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- (function (global, factory) {
- typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
- typeof define === 'function' && define.amd ? define(['exports'], factory) :
- (factory((global.THREE = global.THREE || {})));
- }(this, (function (exports) { 'use strict';
- // Polyfills
- if ( Number.EPSILON === undefined ) {
- Number.EPSILON = Math.pow( 2, - 52 );
- }
- //
- if ( Math.sign === undefined ) {
- // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
- Math.sign = function ( x ) {
- return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
- };
- }
- if ( Function.prototype.name === undefined ) {
- // Missing in IE9-11.
- // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
- Object.defineProperty( Function.prototype, 'name', {
- get: function () {
- return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
- }
- } );
- }
- if ( Object.assign === undefined ) {
- // Missing in IE.
- // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
- ( function () {
- Object.assign = function ( target ) {
- 'use strict';
- if ( target === undefined || target === null ) {
- throw new TypeError( 'Cannot convert undefined or null to object' );
- }
- var output = Object( target );
- for ( var index = 1; index < arguments.length; index ++ ) {
- var source = arguments[ index ];
- if ( source !== undefined && source !== null ) {
- for ( var nextKey in source ) {
- if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
- output[ nextKey ] = source[ nextKey ];
- }
- }
- }
- }
- return output;
- };
- } )();
- }
- /**
- * https://github.com/mrdoob/eventdispatcher.js/
- */
- function EventDispatcher() {}
- EventDispatcher.prototype = {
- addEventListener: function ( type, listener ) {
- if ( this._listeners === undefined ) this._listeners = {};
- var listeners = this._listeners;
- if ( listeners[ type ] === undefined ) {
- listeners[ type ] = [];
- }
- if ( listeners[ type ].indexOf( listener ) === - 1 ) {
- listeners[ type ].push( listener );
- }
- },
- hasEventListener: function ( type, listener ) {
- if ( this._listeners === undefined ) return false;
- var listeners = this._listeners;
- return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
- },
- removeEventListener: function ( type, listener ) {
- if ( this._listeners === undefined ) return;
- var listeners = this._listeners;
- var listenerArray = listeners[ type ];
- if ( listenerArray !== undefined ) {
- var index = listenerArray.indexOf( listener );
- if ( index !== - 1 ) {
- listenerArray.splice( index, 1 );
- }
- }
- },
- dispatchEvent: function ( event ) {
- if ( this._listeners === undefined ) return;
- var listeners = this._listeners;
- var listenerArray = listeners[ event.type ];
- if ( listenerArray !== undefined ) {
- event.target = this;
- var array = [], i = 0;
- var length = listenerArray.length;
- for ( i = 0; i < length; i ++ ) {
- array[ i ] = listenerArray[ i ];
- }
- for ( i = 0; i < length; i ++ ) {
- array[ i ].call( this, event );
- }
- }
- }
- };
- var REVISION = '84';
- var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
- var CullFaceNone = 0;
- var CullFaceBack = 1;
- var CullFaceFront = 2;
- var CullFaceFrontBack = 3;
- var FrontFaceDirectionCW = 0;
- var FrontFaceDirectionCCW = 1;
- var BasicShadowMap = 0;
- var PCFShadowMap = 1;
- var PCFSoftShadowMap = 2;
- var FrontSide = 0;
- var BackSide = 1;
- var DoubleSide = 2;
- var FlatShading = 1;
- var SmoothShading = 2;
- var NoColors = 0;
- var FaceColors = 1;
- var VertexColors = 2;
- var NoBlending = 0;
- var NormalBlending = 1;
- var AdditiveBlending = 2;
- var SubtractiveBlending = 3;
- var MultiplyBlending = 4;
- var CustomBlending = 5;
- var AddEquation = 100;
- var SubtractEquation = 101;
- var ReverseSubtractEquation = 102;
- var MinEquation = 103;
- var MaxEquation = 104;
- var ZeroFactor = 200;
- var OneFactor = 201;
- var SrcColorFactor = 202;
- var OneMinusSrcColorFactor = 203;
- var SrcAlphaFactor = 204;
- var OneMinusSrcAlphaFactor = 205;
- var DstAlphaFactor = 206;
- var OneMinusDstAlphaFactor = 207;
- var DstColorFactor = 208;
- var OneMinusDstColorFactor = 209;
- var SrcAlphaSaturateFactor = 210;
- var NeverDepth = 0;
- var AlwaysDepth = 1;
- var LessDepth = 2;
- var LessEqualDepth = 3;
- var EqualDepth = 4;
- var GreaterEqualDepth = 5;
- var GreaterDepth = 6;
- var NotEqualDepth = 7;
- var MultiplyOperation = 0;
- var MixOperation = 1;
- var AddOperation = 2;
- var NoToneMapping = 0;
- var LinearToneMapping = 1;
- var ReinhardToneMapping = 2;
- var Uncharted2ToneMapping = 3;
- var CineonToneMapping = 4;
- var UVMapping = 300;
- var CubeReflectionMapping = 301;
- var CubeRefractionMapping = 302;
- var EquirectangularReflectionMapping = 303;
- var EquirectangularRefractionMapping = 304;
- var SphericalReflectionMapping = 305;
- var CubeUVReflectionMapping = 306;
- var CubeUVRefractionMapping = 307;
- var RepeatWrapping = 1000;
- var ClampToEdgeWrapping = 1001;
- var MirroredRepeatWrapping = 1002;
- var NearestFilter = 1003;
- var NearestMipMapNearestFilter = 1004;
- var NearestMipMapLinearFilter = 1005;
- var LinearFilter = 1006;
- var LinearMipMapNearestFilter = 1007;
- var LinearMipMapLinearFilter = 1008;
- var UnsignedByteType = 1009;
- var ByteType = 1010;
- var ShortType = 1011;
- var UnsignedShortType = 1012;
- var IntType = 1013;
- var UnsignedIntType = 1014;
- var FloatType = 1015;
- var HalfFloatType = 1016;
- var UnsignedShort4444Type = 1017;
- var UnsignedShort5551Type = 1018;
- var UnsignedShort565Type = 1019;
- var UnsignedInt248Type = 1020;
- var AlphaFormat = 1021;
- var RGBFormat = 1022;
- var RGBAFormat = 1023;
- var LuminanceFormat = 1024;
- var LuminanceAlphaFormat = 1025;
- var RGBEFormat = RGBAFormat;
- var DepthFormat = 1026;
- var DepthStencilFormat = 1027;
- var RGB_S3TC_DXT1_Format = 2001;
- var RGBA_S3TC_DXT1_Format = 2002;
- var RGBA_S3TC_DXT3_Format = 2003;
- var RGBA_S3TC_DXT5_Format = 2004;
- var RGB_PVRTC_4BPPV1_Format = 2100;
- var RGB_PVRTC_2BPPV1_Format = 2101;
- var RGBA_PVRTC_4BPPV1_Format = 2102;
- var RGBA_PVRTC_2BPPV1_Format = 2103;
- var RGB_ETC1_Format = 2151;
- var LoopOnce = 2200;
- var LoopRepeat = 2201;
- var LoopPingPong = 2202;
- var InterpolateDiscrete = 2300;
- var InterpolateLinear = 2301;
- var InterpolateSmooth = 2302;
- var ZeroCurvatureEnding = 2400;
- var ZeroSlopeEnding = 2401;
- var WrapAroundEnding = 2402;
- var TrianglesDrawMode = 0;
- var TriangleStripDrawMode = 1;
- var TriangleFanDrawMode = 2;
- var LinearEncoding = 3000;
- var sRGBEncoding = 3001;
- var GammaEncoding = 3007;
- var RGBEEncoding = 3002;
- var LogLuvEncoding = 3003;
- var RGBM7Encoding = 3004;
- var RGBM16Encoding = 3005;
- var RGBDEncoding = 3006;
- var BasicDepthPacking = 3200;
- var RGBADepthPacking = 3201;
- /**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
- var _Math = {
- DEG2RAD: Math.PI / 180,
- RAD2DEG: 180 / Math.PI,
- generateUUID: function () {
- // http://www.broofa.com/Tools/Math.uuid.htm
- var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
- var uuid = new Array( 36 );
- var rnd = 0, r;
- return function generateUUID() {
- for ( var i = 0; i < 36; i ++ ) {
- if ( i === 8 || i === 13 || i === 18 || i === 23 ) {
- uuid[ i ] = '-';
- } else if ( i === 14 ) {
- uuid[ i ] = '4';
- } else {
- if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
- r = rnd & 0xf;
- rnd = rnd >> 4;
- uuid[ i ] = chars[ ( i === 19 ) ? ( r & 0x3 ) | 0x8 : r ];
- }
- }
- return uuid.join( '' );
- };
- }(),
- clamp: function ( value, min, max ) {
- return Math.max( min, Math.min( max, value ) );
- },
- // compute euclidian modulo of m % n
- // https://en.wikipedia.org/wiki/Modulo_operation
- euclideanModulo: function ( n, m ) {
- return ( ( n % m ) + m ) % m;
- },
- // Linear mapping from range <a1, a2> to range <b1, b2>
- mapLinear: function ( x, a1, a2, b1, b2 ) {
- return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
- },
- // https://en.wikipedia.org/wiki/Linear_interpolation
- lerp: function ( x, y, t ) {
- return ( 1 - t ) * x + t * y;
- },
- // http://en.wikipedia.org/wiki/Smoothstep
- smoothstep: function ( x, min, max ) {
- if ( x <= min ) return 0;
- if ( x >= max ) return 1;
- x = ( x - min ) / ( max - min );
- return x * x * ( 3 - 2 * x );
- },
- smootherstep: function ( x, min, max ) {
- if ( x <= min ) return 0;
- if ( x >= max ) return 1;
- x = ( x - min ) / ( max - min );
- return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
- },
- // Random integer from <low, high> interval
- randInt: function ( low, high ) {
- return low + Math.floor( Math.random() * ( high - low + 1 ) );
- },
- // Random float from <low, high> interval
- randFloat: function ( low, high ) {
- return low + Math.random() * ( high - low );
- },
- // Random float from <-range/2, range/2> interval
- randFloatSpread: function ( range ) {
- return range * ( 0.5 - Math.random() );
- },
- degToRad: function ( degrees ) {
- return degrees * _Math.DEG2RAD;
- },
- radToDeg: function ( radians ) {
- return radians * _Math.RAD2DEG;
- },
- isPowerOfTwo: function ( value ) {
- return ( value & ( value - 1 ) ) === 0 && value !== 0;
- },
- nearestPowerOfTwo: function ( value ) {
- return Math.pow( 2, Math.round( Math.log( value ) / Math.LN2 ) );
- },
- nextPowerOfTwo: function ( value ) {
- value --;
- value |= value >> 1;
- value |= value >> 2;
- value |= value >> 4;
- value |= value >> 8;
- value |= value >> 16;
- value ++;
- return value;
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author philogb / http://blog.thejit.org/
- * @author egraether / http://egraether.com/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- */
- function Vector2( x, y ) {
- this.x = x || 0;
- this.y = y || 0;
- }
- Vector2.prototype = {
- constructor: Vector2,
- isVector2: true,
- get width() {
- return this.x;
- },
- set width( value ) {
- this.x = value;
- },
- get height() {
- return this.y;
- },
- set height( value ) {
- this.y = value;
- },
- //
- set: function ( x, y ) {
- this.x = x;
- this.y = y;
- return this;
- },
- setScalar: function ( scalar ) {
- this.x = scalar;
- this.y = scalar;
- return this;
- },
- setX: function ( x ) {
- this.x = x;
- return this;
- },
- setY: function ( y ) {
- this.y = y;
- return this;
- },
- setComponent: function ( index, value ) {
- switch ( index ) {
- case 0: this.x = value; break;
- case 1: this.y = value; break;
- default: throw new Error( 'index is out of range: ' + index );
- }
- return this;
- },
- getComponent: function ( index ) {
- switch ( index ) {
- case 0: return this.x;
- case 1: return this.y;
- default: throw new Error( 'index is out of range: ' + index );
- }
- },
- clone: function () {
- return new this.constructor( this.x, this.y );
- },
- copy: function ( v ) {
- this.x = v.x;
- this.y = v.y;
- return this;
- },
- add: function ( v, w ) {
- if ( w !== undefined ) {
- console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
- return this.addVectors( v, w );
- }
- this.x += v.x;
- this.y += v.y;
- return this;
- },
- addScalar: function ( s ) {
- this.x += s;
- this.y += s;
- return this;
- },
- addVectors: function ( a, b ) {
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- return this;
- },
- addScaledVector: function ( v, s ) {
- this.x += v.x * s;
- this.y += v.y * s;
- return this;
- },
- sub: function ( v, w ) {
- if ( w !== undefined ) {
- console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
- return this.subVectors( v, w );
- }
- this.x -= v.x;
- this.y -= v.y;
- return this;
- },
- subScalar: function ( s ) {
- this.x -= s;
- this.y -= s;
- return this;
- },
- subVectors: function ( a, b ) {
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- return this;
- },
- multiply: function ( v ) {
- this.x *= v.x;
- this.y *= v.y;
- return this;
- },
- multiplyScalar: function ( scalar ) {
- if ( isFinite( scalar ) ) {
- this.x *= scalar;
- this.y *= scalar;
- } else {
- this.x = 0;
- this.y = 0;
- }
- return this;
- },
- divide: function ( v ) {
- this.x /= v.x;
- this.y /= v.y;
- return this;
- },
- divideScalar: function ( scalar ) {
- return this.multiplyScalar( 1 / scalar );
- },
- min: function ( v ) {
- this.x = Math.min( this.x, v.x );
- this.y = Math.min( this.y, v.y );
- return this;
- },
- max: function ( v ) {
- this.x = Math.max( this.x, v.x );
- this.y = Math.max( this.y, v.y );
- return this;
- },
- clamp: function ( min, max ) {
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
- this.x = Math.max( min.x, Math.min( max.x, this.x ) );
- this.y = Math.max( min.y, Math.min( max.y, this.y ) );
- return this;
- },
- clampScalar: function () {
- var min, max;
- return function clampScalar( minVal, maxVal ) {
- if ( min === undefined ) {
- min = new Vector2();
- max = new Vector2();
- }
- min.set( minVal, minVal );
- max.set( maxVal, maxVal );
- return this.clamp( min, max );
- };
- }(),
- clampLength: function ( min, max ) {
- var length = this.length();
- return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length );
- },
- floor: function () {
- this.x = Math.floor( this.x );
- this.y = Math.floor( this.y );
- return this;
- },
- ceil: function () {
- this.x = Math.ceil( this.x );
- this.y = Math.ceil( this.y );
- return this;
- },
- round: function () {
- this.x = Math.round( this.x );
- this.y = Math.round( this.y );
- return this;
- },
- roundToZero: function () {
- this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
- this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
- return this;
- },
- negate: function () {
- this.x = - this.x;
- this.y = - this.y;
- return this;
- },
- dot: function ( v ) {
- return this.x * v.x + this.y * v.y;
- },
- lengthSq: function () {
- return this.x * this.x + this.y * this.y;
- },
- length: function () {
- return Math.sqrt( this.x * this.x + this.y * this.y );
- },
- lengthManhattan: function() {
- return Math.abs( this.x ) + Math.abs( this.y );
- },
- normalize: function () {
- return this.divideScalar( this.length() );
- },
- angle: function () {
- // computes the angle in radians with respect to the positive x-axis
- var angle = Math.atan2( this.y, this.x );
- if ( angle < 0 ) angle += 2 * Math.PI;
- return angle;
- },
- distanceTo: function ( v ) {
- return Math.sqrt( this.distanceToSquared( v ) );
- },
- distanceToSquared: function ( v ) {
- var dx = this.x - v.x, dy = this.y - v.y;
- return dx * dx + dy * dy;
- },
- distanceToManhattan: function ( v ) {
- return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
- },
- setLength: function ( length ) {
- return this.multiplyScalar( length / this.length() );
- },
- lerp: function ( v, alpha ) {
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
- return this;
- },
- lerpVectors: function ( v1, v2, alpha ) {
- return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
- },
- equals: function ( v ) {
- return ( ( v.x === this.x ) && ( v.y === this.y ) );
- },
- fromArray: function ( array, offset ) {
- if ( offset === undefined ) offset = 0;
- this.x = array[ offset ];
- this.y = array[ offset + 1 ];
- return this;
- },
- toArray: function ( array, offset ) {
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
- array[ offset ] = this.x;
- array[ offset + 1 ] = this.y;
- return array;
- },
- fromBufferAttribute: function ( attribute, index, offset ) {
- if ( offset !== undefined ) {
- console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
- }
- this.x = attribute.getX( index );
- this.y = attribute.getY( index );
- return this;
- },
- rotateAround: function ( center, angle ) {
- var c = Math.cos( angle ), s = Math.sin( angle );
- var x = this.x - center.x;
- var y = this.y - center.y;
- this.x = x * c - y * s + center.x;
- this.y = x * s + y * c + center.y;
- return this;
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author szimek / https://github.com/szimek/
- */
- var textureId = 0;
- function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
- Object.defineProperty( this, 'id', { value: textureId ++ } );
- this.uuid = _Math.generateUUID();
- this.name = '';
- this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
- this.mipmaps = [];
- this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
- this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
- this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
- this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
- this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter;
- this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
- this.format = format !== undefined ? format : RGBAFormat;
- this.type = type !== undefined ? type : UnsignedByteType;
- this.offset = new Vector2( 0, 0 );
- this.repeat = new Vector2( 1, 1 );
- this.generateMipmaps = true;
- this.premultiplyAlpha = false;
- this.flipY = true;
- this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
- // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
- //
- // Also changing the encoding after already used by a Material will not automatically make the Material
- // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
- this.encoding = encoding !== undefined ? encoding : LinearEncoding;
- this.version = 0;
- this.onUpdate = null;
- }
- Texture.DEFAULT_IMAGE = undefined;
- Texture.DEFAULT_MAPPING = UVMapping;
- Texture.prototype = {
- constructor: Texture,
- isTexture: true,
- set needsUpdate( value ) {
- if ( value === true ) this.version ++;
- },
- clone: function () {
- return new this.constructor().copy( this );
- },
- copy: function ( source ) {
- this.image = source.image;
- this.mipmaps = source.mipmaps.slice( 0 );
- this.mapping = source.mapping;
- this.wrapS = source.wrapS;
- this.wrapT = source.wrapT;
- this.magFilter = source.magFilter;
- this.minFilter = source.minFilter;
- this.anisotropy = source.anisotropy;
- this.format = source.format;
- this.type = source.type;
- this.offset.copy( source.offset );
- this.repeat.copy( source.repeat );
- this.generateMipmaps = source.generateMipmaps;
- this.premultiplyAlpha = source.premultiplyAlpha;
- this.flipY = source.flipY;
- this.unpackAlignment = source.unpackAlignment;
- this.encoding = source.encoding;
- return this;
- },
- toJSON: function ( meta ) {
- if ( meta.textures[ this.uuid ] !== undefined ) {
- return meta.textures[ this.uuid ];
- }
- function getDataURL( image ) {
- var canvas;
- if ( image.toDataURL !== undefined ) {
- canvas = image;
- } else {
- canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
- canvas.width = image.width;
- canvas.height = image.height;
- canvas.getContext( '2d' ).drawImage( image, 0, 0, image.width, image.height );
- }
- if ( canvas.width > 2048 || canvas.height > 2048 ) {
- return canvas.toDataURL( 'image/jpeg', 0.6 );
- } else {
- return canvas.toDataURL( 'image/png' );
- }
- }
- var output = {
- metadata: {
- version: 4.4,
- type: 'Texture',
- generator: 'Texture.toJSON'
- },
- uuid: this.uuid,
- name: this.name,
- mapping: this.mapping,
- repeat: [ this.repeat.x, this.repeat.y ],
- offset: [ this.offset.x, this.offset.y ],
- wrap: [ this.wrapS, this.wrapT ],
- minFilter: this.minFilter,
- magFilter: this.magFilter,
- anisotropy: this.anisotropy,
- flipY: this.flipY
- };
- if ( this.image !== undefined ) {
- // TODO: Move to THREE.Image
- var image = this.image;
- if ( image.uuid === undefined ) {
- image.uuid = _Math.generateUUID(); // UGH
- }
- if ( meta.images[ image.uuid ] === undefined ) {
- meta.images[ image.uuid ] = {
- uuid: image.uuid,
- url: getDataURL( image )
- };
- }
- output.image = image.uuid;
- }
- meta.textures[ this.uuid ] = output;
- return output;
- },
- dispose: function () {
- this.dispatchEvent( { type: 'dispose' } );
- },
- transformUv: function ( uv ) {
- if ( this.mapping !== UVMapping ) return;
- uv.multiply( this.repeat );
- uv.add( this.offset );
- if ( uv.x < 0 || uv.x > 1 ) {
- switch ( this.wrapS ) {
- case RepeatWrapping:
- uv.x = uv.x - Math.floor( uv.x );
- break;
- case ClampToEdgeWrapping:
- uv.x = uv.x < 0 ? 0 : 1;
- break;
- case MirroredRepeatWrapping:
- if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
- uv.x = Math.ceil( uv.x ) - uv.x;
- } else {
- uv.x = uv.x - Math.floor( uv.x );
- }
- break;
- }
- }
- if ( uv.y < 0 || uv.y > 1 ) {
- switch ( this.wrapT ) {
- case RepeatWrapping:
- uv.y = uv.y - Math.floor( uv.y );
- break;
- case ClampToEdgeWrapping:
- uv.y = uv.y < 0 ? 0 : 1;
- break;
- case MirroredRepeatWrapping:
- if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
- uv.y = Math.ceil( uv.y ) - uv.y;
- } else {
- uv.y = uv.y - Math.floor( uv.y );
- }
- break;
- }
- }
- if ( this.flipY ) {
- uv.y = 1 - uv.y;
- }
- }
- };
- Object.assign( Texture.prototype, EventDispatcher.prototype );
- /**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author philogb / http://blog.thejit.org/
- * @author mikael emtinger / http://gomo.se/
- * @author egraether / http://egraether.com/
- * @author WestLangley / http://github.com/WestLangley
- */
- function Vector4( x, y, z, w ) {
- this.x = x || 0;
- this.y = y || 0;
- this.z = z || 0;
- this.w = ( w !== undefined ) ? w : 1;
- }
- Vector4.prototype = {
- constructor: Vector4,
- isVector4: true,
- set: function ( x, y, z, w ) {
- this.x = x;
- this.y = y;
- this.z = z;
- this.w = w;
- return this;
- },
- setScalar: function ( scalar ) {
- this.x = scalar;
- this.y = scalar;
- this.z = scalar;
- this.w = scalar;
- return this;
- },
- setX: function ( x ) {
- this.x = x;
- return this;
- },
- setY: function ( y ) {
- this.y = y;
- return this;
- },
- setZ: function ( z ) {
- this.z = z;
- return this;
- },
- setW: function ( w ) {
- this.w = w;
- return this;
- },
- setComponent: function ( index, value ) {
- switch ( index ) {
- case 0: this.x = value; break;
- case 1: this.y = value; break;
- case 2: this.z = value; break;
- case 3: this.w = value; break;
- default: throw new Error( 'index is out of range: ' + index );
- }
- return this;
- },
- getComponent: function ( index ) {
- switch ( index ) {
- case 0: return this.x;
- case 1: return this.y;
- case 2: return this.z;
- case 3: return this.w;
- default: throw new Error( 'index is out of range: ' + index );
- }
- },
- clone: function () {
- return new this.constructor( this.x, this.y, this.z, this.w );
- },
- copy: function ( v ) {
- this.x = v.x;
- this.y = v.y;
- this.z = v.z;
- this.w = ( v.w !== undefined ) ? v.w : 1;
- return this;
- },
- add: function ( v, w ) {
- if ( w !== undefined ) {
- console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
- return this.addVectors( v, w );
- }
- this.x += v.x;
- this.y += v.y;
- this.z += v.z;
- this.w += v.w;
- return this;
- },
- addScalar: function ( s ) {
- this.x += s;
- this.y += s;
- this.z += s;
- this.w += s;
- return this;
- },
- addVectors: function ( a, b ) {
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- this.z = a.z + b.z;
- this.w = a.w + b.w;
- return this;
- },
- addScaledVector: function ( v, s ) {
- this.x += v.x * s;
- this.y += v.y * s;
- this.z += v.z * s;
- this.w += v.w * s;
- return this;
- },
- sub: function ( v, w ) {
- if ( w !== undefined ) {
- console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
- return this.subVectors( v, w );
- }
- this.x -= v.x;
- this.y -= v.y;
- this.z -= v.z;
- this.w -= v.w;
- return this;
- },
- subScalar: function ( s ) {
- this.x -= s;
- this.y -= s;
- this.z -= s;
- this.w -= s;
- return this;
- },
- subVectors: function ( a, b ) {
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- this.z = a.z - b.z;
- this.w = a.w - b.w;
- return this;
- },
- multiplyScalar: function ( scalar ) {
- if ( isFinite( scalar ) ) {
- this.x *= scalar;
- this.y *= scalar;
- this.z *= scalar;
- this.w *= scalar;
- } else {
- this.x = 0;
- this.y = 0;
- this.z = 0;
- this.w = 0;
- }
- return this;
- },
- applyMatrix4: function ( m ) {
- var x = this.x, y = this.y, z = this.z, w = this.w;
- var e = m.elements;
- this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
- this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
- this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
- this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
- return this;
- },
- divideScalar: function ( scalar ) {
- return this.multiplyScalar( 1 / scalar );
- },
- setAxisAngleFromQuaternion: function ( q ) {
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
- // q is assumed to be normalized
- this.w = 2 * Math.acos( q.w );
- var s = Math.sqrt( 1 - q.w * q.w );
- if ( s < 0.0001 ) {
- this.x = 1;
- this.y = 0;
- this.z = 0;
- } else {
- this.x = q.x / s;
- this.y = q.y / s;
- this.z = q.z / s;
- }
- return this;
- },
- setAxisAngleFromRotationMatrix: function ( m ) {
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
- var angle, x, y, z, // variables for result
- epsilon = 0.01, // margin to allow for rounding errors
- epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
- te = m.elements,
- m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
- m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
- m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
- if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
- ( Math.abs( m13 - m31 ) < epsilon ) &&
- ( Math.abs( m23 - m32 ) < epsilon ) ) {
- // singularity found
- // first check for identity matrix which must have +1 for all terms
- // in leading diagonal and zero in other terms
- if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
- ( Math.abs( m13 + m31 ) < epsilon2 ) &&
- ( Math.abs( m23 + m32 ) < epsilon2 ) &&
- ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
- // this singularity is identity matrix so angle = 0
- this.set( 1, 0, 0, 0 );
- return this; // zero angle, arbitrary axis
- }
- // otherwise this singularity is angle = 180
- angle = Math.PI;
- var xx = ( m11 + 1 ) / 2;
- var yy = ( m22 + 1 ) / 2;
- var zz = ( m33 + 1 ) / 2;
- var xy = ( m12 + m21 ) / 4;
- var xz = ( m13 + m31 ) / 4;
- var yz = ( m23 + m32 ) / 4;
- if ( ( xx > yy ) && ( xx > zz ) ) {
- // m11 is the largest diagonal term
- if ( xx < epsilon ) {
- x = 0;
- y = 0.707106781;
- z = 0.707106781;
- } else {
- x = Math.sqrt( xx );
- y = xy / x;
- z = xz / x;
- }
- } else if ( yy > zz ) {
- // m22 is the largest diagonal term
- if ( yy < epsilon ) {
- x = 0.707106781;
- y = 0;
- z = 0.707106781;
- } else {
- y = Math.sqrt( yy );
- x = xy / y;
- z = yz / y;
- }
- } else {
- // m33 is the largest diagonal term so base result on this
- if ( zz < epsilon ) {
- x = 0.707106781;
- y = 0.707106781;
- z = 0;
- } else {
- z = Math.sqrt( zz );
- x = xz / z;
- y = yz / z;
- }
- }
- this.set( x, y, z, angle );
- return this; // return 180 deg rotation
- }
- // as we have reached here there are no singularities so we can handle normally
- var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
- ( m13 - m31 ) * ( m13 - m31 ) +
- ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
- if ( Math.abs( s ) < 0.001 ) s = 1;
- // prevent divide by zero, should not happen if matrix is orthogonal and should be
- // caught by singularity test above, but I've left it in just in case
- this.x = ( m32 - m23 ) / s;
- this.y = ( m13 - m31 ) / s;
- this.z = ( m21 - m12 ) / s;
- this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
- return this;
- },
- min: function ( v ) {
- this.x = Math.min( this.x, v.x );
- this.y = Math.min( this.y, v.y );
- this.z = Math.min( this.z, v.z );
- this.w = Math.min( this.w, v.w );
- return this;
- },
- max: function ( v ) {
- this.x = Math.max( this.x, v.x );
- this.y = Math.max( this.y, v.y );
- this.z = Math.max( this.z, v.z );
- this.w = Math.max( this.w, v.w );
- return this;
- },
- clamp: function ( min, max ) {
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
- this.x = Math.max( min.x, Math.min( max.x, this.x ) );
- this.y = Math.max( min.y, Math.min( max.y, this.y ) );
- this.z = Math.max( min.z, Math.min( max.z, this.z ) );
- this.w = Math.max( min.w, Math.min( max.w, this.w ) );
- return this;
- },
- clampScalar: function () {
- var min, max;
- return function clampScalar( minVal, maxVal ) {
- if ( min === undefined ) {
- min = new Vector4();
- max = new Vector4();
- }
- min.set( minVal, minVal, minVal, minVal );
- max.set( maxVal, maxVal, maxVal, maxVal );
- return this.clamp( min, max );
- };
- }(),
- floor: function () {
- this.x = Math.floor( this.x );
- this.y = Math.floor( this.y );
- this.z = Math.floor( this.z );
- this.w = Math.floor( this.w );
- return this;
- },
- ceil: function () {
- this.x = Math.ceil( this.x );
- this.y = Math.ceil( this.y );
- this.z = Math.ceil( this.z );
- this.w = Math.ceil( this.w );
- return this;
- },
- round: function () {
- this.x = Math.round( this.x );
- this.y = Math.round( this.y );
- this.z = Math.round( this.z );
- this.w = Math.round( this.w );
- return this;
- },
- roundToZero: function () {
- this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
- this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
- this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
- this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
- return this;
- },
- negate: function () {
- this.x = - this.x;
- this.y = - this.y;
- this.z = - this.z;
- this.w = - this.w;
- return this;
- },
- dot: function ( v ) {
- return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
- },
- lengthSq: function () {
- return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
- },
- length: function () {
- return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
- },
- lengthManhattan: function () {
- return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
- },
- normalize: function () {
- return this.divideScalar( this.length() );
- },
- setLength: function ( length ) {
- return this.multiplyScalar( length / this.length() );
- },
- lerp: function ( v, alpha ) {
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
- this.z += ( v.z - this.z ) * alpha;
- this.w += ( v.w - this.w ) * alpha;
- return this;
- },
- lerpVectors: function ( v1, v2, alpha ) {
- return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
- },
- equals: function ( v ) {
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
- },
- fromArray: function ( array, offset ) {
- if ( offset === undefined ) offset = 0;
- this.x = array[ offset ];
- this.y = array[ offset + 1 ];
- this.z = array[ offset + 2 ];
- this.w = array[ offset + 3 ];
- return this;
- },
- toArray: function ( array, offset ) {
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
- array[ offset ] = this.x;
- array[ offset + 1 ] = this.y;
- array[ offset + 2 ] = this.z;
- array[ offset + 3 ] = this.w;
- return array;
- },
- fromBufferAttribute: function ( attribute, index, offset ) {
- if ( offset !== undefined ) {
- console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
- }
- this.x = attribute.getX( index );
- this.y = attribute.getY( index );
- this.z = attribute.getZ( index );
- this.w = attribute.getW( index );
- return this;
- }
- };
- /**
- * @author szimek / https://github.com/szimek/
- * @author alteredq / http://alteredqualia.com/
- * @author Marius Kintel / https://github.com/kintel
- */
- /*
- In options, we can specify:
- * Texture parameters for an auto-generated target texture
- * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
- */
- function WebGLRenderTarget( width, height, options ) {
- this.uuid = _Math.generateUUID();
- this.width = width;
- this.height = height;
- this.scissor = new Vector4( 0, 0, width, height );
- this.scissorTest = false;
- this.viewport = new Vector4( 0, 0, width, height );
- options = options || {};
- if ( options.minFilter === undefined ) options.minFilter = LinearFilter;
- this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
- this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
- this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
- this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
- }
- WebGLRenderTarget.prototype = {
- constructor: WebGLRenderTarget,
- isWebGLRenderTarget: true,
- setSize: function ( width, height ) {
- if ( this.width !== width || this.height !== height ) {
- this.width = width;
- this.height = height;
- this.dispose();
- }
- this.viewport.set( 0, 0, width, height );
- this.scissor.set( 0, 0, width, height );
- },
- clone: function () {
- return new this.constructor().copy( this );
- },
- copy: function ( source ) {
- this.width = source.width;
- this.height = source.height;
- this.viewport.copy( source.viewport );
- this.texture = source.texture.clone();
- this.depthBuffer = source.depthBuffer;
- this.stencilBuffer = source.stencilBuffer;
- this.depthTexture = source.depthTexture;
- return this;
- },
- dispose: function () {
- this.dispatchEvent( { type: 'dispose' } );
- }
- };
- Object.assign( WebGLRenderTarget.prototype, EventDispatcher.prototype );
- /**
- * @author alteredq / http://alteredqualia.com
- */
- function WebGLRenderTargetCube( width, height, options ) {
- WebGLRenderTarget.call( this, width, height, options );
- this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
- this.activeMipMapLevel = 0;
- }
- WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
- WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
- WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author WestLangley / http://github.com/WestLangley
- * @author bhouston / http://clara.io
- */
- function Quaternion( x, y, z, w ) {
- this._x = x || 0;
- this._y = y || 0;
- this._z = z || 0;
- this._w = ( w !== undefined ) ? w : 1;
- }
- Quaternion.prototype = {
- constructor: Quaternion,
- get x () {
- return this._x;
- },
- set x ( value ) {
- this._x = value;
- this.onChangeCallback();
- },
- get y () {
- return this._y;
- },
- set y ( value ) {
- this._y = value;
- this.onChangeCallback();
- },
- get z () {
- return this._z;
- },
- set z ( value ) {
- this._z = value;
- this.onChangeCallback();
- },
- get w () {
- return this._w;
- },
- set w ( value ) {
- this._w = value;
- this.onChangeCallback();
- },
- set: function ( x, y, z, w ) {
- this._x = x;
- this._y = y;
- this._z = z;
- this._w = w;
- this.onChangeCallback();
- return this;
- },
- clone: function () {
- return new this.constructor( this._x, this._y, this._z, this._w );
- },
- copy: function ( quaternion ) {
- this._x = quaternion.x;
- this._y = quaternion.y;
- this._z = quaternion.z;
- this._w = quaternion.w;
- this.onChangeCallback();
- return this;
- },
- setFromEuler: function ( euler, update ) {
- if ( (euler && euler.isEuler) === false ) {
- throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
- }
- // http://www.mathworks.com/matlabcentral/fileexchange/
- // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
- // content/SpinCalc.m
- var c1 = Math.cos( euler._x / 2 );
- var c2 = Math.cos( euler._y / 2 );
- var c3 = Math.cos( euler._z / 2 );
- var s1 = Math.sin( euler._x / 2 );
- var s2 = Math.sin( euler._y / 2 );
- var s3 = Math.sin( euler._z / 2 );
- var order = euler.order;
- if ( order === 'XYZ' ) {
- this._x = s1 * c2 * c3 + c1 * s2 * s3;
- this._y = c1 * s2 * c3 - s1 * c2 * s3;
- this._z = c1 * c2 * s3 + s1 * s2 * c3;
- this._w = c1 * c2 * c3 - s1 * s2 * s3;
- } else if ( order === 'YXZ' ) {
- this._x = s1 * c2 * c3 + c1 * s2 * s3;
- this._y = c1 * s2 * c3 - s1 * c2 * s3;
- this._z = c1 * c2 * s3 - s1 * s2 * c3;
- this._w = c1 * c2 * c3 + s1 * s2 * s3;
- } else if ( order === 'ZXY' ) {
- this._x = s1 * c2 * c3 - c1 * s2 * s3;
- this._y = c1 * s2 * c3 + s1 * c2 * s3;
- this._z = c1 * c2 * s3 + s1 * s2 * c3;
- this._w = c1 * c2 * c3 - s1 * s2 * s3;
- } else if ( order === 'ZYX' ) {
- this._x = s1 * c2 * c3 - c1 * s2 * s3;
- this._y = c1 * s2 * c3 + s1 * c2 * s3;
- this._z = c1 * c2 * s3 - s1 * s2 * c3;
- this._w = c1 * c2 * c3 + s1 * s2 * s3;
- } else if ( order === 'YZX' ) {
- this._x = s1 * c2 * c3 + c1 * s2 * s3;
- this._y = c1 * s2 * c3 + s1 * c2 * s3;
- this._z = c1 * c2 * s3 - s1 * s2 * c3;
- this._w = c1 * c2 * c3 - s1 * s2 * s3;
- } else if ( order === 'XZY' ) {
- this._x = s1 * c2 * c3 - c1 * s2 * s3;
- this._y = c1 * s2 * c3 - s1 * c2 * s3;
- this._z = c1 * c2 * s3 + s1 * s2 * c3;
- this._w = c1 * c2 * c3 + s1 * s2 * s3;
- }
- if ( update !== false ) this.onChangeCallback();
- return this;
- },
- setFromAxisAngle: function ( axis, angle ) {
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
- // assumes axis is normalized
- var halfAngle = angle / 2, s = Math.sin( halfAngle );
- this._x = axis.x * s;
- this._y = axis.y * s;
- this._z = axis.z * s;
- this._w = Math.cos( halfAngle );
- this.onChangeCallback();
- return this;
- },
- setFromRotationMatrix: function ( m ) {
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
- var te = m.elements,
- m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
- m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
- m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
- trace = m11 + m22 + m33,
- s;
- if ( trace > 0 ) {
- s = 0.5 / Math.sqrt( trace + 1.0 );
- this._w = 0.25 / s;
- this._x = ( m32 - m23 ) * s;
- this._y = ( m13 - m31 ) * s;
- this._z = ( m21 - m12 ) * s;
- } else if ( m11 > m22 && m11 > m33 ) {
- s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
- this._w = ( m32 - m23 ) / s;
- this._x = 0.25 * s;
- this._y = ( m12 + m21 ) / s;
- this._z = ( m13 + m31 ) / s;
- } else if ( m22 > m33 ) {
- s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
- this._w = ( m13 - m31 ) / s;
- this._x = ( m12 + m21 ) / s;
- this._y = 0.25 * s;
- this._z = ( m23 + m32 ) / s;
- } else {
- s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
- this._w = ( m21 - m12 ) / s;
- this._x = ( m13 + m31 ) / s;
- this._y = ( m23 + m32 ) / s;
- this._z = 0.25 * s;
- }
- this.onChangeCallback();
- return this;
- },
- setFromUnitVectors: function () {
- // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
- // assumes direction vectors vFrom and vTo are normalized
- var v1, r;
- var EPS = 0.000001;
- return function setFromUnitVectors( vFrom, vTo ) {
- if ( v1 === undefined ) v1 = new Vector3();
- r = vFrom.dot( vTo ) + 1;
- if ( r < EPS ) {
- r = 0;
- if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
- v1.set( - vFrom.y, vFrom.x, 0 );
- } else {
- v1.set( 0, - vFrom.z, vFrom.y );
- }
- } else {
- v1.crossVectors( vFrom, vTo );
- }
- this._x = v1.x;
- this._y = v1.y;
- this._z = v1.z;
- this._w = r;
- return this.normalize();
- };
- }(),
- inverse: function () {
- return this.conjugate().normalize();
- },
- conjugate: function () {
- this._x *= - 1;
- this._y *= - 1;
- this._z *= - 1;
- this.onChangeCallback();
- return this;
- },
- dot: function ( v ) {
- return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
- },
- lengthSq: function () {
- return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
- },
- length: function () {
- return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
- },
- normalize: function () {
- var l = this.length();
- if ( l === 0 ) {
- this._x = 0;
- this._y = 0;
- this._z = 0;
- this._w = 1;
- } else {
- l = 1 / l;
- this._x = this._x * l;
- this._y = this._y * l;
- this._z = this._z * l;
- this._w = this._w * l;
- }
- this.onChangeCallback();
- return this;
- },
- multiply: function ( q, p ) {
- if ( p !== undefined ) {
- console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
- return this.multiplyQuaternions( q, p );
- }
- return this.multiplyQuaternions( this, q );
- },
- premultiply: function ( q ) {
- return this.multiplyQuaternions( q, this );
- },
- multiplyQuaternions: function ( a, b ) {
- // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
- var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
- var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
- this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
- this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
- this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
- this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
- this.onChangeCallback();
- return this;
- },
- slerp: function ( qb, t ) {
- if ( t === 0 ) return this;
- if ( t === 1 ) return this.copy( qb );
- var x = this._x, y = this._y, z = this._z, w = this._w;
- // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
- var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
- if ( cosHalfTheta < 0 ) {
- this._w = - qb._w;
- this._x = - qb._x;
- this._y = - qb._y;
- this._z = - qb._z;
- cosHalfTheta = - cosHalfTheta;
- } else {
- this.copy( qb );
- }
- if ( cosHalfTheta >= 1.0 ) {
- this._w = w;
- this._x = x;
- this._y = y;
- this._z = z;
- return this;
- }
- var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
- if ( Math.abs( sinHalfTheta ) < 0.001 ) {
- this._w = 0.5 * ( w + this._w );
- this._x = 0.5 * ( x + this._x );
- this._y = 0.5 * ( y + this._y );
- this._z = 0.5 * ( z + this._z );
- return this;
- }
- var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
- var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
- ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
- this._w = ( w * ratioA + this._w * ratioB );
- this._x = ( x * ratioA + this._x * ratioB );
- this._y = ( y * ratioA + this._y * ratioB );
- this._z = ( z * ratioA + this._z * ratioB );
- this.onChangeCallback();
- return this;
- },
- equals: function ( quaternion ) {
- return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
- },
- fromArray: function ( array, offset ) {
- if ( offset === undefined ) offset = 0;
- this._x = array[ offset ];
- this._y = array[ offset + 1 ];
- this._z = array[ offset + 2 ];
- this._w = array[ offset + 3 ];
- this.onChangeCallback();
- return this;
- },
- toArray: function ( array, offset ) {
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
- array[ offset ] = this._x;
- array[ offset + 1 ] = this._y;
- array[ offset + 2 ] = this._z;
- array[ offset + 3 ] = this._w;
- return array;
- },
- onChange: function ( callback ) {
- this.onChangeCallback = callback;
- return this;
- },
- onChangeCallback: function () {}
- };
- Object.assign( Quaternion, {
- slerp: function( qa, qb, qm, t ) {
- return qm.copy( qa ).slerp( qb, t );
- },
- slerpFlat: function(
- dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
- // fuzz-free, array-based Quaternion SLERP operation
- var x0 = src0[ srcOffset0 + 0 ],
- y0 = src0[ srcOffset0 + 1 ],
- z0 = src0[ srcOffset0 + 2 ],
- w0 = src0[ srcOffset0 + 3 ],
- x1 = src1[ srcOffset1 + 0 ],
- y1 = src1[ srcOffset1 + 1 ],
- z1 = src1[ srcOffset1 + 2 ],
- w1 = src1[ srcOffset1 + 3 ];
- if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
- var s = 1 - t,
- cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
- dir = ( cos >= 0 ? 1 : - 1 ),
- sqrSin = 1 - cos * cos;
- // Skip the Slerp for tiny steps to avoid numeric problems:
- if ( sqrSin > Number.EPSILON ) {
- var sin = Math.sqrt( sqrSin ),
- len = Math.atan2( sin, cos * dir );
- s = Math.sin( s * len ) / sin;
- t = Math.sin( t * len ) / sin;
- }
- var tDir = t * dir;
- x0 = x0 * s + x1 * tDir;
- y0 = y0 * s + y1 * tDir;
- z0 = z0 * s + z1 * tDir;
- w0 = w0 * s + w1 * tDir;
- // Normalize in case we just did a lerp:
- if ( s === 1 - t ) {
- var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
- x0 *= f;
- y0 *= f;
- z0 *= f;
- w0 *= f;
- }
- }
- dst[ dstOffset ] = x0;
- dst[ dstOffset + 1 ] = y0;
- dst[ dstOffset + 2 ] = z0;
- dst[ dstOffset + 3 ] = w0;
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author *kile / http://kile.stravaganza.org/
- * @author philogb / http://blog.thejit.org/
- * @author mikael emtinger / http://gomo.se/
- * @author egraether / http://egraether.com/
- * @author WestLangley / http://github.com/WestLangley
- */
- function Vector3( x, y, z ) {
- this.x = x || 0;
- this.y = y || 0;
- this.z = z || 0;
- }
- Vector3.prototype = {
- constructor: Vector3,
- isVector3: true,
- set: function ( x, y, z ) {
- this.x = x;
- this.y = y;
- this.z = z;
- return this;
- },
- setScalar: function ( scalar ) {
- this.x = scalar;
- this.y = scalar;
- this.z = scalar;
- return this;
- },
- setX: function ( x ) {
- this.x = x;
- return this;
- },
- setY: function ( y ) {
- this.y = y;
- return this;
- },
- setZ: function ( z ) {
- this.z = z;
- return this;
- },
- setComponent: function ( index, value ) {
- switch ( index ) {
- case 0: this.x = value; break;
- case 1: this.y = value; break;
- case 2: this.z = value; break;
- default: throw new Error( 'index is out of range: ' + index );
- }
- return this;
- },
- getComponent: function ( index ) {
- switch ( index ) {
- case 0: return this.x;
- case 1: return this.y;
- case 2: return this.z;
- default: throw new Error( 'index is out of range: ' + index );
- }
- },
- clone: function () {
- return new this.constructor( this.x, this.y, this.z );
- },
- copy: function ( v ) {
- this.x = v.x;
- this.y = v.y;
- this.z = v.z;
- return this;
- },
- add: function ( v, w ) {
- if ( w !== undefined ) {
- console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
- return this.addVectors( v, w );
- }
- this.x += v.x;
- this.y += v.y;
- this.z += v.z;
- return this;
- },
- addScalar: function ( s ) {
- this.x += s;
- this.y += s;
- this.z += s;
- return this;
- },
- addVectors: function ( a, b ) {
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- this.z = a.z + b.z;
- return this;
- },
- addScaledVector: function ( v, s ) {
- this.x += v.x * s;
- this.y += v.y * s;
- this.z += v.z * s;
- return this;
- },
- sub: function ( v, w ) {
- if ( w !== undefined ) {
- console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
- return this.subVectors( v, w );
- }
- this.x -= v.x;
- this.y -= v.y;
- this.z -= v.z;
- return this;
- },
- subScalar: function ( s ) {
- this.x -= s;
- this.y -= s;
- this.z -= s;
- return this;
- },
- subVectors: function ( a, b ) {
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- this.z = a.z - b.z;
- return this;
- },
- multiply: function ( v, w ) {
- if ( w !== undefined ) {
- console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
- return this.multiplyVectors( v, w );
- }
- this.x *= v.x;
- this.y *= v.y;
- this.z *= v.z;
- return this;
- },
- multiplyScalar: function ( scalar ) {
- if ( isFinite( scalar ) ) {
- this.x *= scalar;
- this.y *= scalar;
- this.z *= scalar;
- } else {
- this.x = 0;
- this.y = 0;
- this.z = 0;
- }
- return this;
- },
- multiplyVectors: function ( a, b ) {
- this.x = a.x * b.x;
- this.y = a.y * b.y;
- this.z = a.z * b.z;
- return this;
- },
- applyEuler: function () {
- var quaternion;
- return function applyEuler( euler ) {
- if ( (euler && euler.isEuler) === false ) {
- console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
- }
- if ( quaternion === undefined ) quaternion = new Quaternion();
- return this.applyQuaternion( quaternion.setFromEuler( euler ) );
- };
- }(),
- applyAxisAngle: function () {
- var quaternion;
- return function applyAxisAngle( axis, angle ) {
- if ( quaternion === undefined ) quaternion = new Quaternion();
- return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
- };
- }(),
- applyMatrix3: function ( m ) {
- var x = this.x, y = this.y, z = this.z;
- var e = m.elements;
- this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
- this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
- this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
- return this;
- },
- applyMatrix4: function ( m ) {
- var x = this.x, y = this.y, z = this.z;
- var e = m.elements;
- this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ];
- this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ];
- this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
- var w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ];
- return this.divideScalar( w );
- },
- applyQuaternion: function ( q ) {
- var x = this.x, y = this.y, z = this.z;
- var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
- // calculate quat * vector
- var ix = qw * x + qy * z - qz * y;
- var iy = qw * y + qz * x - qx * z;
- var iz = qw * z + qx * y - qy * x;
- var iw = - qx * x - qy * y - qz * z;
- // calculate result * inverse quat
- this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
- this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
- this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
- return this;
- },
- project: function () {
- var matrix;
- return function project( camera ) {
- if ( matrix === undefined ) matrix = new Matrix4();
- matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
- return this.applyMatrix4( matrix );
- };
- }(),
- unproject: function () {
- var matrix;
- return function unproject( camera ) {
- if ( matrix === undefined ) matrix = new Matrix4();
- matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
- return this.applyMatrix4( matrix );
- };
- }(),
- transformDirection: function ( m ) {
- // input: THREE.Matrix4 affine matrix
- // vector interpreted as a direction
- var x = this.x, y = this.y, z = this.z;
- var e = m.elements;
- this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
- this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
- this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
- return this.normalize();
- },
- divide: function ( v ) {
- this.x /= v.x;
- this.y /= v.y;
- this.z /= v.z;
- return this;
- },
- divideScalar: function ( scalar ) {
- return this.multiplyScalar( 1 / scalar );
- },
- min: function ( v ) {
- this.x = Math.min( this.x, v.x );
- this.y = Math.min( this.y, v.y );
- this.z = Math.min( this.z, v.z );
- return this;
- },
- max: function ( v ) {
- this.x = Math.max( this.x, v.x );
- this.y = Math.max( this.y, v.y );
- this.z = Math.max( this.z, v.z );
- return this;
- },
- clamp: function ( min, max ) {
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
- this.x = Math.max( min.x, Math.min( max.x, this.x ) );
- this.y = Math.max( min.y, Math.min( max.y, this.y ) );
- this.z = Math.max( min.z, Math.min( max.z, this.z ) );
- return this;
- },
- clampScalar: function () {
- var min, max;
- return function clampScalar( minVal, maxVal ) {
- if ( min === undefined ) {
- min = new Vector3();
- max = new Vector3();
- }
- min.set( minVal, minVal, minVal );
- max.set( maxVal, maxVal, maxVal );
- return this.clamp( min, max );
- };
- }(),
- clampLength: function ( min, max ) {
- var length = this.length();
- return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length );
- },
- floor: function () {
- this.x = Math.floor( this.x );
- this.y = Math.floor( this.y );
- this.z = Math.floor( this.z );
- return this;
- },
- ceil: function () {
- this.x = Math.ceil( this.x );
- this.y = Math.ceil( this.y );
- this.z = Math.ceil( this.z );
- return this;
- },
- round: function () {
- this.x = Math.round( this.x );
- this.y = Math.round( this.y );
- this.z = Math.round( this.z );
- return this;
- },
- roundToZero: function () {
- this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
- this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
- this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
- return this;
- },
- negate: function () {
- this.x = - this.x;
- this.y = - this.y;
- this.z = - this.z;
- return this;
- },
- dot: function ( v ) {
- return this.x * v.x + this.y * v.y + this.z * v.z;
- },
- lengthSq: function () {
- return this.x * this.x + this.y * this.y + this.z * this.z;
- },
- length: function () {
- return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
- },
- lengthManhattan: function () {
- return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
- },
- normalize: function () {
- return this.divideScalar( this.length() );
- },
- setLength: function ( length ) {
- return this.multiplyScalar( length / this.length() );
- },
- lerp: function ( v, alpha ) {
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
- this.z += ( v.z - this.z ) * alpha;
- return this;
- },
- lerpVectors: function ( v1, v2, alpha ) {
- return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
- },
- cross: function ( v, w ) {
- if ( w !== undefined ) {
- console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
- return this.crossVectors( v, w );
- }
- var x = this.x, y = this.y, z = this.z;
- this.x = y * v.z - z * v.y;
- this.y = z * v.x - x * v.z;
- this.z = x * v.y - y * v.x;
- return this;
- },
- crossVectors: function ( a, b ) {
- var ax = a.x, ay = a.y, az = a.z;
- var bx = b.x, by = b.y, bz = b.z;
- this.x = ay * bz - az * by;
- this.y = az * bx - ax * bz;
- this.z = ax * by - ay * bx;
- return this;
- },
- projectOnVector: function ( vector ) {
- var scalar = vector.dot( this ) / vector.lengthSq();
- return this.copy( vector ).multiplyScalar( scalar );
- },
- projectOnPlane: function () {
- var v1;
- return function projectOnPlane( planeNormal ) {
- if ( v1 === undefined ) v1 = new Vector3();
- v1.copy( this ).projectOnVector( planeNormal );
- return this.sub( v1 );
- };
- }(),
- reflect: function () {
- // reflect incident vector off plane orthogonal to normal
- // normal is assumed to have unit length
- var v1;
- return function reflect( normal ) {
- if ( v1 === undefined ) v1 = new Vector3();
- return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
- };
- }(),
- angleTo: function ( v ) {
- var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );
- // clamp, to handle numerical problems
- return Math.acos( _Math.clamp( theta, - 1, 1 ) );
- },
- distanceTo: function ( v ) {
- return Math.sqrt( this.distanceToSquared( v ) );
- },
- distanceToSquared: function ( v ) {
- var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
- return dx * dx + dy * dy + dz * dz;
- },
- distanceToManhattan: function ( v ) {
- return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
- },
- setFromSpherical: function( s ) {
- var sinPhiRadius = Math.sin( s.phi ) * s.radius;
- this.x = sinPhiRadius * Math.sin( s.theta );
- this.y = Math.cos( s.phi ) * s.radius;
- this.z = sinPhiRadius * Math.cos( s.theta );
- return this;
- },
- setFromCylindrical: function( c ) {
- this.x = c.radius * Math.sin( c.theta );
- this.y = c.y;
- this.z = c.radius * Math.cos( c.theta );
- return this;
- },
- setFromMatrixPosition: function ( m ) {
- return this.setFromMatrixColumn( m, 3 );
- },
- setFromMatrixScale: function ( m ) {
- var sx = this.setFromMatrixColumn( m, 0 ).length();
- var sy = this.setFromMatrixColumn( m, 1 ).length();
- var sz = this.setFromMatrixColumn( m, 2 ).length();
- this.x = sx;
- this.y = sy;
- this.z = sz;
- return this;
- },
- setFromMatrixColumn: function ( m, index ) {
- if ( typeof m === 'number' ) {
- console.warn( 'THREE.Vector3: setFromMatrixColumn now expects ( matrix, index ).' );
- var temp = m;
- m = index;
- index = temp;
- }
- return this.fromArray( m.elements, index * 4 );
- },
- equals: function ( v ) {
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
- },
- fromArray: function ( array, offset ) {
- if ( offset === undefined ) offset = 0;
- this.x = array[ offset ];
- this.y = array[ offset + 1 ];
- this.z = array[ offset + 2 ];
- return this;
- },
- toArray: function ( array, offset ) {
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
- array[ offset ] = this.x;
- array[ offset + 1 ] = this.y;
- array[ offset + 2 ] = this.z;
- return array;
- },
- fromBufferAttribute: function ( attribute, index, offset ) {
- if ( offset !== undefined ) {
- console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
- }
- this.x = attribute.getX( index );
- this.y = attribute.getY( index );
- this.z = attribute.getZ( index );
- return this;
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author philogb / http://blog.thejit.org/
- * @author jordi_ros / http://plattsoft.com
- * @author D1plo1d / http://github.com/D1plo1d
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author timknip / http://www.floorplanner.com/
- * @author bhouston / http://clara.io
- * @author WestLangley / http://github.com/WestLangley
- */
- function Matrix4() {
- this.elements = new Float32Array( [
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
- ] );
- if ( arguments.length > 0 ) {
- console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
- }
- }
- Matrix4.prototype = {
- constructor: Matrix4,
- isMatrix4: true,
- set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
- var te = this.elements;
- te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
- te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
- te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
- te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
- return this;
- },
- identity: function () {
- this.set(
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- clone: function () {
- return new Matrix4().fromArray( this.elements );
- },
- copy: function ( m ) {
- this.elements.set( m.elements );
- return this;
- },
- copyPosition: function ( m ) {
- var te = this.elements;
- var me = m.elements;
- te[ 12 ] = me[ 12 ];
- te[ 13 ] = me[ 13 ];
- te[ 14 ] = me[ 14 ];
- return this;
- },
- extractBasis: function ( xAxis, yAxis, zAxis ) {
- xAxis.setFromMatrixColumn( this, 0 );
- yAxis.setFromMatrixColumn( this, 1 );
- zAxis.setFromMatrixColumn( this, 2 );
- return this;
- },
- makeBasis: function ( xAxis, yAxis, zAxis ) {
- this.set(
- xAxis.x, yAxis.x, zAxis.x, 0,
- xAxis.y, yAxis.y, zAxis.y, 0,
- xAxis.z, yAxis.z, zAxis.z, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- extractRotation: function () {
- var v1;
- return function extractRotation( m ) {
- if ( v1 === undefined ) v1 = new Vector3();
- var te = this.elements;
- var me = m.elements;
- var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();
- var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();
- var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();
- te[ 0 ] = me[ 0 ] * scaleX;
- te[ 1 ] = me[ 1 ] * scaleX;
- te[ 2 ] = me[ 2 ] * scaleX;
- te[ 4 ] = me[ 4 ] * scaleY;
- te[ 5 ] = me[ 5 ] * scaleY;
- te[ 6 ] = me[ 6 ] * scaleY;
- te[ 8 ] = me[ 8 ] * scaleZ;
- te[ 9 ] = me[ 9 ] * scaleZ;
- te[ 10 ] = me[ 10 ] * scaleZ;
- return this;
- };
- }(),
- makeRotationFromEuler: function ( euler ) {
- if ( (euler && euler.isEuler) === false ) {
- console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
- }
- var te = this.elements;
- var x = euler.x, y = euler.y, z = euler.z;
- var a = Math.cos( x ), b = Math.sin( x );
- var c = Math.cos( y ), d = Math.sin( y );
- var e = Math.cos( z ), f = Math.sin( z );
- if ( euler.order === 'XYZ' ) {
- var ae = a * e, af = a * f, be = b * e, bf = b * f;
- te[ 0 ] = c * e;
- te[ 4 ] = - c * f;
- te[ 8 ] = d;
- te[ 1 ] = af + be * d;
- te[ 5 ] = ae - bf * d;
- te[ 9 ] = - b * c;
- te[ 2 ] = bf - ae * d;
- te[ 6 ] = be + af * d;
- te[ 10 ] = a * c;
- } else if ( euler.order === 'YXZ' ) {
- var ce = c * e, cf = c * f, de = d * e, df = d * f;
- te[ 0 ] = ce + df * b;
- te[ 4 ] = de * b - cf;
- te[ 8 ] = a * d;
- te[ 1 ] = a * f;
- te[ 5 ] = a * e;
- te[ 9 ] = - b;
- te[ 2 ] = cf * b - de;
- te[ 6 ] = df + ce * b;
- te[ 10 ] = a * c;
- } else if ( euler.order === 'ZXY' ) {
- var ce = c * e, cf = c * f, de = d * e, df = d * f;
- te[ 0 ] = ce - df * b;
- te[ 4 ] = - a * f;
- te[ 8 ] = de + cf * b;
- te[ 1 ] = cf + de * b;
- te[ 5 ] = a * e;
- te[ 9 ] = df - ce * b;
- te[ 2 ] = - a * d;
- te[ 6 ] = b;
- te[ 10 ] = a * c;
- } else if ( euler.order === 'ZYX' ) {
- var ae = a * e, af = a * f, be = b * e, bf = b * f;
- te[ 0 ] = c * e;
- te[ 4 ] = be * d - af;
- te[ 8 ] = ae * d + bf;
- te[ 1 ] = c * f;
- te[ 5 ] = bf * d + ae;
- te[ 9 ] = af * d - be;
- te[ 2 ] = - d;
- te[ 6 ] = b * c;
- te[ 10 ] = a * c;
- } else if ( euler.order === 'YZX' ) {
- var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
- te[ 0 ] = c * e;
- te[ 4 ] = bd - ac * f;
- te[ 8 ] = bc * f + ad;
- te[ 1 ] = f;
- te[ 5 ] = a * e;
- te[ 9 ] = - b * e;
- te[ 2 ] = - d * e;
- te[ 6 ] = ad * f + bc;
- te[ 10 ] = ac - bd * f;
- } else if ( euler.order === 'XZY' ) {
- var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
- te[ 0 ] = c * e;
- te[ 4 ] = - f;
- te[ 8 ] = d * e;
- te[ 1 ] = ac * f + bd;
- te[ 5 ] = a * e;
- te[ 9 ] = ad * f - bc;
- te[ 2 ] = bc * f - ad;
- te[ 6 ] = b * e;
- te[ 10 ] = bd * f + ac;
- }
- // last column
- te[ 3 ] = 0;
- te[ 7 ] = 0;
- te[ 11 ] = 0;
- // bottom row
- te[ 12 ] = 0;
- te[ 13 ] = 0;
- te[ 14 ] = 0;
- te[ 15 ] = 1;
- return this;
- },
- makeRotationFromQuaternion: function ( q ) {
- var te = this.elements;
- var x = q.x, y = q.y, z = q.z, w = q.w;
- var x2 = x + x, y2 = y + y, z2 = z + z;
- var xx = x * x2, xy = x * y2, xz = x * z2;
- var yy = y * y2, yz = y * z2, zz = z * z2;
- var wx = w * x2, wy = w * y2, wz = w * z2;
- te[ 0 ] = 1 - ( yy + zz );
- te[ 4 ] = xy - wz;
- te[ 8 ] = xz + wy;
- te[ 1 ] = xy + wz;
- te[ 5 ] = 1 - ( xx + zz );
- te[ 9 ] = yz - wx;
- te[ 2 ] = xz - wy;
- te[ 6 ] = yz + wx;
- te[ 10 ] = 1 - ( xx + yy );
- // last column
- te[ 3 ] = 0;
- te[ 7 ] = 0;
- te[ 11 ] = 0;
- // bottom row
- te[ 12 ] = 0;
- te[ 13 ] = 0;
- te[ 14 ] = 0;
- te[ 15 ] = 1;
- return this;
- },
- lookAt: function () {
- var x, y, z;
- return function lookAt( eye, target, up ) {
- if ( x === undefined ) {
- x = new Vector3();
- y = new Vector3();
- z = new Vector3();
- }
- var te = this.elements;
- z.subVectors( eye, target ).normalize();
- if ( z.lengthSq() === 0 ) {
- z.z = 1;
- }
- x.crossVectors( up, z ).normalize();
- if ( x.lengthSq() === 0 ) {
- z.z += 0.0001;
- x.crossVectors( up, z ).normalize();
- }
- y.crossVectors( z, x );
- te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
- te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
- te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
- return this;
- };
- }(),
- multiply: function ( m, n ) {
- if ( n !== undefined ) {
- console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
- return this.multiplyMatrices( m, n );
- }
- return this.multiplyMatrices( this, m );
- },
- premultiply: function ( m ) {
- return this.multiplyMatrices( m, this );
- },
- multiplyMatrices: function ( a, b ) {
- var ae = a.elements;
- var be = b.elements;
- var te = this.elements;
- var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
- var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
- var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
- var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
- var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
- var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
- var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
- var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
- te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
- te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
- te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
- te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
- te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
- te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
- te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
- te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
- te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
- te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
- te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
- te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
- te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
- te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
- te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
- te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
- return this;
- },
- multiplyToArray: function ( a, b, r ) {
- var te = this.elements;
- this.multiplyMatrices( a, b );
- r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
- r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
- r[ 8 ] = te[ 8 ]; r[ 9 ] = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
- r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];
- return this;
- },
- multiplyScalar: function ( s ) {
- var te = this.elements;
- te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
- te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
- te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
- te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
- return this;
- },
- applyToBufferAttribute: function () {
- var v1;
- return function applyToBufferAttribute( attribute ) {
- if ( v1 === undefined ) v1 = new Vector3();
- for ( var i = 0, l = attribute.count; i < l; i ++ ) {
- v1.x = attribute.getX( i );
- v1.y = attribute.getY( i );
- v1.z = attribute.getZ( i );
- v1.applyMatrix4( this );
- attribute.setXYZ( i, v1.x, v1.y, v1.z );
- }
- return attribute;
- };
- }(),
- determinant: function () {
- var te = this.elements;
- var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
- var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
- var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
- var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
- //TODO: make this more efficient
- //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
- return (
- n41 * (
- + n14 * n23 * n32
- - n13 * n24 * n32
- - n14 * n22 * n33
- + n12 * n24 * n33
- + n13 * n22 * n34
- - n12 * n23 * n34
- ) +
- n42 * (
- + n11 * n23 * n34
- - n11 * n24 * n33
- + n14 * n21 * n33
- - n13 * n21 * n34
- + n13 * n24 * n31
- - n14 * n23 * n31
- ) +
- n43 * (
- + n11 * n24 * n32
- - n11 * n22 * n34
- - n14 * n21 * n32
- + n12 * n21 * n34
- + n14 * n22 * n31
- - n12 * n24 * n31
- ) +
- n44 * (
- - n13 * n22 * n31
- - n11 * n23 * n32
- + n11 * n22 * n33
- + n13 * n21 * n32
- - n12 * n21 * n33
- + n12 * n23 * n31
- )
- );
- },
- transpose: function () {
- var te = this.elements;
- var tmp;
- tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
- tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
- tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
- tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
- tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
- tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
- return this;
- },
- setPosition: function ( v ) {
- var te = this.elements;
- te[ 12 ] = v.x;
- te[ 13 ] = v.y;
- te[ 14 ] = v.z;
- return this;
- },
- getInverse: function ( m, throwOnDegenerate ) {
- // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
- var te = this.elements,
- me = m.elements,
- n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
- n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
- n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
- n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
- t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
- t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
- t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
- t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
- var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
- if ( det === 0 ) {
- var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0";
- if ( throwOnDegenerate === true ) {
- throw new Error( msg );
- } else {
- console.warn( msg );
- }
- return this.identity();
- }
- var detInv = 1 / det;
- te[ 0 ] = t11 * detInv;
- te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
- te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
- te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
- te[ 4 ] = t12 * detInv;
- te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
- te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
- te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
- te[ 8 ] = t13 * detInv;
- te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
- te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
- te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
- te[ 12 ] = t14 * detInv;
- te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
- te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
- te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
- return this;
- },
- scale: function ( v ) {
- var te = this.elements;
- var x = v.x, y = v.y, z = v.z;
- te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
- te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
- te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
- te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
- return this;
- },
- getMaxScaleOnAxis: function () {
- var te = this.elements;
- var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
- var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
- var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
- return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
- },
- makeTranslation: function ( x, y, z ) {
- this.set(
- 1, 0, 0, x,
- 0, 1, 0, y,
- 0, 0, 1, z,
- 0, 0, 0, 1
- );
- return this;
- },
- makeRotationX: function ( theta ) {
- var c = Math.cos( theta ), s = Math.sin( theta );
- this.set(
- 1, 0, 0, 0,
- 0, c, - s, 0,
- 0, s, c, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- makeRotationY: function ( theta ) {
- var c = Math.cos( theta ), s = Math.sin( theta );
- this.set(
- c, 0, s, 0,
- 0, 1, 0, 0,
- - s, 0, c, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- makeRotationZ: function ( theta ) {
- var c = Math.cos( theta ), s = Math.sin( theta );
- this.set(
- c, - s, 0, 0,
- s, c, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- makeRotationAxis: function ( axis, angle ) {
- // Based on http://www.gamedev.net/reference/articles/article1199.asp
- var c = Math.cos( angle );
- var s = Math.sin( angle );
- var t = 1 - c;
- var x = axis.x, y = axis.y, z = axis.z;
- var tx = t * x, ty = t * y;
- this.set(
- tx * x + c, tx * y - s * z, tx * z + s * y, 0,
- tx * y + s * z, ty * y + c, ty * z - s * x, 0,
- tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- makeScale: function ( x, y, z ) {
- this.set(
- x, 0, 0, 0,
- 0, y, 0, 0,
- 0, 0, z, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- makeShear: function ( x, y, z ) {
- this.set(
- 1, y, z, 0,
- x, 1, z, 0,
- x, y, 1, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- compose: function ( position, quaternion, scale ) {
- this.makeRotationFromQuaternion( quaternion );
- this.scale( scale );
- this.setPosition( position );
- return this;
- },
- decompose: function () {
- var vector, matrix;
- return function decompose( position, quaternion, scale ) {
- if ( vector === undefined ) {
- vector = new Vector3();
- matrix = new Matrix4();
- }
- var te = this.elements;
- var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
- var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
- var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
- // if determine is negative, we need to invert one scale
- var det = this.determinant();
- if ( det < 0 ) {
- sx = - sx;
- }
- position.x = te[ 12 ];
- position.y = te[ 13 ];
- position.z = te[ 14 ];
- // scale the rotation part
- matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
- var invSX = 1 / sx;
- var invSY = 1 / sy;
- var invSZ = 1 / sz;
- matrix.elements[ 0 ] *= invSX;
- matrix.elements[ 1 ] *= invSX;
- matrix.elements[ 2 ] *= invSX;
- matrix.elements[ 4 ] *= invSY;
- matrix.elements[ 5 ] *= invSY;
- matrix.elements[ 6 ] *= invSY;
- matrix.elements[ 8 ] *= invSZ;
- matrix.elements[ 9 ] *= invSZ;
- matrix.elements[ 10 ] *= invSZ;
- quaternion.setFromRotationMatrix( matrix );
- scale.x = sx;
- scale.y = sy;
- scale.z = sz;
- return this;
- };
- }(),
- makePerspective: function ( left, right, top, bottom, near, far ) {
- if ( far === undefined ) {
- console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
- }
- var te = this.elements;
- var x = 2 * near / ( right - left );
- var y = 2 * near / ( top - bottom );
- var a = ( right + left ) / ( right - left );
- var b = ( top + bottom ) / ( top - bottom );
- var c = - ( far + near ) / ( far - near );
- var d = - 2 * far * near / ( far - near );
- te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
- te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
- te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
- te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
- return this;
- },
- makeOrthographic: function ( left, right, top, bottom, near, far ) {
- var te = this.elements;
- var w = 1.0 / ( right - left );
- var h = 1.0 / ( top - bottom );
- var p = 1.0 / ( far - near );
- var x = ( right + left ) * w;
- var y = ( top + bottom ) * h;
- var z = ( far + near ) * p;
- te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
- te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
- te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
- te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
- return this;
- },
- equals: function ( matrix ) {
- var te = this.elements;
- var me = matrix.elements;
- for ( var i = 0; i < 16; i ++ ) {
- if ( te[ i ] !== me[ i ] ) return false;
- }
- return true;
- },
- fromArray: function ( array, offset ) {
- if ( offset === undefined ) offset = 0;
- for( var i = 0; i < 16; i ++ ) {
- this.elements[ i ] = array[ i + offset ];
- }
- return this;
- },
- toArray: function ( array, offset ) {
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
- var te = this.elements;
- array[ offset ] = te[ 0 ];
- array[ offset + 1 ] = te[ 1 ];
- array[ offset + 2 ] = te[ 2 ];
- array[ offset + 3 ] = te[ 3 ];
- array[ offset + 4 ] = te[ 4 ];
- array[ offset + 5 ] = te[ 5 ];
- array[ offset + 6 ] = te[ 6 ];
- array[ offset + 7 ] = te[ 7 ];
- array[ offset + 8 ] = te[ 8 ];
- array[ offset + 9 ] = te[ 9 ];
- array[ offset + 10 ] = te[ 10 ];
- array[ offset + 11 ] = te[ 11 ];
- array[ offset + 12 ] = te[ 12 ];
- array[ offset + 13 ] = te[ 13 ];
- array[ offset + 14 ] = te[ 14 ];
- array[ offset + 15 ] = te[ 15 ];
- return array;
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
- images = images !== undefined ? images : [];
- mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
- Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
- this.flipY = false;
- }
- CubeTexture.prototype = Object.create( Texture.prototype );
- CubeTexture.prototype.constructor = CubeTexture;
- CubeTexture.prototype.isCubeTexture = true;
- Object.defineProperty( CubeTexture.prototype, 'images', {
- get: function () {
- return this.image;
- },
- set: function ( value ) {
- this.image = value;
- }
- } );
- /**
- * @author tschw
- *
- * Uniforms of a program.
- * Those form a tree structure with a special top-level container for the root,
- * which you get by calling 'new WebGLUniforms( gl, program, renderer )'.
- *
- *
- * Properties of inner nodes including the top-level container:
- *
- * .seq - array of nested uniforms
- * .map - nested uniforms by name
- *
- *
- * Methods of all nodes except the top-level container:
- *
- * .setValue( gl, value, [renderer] )
- *
- * uploads a uniform value(s)
- * the 'renderer' parameter is needed for sampler uniforms
- *
- *
- * Static methods of the top-level container (renderer factorizations):
- *
- * .upload( gl, seq, values, renderer )
- *
- * sets uniforms in 'seq' to 'values[id].value'
- *
- * .seqWithValue( seq, values ) : filteredSeq
- *
- * filters 'seq' entries with corresponding entry in values
- *
- *
- * Methods of the top-level container (renderer factorizations):
- *
- * .setValue( gl, name, value )
- *
- * sets uniform with name 'name' to 'value'
- *
- * .set( gl, obj, prop )
- *
- * sets uniform from object and property with same name than uniform
- *
- * .setOptional( gl, obj, prop )
- *
- * like .set for an optional property of the object
- *
- */
- var emptyTexture = new Texture();
- var emptyCubeTexture = new CubeTexture();
- // --- Base for inner nodes (including the root) ---
- function UniformContainer() {
- this.seq = [];
- this.map = {};
- }
- // --- Utilities ---
- // Array Caches (provide typed arrays for temporary by size)
- var arrayCacheF32 = [];
- var arrayCacheI32 = [];
- // Flattening for arrays of vectors and matrices
- function flatten( array, nBlocks, blockSize ) {
- var firstElem = array[ 0 ];
- if ( firstElem <= 0 || firstElem > 0 ) return array;
- // unoptimized: ! isNaN( firstElem )
- // see http://jacksondunstan.com/articles/983
- var n = nBlocks * blockSize,
- r = arrayCacheF32[ n ];
- if ( r === undefined ) {
- r = new Float32Array( n );
- arrayCacheF32[ n ] = r;
- }
- if ( nBlocks !== 0 ) {
- firstElem.toArray( r, 0 );
- for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
- offset += blockSize;
- array[ i ].toArray( r, offset );
- }
- }
- return r;
- }
- // Texture unit allocation
- function allocTexUnits( renderer, n ) {
- var r = arrayCacheI32[ n ];
- if ( r === undefined ) {
- r = new Int32Array( n );
- arrayCacheI32[ n ] = r;
- }
- for ( var i = 0; i !== n; ++ i )
- r[ i ] = renderer.allocTextureUnit();
- return r;
- }
- // --- Setters ---
- // Note: Defining these methods externally, because they come in a bunch
- // and this way their names minify.
- // Single scalar
- function setValue1f( gl, v ) { gl.uniform1f( this.addr, v ); }
- function setValue1i( gl, v ) { gl.uniform1i( this.addr, v ); }
- // Single float vector (from flat array or THREE.VectorN)
- function setValue2fv( gl, v ) {
- if ( v.x === undefined ) gl.uniform2fv( this.addr, v );
- else gl.uniform2f( this.addr, v.x, v.y );
- }
- function setValue3fv( gl, v ) {
- if ( v.x !== undefined )
- gl.uniform3f( this.addr, v.x, v.y, v.z );
- else if ( v.r !== undefined )
- gl.uniform3f( this.addr, v.r, v.g, v.b );
- else
- gl.uniform3fv( this.addr, v );
- }
- function setValue4fv( gl, v ) {
- if ( v.x === undefined ) gl.uniform4fv( this.addr, v );
- else gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
- }
- // Single matrix (from flat array or MatrixN)
- function setValue2fm( gl, v ) {
- gl.uniformMatrix2fv( this.addr, false, v.elements || v );
- }
- function setValue3fm( gl, v ) {
- gl.uniformMatrix3fv( this.addr, false, v.elements || v );
- }
- function setValue4fm( gl, v ) {
- gl.uniformMatrix4fv( this.addr, false, v.elements || v );
- }
- // Single texture (2D / Cube)
- function setValueT1( gl, v, renderer ) {
- var unit = renderer.allocTextureUnit();
- gl.uniform1i( this.addr, unit );
- renderer.setTexture2D( v || emptyTexture, unit );
- }
- function setValueT6( gl, v, renderer ) {
- var unit = renderer.allocTextureUnit();
- gl.uniform1i( this.addr, unit );
- renderer.setTextureCube( v || emptyCubeTexture, unit );
- }
- // Integer / Boolean vectors or arrays thereof (always flat arrays)
- function setValue2iv( gl, v ) { gl.uniform2iv( this.addr, v ); }
- function setValue3iv( gl, v ) { gl.uniform3iv( this.addr, v ); }
- function setValue4iv( gl, v ) { gl.uniform4iv( this.addr, v ); }
- // Helper to pick the right setter for the singular case
- function getSingularSetter( type ) {
- switch ( type ) {
- case 0x1406: return setValue1f; // FLOAT
- case 0x8b50: return setValue2fv; // _VEC2
- case 0x8b51: return setValue3fv; // _VEC3
- case 0x8b52: return setValue4fv; // _VEC4
- case 0x8b5a: return setValue2fm; // _MAT2
- case 0x8b5b: return setValue3fm; // _MAT3
- case 0x8b5c: return setValue4fm; // _MAT4
- case 0x8b5e: return setValueT1; // SAMPLER_2D
- case 0x8b60: return setValueT6; // SAMPLER_CUBE
- case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL
- case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
- case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
- case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4
- }
- }
- // Array of scalars
- function setValue1fv( gl, v ) { gl.uniform1fv( this.addr, v ); }
- function setValue1iv( gl, v ) { gl.uniform1iv( this.addr, v ); }
- // Array of vectors (flat or from THREE classes)
- function setValueV2a( gl, v ) {
- gl.uniform2fv( this.addr, flatten( v, this.size, 2 ) );
- }
- function setValueV3a( gl, v ) {
- gl.uniform3fv( this.addr, flatten( v, this.size, 3 ) );
- }
- function setValueV4a( gl, v ) {
- gl.uniform4fv( this.addr, flatten( v, this.size, 4 ) );
- }
- // Array of matrices (flat or from THREE clases)
- function setValueM2a( gl, v ) {
- gl.uniformMatrix2fv( this.addr, false, flatten( v, this.size, 4 ) );
- }
- function setValueM3a( gl, v ) {
- gl.uniformMatrix3fv( this.addr, false, flatten( v, this.size, 9 ) );
- }
- function setValueM4a( gl, v ) {
- gl.uniformMatrix4fv( this.addr, false, flatten( v, this.size, 16 ) );
- }
- // Array of textures (2D / Cube)
- function setValueT1a( gl, v, renderer ) {
- var n = v.length,
- units = allocTexUnits( renderer, n );
- gl.uniform1iv( this.addr, units );
- for ( var i = 0; i !== n; ++ i ) {
- renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] );
- }
- }
- function setValueT6a( gl, v, renderer ) {
- var n = v.length,
- units = allocTexUnits( renderer, n );
- gl.uniform1iv( this.addr, units );
- for ( var i = 0; i !== n; ++ i ) {
- renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
- }
- }
- // Helper to pick the right setter for a pure (bottom-level) array
- function getPureArraySetter( type ) {
- switch ( type ) {
- case 0x1406: return setValue1fv; // FLOAT
- case 0x8b50: return setValueV2a; // _VEC2
- case 0x8b51: return setValueV3a; // _VEC3
- case 0x8b52: return setValueV4a; // _VEC4
- case 0x8b5a: return setValueM2a; // _MAT2
- case 0x8b5b: return setValueM3a; // _MAT3
- case 0x8b5c: return setValueM4a; // _MAT4
- case 0x8b5e: return setValueT1a; // SAMPLER_2D
- case 0x8b60: return setValueT6a; // SAMPLER_CUBE
- case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL
- case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
- case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
- case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4
- }
- }
- // --- Uniform Classes ---
- function SingleUniform( id, activeInfo, addr ) {
- this.id = id;
- this.addr = addr;
- this.setValue = getSingularSetter( activeInfo.type );
- // this.path = activeInfo.name; // DEBUG
- }
- function PureArrayUniform( id, activeInfo, addr ) {
- this.id = id;
- this.addr = addr;
- this.size = activeInfo.size;
- this.setValue = getPureArraySetter( activeInfo.type );
- // this.path = activeInfo.name; // DEBUG
- }
- function StructuredUniform( id ) {
- this.id = id;
- UniformContainer.call( this ); // mix-in
- }
- StructuredUniform.prototype.setValue = function( gl, value ) {
- // Note: Don't need an extra 'renderer' parameter, since samplers
- // are not allowed in structured uniforms.
- var seq = this.seq;
- for ( var i = 0, n = seq.length; i !== n; ++ i ) {
- var u = seq[ i ];
- u.setValue( gl, value[ u.id ] );
- }
- };
- // --- Top-level ---
- // Parser - builds up the property tree from the path strings
- var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
- // extracts
- // - the identifier (member name or array index)
- // - followed by an optional right bracket (found when array index)
- // - followed by an optional left bracket or dot (type of subscript)
- //
- // Note: These portions can be read in a non-overlapping fashion and
- // allow straightforward parsing of the hierarchy that WebGL encodes
- // in the uniform names.
- function addUniform( container, uniformObject ) {
- container.seq.push( uniformObject );
- container.map[ uniformObject.id ] = uniformObject;
- }
- function parseUniform( activeInfo, addr, container ) {
- var path = activeInfo.name,
- pathLength = path.length;
- // reset RegExp object, because of the early exit of a previous run
- RePathPart.lastIndex = 0;
- for (; ;) {
- var match = RePathPart.exec( path ),
- matchEnd = RePathPart.lastIndex,
- id = match[ 1 ],
- idIsIndex = match[ 2 ] === ']',
- subscript = match[ 3 ];
- if ( idIsIndex ) id = id | 0; // convert to integer
- if ( subscript === undefined ||
- subscript === '[' && matchEnd + 2 === pathLength ) {
- // bare name or "pure" bottom-level array "[0]" suffix
- addUniform( container, subscript === undefined ?
