return glFormat if (internalFormatName !== null) { if (_gl[internalFormatName] !== undefined) return _gl[internalFormatName] console.warn("THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format '" + internalFormatName + "'") } var internalFormat = glFormat if (glFormat === 6403) { if (glType === 5126) internalFormat = 33326 if (glType === 5131) internalFormat = 33325 if (glType === 5121) internalFormat = 33321 } if (glFormat === 6407) { if (glType === 5126) internalFormat = 34837 if (glType === 5131) internalFormat = 34843 if (glType === 5121) internalFormat = 32849 } if (glFormat === 6408) { if (glType === 5126) internalFormat = 34836 if (glType === 5131) internalFormat = 34842 if (glType === 5121) internalFormat = 32856 } if (internalFormat === 33325 || internalFormat === 33326 || internalFormat === 34842 || internalFormat === 34836) { extensions.get('EXT_color_buffer_float') } return internalFormat } // Fallback filters for non-power-of-2 textures function filterFallback(f) { if (f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter) { return 9728 } return 9729 } // function onTextureDispose(event) { var texture = event.target texture.removeEventListener('dispose', onTextureDispose) deallocateTexture(texture) if (texture.isVideoTexture) { _videoTextures.delete(texture) } 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 (textureProperties.__webglInit === undefined) return _gl.deleteTexture(textureProperties.__webglTexture) 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.isWebGLCubeRenderTarget) { 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) if (renderTargetProperties.__webglMultisampledFramebuffer) _gl.deleteFramebuffer(renderTargetProperties.__webglMultisampledFramebuffer) if (renderTargetProperties.__webglColorRenderbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglColorRenderbuffer) if (renderTargetProperties.__webglDepthRenderbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthRenderbuffer) } properties.remove(renderTarget.texture) properties.remove(renderTarget) } // var textureUnits = 0 function resetTextureUnits() { textureUnits = 0 } function allocateTextureUnit() { var textureUnit = textureUnits if (textureUnit >= maxTextures) { console.warn('THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures) } textureUnits += 1 return textureUnit } // 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') } else if (image.complete === false) { console.warn('THREE.WebGLRenderer: Texture marked for update but image is incomplete') } else { uploadTexture(textureProperties, texture, slot) return } } state.activeTexture(33984 + slot) state.bindTexture(3553, textureProperties.__webglTexture) } function setTexture2DArray(texture, slot) { var textureProperties = properties.get(texture) if (texture.version > 0 && textureProperties.__version !== texture.version) { uploadTexture(textureProperties, texture, slot) return } state.activeTexture(33984 + slot) state.bindTexture(35866, textureProperties.__webglTexture) } function setTexture3D(texture, slot) { var textureProperties = properties.get(texture) if (texture.version > 0 && textureProperties.__version !== texture.version) { uploadTexture(textureProperties, texture, slot) return } state.activeTexture(33984 + slot) state.bindTexture(32879, textureProperties.__webglTexture) } function setTextureCube(texture, slot) { var textureProperties = properties.get(texture) if (texture.version > 0 && textureProperties.__version !== texture.version) { uploadCubeTexture(textureProperties, texture, slot) return } state.activeTexture(33984 + slot) state.bindTexture(34067, textureProperties.__webglTexture) } var wrappingToGL = ((_wrappingToGL = {}), (_wrappingToGL[RepeatWrapping] = 10497), (_wrappingToGL[ClampToEdgeWrapping] = 33071), (_wrappingToGL[MirroredRepeatWrapping] = 33648), _wrappingToGL) var filterToGL = ((_filterToGL = {}), (_filterToGL[NearestFilter] = 9728), (_filterToGL[NearestMipmapNearestFilter] = 9984), (_filterToGL[NearestMipmapLinearFilter] = 9986), (_filterToGL[LinearFilter] = 9729), (_filterToGL[LinearMipmapNearestFilter] = 9985), (_filterToGL[LinearMipmapLinearFilter] = 9987), _filterToGL) function setTextureParameters(textureType, texture, supportsMips) { if (supportsMips) { _gl.texParameteri(textureType, 10242, wrappingToGL[texture.wrapS]) _gl.texParameteri(textureType, 10243, wrappingToGL[texture.wrapT]) if (textureType === 32879 || textureType === 35866) { _gl.texParameteri(textureType, 32882, wrappingToGL[texture.wrapR]) } _gl.texParameteri(textureType, 10240, filterToGL[texture.magFilter]) _gl.texParameteri(textureType, 10241, filterToGL[texture.minFilter]) } else { _gl.texParameteri(textureType, 10242, 33071) _gl.texParameteri(textureType, 10243, 33071) if (textureType === 32879 || textureType === 35866) { _gl.texParameteri(textureType, 32882, 33071) } 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.') } _gl.texParameteri(textureType, 10240, filterFallback(texture.magFilter)) _gl.texParameteri(textureType, 10241, 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.') } } var 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 && (isWebGL2 || 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 initTexture(textureProperties, texture) { if (textureProperties.__webglInit === undefined) { textureProperties.__webglInit = true texture.addEventListener('dispose', onTextureDispose) textureProperties.__webglTexture = _gl.createTexture() info.memory.textures++ } } function uploadTexture(textureProperties, texture, slot) { var textureType = 3553 if (texture.isDataTexture2DArray) textureType = 35866 if (texture.isDataTexture3D) textureType = 32879 initTexture(textureProperties, texture) state.activeTexture(33984 + slot) state.bindTexture(textureType, textureProperties.__webglTexture) _gl.pixelStorei(37440, texture.flipY) _gl.pixelStorei(37441, texture.premultiplyAlpha) _gl.pixelStorei(3317, texture.unpackAlignment) var needsPowerOfTwo = textureNeedsPowerOfTwo(texture) && isPowerOfTwo(texture.image) === false var image = resizeImage(texture.image, needsPowerOfTwo, false, maxTextureSize) var supportsMips = isPowerOfTwo(image) || isWebGL2, glFormat = utils.convert(texture.format) var glType = utils.convert(texture.type), glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType) setTextureParameters(textureType, texture, supportsMips) var mipmap var mipmaps = texture.mipmaps if (texture.isDepthTexture) { // populate depth texture with dummy data glInternalFormat = 6402 if (isWebGL2) { if (texture.type === FloatType) { glInternalFormat = 36012 } else if (texture.type === UnsignedIntType) { glInternalFormat = 33190 } else if (texture.type === UnsignedInt248Type) { glInternalFormat = 35056 } else { glInternalFormat = 33189 // WebGL2 requires sized internalformat for glTexImage2D } } else { if (texture.type === FloatType) { console.error('WebGLRenderer: Floating point depth texture requires WebGL2.') } } // validation checks for WebGL 1 if (texture.format === DepthFormat && glInternalFormat === 6402) { // 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) } } if (texture.format === DepthStencilFormat && glInternalFormat === 6402) { // Depth stencil textures need the DEPTH_STENCIL internal format // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) glInternalFormat = 34041 // 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(3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null) } else if (texture.isDataTexture) { // use manually created mipmaps if available // if there are no manual mipmaps // set 0 level mipmap and then use GL to generate other mipmap levels if (mipmaps.length > 0 && supportsMips) { for (var i = 0, il = mipmaps.length; i < il; i++) { mipmap = mipmaps[i] state.texImage2D(3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data) } texture.generateMipmaps = false textureProperties.__maxMipLevel = mipmaps.length - 1 } else { state.texImage2D(3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data) textureProperties.__maxMipLevel = 0 } } else if (texture.isCompressedTexture) { for (var _i = 0, _il = mipmaps.length; _i < _il; _i++) { mipmap = mipmaps[_i] if (texture.format !== RGBAFormat && texture.format !== RGBFormat) { if (glFormat !== null) { state.compressedTexImage2D(3553, _i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data) } else { console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()') } } else { state.texImage2D(3553, _i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data) } } textureProperties.__maxMipLevel = mipmaps.length - 1 } else if (texture.isDataTexture2DArray) { state.texImage3D(35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data) textureProperties.__maxMipLevel = 0 } else if (texture.isDataTexture3D) { state.texImage3D(32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data) textureProperties.__maxMipLevel = 0 } else { // regular Texture (image, video, canvas) // use manually created mipmaps if available // if there are no manual mipmaps // set 0 level mipmap and then use GL to generate other mipmap levels if (mipmaps.length > 0 && supportsMips) { for (var _i2 = 0, _il2 = mipmaps.length; _i2 < _il2; _i2++) { mipmap = mipmaps[_i2] state.texImage2D(3553, _i2, glInternalFormat, glFormat, glType, mipmap) } texture.generateMipmaps = false textureProperties.__maxMipLevel = mipmaps.length - 1 } else { state.texImage2D(3553, 0, glInternalFormat, glFormat, glType, image) textureProperties.__maxMipLevel = 0 } } if (textureNeedsGenerateMipmaps(texture, supportsMips)) { generateMipmap(textureType, texture, image.width, image.height) } textureProperties.__version = texture.version if (texture.onUpdate) texture.onUpdate(texture) } function uploadCubeTexture(textureProperties, texture, slot) { if (texture.image.length !== 6) return initTexture(textureProperties, texture) state.activeTexture(33984 + slot) state.bindTexture(34067, textureProperties.__webglTexture) _gl.pixelStorei(37440, texture.flipY) var isCompressed = texture && (texture.isCompressedTexture || texture.image[0].isCompressedTexture) var isDataTexture = texture.image[0] && texture.image[0].isDataTexture var cubeImage = [] for (var i = 0; i < 6; i++) { if (!isCompressed && !isDataTexture) { cubeImage[i] = resizeImage(texture.image[i], false, true, maxCubemapSize) } else { cubeImage[i] = isDataTexture ? texture.image[i].image : texture.image[i] } } var image = cubeImage[0], supportsMips = isPowerOfTwo(image) || isWebGL2, glFormat = utils.convert(texture.format), glType = utils.convert(texture.type), glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType) setTextureParameters(34067, texture, supportsMips) var mipmaps if (isCompressed) { for (var _i3 = 0; _i3 < 6; _i3++) { mipmaps = cubeImage[_i3].mipmaps for (var j = 0; j < mipmaps.length; j++) { var mipmap = mipmaps[j] if (texture.format !== RGBAFormat && texture.format !== RGBFormat) { if (glFormat !== null) { state.compressedTexImage2D(34069 + _i3, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data) } else { console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()') } } else { state.texImage2D(34069 + _i3, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data) } } } textureProperties.__maxMipLevel = mipmaps.length - 1 } else { mipmaps = texture.mipmaps for (var _i4 = 0; _i4 < 6; _i4++) { if (isDataTexture) { state.texImage2D(34069 + _i4, 0, glInternalFormat, cubeImage[_i4].width, cubeImage[_i4].height, 0, glFormat, glType, cubeImage[_i4].data) for (var _j = 0; _j < mipmaps.length; _j++) { var _mipmap = mipmaps[_j] var mipmapImage = _mipmap.image[_i4].image state.texImage2D(34069 + _i4, _j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data) } } else { state.texImage2D(34069 + _i4, 0, glInternalFormat, glFormat, glType, cubeImage[_i4]) for (var _j2 = 0; _j2 < mipmaps.length; _j2++) { var _mipmap2 = mipmaps[_j2] state.texImage2D(34069 + _i4, _j2 + 1, glInternalFormat, glFormat, glType, _mipmap2.image[_i4]) } } } textureProperties.__maxMipLevel = mipmaps.length } if (textureNeedsGenerateMipmaps(texture, supportsMips)) { // We assume images for cube map have the same size. generateMipmap(34067, texture, image.width, image.height) } textureProperties.__version = texture.version if (texture.onUpdate) texture.onUpdate(texture) } // Render targets // Setup storage for target texture and bind it to correct framebuffer function setupFrameBufferTexture(framebuffer, renderTarget, attachment, textureTarget) { var glFormat = utils.convert(renderTarget.texture.format) var glType = utils.convert(renderTarget.texture.type) var glInternalFormat = getInternalFormat(renderTarget.texture.internalFormat, glFormat, glType) state.texImage2D(textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null) _gl.bindFramebuffer(36160, framebuffer) _gl.framebufferTexture2D(36160, attachment, textureTarget, properties.get(renderTarget.texture).__webglTexture, 0) _gl.bindFramebuffer(36160, null) } // Setup storage for internal depth/stencil buffers and bind to correct framebuffer function setupRenderBufferStorage(renderbuffer, renderTarget, isMultisample) { _gl.bindRenderbuffer(36161, renderbuffer) if (renderTarget.depthBuffer && !renderTarget.stencilBuffer) { var glInternalFormat = 33189 if (isMultisample) { var depthTexture = renderTarget.depthTexture if (depthTexture && depthTexture.isDepthTexture) { if (depthTexture.type === FloatType) { glInternalFormat = 36012 } else if (depthTexture.type === UnsignedIntType) { glInternalFormat = 33190 } } var samples = getRenderTargetSamples(renderTarget) _gl.renderbufferStorageMultisample(36161, samples, glInternalFormat, renderTarget.width, renderTarget.height) } else { _gl.renderbufferStorage(36161, glInternalFormat, renderTarget.width, renderTarget.height) } _gl.framebufferRenderbuffer(36160, 36096, 36161, renderbuffer) } else if (renderTarget.depthBuffer && renderTarget.stencilBuffer) { if (isMultisample) { var _samples = getRenderTargetSamples(renderTarget) _gl.renderbufferStorageMultisample(36161, _samples, 35056, renderTarget.width, renderTarget.height) } else { _gl.renderbufferStorage(36161, 34041, renderTarget.width, renderTarget.height) } _gl.framebufferRenderbuffer(36160, 33306, 36161, renderbuffer) } else { var glFormat = utils.convert(renderTarget.texture.format) var glType = utils.convert(renderTarget.texture.type) var _glInternalFormat = getInternalFormat(renderTarget.texture.internalFormat, glFormat, glType) if (isMultisample) { var _samples2 = getRenderTargetSamples(renderTarget) _gl.renderbufferStorageMultisample(36161, _samples2, _glInternalFormat, renderTarget.width, renderTarget.height) } else { _gl.renderbufferStorage(36161, _glInternalFormat, renderTarget.width, renderTarget.height) } } _gl.bindRenderbuffer(36161, null) } // Setup resources for a Depth Texture for a FBO (needs an extension) function setupDepthTexture(framebuffer, renderTarget) { var isCube = renderTarget && renderTarget.isWebGLCubeRenderTarget if (isCube) throw new Error('Depth Texture with cube render targets is not supported') _gl.bindFramebuffer(36160, framebuffer) if (!(renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture)) { throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture') } // upload an empty depth texture with framebuffer size if ( !properties.get(renderTarget.depthTexture).__webglTexture || renderTarget.depthTexture.image.width !== renderTarget.width || renderTarget.depthTexture.image.height !== renderTarget.height ) { renderTarget.depthTexture.image.width = renderTarget.width renderTarget.depthTexture.image.height = renderTarget.height renderTarget.depthTexture.needsUpdate = true } setTexture2D(renderTarget.depthTexture, 0) var webglDepthTexture = properties.get(renderTarget.depthTexture).__webglTexture if (renderTarget.depthTexture.format === DepthFormat) { _gl.framebufferTexture2D(36160, 36096, 3553, webglDepthTexture, 0) } else if (renderTarget.depthTexture.format === DepthStencilFormat) { _gl.framebufferTexture2D(36160, 33306, 3553, 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.isWebGLCubeRenderTarget === 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(36160, renderTargetProperties.__webglFramebuffer[i]) renderTargetProperties.__webglDepthbuffer[i] = _gl.createRenderbuffer() setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer[i], renderTarget, false) } } else { _gl.bindFramebuffer(36160, renderTargetProperties.__webglFramebuffer) renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer() setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer, renderTarget, false) } } _gl.bindFramebuffer(36160, null) } // Set up GL resources for the render target function setupRenderTarget(renderTarget) { var renderTargetProperties = properties.get(renderTarget) var textureProperties = properties.get(renderTarget.texture) renderTarget.addEventListener('dispose', onRenderTargetDispose) textureProperties.__webglTexture = _gl.createTexture() info.memory.textures++ var isCube = renderTarget.isWebGLCubeRenderTarget === true var isMultisample = renderTarget.isWebGLMultisampleRenderTarget === true var supportsMips = isPowerOfTwo(renderTarget) || isWebGL2 // Handles WebGL2 RGBFormat fallback - #18858 if (isWebGL2 && renderTarget.texture.format === RGBFormat && (renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType)) { renderTarget.texture.format = RGBAFormat console.warn('THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.') } // Setup framebuffer if (isCube) { renderTargetProperties.__webglFramebuffer = [] for (var i = 0; i < 6; i++) { renderTargetProperties.__webglFramebuffer[i] = _gl.createFramebuffer() } } else { renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer() if (isMultisample) { if (isWebGL2) { renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer() renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer() _gl.bindRenderbuffer(36161, renderTargetProperties.__webglColorRenderbuffer) var glFormat = utils.convert(renderTarget.texture.format) var glType = utils.convert(renderTarget.texture.type) var glInternalFormat = getInternalFormat(renderTarget.texture.internalFormat, glFormat, glType) var samples = getRenderTargetSamples(renderTarget) _gl.renderbufferStorageMultisample(36161, samples, glInternalFormat, renderTarget.width, renderTarget.height) _gl.bindFramebuffer(36160, renderTargetProperties.__webglMultisampledFramebuffer) _gl.framebufferRenderbuffer(36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer) _gl.bindRenderbuffer(36161, null) if (renderTarget.depthBuffer) { renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer() setupRenderBufferStorage(renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true) } _gl.bindFramebuffer(36160, null) } else { console.warn('THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.') } } } // Setup color buffer if (isCube) { state.bindTexture(34067, textureProperties.__webglTexture) setTextureParameters(34067, renderTarget.texture, supportsMips) for (var _i5 = 0; _i5 < 6; _i5++) { setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[_i5], renderTarget, 36064, 34069 + _i5) } if (textureNeedsGenerateMipmaps(renderTarget.texture, supportsMips)) { generateMipmap(34067, renderTarget.texture, renderTarget.width, renderTarget.height) } state.bindTexture(34067, null) } else { state.bindTexture(3553, textureProperties.__webglTexture) setTextureParameters(3553, renderTarget.texture, supportsMips) setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553) if (textureNeedsGenerateMipmaps(renderTarget.texture, supportsMips)) { generateMipmap(3553, renderTarget.texture, renderTarget.width, renderTarget.height) } state.bindTexture(3553, null) } // Setup depth and stencil buffers if (renderTarget.depthBuffer) { setupDepthRenderbuffer(renderTarget) } } function updateRenderTargetMipmap(renderTarget) { var texture = renderTarget.texture var supportsMips = isPowerOfTwo(renderTarget) || isWebGL2 if (textureNeedsGenerateMipmaps(texture, supportsMips)) { var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553 var webglTexture = properties.get(texture).__webglTexture state.bindTexture(target, webglTexture) generateMipmap(target, texture, renderTarget.width, renderTarget.height) state.bindTexture(target, null) } } function updateMultisampleRenderTarget(renderTarget) { if (renderTarget.isWebGLMultisampleRenderTarget) { if (isWebGL2) { var renderTargetProperties = properties.get(renderTarget) _gl.bindFramebuffer(36008, renderTargetProperties.__webglMultisampledFramebuffer) _gl.bindFramebuffer(36009, renderTargetProperties.__webglFramebuffer) var width = renderTarget.width var height = renderTarget.height var mask = 16384 if (renderTarget.depthBuffer) mask |= 256 if (renderTarget.stencilBuffer) mask |= 1024 _gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, mask, 9728) _gl.bindFramebuffer(36160, renderTargetProperties.__webglMultisampledFramebuffer) // see #18905 } else { console.warn('THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.') } } } function getRenderTargetSamples(renderTarget) { return isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ? Math.min(maxSamples, renderTarget.samples) : 0 } function updateVideoTexture(texture) { var frame = info.render.frame // Check the last frame we updated the VideoTexture if (_videoTextures.get(texture) !== frame) { _videoTextures.set(texture, frame) texture.update() } } // backwards compatibility var warnedTexture2D = false var warnedTextureCube = false function safeSetTexture2D(texture, slot) { if (texture && texture.isWebGLRenderTarget) { if (warnedTexture2D === false) { console.warn("THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead.") warnedTexture2D = true } texture = texture.texture } setTexture2D(texture, slot) } function safeSetTextureCube(texture, slot) { if (texture && texture.isWebGLCubeRenderTarget) { if (warnedTextureCube === false) { console.warn("THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead.") warnedTextureCube = true } texture = texture.texture } setTextureCube(texture, slot) } // this.allocateTextureUnit = allocateTextureUnit this.resetTextureUnits = resetTextureUnits this.setTexture2D = setTexture2D this.setTexture2DArray = setTexture2DArray this.setTexture3D = setTexture3D this.setTextureCube = setTextureCube this.setupRenderTarget = setupRenderTarget this.updateRenderTargetMipmap = updateRenderTargetMipmap this.updateMultisampleRenderTarget = updateMultisampleRenderTarget this.safeSetTexture2D = safeSetTexture2D this.safeSetTextureCube = safeSetTextureCube } function WebGLUtils(gl, extensions, capabilities) { var isWebGL2 = capabilities.isWebGL2 function convert(p) { var extension if (p === UnsignedByteType) return 5121 if (p === UnsignedShort4444Type) return 32819 if (p === UnsignedShort5551Type) return 32820 if (p === UnsignedShort565Type) return 33635 if (p === ByteType) return 5120 if (p === ShortType) return 5122 if (p === UnsignedShortType) return 5123 if (p === IntType) return 5124 if (p === UnsignedIntType) return 5125 if (p === FloatType) return 5126 if (p === HalfFloatType) { if (isWebGL2) return 5131 extension = extensions.get('OES_texture_half_float') if (extension !== null) { return extension.HALF_FLOAT_OES } else { return null } } if (p === AlphaFormat) return 6406 if (p === RGBFormat) return 6407 if (p === RGBAFormat) return 6408 if (p === LuminanceFormat) return 6409 if (p === LuminanceAlphaFormat) return 6410 if (p === DepthFormat) return 6402 if (p === DepthStencilFormat) return 34041 if (p === RedFormat) return 6403 // WebGL2 formats. if (p === RedIntegerFormat) return 36244 if (p === RGFormat) return 33319 if (p === RGIntegerFormat) return 33320 if (p === RGBIntegerFormat) return 36248 if (p === RGBAIntegerFormat) return 36249 if (p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format) { extension = extensions.get('WEBGL_compressed_texture_s3tc') if (extension !== null) { if (p === RGB_S3TC_DXT1_Format) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT if (p === RGBA_S3TC_DXT1_Format) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT if (p === RGBA_S3TC_DXT3_Format) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT if (p === RGBA_S3TC_DXT5_Format) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT } else { return null } } if (p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format) { extension = extensions.get('WEBGL_compressed_texture_pvrtc') if (extension !== null) { if (p === RGB_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG if (p === RGB_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG if (p === RGBA_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG if (p === RGBA_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG } else { return null } } if (p === RGB_ETC1_Format) { extension = extensions.get('WEBGL_compressed_texture_etc1') if (extension !== null) { return extension.COMPRESSED_RGB_ETC1_WEBGL } else { return null } } if (p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format) { extension = extensions.get('WEBGL_compressed_texture_etc') if (extension !== null) { if (p === RGB_ETC2_Format) return extension.COMPRESSED_RGB8_ETC2 if (p === RGBA_ETC2_EAC_Format) return extension.COMPRESSED_RGBA8_ETC2_EAC } } if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format || p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format || p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format || p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format || p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format || p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) { extension = extensions.get('WEBGL_compressed_texture_astc') if (extension !== null) { // TODO Complete? return p } else { return null } } if (p === RGBA_BPTC_Format) { extension = extensions.get('EXT_texture_compression_bptc') if (extension !== null) { // TODO Complete? return p } else { return null } } if (p === UnsignedInt248Type) { if (isWebGL2) return 34042 extension = extensions.get('WEBGL_depth_texture') if (extension !== null) { return extension.UNSIGNED_INT_24_8_WEBGL } else { return null } } } return { convert: convert } } function ArrayCamera(array) { if (array === void 0) { array = [] } PerspectiveCamera.call(this) this.cameras = array } ArrayCamera.prototype = Object.assign(Object.create(PerspectiveCamera.prototype), { constructor: ArrayCamera, isArrayCamera: true }) function Group() { Object3D.call(this) this.type = 'Group' } Group.prototype = Object.assign(Object.create(Object3D.prototype), { constructor: Group, isGroup: true }) function WebXRController() { this._targetRay = null this._grip = null this._hand = null } Object.assign(WebXRController.prototype, { constructor: WebXRController, getHandSpace: function getHandSpace() { if (this._hand === null) { this._hand = new Group() this._hand.matrixAutoUpdate = false this._hand.visible = false this._hand.joints = [] this._hand.inputState = { pinching: false } if (window.XRHand) { for (var i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i++) { // The transform of this joint will be updated with the joint pose on each frame var joint = new Group() joint.matrixAutoUpdate = false joint.visible = false this._hand.joints.push(joint) // ?? this._hand.add(joint) } } } return this._hand }, getTargetRaySpace: function getTargetRaySpace() { if (this._targetRay === null) { this._targetRay = new Group() this._targetRay.matrixAutoUpdate = false this._targetRay.visible = false } return this._targetRay }, getGripSpace: function getGripSpace() { if (this._grip === null) { this._grip = new Group() this._grip.matrixAutoUpdate = false this._grip.visible = false } return this._grip }, dispatchEvent: function dispatchEvent(event) { if (this._targetRay !== null) { this._targetRay.dispatchEvent(event) } if (this._grip !== null) { this._grip.dispatchEvent(event) } if (this._hand !== null) { this._hand.dispatchEvent(event) } return this }, disconnect: function disconnect(inputSource) { this.dispatchEvent({ type: 'disconnected', data: inputSource }) if (this._targetRay !== null) { this._targetRay.visible = false } if (this._grip !== null) { this._grip.visible = false } if (this._hand !== null) { this._hand.visible = false } return this }, update: function update(inputSource, frame, referenceSpace) { var inputPose = null var gripPose = null var handPose = null var targetRay = this._targetRay var grip = this._grip var hand = this._hand if (inputSource && frame.session.visibilityState !== 'visible-blurred') { if (hand && inputSource.hand) { handPose = true for (var i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i++) { if (inputSource.hand[i]) { // Update the joints groups with the XRJoint poses var jointPose = frame.getJointPose(inputSource.hand[i], referenceSpace) var joint = hand.joints[i] if (jointPose !== null) { joint.matrix.fromArray(jointPose.transform.matrix) joint.matrix.decompose(joint.position, joint.rotation, joint.scale) joint.jointRadius = jointPose.radius } joint.visible = jointPose !== null // Custom events // Check pinch var indexTip = hand.joints[window.XRHand.INDEX_PHALANX_TIP] var thumbTip = hand.joints[window.XRHand.THUMB_PHALANX_TIP] var distance = indexTip.position.distanceTo(thumbTip.position) var distanceToPinch = 0.02 var threshold = 0.005 if (hand.inputState.pinching && distance > distanceToPinch + threshold) { hand.inputState.pinching = false this.dispatchEvent({ type: 'pinchend', handedness: inputSource.handedness, target: this }) } else if (!hand.inputState.pinching && distance <= distanceToPinch - threshold) { hand.inputState.pinching = true this.dispatchEvent({ type: 'pinchstart', handedness: inputSource.handedness, target: this }) } } } } else { if (targetRay !== null) { inputPose = frame.getPose(inputSource.targetRaySpace, referenceSpace) if (inputPose !== null) { targetRay.matrix.fromArray(inputPose.transform.matrix) targetRay.matrix.decompose(targetRay.position, targetRay.rotation, targetRay.scale) } } if (grip !== null && inputSource.gripSpace) { gripPose = frame.getPose(inputSource.gripSpace, referenceSpace) if (gripPose !== null) { grip.matrix.fromArray(gripPose.transform.matrix) grip.matrix.decompose(grip.position, grip.rotation, grip.scale) } } } } if (targetRay !== null) { targetRay.visible = inputPose !== null } if (grip !== null) { grip.visible = gripPose !== null } if (hand !== null) { hand.visible = handPose !== null } return this } }) function WebXRManager(renderer, gl) { var scope = this var session = null var framebufferScaleFactor = 1.0 var referenceSpace = null var referenceSpaceType = 'local-floor' var pose = null var controllers = [] var inputSourcesMap = new Map() // var cameraL = new PerspectiveCamera() cameraL.layers.enable(1) cameraL.viewport = new Vector4() var cameraR = new PerspectiveCamera() cameraR.layers.enable(2) cameraR.viewport = new Vector4() var cameras = [cameraL, cameraR] var cameraVR = new ArrayCamera() cameraVR.layers.enable(1) cameraVR.layers.enable(2) var _currentDepthNear = null var _currentDepthFar = null // this.enabled = false this.isPresenting = false this.getController = function (index) { var controller = controllers[index] if (controller === undefined) { controller = new WebXRController() controllers[index] = controller } return controller.getTargetRaySpace() } this.getControllerGrip = function (index) { var controller = controllers[index] if (controller === undefined) { controller = new WebXRController() controllers[index] = controller } return controller.getGripSpace() } this.getHand = function (index) { var controller = controllers[index] if (controller === undefined) { controller = new WebXRController() controllers[index] = controller } return controller.getHandSpace() } // function onSessionEvent(event) { var controller = inputSourcesMap.get(event.inputSource) if (controller) { controller.dispatchEvent({ type: event.type, data: event.inputSource }) } } function onSessionEnd() { inputSourcesMap.forEach(function (controller, inputSource) { controller.disconnect(inputSource) }) inputSourcesMap.clear() // renderer.setFramebuffer(null) renderer.setRenderTarget(renderer.getRenderTarget()) // Hack #15830 animation.stop() scope.isPresenting = false scope.dispatchEvent({ type: 'sessionend' }) } function onRequestReferenceSpace(value) { referenceSpace = value animation.setContext(session) animation.start() scope.isPresenting = true scope.dispatchEvent({ type: 'sessionstart' }) } this.setFramebufferScaleFactor = function (value) { framebufferScaleFactor = value if (scope.isPresenting === true) { console.warn('THREE.WebXRManager: Cannot change framebuffer scale while presenting.') } } this.setReferenceSpaceType = function (value) { referenceSpaceType = value if (scope.isPresenting === true) { console.warn('THREE.WebXRManager: Cannot change reference space type while presenting.') } } this.getReferenceSpace = function () { return referenceSpace } this.getSession = function () { return session } this.setSession = function (value) { session = value if (session !== null) { session.addEventListener('select', onSessionEvent) session.addEventListener('selectstart', onSessionEvent) session.addEventListener('selectend', onSessionEvent) session.addEventListener('squeeze', onSessionEvent) session.addEventListener('squeezestart', onSessionEvent) session.addEventListener('squeezeend', onSessionEvent) session.addEventListener('end', onSessionEnd) var attributes = gl.getContextAttributes() if (attributes.xrCompatible !== true) { gl.makeXRCompatible() } var layerInit = { antialias: attributes.antialias, alpha: attributes.alpha, depth: attributes.depth, stencil: attributes.stencil, framebufferScaleFactor: framebufferScaleFactor } // eslint-disable-next-line no-undef var baseLayer = new XRWebGLLayer(session, gl, layerInit) session.updateRenderState({ baseLayer: baseLayer }) session.requestReferenceSpace(referenceSpaceType).then(onRequestReferenceSpace) // session.addEventListener('inputsourceschange', updateInputSources) } } function updateInputSources(event) { var inputSources = session.inputSources // Assign inputSources to available controllers for (var i = 0; i < controllers.length; i++) { inputSourcesMap.set(inputSources[i], controllers[i]) } // Notify disconnected for (var _i = 0; _i < event.removed.length; _i++) { var inputSource = event.removed[_i] var controller = inputSourcesMap.get(inputSource) if (controller) { controller.dispatchEvent({ type: 'disconnected', data: inputSource }) inputSourcesMap.delete(inputSource) } } // Notify connected for (var _i2 = 0; _i2 < event.added.length; _i2++) { var _inputSource = event.added[_i2] var _controller = inputSourcesMap.get(_inputSource) if (_controller) { _controller.dispatchEvent({ type: 'connected', data: _inputSource }) } } } // var cameraLPos = new Vector3() var cameraRPos = new Vector3() /** * Assumes 2 cameras that are parallel and share an X-axis, and that * the cameras' projection and world matrices have already been set. * And that near and far planes are identical for both cameras. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765 */ function setProjectionFromUnion(camera, cameraL, cameraR) { cameraLPos.setFromMatrixPosition(cameraL.matrixWorld) cameraRPos.setFromMatrixPosition(cameraR.matrixWorld) var ipd = cameraLPos.distanceTo(cameraRPos) var projL = cameraL.projectionMatrix.elements var projR = cameraR.projectionMatrix.elements // VR systems will have identical far and near planes, and // most likely identical top and bottom frustum extents. // Use the left camera for these values. var near = projL[14] / (projL[10] - 1) var far = projL[14] / (projL[10] + 1) var topFov = (projL[9] + 1) / projL[5] var bottomFov = (projL[9] - 1) / projL[5] var leftFov = (projL[8] - 1) / projL[0] var rightFov = (projR[8] + 1) / projR[0] var left = near * leftFov var right = near * rightFov // Calculate the new camera's position offset from the // left camera. xOffset should be roughly half `ipd`. var zOffset = ipd / (-leftFov + rightFov) var xOffset = zOffset * -leftFov // TODO: Better way to apply this offset? cameraL.matrixWorld.decompose(camera.position, camera.quaternion, camera.scale) camera.translateX(xOffset) camera.translateZ(zOffset) camera.matrixWorld.compose(camera.position, camera.quaternion, camera.scale) camera.matrixWorldInverse.copy(camera.matrixWorld).invert() // Find the union of the frustum values of the cameras and scale // the values so that the near plane's position does not change in world space, // although must now be relative to the new union camera. var near2 = near + zOffset var far2 = far + zOffset var left2 = left - xOffset var right2 = right + (ipd - xOffset) var top2 = ((topFov * far) / far2) * near2 var bottom2 = ((bottomFov * far) / far2) * near2 camera.projectionMatrix.makePerspective(left2, right2, top2, bottom2, near2, far2) } function updateCamera(camera, parent) { if (parent === null) { camera.matrixWorld.copy(camera.matrix) } else { camera.matrixWorld.multiplyMatrices(parent.matrixWorld, camera.matrix) } camera.matrixWorldInverse.copy(camera.matrixWorld).invert() } this.getCamera = function (camera) { cameraVR.near = cameraR.near = cameraL.near = camera.near cameraVR.far = cameraR.far = cameraL.far = camera.far if (_currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far) { // Note that the new renderState won't apply until the next frame. See #18320 session.updateRenderState({ depthNear: cameraVR.near, depthFar: cameraVR.far }) _currentDepthNear = cameraVR.near _currentDepthFar = cameraVR.far } var parent = camera.parent var cameras = cameraVR.cameras updateCamera(cameraVR, parent) for (var i = 0; i < cameras.length; i++) { updateCamera(cameras[i], parent) } // update camera and its children camera.matrixWorld.copy(cameraVR.matrixWorld) var children = camera.children for (var _i3 = 0, l = children.length; _i3 < l; _i3++) { children[_i3].updateMatrixWorld(true) } // update projection matrix for proper view frustum culling if (cameras.length === 2) { setProjectionFromUnion(cameraVR, cameraL, cameraR) } else { // assume single camera setup (AR) cameraVR.projectionMatrix.copy(cameraL.projectionMatrix) } return cameraVR } // Animation Loop var onAnimationFrameCallback = null function onAnimationFrame(time, frame) { pose = frame.getViewerPose(referenceSpace) if (pose !== null) { var views = pose.views var baseLayer = session.renderState.baseLayer renderer.setFramebuffer(baseLayer.framebuffer) var cameraVRNeedsUpdate = false // check if it's necessary to rebuild cameraVR's camera list if (views.length !== cameraVR.cameras.length) { cameraVR.cameras.length = 0 cameraVRNeedsUpdate = true } for (var i = 0; i < views.length; i++) { var view = views[i] var viewport = baseLayer.getViewport(view) var camera = cameras[i] camera.matrix.fromArray(view.transform.matrix) camera.projectionMatrix.fromArray(view.projectionMatrix) camera.viewport.set(viewport.x, viewport.y, viewport.width, viewport.height) if (i === 0) { cameraVR.matrix.copy(camera.matrix) } if (cameraVRNeedsUpdate === true) { cameraVR.cameras.push(camera) } } } // var inputSources = session.inputSources for (var _i4 = 0; _i4 < controllers.length; _i4++) { var controller = controllers[_i4] var inputSource = inputSources[_i4] controller.update(inputSource, frame, referenceSpace) } if (onAnimationFrameCallback) onAnimationFrameCallback(time, frame) } var animation = new WebGLAnimation() animation.setAnimationLoop(onAnimationFrame) this.setAnimationLoop = function (callback) { onAnimationFrameCallback = callback } this.dispose = function () {} } Object.assign(WebXRManager.prototype, EventDispatcher.prototype) function WebGLMaterials(properties) { function refreshFogUniforms(uniforms, fog) { uniforms.fogColor.value.copy(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 refreshMaterialUniforms(uniforms, material, pixelRatio, height) { if (material.isMeshBasicMaterial) { refreshUniformsCommon(uniforms, material) } else if (material.isMeshLambertMaterial) { refreshUniformsCommon(uniforms, material) refreshUniformsLambert(uniforms, material) } else if (material.isMeshToonMaterial) { refreshUniformsCommon(uniforms, material) refreshUniformsToon(uniforms, material) } else if (material.isMeshPhongMaterial) { refreshUniformsCommon(uniforms, material) refreshUniformsPhong(uniforms, material) } else if (material.isMeshStandardMaterial) { refreshUniformsCommon(uniforms, material) if (material.isMeshPhysicalMaterial) { refreshUniformsPhysical(uniforms, material) } else { refreshUniformsStandard(uniforms, material) } } else if (material.isMeshMatcapMaterial) { refreshUniformsCommon(uniforms, material) refreshUniformsMatcap(uniforms, material) } else if (material.isMeshDepthMaterial) { refreshUniformsCommon(uniforms, material) refreshUniformsDepth(uniforms, material) } else if (material.isMeshDistanceMaterial) { refreshUniformsCommon(uniforms, material) refreshUniformsDistance(uniforms, material) } else if (material.isMeshNormalMaterial) { refreshUniformsCommon(uniforms, material) refreshUniformsNormal(uniforms, material) } else if (material.isLineBasicMaterial) { refreshUniformsLine(uniforms, material) if (material.isLineDashedMaterial) { refreshUniformsDash(uniforms, material) } } else if (material.isPointsMaterial) { refreshUniformsPoints(uniforms, material, pixelRatio, height) } else if (material.isSpriteMaterial) { refreshUniformsSprites(uniforms, material) } else if (material.isShadowMaterial) { uniforms.color.value.copy(material.color) uniforms.opacity.value = material.opacity } else if (material.isShaderMaterial) { material.uniformsNeedUpdate = false // #15581 } } function refreshUniformsCommon(uniforms, material) { uniforms.opacity.value = material.opacity if (material.color) { uniforms.diffuse.value.copy(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 } var envMap = properties.get(material).envMap if (envMap) { uniforms.envMap.value = envMap uniforms.flipEnvMap.value = envMap.isCubeTexture && envMap._needsFlipEnvMap ? -1 : 1 uniforms.reflectivity.value = material.reflectivity uniforms.refractionRatio.value = material.refractionRatio var maxMipLevel = properties.get(envMap).__maxMipLevel if (maxMipLevel !== undefined) { uniforms.maxMipLevel.value = 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. displacementMap map // 4. normal map // 5. bump map // 6. roughnessMap map // 7. metalnessMap map // 8. alphaMap map // 9. emissiveMap map // 10. clearcoat map // 11. clearcoat normal map // 12. clearcoat roughnessMap map var 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 } else if (material.clearcoatMap) { uvScaleMap = material.clearcoatMap } else if (material.clearcoatNormalMap) { uvScaleMap = material.clearcoatNormalMap } else if (material.clearcoatRoughnessMap) { uvScaleMap = material.clearcoatRoughnessMap } if (uvScaleMap !== undefined) { // backwards compatibility if (uvScaleMap.isWebGLRenderTarget) { uvScaleMap = uvScaleMap.texture } if (uvScaleMap.matrixAutoUpdate === true) { uvScaleMap.updateMatrix() } uniforms.uvTransform.value.copy(uvScaleMap.matrix) } // uv repeat and offset setting priorities for uv2 // 1. ao map // 2. light map var uv2ScaleMap if (material.aoMap) { uv2ScaleMap = material.aoMap } else if (material.lightMap) { uv2ScaleMap = material.lightMap } if (uv2ScaleMap !== undefined) { // backwards compatibility if (uv2ScaleMap.isWebGLRenderTarget) { uv2ScaleMap = uv2ScaleMap.texture } if (uv2ScaleMap.matrixAutoUpdate === true) { uv2ScaleMap.updateMatrix() } uniforms.uv2Transform.value.copy(uv2ScaleMap.matrix) } } function refreshUniformsLine(uniforms, material) { uniforms.diffuse.value.copy(material.color) uniforms.opacity.value = material.opacity } 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, pixelRatio, height) { uniforms.diffuse.value.copy(material.color) uniforms.opacity.value = material.opacity uniforms.size.value = material.size * pixelRatio uniforms.scale.value = height * 0.5 if (material.map) { uniforms.map.value = material.map } if (material.alphaMap) { uniforms.alphaMap.value = material.alphaMap } // uv repeat and offset setting priorities // 1. color map // 2. alpha map var uvScaleMap if (material.map) { uvScaleMap = material.map } else if (material.alphaMap) { uvScaleMap = material.alphaMap } if (uvScaleMap !== undefined) { if (uvScaleMap.matrixAutoUpdate === true) { uvScaleMap.updateMatrix() } uniforms.uvTransform.value.copy(uvScaleMap.matrix) } } function refreshUniformsSprites(uniforms, material) { uniforms.diffuse.value.copy(material.color) uniforms.opacity.value = material.opacity uniforms.rotation.value = material.rotation if (material.map) { uniforms.map.value = material.map } if (material.alphaMap) { uniforms.alphaMap.value = material.alphaMap } // uv repeat and offset setting priorities // 1. color map // 2. alpha map var uvScaleMap if (material.map) { uvScaleMap = material.map } else if (material.alphaMap) { uvScaleMap = material.alphaMap } if (uvScaleMap !== undefined) { if (uvScaleMap.matrixAutoUpdate === true) { uvScaleMap.updateMatrix() } uniforms.uvTransform.value.copy(uvScaleMap.matrix) } } function refreshUniformsLambert(uniforms, material) { if (material.emissiveMap) { uniforms.emissiveMap.value = material.emissiveMap } } function refreshUniformsPhong(uniforms, material) { uniforms.specular.value.copy(material.specular) uniforms.shininess.value = Math.max(material.shininess, 1e-4) // to prevent pow( 0.0, 0.0 ) if (material.emissiveMap) { uniforms.emissiveMap.value = material.emissiveMap } if (material.bumpMap) { uniforms.bumpMap.value = material.bumpMap uniforms.bumpScale.value = material.bumpScale if (material.side === BackSide) uniforms.bumpScale.value *= -1 } if (material.normalMap) { uniforms.normalMap.value = material.normalMap uniforms.normalScale.value.copy(material.normalScale) if (material.side === BackSide) uniforms.normalScale.value.negate() } if (material.displacementMap) { uniforms.displacementMap.value = material.displacementMap uniforms.displacementScale.value = material.displacementScale uniforms.displacementBias.value = material.displacementBias } } function refreshUniformsToon(uniforms, material) { if (material.gradientMap) { uniforms.gradientMap.value = material.gradientMap } if (material.emissiveMap) { uniforms.emissiveMap.value = material.emissiveMap } if (material.bumpMap) { uniforms.bumpMap.value = material.bumpMap uniforms.bumpScale.value = material.bumpScale if (material.side === BackSide) uniforms.bumpScale.value *= -1 } if (material.normalMap) { uniforms.normalMap.value = material.normalMap uniforms.normalScale.value.copy(material.normalScale) if (material.side === BackSide) uniforms.normalScale.value.negate() } if (material.displacementMap) { uniforms.displacementMap.value = material.displacementMap uniforms.displacementScale.value = material.displacementScale uniforms.displacementBias.value = material.displacementBias } } 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.side === BackSide) uniforms.bumpScale.value *= -1 } if (material.normalMap) { uniforms.normalMap.value = material.normalMap uniforms.normalScale.value.copy(material.normalScale) if (material.side === BackSide) uniforms.normalScale.value.negate() } if (material.displacementMap) { uniforms.displacementMap.value = material.displacementMap uniforms.displacementScale.value = material.displacementScale uniforms.displacementBias.value = material.displacementBias } var envMap = properties.get(material).envMap if (envMap) { //uniforms.envMap.value = material.envMap; // part of uniforms common uniforms.envMapIntensity.value = material.envMapIntensity } } function refreshUniformsPhysical(uniforms, material) { refreshUniformsStandard(uniforms, material) uniforms.reflectivity.value = material.reflectivity // also part of uniforms common uniforms.clearcoat.value = material.clearcoat uniforms.clearcoatRoughness.value = material.clearcoatRoughness if (material.sheen) uniforms.sheen.value.copy(material.sheen) if (material.clearcoatMap) { uniforms.clearcoatMap.value = material.clearcoatMap } if (material.clearcoatRoughnessMap) { uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap } if (material.clearcoatNormalMap) { uniforms.clearcoatNormalScale.value.copy(material.clearcoatNormalScale) uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap if (material.side === BackSide) { uniforms.clearcoatNormalScale.value.negate() } } uniforms.transmission.value = material.transmission if (material.transmissionMap) { uniforms.transmissionMap.value = material.transmissionMap } } function refreshUniformsMatcap(uniforms, material) { if (material.matcap) { uniforms.matcap.value = material.matcap } if (material.bumpMap) { uniforms.bumpMap.value = material.bumpMap uniforms.bumpScale.value = material.bumpScale if (material.side === BackSide) uniforms.bumpScale.value *= -1 } if (material.normalMap) { uniforms.normalMap.value = material.normalMap uniforms.normalScale.value.copy(material.normalScale) if (material.side === BackSide) uniforms.normalScale.value.negate() } if (material.displacementMap) { uniforms.displacementMap.value = material.displacementMap uniforms.displacementScale.value = material.displacementScale uniforms.displacementBias.value = material.displacementBias } } 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.side === BackSide) uniforms.bumpScale.value *= -1 } if (material.normalMap) { uniforms.normalMap.value = material.normalMap uniforms.normalScale.value.copy(material.normalScale) if (material.side === BackSide) uniforms.normalScale.value.negate() } if (material.displacementMap) { uniforms.displacementMap.value = material.displacementMap uniforms.displacementScale.value = material.displacementScale uniforms.displacementBias.value = material.displacementBias } } return { refreshFogUniforms: refreshFogUniforms, refreshMaterialUniforms: refreshMaterialUniforms } } function createCanvasElement() { var canvas = document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas') canvas.style.display = 'block' return canvas } function WebGLRenderer(parameters) { parameters = parameters || {} var _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(), _context = parameters.context !== undefined ? parameters.context : null, _alpha = parameters.alpha !== undefined ? parameters.alpha : false, _depth = parameters.depth !== undefined ? parameters.depth : true, _stencil = parameters.stencil !== undefined ? parameters.stencil : true, _antialias = parameters.antialias !== undefined ? parameters.antialias : false, _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default', _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false var currentRenderList = null var currentRenderState = null // render() can be called from within a callback triggered by another render. // We track this so that the nested render call gets its state isolated from the parent render call. var renderStateStack = [] // public properties this.domElement = _canvas // Debug configuration container this.debug = { /** * Enables error checking and reporting when shader programs are being compiled * @type {boolean} */ checkShaderErrors: true } // 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.outputEncoding = LinearEncoding // physical lights this.physicallyCorrectLights = false // tone mapping this.toneMapping = NoToneMapping this.toneMappingExposure = 1.0 // morphs this.maxMorphTargets = 8 this.maxMorphNormals = 4 // internal properties var _this = this var _isContextLost = false // internal state cache var _framebuffer = null var _currentActiveCubeFace = 0 var _currentActiveMipmapLevel = 0 var _currentRenderTarget = null var _currentFramebuffer = null var _currentMaterialId = -1 var _currentCamera = null var _currentViewport = new Vector4() var _currentScissor = new Vector4() var _currentScissorTest = null // var _width = _canvas.width var _height = _canvas.height var _pixelRatio = 1 var _opaqueSort = null var _transparentSort = null var _viewport = new Vector4(0, 0, _width, _height) var _scissor = new Vector4(0, 0, _width, _height) var _scissorTest = false // frustum var _frustum = new Frustum() // clipping var _clippingEnabled = false var _localClippingEnabled = false // camera matrices cache var _projScreenMatrix = new Matrix4() var _vector3 = new Vector3() var _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true } function getTargetPixelRatio() { return _currentRenderTarget === null ? _pixelRatio : 1 } // initialize var _gl = _context function getContext(contextNames, contextAttributes) { for (var i = 0; i < contextNames.length; i++) { var contextName = contextNames[i] var context = _canvas.getContext(contextName, contextAttributes) if (context !== null) return context } return null } try { var contextAttributes = { alpha: _alpha, depth: _depth, stencil: _stencil, antialias: _antialias, premultipliedAlpha: _premultipliedAlpha, preserveDrawingBuffer: _preserveDrawingBuffer, powerPreference: _powerPreference, failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat } // event listeners must be registered before WebGL context is created, see #12753 _canvas.addEventListener('webglcontextlost', onContextLost, false) _canvas.addEventListener('webglcontextrestored', onContextRestore, false) if (_gl === null) { var contextNames = ['webgl2', 'webgl', 'experimental-webgl'] if (_this.isWebGL1Renderer === true) { contextNames.shift() } _gl = getContext(contextNames, contextAttributes) if (_gl === null) { if (getContext(contextNames)) { throw new Error('Error creating WebGL context with your selected attributes.') } else { throw new Error('Error creating WebGL context.') } } } // Some experimental-webgl implementations do not have getShaderPrecisionFormat if (_gl.getShaderPrecisionFormat === undefined) { _gl.getShaderPrecisionFormat = function () { return { rangeMin: 1, rangeMax: 1, precision: 1 } } } } catch (error) { console.error('THREE.WebGLRenderer: ' + error.message) throw error } var extensions, capabilities, state, info var properties, textures, cubemaps, attributes, geometries, objects var programCache, materials, renderLists, renderStates, clipping var background, morphtargets, bufferRenderer, indexedBufferRenderer var utils, bindingStates function initGLContext() { extensions = new WebGLExtensions(_gl) capabilities = new WebGLCapabilities(_gl, extensions, parameters) if (capabilities.isWebGL2 === false) { extensions.get('WEBGL_depth_texture') extensions.get('OES_texture_float') 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('OES_vertex_array_object') extensions.get('ANGLE_instanced_arrays') } extensions.get('OES_texture_float_linear') utils = new WebGLUtils(_gl, extensions, capabilities) state = new WebGLState(_gl, extensions, capabilities) state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor()) state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor()) info = new WebGLInfo(_gl) properties = new WebGLProperties() textures = new WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info) cubemaps = new WebGLCubeMaps(_this) attributes = new WebGLAttributes(_gl, capabilities) bindingStates = new WebGLBindingStates(_gl, extensions, attributes, capabilities) geometries = new WebGLGeometries(_gl, attributes, info, bindingStates) objects = new WebGLObjects(_gl, geometries, attributes, info) morphtargets = new WebGLMorphtargets(_gl) clipping = new WebGLClipping(properties) programCache = new WebGLPrograms(_this, cubemaps, extensions, capabilities, bindingStates, clipping) materials = new WebGLMaterials(properties) renderLists = new WebGLRenderLists(properties) renderStates = new WebGLRenderStates(extensions, capabilities) background = new WebGLBackground(_this, cubemaps, state, objects, _premultipliedAlpha) bufferRenderer = new WebGLBufferRenderer(_gl, extensions, info, capabilities) indexedBufferRenderer = new WebGLIndexedBufferRenderer(_gl, extensions, info, capabilities) info.programs = programCache.programs _this.capabilities = capabilities _this.extensions = extensions _this.properties = properties _this.renderLists = renderLists _this.state = state _this.info = info } initGLContext() // xr var xr = new WebXRManager(_this, _gl) this.xr = xr // 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 (target) { if (target === undefined) { console.warn('WebGLRenderer: .getsize() now requires a Vector2 as an argument') target = new Vector2() } return target.set(_width, _height) } this.setSize = function (width, height, updateStyle) { if (xr.isPresenting) { console.warn("THREE.WebGLRenderer: Can't change size while VR device is presenting.") return } _width = width _height = height _canvas.width = Math.floor(width * _pixelRatio) _canvas.height = Math.floor(height * _pixelRatio) if (updateStyle !== false) { _canvas.style.width = width + 'px' _canvas.style.height = height + 'px' } this.setViewport(0, 0, width, height) } this.getDrawingBufferSize = function (target) { if (target === undefined) { console.warn('WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument') target = new Vector2() } return target.set(_width * _pixelRatio, _height * _pixelRatio).floor() } this.setDrawingBufferSize = function (width, height, pixelRatio) { _width = width _height = height _pixelRatio = pixelRatio _canvas.width = Math.floor(width * pixelRatio) _canvas.height = Math.floor(height * pixelRatio) this.setViewport(0, 0, width, height) } this.getCurrentViewport = function (target) { if (target === undefined) { console.warn('WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument') target = new Vector4() } return target.copy(_currentViewport) } this.getViewport = function (target) { return target.copy(_viewport) } this.setViewport = function (x, y, width, height) { if (x.isVector4) { _viewport.set(x.x, x.y, x.z, x.w) } else { _viewport.set(x, y, width, height) } state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor()) } this.getScissor = function (target) { return target.copy(_scissor) } this.setScissor = function (x, y, width, height) { if (x.isVector4) { _scissor.set(x.x, x.y, x.z, x.w) } else { _scissor.set(x, y, width, height) } state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor()) } this.getScissorTest = function () { return _scissorTest } this.setScissorTest = function (boolean) { state.setScissorTest((_scissorTest = boolean)) } this.setOpaqueSort = function (method) { _opaqueSort = method } this.setTransparentSort = function (method) { _transparentSort = method } // Clearing this.getClearColor = function (target) { if (target === undefined) { console.warn('WebGLRenderer: .getClearColor() now requires a Color as an argument') target = new Color() } return target.copy(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 |= 16384 if (depth === undefined || depth) bits |= 256 if (stencil === undefined || stencil) bits |= 1024 _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.dispose = function () { _canvas.removeEventListener('webglcontextlost', onContextLost, false) _canvas.removeEventListener('webglcontextrestored', onContextRestore, false) renderLists.dispose() renderStates.dispose() properties.dispose() cubemaps.dispose() objects.dispose() bindingStates.dispose() xr.dispose() animation.stop() } // 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 if (programInfo !== undefined) { programCache.releaseProgram(programInfo) } } // Buffer rendering function renderObjectImmediate(object, program) { object.render(function (object) { _this.renderBufferImmediate(object, program) }) } this.renderBufferImmediate = function (object, program) { bindingStates.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(34962, buffers.position) _gl.bufferData(34962, object.positionArray, 35048) bindingStates.enableAttribute(programAttributes.position) _gl.vertexAttribPointer(programAttributes.position, 3, 5126, false, 0, 0) } if (object.hasNormals) { _gl.bindBuffer(34962, buffers.normal) _gl.bufferData(34962, object.normalArray, 35048) bindingStates.enableAttribute(programAttributes.normal) _gl.vertexAttribPointer(programAttributes.normal, 3, 5126, false, 0, 0) } if (object.hasUvs) { _gl.bindBuffer(34962, buffers.uv) _gl.bufferData(34962, object.uvArray, 35048) bindingStates.enableAttribute(programAttributes.uv) _gl.vertexAttribPointer(programAttributes.uv, 2, 5126, false, 0, 0) } if (object.hasColors) { _gl.bindBuffer(34962, buffers.color) _gl.bufferData(34962, object.colorArray, 35048) bindingStates.enableAttribute(programAttributes.color) _gl.vertexAttribPointer(programAttributes.color, 3, 5126, false, 0, 0) } bindingStates.disableUnusedAttributes() _gl.drawArrays(4, 0, object.count) object.count = 0 } this.renderBufferDirect = function (camera, scene, geometry, material, object, group) { if (scene === null) scene = _emptyScene // renderBufferDirect second parameter used to be fog (could be null) var frontFaceCW = object.isMesh && object.matrixWorld.determinant() < 0 var program = setProgram(camera, scene, material, object) state.setMaterial(material, frontFaceCW) // var index = geometry.index var position = geometry.attributes.position // if (index === null) { if (position === undefined || position.count === 0) return } else if (index.count === 0) { return } // var rangeFactor = 1 if (material.wireframe === true) { index = geometries.getWireframeAttribute(geometry) rangeFactor = 2 } if (material.morphTargets || material.morphNormals) { morphtargets.update(object, geometry, material, program) } bindingStates.setup(object, material, program, geometry, index) var attribute var renderer = bufferRenderer if (index !== null) { attribute = attributes.get(index) renderer = indexedBufferRenderer renderer.setIndex(attribute) } // var dataCount = index !== null ? index.count : 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(1) } else { renderer.setMode(4) } } 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(1) } else if (object.isLineLoop) { renderer.setMode(2) } else { renderer.setMode(3) } } else if (object.isPoints) { renderer.setMode(0) } else if (object.isSprite) { renderer.setMode(4) } if (object.isInstancedMesh) { renderer.renderInstances(drawStart, drawCount, object.count) } else if (geometry.isInstancedBufferGeometry) { var instanceCount = Math.min(geometry.instanceCount, geometry._maxInstanceCount) renderer.renderInstances(drawStart, drawCount, instanceCount) } else { renderer.render(drawStart, drawCount) } } // Compile this.compile = function (scene, camera) { currentRenderState = renderStates.get(scene) currentRenderState.init() scene.traverseVisible(function (object) { if (object.isLight && object.layers.test(camera.layers)) { currentRenderState.pushLight(object) if (object.castShadow) { currentRenderState.pushShadow(object) } } }) currentRenderState.setupLights() var compiled = new WeakMap() scene.traverse(function (object) { var material = object.material if (material) { if (Array.isArray(material)) { for (var i = 0; i < material.length; i++) { var material2 = material[i] if (compiled.has(material2) === false) { initMaterial(material2, scene, object) compiled.set(material2) } } } else if (compiled.has(material) === false) { initMaterial(material, scene, object) compiled.set(material) } } }) } // Animation Loop var onAnimationFrameCallback = null function onAnimationFrame(time) { if (xr.isPresenting) return if (onAnimationFrameCallback) onAnimationFrameCallback(time) } var animation = new WebGLAnimation() animation.setAnimationLoop(onAnimationFrame) if (typeof window !== 'undefined') animation.setContext(window) this.setAnimationLoop = function (callback) { onAnimationFrameCallback = callback xr.setAnimationLoop(callback) callback === null ? animation.stop() : animation.start() } // Rendering this.render = function (scene, camera) { var renderTarget, forceClear if (arguments[2] !== undefined) { console.warn('THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.') renderTarget = arguments[2] } if (arguments[3] !== undefined) { console.warn('THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.') forceClear = arguments[3] } if (camera !== undefined && camera.isCamera !== true) { console.error('THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.') return } if (_isContextLost === true) return // reset caching for this frame bindingStates.resetDefaultState() _currentMaterialId = -1 _currentCamera = null // update scene graph if (scene.autoUpdate === true) scene.updateMatrixWorld() // update camera matrices and frustum if (camera.parent === null) camera.updateMatrixWorld() if (xr.enabled === true && xr.isPresenting === true) { camera = xr.getCamera(camera) } // if (scene.isScene === true) scene.onBeforeRender(_this, scene, camera, renderTarget || _currentRenderTarget) currentRenderState = renderStates.get(scene, renderStateStack.length) currentRenderState.init() renderStateStack.push(currentRenderState) _projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse) _frustum.setFromProjectionMatrix(_projScreenMatrix) _localClippingEnabled = this.localClippingEnabled _clippingEnabled = clipping.init(this.clippingPlanes, _localClippingEnabled, camera) currentRenderList = renderLists.get(scene, camera) currentRenderList.init() projectObject(scene, camera, 0, _this.sortObjects) currentRenderList.finish() if (_this.sortObjects === true) { currentRenderList.sort(_opaqueSort, _transparentSort) } // if (_clippingEnabled === true) clipping.beginShadows() var shadowsArray = currentRenderState.state.shadowsArray shadowMap.render(shadowsArray, scene, camera) currentRenderState.setupLights() currentRenderState.setupLightsView(camera) if (_clippingEnabled === true) clipping.endShadows() // if (this.info.autoReset === true) this.info.reset() if (renderTarget !== undefined) { this.setRenderTarget(renderTarget) } // background.render(currentRenderList, scene, camera, forceClear) // render scene var opaqueObjects = currentRenderList.opaque var transparentObjects = currentRenderList.transparent if (opaqueObjects.length > 0) renderObjects(opaqueObjects, scene, camera) if (transparentObjects.length > 0) renderObjects(transparentObjects, scene, camera) // if (scene.isScene === true) scene.onAfterRender(_this, scene, camera) // if (_currentRenderTarget !== null) { // Generate mipmap if we're using any kind of mipmap filtering textures.updateRenderTargetMipmap(_currentRenderTarget) // resolve multisample renderbuffers to a single-sample texture if necessary textures.updateMultisampleRenderTarget(_currentRenderTarget) } // Ensure depth buffer writing is enabled so it can be cleared on next render state.buffers.depth.setTest(true) state.buffers.depth.setMask(true) state.buffers.color.setMask(true) state.setPolygonOffset(false) // _gl.finish(); renderStateStack.pop() if (renderStateStack.length > 0) { currentRenderState = renderStateStack[renderStateStack.length - 1] } else { currentRenderState = null } currentRenderList = null } function projectObject(object, camera, groupOrder, sortObjects) { if (object.visible === false) return var visible = object.layers.test(camera.layers) if (visible) { if (object.isGroup) { groupOrder = object.renderOrder } else if (object.isLOD) { if (object.autoUpdate === true) object.update(camera) } else if (object.isLight) { currentRenderState.pushLight(object) if (object.castShadow) { currentRenderState.pushShadow(object) } } else if (object.isSprite) { if (!object.frustumCulled || _frustum.intersectsSprite(object)) { if (sortObjects) { _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix) } var geometry = objects.update(object) var material = object.material if (material.visible) { currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null) } } } else if (object.isImmediateRenderObject) { if (sortObjects) { _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix) } currentRenderList.push(object, null, object.material, groupOrder, _vector3.z, null) } else if (object.isMesh || object.isLine || object.isPoints) { if (object.isSkinnedMesh) { // update skeleton only once in a frame if (object.skeleton.frame !== info.render.frame) { object.skeleton.update() object.skeleton.frame = info.render.frame } } if (!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, groupOrder, _vector3.z, group) } } } else if (_material.visible) { currentRenderList.push(object, _geometry, _material, groupOrder, _vector3.z, null) } } } } var children = object.children for (var _i = 0, _l = children.length; _i < _l; _i++) { projectObject(children[_i], camera, groupOrder, sortObjects) } } function renderObjects(renderList, scene, camera) { var overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null 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 === null ? renderItem.material : overrideMaterial var group = renderItem.group if (camera.isArrayCamera) { var cameras = camera.cameras for (var j = 0, jl = cameras.length; j < jl; j++) { var camera2 = cameras[j] if (object.layers.test(camera2.layers)) { state.viewport(_currentViewport.copy(camera2.viewport)) currentRenderState.setupLightsView(camera2) renderObject(object, scene, camera2, geometry, material, group) } } } else { renderObject(object, scene, camera, geometry, material, group) } } } function renderObject(object, scene, camera, geometry, material, group) { object.onBeforeRender(_this, scene, camera, geometry, material, group) object.modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse, object.matrixWorld) object.normalMatrix.getNormalMatrix(object.modelViewMatrix) if (object.isImmediateRenderObject) { var program = setProgram(camera, scene, material, object) state.setMaterial(material) bindingStates.reset() renderObjectImmediate(object, program) } else { _this.renderBufferDirect(camera, scene, geometry, material, object, group) } object.onAfterRender(_this, scene, camera, geometry, material, group) } function initMaterial(material, scene, object) { if (scene.isScene !== true) scene = _emptyScene // scene could be a Mesh, Line, Points, ... var materialProperties = properties.get(material) var lights = currentRenderState.state.lights var shadowsArray = currentRenderState.state.shadowsArray var lightsStateVersion = lights.state.version var parameters = programCache.getParameters(material, lights.state, shadowsArray, scene, object) var programCacheKey = programCache.getProgramCacheKey(parameters) var program = materialProperties.program var programChange = true if (program === undefined) { // new material material.addEventListener('dispose', onMaterialDispose) } else if (program.cacheKey !== programCacheKey) { // changed glsl or parameters releaseMaterialProgramReference(material) } else if (materialProperties.lightsStateVersion !== lightsStateVersion) { programChange = false } else if (parameters.shaderID !== undefined) { // same glsl and uniform list, envMap still needs the update here to avoid a frame-late effect var environment = material.isMeshStandardMaterial ? scene.environment : null materialProperties.envMap = cubemaps.get(material.envMap || environment) return } else { // only rebuild uniform list programChange = false } if (programChange) { parameters.uniforms = programCache.getUniforms(material) material.onBeforeCompile(parameters, _this) program = programCache.acquireProgram(parameters, programCacheKey) materialProperties.program = program materialProperties.uniforms = parameters.uniforms materialProperties.outputEncoding = parameters.outputEncoding } var uniforms = materialProperties.uniforms if ((!material.isShaderMaterial && !material.isRawShaderMaterial) || material.clipping === true) { materialProperties.numClippingPlanes = clipping.numPlanes materialProperties.numIntersection = clipping.numIntersection uniforms.clippingPlanes = clipping.uniform } materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null materialProperties.fog = scene.fog materialProperties.envMap = cubemaps.get(material.envMap || materialProperties.environment) // store the light setup it was created for materialProperties.needsLights = materialNeedsLights(material) materialProperties.lightsStateVersion = lightsStateVersion if (materialProperties.needsLights) { // wire up the material to this renderer's lighting state uniforms.ambientLightColor.value = lights.state.ambient uniforms.lightProbe.value = lights.state.probe uniforms.directionalLights.value = lights.state.directional uniforms.directionalLightShadows.value = lights.state.directionalShadow uniforms.spotLights.value = lights.state.spot uniforms.spotLightShadows.value = lights.state.spotShadow uniforms.rectAreaLights.value = lights.state.rectArea uniforms.ltc_1.value = lights.state.rectAreaLTC1 uniforms.ltc_2.value = lights.state.rectAreaLTC2 uniforms.pointLights.value = lights.state.point uniforms.pointLightShadows.value = lights.state.pointShadow uniforms.hemisphereLights.value = lights.state.hemi uniforms.directionalShadowMap.value = lights.state.directionalShadowMap uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix uniforms.spotShadowMap.value = lights.state.spotShadowMap uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix uniforms.pointShadowMap.value = lights.state.pointShadowMap uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix // TODO (abelnation): add area lights shadow info to uniforms } var progUniforms = materialProperties.program.getUniforms() var uniformsList = WebGLUniforms.seqWithValue(progUniforms.seq, uniforms) materialProperties.uniformsList = uniformsList } function setProgram(camera, scene, material, object) { if (scene.isScene !== true) scene = _emptyScene // scene could be a Mesh, Line, Points, ... textures.resetTextureUnits() var fog = scene.fog var environment = material.isMeshStandardMaterial ? scene.environment : null var encoding = _currentRenderTarget === null ? _this.outputEncoding : _currentRenderTarget.texture.encoding var envMap = cubemaps.get(material.envMap || environment) var materialProperties = properties.get(material) var lights = currentRenderState.state.lights if (_clippingEnabled === true) { if (_localClippingEnabled === true || 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, camera, useCache) } } if (material.version === materialProperties.__version) { if (material.fog && materialProperties.fog !== fog) { initMaterial(material, scene, object) } else if (materialProperties.environment !== environment) { initMaterial(material, scene, object) } else if (materialProperties.needsLights && materialProperties.lightsStateVersion !== lights.state.version) { initMaterial(material, scene, object) } else if ( materialProperties.numClippingPlanes !== undefined && (materialProperties.numClippingPlanes !== clipping.numPlanes || materialProperties.numIntersection !== clipping.numIntersection) ) { initMaterial(material, scene, object) } else if (materialProperties.outputEncoding !== encoding) { initMaterial(material, scene, object) } else if (materialProperties.envMap !== envMap) { initMaterial(material, scene, object) } } else { initMaterial(material, scene, object) materialProperties.__version = material.version } var refreshProgram = false var refreshMaterial = false var refreshLights = false var program = materialProperties.program, p_uniforms = program.getUniforms(), m_uniforms = materialProperties.uniforms if (state.useProgram(program.program)) { refreshProgram = true refreshMaterial = true refreshLights = true } if (material.id !== _currentMaterialId) { _currentMaterialId = material.id refreshMaterial = true } if (refreshProgram || _currentCamera !== camera) { 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 (_currentCamera !== camera) { _currentCamera = camera // lighting uniforms depend on the camera so enforce an update // now, in case this material supports lights - or later, when // the next material that does gets activated: refreshMaterial = true // set to true on material change 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.isMeshToonMaterial || material.isMeshStandardMaterial || material.envMap) { var uCamPos = p_uniforms.map.cameraPosition if (uCamPos !== undefined) { uCamPos.setValue(_gl, _vector3.setFromMatrixPosition(camera.matrixWorld)) } } if ( material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial ) { p_uniforms.setValue(_gl, 'isOrthographic', camera.isOrthographicCamera === true) } if ( material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial || material.isShadowMaterial || 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 // otherwise textures used for skinning can take over texture units reserved for other material textures 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 === null) { // 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 = MathUtils.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) skeleton.boneMatrices = boneMatrices skeleton.boneTexture = boneTexture skeleton.boneTextureSize = size } p_uniforms.setValue(_gl, 'boneTexture', skeleton.boneTexture, textures) p_uniforms.setValue(_gl, 'boneTextureSize', skeleton.boneTextureSize) } else { p_uniforms.setOptional(_gl, skeleton, 'boneMatrices') } } } if (refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow) { materialProperties.receiveShadow = object.receiveShadow p_uniforms.setValue(_gl, 'receiveShadow', object.receiveShadow) } if (refreshMaterial) { p_uniforms.setValue(_gl, 'toneMappingExposure', _this.toneMappingExposure) if (materialProperties.needsLights) { // the current material requires lighting info // note: all lighting uniforms are always set correctly // they simply reference the renderer's state for their // values // // use the current material's .needsUpdate flags to set // the GL state when required markUniformsLightsNeedsUpdate(m_uniforms, refreshLights) } // refresh uniforms common to several materials if (fog && material.fog) { materials.refreshFogUniforms(m_uniforms, fog) } materials.refreshMaterialUniforms(m_uniforms, material, _pixelRatio, _height) WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures) } if (material.isShaderMaterial && material.uniformsNeedUpdate === true) { WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures) material.uniformsNeedUpdate = false } if (material.isSpriteMaterial) { p_uniforms.setValue(_gl, 'center', object.center) } // common matrices p_uniforms.setValue(_gl, 'modelViewMatrix', object.modelViewMatrix) p_uniforms.setValue(_gl, 'normalMatrix', object.normalMatrix) p_uniforms.setValue(_gl, 'modelMatrix', object.matrixWorld) return program } // If uniforms are marked as clean, they don't need to be loaded to the GPU. function markUniformsLightsNeedsUpdate(uniforms, value) { uniforms.ambientLightColor.needsUpdate = value uniforms.lightProbe.needsUpdate = value uniforms.directionalLights.needsUpdate = value uniforms.directionalLightShadows.needsUpdate = value uniforms.pointLights.needsUpdate = value uniforms.pointLightShadows.needsUpdate = value uniforms.spotLights.needsUpdate = value uniforms.spotLightShadows.needsUpdate = value uniforms.rectAreaLights.needsUpdate = value uniforms.hemisphereLights.needsUpdate = value } function materialNeedsLights(material) { return ( material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.isShadowMaterial || (material.isShaderMaterial && material.lights === true) ) } // this.setFramebuffer = function (value) { if (_framebuffer !== value && _currentRenderTarget === null) _gl.bindFramebuffer(36160, value) _framebuffer = value } this.getActiveCubeFace = function () { return _currentActiveCubeFace } this.getActiveMipmapLevel = function () { return _currentActiveMipmapLevel } this.getRenderList = function () { return currentRenderList } this.setRenderList = function (renderList) { currentRenderList = renderList } this.getRenderTarget = function () { return _currentRenderTarget } this.setRenderTarget = function (renderTarget, activeCubeFace, activeMipmapLevel) { if (activeCubeFace === void 0) { activeCubeFace = 0 } if (activeMipmapLevel === void 0) { activeMipmapLevel = 0 } _currentRenderTarget = renderTarget _currentActiveCubeFace = activeCubeFace _currentActiveMipmapLevel = activeMipmapLevel if (renderTarget && properties.get(renderTarget).__webglFramebuffer === undefined) { textures.setupRenderTarget(renderTarget) } var framebuffer = _framebuffer var isCube = false if (renderTarget) { var __webglFramebuffer = properties.get(renderTarget).__webglFramebuffer if (renderTarget.isWebGLCubeRenderTarget) { framebuffer = __webglFramebuffer[activeCubeFace] isCube = true } else if (renderTarget.isWebGLMultisampleRenderTarget) { framebuffer = properties.get(renderTarget).__webglMultisampledFramebuffer } else { framebuffer = __webglFramebuffer } _currentViewport.copy(renderTarget.viewport) _currentScissor.copy(renderTarget.scissor) _currentScissorTest = renderTarget.scissorTest } else { _currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor() _currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor() _currentScissorTest = _scissorTest } if (_currentFramebuffer !== framebuffer) { _gl.bindFramebuffer(36160, framebuffer) _currentFramebuffer = framebuffer } state.viewport(_currentViewport) state.scissor(_currentScissor) state.setScissorTest(_currentScissorTest) if (isCube) { var textureProperties = properties.get(renderTarget.texture) _gl.framebufferTexture2D(36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel) } } this.readRenderTargetPixels = function (renderTarget, x, y, width, height, buffer, activeCubeFaceIndex) { if (!(renderTarget && renderTarget.isWebGLRenderTarget)) { console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.') return } var framebuffer = properties.get(renderTarget).__webglFramebuffer if (renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined) { framebuffer = framebuffer[activeCubeFaceIndex] } if (framebuffer) { var restore = false if (framebuffer !== _currentFramebuffer) { _gl.bindFramebuffer(36160, framebuffer) restore = true } try { var texture = renderTarget.texture var textureFormat = texture.format var textureType = texture.type if (textureFormat !== RGBAFormat && utils.convert(textureFormat) !== _gl.getParameter(35739)) { console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.') return } if ( textureType !== UnsignedByteType && utils.convert(textureType) !== _gl.getParameter(35738) && // IE11, Edge and Chrome Mac < 52 (#9513) !(textureType === FloatType && (capabilities.isWebGL2 || extensions.get('OES_texture_float') || extensions.get('WEBGL_color_buffer_float'))) && // Chrome Mac >= 52 and Firefox !(textureType === HalfFloatType && (capabilities.isWebGL2 ? extensions.get('EXT_color_buffer_float') : 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(36160) === 36053) { // 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(36160, _currentFramebuffer) } } } } this.copyFramebufferToTexture = function (position, texture, level) { if (level === void 0) { level = 0 } var levelScale = Math.pow(2, -level) var width = Math.floor(texture.image.width * levelScale) var height = Math.floor(texture.image.height * levelScale) var glFormat = utils.convert(texture.format) textures.setTexture2D(texture, 0) _gl.copyTexImage2D(3553, level, glFormat, position.x, position.y, width, height, 0) state.unbindTexture() } this.copyTextureToTexture = function (position, srcTexture, dstTexture, level) { if (level === void 0) { level = 0 } var width = srcTexture.image.width var height = srcTexture.image.height var glFormat = utils.convert(dstTexture.format) var glType = utils.convert(dstTexture.type) textures.setTexture2D(dstTexture, 0) // As another texture upload may have changed pixelStorei // parameters, make sure they are correct for the dstTexture _gl.pixelStorei(37440, dstTexture.flipY) _gl.pixelStorei(37441, dstTexture.premultiplyAlpha) _gl.pixelStorei(3317, dstTexture.unpackAlignment) if (srcTexture.isDataTexture) { _gl.texSubImage2D(3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data) } else { if (srcTexture.isCompressedTexture) { _gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[0].width, srcTexture.mipmaps[0].height, glFormat, srcTexture.mipmaps[0].data ) } else { _gl.texSubImage2D(3553, level, position.x, position.y, glFormat, glType, srcTexture.image) } } // Generate mipmaps only when copying level 0 if (level === 0 && dstTexture.generateMipmaps) _gl.generateMipmap(3553) state.unbindTexture() } this.initTexture = function (texture) { textures.setTexture2D(texture, 0) state.unbindTexture() } if (typeof __THREE_DEVTOOLS__ !== 'undefined') { __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent('observe', { detail: this }) ) // eslint-disable-line no-undef } } function WebGL1Renderer(parameters) { WebGLRenderer.call(this, parameters) } WebGL1Renderer.prototype = Object.assign(Object.create(WebGLRenderer.prototype), { constructor: WebGL1Renderer, isWebGL1Renderer: true }) var FogExp2 = /*#__PURE__*/ (function () { function FogExp2(color, density) { Object.defineProperty(this, 'isFogExp2', { value: true }) this.name = '' this.color = new Color(color) this.density = density !== undefined ? density : 0.00025 } var _proto = FogExp2.prototype _proto.clone = function clone() { return new FogExp2(this.color, this.density) } _proto.toJSON = function toJSON() /* meta */ { return { type: 'FogExp2', color: this.color.getHex(), density: this.density } } return FogExp2 })() var Fog = /*#__PURE__*/ (function () { function Fog(color, near, far) { Object.defineProperty(this, 'isFog', { value: true }) this.name = '' this.color = new Color(color) this.near = near !== undefined ? near : 1 this.far = far !== undefined ? far : 1000 } var _proto = Fog.prototype _proto.clone = function clone() { return new Fog(this.color, this.near, this.far) } _proto.toJSON = function toJSON() /* meta */ { return { type: 'Fog', color: this.color.getHex(), near: this.near, far: this.far } } return Fog })() var Scene = /*#__PURE__*/ (function (_Object3D) { _inheritsLoose(Scene, _Object3D) function Scene() { var _this _this = _Object3D.call(this) || this Object.defineProperty(_assertThisInitialized(_this), 'isScene', { value: true }) _this.type = 'Scene' _this.background = null _this.environment = null _this.fog = null _this.overrideMaterial = null _this.autoUpdate = true // checked by the renderer if (typeof __THREE_DEVTOOLS__ !== 'undefined') { __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent('observe', { detail: _assertThisInitialized(_this) }) ) // eslint-disable-line no-undef } return _this } var _proto = Scene.prototype _proto.copy = function copy(source, recursive) { _Object3D.prototype.copy.call(this, source, recursive) if (source.background !== null) this.background = source.background.clone() if (source.environment !== null) this.environment = source.environment.clone() if (source.fog !== null) this.fog = source.fog.clone() if (source.overrideMaterial !== null) this.overrideMaterial = source.overrideMaterial.clone() this.autoUpdate = source.autoUpdate this.matrixAutoUpdate = source.matrixAutoUpdate return this } _proto.toJSON = function toJSON(meta) { var data = _Object3D.prototype.toJSON.call(this, meta) if (this.background !== null) data.object.background = this.background.toJSON(meta) if (this.environment !== null) data.object.environment = this.environment.toJSON(meta) if (this.fog !== null) data.object.fog = this.fog.toJSON() return data } return Scene })(Object3D) function InterleavedBuffer(array, stride) { this.array = array this.stride = stride this.count = array !== undefined ? array.length / stride : 0 this.usage = StaticDrawUsage this.updateRange = { offset: 0, count: -1 } this.version = 0 this.uuid = MathUtils.generateUUID() } Object.defineProperty(InterleavedBuffer.prototype, 'needsUpdate', { set: function set(value) { if (value === true) this.version++ } }) Object.assign(InterleavedBuffer.prototype, { isInterleavedBuffer: true, onUploadCallback: function onUploadCallback() {}, setUsage: function setUsage(value) { this.usage = value return this }, copy: function copy(source) { this.array = new source.array.constructor(source.array) this.count = source.count this.stride = source.stride this.usage = source.usage return this }, copyAt: function copyAt(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 set(value, offset) { if (offset === void 0) { offset = 0 } this.array.set(value, offset) return this }, clone: function clone(data) { if (data.arrayBuffers === undefined) { data.arrayBuffers = {} } if (this.array.buffer._uuid === undefined) { this.array.buffer._uuid = MathUtils.generateUUID() } if (data.arrayBuffers[this.array.buffer._uuid] === undefined) { data.arrayBuffers[this.array.buffer._uuid] = this.array.slice(0).buffer } var array = new this.array.constructor(data.arrayBuffers[this.array.buffer._uuid]) var ib = new InterleavedBuffer(array, this.stride) ib.setUsage(this.usage) return ib }, onUpload: function onUpload(callback) { this.onUploadCallback = callback return this }, toJSON: function toJSON(data) { if (data.arrayBuffers === undefined) { data.arrayBuffers = {} } // generate UUID for array buffer if necessary if (this.array.buffer._uuid === undefined) { this.array.buffer._uuid = MathUtils.generateUUID() } if (data.arrayBuffers[this.array.buffer._uuid] === undefined) { data.arrayBuffers[this.array.buffer._uuid] = Array.prototype.slice.call(new Uint32Array(this.array.buffer)) } // return { uuid: this.uuid, buffer: this.array.buffer._uuid, type: this.array.constructor.name, stride: this.stride } } }) var _vector$6 = new Vector3() function InterleavedBufferAttribute(interleavedBuffer, itemSize, offset, normalized) { this.name = '' this.data = interleavedBuffer this.itemSize = itemSize this.offset = offset this.normalized = normalized === true } Object.defineProperties(InterleavedBufferAttribute.prototype, { count: { get: function get() { return this.data.count } }, array: { get: function get() { return this.data.array } }, needsUpdate: { set: function set(value) { this.data.needsUpdate = value } } }) Object.assign(InterleavedBufferAttribute.prototype, { isInterleavedBufferAttribute: true, applyMatrix4: function applyMatrix4(m) { for (var i = 0, l = this.data.count; i < l; i++) { _vector$6.x = this.getX(i) _vector$6.y = this.getY(i) _vector$6.z = this.getZ(i) _vector$6.applyMatrix4(m) this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z) } return this }, setX: function setX(index, x) { this.data.array[index * this.data.stride + this.offset] = x return this }, setY: function setY(index, y) { this.data.array[index * this.data.stride + this.offset + 1] = y return this }, setZ: function setZ(index, z) { this.data.array[index * this.data.stride + this.offset + 2] = z return this }, setW: function setW(index, w) { this.data.array[index * this.data.stride + this.offset + 3] = w return this }, getX: function getX(index) { return this.data.array[index * this.data.stride + this.offset] }, getY: function getY(index) { return this.data.array[index * this.data.stride + this.offset + 1] }, getZ: function getZ(index) { return this.data.array[index * this.data.stride + this.offset + 2] }, getW: function getW(index) { return this.data.array[index * this.data.stride + this.offset + 3] }, setXY: function setXY(index, x, y) { index = index * this.data.stride + this.offset this.data.array[index + 0] = x this.data.array[index + 1] = y return this }, setXYZ: function setXYZ(index, x, y, z) { index = index * this.data.stride + this.offset this.data.array[index + 0] = x this.data.array[index + 1] = y this.data.array[index + 2] = z return this }, setXYZW: function setXYZW(index, x, y, z, w) { index = index * this.data.stride + this.offset this.data.array[index + 0] = x this.data.array[index + 1] = y this.data.array[index + 2] = z this.data.array[index + 3] = w return this }, clone: function clone(data) { if (data === undefined) { console.log('THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.') var array = [] for (var i = 0; i < this.count; i++) { var index = i * this.data.stride + this.offset for (var j = 0; j < this.itemSize; j++) { array.push(this.data.array[index + j]) } } return new BufferAttribute(new this.array.constructor(array), this.itemSize, this.normalized) } else { if (data.interleavedBuffers === undefined) { data.interleavedBuffers = {} } if (data.interleavedBuffers[this.data.uuid] === undefined) { data.interleavedBuffers[this.data.uuid] = this.data.clone(data) } return new InterleavedBufferAttribute(data.interleavedBuffers[this.data.uuid], this.itemSize, this.offset, this.normalized) } }, toJSON: function toJSON(data) { if (data === undefined) { console.log('THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.') var array = [] for (var i = 0; i < this.count; i++) { var index = i * this.data.stride + this.offset for (var j = 0; j < this.itemSize; j++) { array.push(this.data.array[index + j]) } } // deinterleave data and save it as an ordinary buffer attribute for now return { itemSize: this.itemSize, type: this.array.constructor.name, array: array, normalized: this.normalized } } else { // save as true interlaved attribtue if (data.interleavedBuffers === undefined) { data.interleavedBuffers = {} } if (data.interleavedBuffers[this.data.uuid] === undefined) { data.interleavedBuffers[this.data.uuid] = this.data.toJSON(data) } return { isInterleavedBufferAttribute: true, itemSize: this.itemSize, data: this.data.uuid, offset: this.offset, normalized: this.normalized } } } }) /** * parameters = { * color: , * map: new THREE.Texture( ), * alphaMap: new THREE.Texture( ), * rotation: , * sizeAttenuation: * } */ function SpriteMaterial(parameters) { Material.call(this) this.type = 'SpriteMaterial' this.color = new Color(0xffffff) this.map = null this.alphaMap = null this.rotation = 0 this.sizeAttenuation = true this.transparent = true this.setValues(parameters) } 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.alphaMap = source.alphaMap this.rotation = source.rotation this.sizeAttenuation = source.sizeAttenuation return this } var _geometry var _intersectPoint = new Vector3() var _worldScale = new Vector3() var _mvPosition = new Vector3() var _alignedPosition = new Vector2() var _rotatedPosition = new Vector2() var _viewWorldMatrix = new Matrix4() var _vA$1 = new Vector3() var _vB$1 = new Vector3() var _vC$1 = new Vector3() var _uvA$1 = new Vector2() var _uvB$1 = new Vector2() var _uvC$1 = new Vector2() function Sprite(material) { Object3D.call(this) this.type = 'Sprite' if (_geometry === undefined) { _geometry = new BufferGeometry() var float32Array = new Float32Array([-0.5, -0.5, 0, 0, 0, 0.5, -0.5, 0, 1, 0, 0.5, 0.5, 0, 1, 1, -0.5, 0.5, 0, 0, 1]) var interleavedBuffer = new InterleavedBuffer(float32Array, 5) _geometry.setIndex([0, 1, 2, 0, 2, 3]) _geometry.setAttribute('position', new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false)) _geometry.setAttribute('uv', new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false)) } this.geometry = _geometry 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 raycast(raycaster, intersects) { if (raycaster.camera === null) { console.error('THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.') } _worldScale.setFromMatrixScale(this.matrixWorld) _viewWorldMatrix.copy(raycaster.camera.matrixWorld) this.modelViewMatrix.multiplyMatrices(raycaster.camera.matrixWorldInverse, this.matrixWorld) _mvPosition.setFromMatrixPosition(this.modelViewMatrix) if (raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false) { _worldScale.multiplyScalar(-_mvPosition.z) } var rotation = this.material.rotation var sin, cos if (rotation !== 0) { cos = Math.cos(rotation) sin = Math.sin(rotation) } var center = this.center transformVertex(_vA$1.set(-0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos) transformVertex(_vB$1.set(0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos) transformVertex(_vC$1.set(0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos) _uvA$1.set(0, 0) _uvB$1.set(1, 0) _uvC$1.set(1, 1) // check first triangle var intersect = raycaster.ray.intersectTriangle(_vA$1, _vB$1, _vC$1, false, _intersectPoint) if (intersect === null) { // check second triangle transformVertex(_vB$1.set(-0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos) _uvB$1.set(0, 1) intersect = raycaster.ray.intersectTriangle(_vA$1, _vC$1, _vB$1, false, _intersectPoint) if (intersect === null) { return } } var distance = raycaster.ray.origin.distanceTo(_intersectPoint) if (distance < raycaster.near || distance > raycaster.far) return intersects.push({ distance: distance, point: _intersectPoint.clone(), uv: Triangle.getUV(_intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2()), face: null, object: this }) }, copy: function copy(source) { Object3D.prototype.copy.call(this, source) if (source.center !== undefined) this.center.copy(source.center) this.material = source.material return this } }) function transformVertex(vertexPosition, mvPosition, center, scale, sin, cos) { // compute position in camera space _alignedPosition.subVectors(vertexPosition, center).addScalar(0.5).multiply(scale) // to check if rotation is not zero if (sin !== undefined) { _rotatedPosition.x = cos * _alignedPosition.x - sin * _alignedPosition.y _rotatedPosition.y = sin * _alignedPosition.x + cos * _alignedPosition.y } else { _rotatedPosition.copy(_alignedPosition) } vertexPosition.copy(mvPosition) vertexPosition.x += _rotatedPosition.x vertexPosition.y += _rotatedPosition.y // transform to world space vertexPosition.applyMatrix4(_viewWorldMatrix) } var _v1$4 = new Vector3() var _v2$2 = new Vector3() function LOD() { Object3D.call(this) this._currentLevel = 0 this.type = 'LOD' Object.defineProperties(this, { levels: { enumerable: true, value: [] } }) this.autoUpdate = true } LOD.prototype = Object.assign(Object.create(Object3D.prototype), { constructor: LOD, isLOD: true, copy: function copy(source) { Object3D.prototype.copy.call(this, source, false) var levels = source.levels for (var i = 0, l = levels.length; i < l; i++) { var level = levels[i] this.addLevel(level.object.clone(), level.distance) } this.autoUpdate = source.autoUpdate return this }, addLevel: function addLevel(object, distance) { if (distance === void 0) { distance = 0 } distance = Math.abs(distance) var levels = this.levels var l for (l = 0; l < levels.length; l++) { if (distance < levels[l].distance) { break } } levels.splice(l, 0, { distance: distance, object: object }) this.add(object) return this }, getCurrentLevel: function getCurrentLevel() { return this._currentLevel }, getObjectForDistance: function getObjectForDistance(distance) { var levels = this.levels if (levels.length > 0) { var i, l for (i = 1, l = levels.length; i < l; i++) { if (distance < levels[i].distance) { break } } return levels[i - 1].object } return null }, raycast: function raycast(raycaster, intersects) { var levels = this.levels if (levels.length > 0) { _v1$4.setFromMatrixPosition(this.matrixWorld) var distance = raycaster.ray.origin.distanceTo(_v1$4) this.getObjectForDistance(distance).raycast(raycaster, intersects) } }, update: function update(camera) { var levels = this.levels if (levels.length > 1) { _v1$4.setFromMatrixPosition(camera.matrixWorld) _v2$2.setFromMatrixPosition(this.matrixWorld) var distance = _v1$4.distanceTo(_v2$2) / camera.zoom levels[0].object.visible = true var i, l for (i = 1, l = levels.length; i < l; i++) { if (distance >= levels[i].distance) { levels[i - 1].object.visible = false levels[i].object.visible = true } else { break } } this._currentLevel = i - 1 for (; i < l; i++) { levels[i].object.visible = false } } }, toJSON: function toJSON(meta) { var data = Object3D.prototype.toJSON.call(this, meta) if (this.autoUpdate === false) data.object.autoUpdate = false 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 } }) function SkinnedMesh(geometry, material) { if (geometry && geometry.isGeometry) { console.error('THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.') } Mesh.call(this, geometry, material) this.type = 'SkinnedMesh' this.bindMode = 'attached' this.bindMatrix = new Matrix4() this.bindMatrixInverse = new Matrix4() } SkinnedMesh.prototype = Object.assign(Object.create(Mesh.prototype), { constructor: SkinnedMesh, isSkinnedMesh: true, copy: function copy(source) { Mesh.prototype.copy.call(this, source) this.bindMode = source.bindMode this.bindMatrix.copy(source.bindMatrix) this.bindMatrixInverse.copy(source.bindMatrixInverse) this.skeleton = source.skeleton return this }, bind: function bind(skeleton, bindMatrix) { this.skeleton = skeleton if (bindMatrix === undefined) { this.updateMatrixWorld(true) this.skeleton.calculateInverses() bindMatrix = this.matrixWorld } this.bindMatrix.copy(bindMatrix) this.bindMatrixInverse.copy(bindMatrix).invert() }, pose: function pose() { this.skeleton.pose() }, normalizeSkinWeights: function normalizeSkinWeights() { var vector = new Vector4() var skinWeight = this.geometry.attributes.skinWeight for (var i = 0, l = skinWeight.count; i < l; i++) { vector.x = skinWeight.getX(i) vector.y = skinWeight.getY(i) vector.z = skinWeight.getZ(i) vector.w = skinWeight.getW(i) var scale = 1.0 / vector.manhattanLength() if (scale !== Infinity) { vector.multiplyScalar(scale) } else { vector.set(1, 0, 0, 0) // do something reasonable } skinWeight.setXYZW(i, vector.x, vector.y, vector.z, vector.w) } }, updateMatrixWorld: function updateMatrixWorld(force) { Mesh.prototype.updateMatrixWorld.call(this, force) if (this.bindMode === 'attached') { this.bindMatrixInverse.copy(this.matrixWorld).invert() } else if (this.bindMode === 'detached') { this.bindMatrixInverse.copy(this.bindMatrix).invert() } else { console.warn('THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode) } }, boneTransform: (function () { var basePosition = new Vector3() var skinIndex = new Vector4() var skinWeight = new Vector4() var vector = new Vector3() var matrix = new Matrix4() return function (index, target) { var skeleton = this.skeleton var geometry = this.geometry skinIndex.fromBufferAttribute(geometry.attributes.skinIndex, index) skinWeight.fromBufferAttribute(geometry.attributes.skinWeight, index) basePosition.fromBufferAttribute(geometry.attributes.position, index).applyMatrix4(this.bindMatrix) target.set(0, 0, 0) for (var i = 0; i < 4; i++) { var weight = skinWeight.getComponent(i) if (weight !== 0) { var boneIndex = skinIndex.getComponent(i) matrix.multiplyMatrices(skeleton.bones[boneIndex].matrixWorld, skeleton.boneInverses[boneIndex]) target.addScaledVector(vector.copy(basePosition).applyMatrix4(matrix), weight) } } return target.applyMatrix4(this.bindMatrixInverse) } })() }) function Bone() { Object3D.call(this) this.type = 'Bone' } Bone.prototype = Object.assign(Object.create(Object3D.prototype), { constructor: Bone, isBone: true }) var _offsetMatrix = new Matrix4() var _identityMatrix = new Matrix4() function Skeleton(bones, boneInverses) { if (bones === void 0) { bones = [] } if (boneInverses === void 0) { boneInverses = [] } this.uuid = MathUtils.generateUUID() this.bones = bones.slice(0) this.boneInverses = boneInverses this.boneMatrices = null this.boneTexture = null this.boneTextureSize = 0 this.frame = -1 this.init() } Object.assign(Skeleton.prototype, { init: function init() { var bones = this.bones var boneInverses = this.boneInverses this.boneMatrices = new Float32Array(bones.length * 16) // calculate inverse bone matrices if necessary if (boneInverses.length === 0) { this.calculateInverses() } else { // handle special case if (bones.length !== boneInverses.length) { console.warn('THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.') this.boneInverses = [] for (var i = 0, il = this.bones.length; i < il; i++) { this.boneInverses.push(new Matrix4()) } } } }, calculateInverses: function calculateInverses() { this.boneInverses.length = 0 for (var i = 0, il = this.bones.length; i < il; i++) { var inverse = new Matrix4() if (this.bones[i]) { inverse.copy(this.bones[i].matrixWorld).invert() } this.boneInverses.push(inverse) } }, pose: function pose() { // recover the bind-time world matrices for (var i = 0, il = this.bones.length; i < il; i++) { var bone = this.bones[i] if (bone) { bone.matrixWorld.copy(this.boneInverses[i]).invert() } } // compute the local matrices, positions, rotations and scales for (var _i = 0, _il = this.bones.length; _i < _il; _i++) { var _bone = this.bones[_i] if (_bone) { if (_bone.parent && _bone.parent.isBone) { _bone.matrix.copy(_bone.parent.matrixWorld).invert() _bone.matrix.multiply(_bone.matrixWorld) } else { _bone.matrix.copy(_bone.matrixWorld) } _bone.matrix.decompose(_bone.position, _bone.quaternion, _bone.scale) } } }, update: 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 !== null) { boneTexture.needsUpdate = true } }, clone: function clone() { return new Skeleton(this.bones, this.boneInverses) }, getBoneByName: function getBoneByName(name) { for (var i = 0, il = this.bones.length; i < il; i++) { var bone = this.bones[i] if (bone.name === name) { return bone } } return undefined }, dispose: function dispose() { if (this.boneTexture !== null) { this.boneTexture.dispose() this.boneTexture = null } }, fromJSON: function fromJSON(json, bones) { this.uuid = json.uuid for (var i = 0, l = json.bones.length; i < l; i++) { var uuid = json.bones[i] var bone = bones[uuid] if (bone === undefined) { console.warn('THREE.Skeleton: No bone found with UUID:', uuid) bone = new Bone() } this.bones.push(bone) this.boneInverses.push(new Matrix4().fromArray(json.boneInverses[i])) } this.init() return this }, toJSON: function toJSON() { var data = { metadata: { version: 4.5, type: 'Skeleton', generator: 'Skeleton.toJSON' }, bones: [], boneInverses: [] } data.uuid = this.uuid var bones = this.bones var boneInverses = this.boneInverses for (var i = 0, l = bones.length; i < l; i++) { var bone = bones[i] data.bones.push(bone.uuid) var boneInverse = boneInverses[i] data.boneInverses.push(boneInverse.toArray()) } return data } }) var _instanceLocalMatrix = new Matrix4() var _instanceWorldMatrix = new Matrix4() var _instanceIntersects = [] var _mesh = new Mesh() function InstancedMesh(geometry, material, count) { Mesh.call(this, geometry, material) this.instanceMatrix = new BufferAttribute(new Float32Array(count * 16), 16) this.instanceColor = null this.count = count this.frustumCulled = false } InstancedMesh.prototype = Object.assign(Object.create(Mesh.prototype), { constructor: InstancedMesh, isInstancedMesh: true, copy: function copy(source) { Mesh.prototype.copy.call(this, source) this.instanceMatrix.copy(source.instanceMatrix) this.count = source.count return this }, getColorAt: function getColorAt(index, color) { color.fromArray(this.instanceColor.array, index * 3) }, getMatrixAt: function getMatrixAt(index, matrix) { matrix.fromArray(this.instanceMatrix.array, index * 16) }, raycast: function raycast(raycaster, intersects) { var matrixWorld = this.matrixWorld var raycastTimes = this.count _mesh.geometry = this.geometry _mesh.material = this.material if (_mesh.material === undefined) return for (var instanceId = 0; instanceId < raycastTimes; instanceId++) { // calculate the world matrix for each instance this.getMatrixAt(instanceId, _instanceLocalMatrix) _instanceWorldMatrix.multiplyMatrices(matrixWorld, _instanceLocalMatrix) // the mesh represents this single instance _mesh.matrixWorld = _instanceWorldMatrix _mesh.raycast(raycaster, _instanceIntersects) // process the result of raycast for (var i = 0, l = _instanceIntersects.length; i < l; i++) { var intersect = _instanceIntersects[i] intersect.instanceId = instanceId intersect.object = this intersects.push(intersect) } _instanceIntersects.length = 0 } }, setColorAt: function setColorAt(index, color) { if (this.instanceColor === null) { this.instanceColor = new BufferAttribute(new Float32Array(this.count * 3), 3) } color.toArray(this.instanceColor.array, index * 3) }, setMatrixAt: function setMatrixAt(index, matrix) { matrix.toArray(this.instanceMatrix.array, index * 16) }, updateMorphTargets: function updateMorphTargets() {}, dispose: function dispose() { this.dispatchEvent({ type: 'dispose' }) } }) /** * parameters = { * color: , * opacity: , * * linewidth: , * linecap: "round", * linejoin: "round" * } */ function LineBasicMaterial(parameters) { Material.call(this) this.type = 'LineBasicMaterial' this.color = new Color(0xffffff) this.linewidth = 1 this.linecap = 'round' this.linejoin = 'round' this.morphTargets = 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 this.morphTargets = source.morphTargets return this } var _start = new Vector3() var _end = new Vector3() var _inverseMatrix$1 = new Matrix4() var _ray$1 = new Ray() var _sphere$2 = new Sphere() function Line(geometry, material, mode) { if (mode === 1) { console.error('THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.') } Object3D.call(this) this.type = 'Line' this.geometry = geometry !