heroweb/templatesrcpoc/assets/js/plugins/threejs.js
2024-09-02 08:01:44 +02:00

52759 lines
1.2 MiB

(function(global, factory) {
typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
typeof define === 'function' && define.amd ? define(['exports'], factory) :
(global = global || self, factory(global.THREE = {}));
}(this, (function(exports) {
'use strict';
// Polyfills
if (Number.EPSILON === undefined) {
Number.EPSILON = Math.pow(2, -52);
}
if (Number.isInteger === undefined) {
// Missing in IE
// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
Number.isInteger = function(value) {
return typeof value === 'number' && isFinite(value) && Math.floor(value) === value;
};
}
//
if (Math.sign === undefined) {
// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
Math.sign = function(x) {
return (x < 0) ? -1 : (x > 0) ? 1 : +x;
};
}
if ('name' in Function.prototype === false) {
// Missing in IE
// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
Object.defineProperty(Function.prototype, 'name', {
get: function() {
return this.toString().match(/^\s*function\s*([^\(\s]*)/)[1];
}
});
}
if (Object.assign === undefined) {
// Missing in IE
// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
Object.assign = function(target) {
if (target === undefined || target === null) {
throw new TypeError('Cannot convert undefined or null to object');
}
var output = Object(target);
for (var index = 1; index < arguments.length; index++) {
var source = arguments[index];
if (source !== undefined && source !== null) {
for (var nextKey in source) {
if (Object.prototype.hasOwnProperty.call(source, nextKey)) {
output[nextKey] = source[nextKey];
}
}
}
}
return output;
};
}
var REVISION = '112';
var MOUSE = {
LEFT: 0,
MIDDLE: 1,
RIGHT: 2,
ROTATE: 0,
DOLLY: 1,
PAN: 2
};
var TOUCH = {
ROTATE: 0,
PAN: 1,
DOLLY_PAN: 2,
DOLLY_ROTATE: 3
};
var CullFaceNone = 0;
var CullFaceBack = 1;
var CullFaceFront = 2;
var CullFaceFrontBack = 3;
var FrontFaceDirectionCW = 0;
var FrontFaceDirectionCCW = 1;
var BasicShadowMap = 0;
var PCFShadowMap = 1;
var PCFSoftShadowMap = 2;
var VSMShadowMap = 3;
var FrontSide = 0;
var BackSide = 1;
var DoubleSide = 2;
var FlatShading = 1;
var SmoothShading = 2;
var 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 ACESFilmicToneMapping = 5;
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 NearestMipMapNearestFilter = 1004;
var NearestMipmapLinearFilter = 1005;
var NearestMipMapLinearFilter = 1005;
var LinearFilter = 1006;
var LinearMipmapNearestFilter = 1007;
var LinearMipMapNearestFilter = 1007;
var LinearMipmapLinearFilter = 1008;
var LinearMipMapLinearFilter = 1008;
var UnsignedByteType = 1009;
var ByteType = 1010;
var ShortType = 1011;
var UnsignedShortType = 1012;
var IntType = 1013;
var UnsignedIntType = 1014;
var FloatType = 1015;
var HalfFloatType = 1016;
var UnsignedShort4444Type = 1017;
var UnsignedShort5551Type = 1018;
var UnsignedShort565Type = 1019;
var UnsignedInt248Type = 1020;
var AlphaFormat = 1021;
var RGBFormat = 1022;
var RGBAFormat = 1023;
var LuminanceFormat = 1024;
var LuminanceAlphaFormat = 1025;
var RGBEFormat = RGBAFormat;