- new SingleUniform( id, activeInfo, addr ) :
- new PureArrayUniform( id, activeInfo, addr ) );
- break;
- } else {
- // step into inner node / create it in case it doesn't exist
- var map = container.map,
- next = map[ id ];
- if ( next === undefined ) {
- next = new StructuredUniform( id );
- addUniform( container, next );
- }
- container = next;
- }
- }
- }
- // Root Container
- function WebGLUniforms( gl, program, renderer ) {
- UniformContainer.call( this );
- this.renderer = renderer;
- var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );
- for ( var i = 0; i < n; ++ i ) {
- var info = gl.getActiveUniform( program, i ),
- path = info.name,
- addr = gl.getUniformLocation( program, path );
- parseUniform( info, addr, this );
- }
- }
- WebGLUniforms.prototype.setValue = function( gl, name, value ) {
- var u = this.map[ name ];
- if ( u !== undefined ) u.setValue( gl, value, this.renderer );
- };
- WebGLUniforms.prototype.set = function( gl, object, name ) {
- var u = this.map[ name ];
- if ( u !== undefined ) u.setValue( gl, object[ name ], this.renderer );
- };
- WebGLUniforms.prototype.setOptional = function( gl, object, name ) {
- var v = object[ name ];
- if ( v !== undefined ) this.setValue( gl, name, v );
- };
- // Static interface
- WebGLUniforms.upload = function( gl, seq, values, renderer ) {
- for ( var i = 0, n = seq.length; i !== n; ++ i ) {
- var u = seq[ i ],
- v = values[ u.id ];
- if ( v.needsUpdate !== false ) {
- // note: always updating when .needsUpdate is undefined
- u.setValue( gl, v.value, renderer );
- }
- }
- };
- WebGLUniforms.seqWithValue = function( seq, values ) {
- var r = [];
- for ( var i = 0, n = seq.length; i !== n; ++ i ) {
- var u = seq[ i ];
- if ( u.id in values ) r.push( u );
- }
- return r;
- };
- /**
- * Uniform Utilities
- */
- var UniformsUtils = {
- merge: function ( uniforms ) {
- var merged = {};
- for ( var u = 0; u < uniforms.length; u ++ ) {
- var tmp = this.clone( uniforms[ u ] );
- for ( var p in tmp ) {
- merged[ p ] = tmp[ p ];
- }
- }
- return merged;
- },
- clone: function ( uniforms_src ) {
- var uniforms_dst = {};
- for ( var u in uniforms_src ) {
- uniforms_dst[ u ] = {};
- for ( var p in uniforms_src[ u ] ) {
- var parameter_src = uniforms_src[ u ][ p ];
- if ( parameter_src && ( parameter_src.isColor ||
- parameter_src.isMatrix3 || parameter_src.isMatrix4 ||
- parameter_src.isVector2 || parameter_src.isVector3 || parameter_src.isVector4 ||
- parameter_src.isTexture ) ) {
- uniforms_dst[ u ][ p ] = parameter_src.clone();
- } else if ( Array.isArray( parameter_src ) ) {
- uniforms_dst[ u ][ p ] = parameter_src.slice();
- } else {
- uniforms_dst[ u ][ p ] = parameter_src;
- }
- }
- }
- return uniforms_dst;
- }
- };
- var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n";
- var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n";
- var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n";
- var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif\n";
- var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
- var begin_vertex = "\nvec3 transformed = vec3( position );\n";
- var beginnormal_vertex = "\nvec3 objectNormal = vec3( normal );\n";
- var bsdfs = "float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t\tif( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t\t}\n\t\treturn 1.0;\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 ltcTextureCoords( const in GeometricContext geometry, 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\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 P = geometry.position;\n\tfloat theta = acos( dot( N, V ) );\n\tvec2 uv = vec2(\n\t\tsqrt( saturate( roughness ) ),\n\t\tsaturate( theta / ( 0.5 * PI ) ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nvoid clipQuadToHorizon( inout vec3 L[5], out int n ) {\n\tint config = 0;\n\tif ( L[0].z > 0.0 ) config += 1;\n\tif ( L[1].z > 0.0 ) config += 2;\n\tif ( L[2].z > 0.0 ) config += 4;\n\tif ( L[3].z > 0.0 ) config += 8;\n\tn = 0;\n\tif ( config == 0 ) {\n\t} else if ( config == 1 ) {\n\t\tn = 3;\n\t\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\n\t\tL[2] = -L[3].z * L[0] + L[0].z * L[3];\n\t} else if ( config == 2 ) {\n\t\tn = 3;\n\t\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\n\t\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\n\t} else if ( config == 3 ) {\n\t\tn = 4;\n\t\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\n\t\tL[3] = -L[3].z * L[0] + L[0].z * L[3];\n\t} else if ( config == 4 ) {\n\t\tn = 3;\n\t\tL[0] = -L[3].z * L[2] + L[2].z * L[3];\n\t\tL[1] = -L[1].z * L[2] + L[2].z * L[1];\n\t} else if ( config == 5 ) {\n\t\tn = 0;\n\t} else if ( config == 6 ) {\n\t\tn = 4;\n\t\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\n\t\tL[3] = -L[3].z * L[2] + L[2].z * L[3];\n\t} else if ( config == 7 ) {\n\t\tn = 5;\n\t\tL[4] = -L[3].z * L[0] + L[0].z * L[3];\n\t\tL[3] = -L[3].z * L[2] + L[2].z * L[3];\n\t} else if ( config == 8 ) {\n\t\tn = 3;\n\t\tL[0] = -L[0].z * L[3] + L[3].z * L[0];\n\t\tL[1] = -L[2].z * L[3] + L[3].z * L[2];\n\t\tL[2] = L[3];\n\t} else if ( config == 9 ) {\n\t\tn = 4;\n\t\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\n\t\tL[2] = -L[2].z * L[3] + L[3].z * L[2];\n\t} else if ( config == 10 ) {\n\t\tn = 0;\n\t} else if ( config == 11 ) {\n\t\tn = 5;\n\t\tL[4] = L[3];\n\t\tL[3] = -L[2].z * L[3] + L[3].z * L[2];\n\t\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\n\t} else if ( config == 12 ) {\n\t\tn = 4;\n\t\tL[1] = -L[1].z * L[2] + L[2].z * L[1];\n\t\tL[0] = -L[0].z * L[3] + L[3].z * L[0];\n\t} else if ( config == 13 ) {\n\t\tn = 5;\n\t\tL[4] = L[3];\n\t\tL[3] = L[2];\n\t\tL[2] = -L[1].z * L[2] + L[2].z * L[1];\n\t\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\n\t} else if ( config == 14 ) {\n\t\tn = 5;\n\t\tL[4] = -L[0].z * L[3] + L[3].z * L[0];\n\t\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\n\t} else if ( config == 15 ) {\n\t\tn = 4;\n\t}\n\tif ( n == 3 )\n\t\tL[3] = L[0];\n\tif ( n == 4 )\n\t\tL[4] = L[0];\n}\nfloat integrateLtcBrdfOverRectEdge( vec3 v1, vec3 v2 ) {\n\tfloat cosTheta = dot( v1, v2 );\n\tfloat theta = acos( cosTheta );\n\tfloat res = cross( v1, v2 ).z * ( ( theta > 0.001 ) ? theta / sin( theta ) : 1.0 );\n\treturn res;\n}\nvoid initRectPoints( const in vec3 pos, const in vec3 halfWidth, const in vec3 halfHeight, out vec3 rectPoints[4] ) {\n\trectPoints[0] = pos - halfWidth - halfHeight;\n\trectPoints[1] = pos + halfWidth - halfHeight;\n\trectPoints[2] = pos + halfWidth + halfHeight;\n\trectPoints[3] = pos - halfWidth + halfHeight;\n}\nvec3 integrateLtcBrdfOverRect( const in GeometricContext geometry, const in mat3 brdfMat, const in vec3 rectPoints[4] ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 P = geometry.position;\n\tvec3 T1, T2;\n\tT1 = normalize(V - N * dot( V, N ));\n\tT2 = - cross( N, T1 );\n\tmat3 brdfWrtSurface = brdfMat * transpose( mat3( T1, T2, N ) );\n\tvec3 clippedRect[5];\n\tclippedRect[0] = brdfWrtSurface * ( rectPoints[0] - P );\n\tclippedRect[1] = brdfWrtSurface * ( rectPoints[1] - P );\n\tclippedRect[2] = brdfWrtSurface * ( rectPoints[2] - P );\n\tclippedRect[3] = brdfWrtSurface * ( rectPoints[3] - P );\n\tint n;\n\tclipQuadToHorizon(clippedRect, n);\n\tif ( n == 0 )\n\t\treturn vec3( 0, 0, 0 );\n\tclippedRect[0] = normalize( clippedRect[0] );\n\tclippedRect[1] = normalize( clippedRect[1] );\n\tclippedRect[2] = normalize( clippedRect[2] );\n\tclippedRect[3] = normalize( clippedRect[3] );\n\tclippedRect[4] = normalize( clippedRect[4] );\n\tfloat sum = 0.0;\n\tsum += integrateLtcBrdfOverRectEdge( clippedRect[0], clippedRect[1] );\n\tsum += integrateLtcBrdfOverRectEdge( clippedRect[1], clippedRect[2] );\n\tsum += integrateLtcBrdfOverRectEdge( clippedRect[2], clippedRect[3] );\n\tif (n >= 4)\n\t\tsum += integrateLtcBrdfOverRectEdge( clippedRect[3], clippedRect[4] );\n\tif (n == 5)\n\t\tsum += integrateLtcBrdfOverRectEdge( clippedRect[4], clippedRect[0] );\n\tsum = max( 0.0, sum );\n\tvec3 Lo_i = vec3( sum, sum, sum );\n\treturn Lo_i;\n}\nvec3 Rect_Area_Light_Specular_Reflectance(\n\t\tconst in GeometricContext geometry,\n\t\tconst in vec3 lightPos, const in vec3 lightHalfWidth, const in vec3 lightHalfHeight,\n\t\tconst in float roughness,\n\t\tconst in sampler2D ltcMat, const in sampler2D ltcMag ) {\n\tvec3 rectPoints[4];\n\tinitRectPoints( lightPos, lightHalfWidth, lightHalfHeight, rectPoints );\n\tvec2 uv = ltcTextureCoords( geometry, roughness );\n\tvec4 brdfLtcApproxParams, t;\n\tbrdfLtcApproxParams = texture2D( ltcMat, uv );\n\tt = texture2D( ltcMat, uv );\n\tfloat brdfLtcScalar = texture2D( ltcMag, uv ).a;\n\tmat3 brdfLtcApproxMat = mat3(\n\t\tvec3( 1, 0, t.y ),\n\t\tvec3( 0, t.z, 0 ),\n\t\tvec3( t.w, 0, t.x )\n\t);\n\tvec3 specularReflectance = integrateLtcBrdfOverRect( geometry, brdfLtcApproxMat, rectPoints );\n\tspecularReflectance *= brdfLtcScalar;\n\treturn specularReflectance;\n}\nvec3 Rect_Area_Light_Diffuse_Reflectance(\n\t\tconst in GeometricContext geometry,\n\t\tconst in vec3 lightPos, const in vec3 lightHalfWidth, const in vec3 lightHalfHeight ) {\n\tvec3 rectPoints[4];\n\tinitRectPoints( lightPos, lightHalfWidth, lightHalfHeight, rectPoints );\n\tmat3 diffuseBrdfMat = mat3(1);\n\tvec3 diffuseReflectance = integrateLtcBrdfOverRect( geometry, diffuseBrdfMat, rectPoints );\n\treturn diffuseReflectance;\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n";
- var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = dFdx( surf_pos );\n\t\tvec3 vSigmaY = dFdy( surf_pos );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif\n";
- var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; ++ i ) {\n\t\tvec4 plane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t\t\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; ++ i ) {\n\t\t\tvec4 plane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t\n\t#endif\n#endif\n";
- var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif\n";
- var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n";
- var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n";
- var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
- var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif\n";
- var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
- var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
- var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transpose( const in mat3 v ) {\n\tmat3 tmp;\n\ttmp[0] = vec3(v[0].x, v[1].x, v[2].x);\n\ttmp[1] = vec3(v[0].y, v[1].y, v[2].y);\n\ttmp[2] = vec3(v[0].z, v[1].z, v[2].z);\n\treturn tmp;\n}\n";
- var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif\n";
- var defaultnormal_vertex = "#ifdef FLIP_SIDED\n\tobjectNormal = -objectNormal;\n#endif\nvec3 transformedNormal = normalMatrix * objectNormal;\n";
- var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n";
- var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normal * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n";
- var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n";
- var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n";
- var encodings_fragment = " gl_FragColor = linearToOutputTexel( gl_FragColor );\n";
- var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n\tXp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract(Le);\n\tvResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n\treturn vec4( max(vRGB, 0.0), 1.0 );\n}\n";
- var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\tsampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\tvec3 reflectView = flipNormal * normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif\n";
- var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n";
- var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif\n";
- var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif\n";
- var fog_vertex = "\n#ifdef USE_FOG\nfogDepth = -mvPosition.z;\n#endif";
- var fog_pars_vertex = "#ifdef USE_FOG\n varying float fogDepth;\n#endif\n";
- var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n";
- var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif\n";
- var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif\n";
- var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n";
- var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
- var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n";
- var lights_pars = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltcMat;\tuniform sampler2D ltcMag;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = saturate( reflectVec.y * 0.5 + 0.5 );\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif\n";
- var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n";
- var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_BlinnPhong( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 matDiffColor = material.diffuseColor;\n\t\tvec3 matSpecColor = material.specularColor;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = BlinnExponentToGGXRoughness( material.specularShininess );\n\t\tvec3 spec = Rect_Area_Light_Specular_Reflectance(\n\t\t\t\tgeometry,\n\t\t\t\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight,\n\t\t\t\troughness,\n\t\t\t\tltcMat, ltcMag );\n\t\tvec3 diff = Rect_Area_Light_Diffuse_Reflectance(\n\t\t\t\tgeometry,\n\t\t\t\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight );\n\t\treflectedLight.directSpecular += lightColor * matSpecColor * spec / PI2;\n\t\treflectedLight.directDiffuse += lightColor * matDiffColor * diff / PI2;\n\t}\n#endif\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\n";
- var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif\n";
- var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 matDiffColor = material.diffuseColor;\n\t\tvec3 matSpecColor = material.specularColor;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 spec = Rect_Area_Light_Specular_Reflectance(\n\t\t\t\tgeometry,\n\t\t\t\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight,\n\t\t\t\troughness,\n\t\t\t\tltcMat, ltcMag );\n\t\tvec3 diff = Rect_Area_Light_Diffuse_Reflectance(\n\t\t\t\tgeometry,\n\t\t\t\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight );\n\t\treflectedLight.directSpecular += lightColor * matSpecColor * spec;\n\t\treflectedLight.directDiffuse += lightColor * matDiffColor * diff;\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n";
- var lights_template = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, 8 );\n\t#endif\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tvec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\n\t#ifndef STANDARD\n\t\tvec3 clearCoatRadiance = getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );\n\t#else\n\t\tvec3 clearCoatRadiance = vec3( 0.0 );\n\t#endif\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n";
- var logdepthbuf_fragment = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n#endif";
- var logdepthbuf_pars_fragment = "#ifdef USE_LOGDEPTHBUF\n\tuniform float logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n#endif\n";
- var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n\tuniform float logDepthBufFC;\n#endif";
- var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\t#endif\n#endif\n";
- var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n";
- var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n";
- var map_particle_fragment = "#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n";
- var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform vec4 offsetRepeat;\n\tuniform sampler2D map;\n#endif\n";
- var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.r;\n#endif\n";
- var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
- var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n";
- var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
- var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif\n";
- var normal_flip = "#ifdef DOUBLE_SIDED\n\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n#else\n\tfloat flipNormal = 1.0;\n#endif\n";
- var normal_fragment = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal ) * flipNormal;\n#endif\n#ifdef USE_NORMALMAP\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n";
- var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif\n";
- var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 1.0 - 2.0 * rgb.xyz;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n";
- var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n";
- var project_vertex = "#ifdef USE_SKINNING\n\tvec4 mvPosition = modelViewMatrix * skinned;\n#else\n\tvec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n#endif\ngl_Position = projectionMatrix * mvPosition;\n";
- var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.r;\n#endif\n";
- var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
- var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\treturn (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn 1.0;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\tfloat dp = ( length( lightToPosition ) - shadowBias ) / 1000.0;\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif\n";
- var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif\n";
- var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif\n";
- var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}\n";
- var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";
- var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureWidth;\n\t\tuniform int boneTextureHeight;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureWidth ) );\n\t\t\tfloat y = floor( j / float( boneTextureWidth ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureWidth );\n\t\t\tfloat dy = 1.0 / float( boneTextureHeight );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif\n";
- var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\tskinned = bindMatrixInverse * skinned;\n#endif\n";
- var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n#endif\n";
- var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";
- var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
- var tonemapping_fragment = "#if defined( TONE_MAPPING )\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n";
- var tonemapping_pars_fragment = "#define saturate(a) clamp( a, 0.0, 1.0 )\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n";
- var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif";
- var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform vec4 offsetRepeat;\n#endif\n";
- var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif";
- var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
- var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
- var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
- var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\t#ifdef USE_SKINNING\n\t\tvec4 worldPosition = modelMatrix * skinned;\n\t#else\n\t\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n\t#endif\n#endif\n";
- var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n";
- var cube_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}\n";
- var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\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\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}\n";
- var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#include <begin_vertex>\n\t#include <displacementmap_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}\n";
- var distanceRGBA_frag = "uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include <common>\n#include <packing>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tgl_FragColor = packDepthToRGBA( length( vWorldPosition.xyz - lightPos.xyz ) / 1000.0 );\n}\n";
- var distanceRGBA_vert = "varying vec4 vWorldPosition;\n#include <common>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <skinbase_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 <clipping_planes_vertex>\n\tvWorldPosition = worldPosition;\n}\n";
- var equirect_frag = "uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n";
- var equirect_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}\n";
- var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
- var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}\n";
- var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_pars_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\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * 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 <normal_flip>\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
- var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}\n";
- var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars>\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\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <normal_flip>\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
- var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\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>\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}\n";
- var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars>\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_flip>\n\t#include <normal_fragment>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_template>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
- var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_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\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";
- var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <lights_pars>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_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 <specularmap_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_template>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
- var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_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\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";
- var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}\n";
- var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}\n";
- var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
- var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <shadowmap_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 <project_vertex>\n\t#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";
- var shadow_frag = "uniform float opacity;\n#include <common>\n#include <packing>\n#include <bsdfs>\n#include <lights_pars>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( 0.0, 0.0, 0.0, opacity * ( 1.0 - getShadowMask() ) );\n}\n";
- var shadow_vert = "#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n}\n";
- var ShaderChunk = {
- alphamap_fragment: alphamap_fragment,
- alphamap_pars_fragment: alphamap_pars_fragment,
- alphatest_fragment: alphatest_fragment,
- aomap_fragment: aomap_fragment,
- aomap_pars_fragment: aomap_pars_fragment,
- begin_vertex: begin_vertex,
- beginnormal_vertex: beginnormal_vertex,
- bsdfs: bsdfs,
- bumpmap_pars_fragment: bumpmap_pars_fragment,
- clipping_planes_fragment: clipping_planes_fragment,
- clipping_planes_pars_fragment: clipping_planes_pars_fragment,
- clipping_planes_pars_vertex: clipping_planes_pars_vertex,
- clipping_planes_vertex: clipping_planes_vertex,
- color_fragment: color_fragment,
- color_pars_fragment: color_pars_fragment,
- color_pars_vertex: color_pars_vertex,
- color_vertex: color_vertex,
- common: common,
- cube_uv_reflection_fragment: cube_uv_reflection_fragment,
- defaultnormal_vertex: defaultnormal_vertex,
- displacementmap_pars_vertex: displacementmap_pars_vertex,
- displacementmap_vertex: displacementmap_vertex,
- emissivemap_fragment: emissivemap_fragment,
- emissivemap_pars_fragment: emissivemap_pars_fragment,
- encodings_fragment: encodings_fragment,
- encodings_pars_fragment: encodings_pars_fragment,
- envmap_fragment: envmap_fragment,
- envmap_pars_fragment: envmap_pars_fragment,
- envmap_pars_vertex: envmap_pars_vertex,
- envmap_vertex: envmap_vertex,
- fog_vertex: fog_vertex,
- fog_pars_vertex: fog_pars_vertex,
- fog_fragment: fog_fragment,
- fog_pars_fragment: fog_pars_fragment,
- gradientmap_pars_fragment: gradientmap_pars_fragment,
- lightmap_fragment: lightmap_fragment,
- lightmap_pars_fragment: lightmap_pars_fragment,
- lights_lambert_vertex: lights_lambert_vertex,
- lights_pars: lights_pars,
- lights_phong_fragment: lights_phong_fragment,
- lights_phong_pars_fragment: lights_phong_pars_fragment,
- lights_physical_fragment: lights_physical_fragment,
- lights_physical_pars_fragment: lights_physical_pars_fragment,
- lights_template: lights_template,
- logdepthbuf_fragment: logdepthbuf_fragment,
- logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
- logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
- logdepthbuf_vertex: logdepthbuf_vertex,
- map_fragment: map_fragment,
- map_pars_fragment: map_pars_fragment,
- map_particle_fragment: map_particle_fragment,
- map_particle_pars_fragment: map_particle_pars_fragment,
- metalnessmap_fragment: metalnessmap_fragment,
- metalnessmap_pars_fragment: metalnessmap_pars_fragment,
- morphnormal_vertex: morphnormal_vertex,
- morphtarget_pars_vertex: morphtarget_pars_vertex,
- morphtarget_vertex: morphtarget_vertex,
- normal_flip: normal_flip,
- normal_fragment: normal_fragment,
- normalmap_pars_fragment: normalmap_pars_fragment,
- packing: packing,
- premultiplied_alpha_fragment: premultiplied_alpha_fragment,
- project_vertex: project_vertex,
- roughnessmap_fragment: roughnessmap_fragment,
- roughnessmap_pars_fragment: roughnessmap_pars_fragment,
- shadowmap_pars_fragment: shadowmap_pars_fragment,
- shadowmap_pars_vertex: shadowmap_pars_vertex,
- shadowmap_vertex: shadowmap_vertex,
- shadowmask_pars_fragment: shadowmask_pars_fragment,
- skinbase_vertex: skinbase_vertex,
- skinning_pars_vertex: skinning_pars_vertex,
- skinning_vertex: skinning_vertex,
- skinnormal_vertex: skinnormal_vertex,
- specularmap_fragment: specularmap_fragment,
- specularmap_pars_fragment: specularmap_pars_fragment,
- tonemapping_fragment: tonemapping_fragment,
- tonemapping_pars_fragment: tonemapping_pars_fragment,
- uv_pars_fragment: uv_pars_fragment,
- uv_pars_vertex: uv_pars_vertex,
- uv_vertex: uv_vertex,
- uv2_pars_fragment: uv2_pars_fragment,
- uv2_pars_vertex: uv2_pars_vertex,
- uv2_vertex: uv2_vertex,
- worldpos_vertex: worldpos_vertex,
- cube_frag: cube_frag,
- cube_vert: cube_vert,
- depth_frag: depth_frag,
- depth_vert: depth_vert,
- distanceRGBA_frag: distanceRGBA_frag,
- distanceRGBA_vert: distanceRGBA_vert,
- equirect_frag: equirect_frag,
- equirect_vert: equirect_vert,
- linedashed_frag: linedashed_frag,
- linedashed_vert: linedashed_vert,
- meshbasic_frag: meshbasic_frag,
- meshbasic_vert: meshbasic_vert,
- meshlambert_frag: meshlambert_frag,
- meshlambert_vert: meshlambert_vert,
- meshphong_frag: meshphong_frag,
- meshphong_vert: meshphong_vert,
- meshphysical_frag: meshphysical_frag,
- meshphysical_vert: meshphysical_vert,
- normal_frag: normal_frag,
- normal_vert: normal_vert,
- points_frag: points_frag,
- points_vert: points_vert,
- shadow_frag: shadow_frag,
- shadow_vert: shadow_vert
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function Color( r, g, b ) {
- if ( g === undefined && b === undefined ) {
- // r is THREE.Color, hex or string
- return this.set( r );
- }
- return this.setRGB( r, g, b );
- }
- Color.prototype = {
- constructor: Color,
- isColor: true,
- r: 1, g: 1, b: 1,
- set: function ( value ) {
- if ( value && value.isColor ) {
- this.copy( value );
- } else if ( typeof value === 'number' ) {
- this.setHex( value );
- } else if ( typeof value === 'string' ) {
- this.setStyle( value );
- }
- return this;
- },
- setScalar: function ( scalar ) {
- this.r = scalar;
- this.g = scalar;
- this.b = scalar;
- return this;
- },
- setHex: function ( hex ) {
- hex = Math.floor( hex );
- this.r = ( hex >> 16 & 255 ) / 255;
- this.g = ( hex >> 8 & 255 ) / 255;
- this.b = ( hex & 255 ) / 255;
- return this;
- },
- setRGB: function ( r, g, b ) {
- this.r = r;
- this.g = g;
- this.b = b;
- return this;
- },
- setHSL: function () {
- function hue2rgb( p, q, t ) {
- if ( t < 0 ) t += 1;
- if ( t > 1 ) t -= 1;
- if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
- if ( t < 1 / 2 ) return q;
- if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
- return p;
- }
- return function setHSL( h, s, l ) {
- // h,s,l ranges are in 0.0 - 1.0
- h = _Math.euclideanModulo( h, 1 );
- s = _Math.clamp( s, 0, 1 );
- l = _Math.clamp( l, 0, 1 );
- if ( s === 0 ) {
- this.r = this.g = this.b = l;
- } else {
- var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
- var q = ( 2 * l ) - p;
- this.r = hue2rgb( q, p, h + 1 / 3 );
- this.g = hue2rgb( q, p, h );
- this.b = hue2rgb( q, p, h - 1 / 3 );
- }
- return this;
- };
- }(),
- setStyle: function ( style ) {
- function handleAlpha( string ) {
- if ( string === undefined ) return;
- if ( parseFloat( string ) < 1 ) {
- console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
- }
- }
- var m;
- if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
- // rgb / hsl
- var color;
- var name = m[ 1 ];
- var components = m[ 2 ];
- switch ( name ) {
- case 'rgb':
- case 'rgba':
- if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
- // rgb(255,0,0) rgba(255,0,0,0.5)
- this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
- this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
- this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
- handleAlpha( color[ 5 ] );
- return this;
- }
- if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
- // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
- this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
- this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
- this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
- handleAlpha( color[ 5 ] );
- return this;
- }
- break;
- case 'hsl':
- case 'hsla':
- if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
- // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
- var h = parseFloat( color[ 1 ] ) / 360;
- var s = parseInt( color[ 2 ], 10 ) / 100;
- var l = parseInt( color[ 3 ], 10 ) / 100;
- handleAlpha( color[ 5 ] );
- return this.setHSL( h, s, l );
- }
- break;
- }
- } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
- // hex color
- var hex = m[ 1 ];
- var size = hex.length;
- if ( size === 3 ) {
- // #ff0
- this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
- this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
- this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
- return this;
- } else if ( size === 6 ) {
- // #ff0000
- this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
- this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
- this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
- return this;
- }
- }
- if ( style && style.length > 0 ) {
- // color keywords
- var hex = ColorKeywords[ style ];
- if ( hex !== undefined ) {
- // red
- this.setHex( hex );
- } else {
- // unknown color
- console.warn( 'THREE.Color: Unknown color ' + style );
- }
- }
- return this;
- },
- clone: function () {
- return new this.constructor( this.r, this.g, this.b );
- },
- copy: function ( color ) {
- this.r = color.r;
- this.g = color.g;
- this.b = color.b;
- return this;
- },
- copyGammaToLinear: function ( color, gammaFactor ) {
- if ( gammaFactor === undefined ) gammaFactor = 2.0;
- this.r = Math.pow( color.r, gammaFactor );
- this.g = Math.pow( color.g, gammaFactor );
- this.b = Math.pow( color.b, gammaFactor );
- return this;
- },
- copyLinearToGamma: function ( color, gammaFactor ) {
- if ( gammaFactor === undefined ) gammaFactor = 2.0;
- var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
- this.r = Math.pow( color.r, safeInverse );
- this.g = Math.pow( color.g, safeInverse );
- this.b = Math.pow( color.b, safeInverse );
- return this;
- },
- convertGammaToLinear: function () {
- var r = this.r, g = this.g, b = this.b;
- this.r = r * r;
- this.g = g * g;
- this.b = b * b;
- return this;
- },
- convertLinearToGamma: function () {
- this.r = Math.sqrt( this.r );
- this.g = Math.sqrt( this.g );
- this.b = Math.sqrt( this.b );
- return this;
- },
- getHex: function () {
- return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
- },
- getHexString: function () {
- return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
- },
- getHSL: function ( optionalTarget ) {
- // h,s,l ranges are in 0.0 - 1.0
- var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
- var r = this.r, g = this.g, b = this.b;
- var max = Math.max( r, g, b );
- var min = Math.min( r, g, b );
- var hue, saturation;
- var lightness = ( min + max ) / 2.0;
- if ( min === max ) {
- hue = 0;
- saturation = 0;
- } else {
- var delta = max - min;
- saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
- switch ( max ) {
- case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
- case g: hue = ( b - r ) / delta + 2; break;
- case b: hue = ( r - g ) / delta + 4; break;
- }
- hue /= 6;
- }
- hsl.h = hue;
- hsl.s = saturation;
- hsl.l = lightness;
- return hsl;
- },
- getStyle: function () {
- return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
- },
- offsetHSL: function ( h, s, l ) {
- var hsl = this.getHSL();
- hsl.h += h; hsl.s += s; hsl.l += l;
- this.setHSL( hsl.h, hsl.s, hsl.l );
- return this;
- },
- add: function ( color ) {
- this.r += color.r;
- this.g += color.g;
- this.b += color.b;
- return this;
- },
- addColors: function ( color1, color2 ) {
- this.r = color1.r + color2.r;
- this.g = color1.g + color2.g;
- this.b = color1.b + color2.b;
- return this;
- },
- addScalar: function ( s ) {
- this.r += s;
- this.g += s;
- this.b += s;
- return this;
- },
- sub: function( color ) {
- this.r = Math.max( 0, this.r - color.r );
- this.g = Math.max( 0, this.g - color.g );
- this.b = Math.max( 0, this.b - color.b );
- return this;
- },
- multiply: function ( color ) {
- this.r *= color.r;
- this.g *= color.g;
- this.b *= color.b;
- return this;
- },
- multiplyScalar: function ( s ) {
- this.r *= s;
- this.g *= s;
- this.b *= s;
- return this;
- },
- lerp: function ( color, alpha ) {
- this.r += ( color.r - this.r ) * alpha;
- this.g += ( color.g - this.g ) * alpha;
- this.b += ( color.b - this.b ) * alpha;
- return this;
- },
- equals: function ( c ) {
- return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
- },
- fromArray: function ( array, offset ) {
- if ( offset === undefined ) offset = 0;
- this.r = array[ offset ];
- this.g = array[ offset + 1 ];
- this.b = array[ offset + 2 ];
- return this;
- },
- toArray: function ( array, offset ) {
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
- array[ offset ] = this.r;
- array[ offset + 1 ] = this.g;
- array[ offset + 2 ] = this.b;
- return array;
- },
- toJSON: function () {
- return this.getHex();
- }
- };
- var ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
- 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
- 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
- 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
- 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
- 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
- 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
- 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
- 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
- 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
- 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
- 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
- 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
- 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
- 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
- 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
- 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
- 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
- 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
- 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
- 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
- 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
- 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
- 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
- Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
- this.image = { data: data, width: width, height: height };
- this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
- this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
- this.generateMipmaps = false;
- this.flipY = false;
- this.unpackAlignment = 1;
- }
- DataTexture.prototype = Object.create( Texture.prototype );
- DataTexture.prototype.constructor = DataTexture;
- DataTexture.prototype.isDataTexture = true;
- /**
- * Uniforms library for shared webgl shaders
- */
- var UniformsLib = {
- common: {
- diffuse: { value: new Color( 0xeeeeee ) },
- opacity: { value: 1.0 },
- map: { value: null },
- offsetRepeat: { value: new Vector4( 0, 0, 1, 1 ) },
- specularMap: { value: null },
- alphaMap: { value: null },
- envMap: { value: null },
- flipEnvMap: { value: - 1 },
- reflectivity: { value: 1.0 },
- refractionRatio: { value: 0.98 }
- },
- aomap: {
- aoMap: { value: null },
- aoMapIntensity: { value: 1 }
- },
- lightmap: {
- lightMap: { value: null },
- lightMapIntensity: { value: 1 }
- },
- emissivemap: {
- emissiveMap: { value: null }
- },
- bumpmap: {
- bumpMap: { value: null },
- bumpScale: { value: 1 }
- },
- normalmap: {
- normalMap: { value: null },
- normalScale: { value: new Vector2( 1, 1 ) }
- },
- displacementmap: {
- displacementMap: { value: null },
- displacementScale: { value: 1 },
- displacementBias: { value: 0 }
- },
- roughnessmap: {
- roughnessMap: { value: null }
- },
- metalnessmap: {
- metalnessMap: { value: null }
- },
- gradientmap: {
- gradientMap: { value: null }
- },
- fog: {
- fogDensity: { value: 0.00025 },
- fogNear: { value: 1 },
- fogFar: { value: 2000 },
- fogColor: { value: new Color( 0xffffff ) }
- },
- lights: {
- ambientLightColor: { value: [] },
- directionalLights: { value: [], properties: {
- direction: {},
- color: {},
- shadow: {},
- shadowBias: {},
- shadowRadius: {},
- shadowMapSize: {}
- } },
- directionalShadowMap: { value: [] },
- directionalShadowMatrix: { value: [] },
- spotLights: { value: [], properties: {
- color: {},
- position: {},
- direction: {},
- distance: {},
- coneCos: {},
- penumbraCos: {},
- decay: {},
- shadow: {},
- shadowBias: {},
- shadowRadius: {},
- shadowMapSize: {}
- } },
- spotShadowMap: { value: [] },
- spotShadowMatrix: { value: [] },
- pointLights: { value: [], properties: {
- color: {},
- position: {},
- decay: {},
- distance: {},
- shadow: {},
- shadowBias: {},
- shadowRadius: {},
- shadowMapSize: {}
- } },
- pointShadowMap: { value: [] },
- pointShadowMatrix: { value: [] },
- hemisphereLights: { value: [], properties: {
- direction: {},
- skyColor: {},
- groundColor: {}
- } },
- // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
- rectAreaLights: { value: [], properties: {
- color: {},
- position: {},
- width: {},
- height: {}
- } }
- },
- points: {
- diffuse: { value: new Color( 0xeeeeee ) },
- opacity: { value: 1.0 },
- size: { value: 1.0 },
- scale: { value: 1.0 },
- map: { value: null },
- offsetRepeat: { value: new Vector4( 0, 0, 1, 1 ) }
- }
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- */
- var ShaderLib = {
- basic: {
- uniforms: UniformsUtils.merge( [
- UniformsLib.common,
- UniformsLib.aomap,
- UniformsLib.lightmap,
- UniformsLib.fog
- ] ),
- vertexShader: ShaderChunk.meshbasic_vert,
- fragmentShader: ShaderChunk.meshbasic_frag
- },
- lambert: {
- uniforms: UniformsUtils.merge( [
- UniformsLib.common,
- UniformsLib.aomap,
- UniformsLib.lightmap,
- UniformsLib.emissivemap,
- UniformsLib.fog,
- UniformsLib.lights,
- {
- emissive: { value: new Color( 0x000000 ) }
- }
- ] ),
- vertexShader: ShaderChunk.meshlambert_vert,
- fragmentShader: ShaderChunk.meshlambert_frag
- },
- phong: {
- uniforms: UniformsUtils.merge( [
- UniformsLib.common,
- UniformsLib.aomap,
- UniformsLib.lightmap,
- UniformsLib.emissivemap,
- UniformsLib.bumpmap,
- UniformsLib.normalmap,
- UniformsLib.displacementmap,
- UniformsLib.gradientmap,
- UniformsLib.fog,
- UniformsLib.lights,
- {
- emissive: { value: new Color( 0x000000 ) },
- specular: { value: new Color( 0x111111 ) },
- shininess: { value: 30 }
- }
- ] ),
- vertexShader: ShaderChunk.meshphong_vert,
- fragmentShader: ShaderChunk.meshphong_frag
- },
- standard: {
- uniforms: UniformsUtils.merge( [
- UniformsLib.common,
- UniformsLib.aomap,
- UniformsLib.lightmap,
- UniformsLib.emissivemap,
- UniformsLib.bumpmap,
- UniformsLib.normalmap,
- UniformsLib.displacementmap,
- UniformsLib.roughnessmap,
- UniformsLib.metalnessmap,
- UniformsLib.fog,
- UniformsLib.lights,
- {
- emissive: { value: new Color( 0x000000 ) },
- roughness: { value: 0.5 },
- metalness: { value: 0 },
- envMapIntensity: { value: 1 } // temporary
- }
- ] ),
- vertexShader: ShaderChunk.meshphysical_vert,
- fragmentShader: ShaderChunk.meshphysical_frag
- },
- points: {
- uniforms: UniformsUtils.merge( [
- UniformsLib.points,
- UniformsLib.fog
- ] ),
- vertexShader: ShaderChunk.points_vert,
- fragmentShader: ShaderChunk.points_frag
- },
- dashed: {
- uniforms: UniformsUtils.merge( [
- UniformsLib.common,
- UniformsLib.fog,
- {
- scale: { value: 1 },
- dashSize: { value: 1 },
- totalSize: { value: 2 }
- }
- ] ),
- vertexShader: ShaderChunk.linedashed_vert,
- fragmentShader: ShaderChunk.linedashed_frag
- },
- depth: {
- uniforms: UniformsUtils.merge( [
- UniformsLib.common,
- UniformsLib.displacementmap
- ] ),
- vertexShader: ShaderChunk.depth_vert,
- fragmentShader: ShaderChunk.depth_frag
- },
- normal: {
- uniforms: UniformsUtils.merge( [
- UniformsLib.common,
- UniformsLib.bumpmap,
- UniformsLib.normalmap,
- UniformsLib.displacementmap,
- {
- opacity: { value: 1.0 }
- }
- ] ),
- vertexShader: ShaderChunk.normal_vert,
- fragmentShader: ShaderChunk.normal_frag
- },
- /* -------------------------------------------------------------------------
- // Cube map shader
- ------------------------------------------------------------------------- */
- cube: {
- uniforms: {
- tCube: { value: null },
- tFlip: { value: - 1 },
- opacity: { value: 1.0 }
- },
- vertexShader: ShaderChunk.cube_vert,
- fragmentShader: ShaderChunk.cube_frag
- },
- /* -------------------------------------------------------------------------
- // Cube map shader
- ------------------------------------------------------------------------- */
- equirect: {
- uniforms: {
- tEquirect: { value: null },
- tFlip: { value: - 1 }
- },
- vertexShader: ShaderChunk.equirect_vert,
- fragmentShader: ShaderChunk.equirect_frag
- },
- distanceRGBA: {
- uniforms: {
- lightPos: { value: new Vector3() }
- },
- vertexShader: ShaderChunk.distanceRGBA_vert,
- fragmentShader: ShaderChunk.distanceRGBA_frag
- }
- };
- ShaderLib.physical = {
- uniforms: UniformsUtils.merge( [
- ShaderLib.standard.uniforms,
- {
- clearCoat: { value: 0 },
- clearCoatRoughness: { value: 0 }
- }
- ] ),
- vertexShader: ShaderChunk.meshphysical_vert,
- fragmentShader: ShaderChunk.meshphysical_frag
- };
- /**
- * @author bhouston / http://clara.io
- */
- function Box2( min, max ) {
- this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
- this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
- }
- Box2.prototype = {
- constructor: Box2,
- set: function ( min, max ) {
- this.min.copy( min );
- this.max.copy( max );
- return this;
- },
- setFromPoints: function ( points ) {
- this.makeEmpty();
- for ( var i = 0, il = points.length; i < il; i ++ ) {
- this.expandByPoint( points[ i ] );
- }
- return this;
- },
- setFromCenterAndSize: function () {
- var v1 = new Vector2();
- return function setFromCenterAndSize( center, size ) {
- var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
- this.min.copy( center ).sub( halfSize );
- this.max.copy( center ).add( halfSize );
- return this;
- };
- }(),
- clone: function () {
- return new this.constructor().copy( this );
- },
- copy: function ( box ) {
- this.min.copy( box.min );
- this.max.copy( box.max );
- return this;
- },
- makeEmpty: function () {
- this.min.x = this.min.y = + Infinity;
- this.max.x = this.max.y = - Infinity;
- return this;
- },
- isEmpty: function () {
- // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
- return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
- },
- getCenter: function ( optionalTarget ) {
- var result = optionalTarget || new Vector2();
- return this.isEmpty() ? result.set( 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
- },
- getSize: function ( optionalTarget ) {
- var result = optionalTarget || new Vector2();
- return this.isEmpty() ? result.set( 0, 0 ) : result.subVectors( this.max, this.min );
- },
- expandByPoint: function ( point ) {
- this.min.min( point );
- this.max.max( point );
- return this;
- },
- expandByVector: function ( vector ) {
- this.min.sub( vector );
- this.max.add( vector );
- return this;
- },
- expandByScalar: function ( scalar ) {
- this.min.addScalar( - scalar );
- this.max.addScalar( scalar );
- return this;
- },
- containsPoint: function ( point ) {
- return point.x < this.min.x || point.x > this.max.x ||
- point.y < this.min.y || point.y > this.max.y ? false : true;
- },
- containsBox: function ( box ) {
- return this.min.x <= box.min.x && box.max.x <= this.max.x &&
- this.min.y <= box.min.y && box.max.y <= this.max.y;
- },
- getParameter: function ( point, optionalTarget ) {
- // This can potentially have a divide by zero if the box
- // has a size dimension of 0.
- var result = optionalTarget || new Vector2();
- return result.set(
- ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
- ( point.y - this.min.y ) / ( this.max.y - this.min.y )
- );
- },
- intersectsBox: function ( box ) {
- // using 6 splitting planes to rule out intersections.
- return box.max.x < this.min.x || box.min.x > this.max.x ||
- box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
- },
- clampPoint: function ( point, optionalTarget ) {
- var result = optionalTarget || new Vector2();
- return result.copy( point ).clamp( this.min, this.max );
- },
- distanceToPoint: function () {
- var v1 = new Vector2();
- return function distanceToPoint( point ) {
- var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
- return clampedPoint.sub( point ).length();
- };
- }(),
- intersect: function ( box ) {
- this.min.max( box.min );
- this.max.min( box.max );
- return this;
- },
- union: function ( box ) {
- this.min.min( box.min );
- this.max.max( box.max );
- return this;
- },
- translate: function ( offset ) {
- this.min.add( offset );
- this.max.add( offset );
- return this;
- },
- equals: function ( box ) {
- return box.min.equals( this.min ) && box.max.equals( this.max );
- }
- };
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
- function LensFlarePlugin( renderer, flares ) {
- var gl = renderer.context;
- var state = renderer.state;
- var vertexBuffer, elementBuffer;
- var shader, program, attributes, uniforms;
- var tempTexture, occlusionTexture;
- function init() {
- var vertices = new Float32Array( [
- - 1, - 1, 0, 0,
- 1, - 1, 1, 0,
- 1, 1, 1, 1,
- - 1, 1, 0, 1
- ] );
- var faces = new Uint16Array( [
- 0, 1, 2,
- 0, 2, 3
- ] );
- // buffers
- vertexBuffer = gl.createBuffer();
- elementBuffer = gl.createBuffer();
- gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
- gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
- gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
- gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
- // textures
- tempTexture = gl.createTexture();
- occlusionTexture = gl.createTexture();
- state.bindTexture( gl.TEXTURE_2D, tempTexture );
- gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null );
- gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
- gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
- gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
- gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
- state.bindTexture( gl.TEXTURE_2D, occlusionTexture );
- gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null );
- gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
- gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
- gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
- gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
- shader = {
- vertexShader: [
- "uniform lowp int renderType;",
- "uniform vec3 screenPosition;",
- "uniform vec2 scale;",
- "uniform float rotation;",
- "uniform sampler2D occlusionMap;",
- "attribute vec2 position;",
- "attribute vec2 uv;",
- "varying vec2 vUV;",
- "varying float vVisibility;",
- "void main() {",
- "vUV = uv;",
- "vec2 pos = position;",
- "if ( renderType == 2 ) {",
- "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
- "vVisibility = visibility.r / 9.0;",
- "vVisibility *= 1.0 - visibility.g / 9.0;",
- "vVisibility *= visibility.b / 9.0;",
- "vVisibility *= 1.0 - visibility.a / 9.0;",
- "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
- "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
- "}",
- "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "uniform lowp int renderType;",
- "uniform sampler2D map;",
- "uniform float opacity;",
- "uniform vec3 color;",
- "varying vec2 vUV;",
- "varying float vVisibility;",
- "void main() {",
- // pink square
- "if ( renderType == 0 ) {",
- "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
- // restore
- "} else if ( renderType == 1 ) {",
- "gl_FragColor = texture2D( map, vUV );",
- // flare
- "} else {",
- "vec4 texture = texture2D( map, vUV );",
- "texture.a *= opacity * vVisibility;",
- "gl_FragColor = texture;",
- "gl_FragColor.rgb *= color;",
- "}",
- "}"
- ].join( "\n" )
- };
- program = createProgram( shader );
- attributes = {
- vertex: gl.getAttribLocation ( program, "position" ),
- uv: gl.getAttribLocation ( program, "uv" )
- };
- uniforms = {
- renderType: gl.getUniformLocation( program, "renderType" ),
- map: gl.getUniformLocation( program, "map" ),
- occlusionMap: gl.getUniformLocation( program, "occlusionMap" ),
- opacity: gl.getUniformLocation( program, "opacity" ),
- color: gl.getUniformLocation( program, "color" ),
- scale: gl.getUniformLocation( program, "scale" ),
- rotation: gl.getUniformLocation( program, "rotation" ),
- screenPosition: gl.getUniformLocation( program, "screenPosition" )
- };
- }
- /*
- * Render lens flares
- * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
- * reads these back and calculates occlusion.
- */
- this.render = function ( scene, camera, viewport ) {
- if ( flares.length === 0 ) return;
- var tempPosition = new Vector3();
- var invAspect = viewport.w / viewport.z,
- halfViewportWidth = viewport.z * 0.5,
- halfViewportHeight = viewport.w * 0.5;
- var size = 16 / viewport.w,
- scale = new Vector2( size * invAspect, size );
- var screenPosition = new Vector3( 1, 1, 0 ),
- screenPositionPixels = new Vector2( 1, 1 );
- var validArea = new Box2();
- validArea.min.set( viewport.x, viewport.y );
- validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) );
- if ( program === undefined ) {
- init();
- }
- gl.useProgram( program );
- state.initAttributes();
- state.enableAttribute( attributes.vertex );
- state.enableAttribute( attributes.uv );
- state.disableUnusedAttributes();
- // loop through all lens flares to update their occlusion and positions
- // setup gl and common used attribs/uniforms
- gl.uniform1i( uniforms.occlusionMap, 0 );
- gl.uniform1i( uniforms.map, 1 );
- gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
- gl.vertexAttribPointer( attributes.vertex, 2, gl.FLOAT, false, 2 * 8, 0 );
- gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
- gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
- state.disable( gl.CULL_FACE );
- state.setDepthWrite( false );
- for ( var i = 0, l = flares.length; i < l; i ++ ) {
- size = 16 / viewport.w;
- scale.set( size * invAspect, size );
- // calc object screen position
- var flare = flares[ i ];
- tempPosition.set( flare.matrixWorld.elements[ 12 ], flare.matrixWorld.elements[ 13 ], flare.matrixWorld.elements[ 14 ] );
- tempPosition.applyMatrix4( camera.matrixWorldInverse );
- tempPosition.applyMatrix4( camera.projectionMatrix );
- // setup arrays for gl programs
- screenPosition.copy( tempPosition );
- // horizontal and vertical coordinate of the lower left corner of the pixels to copy
- screenPositionPixels.x = viewport.x + ( screenPosition.x * halfViewportWidth ) + halfViewportWidth - 8;
- screenPositionPixels.y = viewport.y + ( screenPosition.y * halfViewportHeight ) + halfViewportHeight - 8;
- // screen cull
- if ( validArea.containsPoint( screenPositionPixels ) === true ) {
- // save current RGB to temp texture
- state.activeTexture( gl.TEXTURE0 );
- state.bindTexture( gl.TEXTURE_2D, null );
- state.activeTexture( gl.TEXTURE1 );
- state.bindTexture( gl.TEXTURE_2D, tempTexture );
- gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 );
- // render pink quad
- gl.uniform1i( uniforms.renderType, 0 );
- gl.uniform2f( uniforms.scale, scale.x, scale.y );
- gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
- state.disable( gl.BLEND );
- state.enable( gl.DEPTH_TEST );
- gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
- // copy result to occlusionMap
- state.activeTexture( gl.TEXTURE0 );
- state.bindTexture( gl.TEXTURE_2D, occlusionTexture );
- gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 );
- // restore graphics
- gl.uniform1i( uniforms.renderType, 1 );
- state.disable( gl.DEPTH_TEST );
- state.activeTexture( gl.TEXTURE1 );
- state.bindTexture( gl.TEXTURE_2D, tempTexture );
- gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
- // update object positions
- flare.positionScreen.copy( screenPosition );
- if ( flare.customUpdateCallback ) {
- flare.customUpdateCallback( flare );
- } else {
- flare.updateLensFlares();
- }
- // render flares
- gl.uniform1i( uniforms.renderType, 2 );
- state.enable( gl.BLEND );
- for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
- var sprite = flare.lensFlares[ j ];
- if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
- screenPosition.x = sprite.x;
- screenPosition.y = sprite.y;
- screenPosition.z = sprite.z;
- size = sprite.size * sprite.scale / viewport.w;
- scale.x = size * invAspect;
- scale.y = size;
- gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
- gl.uniform2f( uniforms.scale, scale.x, scale.y );
- gl.uniform1f( uniforms.rotation, sprite.rotation );
- gl.uniform1f( uniforms.opacity, sprite.opacity );
- gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
- state.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
- renderer.setTexture2D( sprite.texture, 1 );
- gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
- }
- }
- }
- }
- // restore gl
- state.enable( gl.CULL_FACE );
- state.enable( gl.DEPTH_TEST );
- state.setDepthWrite( true );
- renderer.resetGLState();
- };
- function createProgram( shader ) {
- var program = gl.createProgram();
- var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
- var vertexShader = gl.createShader( gl.VERTEX_SHADER );
- var prefix = "precision " + renderer.getPrecision() + " float;\n";
- gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
- gl.shaderSource( vertexShader, prefix + shader.vertexShader );
- gl.compileShader( fragmentShader );
- gl.compileShader( vertexShader );
- gl.attachShader( program, fragmentShader );
- gl.attachShader( program, vertexShader );
- gl.linkProgram( program );
- return program;
- }
- }
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
- function SpritePlugin( renderer, sprites ) {
- var gl = renderer.context;
- var state = renderer.state;
- var vertexBuffer, elementBuffer;
- var program, attributes, uniforms;
- var texture;
- // decompose matrixWorld
- var spritePosition = new Vector3();
- var spriteRotation = new Quaternion();
- var spriteScale = new Vector3();
- function init() {
- var vertices = new Float32Array( [
- - 0.5, - 0.5, 0, 0,
- 0.5, - 0.5, 1, 0,
- 0.5, 0.5, 1, 1,
- - 0.5, 0.5, 0, 1
- ] );
- var faces = new Uint16Array( [
- 0, 1, 2,
- 0, 2, 3
- ] );
- vertexBuffer = gl.createBuffer();
- elementBuffer = gl.createBuffer();
- gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
- gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
- gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
- gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
- program = createProgram();
- attributes = {
- position: gl.getAttribLocation ( program, 'position' ),
- uv: gl.getAttribLocation ( program, 'uv' )
- };
- uniforms = {
- uvOffset: gl.getUniformLocation( program, 'uvOffset' ),
- uvScale: gl.getUniformLocation( program, 'uvScale' ),
- rotation: gl.getUniformLocation( program, 'rotation' ),
- scale: gl.getUniformLocation( program, 'scale' ),
- color: gl.getUniformLocation( program, 'color' ),
- map: gl.getUniformLocation( program, 'map' ),
- opacity: gl.getUniformLocation( program, 'opacity' ),
- modelViewMatrix: gl.getUniformLocation( program, 'modelViewMatrix' ),
- projectionMatrix: gl.getUniformLocation( program, 'projectionMatrix' ),
- fogType: gl.getUniformLocation( program, 'fogType' ),
- fogDensity: gl.getUniformLocation( program, 'fogDensity' ),
- fogNear: gl.getUniformLocation( program, 'fogNear' ),
- fogFar: gl.getUniformLocation( program, 'fogFar' ),
- fogColor: gl.getUniformLocation( program, 'fogColor' ),
- alphaTest: gl.getUniformLocation( program, 'alphaTest' )
- };
- var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
- canvas.width = 8;
- canvas.height = 8;
- var context = canvas.getContext( '2d' );
- context.fillStyle = 'white';
- context.fillRect( 0, 0, 8, 8 );
- texture = new Texture( canvas );
- texture.needsUpdate = true;
- }
- this.render = function ( scene, camera ) {
- if ( sprites.length === 0 ) return;
- // setup gl
- if ( program === undefined ) {
- init();
- }
- gl.useProgram( program );
- state.initAttributes();
- state.enableAttribute( attributes.position );
- state.enableAttribute( attributes.uv );
- state.disableUnusedAttributes();
- state.disable( gl.CULL_FACE );
- state.enable( gl.BLEND );
- gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
- gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 );
- gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
- gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
- gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
- state.activeTexture( gl.TEXTURE0 );
- gl.uniform1i( uniforms.map, 0 );
- var oldFogType = 0;
- var sceneFogType = 0;
- var fog = scene.fog;
- if ( fog ) {
- gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
- if ( fog.isFog ) {
- gl.uniform1f( uniforms.fogNear, fog.near );
- gl.uniform1f( uniforms.fogFar, fog.far );
- gl.uniform1i( uniforms.fogType, 1 );
- oldFogType = 1;
- sceneFogType = 1;
- } else if ( fog.isFogExp2 ) {
- gl.uniform1f( uniforms.fogDensity, fog.density );
- gl.uniform1i( uniforms.fogType, 2 );
- oldFogType = 2;
- sceneFogType = 2;
- }
- } else {
- gl.uniform1i( uniforms.fogType, 0 );
- oldFogType = 0;
- sceneFogType = 0;
- }
- // update positions and sort
- for ( var i = 0, l = sprites.length; i < l; i ++ ) {
- var sprite = sprites[ i ];
- sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
- sprite.z = - sprite.modelViewMatrix.elements[ 14 ];
- }
- sprites.sort( painterSortStable );
- // render all sprites
- var scale = [];
- for ( var i = 0, l = sprites.length; i < l; i ++ ) {
- var sprite = sprites[ i ];
- var material = sprite.material;
- if ( material.visible === false ) continue;
- gl.uniform1f( uniforms.alphaTest, material.alphaTest );
- gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements );
- sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale );
- scale[ 0 ] = spriteScale.x;
- scale[ 1 ] = spriteScale.y;
- var fogType = 0;
- if ( scene.fog && material.fog ) {
- fogType = sceneFogType;
- }
- if ( oldFogType !== fogType ) {
- gl.uniform1i( uniforms.fogType, fogType );
- oldFogType = fogType;
- }
- if ( material.map !== null ) {
- gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
- gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );
- } else {
- gl.uniform2f( uniforms.uvOffset, 0, 0 );
- gl.uniform2f( uniforms.uvScale, 1, 1 );
- }
- gl.uniform1f( uniforms.opacity, material.opacity );
- gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
- gl.uniform1f( uniforms.rotation, material.rotation );
- gl.uniform2fv( uniforms.scale, scale );
- state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
- state.setDepthTest( material.depthTest );
- state.setDepthWrite( material.depthWrite );
- if ( material.map ) {
- renderer.setTexture2D( material.map, 0 );
- } else {
- renderer.setTexture2D( texture, 0 );
- }
- gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
- }
- // restore gl
- state.enable( gl.CULL_FACE );
- renderer.resetGLState();
- };
- function createProgram() {
- var program = gl.createProgram();
- var vertexShader = gl.createShader( gl.VERTEX_SHADER );
- var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
- gl.shaderSource( vertexShader, [
- 'precision ' + renderer.getPrecision() + ' float;',
- 'uniform mat4 modelViewMatrix;',
- 'uniform mat4 projectionMatrix;',
- 'uniform float rotation;',
- 'uniform vec2 scale;',
- 'uniform vec2 uvOffset;',
- 'uniform vec2 uvScale;',
- 'attribute vec2 position;',
- 'attribute vec2 uv;',
- 'varying vec2 vUV;',
- 'void main() {',
- 'vUV = uvOffset + uv * uvScale;',
- 'vec2 alignedPosition = position * scale;',
- 'vec2 rotatedPosition;',
- 'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
- 'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
- 'vec4 finalPosition;',
- 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
- 'finalPosition.xy += rotatedPosition;',
- 'finalPosition = projectionMatrix * finalPosition;',
- 'gl_Position = finalPosition;',
- '}'
- ].join( '\n' ) );
- gl.shaderSource( fragmentShader, [
- 'precision ' + renderer.getPrecision() + ' float;',
- 'uniform vec3 color;',
- 'uniform sampler2D map;',
- 'uniform float opacity;',
- 'uniform int fogType;',
- 'uniform vec3 fogColor;',
- 'uniform float fogDensity;',
- 'uniform float fogNear;',
- 'uniform float fogFar;',
- 'uniform float alphaTest;',
- 'varying vec2 vUV;',
- 'void main() {',
- 'vec4 texture = texture2D( map, vUV );',
- 'if ( texture.a < alphaTest ) discard;',
- 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
- 'if ( fogType > 0 ) {',
- 'float depth = gl_FragCoord.z / gl_FragCoord.w;',
- 'float fogFactor = 0.0;',
- 'if ( fogType == 1 ) {',
- 'fogFactor = smoothstep( fogNear, fogFar, depth );',
- '} else {',
- 'const float LOG2 = 1.442695;',
- 'fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
- 'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
- '}',
- 'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',
- '}',
- '}'
- ].join( '\n' ) );
- gl.compileShader( vertexShader );
- gl.compileShader( fragmentShader );
- gl.attachShader( program, vertexShader );
- gl.attachShader( program, fragmentShader );
- gl.linkProgram( program );
- return program;
- }
- function painterSortStable( a, b ) {
- if ( a.renderOrder !== b.renderOrder ) {
- return a.renderOrder - b.renderOrder;
- } else if ( a.z !== b.z ) {
- return b.z - a.z;
- } else {
- return b.id - a.id;
- }
- }
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- var materialId = 0;
- function Material() {
- Object.defineProperty( this, 'id', { value: materialId ++ } );
- this.uuid = _Math.generateUUID();
- this.name = '';
- this.type = 'Material';
- this.fog = true;
- this.lights = true;
- this.blending = NormalBlending;
- this.side = FrontSide;
- this.shading = SmoothShading; // THREE.FlatShading, THREE.SmoothShading
- this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
- this.opacity = 1;
- this.transparent = false;
- this.blendSrc = SrcAlphaFactor;
- this.blendDst = OneMinusSrcAlphaFactor;
- this.blendEquation = AddEquation;
- this.blendSrcAlpha = null;
- this.blendDstAlpha = null;
- this.blendEquationAlpha = null;
- this.depthFunc = LessEqualDepth;
- this.depthTest = true;
- this.depthWrite = true;
- this.clippingPlanes = null;
- this.clipIntersection = false;
- this.clipShadows = false;
- this.colorWrite = true;
- this.precision = null; // override the renderer's default precision for this material
- this.polygonOffset = false;
- this.polygonOffsetFactor = 0;
- this.polygonOffsetUnits = 0;
- this.alphaTest = 0;
- this.premultipliedAlpha = false;
- this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
- this.visible = true;
- this._needsUpdate = true;
- }
- Material.prototype = {
- constructor: Material,
- isMaterial: true,
- get needsUpdate() {
- return this._needsUpdate;
- },
- set needsUpdate( value ) {
- if ( value === true ) this.update();
- this._needsUpdate = value;
- },
- setValues: function ( values ) {
- if ( values === undefined ) return;
- for ( var key in values ) {
- var newValue = values[ key ];
- if ( newValue === undefined ) {
- console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
- continue;
- }
- var currentValue = this[ key ];
- if ( currentValue === undefined ) {
- console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
- continue;
- }
- if ( currentValue && currentValue.isColor ) {
- currentValue.set( newValue );
- } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
- currentValue.copy( newValue );
- } else if ( key === 'overdraw' ) {
- // ensure overdraw is backwards-compatible with legacy boolean type
- this[ key ] = Number( newValue );
- } else {
- this[ key ] = newValue;
- }
- }
- },
- toJSON: function ( meta ) {
- var isRoot = meta === undefined;
- if ( isRoot ) {
- meta = {
- textures: {},
- images: {}
- };
- }
- var data = {
- metadata: {
- version: 4.4,
- type: 'Material',
- generator: 'Material.toJSON'
- }
- };
- // standard Material serialization
- data.uuid = this.uuid;
- data.type = this.type;
- if ( this.name !== '' ) data.name = this.name;
- if ( this.color && this.color.isColor ) data.color = this.color.getHex();
- if ( this.roughness !== undefined ) data.roughness = this.roughness;
- if ( this.metalness !== undefined ) data.metalness = this.metalness;
- if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
- if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
- if ( this.shininess !== undefined ) data.shininess = this.shininess;
- if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat;
- if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;
- if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
- if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
- if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
- if ( this.bumpMap && this.bumpMap.isTexture ) {
- data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
- data.bumpScale = this.bumpScale;
- }
- if ( this.normalMap && this.normalMap.isTexture ) {
- data.normalMap = this.normalMap.toJSON( meta ).uuid;
- data.normalScale = this.normalScale.toArray();
- }
- if ( this.displacementMap && this.displacementMap.isTexture ) {
- data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
- data.displacementScale = this.displacementScale;
- data.displacementBias = this.displacementBias;
- }
- if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
- if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
- if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
- if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
- if ( this.envMap && this.envMap.isTexture ) {
- data.envMap = this.envMap.toJSON( meta ).uuid;
- data.reflectivity = this.reflectivity; // Scale behind envMap
- }
- if ( this.gradientMap && this.gradientMap.isTexture ) {
- data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
- }
- if ( this.size !== undefined ) data.size = this.size;
- if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
- if ( this.blending !== NormalBlending ) data.blending = this.blending;
- if ( this.shading !== SmoothShading ) data.shading = this.shading;
- if ( this.side !== FrontSide ) data.side = this.side;
- if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;
- if ( this.opacity < 1 ) data.opacity = this.opacity;
- if ( this.transparent === true ) data.transparent = this.transparent;
- data.depthFunc = this.depthFunc;
- data.depthTest = this.depthTest;
- data.depthWrite = this.depthWrite;
- if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
- if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
- if ( this.wireframe === true ) data.wireframe = this.wireframe;
- if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
- if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
- if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
- data.skinning = this.skinning;
- data.morphTargets = this.morphTargets;
- // TODO: Copied from Object3D.toJSON
- function extractFromCache( cache ) {
- var values = [];
- for ( var key in cache ) {
- var data = cache[ key ];
- delete data.metadata;
- values.push( data );
- }
- return values;
- }
- if ( isRoot ) {
- var textures = extractFromCache( meta.textures );
- var images = extractFromCache( meta.images );
- if ( textures.length > 0 ) data.textures = textures;
- if ( images.length > 0 ) data.images = images;
- }
- return data;
- },
- clone: function () {
- return new this.constructor().copy( this );
- },
- copy: function ( source ) {
- this.name = source.name;
- this.fog = source.fog;
- this.lights = source.lights;
- this.blending = source.blending;
- this.side = source.side;
- this.shading = source.shading;
- this.vertexColors = source.vertexColors;
- this.opacity = source.opacity;
- this.transparent = source.transparent;
- this.blendSrc = source.blendSrc;
- this.blendDst = source.blendDst;
- this.blendEquation = source.blendEquation;
- this.blendSrcAlpha = source.blendSrcAlpha;
- this.blendDstAlpha = source.blendDstAlpha;
- this.blendEquationAlpha = source.blendEquationAlpha;
- this.depthFunc = source.depthFunc;
- this.depthTest = source.depthTest;
- this.depthWrite = source.depthWrite;
- this.colorWrite = source.colorWrite;
- this.precision = source.precision;
- this.polygonOffset = source.polygonOffset;
- this.polygonOffsetFactor = source.polygonOffsetFactor;
- this.polygonOffsetUnits = source.polygonOffsetUnits;
- this.alphaTest = source.alphaTest;
- this.premultipliedAlpha = source.premultipliedAlpha;
- this.overdraw = source.overdraw;
- this.visible = source.visible;
- this.clipShadows = source.clipShadows;
- this.clipIntersection = source.clipIntersection;
- var srcPlanes = source.clippingPlanes,
- dstPlanes = null;
- if ( srcPlanes !== null ) {
- var n = srcPlanes.length;
- dstPlanes = new Array( n );
- for ( var i = 0; i !== n; ++ i )
- dstPlanes[ i ] = srcPlanes[ i ].clone();
- }
- this.clippingPlanes = dstPlanes;
- return this;
- },
- update: function () {
- this.dispatchEvent( { type: 'update' } );
- },
- dispose: function () {
- this.dispatchEvent( { type: 'dispose' } );
- }
- };
- Object.assign( Material.prototype, EventDispatcher.prototype );
- /**
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * defines: { "label" : "value" },
- * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
- *
- * fragmentShader: <string>,
- * vertexShader: <string>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>,
- *
- * lights: <bool>,
- *
- * skinning: <bool>,
- * morphTargets: <bool>,
- * morphNormals: <bool>
- * }
- */
- function ShaderMaterial( parameters ) {
- Material.call( this );
- this.type = 'ShaderMaterial';
- this.defines = {};
- this.uniforms = {};
- this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
- this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';
- this.linewidth = 1;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.fog = false; // set to use scene fog
- this.lights = false; // set to use scene lights
- this.clipping = false; // set to use user-defined clipping planes
- this.skinning = false; // set to use skinning attribute streams
- this.morphTargets = false; // set to use morph targets
- this.morphNormals = false; // set to use morph normals
- this.extensions = {
- derivatives: false, // set to use derivatives
- fragDepth: false, // set to use fragment depth values
- drawBuffers: false, // set to use draw buffers
- shaderTextureLOD: false // set to use shader texture LOD
- };
- // When rendered geometry doesn't include these attributes but the material does,
- // use these default values in WebGL. This avoids errors when buffer data is missing.
- this.defaultAttributeValues = {
- 'color': [ 1, 1, 1 ],
- 'uv': [ 0, 0 ],
- 'uv2': [ 0, 0 ]
- };
- this.index0AttributeName = undefined;
- if ( parameters !== undefined ) {
- if ( parameters.attributes !== undefined ) {
- console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
- }
- this.setValues( parameters );
- }
- }
- ShaderMaterial.prototype = Object.create( Material.prototype );
- ShaderMaterial.prototype.constructor = ShaderMaterial;
- ShaderMaterial.prototype.isShaderMaterial = true;
- ShaderMaterial.prototype.copy = function ( source ) {
- Material.prototype.copy.call( this, source );
- this.fragmentShader = source.fragmentShader;
- this.vertexShader = source.vertexShader;
- this.uniforms = UniformsUtils.clone( source.uniforms );
- this.defines = source.defines;
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- this.lights = source.lights;
- this.clipping = source.clipping;
- this.skinning = source.skinning;
- this.morphTargets = source.morphTargets;
- this.morphNormals = source.morphNormals;
- this.extensions = source.extensions;
- return this;
- };
- ShaderMaterial.prototype.toJSON = function ( meta ) {
- var data = Material.prototype.toJSON.call( this, meta );
- data.uniforms = this.uniforms;
- data.vertexShader = this.vertexShader;
- data.fragmentShader = this.fragmentShader;
- return data;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author bhouston / https://clara.io
- * @author WestLangley / http://github.com/WestLangley
- *
- * parameters = {
- *
- * opacity: <float>,
- *
- * map: new THREE.Texture( <Image> ),
- *
- * alphaMap: new THREE.Texture( <Image> ),
- *
- * displacementMap: new THREE.Texture( <Image> ),
- * displacementScale: <float>,
- * displacementBias: <float>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>
- * }
- */
- function MeshDepthMaterial( parameters ) {
- Material.call( this );
- this.type = 'MeshDepthMaterial';
- this.depthPacking = BasicDepthPacking;
- this.skinning = false;
- this.morphTargets = false;
- this.map = null;
- this.alphaMap = null;
- this.displacementMap = null;
- this.displacementScale = 1;
- this.displacementBias = 0;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.fog = false;
- this.lights = false;
- this.setValues( parameters );
- }
- MeshDepthMaterial.prototype = Object.create( Material.prototype );
- MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
- MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
- MeshDepthMaterial.prototype.copy = function ( source ) {
- Material.prototype.copy.call( this, source );
- this.depthPacking = source.depthPacking;
- this.skinning = source.skinning;
- this.morphTargets = source.morphTargets;
- this.map = source.map;
- this.alphaMap = source.alphaMap;
- this.displacementMap = source.displacementMap;
- this.displacementScale = source.displacementScale;
- this.displacementBias = source.displacementBias;
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- return this;
- };
- /**
- * @author bhouston / http://clara.io
- * @author WestLangley / http://github.com/WestLangley
- */
- function Box3( min, max ) {
- this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
- this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
- }
- Box3.prototype = {
- constructor: Box3,
- isBox3: true,
- set: function ( min, max ) {
- this.min.copy( min );
- this.max.copy( max );
- return this;
- },
- setFromArray: function ( array ) {
- var minX = + Infinity;
- var minY = + Infinity;
- var minZ = + Infinity;
- var maxX = - Infinity;
- var maxY = - Infinity;
- var maxZ = - Infinity;
- for ( var i = 0, l = array.length; i < l; i += 3 ) {
- var x = array[ i ];
- var y = array[ i + 1 ];
- var z = array[ i + 2 ];
- if ( x < minX ) minX = x;
- if ( y < minY ) minY = y;
- if ( z < minZ ) minZ = z;
- if ( x > maxX ) maxX = x;
- if ( y > maxY ) maxY = y;
- if ( z > maxZ ) maxZ = z;
- }
- this.min.set( minX, minY, minZ );
- this.max.set( maxX, maxY, maxZ );
- return this;
- },
- setFromBufferAttribute: function ( attribute ) {
- var minX = + Infinity;
- var minY = + Infinity;
- var minZ = + Infinity;
- var maxX = - Infinity;
- var maxY = - Infinity;
- var maxZ = - Infinity;
- for ( var i = 0, l = attribute.count; i < l; i ++ ) {
- var x = attribute.getX( i );
- var y = attribute.getY( i );
- var z = attribute.getZ( i );
- if ( x < minX ) minX = x;
- if ( y < minY ) minY = y;
- if ( z < minZ ) minZ = z;
- if ( x > maxX ) maxX = x;
- if ( y > maxY ) maxY = y;
- if ( z > maxZ ) maxZ = z;
- }
- this.min.set( minX, minY, minZ );
- this.max.set( maxX, maxY, maxZ );
- return this;
- },
- setFromPoints: function ( points ) {
- this.makeEmpty();
- for ( var i = 0, il = points.length; i < il; i ++ ) {
- this.expandByPoint( points[ i ] );
- }
- return this;
- },
- setFromCenterAndSize: function () {
- var v1 = new Vector3();
- return function setFromCenterAndSize( center, size ) {
- var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
- this.min.copy( center ).sub( halfSize );
- this.max.copy( center ).add( halfSize );
- return this;
- };
- }(),
- setFromObject: function ( object ) {
- this.makeEmpty();
- return this.expandByObject( object );
- },
- clone: function () {
- return new this.constructor().copy( this );
- },
- copy: function ( box ) {
- this.min.copy( box.min );
- this.max.copy( box.max );
- return this;
- },
- makeEmpty: function () {
- this.min.x = this.min.y = this.min.z = + Infinity;
- this.max.x = this.max.y = this.max.z = - Infinity;
- return this;
- },
- isEmpty: function () {
- // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
- return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
- },
- getCenter: function ( optionalTarget ) {
- var result = optionalTarget || new Vector3();
- return this.isEmpty() ? result.set( 0, 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
- },
- getSize: function ( optionalTarget ) {
- var result = optionalTarget || new Vector3();
- return this.isEmpty() ? result.set( 0, 0, 0 ) : result.subVectors( this.max, this.min );
- },
- expandByPoint: function ( point ) {
- this.min.min( point );
- this.max.max( point );
- return this;
- },
- expandByVector: function ( vector ) {
- this.min.sub( vector );
- this.max.add( vector );
- return this;
- },
- expandByScalar: function ( scalar ) {
- this.min.addScalar( - scalar );
- this.max.addScalar( scalar );
- return this;
- },
- expandByObject: function () {
- // Computes the world-axis-aligned bounding box of an object (including its children),
- // accounting for both the object's, and children's, world transforms
- var v1 = new Vector3();
- return function expandByObject( object ) {
- var scope = this;
- object.updateMatrixWorld( true );
- object.traverse( function ( node ) {
- var i, l;
- var geometry = node.geometry;
- if ( geometry !== undefined ) {
- if ( geometry.isGeometry ) {
- var vertices = geometry.vertices;
- for ( i = 0, l = vertices.length; i < l; i ++ ) {
- v1.copy( vertices[ i ] );
- v1.applyMatrix4( node.matrixWorld );
- scope.expandByPoint( v1 );
- }
- } else if ( geometry.isBufferGeometry ) {
- var attribute = geometry.attributes.position;
- if ( attribute !== undefined ) {
- for ( i = 0, l = attribute.count; i < l; i ++ ) {
- v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );
- scope.expandByPoint( v1 );
- }
- }
- }
- }
- } );
- return this;
- };
- }(),
- containsPoint: function ( point ) {
- return point.x < this.min.x || point.x > this.max.x ||
- point.y < this.min.y || point.y > this.max.y ||
- point.z < this.min.z || point.z > this.max.z ? false : true;
- },
- containsBox: function ( box ) {
- return this.min.x <= box.min.x && box.max.x <= this.max.x &&
- this.min.y <= box.min.y && box.max.y <= this.max.y &&
- this.min.z <= box.min.z && box.max.z <= this.max.z;
- },
- getParameter: function ( point, optionalTarget ) {
- // This can potentially have a divide by zero if the box
- // has a size dimension of 0.
- var result = optionalTarget || new Vector3();
- return result.set(
- ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
- ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
- ( point.z - this.min.z ) / ( this.max.z - this.min.z )
- );
- },
- intersectsBox: function ( box ) {
- // using 6 splitting planes to rule out intersections.
- return box.max.x < this.min.x || box.min.x > this.max.x ||
- box.max.y < this.min.y || box.min.y > this.max.y ||
- box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
- },
- intersectsSphere: ( function () {
- var closestPoint;
- return function intersectsSphere( sphere ) {
- if ( closestPoint === undefined ) closestPoint = new Vector3();
- // Find the point on the AABB closest to the sphere center.
- this.clampPoint( sphere.center, closestPoint );
- // If that point is inside the sphere, the AABB and sphere intersect.
- return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
- };
- } )(),
- intersectsPlane: function ( plane ) {
- // We compute the minimum and maximum dot product values. If those values
- // are on the same side (back or front) of the plane, then there is no intersection.
- var min, max;
- if ( plane.normal.x > 0 ) {
- min = plane.normal.x * this.min.x;
- max = plane.normal.x * this.max.x;
- } else {
- min = plane.normal.x * this.max.x;
- max = plane.normal.x * this.min.x;
- }
- if ( plane.normal.y > 0 ) {
- min += plane.normal.y * this.min.y;
- max += plane.normal.y * this.max.y;
- } else {
- min += plane.normal.y * this.max.y;
- max += plane.normal.y * this.min.y;
- }
- if ( plane.normal.z > 0 ) {
- min += plane.normal.z * this.min.z;
- max += plane.normal.z * this.max.z;
- } else {
- min += plane.normal.z * this.max.z;
- max += plane.normal.z * this.min.z;
- }
- return ( min <= plane.constant && max >= plane.constant );
- },
- clampPoint: function ( point, optionalTarget ) {
- var result = optionalTarget || new Vector3();
- return result.copy( point ).clamp( this.min, this.max );
- },
- distanceToPoint: function () {
- var v1 = new Vector3();
- return function distanceToPoint( point ) {
- var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
- return clampedPoint.sub( point ).length();
- };
- }(),
- getBoundingSphere: function () {
- var v1 = new Vector3();
- return function getBoundingSphere( optionalTarget ) {
- var result = optionalTarget || new Sphere();
- this.getCenter( result.center );
- result.radius = this.getSize( v1 ).length() * 0.5;
- return result;
- };
- }(),
- intersect: function ( box ) {
- this.min.max( box.min );
- this.max.min( box.max );
- // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
- if( this.isEmpty() ) this.makeEmpty();
- return this;
- },
- union: function ( box ) {
- this.min.min( box.min );
- this.max.max( box.max );
- return this;
- },
- applyMatrix4: function () {
- var points = [
- new Vector3(),
- new Vector3(),
- new Vector3(),
- new Vector3(),
- new Vector3(),
- new Vector3(),
- new Vector3(),
- new Vector3()
- ];
- return function applyMatrix4( matrix ) {
- // transform of empty box is an empty box.
- if( this.isEmpty() ) return this;
- // NOTE: I am using a binary pattern to specify all 2^3 combinations below
- points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
- points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
- points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
- points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
- points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
- points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
- points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
- points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
- this.setFromPoints( points );
- return this;
- };
- }(),
- translate: function ( offset ) {
- this.min.add( offset );
- this.max.add( offset );
- return this;
- },
- equals: function ( box ) {
- return box.min.equals( this.min ) && box.max.equals( this.max );
- }
- };
- /**
- * @author bhouston / http://clara.io
- * @author mrdoob / http://mrdoob.com/
- */
- function Sphere( center, radius ) {
- this.center = ( center !== undefined ) ? center : new Vector3();
- this.radius = ( radius !== undefined ) ? radius : 0;
- }
- Sphere.prototype = {
- constructor: Sphere,
- set: function ( center, radius ) {
- this.center.copy( center );
- this.radius = radius;
- return this;
- },
- setFromPoints: function () {
- var box;
- return function setFromPoints( points, optionalCenter ) {
- if ( box === undefined ) box = new Box3(); // see #10547
- var center = this.center;
- if ( optionalCenter !== undefined ) {
- center.copy( optionalCenter );
- } else {
- box.setFromPoints( points ).getCenter( center );
- }
- var maxRadiusSq = 0;
- for ( var i = 0, il = points.length; i < il; i ++ ) {
- maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
- }
- this.radius = Math.sqrt( maxRadiusSq );
- return this;
- };
- }(),
- clone: function () {
- return new this.constructor().copy( this );
- },
- copy: function ( sphere ) {
- this.center.copy( sphere.center );
- this.radius = sphere.radius;
- return this;
- },
- empty: function () {
- return ( this.radius <= 0 );
- },
- containsPoint: function ( point ) {
- return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
- },
- distanceToPoint: function ( point ) {
- return ( point.distanceTo( this.center ) - this.radius );
- },
- intersectsSphere: function ( sphere ) {
- var radiusSum = this.radius + sphere.radius;
- return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
- },
- intersectsBox: function ( box ) {
- return box.intersectsSphere( this );
- },
- intersectsPlane: function ( plane ) {
- // We use the following equation to compute the signed distance from
- // the center of the sphere to the plane.
- //
- // distance = q * n - d
- //
- // If this distance is greater than the radius of the sphere,
- // then there is no intersection.
- return Math.abs( this.center.dot( plane.normal ) - plane.constant ) <= this.radius;
- },
- clampPoint: function ( point, optionalTarget ) {
- var deltaLengthSq = this.center.distanceToSquared( point );
- var result = optionalTarget || new Vector3();
- result.copy( point );
- if ( deltaLengthSq > ( this.radius * this.radius ) ) {
- result.sub( this.center ).normalize();
- result.multiplyScalar( this.radius ).add( this.center );
- }
- return result;
- },
- getBoundingBox: function ( optionalTarget ) {
- var box = optionalTarget || new Box3();
- box.set( this.center, this.center );
- box.expandByScalar( this.radius );
- return box;
- },
- applyMatrix4: function ( matrix ) {
- this.center.applyMatrix4( matrix );
- this.radius = this.radius * matrix.getMaxScaleOnAxis();
- return this;
- },
- translate: function ( offset ) {
- this.center.add( offset );
- return this;
- },
- equals: function ( sphere ) {
- return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
- }
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- * @author WestLangley / http://github.com/WestLangley
- * @author bhouston / http://clara.io
- * @author tschw
- */
- function Matrix3() {
- this.elements = new Float32Array( [
- 1, 0, 0,
- 0, 1, 0,
- 0, 0, 1
- ] );
- if ( arguments.length > 0 ) {
- console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
- }
- }
- Matrix3.prototype = {
- constructor: Matrix3,
- isMatrix3: true,
- set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
- var te = this.elements;
- te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
- te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
- te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
- return this;
- },
- identity: function () {
- this.set(
- 1, 0, 0,
- 0, 1, 0,
- 0, 0, 1
- );
- return this;
- },
- clone: function () {
- return new this.constructor().fromArray( this.elements );
- },
- copy: function ( m ) {
- var me = m.elements;
- this.set(
- me[ 0 ], me[ 3 ], me[ 6 ],
- me[ 1 ], me[ 4 ], me[ 7 ],
- me[ 2 ], me[ 5 ], me[ 8 ]
- );
- return this;
- },
- setFromMatrix4: function( m ) {
- var me = m.elements;
- this.set(
- me[ 0 ], me[ 4 ], me[ 8 ],
- me[ 1 ], me[ 5 ], me[ 9 ],
- me[ 2 ], me[ 6 ], me[ 10 ]
- );
- return this;
- },
- applyToBufferAttribute: function () {
- var v1;
- return function applyToBufferAttribute( attribute ) {
- if ( v1 === undefined ) v1 = new Vector3();
- for ( var i = 0, l = attribute.count; i < l; i ++ ) {
- v1.x = attribute.getX( i );
- v1.y = attribute.getY( i );
- v1.z = attribute.getZ( i );
- v1.applyMatrix3( this );
- attribute.setXYZ( i, v1.x, v1.y, v1.z );
- }
- return attribute;
- };
- }(),
- multiplyScalar: function ( s ) {
- var te = this.elements;
- te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
- te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
- te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
- return this;
- },
- determinant: function () {
- var te = this.elements;
- var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
- d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
- g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
- return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
- },
- getInverse: function ( matrix, throwOnDegenerate ) {
- if ( matrix && matrix.isMatrix4 ) {
- console.error( "THREE.Matrix3.getInverse no longer takes a Matrix4 argument." );
- }
- var me = matrix.elements,
- te = this.elements,
- n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
- n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
- n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
- t11 = n33 * n22 - n32 * n23,
- t12 = n32 * n13 - n33 * n12,
- t13 = n23 * n12 - n22 * n13,
- det = n11 * t11 + n21 * t12 + n31 * t13;
- if ( det === 0 ) {
- var msg = "THREE.Matrix3.getInverse(): can't invert matrix, determinant is 0";
- if ( throwOnDegenerate === true ) {
- throw new Error( msg );
- } else {
- console.warn( msg );
- }
- return this.identity();
- }
- var detInv = 1 / det;
- te[ 0 ] = t11 * detInv;
- te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
- te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
- te[ 3 ] = t12 * detInv;
- te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
- te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
- te[ 6 ] = t13 * detInv;
- te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
- te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
- return this;
- },
- transpose: function () {
- var tmp, m = this.elements;
- tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
- tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
- tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
- return this;
- },
- getNormalMatrix: function ( matrix4 ) {
- return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
- },
- transposeIntoArray: function ( r ) {
- var m = this.elements;
- r[ 0 ] = m[ 0 ];
- r[ 1 ] = m[ 3 ];
- r[ 2 ] = m[ 6 ];
- r[ 3 ] = m[ 1 ];
- r[ 4 ] = m[ 4 ];
- r[ 5 ] = m[ 7 ];
- r[ 6 ] = m[ 2 ];
- r[ 7 ] = m[ 5 ];
- r[ 8 ] = m[ 8 ];
- return this;
- },
- fromArray: function ( array, offset ) {
- if ( offset === undefined ) offset = 0;
- for( var i = 0; i < 9; i ++ ) {
- this.elements[ i ] = array[ i + offset ];
- }
- return this;
- },
- toArray: function ( array, offset ) {
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
- var te = this.elements;
- array[ offset ] = te[ 0 ];
- array[ offset + 1 ] = te[ 1 ];
- array[ offset + 2 ] = te[ 2 ];
- array[ offset + 3 ] = te[ 3 ];
- array[ offset + 4 ] = te[ 4 ];
- array[ offset + 5 ] = te[ 5 ];
- array[ offset + 6 ] = te[ 6 ];
- array[ offset + 7 ] = te[ 7 ];
- array[ offset + 8 ] = te[ 8 ];
- return array;
- }
- };
- /**
- * @author bhouston / http://clara.io
- */
- function Plane( normal, constant ) {
- this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
- this.constant = ( constant !== undefined ) ? constant : 0;
- }
- Plane.prototype = {
- constructor: Plane,
- set: function ( normal, constant ) {
- this.normal.copy( normal );
- this.constant = constant;
- return this;
- },
- setComponents: function ( x, y, z, w ) {
- this.normal.set( x, y, z );
- this.constant = w;
- return this;
- },
- setFromNormalAndCoplanarPoint: function ( normal, point ) {
- this.normal.copy( normal );
- this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
- return this;
- },
- setFromCoplanarPoints: function () {
- var v1 = new Vector3();
- var v2 = new Vector3();
- return function setFromCoplanarPoints( a, b, c ) {
- var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
- // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
- this.setFromNormalAndCoplanarPoint( normal, a );
- return this;
- };
- }(),
- clone: function () {
- return new this.constructor().copy( this );
- },
- copy: function ( plane ) {
- this.normal.copy( plane.normal );
- this.constant = plane.constant;
- return this;
- },
- normalize: function () {
- // Note: will lead to a divide by zero if the plane is invalid.
- var inverseNormalLength = 1.0 / this.normal.length();
- this.normal.multiplyScalar( inverseNormalLength );
- this.constant *= inverseNormalLength;
- return this;
- },
- negate: function () {
- this.constant *= - 1;
- this.normal.negate();
- return this;
- },
- distanceToPoint: function ( point ) {
- return this.normal.dot( point ) + this.constant;
- },
- distanceToSphere: function ( sphere ) {
- return this.distanceToPoint( sphere.center ) - sphere.radius;
- },
- projectPoint: function ( point, optionalTarget ) {
- return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
- },
- orthoPoint: function ( point, optionalTarget ) {
- var perpendicularMagnitude = this.distanceToPoint( point );
- var result = optionalTarget || new Vector3();
- return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
- },
- intersectLine: function () {
- var v1 = new Vector3();
- return function intersectLine( line, optionalTarget ) {
- var result = optionalTarget || new Vector3();
- var direction = line.delta( v1 );
- var denominator = this.normal.dot( direction );
- if ( denominator === 0 ) {
- // line is coplanar, return origin
- if ( this.distanceToPoint( line.start ) === 0 ) {
- return result.copy( line.start );
- }
- // Unsure if this is the correct method to handle this case.
- return undefined;
- }
- var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
- if ( t < 0 || t > 1 ) {
- return undefined;
- }
- return result.copy( direction ).multiplyScalar( t ).add( line.start );
- };
- }(),
- intersectsLine: function ( line ) {
- // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
- var startSign = this.distanceToPoint( line.start );
- var endSign = this.distanceToPoint( line.end );
- return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
- },
- intersectsBox: function ( box ) {
- return box.intersectsPlane( this );
- },
- intersectsSphere: function ( sphere ) {
- return sphere.intersectsPlane( this );
- },
- coplanarPoint: function ( optionalTarget ) {
- var result = optionalTarget || new Vector3();
- return result.copy( this.normal ).multiplyScalar( - this.constant );
- },
- applyMatrix4: function () {
- var v1 = new Vector3();
- var m1 = new Matrix3();
- return function applyMatrix4( matrix, optionalNormalMatrix ) {
- var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix );
- // transform normal based on theory here:
- // http://www.songho.ca/opengl/gl_normaltransform.html
- var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
- var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
- // recalculate constant (like in setFromNormalAndCoplanarPoint)
- this.constant = - referencePoint.dot( normal );
- return this;
- };
- }(),
- translate: function ( offset ) {
- this.constant = this.constant - offset.dot( this.normal );
- return this;
- },
- equals: function ( plane ) {
- return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author bhouston / http://clara.io
- */
- function Frustum( p0, p1, p2, p3, p4, p5 ) {
- this.planes = [
- ( p0 !== undefined ) ? p0 : new Plane(),
- ( p1 !== undefined ) ? p1 : new Plane(),
- ( p2 !== undefined ) ? p2 : new Plane(),
- ( p3 !== undefined ) ? p3 : new Plane(),
- ( p4 !== undefined ) ? p4 : new Plane(),
- ( p5 !== undefined ) ? p5 : new Plane()
- ];
- }
- Frustum.prototype = {
- constructor: Frustum,
- set: function ( p0, p1, p2, p3, p4, p5 ) {
- var planes = this.planes;
- planes[ 0 ].copy( p0 );
- planes[ 1 ].copy( p1 );
- planes[ 2 ].copy( p2 );
- planes[ 3 ].copy( p3 );
- planes[ 4 ].copy( p4 );
- planes[ 5 ].copy( p5 );
- return this;
- },
- clone: function () {
- return new this.constructor().copy( this );
- },
- copy: function ( frustum ) {
- var planes = this.planes;
- for ( var i = 0; i < 6; i ++ ) {
- planes[ i ].copy( frustum.planes[ i ] );
- }
- return this;
- },
- setFromMatrix: function ( m ) {
- var planes = this.planes;
- var me = m.elements;
- var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
- var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
- var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
- var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
- planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
- planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
- planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
- planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
- planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
- planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
- return this;
- },
- intersectsObject: function () {
- var sphere = new Sphere();
- return function intersectsObject( object ) {
- var geometry = object.geometry;
- if ( geometry.boundingSphere === null )
- geometry.computeBoundingSphere();
- sphere.copy( geometry.boundingSphere )
- .applyMatrix4( object.matrixWorld );
- return this.intersectsSphere( sphere );
- };
- }(),
- intersectsSprite: function () {
- var sphere = new Sphere();
- return function intersectsSprite( sprite ) {
- sphere.center.set( 0, 0, 0 );
- sphere.radius = 0.7071067811865476;
- sphere.applyMatrix4( sprite.matrixWorld );
- return this.intersectsSphere( sphere );
- };
- }(),
- intersectsSphere: function ( sphere ) {
- var planes = this.planes;
- var center = sphere.center;
- var negRadius = - sphere.radius;
- for ( var i = 0; i < 6; i ++ ) {
- var distance = planes[ i ].distanceToPoint( center );
- if ( distance < negRadius ) {
- return false;
- }
- }
- return true;
- },
- intersectsBox: function () {
- var p1 = new Vector3(),
- p2 = new Vector3();
- return function intersectsBox( box ) {
- var planes = this.planes;
- for ( var i = 0; i < 6 ; i ++ ) {
- var plane = planes[ i ];
- p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
- p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
- p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
- p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
- p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
- p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
- var d1 = plane.distanceToPoint( p1 );
- var d2 = plane.distanceToPoint( p2 );
- // if both outside plane, no intersection
- if ( d1 < 0 && d2 < 0 ) {
- return false;
- }
- }
- return true;
- };
- }(),
- containsPoint: function ( point ) {
- var planes = this.planes;
- for ( var i = 0; i < 6; i ++ ) {
- if ( planes[ i ].distanceToPoint( point ) < 0 ) {
- return false;
- }
- }
- return true;
- }
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
- function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
- var _gl = _renderer.context,
- _state = _renderer.state,
- _frustum = new Frustum(),
- _projScreenMatrix = new Matrix4(),
- _lightShadows = _lights.shadows,
- _shadowMapSize = new Vector2(),
- _maxShadowMapSize = new Vector2( capabilities.maxTextureSize, capabilities.maxTextureSize ),
- _lookTarget = new Vector3(),
- _lightPositionWorld = new Vector3(),
- _renderList = [],
- _MorphingFlag = 1,
- _SkinningFlag = 2,
- _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
- _depthMaterials = new Array( _NumberOfMaterialVariants ),
- _distanceMaterials = new Array( _NumberOfMaterialVariants ),
- _materialCache = {};
- var cubeDirections = [
- new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
- new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
- ];
- var cubeUps = [
- new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
- new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
- ];
- var cube2DViewPorts = [
- new Vector4(), new Vector4(), new Vector4(),
- new Vector4(), new Vector4(), new Vector4()
- ];
- // init
- var depthMaterialTemplate = new MeshDepthMaterial();
- depthMaterialTemplate.depthPacking = RGBADepthPacking;
- depthMaterialTemplate.clipping = true;
- var distanceShader = ShaderLib[ "distanceRGBA" ];
- var distanceUniforms = UniformsUtils.clone( distanceShader.uniforms );
- for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
- var useMorphing = ( i & _MorphingFlag ) !== 0;
- var useSkinning = ( i & _SkinningFlag ) !== 0;
- var depthMaterial = depthMaterialTemplate.clone();
- depthMaterial.morphTargets = useMorphing;
- depthMaterial.skinning = useSkinning;
- _depthMaterials[ i ] = depthMaterial;
- var distanceMaterial = new ShaderMaterial( {
- defines: {
- 'USE_SHADOWMAP': ''
- },
- uniforms: distanceUniforms,
- vertexShader: distanceShader.vertexShader,
- fragmentShader: distanceShader.fragmentShader,
- morphTargets: useMorphing,
- skinning: useSkinning,
- clipping: true
- } );
- _distanceMaterials[ i ] = distanceMaterial;
- }
- //
- var scope = this;
- this.enabled = false;
- this.autoUpdate = true;
- this.needsUpdate = false;
- this.type = PCFShadowMap;
- this.renderReverseSided = true;
- this.renderSingleSided = true;
- this.render = function ( scene, camera ) {
- if ( scope.enabled === false ) return;
- if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
- if ( _lightShadows.length === 0 ) return;
- // Set GL state for depth map.
- _state.buffers.color.setClear( 1, 1, 1, 1 );
- _state.disable( _gl.BLEND );
- _state.setDepthTest( true );
- _state.setScissorTest( false );
- // render depth map
- var faceCount, isPointLight;
- for ( var i = 0, il = _lightShadows.length; i < il; i ++ ) {
- var light = _lightShadows[ i ];
- var shadow = light.shadow;
- if ( shadow === undefined ) {
- console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
- continue;
- }
- var shadowCamera = shadow.camera;
- _shadowMapSize.copy( shadow.mapSize );
- _shadowMapSize.min( _maxShadowMapSize );
- if ( light && light.isPointLight ) {
- faceCount = 6;
- isPointLight = true;
- var vpWidth = _shadowMapSize.x;
- var vpHeight = _shadowMapSize.y;
- // These viewports map a cube-map onto a 2D texture with the
- // following orientation:
- //
- // xzXZ
- // y Y
- //
- // X - Positive x direction
- // x - Negative x direction
- // Y - Positive y direction
- // y - Negative y direction
- // Z - Positive z direction
- // z - Negative z direction
- // positive X
- cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
- // negative X
- cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
- // positive Z
- cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
- // negative Z
- cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
- // positive Y
- cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
- // negative Y
- cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
- _shadowMapSize.x *= 4.0;
- _shadowMapSize.y *= 2.0;
- } else {
- faceCount = 1;
- isPointLight = false;
- }
- if ( shadow.map === null ) {
- var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
- shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
- shadowCamera.updateProjectionMatrix();
- }
- if ( shadow.isSpotLightShadow ) {
- shadow.update( light );
- }
- // TODO (abelnation / sam-g-steel): is this needed?
- if (shadow && shadow.isRectAreaLightShadow ) {
- shadow.update( light );
- }
- var shadowMap = shadow.map;
- var shadowMatrix = shadow.matrix;
- _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
- shadowCamera.position.copy( _lightPositionWorld );
- _renderer.setRenderTarget( shadowMap );
- _renderer.clear();
- // render shadow map for each cube face (if omni-directional) or
- // run a single pass if not
- for ( var face = 0; face < faceCount; face ++ ) {
- if ( isPointLight ) {
- _lookTarget.copy( shadowCamera.position );
- _lookTarget.add( cubeDirections[ face ] );
- shadowCamera.up.copy( cubeUps[ face ] );
- shadowCamera.lookAt( _lookTarget );
- var vpDimensions = cube2DViewPorts[ face ];
- _state.viewport( vpDimensions );
- } else {
- _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
- shadowCamera.lookAt( _lookTarget );
- }
- shadowCamera.updateMatrixWorld();
- shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
- // compute shadow matrix
- shadowMatrix.set(
- 0.5, 0.0, 0.0, 0.5,
- 0.0, 0.5, 0.0, 0.5,
- 0.0, 0.0, 0.5, 0.5,
- 0.0, 0.0, 0.0, 1.0
- );
- shadowMatrix.multiply( shadowCamera.projectionMatrix );
- shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
- // update camera matrices and frustum
- _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
- _frustum.setFromMatrix( _projScreenMatrix );
- // set object matrices & frustum culling
- _renderList.length = 0;
- projectObject( scene, camera, shadowCamera );
- // render shadow map
- // render regular objects
- for ( var j = 0, jl = _renderList.length; j < jl; j ++ ) {
- var object = _renderList[ j ];
- var geometry = _objects.update( object );
- var material = object.material;
- if ( material && material.isMultiMaterial ) {
- var groups = geometry.groups;
- var materials = material.materials;
- for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
- var group = groups[ k ];
- var groupMaterial = materials[ group.materialIndex ];
- if ( groupMaterial.visible === true ) {
- var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld );
- _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
- }
- }
- } else {
- var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld );
- _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
- }
- }
- }
- }
- // Restore GL state.
- var clearColor = _renderer.getClearColor(),
- clearAlpha = _renderer.getClearAlpha();
- _renderer.setClearColor( clearColor, clearAlpha );
- scope.needsUpdate = false;
- };
- function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) {
- var geometry = object.geometry;
- var result = null;
- var materialVariants = _depthMaterials;
- var customMaterial = object.customDepthMaterial;
- if ( isPointLight ) {
- materialVariants = _distanceMaterials;
- customMaterial = object.customDistanceMaterial;
- }
- if ( ! customMaterial ) {
- var useMorphing = false;
- if ( material.morphTargets ) {
- if ( geometry && geometry.isBufferGeometry ) {
- useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
- } else if ( geometry && geometry.isGeometry ) {
- useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
- }
- }
- var useSkinning = object.isSkinnedMesh && material.skinning;
- var variantIndex = 0;
- if ( useMorphing ) variantIndex |= _MorphingFlag;
- if ( useSkinning ) variantIndex |= _SkinningFlag;
- result = materialVariants[ variantIndex ];
- } else {
- result = customMaterial;
- }
- if ( _renderer.localClippingEnabled &&
- material.clipShadows === true &&
- material.clippingPlanes.length !== 0 ) {
- // in this case we need a unique material instance reflecting the
- // appropriate state
- var keyA = result.uuid, keyB = material.uuid;
- var materialsForVariant = _materialCache[ keyA ];
- if ( materialsForVariant === undefined ) {
- materialsForVariant = {};
- _materialCache[ keyA ] = materialsForVariant;
- }
- var cachedMaterial = materialsForVariant[ keyB ];
- if ( cachedMaterial === undefined ) {
- cachedMaterial = result.clone();
- materialsForVariant[ keyB ] = cachedMaterial;
- }
- result = cachedMaterial;
- }
- result.visible = material.visible;
- result.wireframe = material.wireframe;
- var side = material.side;
- if ( scope.renderSingleSided && side == DoubleSide ) {
- side = FrontSide;
- }
- if ( scope.renderReverseSided ) {
- if ( side === FrontSide ) side = BackSide;
- else if ( side === BackSide ) side = FrontSide;
- }
- result.side = side;
- result.clipShadows = material.clipShadows;
- result.clippingPlanes = material.clippingPlanes;
- result.wireframeLinewidth = material.wireframeLinewidth;
- result.linewidth = material.linewidth;
- if ( isPointLight && result.uniforms.lightPos !== undefined ) {
- result.uniforms.lightPos.value.copy( lightPositionWorld );
- }
- return result;
- }
- function projectObject( object, camera, shadowCamera ) {
- if ( object.visible === false ) return;
- var visible = ( object.layers.mask & camera.layers.mask ) !== 0;
- if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
- if ( object.castShadow && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
- var material = object.material;
- if ( material.visible === true ) {
- object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
- _renderList.push( object );
- }
- }
- }
- var children = object.children;
- for ( var i = 0, l = children.length; i < l; i ++ ) {
- projectObject( children[ i ], camera, shadowCamera );
- }
- }
- }
- /**
- * @author bhouston / http://clara.io
- */
- function Ray( origin, direction ) {
- this.origin = ( origin !== undefined ) ? origin : new Vector3();
- this.direction = ( direction !== undefined ) ? direction : new Vector3();
- }
- Ray.prototype = {
- constructor: Ray,
- set: function ( origin, direction ) {
- this.origin.copy( origin );
- this.direction.copy( direction );
- return this;
- },
- clone: function () {
- return new this.constructor().copy( this );
- },
- copy: function ( ray ) {
- this.origin.copy( ray.origin );
- this.direction.copy( ray.direction );
- return this;
- },
- at: function ( t, optionalTarget ) {
- var result = optionalTarget || new Vector3();
- return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
- },
- lookAt: function ( v ) {
- this.direction.copy( v ).sub( this.origin ).normalize();
- return this;
- },
- recast: function () {
- var v1 = new Vector3();
- return function recast( t ) {
- this.origin.copy( this.at( t, v1 ) );
- return this;
- };
- }(),
- closestPointToPoint: function ( point, optionalTarget ) {
- var result = optionalTarget || new Vector3();
- result.subVectors( point, this.origin );
- var directionDistance = result.dot( this.direction );
- if ( directionDistance < 0 ) {
- return result.copy( this.origin );
- }
- return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
- },
- distanceToPoint: function ( point ) {
- return Math.sqrt( this.distanceSqToPoint( point ) );
- },
- distanceSqToPoint: function () {
- var v1 = new Vector3();
- return function distanceSqToPoint( point ) {
- var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
- // point behind the ray
- if ( directionDistance < 0 ) {
- return this.origin.distanceToSquared( point );
- }
- v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
- return v1.distanceToSquared( point );
- };
- }(),
- distanceSqToSegment: function () {
- var segCenter = new Vector3();
- var segDir = new Vector3();
- var diff = new Vector3();
- return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
- // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
- // It returns the min distance between the ray and the segment
- // defined by v0 and v1
- // It can also set two optional targets :
- // - The closest point on the ray
- // - The closest point on the segment
- segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
- segDir.copy( v1 ).sub( v0 ).normalize();
- diff.copy( this.origin ).sub( segCenter );
- var segExtent = v0.distanceTo( v1 ) * 0.5;
- var a01 = - this.direction.dot( segDir );
- var b0 = diff.dot( this.direction );
- var b1 = - diff.dot( segDir );
- var c = diff.lengthSq();
- var det = Math.abs( 1 - a01 * a01 );
- var s0, s1, sqrDist, extDet;
- if ( det > 0 ) {
- // The ray and segment are not parallel.
- s0 = a01 * b1 - b0;
- s1 = a01 * b0 - b1;
- extDet = segExtent * det;
- if ( s0 >= 0 ) {
- if ( s1 >= - extDet ) {
- if ( s1 <= extDet ) {
- // region 0
- // Minimum at interior points of ray and segment.
- var invDet = 1 / det;
- s0 *= invDet;
- s1 *= invDet;
- sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
- } else {
- // region 1
- s1 = segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- }
- } else {
- // region 5
- s1 = - segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- }
- } else {
- if ( s1 <= - extDet ) {
- // region 4
- s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
- s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- } else if ( s1 <= extDet ) {
- // region 3
- s0 = 0;
- s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = s1 * ( s1 + 2 * b1 ) + c;
- } else {
- // region 2
- s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
- s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- }
- }
- } else {
- // Ray and segment are parallel.
- s1 = ( a01 > 0 ) ? - segExtent : segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- }
- if ( optionalPointOnRay ) {
- optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
- }
- if ( optionalPointOnSegment ) {
- optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );
- }
- return sqrDist;
- };
- }(),
- intersectSphere: function () {
- var v1 = new Vector3();
- return function intersectSphere( sphere, optionalTarget ) {
- v1.subVectors( sphere.center, this.origin );
- var tca = v1.dot( this.direction );
- var d2 = v1.dot( v1 ) - tca * tca;
- var radius2 = sphere.radius * sphere.radius;
- if ( d2 > radius2 ) return null;
- var thc = Math.sqrt( radius2 - d2 );
- // t0 = first intersect point - entrance on front of sphere
- var t0 = tca - thc;
- // t1 = second intersect point - exit point on back of sphere
- var t1 = tca + thc;
- // test to see if both t0 and t1 are behind the ray - if so, return null
- if ( t0 < 0 && t1 < 0 ) return null;
- // test to see if t0 is behind the ray:
- // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
- // in order to always return an intersect point that is in front of the ray.
- if ( t0 < 0 ) return this.at( t1, optionalTarget );
- // else t0 is in front of the ray, so return the first collision point scaled by t0
- return this.at( t0, optionalTarget );
- };
- }(),
- intersectsSphere: function ( sphere ) {
- return this.distanceToPoint( sphere.center ) <= sphere.radius;
- },
- distanceToPlane: function ( plane ) {
- var denominator = plane.normal.dot( this.direction );
- if ( denominator === 0 ) {
- // line is coplanar, return origin
- if ( plane.distanceToPoint( this.origin ) === 0 ) {
- return 0;
- }
- // Null is preferable to undefined since undefined means.... it is undefined
- return null;
- }
- var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
- // Return if the ray never intersects the plane
- return t >= 0 ? t : null;
- },
- intersectPlane: function ( plane, optionalTarget ) {
- var t = this.distanceToPlane( plane );
- if ( t === null ) {
- return null;
- }
- return this.at( t, optionalTarget );
- },
- intersectsPlane: function ( plane ) {
- // check if the ray lies on the plane first
- var distToPoint = plane.distanceToPoint( this.origin );
- if ( distToPoint === 0 ) {
- return true;
- }
- var denominator = plane.normal.dot( this.direction );
- if ( denominator * distToPoint < 0 ) {
- return true;
- }
- // ray origin is behind the plane (and is pointing behind it)
- return false;
- },
- intersectBox: function ( box, optionalTarget ) {
- var tmin, tmax, tymin, tymax, tzmin, tzmax;
- var invdirx = 1 / this.direction.x,
- invdiry = 1 / this.direction.y,
- invdirz = 1 / this.direction.z;
- var origin = this.origin;
- if ( invdirx >= 0 ) {
- tmin = ( box.min.x - origin.x ) * invdirx;
- tmax = ( box.max.x - origin.x ) * invdirx;
- } else {
- tmin = ( box.max.x - origin.x ) * invdirx;
- tmax = ( box.min.x - origin.x ) * invdirx;
- }
- if ( invdiry >= 0 ) {
- tymin = ( box.min.y - origin.y ) * invdiry;
- tymax = ( box.max.y - origin.y ) * invdiry;
- } else {
- tymin = ( box.max.y - origin.y ) * invdiry;
- tymax = ( box.min.y - origin.y ) * invdiry;
- }
- if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
- // These lines also handle the case where tmin or tmax is NaN
- // (result of 0 * Infinity). x !== x returns true if x is NaN
- if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
- if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
- if ( invdirz >= 0 ) {
- tzmin = ( box.min.z - origin.z ) * invdirz;
- tzmax = ( box.max.z - origin.z ) * invdirz;
- } else {
- tzmin = ( box.max.z - origin.z ) * invdirz;
- tzmax = ( box.min.z - origin.z ) * invdirz;
- }
- if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
- if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
- if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
- //return point closest to the ray (positive side)
- if ( tmax < 0 ) return null;
- return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
- },
- intersectsBox: ( function () {
- var v = new Vector3();
- return function intersectsBox( box ) {
- return this.intersectBox( box, v ) !== null;
- };
- } )(),
- intersectTriangle: function () {
- // Compute the offset origin, edges, and normal.
- var diff = new Vector3();
- var edge1 = new Vector3();
- var edge2 = new Vector3();
- var normal = new Vector3();
- return function intersectTriangle( a, b, c, backfaceCulling, optionalTarget ) {
- // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
- edge1.subVectors( b, a );
- edge2.subVectors( c, a );
- normal.crossVectors( edge1, edge2 );
- // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
- // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
- // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
- // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
- // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
- var DdN = this.direction.dot( normal );
- var sign;
- if ( DdN > 0 ) {
- if ( backfaceCulling ) return null;
- sign = 1;
- } else if ( DdN < 0 ) {
- sign = - 1;
- DdN = - DdN;
- } else {
- return null;
- }
- diff.subVectors( this.origin, a );
- var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
- // b1 < 0, no intersection
- if ( DdQxE2 < 0 ) {
- return null;
- }
- var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
- // b2 < 0, no intersection
- if ( DdE1xQ < 0 ) {
- return null;
- }
- // b1+b2 > 1, no intersection
- if ( DdQxE2 + DdE1xQ > DdN ) {
- return null;
- }
- // Line intersects triangle, check if ray does.
- var QdN = - sign * diff.dot( normal );
- // t < 0, no intersection
- if ( QdN < 0 ) {
- return null;
- }
- // Ray intersects triangle.