== undefined ? geometry : new BufferGeometry() this.material = material !== undefined ? material : new LineBasicMaterial() this.updateMorphTargets() } Line.prototype = Object.assign(Object.create(Object3D.prototype), { constructor: Line, isLine: true, copy: function copy(source) { Object3D.prototype.copy.call(this, source) this.material = source.material this.geometry = source.geometry return this }, computeLineDistances: function computeLineDistances() { var geometry = this.geometry if (geometry.isBufferGeometry) { // we assume non-indexed geometry if (geometry.index === null) { var positionAttribute = geometry.attributes.position var lineDistances = [0] for (var i = 1, l = positionAttribute.count; i < l; i++) { _start.fromBufferAttribute(positionAttribute, i - 1) _end.fromBufferAttribute(positionAttribute, i) lineDistances[i] = lineDistances[i - 1] lineDistances[i] += _start.distanceTo(_end) } geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1)) } else { console.warn('THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.') } } else if (geometry.isGeometry) { var vertices = geometry.vertices var _lineDistances = geometry.lineDistances _lineDistances[0] = 0 for (var _i = 1, _l = vertices.length; _i < _l; _i++) { _lineDistances[_i] = _lineDistances[_i - 1] _lineDistances[_i] += vertices[_i - 1].distanceTo(vertices[_i]) } } return this }, raycast: function raycast(raycaster, intersects) { var geometry = this.geometry var matrixWorld = this.matrixWorld var threshold = raycaster.params.Line.threshold // Checking boundingSphere distance to ray if (geometry.boundingSphere === null) geometry.computeBoundingSphere() _sphere$2.copy(geometry.boundingSphere) _sphere$2.applyMatrix4(matrixWorld) _sphere$2.radius += threshold if (raycaster.ray.intersectsSphere(_sphere$2) === false) return // _inverseMatrix$1.copy(matrixWorld).invert() _ray$1.copy(raycaster.ray).applyMatrix4(_inverseMatrix$1) var localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3) var localThresholdSq = localThreshold * localThreshold var vStart = new Vector3() var vEnd = new Vector3() var interSegment = new Vector3() var interRay = new Vector3() var step = this.isLineSegments ? 2 : 1 if (geometry.isBufferGeometry) { var index = geometry.index var attributes = geometry.attributes var positionAttribute = attributes.position 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.fromBufferAttribute(positionAttribute, a) vEnd.fromBufferAttribute(positionAttribute, b) var distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment) if (distSq > localThresholdSq) continue interRay.applyMatrix4(this.matrixWorld) //Move back to world space for distance calculation var 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 _i2 = 0, _l2 = positionAttribute.count - 1; _i2 < _l2; _i2 += step) { vStart.fromBufferAttribute(positionAttribute, _i2) vEnd.fromBufferAttribute(positionAttribute, _i2 + 1) var _distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment) if (_distSq > localThresholdSq) continue interRay.applyMatrix4(this.matrixWorld) //Move back to world space for distance calculation var _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: _i2, face: null, faceIndex: null, object: this }) } } } else if (geometry.isGeometry) { var vertices = geometry.vertices var nbVertices = vertices.length for (var _i3 = 0; _i3 < nbVertices - 1; _i3 += step) { var _distSq2 = _ray$1.distanceSqToSegment(vertices[_i3], vertices[_i3 + 1], interRay, interSegment) if (_distSq2 > localThresholdSq) continue interRay.applyMatrix4(this.matrixWorld) //Move back to world space for distance calculation var _distance2 = raycaster.ray.origin.distanceTo(interRay) if (_distance2 < raycaster.near || _distance2 > raycaster.far) continue intersects.push({ distance: _distance2, // 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: _i3, face: null, faceIndex: null, object: this }) } } }, updateMorphTargets: function updateMorphTargets() { var geometry = this.geometry if (geometry.isBufferGeometry) { var morphAttributes = geometry.morphAttributes var keys = Object.keys(morphAttributes) if (keys.length > 0) { var morphAttribute = morphAttributes[keys[0]] if (morphAttribute !== undefined) { this.morphTargetInfluences = [] this.morphTargetDictionary = {} for (var m = 0, ml = morphAttribute.length; m < ml; m++) { var name = morphAttribute[m].name || String(m) this.morphTargetInfluences.push(0) this.morphTargetDictionary[name] = m } } } } else { var morphTargets = geometry.morphTargets if (morphTargets !== undefined && morphTargets.length > 0) { console.error('THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.') } } } }) var _start$1 = new Vector3() var _end$1 = new Vector3() 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 computeLineDistances() { var geometry = this.geometry if (geometry.isBufferGeometry) { // we assume non-indexed geometry if (geometry.index === null) { var positionAttribute = geometry.attributes.position var lineDistances = [] for (var i = 0, l = positionAttribute.count; i < l; i += 2) { _start$1.fromBufferAttribute(positionAttribute, i) _end$1.fromBufferAttribute(positionAttribute, i + 1) lineDistances[i] = i === 0 ? 0 : lineDistances[i - 1] lineDistances[i + 1] = lineDistances[i] + _start$1.distanceTo(_end$1) } geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1)) } else { console.warn('THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.') } } else if (geometry.isGeometry) { var vertices = geometry.vertices var _lineDistances = geometry.lineDistances for (var _i = 0, _l = vertices.length; _i < _l; _i += 2) { _start$1.copy(vertices[_i]) _end$1.copy(vertices[_i + 1]) _lineDistances[_i] = _i === 0 ? 0 : _lineDistances[_i - 1] _lineDistances[_i + 1] = _lineDistances[_i] + _start$1.distanceTo(_end$1) } } return this } }) function LineLoop(geometry, material) { Line.call(this, geometry, material) this.type = 'LineLoop' } LineLoop.prototype = Object.assign(Object.create(Line.prototype), { constructor: LineLoop, isLineLoop: true }) /** * parameters = { * color: , * opacity: , * map: new THREE.Texture( ), * alphaMap: new THREE.Texture( ), * * size: , * sizeAttenuation: * * morphTargets: * } */ function PointsMaterial(parameters) { Material.call(this) this.type = 'PointsMaterial' this.color = new Color(0xffffff) this.map = null this.alphaMap = null this.size = 1 this.sizeAttenuation = true this.morphTargets = false this.setValues(parameters) } 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.alphaMap = source.alphaMap this.size = source.size this.sizeAttenuation = source.sizeAttenuation this.morphTargets = source.morphTargets return this } var _inverseMatrix$2 = new Matrix4() var _ray$2 = new Ray() var _sphere$3 = new Sphere() var _position$1 = new Vector3() function Points(geometry, material) { Object3D.call(this) this.type = 'Points' this.geometry = geometry !== undefined ? geometry : new BufferGeometry() this.material = material !== undefined ? material : new PointsMaterial() this.updateMorphTargets() } Points.prototype = Object.assign(Object.create(Object3D.prototype), { constructor: Points, isPoints: true, copy: function copy(source) { Object3D.prototype.copy.call(this, source) this.material = source.material this.geometry = source.geometry return this }, raycast: function raycast(raycaster, intersects) { 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$3.copy(geometry.boundingSphere) _sphere$3.applyMatrix4(matrixWorld) _sphere$3.radius += threshold if (raycaster.ray.intersectsSphere(_sphere$3) === false) return // _inverseMatrix$2.copy(matrixWorld).invert() _ray$2.copy(raycaster.ray).applyMatrix4(_inverseMatrix$2) var localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3) var localThresholdSq = localThreshold * localThreshold if (geometry.isBufferGeometry) { var index = geometry.index var attributes = geometry.attributes var positionAttribute = attributes.position if (index !== null) { var indices = index.array for (var i = 0, il = indices.length; i < il; i++) { var a = indices[i] _position$1.fromBufferAttribute(positionAttribute, a) testPoint(_position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this) } } else { for (var _i = 0, l = positionAttribute.count; _i < l; _i++) { _position$1.fromBufferAttribute(positionAttribute, _i) testPoint(_position$1, _i, localThresholdSq, matrixWorld, raycaster, intersects, this) } } } else { var vertices = geometry.vertices for (var _i2 = 0, _l = vertices.length; _i2 < _l; _i2++) { testPoint(vertices[_i2], _i2, localThresholdSq, matrixWorld, raycaster, intersects, this) } } }, updateMorphTargets: function updateMorphTargets() { var geometry = this.geometry if (geometry.isBufferGeometry) { var morphAttributes = geometry.morphAttributes var keys = Object.keys(morphAttributes) if (keys.length > 0) { var morphAttribute = morphAttributes[keys[0]] if (morphAttribute !== undefined) { this.morphTargetInfluences = [] this.morphTargetDictionary = {} for (var m = 0, ml = morphAttribute.length; m < ml; m++) { var name = morphAttribute[m].name || String(m) this.morphTargetInfluences.push(0) this.morphTargetDictionary[name] = m } } } } else { var morphTargets = geometry.morphTargets if (morphTargets !== undefined && morphTargets.length > 0) { console.error('THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.') } } } }) function testPoint(point, index, localThresholdSq, matrixWorld, raycaster, intersects, object) { var rayPointDistanceSq = _ray$2.distanceSqToPoint(point) if (rayPointDistanceSq < localThresholdSq) { var intersectPoint = new Vector3() _ray$2.closestPointToPoint(point, intersectPoint) intersectPoint.applyMatrix4(matrixWorld) var distance = raycaster.ray.origin.distanceTo(intersectPoint) if (distance < raycaster.near || distance > raycaster.far) return intersects.push({ distance: distance, distanceToRay: Math.sqrt(rayPointDistanceSq), point: intersectPoint, index: index, face: null, object: object }) } } function VideoTexture(video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) { Texture.call(this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) this.format = format !== undefined ? format : RGBFormat this.minFilter = minFilter !== undefined ? minFilter : LinearFilter this.magFilter = magFilter !== undefined ? magFilter : LinearFilter this.generateMipmaps = false var scope = this function updateVideo() { scope.needsUpdate = true video.requestVideoFrameCallback(updateVideo) } if ('requestVideoFrameCallback' in video) { video.requestVideoFrameCallback(updateVideo) } } VideoTexture.prototype = Object.assign(Object.create(Texture.prototype), { constructor: VideoTexture, clone: function clone() { return new this.constructor(this.image).copy(this) }, isVideoTexture: true, update: function update() { var video = this.image var hasVideoFrameCallback = 'requestVideoFrameCallback' in video if (hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA) { this.needsUpdate = true } } }) 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 function CanvasTexture(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) { Texture.call(this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) this.needsUpdate = true } CanvasTexture.prototype = Object.create(Texture.prototype) CanvasTexture.prototype.constructor = CanvasTexture CanvasTexture.prototype.isCanvasTexture = true 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 var _geometryId = 0 // Geometry uses even numbers as Id var _m1$3 = new Matrix4() var _obj$1 = new Object3D() var _offset$1 = new Vector3() function Geometry() { Object.defineProperty(this, 'id', { value: (_geometryId += 2) }) this.uuid = MathUtils.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 } Geometry.prototype = Object.assign(Object.create(EventDispatcher.prototype), { constructor: Geometry, isGeometry: true, applyMatrix4: function applyMatrix4(matrix) { var normalMatrix = new Matrix3().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 rotateX(angle) { // rotate geometry around world x-axis _m1$3.makeRotationX(angle) this.applyMatrix4(_m1$3) return this }, rotateY: function rotateY(angle) { // rotate geometry around world y-axis _m1$3.makeRotationY(angle) this.applyMatrix4(_m1$3) return this }, rotateZ: function rotateZ(angle) { // rotate geometry around world z-axis _m1$3.makeRotationZ(angle) this.applyMatrix4(_m1$3) return this }, translate: function translate(x, y, z) { // translate geometry _m1$3.makeTranslation(x, y, z) this.applyMatrix4(_m1$3) return this }, scale: function scale(x, y, z) { // scale geometry _m1$3.makeScale(x, y, z) this.applyMatrix4(_m1$3) return this }, lookAt: function lookAt(vector) { _obj$1.lookAt(vector) _obj$1.updateMatrix() this.applyMatrix4(_obj$1.matrix) return this }, fromBufferGeometry: function fromBufferGeometry(geometry) { var scope = this var index = geometry.index !== null ? geometry.index : undefined var attributes = geometry.attributes if (attributes.position === undefined) { console.error('THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.') return this } var position = attributes.position var normal = attributes.normal var color = attributes.color var uv = attributes.uv var uv2 = attributes.uv2 if (uv2 !== undefined) this.faceVertexUvs[1] = [] for (var i = 0; i < position.count; i++) { scope.vertices.push(new Vector3().fromBufferAttribute(position, i)) if (color !== undefined) { scope.colors.push(new Color().fromBufferAttribute(color, i)) } } function addFace(a, b, c, materialIndex) { var vertexColors = color === undefined ? [] : [scope.colors[a].clone(), scope.colors[b].clone(), scope.colors[c].clone()] var vertexNormals = normal === undefined ? [] : [new Vector3().fromBufferAttribute(normal, a), new Vector3().fromBufferAttribute(normal, b), new Vector3().fromBufferAttribute(normal, c)] var face = new Face3(a, b, c, vertexNormals, vertexColors, materialIndex) scope.faces.push(face) if (uv !== undefined) { scope.faceVertexUvs[0].push([new Vector2().fromBufferAttribute(uv, a), new Vector2().fromBufferAttribute(uv, b), new Vector2().fromBufferAttribute(uv, c)]) } if (uv2 !== undefined) { scope.faceVertexUvs[1].push([new Vector2().fromBufferAttribute(uv2, a), new Vector2().fromBufferAttribute(uv2, b), new Vector2().fromBufferAttribute(uv2, c)]) } } var groups = geometry.groups if (groups.length > 0) { for (var _i2 = 0; _i2 < groups.length; _i2++) { var group = groups[_i2] var start = group.start var count = group.count for (var j = start, jl = start + count; j < jl; j += 3) { if (index !== undefined) { addFace(index.getX(j), index.getX(j + 1), index.getX(j + 2), group.materialIndex) } else { addFace(j, j + 1, j + 2, group.materialIndex) } } } } else { if (index !== undefined) { for (var _i3 = 0; _i3 < index.count; _i3 += 3) { addFace(index.getX(_i3), index.getX(_i3 + 1), index.getX(_i3 + 2)) } } else { for (var _i4 = 0; _i4 < position.count; _i4 += 3) { addFace(_i4, _i4 + 1, _i4 + 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 center() { this.computeBoundingBox() this.boundingBox.getCenter(_offset$1).negate() this.translate(_offset$1.x, _offset$1.y, _offset$1.z) return this }, normalize: function normalize() { this.computeBoundingSphere() var center = this.boundingSphere.center var radius = this.boundingSphere.radius var s = radius === 0 ? 1 : 1.0 / radius var matrix = new Matrix4() matrix.set(s, 0, 0, -s * center.x, 0, s, 0, -s * center.y, 0, 0, s, -s * center.z, 0, 0, 0, 1) this.applyMatrix4(matrix) return this }, computeFaceNormals: function computeFaceNormals() { var cb = new Vector3(), ab = new Vector3() 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 computeVertexNormals(areaWeighted) { if (areaWeighted === void 0) { areaWeighted = true } var vertices = new Array(this.vertices.length) for (var v = 0, vl = this.vertices.length; v < vl; v++) { vertices[v] = new Vector3() } if (areaWeighted) { // vertex normals weighted by triangle areas // http://www.iquilezles.org/www/articles/normals/normals.htm var cb = new Vector3(), ab = new Vector3() 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) vertices[face.a].add(cb) vertices[face.b].add(cb) vertices[face.c].add(cb) } } else { this.computeFaceNormals() for (var _f = 0, _fl = this.faces.length; _f < _fl; _f++) { var _face = this.faces[_f] vertices[_face.a].add(_face.normal) vertices[_face.b].add(_face.normal) vertices[_face.c].add(_face.normal) } } for (var _v = 0, _vl = this.vertices.length; _v < _vl; _v++) { vertices[_v].normalize() } for (var _f2 = 0, _fl2 = this.faces.length; _f2 < _fl2; _f2++) { var _face2 = this.faces[_f2] var vertexNormals = _face2.vertexNormals if (vertexNormals.length === 3) { vertexNormals[0].copy(vertices[_face2.a]) vertexNormals[1].copy(vertices[_face2.b]) vertexNormals[2].copy(vertices[_face2.c]) } else { vertexNormals[0] = vertices[_face2.a].clone() vertexNormals[1] = vertices[_face2.b].clone() vertexNormals[2] = vertices[_face2.c].clone() } } if (this.faces.length > 0) { this.normalsNeedUpdate = true } }, computeFlatVertexNormals: function computeFlatVertexNormals() { this.computeFaceNormals() for (var f = 0, fl = this.faces.length; f < fl; f++) { var 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 computeMorphNormals() { // save original normals // - create temp variables on first access // otherwise just copy (for faster repeated calls) for (var f = 0, fl = this.faces.length; f < fl; f++) { var face = this.faces[f] if (!face.__originalFaceNormal) { face.__originalFaceNormal = face.normal.clone() } else { face.__originalFaceNormal.copy(face.normal) } if (!face.__originalVertexNormals) face.__originalVertexNormals = [] for (var 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() tmpGeo.faces = this.faces for (var _i5 = 0, _il2 = this.morphTargets.length; _i5 < _il2; _i5++) { // create on first access if (!this.morphNormals[_i5]) { this.morphNormals[_i5] = {} this.morphNormals[_i5].faceNormals = [] this.morphNormals[_i5].vertexNormals = [] var dstNormalsFace = this.morphNormals[_i5].faceNormals var dstNormalsVertex = this.morphNormals[_i5].vertexNormals for (var _f3 = 0, _fl3 = this.faces.length; _f3 < _fl3; _f3++) { var faceNormal = new Vector3() var vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() } dstNormalsFace.push(faceNormal) dstNormalsVertex.push(vertexNormals) } } var morphNormals = this.morphNormals[_i5] // set vertices to morph target tmpGeo.vertices = this.morphTargets[_i5].vertices // compute morph normals tmpGeo.computeFaceNormals() tmpGeo.computeVertexNormals() // store morph normals for (var _f4 = 0, _fl4 = this.faces.length; _f4 < _fl4; _f4++) { var _face3 = this.faces[_f4] var _faceNormal = morphNormals.faceNormals[_f4] var _vertexNormals = morphNormals.vertexNormals[_f4] _faceNormal.copy(_face3.normal) _vertexNormals.a.copy(_face3.vertexNormals[0]) _vertexNormals.b.copy(_face3.vertexNormals[1]) _vertexNormals.c.copy(_face3.vertexNormals[2]) } } // restore original normals for (var _f5 = 0, _fl5 = this.faces.length; _f5 < _fl5; _f5++) { var _face4 = this.faces[_f5] _face4.normal = _face4.__originalFaceNormal _face4.vertexNormals = _face4.__originalVertexNormals } }, computeBoundingBox: function computeBoundingBox() { if (this.boundingBox === null) { this.boundingBox = new Box3() } this.boundingBox.setFromPoints(this.vertices) }, computeBoundingSphere: function computeBoundingSphere() { if (this.boundingSphere === null) { this.boundingSphere = new Sphere() } this.boundingSphere.setFromPoints(this.vertices) }, merge: function merge(geometry, matrix, materialIndexOffset) { if (materialIndexOffset === void 0) { materialIndexOffset = 0 } if (!(geometry && geometry.isGeometry)) { console.error('THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry) return } var normalMatrix var vertexOffset = this.vertices.length, vertices1 = this.vertices, vertices2 = geometry.vertices, faces1 = this.faces, faces2 = geometry.faces, colors1 = this.colors, colors2 = geometry.colors if (matrix !== undefined) { normalMatrix = new Matrix3().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 _i6 = 0, _il3 = colors2.length; _i6 < _il3; _i6++) { colors1.push(colors2[_i6].clone()) } // faces for (var _i7 = 0, _il4 = faces2.length; _i7 < _il4; _i7++) { var face = faces2[_i7] var normal = void 0, color = void 0 var faceVertexNormals = face.vertexNormals, faceVertexColors = face.vertexColors var faceCopy = new Face3(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 (var _i8 = 0, _il5 = geometry.faceVertexUvs.length; _i8 < _il5; _i8++) { var faceVertexUvs2 = geometry.faceVertexUvs[_i8] if (this.faceVertexUvs[_i8] === undefined) this.faceVertexUvs[_i8] = [] for (var _j2 = 0, _jl2 = faceVertexUvs2.length; _j2 < _jl2; _j2++) { var uvs2 = faceVertexUvs2[_j2], uvsCopy = [] for (var k = 0, kl = uvs2.length; k < kl; k++) { uvsCopy.push(uvs2[k].clone()) } this.faceVertexUvs[_i8].push(uvsCopy) } } }, mergeMesh: function mergeMesh(mesh) { if (!(mesh && mesh.isMesh)) { console.error('THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh) return } if (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 mergeVertices(precisionPoints) { if (precisionPoints === void 0) { precisionPoints = 4 } var verticesMap = {} // Hashmap for looking up vertices by position coordinates (and making sure they are unique) var unique = [], changes = [] var precision = Math.pow(10, precisionPoints) for (var i = 0, il = this.vertices.length; i < il; i++) { var v = this.vertices[i] var 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 (var _i9 = 0, _il6 = this.faces.length; _i9 < _il6; _i9++) { var face = this.faces[_i9] face.a = changes[face.a] face.b = changes[face.b] face.c = changes[face.c] var 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(_i9) break } } } for (var _i10 = faceIndicesToRemove.length - 1; _i10 >= 0; _i10--) { var idx = faceIndicesToRemove[_i10] this.faces.splice(idx, 1) for (var 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 }, setFromPoints: function setFromPoints(points) { this.vertices = [] for (var i = 0, l = points.length; i < l; i++) { var point = points[i] this.vertices.push(new Vector3(point.x, point.y, point.z || 0)) } return this }, sortFacesByMaterialIndex: function sortFacesByMaterialIndex() { 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 _i11 = 0; _i11 < length; _i11++) { var id = faces[_i11]._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 toJSON() { 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 _i12 = 0; _i12 < this.faces.length; _i12++) { var face = this.faces[_i12] var hasMaterial = true var hasFaceUv = false // deprecated var hasFaceVertexUv = this.faceVertexUvs[0][_i12] !== 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][_i12] 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 clone() { /* // Handle primitives const parameters = this.parameters; if ( parameters !== undefined ) { const values = []; for ( const key in parameters ) { values.push( parameters[ key ] ); } const geometry = Object.create( this.constructor.prototype ); this.constructor.apply( geometry, values ); return geometry; } return new this.constructor().copy( this ); */ return new Geometry().copy(this) }, copy: function copy(source) { // 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 (var i = 0, il = vertices.length; i < il; i++) { this.vertices.push(vertices[i].clone()) } // colors var colors = source.colors for (var _i13 = 0, _il7 = colors.length; _i13 < _il7; _i13++) { this.colors.push(colors[_i13].clone()) } // faces var faces = source.faces for (var _i14 = 0, _il8 = faces.length; _i14 < _il8; _i14++) { this.faces.push(faces[_i14].clone()) } // face vertex uvs for (var _i15 = 0, _il9 = source.faceVertexUvs.length; _i15 < _il9; _i15++) { var faceVertexUvs = source.faceVertexUvs[_i15] if (this.faceVertexUvs[_i15] === undefined) { this.faceVertexUvs[_i15] = [] } for (var j = 0, jl = faceVertexUvs.length; j < jl; j++) { var uvs = faceVertexUvs[j], uvsCopy = [] for (var k = 0, kl = uvs.length; k < kl; k++) { var uv = uvs[k] uvsCopy.push(uv.clone()) } this.faceVertexUvs[_i15].push(uvsCopy) } } // morph targets var morphTargets = source.morphTargets for (var _i16 = 0, _il10 = morphTargets.length; _i16 < _il10; _i16++) { var morphTarget = {} morphTarget.name = morphTargets[_i16].name // vertices if (morphTargets[_i16].vertices !== undefined) { morphTarget.vertices = [] for (var _j3 = 0, _jl3 = morphTargets[_i16].vertices.length; _j3 < _jl3; _j3++) { morphTarget.vertices.push(morphTargets[_i16].vertices[_j3].clone()) } } // normals if (morphTargets[_i16].normals !== undefined) { morphTarget.normals = [] for (var _j4 = 0, _jl4 = morphTargets[_i16].normals.length; _j4 < _jl4; _j4++) { morphTarget.normals.push(morphTargets[_i16].normals[_j4].clone()) } } this.morphTargets.push(morphTarget) } // morph normals var morphNormals = source.morphNormals for (var _i17 = 0, _il11 = morphNormals.length; _i17 < _il11; _i17++) { var morphNormal = {} // vertex normals if (morphNormals[_i17].vertexNormals !== undefined) { morphNormal.vertexNormals = [] for (var _j5 = 0, _jl5 = morphNormals[_i17].vertexNormals.length; _j5 < _jl5; _j5++) { var srcVertexNormal = morphNormals[_i17].vertexNormals[_j5] 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[_i17].faceNormals !== undefined) { morphNormal.faceNormals = [] for (var _j6 = 0, _jl6 = morphNormals[_i17].faceNormals.length; _j6 < _jl6; _j6++) { morphNormal.faceNormals.push(morphNormals[_i17].faceNormals[_j6].clone()) } } this.morphNormals.push(morphNormal) } // skin weights var skinWeights = source.skinWeights for (var _i18 = 0, _il12 = skinWeights.length; _i18 < _il12; _i18++) { this.skinWeights.push(skinWeights[_i18].clone()) } // skin indices var skinIndices = source.skinIndices for (var _i19 = 0, _il13 = skinIndices.length; _i19 < _il13; _i19++) { this.skinIndices.push(skinIndices[_i19].clone()) } // line distances var lineDistances = source.lineDistances for (var _i20 = 0, _il14 = lineDistances.length; _i20 < _il14; _i20++) { this.lineDistances.push(lineDistances[_i20]) } // 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 dispose() { this.dispatchEvent({ type: 'dispose' }) } }) var BoxGeometry = /*#__PURE__*/ (function (_Geometry) { _inheritsLoose(BoxGeometry, _Geometry) function BoxGeometry(width, height, depth, widthSegments, heightSegments, depthSegments) { var _this _this = _Geometry.call(this) || this _this.type = 'BoxGeometry' _this.parameters = { width: width, height: height, depth: depth, widthSegments: widthSegments, heightSegments: heightSegments, depthSegments: depthSegments } _this.fromBufferGeometry(new BoxBufferGeometry(width, height, depth, widthSegments, heightSegments, depthSegments)) _this.mergeVertices() return _this } return BoxGeometry })(Geometry) var CircleBufferGeometry = /*#__PURE__*/ (function (_BufferGeometry) { _inheritsLoose(CircleBufferGeometry, _BufferGeometry) function CircleBufferGeometry(radius, segments, thetaStart, thetaLength) { var _this if (radius === void 0) { radius = 1 } if (segments === void 0) { segments = 8 } if (thetaStart === void 0) { thetaStart = 0 } if (thetaLength === void 0) { thetaLength = Math.PI * 2 } _this = _BufferGeometry.call(this) || this _this.type = 'CircleBufferGeometry' _this.parameters = { radius: radius, segments: segments, thetaStart: thetaStart, thetaLength: thetaLength } segments = Math.max(3, segments) // buffers var indices = [] var vertices = [] var normals = [] var uvs = [] // helper variables var vertex = new Vector3() var uv = new Vector2() // center point vertices.push(0, 0, 0) normals.push(0, 0, 1) uvs.push(0.5, 0.5) for (var 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 (var _i = 1; _i <= segments; _i++) { indices.push(_i, _i + 1, 0) } // build geometry _this.setIndex(indices) _this.setAttribute('position', new Float32BufferAttribute(vertices, 3)) _this.setAttribute('normal', new Float32BufferAttribute(normals, 3)) _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)) return _this } return CircleBufferGeometry })(BufferGeometry) var CircleGeometry = /*#__PURE__*/ (function (_Geometry) { _inheritsLoose(CircleGeometry, _Geometry) function CircleGeometry(radius, segments, thetaStart, thetaLength) { var _this _this = _Geometry.call(this) || this _this.type = 'CircleGeometry' _this.parameters = { radius: radius, segments: segments, thetaStart: thetaStart, thetaLength: thetaLength } _this.fromBufferGeometry(new CircleBufferGeometry(radius, segments, thetaStart, thetaLength)) _this.mergeVertices() return _this } return CircleGeometry })(Geometry) var CylinderBufferGeometry = /*#__PURE__*/ (function (_BufferGeometry) { _inheritsLoose(CylinderBufferGeometry, _BufferGeometry) function CylinderBufferGeometry(radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) { var _this if (radiusTop === void 0) { radiusTop = 1 } if (radiusBottom === void 0) { radiusBottom = 1 } if (height === void 0) { height = 1 } if (radialSegments === void 0) { radialSegments = 8 } if (heightSegments === void 0) { heightSegments = 1 } if (openEnded === void 0) { openEnded = false } if (thetaStart === void 0) { thetaStart = 0 } if (thetaLength === void 0) { thetaLength = Math.PI * 2 } _this = _BufferGeometry.call(this) || this _this.type = 'CylinderBufferGeometry' _this.parameters = { radiusTop: radiusTop, radiusBottom: radiusBottom, height: height, radialSegments: radialSegments, heightSegments: heightSegments, openEnded: openEnded, thetaStart: thetaStart, thetaLength: thetaLength } var scope = _assertThisInitialized(_this) radialSegments = Math.floor(radialSegments) heightSegments = Math.floor(heightSegments) // 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.setAttribute('position', new Float32BufferAttribute(vertices, 3)) _this.setAttribute('normal', new Float32BufferAttribute(normals, 3)) _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)) function generateTorso() { 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 (var 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 (var 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 (var _x = 0; _x < radialSegments; _x++) { for (var _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) { // save the index of the first center vertex var centerIndexStart = index var uv = new Vector2() var vertex = new Vector3() var groupCount = 0 var radius = top === true ? radiusTop : radiusBottom var sign = top === true ? 1 : -1 // first we generate the center vertex data of the cap. // because the geometry needs one set of uvs per face, // we must generate a center vertex per face/segment for (var 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 var centerIndexEnd = index // now we generate the surrounding vertices, normals and uvs for (var _x2 = 0; _x2 <= radialSegments; _x2++) { var u = _x2 / 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 (var _x3 = 0; _x3 < radialSegments; _x3++) { var c = centerIndexStart + _x3 var i = centerIndexEnd + _x3 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 } return _this } return CylinderBufferGeometry })(BufferGeometry) var CylinderGeometry = /*#__PURE__*/ (function (_Geometry) { _inheritsLoose(CylinderGeometry, _Geometry) function CylinderGeometry(radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) { var _this _this = _Geometry.call(this) || this _this.type = 'CylinderGeometry' _this.parameters = { radiusTop: radiusTop, radiusBottom: radiusBottom, height: height, radialSegments: radialSegments, heightSegments: heightSegments, openEnded: openEnded, thetaStart: thetaStart, thetaLength: thetaLength } _this.fromBufferGeometry(new CylinderBufferGeometry(radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength)) _this.mergeVertices() return _this } return CylinderGeometry })(Geometry) var ConeGeometry = /*#__PURE__*/ (function (_CylinderGeometry) { _inheritsLoose(ConeGeometry, _CylinderGeometry) function ConeGeometry(radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) { var _this _this = _CylinderGeometry.call(this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) || this _this.type = 'ConeGeometry' _this.parameters = { radius: radius, height: height, radialSegments: radialSegments, heightSegments: heightSegments, openEnded: openEnded, thetaStart: thetaStart, thetaLength: thetaLength } return _this } return ConeGeometry })(CylinderGeometry) var ConeBufferGeometry = /*#__PURE__*/ (function (_CylinderBufferGeomet) { _inheritsLoose(ConeBufferGeometry, _CylinderBufferGeomet) function ConeBufferGeometry(radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) { var _this if (radius === void 0) { radius = 1 } if (height === void 0) { height = 1 } if (radialSegments === void 0) { radialSegments = 8 } if (heightSegments === void 0) { heightSegments = 1 } if (openEnded === void 0) { openEnded = false } if (thetaStart === void 0) { thetaStart = 0 } if (thetaLength === void 0) { thetaLength = Math.PI * 2 } _this = _CylinderBufferGeomet.call(this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) || this _this.type = 'ConeBufferGeometry' _this.parameters = { radius: radius, height: height, radialSegments: radialSegments, heightSegments: heightSegments, openEnded: openEnded, thetaStart: thetaStart, thetaLength: thetaLength } return _this } return ConeBufferGeometry })(CylinderBufferGeometry) var PolyhedronBufferGeometry = /*#__PURE__*/ (function (_BufferGeometry) { _inheritsLoose(PolyhedronBufferGeometry, _BufferGeometry) function PolyhedronBufferGeometry(vertices, indices, radius, detail) { var _this if (radius === void 0) { radius = 1 } if (detail === void 0) { detail = 0 } _this = _BufferGeometry.call(this) || this _this.type = 'PolyhedronBufferGeometry' _this.parameters = { vertices: vertices, indices: indices, radius: radius, detail: detail } // 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 applyRadius(radius) // finally, create the uv data generateUVs() // build non-indexed geometry _this.setAttribute('position', new Float32BufferAttribute(vertexBuffer, 3)) _this.setAttribute('normal', new Float32BufferAttribute(vertexBuffer.slice(), 3)) _this.setAttribute('uv', new Float32BufferAttribute(uvBuffer, 2)) if (detail === 0) { _this.computeVertexNormals() // flat normals } else { _this.normalizeNormals() // smooth normals } // helper functions function subdivide(detail) { var a = new Vector3() var b = new Vector3() var c = new Vector3() // iterate over all faces and apply a subdivison with the given detail value for (var i = 0; i < indices.length; i += 3) { // get the vertices of the face getVertexByIndex(indices[i + 0], a) getVertexByIndex(indices[i + 1], b) getVertexByIndex(indices[i + 2], c) // perform subdivision subdivideFace(a, b, c, detail) } } function subdivideFace(a, b, c, detail) { var cols = detail + 1 // we use this multidimensional array as a data structure for creating the subdivision var v = [] // construct all of the vertices for this subdivision for (var 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 (var 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 (var _i = 0; _i < cols; _i++) { for (var _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 applyRadius(radius) { var vertex = new Vector3() // iterate over the entire buffer and apply the radius to each vertex for (var i = 0; i < vertexBuffer.length; i += 3) { vertex.x = vertexBuffer[i + 0] vertex.y = vertexBuffer[i + 1] vertex.z = vertexBuffer[i + 2] vertex.normalize().multiplyScalar(radius) vertexBuffer[i + 0] = vertex.x vertexBuffer[i + 1] = vertex.y vertexBuffer[i + 2] = vertex.z } } function generateUVs() { var vertex = new Vector3() for (var i = 0; i < vertexBuffer.length; i += 3) { vertex.x = vertexBuffer[i + 0] vertex.y = vertexBuffer[i + 1] vertex.z = vertexBuffer[i + 2] var u = azimuth(vertex) / 2 / Math.PI + 0.5 var v = inclination(vertex) / Math.PI + 0.5 uvBuffer.push(u, 1 - v) } correctUVs() correctSeam() } function correctSeam() { // handle case when face straddles the seam, see #3269 for (var i = 0; i < uvBuffer.length; i += 6) { // uv data of a single face var x0 = uvBuffer[i + 0] var x1 = uvBuffer[i + 2] var x2 = uvBuffer[i + 4] var max = Math.max(x0, x1, x2) var min = Math.min(x0, x1, x2) // 0.9 is somewhat arbitrary if (max > 0.9 && min < 0.1) { if (x0 < 0.2) uvBuffer[i + 0] += 1 if (x1 < 0.2) uvBuffer[i + 2] += 1 if (x2 < 0.2) uvBuffer[i + 4] += 1 } } } function pushVertex(vertex) { vertexBuffer.push(vertex.x, vertex.y, vertex.z) } function getVertexByIndex(index, vertex) { var stride = index * 3 vertex.x = vertices[stride + 0] vertex.y = vertices[stride + 1] vertex.z = vertices[stride + 2] } function correctUVs() { var a = new Vector3() var b = new Vector3() var c = new Vector3() var centroid = new Vector3() var uvA = new Vector2() var uvB = new Vector2() var uvC = new Vector2() for (var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6) { a.set(vertexBuffer[i + 0], vertexBuffer[i + 1], vertexBuffer[i + 2]) b.set(vertexBuffer[i + 3], vertexBuffer[i + 4], vertexBuffer[i + 5]) c.set(vertexBuffer[i + 6], vertexBuffer[i + 7], vertexBuffer[i + 8]) uvA.set(uvBuffer[j + 0], uvBuffer[j + 1]) uvB.set(uvBuffer[j + 2], uvBuffer[j + 3]) uvC.set(uvBuffer[j + 4], uvBuffer[j + 5]) centroid.copy(a).add(b).add(c).divideScalar(3) var azi = azimuth(centroid) correctUV(uvA, j + 0, a, azi) correctUV(uvB, j + 2, b, azi) correctUV(uvC, j + 4, c, azi) } } function correctUV(uv, stride, vector, azimuth) { if (azimuth < 0 && uv.x === 1) { uvBuffer[stride] = uv.x - 1 } if (vector.x === 0 && vector.z === 0) { uvBuffer[stride] = azimuth / 2 / Math.PI + 0.5 } } // Angle around the Y axis, counter-clockwise when looking from above. function azimuth(vector) { return Math.atan2(vector.z, -vector.x) } // Angle above the XZ plane. function inclination(vector) { return Math.atan2(-vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z)) } return _this } return PolyhedronBufferGeometry })(BufferGeometry) var DodecahedronBufferGeometry = /*#__PURE__*/ (function (_PolyhedronBufferGeom) { _inheritsLoose(DodecahedronBufferGeometry, _PolyhedronBufferGeom) function DodecahedronBufferGeometry(radius, detail) { var _this if (radius === void 0) { radius = 1 } if (detail === void 0) { detail = 0 } 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 ] _this = _PolyhedronBufferGeom.call(this, vertices, indices, radius, detail) || this _this.type = 'DodecahedronBufferGeometry' _this.parameters = { radius: radius, detail: detail } return _this } return DodecahedronBufferGeometry })(PolyhedronBufferGeometry) var DodecahedronGeometry = /*#__PURE__*/ (function (_Geometry) { _inheritsLoose(DodecahedronGeometry, _Geometry) function DodecahedronGeometry(radius, detail) { var _this _this = _Geometry.call(this) || this _this.type = 'DodecahedronGeometry' _this.parameters = { radius: radius, detail: detail } _this.fromBufferGeometry(new DodecahedronBufferGeometry(radius, detail)) _this.mergeVertices() return _this } return DodecahedronGeometry })(Geometry) var _v0$2 = new Vector3() var _v1$5 = new Vector3() var _normal$1 = new Vector3() var _triangle = new Triangle() var EdgesGeometry = /*#__PURE__*/ (function (_BufferGeometry) { _inheritsLoose(EdgesGeometry, _BufferGeometry) function EdgesGeometry(geometry, thresholdAngle) { var _this _this = _BufferGeometry.call(this) || this _this.type = 'EdgesGeometry' _this.parameters = { thresholdAngle: thresholdAngle } thresholdAngle = thresholdAngle !== undefined ? thresholdAngle : 1 if (geometry.isGeometry) { geometry = new BufferGeometry().fromGeometry(geometry) } var precisionPoints = 4 var precision = Math.pow(10, precisionPoints) var thresholdDot = Math.cos(MathUtils.DEG2RAD * thresholdAngle) var indexAttr = geometry.getIndex() var positionAttr = geometry.getAttribute('position') var indexCount = indexAttr ? indexAttr.count : positionAttr.count var indexArr = [0, 0, 0] var vertKeys = ['a', 'b', 'c'] var hashes = new Array(3) var edgeData = {} var vertices = [] for (var i = 0; i < indexCount; i += 3) { if (indexAttr) { indexArr[0] = indexAttr.getX(i) indexArr[1] = indexAttr.getX(i + 1) indexArr[2] = indexAttr.getX(i + 2) } else { indexArr[0] = i indexArr[1] = i + 1 indexArr[2] = i + 2 } var a = _triangle.a, b = _triangle.b, c = _triangle.c a.fromBufferAttribute(positionAttr, indexArr[0]) b.fromBufferAttribute(positionAttr, indexArr[1]) c.fromBufferAttribute(positionAttr, indexArr[2]) _triangle.getNormal(_normal$1) // create hashes for the edge from the vertices hashes[0] = Math.round(a.x * precision) + ',' + Math.round(a.y * precision) + ',' + Math.round(a.z * precision) hashes[1] = Math.round(b.x * precision) + ',' + Math.round(b.y * precision) + ',' + Math.round(b.z * precision) hashes[2] = Math.round(c.x * precision) + ',' + Math.round(c.y * precision) + ',' + Math.round(c.z * precision) // skip degenerate triangles if (hashes[0] === hashes[1] || hashes[1] === hashes[2] || hashes[2] === hashes[0]) { continue } // iterate over every edge for (var j = 0; j < 3; j++) { // get the first and next vertex making up the edge var jNext = (j + 1) % 3 var vecHash0 = hashes[j] var vecHash1 = hashes[jNext] var v0 = _triangle[vertKeys[j]] var v1 = _triangle[vertKeys[jNext]] var hash = vecHash0 + '_' + vecHash1 var reverseHash = vecHash1 + '_' + vecHash0 if (reverseHash in edgeData && edgeData[reverseHash]) { // if we found a sibling edge add it into the vertex array if // it meets the angle threshold and delete the edge from the map. if (_normal$1.dot(edgeData[reverseHash].normal) <= thresholdDot) { vertices.push(v0.x, v0.y, v0.z) vertices.push(v1.x, v1.y, v1.z) } edgeData[reverseHash] = null } else if (!(hash in edgeData)) { // if we've already got an edge here then skip adding a new one edgeData[hash] = { index0: indexArr[j], index1: indexArr[jNext], normal: _normal$1.clone() } } } } // iterate over all remaining, unmatched edges and add them to the vertex array for (var key in edgeData) { if (edgeData[key]) { var _edgeData$key = edgeData[key], index0 = _edgeData$key.index0, index1 = _edgeData$key.index1 _v0$2.fromBufferAttribute(positionAttr, index0) _v1$5.fromBufferAttribute(positionAttr, index1) vertices.push(_v0$2.x, _v0$2.y, _v0$2.z) vertices.push(_v1$5.x, _v1$5.y, _v1$5.z) } } _this.setAttribute('position', new Float32BufferAttribute(vertices, 3)) return _this } return EdgesGeometry })(BufferGeometry) /** * Port from https://github.com/mapbox/earcut (v2.2.2) */ var Earcut = { triangulate: function triangulate(data, holeIndices, dim) { dim = dim || 2 var hasHoles = holeIndices && holeIndices.length var outerLen = hasHoles ? holeIndices[0] * dim : data.length var outerNode = linkedList(data, 0, outerLen, dim, true) var triangles = [] if (!outerNode || outerNode.next === outerNode.prev) return triangles var minX, minY, maxX, maxY, x, y, invSize if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim) // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox if (data.length > 80 * dim) { minX = maxX = data[0] minY = maxY = data[1] for (var i = dim; i < outerLen; i += dim) { x = data[i] y = data[i + 1] if (x < minX) minX = x if (y < minY) minY = y if (x > maxX) maxX = x if (y > maxY) maxY = y } // minX, minY and invSize are later used to transform coords into integers for z-order calculation invSize = Math.max(maxX - minX, maxY - minY) invSize = invSize !== 0 ? 1 / invSize : 0 } earcutLinked(outerNode, triangles, dim, minX, minY, invSize) return triangles } } // create a circular doubly linked list from polygon points in the specified winding order function linkedList(data, start, end, dim, clockwise) { var i, last if (clockwise === signedArea(data, start, end, dim) > 0) { for (i = start; i < end; i += dim) { last = insertNode(i, data[i], data[i + 1], last) } } else { for (i = end - dim; i >= start; i -= dim) { last = insertNode(i, data[i], data[i + 1], last) } } if (last && equals(last, last.next)) { removeNode(last) last = last.next } return last } // eliminate colinear or duplicate points function filterPoints(start, end) { if (!start) return start if (!end) end = start var p = start, again do { again = false if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) { removeNode(p) p = end = p.prev if (p === p.next) break again = true } else { p = p.next } } while (again || p !== end) return end } // main ear slicing loop which triangulates a polygon (given as a linked list) function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) { if (!ear) return // interlink polygon nodes in z-order if (!pass && invSize) indexCurve(ear, minX, minY, invSize) var stop = ear, prev, next // iterate through ears, slicing them one by one while (ear.prev !== ear.next) { prev = ear.prev next = ear.next if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) { // cut off the triangle triangles.push(prev.i / dim) triangles.push(ear.i / dim) triangles.push(next.i / dim) removeNode(ear) // skipping the next vertex 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(filterPoints(ear), triangles, dim) earcutLinked(ear, triangles, dim, minX, minY, invSize, 2) // as a last resort, try splitting the remaining polygon into two } else if (pass === 2) { splitEarcut(ear, triangles, dim, minX, minY, invSize) } break } } } // check whether a polygon node forms a valid ear with adjacent nodes function isEar(ear) { var a = ear.prev, b = ear, c = ear.next if (area(a, b, c) >= 0) return false // reflex, can't be an ear // now make sure we don't have other points inside the potential ear var p = ear.next.next while (p !== ear.prev) { if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false p = p.next } return true } function isEarHashed(ear, minX, minY, invSize) { var a = ear.prev, b = ear, c = ear.next if (area(a, b, c) >= 0) return false // reflex, can't be an ear // triangle bbox; min & max are calculated like this for speed var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : b.x < c.x ? b.x : c.x, minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : b.y < c.y ? b.y : c.y, maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : b.x > c.x ? b.x : c.x, maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : b.y > c.y ? b.y : c.y // z-order range for the current triangle bbox; var minZ = zOrder(minTX, minTY, minX, minY, invSize), maxZ = zOrder(maxTX, maxTY, minX, minY, invSize) var p = ear.prevZ, n = ear.nextZ // look for points inside the triangle in both directions while (p && p.z >= minZ && n && n.z <= maxZ) { if (p !== ear.prev && p !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false p = p.prevZ if (n !== ear.prev && n !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false n = n.nextZ } // look for remaining points in decreasing z-order while (p && p.z >= minZ) { if (p !== ear.prev && p !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false p = p.prevZ } // look for remaining points in increasing z-order while (n && n.z <= maxZ) { if (n !== ear.prev && n !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false n = n.nextZ } 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 filterPoints(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 = [] var i, len, start, end, list for (i = 0, len = holeIndices.length; i < len; i++) { start = holeIndices[i] * dim end = i < len - 1 ? holeIndices[i + 1] * dim : data.length list = linkedList(data, start, end, dim, false) if (list === list.next) list.steiner = true queue.push(getLeftmost(list)) } queue.sort(compareX) // process holes from left to right for (i = 0; i < queue.length; i++) { eliminateHole(queue[i], outerNode) outerNode = filterPoints(outerNode, outerNode.next) } return outerNode } function compareX(a, b) { return a.x - b.x } // find a bridge between vertices that connects hole with an outer ring and and link it function eliminateHole(hole, outerNode) { outerNode = findHoleBridge(hole, outerNode) if (outerNode) { var b = splitPolygon(outerNode, hole) // filter collinear points around the cuts filterPoints(outerNode, outerNode.next) filterPoints(b, b.next) } } // David Eberly's algorithm for finding a bridge between hole and outer polygon function findHoleBridge(hole, outerNode) { var p = outerNode var hx = hole.x var hy = hole.y var qx = -Infinity, m // find a segment intersected by a ray from the hole's leftmost point to the left; // segment's endpoint with lesser x will be potential connection point do { if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) { var x = p.x + ((hy - p.y) * (p.next.x - p.x)) / (p.next.y - p.y) if (x <= hx && x > qx) { qx = x if (x === hx) { if (hy === p.y) return p if (hy === p.next.y) return p.next } m = p.x < p.next.x ? p : p.next } } p = p.next } while (p !== outerNode) if (!m) return null if (hx === qx) return m // hole touches outer segment; pick leftmost endpoint // look for points inside the triangle of hole point, segment intersection and endpoint; // if there are no points found, we have a valid connection; // otherwise choose the point of the minimum angle with the ray as connection point var stop = m, mx = m.x, my = m.y var tanMin = Infinity, tan p = m do { if (hx >= p.x && p.x >= mx && hx !== p.x && pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) { tan = Math.abs(hy - p.y) / (hx - p.x) // tangential if (locallyInside(p, hole) && (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) { m = p tanMin = tan } } p = p.next } while (p !== stop) return m } // whether sector in vertex m contains sector in vertex p in the same coordinates function sectorContainsSector(m, p) { return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0 } // interlink polygon nodes in z-order function indexCurve(start, minX, minY, invSize) { var p = start do { if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, invSize) p.prevZ = p.prev p.nextZ = p.next p = p.next } while (p !== start) p.prevZ.nextZ = null p.prevZ = null sortLinked(p) } // Simon Tatham's linked list merge sort algorithm // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html function sortLinked(list) { var i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1 do { p = list list = null tail = null numMerges = 0 while (p) { numMerges++ q = p pSize = 0 for (i = 0; i < inSize; i++) { pSize++ q = q.nextZ if (!q) break } qSize = inSize while (pSize > 0 || (qSize > 0 && q)) { if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) { e = p p = p.nextZ pSize-- } else { e = q q = q.nextZ qSize-- } if (tail) tail.nextZ = e else list = e e.prevZ = tail tail = e } p = q } tail.nextZ = null inSize *= 2 } while (numMerges > 1) return list } // z-order of a point given coords and inverse of the longer side of data bbox function zOrder(x, y, minX, minY, invSize) { // coords are transformed into non-negative 15-bit integer range x = 32767 * (x - minX) * invSize y = 32767 * (y - minY) * invSize x = (x | (x << 8)) & 0x00ff00ff x = (x | (x << 4)) & 0x0f0f0f0f x = (x | (x << 2)) & 0x33333333 x = (x | (x << 1)) & 0x55555555 y = (y | (y << 8)) & 0x00ff00ff y = (y | (y << 4)) & 0x0f0f0f0f y = (y | (y << 2)) & 0x33333333 y = (y | (y << 1)) & 0x55555555 return x | (y << 1) } // find the leftmost node of a polygon ring function getLeftmost(start) { var p = start, leftmost = start do { if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p p = p.next } while (p !== start) return leftmost } // check if a point lies within a convex triangle function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) { return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 && (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 && (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0 } // check if a diagonal between two polygon nodes is valid (lies in polygon interior) function isValidDiagonal(a, b) { return ( a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges ((locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible (area(a.prev, a, b.prev) || area(a, b.prev, b))) || // does not create opposite-facing sectors (equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0)) ) // special zero-length case } // signed area of a triangle 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) { var o1 = sign(area(p1, q1, p2)) var o2 = sign(area(p1, q1, q2)) var o3 = sign(area(p2, q2, p1)) var o4 = sign(area(p2, q2, q1)) if (o1 !== o2 && o3 !== o4) return true // general case if (o1 === 0 && onSegment(p1, p2, q1)) return true // p1, q1 and p2 are collinear and p2 lies on p1q1 if (o2 === 0 && onSegment(p1, q2, q1)) return true // p1, q1 and q2 are collinear and q2 lies on p1q1 if (o3 === 0 && onSegment(p2, p1, q2)) return true // p2, q2 and p1 are collinear and p1 lies on p2q2 if (o4 === 0 && onSegment(p2, q1, q2)) return true // p2, q2 and q1 are collinear and q1 lies on p2q2 return false } // for collinear points p, q, r, check if point q lies on segment pr function onSegment(p, q, r) { return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y) } function sign(num) { return num > 0 ? 1 : num < 0 ? -1 : 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 var 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) { // vertex index in coordinates array this.i = i // vertex coordinates this.x = x this.y = y // previous and next vertex nodes in a polygon ring this.prev = null this.next = null // z-order curve value this.z = null // previous and next nodes in z-order this.prevZ = null this.nextZ = null // indicates whether this is a steiner point this.steiner = false } function signedArea(data, start, end, dim) { var sum = 0 for (var i = start, j = end - dim; i < end; i += dim) { sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]) j = i } return sum } var ShapeUtils = { // calculate area of the contour polygon area: function area(contour) { var n = contour.length var a = 0.0 for (var p = n - 1, q = 0; q < n; p = q++) { a += contour[p].x * contour[q].y - contour[q].x * contour[p].y } return a * 0.5 }, isClockWise: function isClockWise(pts) { return ShapeUtils.area(pts) < 0 }, triangulateShape: function triangulateShape(contour, holes) { var vertices = [] // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ] var holeIndices = [] // array of hole indices var faces = [] // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ] removeDupEndPts(contour) addContour(vertices, contour) // var holeIndex = contour.length holes.forEach(removeDupEndPts) for (var i = 0; i < holes.length; i++) { holeIndices.push(holeIndex) holeIndex += holes[i].length addContour(vertices, holes[i]) } // var triangles = Earcut.triangulate(vertices, holeIndices) // for (var _i = 0; _i < triangles.length; _i += 3) { faces.push(triangles.slice(_i, _i + 3)) } return faces } } function removeDupEndPts(points) { var l = points.length if (l > 2 && points[l - 1].equals(points[0])) { points.pop() } } function addContour(vertices, contour) { for (var i = 0; i < contour.length; i++) { vertices.push(contour[i].x) vertices.push(contour[i].y) } } var ExtrudeBufferGeometry = /*#__PURE__*/ (function (_BufferGeometry) { _inheritsLoose(ExtrudeBufferGeometry, _BufferGeometry) function ExtrudeBufferGeometry(shapes, options) { var _this _this = _BufferGeometry.call(this) || this _this.type = 'ExtrudeBufferGeometry' _this.parameters = { shapes: shapes, options: options } shapes = Array.isArray(shapes) ? shapes : [shapes] var scope = _assertThisInitialized(_this) var verticesArray = [] var uvArray = [] for (var i = 0, l = shapes.length; i < l; i++) { var shape = shapes[i] addShape(shape) } // build geometry _this.setAttribute('position', new Float32BufferAttribute(verticesArray, 3)) _this.setAttribute('uv', new Float32BufferAttribute(uvArray, 2)) _this.computeVertexNormals() // functions function addShape(shape) { var placeholder = [] // options var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12 var steps = options.steps !== undefined ? options.steps : 1 var depth = options.depth !== undefined ? options.depth : 100 var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6 var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2 var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0 var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3 var extrudePath = options.extrudePath var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator // deprecated options if (options.amount !== undefined) { console.warn('THREE.ExtrudeBufferGeometry: amount has been renamed to depth.') depth = options.amount } // var extrudePts, extrudeByPath = false 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 = extrudePath.computeFrenetFrames(steps, false) // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); binormal = new Vector3() normal = new Vector3() position2 = new Vector3() } // Safeguards if bevels are not enabled if (!bevelEnabled) { bevelSegments = 0 bevelThickness = 0 bevelSize = 0 bevelOffset = 0 } // Variables initialization var shapePoints = shape.extractPoints(curveSegments) var vertices = shapePoints.shape var holes = shapePoints.holes var reverse = !ShapeUtils.isClockWise(vertices) if (reverse) { vertices = vertices.reverse() // Maybe we should also check if holes are in the opposite direction, just to be safe ... for (var h = 0, hl = holes.length; h < hl; h++) { var ahole = holes[h] if (ShapeUtils.isClockWise(ahole)) { holes[h] = ahole.reverse() } } } var faces = ShapeUtils.triangulateShape(vertices, holes) /* Vertices */ var contour = vertices // vertices has all points but contour has only points of circumference for (var _h = 0, _hl = holes.length; _h < _hl; _h++) { var _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 vlen = vertices.length, flen = faces.length // Find directions for point movement function getBevelVec(inPt, inPrev, inNext) { // computes for inPt the corresponding point inPt' on a new contour // shifted by 1 unit (length of normalized vector) to the left // if we walk along contour clockwise, this new contour is outside the old one // // inPt' is the intersection of the two lines parallel to the two // adjacent edges of inPt at a distance of 1 unit on the left side. var v_trans_x, v_trans_y, shrink_by // resulting translation vector for inPt // good reading for geometry algorithms (here: line-line intersection) // http://geomalgorithms.com/a05-_intersect-1.html var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y var v_prev_lensq = v_prev_x * v_prev_x + v_prev_y * v_prev_y // check for collinear edges var collinear0 = v_prev_x * v_next_y - v_prev_y * v_next_x if (Math.abs(collinear0) > Number.EPSILON) { // not collinear // length of vectors for normalizing var v_prev_len = Math.sqrt(v_prev_lensq) var v_next_len = Math.sqrt(v_next_x * v_next_x + v_next_y * v_next_y) // shift adjacent points by unit vectors to the left var ptPrevShift_x = inPrev.x - v_prev_y / v_prev_len var ptPrevShift_y = inPrev.y + v_prev_x / v_prev_len var ptNextShift_x = inNext.x - v_next_y / v_next_len var ptNextShift_y = inNext.y + v_next_x / v_next_len // scaling factor for v_prev to intersection point var sf = ((ptNextShift_x - ptPrevShift_x) * v_next_y - (ptNextShift_y - ptPrevShift_y) * v_next_x) / (v_prev_x * v_next_y - v_prev_y * v_next_x) // vector from inPt to intersection point v_trans_x = ptPrevShift_x + v_prev_x * sf - inPt.x v_trans_y = ptPrevShift_y + v_prev_y * sf - inPt.y // Don't normalize!, otherwise sharp corners become ugly // but prevent crazy spikes var v_trans_lensq = v_trans_x * v_trans_x + v_trans_y * v_trans_y if (v_trans_lensq <= 2) { return new Vector2(v_trans_x, v_trans_y) } else { shrink_by = Math.sqrt(v_trans_lensq / 2) } } else { // handle special case of collinear edges var direction_eq = false // assumes: opposite if (v_prev_x > Number.EPSILON) { if (v_next_x > Number.EPSILON) { direction_eq = true } } else { if (v_prev_x < -Number.EPSILON) { if (v_next_x < -Number.EPSILON) { direction_eq = true } } else { if (Math.sign(v_prev_y) === Math.sign(v_next_y)) { direction_eq = true } } } if (direction_eq) { // console.log("Warning: lines are a straight sequence"); v_trans_x = -v_prev_y v_trans_y = v_prev_x shrink_by = Math.sqrt(v_prev_lensq) } else { // console.log("Warning: lines are a straight spike"); v_trans_x = v_prev_x v_trans_y = v_prev_y shrink_by = Math.sqrt(v_prev_lensq / 2) } } return new Vector2(v_trans_x / shrink_by, v_trans_y / shrink_by) } var contourMovements = [] for (var _i = 0, il = contour.length, j = il - 1, k = _i + 1; _i < il; _i++, j++, k++) { if (j === il) j = 0 if (k === il) k = 0 // (j)---(i)---(k) // console.log('i,j,k', i, j , k) contourMovements[_i] = getBevelVec(contour[_i], contour[j], contour[k]) } var holesMovements = [] var oneHoleMovements, verticesMovements = contourMovements.concat() for (var _h2 = 0, _hl2 = holes.length; _h2 < _hl2; _h2++) { var _ahole2 = holes[_h2] oneHoleMovements = [] for (var _i2 = 0, _il = _ahole2.length, _j = _il - 1, _k = _i2 + 1; _i2 < _il; _i2++, _j++, _k++) { if (_j === _il) _j = 0 if (_k === _il) _k = 0 // (j)---(i)---(k) oneHoleMovements[_i2] = getBevelVec(_ahole2[_i2], _ahole2[_j], _ahole2[_k]) } holesMovements.push(oneHoleMovements) verticesMovements = verticesMovements.concat(oneHoleMovements) } // Loop bevelSegments, 1 for the front, 1 for the back for (var b = 0; b < bevelSegments; b++) { //for ( b = bevelSegments; b > 0; b -- ) { var t = b / bevelSegments var z = bevelThickness * Math.cos((t * Math.PI) / 2) var _bs = bevelSize * Math.sin((t * Math.PI) / 2) + bevelOffset // contract shape for (var _i3 = 0, _il2 = contour.length; _i3 < _il2; _i3++) { var vert = scalePt2(contour[_i3], contourMovements[_i3], _bs) v(vert.x, vert.y, -z) } // expand holes for (var _h3 = 0, _hl3 = holes.length; _h3 < _hl3; _h3++) { var _ahole3 = holes[_h3] oneHoleMovements = holesMovements[_h3] for (var _i4 = 0, _il3 = _ahole3.length; _i4 < _il3; _i4++) { var _vert = scalePt2(_ahole3[_i4], oneHoleMovements[_i4], _bs) v(_vert.x, _vert.y, -z) } } } var bs = bevelSize + bevelOffset // Back facing vertices for (var _i5 = 0; _i5 < vlen; _i5++) { var _vert2 = bevelEnabled ? scalePt2(vertices[_i5], verticesMovements[_i5], bs) : vertices[_i5] if (!extrudeByPath) { v(_vert2.x, _vert2.y, 0) } else { // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); normal.copy(splineTube.normals[0]).multiplyScalar(_vert2.x) binormal.copy(splineTube.binormals[0]).multiplyScalar(_vert2.y) position2.copy(extrudePts[0]).add(normal).add(binormal) v(position2.x, position2.y, position2.z) } } // Add stepped vertices... // Including front facing vertices for (var s = 1; s <= steps; s++) { for (var _i6 = 0; _i6 < vlen; _i6++) { var _vert3 = bevelEnabled ? scalePt2(vertices[_i6], verticesMovements[_i6], bs) : vertices[_i6] if (!extrudeByPath) { v(_vert3.x, _vert3.y, (depth / steps) * s) } else { // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); normal.copy(splineTube.normals[s]).multiplyScalar(_vert3.x) binormal.copy(splineTube.binormals[s]).multiplyScalar(_vert3.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 (var _b = bevelSegments - 1; _b >= 0; _b--) { var _t = _b / bevelSegments var _z = bevelThickness * Math.cos((_t * Math.PI) / 2) var _bs2 = bevelSize * Math.sin((_t * Math.PI) / 2) + bevelOffset // contract shape for (var _i7 = 0, _il4 = contour.length; _i7 < _il4; _i7++) { var _vert4 = scalePt2(contour[_i7], contourMovements[_i7], _bs2) v(_vert4.x, _vert4.y, depth + _z) } // expand holes for (var _h4 = 0, _hl4 = holes.length; _h4 < _hl4; _h4++) { var _ahole4 = holes[_h4] oneHoleMovements = holesMovements[_h4] for (var _i8 = 0, _il5 = _ahole4.length; _i8 < _il5; _i8++) { var _vert5 = scalePt2(_ahole4[_i8], oneHoleMovements[_i8], _bs2) if (!extrudeByPath) { v(_vert5.x, _vert5.y, depth + _z) } else { v(_vert5.x, _vert5.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 (var _i9 = 0; _i9 < flen; _i9++) { var face = faces[_i9] f3(face[2] + offset, face[1] + offset, face[0] + offset) } layer = steps + bevelSegments * 2 offset = vlen * layer // Top faces for (var _i10 = 0; _i10 < flen; _i10++) { var _face = faces[_i10] f3(_face[0] + offset, _face[1] + offset, _face[2] + offset) } } else { // Bottom faces for (var _i11 = 0; _i11 < flen; _i11++) { var _face2 = faces[_i11] f3(_face2[2], _face2[1], _face2[0]) } // Top faces for (var _i12 = 0; _i12 < flen; _i12++) { var _face3 = faces[_i12] f3(_face3[0] + vlen * steps, _face3[1] + vlen * steps, _face3[2] + vlen * steps) } } scope.addGroup(start, verticesArray.length / 3 - start, 0) } // Create faces for the z-sides of the shape function buildSideFaces() { var start = verticesArray.length / 3 var layeroffset = 0 sidewalls(contour, layeroffset) layeroffset += contour.length for (var _h5 = 0, _hl5 = holes.length; _h5 < _hl5; _h5++) { var _ahole5 = holes[_h5] sidewalls(_ahole5, layeroffset) //, true layeroffset += _ahole5.length } scope.addGroup(start, verticesArray.length / 3 - start, 1) } function sidewalls(contour, layeroffset) { var i = contour.length while (--i >= 0) { var _j2 = i var _k2 = i - 1 if (_k2 < 0) _k2 = contour.length - 1 //console.log('b', i,j, i-1, k,vertices.length); for (var _s = 0, sl = steps + bevelSegments * 2; _s < sl; _s++) { var slen1 = vlen * _s var slen2 = vlen * (_s + 1) var a = layeroffset + _j2 + slen1, _b2 = layeroffset + _k2 + slen1, c = layeroffset + _k2 + slen2, d = layeroffset + _j2 + slen2 f4(a, _b2, c, d) } } } function v(x, y, z) { placeholder.push(x) placeholder.push(y) placeholder.push(z) } function f3(a, b, c) { addVertex(a) addVertex(b) addVertex(c) var nextIndex = verticesArray.length / 3 var uvs = uvgen.generateTopUV(scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1) addUV(uvs[0]) addUV(uvs[1]) addUV(uvs[2]) } function f4(a, b, c, d) { addVertex(a) addVertex(b) addVertex(d) addVertex(b) addVertex(c) addVertex(d) var nextIndex = verticesArray.length / 3 var uvs = uvgen.generateSideWallUV(scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1) addUV(uvs[0]) addUV(uvs[1]) addUV(uvs[3]) addUV(uvs[1]) addUV(uvs[2]) addUV(uvs[3]) } function addVertex(index) { 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) } } return _this } var _proto = ExtrudeBufferGeometry.prototype _proto.toJSON = function toJSON() { var data = BufferGeometry.prototype.toJSON.call(this) var shapes = this.parameters.shapes var options = this.parameters.options return _toJSON(shapes, options, data) } return ExtrudeBufferGeometry })(BufferGeometry) var WorldUVGenerator = { generateTopUV: function generateTopUV(geometry, vertices, indexA, indexB, indexC) { var a_x = vertices[indexA * 3] var a_y = vertices[indexA * 3 + 1] var b_x = vertices[indexB * 3] var b_y = vertices[indexB * 3 + 1] var c_x = vertices[indexC * 3] var c_y = vertices[indexC * 3 + 1] return [new Vector2(a_x, a_y), new Vector2(b_x, b_y), new Vector2(c_x, c_y)] }, generateSideWallUV: function generateSideWallUV(geometry, vertices, indexA, indexB, indexC, indexD) { var a_x = vertices[indexA * 3] var a_y = vertices[indexA * 3 + 1] var a_z = vertices[indexA * 3 + 2] var b_x = vertices[indexB * 3] var b_y = vertices[indexB * 3 + 1] var b_z = vertices[indexB * 3 + 2] var c_x = vertices[indexC * 3] var c_y = vertices[indexC * 3 + 1] var c_z = vertices[indexC * 3 + 2] var d_x = vertices[indexD * 3] var d_y = vertices[indexD * 3 + 1] var d_z = vertices[indexD * 3 + 2] if (Math.abs(a_y - b_y) < 0.01) { return [new Vector2(a_x, 1 - a_z), new Vector2(b_x, 1 - b_z), new Vector2(c_x, 1 - c_z), new Vector2(d_x, 1 - d_z)] } else { return [new Vector2(a_y, 1 - a_z), new Vector2(b_y, 1 - b_z), new Vector2(c_y, 1 - c_z), new Vector2(d_y, 1 - d_z)] } } } function _toJSON(shapes, options, data) { data.shapes = [] if (Array.isArray(shapes)) { for (var i = 0, l = shapes.length; i < l; i++) { var shape = shapes[i] data.shapes.push(shape.uuid) } } else { data.shapes.push(shapes.uuid) } if (options.extrudePath !== undefined) data.options.extrudePath = options.extrudePath.toJSON() return data } var ExtrudeGeometry = /*#__PURE__*/ (function (_Geometry) { _inheritsLoose(ExtrudeGeometry, _Geometry) function ExtrudeGeometry(shapes, options) { var _this _this = _Geometry.call(this) || this _this.type = 'ExtrudeGeometry' _this.parameters = { shapes: shapes, options: options } _this.fromBufferGeometry(new ExtrudeBufferGeometry(shapes, options)) _this.mergeVertices() return _this } var _proto = ExtrudeGeometry.prototype _proto.toJSON = function toJSON() { var data = _Geometry.prototype.toJSON.call(this) var shapes = this.parameters.shapes var options = this.parameters.options return _toJSON$1(shapes, options, data) } return ExtrudeGeometry })(Geometry) function _toJSON$1(shapes, options, data) { data.shapes = [] if (Array.isArray(shapes)) { for (var i = 0, l = shapes.length; i < l; i++) { var shape = shapes[i] data.shapes.push(shape.uuid) } } else { data.shapes.push(shapes.uuid) } if (options.extrudePath !== undefined) data.options.extrudePath = options.extrudePath.toJSON() return data } var IcosahedronBufferGeometry = /*#__PURE__*/ (function (_PolyhedronBufferGeom) { _inheritsLoose(IcosahedronBufferGeometry, _PolyhedronBufferGeom) function IcosahedronBufferGeometry(radius, detail) { var _this if (radius === void 0) { radius = 1 } if (detail === void 0) { detail = 0 } 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 ] _this = _PolyhedronBufferGeom.call(this, vertices, indices, radius, detail) || this _this.type = 'IcosahedronBufferGeometry' _this.parameters = { radius: radius, detail: detail } return _this } return IcosahedronBufferGeometry })(PolyhedronBufferGeometry) var IcosahedronGeometry = /*#__PURE__*/ (function (_Geometry) { _inheritsLoose(IcosahedronGeometry, _Geometry) function IcosahedronGeometry(radius, detail) { var _this _this = _Geometry.call(this) || this _this.type = 'IcosahedronGeometry' _this.parameters = { radius: radius, detail: detail } _this.fromBufferGeometry(new IcosahedronBufferGeometry(radius, detail)) _this.mergeVertices() return _this } return IcosahedronGeometry })(Geometry) var LatheBufferGeometry = /*#__PURE__*/ (function (_BufferGeometry) { _inheritsLoose(LatheBufferGeometry, _BufferGeometry) function LatheBufferGeometry(points, segments, phiStart, phiLength) { var _this if (segments === void 0) { segments = 12 } if (phiStart === void 0) { phiStart = 0 } if (phiLength === void 0) { phiLength = Math.PI * 2 } _this = _BufferGeometry.call(this) || this _this.type = 'LatheBufferGeometry' _this.parameters = { points: points, segments: segments, phiStart: phiStart, phiLength: phiLength } segments = Math.floor(segments) // clamp phiLength so it's in range of [ 0, 2PI ] phiLength = MathUtils.clamp(phiLength, 0, Math.PI * 2) // buffers var indices = [] var vertices = [] var uvs = [] // helper variables var inverseSegments = 1.0 / segments var vertex = new Vector3() var uv = new Vector2() // generate vertices and uvs for (var i = 0; i <= segments; i++) { var phi = phiStart + i * inverseSegments * phiLength var sin = Math.sin(phi) var cos = Math.cos(phi) for (var 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 (var _i = 0; _i < segments; _i++) { for (var _j = 0; _j < points.length - 1; _j++) { var 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.setAttribute('position', new Float32BufferAttribute(vertices, 3)) _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)) // generate normals _this.computeVertexNormals() // if the geometry is closed, we need to average the normals along the seam. // because the corresponding vertices are identical (but still have different UVs). if (phiLength === Math.PI * 2) { var normals = _this.attributes.normal.array var n1 = new Vector3() var n2 = new Vector3() var n = new Vector3() // this is the buffer offset for the last line of vertices var _base = segments * points.length * 3 for (var _i2 = 0, _j2 = 0; _i2 < points.length; _i2++, _j2 += 3) { // select the normal of the vertex in the first line n1.x = normals[_j2 + 0] n1.y = normals[_j2 + 1] n1.z = normals[_j2 + 2] // select the normal of the vertex in the last line n2.x = normals[_base + _j2 + 0] n2.y = normals[_base + _j2 + 1] n2.z = normals[_base + _j2 + 2] // average normals n.addVectors(n1, n2).normalize() // assign the new values to both normals normals[_j2 + 0] = normals[_base + _j2 + 0] = n.x normals[_j2 + 1] = normals[_base + _j2 + 1] = n.y normals[_j2 + 2] = normals[_base + _j2 + 2] = n.z } } return _this } return LatheBufferGeometry })(BufferGeometry) var LatheGeometry = /*#__PURE__*/ (function (_Geometry) { _inheritsLoose(LatheGeometry, _Geometry) function LatheGeometry(points, segments, phiStart, phiLength) { var _this _this = _Geometry.call(this) || this _this.type = 'LatheGeometry' _this.parameters = { points: points, segments: segments, phiStart: phiStart, phiLength: phiLength } _this.fromBufferGeometry(new LatheBufferGeometry(points, segments, phiStart, phiLength)) _this.mergeVertices() return _this } return LatheGeometry })(Geometry) var OctahedronBufferGeometry = /*#__PURE__*/ (function (_PolyhedronBufferGeom) { _inheritsLoose(OctahedronBufferGeometry, _PolyhedronBufferGeom) function OctahedronBufferGeometry(radius, detail) { var _this if (radius === void 0) { radius = 1 } if (detail === void 0) { detail = 0 } 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] _this = _PolyhedronBufferGeom.call(this, vertices, indices, radius, detail) || this _this.type = 'OctahedronBufferGeometry' _this.parameters = { radius: radius, detail: detail } return _this } return OctahedronBufferGeometry })(PolyhedronBufferGeometry) var OctahedronGeometry = /*#__PURE__*/ (function (_Geometry) { _inheritsLoose(OctahedronGeometry, _Geometry) function OctahedronGeometry(radius, detail) { var _this _this = _Geometry.call(this) || this _this.type = 'OctahedronGeometry' _this.parameters = { radius: radius, detail: detail } _this.fromBufferGeometry(new OctahedronBufferGeometry(radius, detail)) _this.mergeVertices() return _this } return OctahedronGeometry })(Geometry) /** * Parametric Surfaces Geometry * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html */ function ParametricBufferGeometry(func, slices, stacks) { BufferGeometry.call(this) this.type = 'ParametricBufferGeometry' this.parameters = { func: func, slices: slices, stacks: stacks } // buffers var indices = [] var vertices = [] var normals = [] var uvs = [] var EPS = 0.00001 var normal = new Vector3() var p0 = new Vector3(), p1 = new Vector3() var pu = new Vector3(), pv = new Vector3() if (func.length < 3) { console.error('THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.') } // generate vertices, normals and uvs var sliceCount = slices + 1 for (var i = 0; i <= stacks; i++) { var v = i / stacks for (var j = 0; j <= slices; j++) { var u = j / slices // vertex func(u, v, p0) vertices.push(p0.x, p0.y, p0.z) // normal // approximate tangent vectors via finite differences if (u - EPS >= 0) { func(u - EPS, v, p1) pu.subVectors(p0, p1) } else { func(u + EPS, v, p1) pu.subVectors(p1, p0) } if (v - EPS >= 0) { func(u, v - EPS, p1) pv.subVectors(p0, p1) } else { func(u, v + EPS, p1) pv.subVectors(p1, p0) } // cross product of tangent vectors returns surface normal normal.crossVectors(pu, pv).normalize() normals.push(normal.x, normal.y, normal.z) // uv uvs.push(u, v) } } // generate indices for (var _i = 0; _i < stacks; _i++) { for (var _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.setAttribute('position', new Float32BufferAttribute(vertices, 3)) this.setAttribute('normal', new Float32BufferAttribute(normals, 3)) this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)) } ParametricBufferGeometry.prototype = Object.create(BufferGeometry.prototype) ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry /** * Parametric Surfaces Geometry * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html */ function ParametricGeometry(func, slices, stacks) { Geometry.call(this) this.type = 'ParametricGeometry' this.parameters = { func: func, slices: slices, stacks: stacks } this.fromBufferGeometry(new ParametricBufferGeometry(func, slices, stacks)) this.mergeVertices() } ParametricGeometry.prototype = Object.create(Geometry.prototype) ParametricGeometry.prototype.constructor = ParametricGeometry var PlaneGeometry = /*#__PURE__*/ (function (_Geometry) { _inheritsLoose(PlaneGeometry, _Geometry) function PlaneGeometry(width, height, widthSegments, heightSegments) { var _this _this = _Geometry.call(this) || this _this.type = 'PlaneGeometry' _this.parameters = { width: width, height: height, widthSegments: widthSegments, heightSegments: heightSegments } _this.fromBufferGeometry(new PlaneBufferGeometry(width, height, widthSegments, heightSegments)) _this.mergeVertices() return _this } return PlaneGeometry })(Geometry) var PolyhedronGeometry = /*#__PURE__*/ (function (_Geometry) { _inheritsLoose(PolyhedronGeometry, _Geometry) function PolyhedronGeometry(vertices, indices, radius, detail) { var _this _this = _Geometry.call(this) || this _this.type = 'PolyhedronGeometry' _this.parameters = { vertices: vertices, indices: indices, radius: radius, detail: detail } _this.fromBufferGeometry(new PolyhedronBufferGeometry(vertices, indices, radius, detail)) _this.mergeVertices() return _this } return PolyhedronGeometry })(Geometry) var RingBufferGeometry = /*#__PURE__*/ (function (_BufferGeometry) { _inheritsLoose(RingBufferGeometry, _BufferGeometry) function RingBufferGeometry(innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength) { var _this if (innerRadius === void 0) { innerRadius = 0.5 } if (outerRadius === void 0) { outerRadius = 1 } if (thetaSegments === void 0) { thetaSegments = 8 } if (phiSegments === void 0) { phiSegments = 1 } if (thetaStart === void 0) { thetaStart = 0 } if (thetaLength === void 0) { thetaLength = Math.PI * 2 } _this = _BufferGeometry.call(this) || this _this.type = 'RingBufferGeometry' _this.parameters = { innerRadius: innerRadius, outerRadius: outerRadius, thetaSegments: thetaSegments, phiSegments: phiSegments, thetaStart: thetaStart, thetaLength: thetaLength } thetaSegments = Math.max(3, thetaSegments) phiSegments = Math.max(1, phiSegments) // buffers var indices = [] var vertices = [] var normals = [] var uvs = [] // some helper variables var radius = innerRadius var radiusStep = (outerRadius - innerRadius) / phiSegments var vertex = new Vector3() var uv = new Vector2() // generate vertices, normals and uvs for (var j = 0; j <= phiSegments; j++) { for (var i = 0; i <= thetaSegments; i++) { // values are generate from the inside of the ring to the outside var 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 (var _j = 0; _j < phiSegments; _j++) { var thetaSegmentLevel = _j * (thetaSegments + 1) for (var _i = 0; _i < thetaSegments; _i++) { var _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.setAttribute('position', new Float32BufferAttribute(vertices, 3)) _this.setAttribute('normal', new Float32BufferAttribute(normals, 3)) _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)) return _this } return RingBufferGeometry })(BufferGeometry) var RingGeometry = /*#__PURE__*/ (function (_Geometry) { _inheritsLoose(RingGeometry, _Geometry) function RingGeometry(innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength) { var _this _this = _Geometry.call(this) || this _this.type = 'RingGeometry' _this.parameters = { innerRadius: innerRadius, outerRadius: outerRadius, thetaSegments: thetaSegments, phiSegments: phiSegments, thetaStart: thetaStart, thetaLength: thetaLength } _this.fromBufferGeometry(new RingBufferGeometry(innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength)) _this.mergeVertices() return _this } return RingGeometry })(Geometry) var ShapeBufferGeometry = /*#__PURE__*/ (function (_BufferGeometry) { _inheritsLoose(ShapeBufferGeometry, _BufferGeometry) function ShapeBufferGeometry(shapes, curveSegments) { var _this if (curveSegments === void 0) { curveSegments = 12 } _this = _BufferGeometry.call(this) || this _this.type = 'ShapeBufferGeometry' _this.parameters = { shapes: shapes, curveSegments: curveSegments } // 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.setAttribute('position', new Float32BufferAttribute(vertices, 3)) _this.setAttribute('normal', new Float32BufferAttribute(normals, 3)) _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)) // helper functions function addShape(shape) { var indexOffset = vertices.length / 3 var points = shape.extractPoints(curveSegments) var shapeVertices = points.shape var shapeHoles = points.holes // check direction of vertices if (ShapeUtils.isClockWise(shapeVertices) === false) { shapeVertices = shapeVertices.reverse() } for (var _i = 0, l = shapeHoles.length; _i < l; _i++) { var shapeHole = shapeHoles[_i] if (ShapeUtils.isClockWise(shapeHole) === true) { shapeHoles[_i] = shapeHole.reverse() } } var faces = ShapeUtils.triangulateShape(shapeVertices, shapeHoles) // join vertices of inner and outer paths to a single array for (var _i2 = 0, _l = shapeHoles.length; _i2 < _l; _i2++) { var _shapeHole = shapeHoles[_i2] shapeVertices = shapeVertices.concat(_shapeHole) } // vertices, normals, uvs for (var _i3 = 0, _l2 = shapeVertices.length; _i3 < _l2; _i3++) { var vertex = shapeVertices[_i3] vertices.push(vertex.x, vertex.y, 0) normals.push(0, 0, 1) uvs.push(vertex.x, vertex.y) // world uvs } // incides for (var _i4 = 0, _l3 = faces.length; _i4 < _l3; _i4++) { var face = faces[_i4] var a = face[0] + indexOffset var b = face[1] + indexOffset var c = face[2] + indexOffset indices.push(a, b, c) groupCount += 3 } } return _this } var _proto = ShapeBufferGeometry.prototype _proto.toJSON = function toJSON() { var data = BufferGeometry.prototype.toJSON.call(this) var shapes = this.parameters.shapes return _toJSON$2(shapes, data) } return ShapeBufferGeometry })(BufferGeometry) function _toJSON$2(shapes, data) { data.shapes = [] if (Array.isArray(shapes)) { for (var i = 0, l = shapes.length; i < l; i++) { var shape = shapes[i] data.shapes.push(shape.uuid) } } else { data.shapes.push(shapes.uuid) } return data } var ShapeGeometry = /*#__PURE__*/ (function (_Geometry) { _inheritsLoose(ShapeGeometry, _Geometry) function ShapeGeometry(shapes, curveSegments) { var _this _this = _Geometry.call(this) || this _this.type = 'ShapeGeometry' if (typeof curveSegments === 'object') { console.warn('THREE.ShapeGeometry: Options parameter has been removed.') curveSegments = curveSegments.curveSegments } _this.parameters = { shapes: shapes, curveSegments: curveSegments } _this.fromBufferGeometry(new ShapeBufferGeometry(shapes, curveSegments)) _this.mergeVertices() return _this } var _proto = ShapeGeometry.prototype _proto.toJSON = function toJSON() { var data = Geometry.prototype.toJSON.call(this) var shapes = this.parameters.shapes return _toJSON$3(shapes, data) } return ShapeGeometry })(Geometry) function _toJSON$3(shapes, data) { data.shapes = [] if (Array.isArray(shapes)) { for (var i = 0, l = shapes.length; i < l; i++) { var shape = shapes[i] data.shapes.push(shape.uuid) } } else { data.shapes.push(shapes.uuid) } return data } var SphereBufferGeometry = /*#__PURE__*/ (function (_BufferGeometry) { _inheritsLoose(SphereBufferGeometry, _BufferGeometry) function SphereBufferGeometry(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength) { var _this if (radius === void 0) { radius = 1 } if (widthSegments === void 0) { widthSegments = 8 } if (heightSegments === void 0) { heightSegments = 6 } if (phiStart === void 0) { phiStart = 0 } if (phiLength === void 0) { phiLength = Math.PI * 2 } if (thetaStart === void 0) { thetaStart = 0 } if (thetaLength === void 0) { thetaLength = Math.PI } _this = _BufferGeometry.call(this) || this _this.type = 'SphereBufferGeometry' _this.parameters = { radius: radius, widthSegments: widthSegments, heightSegments: heightSegments, phiStart: phiStart, phiLength: phiLength, thetaStart: thetaStart, thetaLength: thetaLength } widthSegments = Math.max(3, Math.floor(widthSegments)) heightSegments = Math.max(2, Math.floor(heightSegments)) var thetaEnd = Math.min(thetaStart + thetaLength, Math.PI) 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 (var iy = 0; iy <= heightSegments; iy++) { var verticesRow = [] var v = iy / heightSegments // special case for the poles var uOffset = 0 if (iy == 0 && thetaStart == 0) { uOffset = 0.5 / widthSegments } else if (iy == heightSegments && thetaEnd == Math.PI) { uOffset = -0.5 / widthSegments } for (var 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.copy(vertex).normalize() normals.push(normal.x, normal.y, normal.z) // uv uvs.push(u + uOffset, 1 - v) verticesRow.push(index++) } grid.push(verticesRow) } // indices for (var _iy = 0; _iy < heightSegments; _iy++) { for (var _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.setAttribute('position', new Float32BufferAttribute(vertices, 3)) _this.setAttribute('normal', new Float32BufferAttribute(normals, 3)) _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)) return _this } return SphereBufferGeometry })(BufferGeometry) var SphereGeometry = /*#__PURE__*/ (function (_Geometry) { _inheritsLoose(SphereGeometry, _Geometry) function SphereGeometry(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength) { var _this _this = _Geometry.call(this) || 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() return _this } return SphereGeometry })(Geometry) var TetrahedronBufferGeometry = /*#__PURE__*/ (function (_PolyhedronBufferGeom) { _inheritsLoose(TetrahedronBufferGeometry, _PolyhedronBufferGeom) function TetrahedronBufferGeometry(radius, detail) { var _this if (radius === void 0) { radius = 1 } if (detail === void 0) { detail = 0 } 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] _this = _PolyhedronBufferGeom.call(this, vertices, indices, radius, detail) || this _this.type = 'TetrahedronBufferGeometry' _this.parameters = { radius: radius, detail: detail } return _this } return TetrahedronBufferGeometry })(PolyhedronBufferGeometry) var TetrahedronGeometry = /*#__PURE__*/ (function (_Geometry) { _inheritsLoose(TetrahedronGeometry, _Geometry) function TetrahedronGeometry(radius, detail) { var _this _this = _Geometry.call(this) || this _this.type = 'TetrahedronGeometry' _this.parameters = { radius: radius, detail: detail } _this.fromBufferGeometry(new TetrahedronBufferGeometry(radius, detail)) _this.mergeVertices() return _this } return TetrahedronGeometry })(Geometry) var TextBufferGeometry = /*#__PURE__*/ (function (_ExtrudeBufferGeometr) { _inheritsLoose(TextBufferGeometry, _ExtrudeBufferGeometr) function TextBufferGeometry(text, parameters) { var _this if (parameters === void 0) { parameters = {} } var font = parameters.font if (!(font && font.isFont)) { console.error('THREE.TextGeometry: font parameter is not an instance of THREE.Font.') return new BufferGeometry() || _assertThisInitialized(_this) } var shapes = font.generateShapes(text, parameters.size) // translate parameters to ExtrudeGeometry API parameters.depth = 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 _this = _ExtrudeBufferGeometr.call(this, shapes, parameters) || this _this.type = 'TextBufferGeometry' return _this } return TextBufferGeometry })(ExtrudeBufferGeometry) var TextGeometry = /*#__PURE__*/ (function (_Geometry) { _inheritsLoose(TextGeometry, _Geometry) function TextGeometry(text, parameters) { var _this _this = _Geometry.call(this) || this _this.type = 'TextGeometry' _this.parameters = { text: text, parameters: parameters } _this.fromBufferGeometry(new TextBufferGeometry(text, parameters)) _this.mergeVertices() return _this } return TextGeometry })(Geometry) var TorusBufferGeometry = /*#__PURE__*/ (function (_BufferGeometry) { _inheritsLoose(TorusBufferGeometry, _BufferGeometry) function TorusBufferGeometry(radius, tube, radialSegments, tubularSegments, arc) { var _this if (radius === void 0) { radius = 1 } if (tube === void 0) { tube = 0.4 } if (radialSegments === void 0) { radialSegments = 8 } if (tubularSegments === void 0) { tubularSegments = 6 } if (arc === void 0) { arc = Math.PI * 2 } _this = _BufferGeometry.call(this) || this _this.type = 'TorusBufferGeometry' _this.parameters = { radius: radius, tube: tube, radialSegments: radialSegments, tubularSegments: tubularSegments, arc: arc } radialSegments = Math.floor(radialSegments) tubularSegments = Math.floor(tubularSegments) // buffers var indices = [] var vertices = [] var normals = [] var uvs = [] // helper variables var center = new Vector3() var vertex = new Vector3() var normal = new Vector3() // generate vertices, normals and uvs for (var j = 0; j <= radialSegments; j++) { for (var 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 (var _j = 1; _j <= radialSegments; _j++) { for (var _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.setAttribute('position', new Float32BufferAttribute(vertices, 3)) _this.setAttribute('normal', new Float32BufferAttribute(normals, 3)) _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)) return _this } return TorusBufferGeometry })(BufferGeometry) var TorusGeometry = /*#__PURE__*/ (function (_Geometry) { _inheritsLoose(TorusGeometry, _Geometry) function TorusGeometry(radius, tube, radialSegments, tubularSegments, arc) { var _this _this = _Geometry.call(this) || this _this.type = 'TorusGeometry' _this.parameters = { radius: radius, tube: tube, radialSegments: radialSegments, tubularSegments: tubularSegments, arc: arc } _this.fromBufferGeometry(new TorusBufferGeometry(radius, tube, radialSegments, tubularSegments, arc)) _this.mergeVertices() return _this } return TorusGeometry })(Geometry) var TorusKnotBufferGeometry = /*#__PURE__*/ (function (_BufferGeometry) { _inheritsLoose(TorusKnotBufferGeometry, _BufferGeometry) function TorusKnotBufferGeometry(radius, tube, tubularSegments, radialSegments, p, q) { var _this if (radius === void 0) { radius = 1 } if (tube === void 0) { tube = 0.4 } if (tubularSegments === void 0) { tubularSegments = 64 } if (radialSegments === void 0) { radialSegments = 8 } if (p === void 0) { p = 2 } if (q === void 0) { q = 3 } _this = _BufferGeometry.call(this) || this _this.type = 'TorusKnotBufferGeometry' _this.parameters = { radius: radius, tube: tube, tubularSegments: tubularSegments, radialSegments: radialSegments, p: p, q: q } tubularSegments = Math.floor(tubularSegments) radialSegments = Math.floor(radialSegments) // buffers var indices = [] var vertices = [] var normals = [] var uvs = [] // helper variables var vertex = new Vector3() var normal = new Vector3() var P1 = new Vector3() var P2 = new Vector3() var B = new Vector3() var T = new Vector3() var N = new Vector3() // generate vertices, normals and uvs for (var 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 (var 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 (var _j = 1; _j <= tubularSegments; _j++) { for (var _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.setAttribute('position', new Float32BufferAttribute(vertices, 3)) _this.setAttribute('normal', new Float32BufferAttribute(normals, 3)) _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)) // this function calculates the current position on the torus curve function calculatePositionOnCurve(u, p, q, radius, position) { 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 } return _this } return TorusKnotBufferGeometry })(BufferGeometry) var TorusKnotGeometry = /*#__PURE__*/ (function (_Geometry) { _inheritsLoose(TorusKnotGeometry, _Geometry) function TorusKnotGeometry(radius, tube, tubularSegments, radialSegments, p, q, heightScale) { var _this _this = _Geometry.call(this) || this _this.type = 'TorusKnotGeometry' _this.parameters = { radius: radius, tube: tube, tubularSegments: tubularSegments, radialSegments: radialSegments, p: p, q: q } if (heightScale !== undefined) console.warn('THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.') _this.fromBufferGeometry(new TorusKnotBufferGeometry(radius, tube, tubularSegments, radialSegments, p, q)) _this.mergeVertices() return _this } return TorusKnotGeometry })(Geometry) var TubeBufferGeometry = /*#__PURE__*/ (function (_BufferGeometry) { _inheritsLoose(TubeBufferGeometry, _BufferGeometry) function TubeBufferGeometry(path, tubularSegments, radius, radialSegments, closed) { var _this if (tubularSegments === void 0) { tubularSegments = 64 } if (radius === void 0) { radius = 1 } if (radialSegments === void 0) { radialSegments = 8 } if (closed === void 0) { closed = false } _this = _BufferGeometry.call(this) || this _this.type = 'TubeBufferGeometry' _this.parameters = { path: path, tubularSegments: tubularSegments, radius: radius, radialSegments: radialSegments, closed: closed } var frames = path.computeFrenetFrames(tubularSegments, closed) // expose internals _this.tangents = frames.tangents _this.normals = frames.normals _this.binormals = frames.binormals // helper variables var vertex = new Vector3() var normal = new Vector3() var uv = new Vector2() var P = new Vector3() // buffer var vertices = [] var normals = [] var uvs = [] var indices = [] // create buffer data generateBufferData() // build geometry _this.setIndex(indices) _this.setAttribute('position', new Float32BufferAttribute(vertices, 3)) _this.setAttribute('normal', new Float32BufferAttribute(normals, 3)) _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)) // functions function generateBufferData() { for (var i = 0; i < tubularSegments; i++) { generateSegment(i) } // if the geometry is not closed, generate the last row of vertices and normals // at the regular position on the given path // // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ) generateSegment(closed === false ? tubularSegments : 0) // uvs are generated in a separate function. // this makes it easy compute correct values for closed geometries generateUVs() // finally create faces generateIndices() } function generateSegment(i) { // we use getPointAt to sample evenly distributed points from the given path P = path.getPointAt(i / tubularSegments, P) // retrieve corresponding normal and binormal var N = frames.normals[i] var B = frames.binormals[i] // generate normals and vertices for the current segment for (var 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 (var j = 1; j <= tubularSegments; j++) { for (var 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 (var i = 0; i <= tubularSegments; i++) { for (var j = 0; j <= radialSegments; j++) { uv.x = i / tubularSegments uv.y = j / radialSegments uvs.push(uv.x, uv.y) } } } return _this } var _proto = TubeBufferGeometry.prototype _proto.toJSON = function toJSON() { var data = BufferGeometry.prototype.toJSON.call(this) data.path = this.parameters.path.toJSON() return data } return TubeBufferGeometry })(BufferGeometry) var TubeGeometry = /*#__PURE__*/ (function (_Geometry) { _inheritsLoose(TubeGeometry, _Geometry) function TubeGeometry(path, tubularSegments, radius, radialSegments, closed, taper) { var _this _this = _Geometry.call(this) || this _this.type = 'TubeGeometry' _this.parameters = { path: path, tubularSegments: tubularSegments, radius: radius, radialSegments: radialSegments, closed: closed } if (taper !== undefined) console.warn('THREE.TubeGeometry: taper has been removed.') var bufferGeometry = new TubeBufferGeometry(path, tubularSegments, radius, radialSegments, closed) // expose internals _this.tangents = bufferGeometry.tangents _this.normals = bufferGeometry.normals _this.binormals = bufferGeometry.binormals // create geometry _this.fromBufferGeometry(bufferGeometry) _this.mergeVertices() return _this } return TubeGeometry })(Geometry) var WireframeGeometry = /*#__PURE__*/ (function (_BufferGeometry) { _inheritsLoose(WireframeGeometry, _BufferGeometry) function WireframeGeometry(geometry) { var _this _this = _BufferGeometry.call(this) || this _this.type = 'WireframeGeometry' // buffer var vertices = [] // helper variables var edge = [0, 0], edges = {} var keys = ['a', 'b', 'c'] // 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 (var i = 0, l = faces.length; i < l; i++) { var face = faces[i] for (var j = 0; j < 3; j++) { var edge1 = face[keys[j]] var edge2 = face[keys[(j + 1) % 3]] edge[0] = Math.min(edge1, edge2) // sorting prevents duplicates edge[1] = Math.max(edge1, edge2) var key = edge[0] + ',' + edge[1] if (edges[key] === undefined) { edges[key] = { index1: edge[0], index2: edge[1] } } } } // generate vertices for (var _key in edges) { var e = edges[_key] var 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 _vertex = new Vector3() if (geometry.index !== null) { // indexed BufferGeometry var position = geometry.attributes.position var indices = geometry.index var 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 (var o = 0, ol = groups.length; o < ol; ++o) { var group = groups[o] var start = group.start var count = group.count for (var _i = start, _l = start + count; _i < _l; _i += 3) { for (var _j = 0; _j < 3; _j++) { var _edge = indices.getX(_i + _j) var _edge2 = indices.getX(_i + ((_j + 1) % 3)) edge[0] = Math.min(_edge, _edge2) // sorting prevents duplicates edge[1] = Math.max(_edge, _edge2) var _key2 = edge[0] + ',' + edge[1] if (edges[_key2] === undefined) { edges[_key2] = { index1: edge[0], index2: edge[1] } } } } } // generate vertices for (var _key3 in edges) { var _e = edges[_key3] _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 var _position = geometry.attributes.position for (var _i2 = 0, _l2 = _position.count / 3; _i2 < _l2; _i2++) { for (var _j2 = 0; _j2 < 3; _j2++) { // 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) var index1 = 3 * _i2 + _j2 _vertex.fromBufferAttribute(_position, index1) vertices.push(_vertex.x, _vertex.y, _vertex.z) var index2 = 3 * _i2 + ((_j2 + 1) % 3) _vertex.fromBufferAttribute(_position, index2) vertices.push(_vertex.x, _vertex.y, _vertex.z) } } } } // build geometry _this.setAttribute('position', new Float32BufferAttribute(vertices, 3)) return _this } return WireframeGeometry })(BufferGeometry) var Geometries = /*#__PURE__*/ Object.freeze({ __proto__: null, BoxGeometry: BoxGeometry, BoxBufferGeometry: BoxBufferGeometry, CircleGeometry: CircleGeometry, CircleBufferGeometry: CircleBufferGeometry, ConeGeometry: ConeGeometry, ConeBufferGeometry: ConeBufferGeometry, CylinderGeometry: CylinderGeometry, CylinderBufferGeometry: CylinderBufferGeometry, DodecahedronGeometry: DodecahedronGeometry, DodecahedronBufferGeometry: DodecahedronBufferGeometry, EdgesGeometry: EdgesGeometry, ExtrudeGeometry: ExtrudeGeometry, ExtrudeBufferGeometry: ExtrudeBufferGeometry, IcosahedronGeometry: IcosahedronGeometry, IcosahedronBufferGeometry: IcosahedronBufferGeometry, LatheGeometry: LatheGeometry, LatheBufferGeometry: LatheBufferGeometry, OctahedronGeometry: OctahedronGeometry, OctahedronBufferGeometry: OctahedronBufferGeometry, ParametricGeometry: ParametricGeometry, ParametricBufferGeometry: ParametricBufferGeometry, PlaneGeometry: PlaneGeometry, PlaneBufferGeometry: PlaneBufferGeometry, PolyhedronGeometry: PolyhedronGeometry, PolyhedronBufferGeometry: PolyhedronBufferGeometry, RingGeometry: RingGeometry, RingBufferGeometry: RingBufferGeometry, ShapeGeometry: ShapeGeometry, ShapeBufferGeometry: ShapeBufferGeometry, SphereGeometry: SphereGeometry, SphereBufferGeometry: SphereBufferGeometry, TetrahedronGeometry: TetrahedronGeometry, TetrahedronBufferGeometry: TetrahedronBufferGeometry, TextGeometry: TextGeometry, TextBufferGeometry: TextBufferGeometry, TorusGeometry: TorusGeometry, TorusBufferGeometry: TorusBufferGeometry, TorusKnotGeometry: TorusKnotGeometry, TorusKnotBufferGeometry: TorusKnotBufferGeometry, TubeGeometry: TubeGeometry, TubeBufferGeometry: TubeBufferGeometry, WireframeGeometry: WireframeGeometry }) /** * parameters = { * color: * } */ function ShadowMaterial(parameters) { Material.call(this) this.type = 'ShadowMaterial' this.color = new Color(0x000000) this.transparent = true this.setValues(parameters) } ShadowMaterial.prototype = Object.create(Material.prototype) ShadowMaterial.prototype.constructor = ShadowMaterial ShadowMaterial.prototype.isShadowMaterial = true ShadowMaterial.prototype.copy = function (source) { Material.prototype.copy.call(this, source) this.color.copy(source.color) return this } function RawShaderMaterial(parameters) { ShaderMaterial.call(this, parameters) this.type = 'RawShaderMaterial' } RawShaderMaterial.prototype = Object.create(ShaderMaterial.prototype) RawShaderMaterial.prototype.constructor = RawShaderMaterial RawShaderMaterial.prototype.isRawShaderMaterial = true /** * parameters = { * color: , * roughness: , * metalness: , * opacity: , * * map: new THREE.Texture( ), * * lightMap: new THREE.Texture( ), * lightMapIntensity: * * aoMap: new THREE.Texture( ), * aoMapIntensity: * * emissive: , * emissiveIntensity: * emissiveMap: new THREE.Texture( ), * * bumpMap: new THREE.Texture( ), * bumpScale: , * * normalMap: new THREE.Texture( ), * normalMapType: THREE.TangentSpaceNormalMap, * normalScale: , * * displacementMap: new THREE.Texture( ), * displacementScale: , * displacementBias: , * * roughnessMap: new THREE.Texture( ), * * metalnessMap: new THREE.Texture( ), * * alphaMap: new THREE.Texture( ), * * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), * envMapIntensity: * * refractionRatio: , * * wireframe: , * wireframeLinewidth: , * * skinning: , * morphTargets: , * morphNormals: * } */ function MeshStandardMaterial(parameters) { Material.call(this) this.defines = { STANDARD: '' } this.type = 'MeshStandardMaterial' this.color = new Color(0xffffff) // diffuse this.roughness = 1.0 this.metalness = 0.0 this.map = null this.lightMap = null this.lightMapIntensity = 1.0 this.aoMap = null this.aoMapIntensity = 1.0 this.emissive = new Color(0x000000) this.emissiveIntensity = 1.0 this.emissiveMap = null this.bumpMap = null this.bumpScale = 1 this.normalMap = null this.normalMapType = TangentSpaceNormalMap this.normalScale = new Vector2(1, 1) this.displacementMap = null this.displacementScale = 1 this.displacementBias = 0 this.roughnessMap = null this.metalnessMap = null this.alphaMap = null this.envMap = null this.envMapIntensity = 1.0 this.refractionRatio = 0.98 this.wireframe = false this.wireframeLinewidth = 1 this.wireframeLinecap = 'round' this.wireframeLinejoin = 'round' this.skinning = false this.morphTargets = false this.morphNormals = false this.vertexTangents = 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.normalMapType = source.normalMapType this.normalScale.copy(source.normalScale) this.displacementMap = source.displacementMap this.displacementScale = source.displacementScale this.displacementBias = source.displacementBias this.roughnessMap = source.roughnessMap this.metalnessMap = source.metalnessMap this.alphaMap = source.alphaMap this.envMap = source.envMap this.envMapIntensity = source.envMapIntensity this.refractionRatio = source.refractionRatio this.wireframe = source.wireframe this.wireframeLinewidth = source.wireframeLinewidth this.wireframeLinecap = source.wireframeLinecap this.wireframeLinejoin = source.wireframeLinejoin this.skinning = source.skinning this.morphTargets = source.morphTargets this.morphNormals = source.morphNormals this.vertexTangents = source.vertexTangents return this } /** * parameters = { * clearcoat: , * clearcoatMap: new THREE.Texture( ), * clearcoatRoughness: , * clearcoatRoughnessMap: new THREE.Texture( ), * clearcoatNormalScale: , * clearcoatNormalMap: new THREE.Texture( ), * * reflectivity: , * ior: , * * sheen: , * * transmission: , * transmissionMap: new THREE.Texture( ) * } */ function MeshPhysicalMaterial(parameters) { MeshStandardMaterial.call(this) this.defines = { STANDARD: '', PHYSICAL: '' } this.type = 'MeshPhysicalMaterial' this.clearcoat = 0.0 this.clearcoatMap = null this.clearcoatRoughness = 0.0 this.clearcoatRoughnessMap = null this.clearcoatNormalScale = new Vector2(1, 1) this.clearcoatNormalMap = null this.reflectivity = 0.5 // maps to F0 = 0.04 Object.defineProperty(this, 'ior', { get: function get() { return (1 + 0.4 * this.reflectivity) / (1 - 0.4 * this.reflectivity) }, set: function set(ior) { this.reflectivity = MathUtils.clamp((2.5 * (ior - 1)) / (ior + 1), 0, 1) } }) this.sheen = null // null will disable sheen bsdf this.transmission = 0.0 this.transmissionMap = null this.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 = { STANDARD: '', PHYSICAL: '' } this.clearcoat = source.clearcoat this.clearcoatMap = source.clearcoatMap this.clearcoatRoughness = source.clearcoatRoughness this.clearcoatRoughnessMap = source.clearcoatRoughnessMap this.clearcoatNormalMap = source.clearcoatNormalMap this.clearcoatNormalScale.copy(source.clearcoatNormalScale) this.reflectivity = source.reflectivity if (source.sheen) { this.sheen = (this.sheen || new Color()).copy(source.sheen) } else { this.sheen = null } this.transmission = source.transmission this.transmissionMap = source.transmissionMap return this } /** * parameters = { * color: , * specular: , * shininess: , * opacity: , * * map: new THREE.Texture( ), * * lightMap: new THREE.Texture( ), * lightMapIntensity: * * aoMap: new THREE.Texture( ), * aoMapIntensity: * * emissive: , * emissiveIntensity: * emissiveMap: new THREE.Texture( ), * * bumpMap: new THREE.Texture( ), * bumpScale: , * * normalMap: new THREE.Texture( ), * normalMapType: THREE.TangentSpaceNormalMap, * normalScale: , * * displacementMap: new THREE.Texture( ), * displacementScale: , * displacementBias: , * * specularMap: new THREE.Texture( ), * * alphaMap: new THREE.Texture( ), * * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), * combine: THREE.MultiplyOperation, * reflectivity: , * refractionRatio: , * * wireframe: , * wireframeLinewidth: , * * 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.normalMapType = TangentSpaceNormalMap this.normalScale = new Vector2(1, 1) this.displacementMap = null this.displacementScale = 1 this.displacementBias = 0 this.specularMap = null this.alphaMap = null this.envMap = null this.combine = MultiplyOperation this.reflectivity = 1 this.refractionRatio = 0.98 this.wireframe = false this.wireframeLinewidth = 1 this.wireframeLinecap = 'round' this.wireframeLinejoin = 'round' this.