var DepthFormat = 1026;
var DepthStencilFormat = 1027;
var RedFormat = 1028;
var RedIntegerFormat = 1029;
var RGFormat = 1030;
var RGIntegerFormat = 1031;
var RGBIntegerFormat = 1032;
var RGBAIntegerFormat = 1033;
var RGB_S3TC_DXT1_Format = 33776;
var RGBA_S3TC_DXT1_Format = 33777;
var RGBA_S3TC_DXT3_Format = 33778;
var RGBA_S3TC_DXT5_Format = 33779;
var RGB_PVRTC_4BPPV1_Format = 35840;
var RGB_PVRTC_2BPPV1_Format = 35841;
var RGBA_PVRTC_4BPPV1_Format = 35842;
var RGBA_PVRTC_2BPPV1_Format = 35843;
var RGB_ETC1_Format = 36196;
var RGBA_ASTC_4x4_Format = 37808;
var RGBA_ASTC_5x4_Format = 37809;
var RGBA_ASTC_5x5_Format = 37810;
var RGBA_ASTC_6x5_Format = 37811;
var RGBA_ASTC_6x6_Format = 37812;
var RGBA_ASTC_8x5_Format = 37813;
var RGBA_ASTC_8x6_Format = 37814;
var RGBA_ASTC_8x8_Format = 37815;
var RGBA_ASTC_10x5_Format = 37816;
var RGBA_ASTC_10x6_Format = 37817;
var RGBA_ASTC_10x8_Format = 37818;
var RGBA_ASTC_10x10_Format = 37819;
var RGBA_ASTC_12x10_Format = 37820;
var RGBA_ASTC_12x12_Format = 37821;
var 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;
var TangentSpaceNormalMap = 0;
var ObjectSpaceNormalMap = 1;
var ZeroStencilOp = 0;
var KeepStencilOp = 7680;
var ReplaceStencilOp = 7681;
var IncrementStencilOp = 7682;
var DecrementStencilOp = 7683;
var IncrementWrapStencilOp = 34055;
var DecrementWrapStencilOp = 34056;
var InvertStencilOp = 5386;
var NeverStencilFunc = 512;
var LessStencilFunc = 513;
var EqualStencilFunc = 514;
var LessEqualStencilFunc = 515;
var GreaterStencilFunc = 516;
var NotEqualStencilFunc = 517;
var GreaterEqualStencilFunc = 518;
var AlwaysStencilFunc = 519;
var StaticDrawUsage = 35044;
var DynamicDrawUsage = 35048;
var StreamDrawUsage = 35040;
var StaticReadUsage = 35045;
var DynamicReadUsage = 35049;
var StreamReadUsage = 35041;
var StaticCopyUsage = 35046;
var DynamicCopyUsage = 35050;
var StreamCopyUsage = 35042;
/**
* https://github.com/mrdoob/eventdispatcher.js/
*/
function EventDispatcher() {}
Object.assign(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 = listenerArray.slice(0);
for (var i = 0, l = array.length; i < l; i++) {
array[i].call(this, event);
}
}
}
});
/**
* @author alteredq / http://alteredqualia.com/
* @author mrdoob / http://mrdoob.com/
*/
var _lut = [];
for (var i = 0; i < 256; i++) {
_lut[i] = (i < 16 ? '0' : '') + (i).toString(16);
}
var _Math = {
DEG2RAD: Math.PI / 180,
RAD2DEG: 180 / Math.PI,
generateUUID: function() {
// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
var d0 = Math.random() * 0xffffffff | 0;
var d1 = Math.random() * 0xffffffff | 0;
var d2 = Math.random() * 0xffffffff | 0;
var d3 = Math.random() * 0xffffffff | 0;
var uuid = _lut[d0 & 0xff] + _lut[d0 >> 8 & 0xff] + _lut[d0 >> 16 & 0xff] + _lut[d0 >> 24 & 0xff] + '-' +
_lut[d1 & 0xff] + _lut[d1 >> 8 & 0xff] + '-' + _lut[d1 >> 16 & 0x0f | 0x40] + _lut[d1 >> 24 & 0xff] + '-' +
_lut[d2 & 0x3f | 0x80] + _lut[d2 >> 8 & 0xff] + '-' + _lut[d2 >> 16 & 0xff] + _lut[d2 >> 24 & 0xff] +
_lut[d3 & 0xff] + _lut[d3 >> 8 & 0xff] + _lut[d3 >> 16 & 0xff] + _lut[d3 >> 24 & 0xff];
// .toUpperCase() here flattens concatenated strings to save heap memory space.