- return this.at( QdN / DdN, optionalTarget );
- };
- }(),
- applyMatrix4: function ( matrix4 ) {
- this.direction.add( this.origin ).applyMatrix4( matrix4 );
- this.origin.applyMatrix4( matrix4 );
- this.direction.sub( this.origin );
- this.direction.normalize();
- return this;
- },
- equals: function ( ray ) {
- return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
- * @author bhouston / http://clara.io
- */
- function Euler( x, y, z, order ) {
- this._x = x || 0;
- this._y = y || 0;
- this._z = z || 0;
- this._order = order || Euler.DefaultOrder;
- }
- Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
- Euler.DefaultOrder = 'XYZ';
- Euler.prototype = {
- constructor: Euler,
- isEuler: true,
- get x () {
- return this._x;
- },
- set x ( value ) {
- this._x = value;
- this.onChangeCallback();
- },
- get y () {
- return this._y;
- },
- set y ( value ) {
- this._y = value;
- this.onChangeCallback();
- },
- get z () {
- return this._z;
- },
- set z ( value ) {
- this._z = value;
- this.onChangeCallback();
- },
- get order () {
- return this._order;
- },
- set order ( value ) {
- this._order = value;
- this.onChangeCallback();
- },
- set: function ( x, y, z, order ) {
- this._x = x;
- this._y = y;
- this._z = z;
- this._order = order || this._order;
- this.onChangeCallback();
- return this;
- },
- clone: function () {
- return new this.constructor( this._x, this._y, this._z, this._order );
- },
- copy: function ( euler ) {
- this._x = euler._x;
- this._y = euler._y;
- this._z = euler._z;
- this._order = euler._order;
- this.onChangeCallback();
- return this;
- },
- setFromRotationMatrix: function ( m, order, update ) {
- var clamp = _Math.clamp;
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
- var te = m.elements;
- var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
- var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
- var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
- order = order || this._order;
- if ( order === 'XYZ' ) {
- this._y = Math.asin( clamp( m13, - 1, 1 ) );
- if ( Math.abs( m13 ) < 0.99999 ) {
- this._x = Math.atan2( - m23, m33 );
- this._z = Math.atan2( - m12, m11 );
- } else {
- this._x = Math.atan2( m32, m22 );
- this._z = 0;
- }
- } else if ( order === 'YXZ' ) {
- this._x = Math.asin( - clamp( m23, - 1, 1 ) );
- if ( Math.abs( m23 ) < 0.99999 ) {
- this._y = Math.atan2( m13, m33 );
- this._z = Math.atan2( m21, m22 );
- } else {
- this._y = Math.atan2( - m31, m11 );
- this._z = 0;
- }
- } else if ( order === 'ZXY' ) {
- this._x = Math.asin( clamp( m32, - 1, 1 ) );
- if ( Math.abs( m32 ) < 0.99999 ) {
- this._y = Math.atan2( - m31, m33 );
- this._z = Math.atan2( - m12, m22 );
- } else {
- this._y = 0;
- this._z = Math.atan2( m21, m11 );
- }
- } else if ( order === 'ZYX' ) {
- this._y = Math.asin( - clamp( m31, - 1, 1 ) );
- if ( Math.abs( m31 ) < 0.99999 ) {
- this._x = Math.atan2( m32, m33 );
- this._z = Math.atan2( m21, m11 );
- } else {
- this._x = 0;
- this._z = Math.atan2( - m12, m22 );
- }
- } else if ( order === 'YZX' ) {
- this._z = Math.asin( clamp( m21, - 1, 1 ) );
- if ( Math.abs( m21 ) < 0.99999 ) {
- this._x = Math.atan2( - m23, m22 );
- this._y = Math.atan2( - m31, m11 );
- } else {
- this._x = 0;
- this._y = Math.atan2( m13, m33 );
- }
- } else if ( order === 'XZY' ) {
- this._z = Math.asin( - clamp( m12, - 1, 1 ) );
- if ( Math.abs( m12 ) < 0.99999 ) {
- this._x = Math.atan2( m32, m22 );
- this._y = Math.atan2( m13, m11 );
- } else {
- this._x = Math.atan2( - m23, m33 );
- this._y = 0;
- }
- } else {
- console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
- }
- this._order = order;
- if ( update !== false ) this.onChangeCallback();
- return this;
- },
- setFromQuaternion: function () {
- var matrix;
- return function setFromQuaternion( q, order, update ) {
- if ( matrix === undefined ) matrix = new Matrix4();
- matrix.makeRotationFromQuaternion( q );
- return this.setFromRotationMatrix( matrix, order, update );
- };
- }(),
- setFromVector3: function ( v, order ) {
- return this.set( v.x, v.y, v.z, order || this._order );
- },
- reorder: function () {
- // WARNING: this discards revolution information -bhouston
- var q = new Quaternion();
- return function reorder( newOrder ) {
- q.setFromEuler( this );
- return this.setFromQuaternion( q, newOrder );
- };
- }(),
- equals: function ( euler ) {
- return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
- },
- fromArray: function ( array ) {
- this._x = array[ 0 ];
- this._y = array[ 1 ];
- this._z = array[ 2 ];
- if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
- this.onChangeCallback();
- return this;
- },
- toArray: function ( array, offset ) {
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
- array[ offset ] = this._x;
- array[ offset + 1 ] = this._y;
- array[ offset + 2 ] = this._z;
- array[ offset + 3 ] = this._order;
- return array;
- },
- toVector3: function ( optionalResult ) {
- if ( optionalResult ) {
- return optionalResult.set( this._x, this._y, this._z );
- } else {
- return new Vector3( this._x, this._y, this._z );
- }
- },
- onChange: function ( callback ) {
- this.onChangeCallback = callback;
- return this;
- },
- onChangeCallback: function () {}
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function Layers() {
- this.mask = 1;
- }
- Layers.prototype = {
- constructor: Layers,
- set: function ( channel ) {
- this.mask = 1 << channel;
- },
- enable: function ( channel ) {
- this.mask |= 1 << channel;
- },
- toggle: function ( channel ) {
- this.mask ^= 1 << channel;
- },
- disable: function ( channel ) {
- this.mask &= ~ ( 1 << channel );
- },
- test: function ( layers ) {
- return ( this.mask & layers.mask ) !== 0;
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author WestLangley / http://github.com/WestLangley
- * @author elephantatwork / www.elephantatwork.ch
- */
- var object3DId = 0;
- function Object3D() {
- Object.defineProperty( this, 'id', { value: object3DId ++ } );
- this.uuid = _Math.generateUUID();
- this.name = '';
- this.type = 'Object3D';
- this.parent = null;
- this.children = [];
- this.up = Object3D.DefaultUp.clone();
- var position = new Vector3();
- var rotation = new Euler();
- var quaternion = new Quaternion();
- var scale = new Vector3( 1, 1, 1 );
- function onRotationChange() {
- quaternion.setFromEuler( rotation, false );
- }
- function onQuaternionChange() {
- rotation.setFromQuaternion( quaternion, undefined, false );
- }
- rotation.onChange( onRotationChange );
- quaternion.onChange( onQuaternionChange );
- Object.defineProperties( this, {
- position: {
- enumerable: true,
- value: position
- },
- rotation: {
- enumerable: true,
- value: rotation
- },
- quaternion: {
- enumerable: true,
- value: quaternion
- },
- scale: {
- enumerable: true,
- value: scale
- },
- modelViewMatrix: {
- value: new Matrix4()
- },
- normalMatrix: {
- value: new Matrix3()
- }
- } );
- this.matrix = new Matrix4();
- this.matrixWorld = new Matrix4();
- this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
- this.matrixWorldNeedsUpdate = false;
- this.layers = new Layers();
- this.visible = true;
- this.castShadow = false;
- this.receiveShadow = false;
- this.frustumCulled = true;
- this.renderOrder = 0;
- this.userData = {};
- this.onBeforeRender = function () {};
- this.onAfterRender = function () {};
- }
- Object3D.DefaultUp = new Vector3( 0, 1, 0 );
- Object3D.DefaultMatrixAutoUpdate = true;
- Object3D.prototype = {
- constructor: Object3D,
- isObject3D: true,
- applyMatrix: function ( matrix ) {
- this.matrix.multiplyMatrices( matrix, this.matrix );
- this.matrix.decompose( this.position, this.quaternion, this.scale );
- },
- setRotationFromAxisAngle: function ( axis, angle ) {
- // assumes axis is normalized
- this.quaternion.setFromAxisAngle( axis, angle );
- },
- setRotationFromEuler: function ( euler ) {
- this.quaternion.setFromEuler( euler, true );
- },
- setRotationFromMatrix: function ( m ) {
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
- this.quaternion.setFromRotationMatrix( m );
- },
- setRotationFromQuaternion: function ( q ) {
- // assumes q is normalized
- this.quaternion.copy( q );
- },
- rotateOnAxis: function () {
- // rotate object on axis in object space
- // axis is assumed to be normalized
- var q1 = new Quaternion();
- return function rotateOnAxis( axis, angle ) {
- q1.setFromAxisAngle( axis, angle );
- this.quaternion.multiply( q1 );
- return this;
- };
- }(),
- rotateX: function () {
- var v1 = new Vector3( 1, 0, 0 );
- return function rotateX( angle ) {
- return this.rotateOnAxis( v1, angle );
- };
- }(),
- rotateY: function () {
- var v1 = new Vector3( 0, 1, 0 );
- return function rotateY( angle ) {
- return this.rotateOnAxis( v1, angle );
- };
- }(),
- rotateZ: function () {
- var v1 = new Vector3( 0, 0, 1 );
- return function rotateZ( angle ) {
- return this.rotateOnAxis( v1, angle );
- };
- }(),
- translateOnAxis: function () {
- // translate object by distance along axis in object space
- // axis is assumed to be normalized
- var v1 = new Vector3();
- return function translateOnAxis( axis, distance ) {
- v1.copy( axis ).applyQuaternion( this.quaternion );
- this.position.add( v1.multiplyScalar( distance ) );
- return this;
- };
- }(),
- translateX: function () {
- var v1 = new Vector3( 1, 0, 0 );
- return function translateX( distance ) {
- return this.translateOnAxis( v1, distance );
- };
- }(),
- translateY: function () {
- var v1 = new Vector3( 0, 1, 0 );
- return function translateY( distance ) {
- return this.translateOnAxis( v1, distance );
- };
- }(),
- translateZ: function () {
- var v1 = new Vector3( 0, 0, 1 );
- return function translateZ( distance ) {
- return this.translateOnAxis( v1, distance );
- };
- }(),
- localToWorld: function ( vector ) {
- return vector.applyMatrix4( this.matrixWorld );
- },
- worldToLocal: function () {
- var m1 = new Matrix4();
- return function worldToLocal( vector ) {
- return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
- };
- }(),
- lookAt: function () {
- // This routine does not support objects with rotated and/or translated parent(s)
- var m1 = new Matrix4();
- return function lookAt( vector ) {
- m1.lookAt( vector, this.position, this.up );
- this.quaternion.setFromRotationMatrix( m1 );
- };
- }(),
- add: function ( object ) {
- if ( arguments.length > 1 ) {
- for ( var i = 0; i < arguments.length; i ++ ) {
- this.add( arguments[ i ] );
- }
- return this;
- }
- if ( object === this ) {
- console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
- return this;
- }
- if ( ( object && object.isObject3D ) ) {
- if ( object.parent !== null ) {
- object.parent.remove( object );
- }
- object.parent = this;
- object.dispatchEvent( { type: 'added' } );
- this.children.push( object );
- } else {
- console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
- }
- return this;
- },
- remove: function ( object ) {
- if ( arguments.length > 1 ) {
- for ( var i = 0; i < arguments.length; i ++ ) {
- this.remove( arguments[ i ] );
- }
- }
- var index = this.children.indexOf( object );
- if ( index !== - 1 ) {
- object.parent = null;
- object.dispatchEvent( { type: 'removed' } );
- this.children.splice( index, 1 );
- }
- },
- getObjectById: function ( id ) {
- return this.getObjectByProperty( 'id', id );
- },
- getObjectByName: function ( name ) {
- return this.getObjectByProperty( 'name', name );
- },
- getObjectByProperty: function ( name, value ) {
- if ( this[ name ] === value ) return this;
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
- var child = this.children[ i ];
- var object = child.getObjectByProperty( name, value );
- if ( object !== undefined ) {
- return object;
- }
- }
- return undefined;
- },
- getWorldPosition: function ( optionalTarget ) {
- var result = optionalTarget || new Vector3();
- this.updateMatrixWorld( true );
- return result.setFromMatrixPosition( this.matrixWorld );
- },
- getWorldQuaternion: function () {
- var position = new Vector3();
- var scale = new Vector3();
- return function getWorldQuaternion( optionalTarget ) {
- var result = optionalTarget || new Quaternion();
- this.updateMatrixWorld( true );
- this.matrixWorld.decompose( position, result, scale );
- return result;
- };
- }(),
- getWorldRotation: function () {
- var quaternion = new Quaternion();
- return function getWorldRotation( optionalTarget ) {
- var result = optionalTarget || new Euler();
- this.getWorldQuaternion( quaternion );
- return result.setFromQuaternion( quaternion, this.rotation.order, false );
- };
- }(),
- getWorldScale: function () {
- var position = new Vector3();
- var quaternion = new Quaternion();
- return function getWorldScale( optionalTarget ) {
- var result = optionalTarget || new Vector3();
- this.updateMatrixWorld( true );
- this.matrixWorld.decompose( position, quaternion, result );
- return result;
- };
- }(),
- getWorldDirection: function () {
- var quaternion = new Quaternion();
- return function getWorldDirection( optionalTarget ) {
- var result = optionalTarget || new Vector3();
- this.getWorldQuaternion( quaternion );
- return result.set( 0, 0, 1 ).applyQuaternion( quaternion );
- };
- }(),
- raycast: function () {},
- traverse: function ( callback ) {
- callback( this );
- var children = this.children;
- for ( var i = 0, l = children.length; i < l; i ++ ) {
- children[ i ].traverse( callback );
- }
- },
- traverseVisible: function ( callback ) {
- if ( this.visible === false ) return;
- callback( this );
- var children = this.children;
- for ( var i = 0, l = children.length; i < l; i ++ ) {
- children[ i ].traverseVisible( callback );
- }
- },
- traverseAncestors: function ( callback ) {
- var parent = this.parent;
- if ( parent !== null ) {
- callback( parent );
- parent.traverseAncestors( callback );
- }
- },
- updateMatrix: function () {
- this.matrix.compose( this.position, this.quaternion, this.scale );
- this.matrixWorldNeedsUpdate = true;
- },
- updateMatrixWorld: function ( force ) {
- if ( this.matrixAutoUpdate === true ) this.updateMatrix();
- if ( this.matrixWorldNeedsUpdate === true || force === true ) {
- if ( this.parent === null ) {
- this.matrixWorld.copy( this.matrix );
- } else {
- this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
- }
- this.matrixWorldNeedsUpdate = false;
- force = true;
- }
- // update children
- var children = this.children;
- for ( var i = 0, l = children.length; i < l; i ++ ) {
- children[ i ].updateMatrixWorld( force );
- }
- },
- toJSON: function ( meta ) {
- // meta is '' when called from JSON.stringify
- var isRootObject = ( meta === undefined || meta === '' );
- var output = {};
- // meta is a hash used to collect geometries, materials.
- // not providing it implies that this is the root object
- // being serialized.
- if ( isRootObject ) {
- // initialize meta obj
- meta = {
- geometries: {},
- materials: {},
- textures: {},
- images: {}
- };
- output.metadata = {
- version: 4.4,
- type: 'Object',
- generator: 'Object3D.toJSON'
- };
- }
- // standard Object3D serialization
- var object = {};
- object.uuid = this.uuid;
- object.type = this.type;
- if ( this.name !== '' ) object.name = this.name;
- if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
- if ( this.castShadow === true ) object.castShadow = true;
- if ( this.receiveShadow === true ) object.receiveShadow = true;
- if ( this.visible === false ) object.visible = false;
- object.matrix = this.matrix.toArray();
- //
- if ( this.geometry !== undefined ) {
- if ( meta.geometries[ this.geometry.uuid ] === undefined ) {
- meta.geometries[ this.geometry.uuid ] = this.geometry.toJSON( meta );
- }
- object.geometry = this.geometry.uuid;
- }
- if ( this.material !== undefined ) {
- if ( meta.materials[ this.material.uuid ] === undefined ) {
- meta.materials[ this.material.uuid ] = this.material.toJSON( meta );
- }
- object.material = this.material.uuid;
- }
- //
- if ( this.children.length > 0 ) {
- object.children = [];
- for ( var i = 0; i < this.children.length; i ++ ) {
- object.children.push( this.children[ i ].toJSON( meta ).object );
- }
- }
- if ( isRootObject ) {
- var geometries = extractFromCache( meta.geometries );
- var materials = extractFromCache( meta.materials );
- var textures = extractFromCache( meta.textures );
- var images = extractFromCache( meta.images );
- if ( geometries.length > 0 ) output.geometries = geometries;
- if ( materials.length > 0 ) output.materials = materials;
- if ( textures.length > 0 ) output.textures = textures;
- if ( images.length > 0 ) output.images = images;
- }
- output.object = object;
- return output;
- // extract data from the cache hash
- // remove metadata on each item
- // and return as array
- function extractFromCache( cache ) {
- var values = [];
- for ( var key in cache ) {
- var data = cache[ key ];
- delete data.metadata;
- values.push( data );
- }
- return values;
- }
- },
- clone: function ( recursive ) {
- return new this.constructor().copy( this, recursive );
- },
- copy: function ( source, recursive ) {
- if ( recursive === undefined ) recursive = true;
- this.name = source.name;
- this.up.copy( source.up );
- this.position.copy( source.position );
- this.quaternion.copy( source.quaternion );
- this.scale.copy( source.scale );
- this.matrix.copy( source.matrix );
- this.matrixWorld.copy( source.matrixWorld );
- this.matrixAutoUpdate = source.matrixAutoUpdate;
- this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
- this.layers.mask = source.layers.mask;
- this.visible = source.visible;
- this.castShadow = source.castShadow;
- this.receiveShadow = source.receiveShadow;
- this.frustumCulled = source.frustumCulled;
- this.renderOrder = source.renderOrder;
- this.userData = JSON.parse( JSON.stringify( source.userData ) );
- if ( recursive === true ) {
- for ( var i = 0; i < source.children.length; i ++ ) {
- var child = source.children[ i ];
- this.add( child.clone() );
- }
- }
- return this;
- }
- };
- Object.assign( Object3D.prototype, EventDispatcher.prototype );
- /**
- * @author bhouston / http://clara.io
- */
- function Line3( start, end ) {
- this.start = ( start !== undefined ) ? start : new Vector3();
- this.end = ( end !== undefined ) ? end : new Vector3();
- }
- Line3.prototype = {
- constructor: Line3,
- set: function ( start, end ) {
- this.start.copy( start );
- this.end.copy( end );
- return this;
- },
- clone: function () {
- return new this.constructor().copy( this );
- },
- copy: function ( line ) {
- this.start.copy( line.start );
- this.end.copy( line.end );
- return this;
- },
- getCenter: function ( optionalTarget ) {
- var result = optionalTarget || new Vector3();
- return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
- },
- delta: function ( optionalTarget ) {
- var result = optionalTarget || new Vector3();
- return result.subVectors( this.end, this.start );
- },
- distanceSq: function () {
- return this.start.distanceToSquared( this.end );
- },
- distance: function () {
- return this.start.distanceTo( this.end );
- },
- at: function ( t, optionalTarget ) {
- var result = optionalTarget || new Vector3();
- return this.delta( result ).multiplyScalar( t ).add( this.start );
- },
- closestPointToPointParameter: function () {
- var startP = new Vector3();
- var startEnd = new Vector3();
- return function closestPointToPointParameter( point, clampToLine ) {
- startP.subVectors( point, this.start );
- startEnd.subVectors( this.end, this.start );
- var startEnd2 = startEnd.dot( startEnd );
- var startEnd_startP = startEnd.dot( startP );
- var t = startEnd_startP / startEnd2;
- if ( clampToLine ) {
- t = _Math.clamp( t, 0, 1 );
- }
- return t;
- };
- }(),
- closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
- var t = this.closestPointToPointParameter( point, clampToLine );
- var result = optionalTarget || new Vector3();
- return this.delta( result ).multiplyScalar( t ).add( this.start );
- },
- applyMatrix4: function ( matrix ) {
- this.start.applyMatrix4( matrix );
- this.end.applyMatrix4( matrix );
- return this;
- },
- equals: function ( line ) {
- return line.start.equals( this.start ) && line.end.equals( this.end );
- }
- };
- /**
- * @author bhouston / http://clara.io
- * @author mrdoob / http://mrdoob.com/
- */
- function Triangle( a, b, c ) {
- this.a = ( a !== undefined ) ? a : new Vector3();
- this.b = ( b !== undefined ) ? b : new Vector3();
- this.c = ( c !== undefined ) ? c : new Vector3();
- }
- Triangle.normal = function () {
- var v0 = new Vector3();
- return function normal( a, b, c, optionalTarget ) {
- var result = optionalTarget || new Vector3();
- result.subVectors( c, b );
- v0.subVectors( a, b );
- result.cross( v0 );
- var resultLengthSq = result.lengthSq();
- if ( resultLengthSq > 0 ) {
- return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
- }
- return result.set( 0, 0, 0 );
- };
- }();
- // static/instance method to calculate barycentric coordinates
- // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
- Triangle.barycoordFromPoint = function () {
- var v0 = new Vector3();
- var v1 = new Vector3();
- var v2 = new Vector3();
- return function barycoordFromPoint( point, a, b, c, optionalTarget ) {
- v0.subVectors( c, a );
- v1.subVectors( b, a );
- v2.subVectors( point, a );
- var dot00 = v0.dot( v0 );
- var dot01 = v0.dot( v1 );
- var dot02 = v0.dot( v2 );
- var dot11 = v1.dot( v1 );
- var dot12 = v1.dot( v2 );
- var denom = ( dot00 * dot11 - dot01 * dot01 );
- var result = optionalTarget || new Vector3();
- // collinear or singular triangle
- if ( denom === 0 ) {
- // arbitrary location outside of triangle?
- // not sure if this is the best idea, maybe should be returning undefined
- return result.set( - 2, - 1, - 1 );
- }
- var invDenom = 1 / denom;
- var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
- var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
- // barycentric coordinates must always sum to 1
- return result.set( 1 - u - v, v, u );
- };
- }();
- Triangle.containsPoint = function () {
- var v1 = new Vector3();
- return function containsPoint( point, a, b, c ) {
- var result = Triangle.barycoordFromPoint( point, a, b, c, v1 );
- return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
- };
- }();
- Triangle.prototype = {
- constructor: Triangle,
- set: function ( a, b, c ) {
- this.a.copy( a );
- this.b.copy( b );
- this.c.copy( c );
- return this;
- },
- setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
- this.a.copy( points[ i0 ] );
- this.b.copy( points[ i1 ] );
- this.c.copy( points[ i2 ] );
- return this;
- },
- clone: function () {
- return new this.constructor().copy( this );
- },
- copy: function ( triangle ) {
- this.a.copy( triangle.a );
- this.b.copy( triangle.b );
- this.c.copy( triangle.c );
- return this;
- },
- area: function () {
- var v0 = new Vector3();
- var v1 = new Vector3();
- return function area() {
- v0.subVectors( this.c, this.b );
- v1.subVectors( this.a, this.b );
- return v0.cross( v1 ).length() * 0.5;
- };
- }(),
- midpoint: function ( optionalTarget ) {
- var result = optionalTarget || new Vector3();
- return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
- },
- normal: function ( optionalTarget ) {
- return Triangle.normal( this.a, this.b, this.c, optionalTarget );
- },
- plane: function ( optionalTarget ) {
- var result = optionalTarget || new Plane();
- return result.setFromCoplanarPoints( this.a, this.b, this.c );
- },
- barycoordFromPoint: function ( point, optionalTarget ) {
- return Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
- },
- containsPoint: function ( point ) {
- return Triangle.containsPoint( point, this.a, this.b, this.c );
- },
- closestPointToPoint: function () {
- var plane, edgeList, projectedPoint, closestPoint;
- return function closestPointToPoint( point, optionalTarget ) {
- if ( plane === undefined ) {
- plane = new Plane();
- edgeList = [ new Line3(), new Line3(), new Line3() ];
- projectedPoint = new Vector3();
- closestPoint = new Vector3();
- }
- var result = optionalTarget || new Vector3();
- var minDistance = Infinity;
- // project the point onto the plane of the triangle
- plane.setFromCoplanarPoints( this.a, this.b, this.c );
- plane.projectPoint( point, projectedPoint );
- // check if the projection lies within the triangle
- if( this.containsPoint( projectedPoint ) === true ) {
- // if so, this is the closest point
- result.copy( projectedPoint );
- } else {
- // if not, the point falls outside the triangle. the result is the closest point to the triangle's edges or vertices
- edgeList[ 0 ].set( this.a, this.b );
- edgeList[ 1 ].set( this.b, this.c );
- edgeList[ 2 ].set( this.c, this.a );
- for( var i = 0; i < edgeList.length; i ++ ) {
- edgeList[ i ].closestPointToPoint( projectedPoint, true, closestPoint );
- var distance = projectedPoint.distanceToSquared( closestPoint );
- if( distance < minDistance ) {
- minDistance = distance;
- result.copy( closestPoint );
- }
- }
- }
- return result;
- };
- }(),
- equals: function ( triangle ) {
- return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- function Face3( a, b, c, normal, color, materialIndex ) {
- this.a = a;
- this.b = b;
- this.c = c;
- this.normal = (normal && normal.isVector3) ? normal : new Vector3();
- this.vertexNormals = Array.isArray( normal ) ? normal : [];
- this.color = (color && color.isColor) ? color : new Color();
- this.vertexColors = Array.isArray( color ) ? color : [];
- this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
- }
- Face3.prototype = {
- constructor: Face3,
- clone: function () {
- return new this.constructor().copy( this );
- },
- copy: function ( source ) {
- this.a = source.a;
- this.b = source.b;
- this.c = source.c;
- this.normal.copy( source.normal );
- this.color.copy( source.color );
- this.materialIndex = source.materialIndex;
- for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
- this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
- }
- for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
- this.vertexColors[ i ] = source.vertexColors[ i ].clone();
- }
- return this;
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: <hex>,
- * opacity: <float>,
- * map: new THREE.Texture( <Image> ),
- *
- * lightMap: new THREE.Texture( <Image> ),
- * lightMapIntensity: <float>
- *
- * aoMap: new THREE.Texture( <Image> ),
- * aoMapIntensity: <float>
- *
- * specularMap: new THREE.Texture( <Image> ),
- *
- * alphaMap: new THREE.Texture( <Image> ),
- *
- * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
- * combine: THREE.Multiply,
- * reflectivity: <float>,
- * refractionRatio: <float>,
- *
- * shading: THREE.SmoothShading,
- * depthTest: <bool>,
- * depthWrite: <bool>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>,
- *
- * skinning: <bool>,
- * morphTargets: <bool>
- * }
- */
- function MeshBasicMaterial( parameters ) {
- Material.call( this );
- this.type = 'MeshBasicMaterial';
- this.color = new Color( 0xffffff ); // emissive
- this.map = null;
- this.lightMap = null;
- this.lightMapIntensity = 1.0;
- this.aoMap = null;
- this.aoMapIntensity = 1.0;
- this.specularMap = null;
- this.alphaMap = null;
- this.envMap = null;
- this.combine = MultiplyOperation;
- this.reflectivity = 1;
- this.refractionRatio = 0.98;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.wireframeLinecap = 'round';
- this.wireframeLinejoin = 'round';
- this.skinning = false;
- this.morphTargets = false;
- this.lights = false;
- this.setValues( parameters );
- }
- MeshBasicMaterial.prototype = Object.create( Material.prototype );
- MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
- MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
- MeshBasicMaterial.prototype.copy = function ( source ) {
- Material.prototype.copy.call( this, source );
- this.color.copy( source.color );
- this.map = source.map;
- this.lightMap = source.lightMap;
- this.lightMapIntensity = source.lightMapIntensity;
- this.aoMap = source.aoMap;
- this.aoMapIntensity = source.aoMapIntensity;
- this.specularMap = source.specularMap;
- this.alphaMap = source.alphaMap;
- this.envMap = source.envMap;
- this.combine = source.combine;
- this.reflectivity = source.reflectivity;
- this.refractionRatio = source.refractionRatio;
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- this.wireframeLinecap = source.wireframeLinecap;
- this.wireframeLinejoin = source.wireframeLinejoin;
- this.skinning = source.skinning;
- this.morphTargets = source.morphTargets;
- return this;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function BufferAttribute( array, itemSize, normalized ) {
- if ( Array.isArray( array ) ) {
- throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
- }
- this.uuid = _Math.generateUUID();
- this.array = array;
- this.itemSize = itemSize;
- this.count = array !== undefined ? array.length / itemSize : 0;
- this.normalized = normalized === true;
- this.dynamic = false;
- this.updateRange = { offset: 0, count: - 1 };
- this.onUploadCallback = function () {};
- this.version = 0;
- }
- BufferAttribute.prototype = {
- constructor: BufferAttribute,
- isBufferAttribute: true,
- set needsUpdate( value ) {
- if ( value === true ) this.version ++;
- },
- setArray: function ( array ) {
- if ( Array.isArray( array ) ) {
- throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
- }
- this.count = array !== undefined ? array.length / this.itemSize : 0;
- this.array = array;
- },
- setDynamic: function ( value ) {
- this.dynamic = value;
- return this;
- },
- copy: function ( source ) {
- this.array = new source.array.constructor( source.array );
- this.itemSize = source.itemSize;
- this.count = source.count;
- this.normalized = source.normalized;
- this.dynamic = source.dynamic;
- return this;
- },
- copyAt: function ( index1, attribute, index2 ) {
- index1 *= this.itemSize;
- index2 *= attribute.itemSize;
- for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
- this.array[ index1 + i ] = attribute.array[ index2 + i ];
- }
- return this;
- },
- copyArray: function ( array ) {
- this.array.set( array );
- return this;
- },
- copyColorsArray: function ( colors ) {
- var array = this.array, offset = 0;
- for ( var i = 0, l = colors.length; i < l; i ++ ) {
- var color = colors[ i ];
- if ( color === undefined ) {
- console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
- color = new Color();
- }
- array[ offset ++ ] = color.r;
- array[ offset ++ ] = color.g;
- array[ offset ++ ] = color.b;
- }
- return this;
- },
- copyIndicesArray: function ( indices ) {
- var array = this.array, offset = 0;
- for ( var i = 0, l = indices.length; i < l; i ++ ) {
- var index = indices[ i ];
- array[ offset ++ ] = index.a;
- array[ offset ++ ] = index.b;
- array[ offset ++ ] = index.c;
- }
- return this;
- },
- copyVector2sArray: function ( vectors ) {
- var array = this.array, offset = 0;
- for ( var i = 0, l = vectors.length; i < l; i ++ ) {
- var vector = vectors[ i ];
- if ( vector === undefined ) {
- console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
- vector = new Vector2();
- }
- array[ offset ++ ] = vector.x;
- array[ offset ++ ] = vector.y;
- }
- return this;
- },
- copyVector3sArray: function ( vectors ) {
- var array = this.array, offset = 0;
- for ( var i = 0, l = vectors.length; i < l; i ++ ) {
- var vector = vectors[ i ];
- if ( vector === undefined ) {
- console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
- vector = new Vector3();
- }
- array[ offset ++ ] = vector.x;
- array[ offset ++ ] = vector.y;
- array[ offset ++ ] = vector.z;
- }
- return this;
- },
- copyVector4sArray: function ( vectors ) {
- var array = this.array, offset = 0;
- for ( var i = 0, l = vectors.length; i < l; i ++ ) {
- var vector = vectors[ i ];
- if ( vector === undefined ) {
- console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
- vector = new Vector4();
- }
- array[ offset ++ ] = vector.x;
- array[ offset ++ ] = vector.y;
- array[ offset ++ ] = vector.z;
- array[ offset ++ ] = vector.w;
- }
- return this;
- },
- set: function ( value, offset ) {
- if ( offset === undefined ) offset = 0;
- this.array.set( value, offset );
- return this;
- },
- getX: function ( index ) {
- return this.array[ index * this.itemSize ];
- },
- setX: function ( index, x ) {
- this.array[ index * this.itemSize ] = x;
- return this;
- },
- getY: function ( index ) {
- return this.array[ index * this.itemSize + 1 ];
- },
- setY: function ( index, y ) {
- this.array[ index * this.itemSize + 1 ] = y;
- return this;
- },
- getZ: function ( index ) {
- return this.array[ index * this.itemSize + 2 ];
- },
- setZ: function ( index, z ) {
- this.array[ index * this.itemSize + 2 ] = z;
- return this;
- },
- getW: function ( index ) {
- return this.array[ index * this.itemSize + 3 ];
- },
- setW: function ( index, w ) {
- this.array[ index * this.itemSize + 3 ] = w;
- return this;
- },
- setXY: function ( index, x, y ) {
- index *= this.itemSize;
- this.array[ index + 0 ] = x;
- this.array[ index + 1 ] = y;
- return this;
- },
- setXYZ: function ( index, x, y, z ) {
- index *= this.itemSize;
- this.array[ index + 0 ] = x;
- this.array[ index + 1 ] = y;
- this.array[ index + 2 ] = z;
- return this;
- },
- setXYZW: function ( index, x, y, z, w ) {
- index *= this.itemSize;
- this.array[ index + 0 ] = x;
- this.array[ index + 1 ] = y;
- this.array[ index + 2 ] = z;
- this.array[ index + 3 ] = w;
- return this;
- },
- onUpload: function ( callback ) {
- this.onUploadCallback = callback;
- return this;
- },
- clone: function () {
- return new this.constructor( this.array, this.itemSize ).copy( this );
- }
- };
- //
- function Int8BufferAttribute( array, itemSize ) {
- BufferAttribute.call( this, new Int8Array( array ), itemSize );
- }
- Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
- Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
- function Uint8BufferAttribute( array, itemSize ) {
- BufferAttribute.call( this, new Uint8Array( array ), itemSize );
- }
- Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
- Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
- function Uint8ClampedBufferAttribute( array, itemSize ) {
- BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize );
- }
- Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
- Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
- function Int16BufferAttribute( array, itemSize ) {
- BufferAttribute.call( this, new Int16Array( array ), itemSize );
- }
- Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
- Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
- function Uint16BufferAttribute( array, itemSize ) {
- BufferAttribute.call( this, new Uint16Array( array ), itemSize );
- }
- Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
- Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
- function Int32BufferAttribute( array, itemSize ) {
- BufferAttribute.call( this, new Int32Array( array ), itemSize );
- }
- Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
- Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
- function Uint32BufferAttribute( array, itemSize ) {
- BufferAttribute.call( this, new Uint32Array( array ), itemSize );
- }
- Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
- Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
- function Float32BufferAttribute( array, itemSize ) {
- BufferAttribute.call( this, new Float32Array( array ), itemSize );
- }
- Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
- Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
- function Float64BufferAttribute( array, itemSize ) {
- BufferAttribute.call( this, new Float64Array( array ), itemSize );
- }
- Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
- Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function DirectGeometry() {
- this.indices = [];
- this.vertices = [];
- this.normals = [];
- this.colors = [];
- this.uvs = [];
- this.uvs2 = [];
- this.groups = [];
- this.morphTargets = {};
- this.skinWeights = [];
- this.skinIndices = [];
- // this.lineDistances = [];
- this.boundingBox = null;
- this.boundingSphere = null;
- // update flags
- this.verticesNeedUpdate = false;
- this.normalsNeedUpdate = false;
- this.colorsNeedUpdate = false;
- this.uvsNeedUpdate = false;
- this.groupsNeedUpdate = false;
- }
- Object.assign( DirectGeometry.prototype, {
- computeGroups: function ( geometry ) {
- var group;
- var groups = [];
- var materialIndex = undefined;
- var faces = geometry.faces;
- for ( var i = 0; i < faces.length; i ++ ) {
- var face = faces[ i ];
- // materials
- if ( face.materialIndex !== materialIndex ) {
- materialIndex = face.materialIndex;
- if ( group !== undefined ) {
- group.count = ( i * 3 ) - group.start;
- groups.push( group );
- }
- group = {
- start: i * 3,
- materialIndex: materialIndex
- };
- }
- }
- if ( group !== undefined ) {
- group.count = ( i * 3 ) - group.start;
- groups.push( group );
- }
- this.groups = groups;
- },
- fromGeometry: function ( geometry ) {
- var faces = geometry.faces;
- var vertices = geometry.vertices;
- var faceVertexUvs = geometry.faceVertexUvs;
- var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
- var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
- // morphs
- var morphTargets = geometry.morphTargets;
- var morphTargetsLength = morphTargets.length;
- var morphTargetsPosition;
- if ( morphTargetsLength > 0 ) {
- morphTargetsPosition = [];
- for ( var i = 0; i < morphTargetsLength; i ++ ) {
- morphTargetsPosition[ i ] = [];
- }
- this.morphTargets.position = morphTargetsPosition;
- }
- var morphNormals = geometry.morphNormals;
- var morphNormalsLength = morphNormals.length;
- var morphTargetsNormal;
- if ( morphNormalsLength > 0 ) {
- morphTargetsNormal = [];
- for ( var i = 0; i < morphNormalsLength; i ++ ) {
- morphTargetsNormal[ i ] = [];
- }
- this.morphTargets.normal = morphTargetsNormal;
- }
- // skins
- var skinIndices = geometry.skinIndices;
- var skinWeights = geometry.skinWeights;
- var hasSkinIndices = skinIndices.length === vertices.length;
- var hasSkinWeights = skinWeights.length === vertices.length;
- //
- for ( var i = 0; i < faces.length; i ++ ) {
- var face = faces[ i ];
- this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
- var vertexNormals = face.vertexNormals;
- if ( vertexNormals.length === 3 ) {
- this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
- } else {
- var normal = face.normal;
- this.normals.push( normal, normal, normal );
- }
- var vertexColors = face.vertexColors;
- if ( vertexColors.length === 3 ) {
- this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
- } else {
- var color = face.color;
- this.colors.push( color, color, color );
- }
- if ( hasFaceVertexUv === true ) {
- var vertexUvs = faceVertexUvs[ 0 ][ i ];
- if ( vertexUvs !== undefined ) {
- this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
- } else {
- console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
- this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
- }
- }
- if ( hasFaceVertexUv2 === true ) {
- var vertexUvs = faceVertexUvs[ 1 ][ i ];
- if ( vertexUvs !== undefined ) {
- this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
- } else {
- console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
- this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
- }
- }
- // morphs
- for ( var j = 0; j < morphTargetsLength; j ++ ) {
- var morphTarget = morphTargets[ j ].vertices;
- morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
- }
- for ( var j = 0; j < morphNormalsLength; j ++ ) {
- var morphNormal = morphNormals[ j ].vertexNormals[ i ];
- morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c );
- }
- // skins
- if ( hasSkinIndices ) {
- this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
- }
- if ( hasSkinWeights ) {
- this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
- }
- }
- this.computeGroups( geometry );
- this.verticesNeedUpdate = geometry.verticesNeedUpdate;
- this.normalsNeedUpdate = geometry.normalsNeedUpdate;
- this.colorsNeedUpdate = geometry.colorsNeedUpdate;
- this.uvsNeedUpdate = geometry.uvsNeedUpdate;
- this.groupsNeedUpdate = geometry.groupsNeedUpdate;
- return this;
- }
- } );
- // http://stackoverflow.com/questions/1669190/javascript-min-max-array-values/13440842#13440842
- function arrayMax( array ) {
- var length = array.length, max = - Infinity;
- while ( length -- ) {
- if ( array[ length ] > max ) {
- max = array[ length ];
- }
- }
- return max;
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author kile / http://kile.stravaganza.org/
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * @author bhouston / http://clara.io
- */
- var count = 0;
- function GeometryIdCount() { return count++; }
- function Geometry() {
- Object.defineProperty( this, 'id', { value: GeometryIdCount() } );
- this.uuid = _Math.generateUUID();
- this.name = '';
- this.type = 'Geometry';
- this.vertices = [];
- this.colors = [];
- this.faces = [];
- this.faceVertexUvs = [[]];
- this.morphTargets = [];
- this.morphNormals = [];
- this.skinWeights = [];
- this.skinIndices = [];
- this.lineDistances = [];
- this.boundingBox = null;
- this.boundingSphere = null;
- // update flags
- this.elementsNeedUpdate = false;
- this.verticesNeedUpdate = false;
- this.uvsNeedUpdate = false;
- this.normalsNeedUpdate = false;
- this.colorsNeedUpdate = false;
- this.lineDistancesNeedUpdate = false;
- this.groupsNeedUpdate = false;
- }
- Geometry.prototype = {
- constructor: Geometry,
- isGeometry: true,
- applyMatrix: function ( matrix ) {
- var normalMatrix = new Matrix3().getNormalMatrix( matrix );
- for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
- var vertex = this.vertices[ i ];
- vertex.applyMatrix4( matrix );
- }
- for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
- var face = this.faces[ i ];
- face.normal.applyMatrix3( normalMatrix ).normalize();
- for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
- face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
- }
- }
- if ( this.boundingBox !== null ) {
- this.computeBoundingBox();
- }
- if ( this.boundingSphere !== null ) {
- this.computeBoundingSphere();
- }
- this.verticesNeedUpdate = true;
- this.normalsNeedUpdate = true;
- return this;
- },
- rotateX: function () {
- // rotate geometry around world x-axis
- var m1;
- return function rotateX( angle ) {
- if ( m1 === undefined ) m1 = new Matrix4();
- m1.makeRotationX( angle );
- this.applyMatrix( m1 );
- return this;
- };
- }(),
- rotateY: function () {
- // rotate geometry around world y-axis
- var m1;
- return function rotateY( angle ) {
- if ( m1 === undefined ) m1 = new Matrix4();
- m1.makeRotationY( angle );
- this.applyMatrix( m1 );
- return this;
- };
- }(),
- rotateZ: function () {
- // rotate geometry around world z-axis
- var m1;
- return function rotateZ( angle ) {
- if ( m1 === undefined ) m1 = new Matrix4();
- m1.makeRotationZ( angle );
- this.applyMatrix( m1 );
- return this;
- };
- }(),
- translate: function () {
- // translate geometry
- var m1;
- return function translate( x, y, z ) {
- if ( m1 === undefined ) m1 = new Matrix4();
- m1.makeTranslation( x, y, z );
- this.applyMatrix( m1 );
- return this;
- };
- }(),
- scale: function () {
- // scale geometry
- var m1;
- return function scale( x, y, z ) {
- if ( m1 === undefined ) m1 = new Matrix4();
- m1.makeScale( x, y, z );
- this.applyMatrix( m1 );
- return this;
- };
- }(),
- lookAt: function () {
- var obj;
- return function lookAt( vector ) {
- if ( obj === undefined ) obj = new Object3D();
- obj.lookAt( vector );
- obj.updateMatrix();
- this.applyMatrix( obj.matrix );
- };
- }(),
- fromBufferGeometry: function ( geometry ) {
- var scope = this;
- var indices = geometry.index !== null ? geometry.index.array : undefined;
- var attributes = geometry.attributes;
- var positions = attributes.position.array;
- var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
- var colors = attributes.color !== undefined ? attributes.color.array : undefined;
- var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
- var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
- if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
- var tempNormals = [];
- var tempUVs = [];
- var tempUVs2 = [];
- for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {
- scope.vertices.push( new Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) );
- if ( normals !== undefined ) {
- tempNormals.push( new Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );
- }
- if ( colors !== undefined ) {
- scope.colors.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );
- }
- if ( uvs !== undefined ) {
- tempUVs.push( new Vector2( uvs[ j ], uvs[ j + 1 ] ) );
- }
- if ( uvs2 !== undefined ) {
- tempUVs2.push( new Vector2( uvs2[ j ], uvs2[ j + 1 ] ) );
- }
- }
- function addFace( a, b, c, materialIndex ) {
- var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : [];
- var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : [];
- var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
- scope.faces.push( face );
- if ( uvs !== undefined ) {
- scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] );
- }
- if ( uvs2 !== undefined ) {
- scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] );
- }
- }
- if ( indices !== undefined ) {
- var groups = geometry.groups;
- if ( groups.length > 0 ) {
- for ( var i = 0; i < groups.length; i ++ ) {
- var group = groups[ i ];
- var start = group.start;
- var count = group.count;
- for ( var j = start, jl = start + count; j < jl; j += 3 ) {
- addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
- }
- }
- } else {
- for ( var i = 0; i < indices.length; i += 3 ) {
- addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
- }
- }
- } else {
- for ( var i = 0; i < positions.length / 3; i += 3 ) {
- addFace( i, i + 1, i + 2 );
- }
- }
- this.computeFaceNormals();
- if ( geometry.boundingBox !== null ) {
- this.boundingBox = geometry.boundingBox.clone();
- }
- if ( geometry.boundingSphere !== null ) {
- this.boundingSphere = geometry.boundingSphere.clone();
- }
- return this;
- },
- center: function () {
- this.computeBoundingBox();
- var offset = this.boundingBox.getCenter().negate();
- this.translate( offset.x, offset.y, offset.z );
- return offset;
- },
- normalize: function () {
- this.computeBoundingSphere();
- var center = this.boundingSphere.center;
- var radius = this.boundingSphere.radius;
- var s = radius === 0 ? 1 : 1.0 / radius;
- var matrix = new Matrix4();
- matrix.set(
- s, 0, 0, - s * center.x,
- 0, s, 0, - s * center.y,
- 0, 0, s, - s * center.z,
- 0, 0, 0, 1
- );
- this.applyMatrix( matrix );
- return this;
- },
- computeFaceNormals: function () {
- var cb = new Vector3(), ab = new Vector3();
- for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
- var face = this.faces[ f ];
- var vA = this.vertices[ face.a ];
- var vB = this.vertices[ face.b ];
- var vC = this.vertices[ face.c ];
- cb.subVectors( vC, vB );
- ab.subVectors( vA, vB );
- cb.cross( ab );
- cb.normalize();
- face.normal.copy( cb );
- }
- },
- computeVertexNormals: function ( areaWeighted ) {
- if ( areaWeighted === undefined ) areaWeighted = true;
- var v, vl, f, fl, face, vertices;
- vertices = new Array( this.vertices.length );
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
- vertices[ v ] = new Vector3();
- }
- if ( areaWeighted ) {
- // vertex normals weighted by triangle areas
- // http://www.iquilezles.org/www/articles/normals/normals.htm
- var vA, vB, vC;
- var cb = new Vector3(), ab = new Vector3();
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- vA = this.vertices[ face.a ];
- vB = this.vertices[ face.b ];
- vC = this.vertices[ face.c ];
- cb.subVectors( vC, vB );
- ab.subVectors( vA, vB );
- cb.cross( ab );
- vertices[ face.a ].add( cb );
- vertices[ face.b ].add( cb );
- vertices[ face.c ].add( cb );
- }
- } else {
- this.computeFaceNormals();
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- vertices[ face.a ].add( face.normal );
- vertices[ face.b ].add( face.normal );
- vertices[ face.c ].add( face.normal );
- }
- }
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
- vertices[ v ].normalize();
- }
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- var vertexNormals = face.vertexNormals;
- if ( vertexNormals.length === 3 ) {
- vertexNormals[ 0 ].copy( vertices[ face.a ] );
- vertexNormals[ 1 ].copy( vertices[ face.b ] );
- vertexNormals[ 2 ].copy( vertices[ face.c ] );
- } else {
- vertexNormals[ 0 ] = vertices[ face.a ].clone();
- vertexNormals[ 1 ] = vertices[ face.b ].clone();
- vertexNormals[ 2 ] = vertices[ face.c ].clone();
- }
- }
- if ( this.faces.length > 0 ) {
- this.normalsNeedUpdate = true;
- }
- },
- computeFlatVertexNormals: function () {
- var f, fl, face;
- this.computeFaceNormals();
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- var vertexNormals = face.vertexNormals;
- if ( vertexNormals.length === 3 ) {
- vertexNormals[ 0 ].copy( face.normal );
- vertexNormals[ 1 ].copy( face.normal );
- vertexNormals[ 2 ].copy( face.normal );
- } else {
- vertexNormals[ 0 ] = face.normal.clone();
- vertexNormals[ 1 ] = face.normal.clone();
- vertexNormals[ 2 ] = face.normal.clone();
- }
- }
- if ( this.faces.length > 0 ) {
- this.normalsNeedUpdate = true;
- }
- },
- computeMorphNormals: function () {
- var i, il, f, fl, face;
- // save original normals
- // - create temp variables on first access
- // otherwise just copy (for faster repeated calls)
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- if ( ! face.__originalFaceNormal ) {
- face.__originalFaceNormal = face.normal.clone();
- } else {
- face.__originalFaceNormal.copy( face.normal );
- }
- if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
- for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
- if ( ! face.__originalVertexNormals[ i ] ) {
- face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
- } else {
- face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
- }
- }
- }
- // use temp geometry to compute face and vertex normals for each morph
- var tmpGeo = new Geometry();
- tmpGeo.faces = this.faces;
- for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
- // create on first access
- if ( ! this.morphNormals[ i ] ) {
- this.morphNormals[ i ] = {};
- this.morphNormals[ i ].faceNormals = [];
- this.morphNormals[ i ].vertexNormals = [];
- var dstNormalsFace = this.morphNormals[ i ].faceNormals;
- var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
- var faceNormal, vertexNormals;
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- faceNormal = new Vector3();
- vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
- dstNormalsFace.push( faceNormal );
- dstNormalsVertex.push( vertexNormals );
- }
- }
- var morphNormals = this.morphNormals[ i ];
- // set vertices to morph target
- tmpGeo.vertices = this.morphTargets[ i ].vertices;
- // compute morph normals
- tmpGeo.computeFaceNormals();
- tmpGeo.computeVertexNormals();
- // store morph normals
- var faceNormal, vertexNormals;
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- faceNormal = morphNormals.faceNormals[ f ];
- vertexNormals = morphNormals.vertexNormals[ f ];
- faceNormal.copy( face.normal );
- vertexNormals.a.copy( face.vertexNormals[ 0 ] );
- vertexNormals.b.copy( face.vertexNormals[ 1 ] );
- vertexNormals.c.copy( face.vertexNormals[ 2 ] );
- }
- }
- // restore original normals
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- face.normal = face.__originalFaceNormal;
- face.vertexNormals = face.__originalVertexNormals;
- }
- },
- computeLineDistances: function () {
- var d = 0;
- var vertices = this.vertices;
- for ( var i = 0, il = vertices.length; i < il; i ++ ) {
- if ( i > 0 ) {
- d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
- }
- this.lineDistances[ i ] = d;
- }
- },
- computeBoundingBox: function () {
- if ( this.boundingBox === null ) {
- this.boundingBox = new Box3();
- }
- this.boundingBox.setFromPoints( this.vertices );
- },
- computeBoundingSphere: function () {
- if ( this.boundingSphere === null ) {
- this.boundingSphere = new Sphere();
- }
- this.boundingSphere.setFromPoints( this.vertices );
- },
- merge: function ( geometry, matrix, materialIndexOffset ) {
- if ( ( geometry && geometry.isGeometry ) === false ) {
- console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
- return;
- }
- var normalMatrix,
- vertexOffset = this.vertices.length,
- vertices1 = this.vertices,
- vertices2 = geometry.vertices,
- faces1 = this.faces,
- faces2 = geometry.faces,
- uvs1 = this.faceVertexUvs[ 0 ],
- uvs2 = geometry.faceVertexUvs[ 0 ],
- colors1 = this.colors,
- colors2 = geometry.colors;
- if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
- if ( matrix !== undefined ) {
- normalMatrix = new Matrix3().getNormalMatrix( matrix );
- }
- // vertices
- for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
- var vertex = vertices2[ i ];
- var vertexCopy = vertex.clone();
- if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
- vertices1.push( vertexCopy );
- }
- // colors
- for ( var i = 0, il = colors2.length; i < il; i ++ ) {
- colors1.push( colors2[ i ].clone() );
- }
- // faces
- for ( i = 0, il = faces2.length; i < il; i ++ ) {
- var face = faces2[ i ], faceCopy, normal, color,
- faceVertexNormals = face.vertexNormals,
- faceVertexColors = face.vertexColors;
- faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
- faceCopy.normal.copy( face.normal );
- if ( normalMatrix !== undefined ) {
- faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
- }
- for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
- normal = faceVertexNormals[ j ].clone();
- if ( normalMatrix !== undefined ) {
- normal.applyMatrix3( normalMatrix ).normalize();
- }
- faceCopy.vertexNormals.push( normal );
- }
- faceCopy.color.copy( face.color );
- for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
- color = faceVertexColors[ j ];
- faceCopy.vertexColors.push( color.clone() );
- }
- faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
- faces1.push( faceCopy );
- }
- // uvs
- for ( i = 0, il = uvs2.length; i < il; i ++ ) {
- var uv = uvs2[ i ], uvCopy = [];
- if ( uv === undefined ) {
- continue;
- }
- for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
- uvCopy.push( uv[ j ].clone() );
- }
- uvs1.push( uvCopy );
- }
- },
- mergeMesh: function ( mesh ) {
- if ( ( mesh && mesh.isMesh ) === false ) {
- console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
- return;
- }
- mesh.matrixAutoUpdate && mesh.updateMatrix();
- this.merge( mesh.geometry, mesh.matrix );
- },
- /*
- * Checks for duplicate vertices with hashmap.
- * Duplicated vertices are removed
- * and faces' vertices are updated.
- */
- mergeVertices: function () {
- var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
- var unique = [], changes = [];
- var v, key;
- var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
- var precision = Math.pow( 10, precisionPoints );
- var i, il, face;
- var indices, j, jl;
- for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
- v = this.vertices[ i ];
- key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
- if ( verticesMap[ key ] === undefined ) {
- verticesMap[ key ] = i;
- unique.push( this.vertices[ i ] );
- changes[ i ] = unique.length - 1;
- } else {
- //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
- changes[ i ] = changes[ verticesMap[ key ] ];
- }
- }
- // if faces are completely degenerate after merging vertices, we
- // have to remove them from the geometry.
- var faceIndicesToRemove = [];
- for ( i = 0, il = this.faces.length; i < il; i ++ ) {
- face = this.faces[ i ];
- face.a = changes[ face.a ];
- face.b = changes[ face.b ];
- face.c = changes[ face.c ];
- indices = [ face.a, face.b, face.c ];
- // if any duplicate vertices are found in a Face3
- // we have to remove the face as nothing can be saved
- for ( var n = 0; n < 3; n ++ ) {
- if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
- faceIndicesToRemove.push( i );
- break;
- }
- }
- }
- for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
- var idx = faceIndicesToRemove[ i ];
- this.faces.splice( idx, 1 );
- for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
- this.faceVertexUvs[ j ].splice( idx, 1 );
- }
- }
- // Use unique set of vertices
- var diff = this.vertices.length - unique.length;
- this.vertices = unique;
- return diff;
- },
- sortFacesByMaterialIndex: function () {
- var faces = this.faces;
- var length = faces.length;
- // tag faces
- for ( var i = 0; i < length; i ++ ) {
- faces[ i ]._id = i;
- }
- // sort faces
- function materialIndexSort( a, b ) {
- return a.materialIndex - b.materialIndex;
- }
- faces.sort( materialIndexSort );
- // sort uvs
- var uvs1 = this.faceVertexUvs[ 0 ];
- var uvs2 = this.faceVertexUvs[ 1 ];
- var newUvs1, newUvs2;
- if ( uvs1 && uvs1.length === length ) newUvs1 = [];
- if ( uvs2 && uvs2.length === length ) newUvs2 = [];
- for ( var i = 0; i < length; i ++ ) {
- var id = faces[ i ]._id;
- if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
- if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
- }
- if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
- if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
- },
- toJSON: function () {
- var data = {
- metadata: {
- version: 4.4,
- type: 'Geometry',
- generator: 'Geometry.toJSON'
- }
- };
- // standard Geometry serialization
- data.uuid = this.uuid;
- data.type = this.type;
- if ( this.name !== '' ) data.name = this.name;
- if ( this.parameters !== undefined ) {
- var parameters = this.parameters;
- for ( var key in parameters ) {
- if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
- }
- return data;
- }
- var vertices = [];
- for ( var i = 0; i < this.vertices.length; i ++ ) {
- var vertex = this.vertices[ i ];
- vertices.push( vertex.x, vertex.y, vertex.z );
- }
- var faces = [];
- var normals = [];
- var normalsHash = {};
- var colors = [];
- var colorsHash = {};
- var uvs = [];
- var uvsHash = {};
- for ( var i = 0; i < this.faces.length; i ++ ) {
- var face = this.faces[ i ];
- var hasMaterial = true;
- var hasFaceUv = false; // deprecated
- var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
- var hasFaceNormal = face.normal.length() > 0;
- var hasFaceVertexNormal = face.vertexNormals.length > 0;
- var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
- var hasFaceVertexColor = face.vertexColors.length > 0;
- var faceType = 0;
- faceType = setBit( faceType, 0, 0 ); // isQuad
- faceType = setBit( faceType, 1, hasMaterial );
- faceType = setBit( faceType, 2, hasFaceUv );
- faceType = setBit( faceType, 3, hasFaceVertexUv );
- faceType = setBit( faceType, 4, hasFaceNormal );
- faceType = setBit( faceType, 5, hasFaceVertexNormal );
- faceType = setBit( faceType, 6, hasFaceColor );
- faceType = setBit( faceType, 7, hasFaceVertexColor );
- faces.push( faceType );
- faces.push( face.a, face.b, face.c );
- faces.push( face.materialIndex );
- if ( hasFaceVertexUv ) {
- var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
- faces.push(
- getUvIndex( faceVertexUvs[ 0 ] ),
- getUvIndex( faceVertexUvs[ 1 ] ),
- getUvIndex( faceVertexUvs[ 2 ] )
- );
- }
- if ( hasFaceNormal ) {
- faces.push( getNormalIndex( face.normal ) );
- }
- if ( hasFaceVertexNormal ) {
- var vertexNormals = face.vertexNormals;
- faces.push(
- getNormalIndex( vertexNormals[ 0 ] ),
- getNormalIndex( vertexNormals[ 1 ] ),
- getNormalIndex( vertexNormals[ 2 ] )
- );
- }
- if ( hasFaceColor ) {
- faces.push( getColorIndex( face.color ) );
- }
- if ( hasFaceVertexColor ) {
- var vertexColors = face.vertexColors;
- faces.push(
- getColorIndex( vertexColors[ 0 ] ),
- getColorIndex( vertexColors[ 1 ] ),
- getColorIndex( vertexColors[ 2 ] )
- );
- }
- }
- function setBit( value, position, enabled ) {
- return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
- }
- function getNormalIndex( normal ) {
- var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
- if ( normalsHash[ hash ] !== undefined ) {
- return normalsHash[ hash ];
- }
- normalsHash[ hash ] = normals.length / 3;
- normals.push( normal.x, normal.y, normal.z );
- return normalsHash[ hash ];
- }
- function getColorIndex( color ) {
- var hash = color.r.toString() + color.g.toString() + color.b.toString();
- if ( colorsHash[ hash ] !== undefined ) {
- return colorsHash[ hash ];
- }
- colorsHash[ hash ] = colors.length;
- colors.push( color.getHex() );
- return colorsHash[ hash ];
- }
- function getUvIndex( uv ) {
- var hash = uv.x.toString() + uv.y.toString();
- if ( uvsHash[ hash ] !== undefined ) {
- return uvsHash[ hash ];
- }
- uvsHash[ hash ] = uvs.length / 2;
- uvs.push( uv.x, uv.y );
- return uvsHash[ hash ];
- }
- data.data = {};
- data.data.vertices = vertices;
- data.data.normals = normals;
- if ( colors.length > 0 ) data.data.colors = colors;
- if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
- data.data.faces = faces;
- return data;
- },
- clone: function () {
- /*
- // Handle primitives
- var parameters = this.parameters;
- if ( parameters !== undefined ) {
- var values = [];
- for ( var key in parameters ) {
- values.push( parameters[ key ] );
- }
- var geometry = Object.create( this.constructor.prototype );
- this.constructor.apply( geometry, values );
- return geometry;
- }
- return new this.constructor().copy( this );
- */
- return new Geometry().copy( this );
- },
- copy: function ( source ) {
- var i, il, j, jl, k, kl;
- // reset
- this.vertices = [];
- this.colors = [];
- this.faces = [];
- this.faceVertexUvs = [[]];
- this.morphTargets = [];
- this.morphNormals = [];
- this.skinWeights = [];
- this.skinIndices = [];
- this.lineDistances = [];
- this.boundingBox = null;
- this.boundingSphere = null;
- // name
- this.name = source.name;
- // vertices
- var vertices = source.vertices;
- for ( i = 0, il = vertices.length; i < il; i ++ ) {
- this.vertices.push( vertices[ i ].clone() );
- }
- // colors
- var colors = source.colors;
- for ( i = 0, il = colors.length; i < il; i ++ ) {
- this.colors.push( colors[ i ].clone() );
- }
- // faces
- var faces = source.faces;
- for ( i = 0, il = faces.length; i < il; i ++ ) {
- this.faces.push( faces[ i ].clone() );
- }
- // face vertex uvs
- for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
- var faceVertexUvs = source.faceVertexUvs[ i ];
- if ( this.faceVertexUvs[ i ] === undefined ) {
- this.faceVertexUvs[ i ] = [];
- }
- for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
- var uvs = faceVertexUvs[ j ], uvsCopy = [];
- for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
- var uv = uvs[ k ];
- uvsCopy.push( uv.clone() );
- }
- this.faceVertexUvs[ i ].push( uvsCopy );
- }
- }
- // morph targets
- var morphTargets = source.morphTargets;
- for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
- var morphTarget = {};
- morphTarget.name = morphTargets[ i ].name;
- // vertices
- if ( morphTargets[ i ].vertices !== undefined ) {
- morphTarget.vertices = [];
- for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
- morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
- }
- }
- // normals
- if ( morphTargets[ i ].normals !== undefined ) {
- morphTarget.normals = [];
- for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
- morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
- }
- }
- this.morphTargets.push( morphTarget );
- }
- // morph normals
- var morphNormals = source.morphNormals;
- for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
- var morphNormal = {};
- // vertex normals
- if ( morphNormals[ i ].vertexNormals !== undefined ) {
- morphNormal.vertexNormals = [];
- for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
- var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
- var destVertexNormal = {};
- destVertexNormal.a = srcVertexNormal.a.clone();
- destVertexNormal.b = srcVertexNormal.b.clone();
- destVertexNormal.c = srcVertexNormal.c.clone();
- morphNormal.vertexNormals.push( destVertexNormal );
- }
- }
- // face normals
- if ( morphNormals[ i ].faceNormals !== undefined ) {
- morphNormal.faceNormals = [];
- for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
- morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
- }
- }
- this.morphNormals.push( morphNormal );
- }
- // skin weights
- var skinWeights = source.skinWeights;
- for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
- this.skinWeights.push( skinWeights[ i ].clone() );
- }
- // skin indices
- var skinIndices = source.skinIndices;
- for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
- this.skinIndices.push( skinIndices[ i ].clone() );
- }
- // line distances
- var lineDistances = source.lineDistances;
- for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
- this.lineDistances.push( lineDistances[ i ] );
- }
- // bounding box
- var boundingBox = source.boundingBox;
- if ( boundingBox !== null ) {
- this.boundingBox = boundingBox.clone();
- }
- // bounding sphere
- var boundingSphere = source.boundingSphere;
- if ( boundingSphere !== null ) {
- this.boundingSphere = boundingSphere.clone();
- }
- // update flags
- this.elementsNeedUpdate = source.elementsNeedUpdate;
- this.verticesNeedUpdate = source.verticesNeedUpdate;
- this.uvsNeedUpdate = source.uvsNeedUpdate;
- this.normalsNeedUpdate = source.normalsNeedUpdate;
- this.colorsNeedUpdate = source.colorsNeedUpdate;
- this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
- this.groupsNeedUpdate = source.groupsNeedUpdate;
- return this;
- },
- dispose: function () {
- this.dispatchEvent( { type: 'dispose' } );
- }
- };
- Object.assign( Geometry.prototype, EventDispatcher.prototype );
- /**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
- function BufferGeometry() {
- Object.defineProperty( this, 'id', { value: GeometryIdCount() } );
- this.uuid = _Math.generateUUID();
- this.name = '';
- this.type = 'BufferGeometry';
- this.index = null;
- this.attributes = {};
- this.morphAttributes = {};
- this.groups = [];
- this.boundingBox = null;
- this.boundingSphere = null;
- this.drawRange = { start: 0, count: Infinity };
- }
- BufferGeometry.prototype = {
- constructor: BufferGeometry,
- isBufferGeometry: true,
- getIndex: function () {
- return this.index;
- },
- setIndex: function ( index ) {
- if ( Array.isArray( index ) ) {
- this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
- } else {
- this.index = index;
- }
- },
- addAttribute: function ( name, attribute ) {
- if ( ( attribute && attribute.isBufferAttribute ) === false && ( attribute && attribute.isInterleavedBufferAttribute ) === false ) {
- console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
- this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
- return;
- }
- if ( name === 'index' ) {
- console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
- this.setIndex( attribute );
- return;
- }
- this.attributes[ name ] = attribute;
- return this;
- },
- getAttribute: function ( name ) {
- return this.attributes[ name ];
- },
- removeAttribute: function ( name ) {
- delete this.attributes[ name ];
- return this;
- },
- addGroup: function ( start, count, materialIndex ) {
- this.groups.push( {
- start: start,
- count: count,
- materialIndex: materialIndex !== undefined ? materialIndex : 0
- } );
- },
- clearGroups: function () {
- this.groups = [];
- },
- setDrawRange: function ( start, count ) {
- this.drawRange.start = start;
- this.drawRange.count = count;
- },
- applyMatrix: function ( matrix ) {
- var position = this.attributes.position;
- if ( position !== undefined ) {
- matrix.applyToBufferAttribute( position );
- position.needsUpdate = true;
- }
- var normal = this.attributes.normal;
- if ( normal !== undefined ) {
- var normalMatrix = new Matrix3().getNormalMatrix( matrix );
- normalMatrix.applyToBufferAttribute( normal );
- normal.needsUpdate = true;
- }
- if ( this.boundingBox !== null ) {
- this.computeBoundingBox();
- }
- if ( this.boundingSphere !== null ) {
- this.computeBoundingSphere();
- }
- return this;
- },
- rotateX: function () {
- // rotate geometry around world x-axis
- var m1;
- return function rotateX( angle ) {
- if ( m1 === undefined ) m1 = new Matrix4();
- m1.makeRotationX( angle );
- this.applyMatrix( m1 );
- return this;
- };
- }(),
- rotateY: function () {
- // rotate geometry around world y-axis
- var m1;
- return function rotateY( angle ) {
- if ( m1 === undefined ) m1 = new Matrix4();
- m1.makeRotationY( angle );
- this.applyMatrix( m1 );
- return this;
- };
- }(),
- rotateZ: function () {
- // rotate geometry around world z-axis
- var m1;
- return function rotateZ( angle ) {
- if ( m1 === undefined ) m1 = new Matrix4();
- m1.makeRotationZ( angle );
- this.applyMatrix( m1 );
- return this;
- };
- }(),
- translate: function () {
- // translate geometry
- var m1;
- return function translate( x, y, z ) {
- if ( m1 === undefined ) m1 = new Matrix4();
- m1.makeTranslation( x, y, z );
- this.applyMatrix( m1 );
- return this;
- };
- }(),
- scale: function () {
- // scale geometry
- var m1;
- return function scale( x, y, z ) {
- if ( m1 === undefined ) m1 = new Matrix4();
- m1.makeScale( x, y, z );
- this.applyMatrix( m1 );
- return this;
- };
- }(),
- lookAt: function () {
- var obj;
- return function lookAt( vector ) {
- if ( obj === undefined ) obj = new Object3D();
- obj.lookAt( vector );
- obj.updateMatrix();
- this.applyMatrix( obj.matrix );
- };
- }(),
- center: function () {
- this.computeBoundingBox();
- var offset = this.boundingBox.getCenter().negate();
- this.translate( offset.x, offset.y, offset.z );
- return offset;
- },
- setFromObject: function ( object ) {
- // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
- var geometry = object.geometry;
- if ( object.isPoints || object.isLine ) {
- var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
- var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
- this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
- this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
- if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
- var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
- this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
- }
- if ( geometry.boundingSphere !== null ) {
- this.boundingSphere = geometry.boundingSphere.clone();
- }
- if ( geometry.boundingBox !== null ) {
- this.boundingBox = geometry.boundingBox.clone();
- }
- } else if ( object.isMesh ) {
- if ( geometry && geometry.isGeometry ) {
- this.fromGeometry( geometry );
- }
- }
- return this;
- },
- updateFromObject: function ( object ) {
- var geometry = object.geometry;
- if ( object.isMesh ) {
- var direct = geometry.__directGeometry;
- if ( geometry.elementsNeedUpdate === true ) {
- direct = undefined;
- geometry.elementsNeedUpdate = false;
- }
- if ( direct === undefined ) {
- return this.fromGeometry( geometry );
- }
- direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
- direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
- direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
- direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
- direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
- geometry.verticesNeedUpdate = false;
- geometry.normalsNeedUpdate = false;
- geometry.colorsNeedUpdate = false;
- geometry.uvsNeedUpdate = false;
- geometry.groupsNeedUpdate = false;
- geometry = direct;
- }
- var attribute;
- if ( geometry.verticesNeedUpdate === true ) {
- attribute = this.attributes.position;
- if ( attribute !== undefined ) {
- attribute.copyVector3sArray( geometry.vertices );
- attribute.needsUpdate = true;
- }
- geometry.verticesNeedUpdate = false;
- }
- if ( geometry.normalsNeedUpdate === true ) {
- attribute = this.attributes.normal;
- if ( attribute !== undefined ) {
- attribute.copyVector3sArray( geometry.normals );
- attribute.needsUpdate = true;
- }
- geometry.normalsNeedUpdate = false;
- }
- if ( geometry.colorsNeedUpdate === true ) {
- attribute = this.attributes.color;
- if ( attribute !== undefined ) {
- attribute.copyColorsArray( geometry.colors );
- attribute.needsUpdate = true;
- }
- geometry.colorsNeedUpdate = false;
- }
- if ( geometry.uvsNeedUpdate ) {
- attribute = this.attributes.uv;
- if ( attribute !== undefined ) {
- attribute.copyVector2sArray( geometry.uvs );
- attribute.needsUpdate = true;
- }
- geometry.uvsNeedUpdate = false;
- }
- if ( geometry.lineDistancesNeedUpdate ) {
- attribute = this.attributes.lineDistance;
- if ( attribute !== undefined ) {
- attribute.copyArray( geometry.lineDistances );
- attribute.needsUpdate = true;
- }
- geometry.lineDistancesNeedUpdate = false;
- }
- if ( geometry.groupsNeedUpdate ) {
- geometry.computeGroups( object.geometry );
- this.groups = geometry.groups;
- geometry.groupsNeedUpdate = false;
- }
- return this;
- },
- fromGeometry: function ( geometry ) {
- geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
- return this.fromDirectGeometry( geometry.__directGeometry );
- },
- fromDirectGeometry: function ( geometry ) {
- var positions = new Float32Array( geometry.vertices.length * 3 );
- this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
- if ( geometry.normals.length > 0 ) {
- var normals = new Float32Array( geometry.normals.length * 3 );
- this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
- }
- if ( geometry.colors.length > 0 ) {
- var colors = new Float32Array( geometry.colors.length * 3 );
- this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
- }
- if ( geometry.uvs.length > 0 ) {
- var uvs = new Float32Array( geometry.uvs.length * 2 );
- this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
- }
- if ( geometry.uvs2.length > 0 ) {
- var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
- this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
- }
- if ( geometry.indices.length > 0 ) {
- var TypeArray = arrayMax( geometry.indices ) > 65535 ? Uint32Array : Uint16Array;
- var indices = new TypeArray( geometry.indices.length * 3 );
- this.setIndex( new BufferAttribute( indices, 1 ).copyIndicesArray( geometry.indices ) );
- }
- // groups
- this.groups = geometry.groups;
- // morphs
- for ( var name in geometry.morphTargets ) {
- var array = [];
- var morphTargets = geometry.morphTargets[ name ];
- for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
- var morphTarget = morphTargets[ i ];
- var attribute = new Float32BufferAttribute( morphTarget.length * 3, 3 );
- array.push( attribute.copyVector3sArray( morphTarget ) );
- }
- this.morphAttributes[ name ] = array;
- }
- // skinning
- if ( geometry.skinIndices.length > 0 ) {
- var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
- this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
- }
- if ( geometry.skinWeights.length > 0 ) {
- var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
- this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
- }
- //
- if ( geometry.boundingSphere !== null ) {
- this.boundingSphere = geometry.boundingSphere.clone();
- }
- if ( geometry.boundingBox !== null ) {
- this.boundingBox = geometry.boundingBox.clone();
- }
- return this;
- },
- computeBoundingBox: function () {
- if ( this.boundingBox === null ) {
- this.boundingBox = new Box3();
- }
- var position = this.attributes.position;
- if ( position !== undefined ) {
- this.boundingBox.setFromBufferAttribute( position );
- } else {
- this.boundingBox.makeEmpty();
- }
- if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
- console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
- }
- },
- computeBoundingSphere: function () {
- var box = new Box3();
- var vector = new Vector3();
- return function computeBoundingSphere() {
- if ( this.boundingSphere === null ) {
- this.boundingSphere = new Sphere();
- }
- var position = this.attributes.position;
- if ( position ) {
- var center = this.boundingSphere.center;
- box.setFromBufferAttribute( position );
- box.getCenter( center );
- // hoping to find a boundingSphere with a radius smaller than the
- // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
- var maxRadiusSq = 0;
- for ( var i = 0, il = position.count; i < il; i ++ ) {
- vector.x = position.getX( i );
- vector.y = position.getY( i );
- vector.z = position.getZ( i );
- maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
- }
- this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
- if ( isNaN( this.boundingSphere.radius ) ) {
- console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
- }
- }
- };
- }(),
- computeFaceNormals: function () {
- // backwards compatibility
- },
- computeVertexNormals: function () {
- var index = this.index;
- var attributes = this.attributes;
- var groups = this.groups;
- if ( attributes.position ) {
- var positions = attributes.position.array;
- if ( attributes.normal === undefined ) {
- this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
- } else {
- // reset existing normals to zero
- var array = attributes.normal.array;
- for ( var i = 0, il = array.length; i < il; i ++ ) {
- array[ i ] = 0;
- }
- }
- var normals = attributes.normal.array;
- var vA, vB, vC;
- var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
- var cb = new Vector3(), ab = new Vector3();
- // indexed elements
- if ( index ) {
- var indices = index.array;
- if ( groups.length === 0 ) {
- this.addGroup( 0, indices.length );
- }
- for ( var j = 0, jl = groups.length; j < jl; ++ j ) {
- var group = groups[ j ];
- var start = group.start;
- var count = group.count;
- for ( var i = start, il = start + count; i < il; i += 3 ) {
- vA = indices[ i + 0 ] * 3;
- vB = indices[ i + 1 ] * 3;
- vC = indices[ i + 2 ] * 3;
- pA.fromArray( positions, vA );
- pB.fromArray( positions, vB );
- pC.fromArray( positions, vC );
- cb.subVectors( pC, pB );
- ab.subVectors( pA, pB );
- cb.cross( ab );
- normals[ vA ] += cb.x;
- normals[ vA + 1 ] += cb.y;
- normals[ vA + 2 ] += cb.z;
- normals[ vB ] += cb.x;
- normals[ vB + 1 ] += cb.y;
- normals[ vB + 2 ] += cb.z;
- normals[ vC ] += cb.x;
- normals[ vC + 1 ] += cb.y;
- normals[ vC + 2 ] += cb.z;
- }
- }
- } else {
- // non-indexed elements (unconnected triangle soup)
- for ( var i = 0, il = positions.length; i < il; i += 9 ) {
- pA.fromArray( positions, i );
- pB.fromArray( positions, i + 3 );
- pC.fromArray( positions, i + 6 );
- cb.subVectors( pC, pB );
- ab.subVectors( pA, pB );
- cb.cross( ab );
- normals[ i ] = cb.x;
- normals[ i + 1 ] = cb.y;
- normals[ i + 2 ] = cb.z;
- normals[ i + 3 ] = cb.x;
- normals[ i + 4 ] = cb.y;
- normals[ i + 5 ] = cb.z;
- normals[ i + 6 ] = cb.x;
- normals[ i + 7 ] = cb.y;
- normals[ i + 8 ] = cb.z;
- }
- }
- this.normalizeNormals();
- attributes.normal.needsUpdate = true;
- }
- },
- merge: function ( geometry, offset ) {
- if ( ( geometry && geometry.isBufferGeometry ) === false ) {
- console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
- return;
- }
- if ( offset === undefined ) offset = 0;
- var attributes = this.attributes;
- for ( var key in attributes ) {
- if ( geometry.attributes[ key ] === undefined ) continue;
- var attribute1 = attributes[ key ];
- var attributeArray1 = attribute1.array;
- var attribute2 = geometry.attributes[ key ];
- var attributeArray2 = attribute2.array;
- var attributeSize = attribute2.itemSize;
- for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {
- attributeArray1[ j ] = attributeArray2[ i ];
- }
- }
- return this;
- },
- normalizeNormals: function () {
- var normals = this.attributes.normal.array;
- var x, y, z, n;
- for ( var i = 0, il = normals.length; i < il; i += 3 ) {
- x = normals[ i ];
- y = normals[ i + 1 ];
- z = normals[ i + 2 ];
- n = 1.0 / Math.sqrt( x * x + y * y + z * z );
- normals[ i ] *= n;
- normals[ i + 1 ] *= n;
- normals[ i + 2 ] *= n;
- }
- },
- toNonIndexed: function () {
- if ( this.index === null ) {
- console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
- return this;
- }
- var geometry2 = new BufferGeometry();
- var indices = this.index.array;
- var attributes = this.attributes;
- for ( var name in attributes ) {
- var attribute = attributes[ name ];
- var array = attribute.array;
- var itemSize = attribute.itemSize;
- var array2 = new array.constructor( indices.length * itemSize );
- var index = 0, index2 = 0;
- for ( var i = 0, l = indices.length; i < l; i ++ ) {
- index = indices[ i ] * itemSize;
- for ( var j = 0; j < itemSize; j ++ ) {
- array2[ index2 ++ ] = array[ index ++ ];
- }
- }
- geometry2.addAttribute( name, new BufferAttribute( array2, itemSize ) );
- }
- return geometry2;
- },
- toJSON: function () {
- var data = {
- metadata: {
- version: 4.4,
- type: 'BufferGeometry',
- generator: 'BufferGeometry.toJSON'
- }
- };
- // standard BufferGeometry serialization
- data.uuid = this.uuid;
- data.type = this.type;
- if ( this.name !== '' ) data.name = this.name;
- if ( this.parameters !== undefined ) {
- var parameters = this.parameters;
- for ( var key in parameters ) {
- if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
- }
- return data;
- }
- data.data = { attributes: {} };
- var index = this.index;
- if ( index !== null ) {
- var array = Array.prototype.slice.call( index.array );
- data.data.index = {
- type: index.array.constructor.name,
- array: array
- };
- }
- var attributes = this.attributes;
- for ( var key in attributes ) {
- var attribute = attributes[ key ];
- var array = Array.prototype.slice.call( attribute.array );
- data.data.attributes[ key ] = {
- itemSize: attribute.itemSize,
- type: attribute.array.constructor.name,
- array: array,
- normalized: attribute.normalized
- };
- }
- var groups = this.groups;
- if ( groups.length > 0 ) {
- data.data.groups = JSON.parse( JSON.stringify( groups ) );
- }
- var boundingSphere = this.boundingSphere;
- if ( boundingSphere !== null ) {
- data.data.boundingSphere = {
- center: boundingSphere.center.toArray(),
- radius: boundingSphere.radius
- };
- }
- return data;
- },
- clone: function () {
- /*
- // Handle primitives
- var parameters = this.parameters;
- if ( parameters !== undefined ) {
- var values = [];
- for ( var key in parameters ) {
- values.push( parameters[ key ] );
- }
- var geometry = Object.create( this.constructor.prototype );
- this.constructor.apply( geometry, values );
- return geometry;
- }
- return new this.constructor().copy( this );
- */
- return new BufferGeometry().copy( this );
- },
- copy: function ( source ) {
- var name, i, l;
- // reset
- this.index = null;
- this.attributes = {};
- this.morphAttributes = {};
- this.groups = [];
- this.boundingBox = null;
- this.boundingSphere = null;
- // name
- this.name = source.name;
- // index
- var index = source.index;
- if ( index !== null ) {
- this.setIndex( index.clone() );
- }
- // attributes
- var attributes = source.attributes;
- for ( name in attributes ) {
- var attribute = attributes[ name ];
- this.addAttribute( name, attribute.clone() );
- }
- // morph attributes
- var morphAttributes = source.morphAttributes;
- for ( name in morphAttributes ) {
- var array = [];
- var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
- for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
- array.push( morphAttribute[ i ].clone() );
- }
- this.morphAttributes[ name ] = array;
- }
- // groups
- var groups = source.groups;
- for ( i = 0, l = groups.length; i < l; i ++ ) {
- var group = groups[ i ];
- this.addGroup( group.start, group.count, group.materialIndex );
- }
- // bounding box
- var boundingBox = source.boundingBox;
- if ( boundingBox !== null ) {
- this.boundingBox = boundingBox.clone();
- }
- // bounding sphere
- var boundingSphere = source.boundingSphere;
- if ( boundingSphere !== null ) {
- this.boundingSphere = boundingSphere.clone();
- }
- // draw range
- this.drawRange.start = source.drawRange.start;
- this.drawRange.count = source.drawRange.count;
- return this;
- },
- dispose: function () {
- this.dispatchEvent( { type: 'dispose' } );
- }
- };
- BufferGeometry.MaxIndex = 65535;
- Object.assign( BufferGeometry.prototype, EventDispatcher.prototype );
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author jonobr1 / http://jonobr1.com/
- */
- function Mesh( geometry, material ) {
- Object3D.call( this );
- this.type = 'Mesh';
- this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
- this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
- this.drawMode = TrianglesDrawMode;
- this.updateMorphTargets();
- }
- Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
- constructor: Mesh,
- isMesh: true,
- setDrawMode: function ( value ) {
- this.drawMode = value;
- },
- copy: function ( source ) {
- Object3D.prototype.copy.call( this, source );
- this.drawMode = source.drawMode;
- return this;
- },
- updateMorphTargets: function () {
- var morphTargets = this.geometry.morphTargets;
- if ( morphTargets !== undefined && morphTargets.length > 0 ) {
- this.morphTargetInfluences = [];
- this.morphTargetDictionary = {};
- for ( var m = 0, ml = morphTargets.length; m < ml; m ++ ) {
- this.morphTargetInfluences.push( 0 );
- this.morphTargetDictionary[ morphTargets[ m ].name ] = m;
- }
- }
- },
- raycast: ( function () {
- var inverseMatrix = new Matrix4();
- var ray = new Ray();
- var sphere = new Sphere();
- var vA = new Vector3();
- var vB = new Vector3();
- var vC = new Vector3();
- var tempA = new Vector3();
- var tempB = new Vector3();
- var tempC = new Vector3();
- var uvA = new Vector2();
- var uvB = new Vector2();
- var uvC = new Vector2();
- var barycoord = new Vector3();
- var intersectionPoint = new Vector3();
- var intersectionPointWorld = new Vector3();
- function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) {
- Triangle.barycoordFromPoint( point, p1, p2, p3, barycoord );
- uv1.multiplyScalar( barycoord.x );
- uv2.multiplyScalar( barycoord.y );
- uv3.multiplyScalar( barycoord.z );
- uv1.add( uv2 ).add( uv3 );
- return uv1.clone();
- }
- function checkIntersection( object, raycaster, ray, pA, pB, pC, point ) {
- var intersect;
- var material = object.material;
- if ( material.side === BackSide ) {
- intersect = ray.intersectTriangle( pC, pB, pA, true, point );
- } else {
- intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
- }
- if ( intersect === null ) return null;
- intersectionPointWorld.copy( point );
- intersectionPointWorld.applyMatrix4( object.matrixWorld );
- var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
- if ( distance < raycaster.near || distance > raycaster.far ) return null;
- return {
- distance: distance,
- point: intersectionPointWorld.clone(),
- object: object
- };
- }
- function checkBufferGeometryIntersection( object, raycaster, ray, position, uv, a, b, c ) {
- vA.fromBufferAttribute( position, a );
- vB.fromBufferAttribute( position, b );
- vC.fromBufferAttribute( position, c );
- var intersection = checkIntersection( object, raycaster, ray, vA, vB, vC, intersectionPoint );
- if ( intersection ) {
- if ( uv ) {
- uvA.fromBufferAttribute( uv, a );
- uvB.fromBufferAttribute( uv, b );
- uvC.fromBufferAttribute( uv, c );
- intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC );
- }
- intersection.face = new Face3( a, b, c, Triangle.normal( vA, vB, vC ) );
- intersection.faceIndex = a;
- }
- return intersection;
- }
- return function raycast( raycaster, intersects ) {
- var geometry = this.geometry;
- var material = this.material;
- var matrixWorld = this.matrixWorld;
- if ( material === undefined ) return;
- // Checking boundingSphere distance to ray
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
- sphere.copy( geometry.boundingSphere );
- sphere.applyMatrix4( matrixWorld );
- if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
- //
- inverseMatrix.getInverse( matrixWorld );
- ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
- // Check boundingBox before continuing
- if ( geometry.boundingBox !== null ) {
- if ( ray.intersectsBox( geometry.boundingBox ) === false ) return;
- }
- var intersection;
- if ( geometry.isBufferGeometry ) {
- var a, b, c;
- var index = geometry.index;
- var position = geometry.attributes.position;
- var uv = geometry.attributes.uv;
- var i, l;
- if ( index !== null ) {
- // indexed buffer geometry
- for ( i = 0, l = index.count; i < l; i += 3 ) {
- a = index.getX( i );
- b = index.getX( i + 1 );
- c = index.getX( i + 2 );
- intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c );
- if ( intersection ) {
- intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics
- intersects.push( intersection );
- }
- }
- } else {
- // non-indexed buffer geometry
- for ( i = 0, l = position.count; i < l; i += 3 ) {
- a = i;
- b = i + 1;
- c = i + 2;
- intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c );
- if ( intersection ) {
- intersection.index = a; // triangle number in positions buffer semantics
- intersects.push( intersection );
- }
- }
- }
- } else if ( geometry.isGeometry ) {
- var fvA, fvB, fvC;
- var isFaceMaterial = ( material && material.isMultiMaterial );
- var materials = isFaceMaterial === true ? material.materials : null;
- var vertices = geometry.vertices;
- var faces = geometry.faces;
- var uvs;
- var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
- if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
- for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
- var face = faces[ f ];
- var faceMaterial = isFaceMaterial === true ? materials[ face.materialIndex ] : material;
- if ( faceMaterial === undefined ) continue;
- fvA = vertices[ face.a ];
- fvB = vertices[ face.b ];
- fvC = vertices[ face.c ];
- if ( faceMaterial.morphTargets === true ) {
- var morphTargets = geometry.morphTargets;
- var morphInfluences = this.morphTargetInfluences;
- vA.set( 0, 0, 0 );
- vB.set( 0, 0, 0 );
- vC.set( 0, 0, 0 );
- for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
- var influence = morphInfluences[ t ];
- if ( influence === 0 ) continue;
- var targets = morphTargets[ t ].vertices;
- vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence );
- vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence );
- vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence );
- }
- vA.add( fvA );
- vB.add( fvB );
- vC.add( fvC );
- fvA = vA;
- fvB = vB;
- fvC = vC;
- }
- intersection = checkIntersection( this, raycaster, ray, fvA, fvB, fvC, intersectionPoint );
- if ( intersection ) {
- if ( uvs ) {
- var uvs_f = uvs[ f ];
- uvA.copy( uvs_f[ 0 ] );
- uvB.copy( uvs_f[ 1 ] );
- uvC.copy( uvs_f[ 2 ] );
- intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC );
- }
- intersection.face = face;
- intersection.faceIndex = f;
- intersects.push( intersection );
- }
- }
- }
- };
- }() ),
- clone: function () {
- return new this.constructor( this.geometry, this.material ).copy( this );
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
- */
- function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
- Geometry.call( this );
- this.type = 'BoxGeometry';
- this.parameters = {
- width: width,
- height: height,
- depth: depth,
- widthSegments: widthSegments,
- heightSegments: heightSegments,
- depthSegments: depthSegments
- };
- this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
- this.mergeVertices();
- }
- BoxGeometry.prototype = Object.create( Geometry.prototype );
- BoxGeometry.prototype.constructor = BoxGeometry;
- /**
- * @author Mugen87 / https://github.com/Mugen87
- */
- function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
- BufferGeometry.call( this );
- this.type = 'BoxBufferGeometry';
- this.parameters = {
- width: width,
- height: height,
- depth: depth,
- widthSegments: widthSegments,
- heightSegments: heightSegments,
- depthSegments: depthSegments
- };
- var scope = this;
- // segments
- widthSegments = Math.floor( widthSegments ) || 1;
- heightSegments = Math.floor( heightSegments ) || 1;
- depthSegments = Math.floor( depthSegments ) || 1;
- // buffers
- var indices = [];
- var vertices = [];
- var normals = [];
- var uvs = [];
- // helper variables
- var numberOfVertices = 0;
- var groupStart = 0;
- // build each side of the box geometry
- buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
- buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
- buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
- buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
- buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
- buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
- // build geometry
- this.setIndex( indices );
- this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
- var segmentWidth = width / gridX;
- var segmentHeight = height / gridY;
- var widthHalf = width / 2;
- var heightHalf = height / 2;
- var depthHalf = depth / 2;
- var gridX1 = gridX + 1;
- var gridY1 = gridY + 1;
- var vertexCounter = 0;
- var groupCount = 0;
- var ix, iy;
- var vector = new Vector3();
- // generate vertices, normals and uvs
- for ( iy = 0; iy < gridY1; iy ++ ) {
- var y = iy * segmentHeight - heightHalf;
- for ( ix = 0; ix < gridX1; ix ++ ) {
- var x = ix * segmentWidth - widthHalf;
- // set values to correct vector component
- vector[ u ] = x * udir;
- vector[ v ] = y * vdir;
- vector[ w ] = depthHalf;
- // now apply vector to vertex buffer
- vertices.push( vector.x, vector.y, vector.z );
- // set values to correct vector component
- vector[ u ] = 0;
- vector[ v ] = 0;
- vector[ w ] = depth > 0 ? 1 : - 1;
- // now apply vector to normal buffer
- normals.push( vector.x, vector.y, vector.z );
- // uvs
- uvs.push( ix / gridX );
- uvs.push( 1 - ( iy / gridY ) );
- // counters
- vertexCounter += 1;
- }
- }
- // indices
- // 1. you need three indices to draw a single face
- // 2. a single segment consists of two faces
- // 3. so we need to generate six (2*3) indices per segment
- for ( iy = 0; iy < gridY; iy ++ ) {
- for ( ix = 0; ix < gridX; ix ++ ) {
- var a = numberOfVertices + ix + gridX1 * iy;
- var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
- var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
- var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
- // faces
- indices.push( a, b, d );
- indices.push( b, c, d );
- // increase counter
- groupCount += 6;
- }
- }
- // add a group to the geometry. this will ensure multi material support
- scope.addGroup( groupStart, groupCount, materialIndex );
- // calculate new start value for groups
- groupStart += groupCount;
- // update total number of vertices
- numberOfVertices += vertexCounter;
- }
- }
- BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
- BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
- /**
- * @author mrdoob / http://mrdoob.com/
- * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
- */
- function PlaneGeometry( width, height, widthSegments, heightSegments ) {
- Geometry.call( this );
- this.type = 'PlaneGeometry';
- this.parameters = {
- width: width,
- height: height,
- widthSegments: widthSegments,
- heightSegments: heightSegments
- };
- this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
- }
- PlaneGeometry.prototype = Object.create( Geometry.prototype );
- PlaneGeometry.prototype.constructor = PlaneGeometry;
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author Mugen87 / https://github.com/Mugen87
- *
- * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
- */
- function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
- BufferGeometry.call( this );
- this.type = 'PlaneBufferGeometry';
- this.parameters = {
- width: width,
- height: height,
- widthSegments: widthSegments,
- heightSegments: heightSegments
- };
- var width_half = width / 2;
- var height_half = height / 2;
- var gridX = Math.floor( widthSegments ) || 1;
- var gridY = Math.floor( heightSegments ) || 1;
- var gridX1 = gridX + 1;
- var gridY1 = gridY + 1;
- var segment_width = width / gridX;
- var segment_height = height / gridY;
- var ix, iy;
- // buffers
- var indices = [];
- var vertices = [];
- var normals = [];
- var uvs = [];
- // generate vertices, normals and uvs
- for ( iy = 0; iy < gridY1; iy ++ ) {
- var y = iy * segment_height - height_half;
- for ( ix = 0; ix < gridX1; ix ++ ) {
- var x = ix * segment_width - width_half;
- vertices.push( x, - y, 0 );
- normals.push( 0, 0, 1 );
- uvs.push( ix / gridX );
- uvs.push( 1 - ( iy / gridY ) );
- }
- }
- // indices
- for ( iy = 0; iy < gridY; iy ++ ) {
- for ( ix = 0; ix < gridX; ix ++ ) {
- var a = ix + gridX1 * iy;
- var b = ix + gridX1 * ( iy + 1 );
- var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
- var d = ( ix + 1 ) + gridX1 * iy;
- // faces
- indices.push( a, b, d );
- indices.push( b, c, d );
- }
- }
- // build geometry
- this.setIndex( indices );
- this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- }
- PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
- PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- * @author WestLangley / http://github.com/WestLangley
- */
- function Camera() {
- Object3D.call( this );
- this.type = 'Camera';
- this.matrixWorldInverse = new Matrix4();
- this.projectionMatrix = new Matrix4();
- }
- Camera.prototype = Object.create( Object3D.prototype );
- Camera.prototype.constructor = Camera;
- Camera.prototype.isCamera = true;
- Camera.prototype.getWorldDirection = function () {
- var quaternion = new Quaternion();
- return function getWorldDirection( optionalTarget ) {
- var result = optionalTarget || new Vector3();
- this.getWorldQuaternion( quaternion );
- return result.set( 0, 0, - 1 ).applyQuaternion( quaternion );
- };
- }();
- Camera.prototype.lookAt = function () {
- // This routine does not support cameras with rotated and/or translated parent(s)
- var m1 = new Matrix4();
- return function lookAt( vector ) {
- m1.lookAt( this.position, vector, this.up );
- this.quaternion.setFromRotationMatrix( m1 );
- };
- }();
- Camera.prototype.clone = function () {
- return new this.constructor().copy( this );
- };
- Camera.prototype.copy = function ( source ) {
- Object3D.prototype.copy.call( this, source );
- this.matrixWorldInverse.copy( source.matrixWorldInverse );
- this.projectionMatrix.copy( source.projectionMatrix );
- return this;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author greggman / http://games.greggman.com/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * @author tschw
- */
- function PerspectiveCamera( fov, aspect, near, far ) {
- Camera.call( this );
- this.type = 'PerspectiveCamera';
- this.fov = fov !== undefined ? fov : 50;
- this.zoom = 1;
- this.near = near !== undefined ? near : 0.1;
- this.far = far !== undefined ? far : 2000;
- this.focus = 10;
- this.aspect = aspect !== undefined ? aspect : 1;
- this.view = null;
- this.filmGauge = 35; // width of the film (default in millimeters)
- this.filmOffset = 0; // horizontal film offset (same unit as gauge)
- this.updateProjectionMatrix();
- }
- PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
- constructor: PerspectiveCamera,
- isPerspectiveCamera: true,
- copy: function ( source ) {
- Camera.prototype.copy.call( this, source );
- this.fov = source.fov;
- this.zoom = source.zoom;
- this.near = source.near;
- this.far = source.far;
- this.focus = source.focus;
- this.aspect = source.aspect;
- this.view = source.view === null ? null : Object.assign( {}, source.view );
- this.filmGauge = source.filmGauge;
- this.filmOffset = source.filmOffset;
- return this;
- },
- /**
- * Sets the FOV by focal length in respect to the current .filmGauge.
- *
- * The default film gauge is 35, so that the focal length can be specified for
- * a 35mm (full frame) camera.
- *
- * Values for focal length and film gauge must have the same unit.
- */
- setFocalLength: function ( focalLength ) {
- // see http://www.bobatkins.com/photography/technical/field_of_view.html
- var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
- this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
- this.updateProjectionMatrix();
- },
- /**
- * Calculates the focal length from the current .fov and .filmGauge.
- */
- getFocalLength: function () {
- var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
- return 0.5 * this.getFilmHeight() / vExtentSlope;
- },
- getEffectiveFOV: function () {
- return _Math.RAD2DEG * 2 * Math.atan(
- Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
- },
- getFilmWidth: function () {
- // film not completely covered in portrait format (aspect < 1)
- return this.filmGauge * Math.min( this.aspect, 1 );
- },
- getFilmHeight: function () {
- // film not completely covered in landscape format (aspect > 1)
- return this.filmGauge / Math.max( this.aspect, 1 );
- },
- /**
- * Sets an offset in a larger frustum. This is useful for multi-window or
- * multi-monitor/multi-machine setups.
- *
- * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
- * the monitors are in grid like this
- *
- * +---+---+---+
- * | A | B | C |
- * +---+---+---+
- * | D | E | F |
- * +---+---+---+
- *
- * then for each monitor you would call it like this
- *
- * var w = 1920;
- * var h = 1080;
- * var fullWidth = w * 3;
- * var fullHeight = h * 2;
- *
- * --A--
- * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
- * --B--
- * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
- * --C--
- * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
- * --D--
- * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
- * --E--
- * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
- * --F--
- * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
- *
- * Note there is no reason monitors have to be the same size or in a grid.