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.normalMapType = source.normalMapType this.normalScale.copy(source.normalScale) this.displacementMap = source.displacementMap this.displacementScale = source.displacementScale this.displacementBias = source.displacementBias this.specularMap = source.specularMap this.alphaMap = source.alphaMap this.envMap = source.envMap this.combine = source.combine this.reflectivity = source.reflectivity this.refractionRatio = source.refractionRatio this.wireframe = source.wireframe this.wireframeLinewidth = source.wireframeLinewidth this.wireframeLinecap = source.wireframeLinecap this.wireframeLinejoin = source.wireframeLinejoin this.skinning = source.skinning this.morphTargets = source.morphTargets this.morphNormals = source.morphNormals return this } /** * parameters = { * color: , * * map: new THREE.Texture( ), * gradientMap: new THREE.Texture( ), * * lightMap: new THREE.Texture( ), * lightMapIntensity: * * aoMap: new THREE.Texture( ), * aoMapIntensity: * * emissive: , * emissiveIntensity: * emissiveMap: new THREE.Texture( ), * * bumpMap: new THREE.Texture( ), * bumpScale: , * * normalMap: new THREE.Texture( ), * normalMapType: THREE.TangentSpaceNormalMap, * normalScale: , * * displacementMap: new THREE.Texture( ), * displacementScale: , * displacementBias: , * * alphaMap: new THREE.Texture( ), * * wireframe: , * wireframeLinewidth: , * * skinning: , * morphTargets: , * morphNormals: * } */ function MeshToonMaterial(parameters) { Material.call(this) this.defines = { TOON: '' } this.type = 'MeshToonMaterial' this.color = new Color(0xffffff) this.map = null this.gradientMap = null this.lightMap = null this.lightMapIntensity = 1.0 this.aoMap = null this.aoMapIntensity = 1.0 this.emissive = new Color(0x000000) this.emissiveIntensity = 1.0 this.emissiveMap = null this.bumpMap = null this.bumpScale = 1 this.normalMap = null this.normalMapType = TangentSpaceNormalMap this.normalScale = new Vector2(1, 1) this.displacementMap = null this.displacementScale = 1 this.displacementBias = 0 this.alphaMap = null this.wireframe = false this.wireframeLinewidth = 1 this.wireframeLinecap = 'round' this.wireframeLinejoin = 'round' this.skinning = false this.morphTargets = false this.morphNormals = false this.setValues(parameters) } MeshToonMaterial.prototype = Object.create(Material.prototype) MeshToonMaterial.prototype.constructor = MeshToonMaterial MeshToonMaterial.prototype.isMeshToonMaterial = true MeshToonMaterial.prototype.copy = function (source) { Material.prototype.copy.call(this, source) this.color.copy(source.color) this.map = source.map this.gradientMap = source.gradientMap this.lightMap = source.lightMap this.lightMapIntensity = source.lightMapIntensity this.aoMap = source.aoMap this.aoMapIntensity = source.aoMapIntensity this.emissive.copy(source.emissive) this.emissiveMap = source.emissiveMap this.emissiveIntensity = source.emissiveIntensity this.bumpMap = source.bumpMap this.bumpScale = source.bumpScale this.normalMap = source.normalMap this.normalMapType = source.normalMapType this.normalScale.copy(source.normalScale) this.displacementMap = source.displacementMap this.displacementScale = source.displacementScale this.displacementBias = source.displacementBias this.alphaMap = source.alphaMap this.wireframe = source.wireframe this.wireframeLinewidth = source.wireframeLinewidth this.wireframeLinecap = source.wireframeLinecap this.wireframeLinejoin = source.wireframeLinejoin this.skinning = source.skinning this.morphTargets = source.morphTargets this.morphNormals = source.morphNormals return this } /** * parameters = { * opacity: , * * bumpMap: new THREE.Texture( ), * bumpScale: , * * normalMap: new THREE.Texture( ), * normalMapType: THREE.TangentSpaceNormalMap, * 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.normalMapType = TangentSpaceNormalMap this.normalScale = new Vector2(1, 1) this.displacementMap = null this.displacementScale = 1 this.displacementBias = 0 this.wireframe = false this.wireframeLinewidth = 1 this.fog = false this.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.normalMapType = source.normalMapType this.normalScale.copy(source.normalScale) this.displacementMap = source.displacementMap this.displacementScale = source.displacementScale this.displacementBias = source.displacementBias this.wireframe = source.wireframe this.wireframeLinewidth = source.wireframeLinewidth this.skinning = source.skinning this.morphTargets = source.morphTargets this.morphNormals = source.morphNormals return this } /** * 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 } /** * parameters = { * color: , * opacity: , * * matcap: new THREE.Texture( ), * * map: new THREE.Texture( ), * * bumpMap: new THREE.Texture( ), * bumpScale: , * * normalMap: new THREE.Texture( ), * normalMapType: THREE.TangentSpaceNormalMap, * normalScale: , * * displacementMap: new THREE.Texture( ), * displacementScale: , * displacementBias: , * * alphaMap: new THREE.Texture( ), * * skinning: , * morphTargets: , * morphNormals: * } */ function MeshMatcapMaterial(parameters) { Material.call(this) this.defines = { MATCAP: '' } this.type = 'MeshMatcapMaterial' this.color = new Color(0xffffff) // diffuse this.matcap = null this.map = null this.bumpMap = null this.bumpScale = 1 this.normalMap = null this.normalMapType = TangentSpaceNormalMap this.normalScale = new Vector2(1, 1) this.displacementMap = null this.displacementScale = 1 this.displacementBias = 0 this.alphaMap = null this.skinning = false this.morphTargets = false this.morphNormals = false this.setValues(parameters) } MeshMatcapMaterial.prototype = Object.create(Material.prototype) MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true MeshMatcapMaterial.prototype.copy = function (source) { Material.prototype.copy.call(this, source) this.defines = { MATCAP: '' } this.color.copy(source.color) this.matcap = source.matcap this.map = source.map this.bumpMap = source.bumpMap this.bumpScale = source.bumpScale this.normalMap = source.normalMap this.normalMapType = source.normalMapType this.normalScale.copy(source.normalScale) this.displacementMap = source.displacementMap this.displacementScale = source.displacementScale this.displacementBias = source.displacementBias this.alphaMap = source.alphaMap this.skinning = source.skinning this.morphTargets = source.morphTargets this.morphNormals = source.morphNormals return this } /** * 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 = /*#__PURE__*/ Object.freeze({ __proto__: null, ShadowMaterial: ShadowMaterial, SpriteMaterial: SpriteMaterial, RawShaderMaterial: RawShaderMaterial, ShaderMaterial: ShaderMaterial, PointsMaterial: PointsMaterial, MeshPhysicalMaterial: MeshPhysicalMaterial, MeshStandardMaterial: MeshStandardMaterial, MeshPhongMaterial: MeshPhongMaterial, MeshToonMaterial: MeshToonMaterial, MeshNormalMaterial: MeshNormalMaterial, MeshLambertMaterial: MeshLambertMaterial, MeshDepthMaterial: MeshDepthMaterial, MeshDistanceMaterial: MeshDistanceMaterial, MeshBasicMaterial: MeshBasicMaterial, MeshMatcapMaterial: MeshMatcapMaterial, LineDashedMaterial: LineDashedMaterial, LineBasicMaterial: LineBasicMaterial, Material: Material }) var AnimationUtils = { // same as Array.prototype.slice, but also works on typed arrays arraySlice: function arraySlice(array, from, to) { if (AnimationUtils.isTypedArray(array)) { // in ios9 array.subarray(from, undefined) will return empty array // but array.subarray(from) or array.subarray(from, len) is correct return new array.constructor(array.subarray(from, to !== undefined ? to : array.length)) } return array.slice(from, to) }, // converts an array to a specific type convertArray: function convertArray(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 isTypedArray(object) { return ArrayBuffer.isView(object) && !(object instanceof DataView) }, // returns an array by which times and values can be sorted getKeyframeOrder: function getKeyframeOrder(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 sortedArray(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 flattenJSON(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) } }, subclip: function subclip(sourceClip, name, startFrame, endFrame, fps) { if (fps === void 0) { fps = 30 } var clip = sourceClip.clone() clip.name = name var tracks = [] for (var i = 0; i < clip.tracks.length; ++i) { var track = clip.tracks[i] var valueSize = track.getValueSize() var times = [] var values = [] for (var j = 0; j < track.times.length; ++j) { var frame = track.times[j] * fps if (frame < startFrame || frame >= endFrame) continue times.push(track.times[j]) for (var k = 0; k < valueSize; ++k) { values.push(track.values[j * valueSize + k]) } } if (times.length === 0) continue track.times = AnimationUtils.convertArray(times, track.times.constructor) track.values = AnimationUtils.convertArray(values, track.values.constructor) tracks.push(track) } clip.tracks = tracks // find minimum .times value across all tracks in the trimmed clip var minStartTime = Infinity for (var _i = 0; _i < clip.tracks.length; ++_i) { if (minStartTime > clip.tracks[_i].times[0]) { minStartTime = clip.tracks[_i].times[0] } } // shift all tracks such that clip begins at t=0 for (var _i2 = 0; _i2 < clip.tracks.length; ++_i2) { clip.tracks[_i2].shift(-1 * minStartTime) } clip.resetDuration() return clip }, makeClipAdditive: function makeClipAdditive(targetClip, referenceFrame, referenceClip, fps) { if (referenceFrame === void 0) { referenceFrame = 0 } if (referenceClip === void 0) { referenceClip = targetClip } if (fps === void 0) { fps = 30 } if (fps <= 0) fps = 30 var numTracks = referenceClip.tracks.length var referenceTime = referenceFrame / fps // Make each track's values relative to the values at the reference frame var _loop = function _loop(i) { var referenceTrack = referenceClip.tracks[i] var referenceTrackType = referenceTrack.ValueTypeName // Skip this track if it's non-numeric if (referenceTrackType === 'bool' || referenceTrackType === 'string') return 'continue' // Find the track in the target clip whose name and type matches the reference track var targetTrack = targetClip.tracks.find(function (track) { return track.name === referenceTrack.name && track.ValueTypeName === referenceTrackType }) if (targetTrack === undefined) return 'continue' var referenceOffset = 0 var referenceValueSize = referenceTrack.getValueSize() if (referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) { referenceOffset = referenceValueSize / 3 } var targetOffset = 0 var targetValueSize = targetTrack.getValueSize() if (targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) { targetOffset = targetValueSize / 3 } var lastIndex = referenceTrack.times.length - 1 var referenceValue = void 0 // Find the value to subtract out of the track if (referenceTime <= referenceTrack.times[0]) { // Reference frame is earlier than the first keyframe, so just use the first keyframe var startIndex = referenceOffset var endIndex = referenceValueSize - referenceOffset referenceValue = AnimationUtils.arraySlice(referenceTrack.values, startIndex, endIndex) } else if (referenceTime >= referenceTrack.times[lastIndex]) { // Reference frame is after the last keyframe, so just use the last keyframe var _startIndex = lastIndex * referenceValueSize + referenceOffset var _endIndex = _startIndex + referenceValueSize - referenceOffset referenceValue = AnimationUtils.arraySlice(referenceTrack.values, _startIndex, _endIndex) } else { // Interpolate to the reference value var interpolant = referenceTrack.createInterpolant() var _startIndex2 = referenceOffset var _endIndex2 = referenceValueSize - referenceOffset interpolant.evaluate(referenceTime) referenceValue = AnimationUtils.arraySlice(interpolant.resultBuffer, _startIndex2, _endIndex2) } // Conjugate the quaternion if (referenceTrackType === 'quaternion') { var referenceQuat = new Quaternion().fromArray(referenceValue).normalize().conjugate() referenceQuat.toArray(referenceValue) } // Subtract the reference value from all of the track values var numTimes = targetTrack.times.length for (var j = 0; j < numTimes; ++j) { var valueStart = j * targetValueSize + targetOffset if (referenceTrackType === 'quaternion') { // Multiply the conjugate for quaternion track types Quaternion.multiplyQuaternionsFlat(targetTrack.values, valueStart, referenceValue, 0, targetTrack.values, valueStart) } else { var valueEnd = targetValueSize - targetOffset * 2 // Subtract each value for all other numeric track types for (var k = 0; k < valueEnd; ++k) { targetTrack.values[valueStart + k] -= referenceValue[k] } } } } for (var i = 0; i < numTracks; ++i) { var _ret = _loop(i) if (_ret === 'continue') continue } targetClip.blendMode = AdditiveAnimationBlendMode return targetClip } } /** * Abstract base class of interpolants over parametric samples. * * The parameter domain is one dimensional, typically the time or a path * along a curve defined by the data. * * The sample values can have any dimensionality and derived classes may * apply special interpretations to the data. * * This class provides the interval seek in a Template Method, deferring * the actual interpolation to derived classes. * * Time complexity is O(1) for linear access crossing at most two points * and O(log N) for random access, where N is the number of positions. * * References: * * http://www.oodesign.com/template-method-pattern.html * */ function Interpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) { this.parameterPositions = parameterPositions this._cachedIndex = 0 this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor(sampleSize) this.sampleValues = sampleValues this.valueSize = sampleSize } Object.assign(Interpolant.prototype, { evaluate: function evaluate(t) { var pp = this.parameterPositions var 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 getSettings_() { return this.settings || this.DefaultSettings_ }, copySampleValue_: function copySampleValue_(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 interpolate_() /* i1, t0, t, t1 */ { throw new Error('call to abstract method') // implementations shall return this.resultBuffer }, intervalChanged_: function intervalChanged_() /* i1, t0, t1 */ { // empty } }) // DECLARE ALIAS AFTER assign prototype Object.assign(Interpolant.prototype, { //( 0, t, t0 ), returns this.resultBuffer beforeStart_: Interpolant.prototype.copySampleValue_, //( N-1, tN-1, t ), returns this.resultBuffer afterEnd_: Interpolant.prototype.copySampleValue_ }) /** * 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. */ function CubicInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) { Interpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer) this._weightPrev = -0 this._offsetPrev = -0 this._weightNext = -0 this._offsetNext = -0 } CubicInterpolant.prototype = Object.assign(Object.create(Interpolant.prototype), { constructor: CubicInterpolant, DefaultSettings_: { endingStart: ZeroCurvatureEnding, endingEnd: ZeroCurvatureEnding }, intervalChanged_: function intervalChanged_(i1, t0, t1) { var pp = this.parameterPositions var iPrev = i1 - 2, iNext = i1 + 1, tPrev = pp[iPrev], tNext = pp[iNext] if (tPrev === undefined) { switch (this.getSettings_().endingStart) { case ZeroSlopeEnding: // f'(t0) = 0 iPrev = i1 tPrev = 2 * t0 - t1 break case WrapAroundEnding: // use the other end of the curve iPrev = pp.length - 2 tPrev = t0 + pp[iPrev] - pp[iPrev + 1] break default: // ZeroCurvatureEnding // f''(t0) = 0 a.k.a. Natural Spline iPrev = i1 tPrev = t1 } } if (tNext === undefined) { switch (this.getSettings_().endingEnd) { case ZeroSlopeEnding: // f'(tN) = 0 iNext = i1 tNext = 2 * t1 - t0 break case WrapAroundEnding: // use the other end of the curve iNext = 1 tNext = t1 + pp[1] - pp[0] break default: // ZeroCurvatureEnding // f''(tN) = 0, a.k.a. Natural Spline iNext = i1 - 1 tNext = t0 } } var halfDt = (t1 - t0) * 0.5, stride = this.valueSize this._weightPrev = halfDt / (t0 - tPrev) this._weightNext = halfDt / (tNext - t1) this._offsetPrev = iPrev * stride this._offsetNext = iNext * stride }, interpolate_: function interpolate_(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 } }) function LinearInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) { Interpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer) } LinearInterpolant.prototype = Object.assign(Object.create(Interpolant.prototype), { constructor: LinearInterpolant, interpolate_: function interpolate_(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. */ function DiscreteInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) { Interpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer) } DiscreteInterpolant.prototype = Object.assign(Object.create(Interpolant.prototype), { constructor: DiscreteInterpolant, interpolate_: function interpolate_( i1 /*, t0, t, t1 */ ) { return this.copySampleValue_(i1 - 1) } }) function KeyframeTrack(name, times, values, interpolation) { if (name === undefined) throw new Error('THREE.KeyframeTrack: track name is undefined') if (times === undefined || times.length === 0) throw new Error('THREE.KeyframeTrack: no keyframes in track named ' + name) this.name = name this.times = AnimationUtils.convertArray(times, this.TimeBufferType) this.values = AnimationUtils.convertArray(values, this.ValueBufferType) this.setInterpolation(interpolation || this.DefaultInterpolation) } // Static methods Object.assign(KeyframeTrack, { // Serialization (in static context, because of constructor invocation // and automatic invocation of .toJSON): toJSON: function toJSON(track) { var trackType = track.constructor var json // derived classes can define a static toJSON method if (trackType.toJSON !== undefined) { json = trackType.toJSON(track) } else { // by default, we assume the data can be serialized as-is json = { name: track.name, times: AnimationUtils.convertArray(track.times, Array), values: AnimationUtils.convertArray(track.values, Array) } var interpolation = track.getInterpolation() if (interpolation !== track.DefaultInterpolation) { json.interpolation = interpolation } } json.type = track.ValueTypeName // mandatory return json } }) Object.assign(KeyframeTrack.prototype, { constructor: KeyframeTrack, TimeBufferType: Float32Array, ValueBufferType: Float32Array, DefaultInterpolation: InterpolateLinear, InterpolantFactoryMethodDiscrete: function InterpolantFactoryMethodDiscrete(result) { return new DiscreteInterpolant(this.times, this.values, this.getValueSize(), result) }, InterpolantFactoryMethodLinear: function InterpolantFactoryMethodLinear(result) { return new LinearInterpolant(this.times, this.values, this.getValueSize(), result) }, InterpolantFactoryMethodSmooth: function InterpolantFactoryMethodSmooth(result) { return new CubicInterpolant(this.times, this.values, this.getValueSize(), result) }, setInterpolation: function setInterpolation(interpolation) { var factoryMethod switch (interpolation) { case InterpolateDiscrete: factoryMethod = this.InterpolantFactoryMethodDiscrete break case InterpolateLinear: factoryMethod = this.InterpolantFactoryMethodLinear break case InterpolateSmooth: factoryMethod = this.InterpolantFactoryMethodSmooth break } if (factoryMethod === undefined) { var message = 'unsupported interpolation for ' + this.ValueTypeName + ' keyframe track named ' + this.name if (this.createInterpolant === undefined) { // fall back to default, unless the default itself is messed up if (interpolation !== this.DefaultInterpolation) { this.setInterpolation(this.DefaultInterpolation) } else { throw new Error(message) // fatal, in this case } } console.warn('THREE.KeyframeTrack:', message) return this } this.createInterpolant = factoryMethod return this }, getInterpolation: function getInterpolation() { switch (this.createInterpolant) { case this.InterpolantFactoryMethodDiscrete: return InterpolateDiscrete case this.InterpolantFactoryMethodLinear: return InterpolateLinear case this.InterpolantFactoryMethodSmooth: return InterpolateSmooth } }, getValueSize: function getValueSize() { return this.values.length / this.times.length }, // move all keyframes either forwards or backwards in time shift: function shift(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 scale(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 trim(startTime, endTime) { var times = this.times, nKeys = times.length var from = 0, to = nKeys - 1 while (from !== nKeys && times[from] < startTime) { ++from } while (to !== -1 && times[to] > endTime) { --to } ++to // inclusive -> exclusive bound if (from !== 0 || to !== nKeys) { // empty tracks are forbidden, so keep at least one keyframe if (from >= to) { to = Math.max(to, 1) from = to - 1 } var stride = this.getValueSize() this.times = AnimationUtils.arraySlice(times, from, to) this.values = AnimationUtils.arraySlice(this.values, from * stride, to * stride) } return this }, // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable validate: function validate() { 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 optimize() { // times or values may be shared with other tracks, so overwriting is unsafe var times = AnimationUtils.arraySlice(this.times), values = AnimationUtils.arraySlice(this.values), stride = this.getValueSize(), smoothInterpolation = this.getInterpolation() === InterpolateSmooth, lastIndex = times.length - 1 var writeIndex = 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, _j2 = 0; _j2 !== stride; ++_j2) { values[_writeOffset + _j2] = values[_readOffset + _j2] } ++writeIndex } if (writeIndex !== times.length) { this.times = AnimationUtils.arraySlice(times, 0, writeIndex) this.values = AnimationUtils.arraySlice(values, 0, writeIndex * stride) } else { this.times = times this.values = values } return this }, clone: function clone() { var times = AnimationUtils.arraySlice(this.times, 0) var values = AnimationUtils.arraySlice(this.values, 0) var TypedKeyframeTrack = this.constructor var track = new TypedKeyframeTrack(this.name, times, values) // Interpolant argument to constructor is not saved, so copy the factory method directly. track.createInterpolant = this.createInterpolant return track } }) /** * A Track of Boolean keyframe values. */ function BooleanKeyframeTrack(name, times, values) { KeyframeTrack.call(this, name, times, values) } BooleanKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), { constructor: BooleanKeyframeTrack, ValueTypeName: 'bool', ValueBufferType: Array, DefaultInterpolation: InterpolateDiscrete, InterpolantFactoryMethodLinear: undefined, InterpolantFactoryMethodSmooth: undefined // Note: Actually this track could have a optimized / compressed // representation of a single value and a custom interpolant that // computes "firstValue ^ isOdd( index )". }) /** * A Track of keyframe values that represent color. */ function ColorKeyframeTrack(name, times, values, interpolation) { KeyframeTrack.call(this, name, times, values, interpolation) } ColorKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), { constructor: ColorKeyframeTrack, ValueTypeName: 'color' // ValueBufferType is inherited // DefaultInterpolation is inherited // Note: Very basic implementation and nothing special yet. // However, this is the place for color space parameterization. }) /** * A Track of numeric keyframe values. */ function NumberKeyframeTrack(name, times, values, interpolation) { KeyframeTrack.call(this, name, times, values, interpolation) } NumberKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), { constructor: NumberKeyframeTrack, ValueTypeName: 'number' // ValueBufferType is inherited // DefaultInterpolation is inherited }) /** * Spherical linear unit quaternion interpolant. */ function QuaternionLinearInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) { Interpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer) } QuaternionLinearInterpolant.prototype = Object.assign(Object.create(Interpolant.prototype), { constructor: QuaternionLinearInterpolant, interpolate_: function interpolate_(i1, t0, t, t1) { var result = this.resultBuffer, values = this.sampleValues, stride = this.valueSize, alpha = (t - t0) / (t1 - t0) var offset = i1 * stride for (var end = offset + stride; offset !== end; offset += 4) { Quaternion.slerpFlat(result, 0, values, offset - stride, values, offset, alpha) } return result } }) /** * A Track of quaternion keyframe values. */ function QuaternionKeyframeTrack(name, times, values, interpolation) { KeyframeTrack.call(this, name, times, values, interpolation) } QuaternionKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), { constructor: QuaternionKeyframeTrack, ValueTypeName: 'quaternion', // ValueBufferType is inherited DefaultInterpolation: InterpolateLinear, InterpolantFactoryMethodLinear: function InterpolantFactoryMethodLinear(result) { return new QuaternionLinearInterpolant(this.times, this.values, this.getValueSize(), result) }, InterpolantFactoryMethodSmooth: undefined // not yet implemented }) /** * A Track that interpolates Strings */ function StringKeyframeTrack(name, times, values, interpolation) { KeyframeTrack.call(this, name, times, values, interpolation) } StringKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), { constructor: StringKeyframeTrack, ValueTypeName: 'string', ValueBufferType: Array, DefaultInterpolation: InterpolateDiscrete, InterpolantFactoryMethodLinear: undefined, InterpolantFactoryMethodSmooth: undefined }) /** * A Track of vectored keyframe values. */ 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 }) function AnimationClip(name, duration, tracks, blendMode) { this.name = name this.tracks = tracks this.duration = duration !== undefined ? duration : -1 this.blendMode = blendMode !== undefined ? blendMode : NormalAnimationBlendMode this.uuid = MathUtils.generateUUID() // this means it should figure out its duration by scanning the tracks if (this.duration < 0) { this.resetDuration() } } function getTrackTypeForValueTypeName(typeName) { switch (typeName.toLowerCase()) { case 'scalar': case 'double': case 'float': case 'number': case 'integer': return NumberKeyframeTrack case 'vector': case 'vector2': case 'vector3': case 'vector4': return VectorKeyframeTrack case 'color': return ColorKeyframeTrack case 'quaternion': return QuaternionKeyframeTrack case 'bool': case 'boolean': return BooleanKeyframeTrack case 'string': return StringKeyframeTrack } throw new Error('THREE.KeyframeTrack: Unsupported typeName: ' + typeName) } function parseKeyframeTrack(json) { if (json.type === undefined) { throw new Error('THREE.KeyframeTrack: track type undefined, can not parse') } var trackType = getTrackTypeForValueTypeName(json.type) if (json.times === undefined) { var times = [], values = [] AnimationUtils.flattenJSON(json.keys, times, values, 'value') json.times = times json.values = values } // derived classes can define a static parse method if (trackType.parse !== undefined) { return trackType.parse(json) } else { // by default, we assume a constructor compatible with the base return new trackType(json.name, json.times, json.values, json.interpolation) } } Object.assign(AnimationClip, { parse: function parse(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(parseKeyframeTrack(jsonTracks[i]).scale(frameTime)) } var clip = new AnimationClip(json.name, json.duration, tracks, json.blendMode) clip.uuid = json.uuid return clip }, toJSON: function toJSON(clip) { var tracks = [], clipTracks = clip.tracks var json = { name: clip.name, duration: clip.duration, tracks: tracks, uuid: clip.uuid, blendMode: clip.blendMode } for (var i = 0, n = clipTracks.length; i !== n; ++i) { tracks.push(KeyframeTrack.toJSON(clipTracks[i])) } return json }, CreateFromMorphTargetSequence: function CreateFromMorphTargetSequence(name, morphTargetSequence, fps, noLoop) { var numMorphTargets = morphTargetSequence.length var tracks = [] for (var i = 0; i < numMorphTargets; i++) { var times = [] var values = [] times.push((i + numMorphTargets - 1) % numMorphTargets, i, (i + 1) % numMorphTargets) values.push(0, 1, 0) var order = AnimationUtils.getKeyframeOrder(times) times = AnimationUtils.sortedArray(times, 1, order) values = AnimationUtils.sortedArray(values, 1, order) // if there is a key at the first frame, duplicate it as the // last frame as well for perfect loop. if (!noLoop && times[0] === 0) { times.push(numMorphTargets) values.push(values[0]) } tracks.push(new NumberKeyframeTrack('.morphTargetInfluences[' + morphTargetSequence[i].name + ']', times, values).scale(1.0 / fps)) } return new AnimationClip(name, -1, tracks) }, findByName: function findByName(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 CreateClipsFromMorphTargetSequences(morphTargets, fps, noLoop) { var animationToMorphTargets = {} // tested with https://regex101.com/ on trick sequences // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 var pattern = /^([\w-]*?)([\d]+)$/ // sort morph target names into animation groups based // patterns like Walk_001, Walk_002, Run_001, Run_002 for (var i = 0, il = morphTargets.length; i < il; i++) { var morphTarget = morphTargets[i] var parts = morphTarget.name.match(pattern) if (parts && parts.length > 1) { var name = parts[1] var animationMorphTargets = animationToMorphTargets[name] if (!animationMorphTargets) { animationToMorphTargets[name] = animationMorphTargets = [] } animationMorphTargets.push(morphTarget) } } var clips = [] for (var _name in animationToMorphTargets) { clips.push(AnimationClip.CreateFromMorphTargetSequence(_name, animationToMorphTargets[_name], fps, noLoop)) } return clips }, // parse the animation.hierarchy format parseAnimation: function parseAnimation(animation, bones) { if (!animation) { console.error('THREE.AnimationClip: No animation in JSONLoader data.') return null } var addNonemptyTrack = function addNonemptyTrack(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' var fps = animation.fps || 30 var blendMode = animation.blendMode // automatic length determination in AnimationClip. var duration = animation.length || -1 var hierarchyTracks = animation.hierarchy || [] for (var h = 0; h < hierarchyTracks.length; h++) { var animationKeys = hierarchyTracks[h].keys // skip empty tracks if (!animationKeys || animationKeys.length === 0) continue // process morph targets if (animationKeys[0].morphTargets) { // figure out all morph targets used in this track var morphTargetNames = {} var k = void 0 for (k = 0; k < animationKeys.length; k++) { if (animationKeys[k].morphTargets) { for (var m = 0; m < animationKeys[k].morphTargets.length; m++) { morphTargetNames[animationKeys[k].morphTargets[m]] = -1 } } } // create a track for each morph target with all zero // morphTargetInfluences except for the keys in which // the morphTarget is named. for (var morphTargetName in morphTargetNames) { var times = [] var values = [] for (var _m = 0; _m !== animationKeys[k].morphTargets.length; ++_m) { var animationKey = animationKeys[k] times.push(animationKey.time) values.push(animationKey.morphTarget === morphTargetName ? 1 : 0) } tracks.push(new NumberKeyframeTrack('.morphTargetInfluence[' + morphTargetName + ']', times, values)) } duration = morphTargetNames.length * (fps || 1.0) } else { // ...assume skeletal animation var boneName = '.bones[' + bones[h].name + ']' addNonemptyTrack(VectorKeyframeTrack, boneName + '.position', animationKeys, 'pos', tracks) addNonemptyTrack(QuaternionKeyframeTrack, boneName + '.quaternion', animationKeys, 'rot', tracks) addNonemptyTrack(VectorKeyframeTrack, boneName + '.scale', animationKeys, 'scl', tracks) } } if (tracks.length === 0) { return null } var clip = new AnimationClip(clipName, duration, tracks, blendMode) return clip } }) Object.assign(AnimationClip.prototype, { resetDuration: function resetDuration() { var tracks = this.tracks var 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 return this }, trim: function trim() { for (var i = 0; i < this.tracks.length; i++) { this.tracks[i].trim(0, this.duration) } return this }, validate: function validate() { var valid = true for (var i = 0; i < this.tracks.length; i++) { valid = valid && this.tracks[i].validate() } return valid }, optimize: function optimize() { for (var i = 0; i < this.tracks.length; i++) { this.tracks[i].optimize() } return this }, clone: function clone() { var tracks = [] for (var i = 0; i < this.tracks.length; i++) { tracks.push(this.tracks[i].clone()) } return new AnimationClip(this.name, this.duration, tracks, this.blendMode) }, toJSON: function toJSON() { return AnimationClip.toJSON(this) } }) var Cache = { enabled: false, files: {}, add: function add(key, file) { if (this.enabled === false) return // console.log( 'THREE.Cache', 'Adding key:', key ); this.files[key] = file }, get: function get(key) { if (this.enabled === false) return // console.log( 'THREE.Cache', 'Checking key:', key ); return this.files[key] }, remove: function remove(key) { delete this.files[key] }, clear: function clear() { this.files = {} } } function LoadingManager(onLoad, onProgress, onError) { var scope = this var isLoading = false var itemsLoaded = 0 var itemsTotal = 0 var urlModifier = undefined var handlers = [] // Refer to #5689 for the reason why we don't set .onStart // in the constructor this.onStart = undefined this.onLoad = onLoad this.onProgress = onProgress this.onError = onError this.itemStart = function (url) { itemsTotal++ if (isLoading === false) { if (scope.onStart !== undefined) { scope.onStart(url, itemsLoaded, itemsTotal) } } 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 } this.addHandler = function (regex, loader) { handlers.push(regex, loader) return this } this.removeHandler = function (regex) { var index = handlers.indexOf(regex) if (index !== -1) { handlers.splice(index, 2) } return this } this.getHandler = function (file) { for (var i = 0, l = handlers.length; i < l; i += 2) { var regex = handlers[i] var loader = handlers[i + 1] if (regex.global) regex.lastIndex = 0 // see #17920 if (regex.test(file)) { return loader } } return null } } var DefaultLoadingManager = new LoadingManager() function Loader(manager) { this.manager = manager !== undefined ? manager : DefaultLoadingManager this.crossOrigin = 'anonymous' this.withCredentials = false this.path = '' this.resourcePath = '' this.requestHeader = {} } Object.assign(Loader.prototype, { load: function load() /* url, onLoad, onProgress, onError */ {}, loadAsync: function loadAsync(url, onProgress) { var scope = this return new Promise(function (resolve, reject) { scope.load(url, resolve, onProgress, reject) }) }, parse: function parse() /* data */ {}, setCrossOrigin: function setCrossOrigin(crossOrigin) { this.crossOrigin = crossOrigin return this }, setWithCredentials: function setWithCredentials(value) { this.withCredentials = value return this }, setPath: function setPath(path) { this.path = path return this }, setResourcePath: function setResourcePath(resourcePath) { this.resourcePath = resourcePath return this }, setRequestHeader: function setRequestHeader(requestHeader) { this.requestHeader = requestHeader return this } }) var loading = {} function FileLoader(manager) { Loader.call(this, manager) } FileLoader.prototype = Object.assign(Object.create(Loader.prototype), { constructor: FileLoader, load: function load(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) var request // 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 = decodeURIComponent(data) if (isBase64) data = atob(data) try { var response var responseType = (this.responseType || '').toLowerCase() switch (responseType) { case 'arraybuffer': case 'blob': var view = new Uint8Array(data.length) for (var i = 0; i < data.length; i++) { view[i] = data.charCodeAt(i) } if (responseType === 'blob') { response = new Blob([view.buffer], { type: mimeType }) } else { response = view.buffer } break case 'document': var parser = new DOMParser() response = parser.parseFromString(data, mimeType) break case 'json': response = JSON.parse(data) break default: // 'text' or other response = data break } // Wait for next browser tick like standard XMLHttpRequest event dispatching does setTimeout(function () { if (onLoad) onLoad(response) scope.manager.itemEnd(url) }, 0) } catch (error) { // Wait for next browser tick like standard XMLHttpRequest event dispatching does setTimeout(function () { if (onError) onError(error) scope.manager.itemError(url) scope.manager.itemEnd(url) }, 0) } } else { // Initialise array for duplicate requests loading[url] = [] loading[url].push({ onLoad: onLoad, onProgress: onProgress, onError: onError }) request = new XMLHttpRequest() request.open('GET', url, true) request.addEventListener( 'load', function (event) { var response = this.response var callbacks = loading[url] delete loading[url] if (this.status === 200 || this.status === 0) { // Some browsers return HTTP Status 0 when using non-http protocol // e.g. 'file://' or 'data://'. Handle as success. if (this.status === 0) console.warn('THREE.FileLoader: HTTP Status 0 received.') // Add to cache only on HTTP success, so that we do not cache // error response bodies as proper responses to requests. Cache.add(url, response) for (var _i = 0, il = callbacks.length; _i < il; _i++) { var callback = callbacks[_i] if (callback.onLoad) callback.onLoad(response) } scope.manager.itemEnd(url) } else { for (var _i2 = 0, _il = callbacks.length; _i2 < _il; _i2++) { var _callback = callbacks[_i2] if (_callback.onError) _callback.onError(event) } scope.manager.itemError(url) scope.manager.itemEnd(url) } }, false ) request.addEventListener( 'progress', function (event) { var callbacks = loading[url] for (var _i3 = 0, il = callbacks.length; _i3 < il; _i3++) { var callback = callbacks[_i3] if (callback.onProgress) callback.onProgress(event) } }, false ) request.addEventListener( 'error', function (event) { var callbacks = loading[url] delete loading[url] for (var _i4 = 0, il = callbacks.length; _i4 < il; _i4++) { var callback = callbacks[_i4] if (callback.onError) callback.onError(event) } scope.manager.itemError(url) scope.manager.itemEnd(url) }, false ) request.addEventListener( 'abort', function (event) { var callbacks = loading[url] delete loading[url] for (var _i5 = 0, il = callbacks.length; _i5 < il; _i5++) { var callback = callbacks[_i5] if (callback.onError) callback.onError(event) } scope.manager.itemError(url) scope.manager.itemEnd(url) }, false ) if (this.responseType !== undefined) request.responseType = this.responseType if (this.withCredentials !== undefined) request.withCredentials = this.withCredentials if (request.overrideMimeType) request.overrideMimeType(this.mimeType !== undefined ? this.mimeType : 'text/plain') for (var header in this.requestHeader) { request.setRequestHeader(header, this.requestHeader[header]) } request.send(null) } scope.manager.itemStart(url) return request }, setResponseType: function setResponseType(value) { this.responseType = value return this }, setMimeType: function setMimeType(value) { this.mimeType = value return this } }) function AnimationLoader(manager) { Loader.call(this, manager) } AnimationLoader.prototype = Object.assign(Object.create(Loader.prototype), { constructor: AnimationLoader, load: function load(url, onLoad, onProgress, onError) { var scope = this var loader = new FileLoader(scope.manager) loader.setPath(scope.path) loader.setRequestHeader(scope.requestHeader) loader.setWithCredentials(scope.withCredentials) loader.load( url, function (text) { try { onLoad(scope.parse(JSON.parse(text))) } catch (e) { if (onError) { onError(e) } else { console.error(e) } scope.manager.itemError(url) } }, onProgress, onError ) }, parse: function parse(json) { var animations = [] for (var i = 0; i < json.length; i++) { var clip = AnimationClip.parse(json[i]) animations.push(clip) } return animations } }) /** * Abstract Base class to block based textures loader (dds, pvr, ...) * * Sub classes have to implement the parse() method which will be used in load(). */ function CompressedTextureLoader(manager) { Loader.call(this, manager) } CompressedTextureLoader.prototype = Object.assign(Object.create(Loader.prototype), { constructor: CompressedTextureLoader, load: function load(url, onLoad, onProgress, onError) { var scope = this var images = [] var texture = new CompressedTexture() var loader = new FileLoader(this.manager) loader.setPath(this.path) loader.setResponseType('arraybuffer') loader.setRequestHeader(this.requestHeader) loader.setWithCredentials(scope.withCredentials) var loaded = 0 function loadTexture(i) { loader.load( url[i], function (buffer) { var texDatas = scope.parse(buffer, true) images[i] = { width: texDatas.width, height: texDatas.height, format: texDatas.format, mipmaps: texDatas.mipmaps } loaded += 1 if (loaded === 6) { if (texDatas.mipmapCount === 1) texture.minFilter = LinearFilter texture.image = images texture.format = texDatas.format texture.needsUpdate = true if (onLoad) onLoad(texture) } }, onProgress, onError ) } if (Array.isArray(url)) { 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.parse(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 } } texture.image = images } else { texture.image.width = texDatas.width texture.image.height = texDatas.height texture.mipmaps = texDatas.mipmaps } if (texDatas.mipmapCount === 1) { texture.minFilter = LinearFilter } texture.format = texDatas.format texture.needsUpdate = true if (onLoad) onLoad(texture) }, onProgress, onError ) } return texture } }) function ImageLoader(manager) { Loader.call(this, manager) } ImageLoader.prototype = Object.assign(Object.create(Loader.prototype), { constructor: ImageLoader, load: function load(url, onLoad, onProgress, onError) { if (this.path !== undefined) url = this.path + url url = this.manager.resolveURL(url) var scope = this var cached = Cache.get(url) if (cached !== undefined) { scope.manager.itemStart(url) setTimeout(function () { if (onLoad) onLoad(cached) scope.manager.itemEnd(url) }, 0) return cached } var image = document.createElementNS('http://www.w3.org/1999/xhtml', 'img') function onImageLoad() { image.removeEventListener('load', onImageLoad, false) image.removeEventListener('error', onImageError, false) Cache.add(url, this) if (onLoad) onLoad(this) scope.manager.itemEnd(url) } function onImageError(event) { image.removeEventListener('load', onImageLoad, false) image.removeEventListener('error', onImageError, false) if (onError) onError(event) scope.manager.itemError(url) scope.manager.itemEnd(url) } image.addEventListener('load', onImageLoad, false) image.addEventListener('error', onImageError, false) if (url.substr(0, 5) !== 'data:') { if (this.crossOrigin !== undefined) image.crossOrigin = this.crossOrigin } scope.manager.itemStart(url) image.src = url return image } }) function CubeTextureLoader(manager) { Loader.call(this, manager) } CubeTextureLoader.prototype = Object.assign(Object.create(Loader.prototype), { constructor: CubeTextureLoader, load: function load(urls, onLoad, onProgress, onError) { var texture = new CubeTexture() var loader = new ImageLoader(this.manager) loader.setCrossOrigin(this.crossOrigin) loader.setPath(this.path) var loaded = 0 function loadTexture(i) { loader.load( urls[i], function (image) { texture.images[i] = image loaded++ if (loaded === 6) { texture.needsUpdate = true if (onLoad) onLoad(texture) } }, undefined, onError ) } for (var i = 0; i < urls.length; ++i) { loadTexture(i) } return texture } }) /** * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) * * Sub classes have to implement the parse() method which will be used in load(). */ function DataTextureLoader(manager) { Loader.call(this, manager) } DataTextureLoader.prototype = Object.assign(Object.create(Loader.prototype), { constructor: DataTextureLoader, load: function load(url, onLoad, onProgress, onError) { var scope = this var texture = new DataTexture() var loader = new FileLoader(this.manager) loader.setResponseType('arraybuffer') loader.setRequestHeader(this.requestHeader) loader.setPath(this.path) loader.setWithCredentials(scope.withCredentials) loader.load( url, function (buffer) { var texData = scope.parse(buffer) if (!texData) return if (texData.image !== undefined) { texture.image = texData.image } else if (texData.data !== undefined) { texture.image.width = texData.width texture.image.height = texData.height texture.image.data = texData.data } texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1 if (texData.format !== undefined) { texture.format = texData.format } if (texData.type !== undefined) { texture.type = texData.type } if (texData.mipmaps !== undefined) { texture.mipmaps = texData.mipmaps texture.minFilter = LinearMipmapLinearFilter // presumably... } if (texData.mipmapCount === 1) { texture.minFilter = LinearFilter } texture.needsUpdate = true if (onLoad) onLoad(texture, texData) }, onProgress, onError ) return texture } }) function TextureLoader(manager) { Loader.call(this, manager) } TextureLoader.prototype = Object.assign(Object.create(Loader.prototype), { constructor: TextureLoader, load: function load(url, onLoad, onProgress, onError) { var texture = new Texture() var loader = new ImageLoader(this.manager) loader.setCrossOrigin(this.crossOrigin) loader.setPath(this.path) loader.load( url, function (image) { texture.image = image // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB. var isJPEG = url.search(/\.jpe?g($|\?)/i) > 0 || url.search(/^data\:image\/jpeg/) === 0 texture.format = isJPEG ? RGBFormat : RGBAFormat texture.needsUpdate = true if (onLoad !== undefined) { onLoad(texture) } }, onProgress, onError ) return texture } }) /** * Extensible curve object. * * Some common of curve methods: * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget ) * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget ) * .getPoints(), .getSpacedPoints() * .getLength() * .updateArcLengths() * * This following curves inherit from THREE.Curve: * * -- 2D curves -- * THREE.ArcCurve * THREE.CubicBezierCurve * THREE.EllipseCurve * THREE.LineCurve * THREE.QuadraticBezierCurve * THREE.SplineCurve * * -- 3D curves -- * THREE.CatmullRomCurve3 * THREE.CubicBezierCurve3 * THREE.LineCurve3 * THREE.QuadraticBezierCurve3 * * A series of curves can be represented as a THREE.CurvePath. * **/ 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 getPoint() /* t, optionalTarget */ { console.warn('THREE.Curve: .getPoint() not implemented.') return null }, // Get point at relative position in curve according to arc length // - u [0 .. 1] getPointAt: function getPointAt(u, optionalTarget) { var t = this.getUtoTmapping(u) return this.getPoint(t, optionalTarget) }, // Get sequence of points using getPoint( t ) getPoints: function getPoints(divisions) { if (divisions === void 0) { 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 getSpacedPoints(divisions) { if (divisions === void 0) { 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 getLength() { var lengths = this.getLengths() return lengths[lengths.length - 1] }, // Get list of cumulative segment lengths getLengths: function getLengths(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 sum = 0 cache.push(0) for (var 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 updateArcLengths() { this.needsUpdate = true this.getLengths() }, // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant getUtoTmapping: function getUtoTmapping(u, distance) { var arcLengths = this.getLengths() var i = 0 var 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 getTangent(t, optionalTarget) { 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 tangent = optionalTarget || (pt1.isVector2 ? new Vector2() : new Vector3()) tangent.copy(pt2).sub(pt1).normalize() return tangent }, getTangentAt: function getTangentAt(u, optionalTarget) { var t = this.getUtoTmapping(u) return this.getTangent(t, optionalTarget) }, computeFrenetFrames: function computeFrenetFrames(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() // compute the tangent vectors for each segment on the curve for (var i = 0; i <= segments; i++) { var u = i / segments tangents[i] = this.getTangentAt(u, new Vector3()) tangents[i].normalize() } // select an initial normal vector perpendicular to the first tangent vector, // and in the direction of the minimum tangent xyz component 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 (var _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() var theta = Math.acos(MathUtils.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) { var _theta = Math.acos(MathUtils.clamp(normals[0].dot(normals[segments]), -1, 1)) _theta /= segments if (tangents[0].dot(vec.crossVectors(normals[0], normals[segments])) > 0) { _theta = -_theta } for (var _i2 = 1; _i2 <= segments; _i2++) { // twist a little... normals[_i2].applyMatrix4(mat.makeRotationAxis(tangents[_i2], _theta * _i2)) binormals[_i2].crossVectors(tangents[_i2], normals[_i2]) } } return { tangents: tangents, normals: normals, binormals: binormals } }, clone: function clone() { return new this.constructor().copy(this) }, copy: function copy(source) { this.arcLengthDivisions = source.arcLengthDivisions return this }, toJSON: function toJSON() { var data = { metadata: { version: 4.5, type: 'Curve', generator: 'Curve.toJSON' } } data.arcLengthDivisions = this.arcLengthDivisions data.type = this.type return data }, fromJSON: function fromJSON(json) { this.arcLengthDivisions = json.arcLengthDivisions return this } }) function EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) { Curve.call(this) this.type = 'EllipseCurve' this.aX = aX || 0 this.aY = aY || 0 this.xRadius = xRadius || 1 this.yRadius = yRadius || 1 this.aStartAngle = aStartAngle || 0 this.aEndAngle = aEndAngle || 2 * Math.PI this.aClockwise = aClockwise || false this.aRotation = aRotation || 0 } EllipseCurve.prototype = Object.create(Curve.prototype) EllipseCurve.prototype.constructor = EllipseCurve EllipseCurve.prototype.isEllipseCurve = true EllipseCurve.prototype.getPoint = function (t, optionalTarget) { var point = optionalTarget || new Vector2() var twoPi = Math.PI * 2 var deltaAngle = this.aEndAngle - this.aStartAngle var samePoints = Math.abs(deltaAngle) < Number.EPSILON // ensures that deltaAngle is 0 .. 2 PI while (deltaAngle < 0) { deltaAngle += twoPi } while (deltaAngle > twoPi) { deltaAngle -= twoPi } if (deltaAngle < Number.EPSILON) { if (samePoints) { deltaAngle = 0 } else { deltaAngle = twoPi } } if (this.aClockwise === true && !samePoints) { if (deltaAngle === twoPi) { deltaAngle = -twoPi } else { deltaAngle = deltaAngle - twoPi } } var angle = this.aStartAngle + t * deltaAngle var x = this.aX + this.xRadius * Math.cos(angle) var y = this.aY + this.yRadius * Math.sin(angle) if (this.aRotation !== 0) { var cos = Math.cos(this.aRotation) var sin = Math.sin(this.aRotation) var tx = x - this.aX var ty = y - this.aY // Rotate the point about the center of the ellipse. x = tx * cos - ty * sin + this.aX y = tx * sin + ty * cos + this.aY } return point.set(x, y) } EllipseCurve.prototype.copy = function (source) { Curve.prototype.copy.call(this, source) this.aX = source.aX this.aY = source.aY this.xRadius = source.xRadius this.yRadius = source.yRadius this.aStartAngle = source.aStartAngle this.aEndAngle = source.aEndAngle this.aClockwise = source.aClockwise this.aRotation = source.aRotation return this } EllipseCurve.prototype.toJSON = function () { var data = Curve.prototype.toJSON.call(this) data.aX = this.aX data.aY = this.aY data.xRadius = this.xRadius data.yRadius = this.yRadius data.aStartAngle = this.aStartAngle data.aEndAngle = this.aEndAngle data.aClockwise = this.aClockwise data.aRotation = this.aRotation return data } EllipseCurve.prototype.fromJSON = function (json) { Curve.prototype.fromJSON.call(this, json) this.aX = json.aX this.aY = json.aY this.xRadius = json.xRadius this.yRadius = json.yRadius this.aStartAngle = json.aStartAngle this.aEndAngle = json.aEndAngle this.aClockwise = json.aClockwise this.aRotation = json.aRotation return this } function ArcCurve(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) { EllipseCurve.call(this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise) this.type = 'ArcCurve' } ArcCurve.prototype = Object.create(EllipseCurve.prototype) ArcCurve.prototype.constructor = ArcCurve ArcCurve.prototype.isArcCurve = true /** * Centripetal CatmullRom Curve - which is useful for avoiding * cusps and self-intersections in non-uniform catmull rom curves. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf * * curve.type accepts centripetal(default), chordal and catmullrom * curve.tension is used for catmullrom which defaults to 0.5 */ /* Based on an optimized c++ solution in - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ - http://ideone.com/NoEbVM This CubicPoly class could be used for reusing some variables and calculations, but for three.js curve use, it could be possible inlined and flatten into a single function call which can be placed in CurveUtils. */ function CubicPoly() { var c0 = 0, c1 = 0, c2 = 0, c3 = 0 /* * Compute coefficients for a cubic polynomial * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 * such that * p(0) = x0, p(1) = x1 * and * p'(0) = t0, p'(1) = t1. */ function init(x0, x1, t0, t1) { c0 = x0 c1 = t0 c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1 c3 = 2 * x0 - 2 * x1 + t0 + t1 } return { initCatmullRom: function initCatmullRom(x0, x1, x2, x3, tension) { init(x1, x2, tension * (x2 - x0), tension * (x3 - x1)) }, initNonuniformCatmullRom: function initNonuniformCatmullRom(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 calc(t) { var t2 = t * t var t3 = t2 * t return c0 + c1 * t + c2 * t2 + c3 * t3 } } } // var tmp = new Vector3() var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly() function CatmullRomCurve3(points, closed, curveType, tension) { if (points === void 0) { points = [] } if (closed === void 0) { closed = false } if (curveType === void 0) { curveType = 'centripetal' } if (tension === void 0) { tension = 0.5 } Curve.call(this) this.type = 'CatmullRomCurve3' this.points = points this.closed = closed this.curveType = curveType this.tension = tension } CatmullRomCurve3.prototype = Object.create(Curve.prototype) CatmullRomCurve3.prototype.constructor = CatmullRomCurve3 CatmullRomCurve3.prototype.isCatmullRomCurve3 = true CatmullRomCurve3.prototype.getPoint = function (t, optionalTarget) { if (optionalTarget === void 0) { optionalTarget = new Vector3() } var point = optionalTarget var points = this.points var l = points.length var p = (l - (this.closed ? 0 : 1)) * t var intPoint = Math.floor(p) var weight = p - intPoint if (this.closed) { intPoint += intPoint > 0 ? 0 : (Math.floor(Math.abs(intPoint) / l) + 1) * l } else if (weight === 0 && intPoint === l - 1) { intPoint = l - 2 weight = 1 } var p0, p3 // 4 points (p1 & p2 defined below) 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 } var p1 = points[intPoint % l] var p2 = points[(intPoint + 1) % l] if (this.closed || intPoint + 2 < l) { p3 = points[(intPoint + 2) % l] } else { // extrapolate last point tmp.subVectors(points[l - 1], points[l - 2]).add(points[l - 1]) p3 = tmp } if (this.curveType === 'centripetal' || this.curveType === 'chordal') { // init Centripetal / Chordal Catmull-Rom var pow = this.curveType === 'chordal' ? 0.5 : 0.25 var dt0 = Math.pow(p0.distanceToSquared(p1), pow) var dt1 = Math.pow(p1.distanceToSquared(p2), pow) var dt2 = Math.pow(p2.distanceToSquared(p3), pow) // safety check for repeated points if (dt1 < 1e-4) dt1 = 1.0 if (dt0 < 1e-4) dt0 = dt1 if (dt2 < 1e-4) dt2 = dt1 px.initNonuniformCatmullRom(p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2) py.initNonuniformCatmullRom(p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2) pz.initNonuniformCatmullRom(p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2) } else if (this.curveType === 'catmullrom') { px.initCatmullRom(p0.x, p1.x, p2.x, p3.x, this.tension) py.initCatmullRom(p0.y, p1.y, p2.y, p3.y, this.tension) pz.initCatmullRom(p0.z, p1.z, p2.z, p3.z, this.tension) } point.set(px.calc(weight), py.calc(weight), pz.calc(weight)) return point } CatmullRomCurve3.prototype.copy = function (source) { Curve.prototype.copy.call(this, source) this.points = [] for (var i = 0, l = source.points.length; i < l; i++) { var point = source.points[i] this.points.push(point.clone()) } this.closed = source.closed this.curveType = source.curveType this.tension = source.tension return this } CatmullRomCurve3.prototype.toJSON = function () { var data = Curve.prototype.toJSON.call(this) data.points = [] for (var i = 0, l = this.points.length; i < l; i++) { var point = this.points[i] data.points.push(point.toArray()) } data.closed = this.closed data.curveType = this.curveType data.tension = this.tension return data } CatmullRomCurve3.prototype.fromJSON = function (json) { Curve.prototype.fromJSON.call(this, json) this.points = [] for (var i = 0, l = json.points.length; i < l; i++) { var point = json.points[i] this.points.push(new Vector3().fromArray(point)) } this.closed = json.closed this.curveType = json.curveType this.tension = json.tension return this } /** * Bezier Curves formulas obtained from * http://en.wikipedia.org/wiki/Bézier_curve */ function CatmullRom(t, p0, p1, p2, p3) { var v0 = (p2 - p0) * 0.5 var v1 = (p3 - p1) * 0.5 var t2 = t * t var t3 = t * t2 return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1 } // function QuadraticBezierP0(t, p) { var k = 1 - t return k * k * p } function QuadraticBezierP1(t, p) { return 2 * (1 - t) * t * p } function QuadraticBezierP2(t, p) { return t * t * p } function QuadraticBezier(t, p0, p1, p2) { return QuadraticBezierP0(t, p0) + QuadraticBezierP1(t, p1) + QuadraticBezierP2(t, p2) } // function CubicBezierP0(t, p) { var k = 1 - t return k * k * k * p } function CubicBezierP1(t, p) { var k = 1 - t return 3 * k * k * t * p } function CubicBezierP2(t, p) { return 3 * (1 - t) * t * t * p } function CubicBezierP3(t, p) { return t * t * t * p } function CubicBezier(t, p0, p1, p2, p3) { return CubicBezierP0(t, p0) + CubicBezierP1(t, p1) + CubicBezierP2(t, p2) + CubicBezierP3(t, p3) } function CubicBezierCurve(v0, v1, v2, v3) { if (v0 === void 0) { v0 = new Vector2() } if (v1 === void 0) { v1 = new Vector2() } if (v2 === void 0) { v2 = new Vector2() } if (v3 === void 0) { v3 = new Vector2() } Curve.call(this) this.type = 'CubicBezierCurve' this.v0 = v0 this.v1 = v1 this.v2 = v2 this.v3 = v3 } CubicBezierCurve.prototype = Object.create(Curve.prototype) CubicBezierCurve.prototype.constructor = CubicBezierCurve CubicBezierCurve.prototype.isCubicBezierCurve = true CubicBezierCurve.prototype.getPoint = function (t, optionalTarget) { if (optionalTarget === void 0) { optionalTarget = new Vector2() } var point = optionalTarget var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3 point.set(CubicBezier(t, v0.x, v1.x, v2.x, v3.x), CubicBezier(t, v0.y, v1.y, v2.y, v3.y)) return point } CubicBezierCurve.prototype.copy = function (source) { Curve.prototype.copy.call(this, source) this.v0.copy(source.v0) this.v1.copy(source.v1) this.v2.copy(source.v2) this.v3.copy(source.v3) return this } CubicBezierCurve.prototype.toJSON = function () { var data = Curve.prototype.toJSON.call(this) data.v0 = this.v0.toArray() data.v1 = this.v1.toArray() data.v2 = this.v2.toArray() data.v3 = this.v3.toArray() return data } CubicBezierCurve.prototype.fromJSON = function (json) { Curve.prototype.fromJSON.call(this, json) this.v0.fromArray(json.v0) this.v1.fromArray(json.v1) this.v2.fromArray(json.v2) this.v3.fromArray(json.v3) return this } function CubicBezierCurve3(v0, v1, v2, v3) { if (v0 === void 0) { v0 = new Vector3() } if (v1 === void 0) { v1 = new Vector3() } if (v2 === void 0) { v2 = new Vector3() } if (v3 === void 0) { v3 = new Vector3() } Curve.call(this) this.type = 'CubicBezierCurve3' this.v0 = v0 this.v1 = v1 this.v2 = v2 this.v3 = v3 } CubicBezierCurve3.prototype = Object.create(Curve.prototype) CubicBezierCurve3.prototype.constructor = CubicBezierCurve3 CubicBezierCurve3.prototype.isCubicBezierCurve3 = true CubicBezierCurve3.prototype.getPoint = function (t, optionalTarget) { if (optionalTarget === void 0) { optionalTarget = new Vector3() } var point = optionalTarget var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3 point.set(CubicBezier(t, v0.x, v1.x, v2.x, v3.x), CubicBezier(t, v0.y, v1.y, v2.y, v3.y), CubicBezier(t, v0.z, v1.z, v2.z, v3.z)) return point } CubicBezierCurve3.prototype.copy = function (source) { Curve.prototype.copy.call(this, source) this.v0.copy(source.v0) this.v1.copy(source.v1) this.v2.copy(source.v2) this.v3.copy(source.v3) return this } CubicBezierCurve3.prototype.toJSON = function () { var data = Curve.prototype.toJSON.call(this) data.v0 = this.v0.toArray() data.v1 = this.v1.toArray() data.v2 = this.v2.toArray() data.v3 = this.v3.toArray() return data } CubicBezierCurve3.prototype.fromJSON = function (json) { Curve.prototype.fromJSON.call(this, json) this.v0.fromArray(json.v0) this.v1.fromArray(json.v1) this.v2.fromArray(json.v2) this.v3.fromArray(json.v3) return this } function LineCurve(v1, v2) { if (v1 === void 0) { v1 = new Vector2() } if (v2 === void 0) { v2 = new Vector2() } Curve.call(this) this.type = 'LineCurve' this.v1 = v1 this.v2 = v2 } LineCurve.prototype = Object.create(Curve.prototype) LineCurve.prototype.constructor = LineCurve LineCurve.prototype.isLineCurve = true LineCurve.prototype.getPoint = function (t, optionalTarget) { if (optionalTarget === void 0) { optionalTarget = new Vector2() } var point = optionalTarget if (t === 1) { point.copy(this.v2) } else { point.copy(this.v2).sub(this.v1) point.multiplyScalar(t).add(this.v1) } return point } // Line curve is linear, so we can overwrite default getPointAt LineCurve.prototype.getPointAt = function (u, optionalTarget) { return this.getPoint(u, optionalTarget) } LineCurve.prototype.getTangent = function (t, optionalTarget) { var tangent = optionalTarget || new Vector2() tangent.copy(this.v2).sub(this.v1).normalize() return tangent } LineCurve.prototype.copy = function (source) { Curve.prototype.copy.call(this, source) this.v1.copy(source.v1) this.v2.copy(source.v2) return this } LineCurve.prototype.toJSON = function () { var data = Curve.prototype.toJSON.call(this) data.v1 = this.v1.toArray() data.v2 = this.v2.toArray() return data } LineCurve.prototype.fromJSON = function (json) { Curve.prototype.fromJSON.call(this, json) this.v1.fromArray(json.v1) this.v2.fromArray(json.v2) return this } function LineCurve3(v1, v2) { if (v1 === void 0) { v1 = new Vector3() } if (v2 === void 0) { v2 = new Vector3() } Curve.call(this) this.type = 'LineCurve3' this.v1 = v1 this.v2 = v2 } LineCurve3.prototype = Object.create(Curve.prototype) LineCurve3.prototype.constructor = LineCurve3 LineCurve3.prototype.isLineCurve3 = true LineCurve3.prototype.getPoint = function (t, optionalTarget) { if (optionalTarget === void 0) { optionalTarget = new Vector3() } var point = optionalTarget if (t === 1) { point.copy(this.v2) } else { point.copy(this.v2).sub(this.v1) point.multiplyScalar(t).add(this.v1) } return point } // Line curve is linear, so we can overwrite default getPointAt LineCurve3.prototype.getPointAt = function (u, optionalTarget) { return this.getPoint(u, optionalTarget) } LineCurve3.prototype.copy = function (source) { Curve.prototype.copy.call(this, source) this.v1.copy(source.v1) this.v2.copy(source.v2) return this } LineCurve3.prototype.toJSON = function () { var data = Curve.prototype.toJSON.call(this) data.v1 = this.v1.toArray() data.v2 = this.v2.toArray() return data } LineCurve3.prototype.fromJSON = function (json) { Curve.prototype.fromJSON.call(this, json) this.v1.fromArray(json.v1) this.v2.fromArray(json.v2) return this } function QuadraticBezierCurve(v0, v1, v2) { if (v0 === void 0) { v0 = new Vector2() } if (v1 === void 0) { v1 = new Vector2() } if (v2 === void 0) { v2 = new Vector2() } Curve.call(this) this.type = 'QuadraticBezierCurve' this.v0 = v0 this.v1 = v1 this.v2 = v2 } QuadraticBezierCurve.prototype = Object.create(Curve.prototype) QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true QuadraticBezierCurve.prototype.getPoint = function (t, optionalTarget) { if (optionalTarget === void 0) { optionalTarget = new Vector2() } var point = optionalTarget var v0 = this.v0, v1 = this.v1, v2 = this.v2 point.set(QuadraticBezier(t, v0.x, v1.x, v2.x), QuadraticBezier(t, v0.y, v1.y, v2.y)) return point } QuadraticBezierCurve.prototype.copy = function (source) { Curve.prototype.copy.call(this, source) this.v0.copy(source.v0) this.v1.copy(source.v1) this.v2.copy(source.v2) return this } QuadraticBezierCurve.prototype.toJSON = function () { var data = Curve.prototype.toJSON.call(this) data.v0 = this.v0.toArray() data.v1 = this.v1.toArray() data.v2 = this.v2.toArray() return data } QuadraticBezierCurve.prototype.fromJSON = function (json) { Curve.prototype.fromJSON.call(this, json) this.v0.fromArray(json.v0) this.v1.fromArray(json.v1) this.v2.fromArray(json.v2) return this } function QuadraticBezierCurve3(v0, v1, v2) { if (v0 === void 0) { v0 = new Vector3() } if (v1 === void 0) { v1 = new Vector3() } if (v2 === void 0) { v2 = new Vector3() } Curve.call(this) this.type = 'QuadraticBezierCurve3' this.v0 = v0 this.v1 = v1 this.v2 = v2 } QuadraticBezierCurve3.prototype = Object.create(Curve.prototype) QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3 QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true QuadraticBezierCurve3.prototype.getPoint = function (t, optionalTarget) { if (optionalTarget === void 0) { optionalTarget = new Vector3() } var point = optionalTarget var v0 = this.v0, v1 = this.v1, v2 = this.v2 point.set(QuadraticBezier(t, v0.x, v1.x, v2.x), QuadraticBezier(t, v0.y, v1.y, v2.y), QuadraticBezier(t, v0.z, v1.z, v2.z)) return point } QuadraticBezierCurve3.prototype.copy = function (source) { Curve.prototype.copy.call(this, source) this.v0.copy(source.v0) this.v1.copy(source.v1) this.v2.copy(source.v2) return this } QuadraticBezierCurve3.prototype.toJSON = function () { var data = Curve.prototype.toJSON.call(this) data.v0 = this.v0.toArray() data.v1 = this.v1.toArray() data.v2 = this.v2.toArray() return data } QuadraticBezierCurve3.prototype.fromJSON = function (json) { Curve.prototype.fromJSON.call(this, json) this.v0.fromArray(json.v0) this.v1.fromArray(json.v1) this.v2.fromArray(json.v2) return this } function SplineCurve(points) { if (points === void 0) { points = [] } Curve.call(this) this.type = 'SplineCurve' this.points = points } SplineCurve.prototype = Object.create(Curve.prototype) SplineCurve.prototype.constructor = SplineCurve SplineCurve.prototype.isSplineCurve = true SplineCurve.prototype.getPoint = function (t, optionalTarget) { if (optionalTarget === void 0) { optionalTarget = new Vector2() } var point = optionalTarget var points = this.points var p = (points.length - 1) * t var intPoint = Math.floor(p) var weight = p - intPoint var p0 = points[intPoint === 0 ? intPoint : intPoint - 1] var p1 = points[intPoint] var p2 = points[intPoint > points.length - 2 ? points.length - 1 : intPoint + 1] var p3 = points[intPoint > points.length - 3 ? points.length - 1 : intPoint + 2] point.set(CatmullRom(weight, p0.x, p1.x, p2.x, p3.x), CatmullRom(weight, p0.y, p1.y, p2.y, p3.y)) return point } SplineCurve.prototype.copy = function (source) { Curve.prototype.copy.call(this, source) this.points = [] for (var i = 0, l = source.points.length; i < l; i++) { var point = source.points[i] this.points.push(point.clone()) } return this } SplineCurve.prototype.toJSON = function () { var data = Curve.prototype.toJSON.call(this) data.points = [] for (var i = 0, l = this.points.length; i < l; i++) { var point = this.points[i] data.points.push(point.toArray()) } return data } SplineCurve.prototype.fromJSON = function (json) { Curve.prototype.fromJSON.call(this, json) this.points = [] for (var i = 0, l = json.points.length; i < l; i++) { var point = json.points[i] this.points.push(new Vector2().fromArray(point)) } return this } var Curves = /*#__PURE__*/ Object.freeze({ __proto__: null, ArcCurve: ArcCurve, CatmullRomCurve3: CatmullRomCurve3, CubicBezierCurve: CubicBezierCurve, CubicBezierCurve3: CubicBezierCurve3, EllipseCurve: EllipseCurve, LineCurve: LineCurve, LineCurve3: LineCurve3, QuadraticBezierCurve: QuadraticBezierCurve, QuadraticBezierCurve3: QuadraticBezierCurve3, SplineCurve: SplineCurve }) /************************************************************** * Curved Path - a curve path is simply a array of connected * curves, but retains the api of a curve **************************************************************/ function CurvePath() { Curve.call(this) this.type = 'CurvePath' this.curves = [] this.autoClose = false // Automatically closes the path } CurvePath.prototype = Object.assign(Object.create(Curve.prototype), { constructor: CurvePath, add: function add(curve) { this.curves.push(curve) }, closePath: function closePath() { // Add a line curve if start and end of lines are not connected var startPoint = this.curves[0].getPoint(0) var endPoint = this.curves[this.curves.length - 1].getPoint(1) if (!startPoint.equals(endPoint)) { this.curves.push(new LineCurve(endPoint, startPoint)) } }, // To get accurate point with reference to // entire path distance at time t, // following has to be done: // 1. Length of each sub path have to be known // 2. Locate and identify type of curve // 3. Get t for the curve // 4. Return curve.getPointAt(t') getPoint: function getPoint(t) { var d = t * this.getLength() var curveLengths = this.getCurveLengths() var i = 0 // To think about boundaries points. while (i < curveLengths.length) { if (curveLengths[i] >= d) { var diff = curveLengths[i] - d var curve = this.curves[i] var segmentLength = curve.getLength() var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength return curve.getPointAt(u) } i++ } return null // loop where sum != 0, sum > d , sum+1 1 && !points[points.length - 1].equals(points[0])) { points.push(points[0]) } return points }, copy: function copy(source) { Curve.prototype.copy.call(this, source) this.curves = [] for (var i = 0, l = source.curves.length; i < l; i++) { var curve = source.curves[i] this.curves.push(curve.clone()) } this.autoClose = source.autoClose return this }, toJSON: function toJSON() { var data = Curve.prototype.toJSON.call(this) data.autoClose = this.autoClose data.curves = [] for (var i = 0, l = this.curves.length; i < l; i++) { var curve = this.curves[i] data.curves.push(curve.toJSON()) } return data }, fromJSON: function fromJSON(json) { Curve.prototype.fromJSON.call(this, json) this.autoClose = json.autoClose this.curves = [] for (var i = 0, l = json.curves.length; i < l; i++) { var curve = json.curves[i] this.curves.push(new Curves[curve.type]().fromJSON(curve)) } return this } }) function Path(points) { CurvePath.call(this) this.type = 'Path' this.currentPoint = new Vector2() if (points) { this.setFromPoints(points) } } Path.prototype = Object.assign(Object.create(CurvePath.prototype), { constructor: Path, setFromPoints: function setFromPoints(points) { this.moveTo(points[0].x, points[0].y) for (var i = 1, l = points.length; i < l; i++) { this.lineTo(points[i].x, points[i].y) } return this }, moveTo: function moveTo(x, y) { this.currentPoint.set(x, y) // TODO consider referencing vectors instead of copying? return this }, lineTo: function lineTo(x, y) { var curve = new LineCurve(this.currentPoint.clone(), new Vector2(x, y)) this.curves.push(curve) this.currentPoint.set(x, y) return this }, quadraticCurveTo: function quadraticCurveTo(aCPx, aCPy, aX, aY) { var curve = new QuadraticBezierCurve(this.currentPoint.clone(), new Vector2(aCPx, aCPy), new Vector2(aX, aY)) this.curves.push(curve) this.currentPoint.set(aX, aY) return this }, bezierCurveTo: function bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) { var curve = new CubicBezierCurve(this.currentPoint.clone(), new Vector2(aCP1x, aCP1y), new Vector2(aCP2x, aCP2y), new Vector2(aX, aY)) this.curves.push(curve) this.currentPoint.set(aX, aY) return this }, splineThru: function splineThru( pts /*Array of Vector*/ ) { var npts = [this.currentPoint.clone()].concat(pts) var curve = new SplineCurve(npts) this.curves.push(curve) this.currentPoint.copy(pts[pts.length - 1]) return this }, arc: function arc(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) return this }, absarc: function absarc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) { this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise) return this }, ellipse: function ellipse(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) return this }, absellipse: function absellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) { var curve = new EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) if (this.curves.length > 0) { // if a previous curve is present, attempt to join var firstPoint = curve.getPoint(0) if (!firstPoint.equals(this.currentPoint)) { this.lineTo(firstPoint.x, firstPoint.y) } } this.curves.push(curve) var lastPoint = curve.getPoint(1) this.currentPoint.copy(lastPoint) return this }, copy: function copy(source) { CurvePath.prototype.copy.call(this, source) this.currentPoint.copy(source.currentPoint) return this }, toJSON: function toJSON() { var data = CurvePath.prototype.toJSON.call(this) data.currentPoint = this.currentPoint.toArray() return data }, fromJSON: function fromJSON(json) { CurvePath.prototype.fromJSON.call(this, json) this.currentPoint.fromArray(json.currentPoint) return this } }) function Shape(points) { Path.call(this, points) this.uuid = MathUtils.generateUUID() this.type = 'Shape' this.holes = [] } Shape.prototype = Object.assign(Object.create(Path.prototype), { constructor: Shape, getPointsHoles: function getPointsHoles(divisions) { var holesPts = [] for (var i = 0, l = this.holes.length; i < l; i++) { holesPts[i] = this.holes[i].getPoints(divisions) } return holesPts }, // get points of shape and holes (keypoints based on segments parameter) extractPoints: function extractPoints(divisions) { return { shape: this.getPoints(divisions), holes: this.getPointsHoles(divisions) } }, copy: function copy(source) { Path.prototype.copy.call(this, source) this.holes = [] for (var i = 0, l = source.holes.length; i < l; i++) { var hole = source.holes[i] this.holes.push(hole.clone()) } return this }, toJSON: function toJSON() { var data = Path.prototype.toJSON.call(this) data.uuid = this.uuid data.holes = [] for (var i = 0, l = this.holes.length; i < l; i++) { var hole = this.holes[i] data.holes.push(hole.toJSON()) } return data }, fromJSON: function fromJSON(json) { Path.prototype.fromJSON.call(this, json) this.uuid = json.uuid this.holes = [] for (var i = 0, l = json.holes.length; i < l; i++) { var hole = json.holes[i] this.holes.push(new Path().fromJSON(hole)) } return this } }) function Light(color, intensity) { if (intensity === void 0) { intensity = 1 } Object3D.call(this) this.type = 'Light' this.color = new Color(color) this.intensity = intensity } Light.prototype = Object.assign(Object.create(Object3D.prototype), { constructor: Light, isLight: true, copy: function copy(source) { Object3D.prototype.copy.call(this, source) this.color.copy(source.color) this.intensity = source.intensity return this }, toJSON: function toJSON(meta) { var data = Object3D.prototype.toJSON.call(this, meta) data.object.color = this.color.getHex() data.object.intensity = this.intensity if (this.groundColor !== undefined) data.object.groundColor = this.groundColor.getHex() if (this.distance !== undefined) data.object.distance = this.distance if (this.angle !== undefined) data.object.angle = this.angle if (this.decay !== undefined) data.object.decay = this.decay if (this.penumbra !== undefined) data.object.penumbra = this.penumbra if (this.shadow !== undefined) data.object.shadow = this.shadow.toJSON() return data } }) function HemisphereLight(skyColor, groundColor, intensity) { Light.call(this, skyColor, intensity) this.type = 'HemisphereLight' this.position.copy(Object3D.DefaultUp) this.updateMatrix() this.groundColor = new Color(groundColor) } HemisphereLight.prototype = Object.assign(Object.create(Light.prototype), { constructor: HemisphereLight, isHemisphereLight: true, copy: function copy(source) { Light.prototype.copy.call(this, source) this.groundColor.copy(source.groundColor) return this } }) function LightShadow(camera) { this.camera = camera this.bias = 0 this.normalBias = 0 this.radius = 1 this.mapSize = new Vector2(512, 512) this.map = null this.mapPass = null this.matrix = new Matrix4() this.autoUpdate = true this.needsUpdate = false this._frustum = new Frustum() this._frameExtents = new Vector2(1, 1) this._viewportCount = 1 this._viewports = [new Vector4(0, 0, 1, 1)] } Object.assign(LightShadow.prototype, { _projScreenMatrix: new Matrix4(), _lightPositionWorld: new Vector3(), _lookTarget: new Vector3(), getViewportCount: function getViewportCount() { return this._viewportCount }, getFrustum: function getFrustum() { return this._frustum }, updateMatrices: function updateMatrices(light) { var shadowCamera = this.camera, shadowMatrix = this.matrix, projScreenMatrix = this._projScreenMatrix, lookTarget = this._lookTarget, lightPositionWorld = this._lightPositionWorld lightPositionWorld.setFromMatrixPosition(light.matrixWorld) shadowCamera.position.copy(lightPositionWorld) lookTarget.setFromMatrixPosition(light.target.matrixWorld) shadowCamera.lookAt(lookTarget) shadowCamera.updateMatrixWorld() projScreenMatrix.multiplyMatrices(shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse) this._frustum.setFromProjectionMatrix(projScreenMatrix) 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) }, getViewport: function getViewport(viewportIndex) { return this._viewports[viewportIndex] }, getFrameExtents: function getFrameExtents() { return this._frameExtents }, copy: function copy(source) { this.camera = source.camera.clone() this.bias = source.bias this.radius = source.radius this.mapSize.copy(source.mapSize) return this }, clone: function clone() { return new this.constructor().copy(this) }, toJSON: function toJSON() { var object = {} if (this.bias !== 0) object.bias = this.bias if (this.normalBias !== 0) object.normalBias = this.normalBias if (this.radius !== 1) object.radius = this.radius if (this.mapSize.x !== 512 || this.mapSize.y !== 512) object.mapSize = this.mapSize.toArray() object.camera = this.camera.toJSON(false).object delete object.camera.matrix return object } }) function SpotLightShadow() { LightShadow.call(this, new PerspectiveCamera(50, 1, 0.5, 500)) this.focus = 1 } SpotLightShadow.prototype = Object.assign(Object.create(LightShadow.prototype), { constructor: SpotLightShadow, isSpotLightShadow: true, updateMatrices: function updateMatrices(light) { var camera = this.camera var fov = MathUtils.RAD2DEG * 2 * light.angle * this.focus 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() } LightShadow.prototype.updateMatrices.call(this, light) } }) function SpotLight(color, intensity, distance, angle, penumbra, decay) { Light.call(this, color, intensity) this.type = 'SpotLight' this.position.copy(Object3D.DefaultUp) this.updateMatrix() this.target = new Object3D() Object.defineProperty(this, 'power', { get: function get() { // intensity = power per solid angle. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf return this.intensity * Math.PI }, set: function set(power) { // intensity = power per solid angle. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf this.intensity = power / Math.PI } }) this.distance = distance !== undefined ? distance : 0 this.angle = angle !== undefined ? angle : Math.PI / 3 this.penumbra = penumbra !== undefined ? penumbra : 0 this.decay = decay !== undefined ? decay : 1 // for physically correct lights, should be 2. this.shadow = new SpotLightShadow() } SpotLight.prototype = Object.assign(Object.create(Light.prototype), { constructor: SpotLight, isSpotLight: true, copy: function copy(source) { Light.prototype.copy.call(this, source) this.distance = source.distance this.angle = source.angle this.penumbra = source.penumbra this.decay = source.decay this.target = source.target.clone() this.shadow = source.shadow.clone() return this } }) function PointLightShadow() { LightShadow.call(this, new PerspectiveCamera(90, 1, 0.5, 500)) this._frameExtents = new Vector2(4, 2) this._viewportCount = 6 this._viewports = [ // These viewports map a cube-map onto a 2D texture with the // following orientation: // // xzXZ // y Y // // X - Positive x direction // x - Negative x direction // Y - Positive y direction // y - Negative y direction // Z - Positive z direction // z - Negative z direction // positive X new Vector4(2, 1, 1, 1), // negative X new Vector4(0, 1, 1, 1), // positive Z new Vector4(3, 1, 1, 1), // negative Z new Vector4(1, 1, 1, 1), // positive Y new Vector4(3, 0, 1, 1), // negative Y new Vector4(1, 0, 1, 1) ] this._cubeDirections = [new Vector3(1, 0, 0), new Vector3(-1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 0, -1), new Vector3(0, 1, 0), new Vector3(0, -1, 0)] this._cubeUps = [new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1), new Vector3(0, 0, -1)] } PointLightShadow.prototype = Object.assign(Object.create(LightShadow.prototype), { constructor: PointLightShadow, isPointLightShadow: true, updateMatrices: function updateMatrices(light, viewportIndex) { if (viewportIndex === void 0) { viewportIndex = 0 } var camera = this.camera, shadowMatrix = this.matrix, lightPositionWorld = this._lightPositionWorld, lookTarget = this._lookTarget, projScreenMatrix = this._projScreenMatrix lightPositionWorld.setFromMatrixPosition(light.matrixWorld) camera.position.copy(lightPositionWorld) lookTarget.copy(camera.position) lookTarget.add(this._cubeDirections[viewportIndex]) camera.up.copy(this._cubeUps[viewportIndex]) camera.lookAt(lookTarget) camera.updateMatrixWorld() shadowMatrix.makeTranslation(-lightPositionWorld.x, -lightPositionWorld.y, -lightPositionWorld.z) projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse) this._frustum.setFromProjectionMatrix(projScreenMatrix) } }) function PointLight(color, intensity, distance, decay) { Light.call(this, color, intensity) this.type = 'PointLight' Object.defineProperty(this, 'power', { get: function get() { // intensity = power per solid angle. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf return this.intensity * 4 * Math.PI }, set: function set(power) { // intensity = power per solid angle. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf this.intensity = power / (4 * Math.PI) } }) this.distance = distance !== undefined ? distance : 0 this.decay = decay !== undefined ? decay : 1 // for physically correct lights, should be 2. this.shadow = new PointLightShadow() } PointLight.prototype = Object.assign(Object.create(Light.prototype), { constructor: PointLight, isPointLight: true, copy: function copy(source) { Light.prototype.copy.call(this, source) this.distance = source.distance this.decay = source.decay this.shadow = source.shadow.clone() return this } }) function OrthographicCamera(left, right, top, bottom, near, far) { Camera.call(this) this.type = 'OrthographicCamera' this.zoom = 1 this.view = null this.left = left !== undefined ? left : -1 this.right = right !== undefined ? right : 1 this.top = top !== undefined ? top : 1 this.bottom = bottom !== undefined ? bottom : -1 this.near = near !== undefined ? near : 0.1 this.far = far !== undefined ? far : 2000 this.updateProjectionMatrix() } OrthographicCamera.prototype = Object.assign(Object.create(Camera.prototype), { constructor: OrthographicCamera, isOrthographicCamera: true, copy: function copy(source, recursive) { Camera.prototype.copy.call(this, source, recursive) this.left = source.left this.right = source.right this.top = source.top this.bottom = source.bottom this.near = source.near this.far = source.far this.zoom = source.zoom this.view = source.view === null ? null : Object.assign({}, source.view) return this }, setViewOffset: function setViewOffset(fullWidth, fullHeight, x, y, width, height) { if (this.view === null) { this.view = { enabled: true, fullWidth: 1, fullHeight: 1, offsetX: 0, offsetY: 0, width: 1, height: 1 } } 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 clearViewOffset() { if (this.view !== null) { this.view.enabled = false } this.updateProjectionMatrix() }, updateProjectionMatrix: function updateProjectionMatrix() { 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 && this.view.enabled) { var scaleW = (this.right - this.left) / this.view.fullWidth / this.zoom var scaleH = (this.top - this.bottom) / this.view.fullHeight / this.zoom left += scaleW * this.view.offsetX right = left + scaleW * this.view.width top -= scaleH * this.view.offsetY bottom = top - scaleH * this.view.height } this.projectionMatrix.makeOrthographic(left, right, top, bottom, this.near, this.far) this.projectionMatrixInverse.copy(this.projectionMatrix).invert() }, toJSON: function toJSON(meta) { var data = Object3D.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 } }) function DirectionalLightShadow() { LightShadow.call(this, new OrthographicCamera(-5, 5, 5, -5, 0.5, 500)) } DirectionalLightShadow.prototype = Object.assign(Object.create(LightShadow.prototype), { constructor: DirectionalLightShadow, isDirectionalLightShadow: true, updateMatrices: function updateMatrices(light) { LightShadow.prototype.updateMatrices.call(this, light) } }) function DirectionalLight(color, intensity) { Light.call(this, color, intensity) this.type = 'DirectionalLight' this.position.copy(Object3D.DefaultUp) this.updateMatrix() this.target = new Object3D() this.shadow = new DirectionalLightShadow() } DirectionalLight.prototype = Object.assign(Object.create(Light.prototype), { constructor: DirectionalLight, isDirectionalLight: true, copy: function copy(source) { Light.prototype.copy.call(this, source) this.target = source.target.clone() this.shadow = source.shadow.clone() return this } }) function AmbientLight(color, intensity) { Light.call(this, color, intensity) this.type = 'AmbientLight' } AmbientLight.prototype = Object.assign(Object.create(Light.prototype), { constructor: AmbientLight, isAmbientLight: true }) function RectAreaLight(color, intensity, width, height) { Light.call(this, color, intensity) this.type = 'RectAreaLight' this.width = width !== undefined ? width : 10 this.height = height !== undefined ? height : 10 } RectAreaLight.prototype = Object.assign(Object.create(Light.prototype), { constructor: RectAreaLight, isRectAreaLight: true, copy: function copy(source) { Light.prototype.copy.call(this, source) this.width = source.width this.height = source.height return this }, toJSON: function toJSON(meta) { var data = Light.prototype.toJSON.call(this, meta) data.object.width = this.width data.object.height = this.height return data } }) /** * Primary reference: * https://graphics.stanford.edu/papers/envmap/envmap.pdf * * Secondary reference: * https://www.ppsloan.org/publications/StupidSH36.pdf */ // 3-band SH defined by 9 coefficients var SphericalHarmonics3 = /*#__PURE__*/ (function () { function SphericalHarmonics3() { Object.defineProperty(this, 'isSphericalHarmonics3', { value: true }) this.coefficients = [] for (var i = 0; i < 9; i++) { this.coefficients.push(new Vector3()) } } var _proto = SphericalHarmonics3.prototype _proto.set = function set(coefficients) { for (var i = 0; i < 9; i++) { this.coefficients[i].copy(coefficients[i]) } return this } _proto.zero = function zero() { for (var i = 0; i < 9; i++) { this.coefficients[i].set(0, 0, 0) } return this } // get the radiance in the direction of the normal // target is a Vector3 _proto.getAt = function getAt(normal, target) { // normal is assumed to be unit length var x = normal.x, y = normal.y, z = normal.z var coeff = this.coefficients // band 0 target.copy(coeff[0]).multiplyScalar(0.282095) // band 1 target.addScaledVector(coeff[1], 0.488603 * y) target.addScaledVector(coeff[2], 0.488603 * z) target.addScaledVector(coeff[3], 0.488603 * x) // band 2 target.addScaledVector(coeff[4], 1.092548 * (x * y)) target.addScaledVector(coeff[5], 1.092548 * (y * z)) target.addScaledVector(coeff[6], 0.315392 * (3.0 * z * z - 1.0)) target.addScaledVector(coeff[7], 1.092548 * (x * z)) target.addScaledVector(coeff[8], 0.546274 * (x * x - y * y)) return target } // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal // target is a Vector3 // https://graphics.stanford.edu/papers/envmap/envmap.pdf _proto.getIrradianceAt = function getIrradianceAt(normal, target) { // normal is assumed to be unit length var x = normal.x, y = normal.y, z = normal.z var coeff = this.coefficients // band 0 target.copy(coeff[0]).multiplyScalar(0.886227) // π * 0.282095 // band 1 target.addScaledVector(coeff[1], 2.0 * 0.511664 * y) // ( 2 * π / 3 ) * 0.488603 target.addScaledVector(coeff[2], 2.0 * 0.511664 * z) target.addScaledVector(coeff[3], 2.0 * 0.511664 * x) // band 2 target.addScaledVector(coeff[4], 2.0 * 0.429043 * x * y) // ( π / 4 ) * 1.092548 target.addScaledVector(coeff[5], 2.0 * 0.429043 * y * z) target.addScaledVector(coeff[6], 0.743125 * z * z - 0.247708) // ( π / 4 ) * 0.315392 * 3 target.addScaledVector(coeff[7], 2.0 * 0.429043 * x * z) target.addScaledVector(coeff[8], 0.429043 * (x * x - y * y)) // ( π / 4 ) * 0.546274 return target } _proto.add = function add(sh) { for (var i = 0; i < 9; i++) { this.coefficients[i].add(sh.coefficients[i]) } return this } _proto.addScaledSH = function addScaledSH(sh, s) { for (var i = 0; i < 9; i++) { this.coefficients[i].addScaledVector(sh.coefficients[i], s) } return this } _proto.scale = function scale(s) { for (var i = 0; i < 9; i++) { this.coefficients[i].multiplyScalar(s) } return this } _proto.lerp = function lerp(sh, alpha) { for (var i = 0; i < 9; i++) { this.coefficients[i].lerp(sh.coefficients[i], alpha) } return this } _proto.equals = function equals(sh) { for (var i = 0; i < 9; i++) { if (!this.coefficients[i].equals(sh.coefficients[i])) { return false } } return true } _proto.copy = function copy(sh) { return this.set(sh.coefficients) } _proto.clone = function clone() { return new this.constructor().copy(this) } _proto.fromArray = function fromArray(array, offset) { if (offset === void 0) { offset = 0 } var coefficients = this.coefficients for (var i = 0; i < 9; i++) { coefficients[i].fromArray(array, offset + i * 3) } return this } _proto.toArray = function toArray(array, offset) { if (array === void 0) { array = [] } if (offset === void 0) { offset = 0 } var coefficients = this.coefficients for (var i = 0; i < 9; i++) { coefficients[i].toArray(array, offset + i * 3) } return array } // evaluate the basis functions // shBasis is an Array[ 9 ] SphericalHarmonics3.getBasisAt = function getBasisAt(normal, shBasis) { // normal is assumed to be unit length var x = normal.x, y = normal.y, z = normal.z // band 0 shBasis[0] = 0.282095 // band 1 shBasis[1] = 0.488603 * y shBasis[2] = 0.488603 * z shBasis[3] = 0.488603 * x // band 2 shBasis[4] = 1.092548 * x * y shBasis[5] = 1.092548 * y * z shBasis[6] = 0.315392 * (3 * z * z - 1) shBasis[7] = 1.092548 * x * z shBasis[8] = 0.546274 * (x * x - y * y) } return SphericalHarmonics3 })() function LightProbe(sh, intensity) { Light.call(this, undefined, intensity) this.type = 'LightProbe' this.sh = sh !== undefined ? sh : new SphericalHarmonics3() } LightProbe.prototype = Object.assign(Object.create(Light.prototype), { constructor: LightProbe, isLightProbe: true, copy: function copy(source) { Light.prototype.copy.call(this, source) this.sh.copy(source.sh) return this }, fromJSON: function fromJSON(json) { this.intensity = json.intensity // TODO: Move this bit to Light.fromJSON(); this.sh.fromArray(json.sh) return this }, toJSON: function toJSON(meta) { var data = Light.prototype.toJSON.call(this, meta) data.object.sh = this.sh.toArray() return data } }) function MaterialLoader(manager) { Loader.call(this, manager) this.textures = {} } MaterialLoader.prototype = Object.assign(Object.create(Loader.prototype), { constructor: MaterialLoader, load: function load(url, onLoad, onProgress, onError) { var scope = this var loader = new FileLoader(scope.manager) loader.setPath(scope.path) loader.setRequestHeader(scope.requestHeader) loader.setWithCredentials(scope.withCredentials) loader.load( url, function (text) { try { onLoad(scope.parse(JSON.parse(text))) } catch (e) { if (onError) { onError(e) } else { console.error(e) } scope.manager.itemError(url) } }, onProgress, onError ) }, parse: function parse(json) { var textures = this.textures function getTexture(name) { if (textures[name] === undefined) { console.warn('THREE.MaterialLoader: Undefined texture', name) } return textures[name] } var material = new Materials[json.type]() if (json.uuid !== undefined) material.uuid = json.uuid if (json.name !== undefined) material.name = json.name if (json.color !== undefined && material.color !== undefined) material.color.setHex(json.color) if (json.roughness !== undefined) material.roughness = json.roughness if (json.metalness !== undefined) material.metalness = json.metalness if (json.sheen !== undefined) material.sheen = new Color().setHex(json.sheen) if (json.emissive !== undefined && material.emissive !== undefined) material.emissive.setHex(json.emissive) if (json.specular !== undefined && material.specular !== undefined) material.specular.setHex(json.specular) if (json.shininess !== undefined) material.shininess = json.shininess if (json.clearcoat !== undefined) material.clearcoat = json.clearcoat if (json.clearcoatRoughness !== undefined) material.clearcoatRoughness = json.clearcoatRoughness if (json.fog !== undefined) material.fog = json.fog if (json.flatShading !== undefined) material.flatShading = json.flatShading if (json.blending !== undefined) material.blending = json.blending if (json.combine !== undefined) material.combine = json.combine if (json.side !== undefined) material.side = json.side if (json.opacity !== undefined) material.opacity = json.opacity if (json.transparent !== undefined) material.transparent = json.transparent if (json.alphaTest !== undefined) material.alphaTest = json.alphaTest if (json.depthTest !== undefined) material.depthTest = json.depthTest if (json.depthWrite !== undefined) material.depthWrite = json.depthWrite if (json.colorWrite !== undefined) material.colorWrite = json.colorWrite if (json.stencilWrite !== undefined) material.stencilWrite = json.stencilWrite if (json.stencilWriteMask !== undefined) material.stencilWriteMask = json.stencilWriteMask if (json.stencilFunc !== undefined) material.stencilFunc = json.stencilFunc if (json.stencilRef !== undefined) material.stencilRef = json.stencilRef if (json.stencilFuncMask !== undefined) material.stencilFuncMask = json.stencilFuncMask if (json.stencilFail !== undefined) material.stencilFail = json.stencilFail if (json.stencilZFail !== undefined) material.stencilZFail = json.stencilZFail if (json.stencilZPass !== undefined) material.stencilZPass = json.stencilZPass if (json.wireframe !== undefined) material.wireframe = json.wireframe if (json.wireframeLinewidth !== undefined) material.wireframeLinewidth = json.wireframeLinewidth if (json.wireframeLinecap !== undefined) material.wireframeLinecap = json.wireframeLinecap if (json.wireframeLinejoin !== undefined) material.wireframeLinejoin = json.wireframeLinejoin if (json.rotation !== undefined) material.rotation = json.rotation if (json.linewidth !== 1) material.linewidth = json.linewidth if (json.dashSize !== undefined) material.dashSize = json.dashSize if (json.gapSize !== undefined) material.gapSize = json.gapSize if (json.scale !== undefined) material.scale = json.scale if (json.polygonOffset !== undefined) material.polygonOffset = json.polygonOffset if (json.polygonOffsetFactor !== undefined) material.polygonOffsetFactor = json.polygonOffsetFactor if (json.polygonOffsetUnits !== undefined) material.polygonOffsetUnits = json.polygonOffsetUnits if (json.skinning !== undefined) material.skinning = json.skinning if (json.morphTargets !== undefined) material.morphTargets = json.morphTargets if (json.morphNormals !== undefined) material.morphNormals = json.morphNormals if (json.dithering !== undefined) material.dithering = json.dithering if (json.vertexTangents !== undefined) material.vertexTangents = json.vertexTangents if (json.visible !== undefined) material.visible = json.visible if (json.toneMapped !== undefined) material.toneMapped = json.toneMapped if (json.userData !== undefined) material.userData = json.userData if (json.vertexColors !== undefined) { if (typeof json.vertexColors === 'number') { material.vertexColors = json.vertexColors > 0 ? true : false } else { material.vertexColors = json.vertexColors } } // Shader Material if (json.uniforms !== undefined) { for (var name in json.uniforms) { var uniform = json.uniforms[name] material.uniforms[name] = {} switch (uniform.type) { case 't': material.uniforms[name].value = getTexture(uniform.value) break case 'c': material.uniforms[name].value = new Color().setHex(uniform.value) break case 'v2': material.uniforms[name].value = new Vector2().fromArray(uniform.value) break case 'v3': material.uniforms[name].value = new Vector3().fromArray(uniform.value) break case 'v4': material.uniforms[name].value = new Vector4().fromArray(uniform.value) break case 'm3': material.uniforms[name].value = new Matrix3().fromArray(uniform.value) break case 'm4': material.uniforms[name].value = new Matrix4().fromArray(uniform.value) break default: material.uniforms[name].value = uniform.value } } } if (json.defines !== undefined) material.defines = json.defines if (json.vertexShader !== undefined) material.vertexShader = json.vertexShader if (json.fragmentShader !== undefined) material.fragmentShader = json.fragmentShader if (json.extensions !== undefined) { for (var key in json.extensions) { material.extensions[key] = json.extensions[key] } } // Deprecated if (json.shading !== undefined) material.flatShading = json.shading === 1 // THREE.FlatShading // for PointsMaterial if (json.size !== undefined) material.size = json.size if (json.sizeAttenuation !== undefined) material.sizeAttenuation = json.sizeAttenuation // maps if (json.map !== undefined) material.map = getTexture(json.map) if (json.matcap !== undefined) material.matcap = getTexture(json.matcap) if (json.alphaMap !== undefined) material.alphaMap = getTexture(json.alphaMap) if (json.bumpMap !== undefined) material.bumpMap = getTexture(json.bumpMap) if (json.bumpScale !== undefined) material.bumpScale = json.bumpScale if (json.normalMap !== undefined) material.normalMap = getTexture(json.normalMap) if (json.normalMapType !== undefined) material.normalMapType = json.normalMapType if (json.normalScale !== undefined) { var normalScale = json.normalScale if (Array.isArray(normalScale) === false) { // Blender exporter used to export a scalar. See #7459 normalScale = [normalScale, normalScale] } material.normalScale = new Vector2().fromArray(normalScale) } if (json.displacementMap !== undefined) material.displacementMap = getTexture(json.displacementMap) if (json.displacementScale !== undefined) material.displacementScale = json.displacementScale if (json.displacementBias !== undefined) material.displacementBias = json.displacementBias if (json.roughnessMap !== undefined) material.roughnessMap = getTexture(json.roughnessMap) if (json.metalnessMap !== undefined) material.metalnessMap = getTexture(json.metalnessMap) if (json.emissiveMap !== undefined) material.emissiveMap = getTexture(json.emissiveMap) if (json.emissiveIntensity !== undefined) material.emissiveIntensity = json.emissiveIntensity if (json.specularMap !== undefined) material.specularMap = getTexture(json.specularMap) if (json.envMap !== undefined) material.envMap = getTexture(json.envMap) if (json.envMapIntensity !== undefined) material.envMapIntensity = json.envMapIntensity if (json.reflectivity !== undefined) material.reflectivity = json.reflectivity if (json.refractionRatio !== undefined) material.refractionRatio = json.refractionRatio if (json.lightMap !== undefined) material.lightMap = getTexture(json.lightMap) if (json.lightMapIntensity !== undefined) material.lightMapIntensity = json.lightMapIntensity if (json.aoMap !== undefined) material.aoMap = getTexture(json.aoMap) if (json.aoMapIntensity !== undefined) material.aoMapIntensity = json.aoMapIntensity if (json.gradientMap !== undefined) material.gradientMap = getTexture(json.gradientMap) if (json.clearcoatMap !== undefined) material.clearcoatMap = getTexture(json.clearcoatMap) if (json.clearcoatRoughnessMap !== undefined) material.clearcoatRoughnessMap = getTexture(json.clearcoatRoughnessMap) if (json.clearcoatNormalMap !== undefined) material.clearcoatNormalMap = getTexture(json.clearcoatNormalMap) if (json.clearcoatNormalScale !== undefined) material.clearcoatNormalScale = new Vector2().fromArray(json.clearcoatNormalScale) if (json.transmission !== undefined) material.transmission = json.transmission if (json.transmissionMap !== undefined) material.transmissionMap = getTexture(json.transmissionMap) return material }, setTextures: function setTextures(value) { this.textures = value return this } }) var LoaderUtils = { decodeText: function decodeText(array) { if (typeof TextDecoder !== 'undefined') { return new TextDecoder().decode(array) } // Avoid the String.fromCharCode.apply(null, array) shortcut, which // throws a "maximum call stack size exceeded" error for large arrays. var s = '' for (var i = 0, il = array.length; i < il; i++) { // Implicitly assumes little-endian. s += String.fromCharCode(array[i]) } try { // merges multi-byte utf-8 characters. return decodeURIComponent(escape(s)) } catch (e) { // see #16358 return s } }, extractUrlBase: function extractUrlBase(url) { var index = url.lastIndexOf('/') if (index === -1) return './' return url.substr(0, index + 1) } } function InstancedBufferGeometry() { BufferGeometry.call(this) this.type = 'InstancedBufferGeometry' this.instanceCount = Infinity } InstancedBufferGeometry.prototype = Object.assign(Object.create(BufferGeometry.prototype), { constructor: InstancedBufferGeometry, isInstancedBufferGeometry: true, copy: function copy(source) { BufferGeometry.prototype.copy.call(this, source) this.instanceCount = source.instanceCount return this }, clone: function clone() { return new this.constructor().copy(this) }, toJSON: function toJSON() { var data = BufferGeometry.prototype.toJSON.call(this) data.instanceCount = this.instanceCount data.isInstancedBufferGeometry = true return data } }) function InstancedBufferAttribute(array, itemSize, normalized, meshPerAttribute) { if (typeof normalized === 'number') { meshPerAttribute = normalized normalized = false console.error('THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.') } BufferAttribute.call(this, array, itemSize, normalized) this.meshPerAttribute = meshPerAttribute || 1 } InstancedBufferAttribute.prototype = Object.assign(Object.create(BufferAttribute.prototype), { constructor: InstancedBufferAttribute, isInstancedBufferAttribute: true, copy: function copy(source) { BufferAttribute.prototype.copy.call(this, source) this.meshPerAttribute = source.meshPerAttribute return this }, toJSON: function toJSON() { var data = BufferAttribute.prototype.toJSON.call(this) data.meshPerAttribute = this.meshPerAttribute data.isInstancedBufferAttribute = true return data } }) function BufferGeometryLoader(manager) { Loader.call(this, manager) } BufferGeometryLoader.prototype = Object.assign(Object.create(Loader.prototype), { constructor: BufferGeometryLoader, load: function load(url, onLoad, onProgress, onError) { var scope = this var loader = new FileLoader(scope.manager) loader.setPath(scope.path) loader.setRequestHeader(scope.requestHeader) loader.setWithCredentials(scope.withCredentials) loader.load( url, function (text) { try { onLoad(scope.parse(JSON.parse(text))) } catch (e) { if (onError) { onError(e) } else { console.error(e) } scope.manager.itemError(url) } }, onProgress, onError ) }, parse: function parse(json) { var interleavedBufferMap = {} var arrayBufferMap = {} function getInterleavedBuffer(json, uuid) { if (interleavedBufferMap[uuid] !== undefined) return interleavedBufferMap[uuid] var interleavedBuffers = json.interleavedBuffers var interleavedBuffer = interleavedBuffers[uuid] var buffer = getArrayBuffer(json, interleavedBuffer.buffer) var array = getTypedArray(interleavedBuffer.type, buffer) var ib = new InterleavedBuffer(array, interleavedBuffer.stride) ib.uuid = interleavedBuffer.uuid interleavedBufferMap[uuid] = ib return ib } function getArrayBuffer(json, uuid) { if (arrayBufferMap[uuid] !== undefined) return arrayBufferMap[uuid] var arrayBuffers = json.arrayBuffers var arrayBuffer = arrayBuffers[uuid] var ab = new Uint32Array(arrayBuffer).buffer arrayBufferMap[uuid] = ab return ab } var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry() var index = json.data.index if (index !== undefined) { var typedArray = getTypedArray(index.type, index.array) geometry.setIndex(new BufferAttribute(typedArray, 1)) } var attributes = json.data.attributes for (var key in attributes) { var attribute = attributes[key] var bufferAttribute = void 0 if (attribute.isInterleavedBufferAttribute) { var interleavedBuffer = getInterleavedBuffer(json.data, attribute.data) bufferAttribute = new InterleavedBufferAttribute(interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized) } else { var _typedArray = getTypedArray(attribute.type, attribute.array) var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute bufferAttribute = new bufferAttributeConstr(_typedArray, attribute.itemSize, attribute.normalized) } if (attribute.name !== undefined) bufferAttribute.name = attribute.name geometry.setAttribute(key, bufferAttribute) } var morphAttributes = json.data.morphAttributes if (morphAttributes) { for (var _key in morphAttributes) { var attributeArray = morphAttributes[_key] var array = [] for (var i = 0, il = attributeArray.length; i < il; i++) { var _attribute = attributeArray[i] var _bufferAttribute = void 0 if (_attribute.isInterleavedBufferAttribute) { var _interleavedBuffer = getInterleavedBuffer(json.data, _attribute.data) _bufferAttribute = new InterleavedBufferAttribute(_interleavedBuffer, _attribute.itemSize, _attribute.offset, _attribute.normalized) } else { var _typedArray2 = getTypedArray(_attribute.type, _attribute.array) _bufferAttribute = new BufferAttribute(_typedArray2, _attribute.itemSize, _attribute.normalized) } if (_attribute.name !== undefined) _bufferAttribute.name = _attribute.name array.push(_bufferAttribute) } geometry.morphAttributes[_key] = array } } var morphTargetsRelative = json.data.morphTargetsRelative if (morphTargetsRelative) { geometry.morphTargetsRelative = true } var groups = json.data.groups || json.data.drawcalls || json.data.offsets if (groups !== undefined) { for (var _i = 0, n = groups.length; _i !== n; ++_i) { var group = groups[_i] geometry.addGroup(group.start, group.count, group.materialIndex) } } var boundingSphere = json.data.boundingSphere if (boundingSphere !== undefined) { var center = new Vector3() if (boundingSphere.center !== undefined) { center.fromArray(boundingSphere.center) } geometry.boundingSphere = new Sphere(center, boundingSphere.radius) } if (json.name) geometry.name = json.name if (json.userData) geometry.userData = json.userData return geometry } }) var ObjectLoader = /*#__PURE__*/ (function (_Loader) { _inheritsLoose(ObjectLoader, _Loader) function ObjectLoader(manager) { return _Loader.call(this, manager) || this } var _proto = ObjectLoader.prototype _proto.load = function load(url, onLoad, onProgress, onError) { var scope = this var path = this.path === '' ? LoaderUtils.extractUrlBase(url) : this.path this.resourcePath = this.resourcePath || path var loader = new FileLoader(this.manager) loader.setPath(this.path) loader.setRequestHeader(this.requestHeader) loader.setWithCredentials(this.withCredentials) 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) return } scope.parse(json, onLoad) }, onProgress, onError ) } _proto.parse = function parse(json, onLoad) { var animations = this.parseAnimations(json.animations) var shapes = this.parseShapes(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, animations) var skeletons = this.parseSkeletons(json.skeletons, object) this.bindSkeletons(object, skeletons) // if (onLoad !== undefined) { var hasImages = false for (var uuid in images) { if (images[uuid] instanceof HTMLImageElement) { hasImages = true break } } if (hasImages === false) onLoad(object) } return object } _proto.parseShapes = function parseShapes(json) { var shapes = {} if (json !== undefined) { for (var i = 0, l = json.length; i < l; i++) { var shape = new Shape().fromJSON(json[i]) shapes[shape.uuid] = shape } } return shapes } _proto.parseSkeletons = function parseSkeletons(json, object) { var skeletons = {} var bones = {} // generate bone lookup table object.traverse(function (child) { if (child.isBone) bones[child.uuid] = child }) // create skeletons if (json !