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three.js 1.1 MB

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  1. /**
  2. * @license
  3. * Copyright 2010-2021 Three.js Authors
  4. * SPDX-License-Identifier: MIT
  5. */
  6. (function (global, factory) {
  7. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  8. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  9. (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.THREE = {}));
  10. })(this, (function (exports) { 'use strict';
  11. const REVISION = '135';
  12. const MOUSE = {
  13. LEFT: 0,
  14. MIDDLE: 1,
  15. RIGHT: 2,
  16. ROTATE: 0,
  17. DOLLY: 1,
  18. PAN: 2
  19. };
  20. const TOUCH = {
  21. ROTATE: 0,
  22. PAN: 1,
  23. DOLLY_PAN: 2,
  24. DOLLY_ROTATE: 3
  25. };
  26. const CullFaceNone = 0;
  27. const CullFaceBack = 1;
  28. const CullFaceFront = 2;
  29. const CullFaceFrontBack = 3;
  30. const BasicShadowMap = 0;
  31. const PCFShadowMap = 1;
  32. const PCFSoftShadowMap = 2;
  33. const VSMShadowMap = 3;
  34. const FrontSide = 0;
  35. const BackSide = 1;
  36. const DoubleSide = 2;
  37. const FlatShading = 1;
  38. const SmoothShading = 2;
  39. const NoBlending = 0;
  40. const NormalBlending = 1;
  41. const AdditiveBlending = 2;
  42. const SubtractiveBlending = 3;
  43. const MultiplyBlending = 4;
  44. const CustomBlending = 5;
  45. const AddEquation = 100;
  46. const SubtractEquation = 101;
  47. const ReverseSubtractEquation = 102;
  48. const MinEquation = 103;
  49. const MaxEquation = 104;
  50. const ZeroFactor = 200;
  51. const OneFactor = 201;
  52. const SrcColorFactor = 202;
  53. const OneMinusSrcColorFactor = 203;
  54. const SrcAlphaFactor = 204;
  55. const OneMinusSrcAlphaFactor = 205;
  56. const DstAlphaFactor = 206;
  57. const OneMinusDstAlphaFactor = 207;
  58. const DstColorFactor = 208;
  59. const OneMinusDstColorFactor = 209;
  60. const SrcAlphaSaturateFactor = 210;
  61. const NeverDepth = 0;
  62. const AlwaysDepth = 1;
  63. const LessDepth = 2;
  64. const LessEqualDepth = 3;
  65. const EqualDepth = 4;
  66. const GreaterEqualDepth = 5;
  67. const GreaterDepth = 6;
  68. const NotEqualDepth = 7;
  69. const MultiplyOperation = 0;
  70. const MixOperation = 1;
  71. const AddOperation = 2;
  72. const NoToneMapping = 0;
  73. const LinearToneMapping = 1;
  74. const ReinhardToneMapping = 2;
  75. const CineonToneMapping = 3;
  76. const ACESFilmicToneMapping = 4;
  77. const CustomToneMapping = 5;
  78. const UVMapping = 300;
  79. const CubeReflectionMapping = 301;
  80. const CubeRefractionMapping = 302;
  81. const EquirectangularReflectionMapping = 303;
  82. const EquirectangularRefractionMapping = 304;
  83. const CubeUVReflectionMapping = 306;
  84. const CubeUVRefractionMapping = 307;
  85. const RepeatWrapping = 1000;
  86. const ClampToEdgeWrapping = 1001;
  87. const MirroredRepeatWrapping = 1002;
  88. const NearestFilter = 1003;
  89. const NearestMipmapNearestFilter = 1004;
  90. const NearestMipMapNearestFilter = 1004;
  91. const NearestMipmapLinearFilter = 1005;
  92. const NearestMipMapLinearFilter = 1005;
  93. const LinearFilter = 1006;
  94. const LinearMipmapNearestFilter = 1007;
  95. const LinearMipMapNearestFilter = 1007;
  96. const LinearMipmapLinearFilter = 1008;
  97. const LinearMipMapLinearFilter = 1008;
  98. const UnsignedByteType = 1009;
  99. const ByteType = 1010;
  100. const ShortType = 1011;
  101. const UnsignedShortType = 1012;
  102. const IntType = 1013;
  103. const UnsignedIntType = 1014;
  104. const FloatType = 1015;
  105. const HalfFloatType = 1016;
  106. const UnsignedShort4444Type = 1017;
  107. const UnsignedShort5551Type = 1018;
  108. const UnsignedShort565Type = 1019;
  109. const UnsignedInt248Type = 1020;
  110. const AlphaFormat = 1021;
  111. const RGBFormat = 1022;
  112. const RGBAFormat = 1023;
  113. const LuminanceFormat = 1024;
  114. const LuminanceAlphaFormat = 1025;
  115. const RGBEFormat = RGBAFormat;
  116. const DepthFormat = 1026;
  117. const DepthStencilFormat = 1027;
  118. const RedFormat = 1028;
  119. const RedIntegerFormat = 1029;
  120. const RGFormat = 1030;
  121. const RGIntegerFormat = 1031;
  122. const RGBIntegerFormat = 1032;
  123. const RGBAIntegerFormat = 1033;
  124. const RGB_S3TC_DXT1_Format = 33776;
  125. const RGBA_S3TC_DXT1_Format = 33777;
  126. const RGBA_S3TC_DXT3_Format = 33778;
  127. const RGBA_S3TC_DXT5_Format = 33779;
  128. const RGB_PVRTC_4BPPV1_Format = 35840;
  129. const RGB_PVRTC_2BPPV1_Format = 35841;
  130. const RGBA_PVRTC_4BPPV1_Format = 35842;
  131. const RGBA_PVRTC_2BPPV1_Format = 35843;
  132. const RGB_ETC1_Format = 36196;
  133. const RGB_ETC2_Format = 37492;
  134. const RGBA_ETC2_EAC_Format = 37496;
  135. const RGBA_ASTC_4x4_Format = 37808;
  136. const RGBA_ASTC_5x4_Format = 37809;
  137. const RGBA_ASTC_5x5_Format = 37810;
  138. const RGBA_ASTC_6x5_Format = 37811;
  139. const RGBA_ASTC_6x6_Format = 37812;
  140. const RGBA_ASTC_8x5_Format = 37813;
  141. const RGBA_ASTC_8x6_Format = 37814;
  142. const RGBA_ASTC_8x8_Format = 37815;
  143. const RGBA_ASTC_10x5_Format = 37816;
  144. const RGBA_ASTC_10x6_Format = 37817;
  145. const RGBA_ASTC_10x8_Format = 37818;
  146. const RGBA_ASTC_10x10_Format = 37819;
  147. const RGBA_ASTC_12x10_Format = 37820;
  148. const RGBA_ASTC_12x12_Format = 37821;
  149. const RGBA_BPTC_Format = 36492;
  150. const SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
  151. const SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
  152. const SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
  153. const SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
  154. const SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
  155. const SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
  156. const SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
  157. const SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
  158. const SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
  159. const SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
  160. const SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
  161. const SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
  162. const SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
  163. const SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
  164. const LoopOnce = 2200;
  165. const LoopRepeat = 2201;
  166. const LoopPingPong = 2202;
  167. const InterpolateDiscrete = 2300;
  168. const InterpolateLinear = 2301;
  169. const InterpolateSmooth = 2302;
  170. const ZeroCurvatureEnding = 2400;
  171. const ZeroSlopeEnding = 2401;
  172. const WrapAroundEnding = 2402;
  173. const NormalAnimationBlendMode = 2500;
  174. const AdditiveAnimationBlendMode = 2501;
  175. const TrianglesDrawMode = 0;
  176. const TriangleStripDrawMode = 1;
  177. const TriangleFanDrawMode = 2;
  178. const LinearEncoding = 3000;
  179. const sRGBEncoding = 3001;
  180. const GammaEncoding = 3007;
  181. const RGBEEncoding = 3002;
  182. const RGBM7Encoding = 3004;
  183. const RGBM16Encoding = 3005;
  184. const RGBDEncoding = 3006;
  185. const BasicDepthPacking = 3200;
  186. const RGBADepthPacking = 3201;
  187. const TangentSpaceNormalMap = 0;
  188. const ObjectSpaceNormalMap = 1;
  189. const ZeroStencilOp = 0;
  190. const KeepStencilOp = 7680;
  191. const ReplaceStencilOp = 7681;
  192. const IncrementStencilOp = 7682;
  193. const DecrementStencilOp = 7683;
  194. const IncrementWrapStencilOp = 34055;
  195. const DecrementWrapStencilOp = 34056;
  196. const InvertStencilOp = 5386;
  197. const NeverStencilFunc = 512;
  198. const LessStencilFunc = 513;
  199. const EqualStencilFunc = 514;
  200. const LessEqualStencilFunc = 515;
  201. const GreaterStencilFunc = 516;
  202. const NotEqualStencilFunc = 517;
  203. const GreaterEqualStencilFunc = 518;
  204. const AlwaysStencilFunc = 519;
  205. const StaticDrawUsage = 35044;
  206. const DynamicDrawUsage = 35048;
  207. const StreamDrawUsage = 35040;
  208. const StaticReadUsage = 35045;
  209. const DynamicReadUsage = 35049;
  210. const StreamReadUsage = 35041;
  211. const StaticCopyUsage = 35046;
  212. const DynamicCopyUsage = 35050;
  213. const StreamCopyUsage = 35042;
  214. const GLSL1 = '100';
  215. const GLSL3 = '300 es';
  216. /**
  217. * https://github.com/mrdoob/eventdispatcher.js/
  218. */
  219. class EventDispatcher {
  220. addEventListener(type, listener) {
  221. if (this._listeners === undefined) this._listeners = {};
  222. const listeners = this._listeners;
  223. if (listeners[type] === undefined) {
  224. listeners[type] = [];
  225. }
  226. if (listeners[type].indexOf(listener) === -1) {
  227. listeners[type].push(listener);
  228. }
  229. }
  230. hasEventListener(type, listener) {
  231. if (this._listeners === undefined) return false;
  232. const listeners = this._listeners;
  233. return listeners[type] !== undefined && listeners[type].indexOf(listener) !== -1;
  234. }
  235. removeEventListener(type, listener) {
  236. if (this._listeners === undefined) return;
  237. const listeners = this._listeners;
  238. const listenerArray = listeners[type];
  239. if (listenerArray !== undefined) {
  240. const index = listenerArray.indexOf(listener);
  241. if (index !== -1) {
  242. listenerArray.splice(index, 1);
  243. }
  244. }
  245. }
  246. dispatchEvent(event) {
  247. if (this._listeners === undefined) return;
  248. const listeners = this._listeners;
  249. const listenerArray = listeners[event.type];
  250. if (listenerArray !== undefined) {
  251. event.target = this; // Make a copy, in case listeners are removed while iterating.
  252. const array = listenerArray.slice(0);
  253. for (let i = 0, l = array.length; i < l; i++) {
  254. array[i].call(this, event);
  255. }
  256. event.target = null;
  257. }
  258. }
  259. }
  260. const _lut = [];
  261. for (let i = 0; i < 256; i++) {
  262. _lut[i] = (i < 16 ? '0' : '') + i.toString(16);
  263. }
  264. let _seed = 1234567;
  265. const DEG2RAD = Math.PI / 180;
  266. const RAD2DEG = 180 / Math.PI; // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  267. function generateUUID() {
  268. const d0 = Math.random() * 0xffffffff | 0;
  269. const d1 = Math.random() * 0xffffffff | 0;
  270. const d2 = Math.random() * 0xffffffff | 0;
  271. const d3 = Math.random() * 0xffffffff | 0;
  272. const 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.
  273. return uuid.toUpperCase();
  274. }
  275. function clamp(value, min, max) {
  276. return Math.max(min, Math.min(max, value));
  277. } // compute euclidian modulo of m % n
  278. // https://en.wikipedia.org/wiki/Modulo_operation
  279. function euclideanModulo(n, m) {
  280. return (n % m + m) % m;
  281. } // Linear mapping from range <a1, a2> to range <b1, b2>
  282. function mapLinear(x, a1, a2, b1, b2) {
  283. return b1 + (x - a1) * (b2 - b1) / (a2 - a1);
  284. } // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  285. function inverseLerp(x, y, value) {
  286. if (x !== y) {
  287. return (value - x) / (y - x);
  288. } else {
  289. return 0;
  290. }
  291. } // https://en.wikipedia.org/wiki/Linear_interpolation
  292. function lerp(x, y, t) {
  293. return (1 - t) * x + t * y;
  294. } // http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/
  295. function damp(x, y, lambda, dt) {
  296. return lerp(x, y, 1 - Math.exp(-lambda * dt));
  297. } // https://www.desmos.com/calculator/vcsjnyz7x4
  298. function pingpong(x, length = 1) {
  299. return length - Math.abs(euclideanModulo(x, length * 2) - length);
  300. } // http://en.wikipedia.org/wiki/Smoothstep
  301. function smoothstep(x, min, max) {
  302. if (x <= min) return 0;
  303. if (x >= max) return 1;
  304. x = (x - min) / (max - min);
  305. return x * x * (3 - 2 * x);
  306. }
  307. function smootherstep(x, min, max) {
  308. if (x <= min) return 0;
  309. if (x >= max) return 1;
  310. x = (x - min) / (max - min);
  311. return x * x * x * (x * (x * 6 - 15) + 10);
  312. } // Random integer from <low, high> interval
  313. function randInt(low, high) {
  314. return low + Math.floor(Math.random() * (high - low + 1));
  315. } // Random float from <low, high> interval
  316. function randFloat(low, high) {
  317. return low + Math.random() * (high - low);
  318. } // Random float from <-range/2, range/2> interval
  319. function randFloatSpread(range) {
  320. return range * (0.5 - Math.random());
  321. } // Deterministic pseudo-random float in the interval [ 0, 1 ]
  322. function seededRandom(s) {
  323. if (s !== undefined) _seed = s % 2147483647; // Park-Miller algorithm
  324. _seed = _seed * 16807 % 2147483647;
  325. return (_seed - 1) / 2147483646;
  326. }
  327. function degToRad(degrees) {
  328. return degrees * DEG2RAD;
  329. }
  330. function radToDeg(radians) {
  331. return radians * RAD2DEG;
  332. }
  333. function isPowerOfTwo(value) {
  334. return (value & value - 1) === 0 && value !== 0;
  335. }
  336. function ceilPowerOfTwo(value) {
  337. return Math.pow(2, Math.ceil(Math.log(value) / Math.LN2));
  338. }
  339. function floorPowerOfTwo(value) {
  340. return Math.pow(2, Math.floor(Math.log(value) / Math.LN2));
  341. }
  342. function setQuaternionFromProperEuler(q, a, b, c, order) {
  343. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  344. // rotations are applied to the axes in the order specified by 'order'
  345. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  346. // angles are in radians
  347. const cos = Math.cos;
  348. const sin = Math.sin;
  349. const c2 = cos(b / 2);
  350. const s2 = sin(b / 2);
  351. const c13 = cos((a + c) / 2);
  352. const s13 = sin((a + c) / 2);
  353. const c1_3 = cos((a - c) / 2);
  354. const s1_3 = sin((a - c) / 2);
  355. const c3_1 = cos((c - a) / 2);
  356. const s3_1 = sin((c - a) / 2);
  357. switch (order) {
  358. case 'XYX':
  359. q.set(c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13);
  360. break;
  361. case 'YZY':
  362. q.set(s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13);
  363. break;
  364. case 'ZXZ':
  365. q.set(s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13);
  366. break;
  367. case 'XZX':
  368. q.set(c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13);
  369. break;
  370. case 'YXY':
  371. q.set(s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13);
  372. break;
  373. case 'ZYZ':
  374. q.set(s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13);
  375. break;
  376. default:
  377. console.warn('THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order);
  378. }
  379. }
  380. var MathUtils = /*#__PURE__*/Object.freeze({
  381. __proto__: null,
  382. DEG2RAD: DEG2RAD,
  383. RAD2DEG: RAD2DEG,
  384. generateUUID: generateUUID,
  385. clamp: clamp,
  386. euclideanModulo: euclideanModulo,
  387. mapLinear: mapLinear,
  388. inverseLerp: inverseLerp,
  389. lerp: lerp,
  390. damp: damp,
  391. pingpong: pingpong,
  392. smoothstep: smoothstep,
  393. smootherstep: smootherstep,
  394. randInt: randInt,
  395. randFloat: randFloat,
  396. randFloatSpread: randFloatSpread,
  397. seededRandom: seededRandom,
  398. degToRad: degToRad,
  399. radToDeg: radToDeg,
  400. isPowerOfTwo: isPowerOfTwo,
  401. ceilPowerOfTwo: ceilPowerOfTwo,
  402. floorPowerOfTwo: floorPowerOfTwo,
  403. setQuaternionFromProperEuler: setQuaternionFromProperEuler
  404. });
  405. class Vector2 {
  406. constructor(x = 0, y = 0) {
  407. this.x = x;
  408. this.y = y;
  409. }
  410. get width() {
  411. return this.x;
  412. }
  413. set width(value) {
  414. this.x = value;
  415. }
  416. get height() {
  417. return this.y;
  418. }
  419. set height(value) {
  420. this.y = value;
  421. }
  422. set(x, y) {
  423. this.x = x;
  424. this.y = y;
  425. return this;
  426. }
  427. setScalar(scalar) {
  428. this.x = scalar;
  429. this.y = scalar;
  430. return this;
  431. }
  432. setX(x) {
  433. this.x = x;
  434. return this;
  435. }
  436. setY(y) {
  437. this.y = y;
  438. return this;
  439. }
  440. setComponent(index, value) {
  441. switch (index) {
  442. case 0:
  443. this.x = value;
  444. break;
  445. case 1:
  446. this.y = value;
  447. break;
  448. default:
  449. throw new Error('index is out of range: ' + index);
  450. }
  451. return this;
  452. }
  453. getComponent(index) {
  454. switch (index) {
  455. case 0:
  456. return this.x;
  457. case 1:
  458. return this.y;
  459. default:
  460. throw new Error('index is out of range: ' + index);
  461. }
  462. }
  463. clone() {
  464. return new this.constructor(this.x, this.y);
  465. }
  466. copy(v) {
  467. this.x = v.x;
  468. this.y = v.y;
  469. return this;
  470. }
  471. add(v, w) {
  472. if (w !== undefined) {
  473. console.warn('THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');
  474. return this.addVectors(v, w);
  475. }
  476. this.x += v.x;
  477. this.y += v.y;
  478. return this;
  479. }
  480. addScalar(s) {
  481. this.x += s;
  482. this.y += s;
  483. return this;
  484. }
  485. addVectors(a, b) {
  486. this.x = a.x + b.x;
  487. this.y = a.y + b.y;
  488. return this;
  489. }
  490. addScaledVector(v, s) {
  491. this.x += v.x * s;
  492. this.y += v.y * s;
  493. return this;
  494. }
  495. sub(v, w) {
  496. if (w !== undefined) {
  497. console.warn('THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');
  498. return this.subVectors(v, w);
  499. }
  500. this.x -= v.x;
  501. this.y -= v.y;
  502. return this;
  503. }
  504. subScalar(s) {
  505. this.x -= s;
  506. this.y -= s;
  507. return this;
  508. }
  509. subVectors(a, b) {
  510. this.x = a.x - b.x;
  511. this.y = a.y - b.y;
  512. return this;
  513. }
  514. multiply(v) {
  515. this.x *= v.x;
  516. this.y *= v.y;
  517. return this;
  518. }
  519. multiplyScalar(scalar) {
  520. this.x *= scalar;
  521. this.y *= scalar;
  522. return this;
  523. }
  524. divide(v) {
  525. this.x /= v.x;
  526. this.y /= v.y;
  527. return this;
  528. }
  529. divideScalar(scalar) {
  530. return this.multiplyScalar(1 / scalar);
  531. }
  532. applyMatrix3(m) {
  533. const x = this.x,
  534. y = this.y;
  535. const e = m.elements;
  536. this.x = e[0] * x + e[3] * y + e[6];
  537. this.y = e[1] * x + e[4] * y + e[7];
  538. return this;
  539. }
  540. min(v) {
  541. this.x = Math.min(this.x, v.x);
  542. this.y = Math.min(this.y, v.y);
  543. return this;
  544. }
  545. max(v) {
  546. this.x = Math.max(this.x, v.x);
  547. this.y = Math.max(this.y, v.y);
  548. return this;
  549. }
  550. clamp(min, max) {
  551. // assumes min < max, componentwise
  552. this.x = Math.max(min.x, Math.min(max.x, this.x));
  553. this.y = Math.max(min.y, Math.min(max.y, this.y));
  554. return this;
  555. }
  556. clampScalar(minVal, maxVal) {
  557. this.x = Math.max(minVal, Math.min(maxVal, this.x));
  558. this.y = Math.max(minVal, Math.min(maxVal, this.y));
  559. return this;
  560. }
  561. clampLength(min, max) {
  562. const length = this.length();
  563. return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
  564. }
  565. floor() {
  566. this.x = Math.floor(this.x);
  567. this.y = Math.floor(this.y);
  568. return this;
  569. }
  570. ceil() {
  571. this.x = Math.ceil(this.x);
  572. this.y = Math.ceil(this.y);
  573. return this;
  574. }
  575. round() {
  576. this.x = Math.round(this.x);
  577. this.y = Math.round(this.y);
  578. return this;
  579. }
  580. roundToZero() {
  581. this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);
  582. this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);
  583. return this;
  584. }
  585. negate() {
  586. this.x = -this.x;
  587. this.y = -this.y;
  588. return this;
  589. }
  590. dot(v) {
  591. return this.x * v.x + this.y * v.y;
  592. }
  593. cross(v) {
  594. return this.x * v.y - this.y * v.x;
  595. }
  596. lengthSq() {
  597. return this.x * this.x + this.y * this.y;
  598. }
  599. length() {
  600. return Math.sqrt(this.x * this.x + this.y * this.y);
  601. }
  602. manhattanLength() {
  603. return Math.abs(this.x) + Math.abs(this.y);
  604. }
  605. normalize() {
  606. return this.divideScalar(this.length() || 1);
  607. }
  608. angle() {
  609. // computes the angle in radians with respect to the positive x-axis
  610. const angle = Math.atan2(-this.y, -this.x) + Math.PI;
  611. return angle;
  612. }
  613. distanceTo(v) {
  614. return Math.sqrt(this.distanceToSquared(v));
  615. }
  616. distanceToSquared(v) {
  617. const dx = this.x - v.x,
  618. dy = this.y - v.y;
  619. return dx * dx + dy * dy;
  620. }
  621. manhattanDistanceTo(v) {
  622. return Math.abs(this.x - v.x) + Math.abs(this.y - v.y);
  623. }
  624. setLength(length) {
  625. return this.normalize().multiplyScalar(length);
  626. }
  627. lerp(v, alpha) {
  628. this.x += (v.x - this.x) * alpha;
  629. this.y += (v.y - this.y) * alpha;
  630. return this;
  631. }
  632. lerpVectors(v1, v2, alpha) {
  633. this.x = v1.x + (v2.x - v1.x) * alpha;
  634. this.y = v1.y + (v2.y - v1.y) * alpha;
  635. return this;
  636. }
  637. equals(v) {
  638. return v.x === this.x && v.y === this.y;
  639. }
  640. fromArray(array, offset = 0) {
  641. this.x = array[offset];
  642. this.y = array[offset + 1];
  643. return this;
  644. }
  645. toArray(array = [], offset = 0) {
  646. array[offset] = this.x;
  647. array[offset + 1] = this.y;
  648. return array;
  649. }
  650. fromBufferAttribute(attribute, index, offset) {
  651. if (offset !== undefined) {
  652. console.warn('THREE.Vector2: offset has been removed from .fromBufferAttribute().');
  653. }
  654. this.x = attribute.getX(index);
  655. this.y = attribute.getY(index);
  656. return this;
  657. }
  658. rotateAround(center, angle) {
  659. const c = Math.cos(angle),
  660. s = Math.sin(angle);
  661. const x = this.x - center.x;
  662. const y = this.y - center.y;
  663. this.x = x * c - y * s + center.x;
  664. this.y = x * s + y * c + center.y;
  665. return this;
  666. }
  667. random() {
  668. this.x = Math.random();
  669. this.y = Math.random();
  670. return this;
  671. }
  672. *[Symbol.iterator]() {
  673. yield this.x;
  674. yield this.y;
  675. }
  676. }
  677. Vector2.prototype.isVector2 = true;
  678. class Matrix3 {
  679. constructor() {
  680. this.elements = [1, 0, 0, 0, 1, 0, 0, 0, 1];
  681. if (arguments.length > 0) {
  682. console.error('THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.');
  683. }
  684. }
  685. set(n11, n12, n13, n21, n22, n23, n31, n32, n33) {
  686. const te = this.elements;
  687. te[0] = n11;
  688. te[1] = n21;
  689. te[2] = n31;
  690. te[3] = n12;
  691. te[4] = n22;
  692. te[5] = n32;
  693. te[6] = n13;
  694. te[7] = n23;
  695. te[8] = n33;
  696. return this;
  697. }
  698. identity() {
  699. this.set(1, 0, 0, 0, 1, 0, 0, 0, 1);
  700. return this;
  701. }
  702. copy(m) {
  703. const te = this.elements;
  704. const me = m.elements;
  705. te[0] = me[0];
  706. te[1] = me[1];
  707. te[2] = me[2];
  708. te[3] = me[3];
  709. te[4] = me[4];
  710. te[5] = me[5];
  711. te[6] = me[6];
  712. te[7] = me[7];
  713. te[8] = me[8];
  714. return this;
  715. }
  716. extractBasis(xAxis, yAxis, zAxis) {
  717. xAxis.setFromMatrix3Column(this, 0);
  718. yAxis.setFromMatrix3Column(this, 1);
  719. zAxis.setFromMatrix3Column(this, 2);
  720. return this;
  721. }
  722. setFromMatrix4(m) {
  723. const me = m.elements;
  724. this.set(me[0], me[4], me[8], me[1], me[5], me[9], me[2], me[6], me[10]);
  725. return this;
  726. }
  727. multiply(m) {
  728. return this.multiplyMatrices(this, m);
  729. }
  730. premultiply(m) {
  731. return this.multiplyMatrices(m, this);
  732. }
  733. multiplyMatrices(a, b) {
  734. const ae = a.elements;
  735. const be = b.elements;
  736. const te = this.elements;
  737. const a11 = ae[0],
  738. a12 = ae[3],
  739. a13 = ae[6];
  740. const a21 = ae[1],
  741. a22 = ae[4],
  742. a23 = ae[7];
  743. const a31 = ae[2],
  744. a32 = ae[5],
  745. a33 = ae[8];
  746. const b11 = be[0],
  747. b12 = be[3],
  748. b13 = be[6];
  749. const b21 = be[1],
  750. b22 = be[4],
  751. b23 = be[7];
  752. const b31 = be[2],
  753. b32 = be[5],
  754. b33 = be[8];
  755. te[0] = a11 * b11 + a12 * b21 + a13 * b31;
  756. te[3] = a11 * b12 + a12 * b22 + a13 * b32;
  757. te[6] = a11 * b13 + a12 * b23 + a13 * b33;
  758. te[1] = a21 * b11 + a22 * b21 + a23 * b31;
  759. te[4] = a21 * b12 + a22 * b22 + a23 * b32;
  760. te[7] = a21 * b13 + a22 * b23 + a23 * b33;
  761. te[2] = a31 * b11 + a32 * b21 + a33 * b31;
  762. te[5] = a31 * b12 + a32 * b22 + a33 * b32;
  763. te[8] = a31 * b13 + a32 * b23 + a33 * b33;
  764. return this;
  765. }
  766. multiplyScalar(s) {
  767. const te = this.elements;
  768. te[0] *= s;
  769. te[3] *= s;
  770. te[6] *= s;
  771. te[1] *= s;
  772. te[4] *= s;
  773. te[7] *= s;
  774. te[2] *= s;
  775. te[5] *= s;
  776. te[8] *= s;
  777. return this;
  778. }
  779. determinant() {
  780. const te = this.elements;
  781. const a = te[0],
  782. b = te[1],
  783. c = te[2],
  784. d = te[3],
  785. e = te[4],
  786. f = te[5],
  787. g = te[6],
  788. h = te[7],
  789. i = te[8];
  790. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  791. }
  792. invert() {
  793. const te = this.elements,
  794. n11 = te[0],
  795. n21 = te[1],
  796. n31 = te[2],
  797. n12 = te[3],
  798. n22 = te[4],
  799. n32 = te[5],
  800. n13 = te[6],
  801. n23 = te[7],
  802. n33 = te[8],
  803. t11 = n33 * n22 - n32 * n23,
  804. t12 = n32 * n13 - n33 * n12,
  805. t13 = n23 * n12 - n22 * n13,
  806. det = n11 * t11 + n21 * t12 + n31 * t13;
  807. if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0);
  808. const detInv = 1 / det;
  809. te[0] = t11 * detInv;
  810. te[1] = (n31 * n23 - n33 * n21) * detInv;
  811. te[2] = (n32 * n21 - n31 * n22) * detInv;
  812. te[3] = t12 * detInv;
  813. te[4] = (n33 * n11 - n31 * n13) * detInv;
  814. te[5] = (n31 * n12 - n32 * n11) * detInv;
  815. te[6] = t13 * detInv;
  816. te[7] = (n21 * n13 - n23 * n11) * detInv;
  817. te[8] = (n22 * n11 - n21 * n12) * detInv;
  818. return this;
  819. }
  820. transpose() {
  821. let tmp;
  822. const m = this.elements;
  823. tmp = m[1];
  824. m[1] = m[3];
  825. m[3] = tmp;
  826. tmp = m[2];
  827. m[2] = m[6];
  828. m[6] = tmp;
  829. tmp = m[5];
  830. m[5] = m[7];
  831. m[7] = tmp;
  832. return this;
  833. }
  834. getNormalMatrix(matrix4) {
  835. return this.setFromMatrix4(matrix4).invert().transpose();
  836. }
  837. transposeIntoArray(r) {
  838. const m = this.elements;
  839. r[0] = m[0];
  840. r[1] = m[3];
  841. r[2] = m[6];
  842. r[3] = m[1];
  843. r[4] = m[4];
  844. r[5] = m[7];
  845. r[6] = m[2];
  846. r[7] = m[5];
  847. r[8] = m[8];
  848. return this;
  849. }
  850. setUvTransform(tx, ty, sx, sy, rotation, cx, cy) {
  851. const c = Math.cos(rotation);
  852. const s = Math.sin(rotation);
  853. 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);
  854. return this;
  855. }
  856. scale(sx, sy) {
  857. const te = this.elements;
  858. te[0] *= sx;
  859. te[3] *= sx;
  860. te[6] *= sx;
  861. te[1] *= sy;
  862. te[4] *= sy;
  863. te[7] *= sy;
  864. return this;
  865. }
  866. rotate(theta) {
  867. const c = Math.cos(theta);
  868. const s = Math.sin(theta);
  869. const te = this.elements;
  870. const a11 = te[0],
  871. a12 = te[3],
  872. a13 = te[6];
  873. const a21 = te[1],
  874. a22 = te[4],
  875. a23 = te[7];
  876. te[0] = c * a11 + s * a21;
  877. te[3] = c * a12 + s * a22;
  878. te[6] = c * a13 + s * a23;
  879. te[1] = -s * a11 + c * a21;
  880. te[4] = -s * a12 + c * a22;
  881. te[7] = -s * a13 + c * a23;
  882. return this;
  883. }
  884. translate(tx, ty) {
  885. const te = this.elements;
  886. te[0] += tx * te[2];
  887. te[3] += tx * te[5];
  888. te[6] += tx * te[8];
  889. te[1] += ty * te[2];
  890. te[4] += ty * te[5];
  891. te[7] += ty * te[8];
  892. return this;
  893. }
  894. equals(matrix) {
  895. const te = this.elements;
  896. const me = matrix.elements;
  897. for (let i = 0; i < 9; i++) {
  898. if (te[i] !== me[i]) return false;
  899. }
  900. return true;
  901. }
  902. fromArray(array, offset = 0) {
  903. for (let i = 0; i < 9; i++) {
  904. this.elements[i] = array[i + offset];
  905. }
  906. return this;
  907. }
  908. toArray(array = [], offset = 0) {
  909. const te = this.elements;
  910. array[offset] = te[0];
  911. array[offset + 1] = te[1];
  912. array[offset + 2] = te[2];
  913. array[offset + 3] = te[3];
  914. array[offset + 4] = te[4];
  915. array[offset + 5] = te[5];
  916. array[offset + 6] = te[6];
  917. array[offset + 7] = te[7];
  918. array[offset + 8] = te[8];
  919. return array;
  920. }
  921. clone() {
  922. return new this.constructor().fromArray(this.elements);
  923. }
  924. }
  925. Matrix3.prototype.isMatrix3 = true;
  926. function arrayMax(array) {
  927. if (array.length === 0) return -Infinity;
  928. let max = array[0];
  929. for (let i = 1, l = array.length; i < l; ++i) {
  930. if (array[i] > max) max = array[i];
  931. }
  932. return max;
  933. }
  934. const TYPED_ARRAYS = {
  935. Int8Array: Int8Array,
  936. Uint8Array: Uint8Array,
  937. Uint8ClampedArray: Uint8ClampedArray,
  938. Int16Array: Int16Array,
  939. Uint16Array: Uint16Array,
  940. Int32Array: Int32Array,
  941. Uint32Array: Uint32Array,
  942. Float32Array: Float32Array,
  943. Float64Array: Float64Array
  944. };
  945. function getTypedArray(type, buffer) {
  946. return new TYPED_ARRAYS[type](buffer);
  947. }
  948. function createElementNS(name) {
  949. return document.createElementNS('http://www.w3.org/1999/xhtml', name);
  950. }
  951. /**
  952. * cyrb53 hash for string from: https://stackoverflow.com/a/52171480
  953. *
  954. * Public Domain, @bryc - https://stackoverflow.com/users/815680/bryc
  955. *
  956. * It is roughly similar to the well-known MurmurHash/xxHash algorithms. It uses a combination
  957. * of multiplication and Xorshift to generate the hash, but not as thorough. As a result it's
  958. * faster than either would be in JavaScript and significantly simpler to implement. Keep in
  959. * mind this is not a secure algorithm, if privacy/security is a concern, this is not for you.
  960. *
  961. * @param {string} str
  962. * @param {number} seed, default 0
  963. * @returns number
  964. */
  965. function hashString(str, seed = 0) {
  966. let h1 = 0xdeadbeef ^ seed,
  967. h2 = 0x41c6ce57 ^ seed;
  968. for (let i = 0, ch; i < str.length; i++) {
  969. ch = str.charCodeAt(i);
  970. h1 = Math.imul(h1 ^ ch, 2654435761);
  971. h2 = Math.imul(h2 ^ ch, 1597334677);
  972. }
  973. h1 = Math.imul(h1 ^ h1 >>> 16, 2246822507) ^ Math.imul(h2 ^ h2 >>> 13, 3266489909);
  974. h2 = Math.imul(h2 ^ h2 >>> 16, 2246822507) ^ Math.imul(h1 ^ h1 >>> 13, 3266489909);
  975. return 4294967296 * (2097151 & h2) + (h1 >>> 0);
  976. }
  977. let _canvas;
  978. class ImageUtils {
  979. static getDataURL(image) {
  980. if (/^data:/i.test(image.src)) {
  981. return image.src;
  982. }
  983. if (typeof HTMLCanvasElement == 'undefined') {
  984. return image.src;
  985. }
  986. let canvas;
  987. if (image instanceof HTMLCanvasElement) {
  988. canvas = image;
  989. } else {
  990. if (_canvas === undefined) _canvas = createElementNS('canvas');
  991. _canvas.width = image.width;
  992. _canvas.height = image.height;
  993. const context = _canvas.getContext('2d');
  994. if (image instanceof ImageData) {
  995. context.putImageData(image, 0, 0);
  996. } else {
  997. context.drawImage(image, 0, 0, image.width, image.height);
  998. }
  999. canvas = _canvas;
  1000. }
  1001. if (canvas.width > 2048 || canvas.height > 2048) {
  1002. console.warn('THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image);
  1003. return canvas.toDataURL('image/jpeg', 0.6);
  1004. } else {
  1005. return canvas.toDataURL('image/png');
  1006. }
  1007. }
  1008. }
  1009. let textureId = 0;
  1010. class Texture extends EventDispatcher {
  1011. constructor(image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = 1, encoding = LinearEncoding) {
  1012. super();
  1013. Object.defineProperty(this, 'id', {
  1014. value: textureId++
  1015. });
  1016. this.uuid = generateUUID();
  1017. this.name = '';
  1018. this.image = image;
  1019. this.mipmaps = [];
  1020. this.mapping = mapping;
  1021. this.wrapS = wrapS;
  1022. this.wrapT = wrapT;
  1023. this.magFilter = magFilter;
  1024. this.minFilter = minFilter;
  1025. this.anisotropy = anisotropy;
  1026. this.format = format;
  1027. this.internalFormat = null;
  1028. this.type = type;
  1029. this.offset = new Vector2(0, 0);
  1030. this.repeat = new Vector2(1, 1);
  1031. this.center = new Vector2(0, 0);
  1032. this.rotation = 0;
  1033. this.matrixAutoUpdate = true;
  1034. this.matrix = new Matrix3();
  1035. this.generateMipmaps = true;
  1036. this.premultiplyAlpha = false;
  1037. this.flipY = true;
  1038. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1039. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1040. //
  1041. // Also changing the encoding after already used by a Material will not automatically make the Material
  1042. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1043. this.encoding = encoding;
  1044. this.userData = {};
  1045. this.version = 0;
  1046. this.onUpdate = null;
  1047. this.isRenderTargetTexture = false;
  1048. }
  1049. updateMatrix() {
  1050. this.matrix.setUvTransform(this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y);
  1051. }
  1052. clone() {
  1053. return new this.constructor().copy(this);
  1054. }
  1055. copy(source) {
  1056. this.name = source.name;
  1057. this.image = source.image;
  1058. this.mipmaps = source.mipmaps.slice(0);
  1059. this.mapping = source.mapping;
  1060. this.wrapS = source.wrapS;
  1061. this.wrapT = source.wrapT;
  1062. this.magFilter = source.magFilter;
  1063. this.minFilter = source.minFilter;
  1064. this.anisotropy = source.anisotropy;
  1065. this.format = source.format;
  1066. this.internalFormat = source.internalFormat;
  1067. this.type = source.type;
  1068. this.offset.copy(source.offset);
  1069. this.repeat.copy(source.repeat);
  1070. this.center.copy(source.center);
  1071. this.rotation = source.rotation;
  1072. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1073. this.matrix.copy(source.matrix);
  1074. this.generateMipmaps = source.generateMipmaps;
  1075. this.premultiplyAlpha = source.premultiplyAlpha;
  1076. this.flipY = source.flipY;
  1077. this.unpackAlignment = source.unpackAlignment;
  1078. this.encoding = source.encoding;
  1079. this.userData = JSON.parse(JSON.stringify(source.userData));
  1080. return this;
  1081. }
  1082. toJSON(meta) {
  1083. const isRootObject = meta === undefined || typeof meta === 'string';
  1084. if (!isRootObject && meta.textures[this.uuid] !== undefined) {
  1085. return meta.textures[this.uuid];
  1086. }
  1087. const output = {
  1088. metadata: {
  1089. version: 4.5,
  1090. type: 'Texture',
  1091. generator: 'Texture.toJSON'
  1092. },
  1093. uuid: this.uuid,
  1094. name: this.name,
  1095. mapping: this.mapping,
  1096. repeat: [this.repeat.x, this.repeat.y],
  1097. offset: [this.offset.x, this.offset.y],
  1098. center: [this.center.x, this.center.y],
  1099. rotation: this.rotation,
  1100. wrap: [this.wrapS, this.wrapT],
  1101. format: this.format,
  1102. type: this.type,
  1103. encoding: this.encoding,
  1104. minFilter: this.minFilter,
  1105. magFilter: this.magFilter,
  1106. anisotropy: this.anisotropy,
  1107. flipY: this.flipY,
  1108. premultiplyAlpha: this.premultiplyAlpha,
  1109. unpackAlignment: this.unpackAlignment
  1110. };
  1111. if (this.image !== undefined) {
  1112. // TODO: Move to THREE.Image
  1113. const image = this.image;
  1114. if (image.uuid === undefined) {
  1115. image.uuid = generateUUID(); // UGH
  1116. }
  1117. if (!isRootObject && meta.images[image.uuid] === undefined) {
  1118. let url;
  1119. if (Array.isArray(image)) {
  1120. // process array of images e.g. CubeTexture
  1121. url = [];
  1122. for (let i = 0, l = image.length; i < l; i++) {
  1123. // check cube texture with data textures
  1124. if (image[i].isDataTexture) {
  1125. url.push(serializeImage(image[i].image));
  1126. } else {
  1127. url.push(serializeImage(image[i]));
  1128. }
  1129. }
  1130. } else {
  1131. // process single image
  1132. url = serializeImage(image);
  1133. }
  1134. meta.images[image.uuid] = {
  1135. uuid: image.uuid,
  1136. url: url
  1137. };
  1138. }
  1139. output.image = image.uuid;
  1140. }
  1141. if (JSON.stringify(this.userData) !== '{}') output.userData = this.userData;
  1142. if (!isRootObject) {
  1143. meta.textures[this.uuid] = output;
  1144. }
  1145. return output;
  1146. }
  1147. dispose() {
  1148. this.dispatchEvent({
  1149. type: 'dispose'
  1150. });
  1151. }
  1152. transformUv(uv) {
  1153. if (this.mapping !== UVMapping) return uv;
  1154. uv.applyMatrix3(this.matrix);
  1155. if (uv.x < 0 || uv.x > 1) {
  1156. switch (this.wrapS) {
  1157. case RepeatWrapping:
  1158. uv.x = uv.x - Math.floor(uv.x);
  1159. break;
  1160. case ClampToEdgeWrapping:
  1161. uv.x = uv.x < 0 ? 0 : 1;
  1162. break;
  1163. case MirroredRepeatWrapping:
  1164. if (Math.abs(Math.floor(uv.x) % 2) === 1) {
  1165. uv.x = Math.ceil(uv.x) - uv.x;
  1166. } else {
  1167. uv.x = uv.x - Math.floor(uv.x);
  1168. }
  1169. break;
  1170. }
  1171. }
  1172. if (uv.y < 0 || uv.y > 1) {
  1173. switch (this.wrapT) {
  1174. case RepeatWrapping:
  1175. uv.y = uv.y - Math.floor(uv.y);
  1176. break;
  1177. case ClampToEdgeWrapping:
  1178. uv.y = uv.y < 0 ? 0 : 1;
  1179. break;
  1180. case MirroredRepeatWrapping:
  1181. if (Math.abs(Math.floor(uv.y) % 2) === 1) {
  1182. uv.y = Math.ceil(uv.y) - uv.y;
  1183. } else {
  1184. uv.y = uv.y - Math.floor(uv.y);
  1185. }
  1186. break;
  1187. }
  1188. }
  1189. if (this.flipY) {
  1190. uv.y = 1 - uv.y;
  1191. }
  1192. return uv;
  1193. }
  1194. set needsUpdate(value) {
  1195. if (value === true) this.version++;
  1196. }
  1197. }
  1198. Texture.DEFAULT_IMAGE = undefined;
  1199. Texture.DEFAULT_MAPPING = UVMapping;
  1200. Texture.prototype.isTexture = true;
  1201. function serializeImage(image) {
  1202. if (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) {
  1203. // default images
  1204. return ImageUtils.getDataURL(image);
  1205. } else {
  1206. if (image.data) {
  1207. // images of DataTexture
  1208. return {
  1209. data: Array.prototype.slice.call(image.data),
  1210. width: image.width,
  1211. height: image.height,
  1212. type: image.data.constructor.name
  1213. };
  1214. } else {
  1215. console.warn('THREE.Texture: Unable to serialize Texture.');
  1216. return {};
  1217. }
  1218. }
  1219. }
  1220. class Vector4 {
  1221. constructor(x = 0, y = 0, z = 0, w = 1) {
  1222. this.x = x;
  1223. this.y = y;
  1224. this.z = z;
  1225. this.w = w;
  1226. }
  1227. get width() {
  1228. return this.z;
  1229. }
  1230. set width(value) {
  1231. this.z = value;
  1232. }
  1233. get height() {
  1234. return this.w;
  1235. }
  1236. set height(value) {
  1237. this.w = value;
  1238. }
  1239. set(x, y, z, w) {
  1240. this.x = x;
  1241. this.y = y;
  1242. this.z = z;
  1243. this.w = w;
  1244. return this;
  1245. }
  1246. setScalar(scalar) {
  1247. this.x = scalar;
  1248. this.y = scalar;
  1249. this.z = scalar;
  1250. this.w = scalar;
  1251. return this;
  1252. }
  1253. setX(x) {
  1254. this.x = x;
  1255. return this;
  1256. }
  1257. setY(y) {
  1258. this.y = y;
  1259. return this;
  1260. }
  1261. setZ(z) {
  1262. this.z = z;
  1263. return this;
  1264. }
  1265. setW(w) {
  1266. this.w = w;
  1267. return this;
  1268. }
  1269. setComponent(index, value) {
  1270. switch (index) {
  1271. case 0:
  1272. this.x = value;
  1273. break;
  1274. case 1:
  1275. this.y = value;
  1276. break;
  1277. case 2:
  1278. this.z = value;
  1279. break;
  1280. case 3:
  1281. this.w = value;
  1282. break;
  1283. default:
  1284. throw new Error('index is out of range: ' + index);
  1285. }
  1286. return this;
  1287. }
  1288. getComponent(index) {
  1289. switch (index) {
  1290. case 0:
  1291. return this.x;
  1292. case 1:
  1293. return this.y;
  1294. case 2:
  1295. return this.z;
  1296. case 3:
  1297. return this.w;
  1298. default:
  1299. throw new Error('index is out of range: ' + index);
  1300. }
  1301. }
  1302. clone() {
  1303. return new this.constructor(this.x, this.y, this.z, this.w);
  1304. }
  1305. copy(v) {
  1306. this.x = v.x;
  1307. this.y = v.y;
  1308. this.z = v.z;
  1309. this.w = v.w !== undefined ? v.w : 1;
  1310. return this;
  1311. }
  1312. add(v, w) {
  1313. if (w !== undefined) {
  1314. console.warn('THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');
  1315. return this.addVectors(v, w);
  1316. }
  1317. this.x += v.x;
  1318. this.y += v.y;
  1319. this.z += v.z;
  1320. this.w += v.w;
  1321. return this;
  1322. }
  1323. addScalar(s) {
  1324. this.x += s;
  1325. this.y += s;
  1326. this.z += s;
  1327. this.w += s;
  1328. return this;
  1329. }
  1330. addVectors(a, b) {
  1331. this.x = a.x + b.x;
  1332. this.y = a.y + b.y;
  1333. this.z = a.z + b.z;
  1334. this.w = a.w + b.w;
  1335. return this;
  1336. }
  1337. addScaledVector(v, s) {
  1338. this.x += v.x * s;
  1339. this.y += v.y * s;
  1340. this.z += v.z * s;
  1341. this.w += v.w * s;
  1342. return this;
  1343. }
  1344. sub(v, w) {
  1345. if (w !== undefined) {
  1346. console.warn('THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');
  1347. return this.subVectors(v, w);
  1348. }
  1349. this.x -= v.x;
  1350. this.y -= v.y;
  1351. this.z -= v.z;
  1352. this.w -= v.w;
  1353. return this;
  1354. }
  1355. subScalar(s) {
  1356. this.x -= s;
  1357. this.y -= s;
  1358. this.z -= s;
  1359. this.w -= s;
  1360. return this;
  1361. }
  1362. subVectors(a, b) {
  1363. this.x = a.x - b.x;
  1364. this.y = a.y - b.y;
  1365. this.z = a.z - b.z;
  1366. this.w = a.w - b.w;
  1367. return this;
  1368. }
  1369. multiply(v) {
  1370. this.x *= v.x;
  1371. this.y *= v.y;
  1372. this.z *= v.z;
  1373. this.w *= v.w;
  1374. return this;
  1375. }
  1376. multiplyScalar(scalar) {
  1377. this.x *= scalar;
  1378. this.y *= scalar;
  1379. this.z *= scalar;
  1380. this.w *= scalar;
  1381. return this;
  1382. }
  1383. applyMatrix4(m) {
  1384. const x = this.x,
  1385. y = this.y,
  1386. z = this.z,
  1387. w = this.w;
  1388. const e = m.elements;
  1389. this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w;
  1390. this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w;
  1391. this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w;
  1392. this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w;
  1393. return this;
  1394. }
  1395. divideScalar(scalar) {
  1396. return this.multiplyScalar(1 / scalar);
  1397. }
  1398. setAxisAngleFromQuaternion(q) {
  1399. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1400. // q is assumed to be normalized
  1401. this.w = 2 * Math.acos(q.w);
  1402. const s = Math.sqrt(1 - q.w * q.w);
  1403. if (s < 0.0001) {
  1404. this.x = 1;
  1405. this.y = 0;
  1406. this.z = 0;
  1407. } else {
  1408. this.x = q.x / s;
  1409. this.y = q.y / s;
  1410. this.z = q.z / s;
  1411. }
  1412. return this;
  1413. }
  1414. setAxisAngleFromRotationMatrix(m) {
  1415. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1416. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1417. let angle, x, y, z; // variables for result
  1418. const epsilon = 0.01,
  1419. // margin to allow for rounding errors
  1420. epsilon2 = 0.1,
  1421. // margin to distinguish between 0 and 180 degrees
  1422. te = m.elements,
  1423. m11 = te[0],
  1424. m12 = te[4],
  1425. m13 = te[8],
  1426. m21 = te[1],
  1427. m22 = te[5],
  1428. m23 = te[9],
  1429. m31 = te[2],
  1430. m32 = te[6],
  1431. m33 = te[10];
  1432. if (Math.abs(m12 - m21) < epsilon && Math.abs(m13 - m31) < epsilon && Math.abs(m23 - m32) < epsilon) {
  1433. // singularity found
  1434. // first check for identity matrix which must have +1 for all terms
  1435. // in leading diagonal and zero in other terms
  1436. if (Math.abs(m12 + m21) < epsilon2 && Math.abs(m13 + m31) < epsilon2 && Math.abs(m23 + m32) < epsilon2 && Math.abs(m11 + m22 + m33 - 3) < epsilon2) {
  1437. // this singularity is identity matrix so angle = 0
  1438. this.set(1, 0, 0, 0);
  1439. return this; // zero angle, arbitrary axis
  1440. } // otherwise this singularity is angle = 180
  1441. angle = Math.PI;
  1442. const xx = (m11 + 1) / 2;
  1443. const yy = (m22 + 1) / 2;
  1444. const zz = (m33 + 1) / 2;
  1445. const xy = (m12 + m21) / 4;
  1446. const xz = (m13 + m31) / 4;
  1447. const yz = (m23 + m32) / 4;
  1448. if (xx > yy && xx > zz) {
  1449. // m11 is the largest diagonal term
  1450. if (xx < epsilon) {
  1451. x = 0;
  1452. y = 0.707106781;
  1453. z = 0.707106781;
  1454. } else {
  1455. x = Math.sqrt(xx);
  1456. y = xy / x;
  1457. z = xz / x;
  1458. }
  1459. } else if (yy > zz) {
  1460. // m22 is the largest diagonal term
  1461. if (yy < epsilon) {
  1462. x = 0.707106781;
  1463. y = 0;
  1464. z = 0.707106781;
  1465. } else {
  1466. y = Math.sqrt(yy);
  1467. x = xy / y;
  1468. z = yz / y;
  1469. }
  1470. } else {
  1471. // m33 is the largest diagonal term so base result on this
  1472. if (zz < epsilon) {
  1473. x = 0.707106781;
  1474. y = 0.707106781;
  1475. z = 0;
  1476. } else {
  1477. z = Math.sqrt(zz);
  1478. x = xz / z;
  1479. y = yz / z;
  1480. }
  1481. }
  1482. this.set(x, y, z, angle);
  1483. return this; // return 180 deg rotation
  1484. } // as we have reached here there are no singularities so we can handle normally
  1485. let s = Math.sqrt((m32 - m23) * (m32 - m23) + (m13 - m31) * (m13 - m31) + (m21 - m12) * (m21 - m12)); // used to normalize
  1486. if (Math.abs(s) < 0.001) s = 1; // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1487. // caught by singularity test above, but I've left it in just in case
  1488. this.x = (m32 - m23) / s;
  1489. this.y = (m13 - m31) / s;
  1490. this.z = (m21 - m12) / s;
  1491. this.w = Math.acos((m11 + m22 + m33 - 1) / 2);
  1492. return this;
  1493. }
  1494. min(v) {
  1495. this.x = Math.min(this.x, v.x);
  1496. this.y = Math.min(this.y, v.y);
  1497. this.z = Math.min(this.z, v.z);
  1498. this.w = Math.min(this.w, v.w);
  1499. return this;
  1500. }
  1501. max(v) {
  1502. this.x = Math.max(this.x, v.x);
  1503. this.y = Math.max(this.y, v.y);
  1504. this.z = Math.max(this.z, v.z);
  1505. this.w = Math.max(this.w, v.w);
  1506. return this;
  1507. }
  1508. clamp(min, max) {
  1509. // assumes min < max, componentwise
  1510. this.x = Math.max(min.x, Math.min(max.x, this.x));
  1511. this.y = Math.max(min.y, Math.min(max.y, this.y));
  1512. this.z = Math.max(min.z, Math.min(max.z, this.z));
  1513. this.w = Math.max(min.w, Math.min(max.w, this.w));
  1514. return this;
  1515. }
  1516. clampScalar(minVal, maxVal) {
  1517. this.x = Math.max(minVal, Math.min(maxVal, this.x));
  1518. this.y = Math.max(minVal, Math.min(maxVal, this.y));
  1519. this.z = Math.max(minVal, Math.min(maxVal, this.z));
  1520. this.w = Math.max(minVal, Math.min(maxVal, this.w));
  1521. return this;
  1522. }
  1523. clampLength(min, max) {
  1524. const length = this.length();
  1525. return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
  1526. }
  1527. floor() {
  1528. this.x = Math.floor(this.x);
  1529. this.y = Math.floor(this.y);
  1530. this.z = Math.floor(this.z);
  1531. this.w = Math.floor(this.w);
  1532. return this;
  1533. }
  1534. ceil() {
  1535. this.x = Math.ceil(this.x);
  1536. this.y = Math.ceil(this.y);
  1537. this.z = Math.ceil(this.z);
  1538. this.w = Math.ceil(this.w);
  1539. return this;
  1540. }
  1541. round() {
  1542. this.x = Math.round(this.x);
  1543. this.y = Math.round(this.y);
  1544. this.z = Math.round(this.z);
  1545. this.w = Math.round(this.w);
  1546. return this;
  1547. }
  1548. roundToZero() {
  1549. this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);
  1550. this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);
  1551. this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z);
  1552. this.w = this.w < 0 ? Math.ceil(this.w) : Math.floor(this.w);
  1553. return this;
  1554. }
  1555. negate() {
  1556. this.x = -this.x;
  1557. this.y = -this.y;
  1558. this.z = -this.z;
  1559. this.w = -this.w;
  1560. return this;
  1561. }
  1562. dot(v) {
  1563. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1564. }
  1565. lengthSq() {
  1566. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1567. }
  1568. length() {
  1569. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  1570. }
  1571. manhattanLength() {
  1572. return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w);
  1573. }
  1574. normalize() {
  1575. return this.divideScalar(this.length() || 1);
  1576. }
  1577. setLength(length) {
  1578. return this.normalize().multiplyScalar(length);
  1579. }
  1580. lerp(v, alpha) {
  1581. this.x += (v.x - this.x) * alpha;
  1582. this.y += (v.y - this.y) * alpha;
  1583. this.z += (v.z - this.z) * alpha;
  1584. this.w += (v.w - this.w) * alpha;
  1585. return this;
  1586. }
  1587. lerpVectors(v1, v2, alpha) {
  1588. this.x = v1.x + (v2.x - v1.x) * alpha;
  1589. this.y = v1.y + (v2.y - v1.y) * alpha;
  1590. this.z = v1.z + (v2.z - v1.z) * alpha;
  1591. this.w = v1.w + (v2.w - v1.w) * alpha;
  1592. return this;
  1593. }
  1594. equals(v) {
  1595. return v.x === this.x && v.y === this.y && v.z === this.z && v.w === this.w;
  1596. }
  1597. fromArray(array, offset = 0) {
  1598. this.x = array[offset];
  1599. this.y = array[offset + 1];
  1600. this.z = array[offset + 2];
  1601. this.w = array[offset + 3];
  1602. return this;
  1603. }
  1604. toArray(array = [], offset = 0) {
  1605. array[offset] = this.x;
  1606. array[offset + 1] = this.y;
  1607. array[offset + 2] = this.z;
  1608. array[offset + 3] = this.w;
  1609. return array;
  1610. }
  1611. fromBufferAttribute(attribute, index, offset) {
  1612. if (offset !== undefined) {
  1613. console.warn('THREE.Vector4: offset has been removed from .fromBufferAttribute().');
  1614. }
  1615. this.x = attribute.getX(index);
  1616. this.y = attribute.getY(index);
  1617. this.z = attribute.getZ(index);
  1618. this.w = attribute.getW(index);
  1619. return this;
  1620. }
  1621. random() {
  1622. this.x = Math.random();
  1623. this.y = Math.random();
  1624. this.z = Math.random();
  1625. this.w = Math.random();
  1626. return this;
  1627. }
  1628. *[Symbol.iterator]() {
  1629. yield this.x;
  1630. yield this.y;
  1631. yield this.z;
  1632. yield this.w;
  1633. }
  1634. }
  1635. Vector4.prototype.isVector4 = true;
  1636. /*
  1637. In options, we can specify:
  1638. * Texture parameters for an auto-generated target texture
  1639. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1640. */
  1641. class WebGLRenderTarget extends EventDispatcher {
  1642. constructor(width, height, options = {}) {
  1643. super();
  1644. this.width = width;
  1645. this.height = height;
  1646. this.depth = 1;
  1647. this.scissor = new Vector4(0, 0, width, height);
  1648. this.scissorTest = false;
  1649. this.viewport = new Vector4(0, 0, width, height);
  1650. this.texture = new Texture(undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding);
  1651. this.texture.isRenderTargetTexture = true;
  1652. this.texture.image = {
  1653. width: width,
  1654. height: height,
  1655. depth: 1
  1656. };
  1657. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1658. this.texture.internalFormat = options.internalFormat !== undefined ? options.internalFormat : null;
  1659. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1660. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1661. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;
  1662. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1663. }
  1664. setTexture(texture) {
  1665. texture.image = {
  1666. width: this.width,
  1667. height: this.height,
  1668. depth: this.depth
  1669. };
  1670. this.texture = texture;
  1671. }
  1672. setSize(width, height, depth = 1) {
  1673. if (this.width !== width || this.height !== height || this.depth !== depth) {
  1674. this.width = width;
  1675. this.height = height;
  1676. this.depth = depth;
  1677. this.texture.image.width = width;
  1678. this.texture.image.height = height;
  1679. this.texture.image.depth = depth;
  1680. this.dispose();
  1681. }
  1682. this.viewport.set(0, 0, width, height);
  1683. this.scissor.set(0, 0, width, height);
  1684. }
  1685. clone() {
  1686. return new this.constructor().copy(this);
  1687. }
  1688. copy(source) {
  1689. this.width = source.width;
  1690. this.height = source.height;
  1691. this.depth = source.depth;
  1692. this.viewport.copy(source.viewport);
  1693. this.texture = source.texture.clone();
  1694. this.texture.image = { ...this.texture.image
  1695. }; // See #20328.
  1696. this.depthBuffer = source.depthBuffer;
  1697. this.stencilBuffer = source.stencilBuffer;
  1698. this.depthTexture = source.depthTexture;
  1699. return this;
  1700. }
  1701. dispose() {
  1702. this.dispatchEvent({
  1703. type: 'dispose'
  1704. });
  1705. }
  1706. }
  1707. WebGLRenderTarget.prototype.isWebGLRenderTarget = true;
  1708. class WebGLMultipleRenderTargets extends WebGLRenderTarget {
  1709. constructor(width, height, count) {
  1710. super(width, height);
  1711. const texture = this.texture;
  1712. this.texture = [];
  1713. for (let i = 0; i < count; i++) {
  1714. this.texture[i] = texture.clone();
  1715. }
  1716. }
  1717. setSize(width, height, depth = 1) {
  1718. if (this.width !== width || this.height !== height || this.depth !== depth) {
  1719. this.width = width;
  1720. this.height = height;
  1721. this.depth = depth;
  1722. for (let i = 0, il = this.texture.length; i < il; i++) {
  1723. this.texture[i].image.width = width;
  1724. this.texture[i].image.height = height;
  1725. this.texture[i].image.depth = depth;
  1726. }
  1727. this.dispose();
  1728. }
  1729. this.viewport.set(0, 0, width, height);
  1730. this.scissor.set(0, 0, width, height);
  1731. return this;
  1732. }
  1733. copy(source) {
  1734. this.dispose();
  1735. this.width = source.width;
  1736. this.height = source.height;
  1737. this.depth = source.depth;
  1738. this.viewport.set(0, 0, this.width, this.height);
  1739. this.scissor.set(0, 0, this.width, this.height);
  1740. this.depthBuffer = source.depthBuffer;
  1741. this.stencilBuffer = source.stencilBuffer;
  1742. this.depthTexture = source.depthTexture;
  1743. this.texture.length = 0;
  1744. for (let i = 0, il = source.texture.length; i < il; i++) {
  1745. this.texture[i] = source.texture[i].clone();
  1746. }
  1747. return this;
  1748. }
  1749. }
  1750. WebGLMultipleRenderTargets.prototype.isWebGLMultipleRenderTargets = true;
  1751. class WebGLMultisampleRenderTarget extends WebGLRenderTarget {
  1752. constructor(width, height, options = {}) {
  1753. super(width, height, options);
  1754. this.samples = 4;
  1755. this.ignoreDepthForMultisampleCopy = options.ignoreDepth !== undefined ? options.ignoreDepth : true;
  1756. this.useRenderToTexture = options.useRenderToTexture !== undefined ? options.useRenderToTexture : false;
  1757. this.useRenderbuffer = this.useRenderToTexture === false;
  1758. }
  1759. copy(source) {
  1760. super.copy.call(this, source);
  1761. this.samples = source.samples;
  1762. this.useRenderToTexture = source.useRenderToTexture;
  1763. this.useRenderbuffer = source.useRenderbuffer;
  1764. return this;
  1765. }
  1766. }
  1767. WebGLMultisampleRenderTarget.prototype.isWebGLMultisampleRenderTarget = true;
  1768. class Quaternion {
  1769. constructor(x = 0, y = 0, z = 0, w = 1) {
  1770. this._x = x;
  1771. this._y = y;
  1772. this._z = z;
  1773. this._w = w;
  1774. }
  1775. static slerp(qa, qb, qm, t) {
  1776. console.warn('THREE.Quaternion: Static .slerp() has been deprecated. Use qm.slerpQuaternions( qa, qb, t ) instead.');
  1777. return qm.slerpQuaternions(qa, qb, t);
  1778. }
  1779. static slerpFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t) {
  1780. // fuzz-free, array-based Quaternion SLERP operation
  1781. let x0 = src0[srcOffset0 + 0],
  1782. y0 = src0[srcOffset0 + 1],
  1783. z0 = src0[srcOffset0 + 2],
  1784. w0 = src0[srcOffset0 + 3];
  1785. const x1 = src1[srcOffset1 + 0],
  1786. y1 = src1[srcOffset1 + 1],
  1787. z1 = src1[srcOffset1 + 2],
  1788. w1 = src1[srcOffset1 + 3];
  1789. if (t === 0) {
  1790. dst[dstOffset + 0] = x0;
  1791. dst[dstOffset + 1] = y0;
  1792. dst[dstOffset + 2] = z0;
  1793. dst[dstOffset + 3] = w0;
  1794. return;
  1795. }
  1796. if (t === 1) {
  1797. dst[dstOffset + 0] = x1;
  1798. dst[dstOffset + 1] = y1;
  1799. dst[dstOffset + 2] = z1;
  1800. dst[dstOffset + 3] = w1;
  1801. return;
  1802. }
  1803. if (w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1) {
  1804. let s = 1 - t;
  1805. const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1806. dir = cos >= 0 ? 1 : -1,
  1807. sqrSin = 1 - cos * cos; // Skip the Slerp for tiny steps to avoid numeric problems:
  1808. if (sqrSin > Number.EPSILON) {
  1809. const sin = Math.sqrt(sqrSin),
  1810. len = Math.atan2(sin, cos * dir);
  1811. s = Math.sin(s * len) / sin;
  1812. t = Math.sin(t * len) / sin;
  1813. }
  1814. const tDir = t * dir;
  1815. x0 = x0 * s + x1 * tDir;
  1816. y0 = y0 * s + y1 * tDir;
  1817. z0 = z0 * s + z1 * tDir;
  1818. w0 = w0 * s + w1 * tDir; // Normalize in case we just did a lerp:
  1819. if (s === 1 - t) {
  1820. const f = 1 / Math.sqrt(x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0);
  1821. x0 *= f;
  1822. y0 *= f;
  1823. z0 *= f;
  1824. w0 *= f;
  1825. }
  1826. }
  1827. dst[dstOffset] = x0;
  1828. dst[dstOffset + 1] = y0;
  1829. dst[dstOffset + 2] = z0;
  1830. dst[dstOffset + 3] = w0;
  1831. }
  1832. static multiplyQuaternionsFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1) {
  1833. const x0 = src0[srcOffset0];
  1834. const y0 = src0[srcOffset0 + 1];
  1835. const z0 = src0[srcOffset0 + 2];
  1836. const w0 = src0[srcOffset0 + 3];
  1837. const x1 = src1[srcOffset1];
  1838. const y1 = src1[srcOffset1 + 1];
  1839. const z1 = src1[srcOffset1 + 2];
  1840. const w1 = src1[srcOffset1 + 3];
  1841. dst[dstOffset] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  1842. dst[dstOffset + 1] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  1843. dst[dstOffset + 2] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  1844. dst[dstOffset + 3] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  1845. return dst;
  1846. }
  1847. get x() {
  1848. return this._x;
  1849. }
  1850. set x(value) {
  1851. this._x = value;
  1852. this._onChangeCallback();
  1853. }
  1854. get y() {
  1855. return this._y;
  1856. }
  1857. set y(value) {
  1858. this._y = value;
  1859. this._onChangeCallback();
  1860. }
  1861. get z() {
  1862. return this._z;
  1863. }
  1864. set z(value) {
  1865. this._z = value;
  1866. this._onChangeCallback();
  1867. }
  1868. get w() {
  1869. return this._w;
  1870. }
  1871. set w(value) {
  1872. this._w = value;
  1873. this._onChangeCallback();
  1874. }
  1875. set(x, y, z, w) {
  1876. this._x = x;
  1877. this._y = y;
  1878. this._z = z;
  1879. this._w = w;
  1880. this._onChangeCallback();
  1881. return this;
  1882. }
  1883. clone() {
  1884. return new this.constructor(this._x, this._y, this._z, this._w);
  1885. }
  1886. copy(quaternion) {
  1887. this._x = quaternion.x;
  1888. this._y = quaternion.y;
  1889. this._z = quaternion.z;
  1890. this._w = quaternion.w;
  1891. this._onChangeCallback();
  1892. return this;
  1893. }
  1894. setFromEuler(euler, update) {
  1895. if (!(euler && euler.isEuler)) {
  1896. throw new Error('THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.');
  1897. }
  1898. const x = euler._x,
  1899. y = euler._y,
  1900. z = euler._z,
  1901. order = euler._order; // http://www.mathworks.com/matlabcentral/fileexchange/
  1902. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1903. // content/SpinCalc.m
  1904. const cos = Math.cos;
  1905. const sin = Math.sin;
  1906. const c1 = cos(x / 2);
  1907. const c2 = cos(y / 2);
  1908. const c3 = cos(z / 2);
  1909. const s1 = sin(x / 2);
  1910. const s2 = sin(y / 2);
  1911. const s3 = sin(z / 2);
  1912. switch (order) {
  1913. case 'XYZ':
  1914. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1915. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1916. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1917. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1918. break;
  1919. case 'YXZ':
  1920. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1921. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1922. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1923. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1924. break;
  1925. case 'ZXY':
  1926. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1927. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1928. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1929. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1930. break;
  1931. case 'ZYX':
  1932. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1933. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1934. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1935. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1936. break;
  1937. case 'YZX':
  1938. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1939. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1940. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1941. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1942. break;
  1943. case 'XZY':
  1944. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1945. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1946. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1947. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1948. break;
  1949. default:
  1950. console.warn('THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order);
  1951. }
  1952. if (update !== false) this._onChangeCallback();
  1953. return this;
  1954. }
  1955. setFromAxisAngle(axis, angle) {
  1956. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1957. // assumes axis is normalized
  1958. const halfAngle = angle / 2,
  1959. s = Math.sin(halfAngle);
  1960. this._x = axis.x * s;
  1961. this._y = axis.y * s;
  1962. this._z = axis.z * s;
  1963. this._w = Math.cos(halfAngle);
  1964. this._onChangeCallback();
  1965. return this;
  1966. }
  1967. setFromRotationMatrix(m) {
  1968. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1969. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1970. const te = m.elements,
  1971. m11 = te[0],
  1972. m12 = te[4],
  1973. m13 = te[8],
  1974. m21 = te[1],
  1975. m22 = te[5],
  1976. m23 = te[9],
  1977. m31 = te[2],
  1978. m32 = te[6],
  1979. m33 = te[10],
  1980. trace = m11 + m22 + m33;
  1981. if (trace > 0) {
  1982. const s = 0.5 / Math.sqrt(trace + 1.0);
  1983. this._w = 0.25 / s;
  1984. this._x = (m32 - m23) * s;
  1985. this._y = (m13 - m31) * s;
  1986. this._z = (m21 - m12) * s;
  1987. } else if (m11 > m22 && m11 > m33) {
  1988. const s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  1989. this._w = (m32 - m23) / s;
  1990. this._x = 0.25 * s;
  1991. this._y = (m12 + m21) / s;
  1992. this._z = (m13 + m31) / s;
  1993. } else if (m22 > m33) {
  1994. const s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  1995. this._w = (m13 - m31) / s;
  1996. this._x = (m12 + m21) / s;
  1997. this._y = 0.25 * s;
  1998. this._z = (m23 + m32) / s;
  1999. } else {
  2000. const s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  2001. this._w = (m21 - m12) / s;
  2002. this._x = (m13 + m31) / s;
  2003. this._y = (m23 + m32) / s;
  2004. this._z = 0.25 * s;
  2005. }
  2006. this._onChangeCallback();
  2007. return this;
  2008. }
  2009. setFromUnitVectors(vFrom, vTo) {
  2010. // assumes direction vectors vFrom and vTo are normalized
  2011. let r = vFrom.dot(vTo) + 1;
  2012. if (r < Number.EPSILON) {
  2013. // vFrom and vTo point in opposite directions
  2014. r = 0;
  2015. if (Math.abs(vFrom.x) > Math.abs(vFrom.z)) {
  2016. this._x = -vFrom.y;
  2017. this._y = vFrom.x;
  2018. this._z = 0;
  2019. this._w = r;
  2020. } else {
  2021. this._x = 0;
  2022. this._y = -vFrom.z;
  2023. this._z = vFrom.y;
  2024. this._w = r;
  2025. }
  2026. } else {
  2027. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  2028. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  2029. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  2030. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  2031. this._w = r;
  2032. }
  2033. return this.normalize();
  2034. }
  2035. angleTo(q) {
  2036. return 2 * Math.acos(Math.abs(clamp(this.dot(q), -1, 1)));
  2037. }
  2038. rotateTowards(q, step) {
  2039. const angle = this.angleTo(q);
  2040. if (angle === 0) return this;
  2041. const t = Math.min(1, step / angle);
  2042. this.slerp(q, t);
  2043. return this;
  2044. }
  2045. identity() {
  2046. return this.set(0, 0, 0, 1);
  2047. }
  2048. invert() {
  2049. // quaternion is assumed to have unit length
  2050. return this.conjugate();
  2051. }
  2052. conjugate() {
  2053. this._x *= -1;
  2054. this._y *= -1;
  2055. this._z *= -1;
  2056. this._onChangeCallback();
  2057. return this;
  2058. }
  2059. dot(v) {
  2060. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  2061. }
  2062. lengthSq() {
  2063. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  2064. }
  2065. length() {
  2066. return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w);
  2067. }
  2068. normalize() {
  2069. let l = this.length();
  2070. if (l === 0) {
  2071. this._x = 0;
  2072. this._y = 0;
  2073. this._z = 0;
  2074. this._w = 1;
  2075. } else {
  2076. l = 1 / l;
  2077. this._x = this._x * l;
  2078. this._y = this._y * l;
  2079. this._z = this._z * l;
  2080. this._w = this._w * l;
  2081. }
  2082. this._onChangeCallback();
  2083. return this;
  2084. }
  2085. multiply(q, p) {
  2086. if (p !== undefined) {
  2087. console.warn('THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.');
  2088. return this.multiplyQuaternions(q, p);
  2089. }
  2090. return this.multiplyQuaternions(this, q);
  2091. }
  2092. premultiply(q) {
  2093. return this.multiplyQuaternions(q, this);
  2094. }
  2095. multiplyQuaternions(a, b) {
  2096. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  2097. const qax = a._x,
  2098. qay = a._y,
  2099. qaz = a._z,
  2100. qaw = a._w;
  2101. const qbx = b._x,
  2102. qby = b._y,
  2103. qbz = b._z,
  2104. qbw = b._w;
  2105. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  2106. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  2107. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  2108. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  2109. this._onChangeCallback();
  2110. return this;
  2111. }
  2112. slerp(qb, t) {
  2113. if (t === 0) return this;
  2114. if (t === 1) return this.copy(qb);
  2115. const x = this._x,
  2116. y = this._y,
  2117. z = this._z,
  2118. w = this._w; // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  2119. let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  2120. if (cosHalfTheta < 0) {
  2121. this._w = -qb._w;
  2122. this._x = -qb._x;
  2123. this._y = -qb._y;
  2124. this._z = -qb._z;
  2125. cosHalfTheta = -cosHalfTheta;
  2126. } else {
  2127. this.copy(qb);
  2128. }
  2129. if (cosHalfTheta >= 1.0) {
  2130. this._w = w;
  2131. this._x = x;
  2132. this._y = y;
  2133. this._z = z;
  2134. return this;
  2135. }
  2136. const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  2137. if (sqrSinHalfTheta <= Number.EPSILON) {
  2138. const s = 1 - t;
  2139. this._w = s * w + t * this._w;
  2140. this._x = s * x + t * this._x;
  2141. this._y = s * y + t * this._y;
  2142. this._z = s * z + t * this._z;
  2143. this.normalize();
  2144. this._onChangeCallback();
  2145. return this;
  2146. }
  2147. const sinHalfTheta = Math.sqrt(sqrSinHalfTheta);
  2148. const halfTheta = Math.atan2(sinHalfTheta, cosHalfTheta);
  2149. const ratioA = Math.sin((1 - t) * halfTheta) / sinHalfTheta,
  2150. ratioB = Math.sin(t * halfTheta) / sinHalfTheta;
  2151. this._w = w * ratioA + this._w * ratioB;
  2152. this._x = x * ratioA + this._x * ratioB;
  2153. this._y = y * ratioA + this._y * ratioB;
  2154. this._z = z * ratioA + this._z * ratioB;
  2155. this._onChangeCallback();
  2156. return this;
  2157. }
  2158. slerpQuaternions(qa, qb, t) {
  2159. this.copy(qa).slerp(qb, t);
  2160. }
  2161. random() {
  2162. // Derived from http://planning.cs.uiuc.edu/node198.html
  2163. // Note, this source uses w, x, y, z ordering,
  2164. // so we swap the order below.
  2165. const u1 = Math.random();
  2166. const sqrt1u1 = Math.sqrt(1 - u1);
  2167. const sqrtu1 = Math.sqrt(u1);
  2168. const u2 = 2 * Math.PI * Math.random();
  2169. const u3 = 2 * Math.PI * Math.random();
  2170. return this.set(sqrt1u1 * Math.cos(u2), sqrtu1 * Math.sin(u3), sqrtu1 * Math.cos(u3), sqrt1u1 * Math.sin(u2));
  2171. }
  2172. equals(quaternion) {
  2173. return quaternion._x === this._x && quaternion._y === this._y && quaternion._z === this._z && quaternion._w === this._w;
  2174. }
  2175. fromArray(array, offset = 0) {
  2176. this._x = array[offset];
  2177. this._y = array[offset + 1];
  2178. this._z = array[offset + 2];
  2179. this._w = array[offset + 3];
  2180. this._onChangeCallback();
  2181. return this;
  2182. }
  2183. toArray(array = [], offset = 0) {
  2184. array[offset] = this._x;
  2185. array[offset + 1] = this._y;
  2186. array[offset + 2] = this._z;
  2187. array[offset + 3] = this._w;
  2188. return array;
  2189. }
  2190. fromBufferAttribute(attribute, index) {
  2191. this._x = attribute.getX(index);
  2192. this._y = attribute.getY(index);
  2193. this._z = attribute.getZ(index);
  2194. this._w = attribute.getW(index);
  2195. return this;
  2196. }
  2197. _onChange(callback) {
  2198. this._onChangeCallback = callback;
  2199. return this;
  2200. }
  2201. _onChangeCallback() {}
  2202. }
  2203. Quaternion.prototype.isQuaternion = true;
  2204. class Vector3 {
  2205. constructor(x = 0, y = 0, z = 0) {
  2206. this.x = x;
  2207. this.y = y;
  2208. this.z = z;
  2209. }
  2210. set(x, y, z) {
  2211. if (z === undefined) z = this.z; // sprite.scale.set(x,y)
  2212. this.x = x;
  2213. this.y = y;
  2214. this.z = z;
  2215. return this;
  2216. }
  2217. setScalar(scalar) {
  2218. this.x = scalar;
  2219. this.y = scalar;
  2220. this.z = scalar;
  2221. return this;
  2222. }
  2223. setX(x) {
  2224. this.x = x;
  2225. return this;
  2226. }
  2227. setY(y) {
  2228. this.y = y;
  2229. return this;
  2230. }
  2231. setZ(z) {
  2232. this.z = z;
  2233. return this;
  2234. }
  2235. setComponent(index, value) {
  2236. switch (index) {
  2237. case 0:
  2238. this.x = value;
  2239. break;
  2240. case 1:
  2241. this.y = value;
  2242. break;
  2243. case 2:
  2244. this.z = value;
  2245. break;
  2246. default:
  2247. throw new Error('index is out of range: ' + index);
  2248. }
  2249. return this;
  2250. }
  2251. getComponent(index) {
  2252. switch (index) {
  2253. case 0:
  2254. return this.x;
  2255. case 1:
  2256. return this.y;
  2257. case 2:
  2258. return this.z;
  2259. default:
  2260. throw new Error('index is out of range: ' + index);
  2261. }
  2262. }
  2263. clone() {
  2264. return new this.constructor(this.x, this.y, this.z);
  2265. }
  2266. copy(v) {
  2267. this.x = v.x;
  2268. this.y = v.y;
  2269. this.z = v.z;
  2270. return this;
  2271. }
  2272. add(v, w) {
  2273. if (w !== undefined) {
  2274. console.warn('THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');
  2275. return this.addVectors(v, w);
  2276. }
  2277. this.x += v.x;
  2278. this.y += v.y;
  2279. this.z += v.z;
  2280. return this;
  2281. }
  2282. addScalar(s) {
  2283. this.x += s;
  2284. this.y += s;
  2285. this.z += s;
  2286. return this;
  2287. }
  2288. addVectors(a, b) {
  2289. this.x = a.x + b.x;
  2290. this.y = a.y + b.y;
  2291. this.z = a.z + b.z;
  2292. return this;
  2293. }
  2294. addScaledVector(v, s) {
  2295. this.x += v.x * s;
  2296. this.y += v.y * s;
  2297. this.z += v.z * s;
  2298. return this;
  2299. }
  2300. sub(v, w) {
  2301. if (w !== undefined) {
  2302. console.warn('THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');
  2303. return this.subVectors(v, w);
  2304. }
  2305. this.x -= v.x;
  2306. this.y -= v.y;
  2307. this.z -= v.z;
  2308. return this;
  2309. }
  2310. subScalar(s) {
  2311. this.x -= s;
  2312. this.y -= s;
  2313. this.z -= s;
  2314. return this;
  2315. }
  2316. subVectors(a, b) {
  2317. this.x = a.x - b.x;
  2318. this.y = a.y - b.y;
  2319. this.z = a.z - b.z;
  2320. return this;
  2321. }
  2322. multiply(v, w) {
  2323. if (w !== undefined) {
  2324. console.warn('THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.');
  2325. return this.multiplyVectors(v, w);
  2326. }
  2327. this.x *= v.x;
  2328. this.y *= v.y;
  2329. this.z *= v.z;
  2330. return this;
  2331. }
  2332. multiplyScalar(scalar) {
  2333. this.x *= scalar;
  2334. this.y *= scalar;
  2335. this.z *= scalar;
  2336. return this;
  2337. }
  2338. multiplyVectors(a, b) {
  2339. this.x = a.x * b.x;
  2340. this.y = a.y * b.y;
  2341. this.z = a.z * b.z;
  2342. return this;
  2343. }
  2344. applyEuler(euler) {
  2345. if (!(euler && euler.isEuler)) {
  2346. console.error('THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.');
  2347. }
  2348. return this.applyQuaternion(_quaternion$4.setFromEuler(euler));
  2349. }
  2350. applyAxisAngle(axis, angle) {
  2351. return this.applyQuaternion(_quaternion$4.setFromAxisAngle(axis, angle));
  2352. }
  2353. applyMatrix3(m) {
  2354. const x = this.x,
  2355. y = this.y,
  2356. z = this.z;
  2357. const e = m.elements;
  2358. this.x = e[0] * x + e[3] * y + e[6] * z;
  2359. this.y = e[1] * x + e[4] * y + e[7] * z;
  2360. this.z = e[2] * x + e[5] * y + e[8] * z;
  2361. return this;
  2362. }
  2363. applyNormalMatrix(m) {
  2364. return this.applyMatrix3(m).normalize();
  2365. }
  2366. applyMatrix4(m) {
  2367. const x = this.x,
  2368. y = this.y,
  2369. z = this.z;
  2370. const e = m.elements;
  2371. const w = 1 / (e[3] * x + e[7] * y + e[11] * z + e[15]);
  2372. this.x = (e[0] * x + e[4] * y + e[8] * z + e[12]) * w;
  2373. this.y = (e[1] * x + e[5] * y + e[9] * z + e[13]) * w;
  2374. this.z = (e[2] * x + e[6] * y + e[10] * z + e[14]) * w;
  2375. return this;
  2376. }
  2377. applyQuaternion(q) {
  2378. const x = this.x,
  2379. y = this.y,
  2380. z = this.z;
  2381. const qx = q.x,
  2382. qy = q.y,
  2383. qz = q.z,
  2384. qw = q.w; // calculate quat * vector
  2385. const ix = qw * x + qy * z - qz * y;
  2386. const iy = qw * y + qz * x - qx * z;
  2387. const iz = qw * z + qx * y - qy * x;
  2388. const iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat
  2389. this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
  2390. this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
  2391. this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
  2392. return this;
  2393. }
  2394. project(camera) {
  2395. return this.applyMatrix4(camera.matrixWorldInverse).applyMatrix4(camera.projectionMatrix);
  2396. }
  2397. unproject(camera) {
  2398. return this.applyMatrix4(camera.projectionMatrixInverse).applyMatrix4(camera.matrixWorld);
  2399. }
  2400. transformDirection(m) {
  2401. // input: THREE.Matrix4 affine matrix
  2402. // vector interpreted as a direction
  2403. const x = this.x,
  2404. y = this.y,
  2405. z = this.z;
  2406. const e = m.elements;
  2407. this.x = e[0] * x + e[4] * y + e[8] * z;
  2408. this.y = e[1] * x + e[5] * y + e[9] * z;
  2409. this.z = e[2] * x + e[6] * y + e[10] * z;
  2410. return this.normalize();
  2411. }
  2412. divide(v) {
  2413. this.x /= v.x;
  2414. this.y /= v.y;
  2415. this.z /= v.z;
  2416. return this;
  2417. }
  2418. divideScalar(scalar) {
  2419. return this.multiplyScalar(1 / scalar);
  2420. }
  2421. min(v) {
  2422. this.x = Math.min(this.x, v.x);
  2423. this.y = Math.min(this.y, v.y);
  2424. this.z = Math.min(this.z, v.z);
  2425. return this;
  2426. }
  2427. max(v) {
  2428. this.x = Math.max(this.x, v.x);
  2429. this.y = Math.max(this.y, v.y);
  2430. this.z = Math.max(this.z, v.z);
  2431. return this;
  2432. }
  2433. clamp(min, max) {
  2434. // assumes min < max, componentwise
  2435. this.x = Math.max(min.x, Math.min(max.x, this.x));
  2436. this.y = Math.max(min.y, Math.min(max.y, this.y));
  2437. this.z = Math.max(min.z, Math.min(max.z, this.z));
  2438. return this;
  2439. }
  2440. clampScalar(minVal, maxVal) {
  2441. this.x = Math.max(minVal, Math.min(maxVal, this.x));
  2442. this.y = Math.max(minVal, Math.min(maxVal, this.y));
  2443. this.z = Math.max(minVal, Math.min(maxVal, this.z));
  2444. return this;
  2445. }
  2446. clampLength(min, max) {
  2447. const length = this.length();
  2448. return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
  2449. }
  2450. floor() {
  2451. this.x = Math.floor(this.x);
  2452. this.y = Math.floor(this.y);
  2453. this.z = Math.floor(this.z);
  2454. return this;
  2455. }
  2456. ceil() {
  2457. this.x = Math.ceil(this.x);
  2458. this.y = Math.ceil(this.y);
  2459. this.z = Math.ceil(this.z);
  2460. return this;
  2461. }
  2462. round() {
  2463. this.x = Math.round(this.x);
  2464. this.y = Math.round(this.y);
  2465. this.z = Math.round(this.z);
  2466. return this;
  2467. }
  2468. roundToZero() {
  2469. this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);
  2470. this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);
  2471. this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z);
  2472. return this;
  2473. }
  2474. negate() {
  2475. this.x = -this.x;
  2476. this.y = -this.y;
  2477. this.z = -this.z;
  2478. return this;
  2479. }
  2480. dot(v) {
  2481. return this.x * v.x + this.y * v.y + this.z * v.z;
  2482. } // TODO lengthSquared?
  2483. lengthSq() {
  2484. return this.x * this.x + this.y * this.y + this.z * this.z;
  2485. }
  2486. length() {
  2487. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  2488. }
  2489. manhattanLength() {
  2490. return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z);
  2491. }
  2492. normalize() {
  2493. return this.divideScalar(this.length() || 1);
  2494. }
  2495. setLength(length) {
  2496. return this.normalize().multiplyScalar(length);
  2497. }
  2498. lerp(v, alpha) {
  2499. this.x += (v.x - this.x) * alpha;
  2500. this.y += (v.y - this.y) * alpha;
  2501. this.z += (v.z - this.z) * alpha;
  2502. return this;
  2503. }
  2504. lerpVectors(v1, v2, alpha) {
  2505. this.x = v1.x + (v2.x - v1.x) * alpha;
  2506. this.y = v1.y + (v2.y - v1.y) * alpha;
  2507. this.z = v1.z + (v2.z - v1.z) * alpha;
  2508. return this;
  2509. }
  2510. cross(v, w) {
  2511. if (w !== undefined) {
  2512. console.warn('THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.');
  2513. return this.crossVectors(v, w);
  2514. }
  2515. return this.crossVectors(this, v);
  2516. }
  2517. crossVectors(a, b) {
  2518. const ax = a.x,
  2519. ay = a.y,
  2520. az = a.z;
  2521. const bx = b.x,
  2522. by = b.y,
  2523. bz = b.z;
  2524. this.x = ay * bz - az * by;
  2525. this.y = az * bx - ax * bz;
  2526. this.z = ax * by - ay * bx;
  2527. return this;
  2528. }
  2529. projectOnVector(v) {
  2530. const denominator = v.lengthSq();
  2531. if (denominator === 0) return this.set(0, 0, 0);
  2532. const scalar = v.dot(this) / denominator;
  2533. return this.copy(v).multiplyScalar(scalar);
  2534. }
  2535. projectOnPlane(planeNormal) {
  2536. _vector$c.copy(this).projectOnVector(planeNormal);
  2537. return this.sub(_vector$c);
  2538. }
  2539. reflect(normal) {
  2540. // reflect incident vector off plane orthogonal to normal
  2541. // normal is assumed to have unit length
  2542. return this.sub(_vector$c.copy(normal).multiplyScalar(2 * this.dot(normal)));
  2543. }
  2544. angleTo(v) {
  2545. const denominator = Math.sqrt(this.lengthSq() * v.lengthSq());
  2546. if (denominator === 0) return Math.PI / 2;
  2547. const theta = this.dot(v) / denominator; // clamp, to handle numerical problems
  2548. return Math.acos(clamp(theta, -1, 1));
  2549. }
  2550. distanceTo(v) {
  2551. return Math.sqrt(this.distanceToSquared(v));
  2552. }
  2553. distanceToSquared(v) {
  2554. const dx = this.x - v.x,
  2555. dy = this.y - v.y,
  2556. dz = this.z - v.z;
  2557. return dx * dx + dy * dy + dz * dz;
  2558. }
  2559. manhattanDistanceTo(v) {
  2560. return Math.abs(this.x - v.x) + Math.abs(this.y - v.y) + Math.abs(this.z - v.z);
  2561. }
  2562. setFromSpherical(s) {
  2563. return this.setFromSphericalCoords(s.radius, s.phi, s.theta);
  2564. }
  2565. setFromSphericalCoords(radius, phi, theta) {
  2566. const sinPhiRadius = Math.sin(phi) * radius;
  2567. this.x = sinPhiRadius * Math.sin(theta);
  2568. this.y = Math.cos(phi) * radius;
  2569. this.z = sinPhiRadius * Math.cos(theta);
  2570. return this;
  2571. }
  2572. setFromCylindrical(c) {
  2573. return this.setFromCylindricalCoords(c.radius, c.theta, c.y);
  2574. }
  2575. setFromCylindricalCoords(radius, theta, y) {
  2576. this.x = radius * Math.sin(theta);
  2577. this.y = y;
  2578. this.z = radius * Math.cos(theta);
  2579. return this;
  2580. }
  2581. setFromMatrixPosition(m) {
  2582. const e = m.elements;
  2583. this.x = e[12];
  2584. this.y = e[13];
  2585. this.z = e[14];
  2586. return this;
  2587. }
  2588. setFromMatrixScale(m) {
  2589. const sx = this.setFromMatrixColumn(m, 0).length();
  2590. const sy = this.setFromMatrixColumn(m, 1).length();
  2591. const sz = this.setFromMatrixColumn(m, 2).length();
  2592. this.x = sx;
  2593. this.y = sy;
  2594. this.z = sz;
  2595. return this;
  2596. }
  2597. setFromMatrixColumn(m, index) {
  2598. return this.fromArray(m.elements, index * 4);
  2599. }
  2600. setFromMatrix3Column(m, index) {
  2601. return this.fromArray(m.elements, index * 3);
  2602. }
  2603. equals(v) {
  2604. return v.x === this.x && v.y === this.y && v.z === this.z;
  2605. }
  2606. fromArray(array, offset = 0) {
  2607. this.x = array[offset];
  2608. this.y = array[offset + 1];
  2609. this.z = array[offset + 2];
  2610. return this;
  2611. }
  2612. toArray(array = [], offset = 0) {
  2613. array[offset] = this.x;
  2614. array[offset + 1] = this.y;
  2615. array[offset + 2] = this.z;
  2616. return array;
  2617. }
  2618. fromBufferAttribute(attribute, index, offset) {
  2619. if (offset !== undefined) {
  2620. console.warn('THREE.Vector3: offset has been removed from .fromBufferAttribute().');
  2621. }
  2622. this.x = attribute.getX(index);
  2623. this.y = attribute.getY(index);
  2624. this.z = attribute.getZ(index);
  2625. return this;
  2626. }
  2627. random() {
  2628. this.x = Math.random();
  2629. this.y = Math.random();
  2630. this.z = Math.random();
  2631. return this;
  2632. }
  2633. randomDirection() {
  2634. // Derived from https://mathworld.wolfram.com/SpherePointPicking.html
  2635. const u = (Math.random() - 0.5) * 2;
  2636. const t = Math.random() * Math.PI * 2;
  2637. const f = Math.sqrt(1 - u ** 2);
  2638. this.x = f * Math.cos(t);
  2639. this.y = f * Math.sin(t);
  2640. this.z = u;
  2641. return this;
  2642. }
  2643. *[Symbol.iterator]() {
  2644. yield this.x;
  2645. yield this.y;
  2646. yield this.z;
  2647. }
  2648. }
  2649. Vector3.prototype.isVector3 = true;
  2650. const _vector$c = /*@__PURE__*/new Vector3();
  2651. const _quaternion$4 = /*@__PURE__*/new Quaternion();
  2652. class Box3 {
  2653. constructor(min = new Vector3(+Infinity, +Infinity, +Infinity), max = new Vector3(-Infinity, -Infinity, -Infinity)) {
  2654. this.min = min;
  2655. this.max = max;
  2656. }
  2657. set(min, max) {
  2658. this.min.copy(min);
  2659. this.max.copy(max);
  2660. return this;
  2661. }
  2662. setFromArray(array) {
  2663. let minX = +Infinity;
  2664. let minY = +Infinity;
  2665. let minZ = +Infinity;
  2666. let maxX = -Infinity;
  2667. let maxY = -Infinity;
  2668. let maxZ = -Infinity;
  2669. for (let i = 0, l = array.length; i < l; i += 3) {
  2670. const x = array[i];
  2671. const y = array[i + 1];
  2672. const z = array[i + 2];
  2673. if (x < minX) minX = x;
  2674. if (y < minY) minY = y;
  2675. if (z < minZ) minZ = z;
  2676. if (x > maxX) maxX = x;
  2677. if (y > maxY) maxY = y;
  2678. if (z > maxZ) maxZ = z;
  2679. }
  2680. this.min.set(minX, minY, minZ);
  2681. this.max.set(maxX, maxY, maxZ);
  2682. return this;
  2683. }
  2684. setFromBufferAttribute(attribute) {
  2685. let minX = +Infinity;
  2686. let minY = +Infinity;
  2687. let minZ = +Infinity;
  2688. let maxX = -Infinity;
  2689. let maxY = -Infinity;
  2690. let maxZ = -Infinity;
  2691. for (let i = 0, l = attribute.count; i < l; i++) {
  2692. const x = attribute.getX(i);
  2693. const y = attribute.getY(i);
  2694. const z = attribute.getZ(i);
  2695. if (x < minX) minX = x;
  2696. if (y < minY) minY = y;
  2697. if (z < minZ) minZ = z;
  2698. if (x > maxX) maxX = x;
  2699. if (y > maxY) maxY = y;
  2700. if (z > maxZ) maxZ = z;
  2701. }
  2702. this.min.set(minX, minY, minZ);
  2703. this.max.set(maxX, maxY, maxZ);
  2704. return this;
  2705. }
  2706. setFromPoints(points) {
  2707. this.makeEmpty();
  2708. for (let i = 0, il = points.length; i < il; i++) {
  2709. this.expandByPoint(points[i]);
  2710. }
  2711. return this;
  2712. }
  2713. setFromCenterAndSize(center, size) {
  2714. const halfSize = _vector$b.copy(size).multiplyScalar(0.5);
  2715. this.min.copy(center).sub(halfSize);
  2716. this.max.copy(center).add(halfSize);
  2717. return this;
  2718. }
  2719. setFromObject(object) {
  2720. this.makeEmpty();
  2721. return this.expandByObject(object);
  2722. }
  2723. clone() {
  2724. return new this.constructor().copy(this);
  2725. }
  2726. copy(box) {
  2727. this.min.copy(box.min);
  2728. this.max.copy(box.max);
  2729. return this;
  2730. }
  2731. makeEmpty() {
  2732. this.min.x = this.min.y = this.min.z = +Infinity;
  2733. this.max.x = this.max.y = this.max.z = -Infinity;
  2734. return this;
  2735. }
  2736. isEmpty() {
  2737. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2738. return this.max.x < this.min.x || this.max.y < this.min.y || this.max.z < this.min.z;
  2739. }
  2740. getCenter(target) {
  2741. return this.isEmpty() ? target.set(0, 0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);
  2742. }
  2743. getSize(target) {
  2744. return this.isEmpty() ? target.set(0, 0, 0) : target.subVectors(this.max, this.min);
  2745. }
  2746. expandByPoint(point) {
  2747. this.min.min(point);
  2748. this.max.max(point);
  2749. return this;
  2750. }
  2751. expandByVector(vector) {
  2752. this.min.sub(vector);
  2753. this.max.add(vector);
  2754. return this;
  2755. }
  2756. expandByScalar(scalar) {
  2757. this.min.addScalar(-scalar);
  2758. this.max.addScalar(scalar);
  2759. return this;
  2760. }
  2761. expandByObject(object) {
  2762. // Computes the world-axis-aligned bounding box of an object (including its children),
  2763. // accounting for both the object's, and children's, world transforms
  2764. object.updateWorldMatrix(false, false);
  2765. const geometry = object.geometry;
  2766. if (geometry !== undefined) {
  2767. if (geometry.boundingBox === null) {
  2768. geometry.computeBoundingBox();
  2769. }
  2770. _box$3.copy(geometry.boundingBox);
  2771. _box$3.applyMatrix4(object.matrixWorld);
  2772. this.union(_box$3);
  2773. }
  2774. const children = object.children;
  2775. for (let i = 0, l = children.length; i < l; i++) {
  2776. this.expandByObject(children[i]);
  2777. }
  2778. return this;
  2779. }
  2780. containsPoint(point) {
  2781. return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y || point.z < this.min.z || point.z > this.max.z ? false : true;
  2782. }
  2783. containsBox(box) {
  2784. return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y && this.min.z <= box.min.z && box.max.z <= this.max.z;
  2785. }
  2786. getParameter(point, target) {
  2787. // This can potentially have a divide by zero if the box
  2788. // has a size dimension of 0.
  2789. return target.set((point.x - this.min.x) / (this.max.x - this.min.x), (point.y - this.min.y) / (this.max.y - this.min.y), (point.z - this.min.z) / (this.max.z - this.min.z));
  2790. }
  2791. intersectsBox(box) {
  2792. // using 6 splitting planes to rule out intersections.
  2793. return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y || box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  2794. }
  2795. intersectsSphere(sphere) {
  2796. // Find the point on the AABB closest to the sphere center.
  2797. this.clampPoint(sphere.center, _vector$b); // If that point is inside the sphere, the AABB and sphere intersect.
  2798. return _vector$b.distanceToSquared(sphere.center) <= sphere.radius * sphere.radius;
  2799. }
  2800. intersectsPlane(plane) {
  2801. // We compute the minimum and maximum dot product values. If those values
  2802. // are on the same side (back or front) of the plane, then there is no intersection.
  2803. let min, max;
  2804. if (plane.normal.x > 0) {
  2805. min = plane.normal.x * this.min.x;
  2806. max = plane.normal.x * this.max.x;
  2807. } else {
  2808. min = plane.normal.x * this.max.x;
  2809. max = plane.normal.x * this.min.x;
  2810. }
  2811. if (plane.normal.y > 0) {
  2812. min += plane.normal.y * this.min.y;
  2813. max += plane.normal.y * this.max.y;
  2814. } else {
  2815. min += plane.normal.y * this.max.y;
  2816. max += plane.normal.y * this.min.y;
  2817. }
  2818. if (plane.normal.z > 0) {
  2819. min += plane.normal.z * this.min.z;
  2820. max += plane.normal.z * this.max.z;
  2821. } else {
  2822. min += plane.normal.z * this.max.z;
  2823. max += plane.normal.z * this.min.z;
  2824. }
  2825. return min <= -plane.constant && max >= -plane.constant;
  2826. }
  2827. intersectsTriangle(triangle) {
  2828. if (this.isEmpty()) {
  2829. return false;
  2830. } // compute box center and extents
  2831. this.getCenter(_center);
  2832. _extents.subVectors(this.max, _center); // translate triangle to aabb origin
  2833. _v0$2.subVectors(triangle.a, _center);
  2834. _v1$7.subVectors(triangle.b, _center);
  2835. _v2$3.subVectors(triangle.c, _center); // compute edge vectors for triangle
  2836. _f0.subVectors(_v1$7, _v0$2);
  2837. _f1.subVectors(_v2$3, _v1$7);
  2838. _f2.subVectors(_v0$2, _v2$3); // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  2839. // 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
  2840. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  2841. let 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];
  2842. if (!satForAxes(axes, _v0$2, _v1$7, _v2$3, _extents)) {
  2843. return false;
  2844. } // test 3 face normals from the aabb
  2845. axes = [1, 0, 0, 0, 1, 0, 0, 0, 1];
  2846. if (!satForAxes(axes, _v0$2, _v1$7, _v2$3, _extents)) {
  2847. return false;
  2848. } // finally testing the face normal of the triangle
  2849. // use already existing triangle edge vectors here
  2850. _triangleNormal.crossVectors(_f0, _f1);
  2851. axes = [_triangleNormal.x, _triangleNormal.y, _triangleNormal.z];
  2852. return satForAxes(axes, _v0$2, _v1$7, _v2$3, _extents);
  2853. }
  2854. clampPoint(point, target) {
  2855. return target.copy(point).clamp(this.min, this.max);
  2856. }
  2857. distanceToPoint(point) {
  2858. const clampedPoint = _vector$b.copy(point).clamp(this.min, this.max);
  2859. return clampedPoint.sub(point).length();
  2860. }
  2861. getBoundingSphere(target) {
  2862. this.getCenter(target.center);
  2863. target.radius = this.getSize(_vector$b).length() * 0.5;
  2864. return target;
  2865. }
  2866. intersect(box) {
  2867. this.min.max(box.min);
  2868. 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.
  2869. if (this.isEmpty()) this.makeEmpty();
  2870. return this;
  2871. }
  2872. union(box) {
  2873. this.min.min(box.min);
  2874. this.max.max(box.max);
  2875. return this;
  2876. }
  2877. applyMatrix4(matrix) {
  2878. // transform of empty box is an empty box.
  2879. if (this.isEmpty()) return this; // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  2880. _points[0].set(this.min.x, this.min.y, this.min.z).applyMatrix4(matrix); // 000
  2881. _points[1].set(this.min.x, this.min.y, this.max.z).applyMatrix4(matrix); // 001
  2882. _points[2].set(this.min.x, this.max.y, this.min.z).applyMatrix4(matrix); // 010
  2883. _points[3].set(this.min.x, this.max.y, this.max.z).applyMatrix4(matrix); // 011
  2884. _points[4].set(this.max.x, this.min.y, this.min.z).applyMatrix4(matrix); // 100
  2885. _points[5].set(this.max.x, this.min.y, this.max.z).applyMatrix4(matrix); // 101
  2886. _points[6].set(this.max.x, this.max.y, this.min.z).applyMatrix4(matrix); // 110
  2887. _points[7].set(this.max.x, this.max.y, this.max.z).applyMatrix4(matrix); // 111
  2888. this.setFromPoints(_points);
  2889. return this;
  2890. }
  2891. translate(offset) {
  2892. this.min.add(offset);
  2893. this.max.add(offset);
  2894. return this;
  2895. }
  2896. equals(box) {
  2897. return box.min.equals(this.min) && box.max.equals(this.max);
  2898. }
  2899. }
  2900. Box3.prototype.isBox3 = true;
  2901. const _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()];
  2902. const _vector$b = /*@__PURE__*/new Vector3();
  2903. const _box$3 = /*@__PURE__*/new Box3(); // triangle centered vertices
  2904. const _v0$2 = /*@__PURE__*/new Vector3();
  2905. const _v1$7 = /*@__PURE__*/new Vector3();
  2906. const _v2$3 = /*@__PURE__*/new Vector3(); // triangle edge vectors
  2907. const _f0 = /*@__PURE__*/new Vector3();
  2908. const _f1 = /*@__PURE__*/new Vector3();
  2909. const _f2 = /*@__PURE__*/new Vector3();
  2910. const _center = /*@__PURE__*/new Vector3();
  2911. const _extents = /*@__PURE__*/new Vector3();
  2912. const _triangleNormal = /*@__PURE__*/new Vector3();
  2913. const _testAxis = /*@__PURE__*/new Vector3();
  2914. function satForAxes(axes, v0, v1, v2, extents) {
  2915. for (let i = 0, j = axes.length - 3; i <= j; i += 3) {
  2916. _testAxis.fromArray(axes, i); // project the aabb onto the seperating axis
  2917. const 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
  2918. const p0 = v0.dot(_testAxis);
  2919. const p1 = v1.dot(_testAxis);
  2920. const p2 = v2.dot(_testAxis); // actual test, basically see if either of the most extreme of the triangle points intersects r
  2921. if (Math.max(-Math.max(p0, p1, p2), Math.min(p0, p1, p2)) > r) {
  2922. // points of the projected triangle are outside the projected half-length of the aabb
  2923. // the axis is seperating and we can exit
  2924. return false;
  2925. }
  2926. }
  2927. return true;
  2928. }
  2929. const _box$2 = /*@__PURE__*/new Box3();
  2930. const _v1$6 = /*@__PURE__*/new Vector3();
  2931. const _toFarthestPoint = /*@__PURE__*/new Vector3();
  2932. const _toPoint = /*@__PURE__*/new Vector3();
  2933. class Sphere {
  2934. constructor(center = new Vector3(), radius = -1) {
  2935. this.center = center;
  2936. this.radius = radius;
  2937. }
  2938. set(center, radius) {
  2939. this.center.copy(center);
  2940. this.radius = radius;
  2941. return this;
  2942. }
  2943. setFromPoints(points, optionalCenter) {
  2944. const center = this.center;
  2945. if (optionalCenter !== undefined) {
  2946. center.copy(optionalCenter);
  2947. } else {
  2948. _box$2.setFromPoints(points).getCenter(center);
  2949. }
  2950. let maxRadiusSq = 0;
  2951. for (let i = 0, il = points.length; i < il; i++) {
  2952. maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(points[i]));
  2953. }
  2954. this.radius = Math.sqrt(maxRadiusSq);
  2955. return this;
  2956. }
  2957. copy(sphere) {
  2958. this.center.copy(sphere.center);
  2959. this.radius = sphere.radius;
  2960. return this;
  2961. }
  2962. isEmpty() {
  2963. return this.radius < 0;
  2964. }
  2965. makeEmpty() {
  2966. this.center.set(0, 0, 0);
  2967. this.radius = -1;
  2968. return this;
  2969. }
  2970. containsPoint(point) {
  2971. return point.distanceToSquared(this.center) <= this.radius * this.radius;
  2972. }
  2973. distanceToPoint(point) {
  2974. return point.distanceTo(this.center) - this.radius;
  2975. }
  2976. intersectsSphere(sphere) {
  2977. const radiusSum = this.radius + sphere.radius;
  2978. return sphere.center.distanceToSquared(this.center) <= radiusSum * radiusSum;
  2979. }
  2980. intersectsBox(box) {
  2981. return box.intersectsSphere(this);
  2982. }
  2983. intersectsPlane(plane) {
  2984. return Math.abs(plane.distanceToPoint(this.center)) <= this.radius;
  2985. }
  2986. clampPoint(point, target) {
  2987. const deltaLengthSq = this.center.distanceToSquared(point);
  2988. target.copy(point);
  2989. if (deltaLengthSq > this.radius * this.radius) {
  2990. target.sub(this.center).normalize();
  2991. target.multiplyScalar(this.radius).add(this.center);
  2992. }
  2993. return target;
  2994. }
  2995. getBoundingBox(target) {
  2996. if (this.isEmpty()) {
  2997. // Empty sphere produces empty bounding box
  2998. target.makeEmpty();
  2999. return target;
  3000. }
  3001. target.set(this.center, this.center);
  3002. target.expandByScalar(this.radius);
  3003. return target;
  3004. }
  3005. applyMatrix4(matrix) {
  3006. this.center.applyMatrix4(matrix);
  3007. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  3008. return this;
  3009. }
  3010. translate(offset) {
  3011. this.center.add(offset);
  3012. return this;
  3013. }
  3014. expandByPoint(point) {
  3015. // from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L649-L671
  3016. _toPoint.subVectors(point, this.center);
  3017. const lengthSq = _toPoint.lengthSq();
  3018. if (lengthSq > this.radius * this.radius) {
  3019. const length = Math.sqrt(lengthSq);
  3020. const missingRadiusHalf = (length - this.radius) * 0.5; // Nudge this sphere towards the target point. Add half the missing distance to radius,
  3021. // and the other half to position. This gives a tighter enclosure, instead of if
  3022. // the whole missing distance were just added to radius.
  3023. this.center.add(_toPoint.multiplyScalar(missingRadiusHalf / length));
  3024. this.radius += missingRadiusHalf;
  3025. }
  3026. return this;
  3027. }
  3028. union(sphere) {
  3029. // from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L759-L769
  3030. // To enclose another sphere into this sphere, we only need to enclose two points:
  3031. // 1) Enclose the farthest point on the other sphere into this sphere.
  3032. // 2) Enclose the opposite point of the farthest point into this sphere.
  3033. _toFarthestPoint.subVectors(sphere.center, this.center).normalize().multiplyScalar(sphere.radius);
  3034. this.expandByPoint(_v1$6.copy(sphere.center).add(_toFarthestPoint));
  3035. this.expandByPoint(_v1$6.copy(sphere.center).sub(_toFarthestPoint));
  3036. return this;
  3037. }
  3038. equals(sphere) {
  3039. return sphere.center.equals(this.center) && sphere.radius === this.radius;
  3040. }
  3041. clone() {
  3042. return new this.constructor().copy(this);
  3043. }
  3044. }
  3045. const _vector$a = /*@__PURE__*/new Vector3();
  3046. const _segCenter = /*@__PURE__*/new Vector3();
  3047. const _segDir = /*@__PURE__*/new Vector3();
  3048. const _diff = /*@__PURE__*/new Vector3();
  3049. const _edge1 = /*@__PURE__*/new Vector3();
  3050. const _edge2 = /*@__PURE__*/new Vector3();
  3051. const _normal$1 = /*@__PURE__*/new Vector3();
  3052. class Ray {
  3053. constructor(origin = new Vector3(), direction = new Vector3(0, 0, -1)) {
  3054. this.origin = origin;
  3055. this.direction = direction;
  3056. }
  3057. set(origin, direction) {
  3058. this.origin.copy(origin);
  3059. this.direction.copy(direction);
  3060. return this;
  3061. }
  3062. copy(ray) {
  3063. this.origin.copy(ray.origin);
  3064. this.direction.copy(ray.direction);
  3065. return this;
  3066. }
  3067. at(t, target) {
  3068. return target.copy(this.direction).multiplyScalar(t).add(this.origin);
  3069. }
  3070. lookAt(v) {
  3071. this.direction.copy(v).sub(this.origin).normalize();
  3072. return this;
  3073. }
  3074. recast(t) {
  3075. this.origin.copy(this.at(t, _vector$a));
  3076. return this;
  3077. }
  3078. closestPointToPoint(point, target) {
  3079. target.subVectors(point, this.origin);
  3080. const directionDistance = target.dot(this.direction);
  3081. if (directionDistance < 0) {
  3082. return target.copy(this.origin);
  3083. }
  3084. return target.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);
  3085. }
  3086. distanceToPoint(point) {
  3087. return Math.sqrt(this.distanceSqToPoint(point));
  3088. }
  3089. distanceSqToPoint(point) {
  3090. const directionDistance = _vector$a.subVectors(point, this.origin).dot(this.direction); // point behind the ray
  3091. if (directionDistance < 0) {
  3092. return this.origin.distanceToSquared(point);
  3093. }
  3094. _vector$a.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);
  3095. return _vector$a.distanceToSquared(point);
  3096. }
  3097. distanceSqToSegment(v0, v1, optionalPointOnRay, optionalPointOnSegment) {
  3098. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  3099. // It returns the min distance between the ray and the segment
  3100. // defined by v0 and v1
  3101. // It can also set two optional targets :
  3102. // - The closest point on the ray
  3103. // - The closest point on the segment
  3104. _segCenter.copy(v0).add(v1).multiplyScalar(0.5);
  3105. _segDir.copy(v1).sub(v0).normalize();
  3106. _diff.copy(this.origin).sub(_segCenter);
  3107. const segExtent = v0.distanceTo(v1) * 0.5;
  3108. const a01 = -this.direction.dot(_segDir);
  3109. const b0 = _diff.dot(this.direction);
  3110. const b1 = -_diff.dot(_segDir);
  3111. const c = _diff.lengthSq();
  3112. const det = Math.abs(1 - a01 * a01);
  3113. let s0, s1, sqrDist, extDet;
  3114. if (det > 0) {
  3115. // The ray and segment are not parallel.
  3116. s0 = a01 * b1 - b0;
  3117. s1 = a01 * b0 - b1;
  3118. extDet = segExtent * det;
  3119. if (s0 >= 0) {
  3120. if (s1 >= -extDet) {
  3121. if (s1 <= extDet) {
  3122. // region 0
  3123. // Minimum at interior points of ray and segment.
  3124. const invDet = 1 / det;
  3125. s0 *= invDet;
  3126. s1 *= invDet;
  3127. sqrDist = s0 * (s0 + a01 * s1 + 2 * b0) + s1 * (a01 * s0 + s1 + 2 * b1) + c;
  3128. } else {
  3129. // region 1
  3130. s1 = segExtent;
  3131. s0 = Math.max(0, -(a01 * s1 + b0));
  3132. sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
  3133. }
  3134. } else {
  3135. // region 5
  3136. s1 = -segExtent;
  3137. s0 = Math.max(0, -(a01 * s1 + b0));
  3138. sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
  3139. }
  3140. } else {
  3141. if (s1 <= -extDet) {
  3142. // region 4
  3143. s0 = Math.max(0, -(-a01 * segExtent + b0));
  3144. s1 = s0 > 0 ? -segExtent : Math.min(Math.max(-segExtent, -b1), segExtent);
  3145. sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
  3146. } else if (s1 <= extDet) {
  3147. // region 3
  3148. s0 = 0;
  3149. s1 = Math.min(Math.max(-segExtent, -b1), segExtent);
  3150. sqrDist = s1 * (s1 + 2 * b1) + c;
  3151. } else {
  3152. // region 2
  3153. s0 = Math.max(0, -(a01 * segExtent + b0));
  3154. s1 = s0 > 0 ? segExtent : Math.min(Math.max(-segExtent, -b1), segExtent);
  3155. sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
  3156. }
  3157. }
  3158. } else {
  3159. // Ray and segment are parallel.
  3160. s1 = a01 > 0 ? -segExtent : segExtent;
  3161. s0 = Math.max(0, -(a01 * s1 + b0));
  3162. sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
  3163. }
  3164. if (optionalPointOnRay) {
  3165. optionalPointOnRay.copy(this.direction).multiplyScalar(s0).add(this.origin);
  3166. }
  3167. if (optionalPointOnSegment) {
  3168. optionalPointOnSegment.copy(_segDir).multiplyScalar(s1).add(_segCenter);
  3169. }
  3170. return sqrDist;
  3171. }
  3172. intersectSphere(sphere, target) {
  3173. _vector$a.subVectors(sphere.center, this.origin);
  3174. const tca = _vector$a.dot(this.direction);
  3175. const d2 = _vector$a.dot(_vector$a) - tca * tca;
  3176. const radius2 = sphere.radius * sphere.radius;
  3177. if (d2 > radius2) return null;
  3178. const thc = Math.sqrt(radius2 - d2); // t0 = first intersect point - entrance on front of sphere
  3179. const t0 = tca - thc; // t1 = second intersect point - exit point on back of sphere
  3180. const t1 = tca + thc; // test to see if both t0 and t1 are behind the ray - if so, return null
  3181. if (t0 < 0 && t1 < 0) return null; // test to see if t0 is behind the ray:
  3182. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  3183. // in order to always return an intersect point that is in front of the ray.
  3184. 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
  3185. return this.at(t0, target);
  3186. }
  3187. intersectsSphere(sphere) {
  3188. return this.distanceSqToPoint(sphere.center) <= sphere.radius * sphere.radius;
  3189. }
  3190. distanceToPlane(plane) {
  3191. const denominator = plane.normal.dot(this.direction);
  3192. if (denominator === 0) {
  3193. // line is coplanar, return origin
  3194. if (plane.distanceToPoint(this.origin) === 0) {
  3195. return 0;
  3196. } // Null is preferable to undefined since undefined means.... it is undefined
  3197. return null;
  3198. }
  3199. const t = -(this.origin.dot(plane.normal) + plane.constant) / denominator; // Return if the ray never intersects the plane
  3200. return t >= 0 ? t : null;
  3201. }
  3202. intersectPlane(plane, target) {
  3203. const t = this.distanceToPlane(plane);
  3204. if (t === null) {
  3205. return null;
  3206. }
  3207. return this.at(t, target);
  3208. }
  3209. intersectsPlane(plane) {
  3210. // check if the ray lies on the plane first
  3211. const distToPoint = plane.distanceToPoint(this.origin);
  3212. if (distToPoint === 0) {
  3213. return true;
  3214. }
  3215. const denominator = plane.normal.dot(this.direction);
  3216. if (denominator * distToPoint < 0) {
  3217. return true;
  3218. } // ray origin is behind the plane (and is pointing behind it)
  3219. return false;
  3220. }
  3221. intersectBox(box, target) {
  3222. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  3223. const invdirx = 1 / this.direction.x,
  3224. invdiry = 1 / this.direction.y,
  3225. invdirz = 1 / this.direction.z;
  3226. const origin = this.origin;
  3227. if (invdirx >= 0) {
  3228. tmin = (box.min.x - origin.x) * invdirx;
  3229. tmax = (box.max.x - origin.x) * invdirx;
  3230. } else {
  3231. tmin = (box.max.x - origin.x) * invdirx;
  3232. tmax = (box.min.x - origin.x) * invdirx;
  3233. }
  3234. if (invdiry >= 0) {
  3235. tymin = (box.min.y - origin.y) * invdiry;
  3236. tymax = (box.max.y - origin.y) * invdiry;
  3237. } else {
  3238. tymin = (box.max.y - origin.y) * invdiry;
  3239. tymax = (box.min.y - origin.y) * invdiry;
  3240. }
  3241. if (tmin > tymax || tymin > tmax) return null; // These lines also handle the case where tmin or tmax is NaN
  3242. // (result of 0 * Infinity). x !== x returns true if x is NaN
  3243. if (tymin > tmin || tmin !== tmin) tmin = tymin;
  3244. if (tymax < tmax || tmax !== tmax) tmax = tymax;
  3245. if (invdirz >= 0) {
  3246. tzmin = (box.min.z - origin.z) * invdirz;
  3247. tzmax = (box.max.z - origin.z) * invdirz;
  3248. } else {
  3249. tzmin = (box.max.z - origin.z) * invdirz;
  3250. tzmax = (box.min.z - origin.z) * invdirz;
  3251. }
  3252. if (tmin > tzmax || tzmin > tmax) return null;
  3253. if (tzmin > tmin || tmin !== tmin) tmin = tzmin;
  3254. if (tzmax < tmax || tmax !== tmax) tmax = tzmax; //return point closest to the ray (positive side)
  3255. if (tmax < 0) return null;
  3256. return this.at(tmin >= 0 ? tmin : tmax, target);
  3257. }
  3258. intersectsBox(box) {
  3259. return this.intersectBox(box, _vector$a) !== null;
  3260. }
  3261. intersectTriangle(a, b, c, backfaceCulling, target) {
  3262. // Compute the offset origin, edges, and normal.
  3263. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  3264. _edge1.subVectors(b, a);
  3265. _edge2.subVectors(c, a);
  3266. _normal$1.crossVectors(_edge1, _edge2); // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  3267. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  3268. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  3269. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  3270. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  3271. let DdN = this.direction.dot(_normal$1);
  3272. let sign;
  3273. if (DdN > 0) {
  3274. if (backfaceCulling) return null;
  3275. sign = 1;
  3276. } else if (DdN < 0) {
  3277. sign = -1;
  3278. DdN = -DdN;
  3279. } else {
  3280. return null;
  3281. }
  3282. _diff.subVectors(this.origin, a);
  3283. const DdQxE2 = sign * this.direction.dot(_edge2.crossVectors(_diff, _edge2)); // b1 < 0, no intersection
  3284. if (DdQxE2 < 0) {
  3285. return null;
  3286. }
  3287. const DdE1xQ = sign * this.direction.dot(_edge1.cross(_diff)); // b2 < 0, no intersection
  3288. if (DdE1xQ < 0) {
  3289. return null;
  3290. } // b1+b2 > 1, no intersection
  3291. if (DdQxE2 + DdE1xQ > DdN) {
  3292. return null;
  3293. } // Line intersects triangle, check if ray does.
  3294. const QdN = -sign * _diff.dot(_normal$1); // t < 0, no intersection
  3295. if (QdN < 0) {
  3296. return null;
  3297. } // Ray intersects triangle.
  3298. return this.at(QdN / DdN, target);
  3299. }
  3300. applyMatrix4(matrix4) {
  3301. this.origin.applyMatrix4(matrix4);
  3302. this.direction.transformDirection(matrix4);
  3303. return this;
  3304. }
  3305. equals(ray) {
  3306. return ray.origin.equals(this.origin) && ray.direction.equals(this.direction);
  3307. }
  3308. clone() {
  3309. return new this.constructor().copy(this);
  3310. }
  3311. }
  3312. class Matrix4 {
  3313. constructor() {
  3314. this.elements = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
  3315. if (arguments.length > 0) {
  3316. console.error('THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.');
  3317. }
  3318. }
  3319. set(n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) {
  3320. const te = this.elements;
  3321. te[0] = n11;
  3322. te[4] = n12;
  3323. te[8] = n13;
  3324. te[12] = n14;
  3325. te[1] = n21;
  3326. te[5] = n22;
  3327. te[9] = n23;
  3328. te[13] = n24;
  3329. te[2] = n31;
  3330. te[6] = n32;
  3331. te[10] = n33;
  3332. te[14] = n34;
  3333. te[3] = n41;
  3334. te[7] = n42;
  3335. te[11] = n43;
  3336. te[15] = n44;
  3337. return this;
  3338. }
  3339. identity() {
  3340. this.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
  3341. return this;
  3342. }
  3343. clone() {
  3344. return new Matrix4().fromArray(this.elements);
  3345. }
  3346. copy(m) {
  3347. const te = this.elements;
  3348. const me = m.elements;
  3349. te[0] = me[0];
  3350. te[1] = me[1];
  3351. te[2] = me[2];
  3352. te[3] = me[3];
  3353. te[4] = me[4];
  3354. te[5] = me[5];
  3355. te[6] = me[6];
  3356. te[7] = me[7];
  3357. te[8] = me[8];
  3358. te[9] = me[9];
  3359. te[10] = me[10];
  3360. te[11] = me[11];
  3361. te[12] = me[12];
  3362. te[13] = me[13];
  3363. te[14] = me[14];
  3364. te[15] = me[15];
  3365. return this;
  3366. }
  3367. copyPosition(m) {
  3368. const te = this.elements,
  3369. me = m.elements;
  3370. te[12] = me[12];
  3371. te[13] = me[13];
  3372. te[14] = me[14];
  3373. return this;
  3374. }
  3375. setFromMatrix3(m) {
  3376. const me = m.elements;
  3377. this.set(me[0], me[3], me[6], 0, me[1], me[4], me[7], 0, me[2], me[5], me[8], 0, 0, 0, 0, 1);
  3378. return this;
  3379. }
  3380. extractBasis(xAxis, yAxis, zAxis) {
  3381. xAxis.setFromMatrixColumn(this, 0);
  3382. yAxis.setFromMatrixColumn(this, 1);
  3383. zAxis.setFromMatrixColumn(this, 2);
  3384. return this;
  3385. }
  3386. makeBasis(xAxis, yAxis, zAxis) {
  3387. 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);
  3388. return this;
  3389. }
  3390. extractRotation(m) {
  3391. // this method does not support reflection matrices
  3392. const te = this.elements;
  3393. const me = m.elements;
  3394. const scaleX = 1 / _v1$5.setFromMatrixColumn(m, 0).length();
  3395. const scaleY = 1 / _v1$5.setFromMatrixColumn(m, 1).length();
  3396. const scaleZ = 1 / _v1$5.setFromMatrixColumn(m, 2).length();
  3397. te[0] = me[0] * scaleX;
  3398. te[1] = me[1] * scaleX;
  3399. te[2] = me[2] * scaleX;
  3400. te[3] = 0;
  3401. te[4] = me[4] * scaleY;
  3402. te[5] = me[5] * scaleY;
  3403. te[6] = me[6] * scaleY;
  3404. te[7] = 0;
  3405. te[8] = me[8] * scaleZ;
  3406. te[9] = me[9] * scaleZ;
  3407. te[10] = me[10] * scaleZ;
  3408. te[11] = 0;
  3409. te[12] = 0;
  3410. te[13] = 0;
  3411. te[14] = 0;
  3412. te[15] = 1;
  3413. return this;
  3414. }
  3415. makeRotationFromEuler(euler) {
  3416. if (!(euler && euler.isEuler)) {
  3417. console.error('THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.');
  3418. }
  3419. const te = this.elements;
  3420. const x = euler.x,
  3421. y = euler.y,
  3422. z = euler.z;
  3423. const a = Math.cos(x),
  3424. b = Math.sin(x);
  3425. const c = Math.cos(y),
  3426. d = Math.sin(y);
  3427. const e = Math.cos(z),
  3428. f = Math.sin(z);
  3429. if (euler.order === 'XYZ') {
  3430. const ae = a * e,
  3431. af = a * f,
  3432. be = b * e,
  3433. bf = b * f;
  3434. te[0] = c * e;
  3435. te[4] = -c * f;
  3436. te[8] = d;
  3437. te[1] = af + be * d;
  3438. te[5] = ae - bf * d;
  3439. te[9] = -b * c;
  3440. te[2] = bf - ae * d;
  3441. te[6] = be + af * d;
  3442. te[10] = a * c;
  3443. } else if (euler.order === 'YXZ') {
  3444. const ce = c * e,
  3445. cf = c * f,
  3446. de = d * e,
  3447. df = d * f;
  3448. te[0] = ce + df * b;
  3449. te[4] = de * b - cf;
  3450. te[8] = a * d;
  3451. te[1] = a * f;
  3452. te[5] = a * e;
  3453. te[9] = -b;
  3454. te[2] = cf * b - de;
  3455. te[6] = df + ce * b;
  3456. te[10] = a * c;
  3457. } else if (euler.order === 'ZXY') {
  3458. const ce = c * e,
  3459. cf = c * f,
  3460. de = d * e,
  3461. df = d * f;
  3462. te[0] = ce - df * b;
  3463. te[4] = -a * f;
  3464. te[8] = de + cf * b;
  3465. te[1] = cf + de * b;
  3466. te[5] = a * e;
  3467. te[9] = df - ce * b;
  3468. te[2] = -a * d;
  3469. te[6] = b;
  3470. te[10] = a * c;
  3471. } else if (euler.order === 'ZYX') {
  3472. const ae = a * e,
  3473. af = a * f,
  3474. be = b * e,
  3475. bf = b * f;
  3476. te[0] = c * e;
  3477. te[4] = be * d - af;
  3478. te[8] = ae * d + bf;
  3479. te[1] = c * f;
  3480. te[5] = bf * d + ae;
  3481. te[9] = af * d - be;
  3482. te[2] = -d;
  3483. te[6] = b * c;
  3484. te[10] = a * c;
  3485. } else if (euler.order === 'YZX') {
  3486. const ac = a * c,
  3487. ad = a * d,
  3488. bc = b * c,
  3489. bd = b * d;
  3490. te[0] = c * e;
  3491. te[4] = bd - ac * f;
  3492. te[8] = bc * f + ad;
  3493. te[1] = f;
  3494. te[5] = a * e;
  3495. te[9] = -b * e;
  3496. te[2] = -d * e;
  3497. te[6] = ad * f + bc;
  3498. te[10] = ac - bd * f;
  3499. } else if (euler.order === 'XZY') {
  3500. const ac = a * c,
  3501. ad = a * d,
  3502. bc = b * c,
  3503. bd = b * d;
  3504. te[0] = c * e;
  3505. te[4] = -f;
  3506. te[8] = d * e;
  3507. te[1] = ac * f + bd;
  3508. te[5] = a * e;
  3509. te[9] = ad * f - bc;
  3510. te[2] = bc * f - ad;
  3511. te[6] = b * e;
  3512. te[10] = bd * f + ac;
  3513. } // bottom row
  3514. te[3] = 0;
  3515. te[7] = 0;
  3516. te[11] = 0; // last column
  3517. te[12] = 0;
  3518. te[13] = 0;
  3519. te[14] = 0;
  3520. te[15] = 1;
  3521. return this;
  3522. }
  3523. makeRotationFromQuaternion(q) {
  3524. return this.compose(_zero, q, _one);
  3525. }
  3526. lookAt(eye, target, up) {
  3527. const te = this.elements;
  3528. _z.subVectors(eye, target);
  3529. if (_z.lengthSq() === 0) {
  3530. // eye and target are in the same position
  3531. _z.z = 1;
  3532. }
  3533. _z.normalize();
  3534. _x.crossVectors(up, _z);
  3535. if (_x.lengthSq() === 0) {
  3536. // up and z are parallel
  3537. if (Math.abs(up.z) === 1) {
  3538. _z.x += 0.0001;
  3539. } else {
  3540. _z.z += 0.0001;
  3541. }
  3542. _z.normalize();
  3543. _x.crossVectors(up, _z);
  3544. }
  3545. _x.normalize();
  3546. _y.crossVectors(_z, _x);
  3547. te[0] = _x.x;
  3548. te[4] = _y.x;
  3549. te[8] = _z.x;
  3550. te[1] = _x.y;
  3551. te[5] = _y.y;
  3552. te[9] = _z.y;
  3553. te[2] = _x.z;
  3554. te[6] = _y.z;
  3555. te[10] = _z.z;
  3556. return this;
  3557. }
  3558. multiply(m, n) {
  3559. if (n !== undefined) {
  3560. console.warn('THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.');
  3561. return this.multiplyMatrices(m, n);
  3562. }
  3563. return this.multiplyMatrices(this, m);
  3564. }
  3565. premultiply(m) {
  3566. return this.multiplyMatrices(m, this);
  3567. }
  3568. multiplyMatrices(a, b) {
  3569. const ae = a.elements;
  3570. const be = b.elements;
  3571. const te = this.elements;
  3572. const a11 = ae[0],
  3573. a12 = ae[4],
  3574. a13 = ae[8],
  3575. a14 = ae[12];
  3576. const a21 = ae[1],
  3577. a22 = ae[5],
  3578. a23 = ae[9],
  3579. a24 = ae[13];
  3580. const a31 = ae[2],
  3581. a32 = ae[6],
  3582. a33 = ae[10],
  3583. a34 = ae[14];
  3584. const a41 = ae[3],
  3585. a42 = ae[7],
  3586. a43 = ae[11],
  3587. a44 = ae[15];
  3588. const b11 = be[0],
  3589. b12 = be[4],
  3590. b13 = be[8],
  3591. b14 = be[12];
  3592. const b21 = be[1],
  3593. b22 = be[5],
  3594. b23 = be[9],
  3595. b24 = be[13];
  3596. const b31 = be[2],
  3597. b32 = be[6],
  3598. b33 = be[10],
  3599. b34 = be[14];
  3600. const b41 = be[3],
  3601. b42 = be[7],
  3602. b43 = be[11],
  3603. b44 = be[15];
  3604. te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  3605. te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  3606. te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  3607. te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  3608. te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  3609. te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  3610. te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  3611. te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  3612. te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  3613. te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  3614. te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  3615. te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  3616. te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  3617. te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  3618. te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  3619. te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  3620. return this;
  3621. }
  3622. multiplyScalar(s) {
  3623. const te = this.elements;
  3624. te[0] *= s;
  3625. te[4] *= s;
  3626. te[8] *= s;
  3627. te[12] *= s;
  3628. te[1] *= s;
  3629. te[5] *= s;
  3630. te[9] *= s;
  3631. te[13] *= s;
  3632. te[2] *= s;
  3633. te[6] *= s;
  3634. te[10] *= s;
  3635. te[14] *= s;
  3636. te[3] *= s;
  3637. te[7] *= s;
  3638. te[11] *= s;
  3639. te[15] *= s;
  3640. return this;
  3641. }
  3642. determinant() {
  3643. const te = this.elements;
  3644. const n11 = te[0],
  3645. n12 = te[4],
  3646. n13 = te[8],
  3647. n14 = te[12];
  3648. const n21 = te[1],
  3649. n22 = te[5],
  3650. n23 = te[9],
  3651. n24 = te[13];
  3652. const n31 = te[2],
  3653. n32 = te[6],
  3654. n33 = te[10],
  3655. n34 = te[14];
  3656. const n41 = te[3],
  3657. n42 = te[7],
  3658. n43 = te[11],
  3659. n44 = te[15]; //TODO: make this more efficient
  3660. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  3661. 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);
  3662. }
  3663. transpose() {
  3664. const te = this.elements;
  3665. let tmp;
  3666. tmp = te[1];
  3667. te[1] = te[4];
  3668. te[4] = tmp;
  3669. tmp = te[2];
  3670. te[2] = te[8];
  3671. te[8] = tmp;
  3672. tmp = te[6];
  3673. te[6] = te[9];
  3674. te[9] = tmp;
  3675. tmp = te[3];
  3676. te[3] = te[12];
  3677. te[12] = tmp;
  3678. tmp = te[7];
  3679. te[7] = te[13];
  3680. te[13] = tmp;
  3681. tmp = te[11];
  3682. te[11] = te[14];
  3683. te[14] = tmp;
  3684. return this;
  3685. }
  3686. setPosition(x, y, z) {
  3687. const te = this.elements;
  3688. if (x.isVector3) {
  3689. te[12] = x.x;
  3690. te[13] = x.y;
  3691. te[14] = x.z;
  3692. } else {
  3693. te[12] = x;
  3694. te[13] = y;
  3695. te[14] = z;
  3696. }
  3697. return this;
  3698. }
  3699. invert() {
  3700. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  3701. const te = this.elements,
  3702. n11 = te[0],
  3703. n21 = te[1],
  3704. n31 = te[2],
  3705. n41 = te[3],
  3706. n12 = te[4],
  3707. n22 = te[5],
  3708. n32 = te[6],
  3709. n42 = te[7],
  3710. n13 = te[8],
  3711. n23 = te[9],
  3712. n33 = te[10],
  3713. n43 = te[11],
  3714. n14 = te[12],
  3715. n24 = te[13],
  3716. n34 = te[14],
  3717. n44 = te[15],
  3718. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  3719. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  3720. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  3721. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  3722. const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  3723. if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
  3724. const detInv = 1 / det;
  3725. te[0] = t11 * detInv;
  3726. te[1] = (n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44) * detInv;
  3727. te[2] = (n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44) * detInv;
  3728. te[3] = (n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43) * detInv;
  3729. te[4] = t12 * detInv;
  3730. te[5] = (n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44) * detInv;
  3731. te[6] = (n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44) * detInv;
  3732. te[7] = (n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43) * detInv;
  3733. te[8] = t13 * detInv;
  3734. te[9] = (n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44) * detInv;
  3735. te[10] = (n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44) * detInv;
  3736. te[11] = (n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43) * detInv;
  3737. te[12] = t14 * detInv;
  3738. te[13] = (n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34) * detInv;
  3739. te[14] = (n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34) * detInv;
  3740. te[15] = (n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33) * detInv;
  3741. return this;
  3742. }
  3743. scale(v) {
  3744. const te = this.elements;
  3745. const x = v.x,
  3746. y = v.y,
  3747. z = v.z;
  3748. te[0] *= x;
  3749. te[4] *= y;
  3750. te[8] *= z;
  3751. te[1] *= x;
  3752. te[5] *= y;
  3753. te[9] *= z;
  3754. te[2] *= x;
  3755. te[6] *= y;
  3756. te[10] *= z;
  3757. te[3] *= x;
  3758. te[7] *= y;
  3759. te[11] *= z;
  3760. return this;
  3761. }
  3762. getMaxScaleOnAxis() {
  3763. const te = this.elements;
  3764. const scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
  3765. const scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
  3766. const scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
  3767. return Math.sqrt(Math.max(scaleXSq, scaleYSq, scaleZSq));
  3768. }
  3769. makeTranslation(x, y, z) {
  3770. this.set(1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1);
  3771. return this;
  3772. }
  3773. makeRotationX(theta) {
  3774. const c = Math.cos(theta),
  3775. s = Math.sin(theta);
  3776. this.set(1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1);
  3777. return this;
  3778. }
  3779. makeRotationY(theta) {
  3780. const c = Math.cos(theta),
  3781. s = Math.sin(theta);
  3782. this.set(c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1);
  3783. return this;
  3784. }
  3785. makeRotationZ(theta) {
  3786. const c = Math.cos(theta),
  3787. s = Math.sin(theta);
  3788. this.set(c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
  3789. return this;
  3790. }
  3791. makeRotationAxis(axis, angle) {
  3792. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  3793. const c = Math.cos(angle);
  3794. const s = Math.sin(angle);
  3795. const t = 1 - c;
  3796. const x = axis.x,
  3797. y = axis.y,
  3798. z = axis.z;
  3799. const tx = t * x,
  3800. ty = t * y;
  3801. 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);
  3802. return this;
  3803. }
  3804. makeScale(x, y, z) {
  3805. this.set(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1);
  3806. return this;
  3807. }
  3808. makeShear(xy, xz, yx, yz, zx, zy) {
  3809. this.set(1, yx, zx, 0, xy, 1, zy, 0, xz, yz, 1, 0, 0, 0, 0, 1);
  3810. return this;
  3811. }
  3812. compose(position, quaternion, scale) {
  3813. const te = this.elements;
  3814. const x = quaternion._x,
  3815. y = quaternion._y,
  3816. z = quaternion._z,
  3817. w = quaternion._w;
  3818. const x2 = x + x,
  3819. y2 = y + y,
  3820. z2 = z + z;
  3821. const xx = x * x2,
  3822. xy = x * y2,
  3823. xz = x * z2;
  3824. const yy = y * y2,
  3825. yz = y * z2,
  3826. zz = z * z2;
  3827. const wx = w * x2,
  3828. wy = w * y2,
  3829. wz = w * z2;
  3830. const sx = scale.x,
  3831. sy = scale.y,
  3832. sz = scale.z;
  3833. te[0] = (1 - (yy + zz)) * sx;
  3834. te[1] = (xy + wz) * sx;
  3835. te[2] = (xz - wy) * sx;
  3836. te[3] = 0;
  3837. te[4] = (xy - wz) * sy;
  3838. te[5] = (1 - (xx + zz)) * sy;
  3839. te[6] = (yz + wx) * sy;
  3840. te[7] = 0;
  3841. te[8] = (xz + wy) * sz;
  3842. te[9] = (yz - wx) * sz;
  3843. te[10] = (1 - (xx + yy)) * sz;
  3844. te[11] = 0;
  3845. te[12] = position.x;
  3846. te[13] = position.y;
  3847. te[14] = position.z;
  3848. te[15] = 1;
  3849. return this;
  3850. }
  3851. decompose(position, quaternion, scale) {
  3852. const te = this.elements;
  3853. let sx = _v1$5.set(te[0], te[1], te[2]).length();
  3854. const sy = _v1$5.set(te[4], te[5], te[6]).length();
  3855. const sz = _v1$5.set(te[8], te[9], te[10]).length(); // if determine is negative, we need to invert one scale
  3856. const det = this.determinant();
  3857. if (det < 0) sx = -sx;
  3858. position.x = te[12];
  3859. position.y = te[13];
  3860. position.z = te[14]; // scale the rotation part
  3861. _m1$2.copy(this);
  3862. const invSX = 1 / sx;
  3863. const invSY = 1 / sy;
  3864. const invSZ = 1 / sz;
  3865. _m1$2.elements[0] *= invSX;
  3866. _m1$2.elements[1] *= invSX;
  3867. _m1$2.elements[2] *= invSX;
  3868. _m1$2.elements[4] *= invSY;
  3869. _m1$2.elements[5] *= invSY;
  3870. _m1$2.elements[6] *= invSY;
  3871. _m1$2.elements[8] *= invSZ;
  3872. _m1$2.elements[9] *= invSZ;
  3873. _m1$2.elements[10] *= invSZ;
  3874. quaternion.setFromRotationMatrix(_m1$2);
  3875. scale.x = sx;
  3876. scale.y = sy;
  3877. scale.z = sz;
  3878. return this;
  3879. }
  3880. makePerspective(left, right, top, bottom, near, far) {
  3881. if (far === undefined) {
  3882. console.warn('THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.');
  3883. }
  3884. const te = this.elements;
  3885. const x = 2 * near / (right - left);
  3886. const y = 2 * near / (top - bottom);
  3887. const a = (right + left) / (right - left);
  3888. const b = (top + bottom) / (top - bottom);
  3889. const c = -(far + near) / (far - near);
  3890. const d = -2 * far * near / (far - near);
  3891. te[0] = x;
  3892. te[4] = 0;
  3893. te[8] = a;
  3894. te[12] = 0;
  3895. te[1] = 0;
  3896. te[5] = y;
  3897. te[9] = b;
  3898. te[13] = 0;
  3899. te[2] = 0;
  3900. te[6] = 0;
  3901. te[10] = c;
  3902. te[14] = d;
  3903. te[3] = 0;
  3904. te[7] = 0;
  3905. te[11] = -1;
  3906. te[15] = 0;
  3907. return this;
  3908. }
  3909. makeOrthographic(left, right, top, bottom, near, far) {
  3910. const te = this.elements;
  3911. const w = 1.0 / (right - left);
  3912. const h = 1.0 / (top - bottom);
  3913. const p = 1.0 / (far - near);
  3914. const x = (right + left) * w;
  3915. const y = (top + bottom) * h;
  3916. const z = (far + near) * p;
  3917. te[0] = 2 * w;
  3918. te[4] = 0;
  3919. te[8] = 0;
  3920. te[12] = -x;
  3921. te[1] = 0;
  3922. te[5] = 2 * h;
  3923. te[9] = 0;
  3924. te[13] = -y;
  3925. te[2] = 0;
  3926. te[6] = 0;
  3927. te[10] = -2 * p;
  3928. te[14] = -z;
  3929. te[3] = 0;
  3930. te[7] = 0;
  3931. te[11] = 0;
  3932. te[15] = 1;
  3933. return this;
  3934. }
  3935. equals(matrix) {
  3936. const te = this.elements;
  3937. const me = matrix.elements;
  3938. for (let i = 0; i < 16; i++) {
  3939. if (te[i] !== me[i]) return false;
  3940. }
  3941. return true;
  3942. }
  3943. fromArray(array, offset = 0) {
  3944. for (let i = 0; i < 16; i++) {
  3945. this.elements[i] = array[i + offset];
  3946. }
  3947. return this;
  3948. }
  3949. toArray(array = [], offset = 0) {
  3950. const te = this.elements;
  3951. array[offset] = te[0];
  3952. array[offset + 1] = te[1];
  3953. array[offset + 2] = te[2];
  3954. array[offset + 3] = te[3];
  3955. array[offset + 4] = te[4];
  3956. array[offset + 5] = te[5];
  3957. array[offset + 6] = te[6];
  3958. array[offset + 7] = te[7];
  3959. array[offset + 8] = te[8];
  3960. array[offset + 9] = te[9];
  3961. array[offset + 10] = te[10];
  3962. array[offset + 11] = te[11];
  3963. array[offset + 12] = te[12];
  3964. array[offset + 13] = te[13];
  3965. array[offset + 14] = te[14];
  3966. array[offset + 15] = te[15];
  3967. return array;
  3968. }
  3969. }
  3970. Matrix4.prototype.isMatrix4 = true;
  3971. const _v1$5 = /*@__PURE__*/new Vector3();
  3972. const _m1$2 = /*@__PURE__*/new Matrix4();
  3973. const _zero = /*@__PURE__*/new Vector3(0, 0, 0);
  3974. const _one = /*@__PURE__*/new Vector3(1, 1, 1);
  3975. const _x = /*@__PURE__*/new Vector3();
  3976. const _y = /*@__PURE__*/new Vector3();
  3977. const _z = /*@__PURE__*/new Vector3();
  3978. const _matrix$1 = /*@__PURE__*/new Matrix4();
  3979. const _quaternion$3 = /*@__PURE__*/new Quaternion();
  3980. class Euler {
  3981. constructor(x = 0, y = 0, z = 0, order = Euler.DefaultOrder) {
  3982. this._x = x;
  3983. this._y = y;
  3984. this._z = z;
  3985. this._order = order;
  3986. }
  3987. get x() {
  3988. return this._x;
  3989. }
  3990. set x(value) {
  3991. this._x = value;
  3992. this._onChangeCallback();
  3993. }
  3994. get y() {
  3995. return this._y;
  3996. }
  3997. set y(value) {
  3998. this._y = value;
  3999. this._onChangeCallback();
  4000. }
  4001. get z() {
  4002. return this._z;
  4003. }
  4004. set z(value) {
  4005. this._z = value;
  4006. this._onChangeCallback();
  4007. }
  4008. get order() {
  4009. return this._order;
  4010. }
  4011. set order(value) {
  4012. this._order = value;
  4013. this._onChangeCallback();
  4014. }
  4015. set(x, y, z, order = this._order) {
  4016. this._x = x;
  4017. this._y = y;
  4018. this._z = z;
  4019. this._order = order;
  4020. this._onChangeCallback();
  4021. return this;
  4022. }
  4023. clone() {
  4024. return new this.constructor(this._x, this._y, this._z, this._order);
  4025. }
  4026. copy(euler) {
  4027. this._x = euler._x;
  4028. this._y = euler._y;
  4029. this._z = euler._z;
  4030. this._order = euler._order;
  4031. this._onChangeCallback();
  4032. return this;
  4033. }
  4034. setFromRotationMatrix(m, order = this._order, update = true) {
  4035. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4036. const te = m.elements;
  4037. const m11 = te[0],
  4038. m12 = te[4],
  4039. m13 = te[8];
  4040. const m21 = te[1],
  4041. m22 = te[5],
  4042. m23 = te[9];
  4043. const m31 = te[2],
  4044. m32 = te[6],
  4045. m33 = te[10];
  4046. switch (order) {
  4047. case 'XYZ':
  4048. this._y = Math.asin(clamp(m13, -1, 1));
  4049. if (Math.abs(m13) < 0.9999999) {
  4050. this._x = Math.atan2(-m23, m33);
  4051. this._z = Math.atan2(-m12, m11);
  4052. } else {
  4053. this._x = Math.atan2(m32, m22);
  4054. this._z = 0;
  4055. }
  4056. break;
  4057. case 'YXZ':
  4058. this._x = Math.asin(-clamp(m23, -1, 1));
  4059. if (Math.abs(m23) < 0.9999999) {
  4060. this._y = Math.atan2(m13, m33);
  4061. this._z = Math.atan2(m21, m22);
  4062. } else {
  4063. this._y = Math.atan2(-m31, m11);
  4064. this._z = 0;
  4065. }
  4066. break;
  4067. case 'ZXY':
  4068. this._x = Math.asin(clamp(m32, -1, 1));
  4069. if (Math.abs(m32) < 0.9999999) {
  4070. this._y = Math.atan2(-m31, m33);
  4071. this._z = Math.atan2(-m12, m22);
  4072. } else {
  4073. this._y = 0;
  4074. this._z = Math.atan2(m21, m11);
  4075. }
  4076. break;
  4077. case 'ZYX':
  4078. this._y = Math.asin(-clamp(m31, -1, 1));
  4079. if (Math.abs(m31) < 0.9999999) {
  4080. this._x = Math.atan2(m32, m33);
  4081. this._z = Math.atan2(m21, m11);
  4082. } else {
  4083. this._x = 0;
  4084. this._z = Math.atan2(-m12, m22);
  4085. }
  4086. break;
  4087. case 'YZX':
  4088. this._z = Math.asin(clamp(m21, -1, 1));
  4089. if (Math.abs(m21) < 0.9999999) {
  4090. this._x = Math.atan2(-m23, m22);
  4091. this._y = Math.atan2(-m31, m11);
  4092. } else {
  4093. this._x = 0;
  4094. this._y = Math.atan2(m13, m33);
  4095. }
  4096. break;
  4097. case 'XZY':
  4098. this._z = Math.asin(-clamp(m12, -1, 1));
  4099. if (Math.abs(m12) < 0.9999999) {
  4100. this._x = Math.atan2(m32, m22);
  4101. this._y = Math.atan2(m13, m11);
  4102. } else {
  4103. this._x = Math.atan2(-m23, m33);
  4104. this._y = 0;
  4105. }
  4106. break;
  4107. default:
  4108. console.warn('THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order);
  4109. }
  4110. this._order = order;
  4111. if (update === true) this._onChangeCallback();
  4112. return this;
  4113. }
  4114. setFromQuaternion(q, order, update) {
  4115. _matrix$1.makeRotationFromQuaternion(q);
  4116. return this.setFromRotationMatrix(_matrix$1, order, update);
  4117. }
  4118. setFromVector3(v, order = this._order) {
  4119. return this.set(v.x, v.y, v.z, order);
  4120. }
  4121. reorder(newOrder) {
  4122. // WARNING: this discards revolution information -bhouston
  4123. _quaternion$3.setFromEuler(this);
  4124. return this.setFromQuaternion(_quaternion$3, newOrder);
  4125. }
  4126. equals(euler) {
  4127. return euler._x === this._x && euler._y === this._y && euler._z === this._z && euler._order === this._order;
  4128. }
  4129. fromArray(array) {
  4130. this._x = array[0];
  4131. this._y = array[1];
  4132. this._z = array[2];
  4133. if (array[3] !== undefined) this._order = array[3];
  4134. this._onChangeCallback();
  4135. return this;
  4136. }
  4137. toArray(array = [], offset = 0) {
  4138. array[offset] = this._x;
  4139. array[offset + 1] = this._y;
  4140. array[offset + 2] = this._z;
  4141. array[offset + 3] = this._order;
  4142. return array;
  4143. }
  4144. toVector3(optionalResult) {
  4145. if (optionalResult) {
  4146. return optionalResult.set(this._x, this._y, this._z);
  4147. } else {
  4148. return new Vector3(this._x, this._y, this._z);
  4149. }
  4150. }
  4151. _onChange(callback) {
  4152. this._onChangeCallback = callback;
  4153. return this;
  4154. }
  4155. _onChangeCallback() {}
  4156. }
  4157. Euler.prototype.isEuler = true;
  4158. Euler.DefaultOrder = 'XYZ';
  4159. Euler.RotationOrders = ['XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX'];
  4160. class Layers {
  4161. constructor() {
  4162. this.mask = 1 | 0;
  4163. }
  4164. set(channel) {
  4165. this.mask = (1 << channel | 0) >>> 0;
  4166. }
  4167. enable(channel) {
  4168. this.mask |= 1 << channel | 0;
  4169. }
  4170. enableAll() {
  4171. this.mask = 0xffffffff | 0;
  4172. }
  4173. toggle(channel) {
  4174. this.mask ^= 1 << channel | 0;
  4175. }
  4176. disable(channel) {
  4177. this.mask &= ~(1 << channel | 0);
  4178. }
  4179. disableAll() {
  4180. this.mask = 0;
  4181. }
  4182. test(layers) {
  4183. return (this.mask & layers.mask) !== 0;
  4184. }
  4185. isEnabled(channel) {
  4186. return (this.mask & (1 << channel | 0)) !== 0;
  4187. }
  4188. }
  4189. let _object3DId = 0;
  4190. const _v1$4 = /*@__PURE__*/new Vector3();
  4191. const _q1 = /*@__PURE__*/new Quaternion();
  4192. const _m1$1 = /*@__PURE__*/new Matrix4();
  4193. const _target = /*@__PURE__*/new Vector3();
  4194. const _position$3 = /*@__PURE__*/new Vector3();
  4195. const _scale$2 = /*@__PURE__*/new Vector3();
  4196. const _quaternion$2 = /*@__PURE__*/new Quaternion();
  4197. const _xAxis = /*@__PURE__*/new Vector3(1, 0, 0);
  4198. const _yAxis = /*@__PURE__*/new Vector3(0, 1, 0);
  4199. const _zAxis = /*@__PURE__*/new Vector3(0, 0, 1);
  4200. const _addedEvent = {
  4201. type: 'added'
  4202. };
  4203. const _removedEvent = {
  4204. type: 'removed'
  4205. };
  4206. class Object3D extends EventDispatcher {
  4207. constructor() {
  4208. super();
  4209. Object.defineProperty(this, 'id', {
  4210. value: _object3DId++
  4211. });
  4212. this.uuid = generateUUID();
  4213. this.name = '';
  4214. this.type = 'Object3D';
  4215. this.parent = null;
  4216. this.children = [];
  4217. this.up = Object3D.DefaultUp.clone();
  4218. const position = new Vector3();
  4219. const rotation = new Euler();
  4220. const quaternion = new Quaternion();
  4221. const scale = new Vector3(1, 1, 1);
  4222. function onRotationChange() {
  4223. quaternion.setFromEuler(rotation, false);
  4224. }
  4225. function onQuaternionChange() {
  4226. rotation.setFromQuaternion(quaternion, undefined, false);
  4227. }
  4228. rotation._onChange(onRotationChange);
  4229. quaternion._onChange(onQuaternionChange);
  4230. Object.defineProperties(this, {
  4231. position: {
  4232. configurable: true,
  4233. enumerable: true,
  4234. value: position
  4235. },
  4236. rotation: {
  4237. configurable: true,
  4238. enumerable: true,
  4239. value: rotation
  4240. },
  4241. quaternion: {
  4242. configurable: true,
  4243. enumerable: true,
  4244. value: quaternion
  4245. },
  4246. scale: {
  4247. configurable: true,
  4248. enumerable: true,
  4249. value: scale
  4250. },
  4251. modelViewMatrix: {
  4252. value: new Matrix4()
  4253. },
  4254. normalMatrix: {
  4255. value: new Matrix3()
  4256. }
  4257. });
  4258. this.matrix = new Matrix4();
  4259. this.matrixWorld = new Matrix4();
  4260. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  4261. this.matrixWorldNeedsUpdate = false;
  4262. this.layers = new Layers();
  4263. this.visible = true;
  4264. this.castShadow = false;
  4265. this.receiveShadow = false;
  4266. this.frustumCulled = true;
  4267. this.renderOrder = 0;
  4268. this.animations = [];
  4269. this.userData = {};
  4270. }
  4271. onBeforeRender() {}
  4272. onAfterRender() {}
  4273. applyMatrix4(matrix) {
  4274. if (this.matrixAutoUpdate) this.updateMatrix();
  4275. this.matrix.premultiply(matrix);
  4276. this.matrix.decompose(this.position, this.quaternion, this.scale);
  4277. }
  4278. applyQuaternion(q) {
  4279. this.quaternion.premultiply(q);
  4280. return this;
  4281. }
  4282. setRotationFromAxisAngle(axis, angle) {
  4283. // assumes axis is normalized
  4284. this.quaternion.setFromAxisAngle(axis, angle);
  4285. }
  4286. setRotationFromEuler(euler) {
  4287. this.quaternion.setFromEuler(euler, true);
  4288. }
  4289. setRotationFromMatrix(m) {
  4290. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4291. this.quaternion.setFromRotationMatrix(m);
  4292. }
  4293. setRotationFromQuaternion(q) {
  4294. // assumes q is normalized
  4295. this.quaternion.copy(q);
  4296. }
  4297. rotateOnAxis(axis, angle) {
  4298. // rotate object on axis in object space
  4299. // axis is assumed to be normalized
  4300. _q1.setFromAxisAngle(axis, angle);
  4301. this.quaternion.multiply(_q1);
  4302. return this;
  4303. }
  4304. rotateOnWorldAxis(axis, angle) {
  4305. // rotate object on axis in world space
  4306. // axis is assumed to be normalized
  4307. // method assumes no rotated parent
  4308. _q1.setFromAxisAngle(axis, angle);
  4309. this.quaternion.premultiply(_q1);
  4310. return this;
  4311. }
  4312. rotateX(angle) {
  4313. return this.rotateOnAxis(_xAxis, angle);
  4314. }
  4315. rotateY(angle) {
  4316. return this.rotateOnAxis(_yAxis, angle);
  4317. }
  4318. rotateZ(angle) {
  4319. return this.rotateOnAxis(_zAxis, angle);
  4320. }
  4321. translateOnAxis(axis, distance) {
  4322. // translate object by distance along axis in object space
  4323. // axis is assumed to be normalized
  4324. _v1$4.copy(axis).applyQuaternion(this.quaternion);
  4325. this.position.add(_v1$4.multiplyScalar(distance));
  4326. return this;
  4327. }
  4328. translateX(distance) {
  4329. return this.translateOnAxis(_xAxis, distance);
  4330. }
  4331. translateY(distance) {
  4332. return this.translateOnAxis(_yAxis, distance);
  4333. }
  4334. translateZ(distance) {
  4335. return this.translateOnAxis(_zAxis, distance);
  4336. }
  4337. localToWorld(vector) {
  4338. return vector.applyMatrix4(this.matrixWorld);
  4339. }
  4340. worldToLocal(vector) {
  4341. return vector.applyMatrix4(_m1$1.copy(this.matrixWorld).invert());
  4342. }
  4343. lookAt(x, y, z) {
  4344. // This method does not support objects having non-uniformly-scaled parent(s)
  4345. if (x.isVector3) {
  4346. _target.copy(x);
  4347. } else {
  4348. _target.set(x, y, z);
  4349. }
  4350. const parent = this.parent;
  4351. this.updateWorldMatrix(true, false);
  4352. _position$3.setFromMatrixPosition(this.matrixWorld);
  4353. if (this.isCamera || this.isLight) {
  4354. _m1$1.lookAt(_position$3, _target, this.up);
  4355. } else {
  4356. _m1$1.lookAt(_target, _position$3, this.up);
  4357. }
  4358. this.quaternion.setFromRotationMatrix(_m1$1);
  4359. if (parent) {
  4360. _m1$1.extractRotation(parent.matrixWorld);
  4361. _q1.setFromRotationMatrix(_m1$1);
  4362. this.quaternion.premultiply(_q1.invert());
  4363. }
  4364. }
  4365. add(object) {
  4366. if (arguments.length > 1) {
  4367. for (let i = 0; i < arguments.length; i++) {
  4368. this.add(arguments[i]);
  4369. }
  4370. return this;
  4371. }
  4372. if (object === this) {
  4373. console.error('THREE.Object3D.add: object can\'t be added as a child of itself.', object);
  4374. return this;
  4375. }
  4376. if (object && object.isObject3D) {
  4377. if (object.parent !== null) {
  4378. object.parent.remove(object);
  4379. }
  4380. object.parent = this;
  4381. this.children.push(object);
  4382. object.dispatchEvent(_addedEvent);
  4383. } else {
  4384. console.error('THREE.Object3D.add: object not an instance of THREE.Object3D.', object);
  4385. }
  4386. return this;
  4387. }
  4388. remove(object) {
  4389. if (arguments.length > 1) {
  4390. for (let i = 0; i < arguments.length; i++) {
  4391. this.remove(arguments[i]);
  4392. }
  4393. return this;
  4394. }
  4395. const index = this.children.indexOf(object);
  4396. if (index !== -1) {
  4397. object.parent = null;
  4398. this.children.splice(index, 1);
  4399. object.dispatchEvent(_removedEvent);
  4400. }
  4401. return this;
  4402. }
  4403. removeFromParent() {
  4404. const parent = this.parent;
  4405. if (parent !== null) {
  4406. parent.remove(this);
  4407. }
  4408. return this;
  4409. }
  4410. clear() {
  4411. for (let i = 0; i < this.children.length; i++) {
  4412. const object = this.children[i];
  4413. object.parent = null;
  4414. object.dispatchEvent(_removedEvent);
  4415. }
  4416. this.children.length = 0;
  4417. return this;
  4418. }
  4419. attach(object) {
  4420. // adds object as a child of this, while maintaining the object's world transform
  4421. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  4422. this.updateWorldMatrix(true, false);
  4423. _m1$1.copy(this.matrixWorld).invert();
  4424. if (object.parent !== null) {
  4425. object.parent.updateWorldMatrix(true, false);
  4426. _m1$1.multiply(object.parent.matrixWorld);
  4427. }
  4428. object.applyMatrix4(_m1$1);
  4429. this.add(object);
  4430. object.updateWorldMatrix(false, true);
  4431. return this;
  4432. }
  4433. getObjectById(id) {
  4434. return this.getObjectByProperty('id', id);
  4435. }
  4436. getObjectByName(name) {
  4437. return this.getObjectByProperty('name', name);
  4438. }
  4439. getObjectByProperty(name, value) {
  4440. if (this[name] === value) return this;
  4441. for (let i = 0, l = this.children.length; i < l; i++) {
  4442. const child = this.children[i];
  4443. const object = child.getObjectByProperty(name, value);
  4444. if (object !== undefined) {
  4445. return object;
  4446. }
  4447. }
  4448. return undefined;
  4449. }
  4450. getWorldPosition(target) {
  4451. this.updateWorldMatrix(true, false);
  4452. return target.setFromMatrixPosition(this.matrixWorld);
  4453. }
  4454. getWorldQuaternion(target) {
  4455. this.updateWorldMatrix(true, false);
  4456. this.matrixWorld.decompose(_position$3, target, _scale$2);
  4457. return target;
  4458. }
  4459. getWorldScale(target) {
  4460. this.updateWorldMatrix(true, false);
  4461. this.matrixWorld.decompose(_position$3, _quaternion$2, target);
  4462. return target;
  4463. }
  4464. getWorldDirection(target) {
  4465. this.updateWorldMatrix(true, false);
  4466. const e = this.matrixWorld.elements;
  4467. return target.set(e[8], e[9], e[10]).normalize();
  4468. }
  4469. raycast() {}
  4470. traverse(callback) {
  4471. callback(this);
  4472. const children = this.children;
  4473. for (let i = 0, l = children.length; i < l; i++) {
  4474. children[i].traverse(callback);
  4475. }
  4476. }
  4477. traverseVisible(callback) {
  4478. if (this.visible === false) return;
  4479. callback(this);
  4480. const children = this.children;
  4481. for (let i = 0, l = children.length; i < l; i++) {
  4482. children[i].traverseVisible(callback);
  4483. }
  4484. }
  4485. traverseAncestors(callback) {
  4486. const parent = this.parent;
  4487. if (parent !== null) {
  4488. callback(parent);
  4489. parent.traverseAncestors(callback);
  4490. }
  4491. }
  4492. updateMatrix() {
  4493. this.matrix.compose(this.position, this.quaternion, this.scale);
  4494. this.matrixWorldNeedsUpdate = true;
  4495. }
  4496. updateMatrixWorld(force) {
  4497. if (this.matrixAutoUpdate) this.updateMatrix();
  4498. if (this.matrixWorldNeedsUpdate || force) {
  4499. if (this.parent === null) {
  4500. this.matrixWorld.copy(this.matrix);
  4501. } else {
  4502. this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);
  4503. }
  4504. this.matrixWorldNeedsUpdate = false;
  4505. force = true;
  4506. } // update children
  4507. const children = this.children;
  4508. for (let i = 0, l = children.length; i < l; i++) {
  4509. children[i].updateMatrixWorld(force);
  4510. }
  4511. }
  4512. updateWorldMatrix(updateParents, updateChildren) {
  4513. const parent = this.parent;
  4514. if (updateParents === true && parent !== null) {
  4515. parent.updateWorldMatrix(true, false);
  4516. }
  4517. if (this.matrixAutoUpdate) this.updateMatrix();
  4518. if (this.parent === null) {
  4519. this.matrixWorld.copy(this.matrix);
  4520. } else {
  4521. this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);
  4522. } // update children
  4523. if (updateChildren === true) {
  4524. const children = this.children;
  4525. for (let i = 0, l = children.length; i < l; i++) {
  4526. children[i].updateWorldMatrix(false, true);
  4527. }
  4528. }
  4529. }
  4530. toJSON(meta) {
  4531. // meta is a string when called from JSON.stringify
  4532. const isRootObject = meta === undefined || typeof meta === 'string';
  4533. const output = {}; // meta is a hash used to collect geometries, materials.