- */
- setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
- this.aspect = fullWidth / fullHeight;
- this.view = {
- fullWidth: fullWidth,
- fullHeight: fullHeight,
- offsetX: x,
- offsetY: y,
- width: width,
- height: height
- };
- this.updateProjectionMatrix();
- },
- clearViewOffset: function() {
- this.view = null;
- this.updateProjectionMatrix();
- },
- updateProjectionMatrix: function () {
- var near = this.near,
- top = near * Math.tan(
- _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
- height = 2 * top,
- width = this.aspect * height,
- left = - 0.5 * width,
- view = this.view;
- if ( view !== null ) {
- var fullWidth = view.fullWidth,
- fullHeight = view.fullHeight;
- left += view.offsetX * width / fullWidth;
- top -= view.offsetY * height / fullHeight;
- width *= view.width / fullWidth;
- height *= view.height / fullHeight;
- }
- var skew = this.filmOffset;
- if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
- this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
- },
- toJSON: function ( meta ) {
- var data = Object3D.prototype.toJSON.call( this, meta );
- data.object.fov = this.fov;
- data.object.zoom = this.zoom;
- data.object.near = this.near;
- data.object.far = this.far;
- data.object.focus = this.focus;
- data.object.aspect = this.aspect;
- if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
- data.object.filmGauge = this.filmGauge;
- data.object.filmOffset = this.filmOffset;
- return data;
- }
- } );
- /**
- * @author alteredq / http://alteredqualia.com/
- * @author arose / http://github.com/arose
- */
- function OrthographicCamera( left, right, top, bottom, near, far ) {
- Camera.call( this );
- this.type = 'OrthographicCamera';
- this.zoom = 1;
- this.view = null;
- this.left = left;
- this.right = right;
- this.top = top;
- this.bottom = bottom;
- this.near = ( near !== undefined ) ? near : 0.1;
- this.far = ( far !== undefined ) ? far : 2000;
- this.updateProjectionMatrix();
- }
- OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
- constructor: OrthographicCamera,
- isOrthographicCamera: true,
- copy: function ( source ) {
- Camera.prototype.copy.call( this, source );
- this.left = source.left;
- this.right = source.right;
- this.top = source.top;
- this.bottom = source.bottom;
- this.near = source.near;
- this.far = source.far;
- this.zoom = source.zoom;
- this.view = source.view === null ? null : Object.assign( {}, source.view );
- return this;
- },
- setViewOffset: function( fullWidth, fullHeight, x, y, width, height ) {
- this.view = {
- fullWidth: fullWidth,
- fullHeight: fullHeight,
- offsetX: x,
- offsetY: y,
- width: width,
- height: height
- };
- this.updateProjectionMatrix();
- },
- clearViewOffset: function() {
- this.view = null;
- this.updateProjectionMatrix();
- },
- updateProjectionMatrix: function () {
- var dx = ( this.right - this.left ) / ( 2 * this.zoom );
- var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
- var cx = ( this.right + this.left ) / 2;
- var cy = ( this.top + this.bottom ) / 2;
- var left = cx - dx;
- var right = cx + dx;
- var top = cy + dy;
- var bottom = cy - dy;
- if ( this.view !== null ) {
- var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
- var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
- var scaleW = ( this.right - this.left ) / this.view.width;
- var scaleH = ( this.top - this.bottom ) / this.view.height;
- left += scaleW * ( this.view.offsetX / zoomW );
- right = left + scaleW * ( this.view.width / zoomW );
- top -= scaleH * ( this.view.offsetY / zoomH );
- bottom = top - scaleH * ( this.view.height / zoomH );
- }
- this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
- },
- toJSON: function ( meta ) {
- var data = Object3D.prototype.toJSON.call( this, meta );
- data.object.zoom = this.zoom;
- data.object.left = this.left;
- data.object.right = this.right;
- data.object.top = this.top;
- data.object.bottom = this.bottom;
- data.object.near = this.near;
- data.object.far = this.far;
- if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
- return data;
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function WebGLIndexedBufferRenderer( gl, extensions, infoRender ) {
- var mode;
- function setMode( value ) {
- mode = value;
- }
- var type, size;
- function setIndex( index ) {
- if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
- type = gl.UNSIGNED_INT;
- size = 4;
- } else if ( index.array instanceof Uint16Array ) {
- type = gl.UNSIGNED_SHORT;
- size = 2;
- } else {
- type = gl.UNSIGNED_BYTE;
- size = 1;
- }
- }
- function render( start, count ) {
- gl.drawElements( mode, count, type, start * size );
- infoRender.calls ++;
- infoRender.vertices += count;
- if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3;
- }
- function renderInstances( geometry, start, count ) {
- var extension = extensions.get( 'ANGLE_instanced_arrays' );
- if ( extension === null ) {
- console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
- return;
- }
- extension.drawElementsInstancedANGLE( mode, count, type, start * size, geometry.maxInstancedCount );
- infoRender.calls ++;
- infoRender.vertices += count * geometry.maxInstancedCount;
- if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3;
- }
- return {
- setMode: setMode,
- setIndex: setIndex,
- render: render,
- renderInstances: renderInstances
- };
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function WebGLBufferRenderer( gl, extensions, infoRender ) {
- var mode;
- function setMode( value ) {
- mode = value;
- }
- function render( start, count ) {
- gl.drawArrays( mode, start, count );
- infoRender.calls ++;
- infoRender.vertices += count;
- if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3;
- }
- function renderInstances( geometry ) {
- var extension = extensions.get( 'ANGLE_instanced_arrays' );
- if ( extension === null ) {
- console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
- return;
- }
- var position = geometry.attributes.position;
- var count = 0;
- if ( position.isInterleavedBufferAttribute ) {
- count = position.data.count;
- extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount );
- } else {
- count = position.count;
- extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount );
- }
- infoRender.calls ++;
- infoRender.vertices += count * geometry.maxInstancedCount;
- if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3;
- }
- return {
- setMode: setMode,
- render: render,
- renderInstances: renderInstances
- };
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function WebGLLights() {
- var lights = {};
- return {
- get: function ( light ) {
- if ( lights[ light.id ] !== undefined ) {
- return lights[ light.id ];
- }
- var uniforms;
- switch ( light.type ) {
- case 'DirectionalLight':
- uniforms = {
- direction: new Vector3(),
- color: new Color(),
- shadow: false,
- shadowBias: 0,
- shadowRadius: 1,
- shadowMapSize: new Vector2()
- };
- break;
- case 'SpotLight':
- uniforms = {
- position: new Vector3(),
- direction: new Vector3(),
- color: new Color(),
- distance: 0,
- coneCos: 0,
- penumbraCos: 0,
- decay: 0,
- shadow: false,
- shadowBias: 0,
- shadowRadius: 1,
- shadowMapSize: new Vector2()
- };
- break;
- case 'PointLight':
- uniforms = {
- position: new Vector3(),
- color: new Color(),
- distance: 0,
- decay: 0,
- shadow: false,
- shadowBias: 0,
- shadowRadius: 1,
- shadowMapSize: new Vector2()
- };
- break;
- case 'HemisphereLight':
- uniforms = {
- direction: new Vector3(),
- skyColor: new Color(),
- groundColor: new Color()
- };
- break;
- case 'RectAreaLight':
- uniforms = {
- color: new Color(),
- position: new Vector3(),
- halfWidth: new Vector3(),
- halfHeight: new Vector3()
- // TODO (abelnation): set RectAreaLight shadow uniforms
- };
- break;
- }
- lights[ light.id ] = uniforms;
- return uniforms;
- }
- };
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function addLineNumbers( string ) {
- var lines = string.split( '\n' );
- for ( var i = 0; i < lines.length; i ++ ) {
- lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
- }
- return lines.join( '\n' );
- }
- function WebGLShader( gl, type, string ) {
- var shader = gl.createShader( type );
- gl.shaderSource( shader, string );
- gl.compileShader( shader );
- if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {
- console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
- }
- if ( gl.getShaderInfoLog( shader ) !== '' ) {
- console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) );
- }
- // --enable-privileged-webgl-extension
- // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
- return shader;
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- var programIdCount = 0;
- function getEncodingComponents( encoding ) {
- switch ( encoding ) {
- case LinearEncoding:
- return [ 'Linear','( value )' ];
- case sRGBEncoding:
- return [ 'sRGB','( value )' ];
- case RGBEEncoding:
- return [ 'RGBE','( value )' ];
- case RGBM7Encoding:
- return [ 'RGBM','( value, 7.0 )' ];
- case RGBM16Encoding:
- return [ 'RGBM','( value, 16.0 )' ];
- case RGBDEncoding:
- return [ 'RGBD','( value, 256.0 )' ];
- case GammaEncoding:
- return [ 'Gamma','( value, float( GAMMA_FACTOR ) )' ];
- default:
- throw new Error( 'unsupported encoding: ' + encoding );
- }
- }
- function getTexelDecodingFunction( functionName, encoding ) {
- var components = getEncodingComponents( encoding );
- return "vec4 " + functionName + "( vec4 value ) { return " + components[ 0 ] + "ToLinear" + components[ 1 ] + "; }";
- }
- function getTexelEncodingFunction( functionName, encoding ) {
- var components = getEncodingComponents( encoding );
- return "vec4 " + functionName + "( vec4 value ) { return LinearTo" + components[ 0 ] + components[ 1 ] + "; }";
- }
- function getToneMappingFunction( functionName, toneMapping ) {
- var toneMappingName;
- switch ( toneMapping ) {
- case LinearToneMapping:
- toneMappingName = "Linear";
- break;
- case ReinhardToneMapping:
- toneMappingName = "Reinhard";
- break;
- case Uncharted2ToneMapping:
- toneMappingName = "Uncharted2";
- break;
- case CineonToneMapping:
- toneMappingName = "OptimizedCineon";
- break;
- default:
- throw new Error( 'unsupported toneMapping: ' + toneMapping );
- }
- return "vec3 " + functionName + "( vec3 color ) { return " + toneMappingName + "ToneMapping( color ); }";
- }
- function generateExtensions( extensions, parameters, rendererExtensions ) {
- extensions = extensions || {};
- var chunks = [
- ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
- ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
- ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
- ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
- ];
- return chunks.filter( filterEmptyLine ).join( '\n' );
- }
- function generateDefines( defines ) {
- var chunks = [];
- for ( var name in defines ) {
- var value = defines[ name ];
- if ( value === false ) continue;
- chunks.push( '#define ' + name + ' ' + value );
- }
- return chunks.join( '\n' );
- }
- function fetchAttributeLocations( gl, program, identifiers ) {
- var attributes = {};
- var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
- for ( var i = 0; i < n; i ++ ) {
- var info = gl.getActiveAttrib( program, i );
- var name = info.name;
- // console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name, i );
- attributes[ name ] = gl.getAttribLocation( program, name );
- }
- return attributes;
- }
- function filterEmptyLine( string ) {
- return string !== '';
- }
- function replaceLightNums( string, parameters ) {
- return string
- .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
- .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
- .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
- .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
- .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );
- }
- function parseIncludes( string ) {
- var pattern = /#include +<([\w\d.]+)>/g;
- function replace( match, include ) {
- var replace = ShaderChunk[ include ];
- if ( replace === undefined ) {
- throw new Error( 'Can not resolve #include <' + include + '>' );
- }
- return parseIncludes( replace );
- }
- return string.replace( pattern, replace );
- }
- function unrollLoops( string ) {
- var pattern = /for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
- function replace( match, start, end, snippet ) {
- var unroll = '';
- for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
- unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );
- }
- return unroll;
- }
- return string.replace( pattern, replace );
- }
- function WebGLProgram( renderer, code, material, parameters ) {
- var gl = renderer.context;
- var extensions = material.extensions;
- var defines = material.defines;
- var vertexShader = material.__webglShader.vertexShader;
- var fragmentShader = material.__webglShader.fragmentShader;
- var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
- if ( parameters.shadowMapType === PCFShadowMap ) {
- shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
- } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
- shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
- }
- var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
- var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
- var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
- if ( parameters.envMap ) {
- switch ( material.envMap.mapping ) {
- case CubeReflectionMapping:
- case CubeRefractionMapping:
- envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
- break;
- case CubeUVReflectionMapping:
- case CubeUVRefractionMapping:
- envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
- break;
- case EquirectangularReflectionMapping:
- case EquirectangularRefractionMapping:
- envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
- break;
- case SphericalReflectionMapping:
- envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
- break;
- }
- switch ( material.envMap.mapping ) {
- case CubeRefractionMapping:
- case EquirectangularRefractionMapping:
- envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
- break;
- }
- switch ( material.combine ) {
- case MultiplyOperation:
- envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
- break;
- case MixOperation:
- envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
- break;
- case AddOperation:
- envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
- break;
- }
- }
- var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
- // console.log( 'building new program ' );
- //
- var customExtensions = generateExtensions( extensions, parameters, renderer.extensions );
- var customDefines = generateDefines( defines );
- //
- var program = gl.createProgram();
- var prefixVertex, prefixFragment;
- if ( material.isRawShaderMaterial ) {
- prefixVertex = [
- customDefines,
- '\n'
- ].filter( filterEmptyLine ).join( '\n' );
- prefixFragment = [
- customExtensions,
- customDefines,
- '\n'
- ].filter( filterEmptyLine ).join( '\n' );
- } else {
- prefixVertex = [
-
- 'precision ' + parameters.precision + ' float;',
- 'precision ' + parameters.precision + ' int;',
- '#define SHADER_NAME ' + material.__webglShader.name,
- customDefines,
- parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
- '#define GAMMA_FACTOR ' + gammaFactorDefine,
- '#define MAX_BONES ' + parameters.maxBones,
- ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
- ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
- parameters.map ? '#define USE_MAP' : '',
- parameters.envMap ? '#define USE_ENVMAP' : '',
- parameters.envMap ? '#define ' + envMapModeDefine : '',
- parameters.lightMap ? '#define USE_LIGHTMAP' : '',
- parameters.aoMap ? '#define USE_AOMAP' : '',
- parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
- parameters.bumpMap ? '#define USE_BUMPMAP' : '',
- parameters.normalMap ? '#define USE_NORMALMAP' : '',
- parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
- parameters.specularMap ? '#define USE_SPECULARMAP' : '',
- parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
- parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
- parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
- parameters.vertexColors ? '#define USE_COLOR' : '',
- parameters.flatShading ? '#define FLAT_SHADED' : '',
- parameters.skinning ? '#define USE_SKINNING' : '',
- parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
- parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
- parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
- parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
- parameters.flipSided ? '#define FLIP_SIDED' : '',
- '#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes,
- parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
- parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
- parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
- parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
- parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
- 'uniform mat4 modelMatrix;',
- 'uniform mat4 modelViewMatrix;',
- 'uniform mat4 projectionMatrix;',
- 'uniform mat4 viewMatrix;',
- 'uniform mat3 normalMatrix;',
- 'uniform vec3 cameraPosition;',
- 'attribute vec3 position;',
- 'attribute vec3 normal;',
- 'attribute vec2 uv;',
- '#ifdef USE_COLOR',
- ' attribute vec3 color;',
- '#endif',
- '#ifdef USE_MORPHTARGETS',
- ' attribute vec3 morphTarget0;',
- ' attribute vec3 morphTarget1;',
- ' attribute vec3 morphTarget2;',
- ' attribute vec3 morphTarget3;',
- ' #ifdef USE_MORPHNORMALS',
- ' attribute vec3 morphNormal0;',
- ' attribute vec3 morphNormal1;',
- ' attribute vec3 morphNormal2;',
- ' attribute vec3 morphNormal3;',
- ' #else',
- ' attribute vec3 morphTarget4;',
- ' attribute vec3 morphTarget5;',
- ' attribute vec3 morphTarget6;',
- ' attribute vec3 morphTarget7;',
- ' #endif',
- '#endif',
- '#ifdef USE_SKINNING',
- ' attribute vec4 skinIndex;',
- ' attribute vec4 skinWeight;',
- '#endif',
- '\n'
- ].filter( filterEmptyLine ).join( '\n' );
- prefixFragment = [
- customExtensions,
- 'precision ' + parameters.precision + ' float;',
- 'precision ' + parameters.precision + ' int;',
- '#define SHADER_NAME ' + material.__webglShader.name,
- customDefines,
- parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',
- '#define GAMMA_FACTOR ' + gammaFactorDefine,
- ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
- ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
- parameters.map ? '#define USE_MAP' : '',
- parameters.envMap ? '#define USE_ENVMAP' : '',
- parameters.envMap ? '#define ' + envMapTypeDefine : '',
- parameters.envMap ? '#define ' + envMapModeDefine : '',
- parameters.envMap ? '#define ' + envMapBlendingDefine : '',
- parameters.lightMap ? '#define USE_LIGHTMAP' : '',
- parameters.aoMap ? '#define USE_AOMAP' : '',
- parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
- parameters.bumpMap ? '#define USE_BUMPMAP' : '',
- parameters.normalMap ? '#define USE_NORMALMAP' : '',
- parameters.specularMap ? '#define USE_SPECULARMAP' : '',
- parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
- parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
- parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
- parameters.vertexColors ? '#define USE_COLOR' : '',
- parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
- parameters.flatShading ? '#define FLAT_SHADED' : '',
- parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
- parameters.flipSided ? '#define FLIP_SIDED' : '',
- '#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes,
- '#define UNION_CLIPPING_PLANES ' + (parameters.numClippingPlanes - parameters.numClipIntersection),
- parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
- parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
- parameters.premultipliedAlpha ? "#define PREMULTIPLIED_ALPHA" : '',
- parameters.physicallyCorrectLights ? "#define PHYSICALLY_CORRECT_LIGHTS" : '',
- parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
- parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
- parameters.envMap && renderer.extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '',
- 'uniform mat4 viewMatrix;',
- 'uniform vec3 cameraPosition;',
- ( parameters.toneMapping !== NoToneMapping ) ? "#define TONE_MAPPING" : '',
- ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
- ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( "toneMapping", parameters.toneMapping ) : '',
- ( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
- parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
- parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
- parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
- parameters.outputEncoding ? getTexelEncodingFunction( "linearToOutputTexel", parameters.outputEncoding ) : '',
- parameters.depthPacking ? "#define DEPTH_PACKING " + material.depthPacking : '',
- '\n'
- ].filter( filterEmptyLine ).join( '\n' );
- }
- vertexShader = parseIncludes( vertexShader, parameters );
- vertexShader = replaceLightNums( vertexShader, parameters );
- fragmentShader = parseIncludes( fragmentShader, parameters );
- fragmentShader = replaceLightNums( fragmentShader, parameters );
- if ( ! material.isShaderMaterial ) {
- vertexShader = unrollLoops( vertexShader );
- fragmentShader = unrollLoops( fragmentShader );
- }
- var vertexGlsl = prefixVertex + vertexShader;
- var fragmentGlsl = prefixFragment + fragmentShader;
- // console.log( '*VERTEX*', vertexGlsl );
- // console.log( '*FRAGMENT*', fragmentGlsl );
- var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
- var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
- gl.attachShader( program, glVertexShader );
- gl.attachShader( program, glFragmentShader );
- // Force a particular attribute to index 0.
- if ( material.index0AttributeName !== undefined ) {
- gl.bindAttribLocation( program, 0, material.index0AttributeName );
- } else if ( parameters.morphTargets === true ) {
- // programs with morphTargets displace position out of attribute 0
- gl.bindAttribLocation( program, 0, 'position' );
- }
- gl.linkProgram( program );
- var programLog = gl.getProgramInfoLog( program );
- var vertexLog = gl.getShaderInfoLog( glVertexShader );
- var fragmentLog = gl.getShaderInfoLog( glFragmentShader );
- var runnable = true;
- var haveDiagnostics = true;
- // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
- // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );
- if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
- runnable = false;
- console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );
- } else if ( programLog !== '' ) {
- console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
- } else if ( vertexLog === '' || fragmentLog === '' ) {
- haveDiagnostics = false;
- }
- if ( haveDiagnostics ) {
- this.diagnostics = {
- runnable: runnable,
- material: material,
- programLog: programLog,
- vertexShader: {
- log: vertexLog,
- prefix: prefixVertex
- },
- fragmentShader: {
- log: fragmentLog,
- prefix: prefixFragment
- }
- };
- }
- // clean up
- gl.deleteShader( glVertexShader );
- gl.deleteShader( glFragmentShader );
- // set up caching for uniform locations
- var cachedUniforms;
- this.getUniforms = function() {
- if ( cachedUniforms === undefined ) {
- cachedUniforms =
- new WebGLUniforms( gl, program, renderer );
- }
- return cachedUniforms;
- };
- // set up caching for attribute locations
- var cachedAttributes;
- this.getAttributes = function() {
- if ( cachedAttributes === undefined ) {
- cachedAttributes = fetchAttributeLocations( gl, program );
- }
- return cachedAttributes;
- };
- // free resource
- this.destroy = function() {
- gl.deleteProgram( program );
- this.program = undefined;
- };
- // DEPRECATED
- Object.defineProperties( this, {
- uniforms: {
- get: function() {
- console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
- return this.getUniforms();
- }
- },
- attributes: {
- get: function() {
- console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
- return this.getAttributes();
- }
- }
- } );
- //
- this.id = programIdCount ++;
- this.code = code;
- this.usedTimes = 1;
- this.program = program;
- this.vertexShader = glVertexShader;
- this.fragmentShader = glFragmentShader;
- return this;
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function WebGLPrograms( renderer, capabilities ) {
- var programs = [];
- var shaderIDs = {
- MeshDepthMaterial: 'depth',
- MeshNormalMaterial: 'normal',
- MeshBasicMaterial: 'basic',
- MeshLambertMaterial: 'lambert',
- MeshPhongMaterial: 'phong',
- MeshToonMaterial: 'phong',
- MeshStandardMaterial: 'physical',
- MeshPhysicalMaterial: 'physical',
- LineBasicMaterial: 'basic',
- LineDashedMaterial: 'dashed',
- PointsMaterial: 'points'
- };
- var parameterNames = [
- "precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding",
- "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap",
- "roughnessMap", "metalnessMap", "gradientMap",
- "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp",
- "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
- "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
- "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
- "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
- "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
- "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking"
- ];
- function allocateBones( object ) {
- if ( capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
- return 1024;
- } else {
- // default for when object is not specified
- // ( for example when prebuilding shader to be used with multiple objects )
- //
- // - leave some extra space for other uniforms
- // - limit here is ANGLE's 254 max uniform vectors
- // (up to 54 should be safe)
- var nVertexUniforms = capabilities.maxVertexUniforms;
- var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
- var maxBones = nVertexMatrices;
- if ( object !== undefined && (object && object.isSkinnedMesh) ) {
- maxBones = Math.min( object.skeleton.bones.length, maxBones );
- if ( maxBones < object.skeleton.bones.length ) {
- console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
- }
- }
- return maxBones;
- }
- }
- function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
- var encoding;
- if ( ! map ) {
- encoding = LinearEncoding;
- } else if ( map.isTexture ) {
- encoding = map.encoding;
- } else if ( map.isWebGLRenderTarget ) {
- console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
- encoding = map.texture.encoding;
- }
- // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
- if ( encoding === LinearEncoding && gammaOverrideLinear ) {
- encoding = GammaEncoding;
- }
- return encoding;
- }
- this.getParameters = function ( material, lights, fog, nClipPlanes, nClipIntersection, object ) {
- var shaderID = shaderIDs[ material.type ];
- // heuristics to create shader parameters according to lights in the scene
- // (not to blow over maxLights budget)
- var maxBones = allocateBones( object );
- var precision = renderer.getPrecision();
- if ( material.precision !== null ) {
- precision = capabilities.getMaxPrecision( material.precision );
- if ( precision !== material.precision ) {
- console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
- }
- }
- var currentRenderTarget = renderer.getCurrentRenderTarget();
- var parameters = {
- shaderID: shaderID,
- precision: precision,
- supportsVertexTextures: capabilities.vertexTextures,
- outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
- map: !! material.map,
- mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
- envMap: !! material.envMap,
- envMapMode: material.envMap && material.envMap.mapping,
- envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
- envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
- lightMap: !! material.lightMap,
- aoMap: !! material.aoMap,
- emissiveMap: !! material.emissiveMap,
- emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
- bumpMap: !! material.bumpMap,
- normalMap: !! material.normalMap,
- displacementMap: !! material.displacementMap,
- roughnessMap: !! material.roughnessMap,
- metalnessMap: !! material.metalnessMap,
- specularMap: !! material.specularMap,
- alphaMap: !! material.alphaMap,
- gradientMap: !! material.gradientMap,
- combine: material.combine,
- vertexColors: material.vertexColors,
- fog: !! fog,
- useFog: material.fog,
- fogExp: (fog && fog.isFogExp2),
- flatShading: material.shading === FlatShading,
- sizeAttenuation: material.sizeAttenuation,
- logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
- skinning: material.skinning,
- maxBones: maxBones,
- useVertexTexture: capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture,
- morphTargets: material.morphTargets,
- morphNormals: material.morphNormals,
- maxMorphTargets: renderer.maxMorphTargets,
- maxMorphNormals: renderer.maxMorphNormals,
- numDirLights: lights.directional.length,
- numPointLights: lights.point.length,
- numSpotLights: lights.spot.length,
- numRectAreaLights: lights.rectArea.length,
- numHemiLights: lights.hemi.length,
- numClippingPlanes: nClipPlanes,
- numClipIntersection: nClipIntersection,
- shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0,
- shadowMapType: renderer.shadowMap.type,
- toneMapping: renderer.toneMapping,
- physicallyCorrectLights: renderer.physicallyCorrectLights,
- premultipliedAlpha: material.premultipliedAlpha,
- alphaTest: material.alphaTest,
- doubleSided: material.side === DoubleSide,
- flipSided: material.side === BackSide,
- depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
- };
- return parameters;
- };
- this.getProgramCode = function ( material, parameters ) {
- var array = [];
- if ( parameters.shaderID ) {
- array.push( parameters.shaderID );
- } else {
- array.push( material.fragmentShader );
- array.push( material.vertexShader );
- }
- if ( material.defines !== undefined ) {
- for ( var name in material.defines ) {
- array.push( name );
- array.push( material.defines[ name ] );
- }
- }
- for ( var i = 0; i < parameterNames.length; i ++ ) {
- array.push( parameters[ parameterNames[ i ] ] );
- }
- return array.join();
- };
- this.acquireProgram = function ( material, parameters, code ) {
- var program;
- // Check if code has been already compiled
- for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
- var programInfo = programs[ p ];
- if ( programInfo.code === code ) {
- program = programInfo;
- ++ program.usedTimes;
- break;
- }
- }
- if ( program === undefined ) {
- program = new WebGLProgram( renderer, code, material, parameters );
- programs.push( program );
- }
- return program;
- };
- this.releaseProgram = function( program ) {
- if ( -- program.usedTimes === 0 ) {
- // Remove from unordered set
- var i = programs.indexOf( program );
- programs[ i ] = programs[ programs.length - 1 ];
- programs.pop();
- // Free WebGL resources
- program.destroy();
- }
- };
- // Exposed for resource monitoring & error feedback via renderer.info:
- this.programs = programs;
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function WebGLGeometries( gl, properties, info ) {
- var geometries = {};
- function onGeometryDispose( event ) {
- var geometry = event.target;
- var buffergeometry = geometries[ geometry.id ];
- if ( buffergeometry.index !== null ) {
- deleteAttribute( buffergeometry.index );
- }
- deleteAttributes( buffergeometry.attributes );
- geometry.removeEventListener( 'dispose', onGeometryDispose );
- delete geometries[ geometry.id ];
- // TODO
- var property = properties.get( geometry );
- if ( property.wireframe ) {
- deleteAttribute( property.wireframe );
- }
- properties.delete( geometry );
- var bufferproperty = properties.get( buffergeometry );
- if ( bufferproperty.wireframe ) {
- deleteAttribute( bufferproperty.wireframe );
- }
- properties.delete( buffergeometry );
- //
- info.memory.geometries --;
- }
- function getAttributeBuffer( attribute ) {
- if ( attribute.isInterleavedBufferAttribute ) {
- return properties.get( attribute.data ).__webglBuffer;
- }
- return properties.get( attribute ).__webglBuffer;
- }
- function deleteAttribute( attribute ) {
- var buffer = getAttributeBuffer( attribute );
- if ( buffer !== undefined ) {
- gl.deleteBuffer( buffer );
- removeAttributeBuffer( attribute );
- }
- }
- function deleteAttributes( attributes ) {
- for ( var name in attributes ) {
- deleteAttribute( attributes[ name ] );
- }
- }
- function removeAttributeBuffer( attribute ) {
- if ( attribute.isInterleavedBufferAttribute ) {
- properties.delete( attribute.data );
- } else {
- properties.delete( attribute );
- }
- }
- return {
- get: function ( object ) {
- var geometry = object.geometry;
- if ( geometries[ geometry.id ] !== undefined ) {
- return geometries[ geometry.id ];
- }
- geometry.addEventListener( 'dispose', onGeometryDispose );
- var buffergeometry;
- if ( geometry.isBufferGeometry ) {
- buffergeometry = geometry;
- } else if ( geometry.isGeometry ) {
- if ( geometry._bufferGeometry === undefined ) {
- geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
- }
- buffergeometry = geometry._bufferGeometry;
- }
- geometries[ geometry.id ] = buffergeometry;
- info.memory.geometries ++;
- return buffergeometry;
- }
- };
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function WebGLObjects( gl, properties, info ) {
- var geometries = new WebGLGeometries( gl, properties, info );
- //
- function update( object ) {
- // TODO: Avoid updating twice (when using shadowMap). Maybe add frame counter.
- var geometry = geometries.get( object );
- if ( object.geometry.isGeometry ) {
- geometry.updateFromObject( object );
- }
- var index = geometry.index;
- var attributes = geometry.attributes;
- if ( index !== null ) {
- updateAttribute( index, gl.ELEMENT_ARRAY_BUFFER );
- }
- for ( var name in attributes ) {
- updateAttribute( attributes[ name ], gl.ARRAY_BUFFER );
- }
- // morph targets
- var morphAttributes = geometry.morphAttributes;
- for ( var name in morphAttributes ) {
- var array = morphAttributes[ name ];
- for ( var i = 0, l = array.length; i < l; i ++ ) {
- updateAttribute( array[ i ], gl.ARRAY_BUFFER );
- }
- }
- return geometry;
- }
- function updateAttribute( attribute, bufferType ) {
- var data = ( attribute.isInterleavedBufferAttribute ) ? attribute.data : attribute;
- var attributeProperties = properties.get( data );
- if ( attributeProperties.__webglBuffer === undefined ) {
- createBuffer( attributeProperties, data, bufferType );
- } else if ( attributeProperties.version !== data.version ) {
- updateBuffer( attributeProperties, data, bufferType );
- }
- }
- function createBuffer( attributeProperties, data, bufferType ) {
- attributeProperties.__webglBuffer = gl.createBuffer();
- gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );
- var usage = data.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW;
- gl.bufferData( bufferType, data.array, usage );
- var type = gl.FLOAT;
- var array = data.array;
- if ( array instanceof Float32Array ) {
- type = gl.FLOAT;
- } else if ( array instanceof Float64Array ) {
- console.warn( "Unsupported data buffer format: Float64Array" );
- } else if ( array instanceof Uint16Array ) {
- type = gl.UNSIGNED_SHORT;
- } else if ( array instanceof Int16Array ) {
- type = gl.SHORT;
- } else if ( array instanceof Uint32Array ) {
- type = gl.UNSIGNED_INT;
- } else if ( array instanceof Int32Array ) {
- type = gl.INT;
- } else if ( array instanceof Int8Array ) {
- type = gl.BYTE;
- } else if ( array instanceof Uint8Array ) {
- type = gl.UNSIGNED_BYTE;
- }
- attributeProperties.bytesPerElement = array.BYTES_PER_ELEMENT;
- attributeProperties.type = type;
- attributeProperties.version = data.version;
- data.onUploadCallback();
- }
- function updateBuffer( attributeProperties, data, bufferType ) {
- gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );
- if ( data.dynamic === false ) {
- gl.bufferData( bufferType, data.array, gl.STATIC_DRAW );
- } else if ( data.updateRange.count === - 1 ) {
- // Not using update ranges
- gl.bufferSubData( bufferType, 0, data.array );
- } else if ( data.updateRange.count === 0 ) {
- console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );
- } else {
- gl.bufferSubData( bufferType, data.updateRange.offset * data.array.BYTES_PER_ELEMENT,
- data.array.subarray( data.updateRange.offset, data.updateRange.offset + data.updateRange.count ) );
- data.updateRange.count = 0; // reset range
- }
- attributeProperties.version = data.version;
- }
- function getAttributeBuffer( attribute ) {
- if ( attribute.isInterleavedBufferAttribute ) {
- return properties.get( attribute.data ).__webglBuffer;
- }
- return properties.get( attribute ).__webglBuffer;
- }
- function getAttributeProperties( attribute ) {
- if ( attribute.isInterleavedBufferAttribute ) {
- return properties.get( attribute.data );
- }
- return properties.get( attribute );
- }
- function getWireframeAttribute( geometry ) {
- var property = properties.get( geometry );
- if ( property.wireframe !== undefined ) {
- return property.wireframe;
- }
- var indices = [];
- var index = geometry.index;
- var attributes = geometry.attributes;
- // console.time( 'wireframe' );
- if ( index !== null ) {
- var array = index.array;
- for ( var i = 0, l = array.length; i < l; i += 3 ) {
- var a = array[ i + 0 ];
- var b = array[ i + 1 ];
- var c = array[ i + 2 ];
- indices.push( a, b, b, c, c, a );
- }
- } else {
- var array = attributes.position.array;
- for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
- var a = i + 0;
- var b = i + 1;
- var c = i + 2;
- indices.push( a, b, b, c, c, a );
- }
- }
- // console.timeEnd( 'wireframe' );
- var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
- updateAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
- property.wireframe = attribute;
- return attribute;
- }
- return {
- getAttributeBuffer: getAttributeBuffer,
- getAttributeProperties: getAttributeProperties,
- getWireframeAttribute: getWireframeAttribute,
- update: update
- };
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, info ) {
- var _infoMemory = info.memory;
- var _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext );
- //
- function clampToMaxSize( image, maxSize ) {
- if ( image.width > maxSize || image.height > maxSize ) {
- // Warning: Scaling through the canvas will only work with images that use
- // premultiplied alpha.
- var scale = maxSize / Math.max( image.width, image.height );
- var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
- canvas.width = Math.floor( image.width * scale );
- canvas.height = Math.floor( image.height * scale );
- var context = canvas.getContext( '2d' );
- context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
- console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
- return canvas;
- }
- return image;
- }
- function isPowerOfTwo( image ) {
- return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
- }
- function makePowerOfTwo( image ) {
- if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) {
- var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
- canvas.width = _Math.nearestPowerOfTwo( image.width );
- canvas.height = _Math.nearestPowerOfTwo( image.height );
- var context = canvas.getContext( '2d' );
- context.drawImage( image, 0, 0, canvas.width, canvas.height );
- console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
- return canvas;
- }
- return image;
- }
- function textureNeedsPowerOfTwo( texture ) {
- return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
- ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
- }
- // Fallback filters for non-power-of-2 textures
- function filterFallback( f ) {
- if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) {
- return _gl.NEAREST;
- }
- return _gl.LINEAR;
- }
- //
- function onTextureDispose( event ) {
- var texture = event.target;
- texture.removeEventListener( 'dispose', onTextureDispose );
- deallocateTexture( texture );
- _infoMemory.textures --;
- }
- function onRenderTargetDispose( event ) {
- var renderTarget = event.target;
- renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
- deallocateRenderTarget( renderTarget );
- _infoMemory.textures --;
- }
- //
- function deallocateTexture( texture ) {
- var textureProperties = properties.get( texture );
- if ( texture.image && textureProperties.__image__webglTextureCube ) {
- // cube texture
- _gl.deleteTexture( textureProperties.__image__webglTextureCube );
- } else {
- // 2D texture
- if ( textureProperties.__webglInit === undefined ) return;
- _gl.deleteTexture( textureProperties.__webglTexture );
- }
- // remove all webgl properties
- properties.delete( texture );
- }
- function deallocateRenderTarget( renderTarget ) {
- var renderTargetProperties = properties.get( renderTarget );
- var textureProperties = properties.get( renderTarget.texture );
- if ( ! renderTarget ) return;
- if ( textureProperties.__webglTexture !== undefined ) {
- _gl.deleteTexture( textureProperties.__webglTexture );
- }
- if ( renderTarget.depthTexture ) {
- renderTarget.depthTexture.dispose();
- }
- if ( renderTarget.isWebGLRenderTargetCube ) {
- for ( var i = 0; i < 6; i ++ ) {
- _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
- if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
- }
- } else {
- _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
- if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
- }
- properties.delete( renderTarget.texture );
- properties.delete( renderTarget );
- }
- //
- function setTexture2D( texture, slot ) {
- var textureProperties = properties.get( texture );
- if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
- var image = texture.image;
- if ( image === undefined ) {
- console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
- } else if ( image.complete === false ) {
- console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
- } else {
- uploadTexture( textureProperties, texture, slot );
- return;
- }
- }
- state.activeTexture( _gl.TEXTURE0 + slot );
- state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
- }
- function setTextureCube( texture, slot ) {
- var textureProperties = properties.get( texture );
- if ( texture.image.length === 6 ) {
- if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
- if ( ! textureProperties.__image__webglTextureCube ) {
- texture.addEventListener( 'dispose', onTextureDispose );
- textureProperties.__image__webglTextureCube = _gl.createTexture();
- _infoMemory.textures ++;
- }
- state.activeTexture( _gl.TEXTURE0 + slot );
- state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
- _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
- var isCompressed = ( texture && texture.isCompressedTexture );
- var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
- var cubeImage = [];
- for ( var i = 0; i < 6; i ++ ) {
- if ( ! isCompressed && ! isDataTexture ) {
- cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
- } else {
- cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
- }
- }
- var image = cubeImage[ 0 ],
- isPowerOfTwoImage = isPowerOfTwo( image ),
- glFormat = paramThreeToGL( texture.format ),
- glType = paramThreeToGL( texture.type );
- setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage );
- for ( var i = 0; i < 6; i ++ ) {
- if ( ! isCompressed ) {
- if ( isDataTexture ) {
- state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
- } else {
- state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
- }
- } else {
- var mipmap, mipmaps = cubeImage[ i ].mipmaps;
- for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
- mipmap = mipmaps[ j ];
- if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
- if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
- state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
- } else {
- console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()" );
- }
- } else {
- state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
- }
- }
- }
- }
- if ( texture.generateMipmaps && isPowerOfTwoImage ) {
- _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
- }
- textureProperties.__version = texture.version;
- if ( texture.onUpdate ) texture.onUpdate( texture );
- } else {
- state.activeTexture( _gl.TEXTURE0 + slot );
- state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
- }
- }
- }
- function setTextureCubeDynamic( texture, slot ) {
- state.activeTexture( _gl.TEXTURE0 + slot );
- state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
- }
- function setTextureParameters( textureType, texture, isPowerOfTwoImage ) {
- var extension;
- if ( isPowerOfTwoImage ) {
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
- } else {
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
- if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
- console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture );
- }
- _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
- if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
- console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture );
- }
- }
- extension = extensions.get( 'EXT_texture_filter_anisotropic' );
- if ( extension ) {
- if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
- if ( texture.type === HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;
- if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
- _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
- properties.get( texture ).__currentAnisotropy = texture.anisotropy;
- }
- }
- }
- function uploadTexture( textureProperties, texture, slot ) {
- if ( textureProperties.__webglInit === undefined ) {
- textureProperties.__webglInit = true;
- texture.addEventListener( 'dispose', onTextureDispose );
- textureProperties.__webglTexture = _gl.createTexture();
- _infoMemory.textures ++;
- }
- state.activeTexture( _gl.TEXTURE0 + slot );
- state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
- _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
- _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
- _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
- var image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
- if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) {
- image = makePowerOfTwo( image );
- }
- var isPowerOfTwoImage = isPowerOfTwo( image ),
- glFormat = paramThreeToGL( texture.format ),
- glType = paramThreeToGL( texture.type );
- setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage );
- var mipmap, mipmaps = texture.mipmaps;
- if ( texture.isDepthTexture ) {
- // populate depth texture with dummy data
- var internalFormat = _gl.DEPTH_COMPONENT;
- if ( texture.type === FloatType ) {
- if ( !_isWebGL2 ) throw new Error('Float Depth Texture only supported in WebGL2.0');
- internalFormat = _gl.DEPTH_COMPONENT32F;
- } else if ( _isWebGL2 ) {
- // WebGL 2.0 requires signed internalformat for glTexImage2D
- internalFormat = _gl.DEPTH_COMPONENT16;
- }
- if ( texture.format === DepthFormat && internalFormat === _gl.DEPTH_COMPONENT ) {
- // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
- // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
- // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
- if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
- console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
- texture.type = UnsignedShortType;
- glType = paramThreeToGL( texture.type );
- }
- }
- // Depth stencil textures need the DEPTH_STENCIL internal format
- // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
- if ( texture.format === DepthStencilFormat ) {
- internalFormat = _gl.DEPTH_STENCIL;
- // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
- // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
- // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
- if ( texture.type !== UnsignedInt248Type ) {
- console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
- texture.type = UnsignedInt248Type;
- glType = paramThreeToGL( texture.type );
- }
- }
- state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null );
- } else if ( texture.isDataTexture ) {
- // use manually created mipmaps if available
- // if there are no manual mipmaps
- // set 0 level mipmap and then use GL to generate other mipmap levels
- if ( mipmaps.length > 0 && isPowerOfTwoImage ) {
- for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
- mipmap = mipmaps[ i ];
- state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
- }
- texture.generateMipmaps = false;
- } else {
- state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
- }
- } else if ( texture.isCompressedTexture ) {
- for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
- mipmap = mipmaps[ i ];
- if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
- if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
- state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
- } else {
- console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
- }
- } else {
- state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
- }
- }
- } else {
- // regular Texture (image, video, canvas)
- // use manually created mipmaps if available
- // if there are no manual mipmaps
- // set 0 level mipmap and then use GL to generate other mipmap levels
- if ( mipmaps.length > 0 && isPowerOfTwoImage ) {
- for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
- mipmap = mipmaps[ i ];
- state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
- }
- texture.generateMipmaps = false;
- } else {
- state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image );
- }
- }
- if ( texture.generateMipmaps && isPowerOfTwoImage ) _gl.generateMipmap( _gl.TEXTURE_2D );
- textureProperties.__version = texture.version;
- if ( texture.onUpdate ) texture.onUpdate( texture );
- }
- // Render targets
- // Setup storage for target texture and bind it to correct framebuffer
- function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
- var glFormat = paramThreeToGL( renderTarget.texture.format );
- var glType = paramThreeToGL( renderTarget.texture.type );
- state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
- }
- // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
- function setupRenderBufferStorage( renderbuffer, renderTarget ) {
- _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
- if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
- } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
- } else {
- // FIXME: We don't support !depth !stencil
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
- }
- _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
- }
- // Setup resources for a Depth Texture for a FBO (needs an extension)
- function setupDepthTexture( framebuffer, renderTarget ) {
- var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
- if ( isCube ) throw new Error('Depth Texture with cube render targets is not supported!');
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- if ( !( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
- throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture');
- }
- // upload an empty depth texture with framebuffer size
- if ( !properties.get( renderTarget.depthTexture ).__webglTexture ||
- renderTarget.depthTexture.image.width !== renderTarget.width ||
- renderTarget.depthTexture.image.height !== renderTarget.height ) {
- renderTarget.depthTexture.image.width = renderTarget.width;
- renderTarget.depthTexture.image.height = renderTarget.height;
- renderTarget.depthTexture.needsUpdate = true;
- }
- setTexture2D( renderTarget.depthTexture, 0 );
- var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
- if ( renderTarget.depthTexture.format === DepthFormat ) {
- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
- } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
- } else {
- throw new Error('Unknown depthTexture format')
- }
- }
- // Setup GL resources for a non-texture depth buffer
- function setupDepthRenderbuffer( renderTarget ) {
- var renderTargetProperties = properties.get( renderTarget );
- var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
- if ( renderTarget.depthTexture ) {
- if ( isCube ) throw new Error('target.depthTexture not supported in Cube render targets');
- setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
- } else {
- if ( isCube ) {
- renderTargetProperties.__webglDepthbuffer = [];
- for ( var i = 0; i < 6; i ++ ) {
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
- renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
- setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
- }
- } else {
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
- renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
- setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
- }
- }
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
- }
- // Set up GL resources for the render target
- function setupRenderTarget( renderTarget ) {
- var renderTargetProperties = properties.get( renderTarget );
- var textureProperties = properties.get( renderTarget.texture );
- renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
- textureProperties.__webglTexture = _gl.createTexture();
- _infoMemory.textures ++;
- var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
- var isTargetPowerOfTwo = isPowerOfTwo( renderTarget );
- // Setup framebuffer
- if ( isCube ) {
- renderTargetProperties.__webglFramebuffer = [];
- for ( var i = 0; i < 6; i ++ ) {
- renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
- }
- } else {
- renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
- }
- // Setup color buffer
- if ( isCube ) {
- state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
- setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );
- for ( var i = 0; i < 6; i ++ ) {
- setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
- }
- if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
- state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
- } else {
- state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
- setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
- setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );
- if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
- state.bindTexture( _gl.TEXTURE_2D, null );
- }
- // Setup depth and stencil buffers
- if ( renderTarget.depthBuffer ) {
- setupDepthRenderbuffer( renderTarget );
- }
- }
- function updateRenderTargetMipmap( renderTarget ) {
- var texture = renderTarget.texture;
- if ( texture.generateMipmaps && isPowerOfTwo( renderTarget ) &&
- texture.minFilter !== NearestFilter &&
- texture.minFilter !== LinearFilter ) {
- var target = (renderTarget && renderTarget.isWebGLRenderTargetCube) ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
- var webglTexture = properties.get( texture ).__webglTexture;
- state.bindTexture( target, webglTexture );
- _gl.generateMipmap( target );
- state.bindTexture( target, null );
- }
- }
- this.setTexture2D = setTexture2D;
- this.setTextureCube = setTextureCube;
- this.setTextureCubeDynamic = setTextureCubeDynamic;
- this.setupRenderTarget = setupRenderTarget;
- this.updateRenderTargetMipmap = updateRenderTargetMipmap;
- }
- /**
- * @author fordacious / fordacious.github.io
- */
- function WebGLProperties() {
- var properties = {};
- return {
- get: function ( object ) {
- var uuid = object.uuid;
- var map = properties[ uuid ];
- if ( map === undefined ) {
- map = {};
- properties[ uuid ] = map;
- }
- return map;
- },
- delete: function ( object ) {
- delete properties[ object.uuid ];
- },
- clear: function () {
- properties = {};
- }
- };
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function WebGLState( gl, extensions, paramThreeToGL ) {
- function ColorBuffer() {
- var locked = false;
- var color = new Vector4();
- var currentColorMask = null;
- var currentColorClear = new Vector4();
- return {
- setMask: function ( colorMask ) {
- if ( currentColorMask !== colorMask && ! locked ) {
- gl.colorMask( colorMask, colorMask, colorMask, colorMask );
- currentColorMask = colorMask;
- }
- },
- setLocked: function ( lock ) {
- locked = lock;
- },
- setClear: function ( r, g, b, a, premultipliedAlpha ) {
- if ( premultipliedAlpha === true ) {
- r *= a; g *= a; b *= a;
- }
- color.set( r, g, b, a );
- if ( currentColorClear.equals( color ) === false ) {
- gl.clearColor( r, g, b, a );
- currentColorClear.copy( color );
- }
- },
- reset: function () {
- locked = false;
- currentColorMask = null;
- currentColorClear.set( 0, 0, 0, 1 );
- }
- };
- }
- function DepthBuffer() {
- var locked = false;
- var currentDepthMask = null;
- var currentDepthFunc = null;
- var currentDepthClear = null;
- return {
- setTest: function ( depthTest ) {
- if ( depthTest ) {
- enable( gl.DEPTH_TEST );
- } else {
- disable( gl.DEPTH_TEST );
- }
- },
- setMask: function ( depthMask ) {
- if ( currentDepthMask !== depthMask && ! locked ) {
- gl.depthMask( depthMask );
- currentDepthMask = depthMask;
- }
- },
- setFunc: function ( depthFunc ) {
- if ( currentDepthFunc !== depthFunc ) {
- if ( depthFunc ) {
- switch ( depthFunc ) {
- case NeverDepth:
- gl.depthFunc( gl.NEVER );
- break;
- case AlwaysDepth:
- gl.depthFunc( gl.ALWAYS );
- break;
- case LessDepth:
- gl.depthFunc( gl.LESS );
- break;
- case LessEqualDepth:
- gl.depthFunc( gl.LEQUAL );
- break;
- case EqualDepth:
- gl.depthFunc( gl.EQUAL );
- break;
- case GreaterEqualDepth:
- gl.depthFunc( gl.GEQUAL );
- break;
- case GreaterDepth:
- gl.depthFunc( gl.GREATER );
- break;
- case NotEqualDepth:
- gl.depthFunc( gl.NOTEQUAL );
- break;
- default:
- gl.depthFunc( gl.LEQUAL );
- }
- } else {
- gl.depthFunc( gl.LEQUAL );
- }
- currentDepthFunc = depthFunc;
- }
- },
- setLocked: function ( lock ) {
- locked = lock;
- },
- setClear: function ( depth ) {
- if ( currentDepthClear !== depth ) {
- gl.clearDepth( depth );
- currentDepthClear = depth;
- }
- },
- reset: function () {
- locked = false;
- currentDepthMask = null;
- currentDepthFunc = null;
- currentDepthClear = null;
- }
- };
- }
- function StencilBuffer() {
- var locked = false;
- var currentStencilMask = null;
- var currentStencilFunc = null;
- var currentStencilRef = null;
- var currentStencilFuncMask = null;
- var currentStencilFail = null;
- var currentStencilZFail = null;
- var currentStencilZPass = null;
- var currentStencilClear = null;
- return {
- setTest: function ( stencilTest ) {
- if ( stencilTest ) {
- enable( gl.STENCIL_TEST );
- } else {
- disable( gl.STENCIL_TEST );
- }
- },
- setMask: function ( stencilMask ) {
- if ( currentStencilMask !== stencilMask && ! locked ) {
- gl.stencilMask( stencilMask );
- currentStencilMask = stencilMask;
- }
- },
- setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
- if ( currentStencilFunc !== stencilFunc ||
- currentStencilRef !== stencilRef ||
- currentStencilFuncMask !== stencilMask ) {
- gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
- currentStencilFunc = stencilFunc;
- currentStencilRef = stencilRef;
- currentStencilFuncMask = stencilMask;
- }
- },
- setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
- if ( currentStencilFail !== stencilFail ||
- currentStencilZFail !== stencilZFail ||
- currentStencilZPass !== stencilZPass ) {
- gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
- currentStencilFail = stencilFail;
- currentStencilZFail = stencilZFail;
- currentStencilZPass = stencilZPass;
- }
- },
- setLocked: function ( lock ) {
- locked = lock;
- },
- setClear: function ( stencil ) {
- if ( currentStencilClear !== stencil ) {
- gl.clearStencil( stencil );
- currentStencilClear = stencil;
- }
- },
- reset: function () {
- locked = false;
- currentStencilMask = null;
- currentStencilFunc = null;
- currentStencilRef = null;
- currentStencilFuncMask = null;
- currentStencilFail = null;
- currentStencilZFail = null;
- currentStencilZPass = null;
- currentStencilClear = null;
- }
- };
- }
- //
- var colorBuffer = new ColorBuffer();
- var depthBuffer = new DepthBuffer();
- var stencilBuffer = new StencilBuffer();
- var maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
- var newAttributes = new Uint8Array( maxVertexAttributes );
- var enabledAttributes = new Uint8Array( maxVertexAttributes );
- var attributeDivisors = new Uint8Array( maxVertexAttributes );
- var capabilities = {};
- var compressedTextureFormats = null;
- var currentBlending = null;
- var currentBlendEquation = null;
- var currentBlendSrc = null;
- var currentBlendDst = null;
- var currentBlendEquationAlpha = null;
- var currentBlendSrcAlpha = null;
- var currentBlendDstAlpha = null;
- var currentPremultipledAlpha = false;
- var currentFlipSided = null;
- var currentCullFace = null;
- var currentLineWidth = null;
- var currentPolygonOffsetFactor = null;
- var currentPolygonOffsetUnits = null;
- var currentScissorTest = null;
- var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
- var version = parseFloat( /^WebGL\ ([0-9])/.exec( gl.getParameter( gl.VERSION ) )[ 1 ] );
- var lineWidthAvailable = parseFloat( version ) >= 1.0;
- var currentTextureSlot = null;
- var currentBoundTextures = {};
- var currentScissor = new Vector4();
- var currentViewport = new Vector4();
- function createTexture( type, target, count ) {
- var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
- var texture = gl.createTexture();
- gl.bindTexture( type, texture );
- gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
- gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
- for ( var i = 0; i < count; i ++ ) {
- gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );
- }
- return texture;
- }
- var emptyTextures = {};
- emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 );
- emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 );
- //
- function init() {
- colorBuffer.setClear( 0, 0, 0, 1 );
- depthBuffer.setClear( 1 );
- stencilBuffer.setClear( 0 );
- enable( gl.DEPTH_TEST );
- setDepthFunc( LessEqualDepth );
- setFlipSided( false );
- setCullFace( CullFaceBack );
- enable( gl.CULL_FACE );
- enable( gl.BLEND );
- setBlending( NormalBlending );
- }
- function initAttributes() {
- for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
- newAttributes[ i ] = 0;
- }
- }
- function enableAttribute( attribute ) {
- newAttributes[ attribute ] = 1;
- if ( enabledAttributes[ attribute ] === 0 ) {
- gl.enableVertexAttribArray( attribute );
- enabledAttributes[ attribute ] = 1;
- }
- if ( attributeDivisors[ attribute ] !== 0 ) {
- var extension = extensions.get( 'ANGLE_instanced_arrays' );
- extension.vertexAttribDivisorANGLE( attribute, 0 );
- attributeDivisors[ attribute ] = 0;
- }
- }
- function enableAttributeAndDivisor( attribute, meshPerAttribute, extension ) {
- newAttributes[ attribute ] = 1;
- if ( enabledAttributes[ attribute ] === 0 ) {
- gl.enableVertexAttribArray( attribute );
- enabledAttributes[ attribute ] = 1;
- }
- if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
- extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute );
- attributeDivisors[ attribute ] = meshPerAttribute;
- }
- }
- function disableUnusedAttributes() {
- for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
- if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
- gl.disableVertexAttribArray( i );
- enabledAttributes[ i ] = 0;
- }
- }
- }
- function enable( id ) {
- if ( capabilities[ id ] !== true ) {
- gl.enable( id );
- capabilities[ id ] = true;
- }
- }
- function disable( id ) {
- if ( capabilities[ id ] !== false ) {
- gl.disable( id );
- capabilities[ id ] = false;
- }
- }
- function getCompressedTextureFormats() {
- if ( compressedTextureFormats === null ) {
- compressedTextureFormats = [];
- if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
- extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
- extensions.get( 'WEBGL_compressed_texture_etc1' ) ) {
- var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS );
- for ( var i = 0; i < formats.length; i ++ ) {
- compressedTextureFormats.push( formats[ i ] );
- }
- }
- }
- return compressedTextureFormats;
- }
- function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
- if ( blending !== NoBlending ) {
- enable( gl.BLEND );
- } else {
- disable( gl.BLEND );
- }
- if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
- if ( blending === AdditiveBlending ) {
- if ( premultipliedAlpha ) {
- gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
- gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE );
- } else {
- gl.blendEquation( gl.FUNC_ADD );
- gl.blendFunc( gl.SRC_ALPHA, gl.ONE );
- }
- } else if ( blending === SubtractiveBlending ) {
- if ( premultipliedAlpha ) {
- gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
- gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA );
- } else {
- gl.blendEquation( gl.FUNC_ADD );
- gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR );
- }
- } else if ( blending === MultiplyBlending ) {
- if ( premultipliedAlpha ) {
- gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
- gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );
- } else {
- gl.blendEquation( gl.FUNC_ADD );
- gl.blendFunc( gl.ZERO, gl.SRC_COLOR );
- }
- } else {
- if ( premultipliedAlpha ) {
- gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
- gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
- } else {
- gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
- gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
- }
- }
- currentBlending = blending;
- currentPremultipledAlpha = premultipliedAlpha;
- }
- if ( blending === CustomBlending ) {
- blendEquationAlpha = blendEquationAlpha || blendEquation;
- blendSrcAlpha = blendSrcAlpha || blendSrc;
- blendDstAlpha = blendDstAlpha || blendDst;
- if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
- gl.blendEquationSeparate( paramThreeToGL( blendEquation ), paramThreeToGL( blendEquationAlpha ) );
- currentBlendEquation = blendEquation;
- currentBlendEquationAlpha = blendEquationAlpha;
- }
- if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
- gl.blendFuncSeparate( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ), paramThreeToGL( blendSrcAlpha ), paramThreeToGL( blendDstAlpha ) );
- currentBlendSrc = blendSrc;
- currentBlendDst = blendDst;
- currentBlendSrcAlpha = blendSrcAlpha;
- currentBlendDstAlpha = blendDstAlpha;
- }
- } else {
- currentBlendEquation = null;
- currentBlendSrc = null;
- currentBlendDst = null;
- currentBlendEquationAlpha = null;
- currentBlendSrcAlpha = null;
- currentBlendDstAlpha = null;
- }
- }
- // TODO Deprecate
- function setColorWrite( colorWrite ) {
- colorBuffer.setMask( colorWrite );
- }
- function setDepthTest( depthTest ) {
- depthBuffer.setTest( depthTest );
- }
- function setDepthWrite( depthWrite ) {
- depthBuffer.setMask( depthWrite );
- }
- function setDepthFunc( depthFunc ) {
- depthBuffer.setFunc( depthFunc );
- }
- function setStencilTest( stencilTest ) {
- stencilBuffer.setTest( stencilTest );
- }
- function setStencilWrite( stencilWrite ) {
- stencilBuffer.setMask( stencilWrite );
- }
- function setStencilFunc( stencilFunc, stencilRef, stencilMask ) {
- stencilBuffer.setFunc( stencilFunc, stencilRef, stencilMask );
- }
- function setStencilOp( stencilFail, stencilZFail, stencilZPass ) {
- stencilBuffer.setOp( stencilFail, stencilZFail, stencilZPass );
- }
- //
- function setFlipSided( flipSided ) {
- if ( currentFlipSided !== flipSided ) {
- if ( flipSided ) {
- gl.frontFace( gl.CW );
- } else {
- gl.frontFace( gl.CCW );
- }
- currentFlipSided = flipSided;
- }
- }
- function setCullFace( cullFace ) {
- if ( cullFace !== CullFaceNone ) {
- enable( gl.CULL_FACE );
- if ( cullFace !== currentCullFace ) {
- if ( cullFace === CullFaceBack ) {
- gl.cullFace( gl.BACK );
- } else if ( cullFace === CullFaceFront ) {
- gl.cullFace( gl.FRONT );
- } else {
- gl.cullFace( gl.FRONT_AND_BACK );
- }
- }
- } else {
- disable( gl.CULL_FACE );
- }
- currentCullFace = cullFace;
- }
- function setLineWidth( width ) {
- if ( width !== currentLineWidth ) {
- if ( lineWidthAvailable ) gl.lineWidth( width );
- currentLineWidth = width;
- }
- }
- function setPolygonOffset( polygonOffset, factor, units ) {
- if ( polygonOffset ) {
- enable( gl.POLYGON_OFFSET_FILL );
- if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
- gl.polygonOffset( factor, units );
- currentPolygonOffsetFactor = factor;
- currentPolygonOffsetUnits = units;
- }
- } else {
- disable( gl.POLYGON_OFFSET_FILL );
- }
- }
- function getScissorTest() {
- return currentScissorTest;
- }
- function setScissorTest( scissorTest ) {
- currentScissorTest = scissorTest;
- if ( scissorTest ) {
- enable( gl.SCISSOR_TEST );
- } else {
- disable( gl.SCISSOR_TEST );
- }
- }
- // texture
- function activeTexture( webglSlot ) {
- if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;
- if ( currentTextureSlot !== webglSlot ) {
- gl.activeTexture( webglSlot );
- currentTextureSlot = webglSlot;
- }
- }
- function bindTexture( webglType, webglTexture ) {
- if ( currentTextureSlot === null ) {
- activeTexture();
- }
- var boundTexture = currentBoundTextures[ currentTextureSlot ];
- if ( boundTexture === undefined ) {
- boundTexture = { type: undefined, texture: undefined };
- currentBoundTextures[ currentTextureSlot ] = boundTexture;
- }
- if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
- gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
- boundTexture.type = webglType;
- boundTexture.texture = webglTexture;
- }
- }
- function compressedTexImage2D() {
- try {
- gl.compressedTexImage2D.apply( gl, arguments );
- } catch ( error ) {
- console.error( error );
- }
- }
- function texImage2D() {
- try {
- gl.texImage2D.apply( gl, arguments );
- } catch ( error ) {
- console.error( error );
- }
- }
- //
- function scissor( scissor ) {
- if ( currentScissor.equals( scissor ) === false ) {
- gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
- currentScissor.copy( scissor );
- }
- }
- function viewport( viewport ) {
- if ( currentViewport.equals( viewport ) === false ) {
- gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
- currentViewport.copy( viewport );
- }
- }
- //
- function reset() {
- for ( var i = 0; i < enabledAttributes.length; i ++ ) {
- if ( enabledAttributes[ i ] === 1 ) {
- gl.disableVertexAttribArray( i );
- enabledAttributes[ i ] = 0;
- }
- }
- capabilities = {};
- compressedTextureFormats = null;
- currentTextureSlot = null;
- currentBoundTextures = {};
- currentBlending = null;
- currentFlipSided = null;
- currentCullFace = null;
- colorBuffer.reset();
- depthBuffer.reset();
- stencilBuffer.reset();
- }
- return {
- buffers: {
- color: colorBuffer,
- depth: depthBuffer,
- stencil: stencilBuffer
- },
- init: init,
- initAttributes: initAttributes,
- enableAttribute: enableAttribute,
- enableAttributeAndDivisor: enableAttributeAndDivisor,
- disableUnusedAttributes: disableUnusedAttributes,
- enable: enable,
- disable: disable,
- getCompressedTextureFormats: getCompressedTextureFormats,
- setBlending: setBlending,
- setColorWrite: setColorWrite,
- setDepthTest: setDepthTest,
- setDepthWrite: setDepthWrite,
- setDepthFunc: setDepthFunc,
- setStencilTest: setStencilTest,
- setStencilWrite: setStencilWrite,
- setStencilFunc: setStencilFunc,
- setStencilOp: setStencilOp,
- setFlipSided: setFlipSided,
- setCullFace: setCullFace,
- setLineWidth: setLineWidth,
- setPolygonOffset: setPolygonOffset,
- getScissorTest: getScissorTest,
- setScissorTest: setScissorTest,
- activeTexture: activeTexture,
- bindTexture: bindTexture,
- compressedTexImage2D: compressedTexImage2D,
- texImage2D: texImage2D,
- scissor: scissor,
- viewport: viewport,
- reset: reset
- };
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function WebGLCapabilities( gl, extensions, parameters ) {
- var maxAnisotropy;
- function getMaxAnisotropy() {
- if ( maxAnisotropy !== undefined ) return maxAnisotropy;
- var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
- if ( extension !== null ) {
- maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
- } else {
- maxAnisotropy = 0;
- }
- return maxAnisotropy;
- }
- function getMaxPrecision( precision ) {
- if ( precision === 'highp' ) {
- if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&
- gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {
- return 'highp';
- }
- precision = 'mediump';
- }
- if ( precision === 'mediump' ) {
- if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&
- gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {
- return 'mediump';
- }
- }
- return 'lowp';
- }
- var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
- var maxPrecision = getMaxPrecision( precision );
- if ( maxPrecision !== precision ) {
- console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
- precision = maxPrecision;
- }
- var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true && !! extensions.get( 'EXT_frag_depth' );
- var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
- var maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
- var maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE );
- var maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE );
- var maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
- var maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );
- var maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS );
- var maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS );
- var vertexTextures = maxVertexTextures > 0;
- var floatFragmentTextures = !! extensions.get( 'OES_texture_float' );
- var floatVertexTextures = vertexTextures && floatFragmentTextures;
- return {
- getMaxAnisotropy: getMaxAnisotropy,
- getMaxPrecision: getMaxPrecision,
- precision: precision,
- logarithmicDepthBuffer: logarithmicDepthBuffer,
- maxTextures: maxTextures,
- maxVertexTextures: maxVertexTextures,
- maxTextureSize: maxTextureSize,
- maxCubemapSize: maxCubemapSize,
- maxAttributes: maxAttributes,
- maxVertexUniforms: maxVertexUniforms,
- maxVaryings: maxVaryings,
- maxFragmentUniforms: maxFragmentUniforms,
- vertexTextures: vertexTextures,
- floatFragmentTextures: floatFragmentTextures,
- floatVertexTextures: floatVertexTextures
- };
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function WebGLExtensions( gl ) {
- var extensions = {};
- return {
- get: function ( name ) {
- if ( extensions[ name ] !== undefined ) {
- return extensions[ name ];
- }
- var extension;
- switch ( name ) {
- case 'WEBGL_depth_texture':
- extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
- break;
- case 'EXT_texture_filter_anisotropic':
- extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
- break;
- case 'WEBGL_compressed_texture_s3tc':
- extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
- break;
- case 'WEBGL_compressed_texture_pvrtc':
- extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
- break;
- case 'WEBGL_compressed_texture_etc1':
- extension = gl.getExtension( 'WEBGL_compressed_texture_etc1' );
- break;
- default:
- extension = gl.getExtension( name );
- }
- if ( extension === null ) {
- console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
- }
- extensions[ name ] = extension;
- return extension;
- }
- };
- }
- /**
- * @author tschw
- */
- function WebGLClipping() {
- var scope = this,
- globalState = null,
- numGlobalPlanes = 0,
- localClippingEnabled = false,
- renderingShadows = false,
- plane = new Plane(),
- viewNormalMatrix = new Matrix3(),
- uniform = { value: null, needsUpdate: false };
- this.uniform = uniform;
- this.numPlanes = 0;
- this.numIntersection = 0;
- this.init = function( planes, enableLocalClipping, camera ) {
- var enabled =
- planes.length !== 0 ||
- enableLocalClipping ||
- // enable state of previous frame - the clipping code has to
- // run another frame in order to reset the state:
- numGlobalPlanes !== 0 ||
- localClippingEnabled;
- localClippingEnabled = enableLocalClipping;
- globalState = projectPlanes( planes, camera, 0 );
- numGlobalPlanes = planes.length;
- return enabled;
- };
- this.beginShadows = function() {
- renderingShadows = true;
- projectPlanes( null );
- };
- this.endShadows = function() {
- renderingShadows = false;
- resetGlobalState();
- };
- this.setState = function( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
- if ( ! localClippingEnabled ||
- planes === null || planes.length === 0 ||
- renderingShadows && ! clipShadows ) {
- // there's no local clipping
- if ( renderingShadows ) {
- // there's no global clipping
- projectPlanes( null );
- } else {
- resetGlobalState();
- }
- } else {
- var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
- lGlobal = nGlobal * 4,
- dstArray = cache.clippingState || null;
- uniform.value = dstArray; // ensure unique state
- dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
- for ( var i = 0; i !== lGlobal; ++ i ) {
- dstArray[ i ] = globalState[ i ];
- }
- cache.clippingState = dstArray;
- this.numIntersection = clipIntersection ? this.numPlanes : 0;
- this.numPlanes += nGlobal;
- }
- };
- function resetGlobalState() {
- if ( uniform.value !== globalState ) {
- uniform.value = globalState;
- uniform.needsUpdate = numGlobalPlanes > 0;
- }
- scope.numPlanes = numGlobalPlanes;
- scope.numIntersection = 0;
- }
- function projectPlanes( planes, camera, dstOffset, skipTransform ) {
- var nPlanes = planes !== null ? planes.length : 0,
- dstArray = null;
- if ( nPlanes !== 0 ) {
- dstArray = uniform.value;
- if ( skipTransform !== true || dstArray === null ) {
- var flatSize = dstOffset + nPlanes * 4,
- viewMatrix = camera.matrixWorldInverse;
- viewNormalMatrix.getNormalMatrix( viewMatrix );
- if ( dstArray === null || dstArray.length < flatSize ) {
- dstArray = new Float32Array( flatSize );
- }
- for ( var i = 0, i4 = dstOffset;
- i !== nPlanes; ++ i, i4 += 4 ) {
- plane.copy( planes[ i ] ).
- applyMatrix4( viewMatrix, viewNormalMatrix );
- plane.normal.toArray( dstArray, i4 );
- dstArray[ i4 + 3 ] = plane.constant;
- }
- }
- uniform.value = dstArray;
- uniform.needsUpdate = true;
- }
- scope.numPlanes = nPlanes;
-
- return dstArray;
- }
- }
- /**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author szimek / https://github.com/szimek/
- * @author tschw
- */
- function WebGLRenderer( parameters ) {
- console.log( 'THREE.WebGLRenderer', REVISION );
- parameters = parameters || {};
- var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
- _context = parameters.context !== undefined ? parameters.context : null,
- _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
- _depth = parameters.depth !== undefined ? parameters.depth : true,
- _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
- _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
- _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
- _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false;
- var lights = [];
- var opaqueObjects = [];
- var opaqueObjectsLastIndex = - 1;
- var transparentObjects = [];
- var transparentObjectsLastIndex = - 1;
- var morphInfluences = new Float32Array( 8 );
- var sprites = [];
- var lensFlares = [];
- // public properties
- this.domElement = _canvas;
- this.context = null;
- // clearing
- this.autoClear = true;
- this.autoClearColor = true;
- this.autoClearDepth = true;
- this.autoClearStencil = true;
- // scene graph
- this.sortObjects = true;
- // user-defined clipping
- this.clippingPlanes = [];
- this.localClippingEnabled = false;
- // physically based shading
- this.gammaFactor = 2.0; // for backwards compatibility
- this.gammaInput = false;
- this.gammaOutput = false;
- // physical lights
- this.physicallyCorrectLights = false;
- // tone mapping
- this.toneMapping = LinearToneMapping;
- this.toneMappingExposure = 1.0;
- this.toneMappingWhitePoint = 1.0;
- // morphs
- this.maxMorphTargets = 8;
- this.maxMorphNormals = 4;
- // internal properties
- var _this = this,
- // internal state cache
- _currentProgram = null,
- _currentRenderTarget = null,
- _currentFramebuffer = null,
- _currentMaterialId = - 1,
- _currentGeometryProgram = '',
- _currentCamera = null,
- _currentScissor = new Vector4(),
- _currentScissorTest = null,
- _currentViewport = new Vector4(),
- //
- _usedTextureUnits = 0,
- //
- _clearColor = new Color( 0x000000 ),
- _clearAlpha = 0,
- _width = _canvas.width,
- _height = _canvas.height,
- _pixelRatio = 1,
- _scissor = new Vector4( 0, 0, _width, _height ),
- _scissorTest = false,
- _viewport = new Vector4( 0, 0, _width, _height ),
- // frustum
- _frustum = new Frustum(),
- // clipping
- _clipping = new WebGLClipping(),
- _clippingEnabled = false,
- _localClippingEnabled = false,
- _sphere = new Sphere(),
- // camera matrices cache
- _projScreenMatrix = new Matrix4(),
- _vector3 = new Vector3(),
- _matrix4 = new Matrix4(),
- _matrix42 = new Matrix4(),
- // light arrays cache
- _lights = {
- hash: '',
- ambient: [ 0, 0, 0 ],
- directional: [],
- directionalShadowMap: [],
- directionalShadowMatrix: [],
- spot: [],
- spotShadowMap: [],
- spotShadowMatrix: [],
- rectArea: [],
- point: [],
- pointShadowMap: [],
- pointShadowMatrix: [],
- hemi: [],
- shadows: []
- },
- // info
- _infoRender = {
- calls: 0,
- vertices: 0,
- faces: 0,
- points: 0
- };
- this.info = {
- render: _infoRender,
- memory: {
- geometries: 0,
- textures: 0
- },
- programs: null
- };
- // initialize
- var _gl;
- try {
- var attributes = {
- alpha: _alpha,
- depth: _depth,
- stencil: _stencil,
- antialias: _antialias,
- premultipliedAlpha: _premultipliedAlpha,
- preserveDrawingBuffer: _preserveDrawingBuffer
- };
- _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
- if ( _gl === null ) {
- if ( _canvas.getContext( 'webgl' ) !== null ) {
- throw 'Error creating WebGL context with your selected attributes.';
- } else {
- throw 'Error creating WebGL context.';
- }
- }
- // Some experimental-webgl implementations do not have getShaderPrecisionFormat
- if ( _gl.getShaderPrecisionFormat === undefined ) {
- _gl.getShaderPrecisionFormat = function () {
- return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
- };
- }
- _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
- } catch ( error ) {
- console.error( 'THREE.WebGLRenderer: ' + error );
- }
- var extensions = new WebGLExtensions( _gl );
- extensions.get( 'WEBGL_depth_texture' );
- extensions.get( 'OES_texture_float' );
- extensions.get( 'OES_texture_float_linear' );
- extensions.get( 'OES_texture_half_float' );
- extensions.get( 'OES_texture_half_float_linear' );
- extensions.get( 'OES_standard_derivatives' );
- extensions.get( 'ANGLE_instanced_arrays' );
- if ( extensions.get( 'OES_element_index_uint' ) ) {
- BufferGeometry.MaxIndex = 4294967296;
- }
- var capabilities = new WebGLCapabilities( _gl, extensions, parameters );
- var state = new WebGLState( _gl, extensions, paramThreeToGL );
- var properties = new WebGLProperties();
- var textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, this.info );
- var objects = new WebGLObjects( _gl, properties, this.info );
- var programCache = new WebGLPrograms( this, capabilities );
- var lightCache = new WebGLLights();
- this.info.programs = programCache.programs;
- var bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );
- var indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
- //
- var backgroundPlaneCamera, backgroundPlaneMesh;
- var backgroundBoxCamera, backgroundBoxMesh;
- //
- function getTargetPixelRatio() {
- return _currentRenderTarget === null ? _pixelRatio : 1;
- }
- function setDefaultGLState() {
- state.init();
- state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
- state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
- state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
- }
- function resetGLState() {
- _currentProgram = null;
- _currentCamera = null;
- _currentGeometryProgram = '';
- _currentMaterialId = - 1;
- state.reset();
- }
- setDefaultGLState();
- this.context = _gl;
- this.capabilities = capabilities;
- this.extensions = extensions;
- this.properties = properties;
- this.state = state;
- // shadow map
- var shadowMap = new WebGLShadowMap( this, _lights, objects, capabilities );
- this.shadowMap = shadowMap;
- // Plugins
- var spritePlugin = new SpritePlugin( this, sprites );
- var lensFlarePlugin = new LensFlarePlugin( this, lensFlares );
- // API
- this.getContext = function () {
- return _gl;
- };
- this.getContextAttributes = function () {
- return _gl.getContextAttributes();
- };
- this.forceContextLoss = function () {
- extensions.get( 'WEBGL_lose_context' ).loseContext();
- };
- this.getMaxAnisotropy = function () {
- return capabilities.getMaxAnisotropy();
- };
- this.getPrecision = function () {
- return capabilities.precision;
- };
- this.getPixelRatio = function () {
- return _pixelRatio;
- };
- this.setPixelRatio = function ( value ) {
- if ( value === undefined ) return;
- _pixelRatio = value;
- this.setSize( _viewport.z, _viewport.w, false );
- };
- this.getSize = function () {
- return {
- width: _width,
- height: _height
- };
- };
- this.setSize = function ( width, height, updateStyle ) {
- _width = width;
- _height = height;
- _canvas.width = width * _pixelRatio;
- _canvas.height = height * _pixelRatio;
- if ( updateStyle !== false ) {
- _canvas.style.width = width + 'px';
- _canvas.style.height = height + 'px';
- }
- this.setViewport( 0, 0, width, height );
- };
- this.setViewport = function ( x, y, width, height ) {
- state.viewport( _viewport.set( x, y, width, height ) );
- };
- this.setScissor = function ( x, y, width, height ) {
- state.scissor( _scissor.set( x, y, width, height ) );
- };
- this.setScissorTest = function ( boolean ) {
- state.setScissorTest( _scissorTest = boolean );
- };
- // Clearing
- this.getClearColor = function () {
- return _clearColor;
- };
- this.setClearColor = function ( color, alpha ) {
- _clearColor.set( color );
- _clearAlpha = alpha !== undefined ? alpha : 1;
- state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
- };
- this.getClearAlpha = function () {
- return _clearAlpha;
- };
- this.setClearAlpha = function ( alpha ) {
- _clearAlpha = alpha;
- state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
- };
- this.clear = function ( color, depth, stencil ) {
- var bits = 0;
- if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
- if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
- if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
- _gl.clear( bits );
- };
- this.clearColor = function () {
- this.clear( true, false, false );
- };
- this.clearDepth = function () {
- this.clear( false, true, false );
- };
- this.clearStencil = function () {
- this.clear( false, false, true );
- };
- this.clearTarget = function ( renderTarget, color, depth, stencil ) {
- this.setRenderTarget( renderTarget );
- this.clear( color, depth, stencil );
- };
- // Reset
- this.resetGLState = resetGLState;
- this.dispose = function() {
- transparentObjects = [];
- transparentObjectsLastIndex = -1;
- opaqueObjects = [];
- opaqueObjectsLastIndex = -1;
- _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
- };
- // Events
- function onContextLost( event ) {
- event.preventDefault();
- resetGLState();
- setDefaultGLState();
- properties.clear();
- }
- function onMaterialDispose( event ) {
- var material = event.target;
- material.removeEventListener( 'dispose', onMaterialDispose );
- deallocateMaterial( material );
- }
- // Buffer deallocation
- function deallocateMaterial( material ) {
- releaseMaterialProgramReference( material );
- properties.delete( material );
- }
- function releaseMaterialProgramReference( material ) {
- var programInfo = properties.get( material ).program;
- material.program = undefined;
- if ( programInfo !== undefined ) {
- programCache.releaseProgram( programInfo );
- }
- }
- // Buffer rendering
- this.renderBufferImmediate = function ( object, program, material ) {
- state.initAttributes();
- var buffers = properties.get( object );
- if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
- if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
- if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
- if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
- var attributes = program.getAttributes();
- if ( object.hasPositions ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
- state.enableAttribute( attributes.position );
- _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
- }
- if ( object.hasNormals ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
- if ( ! material.isMeshPhongMaterial &&
- ! material.isMeshStandardMaterial &&
- ! material.isMeshNormalMaterial &&
- material.shading === FlatShading ) {
- for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
- var array = object.normalArray;
- var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
- var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
- var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
- array[ i + 0 ] = nx;
- array[ i + 1 ] = ny;
- array[ i + 2 ] = nz;
- array[ i + 3 ] = nx;
- array[ i + 4 ] = ny;
- array[ i + 5 ] = nz;
- array[ i + 6 ] = nx;
- array[ i + 7 ] = ny;
- array[ i + 8 ] = nz;
- }
- }
- _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
- state.enableAttribute( attributes.normal );
- _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
- }
- if ( object.hasUvs && material.map ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
- state.enableAttribute( attributes.uv );
- _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
- }
- if ( object.hasColors && material.vertexColors !== NoColors ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
- state.enableAttribute( attributes.color );
- _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
- }
- state.disableUnusedAttributes();
- _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
- object.count = 0;
- };
- this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
- setMaterial( material );
- var program = setProgram( camera, fog, material, object );
- var updateBuffers = false;
- var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
- if ( geometryProgram !== _currentGeometryProgram ) {
- _currentGeometryProgram = geometryProgram;
- updateBuffers = true;
- }
- // morph targets
- var morphTargetInfluences = object.morphTargetInfluences;
- if ( morphTargetInfluences !== undefined ) {
- var activeInfluences = [];
- for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {
- var influence = morphTargetInfluences[ i ];
- activeInfluences.push( [ influence, i ] );
- }
- activeInfluences.sort( absNumericalSort );
- if ( activeInfluences.length > 8 ) {
- activeInfluences.length = 8;
- }
- var morphAttributes = geometry.morphAttributes;
- for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {
- var influence = activeInfluences[ i ];
- morphInfluences[ i ] = influence[ 0 ];
- if ( influence[ 0 ] !== 0 ) {
- var index = influence[ 1 ];
- if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
- if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
- } else {
- if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
- if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
- }
- }
- for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {
- morphInfluences[ i ] = 0.0;
- }
- program.getUniforms().setValue(
- _gl, 'morphTargetInfluences', morphInfluences );
- updateBuffers = true;
- }
- //
- var index = geometry.index;
- var position = geometry.attributes.position;
- var rangeFactor = 1;
- if ( material.wireframe === true ) {
- index = objects.getWireframeAttribute( geometry );
- rangeFactor = 2;
- }
- var renderer;
- if ( index !== null ) {
- renderer = indexedBufferRenderer;
- renderer.setIndex( index );
- } else {
- renderer = bufferRenderer;
- }
- if ( updateBuffers ) {
- setupVertexAttributes( material, program, geometry );
- if ( index !== null ) {
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
- }
- }
- //
- var dataCount = 0;
- if ( index !== null ) {
- dataCount = index.count;
- } else if ( position !== undefined ) {
- dataCount = position.count;
- }
- var rangeStart = geometry.drawRange.start * rangeFactor;
- var rangeCount = geometry.drawRange.count * rangeFactor;
- var groupStart = group !== null ? group.start * rangeFactor : 0;
- var groupCount = group !== null ? group.count * rangeFactor : Infinity;
- var drawStart = Math.max( rangeStart, groupStart );
- var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
- var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
- if ( drawCount === 0 ) return;
- //
- if ( object.isMesh ) {
- if ( material.wireframe === true ) {
- state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
- renderer.setMode( _gl.LINES );
- } else {
- switch ( object.drawMode ) {
- case TrianglesDrawMode:
- renderer.setMode( _gl.TRIANGLES );
- break;
- case TriangleStripDrawMode:
- renderer.setMode( _gl.TRIANGLE_STRIP );
- break;
- case TriangleFanDrawMode:
- renderer.setMode( _gl.TRIANGLE_FAN );
- break;
- }
- }
- } else if ( object.isLine ) {
- var lineWidth = material.linewidth;
- if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
- state.setLineWidth( lineWidth * getTargetPixelRatio() );
- if ( object.isLineSegments ) {
- renderer.setMode( _gl.LINES );
- } else {
- renderer.setMode( _gl.LINE_STRIP );
- }
- } else if ( object.isPoints ) {
- renderer.setMode( _gl.POINTS );
- }
- if ( geometry && geometry.isInstancedBufferGeometry ) {
- if ( geometry.maxInstancedCount > 0 ) {
- renderer.renderInstances( geometry, drawStart, drawCount );
- }
- } else {
- renderer.render( drawStart, drawCount );
- }
- };
- function setupVertexAttributes( material, program, geometry, startIndex ) {
- var extension;
- if ( geometry && geometry.isInstancedBufferGeometry ) {
- extension = extensions.get( 'ANGLE_instanced_arrays' );
- if ( extension === null ) {
- console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
- return;
- }
- }
- if ( startIndex === undefined ) startIndex = 0;
- state.initAttributes();
- var geometryAttributes = geometry.attributes;
- var programAttributes = program.getAttributes();
- var materialDefaultAttributeValues = material.defaultAttributeValues;
- for ( var name in programAttributes ) {
- var programAttribute = programAttributes[ name ];
- if ( programAttribute >= 0 ) {
- var geometryAttribute = geometryAttributes[ name ];
- if ( geometryAttribute !== undefined ) {
- var normalized = geometryAttribute.normalized;
- var size = geometryAttribute.itemSize;
- var attributeProperties = objects.getAttributeProperties( geometryAttribute );
- var buffer = attributeProperties.__webglBuffer;
- var type = attributeProperties.type;
- var bytesPerElement = attributeProperties.bytesPerElement;
- if ( geometryAttribute.isInterleavedBufferAttribute ) {
- var data = geometryAttribute.data;
- var stride = data.stride;
- var offset = geometryAttribute.offset;
- if ( data && data.isInstancedInterleavedBuffer ) {
- state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
- if ( geometry.maxInstancedCount === undefined ) {
- geometry.maxInstancedCount = data.meshPerAttribute * data.count;
- }
- } else {
- state.enableAttribute( programAttribute );
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
- _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
- } else {
- if ( geometryAttribute.isInstancedBufferAttribute ) {
- state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
- if ( geometry.maxInstancedCount === undefined ) {
- geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
- }
- } else {
- state.enableAttribute( programAttribute );
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
- _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
- }
- } else if ( materialDefaultAttributeValues !== undefined ) {
- var value = materialDefaultAttributeValues[ name ];
- if ( value !== undefined ) {
- switch ( value.length ) {
- case 2:
- _gl.vertexAttrib2fv( programAttribute, value );
- break;
- case 3:
- _gl.vertexAttrib3fv( programAttribute, value );
- break;
- case 4:
- _gl.vertexAttrib4fv( programAttribute, value );
- break;
- default:
- _gl.vertexAttrib1fv( programAttribute, value );
- }
- }
- }
- }
- }
- state.disableUnusedAttributes();
- }
- // Sorting
- function absNumericalSort( a, b ) {
- return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
- }
- function painterSortStable( a, b ) {
- if ( a.object.renderOrder !== b.object.renderOrder ) {
- return a.object.renderOrder - b.object.renderOrder;
- } else if ( a.material.program && b.material.program && a.material.program !== b.material.program ) {
- return a.material.program.id - b.material.program.id;
- } else if ( a.material.id !== b.material.id ) {
- return a.material.id - b.material.id;
- } else if ( a.z !== b.z ) {
- return a.z - b.z;
- } else {
- return a.id - b.id;
- }
- }
- function reversePainterSortStable( a, b ) {
- if ( a.object.renderOrder !== b.object.renderOrder ) {
- return a.object.renderOrder - b.object.renderOrder;
- } if ( a.z !== b.z ) {
- return b.z - a.z;
- } else {
- return a.id - b.id;
- }
- }
- // Rendering
- this.render = function ( scene, camera, renderTarget, forceClear ) {
- if ( camera !== undefined && camera.isCamera !== true ) {
- console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
- return;
- }
- // reset caching for this frame
- _currentGeometryProgram = '';
- _currentMaterialId = - 1;
- _currentCamera = null;
- // update scene graph
- if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
- // update camera matrices and frustum
- if ( camera.parent === null ) camera.updateMatrixWorld();
- camera.matrixWorldInverse.getInverse( camera.matrixWorld );
- _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
- _frustum.setFromMatrix( _projScreenMatrix );
- lights.length = 0;
- opaqueObjectsLastIndex = - 1;
- transparentObjectsLastIndex = - 1;
- sprites.length = 0;
- lensFlares.length = 0;
- _localClippingEnabled = this.localClippingEnabled;
- _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
- projectObject( scene, camera );
- opaqueObjects.length = opaqueObjectsLastIndex + 1;
- transparentObjects.length = transparentObjectsLastIndex + 1;
- if ( _this.sortObjects === true ) {
- opaqueObjects.sort( painterSortStable );
- transparentObjects.sort( reversePainterSortStable );
- }
- //
- if ( _clippingEnabled ) _clipping.beginShadows();
- setupShadows( lights );
- shadowMap.render( scene, camera );
- setupLights( lights, camera );
- if ( _clippingEnabled ) _clipping.endShadows();
- //
- _infoRender.calls = 0;
- _infoRender.vertices = 0;
- _infoRender.faces = 0;
- _infoRender.points = 0;
- if ( renderTarget === undefined ) {
- renderTarget = null;
- }
- this.setRenderTarget( renderTarget );
- //
- var background = scene.background;
- if ( background === null ) {
- state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
- } else if ( background && background.isColor ) {
- state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
- forceClear = true;
- }
- if ( this.autoClear || forceClear ) {
- this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
- }
- if ( background && background.isCubeTexture ) {
- if ( backgroundBoxCamera === undefined ) {
- backgroundBoxCamera = new PerspectiveCamera();
- backgroundBoxMesh = new Mesh(
- new BoxBufferGeometry( 5, 5, 5 ),
- new ShaderMaterial( {
- uniforms: ShaderLib.cube.uniforms,
- vertexShader: ShaderLib.cube.vertexShader,
- fragmentShader: ShaderLib.cube.fragmentShader,
- side: BackSide,
- depthTest: false,
- depthWrite: false,
- fog: false
- } )
- );
- }
- backgroundBoxCamera.projectionMatrix.copy( camera.projectionMatrix );
- backgroundBoxCamera.matrixWorld.extractRotation( camera.matrixWorld );
- backgroundBoxCamera.matrixWorldInverse.getInverse( backgroundBoxCamera.matrixWorld );
- backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
- backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld );
- objects.update( backgroundBoxMesh );
- _this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
- } else if ( background && background.isTexture ) {
- if ( backgroundPlaneCamera === undefined ) {
- backgroundPlaneCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
- backgroundPlaneMesh = new Mesh(
- new PlaneBufferGeometry( 2, 2 ),
- new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } )
- );
- }
- backgroundPlaneMesh.material.map = background;
- objects.update( backgroundPlaneMesh );
- _this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );
- }
- //
- if ( scene.overrideMaterial ) {
- var overrideMaterial = scene.overrideMaterial;
- renderObjects( opaqueObjects, scene, camera, overrideMaterial );
- renderObjects( transparentObjects, scene, camera, overrideMaterial );
- } else {
- // opaque pass (front-to-back order)
- state.setBlending( NoBlending );
- renderObjects( opaqueObjects, scene, camera );
- // transparent pass (back-to-front order)
- renderObjects( transparentObjects, scene, camera );
- }
- // custom render plugins (post pass)
- spritePlugin.render( scene, camera );
- lensFlarePlugin.render( scene, camera, _currentViewport );
- // Generate mipmap if we're using any kind of mipmap filtering
- if ( renderTarget ) {
- textures.updateRenderTargetMipmap( renderTarget );
- }
- // Ensure depth buffer writing is enabled so it can be cleared on next render
- state.setDepthTest( true );
- state.setDepthWrite( true );
- state.setColorWrite( true );
- // _gl.finish();
- };
- function pushRenderItem( object, geometry, material, z, group ) {
- var array, index;
- // allocate the next position in the appropriate array
- if ( material.transparent ) {
- array = transparentObjects;
- index = ++ transparentObjectsLastIndex;
- } else {
- array = opaqueObjects;
- index = ++ opaqueObjectsLastIndex;
- }
- // recycle existing render item or grow the array
- var renderItem = array[ index ];
- if ( renderItem !== undefined ) {
- renderItem.id = object.id;
- renderItem.object = object;
- renderItem.geometry = geometry;
- renderItem.material = material;
- renderItem.z = _vector3.z;
- renderItem.group = group;
- } else {
- renderItem = {
- id: object.id,
- object: object,
- geometry: geometry,
- material: material,
- z: _vector3.z,
- group: group
- };
- // assert( index === array.length );
- array.push( renderItem );
- }
- }
- // TODO Duplicated code (Frustum)
- function isObjectViewable( object ) {
- var geometry = object.geometry;
- if ( geometry.boundingSphere === null )
- geometry.computeBoundingSphere();
- _sphere.copy( geometry.boundingSphere ).
- applyMatrix4( object.matrixWorld );
- return isSphereViewable( _sphere );
- }
- function isSpriteViewable( sprite ) {
- _sphere.center.set( 0, 0, 0 );
- _sphere.radius = 0.7071067811865476;
- _sphere.applyMatrix4( sprite.matrixWorld );
- return isSphereViewable( _sphere );
- }
- function isSphereViewable( sphere ) {
- if ( ! _frustum.intersectsSphere( sphere ) ) return false;
- var numPlanes = _clipping.numPlanes;
- if ( numPlanes === 0 ) return true;
- var planes = _this.clippingPlanes,
- center = sphere.center,
- negRad = - sphere.radius,
- i = 0;
- do {
- // out when deeper than radius in the negative halfspace
- if ( planes[ i ].distanceToPoint( center ) < negRad ) return false;
- } while ( ++ i !== numPlanes );
- return true;
- }
- function projectObject( object, camera ) {
- if ( object.visible === false ) return;
- var visible = ( object.layers.mask & camera.layers.mask ) !== 0;
- if ( visible ) {
- if ( object.isLight ) {
- lights.push( object );
- } else if ( object.isSprite ) {
- if ( object.frustumCulled === false || isSpriteViewable( object ) === true ) {
- sprites.push( object );
- }
- } else if ( object.isLensFlare ) {
- lensFlares.push( object );
- } else if ( object.isImmediateRenderObject ) {
- if ( _this.sortObjects === true ) {
- _vector3.setFromMatrixPosition( object.matrixWorld );
- _vector3.applyMatrix4( _projScreenMatrix );
- }
- pushRenderItem( object, null, object.material, _vector3.z, null );
- } else if ( object.isMesh || object.isLine || object.isPoints ) {
- if ( object.isSkinnedMesh ) {
- object.skeleton.update();
- }
- if ( object.frustumCulled === false || isObjectViewable( object ) === true ) {
- var material = object.material;
- if ( material.visible === true ) {
- if ( _this.sortObjects === true ) {
- _vector3.setFromMatrixPosition( object.matrixWorld );
- _vector3.applyMatrix4( _projScreenMatrix );
- }
- var geometry = objects.update( object );
- if ( material.isMultiMaterial ) {
- var groups = geometry.groups;
- var materials = material.materials;
- for ( var i = 0, l = groups.length; i < l; i ++ ) {
- var group = groups[ i ];
- var groupMaterial = materials[ group.materialIndex ];
- if ( groupMaterial.visible === true ) {
- pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
- }
- }
- } else {
- pushRenderItem( object, geometry, material, _vector3.z, null );
- }
- }
- }
- }
- }
- var children = object.children;
- for ( var i = 0, l = children.length; i < l; i ++ ) {
- projectObject( children[ i ], camera );
- }
- }
- function renderObjects( renderList, scene, camera, overrideMaterial ) {
- for ( var i = 0, l = renderList.length; i < l; i ++ ) {
- var renderItem = renderList[ i ];
- var object = renderItem.object;
- var geometry = renderItem.geometry;
- var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
- var group = renderItem.group;
- object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
- object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
- object.onBeforeRender( _this, scene, camera, geometry, material, group );
- if ( object.isImmediateRenderObject ) {
- setMaterial( material );
- var program = setProgram( camera, scene.fog, material, object );
- _currentGeometryProgram = '';
- object.render( function ( object ) {
- _this.renderBufferImmediate( object, program, material );
- } );
- } else {
- _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
- }
- object.onAfterRender( _this, scene, camera, geometry, material, group );
- }
- }
- function initMaterial( material, fog, object ) {
- var materialProperties = properties.get( material );
- var parameters = programCache.getParameters(
- material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
- var code = programCache.getProgramCode( material, parameters );
- var program = materialProperties.program;
- var programChange = true;
- if ( program === undefined ) {
- // new material
- material.addEventListener( 'dispose', onMaterialDispose );
- } else if ( program.code !== code ) {
- // changed glsl or parameters
- releaseMaterialProgramReference( material );
- } else if ( parameters.shaderID !== undefined ) {
- // same glsl and uniform list
- return;
- } else {
- // only rebuild uniform list
- programChange = false;
- }
- if ( programChange ) {
- if ( parameters.shaderID ) {
- var shader = ShaderLib[ parameters.shaderID ];
- materialProperties.__webglShader = {
- name: material.type,
- uniforms: UniformsUtils.clone( shader.uniforms ),
- vertexShader: shader.vertexShader,
- fragmentShader: shader.fragmentShader
- };
- } else {
- materialProperties.__webglShader = {
- name: material.type,
- uniforms: material.uniforms,
- vertexShader: material.vertexShader,
- fragmentShader: material.fragmentShader
- };
- }
- material.__webglShader = materialProperties.__webglShader;
- program = programCache.acquireProgram( material, parameters, code );
- materialProperties.program = program;
- material.program = program;
- }
- var attributes = program.getAttributes();
- if ( material.morphTargets ) {
- material.numSupportedMorphTargets = 0;
- for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
- if ( attributes[ 'morphTarget' + i ] >= 0 ) {
- material.numSupportedMorphTargets ++;
- }
- }
- }
- if ( material.morphNormals ) {
- material.numSupportedMorphNormals = 0;
- for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
- if ( attributes[ 'morphNormal' + i ] >= 0 ) {
- material.numSupportedMorphNormals ++;
- }
- }
- }
- var uniforms = materialProperties.__webglShader.uniforms;
- if ( ! material.isShaderMaterial &&
- ! material.isRawShaderMaterial ||
- material.clipping === true ) {
- materialProperties.numClippingPlanes = _clipping.numPlanes;
- materialProperties.numIntersection = _clipping.numIntersection;
- uniforms.clippingPlanes = _clipping.uniform;
- }
- materialProperties.fog = fog;
- // store the light setup it was created for
- materialProperties.lightsHash = _lights.hash;
- if ( material.lights ) {
- // wire up the material to this renderer's lighting state
- uniforms.ambientLightColor.value = _lights.ambient;
- uniforms.directionalLights.value = _lights.directional;
- uniforms.spotLights.value = _lights.spot;
- uniforms.rectAreaLights.value = _lights.rectArea;
- uniforms.pointLights.value = _lights.point;
- uniforms.hemisphereLights.value = _lights.hemi;
- uniforms.directionalShadowMap.value = _lights.directionalShadowMap;
- uniforms.directionalShadowMatrix.value = _lights.directionalShadowMatrix;
- uniforms.spotShadowMap.value = _lights.spotShadowMap;
- uniforms.spotShadowMatrix.value = _lights.spotShadowMatrix;
- uniforms.pointShadowMap.value = _lights.pointShadowMap;
- uniforms.pointShadowMatrix.value = _lights.pointShadowMatrix;
- // TODO (abelnation): add area lights shadow info to uniforms
- }
- var progUniforms = materialProperties.program.getUniforms(),
- uniformsList =
- WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
- materialProperties.uniformsList = uniformsList;
- }
- function setMaterial( material ) {
- material.side === DoubleSide
- ? state.disable( _gl.CULL_FACE )
- : state.enable( _gl.CULL_FACE );
- state.setFlipSided( material.side === BackSide );
- material.transparent === true
- ? state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
- : state.setBlending( NoBlending );
- state.setDepthFunc( material.depthFunc );
- state.setDepthTest( material.depthTest );
- state.setDepthWrite( material.depthWrite );
- state.setColorWrite( material.colorWrite );
- state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
- }
- function setProgram( camera, fog, material, object ) {
- _usedTextureUnits = 0;
- var materialProperties = properties.get( material );
- if ( _clippingEnabled ) {
- if ( _localClippingEnabled || camera !== _currentCamera ) {
- var useCache =
- camera === _currentCamera &&
- material.id === _currentMaterialId;
- // we might want to call this function with some ClippingGroup
- // object instead of the material, once it becomes feasible
- // (#8465, #8379)
- _clipping.setState(
- material.clippingPlanes, material.clipIntersection, material.clipShadows,
- camera, materialProperties, useCache );
- }
- }
- if ( material.needsUpdate === false ) {
- if ( materialProperties.program === undefined ) {
- material.needsUpdate = true;
- } else if ( material.fog && materialProperties.fog !== fog ) {
- material.needsUpdate = true;
- } else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
- material.needsUpdate = true;
- } else if ( materialProperties.numClippingPlanes !== undefined &&
- ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
- materialProperties.numIntersection !== _clipping.numIntersection ) ) {
- material.needsUpdate = true;
- }
- }
- if ( material.needsUpdate ) {
- initMaterial( material, fog, object );
- material.needsUpdate = false;
- }
- var refreshProgram = false;
- var refreshMaterial = false;
- var refreshLights = false;
- var program = materialProperties.program,
- p_uniforms = program.getUniforms(),
- m_uniforms = materialProperties.__webglShader.uniforms;
- if ( program.id !== _currentProgram ) {
- _gl.useProgram( program.program );
- _currentProgram = program.id;
- refreshProgram = true;
- refreshMaterial = true;
- refreshLights = true;
- }
- if ( material.id !== _currentMaterialId ) {
- _currentMaterialId = material.id;
- refreshMaterial = true;
- }
- if ( refreshProgram || camera !== _currentCamera ) {
- p_uniforms.set( _gl, camera, 'projectionMatrix' );
- if ( capabilities.logarithmicDepthBuffer ) {
- p_uniforms.setValue( _gl, 'logDepthBufFC',
- 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
- }
- if ( camera !== _currentCamera ) {
- _currentCamera = camera;
- // lighting uniforms depend on the camera so enforce an update
- // now, in case this material supports lights - or later, when
- // the next material that does gets activated:
- refreshMaterial = true; // set to true on material change
- refreshLights = true; // remains set until update done
- }
- // load material specific uniforms
- // (shader material also gets them for the sake of genericity)
- if ( material.isShaderMaterial ||
- material.isMeshPhongMaterial ||
- material.isMeshStandardMaterial ||
- material.envMap ) {
- var uCamPos = p_uniforms.map.cameraPosition;
- if ( uCamPos !== undefined ) {
- uCamPos.setValue( _gl,
- _vector3.setFromMatrixPosition( camera.matrixWorld ) );
- }
- }
- if ( material.isMeshPhongMaterial ||
- material.isMeshLambertMaterial ||
- material.isMeshBasicMaterial ||
- material.isMeshStandardMaterial ||
- material.isShaderMaterial ||
- material.skinning ) {
- p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
- }
- p_uniforms.set( _gl, _this, 'toneMappingExposure' );
- p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );
- }
- // skinning uniforms must be set even if material didn't change
- // auto-setting of texture unit for bone texture must go before other textures
- // not sure why, but otherwise weird things happen
- if ( material.skinning ) {
- p_uniforms.setOptional( _gl, object, 'bindMatrix' );
- p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
- var skeleton = object.skeleton;
- if ( skeleton ) {
- if ( capabilities.floatVertexTextures && skeleton.useVertexTexture ) {
- p_uniforms.set( _gl, skeleton, 'boneTexture' );
- p_uniforms.set( _gl, skeleton, 'boneTextureWidth' );
- p_uniforms.set( _gl, skeleton, 'boneTextureHeight' );
- } else {
- p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
- }
- }
- }
- if ( refreshMaterial ) {
- if ( material.lights ) {
- // the current material requires lighting info
- // note: all lighting uniforms are always set correctly
- // they simply reference the renderer's state for their
- // values
- //
- // use the current material's .needsUpdate flags to set
- // the GL state when required
- markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
- }
- // refresh uniforms common to several materials
- if ( fog && material.fog ) {
- refreshUniformsFog( m_uniforms, fog );
- }
- if ( material.isMeshBasicMaterial ||
- material.isMeshLambertMaterial ||
- material.isMeshPhongMaterial ||
- material.isMeshStandardMaterial ||
- material.isMeshNormalMaterial ||
- material.isMeshDepthMaterial ) {
- refreshUniformsCommon( m_uniforms, material );
- }
- // refresh single material specific uniforms
- if ( material.isLineBasicMaterial ) {
- refreshUniformsLine( m_uniforms, material );
- } else if ( material.isLineDashedMaterial ) {
- refreshUniformsLine( m_uniforms, material );
- refreshUniformsDash( m_uniforms, material );
- } else if ( material.isPointsMaterial ) {
- refreshUniformsPoints( m_uniforms, material );
- } else if ( material.isMeshLambertMaterial ) {
- refreshUniformsLambert( m_uniforms, material );
- } else if ( material.isMeshToonMaterial ) {
- refreshUniformsToon( m_uniforms, material );
- } else if ( material.isMeshPhongMaterial ) {
- refreshUniformsPhong( m_uniforms, material );
- } else if ( material.isMeshPhysicalMaterial ) {
- refreshUniformsPhysical( m_uniforms, material );
- } else if ( material.isMeshStandardMaterial ) {
- refreshUniformsStandard( m_uniforms, material );
- } else if ( material.isMeshDepthMaterial ) {
- if ( material.displacementMap ) {
- m_uniforms.displacementMap.value = material.displacementMap;
- m_uniforms.displacementScale.value = material.displacementScale;
- m_uniforms.displacementBias.value = material.displacementBias;
- }
- } else if ( material.isMeshNormalMaterial ) {
- refreshUniformsNormal( m_uniforms, material );
- }
- // RectAreaLight Texture
- // TODO (mrdoob): Find a nicer implementation
- if ( m_uniforms.ltcMat !== undefined ) m_uniforms.ltcMat.value = THREE.UniformsLib.LTC_MAT_TEXTURE;
- if ( m_uniforms.ltcMag !== undefined ) m_uniforms.ltcMag.value = THREE.UniformsLib.LTC_MAG_TEXTURE;
- WebGLUniforms.upload(
- _gl, materialProperties.uniformsList, m_uniforms, _this );
- }
- // common matrices
- p_uniforms.set( _gl, object, 'modelViewMatrix' );
- p_uniforms.set( _gl, object, 'normalMatrix' );
- p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
- return program;
- }
- // Uniforms (refresh uniforms objects)
- function refreshUniformsCommon( uniforms, material ) {
- uniforms.opacity.value = material.opacity;
- uniforms.diffuse.value = material.color;
- if ( material.emissive ) {
- uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
- }
- uniforms.map.value = material.map;
- uniforms.specularMap.value = material.specularMap;
- uniforms.alphaMap.value = material.alphaMap;
- if ( material.lightMap ) {
- uniforms.lightMap.value = material.lightMap;
- uniforms.lightMapIntensity.value = material.lightMapIntensity;
- }
- if ( material.aoMap ) {
- uniforms.aoMap.value = material.aoMap;
- uniforms.aoMapIntensity.value = material.aoMapIntensity;
- }
- // uv repeat and offset setting priorities
- // 1. color map
- // 2. specular map
- // 3. normal map
- // 4. bump map
- // 5. alpha map
- // 6. emissive map
- var uvScaleMap;
- if ( material.map ) {
- uvScaleMap = material.map;
- } else if ( material.specularMap ) {
- uvScaleMap = material.specularMap;
- } else if ( material.displacementMap ) {
- uvScaleMap = material.displacementMap;
- } else if ( material.normalMap ) {
- uvScaleMap = material.normalMap;
- } else if ( material.bumpMap ) {
- uvScaleMap = material.bumpMap;
- } else if ( material.roughnessMap ) {
- uvScaleMap = material.roughnessMap;
- } else if ( material.metalnessMap ) {
- uvScaleMap = material.metalnessMap;
- } else if ( material.alphaMap ) {
- uvScaleMap = material.alphaMap;
- } else if ( material.emissiveMap ) {
- uvScaleMap = material.emissiveMap;
- }
- if ( uvScaleMap !== undefined ) {
- // backwards compatibility
- if ( uvScaleMap.isWebGLRenderTarget ) {
- uvScaleMap = uvScaleMap.texture;
- }
- var offset = uvScaleMap.offset;
- var repeat = uvScaleMap.repeat;
- uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
- }
- uniforms.envMap.value = material.envMap;
- // don't flip CubeTexture envMaps, flip everything else:
- // WebGLRenderTargetCube will be flipped for backwards compatibility
- // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
- // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
- uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
- uniforms.reflectivity.value = material.reflectivity;
- uniforms.refractionRatio.value = material.refractionRatio;
- }
- function refreshUniformsLine( uniforms, material ) {
- uniforms.diffuse.value = material.color;
- uniforms.opacity.value = material.opacity;
- }
- function refreshUniformsDash( uniforms, material ) {
- uniforms.dashSize.value = material.dashSize;
- uniforms.totalSize.value = material.dashSize + material.gapSize;
- uniforms.scale.value = material.scale;
- }
- function refreshUniformsPoints( uniforms, material ) {
- uniforms.diffuse.value = material.color;
- uniforms.opacity.value = material.opacity;
- uniforms.size.value = material.size * _pixelRatio;
- uniforms.scale.value = _height * 0.5;
- uniforms.map.value = material.map;
- if ( material.map !== null ) {
- var offset = material.map.offset;
- var repeat = material.map.repeat;
- uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
- }
- }
- function refreshUniformsFog( uniforms, fog ) {
- uniforms.fogColor.value = fog.color;
- if ( fog.isFog ) {
- uniforms.fogNear.value = fog.near;
- uniforms.fogFar.value = fog.far;
- } else if ( fog.isFogExp2 ) {
- uniforms.fogDensity.value = fog.density;
- }
- }
- function refreshUniformsLambert( uniforms, material ) {
- if ( material.emissiveMap ) {
- uniforms.emissiveMap.value = material.emissiveMap;
- }
- }
- function refreshUniformsPhong( uniforms, material ) {
- uniforms.specular.value = material.specular;
- uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
- if ( material.emissiveMap ) {
- uniforms.emissiveMap.value = material.emissiveMap;
- }
- if ( material.bumpMap ) {
- uniforms.bumpMap.value = material.bumpMap;
- uniforms.bumpScale.value = material.bumpScale;
- }
- if ( material.normalMap ) {
- uniforms.normalMap.value = material.normalMap;
- uniforms.normalScale.value.copy( material.normalScale );
- }
- if ( material.displacementMap ) {
- uniforms.displacementMap.value = material.displacementMap;
- uniforms.displacementScale.value = material.displacementScale;
- uniforms.displacementBias.value = material.displacementBias;
- }
- }
- function refreshUniformsToon( uniforms, material ) {
- refreshUniformsPhong( uniforms, material );
- if ( material.gradientMap ) {
- uniforms.gradientMap.value = material.gradientMap;
- }
- }
- function refreshUniformsStandard( uniforms, material ) {
- uniforms.roughness.value = material.roughness;
- uniforms.metalness.value = material.metalness;
- if ( material.roughnessMap ) {
- uniforms.roughnessMap.value = material.roughnessMap;
- }
- if ( material.metalnessMap ) {
- uniforms.metalnessMap.value = material.metalnessMap;
- }
- if ( material.emissiveMap ) {
- uniforms.emissiveMap.value = material.emissiveMap;
- }
- if ( material.bumpMap ) {
- uniforms.bumpMap.value = material.bumpMap;
- uniforms.bumpScale.value = material.bumpScale;
- }
- if ( material.normalMap ) {
- uniforms.normalMap.value = material.normalMap;
- uniforms.normalScale.value.copy( material.normalScale );
- }
- if ( material.displacementMap ) {
- uniforms.displacementMap.value = material.displacementMap;
- uniforms.displacementScale.value = material.displacementScale;
- uniforms.displacementBias.value = material.displacementBias;
- }
- if ( material.envMap ) {
- //uniforms.envMap.value = material.envMap; // part of uniforms common
- uniforms.envMapIntensity.value = material.envMapIntensity;
- }
- }
- function refreshUniformsPhysical( uniforms, material ) {
- uniforms.clearCoat.value = material.clearCoat;
- uniforms.clearCoatRoughness.value = material.clearCoatRoughness;
- refreshUniformsStandard( uniforms, material );
- }
- function refreshUniformsNormal( uniforms, material ) {
- if ( material.bumpMap ) {
- uniforms.bumpMap.value = material.bumpMap;
- uniforms.bumpScale.value = material.bumpScale;
- }
- if ( material.normalMap ) {
- uniforms.normalMap.value = material.normalMap;
- uniforms.normalScale.value.copy( material.normalScale );
- }
- if ( material.displacementMap ) {
- uniforms.displacementMap.value = material.displacementMap;
- uniforms.displacementScale.value = material.displacementScale;
- uniforms.displacementBias.value = material.displacementBias;
- }
- }
- // If uniforms are marked as clean, they don't need to be loaded to the GPU.
