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// 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 <a1, a2> to range <b1, b2>
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 <low, high> interval
randInt: function randInt(low, high) {
return low + Math.floor(Math.random() * (high - low + 1))
},
// Random float from <low, high> 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: <hex>,
* opacity: <float>,
* map: new THREE.Texture( <Image> ),
*
* lightMap: new THREE.Texture( <Image> ),
* lightMapIntensity: <float>
*
* aoMap: new THREE.Texture( <Image> ),
* aoMapIntensity: <float>
*
* specularMap: new THREE.Texture( <Image> ),
*
* alphaMap: new THREE.Texture( <Image> ),
*
* envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
* combine: THREE.Multiply,
* reflectivity: <float>,
* refractionRatio: <float>,
*
* depthTest: <bool>,
* depthWrite: <bool>,
*
* wireframe: <boolean>,
* wireframeLinewidth: <float>,
*
* skinning: <bool>,
* morphTargets: <bool>
* }
*/
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: <string>,
* vertexShader: <string>,
*
* wireframe: <boolean>,
* wireframeLinewidth: <float>,
*
* lights: <bool>,
*
* skinning: <bool>,
* morphTargets: <bool>,
* morphNormals: <bool>
* }
*/
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 <begin_vertex>\n\t\t\t\t#include <project_vertex>\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 <common>\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t}\n\t\t'
}
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 <tonemapping_fragment>\n\t#include <encodings_fragment>\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 <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}'
var cube_vert =
'varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}'
var depth_frag =
'#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}'
var depth_vert =
'#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}'
var distanceRGBA_frag =
'#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}'
var distanceRGBA_vert =
'#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}'
var equirect_frag =
'uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}'
var equirect_vert =
'varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}'
var linedashed_frag =
'uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}'
var linedashed_vert =
'uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}'
var meshbasic_frag =
'uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}'
var meshbasic_vert =
'#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}'
var meshlambert_frag =
'uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}'
var meshlambert_vert =
'#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}'
var meshmatcap_frag =
'#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}'
var meshmatcap_vert =
'#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}'
var meshtoon_frag =
'#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}'
var meshtoon_vert =
'#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}'
var meshphong_frag =
'#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}'
var meshphong_vert =
'#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}'
var meshphysical_frag =
'#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSMISSION\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSMISSION\n\tuniform float transmission;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <transmissionmap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#ifdef TRANSMISSION\n\t\tfloat totalTransmission = transmission;\n\t#endif\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <transmissionmap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSMISSION\n\t\tdiffuseColor.a *= mix( saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) ), 1.0, metalness );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}'
var meshphysical_vert =
'#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}'
var normal_frag =
'#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}'
var normal_vert =
'#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}'
var points_frag =
'uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}'
var points_vert =
'uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}'
var shadow_frag =
'uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}'
var shadow_vert =
'#include <common>\n#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}'
var sprite_frag =
'uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}'
var sprite_vert =
'uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}'
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: <float>,
*
* map: new THREE.Texture( <Image> ),
*