  4534. // not providing it implies that this is the root object
  4535. // being serialized.
  4536. if (isRootObject) {
  4537. // initialize meta obj
  4538. meta = {
  4539. geometries: {},
  4540. materials: {},
  4541. textures: {},
  4542. images: {},
  4543. shapes: {},
  4544. skeletons: {},
  4545. animations: {}
  4546. };
  4547. output.metadata = {
  4548. version: 4.5,
  4549. type: 'Object',
  4550. generator: 'Object3D.toJSON'
  4551. };
  4552. } // standard Object3D serialization
  4553. const object = {};
  4554. object.uuid = this.uuid;
  4555. object.type = this.type;
  4556. if (this.name !== '') object.name = this.name;
  4557. if (this.castShadow === true) object.castShadow = true;
  4558. if (this.receiveShadow === true) object.receiveShadow = true;
  4559. if (this.visible === false) object.visible = false;
  4560. if (this.frustumCulled === false) object.frustumCulled = false;
  4561. if (this.renderOrder !== 0) object.renderOrder = this.renderOrder;
  4562. if (JSON.stringify(this.userData) !== '{}') object.userData = this.userData;
  4563. object.layers = this.layers.mask;
  4564. object.matrix = this.matrix.toArray();
  4565. if (this.matrixAutoUpdate === false) object.matrixAutoUpdate = false; // object specific properties
  4566. if (this.isInstancedMesh) {
  4567. object.type = 'InstancedMesh';
  4568. object.count = this.count;
  4569. object.instanceMatrix = this.instanceMatrix.toJSON();
  4570. if (this.instanceColor !== null) object.instanceColor = this.instanceColor.toJSON();
  4571. } //
  4572. function serialize(library, element) {
  4573. if (library[element.uuid] === undefined) {
  4574. library[element.uuid] = element.toJSON(meta);
  4575. }
  4576. return element.uuid;
  4577. }
  4578. if (this.isScene) {
  4579. if (this.background) {
  4580. if (this.background.isColor) {
  4581. object.background = this.background.toJSON();
  4582. } else if (this.background.isTexture) {
  4583. object.background = this.background.toJSON(meta).uuid;
  4584. }
  4585. }
  4586. if (this.environment && this.environment.isTexture) {
  4587. object.environment = this.environment.toJSON(meta).uuid;
  4588. }
  4589. } else if (this.isMesh || this.isLine || this.isPoints) {
  4590. object.geometry = serialize(meta.geometries, this.geometry);
  4591. const parameters = this.geometry.parameters;
  4592. if (parameters !== undefined && parameters.shapes !== undefined) {
  4593. const shapes = parameters.shapes;
  4594. if (Array.isArray(shapes)) {
  4595. for (let i = 0, l = shapes.length; i < l; i++) {
  4596. const shape = shapes[i];
  4597. serialize(meta.shapes, shape);
  4598. }
  4599. } else {
  4600. serialize(meta.shapes, shapes);
  4601. }
  4602. }
  4603. }
  4604. if (this.isSkinnedMesh) {
  4605. object.bindMode = this.bindMode;
  4606. object.bindMatrix = this.bindMatrix.toArray();
  4607. if (this.skeleton !== undefined) {
  4608. serialize(meta.skeletons, this.skeleton);
  4609. object.skeleton = this.skeleton.uuid;
  4610. }
  4611. }
  4612. if (this.material !== undefined) {
  4613. if (Array.isArray(this.material)) {
  4614. const uuids = [];
  4615. for (let i = 0, l = this.material.length; i < l; i++) {
  4616. uuids.push(serialize(meta.materials, this.material[i]));
  4617. }
  4618. object.material = uuids;
  4619. } else {
  4620. object.material = serialize(meta.materials, this.material);
  4621. }
  4622. } //
  4623. if (this.children.length > 0) {
  4624. object.children = [];
  4625. for (let i = 0; i < this.children.length; i++) {
  4626. object.children.push(this.children[i].toJSON(meta).object);
  4627. }
  4628. } //
  4629. if (this.animations.length > 0) {
  4630. object.animations = [];
  4631. for (let i = 0; i < this.animations.length; i++) {
  4632. const animation = this.animations[i];
  4633. object.animations.push(serialize(meta.animations, animation));
  4634. }
  4635. }
  4636. if (isRootObject) {
  4637. const geometries = extractFromCache(meta.geometries);
  4638. const materials = extractFromCache(meta.materials);
  4639. const textures = extractFromCache(meta.textures);
  4640. const images = extractFromCache(meta.images);
  4641. const shapes = extractFromCache(meta.shapes);
  4642. const skeletons = extractFromCache(meta.skeletons);
  4643. const animations = extractFromCache(meta.animations);
  4644. if (geometries.length > 0) output.geometries = geometries;
  4645. if (materials.length > 0) output.materials = materials;
  4646. if (textures.length > 0) output.textures = textures;
  4647. if (images.length > 0) output.images = images;
  4648. if (shapes.length > 0) output.shapes = shapes;
  4649. if (skeletons.length > 0) output.skeletons = skeletons;
  4650. if (animations.length > 0) output.animations = animations;
  4651. }
  4652. output.object = object;
  4653. return output; // extract data from the cache hash
  4654. // remove metadata on each item
  4655. // and return as array
  4656. function extractFromCache(cache) {
  4657. const values = [];
  4658. for (const key in cache) {
  4659. const data = cache[key];
  4660. delete data.metadata;
  4661. values.push(data);
  4662. }
  4663. return values;
  4664. }
  4665. }
  4666. clone(recursive) {
  4667. return new this.constructor().copy(this, recursive);
  4668. }
  4669. copy(source, recursive = true) {
  4670. this.name = source.name;
  4671. this.up.copy(source.up);
  4672. this.position.copy(source.position);
  4673. this.rotation.order = source.rotation.order;
  4674. this.quaternion.copy(source.quaternion);
  4675. this.scale.copy(source.scale);
  4676. this.matrix.copy(source.matrix);
  4677. this.matrixWorld.copy(source.matrixWorld);
  4678. this.matrixAutoUpdate = source.matrixAutoUpdate;
  4679. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  4680. this.layers.mask = source.layers.mask;
  4681. this.visible = source.visible;
  4682. this.castShadow = source.castShadow;
  4683. this.receiveShadow = source.receiveShadow;
  4684. this.frustumCulled = source.frustumCulled;
  4685. this.renderOrder = source.renderOrder;
  4686. this.userData = JSON.parse(JSON.stringify(source.userData));
  4687. if (recursive === true) {
  4688. for (let i = 0; i < source.children.length; i++) {
  4689. const child = source.children[i];
  4690. this.add(child.clone());
  4691. }
  4692. }
  4693. return this;
  4694. }
  4695. }
  4696. Object3D.DefaultUp = new Vector3(0, 1, 0);
  4697. Object3D.DefaultMatrixAutoUpdate = true;
  4698. Object3D.prototype.isObject3D = true;
  4699. const _v0$1 = /*@__PURE__*/new Vector3();
  4700. const _v1$3 = /*@__PURE__*/new Vector3();
  4701. const _v2$2 = /*@__PURE__*/new Vector3();
  4702. const _v3$1 = /*@__PURE__*/new Vector3();
  4703. const _vab = /*@__PURE__*/new Vector3();
  4704. const _vac = /*@__PURE__*/new Vector3();
  4705. const _vbc = /*@__PURE__*/new Vector3();
  4706. const _vap = /*@__PURE__*/new Vector3();
  4707. const _vbp = /*@__PURE__*/new Vector3();
  4708. const _vcp = /*@__PURE__*/new Vector3();
  4709. class Triangle {
  4710. constructor(a = new Vector3(), b = new Vector3(), c = new Vector3()) {
  4711. this.a = a;
  4712. this.b = b;
  4713. this.c = c;
  4714. }
  4715. static getNormal(a, b, c, target) {
  4716. target.subVectors(c, b);
  4717. _v0$1.subVectors(a, b);
  4718. target.cross(_v0$1);
  4719. const targetLengthSq = target.lengthSq();
  4720. if (targetLengthSq > 0) {
  4721. return target.multiplyScalar(1 / Math.sqrt(targetLengthSq));
  4722. }
  4723. return target.set(0, 0, 0);
  4724. } // static/instance method to calculate barycentric coordinates
  4725. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4726. static getBarycoord(point, a, b, c, target) {
  4727. _v0$1.subVectors(c, a);
  4728. _v1$3.subVectors(b, a);
  4729. _v2$2.subVectors(point, a);
  4730. const dot00 = _v0$1.dot(_v0$1);
  4731. const dot01 = _v0$1.dot(_v1$3);
  4732. const dot02 = _v0$1.dot(_v2$2);
  4733. const dot11 = _v1$3.dot(_v1$3);
  4734. const dot12 = _v1$3.dot(_v2$2);
  4735. const denom = dot00 * dot11 - dot01 * dot01; // collinear or singular triangle
  4736. if (denom === 0) {
  4737. // arbitrary location outside of triangle?
  4738. // not sure if this is the best idea, maybe should be returning undefined
  4739. return target.set(-2, -1, -1);
  4740. }
  4741. const invDenom = 1 / denom;
  4742. const u = (dot11 * dot02 - dot01 * dot12) * invDenom;
  4743. const v = (dot00 * dot12 - dot01 * dot02) * invDenom; // barycentric coordinates must always sum to 1
  4744. return target.set(1 - u - v, v, u);
  4745. }
  4746. static containsPoint(point, a, b, c) {
  4747. this.getBarycoord(point, a, b, c, _v3$1);
  4748. return _v3$1.x >= 0 && _v3$1.y >= 0 && _v3$1.x + _v3$1.y <= 1;
  4749. }
  4750. static getUV(point, p1, p2, p3, uv1, uv2, uv3, target) {
  4751. this.getBarycoord(point, p1, p2, p3, _v3$1);
  4752. target.set(0, 0);
  4753. target.addScaledVector(uv1, _v3$1.x);
  4754. target.addScaledVector(uv2, _v3$1.y);
  4755. target.addScaledVector(uv3, _v3$1.z);
  4756. return target;
  4757. }
  4758. static isFrontFacing(a, b, c, direction) {
  4759. _v0$1.subVectors(c, b);
  4760. _v1$3.subVectors(a, b); // strictly front facing
  4761. return _v0$1.cross(_v1$3).dot(direction) < 0 ? true : false;
  4762. }
  4763. set(a, b, c) {
  4764. this.a.copy(a);
  4765. this.b.copy(b);
  4766. this.c.copy(c);
  4767. return this;
  4768. }
  4769. setFromPointsAndIndices(points, i0, i1, i2) {
  4770. this.a.copy(points[i0]);
  4771. this.b.copy(points[i1]);
  4772. this.c.copy(points[i2]);
  4773. return this;
  4774. }
  4775. setFromAttributeAndIndices(attribute, i0, i1, i2) {
  4776. this.a.fromBufferAttribute(attribute, i0);
  4777. this.b.fromBufferAttribute(attribute, i1);
  4778. this.c.fromBufferAttribute(attribute, i2);
  4779. return this;
  4780. }
  4781. clone() {
  4782. return new this.constructor().copy(this);
  4783. }
  4784. copy(triangle) {
  4785. this.a.copy(triangle.a);
  4786. this.b.copy(triangle.b);
  4787. this.c.copy(triangle.c);
  4788. return this;
  4789. }
  4790. getArea() {
  4791. _v0$1.subVectors(this.c, this.b);
  4792. _v1$3.subVectors(this.a, this.b);
  4793. return _v0$1.cross(_v1$3).length() * 0.5;
  4794. }
  4795. getMidpoint(target) {
  4796. return target.addVectors(this.a, this.b).add(this.c).multiplyScalar(1 / 3);
  4797. }
  4798. getNormal(target) {
  4799. return Triangle.getNormal(this.a, this.b, this.c, target);
  4800. }
  4801. getPlane(target) {
  4802. return target.setFromCoplanarPoints(this.a, this.b, this.c);
  4803. }
  4804. getBarycoord(point, target) {
  4805. return Triangle.getBarycoord(point, this.a, this.b, this.c, target);
  4806. }
  4807. getUV(point, uv1, uv2, uv3, target) {
  4808. return Triangle.getUV(point, this.a, this.b, this.c, uv1, uv2, uv3, target);
  4809. }
  4810. containsPoint(point) {
  4811. return Triangle.containsPoint(point, this.a, this.b, this.c);
  4812. }
  4813. isFrontFacing(direction) {
  4814. return Triangle.isFrontFacing(this.a, this.b, this.c, direction);
  4815. }
  4816. intersectsBox(box) {
  4817. return box.intersectsTriangle(this);
  4818. }
  4819. closestPointToPoint(p, target) {
  4820. const a = this.a,
  4821. b = this.b,
  4822. c = this.c;
  4823. let v, w; // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4824. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4825. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4826. // basically, we're distinguishing which of the voronoi regions of the triangle
  4827. // the point lies in with the minimum amount of redundant computation.
  4828. _vab.subVectors(b, a);
  4829. _vac.subVectors(c, a);
  4830. _vap.subVectors(p, a);
  4831. const d1 = _vab.dot(_vap);
  4832. const d2 = _vac.dot(_vap);
  4833. if (d1 <= 0 && d2 <= 0) {
  4834. // vertex region of A; barycentric coords (1, 0, 0)
  4835. return target.copy(a);
  4836. }
  4837. _vbp.subVectors(p, b);
  4838. const d3 = _vab.dot(_vbp);
  4839. const d4 = _vac.dot(_vbp);
  4840. if (d3 >= 0 && d4 <= d3) {
  4841. // vertex region of B; barycentric coords (0, 1, 0)
  4842. return target.copy(b);
  4843. }
  4844. const vc = d1 * d4 - d3 * d2;
  4845. if (vc <= 0 && d1 >= 0 && d3 <= 0) {
  4846. v = d1 / (d1 - d3); // edge region of AB; barycentric coords (1-v, v, 0)
  4847. return target.copy(a).addScaledVector(_vab, v);
  4848. }
  4849. _vcp.subVectors(p, c);
  4850. const d5 = _vab.dot(_vcp);
  4851. const d6 = _vac.dot(_vcp);
  4852. if (d6 >= 0 && d5 <= d6) {
  4853. // vertex region of C; barycentric coords (0, 0, 1)
  4854. return target.copy(c);
  4855. }
  4856. const vb = d5 * d2 - d1 * d6;
  4857. if (vb <= 0 && d2 >= 0 && d6 <= 0) {
  4858. w = d2 / (d2 - d6); // edge region of AC; barycentric coords (1-w, 0, w)
  4859. return target.copy(a).addScaledVector(_vac, w);
  4860. }
  4861. const va = d3 * d6 - d5 * d4;
  4862. if (va <= 0 && d4 - d3 >= 0 && d5 - d6 >= 0) {
  4863. _vbc.subVectors(c, b);
  4864. w = (d4 - d3) / (d4 - d3 + (d5 - d6)); // edge region of BC; barycentric coords (0, 1-w, w)
  4865. return target.copy(b).addScaledVector(_vbc, w); // edge region of BC
  4866. } // face region
  4867. const denom = 1 / (va + vb + vc); // u = va * denom
  4868. v = vb * denom;
  4869. w = vc * denom;
  4870. return target.copy(a).addScaledVector(_vab, v).addScaledVector(_vac, w);
  4871. }
  4872. equals(triangle) {
  4873. return triangle.a.equals(this.a) && triangle.b.equals(this.b) && triangle.c.equals(this.c);
  4874. }
  4875. }
  4876. let materialId = 0;
  4877. class Material extends EventDispatcher {
  4878. constructor() {
  4879. super();
  4880. Object.defineProperty(this, 'id', {
  4881. value: materialId++
  4882. });
  4883. this.uuid = generateUUID();
  4884. this.name = '';
  4885. this.type = 'Material';
  4886. this.fog = true;
  4887. this.blending = NormalBlending;
  4888. this.side = FrontSide;
  4889. this.vertexColors = false;
  4890. this.opacity = 1;
  4891. this.format = RGBAFormat;
  4892. this.transparent = false;
  4893. this.blendSrc = SrcAlphaFactor;
  4894. this.blendDst = OneMinusSrcAlphaFactor;
  4895. this.blendEquation = AddEquation;
  4896. this.blendSrcAlpha = null;
  4897. this.blendDstAlpha = null;
  4898. this.blendEquationAlpha = null;
  4899. this.depthFunc = LessEqualDepth;
  4900. this.depthTest = true;
  4901. this.depthWrite = true;
  4902. this.stencilWriteMask = 0xff;
  4903. this.stencilFunc = AlwaysStencilFunc;
  4904. this.stencilRef = 0;
  4905. this.stencilFuncMask = 0xff;
  4906. this.stencilFail = KeepStencilOp;
  4907. this.stencilZFail = KeepStencilOp;
  4908. this.stencilZPass = KeepStencilOp;
  4909. this.stencilWrite = false;
  4910. this.clippingPlanes = null;
  4911. this.clipIntersection = false;
  4912. this.clipShadows = false;
  4913. this.shadowSide = null;
  4914. this.colorWrite = true;
  4915. this.precision = null; // override the renderer's default precision for this material
  4916. this.polygonOffset = false;
  4917. this.polygonOffsetFactor = 0;
  4918. this.polygonOffsetUnits = 0;
  4919. this.dithering = false;
  4920. this.alphaToCoverage = false;
  4921. this.premultipliedAlpha = false;
  4922. this.visible = true;
  4923. this.toneMapped = true;
  4924. this.userData = {};
  4925. this.version = 0;
  4926. this._alphaTest = 0;
  4927. }
  4928. get alphaTest() {
  4929. return this._alphaTest;
  4930. }
  4931. set alphaTest(value) {
  4932. if (this._alphaTest > 0 !== value > 0) {
  4933. this.version++;
  4934. }
  4935. this._alphaTest = value;
  4936. }
  4937. onBuild() {}
  4938. onBeforeRender() {}
  4939. onBeforeCompile() {}
  4940. customProgramCacheKey() {
  4941. return this.onBeforeCompile.toString();
  4942. }
  4943. setValues(values) {
  4944. if (values === undefined) return;
  4945. for (const key in values) {
  4946. const newValue = values[key];
  4947. if (newValue === undefined) {
  4948. console.warn('THREE.Material: \'' + key + '\' parameter is undefined.');
  4949. continue;
  4950. } // for backward compatability if shading is set in the constructor
  4951. if (key === 'shading') {
  4952. console.warn('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');
  4953. this.flatShading = newValue === FlatShading ? true : false;
  4954. continue;
  4955. }
  4956. const currentValue = this[key];
  4957. if (currentValue === undefined) {
  4958. console.warn('THREE.' + this.type + ': \'' + key + '\' is not a property of this material.');
  4959. continue;
  4960. }
  4961. if (currentValue && currentValue.isColor) {
  4962. currentValue.set(newValue);
  4963. } else if (currentValue && currentValue.isVector3 && newValue && newValue.isVector3) {
  4964. currentValue.copy(newValue);
  4965. } else {
  4966. this[key] = newValue;
  4967. }
  4968. }
  4969. }
  4970. toJSON(meta) {
  4971. const isRoot = meta === undefined || typeof meta === 'string';
  4972. if (isRoot) {
  4973. meta = {
  4974. textures: {},
  4975. images: {}
  4976. };
  4977. }
  4978. const data = {
  4979. metadata: {
  4980. version: 4.5,
  4981. type: 'Material',
  4982. generator: 'Material.toJSON'
  4983. }
  4984. }; // standard Material serialization
  4985. data.uuid = this.uuid;
  4986. data.type = this.type;
  4987. if (this.name !== '') data.name = this.name;
  4988. if (this.color && this.color.isColor) data.color = this.color.getHex();
  4989. if (this.roughness !== undefined) data.roughness = this.roughness;
  4990. if (this.metalness !== undefined) data.metalness = this.metalness;
  4991. if (this.sheen !== undefined) data.sheen = this.sheen;
  4992. if (this.sheenColor && this.sheenColor.isColor) data.sheenColor = this.sheenColor.getHex();
  4993. if (this.sheenRoughness !== undefined) data.sheenRoughness = this.sheenRoughness;
  4994. if (this.emissive && this.emissive.isColor) data.emissive = this.emissive.getHex();
  4995. if (this.emissiveIntensity && this.emissiveIntensity !== 1) data.emissiveIntensity = this.emissiveIntensity;
  4996. if (this.specular && this.specular.isColor) data.specular = this.specular.getHex();
  4997. if (this.specularIntensity !== undefined) data.specularIntensity = this.specularIntensity;
  4998. if (this.specularColor && this.specularColor.isColor) data.specularColor = this.specularColor.getHex();
  4999. if (this.shininess !== undefined) data.shininess = this.shininess;
  5000. if (this.clearcoat !== undefined) data.clearcoat = this.clearcoat;
  5001. if (this.clearcoatRoughness !== undefined) data.clearcoatRoughness = this.clearcoatRoughness;
  5002. if (this.clearcoatMap && this.clearcoatMap.isTexture) {
  5003. data.clearcoatMap = this.clearcoatMap.toJSON(meta).uuid;
  5004. }
  5005. if (this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture) {
  5006. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON(meta).uuid;
  5007. }
  5008. if (this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture) {
  5009. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON(meta).uuid;
  5010. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5011. }
  5012. if (this.map && this.map.isTexture) data.map = this.map.toJSON(meta).uuid;
  5013. if (this.matcap && this.matcap.isTexture) data.matcap = this.matcap.toJSON(meta).uuid;
  5014. if (this.alphaMap && this.alphaMap.isTexture) data.alphaMap = this.alphaMap.toJSON(meta).uuid;
  5015. if (this.lightMap && this.lightMap.isTexture) {
  5016. data.lightMap = this.lightMap.toJSON(meta).uuid;
  5017. data.lightMapIntensity = this.lightMapIntensity;
  5018. }
  5019. if (this.aoMap && this.aoMap.isTexture) {
  5020. data.aoMap = this.aoMap.toJSON(meta).uuid;
  5021. data.aoMapIntensity = this.aoMapIntensity;
  5022. }
  5023. if (this.bumpMap && this.bumpMap.isTexture) {
  5024. data.bumpMap = this.bumpMap.toJSON(meta).uuid;
  5025. data.bumpScale = this.bumpScale;
  5026. }
  5027. if (this.normalMap && this.normalMap.isTexture) {
  5028. data.normalMap = this.normalMap.toJSON(meta).uuid;
  5029. data.normalMapType = this.normalMapType;
  5030. data.normalScale = this.normalScale.toArray();
  5031. }
  5032. if (this.displacementMap && this.displacementMap.isTexture) {
  5033. data.displacementMap = this.displacementMap.toJSON(meta).uuid;
  5034. data.displacementScale = this.displacementScale;
  5035. data.displacementBias = this.displacementBias;
  5036. }
  5037. if (this.roughnessMap && this.roughnessMap.isTexture) data.roughnessMap = this.roughnessMap.toJSON(meta).uuid;
  5038. if (this.metalnessMap && this.metalnessMap.isTexture) data.metalnessMap = this.metalnessMap.toJSON(meta).uuid;
  5039. if (this.emissiveMap && this.emissiveMap.isTexture) data.emissiveMap = this.emissiveMap.toJSON(meta).uuid;
  5040. if (this.specularMap && this.specularMap.isTexture) data.specularMap = this.specularMap.toJSON(meta).uuid;
  5041. if (this.specularIntensityMap && this.specularIntensityMap.isTexture) data.specularIntensityMap = this.specularIntensityMap.toJSON(meta).uuid;
  5042. if (this.specularColorMap && this.specularColorMap.isTexture) data.specularColorMap = this.specularColorMap.toJSON(meta).uuid;
  5043. if (this.envMap && this.envMap.isTexture) {
  5044. data.envMap = this.envMap.toJSON(meta).uuid;
  5045. if (this.combine !== undefined) data.combine = this.combine;
  5046. }
  5047. if (this.envMapIntensity !== undefined) data.envMapIntensity = this.envMapIntensity;
  5048. if (this.reflectivity !== undefined) data.reflectivity = this.reflectivity;
  5049. if (this.refractionRatio !== undefined) data.refractionRatio = this.refractionRatio;
  5050. if (this.gradientMap && this.gradientMap.isTexture) {
  5051. data.gradientMap = this.gradientMap.toJSON(meta).uuid;
  5052. }
  5053. if (this.transmission !== undefined) data.transmission = this.transmission;
  5054. if (this.transmissionMap && this.transmissionMap.isTexture) data.transmissionMap = this.transmissionMap.toJSON(meta).uuid;
  5055. if (this.thickness !== undefined) data.thickness = this.thickness;
  5056. if (this.thicknessMap && this.thicknessMap.isTexture) data.thicknessMap = this.thicknessMap.toJSON(meta).uuid;
  5057. if (this.attenuationDistance !== undefined) data.attenuationDistance = this.attenuationDistance;
  5058. if (this.attenuationColor !== undefined) data.attenuationColor = this.attenuationColor.getHex();
  5059. if (this.size !== undefined) data.size = this.size;
  5060. if (this.shadowSide !== null) data.shadowSide = this.shadowSide;
  5061. if (this.sizeAttenuation !== undefined) data.sizeAttenuation = this.sizeAttenuation;
  5062. if (this.blending !== NormalBlending) data.blending = this.blending;
  5063. if (this.side !== FrontSide) data.side = this.side;
  5064. if (this.vertexColors) data.vertexColors = true;
  5065. if (this.opacity < 1) data.opacity = this.opacity;
  5066. if (this.format !== RGBAFormat) data.format = this.format;
  5067. if (this.transparent === true) data.transparent = this.transparent;
  5068. data.depthFunc = this.depthFunc;
  5069. data.depthTest = this.depthTest;
  5070. data.depthWrite = this.depthWrite;
  5071. data.colorWrite = this.colorWrite;
  5072. data.stencilWrite = this.stencilWrite;
  5073. data.stencilWriteMask = this.stencilWriteMask;
  5074. data.stencilFunc = this.stencilFunc;
  5075. data.stencilRef = this.stencilRef;
  5076. data.stencilFuncMask = this.stencilFuncMask;
  5077. data.stencilFail = this.stencilFail;
  5078. data.stencilZFail = this.stencilZFail;
  5079. data.stencilZPass = this.stencilZPass; // rotation (SpriteMaterial)
  5080. if (this.rotation && this.rotation !== 0) data.rotation = this.rotation;
  5081. if (this.polygonOffset === true) data.polygonOffset = true;
  5082. if (this.polygonOffsetFactor !== 0) data.polygonOffsetFactor = this.polygonOffsetFactor;
  5083. if (this.polygonOffsetUnits !== 0) data.polygonOffsetUnits = this.polygonOffsetUnits;
  5084. if (this.linewidth && this.linewidth !== 1) data.linewidth = this.linewidth;
  5085. if (this.dashSize !== undefined) data.dashSize = this.dashSize;
  5086. if (this.gapSize !== undefined) data.gapSize = this.gapSize;
  5087. if (this.scale !== undefined) data.scale = this.scale;
  5088. if (this.dithering === true) data.dithering = true;
  5089. if (this.alphaTest > 0) data.alphaTest = this.alphaTest;
  5090. if (this.alphaToCoverage === true) data.alphaToCoverage = this.alphaToCoverage;
  5091. if (this.premultipliedAlpha === true) data.premultipliedAlpha = this.premultipliedAlpha;
  5092. if (this.wireframe === true) data.wireframe = this.wireframe;
  5093. if (this.wireframeLinewidth > 1) data.wireframeLinewidth = this.wireframeLinewidth;
  5094. if (this.wireframeLinecap !== 'round') data.wireframeLinecap = this.wireframeLinecap;
  5095. if (this.wireframeLinejoin !== 'round') data.wireframeLinejoin = this.wireframeLinejoin;
  5096. if (this.flatShading === true) data.flatShading = this.flatShading;
  5097. if (this.visible === false) data.visible = false;
  5098. if (this.toneMapped === false) data.toneMapped = false;
  5099. if (JSON.stringify(this.userData) !== '{}') data.userData = this.userData; // TODO: Copied from Object3D.toJSON
  5100. function extractFromCache(cache) {
  5101. const values = [];
  5102. for (const key in cache) {
  5103. const data = cache[key];
  5104. delete data.metadata;
  5105. values.push(data);
  5106. }
  5107. return values;
  5108. }
  5109. if (isRoot) {
  5110. const textures = extractFromCache(meta.textures);
  5111. const images = extractFromCache(meta.images);
  5112. if (textures.length > 0) data.textures = textures;
  5113. if (images.length > 0) data.images = images;
  5114. }
  5115. return data;
  5116. }
  5117. clone() {
  5118. return new this.constructor().copy(this);
  5119. }
  5120. copy(source) {
  5121. this.name = source.name;
  5122. this.fog = source.fog;
  5123. this.blending = source.blending;
  5124. this.side = source.side;
  5125. this.vertexColors = source.vertexColors;
  5126. this.opacity = source.opacity;
  5127. this.format = source.format;
  5128. this.transparent = source.transparent;
  5129. this.blendSrc = source.blendSrc;
  5130. this.blendDst = source.blendDst;
  5131. this.blendEquation = source.blendEquation;
  5132. this.blendSrcAlpha = source.blendSrcAlpha;
  5133. this.blendDstAlpha = source.blendDstAlpha;
  5134. this.blendEquationAlpha = source.blendEquationAlpha;
  5135. this.depthFunc = source.depthFunc;
  5136. this.depthTest = source.depthTest;
  5137. this.depthWrite = source.depthWrite;
  5138. this.stencilWriteMask = source.stencilWriteMask;
  5139. this.stencilFunc = source.stencilFunc;
  5140. this.stencilRef = source.stencilRef;
  5141. this.stencilFuncMask = source.stencilFuncMask;
  5142. this.stencilFail = source.stencilFail;
  5143. this.stencilZFail = source.stencilZFail;
  5144. this.stencilZPass = source.stencilZPass;
  5145. this.stencilWrite = source.stencilWrite;
  5146. const srcPlanes = source.clippingPlanes;
  5147. let dstPlanes = null;
  5148. if (srcPlanes !== null) {
  5149. const n = srcPlanes.length;
  5150. dstPlanes = new Array(n);
  5151. for (let i = 0; i !== n; ++i) {
  5152. dstPlanes[i] = srcPlanes[i].clone();
  5153. }
  5154. }
  5155. this.clippingPlanes = dstPlanes;
  5156. this.clipIntersection = source.clipIntersection;
  5157. this.clipShadows = source.clipShadows;
  5158. this.shadowSide = source.shadowSide;
  5159. this.colorWrite = source.colorWrite;
  5160. this.precision = source.precision;
  5161. this.polygonOffset = source.polygonOffset;
  5162. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5163. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5164. this.dithering = source.dithering;
  5165. this.alphaTest = source.alphaTest;
  5166. this.alphaToCoverage = source.alphaToCoverage;
  5167. this.premultipliedAlpha = source.premultipliedAlpha;
  5168. this.visible = source.visible;
  5169. this.toneMapped = source.toneMapped;
  5170. this.userData = JSON.parse(JSON.stringify(source.userData));
  5171. return this;
  5172. }
  5173. dispose() {
  5174. this.dispatchEvent({
  5175. type: 'dispose'
  5176. });
  5177. }
  5178. set needsUpdate(value) {
  5179. if (value === true) this.version++;
  5180. }
  5181. }
  5182. Material.prototype.isMaterial = true;
  5183. const _colorKeywords = {
  5184. 'aliceblue': 0xF0F8FF,
  5185. 'antiquewhite': 0xFAEBD7,
  5186. 'aqua': 0x00FFFF,
  5187. 'aquamarine': 0x7FFFD4,
  5188. 'azure': 0xF0FFFF,
  5189. 'beige': 0xF5F5DC,
  5190. 'bisque': 0xFFE4C4,
  5191. 'black': 0x000000,
  5192. 'blanchedalmond': 0xFFEBCD,
  5193. 'blue': 0x0000FF,
  5194. 'blueviolet': 0x8A2BE2,
  5195. 'brown': 0xA52A2A,
  5196. 'burlywood': 0xDEB887,
  5197. 'cadetblue': 0x5F9EA0,
  5198. 'chartreuse': 0x7FFF00,
  5199. 'chocolate': 0xD2691E,
  5200. 'coral': 0xFF7F50,
  5201. 'cornflowerblue': 0x6495ED,
  5202. 'cornsilk': 0xFFF8DC,
  5203. 'crimson': 0xDC143C,
  5204. 'cyan': 0x00FFFF,
  5205. 'darkblue': 0x00008B,
  5206. 'darkcyan': 0x008B8B,
  5207. 'darkgoldenrod': 0xB8860B,
  5208. 'darkgray': 0xA9A9A9,
  5209. 'darkgreen': 0x006400,
  5210. 'darkgrey': 0xA9A9A9,
  5211. 'darkkhaki': 0xBDB76B,
  5212. 'darkmagenta': 0x8B008B,
  5213. 'darkolivegreen': 0x556B2F,
  5214. 'darkorange': 0xFF8C00,
  5215. 'darkorchid': 0x9932CC,
  5216. 'darkred': 0x8B0000,
  5217. 'darksalmon': 0xE9967A,
  5218. 'darkseagreen': 0x8FBC8F,
  5219. 'darkslateblue': 0x483D8B,
  5220. 'darkslategray': 0x2F4F4F,
  5221. 'darkslategrey': 0x2F4F4F,
  5222. 'darkturquoise': 0x00CED1,
  5223. 'darkviolet': 0x9400D3,
  5224. 'deeppink': 0xFF1493,
  5225. 'deepskyblue': 0x00BFFF,
  5226. 'dimgray': 0x696969,
  5227. 'dimgrey': 0x696969,
  5228. 'dodgerblue': 0x1E90FF,
  5229. 'firebrick': 0xB22222,
  5230. 'floralwhite': 0xFFFAF0,
  5231. 'forestgreen': 0x228B22,
  5232. 'fuchsia': 0xFF00FF,
  5233. 'gainsboro': 0xDCDCDC,
  5234. 'ghostwhite': 0xF8F8FF,
  5235. 'gold': 0xFFD700,
  5236. 'goldenrod': 0xDAA520,
  5237. 'gray': 0x808080,
  5238. 'green': 0x008000,
  5239. 'greenyellow': 0xADFF2F,
  5240. 'grey': 0x808080,
  5241. 'honeydew': 0xF0FFF0,
  5242. 'hotpink': 0xFF69B4,
  5243. 'indianred': 0xCD5C5C,
  5244. 'indigo': 0x4B0082,
  5245. 'ivory': 0xFFFFF0,
  5246. 'khaki': 0xF0E68C,
  5247. 'lavender': 0xE6E6FA,
  5248. 'lavenderblush': 0xFFF0F5,
  5249. 'lawngreen': 0x7CFC00,
  5250. 'lemonchiffon': 0xFFFACD,
  5251. 'lightblue': 0xADD8E6,
  5252. 'lightcoral': 0xF08080,
  5253. 'lightcyan': 0xE0FFFF,
  5254. 'lightgoldenrodyellow': 0xFAFAD2,
  5255. 'lightgray': 0xD3D3D3,
  5256. 'lightgreen': 0x90EE90,
  5257. 'lightgrey': 0xD3D3D3,
  5258. 'lightpink': 0xFFB6C1,
  5259. 'lightsalmon': 0xFFA07A,
  5260. 'lightseagreen': 0x20B2AA,
  5261. 'lightskyblue': 0x87CEFA,
  5262. 'lightslategray': 0x778899,
  5263. 'lightslategrey': 0x778899,
  5264. 'lightsteelblue': 0xB0C4DE,
  5265. 'lightyellow': 0xFFFFE0,
  5266. 'lime': 0x00FF00,
  5267. 'limegreen': 0x32CD32,
  5268. 'linen': 0xFAF0E6,
  5269. 'magenta': 0xFF00FF,
  5270. 'maroon': 0x800000,
  5271. 'mediumaquamarine': 0x66CDAA,
  5272. 'mediumblue': 0x0000CD,
  5273. 'mediumorchid': 0xBA55D3,
  5274. 'mediumpurple': 0x9370DB,
  5275. 'mediumseagreen': 0x3CB371,
  5276. 'mediumslateblue': 0x7B68EE,
  5277. 'mediumspringgreen': 0x00FA9A,
  5278. 'mediumturquoise': 0x48D1CC,
  5279. 'mediumvioletred': 0xC71585,
  5280. 'midnightblue': 0x191970,
  5281. 'mintcream': 0xF5FFFA,
  5282. 'mistyrose': 0xFFE4E1,
  5283. 'moccasin': 0xFFE4B5,
  5284. 'navajowhite': 0xFFDEAD,
  5285. 'navy': 0x000080,
  5286. 'oldlace': 0xFDF5E6,
  5287. 'olive': 0x808000,
  5288. 'olivedrab': 0x6B8E23,
  5289. 'orange': 0xFFA500,
  5290. 'orangered': 0xFF4500,
  5291. 'orchid': 0xDA70D6,
  5292. 'palegoldenrod': 0xEEE8AA,
  5293. 'palegreen': 0x98FB98,
  5294. 'paleturquoise': 0xAFEEEE,
  5295. 'palevioletred': 0xDB7093,
  5296. 'papayawhip': 0xFFEFD5,
  5297. 'peachpuff': 0xFFDAB9,
  5298. 'peru': 0xCD853F,
  5299. 'pink': 0xFFC0CB,
  5300. 'plum': 0xDDA0DD,
  5301. 'powderblue': 0xB0E0E6,
  5302. 'purple': 0x800080,
  5303. 'rebeccapurple': 0x663399,
  5304. 'red': 0xFF0000,
  5305. 'rosybrown': 0xBC8F8F,
  5306. 'royalblue': 0x4169E1,
  5307. 'saddlebrown': 0x8B4513,
  5308. 'salmon': 0xFA8072,
  5309. 'sandybrown': 0xF4A460,
  5310. 'seagreen': 0x2E8B57,
  5311. 'seashell': 0xFFF5EE,
  5312. 'sienna': 0xA0522D,
  5313. 'silver': 0xC0C0C0,
  5314. 'skyblue': 0x87CEEB,
  5315. 'slateblue': 0x6A5ACD,
  5316. 'slategray': 0x708090,
  5317. 'slategrey': 0x708090,
  5318. 'snow': 0xFFFAFA,
  5319. 'springgreen': 0x00FF7F,
  5320. 'steelblue': 0x4682B4,
  5321. 'tan': 0xD2B48C,
  5322. 'teal': 0x008080,
  5323. 'thistle': 0xD8BFD8,
  5324. 'tomato': 0xFF6347,
  5325. 'turquoise': 0x40E0D0,
  5326. 'violet': 0xEE82EE,
  5327. 'wheat': 0xF5DEB3,
  5328. 'white': 0xFFFFFF,
  5329. 'whitesmoke': 0xF5F5F5,
  5330. 'yellow': 0xFFFF00,
  5331. 'yellowgreen': 0x9ACD32
  5332. };
  5333. const _hslA = {
  5334. h: 0,
  5335. s: 0,
  5336. l: 0
  5337. };
  5338. const _hslB = {
  5339. h: 0,
  5340. s: 0,
  5341. l: 0
  5342. };
  5343. function hue2rgb(p, q, t) {
  5344. if (t < 0) t += 1;
  5345. if (t > 1) t -= 1;
  5346. if (t < 1 / 6) return p + (q - p) * 6 * t;
  5347. if (t < 1 / 2) return q;
  5348. if (t < 2 / 3) return p + (q - p) * 6 * (2 / 3 - t);
  5349. return p;
  5350. }
  5351. function SRGBToLinear(c) {
  5352. return c < 0.04045 ? c * 0.0773993808 : Math.pow(c * 0.9478672986 + 0.0521327014, 2.4);
  5353. }
  5354. function LinearToSRGB(c) {
  5355. return c < 0.0031308 ? c * 12.92 : 1.055 * Math.pow(c, 0.41666) - 0.055;
  5356. }
  5357. class Color {
  5358. constructor(r, g, b) {
  5359. if (g === undefined && b === undefined) {
  5360. // r is THREE.Color, hex or string
  5361. return this.set(r);
  5362. }
  5363. return this.setRGB(r, g, b);
  5364. }
  5365. set(value) {
  5366. if (value && value.isColor) {
  5367. this.copy(value);
  5368. } else if (typeof value === 'number') {
  5369. this.setHex(value);
  5370. } else if (typeof value === 'string') {
  5371. this.setStyle(value);
  5372. }
  5373. return this;
  5374. }
  5375. setScalar(scalar) {
  5376. this.r = scalar;
  5377. this.g = scalar;
  5378. this.b = scalar;
  5379. return this;
  5380. }
  5381. setHex(hex) {
  5382. hex = Math.floor(hex);
  5383. this.r = (hex >> 16 & 255) / 255;
  5384. this.g = (hex >> 8 & 255) / 255;
  5385. this.b = (hex & 255) / 255;
  5386. return this;
  5387. }
  5388. setRGB(r, g, b) {
  5389. this.r = r;
  5390. this.g = g;
  5391. this.b = b;
  5392. return this;
  5393. }
  5394. setHSL(h, s, l) {
  5395. // h,s,l ranges are in 0.0 - 1.0
  5396. h = euclideanModulo(h, 1);
  5397. s = clamp(s, 0, 1);
  5398. l = clamp(l, 0, 1);
  5399. if (s === 0) {
  5400. this.r = this.g = this.b = l;
  5401. } else {
  5402. const p = l <= 0.5 ? l * (1 + s) : l + s - l * s;
  5403. const q = 2 * l - p;
  5404. this.r = hue2rgb(q, p, h + 1 / 3);
  5405. this.g = hue2rgb(q, p, h);
  5406. this.b = hue2rgb(q, p, h - 1 / 3);
  5407. }
  5408. return this;
  5409. }
  5410. setStyle(style) {
  5411. function handleAlpha(string) {
  5412. if (string === undefined) return;
  5413. if (parseFloat(string) < 1) {
  5414. console.warn('THREE.Color: Alpha component of ' + style + ' will be ignored.');
  5415. }
  5416. }
  5417. let m;
  5418. if (m = /^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec(style)) {
  5419. // rgb / hsl
  5420. let color;
  5421. const name = m[1];
  5422. const components = m[2];
  5423. switch (name) {
  5424. case 'rgb':
  5425. case 'rgba':
  5426. if (color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) {
  5427. // rgb(255,0,0) rgba(255,0,0,0.5)
  5428. this.r = Math.min(255, parseInt(color[1], 10)) / 255;
  5429. this.g = Math.min(255, parseInt(color[2], 10)) / 255;
  5430. this.b = Math.min(255, parseInt(color[3], 10)) / 255;
  5431. handleAlpha(color[4]);
  5432. return this;
  5433. }
  5434. if (color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) {
  5435. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  5436. this.r = Math.min(100, parseInt(color[1], 10)) / 100;
  5437. this.g = Math.min(100, parseInt(color[2], 10)) / 100;
  5438. this.b = Math.min(100, parseInt(color[3], 10)) / 100;
  5439. handleAlpha(color[4]);
  5440. return this;
  5441. }
  5442. break;
  5443. case 'hsl':
  5444. case 'hsla':
  5445. if (color = /^\s*(\d*\.?\d+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) {
  5446. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  5447. const h = parseFloat(color[1]) / 360;
  5448. const s = parseInt(color[2], 10) / 100;
  5449. const l = parseInt(color[3], 10) / 100;
  5450. handleAlpha(color[4]);
  5451. return this.setHSL(h, s, l);
  5452. }
  5453. break;
  5454. }
  5455. } else if (m = /^\#([A-Fa-f\d]+)$/.exec(style)) {
  5456. // hex color
  5457. const hex = m[1];
  5458. const size = hex.length;
  5459. if (size === 3) {
  5460. // #ff0
  5461. this.r = parseInt(hex.charAt(0) + hex.charAt(0), 16) / 255;
  5462. this.g = parseInt(hex.charAt(1) + hex.charAt(1), 16) / 255;
  5463. this.b = parseInt(hex.charAt(2) + hex.charAt(2), 16) / 255;
  5464. return this;
  5465. } else if (size === 6) {
  5466. // #ff0000
  5467. this.r = parseInt(hex.charAt(0) + hex.charAt(1), 16) / 255;
  5468. this.g = parseInt(hex.charAt(2) + hex.charAt(3), 16) / 255;
  5469. this.b = parseInt(hex.charAt(4) + hex.charAt(5), 16) / 255;
  5470. return this;
  5471. }
  5472. }
  5473. if (style && style.length > 0) {
  5474. return this.setColorName(style);
  5475. }
  5476. return this;
  5477. }
  5478. setColorName(style) {
  5479. // color keywords
  5480. const hex = _colorKeywords[style.toLowerCase()];
  5481. if (hex !== undefined) {
  5482. // red
  5483. this.setHex(hex);
  5484. } else {
  5485. // unknown color
  5486. console.warn('THREE.Color: Unknown color ' + style);
  5487. }
  5488. return this;
  5489. }
  5490. clone() {
  5491. return new this.constructor(this.r, this.g, this.b);
  5492. }
  5493. copy(color) {
  5494. this.r = color.r;
  5495. this.g = color.g;
  5496. this.b = color.b;
  5497. return this;
  5498. }
  5499. copyGammaToLinear(color, gammaFactor = 2.0) {
  5500. this.r = Math.pow(color.r, gammaFactor);
  5501. this.g = Math.pow(color.g, gammaFactor);
  5502. this.b = Math.pow(color.b, gammaFactor);
  5503. return this;
  5504. }
  5505. copyLinearToGamma(color, gammaFactor = 2.0) {
  5506. const safeInverse = gammaFactor > 0 ? 1.0 / gammaFactor : 1.0;
  5507. this.r = Math.pow(color.r, safeInverse);
  5508. this.g = Math.pow(color.g, safeInverse);
  5509. this.b = Math.pow(color.b, safeInverse);
  5510. return this;
  5511. }
  5512. convertGammaToLinear(gammaFactor) {
  5513. this.copyGammaToLinear(this, gammaFactor);
  5514. return this;
  5515. }
  5516. convertLinearToGamma(gammaFactor) {
  5517. this.copyLinearToGamma(this, gammaFactor);
  5518. return this;
  5519. }
  5520. copySRGBToLinear(color) {
  5521. this.r = SRGBToLinear(color.r);
  5522. this.g = SRGBToLinear(color.g);
  5523. this.b = SRGBToLinear(color.b);
  5524. return this;
  5525. }
  5526. copyLinearToSRGB(color) {
  5527. this.r = LinearToSRGB(color.r);
  5528. this.g = LinearToSRGB(color.g);
  5529. this.b = LinearToSRGB(color.b);
  5530. return this;
  5531. }
  5532. convertSRGBToLinear() {
  5533. this.copySRGBToLinear(this);
  5534. return this;
  5535. }
  5536. convertLinearToSRGB() {
  5537. this.copyLinearToSRGB(this);
  5538. return this;
  5539. }
  5540. getHex() {
  5541. return this.r * 255 << 16 ^ this.g * 255 << 8 ^ this.b * 255 << 0;
  5542. }
  5543. getHexString() {
  5544. return ('000000' + this.getHex().toString(16)).slice(-6);
  5545. }
  5546. getHSL(target) {
  5547. // h,s,l ranges are in 0.0 - 1.0
  5548. const r = this.r,
  5549. g = this.g,
  5550. b = this.b;
  5551. const max = Math.max(r, g, b);
  5552. const min = Math.min(r, g, b);
  5553. let hue, saturation;
  5554. const lightness = (min + max) / 2.0;
  5555. if (min === max) {
  5556. hue = 0;
  5557. saturation = 0;
  5558. } else {
  5559. const delta = max - min;
  5560. saturation = lightness <= 0.5 ? delta / (max + min) : delta / (2 - max - min);
  5561. switch (max) {
  5562. case r:
  5563. hue = (g - b) / delta + (g < b ? 6 : 0);
  5564. break;
  5565. case g:
  5566. hue = (b - r) / delta + 2;
  5567. break;
  5568. case b:
  5569. hue = (r - g) / delta + 4;
  5570. break;
  5571. }
  5572. hue /= 6;
  5573. }
  5574. target.h = hue;
  5575. target.s = saturation;
  5576. target.l = lightness;
  5577. return target;
  5578. }
  5579. getStyle() {
  5580. return 'rgb(' + (this.r * 255 | 0) + ',' + (this.g * 255 | 0) + ',' + (this.b * 255 | 0) + ')';
  5581. }
  5582. offsetHSL(h, s, l) {
  5583. this.getHSL(_hslA);
  5584. _hslA.h += h;
  5585. _hslA.s += s;
  5586. _hslA.l += l;
  5587. this.setHSL(_hslA.h, _hslA.s, _hslA.l);
  5588. return this;
  5589. }
  5590. add(color) {
  5591. this.r += color.r;
  5592. this.g += color.g;
  5593. this.b += color.b;
  5594. return this;
  5595. }
  5596. addColors(color1, color2) {
  5597. this.r = color1.r + color2.r;
  5598. this.g = color1.g + color2.g;
  5599. this.b = color1.b + color2.b;
  5600. return this;
  5601. }
  5602. addScalar(s) {
  5603. this.r += s;
  5604. this.g += s;
  5605. this.b += s;
  5606. return this;
  5607. }
  5608. sub(color) {
  5609. this.r = Math.max(0, this.r - color.r);
  5610. this.g = Math.max(0, this.g - color.g);
  5611. this.b = Math.max(0, this.b - color.b);
  5612. return this;
  5613. }
  5614. multiply(color) {
  5615. this.r *= color.r;
  5616. this.g *= color.g;
  5617. this.b *= color.b;
  5618. return this;
  5619. }
  5620. multiplyScalar(s) {
  5621. this.r *= s;
  5622. this.g *= s;
  5623. this.b *= s;
  5624. return this;
  5625. }
  5626. lerp(color, alpha) {
  5627. this.r += (color.r - this.r) * alpha;
  5628. this.g += (color.g - this.g) * alpha;
  5629. this.b += (color.b - this.b) * alpha;
  5630. return this;
  5631. }
  5632. lerpColors(color1, color2, alpha) {
  5633. this.r = color1.r + (color2.r - color1.r) * alpha;
  5634. this.g = color1.g + (color2.g - color1.g) * alpha;
  5635. this.b = color1.b + (color2.b - color1.b) * alpha;
  5636. return this;
  5637. }
  5638. lerpHSL(color, alpha) {
  5639. this.getHSL(_hslA);
  5640. color.getHSL(_hslB);
  5641. const h = lerp(_hslA.h, _hslB.h, alpha);
  5642. const s = lerp(_hslA.s, _hslB.s, alpha);
  5643. const l = lerp(_hslA.l, _hslB.l, alpha);
  5644. this.setHSL(h, s, l);
  5645. return this;
  5646. }
  5647. equals(c) {
  5648. return c.r === this.r && c.g === this.g && c.b === this.b;
  5649. }
  5650. fromArray(array, offset = 0) {
  5651. this.r = array[offset];
  5652. this.g = array[offset + 1];
  5653. this.b = array[offset + 2];
  5654. return this;
  5655. }
  5656. toArray(array = [], offset = 0) {
  5657. array[offset] = this.r;
  5658. array[offset + 1] = this.g;
  5659. array[offset + 2] = this.b;
  5660. return array;
  5661. }
  5662. fromBufferAttribute(attribute, index) {
  5663. this.r = attribute.getX(index);
  5664. this.g = attribute.getY(index);
  5665. this.b = attribute.getZ(index);
  5666. if (attribute.normalized === true) {
  5667. // assuming Uint8Array
  5668. this.r /= 255;
  5669. this.g /= 255;
  5670. this.b /= 255;
  5671. }
  5672. return this;
  5673. }
  5674. toJSON() {
  5675. return this.getHex();
  5676. }
  5677. }
  5678. Color.NAMES = _colorKeywords;
  5679. Color.prototype.isColor = true;
  5680. Color.prototype.r = 1;
  5681. Color.prototype.g = 1;
  5682. Color.prototype.b = 1;
  5683. /**
  5684. * parameters = {
  5685. * color: <hex>,
  5686. * opacity: <float>,
  5687. * map: new THREE.Texture( <Image> ),
  5688. *
  5689. * lightMap: new THREE.Texture( <Image> ),
  5690. * lightMapIntensity: <float>
  5691. *
  5692. * aoMap: new THREE.Texture( <Image> ),
  5693. * aoMapIntensity: <float>
  5694. *
  5695. * specularMap: new THREE.Texture( <Image> ),
  5696. *
  5697. * alphaMap: new THREE.Texture( <Image> ),
  5698. *
  5699. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5700. * combine: THREE.Multiply,
  5701. * reflectivity: <float>,
  5702. * refractionRatio: <float>,
  5703. *
  5704. * depthTest: <bool>,
  5705. * depthWrite: <bool>,
  5706. *
  5707. * wireframe: <boolean>,
  5708. * wireframeLinewidth: <float>,
  5709. * }
  5710. */
  5711. class MeshBasicMaterial extends Material {
  5712. constructor(parameters) {
  5713. super();
  5714. this.type = 'MeshBasicMaterial';
  5715. this.color = new Color(0xffffff); // emissive
  5716. this.map = null;
  5717. this.lightMap = null;
  5718. this.lightMapIntensity = 1.0;
  5719. this.aoMap = null;
  5720. this.aoMapIntensity = 1.0;
  5721. this.specularMap = null;
  5722. this.alphaMap = null;
  5723. this.envMap = null;
  5724. this.combine = MultiplyOperation;
  5725. this.reflectivity = 1;
  5726. this.refractionRatio = 0.98;
  5727. this.wireframe = false;
  5728. this.wireframeLinewidth = 1;
  5729. this.wireframeLinecap = 'round';
  5730. this.wireframeLinejoin = 'round';
  5731. this.setValues(parameters);
  5732. }
  5733. copy(source) {
  5734. super.copy(source);
  5735. this.color.copy(source.color);
  5736. this.map = source.map;
  5737. this.lightMap = source.lightMap;
  5738. this.lightMapIntensity = source.lightMapIntensity;
  5739. this.aoMap = source.aoMap;
  5740. this.aoMapIntensity = source.aoMapIntensity;
  5741. this.specularMap = source.specularMap;
  5742. this.alphaMap = source.alphaMap;
  5743. this.envMap = source.envMap;
  5744. this.combine = source.combine;
  5745. this.reflectivity = source.reflectivity;
  5746. this.refractionRatio = source.refractionRatio;
  5747. this.wireframe = source.wireframe;
  5748. this.wireframeLinewidth = source.wireframeLinewidth;
  5749. this.wireframeLinecap = source.wireframeLinecap;
  5750. this.wireframeLinejoin = source.wireframeLinejoin;
  5751. return this;
  5752. }
  5753. }
  5754. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5755. const _vector$9 = /*@__PURE__*/new Vector3();
  5756. const _vector2$1 = /*@__PURE__*/new Vector2();
  5757. class BufferAttribute {
  5758. constructor(array, itemSize, normalized) {
  5759. if (Array.isArray(array)) {
  5760. throw new TypeError('THREE.BufferAttribute: array should be a Typed Array.');
  5761. }
  5762. this.name = '';
  5763. this.array = array;
  5764. this.itemSize = itemSize;
  5765. this.count = array !== undefined ? array.length / itemSize : 0;
  5766. this.normalized = normalized === true;
  5767. this.usage = StaticDrawUsage;
  5768. this.updateRange = {
  5769. offset: 0,
  5770. count: -1
  5771. };
  5772. this.version = 0;
  5773. }
  5774. onUploadCallback() {}
  5775. set needsUpdate(value) {
  5776. if (value === true) this.version++;
  5777. }
  5778. setUsage(value) {
  5779. this.usage = value;
  5780. return this;
  5781. }
  5782. copy(source) {
  5783. this.name = source.name;
  5784. this.array = new source.array.constructor(source.array);
  5785. this.itemSize = source.itemSize;
  5786. this.count = source.count;
  5787. this.normalized = source.normalized;
  5788. this.usage = source.usage;
  5789. return this;
  5790. }
  5791. copyAt(index1, attribute, index2) {
  5792. index1 *= this.itemSize;
  5793. index2 *= attribute.itemSize;
  5794. for (let i = 0, l = this.itemSize; i < l; i++) {
  5795. this.array[index1 + i] = attribute.array[index2 + i];
  5796. }
  5797. return this;
  5798. }
  5799. copyArray(array) {
  5800. this.array.set(array);
  5801. return this;
  5802. }
  5803. copyColorsArray(colors) {
  5804. const array = this.array;
  5805. let offset = 0;
  5806. for (let i = 0, l = colors.length; i < l; i++) {
  5807. let color = colors[i];
  5808. if (color === undefined) {
  5809. console.warn('THREE.BufferAttribute.copyColorsArray(): color is undefined', i);
  5810. color = new Color();
  5811. }
  5812. array[offset++] = color.r;
  5813. array[offset++] = color.g;
  5814. array[offset++] = color.b;
  5815. }
  5816. return this;
  5817. }
  5818. copyVector2sArray(vectors) {
  5819. const array = this.array;
  5820. let offset = 0;
  5821. for (let i = 0, l = vectors.length; i < l; i++) {
  5822. let vector = vectors[i];
  5823. if (vector === undefined) {
  5824. console.warn('THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i);
  5825. vector = new Vector2();
  5826. }
  5827. array[offset++] = vector.x;
  5828. array[offset++] = vector.y;
  5829. }
  5830. return this;
  5831. }
  5832. copyVector3sArray(vectors) {
  5833. const array = this.array;
  5834. let offset = 0;
  5835. for (let i = 0, l = vectors.length; i < l; i++) {
  5836. let vector = vectors[i];
  5837. if (vector === undefined) {
  5838. console.warn('THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i);
  5839. vector = new Vector3();
  5840. }
  5841. array[offset++] = vector.x;
  5842. array[offset++] = vector.y;
  5843. array[offset++] = vector.z;
  5844. }
  5845. return this;
  5846. }
  5847. copyVector4sArray(vectors) {
  5848. const array = this.array;
  5849. let offset = 0;
  5850. for (let i = 0, l = vectors.length; i < l; i++) {
  5851. let vector = vectors[i];
  5852. if (vector === undefined) {
  5853. console.warn('THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i);
  5854. vector = new Vector4();
  5855. }
  5856. array[offset++] = vector.x;
  5857. array[offset++] = vector.y;
  5858. array[offset++] = vector.z;
  5859. array[offset++] = vector.w;
  5860. }
  5861. return this;
  5862. }
  5863. applyMatrix3(m) {
  5864. if (this.itemSize === 2) {
  5865. for (let i = 0, l = this.count; i < l; i++) {
  5866. _vector2$1.fromBufferAttribute(this, i);
  5867. _vector2$1.applyMatrix3(m);
  5868. this.setXY(i, _vector2$1.x, _vector2$1.y);
  5869. }
  5870. } else if (this.itemSize === 3) {
  5871. for (let i = 0, l = this.count; i < l; i++) {
  5872. _vector$9.fromBufferAttribute(this, i);
  5873. _vector$9.applyMatrix3(m);
  5874. this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
  5875. }
  5876. }
  5877. return this;
  5878. }
  5879. applyMatrix4(m) {
  5880. for (let i = 0, l = this.count; i < l; i++) {
  5881. _vector$9.x = this.getX(i);
  5882. _vector$9.y = this.getY(i);
  5883. _vector$9.z = this.getZ(i);
  5884. _vector$9.applyMatrix4(m);
  5885. this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
  5886. }
  5887. return this;
  5888. }
  5889. applyNormalMatrix(m) {
  5890. for (let i = 0, l = this.count; i < l; i++) {
  5891. _vector$9.x = this.getX(i);
  5892. _vector$9.y = this.getY(i);
  5893. _vector$9.z = this.getZ(i);
  5894. _vector$9.applyNormalMatrix(m);
  5895. this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
  5896. }
  5897. return this;
  5898. }
  5899. transformDirection(m) {
  5900. for (let i = 0, l = this.count; i < l; i++) {
  5901. _vector$9.x = this.getX(i);
  5902. _vector$9.y = this.getY(i);
  5903. _vector$9.z = this.getZ(i);
  5904. _vector$9.transformDirection(m);
  5905. this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
  5906. }
  5907. return this;
  5908. }
  5909. set(value, offset = 0) {
  5910. this.array.set(value, offset);
  5911. return this;
  5912. }
  5913. getX(index) {
  5914. return this.array[index * this.itemSize];
  5915. }
  5916. setX(index, x) {
  5917. this.array[index * this.itemSize] = x;
  5918. return this;
  5919. }
  5920. getY(index) {
  5921. return this.array[index * this.itemSize + 1];
  5922. }
  5923. setY(index, y) {
  5924. this.array[index * this.itemSize + 1] = y;
  5925. return this;
  5926. }
  5927. getZ(index) {
  5928. return this.array[index * this.itemSize + 2];
  5929. }
  5930. setZ(index, z) {
  5931. this.array[index * this.itemSize + 2] = z;
  5932. return this;
  5933. }
  5934. getW(index) {
  5935. return this.array[index * this.itemSize + 3];
  5936. }
  5937. setW(index, w) {
  5938. this.array[index * this.itemSize + 3] = w;
  5939. return this;
  5940. }
  5941. setXY(index, x, y) {
  5942. index *= this.itemSize;
  5943. this.array[index + 0] = x;
  5944. this.array[index + 1] = y;
  5945. return this;
  5946. }
  5947. setXYZ(index, x, y, z) {
  5948. index *= this.itemSize;
  5949. this.array[index + 0] = x;
  5950. this.array[index + 1] = y;
  5951. this.array[index + 2] = z;
  5952. return this;
  5953. }
  5954. setXYZW(index, x, y, z, w) {
  5955. index *= this.itemSize;
  5956. this.array[index + 0] = x;
  5957. this.array[index + 1] = y;
  5958. this.array[index + 2] = z;
  5959. this.array[index + 3] = w;
  5960. return this;
  5961. }
  5962. onUpload(callback) {
  5963. this.onUploadCallback = callback;
  5964. return this;
  5965. }
  5966. clone() {
  5967. return new this.constructor(this.array, this.itemSize).copy(this);
  5968. }
  5969. toJSON() {
  5970. const data = {
  5971. itemSize: this.itemSize,
  5972. type: this.array.constructor.name,
  5973. array: Array.prototype.slice.call(this.array),
  5974. normalized: this.normalized
  5975. };
  5976. if (this.name !== '') data.name = this.name;
  5977. if (this.usage !== StaticDrawUsage) data.usage = this.usage;
  5978. if (this.updateRange.offset !== 0 || this.updateRange.count !== -1) data.updateRange = this.updateRange;
  5979. return data;
  5980. }
  5981. }
  5982. BufferAttribute.prototype.isBufferAttribute = true; //
  5983. class Int8BufferAttribute extends BufferAttribute {
  5984. constructor(array, itemSize, normalized) {
  5985. super(new Int8Array(array), itemSize, normalized);
  5986. }
  5987. }
  5988. class Uint8BufferAttribute extends BufferAttribute {
  5989. constructor(array, itemSize, normalized) {
  5990. super(new Uint8Array(array), itemSize, normalized);
  5991. }
  5992. }
  5993. class Uint8ClampedBufferAttribute extends BufferAttribute {
  5994. constructor(array, itemSize, normalized) {
  5995. super(new Uint8ClampedArray(array), itemSize, normalized);
  5996. }
  5997. }
  5998. class Int16BufferAttribute extends BufferAttribute {
  5999. constructor(array, itemSize, normalized) {
  6000. super(new Int16Array(array), itemSize, normalized);
  6001. }
  6002. }
  6003. class Uint16BufferAttribute extends BufferAttribute {
  6004. constructor(array, itemSize, normalized) {
  6005. super(new Uint16Array(array), itemSize, normalized);
  6006. }
  6007. }
  6008. class Int32BufferAttribute extends BufferAttribute {
  6009. constructor(array, itemSize, normalized) {
  6010. super(new Int32Array(array), itemSize, normalized);
  6011. }
  6012. }
  6013. class Uint32BufferAttribute extends BufferAttribute {
  6014. constructor(array, itemSize, normalized) {
  6015. super(new Uint32Array(array), itemSize, normalized);
  6016. }
  6017. }
  6018. class Float16BufferAttribute extends BufferAttribute {
  6019. constructor(array, itemSize, normalized) {
  6020. super(new Uint16Array(array), itemSize, normalized);
  6021. }
  6022. }
  6023. Float16BufferAttribute.prototype.isFloat16BufferAttribute = true;
  6024. class Float32BufferAttribute extends BufferAttribute {
  6025. constructor(array, itemSize, normalized) {
  6026. super(new Float32Array(array), itemSize, normalized);
  6027. }
  6028. }
  6029. class Float64BufferAttribute extends BufferAttribute {
  6030. constructor(array, itemSize, normalized) {
  6031. super(new Float64Array(array), itemSize, normalized);
  6032. }
  6033. } //
  6034. let _id = 0;
  6035. const _m1 = /*@__PURE__*/new Matrix4();
  6036. const _obj = /*@__PURE__*/new Object3D();
  6037. const _offset = /*@__PURE__*/new Vector3();
  6038. const _box$1 = /*@__PURE__*/new Box3();
  6039. const _boxMorphTargets = /*@__PURE__*/new Box3();
  6040. const _vector$8 = /*@__PURE__*/new Vector3();
  6041. class BufferGeometry extends EventDispatcher {
  6042. constructor() {
  6043. super();
  6044. Object.defineProperty(this, 'id', {
  6045. value: _id++
  6046. });
  6047. this.uuid = generateUUID();
  6048. this.name = '';
  6049. this.type = 'BufferGeometry';
  6050. this.index = null;
  6051. this.attributes = {};
  6052. this.morphAttributes = {};
  6053. this.morphTargetsRelative = false;
  6054. this.groups = [];
  6055. this.boundingBox = null;
  6056. this.boundingSphere = null;
  6057. this.drawRange = {
  6058. start: 0,
  6059. count: Infinity
  6060. };
  6061. this.userData = {};
  6062. }
  6063. getIndex() {
  6064. return this.index;
  6065. }
  6066. setIndex(index) {
  6067. if (Array.isArray(index)) {
  6068. this.index = new (arrayMax(index) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(index, 1);
  6069. } else {
  6070. this.index = index;
  6071. }
  6072. return this;
  6073. }
  6074. getAttribute(name) {
  6075. return this.attributes[name];
  6076. }
  6077. setAttribute(name, attribute) {
  6078. this.attributes[name] = attribute;
  6079. return this;
  6080. }
  6081. deleteAttribute(name) {
  6082. delete this.attributes[name];
  6083. return this;
  6084. }
  6085. hasAttribute(name) {
  6086. return this.attributes[name] !== undefined;
  6087. }
  6088. addGroup(start, count, materialIndex = 0) {
  6089. this.groups.push({
  6090. start: start,
  6091. count: count,
  6092. materialIndex: materialIndex
  6093. });
  6094. }
  6095. clearGroups() {
  6096. this.groups = [];
  6097. }
  6098. setDrawRange(start, count) {
  6099. this.drawRange.start = start;
  6100. this.drawRange.count = count;
  6101. }
  6102. applyMatrix4(matrix) {
  6103. const position = this.attributes.position;
  6104. if (position !== undefined) {
  6105. position.applyMatrix4(matrix);
  6106. position.needsUpdate = true;
  6107. }
  6108. const normal = this.attributes.normal;
  6109. if (normal !== undefined) {
  6110. const normalMatrix = new Matrix3().getNormalMatrix(matrix);
  6111. normal.applyNormalMatrix(normalMatrix);
  6112. normal.needsUpdate = true;
  6113. }
  6114. const tangent = this.attributes.tangent;
  6115. if (tangent !== undefined) {
  6116. tangent.transformDirection(matrix);
  6117. tangent.needsUpdate = true;
  6118. }
  6119. if (this.boundingBox !== null) {
  6120. this.computeBoundingBox();
  6121. }
  6122. if (this.boundingSphere !== null) {
  6123. this.computeBoundingSphere();
  6124. }
  6125. return this;
  6126. }
  6127. applyQuaternion(q) {
  6128. _m1.makeRotationFromQuaternion(q);
  6129. this.applyMatrix4(_m1);
  6130. return this;
  6131. }
  6132. rotateX(angle) {
  6133. // rotate geometry around world x-axis
  6134. _m1.makeRotationX(angle);
  6135. this.applyMatrix4(_m1);
  6136. return this;
  6137. }
  6138. rotateY(angle) {
  6139. // rotate geometry around world y-axis
  6140. _m1.makeRotationY(angle);
  6141. this.applyMatrix4(_m1);
  6142. return this;
  6143. }
  6144. rotateZ(angle) {
  6145. // rotate geometry around world z-axis
  6146. _m1.makeRotationZ(angle);
  6147. this.applyMatrix4(_m1);
  6148. return this;
  6149. }
  6150. translate(x, y, z) {
  6151. // translate geometry
  6152. _m1.makeTranslation(x, y, z);
  6153. this.applyMatrix4(_m1);
  6154. return this;
  6155. }
  6156. scale(x, y, z) {
  6157. // scale geometry
  6158. _m1.makeScale(x, y, z);
  6159. this.applyMatrix4(_m1);
  6160. return this;
  6161. }
  6162. lookAt(vector) {
  6163. _obj.lookAt(vector);
  6164. _obj.updateMatrix();
  6165. this.applyMatrix4(_obj.matrix);
  6166. return this;
  6167. }
  6168. center() {
  6169. this.computeBoundingBox();
  6170. this.boundingBox.getCenter(_offset).negate();
  6171. this.translate(_offset.x, _offset.y, _offset.z);
  6172. return this;
  6173. }
  6174. setFromPoints(points) {
  6175. const position = [];
  6176. for (let i = 0, l = points.length; i < l; i++) {
  6177. const point = points[i];
  6178. position.push(point.x, point.y, point.z || 0);
  6179. }
  6180. this.setAttribute('position', new Float32BufferAttribute(position, 3));
  6181. return this;
  6182. }
  6183. computeBoundingBox() {
  6184. if (this.boundingBox === null) {
  6185. this.boundingBox = new Box3();
  6186. }
  6187. const position = this.attributes.position;
  6188. const morphAttributesPosition = this.morphAttributes.position;
  6189. if (position && position.isGLBufferAttribute) {
  6190. console.error('THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".', this);
  6191. this.boundingBox.set(new Vector3(-Infinity, -Infinity, -Infinity), new Vector3(+Infinity, +Infinity, +Infinity));
  6192. return;
  6193. }
  6194. if (position !== undefined) {
  6195. this.boundingBox.setFromBufferAttribute(position); // process morph attributes if present
  6196. if (morphAttributesPosition) {
  6197. for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {
  6198. const morphAttribute = morphAttributesPosition[i];
  6199. _box$1.setFromBufferAttribute(morphAttribute);
  6200. if (this.morphTargetsRelative) {
  6201. _vector$8.addVectors(this.boundingBox.min, _box$1.min);
  6202. this.boundingBox.expandByPoint(_vector$8);
  6203. _vector$8.addVectors(this.boundingBox.max, _box$1.max);
  6204. this.boundingBox.expandByPoint(_vector$8);
  6205. } else {
  6206. this.boundingBox.expandByPoint(_box$1.min);
  6207. this.boundingBox.expandByPoint(_box$1.max);
  6208. }
  6209. }
  6210. }
  6211. } else {
  6212. this.boundingBox.makeEmpty();
  6213. }
  6214. if (isNaN(this.boundingBox.min.x) || isNaN(this.boundingBox.min.y) || isNaN(this.boundingBox.min.z)) {
  6215. console.error('THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this);
  6216. }
  6217. }
  6218. computeBoundingSphere() {
  6219. if (this.boundingSphere === null) {
  6220. this.boundingSphere = new Sphere();
  6221. }
  6222. const position = this.attributes.position;
  6223. const morphAttributesPosition = this.morphAttributes.position;
  6224. if (position && position.isGLBufferAttribute) {
  6225. console.error('THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".', this);
  6226. this.boundingSphere.set(new Vector3(), Infinity);
  6227. return;
  6228. }
  6229. if (position) {
  6230. // first, find the center of the bounding sphere
  6231. const center = this.boundingSphere.center;
  6232. _box$1.setFromBufferAttribute(position); // process morph attributes if present
  6233. if (morphAttributesPosition) {
  6234. for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {
  6235. const morphAttribute = morphAttributesPosition[i];
  6236. _boxMorphTargets.setFromBufferAttribute(morphAttribute);
  6237. if (this.morphTargetsRelative) {
  6238. _vector$8.addVectors(_box$1.min, _boxMorphTargets.min);
  6239. _box$1.expandByPoint(_vector$8);
  6240. _vector$8.addVectors(_box$1.max, _boxMorphTargets.max);
  6241. _box$1.expandByPoint(_vector$8);
  6242. } else {
  6243. _box$1.expandByPoint(_boxMorphTargets.min);
  6244. _box$1.expandByPoint(_boxMorphTargets.max);
  6245. }
  6246. }
  6247. }
  6248. _box$1.getCenter(center); // second, try to find a boundingSphere with a radius smaller than the
  6249. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6250. let maxRadiusSq = 0;
  6251. for (let i = 0, il = position.count; i < il; i++) {
  6252. _vector$8.fromBufferAttribute(position, i);
  6253. maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$8));
  6254. } // process morph attributes if present
  6255. if (morphAttributesPosition) {
  6256. for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {
  6257. const morphAttribute = morphAttributesPosition[i];
  6258. const morphTargetsRelative = this.morphTargetsRelative;
  6259. for (let j = 0, jl = morphAttribute.count; j < jl; j++) {
  6260. _vector$8.fromBufferAttribute(morphAttribute, j);
  6261. if (morphTargetsRelative) {
  6262. _offset.fromBufferAttribute(position, j);
  6263. _vector$8.add(_offset);
  6264. }
  6265. maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$8));
  6266. }
  6267. }
  6268. }
  6269. this.boundingSphere.radius = Math.sqrt(maxRadiusSq);
  6270. if (isNaN(this.boundingSphere.radius)) {
  6271. console.error('THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this);
  6272. }
  6273. }
  6274. }
  6275. computeTangents() {
  6276. const index = this.index;
  6277. const attributes = this.attributes; // based on http://www.terathon.com/code/tangent.html
  6278. // (per vertex tangents)
  6279. if (index === null || attributes.position === undefined || attributes.normal === undefined || attributes.uv === undefined) {
  6280. console.error('THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)');
  6281. return;
  6282. }
  6283. const indices = index.array;
  6284. const positions = attributes.position.array;
  6285. const normals = attributes.normal.array;
  6286. const uvs = attributes.uv.array;
  6287. const nVertices = positions.length / 3;
  6288. if (attributes.tangent === undefined) {
  6289. this.setAttribute('tangent', new BufferAttribute(new Float32Array(4 * nVertices), 4));
  6290. }
  6291. const tangents = attributes.tangent.array;
  6292. const tan1 = [],
  6293. tan2 = [];
  6294. for (let i = 0; i < nVertices; i++) {
  6295. tan1[i] = new Vector3();
  6296. tan2[i] = new Vector3();
  6297. }
  6298. const vA = new Vector3(),
  6299. vB = new Vector3(),
  6300. vC = new Vector3(),
  6301. uvA = new Vector2(),
  6302. uvB = new Vector2(),
  6303. uvC = new Vector2(),
  6304. sdir = new Vector3(),
  6305. tdir = new Vector3();
  6306. function handleTriangle(a, b, c) {
  6307. vA.fromArray(positions, a * 3);
  6308. vB.fromArray(positions, b * 3);
  6309. vC.fromArray(positions, c * 3);
  6310. uvA.fromArray(uvs, a * 2);
  6311. uvB.fromArray(uvs, b * 2);
  6312. uvC.fromArray(uvs, c * 2);
  6313. vB.sub(vA);
  6314. vC.sub(vA);
  6315. uvB.sub(uvA);
  6316. uvC.sub(uvA);
  6317. const r = 1.0 / (uvB.x * uvC.y - uvC.x * uvB.y); // silently ignore degenerate uv triangles having coincident or colinear vertices
  6318. if (!isFinite(r)) return;
  6319. sdir.copy(vB).multiplyScalar(uvC.y).addScaledVector(vC, -uvB.y).multiplyScalar(r);
  6320. tdir.copy(vC).multiplyScalar(uvB.x).addScaledVector(vB, -uvC.x).multiplyScalar(r);
  6321. tan1[a].add(sdir);
  6322. tan1[b].add(sdir);
  6323. tan1[c].add(sdir);
  6324. tan2[a].add(tdir);
  6325. tan2[b].add(tdir);
  6326. tan2[c].add(tdir);
  6327. }
  6328. let groups = this.groups;
  6329. if (groups.length === 0) {
  6330. groups = [{
  6331. start: 0,
  6332. count: indices.length
  6333. }];
  6334. }
  6335. for (let i = 0, il = groups.length; i < il; ++i) {
  6336. const group = groups[i];
  6337. const start = group.start;
  6338. const count = group.count;
  6339. for (let j = start, jl = start + count; j < jl; j += 3) {
  6340. handleTriangle(indices[j + 0], indices[j + 1], indices[j + 2]);
  6341. }
  6342. }
  6343. const tmp = new Vector3(),
  6344. tmp2 = new Vector3();
  6345. const n = new Vector3(),
  6346. n2 = new Vector3();
  6347. function handleVertex(v) {
  6348. n.fromArray(normals, v * 3);
  6349. n2.copy(n);
  6350. const t = tan1[v]; // Gram-Schmidt orthogonalize
  6351. tmp.copy(t);
  6352. tmp.sub(n.multiplyScalar(n.dot(t))).normalize(); // Calculate handedness
  6353. tmp2.crossVectors(n2, t);
  6354. const test = tmp2.dot(tan2[v]);
  6355. const w = test < 0.0 ? -1.0 : 1.0;
  6356. tangents[v * 4] = tmp.x;
  6357. tangents[v * 4 + 1] = tmp.y;
  6358. tangents[v * 4 + 2] = tmp.z;
  6359. tangents[v * 4 + 3] = w;
  6360. }
  6361. for (let i = 0, il = groups.length; i < il; ++i) {
  6362. const group = groups[i];
  6363. const start = group.start;
  6364. const count = group.count;
  6365. for (let j = start, jl = start + count; j < jl; j += 3) {
  6366. handleVertex(indices[j + 0]);
  6367. handleVertex(indices[j + 1]);
  6368. handleVertex(indices[j + 2]);
  6369. }
  6370. }
  6371. }
  6372. computeVertexNormals() {
  6373. const index = this.index;
  6374. const positionAttribute = this.getAttribute('position');
  6375. if (positionAttribute !== undefined) {
  6376. let normalAttribute = this.getAttribute('normal');
  6377. if (normalAttribute === undefined) {
  6378. normalAttribute = new BufferAttribute(new Float32Array(positionAttribute.count * 3), 3);
  6379. this.setAttribute('normal', normalAttribute);
  6380. } else {
  6381. // reset existing normals to zero
  6382. for (let i = 0, il = normalAttribute.count; i < il; i++) {
  6383. normalAttribute.setXYZ(i, 0, 0, 0);
  6384. }
  6385. }
  6386. const pA = new Vector3(),
  6387. pB = new Vector3(),
  6388. pC = new Vector3();
  6389. const nA = new Vector3(),
  6390. nB = new Vector3(),
  6391. nC = new Vector3();
  6392. const cb = new Vector3(),
  6393. ab = new Vector3(); // indexed elements
  6394. if (index) {
  6395. for (let i = 0, il = index.count; i < il; i += 3) {
  6396. const vA = index.getX(i + 0);
  6397. const vB = index.getX(i + 1);
  6398. const vC = index.getX(i + 2);
  6399. pA.fromBufferAttribute(positionAttribute, vA);
  6400. pB.fromBufferAttribute(positionAttribute, vB);
  6401. pC.fromBufferAttribute(positionAttribute, vC);
  6402. cb.subVectors(pC, pB);
  6403. ab.subVectors(pA, pB);
  6404. cb.cross(ab);
  6405. nA.fromBufferAttribute(normalAttribute, vA);
  6406. nB.fromBufferAttribute(normalAttribute, vB);
  6407. nC.fromBufferAttribute(normalAttribute, vC);
  6408. nA.add(cb);
  6409. nB.add(cb);
  6410. nC.add(cb);
  6411. normalAttribute.setXYZ(vA, nA.x, nA.y, nA.z);
  6412. normalAttribute.setXYZ(vB, nB.x, nB.y, nB.z);
  6413. normalAttribute.setXYZ(vC, nC.x, nC.y, nC.z);
  6414. }
  6415. } else {
  6416. // non-indexed elements (unconnected triangle soup)
  6417. for (let i = 0, il = positionAttribute.count; i < il; i += 3) {
  6418. pA.fromBufferAttribute(positionAttribute, i + 0);
  6419. pB.fromBufferAttribute(positionAttribute, i + 1);
  6420. pC.fromBufferAttribute(positionAttribute, i + 2);
  6421. cb.subVectors(pC, pB);
  6422. ab.subVectors(pA, pB);
  6423. cb.cross(ab);
  6424. normalAttribute.setXYZ(i + 0, cb.x, cb.y, cb.z);
  6425. normalAttribute.setXYZ(i + 1, cb.x, cb.y, cb.z);
  6426. normalAttribute.setXYZ(i + 2, cb.x, cb.y, cb.z);
  6427. }
  6428. }
  6429. this.normalizeNormals();
  6430. normalAttribute.needsUpdate = true;
  6431. }
  6432. }
  6433. merge(geometry, offset) {
  6434. if (!(geometry && geometry.isBufferGeometry)) {
  6435. console.error('THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry);
  6436. return;
  6437. }
  6438. if (offset === undefined) {
  6439. offset = 0;
  6440. console.warn('THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. ' + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.');
  6441. }
  6442. const attributes = this.attributes;
  6443. for (const key in attributes) {
  6444. if (geometry.attributes[key] === undefined) continue;
  6445. const attribute1 = attributes[key];
  6446. const attributeArray1 = attribute1.array;
  6447. const attribute2 = geometry.attributes[key];
  6448. const attributeArray2 = attribute2.array;
  6449. const attributeOffset = attribute2.itemSize * offset;
  6450. const length = Math.min(attributeArray2.length, attributeArray1.length - attributeOffset);
  6451. for (let i = 0, j = attributeOffset; i < length; i++, j++) {
  6452. attributeArray1[j] = attributeArray2[i];
  6453. }
  6454. }
  6455. return this;
  6456. }
  6457. normalizeNormals() {
  6458. const normals = this.attributes.normal;
  6459. for (let i = 0, il = normals.count; i < il; i++) {
  6460. _vector$8.fromBufferAttribute(normals, i);
  6461. _vector$8.normalize();
  6462. normals.setXYZ(i, _vector$8.x, _vector$8.y, _vector$8.z);
  6463. }
  6464. }
  6465. toNonIndexed() {
  6466. function convertBufferAttribute(attribute, indices) {
  6467. const array = attribute.array;
  6468. const itemSize = attribute.itemSize;
  6469. const normalized = attribute.normalized;
  6470. const array2 = new array.constructor(indices.length * itemSize);
  6471. let index = 0,
  6472. index2 = 0;
  6473. for (let i = 0, l = indices.length; i < l; i++) {
  6474. if (attribute.isInterleavedBufferAttribute) {
  6475. index = indices[i] * attribute.data.stride + attribute.offset;
  6476. } else {
  6477. index = indices[i] * itemSize;
  6478. }
  6479. for (let j = 0; j < itemSize; j++) {
  6480. array2[index2++] = array[index++];
  6481. }
  6482. }
  6483. return new BufferAttribute(array2, itemSize, normalized);
  6484. } //
  6485. if (this.index === null) {
  6486. console.warn('THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.');
  6487. return this;
  6488. }
  6489. const geometry2 = new BufferGeometry();
  6490. const indices = this.index.array;
  6491. const attributes = this.attributes; // attributes
  6492. for (const name in attributes) {
  6493. const attribute = attributes[name];
  6494. const newAttribute = convertBufferAttribute(attribute, indices);
  6495. geometry2.setAttribute(name, newAttribute);
  6496. } // morph attributes
  6497. const morphAttributes = this.morphAttributes;
  6498. for (const name in morphAttributes) {
  6499. const morphArray = [];
  6500. const morphAttribute = morphAttributes[name]; // morphAttribute: array of Float32BufferAttributes
  6501. for (let i = 0, il = morphAttribute.length; i < il; i++) {
  6502. const attribute = morphAttribute[i];
  6503. const newAttribute = convertBufferAttribute(attribute, indices);
  6504. morphArray.push(newAttribute);
  6505. }
  6506. geometry2.morphAttributes[name] = morphArray;
  6507. }
  6508. geometry2.morphTargetsRelative = this.morphTargetsRelative; // groups
  6509. const groups = this.groups;
  6510. for (let i = 0, l = groups.length; i < l; i++) {
  6511. const group = groups[i];
  6512. geometry2.addGroup(group.start, group.count, group.materialIndex);
  6513. }
  6514. return geometry2;
  6515. }
  6516. toJSON() {
  6517. const data = {
  6518. metadata: {
  6519. version: 4.5,
  6520. type: 'BufferGeometry',
  6521. generator: 'BufferGeometry.toJSON'
  6522. }
  6523. }; // standard BufferGeometry serialization
  6524. data.uuid = this.uuid;
  6525. data.type = this.type;
  6526. if (this.name !== '') data.name = this.name;
  6527. if (Object.keys(this.userData).length > 0) data.userData = this.userData;
  6528. if (this.parameters !== undefined) {
  6529. const parameters = this.parameters;
  6530. for (const key in parameters) {
  6531. if (parameters[key] !== undefined) data[key] = parameters[key];
  6532. }
  6533. return data;
  6534. } // for simplicity the code assumes attributes are not shared across geometries, see #15811
  6535. data.data = {
  6536. attributes: {}
  6537. };
  6538. const index = this.index;
  6539. if (index !== null) {
  6540. data.data.index = {
  6541. type: index.array.constructor.name,
  6542. array: Array.prototype.slice.call(index.array)
  6543. };
  6544. }
  6545. const attributes = this.attributes;
  6546. for (const key in attributes) {
  6547. const attribute = attributes[key];
  6548. data.data.attributes[key] = attribute.toJSON(data.data);
  6549. }
  6550. const morphAttributes = {};
  6551. let hasMorphAttributes = false;
  6552. for (const key in this.morphAttributes) {
  6553. const attributeArray = this.morphAttributes[key];
  6554. const array = [];
  6555. for (let i = 0, il = attributeArray.length; i < il; i++) {
  6556. const attribute = attributeArray[i];
  6557. array.push(attribute.toJSON(data.data));
  6558. }
  6559. if (array.length > 0) {
  6560. morphAttributes[key] = array;
  6561. hasMorphAttributes = true;
  6562. }
  6563. }
  6564. if (hasMorphAttributes) {
  6565. data.data.morphAttributes = morphAttributes;
  6566. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6567. }
  6568. const groups = this.groups;
  6569. if (groups.length > 0) {
  6570. data.data.groups = JSON.parse(JSON.stringify(groups));
  6571. }
  6572. const boundingSphere = this.boundingSphere;
  6573. if (boundingSphere !== null) {
  6574. data.data.boundingSphere = {
  6575. center: boundingSphere.center.toArray(),
  6576. radius: boundingSphere.radius
  6577. };
  6578. }
  6579. return data;
  6580. }
  6581. clone() {
  6582. return new this.constructor().copy(this);
  6583. }
  6584. copy(source) {
  6585. // reset
  6586. this.index = null;
  6587. this.attributes = {};
  6588. this.morphAttributes = {};
  6589. this.groups = [];
  6590. this.boundingBox = null;
  6591. this.boundingSphere = null; // used for storing cloned, shared data
  6592. const data = {}; // name
  6593. this.name = source.name; // index
  6594. const index = source.index;
  6595. if (index !== null) {
  6596. this.setIndex(index.clone(data));
  6597. } // attributes
  6598. const attributes = source.attributes;
  6599. for (const name in attributes) {
  6600. const attribute = attributes[name];
  6601. this.setAttribute(name, attribute.clone(data));
  6602. } // morph attributes
  6603. const morphAttributes = source.morphAttributes;
  6604. for (const name in morphAttributes) {
  6605. const array = [];
  6606. const morphAttribute = morphAttributes[name]; // morphAttribute: array of Float32BufferAttributes
  6607. for (let i = 0, l = morphAttribute.length; i < l; i++) {
  6608. array.push(morphAttribute[i].clone(data));
  6609. }
  6610. this.morphAttributes[name] = array;
  6611. }
  6612. this.morphTargetsRelative = source.morphTargetsRelative; // groups
  6613. const groups = source.groups;
  6614. for (let i = 0, l = groups.length; i < l; i++) {
  6615. const group = groups[i];
  6616. this.addGroup(group.start, group.count, group.materialIndex);
  6617. } // bounding box
  6618. const boundingBox = source.boundingBox;
  6619. if (boundingBox !== null) {
  6620. this.boundingBox = boundingBox.clone();
  6621. } // bounding sphere
  6622. const boundingSphere = source.boundingSphere;
  6623. if (boundingSphere !== null) {
  6624. this.boundingSphere = boundingSphere.clone();
  6625. } // draw range
  6626. this.drawRange.start = source.drawRange.start;
  6627. this.drawRange.count = source.drawRange.count; // user data
  6628. this.userData = source.userData; // geometry generator parameters
  6629. if (source.parameters !== undefined) this.parameters = Object.assign({}, source.parameters);
  6630. return this;
  6631. }
  6632. dispose() {
  6633. this.dispatchEvent({
  6634. type: 'dispose'
  6635. });
  6636. }
  6637. }
  6638. BufferGeometry.prototype.isBufferGeometry = true;
  6639. const _inverseMatrix$2 = /*@__PURE__*/new Matrix4();
  6640. const _ray$2 = /*@__PURE__*/new Ray();
  6641. const _sphere$3 = /*@__PURE__*/new Sphere();
  6642. const _vA$1 = /*@__PURE__*/new Vector3();
  6643. const _vB$1 = /*@__PURE__*/new Vector3();
  6644. const _vC$1 = /*@__PURE__*/new Vector3();
  6645. const _tempA = /*@__PURE__*/new Vector3();
  6646. const _tempB = /*@__PURE__*/new Vector3();
  6647. const _tempC = /*@__PURE__*/new Vector3();
  6648. const _morphA = /*@__PURE__*/new Vector3();
  6649. const _morphB = /*@__PURE__*/new Vector3();
  6650. const _morphC = /*@__PURE__*/new Vector3();
  6651. const _uvA$1 = /*@__PURE__*/new Vector2();
  6652. const _uvB$1 = /*@__PURE__*/new Vector2();
  6653. const _uvC$1 = /*@__PURE__*/new Vector2();
  6654. const _intersectionPoint = /*@__PURE__*/new Vector3();
  6655. const _intersectionPointWorld = /*@__PURE__*/new Vector3();
  6656. class Mesh extends Object3D {
  6657. constructor(geometry = new BufferGeometry(), material = new MeshBasicMaterial()) {
  6658. super();
  6659. this.type = 'Mesh';
  6660. this.geometry = geometry;
  6661. this.material = material;
  6662. this.updateMorphTargets();
  6663. }
  6664. copy(source) {
  6665. super.copy(source);
  6666. if (source.morphTargetInfluences !== undefined) {
  6667. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6668. }
  6669. if (source.morphTargetDictionary !== undefined) {
  6670. this.morphTargetDictionary = Object.assign({}, source.morphTargetDictionary);
  6671. }
  6672. this.material = source.material;
  6673. this.geometry = source.geometry;
  6674. return this;
  6675. }
  6676. updateMorphTargets() {
  6677. const geometry = this.geometry;
  6678. if (geometry.isBufferGeometry) {
  6679. const morphAttributes = geometry.morphAttributes;
  6680. const keys = Object.keys(morphAttributes);
  6681. if (keys.length > 0) {
  6682. const morphAttribute = morphAttributes[keys[0]];
  6683. if (morphAttribute !== undefined) {
  6684. this.morphTargetInfluences = [];
  6685. this.morphTargetDictionary = {};
  6686. for (let m = 0, ml = morphAttribute.length; m < ml; m++) {
  6687. const name = morphAttribute[m].name || String(m);
  6688. this.morphTargetInfluences.push(0);
  6689. this.morphTargetDictionary[name] = m;
  6690. }
  6691. }
  6692. }
  6693. } else {
  6694. const morphTargets = geometry.morphTargets;
  6695. if (morphTargets !== undefined && morphTargets.length > 0) {
  6696. console.error('THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  6697. }
  6698. }
  6699. }
  6700. raycast(raycaster, intersects) {
  6701. const geometry = this.geometry;
  6702. const material = this.material;
  6703. const matrixWorld = this.matrixWorld;
  6704. if (material === undefined) return; // Checking boundingSphere distance to ray
  6705. if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
  6706. _sphere$3.copy(geometry.boundingSphere);
  6707. _sphere$3.applyMatrix4(matrixWorld);
  6708. if (raycaster.ray.intersectsSphere(_sphere$3) === false) return; //
  6709. _inverseMatrix$2.copy(matrixWorld).invert();
  6710. _ray$2.copy(raycaster.ray).applyMatrix4(_inverseMatrix$2); // Check boundingBox before continuing
  6711. if (geometry.boundingBox !== null) {
  6712. if (_ray$2.intersectsBox(geometry.boundingBox) === false) return;
  6713. }
  6714. let intersection;
  6715. if (geometry.isBufferGeometry) {
  6716. const index = geometry.index;
  6717. const position = geometry.attributes.position;
  6718. const morphPosition = geometry.morphAttributes.position;
  6719. const morphTargetsRelative = geometry.morphTargetsRelative;
  6720. const uv = geometry.attributes.uv;
  6721. const uv2 = geometry.attributes.uv2;
  6722. const groups = geometry.groups;
  6723. const drawRange = geometry.drawRange;
  6724. if (index !== null) {
  6725. // indexed buffer geometry
  6726. if (Array.isArray(material)) {
  6727. for (let i = 0, il = groups.length; i < il; i++) {
  6728. const group = groups[i];
  6729. const groupMaterial = material[group.materialIndex];
  6730. const start = Math.max(group.start, drawRange.start);
  6731. const end = Math.min(index.count, Math.min(group.start + group.count, drawRange.start + drawRange.count));
  6732. for (let j = start, jl = end; j < jl; j += 3) {
  6733. const a = index.getX(j);
  6734. const b = index.getX(j + 1);
  6735. const c = index.getX(j + 2);
  6736. intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);
  6737. if (intersection) {
  6738. intersection.faceIndex = Math.floor(j / 3); // triangle number in indexed buffer semantics
  6739. intersection.face.materialIndex = group.materialIndex;
  6740. intersects.push(intersection);
  6741. }
  6742. }
  6743. }
  6744. } else {
  6745. const start = Math.max(0, drawRange.start);
  6746. const end = Math.min(index.count, drawRange.start + drawRange.count);
  6747. for (let i = start, il = end; i < il; i += 3) {
  6748. const a = index.getX(i);
  6749. const b = index.getX(i + 1);
  6750. const c = index.getX(i + 2);
  6751. intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);
  6752. if (intersection) {
  6753. intersection.faceIndex = Math.floor(i / 3); // triangle number in indexed buffer semantics
  6754. intersects.push(intersection);
  6755. }
  6756. }
  6757. }
  6758. } else if (position !== undefined) {
  6759. // non-indexed buffer geometry
  6760. if (Array.isArray(material)) {
  6761. for (let i = 0, il = groups.length; i < il; i++) {
  6762. const group = groups[i];
  6763. const groupMaterial = material[group.materialIndex];
  6764. const start = Math.max(group.start, drawRange.start);
  6765. const end = Math.min(position.count, Math.min(group.start + group.count, drawRange.start + drawRange.count));
  6766. for (let j = start, jl = end; j < jl; j += 3) {
  6767. const a = j;
  6768. const b = j + 1;
  6769. const c = j + 2;
  6770. intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);
  6771. if (intersection) {
  6772. intersection.faceIndex = Math.floor(j / 3); // triangle number in non-indexed buffer semantics
  6773. intersection.face.materialIndex = group.materialIndex;
  6774. intersects.push(intersection);
  6775. }
  6776. }
  6777. }
  6778. } else {
  6779. const start = Math.max(0, drawRange.start);
  6780. const end = Math.min(position.count, drawRange.start + drawRange.count);
  6781. for (let i = start, il = end; i < il; i += 3) {
  6782. const a = i;
  6783. const b = i + 1;
  6784. const c = i + 2;
  6785. intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);
  6786. if (intersection) {
  6787. intersection.faceIndex = Math.floor(i / 3); // triangle number in non-indexed buffer semantics
  6788. intersects.push(intersection);
  6789. }
  6790. }
  6791. }
  6792. }
  6793. } else if (geometry.isGeometry) {
  6794. console.error('THREE.Mesh.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  6795. }
  6796. }
  6797. }
  6798. Mesh.prototype.isMesh = true;
  6799. function checkIntersection(object, material, raycaster, ray, pA, pB, pC, point) {
  6800. let intersect;
  6801. if (material.side === BackSide) {
  6802. intersect = ray.intersectTriangle(pC, pB, pA, true, point);
  6803. } else {
  6804. intersect = ray.intersectTriangle(pA, pB, pC, material.side !== DoubleSide, point);
  6805. }
  6806. if (intersect === null) return null;
  6807. _intersectionPointWorld.copy(point);
  6808. _intersectionPointWorld.applyMatrix4(object.matrixWorld);
  6809. const distance = raycaster.ray.origin.distanceTo(_intersectionPointWorld);
  6810. if (distance < raycaster.near || distance > raycaster.far) return null;
  6811. return {
  6812. distance: distance,
  6813. point: _intersectionPointWorld.clone(),
  6814. object: object
  6815. };
  6816. }
  6817. function checkBufferGeometryIntersection(object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c) {
  6818. _vA$1.fromBufferAttribute(position, a);
  6819. _vB$1.fromBufferAttribute(position, b);
  6820. _vC$1.fromBufferAttribute(position, c);
  6821. const morphInfluences = object.morphTargetInfluences;
  6822. if (morphPosition && morphInfluences) {
  6823. _morphA.set(0, 0, 0);
  6824. _morphB.set(0, 0, 0);
  6825. _morphC.set(0, 0, 0);
  6826. for (let i = 0, il = morphPosition.length; i < il; i++) {
  6827. const influence = morphInfluences[i];
  6828. const morphAttribute = morphPosition[i];
  6829. if (influence === 0) continue;
  6830. _tempA.fromBufferAttribute(morphAttribute, a);
  6831. _tempB.fromBufferAttribute(morphAttribute, b);
  6832. _tempC.fromBufferAttribute(morphAttribute, c);
  6833. if (morphTargetsRelative) {
  6834. _morphA.addScaledVector(_tempA, influence);
  6835. _morphB.addScaledVector(_tempB, influence);
  6836. _morphC.addScaledVector(_tempC, influence);
  6837. } else {
  6838. _morphA.addScaledVector(_tempA.sub(_vA$1), influence);
  6839. _morphB.addScaledVector(_tempB.sub(_vB$1), influence);
  6840. _morphC.addScaledVector(_tempC.sub(_vC$1), influence);
  6841. }
  6842. }
  6843. _vA$1.add(_morphA);
  6844. _vB$1.add(_morphB);
  6845. _vC$1.add(_morphC);
  6846. }
  6847. if (object.isSkinnedMesh) {
  6848. object.boneTransform(a, _vA$1);
  6849. object.boneTransform(b, _vB$1);
  6850. object.boneTransform(c, _vC$1);
  6851. }
  6852. const intersection = checkIntersection(object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint);
  6853. if (intersection) {
  6854. if (uv) {
  6855. _uvA$1.fromBufferAttribute(uv, a);
  6856. _uvB$1.fromBufferAttribute(uv, b);
  6857. _uvC$1.fromBufferAttribute(uv, c);
  6858. intersection.uv = Triangle.getUV(_intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2());
  6859. }
  6860. if (uv2) {
  6861. _uvA$1.fromBufferAttribute(uv2, a);
  6862. _uvB$1.fromBufferAttribute(uv2, b);
  6863. _uvC$1.fromBufferAttribute(uv2, c);
  6864. intersection.uv2 = Triangle.getUV(_intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2());
  6865. }
  6866. const face = {
  6867. a: a,
  6868. b: b,
  6869. c: c,
  6870. normal: new Vector3(),
  6871. materialIndex: 0
  6872. };
  6873. Triangle.getNormal(_vA$1, _vB$1, _vC$1, face.normal);
  6874. intersection.face = face;
  6875. }
  6876. return intersection;
  6877. }
  6878. class BoxGeometry extends BufferGeometry {
  6879. constructor(width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1) {
  6880. super();
  6881. this.type = 'BoxGeometry';
  6882. this.parameters = {
  6883. width: width,
  6884. height: height,
  6885. depth: depth,
  6886. widthSegments: widthSegments,
  6887. heightSegments: heightSegments,
  6888. depthSegments: depthSegments
  6889. };
  6890. const scope = this; // segments
  6891. widthSegments = Math.floor(widthSegments);
  6892. heightSegments = Math.floor(heightSegments);
  6893. depthSegments = Math.floor(depthSegments); // buffers
  6894. const indices = [];
  6895. const vertices = [];
  6896. const normals = [];
  6897. const uvs = []; // helper variables
  6898. let numberOfVertices = 0;
  6899. let groupStart = 0; // build each side of the box geometry
  6900. buildPlane('z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0); // px
  6901. buildPlane('z', 'y', 'x', 1, -1, depth, height, -width, depthSegments, heightSegments, 1); // nx
  6902. buildPlane('x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2); // py
  6903. buildPlane('x', 'z', 'y', 1, -1, width, depth, -height, widthSegments, depthSegments, 3); // ny
  6904. buildPlane('x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4); // pz
  6905. buildPlane('x', 'y', 'z', -1, -1, width, height, -depth, widthSegments, heightSegments, 5); // nz
  6906. // build geometry
  6907. this.setIndex(indices);
  6908. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  6909. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  6910. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  6911. function buildPlane(u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex) {
  6912. const segmentWidth = width / gridX;
  6913. const segmentHeight = height / gridY;
  6914. const widthHalf = width / 2;
  6915. const heightHalf = height / 2;
  6916. const depthHalf = depth / 2;
  6917. const gridX1 = gridX + 1;
  6918. const gridY1 = gridY + 1;
  6919. let vertexCounter = 0;
  6920. let groupCount = 0;
  6921. const vector = new Vector3(); // generate vertices, normals and uvs
  6922. for (let iy = 0; iy < gridY1; iy++) {
  6923. const y = iy * segmentHeight - heightHalf;
  6924. for (let ix = 0; ix < gridX1; ix++) {
  6925. const x = ix * segmentWidth - widthHalf; // set values to correct vector component
  6926. vector[u] = x * udir;
  6927. vector[v] = y * vdir;
  6928. vector[w] = depthHalf; // now apply vector to vertex buffer
  6929. vertices.push(vector.x, vector.y, vector.z); // set values to correct vector component
  6930. vector[u] = 0;
  6931. vector[v] = 0;
  6932. vector[w] = depth > 0 ? 1 : -1; // now apply vector to normal buffer
  6933. normals.push(vector.x, vector.y, vector.z); // uvs
  6934. uvs.push(ix / gridX);
  6935. uvs.push(1 - iy / gridY); // counters
  6936. vertexCounter += 1;
  6937. }
  6938. } // indices
  6939. // 1. you need three indices to draw a single face
  6940. // 2. a single segment consists of two faces
  6941. // 3. so we need to generate six (2*3) indices per segment
  6942. for (let iy = 0; iy < gridY; iy++) {
  6943. for (let ix = 0; ix < gridX; ix++) {
  6944. const a = numberOfVertices + ix + gridX1 * iy;
  6945. const b = numberOfVertices + ix + gridX1 * (iy + 1);
  6946. const c = numberOfVertices + (ix + 1) + gridX1 * (iy + 1);
  6947. const d = numberOfVertices + (ix + 1) + gridX1 * iy; // faces
  6948. indices.push(a, b, d);
  6949. indices.push(b, c, d); // increase counter
  6950. groupCount += 6;
  6951. }
  6952. } // add a group to the geometry. this will ensure multi material support
  6953. scope.addGroup(groupStart, groupCount, materialIndex); // calculate new start value for groups
  6954. groupStart += groupCount; // update total number of vertices
  6955. numberOfVertices += vertexCounter;
  6956. }
  6957. }
  6958. static fromJSON(data) {
  6959. return new BoxGeometry(data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments);
  6960. }
  6961. }
  6962. /**
  6963. * Uniform Utilities
  6964. */
  6965. function cloneUniforms(src) {
  6966. const dst = {};
  6967. for (const u in src) {
  6968. dst[u] = {};
  6969. for (const p in src[u]) {
  6970. const property = src[u][p];
  6971. if (property && (property.isColor || property.isMatrix3 || property.isMatrix4 || property.isVector2 || property.isVector3 || property.isVector4 || property.isTexture || property.isQuaternion)) {
  6972. dst[u][p] = property.clone();
  6973. } else if (Array.isArray(property)) {
  6974. dst[u][p] = property.slice();
  6975. } else {
  6976. dst[u][p] = property;
  6977. }
  6978. }
  6979. }
  6980. return dst;
  6981. }
  6982. function mergeUniforms(uniforms) {
  6983. const merged = {};
  6984. for (let u = 0; u < uniforms.length; u++) {
  6985. const tmp = cloneUniforms(uniforms[u]);
  6986. for (const p in tmp) {
  6987. merged[p] = tmp[p];
  6988. }
  6989. }
  6990. return merged;
  6991. } // Legacy
  6992. const UniformsUtils = {
  6993. clone: cloneUniforms,
  6994. merge: mergeUniforms
  6995. };
  6996. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  6997. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  6998. /**
  6999. * parameters = {
  7000. * defines: { "label" : "value" },
  7001. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7002. *
  7003. * fragmentShader: <string>,
  7004. * vertexShader: <string>,
  7005. *
  7006. * wireframe: <boolean>,
  7007. * wireframeLinewidth: <float>,
  7008. *
  7009. * lights: <bool>
  7010. * }
  7011. */
  7012. class ShaderMaterial extends Material {
  7013. constructor(parameters) {
  7014. super();
  7015. this.type = 'ShaderMaterial';
  7016. this.defines = {};
  7017. this.uniforms = {};
  7018. this.vertexShader = default_vertex;
  7019. this.fragmentShader = default_fragment;
  7020. this.linewidth = 1;
  7021. this.wireframe = false;
  7022. this.wireframeLinewidth = 1;
  7023. this.fog = false; // set to use scene fog
  7024. this.lights = false; // set to use scene lights
  7025. this.clipping = false; // set to use user-defined clipping planes
  7026. this.extensions = {
  7027. derivatives: false,
  7028. // set to use derivatives
  7029. fragDepth: false,
  7030. // set to use fragment depth values
  7031. drawBuffers: false,
  7032. // set to use draw buffers
  7033. shaderTextureLOD: false // set to use shader texture LOD
  7034. }; // When rendered geometry doesn't include these attributes but the material does,
  7035. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7036. this.defaultAttributeValues = {
  7037. 'color': [1, 1, 1],
  7038. 'uv': [0, 0],
  7039. 'uv2': [0, 0]
  7040. };
  7041. this.index0AttributeName = undefined;
  7042. this.uniformsNeedUpdate = false;
  7043. this.glslVersion = null;
  7044. if (parameters !== undefined) {
  7045. if (parameters.attributes !== undefined) {
  7046. console.error('THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.');
  7047. }
  7048. this.setValues(parameters);
  7049. }
  7050. }
  7051. copy(source) {
  7052. super.copy(source);
  7053. this.fragmentShader = source.fragmentShader;
  7054. this.vertexShader = source.vertexShader;
  7055. this.uniforms = cloneUniforms(source.uniforms);
  7056. this.defines = Object.assign({}, source.defines);
  7057. this.wireframe = source.wireframe;
  7058. this.wireframeLinewidth = source.wireframeLinewidth;
  7059. this.lights = source.lights;
  7060. this.clipping = source.clipping;
  7061. this.extensions = Object.assign({}, source.extensions);
  7062. this.glslVersion = source.glslVersion;
  7063. return this;
  7064. }
  7065. toJSON(meta) {
  7066. const data = super.toJSON(meta);
  7067. data.glslVersion = this.glslVersion;
  7068. data.uniforms = {};
  7069. for (const name in this.uniforms) {
  7070. const uniform = this.uniforms[name];
  7071. const value = uniform.value;
  7072. if (value && value.isTexture) {
  7073. data.uniforms[name] = {
  7074. type: 't',
  7075. value: value.toJSON(meta).uuid
  7076. };
  7077. } else if (value && value.isColor) {
  7078. data.uniforms[name] = {
  7079. type: 'c',
  7080. value: value.getHex()
  7081. };
  7082. } else if (value && value.isVector2) {
  7083. data.uniforms[name] = {
  7084. type: 'v2',
  7085. value: value.toArray()
  7086. };
  7087. } else if (value && value.isVector3) {
  7088. data.uniforms[name] = {
  7089. type: 'v3',
  7090. value: value.toArray()
  7091. };
  7092. } else if (value && value.isVector4) {
  7093. data.uniforms[name] = {
  7094. type: 'v4',
  7095. value: value.toArray()
  7096. };
  7097. } else if (value && value.isMatrix3) {
  7098. data.uniforms[name] = {
  7099. type: 'm3',
  7100. value: value.toArray()
  7101. };
  7102. } else if (value && value.isMatrix4) {
  7103. data.uniforms[name] = {
  7104. type: 'm4',
  7105. value: value.toArray()
  7106. };
  7107. } else {
  7108. data.uniforms[name] = {
  7109. value: value
  7110. }; // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7111. }
  7112. }
  7113. if (Object.keys(this.defines).length > 0) data.defines = this.defines;
  7114. data.vertexShader = this.vertexShader;
  7115. data.fragmentShader = this.fragmentShader;
  7116. const extensions = {};
  7117. for (const key in this.extensions) {
  7118. if (this.extensions[key] === true) extensions[key] = true;
  7119. }
  7120. if (Object.keys(extensions).length > 0) data.extensions = extensions;
  7121. return data;
  7122. }
  7123. }
  7124. ShaderMaterial.prototype.isShaderMaterial = true;
  7125. class Camera extends Object3D {
  7126. constructor() {
  7127. super();
  7128. this.type = 'Camera';
  7129. this.matrixWorldInverse = new Matrix4();
  7130. this.projectionMatrix = new Matrix4();
  7131. this.projectionMatrixInverse = new Matrix4();
  7132. }
  7133. copy(source, recursive) {
  7134. super.copy(source, recursive);
  7135. this.matrixWorldInverse.copy(source.matrixWorldInverse);
  7136. this.projectionMatrix.copy(source.projectionMatrix);
  7137. this.projectionMatrixInverse.copy(source.projectionMatrixInverse);
  7138. return this;
  7139. }
  7140. getWorldDirection(target) {
  7141. this.updateWorldMatrix(true, false);
  7142. const e = this.matrixWorld.elements;
  7143. return target.set(-e[8], -e[9], -e[10]).normalize();
  7144. }
  7145. updateMatrixWorld(force) {
  7146. super.updateMatrixWorld(force);
  7147. this.matrixWorldInverse.copy(this.matrixWorld).invert();
  7148. }
  7149. updateWorldMatrix(updateParents, updateChildren) {
  7150. super.updateWorldMatrix(updateParents, updateChildren);
  7151. this.matrixWorldInverse.copy(this.matrixWorld).invert();
  7152. }
  7153. clone() {
  7154. return new this.constructor().copy(this);
  7155. }
  7156. }
  7157. Camera.prototype.isCamera = true;
  7158. class PerspectiveCamera extends Camera {
  7159. constructor(fov = 50, aspect = 1, near = 0.1, far = 2000) {
  7160. super();
  7161. this.type = 'PerspectiveCamera';
  7162. this.fov = fov;
  7163. this.zoom = 1;
  7164. this.near = near;
  7165. this.far = far;
  7166. this.focus = 10;
  7167. this.aspect = aspect;
  7168. this.view = null;
  7169. this.filmGauge = 35; // width of the film (default in millimeters)
  7170. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7171. this.updateProjectionMatrix();
  7172. }
  7173. copy(source, recursive) {
  7174. super.copy(source, recursive);
  7175. this.fov = source.fov;
  7176. this.zoom = source.zoom;
  7177. this.near = source.near;
  7178. this.far = source.far;
  7179. this.focus = source.focus;
  7180. this.aspect = source.aspect;
  7181. this.view = source.view === null ? null : Object.assign({}, source.view);
  7182. this.filmGauge = source.filmGauge;
  7183. this.filmOffset = source.filmOffset;
  7184. return this;
  7185. }
  7186. /**
  7187. * Sets the FOV by focal length in respect to the current .filmGauge.
  7188. *
  7189. * The default film gauge is 35, so that the focal length can be specified for
  7190. * a 35mm (full frame) camera.
  7191. *
  7192. * Values for focal length and film gauge must have the same unit.
  7193. */
  7194. setFocalLength(focalLength) {
  7195. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  7196. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7197. this.fov = RAD2DEG * 2 * Math.atan(vExtentSlope);
  7198. this.updateProjectionMatrix();
  7199. }
  7200. /**
  7201. * Calculates the focal length from the current .fov and .filmGauge.
  7202. */
  7203. getFocalLength() {
  7204. const vExtentSlope = Math.tan(DEG2RAD * 0.5 * this.fov);
  7205. return 0.5 * this.getFilmHeight() / vExtentSlope;
  7206. }
  7207. getEffectiveFOV() {
  7208. return RAD2DEG * 2 * Math.atan(Math.tan(DEG2RAD * 0.5 * this.fov) / this.zoom);
  7209. }
  7210. getFilmWidth() {
  7211. // film not completely covered in portrait format (aspect < 1)
  7212. return this.filmGauge * Math.min(this.aspect, 1);
  7213. }
  7214. getFilmHeight() {
  7215. // film not completely covered in landscape format (aspect > 1)
  7216. return this.filmGauge / Math.max(this.aspect, 1);
  7217. }
  7218. /**
  7219. * Sets an offset in a larger frustum. This is useful for multi-window or
  7220. * multi-monitor/multi-machine setups.
  7221. *
  7222. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  7223. * the monitors are in grid like this
  7224. *
  7225. * +---+---+---+
  7226. * | A | B | C |
  7227. * +---+---+---+
  7228. * | D | E | F |
  7229. * +---+---+---+
  7230. *
  7231. * then for each monitor you would call it like this
  7232. *
  7233. * const w = 1920;
  7234. * const h = 1080;
  7235. * const fullWidth = w * 3;
  7236. * const fullHeight = h * 2;
  7237. *
  7238. * --A--
  7239. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  7240. * --B--
  7241. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  7242. * --C--
  7243. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  7244. * --D--
  7245. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  7246. * --E--
  7247. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  7248. * --F--
  7249. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  7250. *
  7251. * Note there is no reason monitors have to be the same size or in a grid.
  7252. */
  7253. setViewOffset(fullWidth, fullHeight, x, y, width, height) {
  7254. this.aspect = fullWidth / fullHeight;
  7255. if (this.view === null) {
  7256. this.view = {
  7257. enabled: true,
  7258. fullWidth: 1,
  7259. fullHeight: 1,
  7260. offsetX: 0,
  7261. offsetY: 0,
  7262. width: 1,
  7263. height: 1
  7264. };
  7265. }
  7266. this.view.enabled = true;
  7267. this.view.fullWidth = fullWidth;
  7268. this.view.fullHeight = fullHeight;
  7269. this.view.offsetX = x;
  7270. this.view.offsetY = y;
  7271. this.view.width = width;
  7272. this.view.height = height;
  7273. this.updateProjectionMatrix();
  7274. }
  7275. clearViewOffset() {
  7276. if (this.view !== null) {
  7277. this.view.enabled = false;
  7278. }
  7279. this.updateProjectionMatrix();
  7280. }
  7281. updateProjectionMatrix() {
  7282. const near = this.near;
  7283. let top = near * Math.tan(DEG2RAD * 0.5 * this.fov) / this.zoom;
  7284. let height = 2 * top;
  7285. let width = this.aspect * height;
  7286. let left = -0.5 * width;
  7287. const view = this.view;
  7288. if (this.view !== null && this.view.enabled) {
  7289. const fullWidth = view.fullWidth,
  7290. fullHeight = view.fullHeight;
  7291. left += view.offsetX * width / fullWidth;
  7292. top -= view.offsetY * height / fullHeight;
  7293. width *= view.width / fullWidth;
  7294. height *= view.height / fullHeight;
  7295. }
  7296. const skew = this.filmOffset;
  7297. if (skew !== 0) left += near * skew / this.getFilmWidth();
  7298. this.projectionMatrix.makePerspective(left, left + width, top, top - height, near, this.far);
  7299. this.projectionMatrixInverse.copy(this.projectionMatrix).invert();
  7300. }
  7301. toJSON(meta) {
  7302. const data = super.toJSON(meta);
  7303. data.object.fov = this.fov;
  7304. data.object.zoom = this.zoom;
  7305. data.object.near = this.near;
  7306. data.object.far = this.far;
  7307. data.object.focus = this.focus;
  7308. data.object.aspect = this.aspect;
  7309. if (this.view !== null) data.object.view = Object.assign({}, this.view);
  7310. data.object.filmGauge = this.filmGauge;
  7311. data.object.filmOffset = this.filmOffset;
  7312. return data;
  7313. }
  7314. }
  7315. PerspectiveCamera.prototype.isPerspectiveCamera = true;
  7316. const fov = 90,
  7317. aspect = 1;
  7318. class CubeCamera extends Object3D {
  7319. constructor(near, far, renderTarget) {
  7320. super();
  7321. this.type = 'CubeCamera';
  7322. if (renderTarget.isWebGLCubeRenderTarget !== true) {
  7323. console.error('THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.');
  7324. return;
  7325. }
  7326. this.renderTarget = renderTarget;
  7327. const cameraPX = new PerspectiveCamera(fov, aspect, near, far);
  7328. cameraPX.layers = this.layers;
  7329. cameraPX.up.set(0, -1, 0);
  7330. cameraPX.lookAt(new Vector3(1, 0, 0));
  7331. this.add(cameraPX);
  7332. const cameraNX = new PerspectiveCamera(fov, aspect, near, far);
  7333. cameraNX.layers = this.layers;
  7334. cameraNX.up.set(0, -1, 0);
  7335. cameraNX.lookAt(new Vector3(-1, 0, 0));
  7336. this.add(cameraNX);
  7337. const cameraPY = new PerspectiveCamera(fov, aspect, near, far);
  7338. cameraPY.layers = this.layers;
  7339. cameraPY.up.set(0, 0, 1);
  7340. cameraPY.lookAt(new Vector3(0, 1, 0));
  7341. this.add(cameraPY);
  7342. const cameraNY = new PerspectiveCamera(fov, aspect, near, far);
  7343. cameraNY.layers = this.layers;
  7344. cameraNY.up.set(0, 0, -1);
  7345. cameraNY.lookAt(new Vector3(0, -1, 0));
  7346. this.add(cameraNY);
  7347. const cameraPZ = new PerspectiveCamera(fov, aspect, near, far);
  7348. cameraPZ.layers = this.layers;
  7349. cameraPZ.up.set(0, -1, 0);
  7350. cameraPZ.lookAt(new Vector3(0, 0, 1));
  7351. this.add(cameraPZ);
  7352. const cameraNZ = new PerspectiveCamera(fov, aspect, near, far);
  7353. cameraNZ.layers = this.layers;
  7354. cameraNZ.up.set(0, -1, 0);
  7355. cameraNZ.lookAt(new Vector3(0, 0, -1));
  7356. this.add(cameraNZ);
  7357. }
  7358. update(renderer, scene) {
  7359. if (this.parent === null) this.updateMatrixWorld();
  7360. const renderTarget = this.renderTarget;
  7361. const [cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ] = this.children;
  7362. const currentXrEnabled = renderer.xr.enabled;
  7363. const currentRenderTarget = renderer.getRenderTarget();
  7364. renderer.xr.enabled = false;
  7365. const generateMipmaps = renderTarget.texture.generateMipmaps;
  7366. renderTarget.texture.generateMipmaps = false;
  7367. renderer.setRenderTarget(renderTarget, 0);
  7368. renderer.render(scene, cameraPX);
  7369. renderer.setRenderTarget(renderTarget, 1);
  7370. renderer.render(scene, cameraNX);
  7371. renderer.setRenderTarget(renderTarget, 2);
  7372. renderer.render(scene, cameraPY);
  7373. renderer.setRenderTarget(renderTarget, 3);
  7374. renderer.render(scene, cameraNY);
  7375. renderer.setRenderTarget(renderTarget, 4);
  7376. renderer.render(scene, cameraPZ);
  7377. renderTarget.texture.generateMipmaps = generateMipmaps;
  7378. renderer.setRenderTarget(renderTarget, 5);
  7379. renderer.render(scene, cameraNZ);
  7380. renderer.setRenderTarget(currentRenderTarget);
  7381. renderer.xr.enabled = currentXrEnabled;
  7382. }
  7383. }
  7384. class CubeTexture extends Texture {
  7385. constructor(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding) {
  7386. images = images !== undefined ? images : [];
  7387. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  7388. super(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);
  7389. this.flipY = false;
  7390. }
  7391. get images() {
  7392. return this.image;
  7393. }
  7394. set images(value) {
  7395. this.image = value;
  7396. }
  7397. }
  7398. CubeTexture.prototype.isCubeTexture = true;
  7399. class WebGLCubeRenderTarget extends WebGLRenderTarget {
  7400. constructor(size, options, dummy) {
  7401. if (Number.isInteger(options)) {
  7402. console.warn('THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )');
  7403. options = dummy;
  7404. }
  7405. super(size, size, options);
  7406. options = options || {}; // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  7407. // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  7408. // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
  7409. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  7410. // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
  7411. // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
  7412. this.texture = new CubeTexture(undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding);
  7413. this.texture.isRenderTargetTexture = true;
  7414. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  7415. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  7416. this.texture._needsFlipEnvMap = false;
  7417. }
  7418. fromEquirectangularTexture(renderer, texture) {
  7419. this.texture.type = texture.type;
  7420. this.texture.format = RGBAFormat; // see #18859
  7421. this.texture.encoding = texture.encoding;
  7422. this.texture.generateMipmaps = texture.generateMipmaps;
  7423. this.texture.minFilter = texture.minFilter;
  7424. this.texture.magFilter = texture.magFilter;
  7425. const shader = {
  7426. uniforms: {
  7427. tEquirect: {
  7428. value: null
  7429. }
  7430. },
  7431. vertexShader:
  7432. /* glsl */
  7433. `
  7434. varying vec3 vWorldDirection;
  7435. vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
  7436. return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
  7437. }
  7438. void main() {
  7439. vWorldDirection = transformDirection( position, modelMatrix );
  7440. #include <begin_vertex>
  7441. #include <project_vertex>
  7442. }
  7443. `,
  7444. fragmentShader:
  7445. /* glsl */
  7446. `
  7447. uniform sampler2D tEquirect;
  7448. varying vec3 vWorldDirection;
  7449. #include <common>
  7450. void main() {
  7451. vec3 direction = normalize( vWorldDirection );
  7452. vec2 sampleUV = equirectUv( direction );
  7453. gl_FragColor = texture2D( tEquirect, sampleUV );
  7454. }
  7455. `
  7456. };
  7457. const geometry = new BoxGeometry(5, 5, 5);
  7458. const material = new ShaderMaterial({
  7459. name: 'CubemapFromEquirect',
  7460. uniforms: cloneUniforms(shader.uniforms),
  7461. vertexShader: shader.vertexShader,
  7462. fragmentShader: shader.fragmentShader,
  7463. side: BackSide,
  7464. blending: NoBlending
  7465. });
  7466. material.uniforms.tEquirect.value = texture;
  7467. const mesh = new Mesh(geometry, material);
  7468. const currentMinFilter = texture.minFilter; // Avoid blurred poles
  7469. if (texture.minFilter === LinearMipmapLinearFilter) texture.minFilter = LinearFilter;
  7470. const camera = new CubeCamera(1, 10, this);
  7471. camera.update(renderer, mesh);
  7472. texture.minFilter = currentMinFilter;
  7473. mesh.geometry.dispose();
  7474. mesh.material.dispose();
  7475. return this;
  7476. }
  7477. clear(renderer, color, depth, stencil) {
  7478. const currentRenderTarget = renderer.getRenderTarget();
  7479. for (let i = 0; i < 6; i++) {
  7480. renderer.setRenderTarget(this, i);
  7481. renderer.clear(color, depth, stencil);
  7482. }
  7483. renderer.setRenderTarget(currentRenderTarget);
  7484. }
  7485. }
  7486. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  7487. const _vector1 = /*@__PURE__*/new Vector3();
  7488. const _vector2 = /*@__PURE__*/new Vector3();
  7489. const _normalMatrix = /*@__PURE__*/new Matrix3();
  7490. class Plane {
  7491. constructor(normal = new Vector3(1, 0, 0), constant = 0) {
  7492. // normal is assumed to be normalized
  7493. this.normal = normal;
  7494. this.constant = constant;
  7495. }
  7496. set(normal, constant) {
  7497. this.normal.copy(normal);
  7498. this.constant = constant;
  7499. return this;
  7500. }
  7501. setComponents(x, y, z, w) {
  7502. this.normal.set(x, y, z);
  7503. this.constant = w;
  7504. return this;
  7505. }
  7506. setFromNormalAndCoplanarPoint(normal, point) {
  7507. this.normal.copy(normal);
  7508. this.constant = -point.dot(this.normal);
  7509. return this;
  7510. }
  7511. setFromCoplanarPoints(a, b, c) {
  7512. const 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)?
  7513. this.setFromNormalAndCoplanarPoint(normal, a);
  7514. return this;
  7515. }
  7516. copy(plane) {
  7517. this.normal.copy(plane.normal);
  7518. this.constant = plane.constant;
  7519. return this;
  7520. }
  7521. normalize() {
  7522. // Note: will lead to a divide by zero if the plane is invalid.
  7523. const inverseNormalLength = 1.0 / this.normal.length();
  7524. this.normal.multiplyScalar(inverseNormalLength);
  7525. this.constant *= inverseNormalLength;
  7526. return this;
  7527. }
  7528. negate() {
  7529. this.constant *= -1;
  7530. this.normal.negate();
  7531. return this;
  7532. }
  7533. distanceToPoint(point) {
  7534. return this.normal.dot(point) + this.constant;
  7535. }
  7536. distanceToSphere(sphere) {
  7537. return this.distanceToPoint(sphere.center) - sphere.radius;
  7538. }
  7539. projectPoint(point, target) {
  7540. return target.copy(this.normal).multiplyScalar(-this.distanceToPoint(point)).add(point);
  7541. }
  7542. intersectLine(line, target) {
  7543. const direction = line.delta(_vector1);
  7544. const denominator = this.normal.dot(direction);
  7545. if (denominator === 0) {
  7546. // line is coplanar, return origin
  7547. if (this.distanceToPoint(line.start) === 0) {
  7548. return target.copy(line.start);
  7549. } // Unsure if this is the correct method to handle this case.