- function markUniformsLightsNeedsUpdate( uniforms, value ) {
- uniforms.ambientLightColor.needsUpdate = value;
- uniforms.directionalLights.needsUpdate = value;
- uniforms.pointLights.needsUpdate = value;
- uniforms.spotLights.needsUpdate = value;
- uniforms.rectAreaLights.needsUpdate = value;
- uniforms.hemisphereLights.needsUpdate = value;
- }
- // Lighting
- function setupShadows( lights ) {
- var lightShadowsLength = 0;
- for ( var i = 0, l = lights.length; i < l; i ++ ) {
- var light = lights[ i ];
- if ( light.castShadow ) {
- _lights.shadows[ lightShadowsLength ++ ] = light;
- }
- }
- _lights.shadows.length = lightShadowsLength;
- }
- function setupLights( lights, camera ) {
- var l, ll, light,
- r = 0, g = 0, b = 0,
- color,
- intensity,
- distance,
- shadowMap,
- viewMatrix = camera.matrixWorldInverse,
- directionalLength = 0,
- pointLength = 0,
- spotLength = 0,
- rectAreaLength = 0,
- hemiLength = 0;
- for ( l = 0, ll = lights.length; l < ll; l ++ ) {
- light = lights[ l ];
- color = light.color;
- intensity = light.intensity;
- distance = light.distance;
- shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
- if ( light.isAmbientLight ) {
- r += color.r * intensity;
- g += color.g * intensity;
- b += color.b * intensity;
- } else if ( light.isDirectionalLight ) {
- var uniforms = lightCache.get( light );
- uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
- uniforms.direction.setFromMatrixPosition( light.matrixWorld );
- _vector3.setFromMatrixPosition( light.target.matrixWorld );
- uniforms.direction.sub( _vector3 );
- uniforms.direction.transformDirection( viewMatrix );
- uniforms.shadow = light.castShadow;
- if ( light.castShadow ) {
- uniforms.shadowBias = light.shadow.bias;
- uniforms.shadowRadius = light.shadow.radius;
- uniforms.shadowMapSize = light.shadow.mapSize;
- }
- _lights.directionalShadowMap[ directionalLength ] = shadowMap;
- _lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
- _lights.directional[ directionalLength ++ ] = uniforms;
- } else if ( light.isSpotLight ) {
- var uniforms = lightCache.get( light );
- uniforms.position.setFromMatrixPosition( light.matrixWorld );
- uniforms.position.applyMatrix4( viewMatrix );
- uniforms.color.copy( color ).multiplyScalar( intensity );
- uniforms.distance = distance;
- uniforms.direction.setFromMatrixPosition( light.matrixWorld );
- _vector3.setFromMatrixPosition( light.target.matrixWorld );
- uniforms.direction.sub( _vector3 );
- uniforms.direction.transformDirection( viewMatrix );
- uniforms.coneCos = Math.cos( light.angle );
- uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
- uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
- uniforms.shadow = light.castShadow;
- if ( light.castShadow ) {
- uniforms.shadowBias = light.shadow.bias;
- uniforms.shadowRadius = light.shadow.radius;
- uniforms.shadowMapSize = light.shadow.mapSize;
- }
- _lights.spotShadowMap[ spotLength ] = shadowMap;
- _lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
- _lights.spot[ spotLength ++ ] = uniforms;
- } else if ( light.isRectAreaLight ) {
- var uniforms = lightCache.get( light );
- // (a) intensity controls irradiance of entire light
- uniforms.color
- .copy( color )
- .multiplyScalar( intensity / ( light.width * light.height ) );
- // (b) intensity controls the radiance per light area
- // uniforms.color.copy( color ).multiplyScalar( intensity );
- uniforms.position.setFromMatrixPosition( light.matrixWorld );
- uniforms.position.applyMatrix4( viewMatrix );
- // extract local rotation of light to derive width/height half vectors
- _matrix42.identity();
- _matrix4.copy( light.matrixWorld );
- _matrix4.premultiply( viewMatrix );
- _matrix42.extractRotation( _matrix4 );
- uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
- uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
- uniforms.halfWidth.applyMatrix4( _matrix42 );
- uniforms.halfHeight.applyMatrix4( _matrix42 );
- // TODO (abelnation): RectAreaLight distance?
- // uniforms.distance = distance;
- _lights.rectArea[ rectAreaLength ++ ] = uniforms;
- } else if ( light.isPointLight ) {
- var uniforms = lightCache.get( light );
- uniforms.position.setFromMatrixPosition( light.matrixWorld );
- uniforms.position.applyMatrix4( viewMatrix );
- uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
- uniforms.distance = light.distance;
- uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
- uniforms.shadow = light.castShadow;
- if ( light.castShadow ) {
- uniforms.shadowBias = light.shadow.bias;
- uniforms.shadowRadius = light.shadow.radius;
- uniforms.shadowMapSize = light.shadow.mapSize;
- }
- _lights.pointShadowMap[ pointLength ] = shadowMap;
- if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {
- _lights.pointShadowMatrix[ pointLength ] = new Matrix4();
- }
- // for point lights we set the shadow matrix to be a translation-only matrix
- // equal to inverse of the light's position
- _vector3.setFromMatrixPosition( light.matrixWorld ).negate();
- _lights.pointShadowMatrix[ pointLength ].identity().setPosition( _vector3 );
- _lights.point[ pointLength ++ ] = uniforms;
- } else if ( light.isHemisphereLight ) {
- var uniforms = lightCache.get( light );
- uniforms.direction.setFromMatrixPosition( light.matrixWorld );
- uniforms.direction.transformDirection( viewMatrix );
- uniforms.direction.normalize();
- uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
- uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
- _lights.hemi[ hemiLength ++ ] = uniforms;
- }
- }
- _lights.ambient[ 0 ] = r;
- _lights.ambient[ 1 ] = g;
- _lights.ambient[ 2 ] = b;
- _lights.directional.length = directionalLength;
- _lights.spot.length = spotLength;
- _lights.rectArea.length = rectAreaLength;
- _lights.point.length = pointLength;
- _lights.hemi.length = hemiLength;
- // TODO (sam-g-steel) why aren't we using join
- _lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
- }
- // GL state setting
- this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
- state.setCullFace( cullFace );
- state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
- };
- // Textures
- function allocTextureUnit() {
- var textureUnit = _usedTextureUnits;
- if ( textureUnit >= capabilities.maxTextures ) {
- console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
- }
- _usedTextureUnits += 1;
- return textureUnit;
- }
- this.allocTextureUnit = allocTextureUnit;
- // this.setTexture2D = setTexture2D;
- this.setTexture2D = ( function() {
- var warned = false;
- // backwards compatibility: peel texture.texture
- return function setTexture2D( texture, slot ) {
- if ( texture && texture.isWebGLRenderTarget ) {
- if ( ! warned ) {
- console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
- warned = true;
- }
- texture = texture.texture;
- }
- textures.setTexture2D( texture, slot );
- };
- }() );
- this.setTexture = ( function() {
- var warned = false;
- return function setTexture( texture, slot ) {
- if ( ! warned ) {
- console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." );
- warned = true;
- }
- textures.setTexture2D( texture, slot );
- };
- }() );
- this.setTextureCube = ( function() {
- var warned = false;
- return function setTextureCube( texture, slot ) {
- // backwards compatibility: peel texture.texture
- if ( texture && texture.isWebGLRenderTargetCube ) {
- if ( ! warned ) {
- console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
- warned = true;
- }
- texture = texture.texture;
- }
- // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
- // TODO: unify these code paths
- if ( ( texture && texture.isCubeTexture ) ||
- ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
- // CompressedTexture can have Array in image :/
- // this function alone should take care of cube textures
- textures.setTextureCube( texture, slot );
- } else {
- // assumed: texture property of THREE.WebGLRenderTargetCube
- textures.setTextureCubeDynamic( texture, slot );
- }
- };
- }() );
- this.getCurrentRenderTarget = function() {
- return _currentRenderTarget;
- };
- this.setRenderTarget = function ( renderTarget ) {
- _currentRenderTarget = renderTarget;
- if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
- textures.setupRenderTarget( renderTarget );
- }
- var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
- var framebuffer;
- if ( renderTarget ) {
- var renderTargetProperties = properties.get( renderTarget );
- if ( isCube ) {
- framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
- } else {
- framebuffer = renderTargetProperties.__webglFramebuffer;
- }
- _currentScissor.copy( renderTarget.scissor );
- _currentScissorTest = renderTarget.scissorTest;
- _currentViewport.copy( renderTarget.viewport );
- } else {
- framebuffer = null;
- _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
- _currentScissorTest = _scissorTest;
- _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
- }
- if ( _currentFramebuffer !== framebuffer ) {
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- _currentFramebuffer = framebuffer;
- }
- state.scissor( _currentScissor );
- state.setScissorTest( _currentScissorTest );
- state.viewport( _currentViewport );
- if ( isCube ) {
- var textureProperties = properties.get( renderTarget.texture );
- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
- }
- };
- this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
- if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
- return;
- }
- var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
- if ( framebuffer ) {
- var restore = false;
- if ( framebuffer !== _currentFramebuffer ) {
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- restore = true;
- }
- try {
- var texture = renderTarget.texture;
- var textureFormat = texture.format;
- var textureType = texture.type;
- if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
- return;
- }
- if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
- ! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
- ! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
- return;
- }
- if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
- // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
- if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
- _gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
- }
- } else {
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
- }
- } finally {
- if ( restore ) {
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
- }
- }
- }
- };
- // Map three.js constants to WebGL constants
- function paramThreeToGL( p ) {
- var extension;
- if ( p === RepeatWrapping ) return _gl.REPEAT;
- if ( p === ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
- if ( p === MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
- if ( p === NearestFilter ) return _gl.NEAREST;
- if ( p === NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
- if ( p === NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
- if ( p === LinearFilter ) return _gl.LINEAR;
- if ( p === LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
- if ( p === LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
- if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE;
- if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
- if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
- if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
- if ( p === ByteType ) return _gl.BYTE;
- if ( p === ShortType ) return _gl.SHORT;
- if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
- if ( p === IntType ) return _gl.INT;
- if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
- if ( p === FloatType ) return _gl.FLOAT;
- if ( p === HalfFloatType ) {
- extension = extensions.get( 'OES_texture_half_float' );
- if ( extension !== null ) return extension.HALF_FLOAT_OES;
- }
- if ( p === AlphaFormat ) return _gl.ALPHA;
- if ( p === RGBFormat ) return _gl.RGB;
- if ( p === RGBAFormat ) return _gl.RGBA;
- if ( p === LuminanceFormat ) return _gl.LUMINANCE;
- if ( p === LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
- if ( p === DepthFormat ) return _gl.DEPTH_COMPONENT;
- if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
- if ( p === AddEquation ) return _gl.FUNC_ADD;
- if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
- if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
- if ( p === ZeroFactor ) return _gl.ZERO;
- if ( p === OneFactor ) return _gl.ONE;
- if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
- if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
- if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
- if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
- if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
- if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
- if ( p === DstColorFactor ) return _gl.DST_COLOR;
- if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
- if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
- if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
- p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
- extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
- if ( extension !== null ) {
- if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
- if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
- if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
- if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
- }
- }
- if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
- p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
- extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
- if ( extension !== null ) {
- if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
- if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
- if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
- if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
- }
- }
- if ( p === RGB_ETC1_Format ) {
- extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
- if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
- }
- if ( p === MinEquation || p === MaxEquation ) {
- extension = extensions.get( 'EXT_blend_minmax' );
- if ( extension !== null ) {
- if ( p === MinEquation ) return extension.MIN_EXT;
- if ( p === MaxEquation ) return extension.MAX_EXT;
- }
- }
- if ( p === UnsignedInt248Type ) {
- extension = extensions.get( 'WEBGL_depth_texture' );
- if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
- }
- return 0;
- }
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- function FogExp2 ( color, density ) {
- this.name = '';
- this.color = new Color( color );
- this.density = ( density !== undefined ) ? density : 0.00025;
- }
- FogExp2.prototype.isFogExp2 = true;
- FogExp2.prototype.clone = function () {
- return new FogExp2( this.color.getHex(), this.density );
- };
- FogExp2.prototype.toJSON = function ( meta ) {
- return {
- type: 'FogExp2',
- color: this.color.getHex(),
- density: this.density
- };
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- function Fog ( color, near, far ) {
- this.name = '';
- this.color = new Color( color );
- this.near = ( near !== undefined ) ? near : 1;
- this.far = ( far !== undefined ) ? far : 1000;
- }
- Fog.prototype.isFog = true;
- Fog.prototype.clone = function () {
- return new Fog( this.color.getHex(), this.near, this.far );
- };
- Fog.prototype.toJSON = function ( meta ) {
- return {
- type: 'Fog',
- color: this.color.getHex(),
- near: this.near,
- far: this.far
- };
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function Scene () {
- Object3D.call( this );
- this.type = 'Scene';
- this.background = null;
- this.fog = null;
- this.overrideMaterial = null;
- this.autoUpdate = true; // checked by the renderer
- }
- Scene.prototype = Object.create( Object3D.prototype );
- Scene.prototype.constructor = Scene;
- Scene.prototype.copy = function ( source, recursive ) {
- Object3D.prototype.copy.call( this, source, recursive );
- if ( source.background !== null ) this.background = source.background.clone();
- if ( source.fog !== null ) this.fog = source.fog.clone();
- if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
- this.autoUpdate = source.autoUpdate;
- this.matrixAutoUpdate = source.matrixAutoUpdate;
- return this;
- };
- Scene.prototype.toJSON = function ( meta ) {
- var data = Object3D.prototype.toJSON.call( this, meta );
- if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
- if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
- return data;
- };
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
- function LensFlare( texture, size, distance, blending, color ) {
- Object3D.call( this );
- this.lensFlares = [];
- this.positionScreen = new Vector3();
- this.customUpdateCallback = undefined;
- if ( texture !== undefined ) {
- this.add( texture, size, distance, blending, color );
- }
- }
- LensFlare.prototype = Object.assign( Object.create( Object3D.prototype ), {
- constructor: LensFlare,
- isLensFlare: true,
- copy: function ( source ) {
- Object3D.prototype.copy.call( this, source );
- this.positionScreen.copy( source.positionScreen );
- this.customUpdateCallback = source.customUpdateCallback;
- for ( var i = 0, l = source.lensFlares.length; i < l; i ++ ) {
- this.lensFlares.push( source.lensFlares[ i ] );
- }
- return this;
- },
- add: function ( texture, size, distance, blending, color, opacity ) {
- if ( size === undefined ) size = - 1;
- if ( distance === undefined ) distance = 0;
- if ( opacity === undefined ) opacity = 1;
- if ( color === undefined ) color = new Color( 0xffffff );
- if ( blending === undefined ) blending = NormalBlending;
- distance = Math.min( distance, Math.max( 0, distance ) );
- this.lensFlares.push( {
- texture: texture, // THREE.Texture
- size: size, // size in pixels (-1 = use texture.width)
- distance: distance, // distance (0-1) from light source (0=at light source)
- x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is in front z = 1 is back
- scale: 1, // scale
- rotation: 0, // rotation
- opacity: opacity, // opacity
- color: color, // color
- blending: blending // blending
- } );
- },
- /*
- * Update lens flares update positions on all flares based on the screen position
- * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
- */
- updateLensFlares: function () {
- var f, fl = this.lensFlares.length;
- var flare;
- var vecX = - this.positionScreen.x * 2;
- var vecY = - this.positionScreen.y * 2;
- for ( f = 0; f < fl; f ++ ) {
- flare = this.lensFlares[ f ];
- flare.x = this.positionScreen.x + vecX * flare.distance;
- flare.y = this.positionScreen.y + vecY * flare.distance;
- flare.wantedRotation = flare.x * Math.PI * 0.25;
- flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
- }
- }
- } );
- /**
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: <hex>,
- * opacity: <float>,
- * map: new THREE.Texture( <Image> ),
- *
- * uvOffset: new THREE.Vector2(),
- * uvScale: new THREE.Vector2()
- * }
- */
- function SpriteMaterial( parameters ) {
- Material.call( this );
- this.type = 'SpriteMaterial';
- this.color = new Color( 0xffffff );
- this.map = null;
- this.rotation = 0;
- this.fog = false;
- this.lights = false;
- this.setValues( parameters );
- }
- SpriteMaterial.prototype = Object.create( Material.prototype );
- SpriteMaterial.prototype.constructor = SpriteMaterial;
- SpriteMaterial.prototype.copy = function ( source ) {
- Material.prototype.copy.call( this, source );
- this.color.copy( source.color );
- this.map = source.map;
- this.rotation = source.rotation;
- return this;
- };
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
- function Sprite( material ) {
- Object3D.call( this );
- this.type = 'Sprite';
- this.material = ( material !== undefined ) ? material : new SpriteMaterial();
- }
- Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
- constructor: Sprite,
- isSprite: true,
- raycast: ( function () {
- var matrixPosition = new Vector3();
- return function raycast( raycaster, intersects ) {
- matrixPosition.setFromMatrixPosition( this.matrixWorld );
- var distanceSq = raycaster.ray.distanceSqToPoint( matrixPosition );
- var guessSizeSq = this.scale.x * this.scale.y / 4;
- if ( distanceSq > guessSizeSq ) {
- return;
- }
- intersects.push( {
- distance: Math.sqrt( distanceSq ),
- point: this.position,
- face: null,
- object: this
- } );
- };
- }() ),
- clone: function () {
- return new this.constructor( this.material ).copy( this );
- }
- } );
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
- function LOD() {
- Object3D.call( this );
- this.type = 'LOD';
- Object.defineProperties( this, {
- levels: {
- enumerable: true,
- value: []
- }
- } );
- }
- LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
- constructor: LOD,
- copy: function ( source ) {
- Object3D.prototype.copy.call( this, source, false );
- var levels = source.levels;
- for ( var i = 0, l = levels.length; i < l; i ++ ) {
- var level = levels[ i ];
- this.addLevel( level.object.clone(), level.distance );
- }
- return this;
- },
- addLevel: function ( object, distance ) {
- if ( distance === undefined ) distance = 0;
- distance = Math.abs( distance );
- var levels = this.levels;
- for ( var l = 0; l < levels.length; l ++ ) {
- if ( distance < levels[ l ].distance ) {
- break;
- }
- }
- levels.splice( l, 0, { distance: distance, object: object } );
- this.add( object );
- },
- getObjectForDistance: function ( distance ) {
- var levels = this.levels;
- for ( var i = 1, l = levels.length; i < l; i ++ ) {
- if ( distance < levels[ i ].distance ) {
- break;
- }
- }
- return levels[ i - 1 ].object;
- },
- raycast: ( function () {
- var matrixPosition = new Vector3();
- return function raycast( raycaster, intersects ) {
- matrixPosition.setFromMatrixPosition( this.matrixWorld );
- var distance = raycaster.ray.origin.distanceTo( matrixPosition );
- this.getObjectForDistance( distance ).raycast( raycaster, intersects );
- };
- }() ),
- update: function () {
- var v1 = new Vector3();
- var v2 = new Vector3();
- return function update( camera ) {
- var levels = this.levels;
- if ( levels.length > 1 ) {
- v1.setFromMatrixPosition( camera.matrixWorld );
- v2.setFromMatrixPosition( this.matrixWorld );
- var distance = v1.distanceTo( v2 );
- levels[ 0 ].object.visible = true;
- for ( var i = 1, l = levels.length; i < l; i ++ ) {
- if ( distance >= levels[ i ].distance ) {
- levels[ i - 1 ].object.visible = false;
- levels[ i ].object.visible = true;
- } else {
- break;
- }
- }
- for ( ; i < l; i ++ ) {
- levels[ i ].object.visible = false;
- }
- }
- };
- }(),
- toJSON: function ( meta ) {
- var data = Object3D.prototype.toJSON.call( this, meta );
- data.object.levels = [];
- var levels = this.levels;
- for ( var i = 0, l = levels.length; i < l; i ++ ) {
- var level = levels[ i ];
- data.object.levels.push( {
- object: level.object.uuid,
- distance: level.distance
- } );
- }
- return data;
- }
- } );
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author michael guerrero / http://realitymeltdown.com
- * @author ikerr / http://verold.com
- */
- function Skeleton( bones, boneInverses, useVertexTexture ) {
- this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
- this.identityMatrix = new Matrix4();
- // copy the bone array
- bones = bones || [];
- this.bones = bones.slice( 0 );
- // create a bone texture or an array of floats
- if ( this.useVertexTexture ) {
- // layout (1 matrix = 4 pixels)
- // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
- // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
- // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
- // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
- // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
- var size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
- size = _Math.nextPowerOfTwo( Math.ceil( size ) );
- size = Math.max( size, 4 );
- this.boneTextureWidth = size;
- this.boneTextureHeight = size;
- this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
- this.boneTexture = new DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, RGBAFormat, FloatType );
- } else {
- this.boneMatrices = new Float32Array( 16 * this.bones.length );
- }
- // use the supplied bone inverses or calculate the inverses
- if ( boneInverses === undefined ) {
- this.calculateInverses();
- } else {
- if ( this.bones.length === boneInverses.length ) {
- this.boneInverses = boneInverses.slice( 0 );
- } else {
- console.warn( 'THREE.Skeleton bonInverses is the wrong length.' );
- this.boneInverses = [];
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
- this.boneInverses.push( new Matrix4() );
- }
- }
- }
- }
- Object.assign( Skeleton.prototype, {
- calculateInverses: function () {
- this.boneInverses = [];
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
- var inverse = new Matrix4();
- if ( this.bones[ b ] ) {
- inverse.getInverse( this.bones[ b ].matrixWorld );
- }
- this.boneInverses.push( inverse );
- }
- },
- pose: function () {
- var bone;
- // recover the bind-time world matrices
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
- bone = this.bones[ b ];
- if ( bone ) {
- bone.matrixWorld.getInverse( this.boneInverses[ b ] );
- }
- }
- // compute the local matrices, positions, rotations and scales
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
- bone = this.bones[ b ];
- if ( bone ) {
- if ( bone.parent && bone.parent.isBone ) {
- bone.matrix.getInverse( bone.parent.matrixWorld );
- bone.matrix.multiply( bone.matrixWorld );
- } else {
- bone.matrix.copy( bone.matrixWorld );
- }
- bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
- }
- }
- },
- update: ( function () {
- var offsetMatrix = new Matrix4();
- return function update() {
- // flatten bone matrices to array
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
- // compute the offset between the current and the original transform
- var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix;
- offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] );
- offsetMatrix.toArray( this.boneMatrices, b * 16 );
- }
- if ( this.useVertexTexture ) {
- this.boneTexture.needsUpdate = true;
- }
- };
- } )(),
- clone: function () {
- return new Skeleton( this.bones, this.boneInverses, this.useVertexTexture );
- }
- } );
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author ikerr / http://verold.com
- */
- function Bone() {
- Object3D.call( this );
- this.type = 'Bone';
- }
- Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
- constructor: Bone,
- isBone: true
- } );
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author ikerr / http://verold.com
- */
- function SkinnedMesh( geometry, material, useVertexTexture ) {
- Mesh.call( this, geometry, material );
- this.type = 'SkinnedMesh';
- this.bindMode = "attached";
- this.bindMatrix = new Matrix4();
- this.bindMatrixInverse = new Matrix4();
- // init bones
- // TODO: remove bone creation as there is no reason (other than
- // convenience) for THREE.SkinnedMesh to do this.
- var bones = [];
- if ( this.geometry && this.geometry.bones !== undefined ) {
- var bone, gbone;
- for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) {
- gbone = this.geometry.bones[ b ];
- bone = new Bone();
- bones.push( bone );
- bone.name = gbone.name;
- bone.position.fromArray( gbone.pos );
- bone.quaternion.fromArray( gbone.rotq );
- if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );
- }
- for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) {
- gbone = this.geometry.bones[ b ];
- if ( gbone.parent !== - 1 && gbone.parent !== null &&
- bones[ gbone.parent ] !== undefined ) {
- bones[ gbone.parent ].add( bones[ b ] );
- } else {
- this.add( bones[ b ] );
- }
- }
- }
- this.normalizeSkinWeights();
- this.updateMatrixWorld( true );
- this.bind( new Skeleton( bones, undefined, useVertexTexture ), this.matrixWorld );
- }
- SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
- constructor: SkinnedMesh,
- isSkinnedMesh: true,
- bind: function( skeleton, bindMatrix ) {
- this.skeleton = skeleton;
- if ( bindMatrix === undefined ) {
- this.updateMatrixWorld( true );
- this.skeleton.calculateInverses();
- bindMatrix = this.matrixWorld;
- }
- this.bindMatrix.copy( bindMatrix );
- this.bindMatrixInverse.getInverse( bindMatrix );
- },
- pose: function () {
- this.skeleton.pose();
- },
- normalizeSkinWeights: function () {
- if ( this.geometry && this.geometry.isGeometry ) {
- for ( var i = 0; i < this.geometry.skinWeights.length; i ++ ) {
- var sw = this.geometry.skinWeights[ i ];
- var scale = 1.0 / sw.lengthManhattan();
- if ( scale !== Infinity ) {
- sw.multiplyScalar( scale );
- } else {
- sw.set( 1, 0, 0, 0 ); // do something reasonable
- }
- }
- } else if ( this.geometry && this.geometry.isBufferGeometry ) {
- var vec = new Vector4();
- var skinWeight = this.geometry.attributes.skinWeight;
- for ( var i = 0; i < skinWeight.count; i ++ ) {
- vec.x = skinWeight.getX( i );
- vec.y = skinWeight.getY( i );
- vec.z = skinWeight.getZ( i );
- vec.w = skinWeight.getW( i );
- var scale = 1.0 / vec.lengthManhattan();
- if ( scale !== Infinity ) {
- vec.multiplyScalar( scale );
- } else {
- vec.set( 1, 0, 0, 0 ); // do something reasonable
- }
- skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w );
- }
- }
- },
- updateMatrixWorld: function( force ) {
- Mesh.prototype.updateMatrixWorld.call( this, true );
- if ( this.bindMode === "attached" ) {
- this.bindMatrixInverse.getInverse( this.matrixWorld );
- } else if ( this.bindMode === "detached" ) {
- this.bindMatrixInverse.getInverse( this.bindMatrix );
- } else {
- console.warn( 'THREE.SkinnedMesh unrecognized bindMode: ' + this.bindMode );
- }
- },
- clone: function() {
- return new this.constructor( this.geometry, this.material, this.skeleton.useVertexTexture ).copy( this );
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: <hex>,
- * opacity: <float>,
- *
- * linewidth: <float>,
- * linecap: "round",
- * linejoin: "round"
- * }
- */
- function LineBasicMaterial( parameters ) {
- Material.call( this );
- this.type = 'LineBasicMaterial';
- this.color = new Color( 0xffffff );
- this.linewidth = 1;
- this.linecap = 'round';
- this.linejoin = 'round';
- this.lights = false;
- this.setValues( parameters );
- }
- LineBasicMaterial.prototype = Object.create( Material.prototype );
- LineBasicMaterial.prototype.constructor = LineBasicMaterial;
- LineBasicMaterial.prototype.isLineBasicMaterial = true;
- LineBasicMaterial.prototype.copy = function ( source ) {
- Material.prototype.copy.call( this, source );
- this.color.copy( source.color );
- this.linewidth = source.linewidth;
- this.linecap = source.linecap;
- this.linejoin = source.linejoin;
- return this;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function Line( geometry, material, mode ) {
- if ( mode === 1 ) {
- console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' );
- return new LineSegments( geometry, material );
- }
- Object3D.call( this );
- this.type = 'Line';
- this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
- this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
- }
- Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
- constructor: Line,
- isLine: true,
- raycast: ( function () {
- var inverseMatrix = new Matrix4();
- var ray = new Ray();
- var sphere = new Sphere();
- return function raycast( raycaster, intersects ) {
- var precision = raycaster.linePrecision;
- var precisionSq = precision * precision;
- var geometry = this.geometry;
- var matrixWorld = this.matrixWorld;
- // Checking boundingSphere distance to ray
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
- sphere.copy( geometry.boundingSphere );
- sphere.applyMatrix4( matrixWorld );
- if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
- //
- inverseMatrix.getInverse( matrixWorld );
- ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
- var vStart = new Vector3();
- var vEnd = new Vector3();
- var interSegment = new Vector3();
- var interRay = new Vector3();
- var step = (this && this.isLineSegments) ? 2 : 1;
- if ( geometry.isBufferGeometry ) {
- var index = geometry.index;
- var attributes = geometry.attributes;
- var positions = attributes.position.array;
- if ( index !== null ) {
- var indices = index.array;
- for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
- var a = indices[ i ];
- var b = indices[ i + 1 ];
- vStart.fromArray( positions, a * 3 );
- vEnd.fromArray( positions, b * 3 );
- var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
- if ( distSq > precisionSq ) continue;
- interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
- var distance = raycaster.ray.origin.distanceTo( interRay );
- if ( distance < raycaster.near || distance > raycaster.far ) continue;
- intersects.push( {
- distance: distance,
- // What do we want? intersection point on the ray or on the segment??
- // point: raycaster.ray.at( distance ),
- point: interSegment.clone().applyMatrix4( this.matrixWorld ),
- index: i,
- face: null,
- faceIndex: null,
- object: this
- } );
- }
- } else {
- for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
- vStart.fromArray( positions, 3 * i );
- vEnd.fromArray( positions, 3 * i + 3 );
- var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
- if ( distSq > precisionSq ) continue;
- interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
- var distance = raycaster.ray.origin.distanceTo( interRay );
- if ( distance < raycaster.near || distance > raycaster.far ) continue;
- intersects.push( {
- distance: distance,
- // What do we want? intersection point on the ray or on the segment??
- // point: raycaster.ray.at( distance ),
- point: interSegment.clone().applyMatrix4( this.matrixWorld ),
- index: i,
- face: null,
- faceIndex: null,
- object: this
- } );
- }
- }
- } else if ( geometry.isGeometry ) {
- var vertices = geometry.vertices;
- var nbVertices = vertices.length;
- for ( var i = 0; i < nbVertices - 1; i += step ) {
- var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
- if ( distSq > precisionSq ) continue;
- interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
- var distance = raycaster.ray.origin.distanceTo( interRay );
- if ( distance < raycaster.near || distance > raycaster.far ) continue;
- intersects.push( {
- distance: distance,
- // What do we want? intersection point on the ray or on the segment??
- // point: raycaster.ray.at( distance ),
- point: interSegment.clone().applyMatrix4( this.matrixWorld ),
- index: i,
- face: null,
- faceIndex: null,
- object: this
- } );
- }
- }
- };
- }() ),
- clone: function () {
- return new this.constructor( this.geometry, this.material ).copy( this );
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function LineSegments( geometry, material ) {
- Line.call( this, geometry, material );
- this.type = 'LineSegments';
- }
- LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
- constructor: LineSegments,
- isLineSegments: true
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: <hex>,
- * opacity: <float>,
- * map: new THREE.Texture( <Image> ),
- *
- * size: <float>,
- * sizeAttenuation: <bool>
- * }
- */
- function PointsMaterial( parameters ) {
- Material.call( this );
- this.type = 'PointsMaterial';
- this.color = new Color( 0xffffff );
- this.map = null;
- this.size = 1;
- this.sizeAttenuation = true;
- this.lights = false;
- this.setValues( parameters );
- }
- PointsMaterial.prototype = Object.create( Material.prototype );
- PointsMaterial.prototype.constructor = PointsMaterial;
- PointsMaterial.prototype.isPointsMaterial = true;
- PointsMaterial.prototype.copy = function ( source ) {
- Material.prototype.copy.call( this, source );
- this.color.copy( source.color );
- this.map = source.map;
- this.size = source.size;
- this.sizeAttenuation = source.sizeAttenuation;
- return this;
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- function Points( geometry, material ) {
- Object3D.call( this );
- this.type = 'Points';
- this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
- this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
- }
- Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
- constructor: Points,
- isPoints: true,
- raycast: ( function () {
- var inverseMatrix = new Matrix4();
- var ray = new Ray();
- var sphere = new Sphere();
- return function raycast( raycaster, intersects ) {
- var object = this;
- var geometry = this.geometry;
- var matrixWorld = this.matrixWorld;
- var threshold = raycaster.params.Points.threshold;
- // Checking boundingSphere distance to ray
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
- sphere.copy( geometry.boundingSphere );
- sphere.applyMatrix4( matrixWorld );
- if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
- //
- inverseMatrix.getInverse( matrixWorld );
- ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
- var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
- var localThresholdSq = localThreshold * localThreshold;
- var position = new Vector3();
- function testPoint( point, index ) {
- var rayPointDistanceSq = ray.distanceSqToPoint( point );
- if ( rayPointDistanceSq < localThresholdSq ) {
- var intersectPoint = ray.closestPointToPoint( point );
- intersectPoint.applyMatrix4( matrixWorld );
- var distance = raycaster.ray.origin.distanceTo( intersectPoint );
- if ( distance < raycaster.near || distance > raycaster.far ) return;
- intersects.push( {
- distance: distance,
- distanceToRay: Math.sqrt( rayPointDistanceSq ),
- point: intersectPoint.clone(),
- index: index,
- face: null,
- object: object
- } );
- }
- }
- if ( geometry.isBufferGeometry ) {
- var index = geometry.index;
- var attributes = geometry.attributes;
- var positions = attributes.position.array;
- if ( index !== null ) {
- var indices = index.array;
- for ( var i = 0, il = indices.length; i < il; i ++ ) {
- var a = indices[ i ];
- position.fromArray( positions, a * 3 );
- testPoint( position, a );
- }
- } else {
- for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
- position.fromArray( positions, i * 3 );
- testPoint( position, i );
- }
- }
- } else {
- var vertices = geometry.vertices;
- for ( var i = 0, l = vertices.length; i < l; i ++ ) {
- testPoint( vertices[ i ], i );
- }
- }
- };
- }() ),
- clone: function () {
- return new this.constructor( this.geometry, this.material ).copy( this );
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function Group() {
- Object3D.call( this );
- this.type = 'Group';
- }
- Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
- constructor: Group
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
- Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
- this.generateMipmaps = false;
- var scope = this;
- function update() {
- requestAnimationFrame( update );
- if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
- scope.needsUpdate = true;
- }
- }
- update();
- }
- VideoTexture.prototype = Object.create( Texture.prototype );
- VideoTexture.prototype.constructor = VideoTexture;
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
- Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
- this.image = { width: width, height: height };
- this.mipmaps = mipmaps;
- // no flipping for cube textures
- // (also flipping doesn't work for compressed textures )
- this.flipY = false;
- // can't generate mipmaps for compressed textures
- // mips must be embedded in DDS files
- this.generateMipmaps = false;
- }
- CompressedTexture.prototype = Object.create( Texture.prototype );
- CompressedTexture.prototype.constructor = CompressedTexture;
- CompressedTexture.prototype.isCompressedTexture = true;
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
- Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
- this.needsUpdate = true;
- }
- CanvasTexture.prototype = Object.create( Texture.prototype );
- CanvasTexture.prototype.constructor = CanvasTexture;
- /**
- * @author Matt DesLauriers / @mattdesl
- * @author atix / arthursilber.de
- */
- function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
- format = format !== undefined ? format : DepthFormat;
- if ( format !== DepthFormat && format !== DepthStencilFormat ) {
- throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' )
- }
- if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
- if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
- Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
- this.image = { width: width, height: height };
- this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
- this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
- this.flipY = false;
- this.generateMipmaps = false;
- }
- DepthTexture.prototype = Object.create( Texture.prototype );
- DepthTexture.prototype.constructor = DepthTexture;
- DepthTexture.prototype.isDepthTexture = true;
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author Mugen87 / https://github.com/Mugen87
- */
- function WireframeGeometry( geometry ) {
- BufferGeometry.call( this );
- this.type = 'WireframeGeometry';
- // buffer
- var vertices = [];
- // helper variables
- var i, j, l, o, ol;
- var edge = [ 0, 0 ], edges = {}, e;
- var key, keys = [ 'a', 'b', 'c' ];
- var vertex;
- // different logic for Geometry and BufferGeometry
- if ( geometry && geometry.isGeometry ) {
- // create a data structure that contains all edges without duplicates
- var faces = geometry.faces;
- for ( i = 0, l = faces.length; i < l; i ++ ) {
- var face = faces[ i ];
- for ( j = 0; j < 3; j ++ ) {
- edge[ 0 ] = face[ keys[ j ] ];
- edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
- edge.sort( sortFunction ); // sorting prevents duplicates
- key = edge.toString();
- if ( edges[ key ] === undefined ) {
- edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
- }
- }
- }
- // generate vertices
- for ( key in edges ) {
- e = edges[ key ];
- vertex = geometry.vertices[ e.index1 ];
- vertices.push( vertex.x, vertex.y, vertex.z );
- vertex = geometry.vertices[ e.index2 ];
- vertices.push( vertex.x, vertex.y, vertex.z );
- }
- } else if ( geometry && geometry.isBufferGeometry ) {
- var position, indices, groups;
- var group, start, count;
- var index1, index2;
- vertex = new Vector3();
- if ( geometry.index !== null ) {
- // indexed BufferGeometry
- position = geometry.attributes.position;
- indices = geometry.index;
- groups = geometry.groups;
- if ( groups.length === 0 ) {
- geometry.addGroup( 0, indices.count );
- }
- // create a data structure that contains all eges without duplicates
- for ( o = 0, ol = groups.length; o < ol; ++ o ) {
- group = groups[ o ];
- start = group.start;
- count = group.count;
- for ( i = start, l = ( start + count ); i < l; i += 3 ) {
- for ( j = 0; j < 3; j ++ ) {
- edge[ 0 ] = indices.getX( i + j );
- edge[ 1 ] = indices.getX( i + ( j + 1 ) % 3 );
- edge.sort( sortFunction ); // sorting prevents duplicates
- key = edge.toString();
- if ( edges[ key ] === undefined ) {
- edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
- }
- }
- }
- }
- // generate vertices
- for ( key in edges ) {
- e = edges[ key ];
- vertex.fromBufferAttribute( position, e.index1 );
- vertices.push( vertex.x, vertex.y, vertex.z );
- vertex.fromBufferAttribute( position, e.index2 );
- vertices.push( vertex.x, vertex.y, vertex.z );
- }
- } else {
- // non-indexed BufferGeometry
- position = geometry.attributes.position;
- for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
- for ( j = 0; j < 3; j ++ ) {
- // three edges per triangle, an edge is represented as (index1, index2)
- // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
- index1 = 3 * i + j;
- vertex.fromBufferAttribute( position, index1 );
- vertices.push( vertex.x, vertex.y, vertex.z );
- index2 = 3 * i + ( ( j + 1 ) % 3 );
- vertex.fromBufferAttribute( position, index2 );
- vertices.push( vertex.x, vertex.y, vertex.z );
- }
- }
- }
- }
- // build geometry
- this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- // custom array sort function
- function sortFunction( a, b ) {
- return a - b;
- }
- }
- WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
- WireframeGeometry.prototype.constructor = WireframeGeometry;
- /**
- * @author zz85 / https://github.com/zz85
- *
- * Parametric Surfaces Geometry
- * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
- */
- function ParametricGeometry( func, slices, stacks ) {
- Geometry.call( this );
- this.type = 'ParametricGeometry';
- this.parameters = {
- func: func,
- slices: slices,
- stacks: stacks
- };
- this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
- this.mergeVertices();
- }
- ParametricGeometry.prototype = Object.create( Geometry.prototype );
- ParametricGeometry.prototype.constructor = ParametricGeometry;
- /**
- * @author Mugen87 / https://github.com/Mugen87
- *
- * Parametric Surfaces Geometry
- * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
- */
- function ParametricBufferGeometry( func, slices, stacks ) {
- BufferGeometry.call( this );
- this.type = 'ParametricBufferGeometry';
- this.parameters = {
- func: func,
- slices: slices,
- stacks: stacks
- };
- // buffers
- var indices = [];
- var vertices = [];
- var uvs = [];
- var i, j;
- // generate vertices and uvs
- var sliceCount = slices + 1;
- for ( i = 0; i <= stacks; i ++ ) {
- var v = i / stacks;
- for ( j = 0; j <= slices; j ++ ) {
- var u = j / slices;
- var p = func( u, v );
- vertices.push( p.x, p.y, p.z );
- uvs.push( u, v );
- }
- }
- // generate indices
- for ( i = 0; i < stacks; i ++ ) {
- for ( j = 0; j < slices; j ++ ) {
- var a = i * sliceCount + j;
- var b = i * sliceCount + j + 1;
- var c = ( i + 1 ) * sliceCount + j + 1;
- var d = ( i + 1 ) * sliceCount + j;
- // faces one and two
- indices.push( a, b, d );
- indices.push( b, c, d );
- }
- }
- // build geometry
- this.setIndex( indices );
- this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- // generate normals
- this.computeVertexNormals();
- }
- ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
- ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
- /**
- * @author clockworkgeek / https://github.com/clockworkgeek
- * @author timothypratley / https://github.com/timothypratley
- * @author WestLangley / http://github.com/WestLangley
- */
- function PolyhedronGeometry( vertices, indices, radius, detail ) {
- Geometry.call( this );
- this.type = 'PolyhedronGeometry';
- this.parameters = {
- vertices: vertices,
- indices: indices,
- radius: radius,
- detail: detail
- };
- this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
- this.mergeVertices();
- }
- PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
- PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
- /**
- * @author Mugen87 / https://github.com/Mugen87
- */
- function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
- BufferGeometry.call( this );
- this.type = 'PolyhedronBufferGeometry';
- this.parameters = {
- vertices: vertices,
- indices: indices,
- radius: radius,
- detail: detail
- };
- radius = radius || 1;
- detail = detail || 0;
- // default buffer data
- var vertexBuffer = [];
- var uvBuffer = [];
- // the subdivision creates the vertex buffer data
- subdivide( detail );
- // all vertices should lie on a conceptual sphere with a given radius
- appplyRadius( radius );
- // finally, create the uv data
- generateUVs();
- // build non-indexed geometry
- this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
- this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
- this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
- this.normalizeNormals();
- // helper functions
- function subdivide( detail ) {
- var a = new Vector3();
- var b = new Vector3();
- var c = new Vector3();
- // iterate over all faces and apply a subdivison with the given detail value
- for ( var i = 0; i < indices.length; i += 3 ) {
- // get the vertices of the face
- getVertexByIndex( indices[ i + 0 ], a );
- getVertexByIndex( indices[ i + 1 ], b );
- getVertexByIndex( indices[ i + 2 ], c );
- // perform subdivision
- subdivideFace( a, b, c, detail );
- }
- }
- function subdivideFace( a, b, c, detail ) {
- var cols = Math.pow( 2, detail );
- // we use this multidimensional array as a data structure for creating the subdivision
- var v = [];
- var i, j;
- // construct all of the vertices for this subdivision
- for ( i = 0; i <= cols; i ++ ) {
- v[ i ] = [];
- var aj = a.clone().lerp( c, i / cols );
- var bj = b.clone().lerp( c, i / cols );
- var rows = cols - i;
- for ( j = 0; j <= rows; j ++ ) {
- if ( j === 0 && i === cols ) {
- v[ i ][ j ] = aj;
- } else {
- v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
- }
- }
- }
- // construct all of the faces
- for ( i = 0; i < cols; i ++ ) {
- for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
- var k = Math.floor( j / 2 );
- if ( j % 2 === 0 ) {
- pushVertex( v[ i ][ k + 1 ] );
- pushVertex( v[ i + 1 ][ k ] );
- pushVertex( v[ i ][ k ] );
- } else {
- pushVertex( v[ i ][ k + 1 ] );
- pushVertex( v[ i + 1 ][ k + 1 ] );
- pushVertex( v[ i + 1 ][ k ] );
- }
- }
- }
- }
- function appplyRadius( radius ) {
- var vertex = new Vector3();
- // iterate over the entire buffer and apply the radius to each vertex
- for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
- vertex.x = vertexBuffer[ i + 0 ];
- vertex.y = vertexBuffer[ i + 1 ];
- vertex.z = vertexBuffer[ i + 2 ];
- vertex.normalize().multiplyScalar( radius );
- vertexBuffer[ i + 0 ] = vertex.x;
- vertexBuffer[ i + 1 ] = vertex.y;
- vertexBuffer[ i + 2 ] = vertex.z;
- }
- }
- function generateUVs() {
- var vertex = new Vector3();
- for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
- vertex.x = vertexBuffer[ i + 0 ];
- vertex.y = vertexBuffer[ i + 1 ];
- vertex.z = vertexBuffer[ i + 2 ];
- var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
- var v = inclination( vertex ) / Math.PI + 0.5;
- uvBuffer.push( u, 1 - v );
- }
- correctUVs();
- correctSeam();
- }
- function correctSeam() {
- // handle case when face straddles the seam, see #3269
- for ( var i = 0; i < uvBuffer.length; i += 6 ) {
- // uv data of a single face
- var x0 = uvBuffer[ i + 0 ];
- var x1 = uvBuffer[ i + 2 ];
- var x2 = uvBuffer[ i + 4 ];
- var max = Math.max( x0, x1, x2 );
- var min = Math.min( x0, x1, x2 );
- // 0.9 is somewhat arbitrary
- if ( max > 0.9 && min < 0.1 ) {
- if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
- if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
- if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
- }
- }
- }
- function pushVertex( vertex ) {
- vertexBuffer.push( vertex.x, vertex.y, vertex.z );
- }
- function getVertexByIndex( index, vertex ) {
- var stride = index * 3;
- vertex.x = vertices[ stride + 0 ];
- vertex.y = vertices[ stride + 1 ];
- vertex.z = vertices[ stride + 2 ];
- }
- function correctUVs() {
- var a = new Vector3();
- var b = new Vector3();
- var c = new Vector3();
- var centroid = new Vector3();
- var uvA = new Vector2();
- var uvB = new Vector2();
- var uvC = new Vector2();
- for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
- a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
- b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
- c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
- uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
- uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
- uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
- centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
- var azi = azimuth( centroid );
- correctUV( uvA, j + 0, a, azi );
- correctUV( uvB, j + 2, b, azi );
- correctUV( uvC, j + 4, c, azi );
- }
- }
- function correctUV( uv, stride, vector, azimuth ) {
- if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
- uvBuffer[ stride ] = uv.x - 1;
- }
- if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
- uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
- }
- }
- // Angle around the Y axis, counter-clockwise when looking from above.
- function azimuth( vector ) {
- return Math.atan2( vector.z, - vector.x );
- }
- // Angle above the XZ plane.
- function inclination( vector ) {
- return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
- }
- }
- PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
- PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
- /**
- * @author timothypratley / https://github.com/timothypratley
- */
- function TetrahedronGeometry( radius, detail ) {
- Geometry.call( this );
- this.type = 'TetrahedronGeometry';
- this.parameters = {
- radius: radius,
- detail: detail
- };
- this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
- this.mergeVertices();
- }
- TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
- TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
- /**
- * @author Mugen87 / https://github.com/Mugen87
- */
- function TetrahedronBufferGeometry( radius, detail ) {
- var vertices = [
- 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
- ];
- var indices = [
- 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
- ];
- PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
- this.type = 'TetrahedronBufferGeometry';
- this.parameters = {
- radius: radius,
- detail: detail
- };
- }
- TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
- TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
- /**
- * @author timothypratley / https://github.com/timothypratley
- */
- function OctahedronGeometry( radius, detail ) {
- Geometry.call( this );
- this.type = 'OctahedronGeometry';
- this.parameters = {
- radius: radius,
- detail: detail
- };
- this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
- this.mergeVertices();
- }
- OctahedronGeometry.prototype = Object.create( Geometry.prototype );
- OctahedronGeometry.prototype.constructor = OctahedronGeometry;
- /**
- * @author Mugen87 / https://github.com/Mugen87
- */
- function OctahedronBufferGeometry( radius, detail ) {
- var vertices = [
- 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1
- ];
- var indices = [
- 0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2
- ];
- PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
- this.type = 'OctahedronBufferGeometry';
- this.parameters = {
- radius: radius,
- detail: detail
- };
- }
- OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
- OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
- /**
- * @author timothypratley / https://github.com/timothypratley
- */
- function IcosahedronGeometry( radius, detail ) {
- Geometry.call( this );
- this.type = 'IcosahedronGeometry';
- this.parameters = {
- radius: radius,
- detail: detail
- };
- this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
- this.mergeVertices();
- }
- IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
- IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
- /**
- * @author Mugen87 / https://github.com/Mugen87
- */
- function IcosahedronBufferGeometry( radius, detail ) {
- var t = ( 1 + Math.sqrt( 5 ) ) / 2;
- var vertices = [
- - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
- 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
- t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
- ];
- var indices = [
- 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
- 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
- 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
- 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
- ];
- PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
- this.type = 'IcosahedronBufferGeometry';
- this.parameters = {
- radius: radius,
- detail: detail
- };
- }
- IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
- IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
- /**
- * @author Abe Pazos / https://hamoid.com
- */
- function DodecahedronGeometry( radius, detail ) {
- Geometry.call( this );
- this.type = 'DodecahedronGeometry';
- this.parameters = {
- radius: radius,
- detail: detail
- };
- this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
- this.mergeVertices();
- }
- DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
- DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
- /**
- * @author Mugen87 / https://github.com/Mugen87
- */
- function DodecahedronBufferGeometry( radius, detail ) {
- var t = ( 1 + Math.sqrt( 5 ) ) / 2;
- var r = 1 / t;
- var vertices = [
- // (±1, ±1, ±1)
- - 1, - 1, - 1, - 1, - 1, 1,
- - 1, 1, - 1, - 1, 1, 1,
- 1, - 1, - 1, 1, - 1, 1,
- 1, 1, - 1, 1, 1, 1,
- // (0, ±1/φ, ±φ)
- 0, - r, - t, 0, - r, t,
- 0, r, - t, 0, r, t,
- // (±1/φ, ±φ, 0)
- - r, - t, 0, - r, t, 0,
- r, - t, 0, r, t, 0,
- // (±φ, 0, ±1/φ)
- - t, 0, - r, t, 0, - r,
- - t, 0, r, t, 0, r
- ];
- var indices = [
- 3, 11, 7, 3, 7, 15, 3, 15, 13,
- 7, 19, 17, 7, 17, 6, 7, 6, 15,
- 17, 4, 8, 17, 8, 10, 17, 10, 6,
- 8, 0, 16, 8, 16, 2, 8, 2, 10,
- 0, 12, 1, 0, 1, 18, 0, 18, 16,
- 6, 10, 2, 6, 2, 13, 6, 13, 15,
- 2, 16, 18, 2, 18, 3, 2, 3, 13,
- 18, 1, 9, 18, 9, 11, 18, 11, 3,
- 4, 14, 12, 4, 12, 0, 4, 0, 8,
- 11, 9, 5, 11, 5, 19, 11, 19, 7,
- 19, 5, 14, 19, 14, 4, 19, 4, 17,
- 1, 12, 14, 1, 14, 5, 1, 5, 9
- ];
- PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
- this.type = 'DodecahedronBufferGeometry';
- this.parameters = {
- radius: radius,
- detail: detail
- };
- }
- DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
- DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
- /**
- * @author oosmoxiecode / https://github.com/oosmoxiecode
- * @author WestLangley / https://github.com/WestLangley
- * @author zz85 / https://github.com/zz85
- * @author miningold / https://github.com/miningold
- * @author jonobr1 / https://github.com/jonobr1
- *
- * Creates a tube which extrudes along a 3d spline.
- */
- function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
- Geometry.call( this );
- this.type = 'TubeGeometry';
- this.parameters = {
- path: path,
- tubularSegments: tubularSegments,
- radius: radius,
- radialSegments: radialSegments,
- closed: closed
- };
- if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );
- var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
- // expose internals
- this.tangents = bufferGeometry.tangents;
- this.normals = bufferGeometry.normals;
- this.binormals = bufferGeometry.binormals;
- // create geometry
- this.fromBufferGeometry( bufferGeometry );
- this.mergeVertices();
- }
- TubeGeometry.prototype = Object.create( Geometry.prototype );
- TubeGeometry.prototype.constructor = TubeGeometry;
- /**
- * @author Mugen87 / https://github.com/Mugen87
- */
- function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
- BufferGeometry.call( this );
- this.type = 'TubeBufferGeometry';
- this.parameters = {
- path: path,
- tubularSegments: tubularSegments,
- radius: radius,
- radialSegments: radialSegments,
- closed: closed
- };
- tubularSegments = tubularSegments || 64;
- radius = radius || 1;
- radialSegments = radialSegments || 8;
- closed = closed || false;
- var frames = path.computeFrenetFrames( tubularSegments, closed );
- // expose internals
- this.tangents = frames.tangents;
- this.normals = frames.normals;
- this.binormals = frames.binormals;
- // helper variables
- var vertex = new Vector3();
- var normal = new Vector3();
- var uv = new Vector2();
- var i, j;
- // buffer
- var vertices = [];
- var normals = [];
- var uvs = [];
- var indices = [];
- // create buffer data
- generateBufferData();
- // build geometry
- this.setIndex( indices );
- this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- // functions
- function generateBufferData() {
- for ( i = 0; i < tubularSegments; i ++ ) {
- generateSegment( i );
- }
- // if the geometry is not closed, generate the last row of vertices and normals
- // at the regular position on the given path
- //
- // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
- generateSegment( ( closed === false ) ? tubularSegments : 0 );
- // uvs are generated in a separate function.
- // this makes it easy compute correct values for closed geometries
- generateUVs();
- // finally create faces
- generateIndices();
- }
- function generateSegment( i ) {
- // we use getPointAt to sample evenly distributed points from the given path
- var P = path.getPointAt( i / tubularSegments );
- // retrieve corresponding normal and binormal
- var N = frames.normals[ i ];
- var B = frames.binormals[ i ];
- // generate normals and vertices for the current segment
- for ( j = 0; j <= radialSegments; j ++ ) {
- var v = j / radialSegments * Math.PI * 2;
- var sin = Math.sin( v );
- var cos = - Math.cos( v );
- // normal
- normal.x = ( cos * N.x + sin * B.x );
- normal.y = ( cos * N.y + sin * B.y );
- normal.z = ( cos * N.z + sin * B.z );
- normal.normalize();
- normals.push( normal.x, normal.y, normal.z );
- // vertex
- vertex.x = P.x + radius * normal.x;
- vertex.y = P.y + radius * normal.y;
- vertex.z = P.z + radius * normal.z;
- vertices.push( vertex.x, vertex.y, vertex.z );
- }
- }
- function generateIndices() {
- for ( j = 1; j <= tubularSegments; j ++ ) {
- for ( i = 1; i <= radialSegments; i ++ ) {
- var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
- var b = ( radialSegments + 1 ) * j + ( i - 1 );
- var c = ( radialSegments + 1 ) * j + i;
- var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
- // faces
- indices.push( a, b, d );
- indices.push( b, c, d );
- }
- }
- }
- function generateUVs() {
- for ( i = 0; i <= tubularSegments; i ++ ) {
- for ( j = 0; j <= radialSegments; j ++ ) {
- uv.x = i / tubularSegments;
- uv.y = j / radialSegments;
- uvs.push( uv.x, uv.y );
- }
- }
- }
- }
- TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
- TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
- /**
- * @author oosmoxiecode
- */
- function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
- Geometry.call( this );
- this.type = 'TorusKnotGeometry';
- this.parameters = {
- radius: radius,
- tube: tube,
- tubularSegments: tubularSegments,
- radialSegments: radialSegments,
- p: p,
- q: q
- };
- if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );
- this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
- this.mergeVertices();
- }
- TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
- TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
- /**
- * @author Mugen87 / https://github.com/Mugen87
- * see: http://www.blackpawn.com/texts/pqtorus/
- */
- function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
- BufferGeometry.call( this );
- this.type = 'TorusKnotBufferGeometry';
- this.parameters = {
- radius: radius,
- tube: tube,
- tubularSegments: tubularSegments,
- radialSegments: radialSegments,
- p: p,
- q: q
- };
- radius = radius || 100;
- tube = tube || 40;
- tubularSegments = Math.floor( tubularSegments ) || 64;
- radialSegments = Math.floor( radialSegments ) || 8;
- p = p || 2;
- q = q || 3;
- // buffers
- var indices = [];
- var vertices = [];
- var normals = [];
- var uvs = [];
- // helper variables
- var i, j;
- var vertex = new Vector3();
- var normal = new Vector3();
- var uv = new Vector2();
- var P1 = new Vector3();
- var P2 = new Vector3();
- var B = new Vector3();
- var T = new Vector3();
- var N = new Vector3();
- // generate vertices, normals and uvs
- for ( i = 0; i <= tubularSegments; ++ i ) {
- // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
- var u = i / tubularSegments * p * Math.PI * 2;
- // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
- // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
- calculatePositionOnCurve( u, p, q, radius, P1 );
- calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
- // calculate orthonormal basis
- T.subVectors( P2, P1 );
- N.addVectors( P2, P1 );
- B.crossVectors( T, N );
- N.crossVectors( B, T );
- // normalize B, N. T can be ignored, we don't use it
- B.normalize();
- N.normalize();
- for ( j = 0; j <= radialSegments; ++ j ) {
- // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
- // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
- var v = j / radialSegments * Math.PI * 2;
- var cx = - tube * Math.cos( v );
- var cy = tube * Math.sin( v );
- // now calculate the final vertex position.
- // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
- vertex.x = P1.x + ( cx * N.x + cy * B.x );
- vertex.y = P1.y + ( cx * N.y + cy * B.y );
- vertex.z = P1.z + ( cx * N.z + cy * B.z );
- vertices.push( vertex.x, vertex.y, vertex.z );
- // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
- normal.subVectors( vertex, P1 ).normalize();
- normals.push( normal.x, normal.y, normal.z );
- // uv
- uvs.push( i / tubularSegments );
- uvs.push( j / radialSegments );
- }
- }
- // generate indices
- for ( j = 1; j <= tubularSegments; j ++ ) {
- for ( i = 1; i <= radialSegments; i ++ ) {
- // indices
- var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
- var b = ( radialSegments + 1 ) * j + ( i - 1 );
- var c = ( radialSegments + 1 ) * j + i;
- var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
- // faces
- indices.push( a, b, d );
- indices.push( b, c, d );
- }
- }
- // build geometry
- this.setIndex( indices );
- this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- // this function calculates the current position on the torus curve
- function calculatePositionOnCurve( u, p, q, radius, position ) {
- var cu = Math.cos( u );
- var su = Math.sin( u );
- var quOverP = q / p * u;
- var cs = Math.cos( quOverP );
- position.x = radius * ( 2 + cs ) * 0.5 * cu;
- position.y = radius * ( 2 + cs ) * su * 0.5;
- position.z = radius * Math.sin( quOverP ) * 0.5;
- }
- }
- TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
- TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
- /**
- * @author oosmoxiecode
- * @author mrdoob / http://mrdoob.com/
- * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
- */
- function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
- Geometry.call( this );
- this.type = 'TorusGeometry';
- this.parameters = {
- radius: radius,
- tube: tube,
- radialSegments: radialSegments,
- tubularSegments: tubularSegments,
- arc: arc
- };
- this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
- }
- TorusGeometry.prototype = Object.create( Geometry.prototype );
- TorusGeometry.prototype.constructor = TorusGeometry;
- /**
- * @author Mugen87 / https://github.com/Mugen87
- */
- function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
- BufferGeometry.call( this );
- this.type = 'TorusBufferGeometry';
- this.parameters = {
- radius: radius,
- tube: tube,
- radialSegments: radialSegments,
- tubularSegments: tubularSegments,
- arc: arc
- };
- radius = radius || 100;
- tube = tube || 40;
- radialSegments = Math.floor( radialSegments ) || 8;
- tubularSegments = Math.floor( tubularSegments ) || 6;
- arc = arc || Math.PI * 2;
- // buffers
- var indices = [];
- var vertices = [];
- var normals = [];
- var uvs = [];
- // helper variables
- var center = new Vector3();
- var vertex = new Vector3();
- var normal = new Vector3();
- var j, i;
- // generate vertices, normals and uvs
- for ( j = 0; j <= radialSegments; j ++ ) {
- for ( i = 0; i <= tubularSegments; i ++ ) {
- var u = i / tubularSegments * arc;
- var v = j / radialSegments * Math.PI * 2;
- // vertex
- vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
- vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
- vertex.z = tube * Math.sin( v );
- vertices.push( vertex.x, vertex.y, vertex.z );
- // normal
- center.x = radius * Math.cos( u );
- center.y = radius * Math.sin( u );
- normal.subVectors( vertex, center ).normalize();
- normals.push( normal.x, normal.y, normal.z );
- // uv
- uvs.push( i / tubularSegments );
- uvs.push( j / radialSegments );
- }
- }
- // generate indices
- for ( j = 1; j <= radialSegments; j ++ ) {
- for ( i = 1; i <= tubularSegments; i ++ ) {
- // indices
- var a = ( tubularSegments + 1 ) * j + i - 1;
- var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
- var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
- var d = ( tubularSegments + 1 ) * j + i;
- // faces
- indices.push( a, b, d );
- indices.push( b, c, d );
- }
- }
- // build geometry
- this.setIndex( indices );
- this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- }
- TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
- TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
- /**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- */
- var ShapeUtils = {
- // calculate area of the contour polygon
- area: function ( contour ) {
- var n = contour.length;
- var a = 0.0;
- for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
- a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
- }
- return a * 0.5;
- },
- triangulate: ( function () {
- /**
- * This code is a quick port of code written in C++ which was submitted to
- * flipcode.com by John W. Ratcliff // July 22, 2000
- * See original code and more information here:
- * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
- *
- * ported to actionscript by Zevan Rosser
- * www.actionsnippet.com
- *
- * ported to javascript by Joshua Koo
- * http://www.lab4games.net/zz85/blog
- *
- */
- function snip( contour, u, v, w, n, verts ) {
- var p;
- var ax, ay, bx, by;
- var cx, cy, px, py;
- ax = contour[ verts[ u ] ].x;
- ay = contour[ verts[ u ] ].y;
- bx = contour[ verts[ v ] ].x;
- by = contour[ verts[ v ] ].y;
- cx = contour[ verts[ w ] ].x;
- cy = contour[ verts[ w ] ].y;
- if ( ( bx - ax ) * ( cy - ay ) - ( by - ay ) * ( cx - ax ) <= 0 ) return false;
- var aX, aY, bX, bY, cX, cY;
- var apx, apy, bpx, bpy, cpx, cpy;
- var cCROSSap, bCROSScp, aCROSSbp;
- aX = cx - bx; aY = cy - by;
- bX = ax - cx; bY = ay - cy;
- cX = bx - ax; cY = by - ay;
- for ( p = 0; p < n; p ++ ) {
- px = contour[ verts[ p ] ].x;
- py = contour[ verts[ p ] ].y;
- if ( ( ( px === ax ) && ( py === ay ) ) ||
- ( ( px === bx ) && ( py === by ) ) ||
- ( ( px === cx ) && ( py === cy ) ) ) continue;
- apx = px - ax; apy = py - ay;
- bpx = px - bx; bpy = py - by;
- cpx = px - cx; cpy = py - cy;
- // see if p is inside triangle abc
- aCROSSbp = aX * bpy - aY * bpx;
- cCROSSap = cX * apy - cY * apx;
- bCROSScp = bX * cpy - bY * cpx;
- if ( ( aCROSSbp >= - Number.EPSILON ) && ( bCROSScp >= - Number.EPSILON ) && ( cCROSSap >= - Number.EPSILON ) ) return false;
- }
- return true;
- }
- // takes in an contour array and returns
- return function triangulate( contour, indices ) {
- var n = contour.length;
- if ( n < 3 ) return null;
- var result = [],
- verts = [],
- vertIndices = [];
- /* we want a counter-clockwise polygon in verts */
- var u, v, w;
- if ( ShapeUtils.area( contour ) > 0.0 ) {
- for ( v = 0; v < n; v ++ ) verts[ v ] = v;
- } else {
- for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v;
- }
- var nv = n;
- /* remove nv - 2 vertices, creating 1 triangle every time */
- var count = 2 * nv; /* error detection */
- for ( v = nv - 1; nv > 2; ) {
- /* if we loop, it is probably a non-simple polygon */
- if ( ( count -- ) <= 0 ) {
- //** Triangulate: ERROR - probable bad polygon!
- //throw ( "Warning, unable to triangulate polygon!" );
- //return null;
- // Sometimes warning is fine, especially polygons are triangulated in reverse.
- console.warn( 'THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()' );
- if ( indices ) return vertIndices;
- return result;
- }
- /* three consecutive vertices in current polygon, <u,v,w> */
- u = v; if ( nv <= u ) u = 0; /* previous */
- v = u + 1; if ( nv <= v ) v = 0; /* new v */
- w = v + 1; if ( nv <= w ) w = 0; /* next */
- if ( snip( contour, u, v, w, nv, verts ) ) {
- var a, b, c, s, t;
- /* true names of the vertices */
- a = verts[ u ];
- b = verts[ v ];
- c = verts[ w ];
- /* output Triangle */
- result.push( [ contour[ a ],
- contour[ b ],
- contour[ c ] ] );
- vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
- /* remove v from the remaining polygon */
- for ( s = v, t = v + 1; t < nv; s ++, t ++ ) {
- verts[ s ] = verts[ t ];
- }
- nv --;
- /* reset error detection counter */
- count = 2 * nv;
- }
- }
- if ( indices ) return vertIndices;
- return result;
- }
- } )(),
- triangulateShape: function ( contour, holes ) {
- function removeDupEndPts(points) {
- var l = points.length;
- if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
- points.pop();
- }
- }
- removeDupEndPts( contour );
- holes.forEach( removeDupEndPts );
- function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
- // inOtherPt needs to be collinear to the inSegment
- if ( inSegPt1.x !== inSegPt2.x ) {
- if ( inSegPt1.x < inSegPt2.x ) {
- return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
- } else {
- return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
- }
- } else {
- if ( inSegPt1.y < inSegPt2.y ) {
- return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
- } else {
- return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
- }
- }
- }
- function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
- var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
- var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
- var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
- var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;
- var limit = seg1dy * seg2dx - seg1dx * seg2dy;
- var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
- if ( Math.abs( limit ) > Number.EPSILON ) {
- // not parallel
- var perpSeg2;
- if ( limit > 0 ) {
- if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return [];
- perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
- if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return [];
- } else {
- if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return [];
- perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
- if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return [];
- }
- // i.e. to reduce rounding errors
- // intersection at endpoint of segment#1?
- if ( perpSeg2 === 0 ) {
- if ( ( inExcludeAdjacentSegs ) &&
- ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) ) return [];
- return [ inSeg1Pt1 ];
- }
- if ( perpSeg2 === limit ) {
- if ( ( inExcludeAdjacentSegs ) &&
- ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) ) return [];
- return [ inSeg1Pt2 ];
- }
- // intersection at endpoint of segment#2?
- if ( perpSeg1 === 0 ) return [ inSeg2Pt1 ];
- if ( perpSeg1 === limit ) return [ inSeg2Pt2 ];
- // return real intersection point
- var factorSeg1 = perpSeg2 / limit;
- return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
- y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
- } else {
- // parallel or collinear
- if ( ( perpSeg1 !== 0 ) ||
- ( seg2dy * seg1seg2dx !== seg2dx * seg1seg2dy ) ) return [];
- // they are collinear or degenerate
- var seg1Pt = ( ( seg1dx === 0 ) && ( seg1dy === 0 ) ); // segment1 is just a point?
- var seg2Pt = ( ( seg2dx === 0 ) && ( seg2dy === 0 ) ); // segment2 is just a point?
- // both segments are points
- if ( seg1Pt && seg2Pt ) {
- if ( ( inSeg1Pt1.x !== inSeg2Pt1.x ) ||
- ( inSeg1Pt1.y !== inSeg2Pt1.y ) ) return []; // they are distinct points
- return [ inSeg1Pt1 ]; // they are the same point
- }
- // segment#1 is a single point
- if ( seg1Pt ) {
- if ( ! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2
- return [ inSeg1Pt1 ];
- }
- // segment#2 is a single point
- if ( seg2Pt ) {
- if ( ! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1
- return [ inSeg2Pt1 ];
- }
- // they are collinear segments, which might overlap
- var seg1min, seg1max, seg1minVal, seg1maxVal;
- var seg2min, seg2max, seg2minVal, seg2maxVal;
- if ( seg1dx !== 0 ) {
- // the segments are NOT on a vertical line
- if ( inSeg1Pt1.x < inSeg1Pt2.x ) {
- seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
- seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;
- } else {
- seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
- seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;
- }
- if ( inSeg2Pt1.x < inSeg2Pt2.x ) {
- seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
- seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;
- } else {
- seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
- seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;
- }
- } else {
- // the segments are on a vertical line
- if ( inSeg1Pt1.y < inSeg1Pt2.y ) {
- seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
- seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;
- } else {
- seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
- seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;
- }
- if ( inSeg2Pt1.y < inSeg2Pt2.y ) {
- seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
- seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;
- } else {
- seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
- seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;
- }
- }
- if ( seg1minVal <= seg2minVal ) {
- if ( seg1maxVal < seg2minVal ) return [];
- if ( seg1maxVal === seg2minVal ) {
- if ( inExcludeAdjacentSegs ) return [];
- return [ seg2min ];
- }
- if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ];
- return [ seg2min, seg2max ];
- } else {
- if ( seg1minVal > seg2maxVal ) return [];
- if ( seg1minVal === seg2maxVal ) {
- if ( inExcludeAdjacentSegs ) return [];
- return [ seg1min ];
- }
- if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ];
- return [ seg1min, seg2max ];
- }
- }
- }
- function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {
- // The order of legs is important
- // translation of all points, so that Vertex is at (0,0)
- var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y;
- var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y;
- var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y;
- // main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
- var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX;
- var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX;
- if ( Math.abs( from2toAngle ) > Number.EPSILON ) {
- // angle != 180 deg.
- var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX;
- // console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );
- if ( from2toAngle > 0 ) {
- // main angle < 180 deg.
- return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );
- } else {
- // main angle > 180 deg.
- return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );
- }
- } else {
- // angle == 180 deg.
- // console.log( "from2to: 180 deg., from2other: " + from2otherAngle );
- return ( from2otherAngle > 0 );
- }
- }
- function removeHoles( contour, holes ) {
- var shape = contour.concat(); // work on this shape
- var hole;
- function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {
- // Check if hole point lies within angle around shape point
- var lastShapeIdx = shape.length - 1;
- var prevShapeIdx = inShapeIdx - 1;
- if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx;
- var nextShapeIdx = inShapeIdx + 1;
- if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0;
- var insideAngle = isPointInsideAngle( shape[ inShapeIdx ], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[ inHoleIdx ] );
- if ( ! insideAngle ) {
- // console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
- return false;
- }
- // Check if shape point lies within angle around hole point
- var lastHoleIdx = hole.length - 1;
- var prevHoleIdx = inHoleIdx - 1;
- if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx;
- var nextHoleIdx = inHoleIdx + 1;
- if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0;
- insideAngle = isPointInsideAngle( hole[ inHoleIdx ], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[ inShapeIdx ] );
- if ( ! insideAngle ) {
- // console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
- return false;
- }
- return true;
- }
- function intersectsShapeEdge( inShapePt, inHolePt ) {
- // checks for intersections with shape edges
- var sIdx, nextIdx, intersection;
- for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) {
- nextIdx = sIdx + 1; nextIdx %= shape.length;
- intersection = intersect_segments_2D( inShapePt, inHolePt, shape[ sIdx ], shape[ nextIdx ], true );
- if ( intersection.length > 0 ) return true;
- }
- return false;
- }
- var indepHoles = [];
- function intersectsHoleEdge( inShapePt, inHolePt ) {
- // checks for intersections with hole edges
- var ihIdx, chkHole,
- hIdx, nextIdx, intersection;
- for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) {
- chkHole = holes[ indepHoles[ ihIdx ]];
- for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) {
- nextIdx = hIdx + 1; nextIdx %= chkHole.length;
- intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[ hIdx ], chkHole[ nextIdx ], true );
- if ( intersection.length > 0 ) return true;
- }
- }
- return false;
- }
- var holeIndex, shapeIndex,
- shapePt, holePt,
- holeIdx, cutKey, failedCuts = [],
- tmpShape1, tmpShape2,
- tmpHole1, tmpHole2;
- for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
- indepHoles.push( h );
- }
- var minShapeIndex = 0;
- var counter = indepHoles.length * 2;
- while ( indepHoles.length > 0 ) {
- counter --;
- if ( counter < 0 ) {
- console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
- break;
- }
- // search for shape-vertex and hole-vertex,
- // which can be connected without intersections
- for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) {
- shapePt = shape[ shapeIndex ];
- holeIndex = - 1;
- // search for hole which can be reached without intersections
- for ( var h = 0; h < indepHoles.length; h ++ ) {
- holeIdx = indepHoles[ h ];
- // prevent multiple checks
- cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
- if ( failedCuts[ cutKey ] !== undefined ) continue;
- hole = holes[ holeIdx ];
- for ( var h2 = 0; h2 < hole.length; h2 ++ ) {
- holePt = hole[ h2 ];
- if ( ! isCutLineInsideAngles( shapeIndex, h2 ) ) continue;
- if ( intersectsShapeEdge( shapePt, holePt ) ) continue;
- if ( intersectsHoleEdge( shapePt, holePt ) ) continue;
- holeIndex = h2;
- indepHoles.splice( h, 1 );
- tmpShape1 = shape.slice( 0, shapeIndex + 1 );
- tmpShape2 = shape.slice( shapeIndex );
- tmpHole1 = hole.slice( holeIndex );
- tmpHole2 = hole.slice( 0, holeIndex + 1 );
- shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
- minShapeIndex = shapeIndex;
- // Debug only, to show the selected cuts
- // glob_CutLines.push( [ shapePt, holePt ] );
- break;
- }
- if ( holeIndex >= 0 ) break; // hole-vertex found
- failedCuts[ cutKey ] = true; // remember failure
- }
- if ( holeIndex >= 0 ) break; // hole-vertex found
- }
- }
- return shape; /* shape with no holes */
- }
- var i, il, f, face,
- key, index,
- allPointsMap = {};
- // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.
- var allpoints = contour.concat();
- for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
- Array.prototype.push.apply( allpoints, holes[ h ] );
- }
- //console.log( "allpoints",allpoints, allpoints.length );
- // prepare all points map
- for ( i = 0, il = allpoints.length; i < il; i ++ ) {
- key = allpoints[ i ].x + ":" + allpoints[ i ].y;
- if ( allPointsMap[ key ] !== undefined ) {
- console.warn( "THREE.ShapeUtils: Duplicate point", key, i );
- }
- allPointsMap[ key ] = i;
- }
- // remove holes by cutting paths to holes and adding them to the shape
- var shapeWithoutHoles = removeHoles( contour, holes );
- var triangles = ShapeUtils.triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
- //console.log( "triangles",triangles, triangles.length );
- // check all face vertices against all points map
- for ( i = 0, il = triangles.length; i < il; i ++ ) {
- face = triangles[ i ];
- for ( f = 0; f < 3; f ++ ) {
- key = face[ f ].x + ":" + face[ f ].y;
- index = allPointsMap[ key ];
- if ( index !== undefined ) {
- face[ f ] = index;
- }
- }
- }
- return triangles.concat();
- },
- isClockWise: function ( pts ) {
- return ShapeUtils.area( pts ) < 0;
- }
- };
- /**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- *
- * Creates extruded geometry from a path shape.
- *
- * parameters = {
- *
- * curveSegments: <int>, // number of points on the curves
- * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
- * amount: <int>, // Depth to extrude the shape
- *
- * bevelEnabled: <bool>, // turn on bevel
- * bevelThickness: <float>, // how deep into the original shape bevel goes
- * bevelSize: <float>, // how far from shape outline is bevel
- * bevelSegments: <int>, // number of bevel layers
- *
- * extrudePath: <THREE.Curve> // curve to extrude shape along
- * frames: <Object> // containing arrays of tangents, normals, binormals
- *
- * uvGenerator: <Object> // object that provides UV generator functions
- *
- * }
- **/
- function ExtrudeGeometry( shapes, options ) {
- if ( typeof( shapes ) === "undefined" ) {
- shapes = [];
- return;
- }
- Geometry.call( this );
- this.type = 'ExtrudeGeometry';
- shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
- this.addShapeList( shapes, options );
- this.computeFaceNormals();
- // can't really use automatic vertex normals
- // as then front and back sides get smoothed too
- // should do separate smoothing just for sides
- //this.computeVertexNormals();
- //console.log( "took", ( Date.now() - startTime ) );
- }
- ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
- ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
- ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
- var sl = shapes.length;
- for ( var s = 0; s < sl; s ++ ) {
- var shape = shapes[ s ];
- this.addShape( shape, options );
- }
- };
- ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
- var amount = options.amount !== undefined ? options.amount : 100;
- var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
- var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
- var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
- var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
- var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
- var steps = options.steps !== undefined ? options.steps : 1;
- var extrudePath = options.extrudePath;
- var extrudePts, extrudeByPath = false;
- // Use default WorldUVGenerator if no UV generators are specified.
- var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : ExtrudeGeometry.WorldUVGenerator;
- var splineTube, binormal, normal, position2;
- if ( extrudePath ) {
- extrudePts = extrudePath.getSpacedPoints( steps );
- extrudeByPath = true;
- bevelEnabled = false; // bevels not supported for path extrusion
- // SETUP TNB variables
- // TODO1 - have a .isClosed in spline?
- splineTube = options.frames !== undefined ? options.frames : extrudePath.computeFrenetFrames( steps, false );
- // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
- binormal = new Vector3();
- normal = new Vector3();
- position2 = new Vector3();
- }
- // Safeguards if bevels are not enabled
- if ( ! bevelEnabled ) {
- bevelSegments = 0;
- bevelThickness = 0;
- bevelSize = 0;
- }
- // Variables initialization
- var ahole, h, hl; // looping of holes
- var scope = this;
- var shapesOffset = this.vertices.length;
- var shapePoints = shape.extractPoints( curveSegments );
- var vertices = shapePoints.shape;
- var holes = shapePoints.holes;
- var reverse = ! ShapeUtils.isClockWise( vertices );
- if ( reverse ) {
- vertices = vertices.reverse();
- // Maybe we should also check if holes are in the opposite direction, just to be safe ...
- for ( h = 0, hl = holes.length; h < hl; h ++ ) {
- ahole = holes[ h ];
- if ( ShapeUtils.isClockWise( ahole ) ) {
- holes[ h ] = ahole.reverse();
- }
- }
- reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
- }
- var faces = ShapeUtils.triangulateShape( vertices, holes );
- /* Vertices */
- var contour = vertices; // vertices has all points but contour has only points of circumference
- for ( h = 0, hl = holes.length; h < hl; h ++ ) {
- ahole = holes[ h ];
- vertices = vertices.concat( ahole );
- }
- function scalePt2( pt, vec, size ) {
- if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
- return vec.clone().multiplyScalar( size ).add( pt );
- }
- var b, bs, t, z,
- vert, vlen = vertices.length,
- face, flen = faces.length;
- // Find directions for point movement
- function getBevelVec( inPt, inPrev, inNext ) {
- // computes for inPt the corresponding point inPt' on a new contour
- // shifted by 1 unit (length of normalized vector) to the left
- // if we walk along contour clockwise, this new contour is outside the old one
- //
- // inPt' is the intersection of the two lines parallel to the two
- // adjacent edges of inPt at a distance of 1 unit on the left side.
- var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt
- // good reading for geometry algorithms (here: line-line intersection)
- // http://geomalgorithms.com/a05-_intersect-1.html
- var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y;
- var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;
- var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
- // check for collinear edges
- var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
- if ( Math.abs( collinear0 ) > Number.EPSILON ) {
- // not collinear
- // length of vectors for normalizing
- var v_prev_len = Math.sqrt( v_prev_lensq );
- var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
- // shift adjacent points by unit vectors to the left
- var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
- var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
- var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
- var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
- // scaling factor for v_prev to intersection point
- var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
- ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
- ( v_prev_x * v_next_y - v_prev_y * v_next_x );
- // vector from inPt to intersection point
- v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
- v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
- // Don't normalize!, otherwise sharp corners become ugly
- // but prevent crazy spikes
- var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
- if ( v_trans_lensq <= 2 ) {
- return new Vector2( v_trans_x, v_trans_y );
- } else {
- shrink_by = Math.sqrt( v_trans_lensq / 2 );
- }
- } else {
- // handle special case of collinear edges
- var direction_eq = false; // assumes: opposite
- if ( v_prev_x > Number.EPSILON ) {
- if ( v_next_x > Number.EPSILON ) {
- direction_eq = true;
- }
- } else {
- if ( v_prev_x < - Number.EPSILON ) {
- if ( v_next_x < - Number.EPSILON ) {
- direction_eq = true;
- }
- } else {
- if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
- direction_eq = true;
- }
- }
- }
- if ( direction_eq ) {
- // console.log("Warning: lines are a straight sequence");
- v_trans_x = - v_prev_y;
- v_trans_y = v_prev_x;
- shrink_by = Math.sqrt( v_prev_lensq );
- } else {
- // console.log("Warning: lines are a straight spike");
- v_trans_x = v_prev_x;
- v_trans_y = v_prev_y;
- shrink_by = Math.sqrt( v_prev_lensq / 2 );
- }
- }
- return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
- }
- var contourMovements = [];
- for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
- if ( j === il ) j = 0;
- if ( k === il ) k = 0;
- // (j)---(i)---(k)
- // console.log('i,j,k', i, j , k)
- contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
- }
- var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
- for ( h = 0, hl = holes.length; h < hl; h ++ ) {
- ahole = holes[ h ];
- oneHoleMovements = [];
- for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
- if ( j === il ) j = 0;
- if ( k === il ) k = 0;
- // (j)---(i)---(k)
- oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
- }
- holesMovements.push( oneHoleMovements );
- verticesMovements = verticesMovements.concat( oneHoleMovements );
- }
- // Loop bevelSegments, 1 for the front, 1 for the back
- for ( b = 0; b < bevelSegments; b ++ ) {
- //for ( b = bevelSegments; b > 0; b -- ) {
- t = b / bevelSegments;
- z = bevelThickness * Math.cos( t * Math.PI / 2 );
- bs = bevelSize * Math.sin( t * Math.PI / 2 );
- // contract shape
- for ( i = 0, il = contour.length; i < il; i ++ ) {
- vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
- v( vert.x, vert.y, - z );
- }
- // expand holes
- for ( h = 0, hl = holes.length; h < hl; h ++ ) {
- ahole = holes[ h ];
- oneHoleMovements = holesMovements[ h ];
- for ( i = 0, il = ahole.length; i < il; i ++ ) {
- vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
- v( vert.x, vert.y, - z );
- }
- }
- }
- bs = bevelSize;
- // Back facing vertices
- for ( i = 0; i < vlen; i ++ ) {
- vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
- if ( ! extrudeByPath ) {
- v( vert.x, vert.y, 0 );
- } else {
- // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
- normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
- binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
- position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
- v( position2.x, position2.y, position2.z );
- }
- }
- // Add stepped vertices...
- // Including front facing vertices
- var s;
- for ( s = 1; s <= steps; s ++ ) {
- for ( i = 0; i < vlen; i ++ ) {
- vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
- if ( ! extrudeByPath ) {
- v( vert.x, vert.y, amount / steps * s );
- } else {
- // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
- normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
- binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
- position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
- v( position2.x, position2.y, position2.z );
- }
- }
- }
- // Add bevel segments planes
- //for ( b = 1; b <= bevelSegments; b ++ ) {
- for ( b = bevelSegments - 1; b >= 0; b -- ) {
- t = b / bevelSegments;
- z = bevelThickness * Math.cos ( t * Math.PI / 2 );
- bs = bevelSize * Math.sin( t * Math.PI / 2 );
- // contract shape
- for ( i = 0, il = contour.length; i < il; i ++ ) {
- vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
- v( vert.x, vert.y, amount + z );
- }
- // expand holes
- for ( h = 0, hl = holes.length; h < hl; h ++ ) {
- ahole = holes[ h ];
- oneHoleMovements = holesMovements[ h ];
- for ( i = 0, il = ahole.length; i < il; i ++ ) {
- vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
- if ( ! extrudeByPath ) {
- v( vert.x, vert.y, amount + z );
- } else {
- v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
- }
- }
- }
- }
- /* Faces */
- // Top and bottom faces
- buildLidFaces();
- // Sides faces
- buildSideFaces();
- ///// Internal functions
- function buildLidFaces() {
- if ( bevelEnabled ) {
- var layer = 0; // steps + 1
- var offset = vlen * layer;
- // Bottom faces
- for ( i = 0; i < flen; i ++ ) {
- face = faces[ i ];
- f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
- }
- layer = steps + bevelSegments * 2;
- offset = vlen * layer;
- // Top faces
- for ( i = 0; i < flen; i ++ ) {
- face = faces[ i ];
- f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
- }
- } else {
- // Bottom faces
- for ( i = 0; i < flen; i ++ ) {
- face = faces[ i ];
- f3( face[ 2 ], face[ 1 ], face[ 0 ] );
- }
- // Top faces
- for ( i = 0; i < flen; i ++ ) {
- face = faces[ i ];
- f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
- }
- }
- }
- // Create faces for the z-sides of the shape
- function buildSideFaces() {
- var layeroffset = 0;
- sidewalls( contour, layeroffset );
- layeroffset += contour.length;
- for ( h = 0, hl = holes.length; h < hl; h ++ ) {
- ahole = holes[ h ];
- sidewalls( ahole, layeroffset );
- //, true
- layeroffset += ahole.length;
- }
- }
- function sidewalls( contour, layeroffset ) {
- var j, k;
- i = contour.length;
- while ( -- i >= 0 ) {
- j = i;
- k = i - 1;
- if ( k < 0 ) k = contour.length - 1;
- //console.log('b', i,j, i-1, k,vertices.length);
- var s = 0, sl = steps + bevelSegments * 2;
- for ( s = 0; s < sl; s ++ ) {
- var slen1 = vlen * s;
- var slen2 = vlen * ( s + 1 );
- var a = layeroffset + j + slen1,
- b = layeroffset + k + slen1,
- c = layeroffset + k + slen2,
- d = layeroffset + j + slen2;
- f4( a, b, c, d, contour, s, sl, j, k );
- }
- }
- }
- function v( x, y, z ) {
- scope.vertices.push( new Vector3( x, y, z ) );
- }
- function f3( a, b, c ) {
- a += shapesOffset;
- b += shapesOffset;
- c += shapesOffset;
- scope.faces.push( new Face3( a, b, c, null, null, 0 ) );
- var uvs = uvgen.generateTopUV( scope, a, b, c );
- scope.faceVertexUvs[ 0 ].push( uvs );
- }
- function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
- a += shapesOffset;
- b += shapesOffset;
- c += shapesOffset;
- d += shapesOffset;
- scope.faces.push( new Face3( a, b, d, null, null, 1 ) );
- scope.faces.push( new Face3( b, c, d, null, null, 1 ) );
- var uvs = uvgen.generateSideWallUV( scope, a, b, c, d );
- scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] );
- scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] );
- }
- };
- ExtrudeGeometry.WorldUVGenerator = {
- generateTopUV: function ( geometry, indexA, indexB, indexC ) {
- var vertices = geometry.vertices;
- var a = vertices[ indexA ];
- var b = vertices[ indexB ];
- var c = vertices[ indexC ];
- return [
- new Vector2( a.x, a.y ),
- new Vector2( b.x, b.y ),
- new Vector2( c.x, c.y )
- ];
- },
- generateSideWallUV: function ( geometry, indexA, indexB, indexC, indexD ) {
- var vertices = geometry.vertices;
- var a = vertices[ indexA ];
- var b = vertices[ indexB ];
- var c = vertices[ indexC ];
- var d = vertices[ indexD ];
- if ( Math.abs( a.y - b.y ) < 0.01 ) {
- return [
- new Vector2( a.x, 1 - a.z ),
- new Vector2( b.x, 1 - b.z ),
- new Vector2( c.x, 1 - c.z ),
- new Vector2( d.x, 1 - d.z )
- ];
- } else {
- return [
- new Vector2( a.y, 1 - a.z ),
- new Vector2( b.y, 1 - b.z ),
- new Vector2( c.y, 1 - c.z ),
- new Vector2( d.y, 1 - d.z )
- ];
- }
- }
- };
- /**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * @author alteredq / http://alteredqualia.com/
- *
- * Text = 3D Text
- *
- * parameters = {
- * font: <THREE.Font>, // font
- *
- * size: <float>, // size of the text
- * height: <float>, // thickness to extrude text
- * curveSegments: <int>, // number of points on the curves
- *
- * bevelEnabled: <bool>, // turn on bevel
- * bevelThickness: <float>, // how deep into text bevel goes
- * bevelSize: <float> // how far from text outline is bevel
- * }
- */
- function TextGeometry( text, parameters ) {
- parameters = parameters || {};
- var font = parameters.font;
- if ( ( font && font.isFont ) === false ) {
- console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
- return new Geometry();
- }
- var shapes = font.generateShapes( text, parameters.size, parameters.curveSegments );
- // translate parameters to ExtrudeGeometry API
- parameters.amount = parameters.height !== undefined ? parameters.height : 50;
- // defaults
- if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
- if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
- if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
- ExtrudeGeometry.call( this, shapes, parameters );
- this.type = 'TextGeometry';
- }
- TextGeometry.prototype = Object.create( ExtrudeGeometry.prototype );
- TextGeometry.prototype.constructor = TextGeometry;
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
- Geometry.call( this );
- this.type = 'SphereGeometry';
- this.parameters = {
- radius: radius,
- widthSegments: widthSegments,
- heightSegments: heightSegments,
- phiStart: phiStart,
- phiLength: phiLength,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
- this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
- }
- SphereGeometry.prototype = Object.create( Geometry.prototype );
- SphereGeometry.prototype.constructor = SphereGeometry;
- /**
- * @author benaadams / https://twitter.com/ben_a_adams
- * @author Mugen87 / https://github.com/Mugen87
- */
- function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
- BufferGeometry.call( this );
- this.type = 'SphereBufferGeometry';
- this.parameters = {
- radius: radius,
- widthSegments: widthSegments,
- heightSegments: heightSegments,
- phiStart: phiStart,
- phiLength: phiLength,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
- radius = radius || 50;
- widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
- heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
- phiStart = phiStart !== undefined ? phiStart : 0;
- phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
- thetaStart = thetaStart !== undefined ? thetaStart : 0;
- thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
- var thetaEnd = thetaStart + thetaLength;
- var ix, iy;
- var index = 0;
- var grid = [];
- var vertex = new Vector3();
- var normal = new Vector3();
- // buffers
- var indices = [];
- var vertices = [];
- var normals = [];
- var uvs = [];
- // generate vertices, normals and uvs
- for ( iy = 0; iy <= heightSegments; iy ++ ) {
- var verticesRow = [];
- var v = iy / heightSegments;
- for ( ix = 0; ix <= widthSegments; ix ++ ) {
- var u = ix / widthSegments;
- // vertex
- vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
- vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
- vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
- vertices.push( vertex.x, vertex.y, vertex.z );
- // normal
- normal.set( vertex.x, vertex.y, vertex.z ).normalize();
- normals.push( normal.x, normal.y, normal.z );
- // uv
- uvs.push( u, 1 - v );
- verticesRow.push( index ++ );
- }
- grid.push( verticesRow );
- }
- // indices
- for ( iy = 0; iy < heightSegments; iy ++ ) {
- for ( ix = 0; ix < widthSegments; ix ++ ) {
- var a = grid[ iy ][ ix + 1 ];
- var b = grid[ iy ][ ix ];
- var c = grid[ iy + 1 ][ ix ];
- var d = grid[ iy + 1 ][ ix + 1 ];
- if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
- if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
- }
- }
- // build geometry
- this.setIndex( indices );
- this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- }
- SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
- SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
- /**
- * @author Kaleb Murphy
- */
- function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
- Geometry.call( this );
- this.type = 'RingGeometry';
- this.parameters = {
- innerRadius: innerRadius,
- outerRadius: outerRadius,
- thetaSegments: thetaSegments,
- phiSegments: phiSegments,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
- this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
- }
- RingGeometry.prototype = Object.create( Geometry.prototype );
- RingGeometry.prototype.constructor = RingGeometry;
- /**
- * @author Mugen87 / https://github.com/Mugen87
- */
- function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
- BufferGeometry.call( this );
- this.type = 'RingBufferGeometry';
- this.parameters = {
- innerRadius: innerRadius,
- outerRadius: outerRadius,
- thetaSegments: thetaSegments,
- phiSegments: phiSegments,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
- innerRadius = innerRadius || 20;
- outerRadius = outerRadius || 50;
- thetaStart = thetaStart !== undefined ? thetaStart : 0;
- thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
- thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
- phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
- // buffers
- var indices = [];
- var vertices = [];
- var normals = [];
- var uvs = [];
- // some helper variables
- var segment;
- var radius = innerRadius;
- var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
- var vertex = new Vector3();
- var uv = new Vector2();
- var j, i;
- // generate vertices, normals and uvs
- for ( j = 0; j <= phiSegments; j ++ ) {
- for ( i = 0; i <= thetaSegments; i ++ ) {
- // values are generate from the inside of the ring to the outside
- segment = thetaStart + i / thetaSegments * thetaLength;
- // vertex
- vertex.x = radius * Math.cos( segment );
- vertex.y = radius * Math.sin( segment );
- vertices.push( vertex.x, vertex.y, vertex.z );
- // normal
- normals.push( 0, 0, 1 );
- // uv
- uv.x = ( vertex.x / outerRadius + 1 ) / 2;
- uv.y = ( vertex.y / outerRadius + 1 ) / 2;
- uvs.push( uv.x, uv.y );
- }
- // increase the radius for next row of vertices
- radius += radiusStep;
- }
- // indices
- for ( j = 0; j < phiSegments; j ++ ) {
- var thetaSegmentLevel = j * ( thetaSegments + 1 );
- for ( i = 0; i < thetaSegments; i ++ ) {
- segment = i + thetaSegmentLevel;
- var a = segment;
- var b = segment + thetaSegments + 1;
- var c = segment + thetaSegments + 2;
- var d = segment + 1;
- // faces
- indices.push( a, b, d );
- indices.push( b, c, d );
- }
- }
- // build geometry
- this.setIndex( indices );
- this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- }
- RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
- RingBufferGeometry.prototype.constructor = RingBufferGeometry;
- /**
- * @author astrodud / http://astrodud.isgreat.org/
- * @author zz85 / https://github.com/zz85
- * @author bhouston / http://clara.io
- */
- // points - to create a closed torus, one must use a set of points
- // like so: [ a, b, c, d, a ], see first is the same as last.
- // segments - the number of circumference segments to create
- // phiStart - the starting radian
- // phiLength - the radian (0 to 2PI) range of the lathed section
- // 2PI is a closed lathe, less than 2PI is a portion.
- function LatheGeometry( points, segments, phiStart, phiLength ) {
- Geometry.call( this );
- this.type = 'LatheGeometry';
- this.parameters = {
- points: points,
- segments: segments,
- phiStart: phiStart,
- phiLength: phiLength
- };
- this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
- this.mergeVertices();
- }
- LatheGeometry.prototype = Object.create( Geometry.prototype );
- LatheGeometry.prototype.constructor = LatheGeometry;
- /**
- * @author Mugen87 / https://github.com/Mugen87
- */
- function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
- BufferGeometry.call( this );
- this.type = 'LatheBufferGeometry';
- this.parameters = {
- points: points,
- segments: segments,
- phiStart: phiStart,
- phiLength: phiLength
- };
- segments = Math.floor( segments ) || 12;
- phiStart = phiStart || 0;
- phiLength = phiLength || Math.PI * 2;
- // clamp phiLength so it's in range of [ 0, 2PI ]
- phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
- // buffers
- var indices = [];
- var vertices = [];
- var uvs = [];
- // helper variables
- var base;
- var inverseSegments = 1.0 / segments;
- var vertex = new Vector3();
- var uv = new Vector2();
- var i, j;
- // generate vertices and uvs
- for ( i = 0; i <= segments; i ++ ) {
- var phi = phiStart + i * inverseSegments * phiLength;
- var sin = Math.sin( phi );
- var cos = Math.cos( phi );
- for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
- // vertex
- vertex.x = points[ j ].x * sin;
- vertex.y = points[ j ].y;
- vertex.z = points[ j ].x * cos;
- vertices.push( vertex.x, vertex.y, vertex.z );
- // uv
- uv.x = i / segments;
- uv.y = j / ( points.length - 1 );
- uvs.push( uv.x, uv.y );
- }
- }
- // indices
- for ( i = 0; i < segments; i ++ ) {
- for ( j = 0; j < ( points.length - 1 ); j ++ ) {
- base = j + i * points.length;
- var a = base;
- var b = base + points.length;
- var c = base + points.length + 1;
- var d = base + 1;
- // faces
- indices.push( a, b, d );
- indices.push( b, c, d );
- }
- }
- // build geometry
- this.setIndex( indices );
- this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- // generate normals
- this.computeVertexNormals();
- // if the geometry is closed, we need to average the normals along the seam.
- // because the corresponding vertices are identical (but still have different UVs).