return uuid.toUpperCase();
},
clamp: function(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;
},
ceilPowerOfTwo: function(value) {
return Math.pow(2, Math.ceil(Math.log(value) / Math.LN2));
},
floorPowerOfTwo: function(value) {
return Math.pow(2, Math.floor(Math.log(value) / Math.LN2));
}
};
/**
* @author mrdoob / http://mrdoob.com/
* @author philogb / http://blog.thejit.org/
* @author egraether / http://egraether.com/
* @author zz85 / http://www.lab4games.net/zz85/blog
*/
function Vector2(x, y) {
this.x = x || 0;
this.y = y || 0;
}
Object.defineProperties(Vector2.prototype, {
"width": {
get: function() {
return this.x;
},
set: function(value) {
this.x = value;
}
},
"height": {
get: function() {
return this.y;
},
set: function(value) {
this.y = value;
}
}
});
Object.assign(Vector2.prototype, {
isVector2: true,
set: function(x, y) {
this.x = x;
this.y = y;
return this;
},
setScalar: function(scalar) {
this.x = scalar;
this.y = scalar;
return this;
},
setX: function(x) {
this.x = x;
return this;
},
setY: function(y) {
this.y = y;
return this;
},
setComponent: function(index, value) {
switch (index) {
case 0:
this.x = value;
break;
case 1:
this.y = value;
break;
default:
throw new Error('index is out of range: ' + index);
}
return this;
},
getComponent: function(index) {
switch (index) {
case 0:
return this.x;
case 1:
return this.y;
default:
throw new Error('index is out of range: ' + index);
}
},
clone: function() {
return new this.constructor(this.x, this.y);
},
copy: function(v) {
this.x = v.x;
this.y = v.y;
return this;
},
add: function(v, w) {
if (w !== undefined) {
console.warn('THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');
return this.addVectors(v, w);
}
this.x += v.x;
this.y += v.y;
return this;
},
addScalar: function(s) {
this.x += s;
this.y += s;
return this;
},
addVectors: function(a, b) {
this.x = a.x + b.x;
this.y = a.y + b.y;
return this;
},
addScaledVector: function(v, s) {
this.x += v.x * s;
this.y += v.y * s;
return this;
},
sub: function(v, w) {
if (w !== undefined) {
console.warn('THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');
return this.subVectors(v, w);
}
this.x -= v.x;
this.y -= v.y;
return this;
},
subScalar: function(s) {
this.x -= s;
this.y -= s;
return this;
},
subVectors: function(a, b) {
this.x = a.x - b.x;
this.y = a.y - b.y;
return this;
},
multiply: function(v) {
this.x *= v.x;
this.y *= v.y;
return this;
},
multiplyScalar: function(scalar) {
this.x *= scalar;
this.y *= scalar;
return this;
},
divide: function(v) {
this.x /= v.x;
this.y /= v.y;
return this;
},
divideScalar: function(scalar) {
return this.multiplyScalar(1 / scalar);
},
applyMatrix3: function(m) {
var x = this.x,
y = this.y;
var e = m.elements;
this.x = e[0] * x + e[3] * y + e[6];
this.y = e[1] * x + e[4] * y + e[7];
return this;
},
min: function(v) {
this.x = Math.min(this.x, v.x);
this.y = Math.min(this.y, v.y);
return this;
},
max: function(v) {
this.x = Math.max(this.x, v.x);
this.y = Math.max(this.y, v.y);
return this;
},
clamp: function(min, max) {
// assumes min < max, componentwise
this.x = Math.max(min.x, Math.min(max.x, this.x));
this.y = Math.max(min.y, Math.min(max.y, this.y));
return this;
},
clampScalar: function(minVal, maxVal) {
this.x = Math.max(minVal, Math.min(maxVal, this.x));
this.y = Math.max(minVal, Math.min(maxVal, this.y));
return this;
},
clampLength: function(min, max) {
var length = this.length();
return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
},
floor: function() {
this.x = Math.floor(this.x);
this.y = Math.floor(this.y);
return this;
},
ceil: function() {
this.x = Math.ceil(this.x);
this.y = Math.ceil(this.y);
return this;
},
round: function() {
this.x = Math.round(this.x);
this.y = Math.round(this.y);
return this;
},
roundToZero: function() {
this.x = (this.x < 0) ? Math.ceil(this.x) : Math.floor(this.x);
this.y = (this.y < 0) ? Math.ceil(this.y) : Math.floor(this.y);
return this;
},
negate: function() {
this.x = -this.x;
this.y = -this.y;
return this;
},
dot: function(v) {
return this.x * v.x + this.y * v.y;
},
cross: function(v) {
return this.x * v.y - this.y * v.x;