* alphaMap: new THREE.Texture( <Image> ),
*
* displacementMap: new THREE.Texture( <Image> ),
* displacementScale: <float>,
* displacementBias: <float>,
*
* wireframe: <boolean>,
* wireframeLinewidth: <float>
* }
*/
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: <float>,
* nearDistance: <float>,
* farDistance: <float>,
*
* skinning: <bool>,
* morphTargets: <bool>,
*
* map: new THREE.Texture( <Image> ),
*
* alphaMap: new THREE.Texture( <Image> ),
*
* displacementMap: new THREE.Texture( <Image> ),
* displacementScale: <float>,
* displacementBias: <float>
*
* }
*/
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 <packing>\nvoid main() {\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n\t\t#ifdef 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: <hex>,
* map: new THREE.Texture( <Image> ),
* alphaMap: new THREE.Texture( <Image> ),
* rotation: <float>,
* sizeAttenuation: <bool>
* }
*/
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: <hex>,
* opacity: <float>,
*
* linewidth: <float>,
* 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: <hex>,
* opacity: <float>,
* map: new THREE.Texture( <Image> ),
* alphaMap: new THREE.Texture( <Image> ),
*
* size: <float>,
* sizeAttenuation: <bool>
*
* morphTargets: <bool>
* }
*/
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: <THREE.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: <hex>,
* roughness: <float>,
* metalness: <float>,
* opacity: <float>,
*
* map: new THREE.Texture( <Image> ),
*
* lightMap: new THREE.Texture( <Image> ),
* lightMapIntensity: <float>
*
* aoMap: new THREE.Texture( <Image> ),
* aoMapIntensity: <float>
*
* emissive: <hex>,
* emissiveIntensity: <float>
* emissiveMap: new THREE.Texture( <Image> ),
*
* bumpMap: new THREE.Texture( <Image> ),
* bumpScale: <float>,
*
* normalMap: new THREE.Texture( <Image> ),
* normalMapType: THREE.TangentSpaceNormalMap,
* normalScale: <Vector2>,
*
* displacementMap: new THREE.Texture( <Image> ),
* displacementScale: <float>,
* displacementBias: <float>,
*
* roughnessMap: new THREE.Texture( <Image> ),
*
* metalnessMap: new THREE.Texture( <Image> ),
*
* alphaMap: new THREE.Texture( <Image> ),
*
* envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
* envMapIntensity: <float>
*
* refractionRatio: <float>,
*
* wireframe: <boolean>,
* wireframeLinewidth: <float>,
*
* skinning: <bool>,
* morphTargets: <bool>,
* morphNormals: <bool>
* }
*/
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: <float>,
* clearcoatMap: new THREE.Texture( <Image> ),
* clearcoatRoughness: <float>,
* clearcoatRoughnessMap: new THREE.Texture( <Image> ),
* clearcoatNormalScale: <Vector2>,
* clearcoatNormalMap: new THREE.Texture( <Image> ),
*
* reflectivity: <float>,
* ior: <float>,
*
* sheen: <Color>,
*
* transmission: <float>,
* transmissionMap: new THREE.Texture( <Image> )
* }
*/
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: <hex>,
* specular: <hex>,
* shininess: <float>,
* opacity: <float>,
*
* map: new THREE.Texture( <Image> ),
*
* lightMap: new THREE.Texture( <Image> ),
* lightMapIntensity: <float>
*
* aoMap: new THREE.Texture( <Image> ),
* aoMapIntensity: <float>
*
* emissive: <hex>,
* emissiveIntensity: <float>
* emissiveMap: new THREE.Texture( <Image> ),
*
* bumpMap: new THREE.Texture( <Image> ),
* bumpScale: <float>,
*
* normalMap: new THREE.Texture( <Image> ),
* normalMapType: THREE.TangentSpaceNormalMap,
* normalScale: <Vector2>,
*
* displacementMap: new THREE.Texture( <Image> ),
* displacementScale: <float>,
* displacementBias: <float>,
*
* specularMap: new THREE.Texture( <Image> ),
*
* alphaMap: new THREE.Texture( <Image> ),
*
* envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
* combine: THREE.MultiplyOperation,
* reflectivity: <float>,
* refractionRatio: <float>,
*
* wireframe: <boolean>,
* wireframeLinewidth: <float>,
*
* skinning: <bool>,
* morphTargets: <bool>,
* morphNormals: <bool>
* }
*/
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: <hex>,
*
* map: new THREE.Texture( <Image> ),
* gradientMap: new THREE.Texture( <Image> ),
*
* lightMap: new THREE.Texture( <Image> ),
* lightMapIntensity: <float>
*
* aoMap: new THREE.Texture( <Image> ),
* aoMapIntensity: <float>
*
* emissive: <hex>,
* emissiveIntensity: <float>
* emissiveMap: new THREE.Texture( <Image> ),
*
* bumpMap: new THREE.Texture( <Image> ),
* bumpScale: <float>,
*
* normalMap: new THREE.Texture( <Image> ),
* normalMapType: THREE.TangentSpaceNormalMap,
* normalScale: <Vector2>,
*
* displacementMap: new THREE.Texture( <Image> ),
* displacementScale: <float>,
* displacementBias: <float>,
*
* alphaMap: new THREE.Texture( <Image> ),
*
* wireframe: <boolean>,
* wireframeLinewidth: <float>,
*
* skinning: <bool>,
* morphTargets: <bool>,