- if ( phiLength === Math.PI * 2 ) {
- var normals = this.attributes.normal.array;
- var n1 = new Vector3();
- var n2 = new Vector3();
- var n = new Vector3();
- // this is the buffer offset for the last line of vertices
- base = segments * points.length * 3;
- for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
- // select the normal of the vertex in the first line
- n1.x = normals[ j + 0 ];
- n1.y = normals[ j + 1 ];
- n1.z = normals[ j + 2 ];
- // select the normal of the vertex in the last line
- n2.x = normals[ base + j + 0 ];
- n2.y = normals[ base + j + 1 ];
- n2.z = normals[ base + j + 2 ];
- // average normals
- n.addVectors( n1, n2 ).normalize();
- // assign the new values to both normals
- normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
- normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
- normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
- }
- }
- }
- LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
- LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
- /**
- * @author jonobr1 / http://jonobr1.com
- */
- function ShapeGeometry( shapes, curveSegments ) {
- Geometry.call( this );
- this.type = 'ShapeGeometry';
- if ( typeof curveSegments === 'object' ) {
- console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
- curveSegments = curveSegments.curveSegments;
- }
- this.parameters = {
- shapes: shapes,
- curveSegments: curveSegments
- };
- this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
- this.mergeVertices();
- }
- ShapeGeometry.prototype = Object.create( Geometry.prototype );
- ShapeGeometry.prototype.constructor = ShapeGeometry;
- /**
- * @author Mugen87 / https://github.com/Mugen87
- */
- function ShapeBufferGeometry( shapes, curveSegments ) {
- BufferGeometry.call( this );
- this.type = 'ShapeBufferGeometry';
- this.parameters = {
- shapes: shapes,
- curveSegments: curveSegments
- };
- curveSegments = curveSegments || 12;
- // buffers
- var indices = [];
- var vertices = [];
- var normals = [];
- var uvs = [];
- // helper variables
- var groupStart = 0;
- var groupCount = 0;
- // allow single and array values for "shapes" parameter
- if ( Array.isArray( shapes ) === false ) {
- addShape( shapes );
- } else {
- for ( var i = 0; i < shapes.length; i ++ ) {
- addShape( shapes[ i ] );
- this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
- groupStart += groupCount;
- groupCount = 0;
- }
- }
- // build geometry
- this.setIndex( indices );
- this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- // helper functions
- function addShape( shape ) {
- var i, l, shapeHole;
- var indexOffset = vertices.length / 3;
- var points = shape.extractPoints( curveSegments );
- var shapeVertices = points.shape;
- var shapeHoles = points.holes;
- // check direction of vertices
- if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
- shapeVertices = shapeVertices.reverse();
- // also check if holes are in the opposite direction
- for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
- shapeHole = shapeHoles[ i ];
- if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
- shapeHoles[ i ] = shapeHole.reverse();
- }
- }
- }
- var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
- // join vertices of inner and outer paths to a single array
- for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
- shapeHole = shapeHoles[ i ];
- shapeVertices = shapeVertices.concat( shapeHole );
- }
- // vertices, normals, uvs
- for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
- var vertex = shapeVertices[ i ];
- vertices.push( vertex.x, vertex.y, 0 );
- normals.push( 0, 0, 1 );
- uvs.push( vertex.x, vertex.y ); // world uvs
- }
- // incides
- for ( i = 0, l = faces.length; i < l; i ++ ) {
- var face = faces[ i ];
- var a = face[ 0 ] + indexOffset;
- var b = face[ 1 ] + indexOffset;
- var c = face[ 2 ] + indexOffset;
- indices.push( a, b, c );
- groupCount += 3;
- }
- }
- }
- ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
- ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
- /**
- * @author WestLangley / http://github.com/WestLangley
- * @author Mugen87 / https://github.com/Mugen87
- */
- function EdgesGeometry( geometry, thresholdAngle ) {
- BufferGeometry.call( this );
- this.type = 'EdgesGeometry';
- this.parameters = {
- thresholdAngle: thresholdAngle
- };
- thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
- // buffer
- var vertices = [];
- // helper variables
- var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
- var edge = [ 0, 0 ], edges = {};
- var key, keys = [ 'a', 'b', 'c' ];
- // prepare source geometry
- var geometry2;
- if ( geometry.isBufferGeometry ) {
- geometry2 = new Geometry();
- geometry2.fromBufferGeometry( geometry );
- } else {
- geometry2 = geometry.clone();
- }
- geometry2.mergeVertices();
- geometry2.computeFaceNormals();
- var sourceVertices = geometry2.vertices;
- var faces = geometry2.faces;
- // now create a data structure where each entry represents an edge with its adjoining faces
- for ( var i = 0, l = faces.length; i < l; i ++ ) {
- var face = faces[ i ];
- for ( var j = 0; j < 3; j ++ ) {
- edge[ 0 ] = face[ keys[ j ] ];
- edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
- edge.sort( sortFunction );
- key = edge.toString();
- if ( edges[ key ] === undefined ) {
- edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
- } else {
- edges[ key ].face2 = i;
- }
- }
- }
- // generate vertices
- for ( key in edges ) {
- var e = edges[ key ];
- // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
- if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
- var vertex = sourceVertices[ e.index1 ];
- vertices.push( vertex.x, vertex.y, vertex.z );
- vertex = sourceVertices[ e.index2 ];
- vertices.push( vertex.x, vertex.y, vertex.z );
- }
- }
- // build geometry
- this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- // custom array sort function
- function sortFunction( a, b ) {
- return a - b;
- }
- }
- EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
- EdgesGeometry.prototype.constructor = EdgesGeometry;
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
- Geometry.call( this );
- this.type = 'CylinderGeometry';
- this.parameters = {
- radiusTop: radiusTop,
- radiusBottom: radiusBottom,
- height: height,
- radialSegments: radialSegments,
- heightSegments: heightSegments,
- openEnded: openEnded,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
- this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
- this.mergeVertices();
- }
- CylinderGeometry.prototype = Object.create( Geometry.prototype );
- CylinderGeometry.prototype.constructor = CylinderGeometry;
- /**
- * @author Mugen87 / https://github.com/Mugen87
- */
- function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
- BufferGeometry.call( this );
- this.type = 'CylinderBufferGeometry';
- this.parameters = {
- radiusTop: radiusTop,
- radiusBottom: radiusBottom,
- height: height,
- radialSegments: radialSegments,
- heightSegments: heightSegments,
- openEnded: openEnded,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
- var scope = this;
- radiusTop = radiusTop !== undefined ? radiusTop : 20;
- radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
- height = height !== undefined ? height : 100;
- radialSegments = Math.floor( radialSegments ) || 8;
- heightSegments = Math.floor( heightSegments ) || 1;
- openEnded = openEnded !== undefined ? openEnded : false;
- thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
- thetaLength = thetaLength !== undefined ? thetaLength : 2.0 * Math.PI;
- // buffers
- var indices = [];
- var vertices = [];
- var normals = [];
- var uvs = [];
- // helper variables
- var index = 0;
- var indexOffset = 0;
- var indexArray = [];
- var halfHeight = height / 2;
- var groupStart = 0;
- // generate geometry
- generateTorso();
- if ( openEnded === false ) {
- if ( radiusTop > 0 ) generateCap( true );
- if ( radiusBottom > 0 ) generateCap( false );
- }
- // build geometry
- this.setIndex( indices );
- this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- function generateTorso() {
- var x, y;
- var normal = new Vector3();
- var vertex = new Vector3();
- var groupCount = 0;
- // this will be used to calculate the normal
- var slope = ( radiusBottom - radiusTop ) / height;
- // generate vertices, normals and uvs
- for ( y = 0; y <= heightSegments; y ++ ) {
- var indexRow = [];
- var v = y / heightSegments;
- // calculate the radius of the current row
- var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
- for ( x = 0; x <= radialSegments; x ++ ) {
- var u = x / radialSegments;
- var theta = u * thetaLength + thetaStart;
- var sinTheta = Math.sin( theta );
- var cosTheta = Math.cos( theta );
- // vertex
- vertex.x = radius * sinTheta;
- vertex.y = - v * height + halfHeight;
- vertex.z = radius * cosTheta;
- vertices.push( vertex.x, vertex.y, vertex.z );
- // normal
- normal.set( sinTheta, slope, cosTheta ).normalize();
- normals.push( normal.x, normal.y, normal.z );
- // uv
- uvs.push( u, 1 - v );
- // save index of vertex in respective row
- indexRow.push( index ++ );
- }
- // now save vertices of the row in our index array
- indexArray.push( indexRow );
- }
- // generate indices
- for ( x = 0; x < radialSegments; x ++ ) {
- for ( y = 0; y < heightSegments; y ++ ) {
- // we use the index array to access the correct indices
- var a = indexArray[ y ][ x ];
- var b = indexArray[ y + 1 ][ x ];
- var c = indexArray[ y + 1 ][ x + 1 ];
- var d = indexArray[ y ][ x + 1 ];
- // faces
- indices.push( a, b, d );
- indices.push( b, c, d );
- // update group counter
- groupCount += 6;
- }
- }
- // add a group to the geometry. this will ensure multi material support
- scope.addGroup( groupStart, groupCount, 0 );
- // calculate new start value for groups
- groupStart += groupCount;
- }
- function generateCap( top ) {
- var x, centerIndexStart, centerIndexEnd;
- var uv = new Vector2();
- var vertex = new Vector3();
- var groupCount = 0;
- var radius = ( top === true ) ? radiusTop : radiusBottom;
- var sign = ( top === true ) ? 1 : - 1;
- // save the index of the first center vertex
- centerIndexStart = index;
- // first we generate the center vertex data of the cap.
- // because the geometry needs one set of uvs per face,
- // we must generate a center vertex per face/segment
- for ( x = 1; x <= radialSegments; x ++ ) {
- // vertex
- vertices.push( 0, halfHeight * sign, 0 );
- // normal
- normals.push( 0, sign, 0 );
- // uv
- uvs.push( 0.5, 0.5 );
- // increase index
- index ++;
- }
- // save the index of the last center vertex
- centerIndexEnd = index;
- // now we generate the surrounding vertices, normals and uvs
- for ( x = 0; x <= radialSegments; x ++ ) {
- var u = x / radialSegments;
- var theta = u * thetaLength + thetaStart;
- var cosTheta = Math.cos( theta );
- var sinTheta = Math.sin( theta );
- // vertex
- vertex.x = radius * sinTheta;
- vertex.y = halfHeight * sign;
- vertex.z = radius * cosTheta;
- vertices.push( vertex.x, vertex.y, vertex.z );
- // normal
- normals.push( 0, sign, 0 );
- // uv
- uv.x = ( cosTheta * 0.5 ) + 0.5;
- uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
- uvs.push( uv.x, uv.y );
- // increase index
- index ++;
- }
- // generate indices
- for ( x = 0; x < radialSegments; x ++ ) {
- var c = centerIndexStart + x;
- var i = centerIndexEnd + x;
- if ( top === true ) {
- // face top
- indices.push( i, i + 1, c );
- } else {
- // face bottom
- indices.push( i + 1, i, c );
- }
- groupCount += 3;
- }
- // add a group to the geometry. this will ensure multi material support
- scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
- // calculate new start value for groups
- groupStart += groupCount;
- }
- }
- CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
- CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
- /**
- * @author abelnation / http://github.com/abelnation
- */
- function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
- CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
- this.type = 'ConeGeometry';
- this.parameters = {
- radius: radius,
- height: height,
- radialSegments: radialSegments,
- heightSegments: heightSegments,
- openEnded: openEnded,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
- }
- ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
- ConeGeometry.prototype.constructor = ConeGeometry;
- /**
- * @author: abelnation / http://github.com/abelnation
- */
- function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
- CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
- this.type = 'ConeBufferGeometry';
- this.parameters = {
- radius: radius,
- height: height,
- radialSegments: radialSegments,
- heightSegments: heightSegments,
- openEnded: openEnded,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
- }
- ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
- ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
- /**
- * @author hughes
- */
- function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
- Geometry.call( this );
- this.type = 'CircleGeometry';
- this.parameters = {
- radius: radius,
- segments: segments,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
- this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
- }
- CircleGeometry.prototype = Object.create( Geometry.prototype );
- CircleGeometry.prototype.constructor = CircleGeometry;
- /**
- * @author benaadams / https://twitter.com/ben_a_adams
- * @author Mugen87 / https://github.com/Mugen87
- */
- function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
- BufferGeometry.call( this );
- this.type = 'CircleBufferGeometry';
- this.parameters = {
- radius: radius,
- segments: segments,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
- radius = radius || 50;
- segments = segments !== undefined ? Math.max( 3, segments ) : 8;
- thetaStart = thetaStart !== undefined ? thetaStart : 0;
- thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
- // buffers
- var indices = [];
- var vertices = [];
- var normals = [];
- var uvs = [];
- // helper variables
- var i, s;
- var vertex = new Vector3();
- var uv = new Vector2();
- // center point
- vertices.push( 0, 0, 0 );
- normals.push( 0, 0, 1 );
- uvs.push( 0.5, 0.5 );
- for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
- var segment = thetaStart + s / segments * thetaLength;
- // vertex
- vertex.x = radius * Math.cos( segment );
- vertex.y = radius * Math.sin( segment );
- vertices.push( vertex.x, vertex.y, vertex.z );
- // normal
- normals.push( 0, 0, 1 );
- // uvs
- uv.x = ( vertices[ i ] / radius + 1 ) / 2;
- uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
- uvs.push( uv.x, uv.y );
- }
- // indices
- for ( i = 1; i <= segments; i ++ ) {
- indices.push( i, i + 1, 0 );
- }
- // build geometry
- this.setIndex( indices );
- this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- }
- CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
- CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
- var Geometries = Object.freeze({
- WireframeGeometry: WireframeGeometry,
- ParametricGeometry: ParametricGeometry,
- ParametricBufferGeometry: ParametricBufferGeometry,
- TetrahedronGeometry: TetrahedronGeometry,
- TetrahedronBufferGeometry: TetrahedronBufferGeometry,
- OctahedronGeometry: OctahedronGeometry,
- OctahedronBufferGeometry: OctahedronBufferGeometry,
- IcosahedronGeometry: IcosahedronGeometry,
- IcosahedronBufferGeometry: IcosahedronBufferGeometry,
- DodecahedronGeometry: DodecahedronGeometry,
- DodecahedronBufferGeometry: DodecahedronBufferGeometry,
- PolyhedronGeometry: PolyhedronGeometry,
- PolyhedronBufferGeometry: PolyhedronBufferGeometry,
- TubeGeometry: TubeGeometry,
- TubeBufferGeometry: TubeBufferGeometry,
- TorusKnotGeometry: TorusKnotGeometry,
- TorusKnotBufferGeometry: TorusKnotBufferGeometry,
- TorusGeometry: TorusGeometry,
- TorusBufferGeometry: TorusBufferGeometry,
- TextGeometry: TextGeometry,
- SphereGeometry: SphereGeometry,
- SphereBufferGeometry: SphereBufferGeometry,
- RingGeometry: RingGeometry,
- RingBufferGeometry: RingBufferGeometry,
- PlaneGeometry: PlaneGeometry,
- PlaneBufferGeometry: PlaneBufferGeometry,
- LatheGeometry: LatheGeometry,
- LatheBufferGeometry: LatheBufferGeometry,
- ShapeGeometry: ShapeGeometry,
- ShapeBufferGeometry: ShapeBufferGeometry,
- ExtrudeGeometry: ExtrudeGeometry,
- EdgesGeometry: EdgesGeometry,
- ConeGeometry: ConeGeometry,
- ConeBufferGeometry: ConeBufferGeometry,
- CylinderGeometry: CylinderGeometry,
- CylinderBufferGeometry: CylinderBufferGeometry,
- CircleGeometry: CircleGeometry,
- CircleBufferGeometry: CircleBufferGeometry,
- BoxGeometry: BoxGeometry,
- BoxBufferGeometry: BoxBufferGeometry
- });
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function ShadowMaterial() {
- ShaderMaterial.call( this, {
- uniforms: UniformsUtils.merge( [
- UniformsLib.lights,
- {
- opacity: { value: 1.0 }
- }
- ] ),
- vertexShader: ShaderChunk[ 'shadow_vert' ],
- fragmentShader: ShaderChunk[ 'shadow_frag' ]
- } );
- this.lights = true;
- this.transparent = true;
- Object.defineProperties( this, {
- opacity: {
- enumerable: true,
- get: function () {
- return this.uniforms.opacity.value;
- },
- set: function ( value ) {
- this.uniforms.opacity.value = value;
- }
- }
- } );
- }
- ShadowMaterial.prototype = Object.create( ShaderMaterial.prototype );
- ShadowMaterial.prototype.constructor = ShadowMaterial;
- ShadowMaterial.prototype.isShadowMaterial = true;
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function RawShaderMaterial( parameters ) {
- ShaderMaterial.call( this, parameters );
- this.type = 'RawShaderMaterial';
- }
- RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
- RawShaderMaterial.prototype.constructor = RawShaderMaterial;
- RawShaderMaterial.prototype.isRawShaderMaterial = true;
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function MultiMaterial( materials ) {
- this.uuid = _Math.generateUUID();
- this.type = 'MultiMaterial';
- this.materials = Array.isArray( materials ) ? materials : [];
- this.visible = true;
- }
- MultiMaterial.prototype = {
- constructor: MultiMaterial,
- isMultiMaterial: true,
- toJSON: function ( meta ) {
- var output = {
- metadata: {
- version: 4.2,
- type: 'material',
- generator: 'MaterialExporter'
- },
- uuid: this.uuid,
- type: this.type,
- materials: []
- };
- var materials = this.materials;
- for ( var i = 0, l = materials.length; i < l; i ++ ) {
- var material = materials[ i ].toJSON( meta );
- delete material.metadata;
- output.materials.push( material );
- }
- output.visible = this.visible;
- return output;
- },
- clone: function () {
- var material = new this.constructor();
- for ( var i = 0; i < this.materials.length; i ++ ) {
- material.materials.push( this.materials[ i ].clone() );
- }
- material.visible = this.visible;
- return material;
- }
- };
- /**
- * @author WestLangley / http://github.com/WestLangley
- *
- * parameters = {
- * color: <hex>,
- * roughness: <float>,
- * metalness: <float>,
- * opacity: <float>,
- *
- * map: new THREE.Texture( <Image> ),
- *
- * lightMap: new THREE.Texture( <Image> ),
- * lightMapIntensity: <float>
- *
- * aoMap: new THREE.Texture( <Image> ),
- * aoMapIntensity: <float>
- *
- * emissive: <hex>,
- * emissiveIntensity: <float>
- * emissiveMap: new THREE.Texture( <Image> ),
- *
- * bumpMap: new THREE.Texture( <Image> ),
- * bumpScale: <float>,
- *
- * normalMap: new THREE.Texture( <Image> ),
- * normalScale: <Vector2>,
- *
- * displacementMap: new THREE.Texture( <Image> ),
- * displacementScale: <float>,
- * displacementBias: <float>,
- *
- * roughnessMap: new THREE.Texture( <Image> ),
- *
- * metalnessMap: new THREE.Texture( <Image> ),
- *
- * alphaMap: new THREE.Texture( <Image> ),
- *
- * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
- * envMapIntensity: <float>
- *
- * refractionRatio: <float>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>,
- *
- * skinning: <bool>,
- * morphTargets: <bool>,
- * morphNormals: <bool>
- * }
- */
- function MeshStandardMaterial( parameters ) {
- Material.call( this );
- this.defines = { 'STANDARD': '' };
- this.type = 'MeshStandardMaterial';
- this.color = new Color( 0xffffff ); // diffuse
- this.roughness = 0.5;
- this.metalness = 0.5;
- this.map = null;
- this.lightMap = null;
- this.lightMapIntensity = 1.0;
- this.aoMap = null;
- this.aoMapIntensity = 1.0;
- this.emissive = new Color( 0x000000 );
- this.emissiveIntensity = 1.0;
- this.emissiveMap = null;
- this.bumpMap = null;
- this.bumpScale = 1;
- this.normalMap = null;
- this.normalScale = new Vector2( 1, 1 );
- this.displacementMap = null;
- this.displacementScale = 1;
- this.displacementBias = 0;
- this.roughnessMap = null;
- this.metalnessMap = null;
- this.alphaMap = null;
- this.envMap = null;
- this.envMapIntensity = 1.0;
- this.refractionRatio = 0.98;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.wireframeLinecap = 'round';
- this.wireframeLinejoin = 'round';
- this.skinning = false;
- this.morphTargets = false;
- this.morphNormals = false;
- this.setValues( parameters );
- }
- MeshStandardMaterial.prototype = Object.create( Material.prototype );
- MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
- MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
- MeshStandardMaterial.prototype.copy = function ( source ) {
- Material.prototype.copy.call( this, source );
- this.defines = { 'STANDARD': '' };
- this.color.copy( source.color );
- this.roughness = source.roughness;
- this.metalness = source.metalness;
- this.map = source.map;
- this.lightMap = source.lightMap;
- this.lightMapIntensity = source.lightMapIntensity;
- this.aoMap = source.aoMap;
- this.aoMapIntensity = source.aoMapIntensity;
- this.emissive.copy( source.emissive );
- this.emissiveMap = source.emissiveMap;
- this.emissiveIntensity = source.emissiveIntensity;
- this.bumpMap = source.bumpMap;
- this.bumpScale = source.bumpScale;
- this.normalMap = source.normalMap;
- this.normalScale.copy( source.normalScale );
- this.displacementMap = source.displacementMap;
- this.displacementScale = source.displacementScale;
- this.displacementBias = source.displacementBias;
- this.roughnessMap = source.roughnessMap;
- this.metalnessMap = source.metalnessMap;
- this.alphaMap = source.alphaMap;
- this.envMap = source.envMap;
- this.envMapIntensity = source.envMapIntensity;
- this.refractionRatio = source.refractionRatio;
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- this.wireframeLinecap = source.wireframeLinecap;
- this.wireframeLinejoin = source.wireframeLinejoin;
- this.skinning = source.skinning;
- this.morphTargets = source.morphTargets;
- this.morphNormals = source.morphNormals;
- return this;
- };
- /**
- * @author WestLangley / http://github.com/WestLangley
- *
- * parameters = {
- * reflectivity: <float>
- * }
- */
- function MeshPhysicalMaterial( parameters ) {
- MeshStandardMaterial.call( this );
- this.defines = { 'PHYSICAL': '' };
- this.type = 'MeshPhysicalMaterial';
- this.reflectivity = 0.5; // maps to F0 = 0.04
- this.clearCoat = 0.0;
- this.clearCoatRoughness = 0.0;
- this.setValues( parameters );
- }
- MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
- MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
- MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
- MeshPhysicalMaterial.prototype.copy = function ( source ) {
- MeshStandardMaterial.prototype.copy.call( this, source );
- this.defines = { 'PHYSICAL': '' };
- this.reflectivity = source.reflectivity;
- this.clearCoat = source.clearCoat;
- this.clearCoatRoughness = source.clearCoatRoughness;
- return this;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: <hex>,
- * specular: <hex>,
- * shininess: <float>,
- * opacity: <float>,
- *
- * map: new THREE.Texture( <Image> ),
- *
- * lightMap: new THREE.Texture( <Image> ),
- * lightMapIntensity: <float>
- *
- * aoMap: new THREE.Texture( <Image> ),
- * aoMapIntensity: <float>
- *
- * emissive: <hex>,
- * emissiveIntensity: <float>
- * emissiveMap: new THREE.Texture( <Image> ),
- *
- * bumpMap: new THREE.Texture( <Image> ),
- * bumpScale: <float>,
- *
- * normalMap: new THREE.Texture( <Image> ),
- * normalScale: <Vector2>,
- *
- * displacementMap: new THREE.Texture( <Image> ),
- * displacementScale: <float>,
- * displacementBias: <float>,
- *
- * specularMap: new THREE.Texture( <Image> ),
- *
- * alphaMap: new THREE.Texture( <Image> ),
- *
- * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
- * combine: THREE.Multiply,
- * reflectivity: <float>,
- * refractionRatio: <float>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>,
- *
- * skinning: <bool>,
- * morphTargets: <bool>,
- * morphNormals: <bool>
- * }
- */
- function MeshPhongMaterial( parameters ) {
- Material.call( this );
- this.type = 'MeshPhongMaterial';
- this.color = new Color( 0xffffff ); // diffuse
- this.specular = new Color( 0x111111 );
- this.shininess = 30;
- this.map = null;
- this.lightMap = null;
- this.lightMapIntensity = 1.0;
- this.aoMap = null;
- this.aoMapIntensity = 1.0;
- this.emissive = new Color( 0x000000 );
- this.emissiveIntensity = 1.0;
- this.emissiveMap = null;
- this.bumpMap = null;
- this.bumpScale = 1;
- this.normalMap = null;
- this.normalScale = new Vector2( 1, 1 );
- this.displacementMap = null;
- this.displacementScale = 1;
- this.displacementBias = 0;
- this.specularMap = null;
- this.alphaMap = null;
- this.envMap = null;
- this.combine = MultiplyOperation;
- this.reflectivity = 1;
- this.refractionRatio = 0.98;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.wireframeLinecap = 'round';
- this.wireframeLinejoin = 'round';
- this.skinning = false;
- this.morphTargets = false;
- this.morphNormals = false;
- this.setValues( parameters );
- }
- MeshPhongMaterial.prototype = Object.create( Material.prototype );
- MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
- MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
- MeshPhongMaterial.prototype.copy = function ( source ) {
- Material.prototype.copy.call( this, source );
- this.color.copy( source.color );
- this.specular.copy( source.specular );
- this.shininess = source.shininess;
- this.map = source.map;
- this.lightMap = source.lightMap;
- this.lightMapIntensity = source.lightMapIntensity;
- this.aoMap = source.aoMap;
- this.aoMapIntensity = source.aoMapIntensity;
- this.emissive.copy( source.emissive );
- this.emissiveMap = source.emissiveMap;
- this.emissiveIntensity = source.emissiveIntensity;
- this.bumpMap = source.bumpMap;
- this.bumpScale = source.bumpScale;
- this.normalMap = source.normalMap;
- this.normalScale.copy( source.normalScale );
- this.displacementMap = source.displacementMap;
- this.displacementScale = source.displacementScale;
- this.displacementBias = source.displacementBias;
- this.specularMap = source.specularMap;
- this.alphaMap = source.alphaMap;
- this.envMap = source.envMap;
- this.combine = source.combine;
- this.reflectivity = source.reflectivity;
- this.refractionRatio = source.refractionRatio;
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- this.wireframeLinecap = source.wireframeLinecap;
- this.wireframeLinejoin = source.wireframeLinejoin;
- this.skinning = source.skinning;
- this.morphTargets = source.morphTargets;
- this.morphNormals = source.morphNormals;
- return this;
- };
- /**
- * @author takahirox / http://github.com/takahirox
- *
- * parameters = {
- * gradientMap: new THREE.Texture( <Image> )
- * }
- */
- function MeshToonMaterial( parameters ) {
- MeshPhongMaterial.call( this );
- this.defines = { 'TOON': '' };
- this.type = 'MeshToonMaterial';
- this.gradientMap = null;
- this.setValues( parameters );
- }
- MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
- MeshToonMaterial.prototype.constructor = MeshToonMaterial;
- MeshToonMaterial.prototype.isMeshToonMaterial = true;
- MeshToonMaterial.prototype.copy = function ( source ) {
- MeshPhongMaterial.prototype.copy.call( this, source );
- this.gradientMap = source.gradientMap;
- return this;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
- *
- * parameters = {
- * opacity: <float>,
- *
- * bumpMap: new THREE.Texture( <Image> ),
- * bumpScale: <float>,
- *
- * normalMap: new THREE.Texture( <Image> ),
- * normalScale: <Vector2>,
- *
- * displacementMap: new THREE.Texture( <Image> ),
- * displacementScale: <float>,
- * displacementBias: <float>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>
- *
- * skinning: <bool>,
- * morphTargets: <bool>,
- * morphNormals: <bool>
- * }
- */
- function MeshNormalMaterial( parameters ) {
- Material.call( this, parameters );
- this.type = 'MeshNormalMaterial';
- this.bumpMap = null;
- this.bumpScale = 1;
- this.normalMap = null;
- this.normalScale = new Vector2( 1, 1 );
- this.displacementMap = null;
- this.displacementScale = 1;
- this.displacementBias = 0;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.fog = false;
- this.lights = false;
- this.skinning = false;
- this.morphTargets = false;
- this.morphNormals = false;
- this.setValues( parameters );
- }
- MeshNormalMaterial.prototype = Object.create( Material.prototype );
- MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
- MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
- MeshNormalMaterial.prototype.copy = function ( source ) {
- Material.prototype.copy.call( this, source );
- this.bumpMap = source.bumpMap;
- this.bumpScale = source.bumpScale;
- this.normalMap = source.normalMap;
- this.normalScale.copy( source.normalScale );
- this.displacementMap = source.displacementMap;
- this.displacementScale = source.displacementScale;
- this.displacementBias = source.displacementBias;
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- this.skinning = source.skinning;
- this.morphTargets = source.morphTargets;
- this.morphNormals = source.morphNormals;
- return this;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: <hex>,
- * opacity: <float>,
- *
- * map: new THREE.Texture( <Image> ),
- *
- * lightMap: new THREE.Texture( <Image> ),
- * lightMapIntensity: <float>
- *
- * aoMap: new THREE.Texture( <Image> ),
- * aoMapIntensity: <float>
- *
- * emissive: <hex>,
- * emissiveIntensity: <float>
- * emissiveMap: new THREE.Texture( <Image> ),
- *
- * specularMap: new THREE.Texture( <Image> ),
- *
- * alphaMap: new THREE.Texture( <Image> ),
- *
- * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
- * combine: THREE.Multiply,
- * reflectivity: <float>,
- * refractionRatio: <float>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>,
- *
- * skinning: <bool>,
- * morphTargets: <bool>,
- * morphNormals: <bool>
- * }
- */
- function MeshLambertMaterial( parameters ) {
- Material.call( this );
- this.type = 'MeshLambertMaterial';
- this.color = new Color( 0xffffff ); // diffuse
- this.map = null;
- this.lightMap = null;
- this.lightMapIntensity = 1.0;
- this.aoMap = null;
- this.aoMapIntensity = 1.0;
- this.emissive = new Color( 0x000000 );
- this.emissiveIntensity = 1.0;
- this.emissiveMap = null;
- this.specularMap = null;
- this.alphaMap = null;
- this.envMap = null;
- this.combine = MultiplyOperation;
- this.reflectivity = 1;
- this.refractionRatio = 0.98;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.wireframeLinecap = 'round';
- this.wireframeLinejoin = 'round';
- this.skinning = false;
- this.morphTargets = false;
- this.morphNormals = false;
- this.setValues( parameters );
- }
- MeshLambertMaterial.prototype = Object.create( Material.prototype );
- MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
- MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
- MeshLambertMaterial.prototype.copy = function ( source ) {
- Material.prototype.copy.call( this, source );
- this.color.copy( source.color );
- this.map = source.map;
- this.lightMap = source.lightMap;
- this.lightMapIntensity = source.lightMapIntensity;
- this.aoMap = source.aoMap;
- this.aoMapIntensity = source.aoMapIntensity;
- this.emissive.copy( source.emissive );
- this.emissiveMap = source.emissiveMap;
- this.emissiveIntensity = source.emissiveIntensity;
- this.specularMap = source.specularMap;
- this.alphaMap = source.alphaMap;
- this.envMap = source.envMap;
- this.combine = source.combine;
- this.reflectivity = source.reflectivity;
- this.refractionRatio = source.refractionRatio;
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- this.wireframeLinecap = source.wireframeLinecap;
- this.wireframeLinejoin = source.wireframeLinejoin;
- this.skinning = source.skinning;
- this.morphTargets = source.morphTargets;
- this.morphNormals = source.morphNormals;
- return this;
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: <hex>,
- * opacity: <float>,
- *
- * linewidth: <float>,
- *
- * scale: <float>,
- * dashSize: <float>,
- * gapSize: <float>
- * }
- */
- function LineDashedMaterial( parameters ) {
- Material.call( this );
- this.type = 'LineDashedMaterial';
- this.color = new Color( 0xffffff );
- this.linewidth = 1;
- this.scale = 1;
- this.dashSize = 3;
- this.gapSize = 1;
- this.lights = false;
- this.setValues( parameters );
- }
- LineDashedMaterial.prototype = Object.create( Material.prototype );
- LineDashedMaterial.prototype.constructor = LineDashedMaterial;
- LineDashedMaterial.prototype.isLineDashedMaterial = true;
- LineDashedMaterial.prototype.copy = function ( source ) {
- Material.prototype.copy.call( this, source );
- this.color.copy( source.color );
- this.linewidth = source.linewidth;
- this.scale = source.scale;
- this.dashSize = source.dashSize;
- this.gapSize = source.gapSize;
- return this;
- };
- var Materials = Object.freeze({
- ShadowMaterial: ShadowMaterial,
- SpriteMaterial: SpriteMaterial,
- RawShaderMaterial: RawShaderMaterial,
- ShaderMaterial: ShaderMaterial,
- PointsMaterial: PointsMaterial,
- MultiMaterial: MultiMaterial,
- MeshPhysicalMaterial: MeshPhysicalMaterial,
- MeshStandardMaterial: MeshStandardMaterial,
- MeshPhongMaterial: MeshPhongMaterial,
- MeshToonMaterial: MeshToonMaterial,
- MeshNormalMaterial: MeshNormalMaterial,
- MeshLambertMaterial: MeshLambertMaterial,
- MeshDepthMaterial: MeshDepthMaterial,
- MeshBasicMaterial: MeshBasicMaterial,
- LineDashedMaterial: LineDashedMaterial,
- LineBasicMaterial: LineBasicMaterial,
- Material: Material
- });
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- var Cache = {
- enabled: false,
- files: {},
- add: function ( key, file ) {
- if ( this.enabled === false ) return;
- // console.log( 'THREE.Cache', 'Adding key:', key );
- this.files[ key ] = file;
- },
- get: function ( key ) {
- if ( this.enabled === false ) return;
- // console.log( 'THREE.Cache', 'Checking key:', key );
- return this.files[ key ];
- },
- remove: function ( key ) {
- delete this.files[ key ];
- },
- clear: function () {
- this.files = {};
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function LoadingManager( onLoad, onProgress, onError ) {
- var scope = this;
- var isLoading = false, itemsLoaded = 0, itemsTotal = 0;
- this.onStart = undefined;
- this.onLoad = onLoad;
- this.onProgress = onProgress;
- this.onError = onError;
- this.itemStart = function ( url ) {
- itemsTotal ++;
- if ( isLoading === false ) {
- if ( scope.onStart !== undefined ) {
- scope.onStart( url, itemsLoaded, itemsTotal );
- }
- }
- isLoading = true;
- };
- this.itemEnd = function ( url ) {
- itemsLoaded ++;
- if ( scope.onProgress !== undefined ) {
- scope.onProgress( url, itemsLoaded, itemsTotal );
- }
- if ( itemsLoaded === itemsTotal ) {
- isLoading = false;
- if ( scope.onLoad !== undefined ) {
- scope.onLoad();
- }
- }
- };
- this.itemError = function ( url ) {
- if ( scope.onError !== undefined ) {
- scope.onError( url );
- }
- };
- }
- var DefaultLoadingManager = new LoadingManager();
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function FileLoader( manager ) {
- this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
- }
- Object.assign( FileLoader.prototype, {
- load: function ( url, onLoad, onProgress, onError ) {
- if ( url === undefined ) url = '';
- if ( this.path !== undefined ) url = this.path + url;
- var scope = this;
- var cached = Cache.get( url );
- if ( cached !== undefined ) {
- scope.manager.itemStart( url );
- setTimeout( function () {
- if ( onLoad ) onLoad( cached );
- scope.manager.itemEnd( url );
- }, 0 );
- return cached;
- }
- // Check for data: URI
- var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
- var dataUriRegexResult = url.match( dataUriRegex );
- // Safari can not handle Data URIs through XMLHttpRequest so process manually
- if ( dataUriRegexResult ) {
- var mimeType = dataUriRegexResult[ 1 ];
- var isBase64 = !! dataUriRegexResult[ 2 ];
- var data = dataUriRegexResult[ 3 ];
- data = window.decodeURIComponent( data );
- if ( isBase64 ) data = window.atob( data );
- try {
- var response;
- var responseType = ( this.responseType || '' ).toLowerCase();
- switch ( responseType ) {
- case 'arraybuffer':
- case 'blob':
- response = new ArrayBuffer( data.length );
- var view = new Uint8Array( response );
- for ( var i = 0; i < data.length; i ++ ) {
- view[ i ] = data.charCodeAt( i );
- }
- if ( responseType === 'blob' ) {
- response = new Blob( [ response ], { type: mimeType } );
- }
- break;
- case 'document':
- var parser = new DOMParser();
- response = parser.parseFromString( data, mimeType );
- break;
- case 'json':
- response = JSON.parse( data );
- break;
- default: // 'text' or other
- response = data;
- break;
- }
- // Wait for next browser tick
- window.setTimeout( function () {
- if ( onLoad ) onLoad( response );
- scope.manager.itemEnd( url );
- }, 0 );
- } catch ( error ) {
- // Wait for next browser tick
- window.setTimeout( function () {
- if ( onError ) onError( error );
- scope.manager.itemError( url );
- }, 0 );
- }
- } else {
- var request = new XMLHttpRequest();
- request.open( 'GET', url, true );
- request.addEventListener( 'load', function ( event ) {
- var response = event.target.response;
- Cache.add( url, response );
- if ( this.status === 200 ) {
- if ( onLoad ) onLoad( response );
- scope.manager.itemEnd( url );
- } else if ( this.status === 0 ) {
- // Some browsers return HTTP Status 0 when using non-http protocol
- // e.g. 'file://' or 'data://'. Handle as success.
- console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
- if ( onLoad ) onLoad( response );
- scope.manager.itemEnd( url );
- } else {
- if ( onError ) onError( event );
- scope.manager.itemError( url );
- }
- }, false );
- if ( onProgress !== undefined ) {
- request.addEventListener( 'progress', function ( event ) {
- onProgress( event );
- }, false );
- }
- request.addEventListener( 'error', function ( event ) {
- if ( onError ) onError( event );
- scope.manager.itemError( url );
- }, false );
- if ( this.responseType !== undefined ) request.responseType = this.responseType;
- if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
- if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );
- request.send( null );
- }
- scope.manager.itemStart( url );
- return request;
- },
- setPath: function ( value ) {
- this.path = value;
- return this;
- },
- setResponseType: function ( value ) {
- this.responseType = value;
- return this;
- },
- setWithCredentials: function ( value ) {
- this.withCredentials = value;
- return this;
- },
- setMimeType: function ( value ) {
- this.mimeType = value;
- return this;
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- *
- * Abstract Base class to block based textures loader (dds, pvr, ...)
- */
- function CompressedTextureLoader( manager ) {
- this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
- // override in sub classes
- this._parser = null;
- }
- Object.assign( CompressedTextureLoader.prototype, {
- load: function ( url, onLoad, onProgress, onError ) {
- var scope = this;
- var images = [];
- var texture = new CompressedTexture();
- texture.image = images;
- var loader = new FileLoader( this.manager );
- loader.setPath( this.path );
- loader.setResponseType( 'arraybuffer' );
- function loadTexture( i ) {
- loader.load( url[ i ], function ( buffer ) {
- var texDatas = scope._parser( buffer, true );
- images[ i ] = {
- width: texDatas.width,
- height: texDatas.height,
- format: texDatas.format,
- mipmaps: texDatas.mipmaps
- };
- loaded += 1;
- if ( loaded === 6 ) {
- if ( texDatas.mipmapCount === 1 )
- texture.minFilter = LinearFilter;
- texture.format = texDatas.format;
- texture.needsUpdate = true;
- if ( onLoad ) onLoad( texture );
- }
- }, onProgress, onError );
- }
- if ( Array.isArray( url ) ) {
- var loaded = 0;
- for ( var i = 0, il = url.length; i < il; ++ i ) {
- loadTexture( i );
- }
- } else {
- // compressed cubemap texture stored in a single DDS file
- loader.load( url, function ( buffer ) {
- var texDatas = scope._parser( buffer, true );
- if ( texDatas.isCubemap ) {
- var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
- for ( var f = 0; f < faces; f ++ ) {
- images[ f ] = { mipmaps : [] };
- for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
- images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
- images[ f ].format = texDatas.format;
- images[ f ].width = texDatas.width;
- images[ f ].height = texDatas.height;
- }
- }
- } else {
- texture.image.width = texDatas.width;
- texture.image.height = texDatas.height;
- texture.mipmaps = texDatas.mipmaps;
- }
- if ( texDatas.mipmapCount === 1 ) {
- texture.minFilter = LinearFilter;
- }
- texture.format = texDatas.format;
- texture.needsUpdate = true;
- if ( onLoad ) onLoad( texture );
- }, onProgress, onError );
- }
- return texture;
- },
- setPath: function ( value ) {
- this.path = value;
- return this;
- }
- } );
- /**
- * @author Nikos M. / https://github.com/foo123/
- *
- * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
- */
- function DataTextureLoader( manager ) {
- this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
- // override in sub classes
- this._parser = null;
- }
- Object.assign( DataTextureLoader.prototype, {
- load: function ( url, onLoad, onProgress, onError ) {
- var scope = this;
- var texture = new DataTexture();
- var loader = new FileLoader( this.manager );
- loader.setResponseType( 'arraybuffer' );
- loader.load( url, function ( buffer ) {
- var texData = scope._parser( buffer );
- if ( ! texData ) return;
- if ( undefined !== texData.image ) {
- texture.image = texData.image;
- } else if ( undefined !== texData.data ) {
- texture.image.width = texData.width;
- texture.image.height = texData.height;
- texture.image.data = texData.data;
- }
- texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping;
- texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping;
- texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter;
- texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter;
- texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1;
- if ( undefined !== texData.format ) {
- texture.format = texData.format;
- }
- if ( undefined !== texData.type ) {
- texture.type = texData.type;
- }
- if ( undefined !== texData.mipmaps ) {
- texture.mipmaps = texData.mipmaps;
- }
- if ( 1 === texData.mipmapCount ) {
- texture.minFilter = LinearFilter;
- }
- texture.needsUpdate = true;
- if ( onLoad ) onLoad( texture, texData );
- }, onProgress, onError );
- return texture;
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function ImageLoader( manager ) {
- this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
- }
- Object.assign( ImageLoader.prototype, {
- load: function ( url, onLoad, onProgress, onError ) {
- if ( url === undefined ) url = '';
- if ( this.path !== undefined ) url = this.path + url;
- var scope = this;
- var cached = Cache.get( url );
- if ( cached !== undefined ) {
- scope.manager.itemStart( url );
- setTimeout( function () {
- if ( onLoad ) onLoad( cached );
- scope.manager.itemEnd( url );
- }, 0 );
- return cached;
- }
- var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
- image.addEventListener( 'load', function () {
- Cache.add( url, this );
- if ( onLoad ) onLoad( this );
- scope.manager.itemEnd( url );
- }, false );
- /*
- image.addEventListener( 'progress', function ( event ) {
- if ( onProgress ) onProgress( event );
- }, false );
- */
- image.addEventListener( 'error', function ( event ) {
- if ( onError ) onError( event );
- scope.manager.itemError( url );
- }, false );
- if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
- scope.manager.itemStart( url );
- image.src = url;
- return image;
- },
- setCrossOrigin: function ( value ) {
- this.crossOrigin = value;
- return this;
- },
- setPath: function ( value ) {
- this.path = value;
- return this;
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function CubeTextureLoader( manager ) {
- this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
- }
- Object.assign( CubeTextureLoader.prototype, {
- load: function ( urls, onLoad, onProgress, onError ) {
- var texture = new CubeTexture();
- var loader = new ImageLoader( this.manager );
- loader.setCrossOrigin( this.crossOrigin );
- loader.setPath( this.path );
- var loaded = 0;
- function loadTexture( i ) {
- loader.load( urls[ i ], function ( image ) {
- texture.images[ i ] = image;
- loaded ++;
- if ( loaded === 6 ) {
- texture.needsUpdate = true;
- if ( onLoad ) onLoad( texture );
- }
- }, undefined, onError );
- }
- for ( var i = 0; i < urls.length; ++ i ) {
- loadTexture( i );
- }
- return texture;
- },
- setCrossOrigin: function ( value ) {
- this.crossOrigin = value;
- return this;
- },
- setPath: function ( value ) {
- this.path = value;
- return this;
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function TextureLoader( manager ) {
- this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
- }
- Object.assign( TextureLoader.prototype, {
- load: function ( url, onLoad, onProgress, onError ) {
- var texture = new Texture();
- var loader = new ImageLoader( this.manager );
- loader.setCrossOrigin( this.crossOrigin );
- loader.setPath( this.path );
- loader.load( url, function ( image ) {
- // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
- var isJPEG = url.search( /\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
- texture.format = isJPEG ? RGBFormat : RGBAFormat;
- texture.image = image;
- texture.needsUpdate = true;
- if ( onLoad !== undefined ) {
- onLoad( texture );
- }
- }, onProgress, onError );
- return texture;
- },
- setCrossOrigin: function ( value ) {
- this.crossOrigin = value;
- return this;
- },
- setPath: function ( value ) {
- this.path = value;
- return this;
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- function Light( color, intensity ) {
- Object3D.call( this );
- this.type = 'Light';
- this.color = new Color( color );
- this.intensity = intensity !== undefined ? intensity : 1;
- this.receiveShadow = undefined;
- }
- Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
- constructor: Light,
- isLight: true,
- copy: function ( source ) {
- Object3D.prototype.copy.call( this, source );
- this.color.copy( source.color );
- this.intensity = source.intensity;
- return this;
- },
- toJSON: function ( meta ) {
- var data = Object3D.prototype.toJSON.call( this, meta );
- data.object.color = this.color.getHex();
- data.object.intensity = this.intensity;
- if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
- if ( this.distance !== undefined ) data.object.distance = this.distance;
- if ( this.angle !== undefined ) data.object.angle = this.angle;
- if ( this.decay !== undefined ) data.object.decay = this.decay;
- if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
- if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
- return data;
- }
- } );
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- function HemisphereLight( skyColor, groundColor, intensity ) {
- Light.call( this, skyColor, intensity );
- this.type = 'HemisphereLight';
- this.castShadow = undefined;
- this.position.copy( Object3D.DefaultUp );
- this.updateMatrix();
- this.groundColor = new Color( groundColor );
- }
- HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
- constructor: HemisphereLight,
- isHemisphereLight: true,
- copy: function ( source ) {
- Light.prototype.copy.call( this, source );
- this.groundColor.copy( source.groundColor );
- return this;
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function LightShadow( camera ) {
- this.camera = camera;
- this.bias = 0;
- this.radius = 1;
- this.mapSize = new Vector2( 512, 512 );
- this.map = null;
- this.matrix = new Matrix4();
- }
- Object.assign( LightShadow.prototype, {
- copy: function ( source ) {
- this.camera = source.camera.clone();
- this.bias = source.bias;
- this.radius = source.radius;
- this.mapSize.copy( source.mapSize );
- return this;
- },
- clone: function () {
- return new this.constructor().copy( this );
- },
- toJSON: function () {
- var object = {};
- if ( this.bias !== 0 ) object.bias = this.bias;
- if ( this.radius !== 1 ) object.radius = this.radius;
- if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
- object.camera = this.camera.toJSON( false ).object;
- delete object.camera.matrix;
- return object;
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function SpotLightShadow() {
- LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
- }
- SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
- constructor: SpotLightShadow,
- isSpotLightShadow: true,
- update: function ( light ) {
- var fov = _Math.RAD2DEG * 2 * light.angle;
- var aspect = this.mapSize.width / this.mapSize.height;
- var far = light.distance || 500;
- var camera = this.camera;
- if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
- camera.fov = fov;
- camera.aspect = aspect;
- camera.far = far;
- camera.updateProjectionMatrix();
- }
- }
- } );
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
- Light.call( this, color, intensity );
- this.type = 'SpotLight';
- this.position.copy( Object3D.DefaultUp );
- this.updateMatrix();
- this.target = new Object3D();
- Object.defineProperty( this, 'power', {
- get: function () {
- // intensity = power per solid angle.
- // ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
- return this.intensity * Math.PI;
- },
- set: function ( power ) {
- // intensity = power per solid angle.
- // ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
- this.intensity = power / Math.PI;
- }
- } );
- this.distance = ( distance !== undefined ) ? distance : 0;
- this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
- this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
- this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
- this.shadow = new SpotLightShadow();
- }
- SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
- constructor: SpotLight,
- isSpotLight: true,
- copy: function ( source ) {
- Light.prototype.copy.call( this, source );
- this.distance = source.distance;
- this.angle = source.angle;
- this.penumbra = source.penumbra;
- this.decay = source.decay;
- this.target = source.target.clone();
- this.shadow = source.shadow.clone();
- return this;
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function PointLight( color, intensity, distance, decay ) {
- Light.call( this, color, intensity );
- this.type = 'PointLight';
- Object.defineProperty( this, 'power', {
- get: function () {
- // intensity = power per solid angle.
- // ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
- return this.intensity * 4 * Math.PI;
- },
- set: function ( power ) {
- // intensity = power per solid angle.
- // ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
- this.intensity = power / ( 4 * Math.PI );
- }
- } );
- this.distance = ( distance !== undefined ) ? distance : 0;
- this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
- this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
- }
- PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
- constructor: PointLight,
- isPointLight: true,
- copy: function ( source ) {
- Light.prototype.copy.call( this, source );
- this.distance = source.distance;
- this.decay = source.decay;
- this.shadow = source.shadow.clone();
- return this;
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function DirectionalLightShadow( ) {
- LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
- }
- DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
- constructor: DirectionalLightShadow
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- function DirectionalLight( color, intensity ) {
- Light.call( this, color, intensity );
- this.type = 'DirectionalLight';
- this.position.copy( Object3D.DefaultUp );
- this.updateMatrix();
- this.target = new Object3D();
- this.shadow = new DirectionalLightShadow();
- }
- DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
- constructor: DirectionalLight,
- isDirectionalLight: true,
- copy: function ( source ) {
- Light.prototype.copy.call( this, source );
- this.target = source.target.clone();
- this.shadow = source.shadow.clone();
- return this;
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function AmbientLight( color, intensity ) {
- Light.call( this, color, intensity );
- this.type = 'AmbientLight';
- this.castShadow = undefined;
- }
- AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
- constructor: AmbientLight,
- isAmbientLight: true
- } );
- /**
- * @author tschw
- * @author Ben Houston / http://clara.io/
- * @author David Sarno / http://lighthaus.us/
- */
- var AnimationUtils = {
- // same as Array.prototype.slice, but also works on typed arrays
- arraySlice: function( array, from, to ) {
- if ( AnimationUtils.isTypedArray( array ) ) {
- return new array.constructor( array.subarray( from, to ) );
- }
- return array.slice( from, to );
- },
- // converts an array to a specific type
- convertArray: function( array, type, forceClone ) {
- if ( ! array || // let 'undefined' and 'null' pass
- ! forceClone && array.constructor === type ) return array;
- if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
- return new type( array ); // create typed array
- }
- return Array.prototype.slice.call( array ); // create Array
- },
- isTypedArray: function( object ) {
- return ArrayBuffer.isView( object ) &&
- ! ( object instanceof DataView );
- },
- // returns an array by which times and values can be sorted
- getKeyframeOrder: function( times ) {
- function compareTime( i, j ) {
- return times[ i ] - times[ j ];
- }
- var n = times.length;
- var result = new Array( n );
- for ( var i = 0; i !== n; ++ i ) result[ i ] = i;
- result.sort( compareTime );
- return result;
- },
- // uses the array previously returned by 'getKeyframeOrder' to sort data
- sortedArray: function( values, stride, order ) {
- var nValues = values.length;
- var result = new values.constructor( nValues );
- for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
- var srcOffset = order[ i ] * stride;
- for ( var j = 0; j !== stride; ++ j ) {
- result[ dstOffset ++ ] = values[ srcOffset + j ];
- }
- }
- return result;
- },
- // function for parsing AOS keyframe formats
- flattenJSON: function( jsonKeys, times, values, valuePropertyName ) {
- var i = 1, key = jsonKeys[ 0 ];
- while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
- key = jsonKeys[ i ++ ];
- }
- if ( key === undefined ) return; // no data
- var value = key[ valuePropertyName ];
- if ( value === undefined ) return; // no data
- if ( Array.isArray( value ) ) {
- do {
- value = key[ valuePropertyName ];
- if ( value !== undefined ) {
- times.push( key.time );
- values.push.apply( values, value ); // push all elements
- }
- key = jsonKeys[ i ++ ];
- } while ( key !== undefined );
- } else if ( value.toArray !== undefined ) {
- // ...assume THREE.Math-ish
- do {
- value = key[ valuePropertyName ];
- if ( value !== undefined ) {
- times.push( key.time );
- value.toArray( values, values.length );
- }
- key = jsonKeys[ i ++ ];
- } while ( key !== undefined );
- } else {
- // otherwise push as-is
- do {
- value = key[ valuePropertyName ];
- if ( value !== undefined ) {
- times.push( key.time );
- values.push( value );
- }
- key = jsonKeys[ i ++ ];
- } while ( key !== undefined );
- }
- }
- };
- /**
- * Abstract base class of interpolants over parametric samples.
- *
- * The parameter domain is one dimensional, typically the time or a path
- * along a curve defined by the data.
- *
- * The sample values can have any dimensionality and derived classes may
- * apply special interpretations to the data.
- *
- * This class provides the interval seek in a Template Method, deferring
- * the actual interpolation to derived classes.
- *
- * Time complexity is O(1) for linear access crossing at most two points
- * and O(log N) for random access, where N is the number of positions.
- *
- * References:
- *
- * http://www.oodesign.com/template-method-pattern.html
- *
- * @author tschw
- */
- function Interpolant(
- parameterPositions, sampleValues, sampleSize, resultBuffer ) {
- this.parameterPositions = parameterPositions;
- this._cachedIndex = 0;
- this.resultBuffer = resultBuffer !== undefined ?
- resultBuffer : new sampleValues.constructor( sampleSize );
- this.sampleValues = sampleValues;
- this.valueSize = sampleSize;
- }
- Interpolant.prototype = {
- constructor: Interpolant,
- evaluate: function( t ) {
- var pp = this.parameterPositions,
- i1 = this._cachedIndex,
- t1 = pp[ i1 ],
- t0 = pp[ i1 - 1 ];
- validate_interval: {
- seek: {
- var right;
- linear_scan: {
- //- See http://jsperf.com/comparison-to-undefined/3
- //- slower code:
- //-
- //- if ( t >= t1 || t1 === undefined ) {
- forward_scan: if ( ! ( t < t1 ) ) {
- for ( var giveUpAt = i1 + 2; ;) {
- if ( t1 === undefined ) {
- if ( t < t0 ) break forward_scan;
- // after end
- i1 = pp.length;
- this._cachedIndex = i1;
- return this.afterEnd_( i1 - 1, t, t0 );
- }
- if ( i1 === giveUpAt ) break; // this loop
- t0 = t1;
- t1 = pp[ ++ i1 ];
- if ( t < t1 ) {
- // we have arrived at the sought interval
- break seek;
- }
- }
- // prepare binary search on the right side of the index
- right = pp.length;
- break linear_scan;
- }
- //- slower code:
- //- if ( t < t0 || t0 === undefined ) {
- if ( ! ( t >= t0 ) ) {
- // looping?
- var t1global = pp[ 1 ];
- if ( t < t1global ) {
- i1 = 2; // + 1, using the scan for the details
- t0 = t1global;
- }
- // linear reverse scan
- for ( var giveUpAt = i1 - 2; ;) {
- if ( t0 === undefined ) {
- // before start
- this._cachedIndex = 0;
- return this.beforeStart_( 0, t, t1 );
- }
- if ( i1 === giveUpAt ) break; // this loop
- t1 = t0;
- t0 = pp[ -- i1 - 1 ];
- if ( t >= t0 ) {
- // we have arrived at the sought interval
- break seek;
- }
- }
- // prepare binary search on the left side of the index
- right = i1;
- i1 = 0;
- break linear_scan;
- }
- // the interval is valid
- break validate_interval;
- } // linear scan
- // binary search
- while ( i1 < right ) {
- var mid = ( i1 + right ) >>> 1;
- if ( t < pp[ mid ] ) {
- right = mid;
- } else {
- i1 = mid + 1;
- }
- }
- t1 = pp[ i1 ];
- t0 = pp[ i1 - 1 ];
- // check boundary cases, again
- if ( t0 === undefined ) {
- this._cachedIndex = 0;
- return this.beforeStart_( 0, t, t1 );
- }
- if ( t1 === undefined ) {
- i1 = pp.length;
- this._cachedIndex = i1;
- return this.afterEnd_( i1 - 1, t0, t );
- }
- } // seek
- this._cachedIndex = i1;
- this.intervalChanged_( i1, t0, t1 );
- } // validate_interval
- return this.interpolate_( i1, t0, t, t1 );
- },
- settings: null, // optional, subclass-specific settings structure
- // Note: The indirection allows central control of many interpolants.
- // --- Protected interface
- DefaultSettings_: {},
- getSettings_: function() {
- return this.settings || this.DefaultSettings_;
- },
- copySampleValue_: function( index ) {
- // copies a sample value to the result buffer
- var result = this.resultBuffer,
- values = this.sampleValues,
- stride = this.valueSize,
- offset = index * stride;
- for ( var i = 0; i !== stride; ++ i ) {
- result[ i ] = values[ offset + i ];
- }
- return result;
- },
- // Template methods for derived classes:
- interpolate_: function( i1, t0, t, t1 ) {
- throw new Error( "call to abstract method" );
- // implementations shall return this.resultBuffer
- },
- intervalChanged_: function( i1, t0, t1 ) {
- // empty
- }
- };
- Object.assign( Interpolant.prototype, {
- beforeStart_: //( 0, t, t0 ), returns this.resultBuffer
- Interpolant.prototype.copySampleValue_,
- afterEnd_: //( N-1, tN-1, t ), returns this.resultBuffer
- Interpolant.prototype.copySampleValue_
- } );
- /**
- * Fast and simple cubic spline interpolant.
- *
- * It was derived from a Hermitian construction setting the first derivative
- * at each sample position to the linear slope between neighboring positions
- * over their parameter interval.
- *
- * @author tschw
- */
- function CubicInterpolant(
- parameterPositions, sampleValues, sampleSize, resultBuffer ) {
- Interpolant.call(
- this, parameterPositions, sampleValues, sampleSize, resultBuffer );
- this._weightPrev = -0;
- this._offsetPrev = -0;
- this._weightNext = -0;
- this._offsetNext = -0;
- }
- CubicInterpolant.prototype =
- Object.assign( Object.create( Interpolant.prototype ), {
- constructor: CubicInterpolant,
- DefaultSettings_: {
- endingStart: ZeroCurvatureEnding,
- endingEnd: ZeroCurvatureEnding
- },
- intervalChanged_: function( i1, t0, t1 ) {
- var pp = this.parameterPositions,
- iPrev = i1 - 2,
- iNext = i1 + 1,
- tPrev = pp[ iPrev ],
- tNext = pp[ iNext ];
- if ( tPrev === undefined ) {
- switch ( this.getSettings_().endingStart ) {
- case ZeroSlopeEnding:
- // f'(t0) = 0
- iPrev = i1;
- tPrev = 2 * t0 - t1;
- break;
- case WrapAroundEnding:
- // use the other end of the curve
- iPrev = pp.length - 2;
- tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
- break;
- default: // ZeroCurvatureEnding
- // f''(t0) = 0 a.k.a. Natural Spline
- iPrev = i1;
- tPrev = t1;
- }
- }
- if ( tNext === undefined ) {
- switch ( this.getSettings_().endingEnd ) {
- case ZeroSlopeEnding:
- // f'(tN) = 0
- iNext = i1;
- tNext = 2 * t1 - t0;
- break;
- case WrapAroundEnding:
- // use the other end of the curve
- iNext = 1;
- tNext = t1 + pp[ 1 ] - pp[ 0 ];
- break;
- default: // ZeroCurvatureEnding
- // f''(tN) = 0, a.k.a. Natural Spline
- iNext = i1 - 1;
- tNext = t0;
- }
- }
- var halfDt = ( t1 - t0 ) * 0.5,
- stride = this.valueSize;
- this._weightPrev = halfDt / ( t0 - tPrev );
- this._weightNext = halfDt / ( tNext - t1 );
- this._offsetPrev = iPrev * stride;
- this._offsetNext = iNext * stride;
- },
- interpolate_: function( i1, t0, t, t1 ) {
- var result = this.resultBuffer,
- values = this.sampleValues,
- stride = this.valueSize,
- o1 = i1 * stride, o0 = o1 - stride,
- oP = this._offsetPrev, oN = this._offsetNext,
- wP = this._weightPrev, wN = this._weightNext,
- p = ( t - t0 ) / ( t1 - t0 ),
- pp = p * p,
- ppp = pp * p;
- // evaluate polynomials
- var sP = - wP * ppp + 2 * wP * pp - wP * p;
- var s0 = ( 1 + wP ) * ppp + (-1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
- var s1 = (-1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
- var sN = wN * ppp - wN * pp;
- // combine data linearly
- for ( var i = 0; i !== stride; ++ i ) {
- result[ i ] =
- sP * values[ oP + i ] +
- s0 * values[ o0 + i ] +
- s1 * values[ o1 + i ] +
- sN * values[ oN + i ];
- }
- return result;
- }
- } );
- /**
- * @author tschw
- */
- function LinearInterpolant(
- parameterPositions, sampleValues, sampleSize, resultBuffer ) {
- Interpolant.call(
- this, parameterPositions, sampleValues, sampleSize, resultBuffer );
- }
- LinearInterpolant.prototype =
- Object.assign( Object.create( Interpolant.prototype ), {
- constructor: LinearInterpolant,
- interpolate_: function( i1, t0, t, t1 ) {
- var result = this.resultBuffer,
- values = this.sampleValues,
- stride = this.valueSize,
- offset1 = i1 * stride,
- offset0 = offset1 - stride,
- weight1 = ( t - t0 ) / ( t1 - t0 ),
- weight0 = 1 - weight1;
- for ( var i = 0; i !== stride; ++ i ) {
- result[ i ] =
- values[ offset0 + i ] * weight0 +
- values[ offset1 + i ] * weight1;
- }
- return result;
- }
- } );
- /**
- *
- * Interpolant that evaluates to the sample value at the position preceeding
- * the parameter.
- *
- * @author tschw
- */
- function DiscreteInterpolant(
- parameterPositions, sampleValues, sampleSize, resultBuffer ) {
- Interpolant.call(
- this, parameterPositions, sampleValues, sampleSize, resultBuffer );
- }
- DiscreteInterpolant.prototype =
- Object.assign( Object.create( Interpolant.prototype ), {
- constructor: DiscreteInterpolant,
- interpolate_: function( i1, t0, t, t1 ) {
- return this.copySampleValue_( i1 - 1 );
- }
- } );
- var KeyframeTrackPrototype;
- KeyframeTrackPrototype = {
- TimeBufferType: Float32Array,
- ValueBufferType: Float32Array,
- DefaultInterpolation: InterpolateLinear,
- InterpolantFactoryMethodDiscrete: function ( result ) {
- return new DiscreteInterpolant(
- this.times, this.values, this.getValueSize(), result );
- },
- InterpolantFactoryMethodLinear: function ( result ) {
- return new LinearInterpolant(
- this.times, this.values, this.getValueSize(), result );
- },
- InterpolantFactoryMethodSmooth: function ( result ) {
- return new CubicInterpolant(
- this.times, this.values, this.getValueSize(), result );
- },
- setInterpolation: function ( interpolation ) {
- var factoryMethod;
- switch ( interpolation ) {
- case InterpolateDiscrete:
- factoryMethod = this.InterpolantFactoryMethodDiscrete;
- break;
- case InterpolateLinear:
- factoryMethod = this.InterpolantFactoryMethodLinear;
- break;
- case InterpolateSmooth:
- factoryMethod = this.InterpolantFactoryMethodSmooth;
- break;
- }
- if ( factoryMethod === undefined ) {
- var message = "unsupported interpolation for " +
- this.ValueTypeName + " keyframe track named " + this.name;
- if ( this.createInterpolant === undefined ) {
- // fall back to default, unless the default itself is messed up
- if ( interpolation !== this.DefaultInterpolation ) {
- this.setInterpolation( this.DefaultInterpolation );
- } else {
- throw new Error( message ); // fatal, in this case
- }
- }
- console.warn( message );
- return;
- }
- this.createInterpolant = factoryMethod;
- },
- getInterpolation: function () {
- switch ( this.createInterpolant ) {
- case this.InterpolantFactoryMethodDiscrete:
- return InterpolateDiscrete;
- case this.InterpolantFactoryMethodLinear:
- return InterpolateLinear;
- case this.InterpolantFactoryMethodSmooth:
- return InterpolateSmooth;
- }
- },
- getValueSize: function () {
- return this.values.length / this.times.length;
- },
- // move all keyframes either forwards or backwards in time
- shift: function ( timeOffset ) {
- if ( timeOffset !== 0.0 ) {
- var times = this.times;
- for ( var i = 0, n = times.length; i !== n; ++ i ) {
- times[ i ] += timeOffset;
- }
- }
- return this;
- },
- // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
- scale: function ( timeScale ) {
- if ( timeScale !== 1.0 ) {
- var times = this.times;
- for ( var i = 0, n = times.length; i !== n; ++ i ) {
- times[ i ] *= timeScale;
- }
- }
- return this;
- },
- // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
- // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
- trim: function ( startTime, endTime ) {
- var times = this.times,
- nKeys = times.length,
- from = 0,
- to = nKeys - 1;
- while ( from !== nKeys && times[ from ] < startTime ) ++ from;
- while ( to !== - 1 && times[ to ] > endTime ) -- to;
- ++ to; // inclusive -> exclusive bound
- if ( from !== 0 || to !== nKeys ) {
- // empty tracks are forbidden, so keep at least one keyframe
- if ( from >= to ) to = Math.max( to, 1 ), from = to - 1;
- var stride = this.getValueSize();
- this.times = AnimationUtils.arraySlice( times, from, to );
- this.values = AnimationUtils.
- arraySlice( this.values, from * stride, to * stride );
- }
- return this;
- },
- // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
- validate: function () {
- var valid = true;
- var valueSize = this.getValueSize();
- if ( valueSize - Math.floor( valueSize ) !== 0 ) {
- console.error( "invalid value size in track", this );
- valid = false;
- }
- var times = this.times,
- values = this.values,
- nKeys = times.length;
- if ( nKeys === 0 ) {
- console.error( "track is empty", this );
- valid = false;
- }
- var prevTime = null;
- for ( var i = 0; i !== nKeys; i ++ ) {
- var currTime = times[ i ];
- if ( typeof currTime === 'number' && isNaN( currTime ) ) {
- console.error( "time is not a valid number", this, i, currTime );
- valid = false;
- break;
- }
- if ( prevTime !== null && prevTime > currTime ) {
- console.error( "out of order keys", this, i, currTime, prevTime );
- valid = false;
- break;
- }
- prevTime = currTime;
- }
- if ( values !== undefined ) {
- if ( AnimationUtils.isTypedArray( values ) ) {
- for ( var i = 0, n = values.length; i !== n; ++ i ) {
- var value = values[ i ];
- if ( isNaN( value ) ) {
- console.error( "value is not a valid number", this, i, value );
- valid = false;
- break;
- }
- }
- }
- }
- return valid;
- },
- // removes equivalent sequential keys as common in morph target sequences
- // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
- optimize: function () {
- var times = this.times,
- values = this.values,
- stride = this.getValueSize(),
- smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
- writeIndex = 1,
- lastIndex = times.length - 1;
- for ( var i = 1; i < lastIndex; ++ i ) {
- var keep = false;
- var time = times[ i ];
- var timeNext = times[ i + 1 ];
- // remove adjacent keyframes scheduled at the same time
- if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
- if ( ! smoothInterpolation ) {
- // remove unnecessary keyframes same as their neighbors
- var offset = i * stride,
- offsetP = offset - stride,
- offsetN = offset + stride;
- for ( var j = 0; j !== stride; ++ j ) {
- var value = values[ offset + j ];
- if ( value !== values[ offsetP + j ] ||
- value !== values[ offsetN + j ] ) {
- keep = true;
- break;
- }
- }
- } else keep = true;
- }
- // in-place compaction
- if ( keep ) {
- if ( i !== writeIndex ) {
- times[ writeIndex ] = times[ i ];
- var readOffset = i * stride,
- writeOffset = writeIndex * stride;
- for ( var j = 0; j !== stride; ++ j )
- values[ writeOffset + j ] = values[ readOffset + j ];
- }
- ++ writeIndex;
- }
- }
- // flush last keyframe (compaction looks ahead)
- if ( lastIndex > 0 ) {
- times[ writeIndex ] = times[ lastIndex ];
- for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j )
- values[ writeOffset + j ] = values[ readOffset + j ];
- ++ writeIndex;
- }
- if ( writeIndex !== times.length ) {
- this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
- this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
- }
- return this;
- }
- };
- function KeyframeTrackConstructor( name, times, values, interpolation ) {
- if( name === undefined ) throw new Error( "track name is undefined" );
- if( times === undefined || times.length === 0 ) {
- throw new Error( "no keyframes in track named " + name );
- }
- this.name = name;
- this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
- this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
- this.setInterpolation( interpolation || this.DefaultInterpolation );
- this.validate();
- this.optimize();
- }
- /**
- *
- * A Track of vectored keyframe values.
- *
- *
- * @author Ben Houston / http://clara.io/
- * @author David Sarno / http://lighthaus.us/
- * @author tschw
- */
- function VectorKeyframeTrack( name, times, values, interpolation ) {
- KeyframeTrackConstructor.call( this, name, times, values, interpolation );
- }
- VectorKeyframeTrack.prototype =
- Object.assign( Object.create( KeyframeTrackPrototype ), {
- constructor: VectorKeyframeTrack,
- ValueTypeName: 'vector'
- // ValueBufferType is inherited
- // DefaultInterpolation is inherited
- } );
- /**
- * Spherical linear unit quaternion interpolant.
- *
- * @author tschw
- */
- function QuaternionLinearInterpolant(
- parameterPositions, sampleValues, sampleSize, resultBuffer ) {
- Interpolant.call(
- this, parameterPositions, sampleValues, sampleSize, resultBuffer );
- }
- QuaternionLinearInterpolant.prototype =
- Object.assign( Object.create( Interpolant.prototype ), {
- constructor: QuaternionLinearInterpolant,
- interpolate_: function( i1, t0, t, t1 ) {
- var result = this.resultBuffer,
- values = this.sampleValues,
- stride = this.valueSize,
- offset = i1 * stride,
- alpha = ( t - t0 ) / ( t1 - t0 );
- for ( var end = offset + stride; offset !== end; offset += 4 ) {
- Quaternion.slerpFlat( result, 0,
- values, offset - stride, values, offset, alpha );
- }
- return result;
- }
- } );
- /**
- *
- * A Track of quaternion keyframe values.
- *
- * @author Ben Houston / http://clara.io/
- * @author David Sarno / http://lighthaus.us/
- * @author tschw
- */
- function QuaternionKeyframeTrack( name, times, values, interpolation ) {
- KeyframeTrackConstructor.call( this, name, times, values, interpolation );
- }
- QuaternionKeyframeTrack.prototype =
- Object.assign( Object.create( KeyframeTrackPrototype ), {
- constructor: QuaternionKeyframeTrack,
- ValueTypeName: 'quaternion',
- // ValueBufferType is inherited
- DefaultInterpolation: InterpolateLinear,
- InterpolantFactoryMethodLinear: function( result ) {
- return new QuaternionLinearInterpolant(
- this.times, this.values, this.getValueSize(), result );
- },
- InterpolantFactoryMethodSmooth: undefined // not yet implemented
- } );
- /**
- *
- * A Track of numeric keyframe values.
- *
- * @author Ben Houston / http://clara.io/
- * @author David Sarno / http://lighthaus.us/
- * @author tschw
- */
- function NumberKeyframeTrack( name, times, values, interpolation ) {
- KeyframeTrackConstructor.call( this, name, times, values, interpolation );
- }
- NumberKeyframeTrack.prototype =
- Object.assign( Object.create( KeyframeTrackPrototype ), {
- constructor: NumberKeyframeTrack,
- ValueTypeName: 'number'
- // ValueBufferType is inherited
- // DefaultInterpolation is inherited
- } );
- /**
- *
- * A Track that interpolates Strings
- *
- *
- * @author Ben Houston / http://clara.io/
- * @author David Sarno / http://lighthaus.us/
- * @author tschw
- */
- function StringKeyframeTrack( name, times, values, interpolation ) {
- KeyframeTrackConstructor.call( this, name, times, values, interpolation );
- }
- StringKeyframeTrack.prototype =
- Object.assign( Object.create( KeyframeTrackPrototype ), {
- constructor: StringKeyframeTrack,
- ValueTypeName: 'string',
- ValueBufferType: Array,
- DefaultInterpolation: InterpolateDiscrete,
- InterpolantFactoryMethodLinear: undefined,
- InterpolantFactoryMethodSmooth: undefined
- } );
- /**
- *
- * A Track of Boolean keyframe values.
- *
- *
- * @author Ben Houston / http://clara.io/
- * @author David Sarno / http://lighthaus.us/
- * @author tschw
- */
- function BooleanKeyframeTrack( name, times, values ) {
- KeyframeTrackConstructor.call( this, name, times, values );
- }
- BooleanKeyframeTrack.prototype =
- Object.assign( Object.create( KeyframeTrackPrototype ), {
- constructor: BooleanKeyframeTrack,
- ValueTypeName: 'bool',
- ValueBufferType: Array,
- DefaultInterpolation: InterpolateDiscrete,
- InterpolantFactoryMethodLinear: undefined,
- InterpolantFactoryMethodSmooth: undefined
- // Note: Actually this track could have a optimized / compressed
- // representation of a single value and a custom interpolant that
- // computes "firstValue ^ isOdd( index )".
- } );
- /**
- *
- * A Track of keyframe values that represent color.
- *
- *
- * @author Ben Houston / http://clara.io/
- * @author David Sarno / http://lighthaus.us/
- * @author tschw
- */
- function ColorKeyframeTrack( name, times, values, interpolation ) {
- KeyframeTrackConstructor.call( this, name, times, values, interpolation );
- }
- ColorKeyframeTrack.prototype =
- Object.assign( Object.create( KeyframeTrackPrototype ), {
- constructor: ColorKeyframeTrack,
- ValueTypeName: 'color'
- // ValueBufferType is inherited
- // DefaultInterpolation is inherited
- // Note: Very basic implementation and nothing special yet.
- // However, this is the place for color space parameterization.
- } );
- /**
- *
- * A timed sequence of keyframes for a specific property.
- *
- *
- * @author Ben Houston / http://clara.io/
- * @author David Sarno / http://lighthaus.us/
- * @author tschw
- */
- function KeyframeTrack( name, times, values, interpolation ) {
- KeyframeTrackConstructor.apply( this, arguments );
- }
- KeyframeTrack.prototype = KeyframeTrackPrototype;
- KeyframeTrackPrototype.constructor = KeyframeTrack;
- // Static methods:
- Object.assign( KeyframeTrack, {
- // Serialization (in static context, because of constructor invocation
- // and automatic invocation of .toJSON):
- parse: function( json ) {
- if( json.type === undefined ) {
- throw new Error( "track type undefined, can not parse" );
- }
- var trackType = KeyframeTrack._getTrackTypeForValueTypeName( json.type );
- if ( json.times === undefined ) {
- var times = [], values = [];
- AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
- json.times = times;
- json.values = values;
- }
- // derived classes can define a static parse method
- if ( trackType.parse !== undefined ) {
- return trackType.parse( json );
- } else {
- // by default, we asssume a constructor compatible with the base
- return new trackType(
- json.name, json.times, json.values, json.interpolation );
- }
- },
- toJSON: function( track ) {
- var trackType = track.constructor;
- var json;
- // derived classes can define a static toJSON method
- if ( trackType.toJSON !== undefined ) {
- json = trackType.toJSON( track );
- } else {
- // by default, we assume the data can be serialized as-is
- json = {
- 'name': track.name,
- 'times': AnimationUtils.convertArray( track.times, Array ),
- 'values': AnimationUtils.convertArray( track.values, Array )
- };
- var interpolation = track.getInterpolation();
- if ( interpolation !== track.DefaultInterpolation ) {
- json.interpolation = interpolation;
- }
- }
- json.type = track.ValueTypeName; // mandatory
- return json;
- },
- _getTrackTypeForValueTypeName: function( typeName ) {
- switch( typeName.toLowerCase() ) {
- case "scalar":
- case "double":
- case "float":
- case "number":
- case "integer":
- return NumberKeyframeTrack;
- case "vector":
- case "vector2":
- case "vector3":
- case "vector4":
- return VectorKeyframeTrack;
- case "color":
- return ColorKeyframeTrack;
- case "quaternion":
- return QuaternionKeyframeTrack;
- case "bool":
- case "boolean":
- return BooleanKeyframeTrack;
- case "string":
- return StringKeyframeTrack;
- }
- throw new Error( "Unsupported typeName: " + typeName );
- }
- } );
- /**
- *
- * Reusable set of Tracks that represent an animation.
- *
- * @author Ben Houston / http://clara.io/
- * @author David Sarno / http://lighthaus.us/
- */
- function AnimationClip( name, duration, tracks ) {
- this.name = name;
- this.tracks = tracks;
- this.duration = ( duration !== undefined ) ? duration : -1;
- this.uuid = _Math.generateUUID();
- // this means it should figure out its duration by scanning the tracks
- if ( this.duration < 0 ) {
- this.resetDuration();
- }
- this.optimize();
- }
- AnimationClip.prototype = {
- constructor: AnimationClip,
- resetDuration: function() {
- var tracks = this.tracks,
- duration = 0;
- for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
- var track = this.tracks[ i ];
- duration = Math.max( duration, track.times[ track.times.length - 1 ] );
- }
- this.duration = duration;
- },
- trim: function() {
- for ( var i = 0; i < this.tracks.length; i ++ ) {
- this.tracks[ i ].trim( 0, this.duration );
- }
- return this;
- },
- optimize: function() {
- for ( var i = 0; i < this.tracks.length; i ++ ) {
- this.tracks[ i ].optimize();
- }
- return this;
- }
- };
- // Static methods:
- Object.assign( AnimationClip, {
- parse: function( json ) {
- var tracks = [],
- jsonTracks = json.tracks,
- frameTime = 1.0 / ( json.fps || 1.0 );
- for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
- tracks.push( KeyframeTrack.parse( jsonTracks[ i ] ).scale( frameTime ) );
- }
- return new AnimationClip( json.name, json.duration, tracks );
- },
- toJSON: function( clip ) {
- var tracks = [],
- clipTracks = clip.tracks;
- var json = {
- 'name': clip.name,
- 'duration': clip.duration,
- 'tracks': tracks
- };
- for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
- tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
- }
- return json;
- },
- CreateFromMorphTargetSequence: function( name, morphTargetSequence, fps, noLoop ) {
- var numMorphTargets = morphTargetSequence.length;
- var tracks = [];
- for ( var i = 0; i < numMorphTargets; i ++ ) {
- var times = [];
- var values = [];
- times.push(
- ( i + numMorphTargets - 1 ) % numMorphTargets,
- i,
- ( i + 1 ) % numMorphTargets );
- values.push( 0, 1, 0 );
- var order = AnimationUtils.getKeyframeOrder( times );
- times = AnimationUtils.sortedArray( times, 1, order );
- values = AnimationUtils.sortedArray( values, 1, order );
- // if there is a key at the first frame, duplicate it as the
- // last frame as well for perfect loop.
- if ( ! noLoop && times[ 0 ] === 0 ) {
- times.push( numMorphTargets );
- values.push( values[ 0 ] );
- }
- tracks.push(
- new NumberKeyframeTrack(
- '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
- times, values
- ).scale( 1.0 / fps ) );
- }
- return new AnimationClip( name, -1, tracks );
- },
- findByName: function( objectOrClipArray, name ) {
- var clipArray = objectOrClipArray;
- if ( ! Array.isArray( objectOrClipArray ) ) {
- var o = objectOrClipArray;
- clipArray = o.geometry && o.geometry.animations || o.animations;
- }
- for ( var i = 0; i < clipArray.length; i ++ ) {
- if ( clipArray[ i ].name === name ) {
- return clipArray[ i ];
- }
- }
- return null;
- },
- CreateClipsFromMorphTargetSequences: function( morphTargets, fps, noLoop ) {
- var animationToMorphTargets = {};
- // tested with https://regex101.com/ on trick sequences
- // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
- var pattern = /^([\w-]*?)([\d]+)$/;
- // sort morph target names into animation groups based
- // patterns like Walk_001, Walk_002, Run_001, Run_002
- for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
- var morphTarget = morphTargets[ i ];
- var parts = morphTarget.name.match( pattern );
- if ( parts && parts.length > 1 ) {
- var name = parts[ 1 ];
- var animationMorphTargets = animationToMorphTargets[ name ];
- if ( ! animationMorphTargets ) {
- animationToMorphTargets[ name ] = animationMorphTargets = [];
- }
- animationMorphTargets.push( morphTarget );
- }
- }
- var clips = [];
- for ( var name in animationToMorphTargets ) {
- clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
- }
- return clips;
- },
- // parse the animation.hierarchy format
- parseAnimation: function( animation, bones ) {
- if ( ! animation ) {
- console.error( " no animation in JSONLoader data" );
- return null;
- }
- var addNonemptyTrack = function(
- trackType, trackName, animationKeys, propertyName, destTracks ) {
- // only return track if there are actually keys.
- if ( animationKeys.length !== 0 ) {
- var times = [];
- var values = [];
- AnimationUtils.flattenJSON(
- animationKeys, times, values, propertyName );
- // empty keys are filtered out, so check again
- if ( times.length !== 0 ) {
- destTracks.push( new trackType( trackName, times, values ) );
- }
- }
- };
- var tracks = [];
- var clipName = animation.name || 'default';
- // automatic length determination in AnimationClip.
- var duration = animation.length || -1;
- var fps = animation.fps || 30;
- var hierarchyTracks = animation.hierarchy || [];
- for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
- var animationKeys = hierarchyTracks[ h ].keys;
- // skip empty tracks
- if ( ! animationKeys || animationKeys.length === 0 ) continue;
- // process morph targets in a way exactly compatible
- // with AnimationHandler.init( animation )
- if ( animationKeys[0].morphTargets ) {
- // figure out all morph targets used in this track
- var morphTargetNames = {};
- for ( var k = 0; k < animationKeys.length; k ++ ) {
- if ( animationKeys[k].morphTargets ) {
- for ( var m = 0; m < animationKeys[k].morphTargets.length; m ++ ) {
- morphTargetNames[ animationKeys[k].morphTargets[m] ] = -1;
- }
- }
- }
- // create a track for each morph target with all zero
- // morphTargetInfluences except for the keys in which
- // the morphTarget is named.
- for ( var morphTargetName in morphTargetNames ) {
- var times = [];
- var values = [];
- for ( var m = 0; m !== animationKeys[k].morphTargets.length; ++ m ) {
- var animationKey = animationKeys[k];
- times.push( animationKey.time );
- values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
- }
- tracks.push( new NumberKeyframeTrack('.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
- }
- duration = morphTargetNames.length * ( fps || 1.0 );
- } else {
- // ...assume skeletal animation
- var boneName = '.bones[' + bones[ h ].name + ']';
- addNonemptyTrack(
- VectorKeyframeTrack, boneName + '.position',
- animationKeys, 'pos', tracks );
- addNonemptyTrack(
- QuaternionKeyframeTrack, boneName + '.quaternion',
- animationKeys, 'rot', tracks );
- addNonemptyTrack(
- VectorKeyframeTrack, boneName + '.scale',
- animationKeys, 'scl', tracks );
- }
- }
- if ( tracks.length === 0 ) {
- return null;
- }
- var clip = new AnimationClip( clipName, duration, tracks );
- return clip;
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function MaterialLoader( manager ) {
- this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
- this.textures = {};
- }
- Object.assign( MaterialLoader.prototype, {
- load: function ( url, onLoad, onProgress, onError ) {
- var scope = this;
- var loader = new FileLoader( scope.manager );
- loader.load( url, function ( text ) {
- onLoad( scope.parse( JSON.parse( text ) ) );
- }, onProgress, onError );
- },
- setTextures: function ( value ) {
- this.textures = value;
- },
- parse: function ( json ) {
- var textures = this.textures;
- function getTexture( name ) {
- if ( textures[ name ] === undefined ) {
- console.warn( 'THREE.MaterialLoader: Undefined texture', name );
- }
- return textures[ name ];
- }
- var material = new Materials[ json.type ]();
- if ( json.uuid !== undefined ) material.uuid = json.uuid;
- if ( json.name !== undefined ) material.name = json.name;
- if ( json.color !== undefined ) material.color.setHex( json.color );
- if ( json.roughness !== undefined ) material.roughness = json.roughness;
- if ( json.metalness !== undefined ) material.metalness = json.metalness;
- if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
- if ( json.specular !== undefined ) material.specular.setHex( json.specular );
- if ( json.shininess !== undefined ) material.shininess = json.shininess;
- if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat;
- if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness;
- if ( json.uniforms !== undefined ) material.uniforms = json.uniforms;
- if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
- if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
- if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
- if ( json.fog !== undefined ) material.fog = json.fog;
- if ( json.shading !== undefined ) material.shading = json.shading;
- if ( json.blending !== undefined ) material.blending = json.blending;
- if ( json.side !== undefined ) material.side = json.side;
- if ( json.opacity !== undefined ) material.opacity = json.opacity;
- if ( json.transparent !== undefined ) material.transparent = json.transparent;
- if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
- if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
- if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
- if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
- if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
- if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
- if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
- if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
- if ( json.skinning !== undefined ) material.skinning = json.skinning;
- if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
- // for PointsMaterial
- if ( json.size !== undefined ) material.size = json.size;
- if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
- // maps
- if ( json.map !== undefined ) material.map = getTexture( json.map );
- if ( json.alphaMap !== undefined ) {
- material.alphaMap = getTexture( json.alphaMap );
- material.transparent = true;
- }
- if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
- if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
- if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
- if ( json.normalScale !== undefined ) {
- var normalScale = json.normalScale;
- if ( Array.isArray( normalScale ) === false ) {
- // Blender exporter used to export a scalar. See #7459
- normalScale = [ normalScale, normalScale ];
- }
- material.normalScale = new Vector2().fromArray( normalScale );
- }
- if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
- if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
- if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
- if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
- if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
- if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
- if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
- if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
- if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
- if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
- if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
- if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
- if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
- if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
- if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
- // MultiMaterial
- if ( json.materials !== undefined ) {
- for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
- material.materials.push( this.parse( json.materials[ i ] ) );
- }
- }
- return material;
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function BufferGeometryLoader( manager ) {
- this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
- }
- Object.assign( BufferGeometryLoader.prototype, {
- load: function ( url, onLoad, onProgress, onError ) {
- var scope = this;
- var loader = new FileLoader( scope.manager );
- loader.load( url, function ( text ) {
- onLoad( scope.parse( JSON.parse( text ) ) );
- }, onProgress, onError );
- },
- parse: function ( json ) {
- var geometry = new BufferGeometry();
- var index = json.data.index;
- var TYPED_ARRAYS = {
- 'Int8Array': Int8Array,
- 'Uint8Array': Uint8Array,
- 'Uint8ClampedArray': Uint8ClampedArray,
- 'Int16Array': Int16Array,
- 'Uint16Array': Uint16Array,
- 'Int32Array': Int32Array,
- 'Uint32Array': Uint32Array,
- 'Float32Array': Float32Array,
- 'Float64Array': Float64Array
- };
- if ( index !== undefined ) {
- var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
- geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
- }
- var attributes = json.data.attributes;
- for ( var key in attributes ) {
- var attribute = attributes[ key ];
- var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
- geometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) );
- }
- var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
- if ( groups !== undefined ) {
- for ( var i = 0, n = groups.length; i !== n; ++ i ) {
- var group = groups[ i ];
- geometry.addGroup( group.start, group.count, group.materialIndex );
- }
- }
- var boundingSphere = json.data.boundingSphere;
- if ( boundingSphere !== undefined ) {
- var center = new Vector3();
- if ( boundingSphere.center !== undefined ) {
- center.fromArray( boundingSphere.center );
- }
- geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
- }
- return geometry;
- }
- } );
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- function Loader() {
- this.onLoadStart = function () {};
- this.onLoadProgress = function () {};
- this.onLoadComplete = function () {};
- }
- Loader.prototype = {
- constructor: Loader,
- crossOrigin: undefined,
- extractUrlBase: function ( url ) {
- var parts = url.split( '/' );
- if ( parts.length === 1 ) return './';
- parts.pop();
- return parts.join( '/' ) + '/';
- },
- initMaterials: function ( materials, texturePath, crossOrigin ) {
- var array = [];
- for ( var i = 0; i < materials.length; ++ i ) {
- array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );
- }
- return array;
- },
- createMaterial: ( function () {
- var BlendingMode = {
- NoBlending: NoBlending,
- NormalBlending: NormalBlending,
- AdditiveBlending: AdditiveBlending,
- SubtractiveBlending: SubtractiveBlending,
- MultiplyBlending: MultiplyBlending,
- CustomBlending: CustomBlending
- };
- var color, textureLoader, materialLoader;
- return function createMaterial( m, texturePath, crossOrigin ) {
- if ( color === undefined ) color = new Color();
- if ( textureLoader === undefined ) textureLoader = new TextureLoader();
- if ( materialLoader === undefined ) materialLoader = new MaterialLoader();
- // convert from old material format
- var textures = {};
- function loadTexture( path, repeat, offset, wrap, anisotropy ) {
- var fullPath = texturePath + path;
- var loader = Loader.Handlers.get( fullPath );
- var texture;
- if ( loader !== null ) {
- texture = loader.load( fullPath );
- } else {
- textureLoader.setCrossOrigin( crossOrigin );
- texture = textureLoader.load( fullPath );
- }
- if ( repeat !== undefined ) {
- texture.repeat.fromArray( repeat );
- if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping;
- if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping;
- }
- if ( offset !== undefined ) {
- texture.offset.fromArray( offset );
- }
- if ( wrap !== undefined ) {
- if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping;
- if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping;
- if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping;
- if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping;
- }
- if ( anisotropy !== undefined ) {
- texture.anisotropy = anisotropy;
- }
- var uuid = _Math.generateUUID();
- textures[ uuid ] = texture;
- return uuid;
- }
- //
- var json = {
- uuid: _Math.generateUUID(),
- type: 'MeshLambertMaterial'
- };
- for ( var name in m ) {
- var value = m[ name ];
- switch ( name ) {
- case 'DbgColor':
- case 'DbgIndex':
- case 'opticalDensity':
- case 'illumination':
- break;
- case 'DbgName':
- json.name = value;
- break;
- case 'blending':
- json.blending = BlendingMode[ value ];
- break;
- case 'colorAmbient':
- case 'mapAmbient':
- console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' );
- break;
- case 'colorDiffuse':
- json.color = color.fromArray( value ).getHex();
- break;
- case 'colorSpecular':
- json.specular = color.fromArray( value ).getHex();
- break;
- case 'colorEmissive':
- json.emissive = color.fromArray( value ).getHex();
- break;
- case 'specularCoef':
- json.shininess = value;
- break;
- case 'shading':
- if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial';
- if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial';
- if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial';
- break;
- case 'mapDiffuse':
- json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
- break;
- case 'mapDiffuseRepeat':
- case 'mapDiffuseOffset':
- case 'mapDiffuseWrap':
- case 'mapDiffuseAnisotropy':
- break;
- case 'mapEmissive':
- json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy );
- break;
- case 'mapEmissiveRepeat':
- case 'mapEmissiveOffset':
- case 'mapEmissiveWrap':
- case 'mapEmissiveAnisotropy':
- break;
- case 'mapLight':
- json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
- break;
- case 'mapLightRepeat':
- case 'mapLightOffset':
- case 'mapLightWrap':
- case 'mapLightAnisotropy':
- break;
- case 'mapAO':
- json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy );
- break;
- case 'mapAORepeat':
- case 'mapAOOffset':
- case 'mapAOWrap':
- case 'mapAOAnisotropy':
- break;
- case 'mapBump':
- json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
- break;
- case 'mapBumpScale':
- json.bumpScale = value;
- break;
- case 'mapBumpRepeat':
- case 'mapBumpOffset':
- case 'mapBumpWrap':
- case 'mapBumpAnisotropy':
- break;
- case 'mapNormal':
- json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
- break;
- case 'mapNormalFactor':
- json.normalScale = [ value, value ];
- break;
- case 'mapNormalRepeat':
- case 'mapNormalOffset':
- case 'mapNormalWrap':
- case 'mapNormalAnisotropy':
- break;
- case 'mapSpecular':
- json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
- break;
- case 'mapSpecularRepeat':
- case 'mapSpecularOffset':
- case 'mapSpecularWrap':
- case 'mapSpecularAnisotropy':
- break;
- case 'mapMetalness':
- json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy );
- break;
- case 'mapMetalnessRepeat':
- case 'mapMetalnessOffset':
- case 'mapMetalnessWrap':
- case 'mapMetalnessAnisotropy':
- break;
- case 'mapRoughness':
- json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy );
- break;
- case 'mapRoughnessRepeat':
- case 'mapRoughnessOffset':
- case 'mapRoughnessWrap':
- case 'mapRoughnessAnisotropy':
- break;
- case 'mapAlpha':
- json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
- break;
- case 'mapAlphaRepeat':
- case 'mapAlphaOffset':
- case 'mapAlphaWrap':
- case 'mapAlphaAnisotropy':
- break;
- case 'flipSided':
- json.side = BackSide;
- break;
- case 'doubleSided':
- json.side = DoubleSide;
- break;
- case 'transparency':
- console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' );
- json.opacity = value;
- break;
- case 'depthTest':
- case 'depthWrite':
- case 'colorWrite':
- case 'opacity':
- case 'reflectivity':
- case 'transparent':
- case 'visible':
- case 'wireframe':
- json[ name ] = value;
- break;
- case 'vertexColors':
- if ( value === true ) json.vertexColors = VertexColors;
- if ( value === 'face' ) json.vertexColors = FaceColors;
- break;
- default:
- console.error( 'THREE.Loader.createMaterial: Unsupported', name, value );
- break;
- }
- }
- if ( json.type === 'MeshBasicMaterial' ) delete json.emissive;
- if ( json.type !== 'MeshPhongMaterial' ) delete json.specular;
- if ( json.opacity < 1 ) json.transparent = true;
- materialLoader.setTextures( textures );
- return materialLoader.parse( json );
- };
- } )()
- };
- Loader.Handlers = {
- handlers: [],
- add: function ( regex, loader ) {
- this.handlers.push( regex, loader );
- },
- get: function ( file ) {
- var handlers = this.handlers;
- for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
- var regex = handlers[ i ];
- var loader = handlers[ i + 1 ];
- if ( regex.test( file ) ) {
- return loader;
- }
- }
- return null;
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- function JSONLoader( manager ) {
- if ( typeof manager === 'boolean' ) {
- console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' );
- manager = undefined;
- }
- this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
- this.withCredentials = false;
- }
- Object.assign( JSONLoader.prototype, {
- load: function( url, onLoad, onProgress, onError ) {
- var scope = this;
- var texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : Loader.prototype.extractUrlBase( url );
- var loader = new FileLoader( this.manager );
- loader.setWithCredentials( this.withCredentials );
- loader.load( url, function ( text ) {
- var json = JSON.parse( text );
- var metadata = json.metadata;
- if ( metadata !== undefined ) {
- var type = metadata.type;
- if ( type !== undefined ) {
- if ( type.toLowerCase() === 'object' ) {
- console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' );
- return;
- }
- if ( type.toLowerCase() === 'scene' ) {
- console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' );
- return;
- }
- }
- }
- var object = scope.parse( json, texturePath );
- onLoad( object.geometry, object.materials );
- }, onProgress, onError );
- },
- setTexturePath: function ( value ) {
- this.texturePath = value;
- },
- parse: function ( json, texturePath ) {
- var geometry = new Geometry(),
- scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
- parseModel( scale );
- parseSkin();
- parseMorphing( scale );
- parseAnimations();
- geometry.computeFaceNormals();
- geometry.computeBoundingSphere();
- function parseModel( scale ) {
- function isBitSet( value, position ) {
- return value & ( 1 << position );
- }
- var i, j, fi,
- offset, zLength,
- colorIndex, normalIndex, uvIndex, materialIndex,
- type,
- isQuad,
- hasMaterial,
- hasFaceVertexUv,
- hasFaceNormal, hasFaceVertexNormal,
- hasFaceColor, hasFaceVertexColor,
- vertex, face, faceA, faceB, hex, normal,
- uvLayer, uv, u, v,
- faces = json.faces,
- vertices = json.vertices,
- normals = json.normals,
- colors = json.colors,
- nUvLayers = 0;
- if ( json.uvs !== undefined ) {
- // disregard empty arrays
- for ( i = 0; i < json.uvs.length; i ++ ) {
- if ( json.uvs[ i ].length ) nUvLayers ++;
- }
- for ( i = 0; i < nUvLayers; i ++ ) {
- geometry.faceVertexUvs[ i ] = [];
- }
- }
- offset = 0;
- zLength = vertices.length;
- while ( offset < zLength ) {
- vertex = new Vector3();
- vertex.x = vertices[ offset ++ ] * scale;
- vertex.y = vertices[ offset ++ ] * scale;
- vertex.z = vertices[ offset ++ ] * scale;
- geometry.vertices.push( vertex );
- }
- offset = 0;
- zLength = faces.length;
- while ( offset < zLength ) {
- type = faces[ offset ++ ];
- isQuad = isBitSet( type, 0 );
- hasMaterial = isBitSet( type, 1 );
- hasFaceVertexUv = isBitSet( type, 3 );
- hasFaceNormal = isBitSet( type, 4 );
- hasFaceVertexNormal = isBitSet( type, 5 );
- hasFaceColor = isBitSet( type, 6 );
- hasFaceVertexColor = isBitSet( type, 7 );
- // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
- if ( isQuad ) {
- faceA = new Face3();
- faceA.a = faces[ offset ];
- faceA.b = faces[ offset + 1 ];
- faceA.c = faces[ offset + 3 ];
- faceB = new Face3();
- faceB.a = faces[ offset + 1 ];
- faceB.b = faces[ offset + 2 ];
- faceB.c = faces[ offset + 3 ];
- offset += 4;
- if ( hasMaterial ) {
- materialIndex = faces[ offset ++ ];
- faceA.materialIndex = materialIndex;
- faceB.materialIndex = materialIndex;
- }
- // to get face <=> uv index correspondence
- fi = geometry.faces.length;
- if ( hasFaceVertexUv ) {
- for ( i = 0; i < nUvLayers; i ++ ) {
- uvLayer = json.uvs[ i ];
- geometry.faceVertexUvs[ i ][ fi ] = [];
- geometry.faceVertexUvs[ i ][ fi + 1 ] = [];
- for ( j = 0; j < 4; j ++ ) {
- uvIndex = faces[ offset ++ ];
- u = uvLayer[ uvIndex * 2 ];
- v = uvLayer[ uvIndex * 2 + 1 ];
- uv = new Vector2( u, v );
- if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
- if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );
- }
- }
- }
- if ( hasFaceNormal ) {
- normalIndex = faces[ offset ++ ] * 3;
- faceA.normal.set(
- normals[ normalIndex ++ ],
- normals[ normalIndex ++ ],
- normals[ normalIndex ]
- );
- faceB.normal.copy( faceA.normal );
- }
- if ( hasFaceVertexNormal ) {
- for ( i = 0; i < 4; i ++ ) {
- normalIndex = faces[ offset ++ ] * 3;
- normal = new Vector3(
- normals[ normalIndex ++ ],
- normals[ normalIndex ++ ],
- normals[ normalIndex ]
- );
- if ( i !== 2 ) faceA.vertexNormals.push( normal );
- if ( i !== 0 ) faceB.vertexNormals.push( normal );
- }
- }
- if ( hasFaceColor ) {
- colorIndex = faces[ offset ++ ];
- hex = colors[ colorIndex ];
- faceA.color.setHex( hex );
- faceB.color.setHex( hex );
- }
- if ( hasFaceVertexColor ) {
- for ( i = 0; i < 4; i ++ ) {
- colorIndex = faces[ offset ++ ];
- hex = colors[ colorIndex ];
- if ( i !== 2 ) faceA.vertexColors.push( new Color( hex ) );
- if ( i !== 0 ) faceB.vertexColors.push( new Color( hex ) );
- }
- }
- geometry.faces.push( faceA );
- geometry.faces.push( faceB );
- } else {
- face = new Face3();
- face.a = faces[ offset ++ ];
- face.b = faces[ offset ++ ];
- face.c = faces[ offset ++ ];
- if ( hasMaterial ) {
- materialIndex = faces[ offset ++ ];
- face.materialIndex = materialIndex;
- }
- // to get face <=> uv index correspondence
- fi = geometry.faces.length;
- if ( hasFaceVertexUv ) {
- for ( i = 0; i < nUvLayers; i ++ ) {
- uvLayer = json.uvs[ i ];
- geometry.faceVertexUvs[ i ][ fi ] = [];
- for ( j = 0; j < 3; j ++ ) {
- uvIndex = faces[ offset ++ ];
- u = uvLayer[ uvIndex * 2 ];
- v = uvLayer[ uvIndex * 2 + 1 ];
- uv = new Vector2( u, v );
- geometry.faceVertexUvs[ i ][ fi ].push( uv );
- }
- }
- }
- if ( hasFaceNormal ) {
- normalIndex = faces[ offset ++ ] * 3;
- face.normal.set(
- normals[ normalIndex ++ ],
- normals[ normalIndex ++ ],
- normals[ normalIndex ]
- );
- }
- if ( hasFaceVertexNormal ) {
- for ( i = 0; i < 3; i ++ ) {
- normalIndex = faces[ offset ++ ] * 3;
- normal = new Vector3(
- normals[ normalIndex ++ ],
- normals[ normalIndex ++ ],
- normals[ normalIndex ]
- );
- face.vertexNormals.push( normal );
- }
- }
- if ( hasFaceColor ) {
- colorIndex = faces[ offset ++ ];
- face.color.setHex( colors[ colorIndex ] );
- }
- if ( hasFaceVertexColor ) {
- for ( i = 0; i < 3; i ++ ) {
- colorIndex = faces[ offset ++ ];
- face.vertexColors.push( new Color( colors[ colorIndex ] ) );
- }
- }
- geometry.faces.push( face );
- }
- }
- }
- function parseSkin() {
- var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;
- if ( json.skinWeights ) {
- for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {
- var x = json.skinWeights[ i ];
- var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
- var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
- var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;
- geometry.skinWeights.push( new Vector4( x, y, z, w ) );
- }
- }
- if ( json.skinIndices ) {
- for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {
- var a = json.skinIndices[ i ];
- var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
- var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
- var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;
- geometry.skinIndices.push( new Vector4( a, b, c, d ) );
- }
- }
- geometry.bones = json.bones;
- if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {
- console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
- geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );
- }
- }
- function parseMorphing( scale ) {
- if ( json.morphTargets !== undefined ) {
- for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) {
- geometry.morphTargets[ i ] = {};
- geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
- geometry.morphTargets[ i ].vertices = [];
- var dstVertices = geometry.morphTargets[ i ].vertices;
- var srcVertices = json.morphTargets[ i ].vertices;
- for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
- var vertex = new Vector3();
- vertex.x = srcVertices[ v ] * scale;
- vertex.y = srcVertices[ v + 1 ] * scale;
- vertex.z = srcVertices[ v + 2 ] * scale;
- dstVertices.push( vertex );
- }
- }
- }
- if ( json.morphColors !== undefined && json.morphColors.length > 0 ) {
- console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' );
- var faces = geometry.faces;
- var morphColors = json.morphColors[ 0 ].colors;
- for ( var i = 0, l = faces.length; i < l; i ++ ) {
- faces[ i ].color.fromArray( morphColors, i * 3 );
- }
- }
- }
- function parseAnimations() {
- var outputAnimations = [];
- // parse old style Bone/Hierarchy animations
- var animations = [];
- if ( json.animation !== undefined ) {
- animations.push( json.animation );
- }
- if ( json.animations !== undefined ) {
- if ( json.animations.length ) {
- animations = animations.concat( json.animations );
- } else {
- animations.push( json.animations );
- }
- }
- for ( var i = 0; i < animations.length; i ++ ) {
- var clip = AnimationClip.parseAnimation( animations[ i ], geometry.bones );
- if ( clip ) outputAnimations.push( clip );
- }
- // parse implicit morph animations
- if ( geometry.morphTargets ) {
- // TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary.