== undefined) { for (var i = 0, l = json.length; i < l; i++) { var skeleton = new Skeleton().fromJSON(json[i], bones) skeletons[skeleton.uuid] = skeleton } } return skeletons } _proto.parseGeometries = function parseGeometries(json, shapes) { var geometries = {} var geometryShapes if (json !== undefined) { var bufferGeometryLoader = new BufferGeometryLoader() for (var i = 0, l = json.length; i < l; i++) { var geometry = void 0 var data = json[i] switch (data.type) { case 'PlaneGeometry': case 'PlaneBufferGeometry': geometry = new Geometries[data.type](data.width, data.height, data.widthSegments, data.heightSegments) break case 'BoxGeometry': case 'BoxBufferGeometry': case 'CubeGeometry': // backwards compatible geometry = new Geometries[data.type](data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments) break case 'CircleGeometry': case 'CircleBufferGeometry': geometry = new Geometries[data.type](data.radius, data.segments, data.thetaStart, data.thetaLength) break case 'CylinderGeometry': case 'CylinderBufferGeometry': geometry = new Geometries[data.type]( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength ) break case 'ConeGeometry': case 'ConeBufferGeometry': geometry = new Geometries[data.type](data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength) break case 'SphereGeometry': case 'SphereBufferGeometry': geometry = new Geometries[data.type](data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength) break case 'DodecahedronGeometry': case 'DodecahedronBufferGeometry': case 'IcosahedronGeometry': case 'IcosahedronBufferGeometry': case 'OctahedronGeometry': case 'OctahedronBufferGeometry': case 'TetrahedronGeometry': case 'TetrahedronBufferGeometry': geometry = new Geometries[data.type](data.radius, data.detail) break case 'RingGeometry': case 'RingBufferGeometry': geometry = new Geometries[data.type](data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength) break case 'TorusGeometry': case 'TorusBufferGeometry': geometry = new Geometries[data.type](data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc) break case 'TorusKnotGeometry': case 'TorusKnotBufferGeometry': geometry = new Geometries[data.type](data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q) break case 'TubeGeometry': case 'TubeBufferGeometry': // This only works for built-in curves (e.g. CatmullRomCurve3). // User defined curves or instances of CurvePath will not be deserialized. geometry = new Geometries[data.type](new Curves[data.path.type]().fromJSON(data.path), data.tubularSegments, data.radius, data.radialSegments, data.closed) break case 'LatheGeometry': case 'LatheBufferGeometry': geometry = new Geometries[data.type](data.points, data.segments, data.phiStart, data.phiLength) break case 'PolyhedronGeometry': case 'PolyhedronBufferGeometry': geometry = new Geometries[data.type](data.vertices, data.indices, data.radius, data.details) break case 'ShapeGeometry': case 'ShapeBufferGeometry': geometryShapes = [] for (var j = 0, jl = data.shapes.length; j < jl; j++) { var shape = shapes[data.shapes[j]] geometryShapes.push(shape) } geometry = new Geometries[data.type](geometryShapes, data.curveSegments) break case 'ExtrudeGeometry': case 'ExtrudeBufferGeometry': geometryShapes = [] for (var _j = 0, _jl = data.shapes.length; _j < _jl; _j++) { var _shape = shapes[data.shapes[_j]] geometryShapes.push(_shape) } var extrudePath = data.options.extrudePath if (extrudePath !== undefined) { data.options.extrudePath = new Curves[extrudePath.type]().fromJSON(extrudePath) } geometry = new Geometries[data.type](geometryShapes, data.options) break case 'BufferGeometry': case 'InstancedBufferGeometry': geometry = bufferGeometryLoader.parse(data) break case 'Geometry': console.error('THREE.ObjectLoader: Loading "Geometry" is not supported anymore.') break default: console.warn('THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"') continue } geometry.uuid = data.uuid if (data.name !== undefined) geometry.name = data.name if (geometry.isBufferGeometry === true && data.userData !== undefined) geometry.userData = data.userData geometries[data.uuid] = geometry } } return geometries } _proto.parseMaterials = function parseMaterials(json, textures) { var cache = {} // MultiMaterial var materials = {} if (json !== undefined) { var loader = new MaterialLoader() loader.setTextures(textures) for (var i = 0, l = json.length; i < l; i++) { var data = json[i] if (data.type === 'MultiMaterial') { // Deprecated var array = [] for (var j = 0; j < data.materials.length; j++) { var material = data.materials[j] if (cache[material.uuid] === undefined) { cache[material.uuid] = loader.parse(material) } array.push(cache[material.uuid]) } materials[data.uuid] = array } else { if (cache[data.uuid] === undefined) { cache[data.uuid] = loader.parse(data) } materials[data.uuid] = cache[data.uuid] } } } return materials } _proto.parseAnimations = function parseAnimations(json) { var animations = {} if (json !== undefined) { for (var i = 0; i < json.length; i++) { var data = json[i] var clip = AnimationClip.parse(data) animations[clip.uuid] = clip } } return animations } _proto.parseImages = function parseImages(json, onLoad) { var scope = this var images = {} var loader function loadImage(url) { scope.manager.itemStart(url) return loader.load( url, function () { scope.manager.itemEnd(url) }, undefined, function () { scope.manager.itemError(url) scope.manager.itemEnd(url) } ) } function deserializeImage(image) { if (typeof image === 'string') { var url = image var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test(url) ? url : scope.resourcePath + url return loadImage(path) } else { if (image.data) { return { data: getTypedArray(image.type, image.data), width: image.width, height: image.height } } else { return null } } } if (json !== undefined && json.length > 0) { var manager = new LoadingManager(onLoad) loader = new ImageLoader(manager) loader.setCrossOrigin(this.crossOrigin) for (var i = 0, il = json.length; i < il; i++) { var image = json[i] var url = image.url if (Array.isArray(url)) { // load array of images e.g CubeTexture images[image.uuid] = [] for (var j = 0, jl = url.length; j < jl; j++) { var currentUrl = url[j] var deserializedImage = deserializeImage(currentUrl) if (deserializedImage !== null) { if (deserializedImage instanceof HTMLImageElement) { images[image.uuid].push(deserializedImage) } else { // special case: handle array of data textures for cube textures images[image.uuid].push(new DataTexture(deserializedImage.data, deserializedImage.width, deserializedImage.height)) } } } } else { // load single image var _deserializedImage = deserializeImage(image.url) if (_deserializedImage !== null) { images[image.uuid] = _deserializedImage } } } } return images } _proto.parseTextures = function parseTextures(json, images) { function parseConstant(value, type) { if (typeof value === 'number') return value console.warn('THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value) return type[value] } var 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 = void 0 var image = images[data.image] if (Array.isArray(image)) { texture = new CubeTexture(image) if (image.length === 6) texture.needsUpdate = true } else { if (image && image.data) { texture = new DataTexture(image.data, image.width, image.height) } else { texture = new Texture(image) } if (image) texture.needsUpdate = true // textures can have undefined image data } texture.uuid = data.uuid if (data.name !== undefined) texture.name = data.name if (data.mapping !== undefined) texture.mapping = parseConstant(data.mapping, TEXTURE_MAPPING) if (data.offset !== undefined) texture.offset.fromArray(data.offset) if (data.repeat !== undefined) texture.repeat.fromArray(data.repeat) if (data.center !== undefined) texture.center.fromArray(data.center) if (data.rotation !== undefined) texture.rotation = data.rotation if (data.wrap !== undefined) { texture.wrapS = parseConstant(data.wrap[0], TEXTURE_WRAPPING) texture.wrapT = parseConstant(data.wrap[1], TEXTURE_WRAPPING) } if (data.format !== undefined) texture.format = data.format if (data.type !== undefined) texture.type = data.type if (data.encoding !== undefined) texture.encoding = data.encoding if (data.minFilter !== undefined) texture.minFilter = parseConstant(data.minFilter, TEXTURE_FILTER) if (data.magFilter !== undefined) texture.magFilter = parseConstant(data.magFilter, TEXTURE_FILTER) if (data.anisotropy !== undefined) texture.anisotropy = data.anisotropy if (data.flipY !== undefined) texture.flipY = data.flipY if (data.premultiplyAlpha !== undefined) texture.premultiplyAlpha = data.premultiplyAlpha if (data.unpackAlignment !== undefined) texture.unpackAlignment = data.unpackAlignment textures[data.uuid] = texture } } return textures } _proto.parseObject = function parseObject(data, geometries, materials, animations) { 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] } var geometry, material switch (data.type) { case 'Scene': object = new Scene() if (data.background !== undefined) { if (Number.isInteger(data.background)) { object.background = new Color(data.background) } } if (data.fog !== undefined) { if (data.fog.type === 'Fog') { object.fog = new Fog(data.fog.color, data.fog.near, data.fog.far) } else if (data.fog.type === 'FogExp2') { object.fog = new FogExp2(data.fog.color, data.fog.density) } } break case 'PerspectiveCamera': object = new PerspectiveCamera(data.fov, data.aspect, data.near, data.far) if (data.focus !== undefined) object.focus = data.focus if (data.zoom !== undefined) object.zoom = data.zoom if (data.filmGauge !== undefined) object.filmGauge = data.filmGauge if (data.filmOffset !== undefined) object.filmOffset = data.filmOffset if (data.view !== undefined) object.view = Object.assign({}, data.view) break case 'OrthographicCamera': object = new OrthographicCamera(data.left, data.right, data.top, data.bottom, data.near, data.far) if (data.zoom !== undefined) object.zoom = data.zoom if (data.view !== undefined) object.view = Object.assign({}, data.view) break case 'AmbientLight': object = new AmbientLight(data.color, data.intensity) break case 'DirectionalLight': object = new DirectionalLight(data.color, data.intensity) break case 'PointLight': object = new PointLight(data.color, data.intensity, data.distance, data.decay) break case 'RectAreaLight': object = new RectAreaLight(data.color, data.intensity, data.width, data.height) break case 'SpotLight': object = new SpotLight(data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay) break case 'HemisphereLight': object = new HemisphereLight(data.color, data.groundColor, data.intensity) break case 'LightProbe': object = new LightProbe().fromJSON(data) break case 'SkinnedMesh': geometry = getGeometry(data.geometry) material = getMaterial(data.material) object = new SkinnedMesh(geometry, material) if (data.bindMode !== undefined) object.bindMode = data.bindMode if (data.bindMatrix !== undefined) object.bindMatrix.fromArray(data.bindMatrix) if (data.skeleton !== undefined) object.skeleton = data.skeleton break case 'Mesh': geometry = getGeometry(data.geometry) material = getMaterial(data.material) object = new Mesh(geometry, material) break case 'InstancedMesh': geometry = getGeometry(data.geometry) material = getMaterial(data.material) var count = data.count var instanceMatrix = data.instanceMatrix object = new InstancedMesh(geometry, material, count) object.instanceMatrix = new BufferAttribute(new Float32Array(instanceMatrix.array), 16) 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 case 'Bone': object = new Bone() 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.normalBias !== undefined) object.shadow.normalBias = data.shadow.normalBias if (data.shadow.radius !== undefined) object.shadow.radius = data.shadow.radius if (data.shadow.mapSize !== undefined) object.shadow.mapSize.fromArray(data.shadow.mapSize) if (data.shadow.camera !== undefined) object.shadow.camera = this.parseObject(data.shadow.camera) } if (data.visible !== undefined) object.visible = data.visible if (data.frustumCulled !== undefined) object.frustumCulled = data.frustumCulled if (data.renderOrder !== undefined) object.renderOrder = data.renderOrder if (data.userData !== undefined) object.userData = data.userData if (data.layers !== undefined) object.layers.mask = data.layers if (data.children !== undefined) { var children = data.children for (var i = 0; i < children.length; i++) { object.add(this.parseObject(children[i], geometries, materials, animations)) } } if (data.animations !== undefined) { var objectAnimations = data.animations for (var _i = 0; _i < objectAnimations.length; _i++) { var uuid = objectAnimations[_i] object.animations.push(animations[uuid]) } } if (data.type === 'LOD') { if (data.autoUpdate !== undefined) object.autoUpdate = data.autoUpdate 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 } _proto.bindSkeletons = function bindSkeletons(object, skeletons) { if (Object.keys(skeletons).length === 0) return object.traverse(function (child) { if (child.isSkinnedMesh === true && child.skeleton !== undefined) { var skeleton = skeletons[child.skeleton] if (skeleton === undefined) { console.warn('THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton) } else { child.bind(skeleton, child.bindMatrix) } } }) } /* DEPRECATED */ _proto.setTexturePath = function setTexturePath(value) { console.warn('THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().') return this.setResourcePath(value) } return ObjectLoader })(Loader) var TEXTURE_MAPPING = { UVMapping: UVMapping, CubeReflectionMapping: CubeReflectionMapping, CubeRefractionMapping: CubeRefractionMapping, EquirectangularReflectionMapping: EquirectangularReflectionMapping, EquirectangularRefractionMapping: EquirectangularRefractionMapping, CubeUVReflectionMapping: CubeUVReflectionMapping, CubeUVRefractionMapping: CubeUVRefractionMapping } var TEXTURE_WRAPPING = { RepeatWrapping: RepeatWrapping, ClampToEdgeWrapping: ClampToEdgeWrapping, MirroredRepeatWrapping: MirroredRepeatWrapping } var TEXTURE_FILTER = { NearestFilter: NearestFilter, NearestMipmapNearestFilter: NearestMipmapNearestFilter, NearestMipmapLinearFilter: NearestMipmapLinearFilter, LinearFilter: LinearFilter, LinearMipmapNearestFilter: LinearMipmapNearestFilter, LinearMipmapLinearFilter: LinearMipmapLinearFilter } function ImageBitmapLoader(manager) { if (typeof createImageBitmap === 'undefined') { console.warn('THREE.ImageBitmapLoader: createImageBitmap() not supported.') } if (typeof fetch === 'undefined') { console.warn('THREE.ImageBitmapLoader: fetch() not supported.') } Loader.call(this, manager) this.options = { premultiplyAlpha: 'none' } } ImageBitmapLoader.prototype = Object.assign(Object.create(Loader.prototype), { constructor: ImageBitmapLoader, isImageBitmapLoader: true, setOptions: function setOptions(options) { this.options = options return this }, load: function load(url, onLoad, onProgress, onError) { if (url === undefined) url = '' if (this.path !== undefined) url = this.path + url url = this.manager.resolveURL(url) var scope = this var cached = Cache.get(url) if (cached !== undefined) { scope.manager.itemStart(url) setTimeout(function () { if (onLoad) onLoad(cached) scope.manager.itemEnd(url) }, 0) return cached } var fetchOptions = {} fetchOptions.credentials = this.crossOrigin === 'anonymous' ? 'same-origin' : 'include' fetch(url, fetchOptions) .then(function (res) { return res.blob() }) .then(function (blob) { return createImageBitmap(blob, scope.options) }) .then(function (imageBitmap) { Cache.add(url, imageBitmap) if (onLoad) onLoad(imageBitmap) scope.manager.itemEnd(url) }) .catch(function (e) { if (onError) onError(e) scope.manager.itemError(url) scope.manager.itemEnd(url) }) scope.manager.itemStart(url) } }) function ShapePath() { this.type = 'ShapePath' this.color = new Color() this.subPaths = [] this.currentPath = null } Object.assign(ShapePath.prototype, { moveTo: function moveTo(x, y) { this.currentPath = new Path() this.subPaths.push(this.currentPath) this.currentPath.moveTo(x, y) return this }, lineTo: function lineTo(x, y) { this.currentPath.lineTo(x, y) return this }, quadraticCurveTo: function quadraticCurveTo(aCPx, aCPy, aX, aY) { this.currentPath.quadraticCurveTo(aCPx, aCPy, aX, aY) return this }, bezierCurveTo: function bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) { this.currentPath.bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) return this }, splineThru: function splineThru(pts) { this.currentPath.splineThru(pts) return this }, toShapes: function toShapes(isCCW, noHoles) { function toShapesNoHoles(inSubpaths) { var shapes = [] for (var i = 0, l = inSubpaths.length; i < l; i++) { var _tmpPath = inSubpaths[i] var _tmpShape = new Shape() _tmpShape.curves = _tmpPath.curves shapes.push(_tmpShape) } return shapes } function isPointInsidePolygon(inPt, inPolygon) { var polyLen = inPolygon.length // inPt on polygon contour => immediate success or // toggling of inside/outside at every single! intersection point of an edge // with the horizontal line through inPt, left of inPt // not counting lowerY endpoints of edges and whole edges on that line var inside = false for (var p = polyLen - 1, q = 0; q < polyLen; p = q++) { var edgeLowPt = inPolygon[p] var edgeHighPt = inPolygon[q] var edgeDx = edgeHighPt.x - edgeLowPt.x var edgeDy = edgeHighPt.y - edgeLowPt.y if (Math.abs(edgeDy) > Number.EPSILON) { // not parallel if (edgeDy < 0) { edgeLowPt = inPolygon[q] edgeDx = -edgeDx edgeHighPt = inPolygon[p] edgeDy = -edgeDy } if (inPt.y < edgeLowPt.y || inPt.y > edgeHighPt.y) continue if (inPt.y === edgeLowPt.y) { if (inPt.x === edgeLowPt.x) return true // inPt is on contour ? // continue; // no intersection or edgeLowPt => doesn't count !!! } else { var perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y) if (perpEdge === 0) return true // inPt is on contour ? if (perpEdge < 0) continue inside = !inside // true intersection left of inPt } } else { // parallel or collinear if (inPt.y !== edgeLowPt.y) continue // parallel // edge lies on the same horizontal line as inPt if ((edgeHighPt.x <= inPt.x && inPt.x <= edgeLowPt.x) || (edgeLowPt.x <= inPt.x && inPt.x <= edgeHighPt.x)) return true // inPt: Point on contour ! // continue; } } return inside } var isClockWise = ShapeUtils.isClockWise var subPaths = this.subPaths if (subPaths.length === 0) return [] if (noHoles === true) return toShapesNoHoles(subPaths) var solid, tmpPath, tmpShape var shapes = [] if (subPaths.length === 1) { tmpPath = subPaths[0] tmpShape = new Shape() tmpShape.curves = tmpPath.curves shapes.push(tmpShape) return shapes } var holesFirst = !isClockWise(subPaths[0].getPoints()) holesFirst = isCCW ? !holesFirst : holesFirst // console.log("Holes first", holesFirst); var betterShapeHoles = [] var newShapes = [] var newShapeHoles = [] var mainIdx = 0 var tmpPoints newShapes[mainIdx] = undefined newShapeHoles[mainIdx] = [] for (var i = 0, l = subPaths.length; i < l; i++) { tmpPath = subPaths[i] tmpPoints = tmpPath.getPoints() solid = isClockWise(tmpPoints) solid = isCCW ? !solid : solid if (solid) { if (!holesFirst && newShapes[mainIdx]) mainIdx++ newShapes[mainIdx] = { s: new Shape(), p: tmpPoints } newShapes[mainIdx].s.curves = tmpPath.curves if (holesFirst) mainIdx++ newShapeHoles[mainIdx] = [] //console.log('cw', i); } else { newShapeHoles[mainIdx].push({ h: tmpPath, p: tmpPoints[0] }) //console.log('ccw', i); } } // only Holes? -> probably all Shapes with wrong orientation if (!newShapes[0]) return toShapesNoHoles(subPaths) if (newShapes.length > 1) { var ambiguous = false var toChange = [] for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) { betterShapeHoles[sIdx] = [] } for (var _sIdx = 0, _sLen = newShapes.length; _sIdx < _sLen; _sIdx++) { var sho = newShapeHoles[_sIdx] for (var hIdx = 0; hIdx < sho.length; hIdx++) { var ho = sho[hIdx] var hole_unassigned = true for (var s2Idx = 0; s2Idx < newShapes.length; s2Idx++) { if (isPointInsidePolygon(ho.p, newShapes[s2Idx].p)) { if (_sIdx !== s2Idx) toChange.push({ froms: _sIdx, tos: s2Idx, hole: hIdx }) if (hole_unassigned) { hole_unassigned = false betterShapeHoles[s2Idx].push(ho) } else { ambiguous = true } } } if (hole_unassigned) { betterShapeHoles[_sIdx].push(ho) } } } // console.log("ambiguous: ", ambiguous); if (toChange.length > 0) { // console.log("to change: ", toChange); if (!ambiguous) newShapeHoles = betterShapeHoles } } var tmpHoles for (var _i = 0, il = newShapes.length; _i < il; _i++) { tmpShape = newShapes[_i].s shapes.push(tmpShape) tmpHoles = newShapeHoles[_i] for (var j = 0, jl = tmpHoles.length; j < jl; j++) { tmpShape.holes.push(tmpHoles[j].h) } } //console.log("shape", shapes); return shapes } }) function Font(data) { this.type = 'Font' this.data = data } Object.assign(Font.prototype, { isFont: true, generateShapes: function generateShapes(text, size) { if (size === void 0) { size = 100 } var shapes = [] var paths = createPaths(text, size, this.data) for (var p = 0, pl = paths.length; p < pl; p++) { Array.prototype.push.apply(shapes, paths[p].toShapes()) } return shapes } }) function createPaths(text, size, data) { var chars = Array.from ? Array.from(text) : String(text).split('') // workaround for IE11, see #13988 var scale = size / data.resolution var line_height = (data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness) * scale var paths = [] var offsetX = 0, offsetY = 0 for (var i = 0; i < chars.length; i++) { var char = chars[i] if (char === '\n') { offsetX = 0 offsetY -= line_height } else { var ret = createPath(char, scale, offsetX, offsetY, data) offsetX += ret.offsetX paths.push(ret.path) } } return paths } function createPath(char, scale, offsetX, offsetY, data) { var glyph = data.glyphs[char] || data.glyphs['?'] if (!glyph) { console.error('THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.') return } var path = new ShapePath() var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2 if (glyph.o) { var outline = glyph._cachedOutline || (glyph._cachedOutline = glyph.o.split(' ')) for (var i = 0, l = outline.length; i < l; ) { var action = outline[i++] switch (action) { case 'm': // moveTo x = outline[i++] * scale + offsetX y = outline[i++] * scale + offsetY path.moveTo(x, y) break case 'l': // lineTo x = outline[i++] * scale + offsetX y = outline[i++] * scale + offsetY path.lineTo(x, y) break case 'q': // quadraticCurveTo cpx = outline[i++] * scale + offsetX cpy = outline[i++] * scale + offsetY cpx1 = outline[i++] * scale + offsetX cpy1 = outline[i++] * scale + offsetY path.quadraticCurveTo(cpx1, cpy1, cpx, cpy) break case 'b': // bezierCurveTo cpx = outline[i++] * scale + offsetX cpy = outline[i++] * scale + offsetY cpx1 = outline[i++] * scale + offsetX cpy1 = outline[i++] * scale + offsetY cpx2 = outline[i++] * scale + offsetX cpy2 = outline[i++] * scale + offsetY path.bezierCurveTo(cpx1, cpy1, cpx2, cpy2, cpx, cpy) break } } } return { offsetX: glyph.ha * scale, path: path } } function FontLoader(manager) { Loader.call(this, manager) } FontLoader.prototype = Object.assign(Object.create(Loader.prototype), { constructor: FontLoader, load: function load(url, onLoad, onProgress, onError) { var scope = this var loader = new FileLoader(this.manager) loader.setPath(this.path) loader.setRequestHeader(this.requestHeader) loader.setWithCredentials(scope.withCredentials) 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 parse(json) { return new Font(json) } }) var _context var AudioContext = { getContext: function getContext() { if (_context === undefined) { _context = new (window.AudioContext || window.webkitAudioContext)() } return _context }, setContext: function setContext(value) { _context = value } } function AudioLoader(manager) { Loader.call(this, manager) } AudioLoader.prototype = Object.assign(Object.create(Loader.prototype), { constructor: AudioLoader, load: function load(url, onLoad, onProgress, onError) { var scope = this var loader = new FileLoader(scope.manager) loader.setResponseType('arraybuffer') loader.setPath(scope.path) loader.setRequestHeader(scope.requestHeader) loader.setWithCredentials(scope.withCredentials) loader.load( url, function (buffer) { try { // Create a copy of the buffer. The `decodeAudioData` method // detaches the buffer when complete, preventing reuse. var bufferCopy = buffer.slice(0) var context = AudioContext.getContext() context.decodeAudioData(bufferCopy, function (audioBuffer) { onLoad(audioBuffer) }) } catch (e) { if (onError) { onError(e) } else { console.error(e) } scope.manager.itemError(url) } }, onProgress, onError ) } }) function HemisphereLightProbe(skyColor, groundColor, intensity) { LightProbe.call(this, undefined, intensity) var color1 = new Color().set(skyColor) var color2 = new Color().set(groundColor) var sky = new Vector3(color1.r, color1.g, color1.b) var ground = new Vector3(color2.r, color2.g, color2.b) // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI ); var c0 = Math.sqrt(Math.PI) var c1 = c0 * Math.sqrt(0.75) this.sh.coefficients[0].copy(sky).add(ground).multiplyScalar(c0) this.sh.coefficients[1].copy(sky).sub(ground).multiplyScalar(c1) } HemisphereLightProbe.prototype = Object.assign(Object.create(LightProbe.prototype), { constructor: HemisphereLightProbe, isHemisphereLightProbe: true, copy: function copy(source) { // modifying colors not currently supported LightProbe.prototype.copy.call(this, source) return this }, toJSON: function toJSON(meta) { var data = LightProbe.prototype.toJSON.call(this, meta) // data.sh = this.sh.toArray(); // todo return data } }) function AmbientLightProbe(color, intensity) { LightProbe.call(this, undefined, intensity) var color1 = new Color().set(color) // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI ); this.sh.coefficients[0].set(color1.r, color1.g, color1.b).multiplyScalar(2 * Math.sqrt(Math.PI)) } AmbientLightProbe.prototype = Object.assign(Object.create(LightProbe.prototype), { constructor: AmbientLightProbe, isAmbientLightProbe: true, copy: function copy(source) { // modifying color not currently supported LightProbe.prototype.copy.call(this, source) return this }, toJSON: function toJSON(meta) { var data = LightProbe.prototype.toJSON.call(this, meta) // data.sh = this.sh.toArray(); // todo return data } }) var _eyeRight = new Matrix4() var _eyeLeft = new Matrix4() function StereoCamera() { this.type = 'StereoCamera' this.aspect = 1 this.eyeSep = 0.064 this.cameraL = new PerspectiveCamera() this.cameraL.layers.enable(1) this.cameraL.matrixAutoUpdate = false this.cameraR = new PerspectiveCamera() this.cameraR.layers.enable(2) this.cameraR.matrixAutoUpdate = false this._cache = { focus: null, fov: null, aspect: null, near: null, far: null, zoom: null, eyeSep: null } } Object.assign(StereoCamera.prototype, { update: function update(camera) { var cache = this._cache var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov || cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near || cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep if (needsUpdate) { cache.focus = camera.focus cache.fov = camera.fov cache.aspect = camera.aspect * this.aspect cache.near = camera.near cache.far = camera.far cache.zoom = camera.zoom cache.eyeSep = this.eyeSep // Off-axis stereoscopic effect based on // http://paulbourke.net/stereographics/stereorender/ var projectionMatrix = camera.projectionMatrix.clone() var eyeSepHalf = cache.eyeSep / 2 var eyeSepOnProjection = (eyeSepHalf * cache.near) / cache.focus var ymax = (cache.near * Math.tan(MathUtils.DEG2RAD * cache.fov * 0.5)) / cache.zoom var xmin, xmax // translate xOffset _eyeLeft.elements[12] = -eyeSepHalf _eyeRight.elements[12] = eyeSepHalf // for left eye xmin = -ymax * cache.aspect + eyeSepOnProjection xmax = ymax * cache.aspect + eyeSepOnProjection projectionMatrix.elements[0] = (2 * cache.near) / (xmax - xmin) projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin) this.cameraL.projectionMatrix.copy(projectionMatrix) // for right eye xmin = -ymax * cache.aspect - eyeSepOnProjection xmax = ymax * cache.aspect - eyeSepOnProjection projectionMatrix.elements[0] = (2 * cache.near) / (xmax - xmin) projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin) this.cameraR.projectionMatrix.copy(projectionMatrix) } this.cameraL.matrixWorld.copy(camera.matrixWorld).multiply(_eyeLeft) this.cameraR.matrixWorld.copy(camera.matrixWorld).multiply(_eyeRight) } }) var Clock = /*#__PURE__*/ (function () { function Clock(autoStart) { this.autoStart = autoStart !== undefined ? autoStart : true this.startTime = 0 this.oldTime = 0 this.elapsedTime = 0 this.running = false } var _proto = Clock.prototype _proto.start = function start() { this.startTime = now() this.oldTime = this.startTime this.elapsedTime = 0 this.running = true } _proto.stop = function stop() { this.getElapsedTime() this.running = false this.autoStart = false } _proto.getElapsedTime = function getElapsedTime() { this.getDelta() return this.elapsedTime } _proto.getDelta = function getDelta() { var diff = 0 if (this.autoStart && !this.running) { this.start() return 0 } if (this.running) { var newTime = now() diff = (newTime - this.oldTime) / 1000 this.oldTime = newTime this.elapsedTime += diff } return diff } return Clock })() function now() { return (typeof performance === 'undefined' ? Date : performance).now() // see #10732 } var _position$2 = /*@__PURE__*/ new Vector3() var _quaternion$3 = /*@__PURE__*/ new Quaternion() var _scale$1 = /*@__PURE__*/ new Vector3() var _orientation = /*@__PURE__*/ new Vector3() var AudioListener = /*#__PURE__*/ (function (_Object3D) { _inheritsLoose(AudioListener, _Object3D) function AudioListener() { var _this _this = _Object3D.call(this) || this _this.type = 'AudioListener' _this.context = AudioContext.getContext() _this.gain = _this.context.createGain() _this.gain.connect(_this.context.destination) _this.filter = null _this.timeDelta = 0 // private _this._clock = new Clock() return _this } var _proto = AudioListener.prototype _proto.getInput = function getInput() { return this.gain } _proto.removeFilter = function removeFilter() { if (this.filter !== null) { this.gain.disconnect(this.filter) this.filter.disconnect(this.context.destination) this.gain.connect(this.context.destination) this.filter = null } return this } _proto.getFilter = function getFilter() { return this.filter } _proto.setFilter = function setFilter(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) return this } _proto.getMasterVolume = function getMasterVolume() { return this.gain.gain.value } _proto.setMasterVolume = function setMasterVolume(value) { this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01) return this } _proto.updateMatrixWorld = function updateMatrixWorld(force) { _Object3D.prototype.updateMatrixWorld.call(this, force) var listener = this.context.listener var up = this.up this.timeDelta = this._clock.getDelta() this.matrixWorld.decompose(_position$2, _quaternion$3, _scale$1) _orientation.set(0, 0, -1).applyQuaternion(_quaternion$3) if (listener.positionX) { // code path for Chrome (see #14393) var endTime = this.context.currentTime + this.timeDelta listener.positionX.linearRampToValueAtTime(_position$2.x, endTime) listener.positionY.linearRampToValueAtTime(_position$2.y, endTime) listener.positionZ.linearRampToValueAtTime(_position$2.z, endTime) listener.forwardX.linearRampToValueAtTime(_orientation.x, endTime) listener.forwardY.linearRampToValueAtTime(_orientation.y, endTime) listener.forwardZ.linearRampToValueAtTime(_orientation.z, endTime) listener.upX.linearRampToValueAtTime(up.x, endTime) listener.upY.linearRampToValueAtTime(up.y, endTime) listener.upZ.linearRampToValueAtTime(up.z, endTime) } else { listener.setPosition(_position$2.x, _position$2.y, _position$2.z) listener.setOrientation(_orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z) } } return AudioListener })(Object3D) var Audio = /*#__PURE__*/ (function (_Object3D) { _inheritsLoose(Audio, _Object3D) function Audio(listener) { var _this _this = _Object3D.call(this) || this _this.type = 'Audio' _this.listener = listener _this.context = listener.context _this.gain = _this.context.createGain() _this.gain.connect(listener.getInput()) _this.autoplay = false _this.buffer = null _this.detune = 0 _this.loop = false _this.loopStart = 0 _this.loopEnd = 0 _this.offset = 0 _this.duration = undefined _this.playbackRate = 1 _this.isPlaying = false _this.hasPlaybackControl = true _this.source = null _this.sourceType = 'empty' _this._startedAt = 0 _this._progress = 0 _this._connected = false _this.filters = [] return _this } var _proto = Audio.prototype _proto.getOutput = function getOutput() { return this.gain } _proto.setNodeSource = function setNodeSource(audioNode) { this.hasPlaybackControl = false this.sourceType = 'audioNode' this.source = audioNode this.connect() return this } _proto.setMediaElementSource = function setMediaElementSource(mediaElement) { this.hasPlaybackControl = false this.sourceType = 'mediaNode' this.source = this.context.createMediaElementSource(mediaElement) this.connect() return this } _proto.setMediaStreamSource = function setMediaStreamSource(mediaStream) { this.hasPlaybackControl = false this.sourceType = 'mediaStreamNode' this.source = this.context.createMediaStreamSource(mediaStream) this.connect() return this } _proto.setBuffer = function setBuffer(audioBuffer) { this.buffer = audioBuffer this.sourceType = 'buffer' if (this.autoplay) this.play() return this } _proto.play = function play(delay) { if (delay === void 0) { delay = 0 } 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 } this._startedAt = this.context.currentTime + delay var source = this.context.createBufferSource() source.buffer = this.buffer source.loop = this.loop source.loopStart = this.loopStart source.loopEnd = this.loopEnd source.onended = this.onEnded.bind(this) source.start(this._startedAt, this._progress + this.offset, this.duration) this.isPlaying = true this.source = source this.setDetune(this.detune) this.setPlaybackRate(this.playbackRate) return this.connect() } _proto.pause = function pause() { if (this.hasPlaybackControl === false) { console.warn('THREE.Audio: this Audio has no playback control.') return } if (this.isPlaying === true) { // update current progress this._progress += Math.max(this.context.currentTime - this._startedAt, 0) * this.playbackRate if (this.loop === true) { // ensure _progress does not exceed duration with looped audios this._progress = this._progress % (this.duration || this.buffer.duration) } this.source.stop() this.source.onended = null this.isPlaying = false } return this } _proto.stop = function stop() { if (this.hasPlaybackControl === false) { console.warn('THREE.Audio: this Audio has no playback control.') return } this._progress = 0 this.source.stop() this.source.onended = null this.isPlaying = false return this } _proto.connect = function connect() { 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()) } this._connected = true return this } _proto.disconnect = function disconnect() { 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()) } this._connected = false return this } _proto.getFilters = function getFilters() { return this.filters } _proto.setFilters = function setFilters(value) { if (!value) value = [] if (this._connected === true) { this.disconnect() this.filters = value.slice() this.connect() } else { this.filters = value.slice() } return this } _proto.setDetune = function setDetune(value) { this.detune = value if (this.source.detune === undefined) return // only set detune when available if (this.isPlaying === true) { this.source.detune.setTargetAtTime(this.detune, this.context.currentTime, 0.01) } return this } _proto.getDetune = function getDetune() { return this.detune } _proto.getFilter = function getFilter() { return this.getFilters()[0] } _proto.setFilter = function setFilter(filter) { return this.setFilters(filter ? [filter] : []) } _proto.setPlaybackRate = function setPlaybackRate(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.setTargetAtTime(this.playbackRate, this.context.currentTime, 0.01) } return this } _proto.getPlaybackRate = function getPlaybackRate() { return this.playbackRate } _proto.onEnded = function onEnded() { this.isPlaying = false } _proto.getLoop = function getLoop() { if (this.hasPlaybackControl === false) { console.warn('THREE.Audio: this Audio has no playback control.') return false } return this.loop } _proto.setLoop = function setLoop(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 } _proto.setLoopStart = function setLoopStart(value) { this.loopStart = value return this } _proto.setLoopEnd = function setLoopEnd(value) { this.loopEnd = value return this } _proto.getVolume = function getVolume() { return this.gain.gain.value } _proto.setVolume = function setVolume(value) { this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01) return this } return Audio })(Object3D) var _position$3 = /*@__PURE__*/ new Vector3() var _quaternion$4 = /*@__PURE__*/ new Quaternion() var _scale$2 = /*@__PURE__*/ new Vector3() var _orientation$1 = /*@__PURE__*/ new Vector3() var PositionalAudio = /*#__PURE__*/ (function (_Audio) { _inheritsLoose(PositionalAudio, _Audio) function PositionalAudio(listener) { var _this _this = _Audio.call(this, listener) || this _this.panner = _this.context.createPanner() _this.panner.panningModel = 'HRTF' _this.panner.connect(_this.gain) return _this } var _proto = PositionalAudio.prototype _proto.getOutput = function getOutput() { return this.panner } _proto.getRefDistance = function getRefDistance() { return this.panner.refDistance } _proto.setRefDistance = function setRefDistance(value) { this.panner.refDistance = value return this } _proto.getRolloffFactor = function getRolloffFactor() { return this.panner.rolloffFactor } _proto.setRolloffFactor = function setRolloffFactor(value) { this.panner.rolloffFactor = value return this } _proto.getDistanceModel = function getDistanceModel() { return this.panner.distanceModel } _proto.setDistanceModel = function setDistanceModel(value) { this.panner.distanceModel = value return this } _proto.getMaxDistance = function getMaxDistance() { return this.panner.maxDistance } _proto.setMaxDistance = function setMaxDistance(value) { this.panner.maxDistance = value return this } _proto.setDirectionalCone = function setDirectionalCone(coneInnerAngle, coneOuterAngle, coneOuterGain) { this.panner.coneInnerAngle = coneInnerAngle this.panner.coneOuterAngle = coneOuterAngle this.panner.coneOuterGain = coneOuterGain return this } _proto.updateMatrixWorld = function updateMatrixWorld(force) { _Audio.prototype.updateMatrixWorld.call(this, force) if (this.hasPlaybackControl === true && this.isPlaying === false) return this.matrixWorld.decompose(_position$3, _quaternion$4, _scale$2) _orientation$1.set(0, 0, 1).applyQuaternion(_quaternion$4) var panner = this.panner if (panner.positionX) { // code path for Chrome and Firefox (see #14393) var endTime = this.context.currentTime + this.listener.timeDelta panner.positionX.linearRampToValueAtTime(_position$3.x, endTime) panner.positionY.linearRampToValueAtTime(_position$3.y, endTime) panner.positionZ.linearRampToValueAtTime(_position$3.z, endTime) panner.orientationX.linearRampToValueAtTime(_orientation$1.x, endTime) panner.orientationY.linearRampToValueAtTime(_orientation$1.y, endTime) panner.orientationZ.linearRampToValueAtTime(_orientation$1.z, endTime) } else { panner.setPosition(_position$3.x, _position$3.y, _position$3.z) panner.setOrientation(_orientation$1.x, _orientation$1.y, _orientation$1.z) } } return PositionalAudio })(Audio) var AudioAnalyser = /*#__PURE__*/ (function () { function AudioAnalyser(audio, fftSize) { if (fftSize === void 0) { fftSize = 2048 } this.analyser = audio.context.createAnalyser() this.analyser.fftSize = fftSize this.data = new Uint8Array(this.analyser.frequencyBinCount) audio.getOutput().connect(this.analyser) } var _proto = AudioAnalyser.prototype _proto.getFrequencyData = function getFrequencyData() { this.analyser.getByteFrequencyData(this.data) return this.data } _proto.getAverageFrequency = function getAverageFrequency() { var value = 0 var data = this.getFrequencyData() for (var i = 0; i < data.length; i++) { value += data[i] } return value / data.length } return AudioAnalyser })() function PropertyMixer(binding, typeName, valueSize) { this.binding = binding this.valueSize = valueSize var mixFunction, mixFunctionAdditive, setIdentity // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ] // // interpolators can use .buffer as their .result // the data then goes to 'incoming' // // 'accu0' and 'accu1' are used frame-interleaved for // the cumulative result and are compared to detect // changes // // 'orig' stores the original state of the property // // 'add' is used for additive cumulative results // // 'work' is optional and is only present for quaternion types. It is used // to store intermediate quaternion multiplication results switch (typeName) { case 'quaternion': mixFunction = this._slerp mixFunctionAdditive = this._slerpAdditive setIdentity = this._setAdditiveIdentityQuaternion this.buffer = new Float64Array(valueSize * 6) this._workIndex = 5 break case 'string': case 'bool': mixFunction = this._select // Use the regular mix function and for additive on these types, // additive is not relevant for non-numeric types mixFunctionAdditive = this._select setIdentity = this._setAdditiveIdentityOther this.buffer = new Array(valueSize * 5) break default: mixFunction = this._lerp mixFunctionAdditive = this._lerpAdditive setIdentity = this._setAdditiveIdentityNumeric this.buffer = new Float64Array(valueSize * 5) } this._mixBufferRegion = mixFunction this._mixBufferRegionAdditive = mixFunctionAdditive this._setIdentity = setIdentity this._origIndex = 3 this._addIndex = 4 this.cumulativeWeight = 0 this.cumulativeWeightAdditive = 0 this.useCount = 0 this.referenceCount = 0 } Object.assign(PropertyMixer.prototype, { // accumulate data in the 'incoming' region into 'accu' accumulate: function accumulate(accuIndex, weight) { // note: happily accumulating nothing when weight = 0, the caller knows // the weight and shouldn't have made the call in the first place var buffer = this.buffer, stride = this.valueSize, offset = accuIndex * stride + stride var 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 }, // accumulate data in the 'incoming' region into 'add' accumulateAdditive: function accumulateAdditive(weight) { var buffer = this.buffer, stride = this.valueSize, offset = stride * this._addIndex if (this.cumulativeWeightAdditive === 0) { // add = identity this._setIdentity() } // add := add + incoming * weight this._mixBufferRegionAdditive(buffer, offset, 0, weight, stride) this.cumulativeWeightAdditive += weight }, // apply the state of 'accu' to the binding when accus differ apply: function apply(accuIndex) { var stride = this.valueSize, buffer = this.buffer, offset = accuIndex * stride + stride, weight = this.cumulativeWeight, weightAdditive = this.cumulativeWeightAdditive, binding = this.binding this.cumulativeWeight = 0 this.cumulativeWeightAdditive = 0 if (weight < 1) { // accuN := accuN + original * ( 1 - cumulativeWeight ) var originalValueOffset = stride * this._origIndex this._mixBufferRegion(buffer, offset, originalValueOffset, 1 - weight, stride) } if (weightAdditive > 0) { // accuN := accuN + additive accuN this._mixBufferRegionAdditive(buffer, offset, this._addIndex * stride, 1, 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 saveOriginalState() { var binding = this.binding var buffer = this.buffer, stride = this.valueSize, originalValueOffset = stride * this._origIndex 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)] } // Add to identity for additive this._setIdentity() this.cumulativeWeight = 0 this.cumulativeWeightAdditive = 0 }, // apply the state previously taken via 'saveOriginalState' to the binding restoreOriginalState: function restoreOriginalState() { var originalValueOffset = this.valueSize * 3 this.binding.setValue(this.buffer, originalValueOffset) }, _setAdditiveIdentityNumeric: function _setAdditiveIdentityNumeric() { var startIndex = this._addIndex * this.valueSize var endIndex = startIndex + this.valueSize for (var i = startIndex; i < endIndex; i++) { this.buffer[i] = 0 } }, _setAdditiveIdentityQuaternion: function _setAdditiveIdentityQuaternion() { this._setAdditiveIdentityNumeric() this.buffer[this._addIndex * this.valueSize + 3] = 1 }, _setAdditiveIdentityOther: function _setAdditiveIdentityOther() { var startIndex = this._origIndex * this.valueSize var targetIndex = this._addIndex * this.valueSize for (var i = 0; i < this.valueSize; i++) { this.buffer[targetIndex + i] = this.buffer[startIndex + i] } }, // mix functions _select: function _select(buffer, dstOffset, srcOffset, t, stride) { if (t >= 0.5) { for (var i = 0; i !== stride; ++i) { buffer[dstOffset + i] = buffer[srcOffset + i] } } }, _slerp: function _slerp(buffer, dstOffset, srcOffset, t) { Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t) }, _slerpAdditive: function _slerpAdditive(buffer, dstOffset, srcOffset, t, stride) { var workOffset = this._workIndex * stride // Store result in intermediate buffer offset Quaternion.multiplyQuaternionsFlat(buffer, workOffset, buffer, dstOffset, buffer, srcOffset) // Slerp to the intermediate result Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t) }, _lerp: function _lerp(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 } }, _lerpAdditive: function _lerpAdditive(buffer, dstOffset, srcOffset, t, stride) { for (var i = 0; i !== stride; ++i) { var j = dstOffset + i buffer[j] = buffer[j] + buffer[srcOffset + i] * t } } }) // Characters [].:/ are reserved for track binding syntax. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/' var _reservedRe = new RegExp('[' + _RESERVED_CHARS_RE + ']', 'g') // Attempts to allow node names from any language. ES5's `\w` regexp matches // only latin characters, and the unicode \p{L} is not yet supported. So // instead, we exclude reserved characters and match everything else. 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'] 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 getValue(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 setValue(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 bind() { var bindings = this._bindings for (var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) { bindings[i].bind() } }, unbind: function unbind() { 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 create(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 sanitizeNodeName(name) { return name.replace(/\s/g, '_').replace(_reservedRe, '') }, parseTrackName: 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 an allowlist. Otherwise, there // is no way to parse 'foo.bar.baz': 'baz' must be a property, but // 'bar' could be the objectName, or part of a nodeName (which can // include '.' characters). if (_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 findNode(root, nodeName) { if (!nodeName || nodeName === '' || 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 searchNodeSubtree(children) { for (var i = 0; i < children.length; i++) { var childNode = children[i] if (childNode.name === nodeName || childNode.uuid === nodeName) { return childNode } var result = searchNodeSubtree(childNode.children) if (result) return result } return null } var subTreeNode = searchNodeSubtree(root.children) if (subTreeNode) { return subTreeNode } } return null } }) Object.assign(PropertyBinding.prototype, { // prototype, continued // these are used to "bind" a nonexistent property _getValue_unavailable: function _getValue_unavailable() {}, _setValue_unavailable: function _setValue_unavailable() {}, BindingType: { Direct: 0, EntireArray: 1, ArrayElement: 2, HasFromToArray: 3 }, Versioning: { None: 0, NeedsUpdate: 1, MatrixWorldNeedsUpdate: 2 }, GetterByBindingType: [ function getValue_direct(buffer, offset) { buffer[offset] = this.node[this.propertyName] }, function getValue_array(buffer, offset) { var source = this.resolvedProperty for (var i = 0, n = source.length; i !== n; ++i) { buffer[offset++] = source[i] } }, function getValue_arrayElement(buffer, offset) { buffer[offset] = this.resolvedProperty[this.propertyIndex] }, function getValue_toArray(buffer, offset) { this.resolvedProperty.toArray(buffer, offset) } ], SetterByBindingTypeAndVersioning: [ [ // Direct function setValue_direct(buffer, offset) { this.targetObject[this.propertyName] = buffer[offset] }, function setValue_direct_setNeedsUpdate(buffer, offset) { this.targetObject[this.propertyName] = buffer[offset] this.targetObject.needsUpdate = true }, function setValue_direct_setMatrixWorldNeedsUpdate(buffer, offset) { this.targetObject[this.propertyName] = buffer[offset] this.targetObject.matrixWorldNeedsUpdate = true } ], [ // EntireArray function setValue_array(buffer, offset) { var dest = this.resolvedProperty for (var i = 0, n = dest.length; i !== n; ++i) { dest[i] = buffer[offset++] } }, function setValue_array_setNeedsUpdate(buffer, offset) { var dest = this.resolvedProperty for (var i = 0, n = dest.length; i !== n; ++i) { dest[i] = buffer[offset++] } this.targetObject.needsUpdate = true }, function setValue_array_setMatrixWorldNeedsUpdate(buffer, offset) { var dest = this.resolvedProperty for (var i = 0, n = dest.length; i !== n; ++i) { dest[i] = buffer[offset++] } this.targetObject.matrixWorldNeedsUpdate = true } ], [ // ArrayElement function setValue_arrayElement(buffer, offset) { this.resolvedProperty[this.propertyIndex] = buffer[offset] }, function setValue_arrayElement_setNeedsUpdate(buffer, offset) { this.resolvedProperty[this.propertyIndex] = buffer[offset] this.targetObject.needsUpdate = true }, function setValue_arrayElement_setMatrixWorldNeedsUpdate(buffer, offset) { this.resolvedProperty[this.propertyIndex] = buffer[offset] this.targetObject.matrixWorldNeedsUpdate = true } ], [ // HasToFromArray function setValue_fromArray(buffer, offset) { this.resolvedProperty.fromArray(buffer, offset) }, function setValue_fromArray_setNeedsUpdate(buffer, offset) { this.resolvedProperty.fromArray(buffer, offset) this.targetObject.needsUpdate = true }, function setValue_fromArray_setMatrixWorldNeedsUpdate(buffer, offset) { this.resolvedProperty.fromArray(buffer, offset) this.targetObject.matrixWorldNeedsUpdate = true } ] ], getValue: function getValue_unbound(targetArray, offset) { this.bind() this.getValue(targetArray, offset) // Note: This class uses a State pattern on a per-method basis: // 'bind' sets 'this.getValue' / 'setValue' and shadows the // prototype version of these methods with one that represents // the bound state. When the property is not found, the methods // become no-ops. }, setValue: function getValue_unbound(sourceArray, offset) { this.bind() this.setValue(sourceArray, offset) }, // create getter / setter pair for a property in the scene graph bind: function bind() { var targetObject = this.node var parsedPath = this.parsedPath var objectName = parsedPath.objectName var propertyName = parsedPath.propertyName var propertyIndex = parsedPath.propertyIndex if (!targetObject) { targetObject = PropertyBinding.findNode(this.rootNode, parsedPath.nodeName) || this.rootNode this.node = targetObject } // set fail state so we can just 'return' on error this.getValue = this._getValue_unavailable this.setValue = this._setValue_unavailable // ensure there is a value node if (!targetObject) { console.error('THREE.PropertyBinding: Trying to update node for track: ' + this.path + " but it wasn't found.") return } if (objectName) { var objectIndex = parsedPath.objectIndex // special cases were we need to reach deeper into the hierarchy to get the face materials.... switch (objectName) { case 'materials': if (!targetObject.material) { console.error('THREE.PropertyBinding: Can not bind to material as node does not have a material.', this) return } if (!targetObject.material.materials) { console.error('THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this) return } targetObject = targetObject.material.materials break case 'bones': if (!targetObject.skeleton) { console.error('THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this) return } // potential future optimization: skip this if propertyIndex is already an integer // and convert the integer string to a true integer. targetObject = targetObject.skeleton.bones // support resolving morphTarget names into indices. for (var i = 0; i < targetObject.length; i++) { if (targetObject[i].name === objectIndex) { objectIndex = i break } } break default: if (targetObject[objectName] === undefined) { console.error('THREE.PropertyBinding: Can not bind to objectName of node undefined.', this) return } targetObject = targetObject[objectName] } if (objectIndex !== undefined) { if (targetObject[objectIndex] === undefined) { console.error('THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject) return } targetObject = targetObject[objectIndex] } } // resolve property var nodeProperty = targetObject[propertyName] if (nodeProperty === undefined) { var nodeName = parsedPath.nodeName console.error('THREE.PropertyBinding: Trying to update property for track: ' + nodeName + '.' + propertyName + " but it wasn't found.", targetObject) return } // determine versioning scheme var versioning = this.Versioning.None this.targetObject = targetObject if (targetObject.needsUpdate !== undefined) { // material versioning = this.Versioning.NeedsUpdate } else if (targetObject.matrixWorldNeedsUpdate !== undefined) { // node transform versioning = this.Versioning.MatrixWorldNeedsUpdate } // determine how the property gets bound var bindingType = this.BindingType.Direct if (propertyIndex !== undefined) { // access a sub element of the property array (only primitives are supported right now) if (propertyName === 'morphTargetInfluences') { // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. // support resolving morphTarget names into indices. if (!targetObject.geometry) { console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this) return } if (targetObject.geometry.isBufferGeometry) { if (!targetObject.geometry.morphAttributes) { console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this) return } if (targetObject.morphTargetDictionary[propertyIndex] !== undefined) { propertyIndex = targetObject.morphTargetDictionary[propertyIndex] } } else { console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this) return } } 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 unbind() { this.node = null // back to the prototype version of getValue / setValue // note: avoiding to mutate the shape of 'this' via 'delete' this.getValue = this._getValue_unbound this.setValue = this._setValue_unbound } }) // DECLARE ALIAS AFTER assign prototype Object.assign(PropertyBinding.prototype, { // initial state of these methods that calls 'bind' _getValue_unbound: PropertyBinding.prototype.getValue, _setValue_unbound: PropertyBinding.prototype.setValue }) /** * * A group of objects that receives a shared animation state. * * Usage: * * - Add objects you would otherwise pass as 'root' to the * constructor or the .clipAction method of AnimationMixer. * * - Instead pass this object as 'root'. * * - You can also add and remove objects later when the mixer * is running. * * Note: * * Objects of this class appear as one object to the mixer, * so cache control of the individual objects must be done * on the group. * * Limitation: * * - The animated properties must be compatible among the * all objects in the group. * * - A single property can either be controlled through a * target group or directly, but not both. */ function AnimationObjectGroup() { this.uuid = MathUtils.generateUUID() // cached objects followed by the active ones this._objects = Array.prototype.slice.call(arguments) this.nCachedObjects_ = 0 // threshold // note: read by PropertyBinding.Composite var indices = {} this._indicesByUUID = indices // for bookkeeping for (var i = 0, n = arguments.length; i !== n; ++i) { indices[arguments[i].uuid] = i } this._paths = [] // inside: string this._parsedPaths = [] // inside: { we don't care, here } this._bindings = [] // inside: Array< PropertyBinding > this._bindingsIndicesByPath = {} // inside: indices in these arrays var scope = this this.stats = { objects: { get total() { return scope._objects.length }, get inUse() { return this.total - scope.nCachedObjects_ } }, get bindingsPerObject() { return scope._bindings.length } } } Object.assign(AnimationObjectGroup.prototype, { isAnimationObjectGroup: true, add: function add() { var objects = this._objects, indicesByUUID = this._indicesByUUID, paths = this._paths, parsedPaths = this._parsedPaths, bindings = this._bindings, nBindings = bindings.length var knownObject = undefined, nObjects = objects.length, nCachedObjects = this.nCachedObjects_ for (var i = 0, n = arguments.length; i !== n; ++i) { var object = arguments[i], uuid = object.uuid var index = indicesByUUID[uuid] if (index === undefined) { // unknown object -> add it to the ACTIVE region index = nObjects++ indicesByUUID[uuid] = index objects.push(object) // accounting is done, now do the same for all bindings for (var j = 0, m = nBindings; j !== m; ++j) { bindings[j].push(new PropertyBinding(object, paths[j], parsedPaths[j])) } } else if (index < nCachedObjects) { knownObject = objects[index] // move existing object to the ACTIVE region var firstActiveIndex = --nCachedObjects, lastCachedObject = objects[firstActiveIndex] indicesByUUID[lastCachedObject.uuid] = index objects[index] = lastCachedObject indicesByUUID[uuid] = firstActiveIndex objects[firstActiveIndex] = object // accounting is done, now do the same for all bindings for (var _j = 0, _m = nBindings; _j !== _m; ++_j) { var bindingsForPath = bindings[_j], lastCached = bindingsForPath[firstActiveIndex] var binding = bindingsForPath[index] bindingsForPath[index] = lastCached if (binding === undefined) { // since we do not bother to create new bindings // for objects that are cached, the binding may // or may not exist binding = new PropertyBinding(object, paths[_j], parsedPaths[_j]) } bindingsForPath[firstActiveIndex] = binding } } else if (objects[index] !== knownObject) { console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' + 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' ) } // else the object is already where we want it to be } // for arguments this.nCachedObjects_ = nCachedObjects }, remove: function remove() { var objects = this._objects, indicesByUUID = this._indicesByUUID, bindings = this._bindings, nBindings = bindings.length var nCachedObjects = this.nCachedObjects_ 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 uncache() { var objects = this._objects, indicesByUUID = this._indicesByUUID, bindings = this._bindings, nBindings = bindings.length var nCachedObjects = this.nCachedObjects_, nObjects = objects.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] if (_lastIndex > 0) { indicesByUUID[_lastObject.uuid] = index } objects[index] = _lastObject objects.pop() // accounting is done, now do the same for all bindings for (var _j2 = 0, _m2 = nBindings; _j2 !== _m2; ++_j2) { var _bindingsForPath = bindings[_j2] _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 subscribe_(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 var index = indicesByPath[path] var bindings = this._bindings if (index !== undefined) return bindings[index] var paths = this._paths, parsedPaths = this._parsedPaths, objects = this._objects, nObjects = objects.length, nCachedObjects = this.nCachedObjects_, bindingsForPath = new Array(nObjects) index = bindings.length indicesByPath[path] = index paths.push(path) parsedPaths.push(parsedPath) bindings.push(bindingsForPath) for (var i = nCachedObjects, n = objects.length; i !== n; ++i) { var object = objects[i] bindingsForPath[i] = new PropertyBinding(object, path, parsedPath) } return bindingsForPath }, unsubscribe_: function unsubscribe_(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() } } }) var AnimationAction = /*#__PURE__*/ (function () { function AnimationAction(mixer, clip, localRoot, blendMode) { if (localRoot === void 0) { localRoot = null } if (blendMode === void 0) { blendMode = clip.blendMode } this._mixer = mixer this._clip = clip this._localRoot = localRoot this.blendMode = blendMode var tracks = clip.tracks, nTracks = tracks.length, interpolants = new Array(nTracks) var interpolantSettings = { endingStart: ZeroCurvatureEnding, endingEnd: ZeroCurvatureEnding } for (var i = 0; i !== nTracks; ++i) { var interpolant = tracks[i].createInterpolant(null) interpolants[i] = interpolant interpolant.settings = interpolantSettings } this._interpolantSettings = interpolantSettings this._interpolants = interpolants // bound by the mixer // inside: PropertyMixer (managed by the mixer) this._propertyBindings = new Array(nTracks) this._cacheIndex = null // for the memory manager this._byClipCacheIndex = null // for the memory manager this._timeScaleInterpolant = null this._weightInterpolant = null this.loop = LoopRepeat this._loopCount = -1 // global mixer time when the action is to be started // it's set back to 'null' upon start of the action this._startTime = null // scaled local time of the action // gets clamped or wrapped to 0..clip.duration according to loop this.time = 0 this.timeScale = 1 this._effectiveTimeScale = 1 this.weight = 1 this._effectiveWeight = 1 this.repetitions = Infinity // no. of repetitions when looping this.paused = false // true -> zero effective time scale this.enabled = true // false -> zero effective weight this.clampWhenFinished = false // keep feeding the last frame? this.zeroSlopeAtStart = true // for smooth interpolation w/o separate this.zeroSlopeAtEnd = true // clips for start, loop and end } // State & Scheduling var _proto = AnimationAction.prototype _proto.play = function play() { this._mixer._activateAction(this) return this } _proto.stop = function stop() { this._mixer._deactivateAction(this) return this.reset() } _proto.reset = function reset() { 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() } _proto.isRunning = function isRunning() { return this.enabled && !this.paused && this.timeScale !== 0 && this._startTime === null && this._mixer._isActiveAction(this) } // return true when play has been called _proto.isScheduled = function isScheduled() { return this._mixer._isActiveAction(this) } _proto.startAt = function startAt(time) { this._startTime = time return this } _proto.setLoop = function setLoop(mode, repetitions) { this.loop = mode this.repetitions = repetitions return this } // Weight // set the weight stopping any scheduled fading // although .enabled = false yields an effective weight of zero, this // method does *not* change .enabled, because it would be confusing _proto.setEffectiveWeight = function setEffectiveWeight(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 _proto.getEffectiveWeight = function getEffectiveWeight() { return this._effectiveWeight } _proto.fadeIn = function fadeIn(duration) { return this._scheduleFading(duration, 0, 1) } _proto.fadeOut = function fadeOut(duration) { return this._scheduleFading(duration, 1, 0) } _proto.crossFadeFrom = function crossFadeFrom(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 } _proto.crossFadeTo = function crossFadeTo(fadeInAction, duration, warp) { return fadeInAction.crossFadeFrom(this, duration, warp) } _proto.stopFading = function stopFading() { 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 _proto.setEffectiveTimeScale = function setEffectiveTimeScale(timeScale) { this.timeScale = timeScale this._effectiveTimeScale = this.paused ? 0 : timeScale return this.stopWarping() } // return the time scale considering warping and .paused _proto.getEffectiveTimeScale = function getEffectiveTimeScale() { return this._effectiveTimeScale } _proto.setDuration = function setDuration(duration) { this.timeScale = this._clip.duration / duration return this.stopWarping() } _proto.syncWith = function syncWith(action) { this.time = action.time this.timeScale = action.timeScale return this.stopWarping() } _proto.halt = function halt(duration) { return this.warp(this._effectiveTimeScale, 0, duration) } _proto.warp = function warp(startTimeScale, endTimeScale, duration) { var mixer = this._mixer, now = mixer.time, timeScale = this.timeScale var interpolant = this._timeScaleInterpolant 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 } _proto.stopWarping = function stopWarping() { var timeScaleInterpolant = this._timeScaleInterpolant if (timeScaleInterpolant !== null) { this._timeScaleInterpolant = null this._mixer._takeBackControlInterpolant(timeScaleInterpolant) } return this } // Object Accessors _proto.getMixer = function getMixer() { return this._mixer } _proto.getClip = function getClip() { return this._clip } _proto.getRoot = function getRoot() { return this._localRoot || this._mixer._root } // Interna _proto._update = function _update(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 switch (this.blendMode) { case AdditiveAnimationBlendMode: for (var j = 0, m = _interpolants.length; j !== m; ++j) { _interpolants[j].evaluate(clipTime) propertyMixers[j].accumulateAdditive(weight) } break case NormalAnimationBlendMode: default: for (var _j = 0, _m = _interpolants.length; _j !== _m; ++_j) { _interpolants[_j].evaluate(clipTime) propertyMixers[_j].accumulate(accuIndex, weight) } } } } _proto._updateWeight = function _updateWeight(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 } _proto._updateTimeScale = function _updateTimeScale(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 } _proto._updateTime = function _updateTime(deltaTime) { var duration = this._clip.duration var loop = this.loop var time = this.time + deltaTime var loopCount = this._loopCount var pingPong = loop === LoopPingPong if (deltaTime === 0) { if (loopCount === -1) return time return pingPong && (loopCount & 1) === 1 ? duration - time : time } if (loop === LoopOnce) { if (loopCount === -1) { // just started this._loopCount = 0 this._setEndings(true, true, false) } handle_stop: { if (time >= duration) { time = duration } else if (time < 0) { time = 0 } else { this.time = time break handle_stop } if (this.clampWhenFinished) this.paused = true else this.enabled = false this.time = time this._mixer.dispatchEvent({ type: 'finished', action: this, direction: deltaTime < 0 ? -1 : 1 }) } } else { // repetitive Repeat or PingPong if (loopCount === -1) { // just started if (deltaTime >= 0) { loopCount = 0 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.time = time 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.time = time this._mixer.dispatchEvent({ type: 'loop', action: this, loopDelta: loopDelta }) } } else { this.time = time } if (pingPong && (loopCount & 1) === 1) { // invert time for the "pong round" return duration - time } } return time } _proto._setEndings = function _setEndings(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 } } } _proto._scheduleFading = function _scheduleFading(duration, weightNow, weightThen) { var mixer = this._mixer, now = mixer.time var 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 } return AnimationAction })() 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 _bindAction(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 var bindingsByName = bindingsByRoot[rootUuid] if (bindingsByName === undefined) { bindingsByName = {} bindingsByRoot[rootUuid] = bindingsByName } for (var i = 0; i !== nTracks; ++i) { var track = tracks[i], trackName = track.name var 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 _activateAction(action) { if (!this._isActiveAction(action)) { if (action._cacheIndex === null) { // this action has been forgotten by the cache, but the user // appears to be still using it -> rebind 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 _deactivateAction(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 _initMemoryManager() { 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 _isActiveAction(action) { var index = action._cacheIndex return index !== null && index < this._nActiveActions }, _addInactiveAction: function _addInactiveAction(action, clipUuid, rootUuid) { var actions = this._actions, actionsByClip = this._actionsByClip var 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 _removeInactiveAction(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 _removeInactiveBindingsForAction(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 _lendAction(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 _takeBackAction(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 _addInactiveBinding(binding, rootUuid, trackName) { var bindingsByRoot = this._bindingsByRootAndName, bindings = this._bindings var bindingByName = bindingsByRoot[rootUuid] if (bindingByName === undefined) { bindingByName = {} bindingsByRoot[rootUuid] = bindingByName } bindingByName[trackName] = binding binding._cacheIndex = bindings.length bindings.push(binding) }, _removeInactiveBinding: function _removeInactiveBinding(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] if (Object.keys(bindingByName).length === 0) { delete bindingsByRoot[rootUuid] } }, _lendBinding: function _lendBinding(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 _takeBackBinding(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 _lendControlInterpolant() { var interpolants = this._controlInterpolants, lastActiveIndex = this._nActiveControlInterpolants++ var 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 _takeBackControlInterpolant(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 clipAction(clip, optionalRoot, blendMode) { var root = optionalRoot || this._root, rootUuid = root.uuid var clipObject = typeof clip === 'string' ? AnimationClip.findByName(root, clip) : clip var clipUuid = clipObject !== null ? clipObject.uuid : clip var actionsForClip = this._actionsByClip[clipUuid] var prototypeAction = null if (blendMode === undefined) { if (clipObject !== null) { blendMode = clipObject.blendMode } else { blendMode = NormalAnimationBlendMode } } if (actionsForClip !== undefined) { var existingAction = actionsForClip.actionByRoot[rootUuid] if (existingAction !== undefined && existingAction.blendMode === blendMode) { return existingAction } // we know the clip, so we don't have to parse all // the bindings again but can just copy prototypeAction = actionsForClip.knownActions[0] // also, take the clip from the prototype action if (clipObject === null) clipObject = prototypeAction._clip } // clip must be known when specified via string if (clipObject === null) return null // allocate all resources required to run it var newAction = new AnimationAction(this, clipObject, optionalRoot, blendMode) 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 existingAction(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 stopAllAction() { var actions = this._actions, nActions = this._nActiveActions for (var i = nActions - 1; i >= 0; --i) { actions[i].stop() } return this }, // advance the time and update apply the animation update: function update(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 }, // Allows you to seek to a specific time in an animation. setTime: function setTime(timeInSeconds) { this.time = 0 // Zero out time attribute for AnimationMixer object; for (var i = 0; i < this._actions.length; i++) { this._actions[i].time = 0 // Zero out time attribute for all associated AnimationAction objects. } return this.update(timeInSeconds) // Update used to set exact time. Returns "this" AnimationMixer object. }, // return this mixer's root target object getRoot: function getRoot() { return this._root }, // free all resources specific to a particular clip uncacheClip: function uncacheClip(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 uncacheRoot(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 uncacheAction(clip, optionalRoot) { var action = this.existingAction(clip, optionalRoot) if (action !== null) { this._deactivateAction(action) this._removeInactiveAction(action) } } }) var Uniform = /*#__PURE__*/ (function () { function Uniform(value) { if (typeof value === 'string') { console.warn('THREE.Uniform: Type parameter is no longer needed.') value = arguments[1] } this.value = value } var _proto = Uniform.prototype _proto.clone = function clone() { return new Uniform(this.value.clone === undefined ? this.value : this.value.clone()) } return Uniform })() function InstancedInterleavedBuffer(array, stride, meshPerAttribute) { InterleavedBuffer.call(this, array, stride) this.meshPerAttribute = meshPerAttribute || 1 } InstancedInterleavedBuffer.prototype = Object.assign(Object.create(InterleavedBuffer.prototype), { constructor: InstancedInterleavedBuffer, isInstancedInterleavedBuffer: true, copy: function copy(source) { InterleavedBuffer.prototype.copy.call(this, source) this.meshPerAttribute = source.meshPerAttribute return this }, clone: function clone(data) { var ib = InterleavedBuffer.prototype.clone.call(this, data) ib.meshPerAttribute = this.meshPerAttribute return ib }, toJSON: function toJSON(data) { var json = InterleavedBuffer.prototype.toJSON.call(this, data) json.isInstancedInterleavedBuffer = true json.meshPerAttribute = this.meshPerAttribute return json } }) function GLBufferAttribute(buffer, type, itemSize, elementSize, count) { this.buffer = buffer this.type = type this.itemSize = itemSize this.elementSize = elementSize this.count = count this.version = 0 } Object.defineProperty(GLBufferAttribute.prototype, 'needsUpdate', { set: function set(value) { if (value === true) this.version++ } }) Object.assign(GLBufferAttribute.prototype, { isGLBufferAttribute: true, setBuffer: function setBuffer(buffer) { this.buffer = buffer return this }, setType: function setType(type, elementSize) { this.type = type this.elementSize = elementSize return this }, setItemSize: function setItemSize(itemSize) { this.itemSize = itemSize return this }, setCount: function setCount(count) { this.count = count return this } }) function Raycaster(origin, direction, near, far) { this.ray = new Ray(origin, direction) // direction is assumed to be normalized (for accurate distance calculations) this.near = near || 0 this.far = far || Infinity this.camera = null this.layers = new Layers() this.params = { Mesh: {}, Line: { threshold: 1 }, LOD: {}, Points: { threshold: 1 }, Sprite: {} } Object.defineProperties(this.params, { PointCloud: { get: function get() { console.warn('THREE.Raycaster: params.PointCloud has been renamed to params.Points.') return this.Points } } }) } function ascSort(a, b) { return a.distance - b.distance } function _intersectObject(object, raycaster, intersects, recursive) { if (object.layers.test(raycaster.layers)) { object.raycast(raycaster, intersects) } if (recursive === true) { var children = object.children for (var i = 0, l = children.length; i < l; i++) { _intersectObject(children[i], raycaster, intersects, true) } } } Object.assign(Raycaster.prototype, { set: function set(origin, direction) { // direction is assumed to be normalized (for accurate distance calculations) this.ray.set(origin, direction) }, setFromCamera: function setFromCamera(coords, camera) { if (camera && camera.isPerspectiveCamera) { this.ray.origin.setFromMatrixPosition(camera.matrixWorld) this.ray.direction.set(coords.x, coords.y, 0.5).unproject(camera).sub(this.ray.origin).normalize() this.camera = camera } else if (camera && camera.isOrthographicCamera) { this.ray.origin.set(coords.x, coords.y, (camera.near + camera.far) / (camera.near - camera.far)).unproject(camera) // set origin in plane of camera this.ray.direction.set(0, 0, -1).transformDirection(camera.matrixWorld) this.camera = camera } else { console.error('THREE.Raycaster: Unsupported camera type.') } }, intersectObject: function intersectObject(object, recursive, optionalTarget) { var intersects = optionalTarget || [] _intersectObject(object, this, intersects, recursive) intersects.sort(ascSort) return intersects }, intersectObjects: function intersectObjects(objects, recursive, optionalTarget) { var intersects = optionalTarget || [] if (Array.isArray(objects) === false) { console.warn('THREE.Raycaster.intersectObjects: objects is not an Array.') return intersects } for (var i = 0, l = objects.length; i < l; i++) { _intersectObject(objects[i], this, intersects, recursive) } intersects.sort(ascSort) return intersects } }) /** * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system * * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up. * The azimuthal angle (theta) is measured from the positive z-axis. */ var Spherical = /*#__PURE__*/ (function () { function Spherical(radius, phi, theta) { if (radius === void 0) { radius = 1 } if (phi === void 0) { phi = 0 } if (theta === void 0) { theta = 0 } this.radius = radius this.phi = phi // polar angle this.theta = theta // azimuthal angle return this } var _proto = Spherical.prototype _proto.set = function set(radius, phi, theta) { this.radius = radius this.phi = phi this.theta = theta return this } _proto.clone = function clone() { return new this.constructor().copy(this) } _proto.copy = function copy(other) { this.radius = other.radius this.phi = other.phi this.theta = other.theta return this } // restrict phi to be betwee EPS and PI-EPS _proto.makeSafe = function makeSafe() { var EPS = 0.000001 this.phi = Math.max(EPS, Math.min(Math.PI - EPS, this.phi)) return this } _proto.setFromVector3 = function setFromVector3(v) { return this.setFromCartesianCoords(v.x, v.y, v.z) } _proto.setFromCartesianCoords = function setFromCartesianCoords(x, y, z) { this.radius = Math.sqrt(x * x + y * y + z * z) if (this.radius === 0) { this.theta = 0 this.phi = 0 } else { this.theta = Math.atan2(x, z) this.phi = Math.acos(MathUtils.clamp(y / this.radius, -1, 1)) } return this } return Spherical })() /** * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system */ var Cylindrical = /*#__PURE__*/ (function () { function Cylindrical(radius, theta, y) { this.radius = radius !== undefined ? radius : 1.0 // distance from the origin to a point in the x-z plane this.theta = theta !== undefined ? theta : 0 // counterclockwise angle in the x-z plane measured in radians from the positive z-axis this.y = y !== undefined ? y : 0 // height above the x-z plane return this } var _proto = Cylindrical.prototype _proto.set = function set(radius, theta, y) { this.radius = radius this.theta = theta this.y = y return this } _proto.clone = function clone() { return new this.constructor().copy(this) } _proto.copy = function copy(other) { this.radius = other.radius this.theta = other.theta this.y = other.y return this } _proto.setFromVector3 = function setFromVector3(v) { return this.setFromCartesianCoords(v.x, v.y, v.z) } _proto.setFromCartesianCoords = function setFromCartesianCoords(x, y, z) { this.radius = Math.sqrt(x * x + z * z) this.theta = Math.atan2(x, z) this.y = y return this } return Cylindrical })() var _vector$7 = /*@__PURE__*/ new Vector2() var Box2 = /*#__PURE__*/ (function () { function Box2(min, max) { Object.defineProperty(this, 'isBox2', { value: true }) this.min = min !== undefined ? min : new Vector2(+Infinity, +Infinity) this.max = max !== undefined ? max : new Vector2(-Infinity, -Infinity) } var _proto = Box2.prototype _proto.set = function set(min, max) { this.min.copy(min) this.max.copy(max) return this } _proto.setFromPoints = function setFromPoints(points) { this.makeEmpty() for (var i = 0, il = points.length; i < il; i++) { this.expandByPoint(points[i]) } return this } _proto.setFromCenterAndSize = function setFromCenterAndSize(center, size) { var halfSize = _vector$7.copy(size).multiplyScalar(0.5) this.min.copy(center).sub(halfSize) this.max.copy(center).add(halfSize) return this } _proto.clone = function clone() { return new this.constructor().copy(this) } _proto.copy = function copy(box) { this.min.copy(box.min) this.max.copy(box.max) return this } _proto.makeEmpty = function makeEmpty() { this.min.x = this.min.y = +Infinity this.max.x = this.max.y = -Infinity return this } _proto.isEmpty = function isEmpty() { // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes return this.max.x < this.min.x || this.max.y < this.min.y } _proto.getCenter = function getCenter(target) { if (target === undefined) { console.warn('THREE.Box2: .getCenter() target is now required') target = new Vector2() } return this.isEmpty() ? target.set(0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5) } _proto.getSize = function getSize(target) { if (target === undefined) { console.warn('THREE.Box2: .getSize() target is now required') target = new Vector2() } return this.isEmpty() ? target.set(0, 0) : target.subVectors(this.max, this.min) } _proto.expandByPoint = function expandByPoint(point) { this.min.min(point) this.max.max(point) return this } _proto.expandByVector = function expandByVector(vector) { this.min.sub(vector) this.max.add(vector) return this } _proto.expandByScalar = function expandByScalar(scalar) { this.min.addScalar(-scalar) this.max.addScalar(scalar) return this } _proto.containsPoint = function containsPoint(point) { return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y ? false : true } _proto.containsBox = function containsBox(box) { return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y } _proto.getParameter = function getParameter(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)) } _proto.intersectsBox = function intersectsBox(box) { // using 4 splitting planes to rule out intersections return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y ? false : true } _proto.clampPoint = function clampPoint(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) } _proto.distanceToPoint = function distanceToPoint(point) { var clampedPoint = _vector$7.copy(point).clamp(this.min, this.max) return clampedPoint.sub(point).length() } _proto.intersect = function intersect(box) { this.min.max(box.min) this.max.min(box.max) return this } _proto.union = function union(box) { this.min.min(box.min) this.max.max(box.max) return this } _proto.translate = function translate(offset) { this.min.add(offset) this.max.add(offset) return this } _proto.equals = function equals(box) { return box.min.equals(this.min) && box.max.equals(this.max) } return Box2 })() var _startP = /*@__PURE__*/ new Vector3() var _startEnd = /*@__PURE__*/ new Vector3() var Line3 = /*#__PURE__*/ (function () { function Line3(start, end) { this.start = start !== undefined ? start : new Vector3() this.end = end !== undefined ? end : new Vector3() } var _proto = Line3.prototype _proto.set = function set(start, end) { this.start.copy(start) this.end.copy(end) return this } _proto.clone = function clone() { return new this.constructor().copy(this) } _proto.copy = function copy(line) { this.start.copy(line.start) this.end.copy(line.end) return this } _proto.getCenter = function getCenter(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) } _proto.delta = function delta(target) { if (target === undefined) { console.warn('THREE.Line3: .delta() target is now required') target = new Vector3() } return target.subVectors(this.end, this.start) } _proto.distanceSq = function distanceSq() { return this.start.distanceToSquared(this.end) } _proto.distance = function distance() { return this.start.distanceTo(this.end) } _proto.at = function at(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) } _proto.closestPointToPointParameter = 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 = MathUtils.clamp(t, 0, 1) } return t } _proto.closestPointToPoint = function closestPointToPoint(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) } _proto.applyMatrix4 = function applyMatrix4(matrix) { this.start.applyMatrix4(matrix) this.end.applyMatrix4(matrix) return this } _proto.equals = function equals(line) { return line.start.equals(this.start) && line.end.equals(this.end) } return Line3 })() function ImmediateRenderObject(material) { Object3D.call(this) this.material = material this.render = function () /* renderCallback */ {} this.hasPositions = false this.hasNormals = false this.hasColors = false this.hasUvs = false this.positionArray = null this.normalArray = null this.colorArray = null this.uvArray = null this.count = 0 } ImmediateRenderObject.prototype = Object.create(Object3D.prototype) ImmediateRenderObject.prototype.constructor = ImmediateRenderObject ImmediateRenderObject.prototype.isImmediateRenderObject = true var _vector$8 = /*@__PURE__*/ new Vector3() var SpotLightHelper = /*#__PURE__*/ (function (_Object3D) { _inheritsLoose(SpotLightHelper, _Object3D) function SpotLightHelper(light, color) { var _this _this = _Object3D.call(this) || this _this.light = light _this.light.updateMatrixWorld() _this.matrix = light.matrixWorld _this.matrixAutoUpdate = false _this.color = color var geometry = new BufferGeometry() var positions = [0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, -1, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, -1, 1] for (var i = 0, j = 1, l = 32; i < l; i++, j++) { var p1 = (i / l) * Math.PI * 2 var p2 = (j / l) * Math.PI * 2 positions.push(Math.cos(p1), Math.sin(p1), 1, Math.cos(p2), Math.sin(p2), 1) } geometry.setAttribute('position', new Float32BufferAttribute(positions, 3)) var material = new LineBasicMaterial({ fog: false, toneMapped: false }) _this.cone = new LineSegments(geometry, material) _this.add(_this.cone) _this.update() return _this } var _proto = SpotLightHelper.prototype _proto.dispose = function dispose() { this.cone.geometry.dispose() this.cone.material.dispose() } _proto.update = function update() { this.light.updateMatrixWorld() var coneLength = this.light.distance ? this.light.distance : 1000 var coneWidth = coneLength * Math.tan(this.light.angle) this.cone.scale.set(coneWidth, coneWidth, coneLength) _vector$8.setFromMatrixPosition(this.light.target.matrixWorld) this.cone.lookAt(_vector$8) if (this.color !== undefined) { this.cone.material.color.set(this.color) } else { this.cone.material.color.copy(this.light.color) } } return SpotLightHelper })(Object3D) var _vector$9 = /*@__PURE__*/ new Vector3() var _boneMatrix = /*@__PURE__*/ new Matrix4() var _matrixWorldInv = /*@__PURE__*/ new Matrix4() var SkeletonHelper = /*#__PURE__*/ (function (_LineSegments) { _inheritsLoose(SkeletonHelper, _LineSegments) function SkeletonHelper(object) { var _this var bones = getBoneList(object) var geometry = new BufferGeometry() var vertices = [] var colors = [] var color1 = new Color(0, 0, 1) var color2 = new Color(0, 1, 0) for (var i = 0; i < bones.length; i++) { var bone = bones[i] if (bone.parent && bone.parent.isBone) { vertices.push(0, 0, 0) vertices.push(0, 0, 0) colors.push(color1.r, color1.g, color1.b) colors.push(color2.r, color2.g, color2.b) } } geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3)) geometry.setAttribute('color', new Float32BufferAttribute(colors, 3)) var material = new LineBasicMaterial({ vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true }) _this = _LineSegments.call(this, geometry, material) || this _this.type = 'SkeletonHelper' _this.isSkeletonHelper = true _this.root = object _this.bones = bones _this.matrix = object.matrixWorld _this.matrixAutoUpdate = false return _this } var _proto = SkeletonHelper.prototype _proto.updateMatrixWorld = function updateMatrixWorld(force) { var bones = this.bones var geometry = this.geometry var position = geometry.getAttribute('position') _matrixWorldInv.copy(this.root.matrixWorld).invert() for (var i = 0, j = 0; i < bones.length; i++) { var bone = bones[i] if (bone.parent && bone.parent.isBone) { _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.matrixWorld) _vector$9.setFromMatrixPosition(_boneMatrix) position.setXYZ(j, _vector$9.x, _vector$9.y, _vector$9.z) _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.parent.matrixWorld) _vector$9.setFromMatrixPosition(_boneMatrix) position.setXYZ(j + 1, _vector$9.x, _vector$9.y, _vector$9.z) j += 2 } } geometry.getAttribute('position').needsUpdate = true _LineSegments.prototype.updateMatrixWorld.call(this, force) } return SkeletonHelper })(LineSegments) function getBoneList(object) { var boneList = [] if (object && object.isBone) { boneList.push(object) } for (var i = 0; i < object.children.length; i++) { boneList.push.apply(boneList, getBoneList(object.children[i])) } return boneList } var PointLightHelper = /*#__PURE__*/ (function (_Mesh) { _inheritsLoose(PointLightHelper, _Mesh) function PointLightHelper(light, sphereSize, color) { var _this var geometry = new SphereBufferGeometry(sphereSize, 4, 2) var material = new MeshBasicMaterial({ wireframe: true, fog: false, toneMapped: false }) _this = _Mesh.call(this, geometry, material) || this _this.light = light _this.light.updateMatrixWorld() _this.color = color _this.type = 'PointLightHelper' _this.matrix = _this.light.matrixWorld _this.matrixAutoUpdate = false _this.update() /* // TODO: delete this comment? const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 ); const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); const d = light.distance; if ( d === 0.0 ) { this.lightDistance.visible = false; } else { this.lightDistance.scale.set( d, d, d ); } this.add( this.lightDistance ); */ return _this } var _proto = PointLightHelper.prototype _proto.dispose = function dispose() { this.geometry.dispose() this.material.dispose() } _proto.update = function update() { if (this.color !== undefined) { this.material.color.set(this.color) } else { this.material.color.copy(this.light.color) } /* const d = this.light.distance; if ( d === 0.0 ) { this.lightDistance.visible = false; } else { this.lightDistance.visible = true; this.lightDistance.scale.set( d, d, d ); } */ } return PointLightHelper })(Mesh) var _vector$a = /*@__PURE__*/ new Vector3() var _color1 = /*@__PURE__*/ new Color() var _color2 = /*@__PURE__*/ new Color() var HemisphereLightHelper = /*#__PURE__*/ (function (_Object3D) { _inheritsLoose(HemisphereLightHelper, _Object3D) function HemisphereLightHelper(light, size, color) { var _this _this = _Object3D.call(this) || this _this.light = light _this.light.updateMatrixWorld() _this.matrix = light.matrixWorld _this.matrixAutoUpdate = false _this.color = color var geometry = new OctahedronBufferGeometry(size) geometry.rotateY(Math.PI * 0.5) _this.material = new MeshBasicMaterial({ wireframe: true, fog: false, toneMapped: false }) if (_this.color === undefined) _this.material.vertexColors = true var position = geometry.getAttribute('position') var colors = new Float32Array(position.count * 3) geometry.setAttribute('color', new BufferAttribute(colors, 3)) _this.add(new Mesh(geometry, _this.material)) _this.update() return _this } var _proto = HemisphereLightHelper.prototype _proto.dispose = function dispose() { this.children[0].geometry.dispose() this.children[0].material.dispose() } _proto.update = function update() { var mesh = this.children[0] if (this.color !== undefined) { this.material.color.set(this.color) } else { var colors = mesh.geometry.getAttribute('color') _color1.copy(this.light.color) _color2.copy(this.light.groundColor) for (var i = 0, l = colors.count; i < l; i++) { var color = i < l / 2 ? _color1 : _color2 colors.setXYZ(i, color.r, color.g, color.b) } colors.needsUpdate = true } mesh.lookAt(_vector$a.setFromMatrixPosition(this.light.matrixWorld).negate()) } return HemisphereLightHelper })(Object3D) var GridHelper = /*#__PURE__*/ (function (_LineSegments) { _inheritsLoose(GridHelper, _LineSegments) function GridHelper(size, divisions, color1, color2) { var _this if (size === void 0) { size = 10 } if (divisions === void 0) { divisions = 10 } if (color1 === void 0) { color1 = 0x444444 } if (color2 === void 0) { color2 = 0x888888 } color1 = new Color(color1) color2 = new Color(color2) var center = divisions / 2 var step = size / divisions var halfSize = size / 2 var vertices = [], colors = [] for (var i = 0, j = 0, k = -halfSize; i <= divisions; i++, k += step) { vertices.push(-halfSize, 0, k, halfSize, 0, k) vertices.push(k, 0, -halfSize, k, 0, halfSize) var color = i === center ? color1 : color2 color.toArray(colors, j) j += 3 color.toArray(colors, j) j += 3 color.toArray(colors, j) j += 3 color.toArray(colors, j) j += 3 } var geometry = new BufferGeometry() geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3)) geometry.setAttribute('color', new Float32BufferAttribute(colors, 3)) var material = new LineBasicMaterial({ vertexColors: true, toneMapped: false }) _this = _LineSegments.call(this, geometry, material) || this _this.type = 'GridHelper' return _this } return GridHelper })(LineSegments) var PolarGridHelper = /*#__PURE__*/ (function (_LineSegments) { _inheritsLoose(PolarGridHelper, _LineSegments) function PolarGridHelper(radius, radials, circles, divisions, color1, color2) { var _this if (radius === void 0) { radius = 10 } if (radials === void 0) { radials = 16 } if (circles === void 0) { circles = 8 } if (divisions === void 0) { divisions = 64 } if (color1 === void 0) { color1 = 0x444444 } if (color2 === void 0) { color2 = 0x888888 } color1 = new Color(color1) color2 = new Color(color2) var vertices = [] var colors = [] // create the radials for (var i = 0; i <= radials; i++) { var v = (i / radials) * (Math.PI * 2) var x = Math.sin(v) * radius var z = Math.cos(v) * radius vertices.push(0, 0, 0) vertices.push(x, 0, z) var 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 (var _i = 0; _i <= circles; _i++) { var _color = _i & 1 ? color1 : color2 var r = radius - (radius / circles) * _i for (var j = 0; j < divisions; j++) { // first vertex var _v = (j / divisions) * (Math.PI * 2) var _x = Math.sin(_v) * r var _z = Math.cos(_v) * r vertices.push(_x, 0, _z) colors.push(_color.r, _color.g, _color.b) // second vertex _v = ((j + 1) / divisions) * (Math.PI * 2) _x = Math.sin(_v) * r _z = Math.cos(_v) * r vertices.push(_x, 0, _z) colors.push(_color.r, _color.g, _color.b) } } var geometry = new BufferGeometry() geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3)) geometry.setAttribute('color', new Float32BufferAttribute(colors, 3)) var material = new LineBasicMaterial({ vertexColors: true, toneMapped: false }) _this = _LineSegments.call(this, geometry, material) || this _this.type = 'PolarGridHelper' return _this } return PolarGridHelper })(LineSegments) var _v1$6 = /*@__PURE__*/ new Vector3() var _v2$3 = /*@__PURE__*/ new Vector3() var _v3$1 = /*@__PURE__*/ new Vector3() var DirectionalLightHelper = /*#__PURE__*/ (function (_Object3D) { _inheritsLoose(DirectionalLightHelper, _Object3D) function DirectionalLightHelper(light, size, color) { var _this _this = _Object3D.call(this) || this _this.light = light _this.light.updateMatrixWorld() _this.matrix = light.matrixWorld _this.matrixAutoUpdate = false _this.color = color if (size === undefined) size = 1 var geometry = new BufferGeometry() geometry.setAttribute('position', new Float32BufferAttribute([-size, size, 0, size, size, 0, size, -size, 0, -size, -size, 0, -size, size, 0], 3)) var material = new LineBasicMaterial({ fog: false, toneMapped: false }) _this.lightPlane = new Line(geometry, material) _this.add(_this.lightPlane) geometry = new BufferGeometry() geometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 0, 1], 3)) _this.targetLine = new Line(geometry, material) _this.add(_this.targetLine) _this.update() return _this } var _proto = DirectionalLightHelper.prototype _proto.dispose = function dispose() { this.lightPlane.geometry.dispose() this.lightPlane.material.dispose() this.targetLine.geometry.dispose() this.targetLine.material.dispose() } _proto.update = function update() { _v1$6.setFromMatrixPosition(this.light.matrixWorld) _v2$3.setFromMatrixPosition(this.light.target.matrixWorld) _v3$1.subVectors(_v2$3, _v1$6) this.lightPlane.lookAt(_v2$3) if (this.color !== undefined) { this.lightPlane.material.color.set(this.color) this.targetLine.material.color.set(this.color) } else { this.lightPlane.material.color.copy(this.light.color) this.targetLine.material.color.copy(this.light.color) } this.targetLine.lookAt(_v2$3) this.targetLine.scale.z = _v3$1.length() } return DirectionalLightHelper })(Object3D) var _vector$b = /*@__PURE__*/ new Vector3() var _camera = /*@__PURE__*/ new Camera() /** * - shows frustum, line of sight and up of the camera * - suitable for fast updates * - based on frustum visualization in lightgl.js shadowmap example * http://evanw.github.com/lightgl.js/tests/shadowmap.html */ var CameraHelper = /*#__PURE__*/ (function (_LineSegments) { _inheritsLoose(CameraHelper, _LineSegments) function CameraHelper(camera) { var _this var geometry = new BufferGeometry() var material = new LineBasicMaterial({ color: 0xffffff, vertexColors: true, toneMapped: false }) var vertices = [] var colors = [] var pointMap = {} // colors var colorFrustum = new Color(0xffaa00) var colorCone = new Color(0xff0000) var colorUp = new Color(0x00aaff) var colorTarget = new Color(0xffffff) var colorCross = new Color(0x333333) // near addLine('n1', 'n2', colorFrustum) addLine('n2', 'n4', colorFrustum) addLine('n4', 'n3', colorFrustum) addLine('n3', 'n1', colorFrustum) // far addLine('f1', 'f2', colorFrustum) addLine('f2', 'f4', colorFrustum) addLine('f4', 'f3', colorFrustum) addLine('f3', 'f1', colorFrustum) // sides addLine('n1', 'f1', colorFrustum) addLine('n2', 'f2', colorFrustum) addLine('n3', 'f3', colorFrustum) addLine('n4', 'f4', colorFrustum) // cone addLine('p', 'n1', colorCone) addLine('p', 'n2', colorCone) addLine('p', 'n3', colorCone) addLine('p', 'n4', colorCone) // up addLine('u1', 'u2', colorUp) addLine('u2', 'u3', colorUp) addLine('u3', 'u1', colorUp) // target addLine('c', 't', colorTarget) addLine('p', 'c', colorCross) // cross addLine('cn1', 'cn2', colorCross) addLine('cn3', 'cn4', colorCross) addLine('cf1', 'cf2', colorCross) addLine('cf3', 'cf4', colorCross) function addLine(a, b, color) { addPoint(a, color) addPoint(b, color) } function addPoint(id, color) { vertices.push(0, 0, 0) colors.push(color.r, color.g, color.b) if (pointMap[id] === undefined) { pointMap[id] = [] } pointMap[id].push(vertices.length / 3 - 1) } geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3)) geometry.setAttribute('color', new Float32BufferAttribute(colors, 3)) _this = _LineSegments.call(this, geometry, material) || this _this.type = 'CameraHelper' _this.camera = camera if (_this.camera.updateProjectionMatrix) _this.camera.updateProjectionMatrix() _this.matrix = camera.matrixWorld _this.matrixAutoUpdate = false _this.pointMap = pointMap _this.update() return _this } var _proto = CameraHelper.prototype _proto.update = function update() { var geometry = this.geometry var pointMap = this.pointMap var w = 1, h = 1 // we need just camera projection matrix inverse // world matrix must be identity _camera.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse) // center / target setPoint('c', pointMap, geometry, _camera, 0, 0, -1) setPoint('t', pointMap, geometry, _camera, 0, 0, 1) // near setPoint('n1', pointMap, geometry, _camera, -w, -h, -1) setPoint('n2', pointMap, geometry, _camera, w, -h, -1) setPoint('n3', pointMap, geometry, _camera, -w, h, -1) setPoint('n4', pointMap, geometry, _camera, w, h, -1) // far setPoint('f1', pointMap, geometry, _camera, -w, -h, 1) setPoint('f2', pointMap, geometry, _camera, w, -h, 1) setPoint('f3', pointMap, geometry, _camera, -w, h, 1) setPoint('f4', pointMap, geometry, _camera, w, h, 1) // up setPoint('u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, -1) setPoint('u2', pointMap, geometry, _camera, -w * 0.7, h * 1.1, -1) setPoint('u3', pointMap, geometry, _camera, 0, h * 2, -1) // cross setPoint('cf1', pointMap, geometry, _camera, -w, 0, 1) setPoint('cf2', pointMap, geometry, _camera, w, 0, 1) setPoint('cf3', pointMap, geometry, _camera, 0, -h, 1) setPoint('cf4', pointMap, geometry, _camera, 0, h, 1) setPoint('cn1', pointMap, geometry, _camera, -w, 0, -1) setPoint('cn2', pointMap, geometry, _camera, w, 0, -1) setPoint('cn3', pointMap, geometry, _camera, 0, -h, -1) setPoint('cn4', pointMap, geometry, _camera, 0, h, -1) geometry.getAttribute('position').needsUpdate = true } return CameraHelper })(LineSegments) function setPoint(point, pointMap, geometry, camera, x, y, z) { _vector$b.set(x, y, z).unproject(camera) var points = pointMap[point] if (points !== undefined) { var position = geometry.getAttribute('position') for (var i = 0, l = points.length; i < l; i++) { position.setXYZ(points[i], _vector$b.x, _vector$b.y, _vector$b.z) } } } var _box$3 = /*@__PURE__*/ new Box3() var BoxHelper = /*#__PURE__*/ (function (_LineSegments) { _inheritsLoose(BoxHelper, _LineSegments) function BoxHelper(object, color) { var _this if (color === void 0) { color = 0xffff00 } var indices = new Uint16Array([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7]) var positions = new Float32Array(8 * 3) var geometry = new BufferGeometry() geometry.setIndex(new BufferAttribute(indices, 1)) geometry.setAttribute('position', new BufferAttribute(positions, 3)) _this = _LineSegments.call( this, geometry, new LineBasicMaterial({ color: color, toneMapped: false }) ) || this _this.object = object _this.type = 'BoxHelper' _this.matrixAutoUpdate = false _this.update() return _this } var _proto = BoxHelper.prototype _proto.update = function update(object) { if (object !== undefined) { console.warn('THREE.BoxHelper: .update() has no longer arguments.') } if (this.object !== undefined) { _box$3.setFromObject(this.object) } if (_box$3.isEmpty()) return var min = _box$3.min var max = _box$3.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() } _proto.setFromObject = function setFromObject(object) { this.object = object this.update() return this } _proto.copy = function copy(source) { LineSegments.prototype.copy.call(this, source) this.object = source.object return this } return BoxHelper })(LineSegments) var Box3Helper = /*#__PURE__*/ (function (_LineSegments) { _inheritsLoose(Box3Helper, _LineSegments) function Box3Helper(box, color) { var _this if (color === void 0) { 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 = [1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1] var geometry = new BufferGeometry() geometry.setIndex(new BufferAttribute(indices, 1)) geometry.setAttribute('position', new Float32BufferAttribute(positions, 3)) _this = _LineSegments.call( this, geometry, new LineBasicMaterial({ color: color, toneMapped: false }) ) || this _this.box = box _this.type = 'Box3Helper' _this.geometry.computeBoundingSphere() return _this } var _proto = Box3Helper.prototype _proto.updateMatrixWorld = function updateMatrixWorld(force) { var box = this.box if (box.isEmpty()) return box.getCenter(this.position) box.getSize(this.scale) this.scale.multiplyScalar(0.5) _LineSegments.prototype.updateMatrixWorld.call(this, force) } return Box3Helper })(LineSegments) var PlaneHelper = /*#__PURE__*/ (function (_Line) { _inheritsLoose(PlaneHelper, _Line) function PlaneHelper(plane, size, hex) { var _this if (size === void 0) { size = 1 } if (hex === void 0) { hex = 0xffff00 } var color = hex var positions = [1, -1, 1, -1, 1, 1, -1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0] var geometry = new BufferGeometry() geometry.setAttribute('position', new Float32BufferAttribute(positions, 3)) geometry.computeBoundingSphere() _this = _Line.call( this, geometry, new LineBasicMaterial({ color: color, toneMapped: false }) ) || this _this.type = 'PlaneHelper' _this.plane = plane _this.size = size var positions2 = [1, 1, 1, -1, 1, 1, -1, -1, 1, 1, 1, 1, -1, -1, 1, 1, -1, 1] var geometry2 = new BufferGeometry() geometry2.setAttribute('position', new Float32BufferAttribute(positions2, 3)) geometry2.computeBoundingSphere() _this.add( new Mesh( geometry2, new MeshBasicMaterial({ color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false }) ) ) return _this } var _proto = PlaneHelper.prototype _proto.updateMatrixWorld = function updateMatrixWorld(force) { var scale = -this.plane.constant if (Math.abs(scale) < 1e-8) scale = 1e-8 // sign does not matter this.scale.set(0.5 * this.size, 0.5 * this.size, scale) this.children[0].material.side = scale < 0 ? BackSide : FrontSide // renderer flips side when determinant < 0; flipping not wanted here this.lookAt(this.plane.normal) _Line.prototype.updateMatrixWorld.call(this, force) } return PlaneHelper })(Line) var _axis = /*@__PURE__*/ new Vector3() var _lineGeometry, _coneGeometry var ArrowHelper = /*#__PURE__*/ (function (_Object3D) { _inheritsLoose(ArrowHelper, _Object3D) function ArrowHelper(dir, origin, length, color, headLength, headWidth) { var _this _this = _Object3D.call(this) || this // dir is assumed to be normalized _this.type = 'ArrowHelper' if (dir === undefined) dir = new Vector3(0, 0, 1) if (origin === undefined) origin = new Vector3(0, 0, 0) if (length === undefined) length = 1 if (color === undefined) color = 0xffff00 if (headLength === undefined) headLength = 0.2 * length if (headWidth === undefined) headWidth = 0.2 * headLength if (_lineGeometry === undefined) { _lineGeometry = new BufferGeometry() _lineGeometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 1, 0], 3)) _coneGeometry = new CylinderBufferGeometry(0, 0.5, 1, 5, 1) _coneGeometry.translate(0, -0.5, 0) } _this.position.copy(origin) _this.line = new Line( _lineGeometry, new LineBasicMaterial({ color: color, toneMapped: false }) ) _this.line.matrixAutoUpdate = false _this.add(_this.line) _this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial({ color: color, toneMapped: false }) ) _this.cone.matrixAutoUpdate = false _this.add(_this.cone) _this.setDirection(dir) _this.setLength(length, headLength, headWidth) return _this } var _proto = ArrowHelper.prototype _proto.setDirection = 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() var radians = Math.acos(dir.y) this.quaternion.setFromAxisAngle(_axis, radians) } } _proto.setLength = function setLength(length, headLength, headWidth) { if (headLength === undefined) headLength = 0.2 * length if (headWidth === undefined) headWidth = 0.2 * headLength this.line.scale.set(1, Math.max(0.0001, length - headLength), 1) // see #17458 this.line.updateMatrix() this.cone.scale.set(headWidth, headLength, headWidth) this.cone.position.y = length this.cone.updateMatrix() } _proto.setColor = function setColor(color) { this.line.material.color.set(color) this.cone.material.color.set(color) } _proto.copy = function copy(source) { _Object3D.prototype.copy.call(this, source, false) this.line.copy(source.line) this.cone.copy(source.cone) return this } return ArrowHelper })(Object3D) var AxesHelper = /*#__PURE__*/ (function (_LineSegments) { _inheritsLoose(AxesHelper, _LineSegments) function AxesHelper(size) { var _this if (size === void 0) { 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.setAttribute('position', new Float32BufferAttribute(vertices, 3)) geometry.setAttribute('color', new Float32BufferAttribute(colors, 3)) var material = new LineBasicMaterial({ vertexColors: true, toneMapped: false }) _this = _LineSegments.call(this, geometry, material) || this _this.type = 'AxesHelper' return _this } return AxesHelper })(LineSegments) var _floatView = new Float32Array(1) var _int32View = new Int32Array(_floatView.buffer) var DataUtils = { // Converts float32 to float16 (stored as uint16 value). toHalfFloat: function toHalfFloat(val) { // Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410 /* This method is faster than the OpenEXR implementation (very often * used, eg. in Ogre), with the additional benefit of rounding, inspired * by James Tursa?s half-precision code. */ _floatView[0] = val var x = _int32View[0] var bits = (x >> 16) & 0x8000 /* Get the sign */ var m = (x >> 12) & 0x07ff /* Keep one extra bit for rounding */ var e = (x >> 23) & 0xff /* Using int is faster here */ /* If zero, or denormal, or exponent underflows too much for a denormal * half, return signed zero. */ if (e < 103) return bits /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */ if (e > 142) { bits |= 0x7c00 /* If exponent was 0xff and one mantissa bit was set, it means NaN, * not Inf, so make sure we set one mantissa bit too. */ bits |= (e == 255 ? 