* morphNormals: <bool>
* }
*/
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: <float>,
*
* bumpMap: new THREE.Texture( <Image> ),
* bumpScale: <float>,
*
* normalMap: new THREE.Texture( <Image> ),
* normalMapType: THREE.TangentSpaceNormalMap,
* normalScale: <Vector2>,
*
* displacementMap: new THREE.Texture( <Image> ),
* displacementScale: <float>,
* displacementBias: <float>,
*
* wireframe: <boolean>,
* wireframeLinewidth: <float>
*
* skinning: <bool>,
* morphTargets: <bool>,
* morphNormals: <bool>
* }
*/
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: <hex>,
* opacity: <float>,
*
* map: new THREE.Texture( <Image> ),
*
* lightMap: new THREE.Texture( <Image> ),
* lightMapIntensity: <float>
*
* aoMap: new THREE.Texture( <Image> ),
* aoMapIntensity: <float>
*
* emissive: <hex>,
* emissiveIntensity: <float>
* emissiveMap: new THREE.Texture( <Image> ),
*
* specularMap: new THREE.Texture( <Image> ),
*
* alphaMap: new THREE.Texture( <Image> ),
*
* envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
* combine: THREE.Multiply,
* reflectivity: <float>,
* refractionRatio: <float>,
*
* wireframe: <boolean>,
* wireframeLinewidth: <float>,
*
* skinning: <bool>,
* morphTargets: <bool>,
* morphNormals: <bool>
* }
*/
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: <hex>,
* opacity: <float>,
*
* matcap: new THREE.Texture( <Image> ),
*
* map: new THREE.Texture( <Image> ),
*
* bumpMap: new THREE.Texture( <Image> ),
* bumpScale: <float>,
*
* normalMap: new THREE.Texture( <Image> ),
* normalMapType: THREE.TangentSpaceNormalMap,
* normalScale: <Vector2>,
*
* displacementMap: new THREE.Texture( <Image> ),
* displacementScale: <float>,
* displacementBias: <float>,
*
* alphaMap: new THREE.Texture( <Image> ),
*
* skinning: <bool>,
* morphTargets: <bool>,
* morphNormals: <bool>
* }
*/
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: <hex>,
* opacity: <float>,
*
* linewidth: <float>,
*
* scale: <float>,
* dashSize: <float>,
* gapSize: <float>
* }
*/
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 <d
},
// We cannot use the default THREE.Curve getPoint() with getLength() because in
// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
// getPoint() depends on getLength
getLength: function getLength() {
var lens = this.getCurveLengths()
return lens[lens.length - 1]
},
// cacheLengths must be recalculated.
updateArcLengths: function updateArcLengths() {
this.needsUpdate = true
this.cacheLengths = null
this.getCurveLengths()
},
// Compute lengths and cache them
// We cannot overwrite getLengths() because UtoT mapping uses it.
getCurveLengths: function getCurveLengths() {
// We use cache values if curves and cache array are same length
if (this.cacheLengths && this.cacheLengths.length === this.curves.length) {
return this.cacheLengths
} // Get length of sub-curve
// Push sums into cached array
var lengths = []
var sums = 0
for (var i = 0, l = this.curves.length; i < l; i++) {
sums += this.curves[i].getLength()
lengths.push(sums)
}
this.cacheLengths = lengths
return lengths
},
getSpacedPoints: function getSpacedPoints(divisions) {
if (divisions === void 0) {
divisions = 40
}
var points = []
for (var i = 0; i <= divisions; i++) {
points.push(this.getPoint(i / divisions))
}
if (this.autoClose) {
points.push(points[0])
}
return points
},
getPoints: function getPoints(divisions) {
if (divisions === void 0) {
divisions = 12
}
var points = []
var last
for (var i = 0, curves = this.curves; i < curves.length; i++) {
var curve = curves[i]
var resolution =
curve && curve.isEllipseCurve
? divisions * 2
: curve && (curve.isLineCurve || curve.isLineCurve3)
? 1
: curve && curve.isSplineCurve
? divisions * curve.points.length
: divisions
var pts = curve.getPoints(resolution)
for (var j = 0; j < pts.length; j++) {
var point = pts[j]
if (last && last.equals(point)) continue // ensures no consecutive points are duplicates
points.push(point)
last = point
}
}
if (this.autoClose && points.length > 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<i>'
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<i>' 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 <cube_uv_reflection_fragment>\n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t",
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 <common>\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tvec2 f = fract( uv / texelSize - 0.5 );\n\t\t\t\tuv -= f * texelSize;\n\t\t\t\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x += texelSize.x;\n\t\t\t\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.y += texelSize.y;\n\t\t\t\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x -= texelSize.x;\n\t\t\t\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\n\t\t\t\tvec3 tm = mix( tl, tr, f.x );\n\t\t\t\tvec3 bm = mix( bl, br, f.x );\n\t\t\t\tgl_FragColor.rgb = mix( tm, bm, f.y );\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t',