- var morphAnimationClips = AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 );
- outputAnimations = outputAnimations.concat( morphAnimationClips );
- }
- if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations;
- }
- if ( json.materials === undefined || json.materials.length === 0 ) {
- return { geometry: geometry };
- } else {
- var materials = Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin );
- return { geometry: geometry, materials: materials };
- }
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function ObjectLoader( manager ) {
- this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
- this.texturePath = '';
- }
- Object.assign( ObjectLoader.prototype, {
- load: function ( url, onLoad, onProgress, onError ) {
- if ( this.texturePath === '' ) {
- this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 );
- }
- var scope = this;
- var loader = new FileLoader( scope.manager );
- loader.load( url, function ( text ) {
- var json = null;
- try {
- json = JSON.parse( text );
- } catch ( error ) {
- if ( onError !== undefined ) onError( error );
- console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
- return;
- }
- var metadata = json.metadata;
- if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
- console.error( 'THREE.ObjectLoader: Can\'t load ' + url + '. Use THREE.JSONLoader instead.' );
- return;
- }
- scope.parse( json, onLoad );
- }, onProgress, onError );
- },
- setTexturePath: function ( value ) {
- this.texturePath = value;
- },
- setCrossOrigin: function ( value ) {
- this.crossOrigin = value;
- },
- parse: function ( json, onLoad ) {
- var geometries = this.parseGeometries( json.geometries );
- var images = this.parseImages( json.images, function () {
- if ( onLoad !== undefined ) onLoad( object );
- } );
- var textures = this.parseTextures( json.textures, images );
- var materials = this.parseMaterials( json.materials, textures );
- var object = this.parseObject( json.object, geometries, materials );
- if ( json.animations ) {
- object.animations = this.parseAnimations( json.animations );
- }
- if ( json.images === undefined || json.images.length === 0 ) {
- if ( onLoad !== undefined ) onLoad( object );
- }
- return object;
- },
- parseGeometries: function ( json ) {
- var geometries = {};
- if ( json !== undefined ) {
- var geometryLoader = new JSONLoader();
- var bufferGeometryLoader = new BufferGeometryLoader();
- for ( var i = 0, l = json.length; i < l; i ++ ) {
- var geometry;
- var data = json[ i ];
- switch ( data.type ) {
- case 'PlaneGeometry':
- case 'PlaneBufferGeometry':
- geometry = new Geometries[ data.type ](
- data.width,
- data.height,
- data.widthSegments,
- data.heightSegments
- );
- break;
- case 'BoxGeometry':
- case 'BoxBufferGeometry':
- case 'CubeGeometry': // backwards compatible
- geometry = new Geometries[ data.type ](
- data.width,
- data.height,
- data.depth,
- data.widthSegments,
- data.heightSegments,
- data.depthSegments
- );
- break;
- case 'CircleGeometry':
- case 'CircleBufferGeometry':
- geometry = new Geometries[ data.type ](
- data.radius,
- data.segments,
- data.thetaStart,
- data.thetaLength
- );
- break;
- case 'CylinderGeometry':
- case 'CylinderBufferGeometry':
- geometry = new Geometries[ data.type ](
- data.radiusTop,
- data.radiusBottom,
- data.height,
- data.radialSegments,
- data.heightSegments,
- data.openEnded,
- data.thetaStart,
- data.thetaLength
- );
- break;
- case 'ConeGeometry':
- case 'ConeBufferGeometry':
- geometry = new Geometries[ data.type ](
- data.radius,
- data.height,
- data.radialSegments,
- data.heightSegments,
- data.openEnded,
- data.thetaStart,
- data.thetaLength
- );
- break;
- case 'SphereGeometry':
- case 'SphereBufferGeometry':
- geometry = new Geometries[ data.type ](
- data.radius,
- data.widthSegments,
- data.heightSegments,
- data.phiStart,
- data.phiLength,
- data.thetaStart,
- data.thetaLength
- );
- break;
- case 'DodecahedronGeometry':
- case 'IcosahedronGeometry':
- case 'OctahedronGeometry':
- case 'TetrahedronGeometry':
- geometry = new Geometries[ data.type ](
- data.radius,
- data.detail
- );
- break;
- case 'RingGeometry':
- case 'RingBufferGeometry':
- geometry = new Geometries[ data.type ](
- data.innerRadius,
- data.outerRadius,
- data.thetaSegments,
- data.phiSegments,
- data.thetaStart,
- data.thetaLength
- );
- break;
- case 'TorusGeometry':
- case 'TorusBufferGeometry':
- geometry = new Geometries[ data.type ](
- data.radius,
- data.tube,
- data.radialSegments,
- data.tubularSegments,
- data.arc
- );
- break;
- case 'TorusKnotGeometry':
- case 'TorusKnotBufferGeometry':
- geometry = new Geometries[ data.type ](
- data.radius,
- data.tube,
- data.tubularSegments,
- data.radialSegments,
- data.p,
- data.q
- );
- break;
- case 'LatheGeometry':
- case 'LatheBufferGeometry':
- geometry = new Geometries[ data.type ](
- data.points,
- data.segments,
- data.phiStart,
- data.phiLength
- );
- break;
- case 'BufferGeometry':
- geometry = bufferGeometryLoader.parse( data );
- break;
- case 'Geometry':
- geometry = geometryLoader.parse( data.data, this.texturePath ).geometry;
- break;
- default:
- console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
- continue;
- }
- geometry.uuid = data.uuid;
- if ( data.name !== undefined ) geometry.name = data.name;
- geometries[ data.uuid ] = geometry;
- }
- }
- return geometries;
- },
- parseMaterials: function ( json, textures ) {
- var materials = {};
- if ( json !== undefined ) {
- var loader = new MaterialLoader();
- loader.setTextures( textures );
- for ( var i = 0, l = json.length; i < l; i ++ ) {
- var material = loader.parse( json[ i ] );
- materials[ material.uuid ] = material;
- }
- }
- return materials;
- },
- parseAnimations: function ( json ) {
- var animations = [];
- for ( var i = 0; i < json.length; i ++ ) {
- var clip = AnimationClip.parse( json[ i ] );
- animations.push( clip );
- }
- return animations;
- },
- parseImages: function ( json, onLoad ) {
- var scope = this;
- var images = {};
- function loadImage( url ) {
- scope.manager.itemStart( url );
- return loader.load( url, function () {
- scope.manager.itemEnd( url );
- }, undefined, function () {
- scope.manager.itemError( url );
- } );
- }
- if ( json !== undefined && json.length > 0 ) {
- var manager = new LoadingManager( onLoad );
- var loader = new ImageLoader( manager );
- loader.setCrossOrigin( this.crossOrigin );
- for ( var i = 0, l = json.length; i < l; i ++ ) {
- var image = json[ i ];
- var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url;
- images[ image.uuid ] = loadImage( path );
- }
- }
- return images;
- },
- parseTextures: function ( json, images ) {
- var TextureMapping = {
- UVMapping: UVMapping,
- CubeReflectionMapping: CubeReflectionMapping,
- CubeRefractionMapping: CubeRefractionMapping,
- EquirectangularReflectionMapping: EquirectangularReflectionMapping,
- EquirectangularRefractionMapping: EquirectangularRefractionMapping,
- SphericalReflectionMapping: SphericalReflectionMapping,
- CubeUVReflectionMapping: CubeUVReflectionMapping,
- CubeUVRefractionMapping: CubeUVRefractionMapping
- };
- var TextureWrapping = {
- RepeatWrapping: RepeatWrapping,
- ClampToEdgeWrapping: ClampToEdgeWrapping,
- MirroredRepeatWrapping: MirroredRepeatWrapping
- };
- var TextureFilter = {
- NearestFilter: NearestFilter,
- NearestMipMapNearestFilter: NearestMipMapNearestFilter,
- NearestMipMapLinearFilter: NearestMipMapLinearFilter,
- LinearFilter: LinearFilter,
- LinearMipMapNearestFilter: LinearMipMapNearestFilter,
- LinearMipMapLinearFilter: LinearMipMapLinearFilter
- };
- function parseConstant( value, type ) {
- if ( typeof( value ) === 'number' ) return value;
- console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
- return type[ value ];
- }
- var textures = {};
- if ( json !== undefined ) {
- for ( var i = 0, l = json.length; i < l; i ++ ) {
- var data = json[ i ];
- if ( data.image === undefined ) {
- console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
- }
- if ( images[ data.image ] === undefined ) {
- console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
- }
- var texture = new Texture( images[ data.image ] );
- texture.needsUpdate = true;
- texture.uuid = data.uuid;
- if ( data.name !== undefined ) texture.name = data.name;
- if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TextureMapping );
- if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
- if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
- if ( data.wrap !== undefined ) {
- texture.wrapS = parseConstant( data.wrap[ 0 ], TextureWrapping );
- texture.wrapT = parseConstant( data.wrap[ 1 ], TextureWrapping );
- }
- if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TextureFilter );
- if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TextureFilter );
- if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
- if ( data.flipY !== undefined ) texture.flipY = data.flipY;
- textures[ data.uuid ] = texture;
- }
- }
- return textures;
- },
- parseObject: function () {
- var matrix = new Matrix4();
- return function parseObject( data, geometries, materials ) {
- var object;
- function getGeometry( name ) {
- if ( geometries[ name ] === undefined ) {
- console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
- }
- return geometries[ name ];
- }
- function getMaterial( name ) {
- if ( name === undefined ) return undefined;
- if ( materials[ name ] === undefined ) {
- console.warn( 'THREE.ObjectLoader: Undefined material', name );
- }
- return materials[ name ];
- }
- switch ( data.type ) {
- case 'Scene':
- object = new Scene();
- if ( data.background !== undefined ) {
- if ( Number.isInteger( data.background ) ) {
- object.background = new Color( data.background );
- }
- }
- if ( data.fog !== undefined ) {
- if ( data.fog.type === 'Fog' ) {
- object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
- } else if ( data.fog.type === 'FogExp2' ) {
- object.fog = new FogExp2( data.fog.color, data.fog.density );
- }
- }
- break;
- case 'PerspectiveCamera':
- object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
- if ( data.focus !== undefined ) object.focus = data.focus;
- if ( data.zoom !== undefined ) object.zoom = data.zoom;
- if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
- if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
- if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
- break;
- case 'OrthographicCamera':
- object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
- break;
- case 'AmbientLight':
- object = new AmbientLight( data.color, data.intensity );
- break;
- case 'DirectionalLight':
- object = new DirectionalLight( data.color, data.intensity );
- break;
- case 'PointLight':
- object = new PointLight( data.color, data.intensity, data.distance, data.decay );
- break;
- case 'SpotLight':
- object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
- break;
- case 'HemisphereLight':
- object = new HemisphereLight( data.color, data.groundColor, data.intensity );
- break;
- case 'Mesh':
- var geometry = getGeometry( data.geometry );
- var material = getMaterial( data.material );
- if ( geometry.bones && geometry.bones.length > 0 ) {
- object = new SkinnedMesh( geometry, material );
- } else {
- object = new Mesh( geometry, material );
- }
- break;
- case 'LOD':
- object = new LOD();
- break;
- case 'Line':
- object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
- break;
- case 'LineSegments':
- object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
- break;
- case 'PointCloud':
- case 'Points':
- object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
- break;
- case 'Sprite':
- object = new Sprite( getMaterial( data.material ) );
- break;
- case 'Group':
- object = new Group();
- break;
- case 'SkinnedMesh':
- console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh type. Instantiates Object3D instead.' );
- default:
- object = new Object3D();
- }
- object.uuid = data.uuid;
- if ( data.name !== undefined ) object.name = data.name;
- if ( data.matrix !== undefined ) {
- matrix.fromArray( data.matrix );
- matrix.decompose( object.position, object.quaternion, object.scale );
- } else {
- if ( data.position !== undefined ) object.position.fromArray( data.position );
- if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
- if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
- if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
- }
- if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
- if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
- if ( data.shadow ) {
- if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
- if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
- if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
- if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
- }
- if ( data.visible !== undefined ) object.visible = data.visible;
- if ( data.userData !== undefined ) object.userData = data.userData;
- if ( data.children !== undefined ) {
- for ( var child in data.children ) {
- object.add( this.parseObject( data.children[ child ], geometries, materials ) );
- }
- }
- if ( data.type === 'LOD' ) {
- var levels = data.levels;
- for ( var l = 0; l < levels.length; l ++ ) {
- var level = levels[ l ];
- var child = object.getObjectByProperty( 'uuid', level.object );
- if ( child !== undefined ) {
- object.addLevel( child, level.distance );
- }
- }
- }
- return object;
- };
- }()
- } );
- /**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- *
- * Bezier Curves formulas obtained from
- * http://en.wikipedia.org/wiki/Bézier_curve
- */
- function CatmullRom( t, p0, p1, p2, p3 ) {
- var v0 = ( p2 - p0 ) * 0.5;
- var v1 = ( p3 - p1 ) * 0.5;
- var t2 = t * t;
- var t3 = t * t2;
- return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
- }
- //
- function QuadraticBezierP0( t, p ) {
- var k = 1 - t;
- return k * k * p;
- }
- function QuadraticBezierP1( t, p ) {
- return 2 * ( 1 - t ) * t * p;
- }
- function QuadraticBezierP2( t, p ) {
- return t * t * p;
- }
- function QuadraticBezier( t, p0, p1, p2 ) {
- return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
- QuadraticBezierP2( t, p2 );
- }
- //
- function CubicBezierP0( t, p ) {
- var k = 1 - t;
- return k * k * k * p;
- }
- function CubicBezierP1( t, p ) {
- var k = 1 - t;
- return 3 * k * k * t * p;
- }
- function CubicBezierP2( t, p ) {
- return 3 * ( 1 - t ) * t * t * p;
- }
- function CubicBezierP3( t, p ) {
- return t * t * t * p;
- }
- function CubicBezier( t, p0, p1, p2, p3 ) {
- return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
- CubicBezierP3( t, p3 );
- }
- /**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * Extensible curve object
- *
- * Some common of Curve methods
- * .getPoint(t), getTangent(t)
- * .getPointAt(u), getTangentAt(u)
- * .getPoints(), .getSpacedPoints()
- * .getLength()
- * .updateArcLengths()
- *
- * This following classes subclasses THREE.Curve:
- *
- * -- 2d classes --
- * THREE.LineCurve
- * THREE.QuadraticBezierCurve
- * THREE.CubicBezierCurve
- * THREE.SplineCurve
- * THREE.ArcCurve
- * THREE.EllipseCurve
- *
- * -- 3d classes --
- * THREE.LineCurve3
- * THREE.QuadraticBezierCurve3
- * THREE.CubicBezierCurve3
- * THREE.CatmullRomCurve3
- *
- * A series of curves can be represented as a THREE.CurvePath
- *
- **/
- /**************************************************************
- * Abstract Curve base class
- **************************************************************/
- function Curve() {}
- Curve.prototype = {
- constructor: Curve,
- // Virtual base class method to overwrite and implement in subclasses
- // - t [0 .. 1]
- getPoint: function ( t ) {
- console.warn( "THREE.Curve: Warning, getPoint() not implemented!" );
- return null;
- },
- // Get point at relative position in curve according to arc length
- // - u [0 .. 1]
- getPointAt: function ( u ) {
- var t = this.getUtoTmapping( u );
- return this.getPoint( t );
- },
- // Get sequence of points using getPoint( t )
- getPoints: function ( divisions ) {
- if ( isNaN( divisions ) ) divisions = 5;
- var points = [];
- for ( var d = 0; d <= divisions; d ++ ) {
- points.push( this.getPoint( d / divisions ) );
- }
- return points;
- },
- // Get sequence of points using getPointAt( u )
- getSpacedPoints: function ( divisions ) {
- if ( isNaN( divisions ) ) divisions = 5;
- var points = [];
- for ( var d = 0; d <= divisions; d ++ ) {
- points.push( this.getPointAt( d / divisions ) );
- }
- return points;
- },
- // Get total curve arc length
- getLength: function () {
- var lengths = this.getLengths();
- return lengths[ lengths.length - 1 ];
- },
- // Get list of cumulative segment lengths
- getLengths: function ( divisions ) {
- if ( isNaN( divisions ) ) divisions = ( this.__arcLengthDivisions ) ? ( this.__arcLengthDivisions ) : 200;
- if ( this.cacheArcLengths
- && ( this.cacheArcLengths.length === divisions + 1 )
- && ! this.needsUpdate ) {
- //console.log( "cached", this.cacheArcLengths );
- return this.cacheArcLengths;
- }
- this.needsUpdate = false;
- var cache = [];
- var current, last = this.getPoint( 0 );
- var p, sum = 0;
- cache.push( 0 );
- for ( p = 1; p <= divisions; p ++ ) {
- current = this.getPoint ( p / divisions );
- sum += current.distanceTo( last );
- cache.push( sum );
- last = current;
- }
- this.cacheArcLengths = cache;
- return cache; // { sums: cache, sum:sum }; Sum is in the last element.
- },
- updateArcLengths: function() {
- this.needsUpdate = true;
- this.getLengths();
- },
- // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
- getUtoTmapping: function ( u, distance ) {
- var arcLengths = this.getLengths();
- var i = 0, il = arcLengths.length;
- var targetArcLength; // The targeted u distance value to get
- if ( distance ) {
- targetArcLength = distance;
- } else {
- targetArcLength = u * arcLengths[ il - 1 ];
- }
- //var time = Date.now();
- // binary search for the index with largest value smaller than target u distance
- var low = 0, high = il - 1, comparison;
- while ( low <= high ) {
- i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
- comparison = arcLengths[ i ] - targetArcLength;
- if ( comparison < 0 ) {
- low = i + 1;
- } else if ( comparison > 0 ) {
- high = i - 1;
- } else {
- high = i;
- break;
- // DONE
- }
- }
- i = high;
- //console.log('b' , i, low, high, Date.now()- time);
- if ( arcLengths[ i ] === targetArcLength ) {
- var t = i / ( il - 1 );
- return t;
- }
- // we could get finer grain at lengths, or use simple interpolation between two points
- var lengthBefore = arcLengths[ i ];
- var lengthAfter = arcLengths[ i + 1 ];
- var segmentLength = lengthAfter - lengthBefore;
- // determine where we are between the 'before' and 'after' points
- var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
- // add that fractional amount to t
- var t = ( i + segmentFraction ) / ( il - 1 );
- return t;
- },
- // Returns a unit vector tangent at t
- // In case any sub curve does not implement its tangent derivation,
- // 2 points a small delta apart will be used to find its gradient
- // which seems to give a reasonable approximation
- getTangent: function( t ) {
- var delta = 0.0001;
- var t1 = t - delta;
- var t2 = t + delta;
- // Capping in case of danger
- if ( t1 < 0 ) t1 = 0;
- if ( t2 > 1 ) t2 = 1;
- var pt1 = this.getPoint( t1 );
- var pt2 = this.getPoint( t2 );
- var vec = pt2.clone().sub( pt1 );
- return vec.normalize();
- },
- getTangentAt: function ( u ) {
- var t = this.getUtoTmapping( u );
- return this.getTangent( t );
- },
- computeFrenetFrames: function ( segments, closed ) {
- // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
- var normal = new Vector3();
- var tangents = [];
- var normals = [];
- var binormals = [];
- var vec = new Vector3();
- var mat = new Matrix4();
- var i, u, theta;
- // compute the tangent vectors for each segment on the curve
- for ( i = 0; i <= segments; i ++ ) {
- u = i / segments;
- tangents[ i ] = this.getTangentAt( u );
- tangents[ i ].normalize();
- }
- // select an initial normal vector perpendicular to the first tangent vector,
- // and in the direction of the minimum tangent xyz component
- normals[ 0 ] = new Vector3();
- binormals[ 0 ] = new Vector3();
- var min = Number.MAX_VALUE;
- var tx = Math.abs( tangents[ 0 ].x );
- var ty = Math.abs( tangents[ 0 ].y );
- var tz = Math.abs( tangents[ 0 ].z );
- if ( tx <= min ) {
- min = tx;
- normal.set( 1, 0, 0 );
- }
- if ( ty <= min ) {
- min = ty;
- normal.set( 0, 1, 0 );
- }
- if ( tz <= min ) {
- normal.set( 0, 0, 1 );
- }
- vec.crossVectors( tangents[ 0 ], normal ).normalize();
- normals[ 0 ].crossVectors( tangents[ 0 ], vec );
- binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
- // compute the slowly-varying normal and binormal vectors for each segment on the curve
- for ( i = 1; i <= segments; i ++ ) {
- normals[ i ] = normals[ i - 1 ].clone();
- binormals[ i ] = binormals[ i - 1 ].clone();
- vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
- if ( vec.length() > Number.EPSILON ) {
- vec.normalize();
- theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
- normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
- }
- binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
- }
- // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
- if ( closed === true ) {
- theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
- theta /= segments;
- if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
- theta = - theta;
- }
- for ( i = 1; i <= segments; i ++ ) {
- // twist a little...
- normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
- binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
- }
- }
- return {
- tangents: tangents,
- normals: normals,
- binormals: binormals
- };
- }
- };
- function LineCurve( v1, v2 ) {
- this.v1 = v1;
- this.v2 = v2;
- }
- LineCurve.prototype = Object.create( Curve.prototype );
- LineCurve.prototype.constructor = LineCurve;
- LineCurve.prototype.isLineCurve = true;
- LineCurve.prototype.getPoint = function ( t ) {
- if ( t === 1 ) {
- return this.v2.clone();
- }
- var point = this.v2.clone().sub( this.v1 );
- point.multiplyScalar( t ).add( this.v1 );
- return point;
- };
- // Line curve is linear, so we can overwrite default getPointAt
- LineCurve.prototype.getPointAt = function ( u ) {
- return this.getPoint( u );
- };
- LineCurve.prototype.getTangent = function ( t ) {
- var tangent = this.v2.clone().sub( this.v1 );
- return tangent.normalize();
- };
- /**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- *
- **/
- /**************************************************************
- * Curved Path - a curve path is simply a array of connected
- * curves, but retains the api of a curve
- **************************************************************/
- function CurvePath() {
- this.curves = [];
- this.autoClose = false; // Automatically closes the path
- }
- CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
- constructor: CurvePath,
- add: function ( curve ) {
- this.curves.push( curve );
- },
- closePath: function () {
- // Add a line curve if start and end of lines are not connected
- var startPoint = this.curves[ 0 ].getPoint( 0 );
- var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
- if ( ! startPoint.equals( endPoint ) ) {
- this.curves.push( new LineCurve( endPoint, startPoint ) );
- }
- },
- // To get accurate point with reference to
- // entire path distance at time t,
- // following has to be done:
- // 1. Length of each sub path have to be known
- // 2. Locate and identify type of curve
- // 3. Get t for the curve
- // 4. Return curve.getPointAt(t')
- getPoint: function ( t ) {
- var d = t * this.getLength();
- var curveLengths = this.getCurveLengths();
- var i = 0;
- // To think about boundaries points.
- while ( i < curveLengths.length ) {
- if ( curveLengths[ i ] >= d ) {
- var diff = curveLengths[ i ] - d;
- var curve = this.curves[ i ];
- var segmentLength = curve.getLength();
- var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
- return curve.getPointAt( u );
- }
- i ++;
- }
- return null;
- // loop where sum != 0, sum > d , sum+1 <d
- },
- // We cannot use the default THREE.Curve getPoint() with getLength() because in
- // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
- // getPoint() depends on getLength
- getLength: function () {
- var lens = this.getCurveLengths();
- return lens[ lens.length - 1 ];
- },
- // cacheLengths must be recalculated.
- updateArcLengths: function () {
- this.needsUpdate = true;
- this.cacheLengths = null;
- this.getLengths();
- },
- // Compute lengths and cache them
- // We cannot overwrite getLengths() because UtoT mapping uses it.
- getCurveLengths: function () {
- // We use cache values if curves and cache array are same length
- if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
- return this.cacheLengths;
- }
- // Get length of sub-curve
- // Push sums into cached array
- var lengths = [], sums = 0;
- for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
- sums += this.curves[ i ].getLength();
- lengths.push( sums );
- }
- this.cacheLengths = lengths;
- return lengths;
- },
- getSpacedPoints: function ( divisions ) {
- if ( isNaN( divisions ) ) divisions = 40;
- var points = [];
- for ( var i = 0; i <= divisions; i ++ ) {
- points.push( this.getPoint( i / divisions ) );
- }
- if ( this.autoClose ) {
- points.push( points[ 0 ] );
- }
- return points;
- },
- getPoints: function ( divisions ) {
- divisions = divisions || 12;
- var points = [], last;
- for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
- var curve = curves[ i ];
- var resolution = (curve && curve.isEllipseCurve) ? divisions * 2
- : (curve && curve.isLineCurve) ? 1
- : (curve && curve.isSplineCurve) ? divisions * curve.points.length
- : divisions;
- var pts = curve.getPoints( resolution );
- for ( var j = 0; j < pts.length; j++ ) {
- var point = pts[ j ];
- if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
- points.push( point );
- last = point;
- }
- }
- if ( this.autoClose && points.length > 1 && !points[ points.length - 1 ].equals( points[ 0 ] ) ) {
- points.push( points[ 0 ] );
- }
- return points;
- },
- /**************************************************************
- * Create Geometries Helpers
- **************************************************************/
- /// Generate geometry from path points (for Line or Points objects)
- createPointsGeometry: function ( divisions ) {
- var pts = this.getPoints( divisions );
- return this.createGeometry( pts );
- },
- // Generate geometry from equidistant sampling along the path
- createSpacedPointsGeometry: function ( divisions ) {
- var pts = this.getSpacedPoints( divisions );
- return this.createGeometry( pts );
- },
- createGeometry: function ( points ) {
- var geometry = new Geometry();
- for ( var i = 0, l = points.length; i < l; i ++ ) {
- var point = points[ i ];
- geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
- }
- return geometry;
- }
- } );
- function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
- this.aX = aX;
- this.aY = aY;
- this.xRadius = xRadius;
- this.yRadius = yRadius;
- this.aStartAngle = aStartAngle;
- this.aEndAngle = aEndAngle;
- this.aClockwise = aClockwise;
- this.aRotation = aRotation || 0;
- }
- EllipseCurve.prototype = Object.create( Curve.prototype );
- EllipseCurve.prototype.constructor = EllipseCurve;
- EllipseCurve.prototype.isEllipseCurve = true;
- EllipseCurve.prototype.getPoint = function ( t ) {
- var twoPi = Math.PI * 2;
- var deltaAngle = this.aEndAngle - this.aStartAngle;
- var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
- // ensures that deltaAngle is 0 .. 2 PI
- while ( deltaAngle < 0 ) deltaAngle += twoPi;
- while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
- if ( deltaAngle < Number.EPSILON ) {
- if ( samePoints ) {
- deltaAngle = 0;
- } else {
- deltaAngle = twoPi;
- }
- }
- if ( this.aClockwise === true && ! samePoints ) {
- if ( deltaAngle === twoPi ) {
- deltaAngle = - twoPi;
- } else {
- deltaAngle = deltaAngle - twoPi;
- }
- }
- var angle = this.aStartAngle + t * deltaAngle;
- var x = this.aX + this.xRadius * Math.cos( angle );
- var y = this.aY + this.yRadius * Math.sin( angle );
- if ( this.aRotation !== 0 ) {
- var cos = Math.cos( this.aRotation );
- var sin = Math.sin( this.aRotation );
- var tx = x - this.aX;
- var ty = y - this.aY;
- // Rotate the point about the center of the ellipse.
- x = tx * cos - ty * sin + this.aX;
- y = tx * sin + ty * cos + this.aY;
- }
- return new Vector2( x, y );
- };
- function SplineCurve( points /* array of Vector2 */ ) {
- this.points = ( points === undefined ) ? [] : points;
- }
- SplineCurve.prototype = Object.create( Curve.prototype );
- SplineCurve.prototype.constructor = SplineCurve;
- SplineCurve.prototype.isSplineCurve = true;
- SplineCurve.prototype.getPoint = function ( t ) {
- var points = this.points;
- var point = ( points.length - 1 ) * t;
- var intPoint = Math.floor( point );
- var weight = point - intPoint;
- var point0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
- var point1 = points[ intPoint ];
- var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
- var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
- return new Vector2(
- CatmullRom( weight, point0.x, point1.x, point2.x, point3.x ),
- CatmullRom( weight, point0.y, point1.y, point2.y, point3.y )
- );
- };
- function CubicBezierCurve( v0, v1, v2, v3 ) {
- this.v0 = v0;
- this.v1 = v1;
- this.v2 = v2;
- this.v3 = v3;
- }
- CubicBezierCurve.prototype = Object.create( Curve.prototype );
- CubicBezierCurve.prototype.constructor = CubicBezierCurve;
- CubicBezierCurve.prototype.getPoint = function ( t ) {
- var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
- return new Vector2(
- CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
- CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
- );
- };
- function QuadraticBezierCurve( v0, v1, v2 ) {
- this.v0 = v0;
- this.v1 = v1;
- this.v2 = v2;
- }
- QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
- QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
- QuadraticBezierCurve.prototype.getPoint = function ( t ) {
- var v0 = this.v0, v1 = this.v1, v2 = this.v2;
- return new Vector2(
- QuadraticBezier( t, v0.x, v1.x, v2.x ),
- QuadraticBezier( t, v0.y, v1.y, v2.y )
- );
- };
- var PathPrototype = Object.assign( Object.create( CurvePath.prototype ), {
- fromPoints: function ( vectors ) {
- this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
- for ( var i = 1, l = vectors.length; i < l; i ++ ) {
- this.lineTo( vectors[ i ].x, vectors[ i ].y );
- }
- },
- moveTo: function ( x, y ) {
- this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
- },
- lineTo: function ( x, y ) {
- var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
- this.curves.push( curve );
- this.currentPoint.set( x, y );
- },
- quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
- var curve = new QuadraticBezierCurve(
- this.currentPoint.clone(),
- new Vector2( aCPx, aCPy ),
- new Vector2( aX, aY )
- );
- this.curves.push( curve );
- this.currentPoint.set( aX, aY );
- },
- bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
- var curve = new CubicBezierCurve(
- this.currentPoint.clone(),
- new Vector2( aCP1x, aCP1y ),
- new Vector2( aCP2x, aCP2y ),
- new Vector2( aX, aY )
- );
- this.curves.push( curve );
- this.currentPoint.set( aX, aY );
- },
- splineThru: function ( pts /*Array of Vector*/ ) {
- var npts = [ this.currentPoint.clone() ].concat( pts );
- var curve = new SplineCurve( npts );
- this.curves.push( curve );
- this.currentPoint.copy( pts[ pts.length - 1 ] );
- },
- arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
- var x0 = this.currentPoint.x;
- var y0 = this.currentPoint.y;
- this.absarc( aX + x0, aY + y0, aRadius,
- aStartAngle, aEndAngle, aClockwise );
- },
- absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
- this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
- },
- ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
- var x0 = this.currentPoint.x;
- var y0 = this.currentPoint.y;
- this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
- },
- absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
- var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
- if ( this.curves.length > 0 ) {
- // if a previous curve is present, attempt to join
- var firstPoint = curve.getPoint( 0 );
- if ( ! firstPoint.equals( this.currentPoint ) ) {
- this.lineTo( firstPoint.x, firstPoint.y );
- }
- }
- this.curves.push( curve );
- var lastPoint = curve.getPoint( 1 );
- this.currentPoint.copy( lastPoint );
- }
- } );
- /**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * Creates free form 2d path using series of points, lines or curves.
- **/
- function Path( points ) {
- CurvePath.call( this );
- this.currentPoint = new Vector2();
- if ( points ) {
- this.fromPoints( points );
- }
- }
- Path.prototype = PathPrototype;
- PathPrototype.constructor = Path;
- /**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * Defines a 2d shape plane using paths.
- **/
- // STEP 1 Create a path.
- // STEP 2 Turn path into shape.
- // STEP 3 ExtrudeGeometry takes in Shape/Shapes
- // STEP 3a - Extract points from each shape, turn to vertices
- // STEP 3b - Triangulate each shape, add faces.
- function Shape() {
- Path.apply( this, arguments );
- this.holes = [];
- }
- Shape.prototype = Object.assign( Object.create( PathPrototype ), {
- constructor: Shape,
- getPointsHoles: function ( divisions ) {
- var holesPts = [];
- for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
- holesPts[ i ] = this.holes[ i ].getPoints( divisions );
- }
- return holesPts;
- },
- // Get points of shape and holes (keypoints based on segments parameter)
- extractAllPoints: function ( divisions ) {
- return {
- shape: this.getPoints( divisions ),
- holes: this.getPointsHoles( divisions )
- };
- },
- extractPoints: function ( divisions ) {
- return this.extractAllPoints( divisions );
- }
- } );
- /**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
- **/
- function ShapePath() {
- this.subPaths = [];
- this.currentPath = null;
- }
- ShapePath.prototype = {
- moveTo: function ( x, y ) {
- this.currentPath = new Path();
- this.subPaths.push( this.currentPath );
- this.currentPath.moveTo( x, y );
- },
- lineTo: function ( x, y ) {
- this.currentPath.lineTo( x, y );
- },
- quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
- this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
- },
- bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
- this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
- },
- splineThru: function ( pts ) {
- this.currentPath.splineThru( pts );
- },
- toShapes: function ( isCCW, noHoles ) {
- function toShapesNoHoles( inSubpaths ) {
- var shapes = [];
- for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
- var tmpPath = inSubpaths[ i ];
- var tmpShape = new Shape();
- tmpShape.curves = tmpPath.curves;
- shapes.push( tmpShape );
- }
- return shapes;
- }
- function isPointInsidePolygon( inPt, inPolygon ) {
- var polyLen = inPolygon.length;
- // inPt on polygon contour => immediate success or
- // toggling of inside/outside at every single! intersection point of an edge
- // with the horizontal line through inPt, left of inPt
- // not counting lowerY endpoints of edges and whole edges on that line
- var inside = false;
- for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
- var edgeLowPt = inPolygon[ p ];
- var edgeHighPt = inPolygon[ q ];
- var edgeDx = edgeHighPt.x - edgeLowPt.x;
- var edgeDy = edgeHighPt.y - edgeLowPt.y;
- if ( Math.abs( edgeDy ) > Number.EPSILON ) {
- // not parallel
- if ( edgeDy < 0 ) {
- edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
- edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
- }
- if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
- if ( inPt.y === edgeLowPt.y ) {
- if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
- // continue; // no intersection or edgeLowPt => doesn't count !!!
- } else {
- var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
- if ( perpEdge === 0 ) return true; // inPt is on contour ?
- if ( perpEdge < 0 ) continue;
- inside = ! inside; // true intersection left of inPt
- }
- } else {
- // parallel or collinear
- if ( inPt.y !== edgeLowPt.y ) continue; // parallel
- // edge lies on the same horizontal line as inPt
- if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
- ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
- // continue;
- }
- }
- return inside;
- }
- var isClockWise = ShapeUtils.isClockWise;
- var subPaths = this.subPaths;
- if ( subPaths.length === 0 ) return [];
- if ( noHoles === true ) return toShapesNoHoles( subPaths );
- var solid, tmpPath, tmpShape, shapes = [];
- if ( subPaths.length === 1 ) {
- tmpPath = subPaths[ 0 ];
- tmpShape = new Shape();
- tmpShape.curves = tmpPath.curves;
- shapes.push( tmpShape );
- return shapes;
- }
- var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
- holesFirst = isCCW ? ! holesFirst : holesFirst;
- // console.log("Holes first", holesFirst);
- var betterShapeHoles = [];
- var newShapes = [];
- var newShapeHoles = [];
- var mainIdx = 0;
- var tmpPoints;
- newShapes[ mainIdx ] = undefined;
- newShapeHoles[ mainIdx ] = [];
- for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
- tmpPath = subPaths[ i ];
- tmpPoints = tmpPath.getPoints();
- solid = isClockWise( tmpPoints );
- solid = isCCW ? ! solid : solid;
- if ( solid ) {
- if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
- newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
- newShapes[ mainIdx ].s.curves = tmpPath.curves;
- if ( holesFirst ) mainIdx ++;
- newShapeHoles[ mainIdx ] = [];
- //console.log('cw', i);
- } else {
- newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
- //console.log('ccw', i);
- }
- }
- // only Holes? -> probably all Shapes with wrong orientation
- if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
- if ( newShapes.length > 1 ) {
- var ambiguous = false;
- var toChange = [];
- for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
- betterShapeHoles[ sIdx ] = [];
- }
- for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
- var sho = newShapeHoles[ sIdx ];
- for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
- var ho = sho[ hIdx ];
- var hole_unassigned = true;
- for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
- if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
- if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
- if ( hole_unassigned ) {
- hole_unassigned = false;
- betterShapeHoles[ s2Idx ].push( ho );
- } else {
- ambiguous = true;
- }
- }
- }
- if ( hole_unassigned ) {
- betterShapeHoles[ sIdx ].push( ho );
- }
- }
- }
- // console.log("ambiguous: ", ambiguous);
- if ( toChange.length > 0 ) {
- // console.log("to change: ", toChange);
- if ( ! ambiguous ) newShapeHoles = betterShapeHoles;
- }
- }
- var tmpHoles;
- for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
- tmpShape = newShapes[ i ].s;
- shapes.push( tmpShape );
- tmpHoles = newShapeHoles[ i ];
- for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
- tmpShape.holes.push( tmpHoles[ j ].h );
- }
- }
- //console.log("shape", shapes);
- return shapes;
- }
- };
- /**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * @author mrdoob / http://mrdoob.com/
- */
- function Font( data ) {
- this.data = data;
- }
- Object.assign( Font.prototype, {
- isFont: true,
- generateShapes: function ( text, size, divisions ) {
- function createPaths( text ) {
- var chars = String( text ).split( '' );
- var scale = size / data.resolution;
- var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
- var offsetX = 0, offsetY = 0;
- var paths = [];
- for ( var i = 0; i < chars.length; i ++ ) {
- var char = chars[ i ];
- if ( char === '\n' ) {
- offsetX = 0;
- offsetY -= line_height;
- } else {
- var ret = createPath( char, scale, offsetX, offsetY );
- offsetX += ret.offsetX;
- paths.push( ret.path );
- }
- }
- return paths;
- }
- function createPath( c, scale, offsetX, offsetY ) {
- var glyph = data.glyphs[ c ] || data.glyphs[ '?' ];
- if ( ! glyph ) return;
- var path = new ShapePath();
- var pts = [];
- var x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, laste;
- if ( glyph.o ) {
- var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
- for ( var i = 0, l = outline.length; i < l; ) {
- var action = outline[ i ++ ];
- switch ( action ) {
- case 'm': // moveTo
- x = outline[ i ++ ] * scale + offsetX;
- y = outline[ i ++ ] * scale + offsetY;
- path.moveTo( x, y );
- break;
- case 'l': // lineTo
- x = outline[ i ++ ] * scale + offsetX;
- y = outline[ i ++ ] * scale + offsetY;
- path.lineTo( x, y );
- break;
- case 'q': // quadraticCurveTo
- cpx = outline[ i ++ ] * scale + offsetX;
- cpy = outline[ i ++ ] * scale + offsetY;
- cpx1 = outline[ i ++ ] * scale + offsetX;
- cpy1 = outline[ i ++ ] * scale + offsetY;
- path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
- laste = pts[ pts.length - 1 ];
- if ( laste ) {
- cpx0 = laste.x;
- cpy0 = laste.y;
- for ( var i2 = 1; i2 <= divisions; i2 ++ ) {
- var t = i2 / divisions;
- QuadraticBezier( t, cpx0, cpx1, cpx );
- QuadraticBezier( t, cpy0, cpy1, cpy );
- }
- }
- break;
- case 'b': // bezierCurveTo
- cpx = outline[ i ++ ] * scale + offsetX;
- cpy = outline[ i ++ ] * scale + offsetY;
- cpx1 = outline[ i ++ ] * scale + offsetX;
- cpy1 = outline[ i ++ ] * scale + offsetY;
- cpx2 = outline[ i ++ ] * scale + offsetX;
- cpy2 = outline[ i ++ ] * scale + offsetY;
- path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
- laste = pts[ pts.length - 1 ];
- if ( laste ) {
- cpx0 = laste.x;
- cpy0 = laste.y;
- for ( var i2 = 1; i2 <= divisions; i2 ++ ) {
- var t = i2 / divisions;
- CubicBezier( t, cpx0, cpx1, cpx2, cpx );
- CubicBezier( t, cpy0, cpy1, cpy2, cpy );
- }
- }
- break;
- }
- }
- }
- return { offsetX: glyph.ha * scale, path: path };
- }
- //
- if ( size === undefined ) size = 100;
- if ( divisions === undefined ) divisions = 4;
- var data = this.data;
- var paths = createPaths( text );
- var shapes = [];
- for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
- Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
- }
- return shapes;
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function FontLoader( manager ) {
- this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
- }
- Object.assign( FontLoader.prototype, {
- load: function ( url, onLoad, onProgress, onError ) {
- var scope = this;
- var loader = new FileLoader( this.manager );
- loader.load( url, function ( text ) {
- var json;
- try {
- json = JSON.parse( text );
- } catch ( e ) {
- console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
- json = JSON.parse( text.substring( 65, text.length - 2 ) );
- }
- var font = scope.parse( json );
- if ( onLoad ) onLoad( font );
- }, onProgress, onError );
- },
- parse: function ( json ) {
- return new Font( json );
- }
- } );
- var context;
- var AudioContext = {
- getContext: function () {
- if ( context === undefined ) {
- context = new ( window.AudioContext || window.webkitAudioContext )();
- }
- return context;
- },
- setContext: function ( value ) {
- context = value;
- }
- };
- /**
- * @author Reece Aaron Lecrivain / http://reecenotes.com/
- */
- function AudioLoader( manager ) {
- this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
- }
- Object.assign( AudioLoader.prototype, {
- load: function ( url, onLoad, onProgress, onError ) {
- var loader = new FileLoader( this.manager );
- loader.setResponseType( 'arraybuffer' );
- loader.load( url, function ( buffer ) {
- var context = AudioContext.getContext();
- context.decodeAudioData( buffer, function ( audioBuffer ) {
- onLoad( audioBuffer );
- } );
- }, onProgress, onError );
- }
- } );
- /**
- * @author abelnation / http://github.com/abelnation
- */
- function RectAreaLight ( color, intensity, width, height ) {
- Light.call( this, color, intensity );
- this.type = 'RectAreaLight';
- this.position.set( 0, 1, 0 );
- this.updateMatrix();
- this.width = ( width !== undefined ) ? width : 10;
- this.height = ( height !== undefined ) ? height : 10;
- // TODO (abelnation): distance/decay
- // TODO (abelnation): update method for RectAreaLight to update transform to lookat target
- // TODO (abelnation): shadows
- // this.shadow = new THREE.RectAreaLightShadow( new THREE.PerspectiveCamera( 90, 1, 0.5, 500 ) );
- }
- // TODO (abelnation): RectAreaLight update when light shape is changed
- RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
- constructor: RectAreaLight,
- isRectAreaLight: true,
- copy: function ( source ) {
- Light.prototype.copy.call( this, source );
- this.width = source.width;
- this.height = source.height;
- // this.shadow = source.shadow.clone();
- return this;
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function StereoCamera() {
- this.type = 'StereoCamera';
- this.aspect = 1;
- this.eyeSep = 0.064;
- this.cameraL = new PerspectiveCamera();
- this.cameraL.layers.enable( 1 );
- this.cameraL.matrixAutoUpdate = false;
- this.cameraR = new PerspectiveCamera();
- this.cameraR.layers.enable( 2 );
- this.cameraR.matrixAutoUpdate = false;
- }
- Object.assign( StereoCamera.prototype, {
- update: ( function () {
- var instance, focus, fov, aspect, near, far, zoom;
- var eyeRight = new Matrix4();
- var eyeLeft = new Matrix4();
- return function update( camera ) {
- var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov ||
- aspect !== camera.aspect * this.aspect || near !== camera.near ||
- far !== camera.far || zoom !== camera.zoom;
- if ( needsUpdate ) {
- instance = this;
- focus = camera.focus;
- fov = camera.fov;
- aspect = camera.aspect * this.aspect;
- near = camera.near;
- far = camera.far;
- zoom = camera.zoom;
- // Off-axis stereoscopic effect based on
- // http://paulbourke.net/stereographics/stereorender/
- var projectionMatrix = camera.projectionMatrix.clone();
- var eyeSep = this.eyeSep / 2;
- var eyeSepOnProjection = eyeSep * near / focus;
- var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom;
- var xmin, xmax;
- // translate xOffset
- eyeLeft.elements[ 12 ] = - eyeSep;
- eyeRight.elements[ 12 ] = eyeSep;
- // for left eye
- xmin = - ymax * aspect + eyeSepOnProjection;
- xmax = ymax * aspect + eyeSepOnProjection;
- projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
- projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
- this.cameraL.projectionMatrix.copy( projectionMatrix );
- // for right eye
- xmin = - ymax * aspect - eyeSepOnProjection;
- xmax = ymax * aspect - eyeSepOnProjection;
- projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
- projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
- this.cameraR.projectionMatrix.copy( projectionMatrix );
- }
- this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft );
- this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight );
- };
- } )()
- } );
- /**
- * Camera for rendering cube maps
- * - renders scene into axis-aligned cube
- *
- * @author alteredq / http://alteredqualia.com/
- */
- function CubeCamera( near, far, cubeResolution ) {
- Object3D.call( this );
- this.type = 'CubeCamera';
- var fov = 90, aspect = 1;
- var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
- cameraPX.up.set( 0, - 1, 0 );
- cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
- this.add( cameraPX );
- var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
- cameraNX.up.set( 0, - 1, 0 );
- cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
- this.add( cameraNX );
- var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
- cameraPY.up.set( 0, 0, 1 );
- cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
- this.add( cameraPY );
- var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
- cameraNY.up.set( 0, 0, - 1 );
- cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
- this.add( cameraNY );
- var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
- cameraPZ.up.set( 0, - 1, 0 );
- cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
- this.add( cameraPZ );
- var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
- cameraNZ.up.set( 0, - 1, 0 );
- cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
- this.add( cameraNZ );
- var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
- this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
- this.updateCubeMap = function ( renderer, scene ) {
- if ( this.parent === null ) this.updateMatrixWorld();
- var renderTarget = this.renderTarget;
- var generateMipmaps = renderTarget.texture.generateMipmaps;
- renderTarget.texture.generateMipmaps = false;
- renderTarget.activeCubeFace = 0;
- renderer.render( scene, cameraPX, renderTarget );
- renderTarget.activeCubeFace = 1;
- renderer.render( scene, cameraNX, renderTarget );
- renderTarget.activeCubeFace = 2;
- renderer.render( scene, cameraPY, renderTarget );
- renderTarget.activeCubeFace = 3;
- renderer.render( scene, cameraNY, renderTarget );
- renderTarget.activeCubeFace = 4;
- renderer.render( scene, cameraPZ, renderTarget );
- renderTarget.texture.generateMipmaps = generateMipmaps;
- renderTarget.activeCubeFace = 5;
- renderer.render( scene, cameraNZ, renderTarget );
- renderer.setRenderTarget( null );
- };
- }
- CubeCamera.prototype = Object.create( Object3D.prototype );
- CubeCamera.prototype.constructor = CubeCamera;
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function AudioListener() {
- Object3D.call( this );
- this.type = 'AudioListener';
- this.context = AudioContext.getContext();
- this.gain = this.context.createGain();
- this.gain.connect( this.context.destination );
- this.filter = null;
- }
- AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
- constructor: AudioListener,
- getInput: function () {
- return this.gain;
- },
- removeFilter: function ( ) {
- if ( this.filter !== null ) {
- this.gain.disconnect( this.filter );
- this.filter.disconnect( this.context.destination );
- this.gain.connect( this.context.destination );
- this.filter = null;
- }
- },
- getFilter: function () {
- return this.filter;
- },
- setFilter: function ( value ) {
- if ( this.filter !== null ) {
- this.gain.disconnect( this.filter );
- this.filter.disconnect( this.context.destination );
- } else {
- this.gain.disconnect( this.context.destination );
- }
- this.filter = value;
- this.gain.connect( this.filter );
- this.filter.connect( this.context.destination );
- },
- getMasterVolume: function () {
- return this.gain.gain.value;
- },
- setMasterVolume: function ( value ) {
- this.gain.gain.value = value;
- },
- updateMatrixWorld: ( function () {
- var position = new Vector3();
- var quaternion = new Quaternion();
- var scale = new Vector3();
- var orientation = new Vector3();
- return function updateMatrixWorld( force ) {
- Object3D.prototype.updateMatrixWorld.call( this, force );
- var listener = this.context.listener;
- var up = this.up;
- this.matrixWorld.decompose( position, quaternion, scale );
- orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion );
- if ( listener.positionX ) {
- listener.positionX.setValueAtTime( position.x, this.context.currentTime );
- listener.positionY.setValueAtTime( position.y, this.context.currentTime );
- listener.positionZ.setValueAtTime( position.z, this.context.currentTime );
- listener.forwardX.setValueAtTime( orientation.x, this.context.currentTime );
- listener.forwardY.setValueAtTime( orientation.y, this.context.currentTime );
- listener.forwardZ.setValueAtTime( orientation.z, this.context.currentTime );
- listener.upX.setValueAtTime( up.x, this.context.currentTime );
- listener.upY.setValueAtTime( up.y, this.context.currentTime );
- listener.upZ.setValueAtTime( up.z, this.context.currentTime );
- } else {
- listener.setPosition( position.x, position.y, position.z );
- listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );
- }
- };
- } )()
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author Reece Aaron Lecrivain / http://reecenotes.com/
- */
- function Audio( listener ) {
- Object3D.call( this );
- this.type = 'Audio';
- this.context = listener.context;
- this.gain = this.context.createGain();
- this.gain.connect( listener.getInput() );
- this.autoplay = false;
- this.buffer = null;
- this.loop = false;
- this.startTime = 0;
- this.playbackRate = 1;
- this.isPlaying = false;
- this.hasPlaybackControl = true;
- this.sourceType = 'empty';
- this.filters = [];
- }
- Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
- constructor: Audio,
- getOutput: function () {
- return this.gain;
- },
- setNodeSource: function ( audioNode ) {
- this.hasPlaybackControl = false;
- this.sourceType = 'audioNode';
- this.source = audioNode;
- this.connect();
- return this;
- },
- setBuffer: function ( audioBuffer ) {
- this.buffer = audioBuffer;
- this.sourceType = 'buffer';
- if ( this.autoplay ) this.play();
- return this;
- },
- play: function () {
- if ( this.isPlaying === true ) {
- console.warn( 'THREE.Audio: Audio is already playing.' );
- return;
- }
- if ( this.hasPlaybackControl === false ) {
- console.warn( 'THREE.Audio: this Audio has no playback control.' );
- return;
- }
- var source = this.context.createBufferSource();
- source.buffer = this.buffer;
- source.loop = this.loop;
- source.onended = this.onEnded.bind( this );
- source.playbackRate.setValueAtTime( this.playbackRate, this.startTime );
- source.start( 0, this.startTime );
- this.isPlaying = true;
- this.source = source;
- return this.connect();
- },
- pause: function () {
- if ( this.hasPlaybackControl === false ) {
- console.warn( 'THREE.Audio: this Audio has no playback control.' );
- return;
- }
- this.source.stop();
- this.startTime = this.context.currentTime;
- this.isPlaying = false;
- return this;
- },
- stop: function () {
- if ( this.hasPlaybackControl === false ) {
- console.warn( 'THREE.Audio: this Audio has no playback control.' );
- return;
- }
- this.source.stop();
- this.startTime = 0;
- this.isPlaying = false;
- return this;
- },
- connect: function () {
- if ( this.filters.length > 0 ) {
- this.source.connect( this.filters[ 0 ] );
- for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
- this.filters[ i - 1 ].connect( this.filters[ i ] );
- }
- this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
- } else {
- this.source.connect( this.getOutput() );
- }
- return this;
- },
- disconnect: function () {
- if ( this.filters.length > 0 ) {
- this.source.disconnect( this.filters[ 0 ] );
- for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
- this.filters[ i - 1 ].disconnect( this.filters[ i ] );
- }
- this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
- } else {
- this.source.disconnect( this.getOutput() );
- }
- return this;
- },
- getFilters: function () {
- return this.filters;
- },
- setFilters: function ( value ) {
- if ( ! value ) value = [];
- if ( this.isPlaying === true ) {
- this.disconnect();
- this.filters = value;
- this.connect();
- } else {
- this.filters = value;
- }
- return this;
- },
- getFilter: function () {
- return this.getFilters()[ 0 ];
- },
- setFilter: function ( filter ) {
- return this.setFilters( filter ? [ filter ] : [] );
- },
- setPlaybackRate: function ( value ) {
- if ( this.hasPlaybackControl === false ) {
- console.warn( 'THREE.Audio: this Audio has no playback control.' );
- return;
- }
- this.playbackRate = value;
- if ( this.isPlaying === true ) {
- this.source.playbackRate.setValueAtTime( this.playbackRate, this.context.currentTime );
- }
- return this;
- },
- getPlaybackRate: function () {
- return this.playbackRate;
- },
- onEnded: function () {
- this.isPlaying = false;
- },
- getLoop: function () {
- if ( this.hasPlaybackControl === false ) {
- console.warn( 'THREE.Audio: this Audio has no playback control.' );
- return false;
- }
- return this.loop;
- },
- setLoop: function ( value ) {
- if ( this.hasPlaybackControl === false ) {
- console.warn( 'THREE.Audio: this Audio has no playback control.' );
- return;
- }
- this.loop = value;
- if ( this.isPlaying === true ) {
- this.source.loop = this.loop;
- }
- return this;
- },
- getVolume: function () {
- return this.gain.gain.value;
- },
- setVolume: function ( value ) {
- this.gain.gain.value = value;
- return this;
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function PositionalAudio( listener ) {
- Audio.call( this, listener );
- this.panner = this.context.createPanner();
- this.panner.connect( this.gain );
- }
- PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
- constructor: PositionalAudio,
- getOutput: function () {
- return this.panner;
- },
- getRefDistance: function () {
- return this.panner.refDistance;
- },
- setRefDistance: function ( value ) {
- this.panner.refDistance = value;
- },
- getRolloffFactor: function () {
- return this.panner.rolloffFactor;
- },
- setRolloffFactor: function ( value ) {
- this.panner.rolloffFactor = value;
- },
- getDistanceModel: function () {
- return this.panner.distanceModel;
- },
- setDistanceModel: function ( value ) {
- this.panner.distanceModel = value;
- },
- getMaxDistance: function () {
- return this.panner.maxDistance;
- },
- setMaxDistance: function ( value ) {
- this.panner.maxDistance = value;
- },
- updateMatrixWorld: ( function () {
- var position = new Vector3();
- return function updateMatrixWorld( force ) {
- Object3D.prototype.updateMatrixWorld.call( this, force );
- position.setFromMatrixPosition( this.matrixWorld );
- this.panner.setPosition( position.x, position.y, position.z );
- };
- } )()
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function AudioAnalyser( audio, fftSize ) {
- this.analyser = audio.context.createAnalyser();
- this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
- this.data = new Uint8Array( this.analyser.frequencyBinCount );
- audio.getOutput().connect( this.analyser );
- }
- Object.assign( AudioAnalyser.prototype, {
- getFrequencyData: function () {
- this.analyser.getByteFrequencyData( this.data );
- return this.data;
- },
- getAverageFrequency: function () {
- var value = 0, data = this.getFrequencyData();
- for ( var i = 0; i < data.length; i ++ ) {
- value += data[ i ];
- }
- return value / data.length;
- }
- } );
- /**
- *
- * Buffered scene graph property that allows weighted accumulation.
- *
- *
- * @author Ben Houston / http://clara.io/
- * @author David Sarno / http://lighthaus.us/
- * @author tschw
- */
- function PropertyMixer( binding, typeName, valueSize ) {
- this.binding = binding;
- this.valueSize = valueSize;
- var bufferType = Float64Array,
- mixFunction;
- switch ( typeName ) {
- case 'quaternion':
- mixFunction = this._slerp;
- break;
- case 'string':
- case 'bool':
- bufferType = Array;
- mixFunction = this._select;
- break;
- default:
- mixFunction = this._lerp;
- }
- this.buffer = new bufferType( valueSize * 4 );
- // layout: [ incoming | accu0 | accu1 | orig ]
- //
- // interpolators can use .buffer as their .result
- // the data then goes to 'incoming'
- //
- // 'accu0' and 'accu1' are used frame-interleaved for
- // the cumulative result and are compared to detect
- // changes
- //
- // 'orig' stores the original state of the property
- this._mixBufferRegion = mixFunction;
- this.cumulativeWeight = 0;
- this.useCount = 0;
- this.referenceCount = 0;
- }
- PropertyMixer.prototype = {
- constructor: PropertyMixer,
- // accumulate data in the 'incoming' region into 'accu<i>'
- accumulate: function( accuIndex, weight ) {
- // note: happily accumulating nothing when weight = 0, the caller knows
- // the weight and shouldn't have made the call in the first place
- var buffer = this.buffer,
- stride = this.valueSize,
- offset = accuIndex * stride + stride,
- currentWeight = this.cumulativeWeight;
- if ( currentWeight === 0 ) {
- // accuN := incoming * weight
- for ( var i = 0; i !== stride; ++ i ) {
- buffer[ offset + i ] = buffer[ i ];
- }
- currentWeight = weight;
- } else {
- // accuN := accuN + incoming * weight
- currentWeight += weight;
- var mix = weight / currentWeight;
- this._mixBufferRegion( buffer, offset, 0, mix, stride );
- }
- this.cumulativeWeight = currentWeight;
- },
- // apply the state of 'accu<i>' to the binding when accus differ
- apply: function( accuIndex ) {
- var stride = this.valueSize,
- buffer = this.buffer,
- offset = accuIndex * stride + stride,
- weight = this.cumulativeWeight,
- binding = this.binding;
- this.cumulativeWeight = 0;
- if ( weight < 1 ) {
- // accuN := accuN + original * ( 1 - cumulativeWeight )
- var originalValueOffset = stride * 3;
- this._mixBufferRegion(
- buffer, offset, originalValueOffset, 1 - weight, stride );
- }
- for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
- if ( buffer[ i ] !== buffer[ i + stride ] ) {
- // value has changed -> update scene graph
- binding.setValue( buffer, offset );
- break;
- }
- }
- },
- // remember the state of the bound property and copy it to both accus
- saveOriginalState: function() {
- var binding = this.binding;
- var buffer = this.buffer,
- stride = this.valueSize,
- originalValueOffset = stride * 3;
- binding.getValue( buffer, originalValueOffset );
- // accu[0..1] := orig -- initially detect changes against the original
- for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
- buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
- }
- this.cumulativeWeight = 0;
- },
- // apply the state previously taken via 'saveOriginalState' to the binding
- restoreOriginalState: function() {
- var originalValueOffset = this.valueSize * 3;
- this.binding.setValue( this.buffer, originalValueOffset );
- },
- // mix functions
- _select: function( buffer, dstOffset, srcOffset, t, stride ) {
- if ( t >= 0.5 ) {
- for ( var i = 0; i !== stride; ++ i ) {
- buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
- }
- }
- },
- _slerp: function( buffer, dstOffset, srcOffset, t, stride ) {
- Quaternion.slerpFlat( buffer, dstOffset,
- buffer, dstOffset, buffer, srcOffset, t );
- },
- _lerp: function( buffer, dstOffset, srcOffset, t, stride ) {
- var s = 1 - t;
- for ( var i = 0; i !== stride; ++ i ) {
- var j = dstOffset + i;
- buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
- }
- }
- };
- /**
- *
- * A reference to a real property in the scene graph.
- *
- *
- * @author Ben Houston / http://clara.io/
- * @author David Sarno / http://lighthaus.us/
- * @author tschw
- */
- function PropertyBinding( rootNode, path, parsedPath ) {
- this.path = path;
- this.parsedPath = parsedPath ||
- PropertyBinding.parseTrackName( path );
- this.node = PropertyBinding.findNode(
- rootNode, this.parsedPath.nodeName ) || rootNode;
- this.rootNode = rootNode;
- }
- PropertyBinding.prototype = {
- constructor: PropertyBinding,
- getValue: function getValue_unbound( targetArray, offset ) {
- this.bind();
- this.getValue( targetArray, offset );
- // Note: This class uses a State pattern on a per-method basis:
- // 'bind' sets 'this.getValue' / 'setValue' and shadows the
- // prototype version of these methods with one that represents
- // the bound state. When the property is not found, the methods
- // become no-ops.
- },
- setValue: function getValue_unbound( sourceArray, offset ) {
- this.bind();
- this.setValue( sourceArray, offset );
- },
- // create getter / setter pair for a property in the scene graph
- bind: function() {
- var targetObject = this.node,
- parsedPath = this.parsedPath,
- objectName = parsedPath.objectName,
- propertyName = parsedPath.propertyName,
- propertyIndex = parsedPath.propertyIndex;
- if ( ! targetObject ) {
- targetObject = PropertyBinding.findNode(
- this.rootNode, parsedPath.nodeName ) || this.rootNode;
- this.node = targetObject;
- }
- // set fail state so we can just 'return' on error
- this.getValue = this._getValue_unavailable;
- this.setValue = this._setValue_unavailable;
- // ensure there is a value node
- if ( ! targetObject ) {
- console.error( " trying to update node for track: " + this.path + " but it wasn't found." );
- return;
- }
- if ( objectName ) {
- var objectIndex = parsedPath.objectIndex;
- // special cases were we need to reach deeper into the hierarchy to get the face materials....
- switch ( objectName ) {
- case 'materials':
- if ( ! targetObject.material ) {
- console.error( ' can not bind to material as node does not have a material', this );
- return;
- }
- if ( ! targetObject.material.materials ) {
- console.error( ' can not bind to material.materials as node.material does not have a materials array', this );
- return;
- }
- targetObject = targetObject.material.materials;
- break;
- case 'bones':
- if ( ! targetObject.skeleton ) {
- console.error( ' can not bind to bones as node does not have a skeleton', this );
- return;
- }
- // potential future optimization: skip this if propertyIndex is already an integer
- // and convert the integer string to a true integer.
- targetObject = targetObject.skeleton.bones;
- // support resolving morphTarget names into indices.
- for ( var i = 0; i < targetObject.length; i ++ ) {
- if ( targetObject[ i ].name === objectIndex ) {
- objectIndex = i;
- break;
- }
- }
- break;
- default:
- if ( targetObject[ objectName ] === undefined ) {
- console.error( ' can not bind to objectName of node, undefined', this );
- return;
- }
- targetObject = targetObject[ objectName ];
- }
- if ( objectIndex !== undefined ) {
- if ( targetObject[ objectIndex ] === undefined ) {
- console.error( " trying to bind to objectIndex of objectName, but is undefined:", this, targetObject );
- return;
- }
- targetObject = targetObject[ objectIndex ];
- }
- }
- // resolve property
- var nodeProperty = targetObject[ propertyName ];
- if ( nodeProperty === undefined ) {
- var nodeName = parsedPath.nodeName;
- console.error( " trying to update property for track: " + nodeName +
- '.' + propertyName + " but it wasn't found.", targetObject );
- return;
- }
- // determine versioning scheme
- var versioning = this.Versioning.None;
- if ( targetObject.needsUpdate !== undefined ) { // material
- versioning = this.Versioning.NeedsUpdate;
- this.targetObject = targetObject;
- } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
- versioning = this.Versioning.MatrixWorldNeedsUpdate;
- this.targetObject = targetObject;
- }
- // determine how the property gets bound
- var bindingType = this.BindingType.Direct;
- if ( propertyIndex !== undefined ) {
- // access a sub element of the property array (only primitives are supported right now)
- if ( propertyName === "morphTargetInfluences" ) {
- // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
- // support resolving morphTarget names into indices.
- if ( ! targetObject.geometry ) {
- console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry', this );
- return;
- }
- if ( ! targetObject.geometry.morphTargets ) {
- console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry.morphTargets', this );
- return;
- }
- for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
- if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
- propertyIndex = i;
- break;
- }
- }
- }
- bindingType = this.BindingType.ArrayElement;
- this.resolvedProperty = nodeProperty;
- this.propertyIndex = propertyIndex;
- } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
- // must use copy for Object3D.Euler/Quaternion
- bindingType = this.BindingType.HasFromToArray;
- this.resolvedProperty = nodeProperty;
- } else if ( nodeProperty.length !== undefined ) {
- bindingType = this.BindingType.EntireArray;
- this.resolvedProperty = nodeProperty;
- } else {
- this.propertyName = propertyName;
- }
- // select getter / setter
- this.getValue = this.GetterByBindingType[ bindingType ];
- this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
- },
- unbind: function() {
- this.node = null;
- // back to the prototype version of getValue / setValue
- // note: avoiding to mutate the shape of 'this' via 'delete'
- this.getValue = this._getValue_unbound;
- this.setValue = this._setValue_unbound;
- }
- };
- Object.assign( PropertyBinding.prototype, { // prototype, continued
- // these are used to "bind" a nonexistent property
- _getValue_unavailable: function() {},
- _setValue_unavailable: function() {},
- // initial state of these methods that calls 'bind'
- _getValue_unbound: PropertyBinding.prototype.getValue,
- _setValue_unbound: PropertyBinding.prototype.setValue,
- BindingType: {
- Direct: 0,
- EntireArray: 1,
- ArrayElement: 2,
- HasFromToArray: 3
- },
- Versioning: {
- None: 0,
- NeedsUpdate: 1,
- MatrixWorldNeedsUpdate: 2
- },
- GetterByBindingType: [
- function getValue_direct( buffer, offset ) {
- buffer[ offset ] = this.node[ this.propertyName ];
- },
- function getValue_array( buffer, offset ) {
- var source = this.resolvedProperty;
- for ( var i = 0, n = source.length; i !== n; ++ i ) {
- buffer[ offset ++ ] = source[ i ];
- }
- },
- function getValue_arrayElement( buffer, offset ) {
- buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
- },
- function getValue_toArray( buffer, offset ) {
- this.resolvedProperty.toArray( buffer, offset );
- }
- ],
- SetterByBindingTypeAndVersioning: [
- [
- // Direct
- function setValue_direct( buffer, offset ) {
- this.node[ this.propertyName ] = buffer[ offset ];
- },
- function setValue_direct_setNeedsUpdate( buffer, offset ) {
- this.node[ this.propertyName ] = buffer[ offset ];
- this.targetObject.needsUpdate = true;
- },
- function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
- this.node[ this.propertyName ] = buffer[ offset ];
- this.targetObject.matrixWorldNeedsUpdate = true;
- }
- ], [
- // EntireArray
- function setValue_array( buffer, offset ) {
- var dest = this.resolvedProperty;
- for ( var i = 0, n = dest.length; i !== n; ++ i ) {
- dest[ i ] = buffer[ offset ++ ];
- }
- },
- function setValue_array_setNeedsUpdate( buffer, offset ) {
- var dest = this.resolvedProperty;
- for ( var i = 0, n = dest.length; i !== n; ++ i ) {
- dest[ i ] = buffer[ offset ++ ];
- }
- this.targetObject.needsUpdate = true;
- },
- function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
- var dest = this.resolvedProperty;
- for ( var i = 0, n = dest.length; i !== n; ++ i ) {
- dest[ i ] = buffer[ offset ++ ];
- }
- this.targetObject.matrixWorldNeedsUpdate = true;
- }
- ], [
- // ArrayElement
- function setValue_arrayElement( buffer, offset ) {
- this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
- },
- function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
- this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
- this.targetObject.needsUpdate = true;
- },
- function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
- this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
- this.targetObject.matrixWorldNeedsUpdate = true;
- }
- ], [
- // HasToFromArray
- function setValue_fromArray( buffer, offset ) {
- this.resolvedProperty.fromArray( buffer, offset );
- },
- function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
- this.resolvedProperty.fromArray( buffer, offset );
- this.targetObject.needsUpdate = true;
- },
- function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
- this.resolvedProperty.fromArray( buffer, offset );
- this.targetObject.matrixWorldNeedsUpdate = true;
- }
- ]
- ]
- } );
- PropertyBinding.Composite =
- function( targetGroup, path, optionalParsedPath ) {
- var parsedPath = optionalParsedPath ||
- PropertyBinding.parseTrackName( path );
- this._targetGroup = targetGroup;
- this._bindings = targetGroup.subscribe_( path, parsedPath );
- };
- PropertyBinding.Composite.prototype = {
- constructor: PropertyBinding.Composite,
- getValue: function( array, offset ) {
- this.bind(); // bind all binding
- var firstValidIndex = this._targetGroup.nCachedObjects_,
- binding = this._bindings[ firstValidIndex ];
- // and only call .getValue on the first
- if ( binding !== undefined ) binding.getValue( array, offset );
- },
- setValue: function( array, offset ) {
- var bindings = this._bindings;
- for ( var i = this._targetGroup.nCachedObjects_,
- n = bindings.length; i !== n; ++ i ) {
- bindings[ i ].setValue( array, offset );
- }
- },
- bind: function() {
- var bindings = this._bindings;
- for ( var i = this._targetGroup.nCachedObjects_,
- n = bindings.length; i !== n; ++ i ) {
- bindings[ i ].bind();
- }
- },
- unbind: function() {
- var bindings = this._bindings;
- for ( var i = this._targetGroup.nCachedObjects_,
- n = bindings.length; i !== n; ++ i ) {
- bindings[ i ].unbind();
- }
- }
- };
- PropertyBinding.create = function( root, path, parsedPath ) {
- if ( ! ( root && root.isAnimationObjectGroup ) ) {
- return new PropertyBinding( root, path, parsedPath );
- } else {
- return new PropertyBinding.Composite( root, path, parsedPath );
- }
- };
- PropertyBinding.parseTrackName = function( trackName ) {
- // matches strings in the form of:
- // nodeName.property
- // nodeName.property[accessor]
- // nodeName.material.property[accessor]
- // uuid.property[accessor]
- // uuid.objectName[objectIndex].propertyName[propertyIndex]
- // parentName/nodeName.property
- // parentName/parentName/nodeName.property[index]
- // .bone[Armature.DEF_cog].position
- // scene:helium_balloon_model:helium_balloon_model.position
- // created and tested via https://regex101.com/#javascript
- var re = /^((?:[\w-]+[\/:])*)([\w-]+)?(?:\.([\w-]+)(?:\[(.+)\])?)?\.([\w-]+)(?:\[(.+)\])?$/;
- var matches = re.exec( trackName );
- if ( ! matches ) {
- throw new Error( "cannot parse trackName at all: " + trackName );
- }
- var results = {
- // directoryName: matches[ 1 ], // (tschw) currently unused
- nodeName: matches[ 2 ], // allowed to be null, specified root node.
- objectName: matches[ 3 ],
- objectIndex: matches[ 4 ],
- propertyName: matches[ 5 ],
- propertyIndex: matches[ 6 ] // allowed to be null, specifies that the whole property is set.
- };
- if ( results.propertyName === null || results.propertyName.length === 0 ) {
- throw new Error( "can not parse propertyName from trackName: " + trackName );
- }
- return results;
- };
- PropertyBinding.findNode = function( root, nodeName ) {
- if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
- return root;
- }
- // search into skeleton bones.
- if ( root.skeleton ) {
- var searchSkeleton = function( skeleton ) {
- for( var i = 0; i < skeleton.bones.length; i ++ ) {
- var bone = skeleton.bones[ i ];
- if ( bone.name === nodeName ) {
- return bone;
- }
- }
- return null;
- };
- var bone = searchSkeleton( root.skeleton );
- if ( bone ) {
- return bone;
- }
- }
- // search into node subtree.
- if ( root.children ) {
- var searchNodeSubtree = function( children ) {
- for( var i = 0; i < children.length; i ++ ) {
- var childNode = children[ i ];
- if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
- return childNode;
- }
- var result = searchNodeSubtree( childNode.children );
- if ( result ) return result;
- }
- return null;
- };
- var subTreeNode = searchNodeSubtree( root.children );
- if ( subTreeNode ) {
- return subTreeNode;
- }
- }
- return null;
- };
- /**
- *
- * A group of objects that receives a shared animation state.
- *
- * Usage:
- *
- * - Add objects you would otherwise pass as 'root' to the
- * constructor or the .clipAction method of AnimationMixer.
- *
- * - Instead pass this object as 'root'.
- *
- * - You can also add and remove objects later when the mixer
- * is running.
- *
- * Note:
- *
- * Objects of this class appear as one object to the mixer,
- * so cache control of the individual objects must be done
- * on the group.
- *
- * Limitation:
- *
- * - The animated properties must be compatible among the
- * all objects in the group.
- *
- * - A single property can either be controlled through a
- * target group or directly, but not both.
- *
- * @author tschw
- */
- function AnimationObjectGroup( var_args ) {
- this.uuid = _Math.generateUUID();
- // cached objects followed by the active ones
- this._objects = Array.prototype.slice.call( arguments );
- this.nCachedObjects_ = 0; // threshold
- // note: read by PropertyBinding.Composite
- var indices = {};
- this._indicesByUUID = indices; // for bookkeeping
- for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
- indices[ arguments[ i ].uuid ] = i;
- }
- this._paths = []; // inside: string
- this._parsedPaths = []; // inside: { we don't care, here }
- this._bindings = []; // inside: Array< PropertyBinding >
- this._bindingsIndicesByPath = {}; // inside: indices in these arrays
- var scope = this;
- this.stats = {
- objects: {
- get total() { return scope._objects.length; },
- get inUse() { return this.total - scope.nCachedObjects_; }
- },
- get bindingsPerObject() { return scope._bindings.length; }
- };
- }
- AnimationObjectGroup.prototype = {
- constructor: AnimationObjectGroup,
- isAnimationObjectGroup: true,
- add: function( var_args ) {
- var objects = this._objects,
- nObjects = objects.length,
- nCachedObjects = this.nCachedObjects_,
- indicesByUUID = this._indicesByUUID,
- paths = this._paths,
- parsedPaths = this._parsedPaths,
- bindings = this._bindings,
- nBindings = bindings.length;
- for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
- var object = arguments[ i ],
- uuid = object.uuid,
- index = indicesByUUID[ uuid ],
- knownObject = undefined;
- if ( index === undefined ) {
- // unknown object -> add it to the ACTIVE region
- index = nObjects ++;
- indicesByUUID[ uuid ] = index;
- objects.push( object );
- // accounting is done, now do the same for all bindings
- for ( var j = 0, m = nBindings; j !== m; ++ j ) {
- bindings[ j ].push(
- new PropertyBinding(
- object, paths[ j ], parsedPaths[ j ] ) );
- }
- } else if ( index < nCachedObjects ) {
- knownObject = objects[ index ];
- // move existing object to the ACTIVE region
- var firstActiveIndex = -- nCachedObjects,
- lastCachedObject = objects[ firstActiveIndex ];
- indicesByUUID[ lastCachedObject.uuid ] = index;
- objects[ index ] = lastCachedObject;
- indicesByUUID[ uuid ] = firstActiveIndex;
- objects[ firstActiveIndex ] = object;
- // accounting is done, now do the same for all bindings
- for ( var j = 0, m = nBindings; j !== m; ++ j ) {
- var bindingsForPath = bindings[ j ],
- lastCached = bindingsForPath[ firstActiveIndex ],
- binding = bindingsForPath[ index ];
- bindingsForPath[ index ] = lastCached;
- if ( binding === undefined ) {
- // since we do not bother to create new bindings
- // for objects that are cached, the binding may
- // or may not exist
- binding = new PropertyBinding(
- object, paths[ j ], parsedPaths[ j ] );
- }
- bindingsForPath[ firstActiveIndex ] = binding;
- }
- } else if ( objects[ index ] !== knownObject) {
- console.error( "Different objects with the same UUID " +
- "detected. Clean the caches or recreate your " +
- "infrastructure when reloading scenes..." );
- } // else the object is already where we want it to be
- } // for arguments
- this.nCachedObjects_ = nCachedObjects;
- },
- remove: function( var_args ) {
- var objects = this._objects,
- nCachedObjects = this.nCachedObjects_,
- indicesByUUID = this._indicesByUUID,
- bindings = this._bindings,
- nBindings = bindings.length;
- for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
- var object = arguments[ i ],
- uuid = object.uuid,
- index = indicesByUUID[ uuid ];
- if ( index !== undefined && index >= nCachedObjects ) {
- // move existing object into the CACHED region
- var lastCachedIndex = nCachedObjects ++,
- firstActiveObject = objects[ lastCachedIndex ];
- indicesByUUID[ firstActiveObject.uuid ] = index;
- objects[ index ] = firstActiveObject;
- indicesByUUID[ uuid ] = lastCachedIndex;
- objects[ lastCachedIndex ] = object;
- // accounting is done, now do the same for all bindings
- for ( var j = 0, m = nBindings; j !== m; ++ j ) {
- var bindingsForPath = bindings[ j ],
- firstActive = bindingsForPath[ lastCachedIndex ],
- binding = bindingsForPath[ index ];
- bindingsForPath[ index ] = firstActive;
- bindingsForPath[ lastCachedIndex ] = binding;
- }
- }
- } // for arguments
- this.nCachedObjects_ = nCachedObjects;
- },
- // remove & forget
- uncache: function( var_args ) {
- var objects = this._objects,
- nObjects = objects.length,
- nCachedObjects = this.nCachedObjects_,
- indicesByUUID = this._indicesByUUID,
- bindings = this._bindings,
- nBindings = bindings.length;
- for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
- var object = arguments[ i ],
- uuid = object.uuid,
- index = indicesByUUID[ uuid ];
- if ( index !== undefined ) {
- delete indicesByUUID[ uuid ];
- if ( index < nCachedObjects ) {
- // object is cached, shrink the CACHED region
- var firstActiveIndex = -- nCachedObjects,
- lastCachedObject = objects[ firstActiveIndex ],
- lastIndex = -- nObjects,
- lastObject = objects[ lastIndex ];
- // last cached object takes this object's place
- indicesByUUID[ lastCachedObject.uuid ] = index;
- objects[ index ] = lastCachedObject;
- // last object goes to the activated slot and pop
- indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
- objects[ firstActiveIndex ] = lastObject;
- objects.pop();
- // accounting is done, now do the same for all bindings
- for ( var j = 0, m = nBindings; j !== m; ++ j ) {
- var bindingsForPath = bindings[ j ],
- lastCached = bindingsForPath[ firstActiveIndex ],
- last = bindingsForPath[ lastIndex ];
- bindingsForPath[ index ] = lastCached;
- bindingsForPath[ firstActiveIndex ] = last;
- bindingsForPath.pop();
- }
- } else {
- // object is active, just swap with the last and pop
- var lastIndex = -- nObjects,
- lastObject = objects[ lastIndex ];
- indicesByUUID[ lastObject.uuid ] = index;
- objects[ index ] = lastObject;
- objects.pop();
- // accounting is done, now do the same for all bindings
- for ( var j = 0, m = nBindings; j !== m; ++ j ) {
- var bindingsForPath = bindings[ j ];
- bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
- bindingsForPath.pop();
- }
- } // cached or active
- } // if object is known
- } // for arguments
- this.nCachedObjects_ = nCachedObjects;
- },
- // Internal interface used by befriended PropertyBinding.Composite:
- subscribe_: function( path, parsedPath ) {
- // returns an array of bindings for the given path that is changed
- // according to the contained objects in the group
- var indicesByPath = this._bindingsIndicesByPath,
- index = indicesByPath[ path ],
- bindings = this._bindings;
- if ( index !== undefined ) return bindings[ index ];
- var paths = this._paths,
- parsedPaths = this._parsedPaths,
- objects = this._objects,
- nObjects = objects.length,
- nCachedObjects = this.nCachedObjects_,
- bindingsForPath = new Array( nObjects );
- index = bindings.length;
- indicesByPath[ path ] = index;
- paths.push( path );
- parsedPaths.push( parsedPath );
- bindings.push( bindingsForPath );
- for ( var i = nCachedObjects,
- n = objects.length; i !== n; ++ i ) {
- var object = objects[ i ];
- bindingsForPath[ i ] =
- new PropertyBinding( object, path, parsedPath );
- }
- return bindingsForPath;
- },
- unsubscribe_: function( path ) {
- // tells the group to forget about a property path and no longer
- // update the array previously obtained with 'subscribe_'
- var indicesByPath = this._bindingsIndicesByPath,
- index = indicesByPath[ path ];
- if ( index !== undefined ) {
- var paths = this._paths,
- parsedPaths = this._parsedPaths,
- bindings = this._bindings,
- lastBindingsIndex = bindings.length - 1,
- lastBindings = bindings[ lastBindingsIndex ],
- lastBindingsPath = path[ lastBindingsIndex ];
- indicesByPath[ lastBindingsPath ] = index;
- bindings[ index ] = lastBindings;
- bindings.pop();
- parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
- parsedPaths.pop();
- paths[ index ] = paths[ lastBindingsIndex ];
- paths.pop();
- }
- }
- };
- /**
- *
- * Action provided by AnimationMixer for scheduling clip playback on specific
- * objects.
- *
- * @author Ben Houston / http://clara.io/
- * @author David Sarno / http://lighthaus.us/
- * @author tschw
- *
- */
- function AnimationAction( mixer, clip, localRoot ) {
- this._mixer = mixer;
- this._clip = clip;
- this._localRoot = localRoot || null;
- var tracks = clip.tracks,
- nTracks = tracks.length,
- interpolants = new Array( nTracks );
- var interpolantSettings = {
- endingStart: ZeroCurvatureEnding,
- endingEnd: ZeroCurvatureEnding
- };
- for ( var i = 0; i !== nTracks; ++ i ) {
- var interpolant = tracks[ i ].createInterpolant( null );
- interpolants[ i ] = interpolant;
- interpolant.settings = interpolantSettings;
- }
- this._interpolantSettings = interpolantSettings;
- this._interpolants = interpolants; // bound by the mixer
- // inside: PropertyMixer (managed by the mixer)
- this._propertyBindings = new Array( nTracks );
- this._cacheIndex = null; // for the memory manager
- this._byClipCacheIndex = null; // for the memory manager
- this._timeScaleInterpolant = null;
- this._weightInterpolant = null;
- this.loop = LoopRepeat;
- this._loopCount = -1;
- // global mixer time when the action is to be started
- // it's set back to 'null' upon start of the action
- this._startTime = null;
- // scaled local time of the action
- // gets clamped or wrapped to 0..clip.duration according to loop
- this.time = 0;
- this.timeScale = 1;
- this._effectiveTimeScale = 1;
- this.weight = 1;
- this._effectiveWeight = 1;
- this.repetitions = Infinity; // no. of repetitions when looping
- this.paused = false; // false -> zero effective time scale
- this.enabled = true; // true -> zero effective weight
- this.clampWhenFinished = false; // keep feeding the last frame?
- this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate
- this.zeroSlopeAtEnd = true; // clips for start, loop and end
- }
- AnimationAction.prototype = {
- constructor: AnimationAction,
- // State & Scheduling
- play: function() {
- this._mixer._activateAction( this );
- return this;
- },
- stop: function() {
- this._mixer._deactivateAction( this );
- return this.reset();
- },
- reset: function() {
- this.paused = false;
- this.enabled = true;
- this.time = 0; // restart clip
- this._loopCount = -1; // forget previous loops
- this._startTime = null; // forget scheduling
- return this.stopFading().stopWarping();
- },
- isRunning: function() {
- return this.enabled && ! this.paused && this.timeScale !== 0 &&
- this._startTime === null && this._mixer._isActiveAction( this );
- },
- // return true when play has been called
- isScheduled: function() {
- return this._mixer._isActiveAction( this );
- },
- startAt: function( time ) {
- this._startTime = time;
- return this;
- },
- setLoop: function( mode, repetitions ) {
- this.loop = mode;
- this.repetitions = repetitions;
- return this;
- },
- // Weight
- // set the weight stopping any scheduled fading
- // although .enabled = false yields an effective weight of zero, this
- // method does *not* change .enabled, because it would be confusing
- setEffectiveWeight: function( weight ) {
- this.weight = weight;
- // note: same logic as when updated at runtime
- this._effectiveWeight = this.enabled ? weight : 0;
- return this.stopFading();
- },
- // return the weight considering fading and .enabled
- getEffectiveWeight: function() {
- return this._effectiveWeight;
- },
- fadeIn: function( duration ) {
- return this._scheduleFading( duration, 0, 1 );
- },
- fadeOut: function( duration ) {
- return this._scheduleFading( duration, 1, 0 );
- },
- crossFadeFrom: function( fadeOutAction, duration, warp ) {
- fadeOutAction.fadeOut( duration );
- this.fadeIn( duration );
- if( warp ) {
- var fadeInDuration = this._clip.duration,
- fadeOutDuration = fadeOutAction._clip.duration,
- startEndRatio = fadeOutDuration / fadeInDuration,
- endStartRatio = fadeInDuration / fadeOutDuration;
- fadeOutAction.warp( 1.0, startEndRatio, duration );
- this.warp( endStartRatio, 1.0, duration );
- }
- return this;
- },
- crossFadeTo: function( fadeInAction, duration, warp ) {
- return fadeInAction.crossFadeFrom( this, duration, warp );
- },
- stopFading: function() {
- var weightInterpolant = this._weightInterpolant;
- if ( weightInterpolant !== null ) {
- this._weightInterpolant = null;
- this._mixer._takeBackControlInterpolant( weightInterpolant );
- }
- return this;
- },
- // Time Scale Control
- // set the weight stopping any scheduled warping
- // although .paused = true yields an effective time scale of zero, this
- // method does *not* change .paused, because it would be confusing
- setEffectiveTimeScale: function( timeScale ) {
- this.timeScale = timeScale;
- this._effectiveTimeScale = this.paused ? 0 :timeScale;
- return this.stopWarping();
- },
- // return the time scale considering warping and .paused
- getEffectiveTimeScale: function() {
- return this._effectiveTimeScale;
- },
- setDuration: function( duration ) {
- this.timeScale = this._clip.duration / duration;
- return this.stopWarping();
- },
- syncWith: function( action ) {
- this.time = action.time;
- this.timeScale = action.timeScale;
- return this.stopWarping();
- },
- halt: function( duration ) {
- return this.warp( this._effectiveTimeScale, 0, duration );
- },
- warp: function( startTimeScale, endTimeScale, duration ) {
- var mixer = this._mixer, now = mixer.time,
- interpolant = this._timeScaleInterpolant,
- timeScale = this.timeScale;
- if ( interpolant === null ) {
- interpolant = mixer._lendControlInterpolant();
- this._timeScaleInterpolant = interpolant;
- }
- var times = interpolant.parameterPositions,
- values = interpolant.sampleValues;
- times[ 0 ] = now;
- times[ 1 ] = now + duration;
- values[ 0 ] = startTimeScale / timeScale;
- values[ 1 ] = endTimeScale / timeScale;
- return this;
- },
- stopWarping: function() {
- var timeScaleInterpolant = this._timeScaleInterpolant;
- if ( timeScaleInterpolant !== null ) {
- this._timeScaleInterpolant = null;
- this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
- }
- return this;
- },
- // Object Accessors
- getMixer: function() {
- return this._mixer;
- },
- getClip: function() {
- return this._clip;
- },
- getRoot: function() {
- return this._localRoot || this._mixer._root;
- },
- // Interna
- _update: function( time, deltaTime, timeDirection, accuIndex ) {
- // called by the mixer
- var startTime = this._startTime;
- if ( startTime !== null ) {
- // check for scheduled start of action
- var timeRunning = ( time - startTime ) * timeDirection;
- if ( timeRunning < 0 || timeDirection === 0 ) {
- return; // yet to come / don't decide when delta = 0
- }
- // start
- this._startTime = null; // unschedule
- deltaTime = timeDirection * timeRunning;
- }
- // apply time scale and advance time
- deltaTime *= this._updateTimeScale( time );
- var clipTime = this._updateTime( deltaTime );
- // note: _updateTime may disable the action resulting in
- // an effective weight of 0
- var weight = this._updateWeight( time );
- if ( weight > 0 ) {
- var interpolants = this._interpolants;
- var propertyMixers = this._propertyBindings;
- for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
- interpolants[ j ].evaluate( clipTime );
- propertyMixers[ j ].accumulate( accuIndex, weight );
- }
- }
- },
- _updateWeight: function( time ) {
- var weight = 0;
- if ( this.enabled ) {
- weight = this.weight;
- var interpolant = this._weightInterpolant;
- if ( interpolant !== null ) {
- var interpolantValue = interpolant.evaluate( time )[ 0 ];
- weight *= interpolantValue;
- if ( time > interpolant.parameterPositions[ 1 ] ) {
- this.stopFading();
- if ( interpolantValue === 0 ) {
- // faded out, disable
- this.enabled = false;
- }
- }
- }
- }
- this._effectiveWeight = weight;
- return weight;
- },
- _updateTimeScale: function( time ) {
- var timeScale = 0;
- if ( ! this.paused ) {
- timeScale = this.timeScale;
- var interpolant = this._timeScaleInterpolant;
- if ( interpolant !== null ) {
- var interpolantValue = interpolant.evaluate( time )[ 0 ];
- timeScale *= interpolantValue;
- if ( time > interpolant.parameterPositions[ 1 ] ) {
- this.stopWarping();
- if ( timeScale === 0 ) {
- // motion has halted, pause
- this.paused = true;
- } else {
- // warp done - apply final time scale
- this.timeScale = timeScale;
- }
- }
- }
- }
- this._effectiveTimeScale = timeScale;
- return timeScale;
- },
- _updateTime: function( deltaTime ) {
- var time = this.time + deltaTime;
- if ( deltaTime === 0 ) return time;
- var duration = this._clip.duration,
- loop = this.loop,
- loopCount = this._loopCount;
- if ( loop === LoopOnce ) {
- if ( loopCount === -1 ) {
- // just started
- this._loopCount = 0;
- this._setEndings( true, true, false );
- }
- handle_stop: {
- if ( time >= duration ) {
- time = duration;
- } else if ( time < 0 ) {
- time = 0;
- } else break handle_stop;
- if ( this.clampWhenFinished ) this.paused = true;
- else this.enabled = false;
- this._mixer.dispatchEvent( {
- type: 'finished', action: this,
- direction: deltaTime < 0 ? -1 : 1
- } );
- }
- } else { // repetitive Repeat or PingPong
- var pingPong = ( loop === LoopPingPong );
- if ( loopCount === -1 ) {
- // just started
- if ( deltaTime >= 0 ) {
- loopCount = 0;
- this._setEndings(
- true, this.repetitions === 0, pingPong );
- } else {
- // when looping in reverse direction, the initial
- // transition through zero counts as a repetition,
- // so leave loopCount at -1
- this._setEndings(
- this.repetitions === 0, true, pingPong );
- }
- }
- if ( time >= duration || time < 0 ) {
- // wrap around
- var loopDelta = Math.floor( time / duration ); // signed
- time -= duration * loopDelta;
- loopCount += Math.abs( loopDelta );
- var pending = this.repetitions - loopCount;
- if ( pending < 0 ) {
- // have to stop (switch state, clamp time, fire event)
- if ( this.clampWhenFinished ) this.paused = true;
- else this.enabled = false;
- time = deltaTime > 0 ? duration : 0;
- this._mixer.dispatchEvent( {
- type: 'finished', action: this,
- direction: deltaTime > 0 ? 1 : -1
- } );
- } else {
- // keep running
- if ( pending === 0 ) {
- // entering the last round
- var atStart = deltaTime < 0;
- this._setEndings( atStart, ! atStart, pingPong );
- } else {
- this._setEndings( false, false, pingPong );
- }
- this._loopCount = loopCount;
- this._mixer.dispatchEvent( {
- type: 'loop', action: this, loopDelta: loopDelta
- } );
- }
- }
- if ( pingPong && ( loopCount & 1 ) === 1 ) {
- // invert time for the "pong round"
- this.time = time;
- return duration - time;
- }
- }
- this.time = time;
- return time;
- },
- _setEndings: function( atStart, atEnd, pingPong ) {
- var settings = this._interpolantSettings;
- if ( pingPong ) {
- settings.endingStart = ZeroSlopeEnding;
- settings.endingEnd = ZeroSlopeEnding;
- } else {
- // assuming for LoopOnce atStart == atEnd == true
- if ( atStart ) {
- settings.endingStart = this.zeroSlopeAtStart ?
- ZeroSlopeEnding : ZeroCurvatureEnding;
- } else {
- settings.endingStart = WrapAroundEnding;
- }
- if ( atEnd ) {
- settings.endingEnd = this.zeroSlopeAtEnd ?
- ZeroSlopeEnding : ZeroCurvatureEnding;
- } else {
- settings.endingEnd = WrapAroundEnding;
- }
- }
- },
- _scheduleFading: function( duration, weightNow, weightThen ) {
- var mixer = this._mixer, now = mixer.time,
- interpolant = this._weightInterpolant;
- if ( interpolant === null ) {
- interpolant = mixer._lendControlInterpolant();
- this._weightInterpolant = interpolant;
- }
- var times = interpolant.parameterPositions,
- values = interpolant.sampleValues;
- times[ 0 ] = now; values[ 0 ] = weightNow;
- times[ 1 ] = now + duration; values[ 1 ] = weightThen;
- return this;
- }
- };
- /**
- *
- * Player for AnimationClips.
- *
- *
- * @author Ben Houston / http://clara.io/
- * @author David Sarno / http://lighthaus.us/
- * @author tschw
- */
- function AnimationMixer( root ) {
- this._root = root;
- this._initMemoryManager();
- this._accuIndex = 0;
- this.time = 0;
- this.timeScale = 1.0;
- }
- AnimationMixer.prototype = {
- constructor: AnimationMixer,
- // return an action for a clip optionally using a custom root target
- // object (this method allocates a lot of dynamic memory in case a
- // previously unknown clip/root combination is specified)
- clipAction: function ( clip, optionalRoot ) {
- var root = optionalRoot || this._root,
- rootUuid = root.uuid,
- clipObject = typeof clip === 'string' ?
- AnimationClip.findByName( root, clip ) : clip,
- clipUuid = clipObject !== null ? clipObject.uuid : clip,
- actionsForClip = this._actionsByClip[ clipUuid ],
- prototypeAction = null;
- if ( actionsForClip !== undefined ) {
- var existingAction =
- actionsForClip.actionByRoot[ rootUuid ];
- if ( existingAction !== undefined ) {
- return existingAction;
- }
- // we know the clip, so we don't have to parse all
- // the bindings again but can just copy
- prototypeAction = actionsForClip.knownActions[ 0 ];
- // also, take the clip from the prototype action
- if ( clipObject === null )
- clipObject = prototypeAction._clip;
- }
- // clip must be known when specified via string
- if ( clipObject === null ) return null;
- // allocate all resources required to run it
- var newAction = new AnimationAction( this, clipObject, optionalRoot );
- this._bindAction( newAction, prototypeAction );
- // and make the action known to the memory manager
- this._addInactiveAction( newAction, clipUuid, rootUuid );
- return newAction;
- },
- // get an existing action
- existingAction: function ( clip, optionalRoot ) {
- var root = optionalRoot || this._root,
- rootUuid = root.uuid,
- clipObject = typeof clip === 'string' ?