  7550. return null;
  7551. }
  7552. const t = -(line.start.dot(this.normal) + this.constant) / denominator;
  7553. if (t < 0 || t > 1) {
  7554. return null;
  7555. }
  7556. return target.copy(direction).multiplyScalar(t).add(line.start);
  7557. }
  7558. intersectsLine(line) {
  7559. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  7560. const startSign = this.distanceToPoint(line.start);
  7561. const endSign = this.distanceToPoint(line.end);
  7562. return startSign < 0 && endSign > 0 || endSign < 0 && startSign > 0;
  7563. }
  7564. intersectsBox(box) {
  7565. return box.intersectsPlane(this);
  7566. }
  7567. intersectsSphere(sphere) {
  7568. return sphere.intersectsPlane(this);
  7569. }
  7570. coplanarPoint(target) {
  7571. return target.copy(this.normal).multiplyScalar(-this.constant);
  7572. }
  7573. applyMatrix4(matrix, optionalNormalMatrix) {
  7574. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix(matrix);
  7575. const referencePoint = this.coplanarPoint(_vector1).applyMatrix4(matrix);
  7576. const normal = this.normal.applyMatrix3(normalMatrix).normalize();
  7577. this.constant = -referencePoint.dot(normal);
  7578. return this;
  7579. }
  7580. translate(offset) {
  7581. this.constant -= offset.dot(this.normal);
  7582. return this;
  7583. }
  7584. equals(plane) {
  7585. return plane.normal.equals(this.normal) && plane.constant === this.constant;
  7586. }
  7587. clone() {
  7588. return new this.constructor().copy(this);
  7589. }
  7590. }
  7591. Plane.prototype.isPlane = true;
  7592. const _sphere$2 = /*@__PURE__*/new Sphere();
  7593. const _vector$7 = /*@__PURE__*/new Vector3();
  7594. class Frustum {
  7595. constructor(p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane()) {
  7596. this.planes = [p0, p1, p2, p3, p4, p5];
  7597. }
  7598. set(p0, p1, p2, p3, p4, p5) {
  7599. const planes = this.planes;
  7600. planes[0].copy(p0);
  7601. planes[1].copy(p1);
  7602. planes[2].copy(p2);
  7603. planes[3].copy(p3);
  7604. planes[4].copy(p4);
  7605. planes[5].copy(p5);
  7606. return this;
  7607. }
  7608. copy(frustum) {
  7609. const planes = this.planes;
  7610. for (let i = 0; i < 6; i++) {
  7611. planes[i].copy(frustum.planes[i]);
  7612. }
  7613. return this;
  7614. }
  7615. setFromProjectionMatrix(m) {
  7616. const planes = this.planes;
  7617. const me = m.elements;
  7618. const me0 = me[0],
  7619. me1 = me[1],
  7620. me2 = me[2],
  7621. me3 = me[3];
  7622. const me4 = me[4],
  7623. me5 = me[5],
  7624. me6 = me[6],
  7625. me7 = me[7];
  7626. const me8 = me[8],
  7627. me9 = me[9],
  7628. me10 = me[10],
  7629. me11 = me[11];
  7630. const me12 = me[12],
  7631. me13 = me[13],
  7632. me14 = me[14],
  7633. me15 = me[15];
  7634. planes[0].setComponents(me3 - me0, me7 - me4, me11 - me8, me15 - me12).normalize();
  7635. planes[1].setComponents(me3 + me0, me7 + me4, me11 + me8, me15 + me12).normalize();
  7636. planes[2].setComponents(me3 + me1, me7 + me5, me11 + me9, me15 + me13).normalize();
  7637. planes[3].setComponents(me3 - me1, me7 - me5, me11 - me9, me15 - me13).normalize();
  7638. planes[4].setComponents(me3 - me2, me7 - me6, me11 - me10, me15 - me14).normalize();
  7639. planes[5].setComponents(me3 + me2, me7 + me6, me11 + me10, me15 + me14).normalize();
  7640. return this;
  7641. }
  7642. intersectsObject(object) {
  7643. const geometry = object.geometry;
  7644. if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
  7645. _sphere$2.copy(geometry.boundingSphere).applyMatrix4(object.matrixWorld);
  7646. return this.intersectsSphere(_sphere$2);
  7647. }
  7648. intersectsSprite(sprite) {
  7649. _sphere$2.center.set(0, 0, 0);
  7650. _sphere$2.radius = 0.7071067811865476;
  7651. _sphere$2.applyMatrix4(sprite.matrixWorld);
  7652. return this.intersectsSphere(_sphere$2);
  7653. }
  7654. intersectsSphere(sphere) {
  7655. const planes = this.planes;
  7656. const center = sphere.center;
  7657. const negRadius = -sphere.radius;
  7658. for (let i = 0; i < 6; i++) {
  7659. const distance = planes[i].distanceToPoint(center);
  7660. if (distance < negRadius) {
  7661. return false;
  7662. }
  7663. }
  7664. return true;
  7665. }
  7666. intersectsBox(box) {
  7667. const planes = this.planes;
  7668. for (let i = 0; i < 6; i++) {
  7669. const plane = planes[i]; // corner at max distance
  7670. _vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  7671. _vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  7672. _vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  7673. if (plane.distanceToPoint(_vector$7) < 0) {
  7674. return false;
  7675. }
  7676. }
  7677. return true;
  7678. }
  7679. containsPoint(point) {
  7680. const planes = this.planes;
  7681. for (let i = 0; i < 6; i++) {
  7682. if (planes[i].distanceToPoint(point) < 0) {
  7683. return false;
  7684. }
  7685. }
  7686. return true;
  7687. }
  7688. clone() {
  7689. return new this.constructor().copy(this);
  7690. }
  7691. }
  7692. function WebGLAnimation() {
  7693. let context = null;
  7694. let isAnimating = false;
  7695. let animationLoop = null;
  7696. let requestId = null;
  7697. function onAnimationFrame(time, frame) {
  7698. animationLoop(time, frame);
  7699. requestId = context.requestAnimationFrame(onAnimationFrame);
  7700. }
  7701. return {
  7702. start: function () {
  7703. if (isAnimating === true) return;
  7704. if (animationLoop === null) return;
  7705. requestId = context.requestAnimationFrame(onAnimationFrame);
  7706. isAnimating = true;
  7707. },
  7708. stop: function () {
  7709. context.cancelAnimationFrame(requestId);
  7710. isAnimating = false;
  7711. },
  7712. setAnimationLoop: function (callback) {
  7713. animationLoop = callback;
  7714. },
  7715. setContext: function (value) {
  7716. context = value;
  7717. }
  7718. };
  7719. }
  7720. function WebGLAttributes(gl, capabilities) {
  7721. const isWebGL2 = capabilities.isWebGL2;
  7722. const buffers = new WeakMap();
  7723. function createBuffer(attribute, bufferType) {
  7724. const array = attribute.array;
  7725. const usage = attribute.usage;
  7726. const buffer = gl.createBuffer();
  7727. gl.bindBuffer(bufferType, buffer);
  7728. gl.bufferData(bufferType, array, usage);
  7729. attribute.onUploadCallback();
  7730. let type = gl.FLOAT;
  7731. if (array instanceof Float32Array) {
  7732. type = gl.FLOAT;
  7733. } else if (array instanceof Float64Array) {
  7734. console.warn('THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.');
  7735. } else if (array instanceof Uint16Array) {
  7736. if (attribute.isFloat16BufferAttribute) {
  7737. if (isWebGL2) {
  7738. type = gl.HALF_FLOAT;
  7739. } else {
  7740. console.warn('THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.');
  7741. }
  7742. } else {
  7743. type = gl.UNSIGNED_SHORT;
  7744. }
  7745. } else if (array instanceof Int16Array) {
  7746. type = gl.SHORT;
  7747. } else if (array instanceof Uint32Array) {
  7748. type = gl.UNSIGNED_INT;
  7749. } else if (array instanceof Int32Array) {
  7750. type = gl.INT;
  7751. } else if (array instanceof Int8Array) {
  7752. type = gl.BYTE;
  7753. } else if (array instanceof Uint8Array) {
  7754. type = gl.UNSIGNED_BYTE;
  7755. } else if (array instanceof Uint8ClampedArray) {
  7756. type = gl.UNSIGNED_BYTE;
  7757. }
  7758. return {
  7759. buffer: buffer,
  7760. type: type,
  7761. bytesPerElement: array.BYTES_PER_ELEMENT,
  7762. version: attribute.version
  7763. };
  7764. }
  7765. function updateBuffer(buffer, attribute, bufferType) {
  7766. const array = attribute.array;
  7767. const updateRange = attribute.updateRange;
  7768. gl.bindBuffer(bufferType, buffer);
  7769. if (updateRange.count === -1) {
  7770. // Not using update ranges
  7771. gl.bufferSubData(bufferType, 0, array);
  7772. } else {
  7773. if (isWebGL2) {
  7774. gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array, updateRange.offset, updateRange.count);
  7775. } else {
  7776. gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array.subarray(updateRange.offset, updateRange.offset + updateRange.count));
  7777. }
  7778. updateRange.count = -1; // reset range
  7779. }
  7780. } //
  7781. function get(attribute) {
  7782. if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
  7783. return buffers.get(attribute);
  7784. }
  7785. function remove(attribute) {
  7786. if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
  7787. const data = buffers.get(attribute);
  7788. if (data) {
  7789. gl.deleteBuffer(data.buffer);
  7790. buffers.delete(attribute);
  7791. }
  7792. }
  7793. function update(attribute, bufferType) {
  7794. if (attribute.isGLBufferAttribute) {
  7795. const cached = buffers.get(attribute);
  7796. if (!cached || cached.version < attribute.version) {
  7797. buffers.set(attribute, {
  7798. buffer: attribute.buffer,
  7799. type: attribute.type,
  7800. bytesPerElement: attribute.elementSize,
  7801. version: attribute.version
  7802. });
  7803. }
  7804. return;
  7805. }
  7806. if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
  7807. const data = buffers.get(attribute);
  7808. if (data === undefined) {
  7809. buffers.set(attribute, createBuffer(attribute, bufferType));
  7810. } else if (data.version < attribute.version) {
  7811. updateBuffer(data.buffer, attribute, bufferType);
  7812. data.version = attribute.version;
  7813. }
  7814. }
  7815. return {
  7816. get: get,
  7817. remove: remove,
  7818. update: update
  7819. };
  7820. }
  7821. class PlaneGeometry extends BufferGeometry {
  7822. constructor(width = 1, height = 1, widthSegments = 1, heightSegments = 1) {
  7823. super();
  7824. this.type = 'PlaneGeometry';
  7825. this.parameters = {
  7826. width: width,
  7827. height: height,
  7828. widthSegments: widthSegments,
  7829. heightSegments: heightSegments
  7830. };
  7831. const width_half = width / 2;
  7832. const height_half = height / 2;
  7833. const gridX = Math.floor(widthSegments);
  7834. const gridY = Math.floor(heightSegments);
  7835. const gridX1 = gridX + 1;
  7836. const gridY1 = gridY + 1;
  7837. const segment_width = width / gridX;
  7838. const segment_height = height / gridY; //
  7839. const indices = [];
  7840. const vertices = [];
  7841. const normals = [];
  7842. const uvs = [];
  7843. for (let iy = 0; iy < gridY1; iy++) {
  7844. const y = iy * segment_height - height_half;
  7845. for (let ix = 0; ix < gridX1; ix++) {
  7846. const x = ix * segment_width - width_half;
  7847. vertices.push(x, -y, 0);
  7848. normals.push(0, 0, 1);
  7849. uvs.push(ix / gridX);
  7850. uvs.push(1 - iy / gridY);
  7851. }
  7852. }
  7853. for (let iy = 0; iy < gridY; iy++) {
  7854. for (let ix = 0; ix < gridX; ix++) {
  7855. const a = ix + gridX1 * iy;
  7856. const b = ix + gridX1 * (iy + 1);
  7857. const c = ix + 1 + gridX1 * (iy + 1);
  7858. const d = ix + 1 + gridX1 * iy;
  7859. indices.push(a, b, d);
  7860. indices.push(b, c, d);
  7861. }
  7862. }
  7863. this.setIndex(indices);
  7864. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  7865. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  7866. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  7867. }
  7868. static fromJSON(data) {
  7869. return new PlaneGeometry(data.width, data.height, data.widthSegments, data.heightSegments);
  7870. }
  7871. }
  7872. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  7873. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  7874. var alphatest_fragment = "#ifdef USE_ALPHATEST\n\tif ( diffuseColor.a < alphaTest ) discard;\n#endif";
  7875. var alphatest_pars_fragment = "#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif";
  7876. 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.roughness );\n\t#endif\n#endif";
  7877. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  7878. var begin_vertex = "vec3 transformed = vec3( position );";
  7879. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  7880. var bsdfs = "vec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat V_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_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( V * 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}\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_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif";
  7881. 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, float faceDirection ) {\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 ) * faceDirection;\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";
  7882. 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";
  7883. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  7884. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
  7885. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
  7886. var color_fragment = "#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif";
  7887. var color_pars_fragment = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif";
  7888. var color_pars_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif";
  7889. var color_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif";
  7890. 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 max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\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 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 USE_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}\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}";
  7891. 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";
  7892. 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";
  7893. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  7894. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  7895. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  7896. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  7897. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  7898. 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}";
  7899. 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\tenvColor = envMapTexelToLinear( envColor );\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#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";
  7900. var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\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";
  7901. 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";
  7902. 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";
  7903. 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";
  7904. var fog_vertex = "#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif";
  7905. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif";
  7906. var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
  7907. var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\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";
  7908. 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}";
  7909. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tlightMapIrradiance *= PI;\n\t#endif\n\treflectedLight.indirectDiffuse += lightMapIrradiance;\n#endif";
  7910. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  7911. 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.normal );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry.normal );\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\tgetPointLightInfo( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = 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\tgetSpotLightInfo( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = 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\tgetDirectionalLightInfo( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = 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.normal );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry.normal );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif";
  7912. 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 vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tif ( cutoffDistance > 0.0 ) {\n\t\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t}\n\t\treturn distanceFalloff;\n\t#else\n\t\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\t\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t\t}\n\t\treturn 1.0;\n\t#endif\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\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 getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.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 getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.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 getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.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 vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif";
  7913. 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 getIBLIrradiance( const in vec3 normal ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 reflectVec;\n\t\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\t\treflectVec = reflect( - viewDir, normal );\n\t\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t\t#else\n\t\t\t\treflectVec = refract( - viewDir, normal, refractionRatio );\n\t\t\t#endif\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n#endif";
  7914. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
  7915. var lights_toon_pars_fragment = "varying vec3 vViewPosition;\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\treflectedLight.directDiffuse += irradiance * BRDF_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_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)";
  7916. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  7917. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\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\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, 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_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)";
  7918. 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.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\t#ifdef SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULARINTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vUv ).a;\n\t\t#endif\n\t\t#ifdef USE_SPECULARCOLORMAP\n\t\t\tspecularColorFactor *= specularColorMapTexelToLinear( texture2D( specularColorMap, vUv ) ).rgb;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = mix( min( pow2( ( ior - 1.0 ) / ( ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\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 = sheenColor;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tmaterial.sheenColor *= sheenColorMapTexelToLinear( texture2D( sheenColorMap, vUv ) ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vUv ).a;\n\t#endif\n#endif";
  7919. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n};\nvec3 clearcoatSpecular = vec3( 0.0 );\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\tvec3 FssEss = specularColor * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.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}\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.roughness;\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#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecular += ccIrradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );\n\treflectedLight.directDiffuse += irradiance * BRDF_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_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 USE_CLEARCOAT\n\t\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += 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}";
  7920. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef USE_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\tgetPointLightInfo( 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\tgetSpotLightInfo( 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\tgetDirectionalLightInfo( 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.normal );\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.normal );\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";
  7921. 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 += getIBLIrradiance( geometry.normal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif";
  7922. 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";
  7923. 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";
  7924. 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";
  7925. 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";
  7926. 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";
  7927. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  7928. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  7929. 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";
  7930. 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";
  7931. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  7932. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  7933. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] > 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1, 2 ) * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\t\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\t\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\t\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n\t#endif\n#endif";
  7934. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t\tuniform sampler2DArray morphTargetsTexture;\n\t\tuniform vec2 morphTargetsTextureSize;\n\t\tvec3 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset, const in int stride ) {\n\t\t\tfloat texelIndex = float( vertexIndex * stride + offset );\n\t\t\tfloat y = floor( texelIndex / morphTargetsTextureSize.x );\n\t\t\tfloat x = texelIndex - y * morphTargetsTextureSize.x;\n\t\t\tvec3 morphUV = vec3( ( x + 0.5 ) / morphTargetsTextureSize.x, y / morphTargetsTextureSize.y, morphTargetIndex );\n\t\t\treturn texture( morphTargetsTexture, morphUV ).xyz;\n\t\t}\n\t#else\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\tuniform float morphTargetInfluences[ 8 ];\n\t\t#else\n\t\t\tuniform float morphTargetInfluences[ 4 ];\n\t\t#endif\n\t#endif\n#endif";
  7935. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\t#ifndef USE_MORPHNORMALS\n\t\t\t\tif ( morphTargetInfluences[ i ] > 0.0 ) transformed += getMorph( gl_VertexID, i, 0, 1 ) * morphTargetInfluences[ i ];\n\t\t\t#else\n\t\t\t\tif ( morphTargetInfluences[ i ] > 0.0 ) transformed += getMorph( gl_VertexID, i, 0, 2 ) * morphTargetInfluences[ i ];\n\t\t\t#endif\n\t\t}\n\t#else\n\t\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\t\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\t\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\t\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t\t#endif\n\t#endif\n#endif";
  7936. var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#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 * faceDirection;\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 * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\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;";
  7937. 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 * faceDirection;\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, faceDirection );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif";
  7938. var normal_pars_fragment = "#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";
  7939. var normal_pars_vertex = "#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";
  7940. var normal_vertex = "#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";
  7941. 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, float faceDirection ) {\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\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\t}\n#endif";
  7942. var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  7943. 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, faceDirection );\n\t#endif\n#endif";
  7944. 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";
  7945. var output_fragment = "#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= transmissionAlpha + 0.1;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );";
  7946. 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}";
  7947. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  7948. 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;";
  7949. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  7950. 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";
  7951. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  7952. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  7953. 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";
  7954. 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";
  7955. 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";
  7956. 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}";
  7957. 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";
  7958. 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";
  7959. 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";
  7960. 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";
  7961. 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";
  7962. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  7963. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  7964. 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; }";
  7965. var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tfloat transmissionAlpha = 1.0;\n\tfloat transmissionFactor = transmission;\n\tfloat thicknessFactor = thickness;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\ttransmissionFactor *= texture2D( transmissionMap, vUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tthicknessFactor *= texture2D( thicknessMap, vUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmission = getIBLVolumeRefraction(\n\t\tn, v, roughnessFactor, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, ior, thicknessFactor,\n\t\tattenuationColor, attenuationDistance );\n\ttotalDiffuse = mix( totalDiffuse, transmission.rgb, transmissionFactor );\n\ttransmissionAlpha = mix( transmissionAlpha, transmission.a, transmissionFactor );\n#endif";
  7966. var transmission_pars_fragment = "#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tvec3 getVolumeTransmissionRay( vec3 n, vec3 v, float thickness, float ior, mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( float roughness, float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( vec2 fragCoord, float roughness, float ior ) {\n\t\tfloat framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\treturn texture2DLodEXT( transmissionSamplerMap, fragCoord.xy, framebufferLod );\n\t\t#else\n\t\t\treturn texture2D( transmissionSamplerMap, fragCoord.xy, framebufferLod );\n\t\t#endif\n\t}\n\tvec3 applyVolumeAttenuation( vec3 radiance, float transmissionDistance, vec3 attenuationColor, float attenuationDistance ) {\n\t\tif ( attenuationDistance == 0.0 ) {\n\t\t\treturn radiance;\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance * radiance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( vec3 n, vec3 v, float roughness, vec3 diffuseColor, vec3 specularColor, float specularF90,\n\t\tvec3 position, mat4 modelMatrix, mat4 viewMatrix, mat4 projMatrix, float ior, float thickness,\n\t\tvec3 attenuationColor, float attenuationDistance ) {\n\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\trefractionCoords += 1.0;\n\t\trefractionCoords /= 2.0;\n\t\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\tvec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\n\t}\n#endif";
  7967. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  7968. 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";
  7969. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  7970. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  7971. 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";
  7972. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  7973. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION )\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";
  7974. const vertex$g = "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}";
  7975. const fragment$g = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  7976. const vertex$f = "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}";
  7977. const fragment$f = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  7978. const vertex$e = "#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}";
  7979. const fragment$e = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}";
  7980. const vertex$d = "#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}";
  7981. const fragment$d = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}";
  7982. const vertex$c = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}";
  7983. const fragment$c = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  7984. const vertex$b = "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}";
  7985. const fragment$b = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  7986. const vertex$a = "#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#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinbase_vertex>\n\t\t#include <skinnormal_vertex>\n\t\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 <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}";
  7987. const fragment$a = "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 <alphatest_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\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\t#include <output_fragment>\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}";
  7988. const vertex$9 = "#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}";
  7989. const fragment$9 = "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 <alphatest_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_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_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\t#include <output_fragment>\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}";
  7990. const vertex$8 = "#define MATCAP\nvarying vec3 vViewPosition;\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 <normal_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#include <normal_vertex>\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}";
  7991. const fragment$8 = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\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 <alphatest_pars_fragment>\n#include <fog_pars_fragment>\n#include <normal_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\t#include <output_fragment>\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}";
  7992. const vertex$7 = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\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}";
  7993. const fragment$7 = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <normal_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}";
  7994. const vertex$6 = "#define PHONG\nvarying vec3 vViewPosition;\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 <normal_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 <normal_vertex>\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}";
  7995. const fragment$6 = "#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 <alphatest_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 <normal_pars_fragment>\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\t#include <output_fragment>\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}";
  7996. const vertex$5 = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\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 <normal_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 <normal_vertex>\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#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}";
  7997. const fragment$5 = "#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULARINTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n\t#ifdef USE_SPECULARCOLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\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 <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_physical_pars_fragment>\n#include <transmission_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#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include <transmission_fragment>\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\n\t#endif\n\t#include <output_fragment>\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}";
  7998. const vertex$4 = "#define TOON\nvarying vec3 vViewPosition;\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 <normal_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 <normal_vertex>\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}";
  7999. const fragment$4 = "#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 <alphatest_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 <normal_pars_fragment>\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\t#include <output_fragment>\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}";
  8000. const vertex$3 = "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}";
  8001. const fragment$3 = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <alphatest_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\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8002. const vertex$2 = "#include <common>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\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 <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8003. const fragment$2 = "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}";
  8004. const vertex$1 = "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}";
  8005. const fragment$1 = "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 <alphatest_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\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8006. const ShaderChunk = {
  8007. alphamap_fragment: alphamap_fragment,
  8008. alphamap_pars_fragment: alphamap_pars_fragment,
  8009. alphatest_fragment: alphatest_fragment,
  8010. alphatest_pars_fragment: alphatest_pars_fragment,
  8011. aomap_fragment: aomap_fragment,
  8012. aomap_pars_fragment: aomap_pars_fragment,
  8013. begin_vertex: begin_vertex,
  8014. beginnormal_vertex: beginnormal_vertex,
  8015. bsdfs: bsdfs,
  8016. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8017. clipping_planes_fragment: clipping_planes_fragment,
  8018. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8019. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8020. clipping_planes_vertex: clipping_planes_vertex,
  8021. color_fragment: color_fragment,
  8022. color_pars_fragment: color_pars_fragment,
  8023. color_pars_vertex: color_pars_vertex,
  8024. color_vertex: color_vertex,
  8025. common: common,
  8026. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8027. defaultnormal_vertex: defaultnormal_vertex,
  8028. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8029. displacementmap_vertex: displacementmap_vertex,
  8030. emissivemap_fragment: emissivemap_fragment,
  8031. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8032. encodings_fragment: encodings_fragment,
  8033. encodings_pars_fragment: encodings_pars_fragment,
  8034. envmap_fragment: envmap_fragment,
  8035. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8036. envmap_pars_fragment: envmap_pars_fragment,
  8037. envmap_pars_vertex: envmap_pars_vertex,
  8038. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8039. envmap_vertex: envmap_vertex,
  8040. fog_vertex: fog_vertex,
  8041. fog_pars_vertex: fog_pars_vertex,
  8042. fog_fragment: fog_fragment,
  8043. fog_pars_fragment: fog_pars_fragment,
  8044. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8045. lightmap_fragment: lightmap_fragment,
  8046. lightmap_pars_fragment: lightmap_pars_fragment,
  8047. lights_lambert_vertex: lights_lambert_vertex,
  8048. lights_pars_begin: lights_pars_begin,
  8049. lights_toon_fragment: lights_toon_fragment,
  8050. lights_toon_pars_fragment: lights_toon_pars_fragment,
  8051. lights_phong_fragment: lights_phong_fragment,
  8052. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8053. lights_physical_fragment: lights_physical_fragment,
  8054. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8055. lights_fragment_begin: lights_fragment_begin,
  8056. lights_fragment_maps: lights_fragment_maps,
  8057. lights_fragment_end: lights_fragment_end,
  8058. logdepthbuf_fragment: logdepthbuf_fragment,
  8059. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8060. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8061. logdepthbuf_vertex: logdepthbuf_vertex,
  8062. map_fragment: map_fragment,
  8063. map_pars_fragment: map_pars_fragment,
  8064. map_particle_fragment: map_particle_fragment,
  8065. map_particle_pars_fragment: map_particle_pars_fragment,
  8066. metalnessmap_fragment: metalnessmap_fragment,
  8067. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8068. morphnormal_vertex: morphnormal_vertex,
  8069. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8070. morphtarget_vertex: morphtarget_vertex,
  8071. normal_fragment_begin: normal_fragment_begin,
  8072. normal_fragment_maps: normal_fragment_maps,
  8073. normal_pars_fragment: normal_pars_fragment,
  8074. normal_pars_vertex: normal_pars_vertex,
  8075. normal_vertex: normal_vertex,
  8076. normalmap_pars_fragment: normalmap_pars_fragment,
  8077. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8078. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8079. clearcoat_pars_fragment: clearcoat_pars_fragment,
  8080. output_fragment: output_fragment,
  8081. packing: packing,
  8082. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8083. project_vertex: project_vertex,
  8084. dithering_fragment: dithering_fragment,
  8085. dithering_pars_fragment: dithering_pars_fragment,
  8086. roughnessmap_fragment: roughnessmap_fragment,
  8087. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8088. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8089. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8090. shadowmap_vertex: shadowmap_vertex,
  8091. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8092. skinbase_vertex: skinbase_vertex,
  8093. skinning_pars_vertex: skinning_pars_vertex,
  8094. skinning_vertex: skinning_vertex,
  8095. skinnormal_vertex: skinnormal_vertex,
  8096. specularmap_fragment: specularmap_fragment,
  8097. specularmap_pars_fragment: specularmap_pars_fragment,
  8098. tonemapping_fragment: tonemapping_fragment,
  8099. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8100. transmission_fragment: transmission_fragment,
  8101. transmission_pars_fragment: transmission_pars_fragment,
  8102. uv_pars_fragment: uv_pars_fragment,
  8103. uv_pars_vertex: uv_pars_vertex,
  8104. uv_vertex: uv_vertex,
  8105. uv2_pars_fragment: uv2_pars_fragment,
  8106. uv2_pars_vertex: uv2_pars_vertex,
  8107. uv2_vertex: uv2_vertex,
  8108. worldpos_vertex: worldpos_vertex,
  8109. background_vert: vertex$g,
  8110. background_frag: fragment$g,
  8111. cube_vert: vertex$f,
  8112. cube_frag: fragment$f,
  8113. depth_vert: vertex$e,
  8114. depth_frag: fragment$e,
  8115. distanceRGBA_vert: vertex$d,
  8116. distanceRGBA_frag: fragment$d,
  8117. equirect_vert: vertex$c,
  8118. equirect_frag: fragment$c,
  8119. linedashed_vert: vertex$b,
  8120. linedashed_frag: fragment$b,
  8121. meshbasic_vert: vertex$a,
  8122. meshbasic_frag: fragment$a,
  8123. meshlambert_vert: vertex$9,
  8124. meshlambert_frag: fragment$9,
  8125. meshmatcap_vert: vertex$8,
  8126. meshmatcap_frag: fragment$8,
  8127. meshnormal_vert: vertex$7,
  8128. meshnormal_frag: fragment$7,
  8129. meshphong_vert: vertex$6,
  8130. meshphong_frag: fragment$6,
  8131. meshphysical_vert: vertex$5,
  8132. meshphysical_frag: fragment$5,
  8133. meshtoon_vert: vertex$4,
  8134. meshtoon_frag: fragment$4,
  8135. points_vert: vertex$3,
  8136. points_frag: fragment$3,
  8137. shadow_vert: vertex$2,
  8138. shadow_frag: fragment$2,
  8139. sprite_vert: vertex$1,
  8140. sprite_frag: fragment$1
  8141. };
  8142. /**
  8143. * Uniforms library for shared webgl shaders
  8144. */
  8145. const UniformsLib = {
  8146. common: {
  8147. diffuse: {
  8148. value: new Color(0xffffff)
  8149. },
  8150. opacity: {
  8151. value: 1.0
  8152. },
  8153. map: {
  8154. value: null
  8155. },
  8156. uvTransform: {
  8157. value: new Matrix3()
  8158. },
  8159. uv2Transform: {
  8160. value: new Matrix3()
  8161. },
  8162. alphaMap: {
  8163. value: null
  8164. },
  8165. alphaTest: {
  8166. value: 0
  8167. }
  8168. },
  8169. specularmap: {
  8170. specularMap: {
  8171. value: null
  8172. }
  8173. },
  8174. envmap: {
  8175. envMap: {
  8176. value: null
  8177. },
  8178. flipEnvMap: {
  8179. value: -1
  8180. },
  8181. reflectivity: {
  8182. value: 1.0
  8183. },
  8184. // basic, lambert, phong
  8185. ior: {
  8186. value: 1.5
  8187. },
  8188. // standard, physical
  8189. refractionRatio: {
  8190. value: 0.98
  8191. }
  8192. },
  8193. aomap: {
  8194. aoMap: {
  8195. value: null
  8196. },
  8197. aoMapIntensity: {
  8198. value: 1
  8199. }
  8200. },
  8201. lightmap: {
  8202. lightMap: {
  8203. value: null
  8204. },
  8205. lightMapIntensity: {
  8206. value: 1
  8207. }
  8208. },
  8209. emissivemap: {
  8210. emissiveMap: {
  8211. value: null
  8212. }
  8213. },
  8214. bumpmap: {
  8215. bumpMap: {
  8216. value: null
  8217. },
  8218. bumpScale: {
  8219. value: 1
  8220. }
  8221. },
  8222. normalmap: {
  8223. normalMap: {
  8224. value: null
  8225. },
  8226. normalScale: {
  8227. value: new Vector2(1, 1)
  8228. }
  8229. },
  8230. displacementmap: {
  8231. displacementMap: {
  8232. value: null
  8233. },
  8234. displacementScale: {
  8235. value: 1
  8236. },
  8237. displacementBias: {
  8238. value: 0
  8239. }
  8240. },
  8241. roughnessmap: {
  8242. roughnessMap: {
  8243. value: null
  8244. }
  8245. },
  8246. metalnessmap: {
  8247. metalnessMap: {
  8248. value: null
  8249. }
  8250. },
  8251. gradientmap: {
  8252. gradientMap: {
  8253. value: null
  8254. }
  8255. },
  8256. fog: {
  8257. fogDensity: {
  8258. value: 0.00025
  8259. },
  8260. fogNear: {
  8261. value: 1
  8262. },
  8263. fogFar: {
  8264. value: 2000
  8265. },
  8266. fogColor: {
  8267. value: new Color(0xffffff)
  8268. }
  8269. },
  8270. lights: {
  8271. ambientLightColor: {
  8272. value: []
  8273. },
  8274. lightProbe: {
  8275. value: []
  8276. },
  8277. directionalLights: {
  8278. value: [],
  8279. properties: {
  8280. direction: {},
  8281. color: {}
  8282. }
  8283. },
  8284. directionalLightShadows: {
  8285. value: [],
  8286. properties: {
  8287. shadowBias: {},
  8288. shadowNormalBias: {},
  8289. shadowRadius: {},
  8290. shadowMapSize: {}
  8291. }
  8292. },
  8293. directionalShadowMap: {
  8294. value: []
  8295. },
  8296. directionalShadowMatrix: {
  8297. value: []
  8298. },
  8299. spotLights: {
  8300. value: [],
  8301. properties: {
  8302. color: {},
  8303. position: {},
  8304. direction: {},
  8305. distance: {},
  8306. coneCos: {},
  8307. penumbraCos: {},
  8308. decay: {}
  8309. }
  8310. },
  8311. spotLightShadows: {
  8312. value: [],
  8313. properties: {
  8314. shadowBias: {},
  8315. shadowNormalBias: {},
  8316. shadowRadius: {},
  8317. shadowMapSize: {}
  8318. }
  8319. },
  8320. spotShadowMap: {
  8321. value: []
  8322. },
  8323. spotShadowMatrix: {
  8324. value: []
  8325. },
  8326. pointLights: {
  8327. value: [],
  8328. properties: {
  8329. color: {},
  8330. position: {},
  8331. decay: {},
  8332. distance: {}
  8333. }
  8334. },
  8335. pointLightShadows: {
  8336. value: [],
  8337. properties: {
  8338. shadowBias: {},
  8339. shadowNormalBias: {},
  8340. shadowRadius: {},
  8341. shadowMapSize: {},
  8342. shadowCameraNear: {},
  8343. shadowCameraFar: {}
  8344. }
  8345. },
  8346. pointShadowMap: {
  8347. value: []
  8348. },
  8349. pointShadowMatrix: {
  8350. value: []
  8351. },
  8352. hemisphereLights: {
  8353. value: [],
  8354. properties: {
  8355. direction: {},
  8356. skyColor: {},
  8357. groundColor: {}
  8358. }
  8359. },
  8360. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8361. rectAreaLights: {
  8362. value: [],
  8363. properties: {
  8364. color: {},
  8365. position: {},
  8366. width: {},
  8367. height: {}
  8368. }
  8369. },
  8370. ltc_1: {
  8371. value: null
  8372. },
  8373. ltc_2: {
  8374. value: null
  8375. }
  8376. },
  8377. points: {
  8378. diffuse: {
  8379. value: new Color(0xffffff)
  8380. },
  8381. opacity: {
  8382. value: 1.0
  8383. },
  8384. size: {
  8385. value: 1.0
  8386. },
  8387. scale: {
  8388. value: 1.0
  8389. },
  8390. map: {
  8391. value: null
  8392. },
  8393. alphaMap: {
  8394. value: null
  8395. },
  8396. alphaTest: {
  8397. value: 0
  8398. },
  8399. uvTransform: {
  8400. value: new Matrix3()
  8401. }
  8402. },
  8403. sprite: {
  8404. diffuse: {
  8405. value: new Color(0xffffff)
  8406. },
  8407. opacity: {
  8408. value: 1.0
  8409. },
  8410. center: {
  8411. value: new Vector2(0.5, 0.5)
  8412. },
  8413. rotation: {
  8414. value: 0.0
  8415. },
  8416. map: {
  8417. value: null
  8418. },
  8419. alphaMap: {
  8420. value: null
  8421. },
  8422. alphaTest: {
  8423. value: 0
  8424. },
  8425. uvTransform: {
  8426. value: new Matrix3()
  8427. }
  8428. }
  8429. };
  8430. const ShaderLib = {
  8431. basic: {
  8432. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.fog]),
  8433. vertexShader: ShaderChunk.meshbasic_vert,
  8434. fragmentShader: ShaderChunk.meshbasic_frag
  8435. },
  8436. lambert: {
  8437. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.fog, UniformsLib.lights, {
  8438. emissive: {
  8439. value: new Color(0x000000)
  8440. }
  8441. }]),
  8442. vertexShader: ShaderChunk.meshlambert_vert,
  8443. fragmentShader: ShaderChunk.meshlambert_frag
  8444. },
  8445. phong: {
  8446. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, UniformsLib.lights, {
  8447. emissive: {
  8448. value: new Color(0x000000)
  8449. },
  8450. specular: {
  8451. value: new Color(0x111111)
  8452. },
  8453. shininess: {
  8454. value: 30
  8455. }
  8456. }]),
  8457. vertexShader: ShaderChunk.meshphong_vert,
  8458. fragmentShader: ShaderChunk.meshphong_frag
  8459. },
  8460. standard: {
  8461. 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, {
  8462. emissive: {
  8463. value: new Color(0x000000)
  8464. },
  8465. roughness: {
  8466. value: 1.0
  8467. },
  8468. metalness: {
  8469. value: 0.0
  8470. },
  8471. envMapIntensity: {
  8472. value: 1
  8473. } // temporary
  8474. }]),
  8475. vertexShader: ShaderChunk.meshphysical_vert,
  8476. fragmentShader: ShaderChunk.meshphysical_frag
  8477. },
  8478. toon: {
  8479. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.gradientmap, UniformsLib.fog, UniformsLib.lights, {
  8480. emissive: {
  8481. value: new Color(0x000000)
  8482. }
  8483. }]),
  8484. vertexShader: ShaderChunk.meshtoon_vert,
  8485. fragmentShader: ShaderChunk.meshtoon_frag
  8486. },
  8487. matcap: {
  8488. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, {
  8489. matcap: {
  8490. value: null
  8491. }
  8492. }]),
  8493. vertexShader: ShaderChunk.meshmatcap_vert,
  8494. fragmentShader: ShaderChunk.meshmatcap_frag
  8495. },
  8496. points: {
  8497. uniforms: mergeUniforms([UniformsLib.points, UniformsLib.fog]),
  8498. vertexShader: ShaderChunk.points_vert,
  8499. fragmentShader: ShaderChunk.points_frag
  8500. },
  8501. dashed: {
  8502. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.fog, {
  8503. scale: {
  8504. value: 1
  8505. },
  8506. dashSize: {
  8507. value: 1
  8508. },
  8509. totalSize: {
  8510. value: 2
  8511. }
  8512. }]),
  8513. vertexShader: ShaderChunk.linedashed_vert,
  8514. fragmentShader: ShaderChunk.linedashed_frag
  8515. },
  8516. depth: {
  8517. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.displacementmap]),
  8518. vertexShader: ShaderChunk.depth_vert,
  8519. fragmentShader: ShaderChunk.depth_frag
  8520. },
  8521. normal: {
  8522. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, {
  8523. opacity: {
  8524. value: 1.0
  8525. }
  8526. }]),
  8527. vertexShader: ShaderChunk.meshnormal_vert,
  8528. fragmentShader: ShaderChunk.meshnormal_frag
  8529. },
  8530. sprite: {
  8531. uniforms: mergeUniforms([UniformsLib.sprite, UniformsLib.fog]),
  8532. vertexShader: ShaderChunk.sprite_vert,
  8533. fragmentShader: ShaderChunk.sprite_frag
  8534. },
  8535. background: {
  8536. uniforms: {
  8537. uvTransform: {
  8538. value: new Matrix3()
  8539. },
  8540. t2D: {
  8541. value: null
  8542. }
  8543. },
  8544. vertexShader: ShaderChunk.background_vert,
  8545. fragmentShader: ShaderChunk.background_frag
  8546. },
  8547. /* -------------------------------------------------------------------------
  8548. // Cube map shader
  8549. ------------------------------------------------------------------------- */
  8550. cube: {
  8551. uniforms: mergeUniforms([UniformsLib.envmap, {
  8552. opacity: {
  8553. value: 1.0
  8554. }
  8555. }]),
  8556. vertexShader: ShaderChunk.cube_vert,
  8557. fragmentShader: ShaderChunk.cube_frag
  8558. },
  8559. equirect: {
  8560. uniforms: {
  8561. tEquirect: {
  8562. value: null
  8563. }
  8564. },
  8565. vertexShader: ShaderChunk.equirect_vert,
  8566. fragmentShader: ShaderChunk.equirect_frag
  8567. },
  8568. distanceRGBA: {
  8569. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.displacementmap, {
  8570. referencePosition: {
  8571. value: new Vector3()
  8572. },
  8573. nearDistance: {
  8574. value: 1
  8575. },
  8576. farDistance: {
  8577. value: 1000
  8578. }
  8579. }]),
  8580. vertexShader: ShaderChunk.distanceRGBA_vert,
  8581. fragmentShader: ShaderChunk.distanceRGBA_frag
  8582. },
  8583. shadow: {
  8584. uniforms: mergeUniforms([UniformsLib.lights, UniformsLib.fog, {
  8585. color: {
  8586. value: new Color(0x00000)
  8587. },
  8588. opacity: {
  8589. value: 1.0
  8590. }
  8591. }]),
  8592. vertexShader: ShaderChunk.shadow_vert,
  8593. fragmentShader: ShaderChunk.shadow_frag
  8594. }
  8595. };
  8596. ShaderLib.physical = {
  8597. uniforms: mergeUniforms([ShaderLib.standard.uniforms, {
  8598. clearcoat: {
  8599. value: 0
  8600. },
  8601. clearcoatMap: {
  8602. value: null
  8603. },
  8604. clearcoatRoughness: {
  8605. value: 0
  8606. },
  8607. clearcoatRoughnessMap: {
  8608. value: null
  8609. },
  8610. clearcoatNormalScale: {
  8611. value: new Vector2(1, 1)
  8612. },
  8613. clearcoatNormalMap: {
  8614. value: null
  8615. },
  8616. sheen: {
  8617. value: 0
  8618. },
  8619. sheenColor: {
  8620. value: new Color(0x000000)
  8621. },
  8622. sheenColorMap: {
  8623. value: null
  8624. },
  8625. sheenRoughness: {
  8626. value: 0
  8627. },
  8628. sheenRoughnessMap: {
  8629. value: null
  8630. },
  8631. transmission: {
  8632. value: 0
  8633. },
  8634. transmissionMap: {
  8635. value: null
  8636. },
  8637. transmissionSamplerSize: {
  8638. value: new Vector2()
  8639. },
  8640. transmissionSamplerMap: {
  8641. value: null
  8642. },
  8643. thickness: {
  8644. value: 0
  8645. },
  8646. thicknessMap: {
  8647. value: null
  8648. },
  8649. attenuationDistance: {
  8650. value: 0
  8651. },
  8652. attenuationColor: {
  8653. value: new Color(0x000000)
  8654. },
  8655. specularIntensity: {
  8656. value: 0
  8657. },
  8658. specularIntensityMap: {
  8659. value: null
  8660. },
  8661. specularColor: {
  8662. value: new Color(1, 1, 1)
  8663. },
  8664. specularColorMap: {
  8665. value: null
  8666. }
  8667. }]),
  8668. vertexShader: ShaderChunk.meshphysical_vert,
  8669. fragmentShader: ShaderChunk.meshphysical_frag
  8670. };
  8671. function WebGLBackground(renderer, cubemaps, state, objects, premultipliedAlpha) {
  8672. const clearColor = new Color(0x000000);
  8673. let clearAlpha = 0;
  8674. let planeMesh;
  8675. let boxMesh;
  8676. let currentBackground = null;
  8677. let currentBackgroundVersion = 0;
  8678. let currentTonemapping = null;
  8679. function render(renderList, scene) {
  8680. let forceClear = false;
  8681. let background = scene.isScene === true ? scene.background : null;
  8682. if (background && background.isTexture) {
  8683. background = cubemaps.get(background);
  8684. } // Ignore background in AR
  8685. // TODO: Reconsider this.
  8686. const xr = renderer.xr;
  8687. const session = xr.getSession && xr.getSession();
  8688. if (session && session.environmentBlendMode === 'additive') {
  8689. background = null;
  8690. }
  8691. if (background === null) {
  8692. setClear(clearColor, clearAlpha);
  8693. } else if (background && background.isColor) {
  8694. setClear(background, 1);
  8695. forceClear = true;
  8696. }
  8697. if (renderer.autoClear || forceClear) {
  8698. renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil);
  8699. }
  8700. if (background && (background.isCubeTexture || background.mapping === CubeUVReflectionMapping)) {
  8701. if (boxMesh === undefined) {
  8702. boxMesh = new Mesh(new BoxGeometry(1, 1, 1), new ShaderMaterial({
  8703. name: 'BackgroundCubeMaterial',
  8704. uniforms: cloneUniforms(ShaderLib.cube.uniforms),
  8705. vertexShader: ShaderLib.cube.vertexShader,
  8706. fragmentShader: ShaderLib.cube.fragmentShader,
  8707. side: BackSide,
  8708. depthTest: false,
  8709. depthWrite: false,
  8710. fog: false
  8711. }));
  8712. boxMesh.geometry.deleteAttribute('normal');
  8713. boxMesh.geometry.deleteAttribute('uv');
  8714. boxMesh.onBeforeRender = function (renderer, scene, camera) {
  8715. this.matrixWorld.copyPosition(camera.matrixWorld);
  8716. }; // enable code injection for non-built-in material
  8717. Object.defineProperty(boxMesh.material, 'envMap', {
  8718. get: function () {
  8719. return this.uniforms.envMap.value;
  8720. }
  8721. });
  8722. objects.update(boxMesh);
  8723. }
  8724. boxMesh.material.uniforms.envMap.value = background;
  8725. boxMesh.material.uniforms.flipEnvMap.value = background.isCubeTexture && background.isRenderTargetTexture === false ? -1 : 1;
  8726. if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) {
  8727. boxMesh.material.needsUpdate = true;
  8728. currentBackground = background;
  8729. currentBackgroundVersion = background.version;
  8730. currentTonemapping = renderer.toneMapping;
  8731. } // push to the pre-sorted opaque render list
  8732. renderList.unshift(boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null);
  8733. } else if (background && background.isTexture) {
  8734. if (planeMesh === undefined) {
  8735. planeMesh = new Mesh(new PlaneGeometry(2, 2), new ShaderMaterial({
  8736. name: 'BackgroundMaterial',
  8737. uniforms: cloneUniforms(ShaderLib.background.uniforms),
  8738. vertexShader: ShaderLib.background.vertexShader,
  8739. fragmentShader: ShaderLib.background.fragmentShader,
  8740. side: FrontSide,
  8741. depthTest: false,
  8742. depthWrite: false,
  8743. fog: false
  8744. }));
  8745. planeMesh.geometry.deleteAttribute('normal'); // enable code injection for non-built-in material
  8746. Object.defineProperty(planeMesh.material, 'map', {
  8747. get: function () {
  8748. return this.uniforms.t2D.value;
  8749. }
  8750. });
  8751. objects.update(planeMesh);
  8752. }
  8753. planeMesh.material.uniforms.t2D.value = background;
  8754. if (background.matrixAutoUpdate === true) {
  8755. background.updateMatrix();
  8756. }
  8757. planeMesh.material.uniforms.uvTransform.value.copy(background.matrix);
  8758. if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) {
  8759. planeMesh.material.needsUpdate = true;
  8760. currentBackground = background;
  8761. currentBackgroundVersion = background.version;
  8762. currentTonemapping = renderer.toneMapping;
  8763. } // push to the pre-sorted opaque render list
  8764. renderList.unshift(planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null);
  8765. }
  8766. }
  8767. function setClear(color, alpha) {
  8768. state.buffers.color.setClear(color.r, color.g, color.b, alpha, premultipliedAlpha);
  8769. }
  8770. return {
  8771. getClearColor: function () {
  8772. return clearColor;
  8773. },
  8774. setClearColor: function (color, alpha = 1) {
  8775. clearColor.set(color);
  8776. clearAlpha = alpha;
  8777. setClear(clearColor, clearAlpha);
  8778. },
  8779. getClearAlpha: function () {
  8780. return clearAlpha;
  8781. },
  8782. setClearAlpha: function (alpha) {
  8783. clearAlpha = alpha;
  8784. setClear(clearColor, clearAlpha);
  8785. },
  8786. render: render
  8787. };
  8788. }
  8789. function WebGLBindingStates(gl, extensions, attributes, capabilities) {
  8790. const maxVertexAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
  8791. const extension = capabilities.isWebGL2 ? null : extensions.get('OES_vertex_array_object');
  8792. const vaoAvailable = capabilities.isWebGL2 || extension !== null;
  8793. const bindingStates = {};
  8794. const defaultState = createBindingState(null);
  8795. let currentState = defaultState;
  8796. function setup(object, material, program, geometry, index) {
  8797. let updateBuffers = false;
  8798. if (vaoAvailable) {
  8799. const state = getBindingState(geometry, program, material);
  8800. if (currentState !== state) {
  8801. currentState = state;
  8802. bindVertexArrayObject(currentState.object);
  8803. }
  8804. updateBuffers = needsUpdate(geometry, index);
  8805. if (updateBuffers) saveCache(geometry, index);
  8806. } else {
  8807. const wireframe = material.wireframe === true;
  8808. if (currentState.geometry !== geometry.id || currentState.program !== program.id || currentState.wireframe !== wireframe) {
  8809. currentState.geometry = geometry.id;
  8810. currentState.program = program.id;
  8811. currentState.wireframe = wireframe;
  8812. updateBuffers = true;
  8813. }
  8814. }
  8815. if (object.isInstancedMesh === true) {
  8816. updateBuffers = true;
  8817. }
  8818. if (index !== null) {
  8819. attributes.update(index, gl.ELEMENT_ARRAY_BUFFER);
  8820. }
  8821. if (updateBuffers) {
  8822. setupVertexAttributes(object, material, program, geometry);
  8823. if (index !== null) {
  8824. gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, attributes.get(index).buffer);
  8825. }
  8826. }
  8827. }
  8828. function createVertexArrayObject() {
  8829. if (capabilities.isWebGL2) return gl.createVertexArray();
  8830. return extension.createVertexArrayOES();
  8831. }
  8832. function bindVertexArrayObject(vao) {
  8833. if (capabilities.isWebGL2) return gl.bindVertexArray(vao);
  8834. return extension.bindVertexArrayOES(vao);
  8835. }
  8836. function deleteVertexArrayObject(vao) {
  8837. if (capabilities.isWebGL2) return gl.deleteVertexArray(vao);
  8838. return extension.deleteVertexArrayOES(vao);
  8839. }
  8840. function getBindingState(geometry, program, material) {
  8841. const wireframe = material.wireframe === true;
  8842. let programMap = bindingStates[geometry.id];
  8843. if (programMap === undefined) {
  8844. programMap = {};
  8845. bindingStates[geometry.id] = programMap;
  8846. }
  8847. let stateMap = programMap[program.id];
  8848. if (stateMap === undefined) {
  8849. stateMap = {};
  8850. programMap[program.id] = stateMap;
  8851. }
  8852. let state = stateMap[wireframe];
  8853. if (state === undefined) {
  8854. state = createBindingState(createVertexArrayObject());
  8855. stateMap[wireframe] = state;
  8856. }
  8857. return state;
  8858. }
  8859. function createBindingState(vao) {
  8860. const newAttributes = [];
  8861. const enabledAttributes = [];
  8862. const attributeDivisors = [];
  8863. for (let i = 0; i < maxVertexAttributes; i++) {
  8864. newAttributes[i] = 0;
  8865. enabledAttributes[i] = 0;
  8866. attributeDivisors[i] = 0;
  8867. }
  8868. return {
  8869. // for backward compatibility on non-VAO support browser
  8870. geometry: null,
  8871. program: null,
  8872. wireframe: false,
  8873. newAttributes: newAttributes,
  8874. enabledAttributes: enabledAttributes,
  8875. attributeDivisors: attributeDivisors,
  8876. object: vao,
  8877. attributes: {},
  8878. index: null
  8879. };
  8880. }
  8881. function needsUpdate(geometry, index) {
  8882. const cachedAttributes = currentState.attributes;
  8883. const geometryAttributes = geometry.attributes;
  8884. let attributesNum = 0;
  8885. for (const key in geometryAttributes) {
  8886. const cachedAttribute = cachedAttributes[key];
  8887. const geometryAttribute = geometryAttributes[key];
  8888. if (cachedAttribute === undefined) return true;
  8889. if (cachedAttribute.attribute !== geometryAttribute) return true;
  8890. if (cachedAttribute.data !== geometryAttribute.data) return true;
  8891. attributesNum++;
  8892. }
  8893. if (currentState.attributesNum !== attributesNum) return true;
  8894. if (currentState.index !== index) return true;
  8895. return false;
  8896. }
  8897. function saveCache(geometry, index) {
  8898. const cache = {};
  8899. const attributes = geometry.attributes;
  8900. let attributesNum = 0;
  8901. for (const key in attributes) {
  8902. const attribute = attributes[key];
  8903. const data = {};
  8904. data.attribute = attribute;
  8905. if (attribute.data) {
  8906. data.data = attribute.data;
  8907. }
  8908. cache[key] = data;
  8909. attributesNum++;
  8910. }
  8911. currentState.attributes = cache;
  8912. currentState.attributesNum = attributesNum;
  8913. currentState.index = index;
  8914. }
  8915. function initAttributes() {
  8916. const newAttributes = currentState.newAttributes;
  8917. for (let i = 0, il = newAttributes.length; i < il; i++) {
  8918. newAttributes[i] = 0;
  8919. }
  8920. }
  8921. function enableAttribute(attribute) {
  8922. enableAttributeAndDivisor(attribute, 0);
  8923. }
  8924. function enableAttributeAndDivisor(attribute, meshPerAttribute) {
  8925. const newAttributes = currentState.newAttributes;
  8926. const enabledAttributes = currentState.enabledAttributes;
  8927. const attributeDivisors = currentState.attributeDivisors;
  8928. newAttributes[attribute] = 1;
  8929. if (enabledAttributes[attribute] === 0) {
  8930. gl.enableVertexAttribArray(attribute);
  8931. enabledAttributes[attribute] = 1;
  8932. }
  8933. if (attributeDivisors[attribute] !== meshPerAttribute) {
  8934. const extension = capabilities.isWebGL2 ? gl : extensions.get('ANGLE_instanced_arrays');
  8935. extension[capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE'](attribute, meshPerAttribute);
  8936. attributeDivisors[attribute] = meshPerAttribute;
  8937. }
  8938. }
  8939. function disableUnusedAttributes() {
  8940. const newAttributes = currentState.newAttributes;
  8941. const enabledAttributes = currentState.enabledAttributes;
  8942. for (let i = 0, il = enabledAttributes.length; i < il; i++) {
  8943. if (enabledAttributes[i] !== newAttributes[i]) {
  8944. gl.disableVertexAttribArray(i);
  8945. enabledAttributes[i] = 0;
  8946. }
  8947. }
  8948. }
  8949. function vertexAttribPointer(index, size, type, normalized, stride, offset) {
  8950. if (capabilities.isWebGL2 === true && (type === gl.INT || type === gl.UNSIGNED_INT)) {
  8951. gl.vertexAttribIPointer(index, size, type, stride, offset);
  8952. } else {
  8953. gl.vertexAttribPointer(index, size, type, normalized, stride, offset);
  8954. }
  8955. }
  8956. function setupVertexAttributes(object, material, program, geometry) {
  8957. if (capabilities.isWebGL2 === false && (object.isInstancedMesh || geometry.isInstancedBufferGeometry)) {
  8958. if (extensions.get('ANGLE_instanced_arrays') === null) return;
  8959. }
  8960. initAttributes();
  8961. const geometryAttributes = geometry.attributes;
  8962. const programAttributes = program.getAttributes();
  8963. const materialDefaultAttributeValues = material.defaultAttributeValues;
  8964. for (const name in programAttributes) {
  8965. const programAttribute = programAttributes[name];
  8966. if (programAttribute.location >= 0) {
  8967. let geometryAttribute = geometryAttributes[name];
  8968. if (geometryAttribute === undefined) {
  8969. if (name === 'instanceMatrix' && object.instanceMatrix) geometryAttribute = object.instanceMatrix;
  8970. if (name === 'instanceColor' && object.instanceColor) geometryAttribute = object.instanceColor;
  8971. }
  8972. if (geometryAttribute !== undefined) {
  8973. const normalized = geometryAttribute.normalized;
  8974. const size = geometryAttribute.itemSize;
  8975. const attribute = attributes.get(geometryAttribute); // TODO Attribute may not be available on context restore
  8976. if (attribute === undefined) continue;
  8977. const buffer = attribute.buffer;
  8978. const type = attribute.type;
  8979. const bytesPerElement = attribute.bytesPerElement;
  8980. if (geometryAttribute.isInterleavedBufferAttribute) {
  8981. const data = geometryAttribute.data;
  8982. const stride = data.stride;
  8983. const offset = geometryAttribute.offset;
  8984. if (data && data.isInstancedInterleavedBuffer) {
  8985. for (let i = 0; i < programAttribute.locationSize; i++) {
  8986. enableAttributeAndDivisor(programAttribute.location + i, data.meshPerAttribute);
  8987. }
  8988. if (object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined) {
  8989. geometry._maxInstanceCount = data.meshPerAttribute * data.count;
  8990. }
  8991. } else {
  8992. for (let i = 0; i < programAttribute.locationSize; i++) {
  8993. enableAttribute(programAttribute.location + i);
  8994. }
  8995. }
  8996. gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  8997. for (let i = 0; i < programAttribute.locationSize; i++) {
  8998. vertexAttribPointer(programAttribute.location + i, size / programAttribute.locationSize, type, normalized, stride * bytesPerElement, (offset + size / programAttribute.locationSize * i) * bytesPerElement);
  8999. }
  9000. } else {
  9001. if (geometryAttribute.isInstancedBufferAttribute) {
  9002. for (let i = 0; i < programAttribute.locationSize; i++) {
  9003. enableAttributeAndDivisor(programAttribute.location + i, geometryAttribute.meshPerAttribute);
  9004. }
  9005. if (object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined) {
  9006. geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  9007. }
  9008. } else {
  9009. for (let i = 0; i < programAttribute.locationSize; i++) {
  9010. enableAttribute(programAttribute.location + i);
  9011. }
  9012. }
  9013. gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  9014. for (let i = 0; i < programAttribute.locationSize; i++) {
  9015. vertexAttribPointer(programAttribute.location + i, size / programAttribute.locationSize, type, normalized, size * bytesPerElement, size / programAttribute.locationSize * i * bytesPerElement);
  9016. }
  9017. }
  9018. } else if (materialDefaultAttributeValues !== undefined) {
  9019. const value = materialDefaultAttributeValues[name];
  9020. if (value !== undefined) {
  9021. switch (value.length) {
  9022. case 2:
  9023. gl.vertexAttrib2fv(programAttribute.location, value);
  9024. break;
  9025. case 3:
  9026. gl.vertexAttrib3fv(programAttribute.location, value);
  9027. break;
  9028. case 4:
  9029. gl.vertexAttrib4fv(programAttribute.location, value);
  9030. break;
  9031. default:
  9032. gl.vertexAttrib1fv(programAttribute.location, value);
  9033. }
  9034. }
  9035. }
  9036. }
  9037. }
  9038. disableUnusedAttributes();
  9039. }
  9040. function dispose() {
  9041. reset();
  9042. for (const geometryId in bindingStates) {
  9043. const programMap = bindingStates[geometryId];
  9044. for (const programId in programMap) {
  9045. const stateMap = programMap[programId];
  9046. for (const wireframe in stateMap) {
  9047. deleteVertexArrayObject(stateMap[wireframe].object);
  9048. delete stateMap[wireframe];
  9049. }
  9050. delete programMap[programId];
  9051. }
  9052. delete bindingStates[geometryId];
  9053. }
  9054. }
  9055. function releaseStatesOfGeometry(geometry) {
  9056. if (bindingStates[geometry.id] === undefined) return;
  9057. const programMap = bindingStates[geometry.id];
  9058. for (const programId in programMap) {
  9059. const stateMap = programMap[programId];
  9060. for (const wireframe in stateMap) {
  9061. deleteVertexArrayObject(stateMap[wireframe].object);
  9062. delete stateMap[wireframe];
  9063. }
  9064. delete programMap[programId];
  9065. }
  9066. delete bindingStates[geometry.id];
  9067. }
  9068. function releaseStatesOfProgram(program) {
  9069. for (const geometryId in bindingStates) {
  9070. const programMap = bindingStates[geometryId];
  9071. if (programMap[program.id] === undefined) continue;
  9072. const stateMap = programMap[program.id];
  9073. for (const wireframe in stateMap) {
  9074. deleteVertexArrayObject(stateMap[wireframe].object);
  9075. delete stateMap[wireframe];
  9076. }
  9077. delete programMap[program.id];
  9078. }
  9079. }
  9080. function reset() {
  9081. resetDefaultState();
  9082. if (currentState === defaultState) return;
  9083. currentState = defaultState;
  9084. bindVertexArrayObject(currentState.object);
  9085. } // for backward-compatilibity
  9086. function resetDefaultState() {
  9087. defaultState.geometry = null;
  9088. defaultState.program = null;
  9089. defaultState.wireframe = false;
  9090. }
  9091. return {
  9092. setup: setup,
  9093. reset: reset,
  9094. resetDefaultState: resetDefaultState,
  9095. dispose: dispose,
  9096. releaseStatesOfGeometry: releaseStatesOfGeometry,
  9097. releaseStatesOfProgram: releaseStatesOfProgram,
  9098. initAttributes: initAttributes,
  9099. enableAttribute: enableAttribute,
  9100. disableUnusedAttributes: disableUnusedAttributes
  9101. };
  9102. }
  9103. function WebGLBufferRenderer(gl, extensions, info, capabilities) {
  9104. const isWebGL2 = capabilities.isWebGL2;
  9105. let mode;
  9106. function setMode(value) {
  9107. mode = value;
  9108. }
  9109. function render(start, count) {
  9110. gl.drawArrays(mode, start, count);
  9111. info.update(count, mode, 1);
  9112. }
  9113. function renderInstances(start, count, primcount) {
  9114. if (primcount === 0) return;
  9115. let extension, methodName;
  9116. if (isWebGL2) {
  9117. extension = gl;
  9118. methodName = 'drawArraysInstanced';
  9119. } else {
  9120. extension = extensions.get('ANGLE_instanced_arrays');
  9121. methodName = 'drawArraysInstancedANGLE';
  9122. if (extension === null) {
  9123. console.error('THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');
  9124. return;
  9125. }
  9126. }
  9127. extension[methodName](mode, start, count, primcount);
  9128. info.update(count, mode, primcount);
  9129. } //
  9130. this.setMode = setMode;
  9131. this.render = render;
  9132. this.renderInstances = renderInstances;
  9133. }
  9134. function WebGLCapabilities(gl, extensions, parameters) {
  9135. let maxAnisotropy;
  9136. function getMaxAnisotropy() {
  9137. if (maxAnisotropy !== undefined) return maxAnisotropy;
  9138. if (extensions.has('EXT_texture_filter_anisotropic') === true) {
  9139. const extension = extensions.get('EXT_texture_filter_anisotropic');
  9140. maxAnisotropy = gl.getParameter(extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT);
  9141. } else {
  9142. maxAnisotropy = 0;
  9143. }
  9144. return maxAnisotropy;
  9145. }
  9146. function getMaxPrecision(precision) {
  9147. if (precision === 'highp') {
  9148. if (gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT).precision > 0 && gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).precision > 0) {
  9149. return 'highp';
  9150. }
  9151. precision = 'mediump';
  9152. }
  9153. if (precision === 'mediump') {
  9154. if (gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT).precision > 0 && gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT).precision > 0) {
  9155. return 'mediump';
  9156. }
  9157. }
  9158. return 'lowp';
  9159. }
  9160. /* eslint-disable no-undef */
  9161. const isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext || typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext;
  9162. /* eslint-enable no-undef */
  9163. let precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9164. const maxPrecision = getMaxPrecision(precision);
  9165. if (maxPrecision !== precision) {
  9166. console.warn('THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.');
  9167. precision = maxPrecision;
  9168. }
  9169. const drawBuffers = isWebGL2 || extensions.has('WEBGL_draw_buffers');
  9170. const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9171. const maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
  9172. const maxVertexTextures = gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  9173. const maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
  9174. const maxCubemapSize = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  9175. const maxAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
  9176. const maxVertexUniforms = gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS);
  9177. const maxVaryings = gl.getParameter(gl.MAX_VARYING_VECTORS);
  9178. const maxFragmentUniforms = gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  9179. const vertexTextures = maxVertexTextures > 0;
  9180. const floatFragmentTextures = isWebGL2 || extensions.has('OES_texture_float');
  9181. const floatVertexTextures = vertexTextures && floatFragmentTextures;
  9182. const maxSamples = isWebGL2 ? gl.getParameter(gl.MAX_SAMPLES) : 0;
  9183. return {
  9184. isWebGL2: isWebGL2,
  9185. drawBuffers: drawBuffers,
  9186. getMaxAnisotropy: getMaxAnisotropy,
  9187. getMaxPrecision: getMaxPrecision,
  9188. precision: precision,
  9189. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9190. maxTextures: maxTextures,
  9191. maxVertexTextures: maxVertexTextures,
  9192. maxTextureSize: maxTextureSize,
  9193. maxCubemapSize: maxCubemapSize,
  9194. maxAttributes: maxAttributes,
  9195. maxVertexUniforms: maxVertexUniforms,
  9196. maxVaryings: maxVaryings,
  9197. maxFragmentUniforms: maxFragmentUniforms,
  9198. vertexTextures: vertexTextures,
  9199. floatFragmentTextures: floatFragmentTextures,
  9200. floatVertexTextures: floatVertexTextures,
  9201. maxSamples: maxSamples
  9202. };
  9203. }
  9204. function WebGLClipping(properties) {
  9205. const scope = this;
  9206. let globalState = null,
  9207. numGlobalPlanes = 0,
  9208. localClippingEnabled = false,
  9209. renderingShadows = false;
  9210. const plane = new Plane(),
  9211. viewNormalMatrix = new Matrix3(),
  9212. uniform = {
  9213. value: null,
  9214. needsUpdate: false
  9215. };
  9216. this.uniform = uniform;
  9217. this.numPlanes = 0;
  9218. this.numIntersection = 0;
  9219. this.init = function (planes, enableLocalClipping, camera) {
  9220. const enabled = planes.length !== 0 || enableLocalClipping || // enable state of previous frame - the clipping code has to
  9221. // run another frame in order to reset the state:
  9222. numGlobalPlanes !== 0 || localClippingEnabled;
  9223. localClippingEnabled = enableLocalClipping;
  9224. globalState = projectPlanes(planes, camera, 0);
  9225. numGlobalPlanes = planes.length;
  9226. return enabled;
  9227. };
  9228. this.beginShadows = function () {
  9229. renderingShadows = true;
  9230. projectPlanes(null);
  9231. };
  9232. this.endShadows = function () {
  9233. renderingShadows = false;
  9234. resetGlobalState();
  9235. };
  9236. this.setState = function (material, camera, useCache) {
  9237. const planes = material.clippingPlanes,
  9238. clipIntersection = material.clipIntersection,
  9239. clipShadows = material.clipShadows;
  9240. const materialProperties = properties.get(material);
  9241. if (!localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && !clipShadows) {
  9242. // there's no local clipping
  9243. if (renderingShadows) {
  9244. // there's no global clipping
  9245. projectPlanes(null);
  9246. } else {
  9247. resetGlobalState();
  9248. }
  9249. } else {
  9250. const nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9251. lGlobal = nGlobal * 4;
  9252. let dstArray = materialProperties.clippingState || null;
  9253. uniform.value = dstArray; // ensure unique state
  9254. dstArray = projectPlanes(planes, camera, lGlobal, useCache);
  9255. for (let i = 0; i !== lGlobal; ++i) {
  9256. dstArray[i] = globalState[i];
  9257. }
  9258. materialProperties.clippingState = dstArray;
  9259. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9260. this.numPlanes += nGlobal;
  9261. }
  9262. };
  9263. function resetGlobalState() {
  9264. if (uniform.value !== globalState) {
  9265. uniform.value = globalState;
  9266. uniform.needsUpdate = numGlobalPlanes > 0;
  9267. }
  9268. scope.numPlanes = numGlobalPlanes;
  9269. scope.numIntersection = 0;
  9270. }
  9271. function projectPlanes(planes, camera, dstOffset, skipTransform) {
  9272. const nPlanes = planes !== null ? planes.length : 0;
  9273. let dstArray = null;
  9274. if (nPlanes !== 0) {
  9275. dstArray = uniform.value;
  9276. if (skipTransform !== true || dstArray === null) {
  9277. const flatSize = dstOffset + nPlanes * 4,
  9278. viewMatrix = camera.matrixWorldInverse;
  9279. viewNormalMatrix.getNormalMatrix(viewMatrix);
  9280. if (dstArray === null || dstArray.length < flatSize) {
  9281. dstArray = new Float32Array(flatSize);
  9282. }
  9283. for (let i = 0, i4 = dstOffset; i !== nPlanes; ++i, i4 += 4) {
  9284. plane.copy(planes[i]).applyMatrix4(viewMatrix, viewNormalMatrix);
  9285. plane.normal.toArray(dstArray, i4);
  9286. dstArray[i4 + 3] = plane.constant;
  9287. }
  9288. }
  9289. uniform.value = dstArray;
  9290. uniform.needsUpdate = true;
  9291. }
  9292. scope.numPlanes = nPlanes;
  9293. scope.numIntersection = 0;
  9294. return dstArray;
  9295. }
  9296. }
  9297. function WebGLCubeMaps(renderer) {
  9298. let cubemaps = new WeakMap();
  9299. function mapTextureMapping(texture, mapping) {
  9300. if (mapping === EquirectangularReflectionMapping) {
  9301. texture.mapping = CubeReflectionMapping;
  9302. } else if (mapping === EquirectangularRefractionMapping) {
  9303. texture.mapping = CubeRefractionMapping;
  9304. }
  9305. return texture;
  9306. }
  9307. function get(texture) {
  9308. if (texture && texture.isTexture && texture.isRenderTargetTexture === false) {
  9309. const mapping = texture.mapping;
  9310. if (mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping) {
  9311. if (cubemaps.has(texture)) {
  9312. const cubemap = cubemaps.get(texture).texture;
  9313. return mapTextureMapping(cubemap, texture.mapping);
  9314. } else {
  9315. const image = texture.image;
  9316. if (image && image.height > 0) {
  9317. const currentRenderTarget = renderer.getRenderTarget();
  9318. const renderTarget = new WebGLCubeRenderTarget(image.height / 2);
  9319. renderTarget.fromEquirectangularTexture(renderer, texture);
  9320. cubemaps.set(texture, renderTarget);
  9321. renderer.setRenderTarget(currentRenderTarget);
  9322. texture.addEventListener('dispose', onTextureDispose);
  9323. return mapTextureMapping(renderTarget.texture, texture.mapping);
  9324. } else {
  9325. // image not yet ready. try the conversion next frame
  9326. return null;
  9327. }
  9328. }
  9329. }
  9330. }
  9331. return texture;
  9332. }
  9333. function onTextureDispose(event) {
  9334. const texture = event.target;
  9335. texture.removeEventListener('dispose', onTextureDispose);
  9336. const cubemap = cubemaps.get(texture);
  9337. if (cubemap !== undefined) {
  9338. cubemaps.delete(texture);
  9339. cubemap.dispose();
  9340. }
  9341. }
  9342. function dispose() {
  9343. cubemaps = new WeakMap();
  9344. }
  9345. return {
  9346. get: get,
  9347. dispose: dispose
  9348. };
  9349. }
  9350. class OrthographicCamera extends Camera {
  9351. constructor(left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000) {
  9352. super();
  9353. this.type = 'OrthographicCamera';
  9354. this.zoom = 1;
  9355. this.view = null;
  9356. this.left = left;
  9357. this.right = right;
  9358. this.top = top;
  9359. this.bottom = bottom;
  9360. this.near = near;
  9361. this.far = far;
  9362. this.updateProjectionMatrix();
  9363. }
  9364. copy(source, recursive) {
  9365. super.copy(source, recursive);
  9366. this.left = source.left;
  9367. this.right = source.right;
  9368. this.top = source.top;
  9369. this.bottom = source.bottom;
  9370. this.near = source.near;
  9371. this.far = source.far;
  9372. this.zoom = source.zoom;
  9373. this.view = source.view === null ? null : Object.assign({}, source.view);
  9374. return this;
  9375. }
  9376. setViewOffset(fullWidth, fullHeight, x, y, width, height) {
  9377. if (this.view === null) {
  9378. this.view = {
  9379. enabled: true,
  9380. fullWidth: 1,
  9381. fullHeight: 1,
  9382. offsetX: 0,
  9383. offsetY: 0,
  9384. width: 1,
  9385. height: 1
  9386. };
  9387. }
  9388. this.view.enabled = true;
  9389. this.view.fullWidth = fullWidth;
  9390. this.view.fullHeight = fullHeight;
  9391. this.view.offsetX = x;
  9392. this.view.offsetY = y;
  9393. this.view.width = width;
  9394. this.view.height = height;
  9395. this.updateProjectionMatrix();
  9396. }
  9397. clearViewOffset() {
  9398. if (this.view !== null) {
  9399. this.view.enabled = false;
  9400. }
  9401. this.updateProjectionMatrix();
  9402. }
  9403. updateProjectionMatrix() {
  9404. const dx = (this.right - this.left) / (2 * this.zoom);
  9405. const dy = (this.top - this.bottom) / (2 * this.zoom);
  9406. const cx = (this.right + this.left) / 2;
  9407. const cy = (this.top + this.bottom) / 2;
  9408. let left = cx - dx;
  9409. let right = cx + dx;
  9410. let top = cy + dy;
  9411. let bottom = cy - dy;
  9412. if (this.view !== null && this.view.enabled) {
  9413. const scaleW = (this.right - this.left) / this.view.fullWidth / this.zoom;
  9414. const scaleH = (this.top - this.bottom) / this.view.fullHeight / this.zoom;
  9415. left += scaleW * this.view.offsetX;
  9416. right = left + scaleW * this.view.width;
  9417. top -= scaleH * this.view.offsetY;
  9418. bottom = top - scaleH * this.view.height;
  9419. }
  9420. this.projectionMatrix.makeOrthographic(left, right, top, bottom, this.near, this.far);
  9421. this.projectionMatrixInverse.copy(this.projectionMatrix).invert();
  9422. }
  9423. toJSON(meta) {
  9424. const data = super.toJSON(meta);
  9425. data.object.zoom = this.zoom;
  9426. data.object.left = this.left;
  9427. data.object.right = this.right;
  9428. data.object.top = this.top;
  9429. data.object.bottom = this.bottom;
  9430. data.object.near = this.near;
  9431. data.object.far = this.far;
  9432. if (this.view !== null) data.object.view = Object.assign({}, this.view);
  9433. return data;
  9434. }
  9435. }
  9436. OrthographicCamera.prototype.isOrthographicCamera = true;
  9437. class RawShaderMaterial extends ShaderMaterial {
  9438. constructor(parameters) {
  9439. super(parameters);
  9440. this.type = 'RawShaderMaterial';
  9441. }
  9442. }
  9443. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  9444. const LOD_MIN = 4;
  9445. const LOD_MAX = 8;
  9446. const SIZE_MAX = Math.pow(2, LOD_MAX); // The standard deviations (radians) associated with the extra mips. These are
  9447. // chosen to approximate a Trowbridge-Reitz distribution function times the
  9448. // geometric shadowing function. These sigma values squared must match the
  9449. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  9450. const EXTRA_LOD_SIGMA = [0.125, 0.215, 0.35, 0.446, 0.526, 0.582];
  9451. const TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length; // The maximum length of the blur for loop. Smaller sigmas will use fewer
  9452. // samples and exit early, but not recompile the shader.
  9453. const MAX_SAMPLES = 20;
  9454. const ENCODINGS = {
  9455. [LinearEncoding]: 0,
  9456. [sRGBEncoding]: 1,
  9457. [RGBEEncoding]: 2,
  9458. [RGBM7Encoding]: 3,
  9459. [RGBM16Encoding]: 4,
  9460. [RGBDEncoding]: 5,
  9461. [GammaEncoding]: 6
  9462. };
  9463. const _flatCamera = /*@__PURE__*/new OrthographicCamera();
  9464. const {
  9465. _lodPlanes,
  9466. _sizeLods,
  9467. _sigmas
  9468. } = /*@__PURE__*/_createPlanes();
  9469. const _clearColor = /*@__PURE__*/new Color();
  9470. let _oldTarget = null; // Golden Ratio
  9471. const PHI = (1 + Math.sqrt(5)) / 2;
  9472. const INV_PHI = 1 / PHI; // Vertices of a dodecahedron (except the opposites, which represent the
  9473. // same axis), used as axis directions evenly spread on a sphere.
  9474. const _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)];
  9475. /**
  9476. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  9477. * (PMREM) from a cubeMap environment texture. This allows different levels of
  9478. * blur to be quickly accessed based on material roughness. It is packed into a
  9479. * special CubeUV format that allows us to perform custom interpolation so that
  9480. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  9481. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  9482. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  9483. * higher roughness levels. In this way we maintain resolution to smoothly
  9484. * interpolate diffuse lighting while limiting sampling computation.
  9485. *
  9486. * Paper: Fast, Accurate Image-Based Lighting
  9487. * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view
  9488. */
  9489. class PMREMGenerator {
  9490. constructor(renderer) {
  9491. this._renderer = renderer;
  9492. this._pingPongRenderTarget = null;
  9493. this._blurMaterial = _getBlurShader(MAX_SAMPLES);
  9494. this._equirectShader = null;
  9495. this._cubemapShader = null;
  9496. this._compileMaterial(this._blurMaterial);
  9497. }
  9498. /**
  9499. * Generates a PMREM from a supplied Scene, which can be faster than using an
  9500. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  9501. * in radians to be applied to the scene before PMREM generation. Optional near
  9502. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  9503. * is placed at the origin).
  9504. */
  9505. fromScene(scene, sigma = 0, near = 0.1, far = 100) {
  9506. _oldTarget = this._renderer.getRenderTarget();
  9507. const cubeUVRenderTarget = this._allocateTargets();
  9508. this._sceneToCubeUV(scene, near, far, cubeUVRenderTarget);
  9509. if (sigma > 0) {
  9510. this._blur(cubeUVRenderTarget, 0, 0, sigma);
  9511. }
  9512. this._applyPMREM(cubeUVRenderTarget);
  9513. this._cleanup(cubeUVRenderTarget);
  9514. return cubeUVRenderTarget;
  9515. }
  9516. /**
  9517. * Generates a PMREM from an equirectangular texture, which can be either LDR
  9518. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  9519. * as this matches best with the 256 x 256 cubemap output.
  9520. */
  9521. fromEquirectangular(equirectangular) {
  9522. return this._fromTexture(equirectangular);
  9523. }
  9524. /**
  9525. * Generates a PMREM from an cubemap texture, which can be either LDR
  9526. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  9527. * as this matches best with the 256 x 256 cubemap output.
  9528. */
  9529. fromCubemap(cubemap) {
  9530. return this._fromTexture(cubemap);
  9531. }
  9532. /**
  9533. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  9534. * your texture's network fetch for increased concurrency.
  9535. */
  9536. compileCubemapShader() {
  9537. if (this._cubemapShader === null) {
  9538. this._cubemapShader = _getCubemapShader();
  9539. this._compileMaterial(this._cubemapShader);
  9540. }
  9541. }
  9542. /**
  9543. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  9544. * your texture's network fetch for increased concurrency.
  9545. */
  9546. compileEquirectangularShader() {
  9547. if (this._equirectShader === null) {
  9548. this._equirectShader = _getEquirectShader();
  9549. this._compileMaterial(this._equirectShader);
  9550. }
  9551. }
  9552. /**
  9553. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  9554. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  9555. * one of them will cause any others to also become unusable.
  9556. */
  9557. dispose() {
  9558. this._blurMaterial.dispose();
  9559. if (this._cubemapShader !== null) this._cubemapShader.dispose();
  9560. if (this._equirectShader !== null) this._equirectShader.dispose();
  9561. for (let i = 0; i < _lodPlanes.length; i++) {
  9562. _lodPlanes[i].dispose();
  9563. }
  9564. } // private interface
  9565. _cleanup(outputTarget) {
  9566. this._pingPongRenderTarget.dispose();
  9567. this._renderer.setRenderTarget(_oldTarget);
  9568. outputTarget.scissorTest = false;
  9569. _setViewport(outputTarget, 0, 0, outputTarget.width, outputTarget.height);
  9570. }
  9571. _fromTexture(texture) {
  9572. _oldTarget = this._renderer.getRenderTarget();
  9573. const cubeUVRenderTarget = this._allocateTargets(texture);
  9574. this._textureToCubeUV(texture, cubeUVRenderTarget);
  9575. this._applyPMREM(cubeUVRenderTarget);
  9576. this._cleanup(cubeUVRenderTarget);
  9577. return cubeUVRenderTarget;
  9578. }
  9579. _allocateTargets(texture) {
  9580. // warning: null texture is valid
  9581. const params = {
  9582. magFilter: NearestFilter,
  9583. minFilter: NearestFilter,
  9584. generateMipmaps: false,
  9585. type: UnsignedByteType,
  9586. format: RGBEFormat,
  9587. encoding: _isLDR(texture) ? texture.encoding : RGBEEncoding,
  9588. depthBuffer: false
  9589. };
  9590. const cubeUVRenderTarget = _createRenderTarget(params);
  9591. cubeUVRenderTarget.depthBuffer = texture ? false : true;
  9592. this._pingPongRenderTarget = _createRenderTarget(params);
  9593. return cubeUVRenderTarget;
  9594. }
  9595. _compileMaterial(material) {
  9596. const tmpMesh = new Mesh(_lodPlanes[0], material);
  9597. this._renderer.compile(tmpMesh, _flatCamera);
  9598. }
  9599. _sceneToCubeUV(scene, near, far, cubeUVRenderTarget) {
  9600. const fov = 90;
  9601. const aspect = 1;
  9602. const cubeCamera = new PerspectiveCamera(fov, aspect, near, far);
  9603. const upSign = [1, -1, 1, 1, 1, 1];
  9604. const forwardSign = [1, 1, 1, -1, -1, -1];
  9605. const renderer = this._renderer;
  9606. const originalAutoClear = renderer.autoClear;
  9607. const outputEncoding = renderer.outputEncoding;
  9608. const toneMapping = renderer.toneMapping;
  9609. renderer.getClearColor(_clearColor);
  9610. renderer.toneMapping = NoToneMapping;
  9611. renderer.outputEncoding = LinearEncoding;
  9612. renderer.autoClear = false;
  9613. const backgroundMaterial = new MeshBasicMaterial({
  9614. name: 'PMREM.Background',
  9615. side: BackSide,
  9616. depthWrite: false,
  9617. depthTest: false
  9618. });
  9619. const backgroundBox = new Mesh(new BoxGeometry(), backgroundMaterial);
  9620. let useSolidColor = false;
  9621. const background = scene.background;
  9622. if (background) {
  9623. if (background.isColor) {
  9624. backgroundMaterial.color.copy(background);
  9625. scene.background = null;
  9626. useSolidColor = true;
  9627. }
  9628. } else {
  9629. backgroundMaterial.color.copy(_clearColor);
  9630. useSolidColor = true;
  9631. }
  9632. for (let i = 0; i < 6; i++) {
  9633. const col = i % 3;
  9634. if (col == 0) {
  9635. cubeCamera.up.set(0, upSign[i], 0);
  9636. cubeCamera.lookAt(forwardSign[i], 0, 0);
  9637. } else if (col == 1) {
  9638. cubeCamera.up.set(0, 0, upSign[i]);
  9639. cubeCamera.lookAt(0, forwardSign[i], 0);
  9640. } else {
  9641. cubeCamera.up.set(0, upSign[i], 0);
  9642. cubeCamera.lookAt(0, 0, forwardSign[i]);
  9643. }
  9644. _setViewport(cubeUVRenderTarget, col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX);
  9645. renderer.setRenderTarget(cubeUVRenderTarget);
  9646. if (useSolidColor) {
  9647. renderer.render(backgroundBox, cubeCamera);
  9648. }
  9649. renderer.render(scene, cubeCamera);
  9650. }
  9651. backgroundBox.geometry.dispose();
  9652. backgroundBox.material.dispose();
  9653. renderer.toneMapping = toneMapping;
  9654. renderer.outputEncoding = outputEncoding;
  9655. renderer.autoClear = originalAutoClear;
  9656. scene.background = background;
  9657. }
  9658. _setEncoding(uniform, texture) {
  9659. /* if ( this._renderer.capabilities.isWebGL2 === true && texture.format === RGBAFormat && texture.type === UnsignedByteType && texture.encoding === sRGBEncoding ) {
  9660. uniform.value = ENCODINGS[ LinearEncoding ];
  9661. } else {
  9662. uniform.value = ENCODINGS[ texture.encoding ];
  9663. } */
  9664. uniform.value = ENCODINGS[texture.encoding];
  9665. }
  9666. _textureToCubeUV(texture, cubeUVRenderTarget) {
  9667. const renderer = this._renderer;
  9668. const isCubeTexture = texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping;
  9669. if (isCubeTexture) {
  9670. if (this._cubemapShader == null) {
  9671. this._cubemapShader = _getCubemapShader();
  9672. }
  9673. } else {
  9674. if (this._equirectShader == null) {
  9675. this._equirectShader = _getEquirectShader();
  9676. }
  9677. }
  9678. const material = isCubeTexture ? this._cubemapShader : this._equirectShader;
  9679. const mesh = new Mesh(_lodPlanes[0], material);
  9680. const uniforms = material.uniforms;
  9681. uniforms['envMap'].value = texture;
  9682. if (!isCubeTexture) {
  9683. uniforms['texelSize'].value.set(1.0 / texture.image.width, 1.0 / texture.image.height);
  9684. }
  9685. this._setEncoding(uniforms['inputEncoding'], texture);
  9686. this._setEncoding(uniforms['outputEncoding'], cubeUVRenderTarget.texture);
  9687. _setViewport(cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX);
  9688. renderer.setRenderTarget(cubeUVRenderTarget);
  9689. renderer.render(mesh, _flatCamera);
  9690. }
  9691. _applyPMREM(cubeUVRenderTarget) {
  9692. const renderer = this._renderer;
  9693. const autoClear = renderer.autoClear;
  9694. renderer.autoClear = false;
  9695. for (let i = 1; i < TOTAL_LODS; i++) {
  9696. const sigma = Math.sqrt(_sigmas[i] * _sigmas[i] - _sigmas[i - 1] * _sigmas[i - 1]);
  9697. const poleAxis = _axisDirections[(i - 1) % _axisDirections.length];
  9698. this._blur(cubeUVRenderTarget, i - 1, i, sigma, poleAxis);
  9699. }
  9700. renderer.autoClear = autoClear;
  9701. }
  9702. /**
  9703. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  9704. * vertically and horizontally, but this breaks down on a cube. Here we apply
  9705. * the blur latitudinally (around the poles), and then longitudinally (towards
  9706. * the poles) to approximate the orthogonally-separable blur. It is least
  9707. * accurate at the poles, but still does a decent job.
  9708. */
  9709. _blur(cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis) {
  9710. const pingPongRenderTarget = this._pingPongRenderTarget;
  9711. this._halfBlur(cubeUVRenderTarget, pingPongRenderTarget, lodIn, lodOut, sigma, 'latitudinal', poleAxis);
  9712. this._halfBlur(pingPongRenderTarget, cubeUVRenderTarget, lodOut, lodOut, sigma, 'longitudinal', poleAxis);
  9713. }
  9714. _halfBlur(targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis) {
  9715. const renderer = this._renderer;
  9716. const blurMaterial = this._blurMaterial;
  9717. if (direction !== 'latitudinal' && direction !== 'longitudinal') {
  9718. console.error('blur direction must be either latitudinal or longitudinal!');
  9719. } // Number of standard deviations at which to cut off the discrete approximation.
  9720. const STANDARD_DEVIATIONS = 3;
  9721. const blurMesh = new Mesh(_lodPlanes[lodOut], blurMaterial);
  9722. const blurUniforms = blurMaterial.uniforms;
  9723. const pixels = _sizeLods[lodIn] - 1;
  9724. const radiansPerPixel = isFinite(sigmaRadians) ? Math.PI / (2 * pixels) : 2 * Math.PI / (2 * MAX_SAMPLES - 1);
  9725. const sigmaPixels = sigmaRadians / radiansPerPixel;
  9726. const samples = isFinite(sigmaRadians) ? 1 + Math.floor(STANDARD_DEVIATIONS * sigmaPixels) : MAX_SAMPLES;
  9727. if (samples > MAX_SAMPLES) {
  9728. console.warn(`sigmaRadians, ${sigmaRadians}, is too large and will clip, as it requested ${samples} samples when the maximum is set to ${MAX_SAMPLES}`);
  9729. }
  9730. const weights = [];
  9731. let sum = 0;
  9732. for (let i = 0; i < MAX_SAMPLES; ++i) {
  9733. const x = i / sigmaPixels;
  9734. const weight = Math.exp(-x * x / 2);
  9735. weights.push(weight);
  9736. if (i == 0) {
  9737. sum += weight;
  9738. } else if (i < samples) {
  9739. sum += 2 * weight;
  9740. }
  9741. }
  9742. for (let i = 0; i < weights.length; i++) {
  9743. weights[i] = weights[i] / sum;
  9744. }
  9745. blurUniforms['envMap'].value = targetIn.texture;
  9746. blurUniforms['samples'].value = samples;
  9747. blurUniforms['weights'].value = weights;
  9748. blurUniforms['latitudinal'].value = direction === 'latitudinal';
  9749. if (poleAxis) {
  9750. blurUniforms['poleAxis'].value = poleAxis;
  9751. }
  9752. blurUniforms['dTheta'].value = radiansPerPixel;
  9753. blurUniforms['mipInt'].value = LOD_MAX - lodIn;
  9754. this._setEncoding(blurUniforms['inputEncoding'], targetIn.texture);
  9755. this._setEncoding(blurUniforms['outputEncoding'], targetIn.texture);
  9756. const outputSize = _sizeLods[lodOut];
  9757. const x = 3 * Math.max(0, SIZE_MAX - 2 * outputSize);
  9758. const y = (lodOut === 0 ? 0 : 2 * SIZE_MAX) + 2 * outputSize * (lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0);
  9759. _setViewport(targetOut, x, y, 3 * outputSize, 2 * outputSize);
  9760. renderer.setRenderTarget(targetOut);
  9761. renderer.render(blurMesh, _flatCamera);
  9762. }
  9763. }
  9764. function _isLDR(texture) {
  9765. if (texture === undefined || texture.type !== UnsignedByteType) return false;
  9766. return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;
  9767. }
  9768. function _createPlanes() {
  9769. const _lodPlanes = [];
  9770. const _sizeLods = [];
  9771. const _sigmas = [];
  9772. let lod = LOD_MAX;
  9773. for (let i = 0; i < TOTAL_LODS; i++) {
  9774. const sizeLod = Math.pow(2, lod);
  9775. _sizeLods.push(sizeLod);
  9776. let sigma = 1.0 / sizeLod;
  9777. if (i > LOD_MAX - LOD_MIN) {
  9778. sigma = EXTRA_LOD_SIGMA[i - LOD_MAX + LOD_MIN - 1];
  9779. } else if (i == 0) {
  9780. sigma = 0;
  9781. }
  9782. _sigmas.push(sigma);
  9783. const texelSize = 1.0 / (sizeLod - 1);
  9784. const min = -texelSize / 2;
  9785. const max = 1 + texelSize / 2;
  9786. const uv1 = [min, min, max, min, max, max, min, min, max, max, min, max];
  9787. const cubeFaces = 6;
  9788. const vertices = 6;
  9789. const positionSize = 3;
  9790. const uvSize = 2;
  9791. const faceIndexSize = 1;
  9792. const position = new Float32Array(positionSize * vertices * cubeFaces);
  9793. const uv = new Float32Array(uvSize * vertices * cubeFaces);
  9794. const faceIndex = new Float32Array(faceIndexSize * vertices * cubeFaces);
  9795. for (let face = 0; face < cubeFaces; face++) {
  9796. const x = face % 3 * 2 / 3 - 1;
  9797. const y = face > 2 ? 0 : -1;
  9798. const 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];
  9799. position.set(coordinates, positionSize * vertices * face);
  9800. uv.set(uv1, uvSize * vertices * face);
  9801. const fill = [face, face, face, face, face, face];
  9802. faceIndex.set(fill, faceIndexSize * vertices * face);
  9803. }
  9804. const planes = new BufferGeometry();
  9805. planes.setAttribute('position', new BufferAttribute(position, positionSize));
  9806. planes.setAttribute('uv', new BufferAttribute(uv, uvSize));
  9807. planes.setAttribute('faceIndex', new BufferAttribute(faceIndex, faceIndexSize));
  9808. _lodPlanes.push(planes);
  9809. if (lod > LOD_MIN) {
  9810. lod--;
  9811. }
  9812. }
  9813. return {
  9814. _lodPlanes,
  9815. _sizeLods,
  9816. _sigmas
  9817. };
  9818. }
  9819. function _createRenderTarget(params) {
  9820. const cubeUVRenderTarget = new WebGLRenderTarget(3 * SIZE_MAX, 3 * SIZE_MAX, params);
  9821. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  9822. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  9823. cubeUVRenderTarget.scissorTest = true;
  9824. return cubeUVRenderTarget;
  9825. }
  9826. function _setViewport(target, x, y, width, height) {
  9827. target.viewport.set(x, y, width, height);
  9828. target.scissor.set(x, y, width, height);
  9829. }
  9830. function _getBlurShader(maxSamples) {
  9831. const weights = new Float32Array(maxSamples);
  9832. const poleAxis = new Vector3(0, 1, 0);
  9833. const shaderMaterial = new RawShaderMaterial({
  9834. name: 'SphericalGaussianBlur',
  9835. defines: {
  9836. 'n': maxSamples
  9837. },
  9838. uniforms: {
  9839. 'envMap': {
  9840. value: null
  9841. },
  9842. 'samples': {
  9843. value: 1
  9844. },
  9845. 'weights': {
  9846. value: weights
  9847. },
  9848. 'latitudinal': {
  9849. value: false
  9850. },
  9851. 'dTheta': {
  9852. value: 0
  9853. },
  9854. 'mipInt': {
  9855. value: 0
  9856. },
  9857. 'poleAxis': {
  9858. value: poleAxis
  9859. },
  9860. 'inputEncoding': {
  9861. value: ENCODINGS[LinearEncoding]
  9862. },
  9863. 'outputEncoding': {
  9864. value: ENCODINGS[LinearEncoding]
  9865. }
  9866. },
  9867. vertexShader: _getCommonVertexShader(),
  9868. fragmentShader:
  9869. /* glsl */
  9870. `
  9871. precision mediump float;
  9872. precision mediump int;
  9873. varying vec3 vOutputDirection;
  9874. uniform sampler2D envMap;
  9875. uniform int samples;
  9876. uniform float weights[ n ];
  9877. uniform bool latitudinal;
  9878. uniform float dTheta;
  9879. uniform float mipInt;
  9880. uniform vec3 poleAxis;
  9881. ${_getEncodings()}
  9882. #define ENVMAP_TYPE_CUBE_UV
  9883. #include <cube_uv_reflection_fragment>
  9884. vec3 getSample( float theta, vec3 axis ) {
  9885. float cosTheta = cos( theta );
  9886. // Rodrigues' axis-angle rotation
  9887. vec3 sampleDirection = vOutputDirection * cosTheta
  9888. + cross( axis, vOutputDirection ) * sin( theta )
  9889. + axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );
  9890. return bilinearCubeUV( envMap, sampleDirection, mipInt );
  9891. }
  9892. void main() {
  9893. vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );
  9894. if ( all( equal( axis, vec3( 0.0 ) ) ) ) {
  9895. axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );
  9896. }
  9897. axis = normalize( axis );
  9898. gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
  9899. gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );
  9900. for ( int i = 1; i < n; i++ ) {
  9901. if ( i >= samples ) {
  9902. break;
  9903. }
  9904. float theta = dTheta * float( i );
  9905. gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );
  9906. gl_FragColor.rgb += weights[ i ] * getSample( theta, axis );
  9907. }
  9908. gl_FragColor = linearToOutputTexel( gl_FragColor );
  9909. }
  9910. `,
  9911. blending: NoBlending,
  9912. depthTest: false,
  9913. depthWrite: false
  9914. });
  9915. return shaderMaterial;
  9916. }
  9917. function _getEquirectShader() {
  9918. const texelSize = new Vector2(1, 1);
  9919. const shaderMaterial = new RawShaderMaterial({
  9920. name: 'EquirectangularToCubeUV',
  9921. uniforms: {
  9922. 'envMap': {
  9923. value: null
  9924. },
  9925. 'texelSize': {
  9926. value: texelSize
  9927. },
  9928. 'inputEncoding': {
  9929. value: ENCODINGS[LinearEncoding]
  9930. },
  9931. 'outputEncoding': {
  9932. value: ENCODINGS[LinearEncoding]
  9933. }
  9934. },
  9935. vertexShader: _getCommonVertexShader(),
  9936. fragmentShader:
  9937. /* glsl */
  9938. `
  9939. precision mediump float;
  9940. precision mediump int;
  9941. varying vec3 vOutputDirection;
  9942. uniform sampler2D envMap;
  9943. uniform vec2 texelSize;
  9944. ${_getEncodings()}
  9945. #include <common>
  9946. void main() {
  9947. gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
  9948. vec3 outputDirection = normalize( vOutputDirection );
  9949. vec2 uv = equirectUv( outputDirection );
  9950. vec2 f = fract( uv / texelSize - 0.5 );
  9951. uv -= f * texelSize;
  9952. vec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;
  9953. uv.x += texelSize.x;
  9954. vec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;
  9955. uv.y += texelSize.y;
  9956. vec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;
  9957. uv.x -= texelSize.x;
  9958. vec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;
  9959. vec3 tm = mix( tl, tr, f.x );
  9960. vec3 bm = mix( bl, br, f.x );
  9961. gl_FragColor.rgb = mix( tm, bm, f.y );
  9962. gl_FragColor = linearToOutputTexel( gl_FragColor );
  9963. }
  9964. `,
  9965. blending: NoBlending,
  9966. depthTest: false,
  9967. depthWrite: false
  9968. });
  9969. return shaderMaterial;
  9970. }
  9971. function _getCubemapShader() {
  9972. const shaderMaterial = new RawShaderMaterial({
  9973. name: 'CubemapToCubeUV',
  9974. uniforms: {
  9975. 'envMap': {
  9976. value: null
  9977. },
  9978. 'inputEncoding': {
  9979. value: ENCODINGS[LinearEncoding]
  9980. },
  9981. 'outputEncoding': {
  9982. value: ENCODINGS[LinearEncoding]
  9983. }
  9984. },
  9985. vertexShader: _getCommonVertexShader(),
  9986. fragmentShader:
  9987. /* glsl */
  9988. `
  9989. precision mediump float;
  9990. precision mediump int;
  9991. varying vec3 vOutputDirection;
  9992. uniform samplerCube envMap;
  9993. ${_getEncodings()}
  9994. void main() {
  9995. gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
  9996. gl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;
  9997. gl_FragColor = linearToOutputTexel( gl_FragColor );
  9998. }
  9999. `,
  10000. blending: NoBlending,
  10001. depthTest: false,
  10002. depthWrite: false
  10003. });
  10004. return shaderMaterial;
  10005. }
  10006. function _getCommonVertexShader() {
  10007. return (
  10008. /* glsl */
  10009. `
  10010. precision mediump float;
  10011. precision mediump int;
  10012. attribute vec3 position;
  10013. attribute vec2 uv;
  10014. attribute float faceIndex;
  10015. varying vec3 vOutputDirection;
  10016. // RH coordinate system; PMREM face-indexing convention
  10017. vec3 getDirection( vec2 uv, float face ) {
  10018. uv = 2.0 * uv - 1.0;
  10019. vec3 direction = vec3( uv, 1.0 );
  10020. if ( face == 0.0 ) {
  10021. direction = direction.zyx; // ( 1, v, u ) pos x
  10022. } else if ( face == 1.0 ) {
  10023. direction = direction.xzy;
  10024. direction.xz *= -1.0; // ( -u, 1, -v ) pos y
  10025. } else if ( face == 2.0 ) {
  10026. direction.x *= -1.0; // ( -u, v, 1 ) pos z
  10027. } else if ( face == 3.0 ) {
  10028. direction = direction.zyx;
  10029. direction.xz *= -1.0; // ( -1, v, -u ) neg x
  10030. } else if ( face == 4.0 ) {
  10031. direction = direction.xzy;
  10032. direction.xy *= -1.0; // ( -u, -1, v ) neg y
  10033. } else if ( face == 5.0 ) {
  10034. direction.z *= -1.0; // ( u, v, -1 ) neg z
  10035. }
  10036. return direction;
  10037. }
  10038. void main() {
  10039. vOutputDirection = getDirection( uv, faceIndex );
  10040. gl_Position = vec4( position, 1.0 );
  10041. }
  10042. `
  10043. );
  10044. }
  10045. function _getEncodings() {
  10046. return (
  10047. /* glsl */
  10048. `
  10049. uniform int inputEncoding;
  10050. uniform int outputEncoding;
  10051. #include <encodings_pars_fragment>
  10052. vec4 inputTexelToLinear( vec4 value ) {
  10053. if ( inputEncoding == 0 ) {
  10054. return value;
  10055. } else if ( inputEncoding == 1 ) {
  10056. return sRGBToLinear( value );
  10057. } else if ( inputEncoding == 2 ) {
  10058. return RGBEToLinear( value );
  10059. } else if ( inputEncoding == 3 ) {
  10060. return RGBMToLinear( value, 7.0 );
  10061. } else if ( inputEncoding == 4 ) {
  10062. return RGBMToLinear( value, 16.0 );
  10063. } else if ( inputEncoding == 5 ) {
  10064. return RGBDToLinear( value, 256.0 );
  10065. } else {
  10066. return GammaToLinear( value, 2.2 );
  10067. }
  10068. }
  10069. vec4 linearToOutputTexel( vec4 value ) {
  10070. if ( outputEncoding == 0 ) {
  10071. return value;
  10072. } else if ( outputEncoding == 1 ) {
  10073. return LinearTosRGB( value );
  10074. } else if ( outputEncoding == 2 ) {
  10075. return LinearToRGBE( value );
  10076. } else if ( outputEncoding == 3 ) {
  10077. return LinearToRGBM( value, 7.0 );
  10078. } else if ( outputEncoding == 4 ) {
  10079. return LinearToRGBM( value, 16.0 );
  10080. } else if ( outputEncoding == 5 ) {
  10081. return LinearToRGBD( value, 256.0 );
  10082. } else {
  10083. return LinearToGamma( value, 2.2 );
  10084. }
  10085. }
  10086. vec4 envMapTexelToLinear( vec4 color ) {
  10087. return inputTexelToLinear( color );
  10088. }
  10089. `
  10090. );
  10091. }
  10092. function WebGLCubeUVMaps(renderer) {
  10093. let cubeUVmaps = new WeakMap();
  10094. let pmremGenerator = null;
  10095. function get(texture) {
  10096. if (texture && texture.isTexture && texture.isRenderTargetTexture === false) {
  10097. const mapping = texture.mapping;
  10098. const isEquirectMap = mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping;
  10099. const isCubeMap = mapping === CubeReflectionMapping || mapping === CubeRefractionMapping;
  10100. if (isEquirectMap || isCubeMap) {
  10101. // equirect/cube map to cubeUV conversion
  10102. if (cubeUVmaps.has(texture)) {
  10103. return cubeUVmaps.get(texture).texture;
  10104. } else {
  10105. const image = texture.image;
  10106. if (isEquirectMap && image && image.height > 0 || isCubeMap && image && isCubeTextureComplete(image)) {
  10107. const currentRenderTarget = renderer.getRenderTarget();
  10108. if (pmremGenerator === null) pmremGenerator = new PMREMGenerator(renderer);
  10109. const renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular(texture) : pmremGenerator.fromCubemap(texture);
  10110. cubeUVmaps.set(texture, renderTarget);
  10111. renderer.setRenderTarget(currentRenderTarget);
  10112. texture.addEventListener('dispose', onTextureDispose);
  10113. return renderTarget.texture;
  10114. } else {
  10115. // image not yet ready. try the conversion next frame
  10116. return null;
  10117. }
  10118. }
  10119. }
  10120. }
  10121. return texture;
  10122. }
  10123. function isCubeTextureComplete(image) {
  10124. let count = 0;
  10125. const length = 6;
  10126. for (let i = 0; i < length; i++) {
  10127. if (image[i] !== undefined) count++;
  10128. }
  10129. return count === length;
  10130. }
  10131. function onTextureDispose(event) {
  10132. const texture = event.target;
  10133. texture.removeEventListener('dispose', onTextureDispose);
  10134. const cubemapUV = cubeUVmaps.get(texture);
  10135. if (cubemapUV !== undefined) {
  10136. cubeUVmaps.delete(texture);
  10137. cubemapUV.dispose();
  10138. }
  10139. }
  10140. function dispose() {
  10141. cubeUVmaps = new WeakMap();
  10142. if (pmremGenerator !== null) {
  10143. pmremGenerator.dispose();
  10144. pmremGenerator = null;
  10145. }
  10146. }
  10147. return {
  10148. get: get,
  10149. dispose: dispose
  10150. };
  10151. }
  10152. function WebGLExtensions(gl) {
  10153. const extensions = {};
  10154. function getExtension(name) {
  10155. if (extensions[name] !== undefined) {
  10156. return extensions[name];
  10157. }
  10158. let extension;
  10159. switch (name) {
  10160. case 'WEBGL_depth_texture':
  10161. extension = gl.getExtension('WEBGL_depth_texture') || gl.getExtension('MOZ_WEBGL_depth_texture') || gl.getExtension('WEBKIT_WEBGL_depth_texture');
  10162. break;
  10163. case 'EXT_texture_filter_anisotropic':
  10164. extension = gl.getExtension('EXT_texture_filter_anisotropic') || gl.getExtension('MOZ_EXT_texture_filter_anisotropic') || gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic');
  10165. break;
  10166. case 'WEBGL_compressed_texture_s3tc':
  10167. extension = gl.getExtension('WEBGL_compressed_texture_s3tc') || gl.getExtension('MOZ_WEBGL_compressed_texture_s3tc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  10168. break;
  10169. case 'WEBGL_compressed_texture_pvrtc':
  10170. extension = gl.getExtension('WEBGL_compressed_texture_pvrtc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  10171. break;
  10172. default:
  10173. extension = gl.getExtension(name);
  10174. }
  10175. extensions[name] = extension;
  10176. return extension;
  10177. }
  10178. return {
  10179. has: function (name) {
  10180. return getExtension(name) !== null;
  10181. },
  10182. init: function (capabilities) {
  10183. if (capabilities.isWebGL2) {
  10184. getExtension('EXT_color_buffer_float');
  10185. } else {
  10186. getExtension('WEBGL_depth_texture');
  10187. getExtension('OES_texture_float');
  10188. getExtension('OES_texture_half_float');
  10189. getExtension('OES_texture_half_float_linear');
  10190. getExtension('OES_standard_derivatives');
  10191. getExtension('OES_element_index_uint');
  10192. getExtension('OES_vertex_array_object');
  10193. getExtension('ANGLE_instanced_arrays');
  10194. }
  10195. getExtension('OES_texture_float_linear');
  10196. getExtension('EXT_color_buffer_half_float');
  10197. getExtension('WEBGL_multisampled_render_to_texture');
  10198. },
  10199. get: function (name) {
  10200. const extension = getExtension(name);
  10201. if (extension === null) {
  10202. console.warn('THREE.WebGLRenderer: ' + name + ' extension not supported.');
  10203. }
  10204. return extension;
  10205. }
  10206. };
  10207. }
  10208. function WebGLGeometries(gl, attributes, info, bindingStates) {
  10209. const geometries = {};
  10210. const wireframeAttributes = new WeakMap();
  10211. function onGeometryDispose(event) {
  10212. const geometry = event.target;
  10213. if (geometry.index !== null) {
  10214. attributes.remove(geometry.index);
  10215. }
  10216. for (const name in geometry.attributes) {
  10217. attributes.remove(geometry.attributes[name]);
  10218. }
  10219. geometry.removeEventListener('dispose', onGeometryDispose);
  10220. delete geometries[geometry.id];
  10221. const attribute = wireframeAttributes.get(geometry);
  10222. if (attribute) {
  10223. attributes.remove(attribute);
  10224. wireframeAttributes.delete(geometry);
  10225. }
  10226. bindingStates.releaseStatesOfGeometry(geometry);
  10227. if (geometry.isInstancedBufferGeometry === true) {
  10228. delete geometry._maxInstanceCount;
  10229. } //
  10230. info.memory.geometries--;
  10231. }
  10232. function get(object, geometry) {
  10233. if (geometries[geometry.id] === true) return geometry;
  10234. geometry.addEventListener('dispose', onGeometryDispose);
  10235. geometries[geometry.id] = true;
  10236. info.memory.geometries++;
  10237. return geometry;
  10238. }
  10239. function update(geometry) {
  10240. const geometryAttributes = geometry.attributes; // Updating index buffer in VAO now. See WebGLBindingStates.
  10241. for (const name in geometryAttributes) {
  10242. attributes.update(geometryAttributes[name], gl.ARRAY_BUFFER);
  10243. } // morph targets
  10244. const morphAttributes = geometry.morphAttributes;
  10245. for (const name in morphAttributes) {
  10246. const array = morphAttributes[name];
  10247. for (let i = 0, l = array.length; i < l; i++) {
  10248. attributes.update(array[i], gl.ARRAY_BUFFER);
  10249. }
  10250. }
  10251. }
  10252. function updateWireframeAttribute(geometry) {
  10253. const indices = [];
  10254. const geometryIndex = geometry.index;
  10255. const geometryPosition = geometry.attributes.position;
  10256. let version = 0;
  10257. if (geometryIndex !== null) {
  10258. const array = geometryIndex.array;
  10259. version = geometryIndex.version;
  10260. for (let i = 0, l = array.length; i < l; i += 3) {
  10261. const a = array[i + 0];
  10262. const b = array[i + 1];
  10263. const c = array[i + 2];
  10264. indices.push(a, b, b, c, c, a);
  10265. }
  10266. } else {
  10267. const array = geometryPosition.array;
  10268. version = geometryPosition.version;
  10269. for (let i = 0, l = array.length / 3 - 1; i < l; i += 3) {
  10270. const a = i + 0;
  10271. const b = i + 1;
  10272. const c = i + 2;
  10273. indices.push(a, b, b, c, c, a);
  10274. }
  10275. }
  10276. const attribute = new (arrayMax(indices) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(indices, 1);
  10277. attribute.version = version; // Updating index buffer in VAO now. See WebGLBindingStates
  10278. //
  10279. const previousAttribute = wireframeAttributes.get(geometry);
  10280. if (previousAttribute) attributes.remove(previousAttribute); //
  10281. wireframeAttributes.set(geometry, attribute);
  10282. }
  10283. function getWireframeAttribute(geometry) {
  10284. const currentAttribute = wireframeAttributes.get(geometry);
  10285. if (currentAttribute) {
  10286. const geometryIndex = geometry.index;
  10287. if (geometryIndex !== null) {
  10288. // if the attribute is obsolete, create a new one
  10289. if (currentAttribute.version < geometryIndex.version) {
  10290. updateWireframeAttribute(geometry);
  10291. }
  10292. }
  10293. } else {
  10294. updateWireframeAttribute(geometry);
  10295. }
  10296. return wireframeAttributes.get(geometry);
  10297. }
  10298. return {
  10299. get: get,
  10300. update: update,
  10301. getWireframeAttribute: getWireframeAttribute
  10302. };
  10303. }
  10304. function WebGLIndexedBufferRenderer(gl, extensions, info, capabilities) {
  10305. const isWebGL2 = capabilities.isWebGL2;
  10306. let mode;
  10307. function setMode(value) {
  10308. mode = value;
  10309. }
  10310. let type, bytesPerElement;
  10311. function setIndex(value) {
  10312. type = value.type;
  10313. bytesPerElement = value.bytesPerElement;
  10314. }
  10315. function render(start, count) {
  10316. gl.drawElements(mode, count, type, start * bytesPerElement);
  10317. info.update(count, mode, 1);
  10318. }
  10319. function renderInstances(start, count, primcount) {
  10320. if (primcount === 0) return;
  10321. let extension, methodName;
  10322. if (isWebGL2) {
  10323. extension = gl;
  10324. methodName = 'drawElementsInstanced';
  10325. } else {
  10326. extension = extensions.get('ANGLE_instanced_arrays');
  10327. methodName = 'drawElementsInstancedANGLE';
  10328. if (extension === null) {
  10329. console.error('THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');
  10330. return;
  10331. }
  10332. }
  10333. extension[methodName](mode, count, type, start * bytesPerElement, primcount);
  10334. info.update(count, mode, primcount);
  10335. } //
  10336. this.setMode = setMode;
  10337. this.setIndex = setIndex;
  10338. this.render = render;
  10339. this.renderInstances = renderInstances;
  10340. }
  10341. function WebGLInfo(gl) {
  10342. const memory = {
  10343. geometries: 0,
  10344. textures: 0
  10345. };
  10346. const render = {
  10347. frame: 0,
  10348. calls: 0,
  10349. triangles: 0,
  10350. points: 0,
  10351. lines: 0
  10352. };
  10353. function update(count, mode, instanceCount) {
  10354. render.calls++;
  10355. switch (mode) {
  10356. case gl.TRIANGLES:
  10357. render.triangles += instanceCount * (count / 3);
  10358. break;
  10359. case gl.LINES:
  10360. render.lines += instanceCount * (count / 2);
  10361. break;
  10362. case gl.LINE_STRIP:
  10363. render.lines += instanceCount * (count - 1);
  10364. break;
  10365. case gl.LINE_LOOP:
  10366. render.lines += instanceCount * count;
  10367. break;
  10368. case gl.POINTS:
  10369. render.points += instanceCount * count;
  10370. break;
  10371. default:
  10372. console.error('THREE.WebGLInfo: Unknown draw mode:', mode);
  10373. break;
  10374. }
  10375. }
  10376. function reset() {
  10377. render.frame++;
  10378. render.calls = 0;
  10379. render.triangles = 0;
  10380. render.points = 0;
  10381. render.lines = 0;
  10382. }
  10383. return {
  10384. memory: memory,
  10385. render: render,
  10386. programs: null,
  10387. autoReset: true,
  10388. reset: reset,
  10389. update: update
  10390. };
  10391. }
  10392. class DataTexture2DArray extends Texture {
  10393. constructor(data = null, width = 1, height = 1, depth = 1) {
  10394. super(null);
  10395. this.image = {
  10396. data,
  10397. width,
  10398. height,
  10399. depth
  10400. };
  10401. this.magFilter = NearestFilter;
  10402. this.minFilter = NearestFilter;
  10403. this.wrapR = ClampToEdgeWrapping;
  10404. this.generateMipmaps = false;
  10405. this.flipY = false;
  10406. this.unpackAlignment = 1;
  10407. this.needsUpdate = true;
  10408. }
  10409. }
  10410. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  10411. function numericalSort(a, b) {
  10412. return a[0] - b[0];
  10413. }
  10414. function absNumericalSort(a, b) {
  10415. return Math.abs(b[1]) - Math.abs(a[1]);
  10416. }
  10417. function denormalize(morph, attribute) {
  10418. let denominator = 1;
  10419. const array = attribute.isInterleavedBufferAttribute ? attribute.data.array : attribute.array;
  10420. if (array instanceof Int8Array) denominator = 127;else if (array instanceof Int16Array) denominator = 32767;else if (array instanceof Int32Array) denominator = 2147483647;else console.error('THREE.WebGLMorphtargets: Unsupported morph attribute data type: ', array);
  10421. morph.divideScalar(denominator);
  10422. }
  10423. function WebGLMorphtargets(gl, capabilities, textures) {
  10424. const influencesList = {};
  10425. const morphInfluences = new Float32Array(8);
  10426. const morphTextures = new WeakMap();
  10427. const morph = new Vector3();
  10428. const workInfluences = [];
  10429. for (let i = 0; i < 8; i++) {
  10430. workInfluences[i] = [i, 0];
  10431. }
  10432. function update(object, geometry, material, program) {
  10433. const objectInfluences = object.morphTargetInfluences;
  10434. if (capabilities.isWebGL2 === true) {
  10435. // instead of using attributes, the WebGL 2 code path encodes morph targets
  10436. // into an array of data textures. Each layer represents a single morph target.
  10437. const numberOfMorphTargets = geometry.morphAttributes.position.length;
  10438. let entry = morphTextures.get(geometry);
  10439. if (entry === undefined || entry.count !== numberOfMorphTargets) {
  10440. if (entry !== undefined) entry.texture.dispose();
  10441. const hasMorphNormals = geometry.morphAttributes.normal !== undefined;
  10442. const morphTargets = geometry.morphAttributes.position;
  10443. const morphNormals = geometry.morphAttributes.normal || [];
  10444. const numberOfVertices = geometry.attributes.position.count;
  10445. const numberOfVertexData = hasMorphNormals === true ? 2 : 1; // (v,n) vs. (v)
  10446. let width = numberOfVertices * numberOfVertexData;
  10447. let height = 1;
  10448. if (width > capabilities.maxTextureSize) {
  10449. height = Math.ceil(width / capabilities.maxTextureSize);
  10450. width = capabilities.maxTextureSize;
  10451. }
  10452. const buffer = new Float32Array(width * height * 4 * numberOfMorphTargets);
  10453. const texture = new DataTexture2DArray(buffer, width, height, numberOfMorphTargets);
  10454. texture.format = RGBAFormat; // using RGBA since RGB might be emulated (and is thus slower)
  10455. texture.type = FloatType; // fill buffer
  10456. const vertexDataStride = numberOfVertexData * 4;
  10457. for (let i = 0; i < numberOfMorphTargets; i++) {
  10458. const morphTarget = morphTargets[i];
  10459. const morphNormal = morphNormals[i];
  10460. const offset = width * height * 4 * i;
  10461. for (let j = 0; j < morphTarget.count; j++) {
  10462. morph.fromBufferAttribute(morphTarget, j);
  10463. if (morphTarget.normalized === true) denormalize(morph, morphTarget);
  10464. const stride = j * vertexDataStride;
  10465. buffer[offset + stride + 0] = morph.x;
  10466. buffer[offset + stride + 1] = morph.y;
  10467. buffer[offset + stride + 2] = morph.z;
  10468. buffer[offset + stride + 3] = 0;
  10469. if (hasMorphNormals === true) {
  10470. morph.fromBufferAttribute(morphNormal, j);
  10471. if (morphNormal.normalized === true) denormalize(morph, morphNormal);
  10472. buffer[offset + stride + 4] = morph.x;
  10473. buffer[offset + stride + 5] = morph.y;
  10474. buffer[offset + stride + 6] = morph.z;
  10475. buffer[offset + stride + 7] = 0;
  10476. }
  10477. }
  10478. }
  10479. entry = {
  10480. count: numberOfMorphTargets,
  10481. texture: texture,
  10482. size: new Vector2(width, height)
  10483. };
  10484. morphTextures.set(geometry, entry);
  10485. } //
  10486. let morphInfluencesSum = 0;
  10487. for (let i = 0; i < objectInfluences.length; i++) {
  10488. morphInfluencesSum += objectInfluences[i];
  10489. }
  10490. const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  10491. program.getUniforms().setValue(gl, 'morphTargetBaseInfluence', morphBaseInfluence);
  10492. program.getUniforms().setValue(gl, 'morphTargetInfluences', objectInfluences);
  10493. program.getUniforms().setValue(gl, 'morphTargetsTexture', entry.texture, textures);
  10494. program.getUniforms().setValue(gl, 'morphTargetsTextureSize', entry.size);
  10495. } else {
  10496. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  10497. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  10498. const length = objectInfluences === undefined ? 0 : objectInfluences.length;
  10499. let influences = influencesList[geometry.id];
  10500. if (influences === undefined || influences.length !== length) {
  10501. // initialise list
  10502. influences = [];
  10503. for (let i = 0; i < length; i++) {
  10504. influences[i] = [i, 0];
  10505. }
  10506. influencesList[geometry.id] = influences;
  10507. } // Collect influences
  10508. for (let i = 0; i < length; i++) {
  10509. const influence = influences[i];
  10510. influence[0] = i;
  10511. influence[1] = objectInfluences[i];
  10512. }
  10513. influences.sort(absNumericalSort);
  10514. for (let i = 0; i < 8; i++) {
  10515. if (i < length && influences[i][1]) {
  10516. workInfluences[i][0] = influences[i][0];
  10517. workInfluences[i][1] = influences[i][1];
  10518. } else {
  10519. workInfluences[i][0] = Number.MAX_SAFE_INTEGER;
  10520. workInfluences[i][1] = 0;
  10521. }
  10522. }
  10523. workInfluences.sort(numericalSort);
  10524. const morphTargets = geometry.morphAttributes.position;
  10525. const morphNormals = geometry.morphAttributes.normal;
  10526. let morphInfluencesSum = 0;
  10527. for (let i = 0; i < 8; i++) {
  10528. const influence = workInfluences[i];
  10529. const index = influence[0];
  10530. const value = influence[1];
  10531. if (index !== Number.MAX_SAFE_INTEGER && value) {
  10532. if (morphTargets && geometry.getAttribute('morphTarget' + i) !== morphTargets[index]) {
  10533. geometry.setAttribute('morphTarget' + i, morphTargets[index]);
  10534. }
  10535. if (morphNormals && geometry.getAttribute('morphNormal' + i) !== morphNormals[index]) {
  10536. geometry.setAttribute('morphNormal' + i, morphNormals[index]);
  10537. }
  10538. morphInfluences[i] = value;
  10539. morphInfluencesSum += value;
  10540. } else {
  10541. if (morphTargets && geometry.hasAttribute('morphTarget' + i) === true) {
  10542. geometry.deleteAttribute('morphTarget' + i);
  10543. }
  10544. if (morphNormals && geometry.hasAttribute('morphNormal' + i) === true) {
  10545. geometry.deleteAttribute('morphNormal' + i);
  10546. }
  10547. morphInfluences[i] = 0;
  10548. }
  10549. } // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  10550. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  10551. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  10552. const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  10553. program.getUniforms().setValue(gl, 'morphTargetBaseInfluence', morphBaseInfluence);
  10554. program.getUniforms().setValue(gl, 'morphTargetInfluences', morphInfluences);
  10555. }
  10556. }
  10557. return {
  10558. update: update
  10559. };
  10560. }
  10561. function WebGLObjects(gl, geometries, attributes, info) {
  10562. let updateMap = new WeakMap();
  10563. function update(object) {
  10564. const frame = info.render.frame;
  10565. const geometry = object.geometry;
  10566. const buffergeometry = geometries.get(object, geometry); // Update once per frame
  10567. if (updateMap.get(buffergeometry) !== frame) {
  10568. geometries.update(buffergeometry);
  10569. updateMap.set(buffergeometry, frame);
  10570. }
  10571. if (object.isInstancedMesh) {
  10572. if (object.hasEventListener('dispose', onInstancedMeshDispose) === false) {
  10573. object.addEventListener('dispose', onInstancedMeshDispose);
  10574. }
  10575. attributes.update(object.instanceMatrix, gl.ARRAY_BUFFER);
  10576. if (object.instanceColor !== null) {
  10577. attributes.update(object.instanceColor, gl.ARRAY_BUFFER);
  10578. }
  10579. }
  10580. return buffergeometry;
  10581. }
  10582. function dispose() {
  10583. updateMap = new WeakMap();
  10584. }
  10585. function onInstancedMeshDispose(event) {
  10586. const instancedMesh = event.target;
  10587. instancedMesh.removeEventListener('dispose', onInstancedMeshDispose);
  10588. attributes.remove(instancedMesh.instanceMatrix);
  10589. if (instancedMesh.instanceColor !== null) attributes.remove(instancedMesh.instanceColor);
  10590. }
  10591. return {
  10592. update: update,
  10593. dispose: dispose
  10594. };
  10595. }
  10596. class DataTexture3D extends Texture {
  10597. constructor(data = null, width = 1, height = 1, depth = 1) {
  10598. // We're going to add .setXXX() methods for setting properties later.
  10599. // Users can still set in DataTexture3D directly.
  10600. //
  10601. // const texture = new THREE.DataTexture3D( data, width, height, depth );
  10602. // texture.anisotropy = 16;
  10603. //
  10604. // See #14839
  10605. super(null);
  10606. this.image = {
  10607. data,
  10608. width,
  10609. height,
  10610. depth
  10611. };
  10612. this.magFilter = NearestFilter;
  10613. this.minFilter = NearestFilter;
  10614. this.wrapR = ClampToEdgeWrapping;
  10615. this.generateMipmaps = false;
  10616. this.flipY = false;
  10617. this.unpackAlignment = 1;
  10618. this.needsUpdate = true;
  10619. }
  10620. }
  10621. DataTexture3D.prototype.isDataTexture3D = true;
  10622. /**
  10623. * Uniforms of a program.
  10624. * Those form a tree structure with a special top-level container for the root,
  10625. * which you get by calling 'new WebGLUniforms( gl, program )'.
  10626. *
  10627. *
  10628. * Properties of inner nodes including the top-level container:
  10629. *
  10630. * .seq - array of nested uniforms
  10631. * .map - nested uniforms by name
  10632. *
  10633. *
  10634. * Methods of all nodes except the top-level container:
  10635. *
  10636. * .setValue( gl, value, [textures] )
  10637. *
  10638. * uploads a uniform value(s)
  10639. * the 'textures' parameter is needed for sampler uniforms
  10640. *
  10641. *
  10642. * Static methods of the top-level container (textures factorizations):
  10643. *
  10644. * .upload( gl, seq, values, textures )
  10645. *
  10646. * sets uniforms in 'seq' to 'values[id].value'
  10647. *
  10648. * .seqWithValue( seq, values ) : filteredSeq
  10649. *
  10650. * filters 'seq' entries with corresponding entry in values
  10651. *
  10652. *
  10653. * Methods of the top-level container (textures factorizations):
  10654. *
  10655. * .setValue( gl, name, value, textures )
  10656. *
  10657. * sets uniform with name 'name' to 'value'
  10658. *
  10659. * .setOptional( gl, obj, prop )
  10660. *
  10661. * like .set for an optional property of the object
  10662. *
  10663. */
  10664. const emptyTexture = new Texture();
  10665. const emptyTexture2dArray = new DataTexture2DArray();
  10666. const emptyTexture3d = new DataTexture3D();
  10667. const emptyCubeTexture = new CubeTexture(); // --- Utilities ---
  10668. // Array Caches (provide typed arrays for temporary by size)
  10669. const arrayCacheF32 = [];
  10670. const arrayCacheI32 = []; // Float32Array caches used for uploading Matrix uniforms
  10671. const mat4array = new Float32Array(16);
  10672. const mat3array = new Float32Array(9);
  10673. const mat2array = new Float32Array(4); // Flattening for arrays of vectors and matrices
  10674. function flatten(array, nBlocks, blockSize) {
  10675. const firstElem = array[0];
  10676. if (firstElem <= 0 || firstElem > 0) return array; // unoptimized: ! isNaN( firstElem )
  10677. // see http://jacksondunstan.com/articles/983
  10678. const n = nBlocks * blockSize;
  10679. let r = arrayCacheF32[n];
  10680. if (r === undefined) {
  10681. r = new Float32Array(n);
  10682. arrayCacheF32[n] = r;
  10683. }
  10684. if (nBlocks !== 0) {
  10685. firstElem.toArray(r, 0);
  10686. for (let i = 1, offset = 0; i !== nBlocks; ++i) {
  10687. offset += blockSize;
  10688. array[i].toArray(r, offset);
  10689. }
  10690. }
  10691. return r;
  10692. }
  10693. function arraysEqual(a, b) {
  10694. if (a.length !== b.length) return false;
  10695. for (let i = 0, l = a.length; i < l; i++) {
  10696. if (a[i] !== b[i]) return false;
  10697. }
  10698. return true;
  10699. }
  10700. function copyArray(a, b) {
  10701. for (let i = 0, l = b.length; i < l; i++) {
  10702. a[i] = b[i];
  10703. }
  10704. } // Texture unit allocation
  10705. function allocTexUnits(textures, n) {
  10706. let r = arrayCacheI32[n];
  10707. if (r === undefined) {
  10708. r = new Int32Array(n);
  10709. arrayCacheI32[n] = r;
  10710. }
  10711. for (let i = 0; i !== n; ++i) {
  10712. r[i] = textures.allocateTextureUnit();
  10713. }
  10714. return r;
  10715. } // --- Setters ---
  10716. // Note: Defining these methods externally, because they come in a bunch
  10717. // and this way their names minify.
  10718. // Single scalar
  10719. function setValueV1f(gl, v) {
  10720. const cache = this.cache;
  10721. if (cache[0] === v) return;
  10722. gl.uniform1f(this.addr, v);
  10723. cache[0] = v;
  10724. } // Single float vector (from flat array or THREE.VectorN)
  10725. function setValueV2f(gl, v) {
  10726. const cache = this.cache;
  10727. if (v.x !== undefined) {
  10728. if (cache[0] !== v.x || cache[1] !== v.y) {
  10729. gl.uniform2f(this.addr, v.x, v.y);
  10730. cache[0] = v.x;
  10731. cache[1] = v.y;
  10732. }
  10733. } else {
  10734. if (arraysEqual(cache, v)) return;
  10735. gl.uniform2fv(this.addr, v);
  10736. copyArray(cache, v);
  10737. }
  10738. }
  10739. function setValueV3f(gl, v) {
  10740. const cache = this.cache;
  10741. if (v.x !== undefined) {
  10742. if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) {
  10743. gl.uniform3f(this.addr, v.x, v.y, v.z);
  10744. cache[0] = v.x;
  10745. cache[1] = v.y;
  10746. cache[2] = v.z;
  10747. }
  10748. } else if (v.r !== undefined) {
  10749. if (cache[0] !== v.r || cache[1] !== v.g || cache[2] !== v.b) {
  10750. gl.uniform3f(this.addr, v.r, v.g, v.b);
  10751. cache[0] = v.r;
  10752. cache[1] = v.g;
  10753. cache[2] = v.b;
  10754. }
  10755. } else {
  10756. if (arraysEqual(cache, v)) return;
  10757. gl.uniform3fv(this.addr, v);
  10758. copyArray(cache, v);
  10759. }
  10760. }
  10761. function setValueV4f(gl, v) {
  10762. const cache = this.cache;
  10763. if (v.x !== undefined) {
  10764. if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) {
  10765. gl.uniform4f(this.addr, v.x, v.y, v.z, v.w);
  10766. cache[0] = v.x;
  10767. cache[1] = v.y;
  10768. cache[2] = v.z;
  10769. cache[3] = v.w;
  10770. }
  10771. } else {
  10772. if (arraysEqual(cache, v)) return;
  10773. gl.uniform4fv(this.addr, v);
  10774. copyArray(cache, v);
  10775. }
  10776. } // Single matrix (from flat array or THREE.MatrixN)
  10777. function setValueM2(gl, v) {
  10778. const cache = this.cache;
  10779. const elements = v.elements;
  10780. if (elements === undefined) {
  10781. if (arraysEqual(cache, v)) return;
  10782. gl.uniformMatrix2fv(this.addr, false, v);
  10783. copyArray(cache, v);
  10784. } else {
  10785. if (arraysEqual(cache, elements)) return;
  10786. mat2array.set(elements);
  10787. gl.uniformMatrix2fv(this.addr, false, mat2array);
  10788. copyArray(cache, elements);
  10789. }
  10790. }
  10791. function setValueM3(gl, v) {
  10792. const cache = this.cache;
  10793. const elements = v.elements;
  10794. if (elements === undefined) {
  10795. if (arraysEqual(cache, v)) return;
  10796. gl.uniformMatrix3fv(this.addr, false, v);
  10797. copyArray(cache, v);
  10798. } else {
  10799. if (arraysEqual(cache, elements)) return;
  10800. mat3array.set(elements);
  10801. gl.uniformMatrix3fv(this.addr, false, mat3array);
  10802. copyArray(cache, elements);
  10803. }
  10804. }
  10805. function setValueM4(gl, v) {
  10806. const cache = this.cache;
  10807. const elements = v.elements;
  10808. if (elements === undefined) {
  10809. if (arraysEqual(cache, v)) return;
  10810. gl.uniformMatrix4fv(this.addr, false, v);
  10811. copyArray(cache, v);
  10812. } else {
  10813. if (arraysEqual(cache, elements)) return;
  10814. mat4array.set(elements);
  10815. gl.uniformMatrix4fv(this.addr, false, mat4array);
  10816. copyArray(cache, elements);
  10817. }
  10818. } // Single integer / boolean
  10819. function setValueV1i(gl, v) {
  10820. const cache = this.cache;
  10821. if (cache[0] === v) return;
  10822. gl.uniform1i(this.addr, v);
  10823. cache[0] = v;
  10824. } // Single integer / boolean vector (from flat array)
  10825. function setValueV2i(gl, v) {
  10826. const cache = this.cache;
  10827. if (arraysEqual(cache, v)) return;
  10828. gl.uniform2iv(this.addr, v);
  10829. copyArray(cache, v);
  10830. }
  10831. function setValueV3i(gl, v) {
  10832. const cache = this.cache;
  10833. if (arraysEqual(cache, v)) return;
  10834. gl.uniform3iv(this.addr, v);
  10835. copyArray(cache, v);
  10836. }
  10837. function setValueV4i(gl, v) {
  10838. const cache = this.cache;
  10839. if (arraysEqual(cache, v)) return;
  10840. gl.uniform4iv(this.addr, v);
  10841. copyArray(cache, v);
  10842. } // Single unsigned integer
  10843. function setValueV1ui(gl, v) {
  10844. const cache = this.cache;
  10845. if (cache[0] === v) return;
  10846. gl.uniform1ui(this.addr, v);
  10847. cache[0] = v;
  10848. } // Single unsigned integer vector (from flat array)
  10849. function setValueV2ui(gl, v) {
  10850. const cache = this.cache;
  10851. if (arraysEqual(cache, v)) return;
  10852. gl.uniform2uiv(this.addr, v);
  10853. copyArray(cache, v);
  10854. }
  10855. function setValueV3ui(gl, v) {
  10856. const cache = this.cache;
  10857. if (arraysEqual(cache, v)) return;
  10858. gl.uniform3uiv(this.addr, v);
  10859. copyArray(cache, v);
  10860. }
  10861. function setValueV4ui(gl, v) {
  10862. const cache = this.cache;
  10863. if (arraysEqual(cache, v)) return;
  10864. gl.uniform4uiv(this.addr, v);
  10865. copyArray(cache, v);
  10866. } // Single texture (2D / Cube)
  10867. function setValueT1(gl, v, textures) {
  10868. const cache = this.cache;
  10869. const unit = textures.allocateTextureUnit();
  10870. if (cache[0] !== unit) {
  10871. gl.uniform1i(this.addr, unit);
  10872. cache[0] = unit;
  10873. }
  10874. textures.safeSetTexture2D(v || emptyTexture, unit);
  10875. }
  10876. function setValueT3D1(gl, v, textures) {
  10877. const cache = this.cache;
  10878. const unit = textures.allocateTextureUnit();
  10879. if (cache[0] !== unit) {
  10880. gl.uniform1i(this.addr, unit);
  10881. cache[0] = unit;
  10882. }
  10883. textures.setTexture3D(v || emptyTexture3d, unit);
  10884. }
  10885. function setValueT6(gl, v, textures) {
  10886. const cache = this.cache;
  10887. const unit = textures.allocateTextureUnit();
  10888. if (cache[0] !== unit) {
  10889. gl.uniform1i(this.addr, unit);
  10890. cache[0] = unit;
  10891. }
  10892. textures.safeSetTextureCube(v || emptyCubeTexture, unit);
  10893. }
  10894. function setValueT2DArray1(gl, v, textures) {
  10895. const cache = this.cache;
  10896. const unit = textures.allocateTextureUnit();
  10897. if (cache[0] !== unit) {
  10898. gl.uniform1i(this.addr, unit);
  10899. cache[0] = unit;
  10900. }
  10901. textures.setTexture2DArray(v || emptyTexture2dArray, unit);
  10902. } // Helper to pick the right setter for the singular case
  10903. function getSingularSetter(type) {
  10904. switch (type) {
  10905. case 0x1406:
  10906. return setValueV1f;
  10907. // FLOAT
  10908. case 0x8b50:
  10909. return setValueV2f;
  10910. // _VEC2
  10911. case 0x8b51:
  10912. return setValueV3f;
  10913. // _VEC3
  10914. case 0x8b52:
  10915. return setValueV4f;
  10916. // _VEC4
  10917. case 0x8b5a:
  10918. return setValueM2;
  10919. // _MAT2
  10920. case 0x8b5b:
  10921. return setValueM3;
  10922. // _MAT3
  10923. case 0x8b5c:
  10924. return setValueM4;
  10925. // _MAT4
  10926. case 0x1404:
  10927. case 0x8b56:
  10928. return setValueV1i;
  10929. // INT, BOOL
  10930. case 0x8b53:
  10931. case 0x8b57:
  10932. return setValueV2i;
  10933. // _VEC2
  10934. case 0x8b54:
  10935. case 0x8b58:
  10936. return setValueV3i;
  10937. // _VEC3
  10938. case 0x8b55:
  10939. case 0x8b59:
  10940. return setValueV4i;
  10941. // _VEC4
  10942. case 0x1405:
  10943. return setValueV1ui;
  10944. // UINT
  10945. case 0x8dc6:
  10946. return setValueV2ui;
  10947. // _VEC2
  10948. case 0x8dc7:
  10949. return setValueV3ui;
  10950. // _VEC3
  10951. case 0x8dc8:
  10952. return setValueV4ui;
  10953. // _VEC4
  10954. case 0x8b5e: // SAMPLER_2D
  10955. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10956. case 0x8dca: // INT_SAMPLER_2D
  10957. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10958. case 0x8b62:
  10959. // SAMPLER_2D_SHADOW
  10960. return setValueT1;
  10961. case 0x8b5f: // SAMPLER_3D
  10962. case 0x8dcb: // INT_SAMPLER_3D
  10963. case 0x8dd3:
  10964. // UNSIGNED_INT_SAMPLER_3D
  10965. return setValueT3D1;
  10966. case 0x8b60: // SAMPLER_CUBE
  10967. case 0x8dcc: // INT_SAMPLER_CUBE
  10968. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10969. case 0x8dc5:
  10970. // SAMPLER_CUBE_SHADOW
  10971. return setValueT6;
  10972. case 0x8dc1: // SAMPLER_2D_ARRAY
  10973. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10974. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10975. case 0x8dc4:
  10976. // SAMPLER_2D_ARRAY_SHADOW
  10977. return setValueT2DArray1;
  10978. }
  10979. } // Array of scalars
  10980. function setValueV1fArray(gl, v) {
  10981. gl.uniform1fv(this.addr, v);
  10982. } // Array of vectors (from flat array or array of THREE.VectorN)
  10983. function setValueV2fArray(gl, v) {
  10984. const data = flatten(v, this.size, 2);
  10985. gl.uniform2fv(this.addr, data);
  10986. }
  10987. function setValueV3fArray(gl, v) {
  10988. const data = flatten(v, this.size, 3);
  10989. gl.uniform3fv(this.addr, data);
  10990. }
  10991. function setValueV4fArray(gl, v) {
  10992. const data = flatten(v, this.size, 4);
  10993. gl.uniform4fv(this.addr, data);
  10994. } // Array of matrices (from flat array or array of THREE.MatrixN)
  10995. function setValueM2Array(gl, v) {
  10996. const data = flatten(v, this.size, 4);
  10997. gl.uniformMatrix2fv(this.addr, false, data);
  10998. }
  10999. function setValueM3Array(gl, v) {
  11000. const data = flatten(v, this.size, 9);
  11001. gl.uniformMatrix3fv(this.addr, false, data);
  11002. }
  11003. function setValueM4Array(gl, v) {
  11004. const data = flatten(v, this.size, 16);
  11005. gl.uniformMatrix4fv(this.addr, false, data);
  11006. } // Array of integer / boolean
  11007. function setValueV1iArray(gl, v) {
  11008. gl.uniform1iv(this.addr, v);
  11009. } // Array of integer / boolean vectors (from flat array)
  11010. function setValueV2iArray(gl, v) {
  11011. gl.uniform2iv(this.addr, v);
  11012. }
  11013. function setValueV3iArray(gl, v) {
  11014. gl.uniform3iv(this.addr, v);
  11015. }
  11016. function setValueV4iArray(gl, v) {
  11017. gl.uniform4iv(this.addr, v);
  11018. } // Array of unsigned integer
  11019. function setValueV1uiArray(gl, v) {
  11020. gl.uniform1uiv(this.addr, v);
  11021. } // Array of unsigned integer vectors (from flat array)
  11022. function setValueV2uiArray(gl, v) {
  11023. gl.uniform2uiv(this.addr, v);
  11024. }
  11025. function setValueV3uiArray(gl, v) {
  11026. gl.uniform3uiv(this.addr, v);
  11027. }
  11028. function setValueV4uiArray(gl, v) {
  11029. gl.uniform4uiv(this.addr, v);
  11030. } // Array of textures (2D / 3D / Cube / 2DArray)
  11031. function setValueT1Array(gl, v, textures) {
  11032. const n = v.length;
  11033. const units = allocTexUnits(textures, n);
  11034. gl.uniform1iv(this.addr, units);
  11035. for (let i = 0; i !== n; ++i) {
  11036. textures.safeSetTexture2D(v[i] || emptyTexture, units[i]);
  11037. }
  11038. }
  11039. function setValueT3DArray(gl, v, textures) {
  11040. const n = v.length;
  11041. const units = allocTexUnits(textures, n);
  11042. gl.uniform1iv(this.addr, units);
  11043. for (let i = 0; i !== n; ++i) {
  11044. textures.setTexture3D(v[i] || emptyTexture3d, units[i]);
  11045. }
  11046. }
  11047. function setValueT6Array(gl, v, textures) {
  11048. const n = v.length;
  11049. const units = allocTexUnits(textures, n);
  11050. gl.uniform1iv(this.addr, units);
  11051. for (let i = 0; i !== n; ++i) {
  11052. textures.safeSetTextureCube(v[i] || emptyCubeTexture, units[i]);
  11053. }
  11054. }
  11055. function setValueT2DArrayArray(gl, v, textures) {
  11056. const n = v.length;
  11057. const units = allocTexUnits(textures, n);
  11058. gl.uniform1iv(this.addr, units);
  11059. for (let i = 0; i !== n; ++i) {
  11060. textures.setTexture2DArray(v[i] || emptyTexture2dArray, units[i]);
  11061. }
  11062. } // Helper to pick the right setter for a pure (bottom-level) array
  11063. function getPureArraySetter(type) {
  11064. switch (type) {
  11065. case 0x1406:
  11066. return setValueV1fArray;
  11067. // FLOAT
  11068. case 0x8b50:
  11069. return setValueV2fArray;
  11070. // _VEC2
  11071. case 0x8b51:
  11072. return setValueV3fArray;
  11073. // _VEC3
  11074. case 0x8b52:
  11075. return setValueV4fArray;
  11076. // _VEC4
  11077. case 0x8b5a:
  11078. return setValueM2Array;
  11079. // _MAT2
  11080. case 0x8b5b:
  11081. return setValueM3Array;
  11082. // _MAT3
  11083. case 0x8b5c:
  11084. return setValueM4Array;
  11085. // _MAT4
  11086. case 0x1404:
  11087. case 0x8b56:
  11088. return setValueV1iArray;
  11089. // INT, BOOL
  11090. case 0x8b53:
  11091. case 0x8b57:
  11092. return setValueV2iArray;
  11093. // _VEC2
  11094. case 0x8b54:
  11095. case 0x8b58:
  11096. return setValueV3iArray;
  11097. // _VEC3
  11098. case 0x8b55:
  11099. case 0x8b59:
  11100. return setValueV4iArray;
  11101. // _VEC4
  11102. case 0x1405:
  11103. return setValueV1uiArray;
  11104. // UINT
  11105. case 0x8dc6:
  11106. return setValueV2uiArray;
  11107. // _VEC2
  11108. case 0x8dc7:
  11109. return setValueV3uiArray;
  11110. // _VEC3
  11111. case 0x8dc8:
  11112. return setValueV4uiArray;
  11113. // _VEC4
  11114. case 0x8b5e: // SAMPLER_2D
  11115. case 0x8d66: // SAMPLER_EXTERNAL_OES
  11116. case 0x8dca: // INT_SAMPLER_2D
  11117. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  11118. case 0x8b62:
  11119. // SAMPLER_2D_SHADOW
  11120. return setValueT1Array;
  11121. case 0x8b5f: // SAMPLER_3D
  11122. case 0x8dcb: // INT_SAMPLER_3D
  11123. case 0x8dd3:
  11124. // UNSIGNED_INT_SAMPLER_3D
  11125. return setValueT3DArray;
  11126. case 0x8b60: // SAMPLER_CUBE
  11127. case 0x8dcc: // INT_SAMPLER_CUBE
  11128. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  11129. case 0x8dc5:
  11130. // SAMPLER_CUBE_SHADOW
  11131. return setValueT6Array;
  11132. case 0x8dc1: // SAMPLER_2D_ARRAY
  11133. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  11134. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  11135. case 0x8dc4:
  11136. // SAMPLER_2D_ARRAY_SHADOW
  11137. return setValueT2DArrayArray;
  11138. }
  11139. } // --- Uniform Classes ---
  11140. function SingleUniform(id, activeInfo, addr) {
  11141. this.id = id;
  11142. this.addr = addr;
  11143. this.cache = [];
  11144. this.setValue = getSingularSetter(activeInfo.type); // this.path = activeInfo.name; // DEBUG
  11145. }
  11146. function PureArrayUniform(id, activeInfo, addr) {
  11147. this.id = id;
  11148. this.addr = addr;
  11149. this.cache = [];
  11150. this.size = activeInfo.size;
  11151. this.setValue = getPureArraySetter(activeInfo.type); // this.path = activeInfo.name; // DEBUG
  11152. }
  11153. PureArrayUniform.prototype.updateCache = function (data) {
  11154. const cache = this.cache;
  11155. if (data instanceof Float32Array && cache.length !== data.length) {
  11156. this.cache = new Float32Array(data.length);
  11157. }
  11158. copyArray(cache, data);
  11159. };
  11160. function StructuredUniform(id) {
  11161. this.id = id;
  11162. this.seq = [];
  11163. this.map = {};
  11164. }
  11165. StructuredUniform.prototype.setValue = function (gl, value, textures) {
  11166. const seq = this.seq;
  11167. for (let i = 0, n = seq.length; i !== n; ++i) {
  11168. const u = seq[i];
  11169. u.setValue(gl, value[u.id], textures);
  11170. }
  11171. }; // --- Top-level ---
  11172. // Parser - builds up the property tree from the path strings
  11173. const RePathPart = /(\w+)(\])?(\[|\.)?/g; // extracts
  11174. // - the identifier (member name or array index)
  11175. // - followed by an optional right bracket (found when array index)
  11176. // - followed by an optional left bracket or dot (type of subscript)
  11177. //
  11178. // Note: These portions can be read in a non-overlapping fashion and
  11179. // allow straightforward parsing of the hierarchy that WebGL encodes
  11180. // in the uniform names.
  11181. function addUniform(container, uniformObject) {
  11182. container.seq.push(uniformObject);
  11183. container.map[uniformObject.id] = uniformObject;
  11184. }
  11185. function parseUniform(activeInfo, addr, container) {
  11186. const path = activeInfo.name,
  11187. pathLength = path.length; // reset RegExp object, because of the early exit of a previous run
  11188. RePathPart.lastIndex = 0;
  11189. while (true) {
  11190. const match = RePathPart.exec(path),
  11191. matchEnd = RePathPart.lastIndex;
  11192. let id = match[1];
  11193. const idIsIndex = match[2] === ']',
  11194. subscript = match[3];
  11195. if (idIsIndex) id = id | 0; // convert to integer
  11196. if (subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength) {
  11197. // bare name or "pure" bottom-level array "[0]" suffix
  11198. addUniform(container, subscript === undefined ? new SingleUniform(id, activeInfo, addr) : new PureArrayUniform(id, activeInfo, addr));
  11199. break;
  11200. } else {
  11201. // step into inner node / create it in case it doesn't exist
  11202. const map = container.map;
  11203. let next = map[id];
  11204. if (next === undefined) {
  11205. next = new StructuredUniform(id);
  11206. addUniform(container, next);
  11207. }
  11208. container = next;
  11209. }
  11210. }
  11211. } // Root Container
  11212. function WebGLUniforms(gl, program) {
  11213. this.seq = [];
  11214. this.map = {};
  11215. const n = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
  11216. for (let i = 0; i < n; ++i) {
  11217. const info = gl.getActiveUniform(program, i),
  11218. addr = gl.getUniformLocation(program, info.name);
  11219. parseUniform(info, addr, this);
  11220. }
  11221. }
  11222. WebGLUniforms.prototype.setValue = function (gl, name, value, textures) {
  11223. const u = this.map[name];
  11224. if (u !== undefined) u.setValue(gl, value, textures);
  11225. };
  11226. WebGLUniforms.prototype.setOptional = function (gl, object, name) {
  11227. const v = object[name];
  11228. if (v !== undefined) this.setValue(gl, name, v);
  11229. }; // Static interface
  11230. WebGLUniforms.upload = function (gl, seq, values, textures) {
  11231. for (let i = 0, n = seq.length; i !== n; ++i) {
  11232. const u = seq[i],
  11233. v = values[u.id];
  11234. if (v.needsUpdate !== false) {
  11235. // note: always updating when .needsUpdate is undefined
  11236. u.setValue(gl, v.value, textures);
  11237. }
  11238. }
  11239. };
  11240. WebGLUniforms.seqWithValue = function (seq, values) {
  11241. const r = [];
  11242. for (let i = 0, n = seq.length; i !== n; ++i) {
  11243. const u = seq[i];
  11244. if (u.id in values) r.push(u);
  11245. }
  11246. return r;
  11247. };
  11248. function WebGLShader(gl, type, string) {
  11249. const shader = gl.createShader(type);
  11250. gl.shaderSource(shader, string);
  11251. gl.compileShader(shader);
  11252. return shader;
  11253. }
  11254. let programIdCount = 0;
  11255. function addLineNumbers(string) {
  11256. const lines = string.split('\n');
  11257. for (let i = 0; i < lines.length; i++) {
  11258. lines[i] = i + 1 + ': ' + lines[i];
  11259. }
  11260. return lines.join('\n');
  11261. }
  11262. function getEncodingComponents(encoding) {
  11263. switch (encoding) {
  11264. case LinearEncoding:
  11265. return ['Linear', '( value )'];
  11266. case sRGBEncoding:
  11267. return ['sRGB', '( value )'];
  11268. case RGBEEncoding:
  11269. return ['RGBE', '( value )'];
  11270. case RGBM7Encoding:
  11271. return ['RGBM', '( value, 7.0 )'];
  11272. case RGBM16Encoding:
  11273. return ['RGBM', '( value, 16.0 )'];
  11274. case RGBDEncoding:
  11275. return ['RGBD', '( value, 256.0 )'];
  11276. case GammaEncoding:
  11277. return ['Gamma', '( value, float( GAMMA_FACTOR ) )'];
  11278. default:
  11279. console.warn('THREE.WebGLProgram: Unsupported encoding:', encoding);
  11280. return ['Linear', '( value )'];
  11281. }
  11282. }
  11283. function getShaderErrors(gl, shader, type) {
  11284. const status = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
  11285. const errors = gl.getShaderInfoLog(shader).trim();
  11286. if (status && errors === '') return ''; // --enable-privileged-webgl-extension
  11287. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  11288. return type.toUpperCase() + '\n\n' + errors + '\n\n' + addLineNumbers(gl.getShaderSource(shader));
  11289. }
  11290. function getTexelDecodingFunction(functionName, encoding) {
  11291. const components = getEncodingComponents(encoding);
  11292. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[0] + 'ToLinear' + components[1] + '; }';
  11293. }
  11294. function getTexelEncodingFunction(functionName, encoding) {
  11295. const components = getEncodingComponents(encoding);
  11296. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[0] + components[1] + '; }';
  11297. }
  11298. function getToneMappingFunction(functionName, toneMapping) {
  11299. let toneMappingName;
  11300. switch (toneMapping) {
  11301. case LinearToneMapping:
  11302. toneMappingName = 'Linear';
  11303. break;
  11304. case ReinhardToneMapping:
  11305. toneMappingName = 'Reinhard';
  11306. break;
  11307. case CineonToneMapping:
  11308. toneMappingName = 'OptimizedCineon';
  11309. break;
  11310. case ACESFilmicToneMapping:
  11311. toneMappingName = 'ACESFilmic';
  11312. break;
  11313. case CustomToneMapping:
  11314. toneMappingName = 'Custom';
  11315. break;
  11316. default:
  11317. console.warn('THREE.WebGLProgram: Unsupported toneMapping:', toneMapping);
  11318. toneMappingName = 'Linear';
  11319. }
  11320. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  11321. }
  11322. function generateExtensions(parameters) {
  11323. const 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.transmission) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''];
  11324. return chunks.filter(filterEmptyLine).join('\n');
  11325. }
  11326. function generateDefines(defines) {
  11327. const chunks = [];
  11328. for (const name in defines) {
  11329. const value = defines[name];
  11330. if (value === false) continue;
  11331. chunks.push('#define ' + name + ' ' + value);
  11332. }
  11333. return chunks.join('\n');
  11334. }
  11335. function fetchAttributeLocations(gl, program) {
  11336. const attributes = {};
  11337. const n = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
  11338. for (let i = 0; i < n; i++) {
  11339. const info = gl.getActiveAttrib(program, i);
  11340. const name = info.name;
  11341. let locationSize = 1;
  11342. if (info.type === gl.FLOAT_MAT2) locationSize = 2;
  11343. if (info.type === gl.FLOAT_MAT3) locationSize = 3;
  11344. if (info.type === gl.FLOAT_MAT4) locationSize = 4; // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  11345. attributes[name] = {
  11346. type: info.type,
  11347. location: gl.getAttribLocation(program, name),
  11348. locationSize: locationSize
  11349. };
  11350. }
  11351. return attributes;
  11352. }
  11353. function filterEmptyLine(string) {
  11354. return string !== '';
  11355. }
  11356. function replaceLightNums(string, parameters) {
  11357. 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);
  11358. }
  11359. function replaceClippingPlaneNums(string, parameters) {
  11360. return string.replace(/NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g, parameters.numClippingPlanes - parameters.numClipIntersection);
  11361. } // Resolve Includes
  11362. const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  11363. function resolveIncludes(string) {
  11364. return string.replace(includePattern, includeReplacer);
  11365. }
  11366. function includeReplacer(match, include) {
  11367. const string = ShaderChunk[include];
  11368. if (string === undefined) {
  11369. throw new Error('Can not resolve #include <' + include + '>');
  11370. }
  11371. return resolveIncludes(string);
  11372. } // Unroll Loops
  11373. const deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  11374. const 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;
  11375. function unrollLoops(string) {
  11376. return string.replace(unrollLoopPattern, loopReplacer).replace(deprecatedUnrollLoopPattern, deprecatedLoopReplacer);
  11377. }
  11378. function deprecatedLoopReplacer(match, start, end, snippet) {
  11379. console.warn('WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.');
  11380. return loopReplacer(match, start, end, snippet);
  11381. }
  11382. function loopReplacer(match, start, end, snippet) {
  11383. let string = '';
  11384. for (let i = parseInt(start); i < parseInt(end); i++) {
  11385. string += snippet.replace(/\[\s*i\s*\]/g, '[ ' + i + ' ]').replace(/UNROLLED_LOOP_INDEX/g, i);
  11386. }
  11387. return string;
  11388. } //
  11389. function generatePrecision(parameters) {
  11390. let precisionstring = 'precision ' + parameters.precision + ' float;\nprecision ' + parameters.precision + ' int;';
  11391. if (parameters.precision === 'highp') {
  11392. precisionstring += '\n#define HIGH_PRECISION';
  11393. } else if (parameters.precision === 'mediump') {
  11394. precisionstring += '\n#define MEDIUM_PRECISION';
  11395. } else if (parameters.precision === 'lowp') {
  11396. precisionstring += '\n#define LOW_PRECISION';
  11397. }
  11398. return precisionstring;
  11399. }
  11400. function generateShadowMapTypeDefine(parameters) {
  11401. let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  11402. if (parameters.shadowMapType === PCFShadowMap) {
  11403. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  11404. } else if (parameters.shadowMapType === PCFSoftShadowMap) {
  11405. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  11406. } else if (parameters.shadowMapType === VSMShadowMap) {
  11407. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  11408. }
  11409. return shadowMapTypeDefine;
  11410. }
  11411. function generateEnvMapTypeDefine(parameters) {
  11412. let envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  11413. if (parameters.envMap) {
  11414. switch (parameters.envMapMode) {
  11415. case CubeReflectionMapping:
  11416. case CubeRefractionMapping:
  11417. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  11418. break;
  11419. case CubeUVReflectionMapping:
  11420. case CubeUVRefractionMapping:
  11421. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  11422. break;
  11423. }
  11424. }
  11425. return envMapTypeDefine;
  11426. }
  11427. function generateEnvMapModeDefine(parameters) {
  11428. let envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  11429. if (parameters.envMap) {
  11430. switch (parameters.envMapMode) {
  11431. case CubeRefractionMapping:
  11432. case CubeUVRefractionMapping:
  11433. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  11434. break;
  11435. }
  11436. }
  11437. return envMapModeDefine;
  11438. }
  11439. function generateEnvMapBlendingDefine(parameters) {
  11440. let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  11441. if (parameters.envMap) {
  11442. switch (parameters.combine) {
  11443. case MultiplyOperation:
  11444. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  11445. break;
  11446. case MixOperation:
  11447. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  11448. break;
  11449. case AddOperation:
  11450. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  11451. break;
  11452. }
  11453. }
  11454. return envMapBlendingDefine;
  11455. }
  11456. function WebGLProgram(renderer, cacheKey, parameters, bindingStates) {
  11457. // TODO Send this event to Three.js DevTools
  11458. // console.log( 'WebGLProgram', cacheKey );
  11459. const gl = renderer.getContext();
  11460. const defines = parameters.defines;
  11461. let vertexShader = parameters.vertexShader;
  11462. let fragmentShader = parameters.fragmentShader;
  11463. const shadowMapTypeDefine = generateShadowMapTypeDefine(parameters);
  11464. const envMapTypeDefine = generateEnvMapTypeDefine(parameters);
  11465. const envMapModeDefine = generateEnvMapModeDefine(parameters);
  11466. const envMapBlendingDefine = generateEnvMapBlendingDefine(parameters);
  11467. const gammaFactorDefine = renderer.gammaFactor > 0 ? renderer.gammaFactor : 1.0;
  11468. const customExtensions = parameters.isWebGL2 ? '' : generateExtensions(parameters);
  11469. const customDefines = generateDefines(defines);
  11470. const program = gl.createProgram();
  11471. let prefixVertex, prefixFragment;
  11472. let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : '';
  11473. if (parameters.isRawShaderMaterial) {
  11474. prefixVertex = [customDefines].filter(filterEmptyLine).join('\n');
  11475. if (prefixVertex.length > 0) {
  11476. prefixVertex += '\n';
  11477. }
  11478. prefixFragment = [customExtensions, customDefines].filter(filterEmptyLine).join('\n');
  11479. if (prefixFragment.length > 0) {
  11480. prefixFragment += '\n';
  11481. }
  11482. } else {
  11483. 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.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '', parameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.transmission ? '#define USE_TRANSMISSION' : '', parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', parameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '', parameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '', parameters.vertexTangents ? '#define USE_TANGENT' : '', parameters.vertexColors ? '#define USE_COLOR' : '', parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', 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.morphTargets && parameters.isWebGL2 ? '#define MORPHTARGETS_TEXTURE' : '', parameters.morphTargets && parameters.isWebGL2 ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '', 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', '#if defined( USE_COLOR_ALPHA )', ' attribute vec4 color;', '#elif defined( USE_COLOR )', ' attribute vec3 color;', '#endif', '#if ( defined( USE_MORPHTARGETS ) && ! defined( MORPHTARGETS_TEXTURE ) )', ' 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');
  11484. prefixFragment = [customExtensions, generatePrecision(parameters), '#define SHADER_NAME ' + parameters.shaderName, customDefines, '#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.clearcoat ? '#define USE_CLEARCOAT' : '', parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '', parameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.alphaTest ? '#define USE_ALPHATEST' : '', parameters.sheen ? '#define USE_SHEEN' : '', parameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '', parameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '', parameters.transmission ? '#define USE_TRANSMISSION' : '', parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', parameters.vertexTangents ? '#define USE_TANGENT' : '', parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '', parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', 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
  11485. parameters.toneMapping !== NoToneMapping ? getToneMappingFunction('toneMapping', parameters.toneMapping) : '', parameters.dithering ? '#define DITHERING' : '', parameters.format === RGBFormat ? '#define OPAQUE' : '', ShaderChunk['encodings_pars_fragment'], // this code is required here because it is used by the various encoding/decoding function defined below
  11486. 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.specularColorMap ? getTexelDecodingFunction('specularColorMapTexelToLinear', parameters.specularColorMapEncoding) : '', parameters.sheenColorMap ? getTexelDecodingFunction('sheenColorMapTexelToLinear', parameters.sheenColorMapEncoding) : '', parameters.lightMap ? getTexelDecodingFunction('lightMapTexelToLinear', parameters.lightMapEncoding) : '', getTexelEncodingFunction('linearToOutputTexel', parameters.outputEncoding), parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '', '\n'].filter(filterEmptyLine).join('\n');
  11487. }
  11488. vertexShader = resolveIncludes(vertexShader);
  11489. vertexShader = replaceLightNums(vertexShader, parameters);
  11490. vertexShader = replaceClippingPlaneNums(vertexShader, parameters);
  11491. fragmentShader = resolveIncludes(fragmentShader);
  11492. fragmentShader = replaceLightNums(fragmentShader, parameters);
  11493. fragmentShader = replaceClippingPlaneNums(fragmentShader, parameters);
  11494. vertexShader = unrollLoops(vertexShader);
  11495. fragmentShader = unrollLoops(fragmentShader);
  11496. if (parameters.isWebGL2 && parameters.isRawShaderMaterial !== true) {
  11497. // GLSL 3.0 conversion for built-in materials and ShaderMaterial
  11498. versionString = '#version 300 es\n';
  11499. prefixVertex = ['precision mediump sampler2DArray;', '#define attribute in', '#define varying out', '#define texture2D texture'].join('\n') + '\n' + prefixVertex;
  11500. 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;
  11501. }
  11502. const vertexGlsl = versionString + prefixVertex + vertexShader;
  11503. const fragmentGlsl = versionString + prefixFragment + fragmentShader; // console.log( '*VERTEX*', vertexGlsl );
  11504. // console.log( '*FRAGMENT*', fragmentGlsl );
  11505. const glVertexShader = WebGLShader(gl, gl.VERTEX_SHADER, vertexGlsl);
  11506. const glFragmentShader = WebGLShader(gl, gl.FRAGMENT_SHADER, fragmentGlsl);
  11507. gl.attachShader(program, glVertexShader);
  11508. gl.attachShader(program, glFragmentShader); // Force a particular attribute to index 0.