},
lengthSq: function() {
return this.x * this.x + this.y * this.y;
},
length: function() {
return Math.sqrt(this.x * this.x + this.y * this.y);
},
manhattanLength: function() {
return Math.abs(this.x) + Math.abs(this.y);
},
normalize: function() {
return this.divideScalar(this.length() || 1);
},
angle: function() {
// computes the angle in radians with respect to the positive x-axis
var angle = Math.atan2(this.y, this.x);
if (angle < 0) {
angle += 2 * Math.PI;
}
return angle;
},
distanceTo: function(v) {
return Math.sqrt(this.distanceToSquared(v));
},
distanceToSquared: function(v) {
var dx = this.x - v.x,
dy = this.y - v.y;
return dx * dx + dy * dy;
},
manhattanDistanceTo: function(v) {
return Math.abs(this.x - v.x) + Math.abs(this.y - v.y);
},
setLength: function(length) {
return this.normalize().multiplyScalar(length);
},
lerp: function(v, alpha) {
this.x += (v.x - this.x) * alpha;
this.y += (v.y - this.y) * alpha;
return this;
},
lerpVectors: function(v1, v2, alpha) {
return this.subVectors(v2, v1).multiplyScalar(alpha).add(v1);
},
equals: function(v) {
return ((v.x === this.x) && (v.y === this.y));
},
fromArray: function(array, offset) {
if (offset === undefined) {
offset = 0;
}
this.x = array[offset];
this.y = array[offset + 1];
return this;
},
toArray: function(array, offset) {
if (array === undefined) {
array = [];
}
if (offset === undefined) {
offset = 0;
}
array[offset] = this.x;
array[offset + 1] = this.y;
return array;
},
fromBufferAttribute: function(attribute, index, offset) {
if (offset !== undefined) {
console.warn('THREE.Vector2: offset has been removed from .fromBufferAttribute().');
}
this.x = attribute.getX(index);
this.y = attribute.getY(index);
return this;
},
rotateAround: function(center, angle) {
var c = Math.cos(angle),
s = Math.sin(angle);
var x = this.x - center.x;
var y = this.y - center.y;
this.x = x * c - y * s + center.x;
this.y = x * s + y * c + center.y;
return this;
}
});
/**
* @author 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;
}
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;
}
});
Object.defineProperties(Quaternion.prototype, {
x: {
get: function() {
return this._x;
},
set: function(value) {
this._x = value;
this._onChangeCallback();
}
},
y: {
get: function() {
return this._y;
},
set: function(value) {
this._y = value;
this._onChangeCallback();
}
},
z: {
get: function() {
return this._z;
},
set: function(value) {
this._z = value;
this._onChangeCallback();
}
},
w: {
get: function() {
return this._w;
},
set: function(value) {
this._w = value;
this._onChangeCallback();
}
}
});
Object.assign(Quaternion.prototype, {
isQuaternion: true,
set: function(x, y, z, w) {
this._x = x;
this._y = y;
this._z = z;
this._w = w;
this._onChangeCallback();
return this;
},
clone: function() {
return new this.constructor(this._x, this._y, this._z, this._w);
},
copy: function(quaternion) {
this._x = quaternion.x;
this._y = quaternion.y;
this._z = quaternion.z;
this._w = quaternion.w;
this._onChangeCallback();
return this;
},
setFromEuler: function(euler, update) {
if (!(euler && euler.isEuler)) {
throw new Error('THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.');
}
var x = euler._x,
y = euler._y,
z = euler._z,
order = euler.order;
// http://www.mathworks.com/matlabcentral/fileexchange/
// 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
// content/SpinCalc.m
var cos = Math.cos;
var sin = Math.sin;
var c1 = cos(x / 2);
var c2 = cos(y / 2);
var c3 = cos(z / 2);
var s1 = sin(x / 2);
var s2 = sin(y / 2);
var s3 = sin(z / 2);
if (order === 'XYZ') {
this._x = s1 * c2 * c3 + c1 * s2 * s3;
this._y = c1 * s2 * c3 - s1 * c2 * s3;
this._z = c1 * c2 * s3 + s1 * s2 * c3;
this._w = c1 * c2 * c3 - s1 * s2 * s3;
} else if (order === 'YXZ') {
this._x = s1 * c2 * c3 + c1 * s2 * s3;
this._y = c1 * s2 * c3 - s1 * c2 * s3;
this._z = c1 * c2 * s3 - s1 * s2 * c3;
this._w = c1 * c2 * c3 + s1 * s2 * s3;
} else if (order === 'ZXY') {
this._x = s1 * c2 * c3 - c1 * s2 * s3;
this._y = c1 * s2 * c3 + s1 * c2 * s3;
this._z = c1 * c2 * s3 + s1 * s2 * c3;
this._w = c1 * c2 * c3 - s1 * s2 * s3;