0 : 1) && x & 0x007fffff return bits } /* If exponent underflows but not too much, return a denormal */ if (e < 113) { m |= 0x0800 /* Extra rounding may overflow and set mantissa to 0 and exponent * to 1, which is OK. */ bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1) return bits } bits |= ((e - 112) << 10) | (m >> 1) /* Extra rounding. An overflow will set mantissa to 0 and increment * the exponent, which is OK. */ bits += m & 1 return bits } } var _ENCODINGS var LOD_MIN = 4 var LOD_MAX = 8 var SIZE_MAX = Math.pow(2, LOD_MAX) // The standard deviations (radians) associated with the extra mips. These are // chosen to approximate a Trowbridge-Reitz distribution function times the // geometric shadowing function. These sigma values squared must match the // variance #defines in cube_uv_reflection_fragment.glsl.js. var EXTRA_LOD_SIGMA = [0.125, 0.215, 0.35, 0.446, 0.526, 0.582] var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length // The maximum length of the blur for loop. Smaller sigmas will use fewer // samples and exit early, but not recompile the shader. var MAX_SAMPLES = 20 var ENCODINGS = ((_ENCODINGS = {}), (_ENCODINGS[LinearEncoding] = 0), (_ENCODINGS[sRGBEncoding] = 1), (_ENCODINGS[RGBEEncoding] = 2), (_ENCODINGS[RGBM7Encoding] = 3), (_ENCODINGS[RGBM16Encoding] = 4), (_ENCODINGS[RGBDEncoding] = 5), (_ENCODINGS[GammaEncoding] = 6), _ENCODINGS) var _flatCamera = /*@__PURE__*/ new OrthographicCamera() var _createPlanes2 = /*@__PURE__*/ _createPlanes(), _lodPlanes = _createPlanes2._lodPlanes, _sizeLods = _createPlanes2._sizeLods, _sigmas = _createPlanes2._sigmas var _clearColor = /*@__PURE__*/ new Color() var _oldTarget = null // Golden Ratio var PHI = (1 + Math.sqrt(5)) / 2 var INV_PHI = 1 / PHI // Vertices of a dodecahedron (except the opposites, which represent the // same axis), used as axis directions evenly spread on a sphere. var _axisDirections = [ /*@__PURE__*/ new Vector3(1, 1, 1), /*@__PURE__*/ new Vector3(-1, 1, 1), /*@__PURE__*/ new Vector3(1, 1, -1), /*@__PURE__*/ new Vector3(-1, 1, -1), /*@__PURE__*/ new Vector3(0, PHI, INV_PHI), /*@__PURE__*/ new Vector3(0, PHI, -INV_PHI), /*@__PURE__*/ new Vector3(INV_PHI, 0, PHI), /*@__PURE__*/ new Vector3(-INV_PHI, 0, PHI), /*@__PURE__*/ new Vector3(PHI, INV_PHI, 0), /*@__PURE__*/ new Vector3(-PHI, INV_PHI, 0) ] /** * This class generates a Prefiltered, Mipmapped Radiance Environment Map * (PMREM) from a cubeMap environment texture. This allows different levels of * blur to be quickly accessed based on material roughness. It is packed into a * special CubeUV format that allows us to perform custom interpolation so that * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap * chain, it only goes down to the LOD_MIN level (above), and then creates extra * even more filtered 'mips' at the same LOD_MIN resolution, associated with * higher roughness levels. In this way we maintain resolution to smoothly * interpolate diffuse lighting while limiting sampling computation. */ var PMREMGenerator = /*#__PURE__*/ (function () { function PMREMGenerator(renderer) { this._renderer = renderer this._pingPongRenderTarget = null this._blurMaterial = _getBlurShader(MAX_SAMPLES) this._equirectShader = null this._cubemapShader = null this._compileMaterial(this._blurMaterial) } /** * Generates a PMREM from a supplied Scene, which can be faster than using an * image if networking bandwidth is low. Optional sigma specifies a blur radius * in radians to be applied to the scene before PMREM generation. Optional near * and far planes ensure the scene is rendered in its entirety (the cubeCamera * is placed at the origin). */ var _proto = PMREMGenerator.prototype _proto.fromScene = function fromScene(scene, sigma, near, far) { if (sigma === void 0) { sigma = 0 } if (near === void 0) { near = 0.1 } if (far === void 0) { far = 100 } _oldTarget = this._renderer.getRenderTarget() var cubeUVRenderTarget = this._allocateTargets() this._sceneToCubeUV(scene, near, far, cubeUVRenderTarget) if (sigma > 0) { this._blur(cubeUVRenderTarget, 0, 0, sigma) } this._applyPMREM(cubeUVRenderTarget) this._cleanup(cubeUVRenderTarget) return cubeUVRenderTarget } /** * Generates a PMREM from an equirectangular texture, which can be either LDR * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512), * as this matches best with the 256 x 256 cubemap output. */ _proto.fromEquirectangular = function fromEquirectangular(equirectangular) { return this._fromTexture(equirectangular) } /** * Generates a PMREM from an cubemap texture, which can be either LDR * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256, * as this matches best with the 256 x 256 cubemap output. */ _proto.fromCubemap = function fromCubemap(cubemap) { return this._fromTexture(cubemap) } /** * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during * your texture's network fetch for increased concurrency. */ _proto.compileCubemapShader = function compileCubemapShader() { if (this._cubemapShader === null) { this._cubemapShader = _getCubemapShader() this._compileMaterial(this._cubemapShader) } } /** * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during * your texture's network fetch for increased concurrency. */ _proto.compileEquirectangularShader = function compileEquirectangularShader() { if (this._equirectShader === null) { this._equirectShader = _getEquirectShader() this._compileMaterial(this._equirectShader) } } /** * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class, * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on * one of them will cause any others to also become unusable. */ _proto.dispose = function dispose() { this._blurMaterial.dispose() if (this._cubemapShader !== null) this._cubemapShader.dispose() if (this._equirectShader !== null) this._equirectShader.dispose() for (var i = 0; i < _lodPlanes.length; i++) { _lodPlanes[i].dispose() } } // private interface _proto._cleanup = function _cleanup(outputTarget) { this._pingPongRenderTarget.dispose() this._renderer.setRenderTarget(_oldTarget) outputTarget.scissorTest = false _setViewport(outputTarget, 0, 0, outputTarget.width, outputTarget.height) } _proto._fromTexture = function _fromTexture(texture) { _oldTarget = this._renderer.getRenderTarget() var cubeUVRenderTarget = this._allocateTargets(texture) this._textureToCubeUV(texture, cubeUVRenderTarget) this._applyPMREM(cubeUVRenderTarget) this._cleanup(cubeUVRenderTarget) return cubeUVRenderTarget } _proto._allocateTargets = function _allocateTargets(texture) { // warning: null texture is valid var params = { magFilter: NearestFilter, minFilter: NearestFilter, generateMipmaps: false, type: UnsignedByteType, format: RGBEFormat, encoding: _isLDR(texture) ? texture.encoding : RGBEEncoding, depthBuffer: false } var cubeUVRenderTarget = _createRenderTarget(params) cubeUVRenderTarget.depthBuffer = texture ? false : true this._pingPongRenderTarget = _createRenderTarget(params) return cubeUVRenderTarget } _proto._compileMaterial = function _compileMaterial(material) { var tmpMesh = new Mesh(_lodPlanes[0], material) this._renderer.compile(tmpMesh, _flatCamera) } _proto._sceneToCubeUV = function _sceneToCubeUV(scene, near, far, cubeUVRenderTarget) { var fov = 90 var aspect = 1 var cubeCamera = new PerspectiveCamera(fov, aspect, near, far) var upSign = [1, -1, 1, 1, 1, 1] var forwardSign = [1, 1, 1, -1, -1, -1] var renderer = this._renderer var outputEncoding = renderer.outputEncoding var toneMapping = renderer.toneMapping renderer.getClearColor(_clearColor) var clearAlpha = renderer.getClearAlpha() renderer.toneMapping = NoToneMapping renderer.outputEncoding = LinearEncoding var background = scene.background if (background && background.isColor) { background.convertSRGBToLinear() // Convert linear to RGBE var maxComponent = Math.max(background.r, background.g, background.b) var fExp = Math.min(Math.max(Math.ceil(Math.log2(maxComponent)), -128.0), 127.0) background = background.multiplyScalar(Math.pow(2.0, -fExp)) var alpha = (fExp + 128.0) / 255.0 renderer.setClearColor(background, alpha) scene.background = null } for (var i = 0; i < 6; i++) { var col = i % 3 if (col == 0) { cubeCamera.up.set(0, upSign[i], 0) cubeCamera.lookAt(forwardSign[i], 0, 0) } else if (col == 1) { cubeCamera.up.set(0, 0, upSign[i]) cubeCamera.lookAt(0, forwardSign[i], 0) } else { cubeCamera.up.set(0, upSign[i], 0) cubeCamera.lookAt(0, 0, forwardSign[i]) } _setViewport(cubeUVRenderTarget, col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX) renderer.setRenderTarget(cubeUVRenderTarget) renderer.render(scene, cubeCamera) } renderer.toneMapping = toneMapping renderer.outputEncoding = outputEncoding renderer.setClearColor(_clearColor, clearAlpha) } _proto._textureToCubeUV = function _textureToCubeUV(texture, cubeUVRenderTarget) { var renderer = this._renderer if (texture.isCubeTexture) { if (this._cubemapShader == null) { this._cubemapShader = _getCubemapShader() } } else { if (this._equirectShader == null) { this._equirectShader = _getEquirectShader() } } var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader var mesh = new Mesh(_lodPlanes[0], material) var uniforms = material.uniforms uniforms['envMap'].value = texture if (!texture.isCubeTexture) { uniforms['texelSize'].value.set(1.0 / texture.image.width, 1.0 / texture.image.height) } uniforms['inputEncoding'].value = ENCODINGS[texture.encoding] uniforms['outputEncoding'].value = ENCODINGS[cubeUVRenderTarget.texture.encoding] _setViewport(cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX) renderer.setRenderTarget(cubeUVRenderTarget) renderer.render(mesh, _flatCamera) } _proto._applyPMREM = function _applyPMREM(cubeUVRenderTarget) { var renderer = this._renderer var autoClear = renderer.autoClear renderer.autoClear = false for (var i = 1; i < TOTAL_LODS; i++) { var sigma = Math.sqrt(_sigmas[i] * _sigmas[i] - _sigmas[i - 1] * _sigmas[i - 1]) var poleAxis = _axisDirections[(i - 1) % _axisDirections.length] this._blur(cubeUVRenderTarget, i - 1, i, sigma, poleAxis) } renderer.autoClear = autoClear } /** * This is a two-pass Gaussian blur for a cubemap. Normally this is done * vertically and horizontally, but this breaks down on a cube. Here we apply * the blur latitudinally (around the poles), and then longitudinally (towards * the poles) to approximate the orthogonally-separable blur. It is least * accurate at the poles, but still does a decent job. */ _proto._blur = function _blur(cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis) { var pingPongRenderTarget = this._pingPongRenderTarget this._halfBlur(cubeUVRenderTarget, pingPongRenderTarget, lodIn, lodOut, sigma, 'latitudinal', poleAxis) this._halfBlur(pingPongRenderTarget, cubeUVRenderTarget, lodOut, lodOut, sigma, 'longitudinal', poleAxis) } _proto._halfBlur = function _halfBlur(targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis) { var renderer = this._renderer var blurMaterial = this._blurMaterial if (direction !== 'latitudinal' && direction !== 'longitudinal') { console.error('blur direction must be either latitudinal or longitudinal!') } // Number of standard deviations at which to cut off the discrete approximation. var STANDARD_DEVIATIONS = 3 var blurMesh = new Mesh(_lodPlanes[lodOut], blurMaterial) var blurUniforms = blurMaterial.uniforms var pixels = _sizeLods[lodIn] - 1 var radiansPerPixel = isFinite(sigmaRadians) ? Math.PI / (2 * pixels) : (2 * Math.PI) / (2 * MAX_SAMPLES - 1) var sigmaPixels = sigmaRadians / radiansPerPixel var samples = isFinite(sigmaRadians) ? 1 + Math.floor(STANDARD_DEVIATIONS * sigmaPixels) : MAX_SAMPLES if (samples > MAX_SAMPLES) { console.warn('sigmaRadians, ' + sigmaRadians + ', is too large and will clip, as it requested ' + samples + ' samples when the maximum is set to ' + MAX_SAMPLES) } var weights = [] var sum = 0 for (var i = 0; i < MAX_SAMPLES; ++i) { var _x = i / sigmaPixels var weight = Math.exp((-_x * _x) / 2) weights.push(weight) if (i == 0) { sum += weight } else if (i < samples) { sum += 2 * weight } } for (var _i = 0; _i < weights.length; _i++) { weights[_i] = weights[_i] / sum } blurUniforms['envMap'].value = targetIn.texture blurUniforms['samples'].value = samples blurUniforms['weights'].value = weights blurUniforms['latitudinal'].value = direction === 'latitudinal' if (poleAxis) { blurUniforms['poleAxis'].value = poleAxis } blurUniforms['dTheta'].value = radiansPerPixel blurUniforms['mipInt'].value = LOD_MAX - lodIn blurUniforms['inputEncoding'].value = ENCODINGS[targetIn.texture.encoding] blurUniforms['outputEncoding'].value = ENCODINGS[targetIn.texture.encoding] var outputSize = _sizeLods[lodOut] var x = 3 * Math.max(0, SIZE_MAX - 2 * outputSize) var y = (lodOut === 0 ? 0 : 2 * SIZE_MAX) + 2 * outputSize * (lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0) _setViewport(targetOut, x, y, 3 * outputSize, 2 * outputSize) renderer.setRenderTarget(targetOut) renderer.render(blurMesh, _flatCamera) } return PMREMGenerator })() function _isLDR(texture) { if (texture === undefined || texture.type !== UnsignedByteType) return false return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding } function _createPlanes() { var _lodPlanes = [] var _sizeLods = [] var _sigmas = [] var lod = LOD_MAX for (var i = 0; i < TOTAL_LODS; i++) { var sizeLod = Math.pow(2, lod) _sizeLods.push(sizeLod) var sigma = 1.0 / sizeLod if (i > LOD_MAX - LOD_MIN) { sigma = EXTRA_LOD_SIGMA[i - LOD_MAX + LOD_MIN - 1] } else if (i == 0) { sigma = 0 } _sigmas.push(sigma) var texelSize = 1.0 / (sizeLod - 1) var min = -texelSize / 2 var max = 1 + texelSize / 2 var uv1 = [min, min, max, min, max, max, min, min, max, max, min, max] var cubeFaces = 6 var vertices = 6 var positionSize = 3 var uvSize = 2 var faceIndexSize = 1 var position = new Float32Array(positionSize * vertices * cubeFaces) var uv = new Float32Array(uvSize * vertices * cubeFaces) var faceIndex = new Float32Array(faceIndexSize * vertices * cubeFaces) for (var face = 0; face < cubeFaces; face++) { var x = ((face % 3) * 2) / 3 - 1 var y = face > 2 ? 0 : -1 var coordinates = [x, y, 0, x + 2 / 3, y, 0, x + 2 / 3, y + 1, 0, x, y, 0, x + 2 / 3, y + 1, 0, x, y + 1, 0] position.set(coordinates, positionSize * vertices * face) uv.set(uv1, uvSize * vertices * face) var fill = [face, face, face, face, face, face] faceIndex.set(fill, faceIndexSize * vertices * face) } var planes = new BufferGeometry() planes.setAttribute('position', new BufferAttribute(position, positionSize)) planes.setAttribute('uv', new BufferAttribute(uv, uvSize)) planes.setAttribute('faceIndex', new BufferAttribute(faceIndex, faceIndexSize)) _lodPlanes.push(planes) if (lod > LOD_MIN) { lod-- } } return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas } } function _createRenderTarget(params) { var cubeUVRenderTarget = new WebGLRenderTarget(3 * SIZE_MAX, 3 * SIZE_MAX, params) cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping cubeUVRenderTarget.texture.name = 'PMREM.cubeUv' cubeUVRenderTarget.scissorTest = true return cubeUVRenderTarget } function _setViewport(target, x, y, width, height) { target.viewport.set(x, y, width, height) target.scissor.set(x, y, width, height) } function _getBlurShader(maxSamples) { var weights = new Float32Array(maxSamples) var poleAxis = new Vector3(0, 1, 0) var shaderMaterial = new RawShaderMaterial({ name: 'SphericalGaussianBlur', defines: { n: maxSamples }, uniforms: { envMap: { value: null }, samples: { value: 1 }, weights: { value: weights }, latitudinal: { value: false }, dTheta: { value: 0 }, mipInt: { value: 0 }, poleAxis: { value: poleAxis }, inputEncoding: { value: ENCODINGS[LinearEncoding] }, outputEncoding: { value: ENCODINGS[LinearEncoding] } }, vertexShader: _getCommonVertexShader(), fragmentShader: /* glsl */ '\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t' + _getEncodings() + "\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include \n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t", blending: NoBlending, depthTest: false, depthWrite: false }) return shaderMaterial } function _getEquirectShader() { var texelSize = new Vector2(1, 1) var shaderMaterial = new RawShaderMaterial({ name: 'EquirectangularToCubeUV', uniforms: { envMap: { value: null }, texelSize: { value: texelSize }, inputEncoding: { value: ENCODINGS[LinearEncoding] }, outputEncoding: { value: ENCODINGS[LinearEncoding] } }, vertexShader: _getCommonVertexShader(), fragmentShader: /* glsl */ '\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t' + _getEncodings() + '\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tvec2 f = fract( uv / texelSize - 0.5 );\n\t\t\t\tuv -= f * texelSize;\n\t\t\t\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x += texelSize.x;\n\t\t\t\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.y += texelSize.y;\n\t\t\t\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x -= texelSize.x;\n\t\t\t\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\n\t\t\t\tvec3 tm = mix( tl, tr, f.x );\n\t\t\t\tvec3 bm = mix( bl, br, f.x );\n\t\t\t\tgl_FragColor.rgb = mix( tm, bm, f.y );\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t', blending: NoBlending, depthTest: false, depthWrite: false }) return shaderMaterial } function _getCubemapShader() { var shaderMaterial = new RawShaderMaterial({ name: 'CubemapToCubeUV', uniforms: { envMap: { value: null }, inputEncoding: { value: ENCODINGS[LinearEncoding] }, outputEncoding: { value: ENCODINGS[LinearEncoding] } }, vertexShader: _getCommonVertexShader(), fragmentShader: /* glsl */ '\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\t' + _getEncodings() + '\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t', blending: NoBlending, depthTest: false, depthWrite: false }) return shaderMaterial } function _getCommonVertexShader() { return ( /* glsl */ '\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t' ) } function _getEncodings() { return ( /* glsl */ '\n\n\t\tuniform int inputEncoding;\n\t\tuniform int outputEncoding;\n\n\t\t#include \n\n\t\tvec4 inputTexelToLinear( vec4 value ) {\n\n\t\t\tif ( inputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( inputEncoding == 1 ) {\n\n\t\t\t\treturn sRGBToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 2 ) {\n\n\t\t\t\treturn RGBEToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 3 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 7.0 );\n\n\t\t\t} else if ( inputEncoding == 4 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 16.0 );\n\n\t\t\t} else if ( inputEncoding == 5 ) {\n\n\t\t\t\treturn RGBDToLinear( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn GammaToLinear( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 linearToOutputTexel( vec4 value ) {\n\n\t\t\tif ( outputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( outputEncoding == 1 ) {\n\n\t\t\t\treturn LinearTosRGB( value );\n\n\t\t\t} else if ( outputEncoding == 2 ) {\n\n\t\t\t\treturn LinearToRGBE( value );\n\n\t\t\t} else if ( outputEncoding == 3 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 7.0 );\n\n\t\t\t} else if ( outputEncoding == 4 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 16.0 );\n\n\t\t\t} else if ( outputEncoding == 5 ) {\n\n\t\t\t\treturn LinearToRGBD( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn LinearToGamma( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 envMapTexelToLinear( vec4 color ) {\n\n\t\t\treturn inputTexelToLinear( color );\n\n\t\t}\n\t' ) } function Face4(a, b, c, d, normal, color, materialIndex) { console.warn('THREE.Face4 has been removed. A THREE.Face3 will be created instead.') return new Face3(a, b, c, normal, color, materialIndex) } var LineStrip = 0 var LinePieces = 1 var NoColors = 0 var FaceColors = 1 var VertexColors = 2 function MeshFaceMaterial(materials) { console.warn('THREE.MeshFaceMaterial has been removed. Use an Array instead.') return materials } function MultiMaterial(materials) { if (materials === void 0) { materials = [] } console.warn('THREE.MultiMaterial has been removed. Use an Array instead.') materials.isMultiMaterial = true materials.materials = materials materials.clone = function () { return materials.slice() } return materials } function PointCloud(geometry, material) { console.warn('THREE.PointCloud has been renamed to THREE.Points.') return new Points(geometry, material) } function Particle(material) { console.warn('THREE.Particle has been renamed to THREE.Sprite.') return new Sprite(material) } function ParticleSystem(geometry, material) { console.warn('THREE.ParticleSystem has been renamed to THREE.Points.') return new Points(geometry, material) } function PointCloudMaterial(parameters) { console.warn('THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.') return new PointsMaterial(parameters) } function ParticleBasicMaterial(parameters) { console.warn('THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.') return new PointsMaterial(parameters) } function ParticleSystemMaterial(parameters) { console.warn('THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.') return new PointsMaterial(parameters) } function Vertex(x, y, z) { console.warn('THREE.Vertex has been removed. Use THREE.Vector3 instead.') return new Vector3(x, y, z) } // function DynamicBufferAttribute(array, itemSize) { console.warn('THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.') return new BufferAttribute(array, itemSize).setUsage(DynamicDrawUsage) } function Int8Attribute(array, itemSize) { console.warn('THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.') return new Int8BufferAttribute(array, itemSize) } function Uint8Attribute(array, itemSize) { console.warn('THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.') return new Uint8BufferAttribute(array, itemSize) } function Uint8ClampedAttribute(array, itemSize) { console.warn('THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.') return new Uint8ClampedBufferAttribute(array, itemSize) } function Int16Attribute(array, itemSize) { console.warn('THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.') return new Int16BufferAttribute(array, itemSize) } function Uint16Attribute(array, itemSize) { console.warn('THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.') return new Uint16BufferAttribute(array, itemSize) } function Int32Attribute(array, itemSize) { console.warn('THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.') return new Int32BufferAttribute(array, itemSize) } function Uint32Attribute(array, itemSize) { console.warn('THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.') return new Uint32BufferAttribute(array, itemSize) } function Float32Attribute(array, itemSize) { console.warn('THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.') return new Float32BufferAttribute(array, itemSize) } function Float64Attribute(array, itemSize) { console.warn('THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.') return new Float64BufferAttribute(array, itemSize) } // Curve.create = function (construct, getPoint) { console.log('THREE.Curve.create() has been deprecated') construct.prototype = Object.create(Curve.prototype) construct.prototype.constructor = construct construct.prototype.getPoint = getPoint return construct } // Object.assign(CurvePath.prototype, { createPointsGeometry: function createPointsGeometry(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 createSpacedPointsGeometry(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 createGeometry(points) { console.warn('THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.') var geometry = new Geometry() for (var i = 0, l = points.length; i < l; i++) { var point = points[i] geometry.vertices.push(new Vector3(point.x, point.y, point.z || 0)) } return geometry } }) // Object.assign(Path.prototype, { fromPoints: function fromPoints(points) { console.warn('THREE.Path: .fromPoints() has been renamed to .setFromPoints().') return this.setFromPoints(points) } }) // function ClosedSplineCurve3(points) { console.warn('THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.') CatmullRomCurve3.call(this, points) this.type = 'catmullrom' this.closed = true } ClosedSplineCurve3.prototype = Object.create(CatmullRomCurve3.prototype) // function SplineCurve3(points) { console.warn('THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.') CatmullRomCurve3.call(this, points) this.type = 'catmullrom' } SplineCurve3.prototype = Object.create(CatmullRomCurve3.prototype) // function Spline(points) { console.warn('THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.') CatmullRomCurve3.call(this, points) this.type = 'catmullrom' } Spline.prototype = Object.create(CatmullRomCurve3.prototype) Object.assign(Spline.prototype, { initFromArray: function initFromArray() /* a */ { console.error('THREE.Spline: .initFromArray() has been removed.') }, getControlPointsArray: function getControlPointsArray() /* optionalTarget */ { console.error('THREE.Spline: .getControlPointsArray() has been removed.') }, reparametrizeByArcLength: function reparametrizeByArcLength() /* samplingCoef */ { console.error('THREE.Spline: .reparametrizeByArcLength() has been removed.') } }) // function AxisHelper(size) { console.warn('THREE.AxisHelper has been renamed to THREE.AxesHelper.') return new AxesHelper(size) } function BoundingBoxHelper(object, color) { console.warn('THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.') return new BoxHelper(object, color) } function EdgesHelper(object, hex) { console.warn('THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.') return new LineSegments( new EdgesGeometry(object.geometry), new LineBasicMaterial({ color: hex !== undefined ? hex : 0xffffff }) ) } GridHelper.prototype.setColors = function () { console.error('THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.') } SkeletonHelper.prototype.update = function () { console.error('THREE.SkeletonHelper: update() no longer needs to be called.') } function WireframeHelper(object, hex) { console.warn('THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.') return new LineSegments( new WireframeGeometry(object.geometry), new LineBasicMaterial({ color: hex !== undefined ? hex : 0xffffff }) ) } // Object.assign(Loader.prototype, { extractUrlBase: function extractUrlBase(url) { console.warn('THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.') return LoaderUtils.extractUrlBase(url) } }) Loader.Handlers = { add: function add() /* regex, loader */ { console.error('THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.') }, get: function get() /* file */ { console.error('THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.') } } function XHRLoader(manager) { console.warn('THREE.XHRLoader has been renamed to THREE.FileLoader.') return new FileLoader(manager) } function BinaryTextureLoader(manager) { console.warn('THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.') return new DataTextureLoader(manager) } // Object.assign(Box2.prototype, { center: function center(optionalTarget) { console.warn('THREE.Box2: .center() has been renamed to .getCenter().') return this.getCenter(optionalTarget) }, empty: function empty() { console.warn('THREE.Box2: .empty() has been renamed to .isEmpty().') return this.isEmpty() }, isIntersectionBox: function isIntersectionBox(box) { console.warn('THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().') return this.intersectsBox(box) }, size: function size(optionalTarget) { console.warn('THREE.Box2: .size() has been renamed to .getSize().') return this.getSize(optionalTarget) } }) Object.assign(Box3.prototype, { center: function center(optionalTarget) { console.warn('THREE.Box3: .center() has been renamed to .getCenter().') return this.getCenter(optionalTarget) }, empty: function empty() { console.warn('THREE.Box3: .empty() has been renamed to .isEmpty().') return this.isEmpty() }, isIntersectionBox: function isIntersectionBox(box) { console.warn('THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().') return this.intersectsBox(box) }, isIntersectionSphere: function isIntersectionSphere(sphere) { console.warn('THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().') return this.intersectsSphere(sphere) }, size: function size(optionalTarget) { console.warn('THREE.Box3: .size() has been renamed to .getSize().') return this.getSize(optionalTarget) } }) Object.assign(Sphere.prototype, { empty: function empty() { console.warn('THREE.Sphere: .empty() has been renamed to .isEmpty().') return this.isEmpty() } }) Frustum.prototype.setFromMatrix = function (m) { console.warn('THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().') return this.setFromProjectionMatrix(m) } Line3.prototype.center = function (optionalTarget) { console.warn('THREE.Line3: .center() has been renamed to .getCenter().') return this.getCenter(optionalTarget) } Object.assign(MathUtils, { random16: function random16() { console.warn('THREE.Math: .random16() has been deprecated. Use Math.random() instead.') return Math.random() }, nearestPowerOfTwo: function nearestPowerOfTwo(value) { console.warn('THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().') return MathUtils.floorPowerOfTwo(value) }, nextPowerOfTwo: function nextPowerOfTwo(value) { console.warn('THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().') return MathUtils.ceilPowerOfTwo(value) } }) Object.assign(Matrix3.prototype, { flattenToArrayOffset: function flattenToArrayOffset(array, offset) { console.warn('THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.') return this.toArray(array, offset) }, multiplyVector3: function multiplyVector3(vector) { console.warn('THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.') return vector.applyMatrix3(this) }, multiplyVector3Array: function multiplyVector3Array() /* a */ { console.error('THREE.Matrix3: .multiplyVector3Array() has been removed.') }, applyToBufferAttribute: function applyToBufferAttribute(attribute) { console.warn('THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.') return attribute.applyMatrix3(this) }, applyToVector3Array: function applyToVector3Array() /* array, offset, length */ { console.error('THREE.Matrix3: .applyToVector3Array() has been removed.') }, getInverse: function getInverse(matrix) { console.warn('THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.') return this.copy(matrix).invert() } }) Object.assign(Matrix4.prototype, { extractPosition: function extractPosition(m) { console.warn('THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().') return this.copyPosition(m) }, flattenToArrayOffset: function flattenToArrayOffset(array, offset) { console.warn('THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.') return this.toArray(array, offset) }, getPosition: function getPosition() { console.warn('THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.') return new Vector3().setFromMatrixColumn(this, 3) }, setRotationFromQuaternion: function setRotationFromQuaternion(q) { console.warn('THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().') return this.makeRotationFromQuaternion(q) }, multiplyToArray: function multiplyToArray() { console.warn('THREE.Matrix4: .multiplyToArray() has been removed.') }, multiplyVector3: function multiplyVector3(vector) { console.warn('THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.') return vector.applyMatrix4(this) }, multiplyVector4: function multiplyVector4(vector) { console.warn('THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.') return vector.applyMatrix4(this) }, multiplyVector3Array: function multiplyVector3Array() /* a */ { console.error('THREE.Matrix4: .multiplyVector3Array() has been removed.') }, rotateAxis: function rotateAxis(v) { console.warn('THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.') v.transformDirection(this) }, crossVector: function crossVector(vector) { console.warn('THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.') return vector.applyMatrix4(this) }, translate: function translate() { console.error('THREE.Matrix4: .translate() has been removed.') }, rotateX: function rotateX() { console.error('THREE.Matrix4: .rotateX() has been removed.') }, rotateY: function rotateY() { console.error('THREE.Matrix4: .rotateY() has been removed.') }, rotateZ: function rotateZ() { console.error('THREE.Matrix4: .rotateZ() has been removed.') }, rotateByAxis: function rotateByAxis() { console.error('THREE.Matrix4: .rotateByAxis() has been removed.') }, applyToBufferAttribute: function applyToBufferAttribute(attribute) { console.warn('THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.') return attribute.applyMatrix4(this) }, applyToVector3Array: function applyToVector3Array() /* array, offset, length */ { console.error('THREE.Matrix4: .applyToVector3Array() has been removed.') }, makeFrustum: function makeFrustum(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) }, getInverse: function getInverse(matrix) { console.warn('THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.') return this.copy(matrix).invert() } }) Plane.prototype.isIntersectionLine = function (line) { console.warn('THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().') return this.intersectsLine(line) } Object.assign(Quaternion.prototype, { multiplyVector3: function multiplyVector3(vector) { console.warn('THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.') return vector.applyQuaternion(this) }, inverse: function inverse() { console.warn('THREE.Quaternion: .inverse() has been renamed to invert().') return this.invert() } }) Object.assign(Ray.prototype, { isIntersectionBox: function isIntersectionBox(box) { console.warn('THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().') return this.intersectsBox(box) }, isIntersectionPlane: function isIntersectionPlane(plane) { console.warn('THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().') return this.intersectsPlane(plane) }, isIntersectionSphere: function isIntersectionSphere(sphere) { console.warn('THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().') return this.intersectsSphere(sphere) } }) Object.assign(Triangle.prototype, { area: function area() { console.warn('THREE.Triangle: .area() has been renamed to .getArea().') return this.getArea() }, barycoordFromPoint: function barycoordFromPoint(point, target) { console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().') return this.getBarycoord(point, target) }, midpoint: function midpoint(target) { console.warn('THREE.Triangle: .midpoint() has been renamed to .getMidpoint().') return this.getMidpoint(target) }, normal: function normal(target) { console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().') return this.getNormal(target) }, plane: function plane(target) { console.warn('THREE.Triangle: .plane() has been renamed to .getPlane().') return this.getPlane(target) } }) Object.assign(Triangle, { barycoordFromPoint: function barycoordFromPoint(point, a, b, c, target) { console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().') return Triangle.getBarycoord(point, a, b, c, target) }, normal: function normal(a, b, c, target) { console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().') return Triangle.getNormal(a, b, c, target) } }) Object.assign(Shape.prototype, { extractAllPoints: function extractAllPoints(divisions) { console.warn('THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.') return this.extractPoints(divisions) }, extrude: function extrude(options) { console.warn('THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.') return new ExtrudeGeometry(this, options) }, makeGeometry: function makeGeometry(options) { console.warn('THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.') return new ShapeGeometry(this, options) } }) Object.assign(Vector2.prototype, { fromAttribute: function fromAttribute(attribute, index, offset) { console.warn('THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().') return this.fromBufferAttribute(attribute, index, offset) }, distanceToManhattan: function distanceToManhattan(v) { console.warn('THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().') return this.manhattanDistanceTo(v) }, lengthManhattan: function lengthManhattan() { console.warn('THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().') return this.manhattanLength() } }) Object.assign(Vector3.prototype, { setEulerFromRotationMatrix: function setEulerFromRotationMatrix() { console.error('THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.') }, setEulerFromQuaternion: function setEulerFromQuaternion() { console.error('THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.') }, getPositionFromMatrix: function getPositionFromMatrix(m) { console.warn('THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().') return this.setFromMatrixPosition(m) }, getScaleFromMatrix: function getScaleFromMatrix(m) { console.warn('THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().') return this.setFromMatrixScale(m) }, getColumnFromMatrix: function getColumnFromMatrix(index, matrix) { console.warn('THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().') return this.setFromMatrixColumn(matrix, index) }, applyProjection: function applyProjection(m) { console.warn('THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.') return this.applyMatrix4(m) }, fromAttribute: function fromAttribute(attribute, index, offset) { console.warn('THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().') return this.fromBufferAttribute(attribute, index, offset) }, distanceToManhattan: function distanceToManhattan(v) { console.warn('THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().') return this.manhattanDistanceTo(v) }, lengthManhattan: function lengthManhattan() { console.warn('THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().') return this.manhattanLength() } }) Object.assign(Vector4.prototype, { fromAttribute: function fromAttribute(attribute, index, offset) { console.warn('THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().') return this.fromBufferAttribute(attribute, index, offset) }, lengthManhattan: function lengthManhattan() { console.warn('THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().') return this.manhattanLength() } }) // Object.assign(Geometry.prototype, { computeTangents: function computeTangents() { console.error('THREE.Geometry: .computeTangents() has been removed.') }, computeLineDistances: function computeLineDistances() { console.error('THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.') }, applyMatrix: function applyMatrix(matrix) { console.warn('THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().') return this.applyMatrix4(matrix) } }) Object.assign(Object3D.prototype, { getChildByName: function getChildByName(name) { console.warn('THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().') return this.getObjectByName(name) }, renderDepth: function renderDepth() { console.warn('THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.') }, translate: function translate(distance, axis) { console.warn('THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.') return this.translateOnAxis(axis, distance) }, getWorldRotation: function getWorldRotation() { console.error('THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.') }, applyMatrix: function applyMatrix(matrix) { console.warn('THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().') return this.applyMatrix4(matrix) } }) Object.defineProperties(Object3D.prototype, { eulerOrder: { get: function get() { console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.') return this.rotation.order }, set: function set(value) { console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.') this.rotation.order = value } }, useQuaternion: { get: function get() { console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.') }, set: function set() { console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.') } } }) Object.assign(Mesh.prototype, { setDrawMode: function setDrawMode() { console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' ) } }) Object.defineProperties(Mesh.prototype, { drawMode: { get: function get() { console.error('THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.') return TrianglesDrawMode }, set: function set() { console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' ) } } }) Object.defineProperties(LOD.prototype, { objects: { get: function get() { console.warn('THREE.LOD: .objects has been renamed to .levels.') return this.levels } } }) Object.defineProperty(Skeleton.prototype, 'useVertexTexture', { get: function get() { console.warn('THREE.Skeleton: useVertexTexture has been removed.') }, set: function set() { console.warn('THREE.Skeleton: useVertexTexture has been removed.') } }) SkinnedMesh.prototype.initBones = function () { console.error('THREE.SkinnedMesh: initBones() has been removed.') } Object.defineProperty(Curve.prototype, '__arcLengthDivisions', { get: function get() { console.warn('THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.') return this.arcLengthDivisions }, set: function set(value) { console.warn('THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.') this.arcLengthDivisions = value } }) // PerspectiveCamera.prototype.setLens = function (focalLength, filmGauge) { console.warn('THREE.PerspectiveCamera.setLens is deprecated. ' + 'Use .setFocalLength and .filmGauge for a photographic setup.') if (filmGauge !== undefined) this.filmGauge = filmGauge this.setFocalLength(focalLength) } // Object.defineProperties(Light.prototype, { onlyShadow: { set: function set() { console.warn('THREE.Light: .onlyShadow has been removed.') } }, shadowCameraFov: { set: function set(value) { console.warn('THREE.Light: .shadowCameraFov is now .shadow.camera.fov.') this.shadow.camera.fov = value } }, shadowCameraLeft: { set: function set(value) { console.warn('THREE.Light: .shadowCameraLeft is now .shadow.camera.left.') this.shadow.camera.left = value } }, shadowCameraRight: { set: function set(value) { console.warn('THREE.Light: .shadowCameraRight is now .shadow.camera.right.') this.shadow.camera.right = value } }, shadowCameraTop: { set: function set(value) { console.warn('THREE.Light: .shadowCameraTop is now .shadow.camera.top.') this.shadow.camera.top = value } }, shadowCameraBottom: { set: function set(value) { console.warn('THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.') this.shadow.camera.bottom = value } }, shadowCameraNear: { set: function set(value) { console.warn('THREE.Light: .shadowCameraNear is now .shadow.camera.near.') this.shadow.camera.near = value } }, shadowCameraFar: { set: function set(value) { console.warn('THREE.Light: .shadowCameraFar is now .shadow.camera.far.') this.shadow.camera.far = value } }, shadowCameraVisible: { set: function set() { console.warn('THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.') } }, shadowBias: { set: function set(value) { console.warn('THREE.Light: .shadowBias is now .shadow.bias.') this.shadow.bias = value } }, shadowDarkness: { set: function set() { console.warn('THREE.Light: .shadowDarkness has been removed.') } }, shadowMapWidth: { set: function set(value) { console.warn('THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.') this.shadow.mapSize.width = value } }, shadowMapHeight: { set: function set(value) { console.warn('THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.') this.shadow.mapSize.height = value } } }) // Object.defineProperties(BufferAttribute.prototype, { length: { get: function get() { console.warn('THREE.BufferAttribute: .length has been deprecated. Use .count instead.') return this.array.length } }, dynamic: { get: function get() { console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.') return this.usage === DynamicDrawUsage }, set: function set() /* value */ { console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.') this.setUsage(DynamicDrawUsage) } } }) Object.assign(BufferAttribute.prototype, { setDynamic: function setDynamic(value) { console.warn('THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.') this.setUsage(value === true ? DynamicDrawUsage : StaticDrawUsage) return this }, copyIndicesArray: function copyIndicesArray() /* indices */ { console.error('THREE.BufferAttribute: .copyIndicesArray() has been removed.') }, setArray: function setArray() /* array */ { console.error('THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers') } }) Object.assign(BufferGeometry.prototype, { addIndex: function addIndex(index) { console.warn('THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().') this.setIndex(index) }, addAttribute: function addAttribute(name, attribute) { console.warn('THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().') if (!(attribute && attribute.isBufferAttribute) && !(attribute && attribute.isInterleavedBufferAttribute)) { console.warn('THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).') return this.setAttribute(name, new BufferAttribute(arguments[1], arguments[2])) } if (name === 'index') { console.warn('THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.') this.setIndex(attribute) return this } return this.setAttribute(name, attribute) }, addDrawCall: function addDrawCall(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 clearDrawCalls() { console.warn('THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().') this.clearGroups() }, computeTangents: function computeTangents() { console.warn('THREE.BufferGeometry: .computeTangents() has been removed.') }, computeOffsets: function computeOffsets() { console.warn('THREE.BufferGeometry: .computeOffsets() has been removed.') }, removeAttribute: function removeAttribute(name) { console.warn('THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().') return this.deleteAttribute(name) }, applyMatrix: function applyMatrix(matrix) { console.warn('THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().') return this.applyMatrix4(matrix) } }) Object.defineProperties(BufferGeometry.prototype, { drawcalls: { get: function get() { console.error('THREE.BufferGeometry: .drawcalls has been renamed to .groups.') return this.groups } }, offsets: { get: function get() { console.warn('THREE.BufferGeometry: .offsets has been renamed to .groups.') return this.groups } } }) Object.defineProperties(InstancedBufferGeometry.prototype, { maxInstancedCount: { get: function get() { console.warn('THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.') return this.instanceCount }, set: function set(value) { console.warn('THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.') this.instanceCount = value } } }) Object.defineProperties(Raycaster.prototype, { linePrecision: { get: function get() { console.warn('THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.') return this.params.Line.threshold }, set: function set(value) { console.warn('THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.') this.params.Line.threshold = value } } }) Object.defineProperties(InterleavedBuffer.prototype, { dynamic: { get: function get() { console.warn('THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.') return this.usage === DynamicDrawUsage }, set: function set(value) { console.warn('THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.') this.setUsage(value) } } }) Object.assign(InterleavedBuffer.prototype, { setDynamic: function setDynamic(value) { console.warn('THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.') this.setUsage(value === true ? DynamicDrawUsage : StaticDrawUsage) return this }, setArray: function setArray() /* array */ { console.error('THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers') } }) // Object.assign(ExtrudeBufferGeometry.prototype, { getArrays: function getArrays() { console.error('THREE.ExtrudeBufferGeometry: .getArrays() has been removed.') }, addShapeList: function addShapeList() { console.error('THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.') }, addShape: function addShape() { console.error('THREE.ExtrudeBufferGeometry: .addShape() has been removed.') } }) // Object.assign(Scene.prototype, { dispose: function dispose() { console.error('THREE.Scene: .dispose() has been removed.') } }) // Object.defineProperties(Uniform.prototype, { dynamic: { set: function set() { console.warn('THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.') } }, onUpdate: { value: function value() { console.warn('THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.') return this } } }) // Object.defineProperties(Material.prototype, { wrapAround: { get: function get() { console.warn('THREE.Material: .wrapAround has been removed.') }, set: function set() { console.warn('THREE.Material: .wrapAround has been removed.') } }, overdraw: { get: function get() { console.warn('THREE.Material: .overdraw has been removed.') }, set: function set() { console.warn('THREE.Material: .overdraw has been removed.') } }, wrapRGB: { get: function get() { console.warn('THREE.Material: .wrapRGB has been removed.') return new Color() } }, shading: { get: function get() { console.error('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.') }, set: function set(value) { console.warn('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.') this.flatShading = value === FlatShading } }, stencilMask: { get: function get() { console.warn('THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.') return this.stencilFuncMask }, set: function set(value) { console.warn('THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.') this.stencilFuncMask = value } } }) Object.defineProperties(MeshPhongMaterial.prototype, { metal: { get: function get() { console.warn('THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.') return false }, set: function set() { console.warn('THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead') } } }) Object.defineProperties(MeshPhysicalMaterial.prototype, { transparency: { get: function get() { console.warn('THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.') return this.transmission }, set: function set(value) { console.warn('THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.') this.transmission = value } } }) Object.defineProperties(ShaderMaterial.prototype, { derivatives: { get: function get() { console.warn('THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.') return this.extensions.derivatives }, set: function set(value) { console.warn('THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.') this.extensions.derivatives = value } } }) // Object.assign(WebGLRenderer.prototype, { clearTarget: function clearTarget(renderTarget, color, depth, stencil) { console.warn('THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.') this.setRenderTarget(renderTarget) this.clear(color, depth, stencil) }, animate: function animate(callback) { console.warn('THREE.WebGLRenderer: .animate() is now .setAnimationLoop().') this.setAnimationLoop(callback) }, getCurrentRenderTarget: function getCurrentRenderTarget() { console.warn('THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().') return this.getRenderTarget() }, getMaxAnisotropy: function getMaxAnisotropy() { console.warn('THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().') return this.capabilities.getMaxAnisotropy() }, getPrecision: function getPrecision() { console.warn('THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.') return this.capabilities.precision }, resetGLState: function resetGLState() { console.warn('THREE.WebGLRenderer: .resetGLState() is now .state.reset().') return this.state.reset() }, supportsFloatTextures: function supportsFloatTextures() { console.warn("THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( 'OES_texture_float' ).") return this.extensions.get('OES_texture_float') }, supportsHalfFloatTextures: function supportsHalfFloatTextures() { console.warn("THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( 'OES_texture_half_float' ).") return this.extensions.get('OES_texture_half_float') }, supportsStandardDerivatives: function supportsStandardDerivatives() { console.warn("THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( 'OES_standard_derivatives' ).") return this.extensions.get('OES_standard_derivatives') }, supportsCompressedTextureS3TC: function supportsCompressedTextureS3TC() { console.warn("THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( 'WEBGL_compressed_texture_s3tc' ).") return this.extensions.get('WEBGL_compressed_texture_s3tc') }, supportsCompressedTexturePVRTC: function supportsCompressedTexturePVRTC() { console.warn("THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( 'WEBGL_compressed_texture_pvrtc' ).") return this.extensions.get('WEBGL_compressed_texture_pvrtc') }, supportsBlendMinMax: function supportsBlendMinMax() { console.warn("THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( 'EXT_blend_minmax' ).") return this.extensions.get('EXT_blend_minmax') }, supportsVertexTextures: function supportsVertexTextures() { console.warn('THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.') return this.capabilities.vertexTextures }, supportsInstancedArrays: function supportsInstancedArrays() { console.warn("THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( 'ANGLE_instanced_arrays' ).") return this.extensions.get('ANGLE_instanced_arrays') }, enableScissorTest: function enableScissorTest(boolean) { console.warn('THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().') this.setScissorTest(boolean) }, initMaterial: function initMaterial() { console.warn('THREE.WebGLRenderer: .initMaterial() has been removed.') }, addPrePlugin: function addPrePlugin() { console.warn('THREE.WebGLRenderer: .addPrePlugin() has been removed.') }, addPostPlugin: function addPostPlugin() { console.warn('THREE.WebGLRenderer: .addPostPlugin() has been removed.') }, updateShadowMap: function updateShadowMap() { console.warn('THREE.WebGLRenderer: .updateShadowMap() has been removed.') }, setFaceCulling: function setFaceCulling() { console.warn('THREE.WebGLRenderer: .setFaceCulling() has been removed.') }, allocTextureUnit: function allocTextureUnit() { console.warn('THREE.WebGLRenderer: .allocTextureUnit() has been removed.') }, setTexture: function setTexture() { console.warn('THREE.WebGLRenderer: .setTexture() has been removed.') }, setTexture2D: function setTexture2D() { console.warn('THREE.WebGLRenderer: .setTexture2D() has been removed.') }, setTextureCube: function setTextureCube() { console.warn('THREE.WebGLRenderer: .setTextureCube() has been removed.') }, getActiveMipMapLevel: function getActiveMipMapLevel() { console.warn('THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().') return this.getActiveMipmapLevel() } }) Object.defineProperties(WebGLRenderer.prototype, { shadowMapEnabled: { get: function get() { return this.shadowMap.enabled }, set: function set(value) { console.warn('THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.') this.shadowMap.enabled = value } }, shadowMapType: { get: function get() { return this.shadowMap.type }, set: function set(value) { console.warn('THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.') this.shadowMap.type = value } }, shadowMapCullFace: { get: function get() { console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.') return undefined }, set: function set() /* value */ { console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.') } }, context: { get: function get() { console.warn('THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.') return this.getContext() } }, vr: { get: function get() { console.warn('THREE.WebGLRenderer: .vr has been renamed to .xr') return this.xr } }, gammaInput: { get: function get() { console.warn('THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.') return false }, set: function set() { console.warn('THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.') } }, gammaOutput: { get: function get() { console.warn('THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.') return false }, set: function set(value) { console.warn('THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.') this.outputEncoding = value === true ? sRGBEncoding : LinearEncoding } }, toneMappingWhitePoint: { get: function get() { console.warn('THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.') return 1.0 }, set: function set() { console.warn('THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.') } } }) Object.defineProperties(WebGLShadowMap.prototype, { cullFace: { get: function get() { console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.') return undefined }, set: function set() /* cullFace */ { console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.') } }, renderReverseSided: { get: function get() { console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.') return undefined }, set: function set() { console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.') } }, renderSingleSided: { get: function get() { console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.') return undefined }, set: function set() { console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.') } } }) function WebGLRenderTargetCube(width, height, options) { console.warn('THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).') return new WebGLCubeRenderTarget(width, options) } // Object.defineProperties(WebGLRenderTarget.prototype, { wrapS: { get: function get() { console.warn('THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.') return this.texture.wrapS }, set: function set(value) { console.warn('THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.') this.texture.wrapS = value } }, wrapT: { get: function get() { console.warn('THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.') return this.texture.wrapT }, set: function set(value) { console.warn('THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.') this.texture.wrapT = value } }, magFilter: { get: function get() { console.warn('THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.') return this.texture.magFilter }, set: function set(value) { console.warn('THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.') this.texture.magFilter = value } }, minFilter: { get: function get() { console.warn('THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.') return this.texture.minFilter }, set: function set(value) { console.warn('THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.') this.texture.minFilter = value } }, anisotropy: { get: function get() { console.warn('THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.') return this.texture.anisotropy }, set: function set(value) { console.warn('THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.') this.texture.anisotropy = value } }, offset: { get: function get() { console.warn('THREE.WebGLRenderTarget: .offset is now .texture.offset.') return this.texture.offset }, set: function set(value) { console.warn('THREE.WebGLRenderTarget: .offset is now .texture.offset.') this.texture.offset = value } }, repeat: { get: function get() { console.warn('THREE.WebGLRenderTarget: .repeat is now .texture.repeat.') return this.texture.repeat }, set: function set(value) { console.warn('THREE.WebGLRenderTarget: .repeat is now .texture.repeat.') this.texture.repeat = value } }, format: { get: function get() { console.warn('THREE.WebGLRenderTarget: .format is now .texture.format.') return this.texture.format }, set: function set(value) { console.warn('THREE.WebGLRenderTarget: .format is now .texture.format.') this.texture.format = value } }, type: { get: function get() { console.warn('THREE.WebGLRenderTarget: .type is now .texture.type.') return this.texture.type }, set: function set(value) { console.warn('THREE.WebGLRenderTarget: .type is now .texture.type.') this.texture.type = value } }, generateMipmaps: { get: function get() { console.warn('THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.') return this.texture.generateMipmaps }, set: function set(value) { console.warn('THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.') this.texture.generateMipmaps = value } } }) // Object.defineProperties(Audio.prototype, { load: { value: function value(file) { console.warn('THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.') var scope = this var audioLoader = new AudioLoader() audioLoader.load(file, function (buffer) { scope.setBuffer(buffer) }) return this } }, startTime: { set: function set() { console.warn('THREE.Audio: .startTime is now .play( delay ).') } } }) AudioAnalyser.prototype.getData = function () { console.warn('THREE.AudioAnalyser: .getData() is now .getFrequencyData().') return this.getFrequencyData() } // CubeCamera.prototype.updateCubeMap = function (renderer, scene) { console.warn('THREE.CubeCamera: .updateCubeMap() is now .update().') return this.update(renderer, scene) } CubeCamera.prototype.clear = function (renderer, color, depth, stencil) { console.warn('THREE.CubeCamera: .clear() is now .renderTarget.clear().') return this.renderTarget.clear(renderer, color, depth, stencil) } // var GeometryUtils = { merge: function merge(geometry1, geometry2, materialIndexOffset) { console.warn('THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.') var matrix if (geometry2.isMesh) { geometry2.matrixAutoUpdate && geometry2.updateMatrix() matrix = geometry2.matrix geometry2 = geometry2.geometry } geometry1.merge(geometry2, matrix, materialIndexOffset) }, center: function center(geometry) { console.warn('THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.') return geometry.center() } } ImageUtils.crossOrigin = undefined ImageUtils.loadTexture = function (url, mapping, onLoad, onError) { console.warn('THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.') var loader = new TextureLoader() loader.setCrossOrigin(this.crossOrigin) var texture = loader.load(url, onLoad, undefined, onError) if (mapping) texture.mapping = mapping return texture } ImageUtils.loadTextureCube = function (urls, mapping, onLoad, onError) { console.warn('THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.') var loader = new CubeTextureLoader() loader.setCrossOrigin(this.crossOrigin) var texture = loader.load(urls, onLoad, undefined, onError) if (mapping) texture.mapping = mapping return texture } ImageUtils.loadCompressedTexture = function () { console.error('THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.') } ImageUtils.loadCompressedTextureCube = function () { console.error('THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.') } // function CanvasRenderer() { console.error('THREE.CanvasRenderer has been removed') } // function JSONLoader() { console.error('THREE.JSONLoader has been removed.') } // var SceneUtils = { createMultiMaterialObject: function createMultiMaterialObject() /* geometry, materials */ { console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js') }, detach: function detach() /* child, parent, scene */ { console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js') }, attach: function attach() /* child, scene, parent */ { console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js') } } // function LensFlare() { console.error('THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js') } if (typeof __THREE_DEVTOOLS__ !== 'undefined') { /* eslint-disable no-undef */ __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent('register', { detail: { revision: REVISION } }) ) /* eslint-enable no-undef */ } exports.ACESFilmicToneMapping = ACESFilmicToneMapping exports.AddEquation = AddEquation exports.AddOperation = AddOperation exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode exports.AdditiveBlending = AdditiveBlending exports.AlphaFormat = AlphaFormat exports.AlwaysDepth = AlwaysDepth exports.AlwaysStencilFunc = AlwaysStencilFunc exports.AmbientLight = AmbientLight exports.AmbientLightProbe = AmbientLightProbe exports.AnimationClip = AnimationClip exports.AnimationLoader = AnimationLoader exports.AnimationMixer = AnimationMixer exports.AnimationObjectGroup = AnimationObjectGroup exports.AnimationUtils = AnimationUtils exports.ArcCurve = ArcCurve exports.ArrayCamera = ArrayCamera exports.ArrowHelper = ArrowHelper exports.Audio = Audio exports.AudioAnalyser = AudioAnalyser exports.AudioContext = AudioContext exports.AudioListener = AudioListener exports.AudioLoader = AudioLoader exports.AxesHelper = AxesHelper exports.AxisHelper = AxisHelper exports.BackSide = BackSide exports.BasicDepthPacking = BasicDepthPacking exports.BasicShadowMap = BasicShadowMap exports.BinaryTextureLoader = BinaryTextureLoader exports.Bone = Bone exports.BooleanKeyframeTrack = BooleanKeyframeTrack exports.BoundingBoxHelper = BoundingBoxHelper exports.Box2 = Box2 exports.Box3 = Box3 exports.Box3Helper = Box3Helper exports.BoxBufferGeometry = BoxBufferGeometry exports.BoxGeometry = BoxGeometry exports.BoxHelper = BoxHelper exports.BufferAttribute = BufferAttribute exports.BufferGeometry = BufferGeometry exports.BufferGeometryLoader = BufferGeometryLoader exports.ByteType = ByteType exports.Cache = Cache exports.Camera = Camera exports.CameraHelper = CameraHelper exports.CanvasRenderer = CanvasRenderer exports.CanvasTexture = CanvasTexture exports.CatmullRomCurve3 = CatmullRomCurve3 exports.CineonToneMapping = CineonToneMapping exports.CircleBufferGeometry = CircleBufferGeometry exports.CircleGeometry = CircleGeometry exports.ClampToEdgeWrapping = ClampToEdgeWrapping exports.Clock = Clock exports.ClosedSplineCurve3 = ClosedSplineCurve3 exports.Color = Color exports.ColorKeyframeTrack = ColorKeyframeTrack exports.CompressedTexture = CompressedTexture exports.CompressedTextureLoader = CompressedTextureLoader exports.ConeBufferGeometry = ConeBufferGeometry exports.ConeGeometry = ConeGeometry exports.CubeCamera = CubeCamera exports.CubeGeometry = BoxGeometry exports.CubeReflectionMapping = CubeReflectionMapping exports.CubeRefractionMapping = CubeRefractionMapping exports.CubeTexture = CubeTexture exports.CubeTextureLoader = CubeTextureLoader exports.CubeUVReflectionMapping = CubeUVReflectionMapping exports.CubeUVRefractionMapping = CubeUVRefractionMapping exports.CubicBezierCurve = CubicBezierCurve exports.CubicBezierCurve3 = CubicBezierCurve3 exports.CubicInterpolant = CubicInterpolant exports.CullFaceBack = CullFaceBack exports.CullFaceFront = CullFaceFront exports.CullFaceFrontBack = CullFaceFrontBack exports.CullFaceNone = CullFaceNone exports.Curve = Curve exports.CurvePath = CurvePath exports.CustomBlending = CustomBlending exports.CustomToneMapping = CustomToneMapping exports.CylinderBufferGeometry = CylinderBufferGeometry exports.CylinderGeometry = CylinderGeometry exports.Cylindrical = Cylindrical exports.DataTexture = DataTexture exports.DataTexture2DArray = DataTexture2DArray exports.DataTexture3D = DataTexture3D exports.DataTextureLoader = DataTextureLoader exports.DataUtils = DataUtils exports.DecrementStencilOp = DecrementStencilOp exports.DecrementWrapStencilOp = DecrementWrapStencilOp exports.DefaultLoadingManager = DefaultLoadingManager exports.DepthFormat = DepthFormat exports.DepthStencilFormat = DepthStencilFormat exports.DepthTexture = DepthTexture exports.DirectionalLight = DirectionalLight exports.DirectionalLightHelper = DirectionalLightHelper exports.DiscreteInterpolant = DiscreteInterpolant exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry exports.DodecahedronGeometry = DodecahedronGeometry exports.DoubleSide = DoubleSide exports.DstAlphaFactor = DstAlphaFactor exports.DstColorFactor = DstColorFactor exports.DynamicBufferAttribute = DynamicBufferAttribute exports.DynamicCopyUsage = DynamicCopyUsage exports.DynamicDrawUsage = DynamicDrawUsage exports.DynamicReadUsage = DynamicReadUsage exports.EdgesGeometry = EdgesGeometry exports.EdgesHelper = EdgesHelper exports.EllipseCurve = EllipseCurve exports.EqualDepth = EqualDepth exports.EqualStencilFunc = EqualStencilFunc exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping exports.Euler = Euler exports.EventDispatcher = EventDispatcher exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry exports.ExtrudeGeometry = ExtrudeGeometry exports.Face3 = Face3 exports.Face4 = Face4 exports.FaceColors = FaceColors exports.FileLoader = FileLoader exports.FlatShading = FlatShading exports.Float16BufferAttribute = Float16BufferAttribute exports.Float32Attribute = Float32Attribute exports.Float32BufferAttribute = Float32BufferAttribute exports.Float64Attribute = Float64Attribute exports.Float64BufferAttribute = Float64BufferAttribute exports.FloatType = FloatType exports.Fog = Fog exports.FogExp2 = FogExp2 exports.Font = Font exports.FontLoader = FontLoader exports.FrontSide = FrontSide exports.Frustum = Frustum exports.GLBufferAttribute = GLBufferAttribute exports.GLSL1 = GLSL1 exports.GLSL3 = GLSL3 exports.GammaEncoding = GammaEncoding exports.Geometry = Geometry exports.GeometryUtils = GeometryUtils exports.GreaterDepth = GreaterDepth exports.GreaterEqualDepth = GreaterEqualDepth exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc exports.GreaterStencilFunc = GreaterStencilFunc exports.GridHelper = GridHelper exports.Group = Group exports.HalfFloatType = HalfFloatType exports.HemisphereLight = HemisphereLight exports.HemisphereLightHelper = HemisphereLightHelper exports.HemisphereLightProbe = HemisphereLightProbe exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry exports.IcosahedronGeometry = IcosahedronGeometry exports.ImageBitmapLoader = ImageBitmapLoader exports.ImageLoader = ImageLoader exports.ImageUtils = ImageUtils exports.ImmediateRenderObject = ImmediateRenderObject exports.IncrementStencilOp = IncrementStencilOp exports.IncrementWrapStencilOp = IncrementWrapStencilOp exports.InstancedBufferAttribute = InstancedBufferAttribute exports.InstancedBufferGeometry = InstancedBufferGeometry exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer exports.InstancedMesh = InstancedMesh exports.Int16Attribute = Int16Attribute exports.Int16BufferAttribute = Int16BufferAttribute exports.Int32Attribute = Int32Attribute exports.Int32BufferAttribute = Int32BufferAttribute exports.Int8Attribute = Int8Attribute exports.Int8BufferAttribute = Int8BufferAttribute exports.IntType = IntType exports.InterleavedBuffer = InterleavedBuffer exports.InterleavedBufferAttribute = InterleavedBufferAttribute exports.Interpolant = Interpolant exports.InterpolateDiscrete = InterpolateDiscrete exports.InterpolateLinear = InterpolateLinear exports.InterpolateSmooth = InterpolateSmooth exports.InvertStencilOp = InvertStencilOp exports.JSONLoader = JSONLoader exports.KeepStencilOp = KeepStencilOp exports.KeyframeTrack = KeyframeTrack exports.LOD = LOD exports.LatheBufferGeometry = LatheBufferGeometry exports.LatheGeometry = LatheGeometry exports.Layers = Layers exports.LensFlare = LensFlare exports.LessDepth = LessDepth exports.LessEqualDepth = LessEqualDepth exports.LessEqualStencilFunc = LessEqualStencilFunc exports.LessStencilFunc = LessStencilFunc exports.Light = Light exports.LightProbe = LightProbe exports.Line = Line exports.Line3 = Line3 exports.LineBasicMaterial = LineBasicMaterial exports.LineCurve = LineCurve exports.LineCurve3 = LineCurve3 exports.LineDashedMaterial = LineDashedMaterial exports.LineLoop = LineLoop exports.LinePieces = LinePieces exports.LineSegments = LineSegments exports.LineStrip = LineStrip exports.LinearEncoding = LinearEncoding exports.LinearFilter = LinearFilter exports.LinearInterpolant = LinearInterpolant exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter exports.LinearToneMapping = LinearToneMapping exports.Loader = Loader exports.LoaderUtils = LoaderUtils exports.LoadingManager = LoadingManager exports.LogLuvEncoding = LogLuvEncoding exports.LoopOnce = LoopOnce exports.LoopPingPong = LoopPingPong exports.LoopRepeat = LoopRepeat exports.LuminanceAlphaFormat = LuminanceAlphaFormat exports.LuminanceFormat = LuminanceFormat exports.MOUSE = MOUSE exports.Material = Material exports.MaterialLoader = MaterialLoader exports.Math = MathUtils exports.MathUtils = MathUtils exports.Matrix3 = Matrix3 exports.Matrix4 = Matrix4 exports.MaxEquation = MaxEquation exports.Mesh = Mesh exports.MeshBasicMaterial = MeshBasicMaterial exports.MeshDepthMaterial = MeshDepthMaterial exports.MeshDistanceMaterial = MeshDistanceMaterial exports.MeshFaceMaterial = MeshFaceMaterial exports.MeshLambertMaterial = MeshLambertMaterial exports.MeshMatcapMaterial = MeshMatcapMaterial exports.MeshNormalMaterial = MeshNormalMaterial exports.MeshPhongMaterial = MeshPhongMaterial exports.MeshPhysicalMaterial = MeshPhysicalMaterial exports.MeshStandardMaterial = MeshStandardMaterial exports.MeshToonMaterial = MeshToonMaterial exports.MinEquation = MinEquation exports.MirroredRepeatWrapping = MirroredRepeatWrapping exports.MixOperation = MixOperation exports.MultiMaterial = MultiMaterial exports.MultiplyBlending = MultiplyBlending exports.MultiplyOperation = MultiplyOperation exports.NearestFilter = NearestFilter exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter exports.NeverDepth = NeverDepth exports.NeverStencilFunc = NeverStencilFunc exports.NoBlending = NoBlending exports.NoColors = NoColors exports.NoToneMapping = NoToneMapping exports.NormalAnimationBlendMode = NormalAnimationBlendMode exports.NormalBlending = NormalBlending exports.NotEqualDepth = NotEqualDepth exports.NotEqualStencilFunc = NotEqualStencilFunc exports.NumberKeyframeTrack = NumberKeyframeTrack exports.Object3D = Object3D exports.ObjectLoader = ObjectLoader exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap exports.OctahedronBufferGeometry = OctahedronBufferGeometry exports.OctahedronGeometry = OctahedronGeometry exports.OneFactor = OneFactor exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor exports.OneMinusDstColorFactor = OneMinusDstColorFactor exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor exports.OrthographicCamera = OrthographicCamera exports.PCFShadowMap = PCFShadowMap exports.PCFSoftShadowMap = PCFSoftShadowMap exports.PMREMGenerator = PMREMGenerator exports.ParametricBufferGeometry = ParametricBufferGeometry exports.ParametricGeometry = ParametricGeometry exports.Particle = Particle exports.ParticleBasicMaterial = ParticleBasicMaterial exports.ParticleSystem = ParticleSystem exports.ParticleSystemMaterial = ParticleSystemMaterial exports.Path = Path exports.PerspectiveCamera = PerspectiveCamera exports.Plane = Plane exports.PlaneBufferGeometry = PlaneBufferGeometry exports.PlaneGeometry = PlaneGeometry exports.PlaneHelper = PlaneHelper exports.PointCloud = PointCloud exports.PointCloudMaterial = PointCloudMaterial exports.PointLight = PointLight exports.PointLightHelper = PointLightHelper exports.Points = Points exports.PointsMaterial = PointsMaterial exports.PolarGridHelper = PolarGridHelper exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry exports.PolyhedronGeometry = PolyhedronGeometry exports.PositionalAudio = PositionalAudio exports.PropertyBinding = PropertyBinding exports.PropertyMixer = PropertyMixer exports.QuadraticBezierCurve = QuadraticBezierCurve exports.QuadraticBezierCurve3 = QuadraticBezierCurve3 exports.Quaternion = Quaternion exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant exports.REVISION = REVISION exports.RGBADepthPacking = RGBADepthPacking exports.RGBAFormat = RGBAFormat exports.RGBAIntegerFormat = RGBAIntegerFormat exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format exports.RGBA_BPTC_Format = RGBA_BPTC_Format exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format exports.RGBDEncoding = RGBDEncoding exports.RGBEEncoding = RGBEEncoding exports.RGBEFormat = RGBEFormat exports.RGBFormat = RGBFormat exports.RGBIntegerFormat = RGBIntegerFormat exports.RGBM16Encoding = RGBM16Encoding exports.RGBM7Encoding = RGBM7Encoding exports.RGB_ETC1_Format = RGB_ETC1_Format exports.RGB_ETC2_Format = RGB_ETC2_Format exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format exports.RGFormat = RGFormat exports.RGIntegerFormat = RGIntegerFormat exports.RawShaderMaterial = RawShaderMaterial exports.Ray = Ray exports.Raycaster = Raycaster exports.RectAreaLight = RectAreaLight exports.RedFormat = RedFormat exports.RedIntegerFormat = RedIntegerFormat exports.ReinhardToneMapping = ReinhardToneMapping exports.RepeatWrapping = RepeatWrapping exports.ReplaceStencilOp = ReplaceStencilOp exports.ReverseSubtractEquation = ReverseSubtractEquation exports.RingBufferGeometry = RingBufferGeometry exports.RingGeometry = RingGeometry exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format exports.Scene = Scene exports.SceneUtils = SceneUtils exports.ShaderChunk = ShaderChunk exports.ShaderLib = ShaderLib exports.ShaderMaterial = ShaderMaterial exports.ShadowMaterial = ShadowMaterial exports.Shape = Shape exports.ShapeBufferGeometry = ShapeBufferGeometry exports.ShapeGeometry = ShapeGeometry exports.ShapePath = ShapePath exports.ShapeUtils = ShapeUtils exports.ShortType = ShortType exports.Skeleton = Skeleton exports.SkeletonHelper = SkeletonHelper exports.SkinnedMesh = SkinnedMesh exports.SmoothShading = SmoothShading exports.Sphere = Sphere exports.SphereBufferGeometry = SphereBufferGeometry exports.SphereGeometry = SphereGeometry exports.Spherical = Spherical exports.SphericalHarmonics3 = SphericalHarmonics3 exports.Spline = Spline exports.SplineCurve = SplineCurve exports.SplineCurve3 = SplineCurve3 exports.SpotLight = SpotLight exports.SpotLightHelper = SpotLightHelper exports.Sprite = Sprite exports.SpriteMaterial = SpriteMaterial exports.SrcAlphaFactor = SrcAlphaFactor exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor exports.SrcColorFactor = SrcColorFactor exports.StaticCopyUsage = StaticCopyUsage exports.StaticDrawUsage = StaticDrawUsage exports.StaticReadUsage = StaticReadUsage exports.StereoCamera = StereoCamera exports.StreamCopyUsage = StreamCopyUsage exports.StreamDrawUsage = StreamDrawUsage exports.StreamReadUsage = StreamReadUsage exports.StringKeyframeTrack = StringKeyframeTrack exports.SubtractEquation = SubtractEquation exports.SubtractiveBlending = SubtractiveBlending exports.TOUCH = TOUCH exports.TangentSpaceNormalMap = TangentSpaceNormalMap exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry exports.TetrahedronGeometry = TetrahedronGeometry exports.TextBufferGeometry = TextBufferGeometry exports.TextGeometry = TextGeometry exports.Texture = Texture exports.TextureLoader = TextureLoader exports.TorusBufferGeometry = TorusBufferGeometry exports.TorusGeometry = TorusGeometry exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry exports.TorusKnotGeometry = TorusKnotGeometry exports.Triangle = Triangle exports.TriangleFanDrawMode = TriangleFanDrawMode exports.TriangleStripDrawMode = TriangleStripDrawMode exports.TrianglesDrawMode = TrianglesDrawMode exports.TubeBufferGeometry = TubeBufferGeometry exports.TubeGeometry = TubeGeometry exports.UVMapping = UVMapping exports.Uint16Attribute = Uint16Attribute exports.Uint16BufferAttribute = Uint16BufferAttribute exports.Uint32Attribute = Uint32Attribute exports.Uint32BufferAttribute = Uint32BufferAttribute exports.Uint8Attribute = Uint8Attribute exports.Uint8BufferAttribute = Uint8BufferAttribute exports.Uint8ClampedAttribute = Uint8ClampedAttribute exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute exports.Uniform = Uniform exports.UniformsLib = UniformsLib exports.UniformsUtils = UniformsUtils exports.UnsignedByteType = UnsignedByteType exports.UnsignedInt248Type = UnsignedInt248Type exports.UnsignedIntType = UnsignedIntType exports.UnsignedShort4444Type = UnsignedShort4444Type exports.UnsignedShort5551Type = UnsignedShort5551Type exports.UnsignedShort565Type = UnsignedShort565Type exports.UnsignedShortType = UnsignedShortType exports.VSMShadowMap = VSMShadowMap exports.Vector2 = Vector2 exports.Vector3 = Vector3 exports.Vector4 = Vector4 exports.VectorKeyframeTrack = VectorKeyframeTrack exports.Vertex = Vertex exports.VertexColors = VertexColors exports.VideoTexture = VideoTexture exports.WebGL1Renderer = WebGL1Renderer exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget exports.WebGLRenderTarget = WebGLRenderTarget exports.WebGLRenderTargetCube = WebGLRenderTargetCube exports.WebGLRenderer = WebGLRenderer exports.WebGLUtils = WebGLUtils exports.WireframeGeometry = WireframeGeometry exports.WireframeHelper = WireframeHelper exports.WrapAroundEnding = WrapAroundEnding exports.XHRLoader = XHRLoader exports.ZeroCurvatureEnding = ZeroCurvatureEnding exports.ZeroFactor = ZeroFactor exports.ZeroSlopeEnding = ZeroSlopeEnding exports.ZeroStencilOp = ZeroStencilOp exports.sRGBEncoding = sRGBEncoding Object.defineProperty(exports, '__esModule', { value: true }) }) /** * @author mrdoob / http://mrdoob.com/ */ THREE.CSS2DObject = function (element) { THREE.Object3D.call(this) this.element = element this.element.style.position = 'absolute' // this.addEventListener( 'removed', function () { // if ( this.element.parentNode !== null ) { // this.element.parentNode.removeChild( this.element ); // } // } ); } THREE.CSS2DObject.prototype = Object.create(THREE.Object3D.prototype) THREE.CSS2DObject.prototype.constructor = THREE.CSS2DObject // THREE.CSS2DRenderer = function () { //console.log( 'THREE.CSS2DRenderer', THREE.REVISION ); var _width, _height var _widthHalf, _heightHalf var perc_H = '-50%' //自定义横向和纵向移动百分比 var perc_V = '-99%' var vector = new THREE.Vector3() var viewMatrix = new THREE.Matrix4() var viewProjectionMatrix = new THREE.Matrix4() var cache = { objects: new WeakMap() } var domElement = document.createElement('div') domElement.style.overflow = 'hidden' this.domElement = domElement this.getSize = function () { return { width: _width, height: _height } } this.setSize = function (width, height, perc_h = '-50%') { _width = width _height = height perc_H = perc_h _widthHalf = _width / 2 _heightHalf = _height / 2 domElement.style.width = width + 'px' domElement.style.height = height + 'px' } var renderObject = function (object, camera) { if (object instanceof THREE.CSS2DObject) { vector.setFromMatrixPosition(object.matrixWorld) vector.applyMatrix4(viewProjectionMatrix) var element = object.element var style = 'translate(' + perc_H + ',-100%) translate(' + (vector.x * _widthHalf + _widthHalf) + 'px,' + (-vector.y * _heightHalf + _heightHalf) + 'px)' element.style.WebkitTransform = style element.style.MozTransform = style element.style.oTransform = style element.style.transform = style element.style.display = object.visible && vector.z >= -1 && vector.z <= 1 ? '' : 'none' var objectData = { distanceToCameraSquared: getDistanceToSquared(camera, object) } cache.objects.set(object, objectData) if (element.parentNode !== domElement) { domElement.appendChild(element) } } for (var i = 0, l = object.children.length; i < l; i++) { renderObject(object.children[i], camera) } } var getDistanceToSquared = (function () { var a = new THREE.Vector3() var b = new THREE.Vector3() return function (object1, object2) { a.setFromMatrixPosition(object1.matrixWorld) b.setFromMatrixPosition(object2.matrixWorld) return a.distanceToSquared(b) } })() var filterAndFlatten = function (scene) { var result = [] scene.traverse(function (object) { if (object instanceof THREE.CSS2DObject) result.push(object) }) return result } var zOrder = function (scene) { var sorted = filterAndFlatten(scene).sort(function (a, b) { var distanceA = cache.objects.get(a).distanceToCameraSquared var distanceB = cache.objects.get(b).distanceToCameraSquared return distanceA - distanceB }) var zMax = sorted.length for (var i = 0, l = sorted.length; i < l; i++) { sorted[i].element.style.zIndex = zMax - i } } this.render = function (scene, camera) { scene.updateMatrixWorld() if (camera.parent === null) camera.updateMatrixWorld() viewMatrix.copy(camera.matrixWorldInverse) viewProjectionMatrix.multiplyMatrices(camera.projectionMatrix, viewMatrix) renderObject(scene, camera) zOrder(scene) } } THREE.GLTFLoader = (function () { function GLTFLoader(manager) { THREE.Loader.call(this, manager) this.dracoLoader = null this.ddsLoader = null this.ktx2Loader = null this.meshoptDecoder = null this.pluginCallbacks = [] this.register(function (parser) { return new GLTFMaterialsClearcoatExtension(parser) }) this.register(function (parser) { return new GLTFTextureBasisUExtension(parser) }) this.register(function (parser) { return new GLTFTextureWebPExtension(parser) }) this.register(function (parser) { return new GLTFMaterialsTransmissionExtension(parser) }) this.register(function (parser) { return new GLTFLightsExtension(parser) }) this.register(function (parser) { return new GLTFMeshoptCompression(parser) }) } GLTFLoader.prototype = Object.assign(Object.create(THREE.Loader.prototype), { constructor: GLTFLoader, load: function (url, onLoad, onProgress, onError) { var scope = this var resourcePath if (this.resourcePath !== '') { resourcePath = this.resourcePath } else if (this.path !== '') { resourcePath = this.path } else { resourcePath = THREE.LoaderUtils.extractUrlBase(url) } // Tells the LoadingManager to track an extra item, which resolves after // the model is fully loaded. This means the count of items loaded will // be incorrect, but ensures manager.onLoad() does not fire early. this.manager.itemStart(url) var _onError = function (e) { if (onError) { onError(e) } else { console.error(e) } scope.manager.itemError(url) scope.manager.itemEnd(url) } var loader = new THREE.FileLoader(this.manager) loader.setPath(this.path) loader.setResponseType('arraybuffer') loader.setRequestHeader(this.requestHeader) loader.setWithCredentials(this.withCredentials) loader.load( url, function (data) { try { scope.parse( data, resourcePath, function (gltf) { onLoad(gltf) scope.manager.itemEnd(url) }, _onError ) } catch (e) { _onError(e) } }, onProgress, _onError ) }, setDRACOLoader: function (dracoLoader) { this.dracoLoader = dracoLoader return this }, setDDSLoader: function (ddsLoader) { this.ddsLoader = ddsLoader return this }, setKTX2Loader: function (ktx2Loader) { this.ktx2Loader = ktx2Loader return this }, setMeshoptDecoder: function (meshoptDecoder) { this.meshoptDecoder = meshoptDecoder return this }, register: function (callback) { if (this.pluginCallbacks.indexOf(callback) === -1) { this.pluginCallbacks.push(callback) } return this }, unregister: function (callback) { if (this.pluginCallbacks.indexOf(callback) !== -1) { this.pluginCallbacks.splice(this.pluginCallbacks.indexOf(callback), 1) } return this }, parse: function (data, path, onLoad, onError) { var content var extensions = {} var plugins = {} if (typeof data === 'string') { content = data } else { var magic = THREE.LoaderUtils.decodeText(new Uint8Array(data, 0, 4)) if (magic === BINARY_EXTENSION_HEADER_MAGIC) { try { extensions[EXTENSIONS.KHR_BINARY_GLTF] = new GLTFBinaryExtension(data) } catch (error) { if (onError) onError(error) return } content = extensions[EXTENSIONS.KHR_BINARY_GLTF].content } else { content = THREE.LoaderUtils.decodeText(new Uint8Array(data)) } } var json = JSON.parse(content) if (json.asset === undefined || json.asset.version[0] < 2) { if (onError) onError(new Error('THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported.')) return } var parser = new GLTFParser(json, { path: path || this.resourcePath || '', crossOrigin: this.crossOrigin, manager: this.manager, ktx2Loader: this.ktx2Loader, meshoptDecoder: this.meshoptDecoder }) parser.fileLoader.setRequestHeader(this.requestHeader) for (var i = 0; i < this.pluginCallbacks.length; i++) { var plugin = this.pluginCallbacks[i](parser) plugins[plugin.name] = plugin // Workaround to avoid determining as unknown extension // in addUnknownExtensionsToUserData(). // Remove this workaround if we move all the existing // extension handlers to plugin system extensions[plugin.name] = true } if (json.extensionsUsed) { for (var i = 0; i < json.extensionsUsed.length; ++i) { var extensionName = json.extensionsUsed[i] var extensionsRequired = json.extensionsRequired || [] switch (extensionName) { case EXTENSIONS.KHR_MATERIALS_UNLIT: extensions[extensionName] = new GLTFMaterialsUnlitExtension() break case EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS: extensions[extensionName] = new GLTFMaterialsPbrSpecularGlossinessExtension() break case EXTENSIONS.KHR_DRACO_MESH_COMPRESSION: extensions[extensionName] = new GLTFDracoMeshCompressionExtension(json, this.dracoLoader) break case EXTENSIONS.MSFT_TEXTURE_DDS: extensions[extensionName] = new GLTFTextureDDSExtension(this.ddsLoader) break case EXTENSIONS.KHR_TEXTURE_TRANSFORM: extensions[extensionName] = new GLTFTextureTransformExtension() break case EXTENSIONS.KHR_MESH_QUANTIZATION: extensions[extensionName] = new GLTFMeshQuantizationExtension() break default: if (extensionsRequired.indexOf(extensionName) >= 0 && plugins[extensionName] === undefined) { console.warn('THREE.GLTFLoader: Unknown extension "' + extensionName + '".') } } } } parser.setExtensions(extensions) parser.setPlugins(plugins) parser.parse(onLoad, onError) } }) /* GLTFREGISTRY */ function GLTFRegistry() { var objects = {} return { get: function (key) { return objects[key] }, add: function (key, object) { objects[key] = object }, remove: function (key) { delete objects[key] }, removeAll: function () { objects = {} } } } /*********************************/ /********** EXTENSIONS ***********/ /*********************************/ var EXTENSIONS = { KHR_BINARY_GLTF: 'KHR_binary_glTF', KHR_DRACO_MESH_COMPRESSION: 'KHR_draco_mesh_compression', KHR_LIGHTS_PUNCTUAL: 'KHR_lights_punctual', KHR_MATERIALS_CLEARCOAT: 'KHR_materials_clearcoat', KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS: 'KHR_materials_pbrSpecularGlossiness', KHR_MATERIALS_TRANSMISSION: 'KHR_materials_transmission', KHR_MATERIALS_UNLIT: 'KHR_materials_unlit', KHR_TEXTURE_BASISU: 'KHR_texture_basisu', KHR_TEXTURE_TRANSFORM: 'KHR_texture_transform', KHR_MESH_QUANTIZATION: 'KHR_mesh_quantization', EXT_TEXTURE_WEBP: 'EXT_texture_webp', EXT_MESHOPT_COMPRESSION: 'EXT_meshopt_compression', MSFT_TEXTURE_DDS: 'MSFT_texture_dds' } /** * DDS Texture Extension * * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/MSFT_texture_dds * */ function GLTFTextureDDSExtension(ddsLoader) { if (!ddsLoader) { throw new Error('THREE.GLTFLoader: Attempting to load .dds texture without importing THREE.DDSLoader') } this.name = EXTENSIONS.MSFT_TEXTURE_DDS this.ddsLoader = ddsLoader } /** * Punctual Lights Extension * * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual */ function GLTFLightsExtension(parser) { this.parser = parser this.name = EXTENSIONS.KHR_LIGHTS_PUNCTUAL // Object3D instance caches this.cache = { refs: {}, uses: {} } } GLTFLightsExtension.prototype._markDefs = function () { var parser = this.parser var nodeDefs = this.parser.json.nodes || [] for (var nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex++) { var nodeDef = nodeDefs[nodeIndex] if (nodeDef.extensions && nodeDef.extensions[this.name] && nodeDef.extensions[this.name].light !== undefined) { parser._addNodeRef(this.cache, nodeDef.extensions[this.name].light) } } } GLTFLightsExtension.prototype._loadLight = function (lightIndex) { var parser = this.parser var cacheKey = 'light:' + lightIndex var dependency = parser.cache.get(cacheKey) if (dependency) return dependency var json = parser.json var extensions = (json.extensions && json.extensions[this.name]) || {} var lightDefs = extensions.lights || [] var lightDef = lightDefs[lightIndex] var lightNode var color = new THREE.Color(0xffffff) if (lightDef.color !== undefined) color.fromArray(lightDef.color) var range = lightDef.range !== undefined ? lightDef.range : 0 switch (lightDef.type) { case 'directional': lightNode = new THREE.DirectionalLight(color) lightNode.target.position.set(0, 0, -1) lightNode.add(lightNode.target) break case 'point': lightNode = new THREE.PointLight(color) lightNode.distance = range break case 'spot': lightNode = new THREE.SpotLight(color) lightNode.distance = range // Handle spotlight properties. lightDef.spot = lightDef.spot || {} lightDef.spot.innerConeAngle = lightDef.spot.innerConeAngle !== undefined ? lightDef.spot.innerConeAngle : 0 lightDef.spot.outerConeAngle = lightDef.spot.outerConeAngle !== undefined ? lightDef.spot.outerConeAngle : Math.PI / 4.0 lightNode.angle = lightDef.spot.outerConeAngle lightNode.penumbra = 1.0 - lightDef.spot.innerConeAngle / lightDef.spot.outerConeAngle lightNode.target.position.set(0, 0, -1) lightNode.add(lightNode.target) break default: throw new Error('THREE.GLTFLoader: Unexpected light type, "' + lightDef.type + '".') } // Some lights (e.g. spot) default to a position other than the origin. Reset the position // here, because node-level parsing will only override position if explicitly specified. lightNode.position.set(0, 0, 0) lightNode.decay = 2 if (lightDef.intensity !== undefined) lightNode.intensity = lightDef.intensity lightNode.name = parser.createUniqueName(lightDef.name || 'light_' + lightIndex) dependency = Promise.resolve(lightNode) parser.cache.add(cacheKey, dependency) return dependency } GLTFLightsExtension.prototype.createNodeAttachment = function (nodeIndex) { var self = this var parser = this.parser var json = parser.json var nodeDef = json.nodes[nodeIndex] var lightDef = (nodeDef.extensions && nodeDef.extensions[this.name]) || {} var lightIndex = lightDef.light if (lightIndex === undefined) return null return this._loadLight(lightIndex).then(function (light) { return parser._getNodeRef(self.cache, lightIndex, light) }) } /** * Unlit Materials Extension * * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit */ function GLTFMaterialsUnlitExtension() { this.name = EXTENSIONS.KHR_MATERIALS_UNLIT } GLTFMaterialsUnlitExtension.prototype.getMaterialType = function () { return THREE.MeshBasicMaterial } GLTFMaterialsUnlitExtension.prototype.extendParams = function (materialParams, materialDef, parser) { var pending = [] materialParams.color = new THREE.Color(1.0, 1.0, 1.0) materialParams.opacity = 1.0 var metallicRoughness = materialDef.pbrMetallicRoughness if (metallicRoughness) { if (Array.isArray(metallicRoughness.baseColorFactor)) { var array = metallicRoughness.baseColorFactor materialParams.color.fromArray(array) materialParams.opacity = array[3] } if (metallicRoughness.baseColorTexture !== undefined) { pending.push(parser.assignTexture(materialParams, 'map', metallicRoughness.baseColorTexture)) } } return Promise.all(pending) } /** * Clearcoat Materials Extension * * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat */ function GLTFMaterialsClearcoatExtension(parser) { this.parser = parser this.name = EXTENSIONS.KHR_MATERIALS_CLEARCOAT } GLTFMaterialsClearcoatExtension.prototype.getMaterialType = function (materialIndex) { var parser = this.parser var materialDef = parser.json.materials[materialIndex] if (!materialDef.extensions || !materialDef.extensions[this.name]) return null return THREE.MeshPhysicalMaterial } GLTFMaterialsClearcoatExtension.prototype.extendMaterialParams = function (materialIndex, materialParams) { var parser = this.parser var materialDef = parser.json.materials[materialIndex] if (!materialDef.extensions || !materialDef.extensions[this.name]) { return Promise.resolve() } var pending = [] var extension = materialDef.extensions[this.name] if (extension.clearcoatFactor !== undefined) { materialParams.clearcoat = extension.clearcoatFactor } if (extension.clearcoatTexture !== undefined) { pending.push(parser.assignTexture(materialParams, 'clearcoatMap', extension.clearcoatTexture)) } if (extension.clearcoatRoughnessFactor !== undefined) { materialParams.clearcoatRoughness = extension.clearcoatRoughnessFactor } if (extension.clearcoatRoughnessTexture !== undefined) { pending.push(parser.assignTexture(materialParams, 'clearcoatRoughnessMap', extension.clearcoatRoughnessTexture)) } if (extension.clearcoatNormalTexture !== undefined) { pending.push(parser.assignTexture(materialParams, 'clearcoatNormalMap', extension.clearcoatNormalTexture)) if (extension.clearcoatNormalTexture.scale !== undefined) { var scale = extension.clearcoatNormalTexture.scale materialParams.clearcoatNormalScale = new THREE.Vector2(scale, scale) } } return Promise.all(pending) } /** * Transmission Materials Extension * * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission * Draft: https://github.com/KhronosGroup/glTF/pull/1698 */ function GLTFMaterialsTransmissionExtension(parser) { this.parser = parser this.name = EXTENSIONS.KHR_MATERIALS_TRANSMISSION } GLTFMaterialsTransmissionExtension.prototype.getMaterialType = function (materialIndex) { var parser = this.parser var materialDef = parser.json.materials[materialIndex] if (!materialDef.extensions || !materialDef.extensions[this.name]) return null return THREE.MeshPhysicalMaterial } GLTFMaterialsTransmissionExtension.prototype.extendMaterialParams = function (materialIndex, materialParams) { var parser = this.parser var materialDef = parser.json.materials[materialIndex] if (!materialDef.extensions || !materialDef.extensions[this.name]) { return Promise.resolve() } var pending = [] var extension = materialDef.extensions[this.name] if (extension.transmissionFactor !== undefined) { materialParams.transmission = extension.transmissionFactor } if (extension.transmissionTexture !== undefined) { pending.push(parser.assignTexture(materialParams, 'transmissionMap', extension.transmissionTexture)) } return Promise.all(pending) } /** * BasisU Texture Extension * * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_basisu */ function GLTFTextureBasisUExtension(parser) { this.parser = parser this.name = EXTENSIONS.KHR_TEXTURE_BASISU } GLTFTextureBasisUExtension.prototype.loadTexture = function (textureIndex) { var parser = this.parser var json = parser.json var textureDef = json.textures[textureIndex] if (!textureDef.extensions || !textureDef.extensions[this.name]) { return null } var extension = textureDef.extensions[this.name] var source = json.images[extension.source] var loader = parser.options.ktx2Loader if (!loader) { if (json.extensionsRequired && json.extensionsRequired.indexOf(this.name) >= 0) { throw new Error('THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures') } else { // Assumes that the extension is optional and that a fallback texture is present return null } } return parser.loadTextureImage(textureIndex, source, loader) } /** * WebP Texture Extension * * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_texture_webp */ function GLTFTextureWebPExtension(parser) { this.parser = parser this.name = EXTENSIONS.EXT_TEXTURE_WEBP this.isSupported = null } GLTFTextureWebPExtension.prototype.loadTexture = function (textureIndex) { var name = this.name var parser = this.parser var json = parser.json var textureDef = json.textures[textureIndex] if (!textureDef.extensions || !textureDef.extensions[name]) { return null } var extension = textureDef.extensions[name] var source = json.images[extension.source] var loader = source.uri ? parser.options.manager.getHandler(source.uri) : parser.textureLoader return this.detectSupport().then(function (isSupported) { if (isSupported) return parser.loadTextureImage(textureIndex, source, loader) if (json.extensionsRequired && json.extensionsRequired.indexOf(name) >= 0) { throw new Error('THREE.GLTFLoader: WebP required by asset but unsupported.') } // Fall back to PNG or JPEG. return parser.loadTexture(textureIndex) }) } GLTFTextureWebPExtension.prototype.detectSupport = function () { if (!this.isSupported) { this.isSupported = new Promise(function (resolve) { var image = new Image() // Lossy test image. Support for lossy images doesn't guarantee support for all // WebP images, unfortunately. image.src = 'data:image/webp;base64,UklGRiIAAABXRUJQVlA4IBYAAAAwAQCdASoBAAEADsD+JaQAA3AAAAAA' image.onload = image.onerror = function () { resolve(image.height === 1) } }) } return this.isSupported } /** * meshopt BufferView Compression Extension * * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_meshopt_compression */ function GLTFMeshoptCompression(parser) { this.name = EXTENSIONS.EXT_MESHOPT_COMPRESSION this.parser = parser } GLTFMeshoptCompression.prototype.loadBufferView = function (index) { var json = this.parser.json var bufferView = json.bufferViews[index] if (bufferView.extensions && bufferView.extensions[this.name]) { var extensionDef = bufferView.extensions[this.name] var buffer = this.parser.getDependency('buffer', extensionDef.buffer) var decoder = this.parser.options.meshoptDecoder if (!decoder || !decoder.supported) { if (json.extensionsRequired && json.extensionsRequired.indexOf(this.name) >= 0) { throw new Error('THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files') } else { // Assumes that the extension is optional and that fallback buffer data is present return null } } return Promise.all([buffer, decoder.ready]).then(function (res) { var byteOffset = extensionDef.byteOffset || 0 var byteLength = extensionDef.byteLength || 0 var count = extensionDef.count var stride = extensionDef.byteStride var result = new ArrayBuffer(count * stride) var source = new Uint8Array(res[0], byteOffset, byteLength) decoder.decodeGltfBuffer(new Uint8Array(result), count, stride, source, extensionDef.mode, extensionDef.filter) return result }) } else { return null } } /* BINARY EXTENSION */ var BINARY_EXTENSION_HEADER_MAGIC = 'glTF' var BINARY_EXTENSION_HEADER_LENGTH = 12 var BINARY_EXTENSION_CHUNK_TYPES = { JSON: 0x4e4f534a, BIN: 0x004e4942 } function GLTFBinaryExtension(data) { this.name = EXTENSIONS.KHR_BINARY_GLTF this.content = null this.body = null var headerView = new DataView(data, 0, BINARY_EXTENSION_HEADER_LENGTH) this.header = { magic: THREE.LoaderUtils.decodeText(new Uint8Array(data.slice(0, 4))), version: headerView.getUint32(4, true), length: headerView.getUint32(8, true) } if (this.header.magic !== BINARY_EXTENSION_HEADER_MAGIC) { throw new Error('THREE.GLTFLoader: Unsupported glTF-Binary header.') } else if (this.header.version < 2.0) { throw new Error('THREE.GLTFLoader: Legacy binary file detected.') } var chunkView = new DataView(data, BINARY_EXTENSION_HEADER_LENGTH) var chunkIndex = 0 while (chunkIndex < chunkView.byteLength) { var chunkLength = chunkView.getUint32(chunkIndex, true) chunkIndex += 4 var chunkType = chunkView.getUint32(chunkIndex, true) chunkIndex += 4 if (chunkType === BINARY_EXTENSION_CHUNK_TYPES.JSON) { var contentArray = new Uint8Array(data, BINARY_EXTENSION_HEADER_LENGTH + chunkIndex, chunkLength) this.content = THREE.LoaderUtils.decodeText(contentArray) } else if (chunkType === BINARY_EXTENSION_CHUNK_TYPES.BIN) { var byteOffset = BINARY_EXTENSION_HEADER_LENGTH + chunkIndex this.body = data.slice(byteOffset, byteOffset + chunkLength) } // Clients must ignore chunks with unknown types. chunkIndex += chunkLength } if (this.content === null) { throw new Error('THREE.GLTFLoader: JSON content not found.') } } /** * DRACO Mesh Compression Extension * * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression */ function GLTFDracoMeshCompressionExtension(json, dracoLoader) { if (!dracoLoader) { throw new Error('THREE.GLTFLoader: No DRACOLoader instance provided.') } this.name = EXTENSIONS.KHR_DRACO_MESH_COMPRESSION this.json = json this.dracoLoader = dracoLoader this.dracoLoader.preload() } GLTFDracoMeshCompressionExtension.prototype.decodePrimitive = function (primitive, parser) { var json = this.json var dracoLoader = this.dracoLoader var bufferViewIndex = primitive.extensions[this.name].bufferView var gltfAttributeMap = primitive.extensions[this.name].attributes var threeAttributeMap = {} var attributeNormalizedMap = {} var attributeTypeMap = {} for (var attributeName in gltfAttributeMap) { var threeAttributeName = ATTRIBUTES[attributeName] || attributeName.toLowerCase() threeAttributeMap[threeAttributeName] = gltfAttributeMap[attributeName] } for (attributeName in primitive.attributes) { var threeAttributeName = ATTRIBUTES[attributeName] || attributeName.toLowerCase() if (gltfAttributeMap[attributeName] !== undefined) { var accessorDef = json.accessors[primitive.attributes[attributeName]] var componentType = WEBGL_COMPONENT_TYPES[accessorDef.componentType] attributeTypeMap[threeAttributeName] = componentType attributeNormalizedMap[threeAttributeName] = accessorDef.normalized === true } } return parser.getDependency('bufferView', bufferViewIndex).then(function (bufferView) { return new Promise(function (resolve) { dracoLoader.decodeDracoFile( bufferView, function (geometry) { for (var attributeName in geometry.attributes) { var attribute = geometry.attributes[attributeName] var normalized = attributeNormalizedMap[attributeName] if (normalized !== undefined) attribute.normalized = normalized } resolve(geometry) }, threeAttributeMap, attributeTypeMap ) }) }) } /** * Texture Transform Extension * * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_transform */ function GLTFTextureTransformExtension() { this.name = EXTENSIONS.KHR_TEXTURE_TRANSFORM } GLTFTextureTransformExtension.prototype.extendTexture = function (texture, transform) { texture = texture.clone() if (transform.offset !== undefined) { texture.offset.fromArray(transform.offset) } if (transform.rotation !== undefined) { texture.rotation = transform.rotation } if (transform.scale !== undefined) { texture.repeat.fromArray(transform.scale) } if (transform.texCoord !