  11509. if (parameters.index0AttributeName !== undefined) {
  11510. gl.bindAttribLocation(program, 0, parameters.index0AttributeName);
  11511. } else if (parameters.morphTargets === true) {
  11512. // programs with morphTargets displace position out of attribute 0
  11513. gl.bindAttribLocation(program, 0, 'position');
  11514. }
  11515. gl.linkProgram(program); // check for link errors
  11516. if (renderer.debug.checkShaderErrors) {
  11517. const programLog = gl.getProgramInfoLog(program).trim();
  11518. const vertexLog = gl.getShaderInfoLog(glVertexShader).trim();
  11519. const fragmentLog = gl.getShaderInfoLog(glFragmentShader).trim();
  11520. let runnable = true;
  11521. let haveDiagnostics = true;
  11522. if (gl.getProgramParameter(program, gl.LINK_STATUS) === false) {
  11523. runnable = false;
  11524. const vertexErrors = getShaderErrors(gl, glVertexShader, 'vertex');
  11525. const fragmentErrors = getShaderErrors(gl, glFragmentShader, 'fragment');
  11526. console.error('THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' + 'VALIDATE_STATUS ' + gl.getProgramParameter(program, gl.VALIDATE_STATUS) + '\n\n' + 'Program Info Log: ' + programLog + '\n' + vertexErrors + '\n' + fragmentErrors);
  11527. } else if (programLog !== '') {
  11528. console.warn('THREE.WebGLProgram: Program Info Log:', programLog);
  11529. } else if (vertexLog === '' || fragmentLog === '') {
  11530. haveDiagnostics = false;
  11531. }
  11532. if (haveDiagnostics) {
  11533. this.diagnostics = {
  11534. runnable: runnable,
  11535. programLog: programLog,
  11536. vertexShader: {
  11537. log: vertexLog,
  11538. prefix: prefixVertex
  11539. },
  11540. fragmentShader: {
  11541. log: fragmentLog,
  11542. prefix: prefixFragment
  11543. }
  11544. };
  11545. }
  11546. } // Clean up
  11547. // Crashes in iOS9 and iOS10. #18402
  11548. // gl.detachShader( program, glVertexShader );
  11549. // gl.detachShader( program, glFragmentShader );
  11550. gl.deleteShader(glVertexShader);
  11551. gl.deleteShader(glFragmentShader); // set up caching for uniform locations
  11552. let cachedUniforms;
  11553. this.getUniforms = function () {
  11554. if (cachedUniforms === undefined) {
  11555. cachedUniforms = new WebGLUniforms(gl, program);
  11556. }
  11557. return cachedUniforms;
  11558. }; // set up caching for attribute locations
  11559. let cachedAttributes;
  11560. this.getAttributes = function () {
  11561. if (cachedAttributes === undefined) {
  11562. cachedAttributes = fetchAttributeLocations(gl, program);
  11563. }
  11564. return cachedAttributes;
  11565. }; // free resource
  11566. this.destroy = function () {
  11567. bindingStates.releaseStatesOfProgram(this);
  11568. gl.deleteProgram(program);
  11569. this.program = undefined;
  11570. }; //
  11571. this.name = parameters.shaderName;
  11572. this.id = programIdCount++;
  11573. this.cacheKey = cacheKey;
  11574. this.usedTimes = 1;
  11575. this.program = program;
  11576. this.vertexShader = glVertexShader;
  11577. this.fragmentShader = glFragmentShader;
  11578. return this;
  11579. }
  11580. function WebGLPrograms(renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping) {
  11581. const programs = [];
  11582. const isWebGL2 = capabilities.isWebGL2;
  11583. const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11584. const floatVertexTextures = capabilities.floatVertexTextures;
  11585. const maxVertexUniforms = capabilities.maxVertexUniforms;
  11586. const vertexTextures = capabilities.vertexTextures;
  11587. let precision = capabilities.precision;
  11588. const shaderIDs = {
  11589. MeshDepthMaterial: 'depth',
  11590. MeshDistanceMaterial: 'distanceRGBA',
  11591. MeshNormalMaterial: 'normal',
  11592. MeshBasicMaterial: 'basic',
  11593. MeshLambertMaterial: 'lambert',
  11594. MeshPhongMaterial: 'phong',
  11595. MeshToonMaterial: 'toon',
  11596. MeshStandardMaterial: 'physical',
  11597. MeshPhysicalMaterial: 'physical',
  11598. MeshMatcapMaterial: 'matcap',
  11599. LineBasicMaterial: 'basic',
  11600. LineDashedMaterial: 'dashed',
  11601. PointsMaterial: 'points',
  11602. ShadowMaterial: 'shadow',
  11603. SpriteMaterial: 'sprite'
  11604. };
  11605. const parameterNames = ['precision', 'isWebGL2', 'supportsVertexTextures', 'outputEncoding', 'instancing', 'instancingColor', 'map', 'mapEncoding', 'matcap', 'matcapEncoding', 'envMap', 'envMapMode', 'envMapEncoding', 'envMapCubeUV', 'lightMap', 'lightMapEncoding', 'aoMap', 'emissiveMap', 'emissiveMapEncoding', 'bumpMap', 'normalMap', 'objectSpaceNormalMap', 'tangentSpaceNormalMap', 'clearcoat', 'clearcoatMap', 'clearcoatRoughnessMap', 'clearcoatNormalMap', 'displacementMap', 'specularMap',, 'roughnessMap', 'metalnessMap', 'gradientMap', 'alphaMap', 'alphaTest', 'combine', 'vertexColors', 'vertexAlphas', 'vertexTangents', 'vertexUvs', 'uvsVertexOnly', 'fog', 'useFog', 'fogExp2', 'flatShading', 'sizeAttenuation', 'logarithmicDepthBuffer', 'skinning', 'maxBones', 'useVertexTexture', 'morphTargets', 'morphNormals', 'morphTargetsCount', 'premultipliedAlpha', 'numDirLights', 'numPointLights', 'numSpotLights', 'numHemiLights', 'numRectAreaLights', 'numDirLightShadows', 'numPointLightShadows', 'numSpotLightShadows', 'shadowMapEnabled', 'shadowMapType', 'toneMapping', 'physicallyCorrectLights', 'doubleSided', 'flipSided', 'numClippingPlanes', 'numClipIntersection', 'depthPacking', 'dithering', 'format', 'specularIntensityMap', 'specularColorMap', 'specularColorMapEncoding', 'transmission', 'transmissionMap', 'thicknessMap', 'sheen', 'sheenColorMap', 'sheenColorMapEncoding', 'sheenRoughnessMap'];
  11606. function getMaxBones(object) {
  11607. const skeleton = object.skeleton;
  11608. const bones = skeleton.bones;
  11609. if (floatVertexTextures) {
  11610. return 1024;
  11611. } else {
  11612. // default for when object is not specified
  11613. // ( for example when prebuilding shader to be used with multiple objects )
  11614. //
  11615. // - leave some extra space for other uniforms
  11616. // - limit here is ANGLE's 254 max uniform vectors
  11617. // (up to 54 should be safe)
  11618. const nVertexUniforms = maxVertexUniforms;
  11619. const nVertexMatrices = Math.floor((nVertexUniforms - 20) / 4);
  11620. const maxBones = Math.min(nVertexMatrices, bones.length);
  11621. if (maxBones < bones.length) {
  11622. console.warn('THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.');
  11623. return 0;
  11624. }
  11625. return maxBones;
  11626. }
  11627. }
  11628. function getTextureEncodingFromMap(map) {
  11629. let encoding;
  11630. if (map && map.isTexture) {
  11631. encoding = map.encoding;
  11632. } else if (map && map.isWebGLRenderTarget) {
  11633. console.warn('THREE.WebGLPrograms.getTextureEncodingFromMap: don\'t use render targets as textures. Use their .texture property instead.');
  11634. encoding = map.texture.encoding;
  11635. } else {
  11636. encoding = LinearEncoding;
  11637. }
  11638. /* if ( isWebGL2 && map && map.isTexture && map.format === RGBAFormat && map.type === UnsignedByteType && map.encoding === sRGBEncoding ) {
  11639. encoding = LinearEncoding; // disable inline decode for sRGB textures in WebGL 2
  11640. } */
  11641. return encoding;
  11642. }
  11643. function getParameters(material, lights, shadows, scene, object) {
  11644. const fog = scene.fog;
  11645. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  11646. const envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || environment);
  11647. const shaderID = shaderIDs[material.type]; // heuristics to create shader parameters according to lights in the scene
  11648. // (not to blow over maxLights budget)
  11649. const maxBones = object.isSkinnedMesh ? getMaxBones(object) : 0;
  11650. if (material.precision !== null) {
  11651. precision = capabilities.getMaxPrecision(material.precision);
  11652. if (precision !== material.precision) {
  11653. console.warn('THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.');
  11654. }
  11655. }
  11656. let vertexShader, fragmentShader;
  11657. if (shaderID) {
  11658. const shader = ShaderLib[shaderID];
  11659. vertexShader = shader.vertexShader;
  11660. fragmentShader = shader.fragmentShader;
  11661. } else {
  11662. vertexShader = material.vertexShader;
  11663. fragmentShader = material.fragmentShader;
  11664. }
  11665. const currentRenderTarget = renderer.getRenderTarget();
  11666. const useAlphaTest = material.alphaTest > 0;
  11667. const useClearcoat = material.clearcoat > 0;
  11668. const parameters = {
  11669. isWebGL2: isWebGL2,
  11670. shaderID: shaderID,
  11671. shaderName: material.type,
  11672. vertexShader: vertexShader,
  11673. fragmentShader: fragmentShader,
  11674. defines: material.defines,
  11675. isRawShaderMaterial: material.isRawShaderMaterial === true,
  11676. glslVersion: material.glslVersion,
  11677. precision: precision,
  11678. instancing: object.isInstancedMesh === true,
  11679. instancingColor: object.isInstancedMesh === true && object.instanceColor !== null,
  11680. supportsVertexTextures: vertexTextures,
  11681. outputEncoding: currentRenderTarget !== null ? getTextureEncodingFromMap(currentRenderTarget.texture) : renderer.outputEncoding,
  11682. map: !!material.map,
  11683. mapEncoding: getTextureEncodingFromMap(material.map),
  11684. matcap: !!material.matcap,
  11685. matcapEncoding: getTextureEncodingFromMap(material.matcap),
  11686. envMap: !!envMap,
  11687. envMapMode: envMap && envMap.mapping,
  11688. envMapEncoding: getTextureEncodingFromMap(envMap),
  11689. envMapCubeUV: !!envMap && (envMap.mapping === CubeUVReflectionMapping || envMap.mapping === CubeUVRefractionMapping),
  11690. lightMap: !!material.lightMap,
  11691. lightMapEncoding: getTextureEncodingFromMap(material.lightMap),
  11692. aoMap: !!material.aoMap,
  11693. emissiveMap: !!material.emissiveMap,
  11694. emissiveMapEncoding: getTextureEncodingFromMap(material.emissiveMap),
  11695. bumpMap: !!material.bumpMap,
  11696. normalMap: !!material.normalMap,
  11697. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11698. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11699. clearcoat: useClearcoat,
  11700. clearcoatMap: useClearcoat && !!material.clearcoatMap,
  11701. clearcoatRoughnessMap: useClearcoat && !!material.clearcoatRoughnessMap,
  11702. clearcoatNormalMap: useClearcoat && !!material.clearcoatNormalMap,
  11703. displacementMap: !!material.displacementMap,
  11704. roughnessMap: !!material.roughnessMap,
  11705. metalnessMap: !!material.metalnessMap,
  11706. specularMap: !!material.specularMap,
  11707. specularIntensityMap: !!material.specularIntensityMap,
  11708. specularColorMap: !!material.specularColorMap,
  11709. specularColorMapEncoding: getTextureEncodingFromMap(material.specularColorMap),
  11710. alphaMap: !!material.alphaMap,
  11711. alphaTest: useAlphaTest,
  11712. gradientMap: !!material.gradientMap,
  11713. sheen: material.sheen > 0,
  11714. sheenColorMap: !!material.sheenColorMap,
  11715. sheenColorMapEncoding: getTextureEncodingFromMap(material.sheenColorMap),
  11716. sheenRoughnessMap: !!material.sheenRoughnessMap,
  11717. transmission: material.transmission > 0,
  11718. transmissionMap: !!material.transmissionMap,
  11719. thicknessMap: !!material.thicknessMap,
  11720. combine: material.combine,
  11721. vertexTangents: !!material.normalMap && !!object.geometry && !!object.geometry.attributes.tangent,
  11722. vertexColors: material.vertexColors,
  11723. vertexAlphas: material.vertexColors === true && !!object.geometry && !!object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4,
  11724. 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 || !!material.thicknessMap || !!material.specularIntensityMap || !!material.specularColorMap || !!material.sheenColorMap || material.sheenRoughnessMap,
  11725. uvsVertexOnly: !(!!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatNormalMap || material.transmission > 0 || !!material.transmissionMap || !!material.thicknessMap || !!material.specularIntensityMap || !!material.specularColorMap || material.sheen > 0 || !!material.sheenColorMap || !!material.sheenRoughnessMap) && !!material.displacementMap,
  11726. fog: !!fog,
  11727. useFog: material.fog,
  11728. fogExp2: fog && fog.isFogExp2,
  11729. flatShading: !!material.flatShading,
  11730. sizeAttenuation: material.sizeAttenuation,
  11731. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11732. skinning: object.isSkinnedMesh === true && maxBones > 0,
  11733. maxBones: maxBones,
  11734. useVertexTexture: floatVertexTextures,
  11735. morphTargets: !!object.geometry && !!object.geometry.morphAttributes.position,
  11736. morphNormals: !!object.geometry && !!object.geometry.morphAttributes.normal,
  11737. morphTargetsCount: !!object.geometry && !!object.geometry.morphAttributes.position ? object.geometry.morphAttributes.position.length : 0,
  11738. numDirLights: lights.directional.length,
  11739. numPointLights: lights.point.length,
  11740. numSpotLights: lights.spot.length,
  11741. numRectAreaLights: lights.rectArea.length,
  11742. numHemiLights: lights.hemi.length,
  11743. numDirLightShadows: lights.directionalShadowMap.length,
  11744. numPointLightShadows: lights.pointShadowMap.length,
  11745. numSpotLightShadows: lights.spotShadowMap.length,
  11746. numClippingPlanes: clipping.numPlanes,
  11747. numClipIntersection: clipping.numIntersection,
  11748. format: material.format,
  11749. dithering: material.dithering,
  11750. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11751. shadowMapType: renderer.shadowMap.type,
  11752. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11753. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11754. premultipliedAlpha: material.premultipliedAlpha,
  11755. doubleSided: material.side === DoubleSide,
  11756. flipSided: material.side === BackSide,
  11757. depthPacking: material.depthPacking !== undefined ? material.depthPacking : false,
  11758. index0AttributeName: material.index0AttributeName,
  11759. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11760. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  11761. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  11762. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11763. rendererExtensionFragDepth: isWebGL2 || extensions.has('EXT_frag_depth'),
  11764. rendererExtensionDrawBuffers: isWebGL2 || extensions.has('WEBGL_draw_buffers'),
  11765. rendererExtensionShaderTextureLod: isWebGL2 || extensions.has('EXT_shader_texture_lod'),
  11766. customProgramCacheKey: material.customProgramCacheKey()
  11767. };
  11768. return parameters;
  11769. }
  11770. function getProgramCacheKey(parameters) {
  11771. const array = [];
  11772. if (parameters.shaderID) {
  11773. array.push(parameters.shaderID);
  11774. } else {
  11775. array.push(hashString(parameters.fragmentShader));
  11776. array.push(hashString(parameters.vertexShader));
  11777. }
  11778. if (parameters.defines !== undefined) {
  11779. for (const name in parameters.defines) {
  11780. array.push(name);
  11781. array.push(parameters.defines[name]);
  11782. }
  11783. }
  11784. if (parameters.isRawShaderMaterial === false) {
  11785. for (let i = 0; i < parameterNames.length; i++) {
  11786. array.push(parameters[parameterNames[i]]);
  11787. }
  11788. array.push(renderer.outputEncoding);
  11789. array.push(renderer.gammaFactor);
  11790. }
  11791. array.push(parameters.customProgramCacheKey);
  11792. return array.join();
  11793. }
  11794. function getUniforms(material) {
  11795. const shaderID = shaderIDs[material.type];
  11796. let uniforms;
  11797. if (shaderID) {
  11798. const shader = ShaderLib[shaderID];
  11799. uniforms = UniformsUtils.clone(shader.uniforms);
  11800. } else {
  11801. uniforms = material.uniforms;
  11802. }
  11803. return uniforms;
  11804. }
  11805. function acquireProgram(parameters, cacheKey) {
  11806. let program; // Check if code has been already compiled
  11807. for (let p = 0, pl = programs.length; p < pl; p++) {
  11808. const preexistingProgram = programs[p];
  11809. if (preexistingProgram.cacheKey === cacheKey) {
  11810. program = preexistingProgram;
  11811. ++program.usedTimes;
  11812. break;
  11813. }
  11814. }
  11815. if (program === undefined) {
  11816. program = new WebGLProgram(renderer, cacheKey, parameters, bindingStates);
  11817. programs.push(program);
  11818. }
  11819. return program;
  11820. }
  11821. function releaseProgram(program) {
  11822. if (--program.usedTimes === 0) {
  11823. // Remove from unordered set
  11824. const i = programs.indexOf(program);
  11825. programs[i] = programs[programs.length - 1];
  11826. programs.pop(); // Free WebGL resources
  11827. program.destroy();
  11828. }
  11829. }
  11830. return {
  11831. getParameters: getParameters,
  11832. getProgramCacheKey: getProgramCacheKey,
  11833. getUniforms: getUniforms,
  11834. acquireProgram: acquireProgram,
  11835. releaseProgram: releaseProgram,
  11836. // Exposed for resource monitoring & error feedback via renderer.info:
  11837. programs: programs
  11838. };
  11839. }
  11840. function WebGLProperties() {
  11841. let properties = new WeakMap();
  11842. function get(object) {
  11843. let map = properties.get(object);
  11844. if (map === undefined) {
  11845. map = {};
  11846. properties.set(object, map);
  11847. }
  11848. return map;
  11849. }
  11850. function remove(object) {
  11851. properties.delete(object);
  11852. }
  11853. function update(object, key, value) {
  11854. properties.get(object)[key] = value;
  11855. }
  11856. function dispose() {
  11857. properties = new WeakMap();
  11858. }
  11859. return {
  11860. get: get,
  11861. remove: remove,
  11862. update: update,
  11863. dispose: dispose
  11864. };
  11865. }
  11866. function painterSortStable(a, b) {
  11867. if (a.groupOrder !== b.groupOrder) {
  11868. return a.groupOrder - b.groupOrder;
  11869. } else if (a.renderOrder !== b.renderOrder) {
  11870. return a.renderOrder - b.renderOrder;
  11871. } else if (a.program !== b.program) {
  11872. return a.program.id - b.program.id;
  11873. } else if (a.material.id !== b.material.id) {
  11874. return a.material.id - b.material.id;
  11875. } else if (a.z !== b.z) {
  11876. return a.z - b.z;
  11877. } else {
  11878. return a.id - b.id;
  11879. }
  11880. }
  11881. function reversePainterSortStable(a, b) {
  11882. if (a.groupOrder !== b.groupOrder) {
  11883. return a.groupOrder - b.groupOrder;
  11884. } else if (a.renderOrder !== b.renderOrder) {
  11885. return a.renderOrder - b.renderOrder;
  11886. } else if (a.z !== b.z) {
  11887. return b.z - a.z;
  11888. } else {
  11889. return a.id - b.id;
  11890. }
  11891. }
  11892. function WebGLRenderList(properties) {
  11893. const renderItems = [];
  11894. let renderItemsIndex = 0;
  11895. const opaque = [];
  11896. const transmissive = [];
  11897. const transparent = [];
  11898. const defaultProgram = {
  11899. id: -1
  11900. };
  11901. function init() {
  11902. renderItemsIndex = 0;
  11903. opaque.length = 0;
  11904. transmissive.length = 0;
  11905. transparent.length = 0;
  11906. }
  11907. function getNextRenderItem(object, geometry, material, groupOrder, z, group) {
  11908. let renderItem = renderItems[renderItemsIndex];
  11909. const materialProperties = properties.get(material);
  11910. if (renderItem === undefined) {
  11911. renderItem = {
  11912. id: object.id,
  11913. object: object,
  11914. geometry: geometry,
  11915. material: material,
  11916. program: materialProperties.program || defaultProgram,
  11917. groupOrder: groupOrder,
  11918. renderOrder: object.renderOrder,
  11919. z: z,
  11920. group: group
  11921. };
  11922. renderItems[renderItemsIndex] = renderItem;
  11923. } else {
  11924. renderItem.id = object.id;
  11925. renderItem.object = object;
  11926. renderItem.geometry = geometry;
  11927. renderItem.material = material;
  11928. renderItem.program = materialProperties.program || defaultProgram;
  11929. renderItem.groupOrder = groupOrder;
  11930. renderItem.renderOrder = object.renderOrder;
  11931. renderItem.z = z;
  11932. renderItem.group = group;
  11933. }
  11934. renderItemsIndex++;
  11935. return renderItem;
  11936. }
  11937. function push(object, geometry, material, groupOrder, z, group) {
  11938. const renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);
  11939. if (material.transmission > 0.0) {
  11940. transmissive.push(renderItem);
  11941. } else if (material.transparent === true) {
  11942. transparent.push(renderItem);
  11943. } else {
  11944. opaque.push(renderItem);
  11945. }
  11946. }
  11947. function unshift(object, geometry, material, groupOrder, z, group) {
  11948. const renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);
  11949. if (material.transmission > 0.0) {
  11950. transmissive.unshift(renderItem);
  11951. } else if (material.transparent === true) {
  11952. transparent.unshift(renderItem);
  11953. } else {
  11954. opaque.unshift(renderItem);
  11955. }
  11956. }
  11957. function sort(customOpaqueSort, customTransparentSort) {
  11958. if (opaque.length > 1) opaque.sort(customOpaqueSort || painterSortStable);
  11959. if (transmissive.length > 1) transmissive.sort(customTransparentSort || reversePainterSortStable);
  11960. if (transparent.length > 1) transparent.sort(customTransparentSort || reversePainterSortStable);
  11961. }
  11962. function finish() {
  11963. // Clear references from inactive renderItems in the list
  11964. for (let i = renderItemsIndex, il = renderItems.length; i < il; i++) {
  11965. const renderItem = renderItems[i];
  11966. if (renderItem.id === null) break;
  11967. renderItem.id = null;
  11968. renderItem.object = null;
  11969. renderItem.geometry = null;
  11970. renderItem.material = null;
  11971. renderItem.program = null;
  11972. renderItem.group = null;
  11973. }
  11974. }
  11975. return {
  11976. opaque: opaque,
  11977. transmissive: transmissive,
  11978. transparent: transparent,
  11979. init: init,
  11980. push: push,
  11981. unshift: unshift,
  11982. finish: finish,
  11983. sort: sort
  11984. };
  11985. }
  11986. function WebGLRenderLists(properties) {
  11987. let lists = new WeakMap();
  11988. function get(scene, renderCallDepth) {
  11989. let list;
  11990. if (lists.has(scene) === false) {
  11991. list = new WebGLRenderList(properties);
  11992. lists.set(scene, [list]);
  11993. } else {
  11994. if (renderCallDepth >= lists.get(scene).length) {
  11995. list = new WebGLRenderList(properties);
  11996. lists.get(scene).push(list);
  11997. } else {
  11998. list = lists.get(scene)[renderCallDepth];
  11999. }
  12000. }
  12001. return list;
  12002. }
  12003. function dispose() {
  12004. lists = new WeakMap();
  12005. }
  12006. return {
  12007. get: get,
  12008. dispose: dispose
  12009. };
  12010. }
  12011. function UniformsCache() {
  12012. const lights = {};
  12013. return {
  12014. get: function (light) {
  12015. if (lights[light.id] !== undefined) {
  12016. return lights[light.id];
  12017. }
  12018. let uniforms;
  12019. switch (light.type) {
  12020. case 'DirectionalLight':
  12021. uniforms = {
  12022. direction: new Vector3(),
  12023. color: new Color()
  12024. };
  12025. break;
  12026. case 'SpotLight':
  12027. uniforms = {
  12028. position: new Vector3(),
  12029. direction: new Vector3(),
  12030. color: new Color(),
  12031. distance: 0,
  12032. coneCos: 0,
  12033. penumbraCos: 0,
  12034. decay: 0
  12035. };
  12036. break;
  12037. case 'PointLight':
  12038. uniforms = {
  12039. position: new Vector3(),
  12040. color: new Color(),
  12041. distance: 0,
  12042. decay: 0
  12043. };
  12044. break;
  12045. case 'HemisphereLight':
  12046. uniforms = {
  12047. direction: new Vector3(),
  12048. skyColor: new Color(),
  12049. groundColor: new Color()
  12050. };
  12051. break;
  12052. case 'RectAreaLight':
  12053. uniforms = {
  12054. color: new Color(),
  12055. position: new Vector3(),
  12056. halfWidth: new Vector3(),
  12057. halfHeight: new Vector3()
  12058. };
  12059. break;
  12060. }
  12061. lights[light.id] = uniforms;
  12062. return uniforms;
  12063. }
  12064. };
  12065. }
  12066. function ShadowUniformsCache() {
  12067. const lights = {};
  12068. return {
  12069. get: function (light) {
  12070. if (lights[light.id] !== undefined) {
  12071. return lights[light.id];
  12072. }
  12073. let uniforms;
  12074. switch (light.type) {
  12075. case 'DirectionalLight':
  12076. uniforms = {
  12077. shadowBias: 0,
  12078. shadowNormalBias: 0,
  12079. shadowRadius: 1,
  12080. shadowMapSize: new Vector2()
  12081. };
  12082. break;
  12083. case 'SpotLight':
  12084. uniforms = {
  12085. shadowBias: 0,
  12086. shadowNormalBias: 0,
  12087. shadowRadius: 1,
  12088. shadowMapSize: new Vector2()
  12089. };
  12090. break;
  12091. case 'PointLight':
  12092. uniforms = {
  12093. shadowBias: 0,
  12094. shadowNormalBias: 0,
  12095. shadowRadius: 1,
  12096. shadowMapSize: new Vector2(),
  12097. shadowCameraNear: 1,
  12098. shadowCameraFar: 1000
  12099. };
  12100. break;
  12101. // TODO (abelnation): set RectAreaLight shadow uniforms
  12102. }
  12103. lights[light.id] = uniforms;
  12104. return uniforms;
  12105. }
  12106. };
  12107. }
  12108. let nextVersion = 0;
  12109. function shadowCastingLightsFirst(lightA, lightB) {
  12110. return (lightB.castShadow ? 1 : 0) - (lightA.castShadow ? 1 : 0);
  12111. }
  12112. function WebGLLights(extensions, capabilities) {
  12113. const cache = new UniformsCache();
  12114. const shadowCache = ShadowUniformsCache();
  12115. const state = {
  12116. version: 0,
  12117. hash: {
  12118. directionalLength: -1,
  12119. pointLength: -1,
  12120. spotLength: -1,
  12121. rectAreaLength: -1,
  12122. hemiLength: -1,
  12123. numDirectionalShadows: -1,
  12124. numPointShadows: -1,
  12125. numSpotShadows: -1
  12126. },
  12127. ambient: [0, 0, 0],
  12128. probe: [],
  12129. directional: [],
  12130. directionalShadow: [],
  12131. directionalShadowMap: [],
  12132. directionalShadowMatrix: [],
  12133. spot: [],
  12134. spotShadow: [],
  12135. spotShadowMap: [],
  12136. spotShadowMatrix: [],
  12137. rectArea: [],
  12138. rectAreaLTC1: null,
  12139. rectAreaLTC2: null,
  12140. point: [],
  12141. pointShadow: [],
  12142. pointShadowMap: [],
  12143. pointShadowMatrix: [],
  12144. hemi: []
  12145. };
  12146. for (let i = 0; i < 9; i++) state.probe.push(new Vector3());
  12147. const vector3 = new Vector3();
  12148. const matrix4 = new Matrix4();
  12149. const matrix42 = new Matrix4();
  12150. function setup(lights, physicallyCorrectLights) {
  12151. let r = 0,
  12152. g = 0,
  12153. b = 0;
  12154. for (let i = 0; i < 9; i++) state.probe[i].set(0, 0, 0);
  12155. let directionalLength = 0;
  12156. let pointLength = 0;
  12157. let spotLength = 0;
  12158. let rectAreaLength = 0;
  12159. let hemiLength = 0;
  12160. let numDirectionalShadows = 0;
  12161. let numPointShadows = 0;
  12162. let numSpotShadows = 0;
  12163. lights.sort(shadowCastingLightsFirst); // artist-friendly light intensity scaling factor
  12164. const scaleFactor = physicallyCorrectLights !== true ? Math.PI : 1;
  12165. for (let i = 0, l = lights.length; i < l; i++) {
  12166. const light = lights[i];
  12167. const color = light.color;
  12168. const intensity = light.intensity;
  12169. const distance = light.distance;
  12170. const shadowMap = light.shadow && light.shadow.map ? light.shadow.map.texture : null;
  12171. if (light.isAmbientLight) {
  12172. r += color.r * intensity * scaleFactor;
  12173. g += color.g * intensity * scaleFactor;
  12174. b += color.b * intensity * scaleFactor;
  12175. } else if (light.isLightProbe) {
  12176. for (let j = 0; j < 9; j++) {
  12177. state.probe[j].addScaledVector(light.sh.coefficients[j], intensity);
  12178. }
  12179. } else if (light.isDirectionalLight) {
  12180. const uniforms = cache.get(light);
  12181. uniforms.color.copy(light.color).multiplyScalar(light.intensity * scaleFactor);
  12182. if (light.castShadow) {
  12183. const shadow = light.shadow;
  12184. const shadowUniforms = shadowCache.get(light);
  12185. shadowUniforms.shadowBias = shadow.bias;
  12186. shadowUniforms.shadowNormalBias = shadow.normalBias;
  12187. shadowUniforms.shadowRadius = shadow.radius;
  12188. shadowUniforms.shadowMapSize = shadow.mapSize;
  12189. state.directionalShadow[directionalLength] = shadowUniforms;
  12190. state.directionalShadowMap[directionalLength] = shadowMap;
  12191. state.directionalShadowMatrix[directionalLength] = light.shadow.matrix;
  12192. numDirectionalShadows++;
  12193. }
  12194. state.directional[directionalLength] = uniforms;
  12195. directionalLength++;
  12196. } else if (light.isSpotLight) {
  12197. const uniforms = cache.get(light);
  12198. uniforms.position.setFromMatrixPosition(light.matrixWorld);
  12199. uniforms.color.copy(color).multiplyScalar(intensity * scaleFactor);
  12200. uniforms.distance = distance;
  12201. uniforms.coneCos = Math.cos(light.angle);
  12202. uniforms.penumbraCos = Math.cos(light.angle * (1 - light.penumbra));
  12203. uniforms.decay = light.decay;
  12204. if (light.castShadow) {
  12205. const shadow = light.shadow;
  12206. const shadowUniforms = shadowCache.get(light);
  12207. shadowUniforms.shadowBias = shadow.bias;
  12208. shadowUniforms.shadowNormalBias = shadow.normalBias;
  12209. shadowUniforms.shadowRadius = shadow.radius;
  12210. shadowUniforms.shadowMapSize = shadow.mapSize;
  12211. state.spotShadow[spotLength] = shadowUniforms;
  12212. state.spotShadowMap[spotLength] = shadowMap;
  12213. state.spotShadowMatrix[spotLength] = light.shadow.matrix;
  12214. numSpotShadows++;
  12215. }
  12216. state.spot[spotLength] = uniforms;
  12217. spotLength++;
  12218. } else if (light.isRectAreaLight) {
  12219. const uniforms = cache.get(light); // (a) intensity is the total visible light emitted
  12220. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  12221. // (b) intensity is the brightness of the light
  12222. uniforms.color.copy(color).multiplyScalar(intensity);
  12223. uniforms.halfWidth.set(light.width * 0.5, 0.0, 0.0);
  12224. uniforms.halfHeight.set(0.0, light.height * 0.5, 0.0);
  12225. state.rectArea[rectAreaLength] = uniforms;
  12226. rectAreaLength++;
  12227. } else if (light.isPointLight) {
  12228. const uniforms = cache.get(light);
  12229. uniforms.color.copy(light.color).multiplyScalar(light.intensity * scaleFactor);
  12230. uniforms.distance = light.distance;
  12231. uniforms.decay = light.decay;
  12232. if (light.castShadow) {
  12233. const shadow = light.shadow;
  12234. const shadowUniforms = shadowCache.get(light);
  12235. shadowUniforms.shadowBias = shadow.bias;
  12236. shadowUniforms.shadowNormalBias = shadow.normalBias;
  12237. shadowUniforms.shadowRadius = shadow.radius;
  12238. shadowUniforms.shadowMapSize = shadow.mapSize;
  12239. shadowUniforms.shadowCameraNear = shadow.camera.near;
  12240. shadowUniforms.shadowCameraFar = shadow.camera.far;
  12241. state.pointShadow[pointLength] = shadowUniforms;
  12242. state.pointShadowMap[pointLength] = shadowMap;
  12243. state.pointShadowMatrix[pointLength] = light.shadow.matrix;
  12244. numPointShadows++;
  12245. }
  12246. state.point[pointLength] = uniforms;
  12247. pointLength++;
  12248. } else if (light.isHemisphereLight) {
  12249. const uniforms = cache.get(light);
  12250. uniforms.skyColor.copy(light.color).multiplyScalar(intensity * scaleFactor);
  12251. uniforms.groundColor.copy(light.groundColor).multiplyScalar(intensity * scaleFactor);
  12252. state.hemi[hemiLength] = uniforms;
  12253. hemiLength++;
  12254. }
  12255. }
  12256. if (rectAreaLength > 0) {
  12257. if (capabilities.isWebGL2) {
  12258. // WebGL 2
  12259. state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
  12260. state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;
  12261. } else {
  12262. // WebGL 1
  12263. if (extensions.has('OES_texture_float_linear') === true) {
  12264. state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
  12265. state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;
  12266. } else if (extensions.has('OES_texture_half_float_linear') === true) {
  12267. state.rectAreaLTC1 = UniformsLib.LTC_HALF_1;
  12268. state.rectAreaLTC2 = UniformsLib.LTC_HALF_2;
  12269. } else {
  12270. console.error('THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.');
  12271. }
  12272. }
  12273. }
  12274. state.ambient[0] = r;
  12275. state.ambient[1] = g;
  12276. state.ambient[2] = b;
  12277. const hash = state.hash;
  12278. 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) {
  12279. state.directional.length = directionalLength;
  12280. state.spot.length = spotLength;
  12281. state.rectArea.length = rectAreaLength;
  12282. state.point.length = pointLength;
  12283. state.hemi.length = hemiLength;
  12284. state.directionalShadow.length = numDirectionalShadows;
  12285. state.directionalShadowMap.length = numDirectionalShadows;
  12286. state.pointShadow.length = numPointShadows;
  12287. state.pointShadowMap.length = numPointShadows;
  12288. state.spotShadow.length = numSpotShadows;
  12289. state.spotShadowMap.length = numSpotShadows;
  12290. state.directionalShadowMatrix.length = numDirectionalShadows;
  12291. state.pointShadowMatrix.length = numPointShadows;
  12292. state.spotShadowMatrix.length = numSpotShadows;
  12293. hash.directionalLength = directionalLength;
  12294. hash.pointLength = pointLength;
  12295. hash.spotLength = spotLength;
  12296. hash.rectAreaLength = rectAreaLength;
  12297. hash.hemiLength = hemiLength;
  12298. hash.numDirectionalShadows = numDirectionalShadows;
  12299. hash.numPointShadows = numPointShadows;
  12300. hash.numSpotShadows = numSpotShadows;
  12301. state.version = nextVersion++;
  12302. }
  12303. }
  12304. function setupView(lights, camera) {
  12305. let directionalLength = 0;
  12306. let pointLength = 0;
  12307. let spotLength = 0;
  12308. let rectAreaLength = 0;
  12309. let hemiLength = 0;
  12310. const viewMatrix = camera.matrixWorldInverse;
  12311. for (let i = 0, l = lights.length; i < l; i++) {
  12312. const light = lights[i];
  12313. if (light.isDirectionalLight) {
  12314. const uniforms = state.directional[directionalLength];
  12315. uniforms.direction.setFromMatrixPosition(light.matrixWorld);
  12316. vector3.setFromMatrixPosition(light.target.matrixWorld);
  12317. uniforms.direction.sub(vector3);
  12318. uniforms.direction.transformDirection(viewMatrix);
  12319. directionalLength++;
  12320. } else if (light.isSpotLight) {
  12321. const uniforms = state.spot[spotLength];
  12322. uniforms.position.setFromMatrixPosition(light.matrixWorld);
  12323. uniforms.position.applyMatrix4(viewMatrix);
  12324. uniforms.direction.setFromMatrixPosition(light.matrixWorld);
  12325. vector3.setFromMatrixPosition(light.target.matrixWorld);
  12326. uniforms.direction.sub(vector3);
  12327. uniforms.direction.transformDirection(viewMatrix);
  12328. spotLength++;
  12329. } else if (light.isRectAreaLight) {
  12330. const uniforms = state.rectArea[rectAreaLength];
  12331. uniforms.position.setFromMatrixPosition(light.matrixWorld);
  12332. uniforms.position.applyMatrix4(viewMatrix); // extract local rotation of light to derive width/height half vectors
  12333. matrix42.identity();
  12334. matrix4.copy(light.matrixWorld);
  12335. matrix4.premultiply(viewMatrix);
  12336. matrix42.extractRotation(matrix4);
  12337. uniforms.halfWidth.set(light.width * 0.5, 0.0, 0.0);
  12338. uniforms.halfHeight.set(0.0, light.height * 0.5, 0.0);
  12339. uniforms.halfWidth.applyMatrix4(matrix42);
  12340. uniforms.halfHeight.applyMatrix4(matrix42);
  12341. rectAreaLength++;
  12342. } else if (light.isPointLight) {
  12343. const uniforms = state.point[pointLength];
  12344. uniforms.position.setFromMatrixPosition(light.matrixWorld);
  12345. uniforms.position.applyMatrix4(viewMatrix);
  12346. pointLength++;
  12347. } else if (light.isHemisphereLight) {
  12348. const uniforms = state.hemi[hemiLength];
  12349. uniforms.direction.setFromMatrixPosition(light.matrixWorld);
  12350. uniforms.direction.transformDirection(viewMatrix);
  12351. uniforms.direction.normalize();
  12352. hemiLength++;
  12353. }
  12354. }
  12355. }
  12356. return {
  12357. setup: setup,
  12358. setupView: setupView,
  12359. state: state
  12360. };
  12361. }
  12362. function WebGLRenderState(extensions, capabilities) {
  12363. const lights = new WebGLLights(extensions, capabilities);
  12364. const lightsArray = [];
  12365. const shadowsArray = [];
  12366. function init() {
  12367. lightsArray.length = 0;
  12368. shadowsArray.length = 0;
  12369. }
  12370. function pushLight(light) {
  12371. lightsArray.push(light);
  12372. }
  12373. function pushShadow(shadowLight) {
  12374. shadowsArray.push(shadowLight);
  12375. }
  12376. function setupLights(physicallyCorrectLights) {
  12377. lights.setup(lightsArray, physicallyCorrectLights);
  12378. }
  12379. function setupLightsView(camera) {
  12380. lights.setupView(lightsArray, camera);
  12381. }
  12382. const state = {
  12383. lightsArray: lightsArray,
  12384. shadowsArray: shadowsArray,
  12385. lights: lights
  12386. };
  12387. return {
  12388. init: init,
  12389. state: state,
  12390. setupLights: setupLights,
  12391. setupLightsView: setupLightsView,
  12392. pushLight: pushLight,
  12393. pushShadow: pushShadow
  12394. };
  12395. }
  12396. function WebGLRenderStates(extensions, capabilities) {
  12397. let renderStates = new WeakMap();
  12398. function get(scene, renderCallDepth = 0) {
  12399. let renderState;
  12400. if (renderStates.has(scene) === false) {
  12401. renderState = new WebGLRenderState(extensions, capabilities);
  12402. renderStates.set(scene, [renderState]);
  12403. } else {
  12404. if (renderCallDepth >= renderStates.get(scene).length) {
  12405. renderState = new WebGLRenderState(extensions, capabilities);
  12406. renderStates.get(scene).push(renderState);
  12407. } else {
  12408. renderState = renderStates.get(scene)[renderCallDepth];
  12409. }
  12410. }
  12411. return renderState;
  12412. }
  12413. function dispose() {
  12414. renderStates = new WeakMap();
  12415. }
  12416. return {
  12417. get: get,
  12418. dispose: dispose
  12419. };
  12420. }
  12421. /**
  12422. * parameters = {
  12423. *
  12424. * opacity: <float>,
  12425. *
  12426. * map: new THREE.Texture( <Image> ),
  12427. *
  12428. * alphaMap: new THREE.Texture( <Image> ),
  12429. *
  12430. * displacementMap: new THREE.Texture( <Image> ),
  12431. * displacementScale: <float>,
  12432. * displacementBias: <float>,
  12433. *
  12434. * wireframe: <boolean>,
  12435. * wireframeLinewidth: <float>
  12436. * }
  12437. */
  12438. class MeshDepthMaterial extends Material {
  12439. constructor(parameters) {
  12440. super();
  12441. this.type = 'MeshDepthMaterial';
  12442. this.depthPacking = BasicDepthPacking;
  12443. this.map = null;
  12444. this.alphaMap = null;
  12445. this.displacementMap = null;
  12446. this.displacementScale = 1;
  12447. this.displacementBias = 0;
  12448. this.wireframe = false;
  12449. this.wireframeLinewidth = 1;
  12450. this.fog = false;
  12451. this.setValues(parameters);
  12452. }
  12453. copy(source) {
  12454. super.copy(source);
  12455. this.depthPacking = source.depthPacking;
  12456. this.map = source.map;
  12457. this.alphaMap = source.alphaMap;
  12458. this.displacementMap = source.displacementMap;
  12459. this.displacementScale = source.displacementScale;
  12460. this.displacementBias = source.displacementBias;
  12461. this.wireframe = source.wireframe;
  12462. this.wireframeLinewidth = source.wireframeLinewidth;
  12463. return this;
  12464. }
  12465. }
  12466. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  12467. /**
  12468. * parameters = {
  12469. *
  12470. * referencePosition: <float>,
  12471. * nearDistance: <float>,
  12472. * farDistance: <float>,
  12473. *
  12474. * map: new THREE.Texture( <Image> ),
  12475. *
  12476. * alphaMap: new THREE.Texture( <Image> ),
  12477. *
  12478. * displacementMap: new THREE.Texture( <Image> ),
  12479. * displacementScale: <float>,
  12480. * displacementBias: <float>
  12481. *
  12482. * }
  12483. */
  12484. class MeshDistanceMaterial extends Material {
  12485. constructor(parameters) {
  12486. super();
  12487. this.type = 'MeshDistanceMaterial';
  12488. this.referencePosition = new Vector3();
  12489. this.nearDistance = 1;
  12490. this.farDistance = 1000;
  12491. this.map = null;
  12492. this.alphaMap = null;
  12493. this.displacementMap = null;
  12494. this.displacementScale = 1;
  12495. this.displacementBias = 0;
  12496. this.fog = false;
  12497. this.setValues(parameters);
  12498. }
  12499. copy(source) {
  12500. super.copy(source);
  12501. this.referencePosition.copy(source.referencePosition);
  12502. this.nearDistance = source.nearDistance;
  12503. this.farDistance = source.farDistance;
  12504. this.map = source.map;
  12505. this.alphaMap = source.alphaMap;
  12506. this.displacementMap = source.displacementMap;
  12507. this.displacementScale = source.displacementScale;
  12508. this.displacementBias = source.displacementBias;
  12509. return this;
  12510. }
  12511. }
  12512. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  12513. const vertex = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  12514. const fragment = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n\tconst float samples = float( VSM_SAMPLES );\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n\tfor ( float i = 0.0; i < samples; i ++ ) {\n\t\tfloat uvOffset = uvStart + i * uvStride;\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 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, uvOffset ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean / samples;\n\tsquared_mean = squared_mean / samples;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
  12515. function WebGLShadowMap(_renderer, _objects, _capabilities) {
  12516. let _frustum = new Frustum();
  12517. const _shadowMapSize = new Vector2(),
  12518. _viewportSize = new Vector2(),
  12519. _viewport = new Vector4(),
  12520. _depthMaterial = new MeshDepthMaterial({
  12521. depthPacking: RGBADepthPacking
  12522. }),
  12523. _distanceMaterial = new MeshDistanceMaterial(),
  12524. _materialCache = {},
  12525. _maxTextureSize = _capabilities.maxTextureSize;
  12526. const shadowSide = {
  12527. 0: BackSide,
  12528. 1: FrontSide,
  12529. 2: DoubleSide
  12530. };
  12531. const shadowMaterialVertical = new ShaderMaterial({
  12532. defines: {
  12533. VSM_SAMPLES: 8
  12534. },
  12535. uniforms: {
  12536. shadow_pass: {
  12537. value: null
  12538. },
  12539. resolution: {
  12540. value: new Vector2()
  12541. },
  12542. radius: {
  12543. value: 4.0
  12544. }
  12545. },
  12546. vertexShader: vertex,
  12547. fragmentShader: fragment
  12548. });
  12549. const shadowMaterialHorizontal = shadowMaterialVertical.clone();
  12550. shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;
  12551. const fullScreenTri = new BufferGeometry();
  12552. fullScreenTri.setAttribute('position', new BufferAttribute(new Float32Array([-1, -1, 0.5, 3, -1, 0.5, -1, 3, 0.5]), 3));
  12553. const fullScreenMesh = new Mesh(fullScreenTri, shadowMaterialVertical);
  12554. const scope = this;
  12555. this.enabled = false;
  12556. this.autoUpdate = true;
  12557. this.needsUpdate = false;
  12558. this.type = PCFShadowMap;
  12559. this.render = function (lights, scene, camera) {
  12560. if (scope.enabled === false) return;
  12561. if (scope.autoUpdate === false && scope.needsUpdate === false) return;
  12562. if (lights.length === 0) return;
  12563. const currentRenderTarget = _renderer.getRenderTarget();
  12564. const activeCubeFace = _renderer.getActiveCubeFace();
  12565. const activeMipmapLevel = _renderer.getActiveMipmapLevel();
  12566. const _state = _renderer.state; // Set GL state for depth map.
  12567. _state.setBlending(NoBlending);
  12568. _state.buffers.color.setClear(1, 1, 1, 1);
  12569. _state.buffers.depth.setTest(true);
  12570. _state.setScissorTest(false); // render depth map
  12571. for (let i = 0, il = lights.length; i < il; i++) {
  12572. const light = lights[i];
  12573. const shadow = light.shadow;
  12574. if (shadow === undefined) {
  12575. console.warn('THREE.WebGLShadowMap:', light, 'has no shadow.');
  12576. continue;
  12577. }
  12578. if (shadow.autoUpdate === false && shadow.needsUpdate === false) continue;
  12579. _shadowMapSize.copy(shadow.mapSize);
  12580. const shadowFrameExtents = shadow.getFrameExtents();
  12581. _shadowMapSize.multiply(shadowFrameExtents);
  12582. _viewportSize.copy(shadow.mapSize);
  12583. if (_shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize) {
  12584. if (_shadowMapSize.x > _maxTextureSize) {
  12585. _viewportSize.x = Math.floor(_maxTextureSize / shadowFrameExtents.x);
  12586. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  12587. shadow.mapSize.x = _viewportSize.x;
  12588. }
  12589. if (_shadowMapSize.y > _maxTextureSize) {
  12590. _viewportSize.y = Math.floor(_maxTextureSize / shadowFrameExtents.y);
  12591. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  12592. shadow.mapSize.y = _viewportSize.y;
  12593. }
  12594. }
  12595. if (shadow.map === null && !shadow.isPointLightShadow && this.type === VSMShadowMap) {
  12596. const pars = {
  12597. minFilter: LinearFilter,
  12598. magFilter: LinearFilter,
  12599. format: RGBAFormat
  12600. };
  12601. shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
  12602. shadow.map.texture.name = light.name + '.shadowMap';
  12603. shadow.mapPass = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
  12604. shadow.camera.updateProjectionMatrix();
  12605. }
  12606. if (shadow.map === null) {
  12607. const pars = {
  12608. minFilter: NearestFilter,
  12609. magFilter: NearestFilter,
  12610. format: RGBAFormat
  12611. };
  12612. shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
  12613. shadow.map.texture.name = light.name + '.shadowMap';
  12614. shadow.camera.updateProjectionMatrix();
  12615. }
  12616. _renderer.setRenderTarget(shadow.map);
  12617. _renderer.clear();
  12618. const viewportCount = shadow.getViewportCount();
  12619. for (let vp = 0; vp < viewportCount; vp++) {
  12620. const viewport = shadow.getViewport(vp);
  12621. _viewport.set(_viewportSize.x * viewport.x, _viewportSize.y * viewport.y, _viewportSize.x * viewport.z, _viewportSize.y * viewport.w);
  12622. _state.viewport(_viewport);
  12623. shadow.updateMatrices(light, vp);
  12624. _frustum = shadow.getFrustum();
  12625. renderObject(scene, camera, shadow.camera, light, this.type);
  12626. } // do blur pass for VSM
  12627. if (!shadow.isPointLightShadow && this.type === VSMShadowMap) {
  12628. VSMPass(shadow, camera);
  12629. }
  12630. shadow.needsUpdate = false;
  12631. }
  12632. scope.needsUpdate = false;
  12633. _renderer.setRenderTarget(currentRenderTarget, activeCubeFace, activeMipmapLevel);
  12634. };
  12635. function VSMPass(shadow, camera) {
  12636. const geometry = _objects.update(fullScreenMesh);
  12637. if (shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples) {
  12638. shadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples;
  12639. shadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples;
  12640. shadowMaterialVertical.needsUpdate = true;
  12641. shadowMaterialHorizontal.needsUpdate = true;
  12642. } // vertical pass
  12643. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12644. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12645. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12646. _renderer.setRenderTarget(shadow.mapPass);
  12647. _renderer.clear();
  12648. _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null); // horizontal pass
  12649. shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12650. shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;
  12651. shadowMaterialHorizontal.uniforms.radius.value = shadow.radius;
  12652. _renderer.setRenderTarget(shadow.map);
  12653. _renderer.clear();
  12654. _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null);
  12655. }
  12656. function getDepthMaterial(object, geometry, material, light, shadowCameraNear, shadowCameraFar, type) {
  12657. let result = null;
  12658. const customMaterial = light.isPointLight === true ? object.customDistanceMaterial : object.customDepthMaterial;
  12659. if (customMaterial !== undefined) {
  12660. result = customMaterial;
  12661. } else {
  12662. result = light.isPointLight === true ? _distanceMaterial : _depthMaterial;
  12663. }
  12664. if (_renderer.localClippingEnabled && material.clipShadows === true && material.clippingPlanes.length !== 0 || material.displacementMap && material.displacementScale !== 0 || material.alphaMap && material.alphaTest > 0) {
  12665. // in this case we need a unique material instance reflecting the
  12666. // appropriate state
  12667. const keyA = result.uuid,
  12668. keyB = material.uuid;
  12669. let materialsForVariant = _materialCache[keyA];
  12670. if (materialsForVariant === undefined) {
  12671. materialsForVariant = {};
  12672. _materialCache[keyA] = materialsForVariant;
  12673. }
  12674. let cachedMaterial = materialsForVariant[keyB];
  12675. if (cachedMaterial === undefined) {
  12676. cachedMaterial = result.clone();
  12677. materialsForVariant[keyB] = cachedMaterial;
  12678. }
  12679. result = cachedMaterial;
  12680. }
  12681. result.visible = material.visible;
  12682. result.wireframe = material.wireframe;
  12683. if (type === VSMShadowMap) {
  12684. result.side = material.shadowSide !== null ? material.shadowSide : material.side;
  12685. } else {
  12686. result.side = material.shadowSide !== null ? material.shadowSide : shadowSide[material.side];
  12687. }
  12688. result.alphaMap = material.alphaMap;
  12689. result.alphaTest = material.alphaTest;
  12690. result.clipShadows = material.clipShadows;
  12691. result.clippingPlanes = material.clippingPlanes;
  12692. result.clipIntersection = material.clipIntersection;
  12693. result.displacementMap = material.displacementMap;
  12694. result.displacementScale = material.displacementScale;
  12695. result.displacementBias = material.displacementBias;
  12696. result.wireframeLinewidth = material.wireframeLinewidth;
  12697. result.linewidth = material.linewidth;
  12698. if (light.isPointLight === true && result.isMeshDistanceMaterial === true) {
  12699. result.referencePosition.setFromMatrixPosition(light.matrixWorld);
  12700. result.nearDistance = shadowCameraNear;
  12701. result.farDistance = shadowCameraFar;
  12702. }
  12703. return result;
  12704. }
  12705. function renderObject(object, camera, shadowCamera, light, type) {
  12706. if (object.visible === false) return;
  12707. const visible = object.layers.test(camera.layers);
  12708. if (visible && (object.isMesh || object.isLine || object.isPoints)) {
  12709. if ((object.castShadow || object.receiveShadow && type === VSMShadowMap) && (!object.frustumCulled || _frustum.intersectsObject(object))) {
  12710. object.modelViewMatrix.multiplyMatrices(shadowCamera.matrixWorldInverse, object.matrixWorld);
  12711. const geometry = _objects.update(object);
  12712. const material = object.material;
  12713. if (Array.isArray(material)) {
  12714. const groups = geometry.groups;
  12715. for (let k = 0, kl = groups.length; k < kl; k++) {
  12716. const group = groups[k];
  12717. const groupMaterial = material[group.materialIndex];
  12718. if (groupMaterial && groupMaterial.visible) {
  12719. const depthMaterial = getDepthMaterial(object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type);
  12720. _renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, group);
  12721. }
  12722. }
  12723. } else if (material.visible) {
  12724. const depthMaterial = getDepthMaterial(object, geometry, material, light, shadowCamera.near, shadowCamera.far, type);
  12725. _renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, null);
  12726. }
  12727. }
  12728. }
  12729. const children = object.children;
  12730. for (let i = 0, l = children.length; i < l; i++) {
  12731. renderObject(children[i], camera, shadowCamera, light, type);
  12732. }
  12733. }
  12734. }
  12735. function WebGLState(gl, extensions, capabilities) {
  12736. const isWebGL2 = capabilities.isWebGL2;
  12737. function ColorBuffer() {
  12738. let locked = false;
  12739. const color = new Vector4();
  12740. let currentColorMask = null;
  12741. const currentColorClear = new Vector4(0, 0, 0, 0);
  12742. return {
  12743. setMask: function (colorMask) {
  12744. if (currentColorMask !== colorMask && !locked) {
  12745. gl.colorMask(colorMask, colorMask, colorMask, colorMask);
  12746. currentColorMask = colorMask;
  12747. }
  12748. },
  12749. setLocked: function (lock) {
  12750. locked = lock;
  12751. },
  12752. setClear: function (r, g, b, a, premultipliedAlpha) {
  12753. if (premultipliedAlpha === true) {
  12754. r *= a;
  12755. g *= a;
  12756. b *= a;
  12757. }
  12758. color.set(r, g, b, a);
  12759. if (currentColorClear.equals(color) === false) {
  12760. gl.clearColor(r, g, b, a);
  12761. currentColorClear.copy(color);
  12762. }
  12763. },
  12764. reset: function () {
  12765. locked = false;
  12766. currentColorMask = null;
  12767. currentColorClear.set(-1, 0, 0, 0); // set to invalid state
  12768. }
  12769. };
  12770. }
  12771. function DepthBuffer() {
  12772. let locked = false;
  12773. let currentDepthMask = null;
  12774. let currentDepthFunc = null;
  12775. let currentDepthClear = null;
  12776. return {
  12777. setTest: function (depthTest) {
  12778. if (depthTest) {
  12779. enable(gl.DEPTH_TEST);
  12780. } else {
  12781. disable(gl.DEPTH_TEST);
  12782. }
  12783. },
  12784. setMask: function (depthMask) {
  12785. if (currentDepthMask !== depthMask && !locked) {
  12786. gl.depthMask(depthMask);
  12787. currentDepthMask = depthMask;
  12788. }
  12789. },
  12790. setFunc: function (depthFunc) {
  12791. if (currentDepthFunc !== depthFunc) {
  12792. if (depthFunc) {
  12793. switch (depthFunc) {
  12794. case NeverDepth:
  12795. gl.depthFunc(gl.NEVER);
  12796. break;
  12797. case AlwaysDepth:
  12798. gl.depthFunc(gl.ALWAYS);
  12799. break;
  12800. case LessDepth:
  12801. gl.depthFunc(gl.LESS);
  12802. break;
  12803. case LessEqualDepth:
  12804. gl.depthFunc(gl.LEQUAL);
  12805. break;
  12806. case EqualDepth:
  12807. gl.depthFunc(gl.EQUAL);
  12808. break;
  12809. case GreaterEqualDepth:
  12810. gl.depthFunc(gl.GEQUAL);
  12811. break;
  12812. case GreaterDepth:
  12813. gl.depthFunc(gl.GREATER);
  12814. break;
  12815. case NotEqualDepth:
  12816. gl.depthFunc(gl.NOTEQUAL);
  12817. break;
  12818. default:
  12819. gl.depthFunc(gl.LEQUAL);
  12820. }
  12821. } else {
  12822. gl.depthFunc(gl.LEQUAL);
  12823. }
  12824. currentDepthFunc = depthFunc;
  12825. }
  12826. },
  12827. setLocked: function (lock) {
  12828. locked = lock;
  12829. },
  12830. setClear: function (depth) {
  12831. if (currentDepthClear !== depth) {
  12832. gl.clearDepth(depth);
  12833. currentDepthClear = depth;
  12834. }
  12835. },
  12836. reset: function () {
  12837. locked = false;
  12838. currentDepthMask = null;
  12839. currentDepthFunc = null;
  12840. currentDepthClear = null;
  12841. }
  12842. };
  12843. }
  12844. function StencilBuffer() {
  12845. let locked = false;
  12846. let currentStencilMask = null;
  12847. let currentStencilFunc = null;
  12848. let currentStencilRef = null;
  12849. let currentStencilFuncMask = null;
  12850. let currentStencilFail = null;
  12851. let currentStencilZFail = null;
  12852. let currentStencilZPass = null;
  12853. let currentStencilClear = null;
  12854. return {
  12855. setTest: function (stencilTest) {
  12856. if (!locked) {
  12857. if (stencilTest) {
  12858. enable(gl.STENCIL_TEST);
  12859. } else {
  12860. disable(gl.STENCIL_TEST);
  12861. }
  12862. }
  12863. },
  12864. setMask: function (stencilMask) {
  12865. if (currentStencilMask !== stencilMask && !locked) {
  12866. gl.stencilMask(stencilMask);
  12867. currentStencilMask = stencilMask;
  12868. }
  12869. },
  12870. setFunc: function (stencilFunc, stencilRef, stencilMask) {
  12871. if (currentStencilFunc !== stencilFunc || currentStencilRef !== stencilRef || currentStencilFuncMask !== stencilMask) {
  12872. gl.stencilFunc(stencilFunc, stencilRef, stencilMask);
  12873. currentStencilFunc = stencilFunc;
  12874. currentStencilRef = stencilRef;
  12875. currentStencilFuncMask = stencilMask;
  12876. }
  12877. },
  12878. setOp: function (stencilFail, stencilZFail, stencilZPass) {
  12879. if (currentStencilFail !== stencilFail || currentStencilZFail !== stencilZFail || currentStencilZPass !== stencilZPass) {
  12880. gl.stencilOp(stencilFail, stencilZFail, stencilZPass);
  12881. currentStencilFail = stencilFail;
  12882. currentStencilZFail = stencilZFail;
  12883. currentStencilZPass = stencilZPass;
  12884. }
  12885. },
  12886. setLocked: function (lock) {
  12887. locked = lock;
  12888. },
  12889. setClear: function (stencil) {
  12890. if (currentStencilClear !== stencil) {
  12891. gl.clearStencil(stencil);
  12892. currentStencilClear = stencil;
  12893. }
  12894. },
  12895. reset: function () {
  12896. locked = false;
  12897. currentStencilMask = null;
  12898. currentStencilFunc = null;
  12899. currentStencilRef = null;
  12900. currentStencilFuncMask = null;
  12901. currentStencilFail = null;
  12902. currentStencilZFail = null;
  12903. currentStencilZPass = null;
  12904. currentStencilClear = null;
  12905. }
  12906. };
  12907. } //
  12908. const colorBuffer = new ColorBuffer();
  12909. const depthBuffer = new DepthBuffer();
  12910. const stencilBuffer = new StencilBuffer();
  12911. let enabledCapabilities = {};
  12912. let currentBoundFramebuffers = {};
  12913. let currentProgram = null;
  12914. let currentBlendingEnabled = false;
  12915. let currentBlending = null;
  12916. let currentBlendEquation = null;
  12917. let currentBlendSrc = null;
  12918. let currentBlendDst = null;
  12919. let currentBlendEquationAlpha = null;
  12920. let currentBlendSrcAlpha = null;
  12921. let currentBlendDstAlpha = null;
  12922. let currentPremultipledAlpha = false;
  12923. let currentFlipSided = null;
  12924. let currentCullFace = null;
  12925. let currentLineWidth = null;
  12926. let currentPolygonOffsetFactor = null;
  12927. let currentPolygonOffsetUnits = null;
  12928. const maxTextures = gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  12929. let lineWidthAvailable = false;
  12930. let version = 0;
  12931. const glVersion = gl.getParameter(gl.VERSION);
  12932. if (glVersion.indexOf('WebGL') !== -1) {
  12933. version = parseFloat(/^WebGL (\d)/.exec(glVersion)[1]);
  12934. lineWidthAvailable = version >= 1.0;
  12935. } else if (glVersion.indexOf('OpenGL ES') !== -1) {
  12936. version = parseFloat(/^OpenGL ES (\d)/.exec(glVersion)[1]);
  12937. lineWidthAvailable = version >= 2.0;
  12938. }
  12939. let currentTextureSlot = null;
  12940. let currentBoundTextures = {};
  12941. const scissorParam = gl.getParameter(gl.SCISSOR_BOX);
  12942. const viewportParam = gl.getParameter(gl.VIEWPORT);
  12943. const currentScissor = new Vector4().fromArray(scissorParam);
  12944. const currentViewport = new Vector4().fromArray(viewportParam);
  12945. function createTexture(type, target, count) {
  12946. const data = new Uint8Array(4); // 4 is required to match default unpack alignment of 4.
  12947. const texture = gl.createTexture();
  12948. gl.bindTexture(type, texture);
  12949. gl.texParameteri(type, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  12950. gl.texParameteri(type, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  12951. for (let i = 0; i < count; i++) {
  12952. gl.texImage2D(target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
  12953. }
  12954. return texture;
  12955. }
  12956. const emptyTextures = {};
  12957. emptyTextures[gl.TEXTURE_2D] = createTexture(gl.TEXTURE_2D, gl.TEXTURE_2D, 1);
  12958. emptyTextures[gl.TEXTURE_CUBE_MAP] = createTexture(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6); // init
  12959. colorBuffer.setClear(0, 0, 0, 1);
  12960. depthBuffer.setClear(1);
  12961. stencilBuffer.setClear(0);
  12962. enable(gl.DEPTH_TEST);
  12963. depthBuffer.setFunc(LessEqualDepth);
  12964. setFlipSided(false);
  12965. setCullFace(CullFaceBack);
  12966. enable(gl.CULL_FACE);
  12967. setBlending(NoBlending); //
  12968. function enable(id) {
  12969. if (enabledCapabilities[id] !== true) {
  12970. gl.enable(id);
  12971. enabledCapabilities[id] = true;
  12972. }
  12973. }
  12974. function disable(id) {
  12975. if (enabledCapabilities[id] !== false) {
  12976. gl.disable(id);
  12977. enabledCapabilities[id] = false;
  12978. }
  12979. }
  12980. function bindFramebuffer(target, framebuffer) {
  12981. if (currentBoundFramebuffers[target] !== framebuffer) {
  12982. gl.bindFramebuffer(target, framebuffer);
  12983. currentBoundFramebuffers[target] = framebuffer;
  12984. if (isWebGL2) {
  12985. // gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER
  12986. if (target === gl.DRAW_FRAMEBUFFER) {
  12987. currentBoundFramebuffers[gl.FRAMEBUFFER] = framebuffer;
  12988. }
  12989. if (target === gl.FRAMEBUFFER) {
  12990. currentBoundFramebuffers[gl.DRAW_FRAMEBUFFER] = framebuffer;
  12991. }
  12992. }
  12993. return true;
  12994. }
  12995. return false;
  12996. }
  12997. function useProgram(program) {
  12998. if (currentProgram !== program) {
  12999. gl.useProgram(program);
  13000. currentProgram = program;
  13001. return true;
  13002. }
  13003. return false;
  13004. }
  13005. const equationToGL = {
  13006. [AddEquation]: gl.FUNC_ADD,
  13007. [SubtractEquation]: gl.FUNC_SUBTRACT,
  13008. [ReverseSubtractEquation]: gl.FUNC_REVERSE_SUBTRACT
  13009. };
  13010. if (isWebGL2) {
  13011. equationToGL[MinEquation] = gl.MIN;
  13012. equationToGL[MaxEquation] = gl.MAX;
  13013. } else {
  13014. const extension = extensions.get('EXT_blend_minmax');
  13015. if (extension !== null) {
  13016. equationToGL[MinEquation] = extension.MIN_EXT;
  13017. equationToGL[MaxEquation] = extension.MAX_EXT;
  13018. }
  13019. }
  13020. const factorToGL = {
  13021. [ZeroFactor]: gl.ZERO,
  13022. [OneFactor]: gl.ONE,
  13023. [SrcColorFactor]: gl.SRC_COLOR,
  13024. [SrcAlphaFactor]: gl.SRC_ALPHA,
  13025. [SrcAlphaSaturateFactor]: gl.SRC_ALPHA_SATURATE,
  13026. [DstColorFactor]: gl.DST_COLOR,
  13027. [DstAlphaFactor]: gl.DST_ALPHA,
  13028. [OneMinusSrcColorFactor]: gl.ONE_MINUS_SRC_COLOR,
  13029. [OneMinusSrcAlphaFactor]: gl.ONE_MINUS_SRC_ALPHA,
  13030. [OneMinusDstColorFactor]: gl.ONE_MINUS_DST_COLOR,
  13031. [OneMinusDstAlphaFactor]: gl.ONE_MINUS_DST_ALPHA
  13032. };
  13033. function setBlending(blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha) {
  13034. if (blending === NoBlending) {
  13035. if (currentBlendingEnabled === true) {
  13036. disable(gl.BLEND);
  13037. currentBlendingEnabled = false;
  13038. }
  13039. return;
  13040. }
  13041. if (currentBlendingEnabled === false) {
  13042. enable(gl.BLEND);
  13043. currentBlendingEnabled = true;
  13044. }
  13045. if (blending !== CustomBlending) {
  13046. if (blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha) {
  13047. if (currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation) {
  13048. gl.blendEquation(gl.FUNC_ADD);
  13049. currentBlendEquation = AddEquation;
  13050. currentBlendEquationAlpha = AddEquation;
  13051. }
  13052. if (premultipliedAlpha) {
  13053. switch (blending) {
  13054. case NormalBlending:
  13055. gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  13056. break;
  13057. case AdditiveBlending:
  13058. gl.blendFunc(gl.ONE, gl.ONE);
  13059. break;
  13060. case SubtractiveBlending:
  13061. gl.blendFuncSeparate(gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA);
  13062. break;
  13063. case MultiplyBlending:
  13064. gl.blendFuncSeparate(gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA);
  13065. break;
  13066. default:
  13067. console.error('THREE.WebGLState: Invalid blending: ', blending);
  13068. break;
  13069. }
  13070. } else {
  13071. switch (blending) {
  13072. case NormalBlending:
  13073. gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  13074. break;
  13075. case AdditiveBlending:
  13076. gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
  13077. break;
  13078. case SubtractiveBlending:
  13079. gl.blendFunc(gl.ZERO, gl.ONE_MINUS_SRC_COLOR);
  13080. break;
  13081. case MultiplyBlending:
  13082. gl.blendFunc(gl.ZERO, gl.SRC_COLOR);
  13083. break;
  13084. default:
  13085. console.error('THREE.WebGLState: Invalid blending: ', blending);
  13086. break;
  13087. }
  13088. }
  13089. currentBlendSrc = null;
  13090. currentBlendDst = null;
  13091. currentBlendSrcAlpha = null;
  13092. currentBlendDstAlpha = null;
  13093. currentBlending = blending;
  13094. currentPremultipledAlpha = premultipliedAlpha;
  13095. }
  13096. return;
  13097. } // custom blending
  13098. blendEquationAlpha = blendEquationAlpha || blendEquation;
  13099. blendSrcAlpha = blendSrcAlpha || blendSrc;
  13100. blendDstAlpha = blendDstAlpha || blendDst;
  13101. if (blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha) {
  13102. gl.blendEquationSeparate(equationToGL[blendEquation], equationToGL[blendEquationAlpha]);
  13103. currentBlendEquation = blendEquation;
  13104. currentBlendEquationAlpha = blendEquationAlpha;
  13105. }
  13106. if (blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha) {
  13107. gl.blendFuncSeparate(factorToGL[blendSrc], factorToGL[blendDst], factorToGL[blendSrcAlpha], factorToGL[blendDstAlpha]);
  13108. currentBlendSrc = blendSrc;
  13109. currentBlendDst = blendDst;
  13110. currentBlendSrcAlpha = blendSrcAlpha;
  13111. currentBlendDstAlpha = blendDstAlpha;
  13112. }
  13113. currentBlending = blending;
  13114. currentPremultipledAlpha = null;
  13115. }
  13116. function setMaterial(material, frontFaceCW) {
  13117. material.side === DoubleSide ? disable(gl.CULL_FACE) : enable(gl.CULL_FACE);
  13118. let flipSided = material.side === BackSide;
  13119. if (frontFaceCW) flipSided = !flipSided;
  13120. setFlipSided(flipSided);
  13121. 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);
  13122. depthBuffer.setFunc(material.depthFunc);
  13123. depthBuffer.setTest(material.depthTest);
  13124. depthBuffer.setMask(material.depthWrite);
  13125. colorBuffer.setMask(material.colorWrite);
  13126. const stencilWrite = material.stencilWrite;
  13127. stencilBuffer.setTest(stencilWrite);
  13128. if (stencilWrite) {
  13129. stencilBuffer.setMask(material.stencilWriteMask);
  13130. stencilBuffer.setFunc(material.stencilFunc, material.stencilRef, material.stencilFuncMask);
  13131. stencilBuffer.setOp(material.stencilFail, material.stencilZFail, material.stencilZPass);
  13132. }
  13133. setPolygonOffset(material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits);
  13134. material.alphaToCoverage === true ? enable(gl.SAMPLE_ALPHA_TO_COVERAGE) : disable(gl.SAMPLE_ALPHA_TO_COVERAGE);
  13135. } //
  13136. function setFlipSided(flipSided) {
  13137. if (currentFlipSided !== flipSided) {
  13138. if (flipSided) {
  13139. gl.frontFace(gl.CW);
  13140. } else {
  13141. gl.frontFace(gl.CCW);
  13142. }
  13143. currentFlipSided = flipSided;
  13144. }
  13145. }
  13146. function setCullFace(cullFace) {
  13147. if (cullFace !== CullFaceNone) {
  13148. enable(gl.CULL_FACE);
  13149. if (cullFace !== currentCullFace) {
  13150. if (cullFace === CullFaceBack) {
  13151. gl.cullFace(gl.BACK);
  13152. } else if (cullFace === CullFaceFront) {
  13153. gl.cullFace(gl.FRONT);
  13154. } else {
  13155. gl.cullFace(gl.FRONT_AND_BACK);
  13156. }
  13157. }
  13158. } else {
  13159. disable(gl.CULL_FACE);
  13160. }
  13161. currentCullFace = cullFace;
  13162. }
  13163. function setLineWidth(width) {
  13164. if (width !== currentLineWidth) {
  13165. if (lineWidthAvailable) gl.lineWidth(width);
  13166. currentLineWidth = width;
  13167. }
  13168. }
  13169. function setPolygonOffset(polygonOffset, factor, units) {
  13170. if (polygonOffset) {
  13171. enable(gl.POLYGON_OFFSET_FILL);
  13172. if (currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units) {
  13173. gl.polygonOffset(factor, units);
  13174. currentPolygonOffsetFactor = factor;
  13175. currentPolygonOffsetUnits = units;
  13176. }
  13177. } else {
  13178. disable(gl.POLYGON_OFFSET_FILL);
  13179. }
  13180. }
  13181. function setScissorTest(scissorTest) {
  13182. if (scissorTest) {
  13183. enable(gl.SCISSOR_TEST);
  13184. } else {
  13185. disable(gl.SCISSOR_TEST);
  13186. }
  13187. } // texture
  13188. function activeTexture(webglSlot) {
  13189. if (webglSlot === undefined) webglSlot = gl.TEXTURE0 + maxTextures - 1;
  13190. if (currentTextureSlot !== webglSlot) {
  13191. gl.activeTexture(webglSlot);
  13192. currentTextureSlot = webglSlot;
  13193. }
  13194. }
  13195. function bindTexture(webglType, webglTexture) {
  13196. if (currentTextureSlot === null) {
  13197. activeTexture();
  13198. }
  13199. let boundTexture = currentBoundTextures[currentTextureSlot];
  13200. if (boundTexture === undefined) {
  13201. boundTexture = {
  13202. type: undefined,
  13203. texture: undefined
  13204. };
  13205. currentBoundTextures[currentTextureSlot] = boundTexture;
  13206. }
  13207. if (boundTexture.type !== webglType || boundTexture.texture !== webglTexture) {
  13208. gl.bindTexture(webglType, webglTexture || emptyTextures[webglType]);
  13209. boundTexture.type = webglType;
  13210. boundTexture.texture = webglTexture;
  13211. }
  13212. }
  13213. function unbindTexture() {
  13214. const boundTexture = currentBoundTextures[currentTextureSlot];
  13215. if (boundTexture !== undefined && boundTexture.type !== undefined) {
  13216. gl.bindTexture(boundTexture.type, null);
  13217. boundTexture.type = undefined;
  13218. boundTexture.texture = undefined;
  13219. }
  13220. }
  13221. function compressedTexImage2D() {
  13222. try {
  13223. gl.compressedTexImage2D.apply(gl, arguments);
  13224. } catch (error) {
  13225. console.error('THREE.WebGLState:', error);
  13226. }
  13227. }
  13228. function texSubImage2D() {
  13229. try {
  13230. gl.texSubImage2D.apply(gl, arguments);
  13231. } catch (error) {
  13232. console.error('THREE.WebGLState:', error);
  13233. }
  13234. }
  13235. function texStorage2D() {
  13236. try {
  13237. gl.texStorage2D.apply(gl, arguments);
  13238. } catch (error) {
  13239. console.error('THREE.WebGLState:', error);
  13240. }
  13241. }
  13242. function texImage2D() {
  13243. try {
  13244. gl.texImage2D.apply(gl, arguments);
  13245. } catch (error) {
  13246. console.error('THREE.WebGLState:', error);
  13247. }
  13248. }
  13249. function texImage3D() {
  13250. try {
  13251. gl.texImage3D.apply(gl, arguments);
  13252. } catch (error) {
  13253. console.error('THREE.WebGLState:', error);
  13254. }
  13255. } //
  13256. function scissor(scissor) {
  13257. if (currentScissor.equals(scissor) === false) {
  13258. gl.scissor(scissor.x, scissor.y, scissor.z, scissor.w);
  13259. currentScissor.copy(scissor);
  13260. }
  13261. }
  13262. function viewport(viewport) {
  13263. if (currentViewport.equals(viewport) === false) {
  13264. gl.viewport(viewport.x, viewport.y, viewport.z, viewport.w);
  13265. currentViewport.copy(viewport);
  13266. }
  13267. } //
  13268. function reset() {
  13269. // reset state
  13270. gl.disable(gl.BLEND);
  13271. gl.disable(gl.CULL_FACE);
  13272. gl.disable(gl.DEPTH_TEST);
  13273. gl.disable(gl.POLYGON_OFFSET_FILL);
  13274. gl.disable(gl.SCISSOR_TEST);
  13275. gl.disable(gl.STENCIL_TEST);
  13276. gl.disable(gl.SAMPLE_ALPHA_TO_COVERAGE);
  13277. gl.blendEquation(gl.FUNC_ADD);
  13278. gl.blendFunc(gl.ONE, gl.ZERO);
  13279. gl.blendFuncSeparate(gl.ONE, gl.ZERO, gl.ONE, gl.ZERO);
  13280. gl.colorMask(true, true, true, true);
  13281. gl.clearColor(0, 0, 0, 0);
  13282. gl.depthMask(true);
  13283. gl.depthFunc(gl.LESS);
  13284. gl.clearDepth(1);
  13285. gl.stencilMask(0xffffffff);
  13286. gl.stencilFunc(gl.ALWAYS, 0, 0xffffffff);
  13287. gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
  13288. gl.clearStencil(0);
  13289. gl.cullFace(gl.BACK);
  13290. gl.frontFace(gl.CCW);
  13291. gl.polygonOffset(0, 0);
  13292. gl.activeTexture(gl.TEXTURE0);
  13293. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  13294. if (isWebGL2 === true) {
  13295. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
  13296. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
  13297. }
  13298. gl.useProgram(null);
  13299. gl.lineWidth(1);
  13300. gl.scissor(0, 0, gl.canvas.width, gl.canvas.height);
  13301. gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); // reset internals
  13302. enabledCapabilities = {};
  13303. currentTextureSlot = null;
  13304. currentBoundTextures = {};
  13305. currentBoundFramebuffers = {};
  13306. currentProgram = null;
  13307. currentBlendingEnabled = false;
  13308. currentBlending = null;
  13309. currentBlendEquation = null;
  13310. currentBlendSrc = null;
  13311. currentBlendDst = null;
  13312. currentBlendEquationAlpha = null;
  13313. currentBlendSrcAlpha = null;
  13314. currentBlendDstAlpha = null;
  13315. currentPremultipledAlpha = false;
  13316. currentFlipSided = null;
  13317. currentCullFace = null;
  13318. currentLineWidth = null;
  13319. currentPolygonOffsetFactor = null;
  13320. currentPolygonOffsetUnits = null;
  13321. currentScissor.set(0, 0, gl.canvas.width, gl.canvas.height);
  13322. currentViewport.set(0, 0, gl.canvas.width, gl.canvas.height);
  13323. colorBuffer.reset();
  13324. depthBuffer.reset();
  13325. stencilBuffer.reset();
  13326. }
  13327. return {
  13328. buffers: {
  13329. color: colorBuffer,
  13330. depth: depthBuffer,
  13331. stencil: stencilBuffer
  13332. },
  13333. enable: enable,
  13334. disable: disable,
  13335. bindFramebuffer: bindFramebuffer,
  13336. useProgram: useProgram,
  13337. setBlending: setBlending,
  13338. setMaterial: setMaterial,
  13339. setFlipSided: setFlipSided,
  13340. setCullFace: setCullFace,
  13341. setLineWidth: setLineWidth,
  13342. setPolygonOffset: setPolygonOffset,
  13343. setScissorTest: setScissorTest,
  13344. activeTexture: activeTexture,
  13345. bindTexture: bindTexture,
  13346. unbindTexture: unbindTexture,
  13347. compressedTexImage2D: compressedTexImage2D,
  13348. texImage2D: texImage2D,
  13349. texImage3D: texImage3D,
  13350. texStorage2D: texStorage2D,
  13351. texSubImage2D: texSubImage2D,
  13352. scissor: scissor,
  13353. viewport: viewport,
  13354. reset: reset
  13355. };
  13356. }
  13357. function WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info) {
  13358. const isWebGL2 = capabilities.isWebGL2;
  13359. const maxTextures = capabilities.maxTextures;
  13360. const maxCubemapSize = capabilities.maxCubemapSize;
  13361. const maxTextureSize = capabilities.maxTextureSize;
  13362. const maxSamples = capabilities.maxSamples;
  13363. const hasMultisampledRenderToTexture = extensions.has('WEBGL_multisampled_render_to_texture');
  13364. const MultisampledRenderToTextureExtension = hasMultisampledRenderToTexture ? extensions.get('WEBGL_multisampled_render_to_texture') : undefined;
  13365. const _videoTextures = new WeakMap();
  13366. let _canvas; // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  13367. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  13368. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  13369. let useOffscreenCanvas = false;
  13370. try {
  13371. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined' && new OffscreenCanvas(1, 1).getContext('2d') !== null;
  13372. } catch (err) {// Ignore any errors
  13373. }
  13374. function createCanvas(width, height) {
  13375. // Use OffscreenCanvas when available. Specially needed in web workers
  13376. return useOffscreenCanvas ? new OffscreenCanvas(width, height) : createElementNS('canvas');
  13377. }
  13378. function resizeImage(image, needsPowerOfTwo, needsNewCanvas, maxSize) {
  13379. let scale = 1; // handle case if texture exceeds max size
  13380. if (image.width > maxSize || image.height > maxSize) {
  13381. scale = maxSize / Math.max(image.width, image.height);
  13382. } // only perform resize if necessary
  13383. if (scale < 1 || needsPowerOfTwo === true) {
  13384. // only perform resize for certain image types
  13385. if (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) {
  13386. const floor = needsPowerOfTwo ? floorPowerOfTwo : Math.floor;
  13387. const width = floor(scale * image.width);
  13388. const height = floor(scale * image.height);
  13389. if (_canvas === undefined) _canvas = createCanvas(width, height); // cube textures can't reuse the same canvas
  13390. const canvas = needsNewCanvas ? createCanvas(width, height) : _canvas;
  13391. canvas.width = width;
  13392. canvas.height = height;
  13393. const context = canvas.getContext('2d');
  13394. context.drawImage(image, 0, 0, width, height);
  13395. console.warn('THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').');
  13396. return canvas;
  13397. } else {
  13398. if ('data' in image) {
  13399. console.warn('THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').');
  13400. }
  13401. return image;
  13402. }
  13403. }
  13404. return image;
  13405. }
  13406. function isPowerOfTwo$1(image) {
  13407. return isPowerOfTwo(image.width) && isPowerOfTwo(image.height);
  13408. }
  13409. function textureNeedsPowerOfTwo(texture) {
  13410. if (isWebGL2) return false;
  13411. return texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping || texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  13412. }
  13413. function textureNeedsGenerateMipmaps(texture, supportsMips) {
  13414. return texture.generateMipmaps && supportsMips && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  13415. }
  13416. function generateMipmap(target) {
  13417. _gl.generateMipmap(target);
  13418. }
  13419. function getInternalFormat(internalFormatName, glFormat, glType
  13420. /*, encoding*/
  13421. ) {
  13422. if (isWebGL2 === false) return glFormat;
  13423. if (internalFormatName !== null) {
  13424. if (_gl[internalFormatName] !== undefined) return _gl[internalFormatName];
  13425. console.warn('THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'');
  13426. }
  13427. let internalFormat = glFormat;
  13428. if (glFormat === _gl.RED) {
  13429. if (glType === _gl.FLOAT) internalFormat = _gl.R32F;
  13430. if (glType === _gl.HALF_FLOAT) internalFormat = _gl.R16F;
  13431. if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.R8;
  13432. }
  13433. if (glFormat === _gl.RGB) {
  13434. if (glType === _gl.FLOAT) internalFormat = _gl.RGB32F;
  13435. if (glType === _gl.HALF_FLOAT) internalFormat = _gl.RGB16F;
  13436. if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.RGB8;
  13437. }
  13438. if (glFormat === _gl.RGBA) {
  13439. if (glType === _gl.FLOAT) internalFormat = _gl.RGBA32F;
  13440. if (glType === _gl.HALF_FLOAT) internalFormat = _gl.RGBA16F; //if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( encoding === sRGBEncoding ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8;
  13441. if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.RGBA8;
  13442. }
  13443. if (internalFormat === _gl.R16F || internalFormat === _gl.R32F || internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F) {
  13444. extensions.get('EXT_color_buffer_float');
  13445. }
  13446. return internalFormat;
  13447. }
  13448. function getMipLevels(texture, image, supportsMips) {
  13449. if (textureNeedsGenerateMipmaps(texture, supportsMips) === true) {
  13450. // generated mipmaps via gl.generateMipmap()
  13451. return Math.log2(Math.max(image.width, image.height)) + 1;
  13452. } else if (texture.mipmaps.length > 0) {
  13453. // user-defined mipmaps
  13454. return texture.mipmaps.length;
  13455. } else {
  13456. // texture without mipmaps (only base level)
  13457. return 1;
  13458. }
  13459. } // Fallback filters for non-power-of-2 textures
  13460. function filterFallback(f) {
  13461. if (f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter) {
  13462. return _gl.NEAREST;
  13463. }
  13464. return _gl.LINEAR;
  13465. } //
  13466. function onTextureDispose(event) {
  13467. const texture = event.target;
  13468. texture.removeEventListener('dispose', onTextureDispose);
  13469. deallocateTexture(texture);
  13470. if (texture.isVideoTexture) {
  13471. _videoTextures.delete(texture);
  13472. }
  13473. info.memory.textures--;
  13474. }
  13475. function onRenderTargetDispose(event) {
  13476. const renderTarget = event.target;
  13477. renderTarget.removeEventListener('dispose', onRenderTargetDispose);
  13478. deallocateRenderTarget(renderTarget);
  13479. } //
  13480. function deallocateTexture(texture) {
  13481. const textureProperties = properties.get(texture);
  13482. if (textureProperties.__webglInit === undefined) return;
  13483. _gl.deleteTexture(textureProperties.__webglTexture);
  13484. properties.remove(texture);
  13485. }
  13486. function deallocateRenderTarget(renderTarget) {
  13487. const texture = renderTarget.texture;
  13488. const renderTargetProperties = properties.get(renderTarget);
  13489. const textureProperties = properties.get(texture);
  13490. if (!renderTarget) return;
  13491. if (textureProperties.__webglTexture !== undefined) {
  13492. _gl.deleteTexture(textureProperties.__webglTexture);
  13493. info.memory.textures--;
  13494. }
  13495. if (renderTarget.depthTexture) {
  13496. renderTarget.depthTexture.dispose();
  13497. }
  13498. if (renderTarget.isWebGLCubeRenderTarget) {
  13499. for (let i = 0; i < 6; i++) {
  13500. _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[i]);
  13501. if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer[i]);
  13502. }
  13503. } else {
  13504. _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer);
  13505. if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer);
  13506. if (renderTargetProperties.__webglMultisampledFramebuffer) _gl.deleteFramebuffer(renderTargetProperties.__webglMultisampledFramebuffer);
  13507. if (renderTargetProperties.__webglColorRenderbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglColorRenderbuffer);
  13508. if (renderTargetProperties.__webglDepthRenderbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthRenderbuffer);
  13509. }
  13510. if (renderTarget.isWebGLMultipleRenderTargets) {
  13511. for (let i = 0, il = texture.length; i < il; i++) {
  13512. const attachmentProperties = properties.get(texture[i]);
  13513. if (attachmentProperties.__webglTexture) {
  13514. _gl.deleteTexture(attachmentProperties.__webglTexture);
  13515. info.memory.textures--;
  13516. }
  13517. properties.remove(texture[i]);
  13518. }
  13519. }
  13520. properties.remove(texture);
  13521. properties.remove(renderTarget);
  13522. } //
  13523. let textureUnits = 0;
  13524. function resetTextureUnits() {
  13525. textureUnits = 0;
  13526. }
  13527. function allocateTextureUnit() {
  13528. const textureUnit = textureUnits;
  13529. if (textureUnit >= maxTextures) {
  13530. console.warn('THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures);
  13531. }
  13532. textureUnits += 1;
  13533. return textureUnit;
  13534. } //
  13535. function setTexture2D(texture, slot) {
  13536. const textureProperties = properties.get(texture);
  13537. if (texture.isVideoTexture) updateVideoTexture(texture);
  13538. if (texture.version > 0 && textureProperties.__version !== texture.version) {
  13539. const image = texture.image;
  13540. if (image === undefined) {
  13541. console.warn('THREE.WebGLRenderer: Texture marked for update but image is undefined');
  13542. } else if (image.complete === false) {
  13543. console.warn('THREE.WebGLRenderer: Texture marked for update but image is incomplete');
  13544. } else {
  13545. uploadTexture(textureProperties, texture, slot);
  13546. return;
  13547. }
  13548. }
  13549. state.activeTexture(_gl.TEXTURE0 + slot);
  13550. state.bindTexture(_gl.TEXTURE_2D, textureProperties.__webglTexture);
  13551. }
  13552. function setTexture2DArray(texture, slot) {
  13553. const textureProperties = properties.get(texture);
  13554. if (texture.version > 0 && textureProperties.__version !== texture.version) {
  13555. uploadTexture(textureProperties, texture, slot);
  13556. return;
  13557. }
  13558. state.activeTexture(_gl.TEXTURE0 + slot);
  13559. state.bindTexture(_gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture);
  13560. }
  13561. function setTexture3D(texture, slot) {
  13562. const textureProperties = properties.get(texture);
  13563. if (texture.version > 0 && textureProperties.__version !== texture.version) {
  13564. uploadTexture(textureProperties, texture, slot);
  13565. return;
  13566. }
  13567. state.activeTexture(_gl.TEXTURE0 + slot);
  13568. state.bindTexture(_gl.TEXTURE_3D, textureProperties.__webglTexture);
  13569. }
  13570. function setTextureCube(texture, slot) {
  13571. const textureProperties = properties.get(texture);
  13572. if (texture.version > 0 && textureProperties.__version !== texture.version) {
  13573. uploadCubeTexture(textureProperties, texture, slot);
  13574. return;
  13575. }
  13576. state.activeTexture(_gl.TEXTURE0 + slot);
  13577. state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture);
  13578. }
  13579. const wrappingToGL = {
  13580. [RepeatWrapping]: _gl.REPEAT,
  13581. [ClampToEdgeWrapping]: _gl.CLAMP_TO_EDGE,
  13582. [MirroredRepeatWrapping]: _gl.MIRRORED_REPEAT
  13583. };
  13584. const filterToGL = {
  13585. [NearestFilter]: _gl.NEAREST,
  13586. [NearestMipmapNearestFilter]: _gl.NEAREST_MIPMAP_NEAREST,
  13587. [NearestMipmapLinearFilter]: _gl.NEAREST_MIPMAP_LINEAR,
  13588. [LinearFilter]: _gl.LINEAR,
  13589. [LinearMipmapNearestFilter]: _gl.LINEAR_MIPMAP_NEAREST,
  13590. [LinearMipmapLinearFilter]: _gl.LINEAR_MIPMAP_LINEAR
  13591. };
  13592. function setTextureParameters(textureType, texture, supportsMips) {
  13593. if (supportsMips) {
  13594. _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[texture.wrapS]);
  13595. _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[texture.wrapT]);
  13596. if (textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY) {
  13597. _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[texture.wrapR]);
  13598. }
  13599. _gl.texParameteri(textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[texture.magFilter]);
  13600. _gl.texParameteri(textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[texture.minFilter]);
  13601. } else {
  13602. _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE);
  13603. _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE);
  13604. if (textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY) {
  13605. _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_R, _gl.CLAMP_TO_EDGE);
  13606. }
  13607. if (texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping) {
  13608. console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.');
  13609. }
  13610. _gl.texParameteri(textureType, _gl.TEXTURE_MAG_FILTER, filterFallback(texture.magFilter));
  13611. _gl.texParameteri(textureType, _gl.TEXTURE_MIN_FILTER, filterFallback(texture.minFilter));
  13612. if (texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter) {
  13613. console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.');
  13614. }
  13615. }
  13616. if (extensions.has('EXT_texture_filter_anisotropic') === true) {
  13617. const extension = extensions.get('EXT_texture_filter_anisotropic');
  13618. if (texture.type === FloatType && extensions.has('OES_texture_float_linear') === false) return; // verify extension for WebGL 1 and WebGL 2
  13619. if (isWebGL2 === false && texture.type === HalfFloatType && extensions.has('OES_texture_half_float_linear') === false) return; // verify extension for WebGL 1 only
  13620. if (texture.anisotropy > 1 || properties.get(texture).__currentAnisotropy) {
  13621. _gl.texParameterf(textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropy, capabilities.getMaxAnisotropy()));
  13622. properties.get(texture).__currentAnisotropy = texture.anisotropy;
  13623. }
  13624. }
  13625. }
  13626. function initTexture(textureProperties, texture) {
  13627. if (textureProperties.__webglInit === undefined) {
  13628. textureProperties.__webglInit = true;
  13629. texture.addEventListener('dispose', onTextureDispose);
  13630. textureProperties.__webglTexture = _gl.createTexture();
  13631. info.memory.textures++;
  13632. }
  13633. }
  13634. function uploadTexture(textureProperties, texture, slot) {
  13635. let textureType = _gl.TEXTURE_2D;
  13636. if (texture.isDataTexture2DArray) textureType = _gl.TEXTURE_2D_ARRAY;
  13637. if (texture.isDataTexture3D) textureType = _gl.TEXTURE_3D;
  13638. initTexture(textureProperties, texture);
  13639. state.activeTexture(_gl.TEXTURE0 + slot);
  13640. state.bindTexture(textureType, textureProperties.__webglTexture);
  13641. _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, texture.flipY);
  13642. _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha);
  13643. _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, texture.unpackAlignment);
  13644. _gl.pixelStorei(_gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE);
  13645. const needsPowerOfTwo = textureNeedsPowerOfTwo(texture) && isPowerOfTwo$1(texture.image) === false;
  13646. const image = resizeImage(texture.image, needsPowerOfTwo, false, maxTextureSize);
  13647. const supportsMips = isPowerOfTwo$1(image) || isWebGL2,
  13648. glFormat = utils.convert(texture.format);
  13649. let glType = utils.convert(texture.type),
  13650. glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding);
  13651. setTextureParameters(textureType, texture, supportsMips);
  13652. let mipmap;
  13653. const mipmaps = texture.mipmaps;
  13654. if (texture.isDepthTexture) {
  13655. // populate depth texture with dummy data
  13656. glInternalFormat = _gl.DEPTH_COMPONENT;
  13657. if (isWebGL2) {
  13658. if (texture.type === FloatType) {
  13659. glInternalFormat = _gl.DEPTH_COMPONENT32F;
  13660. } else if (texture.type === UnsignedIntType) {
  13661. glInternalFormat = _gl.DEPTH_COMPONENT24;
  13662. } else if (texture.type === UnsignedInt248Type) {
  13663. glInternalFormat = _gl.DEPTH24_STENCIL8;
  13664. } else {
  13665. glInternalFormat = _gl.DEPTH_COMPONENT16; // WebGL2 requires sized internalformat for glTexImage2D
  13666. }
  13667. } else {
  13668. if (texture.type === FloatType) {
  13669. console.error('WebGLRenderer: Floating point depth texture requires WebGL2.');
  13670. }
  13671. } // validation checks for WebGL 1
  13672. if (texture.format === DepthFormat && glInternalFormat === _gl.DEPTH_COMPONENT) {
  13673. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13674. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13675. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13676. if (texture.type !== UnsignedShortType && texture.type !== UnsignedIntType) {
  13677. console.warn('THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.');
  13678. texture.type = UnsignedShortType;
  13679. glType = utils.convert(texture.type);
  13680. }
  13681. }
  13682. if (texture.format === DepthStencilFormat && glInternalFormat === _gl.DEPTH_COMPONENT) {
  13683. // Depth stencil textures need the DEPTH_STENCIL internal format
  13684. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13685. glInternalFormat = _gl.DEPTH_STENCIL; // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13686. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13687. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13688. if (texture.type !== UnsignedInt248Type) {
  13689. console.warn('THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.');
  13690. texture.type = UnsignedInt248Type;
  13691. glType = utils.convert(texture.type);
  13692. }
  13693. } //
  13694. state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null);
  13695. } else if (texture.isDataTexture) {
  13696. // use manually created mipmaps if available
  13697. // if there are no manual mipmaps
  13698. // set 0 level mipmap and then use GL to generate other mipmap levels
  13699. if (mipmaps.length > 0 && supportsMips) {
  13700. for (let i = 0, il = mipmaps.length; i < il; i++) {
  13701. mipmap = mipmaps[i];
  13702. state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
  13703. }
  13704. texture.generateMipmaps = false;
  13705. } else {
  13706. state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data);
  13707. }
  13708. } else if (texture.isCompressedTexture) {
  13709. for (let i = 0, il = mipmaps.length; i < il; i++) {
  13710. mipmap = mipmaps[i];
  13711. if (texture.format !== RGBAFormat && texture.format !== RGBFormat) {
  13712. if (glFormat !== null) {
  13713. state.compressedTexImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data);
  13714. } else {
  13715. console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()');
  13716. }
  13717. } else {
  13718. state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
  13719. }
  13720. }
  13721. } else if (texture.isDataTexture2DArray) {
  13722. state.texImage3D(_gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);
  13723. } else if (texture.isDataTexture3D) {
  13724. state.texImage3D(_gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);
  13725. } else {
  13726. // regular Texture (image, video, canvas)
  13727. // use manually created mipmaps if available
  13728. // if there are no manual mipmaps
  13729. // set 0 level mipmap and then use GL to generate other mipmap levels
  13730. const levels = getMipLevels(texture, image, supportsMips);
  13731. const useTexStorage = isWebGL2 && texture.isVideoTexture !== true;
  13732. const allocateMemory = textureProperties.__version === undefined;
  13733. if (mipmaps.length > 0 && supportsMips) {
  13734. if (useTexStorage && allocateMemory) {
  13735. state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[0].width, mipmaps[0].height);
  13736. }
  13737. for (let i = 0, il = mipmaps.length; i < il; i++) {
  13738. mipmap = mipmaps[i];
  13739. if (useTexStorage) {
  13740. state.texSubImage2D(_gl.TEXTURE_2D, i, 0, 0, glFormat, glType, mipmap);
  13741. } else {
  13742. state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap);
  13743. }
  13744. }
  13745. texture.generateMipmaps = false;
  13746. } else {
  13747. if (useTexStorage) {
  13748. if (allocateMemory) {
  13749. state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height);
  13750. }
  13751. state.texSubImage2D(_gl.TEXTURE_2D, 0, 0, 0, glFormat, glType, image);
  13752. } else {
  13753. state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image);
  13754. }
  13755. }
  13756. }
  13757. if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
  13758. generateMipmap(textureType);
  13759. }
  13760. textureProperties.__version = texture.version;
  13761. if (texture.onUpdate) texture.onUpdate(texture);
  13762. }
  13763. function uploadCubeTexture(textureProperties, texture, slot) {
  13764. if (texture.image.length !== 6) return;
  13765. initTexture(textureProperties, texture);
  13766. state.activeTexture(_gl.TEXTURE0 + slot);
  13767. state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture);
  13768. _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, texture.flipY);
  13769. _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha);
  13770. _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, texture.unpackAlignment);
  13771. _gl.pixelStorei(_gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE);
  13772. const isCompressed = texture && (texture.isCompressedTexture || texture.image[0].isCompressedTexture);
  13773. const isDataTexture = texture.image[0] && texture.image[0].isDataTexture;
  13774. const cubeImage = [];
  13775. for (let i = 0; i < 6; i++) {
  13776. if (!isCompressed && !isDataTexture) {
  13777. cubeImage[i] = resizeImage(texture.image[i], false, true, maxCubemapSize);
  13778. } else {
  13779. cubeImage[i] = isDataTexture ? texture.image[i].image : texture.image[i];
  13780. }
  13781. }
  13782. const image = cubeImage[0],
  13783. supportsMips = isPowerOfTwo$1(image) || isWebGL2,
  13784. glFormat = utils.convert(texture.format),
  13785. glType = utils.convert(texture.type),
  13786. glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding);
  13787. setTextureParameters(_gl.TEXTURE_CUBE_MAP, texture, supportsMips);
  13788. let mipmaps;
  13789. if (isCompressed) {
  13790. for (let i = 0; i < 6; i++) {
  13791. mipmaps = cubeImage[i].mipmaps;
  13792. for (let j = 0; j < mipmaps.length; j++) {
  13793. const mipmap = mipmaps[j];
  13794. if (texture.format !== RGBAFormat && texture.format !== RGBFormat) {
  13795. if (glFormat !== null) {
  13796. state.compressedTexImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data);
  13797. } else {
  13798. console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()');
  13799. }
  13800. } else {
  13801. state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
  13802. }
  13803. }
  13804. }
  13805. } else {
  13806. mipmaps = texture.mipmaps;
  13807. for (let i = 0; i < 6; i++) {
  13808. if (isDataTexture) {
  13809. state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[i].width, cubeImage[i].height, 0, glFormat, glType, cubeImage[i].data);
  13810. for (let j = 0; j < mipmaps.length; j++) {
  13811. const mipmap = mipmaps[j];
  13812. const mipmapImage = mipmap.image[i].image;
  13813. state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data);
  13814. }
  13815. } else {
  13816. state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[i]);
  13817. for (let j = 0; j < mipmaps.length; j++) {
  13818. const mipmap = mipmaps[j];
  13819. state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[i]);
  13820. }
  13821. }
  13822. }
  13823. }
  13824. if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
  13825. // We assume images for cube map have the same size.
  13826. generateMipmap(_gl.TEXTURE_CUBE_MAP);
  13827. }
  13828. textureProperties.__version = texture.version;
  13829. if (texture.onUpdate) texture.onUpdate(texture);
  13830. } // Render targets
  13831. // Setup storage for target texture and bind it to correct framebuffer
  13832. function setupFrameBufferTexture(framebuffer, renderTarget, texture, attachment, textureTarget) {
  13833. const glFormat = utils.convert(texture.format);
  13834. const glType = utils.convert(texture.type);
  13835. const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding);
  13836. const renderTargetProperties = properties.get(renderTarget);
  13837. if (!renderTargetProperties.__hasExternalTextures) {
  13838. if (textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY) {
  13839. state.texImage3D(textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null);
  13840. } else {
  13841. state.texImage2D(textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null);
  13842. }
  13843. }
  13844. state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
  13845. if (renderTarget.useRenderToTexture) {
  13846. MultisampledRenderToTextureExtension.framebufferTexture2DMultisampleEXT(_gl.FRAMEBUFFER, attachment, textureTarget, properties.get(texture).__webglTexture, 0, getRenderTargetSamples(renderTarget));
  13847. } else {
  13848. _gl.framebufferTexture2D(_gl.FRAMEBUFFER, attachment, textureTarget, properties.get(texture).__webglTexture, 0);
  13849. }
  13850. state.bindFramebuffer(_gl.FRAMEBUFFER, null);
  13851. } // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13852. function setupRenderBufferStorage(renderbuffer, renderTarget, isMultisample) {
  13853. _gl.bindRenderbuffer(_gl.RENDERBUFFER, renderbuffer);
  13854. if (renderTarget.depthBuffer && !renderTarget.stencilBuffer) {
  13855. let glInternalFormat = _gl.DEPTH_COMPONENT16;
  13856. if (isMultisample || renderTarget.useRenderToTexture) {
  13857. const depthTexture = renderTarget.depthTexture;
  13858. if (depthTexture && depthTexture.isDepthTexture) {
  13859. if (depthTexture.type === FloatType) {
  13860. glInternalFormat = _gl.DEPTH_COMPONENT32F;
  13861. } else if (depthTexture.type === UnsignedIntType) {
  13862. glInternalFormat = _gl.DEPTH_COMPONENT24;
  13863. }
  13864. }
  13865. const samples = getRenderTargetSamples(renderTarget);
  13866. if (renderTarget.useRenderToTexture) {
  13867. MultisampledRenderToTextureExtension.renderbufferStorageMultisampleEXT(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height);
  13868. } else {
  13869. _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height);
  13870. }
  13871. } else {
  13872. _gl.renderbufferStorage(_gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height);
  13873. }
  13874. _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer);
  13875. } else if (renderTarget.depthBuffer && renderTarget.stencilBuffer) {
  13876. const samples = getRenderTargetSamples(renderTarget);
  13877. if (isMultisample && renderTarget.useRenderbuffer) {
  13878. _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height);
  13879. } else if (renderTarget.useRenderToTexture) {
  13880. MultisampledRenderToTextureExtension.renderbufferStorageMultisampleEXT(_gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height);
  13881. } else {
  13882. _gl.renderbufferStorage(_gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height);
  13883. }
  13884. _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer);
  13885. } else {
  13886. // Use the first texture for MRT so far
  13887. const texture = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture[0] : renderTarget.texture;
  13888. const glFormat = utils.convert(texture.format);
  13889. const glType = utils.convert(texture.type);
  13890. const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding);
  13891. const samples = getRenderTargetSamples(renderTarget);
  13892. if (isMultisample && renderTarget.useRenderbuffer) {
  13893. _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height);
  13894. } else if (renderTarget.useRenderToTexture) {
  13895. MultisampledRenderToTextureExtension.renderbufferStorageMultisampleEXT(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height);
  13896. } else {
  13897. _gl.renderbufferStorage(_gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height);
  13898. }
  13899. }
  13900. _gl.bindRenderbuffer(_gl.RENDERBUFFER, null);
  13901. } // Setup resources for a Depth Texture for a FBO (needs an extension)
  13902. function setupDepthTexture(framebuffer, renderTarget) {
  13903. const isCube = renderTarget && renderTarget.isWebGLCubeRenderTarget;
  13904. if (isCube) throw new Error('Depth Texture with cube render targets is not supported');
  13905. state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
  13906. if (!(renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture)) {
  13907. throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture');
  13908. } // upload an empty depth texture with framebuffer size
  13909. if (!properties.get(renderTarget.depthTexture).__webglTexture || renderTarget.depthTexture.image.width !== renderTarget.width || renderTarget.depthTexture.image.height !== renderTarget.height) {
  13910. renderTarget.depthTexture.image.width = renderTarget.width;
  13911. renderTarget.depthTexture.image.height = renderTarget.height;
  13912. renderTarget.depthTexture.needsUpdate = true;
  13913. }
  13914. setTexture2D(renderTarget.depthTexture, 0);
  13915. const webglDepthTexture = properties.get(renderTarget.depthTexture).__webglTexture;
  13916. const samples = getRenderTargetSamples(renderTarget);
  13917. if (renderTarget.depthTexture.format === DepthFormat) {
  13918. if (renderTarget.useRenderToTexture) {
  13919. MultisampledRenderToTextureExtension.framebufferTexture2DMultisampleEXT(_gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples);
  13920. } else {
  13921. _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0);
  13922. }
  13923. } else if (renderTarget.depthTexture.format === DepthStencilFormat) {
  13924. if (renderTarget.useRenderToTexture) {
  13925. MultisampledRenderToTextureExtension.framebufferTexture2DMultisampleEXT(_gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples);
  13926. } else {
  13927. _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0);
  13928. }
  13929. } else {
  13930. throw new Error('Unknown depthTexture format');
  13931. }
  13932. } // Setup GL resources for a non-texture depth buffer
  13933. function setupDepthRenderbuffer(renderTarget) {
  13934. const renderTargetProperties = properties.get(renderTarget);
  13935. const isCube = renderTarget.isWebGLCubeRenderTarget === true;
  13936. if (renderTarget.depthTexture && !renderTargetProperties.__autoAllocateDepthBuffer) {
  13937. if (isCube) throw new Error('target.depthTexture not supported in Cube render targets');
  13938. setupDepthTexture(renderTargetProperties.__webglFramebuffer, renderTarget);
  13939. } else {
  13940. if (isCube) {
  13941. renderTargetProperties.__webglDepthbuffer = [];
  13942. for (let i = 0; i < 6; i++) {
  13943. state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[i]);
  13944. renderTargetProperties.__webglDepthbuffer[i] = _gl.createRenderbuffer();
  13945. setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer[i], renderTarget, false);
  13946. }
  13947. } else {
  13948. state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer);
  13949. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13950. setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer, renderTarget, false);
  13951. }
  13952. }
  13953. state.bindFramebuffer(_gl.FRAMEBUFFER, null);
  13954. } // rebind framebuffer with external textures
  13955. function rebindTextures(renderTarget, colorTexture, depthTexture) {
  13956. const renderTargetProperties = properties.get(renderTarget);
  13957. if (colorTexture !== undefined) {
  13958. setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D);
  13959. }
  13960. if (depthTexture !== undefined) {
  13961. setupDepthRenderbuffer(renderTarget);
  13962. }
  13963. } // Set up GL resources for the render target
  13964. function setupRenderTarget(renderTarget) {
  13965. const texture = renderTarget.texture;
  13966. const renderTargetProperties = properties.get(renderTarget);
  13967. const textureProperties = properties.get(texture);
  13968. renderTarget.addEventListener('dispose', onRenderTargetDispose);
  13969. if (renderTarget.isWebGLMultipleRenderTargets !== true) {
  13970. if (textureProperties.__webglTexture === undefined) {
  13971. textureProperties.__webglTexture = _gl.createTexture();
  13972. }
  13973. textureProperties.__version = texture.version;
  13974. info.memory.textures++;
  13975. }
  13976. const isCube = renderTarget.isWebGLCubeRenderTarget === true;
  13977. const isMultipleRenderTargets = renderTarget.isWebGLMultipleRenderTargets === true;
  13978. const isRenderTarget3D = texture.isDataTexture3D || texture.isDataTexture2DArray;
  13979. const supportsMips = isPowerOfTwo$1(renderTarget) || isWebGL2; // Handles WebGL2 RGBFormat fallback - #18858
  13980. if (isWebGL2 && texture.format === RGBFormat && (texture.type === FloatType || texture.type === HalfFloatType)) {
  13981. texture.format = RGBAFormat;
  13982. console.warn('THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.');
  13983. } // Setup framebuffer
  13984. if (isCube) {
  13985. renderTargetProperties.__webglFramebuffer = [];
  13986. for (let i = 0; i < 6; i++) {
  13987. renderTargetProperties.__webglFramebuffer[i] = _gl.createFramebuffer();
  13988. }
  13989. } else {
  13990. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13991. if (isMultipleRenderTargets) {
  13992. if (capabilities.drawBuffers) {
  13993. const textures = renderTarget.texture;
  13994. for (let i = 0, il = textures.length; i < il; i++) {
  13995. const attachmentProperties = properties.get(textures[i]);
  13996. if (attachmentProperties.__webglTexture === undefined) {
  13997. attachmentProperties.__webglTexture = _gl.createTexture();
  13998. info.memory.textures++;
  13999. }
  14000. }
  14001. } else {
  14002. console.warn('THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.');
  14003. }
  14004. } else if (renderTarget.useRenderbuffer) {
  14005. if (isWebGL2) {
  14006. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  14007. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  14008. _gl.bindRenderbuffer(_gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer);
  14009. const glFormat = utils.convert(texture.format);
  14010. const glType = utils.convert(texture.type);
  14011. const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding);
  14012. const samples = getRenderTargetSamples(renderTarget);
  14013. _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height);
  14014. state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
  14015. _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer);
  14016. _gl.bindRenderbuffer(_gl.RENDERBUFFER, null);
  14017. if (renderTarget.depthBuffer) {
  14018. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  14019. setupRenderBufferStorage(renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true);
  14020. }
  14021. state.bindFramebuffer(_gl.FRAMEBUFFER, null);
  14022. } else {
  14023. console.warn('THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.');
  14024. }
  14025. }
  14026. } // Setup color buffer
  14027. if (isCube) {
  14028. state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture);
  14029. setTextureParameters(_gl.TEXTURE_CUBE_MAP, texture, supportsMips);
  14030. for (let i = 0; i < 6; i++) {
  14031. setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[i], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i);
  14032. }
  14033. if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
  14034. generateMipmap(_gl.TEXTURE_CUBE_MAP);
  14035. }
  14036. state.unbindTexture();
  14037. } else if (isMultipleRenderTargets) {
  14038. const textures = renderTarget.texture;
  14039. for (let i = 0, il = textures.length; i < il; i++) {
  14040. const attachment = textures[i];
  14041. const attachmentProperties = properties.get(attachment);
  14042. state.bindTexture(_gl.TEXTURE_2D, attachmentProperties.__webglTexture);
  14043. setTextureParameters(_gl.TEXTURE_2D, attachment, supportsMips);
  14044. setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D);
  14045. if (textureNeedsGenerateMipmaps(attachment, supportsMips)) {
  14046. generateMipmap(_gl.TEXTURE_2D);
  14047. }
  14048. }
  14049. state.unbindTexture();
  14050. } else {
  14051. let glTextureType = _gl.TEXTURE_2D;
  14052. if (isRenderTarget3D) {
  14053. // Render targets containing layers, i.e: Texture 3D and 2d arrays
  14054. if (isWebGL2) {
  14055. const isTexture3D = texture.isDataTexture3D;
  14056. glTextureType = isTexture3D ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY;
  14057. } else {
  14058. console.warn('THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.');
  14059. }
  14060. }
  14061. state.bindTexture(glTextureType, textureProperties.__webglTexture);
  14062. setTextureParameters(glTextureType, texture, supportsMips);
  14063. setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType);
  14064. if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
  14065. generateMipmap(glTextureType);
  14066. }
  14067. state.unbindTexture();
  14068. } // Setup depth and stencil buffers
  14069. if (renderTarget.depthBuffer) {
  14070. setupDepthRenderbuffer(renderTarget);
  14071. }
  14072. }
  14073. function updateRenderTargetMipmap(renderTarget) {
  14074. const supportsMips = isPowerOfTwo$1(renderTarget) || isWebGL2;
  14075. const textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [renderTarget.texture];
  14076. for (let i = 0, il = textures.length; i < il; i++) {
  14077. const texture = textures[i];
  14078. if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
  14079. const target = renderTarget.isWebGLCubeRenderTarget ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
  14080. const webglTexture = properties.get(texture).__webglTexture;
  14081. state.bindTexture(target, webglTexture);
  14082. generateMipmap(target);
  14083. state.unbindTexture();
  14084. }
  14085. }
  14086. }
  14087. function updateMultisampleRenderTarget(renderTarget) {
  14088. if (renderTarget.useRenderbuffer) {
  14089. if (isWebGL2) {
  14090. const width = renderTarget.width;
  14091. const height = renderTarget.height;
  14092. let mask = _gl.COLOR_BUFFER_BIT;
  14093. const invalidationArray = [_gl.COLOR_ATTACHMENT0];
  14094. const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;
  14095. if (renderTarget.depthBuffer) {
  14096. invalidationArray.push(depthStyle);
  14097. }
  14098. if (!renderTarget.ignoreDepthForMultisampleCopy) {
  14099. if (renderTarget.depthBuffer) mask |= _gl.DEPTH_BUFFER_BIT;
  14100. if (renderTarget.stencilBuffer) mask |= _gl.STENCIL_BUFFER_BIT;
  14101. }
  14102. const renderTargetProperties = properties.get(renderTarget);
  14103. state.bindFramebuffer(_gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
  14104. state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer);
  14105. if (renderTarget.ignoreDepthForMultisampleCopy) {
  14106. _gl.invalidateFramebuffer(_gl.READ_FRAMEBUFFER, [depthStyle]);
  14107. _gl.invalidateFramebuffer(_gl.DRAW_FRAMEBUFFER, [depthStyle]);
  14108. }
  14109. _gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST);
  14110. _gl.invalidateFramebuffer(_gl.READ_FRAMEBUFFER, invalidationArray);
  14111. state.bindFramebuffer(_gl.READ_FRAMEBUFFER, null);
  14112. state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
  14113. } else {
  14114. console.warn('THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.');
  14115. }
  14116. }
  14117. }
  14118. function getRenderTargetSamples(renderTarget) {
  14119. return isWebGL2 && (renderTarget.useRenderbuffer || renderTarget.useRenderToTexture) ? Math.min(maxSamples, renderTarget.samples) : 0;
  14120. }
  14121. function updateVideoTexture(texture) {
  14122. const frame = info.render.frame; // Check the last frame we updated the VideoTexture
  14123. if (_videoTextures.get(texture) !== frame) {
  14124. _videoTextures.set(texture, frame);
  14125. texture.update();
  14126. }
  14127. } // backwards compatibility
  14128. let warnedTexture2D = false;
  14129. let warnedTextureCube = false;
  14130. function safeSetTexture2D(texture, slot) {
  14131. if (texture && texture.isWebGLRenderTarget) {
  14132. if (warnedTexture2D === false) {
  14133. console.warn('THREE.WebGLTextures.safeSetTexture2D: don\'t use render targets as textures. Use their .texture property instead.');
  14134. warnedTexture2D = true;
  14135. }
  14136. texture = texture.texture;
  14137. }
  14138. setTexture2D(texture, slot);
  14139. }
  14140. function safeSetTextureCube(texture, slot) {
  14141. if (texture && texture.isWebGLCubeRenderTarget) {
  14142. if (warnedTextureCube === false) {
  14143. console.warn('THREE.WebGLTextures.safeSetTextureCube: don\'t use cube render targets as textures. Use their .texture property instead.');
  14144. warnedTextureCube = true;
  14145. }
  14146. texture = texture.texture;
  14147. }
  14148. setTextureCube(texture, slot);
  14149. } //
  14150. this.allocateTextureUnit = allocateTextureUnit;
  14151. this.resetTextureUnits = resetTextureUnits;
  14152. this.setTexture2D = setTexture2D;
  14153. this.setTexture2DArray = setTexture2DArray;
  14154. this.setTexture3D = setTexture3D;
  14155. this.setTextureCube = setTextureCube;
  14156. this.rebindTextures = rebindTextures;
  14157. this.setupRenderTarget = setupRenderTarget;
  14158. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  14159. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  14160. this.setupDepthRenderbuffer = setupDepthRenderbuffer;
  14161. this.setupFrameBufferTexture = setupFrameBufferTexture;
  14162. this.safeSetTexture2D = safeSetTexture2D;
  14163. this.safeSetTextureCube = safeSetTextureCube;
  14164. }
  14165. function WebGLUtils(gl, extensions, capabilities) {
  14166. const isWebGL2 = capabilities.isWebGL2;
  14167. function convert(p) {
  14168. let extension;
  14169. if (p === UnsignedByteType) return gl.UNSIGNED_BYTE;
  14170. if (p === UnsignedShort4444Type) return gl.UNSIGNED_SHORT_4_4_4_4;
  14171. if (p === UnsignedShort5551Type) return gl.UNSIGNED_SHORT_5_5_5_1;
  14172. if (p === UnsignedShort565Type) return gl.UNSIGNED_SHORT_5_6_5;
  14173. if (p === ByteType) return gl.BYTE;
  14174. if (p === ShortType) return gl.SHORT;
  14175. if (p === UnsignedShortType) return gl.UNSIGNED_SHORT;
  14176. if (p === IntType) return gl.INT;
  14177. if (p === UnsignedIntType) return gl.UNSIGNED_INT;
  14178. if (p === FloatType) return gl.FLOAT;
  14179. if (p === HalfFloatType) {
  14180. if (isWebGL2) return gl.HALF_FLOAT;
  14181. extension = extensions.get('OES_texture_half_float');
  14182. if (extension !== null) {
  14183. return extension.HALF_FLOAT_OES;
  14184. } else {
  14185. return null;
  14186. }
  14187. }
  14188. if (p === AlphaFormat) return gl.ALPHA;
  14189. if (p === RGBFormat) return gl.RGB;
  14190. if (p === RGBAFormat) return gl.RGBA;
  14191. if (p === LuminanceFormat) return gl.LUMINANCE;
  14192. if (p === LuminanceAlphaFormat) return gl.LUMINANCE_ALPHA;
  14193. if (p === DepthFormat) return gl.DEPTH_COMPONENT;
  14194. if (p === DepthStencilFormat) return gl.DEPTH_STENCIL;
  14195. if (p === RedFormat) return gl.RED; // WebGL2 formats.
  14196. if (p === RedIntegerFormat) return gl.RED_INTEGER;
  14197. if (p === RGFormat) return gl.RG;
  14198. if (p === RGIntegerFormat) return gl.RG_INTEGER;
  14199. if (p === RGBIntegerFormat) return gl.RGB_INTEGER;
  14200. if (p === RGBAIntegerFormat) return gl.RGBA_INTEGER;
  14201. if (p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format) {
  14202. extension = extensions.get('WEBGL_compressed_texture_s3tc');
  14203. if (extension !== null) {
  14204. if (p === RGB_S3TC_DXT1_Format) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  14205. if (p === RGBA_S3TC_DXT1_Format) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  14206. if (p === RGBA_S3TC_DXT3_Format) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  14207. if (p === RGBA_S3TC_DXT5_Format) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  14208. } else {
  14209. return null;
  14210. }
  14211. }
  14212. if (p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format) {
  14213. extension = extensions.get('WEBGL_compressed_texture_pvrtc');
  14214. if (extension !== null) {
  14215. if (p === RGB_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  14216. if (p === RGB_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  14217. if (p === RGBA_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  14218. if (p === RGBA_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  14219. } else {
  14220. return null;
  14221. }
  14222. }
  14223. if (p === RGB_ETC1_Format) {
  14224. extension = extensions.get('WEBGL_compressed_texture_etc1');
  14225. if (extension !== null) {
  14226. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  14227. } else {
  14228. return null;
  14229. }
  14230. }
  14231. if (p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format) {
  14232. extension = extensions.get('WEBGL_compressed_texture_etc');
  14233. if (extension !== null) {
  14234. if (p === RGB_ETC2_Format) return extension.COMPRESSED_RGB8_ETC2;
  14235. if (p === RGBA_ETC2_EAC_Format) return extension.COMPRESSED_RGBA8_ETC2_EAC;
  14236. }
  14237. }
  14238. 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) {
  14239. extension = extensions.get('WEBGL_compressed_texture_astc');
  14240. if (extension !== null) {
  14241. // TODO Complete?
  14242. return p;
  14243. } else {
  14244. return null;
  14245. }
  14246. }
  14247. if (p === RGBA_BPTC_Format) {
  14248. extension = extensions.get('EXT_texture_compression_bptc');
  14249. if (extension !== null) {
  14250. // TODO Complete?
  14251. return p;
  14252. } else {
  14253. return null;
  14254. }
  14255. }
  14256. if (p === UnsignedInt248Type) {
  14257. if (isWebGL2) return gl.UNSIGNED_INT_24_8;
  14258. extension = extensions.get('WEBGL_depth_texture');
  14259. if (extension !== null) {
  14260. return extension.UNSIGNED_INT_24_8_WEBGL;
  14261. } else {
  14262. return null;
  14263. }
  14264. }
  14265. }
  14266. return {
  14267. convert: convert
  14268. };
  14269. }
  14270. class ArrayCamera extends PerspectiveCamera {
  14271. constructor(array = []) {
  14272. super();
  14273. this.cameras = array;
  14274. }
  14275. }
  14276. ArrayCamera.prototype.isArrayCamera = true;
  14277. class Group extends Object3D {
  14278. constructor() {
  14279. super();
  14280. this.type = 'Group';
  14281. }
  14282. }
  14283. Group.prototype.isGroup = true;
  14284. const _moveEvent = {
  14285. type: 'move'
  14286. };
  14287. class WebXRController {
  14288. constructor() {
  14289. this._targetRay = null;
  14290. this._grip = null;
  14291. this._hand = null;
  14292. }
  14293. getHandSpace() {
  14294. if (this._hand === null) {
  14295. this._hand = new Group();
  14296. this._hand.matrixAutoUpdate = false;
  14297. this._hand.visible = false;
  14298. this._hand.joints = {};
  14299. this._hand.inputState = {
  14300. pinching: false
  14301. };
  14302. }
  14303. return this._hand;
  14304. }
  14305. getTargetRaySpace() {
  14306. if (this._targetRay === null) {
  14307. this._targetRay = new Group();
  14308. this._targetRay.matrixAutoUpdate = false;
  14309. this._targetRay.visible = false;
  14310. this._targetRay.hasLinearVelocity = false;
  14311. this._targetRay.linearVelocity = new Vector3();
  14312. this._targetRay.hasAngularVelocity = false;
  14313. this._targetRay.angularVelocity = new Vector3();
  14314. }
  14315. return this._targetRay;
  14316. }
  14317. getGripSpace() {
  14318. if (this._grip === null) {
  14319. this._grip = new Group();
  14320. this._grip.matrixAutoUpdate = false;
  14321. this._grip.visible = false;
  14322. this._grip.hasLinearVelocity = false;
  14323. this._grip.linearVelocity = new Vector3();
  14324. this._grip.hasAngularVelocity = false;
  14325. this._grip.angularVelocity = new Vector3();
  14326. }
  14327. return this._grip;
  14328. }
  14329. dispatchEvent(event) {
  14330. if (this._targetRay !== null) {
  14331. this._targetRay.dispatchEvent(event);
  14332. }
  14333. if (this._grip !== null) {
  14334. this._grip.dispatchEvent(event);
  14335. }
  14336. if (this._hand !== null) {
  14337. this._hand.dispatchEvent(event);
  14338. }
  14339. return this;
  14340. }
  14341. disconnect(inputSource) {
  14342. this.dispatchEvent({
  14343. type: 'disconnected',
  14344. data: inputSource
  14345. });
  14346. if (this._targetRay !== null) {
  14347. this._targetRay.visible = false;
  14348. }
  14349. if (this._grip !== null) {
  14350. this._grip.visible = false;
  14351. }
  14352. if (this._hand !== null) {
  14353. this._hand.visible = false;
  14354. }
  14355. return this;
  14356. }
  14357. update(inputSource, frame, referenceSpace) {
  14358. let inputPose = null;
  14359. let gripPose = null;
  14360. let handPose = null;
  14361. const targetRay = this._targetRay;
  14362. const grip = this._grip;
  14363. const hand = this._hand;
  14364. if (inputSource && frame.session.visibilityState !== 'visible-blurred') {
  14365. if (targetRay !== null) {
  14366. inputPose = frame.getPose(inputSource.targetRaySpace, referenceSpace);
  14367. if (inputPose !== null) {
  14368. targetRay.matrix.fromArray(inputPose.transform.matrix);
  14369. targetRay.matrix.decompose(targetRay.position, targetRay.rotation, targetRay.scale);
  14370. if (inputPose.linearVelocity) {
  14371. targetRay.hasLinearVelocity = true;
  14372. targetRay.linearVelocity.copy(inputPose.linearVelocity);
  14373. } else {
  14374. targetRay.hasLinearVelocity = false;
  14375. }
  14376. if (inputPose.angularVelocity) {
  14377. targetRay.hasAngularVelocity = true;
  14378. targetRay.angularVelocity.copy(inputPose.angularVelocity);
  14379. } else {
  14380. targetRay.hasAngularVelocity = false;
  14381. }
  14382. this.dispatchEvent(_moveEvent);
  14383. }
  14384. }
  14385. if (hand && inputSource.hand) {
  14386. handPose = true;
  14387. for (const inputjoint of inputSource.hand.values()) {
  14388. // Update the joints groups with the XRJoint poses
  14389. const jointPose = frame.getJointPose(inputjoint, referenceSpace);
  14390. if (hand.joints[inputjoint.jointName] === undefined) {
  14391. // The transform of this joint will be updated with the joint pose on each frame
  14392. const joint = new Group();
  14393. joint.matrixAutoUpdate = false;
  14394. joint.visible = false;
  14395. hand.joints[inputjoint.jointName] = joint; // ??
  14396. hand.add(joint);
  14397. }
  14398. const joint = hand.joints[inputjoint.jointName];
  14399. if (jointPose !== null) {
  14400. joint.matrix.fromArray(jointPose.transform.matrix);
  14401. joint.matrix.decompose(joint.position, joint.rotation, joint.scale);
  14402. joint.jointRadius = jointPose.radius;
  14403. }
  14404. joint.visible = jointPose !== null;
  14405. } // Custom events
  14406. // Check pinchz
  14407. const indexTip = hand.joints['index-finger-tip'];
  14408. const thumbTip = hand.joints['thumb-tip'];
  14409. const distance = indexTip.position.distanceTo(thumbTip.position);
  14410. const distanceToPinch = 0.02;
  14411. const threshold = 0.005;
  14412. if (hand.inputState.pinching && distance > distanceToPinch + threshold) {
  14413. hand.inputState.pinching = false;
  14414. this.dispatchEvent({
  14415. type: 'pinchend',
  14416. handedness: inputSource.handedness,
  14417. target: this
  14418. });
  14419. } else if (!hand.inputState.pinching && distance <= distanceToPinch - threshold) {
  14420. hand.inputState.pinching = true;
  14421. this.dispatchEvent({
  14422. type: 'pinchstart',
  14423. handedness: inputSource.handedness,
  14424. target: this
  14425. });
  14426. }
  14427. } else {
  14428. if (grip !== null && inputSource.gripSpace) {
  14429. gripPose = frame.getPose(inputSource.gripSpace, referenceSpace);
  14430. if (gripPose !== null) {
  14431. grip.matrix.fromArray(gripPose.transform.matrix);
  14432. grip.matrix.decompose(grip.position, grip.rotation, grip.scale);
  14433. if (gripPose.linearVelocity) {
  14434. grip.hasLinearVelocity = true;
  14435. grip.linearVelocity.copy(gripPose.linearVelocity);
  14436. } else {
  14437. grip.hasLinearVelocity = false;
  14438. }
  14439. if (gripPose.angularVelocity) {
  14440. grip.hasAngularVelocity = true;
  14441. grip.angularVelocity.copy(gripPose.angularVelocity);
  14442. } else {
  14443. grip.hasAngularVelocity = false;
  14444. }
  14445. }
  14446. }
  14447. }
  14448. }
  14449. if (targetRay !== null) {
  14450. targetRay.visible = inputPose !== null;
  14451. }
  14452. if (grip !== null) {
  14453. grip.visible = gripPose !== null;
  14454. }
  14455. if (hand !== null) {
  14456. hand.visible = handPose !== null;
  14457. }
  14458. return this;
  14459. }
  14460. }
  14461. class DepthTexture extends Texture {
  14462. constructor(width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format) {
  14463. format = format !== undefined ? format : DepthFormat;
  14464. if (format !== DepthFormat && format !== DepthStencilFormat) {
  14465. throw new Error('DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat');
  14466. }
  14467. if (type === undefined && format === DepthFormat) type = UnsignedShortType;
  14468. if (type === undefined && format === DepthStencilFormat) type = UnsignedInt248Type;
  14469. super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
  14470. this.image = {
  14471. width: width,
  14472. height: height
  14473. };
  14474. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  14475. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  14476. this.flipY = false;
  14477. this.generateMipmaps = false;
  14478. }
  14479. }
  14480. DepthTexture.prototype.isDepthTexture = true;
  14481. class WebXRManager extends EventDispatcher {
  14482. constructor(renderer, gl) {
  14483. super();
  14484. const scope = this;
  14485. let session = null;
  14486. let framebufferScaleFactor = 1.0;
  14487. let referenceSpace = null;
  14488. let referenceSpaceType = 'local-floor';
  14489. const hasMultisampledRenderToTexture = renderer.extensions.has('WEBGL_multisampled_render_to_texture');
  14490. let pose = null;
  14491. let glBinding = null;
  14492. let glProjLayer = null;
  14493. let glBaseLayer = null;
  14494. let isMultisample = false;
  14495. let xrFrame = null;
  14496. const attributes = gl.getContextAttributes();
  14497. let initialRenderTarget = null;
  14498. let newRenderTarget = null;
  14499. const controllers = [];
  14500. const inputSourcesMap = new Map(); //
  14501. const cameraL = new PerspectiveCamera();
  14502. cameraL.layers.enable(1);
  14503. cameraL.viewport = new Vector4();
  14504. const cameraR = new PerspectiveCamera();
  14505. cameraR.layers.enable(2);
  14506. cameraR.viewport = new Vector4();
  14507. const cameras = [cameraL, cameraR];
  14508. const cameraVR = new ArrayCamera();
  14509. cameraVR.layers.enable(1);
  14510. cameraVR.layers.enable(2);
  14511. let _currentDepthNear = null;
  14512. let _currentDepthFar = null; //
  14513. this.cameraAutoUpdate = true;
  14514. this.enabled = false;
  14515. this.isPresenting = false;
  14516. this.getController = function (index) {
  14517. let controller = controllers[index];
  14518. if (controller === undefined) {
  14519. controller = new WebXRController();
  14520. controllers[index] = controller;
  14521. }
  14522. return controller.getTargetRaySpace();
  14523. };
  14524. this.getControllerGrip = function (index) {
  14525. let controller = controllers[index];
  14526. if (controller === undefined) {
  14527. controller = new WebXRController();
  14528. controllers[index] = controller;
  14529. }
  14530. return controller.getGripSpace();
  14531. };
  14532. this.getHand = function (index) {
  14533. let controller = controllers[index];
  14534. if (controller === undefined) {
  14535. controller = new WebXRController();
  14536. controllers[index] = controller;
  14537. }
  14538. return controller.getHandSpace();
  14539. }; //
  14540. function onSessionEvent(event) {
  14541. const controller = inputSourcesMap.get(event.inputSource);
  14542. if (controller) {
  14543. controller.dispatchEvent({
  14544. type: event.type,
  14545. data: event.inputSource
  14546. });
  14547. }
  14548. }
  14549. function onSessionEnd() {
  14550. inputSourcesMap.forEach(function (controller, inputSource) {
  14551. controller.disconnect(inputSource);
  14552. });
  14553. inputSourcesMap.clear();
  14554. _currentDepthNear = null;
  14555. _currentDepthFar = null; // restore framebuffer/rendering state
  14556. renderer.setRenderTarget(initialRenderTarget);
  14557. glBaseLayer = null;
  14558. glProjLayer = null;
  14559. glBinding = null;
  14560. session = null;
  14561. newRenderTarget = null; //
  14562. animation.stop();
  14563. scope.isPresenting = false;
  14564. scope.dispatchEvent({
  14565. type: 'sessionend'
  14566. });
  14567. }
  14568. this.setFramebufferScaleFactor = function (value) {
  14569. framebufferScaleFactor = value;
  14570. if (scope.isPresenting === true) {
  14571. console.warn('THREE.WebXRManager: Cannot change framebuffer scale while presenting.');
  14572. }
  14573. };
  14574. this.setReferenceSpaceType = function (value) {
  14575. referenceSpaceType = value;
  14576. if (scope.isPresenting === true) {
  14577. console.warn('THREE.WebXRManager: Cannot change reference space type while presenting.');
  14578. }
  14579. };
  14580. this.getReferenceSpace = function () {
  14581. return referenceSpace;
  14582. };
  14583. this.getBaseLayer = function () {
  14584. return glProjLayer !== null ? glProjLayer : glBaseLayer;
  14585. };
  14586. this.getBinding = function () {
  14587. return glBinding;
  14588. };
  14589. this.getFrame = function () {
  14590. return xrFrame;
  14591. };
  14592. this.getSession = function () {
  14593. return session;
  14594. };
  14595. this.setSession = async function (value) {
  14596. session = value;
  14597. if (session !== null) {
  14598. initialRenderTarget = renderer.getRenderTarget();
  14599. session.addEventListener('select', onSessionEvent);
  14600. session.addEventListener('selectstart', onSessionEvent);
  14601. session.addEventListener('selectend', onSessionEvent);
  14602. session.addEventListener('squeeze', onSessionEvent);
  14603. session.addEventListener('squeezestart', onSessionEvent);
  14604. session.addEventListener('squeezeend', onSessionEvent);
  14605. session.addEventListener('end', onSessionEnd);
  14606. session.addEventListener('inputsourceschange', onInputSourcesChange);
  14607. if (attributes.xrCompatible !== true) {
  14608. await gl.makeXRCompatible();
  14609. }
  14610. if (session.renderState.layers === undefined || renderer.capabilities.isWebGL2 === false) {
  14611. const layerInit = {
  14612. antialias: session.renderState.layers === undefined ? attributes.antialias : true,
  14613. alpha: attributes.alpha,
  14614. depth: attributes.depth,
  14615. stencil: attributes.stencil,
  14616. framebufferScaleFactor: framebufferScaleFactor
  14617. };
  14618. glBaseLayer = new XRWebGLLayer(session, gl, layerInit);
  14619. session.updateRenderState({
  14620. baseLayer: glBaseLayer
  14621. });
  14622. newRenderTarget = new WebGLRenderTarget(glBaseLayer.framebufferWidth, glBaseLayer.framebufferHeight);
  14623. } else {
  14624. isMultisample = attributes.antialias;
  14625. let depthFormat = null;
  14626. let depthType = null;
  14627. let glDepthFormat = null;
  14628. if (attributes.depth) {
  14629. glDepthFormat = attributes.stencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT16;
  14630. depthFormat = attributes.stencil ? DepthStencilFormat : DepthFormat;
  14631. depthType = attributes.stencil ? UnsignedInt248Type : UnsignedShortType;
  14632. }
  14633. const projectionlayerInit = {
  14634. colorFormat: attributes.alpha || isMultisample ? gl.RGBA8 : gl.RGB8,
  14635. depthFormat: glDepthFormat,
  14636. scaleFactor: framebufferScaleFactor
  14637. };
  14638. glBinding = new XRWebGLBinding(session, gl);
  14639. glProjLayer = glBinding.createProjectionLayer(projectionlayerInit);
  14640. session.updateRenderState({
  14641. layers: [glProjLayer]
  14642. });
  14643. if (isMultisample) {
  14644. newRenderTarget = new WebGLMultisampleRenderTarget(glProjLayer.textureWidth, glProjLayer.textureHeight, {
  14645. format: RGBAFormat,
  14646. type: UnsignedByteType,
  14647. depthTexture: new DepthTexture(glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat),
  14648. stencilBuffer: attributes.stencil,
  14649. ignoreDepth: glProjLayer.ignoreDepthValues,
  14650. useRenderToTexture: hasMultisampledRenderToTexture
  14651. });
  14652. } else {
  14653. newRenderTarget = new WebGLRenderTarget(glProjLayer.textureWidth, glProjLayer.textureHeight, {
  14654. format: attributes.alpha ? RGBAFormat : RGBFormat,
  14655. type: UnsignedByteType,
  14656. depthTexture: new DepthTexture(glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat),
  14657. stencilBuffer: attributes.stencil,
  14658. ignoreDepth: glProjLayer.ignoreDepthValues
  14659. });
  14660. }
  14661. } // Set foveation to maximum.
  14662. this.setFoveation(0);
  14663. referenceSpace = await session.requestReferenceSpace(referenceSpaceType);
  14664. animation.setContext(session);
  14665. animation.start();
  14666. scope.isPresenting = true;
  14667. scope.dispatchEvent({
  14668. type: 'sessionstart'
  14669. });
  14670. }
  14671. };
  14672. function onInputSourcesChange(event) {
  14673. const inputSources = session.inputSources; // Assign inputSources to available controllers
  14674. for (let i = 0; i < controllers.length; i++) {
  14675. inputSourcesMap.set(inputSources[i], controllers[i]);
  14676. } // Notify disconnected
  14677. for (let i = 0; i < event.removed.length; i++) {
  14678. const inputSource = event.removed[i];
  14679. const controller = inputSourcesMap.get(inputSource);
  14680. if (controller) {
  14681. controller.dispatchEvent({
  14682. type: 'disconnected',
  14683. data: inputSource
  14684. });
  14685. inputSourcesMap.delete(inputSource);
  14686. }
  14687. } // Notify connected
  14688. for (let i = 0; i < event.added.length; i++) {
  14689. const inputSource = event.added[i];
  14690. const controller = inputSourcesMap.get(inputSource);
  14691. if (controller) {
  14692. controller.dispatchEvent({
  14693. type: 'connected',
  14694. data: inputSource
  14695. });
  14696. }
  14697. }
  14698. } //
  14699. const cameraLPos = new Vector3();
  14700. const cameraRPos = new Vector3();
  14701. /**
  14702. * Assumes 2 cameras that are parallel and share an X-axis, and that
  14703. * the cameras' projection and world matrices have already been set.
  14704. * And that near and far planes are identical for both cameras.
  14705. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  14706. */
  14707. function setProjectionFromUnion(camera, cameraL, cameraR) {
  14708. cameraLPos.setFromMatrixPosition(cameraL.matrixWorld);
  14709. cameraRPos.setFromMatrixPosition(cameraR.matrixWorld);
  14710. const ipd = cameraLPos.distanceTo(cameraRPos);
  14711. const projL = cameraL.projectionMatrix.elements;
  14712. const projR = cameraR.projectionMatrix.elements; // VR systems will have identical far and near planes, and
  14713. // most likely identical top and bottom frustum extents.
  14714. // Use the left camera for these values.
  14715. const near = projL[14] / (projL[10] - 1);
  14716. const far = projL[14] / (projL[10] + 1);
  14717. const topFov = (projL[9] + 1) / projL[5];
  14718. const bottomFov = (projL[9] - 1) / projL[5];
  14719. const leftFov = (projL[8] - 1) / projL[0];
  14720. const rightFov = (projR[8] + 1) / projR[0];
  14721. const left = near * leftFov;
  14722. const right = near * rightFov; // Calculate the new camera's position offset from the
  14723. // left camera. xOffset should be roughly half `ipd`.
  14724. const zOffset = ipd / (-leftFov + rightFov);
  14725. const xOffset = zOffset * -leftFov; // TODO: Better way to apply this offset?
  14726. cameraL.matrixWorld.decompose(camera.position, camera.quaternion, camera.scale);
  14727. camera.translateX(xOffset);
  14728. camera.translateZ(zOffset);
  14729. camera.matrixWorld.compose(camera.position, camera.quaternion, camera.scale);
  14730. camera.matrixWorldInverse.copy(camera.matrixWorld).invert(); // Find the union of the frustum values of the cameras and scale
  14731. // the values so that the near plane's position does not change in world space,
  14732. // although must now be relative to the new union camera.
  14733. const near2 = near + zOffset;
  14734. const far2 = far + zOffset;
  14735. const left2 = left - xOffset;
  14736. const right2 = right + (ipd - xOffset);
  14737. const top2 = topFov * far / far2 * near2;
  14738. const bottom2 = bottomFov * far / far2 * near2;
  14739. camera.projectionMatrix.makePerspective(left2, right2, top2, bottom2, near2, far2);
  14740. }
  14741. function updateCamera(camera, parent) {
  14742. if (parent === null) {
  14743. camera.matrixWorld.copy(camera.matrix);
  14744. } else {
  14745. camera.matrixWorld.multiplyMatrices(parent.matrixWorld, camera.matrix);
  14746. }
  14747. camera.matrixWorldInverse.copy(camera.matrixWorld).invert();
  14748. }
  14749. this.updateCamera = function (camera) {
  14750. if (session === null) return;
  14751. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  14752. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  14753. if (_currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far) {
  14754. // Note that the new renderState won't apply until the next frame. See #18320
  14755. session.updateRenderState({
  14756. depthNear: cameraVR.near,
  14757. depthFar: cameraVR.far
  14758. });
  14759. _currentDepthNear = cameraVR.near;
  14760. _currentDepthFar = cameraVR.far;
  14761. }
  14762. const parent = camera.parent;
  14763. const cameras = cameraVR.cameras;
  14764. updateCamera(cameraVR, parent);
  14765. for (let i = 0; i < cameras.length; i++) {
  14766. updateCamera(cameras[i], parent);
  14767. }
  14768. cameraVR.matrixWorld.decompose(cameraVR.position, cameraVR.quaternion, cameraVR.scale); // update user camera and its children
  14769. camera.position.copy(cameraVR.position);
  14770. camera.quaternion.copy(cameraVR.quaternion);
  14771. camera.scale.copy(cameraVR.scale);
  14772. camera.matrix.copy(cameraVR.matrix);
  14773. camera.matrixWorld.copy(cameraVR.matrixWorld);
  14774. const children = camera.children;
  14775. for (let i = 0, l = children.length; i < l; i++) {
  14776. children[i].updateMatrixWorld(true);
  14777. } // update projection matrix for proper view frustum culling
  14778. if (cameras.length === 2) {
  14779. setProjectionFromUnion(cameraVR, cameraL, cameraR);
  14780. } else {
  14781. // assume single camera setup (AR)
  14782. cameraVR.projectionMatrix.copy(cameraL.projectionMatrix);
  14783. }
  14784. };
  14785. this.getCamera = function () {
  14786. return cameraVR;
  14787. };
  14788. this.getFoveation = function () {
  14789. if (glProjLayer !== null) {
  14790. return glProjLayer.fixedFoveation;
  14791. }
  14792. if (glBaseLayer !== null) {
  14793. return glBaseLayer.fixedFoveation;
  14794. }
  14795. return undefined;
  14796. };
  14797. this.setFoveation = function (foveation) {
  14798. // 0 = no foveation = full resolution
  14799. // 1 = maximum foveation = the edges render at lower resolution
  14800. if (glProjLayer !== null) {
  14801. glProjLayer.fixedFoveation = foveation;
  14802. }
  14803. if (glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined) {
  14804. glBaseLayer.fixedFoveation = foveation;
  14805. }
  14806. }; // Animation Loop
  14807. let onAnimationFrameCallback = null;
  14808. function onAnimationFrame(time, frame) {
  14809. pose = frame.getViewerPose(referenceSpace);
  14810. xrFrame = frame;
  14811. if (pose !== null) {
  14812. const views = pose.views;
  14813. if (glBaseLayer !== null) {
  14814. renderer.setRenderTargetFramebuffer(newRenderTarget, glBaseLayer.framebuffer);
  14815. renderer.setRenderTarget(newRenderTarget);
  14816. }
  14817. let cameraVRNeedsUpdate = false; // check if it's necessary to rebuild cameraVR's camera list
  14818. if (views.length !== cameraVR.cameras.length) {
  14819. cameraVR.cameras.length = 0;
  14820. cameraVRNeedsUpdate = true;
  14821. }
  14822. for (let i = 0; i < views.length; i++) {
  14823. const view = views[i];
  14824. let viewport = null;
  14825. if (glBaseLayer !== null) {
  14826. viewport = glBaseLayer.getViewport(view);
  14827. } else {
  14828. const glSubImage = glBinding.getViewSubImage(glProjLayer, view);
  14829. viewport = glSubImage.viewport; // For side-by-side projection, we only produce a single texture for both eyes.