- AnimationClip.findByName( root, clip ) : clip,
- clipUuid = clipObject ? clipObject.uuid : clip,
- actionsForClip = this._actionsByClip[ clipUuid ];
- if ( actionsForClip !== undefined ) {
- return actionsForClip.actionByRoot[ rootUuid ] || null;
- }
- return null;
- },
- // deactivates all previously scheduled actions
- stopAllAction: function () {
- var actions = this._actions,
- nActions = this._nActiveActions,
- bindings = this._bindings,
- nBindings = this._nActiveBindings;
- this._nActiveActions = 0;
- this._nActiveBindings = 0;
- for ( var i = 0; i !== nActions; ++ i ) {
- actions[ i ].reset();
- }
- for ( var i = 0; i !== nBindings; ++ i ) {
- bindings[ i ].useCount = 0;
- }
- return this;
- },
- // advance the time and update apply the animation
- update: function ( deltaTime ) {
- deltaTime *= this.timeScale;
- var actions = this._actions,
- nActions = this._nActiveActions,
- time = this.time += deltaTime,
- timeDirection = Math.sign( deltaTime ),
- accuIndex = this._accuIndex ^= 1;
- // run active actions
- for ( var i = 0; i !== nActions; ++ i ) {
- var action = actions[ i ];
- if ( action.enabled ) {
- action._update( time, deltaTime, timeDirection, accuIndex );
- }
- }
- // update scene graph
- var bindings = this._bindings,
- nBindings = this._nActiveBindings;
- for ( var i = 0; i !== nBindings; ++ i ) {
- bindings[ i ].apply( accuIndex );
- }
- return this;
- },
- // return this mixer's root target object
- getRoot: function () {
- return this._root;
- },
- // free all resources specific to a particular clip
- uncacheClip: function ( clip ) {
- var actions = this._actions,
- clipUuid = clip.uuid,
- actionsByClip = this._actionsByClip,
- actionsForClip = actionsByClip[ clipUuid ];
- if ( actionsForClip !== undefined ) {
- // note: just calling _removeInactiveAction would mess up the
- // iteration state and also require updating the state we can
- // just throw away
- var actionsToRemove = actionsForClip.knownActions;
- for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
- var action = actionsToRemove[ i ];
- this._deactivateAction( action );
- var cacheIndex = action._cacheIndex,
- lastInactiveAction = actions[ actions.length - 1 ];
- action._cacheIndex = null;
- action._byClipCacheIndex = null;
- lastInactiveAction._cacheIndex = cacheIndex;
- actions[ cacheIndex ] = lastInactiveAction;
- actions.pop();
- this._removeInactiveBindingsForAction( action );
- }
- delete actionsByClip[ clipUuid ];
- }
- },
- // free all resources specific to a particular root target object
- uncacheRoot: function ( root ) {
- var rootUuid = root.uuid,
- actionsByClip = this._actionsByClip;
- for ( var clipUuid in actionsByClip ) {
- var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
- action = actionByRoot[ rootUuid ];
- if ( action !== undefined ) {
- this._deactivateAction( action );
- this._removeInactiveAction( action );
- }
- }
- var bindingsByRoot = this._bindingsByRootAndName,
- bindingByName = bindingsByRoot[ rootUuid ];
- if ( bindingByName !== undefined ) {
- for ( var trackName in bindingByName ) {
- var binding = bindingByName[ trackName ];
- binding.restoreOriginalState();
- this._removeInactiveBinding( binding );
- }
- }
- },
- // remove a targeted clip from the cache
- uncacheAction: function ( clip, optionalRoot ) {
- var action = this.existingAction( clip, optionalRoot );
- if ( action !== null ) {
- this._deactivateAction( action );
- this._removeInactiveAction( action );
- }
- }
- };
- // Implementation details:
- Object.assign( AnimationMixer.prototype, {
- _bindAction: function ( action, prototypeAction ) {
- var root = action._localRoot || this._root,
- tracks = action._clip.tracks,
- nTracks = tracks.length,
- bindings = action._propertyBindings,
- interpolants = action._interpolants,
- rootUuid = root.uuid,
- bindingsByRoot = this._bindingsByRootAndName,
- bindingsByName = bindingsByRoot[ rootUuid ];
- if ( bindingsByName === undefined ) {
- bindingsByName = {};
- bindingsByRoot[ rootUuid ] = bindingsByName;
- }
- for ( var i = 0; i !== nTracks; ++ i ) {
- var track = tracks[ i ],
- trackName = track.name,
- binding = bindingsByName[ trackName ];
- if ( binding !== undefined ) {
- bindings[ i ] = binding;
- } else {
- binding = bindings[ i ];
- if ( binding !== undefined ) {
- // existing binding, make sure the cache knows
- if ( binding._cacheIndex === null ) {
- ++ binding.referenceCount;
- this._addInactiveBinding( binding, rootUuid, trackName );
- }
- continue;
- }
- var path = prototypeAction && prototypeAction.
- _propertyBindings[ i ].binding.parsedPath;
- binding = new PropertyMixer(
- PropertyBinding.create( root, trackName, path ),
- track.ValueTypeName, track.getValueSize() );
- ++ binding.referenceCount;
- this._addInactiveBinding( binding, rootUuid, trackName );
- bindings[ i ] = binding;
- }
- interpolants[ i ].resultBuffer = binding.buffer;
- }
- },
- _activateAction: function ( action ) {
- if ( ! this._isActiveAction( action ) ) {
- if ( action._cacheIndex === null ) {
- // this action has been forgotten by the cache, but the user
- // appears to be still using it -> rebind
- var rootUuid = ( action._localRoot || this._root ).uuid,
- clipUuid = action._clip.uuid,
- actionsForClip = this._actionsByClip[ clipUuid ];
- this._bindAction( action,
- actionsForClip && actionsForClip.knownActions[ 0 ] );
- this._addInactiveAction( action, clipUuid, rootUuid );
- }
- var bindings = action._propertyBindings;
- // increment reference counts / sort out state
- for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
- var binding = bindings[ i ];
- if ( binding.useCount ++ === 0 ) {
- this._lendBinding( binding );
- binding.saveOriginalState();
- }
- }
- this._lendAction( action );
- }
- },
- _deactivateAction: function ( action ) {
- if ( this._isActiveAction( action ) ) {
- var bindings = action._propertyBindings;
- // decrement reference counts / sort out state
- for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
- var binding = bindings[ i ];
- if ( -- binding.useCount === 0 ) {
- binding.restoreOriginalState();
- this._takeBackBinding( binding );
- }
- }
- this._takeBackAction( action );
- }
- },
- // Memory manager
- _initMemoryManager: function () {
- this._actions = []; // 'nActiveActions' followed by inactive ones
- this._nActiveActions = 0;
- this._actionsByClip = {};
- // inside:
- // {
- // knownActions: Array< AnimationAction > - used as prototypes
- // actionByRoot: AnimationAction - lookup
- // }
- this._bindings = []; // 'nActiveBindings' followed by inactive ones
- this._nActiveBindings = 0;
- this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
- this._controlInterpolants = []; // same game as above
- this._nActiveControlInterpolants = 0;
- var scope = this;
- this.stats = {
- actions: {
- get total() { return scope._actions.length; },
- get inUse() { return scope._nActiveActions; }
- },
- bindings: {
- get total() { return scope._bindings.length; },
- get inUse() { return scope._nActiveBindings; }
- },
- controlInterpolants: {
- get total() { return scope._controlInterpolants.length; },
- get inUse() { return scope._nActiveControlInterpolants; }
- }
- };
- },
- // Memory management for AnimationAction objects
- _isActiveAction: function ( action ) {
- var index = action._cacheIndex;
- return index !== null && index < this._nActiveActions;
- },
- _addInactiveAction: function ( action, clipUuid, rootUuid ) {
- var actions = this._actions,
- actionsByClip = this._actionsByClip,
- actionsForClip = actionsByClip[ clipUuid ];
- if ( actionsForClip === undefined ) {
- actionsForClip = {
- knownActions: [ action ],
- actionByRoot: {}
- };
- action._byClipCacheIndex = 0;
- actionsByClip[ clipUuid ] = actionsForClip;
- } else {
- var knownActions = actionsForClip.knownActions;
- action._byClipCacheIndex = knownActions.length;
- knownActions.push( action );
- }
- action._cacheIndex = actions.length;
- actions.push( action );
- actionsForClip.actionByRoot[ rootUuid ] = action;
- },
- _removeInactiveAction: function ( action ) {
- var actions = this._actions,
- lastInactiveAction = actions[ actions.length - 1 ],
- cacheIndex = action._cacheIndex;
- lastInactiveAction._cacheIndex = cacheIndex;
- actions[ cacheIndex ] = lastInactiveAction;
- actions.pop();
- action._cacheIndex = null;
- var clipUuid = action._clip.uuid,
- actionsByClip = this._actionsByClip,
- actionsForClip = actionsByClip[ clipUuid ],
- knownActionsForClip = actionsForClip.knownActions,
- lastKnownAction =
- knownActionsForClip[ knownActionsForClip.length - 1 ],
- byClipCacheIndex = action._byClipCacheIndex;
- lastKnownAction._byClipCacheIndex = byClipCacheIndex;
- knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
- knownActionsForClip.pop();
- action._byClipCacheIndex = null;
- var actionByRoot = actionsForClip.actionByRoot,
- rootUuid = ( actions._localRoot || this._root ).uuid;
- delete actionByRoot[ rootUuid ];
- if ( knownActionsForClip.length === 0 ) {
- delete actionsByClip[ clipUuid ];
- }
- this._removeInactiveBindingsForAction( action );
- },
- _removeInactiveBindingsForAction: function ( action ) {
- var bindings = action._propertyBindings;
- for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
- var binding = bindings[ i ];
- if ( -- binding.referenceCount === 0 ) {
- this._removeInactiveBinding( binding );
- }
- }
- },
- _lendAction: function ( action ) {
- // [ active actions | inactive actions ]
- // [ active actions >| inactive actions ]
- // s a
- // <-swap->
- // a s
- var actions = this._actions,
- prevIndex = action._cacheIndex,
- lastActiveIndex = this._nActiveActions ++,
- firstInactiveAction = actions[ lastActiveIndex ];
- action._cacheIndex = lastActiveIndex;
- actions[ lastActiveIndex ] = action;
- firstInactiveAction._cacheIndex = prevIndex;
- actions[ prevIndex ] = firstInactiveAction;
- },
- _takeBackAction: function ( action ) {
- // [ active actions | inactive actions ]
- // [ active actions |< inactive actions ]
- // a s
- // <-swap->
- // s a
- var actions = this._actions,
- prevIndex = action._cacheIndex,
- firstInactiveIndex = -- this._nActiveActions,
- lastActiveAction = actions[ firstInactiveIndex ];
- action._cacheIndex = firstInactiveIndex;
- actions[ firstInactiveIndex ] = action;
- lastActiveAction._cacheIndex = prevIndex;
- actions[ prevIndex ] = lastActiveAction;
- },
- // Memory management for PropertyMixer objects
- _addInactiveBinding: function ( binding, rootUuid, trackName ) {
- var bindingsByRoot = this._bindingsByRootAndName,
- bindingByName = bindingsByRoot[ rootUuid ],
- bindings = this._bindings;
- if ( bindingByName === undefined ) {
- bindingByName = {};
- bindingsByRoot[ rootUuid ] = bindingByName;
- }
- bindingByName[ trackName ] = binding;
- binding._cacheIndex = bindings.length;
- bindings.push( binding );
- },
- _removeInactiveBinding: function ( binding ) {
- var bindings = this._bindings,
- propBinding = binding.binding,
- rootUuid = propBinding.rootNode.uuid,
- trackName = propBinding.path,
- bindingsByRoot = this._bindingsByRootAndName,
- bindingByName = bindingsByRoot[ rootUuid ],
- lastInactiveBinding = bindings[ bindings.length - 1 ],
- cacheIndex = binding._cacheIndex;
- lastInactiveBinding._cacheIndex = cacheIndex;
- bindings[ cacheIndex ] = lastInactiveBinding;
- bindings.pop();
- delete bindingByName[ trackName ];
- remove_empty_map: {
- for ( var _ in bindingByName ) break remove_empty_map;
- delete bindingsByRoot[ rootUuid ];
- }
- },
- _lendBinding: function ( binding ) {
- var bindings = this._bindings,
- prevIndex = binding._cacheIndex,
- lastActiveIndex = this._nActiveBindings ++,
- firstInactiveBinding = bindings[ lastActiveIndex ];
- binding._cacheIndex = lastActiveIndex;
- bindings[ lastActiveIndex ] = binding;
- firstInactiveBinding._cacheIndex = prevIndex;
- bindings[ prevIndex ] = firstInactiveBinding;
- },
- _takeBackBinding: function ( binding ) {
- var bindings = this._bindings,
- prevIndex = binding._cacheIndex,
- firstInactiveIndex = -- this._nActiveBindings,
- lastActiveBinding = bindings[ firstInactiveIndex ];
- binding._cacheIndex = firstInactiveIndex;
- bindings[ firstInactiveIndex ] = binding;
- lastActiveBinding._cacheIndex = prevIndex;
- bindings[ prevIndex ] = lastActiveBinding;
- },
- // Memory management of Interpolants for weight and time scale
- _lendControlInterpolant: function () {
- var interpolants = this._controlInterpolants,
- lastActiveIndex = this._nActiveControlInterpolants ++,
- interpolant = interpolants[ lastActiveIndex ];
- if ( interpolant === undefined ) {
- interpolant = new LinearInterpolant(
- new Float32Array( 2 ), new Float32Array( 2 ),
- 1, this._controlInterpolantsResultBuffer );
- interpolant.__cacheIndex = lastActiveIndex;
- interpolants[ lastActiveIndex ] = interpolant;
- }
- return interpolant;
- },
- _takeBackControlInterpolant: function ( interpolant ) {
- var interpolants = this._controlInterpolants,
- prevIndex = interpolant.__cacheIndex,
- firstInactiveIndex = -- this._nActiveControlInterpolants,
- lastActiveInterpolant = interpolants[ firstInactiveIndex ];
- interpolant.__cacheIndex = firstInactiveIndex;
- interpolants[ firstInactiveIndex ] = interpolant;
- lastActiveInterpolant.__cacheIndex = prevIndex;
- interpolants[ prevIndex ] = lastActiveInterpolant;
- },
- _controlInterpolantsResultBuffer: new Float32Array( 1 )
- } );
- Object.assign( AnimationMixer.prototype, EventDispatcher.prototype );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function Uniform( value ) {
- if ( typeof value === 'string' ) {
- console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
- value = arguments[ 1 ];
- }
- this.value = value;
- }
- Uniform.prototype.clone = function () {
- return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
- };
- /**
- * @author benaadams / https://twitter.com/ben_a_adams
- */
- function InstancedBufferGeometry() {
- BufferGeometry.call( this );
- this.type = 'InstancedBufferGeometry';
- this.maxInstancedCount = undefined;
- }
- InstancedBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
- InstancedBufferGeometry.prototype.constructor = InstancedBufferGeometry;
- InstancedBufferGeometry.prototype.isInstancedBufferGeometry = true;
- InstancedBufferGeometry.prototype.addGroup = function ( start, count, materialIndex ) {
- this.groups.push( {
- start: start,
- count: count,
- materialIndex: materialIndex
- } );
- };
- InstancedBufferGeometry.prototype.copy = function ( source ) {
- var index = source.index;
- if ( index !== null ) {
- this.setIndex( index.clone() );
- }
- var attributes = source.attributes;
- for ( var name in attributes ) {
- var attribute = attributes[ name ];
- this.addAttribute( name, attribute.clone() );
- }
- var groups = source.groups;
- for ( var i = 0, l = groups.length; i < l; i ++ ) {
- var group = groups[ i ];
- this.addGroup( group.start, group.count, group.materialIndex );
- }
- return this;
- };
- /**
- * @author benaadams / https://twitter.com/ben_a_adams
- */
- function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
- this.uuid = _Math.generateUUID();
- this.data = interleavedBuffer;
- this.itemSize = itemSize;
- this.offset = offset;
- this.normalized = normalized === true;
- }
- InterleavedBufferAttribute.prototype = {
- constructor: InterleavedBufferAttribute,
- isInterleavedBufferAttribute: true,
- get count() {
- return this.data.count;
- },
- get array() {
- return this.data.array;
- },
- setX: function ( index, x ) {
- this.data.array[ index * this.data.stride + this.offset ] = x;
- return this;
- },
- setY: function ( index, y ) {
- this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
- return this;
- },
- setZ: function ( index, z ) {
- this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
- return this;
- },
- setW: function ( index, w ) {
- this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
- return this;
- },
- getX: function ( index ) {
- return this.data.array[ index * this.data.stride + this.offset ];
- },
- getY: function ( index ) {
- return this.data.array[ index * this.data.stride + this.offset + 1 ];
- },
- getZ: function ( index ) {
- return this.data.array[ index * this.data.stride + this.offset + 2 ];
- },
- getW: function ( index ) {
- return this.data.array[ index * this.data.stride + this.offset + 3 ];
- },
- setXY: function ( index, x, y ) {
- index = index * this.data.stride + this.offset;
- this.data.array[ index + 0 ] = x;
- this.data.array[ index + 1 ] = y;
- return this;
- },
- setXYZ: function ( index, x, y, z ) {
- index = index * this.data.stride + this.offset;
- this.data.array[ index + 0 ] = x;
- this.data.array[ index + 1 ] = y;
- this.data.array[ index + 2 ] = z;
- return this;
- },
- setXYZW: function ( index, x, y, z, w ) {
- index = index * this.data.stride + this.offset;
- this.data.array[ index + 0 ] = x;
- this.data.array[ index + 1 ] = y;
- this.data.array[ index + 2 ] = z;
- this.data.array[ index + 3 ] = w;
- return this;
- }
- };
- /**
- * @author benaadams / https://twitter.com/ben_a_adams
- */
- function InterleavedBuffer( array, stride ) {
- this.uuid = _Math.generateUUID();
- this.array = array;
- this.stride = stride;
- this.count = array !== undefined ? array.length / stride : 0;
- this.dynamic = false;
- this.updateRange = { offset: 0, count: - 1 };
- this.onUploadCallback = function () {};
- this.version = 0;
- }
- InterleavedBuffer.prototype = {
- constructor: InterleavedBuffer,
- isInterleavedBuffer: true,
- set needsUpdate( value ) {
- if ( value === true ) this.version ++;
- },
- setArray: function ( array ) {
- if ( Array.isArray( array ) ) {
- throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
- }
- this.count = array !== undefined ? array.length / this.stride : 0;
- this.array = array;
- },
- setDynamic: function ( value ) {
- this.dynamic = value;
- return this;
- },
- copy: function ( source ) {
- this.array = new source.array.constructor( source.array );
- this.count = source.count;
- this.stride = source.stride;
- this.dynamic = source.dynamic;
- return this;
- },
- copyAt: function ( index1, attribute, index2 ) {
- index1 *= this.stride;
- index2 *= attribute.stride;
- for ( var i = 0, l = this.stride; i < l; i ++ ) {
- this.array[ index1 + i ] = attribute.array[ index2 + i ];
- }
- return this;
- },
- set: function ( value, offset ) {
- if ( offset === undefined ) offset = 0;
- this.array.set( value, offset );
- return this;
- },
- clone: function () {
- return new this.constructor().copy( this );
- },
- onUpload: function ( callback ) {
- this.onUploadCallback = callback;
- return this;
- }
- };
- /**
- * @author benaadams / https://twitter.com/ben_a_adams
- */
- function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
- InterleavedBuffer.call( this, array, stride );
- this.meshPerAttribute = meshPerAttribute || 1;
- }
- InstancedInterleavedBuffer.prototype = Object.create( InterleavedBuffer.prototype );
- InstancedInterleavedBuffer.prototype.constructor = InstancedInterleavedBuffer;
- InstancedInterleavedBuffer.prototype.isInstancedInterleavedBuffer = true;
- InstancedInterleavedBuffer.prototype.copy = function ( source ) {
- InterleavedBuffer.prototype.copy.call( this, source );
- this.meshPerAttribute = source.meshPerAttribute;
- return this;
- };
- /**
- * @author benaadams / https://twitter.com/ben_a_adams
- */
- function InstancedBufferAttribute( array, itemSize, meshPerAttribute ) {
- BufferAttribute.call( this, array, itemSize );
- this.meshPerAttribute = meshPerAttribute || 1;
- }
- InstancedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
- InstancedBufferAttribute.prototype.constructor = InstancedBufferAttribute;
- InstancedBufferAttribute.prototype.isInstancedBufferAttribute = true;
- InstancedBufferAttribute.prototype.copy = function ( source ) {
- BufferAttribute.prototype.copy.call( this, source );
- this.meshPerAttribute = source.meshPerAttribute;
- return this;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author bhouston / http://clara.io/
- * @author stephomi / http://stephaneginier.com/
- */
- function Raycaster( origin, direction, near, far ) {
- this.ray = new Ray( origin, direction );
- // direction is assumed to be normalized (for accurate distance calculations)
- this.near = near || 0;
- this.far = far || Infinity;
- this.params = {
- Mesh: {},
- Line: {},
- LOD: {},
- Points: { threshold: 1 },
- Sprite: {}
- };
- Object.defineProperties( this.params, {
- PointCloud: {
- get: function () {
- console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
- return this.Points;
- }
- }
- } );
- }
- function ascSort( a, b ) {
- return a.distance - b.distance;
- }
- function intersectObject( object, raycaster, intersects, recursive ) {
- if ( object.visible === false ) return;
- object.raycast( raycaster, intersects );
- if ( recursive === true ) {
- var children = object.children;
- for ( var i = 0, l = children.length; i < l; i ++ ) {
- intersectObject( children[ i ], raycaster, intersects, true );
- }
- }
- }
- //
- Raycaster.prototype = {
- constructor: Raycaster,
- linePrecision: 1,
- set: function ( origin, direction ) {
- // direction is assumed to be normalized (for accurate distance calculations)
- this.ray.set( origin, direction );
- },
- setFromCamera: function ( coords, camera ) {
- if ( (camera && camera.isPerspectiveCamera) ) {
- this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
- this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
- } else if ( (camera && camera.isOrthographicCamera) ) {
- this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
- this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
- } else {
- console.error( 'THREE.Raycaster: Unsupported camera type.' );
- }
- },
- intersectObject: function ( object, recursive ) {
- var intersects = [];
- intersectObject( object, this, intersects, recursive );
- intersects.sort( ascSort );
- return intersects;
- },
- intersectObjects: function ( objects, recursive ) {
- var intersects = [];
- if ( Array.isArray( objects ) === false ) {
- console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
- return intersects;
- }
- for ( var i = 0, l = objects.length; i < l; i ++ ) {
- intersectObject( objects[ i ], this, intersects, recursive );
- }
- intersects.sort( ascSort );
- return intersects;
- }
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- function Clock( autoStart ) {
- this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
- this.startTime = 0;
- this.oldTime = 0;
- this.elapsedTime = 0;
- this.running = false;
- }
- Clock.prototype = {
- constructor: Clock,
- start: function () {
- this.startTime = ( performance || Date ).now();
- this.oldTime = this.startTime;
- this.elapsedTime = 0;
- this.running = true;
- },
- stop: function () {
- this.getElapsedTime();
- this.running = false;
- },
- getElapsedTime: function () {
- this.getDelta();
- return this.elapsedTime;
- },
- getDelta: function () {
- var diff = 0;
- if ( this.autoStart && ! this.running ) {
- this.start();
- }
- if ( this.running ) {
- var newTime = ( performance || Date ).now();
- diff = ( newTime - this.oldTime ) / 1000;
- this.oldTime = newTime;
- this.elapsedTime += diff;
- }
- return diff;
- }
- };
- /**
- * @author bhouston / http://clara.io
- * @author WestLangley / http://github.com/WestLangley
- *
- * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
- *
- * The poles (phi) are at the positive and negative y axis.
- * The equator starts at positive z.
- */
- function Spherical( radius, phi, theta ) {
- this.radius = ( radius !== undefined ) ? radius : 1.0;
- this.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole
- this.theta = ( theta !== undefined ) ? theta : 0; // around the equator of the sphere
- return this;
- }
- Spherical.prototype = {
- constructor: Spherical,
- set: function ( radius, phi, theta ) {
- this.radius = radius;
- this.phi = phi;
- this.theta = theta;
- return this;
- },
- clone: function () {
- return new this.constructor().copy( this );
- },
- copy: function ( other ) {
- this.radius = other.radius;
- this.phi = other.phi;
- this.theta = other.theta;
- return this;
- },
- // restrict phi to be betwee EPS and PI-EPS
- makeSafe: function() {
- var EPS = 0.000001;
- this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
- return this;
- },
- setFromVector3: function( vec3 ) {
- this.radius = vec3.length();
- if ( this.radius === 0 ) {
- this.theta = 0;
- this.phi = 0;
- } else {
- this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis
- this.phi = Math.acos( _Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle
- }
- return this;
- }
- };
- /**
- * @author Mugen87 / https://github.com/Mugen87
- *
- * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
- *
- */
- function Cylindrical( radius, theta, y ) {
- this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
- this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
- this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
- return this;
- }
- Cylindrical.prototype = {
- constructor: Cylindrical,
- set: function ( radius, theta, y ) {
- this.radius = radius;
- this.theta = theta;
- this.y = y;
- return this;
- },
- clone: function () {
- return new this.constructor().copy( this );
- },
- copy: function ( other ) {
- this.radius = other.radius;
- this.theta = other.theta;
- this.y = other.y;
- return this;
- },
- setFromVector3: function( vec3 ) {
- this.radius = Math.sqrt( vec3.x * vec3.x + vec3.z * vec3.z );
- this.theta = Math.atan2( vec3.x, vec3.z );
- this.y = vec3.y;
- return this;
- }
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- function MorphBlendMesh( geometry, material ) {
- Mesh.call( this, geometry, material );
- this.animationsMap = {};
- this.animationsList = [];
- // prepare default animation
- // (all frames played together in 1 second)
- var numFrames = this.geometry.morphTargets.length;
- var name = "__default";
- var startFrame = 0;
- var endFrame = numFrames - 1;
- var fps = numFrames / 1;
- this.createAnimation( name, startFrame, endFrame, fps );
- this.setAnimationWeight( name, 1 );
- }
- MorphBlendMesh.prototype = Object.create( Mesh.prototype );
- MorphBlendMesh.prototype.constructor = MorphBlendMesh;
- MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
- var animation = {
- start: start,
- end: end,
- length: end - start + 1,
- fps: fps,
- duration: ( end - start ) / fps,
- lastFrame: 0,
- currentFrame: 0,
- active: false,
- time: 0,
- direction: 1,
- weight: 1,
- directionBackwards: false,
- mirroredLoop: false
- };
- this.animationsMap[ name ] = animation;
- this.animationsList.push( animation );
- };
- MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
- var pattern = /([a-z]+)_?(\d+)/i;
- var firstAnimation, frameRanges = {};
- var geometry = this.geometry;
- for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
- var morph = geometry.morphTargets[ i ];
- var chunks = morph.name.match( pattern );
- if ( chunks && chunks.length > 1 ) {
- var name = chunks[ 1 ];
- if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity };
- var range = frameRanges[ name ];
- if ( i < range.start ) range.start = i;
- if ( i > range.end ) range.end = i;
- if ( ! firstAnimation ) firstAnimation = name;
- }
- }
- for ( var name in frameRanges ) {
- var range = frameRanges[ name ];
- this.createAnimation( name, range.start, range.end, fps );
- }
- this.firstAnimation = firstAnimation;
- };
- MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
- var animation = this.animationsMap[ name ];
- if ( animation ) {
- animation.direction = 1;
- animation.directionBackwards = false;
- }
- };
- MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
- var animation = this.animationsMap[ name ];
- if ( animation ) {
- animation.direction = - 1;
- animation.directionBackwards = true;
- }
- };
- MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
- var animation = this.animationsMap[ name ];
- if ( animation ) {
- animation.fps = fps;
- animation.duration = ( animation.end - animation.start ) / animation.fps;
- }
- };
- MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
- var animation = this.animationsMap[ name ];
- if ( animation ) {
- animation.duration = duration;
- animation.fps = ( animation.end - animation.start ) / animation.duration;
- }
- };
- MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
- var animation = this.animationsMap[ name ];
- if ( animation ) {
- animation.weight = weight;
- }
- };
- MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
- var animation = this.animationsMap[ name ];
- if ( animation ) {
- animation.time = time;
- }
- };
- MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
- var time = 0;
- var animation = this.animationsMap[ name ];
- if ( animation ) {
- time = animation.time;
- }
- return time;
- };
- MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
- var duration = - 1;
- var animation = this.animationsMap[ name ];
- if ( animation ) {
- duration = animation.duration;
- }
- return duration;
- };
- MorphBlendMesh.prototype.playAnimation = function ( name ) {
- var animation = this.animationsMap[ name ];
- if ( animation ) {
- animation.time = 0;
- animation.active = true;
- } else {
- console.warn( "THREE.MorphBlendMesh: animation[" + name + "] undefined in .playAnimation()" );
- }
- };
- MorphBlendMesh.prototype.stopAnimation = function ( name ) {
- var animation = this.animationsMap[ name ];
- if ( animation ) {
- animation.active = false;
- }
- };
- MorphBlendMesh.prototype.update = function ( delta ) {
- for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
- var animation = this.animationsList[ i ];
- if ( ! animation.active ) continue;
- var frameTime = animation.duration / animation.length;
- animation.time += animation.direction * delta;
- if ( animation.mirroredLoop ) {
- if ( animation.time > animation.duration || animation.time < 0 ) {
- animation.direction *= - 1;
- if ( animation.time > animation.duration ) {
- animation.time = animation.duration;
- animation.directionBackwards = true;
- }
- if ( animation.time < 0 ) {
- animation.time = 0;
- animation.directionBackwards = false;
- }
- }
- } else {
- animation.time = animation.time % animation.duration;
- if ( animation.time < 0 ) animation.time += animation.duration;
- }
- var keyframe = animation.start + _Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
- var weight = animation.weight;
- if ( keyframe !== animation.currentFrame ) {
- this.morphTargetInfluences[ animation.lastFrame ] = 0;
- this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
- this.morphTargetInfluences[ keyframe ] = 0;
- animation.lastFrame = animation.currentFrame;
- animation.currentFrame = keyframe;
- }
- var mix = ( animation.time % frameTime ) / frameTime;
- if ( animation.directionBackwards ) mix = 1 - mix;
- if ( animation.currentFrame !== animation.lastFrame ) {
- this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
- this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
- } else {
- this.morphTargetInfluences[ animation.currentFrame ] = weight;
- }
- }
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- function ImmediateRenderObject( material ) {
- Object3D.call( this );
- this.material = material;
- this.render = function ( renderCallback ) {};
- }
- ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
- ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
- ImmediateRenderObject.prototype.isImmediateRenderObject = true;
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
- */
- function VertexNormalsHelper( object, size, hex, linewidth ) {
- this.object = object;
- this.size = ( size !== undefined ) ? size : 1;
- var color = ( hex !== undefined ) ? hex : 0xff0000;
- var width = ( linewidth !== undefined ) ? linewidth : 1;
- //
- var nNormals = 0;
- var objGeometry = this.object.geometry;
- if ( objGeometry && objGeometry.isGeometry ) {
- nNormals = objGeometry.faces.length * 3;
- } else if ( objGeometry && objGeometry.isBufferGeometry ) {
- nNormals = objGeometry.attributes.normal.count;
- }
- //
- var geometry = new BufferGeometry();
- var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
- geometry.addAttribute( 'position', positions );
- LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
- //
- this.matrixAutoUpdate = false;
- this.update();
- }
- VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
- VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
- VertexNormalsHelper.prototype.update = ( function () {
- var v1 = new Vector3();
- var v2 = new Vector3();
- var normalMatrix = new Matrix3();
- return function update() {
- var keys = [ 'a', 'b', 'c' ];
- this.object.updateMatrixWorld( true );
- normalMatrix.getNormalMatrix( this.object.matrixWorld );
- var matrixWorld = this.object.matrixWorld;
- var position = this.geometry.attributes.position;
- //
- var objGeometry = this.object.geometry;
- if ( objGeometry && objGeometry.isGeometry ) {
- var vertices = objGeometry.vertices;
- var faces = objGeometry.faces;
- var idx = 0;
- for ( var i = 0, l = faces.length; i < l; i ++ ) {
- var face = faces[ i ];
- for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
- var vertex = vertices[ face[ keys[ j ] ] ];
- var normal = face.vertexNormals[ j ];
- v1.copy( vertex ).applyMatrix4( matrixWorld );
- v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
- position.setXYZ( idx, v1.x, v1.y, v1.z );
- idx = idx + 1;
- position.setXYZ( idx, v2.x, v2.y, v2.z );
- idx = idx + 1;
- }
- }
- } else if ( objGeometry && objGeometry.isBufferGeometry ) {
- var objPos = objGeometry.attributes.position;
- var objNorm = objGeometry.attributes.normal;
- var idx = 0;
- // for simplicity, ignore index and drawcalls, and render every normal
- for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
- v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
- v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
- v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
- position.setXYZ( idx, v1.x, v1.y, v1.z );
- idx = idx + 1;
- position.setXYZ( idx, v2.x, v2.y, v2.z );
- idx = idx + 1;
- }
- }
- position.needsUpdate = true;
- return this;
- };
- }() );
- /**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
- */
- function SpotLightHelper( light ) {
- Object3D.call( this );
- this.light = light;
- this.light.updateMatrixWorld();
- this.matrix = light.matrixWorld;
- this.matrixAutoUpdate = false;
- var geometry = new BufferGeometry();
- var positions = [
- 0, 0, 0, 0, 0, 1,
- 0, 0, 0, 1, 0, 1,
- 0, 0, 0, - 1, 0, 1,
- 0, 0, 0, 0, 1, 1,
- 0, 0, 0, 0, - 1, 1
- ];
- for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
- var p1 = ( i / l ) * Math.PI * 2;
- var p2 = ( j / l ) * Math.PI * 2;
- positions.push(
- Math.cos( p1 ), Math.sin( p1 ), 1,
- Math.cos( p2 ), Math.sin( p2 ), 1
- );
- }
- geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
- var material = new LineBasicMaterial( { fog: false } );
- this.cone = new LineSegments( geometry, material );
- this.add( this.cone );
- this.update();
- }
- SpotLightHelper.prototype = Object.create( Object3D.prototype );
- SpotLightHelper.prototype.constructor = SpotLightHelper;
- SpotLightHelper.prototype.dispose = function () {
- this.cone.geometry.dispose();
- this.cone.material.dispose();
- };
- SpotLightHelper.prototype.update = function () {
- var vector = new Vector3();
- var vector2 = new Vector3();
- return function update() {
- var coneLength = this.light.distance ? this.light.distance : 1000;
- var coneWidth = coneLength * Math.tan( this.light.angle );
- this.cone.scale.set( coneWidth, coneWidth, coneLength );
- vector.setFromMatrixPosition( this.light.matrixWorld );
- vector2.setFromMatrixPosition( this.light.target.matrixWorld );
- this.cone.lookAt( vector2.sub( vector ) );
- this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
- };
- }();
- /**
- * @author Sean Griffin / http://twitter.com/sgrif
- * @author Michael Guerrero / http://realitymeltdown.com
- * @author mrdoob / http://mrdoob.com/
- * @author ikerr / http://verold.com
- * @author Mugen87 / https://github.com/Mugen87
- */
- function SkeletonHelper( object ) {
- this.bones = this.getBoneList( object );
- var geometry = new BufferGeometry();
- var vertices = [];
- var colors = [];
- var color1 = new Color( 0, 0, 1 );
- var color2 = new Color( 0, 1, 0 );
- for ( var i = 0; i < this.bones.length; i ++ ) {
- var bone = this.bones[ i ];
- if ( bone.parent && bone.parent.isBone ) {
- vertices.push( 0, 0, 0 );
- vertices.push( 0, 0, 0 );
- colors.push( color1.r, color1.g, color1.b );
- colors.push( color2.r, color2.g, color2.b );
- }
- }
- geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
- var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
- LineSegments.call( this, geometry, material );
- this.root = object;
- this.matrix = object.matrixWorld;
- this.matrixAutoUpdate = false;
- this.update();
- }
- SkeletonHelper.prototype = Object.create( LineSegments.prototype );
- SkeletonHelper.prototype.constructor = SkeletonHelper;
- SkeletonHelper.prototype.getBoneList = function( object ) {
- var boneList = [];
- if ( object && object.isBone ) {
- boneList.push( object );
- }
- for ( var i = 0; i < object.children.length; i ++ ) {
- boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) );
- }
- return boneList;
- };
- SkeletonHelper.prototype.update = function () {
- var vector = new Vector3();
- var boneMatrix = new Matrix4();
- var matrixWorldInv = new Matrix4();
- return function update() {
- var geometry = this.geometry;
- var position = geometry.getAttribute( 'position' );
- matrixWorldInv.getInverse( this.root.matrixWorld );
- for ( var i = 0, j = 0; i < this.bones.length; i ++ ) {
- var bone = this.bones[ i ];
- if ( bone.parent && bone.parent.isBone ) {
- boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
- vector.setFromMatrixPosition( boneMatrix );
- position.setXYZ( j, vector.x, vector.y, vector.z );
- boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
- vector.setFromMatrixPosition( boneMatrix );
- position.setXYZ( j + 1, vector.x, vector.y, vector.z );
- j += 2;
- }
- }
- geometry.getAttribute( 'position' ).needsUpdate = true;
- };
- }();
- /**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
- function PointLightHelper( light, sphereSize ) {
- this.light = light;
- this.light.updateMatrixWorld();
- var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
- var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
- material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
- Mesh.call( this, geometry, material );
- this.matrix = this.light.matrixWorld;
- this.matrixAutoUpdate = false;
- /*
- var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
- var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
- this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
- this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
- var d = light.distance;
- if ( d === 0.0 ) {
- this.lightDistance.visible = false;
- } else {
- this.lightDistance.scale.set( d, d, d );
- }
- this.add( this.lightDistance );
- */
- }
- PointLightHelper.prototype = Object.create( Mesh.prototype );
- PointLightHelper.prototype.constructor = PointLightHelper;
- PointLightHelper.prototype.dispose = function () {
- this.geometry.dispose();
- this.material.dispose();
- };
- PointLightHelper.prototype.update = function () {
- this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
- /*
- var d = this.light.distance;
- if ( d === 0.0 ) {
- this.lightDistance.visible = false;
- } else {
- this.lightDistance.visible = true;
- this.lightDistance.scale.set( d, d, d );
- }
- */
- };
- /**
- * @author abelnation / http://github.com/abelnation
- * @author Mugen87 / http://github.com/Mugen87
- */
- function RectAreaLightHelper( light ) {
- Object3D.call( this );
- this.light = light;
- this.light.updateMatrixWorld();
- var materialFront = new MeshBasicMaterial( {
- color: light.color,
- fog: false
- } );
- var materialBack = new MeshBasicMaterial( {
- color: light.color,
- fog: false,
- wireframe: true
- } );
- var geometry = new BufferGeometry();
- geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 6 * 3 ), 3 ) );
- // shows the "front" of the light, e.g. where light comes from
- this.add( new Mesh( geometry, materialFront ) );
- // shows the "back" of the light, which does not emit light
- this.add( new Mesh( geometry, materialBack ) );
- this.update();
- }
- RectAreaLightHelper.prototype = Object.create( Object3D.prototype );
- RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
- RectAreaLightHelper.prototype.dispose = function () {
- this.children[ 0 ].geometry.dispose();
- this.children[ 0 ].material.dispose();
- this.children[ 1 ].geometry.dispose();
- this.children[ 1 ].material.dispose();
- };
- RectAreaLightHelper.prototype.update = function () {
- var vector1 = new Vector3();
- var vector2 = new Vector3();
- return function update() {
- var mesh1 = this.children[ 0 ];
- var mesh2 = this.children[ 1 ];
- if ( this.light.target ) {
- vector1.setFromMatrixPosition( this.light.matrixWorld );
- vector2.setFromMatrixPosition( this.light.target.matrixWorld );
- var lookVec = vector2.clone().sub( vector1 );
- mesh1.lookAt( lookVec );
- mesh2.lookAt( lookVec );
- }
- // update materials
- mesh1.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
- mesh2.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
- // calculate new dimensions of the helper
- var hx = this.light.width * 0.5;
- var hy = this.light.height * 0.5;
- // because the buffer attribute is shared over both geometries, we only have to update once
- var position = mesh1.geometry.getAttribute( 'position' );
- var array = position.array;
- // first face
- array[ 0 ] = hx; array[ 1 ] = - hy; array[ 2 ] = 0;
- array[ 3 ] = hx; array[ 4 ] = hy; array[ 5 ] = 0;
- array[ 6 ] = - hx; array[ 7 ] = hy; array[ 8 ] = 0;
- // second face
- array[ 9 ] = - hx; array[ 10 ] = hy; array[ 11 ] = 0;
- array[ 12 ] = - hx; array[ 13 ] = - hy; array[ 14 ] = 0;
- array[ 15 ] = hx; array[ 16 ] = - hy; array[ 17 ] = 0;
- position.needsUpdate = true;
- };
- }();
- /**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- * @author Mugen87 / https://github.com/Mugen87
- */
- function HemisphereLightHelper( light, size ) {
- Object3D.call( this );
- this.light = light;
- this.light.updateMatrixWorld();
- this.matrix = light.matrixWorld;
- this.matrixAutoUpdate = false;
- var geometry = new OctahedronBufferGeometry( size );
- geometry.rotateY( Math.PI * 0.5 );
- var material = new MeshBasicMaterial( { vertexColors: VertexColors, wireframe: true } );
- var position = geometry.getAttribute( 'position' );
- var colors = new Float32Array( position.count * 3 );
- geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
- this.add( new Mesh( geometry, material ) );
- this.update();
- }
- HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
- HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
- HemisphereLightHelper.prototype.dispose = function () {
- this.children[ 0 ].geometry.dispose();
- this.children[ 0 ].material.dispose();
- };
- HemisphereLightHelper.prototype.update = function () {
- var vector = new Vector3();
- var color1 = new Color();
- var color2 = new Color();
- return function update() {
- var mesh = this.children[ 0 ];
- var colors = mesh.geometry.getAttribute( 'color' );
- color1.copy( this.light.color ).multiplyScalar( this.light.intensity );
- color2.copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
- for ( var i = 0, l = colors.count; i < l; i ++ ) {
- var color = ( i < ( l / 2 ) ) ? color1 : color2;
- colors.setXYZ( i, color.r, color.g, color.b );
- }
- mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
- colors.needsUpdate = true;
- };
- }();
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function GridHelper( size, divisions, color1, color2 ) {
- size = size || 10;
- divisions = divisions || 10;
- color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
- color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
- var center = divisions / 2;
- var step = size / divisions;
- var halfSize = size / 2;
- var vertices = [], colors = [];
- for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
- vertices.push( - halfSize, 0, k, halfSize, 0, k );
- vertices.push( k, 0, - halfSize, k, 0, halfSize );
- var color = i === center ? color1 : color2;
- color.toArray( colors, j ); j += 3;
- color.toArray( colors, j ); j += 3;
- color.toArray( colors, j ); j += 3;
- color.toArray( colors, j ); j += 3;
- }
- var geometry = new BufferGeometry();
- geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
- var material = new LineBasicMaterial( { vertexColors: VertexColors } );
- LineSegments.call( this, geometry, material );
- }
- GridHelper.prototype = Object.create( LineSegments.prototype );
- GridHelper.prototype.constructor = GridHelper;
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author Mugen87 / http://github.com/Mugen87
- * @author Hectate / http://www.github.com/Hectate
- */
- function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
- radius = radius || 10;
- radials = radials || 16;
- circles = circles || 8;
- divisions = divisions || 64;
- color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
- color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
- var vertices = [];
- var colors = [];
- var x, z;
- var v, i, j, r, color;
- // create the radials
- for ( i = 0; i <= radials; i ++ ) {
- v = ( i / radials ) * ( Math.PI * 2 );
- x = Math.sin( v ) * radius;
- z = Math.cos( v ) * radius;
- vertices.push( 0, 0, 0 );
- vertices.push( x, 0, z );
- color = ( i & 1 ) ? color1 : color2;
- colors.push( color.r, color.g, color.b );
- colors.push( color.r, color.g, color.b );
- }
- // create the circles
- for ( i = 0; i <= circles; i ++ ) {
- color = ( i & 1 ) ? color1 : color2;
- r = radius - ( radius / circles * i );
- for ( j = 0; j < divisions; j ++ ) {
- // first vertex
- v = ( j / divisions ) * ( Math.PI * 2 );
- x = Math.sin( v ) * r;
- z = Math.cos( v ) * r;
- vertices.push( x, 0, z );
- colors.push( color.r, color.g, color.b );
- // second vertex
- v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
- x = Math.sin( v ) * r;
- z = Math.cos( v ) * r;
- vertices.push( x, 0, z );
- colors.push( color.r, color.g, color.b );
- }
- }
- var geometry = new BufferGeometry();
- geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
- var material = new LineBasicMaterial( { vertexColors: VertexColors } );
- LineSegments.call( this, geometry, material );
- }
- PolarGridHelper.prototype = Object.create( LineSegments.prototype );
- PolarGridHelper.prototype.constructor = PolarGridHelper;
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
- */
- function FaceNormalsHelper( object, size, hex, linewidth ) {
- // FaceNormalsHelper only supports THREE.Geometry
- this.object = object;
- this.size = ( size !== undefined ) ? size : 1;
- var color = ( hex !== undefined ) ? hex : 0xffff00;
- var width = ( linewidth !== undefined ) ? linewidth : 1;
- //
- var nNormals = 0;
- var objGeometry = this.object.geometry;
- if ( objGeometry && objGeometry.isGeometry ) {
- nNormals = objGeometry.faces.length;
- } else {
- console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
- }
- //
- var geometry = new BufferGeometry();
- var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
- geometry.addAttribute( 'position', positions );
- LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
- //
- this.matrixAutoUpdate = false;
- this.update();
- }
- FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
- FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
- FaceNormalsHelper.prototype.update = ( function () {
- var v1 = new Vector3();
- var v2 = new Vector3();
- var normalMatrix = new Matrix3();
- return function update() {
- this.object.updateMatrixWorld( true );
- normalMatrix.getNormalMatrix( this.object.matrixWorld );
- var matrixWorld = this.object.matrixWorld;
- var position = this.geometry.attributes.position;
- //
- var objGeometry = this.object.geometry;
- var vertices = objGeometry.vertices;
- var faces = objGeometry.faces;
- var idx = 0;
- for ( var i = 0, l = faces.length; i < l; i ++ ) {
- var face = faces[ i ];
- var normal = face.normal;
- v1.copy( vertices[ face.a ] )
- .add( vertices[ face.b ] )
- .add( vertices[ face.c ] )
- .divideScalar( 3 )
- .applyMatrix4( matrixWorld );
- v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
- position.setXYZ( idx, v1.x, v1.y, v1.z );
- idx = idx + 1;
- position.setXYZ( idx, v2.x, v2.y, v2.z );
- idx = idx + 1;
- }
- position.needsUpdate = true;
- return this;
- };
- }() );
- /**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
- */
- function DirectionalLightHelper( light, size ) {
- Object3D.call( this );
- this.light = light;
- this.light.updateMatrixWorld();
- this.matrix = light.matrixWorld;
- this.matrixAutoUpdate = false;
- if ( size === undefined ) size = 1;
- var geometry = new BufferGeometry();
- geometry.addAttribute( 'position', new Float32BufferAttribute( [
- - size, size, 0,
- size, size, 0,
- size, - size, 0,
- - size, - size, 0,
- - size, size, 0
- ], 3 ) );
- var material = new LineBasicMaterial( { fog: false } );
- this.add( new Line( geometry, material ) );
- geometry = new BufferGeometry();
- geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
- this.add( new Line( geometry, material ));
- this.update();
- }
- DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
- DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
- DirectionalLightHelper.prototype.dispose = function () {
- var lightPlane = this.children[ 0 ];
- var targetLine = this.children[ 1 ];
- lightPlane.geometry.dispose();
- lightPlane.material.dispose();
- targetLine.geometry.dispose();
- targetLine.material.dispose();
- };
- DirectionalLightHelper.prototype.update = function () {
- var v1 = new Vector3();
- var v2 = new Vector3();
- var v3 = new Vector3();
- return function update() {
- v1.setFromMatrixPosition( this.light.matrixWorld );
- v2.setFromMatrixPosition( this.light.target.matrixWorld );
- v3.subVectors( v2, v1 );
- var lightPlane = this.children[ 0 ];
- var targetLine = this.children[ 1 ];
- lightPlane.lookAt( v3 );
- lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
- targetLine.lookAt( v3 );
- targetLine.scale.z = v3.length();
- };
- }();
- /**
- * @author alteredq / http://alteredqualia.com/
- * @author Mugen87 / https://github.com/Mugen87
- *
- * - shows frustum, line of sight and up of the camera
- * - suitable for fast updates
- * - based on frustum visualization in lightgl.js shadowmap example
- * http://evanw.github.com/lightgl.js/tests/shadowmap.html
- */
- function CameraHelper( camera ) {
- var geometry = new BufferGeometry();
- var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
- var vertices = [];
- var colors = [];
- var pointMap = {};
- // colors
- var colorFrustum = new Color( 0xffaa00 );
- var colorCone = new Color( 0xff0000 );
- var colorUp = new Color( 0x00aaff );
- var colorTarget = new Color( 0xffffff );
- var colorCross = new Color( 0x333333 );
- // near
- addLine( "n1", "n2", colorFrustum );
- addLine( "n2", "n4", colorFrustum );
- addLine( "n4", "n3", colorFrustum );
- addLine( "n3", "n1", colorFrustum );
- // far
- addLine( "f1", "f2", colorFrustum );
- addLine( "f2", "f4", colorFrustum );
- addLine( "f4", "f3", colorFrustum );
- addLine( "f3", "f1", colorFrustum );
- // sides
- addLine( "n1", "f1", colorFrustum );
- addLine( "n2", "f2", colorFrustum );
- addLine( "n3", "f3", colorFrustum );
- addLine( "n4", "f4", colorFrustum );
- // cone
- addLine( "p", "n1", colorCone );
- addLine( "p", "n2", colorCone );
- addLine( "p", "n3", colorCone );
- addLine( "p", "n4", colorCone );
- // up
- addLine( "u1", "u2", colorUp );
- addLine( "u2", "u3", colorUp );
- addLine( "u3", "u1", colorUp );
- // target
- addLine( "c", "t", colorTarget );
- addLine( "p", "c", colorCross );
- // cross
- addLine( "cn1", "cn2", colorCross );
- addLine( "cn3", "cn4", colorCross );
- addLine( "cf1", "cf2", colorCross );
- addLine( "cf3", "cf4", colorCross );
- function addLine( a, b, color ) {
- addPoint( a, color );
- addPoint( b, color );
- }
- function addPoint( id, color ) {
- vertices.push( 0, 0, 0 );
- colors.push( color.r, color.g, color.b );
- if ( pointMap[ id ] === undefined ) {
- pointMap[ id ] = [];
- }
- pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
- }
- geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
- LineSegments.call( this, geometry, material );
- this.camera = camera;
- if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
- this.matrix = camera.matrixWorld;
- this.matrixAutoUpdate = false;
- this.pointMap = pointMap;
- this.update();
- }
- CameraHelper.prototype = Object.create( LineSegments.prototype );
- CameraHelper.prototype.constructor = CameraHelper;
- CameraHelper.prototype.update = function () {
- var geometry, pointMap;
- var vector = new Vector3();
- var camera = new Camera();
- function setPoint( point, x, y, z ) {
- vector.set( x, y, z ).unproject( camera );
- var points = pointMap[ point ];
- if ( points !== undefined ) {
- var position = geometry.getAttribute( 'position' );
- for ( var i = 0, l = points.length; i < l; i ++ ) {
- position.setXYZ( points[ i ], vector.x, vector.y, vector.z );
- }
- }
- }
- return function update() {
- geometry = this.geometry;
- pointMap = this.pointMap;
- var w = 1, h = 1;
- // we need just camera projection matrix
- // world matrix must be identity
- camera.projectionMatrix.copy( this.camera.projectionMatrix );
- // center / target
- setPoint( "c", 0, 0, - 1 );
- setPoint( "t", 0, 0, 1 );
- // near
- setPoint( "n1", - w, - h, - 1 );
- setPoint( "n2", w, - h, - 1 );
- setPoint( "n3", - w, h, - 1 );
- setPoint( "n4", w, h, - 1 );
- // far
- setPoint( "f1", - w, - h, 1 );
- setPoint( "f2", w, - h, 1 );
- setPoint( "f3", - w, h, 1 );
- setPoint( "f4", w, h, 1 );
- // up
- setPoint( "u1", w * 0.7, h * 1.1, - 1 );
- setPoint( "u2", - w * 0.7, h * 1.1, - 1 );
- setPoint( "u3", 0, h * 2, - 1 );
- // cross
- setPoint( "cf1", - w, 0, 1 );
- setPoint( "cf2", w, 0, 1 );
- setPoint( "cf3", 0, - h, 1 );
- setPoint( "cf4", 0, h, 1 );
- setPoint( "cn1", - w, 0, - 1 );
- setPoint( "cn2", w, 0, - 1 );
- setPoint( "cn3", 0, - h, - 1 );
- setPoint( "cn4", 0, h, - 1 );
- geometry.getAttribute( 'position' ).needsUpdate = true;
- };
- }();
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function BoxHelper( object, color ) {
- if ( color === undefined ) color = 0xffff00;
- var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
- var positions = new Float32Array( 8 * 3 );
- var geometry = new BufferGeometry();
- geometry.setIndex( new BufferAttribute( indices, 1 ) );
- geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
- LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
- if ( object !== undefined ) {
- this.update( object );
- }
- }
- BoxHelper.prototype = Object.create( LineSegments.prototype );
- BoxHelper.prototype.constructor = BoxHelper;
- BoxHelper.prototype.update = ( function () {
- var box = new Box3();
- return function update( object ) {
- if ( object && object.isBox3 ) {
- box.copy( object );
- } else {
- box.setFromObject( object );
- }
- if ( box.isEmpty() ) return;
- var min = box.min;
- var max = box.max;
- /*
- 5____4
- 1/___0/|
- | 6__|_7
- 2/___3/
- 0: max.x, max.y, max.z
- 1: min.x, max.y, max.z
- 2: min.x, min.y, max.z
- 3: max.x, min.y, max.z
- 4: max.x, max.y, min.z
- 5: min.x, max.y, min.z
- 6: min.x, min.y, min.z
- 7: max.x, min.y, min.z
- */
- var position = this.geometry.attributes.position;
- var array = position.array;
- array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
- array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
- array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
- array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
- array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
- array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
- array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
- array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
- position.needsUpdate = true;
- this.geometry.computeBoundingSphere();
- };
- } )();
- /**
- * @author WestLangley / http://github.com/WestLangley
- * @author zz85 / http://github.com/zz85
- * @author bhouston / http://clara.io
- *
- * Creates an arrow for visualizing directions
- *
- * Parameters:
- * dir - Vector3
- * origin - Vector3
- * length - Number
- * color - color in hex value
- * headLength - Number
- * headWidth - Number
- */
- var lineGeometry;
- var coneGeometry;
- function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
- // dir is assumed to be normalized
- Object3D.call( this );
- if ( color === undefined ) color = 0xffff00;
- if ( length === undefined ) length = 1;
- if ( headLength === undefined ) headLength = 0.2 * length;
- if ( headWidth === undefined ) headWidth = 0.2 * headLength;
- if ( lineGeometry === undefined ) {
- lineGeometry = new BufferGeometry();
- lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
- coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
- coneGeometry.translate( 0, - 0.5, 0 );
- }
- this.position.copy( origin );
- this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) );
- this.line.matrixAutoUpdate = false;
- this.add( this.line );
- this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) );
- this.cone.matrixAutoUpdate = false;
- this.add( this.cone );
- this.setDirection( dir );
- this.setLength( length, headLength, headWidth );
- }
- ArrowHelper.prototype = Object.create( Object3D.prototype );
- ArrowHelper.prototype.constructor = ArrowHelper;
- ArrowHelper.prototype.setDirection = ( function () {
- var axis = new Vector3();
- var radians;
- return function setDirection( dir ) {
- // dir is assumed to be normalized
- if ( dir.y > 0.99999 ) {
- this.quaternion.set( 0, 0, 0, 1 );
- } else if ( dir.y < - 0.99999 ) {
- this.quaternion.set( 1, 0, 0, 0 );
- } else {
- axis.set( dir.z, 0, - dir.x ).normalize();
- radians = Math.acos( dir.y );
- this.quaternion.setFromAxisAngle( axis, radians );
- }
- };
- }() );
- ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
- if ( headLength === undefined ) headLength = 0.2 * length;
- if ( headWidth === undefined ) headWidth = 0.2 * headLength;
- this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );
- this.line.updateMatrix();
- this.cone.scale.set( headWidth, headLength, headWidth );
- this.cone.position.y = length;
- this.cone.updateMatrix();
- };
- ArrowHelper.prototype.setColor = function ( color ) {
- this.line.material.color.copy( color );
- this.cone.material.color.copy( color );
- };
- /**
- * @author sroucheray / http://sroucheray.org/
- * @author mrdoob / http://mrdoob.com/
- */
- function AxisHelper( size ) {
- size = size || 1;
- var vertices = [
- 0, 0, 0, size, 0, 0,
- 0, 0, 0, 0, size, 0,
- 0, 0, 0, 0, 0, size
- ];
- var colors = [
- 1, 0, 0, 1, 0.6, 0,
- 0, 1, 0, 0.6, 1, 0,
- 0, 0, 1, 0, 0.6, 1
- ];
- var geometry = new BufferGeometry();
- geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
- var material = new LineBasicMaterial( { vertexColors: VertexColors } );
- LineSegments.call( this, geometry, material );
- }
- AxisHelper.prototype = Object.create( LineSegments.prototype );
- AxisHelper.prototype.constructor = AxisHelper;
- /**
- * @author zz85 https://github.com/zz85
- *
- * Centripetal CatmullRom Curve - which is useful for avoiding
- * cusps and self-intersections in non-uniform catmull rom curves.
- * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
- *
- * curve.type accepts centripetal(default), chordal and catmullrom
- * curve.tension is used for catmullrom which defaults to 0.5
- */
- /*
- Based on an optimized c++ solution in
- - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
- - http://ideone.com/NoEbVM
- This CubicPoly class could be used for reusing some variables and calculations,
- but for three.js curve use, it could be possible inlined and flatten into a single function call
- which can be placed in CurveUtils.
- */
- function CubicPoly() {
- var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
- /*
- * Compute coefficients for a cubic polynomial
- * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
- * such that
- * p(0) = x0, p(1) = x1
- * and
- * p'(0) = t0, p'(1) = t1.
- */
- function init( x0, x1, t0, t1 ) {
- c0 = x0;
- c1 = t0;
- c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
- c3 = 2 * x0 - 2 * x1 + t0 + t1;
- }
- return {
- initCatmullRom: function ( x0, x1, x2, x3, tension ) {
- init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
- },
- initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
- // compute tangents when parameterized in [t1,t2]
- var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
- var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
- // rescale tangents for parametrization in [0,1]
- t1 *= dt1;
- t2 *= dt1;
- init( x1, x2, t1, t2 );
- },
- calc: function ( t ) {
- var t2 = t * t;
- var t3 = t2 * t;
- return c0 + c1 * t + c2 * t2 + c3 * t3;
- }
- };
- }
- //
- var tmp = new Vector3();
- var px = new CubicPoly();
- var py = new CubicPoly();
- var pz = new CubicPoly();
- function CatmullRomCurve3( p /* array of Vector3 */ ) {
- this.points = p || [];
- this.closed = false;
- }
- CatmullRomCurve3.prototype = Object.create( Curve.prototype );
- CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
- CatmullRomCurve3.prototype.getPoint = function ( t ) {
- var points = this.points;
- var l = points.length;
- if ( l < 2 ) console.log( 'duh, you need at least 2 points' );
- var point = ( l - ( this.closed ? 0 : 1 ) ) * t;
- var intPoint = Math.floor( point );
- var weight = point - intPoint;
- if ( this.closed ) {
- intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
- } else if ( weight === 0 && intPoint === l - 1 ) {
- intPoint = l - 2;
- weight = 1;
- }
- var p0, p1, p2, p3; // 4 points
- if ( this.closed || intPoint > 0 ) {
- p0 = points[ ( intPoint - 1 ) % l ];
- } else {
- // extrapolate first point
- tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
- p0 = tmp;
- }
- p1 = points[ intPoint % l ];
- p2 = points[ ( intPoint + 1 ) % l ];
- if ( this.closed || intPoint + 2 < l ) {
- p3 = points[ ( intPoint + 2 ) % l ];
- } else {
- // extrapolate last point
- tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
- p3 = tmp;
- }
- if ( this.type === undefined || this.type === 'centripetal' || this.type === 'chordal' ) {
- // init Centripetal / Chordal Catmull-Rom
- var pow = this.type === 'chordal' ? 0.5 : 0.25;
- var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
- var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
- var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
- // safety check for repeated points
- if ( dt1 < 1e-4 ) dt1 = 1.0;
- if ( dt0 < 1e-4 ) dt0 = dt1;
- if ( dt2 < 1e-4 ) dt2 = dt1;
- px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
- py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
- pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
- } else if ( this.type === 'catmullrom' ) {
- var tension = this.tension !== undefined ? this.tension : 0.5;
- px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, tension );
- py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, tension );
- pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, tension );
- }
- return new Vector3( px.calc( weight ), py.calc( weight ), pz.calc( weight ) );
- };
- function CubicBezierCurve3( v0, v1, v2, v3 ) {
- this.v0 = v0;
- this.v1 = v1;
- this.v2 = v2;
- this.v3 = v3;
- }
- CubicBezierCurve3.prototype = Object.create( Curve.prototype );
- CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
- CubicBezierCurve3.prototype.getPoint = function ( t ) {
- var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
- return new Vector3(
- 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 )
- );
- };
- function QuadraticBezierCurve3( v0, v1, v2 ) {
- this.v0 = v0;
- this.v1 = v1;
- this.v2 = v2;
- }
- QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
- QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
- QuadraticBezierCurve3.prototype.getPoint = function ( t ) {
- var v0 = this.v0, v1 = this.v1, v2 = this.v2;
- return new Vector3(
- QuadraticBezier( t, v0.x, v1.x, v2.x ),
- QuadraticBezier( t, v0.y, v1.y, v2.y ),
- QuadraticBezier( t, v0.z, v1.z, v2.z )
- );
- };
- function LineCurve3( v1, v2 ) {
- this.v1 = v1;
- this.v2 = v2;
- }
- LineCurve3.prototype = Object.create( Curve.prototype );
- LineCurve3.prototype.constructor = LineCurve3;
- LineCurve3.prototype.getPoint = function ( t ) {
- if ( t === 1 ) {
- return this.v2.clone();
- }
- var vector = new Vector3();
- vector.subVectors( this.v2, this.v1 ); // diff
- vector.multiplyScalar( t );
- vector.add( this.v1 );
- return vector;
- };
- function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
- EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
- }
- ArcCurve.prototype = Object.create( EllipseCurve.prototype );
- ArcCurve.prototype.constructor = ArcCurve;
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- var SceneUtils = {
- createMultiMaterialObject: function ( geometry, materials ) {
- var group = new Group();
- for ( var i = 0, l = materials.length; i < l; i ++ ) {
- group.add( new Mesh( geometry, materials[ i ] ) );
- }
- return group;
- },
- detach: function ( child, parent, scene ) {
- child.applyMatrix( parent.matrixWorld );
- parent.remove( child );
- scene.add( child );
- },
- attach: function ( child, scene, parent ) {
- var matrixWorldInverse = new Matrix4();
- matrixWorldInverse.getInverse( parent.matrixWorld );
- child.applyMatrix( matrixWorldInverse );
- scene.remove( child );
- parent.add( child );
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function Face4( a, b, c, d, normal, color, materialIndex ) {
- console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
- return new Face3( a, b, c, normal, color, materialIndex );
- }
- var LineStrip = 0;
- var LinePieces = 1;
- function MeshFaceMaterial( materials ) {
- console.warn( 'THREE.MeshFaceMaterial has been renamed to THREE.MultiMaterial.' );
- return new MultiMaterial( materials );
- }
- function PointCloud( geometry, material ) {
- console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
- return new Points( geometry, material );
- }
- function Particle( material ) {
- console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
- return new Sprite( material );
- }
- function ParticleSystem( geometry, material ) {
- console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
- return new Points( geometry, material );
- }
- function PointCloudMaterial( parameters ) {
- console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
- return new PointsMaterial( parameters );
- }
- function ParticleBasicMaterial( parameters ) {
- console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
- return new PointsMaterial( parameters );
- }
- function ParticleSystemMaterial( parameters ) {
- console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
- return new PointsMaterial( parameters );
- }
- function Vertex( x, y, z ) {
- console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
- return new Vector3( x, y, z );
- }
- //
- function DynamicBufferAttribute( array, itemSize ) {
- console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
- return new BufferAttribute( array, itemSize ).setDynamic( true );
- }
- function Int8Attribute( array, itemSize ) {
- console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
- return new Int8BufferAttribute( array, itemSize );
- }
- function Uint8Attribute( array, itemSize ) {
- console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
- return new Uint8BufferAttribute( array, itemSize );
- }
- function Uint8ClampedAttribute( array, itemSize ) {
- console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
- return new Uint8ClampedBufferAttribute( array, itemSize );
- }
- function Int16Attribute( array, itemSize ) {
- console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
- return new Int16BufferAttribute( array, itemSize );
- }
- function Uint16Attribute( array, itemSize ) {
- console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
- return new Uint16BufferAttribute( array, itemSize );
- }
- function Int32Attribute( array, itemSize ) {
- console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
- return new Int32BufferAttribute( array, itemSize );
- }
- function Uint32Attribute( array, itemSize ) {
- console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
- return new Uint32BufferAttribute( array, itemSize );
- }
- function Float32Attribute( array, itemSize ) {
- console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
- return new Float32BufferAttribute( array, itemSize );
- }
- function Float64Attribute( array, itemSize ) {
- console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
- return new Float64BufferAttribute( array, itemSize );
- }
- //
- Curve.create = function ( construct, getPoint ) {
- console.log( 'THREE.Curve.create() has been deprecated' );
- construct.prototype = Object.create( Curve.prototype );
- construct.prototype.constructor = construct;
- construct.prototype.getPoint = getPoint;
- return construct;
- };
- //
- function ClosedSplineCurve3( points ) {
- console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
- CatmullRomCurve3.call( this, points );
- this.type = 'catmullrom';
- this.closed = true;
- }
- ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
- //
- function SplineCurve3( points ) {
- console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
- CatmullRomCurve3.call( this, points );
- this.type = 'catmullrom';
- }
- SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
- //
- function Spline( points ) {
- console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
- CatmullRomCurve3.call( this, points );
- this.type = 'catmullrom';
- }
- Spline.prototype = Object.create( CatmullRomCurve3.prototype );
- Object.assign( Spline.prototype, {
- initFromArray: function ( a ) {
- console.error( 'THREE.Spline: .initFromArray() has been removed.' );
- },
- getControlPointsArray: function ( optionalTarget ) {
- console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
- },
- reparametrizeByArcLength: function ( samplingCoef ) {
- console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
- }
- } );
- //
- function BoundingBoxHelper( object, color ) {
- console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
- return new BoxHelper( object, color );
- }
- function EdgesHelper( object, hex ) {
- console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
- return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
- }
- GridHelper.prototype.setColors = function () {
- console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
- };
- function WireframeHelper( object, hex ) {
- console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
- return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
- }
- //
- function XHRLoader( manager ) {
- console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
- return new FileLoader( manager );
- }
- function BinaryTextureLoader( manager ) {
- console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
- return new DataTextureLoader( manager );
- }
- //
- Object.assign( Box2.prototype, {
- center: function ( optionalTarget ) {
- console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
- return this.getCenter( optionalTarget );
- },
- empty: function () {
- console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
- return this.isEmpty();
- },
- isIntersectionBox: function ( box ) {
- console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
- return this.intersectsBox( box );
- },
- size: function ( optionalTarget ) {
- console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
- return this.getSize( optionalTarget );
- }
- } );
- Object.assign( Box3.prototype, {
- center: function ( optionalTarget ) {
- console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
- return this.getCenter( optionalTarget );
- },
- empty: function () {
- console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
- return this.isEmpty();
- },
- isIntersectionBox: function ( box ) {
- console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
- return this.intersectsBox( box );
- },
- isIntersectionSphere: function ( sphere ) {
- console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
- return this.intersectsSphere( sphere );
- },
- size: function ( optionalTarget ) {
- console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
- return this.getSize( optionalTarget );
- }
- } );
- Line3.prototype.center = function ( optionalTarget ) {
- console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
- return this.getCenter( optionalTarget );
- };
- _Math.random16 = function () {
- console.warn( 'THREE.Math.random16() has been deprecated. Use Math.random() instead.' );
- return Math.random();
- };
- Object.assign( Matrix3.prototype, {
- flattenToArrayOffset: function ( array, offset ) {
- console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
- return this.toArray( array, offset );
- },
- multiplyVector3: function ( vector ) {
- console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
- return vector.applyMatrix3( this );
- },
- multiplyVector3Array: function ( a ) {
- console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
- return this.applyToVector3Array( a );
- },
- applyToBuffer: function( buffer, offset, length ) {
- console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
- return this.applyToBufferAttribute( buffer );
- },
- applyToVector3Array: function( array, offset, length ) {
- console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
- }
- } );
- Object.assign( Matrix4.prototype, {
- extractPosition: function ( m ) {
- console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
- return this.copyPosition( m );
- },
- flattenToArrayOffset: function ( array, offset ) {
- console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
- return this.toArray( array, offset );
- },
- getPosition: function () {
- var v1;
- return function getPosition() {
- if ( v1 === undefined ) v1 = new Vector3();
- console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
- return v1.setFromMatrixColumn( this, 3 );
- };
- }(),
- setRotationFromQuaternion: function ( q ) {
- console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
- return this.makeRotationFromQuaternion( q );
- },
- multiplyVector3: function ( vector ) {
- console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
- return vector.applyMatrix4( this );
- },
- multiplyVector4: function ( vector ) {
- console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
- return vector.applyMatrix4( this );
- },
- multiplyVector3Array: function ( a ) {
- console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
- return this.applyToVector3Array( a );
- },
- rotateAxis: function ( v ) {
- console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
- v.transformDirection( this );
- },
- crossVector: function ( vector ) {
- console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
- return vector.applyMatrix4( this );
- },
- translate: function () {
- console.error( 'THREE.Matrix4: .translate() has been removed.' );
- },
- rotateX: function () {
- console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
- },
- rotateY: function () {
- console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
- },
- rotateZ: function () {
- console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
- },
- rotateByAxis: function () {
- console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
- },
- applyToBuffer: function( buffer, offset, length ) {
- console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
- return this.applyToBufferAttribute( buffer );
- },
- applyToVector3Array: function( array, offset, length ) {
- console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
- },
- makeFrustum: function( left, right, bottom, top, near, far ) {
- console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
- return this.makePerspective( left, right, top, bottom, near, far );
- }
- } );
- Plane.prototype.isIntersectionLine = function ( line ) {
- console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
- return this.intersectsLine( line );
- };
- Quaternion.prototype.multiplyVector3 = function ( vector ) {
- console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
- return vector.applyQuaternion( this );
- };
- Object.assign( Ray.prototype, {
- isIntersectionBox: function ( box ) {
- console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
- return this.intersectsBox( box );
- },
- isIntersectionPlane: function ( plane ) {
- console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
- return this.intersectsPlane( plane );
- },
- isIntersectionSphere: function ( sphere ) {
- console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
- return this.intersectsSphere( sphere );
- }
- } );
- Object.assign( Shape.prototype, {
- extrude: function ( options ) {
- console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
- return new ExtrudeGeometry( this, options );
- },
- makeGeometry: function ( options ) {
- console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
- return new ShapeGeometry( this, options );
- }
- } );
- Object.assign( Vector2.prototype, {
- fromAttribute: function ( attribute, index, offset ) {
- console.error( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
- return this.fromBufferAttribute( attribute, index, offset );
- }
- } );
- Object.assign( Vector3.prototype, {
- setEulerFromRotationMatrix: function () {
- console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
- },
- setEulerFromQuaternion: function () {
- console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
- },
- getPositionFromMatrix: function ( m ) {
- console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
- return this.setFromMatrixPosition( m );
- },
- getScaleFromMatrix: function ( m ) {
- console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
- return this.setFromMatrixScale( m );
- },
- getColumnFromMatrix: function ( index, matrix ) {
- console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
- return this.setFromMatrixColumn( matrix, index );
- },
- applyProjection: function ( m ) {
- console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
- return this.applyMatrix4( m );
- },
- fromAttribute: function ( attribute, index, offset ) {
- console.error( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
- return this.fromBufferAttribute( attribute, index, offset );
- }
- } );
- Object.assign( Vector4.prototype, {
- fromAttribute: function ( attribute, index, offset ) {
- console.error( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
- return this.fromBufferAttribute( attribute, index, offset );
- }
- } );
- //
- Geometry.prototype.computeTangents = function () {
- console.warn( 'THREE.Geometry: .computeTangents() has been removed.' );
- };
- Object.assign( Object3D.prototype, {
- getChildByName: function ( name ) {
- console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
- return this.getObjectByName( name );
- },
- renderDepth: function () {
- console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
- },
- translate: function ( distance, axis ) {
- console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
- return this.translateOnAxis( axis, distance );
- }
- } );
- Object.defineProperties( Object3D.prototype, {
- eulerOrder: {
- get: function () {
- console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
- return this.rotation.order;
- },
- set: function ( value ) {
- console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
- this.rotation.order = value;
- }
- },
- useQuaternion: {
- get: function () {
- console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
- },
- set: function () {
- console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
- }
- }
- } );
- Object.defineProperties( LOD.prototype, {
- objects: {
- get: function () {
- console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
- return this.levels;
- }
- }
- } );
- //
- PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
- console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
- "Use .setFocalLength and .filmGauge for a photographic setup." );
- if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
- this.setFocalLength( focalLength );
- };
- //
- Object.defineProperties( Light.prototype, {
- onlyShadow: {
- set: function () {
- console.warn( 'THREE.Light: .onlyShadow has been removed.' );
- }
- },
- shadowCameraFov: {
- set: function ( value ) {
- console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
- this.shadow.camera.fov = value;
- }
- },
- shadowCameraLeft: {
- set: function ( value ) {
- console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
- this.shadow.camera.left = value;
- }
- },
- shadowCameraRight: {
- set: function ( value ) {
- console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
- this.shadow.camera.right = value;
- }
- },
- shadowCameraTop: {
- set: function ( value ) {
- console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
- this.shadow.camera.top = value;
- }
- },
- shadowCameraBottom: {
- set: function ( value ) {
- console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
- this.shadow.camera.bottom = value;
- }
- },
- shadowCameraNear: {
- set: function ( value ) {
- console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
- this.shadow.camera.near = value;
- }
- },
- shadowCameraFar: {
- set: function ( value ) {
- console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
- this.shadow.camera.far = value;
- }
- },
- shadowCameraVisible: {
- set: function () {
- console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
- }
- },
- shadowBias: {
- set: function ( value ) {
- console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
- this.shadow.bias = value;
- }
- },
- shadowDarkness: {
- set: function () {
- console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
- }
- },
- shadowMapWidth: {
- set: function ( value ) {
- console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
- this.shadow.mapSize.width = value;
- }
- },
- shadowMapHeight: {
- set: function ( value ) {
- console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
- this.shadow.mapSize.height = value;
- }
- }
- } );
- //
- Object.defineProperties( BufferAttribute.prototype, {
- length: {
- get: function () {
- console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
- return this.array.length;
- }
- }
- } );
- Object.assign( BufferGeometry.prototype, {
- addIndex: function ( index ) {
- console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
- this.setIndex( index );
- },
- addDrawCall: function ( start, count, indexOffset ) {
- if ( indexOffset !== undefined ) {
- console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
- }
- console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
- this.addGroup( start, count );
- },
- clearDrawCalls: function () {
- console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
- this.clearGroups();
- },
- computeTangents: function () {
- console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
- },
- computeOffsets: function () {
- console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
- }
- } );
- Object.defineProperties( BufferGeometry.prototype, {
- drawcalls: {
- get: function () {
- console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
- return this.groups;
- }
- },
- offsets: {
- get: function () {
- console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
- return this.groups;
- }
- }
- } );
- //
- Object.defineProperties( Uniform.prototype, {
- dynamic: {
- set: function () {
- console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
- }
- },
- onUpdate: {
- value: function () {
- console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
- return this;
- }
- }
- } );
- //
- Object.defineProperties( Material.prototype, {
- wrapAround: {
- get: function () {
- console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' );
- },
- set: function () {
- console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' );
- }
- },
- wrapRGB: {
- get: function () {
- console.warn( 'THREE.' + this.type + ': .wrapRGB has been removed.' );
- return new Color();
- }
- }
- } );
- Object.defineProperties( MeshPhongMaterial.prototype, {
- metal: {
- get: function () {
- console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
- return false;
- },
- set: function () {
- console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
- }
- }
- } );
- Object.defineProperties( ShaderMaterial.prototype, {
- derivatives: {
- get: function () {
- console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
- return this.extensions.derivatives;
- },
- set: function ( value ) {
- console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
- this.extensions.derivatives = value;
- }
- }
- } );
- //
- Object.assign( WebGLRenderer.prototype, {
- supportsFloatTextures: function () {
- console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
- return this.extensions.get( 'OES_texture_float' );
- },
- supportsHalfFloatTextures: function () {
- console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
- return this.extensions.get( 'OES_texture_half_float' );
- },
- supportsStandardDerivatives: function () {
- console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
- return this.extensions.get( 'OES_standard_derivatives' );
- },
- supportsCompressedTextureS3TC: function () {
- console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
- return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
- },
- supportsCompressedTexturePVRTC: function () {
- console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
- return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
- },
- supportsBlendMinMax: function () {
- console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
- return this.extensions.get( 'EXT_blend_minmax' );
- },
- supportsVertexTextures: function () {
- console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
- return this.capabilities.vertexTextures;
- },
- supportsInstancedArrays: function () {
- console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
- return this.extensions.get( 'ANGLE_instanced_arrays' );
- },
- enableScissorTest: function ( boolean ) {
- console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
- this.setScissorTest( boolean );
- },
- initMaterial: function () {
- console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
- },
- addPrePlugin: function () {
- console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
- },
- addPostPlugin: function () {
- console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
- },
- updateShadowMap: function () {
- console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
- }
- } );
- Object.defineProperties( WebGLRenderer.prototype, {
- shadowMapEnabled: {
- get: function () {
- return this.shadowMap.enabled;
- },
- set: function ( value ) {
- console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
- this.shadowMap.enabled = value;
- }
- },
- shadowMapType: {
- get: function () {
- return this.shadowMap.type;
- },
- set: function ( value ) {
- console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
- this.shadowMap.type = value;
- }
- },
- shadowMapCullFace: {
- get: function () {
- return this.shadowMap.cullFace;
- },
- set: function ( value ) {
- console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
- this.shadowMap.cullFace = value;
- }
- }
- } );
- Object.defineProperties( WebGLShadowMap.prototype, {
- cullFace: {
- get: function () {
- return this.renderReverseSided ? CullFaceFront : CullFaceBack;
- },
- set: function ( cullFace ) {
- var value = ( cullFace !== CullFaceBack );
- console.warn( "WebGLRenderer: .shadowMap.cullFace is deprecated. Set .shadowMap.renderReverseSided to " + value + "." );
- this.renderReverseSided = value;
- }
- }
- } );
- //
- Object.defineProperties( WebGLRenderTarget.prototype, {
- wrapS: {
- get: function () {
- console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
- return this.texture.wrapS;
- },
- set: function ( value ) {
- console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
- this.texture.wrapS = value;
- }
- },
- wrapT: {
- get: function () {
- console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
- return this.texture.wrapT;
- },
- set: function ( value ) {
- console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
- this.texture.wrapT = value;
- }
- },
- magFilter: {
- get: function () {
- console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
- return this.texture.magFilter;
- },
- set: function ( value ) {
- console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
- this.texture.magFilter = value;
- }
- },
- minFilter: {
- get: function () {
- console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
- return this.texture.minFilter;
- },
- set: function ( value ) {
- console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
- this.texture.minFilter = value;
- }
- },
- anisotropy: {
- get: function () {
- console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
- return this.texture.anisotropy;
- },
- set: function ( value ) {
- console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
- this.texture.anisotropy = value;
- }
- },
- offset: {
- get: function () {
- console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
- return this.texture.offset;
- },
- set: function ( value ) {
- console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
- this.texture.offset = value;
- }
- },
- repeat: {
- get: function () {
- console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
- return this.texture.repeat;
- },
- set: function ( value ) {
- console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
- this.texture.repeat = value;
- }
- },
- format: {
- get: function () {
- console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
- return this.texture.format;
- },
- set: function ( value ) {
- console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
- this.texture.format = value;
- }
- },
- type: {
- get: function () {
- console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
- return this.texture.type;
- },
- set: function ( value ) {
- console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
- this.texture.type = value;
- }
- },
- generateMipmaps: {
- get: function () {
- console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
- return this.texture.generateMipmaps;
- },
- set: function ( value ) {
- console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
- this.texture.generateMipmaps = value;
- }
- }
- } );
- //
- Audio.prototype.load = function ( file ) {
- console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
- var scope = this;
- var audioLoader = new AudioLoader();
- audioLoader.load( file, function ( buffer ) {
- scope.setBuffer( buffer );
- } );
- return this;
- };
- AudioAnalyser.prototype.getData = function () {
- console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
- return this.getFrequencyData();
- };
- //
- var GeometryUtils = {
- merge: function ( geometry1, geometry2, materialIndexOffset ) {
- console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
- var matrix;
- if ( geometry2.isMesh ) {
- geometry2.matrixAutoUpdate && geometry2.updateMatrix();
- matrix = geometry2.matrix;
- geometry2 = geometry2.geometry;
- }
- geometry1.merge( geometry2, matrix, materialIndexOffset );
- },
- center: function ( geometry ) {
- console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
- return geometry.center();
- }
- };
- var ImageUtils = {
- crossOrigin: undefined,
- loadTexture: function ( url, mapping, onLoad, onError ) {
- console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
- var loader = new TextureLoader();
- loader.setCrossOrigin( this.crossOrigin );
- var texture = loader.load( url, onLoad, undefined, onError );
- if ( mapping ) texture.mapping = mapping;
- return texture;
- },
- loadTextureCube: function ( urls, mapping, onLoad, onError ) {
- console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
- var loader = new CubeTextureLoader();
- loader.setCrossOrigin( this.crossOrigin );
- var texture = loader.load( urls, onLoad, undefined, onError );
- if ( mapping ) texture.mapping = mapping;
- return texture;
- },
- loadCompressedTexture: function () {
- console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
- },
- loadCompressedTextureCube: function () {
- console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
- }
- };
- //
- function Projector() {
- console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' );
- this.projectVector = function ( vector, camera ) {
- console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
- vector.project( camera );
- };
- this.unprojectVector = function ( vector, camera ) {
- console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
- vector.unproject( camera );
- };
- this.pickingRay = function () {
- console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
- };
- }
- //
- function CanvasRenderer() {
- console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' );
- this.domElement = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
- this.clear = function () {};
- this.render = function () {};
- this.setClearColor = function () {};
- this.setSize = function () {};
- }
- exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
- exports.WebGLRenderTarget = WebGLRenderTarget;
- exports.WebGLRenderer = WebGLRenderer;
- exports.ShaderLib = ShaderLib;
- exports.UniformsLib = UniformsLib;
- exports.UniformsUtils = UniformsUtils;
- exports.ShaderChunk = ShaderChunk;
- exports.FogExp2 = FogExp2;
- exports.Fog = Fog;
- exports.Scene = Scene;
- exports.LensFlare = LensFlare;
- exports.Sprite = Sprite;
- exports.LOD = LOD;
- exports.SkinnedMesh = SkinnedMesh;
- exports.Skeleton = Skeleton;
- exports.Bone = Bone;
- exports.Mesh = Mesh;
- exports.LineSegments = LineSegments;
- exports.Line = Line;
- exports.Points = Points;
- exports.Group = Group;
- exports.VideoTexture = VideoTexture;
- exports.DataTexture = DataTexture;
- exports.CompressedTexture = CompressedTexture;
- exports.CubeTexture = CubeTexture;
- exports.CanvasTexture = CanvasTexture;
- exports.DepthTexture = DepthTexture;
- exports.Texture = Texture;
- exports.CompressedTextureLoader = CompressedTextureLoader;
- exports.DataTextureLoader = DataTextureLoader;
- exports.CubeTextureLoader = CubeTextureLoader;
- exports.TextureLoader = TextureLoader;
- exports.ObjectLoader = ObjectLoader;
- exports.MaterialLoader = MaterialLoader;
- exports.BufferGeometryLoader = BufferGeometryLoader;
- exports.DefaultLoadingManager = DefaultLoadingManager;
- exports.LoadingManager = LoadingManager;
- exports.JSONLoader = JSONLoader;
- exports.ImageLoader = ImageLoader;
- exports.FontLoader = FontLoader;
- exports.FileLoader = FileLoader;
- exports.Loader = Loader;
- exports.Cache = Cache;
- exports.AudioLoader = AudioLoader;
- exports.SpotLightShadow = SpotLightShadow;
- exports.SpotLight = SpotLight;
- exports.PointLight = PointLight;
- exports.RectAreaLight = RectAreaLight;
- exports.HemisphereLight = HemisphereLight;
- exports.DirectionalLightShadow = DirectionalLightShadow;
- exports.DirectionalLight = DirectionalLight;
- exports.AmbientLight = AmbientLight;
- exports.LightShadow = LightShadow;
- exports.Light = Light;
- exports.StereoCamera = StereoCamera;
- exports.PerspectiveCamera = PerspectiveCamera;
- exports.OrthographicCamera = OrthographicCamera;
- exports.CubeCamera = CubeCamera;
- exports.Camera = Camera;
- exports.AudioListener = AudioListener;
- exports.PositionalAudio = PositionalAudio;
- exports.AudioContext = AudioContext;
- exports.AudioAnalyser = AudioAnalyser;
- exports.Audio = Audio;
- exports.VectorKeyframeTrack = VectorKeyframeTrack;
- exports.StringKeyframeTrack = StringKeyframeTrack;
- exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
- exports.NumberKeyframeTrack = NumberKeyframeTrack;
- exports.ColorKeyframeTrack = ColorKeyframeTrack;
- exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
- exports.PropertyMixer = PropertyMixer;
- exports.PropertyBinding = PropertyBinding;
- exports.KeyframeTrack = KeyframeTrack;
- exports.AnimationUtils = AnimationUtils;
- exports.AnimationObjectGroup = AnimationObjectGroup;
- exports.AnimationMixer = AnimationMixer;
- exports.AnimationClip = AnimationClip;
- exports.Uniform = Uniform;
- exports.InstancedBufferGeometry = InstancedBufferGeometry;
- exports.BufferGeometry = BufferGeometry;
- exports.GeometryIdCount = GeometryIdCount;
- exports.Geometry = Geometry;
- exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
- exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
- exports.InterleavedBuffer = InterleavedBuffer;
- exports.InstancedBufferAttribute = InstancedBufferAttribute;
- exports.Face3 = Face3;
- exports.Object3D = Object3D;
- exports.Raycaster = Raycaster;
- exports.Layers = Layers;
- exports.EventDispatcher = EventDispatcher;
- exports.Clock = Clock;
- exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
- exports.LinearInterpolant = LinearInterpolant;
- exports.DiscreteInterpolant = DiscreteInterpolant;
- exports.CubicInterpolant = CubicInterpolant;
- exports.Interpolant = Interpolant;
- exports.Triangle = Triangle;
- exports.Math = _Math;
- exports.Spherical = Spherical;
- exports.Cylindrical = Cylindrical;
- exports.Plane = Plane;
- exports.Frustum = Frustum;
- exports.Sphere = Sphere;
- exports.Ray = Ray;
- exports.Matrix4 = Matrix4;
- exports.Matrix3 = Matrix3;
- exports.Box3 = Box3;
- exports.Box2 = Box2;
- exports.Line3 = Line3;
- exports.Euler = Euler;
- exports.Vector4 = Vector4;
- exports.Vector3 = Vector3;
- exports.Vector2 = Vector2;
- exports.Quaternion = Quaternion;
- exports.Color = Color;
- exports.MorphBlendMesh = MorphBlendMesh;
- exports.ImmediateRenderObject = ImmediateRenderObject;
- exports.VertexNormalsHelper = VertexNormalsHelper;
- exports.SpotLightHelper = SpotLightHelper;
- exports.SkeletonHelper = SkeletonHelper;
- exports.PointLightHelper = PointLightHelper;
- exports.RectAreaLightHelper = RectAreaLightHelper;
- exports.HemisphereLightHelper = HemisphereLightHelper;
- exports.GridHelper = GridHelper;
- exports.PolarGridHelper = PolarGridHelper;
- exports.FaceNormalsHelper = FaceNormalsHelper;
- exports.DirectionalLightHelper = DirectionalLightHelper;
- exports.CameraHelper = CameraHelper;
- exports.BoxHelper = BoxHelper;
- exports.ArrowHelper = ArrowHelper;
- exports.AxisHelper = AxisHelper;
- exports.CatmullRomCurve3 = CatmullRomCurve3;
- exports.CubicBezierCurve3 = CubicBezierCurve3;
- exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
- exports.LineCurve3 = LineCurve3;
- exports.ArcCurve = ArcCurve;
- exports.EllipseCurve = EllipseCurve;
- exports.SplineCurve = SplineCurve;
- exports.CubicBezierCurve = CubicBezierCurve;
- exports.QuadraticBezierCurve = QuadraticBezierCurve;
- exports.LineCurve = LineCurve;
- exports.Shape = Shape;
- exports.Path = Path;
- exports.ShapePath = ShapePath;
- exports.Font = Font;
- exports.CurvePath = CurvePath;
- exports.Curve = Curve;
- exports.ShapeUtils = ShapeUtils;
- exports.SceneUtils = SceneUtils;
- exports.WireframeGeometry = WireframeGeometry;
- exports.ParametricGeometry = ParametricGeometry;
- exports.ParametricBufferGeometry = ParametricBufferGeometry;
- exports.TetrahedronGeometry = TetrahedronGeometry;
- exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
- exports.OctahedronGeometry = OctahedronGeometry;
- exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
- exports.IcosahedronGeometry = IcosahedronGeometry;
- exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
- exports.DodecahedronGeometry = DodecahedronGeometry;
- exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
- exports.PolyhedronGeometry = PolyhedronGeometry;
- exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
- exports.TubeGeometry = TubeGeometry;
- exports.TubeBufferGeometry = TubeBufferGeometry;
- exports.TorusKnotGeometry = TorusKnotGeometry;
- exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
- exports.TorusGeometry = TorusGeometry;
- exports.TorusBufferGeometry = TorusBufferGeometry;
- exports.TextGeometry = TextGeometry;
- exports.SphereGeometry = SphereGeometry;
- exports.SphereBufferGeometry = SphereBufferGeometry;
- exports.RingGeometry = RingGeometry;
- exports.RingBufferGeometry = RingBufferGeometry;
- exports.PlaneGeometry = PlaneGeometry;
- exports.PlaneBufferGeometry = PlaneBufferGeometry;
- exports.LatheGeometry = LatheGeometry;
- exports.LatheBufferGeometry = LatheBufferGeometry;
- exports.ShapeGeometry = ShapeGeometry;
- exports.ShapeBufferGeometry = ShapeBufferGeometry;
- exports.ExtrudeGeometry = ExtrudeGeometry;
- exports.EdgesGeometry = EdgesGeometry;
- exports.ConeGeometry = ConeGeometry;
- exports.ConeBufferGeometry = ConeBufferGeometry;
- exports.CylinderGeometry = CylinderGeometry;
- exports.CylinderBufferGeometry = CylinderBufferGeometry;
- exports.CircleGeometry = CircleGeometry;
- exports.CircleBufferGeometry = CircleBufferGeometry;
- exports.BoxGeometry = BoxGeometry;
- exports.BoxBufferGeometry = BoxBufferGeometry;
- exports.ShadowMaterial = ShadowMaterial;
- exports.SpriteMaterial = SpriteMaterial;
- exports.RawShaderMaterial = RawShaderMaterial;
- exports.ShaderMaterial = ShaderMaterial;
- exports.PointsMaterial = PointsMaterial;
- exports.MultiMaterial = MultiMaterial;
- exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
- exports.MeshStandardMaterial = MeshStandardMaterial;
- exports.MeshPhongMaterial = MeshPhongMaterial;
- exports.MeshToonMaterial = MeshToonMaterial;
- exports.MeshNormalMaterial = MeshNormalMaterial;
- exports.MeshLambertMaterial = MeshLambertMaterial;
- exports.MeshDepthMaterial = MeshDepthMaterial;
- exports.MeshBasicMaterial = MeshBasicMaterial;
- exports.LineDashedMaterial = LineDashedMaterial;
- exports.LineBasicMaterial = LineBasicMaterial;
- exports.Material = Material;
- exports.Float64BufferAttribute = Float64BufferAttribute;
- exports.Float32BufferAttribute = Float32BufferAttribute;
- exports.Uint32BufferAttribute = Uint32BufferAttribute;
- exports.Int32BufferAttribute = Int32BufferAttribute;
- exports.Uint16BufferAttribute = Uint16BufferAttribute;
- exports.Int16BufferAttribute = Int16BufferAttribute;
- exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
- exports.Uint8BufferAttribute = Uint8BufferAttribute;
- exports.Int8BufferAttribute = Int8BufferAttribute;
- exports.BufferAttribute = BufferAttribute;
- exports.REVISION = REVISION;
- exports.MOUSE = MOUSE;
- exports.CullFaceNone = CullFaceNone;
- exports.CullFaceBack = CullFaceBack;
- exports.CullFaceFront = CullFaceFront;
- exports.CullFaceFrontBack = CullFaceFrontBack;
- exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
- exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
- exports.BasicShadowMap = BasicShadowMap;
- exports.PCFShadowMap = PCFShadowMap;
- exports.PCFSoftShadowMap = PCFSoftShadowMap;
- exports.FrontSide = FrontSide;
- exports.BackSide = BackSide;
- exports.DoubleSide = DoubleSide;
- exports.FlatShading = FlatShading;
- exports.SmoothShading = SmoothShading;
- exports.NoColors = NoColors;
- exports.FaceColors = FaceColors;
- exports.VertexColors = VertexColors;
- exports.NoBlending = NoBlending;
- exports.NormalBlending = NormalBlending;
- exports.AdditiveBlending = AdditiveBlending;
- exports.SubtractiveBlending = SubtractiveBlending;
- exports.MultiplyBlending = MultiplyBlending;
- exports.CustomBlending = CustomBlending;
- exports.AddEquation = AddEquation;
- exports.SubtractEquation = SubtractEquation;
- exports.ReverseSubtractEquation = ReverseSubtractEquation;
- exports.MinEquation = MinEquation;
- exports.MaxEquation = MaxEquation;
- exports.ZeroFactor = ZeroFactor;
- exports.OneFactor = OneFactor;
- exports.SrcColorFactor = SrcColorFactor;
- exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
- exports.SrcAlphaFactor = SrcAlphaFactor;
- exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
- exports.DstAlphaFactor = DstAlphaFactor;
- exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
- exports.DstColorFactor = DstColorFactor;
- exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
- exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
- exports.NeverDepth = NeverDepth;
- exports.AlwaysDepth = AlwaysDepth;
- exports.LessDepth = LessDepth;
- exports.LessEqualDepth = LessEqualDepth;
- exports.EqualDepth = EqualDepth;
- exports.GreaterEqualDepth = GreaterEqualDepth;
- exports.GreaterDepth = GreaterDepth;
- exports.NotEqualDepth = NotEqualDepth;
- exports.MultiplyOperation = MultiplyOperation;
- exports.MixOperation = MixOperation;
- exports.AddOperation = AddOperation;
- exports.NoToneMapping = NoToneMapping;
- exports.LinearToneMapping = LinearToneMapping;
- exports.ReinhardToneMapping = ReinhardToneMapping;
- exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
- exports.CineonToneMapping = CineonToneMapping;
- exports.UVMapping = UVMapping;
- exports.CubeReflectionMapping = CubeReflectionMapping;
- exports.CubeRefractionMapping = CubeRefractionMapping;
- exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
- exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
- exports.SphericalReflectionMapping = SphericalReflectionMapping;
- exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
- exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
- exports.RepeatWrapping = RepeatWrapping;
- exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
- exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
- exports.NearestFilter = NearestFilter;
- exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
- exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
- exports.LinearFilter = LinearFilter;
- exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
- exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
- exports.UnsignedByteType = UnsignedByteType;
- exports.ByteType = ByteType;
- exports.ShortType = ShortType;
- exports.UnsignedShortType = UnsignedShortType;
- exports.IntType = IntType;
- exports.UnsignedIntType = UnsignedIntType;
- exports.FloatType = FloatType;
- exports.HalfFloatType = HalfFloatType;
- exports.UnsignedShort4444Type = UnsignedShort4444Type;
- exports.UnsignedShort5551Type = UnsignedShort5551Type;
- exports.UnsignedShort565Type = UnsignedShort565Type;
- exports.UnsignedInt248Type = UnsignedInt248Type;
- exports.AlphaFormat = AlphaFormat;
- exports.RGBFormat = RGBFormat;
- exports.RGBAFormat = RGBAFormat;
- exports.LuminanceFormat = LuminanceFormat;
- exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
- exports.RGBEFormat = RGBEFormat;
- exports.DepthFormat = DepthFormat;
- exports.DepthStencilFormat = DepthStencilFormat;
- exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
- exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
- exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
- exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
- exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
- exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
- exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
- exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
- exports.RGB_ETC1_Format = RGB_ETC1_Format;
- exports.LoopOnce = LoopOnce;
- exports.LoopRepeat = LoopRepeat;
- exports.LoopPingPong = LoopPingPong;
- exports.InterpolateDiscrete = InterpolateDiscrete;
- exports.InterpolateLinear = InterpolateLinear;
- exports.InterpolateSmooth = InterpolateSmooth;
- exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
- exports.ZeroSlopeEnding = ZeroSlopeEnding;
- exports.WrapAroundEnding = WrapAroundEnding;
- exports.TrianglesDrawMode = TrianglesDrawMode;
- exports.TriangleStripDrawMode = TriangleStripDrawMode;
- exports.TriangleFanDrawMode = TriangleFanDrawMode;
- exports.LinearEncoding = LinearEncoding;
- exports.sRGBEncoding = sRGBEncoding;
- exports.GammaEncoding = GammaEncoding;
- exports.RGBEEncoding = RGBEEncoding;
- exports.LogLuvEncoding = LogLuvEncoding;
- exports.RGBM7Encoding = RGBM7Encoding;
- exports.RGBM16Encoding = RGBM16Encoding;
- exports.RGBDEncoding = RGBDEncoding;
- exports.BasicDepthPacking = BasicDepthPacking;
- exports.RGBADepthPacking = RGBADepthPacking;
- exports.CubeGeometry = BoxGeometry;
- exports.Face4 = Face4;
- exports.LineStrip = LineStrip;
- exports.LinePieces = LinePieces;
- exports.MeshFaceMaterial = MeshFaceMaterial;
- exports.PointCloud = PointCloud;
- exports.Particle = Particle;
- exports.ParticleSystem = ParticleSystem;
- exports.PointCloudMaterial = PointCloudMaterial;
- exports.ParticleBasicMaterial = ParticleBasicMaterial;
- exports.ParticleSystemMaterial = ParticleSystemMaterial;
- exports.Vertex = Vertex;
- exports.DynamicBufferAttribute = DynamicBufferAttribute;
- exports.Int8Attribute = Int8Attribute;
- exports.Uint8Attribute = Uint8Attribute;
- exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
- exports.Int16Attribute = Int16Attribute;
- exports.Uint16Attribute = Uint16Attribute;
- exports.Int32Attribute = Int32Attribute;
- exports.Uint32Attribute = Uint32Attribute;
- exports.Float32Attribute = Float32Attribute;
- exports.Float64Attribute = Float64Attribute;
- exports.ClosedSplineCurve3 = ClosedSplineCurve3;
- exports.SplineCurve3 = SplineCurve3;
- exports.Spline = Spline;
- exports.BoundingBoxHelper = BoundingBoxHelper;
- exports.EdgesHelper = EdgesHelper;
- exports.WireframeHelper = WireframeHelper;
- exports.XHRLoader = XHRLoader;
- exports.BinaryTextureLoader = BinaryTextureLoader;
- exports.GeometryUtils = GeometryUtils;
- exports.ImageUtils = ImageUtils;
- exports.Projector = Projector;
- exports.CanvasRenderer = CanvasRenderer;
- Object.defineProperty(exports, '__esModule', { value: true });
- })));
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