== undefined) { console.warn('THREE.GLTFLoader: Custom UV sets in "' + this.name + '" extension not yet supported.') } texture.needsUpdate = true return texture } /** * Specular-Glossiness Extension * * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness */ /** * A sub class of THREE.StandardMaterial with some of the functionality * changed via the `onBeforeCompile` callback * @pailhead */ function GLTFMeshStandardSGMaterial(params) { THREE.MeshStandardMaterial.call(this) this.isGLTFSpecularGlossinessMaterial = true //various chunks that need replacing var specularMapParsFragmentChunk = ['#ifdef USE_SPECULARMAP', ' uniform sampler2D specularMap;', '#endif'].join('\n') var glossinessMapParsFragmentChunk = ['#ifdef USE_GLOSSINESSMAP', ' uniform sampler2D glossinessMap;', '#endif'].join('\n') var specularMapFragmentChunk = [ 'vec3 specularFactor = specular;', '#ifdef USE_SPECULARMAP', ' vec4 texelSpecular = texture2D( specularMap, vUv );', ' texelSpecular = sRGBToLinear( texelSpecular );', ' // reads channel RGB, compatible with a glTF Specular-Glossiness (RGBA) texture', ' specularFactor *= texelSpecular.rgb;', '#endif' ].join('\n') var glossinessMapFragmentChunk = [ 'float glossinessFactor = glossiness;', '#ifdef USE_GLOSSINESSMAP', ' vec4 texelGlossiness = texture2D( glossinessMap, vUv );', ' // reads channel A, compatible with a glTF Specular-Glossiness (RGBA) texture', ' glossinessFactor *= texelGlossiness.a;', '#endif' ].join('\n') var lightPhysicalFragmentChunk = [ 'PhysicalMaterial material;', 'material.diffuseColor = diffuseColor.rgb * ( 1. - max( specularFactor.r, max( specularFactor.g, specularFactor.b ) ) );', 'vec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );', 'float geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );', 'material.specularRoughness = max( 1.0 - glossinessFactor, 0.0525 ); // 0.0525 corresponds to the base mip of a 256 cubemap.', 'material.specularRoughness += geometryRoughness;', 'material.specularRoughness = min( material.specularRoughness, 1.0 );', 'material.specularColor = specularFactor;' ].join('\n') var uniforms = { specular: { value: new THREE.Color().setHex(0xffffff) }, glossiness: { value: 1 }, specularMap: { value: null }, glossinessMap: { value: null } } this._extraUniforms = uniforms this.onBeforeCompile = function (shader) { for (var uniformName in uniforms) { shader.uniforms[uniformName] = uniforms[uniformName] } shader.fragmentShader = shader.fragmentShader .replace('uniform float roughness;', 'uniform vec3 specular;') .replace('uniform float metalness;', 'uniform float glossiness;') .replace('#include ', specularMapParsFragmentChunk) .replace('#include ', glossinessMapParsFragmentChunk) .replace('#include ', specularMapFragmentChunk) .replace('#include ', glossinessMapFragmentChunk) .replace('#include ', lightPhysicalFragmentChunk) } Object.defineProperties(this, { specular: { get: function () { return uniforms.specular.value }, set: function (v) { uniforms.specular.value = v } }, specularMap: { get: function () { return uniforms.specularMap.value }, set: function (v) { uniforms.specularMap.value = v if (v) { this.defines.USE_SPECULARMAP = '' // USE_UV is set by the renderer for specular maps } else { delete this.defines.USE_SPECULARMAP } } }, glossiness: { get: function () { return uniforms.glossiness.value }, set: function (v) { uniforms.glossiness.value = v } }, glossinessMap: { get: function () { return uniforms.glossinessMap.value }, set: function (v) { uniforms.glossinessMap.value = v if (v) { this.defines.USE_GLOSSINESSMAP = '' this.defines.USE_UV = '' } else { delete this.defines.USE_GLOSSINESSMAP delete this.defines.USE_UV } } } }) delete this.metalness delete this.roughness delete this.metalnessMap delete this.roughnessMap this.setValues(params) } GLTFMeshStandardSGMaterial.prototype = Object.create(THREE.MeshStandardMaterial.prototype) GLTFMeshStandardSGMaterial.prototype.constructor = GLTFMeshStandardSGMaterial GLTFMeshStandardSGMaterial.prototype.copy = function (source) { THREE.MeshStandardMaterial.prototype.copy.call(this, source) this.specularMap = source.specularMap this.specular.copy(source.specular) this.glossinessMap = source.glossinessMap this.glossiness = source.glossiness delete this.metalness delete this.roughness delete this.metalnessMap delete this.roughnessMap return this } function GLTFMaterialsPbrSpecularGlossinessExtension() { return { name: EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS, specularGlossinessParams: [ 'color', 'map', 'lightMap', 'lightMapIntensity', 'aoMap', 'aoMapIntensity', 'emissive', 'emissiveIntensity', 'emissiveMap', 'bumpMap', 'bumpScale', 'normalMap', 'normalMapType', 'displacementMap', 'displacementScale', 'displacementBias', 'specularMap', 'specular', 'glossinessMap', 'glossiness', 'alphaMap', 'envMap', 'envMapIntensity', 'refractionRatio' ], getMaterialType: function () { return GLTFMeshStandardSGMaterial }, extendParams: function (materialParams, materialDef, parser) { var pbrSpecularGlossiness = materialDef.extensions[this.name] materialParams.color = new THREE.Color(1.0, 1.0, 1.0) materialParams.opacity = 1.0 var pending = [] if (Array.isArray(pbrSpecularGlossiness.diffuseFactor)) { var array = pbrSpecularGlossiness.diffuseFactor materialParams.color.fromArray(array) materialParams.opacity = array[3] } if (pbrSpecularGlossiness.diffuseTexture !== undefined) { pending.push(parser.assignTexture(materialParams, 'map', pbrSpecularGlossiness.diffuseTexture)) } materialParams.emissive = new THREE.Color(0.0, 0.0, 0.0) materialParams.glossiness = pbrSpecularGlossiness.glossinessFactor !== undefined ? pbrSpecularGlossiness.glossinessFactor : 1.0 materialParams.specular = new THREE.Color(1.0, 1.0, 1.0) if (Array.isArray(pbrSpecularGlossiness.specularFactor)) { materialParams.specular.fromArray(pbrSpecularGlossiness.specularFactor) } if (pbrSpecularGlossiness.specularGlossinessTexture !== undefined) { var specGlossMapDef = pbrSpecularGlossiness.specularGlossinessTexture pending.push(parser.assignTexture(materialParams, 'glossinessMap', specGlossMapDef)) pending.push(parser.assignTexture(materialParams, 'specularMap', specGlossMapDef)) } return Promise.all(pending) }, createMaterial: function (materialParams) { var material = new GLTFMeshStandardSGMaterial(materialParams) material.fog = true material.color = materialParams.color material.map = materialParams.map === undefined ? null : materialParams.map material.lightMap = null material.lightMapIntensity = 1.0 material.aoMap = materialParams.aoMap === undefined ? null : materialParams.aoMap material.aoMapIntensity = 1.0 material.emissive = materialParams.emissive material.emissiveIntensity = 1.0 material.emissiveMap = materialParams.emissiveMap === undefined ? null : materialParams.emissiveMap material.bumpMap = materialParams.bumpMap === undefined ? null : materialParams.bumpMap material.bumpScale = 1 material.normalMap = materialParams.normalMap === undefined ? null : materialParams.normalMap material.normalMapType = THREE.TangentSpaceNormalMap if (materialParams.normalScale) material.normalScale = materialParams.normalScale material.displacementMap = null material.displacementScale = 1 material.displacementBias = 0 material.specularMap = materialParams.specularMap === undefined ? null : materialParams.specularMap material.specular = materialParams.specular material.glossinessMap = materialParams.glossinessMap === undefined ? null : materialParams.glossinessMap material.glossiness = materialParams.glossiness material.alphaMap = null material.envMap = materialParams.envMap === undefined ? null : materialParams.envMap material.envMapIntensity = 1.0 material.refractionRatio = 0.98 return material } } } /** * Mesh Quantization Extension * * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization */ function GLTFMeshQuantizationExtension() { this.name = EXTENSIONS.KHR_MESH_QUANTIZATION } /*********************************/ /********** INTERPOLATION ********/ /*********************************/ // Spline Interpolation // Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#appendix-c-spline-interpolation function GLTFCubicSplineInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) { THREE.Interpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer) } GLTFCubicSplineInterpolant.prototype = Object.create(THREE.Interpolant.prototype) GLTFCubicSplineInterpolant.prototype.constructor = GLTFCubicSplineInterpolant GLTFCubicSplineInterpolant.prototype.copySampleValue_ = function (index) { // Copies a sample value to the result buffer. See description of glTF // CUBICSPLINE values layout in interpolate_() function below. var result = this.resultBuffer, values = this.sampleValues, valueSize = this.valueSize, offset = index * valueSize * 3 + valueSize for (var i = 0; i !== valueSize; i++) { result[i] = values[offset + i] } return result } GLTFCubicSplineInterpolant.prototype.beforeStart_ = GLTFCubicSplineInterpolant.prototype.copySampleValue_ GLTFCubicSplineInterpolant.prototype.afterEnd_ = GLTFCubicSplineInterpolant.prototype.copySampleValue_ GLTFCubicSplineInterpolant.prototype.interpolate_ = function (i1, t0, t, t1) { var result = this.resultBuffer var values = this.sampleValues var stride = this.valueSize var stride2 = stride * 2 var stride3 = stride * 3 var td = t1 - t0 var p = (t - t0) / td var pp = p * p var ppp = pp * p var offset1 = i1 * stride3 var offset0 = offset1 - stride3 var s2 = -2 * ppp + 3 * pp var s3 = ppp - pp var s0 = 1 - s2 var s1 = s3 - pp + p // Layout of keyframe output values for CUBICSPLINE animations: // [ inTangent_1, splineVertex_1, outTangent_1, inTangent_2, splineVertex_2, ... ] for (var i = 0; i !== stride; i++) { var p0 = values[offset0 + i + stride] // splineVertex_k var m0 = values[offset0 + i + stride2] * td // outTangent_k * (t_k+1 - t_k) var p1 = values[offset1 + i + stride] // splineVertex_k+1 var m1 = values[offset1 + i] * td // inTangent_k+1 * (t_k+1 - t_k) result[i] = s0 * p0 + s1 * m0 + s2 * p1 + s3 * m1 } return result } /*********************************/ /********** INTERNALS ************/ /*********************************/ /* CONSTANTS */ var WEBGL_CONSTANTS = { FLOAT: 5126, //FLOAT_MAT2: 35674, FLOAT_MAT3: 35675, FLOAT_MAT4: 35676, FLOAT_VEC2: 35664, FLOAT_VEC3: 35665, FLOAT_VEC4: 35666, LINEAR: 9729, REPEAT: 10497, SAMPLER_2D: 35678, POINTS: 0, LINES: 1, LINE_LOOP: 2, LINE_STRIP: 3, TRIANGLES: 4, TRIANGLE_STRIP: 5, TRIANGLE_FAN: 6, UNSIGNED_BYTE: 5121, UNSIGNED_SHORT: 5123 } var WEBGL_COMPONENT_TYPES = { 5120: Int8Array, 5121: Uint8Array, 5122: Int16Array, 5123: Uint16Array, 5125: Uint32Array, 5126: Float32Array } var WEBGL_FILTERS = { 9728: THREE.NearestFilter, 9729: THREE.LinearFilter, 9984: THREE.NearestMipmapNearestFilter, 9985: THREE.LinearMipmapNearestFilter, 9986: THREE.NearestMipmapLinearFilter, 9987: THREE.LinearMipmapLinearFilter } var WEBGL_WRAPPINGS = { 33071: THREE.ClampToEdgeWrapping, 33648: THREE.MirroredRepeatWrapping, 10497: THREE.RepeatWrapping } var WEBGL_TYPE_SIZES = { SCALAR: 1, VEC2: 2, VEC3: 3, VEC4: 4, MAT2: 4, MAT3: 9, MAT4: 16 } var ATTRIBUTES = { POSITION: 'position', NORMAL: 'normal', TANGENT: 'tangent', TEXCOORD_0: 'uv', TEXCOORD_1: 'uv2', COLOR_0: 'color', WEIGHTS_0: 'skinWeight', JOINTS_0: 'skinIndex' } var PATH_PROPERTIES = { scale: 'scale', translation: 'position', rotation: 'quaternion', weights: 'morphTargetInfluences' } var INTERPOLATION = { CUBICSPLINE: undefined, // We use a custom interpolant (GLTFCubicSplineInterpolation) for CUBICSPLINE tracks. Each // keyframe track will be initialized with a default interpolation type, then modified. LINEAR: THREE.InterpolateLinear, STEP: THREE.InterpolateDiscrete } var ALPHA_MODES = { OPAQUE: 'OPAQUE', MASK: 'MASK', BLEND: 'BLEND' } /* UTILITY FUNCTIONS */ function resolveURL(url, path) { // Invalid URL if (typeof url !== 'string' || url === '') return '' // Host Relative URL if (/^https?:\/\//i.test(path) && /^\//.test(url)) { path = path.replace(/(^https?:\/\/[^\/]+).*/i, '$1') } // Absolute URL http://,https://,// if (/^(https?:)?\/\//i.test(url)) return url // Data URI if (/^data:.*,.*$/i.test(url)) return url // Blob URL if (/^blob:.*$/i.test(url)) return url // Relative URL return path + url } /** * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#default-material */ function createDefaultMaterial(cache) { if (cache['DefaultMaterial'] === undefined) { cache['DefaultMaterial'] = new THREE.MeshStandardMaterial({ color: 0xffffff, emissive: 0x000000, metalness: 1, roughness: 1, transparent: false, depthTest: true, side: THREE.FrontSide }) } return cache['DefaultMaterial'] } function addUnknownExtensionsToUserData(knownExtensions, object, objectDef) { // Add unknown glTF extensions to an object's userData. for (var name in objectDef.extensions) { if (knownExtensions[name] === undefined) { object.userData.gltfExtensions = object.userData.gltfExtensions || {} object.userData.gltfExtensions[name] = objectDef.extensions[name] } } } /** * @param {THREE.Object3D|THREE.Material|THREE.BufferGeometry} object * @param {GLTF.definition} gltfDef */ function assignExtrasToUserData(object, gltfDef) { if (gltfDef.extras !== undefined) { if (typeof gltfDef.extras === 'object') { Object.assign(object.userData, gltfDef.extras) } else { console.warn('THREE.GLTFLoader: Ignoring primitive type .extras, ' + gltfDef.extras) } } } /** * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#morph-targets * * @param {THREE.BufferGeometry} geometry * @param {Array} targets * @param {GLTFParser} parser * @return {Promise} */ function addMorphTargets(geometry, targets, parser) { var hasMorphPosition = false var hasMorphNormal = false for (var i = 0, il = targets.length; i < il; i++) { var target = targets[i] if (target.POSITION !== undefined) hasMorphPosition = true if (target.NORMAL !== undefined) hasMorphNormal = true if (hasMorphPosition && hasMorphNormal) break } if (!hasMorphPosition && !hasMorphNormal) return Promise.resolve(geometry) var pendingPositionAccessors = [] var pendingNormalAccessors = [] for (var i = 0, il = targets.length; i < il; i++) { var target = targets[i] if (hasMorphPosition) { var pendingAccessor = target.POSITION !== undefined ? parser.getDependency('accessor', target.POSITION) : geometry.attributes.position pendingPositionAccessors.push(pendingAccessor) } if (hasMorphNormal) { var pendingAccessor = target.NORMAL !== undefined ? parser.getDependency('accessor', target.NORMAL) : geometry.attributes.normal pendingNormalAccessors.push(pendingAccessor) } } return Promise.all([Promise.all(pendingPositionAccessors), Promise.all(pendingNormalAccessors)]).then(function (accessors) { var morphPositions = accessors[0] var morphNormals = accessors[1] if (hasMorphPosition) geometry.morphAttributes.position = morphPositions if (hasMorphNormal) geometry.morphAttributes.normal = morphNormals geometry.morphTargetsRelative = true return geometry }) } /** * @param {THREE.Mesh} mesh * @param {GLTF.Mesh} meshDef */ function updateMorphTargets(mesh, meshDef) { mesh.updateMorphTargets() if (meshDef.weights !== undefined) { for (var i = 0, il = meshDef.weights.length; i < il; i++) { mesh.morphTargetInfluences[i] = meshDef.weights[i] } } // .extras has user-defined data, so check that .extras.targetNames is an array. if (meshDef.extras && Array.isArray(meshDef.extras.targetNames)) { var targetNames = meshDef.extras.targetNames if (mesh.morphTargetInfluences.length === targetNames.length) { mesh.morphTargetDictionary = {} for (var i = 0, il = targetNames.length; i < il; i++) { mesh.morphTargetDictionary[targetNames[i]] = i } } else { console.warn('THREE.GLTFLoader: Invalid extras.targetNames length. Ignoring names.') } } } function createPrimitiveKey(primitiveDef) { var dracoExtension = primitiveDef.extensions && primitiveDef.extensions[EXTENSIONS.KHR_DRACO_MESH_COMPRESSION] var geometryKey if (dracoExtension) { geometryKey = 'draco:' + dracoExtension.bufferView + ':' + dracoExtension.indices + ':' + createAttributesKey(dracoExtension.attributes) } else { geometryKey = primitiveDef.indices + ':' + createAttributesKey(primitiveDef.attributes) + ':' + primitiveDef.mode } return geometryKey } function createAttributesKey(attributes) { var attributesKey = '' var keys = Object.keys(attributes).sort() for (var i = 0, il = keys.length; i < il; i++) { attributesKey += keys[i] + ':' + attributes[keys[i]] + ';' } return attributesKey } /* GLTF PARSER */ function GLTFParser(json, options) { this.json = json || {} this.extensions = {} this.plugins = {} this.options = options || {} // loader object cache this.cache = new GLTFRegistry() // associations between Three.js objects and glTF elements this.associations = new Map() // BufferGeometry caching this.primitiveCache = {} // Object3D instance caches this.meshCache = { refs: {}, uses: {} } this.cameraCache = { refs: {}, uses: {} } this.lightCache = { refs: {}, uses: {} } // Track node names, to ensure no duplicates this.nodeNamesUsed = {} // Use an ImageBitmapLoader if imageBitmaps are supported. Moves much of the // expensive work of uploading a texture to the GPU off the main thread. if (typeof createImageBitmap !== 'undefined' && /Firefox/.test(navigator.userAgent) === false) { this.textureLoader = new THREE.ImageBitmapLoader(this.options.manager) } else { this.textureLoader = new THREE.TextureLoader(this.options.manager) } this.textureLoader.setCrossOrigin(this.options.crossOrigin) this.fileLoader = new THREE.FileLoader(this.options.manager) this.fileLoader.setResponseType('arraybuffer') if (this.options.crossOrigin === 'use-credentials') { this.fileLoader.setWithCredentials(true) } } GLTFParser.prototype.setExtensions = function (extensions) { this.extensions = extensions } GLTFParser.prototype.setPlugins = function (plugins) { this.plugins = plugins } GLTFParser.prototype.parse = function (onLoad, onError) { var parser = this var json = this.json var extensions = this.extensions // Clear the loader cache this.cache.removeAll() // Mark the special nodes/meshes in json for efficient parse this._invokeAll(function (ext) { return ext._markDefs && ext._markDefs() }) Promise.all([this.getDependencies('scene'), this.getDependencies('animation'), this.getDependencies('camera')]) .then(function (dependencies) { var result = { scene: dependencies[0][json.scene || 0], scenes: dependencies[0], animations: dependencies[1], cameras: dependencies[2], asset: json.asset, parser: parser, userData: {} } addUnknownExtensionsToUserData(extensions, result, json) assignExtrasToUserData(result, json) onLoad(result) }) .catch(onError) } /** * Marks the special nodes/meshes in json for efficient parse. */ GLTFParser.prototype._markDefs = function () { var nodeDefs = this.json.nodes || [] var skinDefs = this.json.skins || [] var meshDefs = this.json.meshes || [] // Nothing in the node definition indicates whether it is a Bone or an // Object3D. Use the skins' joint references to mark bones. for (var skinIndex = 0, skinLength = skinDefs.length; skinIndex < skinLength; skinIndex++) { var joints = skinDefs[skinIndex].joints for (var i = 0, il = joints.length; i < il; i++) { nodeDefs[joints[i]].isBone = true } } // Iterate over all nodes, marking references to shared resources, // as well as skeleton joints. for (var nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex++) { var nodeDef = nodeDefs[nodeIndex] if (nodeDef.mesh !== undefined) { this._addNodeRef(this.meshCache, nodeDef.mesh) // Nothing in the mesh definition indicates whether it is // a SkinnedMesh or Mesh. Use the node's mesh reference // to mark SkinnedMesh if node has skin. if (nodeDef.skin !== undefined) { meshDefs[nodeDef.mesh].isSkinnedMesh = true } } if (nodeDef.camera !== undefined) { this._addNodeRef(this.cameraCache, nodeDef.camera) } } } /** * Counts references to shared node / Object3D resources. These resources * can be reused, or "instantiated", at multiple nodes in the scene * hierarchy. Mesh, Camera, and Light instances are instantiated and must * be marked. Non-scenegraph resources (like Materials, Geometries, and * Textures) can be reused directly and are not marked here. * * Example: CesiumMilkTruck sample model reuses "Wheel" meshes. */ GLTFParser.prototype._addNodeRef = function (cache, index) { if (index === undefined) return if (cache.refs[index] === undefined) { cache.refs[index] = cache.uses[index] = 0 } cache.refs[index]++ } /** Returns a reference to a shared resource, cloning it if necessary. */ GLTFParser.prototype._getNodeRef = function (cache, index, object) { if (cache.refs[index] <= 1) return object var ref = object.clone() ref.name += '_instance_' + cache.uses[index]++ return ref } GLTFParser.prototype._invokeOne = function (func) { var extensions = Object.values(this.plugins) extensions.push(this) for (var i = 0; i < extensions.length; i++) { var result = func(extensions[i]) if (result) return result } } GLTFParser.prototype._invokeAll = function (func) { var extensions = Object.values(this.plugins) extensions.unshift(this) var pending = [] for (var i = 0; i < extensions.length; i++) { var result = func(extensions[i]) if (result) pending.push(result) } return pending } /** * Requests the specified dependency asynchronously, with caching. * @param {string} type * @param {number} index * @return {Promise} */ GLTFParser.prototype.getDependency = function (type, index) { var cacheKey = type + ':' + index var dependency = this.cache.get(cacheKey) if (!dependency) { switch (type) { case 'scene': dependency = this.loadScene(index) break case 'node': dependency = this.loadNode(index) break case 'mesh': dependency = this._invokeOne(function (ext) { return ext.loadMesh && ext.loadMesh(index) }) break case 'accessor': dependency = this.loadAccessor(index) break case 'bufferView': dependency = this._invokeOne(function (ext) { return ext.loadBufferView && ext.loadBufferView(index) }) break case 'buffer': dependency = this.loadBuffer(index) break case 'material': dependency = this._invokeOne(function (ext) { return ext.loadMaterial && ext.loadMaterial(index) }) break case 'texture': dependency = this._invokeOne(function (ext) { return ext.loadTexture && ext.loadTexture(index) }) break case 'skin': dependency = this.loadSkin(index) break case 'animation': dependency = this.loadAnimation(index) break case 'camera': dependency = this.loadCamera(index) break default: throw new Error('Unknown type: ' + type) } this.cache.add(cacheKey, dependency) } return dependency } /** * Requests all dependencies of the specified type asynchronously, with caching. * @param {string} type * @return {Promise>} */ GLTFParser.prototype.getDependencies = function (type) { var dependencies = this.cache.get(type) if (!dependencies) { var parser = this var defs = this.json[type + (type === 'mesh' ? 'es' : 's')] || [] dependencies = Promise.all( defs.map(function (def, index) { return parser.getDependency(type, index) }) ) this.cache.add(type, dependencies) } return dependencies } /** * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views * @param {number} bufferIndex * @return {Promise} */ GLTFParser.prototype.loadBuffer = function (bufferIndex) { var bufferDef = this.json.buffers[bufferIndex] var loader = this.fileLoader if (bufferDef.type && bufferDef.type !== 'arraybuffer') { throw new Error('THREE.GLTFLoader: ' + bufferDef.type + ' buffer type is not supported.') } // If present, GLB container is required to be the first buffer. if (bufferDef.uri === undefined && bufferIndex === 0) { return Promise.resolve(this.extensions[EXTENSIONS.KHR_BINARY_GLTF].body) } var options = this.options return new Promise(function (resolve, reject) { loader.load(resolveURL(bufferDef.uri, options.path), resolve, undefined, function () { reject(new Error('THREE.GLTFLoader: Failed to load buffer "' + bufferDef.uri + '".')) }) }) } /** * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views * @param {number} bufferViewIndex * @return {Promise} */ GLTFParser.prototype.loadBufferView = function (bufferViewIndex) { var bufferViewDef = this.json.bufferViews[bufferViewIndex] return this.getDependency('buffer', bufferViewDef.buffer).then(function (buffer) { var byteLength = bufferViewDef.byteLength || 0 var byteOffset = bufferViewDef.byteOffset || 0 return buffer.slice(byteOffset, byteOffset + byteLength) }) } /** * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#accessors * @param {number} accessorIndex * @return {Promise} */ GLTFParser.prototype.loadAccessor = function (accessorIndex) { var parser = this var json = this.json var accessorDef = this.json.accessors[accessorIndex] if (accessorDef.bufferView === undefined && accessorDef.sparse === undefined) { // Ignore empty accessors, which may be used to declare runtime // information about attributes coming from another source (e.g. Draco // compression extension). return Promise.resolve(null) } var pendingBufferViews = [] if (accessorDef.bufferView !== undefined) { pendingBufferViews.push(this.getDependency('bufferView', accessorDef.bufferView)) } else { pendingBufferViews.push(null) } if (accessorDef.sparse !== undefined) { pendingBufferViews.push(this.getDependency('bufferView', accessorDef.sparse.indices.bufferView)) pendingBufferViews.push(this.getDependency('bufferView', accessorDef.sparse.values.bufferView)) } return Promise.all(pendingBufferViews).then(function (bufferViews) { var bufferView = bufferViews[0] var itemSize = WEBGL_TYPE_SIZES[accessorDef.type] var TypedArray = WEBGL_COMPONENT_TYPES[accessorDef.componentType] // For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12. var elementBytes = TypedArray.BYTES_PER_ELEMENT var itemBytes = elementBytes * itemSize var byteOffset = accessorDef.byteOffset || 0 var byteStride = accessorDef.bufferView !== undefined ? json.bufferViews[accessorDef.bufferView].byteStride : undefined var normalized = accessorDef.normalized === true var array, bufferAttribute // The buffer is not interleaved if the stride is the item size in bytes. if (byteStride && byteStride !== itemBytes) { // Each "slice" of the buffer, as defined by 'count' elements of 'byteStride' bytes, gets its own InterleavedBuffer // This makes sure that IBA.count reflects accessor.count properly var ibSlice = Math.floor(byteOffset / byteStride) var ibCacheKey = 'InterleavedBuffer:' + accessorDef.bufferView + ':' + accessorDef.componentType + ':' + ibSlice + ':' + accessorDef.count var ib = parser.cache.get(ibCacheKey) if (!ib) { array = new TypedArray(bufferView, ibSlice * byteStride, (accessorDef.count * byteStride) / elementBytes) // Integer parameters to IB/IBA are in array elements, not bytes. ib = new THREE.InterleavedBuffer(array, byteStride / elementBytes) parser.cache.add(ibCacheKey, ib) } bufferAttribute = new THREE.InterleavedBufferAttribute(ib, itemSize, (byteOffset % byteStride) / elementBytes, normalized) } else { if (bufferView === null) { array = new TypedArray(accessorDef.count * itemSize) } else { array = new TypedArray(bufferView, byteOffset, accessorDef.count * itemSize) } bufferAttribute = new THREE.BufferAttribute(array, itemSize, normalized) } // https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#sparse-accessors if (accessorDef.sparse !== undefined) { var itemSizeIndices = WEBGL_TYPE_SIZES.SCALAR var TypedArrayIndices = WEBGL_COMPONENT_TYPES[accessorDef.sparse.indices.componentType] var byteOffsetIndices = accessorDef.sparse.indices.byteOffset || 0 var byteOffsetValues = accessorDef.sparse.values.byteOffset || 0 var sparseIndices = new TypedArrayIndices(bufferViews[1], byteOffsetIndices, accessorDef.sparse.count * itemSizeIndices) var sparseValues = new TypedArray(bufferViews[2], byteOffsetValues, accessorDef.sparse.count * itemSize) if (bufferView !== null) { // Avoid modifying the original ArrayBuffer, if the bufferView wasn't initialized with zeroes. bufferAttribute = new THREE.BufferAttribute(bufferAttribute.array.slice(), bufferAttribute.itemSize, bufferAttribute.normalized) } for (var i = 0, il = sparseIndices.length; i < il; i++) { var index = sparseIndices[i] bufferAttribute.setX(index, sparseValues[i * itemSize]) if (itemSize >= 2) bufferAttribute.setY(index, sparseValues[i * itemSize + 1]) if (itemSize >= 3) bufferAttribute.setZ(index, sparseValues[i * itemSize + 2]) if (itemSize >= 4) bufferAttribute.setW(index, sparseValues[i * itemSize + 3]) if (itemSize >= 5) throw new Error('THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.') } } return bufferAttribute }) } /** * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#textures * @param {number} textureIndex * @return {Promise} */ GLTFParser.prototype.loadTexture = function (textureIndex) { var parser = this var json = this.json var options = this.options var textureDef = json.textures[textureIndex] var textureExtensions = textureDef.extensions || {} var source if (textureExtensions[EXTENSIONS.MSFT_TEXTURE_DDS]) { source = json.images[textureExtensions[EXTENSIONS.MSFT_TEXTURE_DDS].source] } else { source = json.images[textureDef.source] } var loader if (source.uri) { loader = options.manager.getHandler(source.uri) } if (!loader) { loader = textureExtensions[EXTENSIONS.MSFT_TEXTURE_DDS] ? parser.extensions[EXTENSIONS.MSFT_TEXTURE_DDS].ddsLoader : this.textureLoader } return this.loadTextureImage(textureIndex, source, loader) } GLTFParser.prototype.loadTextureImage = function (textureIndex, source, loader) { var parser = this var json = this.json var options = this.options var textureDef = json.textures[textureIndex] var URL = self.URL || self.webkitURL var sourceURI = source.uri var isObjectURL = false var hasAlpha = true if (source.mimeType === 'image/jpeg') hasAlpha = false if (source.bufferView !== undefined) { // Load binary image data from bufferView, if provided. sourceURI = parser.getDependency('bufferView', source.bufferView).then(function (bufferView) { if (source.mimeType === 'image/png') { // Inspect the PNG 'IHDR' chunk to determine whether the image could have an // alpha channel. This check is conservative — the image could have an alpha // channel with all values == 1, and the indexed type (colorType == 3) only // sometimes contains alpha. // // https://en.wikipedia.org/wiki/Portable_Network_Graphics#File_header var colorType = new DataView(bufferView, 25, 1).getUint8(0, false) hasAlpha = colorType === 6 || colorType === 4 || colorType === 3 } isObjectURL = true var blob = new Blob([bufferView], { type: source.mimeType }) sourceURI = URL.createObjectURL(blob) return sourceURI }) } return Promise.resolve(sourceURI) .then(function (sourceURI) { return new Promise(function (resolve, reject) { var onLoad = resolve if (loader.isImageBitmapLoader === true) { onLoad = function (imageBitmap) { resolve(new THREE.CanvasTexture(imageBitmap)) } } loader.load(resolveURL(sourceURI, options.path), onLoad, undefined, reject) }) }) .then(function (texture) { // Clean up resources and configure Texture. if (isObjectURL === true) { URL.revokeObjectURL(sourceURI) } texture.flipY = false if (textureDef.name) texture.name = textureDef.name // When there is definitely no alpha channel in the texture, set RGBFormat to save space. if (!hasAlpha) texture.format = THREE.RGBFormat var samplers = json.samplers || {} var sampler = samplers[textureDef.sampler] || {} texture.magFilter = WEBGL_FILTERS[sampler.magFilter] || THREE.LinearFilter texture.minFilter = WEBGL_FILTERS[sampler.minFilter] || THREE.LinearMipmapLinearFilter texture.wrapS = WEBGL_WRAPPINGS[sampler.wrapS] || THREE.RepeatWrapping texture.wrapT = WEBGL_WRAPPINGS[sampler.wrapT] || THREE.RepeatWrapping parser.associations.set(texture, { type: 'textures', index: textureIndex }) return texture }) } /** * Asynchronously assigns a texture to the given material parameters. * @param {Object} materialParams * @param {string} mapName * @param {Object} mapDef * @return {Promise} */ GLTFParser.prototype.assignTexture = function (materialParams, mapName, mapDef) { var parser = this return this.getDependency('texture', mapDef.index).then(function (texture) { // Materials sample aoMap from UV set 1 and other maps from UV set 0 - this can't be configured // However, we will copy UV set 0 to UV set 1 on demand for aoMap if (mapDef.texCoord !== undefined && mapDef.texCoord != 0 && !(mapName === 'aoMap' && mapDef.texCoord == 1)) { console.warn('THREE.GLTFLoader: Custom UV set ' + mapDef.texCoord + ' for texture ' + mapName + ' not yet supported.') } if (parser.extensions[EXTENSIONS.KHR_TEXTURE_TRANSFORM]) { var transform = mapDef.extensions !== undefined ? mapDef.extensions[EXTENSIONS.KHR_TEXTURE_TRANSFORM] : undefined if (transform) { var gltfReference = parser.associations.get(texture) texture = parser.extensions[EXTENSIONS.KHR_TEXTURE_TRANSFORM].extendTexture(texture, transform) parser.associations.set(texture, gltfReference) } } materialParams[mapName] = texture }) } /** * Assigns final material to a Mesh, Line, or Points instance. The instance * already has a material (generated from the glTF material options alone) * but reuse of the same glTF material may require multiple threejs materials * to accomodate different primitive types, defines, etc. New materials will * be created if necessary, and reused from a cache. * @param {THREE.Object3D} mesh Mesh, Line, or Points instance. */ GLTFParser.prototype.assignFinalMaterial = function (mesh) { var geometry = mesh.geometry var material = mesh.material var useVertexTangents = geometry.attributes.tangent !== undefined var useVertexColors = geometry.attributes.color !== undefined var useFlatShading = geometry.attributes.normal === undefined var useSkinning = mesh.isSkinnedMesh === true var useMorphTargets = Object.keys(geometry.morphAttributes).length > 0 var useMorphNormals = useMorphTargets && geometry.morphAttributes.normal !== undefined if (mesh.isPoints) { var cacheKey = 'PointsMaterial:' + material.uuid var pointsMaterial = this.cache.get(cacheKey) if (!pointsMaterial) { pointsMaterial = new THREE.PointsMaterial() THREE.Material.prototype.copy.call(pointsMaterial, material) pointsMaterial.color.copy(material.color) pointsMaterial.map = material.map pointsMaterial.sizeAttenuation = false // glTF spec says points should be 1px this.cache.add(cacheKey, pointsMaterial) } material = pointsMaterial } else if (mesh.isLine) { var cacheKey = 'LineBasicMaterial:' + material.uuid var lineMaterial = this.cache.get(cacheKey) if (!lineMaterial) { lineMaterial = new THREE.LineBasicMaterial() THREE.Material.prototype.copy.call(lineMaterial, material) lineMaterial.color.copy(material.color) this.cache.add(cacheKey, lineMaterial) } material = lineMaterial } // Clone the material if it will be modified if (useVertexTangents || useVertexColors || useFlatShading || useSkinning || useMorphTargets) { var cacheKey = 'ClonedMaterial:' + material.uuid + ':' if (material.isGLTFSpecularGlossinessMaterial) cacheKey += 'specular-glossiness:' if (useSkinning) cacheKey += 'skinning:' if (useVertexTangents) cacheKey += 'vertex-tangents:' if (useVertexColors) cacheKey += 'vertex-colors:' if (useFlatShading) cacheKey += 'flat-shading:' if (useMorphTargets) cacheKey += 'morph-targets:' if (useMorphNormals) cacheKey += 'morph-normals:' var cachedMaterial = this.cache.get(cacheKey) if (!cachedMaterial) { cachedMaterial = material.clone() if (useSkinning) cachedMaterial.skinning = true if (useVertexTangents) cachedMaterial.vertexTangents = true if (useVertexColors) cachedMaterial.vertexColors = true if (useFlatShading) cachedMaterial.flatShading = true if (useMorphTargets) cachedMaterial.morphTargets = true if (useMorphNormals) cachedMaterial.morphNormals = true this.cache.add(cacheKey, cachedMaterial) this.associations.set(cachedMaterial, this.associations.get(material)) } material = cachedMaterial } // workarounds for mesh and geometry if (material.aoMap && geometry.attributes.uv2 === undefined && geometry.attributes.uv !== undefined) { geometry.setAttribute('uv2', geometry.attributes.uv) } // https://github.com/mrdoob/three.js/issues/11438#issuecomment-507003995 if (material.normalScale && !useVertexTangents) { material.normalScale.y = -material.normalScale.y } if (material.clearcoatNormalScale && !useVertexTangents) { material.clearcoatNormalScale.y = -material.clearcoatNormalScale.y } mesh.material = material } GLTFParser.prototype.getMaterialType = function (/* materialIndex */) { return THREE.MeshStandardMaterial } /** * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#materials * @param {number} materialIndex * @return {Promise} */ GLTFParser.prototype.loadMaterial = function (materialIndex) { var parser = this var json = this.json var extensions = this.extensions var materialDef = json.materials[materialIndex] var materialType var materialParams = {} var materialExtensions = materialDef.extensions || {} var pending = [] if (materialExtensions[EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS]) { var sgExtension = extensions[EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS] materialType = sgExtension.getMaterialType() pending.push(sgExtension.extendParams(materialParams, materialDef, parser)) } else if (materialExtensions[EXTENSIONS.KHR_MATERIALS_UNLIT]) { var kmuExtension = extensions[EXTENSIONS.KHR_MATERIALS_UNLIT] materialType = kmuExtension.getMaterialType() pending.push(kmuExtension.extendParams(materialParams, materialDef, parser)) } else { // Specification: // https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#metallic-roughness-material var metallicRoughness = materialDef.pbrMetallicRoughness || {} materialParams.color = new THREE.Color(1.0, 1.0, 1.0) materialParams.opacity = 1.0 if (Array.isArray(metallicRoughness.baseColorFactor)) { var array = metallicRoughness.baseColorFactor materialParams.color.fromArray(array) materialParams.opacity = array[3] } if (metallicRoughness.baseColorTexture !== undefined) { pending.push(parser.assignTexture(materialParams, 'map', metallicRoughness.baseColorTexture)) } materialParams.metalness = metallicRoughness.metallicFactor !== undefined ? metallicRoughness.metallicFactor : 1.0 materialParams.roughness = metallicRoughness.roughnessFactor !== undefined ? metallicRoughness.roughnessFactor : 1.0 if (metallicRoughness.metallicRoughnessTexture !== undefined) { pending.push(parser.assignTexture(materialParams, 'metalnessMap', metallicRoughness.metallicRoughnessTexture)) pending.push(parser.assignTexture(materialParams, 'roughnessMap', metallicRoughness.metallicRoughnessTexture)) } materialType = this._invokeOne(function (ext) { return ext.getMaterialType && ext.getMaterialType(materialIndex) }) pending.push( Promise.all( this._invokeAll(function (ext) { return ext.extendMaterialParams && ext.extendMaterialParams(materialIndex, materialParams) }) ) ) } if (materialDef.doubleSided === true) { materialParams.side = THREE.DoubleSide } var alphaMode = materialDef.alphaMode || ALPHA_MODES.OPAQUE if (alphaMode === ALPHA_MODES.BLEND) { materialParams.transparent = true // See: https://github.com/mrdoob/three.js/issues/17706 materialParams.depthWrite = false } else { materialParams.transparent = false if (alphaMode === ALPHA_MODES.MASK) { materialParams.alphaTest = materialDef.alphaCutoff !== undefined ? materialDef.alphaCutoff : 0.5 } } if (materialDef.normalTexture !== undefined && materialType !== THREE.MeshBasicMaterial) { pending.push(parser.assignTexture(materialParams, 'normalMap', materialDef.normalTexture)) materialParams.normalScale = new THREE.Vector2(1, 1) if (materialDef.normalTexture.scale !== undefined) { materialParams.normalScale.set(materialDef.normalTexture.scale, materialDef.normalTexture.scale) } } if (materialDef.occlusionTexture !== undefined && materialType !== THREE.MeshBasicMaterial) { pending.push(parser.assignTexture(materialParams, 'aoMap', materialDef.occlusionTexture)) if (materialDef.occlusionTexture.strength !== undefined) { materialParams.aoMapIntensity = materialDef.occlusionTexture.strength } } if (materialDef.emissiveFactor !== undefined && materialType !== THREE.MeshBasicMaterial) { materialParams.emissive = new THREE.Color().fromArray(materialDef.emissiveFactor) } if (materialDef.emissiveTexture !== undefined && materialType !== THREE.MeshBasicMaterial) { pending.push(parser.assignTexture(materialParams, 'emissiveMap', materialDef.emissiveTexture)) } return Promise.all(pending).then(function () { var material if (materialType === GLTFMeshStandardSGMaterial) { material = extensions[EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS].createMaterial(materialParams) } else { material = new materialType(materialParams) } if (materialDef.name) material.name = materialDef.name // baseColorTexture, emissiveTexture, and specularGlossinessTexture use sRGB encoding. if (material.map) material.map.encoding = THREE.sRGBEncoding if (material.emissiveMap) material.emissiveMap.encoding = THREE.sRGBEncoding assignExtrasToUserData(material, materialDef) parser.associations.set(material, { type: 'materials', index: materialIndex }) if (materialDef.extensions) addUnknownExtensionsToUserData(extensions, material, materialDef) return material }) } /** When Object3D instances are targeted by animation, they need unique names. */ GLTFParser.prototype.createUniqueName = function (originalName) { var name = THREE.PropertyBinding.sanitizeNodeName(originalName || '') for (var i = 1; this.nodeNamesUsed[name]; ++i) { name = originalName + '_' + i } this.nodeNamesUsed[name] = true return name } /** * @param {THREE.BufferGeometry} geometry * @param {GLTF.Primitive} primitiveDef * @param {GLTFParser} parser */ function computeBounds(geometry, primitiveDef, parser) { var attributes = primitiveDef.attributes var box = new THREE.Box3() if (attributes.POSITION !== undefined) { var accessor = parser.json.accessors[attributes.POSITION] var min = accessor.min var max = accessor.max // glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement. if (min !== undefined && max !== undefined) { box.set(new THREE.Vector3(min[0], min[1], min[2]), new THREE.Vector3(max[0], max[1], max[2])) } else { console.warn('THREE.GLTFLoader: Missing min/max properties for accessor POSITION.') return } } else { return } var targets = primitiveDef.targets if (targets !== undefined) { var maxDisplacement = new THREE.Vector3() var vector = new THREE.Vector3() for (var i = 0, il = targets.length; i < il; i++) { var target = targets[i] if (target.POSITION !== undefined) { var accessor = parser.json.accessors[target.POSITION] var min = accessor.min var max = accessor.max // glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement. if (min !== undefined && max !== undefined) { // we need to get max of absolute components because target weight is [-1,1] vector.setX(Math.max(Math.abs(min[0]), Math.abs(max[0]))) vector.setY(Math.max(Math.abs(min[1]), Math.abs(max[1]))) vector.setZ(Math.max(Math.abs(min[2]), Math.abs(max[2]))) // Note: this assumes that the sum of all weights is at most 1. This isn't quite correct - it's more conservative // to assume that each target can have a max weight of 1. However, for some use cases - notably, when morph targets // are used to implement key-frame animations and as such only two are active at a time - this results in very large // boxes. So for now we make a box that's sometimes a touch too small but is hopefully mostly of reasonable size. maxDisplacement.max(vector) } else { console.warn('THREE.GLTFLoader: Missing min/max properties for accessor POSITION.') } } } // As per comment above this box isn't conservative, but has a reasonable size for a very large number of morph targets. box.expandByVector(maxDisplacement) } geometry.boundingBox = box var sphere = new THREE.Sphere() box.getCenter(sphere.center) sphere.radius = box.min.distanceTo(box.max) / 2 geometry.boundingSphere = sphere } /** * @param {THREE.BufferGeometry} geometry * @param {GLTF.Primitive} primitiveDef * @param {GLTFParser} parser * @return {Promise} */ function addPrimitiveAttributes(geometry, primitiveDef, parser) { var attributes = primitiveDef.attributes var pending = [] function assignAttributeAccessor(accessorIndex, attributeName) { return parser.getDependency('accessor', accessorIndex).then(function (accessor) { geometry.setAttribute(attributeName, accessor) }) } for (var gltfAttributeName in attributes) { var threeAttributeName = ATTRIBUTES[gltfAttributeName] || gltfAttributeName.toLowerCase() // Skip attributes already provided by e.g. Draco extension. if (threeAttributeName in geometry.attributes) continue pending.push(assignAttributeAccessor(attributes[gltfAttributeName], threeAttributeName)) } if (primitiveDef.indices !== undefined && !geometry.index) { var accessor = parser.getDependency('accessor', primitiveDef.indices).then(function (accessor) { geometry.setIndex(accessor) }) pending.push(accessor) } assignExtrasToUserData(geometry, primitiveDef) computeBounds(geometry, primitiveDef, parser) return Promise.all(pending).then(function () { return primitiveDef.targets !== undefined ? addMorphTargets(geometry, primitiveDef.targets, parser) : geometry }) } /** * @param {THREE.BufferGeometry} geometry * @param {Number} drawMode * @return {THREE.BufferGeometry} */ function toTrianglesDrawMode(geometry, drawMode) { var index = geometry.getIndex() // generate index if not present if (index === null) { var indices = [] var position = geometry.getAttribute('position') if (position !== undefined) { for (var i = 0; i < position.count; i++) { indices.push(i) } geometry.setIndex(indices) index = geometry.getIndex() } else { console.error('THREE.GLTFLoader.toTrianglesDrawMode(): Undefined position attribute. Processing not possible.') return geometry } } // var numberOfTriangles = index.count - 2 var newIndices = [] if (drawMode === THREE.TriangleFanDrawMode) { // gl.TRIANGLE_FAN for (var i = 1; i <= numberOfTriangles; i++) { newIndices.push(index.getX(0)) newIndices.push(index.getX(i)) newIndices.push(index.getX(i + 1)) } } else { // gl.TRIANGLE_STRIP for (var i = 0; i < numberOfTriangles; i++) { if (i % 2 === 0) { newIndices.push(index.getX(i)) newIndices.push(index.getX(i + 1)) newIndices.push(index.getX(i + 2)) } else { newIndices.push(index.getX(i + 2)) newIndices.push(index.getX(i + 1)) newIndices.push(index.getX(i)) } } } if (newIndices.length / 3 !== numberOfTriangles) { console.error('THREE.GLTFLoader.toTrianglesDrawMode(): Unable to generate correct amount of triangles.') } // build final geometry var newGeometry = geometry.clone() newGeometry.setIndex(newIndices) return newGeometry } /** * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#geometry * * Creates BufferGeometries from primitives. * * @param {Array} primitives * @return {Promise>} */ GLTFParser.prototype.loadGeometries = function (primitives) { var parser = this var extensions = this.extensions var cache = this.primitiveCache function createDracoPrimitive(primitive) { return extensions[EXTENSIONS.KHR_DRACO_MESH_COMPRESSION].decodePrimitive(primitive, parser).then(function (geometry) { return addPrimitiveAttributes(geometry, primitive, parser) }) } var pending = [] for (var i = 0, il = primitives.length; i < il; i++) { var primitive = primitives[i] var cacheKey = createPrimitiveKey(primitive) // See if we've already created this geometry var cached = cache[cacheKey] if (cached) { // Use the cached geometry if it exists pending.push(cached.promise) } else { var geometryPromise if (primitive.extensions && primitive.extensions[EXTENSIONS.KHR_DRACO_MESH_COMPRESSION]) { // Use DRACO geometry if available geometryPromise = createDracoPrimitive(primitive) } else { // Otherwise create a new geometry geometryPromise = addPrimitiveAttributes(new THREE.BufferGeometry(), primitive, parser) } // Cache this geometry cache[cacheKey] = { primitive: primitive, promise: geometryPromise } pending.push(geometryPromise) } } return Promise.all(pending) } /** * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#meshes * @param {number} meshIndex * @return {Promise} */ GLTFParser.prototype.loadMesh = function (meshIndex) { var parser = this var json = this.json var extensions = this.extensions var meshDef = json.meshes[meshIndex] var primitives = meshDef.primitives var pending = [] for (var i = 0, il = primitives.length; i < il; i++) { var material = primitives[i].material === undefined ? createDefaultMaterial(this.cache) : this.getDependency('material', primitives[i].material) pending.push(material) } pending.push(parser.loadGeometries(primitives)) return Promise.all(pending).then(function (results) { var materials = results.slice(0, results.length - 1) var geometries = results[results.length - 1] var meshes = [] for (var i = 0, il = geometries.length; i < il; i++) { var geometry = geometries[i] var primitive = primitives[i] // 1. create Mesh var mesh var material = materials[i] if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES || primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP || primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN || primitive.mode === undefined ) { // .isSkinnedMesh isn't in glTF spec. See ._markDefs() mesh = meshDef.isSkinnedMesh === true ? new THREE.SkinnedMesh(geometry, material) : new THREE.Mesh(geometry, material) if (mesh.isSkinnedMesh === true && !mesh.geometry.attributes.skinWeight.normalized) { // we normalize floating point skin weight array to fix malformed assets (see #15319) // it's important to skip this for non-float32 data since normalizeSkinWeights assumes non-normalized inputs mesh.normalizeSkinWeights() } if (primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP) { mesh.geometry = toTrianglesDrawMode(mesh.geometry, THREE.TriangleStripDrawMode) } else if (primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN) { mesh.geometry = toTrianglesDrawMode(mesh.geometry, THREE.TriangleFanDrawMode) } } else if (primitive.mode === WEBGL_CONSTANTS.LINES) { mesh = new THREE.LineSegments(geometry, material) } else if (primitive.mode === WEBGL_CONSTANTS.LINE_STRIP) { mesh = new THREE.Line(geometry, material) } else if (primitive.mode === WEBGL_CONSTANTS.LINE_LOOP) { mesh = new THREE.LineLoop(geometry, material) } else if (primitive.mode === WEBGL_CONSTANTS.POINTS) { mesh = new THREE.Points(geometry, material) } else { throw new Error('THREE.GLTFLoader: Primitive mode unsupported: ' + primitive.mode) } if (Object.keys(mesh.geometry.morphAttributes).length > 0) { updateMorphTargets(mesh, meshDef) } mesh.name = parser.createUniqueName(meshDef.name || 'mesh_' + meshIndex) assignExtrasToUserData(mesh, meshDef) if (primitive.extensions) addUnknownExtensionsToUserData(extensions, mesh, primitive) parser.assignFinalMaterial(mesh) meshes.push(mesh) } if (meshes.length === 1) { return meshes[0] } var group = new THREE.Group() for (var i = 0, il = meshes.length; i < il; i++) { group.add(meshes[i]) } return group }) } /** * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras * @param {number} cameraIndex * @return {Promise} */ GLTFParser.prototype.loadCamera = function (cameraIndex) { var camera var cameraDef = this.json.cameras[cameraIndex] var params = cameraDef[cameraDef.type] if (!params) { console.warn('THREE.GLTFLoader: Missing camera parameters.') return } if (cameraDef.type === 'perspective') { camera = new THREE.PerspectiveCamera(THREE.MathUtils.radToDeg(params.yfov), params.aspectRatio || 1, params.znear || 1, params.zfar || 2e6) } else if (cameraDef.type === 'orthographic') { camera = new THREE.OrthographicCamera(-params.xmag, params.xmag, params.ymag, -params.ymag, params.znear, params.zfar) } if (cameraDef.name) camera.name = this.createUniqueName(cameraDef.name) assignExtrasToUserData(camera, cameraDef) return Promise.resolve(camera) } /** * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins * @param {number} skinIndex * @return {Promise} */ GLTFParser.prototype.loadSkin = function (skinIndex) { var skinDef = this.json.skins[skinIndex] var skinEntry = { joints: skinDef.joints } if (skinDef.inverseBindMatrices === undefined) { return Promise.resolve(skinEntry) } return this.getDependency('accessor', skinDef.inverseBindMatrices).then(function (accessor) { skinEntry.inverseBindMatrices = accessor return skinEntry }) } /** * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations * @param {number} animationIndex * @return {Promise} */ GLTFParser.prototype.loadAnimation = function (animationIndex) { var json = this.json var animationDef = json.animations[animationIndex] var pendingNodes = [] var pendingInputAccessors = [] var pendingOutputAccessors = [] var pendingSamplers = [] var pendingTargets = [] for (var i = 0, il = animationDef.channels.length; i < il; i++) { var channel = animationDef.channels[i] var sampler = animationDef.samplers[channel.sampler] var target = channel.target var name = target.node !== undefined ? target.node : target.id // NOTE: target.id is deprecated. var input = animationDef.parameters !== undefined ? animationDef.parameters[sampler.input] : sampler.input var output = animationDef.parameters !== undefined ? animationDef.parameters[sampler.output] : sampler.output pendingNodes.push(this.getDependency('node', name)) pendingInputAccessors.push(this.getDependency('accessor', input)) pendingOutputAccessors.push(this.getDependency('accessor', output)) pendingSamplers.push(sampler) pendingTargets.push(target) } return Promise.all([ Promise.all(pendingNodes), Promise.all(pendingInputAccessors), Promise.all(pendingOutputAccessors), Promise.all(pendingSamplers), Promise.all(pendingTargets) ]).then(function (dependencies) { var nodes = dependencies[0] var inputAccessors = dependencies[1] var outputAccessors = dependencies[2] var samplers = dependencies[3] var targets = dependencies[4] var tracks = [] for (var i = 0, il = nodes.length; i < il; i++) { var node = nodes[i] var inputAccessor = inputAccessors[i] var outputAccessor = outputAccessors[i] var sampler = samplers[i] var target = targets[i] if (node === undefined) continue node.updateMatrix() node.matrixAutoUpdate = true var TypedKeyframeTrack switch (PATH_PROPERTIES[target.path]) { case PATH_PROPERTIES.weights: TypedKeyframeTrack = THREE.NumberKeyframeTrack break case PATH_PROPERTIES.rotation: TypedKeyframeTrack = THREE.QuaternionKeyframeTrack break case PATH_PROPERTIES.position: case PATH_PROPERTIES.scale: default: TypedKeyframeTrack = THREE.VectorKeyframeTrack break } var targetName = node.name ? node.name : node.uuid var interpolation = sampler.interpolation !== undefined ? INTERPOLATION[sampler.interpolation] : THREE.InterpolateLinear var targetNames = [] if (PATH_PROPERTIES[target.path] === PATH_PROPERTIES.weights) { // Node may be a THREE.Group (glTF mesh with several primitives) or a THREE.Mesh. node.traverse(function (object) { if (object.isMesh === true && object.morphTargetInfluences) { targetNames.push(object.name ? object.name : object.uuid) } }) } else { targetNames.push(targetName) } var outputArray = outputAccessor.array if (outputAccessor.normalized) { var scale if (outputArray.constructor === Int8Array) { scale = 1 / 127 } else if (outputArray.constructor === Uint8Array) { scale = 1 / 255 } else if (outputArray.constructor == Int16Array) { scale = 1 / 32767 } else if (outputArray.constructor === Uint16Array) { scale = 1 / 65535 } else { throw new Error('THREE.GLTFLoader: Unsupported output accessor component type.') } var scaled = new Float32Array(outputArray.length) for (var j = 0, jl = outputArray.length; j < jl; j++) { scaled[j] = outputArray[j] * scale } outputArray = scaled } for (var j = 0, jl = targetNames.length; j < jl; j++) { var track = new TypedKeyframeTrack(targetNames[j] + '.' + PATH_PROPERTIES[target.path], inputAccessor.array, outputArray, interpolation) // Override interpolation with custom factory method. if (sampler.interpolation === 'CUBICSPLINE') { track.createInterpolant = function InterpolantFactoryMethodGLTFCubicSpline(result) { // A CUBICSPLINE keyframe in glTF has three output values for each input value, // representing inTangent, splineVertex, and outTangent. As a result, track.getValueSize() // must be divided by three to get the interpolant's sampleSize argument. return new GLTFCubicSplineInterpolant(this.times, this.values, this.getValueSize() / 3, result) } // Mark as CUBICSPLINE. `track.getInterpolation()` doesn't support custom interpolants. track.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline = true } tracks.push(track) } } var name = animationDef.name ? animationDef.name : 'animation_' + animationIndex return new THREE.AnimationClip(name, undefined, tracks) }) } /** * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#nodes-and-hierarchy * @param {number} nodeIndex * @return {Promise} */ GLTFParser.prototype.loadNode = function (nodeIndex) { var json = this.json var extensions = this.extensions var parser = this var nodeDef = json.nodes[nodeIndex] // reserve node's name before its dependencies, so the root has the intended name. var nodeName = nodeDef.name ? parser.createUniqueName(nodeDef.name) : '' return (function () { var pending = [] if (nodeDef.mesh !== undefined) { pending.push( parser.getDependency('mesh', nodeDef.mesh).then(function (mesh) { var node = parser._getNodeRef(parser.meshCache, nodeDef.mesh, mesh) // if weights are provided on the node, override weights on the mesh. if (nodeDef.weights !== undefined) { node.traverse(function (o) { if (!o.isMesh) return for (var i = 0, il = nodeDef.weights.length; i < il; i++) { o.morphTargetInfluences[i] = nodeDef.weights[i] } }) } return node }) ) } if (nodeDef.camera !== undefined) { pending.push( parser.getDependency('camera', nodeDef.camera).then(function (camera) { return parser._getNodeRef(parser.cameraCache, nodeDef.camera, camera) }) ) } parser ._invokeAll(function (ext) { return ext.createNodeAttachment && ext.createNodeAttachment(nodeIndex) }) .forEach(function (promise) { pending.push(promise) }) return Promise.all(pending) })().then(function (objects) { var node // .isBone isn't in glTF spec. See ._markDefs if (nodeDef.isBone === true) { node = new THREE.Bone() } else if (objects.length > 1) { node = new THREE.Group() } else if (objects.length === 1) { node = objects[0] } else { node = new THREE.Object3D() } if (node !== objects[0]) { for (var i = 0, il = objects.length; i < il; i++) { node.add(objects[i]) } } if (nodeDef.name) { node.userData.name = nodeDef.name node.name = nodeName } assignExtrasToUserData(node, nodeDef) if (nodeDef.extensions) addUnknownExtensionsToUserData(extensions, node, nodeDef) if (nodeDef.matrix !== undefined) { var matrix = new THREE.Matrix4() matrix.fromArray(nodeDef.matrix) node.applyMatrix4(matrix) } else { if (nodeDef.translation !== undefined) { node.position.fromArray(nodeDef.translation) } if (nodeDef.rotation !== undefined) { node.quaternion.fromArray(nodeDef.rotation) } if (nodeDef.scale !== undefined) { node.scale.fromArray(nodeDef.scale) } } parser.associations.set(node, { type: 'nodes', index: nodeIndex }) return node }) } /** * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#scenes * @param {number} sceneIndex * @return {Promise} */ GLTFParser.prototype.loadScene = (function () { // scene node hierachy builder function buildNodeHierachy(nodeId, parentObject, json, parser) { var nodeDef = json.nodes[nodeId] return parser .getDependency('node', nodeId) .then(function (node) { if (nodeDef.skin === undefined) return node // build skeleton here as well var skinEntry return parser .getDependency('skin', nodeDef.skin) .then(function (skin) { skinEntry = skin var pendingJoints = [] for (var i = 0, il = skinEntry.joints.length; i < il; i++) { pendingJoints.push(parser.getDependency('node', skinEntry.joints[i])) } return Promise.all(pendingJoints) }) .then(function (jointNodes) { node.traverse(function (mesh) { if (!mesh.isMesh) return var bones = [] var boneInverses = [] for (var j = 0, jl = jointNodes.length; j < jl; j++) { var jointNode = jointNodes[j] if (jointNode) { bones.push(jointNode) var mat = new THREE.Matrix4() if (skinEntry.inverseBindMatrices !== undefined) { mat.fromArray(skinEntry.inverseBindMatrices.array, j * 16) } boneInverses.push(mat) } else { console.warn('THREE.GLTFLoader: Joint "%s" could not be found.', skinEntry.joints[j]) } } mesh.bind(new THREE.Skeleton(bones, boneInverses), mesh.matrixWorld) }) return node }) }) .then(function (node) { // build node hierachy parentObject.add(node) var pending = [] if (nodeDef.children) { var children = nodeDef.children for (var i = 0, il = children.length; i < il; i++) { var child = children[i] pending.push(buildNodeHierachy(child, node, json, parser)) } } return Promise.all(pending) }) } return function loadScene(sceneIndex) { var json = this.json var extensions = this.extensions var sceneDef = this.json.scenes[sceneIndex] var parser = this // Loader returns Group, not Scene. // See: https://github.com/mrdoob/three.js/issues/18342#issuecomment-578981172 var scene = new THREE.Group() if (sceneDef.name) scene.name = parser.createUniqueName(sceneDef.name) assignExtrasToUserData(scene, sceneDef) if (sceneDef.extensions) addUnknownExtensionsToUserData(extensions, scene, sceneDef) var nodeIds = sceneDef.nodes || [] var pending = [] for (var i = 0, il = nodeIds.length; i < il; i++) { pending.push(buildNodeHierachy(nodeIds[i], scene, json, parser)) } return Promise.all(pending).then(function () { return scene }) } })() return GLTFLoader })() THREE.SVGLoader = function (manager) { THREE.Loader.call(this, manager) // Default dots per inch this.defaultDPI = 90 // Accepted units: 'mm', 'cm', 'in', 'pt', 'pc', 'px' this.defaultUnit = 'px' } THREE.SVGLoader.prototype = Object.assign(Object.create(THREE.Loader.prototype), { constructor: THREE.SVGLoader, load: function (url, onLoad, onProgress, onError) { var scope = this var loader = new THREE.FileLoader(scope.manager) loader.setPath(scope.path) loader.setRequestHeader(scope.requestHeader) loader.setWithCredentials(scope.withCredentials) loader.load( url, function (text) { try { onLoad(scope.parse(text)) } catch (e) { if (onError) { onError(e) } else { console.error(e) } scope.manager.itemError(url) } }, onProgress, onError ) }, parse: function (text) { var scope = this function parseNode(node, style) { if (node.nodeType !== 1) return var transform = getNodeTransform(node) var traverseChildNodes = true var path = null switch (node.nodeName) { case 'svg': break case 'style': parseCSSStylesheet(node) break case 'g': style = parseStyle(node, style) break case 'path': style = parseStyle(node, style) if (node.hasAttribute('d')) path = parsePathNode(node) break case 'rect': style = parseStyle(node, style) path = parseRectNode(node) break case 'polygon': style = parseStyle(node, style) path = parsePolygonNode(node) break case 'polyline': style = parseStyle(node, style) path = parsePolylineNode(node) break case 'circle': style = parseStyle(node, style) path = parseCircleNode(node) break case 'ellipse': style = parseStyle(node, style) path = parseEllipseNode(node) break case 'line': style = parseStyle(node, style) path = parseLineNode(node) break case 'defs': traverseChildNodes = false break case 'use': style = parseStyle(node, style) var usedNodeId = node.href.baseVal.substring(1) var usedNode = node.viewportElement.getElementById(usedNodeId) if (usedNode) { parseNode(usedNode, style) } else { console.warn("SVGLoader: 'use node' references non-existent node id: " + usedNodeId) } break default: // console.log( node ); } if (path) { if (style.fill !== undefined && style.fill !== 'none') { path.color.setStyle(style.fill) } transformPath(path, currentTransform) paths.push(path) path.userData = { node: node, style: style } } if (traverseChildNodes) { var nodes = node.childNodes for (var i = 0; i < nodes.length; i++) { parseNode(nodes[i], style) } } if (transform) { transformStack.pop() if (transformStack.length > 0) { currentTransform.copy(transformStack[transformStack.length - 1]) } else { currentTransform.identity() } } } function parsePathNode(node) { var path = new THREE.ShapePath() var point = new THREE.Vector2() var control = new THREE.Vector2() var firstPoint = new THREE.Vector2() var isFirstPoint = true var doSetFirstPoint = false var d = node.getAttribute('d') // console.log( d ); var commands = d.match(/[a-df-z][^a-df-z]*/gi) for (var i = 0, l = commands.length; i < l; i++) { var command = commands[i] var type = command.charAt(0) var data = command.substr(1).trim() if (isFirstPoint === true) { doSetFirstPoint = true isFirstPoint = false } switch (type) { case 'M': var numbers = parseFloats(data) for (var j = 0, jl = numbers.length; j < jl; j += 2) { point.x = numbers[j + 0] point.y = numbers[j + 1] control.x = point.x control.y = point.y if (j === 0) { path.moveTo(point.x, point.y) } else { path.lineTo(point.x, point.y) } if (j === 0 && doSetFirstPoint === true) firstPoint.copy(point) } break case 'H': var numbers = parseFloats(data) for (var j = 0, jl = numbers.length; j < jl; j++) { point.x = numbers[j] control.x = point.x control.y = point.y path.lineTo(point.x, point.y) if (j === 0 && doSetFirstPoint === true) firstPoint.copy(point) } break case 'V': var numbers = parseFloats(data) for (var j = 0, jl = numbers.length; j < jl; j++) { point.y = numbers[j] control.x = point.x control.y = point.y path.lineTo(point.x, point.y) if (j === 0 && doSetFirstPoint === true) firstPoint.copy(point) } break case 'L': var numbers = parseFloats(data) for (var j = 0, jl = numbers.length; j < jl; j += 2) { point.x = numbers[j + 0] point.y = numbers[j + 1] control.x = point.x control.y = point.y path.lineTo(point.x, point.y) if (j === 0 && doSetFirstPoint === true) firstPoint.copy(point) } break case 'C': var numbers = parseFloats(data) for (var j = 0, jl = numbers.length; j < jl; j += 6) { path.bezierCurveTo(numbers[j + 0], numbers[j + 1], numbers[j + 2], numbers[j + 3], numbers[j + 4], numbers[j + 5]) control.x = numbers[j + 2] control.y = numbers[j + 3] point.x = numbers[j + 4] point.y = numbers[j + 5] if (j === 0 && doSetFirstPoint === true) firstPoint.copy(point) } break case 'S': var numbers = parseFloats(data) for (var j = 0, jl = numbers.length; j < jl; j += 4) { path.bezierCurveTo(getReflection(point.x, control.x), getReflection(point.y, control.y), numbers[j + 0], numbers[j + 1], numbers[j + 2], numbers[j + 3]) control.x = numbers[j + 0] control.y = numbers[j + 1] point.x = numbers[j + 2] point.y = numbers[j + 3] if (j === 0 && doSetFirstPoint === true) firstPoint.copy(point) } break case 'Q': var numbers = parseFloats(data) for (var j = 0, jl = numbers.length; j < jl; j += 4) { path.quadraticCurveTo(numbers[j + 0], numbers[j + 1], numbers[j + 2], numbers[j + 3]) control.x = numbers[j + 0] control.y = numbers[j + 1] point.x = numbers[j + 2] point.y = numbers[j + 3] if (j === 0 && doSetFirstPoint === true) firstPoint.copy(point) } break case 'T': var numbers = parseFloats(data) for (var j = 0, jl = numbers.length; j < jl; j += 2) { var rx = getReflection(point.x, control.x) var ry = getReflection(point.y, control.y) path.quadraticCurveTo(rx, ry, numbers[j + 0], numbers[j + 1]) control.x = rx control.y = ry point.x = numbers[j + 0] point.y = numbers[j + 1] if (j === 0 && doSetFirstPoint === true) firstPoint.copy(point) } break case 'A': var numbers = parseFloats(data) for (var j = 0, jl = numbers.length; j < jl; j += 7) { // skip command if start point == end point if (numbers[j + 5] == point.x && numbers[j + 6] == point.y) continue var start = point.clone() point.x = numbers[j + 5] point.y = numbers[j + 6] control.x = point.x control.y = point.y parseArcCommand(path, numbers[j], numbers[j + 1], numbers[j + 2], numbers[j + 3], numbers[j + 4], start, point) if (j === 0 && doSetFirstPoint === true) firstPoint.copy(point) } break case 'm': var numbers = parseFloats(data) for (var j = 0, jl = numbers.length; j < jl; j += 2) { point.x += numbers[j + 0] point.y += numbers[j + 1] control.x = point.x control.y = point.y if (j === 0) { path.moveTo(point.x, point.y) } else { path.lineTo(point.x, point.y) } if (j === 0 && doSetFirstPoint === true) firstPoint.copy(point) } break case 'h': var numbers = parseFloats(data) for (var j = 0, jl = numbers.length; j < jl; j++) { point.x += numbers[j] control.x = point.x control.y = point.y path.lineTo(point.x, point.y) if (j === 0 && doSetFirstPoint === true) firstPoint.copy(point) } break case 'v': var numbers = parseFloats(data) for (var j = 0, jl = numbers.length; j < jl; j++) { point.y += numbers[j] control.x = point.x control.y = point.y path.lineTo(point.x, point.y) if (j === 0 && doSetFirstPoint === true) firstPoint.copy(point) } break case 'l': var numbers = parseFloats(data) for (var j = 0, jl = numbers.length; j < jl; j += 2) { point.x += numbers[j + 0] point.y += numbers[j + 1] control.x = point.x control.y = point.y path.lineTo(point.x, point.y) if (j === 0 && doSetFirstPoint === true) firstPoint.copy(point) } break case 'c': var numbers = parseFloats(data) for (var j = 0, jl = numbers.length; j < jl; j += 6) { path.bezierCurveTo( point.x + numbers[j + 0], point.y + numbers[j + 1], point.x + numbers[j + 2], point.y + numbers[j + 3], point.x + numbers[j + 4], point.y + numbers[j + 5] ) control.x = point.x + numbers[j + 2] control.y = point.y + numbers[j + 3] point.x += numbers[j + 4] point.y += numbers[j + 5] if (j === 0 && doSetFirstPoint === true) firstPoint.copy(point) } break case 's': var numbers = parseFloats(data) for (var j = 0, jl = numbers.length; j < jl; j += 4) { path.bezierCurveTo( getReflection(point.x, control.x), getReflection(point.y, control.y), point.x + numbers[j + 0], point.y + numbers[j + 1], point.x + numbers[j + 2], point.y + numbers[j + 3] ) control.x = point.x + numbers[j + 0] control.y = point.y + numbers[j + 1] point.x += numbers[j + 2] point.y += numbers[j + 3] if (j === 0 && doSetFirstPoint === true) firstPoint.copy(point) } break case 'q': var numbers = parseFloats(data) for (var j = 0, jl = numbers.length; j < jl; j += 4) { path.quadraticCurveTo(point.x + numbers[j + 0], point.y + numbers[j + 1], point.x + numbers[j + 2], point.y + numbers[j + 3]) control.x = point.x + numbers[j + 0] control.y = point.y + numbers[j + 1] point.x += numbers[j + 2] point.y += numbers[j + 3] if (j === 0 && doSetFirstPoint === true) firstPoint.copy(point) } break case 't': var numbers = parseFloats(data) for (var j = 0, jl = numbers.length; j < jl; j += 2) { var rx = getReflection(point.x, control.x) var ry = getReflection(point.y, control.y) path.quadraticCurveTo(rx, ry, point.x + numbers[j + 0], point.y + numbers[j + 1]) control.x = rx control.y = ry point.x = point.x + numbers[j + 0] point.y = point.y + numbers[j + 1] if (j === 0 && doSetFirstPoint === true) firstPoint.copy(point) } break case 'a': var numbers = parseFloats(data) for (var j = 0, jl = numbers.length; j < jl; j += 7) { // skip command if no displacement if (numbers[j + 5] == 0 && numbers[j + 6] == 0) continue var start = point.clone() point.x += numbers[j + 5] point.y += numbers[j + 6] control.x = point.x control.y = point.y parseArcCommand(path, numbers[j], numbers[j + 1], numbers[j + 2], numbers[j + 3], numbers[j + 4], start, point) if (j === 0 && doSetFirstPoint === true) firstPoint.copy(point) } break case 'Z': case 'z': path.currentPath.autoClose = true if (path.currentPath.curves.length > 0) { // Reset point to beginning of Path point.copy(firstPoint) path.currentPath.currentPoint.copy(point) isFirstPoint = true } break default: console.warn(command) } // console.log( type, parseFloats( data ), parseFloats( data ).length ) doSetFirstPoint = false } return path } function parseCSSStylesheet(node) { if (!node.sheet || !node.sheet.cssRules || !node.sheet.cssRules.length) return for (var i = 0; i < node.sheet.cssRules.length; i++) { var stylesheet = node.sheet.cssRules[i] if (stylesheet.type !== 1) continue var selectorList = stylesheet.selectorText .split(/,/gm) .filter(Boolean) .map(i => i.trim()) for (var j = 0; j < selectorList.length; j++) { stylesheets[selectorList[j]] = Object.assign(stylesheets[selectorList[j]] || {}, stylesheet.style) } } } /** * https://www.w3.org/TR/SVG/implnote.html#ArcImplementationNotes * https://mortoray.com/2017/02/16/rendering-an-svg-elliptical-arc-as-bezier-curves/ Appendix: Endpoint to center arc conversion * From * rx ry x-axis-rotation large-arc-flag sweep-flag x y * To * aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation */ function parseArcCommand(path, rx, ry, x_axis_rotation, large_arc_flag, sweep_flag, start, end) { if (rx == 0 || ry == 0) { // draw a line if either of the radii == 0 path.lineTo(end.x, end.y) return } x_axis_rotation = (x_axis_rotation * Math.PI) / 180 // Ensure radii are positive rx = Math.abs(rx) ry = Math.abs(ry) // Compute (x1', y1') var dx2 = (start.x - end.x) / 2.0 var dy2 = (start.y - end.y) / 2.0 var x1p = Math.cos(x_axis_rotation) * dx2 + Math.sin(x_axis_rotation) * dy2 var y1p = -Math.sin(x_axis_rotation) * dx2 + Math.cos(x_axis_rotation) * dy2 // Compute (cx', cy') var rxs = rx * rx var rys = ry * ry var x1ps = x1p * x1p var y1ps = y1p * y1p // Ensure radii are large enough var cr = x1ps / rxs + y1ps / rys if (cr > 1) { // scale up rx,ry equally so cr == 1 var s = Math.sqrt(cr) rx = s * rx ry = s * ry rxs = rx * rx rys = ry * ry } var dq = rxs * y1ps + rys * x1ps var pq = (rxs * rys - dq) / dq var q = Math.sqrt(Math.max(0, pq)) if (large_arc_flag === sweep_flag) q = -q var cxp = (q * rx * y1p) / ry var cyp = (-q * ry * x1p) / rx // Step 3: Compute (cx, cy) from (cx', cy') var cx = Math.cos(x_axis_rotation) * cxp - Math.sin(x_axis_rotation) * cyp + (start.x + end.x) / 2 var cy = Math.sin(x_axis_rotation) * cxp + Math.cos(x_axis_rotation) * cyp + (start.y + end.y) / 2 // Step 4: Compute θ1 and Δθ var theta = svgAngle(1, 0, (x1p - cxp) / rx, (y1p - cyp) / ry) var delta = svgAngle((x1p - cxp) / rx, (y1p - cyp) / ry, (-x1p - cxp) / rx, (-y1p - cyp) / ry) % (Math.PI * 2) path.currentPath.absellipse(cx, cy, rx, ry, theta, theta + delta, sweep_flag === 0, x_axis_rotation) } function svgAngle(ux, uy, vx, vy) { var dot = ux * vx + uy * vy var len = Math.sqrt(ux * ux + uy * uy) * Math.sqrt(vx * vx + vy * vy) var ang = Math.acos(Math.max(-1, Math.min(1, dot / len))) // floating point precision, slightly over values appear if (ux * vy - uy * vx < 0) ang = -ang return ang } /* * According to https://www.w3.org/TR/SVG/shapes.html#RectElementRXAttribute * rounded corner should be rendered to elliptical arc, but bezier curve does the job well enough */ function parseRectNode(node) { var x = parseFloatWithUnits(node.getAttribute('x') || 0) var y = parseFloatWithUnits(node.getAttribute('y') || 0) var rx = parseFloatWithUnits(node.getAttribute('rx') || 0) var ry = parseFloatWithUnits(node.getAttribute('ry') || 0) var w = parseFloatWithUnits(node.getAttribute('width')) var h = parseFloatWithUnits(node.getAttribute('height')) var path = new THREE.ShapePath() path.moveTo(x + 2 * rx, y) path.lineTo(x + w - 2 * rx, y) if (rx !== 0 || ry !== 0) path.bezierCurveTo(x + w, y, x + w, y, x + w, y + 2 * ry) path.lineTo(x + w, y + h - 2 * ry) if (rx !== 0 || ry !== 0) path.bezierCurveTo(x + w, y + h, x + w, y + h, x + w - 2 * rx, y + h) path.lineTo(x + 2 * rx, y + h) if (rx !== 0 || ry !== 0) { path.bezierCurveTo(x, y + h, x, y + h, x, y + h - 2 * ry) } path.lineTo(x, y + 2 * ry) if (rx !== 0 || ry !== 0) { path.bezierCurveTo(x, y, x, y, x + 2 * rx, y) } return path } function parsePolygonNode(node) { function iterator(match, a, b) { var x = parseFloatWithUnits(a) var y = parseFloatWithUnits(b) if (index === 0) { path.moveTo(x, y) } else { path.lineTo(x, y) } index++ } var regex = /(-?[\d\.?]+)[,|\s](-?[\d\.?]+)/g var path = new THREE.ShapePath() var index = 0 node.getAttribute('points').replace(regex, iterator) path.currentPath.autoClose = true return path } function parsePolylineNode(node) { function iterator(match, a, b) { var x = parseFloatWithUnits(a) var y = parseFloatWithUnits(b) if (index === 0) { path.moveTo(x, y) } else { path.lineTo(x, y) } index++ } var regex = /(-?[\d\.?]+)[,|\s](-?[\d\.?]+)/g var path = new THREE.ShapePath() var index = 0 node.getAttribute('points').replace(regex, iterator) path.currentPath.autoClose = false return path } function parseCircleNode(node) { var x = parseFloatWithUnits(node.getAttribute('cx')) var y = parseFloatWithUnits(node.getAttribute('cy')) var r = parseFloatWithUnits(node.getAttribute('r')) var subpath = new THREE.Path() subpath.absarc(x, y, r, 0, Math.PI * 2) var path = new THREE.ShapePath() path.subPaths.push(subpath) return path } function parseEllipseNode(node) { var x = parseFloatWithUnits(node.getAttribute('cx')) var y = parseFloatWithUnits(node.getAttribute('cy')) var rx = parseFloatWithUnits(node.getAttribute('rx')) var ry = parseFloatWithUnits(node.getAttribute('ry')) var subpath = new THREE.Path() subpath.absellipse(x, y, rx, ry, 0, Math.PI * 2) var path = new THREE.ShapePath() path.subPaths.push(subpath) return path } function parseLineNode(node) { var x1 = parseFloatWithUnits(node.getAttribute('x1')) var y1 = parseFloatWithUnits(node.getAttribute('y1')) var x2 = parseFloatWithUnits(node.getAttribute('x2')) var y2 = parseFloatWithUnits(node.getAttribute('y2')) var path = new THREE.ShapePath() path.moveTo(x1, y1) path.lineTo(x2, y2) path.currentPath.autoClose = false return path } function parseStyle(node, style) { style = Object.assign({}, style) // clone style var stylesheetStyles = {} if (node.hasAttribute('class')) { var classSelectors = node .getAttribute('class') .split(/\s/) .filter(Boolean) .map(i => i.trim()) for (var i = 0; i < classSelectors.length; i++) { stylesheetStyles = Object.assign(stylesheetStyles, stylesheets['.' + classSelectors[i]]) } } if (node.hasAttribute('id')) { stylesheetStyles = Object.assign(stylesheetStyles, stylesheets['#' + node.getAttribute('id')]) } function addStyle(svgName, jsName, adjustFunction) { if (adjustFunction === undefined) adjustFunction = function copy(v) { if (v.startsWith('url')) console.warn('SVGLoader: url access in attributes is not implemented.') return v } if (node.hasAttribute(svgName)) style[jsName] = adjustFunction(node.getAttribute(svgName)) if (stylesheetStyles[svgName]) style[jsName] = adjustFunction(stylesheetStyles[svgName]) if (node.style && node.style[svgName] !== '') style[jsName] = adjustFunction(node.style[svgName]) } function clamp(v) { return Math.max(0, Math.min(1, parseFloatWithUnits(v))) } function positive(v) { return Math.max(0, parseFloatWithUnits(v)) } addStyle('fill', 'fill') addStyle('fill-opacity', 'fillOpacity', clamp) addStyle('opacity', 'opacity', clamp) addStyle('stroke', 'stroke') addStyle('stroke-opacity', 'strokeOpacity', clamp) addStyle('stroke-width', 'strokeWidth', positive) addStyle('stroke-linejoin', 'strokeLineJoin') addStyle('stroke-linecap', 'strokeLineCap') addStyle('stroke-miterlimit', 'strokeMiterLimit', positive) addStyle('visibility', 'visibility') return style } // http://www.w3.org/TR/SVG11/implnote.html#PathElementImplementationNotes function getReflection(a, b) { return a - (b - a) } function parseFloats(string) { var array = string.split(/[\s,]+|(?=\s?[+\-])/) for (var i = 0; i < array.length; i++) { var number = array[i] // Handle values like 48.6037.7.8 // TODO Find a regex for this if (number.indexOf('.') !== number.lastIndexOf('.')) { var split = number.split('.') for (var s = 2; s < split.length; s++) { array.splice(i + s - 1, 0, '0.' + split[s]) } } array[i] = parseFloatWithUnits(number) } return array } // Units var units = ['mm', 'cm', 'in', 'pt', 'pc', 'px'] // Conversion: [ fromUnit ][ toUnit ] (-1 means dpi dependent) var unitConversion = { mm: { mm: 1, cm: 0.1, in: 1 / 25.4, pt: 72 / 25.4, pc: 6 / 25.4, px: -1 }, cm: { mm: 10, cm: 1, in: 1 / 2.54, pt: 72 / 2.54, pc: 6 / 2.54, px: -1 }, in: { mm: 25.4, cm: 2.54, in: 1, pt: 72, pc: 6, px: -1 }, pt: { mm: 25.4 / 72, cm: 2.54 / 72, in: 1 / 72, pt: 1, pc: 6 / 72, px: -1 }, pc: { mm: 25.4 / 6, cm: 2.54 / 6, in: 1 / 6, pt: 72 / 6, pc: 1, px: -1 }, px: { px: 1 } } function parseFloatWithUnits(string) { var theUnit = 'px' if (typeof string === 'string' || string instanceof String) { for (var i = 0, n = units.length; i < n; i++) { var u = units[i] if (string.endsWith(u)) { theUnit = u string = string.substring(0, string.length - u.length) break } } } var scale = undefined if (theUnit === 'px' && scope.defaultUnit !== 'px') { // Conversion scale from pixels to inches, then to default units scale = unitConversion['in'][scope.defaultUnit] / scope.defaultDPI } else { scale = unitConversion[theUnit][scope.defaultUnit] if (scale < 0) { // Conversion scale to pixels scale = unitConversion[theUnit]['in'] * scope.defaultDPI } } return scale * parseFloat(string) } // Transforms function getNodeTransform(node) { if (!(node.hasAttribute('transform') || (node.nodeName === 'use' && (node.hasAttribute('x') || node.hasAttribute('y'))))) { return null } var transform = parseNodeTransform(node) if (transformStack.length > 0) { transform.premultiply(transformStack[transformStack.length - 1]) } currentTransform.copy(transform) transformStack.push(transform) return transform } function parseNodeTransform(node) { var transform = new THREE.Matrix3() var currentTransform = tempTransform0 if (node.nodeName === 'use' && (node.hasAttribute('x') || node.hasAttribute('y'))) { var tx = parseFloatWithUnits(node.getAttribute('x')) var ty = parseFloatWithUnits(node.getAttribute('y')) transform.translate(tx, ty) } if (node.hasAttribute('transform')) { var transformsTexts = node.getAttribute('transform').split(')') for (var tIndex = transformsTexts.length - 1; tIndex >= 0; tIndex--) { var transformText = transformsTexts[tIndex].trim() if (transformText === '') continue var openParPos = transformText.indexOf('(') var closeParPos = transformText.length if (openParPos > 0 && openParPos < closeParPos) { var transformType = transformText.substr(0, openParPos) var array = parseFloats(transformText.substr(openParPos + 1, closeParPos - openParPos - 1)) currentTransform.identity() switch (transformType) { case 'translate': if (array.length >= 1) { var tx = array[0] var ty = tx if (array.length >= 2) { ty = array[1] } currentTransform.translate(tx, ty) } break case 'rotate': if (array.length >= 1) { var angle = 0 var cx = 0 var cy = 0 // Angle angle = (-array[0] * Math.PI) / 180 if (array.length >= 3) { // Center x, y cx = array[1] cy = array[2] } // Rotate around center (cx, cy) tempTransform1.identity().translate(-cx, -cy) tempTransform2.identity().rotate(angle) tempTransform3.multiplyMatrices(tempTransform2, tempTransform1) tempTransform1.identity().translate(cx, cy) currentTransform.multiplyMatrices(tempTransform1, tempTransform3) } break case 'scale': if (array.length >= 1) { var scaleX = array[0] var scaleY = scaleX if (array.length >= 2) { scaleY = array[1] } currentTransform.scale(scaleX, scaleY) } break case 'skewX': if (array.length === 1) { currentTransform.set(1, Math.tan((array[0] * Math.PI) / 180), 0, 0, 1, 0, 0, 0, 1) } break case 'skewY': if (array.length === 1) { currentTransform.set(1, 0, 0, Math.tan((array[0] * Math.PI) / 180), 1, 0, 0, 0, 1) } break case 'matrix': if (array.length === 6) { currentTransform.set(array[0], array[2], array[4], array[1], array[3], array[5], 0, 0, 1) } break } } transform.premultiply(currentTransform) } } return transform } function transformPath(path, m) { function transfVec2(v2) { tempV3.set(v2.x, v2.y, 1).applyMatrix3(m) v2.set(tempV3.x, tempV3.y) } var isRotated = isTransformRotated(m) var subPaths = path.subPaths for (var i = 0, n = subPaths.length; i < n; i++) { var subPath = subPaths[i] var curves = subPath.curves for (var j = 0; j < curves.length; j++) { var curve = curves[j] if (curve.isLineCurve) { transfVec2(curve.v1) transfVec2(curve.v2) } else if (curve.isCubicBezierCurve) { transfVec2(curve.v0) transfVec2(curve.v1) transfVec2(curve.v2) transfVec2(curve.v3) } else if (curve.isQuadraticBezierCurve) { transfVec2(curve.v0) transfVec2(curve.v1) transfVec2(curve.v2) } else if (curve.isEllipseCurve) { if (isRotated) { console.warn('SVGLoader: Elliptic arc or ellipse rotation or skewing is not implemented.') } tempV2.set(curve.aX, curve.aY) transfVec2(tempV2) curve.aX = tempV2.x curve.aY = tempV2.y curve.xRadius *= getTransformScaleX(m) curve.yRadius *= getTransformScaleY(m) } } } } function isTransformRotated(m) { return m.elements[1] !== 0 || m.elements[3] !== 0 } function getTransformScaleX(m) { var te = m.elements return Math.sqrt(te[0] * te[0] + te[1] * te[1]) } function getTransformScaleY(m) { var te = m.elements return Math.sqrt(te[3] * te[3] + te[4] * te[4]) } // var paths = [] var stylesheets = {} var transformStack = [] var tempTransform0 = new THREE.Matrix3() var tempTransform1 = new THREE.Matrix3() var tempTransform2 = new THREE.Matrix3() var tempTransform3 = new THREE.Matrix3() var tempV2 = new THREE.Vector2() var tempV3 = new THREE.Vector3() var currentTransform = new THREE.Matrix3() var xml = new DOMParser().parseFromString(text, 'image/svg+xml') // application/xml parseNode(xml.documentElement, { fill: '#000', fillOpacity: 1, strokeOpacity: 1, strokeWidth: 1, strokeLineJoin: 'miter', strokeLineCap: 'butt', strokeMiterLimit: 4 }) var data = { paths: paths, xml: xml.documentElement } // console.log( paths ); return data } }) THREE.SVGLoader.getStrokeStyle = function (width, color, lineJoin, lineCap, miterLimit) { // Param width: Stroke width // Param color: As returned by THREE.Color.getStyle() // Param lineJoin: One of "round", "bevel", "miter" or "miter-limit" // Param lineCap: One of "round", "square" or "butt" // Param miterLimit: Maximum join length, in multiples of the "width" parameter (join is truncated if it exceeds that distance) // Returns style object width = width !== undefined ? width : 1 color = color !== undefined ? color : '#000' lineJoin = lineJoin !== undefined ? lineJoin : 'miter' lineCap = lineCap !== undefined ? lineCap : 'butt' miterLimit = miterLimit !== undefined ? miterLimit : 4 return { strokeColor: color, strokeWidth: width, strokeLineJoin: lineJoin, strokeLineCap: lineCap, strokeMiterLimit: miterLimit } } THREE.SVGLoader.pointsToStroke = function (points, style, arcDivisions, minDistance) { // Generates a stroke with some witdh around the given path. // The path can be open or closed (last point equals to first point) // Param points: Array of Vector2D (the path). Minimum 2 points. // Param style: Object with SVG properties as returned by SVGLoader.getStrokeStyle(), or SVGLoader.parse() in the path.userData.style object // Params arcDivisions: Arc divisions for round joins and endcaps. (Optional) // Param minDistance: Points closer to this distance will be merged. (Optional) // Returns BufferGeometry with stroke triangles (In plane z = 0). UV coordinates are generated ('u' along path. 'v' across it, from left to right) var vertices = [] var normals = [] var uvs = [] if (THREE.SVGLoader.pointsToStrokeWithBuffers(points, style, arcDivisions, minDistance, vertices, normals, uvs) === 0) { return null } var geometry = new THREE.BufferGeometry() geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3)) geometry.setAttribute('normal', new THREE.Float32BufferAttribute(normals, 3)) geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2)) return geometry } THREE.SVGLoader.pointsToStrokeWithBuffers = (function () { var tempV2_1 = new THREE.Vector2() var tempV2_2 = new THREE.Vector2() var tempV2_3 = new THREE.Vector2() var tempV2_4 = new THREE.Vector2() var tempV2_5 = new THREE.Vector2() var tempV2_6 = new THREE.Vector2() var tempV2_7 = new THREE.Vector2() var lastPointL = new THREE.Vector2() var lastPointR = new THREE.Vector2() var point0L = new THREE.Vector2() var point0R = new THREE.Vector2() var currentPointL = new THREE.Vector2() var currentPointR = new THREE.Vector2() var nextPointL = new THREE.Vector2() var nextPointR = new THREE.Vector2() var innerPoint = new THREE.Vector2() var outerPoint = new THREE.Vector2() return function (points, style, arcDivisions, minDistance, vertices, normals, uvs, vertexOffset) { // This function can be called to update existing arrays or buffers. // Accepts same parameters as pointsToStroke, plus the buffers and optional offset. // Param vertexOffset: Offset vertices to start writing in the buffers (3 elements/vertex for vertices and normals, and 2 elements/vertex for uvs) // Returns number of written vertices / normals / uvs pairs // if 'vertices' parameter is undefined no triangles will be generated, but the returned vertices count will still be valid (useful to preallocate the buffers) // 'normals' and 'uvs' buffers are optional arcDivisions = arcDivisions !== undefined ? arcDivisions : 12 minDistance = minDistance !== undefined ? minDistance : 0.001 vertexOffset = vertexOffset !== undefined ? vertexOffset : 0 // First ensure there are no duplicated points points = removeDuplicatedPoints(points) var numPoints = points.length if (numPoints < 2) return 0 var isClosed = points[0].equals(points[numPoints - 1]) var currentPoint var previousPoint = points[0] var nextPoint var strokeWidth2 = style.strokeWidth / 2 var deltaU = 1 / (numPoints - 1) var u0 = 0 var innerSideModified var joinIsOnLeftSide var isMiter var initialJoinIsOnLeftSide = false var numVertices = 0 var currentCoordinate = vertexOffset * 3 var currentCoordinateUV = vertexOffset * 2 // Get initial left and right stroke points getNormal(points[0], points[1], tempV2_1).multiplyScalar(strokeWidth2) lastPointL.copy(points[0]).sub(tempV2_1) lastPointR.copy(points[0]).add(tempV2_1) point0L.copy(lastPointL) point0R.copy(lastPointR) for (var iPoint = 1; iPoint < numPoints; iPoint++) { currentPoint = points[iPoint] // Get next point if (iPoint === numPoints - 1) { if (isClosed) { // Skip duplicated initial point nextPoint = points[1] } else nextPoint = undefined } else { nextPoint = points[iPoint + 1] } // Normal of previous segment in tempV2_1 var normal1 = tempV2_1 getNormal(previousPoint, currentPoint, normal1) tempV2_3.copy(normal1).multiplyScalar(strokeWidth2) currentPointL.copy(currentPoint).sub(tempV2_3) currentPointR.copy(currentPoint).add(tempV2_3) var u1 = u0 + deltaU innerSideModified = false if (nextPoint !== undefined) { // Normal of next segment in tempV2_2 getNormal(currentPoint, nextPoint, tempV2_2) tempV2_3.copy(tempV2_2).multiplyScalar(strokeWidth2) nextPointL.copy(currentPoint).sub(tempV2_3) nextPointR.copy(currentPoint).add(tempV2_3) joinIsOnLeftSide = true tempV2_3.subVectors(nextPoint, previousPoint) if (normal1.dot(tempV2_3) < 0) { joinIsOnLeftSide = false } if (iPoint === 1) initialJoinIsOnLeftSide = joinIsOnLeftSide tempV2_3.subVectors(nextPoint, currentPoint) tempV2_3.normalize() var dot = Math.abs(normal1.dot(tempV2_3)) // If path is straight, don't create join if (dot !== 0) { // Compute inner and outer segment intersections var miterSide = strokeWidth2 / dot tempV2_3.multiplyScalar(-miterSide) tempV2_4.subVectors(currentPoint, previousPoint) tempV2_5.copy(tempV2_4).setLength(miterSide).add(tempV2_3) innerPoint.copy(tempV2_5).negate() var miterLength2 = tempV2_5.length() var segmentLengthPrev = tempV2_4.length() tempV2_4.divideScalar(segmentLengthPrev) tempV2_6.subVectors(nextPoint, currentPoint) var segmentLengthNext = tempV2_6.length() tempV2_6.divideScalar(segmentLengthNext) // Check that previous and next segments doesn't overlap with the innerPoint of intersection if (tempV2_4.dot(innerPoint) < segmentLengthPrev && tempV2_6.dot(innerPoint) < segmentLengthNext) { innerSideModified = true } outerPoint.copy(tempV2_5).add(currentPoint) innerPoint.add(currentPoint) isMiter = false if (innerSideModified) { if (joinIsOnLeftSide) { nextPointR.copy(innerPoint) currentPointR.copy(innerPoint) } else { nextPointL.copy(innerPoint) currentPointL.copy(innerPoint) } } else { // The segment triangles are generated here if there was overlapping makeSegmentTriangles() } switch (style.strokeLineJoin) { case 'bevel': makeSegmentWithBevelJoin(joinIsOnLeftSide, innerSideModified, u1) break case 'round': // Segment triangles createSegmentTrianglesWithMiddleSection(joinIsOnLeftSide, innerSideModified) // Join triangles if (joinIsOnLeftSide) { makeCircularSector(currentPoint, currentPointL, nextPointL, u1, 0) } else { makeCircularSector(currentPoint, nextPointR, currentPointR, u1, 1) } break case 'miter': case 'miter-clip': default: var miterFraction = (strokeWidth2 * style.strokeMiterLimit) / miterLength2 if (miterFraction < 1) { // The join miter length exceeds the miter limit if (style.strokeLineJoin !== 'miter-clip') { makeSegmentWithBevelJoin(joinIsOnLeftSide, innerSideModified, u1) break } else { // Segment triangles createSegmentTrianglesWithMiddleSection(joinIsOnLeftSide, innerSideModified) // Miter-clip join triangles if (joinIsOnLeftSide) { tempV2_6.subVectors(outerPoint, currentPointL).multiplyScalar(miterFraction).add(currentPointL) tempV2_7.subVectors(outerPoint, nextPointL).multiplyScalar(miterFraction).add(nextPointL) addVertex(currentPointL, u1, 0) addVertex(tempV2_6, u1, 0) addVertex(currentPoint, u1, 0.5) addVertex(currentPoint, u1, 0.5) addVertex(tempV2_6, u1, 0) addVertex(tempV2_7, u1, 0) addVertex(currentPoint, u1, 0.5) addVertex(tempV2_7, u1, 0) addVertex(nextPointL, u1, 0) } else { tempV2_6.subVectors(outerPoint, currentPointR).multiplyScalar(miterFraction).add(currentPointR) tempV2_7.subVectors(outerPoint, nextPointR).multiplyScalar(miterFraction).add(nextPointR) addVertex(currentPointR, u1, 1) addVertex(tempV2_6, u1, 1) addVertex(currentPoint, u1, 0.5) addVertex(currentPoint, u1, 0.5) addVertex(tempV2_6, u1, 1) addVertex(tempV2_7, u1, 1) addVertex(currentPoint, u1, 0.5) addVertex(tempV2_7, u1, 1) addVertex(nextPointR, u1, 1) } } } else { // Miter join segment triangles if (innerSideModified) { // Optimized segment + join triangles if (joinIsOnLeftSide) { addVertex(lastPointR, u0, 1) addVertex(lastPointL, u0, 0) addVertex(outerPoint, u1, 0) addVertex(lastPointR, u0, 1) addVertex(outerPoint, u1, 0) addVertex(innerPoint, u1, 1) } else { addVertex(lastPointR, u0, 1) addVertex(lastPointL, u0, 0) addVertex(outerPoint, u1, 1) addVertex(lastPointL, u0, 0) addVertex(innerPoint, u1, 0) addVertex(outerPoint, u1, 1) } if (joinIsOnLeftSide) { nextPointL.copy(outerPoint) } else { nextPointR.copy(outerPoint) } } else { // Add extra miter join triangles if (joinIsOnLeftSide) { addVertex(currentPointL, u1, 0) addVertex(outerPoint, u1, 0) addVertex(currentPoint, u1, 0.5) addVertex(currentPoint, u1, 0.5) addVertex(outerPoint, u1, 0) addVertex(nextPointL, u1, 0) } else { addVertex(currentPointR, u1, 1) addVertex(outerPoint, u1, 1) addVertex(currentPoint, u1, 0.5) addVertex(currentPoint, u1, 0.5) addVertex(outerPoint, u1, 1) addVertex(nextPointR, u1, 1) } } isMiter = true } break } } else { // The segment triangles are generated here when two consecutive points are collinear makeSegmentTriangles() } } else { // The segment triangles are generated here if it is the ending segment makeSegmentTriangles() } if (!isClosed && iPoint === numPoints - 1) { // Start line endcap addCapGeometry(points[0], point0L, point0R, joinIsOnLeftSide, true, u0) } // Increment loop variables u0 = u1 previousPoint = currentPoint lastPointL.copy(nextPointL) lastPointR.copy(nextPointR) } if (!isClosed) { // Ending line endcap addCapGeometry(currentPoint, currentPointL, currentPointR, joinIsOnLeftSide, false, u1) } else if (innerSideModified && vertices) { // Modify path first segment vertices to adjust to the segments inner and outer intersections var lastOuter = outerPoint var lastInner = innerPoint if (initialJoinIsOnLeftSide !== joinIsOnLeftSide) { lastOuter = innerPoint lastInner = outerPoint } if (joinIsOnLeftSide) { if (isMiter || initialJoinIsOnLeftSide) { lastInner.toArray(vertices, 0 * 3) lastInner.toArray(vertices, 3 * 3) if (isMiter) { lastOuter.toArray(vertices, 1 * 3) } } } else { if (isMiter || !initialJoinIsOnLeftSide) { lastInner.toArray(vertices, 1 * 3) lastInner.toArray(vertices, 3 * 3) if (isMiter) { lastOuter.toArray(vertices, 0 * 3) } } } } return numVertices // -- End of algorithm // -- Functions function getNormal(p1, p2, result) { result.subVectors(p2, p1) return result.set(-result.y, result.x).normalize() } function addVertex(position, u, v) { if (vertices) { vertices[currentCoordinate] = position.x vertices[currentCoordinate + 1] = position.y vertices[currentCoordinate + 2] = 0 if (normals) { normals[currentCoordinate] = 0 normals[currentCoordinate + 1] = 0 normals[currentCoordinate + 2] = 1 } currentCoordinate += 3 if (uvs) { uvs[currentCoordinateUV] = u uvs[currentCoordinateUV + 1] = v currentCoordinateUV += 2 } } numVertices += 3 } function makeCircularSector(center, p1, p2, u, v) { // param p1, p2: Points in the circle arc. // p1 and p2 are in clockwise direction. tempV2_1.copy(p1).sub(center).normalize() tempV2_2.copy(p2).sub(center).normalize() var angle = Math.PI var dot = tempV2_1.dot(tempV2_2) if (Math.abs(dot) < 1) angle = Math.abs(Math.acos(dot)) angle /= arcDivisions tempV2_3.copy(p1) for (var i = 0, il = arcDivisions - 1; i < il; i++) { tempV2_4.copy(tempV2_3).rotateAround(center, angle) addVertex(tempV2_3, u, v) addVertex(tempV2_4, u, v) addVertex(center, u, 0.5) tempV2_3.copy(tempV2_4) } addVertex(tempV2_4, u, v) addVertex(p2, u, v) addVertex(center, u, 0.5) } function makeSegmentTriangles() { addVertex(lastPointR, u0, 1) addVertex(lastPointL, u0, 0) addVertex(currentPointL, u1, 0) addVertex(lastPointR, u0, 1) addVertex(currentPointL, u1, 1) addVertex(currentPointR, u1, 0) } function makeSegmentWithBevelJoin(joinIsOnLeftSide, innerSideModified, u) { if (innerSideModified) { // Optimized segment + bevel triangles if (joinIsOnLeftSide) { // Path segments triangles addVertex(lastPointR, u0, 1) addVertex(lastPointL, u0, 0) addVertex(currentPointL, u1, 0) addVertex(lastPointR, u0, 1) addVertex(currentPointL, u1, 0) addVertex(innerPoint, u1, 1) // Bevel join triangle addVertex(currentPointL, u, 0) addVertex(nextPointL, u, 0) addVertex(innerPoint, u, 0.5) } else { // Path segments triangles addVertex(lastPointR, u0, 1) addVertex(lastPointL, u0, 0) addVertex(currentPointR, u1, 1) addVertex(lastPointL, u0, 0) addVertex(innerPoint, u1, 0) addVertex(currentPointR, u1, 1) // Bevel join triangle addVertex(currentPointR, u, 1) addVertex(nextPointR, u, 0) addVertex(innerPoint, u, 0.5) } } else { // Bevel join triangle. The segment triangles are done in the main loop if (joinIsOnLeftSide) { addVertex(currentPointL, u, 0) addVertex(nextPointL, u, 0) addVertex(currentPoint, u, 0.5) } else { addVertex(currentPointR, u, 1) addVertex(nextPointR, u, 0) addVertex(currentPoint, u, 0.5) } } } function createSegmentTrianglesWithMiddleSection(joinIsOnLeftSide, innerSideModified) { if (innerSideModified) { if (joinIsOnLeftSide) { addVertex(lastPointR, u0, 1) addVertex(lastPointL, u0, 0) addVertex(currentPointL, u1, 0) addVertex(lastPointR, u0, 1) addVertex(currentPointL, u1, 0) addVertex(innerPoint, u1, 1) addVertex(currentPointL, u0, 0) addVertex(currentPoint, u1, 0.5) addVertex(innerPoint, u1, 1) addVertex(currentPoint, u1, 0.5) addVertex(nextPointL, u0, 0) addVertex(innerPoint, u1, 1) } else { addVertex(lastPointR, u0, 1) addVertex(lastPointL, u0, 0) addVertex(currentPointR, u1, 1) addVertex(lastPointL, u0, 0) addVertex(innerPoint, u1, 0) addVertex(currentPointR, u1, 1) addVertex(currentPointR, u0, 1) addVertex(innerPoint, u1, 0) addVertex(currentPoint, u1, 0.5) addVertex(currentPoint, u1, 0.5) addVertex(innerPoint, u1, 0) addVertex(nextPointR, u0, 1) } } } function addCapGeometry(center, p1, p2, joinIsOnLeftSide, start, u) { // param center: End point of the path // param p1, p2: Left and right cap points switch (style.strokeLineCap) { case 'round': if (start) { makeCircularSector(center, p2, p1, u, 0.5) } else { makeCircularSector(center, p1, p2, u, 0.5) } break case 'square': if (start) { tempV2_1.subVectors(p1, center) tempV2_2.set(tempV2_1.y, -tempV2_1.x) tempV2_3.addVectors(tempV2_1, tempV2_2).add(center) tempV2_4.subVectors(tempV2_2, tempV2_1).add(center) // Modify already existing vertices if (joinIsOnLeftSide) { tempV2_3.toArray(vertices, 1 * 3) tempV2_4.toArray(vertices, 0 * 3) tempV2_4.toArray(vertices, 3 * 3) } else { tempV2_3.toArray(vertices, 1 * 3) tempV2_3.toArray(vertices, 3 * 3) tempV2_4.toArray(vertices, 0 * 3) } } else { tempV2_1.subVectors(p2, center) tempV2_2.set(tempV2_1.y, -tempV2_1.x) tempV2_3.addVectors(tempV2_1, tempV2_2).add(center) tempV2_4.subVectors(tempV2_2, tempV2_1).add(center) var vl = vertices.length // Modify already existing vertices if (joinIsOnLeftSide) { tempV2_3.toArray(vertices, vl - 1 * 3) tempV2_4.toArray(vertices, vl - 2 * 3) tempV2_4.toArray(vertices, vl - 4 * 3) } else { tempV2_3.toArray(vertices, vl - 2 * 3) tempV2_4.toArray(vertices, vl - 1 * 3) tempV2_4.toArray(vertices, vl - 4 * 3) } } break case 'butt': default: // Nothing to do here break } } function removeDuplicatedPoints(points) { // Creates a new array if necessary with duplicated points removed. // This does not remove duplicated initial and ending points of a closed path. var dupPoints = false for (var i = 1, n = points.length - 1; i < n; i++) { if (points[i].distanceTo(points[i + 1]) < minDistance) { dupPoints = true break } } if (!dupPoints) return points var newPoints = [] newPoints.push(points[0]) for (var i = 1, n = points.length - 1; i < n; i++) { if (points[i].distanceTo(points[i + 1]) >= minDistance) { newPoints.push(points[i]) } } newPoints.push(points[points.length - 1]) return newPoints } } })() /////////////////------------------------------------ OrbitControls -------------- THREE.OrbitControls = function (object, domElement) { this.object = object this.domElement = domElement !== undefined ? domElement : document // Set to false to disable this control this.enabled = true // "target" sets the location of focus, where the object orbits around this.target = new THREE.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 = 0.05 // 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.panSpeed = 1.0 this.screenSpacePanning = false // if true, pan in screen-space 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 } this.minPan = null this.maxPan = null // Mouse buttons this.mouseButtons = { LEFT: THREE.MOUSE.ROTATE, MIDDLE: THREE.MOUSE.DOLLY, RIGHT: THREE.MOUSE.PAN } // Touch fingers this.touches = { ONE: THREE.TOUCH.ROTATE, TWO: THREE.TOUCH.DOLLY_PAN } // for reset this.target0 = this.target.clone() this.position0 = this.object.position.clone() this.zoom0 = this.object.zoom this.scale = 1 // // public methods // //设置远近 this.getDistance = function () { return spherical.radius } //设置远近 this.setDistance = function (distance) { if (distance > spherical.radius) { dollyOut(distance / spherical.radius) } else { dollyIn(spherical.radius / distance) } } this.setPanCenter = function () { panOffset = new THREE.Vector3() } //获取垂直旋转角度 this.getRotate = function () { return spherical.phi } //垂直旋转角度 this.rotate = function (angle) { sphericalDelta.phi -= angle } //设置水平旋转角度 this.setRotateHorizontal = function (angle) { sphericalDelta.theta -= angle } //获取水平旋转角度 this.getRotateHorizontal = function () { return spherical.theta } //设置ZOOM this.setZoom = function (zoom) { this.zoom0 = zoom scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, zoom)) scope.object.updateProjectionMatrix() zoomChanged = true } this.getPolarAngle = function () { return spherical.phi } this.getAzimuthalAngle = function () { return spherical.theta } this.saveState = function () { scope.target0.copy(scope.target) scope.position0.copy(scope.object.position) scope.zoom0 = scope.object.zoom } this.reset = function () { scope.target.copy(scope.target0) //不改变相机距离 scope.object.position.copy(scope.position0) scope.object.zoom = scope.zoom0 scope.object.updateProjectionMatrix() scope.dispatchEvent(changeEvent) scope.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 THREE.Vector3() // so camera.up is the orbit axis var quat = new THREE.Quaternion().setFromUnitVectors(object.up, new THREE.Vector3(0, 1, 0)) var quatInverse = quat.clone().inverse() var lastPosition = new THREE.Vector3() var lastQuaternion = new THREE.Quaternion() return function update() { var position = scope.object.position offset.copy(position).sub(scope.target) // rotate offset to "y-axis-is-up" space offset.applyQuaternion(quat) // angle from z-axis around y-axis spherical.setFromVector3(offset) if (scope.autoRotate && state === STATE.NONE) { rotateLeft(getAutoRotationAngle()) } if (scope.enableDamping) { spherical.theta += sphericalDelta.theta * scope.dampingFactor spherical.phi += sphericalDelta.phi * scope.dampingFactor } else { spherical.theta += sphericalDelta.theta spherical.phi += sphericalDelta.phi } // restrict theta to be between desired limits spherical.theta = Math.max(scope.minAzimuthAngle, Math.min(scope.maxAzimuthAngle, spherical.theta)) // restrict phi to be between desired limits spherical.phi = Math.max(scope.minPolarAngle, Math.min(scope.maxPolarAngle, spherical.phi)) spherical.makeSafe() spherical.radius *= scale // restrict radius to be between desired limits spherical.radius = Math.max(scope.minDistance, Math.min(scope.maxDistance, spherical.radius)) // move target to panned location if (scope.enableDamping === true) { scope.target.addScaledVector(panOffset, scope.dampingFactor) } else { scope.target.add(panOffset) } if (scope.minPan && scope.maxPan) scope.target.clamp(scope.minPan, scope.maxPan) offset.setFromSpherical(spherical) // rotate offset back to "camera-up-vector-is-up" space offset.applyQuaternion(quatInverse) position.copy(scope.target).add(offset) scope.object.lookAt(scope.target) if (scope.enableDamping === true) { sphericalDelta.theta *= 1 - scope.dampingFactor sphericalDelta.phi *= 1 - scope.dampingFactor panOffset.multiplyScalar(1 - scope.dampingFactor) } else { sphericalDelta.set(0, 0, 0) panOffset.set(0, 0, 0) } scale = 1 // 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(scope.object.position) > EPS || 8 * (1 - lastQuaternion.dot(scope.object.quaternion)) > EPS) { scope.dispatchEvent(changeEvent) lastPosition.copy(scope.object.position) lastQuaternion.copy(scope.object.quaternion) zoomChanged = false return true } return false } })() this.dispose = function () { scope.domElement.removeEventListener('contextmenu', onContextMenu, false) scope.domElement.removeEventListener('mousedown', onMouseDown, false) scope.domElement.removeEventListener('wheel', onMouseWheel, false) scope.domElement.removeEventListener('touchstart', onTouchStart, false) scope.domElement.removeEventListener('touchend', onTouchEnd, false) scope.domElement.removeEventListener('touchmove', onTouchMove, false) document.removeEventListener('mousemove', onMouseMove, false) document.removeEventListener('mouseup', onMouseUp, false) window.removeEventListener('keydown', onKeyDown, false) //scope.dispatchEvent( { type: 'dispose' } ); // should this be added here? } // // internals // var scope = this 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_PAN: 4, TOUCH_DOLLY_PAN: 5, TOUCH_DOLLY_ROTATE: 6 } var state = STATE.NONE var EPS = 0.000001 // current position in spherical coordinates var spherical = new THREE.Spherical() var sphericalDelta = new THREE.Spherical() var scale = 1 var panOffset = new THREE.Vector3() var zoomChanged = false var rotateStart = new THREE.Vector2() var rotateEnd = new THREE.Vector2() var rotateDelta = new THREE.Vector2() var panStart = new THREE.Vector2() var panEnd = new THREE.Vector2() var panDelta = new THREE.Vector2() var dollyStart = new THREE.Vector2() var dollyEnd = new THREE.Vector2() var dollyDelta = new THREE.Vector2() function getAutoRotationAngle() { return ((2 * Math.PI) / 60 / 60) * scope.autoRotateSpeed } function getZoomScale() { return Math.pow(0.95, scope.zoomSpeed) } function rotateLeft(angle) { sphericalDelta.theta -= angle } this.rotateLeft = rotateLeft function rotateUp(angle) { sphericalDelta.phi -= angle } this.rotateUp = rotateUp var panLeft = (function () { var v = new THREE.Vector3() return function panLeft(distance, objectMatrix) { v.setFromMatrixColumn(objectMatrix, 0) // get X column of objectMatrix v.multiplyScalar(-distance) panOffset.add(v) } })() var panUp = (function () { var v = new THREE.Vector3() return function panUp(distance, objectMatrix) { if (scope.screenSpacePanning === true) { v.setFromMatrixColumn(objectMatrix, 1) } else { v.setFromMatrixColumn(objectMatrix, 0) v.crossVectors(scope.object.up, v) } v.multiplyScalar(distance) panOffset.add(v) } })() // deltaX and deltaY are in pixels; right and down are positive var pan = (function () { var offset = new THREE.Vector3() return function pan(deltaX, deltaY) { var element = scope.domElement === document ? scope.domElement.body : scope.domElement if (scope.object.isPerspectiveCamera) { // perspective var position = scope.object.position offset.copy(position).sub(scope.target) var targetDistance = offset.length() // half of the fov is center to top of screen targetDistance *= Math.tan(((scope.object.fov / 2) * Math.PI) / 180.0) // we use only clientHeight here so aspect ratio does not distort speed panLeft((2 * deltaX * targetDistance) / element.clientHeight, scope.object.matrix) panUp((2 * deltaY * targetDistance) / element.clientHeight, scope.object.matrix) } else if (scope.object.isOrthographicCamera) { // orthographic panLeft((deltaX * (scope.object.right - scope.object.left)) / scope.object.zoom / element.clientWidth, scope.object.matrix) panUp((deltaY * (scope.object.top - scope.object.bottom)) / scope.object.zoom / element.clientHeight, scope.object.matrix) } else { // camera neither orthographic nor perspective console.warn('WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.') scope.enablePan = false } } })() this.pan = pan function dollyIn(dollyScale) { if (scope.object.isPerspectiveCamera) { scale /= dollyScale } else if (scope.object.isOrthographicCamera) { scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom * dollyScale)) scope.object.updateProjectionMatrix() zoomChanged = true } else { console.warn('WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.') scope.enableZoom = false } } function dollyOut(dollyScale) { if (scope.object.isPerspectiveCamera) { scale *= dollyScale } else if (scope.object.isOrthographicCamera) { scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom / dollyScale)) scope.object.updateProjectionMatrix() zoomChanged = true } else { console.warn('WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.') scope.enableZoom = false } } // // event callbacks - update the object state // function handleMouseDownRotate(event) { rotateStart.set(event.clientX, event.clientY) } function handleMouseDownDolly(event) { dollyStart.set(event.clientX, event.clientY) } function handleMouseDownPan(event) { panStart.set(event.clientX, event.clientY) } function handleMouseMoveRotate(event) { rotateEnd.set(event.clientX, event.clientY) rotateDelta.subVectors(rotateEnd, rotateStart).multiplyScalar(scope.rotateSpeed) var element = scope.domElement === document ? scope.domElement.body : scope.domElement rotateLeft((2 * Math.PI * rotateDelta.x) / element.clientHeight) // yes, height rotateUp((2 * Math.PI * rotateDelta.y) / element.clientHeight) rotateStart.copy(rotateEnd) scope.update() } function handleMouseMoveDolly(event) { 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) scope.update() } function handleMouseMovePan(event) { panEnd.set(event.clientX, event.clientY) panDelta.subVectors(panEnd, panStart).multiplyScalar(scope.panSpeed) pan(panDelta.x, panDelta.y) panStart.copy(panEnd) scope.update() } function handleMouseUp(/*event*/) { // no-op } function handleMouseWheel(event) { if (event.deltaY < 0) { dollyOut(getZoomScale()) } else if (event.deltaY > 0) { dollyIn(getZoomScale()) } scope.update() } function handleKeyDown(event) { var needsUpdate = false switch (event.keyCode) { case scope.keys.UP: pan(0, scope.keyPanSpeed) needsUpdate = true break case scope.keys.BOTTOM: pan(0, -scope.keyPanSpeed) needsUpdate = true break case scope.keys.LEFT: pan(scope.keyPanSpeed, 0) needsUpdate = true break case scope.keys.RIGHT: pan(-scope.keyPanSpeed, 0) needsUpdate = true break } if (needsUpdate) { // prevent the browser from scrolling on cursor keys event.preventDefault() scope.update() } } function handleTouchStartRotate(event) { if (event.touches.length == 1) { rotateStart.set(event.touches[0].pageX, event.touches[0].pageY) } else { var x = 0.5 * (event.touches[0].pageX + event.touches[1].pageX) var y = 0.5 * (event.touches[0].pageY + event.touches[1].pageY) rotateStart.set(x, y) } } function handleTouchStartPan(event) { if (event.touches.length == 1) { panStart.set(event.touches[0].pageX, event.touches[0].pageY) } else { var x = 0.5 * (event.touches[0].pageX + event.touches[1].pageX) var y = 0.5 * (event.touches[0].pageY + event.touches[1].pageY) panStart.set(x, y) } } function handleTouchStartDolly(event) { 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) } function handleTouchStartDollyPan(event) { if (scope.enableZoom) handleTouchStartDolly(event) if (scope.enablePan) handleTouchStartPan(event) } function handleTouchStartDollyRotate(event) { if (scope.enableZoom) handleTouchStartDolly(event) if (scope.enableRotate) handleTouchStartRotate(event) } function handleTouchMoveRotate(event) { if (event.touches.length == 1) { rotateEnd.set(event.touches[0].pageX, event.touches[0].pageY) } else { var x = 0.5 * (event.touches[0].pageX + event.touches[1].pageX) var y = 0.5 * (event.touches[0].pageY + event.touches[1].pageY) rotateEnd.set(x, y) } rotateDelta.subVectors(rotateEnd, rotateStart).multiplyScalar(scope.rotateSpeed) var element = scope.domElement === document ? scope.domElement.body : scope.domElement scope instanceof THREE.OrbitControls && rotateLeft((2 * Math.PI * rotateDelta.x) / element.clientHeight) // yes, height rotateUp((2 * Math.PI * rotateDelta.y) / element.clientHeight) rotateStart.copy(rotateEnd) } function handleTouchMovePan(event) { if (event.touches.length == 1) { panEnd.set(event.touches[0].pageX, event.touches[0].pageY) } else { var x = 0.5 * (event.touches[0].pageX + event.touches[1].pageX) var y = 0.5 * (event.touches[0].pageY + event.touches[1].pageY) panEnd.set(x, y) } panDelta.subVectors(panEnd, panStart).multiplyScalar(scope.panSpeed) pan(panDelta.x, panDelta.y) panStart.copy(panEnd) } function handleTouchMoveDolly(event) { 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.set(0, Math.pow(dollyEnd.y / dollyStart.y, scope.zoomSpeed)) dollyIn(dollyDelta.y) dollyStart.copy(dollyEnd) } function handleTouchMoveDollyPan(event) { if (scope.enableZoom) handleTouchMoveDolly(event) if (scope.enablePan) handleTouchMovePan(event) } function handleTouchMoveDollyRotate(event) { if (scope.enableZoom) handleTouchMoveDolly(event) if (scope.enableRotate) handleTouchMoveRotate(event) } function handleTouchEnd(/*event*/) { // no-op } // // event handlers - FSM: listen for events and reset state // function onMouseDown(event) { if (scope.enabled === false) return // Prevent the browser from scrolling. event.preventDefault() // Manually set the focus since calling preventDefault above // prevents the browser from setting it automatically. scope.domElement.focus ? scope.domElement.focus() : window.focus() switch (event.button) { case 0: switch (scope.mouseButtons.LEFT) { case THREE.MOUSE.ROTATE: if (event.ctrlKey || event.metaKey || event.shiftKey) { if (scope.enablePan === false) return handleMouseDownPan(event) state = STATE.PAN } else { if (scope.enableRotate === false) return handleMouseDownRotate(event) state = STATE.ROTATE } break case THREE.MOUSE.PAN: if (event.ctrlKey || event.metaKey || event.shiftKey) { if (scope.enableRotate === false) return handleMouseDownRotate(event) state = STATE.ROTATE } else { if (scope.enablePan === false) return handleMouseDownPan(event) state = STATE.PAN } break default: state = STATE.NONE } break case 1: switch (scope.mouseButtons.MIDDLE) { case THREE.MOUSE.DOLLY: if (scope.enableZoom === false) return handleMouseDownDolly(event) state = STATE.DOLLY break default: state = STATE.NONE } break case 2: switch (scope.mouseButtons.RIGHT) { case THREE.MOUSE.ROTATE: if (scope.enableRotate === false) return handleMouseDownRotate(event) state = STATE.ROTATE break case THREE.MOUSE.PAN: if (scope.enablePan === false) return handleMouseDownPan(event) state = STATE.PAN break default: state = STATE.NONE } break } if (state !