  14830. if (i === 0) {
  14831. renderer.setRenderTargetTextures(newRenderTarget, glSubImage.colorTexture, glProjLayer.ignoreDepthValues ? undefined : glSubImage.depthStencilTexture);
  14832. renderer.setRenderTarget(newRenderTarget);
  14833. }
  14834. }
  14835. const camera = cameras[i];
  14836. camera.matrix.fromArray(view.transform.matrix);
  14837. camera.projectionMatrix.fromArray(view.projectionMatrix);
  14838. camera.viewport.set(viewport.x, viewport.y, viewport.width, viewport.height);
  14839. if (i === 0) {
  14840. cameraVR.matrix.copy(camera.matrix);
  14841. }
  14842. if (cameraVRNeedsUpdate === true) {
  14843. cameraVR.cameras.push(camera);
  14844. }
  14845. }
  14846. } //
  14847. const inputSources = session.inputSources;
  14848. for (let i = 0; i < controllers.length; i++) {
  14849. const controller = controllers[i];
  14850. const inputSource = inputSources[i];
  14851. controller.update(inputSource, frame, referenceSpace);
  14852. }
  14853. if (onAnimationFrameCallback) onAnimationFrameCallback(time, frame);
  14854. xrFrame = null;
  14855. }
  14856. const animation = new WebGLAnimation();
  14857. animation.setAnimationLoop(onAnimationFrame);
  14858. this.setAnimationLoop = function (callback) {
  14859. onAnimationFrameCallback = callback;
  14860. };
  14861. this.dispose = function () {};
  14862. }
  14863. }
  14864. function WebGLMaterials(properties) {
  14865. function refreshFogUniforms(uniforms, fog) {
  14866. uniforms.fogColor.value.copy(fog.color);
  14867. if (fog.isFog) {
  14868. uniforms.fogNear.value = fog.near;
  14869. uniforms.fogFar.value = fog.far;
  14870. } else if (fog.isFogExp2) {
  14871. uniforms.fogDensity.value = fog.density;
  14872. }
  14873. }
  14874. function refreshMaterialUniforms(uniforms, material, pixelRatio, height, transmissionRenderTarget) {
  14875. if (material.isMeshBasicMaterial) {
  14876. refreshUniformsCommon(uniforms, material);
  14877. } else if (material.isMeshLambertMaterial) {
  14878. refreshUniformsCommon(uniforms, material);
  14879. refreshUniformsLambert(uniforms, material);
  14880. } else if (material.isMeshToonMaterial) {
  14881. refreshUniformsCommon(uniforms, material);
  14882. refreshUniformsToon(uniforms, material);
  14883. } else if (material.isMeshPhongMaterial) {
  14884. refreshUniformsCommon(uniforms, material);
  14885. refreshUniformsPhong(uniforms, material);
  14886. } else if (material.isMeshStandardMaterial) {
  14887. refreshUniformsCommon(uniforms, material);
  14888. if (material.isMeshPhysicalMaterial) {
  14889. refreshUniformsPhysical(uniforms, material, transmissionRenderTarget);
  14890. } else {
  14891. refreshUniformsStandard(uniforms, material);
  14892. }
  14893. } else if (material.isMeshMatcapMaterial) {
  14894. refreshUniformsCommon(uniforms, material);
  14895. refreshUniformsMatcap(uniforms, material);
  14896. } else if (material.isMeshDepthMaterial) {
  14897. refreshUniformsCommon(uniforms, material);
  14898. refreshUniformsDepth(uniforms, material);
  14899. } else if (material.isMeshDistanceMaterial) {
  14900. refreshUniformsCommon(uniforms, material);
  14901. refreshUniformsDistance(uniforms, material);
  14902. } else if (material.isMeshNormalMaterial) {
  14903. refreshUniformsCommon(uniforms, material);
  14904. refreshUniformsNormal(uniforms, material);
  14905. } else if (material.isLineBasicMaterial) {
  14906. refreshUniformsLine(uniforms, material);
  14907. if (material.isLineDashedMaterial) {
  14908. refreshUniformsDash(uniforms, material);
  14909. }
  14910. } else if (material.isPointsMaterial) {
  14911. refreshUniformsPoints(uniforms, material, pixelRatio, height);
  14912. } else if (material.isSpriteMaterial) {
  14913. refreshUniformsSprites(uniforms, material);
  14914. } else if (material.isShadowMaterial) {
  14915. uniforms.color.value.copy(material.color);
  14916. uniforms.opacity.value = material.opacity;
  14917. } else if (material.isShaderMaterial) {
  14918. material.uniformsNeedUpdate = false; // #15581
  14919. }
  14920. }
  14921. function refreshUniformsCommon(uniforms, material) {
  14922. uniforms.opacity.value = material.opacity;
  14923. if (material.color) {
  14924. uniforms.diffuse.value.copy(material.color);
  14925. }
  14926. if (material.emissive) {
  14927. uniforms.emissive.value.copy(material.emissive).multiplyScalar(material.emissiveIntensity);
  14928. }
  14929. if (material.map) {
  14930. uniforms.map.value = material.map;
  14931. }
  14932. if (material.alphaMap) {
  14933. uniforms.alphaMap.value = material.alphaMap;
  14934. }
  14935. if (material.specularMap) {
  14936. uniforms.specularMap.value = material.specularMap;
  14937. }
  14938. if (material.alphaTest > 0) {
  14939. uniforms.alphaTest.value = material.alphaTest;
  14940. }
  14941. const envMap = properties.get(material).envMap;
  14942. if (envMap) {
  14943. uniforms.envMap.value = envMap;
  14944. uniforms.flipEnvMap.value = envMap.isCubeTexture && envMap.isRenderTargetTexture === false ? -1 : 1;
  14945. uniforms.reflectivity.value = material.reflectivity;
  14946. uniforms.ior.value = material.ior;
  14947. uniforms.refractionRatio.value = material.refractionRatio;
  14948. }
  14949. if (material.lightMap) {
  14950. uniforms.lightMap.value = material.lightMap;
  14951. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14952. }
  14953. if (material.aoMap) {
  14954. uniforms.aoMap.value = material.aoMap;
  14955. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14956. } // uv repeat and offset setting priorities
  14957. // 1. color map
  14958. // 2. specular map
  14959. // 3. displacementMap map
  14960. // 4. normal map
  14961. // 5. bump map
  14962. // 6. roughnessMap map
  14963. // 7. metalnessMap map
  14964. // 8. alphaMap map
  14965. // 9. emissiveMap map
  14966. // 10. clearcoat map
  14967. // 11. clearcoat normal map
  14968. // 12. clearcoat roughnessMap map
  14969. // 13. specular intensity map
  14970. // 14. specular tint map
  14971. // 15. transmission map
  14972. // 16. thickness map
  14973. let uvScaleMap;
  14974. if (material.map) {
  14975. uvScaleMap = material.map;
  14976. } else if (material.specularMap) {
  14977. uvScaleMap = material.specularMap;
  14978. } else if (material.displacementMap) {
  14979. uvScaleMap = material.displacementMap;
  14980. } else if (material.normalMap) {
  14981. uvScaleMap = material.normalMap;
  14982. } else if (material.bumpMap) {
  14983. uvScaleMap = material.bumpMap;
  14984. } else if (material.roughnessMap) {
  14985. uvScaleMap = material.roughnessMap;
  14986. } else if (material.metalnessMap) {
  14987. uvScaleMap = material.metalnessMap;
  14988. } else if (material.alphaMap) {
  14989. uvScaleMap = material.alphaMap;
  14990. } else if (material.emissiveMap) {
  14991. uvScaleMap = material.emissiveMap;
  14992. } else if (material.clearcoatMap) {
  14993. uvScaleMap = material.clearcoatMap;
  14994. } else if (material.clearcoatNormalMap) {
  14995. uvScaleMap = material.clearcoatNormalMap;
  14996. } else if (material.clearcoatRoughnessMap) {
  14997. uvScaleMap = material.clearcoatRoughnessMap;
  14998. } else if (material.specularIntensityMap) {
  14999. uvScaleMap = material.specularIntensityMap;
  15000. } else if (material.specularColorMap) {
  15001. uvScaleMap = material.specularColorMap;
  15002. } else if (material.transmissionMap) {
  15003. uvScaleMap = material.transmissionMap;
  15004. } else if (material.thicknessMap) {
  15005. uvScaleMap = material.thicknessMap;
  15006. } else if (material.sheenColorMap) {
  15007. uvScaleMap = material.sheenColorMap;
  15008. } else if (material.sheenRoughnessMap) {
  15009. uvScaleMap = material.sheenRoughnessMap;
  15010. }
  15011. if (uvScaleMap !== undefined) {
  15012. // backwards compatibility
  15013. if (uvScaleMap.isWebGLRenderTarget) {
  15014. uvScaleMap = uvScaleMap.texture;
  15015. }
  15016. if (uvScaleMap.matrixAutoUpdate === true) {
  15017. uvScaleMap.updateMatrix();
  15018. }
  15019. uniforms.uvTransform.value.copy(uvScaleMap.matrix);
  15020. } // uv repeat and offset setting priorities for uv2
  15021. // 1. ao map
  15022. // 2. light map
  15023. let uv2ScaleMap;
  15024. if (material.aoMap) {
  15025. uv2ScaleMap = material.aoMap;
  15026. } else if (material.lightMap) {
  15027. uv2ScaleMap = material.lightMap;
  15028. }
  15029. if (uv2ScaleMap !== undefined) {
  15030. // backwards compatibility
  15031. if (uv2ScaleMap.isWebGLRenderTarget) {
  15032. uv2ScaleMap = uv2ScaleMap.texture;
  15033. }
  15034. if (uv2ScaleMap.matrixAutoUpdate === true) {
  15035. uv2ScaleMap.updateMatrix();
  15036. }
  15037. uniforms.uv2Transform.value.copy(uv2ScaleMap.matrix);
  15038. }
  15039. }
  15040. function refreshUniformsLine(uniforms, material) {
  15041. uniforms.diffuse.value.copy(material.color);
  15042. uniforms.opacity.value = material.opacity;
  15043. }
  15044. function refreshUniformsDash(uniforms, material) {
  15045. uniforms.dashSize.value = material.dashSize;
  15046. uniforms.totalSize.value = material.dashSize + material.gapSize;
  15047. uniforms.scale.value = material.scale;
  15048. }
  15049. function refreshUniformsPoints(uniforms, material, pixelRatio, height) {
  15050. uniforms.diffuse.value.copy(material.color);
  15051. uniforms.opacity.value = material.opacity;
  15052. uniforms.size.value = material.size * pixelRatio;
  15053. uniforms.scale.value = height * 0.5;
  15054. if (material.map) {
  15055. uniforms.map.value = material.map;
  15056. }
  15057. if (material.alphaMap) {
  15058. uniforms.alphaMap.value = material.alphaMap;
  15059. }
  15060. if (material.alphaTest > 0) {
  15061. uniforms.alphaTest.value = material.alphaTest;
  15062. } // uv repeat and offset setting priorities
  15063. // 1. color map
  15064. // 2. alpha map
  15065. let uvScaleMap;
  15066. if (material.map) {
  15067. uvScaleMap = material.map;
  15068. } else if (material.alphaMap) {
  15069. uvScaleMap = material.alphaMap;
  15070. }
  15071. if (uvScaleMap !== undefined) {
  15072. if (uvScaleMap.matrixAutoUpdate === true) {
  15073. uvScaleMap.updateMatrix();
  15074. }
  15075. uniforms.uvTransform.value.copy(uvScaleMap.matrix);
  15076. }
  15077. }
  15078. function refreshUniformsSprites(uniforms, material) {
  15079. uniforms.diffuse.value.copy(material.color);
  15080. uniforms.opacity.value = material.opacity;
  15081. uniforms.rotation.value = material.rotation;
  15082. if (material.map) {
  15083. uniforms.map.value = material.map;
  15084. }
  15085. if (material.alphaMap) {
  15086. uniforms.alphaMap.value = material.alphaMap;
  15087. }
  15088. if (material.alphaTest > 0) {
  15089. uniforms.alphaTest.value = material.alphaTest;
  15090. } // uv repeat and offset setting priorities
  15091. // 1. color map
  15092. // 2. alpha map
  15093. let uvScaleMap;
  15094. if (material.map) {
  15095. uvScaleMap = material.map;
  15096. } else if (material.alphaMap) {
  15097. uvScaleMap = material.alphaMap;
  15098. }
  15099. if (uvScaleMap !== undefined) {
  15100. if (uvScaleMap.matrixAutoUpdate === true) {
  15101. uvScaleMap.updateMatrix();
  15102. }
  15103. uniforms.uvTransform.value.copy(uvScaleMap.matrix);
  15104. }
  15105. }
  15106. function refreshUniformsLambert(uniforms, material) {
  15107. if (material.emissiveMap) {
  15108. uniforms.emissiveMap.value = material.emissiveMap;
  15109. }
  15110. }
  15111. function refreshUniformsPhong(uniforms, material) {
  15112. uniforms.specular.value.copy(material.specular);
  15113. uniforms.shininess.value = Math.max(material.shininess, 1e-4); // to prevent pow( 0.0, 0.0 )
  15114. if (material.emissiveMap) {
  15115. uniforms.emissiveMap.value = material.emissiveMap;
  15116. }
  15117. if (material.bumpMap) {
  15118. uniforms.bumpMap.value = material.bumpMap;
  15119. uniforms.bumpScale.value = material.bumpScale;
  15120. if (material.side === BackSide) uniforms.bumpScale.value *= -1;
  15121. }
  15122. if (material.normalMap) {
  15123. uniforms.normalMap.value = material.normalMap;
  15124. uniforms.normalScale.value.copy(material.normalScale);
  15125. if (material.side === BackSide) uniforms.normalScale.value.negate();
  15126. }
  15127. if (material.displacementMap) {
  15128. uniforms.displacementMap.value = material.displacementMap;
  15129. uniforms.displacementScale.value = material.displacementScale;
  15130. uniforms.displacementBias.value = material.displacementBias;
  15131. }
  15132. }
  15133. function refreshUniformsToon(uniforms, material) {
  15134. if (material.gradientMap) {
  15135. uniforms.gradientMap.value = material.gradientMap;
  15136. }
  15137. if (material.emissiveMap) {
  15138. uniforms.emissiveMap.value = material.emissiveMap;
  15139. }
  15140. if (material.bumpMap) {
  15141. uniforms.bumpMap.value = material.bumpMap;
  15142. uniforms.bumpScale.value = material.bumpScale;
  15143. if (material.side === BackSide) uniforms.bumpScale.value *= -1;
  15144. }
  15145. if (material.normalMap) {
  15146. uniforms.normalMap.value = material.normalMap;
  15147. uniforms.normalScale.value.copy(material.normalScale);
  15148. if (material.side === BackSide) uniforms.normalScale.value.negate();
  15149. }
  15150. if (material.displacementMap) {
  15151. uniforms.displacementMap.value = material.displacementMap;
  15152. uniforms.displacementScale.value = material.displacementScale;
  15153. uniforms.displacementBias.value = material.displacementBias;
  15154. }
  15155. }
  15156. function refreshUniformsStandard(uniforms, material) {
  15157. uniforms.roughness.value = material.roughness;
  15158. uniforms.metalness.value = material.metalness;
  15159. if (material.roughnessMap) {
  15160. uniforms.roughnessMap.value = material.roughnessMap;
  15161. }
  15162. if (material.metalnessMap) {
  15163. uniforms.metalnessMap.value = material.metalnessMap;
  15164. }
  15165. if (material.emissiveMap) {
  15166. uniforms.emissiveMap.value = material.emissiveMap;
  15167. }
  15168. if (material.bumpMap) {
  15169. uniforms.bumpMap.value = material.bumpMap;
  15170. uniforms.bumpScale.value = material.bumpScale;
  15171. if (material.side === BackSide) uniforms.bumpScale.value *= -1;
  15172. }
  15173. if (material.normalMap) {
  15174. uniforms.normalMap.value = material.normalMap;
  15175. uniforms.normalScale.value.copy(material.normalScale);
  15176. if (material.side === BackSide) uniforms.normalScale.value.negate();
  15177. }
  15178. if (material.displacementMap) {
  15179. uniforms.displacementMap.value = material.displacementMap;
  15180. uniforms.displacementScale.value = material.displacementScale;
  15181. uniforms.displacementBias.value = material.displacementBias;
  15182. }
  15183. const envMap = properties.get(material).envMap;
  15184. if (envMap) {
  15185. //uniforms.envMap.value = material.envMap; // part of uniforms common
  15186. uniforms.envMapIntensity.value = material.envMapIntensity;
  15187. }
  15188. }
  15189. function refreshUniformsPhysical(uniforms, material, transmissionRenderTarget) {
  15190. refreshUniformsStandard(uniforms, material);
  15191. uniforms.ior.value = material.ior; // also part of uniforms common
  15192. if (material.sheen > 0) {
  15193. uniforms.sheenColor.value.copy(material.sheenColor).multiplyScalar(material.sheen);
  15194. uniforms.sheenRoughness.value = material.sheenRoughness;
  15195. if (material.sheenColorMap) {
  15196. uniforms.sheenColorMap.value = material.sheenColorMap;
  15197. }
  15198. if (material.sheenRoughnessMap) {
  15199. uniforms.sheenRoughnessMap.value = material.sheenRoughnessMap;
  15200. }
  15201. }
  15202. if (material.clearcoat > 0) {
  15203. uniforms.clearcoat.value = material.clearcoat;
  15204. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  15205. if (material.clearcoatMap) {
  15206. uniforms.clearcoatMap.value = material.clearcoatMap;
  15207. }
  15208. if (material.clearcoatRoughnessMap) {
  15209. uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
  15210. }
  15211. if (material.clearcoatNormalMap) {
  15212. uniforms.clearcoatNormalScale.value.copy(material.clearcoatNormalScale);
  15213. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  15214. if (material.side === BackSide) {
  15215. uniforms.clearcoatNormalScale.value.negate();
  15216. }
  15217. }
  15218. }
  15219. if (material.transmission > 0) {
  15220. uniforms.transmission.value = material.transmission;
  15221. uniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture;
  15222. uniforms.transmissionSamplerSize.value.set(transmissionRenderTarget.width, transmissionRenderTarget.height);
  15223. if (material.transmissionMap) {
  15224. uniforms.transmissionMap.value = material.transmissionMap;
  15225. }
  15226. uniforms.thickness.value = material.thickness;
  15227. if (material.thicknessMap) {
  15228. uniforms.thicknessMap.value = material.thicknessMap;
  15229. }
  15230. uniforms.attenuationDistance.value = material.attenuationDistance;
  15231. uniforms.attenuationColor.value.copy(material.attenuationColor);
  15232. }
  15233. uniforms.specularIntensity.value = material.specularIntensity;
  15234. uniforms.specularColor.value.copy(material.specularColor);
  15235. if (material.specularIntensityMap) {
  15236. uniforms.specularIntensityMap.value = material.specularIntensityMap;
  15237. }
  15238. if (material.specularColorMap) {
  15239. uniforms.specularColorMap.value = material.specularColorMap;
  15240. }
  15241. }
  15242. function refreshUniformsMatcap(uniforms, material) {
  15243. if (material.matcap) {
  15244. uniforms.matcap.value = material.matcap;
  15245. }
  15246. if (material.bumpMap) {
  15247. uniforms.bumpMap.value = material.bumpMap;
  15248. uniforms.bumpScale.value = material.bumpScale;
  15249. if (material.side === BackSide) uniforms.bumpScale.value *= -1;
  15250. }
  15251. if (material.normalMap) {
  15252. uniforms.normalMap.value = material.normalMap;
  15253. uniforms.normalScale.value.copy(material.normalScale);
  15254. if (material.side === BackSide) uniforms.normalScale.value.negate();
  15255. }
  15256. if (material.displacementMap) {
  15257. uniforms.displacementMap.value = material.displacementMap;
  15258. uniforms.displacementScale.value = material.displacementScale;
  15259. uniforms.displacementBias.value = material.displacementBias;
  15260. }
  15261. }
  15262. function refreshUniformsDepth(uniforms, material) {
  15263. if (material.displacementMap) {
  15264. uniforms.displacementMap.value = material.displacementMap;
  15265. uniforms.displacementScale.value = material.displacementScale;
  15266. uniforms.displacementBias.value = material.displacementBias;
  15267. }
  15268. }
  15269. function refreshUniformsDistance(uniforms, material) {
  15270. if (material.displacementMap) {
  15271. uniforms.displacementMap.value = material.displacementMap;
  15272. uniforms.displacementScale.value = material.displacementScale;
  15273. uniforms.displacementBias.value = material.displacementBias;
  15274. }
  15275. uniforms.referencePosition.value.copy(material.referencePosition);
  15276. uniforms.nearDistance.value = material.nearDistance;
  15277. uniforms.farDistance.value = material.farDistance;
  15278. }
  15279. function refreshUniformsNormal(uniforms, material) {
  15280. if (material.bumpMap) {
  15281. uniforms.bumpMap.value = material.bumpMap;
  15282. uniforms.bumpScale.value = material.bumpScale;
  15283. if (material.side === BackSide) uniforms.bumpScale.value *= -1;
  15284. }
  15285. if (material.normalMap) {
  15286. uniforms.normalMap.value = material.normalMap;
  15287. uniforms.normalScale.value.copy(material.normalScale);
  15288. if (material.side === BackSide) uniforms.normalScale.value.negate();
  15289. }
  15290. if (material.displacementMap) {
  15291. uniforms.displacementMap.value = material.displacementMap;
  15292. uniforms.displacementScale.value = material.displacementScale;
  15293. uniforms.displacementBias.value = material.displacementBias;
  15294. }
  15295. }
  15296. return {
  15297. refreshFogUniforms: refreshFogUniforms,
  15298. refreshMaterialUniforms: refreshMaterialUniforms
  15299. };
  15300. }
  15301. function createCanvasElement() {
  15302. const canvas = createElementNS('canvas');
  15303. canvas.style.display = 'block';
  15304. return canvas;
  15305. }
  15306. function WebGLRenderer(parameters = {}) {
  15307. const _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),
  15308. _context = parameters.context !== undefined ? parameters.context : null,
  15309. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  15310. _depth = parameters.depth !== undefined ? parameters.depth : true,
  15311. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  15312. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  15313. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  15314. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  15315. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  15316. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  15317. let currentRenderList = null;
  15318. let currentRenderState = null; // render() can be called from within a callback triggered by another render.
  15319. // We track this so that the nested render call gets its list and state isolated from the parent render call.
  15320. const renderListStack = [];
  15321. const renderStateStack = []; // public properties
  15322. this.domElement = _canvas; // Debug configuration container
  15323. this.debug = {
  15324. /**
  15325. * Enables error checking and reporting when shader programs are being compiled
  15326. * @type {boolean}
  15327. */
  15328. checkShaderErrors: true
  15329. }; // clearing
  15330. this.autoClear = true;
  15331. this.autoClearColor = true;
  15332. this.autoClearDepth = true;
  15333. this.autoClearStencil = true; // scene graph
  15334. this.sortObjects = true; // user-defined clipping
  15335. this.clippingPlanes = [];
  15336. this.localClippingEnabled = false; // physically based shading
  15337. this.gammaFactor = 2.0; // for backwards compatibility
  15338. this.outputEncoding = LinearEncoding; // physical lights
  15339. this.physicallyCorrectLights = false; // tone mapping
  15340. this.toneMapping = NoToneMapping;
  15341. this.toneMappingExposure = 1.0; // internal properties
  15342. const _this = this;
  15343. let _isContextLost = false; // internal state cache
  15344. let _currentActiveCubeFace = 0;
  15345. let _currentActiveMipmapLevel = 0;
  15346. let _currentRenderTarget = null;
  15347. let _currentMaterialId = -1;
  15348. let _currentCamera = null;
  15349. const _currentViewport = new Vector4();
  15350. const _currentScissor = new Vector4();
  15351. let _currentScissorTest = null; //
  15352. let _width = _canvas.width;
  15353. let _height = _canvas.height;
  15354. let _pixelRatio = 1;
  15355. let _opaqueSort = null;
  15356. let _transparentSort = null;
  15357. const _viewport = new Vector4(0, 0, _width, _height);
  15358. const _scissor = new Vector4(0, 0, _width, _height);
  15359. let _scissorTest = false; //
  15360. const _currentDrawBuffers = []; // frustum
  15361. const _frustum = new Frustum(); // clipping
  15362. let _clippingEnabled = false;
  15363. let _localClippingEnabled = false; // transmission
  15364. let _transmissionRenderTarget = null; // camera matrices cache
  15365. const _projScreenMatrix = new Matrix4();
  15366. const _vector3 = new Vector3();
  15367. const _emptyScene = {
  15368. background: null,
  15369. fog: null,
  15370. environment: null,
  15371. overrideMaterial: null,
  15372. isScene: true
  15373. };
  15374. function getTargetPixelRatio() {
  15375. return _currentRenderTarget === null ? _pixelRatio : 1;
  15376. } // initialize
  15377. let _gl = _context;
  15378. function getContext(contextNames, contextAttributes) {
  15379. for (let i = 0; i < contextNames.length; i++) {
  15380. const contextName = contextNames[i];
  15381. const context = _canvas.getContext(contextName, contextAttributes);
  15382. if (context !== null) return context;
  15383. }
  15384. return null;
  15385. }
  15386. try {
  15387. const contextAttributes = {
  15388. alpha: _alpha,
  15389. depth: _depth,
  15390. stencil: _stencil,
  15391. antialias: _antialias,
  15392. premultipliedAlpha: _premultipliedAlpha,
  15393. preserveDrawingBuffer: _preserveDrawingBuffer,
  15394. powerPreference: _powerPreference,
  15395. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  15396. }; // OffscreenCanvas does not have setAttribute, see #22811
  15397. if ('setAttribute' in _canvas) _canvas.setAttribute('data-engine', `three.js r${REVISION}`); // event listeners must be registered before WebGL context is created, see #12753
  15398. _canvas.addEventListener('webglcontextlost', onContextLost, false);
  15399. _canvas.addEventListener('webglcontextrestored', onContextRestore, false);
  15400. if (_gl === null) {
  15401. const contextNames = ['webgl2', 'webgl', 'experimental-webgl'];
  15402. if (_this.isWebGL1Renderer === true) {
  15403. contextNames.shift();
  15404. }
  15405. _gl = getContext(contextNames, contextAttributes);
  15406. if (_gl === null) {
  15407. if (getContext(contextNames)) {
  15408. throw new Error('Error creating WebGL context with your selected attributes.');
  15409. } else {
  15410. throw new Error('Error creating WebGL context.');
  15411. }
  15412. }
  15413. } // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  15414. if (_gl.getShaderPrecisionFormat === undefined) {
  15415. _gl.getShaderPrecisionFormat = function () {
  15416. return {
  15417. 'rangeMin': 1,
  15418. 'rangeMax': 1,
  15419. 'precision': 1
  15420. };
  15421. };
  15422. }
  15423. } catch (error) {
  15424. console.error('THREE.WebGLRenderer: ' + error.message);
  15425. throw error;
  15426. }
  15427. let extensions, capabilities, state, info;
  15428. let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;
  15429. let programCache, materials, renderLists, renderStates, clipping, shadowMap;
  15430. let background, morphtargets, bufferRenderer, indexedBufferRenderer;
  15431. let utils, bindingStates;
  15432. function initGLContext() {
  15433. extensions = new WebGLExtensions(_gl);
  15434. capabilities = new WebGLCapabilities(_gl, extensions, parameters);
  15435. extensions.init(capabilities);
  15436. utils = new WebGLUtils(_gl, extensions, capabilities);
  15437. state = new WebGLState(_gl, extensions, capabilities);
  15438. _currentDrawBuffers[0] = _gl.BACK;
  15439. info = new WebGLInfo(_gl);
  15440. properties = new WebGLProperties();
  15441. textures = new WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info);
  15442. cubemaps = new WebGLCubeMaps(_this);
  15443. cubeuvmaps = new WebGLCubeUVMaps(_this);
  15444. attributes = new WebGLAttributes(_gl, capabilities);
  15445. bindingStates = new WebGLBindingStates(_gl, extensions, attributes, capabilities);
  15446. geometries = new WebGLGeometries(_gl, attributes, info, bindingStates);
  15447. objects = new WebGLObjects(_gl, geometries, attributes, info);
  15448. morphtargets = new WebGLMorphtargets(_gl, capabilities, textures);
  15449. clipping = new WebGLClipping(properties);
  15450. programCache = new WebGLPrograms(_this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping);
  15451. materials = new WebGLMaterials(properties);
  15452. renderLists = new WebGLRenderLists(properties);
  15453. renderStates = new WebGLRenderStates(extensions, capabilities);
  15454. background = new WebGLBackground(_this, cubemaps, state, objects, _premultipliedAlpha);
  15455. shadowMap = new WebGLShadowMap(_this, objects, capabilities);
  15456. bufferRenderer = new WebGLBufferRenderer(_gl, extensions, info, capabilities);
  15457. indexedBufferRenderer = new WebGLIndexedBufferRenderer(_gl, extensions, info, capabilities);
  15458. info.programs = programCache.programs;
  15459. _this.capabilities = capabilities;
  15460. _this.extensions = extensions;
  15461. _this.properties = properties;
  15462. _this.renderLists = renderLists;
  15463. _this.shadowMap = shadowMap;
  15464. _this.state = state;
  15465. _this.info = info;
  15466. }
  15467. initGLContext(); // xr
  15468. const xr = new WebXRManager(_this, _gl);
  15469. this.xr = xr; // API
  15470. this.getContext = function () {
  15471. return _gl;
  15472. };
  15473. this.getContextAttributes = function () {
  15474. return _gl.getContextAttributes();
  15475. };
  15476. this.forceContextLoss = function () {
  15477. const extension = extensions.get('WEBGL_lose_context');
  15478. if (extension) extension.loseContext();
  15479. };
  15480. this.forceContextRestore = function () {
  15481. const extension = extensions.get('WEBGL_lose_context');
  15482. if (extension) extension.restoreContext();
  15483. };
  15484. this.getPixelRatio = function () {
  15485. return _pixelRatio;
  15486. };
  15487. this.setPixelRatio = function (value) {
  15488. if (value === undefined) return;
  15489. _pixelRatio = value;
  15490. this.setSize(_width, _height, false);
  15491. };
  15492. this.getSize = function (target) {
  15493. return target.set(_width, _height);
  15494. };
  15495. this.setSize = function (width, height, updateStyle) {
  15496. if (xr.isPresenting) {
  15497. console.warn('THREE.WebGLRenderer: Can\'t change size while VR device is presenting.');
  15498. return;
  15499. }
  15500. _width = width;
  15501. _height = height;
  15502. _canvas.width = Math.floor(width * _pixelRatio);
  15503. _canvas.height = Math.floor(height * _pixelRatio);
  15504. if (updateStyle !== false) {
  15505. _canvas.style.width = width + 'px';
  15506. _canvas.style.height = height + 'px';
  15507. }
  15508. this.setViewport(0, 0, width, height);
  15509. };
  15510. this.getDrawingBufferSize = function (target) {
  15511. return target.set(_width * _pixelRatio, _height * _pixelRatio).floor();
  15512. };
  15513. this.setDrawingBufferSize = function (width, height, pixelRatio) {
  15514. _width = width;
  15515. _height = height;
  15516. _pixelRatio = pixelRatio;
  15517. _canvas.width = Math.floor(width * pixelRatio);
  15518. _canvas.height = Math.floor(height * pixelRatio);
  15519. this.setViewport(0, 0, width, height);
  15520. };
  15521. this.getCurrentViewport = function (target) {
  15522. return target.copy(_currentViewport);
  15523. };
  15524. this.getViewport = function (target) {
  15525. return target.copy(_viewport);
  15526. };
  15527. this.setViewport = function (x, y, width, height) {
  15528. if (x.isVector4) {
  15529. _viewport.set(x.x, x.y, x.z, x.w);
  15530. } else {
  15531. _viewport.set(x, y, width, height);
  15532. }
  15533. state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor());
  15534. };
  15535. this.getScissor = function (target) {
  15536. return target.copy(_scissor);
  15537. };
  15538. this.setScissor = function (x, y, width, height) {
  15539. if (x.isVector4) {
  15540. _scissor.set(x.x, x.y, x.z, x.w);
  15541. } else {
  15542. _scissor.set(x, y, width, height);
  15543. }
  15544. state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor());
  15545. };
  15546. this.getScissorTest = function () {
  15547. return _scissorTest;
  15548. };
  15549. this.setScissorTest = function (boolean) {
  15550. state.setScissorTest(_scissorTest = boolean);
  15551. };
  15552. this.setOpaqueSort = function (method) {
  15553. _opaqueSort = method;
  15554. };
  15555. this.setTransparentSort = function (method) {
  15556. _transparentSort = method;
  15557. }; // Clearing
  15558. this.getClearColor = function (target) {
  15559. return target.copy(background.getClearColor());
  15560. };
  15561. this.setClearColor = function () {
  15562. background.setClearColor.apply(background, arguments);
  15563. };
  15564. this.getClearAlpha = function () {
  15565. return background.getClearAlpha();
  15566. };
  15567. this.setClearAlpha = function () {
  15568. background.setClearAlpha.apply(background, arguments);
  15569. };
  15570. this.clear = function (color, depth, stencil) {
  15571. let bits = 0;
  15572. if (color === undefined || color) bits |= _gl.COLOR_BUFFER_BIT;
  15573. if (depth === undefined || depth) bits |= _gl.DEPTH_BUFFER_BIT;
  15574. if (stencil === undefined || stencil) bits |= _gl.STENCIL_BUFFER_BIT;
  15575. _gl.clear(bits);
  15576. };
  15577. this.clearColor = function () {
  15578. this.clear(true, false, false);
  15579. };
  15580. this.clearDepth = function () {
  15581. this.clear(false, true, false);
  15582. };
  15583. this.clearStencil = function () {
  15584. this.clear(false, false, true);
  15585. }; //
  15586. this.dispose = function () {
  15587. _canvas.removeEventListener('webglcontextlost', onContextLost, false);
  15588. _canvas.removeEventListener('webglcontextrestored', onContextRestore, false);
  15589. renderLists.dispose();
  15590. renderStates.dispose();
  15591. properties.dispose();
  15592. cubemaps.dispose();
  15593. cubeuvmaps.dispose();
  15594. objects.dispose();
  15595. bindingStates.dispose();
  15596. xr.dispose();
  15597. xr.removeEventListener('sessionstart', onXRSessionStart);
  15598. xr.removeEventListener('sessionend', onXRSessionEnd);
  15599. if (_transmissionRenderTarget) {
  15600. _transmissionRenderTarget.dispose();
  15601. _transmissionRenderTarget = null;
  15602. }
  15603. animation.stop();
  15604. }; // Events
  15605. function onContextLost(event) {
  15606. event.preventDefault();
  15607. console.log('THREE.WebGLRenderer: Context Lost.');
  15608. _isContextLost = true;
  15609. }
  15610. function onContextRestore() {
  15611. console.log('THREE.WebGLRenderer: Context Restored.');
  15612. _isContextLost = false;
  15613. const infoAutoReset = info.autoReset;
  15614. const shadowMapEnabled = shadowMap.enabled;
  15615. const shadowMapAutoUpdate = shadowMap.autoUpdate;
  15616. const shadowMapNeedsUpdate = shadowMap.needsUpdate;
  15617. const shadowMapType = shadowMap.type;
  15618. initGLContext();
  15619. info.autoReset = infoAutoReset;
  15620. shadowMap.enabled = shadowMapEnabled;
  15621. shadowMap.autoUpdate = shadowMapAutoUpdate;
  15622. shadowMap.needsUpdate = shadowMapNeedsUpdate;
  15623. shadowMap.type = shadowMapType;
  15624. }
  15625. function onMaterialDispose(event) {
  15626. const material = event.target;
  15627. material.removeEventListener('dispose', onMaterialDispose);
  15628. deallocateMaterial(material);
  15629. } // Buffer deallocation
  15630. function deallocateMaterial(material) {
  15631. releaseMaterialProgramReferences(material);
  15632. properties.remove(material);
  15633. }
  15634. function releaseMaterialProgramReferences(material) {
  15635. const programs = properties.get(material).programs;
  15636. if (programs !== undefined) {
  15637. programs.forEach(function (program) {
  15638. programCache.releaseProgram(program);
  15639. });
  15640. }
  15641. } // Buffer rendering
  15642. this.renderBufferDirect = function (camera, scene, geometry, material, object, group) {
  15643. if (scene === null) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
  15644. const frontFaceCW = object.isMesh && object.matrixWorld.determinant() < 0;
  15645. const program = setProgram(camera, scene, geometry, material, object);
  15646. state.setMaterial(material, frontFaceCW); //
  15647. let index = geometry.index;
  15648. const position = geometry.attributes.position; //
  15649. if (index === null) {
  15650. if (position === undefined || position.count === 0) return;
  15651. } else if (index.count === 0) {
  15652. return;
  15653. } //
  15654. let rangeFactor = 1;
  15655. if (material.wireframe === true) {
  15656. index = geometries.getWireframeAttribute(geometry);
  15657. rangeFactor = 2;
  15658. }
  15659. bindingStates.setup(object, material, program, geometry, index);
  15660. let attribute;
  15661. let renderer = bufferRenderer;
  15662. if (index !== null) {
  15663. attribute = attributes.get(index);
  15664. renderer = indexedBufferRenderer;
  15665. renderer.setIndex(attribute);
  15666. } //
  15667. const dataCount = index !== null ? index.count : position.count;
  15668. const rangeStart = geometry.drawRange.start * rangeFactor;
  15669. const rangeCount = geometry.drawRange.count * rangeFactor;
  15670. const groupStart = group !== null ? group.start * rangeFactor : 0;
  15671. const groupCount = group !== null ? group.count * rangeFactor : Infinity;
  15672. const drawStart = Math.max(rangeStart, groupStart);
  15673. const drawEnd = Math.min(dataCount, rangeStart + rangeCount, groupStart + groupCount) - 1;
  15674. const drawCount = Math.max(0, drawEnd - drawStart + 1);
  15675. if (drawCount === 0) return; //
  15676. if (object.isMesh) {
  15677. if (material.wireframe === true) {
  15678. state.setLineWidth(material.wireframeLinewidth * getTargetPixelRatio());
  15679. renderer.setMode(_gl.LINES);
  15680. } else {
  15681. renderer.setMode(_gl.TRIANGLES);
  15682. }
  15683. } else if (object.isLine) {
  15684. let lineWidth = material.linewidth;
  15685. if (lineWidth === undefined) lineWidth = 1; // Not using Line*Material
  15686. state.setLineWidth(lineWidth * getTargetPixelRatio());
  15687. if (object.isLineSegments) {
  15688. renderer.setMode(_gl.LINES);
  15689. } else if (object.isLineLoop) {
  15690. renderer.setMode(_gl.LINE_LOOP);
  15691. } else {
  15692. renderer.setMode(_gl.LINE_STRIP);
  15693. }
  15694. } else if (object.isPoints) {
  15695. renderer.setMode(_gl.POINTS);
  15696. } else if (object.isSprite) {
  15697. renderer.setMode(_gl.TRIANGLES);
  15698. }
  15699. if (object.isInstancedMesh) {
  15700. renderer.renderInstances(drawStart, drawCount, object.count);
  15701. } else if (geometry.isInstancedBufferGeometry) {
  15702. const instanceCount = Math.min(geometry.instanceCount, geometry._maxInstanceCount);
  15703. renderer.renderInstances(drawStart, drawCount, instanceCount);
  15704. } else {
  15705. renderer.render(drawStart, drawCount);
  15706. }
  15707. }; // Compile
  15708. this.compile = function (scene, camera) {
  15709. currentRenderState = renderStates.get(scene);
  15710. currentRenderState.init();
  15711. renderStateStack.push(currentRenderState);
  15712. scene.traverseVisible(function (object) {
  15713. if (object.isLight && object.layers.test(camera.layers)) {
  15714. currentRenderState.pushLight(object);
  15715. if (object.castShadow) {
  15716. currentRenderState.pushShadow(object);
  15717. }
  15718. }
  15719. });
  15720. currentRenderState.setupLights(_this.physicallyCorrectLights);
  15721. scene.traverse(function (object) {
  15722. const material = object.material;
  15723. if (material) {
  15724. if (Array.isArray(material)) {
  15725. for (let i = 0; i < material.length; i++) {
  15726. const material2 = material[i];
  15727. getProgram(material2, scene, object);
  15728. }
  15729. } else {
  15730. getProgram(material, scene, object);
  15731. }
  15732. }
  15733. });
  15734. renderStateStack.pop();
  15735. currentRenderState = null;
  15736. }; // Animation Loop
  15737. let onAnimationFrameCallback = null;
  15738. function onAnimationFrame(time) {
  15739. if (onAnimationFrameCallback) onAnimationFrameCallback(time);
  15740. }
  15741. function onXRSessionStart() {
  15742. animation.stop();
  15743. }
  15744. function onXRSessionEnd() {
  15745. animation.start();
  15746. }
  15747. const animation = new WebGLAnimation();
  15748. animation.setAnimationLoop(onAnimationFrame);
  15749. if (typeof window !== 'undefined') animation.setContext(window);
  15750. this.setAnimationLoop = function (callback) {
  15751. onAnimationFrameCallback = callback;
  15752. xr.setAnimationLoop(callback);
  15753. callback === null ? animation.stop() : animation.start();
  15754. };
  15755. xr.addEventListener('sessionstart', onXRSessionStart);
  15756. xr.addEventListener('sessionend', onXRSessionEnd); // Rendering
  15757. this.render = function (scene, camera) {
  15758. if (camera !== undefined && camera.isCamera !== true) {
  15759. console.error('THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.');
  15760. return;
  15761. }
  15762. if (_isContextLost === true) return; // update scene graph
  15763. if (scene.autoUpdate === true) scene.updateMatrixWorld(); // update camera matrices and frustum
  15764. if (camera.parent === null) camera.updateMatrixWorld();
  15765. if (xr.enabled === true && xr.isPresenting === true) {
  15766. if (xr.cameraAutoUpdate === true) xr.updateCamera(camera);
  15767. camera = xr.getCamera(); // use XR camera for rendering
  15768. } //
  15769. if (scene.isScene === true) scene.onBeforeRender(_this, scene, camera, _currentRenderTarget);
  15770. currentRenderState = renderStates.get(scene, renderStateStack.length);
  15771. currentRenderState.init();
  15772. renderStateStack.push(currentRenderState);
  15773. _projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
  15774. _frustum.setFromProjectionMatrix(_projScreenMatrix);
  15775. _localClippingEnabled = this.localClippingEnabled;
  15776. _clippingEnabled = clipping.init(this.clippingPlanes, _localClippingEnabled, camera);
  15777. currentRenderList = renderLists.get(scene, renderListStack.length);
  15778. currentRenderList.init();
  15779. renderListStack.push(currentRenderList);
  15780. projectObject(scene, camera, 0, _this.sortObjects);
  15781. currentRenderList.finish();
  15782. if (_this.sortObjects === true) {
  15783. currentRenderList.sort(_opaqueSort, _transparentSort);
  15784. } //
  15785. if (_clippingEnabled === true) clipping.beginShadows();
  15786. const shadowsArray = currentRenderState.state.shadowsArray;
  15787. shadowMap.render(shadowsArray, scene, camera);
  15788. if (_clippingEnabled === true) clipping.endShadows(); //
  15789. if (this.info.autoReset === true) this.info.reset(); //
  15790. background.render(currentRenderList, scene); // render scene
  15791. currentRenderState.setupLights(_this.physicallyCorrectLights);
  15792. if (camera.isArrayCamera) {
  15793. const cameras = camera.cameras;
  15794. for (let i = 0, l = cameras.length; i < l; i++) {
  15795. const camera2 = cameras[i];
  15796. renderScene(currentRenderList, scene, camera2, camera2.viewport);
  15797. }
  15798. } else {
  15799. renderScene(currentRenderList, scene, camera);
  15800. } //
  15801. if (_currentRenderTarget !== null) {
  15802. // resolve multisample renderbuffers to a single-sample texture if necessary
  15803. textures.updateMultisampleRenderTarget(_currentRenderTarget); // Generate mipmap if we're using any kind of mipmap filtering
  15804. textures.updateRenderTargetMipmap(_currentRenderTarget);
  15805. } //
  15806. if (scene.isScene === true) scene.onAfterRender(_this, scene, camera); // Ensure depth buffer writing is enabled so it can be cleared on next render
  15807. state.buffers.depth.setTest(true);
  15808. state.buffers.depth.setMask(true);
  15809. state.buffers.color.setMask(true);
  15810. state.setPolygonOffset(false); // _gl.finish();
  15811. bindingStates.resetDefaultState();
  15812. _currentMaterialId = -1;
  15813. _currentCamera = null;
  15814. renderStateStack.pop();
  15815. if (renderStateStack.length > 0) {
  15816. currentRenderState = renderStateStack[renderStateStack.length - 1];
  15817. } else {
  15818. currentRenderState = null;
  15819. }
  15820. renderListStack.pop();
  15821. if (renderListStack.length > 0) {
  15822. currentRenderList = renderListStack[renderListStack.length - 1];
  15823. } else {
  15824. currentRenderList = null;
  15825. }
  15826. };
  15827. function projectObject(object, camera, groupOrder, sortObjects) {
  15828. if (object.visible === false) return;
  15829. const visible = object.layers.test(camera.layers);
  15830. if (visible) {
  15831. if (object.isGroup) {
  15832. groupOrder = object.renderOrder;
  15833. } else if (object.isLOD) {
  15834. if (object.autoUpdate === true) object.update(camera);
  15835. } else if (object.isLight) {
  15836. currentRenderState.pushLight(object);
  15837. if (object.castShadow) {
  15838. currentRenderState.pushShadow(object);
  15839. }
  15840. } else if (object.isSprite) {
  15841. if (!object.frustumCulled || _frustum.intersectsSprite(object)) {
  15842. if (sortObjects) {
  15843. _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);
  15844. }
  15845. const geometry = objects.update(object);
  15846. const material = object.material;
  15847. if (material.visible) {
  15848. currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null);
  15849. }
  15850. }
  15851. } else if (object.isMesh || object.isLine || object.isPoints) {
  15852. if (object.isSkinnedMesh) {
  15853. // update skeleton only once in a frame
  15854. if (object.skeleton.frame !== info.render.frame) {
  15855. object.skeleton.update();
  15856. object.skeleton.frame = info.render.frame;
  15857. }
  15858. }
  15859. if (!object.frustumCulled || _frustum.intersectsObject(object)) {
  15860. if (sortObjects) {
  15861. _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);
  15862. }
  15863. const geometry = objects.update(object);
  15864. const material = object.material;
  15865. if (Array.isArray(material)) {
  15866. const groups = geometry.groups;
  15867. for (let i = 0, l = groups.length; i < l; i++) {
  15868. const group = groups[i];
  15869. const groupMaterial = material[group.materialIndex];
  15870. if (groupMaterial && groupMaterial.visible) {
  15871. currentRenderList.push(object, geometry, groupMaterial, groupOrder, _vector3.z, group);
  15872. }
  15873. }
  15874. } else if (material.visible) {
  15875. currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null);
  15876. }
  15877. }
  15878. }
  15879. }
  15880. const children = object.children;
  15881. for (let i = 0, l = children.length; i < l; i++) {
  15882. projectObject(children[i], camera, groupOrder, sortObjects);
  15883. }
  15884. }
  15885. function renderScene(currentRenderList, scene, camera, viewport) {
  15886. const opaqueObjects = currentRenderList.opaque;
  15887. const transmissiveObjects = currentRenderList.transmissive;
  15888. const transparentObjects = currentRenderList.transparent;
  15889. currentRenderState.setupLightsView(camera);
  15890. if (transmissiveObjects.length > 0) renderTransmissionPass(opaqueObjects, scene, camera);
  15891. if (viewport) state.viewport(_currentViewport.copy(viewport));
  15892. if (opaqueObjects.length > 0) renderObjects(opaqueObjects, scene, camera);
  15893. if (transmissiveObjects.length > 0) renderObjects(transmissiveObjects, scene, camera);
  15894. if (transparentObjects.length > 0) renderObjects(transparentObjects, scene, camera);
  15895. }
  15896. function renderTransmissionPass(opaqueObjects, scene, camera) {
  15897. if (_transmissionRenderTarget === null) {
  15898. const needsAntialias = _antialias === true && capabilities.isWebGL2 === true;
  15899. const renderTargetType = needsAntialias ? WebGLMultisampleRenderTarget : WebGLRenderTarget;
  15900. _transmissionRenderTarget = new renderTargetType(1024, 1024, {
  15901. generateMipmaps: true,
  15902. type: utils.convert(HalfFloatType) !== null ? HalfFloatType : UnsignedByteType,
  15903. minFilter: LinearMipmapLinearFilter,
  15904. magFilter: NearestFilter,
  15905. wrapS: ClampToEdgeWrapping,
  15906. wrapT: ClampToEdgeWrapping,
  15907. useRenderToTexture: extensions.has('WEBGL_multisampled_render_to_texture')
  15908. });
  15909. }
  15910. const currentRenderTarget = _this.getRenderTarget();
  15911. _this.setRenderTarget(_transmissionRenderTarget);
  15912. _this.clear(); // Turn off the features which can affect the frag color for opaque objects pass.
  15913. // Otherwise they are applied twice in opaque objects pass and transmission objects pass.
  15914. const currentToneMapping = _this.toneMapping;
  15915. _this.toneMapping = NoToneMapping;
  15916. renderObjects(opaqueObjects, scene, camera);
  15917. _this.toneMapping = currentToneMapping;
  15918. textures.updateMultisampleRenderTarget(_transmissionRenderTarget);
  15919. textures.updateRenderTargetMipmap(_transmissionRenderTarget);
  15920. _this.setRenderTarget(currentRenderTarget);
  15921. }
  15922. function renderObjects(renderList, scene, camera) {
  15923. const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  15924. for (let i = 0, l = renderList.length; i < l; i++) {
  15925. const renderItem = renderList[i];
  15926. const object = renderItem.object;
  15927. const geometry = renderItem.geometry;
  15928. const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  15929. const group = renderItem.group;
  15930. if (object.layers.test(camera.layers)) {
  15931. renderObject(object, scene, camera, geometry, material, group);
  15932. }
  15933. }
  15934. }
  15935. function renderObject(object, scene, camera, geometry, material, group) {
  15936. object.onBeforeRender(_this, scene, camera, geometry, material, group);
  15937. object.modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse, object.matrixWorld);
  15938. object.normalMatrix.getNormalMatrix(object.modelViewMatrix);
  15939. material.onBeforeRender(_this, scene, camera, geometry, object, group);
  15940. if (material.transparent === true && material.side === DoubleSide) {
  15941. material.side = BackSide;
  15942. material.needsUpdate = true;
  15943. _this.renderBufferDirect(camera, scene, geometry, material, object, group);
  15944. material.side = FrontSide;
  15945. material.needsUpdate = true;
  15946. _this.renderBufferDirect(camera, scene, geometry, material, object, group);
  15947. material.side = DoubleSide;
  15948. } else {
  15949. _this.renderBufferDirect(camera, scene, geometry, material, object, group);
  15950. }
  15951. object.onAfterRender(_this, scene, camera, geometry, material, group);
  15952. }
  15953. function getProgram(material, scene, object) {
  15954. if (scene.isScene !== true) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  15955. const materialProperties = properties.get(material);
  15956. const lights = currentRenderState.state.lights;
  15957. const shadowsArray = currentRenderState.state.shadowsArray;
  15958. const lightsStateVersion = lights.state.version;
  15959. const parameters = programCache.getParameters(material, lights.state, shadowsArray, scene, object);
  15960. const programCacheKey = programCache.getProgramCacheKey(parameters);
  15961. let programs = materialProperties.programs; // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change
  15962. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  15963. materialProperties.fog = scene.fog;
  15964. materialProperties.envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || materialProperties.environment);
  15965. if (programs === undefined) {
  15966. // new material
  15967. material.addEventListener('dispose', onMaterialDispose);
  15968. programs = new Map();
  15969. materialProperties.programs = programs;
  15970. }
  15971. let program = programs.get(programCacheKey);
  15972. if (program !== undefined) {
  15973. // early out if program and light state is identical
  15974. if (materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion) {
  15975. updateCommonMaterialProperties(material, parameters);
  15976. return program;
  15977. }
  15978. } else {
  15979. parameters.uniforms = programCache.getUniforms(material);
  15980. material.onBuild(object, parameters, _this);
  15981. material.onBeforeCompile(parameters, _this);
  15982. program = programCache.acquireProgram(parameters, programCacheKey);
  15983. programs.set(programCacheKey, program);
  15984. materialProperties.uniforms = parameters.uniforms;
  15985. }
  15986. const uniforms = materialProperties.uniforms;
  15987. if (!material.isShaderMaterial && !material.isRawShaderMaterial || material.clipping === true) {
  15988. uniforms.clippingPlanes = clipping.uniform;
  15989. }
  15990. updateCommonMaterialProperties(material, parameters); // store the light setup it was created for
  15991. materialProperties.needsLights = materialNeedsLights(material);
  15992. materialProperties.lightsStateVersion = lightsStateVersion;
  15993. if (materialProperties.needsLights) {
  15994. // wire up the material to this renderer's lighting state
  15995. uniforms.ambientLightColor.value = lights.state.ambient;
  15996. uniforms.lightProbe.value = lights.state.probe;
  15997. uniforms.directionalLights.value = lights.state.directional;
  15998. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  15999. uniforms.spotLights.value = lights.state.spot;
  16000. uniforms.spotLightShadows.value = lights.state.spotShadow;
  16001. uniforms.rectAreaLights.value = lights.state.rectArea;
  16002. uniforms.ltc_1.value = lights.state.rectAreaLTC1;
  16003. uniforms.ltc_2.value = lights.state.rectAreaLTC2;
  16004. uniforms.pointLights.value = lights.state.point;
  16005. uniforms.pointLightShadows.value = lights.state.pointShadow;
  16006. uniforms.hemisphereLights.value = lights.state.hemi;
  16007. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  16008. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  16009. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  16010. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  16011. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  16012. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; // TODO (abelnation): add area lights shadow info to uniforms
  16013. }
  16014. const progUniforms = program.getUniforms();
  16015. const uniformsList = WebGLUniforms.seqWithValue(progUniforms.seq, uniforms);
  16016. materialProperties.currentProgram = program;
  16017. materialProperties.uniformsList = uniformsList;
  16018. return program;
  16019. }
  16020. function updateCommonMaterialProperties(material, parameters) {
  16021. const materialProperties = properties.get(material);
  16022. materialProperties.outputEncoding = parameters.outputEncoding;
  16023. materialProperties.instancing = parameters.instancing;
  16024. materialProperties.skinning = parameters.skinning;
  16025. materialProperties.morphTargets = parameters.morphTargets;
  16026. materialProperties.morphNormals = parameters.morphNormals;
  16027. materialProperties.morphTargetsCount = parameters.morphTargetsCount;
  16028. materialProperties.numClippingPlanes = parameters.numClippingPlanes;
  16029. materialProperties.numIntersection = parameters.numClipIntersection;
  16030. materialProperties.vertexAlphas = parameters.vertexAlphas;
  16031. materialProperties.vertexTangents = parameters.vertexTangents;
  16032. }
  16033. function setProgram(camera, scene, geometry, material, object) {
  16034. if (scene.isScene !== true) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  16035. textures.resetTextureUnits();
  16036. const fog = scene.fog;
  16037. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  16038. const encoding = _currentRenderTarget === null ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  16039. const envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || environment);
  16040. const vertexAlphas = material.vertexColors === true && !!geometry.attributes.color && geometry.attributes.color.itemSize === 4;
  16041. const vertexTangents = !!material.normalMap && !!geometry.attributes.tangent;
  16042. const morphTargets = !!geometry.morphAttributes.position;
  16043. const morphNormals = !!geometry.morphAttributes.normal;
  16044. const morphTargetsCount = !!geometry.morphAttributes.position ? geometry.morphAttributes.position.length : 0;
  16045. const materialProperties = properties.get(material);
  16046. const lights = currentRenderState.state.lights;
  16047. if (_clippingEnabled === true) {
  16048. if (_localClippingEnabled === true || camera !== _currentCamera) {
  16049. const useCache = camera === _currentCamera && material.id === _currentMaterialId; // we might want to call this function with some ClippingGroup
  16050. // object instead of the material, once it becomes feasible
  16051. // (#8465, #8379)
  16052. clipping.setState(material, camera, useCache);
  16053. }
  16054. } //
  16055. let needsProgramChange = false;
  16056. if (material.version === materialProperties.__version) {
  16057. if (materialProperties.needsLights && materialProperties.lightsStateVersion !== lights.state.version) {
  16058. needsProgramChange = true;
  16059. } else if (materialProperties.outputEncoding !== encoding) {
  16060. needsProgramChange = true;
  16061. } else if (object.isInstancedMesh && materialProperties.instancing === false) {
  16062. needsProgramChange = true;
  16063. } else if (!object.isInstancedMesh && materialProperties.instancing === true) {
  16064. needsProgramChange = true;
  16065. } else if (object.isSkinnedMesh && materialProperties.skinning === false) {
  16066. needsProgramChange = true;
  16067. } else if (!object.isSkinnedMesh && materialProperties.skinning === true) {
  16068. needsProgramChange = true;
  16069. } else if (materialProperties.envMap !== envMap) {
  16070. needsProgramChange = true;
  16071. } else if (material.fog && materialProperties.fog !== fog) {
  16072. needsProgramChange = true;
  16073. } else if (materialProperties.numClippingPlanes !== undefined && (materialProperties.numClippingPlanes !== clipping.numPlanes || materialProperties.numIntersection !== clipping.numIntersection)) {
  16074. needsProgramChange = true;
  16075. } else if (materialProperties.vertexAlphas !== vertexAlphas) {
  16076. needsProgramChange = true;
  16077. } else if (materialProperties.vertexTangents !== vertexTangents) {
  16078. needsProgramChange = true;
  16079. } else if (materialProperties.morphTargets !== morphTargets) {
  16080. needsProgramChange = true;
  16081. } else if (materialProperties.morphNormals !== morphNormals) {
  16082. needsProgramChange = true;
  16083. } else if (capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount) {
  16084. needsProgramChange = true;
  16085. }
  16086. } else {
  16087. needsProgramChange = true;
  16088. materialProperties.__version = material.version;
  16089. } //
  16090. let program = materialProperties.currentProgram;
  16091. if (needsProgramChange === true) {
  16092. program = getProgram(material, scene, object);
  16093. }
  16094. let refreshProgram = false;
  16095. let refreshMaterial = false;
  16096. let refreshLights = false;
  16097. const p_uniforms = program.getUniforms(),
  16098. m_uniforms = materialProperties.uniforms;
  16099. if (state.useProgram(program.program)) {
  16100. refreshProgram = true;
  16101. refreshMaterial = true;
  16102. refreshLights = true;
  16103. }
  16104. if (material.id !== _currentMaterialId) {
  16105. _currentMaterialId = material.id;
  16106. refreshMaterial = true;
  16107. }
  16108. if (refreshProgram || _currentCamera !== camera) {
  16109. p_uniforms.setValue(_gl, 'projectionMatrix', camera.projectionMatrix);
  16110. if (capabilities.logarithmicDepthBuffer) {
  16111. p_uniforms.setValue(_gl, 'logDepthBufFC', 2.0 / (Math.log(camera.far + 1.0) / Math.LN2));
  16112. }
  16113. if (_currentCamera !== camera) {
  16114. _currentCamera = camera; // lighting uniforms depend on the camera so enforce an update
  16115. // now, in case this material supports lights - or later, when
  16116. // the next material that does gets activated:
  16117. refreshMaterial = true; // set to true on material change
  16118. refreshLights = true; // remains set until update done
  16119. } // load material specific uniforms
  16120. // (shader material also gets them for the sake of genericity)
  16121. if (material.isShaderMaterial || material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshStandardMaterial || material.envMap) {
  16122. const uCamPos = p_uniforms.map.cameraPosition;
  16123. if (uCamPos !== undefined) {
  16124. uCamPos.setValue(_gl, _vector3.setFromMatrixPosition(camera.matrixWorld));
  16125. }
  16126. }
  16127. if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial) {
  16128. p_uniforms.setValue(_gl, 'isOrthographic', camera.isOrthographicCamera === true);
  16129. }
  16130. if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial || material.isShadowMaterial || object.isSkinnedMesh) {
  16131. p_uniforms.setValue(_gl, 'viewMatrix', camera.matrixWorldInverse);
  16132. }
  16133. } // skinning and morph target uniforms must be set even if material didn't change
  16134. // auto-setting of texture unit for bone and morph texture must go before other textures
  16135. // otherwise textures used for skinning and morphing can take over texture units reserved for other material textures
  16136. if (object.isSkinnedMesh) {
  16137. p_uniforms.setOptional(_gl, object, 'bindMatrix');
  16138. p_uniforms.setOptional(_gl, object, 'bindMatrixInverse');
  16139. const skeleton = object.skeleton;
  16140. if (skeleton) {
  16141. if (capabilities.floatVertexTextures) {
  16142. if (skeleton.boneTexture === null) skeleton.computeBoneTexture();
  16143. p_uniforms.setValue(_gl, 'boneTexture', skeleton.boneTexture, textures);
  16144. p_uniforms.setValue(_gl, 'boneTextureSize', skeleton.boneTextureSize);
  16145. } else {
  16146. p_uniforms.setOptional(_gl, skeleton, 'boneMatrices');
  16147. }
  16148. }
  16149. }
  16150. if (!!geometry && (geometry.morphAttributes.position !== undefined || geometry.morphAttributes.normal !== undefined)) {
  16151. morphtargets.update(object, geometry, material, program);
  16152. }
  16153. if (refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow) {
  16154. materialProperties.receiveShadow = object.receiveShadow;
  16155. p_uniforms.setValue(_gl, 'receiveShadow', object.receiveShadow);
  16156. }
  16157. if (refreshMaterial) {
  16158. p_uniforms.setValue(_gl, 'toneMappingExposure', _this.toneMappingExposure);
  16159. if (materialProperties.needsLights) {
  16160. // the current material requires lighting info
  16161. // note: all lighting uniforms are always set correctly
  16162. // they simply reference the renderer's state for their
  16163. // values
  16164. //
  16165. // use the current material's .needsUpdate flags to set
  16166. // the GL state when required
  16167. markUniformsLightsNeedsUpdate(m_uniforms, refreshLights);
  16168. } // refresh uniforms common to several materials
  16169. if (fog && material.fog) {
  16170. materials.refreshFogUniforms(m_uniforms, fog);
  16171. }
  16172. materials.refreshMaterialUniforms(m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget);
  16173. WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures);
  16174. }
  16175. if (material.isShaderMaterial && material.uniformsNeedUpdate === true) {
  16176. WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures);
  16177. material.uniformsNeedUpdate = false;
  16178. }
  16179. if (material.isSpriteMaterial) {
  16180. p_uniforms.setValue(_gl, 'center', object.center);
  16181. } // common matrices
  16182. p_uniforms.setValue(_gl, 'modelViewMatrix', object.modelViewMatrix);
  16183. p_uniforms.setValue(_gl, 'normalMatrix', object.normalMatrix);
  16184. p_uniforms.setValue(_gl, 'modelMatrix', object.matrixWorld);
  16185. return program;
  16186. } // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  16187. function markUniformsLightsNeedsUpdate(uniforms, value) {
  16188. uniforms.ambientLightColor.needsUpdate = value;
  16189. uniforms.lightProbe.needsUpdate = value;
  16190. uniforms.directionalLights.needsUpdate = value;
  16191. uniforms.directionalLightShadows.needsUpdate = value;
  16192. uniforms.pointLights.needsUpdate = value;
  16193. uniforms.pointLightShadows.needsUpdate = value;
  16194. uniforms.spotLights.needsUpdate = value;
  16195. uniforms.spotLightShadows.needsUpdate = value;
  16196. uniforms.rectAreaLights.needsUpdate = value;
  16197. uniforms.hemisphereLights.needsUpdate = value;
  16198. }
  16199. function materialNeedsLights(material) {
  16200. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.isShadowMaterial || material.isShaderMaterial && material.lights === true;
  16201. }
  16202. this.getActiveCubeFace = function () {
  16203. return _currentActiveCubeFace;
  16204. };
  16205. this.getActiveMipmapLevel = function () {
  16206. return _currentActiveMipmapLevel;
  16207. };
  16208. this.getRenderTarget = function () {
  16209. return _currentRenderTarget;
  16210. };
  16211. this.setRenderTargetTextures = function (renderTarget, colorTexture, depthTexture) {
  16212. properties.get(renderTarget.texture).__webglTexture = colorTexture;
  16213. properties.get(renderTarget.depthTexture).__webglTexture = depthTexture;
  16214. const renderTargetProperties = properties.get(renderTarget);
  16215. renderTargetProperties.__hasExternalTextures = true;
  16216. if (renderTargetProperties.__hasExternalTextures) {
  16217. renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;
  16218. if (!renderTargetProperties.__autoAllocateDepthBuffer) {
  16219. // The multisample_render_to_texture extension doesn't work properly if there
  16220. // are midframe flushes and an external depth buffer. Disable use of the extension.
  16221. if (renderTarget.useRenderToTexture) {
  16222. console.warn('render-to-texture extension was disabled because an external texture was provided');
  16223. renderTarget.useRenderToTexture = false;
  16224. renderTarget.useRenderbuffer = true;
  16225. }
  16226. }
  16227. }
  16228. };
  16229. this.setRenderTargetFramebuffer = function (renderTarget, defaultFramebuffer) {
  16230. const renderTargetProperties = properties.get(renderTarget);
  16231. renderTargetProperties.__webglFramebuffer = defaultFramebuffer;
  16232. renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;
  16233. };
  16234. this.setRenderTarget = function (renderTarget, activeCubeFace = 0, activeMipmapLevel = 0) {
  16235. _currentRenderTarget = renderTarget;
  16236. _currentActiveCubeFace = activeCubeFace;
  16237. _currentActiveMipmapLevel = activeMipmapLevel;
  16238. let useDefaultFramebuffer = true;
  16239. if (renderTarget) {
  16240. const renderTargetProperties = properties.get(renderTarget);
  16241. if (renderTargetProperties.__useDefaultFramebuffer !== undefined) {
  16242. // We need to make sure to rebind the framebuffer.
  16243. state.bindFramebuffer(_gl.FRAMEBUFFER, null);
  16244. useDefaultFramebuffer = false;
  16245. } else if (renderTargetProperties.__webglFramebuffer === undefined) {
  16246. textures.setupRenderTarget(renderTarget);
  16247. } else if (renderTargetProperties.__hasExternalTextures) {
  16248. // Color and depth texture must be rebound in order for the swapchain to update.
  16249. textures.rebindTextures(renderTarget, properties.get(renderTarget.texture).__webglTexture, properties.get(renderTarget.depthTexture).__webglTexture);
  16250. }
  16251. }
  16252. let framebuffer = null;
  16253. let isCube = false;
  16254. let isRenderTarget3D = false;
  16255. if (renderTarget) {
  16256. const texture = renderTarget.texture;
  16257. if (texture.isDataTexture3D || texture.isDataTexture2DArray) {
  16258. isRenderTarget3D = true;
  16259. }
  16260. const __webglFramebuffer = properties.get(renderTarget).__webglFramebuffer;
  16261. if (renderTarget.isWebGLCubeRenderTarget) {
  16262. framebuffer = __webglFramebuffer[activeCubeFace];
  16263. isCube = true;
  16264. } else if (renderTarget.useRenderbuffer) {
  16265. framebuffer = properties.get(renderTarget).__webglMultisampledFramebuffer;
  16266. } else {
  16267. framebuffer = __webglFramebuffer;
  16268. }
  16269. _currentViewport.copy(renderTarget.viewport);
  16270. _currentScissor.copy(renderTarget.scissor);
  16271. _currentScissorTest = renderTarget.scissorTest;
  16272. } else {
  16273. _currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor();
  16274. _currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor();
  16275. _currentScissorTest = _scissorTest;
  16276. }
  16277. const framebufferBound = state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
  16278. if (framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer) {
  16279. let needsUpdate = false;
  16280. if (renderTarget) {
  16281. if (renderTarget.isWebGLMultipleRenderTargets) {
  16282. const textures = renderTarget.texture;
  16283. if (_currentDrawBuffers.length !== textures.length || _currentDrawBuffers[0] !== _gl.COLOR_ATTACHMENT0) {
  16284. for (let i = 0, il = textures.length; i < il; i++) {
  16285. _currentDrawBuffers[i] = _gl.COLOR_ATTACHMENT0 + i;
  16286. }
  16287. _currentDrawBuffers.length = textures.length;
  16288. needsUpdate = true;
  16289. }
  16290. } else {
  16291. if (_currentDrawBuffers.length !== 1 || _currentDrawBuffers[0] !== _gl.COLOR_ATTACHMENT0) {
  16292. _currentDrawBuffers[0] = _gl.COLOR_ATTACHMENT0;
  16293. _currentDrawBuffers.length = 1;
  16294. needsUpdate = true;
  16295. }
  16296. }
  16297. } else {
  16298. if (_currentDrawBuffers.length !== 1 || _currentDrawBuffers[0] !== _gl.BACK) {
  16299. _currentDrawBuffers[0] = _gl.BACK;
  16300. _currentDrawBuffers.length = 1;
  16301. needsUpdate = true;
  16302. }
  16303. }
  16304. if (needsUpdate) {
  16305. if (capabilities.isWebGL2) {
  16306. _gl.drawBuffers(_currentDrawBuffers);
  16307. } else {
  16308. extensions.get('WEBGL_draw_buffers').drawBuffersWEBGL(_currentDrawBuffers);
  16309. }
  16310. }
  16311. }
  16312. state.viewport(_currentViewport);
  16313. state.scissor(_currentScissor);
  16314. state.setScissorTest(_currentScissorTest);
  16315. if (isCube) {
  16316. const textureProperties = properties.get(renderTarget.texture);
  16317. _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel);
  16318. } else if (isRenderTarget3D) {
  16319. const textureProperties = properties.get(renderTarget.texture);
  16320. const layer = activeCubeFace || 0;
  16321. _gl.framebufferTextureLayer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer);
  16322. }
  16323. _currentMaterialId = -1; // reset current material to ensure correct uniform bindings
  16324. };
  16325. this.readRenderTargetPixels = function (renderTarget, x, y, width, height, buffer, activeCubeFaceIndex) {
  16326. if (!(renderTarget && renderTarget.isWebGLRenderTarget)) {
  16327. console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.');
  16328. return;
  16329. }
  16330. let framebuffer = properties.get(renderTarget).__webglFramebuffer;
  16331. if (renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined) {
  16332. framebuffer = framebuffer[activeCubeFaceIndex];
  16333. }
  16334. if (framebuffer) {
  16335. state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
  16336. try {
  16337. const texture = renderTarget.texture;
  16338. const textureFormat = texture.format;
  16339. const textureType = texture.type;
  16340. if (textureFormat !== RGBAFormat && utils.convert(textureFormat) !== _gl.getParameter(_gl.IMPLEMENTATION_COLOR_READ_FORMAT)) {
  16341. console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.');
  16342. return;
  16343. }
  16344. const halfFloatSupportedByExt = textureType === HalfFloatType && (extensions.has('EXT_color_buffer_half_float') || capabilities.isWebGL2 && extensions.has('EXT_color_buffer_float'));
  16345. if (textureType !== UnsignedByteType && utils.convert(textureType) !== _gl.getParameter(_gl.IMPLEMENTATION_COLOR_READ_TYPE) && // Edge and Chrome Mac < 52 (#9513)
  16346. !(textureType === FloatType && (capabilities.isWebGL2 || extensions.has('OES_texture_float') || extensions.has('WEBGL_color_buffer_float'))) && // Chrome Mac >= 52 and Firefox
  16347. !halfFloatSupportedByExt) {
  16348. console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.');
  16349. return;
  16350. }
  16351. if (_gl.checkFramebufferStatus(_gl.FRAMEBUFFER) === _gl.FRAMEBUFFER_COMPLETE) {
  16352. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  16353. if (x >= 0 && x <= renderTarget.width - width && y >= 0 && y <= renderTarget.height - height) {
  16354. _gl.readPixels(x, y, width, height, utils.convert(textureFormat), utils.convert(textureType), buffer);
  16355. }
  16356. } else {
  16357. console.error('THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.');
  16358. }
  16359. } finally {
  16360. // restore framebuffer of current render target if necessary
  16361. const framebuffer = _currentRenderTarget !== null ? properties.get(_currentRenderTarget).__webglFramebuffer : null;
  16362. state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
  16363. }
  16364. }
  16365. };
  16366. this.copyFramebufferToTexture = function (position, texture, level = 0) {
  16367. const levelScale = Math.pow(2, -level);
  16368. const width = Math.floor(texture.image.width * levelScale);
  16369. const height = Math.floor(texture.image.height * levelScale);
  16370. let glFormat = utils.convert(texture.format);
  16371. if (capabilities.isWebGL2) {
  16372. // Workaround for https://bugs.chromium.org/p/chromium/issues/detail?id=1120100
  16373. // Not needed in Chrome 93+
  16374. if (glFormat === _gl.RGB) glFormat = _gl.RGB8;
  16375. if (glFormat === _gl.RGBA) glFormat = _gl.RGBA8;
  16376. }
  16377. textures.setTexture2D(texture, 0);
  16378. _gl.copyTexImage2D(_gl.TEXTURE_2D, level, glFormat, position.x, position.y, width, height, 0);
  16379. state.unbindTexture();
  16380. };
  16381. this.copyTextureToTexture = function (position, srcTexture, dstTexture, level = 0) {
  16382. const width = srcTexture.image.width;
  16383. const height = srcTexture.image.height;
  16384. const glFormat = utils.convert(dstTexture.format);
  16385. const glType = utils.convert(dstTexture.type);
  16386. textures.setTexture2D(dstTexture, 0); // As another texture upload may have changed pixelStorei
  16387. // parameters, make sure they are correct for the dstTexture
  16388. _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY);
  16389. _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha);
  16390. _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment);
  16391. if (srcTexture.isDataTexture) {
  16392. _gl.texSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data);
  16393. } else {
  16394. if (srcTexture.isCompressedTexture) {
  16395. _gl.compressedTexSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[0].width, srcTexture.mipmaps[0].height, glFormat, srcTexture.mipmaps[0].data);
  16396. } else {
  16397. _gl.texSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image);
  16398. }
  16399. } // Generate mipmaps only when copying level 0
  16400. if (level === 0 && dstTexture.generateMipmaps) _gl.generateMipmap(_gl.TEXTURE_2D);
  16401. state.unbindTexture();
  16402. };
  16403. this.copyTextureToTexture3D = function (sourceBox, position, srcTexture, dstTexture, level = 0) {
  16404. if (_this.isWebGL1Renderer) {
  16405. console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.');
  16406. return;
  16407. }
  16408. const width = sourceBox.max.x - sourceBox.min.x + 1;
  16409. const height = sourceBox.max.y - sourceBox.min.y + 1;
  16410. const depth = sourceBox.max.z - sourceBox.min.z + 1;
  16411. const glFormat = utils.convert(dstTexture.format);
  16412. const glType = utils.convert(dstTexture.type);
  16413. let glTarget;
  16414. if (dstTexture.isDataTexture3D) {
  16415. textures.setTexture3D(dstTexture, 0);
  16416. glTarget = _gl.TEXTURE_3D;
  16417. } else if (dstTexture.isDataTexture2DArray) {
  16418. textures.setTexture2DArray(dstTexture, 0);
  16419. glTarget = _gl.TEXTURE_2D_ARRAY;
  16420. } else {
  16421. console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.');
  16422. return;
  16423. }
  16424. _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY);
  16425. _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha);
  16426. _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment);
  16427. const unpackRowLen = _gl.getParameter(_gl.UNPACK_ROW_LENGTH);
  16428. const unpackImageHeight = _gl.getParameter(_gl.UNPACK_IMAGE_HEIGHT);
  16429. const unpackSkipPixels = _gl.getParameter(_gl.UNPACK_SKIP_PIXELS);
  16430. const unpackSkipRows = _gl.getParameter(_gl.UNPACK_SKIP_ROWS);
  16431. const unpackSkipImages = _gl.getParameter(_gl.UNPACK_SKIP_IMAGES);
  16432. const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[0] : srcTexture.image;
  16433. _gl.pixelStorei(_gl.UNPACK_ROW_LENGTH, image.width);
  16434. _gl.pixelStorei(_gl.UNPACK_IMAGE_HEIGHT, image.height);
  16435. _gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS, sourceBox.min.x);
  16436. _gl.pixelStorei(_gl.UNPACK_SKIP_ROWS, sourceBox.min.y);
  16437. _gl.pixelStorei(_gl.UNPACK_SKIP_IMAGES, sourceBox.min.z);
  16438. if (srcTexture.isDataTexture || srcTexture.isDataTexture3D) {
  16439. _gl.texSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data);
  16440. } else {
  16441. if (srcTexture.isCompressedTexture) {
  16442. console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.');
  16443. _gl.compressedTexSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data);
  16444. } else {
  16445. _gl.texSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image);
  16446. }
  16447. }
  16448. _gl.pixelStorei(_gl.UNPACK_ROW_LENGTH, unpackRowLen);
  16449. _gl.pixelStorei(_gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight);
  16450. _gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS, unpackSkipPixels);
  16451. _gl.pixelStorei(_gl.UNPACK_SKIP_ROWS, unpackSkipRows);
  16452. _gl.pixelStorei(_gl.UNPACK_SKIP_IMAGES, unpackSkipImages); // Generate mipmaps only when copying level 0
  16453. if (level === 0 && dstTexture.generateMipmaps) _gl.generateMipmap(glTarget);
  16454. state.unbindTexture();
  16455. };
  16456. this.initTexture = function (texture) {
  16457. textures.setTexture2D(texture, 0);
  16458. state.unbindTexture();
  16459. };
  16460. this.resetState = function () {
  16461. _currentActiveCubeFace = 0;
  16462. _currentActiveMipmapLevel = 0;
  16463. _currentRenderTarget = null;
  16464. state.reset();
  16465. bindingStates.reset();
  16466. };
  16467. if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
  16468. __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', {
  16469. detail: this
  16470. })); // eslint-disable-line no-undef
  16471. }
  16472. }
  16473. WebGLRenderer.prototype.isWebGLRenderer = true;
  16474. class WebGL1Renderer extends WebGLRenderer {}
  16475. WebGL1Renderer.prototype.isWebGL1Renderer = true;
  16476. class FogExp2 {
  16477. constructor(color, density = 0.00025) {
  16478. this.name = '';
  16479. this.color = new Color(color);
  16480. this.density = density;
  16481. }
  16482. clone() {
  16483. return new FogExp2(this.color, this.density);
  16484. }
  16485. toJSON() {
  16486. return {
  16487. type: 'FogExp2',
  16488. color: this.color.getHex(),
  16489. density: this.density
  16490. };
  16491. }
  16492. }
  16493. FogExp2.prototype.isFogExp2 = true;
  16494. class Fog {
  16495. constructor(color, near = 1, far = 1000) {
  16496. this.name = '';
  16497. this.color = new Color(color);
  16498. this.near = near;
  16499. this.far = far;
  16500. }
  16501. clone() {
  16502. return new Fog(this.color, this.near, this.far);
  16503. }
  16504. toJSON() {
  16505. return {
  16506. type: 'Fog',
  16507. color: this.color.getHex(),
  16508. near: this.near,
  16509. far: this.far
  16510. };
  16511. }
  16512. }
  16513. Fog.prototype.isFog = true;
  16514. class Scene extends Object3D {
  16515. constructor() {
  16516. super();
  16517. this.type = 'Scene';
  16518. this.background = null;
  16519. this.environment = null;
  16520. this.fog = null;
  16521. this.overrideMaterial = null;
  16522. this.autoUpdate = true; // checked by the renderer
  16523. if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
  16524. __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', {
  16525. detail: this
  16526. })); // eslint-disable-line no-undef
  16527. }
  16528. }
  16529. copy(source, recursive) {
  16530. super.copy(source, recursive);
  16531. if (source.background !== null) this.background = source.background.clone();
  16532. if (source.environment !== null) this.environment = source.environment.clone();
  16533. if (source.fog !== null) this.fog = source.fog.clone();
  16534. if (source.overrideMaterial !== null) this.overrideMaterial = source.overrideMaterial.clone();
  16535. this.autoUpdate = source.autoUpdate;
  16536. this.matrixAutoUpdate = source.matrixAutoUpdate;
  16537. return this;
  16538. }
  16539. toJSON(meta) {
  16540. const data = super.toJSON(meta);
  16541. if (this.fog !== null) data.object.fog = this.fog.toJSON();
  16542. return data;
  16543. }
  16544. }
  16545. Scene.prototype.isScene = true;
  16546. class InterleavedBuffer {
  16547. constructor(array, stride) {
  16548. this.array = array;
  16549. this.stride = stride;
  16550. this.count = array !== undefined ? array.length / stride : 0;
  16551. this.usage = StaticDrawUsage;
  16552. this.updateRange = {
  16553. offset: 0,
  16554. count: -1
  16555. };
  16556. this.version = 0;
  16557. this.uuid = generateUUID();
  16558. }
  16559. onUploadCallback() {}
  16560. set needsUpdate(value) {
  16561. if (value === true) this.version++;
  16562. }
  16563. setUsage(value) {
  16564. this.usage = value;
  16565. return this;
  16566. }
  16567. copy(source) {
  16568. this.array = new source.array.constructor(source.array);
  16569. this.count = source.count;
  16570. this.stride = source.stride;
  16571. this.usage = source.usage;
  16572. return this;
  16573. }
  16574. copyAt(index1, attribute, index2) {
  16575. index1 *= this.stride;
  16576. index2 *= attribute.stride;
  16577. for (let i = 0, l = this.stride; i < l; i++) {
  16578. this.array[index1 + i] = attribute.array[index2 + i];
  16579. }
  16580. return this;
  16581. }
  16582. set(value, offset = 0) {
  16583. this.array.set(value, offset);
  16584. return this;
  16585. }
  16586. clone(data) {
  16587. if (data.arrayBuffers === undefined) {
  16588. data.arrayBuffers = {};
  16589. }
  16590. if (this.array.buffer._uuid === undefined) {
  16591. this.array.buffer._uuid = generateUUID();
  16592. }
  16593. if (data.arrayBuffers[this.array.buffer._uuid] === undefined) {
  16594. data.arrayBuffers[this.array.buffer._uuid] = this.array.slice(0).buffer;
  16595. }
  16596. const array = new this.array.constructor(data.arrayBuffers[this.array.buffer._uuid]);
  16597. const ib = new this.constructor(array, this.stride);
  16598. ib.setUsage(this.usage);
  16599. return ib;
  16600. }
  16601. onUpload(callback) {
  16602. this.onUploadCallback = callback;
  16603. return this;
  16604. }
  16605. toJSON(data) {
  16606. if (data.arrayBuffers === undefined) {
  16607. data.arrayBuffers = {};
  16608. } // generate UUID for array buffer if necessary
  16609. if (this.array.buffer._uuid === undefined) {
  16610. this.array.buffer._uuid = generateUUID();
  16611. }
  16612. if (data.arrayBuffers[this.array.buffer._uuid] === undefined) {
  16613. data.arrayBuffers[this.array.buffer._uuid] = Array.prototype.slice.call(new Uint32Array(this.array.buffer));
  16614. } //
  16615. return {
  16616. uuid: this.uuid,
  16617. buffer: this.array.buffer._uuid,
  16618. type: this.array.constructor.name,
  16619. stride: this.stride
  16620. };
  16621. }
  16622. }
  16623. InterleavedBuffer.prototype.isInterleavedBuffer = true;
  16624. const _vector$6 = /*@__PURE__*/new Vector3();
  16625. class InterleavedBufferAttribute {
  16626. constructor(interleavedBuffer, itemSize, offset, normalized = false) {
  16627. this.name = '';
  16628. this.data = interleavedBuffer;
  16629. this.itemSize = itemSize;
  16630. this.offset = offset;
  16631. this.normalized = normalized === true;
  16632. }
  16633. get count() {
  16634. return this.data.count;
  16635. }
  16636. get array() {
  16637. return this.data.array;
  16638. }
  16639. set needsUpdate(value) {
  16640. this.data.needsUpdate = value;
  16641. }
  16642. applyMatrix4(m) {
  16643. for (let i = 0, l = this.data.count; i < l; i++) {
  16644. _vector$6.x = this.getX(i);
  16645. _vector$6.y = this.getY(i);
  16646. _vector$6.z = this.getZ(i);
  16647. _vector$6.applyMatrix4(m);
  16648. this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z);
  16649. }
  16650. return this;
  16651. }
  16652. applyNormalMatrix(m) {
  16653. for (let i = 0, l = this.count; i < l; i++) {
  16654. _vector$6.x = this.getX(i);
  16655. _vector$6.y = this.getY(i);
  16656. _vector$6.z = this.getZ(i);
  16657. _vector$6.applyNormalMatrix(m);
  16658. this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z);
  16659. }
  16660. return this;
  16661. }
  16662. transformDirection(m) {
  16663. for (let i = 0, l = this.count; i < l; i++) {
  16664. _vector$6.x = this.getX(i);
  16665. _vector$6.y = this.getY(i);
  16666. _vector$6.z = this.getZ(i);
  16667. _vector$6.transformDirection(m);
  16668. this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z);
  16669. }
  16670. return this;
  16671. }
  16672. setX(index, x) {
  16673. this.data.array[index * this.data.stride + this.offset] = x;
  16674. return this;
  16675. }
  16676. setY(index, y) {
  16677. this.data.array[index * this.data.stride + this.offset + 1] = y;
  16678. return this;
  16679. }
  16680. setZ(index, z) {
  16681. this.data.array[index * this.data.stride + this.offset + 2] = z;
  16682. return this;
  16683. }
  16684. setW(index, w) {
  16685. this.data.array[index * this.data.stride + this.offset + 3] = w;
  16686. return this;
  16687. }
  16688. getX(index) {
  16689. return this.data.array[index * this.data.stride + this.offset];
  16690. }
  16691. getY(index) {
  16692. return this.data.array[index * this.data.stride + this.offset + 1];
  16693. }
  16694. getZ(index) {
  16695. return this.data.array[index * this.data.stride + this.offset + 2];
  16696. }
  16697. getW(index) {
  16698. return this.data.array[index * this.data.stride + this.offset + 3];
  16699. }
  16700. setXY(index, x, y) {
  16701. index = index * this.data.stride + this.offset;
  16702. this.data.array[index + 0] = x;
  16703. this.data.array[index + 1] = y;
  16704. return this;
  16705. }
  16706. setXYZ(index, x, y, z) {
  16707. index = index * this.data.stride + this.offset;
  16708. this.data.array[index + 0] = x;
  16709. this.data.array[index + 1] = y;
  16710. this.data.array[index + 2] = z;
  16711. return this;
  16712. }
  16713. setXYZW(index, x, y, z, w) {
  16714. index = index * this.data.stride + this.offset;
  16715. this.data.array[index + 0] = x;
  16716. this.data.array[index + 1] = y;
  16717. this.data.array[index + 2] = z;
  16718. this.data.array[index + 3] = w;
  16719. return this;
  16720. }
  16721. clone(data) {
  16722. if (data === undefined) {
  16723. console.log('THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.');
  16724. const array = [];
  16725. for (let i = 0; i < this.count; i++) {
  16726. const index = i * this.data.stride + this.offset;
  16727. for (let j = 0; j < this.itemSize; j++) {
  16728. array.push(this.data.array[index + j]);
  16729. }
  16730. }
  16731. return new BufferAttribute(new this.array.constructor(array), this.itemSize, this.normalized);
  16732. } else {
  16733. if (data.interleavedBuffers === undefined) {
  16734. data.interleavedBuffers = {};
  16735. }
  16736. if (data.interleavedBuffers[this.data.uuid] === undefined) {
  16737. data.interleavedBuffers[this.data.uuid] = this.data.clone(data);
  16738. }
  16739. return new InterleavedBufferAttribute(data.interleavedBuffers[this.data.uuid], this.itemSize, this.offset, this.normalized);
  16740. }
  16741. }
  16742. toJSON(data) {
  16743. if (data === undefined) {
  16744. console.log('THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.');
  16745. const array = [];
  16746. for (let i = 0; i < this.count; i++) {
  16747. const index = i * this.data.stride + this.offset;
  16748. for (let j = 0; j < this.itemSize; j++) {
  16749. array.push(this.data.array[index + j]);
  16750. }
  16751. } // deinterleave data and save it as an ordinary buffer attribute for now
  16752. return {
  16753. itemSize: this.itemSize,
  16754. type: this.array.constructor.name,
  16755. array: array,
  16756. normalized: this.normalized
  16757. };
  16758. } else {
  16759. // save as true interlaved attribtue
  16760. if (data.interleavedBuffers === undefined) {
  16761. data.interleavedBuffers = {};
  16762. }
  16763. if (data.interleavedBuffers[this.data.uuid] === undefined) {
  16764. data.interleavedBuffers[this.data.uuid] = this.data.toJSON(data);
  16765. }
  16766. return {
  16767. isInterleavedBufferAttribute: true,
  16768. itemSize: this.itemSize,
  16769. data: this.data.uuid,
  16770. offset: this.offset,
  16771. normalized: this.normalized
  16772. };
  16773. }
  16774. }
  16775. }
  16776. InterleavedBufferAttribute.prototype.isInterleavedBufferAttribute = true;
  16777. /**
  16778. * parameters = {
  16779. * color: <hex>,
  16780. * map: new THREE.Texture( <Image> ),
  16781. * alphaMap: new THREE.Texture( <Image> ),
  16782. * rotation: <float>,
  16783. * sizeAttenuation: <bool>
  16784. * }
  16785. */
  16786. class SpriteMaterial extends Material {
  16787. constructor(parameters) {
  16788. super();
  16789. this.type = 'SpriteMaterial';
  16790. this.color = new Color(0xffffff);
  16791. this.map = null;
  16792. this.alphaMap = null;
  16793. this.rotation = 0;
  16794. this.sizeAttenuation = true;
  16795. this.transparent = true;
  16796. this.setValues(parameters);
  16797. }
  16798. copy(source) {
  16799. super.copy(source);
  16800. this.color.copy(source.color);
  16801. this.map = source.map;
  16802. this.alphaMap = source.alphaMap;
  16803. this.rotation = source.rotation;
  16804. this.sizeAttenuation = source.sizeAttenuation;
  16805. return this;
  16806. }
  16807. }
  16808. SpriteMaterial.prototype.isSpriteMaterial = true;
  16809. let _geometry;
  16810. const _intersectPoint = /*@__PURE__*/new Vector3();
  16811. const _worldScale = /*@__PURE__*/new Vector3();
  16812. const _mvPosition = /*@__PURE__*/new Vector3();
  16813. const _alignedPosition = /*@__PURE__*/new Vector2();
  16814. const _rotatedPosition = /*@__PURE__*/new Vector2();
  16815. const _viewWorldMatrix = /*@__PURE__*/new Matrix4();
  16816. const _vA = /*@__PURE__*/new Vector3();
  16817. const _vB = /*@__PURE__*/new Vector3();
  16818. const _vC = /*@__PURE__*/new Vector3();
  16819. const _uvA = /*@__PURE__*/new Vector2();
  16820. const _uvB = /*@__PURE__*/new Vector2();
  16821. const _uvC = /*@__PURE__*/new Vector2();
  16822. class Sprite extends Object3D {
  16823. constructor(material) {
  16824. super();
  16825. this.type = 'Sprite';
  16826. if (_geometry === undefined) {
  16827. _geometry = new BufferGeometry();
  16828. const 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]);
  16829. const interleavedBuffer = new InterleavedBuffer(float32Array, 5);
  16830. _geometry.setIndex([0, 1, 2, 0, 2, 3]);
  16831. _geometry.setAttribute('position', new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false));
  16832. _geometry.setAttribute('uv', new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false));
  16833. }
  16834. this.geometry = _geometry;
  16835. this.material = material !== undefined ? material : new SpriteMaterial();
  16836. this.center = new Vector2(0.5, 0.5);
  16837. }
  16838. raycast(raycaster, intersects) {
  16839. if (raycaster.camera === null) {
  16840. console.error('THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.');
  16841. }
  16842. _worldScale.setFromMatrixScale(this.matrixWorld);
  16843. _viewWorldMatrix.copy(raycaster.camera.matrixWorld);
  16844. this.modelViewMatrix.multiplyMatrices(raycaster.camera.matrixWorldInverse, this.matrixWorld);
  16845. _mvPosition.setFromMatrixPosition(this.modelViewMatrix);
  16846. if (raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false) {
  16847. _worldScale.multiplyScalar(-_mvPosition.z);
  16848. }
  16849. const rotation = this.material.rotation;
  16850. let sin, cos;
  16851. if (rotation !== 0) {
  16852. cos = Math.cos(rotation);
  16853. sin = Math.sin(rotation);
  16854. }
  16855. const center = this.center;
  16856. transformVertex(_vA.set(-0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos);
  16857. transformVertex(_vB.set(0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos);
  16858. transformVertex(_vC.set(0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos);
  16859. _uvA.set(0, 0);
  16860. _uvB.set(1, 0);
  16861. _uvC.set(1, 1); // check first triangle
  16862. let intersect = raycaster.ray.intersectTriangle(_vA, _vB, _vC, false, _intersectPoint);
  16863. if (intersect === null) {
  16864. // check second triangle
  16865. transformVertex(_vB.set(-0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos);
  16866. _uvB.set(0, 1);
  16867. intersect = raycaster.ray.intersectTriangle(_vA, _vC, _vB, false, _intersectPoint);
  16868. if (intersect === null) {
  16869. return;
  16870. }
  16871. }
  16872. const distance = raycaster.ray.origin.distanceTo(_intersectPoint);
  16873. if (distance < raycaster.near || distance > raycaster.far) return;
  16874. intersects.push({
  16875. distance: distance,
  16876. point: _intersectPoint.clone(),
  16877. uv: Triangle.getUV(_intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2()),
  16878. face: null,
  16879. object: this
  16880. });
  16881. }
  16882. copy(source) {
  16883. super.copy(source);
  16884. if (source.center !== undefined) this.center.copy(source.center);
  16885. this.material = source.material;
  16886. return this;
  16887. }
  16888. }
  16889. Sprite.prototype.isSprite = true;
  16890. function transformVertex(vertexPosition, mvPosition, center, scale, sin, cos) {
  16891. // compute position in camera space
  16892. _alignedPosition.subVectors(vertexPosition, center).addScalar(0.5).multiply(scale); // to check if rotation is not zero
  16893. if (sin !== undefined) {
  16894. _rotatedPosition.x = cos * _alignedPosition.x - sin * _alignedPosition.y;
  16895. _rotatedPosition.y = sin * _alignedPosition.x + cos * _alignedPosition.y;
  16896. } else {
  16897. _rotatedPosition.copy(_alignedPosition);
  16898. }
  16899. vertexPosition.copy(mvPosition);
  16900. vertexPosition.x += _rotatedPosition.x;
  16901. vertexPosition.y += _rotatedPosition.y; // transform to world space
  16902. vertexPosition.applyMatrix4(_viewWorldMatrix);
  16903. }
  16904. const _v1$2 = /*@__PURE__*/new Vector3();
  16905. const _v2$1 = /*@__PURE__*/new Vector3();
  16906. class LOD extends Object3D {
  16907. constructor() {
  16908. super();
  16909. this._currentLevel = 0;
  16910. this.type = 'LOD';
  16911. Object.defineProperties(this, {
  16912. levels: {
  16913. enumerable: true,
  16914. value: []
  16915. },
  16916. isLOD: {
  16917. value: true
  16918. }
  16919. });
  16920. this.autoUpdate = true;
  16921. }
  16922. copy(source) {
  16923. super.copy(source, false);
  16924. const levels = source.levels;
  16925. for (let i = 0, l = levels.length; i < l; i++) {
  16926. const level = levels[i];
  16927. this.addLevel(level.object.clone(), level.distance);
  16928. }
  16929. this.autoUpdate = source.autoUpdate;
  16930. return this;
  16931. }
  16932. addLevel(object, distance = 0) {
  16933. distance = Math.abs(distance);
  16934. const levels = this.levels;
  16935. let l;
  16936. for (l = 0; l < levels.length; l++) {
  16937. if (distance < levels[l].distance) {
  16938. break;
  16939. }
  16940. }
  16941. levels.splice(l, 0, {
  16942. distance: distance,
  16943. object: object
  16944. });
  16945. this.add(object);
  16946. return this;
  16947. }
  16948. getCurrentLevel() {
  16949. return this._currentLevel;
  16950. }
  16951. getObjectForDistance(distance) {
  16952. const levels = this.levels;
  16953. if (levels.length > 0) {
  16954. let i, l;
  16955. for (i = 1, l = levels.length; i < l; i++) {
  16956. if (distance < levels[i].distance) {
  16957. break;
  16958. }
  16959. }
  16960. return levels[i - 1].object;
  16961. }
  16962. return null;
  16963. }
  16964. raycast(raycaster, intersects) {
  16965. const levels = this.levels;
  16966. if (levels.length > 0) {
  16967. _v1$2.setFromMatrixPosition(this.matrixWorld);
  16968. const distance = raycaster.ray.origin.distanceTo(_v1$2);
  16969. this.getObjectForDistance(distance).raycast(raycaster, intersects);
  16970. }
  16971. }
  16972. update(camera) {
  16973. const levels = this.levels;
  16974. if (levels.length > 1) {
  16975. _v1$2.setFromMatrixPosition(camera.matrixWorld);
  16976. _v2$1.setFromMatrixPosition(this.matrixWorld);
  16977. const distance = _v1$2.distanceTo(_v2$1) / camera.zoom;
  16978. levels[0].object.visible = true;
  16979. let i, l;
  16980. for (i = 1, l = levels.length; i < l; i++) {
  16981. if (distance >= levels[i].distance) {
  16982. levels[i - 1].object.visible = false;
  16983. levels[i].object.visible = true;
  16984. } else {
  16985. break;
  16986. }
  16987. }
  16988. this._currentLevel = i - 1;
  16989. for (; i < l; i++) {
  16990. levels[i].object.visible = false;
  16991. }
  16992. }
  16993. }
  16994. toJSON(meta) {
  16995. const data = super.toJSON(meta);
  16996. if (this.autoUpdate === false) data.object.autoUpdate = false;
  16997. data.object.levels = [];
  16998. const levels = this.levels;
  16999. for (let i = 0, l = levels.length; i < l; i++) {
  17000. const level = levels[i];
  17001. data.object.levels.push({
  17002. object: level.object.uuid,
  17003. distance: level.distance
  17004. });
  17005. }
  17006. return data;
  17007. }
  17008. }
  17009. const _basePosition = /*@__PURE__*/new Vector3();
  17010. const _skinIndex = /*@__PURE__*/new Vector4();
  17011. const _skinWeight = /*@__PURE__*/new Vector4();
  17012. const _vector$5 = /*@__PURE__*/new Vector3();
  17013. const _matrix = /*@__PURE__*/new Matrix4();
  17014. class SkinnedMesh extends Mesh {
  17015. constructor(geometry, material) {
  17016. super(geometry, material);
  17017. this.type = 'SkinnedMesh';
  17018. this.bindMode = 'attached';
  17019. this.bindMatrix = new Matrix4();
  17020. this.bindMatrixInverse = new Matrix4();
  17021. }
  17022. copy(source) {
  17023. super.copy(source);
  17024. this.bindMode = source.bindMode;
  17025. this.bindMatrix.copy(source.bindMatrix);
  17026. this.bindMatrixInverse.copy(source.bindMatrixInverse);
  17027. this.skeleton = source.skeleton;
  17028. return this;
  17029. }
  17030. bind(skeleton, bindMatrix) {
  17031. this.skeleton = skeleton;
  17032. if (bindMatrix === undefined) {
  17033. this.updateMatrixWorld(true);
  17034. this.skeleton.calculateInverses();
  17035. bindMatrix = this.matrixWorld;
  17036. }
  17037. this.bindMatrix.copy(bindMatrix);
  17038. this.bindMatrixInverse.copy(bindMatrix).invert();
  17039. }
  17040. pose() {
  17041. this.skeleton.pose();
  17042. }
  17043. normalizeSkinWeights() {
  17044. const vector = new Vector4();
  17045. const skinWeight = this.geometry.attributes.skinWeight;
  17046. for (let i = 0, l = skinWeight.count; i < l; i++) {
  17047. vector.x = skinWeight.getX(i);
  17048. vector.y = skinWeight.getY(i);
  17049. vector.z = skinWeight.getZ(i);
  17050. vector.w = skinWeight.getW(i);
  17051. const scale = 1.0 / vector.manhattanLength();
  17052. if (scale !== Infinity) {
  17053. vector.multiplyScalar(scale);
  17054. } else {
  17055. vector.set(1, 0, 0, 0); // do something reasonable
  17056. }
  17057. skinWeight.setXYZW(i, vector.x, vector.y, vector.z, vector.w);
  17058. }
  17059. }
  17060. updateMatrixWorld(force) {
  17061. super.updateMatrixWorld(force);
  17062. if (this.bindMode === 'attached') {
  17063. this.bindMatrixInverse.copy(this.matrixWorld).invert();
  17064. } else if (this.bindMode === 'detached') {
  17065. this.bindMatrixInverse.copy(this.bindMatrix).invert();
  17066. } else {
  17067. console.warn('THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode);
  17068. }
  17069. }
  17070. boneTransform(index, target) {
  17071. const skeleton = this.skeleton;
  17072. const geometry = this.geometry;
  17073. _skinIndex.fromBufferAttribute(geometry.attributes.skinIndex, index);
  17074. _skinWeight.fromBufferAttribute(geometry.attributes.skinWeight, index);
  17075. _basePosition.copy(target).applyMatrix4(this.bindMatrix);
  17076. target.set(0, 0, 0);
  17077. for (let i = 0; i < 4; i++) {
  17078. const weight = _skinWeight.getComponent(i);
  17079. if (weight !== 0) {
  17080. const boneIndex = _skinIndex.getComponent(i);
  17081. _matrix.multiplyMatrices(skeleton.bones[boneIndex].matrixWorld, skeleton.boneInverses[boneIndex]);
  17082. target.addScaledVector(_vector$5.copy(_basePosition).applyMatrix4(_matrix), weight);
  17083. }
  17084. }
  17085. return target.applyMatrix4(this.bindMatrixInverse);
  17086. }
  17087. }
  17088. SkinnedMesh.prototype.isSkinnedMesh = true;
  17089. class Bone extends Object3D {
  17090. constructor() {
  17091. super();
  17092. this.type = 'Bone';
  17093. }
  17094. }
  17095. Bone.prototype.isBone = true;
  17096. class DataTexture extends Texture {
  17097. constructor(data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, encoding) {
  17098. super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);
  17099. this.image = {
  17100. data: data,
  17101. width: width,
  17102. height: height
  17103. };
  17104. this.magFilter = magFilter;
  17105. this.minFilter = minFilter;
  17106. this.generateMipmaps = false;
  17107. this.flipY = false;
  17108. this.unpackAlignment = 1;
  17109. this.needsUpdate = true;
  17110. }
  17111. }
  17112. DataTexture.prototype.isDataTexture = true;
  17113. const _offsetMatrix = /*@__PURE__*/new Matrix4();
  17114. const _identityMatrix = /*@__PURE__*/new Matrix4();
  17115. class Skeleton {
  17116. constructor(bones = [], boneInverses = []) {
  17117. this.uuid = generateUUID();
  17118. this.bones = bones.slice(0);
  17119. this.boneInverses = boneInverses;
  17120. this.boneMatrices = null;
  17121. this.boneTexture = null;
  17122. this.boneTextureSize = 0;
  17123. this.frame = -1;
  17124. this.init();
  17125. }
  17126. init() {
  17127. const bones = this.bones;
  17128. const boneInverses = this.boneInverses;
  17129. this.boneMatrices = new Float32Array(bones.length * 16); // calculate inverse bone matrices if necessary
  17130. if (boneInverses.length === 0) {
  17131. this.calculateInverses();
  17132. } else {
  17133. // handle special case
  17134. if (bones.length !== boneInverses.length) {
  17135. console.warn('THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.');
  17136. this.boneInverses = [];
  17137. for (let i = 0, il = this.bones.length; i < il; i++) {
  17138. this.boneInverses.push(new Matrix4());
  17139. }
  17140. }
  17141. }
  17142. }
  17143. calculateInverses() {
  17144. this.boneInverses.length = 0;
  17145. for (let i = 0, il = this.bones.length; i < il; i++) {
  17146. const inverse = new Matrix4();
  17147. if (this.bones[i]) {
  17148. inverse.copy(this.bones[i].matrixWorld).invert();
  17149. }
  17150. this.boneInverses.push(inverse);
  17151. }
  17152. }
  17153. pose() {
  17154. // recover the bind-time world matrices
  17155. for (let i = 0, il = this.bones.length; i < il; i++) {
  17156. const bone = this.bones[i];
  17157. if (bone) {
  17158. bone.matrixWorld.copy(this.boneInverses[i]).invert();
  17159. }
  17160. } // compute the local matrices, positions, rotations and scales
  17161. for (let i = 0, il = this.bones.length; i < il; i++) {
  17162. const bone = this.bones[i];
  17163. if (bone) {
  17164. if (bone.parent && bone.parent.isBone) {
  17165. bone.matrix.copy(bone.parent.matrixWorld).invert();
  17166. bone.matrix.multiply(bone.matrixWorld);
  17167. } else {
  17168. bone.matrix.copy(bone.matrixWorld);
  17169. }
  17170. bone.matrix.decompose(bone.position, bone.quaternion, bone.scale);
  17171. }
  17172. }
  17173. }
  17174. update() {
  17175. const bones = this.bones;
  17176. const boneInverses = this.boneInverses;
  17177. const boneMatrices = this.boneMatrices;
  17178. const boneTexture = this.boneTexture; // flatten bone matrices to array
  17179. for (let i = 0, il = bones.length; i < il; i++) {
  17180. // compute the offset between the current and the original transform
  17181. const matrix = bones[i] ? bones[i].matrixWorld : _identityMatrix;
  17182. _offsetMatrix.multiplyMatrices(matrix, boneInverses[i]);
  17183. _offsetMatrix.toArray(boneMatrices, i * 16);
  17184. }
  17185. if (boneTexture !== null) {
  17186. boneTexture.needsUpdate = true;
  17187. }
  17188. }
  17189. clone() {
  17190. return new Skeleton(this.bones, this.boneInverses);
  17191. }
  17192. computeBoneTexture() {
  17193. // layout (1 matrix = 4 pixels)
  17194. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  17195. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  17196. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  17197. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  17198. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  17199. let size = Math.sqrt(this.bones.length * 4); // 4 pixels needed for 1 matrix
  17200. size = ceilPowerOfTwo(size);
  17201. size = Math.max(size, 4);
  17202. const boneMatrices = new Float32Array(size * size * 4); // 4 floats per RGBA pixel
  17203. boneMatrices.set(this.boneMatrices); // copy current values
  17204. const boneTexture = new DataTexture(boneMatrices, size, size, RGBAFormat, FloatType);
  17205. this.boneMatrices = boneMatrices;
  17206. this.boneTexture = boneTexture;
  17207. this.boneTextureSize = size;
  17208. return this;
  17209. }
  17210. getBoneByName(name) {
  17211. for (let i = 0, il = this.bones.length; i < il; i++) {
  17212. const bone = this.bones[i];
  17213. if (bone.name === name) {
  17214. return bone;
  17215. }
  17216. }
  17217. return undefined;
  17218. }
  17219. dispose() {
  17220. if (this.boneTexture !== null) {
  17221. this.boneTexture.dispose();
  17222. this.boneTexture = null;
  17223. }
  17224. }
  17225. fromJSON(json, bones) {
  17226. this.uuid = json.uuid;
  17227. for (let i = 0, l = json.bones.length; i < l; i++) {
  17228. const uuid = json.bones[i];
  17229. let bone = bones[uuid];
  17230. if (bone === undefined) {
  17231. console.warn('THREE.Skeleton: No bone found with UUID:', uuid);
  17232. bone = new Bone();
  17233. }
  17234. this.bones.push(bone);
  17235. this.boneInverses.push(new Matrix4().fromArray(json.boneInverses[i]));
  17236. }
  17237. this.init();
  17238. return this;
  17239. }
  17240. toJSON() {
  17241. const data = {
  17242. metadata: {
  17243. version: 4.5,
  17244. type: 'Skeleton',
  17245. generator: 'Skeleton.toJSON'
  17246. },
  17247. bones: [],
  17248. boneInverses: []
  17249. };
  17250. data.uuid = this.uuid;
  17251. const bones = this.bones;
  17252. const boneInverses = this.boneInverses;
  17253. for (let i = 0, l = bones.length; i < l; i++) {
  17254. const bone = bones[i];
  17255. data.bones.push(bone.uuid);
  17256. const boneInverse = boneInverses[i];
  17257. data.boneInverses.push(boneInverse.toArray());
  17258. }
  17259. return data;
  17260. }
  17261. }
  17262. class InstancedBufferAttribute extends BufferAttribute {
  17263. constructor(array, itemSize, normalized, meshPerAttribute = 1) {
  17264. if (typeof normalized === 'number') {
  17265. meshPerAttribute = normalized;
  17266. normalized = false;
  17267. console.error('THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.');
  17268. }
  17269. super(array, itemSize, normalized);
  17270. this.meshPerAttribute = meshPerAttribute;
  17271. }
  17272. copy(source) {
  17273. super.copy(source);
  17274. this.meshPerAttribute = source.meshPerAttribute;
  17275. return this;
  17276. }
  17277. toJSON() {
  17278. const data = super.toJSON();
  17279. data.meshPerAttribute = this.meshPerAttribute;
  17280. data.isInstancedBufferAttribute = true;
  17281. return data;
  17282. }
  17283. }
  17284. InstancedBufferAttribute.prototype.isInstancedBufferAttribute = true;
  17285. const _instanceLocalMatrix = /*@__PURE__*/new Matrix4();
  17286. const _instanceWorldMatrix = /*@__PURE__*/new Matrix4();
  17287. const _instanceIntersects = [];
  17288. const _mesh = /*@__PURE__*/new Mesh();
  17289. class InstancedMesh extends Mesh {
  17290. constructor(geometry, material, count) {
  17291. super(geometry, material);
  17292. this.instanceMatrix = new InstancedBufferAttribute(new Float32Array(count * 16), 16);
  17293. this.instanceColor = null;
  17294. this.count = count;
  17295. this.frustumCulled = false;
  17296. }
  17297. copy(source) {
  17298. super.copy(source);
  17299. this.instanceMatrix.copy(source.instanceMatrix);
  17300. if (source.instanceColor !== null) this.instanceColor = source.instanceColor.clone();
  17301. this.count = source.count;
  17302. return this;
  17303. }
  17304. getColorAt(index, color) {
  17305. color.fromArray(this.instanceColor.array, index * 3);
  17306. }
  17307. getMatrixAt(index, matrix) {
  17308. matrix.fromArray(this.instanceMatrix.array, index * 16);
  17309. }
  17310. raycast(raycaster, intersects) {
  17311. const matrixWorld = this.matrixWorld;
  17312. const raycastTimes = this.count;
  17313. _mesh.geometry = this.geometry;
  17314. _mesh.material = this.material;
  17315. if (_mesh.material === undefined) return;
  17316. for (let instanceId = 0; instanceId < raycastTimes; instanceId++) {
  17317. // calculate the world matrix for each instance
  17318. this.getMatrixAt(instanceId, _instanceLocalMatrix);
  17319. _instanceWorldMatrix.multiplyMatrices(matrixWorld, _instanceLocalMatrix); // the mesh represents this single instance
  17320. _mesh.matrixWorld = _instanceWorldMatrix;
  17321. _mesh.raycast(raycaster, _instanceIntersects); // process the result of raycast
  17322. for (let i = 0, l = _instanceIntersects.length; i < l; i++) {
  17323. const intersect = _instanceIntersects[i];
  17324. intersect.instanceId = instanceId;
  17325. intersect.object = this;
  17326. intersects.push(intersect);
  17327. }
  17328. _instanceIntersects.length = 0;
  17329. }
  17330. }
  17331. setColorAt(index, color) {
  17332. if (this.instanceColor === null) {
  17333. this.instanceColor = new InstancedBufferAttribute(new Float32Array(this.instanceMatrix.count * 3), 3);
  17334. }
  17335. color.toArray(this.instanceColor.array, index * 3);
  17336. }
  17337. setMatrixAt(index, matrix) {
  17338. matrix.toArray(this.instanceMatrix.array, index * 16);
  17339. }
  17340. updateMorphTargets() {}
  17341. dispose() {
  17342. this.dispatchEvent({
  17343. type: 'dispose'
  17344. });
  17345. }
  17346. }
  17347. InstancedMesh.prototype.isInstancedMesh = true;
  17348. /**
  17349. * parameters = {
  17350. * color: <hex>,
  17351. * opacity: <float>,
  17352. *
  17353. * linewidth: <float>,
  17354. * linecap: "round",
  17355. * linejoin: "round"
  17356. * }
  17357. */
  17358. class LineBasicMaterial extends Material {
  17359. constructor(parameters) {
  17360. super();
  17361. this.type = 'LineBasicMaterial';
  17362. this.color = new Color(0xffffff);
  17363. this.linewidth = 1;
  17364. this.linecap = 'round';
  17365. this.linejoin = 'round';
  17366. this.setValues(parameters);
  17367. }
  17368. copy(source) {
  17369. super.copy(source);
  17370. this.color.copy(source.color);
  17371. this.linewidth = source.linewidth;
  17372. this.linecap = source.linecap;
  17373. this.linejoin = source.linejoin;
  17374. return this;
  17375. }
  17376. }
  17377. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  17378. const _start$1 = /*@__PURE__*/new Vector3();
  17379. const _end$1 = /*@__PURE__*/new Vector3();
  17380. const _inverseMatrix$1 = /*@__PURE__*/new Matrix4();
  17381. const _ray$1 = /*@__PURE__*/new Ray();
  17382. const _sphere$1 = /*@__PURE__*/new Sphere();
  17383. class Line extends Object3D {
  17384. constructor(geometry = new BufferGeometry(), material = new LineBasicMaterial()) {
  17385. super();
  17386. this.type = 'Line';
  17387. this.geometry = geometry;
  17388. this.material = material;
  17389. this.updateMorphTargets();
  17390. }
  17391. copy(source) {
  17392. super.copy(source);
  17393. this.material = source.material;
  17394. this.geometry = source.geometry;
  17395. return this;
  17396. }
  17397. computeLineDistances() {
  17398. const geometry = this.geometry;
  17399. if (geometry.isBufferGeometry) {
  17400. // we assume non-indexed geometry
  17401. if (geometry.index === null) {
  17402. const positionAttribute = geometry.attributes.position;
  17403. const lineDistances = [0];
  17404. for (let i = 1, l = positionAttribute.count; i < l; i++) {
  17405. _start$1.fromBufferAttribute(positionAttribute, i - 1);
  17406. _end$1.fromBufferAttribute(positionAttribute, i);
  17407. lineDistances[i] = lineDistances[i - 1];
  17408. lineDistances[i] += _start$1.distanceTo(_end$1);
  17409. }
  17410. geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1));
  17411. } else {
  17412. console.warn('THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.');
  17413. }
  17414. } else if (geometry.isGeometry) {
  17415. console.error('THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  17416. }
  17417. return this;
  17418. }
  17419. raycast(raycaster, intersects) {
  17420. const geometry = this.geometry;
  17421. const matrixWorld = this.matrixWorld;
  17422. const threshold = raycaster.params.Line.threshold;
  17423. const drawRange = geometry.drawRange; // Checking boundingSphere distance to ray
  17424. if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
  17425. _sphere$1.copy(geometry.boundingSphere);
  17426. _sphere$1.applyMatrix4(matrixWorld);
  17427. _sphere$1.radius += threshold;
  17428. if (raycaster.ray.intersectsSphere(_sphere$1) === false) return; //
  17429. _inverseMatrix$1.copy(matrixWorld).invert();
  17430. _ray$1.copy(raycaster.ray).applyMatrix4(_inverseMatrix$1);
  17431. const localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);
  17432. const localThresholdSq = localThreshold * localThreshold;
  17433. const vStart = new Vector3();
  17434. const vEnd = new Vector3();
  17435. const interSegment = new Vector3();
  17436. const interRay = new Vector3();
  17437. const step = this.isLineSegments ? 2 : 1;
  17438. if (geometry.isBufferGeometry) {
  17439. const index = geometry.index;
  17440. const attributes = geometry.attributes;
  17441. const positionAttribute = attributes.position;
  17442. if (index !== null) {
  17443. const start = Math.max(0, drawRange.start);
  17444. const end = Math.min(index.count, drawRange.start + drawRange.count);
  17445. for (let i = start, l = end - 1; i < l; i += step) {
  17446. const a = index.getX(i);
  17447. const b = index.getX(i + 1);
  17448. vStart.fromBufferAttribute(positionAttribute, a);
  17449. vEnd.fromBufferAttribute(positionAttribute, b);
  17450. const distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment);
  17451. if (distSq > localThresholdSq) continue;
  17452. interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation
  17453. const distance = raycaster.ray.origin.distanceTo(interRay);
  17454. if (distance < raycaster.near || distance > raycaster.far) continue;
  17455. intersects.push({
  17456. distance: distance,
  17457. // What do we want? intersection point on the ray or on the segment??
  17458. // point: raycaster.ray.at( distance ),
  17459. point: interSegment.clone().applyMatrix4(this.matrixWorld),
  17460. index: i,
  17461. face: null,
  17462. faceIndex: null,
  17463. object: this
  17464. });
  17465. }
  17466. } else {
  17467. const start = Math.max(0, drawRange.start);
  17468. const end = Math.min(positionAttribute.count, drawRange.start + drawRange.count);
  17469. for (let i = start, l = end - 1; i < l; i += step) {
  17470. vStart.fromBufferAttribute(positionAttribute, i);
  17471. vEnd.fromBufferAttribute(positionAttribute, i + 1);
  17472. const distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment);
  17473. if (distSq > localThresholdSq) continue;
  17474. interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation
  17475. const distance = raycaster.ray.origin.distanceTo(interRay);
  17476. if (distance < raycaster.near || distance > raycaster.far) continue;
  17477. intersects.push({
  17478. distance: distance,
  17479. // What do we want? intersection point on the ray or on the segment??
  17480. // point: raycaster.ray.at( distance ),
  17481. point: interSegment.clone().applyMatrix4(this.matrixWorld),
  17482. index: i,
  17483. face: null,
  17484. faceIndex: null,
  17485. object: this
  17486. });
  17487. }
  17488. }
  17489. } else if (geometry.isGeometry) {
  17490. console.error('THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  17491. }
  17492. }
  17493. updateMorphTargets() {
  17494. const geometry = this.geometry;
  17495. if (geometry.isBufferGeometry) {
  17496. const morphAttributes = geometry.morphAttributes;
  17497. const keys = Object.keys(morphAttributes);
  17498. if (keys.length > 0) {
  17499. const morphAttribute = morphAttributes[keys[0]];
  17500. if (morphAttribute !== undefined) {
  17501. this.morphTargetInfluences = [];
  17502. this.morphTargetDictionary = {};
  17503. for (let m = 0, ml = morphAttribute.length; m < ml; m++) {
  17504. const name = morphAttribute[m].name || String(m);
  17505. this.morphTargetInfluences.push(0);
  17506. this.morphTargetDictionary[name] = m;
  17507. }
  17508. }
  17509. }
  17510. } else {
  17511. const morphTargets = geometry.morphTargets;
  17512. if (morphTargets !== undefined && morphTargets.length > 0) {
  17513. console.error('THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.');
  17514. }
  17515. }
  17516. }
  17517. }
  17518. Line.prototype.isLine = true;
  17519. const _start = /*@__PURE__*/new Vector3();
  17520. const _end = /*@__PURE__*/new Vector3();
  17521. class LineSegments extends Line {
  17522. constructor(geometry, material) {
  17523. super(geometry, material);
  17524. this.type = 'LineSegments';
  17525. }
  17526. computeLineDistances() {
  17527. const geometry = this.geometry;
  17528. if (geometry.isBufferGeometry) {
  17529. // we assume non-indexed geometry
  17530. if (geometry.index === null) {
  17531. const positionAttribute = geometry.attributes.position;
  17532. const lineDistances = [];
  17533. for (let i = 0, l = positionAttribute.count; i < l; i += 2) {
  17534. _start.fromBufferAttribute(positionAttribute, i);
  17535. _end.fromBufferAttribute(positionAttribute, i + 1);
  17536. lineDistances[i] = i === 0 ? 0 : lineDistances[i - 1];
  17537. lineDistances[i + 1] = lineDistances[i] + _start.distanceTo(_end);
  17538. }
  17539. geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1));
  17540. } else {
  17541. console.warn('THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.');
  17542. }
  17543. } else if (geometry.isGeometry) {
  17544. console.error('THREE.LineSegments.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  17545. }
  17546. return this;
  17547. }
  17548. }
  17549. LineSegments.prototype.isLineSegments = true;
  17550. class LineLoop extends Line {
  17551. constructor(geometry, material) {
  17552. super(geometry, material);
  17553. this.type = 'LineLoop';
  17554. }
  17555. }
  17556. LineLoop.prototype.isLineLoop = true;
  17557. /**
  17558. * parameters = {
  17559. * color: <hex>,
  17560. * opacity: <float>,
  17561. * map: new THREE.Texture( <Image> ),
  17562. * alphaMap: new THREE.Texture( <Image> ),
  17563. *
  17564. * size: <float>,
  17565. * sizeAttenuation: <bool>
  17566. *
  17567. * }
  17568. */
  17569. class PointsMaterial extends Material {
  17570. constructor(parameters) {
  17571. super();
  17572. this.type = 'PointsMaterial';
  17573. this.color = new Color(0xffffff);
  17574. this.map = null;
  17575. this.alphaMap = null;
  17576. this.size = 1;
  17577. this.sizeAttenuation = true;
  17578. this.setValues(parameters);
  17579. }
  17580. copy(source) {
  17581. super.copy(source);
  17582. this.color.copy(source.color);
  17583. this.map = source.map;
  17584. this.alphaMap = source.alphaMap;
  17585. this.size = source.size;
  17586. this.sizeAttenuation = source.sizeAttenuation;
  17587. return this;
  17588. }
  17589. }
  17590. PointsMaterial.prototype.isPointsMaterial = true;
  17591. const _inverseMatrix = /*@__PURE__*/new Matrix4();
  17592. const _ray = /*@__PURE__*/new Ray();
  17593. const _sphere = /*@__PURE__*/new Sphere();
  17594. const _position$2 = /*@__PURE__*/new Vector3();
  17595. class Points extends Object3D {
  17596. constructor(geometry = new BufferGeometry(), material = new PointsMaterial()) {
  17597. super();
  17598. this.type = 'Points';
  17599. this.geometry = geometry;
  17600. this.material = material;
  17601. this.updateMorphTargets();
  17602. }
  17603. copy(source) {
  17604. super.copy(source);
  17605. this.material = source.material;
  17606. this.geometry = source.geometry;
  17607. return this;
  17608. }
  17609. raycast(raycaster, intersects) {
  17610. const geometry = this.geometry;
  17611. const matrixWorld = this.matrixWorld;
  17612. const threshold = raycaster.params.Points.threshold;
  17613. const drawRange = geometry.drawRange; // Checking boundingSphere distance to ray
  17614. if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
  17615. _sphere.copy(geometry.boundingSphere);
  17616. _sphere.applyMatrix4(matrixWorld);
  17617. _sphere.radius += threshold;
  17618. if (raycaster.ray.intersectsSphere(_sphere) === false) return; //
  17619. _inverseMatrix.copy(matrixWorld).invert();
  17620. _ray.copy(raycaster.ray).applyMatrix4(_inverseMatrix);
  17621. const localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);
  17622. const localThresholdSq = localThreshold * localThreshold;
  17623. if (geometry.isBufferGeometry) {
  17624. const index = geometry.index;
  17625. const attributes = geometry.attributes;
  17626. const positionAttribute = attributes.position;
  17627. if (index !== null) {
  17628. const start = Math.max(0, drawRange.start);
  17629. const end = Math.min(index.count, drawRange.start + drawRange.count);
  17630. for (let i = start, il = end; i < il; i++) {
  17631. const a = index.getX(i);
  17632. _position$2.fromBufferAttribute(positionAttribute, a);
  17633. testPoint(_position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this);
  17634. }
  17635. } else {
  17636. const start = Math.max(0, drawRange.start);
  17637. const end = Math.min(positionAttribute.count, drawRange.start + drawRange.count);
  17638. for (let i = start, l = end; i < l; i++) {
  17639. _position$2.fromBufferAttribute(positionAttribute, i);
  17640. testPoint(_position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this);
  17641. }
  17642. }
  17643. } else {
  17644. console.error('THREE.Points.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  17645. }
  17646. }
  17647. updateMorphTargets() {
  17648. const geometry = this.geometry;
  17649. if (geometry.isBufferGeometry) {
  17650. const morphAttributes = geometry.morphAttributes;
  17651. const keys = Object.keys(morphAttributes);
  17652. if (keys.length > 0) {
  17653. const morphAttribute = morphAttributes[keys[0]];
  17654. if (morphAttribute !== undefined) {
  17655. this.morphTargetInfluences = [];
  17656. this.morphTargetDictionary = {};
  17657. for (let m = 0, ml = morphAttribute.length; m < ml; m++) {
  17658. const name = morphAttribute[m].name || String(m);
  17659. this.morphTargetInfluences.push(0);
  17660. this.morphTargetDictionary[name] = m;
  17661. }
  17662. }
  17663. }
  17664. } else {
  17665. const morphTargets = geometry.morphTargets;
  17666. if (morphTargets !== undefined && morphTargets.length > 0) {
  17667. console.error('THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.');
  17668. }
  17669. }
  17670. }
  17671. }
  17672. Points.prototype.isPoints = true;
  17673. function testPoint(point, index, localThresholdSq, matrixWorld, raycaster, intersects, object) {
  17674. const rayPointDistanceSq = _ray.distanceSqToPoint(point);
  17675. if (rayPointDistanceSq < localThresholdSq) {
  17676. const intersectPoint = new Vector3();
  17677. _ray.closestPointToPoint(point, intersectPoint);
  17678. intersectPoint.applyMatrix4(matrixWorld);
  17679. const distance = raycaster.ray.origin.distanceTo(intersectPoint);
  17680. if (distance < raycaster.near || distance > raycaster.far) return;
  17681. intersects.push({
  17682. distance: distance,
  17683. distanceToRay: Math.sqrt(rayPointDistanceSq),
  17684. point: intersectPoint,
  17685. index: index,
  17686. face: null,
  17687. object: object
  17688. });
  17689. }
  17690. }
  17691. class VideoTexture extends Texture {
  17692. constructor(video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {
  17693. super(video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
  17694. this.format = format !== undefined ? format : RGBFormat;
  17695. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  17696. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  17697. this.generateMipmaps = false;
  17698. const scope = this;
  17699. function updateVideo() {
  17700. scope.needsUpdate = true;
  17701. video.requestVideoFrameCallback(updateVideo);
  17702. }
  17703. if ('requestVideoFrameCallback' in video) {
  17704. video.requestVideoFrameCallback(updateVideo);
  17705. }
  17706. }
  17707. clone() {
  17708. return new this.constructor(this.image).copy(this);
  17709. }
  17710. update() {
  17711. const video = this.image;
  17712. const hasVideoFrameCallback = ('requestVideoFrameCallback' in video);
  17713. if (hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA) {
  17714. this.needsUpdate = true;
  17715. }
  17716. }
  17717. }
  17718. VideoTexture.prototype.isVideoTexture = true;
  17719. class CompressedTexture extends Texture {
  17720. constructor(mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding) {
  17721. super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);
  17722. this.image = {
  17723. width: width,
  17724. height: height
  17725. };
  17726. this.mipmaps = mipmaps; // no flipping for cube textures
  17727. // (also flipping doesn't work for compressed textures )
  17728. this.flipY = false; // can't generate mipmaps for compressed textures
  17729. // mips must be embedded in DDS files
  17730. this.generateMipmaps = false;
  17731. }
  17732. }
  17733. CompressedTexture.prototype.isCompressedTexture = true;
  17734. class CanvasTexture extends Texture {
  17735. constructor(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {
  17736. super(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
  17737. this.needsUpdate = true;
  17738. }
  17739. }
  17740. CanvasTexture.prototype.isCanvasTexture = true;
  17741. class CircleGeometry extends BufferGeometry {
  17742. constructor(radius = 1, segments = 8, thetaStart = 0, thetaLength = Math.PI * 2) {
  17743. super();
  17744. this.type = 'CircleGeometry';
  17745. this.parameters = {
  17746. radius: radius,
  17747. segments: segments,
  17748. thetaStart: thetaStart,
  17749. thetaLength: thetaLength
  17750. };
  17751. segments = Math.max(3, segments); // buffers
  17752. const indices = [];
  17753. const vertices = [];
  17754. const normals = [];
  17755. const uvs = []; // helper variables
  17756. const vertex = new Vector3();
  17757. const uv = new Vector2(); // center point
  17758. vertices.push(0, 0, 0);
  17759. normals.push(0, 0, 1);
  17760. uvs.push(0.5, 0.5);
  17761. for (let s = 0, i = 3; s <= segments; s++, i += 3) {
  17762. const segment = thetaStart + s / segments * thetaLength; // vertex
  17763. vertex.x = radius * Math.cos(segment);
  17764. vertex.y = radius * Math.sin(segment);
  17765. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  17766. normals.push(0, 0, 1); // uvs
  17767. uv.x = (vertices[i] / radius + 1) / 2;
  17768. uv.y = (vertices[i + 1] / radius + 1) / 2;
  17769. uvs.push(uv.x, uv.y);
  17770. } // indices
  17771. for (let i = 1; i <= segments; i++) {
  17772. indices.push(i, i + 1, 0);
  17773. } // build geometry
  17774. this.setIndex(indices);
  17775. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  17776. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  17777. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  17778. }
  17779. static fromJSON(data) {
  17780. return new CircleGeometry(data.radius, data.segments, data.thetaStart, data.thetaLength);
  17781. }
  17782. }
  17783. class CylinderGeometry extends BufferGeometry {
  17784. constructor(radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2) {
  17785. super();
  17786. this.type = 'CylinderGeometry';
  17787. this.parameters = {
  17788. radiusTop: radiusTop,
  17789. radiusBottom: radiusBottom,
  17790. height: height,
  17791. radialSegments: radialSegments,
  17792. heightSegments: heightSegments,
  17793. openEnded: openEnded,
  17794. thetaStart: thetaStart,
  17795. thetaLength: thetaLength
  17796. };
  17797. const scope = this;
  17798. radialSegments = Math.floor(radialSegments);
  17799. heightSegments = Math.floor(heightSegments); // buffers
  17800. const indices = [];
  17801. const vertices = [];
  17802. const normals = [];
  17803. const uvs = []; // helper variables
  17804. let index = 0;
  17805. const indexArray = [];
  17806. const halfHeight = height / 2;
  17807. let groupStart = 0; // generate geometry
  17808. generateTorso();
  17809. if (openEnded === false) {
  17810. if (radiusTop > 0) generateCap(true);
  17811. if (radiusBottom > 0) generateCap(false);
  17812. } // build geometry
  17813. this.setIndex(indices);
  17814. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  17815. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  17816. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  17817. function generateTorso() {
  17818. const normal = new Vector3();
  17819. const vertex = new Vector3();
  17820. let groupCount = 0; // this will be used to calculate the normal
  17821. const slope = (radiusBottom - radiusTop) / height; // generate vertices, normals and uvs
  17822. for (let y = 0; y <= heightSegments; y++) {
  17823. const indexRow = [];
  17824. const v = y / heightSegments; // calculate the radius of the current row
  17825. const radius = v * (radiusBottom - radiusTop) + radiusTop;
  17826. for (let x = 0; x <= radialSegments; x++) {
  17827. const u = x / radialSegments;
  17828. const theta = u * thetaLength + thetaStart;
  17829. const sinTheta = Math.sin(theta);
  17830. const cosTheta = Math.cos(theta); // vertex
  17831. vertex.x = radius * sinTheta;
  17832. vertex.y = -v * height + halfHeight;
  17833. vertex.z = radius * cosTheta;
  17834. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  17835. normal.set(sinTheta, slope, cosTheta).normalize();
  17836. normals.push(normal.x, normal.y, normal.z); // uv
  17837. uvs.push(u, 1 - v); // save index of vertex in respective row
  17838. indexRow.push(index++);
  17839. } // now save vertices of the row in our index array
  17840. indexArray.push(indexRow);
  17841. } // generate indices
  17842. for (let x = 0; x < radialSegments; x++) {
  17843. for (let y = 0; y < heightSegments; y++) {
  17844. // we use the index array to access the correct indices
  17845. const a = indexArray[y][x];
  17846. const b = indexArray[y + 1][x];
  17847. const c = indexArray[y + 1][x + 1];
  17848. const d = indexArray[y][x + 1]; // faces
  17849. indices.push(a, b, d);
  17850. indices.push(b, c, d); // update group counter
  17851. groupCount += 6;
  17852. }
  17853. } // add a group to the geometry. this will ensure multi material support
  17854. scope.addGroup(groupStart, groupCount, 0); // calculate new start value for groups
  17855. groupStart += groupCount;
  17856. }
  17857. function generateCap(top) {
  17858. // save the index of the first center vertex
  17859. const centerIndexStart = index;
  17860. const uv = new Vector2();
  17861. const vertex = new Vector3();
  17862. let groupCount = 0;
  17863. const radius = top === true ? radiusTop : radiusBottom;
  17864. const sign = top === true ? 1 : -1; // first we generate the center vertex data of the cap.
  17865. // because the geometry needs one set of uvs per face,
  17866. // we must generate a center vertex per face/segment
  17867. for (let x = 1; x <= radialSegments; x++) {
  17868. // vertex
  17869. vertices.push(0, halfHeight * sign, 0); // normal
  17870. normals.push(0, sign, 0); // uv
  17871. uvs.push(0.5, 0.5); // increase index
  17872. index++;
  17873. } // save the index of the last center vertex
  17874. const centerIndexEnd = index; // now we generate the surrounding vertices, normals and uvs
  17875. for (let x = 0; x <= radialSegments; x++) {
  17876. const u = x / radialSegments;
  17877. const theta = u * thetaLength + thetaStart;
  17878. const cosTheta = Math.cos(theta);
  17879. const sinTheta = Math.sin(theta); // vertex
  17880. vertex.x = radius * sinTheta;
  17881. vertex.y = halfHeight * sign;
  17882. vertex.z = radius * cosTheta;
  17883. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  17884. normals.push(0, sign, 0); // uv
  17885. uv.x = cosTheta * 0.5 + 0.5;
  17886. uv.y = sinTheta * 0.5 * sign + 0.5;
  17887. uvs.push(uv.x, uv.y); // increase index
  17888. index++;
  17889. } // generate indices
  17890. for (let x = 0; x < radialSegments; x++) {
  17891. const c = centerIndexStart + x;
  17892. const i = centerIndexEnd + x;
  17893. if (top === true) {
  17894. // face top
  17895. indices.push(i, i + 1, c);
  17896. } else {
  17897. // face bottom
  17898. indices.push(i + 1, i, c);
  17899. }
  17900. groupCount += 3;
  17901. } // add a group to the geometry. this will ensure multi material support
  17902. scope.addGroup(groupStart, groupCount, top === true ? 1 : 2); // calculate new start value for groups
  17903. groupStart += groupCount;
  17904. }
  17905. }
  17906. static fromJSON(data) {
  17907. return new CylinderGeometry(data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength);
  17908. }
  17909. }
  17910. class ConeGeometry extends CylinderGeometry {
  17911. constructor(radius = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2) {
  17912. super(0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength);
  17913. this.type = 'ConeGeometry';
  17914. this.parameters = {
  17915. radius: radius,
  17916. height: height,
  17917. radialSegments: radialSegments,
  17918. heightSegments: heightSegments,
  17919. openEnded: openEnded,
  17920. thetaStart: thetaStart,
  17921. thetaLength: thetaLength
  17922. };
  17923. }
  17924. static fromJSON(data) {
  17925. return new ConeGeometry(data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength);
  17926. }
  17927. }
  17928. class PolyhedronGeometry extends BufferGeometry {
  17929. constructor(vertices = [], indices = [], radius = 1, detail = 0) {
  17930. super();
  17931. this.type = 'PolyhedronGeometry';
  17932. this.parameters = {
  17933. vertices: vertices,
  17934. indices: indices,
  17935. radius: radius,
  17936. detail: detail
  17937. }; // default buffer data
  17938. const vertexBuffer = [];
  17939. const uvBuffer = []; // the subdivision creates the vertex buffer data
  17940. subdivide(detail); // all vertices should lie on a conceptual sphere with a given radius
  17941. applyRadius(radius); // finally, create the uv data
  17942. generateUVs(); // build non-indexed geometry
  17943. this.setAttribute('position', new Float32BufferAttribute(vertexBuffer, 3));
  17944. this.setAttribute('normal', new Float32BufferAttribute(vertexBuffer.slice(), 3));
  17945. this.setAttribute('uv', new Float32BufferAttribute(uvBuffer, 2));
  17946. if (detail === 0) {
  17947. this.computeVertexNormals(); // flat normals
  17948. } else {
  17949. this.normalizeNormals(); // smooth normals
  17950. } // helper functions
  17951. function subdivide(detail) {
  17952. const a = new Vector3();
  17953. const b = new Vector3();
  17954. const c = new Vector3(); // iterate over all faces and apply a subdivison with the given detail value
  17955. for (let i = 0; i < indices.length; i += 3) {
  17956. // get the vertices of the face
  17957. getVertexByIndex(indices[i + 0], a);
  17958. getVertexByIndex(indices[i + 1], b);
  17959. getVertexByIndex(indices[i + 2], c); // perform subdivision
  17960. subdivideFace(a, b, c, detail);
  17961. }
  17962. }
  17963. function subdivideFace(a, b, c, detail) {
  17964. const cols = detail + 1; // we use this multidimensional array as a data structure for creating the subdivision
  17965. const v = []; // construct all of the vertices for this subdivision
  17966. for (let i = 0; i <= cols; i++) {
  17967. v[i] = [];
  17968. const aj = a.clone().lerp(c, i / cols);
  17969. const bj = b.clone().lerp(c, i / cols);
  17970. const rows = cols - i;
  17971. for (let j = 0; j <= rows; j++) {
  17972. if (j === 0 && i === cols) {
  17973. v[i][j] = aj;
  17974. } else {
  17975. v[i][j] = aj.clone().lerp(bj, j / rows);
  17976. }
  17977. }
  17978. } // construct all of the faces
  17979. for (let i = 0; i < cols; i++) {
  17980. for (let j = 0; j < 2 * (cols - i) - 1; j++) {
  17981. const k = Math.floor(j / 2);
  17982. if (j % 2 === 0) {
  17983. pushVertex(v[i][k + 1]);
  17984. pushVertex(v[i + 1][k]);
  17985. pushVertex(v[i][k]);
  17986. } else {
  17987. pushVertex(v[i][k + 1]);
  17988. pushVertex(v[i + 1][k + 1]);
  17989. pushVertex(v[i + 1][k]);
  17990. }
  17991. }
  17992. }
  17993. }
  17994. function applyRadius(radius) {
  17995. const vertex = new Vector3(); // iterate over the entire buffer and apply the radius to each vertex
  17996. for (let i = 0; i < vertexBuffer.length; i += 3) {
  17997. vertex.x = vertexBuffer[i + 0];
  17998. vertex.y = vertexBuffer[i + 1];
  17999. vertex.z = vertexBuffer[i + 2];
  18000. vertex.normalize().multiplyScalar(radius);
  18001. vertexBuffer[i + 0] = vertex.x;
  18002. vertexBuffer[i + 1] = vertex.y;
  18003. vertexBuffer[i + 2] = vertex.z;
  18004. }
  18005. }
  18006. function generateUVs() {
  18007. const vertex = new Vector3();
  18008. for (let i = 0; i < vertexBuffer.length; i += 3) {
  18009. vertex.x = vertexBuffer[i + 0];
  18010. vertex.y = vertexBuffer[i + 1];
  18011. vertex.z = vertexBuffer[i + 2];
  18012. const u = azimuth(vertex) / 2 / Math.PI + 0.5;
  18013. const v = inclination(vertex) / Math.PI + 0.5;
  18014. uvBuffer.push(u, 1 - v);
  18015. }
  18016. correctUVs();
  18017. correctSeam();
  18018. }
  18019. function correctSeam() {
  18020. // handle case when face straddles the seam, see #3269
  18021. for (let i = 0; i < uvBuffer.length; i += 6) {
  18022. // uv data of a single face
  18023. const x0 = uvBuffer[i + 0];
  18024. const x1 = uvBuffer[i + 2];
  18025. const x2 = uvBuffer[i + 4];
  18026. const max = Math.max(x0, x1, x2);
  18027. const min = Math.min(x0, x1, x2); // 0.9 is somewhat arbitrary
  18028. if (max > 0.9 && min < 0.1) {
  18029. if (x0 < 0.2) uvBuffer[i + 0] += 1;
  18030. if (x1 < 0.2) uvBuffer[i + 2] += 1;
  18031. if (x2 < 0.2) uvBuffer[i + 4] += 1;
  18032. }
  18033. }
  18034. }
  18035. function pushVertex(vertex) {
  18036. vertexBuffer.push(vertex.x, vertex.y, vertex.z);
  18037. }
  18038. function getVertexByIndex(index, vertex) {
  18039. const stride = index * 3;
  18040. vertex.x = vertices[stride + 0];
  18041. vertex.y = vertices[stride + 1];
  18042. vertex.z = vertices[stride + 2];
  18043. }
  18044. function correctUVs() {
  18045. const a = new Vector3();
  18046. const b = new Vector3();
  18047. const c = new Vector3();
  18048. const centroid = new Vector3();
  18049. const uvA = new Vector2();
  18050. const uvB = new Vector2();
  18051. const uvC = new Vector2();
  18052. for (let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6) {
  18053. a.set(vertexBuffer[i + 0], vertexBuffer[i + 1], vertexBuffer[i + 2]);
  18054. b.set(vertexBuffer[i + 3], vertexBuffer[i + 4], vertexBuffer[i + 5]);
  18055. c.set(vertexBuffer[i + 6], vertexBuffer[i + 7], vertexBuffer[i + 8]);
  18056. uvA.set(uvBuffer[j + 0], uvBuffer[j + 1]);
  18057. uvB.set(uvBuffer[j + 2], uvBuffer[j + 3]);
  18058. uvC.set(uvBuffer[j + 4], uvBuffer[j + 5]);
  18059. centroid.copy(a).add(b).add(c).divideScalar(3);
  18060. const azi = azimuth(centroid);
  18061. correctUV(uvA, j + 0, a, azi);
  18062. correctUV(uvB, j + 2, b, azi);
  18063. correctUV(uvC, j + 4, c, azi);
  18064. }
  18065. }
  18066. function correctUV(uv, stride, vector, azimuth) {
  18067. if (azimuth < 0 && uv.x === 1) {
  18068. uvBuffer[stride] = uv.x - 1;
  18069. }
  18070. if (vector.x === 0 && vector.z === 0) {
  18071. uvBuffer[stride] = azimuth / 2 / Math.PI + 0.5;
  18072. }
  18073. } // Angle around the Y axis, counter-clockwise when looking from above.
  18074. function azimuth(vector) {
  18075. return Math.atan2(vector.z, -vector.x);
  18076. } // Angle above the XZ plane.
  18077. function inclination(vector) {
  18078. return Math.atan2(-vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z));
  18079. }
  18080. }
  18081. static fromJSON(data) {
  18082. return new PolyhedronGeometry(data.vertices, data.indices, data.radius, data.details);
  18083. }
  18084. }
  18085. class DodecahedronGeometry extends PolyhedronGeometry {
  18086. constructor(radius = 1, detail = 0) {
  18087. const t = (1 + Math.sqrt(5)) / 2;
  18088. const r = 1 / t;
  18089. const vertices = [// (±1, ±1, ±1)
  18090. -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)
  18091. 0, -r, -t, 0, -r, t, 0, r, -t, 0, r, t, // (±1/φ, ±φ, 0)
  18092. -r, -t, 0, -r, t, 0, r, -t, 0, r, t, 0, // (±φ, 0, ±1/φ)
  18093. -t, 0, -r, t, 0, -r, -t, 0, r, t, 0, r];
  18094. const 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];
  18095. super(vertices, indices, radius, detail);
  18096. this.type = 'DodecahedronGeometry';
  18097. this.parameters = {
  18098. radius: radius,
  18099. detail: detail
  18100. };
  18101. }
  18102. static fromJSON(data) {
  18103. return new DodecahedronGeometry(data.radius, data.detail);
  18104. }
  18105. }
  18106. const _v0 = new Vector3();
  18107. const _v1$1 = new Vector3();
  18108. const _normal = new Vector3();
  18109. const _triangle = new Triangle();
  18110. class EdgesGeometry extends BufferGeometry {
  18111. constructor(geometry = null, thresholdAngle = 1) {
  18112. super();
  18113. this.type = 'EdgesGeometry';
  18114. this.parameters = {
  18115. geometry: geometry,
  18116. thresholdAngle: thresholdAngle
  18117. };
  18118. if (geometry !== null) {
  18119. const precisionPoints = 4;
  18120. const precision = Math.pow(10, precisionPoints);
  18121. const thresholdDot = Math.cos(DEG2RAD * thresholdAngle);
  18122. const indexAttr = geometry.getIndex();
  18123. const positionAttr = geometry.getAttribute('position');
  18124. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  18125. const indexArr = [0, 0, 0];
  18126. const vertKeys = ['a', 'b', 'c'];
  18127. const hashes = new Array(3);
  18128. const edgeData = {};
  18129. const vertices = [];
  18130. for (let i = 0; i < indexCount; i += 3) {
  18131. if (indexAttr) {
  18132. indexArr[0] = indexAttr.getX(i);
  18133. indexArr[1] = indexAttr.getX(i + 1);
  18134. indexArr[2] = indexAttr.getX(i + 2);
  18135. } else {
  18136. indexArr[0] = i;
  18137. indexArr[1] = i + 1;
  18138. indexArr[2] = i + 2;
  18139. }
  18140. const {
  18141. a,
  18142. b,
  18143. c
  18144. } = _triangle;
  18145. a.fromBufferAttribute(positionAttr, indexArr[0]);
  18146. b.fromBufferAttribute(positionAttr, indexArr[1]);
  18147. c.fromBufferAttribute(positionAttr, indexArr[2]);
  18148. _triangle.getNormal(_normal); // create hashes for the edge from the vertices
  18149. hashes[0] = `${Math.round(a.x * precision)},${Math.round(a.y * precision)},${Math.round(a.z * precision)}`;
  18150. hashes[1] = `${Math.round(b.x * precision)},${Math.round(b.y * precision)},${Math.round(b.z * precision)}`;
  18151. hashes[2] = `${Math.round(c.x * precision)},${Math.round(c.y * precision)},${Math.round(c.z * precision)}`; // skip degenerate triangles
  18152. if (hashes[0] === hashes[1] || hashes[1] === hashes[2] || hashes[2] === hashes[0]) {
  18153. continue;
  18154. } // iterate over every edge
  18155. for (let j = 0; j < 3; j++) {
  18156. // get the first and next vertex making up the edge
  18157. const jNext = (j + 1) % 3;
  18158. const vecHash0 = hashes[j];
  18159. const vecHash1 = hashes[jNext];
  18160. const v0 = _triangle[vertKeys[j]];
  18161. const v1 = _triangle[vertKeys[jNext]];
  18162. const hash = `${vecHash0}_${vecHash1}`;
  18163. const reverseHash = `${vecHash1}_${vecHash0}`;
  18164. if (reverseHash in edgeData && edgeData[reverseHash]) {
  18165. // if we found a sibling edge add it into the vertex array if
  18166. // it meets the angle threshold and delete the edge from the map.
  18167. if (_normal.dot(edgeData[reverseHash].normal) <= thresholdDot) {
  18168. vertices.push(v0.x, v0.y, v0.z);
  18169. vertices.push(v1.x, v1.y, v1.z);
  18170. }
  18171. edgeData[reverseHash] = null;
  18172. } else if (!(hash in edgeData)) {
  18173. // if we've already got an edge here then skip adding a new one
  18174. edgeData[hash] = {
  18175. index0: indexArr[j],
  18176. index1: indexArr[jNext],
  18177. normal: _normal.clone()
  18178. };
  18179. }
  18180. }
  18181. } // iterate over all remaining, unmatched edges and add them to the vertex array
  18182. for (const key in edgeData) {
  18183. if (edgeData[key]) {
  18184. const {
  18185. index0,
  18186. index1
  18187. } = edgeData[key];
  18188. _v0.fromBufferAttribute(positionAttr, index0);
  18189. _v1$1.fromBufferAttribute(positionAttr, index1);
  18190. vertices.push(_v0.x, _v0.y, _v0.z);
  18191. vertices.push(_v1$1.x, _v1$1.y, _v1$1.z);
  18192. }
  18193. }
  18194. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  18195. }
  18196. }
  18197. }
  18198. /**
  18199. * Extensible curve object.
  18200. *
  18201. * Some common of curve methods:
  18202. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  18203. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  18204. * .getPoints(), .getSpacedPoints()
  18205. * .getLength()
  18206. * .updateArcLengths()
  18207. *
  18208. * This following curves inherit from THREE.Curve:
  18209. *
  18210. * -- 2D curves --
  18211. * THREE.ArcCurve
  18212. * THREE.CubicBezierCurve
  18213. * THREE.EllipseCurve
  18214. * THREE.LineCurve
  18215. * THREE.QuadraticBezierCurve
  18216. * THREE.SplineCurve
  18217. *
  18218. * -- 3D curves --
  18219. * THREE.CatmullRomCurve3
  18220. * THREE.CubicBezierCurve3
  18221. * THREE.LineCurve3
  18222. * THREE.QuadraticBezierCurve3
  18223. *
  18224. * A series of curves can be represented as a THREE.CurvePath.
  18225. *
  18226. **/
  18227. class Curve {
  18228. constructor() {
  18229. this.type = 'Curve';
  18230. this.arcLengthDivisions = 200;
  18231. } // Virtual base class method to overwrite and implement in subclasses
  18232. // - t [0 .. 1]
  18233. getPoint() {
  18234. console.warn('THREE.Curve: .getPoint() not implemented.');
  18235. return null;
  18236. } // Get point at relative position in curve according to arc length
  18237. // - u [0 .. 1]
  18238. getPointAt(u, optionalTarget) {
  18239. const t = this.getUtoTmapping(u);
  18240. return this.getPoint(t, optionalTarget);
  18241. } // Get sequence of points using getPoint( t )
  18242. getPoints(divisions = 5) {
  18243. const points = [];
  18244. for (let d = 0; d <= divisions; d++) {
  18245. points.push(this.getPoint(d / divisions));
  18246. }
  18247. return points;
  18248. } // Get sequence of points using getPointAt( u )
  18249. getSpacedPoints(divisions = 5) {
  18250. const points = [];
  18251. for (let d = 0; d <= divisions; d++) {
  18252. points.push(this.getPointAt(d / divisions));
  18253. }
  18254. return points;
  18255. } // Get total curve arc length
  18256. getLength() {
  18257. const lengths = this.getLengths();
  18258. return lengths[lengths.length - 1];
  18259. } // Get list of cumulative segment lengths
  18260. getLengths(divisions = this.arcLengthDivisions) {
  18261. if (this.cacheArcLengths && this.cacheArcLengths.length === divisions + 1 && !this.needsUpdate) {
  18262. return this.cacheArcLengths;
  18263. }
  18264. this.needsUpdate = false;
  18265. const cache = [];
  18266. let current,
  18267. last = this.getPoint(0);
  18268. let sum = 0;
  18269. cache.push(0);
  18270. for (let p = 1; p <= divisions; p++) {
  18271. current = this.getPoint(p / divisions);
  18272. sum += current.distanceTo(last);
  18273. cache.push(sum);
  18274. last = current;
  18275. }
  18276. this.cacheArcLengths = cache;
  18277. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  18278. }
  18279. updateArcLengths() {
  18280. this.needsUpdate = true;
  18281. this.getLengths();
  18282. } // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  18283. getUtoTmapping(u, distance) {
  18284. const arcLengths = this.getLengths();
  18285. let i = 0;
  18286. const il = arcLengths.length;
  18287. let targetArcLength; // The targeted u distance value to get
  18288. if (distance) {
  18289. targetArcLength = distance;
  18290. } else {
  18291. targetArcLength = u * arcLengths[il - 1];
  18292. } // binary search for the index with largest value smaller than target u distance
  18293. let low = 0,
  18294. high = il - 1,
  18295. comparison;
  18296. while (low <= high) {
  18297. 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
  18298. comparison = arcLengths[i] - targetArcLength;
  18299. if (comparison < 0) {
  18300. low = i + 1;
  18301. } else if (comparison > 0) {
  18302. high = i - 1;
  18303. } else {
  18304. high = i;
  18305. break; // DONE
  18306. }
  18307. }
  18308. i = high;
  18309. if (arcLengths[i] === targetArcLength) {
  18310. return i / (il - 1);
  18311. } // we could get finer grain at lengths, or use simple interpolation between two points
  18312. const lengthBefore = arcLengths[i];
  18313. const lengthAfter = arcLengths[i + 1];
  18314. const segmentLength = lengthAfter - lengthBefore; // determine where we are between the 'before' and 'after' points
  18315. const segmentFraction = (targetArcLength - lengthBefore) / segmentLength; // add that fractional amount to t
  18316. const t = (i + segmentFraction) / (il - 1);
  18317. return t;
  18318. } // Returns a unit vector tangent at t
  18319. // In case any sub curve does not implement its tangent derivation,
  18320. // 2 points a small delta apart will be used to find its gradient
  18321. // which seems to give a reasonable approximation
  18322. getTangent(t, optionalTarget) {
  18323. const delta = 0.0001;
  18324. let t1 = t - delta;
  18325. let t2 = t + delta; // Capping in case of danger
  18326. if (t1 < 0) t1 = 0;
  18327. if (t2 > 1) t2 = 1;
  18328. const pt1 = this.getPoint(t1);
  18329. const pt2 = this.getPoint(t2);
  18330. const tangent = optionalTarget || (pt1.isVector2 ? new Vector2() : new Vector3());
  18331. tangent.copy(pt2).sub(pt1).normalize();
  18332. return tangent;
  18333. }
  18334. getTangentAt(u, optionalTarget) {
  18335. const t = this.getUtoTmapping(u);
  18336. return this.getTangent(t, optionalTarget);
  18337. }
  18338. computeFrenetFrames(segments, closed) {
  18339. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  18340. const normal = new Vector3();
  18341. const tangents = [];
  18342. const normals = [];
  18343. const binormals = [];
  18344. const vec = new Vector3();
  18345. const mat = new Matrix4(); // compute the tangent vectors for each segment on the curve
  18346. for (let i = 0; i <= segments; i++) {
  18347. const u = i / segments;
  18348. tangents[i] = this.getTangentAt(u, new Vector3());
  18349. } // select an initial normal vector perpendicular to the first tangent vector,
  18350. // and in the direction of the minimum tangent xyz component
  18351. normals[0] = new Vector3();
  18352. binormals[0] = new Vector3();
  18353. let min = Number.MAX_VALUE;
  18354. const tx = Math.abs(tangents[0].x);
  18355. const ty = Math.abs(tangents[0].y);
  18356. const tz = Math.abs(tangents[0].z);
  18357. if (tx <= min) {
  18358. min = tx;
  18359. normal.set(1, 0, 0);
  18360. }
  18361. if (ty <= min) {
  18362. min = ty;
  18363. normal.set(0, 1, 0);
  18364. }
  18365. if (tz <= min) {
  18366. normal.set(0, 0, 1);
  18367. }
  18368. vec.crossVectors(tangents[0], normal).normalize();
  18369. normals[0].crossVectors(tangents[0], vec);
  18370. binormals[0].crossVectors(tangents[0], normals[0]); // compute the slowly-varying normal and binormal vectors for each segment on the curve
  18371. for (let i = 1; i <= segments; i++) {
  18372. normals[i] = normals[i - 1].clone();
  18373. binormals[i] = binormals[i - 1].clone();
  18374. vec.crossVectors(tangents[i - 1], tangents[i]);
  18375. if (vec.length() > Number.EPSILON) {
  18376. vec.normalize();
  18377. const theta = Math.acos(clamp(tangents[i - 1].dot(tangents[i]), -1, 1)); // clamp for floating pt errors
  18378. normals[i].applyMatrix4(mat.makeRotationAxis(vec, theta));
  18379. }
  18380. binormals[i].crossVectors(tangents[i], normals[i]);
  18381. } // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  18382. if (closed === true) {
  18383. let theta = Math.acos(clamp(normals[0].dot(normals[segments]), -1, 1));
  18384. theta /= segments;
  18385. if (tangents[0].dot(vec.crossVectors(normals[0], normals[segments])) > 0) {
  18386. theta = -theta;
  18387. }
  18388. for (let i = 1; i <= segments; i++) {
  18389. // twist a little...
  18390. normals[i].applyMatrix4(mat.makeRotationAxis(tangents[i], theta * i));
  18391. binormals[i].crossVectors(tangents[i], normals[i]);
  18392. }
  18393. }
  18394. return {
  18395. tangents: tangents,
  18396. normals: normals,
  18397. binormals: binormals
  18398. };
  18399. }
  18400. clone() {
  18401. return new this.constructor().copy(this);
  18402. }
  18403. copy(source) {
  18404. this.arcLengthDivisions = source.arcLengthDivisions;
  18405. return this;
  18406. }
  18407. toJSON() {
  18408. const data = {
  18409. metadata: {
  18410. version: 4.5,
  18411. type: 'Curve',
  18412. generator: 'Curve.toJSON'
  18413. }
  18414. };
  18415. data.arcLengthDivisions = this.arcLengthDivisions;
  18416. data.type = this.type;
  18417. return data;
  18418. }
  18419. fromJSON(json) {
  18420. this.arcLengthDivisions = json.arcLengthDivisions;
  18421. return this;
  18422. }
  18423. }
  18424. class EllipseCurve extends Curve {
  18425. constructor(aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0) {
  18426. super();
  18427. this.type = 'EllipseCurve';
  18428. this.aX = aX;
  18429. this.aY = aY;
  18430. this.xRadius = xRadius;
  18431. this.yRadius = yRadius;
  18432. this.aStartAngle = aStartAngle;
  18433. this.aEndAngle = aEndAngle;
  18434. this.aClockwise = aClockwise;
  18435. this.aRotation = aRotation;
  18436. }
  18437. getPoint(t, optionalTarget) {
  18438. const point = optionalTarget || new Vector2();
  18439. const twoPi = Math.PI * 2;
  18440. let deltaAngle = this.aEndAngle - this.aStartAngle;
  18441. const samePoints = Math.abs(deltaAngle) < Number.EPSILON; // ensures that deltaAngle is 0 .. 2 PI
  18442. while (deltaAngle < 0) deltaAngle += twoPi;
  18443. while (deltaAngle > twoPi) deltaAngle -= twoPi;
  18444. if (deltaAngle < Number.EPSILON) {
  18445. if (samePoints) {
  18446. deltaAngle = 0;
  18447. } else {
  18448. deltaAngle = twoPi;
  18449. }
  18450. }
  18451. if (this.aClockwise === true && !samePoints) {
  18452. if (deltaAngle === twoPi) {
  18453. deltaAngle = -twoPi;
  18454. } else {
  18455. deltaAngle = deltaAngle - twoPi;
  18456. }
  18457. }
  18458. const angle = this.aStartAngle + t * deltaAngle;
  18459. let x = this.aX + this.xRadius * Math.cos(angle);
  18460. let y = this.aY + this.yRadius * Math.sin(angle);
  18461. if (this.aRotation !== 0) {
  18462. const cos = Math.cos(this.aRotation);
  18463. const sin = Math.sin(this.aRotation);
  18464. const tx = x - this.aX;
  18465. const ty = y - this.aY; // Rotate the point about the center of the ellipse.