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 <encodings_pars_fragment>\n\n\t\tvec4 inputTexelToLinear( vec4 value ) {\n\n\t\t\tif ( inputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( inputEncoding == 1 ) {\n\n\t\t\t\treturn sRGBToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 2 ) {\n\n\t\t\t\treturn RGBEToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 3 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 7.0 );\n\n\t\t\t} else if ( inputEncoding == 4 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 16.0 );\n\n\t\t\t} else if ( inputEncoding == 5 ) {\n\n\t\t\t\treturn RGBDToLinear( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn GammaToLinear( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 linearToOutputTexel( vec4 value ) {\n\n\t\t\tif ( outputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( outputEncoding == 1 ) {\n\n\t\t\t\treturn LinearTosRGB( value );\n\n\t\t\t} else if ( outputEncoding == 2 ) {\n\n\t\t\t\treturn LinearToRGBE( value );\n\n\t\t\t} else if ( outputEncoding == 3 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 7.0 );\n\n\t\t\t} else if ( outputEncoding == 4 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 16.0 );\n\n\t\t\t} else if ( outputEncoding == 5 ) {\n\n\t\t\t\treturn LinearToRGBD( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn LinearToGamma( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 envMapTexelToLinear( vec4 color ) {\n\n\t\t\treturn inputTexelToLinear( color );\n\n\t\t}\n\t'
)
}
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 <roughnessmap_pars_fragment>', specularMapParsFragmentChunk)
.replace('#include <metalnessmap_pars_fragment>', glossinessMapParsFragmentChunk)
.replace('#include <roughnessmap_fragment>', specularMapFragmentChunk)
.replace('#include <metalnessmap_fragment>', glossinessMapFragmentChunk)
.replace('#include <lights_physical_fragment>', 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<GLTF.Target>} targets
* @param {GLTFParser} parser
* @return {Promise<THREE.BufferGeometry>}
*/
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<THREE.Object3D|THREE.Material|THREE.Texture|THREE.AnimationClip|ArrayBuffer|Object>}
*/
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<Array<Object>>}
*/
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<ArrayBuffer>}
*/
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<ArrayBuffer>}
*/
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<THREE.BufferAttribute|THREE.InterleavedBufferAttribute>}
*/
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<THREE.Texture>}
*/
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<THREE.Material>}
*/
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<THREE.BufferGeometry>}
*/
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<GLTF.Primitive>} primitives
* @return {Promise<Array<THREE.BufferGeometry>>}
*/
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<THREE.Group|THREE.Mesh|THREE.SkinnedMesh>}
*/
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<THREE.Camera>}
*/
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<Object>}
*/
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<THREE.AnimationClip>}
*/
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<THREE.Object3D>}
*/
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<THREE.Group>}
*/
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)
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},
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
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.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 <common>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
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 <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#include <fog_vertex>
}
`,
fragmentShader: `
uniform vec3 diffuse;
uniform float opacity;
#ifdef USE_DASH
uniform float dashSize;
uniform float gapSize;
#endif
varying float vLineDistance;
#include <common>
#include <color_pars_fragment>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
varying vec2 vUv;
void main() {
#include <clipping_planes_fragment>
#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 <logdepthbuf_fragment>
#include <color_fragment>
gl_FragColor = vec4( diffuseColor.rgb, diffuseColor.a );
#include <premultiplied_alpha_fragment>
#include <tonemapping_fragment>
#include <encodings_fragment>
#include <fog_fragment>
} `
}
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
}
})