} else if (order === 'ZYX') {
this._x = s1 * c2 * c3 - c1 * s2 * s3;
this._y = c1 * s2 * c3 + s1 * c2 * s3;
this._z = c1 * c2 * s3 - s1 * s2 * c3;
this._w = c1 * c2 * c3 + s1 * s2 * s3;
} else if (order === 'YZX') {
this._x = s1 * c2 * c3 + c1 * s2 * s3;
this._y = c1 * s2 * c3 + s1 * c2 * s3;
this._z = c1 * c2 * s3 - s1 * s2 * c3;
this._w = c1 * c2 * c3 - s1 * s2 * s3;
} else if (order === 'XZY') {
this._x = s1 * c2 * c3 - c1 * s2 * s3;
this._y = c1 * s2 * c3 - s1 * c2 * s3;
this._z = c1 * c2 * s3 + s1 * s2 * c3;
this._w = c1 * c2 * c3 + s1 * s2 * s3;
}
if (update !== false) {
this._onChangeCallback();
}
return this;
},
setFromAxisAngle: function(axis, angle) {
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
// assumes axis is normalized
var halfAngle = angle / 2,
s = Math.sin(halfAngle);
this._x = axis.x * s;
this._y = axis.y * s;
this._z = axis.z * s;
this._w = Math.cos(halfAngle);
this._onChangeCallback();
return this;
},
setFromRotationMatrix: function(m) {
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
var te = m.elements,
m11 = te[0],
m12 = te[4],
m13 = te[8],
m21 = te[1],
m22 = te[5],
m23 = te[9],
m31 = te[2],
m32 = te[6],
m33 = te[10],
trace = m11 + m22 + m33,
s;
if (trace > 0) {
s = 0.5 / Math.sqrt(trace + 1.0);
this._w = 0.25 / s;
this._x = (m32 - m23) * s;
this._y = (m13 - m31) * s;
this._z = (m21 - m12) * s;
} else if (m11 > m22 && m11 > m33) {
s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
this._w = (m32 - m23) / s;
this._x = 0.25 * s;
this._y = (m12 + m21) / s;
this._z = (m13 + m31) / s;
} else if (m22 > m33) {
s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
this._w = (m13 - m31) / s;
this._x = (m12 + m21) / s;
this._y = 0.25 * s;
this._z = (m23 + m32) / s;
} else {
s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
this._w = (m21 - m12) / s;
this._x = (m13 + m31) / s;
this._y = (m23 + m32) / s;
this._z = 0.25 * s;
}
this._onChangeCallback();
return this;
},
setFromUnitVectors: function(vFrom, vTo) {
// assumes direction vectors vFrom and vTo are normalized
var EPS = 0.000001;
var r = vFrom.dot(vTo) + 1;
if (r < EPS) {
r = 0;
if (Math.abs(vFrom.x) > Math.abs(vFrom.z)) {
this._x = -vFrom.y;
this._y = vFrom.x;
this._z = 0;
this._w = r;
} else {
this._x = 0;
this._y = -vFrom.z;
this._z = vFrom.y;
this._w = r;
}
} else {
// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
this._w = r;
}
return this.normalize();
},
angleTo: function(q) {
return 2 * Math.acos(Math.abs(_Math.clamp(this.dot(q), -1, 1)));
},
rotateTowards: function(q, step) {
var angle = this.angleTo(q);
if (angle === 0) {
return this;
}
var t = Math.min(1, step / angle);
this.slerp(q, t);
return this;
},
inverse: function() {
// quaternion is assumed to have unit length
return this.conjugate();
},
conjugate: function() {
this._x *= -1;
this._y *= -1;
this._z *= -1;
this._onChangeCallback();
return this;
},
dot: function(v) {
return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
},
lengthSq: function() {
return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
},
length: function() {
return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w);
},
normalize: function() {
var l = this.length();
if (l === 0) {
this._x = 0;
this._y = 0;
this._z = 0;
this._w = 1;
} else {
l = 1 / l;
this._x = this._x * l;
this._y = this._y * l;
this._z = this._z * l;
this._w = this._w * l;
}
this._onChangeCallback();
return this;
},
multiply: function(q, p) {
if (p !== undefined) {
console.warn('THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.');
return this.multiplyQuaternions(q, p);
}
return this.multiplyQuaternions(this, q);
},
premultiply: function(q) {
return this.multiplyQuaternions(q, this);
},
multiplyQuaternions: function(a, b) {
// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
var qax = a._x,
qay = a._y,
qaz = a._z,
qaw = a._w;
var qbx = b._x,
qby = b._y,
qbz = b._z,
qbw = b._w;
this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
this._onChangeCallback();
return this;
},
slerp: function(qb, t) {
if (t === 0) {
return this;
}
if (t === 1) {
return this.copy(qb);
}
var x = this._x,
y = this._y,