  18466. x = tx * cos - ty * sin + this.aX;
  18467. y = tx * sin + ty * cos + this.aY;
  18468. }
  18469. return point.set(x, y);
  18470. }
  18471. copy(source) {
  18472. super.copy(source);
  18473. this.aX = source.aX;
  18474. this.aY = source.aY;
  18475. this.xRadius = source.xRadius;
  18476. this.yRadius = source.yRadius;
  18477. this.aStartAngle = source.aStartAngle;
  18478. this.aEndAngle = source.aEndAngle;
  18479. this.aClockwise = source.aClockwise;
  18480. this.aRotation = source.aRotation;
  18481. return this;
  18482. }
  18483. toJSON() {
  18484. const data = super.toJSON();
  18485. data.aX = this.aX;
  18486. data.aY = this.aY;
  18487. data.xRadius = this.xRadius;
  18488. data.yRadius = this.yRadius;
  18489. data.aStartAngle = this.aStartAngle;
  18490. data.aEndAngle = this.aEndAngle;
  18491. data.aClockwise = this.aClockwise;
  18492. data.aRotation = this.aRotation;
  18493. return data;
  18494. }
  18495. fromJSON(json) {
  18496. super.fromJSON(json);
  18497. this.aX = json.aX;
  18498. this.aY = json.aY;
  18499. this.xRadius = json.xRadius;
  18500. this.yRadius = json.yRadius;
  18501. this.aStartAngle = json.aStartAngle;
  18502. this.aEndAngle = json.aEndAngle;
  18503. this.aClockwise = json.aClockwise;
  18504. this.aRotation = json.aRotation;
  18505. return this;
  18506. }
  18507. }
  18508. EllipseCurve.prototype.isEllipseCurve = true;
  18509. class ArcCurve extends EllipseCurve {
  18510. constructor(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
  18511. super(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
  18512. this.type = 'ArcCurve';
  18513. }
  18514. }
  18515. ArcCurve.prototype.isArcCurve = true;
  18516. /**
  18517. * Centripetal CatmullRom Curve - which is useful for avoiding
  18518. * cusps and self-intersections in non-uniform catmull rom curves.
  18519. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  18520. *
  18521. * curve.type accepts centripetal(default), chordal and catmullrom
  18522. * curve.tension is used for catmullrom which defaults to 0.5
  18523. */
  18524. /*
  18525. Based on an optimized c++ solution in
  18526. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  18527. - http://ideone.com/NoEbVM
  18528. This CubicPoly class could be used for reusing some variables and calculations,
  18529. but for three.js curve use, it could be possible inlined and flatten into a single function call
  18530. which can be placed in CurveUtils.
  18531. */
  18532. function CubicPoly() {
  18533. let c0 = 0,
  18534. c1 = 0,
  18535. c2 = 0,
  18536. c3 = 0;
  18537. /*
  18538. * Compute coefficients for a cubic polynomial
  18539. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  18540. * such that
  18541. * p(0) = x0, p(1) = x1
  18542. * and
  18543. * p'(0) = t0, p'(1) = t1.
  18544. */
  18545. function init(x0, x1, t0, t1) {
  18546. c0 = x0;
  18547. c1 = t0;
  18548. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  18549. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  18550. }
  18551. return {
  18552. initCatmullRom: function (x0, x1, x2, x3, tension) {
  18553. init(x1, x2, tension * (x2 - x0), tension * (x3 - x1));
  18554. },
  18555. initNonuniformCatmullRom: function (x0, x1, x2, x3, dt0, dt1, dt2) {
  18556. // compute tangents when parameterized in [t1,t2]
  18557. let t1 = (x1 - x0) / dt0 - (x2 - x0) / (dt0 + dt1) + (x2 - x1) / dt1;
  18558. let t2 = (x2 - x1) / dt1 - (x3 - x1) / (dt1 + dt2) + (x3 - x2) / dt2; // rescale tangents for parametrization in [0,1]
  18559. t1 *= dt1;
  18560. t2 *= dt1;
  18561. init(x1, x2, t1, t2);
  18562. },
  18563. calc: function (t) {
  18564. const t2 = t * t;
  18565. const t3 = t2 * t;
  18566. return c0 + c1 * t + c2 * t2 + c3 * t3;
  18567. }
  18568. };
  18569. } //
  18570. const tmp = new Vector3();
  18571. const px = new CubicPoly(),
  18572. py = new CubicPoly(),
  18573. pz = new CubicPoly();
  18574. class CatmullRomCurve3 extends Curve {
  18575. constructor(points = [], closed = false, curveType = 'centripetal', tension = 0.5) {
  18576. super();
  18577. this.type = 'CatmullRomCurve3';
  18578. this.points = points;
  18579. this.closed = closed;
  18580. this.curveType = curveType;
  18581. this.tension = tension;
  18582. }
  18583. getPoint(t, optionalTarget = new Vector3()) {
  18584. const point = optionalTarget;
  18585. const points = this.points;
  18586. const l = points.length;
  18587. const p = (l - (this.closed ? 0 : 1)) * t;
  18588. let intPoint = Math.floor(p);
  18589. let weight = p - intPoint;
  18590. if (this.closed) {
  18591. intPoint += intPoint > 0 ? 0 : (Math.floor(Math.abs(intPoint) / l) + 1) * l;
  18592. } else if (weight === 0 && intPoint === l - 1) {
  18593. intPoint = l - 2;
  18594. weight = 1;
  18595. }
  18596. let p0, p3; // 4 points (p1 & p2 defined below)
  18597. if (this.closed || intPoint > 0) {
  18598. p0 = points[(intPoint - 1) % l];
  18599. } else {
  18600. // extrapolate first point
  18601. tmp.subVectors(points[0], points[1]).add(points[0]);
  18602. p0 = tmp;
  18603. }
  18604. const p1 = points[intPoint % l];
  18605. const p2 = points[(intPoint + 1) % l];
  18606. if (this.closed || intPoint + 2 < l) {
  18607. p3 = points[(intPoint + 2) % l];
  18608. } else {
  18609. // extrapolate last point
  18610. tmp.subVectors(points[l - 1], points[l - 2]).add(points[l - 1]);
  18611. p3 = tmp;
  18612. }
  18613. if (this.curveType === 'centripetal' || this.curveType === 'chordal') {
  18614. // init Centripetal / Chordal Catmull-Rom
  18615. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  18616. let dt0 = Math.pow(p0.distanceToSquared(p1), pow);
  18617. let dt1 = Math.pow(p1.distanceToSquared(p2), pow);
  18618. let dt2 = Math.pow(p2.distanceToSquared(p3), pow); // safety check for repeated points
  18619. if (dt1 < 1e-4) dt1 = 1.0;
  18620. if (dt0 < 1e-4) dt0 = dt1;
  18621. if (dt2 < 1e-4) dt2 = dt1;
  18622. px.initNonuniformCatmullRom(p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2);
  18623. py.initNonuniformCatmullRom(p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2);
  18624. pz.initNonuniformCatmullRom(p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2);
  18625. } else if (this.curveType === 'catmullrom') {
  18626. px.initCatmullRom(p0.x, p1.x, p2.x, p3.x, this.tension);
  18627. py.initCatmullRom(p0.y, p1.y, p2.y, p3.y, this.tension);
  18628. pz.initCatmullRom(p0.z, p1.z, p2.z, p3.z, this.tension);
  18629. }
  18630. point.set(px.calc(weight), py.calc(weight), pz.calc(weight));
  18631. return point;
  18632. }
  18633. copy(source) {
  18634. super.copy(source);
  18635. this.points = [];
  18636. for (let i = 0, l = source.points.length; i < l; i++) {
  18637. const point = source.points[i];
  18638. this.points.push(point.clone());
  18639. }
  18640. this.closed = source.closed;
  18641. this.curveType = source.curveType;
  18642. this.tension = source.tension;
  18643. return this;
  18644. }
  18645. toJSON() {
  18646. const data = super.toJSON();
  18647. data.points = [];
  18648. for (let i = 0, l = this.points.length; i < l; i++) {
  18649. const point = this.points[i];
  18650. data.points.push(point.toArray());
  18651. }
  18652. data.closed = this.closed;
  18653. data.curveType = this.curveType;
  18654. data.tension = this.tension;
  18655. return data;
  18656. }
  18657. fromJSON(json) {
  18658. super.fromJSON(json);
  18659. this.points = [];
  18660. for (let i = 0, l = json.points.length; i < l; i++) {
  18661. const point = json.points[i];
  18662. this.points.push(new Vector3().fromArray(point));
  18663. }
  18664. this.closed = json.closed;
  18665. this.curveType = json.curveType;
  18666. this.tension = json.tension;
  18667. return this;
  18668. }
  18669. }
  18670. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  18671. /**
  18672. * Bezier Curves formulas obtained from
  18673. * http://en.wikipedia.org/wiki/Bézier_curve
  18674. */
  18675. function CatmullRom(t, p0, p1, p2, p3) {
  18676. const v0 = (p2 - p0) * 0.5;
  18677. const v1 = (p3 - p1) * 0.5;
  18678. const t2 = t * t;
  18679. const t3 = t * t2;
  18680. return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;
  18681. } //
  18682. function QuadraticBezierP0(t, p) {
  18683. const k = 1 - t;
  18684. return k * k * p;
  18685. }
  18686. function QuadraticBezierP1(t, p) {
  18687. return 2 * (1 - t) * t * p;
  18688. }
  18689. function QuadraticBezierP2(t, p) {
  18690. return t * t * p;
  18691. }
  18692. function QuadraticBezier(t, p0, p1, p2) {
  18693. return QuadraticBezierP0(t, p0) + QuadraticBezierP1(t, p1) + QuadraticBezierP2(t, p2);
  18694. } //
  18695. function CubicBezierP0(t, p) {
  18696. const k = 1 - t;
  18697. return k * k * k * p;
  18698. }
  18699. function CubicBezierP1(t, p) {
  18700. const k = 1 - t;
  18701. return 3 * k * k * t * p;
  18702. }
  18703. function CubicBezierP2(t, p) {
  18704. return 3 * (1 - t) * t * t * p;
  18705. }
  18706. function CubicBezierP3(t, p) {
  18707. return t * t * t * p;
  18708. }
  18709. function CubicBezier(t, p0, p1, p2, p3) {
  18710. return CubicBezierP0(t, p0) + CubicBezierP1(t, p1) + CubicBezierP2(t, p2) + CubicBezierP3(t, p3);
  18711. }
  18712. class CubicBezierCurve extends Curve {
  18713. constructor(v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2()) {
  18714. super();
  18715. this.type = 'CubicBezierCurve';
  18716. this.v0 = v0;
  18717. this.v1 = v1;
  18718. this.v2 = v2;
  18719. this.v3 = v3;
  18720. }
  18721. getPoint(t, optionalTarget = new Vector2()) {
  18722. const point = optionalTarget;
  18723. const v0 = this.v0,
  18724. v1 = this.v1,
  18725. v2 = this.v2,
  18726. v3 = this.v3;
  18727. point.set(CubicBezier(t, v0.x, v1.x, v2.x, v3.x), CubicBezier(t, v0.y, v1.y, v2.y, v3.y));
  18728. return point;
  18729. }
  18730. copy(source) {
  18731. super.copy(source);
  18732. this.v0.copy(source.v0);
  18733. this.v1.copy(source.v1);
  18734. this.v2.copy(source.v2);
  18735. this.v3.copy(source.v3);
  18736. return this;
  18737. }
  18738. toJSON() {
  18739. const data = super.toJSON();
  18740. data.v0 = this.v0.toArray();
  18741. data.v1 = this.v1.toArray();
  18742. data.v2 = this.v2.toArray();
  18743. data.v3 = this.v3.toArray();
  18744. return data;
  18745. }
  18746. fromJSON(json) {
  18747. super.fromJSON(json);
  18748. this.v0.fromArray(json.v0);
  18749. this.v1.fromArray(json.v1);
  18750. this.v2.fromArray(json.v2);
  18751. this.v3.fromArray(json.v3);
  18752. return this;
  18753. }
  18754. }
  18755. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  18756. class CubicBezierCurve3 extends Curve {
  18757. constructor(v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3()) {
  18758. super();
  18759. this.type = 'CubicBezierCurve3';
  18760. this.v0 = v0;
  18761. this.v1 = v1;
  18762. this.v2 = v2;
  18763. this.v3 = v3;
  18764. }
  18765. getPoint(t, optionalTarget = new Vector3()) {
  18766. const point = optionalTarget;
  18767. const v0 = this.v0,
  18768. v1 = this.v1,
  18769. v2 = this.v2,
  18770. v3 = this.v3;
  18771. 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));
  18772. return point;
  18773. }
  18774. copy(source) {
  18775. super.copy(source);
  18776. this.v0.copy(source.v0);
  18777. this.v1.copy(source.v1);
  18778. this.v2.copy(source.v2);
  18779. this.v3.copy(source.v3);
  18780. return this;
  18781. }
  18782. toJSON() {
  18783. const data = super.toJSON();
  18784. data.v0 = this.v0.toArray();
  18785. data.v1 = this.v1.toArray();
  18786. data.v2 = this.v2.toArray();
  18787. data.v3 = this.v3.toArray();
  18788. return data;
  18789. }
  18790. fromJSON(json) {
  18791. super.fromJSON(json);
  18792. this.v0.fromArray(json.v0);
  18793. this.v1.fromArray(json.v1);
  18794. this.v2.fromArray(json.v2);
  18795. this.v3.fromArray(json.v3);
  18796. return this;
  18797. }
  18798. }
  18799. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  18800. class LineCurve extends Curve {
  18801. constructor(v1 = new Vector2(), v2 = new Vector2()) {
  18802. super();
  18803. this.type = 'LineCurve';
  18804. this.v1 = v1;
  18805. this.v2 = v2;
  18806. }
  18807. getPoint(t, optionalTarget = new Vector2()) {
  18808. const point = optionalTarget;
  18809. if (t === 1) {
  18810. point.copy(this.v2);
  18811. } else {
  18812. point.copy(this.v2).sub(this.v1);
  18813. point.multiplyScalar(t).add(this.v1);
  18814. }
  18815. return point;
  18816. } // Line curve is linear, so we can overwrite default getPointAt
  18817. getPointAt(u, optionalTarget) {
  18818. return this.getPoint(u, optionalTarget);
  18819. }
  18820. getTangent(t, optionalTarget) {
  18821. const tangent = optionalTarget || new Vector2();
  18822. tangent.copy(this.v2).sub(this.v1).normalize();
  18823. return tangent;
  18824. }
  18825. copy(source) {
  18826. super.copy(source);
  18827. this.v1.copy(source.v1);
  18828. this.v2.copy(source.v2);
  18829. return this;
  18830. }
  18831. toJSON() {
  18832. const data = super.toJSON();
  18833. data.v1 = this.v1.toArray();
  18834. data.v2 = this.v2.toArray();
  18835. return data;
  18836. }
  18837. fromJSON(json) {
  18838. super.fromJSON(json);
  18839. this.v1.fromArray(json.v1);
  18840. this.v2.fromArray(json.v2);
  18841. return this;
  18842. }
  18843. }
  18844. LineCurve.prototype.isLineCurve = true;
  18845. class LineCurve3 extends Curve {
  18846. constructor(v1 = new Vector3(), v2 = new Vector3()) {
  18847. super();
  18848. this.type = 'LineCurve3';
  18849. this.isLineCurve3 = true;
  18850. this.v1 = v1;
  18851. this.v2 = v2;
  18852. }
  18853. getPoint(t, optionalTarget = new Vector3()) {
  18854. const point = optionalTarget;
  18855. if (t === 1) {
  18856. point.copy(this.v2);
  18857. } else {
  18858. point.copy(this.v2).sub(this.v1);
  18859. point.multiplyScalar(t).add(this.v1);
  18860. }
  18861. return point;
  18862. } // Line curve is linear, so we can overwrite default getPointAt
  18863. getPointAt(u, optionalTarget) {
  18864. return this.getPoint(u, optionalTarget);
  18865. }
  18866. copy(source) {
  18867. super.copy(source);
  18868. this.v1.copy(source.v1);
  18869. this.v2.copy(source.v2);
  18870. return this;
  18871. }
  18872. toJSON() {
  18873. const data = super.toJSON();
  18874. data.v1 = this.v1.toArray();
  18875. data.v2 = this.v2.toArray();
  18876. return data;
  18877. }
  18878. fromJSON(json) {
  18879. super.fromJSON(json);
  18880. this.v1.fromArray(json.v1);
  18881. this.v2.fromArray(json.v2);
  18882. return this;
  18883. }
  18884. }
  18885. class QuadraticBezierCurve extends Curve {
  18886. constructor(v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2()) {
  18887. super();
  18888. this.type = 'QuadraticBezierCurve';
  18889. this.v0 = v0;
  18890. this.v1 = v1;
  18891. this.v2 = v2;
  18892. }
  18893. getPoint(t, optionalTarget = new Vector2()) {
  18894. const point = optionalTarget;
  18895. const v0 = this.v0,
  18896. v1 = this.v1,
  18897. v2 = this.v2;
  18898. point.set(QuadraticBezier(t, v0.x, v1.x, v2.x), QuadraticBezier(t, v0.y, v1.y, v2.y));
  18899. return point;
  18900. }
  18901. copy(source) {
  18902. super.copy(source);
  18903. this.v0.copy(source.v0);
  18904. this.v1.copy(source.v1);
  18905. this.v2.copy(source.v2);
  18906. return this;
  18907. }
  18908. toJSON() {
  18909. const data = super.toJSON();
  18910. data.v0 = this.v0.toArray();
  18911. data.v1 = this.v1.toArray();
  18912. data.v2 = this.v2.toArray();
  18913. return data;
  18914. }
  18915. fromJSON(json) {
  18916. super.fromJSON(json);
  18917. this.v0.fromArray(json.v0);
  18918. this.v1.fromArray(json.v1);
  18919. this.v2.fromArray(json.v2);
  18920. return this;
  18921. }
  18922. }
  18923. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  18924. class QuadraticBezierCurve3 extends Curve {
  18925. constructor(v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3()) {
  18926. super();
  18927. this.type = 'QuadraticBezierCurve3';
  18928. this.v0 = v0;
  18929. this.v1 = v1;
  18930. this.v2 = v2;
  18931. }
  18932. getPoint(t, optionalTarget = new Vector3()) {
  18933. const point = optionalTarget;
  18934. const v0 = this.v0,
  18935. v1 = this.v1,
  18936. v2 = this.v2;
  18937. 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));
  18938. return point;
  18939. }
  18940. copy(source) {
  18941. super.copy(source);
  18942. this.v0.copy(source.v0);
  18943. this.v1.copy(source.v1);
  18944. this.v2.copy(source.v2);
  18945. return this;
  18946. }
  18947. toJSON() {
  18948. const data = super.toJSON();
  18949. data.v0 = this.v0.toArray();
  18950. data.v1 = this.v1.toArray();
  18951. data.v2 = this.v2.toArray();
  18952. return data;
  18953. }
  18954. fromJSON(json) {
  18955. super.fromJSON(json);
  18956. this.v0.fromArray(json.v0);
  18957. this.v1.fromArray(json.v1);
  18958. this.v2.fromArray(json.v2);
  18959. return this;
  18960. }
  18961. }
  18962. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  18963. class SplineCurve extends Curve {
  18964. constructor(points = []) {
  18965. super();
  18966. this.type = 'SplineCurve';
  18967. this.points = points;
  18968. }
  18969. getPoint(t, optionalTarget = new Vector2()) {
  18970. const point = optionalTarget;
  18971. const points = this.points;
  18972. const p = (points.length - 1) * t;
  18973. const intPoint = Math.floor(p);
  18974. const weight = p - intPoint;
  18975. const p0 = points[intPoint === 0 ? intPoint : intPoint - 1];
  18976. const p1 = points[intPoint];
  18977. const p2 = points[intPoint > points.length - 2 ? points.length - 1 : intPoint + 1];
  18978. const p3 = points[intPoint > points.length - 3 ? points.length - 1 : intPoint + 2];
  18979. point.set(CatmullRom(weight, p0.x, p1.x, p2.x, p3.x), CatmullRom(weight, p0.y, p1.y, p2.y, p3.y));
  18980. return point;
  18981. }
  18982. copy(source) {
  18983. super.copy(source);
  18984. this.points = [];
  18985. for (let i = 0, l = source.points.length; i < l; i++) {
  18986. const point = source.points[i];
  18987. this.points.push(point.clone());
  18988. }
  18989. return this;
  18990. }
  18991. toJSON() {
  18992. const data = super.toJSON();
  18993. data.points = [];
  18994. for (let i = 0, l = this.points.length; i < l; i++) {
  18995. const point = this.points[i];
  18996. data.points.push(point.toArray());
  18997. }
  18998. return data;
  18999. }
  19000. fromJSON(json) {
  19001. super.fromJSON(json);
  19002. this.points = [];
  19003. for (let i = 0, l = json.points.length; i < l; i++) {
  19004. const point = json.points[i];
  19005. this.points.push(new Vector2().fromArray(point));
  19006. }
  19007. return this;
  19008. }
  19009. }
  19010. SplineCurve.prototype.isSplineCurve = true;
  19011. var Curves = /*#__PURE__*/Object.freeze({
  19012. __proto__: null,
  19013. ArcCurve: ArcCurve,
  19014. CatmullRomCurve3: CatmullRomCurve3,
  19015. CubicBezierCurve: CubicBezierCurve,
  19016. CubicBezierCurve3: CubicBezierCurve3,
  19017. EllipseCurve: EllipseCurve,
  19018. LineCurve: LineCurve,
  19019. LineCurve3: LineCurve3,
  19020. QuadraticBezierCurve: QuadraticBezierCurve,
  19021. QuadraticBezierCurve3: QuadraticBezierCurve3,
  19022. SplineCurve: SplineCurve
  19023. });
  19024. /**************************************************************
  19025. * Curved Path - a curve path is simply a array of connected
  19026. * curves, but retains the api of a curve
  19027. **************************************************************/
  19028. class CurvePath extends Curve {
  19029. constructor() {
  19030. super();
  19031. this.type = 'CurvePath';
  19032. this.curves = [];
  19033. this.autoClose = false; // Automatically closes the path
  19034. }
  19035. add(curve) {
  19036. this.curves.push(curve);
  19037. }
  19038. closePath() {
  19039. // Add a line curve if start and end of lines are not connected
  19040. const startPoint = this.curves[0].getPoint(0);
  19041. const endPoint = this.curves[this.curves.length - 1].getPoint(1);
  19042. if (!startPoint.equals(endPoint)) {
  19043. this.curves.push(new LineCurve(endPoint, startPoint));
  19044. }
  19045. } // To get accurate point with reference to
  19046. // entire path distance at time t,
  19047. // following has to be done:
  19048. // 1. Length of each sub path have to be known
  19049. // 2. Locate and identify type of curve
  19050. // 3. Get t for the curve
  19051. // 4. Return curve.getPointAt(t')
  19052. getPoint(t, optionalTarget) {
  19053. const d = t * this.getLength();
  19054. const curveLengths = this.getCurveLengths();
  19055. let i = 0; // To think about boundaries points.
  19056. while (i < curveLengths.length) {
  19057. if (curveLengths[i] >= d) {
  19058. const diff = curveLengths[i] - d;
  19059. const curve = this.curves[i];
  19060. const segmentLength = curve.getLength();
  19061. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  19062. return curve.getPointAt(u, optionalTarget);
  19063. }
  19064. i++;
  19065. }
  19066. return null; // loop where sum != 0, sum > d , sum+1 <d
  19067. } // We cannot use the default THREE.Curve getPoint() with getLength() because in
  19068. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  19069. // getPoint() depends on getLength
  19070. getLength() {
  19071. const lens = this.getCurveLengths();
  19072. return lens[lens.length - 1];
  19073. } // cacheLengths must be recalculated.
  19074. updateArcLengths() {
  19075. this.needsUpdate = true;
  19076. this.cacheLengths = null;
  19077. this.getCurveLengths();
  19078. } // Compute lengths and cache them
  19079. // We cannot overwrite getLengths() because UtoT mapping uses it.
  19080. getCurveLengths() {
  19081. // We use cache values if curves and cache array are same length
  19082. if (this.cacheLengths && this.cacheLengths.length === this.curves.length) {
  19083. return this.cacheLengths;
  19084. } // Get length of sub-curve
  19085. // Push sums into cached array
  19086. const lengths = [];
  19087. let sums = 0;
  19088. for (let i = 0, l = this.curves.length; i < l; i++) {
  19089. sums += this.curves[i].getLength();
  19090. lengths.push(sums);
  19091. }
  19092. this.cacheLengths = lengths;
  19093. return lengths;
  19094. }
  19095. getSpacedPoints(divisions = 40) {
  19096. const points = [];
  19097. for (let i = 0; i <= divisions; i++) {
  19098. points.push(this.getPoint(i / divisions));
  19099. }
  19100. if (this.autoClose) {
  19101. points.push(points[0]);
  19102. }
  19103. return points;
  19104. }
  19105. getPoints(divisions = 12) {
  19106. const points = [];
  19107. let last;
  19108. for (let i = 0, curves = this.curves; i < curves.length; i++) {
  19109. const curve = curves[i];
  19110. const resolution = curve && curve.isEllipseCurve ? divisions * 2 : curve && (curve.isLineCurve || curve.isLineCurve3) ? 1 : curve && curve.isSplineCurve ? divisions * curve.points.length : divisions;
  19111. const pts = curve.getPoints(resolution);
  19112. for (let j = 0; j < pts.length; j++) {
  19113. const point = pts[j];
  19114. if (last && last.equals(point)) continue; // ensures no consecutive points are duplicates
  19115. points.push(point);
  19116. last = point;
  19117. }
  19118. }
  19119. if (this.autoClose && points.length > 1 && !points[points.length - 1].equals(points[0])) {
  19120. points.push(points[0]);
  19121. }
  19122. return points;
  19123. }
  19124. copy(source) {
  19125. super.copy(source);
  19126. this.curves = [];
  19127. for (let i = 0, l = source.curves.length; i < l; i++) {
  19128. const curve = source.curves[i];
  19129. this.curves.push(curve.clone());
  19130. }
  19131. this.autoClose = source.autoClose;
  19132. return this;
  19133. }
  19134. toJSON() {
  19135. const data = super.toJSON();
  19136. data.autoClose = this.autoClose;
  19137. data.curves = [];
  19138. for (let i = 0, l = this.curves.length; i < l; i++) {
  19139. const curve = this.curves[i];
  19140. data.curves.push(curve.toJSON());
  19141. }
  19142. return data;
  19143. }
  19144. fromJSON(json) {
  19145. super.fromJSON(json);
  19146. this.autoClose = json.autoClose;
  19147. this.curves = [];
  19148. for (let i = 0, l = json.curves.length; i < l; i++) {
  19149. const curve = json.curves[i];
  19150. this.curves.push(new Curves[curve.type]().fromJSON(curve));
  19151. }
  19152. return this;
  19153. }
  19154. }
  19155. class Path extends CurvePath {
  19156. constructor(points) {
  19157. super();
  19158. this.type = 'Path';
  19159. this.currentPoint = new Vector2();
  19160. if (points) {
  19161. this.setFromPoints(points);
  19162. }
  19163. }
  19164. setFromPoints(points) {
  19165. this.moveTo(points[0].x, points[0].y);
  19166. for (let i = 1, l = points.length; i < l; i++) {
  19167. this.lineTo(points[i].x, points[i].y);
  19168. }
  19169. return this;
  19170. }
  19171. moveTo(x, y) {
  19172. this.currentPoint.set(x, y); // TODO consider referencing vectors instead of copying?
  19173. return this;
  19174. }
  19175. lineTo(x, y) {
  19176. const curve = new LineCurve(this.currentPoint.clone(), new Vector2(x, y));
  19177. this.curves.push(curve);
  19178. this.currentPoint.set(x, y);
  19179. return this;
  19180. }
  19181. quadraticCurveTo(aCPx, aCPy, aX, aY) {
  19182. const curve = new QuadraticBezierCurve(this.currentPoint.clone(), new Vector2(aCPx, aCPy), new Vector2(aX, aY));
  19183. this.curves.push(curve);
  19184. this.currentPoint.set(aX, aY);
  19185. return this;
  19186. }
  19187. bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {
  19188. const curve = new CubicBezierCurve(this.currentPoint.clone(), new Vector2(aCP1x, aCP1y), new Vector2(aCP2x, aCP2y), new Vector2(aX, aY));
  19189. this.curves.push(curve);
  19190. this.currentPoint.set(aX, aY);
  19191. return this;
  19192. }
  19193. splineThru(pts
  19194. /*Array of Vector*/
  19195. ) {
  19196. const npts = [this.currentPoint.clone()].concat(pts);
  19197. const curve = new SplineCurve(npts);
  19198. this.curves.push(curve);
  19199. this.currentPoint.copy(pts[pts.length - 1]);
  19200. return this;
  19201. }
  19202. arc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
  19203. const x0 = this.currentPoint.x;
  19204. const y0 = this.currentPoint.y;
  19205. this.absarc(aX + x0, aY + y0, aRadius, aStartAngle, aEndAngle, aClockwise);
  19206. return this;
  19207. }
  19208. absarc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
  19209. this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
  19210. return this;
  19211. }
  19212. ellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {
  19213. const x0 = this.currentPoint.x;
  19214. const y0 = this.currentPoint.y;
  19215. this.absellipse(aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);
  19216. return this;
  19217. }
  19218. absellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {
  19219. const curve = new EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);
  19220. if (this.curves.length > 0) {
  19221. // if a previous curve is present, attempt to join
  19222. const firstPoint = curve.getPoint(0);
  19223. if (!firstPoint.equals(this.currentPoint)) {
  19224. this.lineTo(firstPoint.x, firstPoint.y);
  19225. }
  19226. }
  19227. this.curves.push(curve);
  19228. const lastPoint = curve.getPoint(1);
  19229. this.currentPoint.copy(lastPoint);
  19230. return this;
  19231. }
  19232. copy(source) {
  19233. super.copy(source);
  19234. this.currentPoint.copy(source.currentPoint);
  19235. return this;
  19236. }
  19237. toJSON() {
  19238. const data = super.toJSON();
  19239. data.currentPoint = this.currentPoint.toArray();
  19240. return data;
  19241. }
  19242. fromJSON(json) {
  19243. super.fromJSON(json);
  19244. this.currentPoint.fromArray(json.currentPoint);
  19245. return this;
  19246. }
  19247. }
  19248. class Shape extends Path {
  19249. constructor(points) {
  19250. super(points);
  19251. this.uuid = generateUUID();
  19252. this.type = 'Shape';
  19253. this.holes = [];
  19254. }
  19255. getPointsHoles(divisions) {
  19256. const holesPts = [];
  19257. for (let i = 0, l = this.holes.length; i < l; i++) {
  19258. holesPts[i] = this.holes[i].getPoints(divisions);
  19259. }
  19260. return holesPts;
  19261. } // get points of shape and holes (keypoints based on segments parameter)
  19262. extractPoints(divisions) {
  19263. return {
  19264. shape: this.getPoints(divisions),
  19265. holes: this.getPointsHoles(divisions)
  19266. };
  19267. }
  19268. copy(source) {
  19269. super.copy(source);
  19270. this.holes = [];
  19271. for (let i = 0, l = source.holes.length; i < l; i++) {
  19272. const hole = source.holes[i];
  19273. this.holes.push(hole.clone());
  19274. }
  19275. return this;
  19276. }
  19277. toJSON() {
  19278. const data = super.toJSON();
  19279. data.uuid = this.uuid;
  19280. data.holes = [];
  19281. for (let i = 0, l = this.holes.length; i < l; i++) {
  19282. const hole = this.holes[i];
  19283. data.holes.push(hole.toJSON());
  19284. }
  19285. return data;
  19286. }
  19287. fromJSON(json) {
  19288. super.fromJSON(json);
  19289. this.uuid = json.uuid;
  19290. this.holes = [];
  19291. for (let i = 0, l = json.holes.length; i < l; i++) {
  19292. const hole = json.holes[i];
  19293. this.holes.push(new Path().fromJSON(hole));
  19294. }
  19295. return this;
  19296. }
  19297. }
  19298. /**
  19299. * Port from https://github.com/mapbox/earcut (v2.2.2)
  19300. */
  19301. const Earcut = {
  19302. triangulate: function (data, holeIndices, dim = 2) {
  19303. const hasHoles = holeIndices && holeIndices.length;
  19304. const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  19305. let outerNode = linkedList(data, 0, outerLen, dim, true);
  19306. const triangles = [];
  19307. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  19308. let minX, minY, maxX, maxY, x, y, invSize;
  19309. 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
  19310. if (data.length > 80 * dim) {
  19311. minX = maxX = data[0];
  19312. minY = maxY = data[1];
  19313. for (let i = dim; i < outerLen; i += dim) {
  19314. x = data[i];
  19315. y = data[i + 1];
  19316. if (x < minX) minX = x;
  19317. if (y < minY) minY = y;
  19318. if (x > maxX) maxX = x;
  19319. if (y > maxY) maxY = y;
  19320. } // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  19321. invSize = Math.max(maxX - minX, maxY - minY);
  19322. invSize = invSize !== 0 ? 1 / invSize : 0;
  19323. }
  19324. earcutLinked(outerNode, triangles, dim, minX, minY, invSize);
  19325. return triangles;
  19326. }
  19327. }; // create a circular doubly linked list from polygon points in the specified winding order
  19328. function linkedList(data, start, end, dim, clockwise) {
  19329. let i, last;
  19330. if (clockwise === signedArea(data, start, end, dim) > 0) {
  19331. for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);
  19332. } else {
  19333. for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);
  19334. }
  19335. if (last && equals(last, last.next)) {
  19336. removeNode(last);
  19337. last = last.next;
  19338. }
  19339. return last;
  19340. } // eliminate colinear or duplicate points
  19341. function filterPoints(start, end) {
  19342. if (!start) return start;
  19343. if (!end) end = start;
  19344. let p = start,
  19345. again;
  19346. do {
  19347. again = false;
  19348. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  19349. removeNode(p);
  19350. p = end = p.prev;
  19351. if (p === p.next) break;
  19352. again = true;
  19353. } else {
  19354. p = p.next;
  19355. }
  19356. } while (again || p !== end);
  19357. return end;
  19358. } // main ear slicing loop which triangulates a polygon (given as a linked list)
  19359. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  19360. if (!ear) return; // interlink polygon nodes in z-order
  19361. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  19362. let stop = ear,
  19363. prev,
  19364. next; // iterate through ears, slicing them one by one
  19365. while (ear.prev !== ear.next) {
  19366. prev = ear.prev;
  19367. next = ear.next;
  19368. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  19369. // cut off the triangle
  19370. triangles.push(prev.i / dim);
  19371. triangles.push(ear.i / dim);
  19372. triangles.push(next.i / dim);
  19373. removeNode(ear); // skipping the next vertex leads to less sliver triangles
  19374. ear = next.next;
  19375. stop = next.next;
  19376. continue;
  19377. }
  19378. ear = next; // if we looped through the whole remaining polygon and can't find any more ears
  19379. if (ear === stop) {
  19380. // try filtering points and slicing again
  19381. if (!pass) {
  19382. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1); // if this didn't work, try curing all small self-intersections locally
  19383. } else if (pass === 1) {
  19384. ear = cureLocalIntersections(filterPoints(ear), triangles, dim);
  19385. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2); // as a last resort, try splitting the remaining polygon into two
  19386. } else if (pass === 2) {
  19387. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  19388. }
  19389. break;
  19390. }
  19391. }
  19392. } // check whether a polygon node forms a valid ear with adjacent nodes
  19393. function isEar(ear) {
  19394. const a = ear.prev,
  19395. b = ear,
  19396. c = ear.next;
  19397. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  19398. // now make sure we don't have other points inside the potential ear
  19399. let p = ear.next.next;
  19400. while (p !== ear.prev) {
  19401. 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;
  19402. p = p.next;
  19403. }
  19404. return true;
  19405. }
  19406. function isEarHashed(ear, minX, minY, invSize) {
  19407. const a = ear.prev,
  19408. b = ear,
  19409. c = ear.next;
  19410. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  19411. // triangle bbox; min & max are calculated like this for speed
  19412. const minTX = a.x < b.x ? a.x < c.x ? a.x : c.x : b.x < c.x ? b.x : c.x,
  19413. minTY = a.y < b.y ? a.y < c.y ? a.y : c.y : b.y < c.y ? b.y : c.y,
  19414. maxTX = a.x > b.x ? a.x > c.x ? a.x : c.x : b.x > c.x ? b.x : c.x,
  19415. 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;
  19416. const minZ = zOrder(minTX, minTY, minX, minY, invSize),
  19417. maxZ = zOrder(maxTX, maxTY, minX, minY, invSize);
  19418. let p = ear.prevZ,
  19419. n = ear.nextZ; // look for points inside the triangle in both directions
  19420. while (p && p.z >= minZ && n && n.z <= maxZ) {
  19421. 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;
  19422. p = p.prevZ;
  19423. 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;
  19424. n = n.nextZ;
  19425. } // look for remaining points in decreasing z-order
  19426. while (p && p.z >= minZ) {
  19427. 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;
  19428. p = p.prevZ;
  19429. } // look for remaining points in increasing z-order
  19430. while (n && n.z <= maxZ) {
  19431. 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;
  19432. n = n.nextZ;
  19433. }
  19434. return true;
  19435. } // go through all polygon nodes and cure small local self-intersections
  19436. function cureLocalIntersections(start, triangles, dim) {
  19437. let p = start;
  19438. do {
  19439. const a = p.prev,
  19440. b = p.next.next;
  19441. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  19442. triangles.push(a.i / dim);
  19443. triangles.push(p.i / dim);
  19444. triangles.push(b.i / dim); // remove two nodes involved
  19445. removeNode(p);
  19446. removeNode(p.next);
  19447. p = start = b;
  19448. }
  19449. p = p.next;
  19450. } while (p !== start);
  19451. return filterPoints(p);
  19452. } // try splitting polygon into two and triangulate them independently
  19453. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  19454. // look for a valid diagonal that divides the polygon into two
  19455. let a = start;
  19456. do {
  19457. let b = a.next.next;
  19458. while (b !== a.prev) {
  19459. if (a.i !== b.i && isValidDiagonal(a, b)) {
  19460. // split the polygon in two by the diagonal
  19461. let c = splitPolygon(a, b); // filter colinear points around the cuts
  19462. a = filterPoints(a, a.next);
  19463. c = filterPoints(c, c.next); // run earcut on each half
  19464. earcutLinked(a, triangles, dim, minX, minY, invSize);
  19465. earcutLinked(c, triangles, dim, minX, minY, invSize);
  19466. return;
  19467. }
  19468. b = b.next;
  19469. }
  19470. a = a.next;
  19471. } while (a !== start);
  19472. } // link every hole into the outer loop, producing a single-ring polygon without holes
  19473. function eliminateHoles(data, holeIndices, outerNode, dim) {
  19474. const queue = [];
  19475. let i, len, start, end, list;
  19476. for (i = 0, len = holeIndices.length; i < len; i++) {
  19477. start = holeIndices[i] * dim;
  19478. end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  19479. list = linkedList(data, start, end, dim, false);
  19480. if (list === list.next) list.steiner = true;
  19481. queue.push(getLeftmost(list));
  19482. }
  19483. queue.sort(compareX); // process holes from left to right
  19484. for (i = 0; i < queue.length; i++) {
  19485. eliminateHole(queue[i], outerNode);
  19486. outerNode = filterPoints(outerNode, outerNode.next);
  19487. }
  19488. return outerNode;
  19489. }
  19490. function compareX(a, b) {
  19491. return a.x - b.x;
  19492. } // find a bridge between vertices that connects hole with an outer ring and and link it
  19493. function eliminateHole(hole, outerNode) {
  19494. outerNode = findHoleBridge(hole, outerNode);
  19495. if (outerNode) {
  19496. const b = splitPolygon(outerNode, hole); // filter collinear points around the cuts
  19497. filterPoints(outerNode, outerNode.next);
  19498. filterPoints(b, b.next);
  19499. }
  19500. } // David Eberly's algorithm for finding a bridge between hole and outer polygon
  19501. function findHoleBridge(hole, outerNode) {
  19502. let p = outerNode;
  19503. const hx = hole.x;
  19504. const hy = hole.y;
  19505. let qx = -Infinity,
  19506. m; // find a segment intersected by a ray from the hole's leftmost point to the left;
  19507. // segment's endpoint with lesser x will be potential connection point
  19508. do {
  19509. if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  19510. const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  19511. if (x <= hx && x > qx) {
  19512. qx = x;
  19513. if (x === hx) {
  19514. if (hy === p.y) return p;
  19515. if (hy === p.next.y) return p.next;
  19516. }
  19517. m = p.x < p.next.x ? p : p.next;
  19518. }
  19519. }
  19520. p = p.next;
  19521. } while (p !== outerNode);
  19522. if (!m) return null;
  19523. if (hx === qx) return m; // hole touches outer segment; pick leftmost endpoint
  19524. // look for points inside the triangle of hole point, segment intersection and endpoint;
  19525. // if there are no points found, we have a valid connection;
  19526. // otherwise choose the point of the minimum angle with the ray as connection point
  19527. const stop = m,
  19528. mx = m.x,
  19529. my = m.y;
  19530. let tanMin = Infinity,
  19531. tan;
  19532. p = m;
  19533. do {
  19534. 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)) {
  19535. tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  19536. if (locallyInside(p, hole) && (tan < tanMin || tan === tanMin && (p.x > m.x || p.x === m.x && sectorContainsSector(m, p)))) {
  19537. m = p;
  19538. tanMin = tan;
  19539. }
  19540. }
  19541. p = p.next;
  19542. } while (p !== stop);
  19543. return m;
  19544. } // whether sector in vertex m contains sector in vertex p in the same coordinates
  19545. function sectorContainsSector(m, p) {
  19546. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  19547. } // interlink polygon nodes in z-order
  19548. function indexCurve(start, minX, minY, invSize) {
  19549. let p = start;
  19550. do {
  19551. if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  19552. p.prevZ = p.prev;
  19553. p.nextZ = p.next;
  19554. p = p.next;
  19555. } while (p !== start);
  19556. p.prevZ.nextZ = null;
  19557. p.prevZ = null;
  19558. sortLinked(p);
  19559. } // Simon Tatham's linked list merge sort algorithm
  19560. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  19561. function sortLinked(list) {
  19562. let i,
  19563. p,
  19564. q,
  19565. e,
  19566. tail,
  19567. numMerges,
  19568. pSize,
  19569. qSize,
  19570. inSize = 1;
  19571. do {
  19572. p = list;
  19573. list = null;
  19574. tail = null;
  19575. numMerges = 0;
  19576. while (p) {
  19577. numMerges++;
  19578. q = p;
  19579. pSize = 0;
  19580. for (i = 0; i < inSize; i++) {
  19581. pSize++;
  19582. q = q.nextZ;
  19583. if (!q) break;
  19584. }
  19585. qSize = inSize;
  19586. while (pSize > 0 || qSize > 0 && q) {
  19587. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  19588. e = p;
  19589. p = p.nextZ;
  19590. pSize--;
  19591. } else {
  19592. e = q;
  19593. q = q.nextZ;
  19594. qSize--;
  19595. }
  19596. if (tail) tail.nextZ = e;else list = e;
  19597. e.prevZ = tail;
  19598. tail = e;
  19599. }
  19600. p = q;
  19601. }
  19602. tail.nextZ = null;
  19603. inSize *= 2;
  19604. } while (numMerges > 1);
  19605. return list;
  19606. } // z-order of a point given coords and inverse of the longer side of data bbox
  19607. function zOrder(x, y, minX, minY, invSize) {
  19608. // coords are transformed into non-negative 15-bit integer range
  19609. x = 32767 * (x - minX) * invSize;
  19610. y = 32767 * (y - minY) * invSize;
  19611. x = (x | x << 8) & 0x00FF00FF;
  19612. x = (x | x << 4) & 0x0F0F0F0F;
  19613. x = (x | x << 2) & 0x33333333;
  19614. x = (x | x << 1) & 0x55555555;
  19615. y = (y | y << 8) & 0x00FF00FF;
  19616. y = (y | y << 4) & 0x0F0F0F0F;
  19617. y = (y | y << 2) & 0x33333333;
  19618. y = (y | y << 1) & 0x55555555;
  19619. return x | y << 1;
  19620. } // find the leftmost node of a polygon ring
  19621. function getLeftmost(start) {
  19622. let p = start,
  19623. leftmost = start;
  19624. do {
  19625. if (p.x < leftmost.x || p.x === leftmost.x && p.y < leftmost.y) leftmost = p;
  19626. p = p.next;
  19627. } while (p !== start);
  19628. return leftmost;
  19629. } // check if a point lies within a convex triangle
  19630. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  19631. 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;
  19632. } // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  19633. function isValidDiagonal(a, b) {
  19634. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && ( // dones't intersect other edges
  19635. locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && ( // locally visible
  19636. area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  19637. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  19638. } // signed area of a triangle
  19639. function area(p, q, r) {
  19640. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  19641. } // check if two points are equal
  19642. function equals(p1, p2) {
  19643. return p1.x === p2.x && p1.y === p2.y;
  19644. } // check if two segments intersect
  19645. function intersects(p1, q1, p2, q2) {
  19646. const o1 = sign(area(p1, q1, p2));
  19647. const o2 = sign(area(p1, q1, q2));
  19648. const o3 = sign(area(p2, q2, p1));
  19649. const o4 = sign(area(p2, q2, q1));
  19650. if (o1 !== o2 && o3 !== o4) return true; // general case
  19651. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  19652. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  19653. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  19654. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  19655. return false;
  19656. } // for collinear points p, q, r, check if point q lies on segment pr
  19657. function onSegment(p, q, r) {
  19658. 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);
  19659. }
  19660. function sign(num) {
  19661. return num > 0 ? 1 : num < 0 ? -1 : 0;
  19662. } // check if a polygon diagonal intersects any polygon segments
  19663. function intersectsPolygon(a, b) {
  19664. let p = a;
  19665. do {
  19666. 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;
  19667. p = p.next;
  19668. } while (p !== a);
  19669. return false;
  19670. } // check if a polygon diagonal is locally inside the polygon
  19671. function locallyInside(a, b) {
  19672. 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;
  19673. } // check if the middle point of a polygon diagonal is inside the polygon
  19674. function middleInside(a, b) {
  19675. let p = a,
  19676. inside = false;
  19677. const px = (a.x + b.x) / 2,
  19678. py = (a.y + b.y) / 2;
  19679. do {
  19680. 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;
  19681. p = p.next;
  19682. } while (p !== a);
  19683. return inside;
  19684. } // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  19685. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  19686. function splitPolygon(a, b) {
  19687. const a2 = new Node(a.i, a.x, a.y),
  19688. b2 = new Node(b.i, b.x, b.y),
  19689. an = a.next,
  19690. bp = b.prev;
  19691. a.next = b;
  19692. b.prev = a;
  19693. a2.next = an;
  19694. an.prev = a2;
  19695. b2.next = a2;
  19696. a2.prev = b2;
  19697. bp.next = b2;
  19698. b2.prev = bp;
  19699. return b2;
  19700. } // create a node and optionally link it with previous one (in a circular doubly linked list)
  19701. function insertNode(i, x, y, last) {
  19702. const p = new Node(i, x, y);
  19703. if (!last) {
  19704. p.prev = p;
  19705. p.next = p;
  19706. } else {
  19707. p.next = last.next;
  19708. p.prev = last;
  19709. last.next.prev = p;
  19710. last.next = p;
  19711. }
  19712. return p;
  19713. }
  19714. function removeNode(p) {
  19715. p.next.prev = p.prev;
  19716. p.prev.next = p.next;
  19717. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  19718. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  19719. }
  19720. function Node(i, x, y) {
  19721. // vertex index in coordinates array
  19722. this.i = i; // vertex coordinates
  19723. this.x = x;
  19724. this.y = y; // previous and next vertex nodes in a polygon ring
  19725. this.prev = null;
  19726. this.next = null; // z-order curve value
  19727. this.z = null; // previous and next nodes in z-order
  19728. this.prevZ = null;
  19729. this.nextZ = null; // indicates whether this is a steiner point
  19730. this.steiner = false;
  19731. }
  19732. function signedArea(data, start, end, dim) {
  19733. let sum = 0;
  19734. for (let i = start, j = end - dim; i < end; i += dim) {
  19735. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  19736. j = i;
  19737. }
  19738. return sum;
  19739. }
  19740. class ShapeUtils {
  19741. // calculate area of the contour polygon
  19742. static area(contour) {
  19743. const n = contour.length;
  19744. let a = 0.0;
  19745. for (let p = n - 1, q = 0; q < n; p = q++) {
  19746. a += contour[p].x * contour[q].y - contour[q].x * contour[p].y;
  19747. }
  19748. return a * 0.5;
  19749. }
  19750. static isClockWise(pts) {
  19751. return ShapeUtils.area(pts) < 0;
  19752. }
  19753. static triangulateShape(contour, holes) {
  19754. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  19755. const holeIndices = []; // array of hole indices
  19756. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  19757. removeDupEndPts(contour);
  19758. addContour(vertices, contour); //
  19759. let holeIndex = contour.length;
  19760. holes.forEach(removeDupEndPts);
  19761. for (let i = 0; i < holes.length; i++) {
  19762. holeIndices.push(holeIndex);
  19763. holeIndex += holes[i].length;
  19764. addContour(vertices, holes[i]);
  19765. } //
  19766. const triangles = Earcut.triangulate(vertices, holeIndices); //
  19767. for (let i = 0; i < triangles.length; i += 3) {
  19768. faces.push(triangles.slice(i, i + 3));
  19769. }
  19770. return faces;
  19771. }
  19772. }
  19773. function removeDupEndPts(points) {
  19774. const l = points.length;
  19775. if (l > 2 && points[l - 1].equals(points[0])) {
  19776. points.pop();
  19777. }
  19778. }
  19779. function addContour(vertices, contour) {
  19780. for (let i = 0; i < contour.length; i++) {
  19781. vertices.push(contour[i].x);
  19782. vertices.push(contour[i].y);
  19783. }
  19784. }
  19785. /**
  19786. * Creates extruded geometry from a path shape.
  19787. *
  19788. * parameters = {
  19789. *
  19790. * curveSegments: <int>, // number of points on the curves
  19791. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  19792. * depth: <float>, // Depth to extrude the shape
  19793. *
  19794. * bevelEnabled: <bool>, // turn on bevel
  19795. * bevelThickness: <float>, // how deep into the original shape bevel goes
  19796. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  19797. * bevelOffset: <float>, // how far from shape outline does bevel start
  19798. * bevelSegments: <int>, // number of bevel layers
  19799. *
  19800. * extrudePath: <THREE.Curve> // curve to extrude shape along
  19801. *
  19802. * UVGenerator: <Object> // object that provides UV generator functions
  19803. *
  19804. * }
  19805. */
  19806. class ExtrudeGeometry extends BufferGeometry {
  19807. constructor(shapes = new Shape([new Vector2(0.5, 0.5), new Vector2(-0.5, 0.5), new Vector2(-0.5, -0.5), new Vector2(0.5, -0.5)]), options = {}) {
  19808. super();
  19809. this.type = 'ExtrudeGeometry';
  19810. this.parameters = {
  19811. shapes: shapes,
  19812. options: options
  19813. };
  19814. shapes = Array.isArray(shapes) ? shapes : [shapes];
  19815. const scope = this;
  19816. const verticesArray = [];
  19817. const uvArray = [];
  19818. for (let i = 0, l = shapes.length; i < l; i++) {
  19819. const shape = shapes[i];
  19820. addShape(shape);
  19821. } // build geometry
  19822. this.setAttribute('position', new Float32BufferAttribute(verticesArray, 3));
  19823. this.setAttribute('uv', new Float32BufferAttribute(uvArray, 2));
  19824. this.computeVertexNormals(); // functions
  19825. function addShape(shape) {
  19826. const placeholder = []; // options
  19827. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  19828. const steps = options.steps !== undefined ? options.steps : 1;
  19829. let depth = options.depth !== undefined ? options.depth : 1;
  19830. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  19831. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  19832. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  19833. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  19834. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  19835. const extrudePath = options.extrudePath;
  19836. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator; // deprecated options
  19837. if (options.amount !== undefined) {
  19838. console.warn('THREE.ExtrudeBufferGeometry: amount has been renamed to depth.');
  19839. depth = options.amount;
  19840. } //
  19841. let extrudePts,
  19842. extrudeByPath = false;
  19843. let splineTube, binormal, normal, position2;
  19844. if (extrudePath) {
  19845. extrudePts = extrudePath.getSpacedPoints(steps);
  19846. extrudeByPath = true;
  19847. bevelEnabled = false; // bevels not supported for path extrusion
  19848. // SETUP TNB variables
  19849. // TODO1 - have a .isClosed in spline?
  19850. splineTube = extrudePath.computeFrenetFrames(steps, false); // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  19851. binormal = new Vector3();
  19852. normal = new Vector3();
  19853. position2 = new Vector3();
  19854. } // Safeguards if bevels are not enabled
  19855. if (!bevelEnabled) {
  19856. bevelSegments = 0;
  19857. bevelThickness = 0;
  19858. bevelSize = 0;
  19859. bevelOffset = 0;
  19860. } // Variables initialization
  19861. const shapePoints = shape.extractPoints(curveSegments);
  19862. let vertices = shapePoints.shape;
  19863. const holes = shapePoints.holes;
  19864. const reverse = !ShapeUtils.isClockWise(vertices);
  19865. if (reverse) {
  19866. vertices = vertices.reverse(); // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  19867. for (let h = 0, hl = holes.length; h < hl; h++) {
  19868. const ahole = holes[h];
  19869. if (ShapeUtils.isClockWise(ahole)) {
  19870. holes[h] = ahole.reverse();
  19871. }
  19872. }
  19873. }
  19874. const faces = ShapeUtils.triangulateShape(vertices, holes);
  19875. /* Vertices */
  19876. const contour = vertices; // vertices has all points but contour has only points of circumference
  19877. for (let h = 0, hl = holes.length; h < hl; h++) {
  19878. const ahole = holes[h];
  19879. vertices = vertices.concat(ahole);
  19880. }
  19881. function scalePt2(pt, vec, size) {
  19882. if (!vec) console.error('THREE.ExtrudeGeometry: vec does not exist');
  19883. return vec.clone().multiplyScalar(size).add(pt);
  19884. }
  19885. const vlen = vertices.length,
  19886. flen = faces.length; // Find directions for point movement
  19887. function getBevelVec(inPt, inPrev, inNext) {
  19888. // computes for inPt the corresponding point inPt' on a new contour
  19889. // shifted by 1 unit (length of normalized vector) to the left
  19890. // if we walk along contour clockwise, this new contour is outside the old one
  19891. //
  19892. // inPt' is the intersection of the two lines parallel to the two
  19893. // adjacent edges of inPt at a distance of 1 unit on the left side.
  19894. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  19895. // good reading for geometry algorithms (here: line-line intersection)
  19896. // http://geomalgorithms.com/a05-_intersect-1.html
  19897. const v_prev_x = inPt.x - inPrev.x,
  19898. v_prev_y = inPt.y - inPrev.y;
  19899. const v_next_x = inNext.x - inPt.x,
  19900. v_next_y = inNext.y - inPt.y;
  19901. const v_prev_lensq = v_prev_x * v_prev_x + v_prev_y * v_prev_y; // check for collinear edges
  19902. const collinear0 = v_prev_x * v_next_y - v_prev_y * v_next_x;
  19903. if (Math.abs(collinear0) > Number.EPSILON) {
  19904. // not collinear
  19905. // length of vectors for normalizing
  19906. const v_prev_len = Math.sqrt(v_prev_lensq);
  19907. const 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
  19908. const ptPrevShift_x = inPrev.x - v_prev_y / v_prev_len;
  19909. const ptPrevShift_y = inPrev.y + v_prev_x / v_prev_len;
  19910. const ptNextShift_x = inNext.x - v_next_y / v_next_len;
  19911. const ptNextShift_y = inNext.y + v_next_x / v_next_len; // scaling factor for v_prev to intersection point
  19912. const 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
  19913. v_trans_x = ptPrevShift_x + v_prev_x * sf - inPt.x;
  19914. v_trans_y = ptPrevShift_y + v_prev_y * sf - inPt.y; // Don't normalize!, otherwise sharp corners become ugly
  19915. // but prevent crazy spikes
  19916. const v_trans_lensq = v_trans_x * v_trans_x + v_trans_y * v_trans_y;
  19917. if (v_trans_lensq <= 2) {
  19918. return new Vector2(v_trans_x, v_trans_y);
  19919. } else {
  19920. shrink_by = Math.sqrt(v_trans_lensq / 2);
  19921. }
  19922. } else {
  19923. // handle special case of collinear edges
  19924. let direction_eq = false; // assumes: opposite
  19925. if (v_prev_x > Number.EPSILON) {
  19926. if (v_next_x > Number.EPSILON) {
  19927. direction_eq = true;
  19928. }
  19929. } else {
  19930. if (v_prev_x < -Number.EPSILON) {
  19931. if (v_next_x < -Number.EPSILON) {
  19932. direction_eq = true;
  19933. }
  19934. } else {
  19935. if (Math.sign(v_prev_y) === Math.sign(v_next_y)) {
  19936. direction_eq = true;
  19937. }
  19938. }
  19939. }
  19940. if (direction_eq) {
  19941. // console.log("Warning: lines are a straight sequence");
  19942. v_trans_x = -v_prev_y;
  19943. v_trans_y = v_prev_x;
  19944. shrink_by = Math.sqrt(v_prev_lensq);
  19945. } else {
  19946. // console.log("Warning: lines are a straight spike");
  19947. v_trans_x = v_prev_x;
  19948. v_trans_y = v_prev_y;
  19949. shrink_by = Math.sqrt(v_prev_lensq / 2);
  19950. }
  19951. }
  19952. return new Vector2(v_trans_x / shrink_by, v_trans_y / shrink_by);
  19953. }
  19954. const contourMovements = [];
  19955. for (let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i++, j++, k++) {
  19956. if (j === il) j = 0;
  19957. if (k === il) k = 0; // (j)---(i)---(k)
  19958. // console.log('i,j,k', i, j , k)
  19959. contourMovements[i] = getBevelVec(contour[i], contour[j], contour[k]);
  19960. }
  19961. const holesMovements = [];
  19962. let oneHoleMovements,
  19963. verticesMovements = contourMovements.concat();
  19964. for (let h = 0, hl = holes.length; h < hl; h++) {
  19965. const ahole = holes[h];
  19966. oneHoleMovements = [];
  19967. for (let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i++, j++, k++) {
  19968. if (j === il) j = 0;
  19969. if (k === il) k = 0; // (j)---(i)---(k)
  19970. oneHoleMovements[i] = getBevelVec(ahole[i], ahole[j], ahole[k]);
  19971. }
  19972. holesMovements.push(oneHoleMovements);
  19973. verticesMovements = verticesMovements.concat(oneHoleMovements);
  19974. } // Loop bevelSegments, 1 for the front, 1 for the back
  19975. for (let b = 0; b < bevelSegments; b++) {
  19976. //for ( b = bevelSegments; b > 0; b -- ) {
  19977. const t = b / bevelSegments;
  19978. const z = bevelThickness * Math.cos(t * Math.PI / 2);
  19979. const bs = bevelSize * Math.sin(t * Math.PI / 2) + bevelOffset; // contract shape
  19980. for (let i = 0, il = contour.length; i < il; i++) {
  19981. const vert = scalePt2(contour[i], contourMovements[i], bs);
  19982. v(vert.x, vert.y, -z);
  19983. } // expand holes
  19984. for (let h = 0, hl = holes.length; h < hl; h++) {
  19985. const ahole = holes[h];
  19986. oneHoleMovements = holesMovements[h];
  19987. for (let i = 0, il = ahole.length; i < il; i++) {
  19988. const vert = scalePt2(ahole[i], oneHoleMovements[i], bs);
  19989. v(vert.x, vert.y, -z);
  19990. }
  19991. }
  19992. }
  19993. const bs = bevelSize + bevelOffset; // Back facing vertices
  19994. for (let i = 0; i < vlen; i++) {
  19995. const vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i];
  19996. if (!extrudeByPath) {
  19997. v(vert.x, vert.y, 0);
  19998. } else {
  19999. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  20000. normal.copy(splineTube.normals[0]).multiplyScalar(vert.x);
  20001. binormal.copy(splineTube.binormals[0]).multiplyScalar(vert.y);
  20002. position2.copy(extrudePts[0]).add(normal).add(binormal);
  20003. v(position2.x, position2.y, position2.z);
  20004. }
  20005. } // Add stepped vertices...
  20006. // Including front facing vertices
  20007. for (let s = 1; s <= steps; s++) {
  20008. for (let i = 0; i < vlen; i++) {
  20009. const vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i];
  20010. if (!extrudeByPath) {
  20011. v(vert.x, vert.y, depth / steps * s);
  20012. } else {
  20013. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  20014. normal.copy(splineTube.normals[s]).multiplyScalar(vert.x);
  20015. binormal.copy(splineTube.binormals[s]).multiplyScalar(vert.y);
  20016. position2.copy(extrudePts[s]).add(normal).add(binormal);
  20017. v(position2.x, position2.y, position2.z);
  20018. }
  20019. }
  20020. } // Add bevel segments planes
  20021. //for ( b = 1; b <= bevelSegments; b ++ ) {
  20022. for (let b = bevelSegments - 1; b >= 0; b--) {
  20023. const t = b / bevelSegments;
  20024. const z = bevelThickness * Math.cos(t * Math.PI / 2);
  20025. const bs = bevelSize * Math.sin(t * Math.PI / 2) + bevelOffset; // contract shape
  20026. for (let i = 0, il = contour.length; i < il; i++) {
  20027. const vert = scalePt2(contour[i], contourMovements[i], bs);
  20028. v(vert.x, vert.y, depth + z);
  20029. } // expand holes
  20030. for (let h = 0, hl = holes.length; h < hl; h++) {
  20031. const ahole = holes[h];
  20032. oneHoleMovements = holesMovements[h];
  20033. for (let i = 0, il = ahole.length; i < il; i++) {
  20034. const vert = scalePt2(ahole[i], oneHoleMovements[i], bs);
  20035. if (!extrudeByPath) {
  20036. v(vert.x, vert.y, depth + z);
  20037. } else {
  20038. v(vert.x, vert.y + extrudePts[steps - 1].y, extrudePts[steps - 1].x + z);
  20039. }
  20040. }
  20041. }
  20042. }
  20043. /* Faces */
  20044. // Top and bottom faces
  20045. buildLidFaces(); // Sides faces
  20046. buildSideFaces(); ///// Internal functions
  20047. function buildLidFaces() {
  20048. const start = verticesArray.length / 3;
  20049. if (bevelEnabled) {
  20050. let layer = 0; // steps + 1
  20051. let offset = vlen * layer; // Bottom faces
  20052. for (let i = 0; i < flen; i++) {
  20053. const face = faces[i];
  20054. f3(face[2] + offset, face[1] + offset, face[0] + offset);
  20055. }
  20056. layer = steps + bevelSegments * 2;
  20057. offset = vlen * layer; // Top faces
  20058. for (let i = 0; i < flen; i++) {
  20059. const face = faces[i];
  20060. f3(face[0] + offset, face[1] + offset, face[2] + offset);
  20061. }
  20062. } else {
  20063. // Bottom faces
  20064. for (let i = 0; i < flen; i++) {
  20065. const face = faces[i];
  20066. f3(face[2], face[1], face[0]);
  20067. } // Top faces
  20068. for (let i = 0; i < flen; i++) {
  20069. const face = faces[i];
  20070. f3(face[0] + vlen * steps, face[1] + vlen * steps, face[2] + vlen * steps);
  20071. }
  20072. }
  20073. scope.addGroup(start, verticesArray.length / 3 - start, 0);
  20074. } // Create faces for the z-sides of the shape
  20075. function buildSideFaces() {
  20076. const start = verticesArray.length / 3;
  20077. let layeroffset = 0;
  20078. sidewalls(contour, layeroffset);
  20079. layeroffset += contour.length;
  20080. for (let h = 0, hl = holes.length; h < hl; h++) {
  20081. const ahole = holes[h];
  20082. sidewalls(ahole, layeroffset); //, true
  20083. layeroffset += ahole.length;
  20084. }
  20085. scope.addGroup(start, verticesArray.length / 3 - start, 1);
  20086. }
  20087. function sidewalls(contour, layeroffset) {
  20088. let i = contour.length;
  20089. while (--i >= 0) {
  20090. const j = i;
  20091. let k = i - 1;
  20092. if (k < 0) k = contour.length - 1; //console.log('b', i,j, i-1, k,vertices.length);
  20093. for (let s = 0, sl = steps + bevelSegments * 2; s < sl; s++) {
  20094. const slen1 = vlen * s;
  20095. const slen2 = vlen * (s + 1);
  20096. const a = layeroffset + j + slen1,
  20097. b = layeroffset + k + slen1,
  20098. c = layeroffset + k + slen2,
  20099. d = layeroffset + j + slen2;
  20100. f4(a, b, c, d);
  20101. }
  20102. }
  20103. }
  20104. function v(x, y, z) {
  20105. placeholder.push(x);
  20106. placeholder.push(y);
  20107. placeholder.push(z);
  20108. }
  20109. function f3(a, b, c) {
  20110. addVertex(a);
  20111. addVertex(b);
  20112. addVertex(c);
  20113. const nextIndex = verticesArray.length / 3;
  20114. const uvs = uvgen.generateTopUV(scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1);
  20115. addUV(uvs[0]);
  20116. addUV(uvs[1]);
  20117. addUV(uvs[2]);
  20118. }
  20119. function f4(a, b, c, d) {
  20120. addVertex(a);
  20121. addVertex(b);
  20122. addVertex(d);
  20123. addVertex(b);
  20124. addVertex(c);
  20125. addVertex(d);
  20126. const nextIndex = verticesArray.length / 3;
  20127. const uvs = uvgen.generateSideWallUV(scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1);
  20128. addUV(uvs[0]);
  20129. addUV(uvs[1]);
  20130. addUV(uvs[3]);
  20131. addUV(uvs[1]);
  20132. addUV(uvs[2]);
  20133. addUV(uvs[3]);
  20134. }
  20135. function addVertex(index) {
  20136. verticesArray.push(placeholder[index * 3 + 0]);
  20137. verticesArray.push(placeholder[index * 3 + 1]);
  20138. verticesArray.push(placeholder[index * 3 + 2]);
  20139. }
  20140. function addUV(vector2) {
  20141. uvArray.push(vector2.x);
  20142. uvArray.push(vector2.y);
  20143. }
  20144. }
  20145. }
  20146. toJSON() {
  20147. const data = super.toJSON();
  20148. const shapes = this.parameters.shapes;
  20149. const options = this.parameters.options;
  20150. return toJSON$1(shapes, options, data);
  20151. }
  20152. static fromJSON(data, shapes) {
  20153. const geometryShapes = [];
  20154. for (let j = 0, jl = data.shapes.length; j < jl; j++) {
  20155. const shape = shapes[data.shapes[j]];
  20156. geometryShapes.push(shape);
  20157. }
  20158. const extrudePath = data.options.extrudePath;
  20159. if (extrudePath !== undefined) {
  20160. data.options.extrudePath = new Curves[extrudePath.type]().fromJSON(extrudePath);
  20161. }
  20162. return new ExtrudeGeometry(geometryShapes, data.options);
  20163. }
  20164. }
  20165. const WorldUVGenerator = {
  20166. generateTopUV: function (geometry, vertices, indexA, indexB, indexC) {
  20167. const a_x = vertices[indexA * 3];
  20168. const a_y = vertices[indexA * 3 + 1];
  20169. const b_x = vertices[indexB * 3];
  20170. const b_y = vertices[indexB * 3 + 1];
  20171. const c_x = vertices[indexC * 3];
  20172. const c_y = vertices[indexC * 3 + 1];
  20173. return [new Vector2(a_x, a_y), new Vector2(b_x, b_y), new Vector2(c_x, c_y)];
  20174. },
  20175. generateSideWallUV: function (geometry, vertices, indexA, indexB, indexC, indexD) {
  20176. const a_x = vertices[indexA * 3];
  20177. const a_y = vertices[indexA * 3 + 1];
  20178. const a_z = vertices[indexA * 3 + 2];
  20179. const b_x = vertices[indexB * 3];
  20180. const b_y = vertices[indexB * 3 + 1];
  20181. const b_z = vertices[indexB * 3 + 2];
  20182. const c_x = vertices[indexC * 3];
  20183. const c_y = vertices[indexC * 3 + 1];
  20184. const c_z = vertices[indexC * 3 + 2];
  20185. const d_x = vertices[indexD * 3];
  20186. const d_y = vertices[indexD * 3 + 1];
  20187. const d_z = vertices[indexD * 3 + 2];
  20188. if (Math.abs(a_y - b_y) < Math.abs(a_x - b_x)) {
  20189. 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)];
  20190. } else {
  20191. 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)];
  20192. }
  20193. }
  20194. };
  20195. function toJSON$1(shapes, options, data) {
  20196. data.shapes = [];
  20197. if (Array.isArray(shapes)) {
  20198. for (let i = 0, l = shapes.length; i < l; i++) {
  20199. const shape = shapes[i];
  20200. data.shapes.push(shape.uuid);
  20201. }
  20202. } else {
  20203. data.shapes.push(shapes.uuid);
  20204. }
  20205. if (options.extrudePath !== undefined) data.options.extrudePath = options.extrudePath.toJSON();
  20206. return data;
  20207. }
  20208. class IcosahedronGeometry extends PolyhedronGeometry {
  20209. constructor(radius = 1, detail = 0) {
  20210. const t = (1 + Math.sqrt(5)) / 2;
  20211. const 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];
  20212. const 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];
  20213. super(vertices, indices, radius, detail);
  20214. this.type = 'IcosahedronGeometry';
  20215. this.parameters = {
  20216. radius: radius,
  20217. detail: detail
  20218. };
  20219. }
  20220. static fromJSON(data) {
  20221. return new IcosahedronGeometry(data.radius, data.detail);
  20222. }
  20223. }
  20224. class LatheGeometry extends BufferGeometry {
  20225. constructor(points = [new Vector2(0, 0.5), new Vector2(0.5, 0), new Vector2(0, -0.5)], segments = 12, phiStart = 0, phiLength = Math.PI * 2) {
  20226. super();
  20227. this.type = 'LatheGeometry';
  20228. this.parameters = {
  20229. points: points,
  20230. segments: segments,
  20231. phiStart: phiStart,
  20232. phiLength: phiLength
  20233. };
  20234. segments = Math.floor(segments); // clamp phiLength so it's in range of [ 0, 2PI ]
  20235. phiLength = clamp(phiLength, 0, Math.PI * 2); // buffers
  20236. const indices = [];
  20237. const vertices = [];
  20238. const uvs = []; // helper variables
  20239. const inverseSegments = 1.0 / segments;
  20240. const vertex = new Vector3();
  20241. const uv = new Vector2(); // generate vertices and uvs
  20242. for (let i = 0; i <= segments; i++) {
  20243. const phi = phiStart + i * inverseSegments * phiLength;
  20244. const sin = Math.sin(phi);
  20245. const cos = Math.cos(phi);
  20246. for (let j = 0; j <= points.length - 1; j++) {
  20247. // vertex
  20248. vertex.x = points[j].x * sin;
  20249. vertex.y = points[j].y;
  20250. vertex.z = points[j].x * cos;
  20251. vertices.push(vertex.x, vertex.y, vertex.z); // uv
  20252. uv.x = i / segments;
  20253. uv.y = j / (points.length - 1);
  20254. uvs.push(uv.x, uv.y);
  20255. }
  20256. } // indices
  20257. for (let i = 0; i < segments; i++) {
  20258. for (let j = 0; j < points.length - 1; j++) {
  20259. const base = j + i * points.length;
  20260. const a = base;
  20261. const b = base + points.length;
  20262. const c = base + points.length + 1;
  20263. const d = base + 1; // faces
  20264. indices.push(a, b, d);
  20265. indices.push(b, c, d);
  20266. }
  20267. } // build geometry
  20268. this.setIndex(indices);
  20269. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  20270. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // generate normals
  20271. this.computeVertexNormals(); // if the geometry is closed, we need to average the normals along the seam.
  20272. // because the corresponding vertices are identical (but still have different UVs).
  20273. if (phiLength === Math.PI * 2) {
  20274. const normals = this.attributes.normal.array;
  20275. const n1 = new Vector3();
  20276. const n2 = new Vector3();
  20277. const n = new Vector3(); // this is the buffer offset for the last line of vertices
  20278. const base = segments * points.length * 3;
  20279. for (let i = 0, j = 0; i < points.length; i++, j += 3) {
  20280. // select the normal of the vertex in the first line
  20281. n1.x = normals[j + 0];
  20282. n1.y = normals[j + 1];
  20283. n1.z = normals[j + 2]; // select the normal of the vertex in the last line
  20284. n2.x = normals[base + j + 0];
  20285. n2.y = normals[base + j + 1];
  20286. n2.z = normals[base + j + 2]; // average normals
  20287. n.addVectors(n1, n2).normalize(); // assign the new values to both normals
  20288. normals[j + 0] = normals[base + j + 0] = n.x;
  20289. normals[j + 1] = normals[base + j + 1] = n.y;
  20290. normals[j + 2] = normals[base + j + 2] = n.z;
  20291. }
  20292. }
  20293. }
  20294. static fromJSON(data) {
  20295. return new LatheGeometry(data.points, data.segments, data.phiStart, data.phiLength);
  20296. }
  20297. }
  20298. class OctahedronGeometry extends PolyhedronGeometry {
  20299. constructor(radius = 1, detail = 0) {
  20300. const vertices = [1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1];
  20301. const 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];
  20302. super(vertices, indices, radius, detail);
  20303. this.type = 'OctahedronGeometry';
  20304. this.parameters = {
  20305. radius: radius,
  20306. detail: detail
  20307. };
  20308. }
  20309. static fromJSON(data) {
  20310. return new OctahedronGeometry(data.radius, data.detail);
  20311. }
  20312. }
  20313. class RingGeometry extends BufferGeometry {
  20314. constructor(innerRadius = 0.5, outerRadius = 1, thetaSegments = 8, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2) {
  20315. super();
  20316. this.type = 'RingGeometry';
  20317. this.parameters = {
  20318. innerRadius: innerRadius,
  20319. outerRadius: outerRadius,
  20320. thetaSegments: thetaSegments,
  20321. phiSegments: phiSegments,
  20322. thetaStart: thetaStart,
  20323. thetaLength: thetaLength
  20324. };
  20325. thetaSegments = Math.max(3, thetaSegments);
  20326. phiSegments = Math.max(1, phiSegments); // buffers
  20327. const indices = [];
  20328. const vertices = [];
  20329. const normals = [];
  20330. const uvs = []; // some helper variables
  20331. let radius = innerRadius;
  20332. const radiusStep = (outerRadius - innerRadius) / phiSegments;
  20333. const vertex = new Vector3();
  20334. const uv = new Vector2(); // generate vertices, normals and uvs
  20335. for (let j = 0; j <= phiSegments; j++) {
  20336. for (let i = 0; i <= thetaSegments; i++) {
  20337. // values are generate from the inside of the ring to the outside
  20338. const segment = thetaStart + i / thetaSegments * thetaLength; // vertex
  20339. vertex.x = radius * Math.cos(segment);
  20340. vertex.y = radius * Math.sin(segment);
  20341. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  20342. normals.push(0, 0, 1); // uv
  20343. uv.x = (vertex.x / outerRadius + 1) / 2;
  20344. uv.y = (vertex.y / outerRadius + 1) / 2;
  20345. uvs.push(uv.x, uv.y);
  20346. } // increase the radius for next row of vertices
  20347. radius += radiusStep;
  20348. } // indices
  20349. for (let j = 0; j < phiSegments; j++) {
  20350. const thetaSegmentLevel = j * (thetaSegments + 1);
  20351. for (let i = 0; i < thetaSegments; i++) {
  20352. const segment = i + thetaSegmentLevel;
  20353. const a = segment;
  20354. const b = segment + thetaSegments + 1;
  20355. const c = segment + thetaSegments + 2;
  20356. const d = segment + 1; // faces
  20357. indices.push(a, b, d);
  20358. indices.push(b, c, d);
  20359. }
  20360. } // build geometry
  20361. this.setIndex(indices);
  20362. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  20363. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  20364. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  20365. }
  20366. static fromJSON(data) {
  20367. return new RingGeometry(data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength);
  20368. }
  20369. }
  20370. class ShapeGeometry extends BufferGeometry {
  20371. constructor(shapes = new Shape([new Vector2(0, 0.5), new Vector2(-0.5, -0.5), new Vector2(0.5, -0.5)]), curveSegments = 12) {
  20372. super();
  20373. this.type = 'ShapeGeometry';
  20374. this.parameters = {
  20375. shapes: shapes,
  20376. curveSegments: curveSegments
  20377. }; // buffers
  20378. const indices = [];
  20379. const vertices = [];
  20380. const normals = [];
  20381. const uvs = []; // helper variables
  20382. let groupStart = 0;
  20383. let groupCount = 0; // allow single and array values for "shapes" parameter
  20384. if (Array.isArray(shapes) === false) {
  20385. addShape(shapes);
  20386. } else {
  20387. for (let i = 0; i < shapes.length; i++) {
  20388. addShape(shapes[i]);
  20389. this.addGroup(groupStart, groupCount, i); // enables MultiMaterial support
  20390. groupStart += groupCount;
  20391. groupCount = 0;
  20392. }
  20393. } // build geometry
  20394. this.setIndex(indices);
  20395. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  20396. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  20397. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // helper functions
  20398. function addShape(shape) {
  20399. const indexOffset = vertices.length / 3;
  20400. const points = shape.extractPoints(curveSegments);
  20401. let shapeVertices = points.shape;
  20402. const shapeHoles = points.holes; // check direction of vertices
  20403. if (ShapeUtils.isClockWise(shapeVertices) === false) {
  20404. shapeVertices = shapeVertices.reverse();
  20405. }
  20406. for (let i = 0, l = shapeHoles.length; i < l; i++) {
  20407. const shapeHole = shapeHoles[i];
  20408. if (ShapeUtils.isClockWise(shapeHole) === true) {
  20409. shapeHoles[i] = shapeHole.reverse();
  20410. }
  20411. }
  20412. const faces = ShapeUtils.triangulateShape(shapeVertices, shapeHoles); // join vertices of inner and outer paths to a single array
  20413. for (let i = 0, l = shapeHoles.length; i < l; i++) {
  20414. const shapeHole = shapeHoles[i];
  20415. shapeVertices = shapeVertices.concat(shapeHole);
  20416. } // vertices, normals, uvs
  20417. for (let i = 0, l = shapeVertices.length; i < l; i++) {
  20418. const vertex = shapeVertices[i];
  20419. vertices.push(vertex.x, vertex.y, 0);
  20420. normals.push(0, 0, 1);
  20421. uvs.push(vertex.x, vertex.y); // world uvs
  20422. } // incides
  20423. for (let i = 0, l = faces.length; i < l; i++) {
  20424. const face = faces[i];
  20425. const a = face[0] + indexOffset;
  20426. const b = face[1] + indexOffset;
  20427. const c = face[2] + indexOffset;
  20428. indices.push(a, b, c);
  20429. groupCount += 3;
  20430. }
  20431. }
  20432. }
  20433. toJSON() {
  20434. const data = super.toJSON();
  20435. const shapes = this.parameters.shapes;
  20436. return toJSON(shapes, data);
  20437. }
  20438. static fromJSON(data, shapes) {
  20439. const geometryShapes = [];
  20440. for (let j = 0, jl = data.shapes.length; j < jl; j++) {
  20441. const shape = shapes[data.shapes[j]];
  20442. geometryShapes.push(shape);
  20443. }
  20444. return new ShapeGeometry(geometryShapes, data.curveSegments);
  20445. }
  20446. }
  20447. function toJSON(shapes, data) {
  20448. data.shapes = [];
  20449. if (Array.isArray(shapes)) {
  20450. for (let i = 0, l = shapes.length; i < l; i++) {
  20451. const shape = shapes[i];
  20452. data.shapes.push(shape.uuid);
  20453. }
  20454. } else {
  20455. data.shapes.push(shapes.uuid);
  20456. }
  20457. return data;
  20458. }
  20459. class SphereGeometry extends BufferGeometry {
  20460. constructor(radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI) {
  20461. super();
  20462. this.type = 'SphereGeometry';
  20463. this.parameters = {
  20464. radius: radius,
  20465. widthSegments: widthSegments,
  20466. heightSegments: heightSegments,
  20467. phiStart: phiStart,
  20468. phiLength: phiLength,
  20469. thetaStart: thetaStart,
  20470. thetaLength: thetaLength
  20471. };
  20472. widthSegments = Math.max(3, Math.floor(widthSegments));
  20473. heightSegments = Math.max(2, Math.floor(heightSegments));
  20474. const thetaEnd = Math.min(thetaStart + thetaLength, Math.PI);
  20475. let index = 0;
  20476. const grid = [];
  20477. const vertex = new Vector3();
  20478. const normal = new Vector3(); // buffers
  20479. const indices = [];
  20480. const vertices = [];
  20481. const normals = [];
  20482. const uvs = []; // generate vertices, normals and uvs
  20483. for (let iy = 0; iy <= heightSegments; iy++) {
  20484. const verticesRow = [];
  20485. const v = iy / heightSegments; // special case for the poles
  20486. let uOffset = 0;
  20487. if (iy == 0 && thetaStart == 0) {
  20488. uOffset = 0.5 / widthSegments;
  20489. } else if (iy == heightSegments && thetaEnd == Math.PI) {
  20490. uOffset = -0.5 / widthSegments;
  20491. }
  20492. for (let ix = 0; ix <= widthSegments; ix++) {
  20493. const u = ix / widthSegments; // vertex
  20494. vertex.x = -radius * Math.cos(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);
  20495. vertex.y = radius * Math.cos(thetaStart + v * thetaLength);
  20496. vertex.z = radius * Math.sin(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);
  20497. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  20498. normal.copy(vertex).normalize();
  20499. normals.push(normal.x, normal.y, normal.z); // uv
  20500. uvs.push(u + uOffset, 1 - v);
  20501. verticesRow.push(index++);
  20502. }
  20503. grid.push(verticesRow);
  20504. } // indices
  20505. for (let iy = 0; iy < heightSegments; iy++) {
  20506. for (let ix = 0; ix < widthSegments; ix++) {
  20507. const a = grid[iy][ix + 1];
  20508. const b = grid[iy][ix];
  20509. const c = grid[iy + 1][ix];
  20510. const d = grid[iy + 1][ix + 1];
  20511. if (iy !== 0 || thetaStart > 0) indices.push(a, b, d);
  20512. if (iy !== heightSegments - 1 || thetaEnd < Math.PI) indices.push(b, c, d);
  20513. }
  20514. } // build geometry
  20515. this.setIndex(indices);
  20516. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  20517. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  20518. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  20519. }
  20520. static fromJSON(data) {
  20521. return new SphereGeometry(data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength);
  20522. }
  20523. }
  20524. class TetrahedronGeometry extends PolyhedronGeometry {
  20525. constructor(radius = 1, detail = 0) {
  20526. const vertices = [1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1];
  20527. const indices = [2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1];
  20528. super(vertices, indices, radius, detail);
  20529. this.type = 'TetrahedronGeometry';
  20530. this.parameters = {
  20531. radius: radius,
  20532. detail: detail
  20533. };
  20534. }
  20535. static fromJSON(data) {
  20536. return new TetrahedronGeometry(data.radius, data.detail);
  20537. }
  20538. }
  20539. class TorusGeometry extends BufferGeometry {
  20540. constructor(radius = 1, tube = 0.4, radialSegments = 8, tubularSegments = 6, arc = Math.PI * 2) {
  20541. super();
  20542. this.type = 'TorusGeometry';
  20543. this.parameters = {
  20544. radius: radius,
  20545. tube: tube,
  20546. radialSegments: radialSegments,
  20547. tubularSegments: tubularSegments,
  20548. arc: arc
  20549. };
  20550. radialSegments = Math.floor(radialSegments);
  20551. tubularSegments = Math.floor(tubularSegments); // buffers
  20552. const indices = [];
  20553. const vertices = [];
  20554. const normals = [];
  20555. const uvs = []; // helper variables
  20556. const center = new Vector3();
  20557. const vertex = new Vector3();
  20558. const normal = new Vector3(); // generate vertices, normals and uvs
  20559. for (let j = 0; j <= radialSegments; j++) {
  20560. for (let i = 0; i <= tubularSegments; i++) {
  20561. const u = i / tubularSegments * arc;
  20562. const v = j / radialSegments * Math.PI * 2; // vertex
  20563. vertex.x = (radius + tube * Math.cos(v)) * Math.cos(u);
  20564. vertex.y = (radius + tube * Math.cos(v)) * Math.sin(u);
  20565. vertex.z = tube * Math.sin(v);
  20566. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  20567. center.x = radius * Math.cos(u);
  20568. center.y = radius * Math.sin(u);
  20569. normal.subVectors(vertex, center).normalize();
  20570. normals.push(normal.x, normal.y, normal.z); // uv
  20571. uvs.push(i / tubularSegments);
  20572. uvs.push(j / radialSegments);
  20573. }
  20574. } // generate indices
  20575. for (let j = 1; j <= radialSegments; j++) {
  20576. for (let i = 1; i <= tubularSegments; i++) {
  20577. // indices
  20578. const a = (tubularSegments + 1) * j + i - 1;
  20579. const b = (tubularSegments + 1) * (j - 1) + i - 1;
  20580. const c = (tubularSegments + 1) * (j - 1) + i;
  20581. const d = (tubularSegments + 1) * j + i; // faces
  20582. indices.push(a, b, d);
  20583. indices.push(b, c, d);
  20584. }
  20585. } // build geometry
  20586. this.setIndex(indices);
  20587. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  20588. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  20589. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  20590. }
  20591. static fromJSON(data) {
  20592. return new TorusGeometry(data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc);
  20593. }
  20594. }
  20595. class TorusKnotGeometry extends BufferGeometry {
  20596. constructor(radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3) {
  20597. super();
  20598. this.type = 'TorusKnotGeometry';
  20599. this.parameters = {
  20600. radius: radius,
  20601. tube: tube,
  20602. tubularSegments: tubularSegments,
  20603. radialSegments: radialSegments,
  20604. p: p,
  20605. q: q
  20606. };
  20607. tubularSegments = Math.floor(tubularSegments);
  20608. radialSegments = Math.floor(radialSegments); // buffers
  20609. const indices = [];
  20610. const vertices = [];
  20611. const normals = [];
  20612. const uvs = []; // helper variables
  20613. const vertex = new Vector3();
  20614. const normal = new Vector3();
  20615. const P1 = new Vector3();
  20616. const P2 = new Vector3();
  20617. const B = new Vector3();
  20618. const T = new Vector3();
  20619. const N = new Vector3(); // generate vertices, normals and uvs
  20620. for (let i = 0; i <= tubularSegments; ++i) {
  20621. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  20622. const 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.
  20623. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  20624. calculatePositionOnCurve(u, p, q, radius, P1);
  20625. calculatePositionOnCurve(u + 0.01, p, q, radius, P2); // calculate orthonormal basis
  20626. T.subVectors(P2, P1);
  20627. N.addVectors(P2, P1);
  20628. B.crossVectors(T, N);
  20629. N.crossVectors(B, T); // normalize B, N. T can be ignored, we don't use it
  20630. B.normalize();
  20631. N.normalize();
  20632. for (let j = 0; j <= radialSegments; ++j) {
  20633. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  20634. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  20635. const v = j / radialSegments * Math.PI * 2;
  20636. const cx = -tube * Math.cos(v);
  20637. const cy = tube * Math.sin(v); // now calculate the final vertex position.
  20638. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  20639. vertex.x = P1.x + (cx * N.x + cy * B.x);
  20640. vertex.y = P1.y + (cx * N.y + cy * B.y);
  20641. vertex.z = P1.z + (cx * N.z + cy * B.z);
  20642. 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)
  20643. normal.subVectors(vertex, P1).normalize();
  20644. normals.push(normal.x, normal.y, normal.z); // uv
  20645. uvs.push(i / tubularSegments);
  20646. uvs.push(j / radialSegments);
  20647. }
  20648. } // generate indices
  20649. for (let j = 1; j <= tubularSegments; j++) {
  20650. for (let i = 1; i <= radialSegments; i++) {
  20651. // indices
  20652. const a = (radialSegments + 1) * (j - 1) + (i - 1);
  20653. const b = (radialSegments + 1) * j + (i - 1);
  20654. const c = (radialSegments + 1) * j + i;
  20655. const d = (radialSegments + 1) * (j - 1) + i; // faces
  20656. indices.push(a, b, d);
  20657. indices.push(b, c, d);
  20658. }
  20659. } // build geometry
  20660. this.setIndex(indices);
  20661. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  20662. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  20663. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // this function calculates the current position on the torus curve
  20664. function calculatePositionOnCurve(u, p, q, radius, position) {
  20665. const cu = Math.cos(u);
  20666. const su = Math.sin(u);
  20667. const quOverP = q / p * u;
  20668. const cs = Math.cos(quOverP);
  20669. position.x = radius * (2 + cs) * 0.5 * cu;
  20670. position.y = radius * (2 + cs) * su * 0.5;
  20671. position.z = radius * Math.sin(quOverP) * 0.5;
  20672. }
  20673. }
  20674. static fromJSON(data) {
  20675. return new TorusKnotGeometry(data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q);
  20676. }
  20677. }
  20678. class TubeGeometry extends BufferGeometry {
  20679. constructor(path = new QuadraticBezierCurve3(new Vector3(-1, -1, 0), new Vector3(-1, 1, 0), new Vector3(1, 1, 0)), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false) {
  20680. super();
  20681. this.type = 'TubeGeometry';
  20682. this.parameters = {
  20683. path: path,
  20684. tubularSegments: tubularSegments,
  20685. radius: radius,
  20686. radialSegments: radialSegments,
  20687. closed: closed
  20688. };
  20689. const frames = path.computeFrenetFrames(tubularSegments, closed); // expose internals
  20690. this.tangents = frames.tangents;
  20691. this.normals = frames.normals;
  20692. this.binormals = frames.binormals; // helper variables
  20693. const vertex = new Vector3();
  20694. const normal = new Vector3();
  20695. const uv = new Vector2();
  20696. let P = new Vector3(); // buffer
  20697. const vertices = [];
  20698. const normals = [];
  20699. const uvs = [];
  20700. const indices = []; // create buffer data
  20701. generateBufferData(); // build geometry
  20702. this.setIndex(indices);
  20703. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  20704. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  20705. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // functions
  20706. function generateBufferData() {
  20707. for (let i = 0; i < tubularSegments; i++) {
  20708. generateSegment(i);
  20709. } // if the geometry is not closed, generate the last row of vertices and normals
  20710. // at the regular position on the given path
  20711. //
  20712. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  20713. generateSegment(closed === false ? tubularSegments : 0); // uvs are generated in a separate function.
  20714. // this makes it easy compute correct values for closed geometries
  20715. generateUVs(); // finally create faces
  20716. generateIndices();
  20717. }
  20718. function generateSegment(i) {
  20719. // we use getPointAt to sample evenly distributed points from the given path
  20720. P = path.getPointAt(i / tubularSegments, P); // retrieve corresponding normal and binormal
  20721. const N = frames.normals[i];
  20722. const B = frames.binormals[i]; // generate normals and vertices for the current segment
  20723. for (let j = 0; j <= radialSegments; j++) {
  20724. const v = j / radialSegments * Math.PI * 2;
  20725. const sin = Math.sin(v);
  20726. const cos = -Math.cos(v); // normal
  20727. normal.x = cos * N.x + sin * B.x;
  20728. normal.y = cos * N.y + sin * B.y;
  20729. normal.z = cos * N.z + sin * B.z;
  20730. normal.normalize();
  20731. normals.push(normal.x, normal.y, normal.z); // vertex
  20732. vertex.x = P.x + radius * normal.x;
  20733. vertex.y = P.y + radius * normal.y;
  20734. vertex.z = P.z + radius * normal.z;
  20735. vertices.push(vertex.x, vertex.y, vertex.z);
  20736. }
  20737. }
  20738. function generateIndices() {
  20739. for (let j = 1; j <= tubularSegments; j++) {
  20740. for (let i = 1; i <= radialSegments; i++) {
  20741. const a = (radialSegments + 1) * (j - 1) + (i - 1);
  20742. const b = (radialSegments + 1) * j + (i - 1);
  20743. const c = (radialSegments + 1) * j + i;
  20744. const d = (radialSegments + 1) * (j - 1) + i; // faces
  20745. indices.push(a, b, d);
  20746. indices.push(b, c, d);
  20747. }
  20748. }
  20749. }
  20750. function generateUVs() {
  20751. for (let i = 0; i <= tubularSegments; i++) {
  20752. for (let j = 0; j <= radialSegments; j++) {
  20753. uv.x = i / tubularSegments;
  20754. uv.y = j / radialSegments;
  20755. uvs.push(uv.x, uv.y);
  20756. }
  20757. }
  20758. }
  20759. }
  20760. toJSON() {
  20761. const data = super.toJSON();
  20762. data.path = this.parameters.path.toJSON();
  20763. return data;
  20764. }
  20765. static fromJSON(data) {
  20766. // This only works for built-in curves (e.g. CatmullRomCurve3).
  20767. // User defined curves or instances of CurvePath will not be deserialized.
  20768. return new TubeGeometry(new Curves[data.path.type]().fromJSON(data.path), data.tubularSegments, data.radius, data.radialSegments, data.closed);
  20769. }
  20770. }
  20771. class WireframeGeometry extends BufferGeometry {
  20772. constructor(geometry = null) {
  20773. super();
  20774. this.type = 'WireframeGeometry';
  20775. this.parameters = {
  20776. geometry: geometry
  20777. };
  20778. if (geometry !== null) {
  20779. // buffer
  20780. const vertices = [];
  20781. const edges = new Set(); // helper variables
  20782. const start = new Vector3();
  20783. const end = new Vector3();
  20784. if (geometry.index !== null) {
  20785. // indexed BufferGeometry
  20786. const position = geometry.attributes.position;
  20787. const indices = geometry.index;
  20788. let groups = geometry.groups;
  20789. if (groups.length === 0) {
  20790. groups = [{
  20791. start: 0,
  20792. count: indices.count,
  20793. materialIndex: 0
  20794. }];
  20795. } // create a data structure that contains all eges without duplicates
  20796. for (let o = 0, ol = groups.length; o < ol; ++o) {
  20797. const group = groups[o];
  20798. const groupStart = group.start;
  20799. const groupCount = group.count;
  20800. for (let i = groupStart, l = groupStart + groupCount; i < l; i += 3) {
  20801. for (let j = 0; j < 3; j++) {
  20802. const index1 = indices.getX(i + j);
  20803. const index2 = indices.getX(i + (j + 1) % 3);
  20804. start.fromBufferAttribute(position, index1);
  20805. end.fromBufferAttribute(position, index2);
  20806. if (isUniqueEdge(start, end, edges) === true) {
  20807. vertices.push(start.x, start.y, start.z);
  20808. vertices.push(end.x, end.y, end.z);
  20809. }
  20810. }
  20811. }
  20812. }
  20813. } else {
  20814. // non-indexed BufferGeometry
  20815. const position = geometry.attributes.position;
  20816. for (let i = 0, l = position.count / 3; i < l; i++) {
  20817. for (let j = 0; j < 3; j++) {
  20818. // three edges per triangle, an edge is represented as (index1, index2)
  20819. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  20820. const index1 = 3 * i + j;
  20821. const index2 = 3 * i + (j + 1) % 3;
  20822. start.fromBufferAttribute(position, index1);
  20823. end.fromBufferAttribute(position, index2);
  20824. if (isUniqueEdge(start, end, edges) === true) {
  20825. vertices.push(start.x, start.y, start.z);
  20826. vertices.push(end.x, end.y, end.z);
  20827. }
  20828. }
  20829. }
  20830. } // build geometry
  20831. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  20832. }
  20833. }
  20834. }
  20835. function isUniqueEdge(start, end, edges) {
  20836. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  20837. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  20838. if (edges.has(hash1) === true || edges.has(hash2) === true) {
  20839. return false;
  20840. } else {
  20841. edges.add(hash1, hash2);
  20842. return true;
  20843. }
  20844. }
  20845. var Geometries = /*#__PURE__*/Object.freeze({
  20846. __proto__: null,
  20847. BoxGeometry: BoxGeometry,
  20848. BoxBufferGeometry: BoxGeometry,
  20849. CircleGeometry: CircleGeometry,
  20850. CircleBufferGeometry: CircleGeometry,
  20851. ConeGeometry: ConeGeometry,
  20852. ConeBufferGeometry: ConeGeometry,
  20853. CylinderGeometry: CylinderGeometry,
  20854. CylinderBufferGeometry: CylinderGeometry,
  20855. DodecahedronGeometry: DodecahedronGeometry,
  20856. DodecahedronBufferGeometry: DodecahedronGeometry,
  20857. EdgesGeometry: EdgesGeometry,
  20858. ExtrudeGeometry: ExtrudeGeometry,
  20859. ExtrudeBufferGeometry: ExtrudeGeometry,
  20860. IcosahedronGeometry: IcosahedronGeometry,
  20861. IcosahedronBufferGeometry: IcosahedronGeometry,
  20862. LatheGeometry: LatheGeometry,
  20863. LatheBufferGeometry: LatheGeometry,
  20864. OctahedronGeometry: OctahedronGeometry,
  20865. OctahedronBufferGeometry: OctahedronGeometry,
  20866. PlaneGeometry: PlaneGeometry,
  20867. PlaneBufferGeometry: PlaneGeometry,
  20868. PolyhedronGeometry: PolyhedronGeometry,
  20869. PolyhedronBufferGeometry: PolyhedronGeometry,
  20870. RingGeometry: RingGeometry,
  20871. RingBufferGeometry: RingGeometry,
  20872. ShapeGeometry: ShapeGeometry,
  20873. ShapeBufferGeometry: ShapeGeometry,
  20874. SphereGeometry: SphereGeometry,
  20875. SphereBufferGeometry: SphereGeometry,
  20876. TetrahedronGeometry: TetrahedronGeometry,
  20877. TetrahedronBufferGeometry: TetrahedronGeometry,
  20878. TorusGeometry: TorusGeometry,
  20879. TorusBufferGeometry: TorusGeometry,
  20880. TorusKnotGeometry: TorusKnotGeometry,
  20881. TorusKnotBufferGeometry: TorusKnotGeometry,
  20882. TubeGeometry: TubeGeometry,
  20883. TubeBufferGeometry: TubeGeometry,
  20884. WireframeGeometry: WireframeGeometry
  20885. });
  20886. /**
  20887. * parameters = {
  20888. * color: <THREE.Color>
  20889. * }
  20890. */
  20891. class ShadowMaterial extends Material {
  20892. constructor(parameters) {
  20893. super();
  20894. this.type = 'ShadowMaterial';
  20895. this.color = new Color(0x000000);
  20896. this.transparent = true;
  20897. this.setValues(parameters);
  20898. }
  20899. copy(source) {
  20900. super.copy(source);
  20901. this.color.copy(source.color);
  20902. return this;
  20903. }
  20904. }
  20905. ShadowMaterial.prototype.isShadowMaterial = true;
  20906. /**
  20907. * parameters = {
  20908. * color: <hex>,
  20909. * roughness: <float>,
  20910. * metalness: <float>,
  20911. * opacity: <float>,
  20912. *
  20913. * map: new THREE.Texture( <Image> ),
  20914. *
  20915. * lightMap: new THREE.Texture( <Image> ),
  20916. * lightMapIntensity: <float>
  20917. *
  20918. * aoMap: new THREE.Texture( <Image> ),
  20919. * aoMapIntensity: <float>
  20920. *
  20921. * emissive: <hex>,
  20922. * emissiveIntensity: <float>
  20923. * emissiveMap: new THREE.Texture( <Image> ),
  20924. *
  20925. * bumpMap: new THREE.Texture( <Image> ),
  20926. * bumpScale: <float>,
  20927. *
  20928. * normalMap: new THREE.Texture( <Image> ),
  20929. * normalMapType: THREE.TangentSpaceNormalMap,
  20930. * normalScale: <Vector2>,
  20931. *
  20932. * displacementMap: new THREE.Texture( <Image> ),
  20933. * displacementScale: <float>,
  20934. * displacementBias: <float>,
  20935. *
  20936. * roughnessMap: new THREE.Texture( <Image> ),
  20937. *
  20938. * metalnessMap: new THREE.Texture( <Image> ),
  20939. *
  20940. * alphaMap: new THREE.Texture( <Image> ),
  20941. *
  20942. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20943. * envMapIntensity: <float>
  20944. *
  20945. * refractionRatio: <float>,
  20946. *
  20947. * wireframe: <boolean>,
  20948. * wireframeLinewidth: <float>,
  20949. *
  20950. * flatShading: <bool>
  20951. * }
  20952. */
  20953. class MeshStandardMaterial extends Material {
  20954. constructor(parameters) {
  20955. super();
  20956. this.defines = {
  20957. 'STANDARD': ''
  20958. };
  20959. this.type = 'MeshStandardMaterial';
  20960. this.color = new Color(0xffffff); // diffuse
  20961. this.roughness = 1.0;
  20962. this.metalness = 0.0;
  20963. this.map = null;
  20964. this.lightMap = null;
  20965. this.lightMapIntensity = 1.0;
  20966. this.aoMap = null;
  20967. this.aoMapIntensity = 1.0;
  20968. this.emissive = new Color(0x000000);
  20969. this.emissiveIntensity = 1.0;
  20970. this.emissiveMap = null;
  20971. this.bumpMap = null;
  20972. this.bumpScale = 1;
  20973. this.normalMap = null;
  20974. this.normalMapType = TangentSpaceNormalMap;
  20975. this.normalScale = new Vector2(1, 1);
  20976. this.displacementMap = null;
  20977. this.displacementScale = 1;
  20978. this.displacementBias = 0;
  20979. this.roughnessMap = null;
  20980. this.metalnessMap = null;
  20981. this.alphaMap = null;
  20982. this.envMap = null;
  20983. this.envMapIntensity = 1.0;
  20984. this.refractionRatio = 0.98;
  20985. this.wireframe = false;
  20986. this.wireframeLinewidth = 1;
  20987. this.wireframeLinecap = 'round';
  20988. this.wireframeLinejoin = 'round';
  20989. this.flatShading = false;
  20990. this.setValues(parameters);
  20991. }
  20992. copy(source) {
  20993. super.copy(source);
  20994. this.defines = {
  20995. 'STANDARD': ''
  20996. };
  20997. this.color.copy(source.color);
  20998. this.roughness = source.roughness;
  20999. this.metalness = source.metalness;
  21000. this.map = source.map;
  21001. this.lightMap = source.lightMap;
  21002. this.lightMapIntensity = source.lightMapIntensity;
  21003. this.aoMap = source.aoMap;
  21004. this.aoMapIntensity = source.aoMapIntensity;
  21005. this.emissive.copy(source.emissive);
  21006. this.emissiveMap = source.emissiveMap;
  21007. this.emissiveIntensity = source.emissiveIntensity;
  21008. this.bumpMap = source.bumpMap;
  21009. this.bumpScale = source.bumpScale;
  21010. this.normalMap = source.normalMap;
  21011. this.normalMapType = source.normalMapType;
  21012. this.normalScale.copy(source.normalScale);
  21013. this.displacementMap = source.displacementMap;
  21014. this.displacementScale = source.displacementScale;
  21015. this.displacementBias = source.displacementBias;
  21016. this.roughnessMap = source.roughnessMap;
  21017. this.metalnessMap = source.metalnessMap;
  21018. this.alphaMap = source.alphaMap;
  21019. this.envMap = source.envMap;
  21020. this.envMapIntensity = source.envMapIntensity;
  21021. this.refractionRatio = source.refractionRatio;
  21022. this.wireframe = source.wireframe;
  21023. this.wireframeLinewidth = source.wireframeLinewidth;
  21024. this.wireframeLinecap = source.wireframeLinecap;
  21025. this.wireframeLinejoin = source.wireframeLinejoin;
  21026. this.flatShading = source.flatShading;
  21027. return this;
  21028. }
  21029. }
  21030. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  21031. /**
  21032. * parameters = {
  21033. * clearcoat: <float>,
  21034. * clearcoatMap: new THREE.Texture( <Image> ),
  21035. * clearcoatRoughness: <float>,
  21036. * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
  21037. * clearcoatNormalScale: <Vector2>,
  21038. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  21039. *
  21040. * ior: <float>,
  21041. * reflectivity: <float>,
  21042. *
  21043. * sheen: <float>,
  21044. * sheenColor: <Color>,
  21045. * sheenColorMap: new THREE.Texture( <Image> ),
  21046. * sheenRoughness: <float>,
  21047. * sheenRoughnessMap: new THREE.Texture( <Image> ),
  21048. *
  21049. * transmission: <float>,
  21050. * transmissionMap: new THREE.Texture( <Image> ),
  21051. *
  21052. * thickness: <float>,
  21053. * thicknessMap: new THREE.Texture( <Image> ),
  21054. * attenuationDistance: <float>,
  21055. * attenuationColor: <Color>,
  21056. *
  21057. * specularIntensity: <float>,
  21058. * specularIntensityMap: new THREE.Texture( <Image> ),
  21059. * specularColor: <Color>,
  21060. * specularColorMap: new THREE.Texture( <Image> )
  21061. * }
  21062. */
  21063. class MeshPhysicalMaterial extends MeshStandardMaterial {
  21064. constructor(parameters) {
  21065. super();
  21066. this.defines = {
  21067. 'STANDARD': '',
  21068. 'PHYSICAL': ''
  21069. };
  21070. this.type = 'MeshPhysicalMaterial';
  21071. this.clearcoatMap = null;
  21072. this.clearcoatRoughness = 0.0;
  21073. this.clearcoatRoughnessMap = null;
  21074. this.clearcoatNormalScale = new Vector2(1, 1);
  21075. this.clearcoatNormalMap = null;
  21076. this.ior = 1.5;
  21077. Object.defineProperty(this, 'reflectivity', {
  21078. get: function () {
  21079. return clamp(2.5 * (this.ior - 1) / (this.ior + 1), 0, 1);
  21080. },
  21081. set: function (reflectivity) {
  21082. this.ior = (1 + 0.4 * reflectivity) / (1 - 0.4 * reflectivity);
  21083. }
  21084. });
  21085. this.sheenColor = new Color(0x000000);
  21086. this.sheenColorMap = null;
  21087. this.sheenRoughness = 1.0;
  21088. this.sheenRoughnessMap = null;
  21089. this.transmissionMap = null;
  21090. this.thickness = 0;
  21091. this.thicknessMap = null;
  21092. this.attenuationDistance = 0.0;
  21093. this.attenuationColor = new Color(1, 1, 1);
  21094. this.specularIntensity = 1.0;
  21095. this.specularIntensityMap = null;
  21096. this.specularColor = new Color(1, 1, 1);
  21097. this.specularColorMap = null;
  21098. this._sheen = 0.0;
  21099. this._clearcoat = 0;
  21100. this._transmission = 0;
  21101. this.setValues(parameters);
  21102. }
  21103. get sheen() {
  21104. return this._sheen;
  21105. }
  21106. set sheen(value) {
  21107. if (this._sheen > 0 !== value > 0) {
  21108. this.version++;
  21109. }
  21110. this._sheen = value;
  21111. }
  21112. get clearcoat() {
  21113. return this._clearcoat;
  21114. }
  21115. set clearcoat(value) {
  21116. if (this._clearcoat > 0 !== value > 0) {
  21117. this.version++;
  21118. }
  21119. this._clearcoat = value;
  21120. }
  21121. get transmission() {
  21122. return this._transmission;
  21123. }
  21124. set transmission(value) {
  21125. if (this._transmission > 0 !== value > 0) {
  21126. this.version++;
  21127. }
  21128. this._transmission = value;
  21129. }
  21130. copy(source) {
  21131. super.copy(source);
  21132. this.defines = {
  21133. 'STANDARD': '',
  21134. 'PHYSICAL': ''
  21135. };
  21136. this.clearcoat = source.clearcoat;
  21137. this.clearcoatMap = source.clearcoatMap;
  21138. this.clearcoatRoughness = source.clearcoatRoughness;
  21139. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  21140. this.clearcoatNormalMap = source.clearcoatNormalMap;
  21141. this.clearcoatNormalScale.copy(source.clearcoatNormalScale);
  21142. this.ior = source.ior;
  21143. this.sheen = source.sheen;
  21144. this.sheenColor.copy(source.sheenColor);
  21145. this.sheenColorMap = source.sheenColorMap;
  21146. this.sheenRoughness = source.sheenRoughness;
  21147. this.sheenRoughnessMap = source.sheenRoughnessMap;
  21148. this.transmission = source.transmission;
  21149. this.transmissionMap = source.transmissionMap;
  21150. this.thickness = source.thickness;
  21151. this.thicknessMap = source.thicknessMap;
  21152. this.attenuationDistance = source.attenuationDistance;
  21153. this.attenuationColor.copy(source.attenuationColor);
  21154. this.specularIntensity = source.specularIntensity;
  21155. this.specularIntensityMap = source.specularIntensityMap;
  21156. this.specularColor.copy(source.specularColor);
  21157. this.specularColorMap = source.specularColorMap;
  21158. return this;
  21159. }
  21160. }
  21161. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  21162. /**
  21163. * parameters = {
  21164. * color: <hex>,
  21165. * specular: <hex>,
  21166. * shininess: <float>,
  21167. * opacity: <float>,
  21168. *
  21169. * map: new THREE.Texture( <Image> ),
  21170. *
  21171. * lightMap: new THREE.Texture( <Image> ),
  21172. * lightMapIntensity: <float>
  21173. *
  21174. * aoMap: new THREE.Texture( <Image> ),
  21175. * aoMapIntensity: <float>
  21176. *
  21177. * emissive: <hex>,
  21178. * emissiveIntensity: <float>
  21179. * emissiveMap: new THREE.Texture( <Image> ),
  21180. *
  21181. * bumpMap: new THREE.Texture( <Image> ),
  21182. * bumpScale: <float>,
  21183. *
  21184. * normalMap: new THREE.Texture( <Image> ),
  21185. * normalMapType: THREE.TangentSpaceNormalMap,
  21186. * normalScale: <Vector2>,
  21187. *
  21188. * displacementMap: new THREE.Texture( <Image> ),
  21189. * displacementScale: <float>,
  21190. * displacementBias: <float>,
  21191. *
  21192. * specularMap: new THREE.Texture( <Image> ),
  21193. *
  21194. * alphaMap: new THREE.Texture( <Image> ),
  21195. *
  21196. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  21197. * combine: THREE.MultiplyOperation,
  21198. * reflectivity: <float>,
  21199. * refractionRatio: <float>,
  21200. *
  21201. * wireframe: <boolean>,
  21202. * wireframeLinewidth: <float>,
  21203. *
  21204. * flatShading: <bool>
  21205. * }
  21206. */
  21207. class MeshPhongMaterial extends Material {
  21208. constructor(parameters) {
  21209. super();
  21210. this.type = 'MeshPhongMaterial';
  21211. this.color = new Color(0xffffff); // diffuse
  21212. this.specular = new Color(0x111111);
  21213. this.shininess = 30;
  21214. this.map = null;
  21215. this.lightMap = null;
  21216. this.lightMapIntensity = 1.0;
  21217. this.aoMap = null;
  21218. this.aoMapIntensity = 1.0;
  21219. this.emissive = new Color(0x000000);
  21220. this.emissiveIntensity = 1.0;
  21221. this.emissiveMap = null;
  21222. this.bumpMap = null;
  21223. this.bumpScale = 1;
  21224. this.normalMap = null;
  21225. this.normalMapType = TangentSpaceNormalMap;
  21226. this.normalScale = new Vector2(1, 1);
  21227. this.displacementMap = null;
  21228. this.displacementScale = 1;
  21229. this.displacementBias = 0;
  21230. this.specularMap = null;
  21231. this.alphaMap = null;
  21232. this.envMap = null;
  21233. this.combine = MultiplyOperation;
  21234. this.reflectivity = 1;
  21235. this.refractionRatio = 0.98;
  21236. this.wireframe = false;
  21237. this.wireframeLinewidth = 1;
  21238. this.wireframeLinecap = 'round';
  21239. this.wireframeLinejoin = 'round';
  21240. this.flatShading = false;
  21241. this.setValues(parameters);
  21242. }
  21243. copy(source) {
  21244. super.copy(source);
  21245. this.color.copy(source.color);
  21246. this.specular.copy(source.specular);
  21247. this.shininess = source.shininess;
  21248. this.map = source.map;
  21249. this.lightMap = source.lightMap;
  21250. this.lightMapIntensity = source.lightMapIntensity;
  21251. this.aoMap = source.aoMap;
  21252. this.aoMapIntensity = source.aoMapIntensity;
  21253. this.emissive.copy(source.emissive);
  21254. this.emissiveMap = source.emissiveMap;
  21255. this.emissiveIntensity = source.emissiveIntensity;
  21256. this.bumpMap = source.bumpMap;
  21257. this.bumpScale = source.bumpScale;
  21258. this.normalMap = source.normalMap;
  21259. this.normalMapType = source.normalMapType;
  21260. this.normalScale.copy(source.normalScale);
  21261. this.displacementMap = source.displacementMap;
  21262. this.displacementScale = source.displacementScale;
  21263. this.displacementBias = source.displacementBias;
  21264. this.specularMap = source.specularMap;
  21265. this.alphaMap = source.alphaMap;
  21266. this.envMap = source.envMap;
  21267. this.combine = source.combine;
  21268. this.reflectivity = source.reflectivity;
  21269. this.refractionRatio = source.refractionRatio;
  21270. this.wireframe = source.wireframe;
  21271. this.wireframeLinewidth = source.wireframeLinewidth;
  21272. this.wireframeLinecap = source.wireframeLinecap;
  21273. this.wireframeLinejoin = source.wireframeLinejoin;
  21274. this.flatShading = source.flatShading;
  21275. return this;
  21276. }
  21277. }
  21278. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  21279. /**
  21280. * parameters = {
  21281. * color: <hex>,
  21282. *
  21283. * map: new THREE.Texture( <Image> ),
  21284. * gradientMap: new THREE.Texture( <Image> ),
  21285. *
  21286. * lightMap: new THREE.Texture( <Image> ),
  21287. * lightMapIntensity: <float>
  21288. *
  21289. * aoMap: new THREE.Texture( <Image> ),
  21290. * aoMapIntensity: <float>
  21291. *
  21292. * emissive: <hex>,
  21293. * emissiveIntensity: <float>
  21294. * emissiveMap: new THREE.Texture( <Image> ),
  21295. *
  21296. * bumpMap: new THREE.Texture( <Image> ),
  21297. * bumpScale: <float>,
  21298. *
  21299. * normalMap: new THREE.Texture( <Image> ),
  21300. * normalMapType: THREE.TangentSpaceNormalMap,
  21301. * normalScale: <Vector2>,
  21302. *
  21303. * displacementMap: new THREE.Texture( <Image> ),
  21304. * displacementScale: <float>,
  21305. * displacementBias: <float>,
  21306. *
  21307. * alphaMap: new THREE.Texture( <Image> ),
  21308. *
  21309. * wireframe: <boolean>,
  21310. * wireframeLinewidth: <float>,
  21311. *
  21312. * }
  21313. */
  21314. class MeshToonMaterial extends Material {
  21315. constructor(parameters) {
  21316. super();
  21317. this.defines = {
  21318. 'TOON': ''
  21319. };
  21320. this.type = 'MeshToonMaterial';
  21321. this.color = new Color(0xffffff);
  21322. this.map = null;
  21323. this.gradientMap = null;
  21324. this.lightMap = null;
  21325. this.lightMapIntensity = 1.0;
  21326. this.aoMap = null;
  21327. this.aoMapIntensity = 1.0;
  21328. this.emissive = new Color(0x000000);
  21329. this.emissiveIntensity = 1.0;
  21330. this.emissiveMap = null;
  21331. this.bumpMap = null;
  21332. this.bumpScale = 1;
  21333. this.normalMap = null;
  21334. this.normalMapType = TangentSpaceNormalMap;
  21335. this.normalScale = new Vector2(1, 1);
  21336. this.displacementMap = null;
  21337. this.displacementScale = 1;
  21338. this.displacementBias = 0;
  21339. this.alphaMap = null;
  21340. this.wireframe = false;
  21341. this.wireframeLinewidth = 1;
  21342. this.wireframeLinecap = 'round';
  21343. this.wireframeLinejoin = 'round';
  21344. this.setValues(parameters);
  21345. }
  21346. copy(source) {
  21347. super.copy(source);
  21348. this.color.copy(source.color);
  21349. this.map = source.map;
  21350. this.gradientMap = source.gradientMap;
  21351. this.lightMap = source.lightMap;
  21352. this.lightMapIntensity = source.lightMapIntensity;
  21353. this.aoMap = source.aoMap;
  21354. this.aoMapIntensity = source.aoMapIntensity;
  21355. this.emissive.copy(source.emissive);
  21356. this.emissiveMap = source.emissiveMap;
  21357. this.emissiveIntensity = source.emissiveIntensity;
  21358. this.bumpMap = source.bumpMap;
  21359. this.bumpScale = source.bumpScale;
  21360. this.normalMap = source.normalMap;
  21361. this.normalMapType = source.normalMapType;
  21362. this.normalScale.copy(source.normalScale);
  21363. this.displacementMap = source.displacementMap;
  21364. this.displacementScale = source.displacementScale;
  21365. this.displacementBias = source.displacementBias;
  21366. this.alphaMap = source.alphaMap;
  21367. this.wireframe = source.wireframe;
  21368. this.wireframeLinewidth = source.wireframeLinewidth;
  21369. this.wireframeLinecap = source.wireframeLinecap;
  21370. this.wireframeLinejoin = source.wireframeLinejoin;
  21371. return this;
  21372. }
  21373. }
  21374. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  21375. /**
  21376. * parameters = {
  21377. * opacity: <float>,
  21378. *
  21379. * bumpMap: new THREE.Texture( <Image> ),
  21380. * bumpScale: <float>,
  21381. *
  21382. * normalMap: new THREE.Texture( <Image> ),
  21383. * normalMapType: THREE.TangentSpaceNormalMap,
  21384. * normalScale: <Vector2>,
  21385. *
  21386. * displacementMap: new THREE.Texture( <Image> ),
  21387. * displacementScale: <float>,
  21388. * displacementBias: <float>,
  21389. *
  21390. * wireframe: <boolean>,
  21391. * wireframeLinewidth: <float>
  21392. *
  21393. * flatShading: <bool>
  21394. * }
  21395. */
  21396. class MeshNormalMaterial extends Material {
  21397. constructor(parameters) {
  21398. super();
  21399. this.type = 'MeshNormalMaterial';
  21400. this.bumpMap = null;
  21401. this.bumpScale = 1;
  21402. this.normalMap = null;
  21403. this.normalMapType = TangentSpaceNormalMap;
  21404. this.normalScale = new Vector2(1, 1);
  21405. this.displacementMap = null;
  21406. this.displacementScale = 1;
  21407. this.displacementBias = 0;
  21408. this.wireframe = false;
  21409. this.wireframeLinewidth = 1;
  21410. this.fog = false;
  21411. this.flatShading = false;
  21412. this.setValues(parameters);
  21413. }
  21414. copy(source) {
  21415. super.copy(source);
  21416. this.bumpMap = source.bumpMap;
  21417. this.bumpScale = source.bumpScale;
  21418. this.normalMap = source.normalMap;
  21419. this.normalMapType = source.normalMapType;
  21420. this.normalScale.copy(source.normalScale);
  21421. this.displacementMap = source.displacementMap;
  21422. this.displacementScale = source.displacementScale;
  21423. this.displacementBias = source.displacementBias;
  21424. this.wireframe = source.wireframe;
  21425. this.wireframeLinewidth = source.wireframeLinewidth;
  21426. this.flatShading = source.flatShading;
  21427. return this;
  21428. }
  21429. }
  21430. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  21431. /**
  21432. * parameters = {
  21433. * color: <hex>,
  21434. * opacity: <float>,
  21435. *
  21436. * map: new THREE.Texture( <Image> ),
  21437. *
  21438. * lightMap: new THREE.Texture( <Image> ),
  21439. * lightMapIntensity: <float>
  21440. *
  21441. * aoMap: new THREE.Texture( <Image> ),
  21442. * aoMapIntensity: <float>
  21443. *
  21444. * emissive: <hex>,
  21445. * emissiveIntensity: <float>
  21446. * emissiveMap: new THREE.Texture( <Image> ),
  21447. *
  21448. * specularMap: new THREE.Texture( <Image> ),
  21449. *
  21450. * alphaMap: new THREE.Texture( <Image> ),
  21451. *
  21452. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  21453. * combine: THREE.Multiply,
  21454. * reflectivity: <float>,
  21455. * refractionRatio: <float>,
  21456. *
  21457. * wireframe: <boolean>,
  21458. * wireframeLinewidth: <float>,
  21459. *
  21460. * }
  21461. */
  21462. class MeshLambertMaterial extends Material {
  21463. constructor(parameters) {
  21464. super();
  21465. this.type = 'MeshLambertMaterial';
  21466. this.color = new Color(0xffffff); // diffuse
  21467. this.map = null;
  21468. this.lightMap = null;
  21469. this.lightMapIntensity = 1.0;
  21470. this.aoMap = null;
  21471. this.aoMapIntensity = 1.0;
  21472. this.emissive = new Color(0x000000);
  21473. this.emissiveIntensity = 1.0;
  21474. this.emissiveMap = null;
  21475. this.specularMap = null;
  21476. this.alphaMap = null;
  21477. this.envMap = null;
  21478. this.combine = MultiplyOperation;
  21479. this.reflectivity = 1;
  21480. this.refractionRatio = 0.98;
  21481. this.wireframe = false;
  21482. this.wireframeLinewidth = 1;
  21483. this.wireframeLinecap = 'round';
  21484. this.wireframeLinejoin = 'round';
  21485. this.setValues(parameters);
  21486. }
  21487. copy(source) {
  21488. super.copy(source);
  21489. this.color.copy(source.color);
  21490. this.map = source.map;
  21491. this.lightMap = source.lightMap;
  21492. this.lightMapIntensity = source.lightMapIntensity;
  21493. this.aoMap = source.aoMap;
  21494. this.aoMapIntensity = source.aoMapIntensity;
  21495. this.emissive.copy(source.emissive);
  21496. this.emissiveMap = source.emissiveMap;
  21497. this.emissiveIntensity = source.emissiveIntensity;
  21498. this.specularMap = source.specularMap;
  21499. this.alphaMap = source.alphaMap;
  21500. this.envMap = source.envMap;
  21501. this.combine = source.combine;
  21502. this.reflectivity = source.reflectivity;
  21503. this.refractionRatio = source.refractionRatio;
  21504. this.wireframe = source.wireframe;
  21505. this.wireframeLinewidth = source.wireframeLinewidth;
  21506. this.wireframeLinecap = source.wireframeLinecap;
  21507. this.wireframeLinejoin = source.wireframeLinejoin;
  21508. return this;
  21509. }
  21510. }
  21511. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  21512. /**
  21513. * parameters = {
  21514. * color: <hex>,
  21515. * opacity: <float>,
  21516. *
  21517. * matcap: new THREE.Texture( <Image> ),
  21518. *
  21519. * map: new THREE.Texture( <Image> ),
  21520. *
  21521. * bumpMap: new THREE.Texture( <Image> ),
  21522. * bumpScale: <float>,
  21523. *
  21524. * normalMap: new THREE.Texture( <Image> ),
  21525. * normalMapType: THREE.TangentSpaceNormalMap,
  21526. * normalScale: <Vector2>,
  21527. *
  21528. * displacementMap: new THREE.Texture( <Image> ),
  21529. * displacementScale: <float>,
  21530. * displacementBias: <float>,
  21531. *
  21532. * alphaMap: new THREE.Texture( <Image> ),
  21533. *
  21534. * flatShading: <bool>
  21535. * }
  21536. */
  21537. class MeshMatcapMaterial extends Material {
  21538. constructor(parameters) {
  21539. super();
  21540. this.defines = {
  21541. 'MATCAP': ''
  21542. };
  21543. this.type = 'MeshMatcapMaterial';
  21544. this.color = new Color(0xffffff); // diffuse
  21545. this.matcap = null;
  21546. this.map = null;
  21547. this.bumpMap = null;
  21548. this.bumpScale = 1;
  21549. this.normalMap = null;
  21550. this.normalMapType = TangentSpaceNormalMap;
  21551. this.normalScale = new Vector2(1, 1);
  21552. this.displacementMap = null;
  21553. this.displacementScale = 1;
  21554. this.displacementBias = 0;
  21555. this.alphaMap = null;
  21556. this.flatShading = false;
  21557. this.setValues(parameters);
  21558. }
  21559. copy(source) {
  21560. super.copy(source);
  21561. this.defines = {
  21562. 'MATCAP': ''
  21563. };
  21564. this.color.copy(source.color);
  21565. this.matcap = source.matcap;
  21566. this.map = source.map;
  21567. this.bumpMap = source.bumpMap;
  21568. this.bumpScale = source.bumpScale;
  21569. this.normalMap = source.normalMap;
  21570. this.normalMapType = source.normalMapType;
  21571. this.normalScale.copy(source.normalScale);
  21572. this.displacementMap = source.displacementMap;
  21573. this.displacementScale = source.displacementScale;
  21574. this.displacementBias = source.displacementBias;
  21575. this.alphaMap = source.alphaMap;
  21576. this.flatShading = source.flatShading;
  21577. return this;
  21578. }
  21579. }
  21580. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  21581. /**
  21582. * parameters = {
  21583. * color: <hex>,
  21584. * opacity: <float>,
  21585. *
  21586. * linewidth: <float>,
  21587. *
  21588. * scale: <float>,
  21589. * dashSize: <float>,
  21590. * gapSize: <float>
  21591. * }
  21592. */
  21593. class LineDashedMaterial extends LineBasicMaterial {
  21594. constructor(parameters) {
  21595. super();
  21596. this.type = 'LineDashedMaterial';
  21597. this.scale = 1;
  21598. this.dashSize = 3;
  21599. this.gapSize = 1;
  21600. this.setValues(parameters);
  21601. }
  21602. copy(source) {
  21603. super.copy(source);
  21604. this.scale = source.scale;
  21605. this.dashSize = source.dashSize;
  21606. this.gapSize = source.gapSize;
  21607. return this;
  21608. }
  21609. }
  21610. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  21611. var Materials = /*#__PURE__*/Object.freeze({
  21612. __proto__: null,
  21613. ShadowMaterial: ShadowMaterial,
  21614. SpriteMaterial: SpriteMaterial,
  21615. RawShaderMaterial: RawShaderMaterial,
  21616. ShaderMaterial: ShaderMaterial,
  21617. PointsMaterial: PointsMaterial,
  21618. MeshPhysicalMaterial: MeshPhysicalMaterial,
  21619. MeshStandardMaterial: MeshStandardMaterial,
  21620. MeshPhongMaterial: MeshPhongMaterial,
  21621. MeshToonMaterial: MeshToonMaterial,
  21622. MeshNormalMaterial: MeshNormalMaterial,
  21623. MeshLambertMaterial: MeshLambertMaterial,
  21624. MeshDepthMaterial: MeshDepthMaterial,
  21625. MeshDistanceMaterial: MeshDistanceMaterial,
  21626. MeshBasicMaterial: MeshBasicMaterial,
  21627. MeshMatcapMaterial: MeshMatcapMaterial,
  21628. LineDashedMaterial: LineDashedMaterial,
  21629. LineBasicMaterial: LineBasicMaterial,
  21630. Material: Material
  21631. });
  21632. const AnimationUtils = {
  21633. // same as Array.prototype.slice, but also works on typed arrays
  21634. arraySlice: function (array, from, to) {
  21635. if (AnimationUtils.isTypedArray(array)) {
  21636. // in ios9 array.subarray(from, undefined) will return empty array
  21637. // but array.subarray(from) or array.subarray(from, len) is correct
  21638. return new array.constructor(array.subarray(from, to !== undefined ? to : array.length));
  21639. }
  21640. return array.slice(from, to);
  21641. },
  21642. // converts an array to a specific type
  21643. convertArray: function (array, type, forceClone) {
  21644. if (!array || // let 'undefined' and 'null' pass
  21645. !forceClone && array.constructor === type) return array;
  21646. if (typeof type.BYTES_PER_ELEMENT === 'number') {
  21647. return new type(array); // create typed array
  21648. }
  21649. return Array.prototype.slice.call(array); // create Array
  21650. },
  21651. isTypedArray: function (object) {
  21652. return ArrayBuffer.isView(object) && !(object instanceof DataView);
  21653. },
  21654. // returns an array by which times and values can be sorted
  21655. getKeyframeOrder: function (times) {
  21656. function compareTime(i, j) {
  21657. return times[i] - times[j];
  21658. }
  21659. const n = times.length;
  21660. const result = new Array(n);
  21661. for (let i = 0; i !== n; ++i) result[i] = i;
  21662. result.sort(compareTime);
  21663. return result;
  21664. },
  21665. // uses the array previously returned by 'getKeyframeOrder' to sort data
  21666. sortedArray: function (values, stride, order) {
  21667. const nValues = values.length;
  21668. const result = new values.constructor(nValues);
  21669. for (let i = 0, dstOffset = 0; dstOffset !== nValues; ++i) {
  21670. const srcOffset = order[i] * stride;
  21671. for (let j = 0; j !== stride; ++j) {
  21672. result[dstOffset++] = values[srcOffset + j];
  21673. }
  21674. }
  21675. return result;
  21676. },
  21677. // function for parsing AOS keyframe formats
  21678. flattenJSON: function (jsonKeys, times, values, valuePropertyName) {
  21679. let i = 1,
  21680. key = jsonKeys[0];
  21681. while (key !== undefined && key[valuePropertyName] === undefined) {
  21682. key = jsonKeys[i++];
  21683. }
  21684. if (key === undefined) return; // no data
  21685. let value = key[valuePropertyName];
  21686. if (value === undefined) return; // no data
  21687. if (Array.isArray(value)) {
  21688. do {
  21689. value = key[valuePropertyName];
  21690. if (value !== undefined) {
  21691. times.push(key.time);
  21692. values.push.apply(values, value); // push all elements
  21693. }
  21694. key = jsonKeys[i++];
  21695. } while (key !== undefined);
  21696. } else if (value.toArray !== undefined) {
  21697. // ...assume THREE.Math-ish
  21698. do {
  21699. value = key[valuePropertyName];
  21700. if (value !== undefined) {
  21701. times.push(key.time);
  21702. value.toArray(values, values.length);
  21703. }
  21704. key = jsonKeys[i++];
  21705. } while (key !== undefined);
  21706. } else {
  21707. // otherwise push as-is
  21708. do {
  21709. value = key[valuePropertyName];
  21710. if (value !== undefined) {
  21711. times.push(key.time);
  21712. values.push(value);
  21713. }
  21714. key = jsonKeys[i++];
  21715. } while (key !== undefined);
  21716. }
  21717. },
  21718. subclip: function (sourceClip, name, startFrame, endFrame, fps = 30) {
  21719. const clip = sourceClip.clone();
  21720. clip.name = name;
  21721. const tracks = [];
  21722. for (let i = 0; i < clip.tracks.length; ++i) {
  21723. const track = clip.tracks[i];
  21724. const valueSize = track.getValueSize();
  21725. const times = [];
  21726. const values = [];
  21727. for (let j = 0; j < track.times.length; ++j) {
  21728. const frame = track.times[j] * fps;
  21729. if (frame < startFrame || frame >= endFrame) continue;
  21730. times.push(track.times[j]);
  21731. for (let k = 0; k < valueSize; ++k) {
  21732. values.push(track.values[j * valueSize + k]);
  21733. }
  21734. }
  21735. if (times.length === 0) continue;
  21736. track.times = AnimationUtils.convertArray(times, track.times.constructor);
  21737. track.values = AnimationUtils.convertArray(values, track.values.constructor);
  21738. tracks.push(track);
  21739. }
  21740. clip.tracks = tracks; // find minimum .times value across all tracks in the trimmed clip
  21741. let minStartTime = Infinity;
  21742. for (let i = 0; i < clip.tracks.length; ++i) {
  21743. if (minStartTime > clip.tracks[i].times[0]) {
  21744. minStartTime = clip.tracks[i].times[0];
  21745. }
  21746. } // shift all tracks such that clip begins at t=0
  21747. for (let i = 0; i < clip.tracks.length; ++i) {
  21748. clip.tracks[i].shift(-1 * minStartTime);
  21749. }
  21750. clip.resetDuration();
  21751. return clip;
  21752. },
  21753. makeClipAdditive: function (targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30) {
  21754. if (fps <= 0) fps = 30;
  21755. const numTracks = referenceClip.tracks.length;
  21756. const referenceTime = referenceFrame / fps; // Make each track's values relative to the values at the reference frame
  21757. for (let i = 0; i < numTracks; ++i) {
  21758. const referenceTrack = referenceClip.tracks[i];
  21759. const referenceTrackType = referenceTrack.ValueTypeName; // Skip this track if it's non-numeric
  21760. if (referenceTrackType === 'bool' || referenceTrackType === 'string') continue; // Find the track in the target clip whose name and type matches the reference track
  21761. const targetTrack = targetClip.tracks.find(function (track) {
  21762. return track.name === referenceTrack.name && track.ValueTypeName === referenceTrackType;
  21763. });
  21764. if (targetTrack === undefined) continue;
  21765. let referenceOffset = 0;
  21766. const referenceValueSize = referenceTrack.getValueSize();
  21767. if (referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) {
  21768. referenceOffset = referenceValueSize / 3;
  21769. }
  21770. let targetOffset = 0;
  21771. const targetValueSize = targetTrack.getValueSize();
  21772. if (targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) {
  21773. targetOffset = targetValueSize / 3;
  21774. }
  21775. const lastIndex = referenceTrack.times.length - 1;
  21776. let referenceValue; // Find the value to subtract out of the track
  21777. if (referenceTime <= referenceTrack.times[0]) {
  21778. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  21779. const startIndex = referenceOffset;
  21780. const endIndex = referenceValueSize - referenceOffset;
  21781. referenceValue = AnimationUtils.arraySlice(referenceTrack.values, startIndex, endIndex);
  21782. } else if (referenceTime >= referenceTrack.times[lastIndex]) {
  21783. // Reference frame is after the last keyframe, so just use the last keyframe
  21784. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  21785. const endIndex = startIndex + referenceValueSize - referenceOffset;
  21786. referenceValue = AnimationUtils.arraySlice(referenceTrack.values, startIndex, endIndex);
  21787. } else {
  21788. // Interpolate to the reference value
  21789. const interpolant = referenceTrack.createInterpolant();
  21790. const startIndex = referenceOffset;
  21791. const endIndex = referenceValueSize - referenceOffset;
  21792. interpolant.evaluate(referenceTime);
  21793. referenceValue = AnimationUtils.arraySlice(interpolant.resultBuffer, startIndex, endIndex);
  21794. } // Conjugate the quaternion
  21795. if (referenceTrackType === 'quaternion') {
  21796. const referenceQuat = new Quaternion().fromArray(referenceValue).normalize().conjugate();
  21797. referenceQuat.toArray(referenceValue);
  21798. } // Subtract the reference value from all of the track values
  21799. const numTimes = targetTrack.times.length;
  21800. for (let j = 0; j < numTimes; ++j) {
  21801. const valueStart = j * targetValueSize + targetOffset;
  21802. if (referenceTrackType === 'quaternion') {
  21803. // Multiply the conjugate for quaternion track types
  21804. Quaternion.multiplyQuaternionsFlat(targetTrack.values, valueStart, referenceValue, 0, targetTrack.values, valueStart);
  21805. } else {
  21806. const valueEnd = targetValueSize - targetOffset * 2; // Subtract each value for all other numeric track types
  21807. for (let k = 0; k < valueEnd; ++k) {
  21808. targetTrack.values[valueStart + k] -= referenceValue[k];
  21809. }
  21810. }
  21811. }
  21812. }
  21813. targetClip.blendMode = AdditiveAnimationBlendMode;
  21814. return targetClip;
  21815. }
  21816. };
  21817. /**
  21818. * Abstract base class of interpolants over parametric samples.
  21819. *
  21820. * The parameter domain is one dimensional, typically the time or a path
  21821. * along a curve defined by the data.
  21822. *
  21823. * The sample values can have any dimensionality and derived classes may
  21824. * apply special interpretations to the data.
  21825. *
  21826. * This class provides the interval seek in a Template Method, deferring
  21827. * the actual interpolation to derived classes.
  21828. *
  21829. * Time complexity is O(1) for linear access crossing at most two points
  21830. * and O(log N) for random access, where N is the number of positions.
  21831. *
  21832. * References:
  21833. *
  21834. * http://www.oodesign.com/template-method-pattern.html
  21835. *
  21836. */
  21837. class Interpolant {
  21838. constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
  21839. this.parameterPositions = parameterPositions;
  21840. this._cachedIndex = 0;
  21841. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor(sampleSize);
  21842. this.sampleValues = sampleValues;
  21843. this.valueSize = sampleSize;
  21844. this.settings = null;
  21845. this.DefaultSettings_ = {};
  21846. }
  21847. evaluate(t) {
  21848. const pp = this.parameterPositions;
  21849. let i1 = this._cachedIndex,
  21850. t1 = pp[i1],
  21851. t0 = pp[i1 - 1];
  21852. validate_interval: {
  21853. seek: {
  21854. let right;
  21855. linear_scan: {
  21856. //- See http://jsperf.com/comparison-to-undefined/3
  21857. //- slower code:
  21858. //-
  21859. //- if ( t >= t1 || t1 === undefined ) {
  21860. forward_scan: if (!(t < t1)) {
  21861. for (let giveUpAt = i1 + 2;;) {
  21862. if (t1 === undefined) {
  21863. if (t < t0) break forward_scan; // after end
  21864. i1 = pp.length;
  21865. this._cachedIndex = i1;
  21866. return this.afterEnd_(i1 - 1, t, t0);
  21867. }
  21868. if (i1 === giveUpAt) break; // this loop
  21869. t0 = t1;
  21870. t1 = pp[++i1];
  21871. if (t < t1) {
  21872. // we have arrived at the sought interval
  21873. break seek;
  21874. }
  21875. } // prepare binary search on the right side of the index
  21876. right = pp.length;
  21877. break linear_scan;
  21878. } //- slower code:
  21879. //- if ( t < t0 || t0 === undefined ) {
  21880. if (!(t >= t0)) {
  21881. // looping?
  21882. const t1global = pp[1];
  21883. if (t < t1global) {
  21884. i1 = 2; // + 1, using the scan for the details
  21885. t0 = t1global;
  21886. } // linear reverse scan
  21887. for (let giveUpAt = i1 - 2;;) {
  21888. if (t0 === undefined) {
  21889. // before start
  21890. this._cachedIndex = 0;
  21891. return this.beforeStart_(0, t, t1);
  21892. }
  21893. if (i1 === giveUpAt) break; // this loop
  21894. t1 = t0;
  21895. t0 = pp[--i1 - 1];
  21896. if (t >= t0) {
  21897. // we have arrived at the sought interval
  21898. break seek;
  21899. }
  21900. } // prepare binary search on the left side of the index
  21901. right = i1;
  21902. i1 = 0;
  21903. break linear_scan;
  21904. } // the interval is valid
  21905. break validate_interval;
  21906. } // linear scan
  21907. // binary search
  21908. while (i1 < right) {
  21909. const mid = i1 + right >>> 1;
  21910. if (t < pp[mid]) {
  21911. right = mid;
  21912. } else {
  21913. i1 = mid + 1;
  21914. }
  21915. }
  21916. t1 = pp[i1];
  21917. t0 = pp[i1 - 1]; // check boundary cases, again
  21918. if (t0 === undefined) {
  21919. this._cachedIndex = 0;
  21920. return this.beforeStart_(0, t, t1);
  21921. }
  21922. if (t1 === undefined) {
  21923. i1 = pp.length;
  21924. this._cachedIndex = i1;
  21925. return this.afterEnd_(i1 - 1, t0, t);
  21926. }
  21927. } // seek
  21928. this._cachedIndex = i1;
  21929. this.intervalChanged_(i1, t0, t1);
  21930. } // validate_interval
  21931. return this.interpolate_(i1, t0, t, t1);
  21932. }
  21933. getSettings_() {
  21934. return this.settings || this.DefaultSettings_;
  21935. }
  21936. copySampleValue_(index) {
  21937. // copies a sample value to the result buffer
  21938. const result = this.resultBuffer,
  21939. values = this.sampleValues,
  21940. stride = this.valueSize,
  21941. offset = index * stride;
  21942. for (let i = 0; i !== stride; ++i) {
  21943. result[i] = values[offset + i];
  21944. }
  21945. return result;
  21946. } // Template methods for derived classes:
  21947. interpolate_() {
  21948. throw new Error('call to abstract method'); // implementations shall return this.resultBuffer
  21949. }
  21950. intervalChanged_() {// empty
  21951. }
  21952. } // ALIAS DEFINITIONS
  21953. Interpolant.prototype.beforeStart_ = Interpolant.prototype.copySampleValue_;
  21954. Interpolant.prototype.afterEnd_ = Interpolant.prototype.copySampleValue_;
  21955. /**
  21956. * Fast and simple cubic spline interpolant.
  21957. *
  21958. * It was derived from a Hermitian construction setting the first derivative
  21959. * at each sample position to the linear slope between neighboring positions
  21960. * over their parameter interval.
  21961. */
  21962. class CubicInterpolant extends Interpolant {
  21963. constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
  21964. super(parameterPositions, sampleValues, sampleSize, resultBuffer);
  21965. this._weightPrev = -0;
  21966. this._offsetPrev = -0;
  21967. this._weightNext = -0;
  21968. this._offsetNext = -0;
  21969. this.DefaultSettings_ = {
  21970. endingStart: ZeroCurvatureEnding,
  21971. endingEnd: ZeroCurvatureEnding
  21972. };
  21973. }
  21974. intervalChanged_(i1, t0, t1) {
  21975. const pp = this.parameterPositions;
  21976. let iPrev = i1 - 2,
  21977. iNext = i1 + 1,
  21978. tPrev = pp[iPrev],
  21979. tNext = pp[iNext];
  21980. if (tPrev === undefined) {
  21981. switch (this.getSettings_().endingStart) {
  21982. case ZeroSlopeEnding:
  21983. // f'(t0) = 0
  21984. iPrev = i1;
  21985. tPrev = 2 * t0 - t1;
  21986. break;
  21987. case WrapAroundEnding:
  21988. // use the other end of the curve
  21989. iPrev = pp.length - 2;
  21990. tPrev = t0 + pp[iPrev] - pp[iPrev + 1];
  21991. break;
  21992. default:
  21993. // ZeroCurvatureEnding
  21994. // f''(t0) = 0 a.k.a. Natural Spline
  21995. iPrev = i1;
  21996. tPrev = t1;
  21997. }
  21998. }
  21999. if (tNext === undefined) {
  22000. switch (this.getSettings_().endingEnd) {
  22001. case ZeroSlopeEnding:
  22002. // f'(tN) = 0
  22003. iNext = i1;
  22004. tNext = 2 * t1 - t0;
  22005. break;
  22006. case WrapAroundEnding:
  22007. // use the other end of the curve
  22008. iNext = 1;
  22009. tNext = t1 + pp[1] - pp[0];
  22010. break;
  22011. default:
  22012. // ZeroCurvatureEnding
  22013. // f''(tN) = 0, a.k.a. Natural Spline
  22014. iNext = i1 - 1;
  22015. tNext = t0;
  22016. }
  22017. }
  22018. const halfDt = (t1 - t0) * 0.5,
  22019. stride = this.valueSize;
  22020. this._weightPrev = halfDt / (t0 - tPrev);
  22021. this._weightNext = halfDt / (tNext - t1);
  22022. this._offsetPrev = iPrev * stride;
  22023. this._offsetNext = iNext * stride;
  22024. }
  22025. interpolate_(i1, t0, t, t1) {
  22026. const result = this.resultBuffer,
  22027. values = this.sampleValues,
  22028. stride = this.valueSize,
  22029. o1 = i1 * stride,
  22030. o0 = o1 - stride,
  22031. oP = this._offsetPrev,
  22032. oN = this._offsetNext,
  22033. wP = this._weightPrev,
  22034. wN = this._weightNext,
  22035. p = (t - t0) / (t1 - t0),
  22036. pp = p * p,
  22037. ppp = pp * p; // evaluate polynomials
  22038. const sP = -wP * ppp + 2 * wP * pp - wP * p;
  22039. const s0 = (1 + wP) * ppp + (-1.5 - 2 * wP) * pp + (-0.5 + wP) * p + 1;
  22040. const s1 = (-1 - wN) * ppp + (1.5 + wN) * pp + 0.5 * p;
  22041. const sN = wN * ppp - wN * pp; // combine data linearly
  22042. for (let i = 0; i !== stride; ++i) {
  22043. result[i] = sP * values[oP + i] + s0 * values[o0 + i] + s1 * values[o1 + i] + sN * values[oN + i];
  22044. }
  22045. return result;
  22046. }
  22047. }
  22048. class LinearInterpolant extends Interpolant {
  22049. constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
  22050. super(parameterPositions, sampleValues, sampleSize, resultBuffer);
  22051. }
  22052. interpolate_(i1, t0, t, t1) {
  22053. const result = this.resultBuffer,
  22054. values = this.sampleValues,
  22055. stride = this.valueSize,
  22056. offset1 = i1 * stride,
  22057. offset0 = offset1 - stride,
  22058. weight1 = (t - t0) / (t1 - t0),
  22059. weight0 = 1 - weight1;
  22060. for (let i = 0; i !== stride; ++i) {
  22061. result[i] = values[offset0 + i] * weight0 + values[offset1 + i] * weight1;
  22062. }
  22063. return result;
  22064. }
  22065. }
  22066. /**
  22067. *
  22068. * Interpolant that evaluates to the sample value at the position preceeding
  22069. * the parameter.
  22070. */
  22071. class DiscreteInterpolant extends Interpolant {
  22072. constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
  22073. super(parameterPositions, sampleValues, sampleSize, resultBuffer);
  22074. }
  22075. interpolate_(i1
  22076. /*, t0, t, t1 */
  22077. ) {
  22078. return this.copySampleValue_(i1 - 1);
  22079. }
  22080. }
  22081. class KeyframeTrack {
  22082. constructor(name, times, values, interpolation) {
  22083. if (name === undefined) throw new Error('THREE.KeyframeTrack: track name is undefined');
  22084. if (times === undefined || times.length === 0) throw new Error('THREE.KeyframeTrack: no keyframes in track named ' + name);
  22085. this.name = name;
  22086. this.times = AnimationUtils.convertArray(times, this.TimeBufferType);
  22087. this.values = AnimationUtils.convertArray(values, this.ValueBufferType);
  22088. this.setInterpolation(interpolation || this.DefaultInterpolation);
  22089. } // Serialization (in static context, because of constructor invocation
  22090. // and automatic invocation of .toJSON):
  22091. static toJSON(track) {
  22092. const trackType = track.constructor;
  22093. let json; // derived classes can define a static toJSON method
  22094. if (trackType.toJSON !== this.toJSON) {
  22095. json = trackType.toJSON(track);
  22096. } else {
  22097. // by default, we assume the data can be serialized as-is
  22098. json = {
  22099. 'name': track.name,
  22100. 'times': AnimationUtils.convertArray(track.times, Array),
  22101. 'values': AnimationUtils.convertArray(track.values, Array)
  22102. };
  22103. const interpolation = track.getInterpolation();
  22104. if (interpolation !== track.DefaultInterpolation) {
  22105. json.interpolation = interpolation;
  22106. }
  22107. }
  22108. json.type = track.ValueTypeName; // mandatory
  22109. return json;
  22110. }
  22111. InterpolantFactoryMethodDiscrete(result) {
  22112. return new DiscreteInterpolant(this.times, this.values, this.getValueSize(), result);
  22113. }
  22114. InterpolantFactoryMethodLinear(result) {
  22115. return new LinearInterpolant(this.times, this.values, this.getValueSize(), result);
  22116. }
  22117. InterpolantFactoryMethodSmooth(result) {
  22118. return new CubicInterpolant(this.times, this.values, this.getValueSize(), result);
  22119. }
  22120. setInterpolation(interpolation) {
  22121. let factoryMethod;
  22122. switch (interpolation) {
  22123. case InterpolateDiscrete:
  22124. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  22125. break;
  22126. case InterpolateLinear:
  22127. factoryMethod = this.InterpolantFactoryMethodLinear;
  22128. break;
  22129. case InterpolateSmooth:
  22130. factoryMethod = this.InterpolantFactoryMethodSmooth;
  22131. break;
  22132. }
  22133. if (factoryMethod === undefined) {
  22134. const message = 'unsupported interpolation for ' + this.ValueTypeName + ' keyframe track named ' + this.name;
  22135. if (this.createInterpolant === undefined) {
  22136. // fall back to default, unless the default itself is messed up
  22137. if (interpolation !== this.DefaultInterpolation) {
  22138. this.setInterpolation(this.DefaultInterpolation);
  22139. } else {
  22140. throw new Error(message); // fatal, in this case
  22141. }
  22142. }
  22143. console.warn('THREE.KeyframeTrack:', message);
  22144. return this;
  22145. }
  22146. this.createInterpolant = factoryMethod;
  22147. return this;
  22148. }
  22149. getInterpolation() {
  22150. switch (this.createInterpolant) {
  22151. case this.InterpolantFactoryMethodDiscrete:
  22152. return InterpolateDiscrete;
  22153. case this.InterpolantFactoryMethodLinear:
  22154. return InterpolateLinear;
  22155. case this.InterpolantFactoryMethodSmooth:
  22156. return InterpolateSmooth;
  22157. }
  22158. }
  22159. getValueSize() {
  22160. return this.values.length / this.times.length;
  22161. } // move all keyframes either forwards or backwards in time
  22162. shift(timeOffset) {
  22163. if (timeOffset !== 0.0) {
  22164. const times = this.times;
  22165. for (let i = 0, n = times.length; i !== n; ++i) {
  22166. times[i] += timeOffset;
  22167. }
  22168. }
  22169. return this;
  22170. } // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  22171. scale(timeScale) {
  22172. if (timeScale !== 1.0) {
  22173. const times = this.times;
  22174. for (let i = 0, n = times.length; i !== n; ++i) {
  22175. times[i] *= timeScale;
  22176. }
  22177. }
  22178. return this;
  22179. } // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  22180. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  22181. trim(startTime, endTime) {
  22182. const times = this.times,
  22183. nKeys = times.length;
  22184. let from = 0,
  22185. to = nKeys - 1;
  22186. while (from !== nKeys && times[from] < startTime) {
  22187. ++from;
  22188. }
  22189. while (to !== -1 && times[to] > endTime) {
  22190. --to;
  22191. }
  22192. ++to; // inclusive -> exclusive bound
  22193. if (from !== 0 || to !== nKeys) {
  22194. // empty tracks are forbidden, so keep at least one keyframe
  22195. if (from >= to) {
  22196. to = Math.max(to, 1);
  22197. from = to - 1;
  22198. }
  22199. const stride = this.getValueSize();
  22200. this.times = AnimationUtils.arraySlice(times, from, to);
  22201. this.values = AnimationUtils.arraySlice(this.values, from * stride, to * stride);
  22202. }
  22203. return this;
  22204. } // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  22205. validate() {
  22206. let valid = true;
  22207. const valueSize = this.getValueSize();
  22208. if (valueSize - Math.floor(valueSize) !== 0) {
  22209. console.error('THREE.KeyframeTrack: Invalid value size in track.', this);
  22210. valid = false;
  22211. }
  22212. const times = this.times,
  22213. values = this.values,
  22214. nKeys = times.length;
  22215. if (nKeys === 0) {
  22216. console.error('THREE.KeyframeTrack: Track is empty.', this);
  22217. valid = false;
  22218. }
  22219. let prevTime = null;
  22220. for (let i = 0; i !== nKeys; i++) {
  22221. const currTime = times[i];
  22222. if (typeof currTime === 'number' && isNaN(currTime)) {
  22223. console.error('THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime);
  22224. valid = false;
  22225. break;
  22226. }
  22227. if (prevTime !== null && prevTime > currTime) {
  22228. console.error('THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime);
  22229. valid = false;
  22230. break;
  22231. }
  22232. prevTime = currTime;
  22233. }
  22234. if (values !== undefined) {
  22235. if (AnimationUtils.isTypedArray(values)) {
  22236. for (let i = 0, n = values.length; i !== n; ++i) {
  22237. const value = values[i];
  22238. if (isNaN(value)) {
  22239. console.error('THREE.KeyframeTrack: Value is not a valid number.', this, i, value);
  22240. valid = false;
  22241. break;
  22242. }
  22243. }
  22244. }
  22245. }
  22246. return valid;
  22247. } // removes equivalent sequential keys as common in morph target sequences
  22248. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  22249. optimize() {
  22250. // times or values may be shared with other tracks, so overwriting is unsafe
  22251. const times = AnimationUtils.arraySlice(this.times),
  22252. values = AnimationUtils.arraySlice(this.values),
  22253. stride = this.getValueSize(),
  22254. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  22255. lastIndex = times.length - 1;
  22256. let writeIndex = 1;
  22257. for (let i = 1; i < lastIndex; ++i) {
  22258. let keep = false;
  22259. const time = times[i];
  22260. const timeNext = times[i + 1]; // remove adjacent keyframes scheduled at the same time
  22261. if (time !== timeNext && (i !== 1 || time !== times[0])) {
  22262. if (!smoothInterpolation) {
  22263. // remove unnecessary keyframes same as their neighbors
  22264. const offset = i * stride,
  22265. offsetP = offset - stride,
  22266. offsetN = offset + stride;
  22267. for (let j = 0; j !== stride; ++j) {
  22268. const value = values[offset + j];
  22269. if (value !== values[offsetP + j] || value !== values[offsetN + j]) {
  22270. keep = true;
  22271. break;
  22272. }
  22273. }
  22274. } else {
  22275. keep = true;
  22276. }
  22277. } // in-place compaction
  22278. if (keep) {
  22279. if (i !== writeIndex) {
  22280. times[writeIndex] = times[i];
  22281. const readOffset = i * stride,
  22282. writeOffset = writeIndex * stride;
  22283. for (let j = 0; j !== stride; ++j) {
  22284. values[writeOffset + j] = values[readOffset + j];
  22285. }
  22286. }
  22287. ++writeIndex;
  22288. }
  22289. } // flush last keyframe (compaction looks ahead)
  22290. if (lastIndex > 0) {
  22291. times[writeIndex] = times[lastIndex];
  22292. for (let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++j) {
  22293. values[writeOffset + j] = values[readOffset + j];
  22294. }
  22295. ++writeIndex;
  22296. }
  22297. if (writeIndex !== times.length) {
  22298. this.times = AnimationUtils.arraySlice(times, 0, writeIndex);
  22299. this.values = AnimationUtils.arraySlice(values, 0, writeIndex * stride);
  22300. } else {
  22301. this.times = times;
  22302. this.values = values;
  22303. }
  22304. return this;
  22305. }
  22306. clone() {
  22307. const times = AnimationUtils.arraySlice(this.times, 0);
  22308. const values = AnimationUtils.arraySlice(this.values, 0);
  22309. const TypedKeyframeTrack = this.constructor;
  22310. const track = new TypedKeyframeTrack(this.name, times, values); // Interpolant argument to constructor is not saved, so copy the factory method directly.