== STATE.NONE) { document.addEventListener('mousemove', onMouseMove, false) document.addEventListener('mouseup', onMouseUp, false) scope.dispatchEvent(startEvent) } } function onMouseMove(event) { if (scope.enabled === false) return event.preventDefault() switch (state) { case STATE.ROTATE: if (scope.enableRotate === false) return handleMouseMoveRotate(event) break case STATE.DOLLY: if (scope.enableZoom === false) return handleMouseMoveDolly(event) break case STATE.PAN: if (scope.enablePan === false) return handleMouseMovePan(event) break } } function onMouseUp(event) { if (scope.enabled === false) return handleMouseUp(event) document.removeEventListener('mousemove', onMouseMove, false) document.removeEventListener('mouseup', onMouseUp, false) scope.dispatchEvent(endEvent) state = STATE.NONE } function onMouseWheel(event) { if (scope.enabled === false || scope.enableZoom === false || (state !== STATE.NONE && state !== STATE.ROTATE)) return event.preventDefault() event.stopPropagation() scope.dispatchEvent(startEvent) handleMouseWheel(event) scope.dispatchEvent(endEvent) } function onKeyDown(event) { if (scope.enabled === false || scope.enableKeys === false || scope.enablePan === false) return handleKeyDown(event) } function onTouchStart(event) { if (scope.enabled === false) return //event.preventDefault(); switch (event.touches.length) { case 1: switch (scope.touches.ONE) { case THREE.TOUCH.ROTATE: if (scope.enableRotate === false) return handleTouchStartRotate(event) state = STATE.TOUCH_ROTATE break case THREE.TOUCH.PAN: if (scope.enablePan === false) return handleTouchStartPan(event) state = STATE.TOUCH_PAN break default: state = STATE.NONE } break case 2: switch (scope.touches.TWO) { case THREE.TOUCH.DOLLY_PAN: if (scope.enableZoom === false && scope.enablePan === false) return handleTouchStartDollyPan(event) state = STATE.TOUCH_DOLLY_PAN break case THREE.TOUCH.DOLLY_ROTATE: if (scope.enableZoom === false && scope.enableRotate === false) return handleTouchStartDollyRotate(event) state = STATE.TOUCH_DOLLY_ROTATE break default: state = STATE.NONE } break default: state = STATE.NONE } if (state !== STATE.NONE) { scope.dispatchEvent(startEvent) } } function onTouchMove(event) { if (scope.enabled === false) return event.preventDefault() event.stopPropagation() switch (state) { case STATE.TOUCH_ROTATE: if (scope.enableRotate === false) return handleTouchMoveRotate(event) scope.update() break case STATE.TOUCH_PAN: if (scope.enablePan === false) return handleTouchMovePan(event) scope.update() break case STATE.TOUCH_DOLLY_PAN: if (scope.enableZoom === false && scope.enablePan === false) return handleTouchMoveDollyPan(event) scope.update() break case STATE.TOUCH_DOLLY_ROTATE: if (scope.enableZoom === false && scope.enableRotate === false) return handleTouchMoveDollyRotate(event) scope.update() break default: state = STATE.NONE } } function onTouchEnd(event) { if (scope.enabled === false) return handleTouchEnd(event) scope.dispatchEvent(endEvent) state = STATE.NONE } function onContextMenu(event) { if (scope.enabled === false) return event.preventDefault() } // scope.domElement.addEventListener('contextmenu', onContextMenu, false) scope.domElement.addEventListener('mousedown', onMouseDown, false) scope.domElement.addEventListener('wheel', onMouseWheel, false) scope.domElement.addEventListener('touchstart', onTouchStart, false) scope.domElement.addEventListener('touchend', onTouchEnd, false) scope.domElement.addEventListener('touchmove', onTouchMove, false) window.addEventListener('keydown', onKeyDown, false) // force an update at start this.update() } THREE.OrbitControls.prototype = Object.create(THREE.EventDispatcher.prototype) THREE.OrbitControls.prototype.constructor = THREE.OrbitControls var _gsScope = 'undefined' != typeof module && module.exports && 'undefined' != typeof global ? global : this || window ;(_gsScope._gsQueue || (_gsScope._gsQueue = [])).push(function () { 'use strict' _gsScope._gsDefine( 'TweenMax', ['core.Animation', 'core.SimpleTimeline', 'TweenLite'], function (a, b, c) { var d = function (a) { var b, c = [], d = a.length for (b = 0; b !== d; c.push(a[b++])); return c }, e = function (a, b, c) { var d, e, f = a.cycle for (d in f) (e = f[d]), (a[d] = 'function' == typeof e ? e(c, b[c], b) : e[c % e.length]) delete a.cycle }, f = function (a) { if ('function' == typeof a) return a var b = 'object' == typeof a ? a : { each: a }, c = b.ease, d = b.from || 0, e = b.base || 0, f = {}, g = isNaN(d), h = b.axis, i = { center: 0.5, end: 1 }[d] || 0 return function (a, j, k) { var l, m, n, o, p, q, r, s, t, u = (k || b).length, v = f[u] if (!v) { if (((t = 'auto' === b.grid ? 0 : (b.grid || [1 / 0])[0]), !t)) { for (r = -(1 / 0); r < (r = k[t++].getBoundingClientRect().left) && u > t; ); t-- } for (v = f[u] = [], l = g ? Math.min(t, u) * i - 0.5 : d % t, m = g ? (u * i) / t - 0.5 : (d / t) | 0, r = 0, s = 1 / 0, q = 0; u > q; q++) (n = (q % t) - l), (o = m - ((q / t) | 0)), (v[q] = p = h ? Math.abs('y' === h ? o : n) : Math.sqrt(n * n + o * o)), p > r && (r = p), s > p && (s = p) ;(v.max = r - s), (v.min = s), (v.v = u = b.amount || b.each * (t > u ? u : h ? ('y' === h ? u / t : t) : Math.max(t, u / t)) || 0), (v.b = 0 > u ? e - u : e) } return (u = (v[a] - v.min) / v.max), v.b + (c ? c.getRatio(u) : u) * v.v } }, g = function (a, b, d) { c.call(this, a, b, d), (this._cycle = 0), (this._yoyo = this.vars.yoyo === !0 || !!this.vars.yoyoEase), (this._repeat = this.vars.repeat || 0), (this._repeatDelay = this.vars.repeatDelay || 0), this._repeat && this._uncache(!0), (this.render = g.prototype.render) }, h = 1e-8, i = c._internals, j = i.isSelector, k = i.isArray, l = (g.prototype = c.to({}, 0.1, {})), m = [] ;(g.version = '2.1.2'), (l.constructor = g), (l.kill()._gc = !1), (g.killTweensOf = g.killDelayedCallsTo = c.killTweensOf), (g.getTweensOf = c.getTweensOf), (g.lagSmoothing = c.lagSmoothing), (g.ticker = c.ticker), (g.render = c.render), (g.distribute = f), (l.invalidate = function () { return ( (this._yoyo = this.vars.yoyo === !0 || !!this.vars.yoyoEase), (this._repeat = this.vars.repeat || 0), (this._repeatDelay = this.vars.repeatDelay || 0), (this._yoyoEase = null), this._uncache(!0), c.prototype.invalidate.call(this) ) }), (l.updateTo = function (a, b) { var d, e = this, f = e.ratio, g = e.vars.immediateRender || a.immediateRender b && e._startTime < e._timeline._time && ((e._startTime = e._timeline._time), e._uncache(!1), e._gc ? e._enabled(!0, !1) : e._timeline.insert(e, e._startTime - e._delay)) for (d in a) e.vars[d] = a[d] if (e._initted || g) if (b) (e._initted = !1), g && e.render(0, !0, !0) else if ((e._gc && e._enabled(!0, !1), e._notifyPluginsOfEnabled && e._firstPT && c._onPluginEvent('_onDisable', e), e._time / e._duration > 0.998)) { var h = e._totalTime e.render(0, !0, !1), (e._initted = !1), e.render(h, !0, !1) } else if (((e._initted = !1), e._init(), e._time > 0 || g)) for (var i, j = 1 / (1 - f), k = e._firstPT; k; ) (i = k.s + k.c), (k.c *= j), (k.s = i - k.c), (k = k._next) return e }), (l.render = function (a, b, d) { this._initted || (0 === this._duration && this.vars.repeat && this.invalidate()) var e, f, g, j, k, l, m, n, o, p = this, q = p._dirty ? p.totalDuration() : p._totalDuration, r = p._time, s = p._totalTime, t = p._cycle, u = p._duration, v = p._rawPrevTime if ( (a >= q - h && a >= 0 ? ((p._totalTime = q), (p._cycle = p._repeat), p._yoyo && 0 !== (1 & p._cycle) ? ((p._time = 0), (p.ratio = p._ease._calcEnd ? p._ease.getRatio(0) : 0)) : ((p._time = u), (p.ratio = p._ease._calcEnd ? p._ease.getRatio(1) : 1)), p._reversed || ((e = !0), (f = 'onComplete'), (d = d || p._timeline.autoRemoveChildren)), 0 === u && (p._initted || !p.vars.lazy || d) && (p._startTime === p._timeline._duration && (a = 0), (0 > v || (0 >= a && a >= -h) || (v === h && 'isPause' !== p.data)) && v !== a && ((d = !0), v > h && (f = 'onReverseComplete')), (p._rawPrevTime = n = !b || a || v === a ? a : h))) : h > a ? ((p._totalTime = p._time = p._cycle = 0), (p.ratio = p._ease._calcEnd ? p._ease.getRatio(0) : 0), (0 !== s || (0 === u && v > 0)) && ((f = 'onReverseComplete'), (e = p._reversed)), a > -h ? (a = 0) : 0 > a && ((p._active = !1), 0 === u && (p._initted || !p.vars.lazy || d) && (v >= 0 && (d = !0), (p._rawPrevTime = n = !b || a || v === a ? a : h))), p._initted || (d = !0)) : ((p._totalTime = p._time = a), 0 !== p._repeat && ((j = u + p._repeatDelay), (p._cycle = (p._totalTime / j) >> 0), 0 !== p._cycle && p._cycle === p._totalTime / j && a >= s && p._cycle--, (p._time = p._totalTime - p._cycle * j), p._yoyo && 0 !== (1 & p._cycle) && ((p._time = u - p._time), (o = p._yoyoEase || p.vars.yoyoEase), o && (p._yoyoEase || (o !== !0 || p._initted ? (p._yoyoEase = o = o === !0 ? p._ease : o instanceof Ease ? o : Ease.map[o]) : ((o = p.vars.ease), (p._yoyoEase = o = o ? (o instanceof Ease ? o : 'function' == typeof o ? new Ease(o, p.vars.easeParams) : Ease.map[o] || c.defaultEase) : c.defaultEase))), (p.ratio = o ? 1 - o.getRatio((u - p._time) / u) : 0))), p._time > u ? (p._time = u) : p._time < 0 && (p._time = 0)), p._easeType && !o ? ((k = p._time / u), (l = p._easeType), (m = p._easePower), (1 === l || (3 === l && k >= 0.5)) && (k = 1 - k), 3 === l && (k *= 2), 1 === m ? (k *= k) : 2 === m ? (k *= k * k) : 3 === m ? (k *= k * k * k) : 4 === m && (k *= k * k * k * k), (p.ratio = 1 === l ? 1 - k : 2 === l ? k : p._time / u < 0.5 ? k / 2 : 1 - k / 2)) : o || (p.ratio = p._ease.getRatio(p._time / u))), r === p._time && !d && t === p._cycle) ) return void (s !== p._totalTime && p._onUpdate && (b || p._callback('onUpdate'))) if (!p._initted) { if ((p._init(), !p._initted || p._gc)) return if (!d && p._firstPT && ((p.vars.lazy !== !1 && p._duration) || (p.vars.lazy && !p._duration))) return (p._time = r), (p._totalTime = s), (p._rawPrevTime = v), (p._cycle = t), i.lazyTweens.push(p), void (p._lazy = [a, b]) !p._time || e || o ? e && this._ease._calcEnd && !o && (p.ratio = p._ease.getRatio(0 === p._time ? 0 : 1)) : (p.ratio = p._ease.getRatio(p._time / u)) } for ( p._lazy !== !1 && (p._lazy = !1), p._active || (!p._paused && p._time !== r && a >= 0 && (p._active = !0)), 0 === s && (2 === p._initted && a > 0 && p._init(), p._startAt && (a >= 0 ? p._startAt.render(a, !0, d) : f || (f = '_dummyGS')), p.vars.onStart && (0 !== p._totalTime || 0 === u) && (b || p._callback('onStart'))), g = p._firstPT; g; ) g.f ? g.t[g.p](g.c * p.ratio + g.s) : (g.t[g.p] = g.c * p.ratio + g.s), (g = g._next) p._onUpdate && (0 > a && p._startAt && p._startTime && p._startAt.render(a, !0, d), b || ((p._totalTime !== s || f) && p._callback('onUpdate'))), p._cycle !== t && (b || p._gc || (p.vars.onRepeat && p._callback('onRepeat'))), f && (!p._gc || d) && (0 > a && p._startAt && !p._onUpdate && p._startTime && p._startAt.render(a, !0, d), e && (p._timeline.autoRemoveChildren && p._enabled(!1, !1), (p._active = !1)), !b && p.vars[f] && p._callback(f), 0 === u && p._rawPrevTime === h && n !== h && (p._rawPrevTime = 0)) }), (g.to = function (a, b, c) { return new g(a, b, c) }), (g.from = function (a, b, c) { return (c.runBackwards = !0), (c.immediateRender = 0 != c.immediateRender), new g(a, b, c) }), (g.fromTo = function (a, b, c, d) { return (d.startAt = c), (d.immediateRender = 0 != d.immediateRender && 0 != c.immediateRender), new g(a, b, d) }), (g.staggerTo = g.allTo = function (a, b, h, i, l, n, o) { var p, q, r, s, t = [], u = f(h.stagger || i), v = h.cycle, w = (h.startAt || m).cycle for (k(a) || ('string' == typeof a && (a = c.selector(a) || a), j(a) && (a = d(a))), a = a || [], p = a.length - 1, r = 0; p >= r; r++) { q = {} for (s in h) q[s] = h[s] if ((v && (e(q, a, r), null != q.duration && ((b = q.duration), delete q.duration)), w)) { w = q.startAt = {} for (s in h.startAt) w[s] = h.startAt[s] e(q.startAt, a, r) } ;(q.delay = u(r, a[r], a) + (q.delay || 0)), r === p && l && (q.onComplete = function () { h.onComplete && h.onComplete.apply(h.onCompleteScope || this, arguments), l.apply(o || h.callbackScope || this, n || m) }), (t[r] = new g(a[r], b, q)) } return t }), (g.staggerFrom = g.allFrom = function (a, b, c, d, e, f, h) { return (c.runBackwards = !0), (c.immediateRender = 0 != c.immediateRender), g.staggerTo(a, b, c, d, e, f, h) }), (g.staggerFromTo = g.allFromTo = function (a, b, c, d, e, f, h, i) { return (d.startAt = c), (d.immediateRender = 0 != d.immediateRender && 0 != c.immediateRender), g.staggerTo(a, b, d, e, f, h, i) }), (g.delayedCall = function (a, b, c, d, e) { return new g(b, 0, { delay: a, onComplete: b, onCompleteParams: c, callbackScope: d, onReverseComplete: b, onReverseCompleteParams: c, immediateRender: !1, useFrames: e, overwrite: 0 }) }), (g.set = function (a, b) { return new g(a, 0, b) }), (g.isTweening = function (a) { return c.getTweensOf(a, !0).length > 0 }) var n = function (a, b) { for (var d = [], e = 0, f = a._first; f; ) f instanceof c ? (d[e++] = f) : (b && (d[e++] = f), (d = d.concat(n(f, b))), (e = d.length)), (f = f._next) return d }, o = (g.getAllTweens = function (b) { return n(a._rootTimeline, b).concat(n(a._rootFramesTimeline, b)) }) ;(g.killAll = function (a, c, d, e) { null == c && (c = !0), null == d && (d = !0) var f, g, h, i = o(0 != e), j = i.length, k = c && d && e for (h = 0; j > h; h++) (g = i[h]), (k || g instanceof b || ((f = g.target === g.vars.onComplete) && d) || (c && !f)) && (a ? g.totalTime(g._reversed ? 0 : g.totalDuration()) : g._enabled(!1, !1)) }), (g.killChildTweensOf = function (a, b) { if (null != a) { var e, f, h, l, m, n = i.tweenLookup if (('string' == typeof a && (a = c.selector(a) || a), j(a) && (a = d(a)), k(a))) for (l = a.length; --l > -1; ) g.killChildTweensOf(a[l], b) else { e = [] for (h in n) for (f = n[h].target.parentNode; f; ) f === a && (e = e.concat(n[h].tweens)), (f = f.parentNode) for (m = e.length, l = 0; m > l; l++) b && e[l].totalTime(e[l].totalDuration()), e[l]._enabled(!1, !1) } } }) var p = function (a, c, d, e) { ;(c = c !== !1), (d = d !== !1), (e = e !== !1) for (var f, g, h = o(e), i = c && d && e, j = h.length; --j > -1; ) (g = h[j]), (i || g instanceof b || ((f = g.target === g.vars.onComplete) && d) || (c && !f)) && g.paused(a) } return ( (g.pauseAll = function (a, b, c) { p(!0, a, b, c) }), (g.resumeAll = function (a, b, c) { p(!1, a, b, c) }), (g.globalTimeScale = function (b) { var d = a._rootTimeline, e = c.ticker.time return arguments.length ? ((b = b || h), (d._startTime = e - ((e - d._startTime) * d._timeScale) / b), (d = a._rootFramesTimeline), (e = c.ticker.frame), (d._startTime = e - ((e - d._startTime) * d._timeScale) / b), (d._timeScale = a._rootTimeline._timeScale = b), b) : d._timeScale }), (l.progress = function (a, b) { return arguments.length ? this.totalTime(this.duration() * (this._yoyo && 0 !== (1 & this._cycle) ? 1 - a : a) + this._cycle * (this._duration + this._repeatDelay), b) : this._time / this.duration() }), (l.totalProgress = function (a, b) { return arguments.length ? this.totalTime(this.totalDuration() * a, b) : this._totalTime / this.totalDuration() }), (l.time = function (a, b) { if (!arguments.length) return this._time this._dirty && this.totalDuration() var c = this._duration, d = this._cycle, e = d * (c + this._repeatDelay) return a > c && (a = c), this.totalTime(this._yoyo && 1 & d ? c - a + e : this._repeat ? a + e : a, b) }), (l.duration = function (b) { return arguments.length ? a.prototype.duration.call(this, b) : this._duration }), (l.totalDuration = function (a) { return arguments.length ? -1 === this._repeat ? this : this.duration((a - this._repeat * this._repeatDelay) / (this._repeat + 1)) : (this._dirty && ((this._totalDuration = -1 === this._repeat ? 999999999999 : this._duration * (this._repeat + 1) + this._repeatDelay * this._repeat), (this._dirty = !1)), this._totalDuration) }), (l.repeat = function (a) { return arguments.length ? ((this._repeat = a), this._uncache(!0)) : this._repeat }), (l.repeatDelay = function (a) { return arguments.length ? ((this._repeatDelay = a), this._uncache(!0)) : this._repeatDelay }), (l.yoyo = function (a) { return arguments.length ? ((this._yoyo = a), this) : this._yoyo }), g ) }, !0 ), _gsScope._gsDefine( 'TimelineLite', ['core.Animation', 'core.SimpleTimeline', 'TweenLite'], function (a, b, c) { var d = function (a) { b.call(this, a) var c, d, e = this, f = e.vars ;(e._labels = {}), (e.autoRemoveChildren = !!f.autoRemoveChildren), (e.smoothChildTiming = !!f.smoothChildTiming), (e._sortChildren = !0), (e._onUpdate = f.onUpdate) for (d in f) (c = f[d]), i(c) && -1 !== c.join('').indexOf('{self}') && (f[d] = e._swapSelfInParams(c)) i(f.tweens) && e.add(f.tweens, 0, f.align, f.stagger) }, e = 1e-8, f = c._internals, g = (d._internals = {}), h = f.isSelector, i = f.isArray, j = f.lazyTweens, k = f.lazyRender, l = _gsScope._gsDefine.globals, m = function (a) { var b, c = {} for (b in a) c[b] = a[b] return c }, n = function (a, b, c) { var d, e, f = a.cycle for (d in f) (e = f[d]), (a[d] = 'function' == typeof e ? e(c, b[c], b) : e[c % e.length]) delete a.cycle }, o = (g.pauseCallback = function () {}), p = function (a) { var b, c = [], d = a.length for (b = 0; b !== d; c.push(a[b++])); return c }, q = function (a, b, c, d) { var e = 'immediateRender' return e in b || (b[e] = !((c && c[e] === !1) || d)), b }, r = function (a) { if ('function' == typeof a) return a var b = 'object' == typeof a ? a : { each: a }, c = b.ease, d = b.from || 0, e = b.base || 0, f = {}, g = isNaN(d), h = b.axis, i = { center: 0.5, end: 1 }[d] || 0 return function (a, j, k) { var l, m, n, o, p, q, r, s, t, u = (k || b).length, v = f[u] if (!v) { if (((t = 'auto' === b.grid ? 0 : (b.grid || [1 / 0])[0]), !t)) { for (r = -(1 / 0); r < (r = k[t++].getBoundingClientRect().left) && u > t; ); t-- } for (v = f[u] = [], l = g ? Math.min(t, u) * i - 0.5 : d % t, m = g ? (u * i) / t - 0.5 : (d / t) | 0, r = 0, s = 1 / 0, q = 0; u > q; q++) (n = (q % t) - l), (o = m - ((q / t) | 0)), (v[q] = p = h ? Math.abs('y' === h ? o : n) : Math.sqrt(n * n + o * o)), p > r && (r = p), s > p && (s = p) ;(v.max = r - s), (v.min = s), (v.v = u = b.amount || b.each * (t > u ? u : h ? ('y' === h ? u / t : t) : Math.max(t, u / t)) || 0), (v.b = 0 > u ? e - u : e) } return (u = (v[a] - v.min) / v.max), v.b + (c ? c.getRatio(u) : u) * v.v } }, s = (d.prototype = new b()) return ( (d.version = '2.1.2'), (d.distribute = r), (s.constructor = d), (s.kill()._gc = s._forcingPlayhead = s._hasPause = !1), (s.to = function (a, b, d, e) { var f = (d.repeat && l.TweenMax) || c return b ? this.add(new f(a, b, d), e) : this.set(a, d, e) }), (s.from = function (a, b, d, e) { return this.add(((d.repeat && l.TweenMax) || c).from(a, b, q(this, d)), e) }), (s.fromTo = function (a, b, d, e, f) { var g = (e.repeat && l.TweenMax) || c return (e = q(this, e, d)), b ? this.add(g.fromTo(a, b, d, e), f) : this.set(a, e, f) }), (s.staggerTo = function (a, b, e, f, g, i, j, k) { var l, o, q = new d({ onComplete: i, onCompleteParams: j, callbackScope: k, smoothChildTiming: this.smoothChildTiming }), s = r(e.stagger || f), t = e.startAt, u = e.cycle for ('string' == typeof a && (a = c.selector(a) || a), a = a || [], h(a) && (a = p(a)), o = 0; o < a.length; o++) (l = m(e)), t && ((l.startAt = m(t)), t.cycle && n(l.startAt, a, o)), u && (n(l, a, o), null != l.duration && ((b = l.duration), delete l.duration)), q.to(a[o], b, l, s(o, a[o], a)) return this.add(q, g) }), (s.staggerFrom = function (a, b, c, d, e, f, g, h) { return (c.runBackwards = !0), this.staggerTo(a, b, q(this, c), d, e, f, g, h) }), (s.staggerFromTo = function (a, b, c, d, e, f, g, h, i) { return (d.startAt = c), this.staggerTo(a, b, q(this, d, c), e, f, g, h, i) }), (s.call = function (a, b, d, e) { return this.add(c.delayedCall(0, a, b, d), e) }), (s.set = function (a, b, d) { return this.add(new c(a, 0, q(this, b, null, !0)), d) }), (d.exportRoot = function (a, b) { ;(a = a || {}), null == a.smoothChildTiming && (a.smoothChildTiming = !0) var e, f, g, h, i = new d(a), j = i._timeline for (null == b && (b = !0), j._remove(i, !0), i._startTime = 0, i._rawPrevTime = i._time = i._totalTime = j._time, g = j._first; g; ) (h = g._next), (b && g instanceof c && g.target === g.vars.onComplete) || ((f = g._startTime - g._delay), 0 > f && (e = 1), i.add(g, f)), (g = h) return j.add(i, 0), e && i.totalDuration(), i }), (s.add = function (e, f, g, h) { var j, k, l, m, n, o, p = this if (('number' != typeof f && (f = p._parseTimeOrLabel(f, 0, !0, e)), !(e instanceof a))) { if (e instanceof Array || (e && e.push && i(e))) { for (g = g || 'normal', h = h || 0, j = f, k = e.length, l = 0; k > l; l++) i((m = e[l])) && (m = new d({ tweens: m })), p.add(m, j), 'string' != typeof m && 'function' != typeof m && ('sequence' === g ? (j = m._startTime + m.totalDuration() / m._timeScale) : 'start' === g && (m._startTime -= m.delay())), (j += h) return p._uncache(!0) } if ('string' == typeof e) return p.addLabel(e, f) if ('function' != typeof e) throw 'Cannot add ' + e + ' into the timeline; it is not a tween, timeline, function, or string.' e = c.delayedCall(0, e) } if ( (b.prototype.add.call(p, e, f), (e._time || (!e._duration && e._initted)) && ((j = (p.rawTime() - e._startTime) * e._timeScale), (!e._duration || Math.abs(Math.max(0, Math.min(e.totalDuration(), j))) - e._totalTime > 1e-5) && e.render(j, !1, !1)), (p._gc || p._time === p._duration) && !p._paused && p._duration < p.duration()) ) for (n = p, o = n.rawTime() > e._startTime; n._timeline; ) o && n._timeline.smoothChildTiming ? n.totalTime(n._totalTime, !0) : n._gc && n._enabled(!0, !1), (n = n._timeline) return p }), (s.remove = function (b) { if (b instanceof a) { this._remove(b, !1) var c = (b._timeline = b.vars.useFrames ? a._rootFramesTimeline : a._rootTimeline) return (b._startTime = (b._paused ? b._pauseTime : c._time) - (b._reversed ? b.totalDuration() - b._totalTime : b._totalTime) / b._timeScale), this } if (b instanceof Array || (b && b.push && i(b))) { for (var d = b.length; --d > -1; ) this.remove(b[d]) return this } return 'string' == typeof b ? this.removeLabel(b) : this.kill(null, b) }), (s._remove = function (a, c) { b.prototype._remove.call(this, a, c) var d = this._last return ( d ? this._time > this.duration() && ((this._time = this._duration), (this._totalTime = this._totalDuration)) : (this._time = this._totalTime = this._duration = this._totalDuration = 0), this ) }), (s.append = function (a, b) { return this.add(a, this._parseTimeOrLabel(null, b, !0, a)) }), (s.insert = s.insertMultiple = function (a, b, c, d) { return this.add(a, b || 0, c, d) }), (s.appendMultiple = function (a, b, c, d) { return this.add(a, this._parseTimeOrLabel(null, b, !0, a), c, d) }), (s.addLabel = function (a, b) { return (this._labels[a] = this._parseTimeOrLabel(b)), this }), (s.addPause = function (a, b, d, e) { var f = c.delayedCall(0, o, d, e || this) return (f.vars.onComplete = f.vars.onReverseComplete = b), (f.data = 'isPause'), (this._hasPause = !0), this.add(f, a) }), (s.removeLabel = function (a) { return delete this._labels[a], this }), (s.getLabelTime = function (a) { return null != this._labels[a] ? this._labels[a] : -1 }), (s._parseTimeOrLabel = function (b, c, d, e) { var f, g if (e instanceof a && e.timeline === this) this.remove(e) else if (e && (e instanceof Array || (e.push && i(e)))) for (g = e.length; --g > -1; ) e[g] instanceof a && e[g].timeline === this && this.remove(e[g]) if (((f = 'number' != typeof b || c ? (this.duration() > 99999999999 ? this.recent().endTime(!1) : this._duration) : 0), 'string' == typeof c)) return this._parseTimeOrLabel(c, d && 'number' == typeof b && null == this._labels[c] ? b - f : 0, d) if (((c = c || 0), 'string' != typeof b || (!isNaN(b) && null == this._labels[b]))) null == b && (b = f) else { if (((g = b.indexOf('=')), -1 === g)) return null == this._labels[b] ? (d ? (this._labels[b] = f + c) : c) : this._labels[b] + c ;(c = parseInt(b.charAt(g - 1) + '1', 10) * Number(b.substr(g + 1))), (b = g > 1 ? this._parseTimeOrLabel(b.substr(0, g - 1), 0, d) : f) } return Number(b) + c }), (s.seek = function (a, b) { return this.totalTime('number' == typeof a ? a : this._parseTimeOrLabel(a), b !== !1) }), (s.stop = function () { return this.paused(!0) }), (s.gotoAndPlay = function (a, b) { return this.play(a, b) }), (s.gotoAndStop = function (a, b) { return this.pause(a, b) }), (s.render = function (a, b, c) { this._gc && this._enabled(!0, !1) var d, f, g, h, i, l, m, n, o = this, p = o._time, q = o._dirty ? o.totalDuration() : o._totalDuration, r = o._startTime, s = o._timeScale, t = o._paused if ((p !== o._time && (a += o._time - p), a >= q - e && a >= 0)) (o._totalTime = o._time = q), o._reversed || o._hasPausedChild() || ((f = !0), (h = 'onComplete'), (i = !!o._timeline.autoRemoveChildren), 0 === o._duration && ((0 >= a && a >= -e) || o._rawPrevTime < 0 || o._rawPrevTime === e) && o._rawPrevTime !== a && o._first && ((i = !0), o._rawPrevTime > e && (h = 'onReverseComplete'))), (o._rawPrevTime = o._duration || !b || a || o._rawPrevTime === a ? a : e), (a = q + 1e-4) else if (e > a) if ( ((o._totalTime = o._time = 0), a > -e && (a = 0), (0 !== p || (0 === o._duration && o._rawPrevTime !== e && (o._rawPrevTime > 0 || (0 > a && o._rawPrevTime >= 0)))) && ((h = 'onReverseComplete'), (f = o._reversed)), 0 > a) ) (o._active = !1), o._timeline.autoRemoveChildren && o._reversed ? ((i = f = !0), (h = 'onReverseComplete')) : o._rawPrevTime >= 0 && o._first && (i = !0), (o._rawPrevTime = a) else { if (((o._rawPrevTime = o._duration || !b || a || o._rawPrevTime === a ? a : e), 0 === a && f)) for (d = o._first; d && 0 === d._startTime; ) d._duration || (f = !1), (d = d._next) ;(a = 0), o._initted || (i = !0) } else { if (o._hasPause && !o._forcingPlayhead && !b) { if (a >= p) for (d = o._first; d && d._startTime <= a && !l; ) d._duration || 'isPause' !== d.data || d.ratio || (0 === d._startTime && 0 === o._rawPrevTime) || (l = d), (d = d._next) else for (d = o._last; d && d._startTime >= a && !l; ) d._duration || ('isPause' === d.data && d._rawPrevTime > 0 && (l = d)), (d = d._prev) l && ((o._time = o._totalTime = a = l._startTime), (n = o._startTime + a / o._timeScale)) } o._totalTime = o._time = o._rawPrevTime = a } if ((o._time !== p && o._first) || c || i || l) { if ( (o._initted || (o._initted = !0), o._active || (!o._paused && o._time !== p && a > 0 && (o._active = !0)), 0 === p && o.vars.onStart && ((0 === o._time && o._duration) || b || o._callback('onStart')), (m = o._time), m >= p) ) for (d = o._first; d && ((g = d._next), m === o._time && (!o._paused || t)); ) (d._active || (d._startTime <= m && !d._paused && !d._gc)) && (l === d && (o.pause(), (o._pauseTime = n)), d._reversed ? d.render((d._dirty ? d.totalDuration() : d._totalDuration) - (a - d._startTime) * d._timeScale, b, c) : d.render((a - d._startTime) * d._timeScale, b, c)), (d = g) else for (d = o._last; d && ((g = d._prev), m === o._time && (!o._paused || t)); ) { if (d._active || (d._startTime <= p && !d._paused && !d._gc)) { if (l === d) { for (l = d._prev; l && l.endTime() > o._time; ) l.render(l._reversed ? l.totalDuration() - (a - l._startTime) * l._timeScale : (a - l._startTime) * l._timeScale, b, c), (l = l._prev) ;(l = null), o.pause(), (o._pauseTime = n) } d._reversed ? d.render((d._dirty ? d.totalDuration() : d._totalDuration) - (a - d._startTime) * d._timeScale, b, c) : d.render((a - d._startTime) * d._timeScale, b, c) } d = g } o._onUpdate && (b || (j.length && k(), o._callback('onUpdate'))), h && (o._gc || ((r === o._startTime || s !== o._timeScale) && (0 === o._time || q >= o.totalDuration()) && (f && (j.length && k(), o._timeline.autoRemoveChildren && o._enabled(!1, !1), (o._active = !1)), !b && o.vars[h] && o._callback(h)))) } }), (s._hasPausedChild = function () { for (var a = this._first; a; ) { if (a._paused || (a instanceof d && a._hasPausedChild())) return !0 a = a._next } return !1 }), (s.getChildren = function (a, b, d, e) { e = e || -9999999999 for (var f = [], g = this._first, h = 0; g; ) g._startTime < e || (g instanceof c ? b !== !1 && (f[h++] = g) : (d !== !1 && (f[h++] = g), a !== !1 && ((f = f.concat(g.getChildren(!0, b, d))), (h = f.length)))), (g = g._next) return f }), (s.getTweensOf = function (a, b) { var d, e, f = this._gc, g = [], h = 0 for (f && this._enabled(!0, !0), d = c.getTweensOf(a), e = d.length; --e > -1; ) (d[e].timeline === this || (b && this._contains(d[e]))) && (g[h++] = d[e]) return f && this._enabled(!1, !0), g }), (s.recent = function () { return this._recent }), (s._contains = function (a) { for (var b = a.timeline; b; ) { if (b === this) return !0 b = b.timeline } return !1 }), (s.shiftChildren = function (a, b, c) { c = c || 0 for (var d, e = this._first, f = this._labels; e; ) e._startTime >= c && (e._startTime += a), (e = e._next) if (b) for (d in f) f[d] >= c && (f[d] += a) return this._uncache(!0) }), (s._kill = function (a, b) { if (!a && !b) return this._enabled(!1, !1) for (var c = b ? this.getTweensOf(b) : this.getChildren(!0, !0, !1), d = c.length, e = !1; --d > -1; ) c[d]._kill(a, b) && (e = !0) return e }), (s.clear = function (a) { var b = this.getChildren(!1, !0, !0), c = b.length for (this._time = this._totalTime = 0; --c > -1; ) b[c]._enabled(!1, !1) return a !== !1 && (this._labels = {}), this._uncache(!0) }), (s.invalidate = function () { for (var b = this._first; b; ) b.invalidate(), (b = b._next) return a.prototype.invalidate.call(this) }), (s._enabled = function (a, c) { if (a === this._gc) for (var d = this._first; d; ) d._enabled(a, !0), (d = d._next) return b.prototype._enabled.call(this, a, c) }), (s.totalTime = function (b, c, d) { this._forcingPlayhead = !0 var e = a.prototype.totalTime.apply(this, arguments) return (this._forcingPlayhead = !1), e }), (s.duration = function (a) { return arguments.length ? (0 !== this.duration() && 0 !== a && this.timeScale(this._duration / a), this) : (this._dirty && this.totalDuration(), this._duration) }), (s.totalDuration = function (a) { if (!arguments.length) { if (this._dirty) { for (var b, c, d = 0, e = this, f = e._last, g = 999999999999; f; ) (b = f._prev), f._dirty && f.totalDuration(), f._startTime > g && e._sortChildren && !f._paused && !e._calculatingDuration ? ((e._calculatingDuration = 1), e.add(f, f._startTime - f._delay), (e._calculatingDuration = 0)) : (g = f._startTime), f._startTime < 0 && !f._paused && ((d -= f._startTime), e._timeline.smoothChildTiming && ((e._startTime += f._startTime / e._timeScale), (e._time -= f._startTime), (e._totalTime -= f._startTime), (e._rawPrevTime -= f._startTime)), e.shiftChildren(-f._startTime, !1, -9999999999), (g = 0)), (c = f._startTime + f._totalDuration / f._timeScale), c > d && (d = c), (f = b) ;(e._duration = e._totalDuration = d), (e._dirty = !1) } return this._totalDuration } return a && this.totalDuration() ? this.timeScale(this._totalDuration / a) : this }), (s.paused = function (b) { if (b === !1 && this._paused) for (var c = this._first; c; ) c._startTime === this._time && 'isPause' === c.data && (c._rawPrevTime = 0), (c = c._next) return a.prototype.paused.apply(this, arguments) }), (s.usesFrames = function () { for (var b = this._timeline; b._timeline; ) b = b._timeline return b === a._rootFramesTimeline }), (s.rawTime = function (a) { return a && (this._paused || (this._repeat && this.time() > 0 && this.totalProgress() < 1)) ? this._totalTime % (this._duration + this._repeatDelay) : this._paused ? this._totalTime : (this._timeline.rawTime(a) - this._startTime) * this._timeScale }), d ) }, !0 ), _gsScope._gsDefine( 'TimelineMax', ['TimelineLite', 'TweenLite', 'easing.Ease'], function (a, b, c) { var d = function (b) { a.call(this, b), (this._repeat = this.vars.repeat || 0), (this._repeatDelay = this.vars.repeatDelay || 0), (this._cycle = 0), (this._yoyo = !!this.vars.yoyo), (this._dirty = !0) }, e = 1e-8, f = b._internals, g = f.lazyTweens, h = f.lazyRender, i = _gsScope._gsDefine.globals, j = new c(null, null, 1, 0), k = (d.prototype = new a()) return ( (k.constructor = d), (k.kill()._gc = !1), (d.version = '2.1.2'), (k.invalidate = function () { return ( (this._yoyo = !!this.vars.yoyo), (this._repeat = this.vars.repeat || 0), (this._repeatDelay = this.vars.repeatDelay || 0), this._uncache(!0), a.prototype.invalidate.call(this) ) }), (k.addCallback = function (a, c, d, e) { return this.add(b.delayedCall(0, a, d, e), c) }), (k.removeCallback = function (a, b) { if (a) if (null == b) this._kill(null, a) else for (var c = this.getTweensOf(a, !1), d = c.length, e = this._parseTimeOrLabel(b); --d > -1; ) c[d]._startTime === e && c[d]._enabled(!1, !1) return this }), (k.removePause = function (b) { return this.removeCallback(a._internals.pauseCallback, b) }), (k.tweenTo = function (a, c) { c = c || {} var d, e, f, g = { ease: j, useFrames: this.usesFrames(), immediateRender: !1, lazy: !1 }, h = (c.repeat && i.TweenMax) || b for (e in c) g[e] = c[e] return ( (g.time = this._parseTimeOrLabel(a)), (d = Math.abs(Number(g.time) - this._time) / this._timeScale || 0.001), (f = new h(this, d, g)), (g.onStart = function () { f.target.paused(!0), f.vars.time === f.target.time() || d !== f.duration() || f.isFromTo || f.duration(Math.abs(f.vars.time - f.target.time()) / f.target._timeScale).render(f.time(), !0, !0), c.onStart && c.onStart.apply(c.onStartScope || c.callbackScope || f, c.onStartParams || []) }), f ) }), (k.tweenFromTo = function (a, b, c) { ;(c = c || {}), (a = this._parseTimeOrLabel(a)), (c.startAt = { onComplete: this.seek, onCompleteParams: [a], callbackScope: this }), (c.immediateRender = c.immediateRender !== !1) var d = this.tweenTo(b, c) return (d.isFromTo = 1), d.duration(Math.abs(d.vars.time - a) / this._timeScale || 0.001) }), (k.render = function (a, b, c) { this._gc && this._enabled(!0, !1) var d, f, i, j, k, l, m, n, o, p = this, q = p._time, r = p._dirty ? p.totalDuration() : p._totalDuration, s = p._duration, t = p._totalTime, u = p._startTime, v = p._timeScale, w = p._rawPrevTime, x = p._paused, y = p._cycle if ((q !== p._time && (a += p._time - q), a >= r - e && a >= 0)) p._locked || ((p._totalTime = r), (p._cycle = p._repeat)), p._reversed || p._hasPausedChild() || ((f = !0), (j = 'onComplete'), (k = !!p._timeline.autoRemoveChildren), 0 === p._duration && ((0 >= a && a >= -e) || 0 > w || w === e) && w !== a && p._first && ((k = !0), w > e && (j = 'onReverseComplete'))), (p._rawPrevTime = p._duration || !b || a || p._rawPrevTime === a ? a : e), p._yoyo && 1 & p._cycle ? (p._time = a = 0) : ((p._time = s), (a = s + 1e-4)) else if (e > a) if ( (p._locked || (p._totalTime = p._cycle = 0), (p._time = 0), a > -e && (a = 0), (0 !== q || (0 === s && w !== e && (w > 0 || (0 > a && w >= 0)) && !p._locked)) && ((j = 'onReverseComplete'), (f = p._reversed)), 0 > a) ) (p._active = !1), p._timeline.autoRemoveChildren && p._reversed ? ((k = f = !0), (j = 'onReverseComplete')) : w >= 0 && p._first && (k = !0), (p._rawPrevTime = a) else { if (((p._rawPrevTime = s || !b || a || p._rawPrevTime === a ? a : e), 0 === a && f)) for (d = p._first; d && 0 === d._startTime; ) d._duration || (f = !1), (d = d._next) ;(a = 0), p._initted || (k = !0) } else if ( (0 === s && 0 > w && (k = !0), (p._time = p._rawPrevTime = a), p._locked || ((p._totalTime = a), 0 !== p._repeat && ((l = s + p._repeatDelay), (p._cycle = (p._totalTime / l) >> 0), p._cycle && p._cycle === p._totalTime / l && a >= t && p._cycle--, (p._time = p._totalTime - p._cycle * l), p._yoyo && 1 & p._cycle && (p._time = s - p._time), p._time > s ? ((p._time = s), (a = s + 1e-4)) : p._time < 0 ? (p._time = a = 0) : (a = p._time))), p._hasPause && !p._forcingPlayhead && !b) ) { if (((a = p._time), a >= q || (p._repeat && y !== p._cycle))) for (d = p._first; d && d._startTime <= a && !m; ) d._duration || 'isPause' !== d.data || d.ratio || (0 === d._startTime && 0 === p._rawPrevTime) || (m = d), (d = d._next) else for (d = p._last; d && d._startTime >= a && !m; ) d._duration || ('isPause' === d.data && d._rawPrevTime > 0 && (m = d)), (d = d._prev) m && ((o = p._startTime + m._startTime / p._timeScale), m._startTime < s && ((p._time = p._rawPrevTime = a = m._startTime), (p._totalTime = a + p._cycle * (p._totalDuration + p._repeatDelay)))) } if (p._cycle !== y && !p._locked) { var z = p._yoyo && 0 !== (1 & y), A = z === (p._yoyo && 0 !== (1 & p._cycle)), B = p._totalTime, C = p._cycle, D = p._rawPrevTime, E = p._time if ( ((p._totalTime = y * s), p._cycle < y ? (z = !z) : (p._totalTime += s), (p._time = q), (p._rawPrevTime = 0 === s ? w - 1e-4 : w), (p._cycle = y), (p._locked = !0), (q = z ? 0 : s), p.render(q, b, 0 === s), b || p._gc || (p.vars.onRepeat && ((p._cycle = C), (p._locked = !1), p._callback('onRepeat'))), q !== p._time) ) return if ((A && ((p._cycle = y), (p._locked = !0), (q = z ? s + 1e-4 : -1e-4), p.render(q, !0, !1)), (p._locked = !1), p._paused && !x)) return ;(p._time = E), (p._totalTime = B), (p._cycle = C), (p._rawPrevTime = D) } if (!((p._time !== q && p._first) || c || k || m)) return void (t !== p._totalTime && p._onUpdate && (b || p._callback('onUpdate'))) if ( (p._initted || (p._initted = !0), p._active || (!p._paused && p._totalTime !== t && a > 0 && (p._active = !0)), 0 === t && p.vars.onStart && ((0 === p._totalTime && p._totalDuration) || b || p._callback('onStart')), (n = p._time), n >= q) ) for (d = p._first; d && ((i = d._next), n === p._time && (!p._paused || x)); ) (d._active || (d._startTime <= p._time && !d._paused && !d._gc)) && (m === d && (p.pause(), (p._pauseTime = o)), d._reversed ? d.render((d._dirty ? d.totalDuration() : d._totalDuration) - (a - d._startTime) * d._timeScale, b, c) : d.render((a - d._startTime) * d._timeScale, b, c)), (d = i) else for (d = p._last; d && ((i = d._prev), n === p._time && (!p._paused || x)); ) { if (d._active || (d._startTime <= q && !d._paused && !d._gc)) { if (m === d) { for (m = d._prev; m && m.endTime() > p._time; ) m.render(m._reversed ? m.totalDuration() - (a - m._startTime) * m._timeScale : (a - m._startTime) * m._timeScale, b, c), (m = m._prev) ;(m = null), p.pause(), (p._pauseTime = o) } d._reversed ? d.render((d._dirty ? d.totalDuration() : d._totalDuration) - (a - d._startTime) * d._timeScale, b, c) : d.render((a - d._startTime) * d._timeScale, b, c) } d = i } p._onUpdate && (b || (g.length && h(), p._callback('onUpdate'))), j && (p._locked || p._gc || ((u === p._startTime || v !== p._timeScale) && (0 === p._time || r >= p.totalDuration()) && (f && (g.length && h(), p._timeline.autoRemoveChildren && p._enabled(!1, !1), (p._active = !1)), !b && p.vars[j] && p._callback(j)))) }), (k.getActive = function (a, b, c) { var d, e, f = [], g = this.getChildren(a || null == a, b || null == a, !!c), h = 0, i = g.length for (d = 0; i > d; d++) (e = g[d]), e.isActive() && (f[h++] = e) return f }), (k.getLabelAfter = function (a) { a || (0 !== a && (a = this._time)) var b, c = this.getLabelsArray(), d = c.length for (b = 0; d > b; b++) if (c[b].time > a) return c[b].name return null }), (k.getLabelBefore = function (a) { null == a && (a = this._time) for (var b = this.getLabelsArray(), c = b.length; --c > -1; ) if (b[c].time < a) return b[c].name return null }), (k.getLabelsArray = function () { var a, b = [], c = 0 for (a in this._labels) b[c++] = { time: this._labels[a], name: a } return ( b.sort(function (a, b) { return a.time - b.time }), b ) }), (k.invalidate = function () { return (this._locked = !1), a.prototype.invalidate.call(this) }), (k.progress = function (a, b) { return arguments.length ? this.totalTime(this.duration() * (this._yoyo && 0 !== (1 & this._cycle) ? 1 - a : a) + this._cycle * (this._duration + this._repeatDelay), b) : this._time / this.duration() || 0 }), (k.totalProgress = function (a, b) { return arguments.length ? this.totalTime(this.totalDuration() * a, b) : this._totalTime / this.totalDuration() || 0 }), (k.totalDuration = function (b) { return arguments.length ? -1 !== this._repeat && b ? this.timeScale(this.totalDuration() / b) : this : (this._dirty && (a.prototype.totalDuration.call(this), (this._totalDuration = -1 === this._repeat ? 999999999999 : this._duration * (this._repeat + 1) + this._repeatDelay * this._repeat)), this._totalDuration) }), (k.time = function (a, b) { if (!arguments.length) return this._time this._dirty && this.totalDuration() var c = this._duration, d = this._cycle, e = d * (c + this._repeatDelay) return a > c && (a = c), this.totalTime(this._yoyo && 1 & d ? c - a + e : this._repeat ? a + e : a, b) }), (k.repeat = function (a) { return arguments.length ? ((this._repeat = a), this._uncache(!0)) : this._repeat }), (k.repeatDelay = function (a) { return arguments.length ? ((this._repeatDelay = a), this._uncache(!0)) : this._repeatDelay }), (k.yoyo = function (a) { return arguments.length ? ((this._yoyo = a), this) : this._yoyo }), (k.currentLabel = function (a) { return arguments.length ? this.seek(a, !0) : this.getLabelBefore(this._time + e) }), d ) }, !0 ), (function () { var a = 180 / Math.PI, b = [], c = [], d = [], e = {}, f = _gsScope._gsDefine.globals, g = function (a, b, c, d) { c === d && (c = d - (d - b) / 1e6), a === b && (b = a + (c - a) / 1e6), (this.a = a), (this.b = b), (this.c = c), (this.d = d), (this.da = d - a), (this.ca = c - a), (this.ba = b - a) }, h = ',x,y,z,left,top,right,bottom,marginTop,marginLeft,marginRight,marginBottom,paddingLeft,paddingTop,paddingRight,paddingBottom,backgroundPosition,backgroundPosition_y,', i = function (a, b, c, d) { var e = { a: a }, f = {}, g = {}, h = { c: d }, i = (a + b) / 2, j = (b + c) / 2, k = (c + d) / 2, l = (i + j) / 2, m = (j + k) / 2, n = (m - l) / 8 return ( (e.b = i + (a - i) / 4), (f.b = l + n), (e.c = f.a = (e.b + f.b) / 2), (f.c = g.a = (l + m) / 2), (g.b = m - n), (h.b = k + (d - k) / 4), (g.c = h.a = (g.b + h.b) / 2), [e, f, g, h] ) }, j = function (a, e, f, g, h) { var j, k, l, m, n, o, p, q, r, s, t, u, v, w = a.length - 1, x = 0, y = a[0].a for (j = 0; w > j; j++) (n = a[x]), (k = n.a), (l = n.d), (m = a[x + 1].d), h ? ((t = b[j]), (u = c[j]), (v = ((u + t) * e * 0.25) / (g ? 0.5 : d[j] || 0.5)), (o = l - (l - k) * (g ? 0.5 * e : 0 !== t ? v / t : 0)), (p = l + (m - l) * (g ? 0.5 * e : 0 !== u ? v / u : 0)), (q = l - (o + (((p - o) * ((3 * t) / (t + u) + 0.5)) / 4 || 0)))) : ((o = l - (l - k) * e * 0.5), (p = l + (m - l) * e * 0.5), (q = l - (o + p) / 2)), (o += q), (p += q), (n.c = r = o), 0 !== j ? (n.b = y) : (n.b = y = n.a + 0.6 * (n.c - n.a)), (n.da = l - k), (n.ca = r - k), (n.ba = y - k), f ? ((s = i(k, y, r, l)), a.splice(x, 1, s[0], s[1], s[2], s[3]), (x += 4)) : x++, (y = p) ;(n = a[x]), (n.b = y), (n.c = y + 0.4 * (n.d - y)), (n.da = n.d - n.a), (n.ca = n.c - n.a), (n.ba = y - n.a), f && ((s = i(n.a, y, n.c, n.d)), a.splice(x, 1, s[0], s[1], s[2], s[3])) }, k = function (a, d, e, f) { var h, i, j, k, l, m, n = [] if (f) for (a = [f].concat(a), i = a.length; --i > -1; ) 'string' == typeof (m = a[i][d]) && '=' === m.charAt(1) && (a[i][d] = f[d] + Number(m.charAt(0) + m.substr(2))) if (((h = a.length - 2), 0 > h)) return (n[0] = new g(a[0][d], 0, 0, a[0][d])), n for (i = 0; h > i; i++) (j = a[i][d]), (k = a[i + 1][d]), (n[i] = new g(j, 0, 0, k)), e && ((l = a[i + 2][d]), (b[i] = (b[i] || 0) + (k - j) * (k - j)), (c[i] = (c[i] || 0) + (l - k) * (l - k))) return (n[i] = new g(a[i][d], 0, 0, a[i + 1][d])), n }, l = function (a, f, g, i, l, m) { var n, o, p, q, r, s, t, u, v = {}, w = [], x = m || a[0] ;(l = 'string' == typeof l ? ',' + l + ',' : h), null == f && (f = 1) for (o in a[0]) w.push(o) if (a.length > 1) { for (u = a[a.length - 1], t = !0, n = w.length; --n > -1; ) if (((o = w[n]), Math.abs(x[o] - u[o]) > 0.05)) { t = !1 break } t && ((a = a.concat()), m && a.unshift(m), a.push(a[1]), (m = a[a.length - 3])) } for (b.length = c.length = d.length = 0, n = w.length; --n > -1; ) (o = w[n]), (e[o] = -1 !== l.indexOf(',' + o + ',')), (v[o] = k(a, o, e[o], m)) for (n = b.length; --n > -1; ) (b[n] = Math.sqrt(b[n])), (c[n] = Math.sqrt(c[n])) if (!i) { for (n = w.length; --n > -1; ) if (e[o]) for (p = v[w[n]], s = p.length - 1, q = 0; s > q; q++) (r = p[q + 1].da / c[q] + p[q].da / b[q] || 0), (d[q] = (d[q] || 0) + r * r) for (n = d.length; --n > -1; ) d[n] = Math.sqrt(d[n]) } for (n = w.length, q = g ? 4 : 1; --n > -1; ) (o = w[n]), (p = v[o]), j(p, f, g, i, e[o]), t && (p.splice(0, q), p.splice(p.length - q, q)) return v }, m = function (a, b, c) { b = b || 'soft' var d, e, f, h, i, j, k, l, m, n, o, p = {}, q = 'cubic' === b ? 3 : 2, r = 'soft' === b, s = [] if ((r && c && (a = [c].concat(a)), null == a || a.length < q + 1)) throw 'invalid Bezier data' for (m in a[0]) s.push(m) for (j = s.length; --j > -1; ) { for (m = s[j], p[m] = i = [], n = 0, l = a.length, k = 0; l > k; k++) (d = null == c ? a[k][m] : 'string' == typeof (o = a[k][m]) && '=' === o.charAt(1) ? c[m] + Number(o.charAt(0) + o.substr(2)) : Number(o)), r && k > 1 && l - 1 > k && (i[n++] = (d + i[n - 2]) / 2), (i[n++] = d) for (l = n - q + 1, n = 0, k = 0; l > k; k += q) (d = i[k]), (e = i[k + 1]), (f = i[k + 2]), (h = 2 === q ? 0 : i[k + 3]), (i[n++] = o = 3 === q ? new g(d, e, f, h) : new g(d, (2 * e + d) / 3, (2 * e + f) / 3, f)) i.length = n } return p }, n = function (a, b, c) { for (var d, e, f, g, h, i, j, k, l, m, n, o = 1 / c, p = a.length; --p > -1; ) for (m = a[p], f = m.a, g = m.d - f, h = m.c - f, i = m.b - f, d = e = 0, k = 1; c >= k; k++) (j = o * k), (l = 1 - j), (d = e - (e = (j * j * g + 3 * l * (j * h + l * i)) * j)), (n = p * c + k - 1), (b[n] = (b[n] || 0) + d * d) }, o = function (a, b) { b = b >> 0 || 6 var c, d, e, f, g = [], h = [], i = 0, j = 0, k = b - 1, l = [], m = [] for (c in a) n(a[c], g, b) for (e = g.length, d = 0; e > d; d++) (i += Math.sqrt(g[d])), (f = d % b), (m[f] = i), f === k && ((j += i), (f = (d / b) >> 0), (l[f] = m), (h[f] = j), (i = 0), (m = [])) return { length: j, lengths: h, segments: l } }, p = _gsScope._gsDefine.plugin({ propName: 'bezier', priority: -1, version: '1.3.8', API: 2, global: !0, init: function (a, b, c) { ;(this._target = a), b instanceof Array && (b = { values: b }), (this._func = {}), (this._mod = {}), (this._props = []), (this._timeRes = null == b.timeResolution ? 6 : parseInt(b.timeResolution, 10)) var d, e, f, g, h, i = b.values || [], j = {}, k = i[0], n = b.autoRotate || c.vars.orientToBezier this._autoRotate = n ? (n instanceof Array ? n : [['x', 'y', 'rotation', n === !0 ? 0 : Number(n) || 0]]) : null for (d in k) this._props.push(d) for (f = this._props.length; --f > -1; ) (d = this._props[f]), this._overwriteProps.push(d), (e = this._func[d] = 'function' == typeof a[d]), (j[d] = e ? a[d.indexOf('set') || 'function' != typeof a['get' + d.substr(3)] ? d : 'get' + d.substr(3)]() : parseFloat(a[d])), h || (j[d] !== i[0][d] && (h = j)) if ( ((this._beziers = 'cubic' !== b.type && 'quadratic' !== b.type && 'soft' !== b.type ? l(i, isNaN(b.curviness) ? 1 : b.curviness, !1, 'thruBasic' === b.type, b.correlate, h) : m(i, b.type, j)), (this._segCount = this._beziers[d].length), this._timeRes) ) { var p = o(this._beziers, this._timeRes) ;(this._length = p.length), (this._lengths = p.lengths), (this._segments = p.segments), (this._l1 = this._li = this._s1 = this._si = 0), (this._l2 = this._lengths[0]), (this._curSeg = this._segments[0]), (this._s2 = this._curSeg[0]), (this._prec = 1 / this._curSeg.length) } if ((n = this._autoRotate)) for (this._initialRotations = [], n[0] instanceof Array || (this._autoRotate = n = [n]), f = n.length; --f > -1; ) { for (g = 0; 3 > g; g++) (d = n[f][g]), (this._func[d] = 'function' == typeof a[d] ? a[d.indexOf('set') || 'function' != typeof a['get' + d.substr(3)] ? d : 'get' + d.substr(3)] : !1) ;(d = n[f][2]), (this._initialRotations[f] = (this._func[d] ? this._func[d].call(this._target) : this._target[d]) || 0), this._overwriteProps.push(d) } return (this._startRatio = c.vars.runBackwards ? 1 : 0), !0 }, set: function (b) { var c, d, e, f, g, h, i, j, k, l, m = this._segCount, n = this._func, o = this._target, p = b !== this._startRatio if (this._timeRes) { if (((k = this._lengths), (l = this._curSeg), (b *= this._length), (e = this._li), b > this._l2 && m - 1 > e)) { for (j = m - 1; j > e && (this._l2 = k[++e]) <= b; ); ;(this._l1 = k[e - 1]), (this._li = e), (this._curSeg = l = this._segments[e]), (this._s2 = l[(this._s1 = this._si = 0)]) } else if (b < this._l1 && e > 0) { for (; e > 0 && (this._l1 = k[--e]) >= b; ); 0 === e && b < this._l1 ? (this._l1 = 0) : e++, (this._l2 = k[e]), (this._li = e), (this._curSeg = l = this._segments[e]), (this._s1 = l[(this._si = l.length - 1) - 1] || 0), (this._s2 = l[this._si]) } if (((c = e), (b -= this._l1), (e = this._si), b > this._s2 && e < l.length - 1)) { for (j = l.length - 1; j > e && (this._s2 = l[++e]) <= b; ); ;(this._s1 = l[e - 1]), (this._si = e) } else if (b < this._s1 && e > 0) { for (; e > 0 && (this._s1 = l[--e]) >= b; ); 0 === e && b < this._s1 ? (this._s1 = 0) : e++, (this._s2 = l[e]), (this._si = e) } h = (e + (b - this._s1) / (this._s2 - this._s1)) * this._prec || 0 } else (c = 0 > b ? 0 : b >= 1 ? m - 1 : (m * b) >> 0), (h = (b - c * (1 / m)) * m) for (d = 1 - h, e = this._props.length; --e > -1; ) (f = this._props[e]), (g = this._beziers[f][c]), (i = (h * h * g.da + 3 * d * (h * g.ca + d * g.ba)) * h + g.a), this._mod[f] && (i = this._mod[f](i, o)), n[f] ? o[f](i) : (o[f] = i) if (this._autoRotate) { var q, r, s, t, u, v, w, x = this._autoRotate for (e = x.length; --e > -1; ) (f = x[e][2]), (v = x[e][3] || 0), (w = x[e][4] === !0 ? 1 : a), (g = this._beziers[x[e][0]]), (q = this._beziers[x[e][1]]), g && q && ((g = g[c]), (q = q[c]), (r = g.a + (g.b - g.a) * h), (t = g.b + (g.c - g.b) * h), (r += (t - r) * h), (t += (g.c + (g.d - g.c) * h - t) * h), (s = q.a + (q.b - q.a) * h), (u = q.b + (q.c - q.b) * h), (s += (u - s) * h), (u += (q.c + (q.d - q.c) * h - u) * h), (i = p ? Math.atan2(u - s, t - r) * w + v : this._initialRotations[e]), this._mod[f] && (i = this._mod[f](i, o)), n[f] ? o[f](i) : (o[f] = i)) } } }), q = p.prototype ;(p.bezierThrough = l), (p.cubicToQuadratic = i), (p._autoCSS = !0), (p.quadraticToCubic = function (a, b, c) { return new g(a, (2 * b + a) / 3, (2 * b + c) / 3, c) }), (p._cssRegister = function () { var a = f.CSSPlugin if (a) { var b = a._internals, c = b._parseToProxy, d = b._setPluginRatio, e = b.CSSPropTween b._registerComplexSpecialProp('bezier', { parser: function (a, b, f, g, h, i) { b instanceof Array && (b = { values: b }), (i = new p()) var j, k, l, m = b.values, n = m.length - 1, o = [], q = {} if (0 > n) return h for (j = 0; n >= j; j++) (l = c(a, m[j], g, h, i, n !== j)), (o[j] = l.end) for (k in b) q[k] = b[k] return ( (q.values = o), (h = new e(a, 'bezier', 0, 0, l.pt, 2)), (h.data = l), (h.plugin = i), (h.setRatio = d), 0 === q.autoRotate && (q.autoRotate = !0), !q.autoRotate || q.autoRotate instanceof Array || ((j = q.autoRotate === !0 ? 0 : Number(q.autoRotate)), (q.autoRotate = null != l.end.left ? [['left', 'top', 'rotation', j, !1]] : null != l.end.x ? [['x', 'y', 'rotation', j, !1]] : !1)), q.autoRotate && (g._transform || g._enableTransforms(!1), (l.autoRotate = g._target._gsTransform), (l.proxy.rotation = l.autoRotate.rotation || 0), g._overwriteProps.push('rotation')), i._onInitTween(l.proxy, q, g._tween), h ) } }) } }), (q._mod = function (a) { for (var b, c = this._overwriteProps, d = c.length; --d > -1; ) (b = a[c[d]]), b && 'function' == typeof b && (this._mod[c[d]] = b) }), (q._kill = function (a) { var b, c, d = this._props for (b in this._beziers) if (b in a) for (delete this._beziers[b], delete this._func[b], c = d.length; --c > -1; ) d[c] === b && d.splice(c, 1) if ((d = this._autoRotate)) for (c = d.length; --c > -1; ) a[d[c][2]] && d.splice(c, 1) return this._super._kill.call(this, a) }) })(), _gsScope._gsDefine( 'plugins.CSSPlugin', ['plugins.TweenPlugin', 'TweenLite'], function (a, b) { var c, d, e, f, g = function () { a.call(this, 'css'), (this._overwriteProps.length = 0), (this.setRatio = g.prototype.setRatio) }, h = _gsScope._gsDefine.globals, i = {}, j = (g.prototype = new a('css')) ;(j.constructor = g), (g.version = '2.1.0'), (g.API = 2), (g.defaultTransformPerspective = 0), (g.defaultSkewType = 'compensated'), (g.defaultSmoothOrigin = !0), (j = 'px'), (g.suffixMap = { top: j, right: j, bottom: j, left: j, width: j, height: j, fontSize: j, padding: j, margin: j, perspective: j, lineHeight: '' }) var k, l, m, n, o, p, q, r, s = /(?:\-|\.|\b)(\d|\.|e\-)+/g, t = /(?:\d|\-\d|\.\d|\-\.\d|\+=\d|\-=\d|\+=.\d|\-=\.\d)+/g, u = /(?:\+=|\-=|\-|\b)[\d\-\.]+[a-zA-Z0-9]*(?:%|\b)/gi, v = /(?![+-]?\d*\.?\d+|[+-]|e[+-]\d+)[^0-9]/g, w = /(?:\d|\-|\+|=|#|\.)*/g, x = /opacity *= *([^)]*)/i, y = /opacity:([^;]*)/i, z = /alpha\(opacity *=.+?\)/i, A = /^(rgb|hsl)/, B = /([A-Z])/g, C = /-([a-z])/gi, D = /(^(?:url\(\"|url\())|(?:(\"\))$|\)$)/gi, E = function (a, b) { return b.toUpperCase() }, F = /(?:Left|Right|Width)/i, G = /(M11|M12|M21|M22)=[\d\-\.e]+/gi, H = /progid\:DXImageTransform\.Microsoft\.Matrix\(.+?\)/i, I = /,(?=[^\)]*(?:\(|$))/gi, J = /[\s,\(]/i, K = Math.PI / 180, L = 180 / Math.PI, M = {}, N = { style: {} }, O = _gsScope.document || { createElement: function () { return N } }, P = function (a, b) { return b && O.createElementNS ? O.createElementNS(b, a) : O.createElement(a) }, Q = P('div'), R = P('img'), S = (g._internals = { _specialProps: i }), T = (_gsScope.navigator || {}).userAgent || '', U = (function () { var a = T.indexOf('Android'), b = P('a') return ( (m = -1 !== T.indexOf('Safari') && -1 === T.indexOf('Chrome') && (-1 === a || parseFloat(T.substr(a + 8, 2)) > 3)), (o = m && parseFloat(T.substr(T.indexOf('Version/') + 8, 2)) < 6), (n = -1 !== T.indexOf('Firefox')), (/MSIE ([0-9]{1,}[\.0-9]{0,})/.exec(T) || /Trident\/.*rv:([0-9]{1,}[\.0-9]{0,})/.exec(T)) && (p = parseFloat(RegExp.$1)), b ? ((b.style.cssText = 'top:1px;opacity:.55;'), /^0.55/.test(b.style.opacity)) : !1 ) })(), V = function (a) { return x.test('string' == typeof a ? a : (a.currentStyle ? a.currentStyle.filter : a.style.filter) || '') ? parseFloat(RegExp.$1) / 100 : 1 }, W = function (a) { _gsScope.console && console.log(a) }, X = '', Y = '', Z = function (a, b) { b = b || Q var c, d, e = b.style if (void 0 !== e[a]) return a for (a = a.charAt(0).toUpperCase() + a.substr(1), c = ['O', 'Moz', 'ms', 'Ms', 'Webkit'], d = 5; --d > -1 && void 0 === e[c[d] + a]; ); return d >= 0 ? ((Y = 3 === d ? 'ms' : c[d]), (X = '-' + Y.toLowerCase() + '-'), Y + a) : null }, $ = 'undefined' != typeof window ? window : O.defaultView || { getComputedStyle: function () {} }, _ = function (a) { return $.getComputedStyle(a) }, aa = (g.getStyle = function (a, b, c, d, e) { var f return U || 'opacity' !== b ? (!d && a.style[b] ? (f = a.style[b]) : (c = c || _(a)) ? (f = c[b] || c.getPropertyValue(b) || c.getPropertyValue(b.replace(B, '-$1').toLowerCase())) : a.currentStyle && (f = a.currentStyle[b]), null == e || (f && 'none' !== f && 'auto' !== f && 'auto auto' !== f) ? f : e) : V(a) }), ba = (S.convertToPixels = function (a, c, d, e, f) { if ('px' === e || (!e && 'lineHeight' !== c)) return d if ('auto' === e || !d) return 0 var h, i, j, k = F.test(c), l = a, m = Q.style, n = 0 > d, o = 1 === d if ((n && (d = -d), o && (d *= 100), 'lineHeight' !== c || e)) if ('%' === e && -1 !== c.indexOf('border')) h = (d / 100) * (k ? a.clientWidth : a.clientHeight) else { if ( ((m.cssText = 'border:0 solid red;position:' + aa(a, 'position') + ';line-height:0;'), '%' !== e && l.appendChild && 'v' !== e.charAt(0) && 'rem' !== e) ) m[k ? 'borderLeftWidth' : 'borderTopWidth'] = d + e else { if ( ((l = a.parentNode || O.body), -1 !== aa(l, 'display').indexOf('flex') && (m.position = 'absolute'), (i = l._gsCache), (j = b.ticker.frame), i && k && i.time === j) ) return (i.width * d) / 100 m[k ? 'width' : 'height'] = d + e } l.appendChild(Q), (h = parseFloat(Q[k ? 'offsetWidth' : 'offsetHeight'])), l.removeChild(Q), k && '%' === e && g.cacheWidths !== !1 && ((i = l._gsCache = l._gsCache || {}), (i.time = j), (i.width = (h / d) * 100)), 0 !== h || f || (h = ba(a, c, d, e, !0)) } else (i = _(a).lineHeight), (a.style.lineHeight = d), (h = parseFloat(_(a).lineHeight)), (a.style.lineHeight = i) return o && (h /= 100), n ? -h : h }), ca = (S.calculateOffset = function (a, b, c) { if ('absolute' !== aa(a, 'position', c)) return 0 var d = 'left' === b ? 'Left' : 'Top', e = aa(a, 'margin' + d, c) return a['offset' + d] - (ba(a, b, parseFloat(e), e.replace(w, '')) || 0) }), da = function (a, b) { var c, d, e, f = {} if ((b = b || _(a, null))) if ((c = b.length)) for (; --c > -1; ) (e = b[c]), (-1 === e.indexOf('-transform') || Ea === e) && (f[e.replace(C, E)] = b.getPropertyValue(e)) else for (c in b) (-1 === c.indexOf('Transform') || Da === c) && (f[c] = b[c]) else if ((b = a.currentStyle || a.style)) for (c in b) 'string' == typeof c && void 0 === f[c] && (f[c.replace(C, E)] = b[c]) return ( U || (f.opacity = V(a)), (d = Sa(a, b, !1)), (f.rotation = d.rotation), (f.skewX = d.skewX), (f.scaleX = d.scaleX), (f.scaleY = d.scaleY), (f.x = d.x), (f.y = d.y), Ga && ((f.z = d.z), (f.rotationX = d.rotationX), (f.rotationY = d.rotationY), (f.scaleZ = d.scaleZ)), f.filters && delete f.filters, f ) }, ea = function (a, b, c, d, e) { var f, g, h, i = {}, j = a.style for (g in c) 'cssText' !== g && 'length' !== g && isNaN(g) && (b[g] !== (f = c[g]) || (e && e[g])) && -1 === g.indexOf('Origin') && ('number' == typeof f || 'string' == typeof f) && ((i[g] = 'auto' !== f || ('left' !== g && 'top' !== g) ? ('' !== f && 'auto' !== f && 'none' !== f) || 'string' != typeof b[g] || '' === b[g].replace(v, '') ? f : 0 : ca(a, g)), void 0 !== j[g] && (h = new ta(j, g, j[g], h))) if (d) for (g in d) 'className' !== g && (i[g] = d[g]) return { difs: i, firstMPT: h } }, fa = { width: ['Left', 'Right'], height: ['Top', 'Bottom'] }, ga = ['marginLeft', 'marginRight', 'marginTop', 'marginBottom'], ha = function (a, b, c) { if ('svg' === (a.nodeName + '').toLowerCase()) return (c || _(a))[b] || 0 if (a.getCTM && Pa(a)) return a.getBBox()[b] || 0 var d = parseFloat('width' === b ? a.offsetWidth : a.offsetHeight), e = fa[b], f = e.length for (c = c || _(a, null); --f > -1; ) (d -= parseFloat(aa(a, 'padding' + e[f], c, !0)) || 0), (d -= parseFloat(aa(a, 'border' + e[f] + 'Width', c, !0)) || 0) return d }, ia = function (a, b) { if ('contain' === a || 'auto' === a || 'auto auto' === a) return a + ' ' ;(null == a || '' === a) && (a = '0 0') var c, d = a.split(' '), e = -1 !== a.indexOf('left') ? '0%' : -1 !== a.indexOf('right') ? '100%' : d[0], f = -1 !== a.indexOf('top') ? '0%' : -1 !== a.indexOf('bottom') ? '100%' : d[1] if (d.length > 3 && !b) { for (d = a.split(', ').join(',').split(','), a = [], c = 0; c < d.length; c++) a.push(ia(d[c])) return a.join(',') } return ( null == f ? (f = 'center' === e ? '50%' : '0') : 'center' === f && (f = '50%'), ('center' === e || (isNaN(parseFloat(e)) && -1 === (e + '').indexOf('='))) && (e = '50%'), (a = e + ' ' + f + (d.length > 2 ? ' ' + d[2] : '')), b && ((b.oxp = -1 !== e.indexOf('%')), (b.oyp = -1 !== f.indexOf('%')), (b.oxr = '=' === e.charAt(1)), (b.oyr = '=' === f.charAt(1)), (b.ox = parseFloat(e.replace(v, ''))), (b.oy = parseFloat(f.replace(v, ''))), (b.v = a)), b || a ) }, ja = function (a, b) { return ( 'function' == typeof a && (a = a(r, q)), 'string' == typeof a && '=' === a.charAt(1) ? parseInt(a.charAt(0) + '1', 10) * parseFloat(a.substr(2)) : parseFloat(a) - parseFloat(b) || 0 ) }, ka = function (a, b) { 'function' == typeof a && (a = a(r, q)) var c = 'string' == typeof a && '=' === a.charAt(1) return ( 'string' == typeof a && 'v' === a.charAt(a.length - 2) && (a = (c ? a.substr(0, 2) : 0) + window['inner' + ('vh' === a.substr(-2) ? 'Height' : 'Width')] * (parseFloat(c ? a.substr(2) : a) / 100)), null == a ? b : c ? parseInt(a.charAt(0) + '1', 10) * parseFloat(a.substr(2)) + b : parseFloat(a) || 0 ) }, la = function (a, b, c, d) { var e, f, g, h, i, j = 1e-6 return ( 'function' == typeof a && (a = a(r, q)), null == a ? (h = b) : 'number' == typeof a ? (h = a) : ((e = 360), (f = a.split('_')), (i = '=' === a.charAt(1)), (g = (i ? parseInt(a.charAt(0) + '1', 10) * parseFloat(f[0].substr(2)) : parseFloat(f[0])) * (-1 === a.indexOf('rad') ? 1 : L) - (i ? 0 : b)), f.length && (d && (d[c] = b + g), -1 !== a.indexOf('short') && ((g %= e), g !== g % (e / 2) && (g = 0 > g ? g + e : g - e)), -1 !== a.indexOf('_cw') && 0 > g ? (g = ((g + 9999999999 * e) % e) - ((g / e) | 0) * e) : -1 !== a.indexOf('ccw') && g > 0 && (g = ((g - 9999999999 * e) % e) - ((g / e) | 0) * e)), (h = b + g)), j > h && h > -j && (h = 0), h ) }, ma = { aqua: [0, 255, 255], lime: [0, 255, 0], silver: [192, 192, 192], black: [0, 0, 0], maroon: [128, 0, 0], teal: [0, 128, 128], blue: [0, 0, 255], navy: [0, 0, 128], white: [255, 255, 255], fuchsia: [255, 0, 255], olive: [128, 128, 0], yellow: [255, 255, 0], orange: [255, 165, 0], gray: [128, 128, 128], purple: [128, 0, 128], green: [0, 128, 0], red: [255, 0, 0], pink: [255, 192, 203], cyan: [0, 255, 255], transparent: [255, 255, 255, 0] }, na = function (a, b, c) { return ( (a = 0 > a ? a + 1 : a > 1 ? a - 1 : a), (255 * (1 > 6 * a ? b + (c - b) * a * 6 : 0.5 > a ? c : 2 > 3 * a ? b + (c - b) * (2 / 3 - a) * 6 : b) + 0.5) | 0 ) }, oa = (g.parseColor = function (a, b) { var c, d, e, f, g, h, i, j, k, l, m if (a) if ('number' == typeof a) c = [a >> 16, (a >> 8) & 255, 255 & a] else { if ((',' === a.charAt(a.length - 1) && (a = a.substr(0, a.length - 1)), ma[a])) c = ma[a] else if ('#' === a.charAt(0)) 4 === a.length && ((d = a.charAt(1)), (e = a.charAt(2)), (f = a.charAt(3)), (a = '#' + d + d + e + e + f + f)), (a = parseInt(a.substr(1), 16)), (c = [a >> 16, (a >> 8) & 255, 255 & a]) else if ('hsl' === a.substr(0, 3)) if (((c = m = a.match(s)), b)) { if (-1 !== a.indexOf('=')) return a.match(t) } else (g = (Number(c[0]) % 360) / 360), (h = Number(c[1]) / 100), (i = Number(c[2]) / 100), (e = 0.5 >= i ? i * (h + 1) : i + h - i * h), (d = 2 * i - e), c.length > 3 && (c[3] = Number(c[3])), (c[0] = na(g + 1 / 3, d, e)), (c[1] = na(g, d, e)), (c[2] = na(g - 1 / 3, d, e)) else c = a.match(s) || ma.transparent ;(c[0] = Number(c[0])), (c[1] = Number(c[1])), (c[2] = Number(c[2])), c.length > 3 && (c[3] = Number(c[3])) } else c = ma.black return ( b && !m && ((d = c[0] / 255), (e = c[1] / 255), (f = c[2] / 255), (j = Math.max(d, e, f)), (k = Math.min(d, e, f)), (i = (j + k) / 2), j === k ? (g = h = 0) : ((l = j - k), (h = i > 0.5 ? l / (2 - j - k) : l / (j + k)), (g = j === d ? (e - f) / l + (f > e ? 6 : 0) : j === e ? (f - d) / l + 2 : (d - e) / l + 4), (g *= 60)), (c[0] = (g + 0.5) | 0), (c[1] = (100 * h + 0.5) | 0), (c[2] = (100 * i + 0.5) | 0)), c ) }), pa = function (a, b) { var c, d, e, f = a.match(qa) || [], g = 0, h = '' if (!f.length) return a for (c = 0; c < f.length; c++) (d = f[c]), (e = a.substr(g, a.indexOf(d, g) - g)), (g += e.length + d.length), (d = oa(d, b)), 3 === d.length && d.push(1), (h += e + (b ? 'hsla(' + d[0] + ',' + d[1] + '%,' + d[2] + '%,' + d[3] : 'rgba(' + d.join(',')) + ')') return h + a.substr(g) }, qa = '(?:\\b(?:(?:rgb|rgba|hsl|hsla)\\(.+?\\))|\\B#(?:[0-9a-f]{3}){1,2}\\b' for (j in ma) qa += '|' + j + '\\b' ;(qa = new RegExp(qa + ')', 'gi')), (g.colorStringFilter = function (a) { var b, c = a[0] + ' ' + a[1] qa.test(c) && ((b = -1 !== c.indexOf('hsl(') || -1 !== c.indexOf('hsla(')), (a[0] = pa(a[0], b)), (a[1] = pa(a[1], b))), (qa.lastIndex = 0) }), b.defaultStringFilter || (b.defaultStringFilter = g.colorStringFilter) var ra = function (a, b, c, d) { if (null == a) return function (a) { return a } var e, f = b ? (a.match(qa) || [''])[0] : '', g = a.split(f).join('').match(u) || [], h = a.substr(0, a.indexOf(g[0])), i = ')' === a.charAt(a.length - 1) ? ')' : '', j = -1 !== a.indexOf(' ') ? ' ' : ',', k = g.length, l = k > 0 ? g[0].replace(s, '') : '' return k ? (e = b ? function (a) { var b, m, n, o if ('number' == typeof a) a += l else if (d && I.test(a)) { for (o = a.replace(I, '|').split('|'), n = 0; n < o.length; n++) o[n] = e(o[n]) return o.join(',') } if (((b = (a.match(qa) || [f])[0]), (m = a.split(b).join('').match(u) || []), (n = m.length), k > n--)) for (; ++n < k; ) m[n] = c ? m[((n - 1) / 2) | 0] : g[n] return h + m.join(j) + j + b + i + (-1 !== a.indexOf('inset') ? ' inset' : '') } : function (a) { var b, f, m if ('number' == typeof a) a += l else if (d && I.test(a)) { for (f = a.replace(I, '|').split('|'), m = 0; m < f.length; m++) f[m] = e(f[m]) return f.join(',') } if (((b = a.match(u) || []), (m = b.length), k > m--)) for (; ++m < k; ) b[m] = c ? b[((m - 1) / 2) | 0] : g[m] return h + b.join(j) + i }) : function (a) { return a } }, sa = function (a) { return ( (a = a.split(',')), function (b, c, d, e, f, g, h) { var i, j = (c + '').split(' ') for (h = {}, i = 0; 4 > i; i++) h[a[i]] = j[i] = j[i] || j[((i - 1) / 2) >> 0] return e.parse(b, h, f, g) } ) }, ta = ((S._setPluginRatio = function (a) { this.plugin.setRatio(a) for (var b, c, d, e, f, g = this.data, h = g.proxy, i = g.firstMPT, j = 1e-6; i; ) (b = h[i.v]), i.r ? (b = i.r(b)) : j > b && b > -j && (b = 0), (i.t[i.p] = b), (i = i._next) if ((g.autoRotate && (g.autoRotate.rotation = g.mod ? g.mod.call(this._tween, h.rotation, this.t, this._tween) : h.rotation), 1 === a || 0 === a)) for (i = g.firstMPT, f = 1 === a ? 'e' : 'b'; i; ) { if (((c = i.t), c.type)) { if (1 === c.type) { for (e = c.xs0 + c.s + c.xs1, d = 1; d < c.l; d++) e += c['xn' + d] + c['xs' + (d + 1)] c[f] = e } } else c[f] = c.s + c.xs0 i = i._next } }), function (a, b, c, d, e) { ;(this.t = a), (this.p = b), (this.v = c), (this.r = e), d && ((d._prev = this), (this._next = d)) }), ua = ((S._parseToProxy = function (a, b, c, d, e, f) { var g, h, i, j, k, l = d, m = {}, n = {}, o = c._transform, p = M for ( c._transform = null, M = b, d = k = c.parse(a, b, d, e), M = p, f && ((c._transform = o), l && ((l._prev = null), l._prev && (l._prev._next = null))); d && d !== l; ) { if (d.type <= 1 && ((h = d.p), (n[h] = d.s + d.c), (m[h] = d.s), f || ((j = new ta(d, 's', h, j, d.r)), (d.c = 0)), 1 === d.type)) for (g = d.l; --g > 0; ) (i = 'xn' + g), (h = d.p + '_' + i), (n[h] = d.data[i]), (m[h] = d[i]), f || (j = new ta(d, i, h, j, d.rxp[i])) d = d._next } return { proxy: m, end: n, firstMPT: j, pt: k } }), (S.CSSPropTween = function (a, b, d, e, g, h, i, j, k, l, m) { ;(this.t = a), (this.p = b), (this.s = d), (this.c = e), (this.n = i || b), a instanceof ua || f.push(this.n), (this.r = j ? ('function' == typeof j ? j : Math.round) : j), (this.type = h || 0), k && ((this.pr = k), (c = !0)), (this.b = void 0 === l ? d : l), (this.e = void 0 === m ? d + e : m), g && ((this._next = g), (g._prev = this)) })), va = function (a, b, c, d, e, f) { var g = new ua(a, b, c, d - c, e, -1, f) return (g.b = c), (g.e = g.xs0 = d), g }, wa = (g.parseComplex = function (a, b, c, d, e, f, h, i, j, l) { ;(c = c || f || ''), 'function' == typeof d && (d = d(r, q)), (h = new ua(a, b, 0, 0, h, l ? 2 : 1, null, !1, i, c, d)), (d += ''), e && qa.test(d + c) && ((d = [c, d]), g.colorStringFilter(d), (c = d[0]), (d = d[1])) var m, n, o, p, u, v, w, x, y, z, A, B, C, D = c.split(', ').join(',').split(' '), E = d.split(', ').join(',').split(' '), F = D.length, G = k !== !1 for ( (-1 !== d.indexOf(',') || -1 !== c.indexOf(',')) && (-1 !== (d + c).indexOf('rgb') || -1 !== (d + c).indexOf('hsl') ? ((D = D.join(' ').replace(I, ', ').split(' ')), (E = E.join(' ').replace(I, ', ').split(' '))) : ((D = D.join(' ').split(',').join(', ').split(' ')), (E = E.join(' ').split(',').join(', ').split(' '))), (F = D.length)), F !== E.length && ((D = (f || '').split(' ')), (F = D.length)), h.plugin = j, h.setRatio = l, qa.lastIndex = 0, m = 0; F > m; m++ ) if (((p = D[m]), (u = E[m] + ''), (x = parseFloat(p)), x || 0 === x)) h.appendXtra('', x, ja(u, x), u.replace(t, ''), G && -1 !== u.indexOf('px') ? Math.round : !1, !0) else if (e && qa.test(p)) (B = u.indexOf(')') + 1), (B = ')' + (B ? u.substr(B) : '')), (C = -1 !== u.indexOf('hsl') && U), (z = u), (p = oa(p, C)), (u = oa(u, C)), (y = p.length + u.length > 6), y && !U && 0 === u[3] ? ((h['xs' + h.l] += h.l ? ' transparent' : 'transparent'), (h.e = h.e.split(E[m]).join('transparent'))) : (U || (y = !1), C ? h .appendXtra(z.substr(0, z.indexOf('hsl')) + (y ? 'hsla(' : 'hsl('), p[0], ja(u[0], p[0]), ',', !1, !0) .appendXtra('', p[1], ja(u[1], p[1]), '%,', !1) .appendXtra('', p[2], ja(u[2], p[2]), y ? '%,' : '%' + B, !1) : h .appendXtra(z.substr(0, z.indexOf('rgb')) + (y ? 'rgba(' : 'rgb('), p[0], u[0] - p[0], ',', Math.round, !0) .appendXtra('', p[1], u[1] - p[1], ',', Math.round) .appendXtra('', p[2], u[2] - p[2], y ? ',' : B, Math.round), y && ((p = p.length < 4 ? 1 : p[3]), h.appendXtra('', p, (u.length < 4 ? 1 : u[3]) - p, B, !1))), (qa.lastIndex = 0) else if ((v = p.match(s))) { if (((w = u.match(t)), !w || w.length !== v.length)) return h for (o = 0, n = 0; n < v.length; n++) (A = v[n]), (z = p.indexOf(A, o)), h.appendXtra(p.substr(o, z - o), Number(A), ja(w[n], A), '', G && 'px' === p.substr(z + A.length, 2) ? Math.round : !1, 0 === n), (o = z + A.length) h['xs' + h.l] += p.substr(o) } else h['xs' + h.l] += h.l || h['xs' + h.l] ? ' ' + u : u if (-1 !== d.indexOf('=') && h.data) { for (B = h.xs0 + h.data.s, m = 1; m < h.l; m++) B += h['xs' + m] + h.data['xn' + m] h.e = B + h['xs' + m] } return h.l || ((h.type = -1), (h.xs0 = h.e)), h.xfirst || h }), xa = 9 for (j = ua.prototype, j.l = j.pr = 0; --xa > 0; ) (j['xn' + xa] = 0), (j['xs' + xa] = '') ;(j.xs0 = ''), (j._next = j._prev = j.xfirst = j.data = j.plugin = j.setRatio = j.rxp = null), (j.appendXtra = function (a, b, c, d, e, f) { var g = this, h = g.l return ( (g['xs' + h] += f && (h || g['xs' + h]) ? ' ' + a : a || ''), c || 0 === h || g.plugin ? (g.l++, (g.type = g.setRatio ? 2 : 1), (g['xs' + g.l] = d || ''), h > 0 ? ((g.data['xn' + h] = b + c), (g.rxp['xn' + h] = e), (g['xn' + h] = b), g.plugin || ((g.xfirst = new ua(g, 'xn' + h, b, c, g.xfirst || g, 0, g.n, e, g.pr)), (g.xfirst.xs0 = 0)), g) : ((g.data = { s: b + c }), (g.rxp = {}), (g.s = b), (g.c = c), (g.r = e), g)) : ((g['xs' + h] += b + (d || '')), g) ) }) var ya = function (a, b) { ;(b = b || {}), (this.p = b.prefix ? Z(a) || a : a), (i[a] = i[this.p] = this), (this.format = b.formatter || ra(b.defaultValue, b.color, b.collapsible, b.multi)), b.parser && (this.parse = b.parser), (this.clrs = b.color), (this.multi = b.multi), (this.keyword = b.keyword), (this.dflt = b.defaultValue), (this.allowFunc = b.allowFunc), (this.pr = b.priority || 0) }, za = (S._registerComplexSpecialProp = function (a, b, c) { 'object' != typeof b && (b = { parser: c }) var d, e, f = a.split(','), g = b.defaultValue for (c = c || [g], d = 0; d < f.length; d++) (b.prefix = 0 === d && b.prefix), (b.defaultValue = c[d] || g), (e = new ya(f[d], b)) }), Aa = (S._registerPluginProp = function (a) { if (!i[a]) { var b = a.charAt(0).toUpperCase() + a.substr(1) + 'Plugin' za(a, { parser: function (a, c, d, e, f, g, j) { var k = h.com.greensock.plugins[b] return k ? (k._cssRegister(), i[d].parse(a, c, d, e, f, g, j)) : (W('Error: ' + b + ' js file not loaded.'), f) } }) } }) ;(j = ya.prototype), (j.parseComplex = function (a, b, c, d, e, f) { var g, h, i, j, k, l, m = this.keyword if ((this.multi && (I.test(c) || I.test(b) ? ((h = b.replace(I, '|').split('|')), (i = c.replace(I, '|').split('|'))) : m && ((h = [b]), (i = [c]))), i)) { for (j = i.length > h.length ? i.length : h.length, g = 0; j > g; g++) (b = h[g] = h[g] || this.dflt), (c = i[g] = i[g] || this.dflt), m && ((k = b.indexOf(m)), (l = c.indexOf(m)), k !== l && (-1 === l ? (h[g] = h[g].split(m).join('')) : -1 === k && (h[g] += ' ' + m))) ;(b = h.join(', ')), (c = i.join(', ')) } return wa(a, this.p, b, c, this.clrs, this.dflt, d, this.pr, e, f) }), (j.parse = function (a, b, c, d, f, g, h) { return this.parseComplex(a.style, this.format(aa(a, this.p, e, !1, this.dflt)), this.format(b), f, g) }), (g.registerSpecialProp = function (a, b, c) { za(a, { parser: function (a, d, e, f, g, h, i) { var j = new ua(a, e, 0, 0, g, 2, e, !1, c) return (j.plugin = h), (j.setRatio = b(a, d, f._tween, e)), j }, priority: c }) }), (g.useSVGTransformAttr = !0) var Ba, Ca = 'scaleX,scaleY,scaleZ,x,y,z,skewX,skewY,rotation,rotationX,rotationY,perspective,xPercent,yPercent'.split(','), Da = Z('transform'), Ea = X + 'transform', Fa = Z('transformOrigin'), Ga = null !== Z('perspective'), Ha = (S.Transform = function () { ;(this.perspective = parseFloat(g.defaultTransformPerspective) || 0), (this.force3D = g.defaultForce3D !== !1 && Ga ? g.defaultForce3D || 'auto' : !1) }), Ia = _gsScope.SVGElement, Ja = function (a, b, c) { var d, e = O.createElementNS('http://www.w3.org/2000/svg', a), f = /([a-z])([A-Z])/g for (d in c) e.setAttributeNS(null, d.replace(f, '$1-$2').toLowerCase(), c[d]) return b.appendChild(e), e }, Ka = O.documentElement || {}, La = (function () { var a, b, c, d = p || (/Android/i.test(T) && !_gsScope.chrome) return ( O.createElementNS && !d && ((a = Ja('svg', Ka)), (b = Ja('rect', a, { width: 100, height: 50, x: 100 })), (c = b.getBoundingClientRect().width), (b.style[Fa] = '50% 50%'), (b.style[Da] = 'scaleX(0.5)'), (d = c === b.getBoundingClientRect().width && !(n && Ga)), Ka.removeChild(a)), d ) })(), Ma = function (a, b, c, d, e, f) { var h, i, j, k, l, m, n, o, p, q, r, s, t, u, v = a._gsTransform, w = Ra(a, !0) v && ((t = v.xOrigin), (u = v.yOrigin)), (!d || (h = d.split(' ')).length < 2) && ((n = a.getBBox()), 0 === n.x && 0 === n.y && n.width + n.height === 0 && (n = { x: parseFloat(a.hasAttribute('x') ? a.getAttribute('x') : a.hasAttribute('cx') ? a.getAttribute('cx') : 0) || 0, y: parseFloat(a.hasAttribute('y') ? a.getAttribute('y') : a.hasAttribute('cy') ? a.getAttribute('cy') : 0) || 0, width: 0, height: 0 }), (b = ia(b).split(' ')), (h = [ (-1 !== b[0].indexOf('%') ? (parseFloat(b[0]) / 100) * n.width : parseFloat(b[0])) + n.x, (-1 !== b[1].indexOf('%') ? (parseFloat(b[1]) / 100) * n.height : parseFloat(b[1])) + n.y ])), (c.xOrigin = k = parseFloat(h[0])), (c.yOrigin = l = parseFloat(h[1])), d && w !== Qa && ((m = w[0]), (n = w[1]), (o = w[2]), (p = w[3]), (q = w[4]), (r = w[5]), (s = m * p - n * o), s && ((i = k * (p / s) + l * (-o / s) + (o * r - p * q) / s), (j = k * (-n / s) + l * (m / s) - (m * r - n * q) / s), (k = c.xOrigin = h[0] = i), (l = c.yOrigin = h[1] = j))), v && (f && ((c.xOffset = v.xOffset), (c.yOffset = v.yOffset), (v = c)), e || (e !== !1 && g.defaultSmoothOrigin !== !1) ? ((i = k - t), (j = l - u), (v.xOffset += i * w[0] + j * w[2] - i), (v.yOffset += i * w[1] + j * w[3] - j)) : (v.xOffset = v.yOffset = 0)), f || a.setAttribute('data-svg-origin', h.join(' ')) }, Na = function (a) { var b, c = P('svg', (this.ownerSVGElement && this.ownerSVGElement.getAttribute('xmlns')) || 'http://www.w3.org/2000/svg'), d = this.parentNode, e = this.nextSibling, f = this.style.cssText if ((Ka.appendChild(c), c.appendChild(this), (this.style.display = 'block'), a)) try { ;(b = this.getBBox()), (this._originalGetBBox = this.getBBox), (this.getBBox = Na) } catch (g) {} else this._originalGetBBox && (b = this._originalGetBBox()) return e ? d.insertBefore(this, e) : d.appendChild(this), Ka.removeChild(c), (this.style.cssText = f), b }, Oa = function (a) { try { return a.getBBox() } catch (b) { return Na.call(a, !0) } }, Pa = function (a) { return !(!Ia || !a.getCTM || (a.parentNode && !a.ownerSVGElement) || !Oa(a)) }, Qa = [1, 0, 0, 1, 0, 0], Ra = function (a, b) { var c, d, e, f, g, h, i, j = a._gsTransform || new Ha(), k = 1e5, l = a.style if ( (Da ? (d = aa(a, Ea, null, !0)) : a.currentStyle && ((d = a.currentStyle.filter.match(G)), (d = d && 4 === d.length ? [d[0].substr(4), Number(d[2].substr(4)), Number(d[1].substr(4)), d[3].substr(4), j.x || 0, j.y || 0].join(',') : '')), (c = !d || 'none' === d || 'matrix(1, 0, 0, 1, 0, 0)' === d), Da && c && !a.offsetParent && ((f = l.display), (l.display = 'block'), (i = a.parentNode), (i && a.offsetParent) || ((g = 1), (h = a.nextSibling), Ka.appendChild(a)), (d = aa(a, Ea, null, !0)), (c = !d || 'none' === d || 'matrix(1, 0, 0, 1, 0, 0)' === d), f ? (l.display = f) : Wa(l, 'display'), g && (h ? i.insertBefore(a, h) : i ? i.appendChild(a) : Ka.removeChild(a))), (j.svg || (a.getCTM && Pa(a))) && (c && -1 !== (l[Da] + '').indexOf('matrix') && ((d = l[Da]), (c = 0)), (e = a.getAttribute('transform')), c && e && ((e = a.transform.baseVal.consolidate().matrix), (d = 'matrix(' + e.a + ',' + e.b + ',' + e.c + ',' + e.d + ',' + e.e + ',' + e.f + ')'), (c = 0))), c) ) return Qa for (e = (d || '').match(s) || [], xa = e.length; --xa > -1; ) (f = Number(e[xa])), (e[xa] = (g = f - (f |= 0)) ? ((g * k + (0 > g ? -0.5 : 0.5)) | 0) / k + f : f) return b && e.length > 6 ? [e[0], e[1], e[4], e[5], e[12], e[13]] : e }, Sa = (S.getTransform = function (a, c, d, e) { if (a._gsTransform && d && !e) return a._gsTransform var f, h, i, j, k, l, m = d ? a._gsTransform || new Ha() : new Ha(), n = m.scaleX < 0, o = 2e-5, p = 1e5, q = Ga ? parseFloat(aa(a, Fa, c, !1, '0 0 0').split(' ')[2]) || m.zOrigin || 0 : 0, r = parseFloat(g.defaultTransformPerspective) || 0 if ( ((m.svg = !(!a.getCTM || !Pa(a))), m.svg && (Ma(a, aa(a, Fa, c, !1, '50% 50%') + '', m, a.getAttribute('data-svg-origin')), (Ba = g.useSVGTransformAttr || La)), (f = Ra(a)), f !== Qa) ) { if (16 === f.length) { var s, t, u, v, w, x = f[0], y = f[1], z = f[2], A = f[3], B = f[4], C = f[5], D = f[6], E = f[7], F = f[8], G = f[9], H = f[10], I = f[12], J = f[13], K = f[14], M = f[11], N = Math.atan2(D, H) m.zOrigin && ((K = -m.zOrigin), (I = F * K - f[12]), (J = G * K - f[13]), (K = H * K + m.zOrigin - f[14])), (m.rotationX = N * L), N && ((v = Math.cos(-N)), (w = Math.sin(-N)), (s = B * v + F * w), (t = C * v + G * w), (u = D * v + H * w), (F = B * -w + F * v), (G = C * -w + G * v), (H = D * -w + H * v), (M = E * -w + M * v), (B = s), (C = t), (D = u)), (N = Math.atan2(-z, H)), (m.rotationY = N * L), N && ((v = Math.cos(-N)), (w = Math.sin(-N)), (s = x * v - F * w), (t = y * v - G * w), (u = z * v - H * w), (G = y * w + G * v), (H = z * w + H * v), (M = A * w + M * v), (x = s), (y = t), (z = u)), (N = Math.atan2(y, x)), (m.rotation = N * L), N && ((v = Math.cos(N)), (w = Math.sin(N)), (s = x * v + y * w), (t = B * v + C * w), (u = F * v + G * w), (y = y * v - x * w), (C = C * v - B * w), (G = G * v - F * w), (x = s), (B = t), (F = u)), m.rotationX && Math.abs(m.rotationX) + Math.abs(m.rotation) > 359.9 && ((m.rotationX = m.rotation = 0), (m.rotationY = 180 - m.rotationY)), (N = Math.atan2(B, C)), (m.scaleX = ((Math.sqrt(x * x + y * y + z * z) * p + 0.5) | 0) / p), (m.scaleY = ((Math.sqrt(C * C + D * D) * p + 0.5) | 0) / p), (m.scaleZ = ((Math.sqrt(F * F + G * G + H * H) * p + 0.5) | 0) / p), (x /= m.scaleX), (B /= m.scaleY), (y /= m.scaleX), (C /= m.scaleY), Math.abs(N) > o ? ((m.skewX = N * L), (B = 0), 'simple' !== m.skewType && (m.scaleY *= 1 / Math.cos(N))) : (m.skewX = 0), (m.perspective = M ? 1 / (0 > M ? -M : M) : 0), (m.x = I), (m.y = J), (m.z = K), m.svg && ((m.x -= m.xOrigin - (m.xOrigin * x - m.yOrigin * B)), (m.y -= m.yOrigin - (m.yOrigin * y - m.xOrigin * C))) } else if (!Ga || e || !f.length || m.x !== f[4] || m.y !== f[5] || (!m.rotationX && !m.rotationY)) { var O = f.length >= 6, P = O ? f[0] : 1, Q = f[1] || 0, R = f[2] || 0, S = O ? f[3] : 1 ;(m.x = f[4] || 0), (m.y = f[5] || 0), (i = Math.sqrt(P * P + Q * Q)), (j = Math.sqrt(S * S + R * R)), (k = P || Q ? Math.atan2(Q, P) * L : m.rotation || 0), (l = R || S ? Math.atan2(R, S) * L + k : m.skewX || 0), (m.scaleX = i), (m.scaleY = j), (m.rotation = k), (m.skewX = l), Ga && ((m.rotationX = m.rotationY = m.z = 0), (m.perspective = r), (m.scaleZ = 1)), m.svg && ((m.x -= m.xOrigin - (m.xOrigin * P + m.yOrigin * R)), (m.y -= m.yOrigin - (m.xOrigin * Q + m.yOrigin * S))) } Math.abs(m.skewX) > 90 && Math.abs(m.skewX) < 270 && (n ? ((m.scaleX *= -1), (m.skewX += m.rotation <= 0 ? 180 : -180), (m.rotation += m.rotation <= 0 ? 180 : -180)) : ((m.scaleY *= -1), (m.skewX += m.skewX <= 0 ? 180 : -180))), (m.zOrigin = q) for (h in m) m[h] < o && m[h] > -o && (m[h] = 0) } return ( d && ((a._gsTransform = m), m.svg && (Ba && a.style[Da] ? b.delayedCall(0.001, function () { Wa(a.style, Da) }) : !Ba && a.getAttribute('transform') && b.delayedCall(0.001, function () { a.removeAttribute('transform') }))), m ) }), Ta = function (a) { var b, c, d = this.data, e = -d.rotation * K, f = e + d.skewX * K, g = 1e5, h = ((Math.cos(e) * d.scaleX * g) | 0) / g, i = ((Math.sin(e) * d.scaleX * g) | 0) / g, j = ((Math.sin(f) * -d.scaleY * g) | 0) / g, k = ((Math.cos(f) * d.scaleY * g) | 0) / g, l = this.t.style, m = this.t.currentStyle if (m) { ;(c = i), (i = -j), (j = -c), (b = m.filter), (l.filter = '') var n, o, q = this.t.offsetWidth, r = this.t.offsetHeight, s = 'absolute' !== m.position, t = 'progid:DXImageTransform.Microsoft.Matrix(M11=' + h + ', M12=' + i + ', M21=' + j + ', M22=' + k, u = d.x + (q * d.xPercent) / 100, v = d.y + (r * d.yPercent) / 100 if ( (null != d.ox && ((n = (d.oxp ? q * d.ox * 0.01 : d.ox) - q / 2), (o = (d.oyp ? r * d.oy * 0.01 : d.oy) - r / 2), (u += n - (n * h + o * i)), (v += o - (n * j + o * k))), s ? ((n = q / 2), (o = r / 2), (t += ', Dx=' + (n - (n * h + o * i) + u) + ', Dy=' + (o - (n * j + o * k) + v) + ')')) : (t += ", sizingMethod='auto expand')"), -1 !== b.indexOf('DXImageTransform.Microsoft.Matrix(') ? (l.filter = b.replace(H, t)) : (l.filter = t + ' ' + b), (0 === a || 1 === a) && 1 === h && 0 === i && 0 === j && 1 === k && ((s && -1 === t.indexOf('Dx=0, Dy=0')) || (x.test(b) && 100 !== parseFloat(RegExp.$1)) || (-1 === b.indexOf(b.indexOf('Alpha')) && l.removeAttribute('filter'))), !s) ) { var y, z, A, B = 8 > p ? 1 : -1 for ( n = d.ieOffsetX || 0, o = d.ieOffsetY || 0, d.ieOffsetX = Math.round((q - ((0 > h ? -h : h) * q + (0 > i ? -i : i) * r)) / 2 + u), d.ieOffsetY = Math.round((r - ((0 > k ? -k : k) * r + (0 > j ? -j : j) * q)) / 2 + v), xa = 0; 4 > xa; xa++ ) (z = ga[xa]), (y = m[z]), (c = -1 !== y.indexOf('px') ? parseFloat(y) : ba(this.t, z, parseFloat(y), y.replace(w, '')) || 0), (A = c !== d[z] ? (2 > xa ? -d.ieOffsetX : -d.ieOffsetY) : 2 > xa ? n - d.ieOffsetX : o - d.ieOffsetY), (l[z] = (d[z] = Math.round(c - A * (0 === xa || 2 === xa ? 1 : B))) + 'px') } } }, Ua = (S.set3DTransformRatio = S.setTransformRatio = function (a) { var b, c, d, e, f, g, h, i, j, k, l, m, o, p, q, r, s, t, u, v, w, x, y, z = this.data, A = this.t.style, B = z.rotation, C = z.rotationX, D = z.rotationY, E = z.scaleX, F = z.scaleY, G = z.scaleZ, H = z.x, I = z.y, J = z.z, L = z.svg, M = z.perspective, N = z.force3D, O = z.skewY, P = z.skewX if ( (O && ((P += O), (B += O)), ((((1 === a || 0 === a) && 'auto' === N && (this.tween._totalTime === this.tween._totalDuration || !this.tween._totalTime)) || !N) && !J && !M && !D && !C && 1 === G) || (Ba && L) || !Ga) ) return void (B || P || L ? ((B *= K), (x = P * K), (y = 1e5), (c = Math.cos(B) * E), (f = Math.sin(B) * E), (d = Math.sin(B - x) * -F), (g = Math.cos(B - x) * F), x && 'simple' === z.skewType && ((b = Math.tan(x - O * K)), (b = Math.sqrt(1 + b * b)), (d *= b), (g *= b), O && ((b = Math.tan(O * K)), (b = Math.sqrt(1 + b * b)), (c *= b), (f *= b))), L && ((H += z.xOrigin - (z.xOrigin * c + z.yOrigin * d) + z.xOffset), (I += z.yOrigin - (z.xOrigin * f + z.yOrigin * g) + z.yOffset), Ba && (z.xPercent || z.yPercent) && ((q = this.t.getBBox()), (H += 0.01 * z.xPercent * q.width), (I += 0.01 * z.yPercent * q.height)), (q = 1e-6), q > H && H > -q && (H = 0), q > I && I > -q && (I = 0)), (u = ((c * y) | 0) / y + ',' + ((f * y) | 0) / y + ',' + ((d * y) | 0) / y + ',' + ((g * y) | 0) / y + ',' + H + ',' + I + ')'), L && Ba ? this.t.setAttribute('transform', 'matrix(' + u) : (A[Da] = (z.xPercent || z.yPercent ? 'translate(' + z.xPercent + '%,' + z.yPercent + '%) matrix(' : 'matrix(') + u)) : (A[Da] = (z.xPercent || z.yPercent ? 'translate(' + z.xPercent + '%,' + z.yPercent + '%) matrix(' : 'matrix(') + E + ',0,0,' + F + ',' + H + ',' + I + ')')) if ((n && ((q = 1e-4), q > E && E > -q && (E = G = 2e-5), q > F && F > -q && (F = G = 2e-5), !M || z.z || z.rotationX || z.rotationY || (M = 0)), B || P)) (B *= K), (r = c = Math.cos(B)), (s = f = Math.sin(B)), P && ((B -= P * K), (r = Math.cos(B)), (s = Math.sin(B)), 'simple' === z.skewType && ((b = Math.tan((P - O) * K)), (b = Math.sqrt(1 + b * b)), (r *= b), (s *= b), z.skewY && ((b = Math.tan(O * K)), (b = Math.sqrt(1 + b * b)), (c *= b), (f *= b)))), (d = -s), (g = r) else { if (!(D || C || 1 !== G || M || L)) return void (A[Da] = (z.xPercent || z.yPercent ? 'translate(' + z.xPercent + '%,' + z.yPercent + '%) translate3d(' : 'translate3d(') + H + 'px,' + I + 'px,' + J + 'px)' + (1 !== E || 1 !== F ? ' scale(' + E + ',' + F + ')' : '')) ;(c = g = 1), (d = f = 0) } ;(k = 1), (e = h = i = j = l = m = 0), (o = M ? -1 / M : 0), (p = z.zOrigin), (q = 1e-6), (v = ','), (w = '0'), (B = D * K), B && ((r = Math.cos(B)), (s = Math.sin(B)), (i = -s), (l = o * -s), (e = c * s), (h = f * s), (k = r), (o *= r), (c *= r), (f *= r)), (B = C * K), B && ((r = Math.cos(B)), (s = Math.sin(B)), (b = d * r + e * s), (t = g * r + h * s), (j = k * s), (m = o * s), (e = d * -s + e * r), (h = g * -s + h * r), (k *= r), (o *= r), (d = b), (g = t)), 1 !== G && ((e *= G), (h *= G), (k *= G), (o *= G)), 1 !== F && ((d *= F), (g *= F), (j *= F), (m *= F)), 1 !== E && ((c *= E), (f *= E), (i *= E), (l *= E)), (p || L) && (p && ((H += e * -p), (I += h * -p), (J += k * -p + p)), L && ((H += z.xOrigin - (z.xOrigin * c + z.yOrigin * d) + z.xOffset), (I += z.yOrigin - (z.xOrigin * f + z.yOrigin * g) + z.yOffset)), q > H && H > -q && (H = w), q > I && I > -q && (I = w), q > J && J > -q && (J = 0)), (u = z.xPercent || z.yPercent ? 'translate(' + z.xPercent + '%,' + z.yPercent + '%) matrix3d(' : 'matrix3d('), (u += (q > c && c > -q ? w : c) + v + (q > f && f > -q ? w : f) + v + (q > i && i > -q ? w : i)), (u += v + (q > l && l > -q ? w : l) + v + (q > d && d > -q ? w : d) + v + (q > g && g > -q ? w : g)), C || D || 1 !== G ? ((u += v + (q > j && j > -q ? w : j) + v + (q > m && m > -q ? w : m) + v + (q > e && e > -q ? w : e)), (u += v + (q > h && h > -q ? w : h) + v + (q > k && k > -q ? w : k) + v + (q > o && o > -q ? w : o) + v)) : (u += ',0,0,0,0,1,0,'), (u += H + v + I + v + J + v + (M ? 1 + -J / M : 1) + ')'), (A[Da] = u) }) ;(j = Ha.prototype), (j.x = j.y = j.z = j.skewX = j.skewY = j.rotation = j.rotationX = j.rotationY = j.zOrigin = j.xPercent = j.yPercent = j.xOffset = j.yOffset = 0), (j.scaleX = j.scaleY = j.scaleZ = 1), za( 'transform,scale,scaleX,scaleY,scaleZ,x,y,z,rotation,rotationX,rotationY,rotationZ,skewX,skewY,shortRotation,shortRotationX,shortRotationY,shortRotationZ,transformOrigin,svgOrigin,transformPerspective,directionalRotation,parseTransform,force3D,skewType,xPercent,yPercent,smoothOrigin', { parser: function (a, b, c, d, f, h, i) { if (d._lastParsedTransform === i) return f d._lastParsedTransform = i var j = i.scale && 'function' == typeof i.scale ? i.scale : 0 j && (i.scale = j(r, a)) var k, l, m, n, o, p, s, t, u, v = a._gsTransform, w = a.style, x = 1e-6, y = Ca.length, z = i, A = {}, B = 'transformOrigin', C = Sa(a, e, !0, z.parseTransform), D = z.transform && ('function' == typeof z.transform ? z.transform(r, q) : z.transform) if ( ((C.skewType = z.skewType || C.skewType || g.defaultSkewType), (d._transform = C), 'rotationZ' in z && (z.rotation = z.rotationZ), D && 'string' == typeof D && Da) ) (l = Q.style), (l[Da] = D), (l.display = 'block'), (l.position = 'absolute'), -1 !== D.indexOf('%') && ((l.width = aa(a, 'width')), (l.height = aa(a, 'height'))), O.body.appendChild(Q), (k = Sa(Q, null, !1)), 'simple' === C.skewType && (k.scaleY *= Math.cos(k.skewX * K)), C.svg && ((p = C.xOrigin), (s = C.yOrigin), (k.x -= C.xOffset), (k.y -= C.yOffset), (z.transformOrigin || z.svgOrigin) && ((D = {}), Ma(a, ia(z.transformOrigin), D, z.svgOrigin, z.smoothOrigin, !0), (p = D.xOrigin), (s = D.yOrigin), (k.x -= D.xOffset - C.xOffset), (k.y -= D.yOffset - C.yOffset)), (p || s) && ((t = Ra(Q, !0)), (k.x -= p - (p * t[0] + s * t[2])), (k.y -= s - (p * t[1] + s * t[3])))), O.body.removeChild(Q), k.perspective || (k.perspective = C.perspective), null != z.xPercent && (k.xPercent = ka(z.xPercent, C.xPercent)), null != z.yPercent && (k.yPercent = ka(z.yPercent, C.yPercent)) else if ('object' == typeof z) { if ( ((k = { scaleX: ka(null != z.scaleX ? z.scaleX : z.scale, C.scaleX), scaleY: ka(null != z.scaleY ? z.scaleY : z.scale, C.scaleY), scaleZ: ka(z.scaleZ, C.scaleZ), x: ka(z.x, C.x), y: ka(z.y, C.y), z: ka(z.z, C.z), xPercent: ka(z.xPercent, C.xPercent), yPercent: ka(z.yPercent, C.yPercent), perspective: ka(z.transformPerspective, C.perspective) }), (o = z.directionalRotation), null != o) ) if ('object' == typeof o) for (l in o) z[l] = o[l] else z.rotation = o 'string' == typeof z.x && -1 !== z.x.indexOf('%') && ((k.x = 0), (k.xPercent = ka(z.x, C.xPercent))), 'string' == typeof z.y && -1 !== z.y.indexOf('%') && ((k.y = 0), (k.yPercent = ka(z.y, C.yPercent))), (k.rotation = la('rotation' in z ? z.rotation : 'shortRotation' in z ? z.shortRotation + '_short' : C.rotation, C.rotation, 'rotation', A)), Ga && ((k.rotationX = la( 'rotationX' in z ? z.rotationX : 'shortRotationX' in z ? z.shortRotationX + '_short' : C.rotationX || 0, C.rotationX, 'rotationX', A )), (k.rotationY = la( 'rotationY' in z ? z.rotationY : 'shortRotationY' in z ? z.shortRotationY + '_short' : C.rotationY || 0, C.rotationY, 'rotationY', A ))), (k.skewX = la(z.skewX, C.skewX)), (k.skewY = la(z.skewY, C.skewY)) } for ( Ga && null != z.force3D && ((C.force3D = z.force3D), (n = !0)), m = C.force3D || C.z || C.rotationX || C.rotationY || k.z || k.rotationX || k.rotationY || k.perspective, m || null == z.scale || (k.scaleZ = 1); --y > -1; ) (u = Ca[y]), (D = k[u] - C[u]), (D > x || -x > D || null != z[u] || null != M[u]) && ((n = !0), (f = new ua(C, u, C[u], D, f)), u in A && (f.e = A[u]), (f.xs0 = 0), (f.plugin = h), d._overwriteProps.push(f.n)) return ( (D = 'function' == typeof z.transformOrigin ? z.transformOrigin(r, q) : z.transformOrigin), C.svg && (D || z.svgOrigin) && ((p = C.xOffset), (s = C.yOffset), Ma(a, ia(D), k, z.svgOrigin, z.smoothOrigin), (f = va(C, 'xOrigin', (v ? C : k).xOrigin, k.xOrigin, f, B)), (f = va(C, 'yOrigin', (v ? C : k).yOrigin, k.yOrigin, f, B)), (p !== C.xOffset || s !== C.yOffset) && ((f = va(C, 'xOffset', v ? p : C.xOffset, C.xOffset, f, B)), (f = va(C, 'yOffset', v ? s : C.yOffset, C.yOffset, f, B))), (D = '0px 0px')), (D || (Ga && m && C.zOrigin)) && (Da ? ((n = !0), (u = Fa), D || ((D = (aa(a, u, e, !1, '50% 50%') + '').split(' ')), (D = D[0] + ' ' + D[1] + ' ' + C.zOrigin + 'px')), (D += ''), (f = new ua(w, u, 0, 0, f, -1, B)), (f.b = w[u]), (f.plugin = h), Ga ? ((l = C.zOrigin), (D = D.split(' ')), (C.zOrigin = (D.length > 2 ? parseFloat(D[2]) : l) || 0), (f.xs0 = f.e = D[0] + ' ' + (D[1] || '50%') + ' 0px'), (f = new ua(C, 'zOrigin', 0, 0, f, -1, f.n)), (f.b = l), (f.xs0 = f.e = C.zOrigin)) : (f.xs0 = f.e = D)) : ia(D + '', C)), n && (d._transformType = (C.svg && Ba) || (!m && 3 !== this._transformType) ? 2 : 3), j && (i.scale = j), f ) }, allowFunc: !0, prefix: !0 } ), za('boxShadow', { defaultValue: '0px 0px 0px 0px #999', prefix: !0, color: !0, multi: !0, keyword: 'inset' }), za('clipPath', { defaultValue: 'inset(0px)', prefix: !0, multi: !0, formatter: ra('inset(0px 0px 0px 0px)', !1, !0) }), za('borderRadius', { defaultValue: '0px', parser: function (a, b, c, f, g, h) { b = this.format(b) var i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y = ['borderTopLeftRadius', 'borderTopRightRadius', 'borderBottomRightRadius', 'borderBottomLeftRadius'], z = a.style for (q = parseFloat(a.offsetWidth), r = parseFloat(a.offsetHeight), i = b.split(' '), j = 0; j < y.length; j++) this.p.indexOf('border') && (y[j] = Z(y[j])), (m = l = aa(a, y[j], e, !1, '0px')), -1 !== m.indexOf(' ') && ((l = m.split(' ')), (m = l[0]), (l = l[1])), (n = k = i[j]), (o = parseFloat(m)), (t = m.substr((o + '').length)), (u = '=' === n.charAt(1)), u ? ((p = parseInt(n.charAt(0) + '1', 10)), (n = n.substr(2)), (p *= parseFloat(n)), (s = n.substr((p + '').length - (0 > p ? 1 : 0)) || '')) : ((p = parseFloat(n)), (s = n.substr((p + '').length))), '' === s && (s = d[c] || t), s !== t && ((v = ba(a, 'borderLeft', o, t)), (w = ba(a, 'borderTop', o, t)), '%' === s ? ((m = (v / q) * 100 + '%'), (l = (w / r) * 100 + '%')) : 'em' === s ? ((x = ba(a, 'borderLeft', 1, 'em')), (m = v / x + 'em'), (l = w / x + 'em')) : ((m = v + 'px'), (l = w + 'px')), u && ((n = parseFloat(m) + p + s), (k = parseFloat(l) + p + s))), (g = wa(z, y[j], m + ' ' + l, n + ' ' + k, !1, '0px', g)) return g }, prefix: !0, formatter: ra('0px 0px 0px 0px', !1, !0) }), za('borderBottomLeftRadius,borderBottomRightRadius,borderTopLeftRadius,borderTopRightRadius', { defaultValue: '0px', parser: function (a, b, c, d, f, g) { return wa(a.style, c, this.format(aa(a, c, e, !1, '0px 0px')), this.format(b), !1, '0px', f) }, prefix: !0, formatter: ra('0px 0px', !1, !0) }), za('backgroundPosition', { defaultValue: '0 0', parser: function (a, b, c, d, f, g) { var h, i, j, k, l, m, n = 'background-position', o = e || _(a, null), q = this.format( (o ? p ? o.getPropertyValue(n + '-x') + ' ' + o.getPropertyValue(n + '-y') : o.getPropertyValue(n) : a.currentStyle.backgroundPositionX + ' ' + a.currentStyle.backgroundPositionY) || '0 0' ), r = this.format(b) if ((-1 !== q.indexOf('%')) != (-1 !== r.indexOf('%')) && r.split(',').length < 2 && ((m = aa(a, 'backgroundImage').replace(D, '')), m && 'none' !== m)) { for (h = q.split(' '), i = r.split(' '), R.setAttribute('src', m), j = 2; --j > -1; ) (q = h[j]), (k = -1 !== q.indexOf('%')), k !== (-1 !== i[j].indexOf('%')) && ((l = 0 === j ? a.offsetWidth - R.width : a.offsetHeight - R.height), (h[j] = k ? (parseFloat(q) / 100) * l + 'px' : (parseFloat(q) / l) * 100 + '%')) q = h.join(' ') } return this.parseComplex(a.style, q, r, f, g) }, formatter: ia }), za('backgroundSize', { defaultValue: '0 0', formatter: function (a) { return (a += ''), 'co' === a.substr(0, 2) ? a : ia(-1 === a.indexOf(' ') ? a + ' ' + a : a) } }), za('perspective', { defaultValue: '0px', prefix: !0 }), za('perspectiveOrigin', { defaultValue: '50% 50%', prefix: !0 }), za('transformStyle', { prefix: !0 }), za('backfaceVisibility', { prefix: !0 }), za('userSelect', { prefix: !0 }), za('margin', { parser: sa('marginTop,marginRight,marginBottom,marginLeft') }), za('padding', { parser: sa('paddingTop,paddingRight,paddingBottom,paddingLeft') }), za('clip', { defaultValue: 'rect(0px,0px,0px,0px)', parser: function (a, b, c, d, f, g) { var h, i, j return ( 9 > p ? ((i = a.currentStyle), (j = 8 > p ? ' ' : ','), (h = 'rect(' + i.clipTop + j + i.clipRight + j + i.clipBottom + j + i.clipLeft + ')'), (b = this.format(b).split(',').join(j))) : ((h = this.format(aa(a, this.p, e, !1, this.dflt))), (b = this.format(b))), this.parseComplex(a.style, h, b, f, g) ) } }), za('textShadow', { defaultValue: '0px 0px 0px #999', color: !0, multi: !0 }), za('autoRound,strictUnits', { parser: function (a, b, c, d, e) { return e } }), za('border', { defaultValue: '0px solid #000', parser: function (a, b, c, d, f, g) { var h = aa(a, 'borderTopWidth', e, !1, '0px'), i = this.format(b).split(' '), j = i[0].replace(w, '') return ( 'px' !== j && (h = parseFloat(h) / ba(a, 'borderTopWidth', 1, j) + j), this.parseComplex( a.style, this.format(h + ' ' + aa(a, 'borderTopStyle', e, !1, 'solid') + ' ' + aa(a, 'borderTopColor', e, !1, '#000')), i.join(' '), f, g ) ) }, color: !0, formatter: function (a) { var b = a.split(' ') return b[0] + ' ' + (b[1] || 'solid') + ' ' + (a.match(qa) || ['#000'])[0] } }), za('borderWidth', { parser: sa('borderTopWidth,borderRightWidth,borderBottomWidth,borderLeftWidth') }), za('float,cssFloat,styleFloat', { parser: function (a, b, c, d, e, f) { var g = a.style, h = 'cssFloat' in g ? 'cssFloat' : 'styleFloat' return new ua(g, h, 0, 0, e, -1, c, !1, 0, g[h], b) } }) var Va = function (a) { var b, c = this.t, d = c.filter || aa(this.data, 'filter') || '', e = (this.s + this.c * a) | 0 100 === e && (-1 === d.indexOf('atrix(') && -1 === d.indexOf('radient(') && -1 === d.indexOf('oader(') ? (c.removeAttribute('filter'), (b = !aa(this.data, 'filter'))) : ((c.filter = d.replace(z, '')), (b = !0))), b || (this.xn1 && (c.filter = d = d || 'alpha(opacity=' + e + ')'), -1 === d.indexOf('pacity') ? (0 === e && this.xn1) || (c.filter = d + ' alpha(opacity=' + e + ')') : (c.filter = d.replace(x, 'opacity=' + e))) } za('opacity,alpha,autoAlpha', { defaultValue: '1', parser: function (a, b, c, d, f, g) { var h = parseFloat(aa(a, 'opacity', e, !1, '1')), i = a.style, j = 'autoAlpha' === c return ( 'string' == typeof b && '=' === b.charAt(1) && (b = ('-' === b.charAt(0) ? -1 : 1) * parseFloat(b.substr(2)) + h), j && 1 === h && 'hidden' === aa(a, 'visibility', e) && 0 !== b && (h = 0), U ? (f = new ua(i, 'opacity', h, b - h, f)) : ((f = new ua(i, 'opacity', 100 * h, 100 * (b - h), f)), (f.xn1 = j ? 1 : 0), (i.zoom = 1), (f.type = 2), (f.b = 'alpha(opacity=' + f.s + ')'), (f.e = 'alpha(opacity=' + (f.s + f.c) + ')'), (f.data = a), (f.plugin = g), (f.setRatio = Va)), j && ((f = new ua(i, 'visibility', 0, 0, f, -1, null, !1, 0, 0 !== h ? 'inherit' : 'hidden', 0 === b ? 'hidden' : 'inherit')), (f.xs0 = 'inherit'), d._overwriteProps.push(f.n), d._overwriteProps.push(c)), f ) } }) var Wa = function (a, b) { b && (a.removeProperty ? (('ms' === b.substr(0, 2) || 'webkit' === b.substr(0, 6)) && (b = '-' + b), a.removeProperty(b.replace(B, '-$1').toLowerCase())) : a.removeAttribute(b)) }, Xa = function (a) { if (((this.t._gsClassPT = this), 1 === a || 0 === a)) { this.t.setAttribute('class', 0 === a ? this.b : this.e) for (var b = this.data, c = this.t.style; b; ) b.v ? (c[b.p] = b.v) : Wa(c, b.p), (b = b._next) 1 === a && this.t._gsClassPT === this && (this.t._gsClassPT = null) } else this.t.getAttribute('class') !== this.e && this.t.setAttribute('class', this.e) } za('className', { parser: function (a, b, d, f, g, h, i) { var j, k, l, m, n, o = a.getAttribute('class') || '', p = a.style.cssText if (((g = f._classNamePT = new ua(a, d, 0, 0, g, 2)), (g.setRatio = Xa), (g.pr = -11), (c = !0), (g.b = o), (k = da(a, e)), (l = a._gsClassPT))) { for (m = {}, n = l.data; n; ) (m[n.p] = 1), (n = n._next) l.setRatio(1) } return ( (a._gsClassPT = g), (g.e = '=' !== b.charAt(1) ? b : o.replace(new RegExp('(?:\\s|^)' + b.substr(2) + '(?![\\w-])'), '') + ('+' === b.charAt(0) ? ' ' + b.substr(2) : '')), a.setAttribute('class', g.e), (j = ea(a, k, da(a), i, m)), a.setAttribute('class', o), (g.data = j.firstMPT), (a.style.cssText = p), (g = g.xfirst = f.parse(a, j.difs, g, h)) ) } }) var Ya = function (a) { if ((1 === a || 0 === a) && this.data._totalTime === this.data._totalDuration && 'isFromStart' !== this.data.data) { var b, c, d, e, f, g = this.t.style, h = i.transform.parse if ('all' === this.e) (g.cssText = ''), (e = !0) else for (b = this.e.split(' ').join('').split(','), d = b.length; --d > -1; ) (c = b[d]), i[c] && (i[c].parse === h ? (e = !0) : (c = 'transformOrigin' === c ? Fa : i[c].p)), Wa(g, c) e && (Wa(g, Da), (f = this.t._gsTransform), f && (f.svg && (this.t.removeAttribute('data-svg-origin'), this.t.removeAttribute('transform')), delete this.t._gsTransform)) } } for ( za('clearProps', { parser: function (a, b, d, e, f) { return (f = new ua(a, d, 0, 0, f, 2)), (f.setRatio = Ya), (f.e = b), (f.pr = -10), (f.data = e._tween), (c = !0), f } }), j = 'bezier,throwProps,physicsProps,physics2D'.split(','), xa = j.length; xa--; ) Aa(j[xa]) ;(j = g.prototype), (j._firstPT = j._lastParsedTransform = j._transform = null), (j._onInitTween = function (a, b, h, j) { if (!a.nodeType) return !1 ;(this._target = q = a), (this._tween = h), (this._vars = b), (r = j), (k = b.autoRound), (c = !1), (d = b.suffixMap || g.suffixMap), (e = _(a, '')), (f = this._overwriteProps) var n, p, s, t, u, v, w, x, z, A = a.style if ( (l && '' === A.zIndex && ((n = aa(a, 'zIndex', e)), ('auto' === n || '' === n) && this._addLazySet(A, 'zIndex', 0)), 'string' == typeof b && ((t = A.cssText), (n = da(a, e)), (A.cssText = t + ';' + b), (n = ea(a, n, da(a)).difs), !U && y.test(b) && (n.opacity = parseFloat(RegExp.$1)), (b = n), (A.cssText = t)), b.className ? (this._firstPT = p = i.className.parse(a, b.className, 'className', this, null, null, b)) : (this._firstPT = p = this.parse(a, b, null)), this._transformType) ) { for ( z = 3 === this._transformType, Da ? m && ((l = !0), '' === A.zIndex && ((w = aa(a, 'zIndex', e)), ('auto' === w || '' === w) && this._addLazySet(A, 'zIndex', 0)), o && this._addLazySet(A, 'WebkitBackfaceVisibility', this._vars.WebkitBackfaceVisibility || (z ? 'visible' : 'hidden'))) : (A.zoom = 1), s = p; s && s._next; ) s = s._next ;(x = new ua(a, 'transform', 0, 0, null, 2)), this._linkCSSP(x, null, s), (x.setRatio = Da ? Ua : Ta), (x.data = this._transform || Sa(a, e, !0)), (x.tween = h), (x.pr = -1), f.pop() } if (c) { for (; p; ) { for (v = p._next, s = t; s && s.pr > p.pr; ) s = s._next ;(p._prev = s ? s._prev : u) ? (p._prev._next = p) : (t = p), (p._next = s) ? (s._prev = p) : (u = p), (p = v) } this._firstPT = t } return !0 }), (j.parse = function (a, b, c, f) { var g, h, j, l, m, n, o, p, s, t, u = a.style for (g in b) { if (((n = b[g]), (h = i[g]), 'function' != typeof n || (h && h.allowFunc) || (n = n(r, q)), h)) c = h.parse(a, n, g, this, c, f, b) else { if ('--' === g.substr(0, 2)) { this._tween._propLookup[g] = this._addTween.call(this._tween, a.style, 'setProperty', _(a).getPropertyValue(g) + '', n + '', g, !1, g) continue } ;(m = aa(a, g, e) + ''), (s = 'string' == typeof n), 'color' === g || 'fill' === g || 'stroke' === g || -1 !