z = this._z,
w = this._w;
// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
if (cosHalfTheta < 0) {
this._w = -qb._w;
this._x = -qb._x;
this._y = -qb._y;
this._z = -qb._z;
cosHalfTheta = -cosHalfTheta;
} else {
this.copy(qb);
}
if (cosHalfTheta >= 1.0) {
this._w = w;
this._x = x;
this._y = y;
this._z = z;
return this;
}
var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
if (sqrSinHalfTheta <= Number.EPSILON) {
var s = 1 - t;
this._w = s * w + t * this._w;
this._x = s * x + t * this._x;
this._y = s * y + t * this._y;
this._z = s * z + t * this._z;
this.normalize();
this._onChangeCallback();
return this;
}
var sinHalfTheta = Math.sqrt(sqrSinHalfTheta);
var halfTheta = Math.atan2(sinHalfTheta, cosHalfTheta);
var ratioA = Math.sin((1 - t) * halfTheta) / sinHalfTheta,
ratioB = Math.sin(t * halfTheta) / sinHalfTheta;
this._w = (w * ratioA + this._w * ratioB);
this._x = (x * ratioA + this._x * ratioB);
this._y = (y * ratioA + this._y * ratioB);
this._z = (z * ratioA + this._z * ratioB);
this._onChangeCallback();
return this;
},
equals: function(quaternion) {
return (quaternion._x === this._x) && (quaternion._y === this._y) && (quaternion._z === this._z) && (quaternion._w === this._w);
},
fromArray: function(array, offset) {
if (offset === undefined) {
offset = 0;
}
this._x = array[offset];
this._y = array[offset + 1];
this._z = array[offset + 2];
this._w = array[offset + 3];
this._onChangeCallback();
return this;
},
toArray: function(array, offset) {
if (array === undefined) {
array = [];
}
if (offset === undefined) {
offset = 0;
}
array[offset] = this._x;
array[offset + 1] = this._y;
array[offset + 2] = this._z;
array[offset + 3] = this._w;
return array;
},
_onChange: function(callback) {
this._onChangeCallback = callback;
return this;
},
_onChangeCallback: function() {}
});
/**
* @author mrdoob / http://mrdoob.com/
* @author kile / http://kile.stravaganza.org/
* @author philogb / http://blog.thejit.org/
* @author mikael emtinger / http://gomo.se/
* @author egraether / http://egraether.com/
* @author WestLangley / http://github.com/WestLangley
*/
var _vector = new Vector3();
var _quaternion = new Quaternion();
function Vector3(x, y, z) {
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
}
Object.assign(Vector3.prototype, {
isVector3: true,
set: function(x, y, z) {
this.x = x;
this.y = y;
this.z = z;
return this;
},
setScalar: function(scalar) {
this.x = scalar;
this.y = scalar;
this.z = scalar;
return this;
},
setX: function(x) {
this.x = x;
return this;
},
setY: function(y) {
this.y = y;
return this;
},
setZ: function(z) {
this.z = z;
return this;
},
setComponent: function(index, value) {
switch (index) {
case 0:
this.x = value;
break;
case 1:
this.y = value;
break;
case 2:
this.z = value;
break;
default:
throw new Error('index is out of range: ' + index);
}
return this;
},
getComponent: function(index) {
switch (index) {
case 0:
return this.x;
case 1:
return this.y;
case 2:
return this.z;
default:
throw new Error('index is out of range: ' + index);
}
},
clone: function() {
return new this.constructor(this.x, this.y, this.z);
},
copy: function(v) {
this.x = v.x;
this.y = v.y;
this.z = v.z;
return this;
},
add: function(v, w) {
if (w !== undefined) {
console.warn('THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');
return this.addVectors(v, w);
}
this.x += v.x;
this.y += v.y;
this.z += v.z;
return this;
},
addScalar: function(s) {
this.x += s;
this.y += s;
this.z += s;
return this;
},
addVectors: function(a, b) {
this.x = a.x + b.x;
this.y = a.y + b.y;
this.z = a.z + b.z;
return this;
},
addScaledVector: function(v, s) {
this.x += v.x * s;
this.y += v.y * s;
this.z += v.z * s;
return this;
},
sub: function(v, w) {
if (w !== undefined) {
console.warn('THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');
return this.subVectors(v, w);
}
this.x -= v.x;
this.y -= v.y;
this.z -= v.z;
return this;
},
subScalar: function(s) {
this.x -= s;
this.y -= s;
this.z -= s;
return this;
},
subVectors: function(a, b) {
this.x = a.x - b.x;
this.y = a.y - b.y;
this.z = a.z - b.z;
return this;
},
multiply: function(v, w) {