  22311. track.createInterpolant = this.createInterpolant;
  22312. return track;
  22313. }
  22314. }
  22315. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  22316. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  22317. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  22318. /**
  22319. * A Track of Boolean keyframe values.
  22320. */
  22321. class BooleanKeyframeTrack extends KeyframeTrack {}
  22322. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  22323. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  22324. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  22325. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  22326. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; // Note: Actually this track could have a optimized / compressed
  22327. /**
  22328. * A Track of keyframe values that represent color.
  22329. */
  22330. class ColorKeyframeTrack extends KeyframeTrack {}
  22331. ColorKeyframeTrack.prototype.ValueTypeName = 'color'; // ValueBufferType is inherited
  22332. /**
  22333. * A Track of numeric keyframe values.
  22334. */
  22335. class NumberKeyframeTrack extends KeyframeTrack {}
  22336. NumberKeyframeTrack.prototype.ValueTypeName = 'number'; // ValueBufferType is inherited
  22337. /**
  22338. * Spherical linear unit quaternion interpolant.
  22339. */
  22340. class QuaternionLinearInterpolant extends Interpolant {
  22341. constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
  22342. super(parameterPositions, sampleValues, sampleSize, resultBuffer);
  22343. }
  22344. interpolate_(i1, t0, t, t1) {
  22345. const result = this.resultBuffer,
  22346. values = this.sampleValues,
  22347. stride = this.valueSize,
  22348. alpha = (t - t0) / (t1 - t0);
  22349. let offset = i1 * stride;
  22350. for (let end = offset + stride; offset !== end; offset += 4) {
  22351. Quaternion.slerpFlat(result, 0, values, offset - stride, values, offset, alpha);
  22352. }
  22353. return result;
  22354. }
  22355. }
  22356. /**
  22357. * A Track of quaternion keyframe values.
  22358. */
  22359. class QuaternionKeyframeTrack extends KeyframeTrack {
  22360. InterpolantFactoryMethodLinear(result) {
  22361. return new QuaternionLinearInterpolant(this.times, this.values, this.getValueSize(), result);
  22362. }
  22363. }
  22364. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion'; // ValueBufferType is inherited
  22365. QuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  22366. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  22367. /**
  22368. * A Track that interpolates Strings
  22369. */
  22370. class StringKeyframeTrack extends KeyframeTrack {}
  22371. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  22372. StringKeyframeTrack.prototype.ValueBufferType = Array;
  22373. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  22374. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  22375. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  22376. /**
  22377. * A Track of vectored keyframe values.
  22378. */
  22379. class VectorKeyframeTrack extends KeyframeTrack {}
  22380. VectorKeyframeTrack.prototype.ValueTypeName = 'vector'; // ValueBufferType is inherited
  22381. class AnimationClip {
  22382. constructor(name, duration = -1, tracks, blendMode = NormalAnimationBlendMode) {
  22383. this.name = name;
  22384. this.tracks = tracks;
  22385. this.duration = duration;
  22386. this.blendMode = blendMode;
  22387. this.uuid = generateUUID(); // this means it should figure out its duration by scanning the tracks
  22388. if (this.duration < 0) {
  22389. this.resetDuration();
  22390. }
  22391. }
  22392. static parse(json) {
  22393. const tracks = [],
  22394. jsonTracks = json.tracks,
  22395. frameTime = 1.0 / (json.fps || 1.0);
  22396. for (let i = 0, n = jsonTracks.length; i !== n; ++i) {
  22397. tracks.push(parseKeyframeTrack(jsonTracks[i]).scale(frameTime));
  22398. }
  22399. const clip = new this(json.name, json.duration, tracks, json.blendMode);
  22400. clip.uuid = json.uuid;
  22401. return clip;
  22402. }
  22403. static toJSON(clip) {
  22404. const tracks = [],
  22405. clipTracks = clip.tracks;
  22406. const json = {
  22407. 'name': clip.name,
  22408. 'duration': clip.duration,
  22409. 'tracks': tracks,
  22410. 'uuid': clip.uuid,
  22411. 'blendMode': clip.blendMode
  22412. };
  22413. for (let i = 0, n = clipTracks.length; i !== n; ++i) {
  22414. tracks.push(KeyframeTrack.toJSON(clipTracks[i]));
  22415. }
  22416. return json;
  22417. }
  22418. static CreateFromMorphTargetSequence(name, morphTargetSequence, fps, noLoop) {
  22419. const numMorphTargets = morphTargetSequence.length;
  22420. const tracks = [];
  22421. for (let i = 0; i < numMorphTargets; i++) {
  22422. let times = [];
  22423. let values = [];
  22424. times.push((i + numMorphTargets - 1) % numMorphTargets, i, (i + 1) % numMorphTargets);
  22425. values.push(0, 1, 0);
  22426. const order = AnimationUtils.getKeyframeOrder(times);
  22427. times = AnimationUtils.sortedArray(times, 1, order);
  22428. values = AnimationUtils.sortedArray(values, 1, order); // if there is a key at the first frame, duplicate it as the
  22429. // last frame as well for perfect loop.
  22430. if (!noLoop && times[0] === 0) {
  22431. times.push(numMorphTargets);
  22432. values.push(values[0]);
  22433. }
  22434. tracks.push(new NumberKeyframeTrack('.morphTargetInfluences[' + morphTargetSequence[i].name + ']', times, values).scale(1.0 / fps));
  22435. }
  22436. return new this(name, -1, tracks);
  22437. }
  22438. static findByName(objectOrClipArray, name) {
  22439. let clipArray = objectOrClipArray;
  22440. if (!Array.isArray(objectOrClipArray)) {
  22441. const o = objectOrClipArray;
  22442. clipArray = o.geometry && o.geometry.animations || o.animations;
  22443. }
  22444. for (let i = 0; i < clipArray.length; i++) {
  22445. if (clipArray[i].name === name) {
  22446. return clipArray[i];
  22447. }
  22448. }
  22449. return null;
  22450. }
  22451. static CreateClipsFromMorphTargetSequences(morphTargets, fps, noLoop) {
  22452. const animationToMorphTargets = {}; // tested with https://regex101.com/ on trick sequences
  22453. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  22454. const pattern = /^([\w-]*?)([\d]+)$/; // sort morph target names into animation groups based
  22455. // patterns like Walk_001, Walk_002, Run_001, Run_002
  22456. for (let i = 0, il = morphTargets.length; i < il; i++) {
  22457. const morphTarget = morphTargets[i];
  22458. const parts = morphTarget.name.match(pattern);
  22459. if (parts && parts.length > 1) {
  22460. const name = parts[1];
  22461. let animationMorphTargets = animationToMorphTargets[name];
  22462. if (!animationMorphTargets) {
  22463. animationToMorphTargets[name] = animationMorphTargets = [];
  22464. }
  22465. animationMorphTargets.push(morphTarget);
  22466. }
  22467. }
  22468. const clips = [];
  22469. for (const name in animationToMorphTargets) {
  22470. clips.push(this.CreateFromMorphTargetSequence(name, animationToMorphTargets[name], fps, noLoop));
  22471. }
  22472. return clips;
  22473. } // parse the animation.hierarchy format
  22474. static parseAnimation(animation, bones) {
  22475. if (!animation) {
  22476. console.error('THREE.AnimationClip: No animation in JSONLoader data.');
  22477. return null;
  22478. }
  22479. const addNonemptyTrack = function (trackType, trackName, animationKeys, propertyName, destTracks) {
  22480. // only return track if there are actually keys.
  22481. if (animationKeys.length !== 0) {
  22482. const times = [];
  22483. const values = [];
  22484. AnimationUtils.flattenJSON(animationKeys, times, values, propertyName); // empty keys are filtered out, so check again
  22485. if (times.length !== 0) {
  22486. destTracks.push(new trackType(trackName, times, values));
  22487. }
  22488. }
  22489. };
  22490. const tracks = [];
  22491. const clipName = animation.name || 'default';
  22492. const fps = animation.fps || 30;
  22493. const blendMode = animation.blendMode; // automatic length determination in AnimationClip.
  22494. let duration = animation.length || -1;
  22495. const hierarchyTracks = animation.hierarchy || [];
  22496. for (let h = 0; h < hierarchyTracks.length; h++) {
  22497. const animationKeys = hierarchyTracks[h].keys; // skip empty tracks
  22498. if (!animationKeys || animationKeys.length === 0) continue; // process morph targets
  22499. if (animationKeys[0].morphTargets) {
  22500. // figure out all morph targets used in this track
  22501. const morphTargetNames = {};
  22502. let k;
  22503. for (k = 0; k < animationKeys.length; k++) {
  22504. if (animationKeys[k].morphTargets) {
  22505. for (let m = 0; m < animationKeys[k].morphTargets.length; m++) {
  22506. morphTargetNames[animationKeys[k].morphTargets[m]] = -1;
  22507. }
  22508. }
  22509. } // create a track for each morph target with all zero
  22510. // morphTargetInfluences except for the keys in which
  22511. // the morphTarget is named.
  22512. for (const morphTargetName in morphTargetNames) {
  22513. const times = [];
  22514. const values = [];
  22515. for (let m = 0; m !== animationKeys[k].morphTargets.length; ++m) {
  22516. const animationKey = animationKeys[k];
  22517. times.push(animationKey.time);
  22518. values.push(animationKey.morphTarget === morphTargetName ? 1 : 0);
  22519. }
  22520. tracks.push(new NumberKeyframeTrack('.morphTargetInfluence[' + morphTargetName + ']', times, values));
  22521. }
  22522. duration = morphTargetNames.length * (fps || 1.0);
  22523. } else {
  22524. // ...assume skeletal animation
  22525. const boneName = '.bones[' + bones[h].name + ']';
  22526. addNonemptyTrack(VectorKeyframeTrack, boneName + '.position', animationKeys, 'pos', tracks);
  22527. addNonemptyTrack(QuaternionKeyframeTrack, boneName + '.quaternion', animationKeys, 'rot', tracks);
  22528. addNonemptyTrack(VectorKeyframeTrack, boneName + '.scale', animationKeys, 'scl', tracks);
  22529. }
  22530. }
  22531. if (tracks.length === 0) {
  22532. return null;
  22533. }
  22534. const clip = new this(clipName, duration, tracks, blendMode);
  22535. return clip;
  22536. }
  22537. resetDuration() {
  22538. const tracks = this.tracks;
  22539. let duration = 0;
  22540. for (let i = 0, n = tracks.length; i !== n; ++i) {
  22541. const track = this.tracks[i];
  22542. duration = Math.max(duration, track.times[track.times.length - 1]);
  22543. }
  22544. this.duration = duration;
  22545. return this;
  22546. }
  22547. trim() {
  22548. for (let i = 0; i < this.tracks.length; i++) {
  22549. this.tracks[i].trim(0, this.duration);
  22550. }
  22551. return this;
  22552. }
  22553. validate() {
  22554. let valid = true;
  22555. for (let i = 0; i < this.tracks.length; i++) {
  22556. valid = valid && this.tracks[i].validate();
  22557. }
  22558. return valid;
  22559. }
  22560. optimize() {
  22561. for (let i = 0; i < this.tracks.length; i++) {
  22562. this.tracks[i].optimize();
  22563. }
  22564. return this;
  22565. }
  22566. clone() {
  22567. const tracks = [];
  22568. for (let i = 0; i < this.tracks.length; i++) {
  22569. tracks.push(this.tracks[i].clone());
  22570. }
  22571. return new this.constructor(this.name, this.duration, tracks, this.blendMode);
  22572. }
  22573. toJSON() {
  22574. return this.constructor.toJSON(this);
  22575. }
  22576. }
  22577. function getTrackTypeForValueTypeName(typeName) {
  22578. switch (typeName.toLowerCase()) {
  22579. case 'scalar':
  22580. case 'double':
  22581. case 'float':
  22582. case 'number':
  22583. case 'integer':
  22584. return NumberKeyframeTrack;
  22585. case 'vector':
  22586. case 'vector2':
  22587. case 'vector3':
  22588. case 'vector4':
  22589. return VectorKeyframeTrack;
  22590. case 'color':
  22591. return ColorKeyframeTrack;
  22592. case 'quaternion':
  22593. return QuaternionKeyframeTrack;
  22594. case 'bool':
  22595. case 'boolean':
  22596. return BooleanKeyframeTrack;
  22597. case 'string':
  22598. return StringKeyframeTrack;
  22599. }
  22600. throw new Error('THREE.KeyframeTrack: Unsupported typeName: ' + typeName);
  22601. }
  22602. function parseKeyframeTrack(json) {
  22603. if (json.type === undefined) {
  22604. throw new Error('THREE.KeyframeTrack: track type undefined, can not parse');
  22605. }
  22606. const trackType = getTrackTypeForValueTypeName(json.type);
  22607. if (json.times === undefined) {
  22608. const times = [],
  22609. values = [];
  22610. AnimationUtils.flattenJSON(json.keys, times, values, 'value');
  22611. json.times = times;
  22612. json.values = values;
  22613. } // derived classes can define a static parse method
  22614. if (trackType.parse !== undefined) {
  22615. return trackType.parse(json);
  22616. } else {
  22617. // by default, we assume a constructor compatible with the base
  22618. return new trackType(json.name, json.times, json.values, json.interpolation);
  22619. }
  22620. }
  22621. const Cache = {
  22622. enabled: false,
  22623. files: {},
  22624. add: function (key, file) {
  22625. if (this.enabled === false) return; // console.log( 'THREE.Cache', 'Adding key:', key );
  22626. this.files[key] = file;
  22627. },
  22628. get: function (key) {
  22629. if (this.enabled === false) return; // console.log( 'THREE.Cache', 'Checking key:', key );
  22630. return this.files[key];
  22631. },
  22632. remove: function (key) {
  22633. delete this.files[key];
  22634. },
  22635. clear: function () {
  22636. this.files = {};
  22637. }
  22638. };
  22639. class LoadingManager {
  22640. constructor(onLoad, onProgress, onError) {
  22641. const scope = this;
  22642. let isLoading = false;
  22643. let itemsLoaded = 0;
  22644. let itemsTotal = 0;
  22645. let urlModifier = undefined;
  22646. const handlers = []; // Refer to #5689 for the reason why we don't set .onStart
  22647. // in the constructor
  22648. this.onStart = undefined;
  22649. this.onLoad = onLoad;
  22650. this.onProgress = onProgress;
  22651. this.onError = onError;
  22652. this.itemStart = function (url) {
  22653. itemsTotal++;
  22654. if (isLoading === false) {
  22655. if (scope.onStart !== undefined) {
  22656. scope.onStart(url, itemsLoaded, itemsTotal);
  22657. }
  22658. }
  22659. isLoading = true;
  22660. };
  22661. this.itemEnd = function (url) {
  22662. itemsLoaded++;
  22663. if (scope.onProgress !== undefined) {
  22664. scope.onProgress(url, itemsLoaded, itemsTotal);
  22665. }
  22666. if (itemsLoaded === itemsTotal) {
  22667. isLoading = false;
  22668. if (scope.onLoad !== undefined) {
  22669. scope.onLoad();
  22670. }
  22671. }
  22672. };
  22673. this.itemError = function (url) {
  22674. if (scope.onError !== undefined) {
  22675. scope.onError(url);
  22676. }
  22677. };
  22678. this.resolveURL = function (url) {
  22679. if (urlModifier) {
  22680. return urlModifier(url);
  22681. }
  22682. return url;
  22683. };
  22684. this.setURLModifier = function (transform) {
  22685. urlModifier = transform;
  22686. return this;
  22687. };
  22688. this.addHandler = function (regex, loader) {
  22689. handlers.push(regex, loader);
  22690. return this;
  22691. };
  22692. this.removeHandler = function (regex) {
  22693. const index = handlers.indexOf(regex);
  22694. if (index !== -1) {
  22695. handlers.splice(index, 2);
  22696. }
  22697. return this;
  22698. };
  22699. this.getHandler = function (file) {
  22700. for (let i = 0, l = handlers.length; i < l; i += 2) {
  22701. const regex = handlers[i];
  22702. const loader = handlers[i + 1];
  22703. if (regex.global) regex.lastIndex = 0; // see #17920
  22704. if (regex.test(file)) {
  22705. return loader;
  22706. }
  22707. }
  22708. return null;
  22709. };
  22710. }
  22711. }
  22712. const DefaultLoadingManager = new LoadingManager();
  22713. class Loader {
  22714. constructor(manager) {
  22715. this.manager = manager !== undefined ? manager : DefaultLoadingManager;
  22716. this.crossOrigin = 'anonymous';
  22717. this.withCredentials = false;
  22718. this.path = '';
  22719. this.resourcePath = '';
  22720. this.requestHeader = {};
  22721. }
  22722. load() {}
  22723. loadAsync(url, onProgress) {
  22724. const scope = this;
  22725. return new Promise(function (resolve, reject) {
  22726. scope.load(url, resolve, onProgress, reject);
  22727. });
  22728. }
  22729. parse() {}
  22730. setCrossOrigin(crossOrigin) {
  22731. this.crossOrigin = crossOrigin;
  22732. return this;
  22733. }
  22734. setWithCredentials(value) {
  22735. this.withCredentials = value;
  22736. return this;
  22737. }
  22738. setPath(path) {
  22739. this.path = path;
  22740. return this;
  22741. }
  22742. setResourcePath(resourcePath) {
  22743. this.resourcePath = resourcePath;
  22744. return this;
  22745. }
  22746. setRequestHeader(requestHeader) {
  22747. this.requestHeader = requestHeader;
  22748. return this;
  22749. }
  22750. }
  22751. const loading = {};
  22752. class FileLoader extends Loader {
  22753. constructor(manager) {
  22754. super(manager);
  22755. }
  22756. load(url, onLoad, onProgress, onError) {
  22757. if (url === undefined) url = '';
  22758. if (this.path !== undefined) url = this.path + url;
  22759. url = this.manager.resolveURL(url);
  22760. const cached = Cache.get(url);
  22761. if (cached !== undefined) {
  22762. this.manager.itemStart(url);
  22763. setTimeout(() => {
  22764. if (onLoad) onLoad(cached);
  22765. this.manager.itemEnd(url);
  22766. }, 0);
  22767. return cached;
  22768. } // Check if request is duplicate
  22769. if (loading[url] !== undefined) {
  22770. loading[url].push({
  22771. onLoad: onLoad,
  22772. onProgress: onProgress,
  22773. onError: onError
  22774. });
  22775. return;
  22776. } // Initialise array for duplicate requests
  22777. loading[url] = [];
  22778. loading[url].push({
  22779. onLoad: onLoad,
  22780. onProgress: onProgress,
  22781. onError: onError
  22782. }); // create request
  22783. const req = new Request(url, {
  22784. headers: new Headers(this.requestHeader),
  22785. credentials: this.withCredentials ? 'include' : 'same-origin' // An abort controller could be added within a future PR
  22786. }); // start the fetch
  22787. fetch(req).then(response => {
  22788. if (response.status === 200 || response.status === 0) {
  22789. // Some browsers return HTTP Status 0 when using non-http protocol
  22790. // e.g. 'file://' or 'data://'. Handle as success.
  22791. if (response.status === 0) {
  22792. console.warn('THREE.FileLoader: HTTP Status 0 received.');
  22793. }
  22794. const callbacks = loading[url];
  22795. const reader = response.body.getReader();
  22796. const contentLength = response.headers.get('Content-Length');
  22797. const total = contentLength ? parseInt(contentLength) : 0;
  22798. const lengthComputable = total !== 0;
  22799. let loaded = 0; // periodically read data into the new stream tracking while download progress
  22800. return new ReadableStream({
  22801. start(controller) {
  22802. readData();
  22803. function readData() {
  22804. reader.read().then(({
  22805. done,
  22806. value
  22807. }) => {
  22808. if (done) {
  22809. controller.close();
  22810. } else {
  22811. loaded += value.byteLength;
  22812. const event = new ProgressEvent('progress', {
  22813. lengthComputable,
  22814. loaded,
  22815. total
  22816. });
  22817. for (let i = 0, il = callbacks.length; i < il; i++) {
  22818. const callback = callbacks[i];
  22819. if (callback.onProgress) callback.onProgress(event);
  22820. }
  22821. controller.enqueue(value);
  22822. readData();
  22823. }
  22824. });
  22825. }
  22826. }
  22827. });
  22828. } else {
  22829. throw Error(`fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`);
  22830. }
  22831. }).then(stream => {
  22832. const response = new Response(stream);
  22833. switch (this.responseType) {
  22834. case 'arraybuffer':
  22835. return response.arrayBuffer();
  22836. case 'blob':
  22837. return response.blob();
  22838. case 'document':
  22839. return response.text().then(text => {
  22840. const parser = new DOMParser();
  22841. return parser.parseFromString(text, this.mimeType);
  22842. });
  22843. case 'json':
  22844. return response.json();
  22845. default:
  22846. return response.text();
  22847. }
  22848. }).then(data => {
  22849. // Add to cache only on HTTP success, so that we do not cache
  22850. // error response bodies as proper responses to requests.
  22851. Cache.add(url, data);
  22852. const callbacks = loading[url];
  22853. delete loading[url];
  22854. for (let i = 0, il = callbacks.length; i < il; i++) {
  22855. const callback = callbacks[i];
  22856. if (callback.onLoad) callback.onLoad(data);
  22857. }
  22858. this.manager.itemEnd(url);
  22859. }).catch(err => {
  22860. // Abort errors and other errors are handled the same
  22861. const callbacks = loading[url];
  22862. delete loading[url];
  22863. for (let i = 0, il = callbacks.length; i < il; i++) {
  22864. const callback = callbacks[i];
  22865. if (callback.onError) callback.onError(err);
  22866. }
  22867. this.manager.itemError(url);
  22868. this.manager.itemEnd(url);
  22869. });
  22870. this.manager.itemStart(url);
  22871. }
  22872. setResponseType(value) {
  22873. this.responseType = value;
  22874. return this;
  22875. }
  22876. setMimeType(value) {
  22877. this.mimeType = value;
  22878. return this;
  22879. }
  22880. }
  22881. class AnimationLoader extends Loader {
  22882. constructor(manager) {
  22883. super(manager);
  22884. }
  22885. load(url, onLoad, onProgress, onError) {
  22886. const scope = this;
  22887. const loader = new FileLoader(this.manager);
  22888. loader.setPath(this.path);
  22889. loader.setRequestHeader(this.requestHeader);
  22890. loader.setWithCredentials(this.withCredentials);
  22891. loader.load(url, function (text) {
  22892. try {
  22893. onLoad(scope.parse(JSON.parse(text)));
  22894. } catch (e) {
  22895. if (onError) {
  22896. onError(e);
  22897. } else {
  22898. console.error(e);
  22899. }
  22900. scope.manager.itemError(url);
  22901. }
  22902. }, onProgress, onError);
  22903. }
  22904. parse(json) {
  22905. const animations = [];
  22906. for (let i = 0; i < json.length; i++) {
  22907. const clip = AnimationClip.parse(json[i]);
  22908. animations.push(clip);
  22909. }
  22910. return animations;
  22911. }
  22912. }
  22913. /**
  22914. * Abstract Base class to block based textures loader (dds, pvr, ...)
  22915. *
  22916. * Sub classes have to implement the parse() method which will be used in load().
  22917. */
  22918. class CompressedTextureLoader extends Loader {
  22919. constructor(manager) {
  22920. super(manager);
  22921. }
  22922. load(url, onLoad, onProgress, onError) {
  22923. const scope = this;
  22924. const images = [];
  22925. const texture = new CompressedTexture();
  22926. const loader = new FileLoader(this.manager);
  22927. loader.setPath(this.path);
  22928. loader.setResponseType('arraybuffer');
  22929. loader.setRequestHeader(this.requestHeader);
  22930. loader.setWithCredentials(scope.withCredentials);
  22931. let loaded = 0;
  22932. function loadTexture(i) {
  22933. loader.load(url[i], function (buffer) {
  22934. const texDatas = scope.parse(buffer, true);
  22935. images[i] = {
  22936. width: texDatas.width,
  22937. height: texDatas.height,
  22938. format: texDatas.format,
  22939. mipmaps: texDatas.mipmaps
  22940. };
  22941. loaded += 1;
  22942. if (loaded === 6) {
  22943. if (texDatas.mipmapCount === 1) texture.minFilter = LinearFilter;
  22944. texture.image = images;
  22945. texture.format = texDatas.format;
  22946. texture.needsUpdate = true;
  22947. if (onLoad) onLoad(texture);
  22948. }
  22949. }, onProgress, onError);
  22950. }
  22951. if (Array.isArray(url)) {
  22952. for (let i = 0, il = url.length; i < il; ++i) {
  22953. loadTexture(i);
  22954. }
  22955. } else {
  22956. // compressed cubemap texture stored in a single DDS file
  22957. loader.load(url, function (buffer) {
  22958. const texDatas = scope.parse(buffer, true);
  22959. if (texDatas.isCubemap) {
  22960. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  22961. for (let f = 0; f < faces; f++) {
  22962. images[f] = {
  22963. mipmaps: []
  22964. };
  22965. for (let i = 0; i < texDatas.mipmapCount; i++) {
  22966. images[f].mipmaps.push(texDatas.mipmaps[f * texDatas.mipmapCount + i]);
  22967. images[f].format = texDatas.format;
  22968. images[f].width = texDatas.width;
  22969. images[f].height = texDatas.height;
  22970. }
  22971. }
  22972. texture.image = images;
  22973. } else {
  22974. texture.image.width = texDatas.width;
  22975. texture.image.height = texDatas.height;
  22976. texture.mipmaps = texDatas.mipmaps;
  22977. }
  22978. if (texDatas.mipmapCount === 1) {
  22979. texture.minFilter = LinearFilter;
  22980. }
  22981. texture.format = texDatas.format;
  22982. texture.needsUpdate = true;
  22983. if (onLoad) onLoad(texture);
  22984. }, onProgress, onError);
  22985. }
  22986. return texture;
  22987. }
  22988. }
  22989. class ImageLoader extends Loader {
  22990. constructor(manager) {
  22991. super(manager);
  22992. }
  22993. load(url, onLoad, onProgress, onError) {
  22994. if (this.path !== undefined) url = this.path + url;
  22995. url = this.manager.resolveURL(url);
  22996. const scope = this;
  22997. const cached = Cache.get(url);
  22998. if (cached !== undefined) {
  22999. scope.manager.itemStart(url);
  23000. setTimeout(function () {
  23001. if (onLoad) onLoad(cached);
  23002. scope.manager.itemEnd(url);
  23003. }, 0);
  23004. return cached;
  23005. }
  23006. const image = createElementNS('img');
  23007. function onImageLoad() {
  23008. removeEventListeners();
  23009. Cache.add(url, this);
  23010. if (onLoad) onLoad(this);
  23011. scope.manager.itemEnd(url);
  23012. }
  23013. function onImageError(event) {
  23014. removeEventListeners();
  23015. if (onError) onError(event);
  23016. scope.manager.itemError(url);
  23017. scope.manager.itemEnd(url);
  23018. }
  23019. function removeEventListeners() {
  23020. image.removeEventListener('load', onImageLoad, false);
  23021. image.removeEventListener('error', onImageError, false);
  23022. }
  23023. image.addEventListener('load', onImageLoad, false);
  23024. image.addEventListener('error', onImageError, false);
  23025. if (url.substr(0, 5) !== 'data:') {
  23026. if (this.crossOrigin !== undefined) image.crossOrigin = this.crossOrigin;
  23027. }
  23028. scope.manager.itemStart(url);
  23029. image.src = url;
  23030. return image;
  23031. }
  23032. }
  23033. class CubeTextureLoader extends Loader {
  23034. constructor(manager) {
  23035. super(manager);
  23036. }
  23037. load(urls, onLoad, onProgress, onError) {
  23038. const texture = new CubeTexture();
  23039. const loader = new ImageLoader(this.manager);
  23040. loader.setCrossOrigin(this.crossOrigin);
  23041. loader.setPath(this.path);
  23042. let loaded = 0;
  23043. function loadTexture(i) {
  23044. loader.load(urls[i], function (image) {
  23045. texture.images[i] = image;
  23046. loaded++;
  23047. if (loaded === 6) {
  23048. texture.needsUpdate = true;
  23049. if (onLoad) onLoad(texture);
  23050. }
  23051. }, undefined, onError);
  23052. }
  23053. for (let i = 0; i < urls.length; ++i) {
  23054. loadTexture(i);
  23055. }
  23056. return texture;
  23057. }
  23058. }
  23059. /**
  23060. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  23061. *
  23062. * Sub classes have to implement the parse() method which will be used in load().
  23063. */
  23064. class DataTextureLoader extends Loader {
  23065. constructor(manager) {
  23066. super(manager);
  23067. }
  23068. load(url, onLoad, onProgress, onError) {
  23069. const scope = this;
  23070. const texture = new DataTexture();
  23071. const loader = new FileLoader(this.manager);
  23072. loader.setResponseType('arraybuffer');
  23073. loader.setRequestHeader(this.requestHeader);
  23074. loader.setPath(this.path);
  23075. loader.setWithCredentials(scope.withCredentials);
  23076. loader.load(url, function (buffer) {
  23077. const texData = scope.parse(buffer);
  23078. if (!texData) return;
  23079. if (texData.image !== undefined) {
  23080. texture.image = texData.image;
  23081. } else if (texData.data !== undefined) {
  23082. texture.image.width = texData.width;
  23083. texture.image.height = texData.height;
  23084. texture.image.data = texData.data;
  23085. }
  23086. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  23087. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  23088. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  23089. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  23090. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  23091. if (texData.encoding !== undefined) {
  23092. texture.encoding = texData.encoding;
  23093. }
  23094. if (texData.flipY !== undefined) {
  23095. texture.flipY = texData.flipY;
  23096. }
  23097. if (texData.format !== undefined) {
  23098. texture.format = texData.format;
  23099. }
  23100. if (texData.type !== undefined) {
  23101. texture.type = texData.type;
  23102. }
  23103. if (texData.mipmaps !== undefined) {
  23104. texture.mipmaps = texData.mipmaps;
  23105. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  23106. }
  23107. if (texData.mipmapCount === 1) {
  23108. texture.minFilter = LinearFilter;
  23109. }
  23110. if (texData.generateMipmaps !== undefined) {
  23111. texture.generateMipmaps = texData.generateMipmaps;
  23112. }
  23113. texture.needsUpdate = true;
  23114. if (onLoad) onLoad(texture, texData);
  23115. }, onProgress, onError);
  23116. return texture;
  23117. }
  23118. }
  23119. class TextureLoader extends Loader {
  23120. constructor(manager) {
  23121. super(manager);
  23122. }
  23123. load(url, onLoad, onProgress, onError) {
  23124. const texture = new Texture();
  23125. const loader = new ImageLoader(this.manager);
  23126. loader.setCrossOrigin(this.crossOrigin);
  23127. loader.setPath(this.path);
  23128. loader.load(url, function (image) {
  23129. texture.image = image;
  23130. texture.needsUpdate = true;
  23131. if (onLoad !== undefined) {
  23132. onLoad(texture);
  23133. }
  23134. }, onProgress, onError);
  23135. return texture;
  23136. }
  23137. }
  23138. class Light extends Object3D {
  23139. constructor(color, intensity = 1) {
  23140. super();
  23141. this.type = 'Light';
  23142. this.color = new Color(color);
  23143. this.intensity = intensity;
  23144. }
  23145. dispose() {// Empty here in base class; some subclasses override.
  23146. }
  23147. copy(source) {
  23148. super.copy(source);
  23149. this.color.copy(source.color);
  23150. this.intensity = source.intensity;
  23151. return this;
  23152. }
  23153. toJSON(meta) {
  23154. const data = super.toJSON(meta);
  23155. data.object.color = this.color.getHex();
  23156. data.object.intensity = this.intensity;
  23157. if (this.groundColor !== undefined) data.object.groundColor = this.groundColor.getHex();
  23158. if (this.distance !== undefined) data.object.distance = this.distance;
  23159. if (this.angle !== undefined) data.object.angle = this.angle;
  23160. if (this.decay !== undefined) data.object.decay = this.decay;
  23161. if (this.penumbra !== undefined) data.object.penumbra = this.penumbra;
  23162. if (this.shadow !== undefined) data.object.shadow = this.shadow.toJSON();
  23163. return data;
  23164. }
  23165. }
  23166. Light.prototype.isLight = true;
  23167. class HemisphereLight extends Light {
  23168. constructor(skyColor, groundColor, intensity) {
  23169. super(skyColor, intensity);
  23170. this.type = 'HemisphereLight';
  23171. this.position.copy(Object3D.DefaultUp);
  23172. this.updateMatrix();
  23173. this.groundColor = new Color(groundColor);
  23174. }
  23175. copy(source) {
  23176. Light.prototype.copy.call(this, source);
  23177. this.groundColor.copy(source.groundColor);
  23178. return this;
  23179. }
  23180. }
  23181. HemisphereLight.prototype.isHemisphereLight = true;
  23182. const _projScreenMatrix$1 = /*@__PURE__*/new Matrix4();
  23183. const _lightPositionWorld$1 = /*@__PURE__*/new Vector3();
  23184. const _lookTarget$1 = /*@__PURE__*/new Vector3();
  23185. class LightShadow {
  23186. constructor(camera) {
  23187. this.camera = camera;
  23188. this.bias = 0;
  23189. this.normalBias = 0;
  23190. this.radius = 1;
  23191. this.blurSamples = 8;
  23192. this.mapSize = new Vector2(512, 512);
  23193. this.map = null;
  23194. this.mapPass = null;
  23195. this.matrix = new Matrix4();
  23196. this.autoUpdate = true;
  23197. this.needsUpdate = false;
  23198. this._frustum = new Frustum();
  23199. this._frameExtents = new Vector2(1, 1);
  23200. this._viewportCount = 1;
  23201. this._viewports = [new Vector4(0, 0, 1, 1)];
  23202. }
  23203. getViewportCount() {
  23204. return this._viewportCount;
  23205. }
  23206. getFrustum() {
  23207. return this._frustum;
  23208. }
  23209. updateMatrices(light) {
  23210. const shadowCamera = this.camera;
  23211. const shadowMatrix = this.matrix;
  23212. _lightPositionWorld$1.setFromMatrixPosition(light.matrixWorld);
  23213. shadowCamera.position.copy(_lightPositionWorld$1);
  23214. _lookTarget$1.setFromMatrixPosition(light.target.matrixWorld);
  23215. shadowCamera.lookAt(_lookTarget$1);
  23216. shadowCamera.updateMatrixWorld();
  23217. _projScreenMatrix$1.multiplyMatrices(shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse);
  23218. this._frustum.setFromProjectionMatrix(_projScreenMatrix$1);
  23219. 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);
  23220. shadowMatrix.multiply(shadowCamera.projectionMatrix);
  23221. shadowMatrix.multiply(shadowCamera.matrixWorldInverse);
  23222. }
  23223. getViewport(viewportIndex) {
  23224. return this._viewports[viewportIndex];
  23225. }
  23226. getFrameExtents() {
  23227. return this._frameExtents;
  23228. }
  23229. dispose() {
  23230. if (this.map) {
  23231. this.map.dispose();
  23232. }
  23233. if (this.mapPass) {
  23234. this.mapPass.dispose();
  23235. }
  23236. }
  23237. copy(source) {
  23238. this.camera = source.camera.clone();
  23239. this.bias = source.bias;
  23240. this.radius = source.radius;
  23241. this.mapSize.copy(source.mapSize);
  23242. return this;
  23243. }
  23244. clone() {
  23245. return new this.constructor().copy(this);
  23246. }
  23247. toJSON() {
  23248. const object = {};
  23249. if (this.bias !== 0) object.bias = this.bias;
  23250. if (this.normalBias !== 0) object.normalBias = this.normalBias;
  23251. if (this.radius !== 1) object.radius = this.radius;
  23252. if (this.mapSize.x !== 512 || this.mapSize.y !== 512) object.mapSize = this.mapSize.toArray();
  23253. object.camera = this.camera.toJSON(false).object;
  23254. delete object.camera.matrix;
  23255. return object;
  23256. }
  23257. }
  23258. class SpotLightShadow extends LightShadow {
  23259. constructor() {
  23260. super(new PerspectiveCamera(50, 1, 0.5, 500));
  23261. this.focus = 1;
  23262. }
  23263. updateMatrices(light) {
  23264. const camera = this.camera;
  23265. const fov = RAD2DEG * 2 * light.angle * this.focus;
  23266. const aspect = this.mapSize.width / this.mapSize.height;
  23267. const far = light.distance || camera.far;
  23268. if (fov !== camera.fov || aspect !== camera.aspect || far !== camera.far) {
  23269. camera.fov = fov;
  23270. camera.aspect = aspect;
  23271. camera.far = far;
  23272. camera.updateProjectionMatrix();
  23273. }
  23274. super.updateMatrices(light);
  23275. }
  23276. copy(source) {
  23277. super.copy(source);
  23278. this.focus = source.focus;
  23279. return this;
  23280. }
  23281. }
  23282. SpotLightShadow.prototype.isSpotLightShadow = true;
  23283. class SpotLight extends Light {
  23284. constructor(color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 1) {
  23285. super(color, intensity);
  23286. this.type = 'SpotLight';
  23287. this.position.copy(Object3D.DefaultUp);
  23288. this.updateMatrix();
  23289. this.target = new Object3D();
  23290. this.distance = distance;
  23291. this.angle = angle;
  23292. this.penumbra = penumbra;
  23293. this.decay = decay; // for physically correct lights, should be 2.
  23294. this.shadow = new SpotLightShadow();
  23295. }
  23296. get power() {
  23297. // compute the light's luminous power (in lumens) from its intensity (in candela)
  23298. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  23299. return this.intensity * Math.PI;
  23300. }
  23301. set power(power) {
  23302. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  23303. this.intensity = power / Math.PI;
  23304. }
  23305. dispose() {
  23306. this.shadow.dispose();
  23307. }
  23308. copy(source) {
  23309. super.copy(source);
  23310. this.distance = source.distance;
  23311. this.angle = source.angle;
  23312. this.penumbra = source.penumbra;
  23313. this.decay = source.decay;
  23314. this.target = source.target.clone();
  23315. this.shadow = source.shadow.clone();
  23316. return this;
  23317. }
  23318. }
  23319. SpotLight.prototype.isSpotLight = true;
  23320. const _projScreenMatrix = /*@__PURE__*/new Matrix4();
  23321. const _lightPositionWorld = /*@__PURE__*/new Vector3();
  23322. const _lookTarget = /*@__PURE__*/new Vector3();
  23323. class PointLightShadow extends LightShadow {
  23324. constructor() {
  23325. super(new PerspectiveCamera(90, 1, 0.5, 500));
  23326. this._frameExtents = new Vector2(4, 2);
  23327. this._viewportCount = 6;
  23328. this._viewports = [// These viewports map a cube-map onto a 2D texture with the
  23329. // following orientation:
  23330. //
  23331. // xzXZ
  23332. // y Y
  23333. //
  23334. // X - Positive x direction
  23335. // x - Negative x direction
  23336. // Y - Positive y direction
  23337. // y - Negative y direction
  23338. // Z - Positive z direction
  23339. // z - Negative z direction
  23340. // positive X
  23341. new Vector4(2, 1, 1, 1), // negative X
  23342. new Vector4(0, 1, 1, 1), // positive Z
  23343. new Vector4(3, 1, 1, 1), // negative Z
  23344. new Vector4(1, 1, 1, 1), // positive Y
  23345. new Vector4(3, 0, 1, 1), // negative Y
  23346. new Vector4(1, 0, 1, 1)];
  23347. 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)];
  23348. 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)];
  23349. }
  23350. updateMatrices(light, viewportIndex = 0) {
  23351. const camera = this.camera;
  23352. const shadowMatrix = this.matrix;
  23353. const far = light.distance || camera.far;
  23354. if (far !== camera.far) {
  23355. camera.far = far;
  23356. camera.updateProjectionMatrix();
  23357. }
  23358. _lightPositionWorld.setFromMatrixPosition(light.matrixWorld);
  23359. camera.position.copy(_lightPositionWorld);
  23360. _lookTarget.copy(camera.position);
  23361. _lookTarget.add(this._cubeDirections[viewportIndex]);
  23362. camera.up.copy(this._cubeUps[viewportIndex]);
  23363. camera.lookAt(_lookTarget);
  23364. camera.updateMatrixWorld();
  23365. shadowMatrix.makeTranslation(-_lightPositionWorld.x, -_lightPositionWorld.y, -_lightPositionWorld.z);
  23366. _projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
  23367. this._frustum.setFromProjectionMatrix(_projScreenMatrix);
  23368. }
  23369. }
  23370. PointLightShadow.prototype.isPointLightShadow = true;
  23371. class PointLight extends Light {
  23372. constructor(color, intensity, distance = 0, decay = 1) {
  23373. super(color, intensity);
  23374. this.type = 'PointLight';
  23375. this.distance = distance;
  23376. this.decay = decay; // for physically correct lights, should be 2.
  23377. this.shadow = new PointLightShadow();
  23378. }
  23379. get power() {
  23380. // compute the light's luminous power (in lumens) from its intensity (in candela)
  23381. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  23382. return this.intensity * 4 * Math.PI;
  23383. }
  23384. set power(power) {
  23385. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  23386. this.intensity = power / (4 * Math.PI);
  23387. }
  23388. dispose() {
  23389. this.shadow.dispose();
  23390. }
  23391. copy(source) {
  23392. super.copy(source);
  23393. this.distance = source.distance;
  23394. this.decay = source.decay;
  23395. this.shadow = source.shadow.clone();
  23396. return this;
  23397. }
  23398. }
  23399. PointLight.prototype.isPointLight = true;
  23400. class DirectionalLightShadow extends LightShadow {
  23401. constructor() {
  23402. super(new OrthographicCamera(-5, 5, 5, -5, 0.5, 500));
  23403. }
  23404. }
  23405. DirectionalLightShadow.prototype.isDirectionalLightShadow = true;
  23406. class DirectionalLight extends Light {
  23407. constructor(color, intensity) {
  23408. super(color, intensity);
  23409. this.type = 'DirectionalLight';
  23410. this.position.copy(Object3D.DefaultUp);
  23411. this.updateMatrix();
  23412. this.target = new Object3D();
  23413. this.shadow = new DirectionalLightShadow();
  23414. }
  23415. dispose() {
  23416. this.shadow.dispose();
  23417. }
  23418. copy(source) {
  23419. super.copy(source);
  23420. this.target = source.target.clone();
  23421. this.shadow = source.shadow.clone();
  23422. return this;
  23423. }
  23424. }
  23425. DirectionalLight.prototype.isDirectionalLight = true;
  23426. class AmbientLight extends Light {
  23427. constructor(color, intensity) {
  23428. super(color, intensity);
  23429. this.type = 'AmbientLight';
  23430. }
  23431. }
  23432. AmbientLight.prototype.isAmbientLight = true;
  23433. class RectAreaLight extends Light {
  23434. constructor(color, intensity, width = 10, height = 10) {
  23435. super(color, intensity);
  23436. this.type = 'RectAreaLight';
  23437. this.width = width;
  23438. this.height = height;
  23439. }
  23440. get power() {
  23441. // compute the light's luminous power (in lumens) from its intensity (in nits)
  23442. return this.intensity * this.width * this.height * Math.PI;
  23443. }
  23444. set power(power) {
  23445. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  23446. this.intensity = power / (this.width * this.height * Math.PI);
  23447. }
  23448. copy(source) {
  23449. super.copy(source);
  23450. this.width = source.width;
  23451. this.height = source.height;
  23452. return this;
  23453. }
  23454. toJSON(meta) {
  23455. const data = super.toJSON(meta);
  23456. data.object.width = this.width;
  23457. data.object.height = this.height;
  23458. return data;
  23459. }
  23460. }
  23461. RectAreaLight.prototype.isRectAreaLight = true;
  23462. /**
  23463. * Primary reference:
  23464. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23465. *
  23466. * Secondary reference:
  23467. * https://www.ppsloan.org/publications/StupidSH36.pdf
  23468. */
  23469. // 3-band SH defined by 9 coefficients
  23470. class SphericalHarmonics3 {
  23471. constructor() {
  23472. this.coefficients = [];
  23473. for (let i = 0; i < 9; i++) {
  23474. this.coefficients.push(new Vector3());
  23475. }
  23476. }
  23477. set(coefficients) {
  23478. for (let i = 0; i < 9; i++) {
  23479. this.coefficients[i].copy(coefficients[i]);
  23480. }
  23481. return this;
  23482. }
  23483. zero() {
  23484. for (let i = 0; i < 9; i++) {
  23485. this.coefficients[i].set(0, 0, 0);
  23486. }
  23487. return this;
  23488. } // get the radiance in the direction of the normal
  23489. // target is a Vector3
  23490. getAt(normal, target) {
  23491. // normal is assumed to be unit length
  23492. const x = normal.x,
  23493. y = normal.y,
  23494. z = normal.z;
  23495. const coeff = this.coefficients; // band 0
  23496. target.copy(coeff[0]).multiplyScalar(0.282095); // band 1
  23497. target.addScaledVector(coeff[1], 0.488603 * y);
  23498. target.addScaledVector(coeff[2], 0.488603 * z);
  23499. target.addScaledVector(coeff[3], 0.488603 * x); // band 2
  23500. target.addScaledVector(coeff[4], 1.092548 * (x * y));
  23501. target.addScaledVector(coeff[5], 1.092548 * (y * z));
  23502. target.addScaledVector(coeff[6], 0.315392 * (3.0 * z * z - 1.0));
  23503. target.addScaledVector(coeff[7], 1.092548 * (x * z));
  23504. target.addScaledVector(coeff[8], 0.546274 * (x * x - y * y));
  23505. return target;
  23506. } // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  23507. // target is a Vector3
  23508. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23509. getIrradianceAt(normal, target) {
  23510. // normal is assumed to be unit length
  23511. const x = normal.x,
  23512. y = normal.y,
  23513. z = normal.z;
  23514. const coeff = this.coefficients; // band 0
  23515. target.copy(coeff[0]).multiplyScalar(0.886227); // π * 0.282095
  23516. // band 1
  23517. target.addScaledVector(coeff[1], 2.0 * 0.511664 * y); // ( 2 * π / 3 ) * 0.488603
  23518. target.addScaledVector(coeff[2], 2.0 * 0.511664 * z);
  23519. target.addScaledVector(coeff[3], 2.0 * 0.511664 * x); // band 2
  23520. target.addScaledVector(coeff[4], 2.0 * 0.429043 * x * y); // ( π / 4 ) * 1.092548
  23521. target.addScaledVector(coeff[5], 2.0 * 0.429043 * y * z);
  23522. target.addScaledVector(coeff[6], 0.743125 * z * z - 0.247708); // ( π / 4 ) * 0.315392 * 3
  23523. target.addScaledVector(coeff[7], 2.0 * 0.429043 * x * z);
  23524. target.addScaledVector(coeff[8], 0.429043 * (x * x - y * y)); // ( π / 4 ) * 0.546274
  23525. return target;
  23526. }
  23527. add(sh) {
  23528. for (let i = 0; i < 9; i++) {
  23529. this.coefficients[i].add(sh.coefficients[i]);
  23530. }
  23531. return this;
  23532. }
  23533. addScaledSH(sh, s) {
  23534. for (let i = 0; i < 9; i++) {
  23535. this.coefficients[i].addScaledVector(sh.coefficients[i], s);
  23536. }
  23537. return this;
  23538. }
  23539. scale(s) {
  23540. for (let i = 0; i < 9; i++) {
  23541. this.coefficients[i].multiplyScalar(s);
  23542. }
  23543. return this;
  23544. }
  23545. lerp(sh, alpha) {
  23546. for (let i = 0; i < 9; i++) {
  23547. this.coefficients[i].lerp(sh.coefficients[i], alpha);
  23548. }
  23549. return this;
  23550. }
  23551. equals(sh) {
  23552. for (let i = 0; i < 9; i++) {
  23553. if (!this.coefficients[i].equals(sh.coefficients[i])) {
  23554. return false;
  23555. }
  23556. }
  23557. return true;
  23558. }
  23559. copy(sh) {
  23560. return this.set(sh.coefficients);
  23561. }
  23562. clone() {
  23563. return new this.constructor().copy(this);
  23564. }
  23565. fromArray(array, offset = 0) {
  23566. const coefficients = this.coefficients;
  23567. for (let i = 0; i < 9; i++) {
  23568. coefficients[i].fromArray(array, offset + i * 3);
  23569. }
  23570. return this;
  23571. }
  23572. toArray(array = [], offset = 0) {
  23573. const coefficients = this.coefficients;
  23574. for (let i = 0; i < 9; i++) {
  23575. coefficients[i].toArray(array, offset + i * 3);
  23576. }
  23577. return array;
  23578. } // evaluate the basis functions
  23579. // shBasis is an Array[ 9 ]
  23580. static getBasisAt(normal, shBasis) {
  23581. // normal is assumed to be unit length
  23582. const x = normal.x,
  23583. y = normal.y,
  23584. z = normal.z; // band 0
  23585. shBasis[0] = 0.282095; // band 1
  23586. shBasis[1] = 0.488603 * y;
  23587. shBasis[2] = 0.488603 * z;
  23588. shBasis[3] = 0.488603 * x; // band 2
  23589. shBasis[4] = 1.092548 * x * y;
  23590. shBasis[5] = 1.092548 * y * z;
  23591. shBasis[6] = 0.315392 * (3 * z * z - 1);
  23592. shBasis[7] = 1.092548 * x * z;
  23593. shBasis[8] = 0.546274 * (x * x - y * y);
  23594. }
  23595. }
  23596. SphericalHarmonics3.prototype.isSphericalHarmonics3 = true;
  23597. class LightProbe extends Light {
  23598. constructor(sh = new SphericalHarmonics3(), intensity = 1) {
  23599. super(undefined, intensity);
  23600. this.sh = sh;
  23601. }
  23602. copy(source) {
  23603. super.copy(source);
  23604. this.sh.copy(source.sh);
  23605. return this;
  23606. }
  23607. fromJSON(json) {
  23608. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  23609. this.sh.fromArray(json.sh);
  23610. return this;
  23611. }
  23612. toJSON(meta) {
  23613. const data = super.toJSON(meta);
  23614. data.object.sh = this.sh.toArray();
  23615. return data;
  23616. }
  23617. }
  23618. LightProbe.prototype.isLightProbe = true;
  23619. class MaterialLoader extends Loader {
  23620. constructor(manager) {
  23621. super(manager);
  23622. this.textures = {};
  23623. }
  23624. load(url, onLoad, onProgress, onError) {
  23625. const scope = this;
  23626. const loader = new FileLoader(scope.manager);
  23627. loader.setPath(scope.path);
  23628. loader.setRequestHeader(scope.requestHeader);
  23629. loader.setWithCredentials(scope.withCredentials);
  23630. loader.load(url, function (text) {
  23631. try {
  23632. onLoad(scope.parse(JSON.parse(text)));
  23633. } catch (e) {
  23634. if (onError) {
  23635. onError(e);
  23636. } else {
  23637. console.error(e);
  23638. }
  23639. scope.manager.itemError(url);
  23640. }
  23641. }, onProgress, onError);
  23642. }
  23643. parse(json) {
  23644. const textures = this.textures;
  23645. function getTexture(name) {
  23646. if (textures[name] === undefined) {
  23647. console.warn('THREE.MaterialLoader: Undefined texture', name);
  23648. }
  23649. return textures[name];
  23650. }
  23651. const material = new Materials[json.type]();
  23652. if (json.uuid !== undefined) material.uuid = json.uuid;
  23653. if (json.name !== undefined) material.name = json.name;
  23654. if (json.color !== undefined && material.color !== undefined) material.color.setHex(json.color);
  23655. if (json.roughness !== undefined) material.roughness = json.roughness;
  23656. if (json.metalness !== undefined) material.metalness = json.metalness;
  23657. if (json.sheen !== undefined) material.sheen = json.sheen;
  23658. if (json.sheenColor !== undefined) material.sheenColor = new Color().setHex(json.sheenColor);
  23659. if (json.sheenRoughness !== undefined) material.sheenRoughness = json.sheenRoughness;
  23660. if (json.emissive !== undefined && material.emissive !== undefined) material.emissive.setHex(json.emissive);
  23661. if (json.specular !== undefined && material.specular !== undefined) material.specular.setHex(json.specular);
  23662. if (json.specularIntensity !== undefined) material.specularIntensity = json.specularIntensity;
  23663. if (json.specularColor !== undefined && material.specularColor !== undefined) material.specularColor.setHex(json.specularColor);
  23664. if (json.shininess !== undefined) material.shininess = json.shininess;
  23665. if (json.clearcoat !== undefined) material.clearcoat = json.clearcoat;
  23666. if (json.clearcoatRoughness !== undefined) material.clearcoatRoughness = json.clearcoatRoughness;
  23667. if (json.transmission !== undefined) material.transmission = json.transmission;
  23668. if (json.thickness !== undefined) material.thickness = json.thickness;
  23669. if (json.attenuationDistance !== undefined) material.attenuationDistance = json.attenuationDistance;
  23670. if (json.attenuationColor !== undefined && material.attenuationColor !== undefined) material.attenuationColor.setHex(json.attenuationColor);
  23671. if (json.fog !== undefined) material.fog = json.fog;
  23672. if (json.flatShading !== undefined) material.flatShading = json.flatShading;
  23673. if (json.blending !== undefined) material.blending = json.blending;
  23674. if (json.combine !== undefined) material.combine = json.combine;
  23675. if (json.side !== undefined) material.side = json.side;
  23676. if (json.shadowSide !== undefined) material.shadowSide = json.shadowSide;
  23677. if (json.opacity !== undefined) material.opacity = json.opacity;
  23678. if (json.format !== undefined) material.format = json.format;
  23679. if (json.transparent !== undefined) material.transparent = json.transparent;
  23680. if (json.alphaTest !== undefined) material.alphaTest = json.alphaTest;
  23681. if (json.depthTest !== undefined) material.depthTest = json.depthTest;
  23682. if (json.depthWrite !== undefined) material.depthWrite = json.depthWrite;
  23683. if (json.colorWrite !== undefined) material.colorWrite = json.colorWrite;
  23684. if (json.stencilWrite !== undefined) material.stencilWrite = json.stencilWrite;
  23685. if (json.stencilWriteMask !== undefined) material.stencilWriteMask = json.stencilWriteMask;
  23686. if (json.stencilFunc !== undefined) material.stencilFunc = json.stencilFunc;
  23687. if (json.stencilRef !== undefined) material.stencilRef = json.stencilRef;
  23688. if (json.stencilFuncMask !== undefined) material.stencilFuncMask = json.stencilFuncMask;
  23689. if (json.stencilFail !== undefined) material.stencilFail = json.stencilFail;
  23690. if (json.stencilZFail !== undefined) material.stencilZFail = json.stencilZFail;
  23691. if (json.stencilZPass !== undefined) material.stencilZPass = json.stencilZPass;
  23692. if (json.wireframe !== undefined) material.wireframe = json.wireframe;
  23693. if (json.wireframeLinewidth !== undefined) material.wireframeLinewidth = json.wireframeLinewidth;
  23694. if (json.wireframeLinecap !== undefined) material.wireframeLinecap = json.wireframeLinecap;
  23695. if (json.wireframeLinejoin !== undefined) material.wireframeLinejoin = json.wireframeLinejoin;
  23696. if (json.rotation !== undefined) material.rotation = json.rotation;
  23697. if (json.linewidth !== 1) material.linewidth = json.linewidth;
  23698. if (json.dashSize !== undefined) material.dashSize = json.dashSize;
  23699. if (json.gapSize !== undefined) material.gapSize = json.gapSize;
  23700. if (json.scale !== undefined) material.scale = json.scale;
  23701. if (json.polygonOffset !== undefined) material.polygonOffset = json.polygonOffset;
  23702. if (json.polygonOffsetFactor !== undefined) material.polygonOffsetFactor = json.polygonOffsetFactor;
  23703. if (json.polygonOffsetUnits !== undefined) material.polygonOffsetUnits = json.polygonOffsetUnits;
  23704. if (json.dithering !== undefined) material.dithering = json.dithering;
  23705. if (json.alphaToCoverage !== undefined) material.alphaToCoverage = json.alphaToCoverage;
  23706. if (json.premultipliedAlpha !== undefined) material.premultipliedAlpha = json.premultipliedAlpha;
  23707. if (json.visible !== undefined) material.visible = json.visible;
  23708. if (json.toneMapped !== undefined) material.toneMapped = json.toneMapped;
  23709. if (json.userData !== undefined) material.userData = json.userData;
  23710. if (json.vertexColors !== undefined) {
  23711. if (typeof json.vertexColors === 'number') {
  23712. material.vertexColors = json.vertexColors > 0 ? true : false;
  23713. } else {
  23714. material.vertexColors = json.vertexColors;
  23715. }
  23716. } // Shader Material
  23717. if (json.uniforms !== undefined) {
  23718. for (const name in json.uniforms) {
  23719. const uniform = json.uniforms[name];
  23720. material.uniforms[name] = {};
  23721. switch (uniform.type) {
  23722. case 't':
  23723. material.uniforms[name].value = getTexture(uniform.value);
  23724. break;
  23725. case 'c':
  23726. material.uniforms[name].value = new Color().setHex(uniform.value);
  23727. break;
  23728. case 'v2':
  23729. material.uniforms[name].value = new Vector2().fromArray(uniform.value);
  23730. break;
  23731. case 'v3':
  23732. material.uniforms[name].value = new Vector3().fromArray(uniform.value);
  23733. break;
  23734. case 'v4':
  23735. material.uniforms[name].value = new Vector4().fromArray(uniform.value);
  23736. break;
  23737. case 'm3':
  23738. material.uniforms[name].value = new Matrix3().fromArray(uniform.value);
  23739. break;
  23740. case 'm4':
  23741. material.uniforms[name].value = new Matrix4().fromArray(uniform.value);
  23742. break;
  23743. default:
  23744. material.uniforms[name].value = uniform.value;
  23745. }
  23746. }
  23747. }
  23748. if (json.defines !== undefined) material.defines = json.defines;
  23749. if (json.vertexShader !== undefined) material.vertexShader = json.vertexShader;
  23750. if (json.fragmentShader !== undefined) material.fragmentShader = json.fragmentShader;
  23751. if (json.extensions !== undefined) {
  23752. for (const key in json.extensions) {
  23753. material.extensions[key] = json.extensions[key];
  23754. }
  23755. } // Deprecated
  23756. if (json.shading !== undefined) material.flatShading = json.shading === 1; // THREE.FlatShading
  23757. // for PointsMaterial
  23758. if (json.size !== undefined) material.size = json.size;
  23759. if (json.sizeAttenuation !== undefined) material.sizeAttenuation = json.sizeAttenuation; // maps
  23760. if (json.map !== undefined) material.map = getTexture(json.map);
  23761. if (json.matcap !== undefined) material.matcap = getTexture(json.matcap);
  23762. if (json.alphaMap !== undefined) material.alphaMap = getTexture(json.alphaMap);
  23763. if (json.bumpMap !== undefined) material.bumpMap = getTexture(json.bumpMap);
  23764. if (json.bumpScale !== undefined) material.bumpScale = json.bumpScale;
  23765. if (json.normalMap !== undefined) material.normalMap = getTexture(json.normalMap);
  23766. if (json.normalMapType !== undefined) material.normalMapType = json.normalMapType;
  23767. if (json.normalScale !== undefined) {
  23768. let normalScale = json.normalScale;
  23769. if (Array.isArray(normalScale) === false) {
  23770. // Blender exporter used to export a scalar. See #7459
  23771. normalScale = [normalScale, normalScale];
  23772. }
  23773. material.normalScale = new Vector2().fromArray(normalScale);
  23774. }
  23775. if (json.displacementMap !== undefined) material.displacementMap = getTexture(json.displacementMap);
  23776. if (json.displacementScale !== undefined) material.displacementScale = json.displacementScale;
  23777. if (json.displacementBias !== undefined) material.displacementBias = json.displacementBias;
  23778. if (json.roughnessMap !== undefined) material.roughnessMap = getTexture(json.roughnessMap);
  23779. if (json.metalnessMap !== undefined) material.metalnessMap = getTexture(json.metalnessMap);
  23780. if (json.emissiveMap !== undefined) material.emissiveMap = getTexture(json.emissiveMap);
  23781. if (json.emissiveIntensity !== undefined) material.emissiveIntensity = json.emissiveIntensity;
  23782. if (json.specularMap !== undefined) material.specularMap = getTexture(json.specularMap);
  23783. if (json.specularIntensityMap !== undefined) material.specularIntensityMap = getTexture(json.specularIntensityMap);
  23784. if (json.specularColorMap !== undefined) material.specularColorMap = getTexture(json.specularColorMap);
  23785. if (json.envMap !== undefined) material.envMap = getTexture(json.envMap);
  23786. if (json.envMapIntensity !== undefined) material.envMapIntensity = json.envMapIntensity;
  23787. if (json.reflectivity !== undefined) material.reflectivity = json.reflectivity;
  23788. if (json.refractionRatio !== undefined) material.refractionRatio = json.refractionRatio;
  23789. if (json.lightMap !== undefined) material.lightMap = getTexture(json.lightMap);
  23790. if (json.lightMapIntensity !== undefined) material.lightMapIntensity = json.lightMapIntensity;
  23791. if (json.aoMap !== undefined) material.aoMap = getTexture(json.aoMap);
  23792. if (json.aoMapIntensity !== undefined) material.aoMapIntensity = json.aoMapIntensity;
  23793. if (json.gradientMap !== undefined) material.gradientMap = getTexture(json.gradientMap);
  23794. if (json.clearcoatMap !== undefined) material.clearcoatMap = getTexture(json.clearcoatMap);
  23795. if (json.clearcoatRoughnessMap !== undefined) material.clearcoatRoughnessMap = getTexture(json.clearcoatRoughnessMap);
  23796. if (json.clearcoatNormalMap !== undefined) material.clearcoatNormalMap = getTexture(json.clearcoatNormalMap);
  23797. if (json.clearcoatNormalScale !== undefined) material.clearcoatNormalScale = new Vector2().fromArray(json.clearcoatNormalScale);
  23798. if (json.transmissionMap !== undefined) material.transmissionMap = getTexture(json.transmissionMap);
  23799. if (json.thicknessMap !== undefined) material.thicknessMap = getTexture(json.thicknessMap);
  23800. if (json.sheenColorMap !== undefined) material.sheenColorMap = getTexture(json.sheenColorMap);
  23801. if (json.sheenRoughnessMap !== undefined) material.sheenRoughnessMap = getTexture(json.sheenRoughnessMap);
  23802. return material;
  23803. }
  23804. setTextures(value) {
  23805. this.textures = value;
  23806. return this;
  23807. }
  23808. }
  23809. class LoaderUtils {
  23810. static decodeText(array) {
  23811. if (typeof TextDecoder !== 'undefined') {
  23812. return new TextDecoder().decode(array);
  23813. } // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  23814. // throws a "maximum call stack size exceeded" error for large arrays.
  23815. let s = '';
  23816. for (let i = 0, il = array.length; i < il; i++) {
  23817. // Implicitly assumes little-endian.
  23818. s += String.fromCharCode(array[i]);
  23819. }
  23820. try {
  23821. // merges multi-byte utf-8 characters.
  23822. return decodeURIComponent(escape(s));
  23823. } catch (e) {
  23824. // see #16358
  23825. return s;
  23826. }
  23827. }
  23828. static extractUrlBase(url) {
  23829. const index = url.lastIndexOf('/');
  23830. if (index === -1) return './';
  23831. return url.substr(0, index + 1);
  23832. }
  23833. static resolveURL(url, path) {
  23834. // Invalid URL
  23835. if (typeof url !== 'string' || url === '') return ''; // Host Relative URL
  23836. if (/^https?:\/\//i.test(path) && /^\//.test(url)) {
  23837. path = path.replace(/(^https?:\/\/[^\/]+).*/i, '$1');
  23838. } // Absolute URL http://,https://,//
  23839. if (/^(https?:)?\/\//i.test(url)) return url; // Data URI
  23840. if (/^data:.*,.*$/i.test(url)) return url; // Blob URL
  23841. if (/^blob:.*$/i.test(url)) return url; // Relative URL
  23842. return path + url;
  23843. }
  23844. }
  23845. class InstancedBufferGeometry extends BufferGeometry {
  23846. constructor() {
  23847. super();
  23848. this.type = 'InstancedBufferGeometry';
  23849. this.instanceCount = Infinity;
  23850. }
  23851. copy(source) {
  23852. super.copy(source);
  23853. this.instanceCount = source.instanceCount;
  23854. return this;
  23855. }
  23856. clone() {
  23857. return new this.constructor().copy(this);
  23858. }
  23859. toJSON() {
  23860. const data = super.toJSON(this);
  23861. data.instanceCount = this.instanceCount;
  23862. data.isInstancedBufferGeometry = true;
  23863. return data;
  23864. }
  23865. }
  23866. InstancedBufferGeometry.prototype.isInstancedBufferGeometry = true;
  23867. class BufferGeometryLoader extends Loader {
  23868. constructor(manager) {
  23869. super(manager);
  23870. }
  23871. load(url, onLoad, onProgress, onError) {
  23872. const scope = this;
  23873. const loader = new FileLoader(scope.manager);
  23874. loader.setPath(scope.path);
  23875. loader.setRequestHeader(scope.requestHeader);
  23876. loader.setWithCredentials(scope.withCredentials);
  23877. loader.load(url, function (text) {
  23878. try {
  23879. onLoad(scope.parse(JSON.parse(text)));
  23880. } catch (e) {
  23881. if (onError) {
  23882. onError(e);
  23883. } else {
  23884. console.error(e);
  23885. }
  23886. scope.manager.itemError(url);
  23887. }
  23888. }, onProgress, onError);
  23889. }
  23890. parse(json) {
  23891. const interleavedBufferMap = {};
  23892. const arrayBufferMap = {};
  23893. function getInterleavedBuffer(json, uuid) {
  23894. if (interleavedBufferMap[uuid] !== undefined) return interleavedBufferMap[uuid];
  23895. const interleavedBuffers = json.interleavedBuffers;
  23896. const interleavedBuffer = interleavedBuffers[uuid];
  23897. const buffer = getArrayBuffer(json, interleavedBuffer.buffer);
  23898. const array = getTypedArray(interleavedBuffer.type, buffer);
  23899. const ib = new InterleavedBuffer(array, interleavedBuffer.stride);
  23900. ib.uuid = interleavedBuffer.uuid;
  23901. interleavedBufferMap[uuid] = ib;
  23902. return ib;
  23903. }
  23904. function getArrayBuffer(json, uuid) {
  23905. if (arrayBufferMap[uuid] !== undefined) return arrayBufferMap[uuid];
  23906. const arrayBuffers = json.arrayBuffers;
  23907. const arrayBuffer = arrayBuffers[uuid];
  23908. const ab = new Uint32Array(arrayBuffer).buffer;
  23909. arrayBufferMap[uuid] = ab;
  23910. return ab;
  23911. }
  23912. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23913. const index = json.data.index;
  23914. if (index !== undefined) {
  23915. const typedArray = getTypedArray(index.type, index.array);
  23916. geometry.setIndex(new BufferAttribute(typedArray, 1));
  23917. }
  23918. const attributes = json.data.attributes;
  23919. for (const key in attributes) {
  23920. const attribute = attributes[key];
  23921. let bufferAttribute;
  23922. if (attribute.isInterleavedBufferAttribute) {
  23923. const interleavedBuffer = getInterleavedBuffer(json.data, attribute.data);
  23924. bufferAttribute = new InterleavedBufferAttribute(interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized);
  23925. } else {
  23926. const typedArray = getTypedArray(attribute.type, attribute.array);
  23927. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23928. bufferAttribute = new bufferAttributeConstr(typedArray, attribute.itemSize, attribute.normalized);
  23929. }
  23930. if (attribute.name !== undefined) bufferAttribute.name = attribute.name;
  23931. if (attribute.usage !== undefined) bufferAttribute.setUsage(attribute.usage);
  23932. if (attribute.updateRange !== undefined) {
  23933. bufferAttribute.updateRange.offset = attribute.updateRange.offset;
  23934. bufferAttribute.updateRange.count = attribute.updateRange.count;
  23935. }
  23936. geometry.setAttribute(key, bufferAttribute);
  23937. }
  23938. const morphAttributes = json.data.morphAttributes;
  23939. if (morphAttributes) {
  23940. for (const key in morphAttributes) {
  23941. const attributeArray = morphAttributes[key];
  23942. const array = [];
  23943. for (let i = 0, il = attributeArray.length; i < il; i++) {
  23944. const attribute = attributeArray[i];
  23945. let bufferAttribute;
  23946. if (attribute.isInterleavedBufferAttribute) {
  23947. const interleavedBuffer = getInterleavedBuffer(json.data, attribute.data);
  23948. bufferAttribute = new InterleavedBufferAttribute(interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized);
  23949. } else {
  23950. const typedArray = getTypedArray(attribute.type, attribute.array);
  23951. bufferAttribute = new BufferAttribute(typedArray, attribute.itemSize, attribute.normalized);
  23952. }
  23953. if (attribute.name !== undefined) bufferAttribute.name = attribute.name;
  23954. array.push(bufferAttribute);
  23955. }
  23956. geometry.morphAttributes[key] = array;
  23957. }
  23958. }
  23959. const morphTargetsRelative = json.data.morphTargetsRelative;
  23960. if (morphTargetsRelative) {
  23961. geometry.morphTargetsRelative = true;
  23962. }
  23963. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23964. if (groups !== undefined) {
  23965. for (let i = 0, n = groups.length; i !== n; ++i) {
  23966. const group = groups[i];
  23967. geometry.addGroup(group.start, group.count, group.materialIndex);
  23968. }
  23969. }
  23970. const boundingSphere = json.data.boundingSphere;
  23971. if (boundingSphere !== undefined) {
  23972. const center = new Vector3();
  23973. if (boundingSphere.center !== undefined) {
  23974. center.fromArray(boundingSphere.center);
  23975. }
  23976. geometry.boundingSphere = new Sphere(center, boundingSphere.radius);
  23977. }
  23978. if (json.name) geometry.name = json.name;
  23979. if (json.userData) geometry.userData = json.userData;
  23980. return geometry;
  23981. }
  23982. }
  23983. class ObjectLoader extends Loader {
  23984. constructor(manager) {
  23985. super(manager);
  23986. }
  23987. load(url, onLoad, onProgress, onError) {
  23988. const scope = this;
  23989. const path = this.path === '' ? LoaderUtils.extractUrlBase(url) : this.path;
  23990. this.resourcePath = this.resourcePath || path;
  23991. const loader = new FileLoader(this.manager);
  23992. loader.setPath(this.path);
  23993. loader.setRequestHeader(this.requestHeader);
  23994. loader.setWithCredentials(this.withCredentials);
  23995. loader.load(url, function (text) {
  23996. let json = null;
  23997. try {
  23998. json = JSON.parse(text);
  23999. } catch (error) {
  24000. if (onError !== undefined) onError(error);
  24001. console.error('THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message);
  24002. return;
  24003. }
  24004. const metadata = json.metadata;
  24005. if (metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry') {
  24006. console.error('THREE.ObjectLoader: Can\'t load ' + url);
  24007. return;
  24008. }
  24009. scope.parse(json, onLoad);
  24010. }, onProgress, onError);
  24011. }
  24012. async loadAsync(url, onProgress) {
  24013. const scope = this;
  24014. const path = this.path === '' ? LoaderUtils.extractUrlBase(url) : this.path;
  24015. this.resourcePath = this.resourcePath || path;
  24016. const loader = new FileLoader(this.manager);
  24017. loader.setPath(this.path);
  24018. loader.setRequestHeader(this.requestHeader);
  24019. loader.setWithCredentials(this.withCredentials);
  24020. const text = await loader.loadAsync(url, onProgress);
  24021. const json = JSON.parse(text);
  24022. const metadata = json.metadata;
  24023. if (metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry') {
  24024. throw new Error('THREE.ObjectLoader: Can\'t load ' + url);
  24025. }
  24026. return await scope.parseAsync(json);
  24027. }
  24028. parse(json, onLoad) {
  24029. const animations = this.parseAnimations(json.animations);
  24030. const shapes = this.parseShapes(json.shapes);
  24031. const geometries = this.parseGeometries(json.geometries, shapes);
  24032. const images = this.parseImages(json.images, function () {
  24033. if (onLoad !== undefined) onLoad(object);
  24034. });
  24035. const textures = this.parseTextures(json.textures, images);
  24036. const materials = this.parseMaterials(json.materials, textures);
  24037. const object = this.parseObject(json.object, geometries, materials, textures, animations);
  24038. const skeletons = this.parseSkeletons(json.skeletons, object);
  24039. this.bindSkeletons(object, skeletons); //
  24040. if (onLoad !== undefined) {
  24041. let hasImages = false;
  24042. for (const uuid in images) {
  24043. if (images[uuid] instanceof HTMLImageElement) {
  24044. hasImages = true;
  24045. break;
  24046. }
  24047. }
  24048. if (hasImages === false) onLoad(object);
  24049. }
  24050. return object;
  24051. }
  24052. async parseAsync(json) {
  24053. const animations = this.parseAnimations(json.animations);
  24054. const shapes = this.parseShapes(json.shapes);
  24055. const geometries = this.parseGeometries(json.geometries, shapes);
  24056. const images = await this.parseImagesAsync(json.images);
  24057. const textures = this.parseTextures(json.textures, images);
  24058. const materials = this.parseMaterials(json.materials, textures);
  24059. const object = this.parseObject(json.object, geometries, materials, textures, animations);
  24060. const skeletons = this.parseSkeletons(json.skeletons, object);
  24061. this.bindSkeletons(object, skeletons);
  24062. return object;
  24063. }
  24064. parseShapes(json) {
  24065. const shapes = {};
  24066. if (json !== undefined) {
  24067. for (let i = 0, l = json.length; i < l; i++) {
  24068. const shape = new Shape().fromJSON(json[i]);
  24069. shapes[shape.uuid] = shape;
  24070. }
  24071. }
  24072. return shapes;
  24073. }
  24074. parseSkeletons(json, object) {
  24075. const skeletons = {};
  24076. const bones = {}; // generate bone lookup table
  24077. object.traverse(function (child) {
  24078. if (child.isBone) bones[child.uuid] = child;
  24079. }); // create skeletons
  24080. if (json !== undefined) {
  24081. for (let i = 0, l = json.length; i < l; i++) {
  24082. const skeleton = new Skeleton().fromJSON(json[i], bones);
  24083. skeletons[skeleton.uuid] = skeleton;
  24084. }
  24085. }
  24086. return skeletons;
  24087. }
  24088. parseGeometries(json, shapes) {
  24089. const geometries = {};
  24090. if (json !== undefined) {
  24091. const bufferGeometryLoader = new BufferGeometryLoader();
  24092. for (let i = 0, l = json.length; i < l; i++) {
  24093. let geometry;
  24094. const data = json[i];
  24095. switch (data.type) {
  24096. case 'BufferGeometry':
  24097. case 'InstancedBufferGeometry':
  24098. geometry = bufferGeometryLoader.parse(data);
  24099. break;
  24100. case 'Geometry':
  24101. console.error('THREE.ObjectLoader: The legacy Geometry type is no longer supported.');
  24102. break;
  24103. default:
  24104. if (data.type in Geometries) {
  24105. geometry = Geometries[data.type].fromJSON(data, shapes);
  24106. } else {
  24107. console.warn(`THREE.ObjectLoader: Unsupported geometry type "${data.type}"`);
  24108. }
  24109. }
  24110. geometry.uuid = data.uuid;
  24111. if (data.name !== undefined) geometry.name = data.name;
  24112. if (geometry.isBufferGeometry === true && data.userData !== undefined) geometry.userData = data.userData;
  24113. geometries[data.uuid] = geometry;
  24114. }
  24115. }
  24116. return geometries;
  24117. }
  24118. parseMaterials(json, textures) {
  24119. const cache = {}; // MultiMaterial
  24120. const materials = {};
  24121. if (json !== undefined) {
  24122. const loader = new MaterialLoader();
  24123. loader.setTextures(textures);
  24124. for (let i = 0, l = json.length; i < l; i++) {
  24125. const data = json[i];
  24126. if (data.type === 'MultiMaterial') {
  24127. // Deprecated
  24128. const array = [];
  24129. for (let j = 0; j < data.materials.length; j++) {
  24130. const material = data.materials[j];
  24131. if (cache[material.uuid] === undefined) {
  24132. cache[material.uuid] = loader.parse(material);
  24133. }
  24134. array.push(cache[material.uuid]);
  24135. }
  24136. materials[data.uuid] = array;
  24137. } else {
  24138. if (cache[data.uuid] === undefined) {
  24139. cache[data.uuid] = loader.parse(data);
  24140. }
  24141. materials[data.uuid] = cache[data.uuid];
  24142. }
  24143. }
  24144. }
  24145. return materials;
  24146. }
  24147. parseAnimations(json) {
  24148. const animations = {};
  24149. if (json !== undefined) {
  24150. for (let i = 0; i < json.length; i++) {
  24151. const data = json[i];
  24152. const clip = AnimationClip.parse(data);
  24153. animations[clip.uuid] = clip;
  24154. }
  24155. }
  24156. return animations;
  24157. }
  24158. parseImages(json, onLoad) {
  24159. const scope = this;
  24160. const images = {};
  24161. let loader;
  24162. function loadImage(url) {
  24163. scope.manager.itemStart(url);
  24164. return loader.load(url, function () {
  24165. scope.manager.itemEnd(url);
  24166. }, undefined, function () {
  24167. scope.manager.itemError(url);
  24168. scope.manager.itemEnd(url);
  24169. });
  24170. }
  24171. function deserializeImage(image) {
  24172. if (typeof image === 'string') {
  24173. const url = image;
  24174. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test(url) ? url : scope.resourcePath + url;
  24175. return loadImage(path);
  24176. } else {
  24177. if (image.data) {
  24178. return {
  24179. data: getTypedArray(image.type, image.data),
  24180. width: image.width,
  24181. height: image.height
  24182. };
  24183. } else {
  24184. return null;
  24185. }
  24186. }
  24187. }
  24188. if (json !== undefined && json.length > 0) {
  24189. const manager = new LoadingManager(onLoad);
  24190. loader = new ImageLoader(manager);
  24191. loader.setCrossOrigin(this.crossOrigin);
  24192. for (let i = 0, il = json.length; i < il; i++) {
  24193. const image = json[i];
  24194. const url = image.url;
  24195. if (Array.isArray(url)) {
  24196. // load array of images e.g CubeTexture
  24197. images[image.uuid] = [];
  24198. for (let j = 0, jl = url.length; j < jl; j++) {
  24199. const currentUrl = url[j];
  24200. const deserializedImage = deserializeImage(currentUrl);
  24201. if (deserializedImage !== null) {
  24202. if (deserializedImage instanceof HTMLImageElement) {
  24203. images[image.uuid].push(deserializedImage);
  24204. } else {
  24205. // special case: handle array of data textures for cube textures
  24206. images[image.uuid].push(new DataTexture(deserializedImage.data, deserializedImage.width, deserializedImage.height));
  24207. }
  24208. }
  24209. }
  24210. } else {
  24211. // load single image
  24212. const deserializedImage = deserializeImage(image.url);
  24213. if (deserializedImage !== null) {
  24214. images[image.uuid] = deserializedImage;
  24215. }
  24216. }
  24217. }
  24218. }
  24219. return images;
  24220. }
  24221. async parseImagesAsync(json) {
  24222. const scope = this;
  24223. const images = {};
  24224. let loader;
  24225. async function deserializeImage(image) {
  24226. if (typeof image === 'string') {
  24227. const url = image;
  24228. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test(url) ? url : scope.resourcePath + url;
  24229. return await loader.loadAsync(path);
  24230. } else {
  24231. if (image.data) {
  24232. return {
  24233. data: getTypedArray(image.type, image.data),
  24234. width: image.width,
  24235. height: image.height
  24236. };
  24237. } else {
  24238. return null;
  24239. }
  24240. }
  24241. }
  24242. if (json !== undefined && json.length > 0) {
  24243. loader = new ImageLoader(this.manager);
  24244. loader.setCrossOrigin(this.crossOrigin);
  24245. for (let i = 0, il = json.length; i < il; i++) {
  24246. const image = json[i];
  24247. const url = image.url;
  24248. if (Array.isArray(url)) {
  24249. // load array of images e.g CubeTexture
  24250. images[image.uuid] = [];
  24251. for (let j = 0, jl = url.length; j < jl; j++) {
  24252. const currentUrl = url[j];
  24253. const deserializedImage = await deserializeImage(currentUrl);
  24254. if (deserializedImage !== null) {
  24255. if (deserializedImage instanceof HTMLImageElement) {
  24256. images[image.uuid].push(deserializedImage);
  24257. } else {
  24258. // special case: handle array of data textures for cube textures
  24259. images[image.uuid].push(new DataTexture(deserializedImage.data, deserializedImage.width, deserializedImage.height));
  24260. }
  24261. }
  24262. }
  24263. } else {
  24264. // load single image
  24265. const deserializedImage = await deserializeImage(image.url);
  24266. if (deserializedImage !== null) {
  24267. images[image.uuid] = deserializedImage;
  24268. }
  24269. }
  24270. }
  24271. }
  24272. return images;
  24273. }
  24274. parseTextures(json, images) {
  24275. function parseConstant(value, type) {
  24276. if (typeof value === 'number') return value;
  24277. console.warn('THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value);
  24278. return type[value];
  24279. }
  24280. const textures = {};
  24281. if (json !== undefined) {
  24282. for (let i = 0, l = json.length; i < l; i++) {
  24283. const data = json[i];
  24284. if (data.image === undefined) {
  24285. console.warn('THREE.ObjectLoader: No "image" specified for', data.uuid);
  24286. }
  24287. if (images[data.image] === undefined) {
  24288. console.warn('THREE.ObjectLoader: Undefined image', data.image);
  24289. }
  24290. let texture;
  24291. const image = images[data.image];
  24292. if (Array.isArray(image)) {
  24293. texture = new CubeTexture(image);
  24294. if (image.length === 6) texture.needsUpdate = true;
  24295. } else {
  24296. if (image && image.data) {
  24297. texture = new DataTexture(image.data, image.width, image.height);
  24298. } else {
  24299. texture = new Texture(image);
  24300. }
  24301. if (image) texture.needsUpdate = true; // textures can have undefined image data
  24302. }
  24303. texture.uuid = data.uuid;
  24304. if (data.name !== undefined) texture.name = data.name;
  24305. if (data.mapping !== undefined) texture.mapping = parseConstant(data.mapping, TEXTURE_MAPPING);
  24306. if (data.offset !== undefined) texture.offset.fromArray(data.offset);
  24307. if (data.repeat !== undefined) texture.repeat.fromArray(data.repeat);
  24308. if (data.center !== undefined) texture.center.fromArray(data.center);
  24309. if (data.rotation !== undefined) texture.rotation = data.rotation;
  24310. if (data.wrap !== undefined) {
  24311. texture.wrapS = parseConstant(data.wrap[0], TEXTURE_WRAPPING);
  24312. texture.wrapT = parseConstant(data.wrap[1], TEXTURE_WRAPPING);
  24313. }
  24314. if (data.format !== undefined) texture.format = data.format;
  24315. if (data.type !== undefined) texture.type = data.type;
  24316. if (data.encoding !== undefined) texture.encoding = data.encoding;
  24317. if (data.minFilter !== undefined) texture.minFilter = parseConstant(data.minFilter, TEXTURE_FILTER);
  24318. if (data.magFilter !== undefined) texture.magFilter = parseConstant(data.magFilter, TEXTURE_FILTER);
  24319. if (data.anisotropy !== undefined) texture.anisotropy = data.anisotropy;
  24320. if (data.flipY !== undefined) texture.flipY = data.flipY;
  24321. if (data.premultiplyAlpha !== undefined) texture.premultiplyAlpha = data.premultiplyAlpha;
  24322. if (data.unpackAlignment !== undefined) texture.unpackAlignment = data.unpackAlignment;
  24323. if (data.userData !== undefined) texture.userData = data.userData;
  24324. textures[data.uuid] = texture;
  24325. }
  24326. }
  24327. return textures;
  24328. }
  24329. parseObject(data, geometries, materials, textures, animations) {
  24330. let object;
  24331. function getGeometry(name) {
  24332. if (geometries[name] === undefined) {
  24333. console.warn('THREE.ObjectLoader: Undefined geometry', name);
  24334. }
  24335. return geometries[name];
  24336. }
  24337. function getMaterial(name) {
  24338. if (name === undefined) return undefined;
  24339. if (Array.isArray(name)) {
  24340. const array = [];
  24341. for (let i = 0, l = name.length; i < l; i++) {
  24342. const uuid = name[i];
  24343. if (materials[uuid] === undefined) {
  24344. console.warn('THREE.ObjectLoader: Undefined material', uuid);
  24345. }
  24346. array.push(materials[uuid]);
  24347. }
  24348. return array;
  24349. }
  24350. if (materials[name] === undefined) {
  24351. console.warn('THREE.ObjectLoader: Undefined material', name);
  24352. }
  24353. return materials[name];
  24354. }
  24355. function getTexture(uuid) {
  24356. if (textures[uuid] === undefined) {
  24357. console.warn('THREE.ObjectLoader: Undefined texture', uuid);
  24358. }
  24359. return textures[uuid];
  24360. }
  24361. let geometry, material;
  24362. switch (data.type) {
  24363. case 'Scene':
  24364. object = new Scene();
  24365. if (data.background !== undefined) {
  24366. if (Number.isInteger(data.background)) {
  24367. object.background = new Color(data.background);
  24368. } else {
  24369. object.background = getTexture(data.background);
  24370. }
  24371. }
  24372. if (data.environment !== undefined) {
  24373. object.environment = getTexture(data.environment);
  24374. }
  24375. if (data.fog !== undefined) {
  24376. if (data.fog.type === 'Fog') {
  24377. object.fog = new Fog(data.fog.color, data.fog.near, data.fog.far);
  24378. } else if (data.fog.type === 'FogExp2') {
  24379. object.fog = new FogExp2(data.fog.color, data.fog.density);
  24380. }
  24381. }
  24382. break;
  24383. case 'PerspectiveCamera':
  24384. object = new PerspectiveCamera(data.fov, data.aspect, data.near, data.far);
  24385. if (data.focus !== undefined) object.focus = data.focus;
  24386. if (data.zoom !== undefined) object.zoom = data.zoom;
  24387. if (data.filmGauge !== undefined) object.filmGauge = data.filmGauge;
  24388. if (data.filmOffset !== undefined) object.filmOffset = data.filmOffset;
  24389. if (data.view !== undefined) object.view = Object.assign({}, data.view);
  24390. break;
  24391. case 'OrthographicCamera':
  24392. object = new OrthographicCamera(data.left, data.right, data.top, data.bottom, data.near, data.far);
  24393. if (data.zoom !== undefined) object.zoom = data.zoom;
  24394. if (data.view !== undefined) object.view = Object.assign({}, data.view);
  24395. break;
  24396. case 'AmbientLight':
  24397. object = new AmbientLight(data.color, data.intensity);
  24398. break;
  24399. case 'DirectionalLight':
  24400. object = new DirectionalLight(data.color, data.intensity);
  24401. break;
  24402. case 'PointLight':
  24403. object = new PointLight(data.color, data.intensity, data.distance, data.decay);
  24404. break;
  24405. case 'RectAreaLight':
  24406. object = new RectAreaLight(data.color, data.intensity, data.width, data.height);
  24407. break;
  24408. case 'SpotLight':
  24409. object = new SpotLight(data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay);
  24410. break;
  24411. case 'HemisphereLight':
  24412. object = new HemisphereLight(data.color, data.groundColor, data.intensity);
  24413. break;
  24414. case 'LightProbe':
  24415. object = new LightProbe().fromJSON(data);
  24416. break;
  24417. case 'SkinnedMesh':
  24418. geometry = getGeometry(data.geometry);
  24419. material = getMaterial(data.material);
  24420. object = new SkinnedMesh(geometry, material);
  24421. if (data.bindMode !== undefined) object.bindMode = data.bindMode;
  24422. if (data.bindMatrix !== undefined) object.bindMatrix.fromArray(data.bindMatrix);
  24423. if (data.skeleton !== undefined) object.skeleton = data.skeleton;
  24424. break;
  24425. case 'Mesh':
  24426. geometry = getGeometry(data.geometry);
  24427. material = getMaterial(data.material);
  24428. object = new Mesh(geometry, material);
  24429. break;
  24430. case 'InstancedMesh':
  24431. geometry = getGeometry(data.geometry);
  24432. material = getMaterial(data.material);
  24433. const count = data.count;
  24434. const instanceMatrix = data.instanceMatrix;
  24435. const instanceColor = data.instanceColor;
  24436. object = new InstancedMesh(geometry, material, count);
  24437. object.instanceMatrix = new InstancedBufferAttribute(new Float32Array(instanceMatrix.array), 16);
  24438. if (instanceColor !== undefined) object.instanceColor = new InstancedBufferAttribute(new Float32Array(instanceColor.array), instanceColor.itemSize);
  24439. break;
  24440. case 'LOD':
  24441. object = new LOD();
  24442. break;
  24443. case 'Line':
  24444. object = new Line(getGeometry(data.geometry), getMaterial(data.material));
  24445. break;
  24446. case 'LineLoop':
  24447. object = new LineLoop(getGeometry(data.geometry), getMaterial(data.material));
  24448. break;
  24449. case 'LineSegments':
  24450. object = new LineSegments(getGeometry(data.geometry), getMaterial(data.material));
  24451. break;
  24452. case 'PointCloud':
  24453. case 'Points':
  24454. object = new Points(getGeometry(data.geometry), getMaterial(data.material));
  24455. break;
  24456. case 'Sprite':
  24457. object = new Sprite(getMaterial(data.material));
  24458. break;
  24459. case 'Group':
  24460. object = new Group();
  24461. break;
  24462. case 'Bone':
  24463. object = new Bone();
  24464. break;
  24465. default:
  24466. object = new Object3D();
  24467. }
  24468. object.uuid = data.uuid;
  24469. if (data.name !== undefined) object.name = data.name;
  24470. if (data.matrix !== undefined) {
  24471. object.matrix.fromArray(data.matrix);
  24472. if (data.matrixAutoUpdate !== undefined) object.matrixAutoUpdate = data.matrixAutoUpdate;
  24473. if (object.matrixAutoUpdate) object.matrix.decompose(object.position, object.quaternion, object.scale);
  24474. } else {
  24475. if (data.position !== undefined) object.position.fromArray(data.position);
  24476. if (data.rotation !== undefined) object.rotation.fromArray(data.rotation);
  24477. if (data.quaternion !== undefined) object.quaternion.fromArray(data.quaternion);
  24478. if (data.scale !== undefined) object.scale.fromArray(data.scale);
  24479. }
  24480. if (data.castShadow !== undefined) object.castShadow = data.castShadow;
  24481. if (data.receiveShadow !== undefined) object.receiveShadow = data.receiveShadow;
  24482. if (data.shadow) {
  24483. if (data.shadow.bias !== undefined) object.shadow.bias = data.shadow.bias;
  24484. if (data.shadow.normalBias !== undefined) object.shadow.normalBias = data.shadow.normalBias;
  24485. if (data.shadow.radius !== undefined) object.shadow.radius = data.shadow.radius;
  24486. if (data.shadow.mapSize !== undefined) object.shadow.mapSize.fromArray(data.shadow.mapSize);
  24487. if (data.shadow.camera !== undefined) object.shadow.camera = this.parseObject(data.shadow.camera);
  24488. }
  24489. if (data.visible !== undefined) object.visible = data.visible;
  24490. if (data.frustumCulled !== undefined) object.frustumCulled = data.frustumCulled;
  24491. if (data.renderOrder !== undefined) object.renderOrder = data.renderOrder;
  24492. if (data.userData !== undefined) object.userData = data.userData;
  24493. if (data.layers !== undefined) object.layers.mask = data.layers;
  24494. if (data.children !== undefined) {
  24495. const children = data.children;
  24496. for (let i = 0; i < children.length; i++) {
  24497. object.add(this.parseObject(children[i], geometries, materials, textures, animations));
  24498. }
  24499. }
  24500. if (data.animations !== undefined) {
  24501. const objectAnimations = data.animations;
  24502. for (let i = 0; i < objectAnimations.length; i++) {
  24503. const uuid = objectAnimations[i];
  24504. object.animations.push(animations[uuid]);
  24505. }
  24506. }
  24507. if (data.type === 'LOD') {
  24508. if (data.autoUpdate !== undefined) object.autoUpdate = data.autoUpdate;
  24509. const levels = data.levels;
  24510. for (let l = 0; l < levels.length; l++) {
  24511. const level = levels[l];
  24512. const child = object.getObjectByProperty('uuid', level.object);
  24513. if (child !== undefined) {
  24514. object.addLevel(child, level.distance);
  24515. }
  24516. }
  24517. }
  24518. return object;
  24519. }
  24520. bindSkeletons(object, skeletons) {
  24521. if (Object.keys(skeletons).length === 0) return;
  24522. object.traverse(function (child) {
  24523. if (child.isSkinnedMesh === true && child.skeleton !== undefined) {
  24524. const skeleton = skeletons[child.skeleton];
  24525. if (skeleton === undefined) {
  24526. console.warn('THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton);
  24527. } else {
  24528. child.bind(skeleton, child.bindMatrix);
  24529. }
  24530. }
  24531. });
  24532. }
  24533. /* DEPRECATED */
  24534. setTexturePath(value) {
  24535. console.warn('THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().');
  24536. return this.setResourcePath(value);
  24537. }
  24538. }
  24539. const TEXTURE_MAPPING = {
  24540. UVMapping: UVMapping,
  24541. CubeReflectionMapping: CubeReflectionMapping,
  24542. CubeRefractionMapping: CubeRefractionMapping,
  24543. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24544. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24545. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24546. CubeUVRefractionMapping: CubeUVRefractionMapping
  24547. };
  24548. const TEXTURE_WRAPPING = {
  24549. RepeatWrapping: RepeatWrapping,
  24550. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24551. MirroredRepeatWrapping: MirroredRepeatWrapping
  24552. };
  24553. const TEXTURE_FILTER = {
  24554. NearestFilter: NearestFilter,
  24555. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24556. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24557. LinearFilter: LinearFilter,
  24558. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24559. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24560. };
  24561. class ImageBitmapLoader extends Loader {
  24562. constructor(manager) {
  24563. super(manager);
  24564. if (typeof createImageBitmap === 'undefined') {
  24565. console.warn('THREE.ImageBitmapLoader: createImageBitmap() not supported.');
  24566. }
  24567. if (typeof fetch === 'undefined') {
  24568. console.warn('THREE.ImageBitmapLoader: fetch() not supported.');
  24569. }
  24570. this.options = {
  24571. premultiplyAlpha: 'none'
  24572. };
  24573. }
  24574. setOptions(options) {
  24575. this.options = options;
  24576. return this;
  24577. }
  24578. load(url, onLoad, onProgress, onError) {
  24579. if (url === undefined) url = '';
  24580. if (this.path !== undefined) url = this.path + url;
  24581. url = this.manager.resolveURL(url);
  24582. const scope = this;
  24583. const cached = Cache.get(url);
  24584. if (cached !== undefined) {
  24585. scope.manager.itemStart(url);
  24586. setTimeout(function () {
  24587. if (onLoad) onLoad(cached);
  24588. scope.manager.itemEnd(url);
  24589. }, 0);
  24590. return cached;
  24591. }
  24592. const fetchOptions = {};
  24593. fetchOptions.credentials = this.crossOrigin === 'anonymous' ? 'same-origin' : 'include';
  24594. fetchOptions.headers = this.requestHeader;
  24595. fetch(url, fetchOptions).then(function (res) {
  24596. return res.blob();
  24597. }).then(function (blob) {
  24598. return createImageBitmap(blob, Object.assign(scope.options, {
  24599. colorSpaceConversion: 'none'
  24600. }));
  24601. }).then(function (imageBitmap) {
  24602. Cache.add(url, imageBitmap);
  24603. if (onLoad) onLoad(imageBitmap);
  24604. scope.manager.itemEnd(url);
  24605. }).catch(function (e) {
  24606. if (onError) onError(e);
  24607. scope.manager.itemError(url);
  24608. scope.manager.itemEnd(url);
  24609. });
  24610. scope.manager.itemStart(url);
  24611. }
  24612. }
  24613. ImageBitmapLoader.prototype.isImageBitmapLoader = true;
  24614. let _context;
  24615. const AudioContext = {
  24616. getContext: function () {
  24617. if (_context === undefined) {
  24618. _context = new (window.AudioContext || window.webkitAudioContext)();
  24619. }
  24620. return _context;
  24621. },
  24622. setContext: function (value) {
  24623. _context = value;
  24624. }
  24625. };
  24626. class AudioLoader extends Loader {
  24627. constructor(manager) {
  24628. super(manager);
  24629. }
  24630. load(url, onLoad, onProgress, onError) {
  24631. const scope = this;
  24632. const loader = new FileLoader(this.manager);
  24633. loader.setResponseType('arraybuffer');
  24634. loader.setPath(this.path);
  24635. loader.setRequestHeader(this.requestHeader);
  24636. loader.setWithCredentials(this.withCredentials);
  24637. loader.load(url, function (buffer) {
  24638. try {
  24639. // Create a copy of the buffer. The `decodeAudioData` method
  24640. // detaches the buffer when complete, preventing reuse.
  24641. const bufferCopy = buffer.slice(0);
  24642. const context = AudioContext.getContext();
  24643. context.decodeAudioData(bufferCopy, function (audioBuffer) {
  24644. onLoad(audioBuffer);
  24645. });
  24646. } catch (e) {
  24647. if (onError) {
  24648. onError(e);
  24649. } else {
  24650. console.error(e);
  24651. }
  24652. scope.manager.itemError(url);
  24653. }
  24654. }, onProgress, onError);
  24655. }
  24656. }
  24657. class HemisphereLightProbe extends LightProbe {
  24658. constructor(skyColor, groundColor, intensity = 1) {
  24659. super(undefined, intensity);
  24660. const color1 = new Color().set(skyColor);
  24661. const color2 = new Color().set(groundColor);
  24662. const sky = new Vector3(color1.r, color1.g, color1.b);
  24663. const ground = new Vector3(color2.r, color2.g, color2.b); // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24664. const c0 = Math.sqrt(Math.PI);
  24665. const c1 = c0 * Math.sqrt(0.75);
  24666. this.sh.coefficients[0].copy(sky).add(ground).multiplyScalar(c0);
  24667. this.sh.coefficients[1].copy(sky).sub(ground).multiplyScalar(c1);
  24668. }
  24669. }
  24670. HemisphereLightProbe.prototype.isHemisphereLightProbe = true;
  24671. class AmbientLightProbe extends LightProbe {
  24672. constructor(color, intensity = 1) {
  24673. super(undefined, intensity);
  24674. const color1 = new Color().set(color); // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24675. this.sh.coefficients[0].set(color1.r, color1.g, color1.b).multiplyScalar(2 * Math.sqrt(Math.PI));
  24676. }
  24677. }
  24678. AmbientLightProbe.prototype.isAmbientLightProbe = true;
  24679. const _eyeRight = /*@__PURE__*/new Matrix4();
  24680. const _eyeLeft = /*@__PURE__*/new Matrix4();
  24681. const _projectionMatrix = /*@__PURE__*/new Matrix4();
  24682. class StereoCamera {
  24683. constructor() {
  24684. this.type = 'StereoCamera';
  24685. this.aspect = 1;
  24686. this.eyeSep = 0.064;
  24687. this.cameraL = new PerspectiveCamera();
  24688. this.cameraL.layers.enable(1);
  24689. this.cameraL.matrixAutoUpdate = false;
  24690. this.cameraR = new PerspectiveCamera();
  24691. this.cameraR.layers.enable(2);
  24692. this.cameraR.matrixAutoUpdate = false;
  24693. this._cache = {
  24694. focus: null,
  24695. fov: null,
  24696. aspect: null,
  24697. near: null,
  24698. far: null,
  24699. zoom: null,
  24700. eyeSep: null
  24701. };
  24702. }
  24703. update(camera) {
  24704. const cache = this._cache;
  24705. const 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;
  24706. if (needsUpdate) {
  24707. cache.focus = camera.focus;
  24708. cache.fov = camera.fov;
  24709. cache.aspect = camera.aspect * this.aspect;
  24710. cache.near = camera.near;
  24711. cache.far = camera.far;
  24712. cache.zoom = camera.zoom;
  24713. cache.eyeSep = this.eyeSep; // Off-axis stereoscopic effect based on
  24714. // http://paulbourke.net/stereographics/stereorender/
  24715. _projectionMatrix.copy(camera.projectionMatrix);
  24716. const eyeSepHalf = cache.eyeSep / 2;
  24717. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  24718. const ymax = cache.near * Math.tan(DEG2RAD * cache.fov * 0.5) / cache.zoom;
  24719. let xmin, xmax; // translate xOffset
  24720. _eyeLeft.elements[12] = -eyeSepHalf;
  24721. _eyeRight.elements[12] = eyeSepHalf; // for left eye
  24722. xmin = -ymax * cache.aspect + eyeSepOnProjection;
  24723. xmax = ymax * cache.aspect + eyeSepOnProjection;
  24724. _projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin);
  24725. _projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);
  24726. this.cameraL.projectionMatrix.copy(_projectionMatrix); // for right eye
  24727. xmin = -ymax * cache.aspect - eyeSepOnProjection;
  24728. xmax = ymax * cache.aspect - eyeSepOnProjection;
  24729. _projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin);
  24730. _projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);
  24731. this.cameraR.projectionMatrix.copy(_projectionMatrix);
  24732. }
  24733. this.cameraL.matrixWorld.copy(camera.matrixWorld).multiply(_eyeLeft);
  24734. this.cameraR.matrixWorld.copy(camera.matrixWorld).multiply(_eyeRight);
  24735. }
  24736. }
  24737. class Clock {
  24738. constructor(autoStart = true) {
  24739. this.autoStart = autoStart;
  24740. this.startTime = 0;
  24741. this.oldTime = 0;
  24742. this.elapsedTime = 0;
  24743. this.running = false;
  24744. }
  24745. start() {
  24746. this.startTime = now();
  24747. this.oldTime = this.startTime;
  24748. this.elapsedTime = 0;
  24749. this.running = true;
  24750. }
  24751. stop() {
  24752. this.getElapsedTime();
  24753. this.running = false;
  24754. this.autoStart = false;
  24755. }
  24756. getElapsedTime() {
  24757. this.getDelta();
  24758. return this.elapsedTime;
  24759. }
  24760. getDelta() {
  24761. let diff = 0;
  24762. if (this.autoStart && !this.running) {
  24763. this.start();
  24764. return 0;
  24765. }
  24766. if (this.running) {
  24767. const newTime = now();
  24768. diff = (newTime - this.oldTime) / 1000;
  24769. this.oldTime = newTime;
  24770. this.elapsedTime += diff;
  24771. }
  24772. return diff;
  24773. }
  24774. }
  24775. function now() {
  24776. return (typeof performance === 'undefined' ? Date : performance).now(); // see #10732
  24777. }
  24778. const _position$1 = /*@__PURE__*/new Vector3();
  24779. const _quaternion$1 = /*@__PURE__*/new Quaternion();
  24780. const _scale$1 = /*@__PURE__*/new Vector3();
  24781. const _orientation$1 = /*@__PURE__*/new Vector3();
  24782. class AudioListener extends Object3D {
  24783. constructor() {
  24784. super();
  24785. this.type = 'AudioListener';
  24786. this.context = AudioContext.getContext();
  24787. this.gain = this.context.createGain();
  24788. this.gain.connect(this.context.destination);
  24789. this.filter = null;
  24790. this.timeDelta = 0; // private
  24791. this._clock = new Clock();
  24792. }
  24793. getInput() {
  24794. return this.gain;
  24795. }
  24796. removeFilter() {
  24797. if (this.filter !== null) {
  24798. this.gain.disconnect(this.filter);
  24799. this.filter.disconnect(this.context.destination);
  24800. this.gain.connect(this.context.destination);
  24801. this.filter = null;
  24802. }
  24803. return this;
  24804. }
  24805. getFilter() {
  24806. return this.filter;
  24807. }
  24808. setFilter(value) {
  24809. if (this.filter !== null) {
  24810. this.gain.disconnect(this.filter);
  24811. this.filter.disconnect(this.context.destination);
  24812. } else {
  24813. this.gain.disconnect(this.context.destination);
  24814. }
  24815. this.filter = value;
  24816. this.gain.connect(this.filter);
  24817. this.filter.connect(this.context.destination);
  24818. return this;
  24819. }
  24820. getMasterVolume() {
  24821. return this.gain.gain.value;
  24822. }
  24823. setMasterVolume(value) {
  24824. this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);
  24825. return this;
  24826. }
  24827. updateMatrixWorld(force) {
  24828. super.updateMatrixWorld(force);
  24829. const listener = this.context.listener;
  24830. const up = this.up;
  24831. this.timeDelta = this._clock.getDelta();
  24832. this.matrixWorld.decompose(_position$1, _quaternion$1, _scale$1);
  24833. _orientation$1.set(0, 0, -1).applyQuaternion(_quaternion$1);
  24834. if (listener.positionX) {
  24835. // code path for Chrome (see #14393)
  24836. const endTime = this.context.currentTime + this.timeDelta;
  24837. listener.positionX.linearRampToValueAtTime(_position$1.x, endTime);
  24838. listener.positionY.linearRampToValueAtTime(_position$1.y, endTime);
  24839. listener.positionZ.linearRampToValueAtTime(_position$1.z, endTime);
  24840. listener.forwardX.linearRampToValueAtTime(_orientation$1.x, endTime);
  24841. listener.forwardY.linearRampToValueAtTime(_orientation$1.y, endTime);
  24842. listener.forwardZ.linearRampToValueAtTime(_orientation$1.z, endTime);
  24843. listener.upX.linearRampToValueAtTime(up.x, endTime);
  24844. listener.upY.linearRampToValueAtTime(up.y, endTime);
  24845. listener.upZ.linearRampToValueAtTime(up.z, endTime);
  24846. } else {
  24847. listener.setPosition(_position$1.x, _position$1.y, _position$1.z);
  24848. listener.setOrientation(_orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z);
  24849. }
  24850. }
  24851. }
  24852. class Audio extends Object3D {
  24853. constructor(listener) {
  24854. super();
  24855. this.type = 'Audio';
  24856. this.listener = listener;
  24857. this.context = listener.context;
  24858. this.gain = this.context.createGain();
  24859. this.gain.connect(listener.getInput());
  24860. this.autoplay = false;
  24861. this.buffer = null;
  24862. this.detune = 0;
  24863. this.loop = false;
  24864. this.loopStart = 0;
  24865. this.loopEnd = 0;
  24866. this.offset = 0;
  24867. this.duration = undefined;
  24868. this.playbackRate = 1;
  24869. this.isPlaying = false;
  24870. this.hasPlaybackControl = true;
  24871. this.source = null;
  24872. this.sourceType = 'empty';
  24873. this._startedAt = 0;
  24874. this._progress = 0;
  24875. this._connected = false;
  24876. this.filters = [];
  24877. }
  24878. getOutput() {
  24879. return this.gain;
  24880. }
  24881. setNodeSource(audioNode) {
  24882. this.hasPlaybackControl = false;
  24883. this.sourceType = 'audioNode';
  24884. this.source = audioNode;
  24885. this.connect();
  24886. return this;
  24887. }
  24888. setMediaElementSource(mediaElement) {
  24889. this.hasPlaybackControl = false;
  24890. this.sourceType = 'mediaNode';
  24891. this.source = this.context.createMediaElementSource(mediaElement);
  24892. this.connect();
  24893. return this;
  24894. }
  24895. setMediaStreamSource(mediaStream) {
  24896. this.hasPlaybackControl = false;
  24897. this.sourceType = 'mediaStreamNode';
  24898. this.source = this.context.createMediaStreamSource(mediaStream);
  24899. this.connect();
  24900. return this;
  24901. }
  24902. setBuffer(audioBuffer) {
  24903. this.buffer = audioBuffer;
  24904. this.sourceType = 'buffer';
  24905. if (this.autoplay) this.play();
  24906. return this;
  24907. }
  24908. play(delay = 0) {
  24909. if (this.isPlaying === true) {
  24910. console.warn('THREE.Audio: Audio is already playing.');
  24911. return;
  24912. }
  24913. if (this.hasPlaybackControl === false) {
  24914. console.warn('THREE.Audio: this Audio has no playback control.');
  24915. return;
  24916. }
  24917. this._startedAt = this.context.currentTime + delay;
  24918. const source = this.context.createBufferSource();
  24919. source.buffer = this.buffer;
  24920. source.loop = this.loop;
  24921. source.loopStart = this.loopStart;
  24922. source.loopEnd = this.loopEnd;
  24923. source.onended = this.onEnded.bind(this);
  24924. source.start(this._startedAt, this._progress + this.offset, this.duration);
  24925. this.isPlaying = true;
  24926. this.source = source;
  24927. this.setDetune(this.detune);
  24928. this.setPlaybackRate(this.playbackRate);
  24929. return this.connect();
  24930. }
  24931. pause() {
  24932. if (this.hasPlaybackControl === false) {
  24933. console.warn('THREE.Audio: this Audio has no playback control.');
  24934. return;
  24935. }
  24936. if (this.isPlaying === true) {
  24937. // update current progress
  24938. this._progress += Math.max(this.context.currentTime - this._startedAt, 0) * this.playbackRate;
  24939. if (this.loop === true) {
  24940. // ensure _progress does not exceed duration with looped audios
  24941. this._progress = this._progress % (this.duration || this.buffer.duration);
  24942. }
  24943. this.source.stop();
  24944. this.source.onended = null;
  24945. this.isPlaying = false;
  24946. }
  24947. return this;
  24948. }
  24949. stop() {
  24950. if (this.hasPlaybackControl === false) {
  24951. console.warn('THREE.Audio: this Audio has no playback control.');
  24952. return;
  24953. }
  24954. this._progress = 0;
  24955. this.source.stop();
  24956. this.source.onended = null;
  24957. this.isPlaying = false;
  24958. return this;
  24959. }
  24960. connect() {
  24961. if (this.filters.length > 0) {
  24962. this.source.connect(this.filters[0]);
  24963. for (let i = 1, l = this.filters.length; i < l; i++) {
  24964. this.filters[i - 1].connect(this.filters[i]);
  24965. }
  24966. this.filters[this.filters.length - 1].connect(this.getOutput());
  24967. } else {
  24968. this.source.connect(this.getOutput());
  24969. }
  24970. this._connected = true;
  24971. return this;
  24972. }
  24973. disconnect() {
  24974. if (this.filters.length > 0) {
  24975. this.source.disconnect(this.filters[0]);
  24976. for (let i = 1, l = this.filters.length; i < l; i++) {
  24977. this.filters[i - 1].disconnect(this.filters[i]);
  24978. }
  24979. this.filters[this.filters.length - 1].disconnect(this.getOutput());
  24980. } else {
  24981. this.source.disconnect(this.getOutput());
  24982. }
  24983. this._connected = false;
  24984. return this;
  24985. }
  24986. getFilters() {
  24987. return this.filters;
  24988. }
  24989. setFilters(value) {
  24990. if (!value) value = [];
  24991. if (this._connected === true) {
  24992. this.disconnect();
  24993. this.filters = value.slice();
  24994. this.connect();
  24995. } else {
  24996. this.filters = value.slice();
  24997. }
  24998. return this;
  24999. }
  25000. setDetune(value) {
  25001. this.detune = value;
  25002. if (this.source.detune === undefined) return; // only set detune when available
  25003. if (this.isPlaying === true) {
  25004. this.source.detune.setTargetAtTime(this.detune, this.context.currentTime, 0.01);
  25005. }
  25006. return this;
  25007. }
  25008. getDetune() {
  25009. return this.detune;
  25010. }
  25011. getFilter() {
  25012. return this.getFilters()[0];
  25013. }
  25014. setFilter(filter) {
  25015. return this.setFilters(filter ? [filter] : []);
  25016. }
  25017. setPlaybackRate(value) {
  25018. if (this.hasPlaybackControl === false) {
  25019. console.warn('THREE.Audio: this Audio has no playback control.');
  25020. return;
  25021. }
  25022. this.playbackRate = value;
  25023. if (this.isPlaying === true) {
  25024. this.source.playbackRate.setTargetAtTime(this.playbackRate, this.context.currentTime, 0.01);
  25025. }
  25026. return this;
  25027. }
  25028. getPlaybackRate() {
  25029. return this.playbackRate;
  25030. }
  25031. onEnded() {
  25032. this.isPlaying = false;
  25033. }
  25034. getLoop() {
  25035. if (this.hasPlaybackControl === false) {
  25036. console.warn('THREE.Audio: this Audio has no playback control.');
  25037. return false;
  25038. }
  25039. return this.loop;
  25040. }
  25041. setLoop(value) {
  25042. if (this.hasPlaybackControl === false) {
  25043. console.warn('THREE.Audio: this Audio has no playback control.');
  25044. return;
  25045. }
  25046. this.loop = value;
  25047. if (this.isPlaying === true) {
  25048. this.source.loop = this.loop;
  25049. }
  25050. return this;
  25051. }
  25052. setLoopStart(value) {
  25053. this.loopStart = value;
  25054. return this;
  25055. }
  25056. setLoopEnd(value) {
  25057. this.loopEnd = value;
  25058. return this;
  25059. }
  25060. getVolume() {
  25061. return this.gain.gain.value;
  25062. }
  25063. setVolume(value) {
  25064. this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);
  25065. return this;
  25066. }
  25067. }
  25068. const _position = /*@__PURE__*/new Vector3();
  25069. const _quaternion = /*@__PURE__*/new Quaternion();
  25070. const _scale = /*@__PURE__*/new Vector3();
  25071. const _orientation = /*@__PURE__*/new Vector3();
  25072. class PositionalAudio extends Audio {
  25073. constructor(listener) {
  25074. super(listener);
  25075. this.panner = this.context.createPanner();
  25076. this.panner.panningModel = 'HRTF';
  25077. this.panner.connect(this.gain);
  25078. }
  25079. getOutput() {
  25080. return this.panner;
  25081. }
  25082. getRefDistance() {
  25083. return this.panner.refDistance;
  25084. }
  25085. setRefDistance(value) {
  25086. this.panner.refDistance = value;
  25087. return this;
  25088. }
  25089. getRolloffFactor() {
  25090. return this.panner.rolloffFactor;
  25091. }
  25092. setRolloffFactor(value) {
  25093. this.panner.rolloffFactor = value;
  25094. return this;
  25095. }
  25096. getDistanceModel() {
  25097. return this.panner.distanceModel;
  25098. }
  25099. setDistanceModel(value) {
  25100. this.panner.distanceModel = value;
  25101. return this;
  25102. }
  25103. getMaxDistance() {
  25104. return this.panner.maxDistance;
  25105. }
  25106. setMaxDistance(value) {
  25107. this.panner.maxDistance = value;
  25108. return this;
  25109. }
  25110. setDirectionalCone(coneInnerAngle, coneOuterAngle, coneOuterGain) {
  25111. this.panner.coneInnerAngle = coneInnerAngle;
  25112. this.panner.coneOuterAngle = coneOuterAngle;
  25113. this.panner.coneOuterGain = coneOuterGain;
  25114. return this;
  25115. }
  25116. updateMatrixWorld(force) {
  25117. super.updateMatrixWorld(force);
  25118. if (this.hasPlaybackControl === true && this.isPlaying === false) return;
  25119. this.matrixWorld.decompose(_position, _quaternion, _scale);
  25120. _orientation.set(0, 0, 1).applyQuaternion(_quaternion);
  25121. const panner = this.panner;
  25122. if (panner.positionX) {
  25123. // code path for Chrome and Firefox (see #14393)
  25124. const endTime = this.context.currentTime + this.listener.timeDelta;
  25125. panner.positionX.linearRampToValueAtTime(_position.x, endTime);
  25126. panner.positionY.linearRampToValueAtTime(_position.y, endTime);
  25127. panner.positionZ.linearRampToValueAtTime(_position.z, endTime);
  25128. panner.orientationX.linearRampToValueAtTime(_orientation.x, endTime);
  25129. panner.orientationY.linearRampToValueAtTime(_orientation.y, endTime);
  25130. panner.orientationZ.linearRampToValueAtTime(_orientation.z, endTime);
  25131. } else {
  25132. panner.setPosition(_position.x, _position.y, _position.z);
  25133. panner.setOrientation(_orientation.x, _orientation.y, _orientation.z);
  25134. }
  25135. }
  25136. }
  25137. class AudioAnalyser {
  25138. constructor(audio, fftSize = 2048) {
  25139. this.analyser = audio.context.createAnalyser();
  25140. this.analyser.fftSize = fftSize;
  25141. this.data = new Uint8Array(this.analyser.frequencyBinCount);
  25142. audio.getOutput().connect(this.analyser);
  25143. }
  25144. getFrequencyData() {
  25145. this.analyser.getByteFrequencyData(this.data);
  25146. return this.data;
  25147. }
  25148. getAverageFrequency() {
  25149. let value = 0;
  25150. const data = this.getFrequencyData();
  25151. for (let i = 0; i < data.length; i++) {
  25152. value += data[i];
  25153. }
  25154. return value / data.length;
  25155. }
  25156. }
  25157. class PropertyMixer {
  25158. constructor(binding, typeName, valueSize) {
  25159. this.binding = binding;
  25160. this.valueSize = valueSize;
  25161. let mixFunction, mixFunctionAdditive, setIdentity; // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  25162. //
  25163. // interpolators can use .buffer as their .result
  25164. // the data then goes to 'incoming'
  25165. //
  25166. // 'accu0' and 'accu1' are used frame-interleaved for
  25167. // the cumulative result and are compared to detect
  25168. // changes
  25169. //
  25170. // 'orig' stores the original state of the property
  25171. //
  25172. // 'add' is used for additive cumulative results
  25173. //
  25174. // 'work' is optional and is only present for quaternion types. It is used
  25175. // to store intermediate quaternion multiplication results
  25176. switch (typeName) {
  25177. case 'quaternion':
  25178. mixFunction = this._slerp;
  25179. mixFunctionAdditive = this._slerpAdditive;
  25180. setIdentity = this._setAdditiveIdentityQuaternion;
  25181. this.buffer = new Float64Array(valueSize * 6);
  25182. this._workIndex = 5;
  25183. break;
  25184. case 'string':
  25185. case 'bool':
  25186. mixFunction = this._select; // Use the regular mix function and for additive on these types,
  25187. // additive is not relevant for non-numeric types
  25188. mixFunctionAdditive = this._select;
  25189. setIdentity = this._setAdditiveIdentityOther;
  25190. this.buffer = new Array(valueSize * 5);
  25191. break;
  25192. default:
  25193. mixFunction = this._lerp;
  25194. mixFunctionAdditive = this._lerpAdditive;
  25195. setIdentity = this._setAdditiveIdentityNumeric;
  25196. this.buffer = new Float64Array(valueSize * 5);
  25197. }
  25198. this._mixBufferRegion = mixFunction;
  25199. this._mixBufferRegionAdditive = mixFunctionAdditive;
  25200. this._setIdentity = setIdentity;
  25201. this._origIndex = 3;
  25202. this._addIndex = 4;
  25203. this.cumulativeWeight = 0;
  25204. this.cumulativeWeightAdditive = 0;
  25205. this.useCount = 0;
  25206. this.referenceCount = 0;
  25207. } // accumulate data in the 'incoming' region into 'accu<i>'
  25208. accumulate(accuIndex, weight) {
  25209. // note: happily accumulating nothing when weight = 0, the caller knows
  25210. // the weight and shouldn't have made the call in the first place
  25211. const buffer = this.buffer,
  25212. stride = this.valueSize,
  25213. offset = accuIndex * stride + stride;
  25214. let currentWeight = this.cumulativeWeight;
  25215. if (currentWeight === 0) {
  25216. // accuN := incoming * weight
  25217. for (let i = 0; i !== stride; ++i) {
  25218. buffer[offset + i] = buffer[i];
  25219. }
  25220. currentWeight = weight;
  25221. } else {
  25222. // accuN := accuN + incoming * weight
  25223. currentWeight += weight;
  25224. const mix = weight / currentWeight;
  25225. this._mixBufferRegion(buffer, offset, 0, mix, stride);
  25226. }
  25227. this.cumulativeWeight = currentWeight;
  25228. } // accumulate data in the 'incoming' region into 'add'
  25229. accumulateAdditive(weight) {
  25230. const buffer = this.buffer,
  25231. stride = this.valueSize,
  25232. offset = stride * this._addIndex;
  25233. if (this.cumulativeWeightAdditive === 0) {
  25234. // add = identity
  25235. this._setIdentity();
  25236. } // add := add + incoming * weight
  25237. this._mixBufferRegionAdditive(buffer, offset, 0, weight, stride);
  25238. this.cumulativeWeightAdditive += weight;
  25239. } // apply the state of 'accu<i>' to the binding when accus differ
  25240. apply(accuIndex) {
  25241. const stride = this.valueSize,
  25242. buffer = this.buffer,
  25243. offset = accuIndex * stride + stride,
  25244. weight = this.cumulativeWeight,
  25245. weightAdditive = this.cumulativeWeightAdditive,
  25246. binding = this.binding;
  25247. this.cumulativeWeight = 0;
  25248. this.cumulativeWeightAdditive = 0;
  25249. if (weight < 1) {
  25250. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25251. const originalValueOffset = stride * this._origIndex;
  25252. this._mixBufferRegion(buffer, offset, originalValueOffset, 1 - weight, stride);
  25253. }
  25254. if (weightAdditive > 0) {
  25255. // accuN := accuN + additive accuN
  25256. this._mixBufferRegionAdditive(buffer, offset, this._addIndex * stride, 1, stride);
  25257. }
  25258. for (let i = stride, e = stride + stride; i !== e; ++i) {
  25259. if (buffer[i] !== buffer[i + stride]) {
  25260. // value has changed -> update scene graph
  25261. binding.setValue(buffer, offset);
  25262. break;
  25263. }
  25264. }
  25265. } // remember the state of the bound property and copy it to both accus
  25266. saveOriginalState() {
  25267. const binding = this.binding;
  25268. const buffer = this.buffer,
  25269. stride = this.valueSize,
  25270. originalValueOffset = stride * this._origIndex;
  25271. binding.getValue(buffer, originalValueOffset); // accu[0..1] := orig -- initially detect changes against the original
  25272. for (let i = stride, e = originalValueOffset; i !== e; ++i) {
  25273. buffer[i] = buffer[originalValueOffset + i % stride];
  25274. } // Add to identity for additive
  25275. this._setIdentity();
  25276. this.cumulativeWeight = 0;
  25277. this.cumulativeWeightAdditive = 0;
  25278. } // apply the state previously taken via 'saveOriginalState' to the binding
  25279. restoreOriginalState() {
  25280. const originalValueOffset = this.valueSize * 3;
  25281. this.binding.setValue(this.buffer, originalValueOffset);
  25282. }
  25283. _setAdditiveIdentityNumeric() {
  25284. const startIndex = this._addIndex * this.valueSize;
  25285. const endIndex = startIndex + this.valueSize;
  25286. for (let i = startIndex; i < endIndex; i++) {
  25287. this.buffer[i] = 0;
  25288. }
  25289. }
  25290. _setAdditiveIdentityQuaternion() {
  25291. this._setAdditiveIdentityNumeric();
  25292. this.buffer[this._addIndex * this.valueSize + 3] = 1;
  25293. }
  25294. _setAdditiveIdentityOther() {
  25295. const startIndex = this._origIndex * this.valueSize;
  25296. const targetIndex = this._addIndex * this.valueSize;
  25297. for (let i = 0; i < this.valueSize; i++) {
  25298. this.buffer[targetIndex + i] = this.buffer[startIndex + i];
  25299. }
  25300. } // mix functions
  25301. _select(buffer, dstOffset, srcOffset, t, stride) {
  25302. if (t >= 0.5) {
  25303. for (let i = 0; i !== stride; ++i) {
  25304. buffer[dstOffset + i] = buffer[srcOffset + i];
  25305. }
  25306. }
  25307. }
  25308. _slerp(buffer, dstOffset, srcOffset, t) {
  25309. Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t);
  25310. }
  25311. _slerpAdditive(buffer, dstOffset, srcOffset, t, stride) {
  25312. const workOffset = this._workIndex * stride; // Store result in intermediate buffer offset
  25313. Quaternion.multiplyQuaternionsFlat(buffer, workOffset, buffer, dstOffset, buffer, srcOffset); // Slerp to the intermediate result
  25314. Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t);
  25315. }
  25316. _lerp(buffer, dstOffset, srcOffset, t, stride) {
  25317. const s = 1 - t;
  25318. for (let i = 0; i !== stride; ++i) {
  25319. const j = dstOffset + i;
  25320. buffer[j] = buffer[j] * s + buffer[srcOffset + i] * t;
  25321. }
  25322. }
  25323. _lerpAdditive(buffer, dstOffset, srcOffset, t, stride) {
  25324. for (let i = 0; i !== stride; ++i) {
  25325. const j = dstOffset + i;
  25326. buffer[j] = buffer[j] + buffer[srcOffset + i] * t;
  25327. }
  25328. }
  25329. }
  25330. // Characters [].:/ are reserved for track binding syntax.
  25331. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25332. const _reservedRe = new RegExp('[' + _RESERVED_CHARS_RE + ']', 'g'); // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25333. // only latin characters, and the unicode \p{L} is not yet supported. So
  25334. // instead, we exclude reserved characters and match everything else.
  25335. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25336. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace('\\.', '') + ']'; // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25337. // be matched to parse the rest of the track name.
  25338. const _directoryRe = /((?:WC+[\/:])*)/.source.replace('WC', _wordChar); // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25339. const _nodeRe = /(WCOD+)?/.source.replace('WCOD', _wordCharOrDot); // Object on target node, and accessor. May not contain reserved
  25340. // characters. Accessor may contain any character except closing bracket.
  25341. const _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace('WC', _wordChar); // Property and accessor. May not contain reserved characters. Accessor may
  25342. // contain any non-bracket characters.
  25343. const _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace('WC', _wordChar);
  25344. const _trackRe = new RegExp('' + '^' + _directoryRe + _nodeRe + _objectRe + _propertyRe + '$');
  25345. const _supportedObjectNames = ['material', 'materials', 'bones'];
  25346. class Composite {
  25347. constructor(targetGroup, path, optionalParsedPath) {
  25348. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName(path);
  25349. this._targetGroup = targetGroup;
  25350. this._bindings = targetGroup.subscribe_(path, parsedPath);
  25351. }
  25352. getValue(array, offset) {
  25353. this.bind(); // bind all binding
  25354. const firstValidIndex = this._targetGroup.nCachedObjects_,
  25355. binding = this._bindings[firstValidIndex]; // and only call .getValue on the first
  25356. if (binding !== undefined) binding.getValue(array, offset);
  25357. }
  25358. setValue(array, offset) {
  25359. const bindings = this._bindings;
  25360. for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
  25361. bindings[i].setValue(array, offset);
  25362. }
  25363. }
  25364. bind() {
  25365. const bindings = this._bindings;
  25366. for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
  25367. bindings[i].bind();
  25368. }
  25369. }
  25370. unbind() {
  25371. const bindings = this._bindings;
  25372. for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
  25373. bindings[i].unbind();
  25374. }
  25375. }
  25376. } // Note: This class uses a State pattern on a per-method basis:
  25377. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25378. // prototype version of these methods with one that represents
  25379. // the bound state. When the property is not found, the methods
  25380. // become no-ops.
  25381. class PropertyBinding {
  25382. constructor(rootNode, path, parsedPath) {
  25383. this.path = path;
  25384. this.parsedPath = parsedPath || PropertyBinding.parseTrackName(path);
  25385. this.node = PropertyBinding.findNode(rootNode, this.parsedPath.nodeName) || rootNode;
  25386. this.rootNode = rootNode; // initial state of these methods that calls 'bind'
  25387. this.getValue = this._getValue_unbound;
  25388. this.setValue = this._setValue_unbound;
  25389. }
  25390. static create(root, path, parsedPath) {
  25391. if (!(root && root.isAnimationObjectGroup)) {
  25392. return new PropertyBinding(root, path, parsedPath);
  25393. } else {
  25394. return new PropertyBinding.Composite(root, path, parsedPath);
  25395. }
  25396. }
  25397. /**
  25398. * Replaces spaces with underscores and removes unsupported characters from
  25399. * node names, to ensure compatibility with parseTrackName().
  25400. *
  25401. * @param {string} name Node name to be sanitized.
  25402. * @return {string}
  25403. */
  25404. static sanitizeNodeName(name) {
  25405. return name.replace(/\s/g, '_').replace(_reservedRe, '');
  25406. }
  25407. static parseTrackName(trackName) {
  25408. const matches = _trackRe.exec(trackName);
  25409. if (!matches) {
  25410. throw new Error('PropertyBinding: Cannot parse trackName: ' + trackName);
  25411. }
  25412. const results = {
  25413. // directoryName: matches[ 1 ], // (tschw) currently unused
  25414. nodeName: matches[2],
  25415. objectName: matches[3],
  25416. objectIndex: matches[4],
  25417. propertyName: matches[5],
  25418. // required
  25419. propertyIndex: matches[6]
  25420. };
  25421. const lastDot = results.nodeName && results.nodeName.lastIndexOf('.');
  25422. if (lastDot !== undefined && lastDot !== -1) {
  25423. const objectName = results.nodeName.substring(lastDot + 1); // Object names must be checked against an allowlist. Otherwise, there
  25424. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25425. // 'bar' could be the objectName, or part of a nodeName (which can
  25426. // include '.' characters).
  25427. if (_supportedObjectNames.indexOf(objectName) !== -1) {
  25428. results.nodeName = results.nodeName.substring(0, lastDot);
  25429. results.objectName = objectName;
  25430. }
  25431. }
  25432. if (results.propertyName === null || results.propertyName.length === 0) {
  25433. throw new Error('PropertyBinding: can not parse propertyName from trackName: ' + trackName);
  25434. }
  25435. return results;
  25436. }
  25437. static findNode(root, nodeName) {
  25438. if (!nodeName || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid) {
  25439. return root;
  25440. } // search into skeleton bones.
  25441. if (root.skeleton) {
  25442. const bone = root.skeleton.getBoneByName(nodeName);
  25443. if (bone !== undefined) {
  25444. return bone;
  25445. }
  25446. } // search into node subtree.
  25447. if (root.children) {
  25448. const searchNodeSubtree = function (children) {
  25449. for (let i = 0; i < children.length; i++) {
  25450. const childNode = children[i];
  25451. if (childNode.name === nodeName || childNode.uuid === nodeName) {
  25452. return childNode;
  25453. }
  25454. const result = searchNodeSubtree(childNode.children);
  25455. if (result) return result;
  25456. }
  25457. return null;
  25458. };
  25459. const subTreeNode = searchNodeSubtree(root.children);
  25460. if (subTreeNode) {
  25461. return subTreeNode;
  25462. }
  25463. }
  25464. return null;
  25465. } // these are used to "bind" a nonexistent property
  25466. _getValue_unavailable() {}
  25467. _setValue_unavailable() {} // Getters
  25468. _getValue_direct(buffer, offset) {
  25469. buffer[offset] = this.targetObject[this.propertyName];
  25470. }
  25471. _getValue_array(buffer, offset) {
  25472. const source = this.resolvedProperty;
  25473. for (let i = 0, n = source.length; i !== n; ++i) {
  25474. buffer[offset++] = source[i];
  25475. }
  25476. }
  25477. _getValue_arrayElement(buffer, offset) {
  25478. buffer[offset] = this.resolvedProperty[this.propertyIndex];
  25479. }
  25480. _getValue_toArray(buffer, offset) {
  25481. this.resolvedProperty.toArray(buffer, offset);
  25482. } // Direct
  25483. _setValue_direct(buffer, offset) {
  25484. this.targetObject[this.propertyName] = buffer[offset];
  25485. }
  25486. _setValue_direct_setNeedsUpdate(buffer, offset) {
  25487. this.targetObject[this.propertyName] = buffer[offset];
  25488. this.targetObject.needsUpdate = true;
  25489. }
  25490. _setValue_direct_setMatrixWorldNeedsUpdate(buffer, offset) {
  25491. this.targetObject[this.propertyName] = buffer[offset];
  25492. this.targetObject.matrixWorldNeedsUpdate = true;
  25493. } // EntireArray
  25494. _setValue_array(buffer, offset) {
  25495. const dest = this.resolvedProperty;
  25496. for (let i = 0, n = dest.length; i !== n; ++i) {
  25497. dest[i] = buffer[offset++];
  25498. }
  25499. }
  25500. _setValue_array_setNeedsUpdate(buffer, offset) {
  25501. const dest = this.resolvedProperty;
  25502. for (let i = 0, n = dest.length; i !== n; ++i) {
  25503. dest[i] = buffer[offset++];
  25504. }
  25505. this.targetObject.needsUpdate = true;
  25506. }
  25507. _setValue_array_setMatrixWorldNeedsUpdate(buffer, offset) {
  25508. const dest = this.resolvedProperty;
  25509. for (let i = 0, n = dest.length; i !== n; ++i) {
  25510. dest[i] = buffer[offset++];
  25511. }
  25512. this.targetObject.matrixWorldNeedsUpdate = true;
  25513. } // ArrayElement
  25514. _setValue_arrayElement(buffer, offset) {
  25515. this.resolvedProperty[this.propertyIndex] = buffer[offset];
  25516. }
  25517. _setValue_arrayElement_setNeedsUpdate(buffer, offset) {
  25518. this.resolvedProperty[this.propertyIndex] = buffer[offset];
  25519. this.targetObject.needsUpdate = true;
  25520. }
  25521. _setValue_arrayElement_setMatrixWorldNeedsUpdate(buffer, offset) {
  25522. this.resolvedProperty[this.propertyIndex] = buffer[offset];
  25523. this.targetObject.matrixWorldNeedsUpdate = true;
  25524. } // HasToFromArray
  25525. _setValue_fromArray(buffer, offset) {
  25526. this.resolvedProperty.fromArray(buffer, offset);
  25527. }
  25528. _setValue_fromArray_setNeedsUpdate(buffer, offset) {
  25529. this.resolvedProperty.fromArray(buffer, offset);
  25530. this.targetObject.needsUpdate = true;
  25531. }
  25532. _setValue_fromArray_setMatrixWorldNeedsUpdate(buffer, offset) {
  25533. this.resolvedProperty.fromArray(buffer, offset);
  25534. this.targetObject.matrixWorldNeedsUpdate = true;
  25535. }
  25536. _getValue_unbound(targetArray, offset) {
  25537. this.bind();
  25538. this.getValue(targetArray, offset);
  25539. }
  25540. _setValue_unbound(sourceArray, offset) {
  25541. this.bind();
  25542. this.setValue(sourceArray, offset);
  25543. } // create getter / setter pair for a property in the scene graph
  25544. bind() {
  25545. let targetObject = this.node;
  25546. const parsedPath = this.parsedPath;
  25547. const objectName = parsedPath.objectName;
  25548. const propertyName = parsedPath.propertyName;
  25549. let propertyIndex = parsedPath.propertyIndex;
  25550. if (!targetObject) {
  25551. targetObject = PropertyBinding.findNode(this.rootNode, parsedPath.nodeName) || this.rootNode;
  25552. this.node = targetObject;
  25553. } // set fail state so we can just 'return' on error
  25554. this.getValue = this._getValue_unavailable;
  25555. this.setValue = this._setValue_unavailable; // ensure there is a value node
  25556. if (!targetObject) {
  25557. console.error('THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.');
  25558. return;
  25559. }
  25560. if (objectName) {
  25561. let objectIndex = parsedPath.objectIndex; // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25562. switch (objectName) {
  25563. case 'materials':
  25564. if (!targetObject.material) {
  25565. console.error('THREE.PropertyBinding: Can not bind to material as node does not have a material.', this);
  25566. return;
  25567. }
  25568. if (!targetObject.material.materials) {
  25569. console.error('THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this);
  25570. return;
  25571. }
  25572. targetObject = targetObject.material.materials;
  25573. break;
  25574. case 'bones':
  25575. if (!targetObject.skeleton) {
  25576. console.error('THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this);
  25577. return;
  25578. } // potential future optimization: skip this if propertyIndex is already an integer
  25579. // and convert the integer string to a true integer.
  25580. targetObject = targetObject.skeleton.bones; // support resolving morphTarget names into indices.
  25581. for (let i = 0; i < targetObject.length; i++) {
  25582. if (targetObject[i].name === objectIndex) {
  25583. objectIndex = i;
  25584. break;
  25585. }
  25586. }
  25587. break;
  25588. default:
  25589. if (targetObject[objectName] === undefined) {
  25590. console.error('THREE.PropertyBinding: Can not bind to objectName of node undefined.', this);
  25591. return;
  25592. }
  25593. targetObject = targetObject[objectName];
  25594. }
  25595. if (objectIndex !== undefined) {
  25596. if (targetObject[objectIndex] === undefined) {
  25597. console.error('THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject);
  25598. return;
  25599. }
  25600. targetObject = targetObject[objectIndex];
  25601. }
  25602. } // resolve property
  25603. const nodeProperty = targetObject[propertyName];
  25604. if (nodeProperty === undefined) {
  25605. const nodeName = parsedPath.nodeName;
  25606. console.error('THREE.PropertyBinding: Trying to update property for track: ' + nodeName + '.' + propertyName + ' but it wasn\'t found.', targetObject);
  25607. return;
  25608. } // determine versioning scheme
  25609. let versioning = this.Versioning.None;
  25610. this.targetObject = targetObject;
  25611. if (targetObject.needsUpdate !== undefined) {
  25612. // material
  25613. versioning = this.Versioning.NeedsUpdate;
  25614. } else if (targetObject.matrixWorldNeedsUpdate !== undefined) {
  25615. // node transform
  25616. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25617. } // determine how the property gets bound
  25618. let bindingType = this.BindingType.Direct;
  25619. if (propertyIndex !== undefined) {
  25620. // access a sub element of the property array (only primitives are supported right now)
  25621. if (propertyName === 'morphTargetInfluences') {
  25622. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25623. // support resolving morphTarget names into indices.
  25624. if (!targetObject.geometry) {
  25625. console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this);
  25626. return;
  25627. }
  25628. if (targetObject.geometry.isBufferGeometry) {
  25629. if (!targetObject.geometry.morphAttributes) {
  25630. console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this);
  25631. return;
  25632. }
  25633. if (targetObject.morphTargetDictionary[propertyIndex] !== undefined) {
  25634. propertyIndex = targetObject.morphTargetDictionary[propertyIndex];
  25635. }
  25636. } else {
  25637. console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this);
  25638. return;
  25639. }
  25640. }
  25641. bindingType = this.BindingType.ArrayElement;
  25642. this.resolvedProperty = nodeProperty;
  25643. this.propertyIndex = propertyIndex;
  25644. } else if (nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined) {
  25645. // must use copy for Object3D.Euler/Quaternion
  25646. bindingType = this.BindingType.HasFromToArray;
  25647. this.resolvedProperty = nodeProperty;
  25648. } else if (Array.isArray(nodeProperty)) {
  25649. bindingType = this.BindingType.EntireArray;
  25650. this.resolvedProperty = nodeProperty;
  25651. } else {
  25652. this.propertyName = propertyName;
  25653. } // select getter / setter
  25654. this.getValue = this.GetterByBindingType[bindingType];
  25655. this.setValue = this.SetterByBindingTypeAndVersioning[bindingType][versioning];
  25656. }
  25657. unbind() {
  25658. this.node = null; // back to the prototype version of getValue / setValue
  25659. // note: avoiding to mutate the shape of 'this' via 'delete'
  25660. this.getValue = this._getValue_unbound;
  25661. this.setValue = this._setValue_unbound;
  25662. }
  25663. }
  25664. PropertyBinding.Composite = Composite;
  25665. PropertyBinding.prototype.BindingType = {
  25666. Direct: 0,
  25667. EntireArray: 1,
  25668. ArrayElement: 2,
  25669. HasFromToArray: 3
  25670. };
  25671. PropertyBinding.prototype.Versioning = {
  25672. None: 0,
  25673. NeedsUpdate: 1,
  25674. MatrixWorldNeedsUpdate: 2
  25675. };
  25676. PropertyBinding.prototype.GetterByBindingType = [PropertyBinding.prototype._getValue_direct, PropertyBinding.prototype._getValue_array, PropertyBinding.prototype._getValue_arrayElement, PropertyBinding.prototype._getValue_toArray];
  25677. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [[// Direct
  25678. PropertyBinding.prototype._setValue_direct, PropertyBinding.prototype._setValue_direct_setNeedsUpdate, PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate], [// EntireArray
  25679. PropertyBinding.prototype._setValue_array, PropertyBinding.prototype._setValue_array_setNeedsUpdate, PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate], [// ArrayElement
  25680. PropertyBinding.prototype._setValue_arrayElement, PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate, PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate], [// HasToFromArray
  25681. PropertyBinding.prototype._setValue_fromArray, PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate, PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate]];
  25682. /**
  25683. *
  25684. * A group of objects that receives a shared animation state.
  25685. *
  25686. * Usage:
  25687. *
  25688. * - Add objects you would otherwise pass as 'root' to the
  25689. * constructor or the .clipAction method of AnimationMixer.
  25690. *
  25691. * - Instead pass this object as 'root'.
  25692. *
  25693. * - You can also add and remove objects later when the mixer
  25694. * is running.
  25695. *
  25696. * Note:
  25697. *
  25698. * Objects of this class appear as one object to the mixer,
  25699. * so cache control of the individual objects must be done
  25700. * on the group.
  25701. *
  25702. * Limitation:
  25703. *
  25704. * - The animated properties must be compatible among the
  25705. * all objects in the group.
  25706. *
  25707. * - A single property can either be controlled through a
  25708. * target group or directly, but not both.
  25709. */
  25710. class AnimationObjectGroup {
  25711. constructor() {
  25712. this.uuid = generateUUID(); // cached objects followed by the active ones
  25713. this._objects = Array.prototype.slice.call(arguments);
  25714. this.nCachedObjects_ = 0; // threshold
  25715. // note: read by PropertyBinding.Composite
  25716. const indices = {};
  25717. this._indicesByUUID = indices; // for bookkeeping
  25718. for (let i = 0, n = arguments.length; i !== n; ++i) {
  25719. indices[arguments[i].uuid] = i;
  25720. }
  25721. this._paths = []; // inside: string
  25722. this._parsedPaths = []; // inside: { we don't care, here }
  25723. this._bindings = []; // inside: Array< PropertyBinding >
  25724. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25725. const scope = this;
  25726. this.stats = {
  25727. objects: {
  25728. get total() {
  25729. return scope._objects.length;
  25730. },
  25731. get inUse() {
  25732. return this.total - scope.nCachedObjects_;
  25733. }
  25734. },
  25735. get bindingsPerObject() {
  25736. return scope._bindings.length;
  25737. }
  25738. };
  25739. }
  25740. add() {
  25741. const objects = this._objects,
  25742. indicesByUUID = this._indicesByUUID,
  25743. paths = this._paths,
  25744. parsedPaths = this._parsedPaths,
  25745. bindings = this._bindings,
  25746. nBindings = bindings.length;
  25747. let knownObject = undefined,
  25748. nObjects = objects.length,
  25749. nCachedObjects = this.nCachedObjects_;
  25750. for (let i = 0, n = arguments.length; i !== n; ++i) {
  25751. const object = arguments[i],
  25752. uuid = object.uuid;
  25753. let index = indicesByUUID[uuid];
  25754. if (index === undefined) {
  25755. // unknown object -> add it to the ACTIVE region
  25756. index = nObjects++;
  25757. indicesByUUID[uuid] = index;
  25758. objects.push(object); // accounting is done, now do the same for all bindings
  25759. for (let j = 0, m = nBindings; j !== m; ++j) {
  25760. bindings[j].push(new PropertyBinding(object, paths[j], parsedPaths[j]));
  25761. }
  25762. } else if (index < nCachedObjects) {
  25763. knownObject = objects[index]; // move existing object to the ACTIVE region
  25764. const firstActiveIndex = --nCachedObjects,
  25765. lastCachedObject = objects[firstActiveIndex];
  25766. indicesByUUID[lastCachedObject.uuid] = index;
  25767. objects[index] = lastCachedObject;
  25768. indicesByUUID[uuid] = firstActiveIndex;
  25769. objects[firstActiveIndex] = object; // accounting is done, now do the same for all bindings
  25770. for (let j = 0, m = nBindings; j !== m; ++j) {
  25771. const bindingsForPath = bindings[j],
  25772. lastCached = bindingsForPath[firstActiveIndex];
  25773. let binding = bindingsForPath[index];
  25774. bindingsForPath[index] = lastCached;
  25775. if (binding === undefined) {
  25776. // since we do not bother to create new bindings
  25777. // for objects that are cached, the binding may
  25778. // or may not exist
  25779. binding = new PropertyBinding(object, paths[j], parsedPaths[j]);
  25780. }
  25781. bindingsForPath[firstActiveIndex] = binding;
  25782. }
  25783. } else if (objects[index] !== knownObject) {
  25784. console.error('THREE.AnimationObjectGroup: Different objects with the same UUID ' + 'detected. Clean the caches or recreate your infrastructure when reloading scenes.');
  25785. } // else the object is already where we want it to be
  25786. } // for arguments
  25787. this.nCachedObjects_ = nCachedObjects;
  25788. }
  25789. remove() {
  25790. const objects = this._objects,
  25791. indicesByUUID = this._indicesByUUID,
  25792. bindings = this._bindings,
  25793. nBindings = bindings.length;
  25794. let nCachedObjects = this.nCachedObjects_;
  25795. for (let i = 0, n = arguments.length; i !== n; ++i) {
  25796. const object = arguments[i],
  25797. uuid = object.uuid,
  25798. index = indicesByUUID[uuid];
  25799. if (index !== undefined && index >= nCachedObjects) {
  25800. // move existing object into the CACHED region
  25801. const lastCachedIndex = nCachedObjects++,
  25802. firstActiveObject = objects[lastCachedIndex];
  25803. indicesByUUID[firstActiveObject.uuid] = index;
  25804. objects[index] = firstActiveObject;
  25805. indicesByUUID[uuid] = lastCachedIndex;
  25806. objects[lastCachedIndex] = object; // accounting is done, now do the same for all bindings
  25807. for (let j = 0, m = nBindings; j !== m; ++j) {
  25808. const bindingsForPath = bindings[j],
  25809. firstActive = bindingsForPath[lastCachedIndex],
  25810. binding = bindingsForPath[index];
  25811. bindingsForPath[index] = firstActive;
  25812. bindingsForPath[lastCachedIndex] = binding;
  25813. }
  25814. }
  25815. } // for arguments
  25816. this.nCachedObjects_ = nCachedObjects;
  25817. } // remove & forget
  25818. uncache() {
  25819. const objects = this._objects,
  25820. indicesByUUID = this._indicesByUUID,
  25821. bindings = this._bindings,
  25822. nBindings = bindings.length;
  25823. let nCachedObjects = this.nCachedObjects_,
  25824. nObjects = objects.length;
  25825. for (let i = 0, n = arguments.length; i !== n; ++i) {
  25826. const object = arguments[i],
  25827. uuid = object.uuid,
  25828. index = indicesByUUID[uuid];
  25829. if (index !== undefined) {
  25830. delete indicesByUUID[uuid];
  25831. if (index < nCachedObjects) {
  25832. // object is cached, shrink the CACHED region
  25833. const firstActiveIndex = --nCachedObjects,
  25834. lastCachedObject = objects[firstActiveIndex],
  25835. lastIndex = --nObjects,
  25836. lastObject = objects[lastIndex]; // last cached object takes this object's place
  25837. indicesByUUID[lastCachedObject.uuid] = index;
  25838. objects[index] = lastCachedObject; // last object goes to the activated slot and pop
  25839. indicesByUUID[lastObject.uuid] = firstActiveIndex;
  25840. objects[firstActiveIndex] = lastObject;
  25841. objects.pop(); // accounting is done, now do the same for all bindings
  25842. for (let j = 0, m = nBindings; j !== m; ++j) {
  25843. const bindingsForPath = bindings[j],
  25844. lastCached = bindingsForPath[firstActiveIndex],
  25845. last = bindingsForPath[lastIndex];
  25846. bindingsForPath[index] = lastCached;
  25847. bindingsForPath[firstActiveIndex] = last;
  25848. bindingsForPath.pop();
  25849. }
  25850. } else {
  25851. // object is active, just swap with the last and pop
  25852. const lastIndex = --nObjects,
  25853. lastObject = objects[lastIndex];
  25854. if (lastIndex > 0) {
  25855. indicesByUUID[lastObject.uuid] = index;
  25856. }
  25857. objects[index] = lastObject;
  25858. objects.pop(); // accounting is done, now do the same for all bindings
  25859. for (let j = 0, m = nBindings; j !== m; ++j) {
  25860. const bindingsForPath = bindings[j];
  25861. bindingsForPath[index] = bindingsForPath[lastIndex];
  25862. bindingsForPath.pop();
  25863. }
  25864. } // cached or active
  25865. } // if object is known
  25866. } // for arguments
  25867. this.nCachedObjects_ = nCachedObjects;
  25868. } // Internal interface used by befriended PropertyBinding.Composite:
  25869. subscribe_(path, parsedPath) {
  25870. // returns an array of bindings for the given path that is changed
  25871. // according to the contained objects in the group
  25872. const indicesByPath = this._bindingsIndicesByPath;
  25873. let index = indicesByPath[path];
  25874. const bindings = this._bindings;
  25875. if (index !== undefined) return bindings[index];
  25876. const paths = this._paths,
  25877. parsedPaths = this._parsedPaths,
  25878. objects = this._objects,
  25879. nObjects = objects.length,
  25880. nCachedObjects = this.nCachedObjects_,
  25881. bindingsForPath = new Array(nObjects);
  25882. index = bindings.length;
  25883. indicesByPath[path] = index;
  25884. paths.push(path);
  25885. parsedPaths.push(parsedPath);
  25886. bindings.push(bindingsForPath);
  25887. for (let i = nCachedObjects, n = objects.length; i !== n; ++i) {
  25888. const object = objects[i];
  25889. bindingsForPath[i] = new PropertyBinding(object, path, parsedPath);
  25890. }
  25891. return bindingsForPath;
  25892. }
  25893. unsubscribe_(path) {
  25894. // tells the group to forget about a property path and no longer
  25895. // update the array previously obtained with 'subscribe_'
  25896. const indicesByPath = this._bindingsIndicesByPath,
  25897. index = indicesByPath[path];
  25898. if (index !== undefined) {
  25899. const paths = this._paths,
  25900. parsedPaths = this._parsedPaths,
  25901. bindings = this._bindings,
  25902. lastBindingsIndex = bindings.length - 1,
  25903. lastBindings = bindings[lastBindingsIndex],
  25904. lastBindingsPath = path[lastBindingsIndex];
  25905. indicesByPath[lastBindingsPath] = index;
  25906. bindings[index] = lastBindings;
  25907. bindings.pop();
  25908. parsedPaths[index] = parsedPaths[lastBindingsIndex];
  25909. parsedPaths.pop();
  25910. paths[index] = paths[lastBindingsIndex];
  25911. paths.pop();
  25912. }
  25913. }
  25914. }
  25915. AnimationObjectGroup.prototype.isAnimationObjectGroup = true;
  25916. class AnimationAction {
  25917. constructor(mixer, clip, localRoot = null, blendMode = clip.blendMode) {
  25918. this._mixer = mixer;
  25919. this._clip = clip;
  25920. this._localRoot = localRoot;
  25921. this.blendMode = blendMode;
  25922. const tracks = clip.tracks,
  25923. nTracks = tracks.length,
  25924. interpolants = new Array(nTracks);
  25925. const interpolantSettings = {
  25926. endingStart: ZeroCurvatureEnding,
  25927. endingEnd: ZeroCurvatureEnding
  25928. };
  25929. for (let i = 0; i !== nTracks; ++i) {
  25930. const interpolant = tracks[i].createInterpolant(null);
  25931. interpolants[i] = interpolant;
  25932. interpolant.settings = interpolantSettings;
  25933. }
  25934. this._interpolantSettings = interpolantSettings;
  25935. this._interpolants = interpolants; // bound by the mixer
  25936. // inside: PropertyMixer (managed by the mixer)
  25937. this._propertyBindings = new Array(nTracks);
  25938. this._cacheIndex = null; // for the memory manager
  25939. this._byClipCacheIndex = null; // for the memory manager
  25940. this._timeScaleInterpolant = null;
  25941. this._weightInterpolant = null;
  25942. this.loop = LoopRepeat;
  25943. this._loopCount = -1; // global mixer time when the action is to be started
  25944. // it's set back to 'null' upon start of the action
  25945. this._startTime = null; // scaled local time of the action
  25946. // gets clamped or wrapped to 0..clip.duration according to loop
  25947. this.time = 0;
  25948. this.timeScale = 1;
  25949. this._effectiveTimeScale = 1;
  25950. this.weight = 1;
  25951. this._effectiveWeight = 1;
  25952. this.repetitions = Infinity; // no. of repetitions when looping
  25953. this.paused = false; // true -> zero effective time scale
  25954. this.enabled = true; // false -> zero effective weight
  25955. this.clampWhenFinished = false; // keep feeding the last frame?