== g.indexOf('Color') || (s && A.test(n)) ? (s || ((n = oa(n)), (n = (n.length > 3 ? 'rgba(' : 'rgb(') + n.join(',') + ')')), (c = wa(u, g, m, n, !0, 'transparent', c, 0, f))) : s && J.test(n) ? (c = wa(u, g, m, n, !0, null, c, 0, f)) : ((j = parseFloat(m)), (o = j || 0 === j ? m.substr((j + '').length) : ''), ('' === m || 'auto' === m) && ('width' === g || 'height' === g ? ((j = ha(a, g, e)), (o = 'px')) : 'left' === g || 'top' === g ? ((j = ca(a, g, e)), (o = 'px')) : ((j = 'opacity' !== g ? 0 : 1), (o = ''))), (t = s && '=' === n.charAt(1)), t ? ((l = parseInt(n.charAt(0) + '1', 10)), (n = n.substr(2)), (l *= parseFloat(n)), (p = n.replace(w, ''))) : ((l = parseFloat(n)), (p = s ? n.replace(w, '') : '')), '' === p && (p = g in d ? d[g] : o), (n = l || 0 === l ? (t ? l + j : l) + p : b[g]), o !== p && ('' !== p || 'lineHeight' === g) && (l || 0 === l) && j && ((j = ba(a, g, j, o)), '%' === p ? ((j /= ba(a, g, 100, '%') / 100), b.strictUnits !== !0 && (m = j + '%')) : 'em' === p || 'rem' === p || 'vw' === p || 'vh' === p ? (j /= ba(a, g, 1, p)) : 'px' !== p && ((l = ba(a, g, l, p)), (p = 'px')), t && (l || 0 === l) && (n = l + j + p)), t && (l += j), (!j && 0 !== j) || (!l && 0 !== l) ? void 0 !== u[g] && (n || (n + '' != 'NaN' && null != n)) ? ((c = new ua(u, g, l || j || 0, 0, c, -1, g, !1, 0, m, n)), (c.xs0 = 'none' !== n || ('display' !== g && -1 === g.indexOf('Style')) ? n : m)) : W('invalid ' + g + ' tween value: ' + b[g]) : ((c = new ua(u, g, j, l - j, c, 0, g, k !== !1 && ('px' === p || 'zIndex' === g), 0, m, n)), (c.xs0 = p))) } f && c && !c.plugin && (c.plugin = f) } return c }), (j.setRatio = function (a) { var b, c, d, e = this._firstPT, f = 1e-6 if (1 !== a || (this._tween._time !== this._tween._duration && 0 !== this._tween._time)) if (a || (this._tween._time !== this._tween._duration && 0 !== this._tween._time) || this._tween._rawPrevTime === -1e-6) for (; e; ) { if (((b = e.c * a + e.s), e.r ? (b = e.r(b)) : f > b && b > -f && (b = 0), e.type)) if (1 === e.type) if (((d = e.l), 2 === d)) e.t[e.p] = e.xs0 + b + e.xs1 + e.xn1 + e.xs2 else if (3 === d) e.t[e.p] = e.xs0 + b + e.xs1 + e.xn1 + e.xs2 + e.xn2 + e.xs3 else if (4 === d) e.t[e.p] = e.xs0 + b + e.xs1 + e.xn1 + e.xs2 + e.xn2 + e.xs3 + e.xn3 + e.xs4 else if (5 === d) e.t[e.p] = e.xs0 + b + e.xs1 + e.xn1 + e.xs2 + e.xn2 + e.xs3 + e.xn3 + e.xs4 + e.xn4 + e.xs5 else { for (c = e.xs0 + b + e.xs1, d = 1; d < e.l; d++) c += e['xn' + d] + e['xs' + (d + 1)] e.t[e.p] = c } else -1 === e.type ? (e.t[e.p] = e.xs0) : e.setRatio && e.setRatio(a) else e.t[e.p] = b + e.xs0 e = e._next } else for (; e; ) 2 !== e.type ? (e.t[e.p] = e.b) : e.setRatio(a), (e = e._next) else for (; e; ) { if (2 !== e.type) if (e.r && -1 !== e.type) if (((b = e.r(e.s + e.c)), e.type)) { if (1 === e.type) { for (d = e.l, c = e.xs0 + b + e.xs1, d = 1; d < e.l; d++) c += e['xn' + d] + e['xs' + (d + 1)] e.t[e.p] = c } } else e.t[e.p] = b + e.xs0 else e.t[e.p] = e.e else e.setRatio(a) e = e._next } }), (j._enableTransforms = function (a) { ;(this._transform = this._transform || Sa(this._target, e, !0)), (this._transformType = (this._transform.svg && Ba) || (!a && 3 !== this._transformType) ? 2 : 3) }) var Za = function (a) { ;(this.t[this.p] = this.e), this.data._linkCSSP(this, this._next, null, !0) } ;(j._addLazySet = function (a, b, c) { var d = (this._firstPT = new ua(a, b, 0, 0, this._firstPT, 2)) ;(d.e = c), (d.setRatio = Za), (d.data = this) }), (j._linkCSSP = function (a, b, c, d) { return ( a && (b && (b._prev = a), a._next && (a._next._prev = a._prev), a._prev ? (a._prev._next = a._next) : this._firstPT === a && ((this._firstPT = a._next), (d = !0)), c ? (c._next = a) : d || null !== this._firstPT || (this._firstPT = a), (a._next = b), (a._prev = c)), a ) }), (j._mod = function (a) { for (var b = this._firstPT; b; ) 'function' == typeof a[b.p] && (b.r = a[b.p]), (b = b._next) }), (j._kill = function (b) { var c, d, e, f = b if (b.autoAlpha || b.alpha) { f = {} for (d in b) f[d] = b[d] ;(f.opacity = 1), f.autoAlpha && (f.visibility = 1) } for ( b.className && (c = this._classNamePT) && ((e = c.xfirst), e && e._prev ? this._linkCSSP(e._prev, c._next, e._prev._prev) : e === this._firstPT && (this._firstPT = c._next), c._next && this._linkCSSP(c._next, c._next._next, e._prev), (this._classNamePT = null)), c = this._firstPT; c; ) c.plugin && c.plugin !== d && c.plugin._kill && (c.plugin._kill(b), (d = c.plugin)), (c = c._next) return a.prototype._kill.call(this, f) }) var $a = function (a, b, c) { var d, e, f, g if (a.slice) for (e = a.length; --e > -1; ) $a(a[e], b, c) else for (d = a.childNodes, e = d.length; --e > -1; ) (f = d[e]), (g = f.type), f.style && (b.push(da(f)), c && c.push(f)), (1 !== g && 9 !== g && 11 !== g) || !f.childNodes.length || $a(f, b, c) } return ( (g.cascadeTo = function (a, c, d) { var e, f, g, h, i = b.to(a, c, d), j = [i], k = [], l = [], m = [], n = b._internals.reservedProps for (a = i._targets || i.target, $a(a, k, m), i.render(c, !0, !0), $a(a, l), i.render(0, !0, !0), i._enabled(!0), e = m.length; --e > -1; ) if (((f = ea(m[e], k[e], l[e])), f.firstMPT)) { f = f.difs for (g in d) n[g] && (f[g] = d[g]) h = {} for (g in f) h[g] = k[e][g] j.push(b.fromTo(m[e], c, h, f)) } return j }), a.activate([g]), g ) }, !0 ), (function () { var a = _gsScope._gsDefine.plugin({ propName: 'roundProps', version: '1.7.0', priority: -1, API: 2, init: function (a, b, c) { return (this._tween = c), !0 } }), b = function (a) { var b = 1 > a ? Math.pow(10, (a + '').length - 2) : 1 return function (c) { return ((Math.round(c / a) * a * b) | 0) / b } }, c = function (a, b) { for (; a; ) a.f || a.blob || (a.m = b || Math.round), (a = a._next) }, d = a.prototype ;(d._onInitAllProps = function () { var a, d, e, f, g = this._tween, h = g.vars.roundProps, i = {}, j = g._propLookup.roundProps if ('object' != typeof h || h.push) for ('string' == typeof h && (h = h.split(',')), e = h.length; --e > -1; ) i[h[e]] = Math.round else for (f in h) i[f] = b(h[f]) for (f in i) for (a = g._firstPT; a; ) (d = a._next), a.pg ? a.t._mod(i) : a.n === f && (2 === a.f && a.t ? c(a.t._firstPT, i[f]) : (this._add(a.t, f, a.s, a.c, i[f]), d && (d._prev = a._prev), a._prev ? (a._prev._next = d) : g._firstPT === a && (g._firstPT = d), (a._next = a._prev = null), (g._propLookup[f] = j))), (a = d) return !1 }), (d._add = function (a, b, c, d, e) { this._addTween(a, b, c, c + d, b, e || Math.round), this._overwriteProps.push(b) }) })(), (function () { _gsScope._gsDefine.plugin({ propName: 'attr', API: 2, version: '0.6.1', init: function (a, b, c, d) { var e, f if ('function' != typeof a.setAttribute) return !1 for (e in b) (f = b[e]), 'function' == typeof f && (f = f(d, a)), this._addTween(a, 'setAttribute', a.getAttribute(e) + '', f + '', e, !1, e), this._overwriteProps.push(e) return !0 } }) })(), (_gsScope._gsDefine.plugin({ propName: 'directionalRotation', version: '0.3.1', API: 2, init: function (a, b, c, d) { 'object' != typeof b && (b = { rotation: b }), (this.finals = {}) var e, f, g, h, i, j, k = b.useRadians === !0 ? 2 * Math.PI : 360, l = 1e-6 for (e in b) 'useRadians' !== e && ((h = b[e]), 'function' == typeof h && (h = h(d, a)), (j = (h + '').split('_')), (f = j[0]), (g = parseFloat('function' != typeof a[e] ? a[e] : a[e.indexOf('set') || 'function' != typeof a['get' + e.substr(3)] ? e : 'get' + e.substr(3)]())), (h = this.finals[e] = 'string' == typeof f && '=' === f.charAt(1) ? g + parseInt(f.charAt(0) + '1', 10) * Number(f.substr(2)) : Number(f) || 0), (i = h - g), j.length && ((f = j.join('_')), -1 !== f.indexOf('short') && ((i %= k), i !== i % (k / 2) && (i = 0 > i ? i + k : i - k)), -1 !== f.indexOf('_cw') && 0 > i ? (i = ((i + 9999999999 * k) % k) - ((i / k) | 0) * k) : -1 !== f.indexOf('ccw') && i > 0 && (i = ((i - 9999999999 * k) % k) - ((i / k) | 0) * k)), (i > l || -l > i) && (this._addTween(a, e, g, g + i, e), this._overwriteProps.push(e))) return !0 }, set: function (a) { var b if (1 !== a) this._super.setRatio.call(this, a) else for (b = this._firstPT; b; ) b.f ? b.t[b.p](this.finals[b.p]) : (b.t[b.p] = this.finals[b.p]), (b = b._next) } })._autoCSS = !0), _gsScope._gsDefine( 'easing.Back', ['easing.Ease'], function (a) { var b, c, d, e, f = _gsScope.GreenSockGlobals || _gsScope, g = f.com.greensock, h = 2 * Math.PI, i = Math.PI / 2, j = g._class, k = function (b, c) { var d = j('easing.' + b, function () {}, !0), e = (d.prototype = new a()) return (e.constructor = d), (e.getRatio = c), d }, l = a.register || function () {}, m = function (a, b, c, d, e) { var f = j('easing.' + a, { easeOut: new b(), easeIn: new c(), easeInOut: new d() }, !0) return l(f, a), f }, n = function (a, b, c) { ;(this.t = a), (this.v = b), c && ((this.next = c), (c.prev = this), (this.c = c.v - b), (this.gap = c.t - a)) }, o = function (b, c) { var d = j( 'easing.' + b, function (a) { ;(this._p1 = a || 0 === a ? a : 1.70158), (this._p2 = 1.525 * this._p1) }, !0 ), e = (d.prototype = new a()) return ( (e.constructor = d), (e.getRatio = c), (e.config = function (a) { return new d(a) }), d ) }, p = m( 'Back', o('BackOut', function (a) { return (a -= 1) * a * ((this._p1 + 1) * a + this._p1) + 1 }), o('BackIn', function (a) { return a * a * ((this._p1 + 1) * a - this._p1) }), o('BackInOut', function (a) { return (a *= 2) < 1 ? 0.5 * a * a * ((this._p2 + 1) * a - this._p2) : 0.5 * ((a -= 2) * a * ((this._p2 + 1) * a + this._p2) + 2) }) ), q = j( 'easing.SlowMo', function (a, b, c) { ;(b = b || 0 === b ? b : 0.7), null == a ? (a = 0.7) : a > 1 && (a = 1), (this._p = 1 !== a ? b : 0), (this._p1 = (1 - a) / 2), (this._p2 = a), (this._p3 = this._p1 + this._p2), (this._calcEnd = c === !0) }, !0 ), r = (q.prototype = new a()) return ( (r.constructor = q), (r.getRatio = function (a) { var b = a + (0.5 - a) * this._p return a < this._p1 ? this._calcEnd ? 1 - (a = 1 - a / this._p1) * a : b - (a = 1 - a / this._p1) * a * a * a * b : a > this._p3 ? this._calcEnd ? 1 === a ? 0 : 1 - (a = (a - this._p3) / this._p1) * a : b + (a - b) * (a = (a - this._p3) / this._p1) * a * a * a : this._calcEnd ? 1 : b }), (q.ease = new q(0.7, 0.7)), (r.config = q.config = function (a, b, c) { return new q(a, b, c) }), (b = j( 'easing.SteppedEase', function (a, b) { ;(a = a || 1), (this._p1 = 1 / a), (this._p2 = a + (b ? 0 : 1)), (this._p3 = b ? 1 : 0) }, !0 )), (r = b.prototype = new a()), (r.constructor = b), (r.getRatio = function (a) { return 0 > a ? (a = 0) : a >= 1 && (a = 0.999999999), (((this._p2 * a) | 0) + this._p3) * this._p1 }), (r.config = b.config = function (a, c) { return new b(a, c) }), (c = j( 'easing.ExpoScaleEase', function (a, b, c) { ;(this._p1 = Math.log(b / a)), (this._p2 = b - a), (this._p3 = a), (this._ease = c) }, !0 )), (r = c.prototype = new a()), (r.constructor = c), (r.getRatio = function (a) { return this._ease && (a = this._ease.getRatio(a)), (this._p3 * Math.exp(this._p1 * a) - this._p3) / this._p2 }), (r.config = c.config = function (a, b, d) { return new c(a, b, d) }), (d = j( 'easing.RoughEase', function (b) { b = b || {} for ( var c, d, e, f, g, h, i = b.taper || 'none', j = [], k = 0, l = 0 | (b.points || 20), m = l, o = b.randomize !== !1, p = b.clamp === !0, q = b.template instanceof a ? b.template : null, r = 'number' == typeof b.strength ? 0.4 * b.strength : 0.4; --m > -1; ) (c = o ? Math.random() : (1 / l) * m), (d = q ? q.getRatio(c) : c), 'none' === i ? (e = r) : 'out' === i ? ((f = 1 - c), (e = f * f * r)) : 'in' === i ? (e = c * c * r) : 0.5 > c ? ((f = 2 * c), (e = f * f * 0.5 * r)) : ((f = 2 * (1 - c)), (e = f * f * 0.5 * r)), o ? (d += Math.random() * e - 0.5 * e) : m % 2 ? (d += 0.5 * e) : (d -= 0.5 * e), p && (d > 1 ? (d = 1) : 0 > d && (d = 0)), (j[k++] = { x: c, y: d }) for ( j.sort(function (a, b) { return a.x - b.x }), h = new n(1, 1, null), m = l; --m > -1; ) (g = j[m]), (h = new n(g.x, g.y, h)) this._prev = new n(0, 0, 0 !== h.t ? h : h.next) }, !0 )), (r = d.prototype = new a()), (r.constructor = d), (r.getRatio = function (a) { var b = this._prev if (a > b.t) { for (; b.next && a >= b.t; ) b = b.next b = b.prev } else for (; b.prev && a <= b.t; ) b = b.prev return (this._prev = b), b.v + ((a - b.t) / b.gap) * b.c }), (r.config = function (a) { return new d(a) }), (d.ease = new d()), m( 'Bounce', k('BounceOut', function (a) { return 1 / 2.75 > a ? 7.5625 * a * a : 2 / 2.75 > a ? 7.5625 * (a -= 1.5 / 2.75) * a + 0.75 : 2.5 / 2.75 > a ? 7.5625 * (a -= 2.25 / 2.75) * a + 0.9375 : 7.5625 * (a -= 2.625 / 2.75) * a + 0.984375 }), k('BounceIn', function (a) { return (a = 1 - a) < 1 / 2.75 ? 1 - 7.5625 * a * a : 2 / 2.75 > a ? 1 - (7.5625 * (a -= 1.5 / 2.75) * a + 0.75) : 2.5 / 2.75 > a ? 1 - (7.5625 * (a -= 2.25 / 2.75) * a + 0.9375) : 1 - (7.5625 * (a -= 2.625 / 2.75) * a + 0.984375) }), k('BounceInOut', function (a) { var b = 0.5 > a return ( (a = b ? 1 - 2 * a : 2 * a - 1), (a = 1 / 2.75 > a ? 7.5625 * a * a : 2 / 2.75 > a ? 7.5625 * (a -= 1.5 / 2.75) * a + 0.75 : 2.5 / 2.75 > a ? 7.5625 * (a -= 2.25 / 2.75) * a + 0.9375 : 7.5625 * (a -= 2.625 / 2.75) * a + 0.984375), b ? 0.5 * (1 - a) : 0.5 * a + 0.5 ) }) ), m( 'Circ', k('CircOut', function (a) { return Math.sqrt(1 - (a -= 1) * a) }), k('CircIn', function (a) { return -(Math.sqrt(1 - a * a) - 1) }), k('CircInOut', function (a) { return (a *= 2) < 1 ? -0.5 * (Math.sqrt(1 - a * a) - 1) : 0.5 * (Math.sqrt(1 - (a -= 2) * a) + 1) }) ), (e = function (b, c, d) { var e = j( 'easing.' + b, function (a, b) { ;(this._p1 = a >= 1 ? a : 1), (this._p2 = (b || d) / (1 > a ? a : 1)), (this._p3 = (this._p2 / h) * (Math.asin(1 / this._p1) || 0)), (this._p2 = h / this._p2) }, !0 ), f = (e.prototype = new a()) return ( (f.constructor = e), (f.getRatio = c), (f.config = function (a, b) { return new e(a, b) }), e ) }), m( 'Elastic', e( 'ElasticOut', function (a) { return this._p1 * Math.pow(2, -10 * a) * Math.sin((a - this._p3) * this._p2) + 1 }, 0.3 ), e( 'ElasticIn', function (a) { return -(this._p1 * Math.pow(2, 10 * (a -= 1)) * Math.sin((a - this._p3) * this._p2)) }, 0.3 ), e( 'ElasticInOut', function (a) { return (a *= 2) < 1 ? -0.5 * (this._p1 * Math.pow(2, 10 * (a -= 1)) * Math.sin((a - this._p3) * this._p2)) : this._p1 * Math.pow(2, -10 * (a -= 1)) * Math.sin((a - this._p3) * this._p2) * 0.5 + 1 }, 0.45 ) ), m( 'Expo', k('ExpoOut', function (a) { return 1 - Math.pow(2, -10 * a) }), k('ExpoIn', function (a) { return Math.pow(2, 10 * (a - 1)) - 0.001 }), k('ExpoInOut', function (a) { return (a *= 2) < 1 ? 0.5 * Math.pow(2, 10 * (a - 1)) : 0.5 * (2 - Math.pow(2, -10 * (a - 1))) }) ), m( 'Sine', k('SineOut', function (a) { return Math.sin(a * i) }), k('SineIn', function (a) { return -Math.cos(a * i) + 1 }), k('SineInOut', function (a) { return -0.5 * (Math.cos(Math.PI * a) - 1) }) ), j( 'easing.EaseLookup', { find: function (b) { return a.map[b] } }, !0 ), l(f.SlowMo, 'SlowMo', 'ease,'), l(d, 'RoughEase', 'ease,'), l(b, 'SteppedEase', 'ease,'), p ) }, !0 ) }), _gsScope._gsDefine && _gsScope._gsQueue.pop()(), (function (a, b) { 'use strict' var c = {}, d = a.document, e = (a.GreenSockGlobals = a.GreenSockGlobals || a), f = e[b] if (f) return 'undefined' != typeof module && module.exports && (module.exports = f), f var g, h, i, j, k, l = function (a) { var b, c = a.split('.'), d = e for (b = 0; b < c.length; b++) d[c[b]] = d = d[c[b]] || {} return d }, m = l('com.greensock'), n = 1e-8, o = function (a) { var b, c = [], d = a.length for (b = 0; b !== d; c.push(a[b++])); return c }, p = function () {}, q = (function () { var a = Object.prototype.toString, b = a.call([]) return function (c) { return null != c && (c instanceof Array || ('object' == typeof c && !!c.push && a.call(c) === b)) } })(), r = {}, s = function (d, f, g, h) { ;(this.sc = r[d] ? r[d].sc : []), (r[d] = this), (this.gsClass = null), (this.func = g) var i = [] ;(this.check = function (j) { for (var k, m, n, o, p = f.length, q = p; --p > -1; ) (k = r[f[p]] || new s(f[p], [])).gsClass ? ((i[p] = k.gsClass), q--) : j && k.sc.push(this) if (0 === q && g) { if (((m = ('com.greensock.' + d).split('.')), (n = m.pop()), (o = l(m.join('.'))[n] = this.gsClass = g.apply(g, i)), h)) if (((e[n] = c[n] = o), 'undefined' != typeof module && module.exports)) if (d === b) { module.exports = c[b] = o for (p in c) o[p] = c[p] } else c[b] && (c[b][n] = o) else 'function' == typeof define && define.amd && define((a.GreenSockAMDPath ? a.GreenSockAMDPath + '/' : '') + d.split('.').pop(), [], function () { return o }) for (p = 0; p < this.sc.length; p++) this.sc[p].check() } }), this.check(!0) }, t = (a._gsDefine = function (a, b, c, d) { return new s(a, b, c, d) }), u = (m._class = function (a, b, c) { return ( (b = b || function () {}), t( a, [], function () { return b }, c ), b ) }) t.globals = e var v = [0, 0, 1, 1], w = u( 'easing.Ease', function (a, b, c, d) { ;(this._func = a), (this._type = c || 0), (this._power = d || 0), (this._params = b ? v.concat(b) : v) }, !0 ), x = (w.map = {}), y = (w.register = function (a, b, c, d) { for (var e, f, g, h, i = b.split(','), j = i.length, k = (c || 'easeIn,easeOut,easeInOut').split(','); --j > -1; ) for (f = i[j], e = d ? u('easing.' + f, null, !0) : m.easing[f] || {}, g = k.length; --g > -1; ) (h = k[g]), (x[f + '.' + h] = x[h + f] = e[h] = a.getRatio ? a : a[h] || new a()) }) for ( i = w.prototype, i._calcEnd = !1, i.getRatio = function (a) { if (this._func) return (this._params[0] = a), this._func.apply(null, this._params) var b = this._type, c = this._power, d = 1 === b ? 1 - a : 2 === b ? a : 0.5 > a ? 2 * a : 2 * (1 - a) return ( 1 === c ? (d *= d) : 2 === c ? (d *= d * d) : 3 === c ? (d *= d * d * d) : 4 === c && (d *= d * d * d * d), 1 === b ? 1 - d : 2 === b ? d : 0.5 > a ? d / 2 : 1 - d / 2 ) }, g = ['Linear', 'Quad', 'Cubic', 'Quart', 'Quint,Strong'], h = g.length; --h > -1; ) (i = g[h] + ',Power' + h), y(new w(null, null, 1, h), i, 'easeOut', !0), y(new w(null, null, 2, h), i, 'easeIn' + (0 === h ? ',easeNone' : '')), y(new w(null, null, 3, h), i, 'easeInOut') ;(x.linear = m.easing.Linear.easeIn), (x.swing = m.easing.Quad.easeInOut) var z = u('events.EventDispatcher', function (a) { ;(this._listeners = {}), (this._eventTarget = a || this) }) ;(i = z.prototype), (i.addEventListener = function (a, b, c, d, e) { e = e || 0 var f, g, h = this._listeners[a], i = 0 for (this !== j || k || j.wake(), null == h && (this._listeners[a] = h = []), g = h.length; --g > -1; ) (f = h[g]), f.c === b && f.s === c ? h.splice(g, 1) : 0 === i && f.pr < e && (i = g + 1) h.splice(i, 0, { c: b, s: c, up: d, pr: e }) }), (i.removeEventListener = function (a, b) { var c, d = this._listeners[a] if (d) for (c = d.length; --c > -1; ) if (d[c].c === b) return void d.splice(c, 1) }), (i.dispatchEvent = function (a) { var b, c, d, e = this._listeners[a] if (e) for (b = e.length, b > 1 && (e = e.slice(0)), c = this._eventTarget; --b > -1; ) (d = e[b]), d && (d.up ? d.c.call(d.s || c, { type: a, target: c }) : d.c.call(d.s || c)) }) var A = a.requestAnimationFrame, B = a.cancelAnimationFrame, C = Date.now || function () { return new Date().getTime() }, D = C() for (g = ['ms', 'moz', 'webkit', 'o'], h = g.length; --h > -1 && !A; ) (A = a[g[h] + 'RequestAnimationFrame']), (B = a[g[h] + 'CancelAnimationFrame'] || a[g[h] + 'CancelRequestAnimationFrame']) u('Ticker', function (a, b) { var c, e, f, g, h, i = this, l = C(), m = b !== !1 && A ? 'auto' : !1, o = 500, q = 33, r = 'tick', s = function (a) { var b, d, j = C() - D j > o && (l += j - q), (D += j), (i.time = (D - l) / 1e3), (b = i.time - h), (!c || b > 0 || a === !0) && (i.frame++, (h += b + (b >= g ? 0.004 : g - b)), (d = !0)), a !== !0 && (f = e(s)), d && i.dispatchEvent(r) } z.call(i), (i.time = i.frame = 0), (i.tick = function () { s(!0) }), (i.lagSmoothing = function (a, b) { return arguments.length ? ((o = a || 1 / n), void (q = Math.min(b, o, 0))) : 1 / n > o }), (i.sleep = function () { null != f && (m && B ? B(f) : clearTimeout(f), (e = p), (f = null), i === j && (k = !1)) }), (i.wake = function (a) { null !== f ? i.sleep() : a ? (l += -D + (D = C())) : i.frame > 10 && (D = C() - o + 5), (e = 0 === c ? p : m && A ? A : function (a) { return setTimeout(a, (1e3 * (h - i.time) + 1) | 0) }), i === j && (k = !0), s(2) }), (i.fps = function (a) { return arguments.length ? ((c = a), (g = 1 / (c || 60)), (h = this.time + g), void i.wake()) : c }), (i.useRAF = function (a) { return arguments.length ? (i.sleep(), (m = a), void i.fps(c)) : m }), i.fps(a), setTimeout(function () { 'auto' === m && i.frame < 5 && 'hidden' !== (d || {}).visibilityState && i.useRAF(!1) }, 1500) }), (i = m.Ticker.prototype = new m.events.EventDispatcher()), (i.constructor = m.Ticker) var E = u('core.Animation', function (a, b) { if ( ((this.vars = b = b || {}), (this._duration = this._totalDuration = a || 0), (this._delay = Number(b.delay) || 0), (this._timeScale = 1), (this._active = !!b.immediateRender), (this.data = b.data), (this._reversed = !!b.reversed), Z) ) { k || j.wake() var c = this.vars.useFrames ? Y : Z c.add(this, c._time), this.vars.paused && this.paused(!0) } }) ;(j = E.ticker = new m.Ticker()), (i = E.prototype), (i._dirty = i._gc = i._initted = i._paused = !1), (i._totalTime = i._time = 0), (i._rawPrevTime = -1), (i._next = i._last = i._onUpdate = i._timeline = i.timeline = null), (i._paused = !1) var F = function () { k && C() - D > 2e3 && ('hidden' !== (d || {}).visibilityState || !j.lagSmoothing()) && j.wake() var a = setTimeout(F, 2e3) a.unref && a.unref() } F(), (i.play = function (a, b) { return null != a && this.seek(a, b), this.reversed(!1).paused(!1) }), (i.pause = function (a, b) { return null != a && this.seek(a, b), this.paused(!0) }), (i.resume = function (a, b) { return null != a && this.seek(a, b), this.paused(!1) }), (i.seek = function (a, b) { return this.totalTime(Number(a), b !== !1) }), (i.restart = function (a, b) { return this.reversed(!1) .paused(!1) .totalTime(a ? -this._delay : 0, b !== !1, !0) }), (i.reverse = function (a, b) { return null != a && this.seek(a || this.totalDuration(), b), this.reversed(!0).paused(!1) }), (i.render = function (a, b, c) {}), (i.invalidate = function () { return (this._time = this._totalTime = 0), (this._initted = this._gc = !1), (this._rawPrevTime = -1), (this._gc || !this.timeline) && this._enabled(!0), this }), (i.isActive = function () { var a, b = this._timeline, c = this._startTime return !b || (!this._gc && !this._paused && b.isActive() && (a = b.rawTime(!0)) >= c && a < c + this.totalDuration() / this._timeScale - n) }), (i._enabled = function (a, b) { return ( k || j.wake(), (this._gc = !a), (this._active = this.isActive()), b !== !0 && (a && !this.timeline ? this._timeline.add(this, this._startTime - this._delay) : !a && this.timeline && this._timeline._remove(this, !0)), !1 ) }), (i._kill = function (a, b) { return this._enabled(!1, !1) }), (i.kill = function (a, b) { return this._kill(a, b), this }), (i._uncache = function (a) { for (var b = a ? this : this.timeline; b; ) (b._dirty = !0), (b = b.timeline) return this }), (i._swapSelfInParams = function (a) { for (var b = a.length, c = a.concat(); --b > -1; ) '{self}' === a[b] && (c[b] = this) return c }), (i._callback = function (a) { var b = this.vars, c = b[a], d = b[a + 'Params'], e = b[a + 'Scope'] || b.callbackScope || this, f = d ? d.length : 0 switch (f) { case 0: c.call(e) break case 1: c.call(e, d[0]) break case 2: c.call(e, d[0], d[1]) break default: c.apply(e, d) } }), (i.eventCallback = function (a, b, c, d) { if ('on' === (a || '').substr(0, 2)) { var e = this.vars if (1 === arguments.length) return e[a] null == b ? delete e[a] : ((e[a] = b), (e[a + 'Params'] = q(c) && -1 !== c.join('').indexOf('{self}') ? this._swapSelfInParams(c) : c), (e[a + 'Scope'] = d)), 'onUpdate' === a && (this._onUpdate = b) } return this }), (i.delay = function (a) { return arguments.length ? (this._timeline.smoothChildTiming && this.startTime(this._startTime + a - this._delay), (this._delay = a), this) : this._delay }), (i.duration = function (a) { return arguments.length ? ((this._duration = this._totalDuration = a), this._uncache(!0), this._timeline.smoothChildTiming && this._time > 0 && this._time < this._duration && 0 !== a && this.totalTime(this._totalTime * (a / this._duration), !0), this) : ((this._dirty = !1), this._duration) }), (i.totalDuration = function (a) { return (this._dirty = !1), arguments.length ? this.duration(a) : this._totalDuration }), (i.time = function (a, b) { return arguments.length ? (this._dirty && this.totalDuration(), this.totalTime(a > this._duration ? this._duration : a, b)) : this._time }), (i.totalTime = function (a, b, c) { if ((k || j.wake(), !arguments.length)) return this._totalTime if (this._timeline) { if ((0 > a && !c && (a += this.totalDuration()), this._timeline.smoothChildTiming)) { this._dirty && this.totalDuration() var d = this._totalDuration, e = this._timeline if ( (a > d && !c && (a = d), (this._startTime = (this._paused ? this._pauseTime : e._time) - (this._reversed ? d - a : a) / this._timeScale), e._dirty || this._uncache(!1), e._timeline) ) for (; e._timeline; ) e._timeline._time !== (e._startTime + e._totalTime) / e._timeScale && e.totalTime(e._totalTime, !0), (e = e._timeline) } this._gc && this._enabled(!0, !1), (this._totalTime !== a || 0 === this._duration) && (K.length && _(), this.render(a, b, !1), K.length && _()) } return this }), (i.progress = i.totalProgress = function (a, b) { var c = this.duration() return arguments.length ? this.totalTime(c * a, b) : c ? this._time / c : this.ratio }), (i.startTime = function (a) { return arguments.length ? (a !== this._startTime && ((this._startTime = a), this.timeline && this.timeline._sortChildren && this.timeline.add(this, a - this._delay)), this) : this._startTime }), (i.endTime = function (a) { return this._startTime + (0 != a ? this.totalDuration() : this.duration()) / this._timeScale }), (i.timeScale = function (a) { if (!arguments.length) return this._timeScale var b, c for ( a = a || n, this._timeline && this._timeline.smoothChildTiming && ((b = this._pauseTime), (c = b || 0 === b ? b : this._timeline.totalTime()), (this._startTime = c - ((c - this._startTime) * this._timeScale) / a)), this._timeScale = a, c = this.timeline; c && c.timeline; ) (c._dirty = !0), c.totalDuration(), (c = c.timeline) return this }), (i.reversed = function (a) { return arguments.length ? (a != this._reversed && ((this._reversed = a), this.totalTime(this._timeline && !this._timeline.smoothChildTiming ? this.totalDuration() - this._totalTime : this._totalTime, !0)), this) : this._reversed }), (i.paused = function (a) { if (!arguments.length) return this._paused var b, c, d = this._timeline return ( a != this._paused && d && (k || a || j.wake(), (b = d.rawTime()), (c = b - this._pauseTime), !a && d.smoothChildTiming && ((this._startTime += c), this._uncache(!1)), (this._pauseTime = a ? b : null), (this._paused = a), (this._active = this.isActive()), !a && 0 !== c && this._initted && this.duration() && ((b = d.smoothChildTiming ? this._totalTime : (b - this._startTime) / this._timeScale), this.render(b, b === this._totalTime, !0))), this._gc && !a && this._enabled(!0, !1), this ) }) var G = u('core.SimpleTimeline', function (a) { E.call(this, 0, a), (this.autoRemoveChildren = this.smoothChildTiming = !0) }) ;(i = G.prototype = new E()), (i.constructor = G), (i.kill()._gc = !1), (i._first = i._last = i._recent = null), (i._sortChildren = !1), (i.add = i.insert = function (a, b, c, d) { var e, f if ( ((a._startTime = Number(b || 0) + a._delay), a._paused && this !== a._timeline && (a._pauseTime = this.rawTime() - (a._timeline.rawTime() - a._pauseTime)), a.timeline && a.timeline._remove(a, !0), (a.timeline = a._timeline = this), a._gc && a._enabled(!0, !0), (e = this._last), this._sortChildren) ) for (f = a._startTime; e && e._startTime > f; ) e = e._prev return ( e ? ((a._next = e._next), (e._next = a)) : ((a._next = this._first), (this._first = a)), a._next ? (a._next._prev = a) : (this._last = a), (a._prev = e), (this._recent = a), this._timeline && this._uncache(!0), this ) }), (i._remove = function (a, b) { return ( a.timeline === this && (b || a._enabled(!1, !0), a._prev ? (a._prev._next = a._next) : this._first === a && (this._first = a._next), a._next ? (a._next._prev = a._prev) : this._last === a && (this._last = a._prev), (a._next = a._prev = a.timeline = null), a === this._recent && (this._recent = this._last), this._timeline && this._uncache(!0)), this ) }), (i.render = function (a, b, c) { var d, e = this._first for (this._totalTime = this._time = this._rawPrevTime = a; e; ) (d = e._next), (e._active || (a >= e._startTime && !e._paused && !e._gc)) && (e._reversed ? e.render((e._dirty ? e.totalDuration() : e._totalDuration) - (a - e._startTime) * e._timeScale, b, c) : e.render((a - e._startTime) * e._timeScale, b, c)), (e = d) }), (i.rawTime = function () { return k || j.wake(), this._totalTime }) var H = u( 'TweenLite', function (b, c, d) { if ((E.call(this, c, d), (this.render = H.prototype.render), null == b)) throw 'Cannot tween a null target.' this.target = b = 'string' != typeof b ? b : H.selector(b) || b var e, f, g, h = b.jquery || (b.length && b !== a && b[0] && (b[0] === a || (b[0].nodeType && b[0].style && !b.nodeType))), i = this.vars.overwrite if ( ((this._overwrite = i = null == i ? X[H.defaultOverwrite] : 'number' == typeof i ? i >> 0 : X[i]), (h || b instanceof Array || (b.push && q(b))) && 'number' != typeof b[0]) ) for (this._targets = g = o(b), this._propLookup = [], this._siblings = [], e = 0; e < g.length; e++) (f = g[e]), f ? 'string' != typeof f ? f.length && f !== a && f[0] && (f[0] === a || (f[0].nodeType && f[0].style && !f.nodeType)) ? (g.splice(e--, 1), (this._targets = g = g.concat(o(f)))) : ((this._siblings[e] = aa(f, this, !1)), 1 === i && this._siblings[e].length > 1 && ca(f, this, null, 1, this._siblings[e])) : ((f = g[e--] = H.selector(f)), 'string' == typeof f && g.splice(e + 1, 1)) : g.splice(e--, 1) else (this._propLookup = {}), (this._siblings = aa(b, this, !1)), 1 === i && this._siblings.length > 1 && ca(b, this, null, 1, this._siblings) ;(this.vars.immediateRender || (0 === c && 0 === this._delay && this.vars.immediateRender !== !1)) && ((this._time = -n), this.render(Math.min(0, -this._delay))) }, !0 ), I = function (b) { return b && b.length && b !== a && b[0] && (b[0] === a || (b[0].nodeType && b[0].style && !b.nodeType)) }, J = function (a, b) { var c, d = {} for (c in a) W[c] || (c in b && 'transform' !== c && 'x' !== c && 'y' !== c && 'width' !== c && 'height' !== c && 'className' !== c && 'border' !== c) || !(!T[c] || (T[c] && T[c]._autoCSS)) || ((d[c] = a[c]), delete a[c]) a.css = d } ;(i = H.prototype = new E()), (i.constructor = H), (i.kill()._gc = !1), (i.ratio = 0), (i._firstPT = i._targets = i._overwrittenProps = i._startAt = null), (i._notifyPluginsOfEnabled = i._lazy = !1), (H.version = '2.1.2'), (H.defaultEase = i._ease = new w(null, null, 1, 1)), (H.defaultOverwrite = 'auto'), (H.ticker = j), (H.autoSleep = 120), (H.lagSmoothing = function (a, b) { j.lagSmoothing(a, b) }), (H.selector = a.$ || a.jQuery || function (b) { var c = a.$ || a.jQuery return c ? ((H.selector = c), c(b)) : (d || (d = a.document), d ? (d.querySelectorAll ? d.querySelectorAll(b) : d.getElementById('#' === b.charAt(0) ? b.substr(1) : b)) : b) }) var K = [], L = {}, M = /(?:(-|-=|\+=)?\d*\.?\d*(?:e[\-+]?\d+)?)[0-9]/gi, N = /[\+-]=-?[\.\d]/, O = function (a) { for (var b, c = this._firstPT, d = 1e-6; c; ) (b = c.blob ? (1 === a && null != this.end ? this.end : a ? this.join('') : this.start) : c.c * a + c.s), c.m ? (b = c.m.call(this._tween, b, this._target || c.t, this._tween)) : d > b && b > -d && !c.blob && (b = 0), c.f ? (c.fp ? c.t[c.p](c.fp, b) : c.t[c.p](b)) : (c.t[c.p] = b), (c = c._next) }, P = function (a) { return ((1e3 * a) | 0) / 1e3 + '' }, Q = function (a, b, c, d) { var e, f, g, h, i, j, k, l = [], m = 0, n = '', o = 0 for ( l.start = a, l.end = b, a = l[0] = a + '', b = l[1] = b + '', c && (c(l), (a = l[0]), (b = l[1])), l.length = 0, e = a.match(M) || [], f = b.match(M) || [], d && ((d._next = null), (d.blob = 1), (l._firstPT = l._applyPT = d)), i = f.length, h = 0; i > h; h++ ) (k = f[h]), (j = b.substr(m, b.indexOf(k, m) - m)), (n += j || !h ? j : ','), (m += j.length), o ? (o = (o + 1) % 5) : 'rgba(' === j.substr(-5) && (o = 1), k === e[h] || e.length <= h ? (n += k) : (n && (l.push(n), (n = '')), (g = parseFloat(e[h])), l.push(g), (l._firstPT = { _next: l._firstPT, t: l, p: l.length - 1, s: g, c: ('=' === k.charAt(1) ? parseInt(k.charAt(0) + '1', 10) * parseFloat(k.substr(2)) : parseFloat(k) - g) || 0, f: 0, m: o && 4 > o ? Math.round : P })), (m += k.length) return (n += b.substr(m)), n && l.push(n), (l.setRatio = O), N.test(b) && (l.end = null), l }, R = function (a, b, c, d, e, f, g, h, i) { 'function' == typeof d && (d = d(i || 0, a)) var j, k = typeof a[b], l = 'function' !== k ? '' : b.indexOf('set') || 'function' != typeof a['get' + b.substr(3)] ? b : 'get' + b.substr(3), m = 'get' !== c ? c : l ? (g ? a[l](g) : a[l]()) : a[b], n = 'string' == typeof d && '=' === d.charAt(1), o = { t: a, p: b, s: m, f: 'function' === k, pg: 0, n: e || b, m: f ? ('function' == typeof f ? f : Math.round) : 0, pr: 0, c: n ? parseInt(d.charAt(0) + '1', 10) * parseFloat(d.substr(2)) : parseFloat(d) - m || 0 } return ( ('number' != typeof m || ('number' != typeof d && !n)) && (g || isNaN(m) || (!n && isNaN(d)) || 'boolean' == typeof m || 'boolean' == typeof d ? ((o.fp = g), (j = Q(m, n ? parseFloat(o.s) + o.c + (o.s + '').replace(/[0-9\-\.]/g, '') : d, h || H.defaultStringFilter, o)), (o = { t: j, p: 'setRatio', s: 0, c: 1, f: 2, pg: 0, n: e || b, pr: 0, m: 0 })) : ((o.s = parseFloat(m)), n || (o.c = parseFloat(d) - o.s || 0))), o.c ? ((o._next = this._firstPT) && (o._next._prev = o), (this._firstPT = o), o) : void 0 ) }, S = (H._internals = { isArray: q, isSelector: I, lazyTweens: K, blobDif: Q }), T = (H._plugins = {}), U = (S.tweenLookup = {}), V = 0, W = (S.reservedProps = { ease: 1, delay: 1, overwrite: 1, onComplete: 1, onCompleteParams: 1, onCompleteScope: 1, useFrames: 1, runBackwards: 1, startAt: 1, onUpdate: 1, onUpdateParams: 1, onUpdateScope: 1, onStart: 1, onStartParams: 1, onStartScope: 1, onReverseComplete: 1, onReverseCompleteParams: 1, onReverseCompleteScope: 1, onRepeat: 1, onRepeatParams: 1, onRepeatScope: 1, easeParams: 1, yoyo: 1, immediateRender: 1, repeat: 1, repeatDelay: 1, data: 1, paused: 1, reversed: 1, autoCSS: 1, lazy: 1, onOverwrite: 1, callbackScope: 1, stringFilter: 1, id: 1, yoyoEase: 1, stagger: 1 }), X = { none: 0, all: 1, auto: 2, concurrent: 3, allOnStart: 4, preexisting: 5, true: 1, false: 0 }, Y = (E._rootFramesTimeline = new G()), Z = (E._rootTimeline = new G()), $ = 30, _ = (S.lazyRender = function () { var a, b, c = K.length for (L = {}, a = 0; c > a; a++) (b = K[a]), b && b._lazy !== !1 && (b.render(b._lazy[0], b._lazy[1], !0), (b._lazy = !1)) K.length = 0 }) ;(Z._startTime = j.time), (Y._startTime = j.frame), (Z._active = Y._active = !0), setTimeout(_, 1), (E._updateRoot = H.render = function () { var a, b, c if ( (K.length && _(), Z.render((j.time - Z._startTime) * Z._timeScale, !1, !1), Y.render((j.frame - Y._startTime) * Y._timeScale, !1, !1), K.length && _(), j.frame >= $) ) { $ = j.frame + (parseInt(H.autoSleep, 10) || 120) for (c in U) { for (b = U[c].tweens, a = b.length; --a > -1; ) b[a]._gc && b.splice(a, 1) 0 === b.length && delete U[c] } if (((c = Z._first), (!c || c._paused) && H.autoSleep && !Y._first && 1 === j._listeners.tick.length)) { for (; c && c._paused; ) c = c._next c || j.sleep() } } }), j.addEventListener('tick', E._updateRoot) var aa = function (a, b, c) { var d, e, f = a._gsTweenID if ((U[f || (a._gsTweenID = f = 't' + V++)] || (U[f] = { target: a, tweens: [] }), b && ((d = U[f].tweens), (d[(e = d.length)] = b), c))) for (; --e > -1; ) d[e] === b && d.splice(e, 1) return U[f].tweens }, ba = function (a, b, c, d) { var e, f, g = a.vars.onOverwrite return g && (e = g(a, b, c, d)), (g = H.onOverwrite), g && (f = g(a, b, c, d)), e !== !1 && f !== !1 }, ca = function (a, b, c, d, e) { var f, g, h, i if (1 === d || d >= 4) { for (i = e.length, f = 0; i > f; f++) if ((h = e[f]) !== b) h._gc || (h._kill(null, a, b) && (g = !0)) else if (5 === d) break return g } var j, k = b._startTime + n, l = [], m = 0, o = 0 === b._duration for (f = e.length; --f > -1; ) (h = e[f]) === b || h._gc || h._paused || (h._timeline !== b._timeline ? ((j = j || da(b, 0, o)), 0 === da(h, j, o) && (l[m++] = h)) : h._startTime <= k && h._startTime + h.totalDuration() / h._timeScale > k && (((o || !h._initted) && k - h._startTime <= 2 * n) || (l[m++] = h))) for (f = m; --f > -1; ) if (((h = l[f]), (i = h._firstPT), 2 === d && h._kill(c, a, b) && (g = !0), 2 !== d || (!h._firstPT && h._initted && i))) { if (2 !== d && !ba(h, b)) continue h._enabled(!1, !1) && (g = !0) } return g }, da = function (a, b, c) { for (var d = a._timeline, e = d._timeScale, f = a._startTime; d._timeline; ) { if (((f += d._startTime), (e *= d._timeScale), d._paused)) return -100 d = d._timeline } return (f /= e), f > b ? f - b : (c && f === b) || (!a._initted && 2 * n > f - b) ? n : (f += a.totalDuration() / a._timeScale / e) > b + n ? 0 : f - b - n } ;(i._init = function () { var a, b, c, d, e, f, g = this.vars, h = this._overwrittenProps, i = this._duration, j = !!g.immediateRender, k = g.ease, l = this._startAt if (g.startAt) { l && (l.render(-1, !0), l.kill()), (e = {}) for (d in g.startAt) e[d] = g.startAt[d] if ( ((e.data = 'isStart'), (e.overwrite = !1), (e.immediateRender = !0), (e.lazy = j && g.lazy !== !1), (e.startAt = e.delay = null), (e.onUpdate = g.onUpdate), (e.onUpdateParams = g.onUpdateParams), (e.onUpdateScope = g.onUpdateScope || g.callbackScope || this), (this._startAt = H.to(this.target || {}, 0, e)), j) ) if (this._time > 0) this._startAt = null else if (0 !== i) return } else if (g.runBackwards && 0 !== i) if (l) l.render(-1, !0), l.kill(), (this._startAt = null) else { 0 !== this._time && (j = !1), (c = {}) for (d in g) (W[d] && 'autoCSS' !== d) || (c[d] = g[d]) if (((c.overwrite = 0), (c.data = 'isFromStart'), (c.lazy = j && g.lazy !== !1), (c.immediateRender = j), (this._startAt = H.to(this.target, 0, c)), j)) { if (0 === this._time) return } else this._startAt._init(), this._startAt._enabled(!1), this.vars.immediateRender && (this._startAt = null) } if ( ((this._ease = k = k ? (k instanceof w ? k : 'function' == typeof k ? new w(k, g.easeParams) : x[k] || H.defaultEase) : H.defaultEase), g.easeParams instanceof Array && k.config && (this._ease = k.config.apply(k, g.easeParams)), (this._easeType = this._ease._type), (this._easePower = this._ease._power), (this._firstPT = null), this._targets) ) for (f = this._targets.length, a = 0; f > a; a++) this._initProps(this._targets[a], (this._propLookup[a] = {}), this._siblings[a], h ? h[a] : null, a) && (b = !0) else b = this._initProps(this.target, this._propLookup, this._siblings, h, 0) if ((b && H._onPluginEvent('_onInitAllProps', this), h && (this._firstPT || ('function' != typeof this.target && this._enabled(!1, !1))), g.runBackwards)) for (c = this._firstPT; c; ) (c.s += c.c), (c.c = -c.c), (c = c._next) ;(this._onUpdate = g.onUpdate), (this._initted = !0) }), (i._initProps = function (b, c, d, e, f) { var g, h, i, j, k, l if (null == b) return !1 L[b._gsTweenID] && _(), this.vars.css || (b.style && b !== a && b.nodeType && T.css && this.vars.autoCSS !== !1 && J(this.vars, b)) for (g in this.vars) if (((l = this.vars[g]), W[g])) l && (l instanceof Array || (l.push && q(l))) && -1 !== l.join('').indexOf('{self}') && (this.vars[g] = l = this._swapSelfInParams(l, this)) else if (T[g] && (j = new T[g]())._onInitTween(b, this.vars[g], this, f)) { for ( this._firstPT = k = { _next: this._firstPT, t: j, p: 'setRatio', s: 0, c: 1, f: 1, n: g, pg: 1, pr: j._priority, m: 0 }, h = j._overwriteProps.length; --h > -1; ) c[j._overwriteProps[h]] = this._firstPT ;(j._priority || j._onInitAllProps) && (i = !0), (j._onDisable || j._onEnable) && (this._notifyPluginsOfEnabled = !0), k._next && (k._next._prev = k) } else c[g] = R.call(this, b, g, 'get', l, g, 0, null, this.vars.stringFilter, f) return e && this._kill(e, b) ? this._initProps(b, c, d, e, f) : this._overwrite > 1 && this._firstPT && d.length > 1 && ca(b, this, c, this._overwrite, d) ? (this._kill(c, b), this._initProps(b, c, d, e, f)) : (this._firstPT && ((this.vars.lazy !== !1 && this._duration) || (this.vars.lazy && !this._duration)) && (L[b._gsTweenID] = !0), i) }), (i.render = function (a, b, c) { var d, e, f, g, h = this, i = h._time, j = h._duration, k = h._rawPrevTime if (a >= j - n && a >= 0) (h._totalTime = h._time = j), (h.ratio = h._ease._calcEnd ? h._ease.getRatio(1) : 1), h._reversed || ((d = !0), (e = 'onComplete'), (c = c || h._timeline.autoRemoveChildren)), 0 === j && (h._initted || !h.vars.lazy || c) && (h._startTime === h._timeline._duration && (a = 0), (0 > k || (0 >= a && a >= -n) || (k === n && 'isPause' !== h.data)) && k !== a && ((c = !0), k > n && (e = 'onReverseComplete')), (h._rawPrevTime = g = !b || a || k === a ? a : n)) else if (n > a) (h._totalTime = h._time = 0), (h.ratio = h._ease._calcEnd ? h._ease.getRatio(0) : 0), (0 !== i || (0 === j && k > 0)) && ((e = 'onReverseComplete'), (d = h._reversed)), a > -n ? (a = 0) : 0 > a && ((h._active = !1), 0 === j && (h._initted || !h.vars.lazy || c) && (k >= 0 && (k !== n || 'isPause' !== h.data) && (c = !0), (h._rawPrevTime = g = !b || a || k === a ? a : n))), (!h._initted || (h._startAt && h._startAt.progress())) && (c = !0) else if (((h._totalTime = h._time = a), h._easeType)) { var l = a / j, m = h._easeType, o = h._easePower ;(1 === m || (3 === m && l >= 0.5)) && (l = 1 - l), 3 === m && (l *= 2), 1 === o ? (l *= l) : 2 === o ? (l *= l * l) : 3 === o ? (l *= l * l * l) : 4 === o && (l *= l * l * l * l), (h.ratio = 1 === m ? 1 - l : 2 === m ? l : 0.5 > a / j ? l / 2 : 1 - l / 2) } else h.ratio = h._ease.getRatio(a / j) if (h._time !== i || c) { if (!h._initted) { if ((h._init(), !h._initted || h._gc)) return if (!c && h._firstPT && ((h.vars.lazy !== !1 && h._duration) || (h.vars.lazy && !h._duration))) return (h._time = h._totalTime = i), (h._rawPrevTime = k), K.push(h), void (h._lazy = [a, b]) h._time && !d ? (h.ratio = h._ease.getRatio(h._time / j)) : d && h._ease._calcEnd && (h.ratio = h._ease.getRatio(0 === h._time ? 0 : 1)) } for ( h._lazy !== !1 && (h._lazy = !1), h._active || (!h._paused && h._time !== i && a >= 0 && (h._active = !0)), 0 === i && (h._startAt && (a >= 0 ? h._startAt.render(a, !0, c) : e || (e = '_dummyGS')), h.vars.onStart && (0 !== h._time || 0 === j) && (b || h._callback('onStart'))), f = h._firstPT; f; ) f.f ? f.t[f.p](f.c * h.ratio + f.s) : (f.t[f.p] = f.c * h.ratio + f.s), (f = f._next) h._onUpdate && (0 > a && h._startAt && a !== -1e-4 && h._startAt.render(a, !0, c), b || ((h._time !== i || d || c) && h._callback('onUpdate'))), e && (!h._gc || c) && (0 > a && h._startAt && !h._onUpdate && a !== -1e-4 && h._startAt.render(a, !0, c), d && (h._timeline.autoRemoveChildren && h._enabled(!1, !1), (h._active = !1)), !b && h.vars[e] && h._callback(e), 0 === j && h._rawPrevTime === n && g !== n && (h._rawPrevTime = 0)) } }), (i._kill = function (a, b, c) { if (('all' === a && (a = null), null == a && (null == b || b === this.target))) return (this._lazy = !1), this._enabled(!1, !1) b = 'string' != typeof b ? b || this._targets || this.target : H.selector(b) || b var d, e, f, g, h, i, j, k, l, m = c && this._time && c._startTime === this._startTime && this._timeline === c._timeline, n = this._firstPT if ((q(b) || I(b)) && 'number' != typeof b[0]) for (d = b.length; --d > -1; ) this._kill(a, b[d], c) && (i = !0) else { if (this._targets) { for (d = this._targets.length; --d > -1; ) if (b === this._targets[d]) { ;(h = this._propLookup[d] || {}), (this._overwrittenProps = this._overwrittenProps || []), (e = this._overwrittenProps[d] = a ? this._overwrittenProps[d] || {} : 'all') break } } else { if (b !== this.target) return !1 ;(h = this._propLookup), (e = this._overwrittenProps = a ? this._overwrittenProps || {} : 'all') } if (h) { if (((j = a || h), (k = a !== e && 'all' !== e && a !== h && ('object' != typeof a || !a._tempKill)), c && (H.onOverwrite || this.vars.onOverwrite))) { for (f in j) h[f] && (l || (l = []), l.push(f)) if ((l || !a) && !ba(this, c, b, l)) return !1 } for (f in j) (g = h[f]) && (m && (g.f ? g.t[g.p](g.s) : (g.t[g.p] = g.s), (i = !0)), g.pg && g.t._kill(j) && (i = !0), (g.pg && 0 !== g.t._overwriteProps.length) || (g._prev ? (g._prev._next = g._next) : g === this._firstPT && (this._firstPT = g._next), g._next && (g._next._prev = g._prev), (g._next = g._prev = null)), delete h[f]), k && (e[f] = 1) !this._firstPT && this._initted && n && this._enabled(!1, !1) } } return i }), (i.invalidate = function () { this._notifyPluginsOfEnabled && H._onPluginEvent('_onDisable', this) var a = this._time return ( (this._firstPT = this._overwrittenProps = this._startAt = this._onUpdate = null), (this._notifyPluginsOfEnabled = this._active = this._lazy = !1), (this._propLookup = this._targets ? {} : []), E.prototype.invalidate.call(this), this.vars.immediateRender && ((this._time = -n), this.render(a, !1, this.vars.lazy !== !1)), this ) }), (i._enabled = function (a, b) { if ((k || j.wake(), a && this._gc)) { var c, d = this._targets if (d) for (c = d.length; --c > -1; ) this._siblings[c] = aa(d[c], this, !0) else this._siblings = aa(this.target, this, !0) } return E.prototype._enabled.call(this, a, b), this._notifyPluginsOfEnabled && this._firstPT ? H._onPluginEvent(a ? '_onEnable' : '_onDisable', this) : !1 }), (H.to = function (a, b, c) { return new H(a, b, c) }), (H.from = function (a, b, c) { return (c.runBackwards = !0), (c.immediateRender = 0 != c.immediateRender), new H(a, b, c) }), (H.fromTo = function (a, b, c, d) { return (d.startAt = c), (d.immediateRender = 0 != d.immediateRender && 0 != c.immediateRender), new H(a, b, d) }), (H.delayedCall = function (a, b, c, d, e) { return new H(b, 0, { delay: a, onComplete: b, onCompleteParams: c, callbackScope: d, onReverseComplete: b, onReverseCompleteParams: c, immediateRender: !1, lazy: !1, useFrames: e, overwrite: 0 }) }), (H.set = function (a, b) { return new H(a, 0, b) }), (H.getTweensOf = function (a, b) { if (null == a) return [] a = 'string' != typeof a ? a : H.selector(a) || a var c, d, e, f if ((q(a) || I(a)) && 'number' != typeof a[0]) { for (c = a.length, d = []; --c > -1; ) d = d.concat(H.getTweensOf(a[c], b)) for (c = d.length; --c > -1; ) for (f = d[c], e = c; --e > -1; ) f === d[e] && d.splice(c, 1) } else if (a._gsTweenID) for (d = aa(a).concat(), c = d.length; --c > -1; ) (d[c]._gc || (b && !d[c].isActive())) && d.splice(c, 1) return d || [] }), (H.killTweensOf = H.killDelayedCallsTo = function (a, b, c) { 'object' == typeof b && ((c = b), (b = !1)) for (var d = H.getTweensOf(a, b), e = d.length; --e > -1; ) d[e]._kill(c, a) }) var ea = u( 'plugins.TweenPlugin', function (a, b) { ;(this._overwriteProps = (a || '').split(',')), (this._propName = this._overwriteProps[0]), (this._priority = b || 0), (this._super = ea.prototype) }, !0 ) if ( ((i = ea.prototype), (ea.version = '1.19.0'), (ea.API = 2), (i._firstPT = null), (i._addTween = R), (i.setRatio = O), (i._kill = function (a) { var b, c = this._overwriteProps, d = this._firstPT if (null != a[this._propName]) this._overwriteProps = [] else for (b = c.length; --b > -1; ) null != a[c[b]] && c.splice(b, 1) for (; d; ) null != a[d.n] && (d._next && (d._next._prev = d._prev), d._prev ? ((d._prev._next = d._next), (d._prev = null)) : this._firstPT === d && (this._firstPT = d._next)), (d = d._next) return !1 }), (i._mod = i._roundProps = function (a) { for (var b, c = this._firstPT; c; ) (b = a[this._propName] || (null != c.n && a[c.n.split(this._propName + '_').join('')])), b && 'function' == typeof b && (2 === c.f ? (c.t._applyPT.m = b) : (c.m = b)), (c = c._next) }), (H._onPluginEvent = function (a, b) { var c, d, e, f, g, h = b._firstPT if ('_onInitAllProps' === a) { for (; h; ) { for (g = h._next, d = e; d && d.pr > h.pr; ) d = d._next ;(h._prev = d ? d._prev : f) ? (h._prev._next = h) : (e = h), (h._next = d) ? (d._prev = h) : (f = h), (h = g) } h = b._firstPT = e } for (; h; ) h.pg && 'function' == typeof h.t[a] && h.t[a]() && (c = !0), (h = h._next) return c }), (ea.activate = function (a) { for (var b = a.length; --b > -1; ) a[b].API === ea.API && (T[new a[b]()._propName] = a[b]) return !0 }), (t.plugin = function (a) { if (!(a && a.propName && a.init && a.API)) throw 'illegal plugin definition.' var b, c = a.propName, d = a.priority || 0, e = a.overwriteProps, f = { init: '_onInitTween', set: 'setRatio', kill: '_kill', round: '_mod', mod: '_mod', initAll: '_onInitAllProps' }, g = u( 'plugins.' + c.charAt(0).toUpperCase() + c.substr(1) + 'Plugin', function () { ea.call(this, c, d), (this._overwriteProps = e || []) }, a.global === !0 ), h = (g.prototype = new ea(c)) ;(h.constructor = g), (g.API = a.API) for (b in f) 'function' == typeof a[b] && (h[f[b]] = a[b]) return (g.version = a.version), ea.activate([g]), g }), (g = a._gsQueue)) ) { for (h = 0; h < g.length; h++) g[h]() for (i in r) r[i].func || a.console.log('GSAP encountered missing dependency: ' + i) } k = !1 })('undefined' != typeof module && module.exports && 'undefined' != typeof global ? global : this || window, 'TweenMax') var Stats = function () { function h(a) { c.appendChild(a.dom) return a } function k(a) { for (var d = 0; d < c.children.length; d++) c.children[d].style.display = d === a ? 'block' : 'none' l = a } var l = 0, c = document.createElement('div') c.style.cssText = 'position:fixed;top:0;left:0;cursor:pointer;opacity:0.9;z-index:10000' c.addEventListener( 'click', function (a) { a.preventDefault() k(++l % c.children.length) }, !1 ) var g = (performance || Date).now(), e = g, a = 0, r = h(new Stats.Panel('FPS', '#0ff', '#002')), f = h(new Stats.Panel('MS', '#0f0', '#020')) if (self.performance && self.performance.memory) var t = h(new Stats.Panel('MB', '#f08', '#201')) k(0) return { REVISION: 16, dom: c, addPanel: h, showPanel: k, begin: function () { g = (performance || Date).now() }, end: function () { a++ var c = (performance || Date).now() f.update(c - g, 200) if (c > e + 1e3 && (r.update((1e3 * a) / (c - e), 100), (e = c), (a = 0), t)) { var d = performance.memory t.update(d.usedJSHeapSize / 1048576, d.jsHeapSizeLimit / 1048576) } return c }, update: function () { g = this.end() }, domElement: c, setMode: k } } Stats.Panel = function (h, k, l) { var c = Infinity, g = 0, e = Math.round, a = e(window.devicePixelRatio || 1), r = 80 * a, f = 48 * a, t = 3 * a, u = 2 * a, d = 3 * a, m = 15 * a, n = 74 * a, p = 30 * a, q = document.createElement('canvas') q.width = r q.height = f q.style.cssText = 'width:80px;height:48px' var b = q.getContext('2d') b.font = 'bold ' + 9 * a + 'px Helvetica,Arial,sans-serif' b.textBaseline = 'top' b.fillStyle = l b.fillRect(0, 0, r, f) b.fillStyle = k b.fillText(h, t, u) b.fillRect(d, m, n, p) b.fillStyle = l b.globalAlpha = 0.9 b.fillRect(d, m, n, p) return { dom: q, update: function (f, v) { c = Math.min(c, f) g = Math.max(g, f) b.fillStyle = l b.globalAlpha = 1 b.fillRect(0, 0, r, m) b.fillStyle = k b.fillText(e(f) + ' ' + h + ' (' + e(c) + '-' + e(g) + ')', t, u) b.drawImage(q, d + a, m, n - a, p, d, m, n - a, p) b.fillRect(d + n - a, m, a, p) b.fillStyle = l b.globalAlpha = 0.9 b.fillRect(d + n - a, m, a, e((1 - f / v) * p)) } } } 'object' === typeof module && (module.exports = Stats) /////////////////////////////////////////////////////-------------- my line-------------- var interVal = -1, vIndex = 1 var mainColor = 'rgb(81, 109, 216)' var borderColor = 'rgb(46, 78, 203)' var arrowColor = 'rgb(255,255,255)' var getProportionPoint2 = (point, segment, length, dx, dy) => { let factor = segment / length return { x: point.x - dx * factor, y: point.y - dy * factor } } var getRoundCornerBy3Points2 = ({ angularPoint, p1, p2, radius }) => { let dx1 = angularPoint.x - p1.x let dy1 = angularPoint.y - p1.y let dx2 = angularPoint.x - p2.x let dy2 = angularPoint.y - p2.y let angle = (Math.atan2(dy1, dx1) - Math.atan2(dy2, dx2)) / 2 let tan = Math.abs(Math.tan(angle)) let segment = radius / tan let length1 = Math.sqrt(dx1 * dx1 + dy1 * dy1) let length2 = Math.sqrt(dx2 * dx2 + dy2 * dy2) let length = Math.min(length1, length2) if (segment > length) { segment = length radius = length * tan } let p1Cross = getProportionPoint2(angularPoint, segment, length1, dx1, dy1) let p2Cross = getProportionPoint2(angularPoint, segment, length2, dx2, dy2) let dx = angularPoint.x * 2 - p1Cross.x - p2Cross.x let dy = angularPoint.y * 2 - p1Cross.y - p2Cross.y let L = Math.sqrt(dx * dx + dy * dy) let d = Math.sqrt(segment * segment + radius * radius) let circlePoint = getProportionPoint2(angularPoint, d, L, dx, dy) let startAngle = Math.atan2(p1Cross.y - circlePoint.y, p1Cross.x - circlePoint.x) let endAngle = Math.atan2(p2Cross.y - circlePoint.y, p2Cross.x - circlePoint.x) let sweepAngle = endAngle - startAngle if (sweepAngle < 0) { startAngle = endAngle sweepAngle = -sweepAngle } endAngle = startAngle + sweepAngle return { p1Cross, p2Cross, startAngle, endAngle, circlePoint } } var POINT = function (x, y) { this.x = x this.y = y this.equals = function (p) { return this.x === p.x && this.y === p.y } this.rotate = function (center, a, clockWise) { let { x, y } = this if (clockWise) a = -a let rx0 = center.x let ry0 = center.y this.x = (x - rx0) * Math.cos(a) - (y - ry0) * Math.sin(a) + rx0 this.y = (x - rx0) * Math.sin(a) + (y - ry0) * Math.cos(a) + ry0 } } var LINE = function (k, b) { this.k = k this.b = b this.kSign = this.k > 0 ? 1 : -1 this.a = Math.atan(this.k) this.bDiff = function (offset) { return Math.abs(offset / Math.cos(this.a)) } this.crossPoint = function (line) { const x = (line.b - this.b) / (this.k - line.k) const y = this.k * x + this.b return new POINT(x, y) } this.verticalCrossPoint = function (x, y) { let k1 = -1 / this.k let b1 = y - k1 * x let k2 = this.k let b2 = this.b let x1 = (b2 - b1) / (k1 - k2) let y1 = k2 * x1 + b2 return { x: x1, y: y1 } } } var LINESEGMENT = function (p1, p2) { const x1 = p1.x const x2 = p2.x const y1 = p1.y const y2 = p2.y const k = (y2 - y1) / (x2 - x1) const b = y1 - k * x1 LINE.call(this, k, b) Object.assign(this, { x1, x2, y1, y2, p1, p2 }) this.isUp = this.y2 >= this.y1 ? 1 : -1 this.sign = this.kSign * this.isUp this.xDiff = Math.abs(this.x1 - this.x2) this.yDiff = Math.abs(this.y1 - this.y2) this.length = Math.sqrt(this.xDiff * this.xDiff + this.yDiff * this.yDiff) this.distanceTo = function (x, y) { return Math.abs(this.k * x - y + this.b) / Math.sqrt(1 + this.k * this.k) } this.mirrow = function (x, y) { const { x: midX, y: midY } = this.verticalCrossPoint(x, y) return { x: midX * 2 - x, y: midY * 2 - y } } this.rightLine = function (offset) { return new LINE(this.k, this.b - this.sign * this.bDiff(offset)) } this.leftLine = function (offset) { return new LINE(this.k, this.b + this.sign * this.bDiff(offset)) } this.leftP1 = function (offset) { return new POINT(this.p1.x - this.sign * offset * Math.sin(this.a), this.p1.y + this.sign * offset * Math.cos(this.a)) } this.rightP1 = function (offset) { return new POINT(this.p1.x + this.sign * offset * Math.sin(this.a), this.p1.y - this.sign * offset * Math.cos(this.a)) } this.leftP2 = function (offset) { return new POINT(this.p2.x - this.sign * offset * Math.sin(this.a), this.p2.y + this.sign * offset * Math.cos(this.a)) } this.rightP2 = function (offset) { return new POINT(this.p2.x + this.sign * offset * Math.sin(this.a), this.p2.y - this.sign * offset * Math.cos(this.a)) } } var PathLine = function (radius, linePath, floorHeight) { THREE.Group.call(this) const roundCornoredPath = new THREE.Geometry() const rings = new THREE.Geometry() const arrowGeo1 = new THREE.Geometry() const arrowGeo2 = new THREE.Geometry() const arrowGeo3 = new THREE.Geometry() const factor = radius / 20 const innerBorderRatio = (20 - 10) / 20 const innerRadius = radius * innerBorderRatio const turnRadius = factor * 40 const centerRadius = turnRadius - radius const roundFragments = (1 / 180) * Math.PI const ringInnerRadius = (radius / 26) * 30 const ringOuterRadius = (radius / 26) * 56 const ringMiddleRadius = ringOuterRadius - factor * 10 const avgArrow = 40 * factor let lineSegments = [] const h1 = floorHeight + floorHeight / 100 const h2 = floorHeight + floorHeight / 50 const addFace = (geometry, p1, p2, theta, clockWise) => { const index = { a: 0, b: 1, c: 2, d: 3, e: 4, f: 5, g: 6, h: 7 } const faces = [ ['a', 'b', 'd', borderColor], ['a', 'c', 'd', borderColor], ['c', 'd', 'f', mainColor], ['c', 'e', 'f', mainColor], ['e', 'f', 'h', borderColor], ['e', 'g', 'h', borderColor] ] let length = geometry.vertices.length let lineSegment = new LINESEGMENT(p1, p2) let a = lineSegment.leftP1(radius) let b = lineSegment.leftP2(radius) let c = lineSegment.leftP1(innerRadius) let d = lineSegment.leftP2(innerRadius) let e = lineSegment.rightP1(innerRadius) let f = lineSegment.rightP2(innerRadius) let g = lineSegment.rightP1(radius) let h = lineSegment.rightP2(radius) if (clockWise !== undefined) { a.rotate(p1, theta, !clockWise) b.rotate(p2, theta, clockWise) c.rotate(p1, theta, !clockWise) d.rotate(p2, theta, clockWise) e.rotate(p1, theta, !clockWise) f.rotate(p2, theta, clockWise) g.rotate(p1, theta, !clockWise) h.rotate(p2, theta, clockWise) } let points = [a, b, c, d, e, f, g, h] geometry.vertices.push(...points.map(point => new THREE.Vector3(point.x, point.y, h1))) faces.forEach(([a, b, c, color]) => { const face = new THREE.Face3(length + index[a], length + index[b], length + index[c]) face.color = new THREE.Color(color) geometry.faces.push(face) }) } const addSectorFace = (geometry, { x, y }, pathAngle) => { const offsetAngle = Math.asin(innerRadius / ringMiddleRadius) const sweepAngle = Math.PI * 2 - 2 * offsetAngle const index = { a: 0, b: 1, c: 2, d: 3, e: 4, f: 5, g: 6 } const faces = [ ['a', 'b', 'd', borderColor, true], ['a', 'c', 'd', borderColor, true], ['c', 'd', 'f', mainColor, false], ['c', 'e', 'f', mainColor, false], ['e', 'f', 'g', arrowColor, false] ] const angles = Math.ceil((Math.PI * 2) / roundFragments) let avg = (Math.PI * 2) / angles const getPoint = (angle, r) => ({ x: x + r * Math.cos(angle), y: y + r * Math.sin(angle) }) const getACEG = angle => ({ a: getPoint(angle, ringOuterRadius), c: getPoint(angle, ringMiddleRadius), e: getPoint(angle, ringInnerRadius), g: { x, y } }) const startAngle = pathAngle + offsetAngle let lastACEG = getACEG(startAngle) let drawBorder = true for (let j = 1; j <= angles; j++) { let length = geometry.vertices.length const { a, c, e, g } = lastACEG let angle = startAngle + j * avg if (angle > sweepAngle + startAngle) drawBorder = false const { a: b, c: d, e: f } = getACEG(angle) let points = [a, b, c, d, e, f, g] geometry.vertices.push(...points.map(point => new THREE.Vector3(point.x, point.y, h2))) faces.forEach(([a, b, c, color, isBorder]) => { if (isBorder && !drawBorder) return const face = new THREE.Face3(length + index[a], length + index[b], length + index[c]) face.color = new THREE.Color(color) geometry.faces.push(face) }) lastACEG = { a: b, c: d, e: f, g } } } var vercts = [] var arrowVs = [ [0, 0], [-15, -12], [-15, 4], [0, 20], [15, 4], [15, -12] ] const addArrowFace = (geometry, { x: x0, y: y0, angle }) => { let length = geometry.vertices.length const index = { a: 0, b: 1, c: 2, d: 3, e: 4, f: 5 } let n = angle - Math.PI / 2 let points = arrowVs.map(([x, y]) => { const x1 = x * factor const y1 = y * factor return { x: x0 + x1 * Math.cos(n) - y1 * Math.sin(n), y: y0 + y1 * Math.cos(n) + x1 * Math.sin(n) } }) const faces = ['abc', 'acd', 'ade', 'aef'] points.forEach(obj => vercts.push(new THREE.Vector3(obj.x, obj.y, h2))) points.forEach(obj => geometry.vertices.push(new THREE.Vector3(obj.x, obj.y, h2))) faces.forEach(string => { const face = new THREE.Face3(...string.split('').map(c => length + index[c])) face.color = new THREE.Color(arrowColor) geometry.faces.push(face) }) } if (linePath.length == 2) { let pointAdd = [] pointAdd.push((parseInt(linePath[0][0]) + parseInt(linePath[1][0])) / 2) pointAdd.push((parseInt(linePath[0][1]) + parseInt(linePath[1][1])) / 2) linePath.splice(1, 0, pointAdd) } for (let i = 0; i < linePath.length - 1; i++) { const lineSegment = new LINESEGMENT(new POINT(...linePath[i]), new POINT(...linePath[i + 1])) lineSegments.push(lineSegment) } if (lineSegments.length) { let startLine = lineSegments[0] let endLine = lineSegments[lineSegments.length - 1] let startPathAngle = Math.atan2(startLine.y2 - startLine.y1, startLine.x2 - startLine.x1) let endPathAngle = Math.atan2(endLine.y1 - endLine.y2, endLine.x1 - endLine.x2) addSectorFace(rings, startLine.p1, startPathAngle) addSectorFace(rings, endLine.p2, endPathAngle) } let totalLength = avgArrow / -2 let lastTotals = [] let cutStraightLines = [] let lastP2Cross = null for (let i = 0; i < lineSegments.length - 1; i++) { let lineA = lineSegments[i] let lineB = lineSegments[i + 1] let { p1Cross, p2Cross, startAngle, endAngle, circlePoint } = getRoundCornerBy3Points2({ angularPoint: lineA.p2, p1: lineA.p1, p2: lineB.p2, radius: centerRadius }) let angleDiff = endAngle - startAngle const clockWise = angleDiff > Math.PI if (clockWise) angleDiff = Math.PI * 2 - angleDiff const angles = Math.ceil(angleDiff / roundFragments) let avg = angleDiff / angles let s = lastP2Cross ? lastP2Cross : lineA.p1 let e = p1Cross let lineSegment = new LINESEGMENT(s, e) cutStraightLines.push(lineSegment) lastTotals.push(totalLength) totalLength += lineSegment.length addFace(roundCornoredPath, s, e) lastP2Cross = p2Cross const getFragPointByAngle = angle => ({ x: circlePoint.x + centerRadius * Math.cos(angle), y: circlePoint.y + centerRadius * Math.sin(angle) }) let lastFragment = getFragPointByAngle(startAngle) for (let j = 1; j <= angles; j++) { let angle = startAngle + (clockWise ? -1 : 1) * j * avg let tmp = getFragPointByAngle(angle) addFace(roundCornoredPath, lastFragment, tmp, avg / 2, clockWise) lastFragment = tmp } if (i === lineSegments.length - 2) { s = p2Cross e = lineB.p2 lineSegment = new LINESEGMENT(s, e) cutStraightLines.push(lineSegment) lastTotals.push(totalLength) totalLength += lineSegment.length addFace(roundCornoredPath, s, e) } } const num = Math.floor(totalLength / avgArrow) < 0 ? 0 : Math.floor(totalLength / avgArrow) new Array(num) .fill(0) .map((_, i) => i * avgArrow + avgArrow / 2) .map(length => { for (let i = 0; i < lastTotals.length; i++) { if (lastTotals[i] <= length && lastTotals[i] + cutStraightLines[i].length > length) return [i, (length - lastTotals[i]) / cutStraightLines[i].length] } return [lastTotals.length - 1, 1] }) .map(([i, percent]) => { let line = cutStraightLines[i] return { x: (line.x2 - line.x1) * percent + line.x1, y: (line.y2 - line.y1) * percent + line.y1, angle: Math.atan2(line.y2 - line.y1, line.x2 - line.x1) } }) .forEach((point, index) => { if (index % 3 == 0) { addArrowFace(arrowGeo1, point) } else if (index % 3 == 1) { addArrowFace(arrowGeo2, point) } else { addArrowFace(arrowGeo3, point) } }) const material = new THREE.MeshBasicMaterial({ side: THREE.DoubleSide, vertexColors: THREE.FaceColors }) const pathMesh = new THREE.Mesh(roundCornoredPath, material) const ringsMesh = new THREE.Mesh(rings, material) const arrowMesh1 = new THREE.Mesh(arrowGeo1, material) const arrowMesh2 = new THREE.Mesh(arrowGeo2, material) const arrowMesh3 = new THREE.Mesh(arrowGeo3, material) this.add(pathMesh) this.add(ringsMesh) this.add(arrowMesh1) arrowMesh2.visible = false this.add(arrowMesh2) arrowMesh3.visible = false this.add(arrowMesh3) this.name = 'meshline' if (!Config.overlap) { interVal = setInterval(() => { arrowMesh1.visible = false arrowMesh2.visible = false arrowMesh3.visible = false if (vIndex == 1) { arrowMesh1.visible = true } else if (vIndex == 2) { arrowMesh2.visible = true } else { arrowMesh3.visible = true vIndex = 0 } vIndex++ }, 200) } } PathLine.prototype = Object.create(THREE.Group.prototype) PathLine.prototype.constructor = PathLine PathLine.prototype.destroy = function () { clearInterval(interVal) const clearCache = item => { item.geometry.dispose() item.material.dispose() } const removeObj = obj => { let arr = obj.children.filter(x => x) arr.forEach(item => { if (item.children.length) { removeObj(item) } else { clearCache(item) item.clear() } }) obj.clear() arr = null } removeObj(this) } var dijkstra = { single_source_shortest_paths: function (graph, s, d) { var predecessors = {} var costs = {} costs[s] = 0 var open = dijkstra.PriorityQueue.make() open.push(s, 0) var closest, u, v, cost_of_s_to_u, adjacent_nodes, cost_of_e, cost_of_s_to_u_plus_cost_of_e, cost_of_s_to_v, first_visit while (!open.empty()) { closest = open.pop() u = closest.value cost_of_s_to_u = closest.cost adjacent_nodes = graph[u] || {} for (v in adjacent_nodes) { if (adjacent_nodes.hasOwnProperty(v)) { cost_of_e = adjacent_nodes[v] cost_of_s_to_u_plus_cost_of_e = cost_of_s_to_u + cost_of_e cost_of_s_to_v = costs[v] first_visit = typeof costs[v] === 'undefined' if (first_visit || cost_of_s_to_v > cost_of_s_to_u_plus_cost_of_e) { costs[v] = cost_of_s_to_u_plus_cost_of_e open.push(v, cost_of_s_to_u_plus_cost_of_e) predecessors[v] = u } } } } if (typeof d !== 'undefined' && typeof costs[d] === 'undefined') { var msg = ['Could not find a path from ', s, ' to ', d, '.'].join('') throw new Error(msg) } return { predecessors: predecessors, costs: costs } }, extract_shortest_path_from_predecessor_list: function (pred, d) { var nodes = [] var u = d var predecessor while (u) { nodes.push(u) predecessor = pred.predecessors[u] u = pred.predecessors[u] } nodes.reverse() return { cost: pred.costs[d], nodes: nodes } }, find_path: function (graph, s, d) { var predecessors = dijkstra.single_source_shortest_paths(graph, s, d) return dijkstra.extract_shortest_path_from_predecessor_list(predecessors, d) }, PriorityQueue: { make: function (opts) { var T = dijkstra.PriorityQueue, t = {}, key opts = opts || {} for (key in T) { if (T.hasOwnProperty(key)) { t[key] = T[key] } } t.queue = [] t.sorter = opts.sorter || T.default_sorter return t }, default_sorter: function (a, b) { return a.cost - b.cost }, push: function (value, cost) { var item = { value: value, cost: cost } this.queue.push(item) this.queue.sort(this.sorter) }, pop: function () { return this.queue.shift() }, empty: function () { return this.queue.length === 0 } } } var LZString = (function () { var f = String.fromCharCode var keyStrBase64 = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=' var keyStrUriSafe = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+-$' var baseReverseDic = {} function getBaseValue(alphabet, character) { if (!baseReverseDic[alphabet]) { baseReverseDic[alphabet] = {} for (var i = 0; i < alphabet.length; i++) { baseReverseDic[alphabet][alphabet.charAt(i)] = i } } return baseReverseDic[alphabet][character] } var LZString = { compressToBase64: function (input) { if (input == null) return '' var res = LZString._compress(input, 6, function (a) { return keyStrBase64.charAt(a) }) switch (res.length % 4) { default: case 0: return res case 1: return res + '===' case 2: return res + '==' case 3: return res + '=' } }, decompressFromBase64: function (input) { if (input == null) return '' if (input == '') return null return LZString._decompress(input.length, 32, function (index) { return getBaseValue(keyStrBase64, input.charAt(index)) }) }, compressToUTF16: function (input) { if (input == null) return '' return ( LZString._compress(input, 15, function (a) { return f(a + 32) }) + ' ' ) }, decompressFromUTF16: function (compressed) { if (compressed == null) return '' if (compressed == '') return null return LZString._decompress(compressed.length, 16384, function (index) { return compressed.charCodeAt(index) - 32 }) }, compressToUint8Array: function (uncompressed) { var compressed = LZString.compress(uncompressed) var buf = new Uint8Array(compressed.length * 2) for (var i = 0, TotalLen = compressed.length; i < TotalLen; i++) { var current_value = compressed.charCodeAt(i) buf[i * 2] = current_value >>> 8 buf[i * 2 + 1] = current_value % 256 } return buf }, decompressFromUint8Array: function (compressed) { if (compressed === null || compressed === undefined) { return LZString.decompress(compressed) } else { var buf = new Array(compressed.length / 2) for (var i = 0, TotalLen = buf.length; i < TotalLen; i++) { buf[i] = compressed[i * 2] * 256 + compressed[i * 2 + 1] } var result = [] buf.forEach(function (c) { result.push(f(c)) }) return LZString.decompress(result.join('')) } }, compressToEncodedURIComponent: function (input) { if (input == null) return '' return LZString._compress(input, 6, function (a) { return keyStrUriSafe.charAt(a) }) }, decompressFromEncodedURIComponent: function (input) { if (input == null) return '' if (input == '') return null input = input.replace(/ /g, '+') return LZString._decompress(input.length, 32, function (index) { return getBaseValue(keyStrUriSafe, input.charAt(index)) }) }, compress: function (uncompressed) { return LZString._compress(uncompressed, 16, function (a) { return f(a) }) }, _compress: function (uncompressed, bitsPerChar, getCharFromInt) { if (uncompressed == null) return '' var i, value, context_dictionary = {}, context_dictionaryToCreate = {}, context_c = '', context_wc = '', context_w = '', context_enlargeIn = 2, context_dictSize = 3, context_numBits = 2, context_data = [], context_data_val = 0, context_data_position = 0, ii for (ii = 0; ii < uncompressed.length; ii += 1) { context_c = uncompressed.charAt(ii) if (!Object.prototype.hasOwnProperty.call(context_dictionary, context_c)) { context_dictionary[context_c] = context_dictSize++ context_dictionaryToCreate[context_c] = true } context_wc = context_w + context_c if (Object.prototype.hasOwnProperty.call(context_dictionary, context_wc)) { context_w = context_wc } else { if (Object.prototype.hasOwnProperty.call(context_dictionaryToCreate, context_w)) { if (context_w.charCodeAt(0) < 256) { for (i = 0; i < context_numBits; i++) { context_data_val = context_data_val << 1 if (context_data_position == bitsPerChar - 1) { context_data_position = 0 context_data.push(getCharFromInt(context_data_val)) context_data_val = 0 } else { context_data_position++ } } value = context_w.charCodeAt(0) for (i = 0; i < 8; i++) { context_data_val = (context_data_val << 1) | (value & 1) if (context_data_position == bitsPerChar - 1) { context_data_position = 0 context_data.push(getCharFromInt(context_data_val)) context_data_val = 0 } else { context_data_position++ } value = value >> 1 } } else { value = 1 for (i = 0; i < context_numBits; i++) { context_data_val = (context_data_val << 1) | value if (context_data_position == bitsPerChar - 1) { context_data_position = 0 context_data.push(getCharFromInt(context_data_val)) context_data_val = 0 } else { context_data_position++ } value = 0 } value = context_w.charCodeAt(0) for (i = 0; i < 16; i++) { context_data_val = (context_data_val << 1) | (value & 1) if (context_data_position == bitsPerChar - 1) { context_data_position = 0 context_data.push(getCharFromInt(context_data_val)) context_data_val = 0 } else { context_data_position++ } value = value >> 1 } } context_enlargeIn-- if (context_enlargeIn == 0) { context_enlargeIn = Math.pow(2, context_numBits) context_numBits++ } delete context_dictionaryToCreate[context_w] } else { value = context_dictionary[context_w] for (i = 0; i < context_numBits; i++) { context_data_val = (context_data_val << 1) | (value & 1) if (context_data_position == bitsPerChar - 1) { context_data_position = 0 context_data.push(getCharFromInt(context_data_val)) context_data_val = 0 } else { context_data_position++ } value = value >> 1 } } context_enlargeIn-- if (context_enlargeIn == 0) { context_enlargeIn = Math.pow(2, context_numBits) context_numBits++ } context_dictionary[context_wc] = context_dictSize++ context_w = String(context_c) } } if (context_w !== '') { if (Object.prototype.hasOwnProperty.call(context_dictionaryToCreate, context_w)) { if (context_w.charCodeAt(0) < 256) { for (i = 0; i < context_numBits; i++) { context_data_val = context_data_val << 1 if (context_data_position == bitsPerChar - 1) { context_data_position = 0 context_data.push(getCharFromInt(context_data_val)) context_data_val = 0 } else { context_data_position++ } } value = context_w.charCodeAt(0) for (i = 0; i < 8; i++) { context_data_val = (context_data_val << 1) | (value & 1) if (context_data_position == bitsPerChar - 1) { context_data_position = 0 context_data.push(getCharFromInt(context_data_val)) context_data_val = 0 } else { context_data_position++ } value = value >> 1 } } else { value = 1 for (i = 0; i < context_numBits; i++) { context_data_val = (context_data_val << 1) | value if (context_data_position == bitsPerChar - 1) { context_data_position = 0 context_data.push(getCharFromInt(context_data_val)) context_data_val = 0 } else { context_data_position++ } value = 0 } value = context_w.charCodeAt(0) for (i = 0; i < 16; i++) { context_data_val = (context_data_val << 1) | (value & 1) if (context_data_position == bitsPerChar - 1) { context_data_position = 0 context_data.push(getCharFromInt(context_data_val)) context_data_val = 0 } else { context_data_position++ } value = value >> 1 } } context_enlargeIn-- if (context_enlargeIn == 0) { context_enlargeIn = Math.pow(2, context_numBits) context_numBits++ } delete context_dictionaryToCreate[context_w] } else { value = context_dictionary[context_w] for (i = 0; i < context_numBits; i++) { context_data_val = (context_data_val << 1) | (value & 1) if (context_data_position == bitsPerChar - 1) { context_data_position = 0 context_data.push(getCharFromInt(context_data_val)) context_data_val = 0 } else { context_data_position++ } value = value >> 1 } } context_enlargeIn-- if (context_enlargeIn == 0) { context_enlargeIn = Math.pow(2, context_numBits) context_numBits++ } } value = 2 for (i = 0; i < context_numBits; i++) { context_data_val = (context_data_val << 1) | (value & 1) if (context_data_position == bitsPerChar - 1) { context_data_position = 0 context_data.push(getCharFromInt(context_data_val)) context_data_val = 0 } else { context_data_position++ } value = value >> 1 } while (true) { context_data_val = context_data_val << 1 if (context_data_position == bitsPerChar - 1) { context_data.push(getCharFromInt(context_data_val)) break } else context_data_position++ } return context_data.join('') }, decompress: function (compressed) { if (compressed == null) return '' if (compressed == '') return null return LZString._decompress(compressed.length, 32768, function (index) { return compressed.charCodeAt(index) }) }, _decompress: function (length, resetValue, getNextValue) { var dictionary = [], next, enlargeIn = 4, dictSize = 4, numBits = 3, entry = '', result = [], i, w, bits, resb, maxpower, power, c, data = { val: getNextValue(0), position: resetValue, index: 1 } for (i = 0; i < 3; i += 1) { dictionary[i] = i } bits = 0 maxpower = Math.pow(2, 2) power = 1 while (power != maxpower) { resb = data.val & data.position data.position >>= 1 if (data.position == 0) { data.position = resetValue data.val = getNextValue(data.index++) } bits |= (resb > 0 ? 1 : 0) * power power <<= 1 } switch ((next = bits)) { case 0: bits = 0 maxpower = Math.pow(2, 8) power = 1 while (power != maxpower) { resb = data.val & data.position data.position >>= 1 if (data.position == 0) { data.position = resetValue data.val = getNextValue(data.index++) } bits |= (resb > 0 ? 1 : 0) * power power <<= 1 } c = f(bits) break case 1: bits = 0 maxpower = Math.pow(2, 16) power = 1 while (power != maxpower) { resb = data.val & data.position data.position >>= 1 if (data.position == 0) { data.position = resetValue data.val = getNextValue(data.index++) } bits |= (resb > 0 ? 1 : 0) * power power <<= 1 } c = f(bits) break case 2: return '' } dictionary[3] = c w = c result.push(c) while (true) { if (data.index > length) { return '' } bits = 0 maxpower = Math.pow(2, numBits) power = 1 while (power != maxpower) { resb = data.val & data.position data.position >>= 1 if (data.position == 0) { data.position = resetValue data.val = getNextValue(data.index++) } bits |= (resb > 0 ? 1 : 0) * power power <<= 1 } switch ((c = bits)) { case 0: bits = 0 maxpower = Math.pow(2, 8) power = 1 while (power != maxpower) { resb = data.val & data.position data.position >>= 1 if (data.position == 0) { data.position = resetValue data.val = getNextValue(data.index++) } bits |= (resb > 0 ? 1 : 0) * power power <<= 1 } dictionary[dictSize++] = f(bits) c = dictSize - 1 enlargeIn-- break case 1: bits = 0 maxpower = Math.pow(2, 16) power = 1 while (power != maxpower) { resb = data.val & data.position data.position >>= 1 if (data.position == 0) { data.position = resetValue data.val = getNextValue(data.index++) } bits |= (resb > 0 ? 1 : 0) * power power <<= 1 } dictionary[dictSize++] = f(bits) c = dictSize - 1 enlargeIn-- break case 2: return result.join('') } if (enlargeIn == 0) { enlargeIn = Math.pow(2, numBits) numBits++ } if (dictionary[c]) { entry = dictionary[c] } else { if (c === dictSize) { entry = w + w.charAt(0) } else { return null } } result.push(entry) dictionary[dictSize++] = w + entry.charAt(0) enlargeIn-- w = entry if (enlargeIn == 0) { enlargeIn = Math.pow(2, numBits) numBits++ } } } } return LZString })() if (typeof define === 'function' && define.amd) { define(function () { return LZString }) } else if (typeof module !== 'undefined' && module != null) { module.exports = LZString } else if (typeof angular !== 'undefined' && angular != null) { angular.module('LZString', []).factory('LZString', function () { return LZString }) } ////////////////////////////////---- -------------- aes -------------------- !(function (t, n) { 'object' == typeof exports ? (module.exports = exports = n()) : 'function' == typeof define && define.amd ? define([], n) : (t.CryptoJS = n()) })(this, function () { var t = t || (function (t, n) { var i = Object.create || (function () { function t() {} return function (n) { var i return (t.prototype = n), (i = new t()), (t.prototype = null), i } })(), e = {}, r = (e.lib = {}), o = (r.Base = (function () { return { extend: function (t) { var n = i(this) return ( t && n.mixIn(t), (n.hasOwnProperty('init') && this.init !== n.init) || (n.init = function () { n.$super.init.apply(this, arguments) }), (n.init.prototype = n), (n.$super = this), n ) }, create: function () { var t = this.extend() return t.init.apply(t, arguments), t }, init: function () {}, mixIn: function (t) { for (var n in t) t.hasOwnProperty(n) && (this[n] = t[n]) t.hasOwnProperty('toString') && (this.toString = t.toString) }, clone: function () { return this.init.prototype.extend(this) } } })()), s = (r.WordArray = o.extend({ init: function (t, i) { ;(t = this.words = t || []), i != n ? (this.sigBytes = i) : (this.sigBytes = 4 * t.length) }, toString: function (t) { return (t || c).stringify(this) }, concat: function (t) { var n = this.words, i = t.words, e = this.sigBytes, r = t.sigBytes if ((this.clamp(), e % 4)) for (var o = 0; o < r; o++) { var s = (i[o >>> 2] >>> (24 - (o % 4) * 8)) & 255 n[(e + o) >>> 2] |= s << (24 - ((e + o) % 4) * 8) } else for (var o = 0; o < r; o += 4) n[(e + o) >>> 2] = i[o >>> 2] return (this.sigBytes += r), this }, clamp: function () { var n = this.words, i = this.sigBytes ;(n[i >>> 2] &= 4294967295 << (32 - (i % 4) * 8)), (n.length = t.ceil(i / 4)) }, clone: function () { var t = o.clone.call(this) return (t.words = this.words.slice(0)), t }, random: function (n) { for ( var i, e = [], r = function (n) { var n = n, i = 987654321, e = 4294967295 return function () { ;(i = (36969 * (65535 & i) + (i >> 16)) & e), (n = (18e3 * (65535 & n) + (n >> 16)) & e) var r = ((i << 16) + n) & e return (r /= 4294967296), (r += 0.5), r * (t.random() > 0.5 ? 1 : -1) } }, o = 0; o < n; o += 4 ) { var a = r(4294967296 * (i || t.random())) ;(i = 987654071 * a()), e.push((4294967296 * a()) | 0) } return new s.init(e, n) } })), a = (e.enc = {}), c = (a.Hex = { stringify: function (t) { for (var n = t.words, i = t.sigBytes, e = [], r = 0; r < i; r++) { var o = (n[r >>> 2] >>> (24 - (r % 4) * 8)) & 255 e.push((o >>> 4).toString(16)), e.push((15 & o).toString(16)) } return e.join('') }, parse: function (t) { for (var n = t.length, i = [], e = 0; e < n; e += 2) i[e >>> 3] |= parseInt(t.substr(e, 2), 16) << (24 - (e % 8) * 4) return new s.init(i, n / 2) } }), u = (a.Latin1 = { stringify: function (t) { for (var n = t.words, i = t.sigBytes, e = [], r = 0; r < i; r++) { var o = (n[r >>> 2] >>> (24 - (r % 4) * 8)) & 255 e.push(String.fromCharCode(o)) } return e.join('') }, parse: function (t) { for (var n = t.length, i = [], e = 0; e < n; e++) i[e >>> 2] |= (255 & t.charCodeAt(e)) << (24 - (e % 4) * 8) return new s.init(i, n) } }), f = (a.Utf8 = { stringify: function (t) { try { return decodeURIComponent(escape(u.stringify(t))) } catch (t) { throw new Error('Malformed UTF-8 data') } }, parse: function (t) { return u.parse(unescape(encodeURIComponent(t))) } }), h = (r.BufferedBlockAlgorithm = o.extend({ reset: function () { ;(this._data = new s.init()), (this._nDataBytes = 0) }, _append: function (t) { 'string' == typeof t && (t = f.parse(t)), this._data.concat(t), (this._nDataBytes += t.sigBytes) }, _process: function (n) { var i = this._data, e = i.words, r = i.sigBytes, o = this.blockSize, a = 4 * o, c = r / a c = n ? t.ceil(c) : t.max((0 | c) - this._minBufferSize, 0) var u = c * o, f = t.min(4 * u, r) if (u) { for (var h = 0; h < u; h += o) this._doProcessBlock(e, h) var p = e.splice(0, u) i.sigBytes -= f } return new s.init(p, f) }, clone: function () { var t = o.clone.call(this) return (t._data = this._data.clone()), t }, _minBufferSize: 0 })), p = ((r.Hasher = h.extend({ cfg: o.extend(), init: function (t) { ;(this.cfg = this.cfg.extend(t)), this.reset() }, reset: function () { h.reset.call(this), this._doReset() }, update: function (t) { return this._append(t), this._process(), this }, finalize: function (t) { t && this._append(t) var n = this._doFinalize() return n }, blockSize: 16, _createHelper: function (t) { return function (n, i) { return new t.init(i).finalize(n) } }, _createHmacHelper: function (t) { return function (n, i) { return new p.HMAC.init(t, i).finalize(n) } } })), (e.algo = {})) return e })(Math) return t }) //# sourceMappingURL=core.min.js.map !(function (e, t, i) { 'object' == typeof exports ? (module.exports = exports = t(require('./core.min'), require('./sha1.min'), require('./hmac.min'))) : 'function' == typeof define && define.amd ? define(['./core.min', './sha1.min', './hmac.min'], t) : t(e.CryptoJS) })(this, function (e) { return ( (function () { var t = e, i = t.lib, r = i.Base, n = i.WordArray, o = t.algo, a = o.MD5, c = (o.EvpKDF = r.extend({ cfg: r.extend({ keySize: 4, hasher: a, iterations: 1 }), init: function (e) { this.cfg = this.cfg.extend(e) }, compute: function (e, t) { for (var i = this.cfg, r = i.hasher.create(), o = n.create(), a = o.words, c = i.keySize, f = i.iterations; a.length < c; ) { s && r.update(s) var s = r.update(e).finalize(t) r.reset() for (var u = 1; u < f; u++) (s = r.finalize(s)), r.reset() o.concat(s) } return (o.sigBytes = 4 * c), o } })) t.EvpKDF = function (e, t, i) { return c.create(i).compute(e, t) } })(), e.EvpKDF ) }) //# sourceMappingURL=evpkdf.min.js.map !(function (r, e) { 'object' == typeof exports ? (module.exports = exports = e(require('./core.min'))) : 'function' == typeof define && define.amd ? define(['./core.min'], e) : e(r.CryptoJS) })(this, function (r) { return ( (function () { function e(r, e, t) { for (var n = [], i = 0, o = 0; o < e; o++) if (o % 4) { var f = t[r.charCodeAt(o - 1)] << ((o % 4) * 2), c = t[r.charCodeAt(o)] >>> (6 - (o % 4) * 2) ;(n[i >>> 2] |= (f | c) << (24 - (i % 4) * 8)), i++ } return a.create(n, i) } var t = r, n = t.lib, a = n.WordArray, i = t.enc i.Base64 = { stringify: function (r) { var e = r.words, t = r.sigBytes, n = this._map r.clamp() for (var a = [], i = 0; i < t; i += 3) for ( var o = (e[i >>> 2] >>> (24 - (i % 4) * 8)) & 255, f = (e[(i + 1) >>> 2] >>> (24 - ((i + 1) % 4) * 8)) & 255, c = (e[(i + 2) >>> 2] >>> (24 - ((i + 2) % 4) * 8)) & 255, s = (o << 16) | (f << 8) | c, h = 0; h < 4 && i + 0.75 * h < t; h++ ) a.push(n.charAt((s >>> (6 * (3 - h))) & 63)) var p = n.charAt(64) if (p) for (; a.length % 4; ) a.push(p) return a.join('') }, parse: function (r) { var t = r.length, n = this._map, a = this._reverseMap if (!a) { a = this._reverseMap = [] for (var i = 0; i < n.length; i++) a[n.charCodeAt(i)] = i } var o = n.charAt(64) if (o) { var f = r.indexOf(o) f !== -1 && (t = f) } return e(r, t, a) }, _map: 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=' } })(), r.enc.Base64 ) }) //# sourceMappingURL=enc-base64.min.js.map !(function (e, t, r) { 'object' == typeof exports ? (module.exports = exports = t(require('./core.min'), require('./evpkdf.min'))) : 'function' == typeof define && define.amd ? define(['./core.min', './evpkdf.min'], t) : t(e.CryptoJS) })(this, function (e) { e.lib.Cipher || (function (t) { var r = e, i = r.lib, n = i.Base, c = i.WordArray, o = i.BufferedBlockAlgorithm, s = r.enc, a = (s.Utf8, s.Base64), f = r.algo, p = f.EvpKDF, d = (i.Cipher = o.extend({ cfg: n.extend(), createEncryptor: function (e, t) { return this.create(this._ENC_XFORM_MODE, e, t) }, createDecryptor: function (e, t) { return this.create(this._DEC_XFORM_MODE, e, t) }, init: function (e, t, r) { ;(this.cfg = this.cfg.extend(r)), (this._xformMode = e), (this._key = t), this.reset() }, reset: function () { o.reset.call(this), this._doReset() }, process: function (e) { return this._append(e), this._process() }, finalize: function (e) { e && this._append(e) var t = this._doFinalize() return t }, keySize: 4, ivSize: 4, _ENC_XFORM_MODE: 1, _DEC_XFORM_MODE: 2, _createHelper: (function () { function e(e) { return 'string' == typeof e ? B : x } return function (t) { return { encrypt: function (r, i, n) { return e(i).encrypt(t, r, i, n) }, decrypt: function (r, i, n) { return e(i).decrypt(t, r, i, n) } } } })() })), h = ((i.StreamCipher = d.extend({ _doFinalize: function () { var e = this._process(!0) return e }, blockSize: 1 })), (r.mode = {})), u = (i.BlockCipherMode = n.extend({ createEncryptor: function (e, t) { return this.Encryptor.create(e, t) }, createDecryptor: function (e, t) { return this.Decryptor.create(e, t) }, init: function (e, t) { ;(this._cipher = e), (this._iv = t) } })), l = (h.CBC = (function () { function e(e, r, i) { var n = this._iv if (n) { var c = n this._iv = t } else var c = this._prevBlock for (var o = 0; o < i; o++) e[r + o] ^= c[o] } var r = u.extend() return ( (r.Encryptor = r.extend({ processBlock: function (t, r) { var i = this._cipher, n = i.blockSize e.call(this, t, r, n), i.encryptBlock(t, r), (this._prevBlock = t.slice(r, r + n)) } })), (r.Decryptor = r.extend({ processBlock: function (t, r) { var i = this._cipher, n = i.blockSize, c = t.slice(r, r + n) i.decryptBlock(t, r), e.call(this, t, r, n), (this._prevBlock = c) } })), r ) })()), _ = (r.pad = {}), v = (_.Pkcs7 = { pad: function (e, t) { for (var r = 4 * t, i = r - (e.sigBytes % r), n = (i << 24) | (i << 16) | (i << 8) | i, o = [], s = 0; s < i; s += 4) o.push(n) var a = c.create(o, i) e.concat(a) }, unpad: function (e) { var t = 255 & e.words[(e.sigBytes - 1) >>> 2] e.sigBytes -= t } }), y = ((i.BlockCipher = d.extend({ cfg: d.cfg.extend({ mode: l, padding: v }), reset: function () { d.reset.call(this) var e = this.cfg, t = e.iv, r = e.mode if (this._xformMode == this._ENC_XFORM_MODE) var i = r.createEncryptor else { var i = r.createDecryptor this._minBufferSize = 1 } this._mode && this._mode.__creator == i ? this._mode.init(this, t && t.words) : ((this._mode = i.call(r, this, t && t.words)), (this._mode.__creator = i)) }, _doProcessBlock: function (e, t) { this._mode.processBlock(e, t) }, _doFinalize: function () { var e = this.cfg.padding if (this._xformMode == this._ENC_XFORM_MODE) { e.pad(this._data, this.blockSize) var t = this._process(!0) } else { var t = this._process(!0) e.unpad(t) } return t }, blockSize: 4 })), (i.CipherParams = n.extend({ init: function (e) { this.mixIn(e) }, toString: function (e) { return (e || this.formatter).stringify(this) } }))), m = (r.format = {}), k = (m.OpenSSL = { stringify: function (e) { var t = e.ciphertext, r = e.salt if (r) var i = c.create([1398893684, 1701076831]).concat(r).concat(t) else var i = t return i.toString(a) }, parse: function (e) { var t = a.parse(e), r = t.words if (1398893684 == r[0] && 1701076831 == r[1]) { var i = c.create(r.slice(2, 4)) r.splice(0, 4), (t.sigBytes -= 16) } return y.create({ ciphertext: t, salt: i }) } }), x = (i.SerializableCipher = n.extend({ cfg: n.extend({ format: k }), encrypt: function (e, t, r, i) { i = this.cfg.extend(i) var n = e.createEncryptor(r, i), c = n.finalize(t), o = n.cfg return y.create({ ciphertext: c, key: r, iv: o.iv, algorithm: e, mode: o.mode, padding: o.padding, blockSize: e.blockSize, formatter: i.format }) }, decrypt: function (e, t, r, i) { ;(i = this.cfg.extend(i)), (t = this._parse(t, i.format)) var n = e.createDecryptor(r, i).finalize(t.ciphertext) return n }, _parse: function (e, t) { return 'string' == typeof e ? t.parse(e, this) : e } })), g = (r.kdf = {}), S = (g.OpenSSL = { execute: function (e, t, r, i) { i || (i = c.random(8)) var n = p .create({ keySize: t + r }) .compute(e, i), o = c.create(n.words.slice(t), 4 * r) return ( (n.sigBytes = 4 * t), y.create({ key: n, iv: o, salt: i }) ) } }), B = (i.PasswordBasedCipher = x.extend({ cfg: x.cfg.extend({ kdf: S }), encrypt: function (e, t, r, i) { i = this.cfg.extend(i) var n = i.kdf.execute(r, e.keySize, e.ivSize) i.iv = n.iv var c = x.encrypt.call(this, e, t, n.key, i) return c.mixIn(n), c }, decrypt: function (e, t, r, i) { ;(i = this.cfg.extend(i)), (t = this._parse(t, i.format)) var n = i.kdf.execute(r, e.keySize, e.ivSize, t.salt) i.iv = n.iv var c = x.decrypt.call(this, e, t, n.key, i) return c } })) })() }) //# sourceMappingURL=cipher-core.min.js.map !(function (e, i) { 'object' == typeof exports ? (module.exports = exports = i(require('./core.min'))) : 'function' == typeof define && define.amd ? define(['./core.min'], i) : i(e.CryptoJS) })(this, function (e) { !(function () { var i = e, t = i.lib, n = t.Base, s = i.enc, r = s.Utf8, o = i.algo o.HMAC = n.extend({ init: function (e, i) { ;(e = this._hasher = new e.init()), 'string' == typeof i && (i = r.parse(i)) var t = e.blockSize, n = 4 * t i.sigBytes > n && (i = e.finalize(i)), i.clamp() for (var s = (this._oKey = i.clone()), o = (this._iKey = i.clone()), a = s.words, f = o.words, c = 0; c < t; c++) (a[c] ^= 1549556828), (f[c] ^= 909522486) ;(s.sigBytes = o.sigBytes = n), this.reset() }, reset: function () { var e = this._hasher e.reset(), e.update(this._iKey) }, update: function (e) { return this._hasher.update(e), this }, finalize: function (e) { var i = this._hasher, t = i.finalize(e) i.reset() var n = i.finalize(this._oKey.clone().concat(t)) return n } }) })() }) //# sourceMappingURL=hmac.min.js.map !(function (e, o, r) { 'object' == typeof exports ? (module.exports = exports = o(require('./core.min'), require('./cipher-core.min'))) : 'function' == typeof define && define.amd ? define(['./core.min', './cipher-core.min'], o) : o(e.CryptoJS) })(this, function (e) { return ( (e.mode.ECB = (function () { var o = e.lib.BlockCipherMode.extend() return ( (o.Encryptor = o.extend({ processBlock: function (e, o) { this._cipher.encryptBlock(e, o) } })), (o.Decryptor = o.extend({ processBlock: function (e, o) { this._cipher.decryptBlock(e, o) } })), o ) })()), e.mode.ECB ) }) //# sourceMappingURL=mode-ecb.min.js.map !(function (e, r, i) { 'object' == typeof exports ? (module.exports = exports = r(require('./core.min'), require('./cipher-core.min'))) : 'function' == typeof define && define.amd ? define(['./core.min', './cipher-core.min'], r) : r(e.CryptoJS) })(this, function (e) { return e.pad.Pkcs7 }) //# sourceMappingURL=pad-pkcs7.min.js.map !(function (e, r, i) { 'object' == typeof exports ? (module.exports = exports = r(require('./core.min'), require('./enc-base64.min'), require('./md5.min'), require('./evpkdf.min'), require('./cipher-core.min'))) : 'function' == typeof define && define.amd ? define(['./core.min', './enc-base64.min', './md5.min', './evpkdf.min', './cipher-core.min'], r) : r(e.CryptoJS) })(this, function (e) { return ( (function () { var r = e, i = r.lib, n = i.BlockCipher, o = r.algo, t = [], c = [], s = [], f = [], a = [], d = [], u = [], v = [], h = [], y = [] !(function () { for (var e = [], r = 0; r < 256; r++) r < 128 ? (e[r] = r << 1) : (e[r] = (r << 1) ^ 283) for (var i = 0, n = 0, r = 0; r < 256; r++) { var o = n ^ (n << 1) ^ (n << 2) ^ (n << 3) ^ (n << 4) ;(o = (o >>> 8) ^ (255 & o) ^ 99), (t[i] = o), (c[o] = i) var p = e[i], l = e[p], _ = e[l], k = (257 * e[o]) ^ (16843008 * o) ;(s[i] = (k << 24) | (k >>> 8)), (f[i] = (k << 16) | (k >>> 16)), (a[i] = (k << 8) | (k >>> 24)), (d[i] = k) var k = (16843009 * _) ^ (65537 * l) ^ (257 * p) ^ (16843008 * i) ;(u[o] = (k << 24) | (k >>> 8)), (v[o] = (k << 16) | (k >>> 16)), (h[o] = (k << 8) | (k >>> 24)), (y[o] = k), i ? ((i = p ^ e[e[e[_ ^ p]]]), (n ^= e[e[n]])) : (i = n = 1) } })() var p = [0, 1, 2, 4, 8, 16, 32, 64, 128, 27, 54], l = (o.AES = n.extend({ _doReset: function () { if (!this._nRounds || this._keyPriorReset !== this._key) { for ( var e = (this._keyPriorReset = this._key), r = e.words, i = e.sigBytes / 4, n = (this._nRounds = i + 6), o = 4 * (n + 1), c = (this._keySchedule = []), s = 0; s < o; s++ ) if (s < i) c[s] = r[s] else { var f = c[s - 1] s % i ? i > 6 && s % i == 4 && (f = (t[f >>> 24] << 24) | (t[(f >>> 16) & 255] << 16) | (t[(f >>> 8) & 255] << 8) | t[255 & f]) : ((f = (f << 8) | (f >>> 24)), (f = (t[f >>> 24] << 24) | (t[(f >>> 16) & 255] << 16) | (t[(f >>> 8) & 255] << 8) | t[255 & f]), (f ^= p[(s / i) | 0] << 24)), (c[s] = c[s - i] ^ f) } for (var a = (this._invKeySchedule = []), d = 0; d < o; d++) { var s = o - d if (d % 4) var f = c[s] else var f = c[s - 4] d < 4 || s <= 4 ? (a[d] = f) : (a[d] = u[t[f >>> 24]] ^ v[t[(f >>> 16) & 255]] ^ h[t[(f >>> 8) & 255]] ^ y[t[255 & f]]) } } }, encryptBlock: function (e, r) { this._doCryptBlock(e, r, this._keySchedule, s, f, a, d, t) }, decryptBlock: function (e, r) { var i = e[r + 1] ;(e[r + 1] = e[r + 3]), (e[r + 3] = i), this._doCryptBlock(e, r, this._invKeySchedule, u, v, h, y, c) var i = e[r + 1] ;(e[r + 1] = e[r + 3]), (e[r + 3] = i) }, _doCryptBlock: function (e, r, i, n, o, t, c, s) { for (var f = this._nRounds, a = e[r] ^ i[0], d = e[r + 1] ^ i[1], u = e[r + 2] ^ i[2], v = e[r + 3] ^ i[3], h = 4, y = 1; y < f; y++) { var p = n[a >>> 24] ^ o[(d >>> 16) & 255] ^ t[(u >>> 8) & 255] ^ c[255 & v] ^ i[h++], l = n[d >>> 24] ^ o[(u >>> 16) & 255] ^ t[(v >>> 8) & 255] ^ c[255 & a] ^ i[h++], _ = n[u >>> 24] ^ o[(v >>> 16) & 255] ^ t[(a >>> 8) & 255] ^ c[255 & d] ^ i[h++], k = n[v >>> 24] ^ o[(a >>> 16) & 255] ^ t[(d >>> 8) & 255] ^ c[255 & u] ^ i[h++] ;(a = p), (d = l), (u = _), (v = k) } var p = ((s[a >>> 24] << 24) | (s[(d >>> 16) & 255] << 16) | (s[(u >>> 8) & 255] << 8) | s[255 & v]) ^ i[h++], l = ((s[d >>> 24] << 24) | (s[(u >>> 16) & 255] << 16) | (s[(v >>> 8) & 255] << 8) | s[255 & a]) ^ i[h++], _ = ((s[u >>> 24] << 24) | (s[(v >>> 16) & 255] << 16) | (s[(a >>> 8) & 255] << 8) | s[255 & d]) ^ i[h++], k = ((s[v >>> 24] << 24) | (s[(a >>> 16) & 255] << 16) | (s[(d >>> 8) & 255] << 8) | s[255 & u]) ^ i[h++] ;(e[r] = p), (e[r + 1] = l), (e[r + 2] = _), (e[r + 3] = k) }, keySize: 8 })) r.AES = n._createHelper(l) })(), e.AES ) }) //# sourceMappingURL=aes.min.js.map !(function (e, n) { 'object' == typeof exports ? (module.exports = exports = n(require('./core.min'))) : 'function' == typeof define && define.amd ? define(['./core.min'], n) : n(e.CryptoJS) })(this, function (e) { return e.enc.Utf8 }) ////////////////////////-------LineSegmentsGeometry---------------------- THREE.LineSegmentsGeometry = function () { THREE.InstancedBufferGeometry.call(this) this.type = 'LineSegmentsGeometry' var plane = new THREE.BufferGeometry() var positions = [-1, 2, 0, 1, 2, 0, -1, 1, 0, 1, 1, 0, -1, 0, 0, 1, 0, 0, -1, -1, 0, 1, -1, 0] var uvs = [-1, 2, 1, 2, -1, 1, 1, 1, -1, -1, 1, -1, -1, -2, 1, -2] var index = [0, 2, 1, 2, 3, 1, 2, 4, 3, 4, 5, 3, 4, 6, 5, 6, 7, 5] this.setIndex(index) this.addAttribute('position', new THREE.Float32BufferAttribute(positions, 3)) this.addAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2)) } THREE.LineSegmentsGeometry.prototype = Object.assign(Object.create(THREE.InstancedBufferGeometry.prototype), { constructor: THREE.LineSegmentsGeometry, isLineSegmentsGeometry: true, applyMatrix: function (matrix) { var start = this.attributes.instanceStart var end = this.attributes.instanceEnd if (start !== undefined) { matrix.applyToBufferAttribute(start) matrix.applyToBufferAttribute(end) start.data.needsUpdate = true } if (this.boundingBox !== null) { this.computeBoundingBox() } if (this.boundingSphere !== null) { this.computeBoundingSphere() } return this }, setPositions: function (array) { var lineSegments if (array instanceof Float32Array) { lineSegments = array } else if (Array.isArray(array)) { lineSegments = new Float32Array(array) } var instanceBuffer = new THREE.InstancedInterleavedBuffer(lineSegments, 6, 1) // xyz, xyz this.addAttribute('instanceStart', new THREE.InterleavedBufferAttribute(instanceBuffer, 3, 0)) // xyz this.addAttribute('instanceEnd', new THREE.InterleavedBufferAttribute(instanceBuffer, 3, 3)) // xyz // this.computeBoundingBox() this.computeBoundingSphere() return this }, setColors: function (array) { var colors if (array instanceof Float32Array) { colors = array } else if (Array.isArray(array)) { colors = new Float32Array(array) } var instanceColorBuffer = new THREE.InstancedInterleavedBuffer(colors, 6, 1) // rgb, rgb this.addAttribute('instanceColorStart', new THREE.InterleavedBufferAttribute(instanceColorBuffer, 3, 0)) // rgb this.addAttribute('instanceColorEnd', new THREE.InterleavedBufferAttribute(instanceColorBuffer, 3, 3)) // rgb return this }, fromWireframeGeometry: function (geometry) { this.setPositions(geometry.attributes.position.array) return this }, fromEdgesGeometry: function (geometry) { this.setPositions(geometry.attributes.position.array) return this }, fromMesh: function (mesh) { this.fromWireframeGeometry(new THREE.WireframeGeometry(mesh.geometry)) // set colors, maybe return this }, fromLineSegements: function (lineSegments) { var geometry = lineSegments.geometry if (geometry.isGeometry) { this.setPositions(geometry.vertices) } else if (geometry.isBufferGeometry) { this.setPositions(geometry.position.array) // assumes non-indexed } // set colors, maybe return this }, computeBoundingBox: (function () { var box = new THREE.Box3() return function computeBoundingBox() { if (this.boundingBox === null) { this.boundingBox = new THREE.Box3() } var start = this.attributes.instanceStart var end = this.attributes.instanceEnd if (start !== undefined && end !== undefined) { this.boundingBox.setFromBufferAttribute(start) box.setFromBufferAttribute(end) this.boundingBox.union(box) } } })(), computeBoundingSphere: (function () { var vector = new THREE.Vector3() return function computeBoundingSphere() { if (this.boundingSphere === null) { this.boundingSphere = new THREE.Sphere() } if (this.boundingBox === null) { this.computeBoundingBox() } var start = this.attributes.instanceStart var end = this.attributes.instanceEnd if (start !== undefined && end !== undefined) { var center = this.boundingSphere.center this.boundingBox.getCenter(center) var maxRadiusSq = 0 for (var i = 0, il = start.count; i < il; i++) { vector.fromBufferAttribute(start, i) maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(vector)) vector.fromBufferAttribute(end, i) maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(vector)) } this.boundingSphere.radius = Math.sqrt(maxRadiusSq) } } })(), toJSON: function () { // todo }, clone: function () { // todo }, copy: function (source) { // todo return this } }) //////////////////////////////---------------LineMaterial----------- THREE.UniformsLib.line = { linewidth: { value: 1 }, resolution: { value: new THREE.Vector2(1, 1) }, dashScale: { value: 1 }, dashSize: { value: 1 }, gapSize: { value: 1 } // todo FIX - maybe change to totalSize } THREE.ShaderLib['line'] = { uniforms: THREE.UniformsUtils.merge([THREE.UniformsLib.common, THREE.UniformsLib.fog, THREE.UniformsLib.line]), vertexShader: ` #include #include #include #include #include uniform float linewidth; uniform vec2 resolution; attribute vec3 instanceStart; attribute vec3 instanceEnd; attribute vec3 instanceColorStart; attribute vec3 instanceColorEnd; varying vec2 vUv; #ifdef USE_DASH uniform float dashScale; attribute float instanceDistanceStart; attribute float instanceDistanceEnd; varying float vLineDistance; #endif void trimSegment( const in vec4 start, inout vec4 end ) { // trim end segment so it terminates between the camera plane and the near plane // conservative estimate of the near plane float a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column float b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column float nearEstimate = - 0.5 * b / a; float alpha = ( nearEstimate - start.z ) / ( end.z - start.z ); end.xyz = mix( start.xyz, end.xyz, alpha ); } void main() { #ifdef USE_COLOR vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd; #endif #ifdef USE_DASH vLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd; #endif float aspect = resolution.x / resolution.y; vUv = uv; // camera space vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 ); vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 ); // special case for perspective projection, and segments that terminate either in, or behind, the camera plane // clearly the gpu firmware has a way of addressing this issue when projecting into ndc space // but we need to perform ndc-space calculations in the shader, so we must address this issue directly // perhaps there is a more elegant solution -- WestLangley bool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column if ( perspective ) { if ( start.z < 0.0 && end.z >= 0.0 ) { trimSegment( start, end ); } else if ( end.z < 0.0 && start.z >= 0.0 ) { trimSegment( end, start ); } } // clip space vec4 clipStart = projectionMatrix * start; vec4 clipEnd = projectionMatrix * end; // ndc space vec2 ndcStart = clipStart.xy / clipStart.w; vec2 ndcEnd = clipEnd.xy / clipEnd.w; // direction vec2 dir = ndcEnd - ndcStart; // account for clip-space aspect ratio dir.x *= aspect; dir = normalize( dir ); // perpendicular to dir vec2 offset = vec2( dir.y, - dir.x ); // undo aspect ratio adjustment dir.x /= aspect; offset.x /= aspect; // sign flip if ( position.x < 0.0 ) offset *= - 1.0; // endcaps if ( position.y < 0.0 ) { offset += - dir; } else if ( position.y > 1.0 ) { offset += dir; } // adjust for linewidth offset *= linewidth; // adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ... offset /= resolution.y; // select end vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd; // back to clip space offset *= clip.w; clip.xy += offset; gl_Position = clip; vec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation #include #include #include } `, fragmentShader: ` uniform vec3 diffuse; uniform float opacity; #ifdef USE_DASH uniform float dashSize; uniform float gapSize; #endif varying float vLineDistance; #include #include #include #include #include varying vec2 vUv; void main() { #include #ifdef USE_DASH if ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps if ( mod( vLineDistance, dashSize + gapSize ) > dashSize ) discard; // todo - FIX #endif if ( abs( vUv.y ) > 1.0 ) { float a = vUv.x; float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0; float len2 = a * a + b * b; if ( len2 > 1.0 ) discard; } vec4 diffuseColor = vec4( diffuse, opacity ); #include #include gl_FragColor = vec4( diffuseColor.rgb, diffuseColor.a ); #include #include #include #include } ` } THREE.LineMaterial = function (parameters) { THREE.ShaderMaterial.call(this, { type: 'LineMaterial', uniforms: THREE.UniformsUtils.clone(THREE.ShaderLib['line'].uniforms), vertexShader: THREE.ShaderLib['line'].vertexShader, fragmentShader: THREE.ShaderLib['line'].fragmentShader }) this.dashed = false Object.defineProperties(this, { color: { enumerable: true, get: function () { return this.uniforms.diffuse.value }, set: function (value) { this.uniforms.diffuse.value = value } }, linewidth: { enumerable: true, get: function () { return this.uniforms.linewidth.value }, set: function (value) { this.uniforms.linewidth.value = value } }, dashScale: { enumerable: true, get: function () { return this.uniforms.dashScale.value }, set: function (value) { this.uniforms.dashScale.value = value } }, dashSize: { enumerable: true, get: function () { return this.uniforms.dashSize.value }, set: function (value) { this.uniforms.dashSize.value = value } }, gapSize: { enumerable: true, get: function () { return this.uniforms.gapSize.value }, set: function (value) { this.uniforms.gapSize.value = value } }, resolution: { enumerable: true, get: function () { return this.uniforms.resolution.value }, set: function (value) { this.uniforms.resolution.value.copy(value) } } }) this.setValues(parameters) } THREE.LineMaterial.prototype = Object.create(THREE.ShaderMaterial.prototype) THREE.LineMaterial.prototype.constructor = THREE.LineMaterial THREE.LineMaterial.prototype.isLineMaterial = true THREE.LineMaterial.prototype.copy = function (source) { THREE.ShaderMaterial.prototype.copy.call(this, source) this.color.copy(source.color) this.linewidth = source.linewidth this.resolution = source.resolution // todo return this } //////////////////////////// ---------- LineGeometry -------------- THREE.LineGeometry = function () { THREE.LineSegmentsGeometry.call(this) this.type = 'LineGeometry' } THREE.LineGeometry.prototype = Object.assign(Object.create(THREE.LineSegmentsGeometry.prototype), { constructor: THREE.LineGeometry, isLineGeometry: true, setPositions: function (array) { // converts [ x1, y1, z1, x2, y2, z2, ... ] to pairs format var length = array.length - 3 var points = new Float32Array(2 * length) for (var i = 0; i < length; i += 3) { points[2 * i] = array[i] points[2 * i + 1] = array[i + 1] points[2 * i + 2] = array[i + 2] points[2 * i + 3] = array[i + 3] points[2 * i + 4] = array[i + 4] points[2 * i + 5] = array[i + 5] } THREE.LineSegmentsGeometry.prototype.setPositions.call(this, points) return this }, setColors: function (array) { // converts [ r1, g1, b1, r2, g2, b2, ... ] to pairs format var length = array.length - 3 var colors = new Float32Array(2 * length) for (var i = 0; i < length; i += 3) { colors[2 * i] = array[i] colors[2 * i + 1] = array[i + 1] colors[2 * i + 2] = array[i + 2] colors[2 * i + 3] = array[i + 3] colors[2 * i + 4] = array[i + 4] colors[2 * i + 5] = array[i + 5] } THREE.LineSegmentsGeometry.prototype.setColors.call(this, colors) return this }, fromLine: function (line) { var geometry = line.geometry if (geometry.isGeometry) { this.setPositions(geometry.vertices) } else if (geometry.isBufferGeometry) { this.setPositions(geometry.position.array) // assumes non-indexed } // set colors, maybe return this }, copy: function (source) { // todo return this } })