if (w !== undefined) {
console.warn('THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.');
return this.multiplyVectors(v, w);
}
this.x *= v.x;
this.y *= v.y;
this.z *= v.z;
return this;
},
multiplyScalar: function(scalar) {
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
return this;
},
multiplyVectors: function(a, b) {
this.x = a.x * b.x;
this.y = a.y * b.y;
this.z = a.z * b.z;
return this;
},
applyEuler: function(euler) {
if (!(euler && euler.isEuler)) {
console.error('THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.');
}
return this.applyQuaternion(_quaternion.setFromEuler(euler));
},
applyAxisAngle: function(axis, angle) {
return this.applyQuaternion(_quaternion.setFromAxisAngle(axis, angle));
},
applyMatrix3: function(m) {
var x = this.x,
y = this.y,
z = this.z;
var e = m.elements;
this.x = e[0] * x + e[3] * y + e[6] * z;
this.y = e[1] * x + e[4] * y + e[7] * z;
this.z = e[2] * x + e[5] * y + e[8] * z;
return this;
},
applyNormalMatrix: function(m) {
return this.applyMatrix3(m).normalize();
},
applyMatrix4: function(m) {
var x = this.x,
y = this.y,
z = this.z;
var e = m.elements;
var w = 1 / (e[3] * x + e[7] * y + e[11] * z + e[15]);
this.x = (e[0] * x + e[4] * y + e[8] * z + e[12]) * w;
this.y = (e[1] * x + e[5] * y + e[9] * z + e[13]) * w;
this.z = (e[2] * x + e[6] * y + e[10] * z + e[14]) * w;
return this;
},
applyQuaternion: function(q) {
var x = this.x,
y = this.y,
z = this.z;
var qx = q.x,
qy = q.y,
qz = q.z,
qw = q.w;
// calculate quat * vector
var ix = qw * x + qy * z - qz * y;
var iy = qw * y + qz * x - qx * z;
var iz = qw * z + qx * y - qy * x;
var iw = -qx * x - qy * y - qz * z;
// calculate result * inverse quat
this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
return this;
},
project: function(camera) {
return this.applyMatrix4(camera.matrixWorldInverse).applyMatrix4(camera.projectionMatrix);
},
unproject: function(camera) {
return this.applyMatrix4(camera.projectionMatrixInverse).applyMatrix4(camera.matrixWorld);
},
transformDirection: function(m) {
// input: THREE.Matrix4 affine matrix
// vector interpreted as a direction
var x = this.x,
y = this.y,
z = this.z;
var e = m.elements;
this.x = e[0] * x + e[4] * y + e[8] * z;
this.y = e[1] * x + e[5] * y + e[9] * z;
this.z = e[2] * x + e[6] * y + e[10] * z;
return this.normalize();
},
divide: function(v) {
this.x /= v.x;
this.y /= v.y;
this.z /= v.z;
return this;
},
divideScalar: function(scalar) {
return this.multiplyScalar(1 / scalar);
},
min: function(v) {
this.x = Math.min(this.x, v.x);
this.y = Math.min(this.y, v.y);
this.z = Math.min(this.z, v.z);
return this;
},
max: function(v) {
this.x = Math.max(this.x, v.x);
this.y = Math.max(this.y, v.y);
this.z = Math.max(this.z, v.z);
return this;
},
clamp: function(min, max) {
// assumes min < max, componentwise
this.x = Math.max(min.x, Math.min(max.x, this.x));
this.y = Math.max(min.y, Math.min(max.y, this.y));
this.z = Math.max(min.z, Math.min(max.z, this.z));
return this;
},
clampScalar: function(minVal, maxVal) {
this.x = Math.max(minVal, Math.min(maxVal, this.x));
this.y = Math.max(minVal, Math.min(maxVal, this.y));
this.z = Math.max(minVal, Math.min(maxVal, this.z));
return this;
},
clampLength: function(min, max) {
var length = this.length();
return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
},
floor: function() {
this.x = Math.floor(this.x);
this.y = Math.floor(this.y);
this.z = Math.floor(this.z);
return this;
},
ceil: function() {
this.x = Math.ceil(this.x);
this.y = Math.ceil(this.y);
this.z = Math.ceil(this.z);
return this;
},
round: function() {
this.x = Math.round(this.x);
this.y = Math.round(this.y);
this.z = Math.round(this.z);
return this;
},
roundToZero: function() {
this.x = (this.x < 0) ? Math.ceil(this.x) : Math.floor(this.x);
this.y = (this.y < 0) ? Math.ceil(this.y) : Math.floor(this.y);
this.z = (this.z < 0) ? Math.ceil(this.z) : Math.floor(this.z);
return this;
},
negate: function() {
this.x = -this.x;
this.y = -this.y;
this.z = -this.z;
return this;
},
dot: function(v) {
return this.x * v.x + this.y * v.y + this.z * v.z;
},
// TODO lengthSquared?