  25956. this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate
  25957. this.zeroSlopeAtEnd = true; // clips for start, loop and end
  25958. } // State & Scheduling
  25959. play() {
  25960. this._mixer._activateAction(this);
  25961. return this;
  25962. }
  25963. stop() {
  25964. this._mixer._deactivateAction(this);
  25965. return this.reset();
  25966. }
  25967. reset() {
  25968. this.paused = false;
  25969. this.enabled = true;
  25970. this.time = 0; // restart clip
  25971. this._loopCount = -1; // forget previous loops
  25972. this._startTime = null; // forget scheduling
  25973. return this.stopFading().stopWarping();
  25974. }
  25975. isRunning() {
  25976. return this.enabled && !this.paused && this.timeScale !== 0 && this._startTime === null && this._mixer._isActiveAction(this);
  25977. } // return true when play has been called
  25978. isScheduled() {
  25979. return this._mixer._isActiveAction(this);
  25980. }
  25981. startAt(time) {
  25982. this._startTime = time;
  25983. return this;
  25984. }
  25985. setLoop(mode, repetitions) {
  25986. this.loop = mode;
  25987. this.repetitions = repetitions;
  25988. return this;
  25989. } // Weight
  25990. // set the weight stopping any scheduled fading
  25991. // although .enabled = false yields an effective weight of zero, this
  25992. // method does *not* change .enabled, because it would be confusing
  25993. setEffectiveWeight(weight) {
  25994. this.weight = weight; // note: same logic as when updated at runtime
  25995. this._effectiveWeight = this.enabled ? weight : 0;
  25996. return this.stopFading();
  25997. } // return the weight considering fading and .enabled
  25998. getEffectiveWeight() {
  25999. return this._effectiveWeight;
  26000. }
  26001. fadeIn(duration) {
  26002. return this._scheduleFading(duration, 0, 1);
  26003. }
  26004. fadeOut(duration) {
  26005. return this._scheduleFading(duration, 1, 0);
  26006. }
  26007. crossFadeFrom(fadeOutAction, duration, warp) {
  26008. fadeOutAction.fadeOut(duration);
  26009. this.fadeIn(duration);
  26010. if (warp) {
  26011. const fadeInDuration = this._clip.duration,
  26012. fadeOutDuration = fadeOutAction._clip.duration,
  26013. startEndRatio = fadeOutDuration / fadeInDuration,
  26014. endStartRatio = fadeInDuration / fadeOutDuration;
  26015. fadeOutAction.warp(1.0, startEndRatio, duration);
  26016. this.warp(endStartRatio, 1.0, duration);
  26017. }
  26018. return this;
  26019. }
  26020. crossFadeTo(fadeInAction, duration, warp) {
  26021. return fadeInAction.crossFadeFrom(this, duration, warp);
  26022. }
  26023. stopFading() {
  26024. const weightInterpolant = this._weightInterpolant;
  26025. if (weightInterpolant !== null) {
  26026. this._weightInterpolant = null;
  26027. this._mixer._takeBackControlInterpolant(weightInterpolant);
  26028. }
  26029. return this;
  26030. } // Time Scale Control
  26031. // set the time scale stopping any scheduled warping
  26032. // although .paused = true yields an effective time scale of zero, this
  26033. // method does *not* change .paused, because it would be confusing
  26034. setEffectiveTimeScale(timeScale) {
  26035. this.timeScale = timeScale;
  26036. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26037. return this.stopWarping();
  26038. } // return the time scale considering warping and .paused
  26039. getEffectiveTimeScale() {
  26040. return this._effectiveTimeScale;
  26041. }
  26042. setDuration(duration) {
  26043. this.timeScale = this._clip.duration / duration;
  26044. return this.stopWarping();
  26045. }
  26046. syncWith(action) {
  26047. this.time = action.time;
  26048. this.timeScale = action.timeScale;
  26049. return this.stopWarping();
  26050. }
  26051. halt(duration) {
  26052. return this.warp(this._effectiveTimeScale, 0, duration);
  26053. }
  26054. warp(startTimeScale, endTimeScale, duration) {
  26055. const mixer = this._mixer,
  26056. now = mixer.time,
  26057. timeScale = this.timeScale;
  26058. let interpolant = this._timeScaleInterpolant;
  26059. if (interpolant === null) {
  26060. interpolant = mixer._lendControlInterpolant();
  26061. this._timeScaleInterpolant = interpolant;
  26062. }
  26063. const times = interpolant.parameterPositions,
  26064. values = interpolant.sampleValues;
  26065. times[0] = now;
  26066. times[1] = now + duration;
  26067. values[0] = startTimeScale / timeScale;
  26068. values[1] = endTimeScale / timeScale;
  26069. return this;
  26070. }
  26071. stopWarping() {
  26072. const timeScaleInterpolant = this._timeScaleInterpolant;
  26073. if (timeScaleInterpolant !== null) {
  26074. this._timeScaleInterpolant = null;
  26075. this._mixer._takeBackControlInterpolant(timeScaleInterpolant);
  26076. }
  26077. return this;
  26078. } // Object Accessors
  26079. getMixer() {
  26080. return this._mixer;
  26081. }
  26082. getClip() {
  26083. return this._clip;
  26084. }
  26085. getRoot() {
  26086. return this._localRoot || this._mixer._root;
  26087. } // Interna
  26088. _update(time, deltaTime, timeDirection, accuIndex) {
  26089. // called by the mixer
  26090. if (!this.enabled) {
  26091. // call ._updateWeight() to update ._effectiveWeight
  26092. this._updateWeight(time);
  26093. return;
  26094. }
  26095. const startTime = this._startTime;
  26096. if (startTime !== null) {
  26097. // check for scheduled start of action
  26098. const timeRunning = (time - startTime) * timeDirection;
  26099. if (timeRunning < 0 || timeDirection === 0) {
  26100. return; // yet to come / don't decide when delta = 0
  26101. } // start
  26102. this._startTime = null; // unschedule
  26103. deltaTime = timeDirection * timeRunning;
  26104. } // apply time scale and advance time
  26105. deltaTime *= this._updateTimeScale(time);
  26106. const clipTime = this._updateTime(deltaTime); // note: _updateTime may disable the action resulting in
  26107. // an effective weight of 0
  26108. const weight = this._updateWeight(time);
  26109. if (weight > 0) {
  26110. const interpolants = this._interpolants;
  26111. const propertyMixers = this._propertyBindings;
  26112. switch (this.blendMode) {
  26113. case AdditiveAnimationBlendMode:
  26114. for (let j = 0, m = interpolants.length; j !== m; ++j) {
  26115. interpolants[j].evaluate(clipTime);
  26116. propertyMixers[j].accumulateAdditive(weight);
  26117. }
  26118. break;
  26119. case NormalAnimationBlendMode:
  26120. default:
  26121. for (let j = 0, m = interpolants.length; j !== m; ++j) {
  26122. interpolants[j].evaluate(clipTime);
  26123. propertyMixers[j].accumulate(accuIndex, weight);
  26124. }
  26125. }
  26126. }
  26127. }
  26128. _updateWeight(time) {
  26129. let weight = 0;
  26130. if (this.enabled) {
  26131. weight = this.weight;
  26132. const interpolant = this._weightInterpolant;
  26133. if (interpolant !== null) {
  26134. const interpolantValue = interpolant.evaluate(time)[0];
  26135. weight *= interpolantValue;
  26136. if (time > interpolant.parameterPositions[1]) {
  26137. this.stopFading();
  26138. if (interpolantValue === 0) {
  26139. // faded out, disable
  26140. this.enabled = false;
  26141. }
  26142. }
  26143. }
  26144. }
  26145. this._effectiveWeight = weight;
  26146. return weight;
  26147. }
  26148. _updateTimeScale(time) {
  26149. let timeScale = 0;
  26150. if (!this.paused) {
  26151. timeScale = this.timeScale;
  26152. const interpolant = this._timeScaleInterpolant;
  26153. if (interpolant !== null) {
  26154. const interpolantValue = interpolant.evaluate(time)[0];
  26155. timeScale *= interpolantValue;
  26156. if (time > interpolant.parameterPositions[1]) {
  26157. this.stopWarping();
  26158. if (timeScale === 0) {
  26159. // motion has halted, pause
  26160. this.paused = true;
  26161. } else {
  26162. // warp done - apply final time scale
  26163. this.timeScale = timeScale;
  26164. }
  26165. }
  26166. }
  26167. }
  26168. this._effectiveTimeScale = timeScale;
  26169. return timeScale;
  26170. }
  26171. _updateTime(deltaTime) {
  26172. const duration = this._clip.duration;
  26173. const loop = this.loop;
  26174. let time = this.time + deltaTime;
  26175. let loopCount = this._loopCount;
  26176. const pingPong = loop === LoopPingPong;
  26177. if (deltaTime === 0) {
  26178. if (loopCount === -1) return time;
  26179. return pingPong && (loopCount & 1) === 1 ? duration - time : time;
  26180. }
  26181. if (loop === LoopOnce) {
  26182. if (loopCount === -1) {
  26183. // just started
  26184. this._loopCount = 0;
  26185. this._setEndings(true, true, false);
  26186. }
  26187. handle_stop: {
  26188. if (time >= duration) {
  26189. time = duration;
  26190. } else if (time < 0) {
  26191. time = 0;
  26192. } else {
  26193. this.time = time;
  26194. break handle_stop;
  26195. }
  26196. if (this.clampWhenFinished) this.paused = true;else this.enabled = false;
  26197. this.time = time;
  26198. this._mixer.dispatchEvent({
  26199. type: 'finished',
  26200. action: this,
  26201. direction: deltaTime < 0 ? -1 : 1
  26202. });
  26203. }
  26204. } else {
  26205. // repetitive Repeat or PingPong
  26206. if (loopCount === -1) {
  26207. // just started
  26208. if (deltaTime >= 0) {
  26209. loopCount = 0;
  26210. this._setEndings(true, this.repetitions === 0, pingPong);
  26211. } else {
  26212. // when looping in reverse direction, the initial
  26213. // transition through zero counts as a repetition,
  26214. // so leave loopCount at -1
  26215. this._setEndings(this.repetitions === 0, true, pingPong);
  26216. }
  26217. }
  26218. if (time >= duration || time < 0) {
  26219. // wrap around
  26220. const loopDelta = Math.floor(time / duration); // signed
  26221. time -= duration * loopDelta;
  26222. loopCount += Math.abs(loopDelta);
  26223. const pending = this.repetitions - loopCount;
  26224. if (pending <= 0) {
  26225. // have to stop (switch state, clamp time, fire event)
  26226. if (this.clampWhenFinished) this.paused = true;else this.enabled = false;
  26227. time = deltaTime > 0 ? duration : 0;
  26228. this.time = time;
  26229. this._mixer.dispatchEvent({
  26230. type: 'finished',
  26231. action: this,
  26232. direction: deltaTime > 0 ? 1 : -1
  26233. });
  26234. } else {
  26235. // keep running
  26236. if (pending === 1) {
  26237. // entering the last round
  26238. const atStart = deltaTime < 0;
  26239. this._setEndings(atStart, !atStart, pingPong);
  26240. } else {
  26241. this._setEndings(false, false, pingPong);
  26242. }
  26243. this._loopCount = loopCount;
  26244. this.time = time;
  26245. this._mixer.dispatchEvent({
  26246. type: 'loop',
  26247. action: this,
  26248. loopDelta: loopDelta
  26249. });
  26250. }
  26251. } else {
  26252. this.time = time;
  26253. }
  26254. if (pingPong && (loopCount & 1) === 1) {
  26255. // invert time for the "pong round"
  26256. return duration - time;
  26257. }
  26258. }
  26259. return time;
  26260. }
  26261. _setEndings(atStart, atEnd, pingPong) {
  26262. const settings = this._interpolantSettings;
  26263. if (pingPong) {
  26264. settings.endingStart = ZeroSlopeEnding;
  26265. settings.endingEnd = ZeroSlopeEnding;
  26266. } else {
  26267. // assuming for LoopOnce atStart == atEnd == true
  26268. if (atStart) {
  26269. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26270. } else {
  26271. settings.endingStart = WrapAroundEnding;
  26272. }
  26273. if (atEnd) {
  26274. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26275. } else {
  26276. settings.endingEnd = WrapAroundEnding;
  26277. }
  26278. }
  26279. }
  26280. _scheduleFading(duration, weightNow, weightThen) {
  26281. const mixer = this._mixer,
  26282. now = mixer.time;
  26283. let interpolant = this._weightInterpolant;
  26284. if (interpolant === null) {
  26285. interpolant = mixer._lendControlInterpolant();
  26286. this._weightInterpolant = interpolant;
  26287. }
  26288. const times = interpolant.parameterPositions,
  26289. values = interpolant.sampleValues;
  26290. times[0] = now;
  26291. values[0] = weightNow;
  26292. times[1] = now + duration;
  26293. values[1] = weightThen;
  26294. return this;
  26295. }
  26296. }
  26297. class AnimationMixer extends EventDispatcher {
  26298. constructor(root) {
  26299. super();
  26300. this._root = root;
  26301. this._initMemoryManager();
  26302. this._accuIndex = 0;
  26303. this.time = 0;
  26304. this.timeScale = 1.0;
  26305. }
  26306. _bindAction(action, prototypeAction) {
  26307. const root = action._localRoot || this._root,
  26308. tracks = action._clip.tracks,
  26309. nTracks = tracks.length,
  26310. bindings = action._propertyBindings,
  26311. interpolants = action._interpolants,
  26312. rootUuid = root.uuid,
  26313. bindingsByRoot = this._bindingsByRootAndName;
  26314. let bindingsByName = bindingsByRoot[rootUuid];
  26315. if (bindingsByName === undefined) {
  26316. bindingsByName = {};
  26317. bindingsByRoot[rootUuid] = bindingsByName;
  26318. }
  26319. for (let i = 0; i !== nTracks; ++i) {
  26320. const track = tracks[i],
  26321. trackName = track.name;
  26322. let binding = bindingsByName[trackName];
  26323. if (binding !== undefined) {
  26324. bindings[i] = binding;
  26325. } else {
  26326. binding = bindings[i];
  26327. if (binding !== undefined) {
  26328. // existing binding, make sure the cache knows
  26329. if (binding._cacheIndex === null) {
  26330. ++binding.referenceCount;
  26331. this._addInactiveBinding(binding, rootUuid, trackName);
  26332. }
  26333. continue;
  26334. }
  26335. const path = prototypeAction && prototypeAction._propertyBindings[i].binding.parsedPath;
  26336. binding = new PropertyMixer(PropertyBinding.create(root, trackName, path), track.ValueTypeName, track.getValueSize());
  26337. ++binding.referenceCount;
  26338. this._addInactiveBinding(binding, rootUuid, trackName);
  26339. bindings[i] = binding;
  26340. }
  26341. interpolants[i].resultBuffer = binding.buffer;
  26342. }
  26343. }
  26344. _activateAction(action) {
  26345. if (!this._isActiveAction(action)) {
  26346. if (action._cacheIndex === null) {
  26347. // this action has been forgotten by the cache, but the user
  26348. // appears to be still using it -> rebind
  26349. const rootUuid = (action._localRoot || this._root).uuid,
  26350. clipUuid = action._clip.uuid,
  26351. actionsForClip = this._actionsByClip[clipUuid];
  26352. this._bindAction(action, actionsForClip && actionsForClip.knownActions[0]);
  26353. this._addInactiveAction(action, clipUuid, rootUuid);
  26354. }
  26355. const bindings = action._propertyBindings; // increment reference counts / sort out state
  26356. for (let i = 0, n = bindings.length; i !== n; ++i) {
  26357. const binding = bindings[i];
  26358. if (binding.useCount++ === 0) {
  26359. this._lendBinding(binding);
  26360. binding.saveOriginalState();
  26361. }
  26362. }
  26363. this._lendAction(action);
  26364. }
  26365. }
  26366. _deactivateAction(action) {
  26367. if (this._isActiveAction(action)) {
  26368. const bindings = action._propertyBindings; // decrement reference counts / sort out state
  26369. for (let i = 0, n = bindings.length; i !== n; ++i) {
  26370. const binding = bindings[i];
  26371. if (--binding.useCount === 0) {
  26372. binding.restoreOriginalState();
  26373. this._takeBackBinding(binding);
  26374. }
  26375. }
  26376. this._takeBackAction(action);
  26377. }
  26378. } // Memory manager
  26379. _initMemoryManager() {
  26380. this._actions = []; // 'nActiveActions' followed by inactive ones
  26381. this._nActiveActions = 0;
  26382. this._actionsByClip = {}; // inside:
  26383. // {
  26384. // knownActions: Array< AnimationAction > - used as prototypes
  26385. // actionByRoot: AnimationAction - lookup
  26386. // }
  26387. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26388. this._nActiveBindings = 0;
  26389. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26390. this._controlInterpolants = []; // same game as above
  26391. this._nActiveControlInterpolants = 0;
  26392. const scope = this;
  26393. this.stats = {
  26394. actions: {
  26395. get total() {
  26396. return scope._actions.length;
  26397. },
  26398. get inUse() {
  26399. return scope._nActiveActions;
  26400. }
  26401. },
  26402. bindings: {
  26403. get total() {
  26404. return scope._bindings.length;
  26405. },
  26406. get inUse() {
  26407. return scope._nActiveBindings;
  26408. }
  26409. },
  26410. controlInterpolants: {
  26411. get total() {
  26412. return scope._controlInterpolants.length;
  26413. },
  26414. get inUse() {
  26415. return scope._nActiveControlInterpolants;
  26416. }
  26417. }
  26418. };
  26419. } // Memory management for AnimationAction objects
  26420. _isActiveAction(action) {
  26421. const index = action._cacheIndex;
  26422. return index !== null && index < this._nActiveActions;
  26423. }
  26424. _addInactiveAction(action, clipUuid, rootUuid) {
  26425. const actions = this._actions,
  26426. actionsByClip = this._actionsByClip;
  26427. let actionsForClip = actionsByClip[clipUuid];
  26428. if (actionsForClip === undefined) {
  26429. actionsForClip = {
  26430. knownActions: [action],
  26431. actionByRoot: {}
  26432. };
  26433. action._byClipCacheIndex = 0;
  26434. actionsByClip[clipUuid] = actionsForClip;
  26435. } else {
  26436. const knownActions = actionsForClip.knownActions;
  26437. action._byClipCacheIndex = knownActions.length;
  26438. knownActions.push(action);
  26439. }
  26440. action._cacheIndex = actions.length;
  26441. actions.push(action);
  26442. actionsForClip.actionByRoot[rootUuid] = action;
  26443. }
  26444. _removeInactiveAction(action) {
  26445. const actions = this._actions,
  26446. lastInactiveAction = actions[actions.length - 1],
  26447. cacheIndex = action._cacheIndex;
  26448. lastInactiveAction._cacheIndex = cacheIndex;
  26449. actions[cacheIndex] = lastInactiveAction;
  26450. actions.pop();
  26451. action._cacheIndex = null;
  26452. const clipUuid = action._clip.uuid,
  26453. actionsByClip = this._actionsByClip,
  26454. actionsForClip = actionsByClip[clipUuid],
  26455. knownActionsForClip = actionsForClip.knownActions,
  26456. lastKnownAction = knownActionsForClip[knownActionsForClip.length - 1],
  26457. byClipCacheIndex = action._byClipCacheIndex;
  26458. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26459. knownActionsForClip[byClipCacheIndex] = lastKnownAction;
  26460. knownActionsForClip.pop();
  26461. action._byClipCacheIndex = null;
  26462. const actionByRoot = actionsForClip.actionByRoot,
  26463. rootUuid = (action._localRoot || this._root).uuid;
  26464. delete actionByRoot[rootUuid];
  26465. if (knownActionsForClip.length === 0) {
  26466. delete actionsByClip[clipUuid];
  26467. }
  26468. this._removeInactiveBindingsForAction(action);
  26469. }
  26470. _removeInactiveBindingsForAction(action) {
  26471. const bindings = action._propertyBindings;
  26472. for (let i = 0, n = bindings.length; i !== n; ++i) {
  26473. const binding = bindings[i];
  26474. if (--binding.referenceCount === 0) {
  26475. this._removeInactiveBinding(binding);
  26476. }
  26477. }
  26478. }
  26479. _lendAction(action) {
  26480. // [ active actions | inactive actions ]
  26481. // [ active actions >| inactive actions ]
  26482. // s a
  26483. // <-swap->
  26484. // a s
  26485. const actions = this._actions,
  26486. prevIndex = action._cacheIndex,
  26487. lastActiveIndex = this._nActiveActions++,
  26488. firstInactiveAction = actions[lastActiveIndex];
  26489. action._cacheIndex = lastActiveIndex;
  26490. actions[lastActiveIndex] = action;
  26491. firstInactiveAction._cacheIndex = prevIndex;
  26492. actions[prevIndex] = firstInactiveAction;
  26493. }
  26494. _takeBackAction(action) {
  26495. // [ active actions | inactive actions ]
  26496. // [ active actions |< inactive actions ]
  26497. // a s
  26498. // <-swap->
  26499. // s a
  26500. const actions = this._actions,
  26501. prevIndex = action._cacheIndex,
  26502. firstInactiveIndex = --this._nActiveActions,
  26503. lastActiveAction = actions[firstInactiveIndex];
  26504. action._cacheIndex = firstInactiveIndex;
  26505. actions[firstInactiveIndex] = action;
  26506. lastActiveAction._cacheIndex = prevIndex;
  26507. actions[prevIndex] = lastActiveAction;
  26508. } // Memory management for PropertyMixer objects
  26509. _addInactiveBinding(binding, rootUuid, trackName) {
  26510. const bindingsByRoot = this._bindingsByRootAndName,
  26511. bindings = this._bindings;
  26512. let bindingByName = bindingsByRoot[rootUuid];
  26513. if (bindingByName === undefined) {
  26514. bindingByName = {};
  26515. bindingsByRoot[rootUuid] = bindingByName;
  26516. }
  26517. bindingByName[trackName] = binding;
  26518. binding._cacheIndex = bindings.length;
  26519. bindings.push(binding);
  26520. }
  26521. _removeInactiveBinding(binding) {
  26522. const bindings = this._bindings,
  26523. propBinding = binding.binding,
  26524. rootUuid = propBinding.rootNode.uuid,
  26525. trackName = propBinding.path,
  26526. bindingsByRoot = this._bindingsByRootAndName,
  26527. bindingByName = bindingsByRoot[rootUuid],
  26528. lastInactiveBinding = bindings[bindings.length - 1],
  26529. cacheIndex = binding._cacheIndex;
  26530. lastInactiveBinding._cacheIndex = cacheIndex;
  26531. bindings[cacheIndex] = lastInactiveBinding;
  26532. bindings.pop();
  26533. delete bindingByName[trackName];
  26534. if (Object.keys(bindingByName).length === 0) {
  26535. delete bindingsByRoot[rootUuid];
  26536. }
  26537. }
  26538. _lendBinding(binding) {
  26539. const bindings = this._bindings,
  26540. prevIndex = binding._cacheIndex,
  26541. lastActiveIndex = this._nActiveBindings++,
  26542. firstInactiveBinding = bindings[lastActiveIndex];
  26543. binding._cacheIndex = lastActiveIndex;
  26544. bindings[lastActiveIndex] = binding;
  26545. firstInactiveBinding._cacheIndex = prevIndex;
  26546. bindings[prevIndex] = firstInactiveBinding;
  26547. }
  26548. _takeBackBinding(binding) {
  26549. const bindings = this._bindings,
  26550. prevIndex = binding._cacheIndex,
  26551. firstInactiveIndex = --this._nActiveBindings,
  26552. lastActiveBinding = bindings[firstInactiveIndex];
  26553. binding._cacheIndex = firstInactiveIndex;
  26554. bindings[firstInactiveIndex] = binding;
  26555. lastActiveBinding._cacheIndex = prevIndex;
  26556. bindings[prevIndex] = lastActiveBinding;
  26557. } // Memory management of Interpolants for weight and time scale
  26558. _lendControlInterpolant() {
  26559. const interpolants = this._controlInterpolants,
  26560. lastActiveIndex = this._nActiveControlInterpolants++;
  26561. let interpolant = interpolants[lastActiveIndex];
  26562. if (interpolant === undefined) {
  26563. interpolant = new LinearInterpolant(new Float32Array(2), new Float32Array(2), 1, this._controlInterpolantsResultBuffer);
  26564. interpolant.__cacheIndex = lastActiveIndex;
  26565. interpolants[lastActiveIndex] = interpolant;
  26566. }
  26567. return interpolant;
  26568. }
  26569. _takeBackControlInterpolant(interpolant) {
  26570. const interpolants = this._controlInterpolants,
  26571. prevIndex = interpolant.__cacheIndex,
  26572. firstInactiveIndex = --this._nActiveControlInterpolants,
  26573. lastActiveInterpolant = interpolants[firstInactiveIndex];
  26574. interpolant.__cacheIndex = firstInactiveIndex;
  26575. interpolants[firstInactiveIndex] = interpolant;
  26576. lastActiveInterpolant.__cacheIndex = prevIndex;
  26577. interpolants[prevIndex] = lastActiveInterpolant;
  26578. } // return an action for a clip optionally using a custom root target
  26579. // object (this method allocates a lot of dynamic memory in case a
  26580. // previously unknown clip/root combination is specified)
  26581. clipAction(clip, optionalRoot, blendMode) {
  26582. const root = optionalRoot || this._root,
  26583. rootUuid = root.uuid;
  26584. let clipObject = typeof clip === 'string' ? AnimationClip.findByName(root, clip) : clip;
  26585. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  26586. const actionsForClip = this._actionsByClip[clipUuid];
  26587. let prototypeAction = null;
  26588. if (blendMode === undefined) {
  26589. if (clipObject !== null) {
  26590. blendMode = clipObject.blendMode;
  26591. } else {
  26592. blendMode = NormalAnimationBlendMode;
  26593. }
  26594. }
  26595. if (actionsForClip !== undefined) {
  26596. const existingAction = actionsForClip.actionByRoot[rootUuid];
  26597. if (existingAction !== undefined && existingAction.blendMode === blendMode) {
  26598. return existingAction;
  26599. } // we know the clip, so we don't have to parse all
  26600. // the bindings again but can just copy
  26601. prototypeAction = actionsForClip.knownActions[0]; // also, take the clip from the prototype action
  26602. if (clipObject === null) clipObject = prototypeAction._clip;
  26603. } // clip must be known when specified via string
  26604. if (clipObject === null) return null; // allocate all resources required to run it
  26605. const newAction = new AnimationAction(this, clipObject, optionalRoot, blendMode);
  26606. this._bindAction(newAction, prototypeAction); // and make the action known to the memory manager
  26607. this._addInactiveAction(newAction, clipUuid, rootUuid);
  26608. return newAction;
  26609. } // get an existing action
  26610. existingAction(clip, optionalRoot) {
  26611. const root = optionalRoot || this._root,
  26612. rootUuid = root.uuid,
  26613. clipObject = typeof clip === 'string' ? AnimationClip.findByName(root, clip) : clip,
  26614. clipUuid = clipObject ? clipObject.uuid : clip,
  26615. actionsForClip = this._actionsByClip[clipUuid];
  26616. if (actionsForClip !== undefined) {
  26617. return actionsForClip.actionByRoot[rootUuid] || null;
  26618. }
  26619. return null;
  26620. } // deactivates all previously scheduled actions
  26621. stopAllAction() {
  26622. const actions = this._actions,
  26623. nActions = this._nActiveActions;
  26624. for (let i = nActions - 1; i >= 0; --i) {
  26625. actions[i].stop();
  26626. }
  26627. return this;
  26628. } // advance the time and update apply the animation
  26629. update(deltaTime) {
  26630. deltaTime *= this.timeScale;
  26631. const actions = this._actions,
  26632. nActions = this._nActiveActions,
  26633. time = this.time += deltaTime,
  26634. timeDirection = Math.sign(deltaTime),
  26635. accuIndex = this._accuIndex ^= 1; // run active actions
  26636. for (let i = 0; i !== nActions; ++i) {
  26637. const action = actions[i];
  26638. action._update(time, deltaTime, timeDirection, accuIndex);
  26639. } // update scene graph
  26640. const bindings = this._bindings,
  26641. nBindings = this._nActiveBindings;
  26642. for (let i = 0; i !== nBindings; ++i) {
  26643. bindings[i].apply(accuIndex);
  26644. }
  26645. return this;
  26646. } // Allows you to seek to a specific time in an animation.
  26647. setTime(timeInSeconds) {
  26648. this.time = 0; // Zero out time attribute for AnimationMixer object;
  26649. for (let i = 0; i < this._actions.length; i++) {
  26650. this._actions[i].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  26651. }
  26652. return this.update(timeInSeconds); // Update used to set exact time. Returns "this" AnimationMixer object.
  26653. } // return this mixer's root target object
  26654. getRoot() {
  26655. return this._root;
  26656. } // free all resources specific to a particular clip
  26657. uncacheClip(clip) {
  26658. const actions = this._actions,
  26659. clipUuid = clip.uuid,
  26660. actionsByClip = this._actionsByClip,
  26661. actionsForClip = actionsByClip[clipUuid];
  26662. if (actionsForClip !== undefined) {
  26663. // note: just calling _removeInactiveAction would mess up the
  26664. // iteration state and also require updating the state we can
  26665. // just throw away
  26666. const actionsToRemove = actionsForClip.knownActions;
  26667. for (let i = 0, n = actionsToRemove.length; i !== n; ++i) {
  26668. const action = actionsToRemove[i];
  26669. this._deactivateAction(action);
  26670. const cacheIndex = action._cacheIndex,
  26671. lastInactiveAction = actions[actions.length - 1];
  26672. action._cacheIndex = null;
  26673. action._byClipCacheIndex = null;
  26674. lastInactiveAction._cacheIndex = cacheIndex;
  26675. actions[cacheIndex] = lastInactiveAction;
  26676. actions.pop();
  26677. this._removeInactiveBindingsForAction(action);
  26678. }
  26679. delete actionsByClip[clipUuid];
  26680. }
  26681. } // free all resources specific to a particular root target object
  26682. uncacheRoot(root) {
  26683. const rootUuid = root.uuid,
  26684. actionsByClip = this._actionsByClip;
  26685. for (const clipUuid in actionsByClip) {
  26686. const actionByRoot = actionsByClip[clipUuid].actionByRoot,
  26687. action = actionByRoot[rootUuid];
  26688. if (action !== undefined) {
  26689. this._deactivateAction(action);
  26690. this._removeInactiveAction(action);
  26691. }
  26692. }
  26693. const bindingsByRoot = this._bindingsByRootAndName,
  26694. bindingByName = bindingsByRoot[rootUuid];
  26695. if (bindingByName !== undefined) {
  26696. for (const trackName in bindingByName) {
  26697. const binding = bindingByName[trackName];
  26698. binding.restoreOriginalState();
  26699. this._removeInactiveBinding(binding);
  26700. }
  26701. }
  26702. } // remove a targeted clip from the cache
  26703. uncacheAction(clip, optionalRoot) {
  26704. const action = this.existingAction(clip, optionalRoot);
  26705. if (action !== null) {
  26706. this._deactivateAction(action);
  26707. this._removeInactiveAction(action);
  26708. }
  26709. }
  26710. }
  26711. AnimationMixer.prototype._controlInterpolantsResultBuffer = new Float32Array(1);
  26712. class Uniform {
  26713. constructor(value) {
  26714. if (typeof value === 'string') {
  26715. console.warn('THREE.Uniform: Type parameter is no longer needed.');
  26716. value = arguments[1];
  26717. }
  26718. this.value = value;
  26719. }
  26720. clone() {
  26721. return new Uniform(this.value.clone === undefined ? this.value : this.value.clone());
  26722. }
  26723. }
  26724. class InstancedInterleavedBuffer extends InterleavedBuffer {
  26725. constructor(array, stride, meshPerAttribute = 1) {
  26726. super(array, stride);
  26727. this.meshPerAttribute = meshPerAttribute;
  26728. }
  26729. copy(source) {
  26730. super.copy(source);
  26731. this.meshPerAttribute = source.meshPerAttribute;
  26732. return this;
  26733. }
  26734. clone(data) {
  26735. const ib = super.clone(data);
  26736. ib.meshPerAttribute = this.meshPerAttribute;
  26737. return ib;
  26738. }
  26739. toJSON(data) {
  26740. const json = super.toJSON(data);
  26741. json.isInstancedInterleavedBuffer = true;
  26742. json.meshPerAttribute = this.meshPerAttribute;
  26743. return json;
  26744. }
  26745. }
  26746. InstancedInterleavedBuffer.prototype.isInstancedInterleavedBuffer = true;
  26747. class GLBufferAttribute {
  26748. constructor(buffer, type, itemSize, elementSize, count) {
  26749. this.buffer = buffer;
  26750. this.type = type;
  26751. this.itemSize = itemSize;
  26752. this.elementSize = elementSize;
  26753. this.count = count;
  26754. this.version = 0;
  26755. }
  26756. set needsUpdate(value) {
  26757. if (value === true) this.version++;
  26758. }
  26759. setBuffer(buffer) {
  26760. this.buffer = buffer;
  26761. return this;
  26762. }
  26763. setType(type, elementSize) {
  26764. this.type = type;
  26765. this.elementSize = elementSize;
  26766. return this;
  26767. }
  26768. setItemSize(itemSize) {
  26769. this.itemSize = itemSize;
  26770. return this;
  26771. }
  26772. setCount(count) {
  26773. this.count = count;
  26774. return this;
  26775. }
  26776. }
  26777. GLBufferAttribute.prototype.isGLBufferAttribute = true;
  26778. class Raycaster {
  26779. constructor(origin, direction, near = 0, far = Infinity) {
  26780. this.ray = new Ray(origin, direction); // direction is assumed to be normalized (for accurate distance calculations)
  26781. this.near = near;
  26782. this.far = far;
  26783. this.camera = null;
  26784. this.layers = new Layers();
  26785. this.params = {
  26786. Mesh: {},
  26787. Line: {
  26788. threshold: 1
  26789. },
  26790. LOD: {},
  26791. Points: {
  26792. threshold: 1
  26793. },
  26794. Sprite: {}
  26795. };
  26796. }
  26797. set(origin, direction) {
  26798. // direction is assumed to be normalized (for accurate distance calculations)
  26799. this.ray.set(origin, direction);
  26800. }
  26801. setFromCamera(coords, camera) {
  26802. if (camera && camera.isPerspectiveCamera) {
  26803. this.ray.origin.setFromMatrixPosition(camera.matrixWorld);
  26804. this.ray.direction.set(coords.x, coords.y, 0.5).unproject(camera).sub(this.ray.origin).normalize();
  26805. this.camera = camera;
  26806. } else if (camera && camera.isOrthographicCamera) {
  26807. this.ray.origin.set(coords.x, coords.y, (camera.near + camera.far) / (camera.near - camera.far)).unproject(camera); // set origin in plane of camera
  26808. this.ray.direction.set(0, 0, -1).transformDirection(camera.matrixWorld);
  26809. this.camera = camera;
  26810. } else {
  26811. console.error('THREE.Raycaster: Unsupported camera type: ' + camera.type);
  26812. }
  26813. }
  26814. intersectObject(object, recursive = true, intersects = []) {
  26815. intersectObject(object, this, intersects, recursive);
  26816. intersects.sort(ascSort);
  26817. return intersects;
  26818. }
  26819. intersectObjects(objects, recursive = true, intersects = []) {
  26820. for (let i = 0, l = objects.length; i < l; i++) {
  26821. intersectObject(objects[i], this, intersects, recursive);
  26822. }
  26823. intersects.sort(ascSort);
  26824. return intersects;
  26825. }
  26826. }
  26827. function ascSort(a, b) {
  26828. return a.distance - b.distance;
  26829. }
  26830. function intersectObject(object, raycaster, intersects, recursive) {
  26831. if (object.layers.test(raycaster.layers)) {
  26832. object.raycast(raycaster, intersects);
  26833. }
  26834. if (recursive === true) {
  26835. const children = object.children;
  26836. for (let i = 0, l = children.length; i < l; i++) {
  26837. intersectObject(children[i], raycaster, intersects, true);
  26838. }
  26839. }
  26840. }
  26841. /**
  26842. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  26843. *
  26844. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  26845. * The azimuthal angle (theta) is measured from the positive z-axis.
  26846. */
  26847. class Spherical {
  26848. constructor(radius = 1, phi = 0, theta = 0) {
  26849. this.radius = radius;
  26850. this.phi = phi; // polar angle
  26851. this.theta = theta; // azimuthal angle
  26852. return this;
  26853. }
  26854. set(radius, phi, theta) {
  26855. this.radius = radius;
  26856. this.phi = phi;
  26857. this.theta = theta;
  26858. return this;
  26859. }
  26860. copy(other) {
  26861. this.radius = other.radius;
  26862. this.phi = other.phi;
  26863. this.theta = other.theta;
  26864. return this;
  26865. } // restrict phi to be betwee EPS and PI-EPS
  26866. makeSafe() {
  26867. const EPS = 0.000001;
  26868. this.phi = Math.max(EPS, Math.min(Math.PI - EPS, this.phi));
  26869. return this;
  26870. }
  26871. setFromVector3(v) {
  26872. return this.setFromCartesianCoords(v.x, v.y, v.z);
  26873. }
  26874. setFromCartesianCoords(x, y, z) {
  26875. this.radius = Math.sqrt(x * x + y * y + z * z);
  26876. if (this.radius === 0) {
  26877. this.theta = 0;
  26878. this.phi = 0;
  26879. } else {
  26880. this.theta = Math.atan2(x, z);
  26881. this.phi = Math.acos(clamp(y / this.radius, -1, 1));
  26882. }
  26883. return this;
  26884. }
  26885. clone() {
  26886. return new this.constructor().copy(this);
  26887. }
  26888. }
  26889. /**
  26890. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  26891. */
  26892. class Cylindrical {
  26893. constructor(radius = 1, theta = 0, y = 0) {
  26894. this.radius = radius; // distance from the origin to a point in the x-z plane
  26895. this.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  26896. this.y = y; // height above the x-z plane
  26897. return this;
  26898. }
  26899. set(radius, theta, y) {
  26900. this.radius = radius;
  26901. this.theta = theta;
  26902. this.y = y;
  26903. return this;
  26904. }
  26905. copy(other) {
  26906. this.radius = other.radius;
  26907. this.theta = other.theta;
  26908. this.y = other.y;
  26909. return this;
  26910. }
  26911. setFromVector3(v) {
  26912. return this.setFromCartesianCoords(v.x, v.y, v.z);
  26913. }
  26914. setFromCartesianCoords(x, y, z) {
  26915. this.radius = Math.sqrt(x * x + z * z);
  26916. this.theta = Math.atan2(x, z);
  26917. this.y = y;
  26918. return this;
  26919. }
  26920. clone() {
  26921. return new this.constructor().copy(this);
  26922. }
  26923. }
  26924. const _vector$4 = /*@__PURE__*/new Vector2();
  26925. class Box2 {
  26926. constructor(min = new Vector2(+Infinity, +Infinity), max = new Vector2(-Infinity, -Infinity)) {
  26927. this.min = min;
  26928. this.max = max;
  26929. }
  26930. set(min, max) {
  26931. this.min.copy(min);
  26932. this.max.copy(max);
  26933. return this;
  26934. }
  26935. setFromPoints(points) {
  26936. this.makeEmpty();
  26937. for (let i = 0, il = points.length; i < il; i++) {
  26938. this.expandByPoint(points[i]);
  26939. }
  26940. return this;
  26941. }
  26942. setFromCenterAndSize(center, size) {
  26943. const halfSize = _vector$4.copy(size).multiplyScalar(0.5);
  26944. this.min.copy(center).sub(halfSize);
  26945. this.max.copy(center).add(halfSize);
  26946. return this;
  26947. }
  26948. clone() {
  26949. return new this.constructor().copy(this);
  26950. }
  26951. copy(box) {
  26952. this.min.copy(box.min);
  26953. this.max.copy(box.max);
  26954. return this;
  26955. }
  26956. makeEmpty() {
  26957. this.min.x = this.min.y = +Infinity;
  26958. this.max.x = this.max.y = -Infinity;
  26959. return this;
  26960. }
  26961. isEmpty() {
  26962. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  26963. return this.max.x < this.min.x || this.max.y < this.min.y;
  26964. }
  26965. getCenter(target) {
  26966. return this.isEmpty() ? target.set(0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);
  26967. }
  26968. getSize(target) {
  26969. return this.isEmpty() ? target.set(0, 0) : target.subVectors(this.max, this.min);
  26970. }
  26971. expandByPoint(point) {
  26972. this.min.min(point);
  26973. this.max.max(point);
  26974. return this;
  26975. }
  26976. expandByVector(vector) {
  26977. this.min.sub(vector);
  26978. this.max.add(vector);
  26979. return this;
  26980. }
  26981. expandByScalar(scalar) {
  26982. this.min.addScalar(-scalar);
  26983. this.max.addScalar(scalar);
  26984. return this;
  26985. }
  26986. containsPoint(point) {
  26987. return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y ? false : true;
  26988. }
  26989. containsBox(box) {
  26990. 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;
  26991. }
  26992. getParameter(point, target) {
  26993. // This can potentially have a divide by zero if the box
  26994. // has a size dimension of 0.
  26995. 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));
  26996. }
  26997. intersectsBox(box) {
  26998. // using 4 splitting planes to rule out intersections
  26999. 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;
  27000. }
  27001. clampPoint(point, target) {
  27002. return target.copy(point).clamp(this.min, this.max);
  27003. }
  27004. distanceToPoint(point) {
  27005. const clampedPoint = _vector$4.copy(point).clamp(this.min, this.max);
  27006. return clampedPoint.sub(point).length();
  27007. }
  27008. intersect(box) {
  27009. this.min.max(box.min);
  27010. this.max.min(box.max);
  27011. return this;
  27012. }
  27013. union(box) {
  27014. this.min.min(box.min);
  27015. this.max.max(box.max);
  27016. return this;
  27017. }
  27018. translate(offset) {
  27019. this.min.add(offset);
  27020. this.max.add(offset);
  27021. return this;
  27022. }
  27023. equals(box) {
  27024. return box.min.equals(this.min) && box.max.equals(this.max);
  27025. }
  27026. }
  27027. Box2.prototype.isBox2 = true;
  27028. const _startP = /*@__PURE__*/new Vector3();
  27029. const _startEnd = /*@__PURE__*/new Vector3();
  27030. class Line3 {
  27031. constructor(start = new Vector3(), end = new Vector3()) {
  27032. this.start = start;
  27033. this.end = end;
  27034. }
  27035. set(start, end) {
  27036. this.start.copy(start);
  27037. this.end.copy(end);
  27038. return this;
  27039. }
  27040. copy(line) {
  27041. this.start.copy(line.start);
  27042. this.end.copy(line.end);
  27043. return this;
  27044. }
  27045. getCenter(target) {
  27046. return target.addVectors(this.start, this.end).multiplyScalar(0.5);
  27047. }
  27048. delta(target) {
  27049. return target.subVectors(this.end, this.start);
  27050. }
  27051. distanceSq() {
  27052. return this.start.distanceToSquared(this.end);
  27053. }
  27054. distance() {
  27055. return this.start.distanceTo(this.end);
  27056. }
  27057. at(t, target) {
  27058. return this.delta(target).multiplyScalar(t).add(this.start);
  27059. }
  27060. closestPointToPointParameter(point, clampToLine) {
  27061. _startP.subVectors(point, this.start);
  27062. _startEnd.subVectors(this.end, this.start);
  27063. const startEnd2 = _startEnd.dot(_startEnd);
  27064. const startEnd_startP = _startEnd.dot(_startP);
  27065. let t = startEnd_startP / startEnd2;
  27066. if (clampToLine) {
  27067. t = clamp(t, 0, 1);
  27068. }
  27069. return t;
  27070. }
  27071. closestPointToPoint(point, clampToLine, target) {
  27072. const t = this.closestPointToPointParameter(point, clampToLine);
  27073. return this.delta(target).multiplyScalar(t).add(this.start);
  27074. }
  27075. applyMatrix4(matrix) {
  27076. this.start.applyMatrix4(matrix);
  27077. this.end.applyMatrix4(matrix);
  27078. return this;
  27079. }
  27080. equals(line) {
  27081. return line.start.equals(this.start) && line.end.equals(this.end);
  27082. }
  27083. clone() {
  27084. return new this.constructor().copy(this);
  27085. }
  27086. }
  27087. const _vector$3 = /*@__PURE__*/new Vector3();
  27088. class SpotLightHelper extends Object3D {
  27089. constructor(light, color) {
  27090. super();
  27091. this.light = light;
  27092. this.light.updateMatrixWorld();
  27093. this.matrix = light.matrixWorld;
  27094. this.matrixAutoUpdate = false;
  27095. this.color = color;
  27096. const geometry = new BufferGeometry();
  27097. const 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];
  27098. for (let i = 0, j = 1, l = 32; i < l; i++, j++) {
  27099. const p1 = i / l * Math.PI * 2;
  27100. const p2 = j / l * Math.PI * 2;
  27101. positions.push(Math.cos(p1), Math.sin(p1), 1, Math.cos(p2), Math.sin(p2), 1);
  27102. }
  27103. geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
  27104. const material = new LineBasicMaterial({
  27105. fog: false,
  27106. toneMapped: false
  27107. });
  27108. this.cone = new LineSegments(geometry, material);
  27109. this.add(this.cone);
  27110. this.update();
  27111. }
  27112. dispose() {
  27113. this.cone.geometry.dispose();
  27114. this.cone.material.dispose();
  27115. }
  27116. update() {
  27117. this.light.updateMatrixWorld();
  27118. const coneLength = this.light.distance ? this.light.distance : 1000;
  27119. const coneWidth = coneLength * Math.tan(this.light.angle);
  27120. this.cone.scale.set(coneWidth, coneWidth, coneLength);
  27121. _vector$3.setFromMatrixPosition(this.light.target.matrixWorld);
  27122. this.cone.lookAt(_vector$3);
  27123. if (this.color !== undefined) {
  27124. this.cone.material.color.set(this.color);
  27125. } else {
  27126. this.cone.material.color.copy(this.light.color);
  27127. }
  27128. }
  27129. }
  27130. const _vector$2 = /*@__PURE__*/new Vector3();
  27131. const _boneMatrix = /*@__PURE__*/new Matrix4();
  27132. const _matrixWorldInv = /*@__PURE__*/new Matrix4();
  27133. class SkeletonHelper extends LineSegments {
  27134. constructor(object) {
  27135. const bones = getBoneList(object);
  27136. const geometry = new BufferGeometry();
  27137. const vertices = [];
  27138. const colors = [];
  27139. const color1 = new Color(0, 0, 1);
  27140. const color2 = new Color(0, 1, 0);
  27141. for (let i = 0; i < bones.length; i++) {
  27142. const bone = bones[i];
  27143. if (bone.parent && bone.parent.isBone) {
  27144. vertices.push(0, 0, 0);
  27145. vertices.push(0, 0, 0);
  27146. colors.push(color1.r, color1.g, color1.b);
  27147. colors.push(color2.r, color2.g, color2.b);
  27148. }
  27149. }
  27150. geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  27151. geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
  27152. const material = new LineBasicMaterial({
  27153. vertexColors: true,
  27154. depthTest: false,
  27155. depthWrite: false,
  27156. toneMapped: false,
  27157. transparent: true
  27158. });
  27159. super(geometry, material);
  27160. this.type = 'SkeletonHelper';
  27161. this.isSkeletonHelper = true;
  27162. this.root = object;
  27163. this.bones = bones;
  27164. this.matrix = object.matrixWorld;
  27165. this.matrixAutoUpdate = false;
  27166. }
  27167. updateMatrixWorld(force) {
  27168. const bones = this.bones;
  27169. const geometry = this.geometry;
  27170. const position = geometry.getAttribute('position');
  27171. _matrixWorldInv.copy(this.root.matrixWorld).invert();
  27172. for (let i = 0, j = 0; i < bones.length; i++) {
  27173. const bone = bones[i];
  27174. if (bone.parent && bone.parent.isBone) {
  27175. _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.matrixWorld);
  27176. _vector$2.setFromMatrixPosition(_boneMatrix);
  27177. position.setXYZ(j, _vector$2.x, _vector$2.y, _vector$2.z);
  27178. _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.parent.matrixWorld);
  27179. _vector$2.setFromMatrixPosition(_boneMatrix);
  27180. position.setXYZ(j + 1, _vector$2.x, _vector$2.y, _vector$2.z);
  27181. j += 2;
  27182. }
  27183. }
  27184. geometry.getAttribute('position').needsUpdate = true;
  27185. super.updateMatrixWorld(force);
  27186. }
  27187. }
  27188. function getBoneList(object) {
  27189. const boneList = [];
  27190. if (object && object.isBone) {
  27191. boneList.push(object);
  27192. }
  27193. for (let i = 0; i < object.children.length; i++) {
  27194. boneList.push.apply(boneList, getBoneList(object.children[i]));
  27195. }
  27196. return boneList;
  27197. }
  27198. class PointLightHelper extends Mesh {
  27199. constructor(light, sphereSize, color) {
  27200. const geometry = new SphereGeometry(sphereSize, 4, 2);
  27201. const material = new MeshBasicMaterial({
  27202. wireframe: true,
  27203. fog: false,
  27204. toneMapped: false
  27205. });
  27206. super(geometry, material);
  27207. this.light = light;
  27208. this.light.updateMatrixWorld();
  27209. this.color = color;
  27210. this.type = 'PointLightHelper';
  27211. this.matrix = this.light.matrixWorld;
  27212. this.matrixAutoUpdate = false;
  27213. this.update();
  27214. /*
  27215. // TODO: delete this comment?
  27216. const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27217. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27218. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27219. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27220. const d = light.distance;
  27221. if ( d === 0.0 ) {
  27222. this.lightDistance.visible = false;
  27223. } else {
  27224. this.lightDistance.scale.set( d, d, d );
  27225. }
  27226. this.add( this.lightDistance );
  27227. */
  27228. }
  27229. dispose() {
  27230. this.geometry.dispose();
  27231. this.material.dispose();
  27232. }
  27233. update() {
  27234. if (this.color !== undefined) {
  27235. this.material.color.set(this.color);
  27236. } else {
  27237. this.material.color.copy(this.light.color);
  27238. }
  27239. /*
  27240. const d = this.light.distance;
  27241. if ( d === 0.0 ) {
  27242. this.lightDistance.visible = false;
  27243. } else {
  27244. this.lightDistance.visible = true;
  27245. this.lightDistance.scale.set( d, d, d );
  27246. }
  27247. */
  27248. }
  27249. }
  27250. const _vector$1 = /*@__PURE__*/new Vector3();
  27251. const _color1 = /*@__PURE__*/new Color();
  27252. const _color2 = /*@__PURE__*/new Color();
  27253. class HemisphereLightHelper extends Object3D {
  27254. constructor(light, size, color) {
  27255. super();
  27256. this.light = light;
  27257. this.light.updateMatrixWorld();
  27258. this.matrix = light.matrixWorld;
  27259. this.matrixAutoUpdate = false;
  27260. this.color = color;
  27261. const geometry = new OctahedronGeometry(size);
  27262. geometry.rotateY(Math.PI * 0.5);
  27263. this.material = new MeshBasicMaterial({
  27264. wireframe: true,
  27265. fog: false,
  27266. toneMapped: false
  27267. });
  27268. if (this.color === undefined) this.material.vertexColors = true;
  27269. const position = geometry.getAttribute('position');
  27270. const colors = new Float32Array(position.count * 3);
  27271. geometry.setAttribute('color', new BufferAttribute(colors, 3));
  27272. this.add(new Mesh(geometry, this.material));
  27273. this.update();
  27274. }
  27275. dispose() {
  27276. this.children[0].geometry.dispose();
  27277. this.children[0].material.dispose();
  27278. }
  27279. update() {
  27280. const mesh = this.children[0];
  27281. if (this.color !== undefined) {
  27282. this.material.color.set(this.color);
  27283. } else {
  27284. const colors = mesh.geometry.getAttribute('color');
  27285. _color1.copy(this.light.color);
  27286. _color2.copy(this.light.groundColor);
  27287. for (let i = 0, l = colors.count; i < l; i++) {
  27288. const color = i < l / 2 ? _color1 : _color2;
  27289. colors.setXYZ(i, color.r, color.g, color.b);
  27290. }
  27291. colors.needsUpdate = true;
  27292. }
  27293. mesh.lookAt(_vector$1.setFromMatrixPosition(this.light.matrixWorld).negate());
  27294. }
  27295. }
  27296. class GridHelper extends LineSegments {
  27297. constructor(size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888) {
  27298. color1 = new Color(color1);
  27299. color2 = new Color(color2);
  27300. const center = divisions / 2;
  27301. const step = size / divisions;
  27302. const halfSize = size / 2;
  27303. const vertices = [],
  27304. colors = [];
  27305. for (let i = 0, j = 0, k = -halfSize; i <= divisions; i++, k += step) {
  27306. vertices.push(-halfSize, 0, k, halfSize, 0, k);
  27307. vertices.push(k, 0, -halfSize, k, 0, halfSize);
  27308. const color = i === center ? color1 : color2;
  27309. color.toArray(colors, j);
  27310. j += 3;
  27311. color.toArray(colors, j);
  27312. j += 3;
  27313. color.toArray(colors, j);
  27314. j += 3;
  27315. color.toArray(colors, j);
  27316. j += 3;
  27317. }
  27318. const geometry = new BufferGeometry();
  27319. geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  27320. geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
  27321. const material = new LineBasicMaterial({
  27322. vertexColors: true,
  27323. toneMapped: false
  27324. });
  27325. super(geometry, material);
  27326. this.type = 'GridHelper';
  27327. }
  27328. }
  27329. class PolarGridHelper extends LineSegments {
  27330. constructor(radius = 10, radials = 16, circles = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888) {
  27331. color1 = new Color(color1);
  27332. color2 = new Color(color2);
  27333. const vertices = [];
  27334. const colors = []; // create the radials
  27335. for (let i = 0; i <= radials; i++) {
  27336. const v = i / radials * (Math.PI * 2);
  27337. const x = Math.sin(v) * radius;
  27338. const z = Math.cos(v) * radius;
  27339. vertices.push(0, 0, 0);
  27340. vertices.push(x, 0, z);
  27341. const color = i & 1 ? color1 : color2;
  27342. colors.push(color.r, color.g, color.b);
  27343. colors.push(color.r, color.g, color.b);
  27344. } // create the circles
  27345. for (let i = 0; i <= circles; i++) {
  27346. const color = i & 1 ? color1 : color2;
  27347. const r = radius - radius / circles * i;
  27348. for (let j = 0; j < divisions; j++) {
  27349. // first vertex
  27350. let v = j / divisions * (Math.PI * 2);
  27351. let x = Math.sin(v) * r;
  27352. let z = Math.cos(v) * r;
  27353. vertices.push(x, 0, z);
  27354. colors.push(color.r, color.g, color.b); // second vertex
  27355. v = (j + 1) / divisions * (Math.PI * 2);
  27356. x = Math.sin(v) * r;
  27357. z = Math.cos(v) * r;
  27358. vertices.push(x, 0, z);
  27359. colors.push(color.r, color.g, color.b);
  27360. }
  27361. }
  27362. const geometry = new BufferGeometry();
  27363. geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  27364. geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
  27365. const material = new LineBasicMaterial({
  27366. vertexColors: true,
  27367. toneMapped: false
  27368. });
  27369. super(geometry, material);
  27370. this.type = 'PolarGridHelper';
  27371. }
  27372. }
  27373. const _v1 = /*@__PURE__*/new Vector3();
  27374. const _v2 = /*@__PURE__*/new Vector3();
  27375. const _v3 = /*@__PURE__*/new Vector3();
  27376. class DirectionalLightHelper extends Object3D {
  27377. constructor(light, size, color) {
  27378. super();
  27379. this.light = light;
  27380. this.light.updateMatrixWorld();
  27381. this.matrix = light.matrixWorld;
  27382. this.matrixAutoUpdate = false;
  27383. this.color = color;
  27384. if (size === undefined) size = 1;
  27385. let geometry = new BufferGeometry();
  27386. geometry.setAttribute('position', new Float32BufferAttribute([-size, size, 0, size, size, 0, size, -size, 0, -size, -size, 0, -size, size, 0], 3));
  27387. const material = new LineBasicMaterial({
  27388. fog: false,
  27389. toneMapped: false
  27390. });
  27391. this.lightPlane = new Line(geometry, material);
  27392. this.add(this.lightPlane);
  27393. geometry = new BufferGeometry();
  27394. geometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 0, 1], 3));
  27395. this.targetLine = new Line(geometry, material);
  27396. this.add(this.targetLine);
  27397. this.update();
  27398. }
  27399. dispose() {
  27400. this.lightPlane.geometry.dispose();
  27401. this.lightPlane.material.dispose();
  27402. this.targetLine.geometry.dispose();
  27403. this.targetLine.material.dispose();
  27404. }
  27405. update() {
  27406. _v1.setFromMatrixPosition(this.light.matrixWorld);
  27407. _v2.setFromMatrixPosition(this.light.target.matrixWorld);
  27408. _v3.subVectors(_v2, _v1);
  27409. this.lightPlane.lookAt(_v2);
  27410. if (this.color !== undefined) {
  27411. this.lightPlane.material.color.set(this.color);
  27412. this.targetLine.material.color.set(this.color);
  27413. } else {
  27414. this.lightPlane.material.color.copy(this.light.color);
  27415. this.targetLine.material.color.copy(this.light.color);
  27416. }
  27417. this.targetLine.lookAt(_v2);
  27418. this.targetLine.scale.z = _v3.length();
  27419. }
  27420. }
  27421. const _vector = /*@__PURE__*/new Vector3();
  27422. const _camera = /*@__PURE__*/new Camera();
  27423. /**
  27424. * - shows frustum, line of sight and up of the camera
  27425. * - suitable for fast updates
  27426. * - based on frustum visualization in lightgl.js shadowmap example
  27427. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27428. */
  27429. class CameraHelper extends LineSegments {
  27430. constructor(camera) {
  27431. const geometry = new BufferGeometry();
  27432. const material = new LineBasicMaterial({
  27433. color: 0xffffff,
  27434. vertexColors: true,
  27435. toneMapped: false
  27436. });
  27437. const vertices = [];
  27438. const colors = [];
  27439. const pointMap = {}; // colors
  27440. const colorFrustum = new Color(0xffaa00);
  27441. const colorCone = new Color(0xff0000);
  27442. const colorUp = new Color(0x00aaff);
  27443. const colorTarget = new Color(0xffffff);
  27444. const colorCross = new Color(0x333333); // near
  27445. addLine('n1', 'n2', colorFrustum);
  27446. addLine('n2', 'n4', colorFrustum);
  27447. addLine('n4', 'n3', colorFrustum);
  27448. addLine('n3', 'n1', colorFrustum); // far
  27449. addLine('f1', 'f2', colorFrustum);
  27450. addLine('f2', 'f4', colorFrustum);
  27451. addLine('f4', 'f3', colorFrustum);
  27452. addLine('f3', 'f1', colorFrustum); // sides
  27453. addLine('n1', 'f1', colorFrustum);
  27454. addLine('n2', 'f2', colorFrustum);
  27455. addLine('n3', 'f3', colorFrustum);
  27456. addLine('n4', 'f4', colorFrustum); // cone
  27457. addLine('p', 'n1', colorCone);
  27458. addLine('p', 'n2', colorCone);
  27459. addLine('p', 'n3', colorCone);
  27460. addLine('p', 'n4', colorCone); // up
  27461. addLine('u1', 'u2', colorUp);
  27462. addLine('u2', 'u3', colorUp);
  27463. addLine('u3', 'u1', colorUp); // target
  27464. addLine('c', 't', colorTarget);
  27465. addLine('p', 'c', colorCross); // cross
  27466. addLine('cn1', 'cn2', colorCross);
  27467. addLine('cn3', 'cn4', colorCross);
  27468. addLine('cf1', 'cf2', colorCross);
  27469. addLine('cf3', 'cf4', colorCross);
  27470. function addLine(a, b, color) {
  27471. addPoint(a, color);
  27472. addPoint(b, color);
  27473. }
  27474. function addPoint(id, color) {
  27475. vertices.push(0, 0, 0);
  27476. colors.push(color.r, color.g, color.b);
  27477. if (pointMap[id] === undefined) {
  27478. pointMap[id] = [];
  27479. }
  27480. pointMap[id].push(vertices.length / 3 - 1);
  27481. }
  27482. geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  27483. geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
  27484. super(geometry, material);
  27485. this.type = 'CameraHelper';
  27486. this.camera = camera;
  27487. if (this.camera.updateProjectionMatrix) this.camera.updateProjectionMatrix();
  27488. this.matrix = camera.matrixWorld;
  27489. this.matrixAutoUpdate = false;
  27490. this.pointMap = pointMap;
  27491. this.update();
  27492. }
  27493. update() {
  27494. const geometry = this.geometry;
  27495. const pointMap = this.pointMap;
  27496. const w = 1,
  27497. h = 1; // we need just camera projection matrix inverse
  27498. // world matrix must be identity
  27499. _camera.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse); // center / target
  27500. setPoint('c', pointMap, geometry, _camera, 0, 0, -1);
  27501. setPoint('t', pointMap, geometry, _camera, 0, 0, 1); // near
  27502. setPoint('n1', pointMap, geometry, _camera, -w, -h, -1);
  27503. setPoint('n2', pointMap, geometry, _camera, w, -h, -1);
  27504. setPoint('n3', pointMap, geometry, _camera, -w, h, -1);
  27505. setPoint('n4', pointMap, geometry, _camera, w, h, -1); // far
  27506. setPoint('f1', pointMap, geometry, _camera, -w, -h, 1);
  27507. setPoint('f2', pointMap, geometry, _camera, w, -h, 1);
  27508. setPoint('f3', pointMap, geometry, _camera, -w, h, 1);
  27509. setPoint('f4', pointMap, geometry, _camera, w, h, 1); // up
  27510. setPoint('u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, -1);
  27511. setPoint('u2', pointMap, geometry, _camera, -w * 0.7, h * 1.1, -1);
  27512. setPoint('u3', pointMap, geometry, _camera, 0, h * 2, -1); // cross
  27513. setPoint('cf1', pointMap, geometry, _camera, -w, 0, 1);
  27514. setPoint('cf2', pointMap, geometry, _camera, w, 0, 1);
  27515. setPoint('cf3', pointMap, geometry, _camera, 0, -h, 1);
  27516. setPoint('cf4', pointMap, geometry, _camera, 0, h, 1);
  27517. setPoint('cn1', pointMap, geometry, _camera, -w, 0, -1);
  27518. setPoint('cn2', pointMap, geometry, _camera, w, 0, -1);
  27519. setPoint('cn3', pointMap, geometry, _camera, 0, -h, -1);
  27520. setPoint('cn4', pointMap, geometry, _camera, 0, h, -1);
  27521. geometry.getAttribute('position').needsUpdate = true;
  27522. }
  27523. dispose() {
  27524. this.geometry.dispose();
  27525. this.material.dispose();
  27526. }
  27527. }
  27528. function setPoint(point, pointMap, geometry, camera, x, y, z) {
  27529. _vector.set(x, y, z).unproject(camera);
  27530. const points = pointMap[point];
  27531. if (points !== undefined) {
  27532. const position = geometry.getAttribute('position');
  27533. for (let i = 0, l = points.length; i < l; i++) {
  27534. position.setXYZ(points[i], _vector.x, _vector.y, _vector.z);
  27535. }
  27536. }
  27537. }
  27538. const _box = /*@__PURE__*/new Box3();
  27539. class BoxHelper extends LineSegments {
  27540. constructor(object, color = 0xffff00) {
  27541. const 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]);
  27542. const positions = new Float32Array(8 * 3);
  27543. const geometry = new BufferGeometry();
  27544. geometry.setIndex(new BufferAttribute(indices, 1));
  27545. geometry.setAttribute('position', new BufferAttribute(positions, 3));
  27546. super(geometry, new LineBasicMaterial({
  27547. color: color,
  27548. toneMapped: false
  27549. }));
  27550. this.object = object;
  27551. this.type = 'BoxHelper';
  27552. this.matrixAutoUpdate = false;
  27553. this.update();
  27554. }
  27555. update(object) {
  27556. if (object !== undefined) {
  27557. console.warn('THREE.BoxHelper: .update() has no longer arguments.');
  27558. }
  27559. if (this.object !== undefined) {
  27560. _box.setFromObject(this.object);
  27561. }
  27562. if (_box.isEmpty()) return;
  27563. const min = _box.min;
  27564. const max = _box.max;
  27565. /*
  27566. 5____4
  27567. 1/___0/|
  27568. | 6__|_7
  27569. 2/___3/
  27570. 0: max.x, max.y, max.z
  27571. 1: min.x, max.y, max.z
  27572. 2: min.x, min.y, max.z
  27573. 3: max.x, min.y, max.z
  27574. 4: max.x, max.y, min.z
  27575. 5: min.x, max.y, min.z
  27576. 6: min.x, min.y, min.z
  27577. 7: max.x, min.y, min.z
  27578. */
  27579. const position = this.geometry.attributes.position;
  27580. const array = position.array;
  27581. array[0] = max.x;
  27582. array[1] = max.y;
  27583. array[2] = max.z;
  27584. array[3] = min.x;
  27585. array[4] = max.y;
  27586. array[5] = max.z;
  27587. array[6] = min.x;
  27588. array[7] = min.y;
  27589. array[8] = max.z;
  27590. array[9] = max.x;
  27591. array[10] = min.y;
  27592. array[11] = max.z;
  27593. array[12] = max.x;
  27594. array[13] = max.y;
  27595. array[14] = min.z;
  27596. array[15] = min.x;
  27597. array[16] = max.y;
  27598. array[17] = min.z;
  27599. array[18] = min.x;
  27600. array[19] = min.y;
  27601. array[20] = min.z;
  27602. array[21] = max.x;
  27603. array[22] = min.y;
  27604. array[23] = min.z;
  27605. position.needsUpdate = true;
  27606. this.geometry.computeBoundingSphere();
  27607. }
  27608. setFromObject(object) {
  27609. this.object = object;
  27610. this.update();
  27611. return this;
  27612. }
  27613. copy(source) {
  27614. LineSegments.prototype.copy.call(this, source);
  27615. this.object = source.object;
  27616. return this;
  27617. }
  27618. }
  27619. class Box3Helper extends LineSegments {
  27620. constructor(box, color = 0xffff00) {
  27621. const 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]);
  27622. const 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];
  27623. const geometry = new BufferGeometry();
  27624. geometry.setIndex(new BufferAttribute(indices, 1));
  27625. geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
  27626. super(geometry, new LineBasicMaterial({
  27627. color: color,
  27628. toneMapped: false
  27629. }));
  27630. this.box = box;
  27631. this.type = 'Box3Helper';
  27632. this.geometry.computeBoundingSphere();
  27633. }
  27634. updateMatrixWorld(force) {
  27635. const box = this.box;
  27636. if (box.isEmpty()) return;
  27637. box.getCenter(this.position);
  27638. box.getSize(this.scale);
  27639. this.scale.multiplyScalar(0.5);
  27640. super.updateMatrixWorld(force);
  27641. }
  27642. }
  27643. class PlaneHelper extends Line {
  27644. constructor(plane, size = 1, hex = 0xffff00) {
  27645. const color = hex;
  27646. const 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];
  27647. const geometry = new BufferGeometry();
  27648. geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
  27649. geometry.computeBoundingSphere();
  27650. super(geometry, new LineBasicMaterial({
  27651. color: color,
  27652. toneMapped: false
  27653. }));
  27654. this.type = 'PlaneHelper';
  27655. this.plane = plane;
  27656. this.size = size;
  27657. const positions2 = [1, 1, 1, -1, 1, 1, -1, -1, 1, 1, 1, 1, -1, -1, 1, 1, -1, 1];
  27658. const geometry2 = new BufferGeometry();
  27659. geometry2.setAttribute('position', new Float32BufferAttribute(positions2, 3));
  27660. geometry2.computeBoundingSphere();
  27661. this.add(new Mesh(geometry2, new MeshBasicMaterial({
  27662. color: color,
  27663. opacity: 0.2,
  27664. transparent: true,
  27665. depthWrite: false,
  27666. toneMapped: false
  27667. })));
  27668. }
  27669. updateMatrixWorld(force) {
  27670. let scale = -this.plane.constant;
  27671. if (Math.abs(scale) < 1e-8) scale = 1e-8; // sign does not matter
  27672. this.scale.set(0.5 * this.size, 0.5 * this.size, scale);
  27673. this.children[0].material.side = scale < 0 ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  27674. this.lookAt(this.plane.normal);
  27675. super.updateMatrixWorld(force);
  27676. }
  27677. }
  27678. const _axis = /*@__PURE__*/new Vector3();
  27679. let _lineGeometry, _coneGeometry;
  27680. class ArrowHelper extends Object3D {
  27681. // dir is assumed to be normalized
  27682. constructor(dir = new Vector3(0, 0, 1), origin = new Vector3(0, 0, 0), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2) {
  27683. super();
  27684. this.type = 'ArrowHelper';
  27685. if (_lineGeometry === undefined) {
  27686. _lineGeometry = new BufferGeometry();
  27687. _lineGeometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 1, 0], 3));
  27688. _coneGeometry = new CylinderGeometry(0, 0.5, 1, 5, 1);
  27689. _coneGeometry.translate(0, -0.5, 0);
  27690. }
  27691. this.position.copy(origin);
  27692. this.line = new Line(_lineGeometry, new LineBasicMaterial({
  27693. color: color,
  27694. toneMapped: false
  27695. }));
  27696. this.line.matrixAutoUpdate = false;
  27697. this.add(this.line);
  27698. this.cone = new Mesh(_coneGeometry, new MeshBasicMaterial({
  27699. color: color,
  27700. toneMapped: false
  27701. }));
  27702. this.cone.matrixAutoUpdate = false;
  27703. this.add(this.cone);
  27704. this.setDirection(dir);
  27705. this.setLength(length, headLength, headWidth);
  27706. }
  27707. setDirection(dir) {
  27708. // dir is assumed to be normalized
  27709. if (dir.y > 0.99999) {
  27710. this.quaternion.set(0, 0, 0, 1);
  27711. } else if (dir.y < -0.99999) {
  27712. this.quaternion.set(1, 0, 0, 0);
  27713. } else {
  27714. _axis.set(dir.z, 0, -dir.x).normalize();
  27715. const radians = Math.acos(dir.y);
  27716. this.quaternion.setFromAxisAngle(_axis, radians);
  27717. }
  27718. }
  27719. setLength(length, headLength = length * 0.2, headWidth = headLength * 0.2) {
  27720. this.line.scale.set(1, Math.max(0.0001, length - headLength), 1); // see #17458
  27721. this.line.updateMatrix();
  27722. this.cone.scale.set(headWidth, headLength, headWidth);
  27723. this.cone.position.y = length;
  27724. this.cone.updateMatrix();
  27725. }
  27726. setColor(color) {
  27727. this.line.material.color.set(color);
  27728. this.cone.material.color.set(color);
  27729. }
  27730. copy(source) {
  27731. super.copy(source, false);
  27732. this.line.copy(source.line);
  27733. this.cone.copy(source.cone);
  27734. return this;
  27735. }
  27736. }
  27737. class AxesHelper extends LineSegments {
  27738. constructor(size = 1) {
  27739. const vertices = [0, 0, 0, size, 0, 0, 0, 0, 0, 0, size, 0, 0, 0, 0, 0, 0, size];
  27740. const colors = [1, 0, 0, 1, 0.6, 0, 0, 1, 0, 0.6, 1, 0, 0, 0, 1, 0, 0.6, 1];
  27741. const geometry = new BufferGeometry();
  27742. geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  27743. geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
  27744. const material = new LineBasicMaterial({
  27745. vertexColors: true,
  27746. toneMapped: false
  27747. });
  27748. super(geometry, material);
  27749. this.type = 'AxesHelper';
  27750. }
  27751. setColors(xAxisColor, yAxisColor, zAxisColor) {
  27752. const color = new Color();
  27753. const array = this.geometry.attributes.color.array;
  27754. color.set(xAxisColor);
  27755. color.toArray(array, 0);
  27756. color.toArray(array, 3);
  27757. color.set(yAxisColor);
  27758. color.toArray(array, 6);
  27759. color.toArray(array, 9);
  27760. color.set(zAxisColor);
  27761. color.toArray(array, 12);
  27762. color.toArray(array, 15);
  27763. this.geometry.attributes.color.needsUpdate = true;
  27764. return this;
  27765. }
  27766. dispose() {
  27767. this.geometry.dispose();
  27768. this.material.dispose();
  27769. }
  27770. }
  27771. class ShapePath {
  27772. constructor() {
  27773. this.type = 'ShapePath';
  27774. this.color = new Color();
  27775. this.subPaths = [];
  27776. this.currentPath = null;
  27777. }
  27778. moveTo(x, y) {
  27779. this.currentPath = new Path();
  27780. this.subPaths.push(this.currentPath);
  27781. this.currentPath.moveTo(x, y);
  27782. return this;
  27783. }
  27784. lineTo(x, y) {
  27785. this.currentPath.lineTo(x, y);
  27786. return this;
  27787. }
  27788. quadraticCurveTo(aCPx, aCPy, aX, aY) {
  27789. this.currentPath.quadraticCurveTo(aCPx, aCPy, aX, aY);
  27790. return this;
  27791. }
  27792. bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {
  27793. this.currentPath.bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY);
  27794. return this;
  27795. }
  27796. splineThru(pts) {
  27797. this.currentPath.splineThru(pts);
  27798. return this;
  27799. }
  27800. toShapes(isCCW, noHoles) {
  27801. function toShapesNoHoles(inSubpaths) {
  27802. const shapes = [];
  27803. for (let i = 0, l = inSubpaths.length; i < l; i++) {
  27804. const tmpPath = inSubpaths[i];
  27805. const tmpShape = new Shape();
  27806. tmpShape.curves = tmpPath.curves;
  27807. shapes.push(tmpShape);
  27808. }
  27809. return shapes;
  27810. }
  27811. function isPointInsidePolygon(inPt, inPolygon) {
  27812. const polyLen = inPolygon.length; // inPt on polygon contour => immediate success or
  27813. // toggling of inside/outside at every single! intersection point of an edge
  27814. // with the horizontal line through inPt, left of inPt
  27815. // not counting lowerY endpoints of edges and whole edges on that line
  27816. let inside = false;
  27817. for (let p = polyLen - 1, q = 0; q < polyLen; p = q++) {
  27818. let edgeLowPt = inPolygon[p];
  27819. let edgeHighPt = inPolygon[q];
  27820. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  27821. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  27822. if (Math.abs(edgeDy) > Number.EPSILON) {
  27823. // not parallel
  27824. if (edgeDy < 0) {
  27825. edgeLowPt = inPolygon[q];
  27826. edgeDx = -edgeDx;
  27827. edgeHighPt = inPolygon[p];
  27828. edgeDy = -edgeDy;
  27829. }
  27830. if (inPt.y < edgeLowPt.y || inPt.y > edgeHighPt.y) continue;
  27831. if (inPt.y === edgeLowPt.y) {
  27832. if (inPt.x === edgeLowPt.x) return true; // inPt is on contour ?
  27833. // continue; // no intersection or edgeLowPt => doesn't count !!!
  27834. } else {
  27835. const perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
  27836. if (perpEdge === 0) return true; // inPt is on contour ?
  27837. if (perpEdge < 0) continue;
  27838. inside = !inside; // true intersection left of inPt
  27839. }
  27840. } else {
  27841. // parallel or collinear
  27842. if (inPt.y !== edgeLowPt.y) continue; // parallel
  27843. // edge lies on the same horizontal line as inPt
  27844. if (edgeHighPt.x <= inPt.x && inPt.x <= edgeLowPt.x || edgeLowPt.x <= inPt.x && inPt.x <= edgeHighPt.x) return true; // inPt: Point on contour !
  27845. // continue;
  27846. }
  27847. }
  27848. return inside;
  27849. }
  27850. const isClockWise = ShapeUtils.isClockWise;
  27851. const subPaths = this.subPaths;
  27852. if (subPaths.length === 0) return [];
  27853. if (noHoles === true) return toShapesNoHoles(subPaths);
  27854. let solid, tmpPath, tmpShape;
  27855. const shapes = [];
  27856. if (subPaths.length === 1) {
  27857. tmpPath = subPaths[0];
  27858. tmpShape = new Shape();
  27859. tmpShape.curves = tmpPath.curves;
  27860. shapes.push(tmpShape);
  27861. return shapes;
  27862. }
  27863. let holesFirst = !isClockWise(subPaths[0].getPoints());
  27864. holesFirst = isCCW ? !holesFirst : holesFirst; // console.log("Holes first", holesFirst);
  27865. const betterShapeHoles = [];
  27866. const newShapes = [];
  27867. let newShapeHoles = [];
  27868. let mainIdx = 0;
  27869. let tmpPoints;
  27870. newShapes[mainIdx] = undefined;
  27871. newShapeHoles[mainIdx] = [];
  27872. for (let i = 0, l = subPaths.length; i < l; i++) {
  27873. tmpPath = subPaths[i];
  27874. tmpPoints = tmpPath.getPoints();
  27875. solid = isClockWise(tmpPoints);
  27876. solid = isCCW ? !solid : solid;
  27877. if (solid) {
  27878. if (!holesFirst && newShapes[mainIdx]) mainIdx++;
  27879. newShapes[mainIdx] = {
  27880. s: new Shape(),
  27881. p: tmpPoints
  27882. };
  27883. newShapes[mainIdx].s.curves = tmpPath.curves;
  27884. if (holesFirst) mainIdx++;
  27885. newShapeHoles[mainIdx] = []; //console.log('cw', i);
  27886. } else {
  27887. newShapeHoles[mainIdx].push({
  27888. h: tmpPath,
  27889. p: tmpPoints[0]
  27890. }); //console.log('ccw', i);
  27891. }
  27892. } // only Holes? -> probably all Shapes with wrong orientation
  27893. if (!newShapes[0]) return toShapesNoHoles(subPaths);
  27894. if (newShapes.length > 1) {
  27895. let ambiguous = false;
  27896. const toChange = [];
  27897. for (let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) {
  27898. betterShapeHoles[sIdx] = [];
  27899. }
  27900. for (let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) {
  27901. const sho = newShapeHoles[sIdx];
  27902. for (let hIdx = 0; hIdx < sho.length; hIdx++) {
  27903. const ho = sho[hIdx];
  27904. let hole_unassigned = true;
  27905. for (let s2Idx = 0; s2Idx < newShapes.length; s2Idx++) {
  27906. if (isPointInsidePolygon(ho.p, newShapes[s2Idx].p)) {
  27907. if (sIdx !== s2Idx) toChange.push({
  27908. froms: sIdx,
  27909. tos: s2Idx,
  27910. hole: hIdx
  27911. });
  27912. if (hole_unassigned) {
  27913. hole_unassigned = false;
  27914. betterShapeHoles[s2Idx].push(ho);
  27915. } else {
  27916. ambiguous = true;
  27917. }
  27918. }
  27919. }
  27920. if (hole_unassigned) {
  27921. betterShapeHoles[sIdx].push(ho);
  27922. }
  27923. }
  27924. } // console.log("ambiguous: ", ambiguous);
  27925. if (toChange.length > 0) {
  27926. // console.log("to change: ", toChange);
  27927. if (!ambiguous) newShapeHoles = betterShapeHoles;
  27928. }
  27929. }
  27930. let tmpHoles;
  27931. for (let i = 0, il = newShapes.length; i < il; i++) {
  27932. tmpShape = newShapes[i].s;
  27933. shapes.push(tmpShape);
  27934. tmpHoles = newShapeHoles[i];
  27935. for (let j = 0, jl = tmpHoles.length; j < jl; j++) {
  27936. tmpShape.holes.push(tmpHoles[j].h);
  27937. }
  27938. } //console.log("shape", shapes);
  27939. return shapes;
  27940. }
  27941. }
  27942. const _floatView = new Float32Array(1);
  27943. const _int32View = new Int32Array(_floatView.buffer);
  27944. class DataUtils {
  27945. // Converts float32 to float16 (stored as uint16 value).
  27946. static toHalfFloat(val) {
  27947. if (val > 65504) {
  27948. console.warn('THREE.DataUtils.toHalfFloat(): value exceeds 65504.');
  27949. val = 65504; // maximum representable value in float16
  27950. } // Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410
  27951. /* This method is faster than the OpenEXR implementation (very often
  27952. * used, eg. in Ogre), with the additional benefit of rounding, inspired
  27953. * by James Tursa?s half-precision code. */
  27954. _floatView[0] = val;
  27955. const x = _int32View[0];
  27956. let bits = x >> 16 & 0x8000;
  27957. /* Get the sign */
  27958. let m = x >> 12 & 0x07ff;
  27959. /* Keep one extra bit for rounding */
  27960. const e = x >> 23 & 0xff;
  27961. /* Using int is faster here */
  27962. /* If zero, or denormal, or exponent underflows too much for a denormal
  27963. * half, return signed zero. */
  27964. if (e < 103) return bits;
  27965. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  27966. if (e > 142) {
  27967. bits |= 0x7c00;
  27968. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  27969. * not Inf, so make sure we set one mantissa bit too. */
  27970. bits |= (e == 255 ? 0 : 1) && x & 0x007fffff;
  27971. return bits;
  27972. }
  27973. /* If exponent underflows but not too much, return a denormal */
  27974. if (e < 113) {
  27975. m |= 0x0800;
  27976. /* Extra rounding may overflow and set mantissa to 0 and exponent
  27977. * to 1, which is OK. */
  27978. bits |= (m >> 114 - e) + (m >> 113 - e & 1);
  27979. return bits;
  27980. }
  27981. bits |= e - 112 << 10 | m >> 1;
  27982. /* Extra rounding. An overflow will set mantissa to 0 and increment
  27983. * the exponent, which is OK. */
  27984. bits += m & 1;
  27985. return bits;
  27986. }
  27987. }
  27988. const LineStrip = 0;
  27989. const LinePieces = 1;
  27990. const NoColors = 0;
  27991. const FaceColors = 1;
  27992. const VertexColors = 2;
  27993. function MeshFaceMaterial(materials) {
  27994. console.warn('THREE.MeshFaceMaterial has been removed. Use an Array instead.');
  27995. return materials;
  27996. }
  27997. function MultiMaterial(materials = []) {
  27998. console.warn('THREE.MultiMaterial has been removed. Use an Array instead.');
  27999. materials.isMultiMaterial = true;
  28000. materials.materials = materials;
  28001. materials.clone = function () {
  28002. return materials.slice();
  28003. };
  28004. return materials;
  28005. }
  28006. function PointCloud(geometry, material) {
  28007. console.warn('THREE.PointCloud has been renamed to THREE.Points.');
  28008. return new Points(geometry, material);
  28009. }
  28010. function Particle(material) {
  28011. console.warn('THREE.Particle has been renamed to THREE.Sprite.');
  28012. return new Sprite(material);
  28013. }
  28014. function ParticleSystem(geometry, material) {
  28015. console.warn('THREE.ParticleSystem has been renamed to THREE.Points.');
  28016. return new Points(geometry, material);
  28017. }
  28018. function PointCloudMaterial(parameters) {
  28019. console.warn('THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.');
  28020. return new PointsMaterial(parameters);
  28021. }
  28022. function ParticleBasicMaterial(parameters) {
  28023. console.warn('THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.');
  28024. return new PointsMaterial(parameters);
  28025. }
  28026. function ParticleSystemMaterial(parameters) {
  28027. console.warn('THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.');
  28028. return new PointsMaterial(parameters);
  28029. }
  28030. function Vertex(x, y, z) {
  28031. console.warn('THREE.Vertex has been removed. Use THREE.Vector3 instead.');
  28032. return new Vector3(x, y, z);
  28033. } //
  28034. function DynamicBufferAttribute(array, itemSize) {
  28035. console.warn('THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.');
  28036. return new BufferAttribute(array, itemSize).setUsage(DynamicDrawUsage);
  28037. }
  28038. function Int8Attribute(array, itemSize) {
  28039. console.warn('THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.');
  28040. return new Int8BufferAttribute(array, itemSize);
  28041. }
  28042. function Uint8Attribute(array, itemSize) {
  28043. console.warn('THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.');
  28044. return new Uint8BufferAttribute(array, itemSize);
  28045. }
  28046. function Uint8ClampedAttribute(array, itemSize) {
  28047. console.warn('THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.');
  28048. return new Uint8ClampedBufferAttribute(array, itemSize);
  28049. }
  28050. function Int16Attribute(array, itemSize) {
  28051. console.warn('THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.');
  28052. return new Int16BufferAttribute(array, itemSize);
  28053. }
  28054. function Uint16Attribute(array, itemSize) {
  28055. console.warn('THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.');
  28056. return new Uint16BufferAttribute(array, itemSize);
  28057. }
  28058. function Int32Attribute(array, itemSize) {
  28059. console.warn('THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.');
  28060. return new Int32BufferAttribute(array, itemSize);
  28061. }
  28062. function Uint32Attribute(array, itemSize) {
  28063. console.warn('THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.');
  28064. return new Uint32BufferAttribute(array, itemSize);
  28065. }
  28066. function Float32Attribute(array, itemSize) {
  28067. console.warn('THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.');
  28068. return new Float32BufferAttribute(array, itemSize);
  28069. }
  28070. function Float64Attribute(array, itemSize) {
  28071. console.warn('THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.');
  28072. return new Float64BufferAttribute(array, itemSize);
  28073. } //
  28074. Curve.create = function (construct, getPoint) {
  28075. console.log('THREE.Curve.create() has been deprecated');
  28076. construct.prototype = Object.create(Curve.prototype);
  28077. construct.prototype.constructor = construct;
  28078. construct.prototype.getPoint = getPoint;
  28079. return construct;
  28080. }; //
  28081. Path.prototype.fromPoints = function (points) {
  28082. console.warn('THREE.Path: .fromPoints() has been renamed to .setFromPoints().');
  28083. return this.setFromPoints(points);
  28084. }; //
  28085. function AxisHelper(size) {
  28086. console.warn('THREE.AxisHelper has been renamed to THREE.AxesHelper.');
  28087. return new AxesHelper(size);
  28088. }
  28089. function BoundingBoxHelper(object, color) {
  28090. console.warn('THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.');
  28091. return new BoxHelper(object, color);
  28092. }
  28093. function EdgesHelper(object, hex) {
  28094. console.warn('THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.');
  28095. return new LineSegments(new EdgesGeometry(object.geometry), new LineBasicMaterial({
  28096. color: hex !== undefined ? hex : 0xffffff
  28097. }));
  28098. }
  28099. GridHelper.prototype.setColors = function () {
  28100. console.error('THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.');
  28101. };
  28102. SkeletonHelper.prototype.update = function () {
  28103. console.error('THREE.SkeletonHelper: update() no longer needs to be called.');
  28104. };
  28105. function WireframeHelper(object, hex) {
  28106. console.warn('THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.');
  28107. return new LineSegments(new WireframeGeometry(object.geometry), new LineBasicMaterial({
  28108. color: hex !== undefined ? hex : 0xffffff
  28109. }));
  28110. } //
  28111. Loader.prototype.extractUrlBase = function (url) {
  28112. console.warn('THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.');
  28113. return LoaderUtils.extractUrlBase(url);
  28114. };
  28115. Loader.Handlers = {
  28116. add: function () {
  28117. console.error('THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.');
  28118. },
  28119. get: function () {
  28120. console.error('THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.');
  28121. }
  28122. };
  28123. function XHRLoader(manager) {
  28124. console.warn('THREE.XHRLoader has been renamed to THREE.FileLoader.');
  28125. return new FileLoader(manager);
  28126. }
  28127. function BinaryTextureLoader(manager) {
  28128. console.warn('THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.');
  28129. return new DataTextureLoader(manager);
  28130. } //
  28131. Box2.prototype.center = function (optionalTarget) {
  28132. console.warn('THREE.Box2: .center() has been renamed to .getCenter().');
  28133. return this.getCenter(optionalTarget);
  28134. };
  28135. Box2.prototype.empty = function () {
  28136. console.warn('THREE.Box2: .empty() has been renamed to .isEmpty().');
  28137. return this.isEmpty();
  28138. };
  28139. Box2.prototype.isIntersectionBox = function (box) {
  28140. console.warn('THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().');
  28141. return this.intersectsBox(box);
  28142. };
  28143. Box2.prototype.size = function (optionalTarget) {
  28144. console.warn('THREE.Box2: .size() has been renamed to .getSize().');
  28145. return this.getSize(optionalTarget);
  28146. }; //
  28147. Box3.prototype.center = function (optionalTarget) {
  28148. console.warn('THREE.Box3: .center() has been renamed to .getCenter().');
  28149. return this.getCenter(optionalTarget);
  28150. };
  28151. Box3.prototype.empty = function () {
  28152. console.warn('THREE.Box3: .empty() has been renamed to .isEmpty().');
  28153. return this.isEmpty();
  28154. };
  28155. Box3.prototype.isIntersectionBox = function (box) {
  28156. console.warn('THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().');
  28157. return this.intersectsBox(box);
  28158. };
  28159. Box3.prototype.isIntersectionSphere = function (sphere) {
  28160. console.warn('THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().');
  28161. return this.intersectsSphere(sphere);
  28162. };
  28163. Box3.prototype.size = function (optionalTarget) {
  28164. console.warn('THREE.Box3: .size() has been renamed to .getSize().');
  28165. return this.getSize(optionalTarget);
  28166. }; //
  28167. Sphere.prototype.empty = function () {
  28168. console.warn('THREE.Sphere: .empty() has been renamed to .isEmpty().');
  28169. return this.isEmpty();
  28170. }; //
  28171. Frustum.prototype.setFromMatrix = function (m) {
  28172. console.warn('THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().');
  28173. return this.setFromProjectionMatrix(m);
  28174. }; //
  28175. Line3.prototype.center = function (optionalTarget) {
  28176. console.warn('THREE.Line3: .center() has been renamed to .getCenter().');
  28177. return this.getCenter(optionalTarget);
  28178. }; //
  28179. Matrix3.prototype.flattenToArrayOffset = function (array, offset) {
  28180. console.warn('THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.');
  28181. return this.toArray(array, offset);
  28182. };
  28183. Matrix3.prototype.multiplyVector3 = function (vector) {
  28184. console.warn('THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.');
  28185. return vector.applyMatrix3(this);
  28186. };
  28187. Matrix3.prototype.multiplyVector3Array = function () {
  28188. console.error('THREE.Matrix3: .multiplyVector3Array() has been removed.');
  28189. };
  28190. Matrix3.prototype.applyToBufferAttribute = function (attribute) {
  28191. console.warn('THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.');
  28192. return attribute.applyMatrix3(this);
  28193. };
  28194. Matrix3.prototype.applyToVector3Array = function () {
  28195. console.error('THREE.Matrix3: .applyToVector3Array() has been removed.');
  28196. };
  28197. Matrix3.prototype.getInverse = function (matrix) {
  28198. console.warn('THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.');
  28199. return this.copy(matrix).invert();
  28200. }; //
  28201. Matrix4.prototype.extractPosition = function (m) {
  28202. console.warn('THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().');
  28203. return this.copyPosition(m);
  28204. };
  28205. Matrix4.prototype.flattenToArrayOffset = function (array, offset) {
  28206. console.warn('THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.');
  28207. return this.toArray(array, offset);
  28208. };
  28209. Matrix4.prototype.getPosition = function () {
  28210. console.warn('THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.');
  28211. return new Vector3().setFromMatrixColumn(this, 3);
  28212. };
  28213. Matrix4.prototype.setRotationFromQuaternion = function (q) {
  28214. console.warn('THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().');
  28215. return this.makeRotationFromQuaternion(q);
  28216. };
  28217. Matrix4.prototype.multiplyToArray = function () {
  28218. console.warn('THREE.Matrix4: .multiplyToArray() has been removed.');
  28219. };
  28220. Matrix4.prototype.multiplyVector3 = function (vector) {
  28221. console.warn('THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.');
  28222. return vector.applyMatrix4(this);
  28223. };
  28224. Matrix4.prototype.multiplyVector4 = function (vector) {
  28225. console.warn('THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.');
  28226. return vector.applyMatrix4(this);
  28227. };
  28228. Matrix4.prototype.multiplyVector3Array = function () {
  28229. console.error('THREE.Matrix4: .multiplyVector3Array() has been removed.');
  28230. };
  28231. Matrix4.prototype.rotateAxis = function (v) {
  28232. console.warn('THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.');
  28233. v.transformDirection(this);
  28234. };
  28235. Matrix4.prototype.crossVector = function (vector) {
  28236. console.warn('THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.');
  28237. return vector.applyMatrix4(this);
  28238. };
  28239. Matrix4.prototype.translate = function () {
  28240. console.error('THREE.Matrix4: .translate() has been removed.');
  28241. };
  28242. Matrix4.prototype.rotateX = function () {
  28243. console.error('THREE.Matrix4: .rotateX() has been removed.');
  28244. };
  28245. Matrix4.prototype.rotateY = function () {
  28246. console.error('THREE.Matrix4: .rotateY() has been removed.');
  28247. };
  28248. Matrix4.prototype.rotateZ = function () {
  28249. console.error('THREE.Matrix4: .rotateZ() has been removed.');
  28250. };
  28251. Matrix4.prototype.rotateByAxis = function () {
  28252. console.error('THREE.Matrix4: .rotateByAxis() has been removed.');
  28253. };
  28254. Matrix4.prototype.applyToBufferAttribute = function (attribute) {
  28255. console.warn('THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.');
  28256. return attribute.applyMatrix4(this);
  28257. };
  28258. Matrix4.prototype.applyToVector3Array = function () {
  28259. console.error('THREE.Matrix4: .applyToVector3Array() has been removed.');
  28260. };
  28261. Matrix4.prototype.makeFrustum = function (left, right, bottom, top, near, far) {
  28262. console.warn('THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.');
  28263. return this.makePerspective(left, right, top, bottom, near, far);
  28264. };
  28265. Matrix4.prototype.getInverse = function (matrix) {
  28266. console.warn('THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.');
  28267. return this.copy(matrix).invert();
  28268. }; //
  28269. Plane.prototype.isIntersectionLine = function (line) {
  28270. console.warn('THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().');
  28271. return this.intersectsLine(line);
  28272. }; //
  28273. Quaternion.prototype.multiplyVector3 = function (vector) {
  28274. console.warn('THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.');
  28275. return vector.applyQuaternion(this);
  28276. };
  28277. Quaternion.prototype.inverse = function () {
  28278. console.warn('THREE.Quaternion: .inverse() has been renamed to invert().');
  28279. return this.invert();
  28280. }; //
  28281. Ray.prototype.isIntersectionBox = function (box) {
  28282. console.warn('THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().');
  28283. return this.intersectsBox(box);
  28284. };
  28285. Ray.prototype.isIntersectionPlane = function (plane) {
  28286. console.warn('THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().');
  28287. return this.intersectsPlane(plane);
  28288. };
  28289. Ray.prototype.isIntersectionSphere = function (sphere) {
  28290. console.warn('THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().');
  28291. return this.intersectsSphere(sphere);
  28292. }; //
  28293. Triangle.prototype.area = function () {
  28294. console.warn('THREE.Triangle: .area() has been renamed to .getArea().');
  28295. return this.getArea();
  28296. };
  28297. Triangle.prototype.barycoordFromPoint = function (point, target) {
  28298. console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().');
  28299. return this.getBarycoord(point, target);
  28300. };
  28301. Triangle.prototype.midpoint = function (target) {
  28302. console.warn('THREE.Triangle: .midpoint() has been renamed to .getMidpoint().');
  28303. return this.getMidpoint(target);
  28304. };
  28305. Triangle.prototypenormal = function (target) {
  28306. console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().');
  28307. return this.getNormal(target);
  28308. };
  28309. Triangle.prototype.plane = function (target) {
  28310. console.warn('THREE.Triangle: .plane() has been renamed to .getPlane().');
  28311. return this.getPlane(target);
  28312. };
  28313. Triangle.barycoordFromPoint = function (point, a, b, c, target) {
  28314. console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().');
  28315. return Triangle.getBarycoord(point, a, b, c, target);
  28316. };
  28317. Triangle.normal = function (a, b, c, target) {
  28318. console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().');
  28319. return Triangle.getNormal(a, b, c, target);
  28320. }; //
  28321. Shape.prototype.extractAllPoints = function (divisions) {
  28322. console.warn('THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.');
  28323. return this.extractPoints(divisions);
  28324. };
  28325. Shape.prototype.extrude = function (options) {
  28326. console.warn('THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.');
  28327. return new ExtrudeGeometry(this, options);
  28328. };
  28329. Shape.prototype.makeGeometry = function (options) {
  28330. console.warn('THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.');
  28331. return new ShapeGeometry(this, options);
  28332. }; //
  28333. Vector2.prototype.fromAttribute = function (attribute, index, offset) {
  28334. console.warn('THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().');
  28335. return this.fromBufferAttribute(attribute, index, offset);
  28336. };
  28337. Vector2.prototype.distanceToManhattan = function (v) {
  28338. console.warn('THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().');
  28339. return this.manhattanDistanceTo(v);
  28340. };
  28341. Vector2.prototype.lengthManhattan = function () {
  28342. console.warn('THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().');
  28343. return this.manhattanLength();
  28344. }; //
  28345. Vector3.prototype.setEulerFromRotationMatrix = function () {
  28346. console.error('THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.');
  28347. };
  28348. Vector3.prototype.setEulerFromQuaternion = function () {
  28349. console.error('THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.');
  28350. };
  28351. Vector3.prototype.getPositionFromMatrix = function (m) {
  28352. console.warn('THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().');
  28353. return this.setFromMatrixPosition(m);
  28354. };
  28355. Vector3.prototype.getScaleFromMatrix = function (m) {
  28356. console.warn('THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().');
  28357. return this.setFromMatrixScale(m);
  28358. };
  28359. Vector3.prototype.getColumnFromMatrix = function (index, matrix) {
  28360. console.warn('THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().');
  28361. return this.setFromMatrixColumn(matrix, index);
  28362. };
  28363. Vector3.prototype.applyProjection = function (m) {
  28364. console.warn('THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.');
  28365. return this.applyMatrix4(m);
  28366. };
  28367. Vector3.prototype.fromAttribute = function (attribute, index, offset) {
  28368. console.warn('THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().');
  28369. return this.fromBufferAttribute(attribute, index, offset);
  28370. };
  28371. Vector3.prototype.distanceToManhattan = function (v) {
  28372. console.warn('THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().');
  28373. return this.manhattanDistanceTo(v);
  28374. };
  28375. Vector3.prototype.lengthManhattan = function () {
  28376. console.warn('THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().');
  28377. return this.manhattanLength();
  28378. }; //
  28379. Vector4.prototype.fromAttribute = function (attribute, index, offset) {
  28380. console.warn('THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().');
  28381. return this.fromBufferAttribute(attribute, index, offset);
  28382. };
  28383. Vector4.prototype.lengthManhattan = function () {
  28384. console.warn('THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().');
  28385. return this.manhattanLength();
  28386. }; //
  28387. Object3D.prototype.getChildByName = function (name) {
  28388. console.warn('THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().');
  28389. return this.getObjectByName(name);
  28390. };
  28391. Object3D.prototype.renderDepth = function () {
  28392. console.warn('THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.');
  28393. };
  28394. Object3D.prototype.translate = function (distance, axis) {
  28395. console.warn('THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.');
  28396. return this.translateOnAxis(axis, distance);
  28397. };
  28398. Object3D.prototype.getWorldRotation = function () {
  28399. console.error('THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.');
  28400. };
  28401. Object3D.prototype.applyMatrix = function (matrix) {
  28402. console.warn('THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().');
  28403. return this.applyMatrix4(matrix);
  28404. };
  28405. Object.defineProperties(Object3D.prototype, {
  28406. eulerOrder: {
  28407. get: function () {
  28408. console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.');
  28409. return this.rotation.order;
  28410. },
  28411. set: function (value) {
  28412. console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.');
  28413. this.rotation.order = value;
  28414. }
  28415. },
  28416. useQuaternion: {
  28417. get: function () {
  28418. console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.');
  28419. },
  28420. set: function () {
  28421. console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.');
  28422. }
  28423. }
  28424. });
  28425. Mesh.prototype.setDrawMode = function () {
  28426. console.error('THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.');
  28427. };
  28428. Object.defineProperties(Mesh.prototype, {
  28429. drawMode: {
  28430. get: function () {
  28431. console.error('THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.');
  28432. return TrianglesDrawMode;
  28433. },
  28434. set: function () {
  28435. console.error('THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.');
  28436. }
  28437. }
  28438. });
  28439. SkinnedMesh.prototype.initBones = function () {
  28440. console.error('THREE.SkinnedMesh: initBones() has been removed.');
  28441. }; //
  28442. PerspectiveCamera.prototype.setLens = function (focalLength, filmGauge) {
  28443. console.warn('THREE.PerspectiveCamera.setLens is deprecated. ' + 'Use .setFocalLength and .filmGauge for a photographic setup.');
  28444. if (filmGauge !== undefined) this.filmGauge = filmGauge;
  28445. this.setFocalLength(focalLength);
  28446. }; //
  28447. Object.defineProperties(Light.prototype, {
  28448. onlyShadow: {
  28449. set: function () {
  28450. console.warn('THREE.Light: .onlyShadow has been removed.');
  28451. }
  28452. },
  28453. shadowCameraFov: {
  28454. set: function (value) {
  28455. console.warn('THREE.Light: .shadowCameraFov is now .shadow.camera.fov.');
  28456. this.shadow.camera.fov = value;
  28457. }
  28458. },
  28459. shadowCameraLeft: {
  28460. set: function (value) {
  28461. console.warn('THREE.Light: .shadowCameraLeft is now .shadow.camera.left.');
  28462. this.shadow.camera.left = value;
  28463. }
  28464. },
  28465. shadowCameraRight: {
  28466. set: function (value) {
  28467. console.warn('THREE.Light: .shadowCameraRight is now .shadow.camera.right.');
  28468. this.shadow.camera.right = value;
  28469. }
  28470. },
  28471. shadowCameraTop: {
  28472. set: function (value) {
  28473. console.warn('THREE.Light: .shadowCameraTop is now .shadow.camera.top.');
  28474. this.shadow.camera.top = value;
  28475. }
  28476. },
  28477. shadowCameraBottom: {
  28478. set: function (value) {
  28479. console.warn('THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.');
  28480. this.shadow.camera.bottom = value;
  28481. }
  28482. },
  28483. shadowCameraNear: {
  28484. set: function (value) {
  28485. console.warn('THREE.Light: .shadowCameraNear is now .shadow.camera.near.');
  28486. this.shadow.camera.near = value;
  28487. }
  28488. },
  28489. shadowCameraFar: {
  28490. set: function (value) {
  28491. console.warn('THREE.Light: .shadowCameraFar is now .shadow.camera.far.');
  28492. this.shadow.camera.far = value;
  28493. }
  28494. },
  28495. shadowCameraVisible: {
  28496. set: function () {
  28497. console.warn('THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.');
  28498. }
  28499. },
  28500. shadowBias: {
  28501. set: function (value) {
  28502. console.warn('THREE.Light: .shadowBias is now .shadow.bias.');
  28503. this.shadow.bias = value;
  28504. }
  28505. },
  28506. shadowDarkness: {
  28507. set: function () {
  28508. console.warn('THREE.Light: .shadowDarkness has been removed.');
  28509. }
  28510. },
  28511. shadowMapWidth: {
  28512. set: function (value) {
  28513. console.warn('THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.');
  28514. this.shadow.mapSize.width = value;
  28515. }
  28516. },
  28517. shadowMapHeight: {
  28518. set: function (value) {
  28519. console.warn('THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.');
  28520. this.shadow.mapSize.height = value;
  28521. }
  28522. }
  28523. }); //
  28524. Object.defineProperties(BufferAttribute.prototype, {
  28525. length: {
  28526. get: function () {
  28527. console.warn('THREE.BufferAttribute: .length has been deprecated. Use .count instead.');
  28528. return this.array.length;
  28529. }
  28530. },
  28531. dynamic: {
  28532. get: function () {
  28533. console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.');
  28534. return this.usage === DynamicDrawUsage;
  28535. },
  28536. set: function () {
  28537. console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.');
  28538. this.setUsage(DynamicDrawUsage);
  28539. }
  28540. }
  28541. });
  28542. BufferAttribute.prototype.setDynamic = function (value) {
  28543. console.warn('THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.');
  28544. this.setUsage(value === true ? DynamicDrawUsage : StaticDrawUsage);
  28545. return this;
  28546. };
  28547. BufferAttribute.prototype.copyIndicesArray = function () {
  28548. console.error('THREE.BufferAttribute: .copyIndicesArray() has been removed.');
  28549. }, BufferAttribute.prototype.setArray = function () {
  28550. console.error('THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers');
  28551. }; //
  28552. BufferGeometry.prototype.addIndex = function (index) {
  28553. console.warn('THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().');
  28554. this.setIndex(index);
  28555. };
  28556. BufferGeometry.prototype.addAttribute = function (name, attribute) {
  28557. console.warn('THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().');
  28558. if (!(attribute && attribute.isBufferAttribute) && !(attribute && attribute.isInterleavedBufferAttribute)) {
  28559. console.warn('THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).');
  28560. return this.setAttribute(name, new BufferAttribute(arguments[1], arguments[2]));
  28561. }
  28562. if (name === 'index') {
  28563. console.warn('THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.');
  28564. this.setIndex(attribute);
  28565. return this;
  28566. }
  28567. return this.setAttribute(name, attribute);
  28568. };
  28569. BufferGeometry.prototype.addDrawCall = function (start, count, indexOffset) {
  28570. if (indexOffset !== undefined) {
  28571. console.warn('THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.');
  28572. }
  28573. console.warn('THREE.BufferGeometry: .addDrawCall() is now .addGroup().');
  28574. this.addGroup(start, count);
  28575. };
  28576. BufferGeometry.prototype.clearDrawCalls = function () {
  28577. console.warn('THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().');
  28578. this.clearGroups();
  28579. };
  28580. BufferGeometry.prototype.computeOffsets = function () {
  28581. console.warn('THREE.BufferGeometry: .computeOffsets() has been removed.');
  28582. };
  28583. BufferGeometry.prototype.removeAttribute = function (name) {
  28584. console.warn('THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().');
  28585. return this.deleteAttribute(name);
  28586. };
  28587. BufferGeometry.prototype.applyMatrix = function (matrix) {
  28588. console.warn('THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().');
  28589. return this.applyMatrix4(matrix);
  28590. };
  28591. Object.defineProperties(BufferGeometry.prototype, {
  28592. drawcalls: {
  28593. get: function () {
  28594. console.error('THREE.BufferGeometry: .drawcalls has been renamed to .groups.');
  28595. return this.groups;
  28596. }
  28597. },
  28598. offsets: {
  28599. get: function () {
  28600. console.warn('THREE.BufferGeometry: .offsets has been renamed to .groups.');
  28601. return this.groups;
  28602. }
  28603. }
  28604. });
  28605. InterleavedBuffer.prototype.setDynamic = function (value) {
  28606. console.warn('THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.');
  28607. this.setUsage(value === true ? DynamicDrawUsage : StaticDrawUsage);
  28608. return this;
  28609. };
  28610. InterleavedBuffer.prototype.setArray = function () {
  28611. console.error('THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers');
  28612. }; //
  28613. ExtrudeGeometry.prototype.getArrays = function () {
  28614. console.error('THREE.ExtrudeGeometry: .getArrays() has been removed.');
  28615. };
  28616. ExtrudeGeometry.prototype.addShapeList = function () {
  28617. console.error('THREE.ExtrudeGeometry: .addShapeList() has been removed.');
  28618. };
  28619. ExtrudeGeometry.prototype.addShape = function () {
  28620. console.error('THREE.ExtrudeGeometry: .addShape() has been removed.');
  28621. }; //
  28622. Scene.prototype.dispose = function () {
  28623. console.error('THREE.Scene: .dispose() has been removed.');
  28624. }; //
  28625. Uniform.prototype.onUpdate = function () {
  28626. console.warn('THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.');
  28627. return this;
  28628. }; //
  28629. Object.defineProperties(Material.prototype, {
  28630. wrapAround: {
  28631. get: function () {
  28632. console.warn('THREE.Material: .wrapAround has been removed.');
  28633. },
  28634. set: function () {
  28635. console.warn('THREE.Material: .wrapAround has been removed.');
  28636. }
  28637. },
  28638. overdraw: {
  28639. get: function () {
  28640. console.warn('THREE.Material: .overdraw has been removed.');
  28641. },
  28642. set: function () {
  28643. console.warn('THREE.Material: .overdraw has been removed.');
  28644. }
  28645. },
  28646. wrapRGB: {
  28647. get: function () {
  28648. console.warn('THREE.Material: .wrapRGB has been removed.');
  28649. return new Color();
  28650. }
  28651. },
  28652. shading: {
  28653. get: function () {
  28654. console.error('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');
  28655. },
  28656. set: function (value) {
  28657. console.warn('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');
  28658. this.flatShading = value === FlatShading;
  28659. }
  28660. },
  28661. stencilMask: {
  28662. get: function () {
  28663. console.warn('THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.');
  28664. return this.stencilFuncMask;
  28665. },
  28666. set: function (value) {
  28667. console.warn('THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.');
  28668. this.stencilFuncMask = value;
  28669. }
  28670. },
  28671. vertexTangents: {
  28672. get: function () {
  28673. console.warn('THREE.' + this.type + ': .vertexTangents has been removed.');
  28674. },
  28675. set: function () {
  28676. console.warn('THREE.' + this.type + ': .vertexTangents has been removed.');
  28677. }
  28678. }
  28679. });
  28680. Object.defineProperties(ShaderMaterial.prototype, {
  28681. derivatives: {
  28682. get: function () {
  28683. console.warn('THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.');
  28684. return this.extensions.derivatives;
  28685. },
  28686. set: function (value) {
  28687. console.warn('THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.');
  28688. this.extensions.derivatives = value;
  28689. }
  28690. }
  28691. }); //
  28692. WebGLRenderer.prototype.clearTarget = function (renderTarget, color, depth, stencil) {
  28693. console.warn('THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.');
  28694. this.setRenderTarget(renderTarget);
  28695. this.clear(color, depth, stencil);
  28696. };
  28697. WebGLRenderer.prototype.animate = function (callback) {
  28698. console.warn('THREE.WebGLRenderer: .animate() is now .setAnimationLoop().');
  28699. this.setAnimationLoop(callback);
  28700. };
  28701. WebGLRenderer.prototype.getCurrentRenderTarget = function () {
  28702. console.warn('THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().');
  28703. return this.getRenderTarget();
  28704. };
  28705. WebGLRenderer.prototype.getMaxAnisotropy = function () {
  28706. console.warn('THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().');
  28707. return this.capabilities.getMaxAnisotropy();
  28708. };
  28709. WebGLRenderer.prototype.getPrecision = function () {
  28710. console.warn('THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.');
  28711. return this.capabilities.precision;
  28712. };
  28713. WebGLRenderer.prototype.resetGLState = function () {
  28714. console.warn('THREE.WebGLRenderer: .resetGLState() is now .state.reset().');
  28715. return this.state.reset();
  28716. };
  28717. WebGLRenderer.prototype.supportsFloatTextures = function () {
  28718. console.warn('THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).');
  28719. return this.extensions.get('OES_texture_float');
  28720. };
  28721. WebGLRenderer.prototype.supportsHalfFloatTextures = function () {
  28722. console.warn('THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).');
  28723. return this.extensions.get('OES_texture_half_float');
  28724. };
  28725. WebGLRenderer.prototype.supportsStandardDerivatives = function () {
  28726. console.warn('THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).');
  28727. return this.extensions.get('OES_standard_derivatives');
  28728. };
  28729. WebGLRenderer.prototype.supportsCompressedTextureS3TC = function () {
  28730. console.warn('THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).');
  28731. return this.extensions.get('WEBGL_compressed_texture_s3tc');
  28732. };
  28733. WebGLRenderer.prototype.supportsCompressedTexturePVRTC = function () {
  28734. console.warn('THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).');
  28735. return this.extensions.get('WEBGL_compressed_texture_pvrtc');
  28736. };
  28737. WebGLRenderer.prototype.supportsBlendMinMax = function () {
  28738. console.warn('THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).');
  28739. return this.extensions.get('EXT_blend_minmax');
  28740. };
  28741. WebGLRenderer.prototype.supportsVertexTextures = function () {
  28742. console.warn('THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.');
  28743. return this.capabilities.vertexTextures;
  28744. };
  28745. WebGLRenderer.prototype.supportsInstancedArrays = function () {
  28746. console.warn('THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).');
  28747. return this.extensions.get('ANGLE_instanced_arrays');
  28748. };
  28749. WebGLRenderer.prototype.enableScissorTest = function (boolean) {
  28750. console.warn('THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().');
  28751. this.setScissorTest(boolean);
  28752. };
  28753. WebGLRenderer.prototype.initMaterial = function () {
  28754. console.warn('THREE.WebGLRenderer: .initMaterial() has been removed.');
  28755. };
  28756. WebGLRenderer.prototype.addPrePlugin = function () {
  28757. console.warn('THREE.WebGLRenderer: .addPrePlugin() has been removed.');
  28758. };
  28759. WebGLRenderer.prototype.addPostPlugin = function () {
  28760. console.warn('THREE.WebGLRenderer: .addPostPlugin() has been removed.');
  28761. };
  28762. WebGLRenderer.prototype.updateShadowMap = function () {
  28763. console.warn('THREE.WebGLRenderer: .updateShadowMap() has been removed.');
  28764. };
  28765. WebGLRenderer.prototype.setFaceCulling = function () {
  28766. console.warn('THREE.WebGLRenderer: .setFaceCulling() has been removed.');
  28767. };
  28768. WebGLRenderer.prototype.allocTextureUnit = function () {
  28769. console.warn('THREE.WebGLRenderer: .allocTextureUnit() has been removed.');
  28770. };
  28771. WebGLRenderer.prototype.setTexture = function () {
  28772. console.warn('THREE.WebGLRenderer: .setTexture() has been removed.');
  28773. };
  28774. WebGLRenderer.prototype.setTexture2D = function () {
  28775. console.warn('THREE.WebGLRenderer: .setTexture2D() has been removed.');
  28776. };
  28777. WebGLRenderer.prototype.setTextureCube = function () {
  28778. console.warn('THREE.WebGLRenderer: .setTextureCube() has been removed.');
  28779. };
  28780. WebGLRenderer.prototype.getActiveMipMapLevel = function () {
  28781. console.warn('THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().');
  28782. return this.getActiveMipmapLevel();
  28783. };
  28784. Object.defineProperties(WebGLRenderer.prototype, {
  28785. shadowMapEnabled: {
  28786. get: function () {
  28787. return this.shadowMap.enabled;
  28788. },
  28789. set: function (value) {
  28790. console.warn('THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.');
  28791. this.shadowMap.enabled = value;
  28792. }
  28793. },
  28794. shadowMapType: {
  28795. get: function () {
  28796. return this.shadowMap.type;
  28797. },
  28798. set: function (value) {
  28799. console.warn('THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.');
  28800. this.shadowMap.type = value;
  28801. }
  28802. },
  28803. shadowMapCullFace: {
  28804. get: function () {
  28805. console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.');
  28806. return undefined;
  28807. },
  28808. set: function () {
  28809. console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.');
  28810. }
  28811. },
  28812. context: {
  28813. get: function () {
  28814. console.warn('THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.');
  28815. return this.getContext();
  28816. }
  28817. },
  28818. vr: {
  28819. get: function () {
  28820. console.warn('THREE.WebGLRenderer: .vr has been renamed to .xr');
  28821. return this.xr;
  28822. }
  28823. },
  28824. gammaInput: {
  28825. get: function () {
  28826. console.warn('THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.');
  28827. return false;
  28828. },
  28829. set: function () {
  28830. console.warn('THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.');
  28831. }
  28832. },
  28833. gammaOutput: {
  28834. get: function () {
  28835. console.warn('THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.');
  28836. return false;
  28837. },
  28838. set: function (value) {
  28839. console.warn('THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.');
  28840. this.outputEncoding = value === true ? sRGBEncoding : LinearEncoding;
  28841. }
  28842. },
  28843. toneMappingWhitePoint: {
  28844. get: function () {
  28845. console.warn('THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.');
  28846. return 1.0;
  28847. },
  28848. set: function () {
  28849. console.warn('THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.');
  28850. }
  28851. }
  28852. });
  28853. Object.defineProperties(WebGLShadowMap.prototype, {
  28854. cullFace: {
  28855. get: function () {
  28856. console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.');
  28857. return undefined;
  28858. },
  28859. set: function () {
  28860. console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.');
  28861. }
  28862. },
  28863. renderReverseSided: {
  28864. get: function () {
  28865. console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.');
  28866. return undefined;
  28867. },
  28868. set: function () {
  28869. console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.');
  28870. }
  28871. },
  28872. renderSingleSided: {
  28873. get: function () {
  28874. console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.');
  28875. return undefined;
  28876. },
  28877. set: function () {
  28878. console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.');
  28879. }
  28880. }
  28881. });
  28882. function WebGLRenderTargetCube(width, height, options) {
  28883. console.warn('THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).');
  28884. return new WebGLCubeRenderTarget(width, options);
  28885. } //
  28886. Object.defineProperties(WebGLRenderTarget.prototype, {
  28887. wrapS: {
  28888. get: function () {
  28889. console.warn('THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.');
  28890. return this.texture.wrapS;
  28891. },
  28892. set: function (value) {
  28893. console.warn('THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.');
  28894. this.texture.wrapS = value;
  28895. }
  28896. },
  28897. wrapT: {
  28898. get: function () {
  28899. console.warn('THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.');
  28900. return this.texture.wrapT;
  28901. },
  28902. set: function (value) {
  28903. console.warn('THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.');
  28904. this.texture.wrapT = value;
  28905. }
  28906. },
  28907. magFilter: {
  28908. get: function () {
  28909. console.warn('THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.');
  28910. return this.texture.magFilter;
  28911. },
  28912. set: function (value) {
  28913. console.warn('THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.');
  28914. this.texture.magFilter = value;
  28915. }
  28916. },
  28917. minFilter: {
  28918. get: function () {
  28919. console.warn('THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.');
  28920. return this.texture.minFilter;
  28921. },
  28922. set: function (value) {
  28923. console.warn('THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.');
  28924. this.texture.minFilter = value;
  28925. }
  28926. },
  28927. anisotropy: {
  28928. get: function () {
  28929. console.warn('THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.');
  28930. return this.texture.anisotropy;
  28931. },
  28932. set: function (value) {
  28933. console.warn('THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.');
  28934. this.texture.anisotropy = value;
  28935. }
  28936. },
  28937. offset: {
  28938. get: function () {
  28939. console.warn('THREE.WebGLRenderTarget: .offset is now .texture.offset.');
  28940. return this.texture.offset;
  28941. },
  28942. set: function (value) {
  28943. console.warn('THREE.WebGLRenderTarget: .offset is now .texture.offset.');
  28944. this.texture.offset = value;
  28945. }
  28946. },
  28947. repeat: {
  28948. get: function () {
  28949. console.warn('THREE.WebGLRenderTarget: .repeat is now .texture.repeat.');
  28950. return this.texture.repeat;
  28951. },
  28952. set: function (value) {
  28953. console.warn('THREE.WebGLRenderTarget: .repeat is now .texture.repeat.');
  28954. this.texture.repeat = value;
  28955. }
  28956. },
  28957. format: {
  28958. get: function () {
  28959. console.warn('THREE.WebGLRenderTarget: .format is now .texture.format.');
  28960. return this.texture.format;
  28961. },
  28962. set: function (value) {
  28963. console.warn('THREE.WebGLRenderTarget: .format is now .texture.format.');
  28964. this.texture.format = value;
  28965. }
  28966. },
  28967. type: {
  28968. get: function () {
  28969. console.warn('THREE.WebGLRenderTarget: .type is now .texture.type.');
  28970. return this.texture.type;
  28971. },
  28972. set: function (value) {
  28973. console.warn('THREE.WebGLRenderTarget: .type is now .texture.type.');
  28974. this.texture.type = value;
  28975. }
  28976. },
  28977. generateMipmaps: {
  28978. get: function () {
  28979. console.warn('THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.');
  28980. return this.texture.generateMipmaps;
  28981. },
  28982. set: function (value) {
  28983. console.warn('THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.');
  28984. this.texture.generateMipmaps = value;
  28985. }
  28986. }
  28987. }); //
  28988. Audio.prototype.load = function (file) {
  28989. console.warn('THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.');
  28990. const scope = this;
  28991. const audioLoader = new AudioLoader();
  28992. audioLoader.load(file, function (buffer) {
  28993. scope.setBuffer(buffer);
  28994. });
  28995. return this;
  28996. };
  28997. AudioAnalyser.prototype.getData = function () {
  28998. console.warn('THREE.AudioAnalyser: .getData() is now .getFrequencyData().');
  28999. return this.getFrequencyData();
  29000. }; //
  29001. CubeCamera.prototype.updateCubeMap = function (renderer, scene) {
  29002. console.warn('THREE.CubeCamera: .updateCubeMap() is now .update().');
  29003. return this.update(renderer, scene);
  29004. };
  29005. CubeCamera.prototype.clear = function (renderer, color, depth, stencil) {
  29006. console.warn('THREE.CubeCamera: .clear() is now .renderTarget.clear().');
  29007. return this.renderTarget.clear(renderer, color, depth, stencil);
  29008. };
  29009. ImageUtils.crossOrigin = undefined;
  29010. ImageUtils.loadTexture = function (url, mapping, onLoad, onError) {
  29011. console.warn('THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.');
  29012. const loader = new TextureLoader();
  29013. loader.setCrossOrigin(this.crossOrigin);
  29014. const texture = loader.load(url, onLoad, undefined, onError);
  29015. if (mapping) texture.mapping = mapping;
  29016. return texture;
  29017. };
  29018. ImageUtils.loadTextureCube = function (urls, mapping, onLoad, onError) {
  29019. console.warn('THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.');
  29020. const loader = new CubeTextureLoader();
  29021. loader.setCrossOrigin(this.crossOrigin);
  29022. const texture = loader.load(urls, onLoad, undefined, onError);
  29023. if (mapping) texture.mapping = mapping;
  29024. return texture;
  29025. };
  29026. ImageUtils.loadCompressedTexture = function () {
  29027. console.error('THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.');
  29028. };
  29029. ImageUtils.loadCompressedTextureCube = function () {
  29030. console.error('THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.');
  29031. }; //
  29032. function CanvasRenderer() {
  29033. console.error('THREE.CanvasRenderer has been removed');
  29034. } //
  29035. function JSONLoader() {
  29036. console.error('THREE.JSONLoader has been removed.');
  29037. } //
  29038. const SceneUtils = {
  29039. createMultiMaterialObject: function () {
  29040. console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');
  29041. },
  29042. detach: function () {
  29043. console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');
  29044. },
  29045. attach: function () {
  29046. console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');
  29047. }
  29048. }; //
  29049. function LensFlare() {
  29050. console.error('THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js');
  29051. } //
  29052. function ParametricGeometry() {
  29053. console.error('THREE.ParametricGeometry has been moved to /examples/jsm/geometries/ParametricGeometry.js');
  29054. return new BufferGeometry();
  29055. }
  29056. function TextGeometry() {
  29057. console.error('THREE.TextGeometry has been moved to /examples/jsm/geometries/TextGeometry.js');
  29058. return new BufferGeometry();
  29059. }
  29060. function FontLoader() {
  29061. console.error('THREE.FontLoader has been moved to /examples/jsm/loaders/FontLoader.js');
  29062. }
  29063. function Font() {
  29064. console.error('THREE.Font has been moved to /examples/jsm/loaders/FontLoader.js');
  29065. }
  29066. function ImmediateRenderObject() {
  29067. console.error('THREE.ImmediateRenderObject has been removed.');
  29068. }
  29069. if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
  29070. /* eslint-disable no-undef */
  29071. __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('register', {
  29072. detail: {
  29073. revision: REVISION
  29074. }
  29075. }));
  29076. /* eslint-enable no-undef */
  29077. }
  29078. if (typeof window !== 'undefined') {
  29079. if (window.__THREE__) {
  29080. console.warn('WARNING: Multiple instances of Three.js being imported.');
  29081. } else {
  29082. window.__THREE__ = REVISION;
  29083. }
  29084. }
  29085. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  29086. exports.AddEquation = AddEquation;
  29087. exports.AddOperation = AddOperation;
  29088. exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode;
  29089. exports.AdditiveBlending = AdditiveBlending;
  29090. exports.AlphaFormat = AlphaFormat;
  29091. exports.AlwaysDepth = AlwaysDepth;
  29092. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  29093. exports.AmbientLight = AmbientLight;
  29094. exports.AmbientLightProbe = AmbientLightProbe;
  29095. exports.AnimationClip = AnimationClip;
  29096. exports.AnimationLoader = AnimationLoader;
  29097. exports.AnimationMixer = AnimationMixer;
  29098. exports.AnimationObjectGroup = AnimationObjectGroup;
  29099. exports.AnimationUtils = AnimationUtils;
  29100. exports.ArcCurve = ArcCurve;
  29101. exports.ArrayCamera = ArrayCamera;
  29102. exports.ArrowHelper = ArrowHelper;
  29103. exports.Audio = Audio;
  29104. exports.AudioAnalyser = AudioAnalyser;
  29105. exports.AudioContext = AudioContext;
  29106. exports.AudioListener = AudioListener;
  29107. exports.AudioLoader = AudioLoader;
  29108. exports.AxesHelper = AxesHelper;
  29109. exports.AxisHelper = AxisHelper;
  29110. exports.BackSide = BackSide;
  29111. exports.BasicDepthPacking = BasicDepthPacking;
  29112. exports.BasicShadowMap = BasicShadowMap;
  29113. exports.BinaryTextureLoader = BinaryTextureLoader;
  29114. exports.Bone = Bone;
  29115. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  29116. exports.BoundingBoxHelper = BoundingBoxHelper;
  29117. exports.Box2 = Box2;
  29118. exports.Box3 = Box3;
  29119. exports.Box3Helper = Box3Helper;
  29120. exports.BoxBufferGeometry = BoxGeometry;
  29121. exports.BoxGeometry = BoxGeometry;
  29122. exports.BoxHelper = BoxHelper;
  29123. exports.BufferAttribute = BufferAttribute;
  29124. exports.BufferGeometry = BufferGeometry;
  29125. exports.BufferGeometryLoader = BufferGeometryLoader;
  29126. exports.ByteType = ByteType;
  29127. exports.Cache = Cache;
  29128. exports.Camera = Camera;
  29129. exports.CameraHelper = CameraHelper;
  29130. exports.CanvasRenderer = CanvasRenderer;
  29131. exports.CanvasTexture = CanvasTexture;
  29132. exports.CatmullRomCurve3 = CatmullRomCurve3;
  29133. exports.CineonToneMapping = CineonToneMapping;
  29134. exports.CircleBufferGeometry = CircleGeometry;
  29135. exports.CircleGeometry = CircleGeometry;
  29136. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  29137. exports.Clock = Clock;
  29138. exports.Color = Color;
  29139. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  29140. exports.CompressedTexture = CompressedTexture;
  29141. exports.CompressedTextureLoader = CompressedTextureLoader;
  29142. exports.ConeBufferGeometry = ConeGeometry;
  29143. exports.ConeGeometry = ConeGeometry;
  29144. exports.CubeCamera = CubeCamera;
  29145. exports.CubeReflectionMapping = CubeReflectionMapping;
  29146. exports.CubeRefractionMapping = CubeRefractionMapping;
  29147. exports.CubeTexture = CubeTexture;
  29148. exports.CubeTextureLoader = CubeTextureLoader;
  29149. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  29150. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  29151. exports.CubicBezierCurve = CubicBezierCurve;
  29152. exports.CubicBezierCurve3 = CubicBezierCurve3;
  29153. exports.CubicInterpolant = CubicInterpolant;
  29154. exports.CullFaceBack = CullFaceBack;
  29155. exports.CullFaceFront = CullFaceFront;
  29156. exports.CullFaceFrontBack = CullFaceFrontBack;
  29157. exports.CullFaceNone = CullFaceNone;
  29158. exports.Curve = Curve;
  29159. exports.CurvePath = CurvePath;
  29160. exports.CustomBlending = CustomBlending;
  29161. exports.CustomToneMapping = CustomToneMapping;
  29162. exports.CylinderBufferGeometry = CylinderGeometry;
  29163. exports.CylinderGeometry = CylinderGeometry;
  29164. exports.Cylindrical = Cylindrical;
  29165. exports.DataTexture = DataTexture;
  29166. exports.DataTexture2DArray = DataTexture2DArray;
  29167. exports.DataTexture3D = DataTexture3D;
  29168. exports.DataTextureLoader = DataTextureLoader;
  29169. exports.DataUtils = DataUtils;
  29170. exports.DecrementStencilOp = DecrementStencilOp;
  29171. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  29172. exports.DefaultLoadingManager = DefaultLoadingManager;
  29173. exports.DepthFormat = DepthFormat;
  29174. exports.DepthStencilFormat = DepthStencilFormat;
  29175. exports.DepthTexture = DepthTexture;
  29176. exports.DirectionalLight = DirectionalLight;
  29177. exports.DirectionalLightHelper = DirectionalLightHelper;
  29178. exports.DiscreteInterpolant = DiscreteInterpolant;
  29179. exports.DodecahedronBufferGeometry = DodecahedronGeometry;
  29180. exports.DodecahedronGeometry = DodecahedronGeometry;
  29181. exports.DoubleSide = DoubleSide;
  29182. exports.DstAlphaFactor = DstAlphaFactor;
  29183. exports.DstColorFactor = DstColorFactor;
  29184. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  29185. exports.DynamicCopyUsage = DynamicCopyUsage;
  29186. exports.DynamicDrawUsage = DynamicDrawUsage;
  29187. exports.DynamicReadUsage = DynamicReadUsage;
  29188. exports.EdgesGeometry = EdgesGeometry;
  29189. exports.EdgesHelper = EdgesHelper;
  29190. exports.EllipseCurve = EllipseCurve;
  29191. exports.EqualDepth = EqualDepth;
  29192. exports.EqualStencilFunc = EqualStencilFunc;
  29193. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  29194. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  29195. exports.Euler = Euler;
  29196. exports.EventDispatcher = EventDispatcher;
  29197. exports.ExtrudeBufferGeometry = ExtrudeGeometry;
  29198. exports.ExtrudeGeometry = ExtrudeGeometry;
  29199. exports.FaceColors = FaceColors;
  29200. exports.FileLoader = FileLoader;
  29201. exports.FlatShading = FlatShading;
  29202. exports.Float16BufferAttribute = Float16BufferAttribute;
  29203. exports.Float32Attribute = Float32Attribute;
  29204. exports.Float32BufferAttribute = Float32BufferAttribute;
  29205. exports.Float64Attribute = Float64Attribute;
  29206. exports.Float64BufferAttribute = Float64BufferAttribute;
  29207. exports.FloatType = FloatType;
  29208. exports.Fog = Fog;
  29209. exports.FogExp2 = FogExp2;
  29210. exports.Font = Font;
  29211. exports.FontLoader = FontLoader;
  29212. exports.FrontSide = FrontSide;
  29213. exports.Frustum = Frustum;
  29214. exports.GLBufferAttribute = GLBufferAttribute;
  29215. exports.GLSL1 = GLSL1;
  29216. exports.GLSL3 = GLSL3;
  29217. exports.GammaEncoding = GammaEncoding;
  29218. exports.GreaterDepth = GreaterDepth;
  29219. exports.GreaterEqualDepth = GreaterEqualDepth;
  29220. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  29221. exports.GreaterStencilFunc = GreaterStencilFunc;
  29222. exports.GridHelper = GridHelper;
  29223. exports.Group = Group;
  29224. exports.HalfFloatType = HalfFloatType;
  29225. exports.HemisphereLight = HemisphereLight;
  29226. exports.HemisphereLightHelper = HemisphereLightHelper;
  29227. exports.HemisphereLightProbe = HemisphereLightProbe;
  29228. exports.IcosahedronBufferGeometry = IcosahedronGeometry;
  29229. exports.IcosahedronGeometry = IcosahedronGeometry;
  29230. exports.ImageBitmapLoader = ImageBitmapLoader;
  29231. exports.ImageLoader = ImageLoader;
  29232. exports.ImageUtils = ImageUtils;
  29233. exports.ImmediateRenderObject = ImmediateRenderObject;
  29234. exports.IncrementStencilOp = IncrementStencilOp;
  29235. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  29236. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  29237. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  29238. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  29239. exports.InstancedMesh = InstancedMesh;
  29240. exports.Int16Attribute = Int16Attribute;
  29241. exports.Int16BufferAttribute = Int16BufferAttribute;
  29242. exports.Int32Attribute = Int32Attribute;
  29243. exports.Int32BufferAttribute = Int32BufferAttribute;
  29244. exports.Int8Attribute = Int8Attribute;
  29245. exports.Int8BufferAttribute = Int8BufferAttribute;
  29246. exports.IntType = IntType;
  29247. exports.InterleavedBuffer = InterleavedBuffer;
  29248. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  29249. exports.Interpolant = Interpolant;
  29250. exports.InterpolateDiscrete = InterpolateDiscrete;
  29251. exports.InterpolateLinear = InterpolateLinear;
  29252. exports.InterpolateSmooth = InterpolateSmooth;
  29253. exports.InvertStencilOp = InvertStencilOp;
  29254. exports.JSONLoader = JSONLoader;
  29255. exports.KeepStencilOp = KeepStencilOp;
  29256. exports.KeyframeTrack = KeyframeTrack;
  29257. exports.LOD = LOD;
  29258. exports.LatheBufferGeometry = LatheGeometry;
  29259. exports.LatheGeometry = LatheGeometry;
  29260. exports.Layers = Layers;
  29261. exports.LensFlare = LensFlare;
  29262. exports.LessDepth = LessDepth;
  29263. exports.LessEqualDepth = LessEqualDepth;
  29264. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  29265. exports.LessStencilFunc = LessStencilFunc;
  29266. exports.Light = Light;
  29267. exports.LightProbe = LightProbe;
  29268. exports.Line = Line;
  29269. exports.Line3 = Line3;
  29270. exports.LineBasicMaterial = LineBasicMaterial;
  29271. exports.LineCurve = LineCurve;
  29272. exports.LineCurve3 = LineCurve3;
  29273. exports.LineDashedMaterial = LineDashedMaterial;
  29274. exports.LineLoop = LineLoop;
  29275. exports.LinePieces = LinePieces;
  29276. exports.LineSegments = LineSegments;
  29277. exports.LineStrip = LineStrip;
  29278. exports.LinearEncoding = LinearEncoding;
  29279. exports.LinearFilter = LinearFilter;
  29280. exports.LinearInterpolant = LinearInterpolant;
  29281. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  29282. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  29283. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  29284. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  29285. exports.LinearToneMapping = LinearToneMapping;
  29286. exports.Loader = Loader;
  29287. exports.LoaderUtils = LoaderUtils;
  29288. exports.LoadingManager = LoadingManager;
  29289. exports.LoopOnce = LoopOnce;
  29290. exports.LoopPingPong = LoopPingPong;
  29291. exports.LoopRepeat = LoopRepeat;
  29292. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  29293. exports.LuminanceFormat = LuminanceFormat;
  29294. exports.MOUSE = MOUSE;
  29295. exports.Material = Material;
  29296. exports.MaterialLoader = MaterialLoader;
  29297. exports.Math = MathUtils;
  29298. exports.MathUtils = MathUtils;
  29299. exports.Matrix3 = Matrix3;
  29300. exports.Matrix4 = Matrix4;
  29301. exports.MaxEquation = MaxEquation;
  29302. exports.Mesh = Mesh;
  29303. exports.MeshBasicMaterial = MeshBasicMaterial;
  29304. exports.MeshDepthMaterial = MeshDepthMaterial;
  29305. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  29306. exports.MeshFaceMaterial = MeshFaceMaterial;
  29307. exports.MeshLambertMaterial = MeshLambertMaterial;
  29308. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  29309. exports.MeshNormalMaterial = MeshNormalMaterial;
  29310. exports.MeshPhongMaterial = MeshPhongMaterial;
  29311. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  29312. exports.MeshStandardMaterial = MeshStandardMaterial;
  29313. exports.MeshToonMaterial = MeshToonMaterial;
  29314. exports.MinEquation = MinEquation;
  29315. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  29316. exports.MixOperation = MixOperation;
  29317. exports.MultiMaterial = MultiMaterial;
  29318. exports.MultiplyBlending = MultiplyBlending;
  29319. exports.MultiplyOperation = MultiplyOperation;
  29320. exports.NearestFilter = NearestFilter;
  29321. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  29322. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  29323. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  29324. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  29325. exports.NeverDepth = NeverDepth;
  29326. exports.NeverStencilFunc = NeverStencilFunc;
  29327. exports.NoBlending = NoBlending;
  29328. exports.NoColors = NoColors;
  29329. exports.NoToneMapping = NoToneMapping;
  29330. exports.NormalAnimationBlendMode = NormalAnimationBlendMode;
  29331. exports.NormalBlending = NormalBlending;
  29332. exports.NotEqualDepth = NotEqualDepth;
  29333. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  29334. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  29335. exports.Object3D = Object3D;
  29336. exports.ObjectLoader = ObjectLoader;
  29337. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  29338. exports.OctahedronBufferGeometry = OctahedronGeometry;
  29339. exports.OctahedronGeometry = OctahedronGeometry;
  29340. exports.OneFactor = OneFactor;
  29341. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  29342. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  29343. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  29344. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  29345. exports.OrthographicCamera = OrthographicCamera;
  29346. exports.PCFShadowMap = PCFShadowMap;
  29347. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  29348. exports.PMREMGenerator = PMREMGenerator;
  29349. exports.ParametricGeometry = ParametricGeometry;
  29350. exports.Particle = Particle;
  29351. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  29352. exports.ParticleSystem = ParticleSystem;
  29353. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  29354. exports.Path = Path;
  29355. exports.PerspectiveCamera = PerspectiveCamera;
  29356. exports.Plane = Plane;
  29357. exports.PlaneBufferGeometry = PlaneGeometry;
  29358. exports.PlaneGeometry = PlaneGeometry;
  29359. exports.PlaneHelper = PlaneHelper;
  29360. exports.PointCloud = PointCloud;
  29361. exports.PointCloudMaterial = PointCloudMaterial;
  29362. exports.PointLight = PointLight;
  29363. exports.PointLightHelper = PointLightHelper;
  29364. exports.Points = Points;
  29365. exports.PointsMaterial = PointsMaterial;
  29366. exports.PolarGridHelper = PolarGridHelper;
  29367. exports.PolyhedronBufferGeometry = PolyhedronGeometry;
  29368. exports.PolyhedronGeometry = PolyhedronGeometry;
  29369. exports.PositionalAudio = PositionalAudio;
  29370. exports.PropertyBinding = PropertyBinding;
  29371. exports.PropertyMixer = PropertyMixer;
  29372. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  29373. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  29374. exports.Quaternion = Quaternion;
  29375. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  29376. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  29377. exports.REVISION = REVISION;
  29378. exports.RGBADepthPacking = RGBADepthPacking;
  29379. exports.RGBAFormat = RGBAFormat;
  29380. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  29381. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  29382. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  29383. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  29384. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  29385. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  29386. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  29387. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  29388. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  29389. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  29390. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  29391. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  29392. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  29393. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  29394. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  29395. exports.RGBA_BPTC_Format = RGBA_BPTC_Format;
  29396. exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
  29397. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  29398. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  29399. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  29400. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  29401. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  29402. exports.RGBDEncoding = RGBDEncoding;
  29403. exports.RGBEEncoding = RGBEEncoding;
  29404. exports.RGBEFormat = RGBEFormat;
  29405. exports.RGBFormat = RGBFormat;
  29406. exports.RGBIntegerFormat = RGBIntegerFormat;
  29407. exports.RGBM16Encoding = RGBM16Encoding;
  29408. exports.RGBM7Encoding = RGBM7Encoding;
  29409. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  29410. exports.RGB_ETC2_Format = RGB_ETC2_Format;
  29411. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  29412. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  29413. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  29414. exports.RGFormat = RGFormat;
  29415. exports.RGIntegerFormat = RGIntegerFormat;
  29416. exports.RawShaderMaterial = RawShaderMaterial;
  29417. exports.Ray = Ray;
  29418. exports.Raycaster = Raycaster;
  29419. exports.RectAreaLight = RectAreaLight;
  29420. exports.RedFormat = RedFormat;
  29421. exports.RedIntegerFormat = RedIntegerFormat;
  29422. exports.ReinhardToneMapping = ReinhardToneMapping;
  29423. exports.RepeatWrapping = RepeatWrapping;
  29424. exports.ReplaceStencilOp = ReplaceStencilOp;
  29425. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  29426. exports.RingBufferGeometry = RingGeometry;
  29427. exports.RingGeometry = RingGeometry;
  29428. exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
  29429. exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
  29430. exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
  29431. exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
  29432. exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
  29433. exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
  29434. exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
  29435. exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
  29436. exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
  29437. exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
  29438. exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
  29439. exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
  29440. exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
  29441. exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
  29442. exports.Scene = Scene;
  29443. exports.SceneUtils = SceneUtils;
  29444. exports.ShaderChunk = ShaderChunk;
  29445. exports.ShaderLib = ShaderLib;
  29446. exports.ShaderMaterial = ShaderMaterial;
  29447. exports.ShadowMaterial = ShadowMaterial;
  29448. exports.Shape = Shape;
  29449. exports.ShapeBufferGeometry = ShapeGeometry;
  29450. exports.ShapeGeometry = ShapeGeometry;
  29451. exports.ShapePath = ShapePath;
  29452. exports.ShapeUtils = ShapeUtils;
  29453. exports.ShortType = ShortType;
  29454. exports.Skeleton = Skeleton;
  29455. exports.SkeletonHelper = SkeletonHelper;
  29456. exports.SkinnedMesh = SkinnedMesh;
  29457. exports.SmoothShading = SmoothShading;
  29458. exports.Sphere = Sphere;
  29459. exports.SphereBufferGeometry = SphereGeometry;
  29460. exports.SphereGeometry = SphereGeometry;
  29461. exports.Spherical = Spherical;
  29462. exports.SphericalHarmonics3 = SphericalHarmonics3;
  29463. exports.SplineCurve = SplineCurve;
  29464. exports.SpotLight = SpotLight;
  29465. exports.SpotLightHelper = SpotLightHelper;
  29466. exports.Sprite = Sprite;
  29467. exports.SpriteMaterial = SpriteMaterial;
  29468. exports.SrcAlphaFactor = SrcAlphaFactor;
  29469. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  29470. exports.SrcColorFactor = SrcColorFactor;
  29471. exports.StaticCopyUsage = StaticCopyUsage;
  29472. exports.StaticDrawUsage = StaticDrawUsage;
  29473. exports.StaticReadUsage = StaticReadUsage;
  29474. exports.StereoCamera = StereoCamera;
  29475. exports.StreamCopyUsage = StreamCopyUsage;
  29476. exports.StreamDrawUsage = StreamDrawUsage;
  29477. exports.StreamReadUsage = StreamReadUsage;
  29478. exports.StringKeyframeTrack = StringKeyframeTrack;
  29479. exports.SubtractEquation = SubtractEquation;
  29480. exports.SubtractiveBlending = SubtractiveBlending;
  29481. exports.TOUCH = TOUCH;
  29482. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  29483. exports.TetrahedronBufferGeometry = TetrahedronGeometry;
  29484. exports.TetrahedronGeometry = TetrahedronGeometry;
  29485. exports.TextGeometry = TextGeometry;
  29486. exports.Texture = Texture;
  29487. exports.TextureLoader = TextureLoader;
  29488. exports.TorusBufferGeometry = TorusGeometry;
  29489. exports.TorusGeometry = TorusGeometry;
  29490. exports.TorusKnotBufferGeometry = TorusKnotGeometry;
  29491. exports.TorusKnotGeometry = TorusKnotGeometry;
  29492. exports.Triangle = Triangle;
  29493. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  29494. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  29495. exports.TrianglesDrawMode = TrianglesDrawMode;
  29496. exports.TubeBufferGeometry = TubeGeometry;
  29497. exports.TubeGeometry = TubeGeometry;
  29498. exports.UVMapping = UVMapping;
  29499. exports.Uint16Attribute = Uint16Attribute;
  29500. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  29501. exports.Uint32Attribute = Uint32Attribute;
  29502. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  29503. exports.Uint8Attribute = Uint8Attribute;
  29504. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  29505. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  29506. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  29507. exports.Uniform = Uniform;
  29508. exports.UniformsLib = UniformsLib;
  29509. exports.UniformsUtils = UniformsUtils;
  29510. exports.UnsignedByteType = UnsignedByteType;
  29511. exports.UnsignedInt248Type = UnsignedInt248Type;
  29512. exports.UnsignedIntType = UnsignedIntType;
  29513. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  29514. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  29515. exports.UnsignedShort565Type = UnsignedShort565Type;
  29516. exports.UnsignedShortType = UnsignedShortType;
  29517. exports.VSMShadowMap = VSMShadowMap;
  29518. exports.Vector2 = Vector2;
  29519. exports.Vector3 = Vector3;
  29520. exports.Vector4 = Vector4;
  29521. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  29522. exports.Vertex = Vertex;
  29523. exports.VertexColors = VertexColors;
  29524. exports.VideoTexture = VideoTexture;
  29525. exports.WebGL1Renderer = WebGL1Renderer;
  29526. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  29527. exports.WebGLMultipleRenderTargets = WebGLMultipleRenderTargets;
  29528. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  29529. exports.WebGLRenderTarget = WebGLRenderTarget;
  29530. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  29531. exports.WebGLRenderer = WebGLRenderer;
  29532. exports.WebGLUtils = WebGLUtils;
  29533. exports.WireframeGeometry = WireframeGeometry;
  29534. exports.WireframeHelper = WireframeHelper;
  29535. exports.WrapAroundEnding = WrapAroundEnding;
  29536. exports.XHRLoader = XHRLoader;
  29537. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  29538. exports.ZeroFactor = ZeroFactor;
  29539. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  29540. exports.ZeroStencilOp = ZeroStencilOp;
  29541. exports.sRGBEncoding = sRGBEncoding;
  29542. Object.defineProperty(exports, '__esModule', { value: true });
  29543. }));