lengthSq: function() {
return this.x * this.x + this.y * this.y + this.z * this.z;
},
length: function() {
return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
},
manhattanLength: function() {
return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z);
},
normalize: function() {
return this.divideScalar(this.length() || 1);
},
setLength: function(length) {
return this.normalize().multiplyScalar(length);
},
lerp: function(v, alpha) {
this.x += (v.x - this.x) * alpha;
this.y += (v.y - this.y) * alpha;
this.z += (v.z - this.z) * alpha;
return this;
},
lerpVectors: function(v1, v2, alpha) {
return this.subVectors(v2, v1).multiplyScalar(alpha).add(v1);
},
cross: function(v, w) {
if (w !== undefined) {
console.warn('THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.');
return this.crossVectors(v, w);
}
return this.crossVectors(this, v);
},
crossVectors: function(a, b) {
var ax = a.x,
ay = a.y,
az = a.z;
var bx = b.x,
by = b.y,
bz = b.z;
this.x = ay * bz - az * by;
this.y = az * bx - ax * bz;
this.z = ax * by - ay * bx;
return this;
},
projectOnVector: function(v) {
// v cannot be the zero v
var scalar = v.dot(this) / v.lengthSq();
return this.copy(v).multiplyScalar(scalar);
},
projectOnPlane: function(planeNormal) {
_vector.copy(this).projectOnVector(planeNormal);
return this.sub(_vector);
},
reflect: function(normal) {
// reflect incident vector off plane orthogonal to normal
// normal is assumed to have unit length
return this.sub(_vector.copy(normal).multiplyScalar(2 * this.dot(normal)));
},
angleTo: function(v) {
var denominator = Math.sqrt(this.lengthSq() * v.lengthSq());
if (denominator === 0) {
console.error('THREE.Vector3: angleTo() can\'t handle zero length vectors.');
}
var theta = this.dot(v) / denominator;
// clamp, to handle numerical problems
return Math.acos(_Math.clamp(theta, -1, 1));
},
distanceTo: function(v) {
return Math.sqrt(this.distanceToSquared(v));
},
distanceToSquared: function(v) {
var dx = this.x - v.x,
dy = this.y - v.y,
dz = this.z - v.z;
return dx * dx + dy * dy + dz * dz;
},
manhattanDistanceTo: function(v) {
return Math.abs(this.x - v.x) + Math.abs(this.y - v.y) + Math.abs(this.z - v.z);
},
setFromSpherical: function(s) {
return this.setFromSphericalCoords(s.radius, s.phi, s.theta);
},
setFromSphericalCoords: function(radius, phi, theta) {
var sinPhiRadius = Math.sin(phi) * radius;
this.x = sinPhiRadius * Math.sin(theta);
this.y = Math.cos(phi) * radius;
this.z = sinPhiRadius * Math.cos(theta);
return this;
},
setFromCylindrical: function(c) {
return this.setFromCylindricalCoords(c.radius, c.theta, c.y);
},
setFromCylindricalCoords: function(radius, theta, y) {
this.x = radius * Math.sin(theta);
this.y = y;
this.z = radius * Math.cos(theta);
return this;
},
setFromMatrixPosition: function(m) {
var e = m.elements;
this.x = e[12];
this.y = e[13];
this.z = e[14];
return this;
},
setFromMatrixScale: function(m) {
var sx = this.setFromMatrixColumn(m, 0).length();
var sy = this.setFromMatrixColumn(m, 1).length();
var sz = this.setFromMatrixColumn(m, 2).length();
this.x = sx;
this.y = sy;
this.z = sz;
return this;
},
setFromMatrixColumn: function(m, index) {
return this.fromArray(m.elements, index * 4);
},
equals: function(v) {
return ((v.x === this.x) && (v.y === this.y) && (v.z === this.z));
},
fromArray: function(array, offset) {
if (offset === undefined) {
offset = 0;
}
this.x = array[offset];
this.y = array[offset + 1];
this.z = array[offset + 2];
return this;
},
toArray: function(array, offset) {
if (array === undefined) {
array = [];
}
if (offset === undefined) {
offset = 0;
}
array[offset] = this.x;
array[offset + 1] = this.y;
array[offset + 2] = this.z;
return array;
},
fromBufferAttribute: function(attribute, index, offset) {
if (offset !== undefined) {
console.warn('THREE.Vector3: offset has been removed from .fromBufferAttribute().');
}
this.x = attribute.getX(index);
this.y = attribute.getY(index);
this.z = attribute.getZ(index);
return this;
}
});
/**
* @author alteredq / http://alteredqualia.com/
* @author WestLangley / http://github.com/WestLangley
* @author bhouston / http://clara.io
* @author tschw
*/
var _vector$1 = new Vector3();
function Matrix3() {
this.elements = [
1, 0, 0,
0, 1, 0,
0, 0, 1
];
if (arguments.length > 0) {
console.error('THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.');
}
}
Object.assign(Matrix3.prototype, {
isMatrix3: true,
set: function(n11, n12, n13, n21, n22, n23, n31, n32, n33) {
var te = this.elements;
te[0] = n11;
te[1] = n21;
te[2] = n31;
te[3] = n12;
te[4] = n22;
te[5] = n32;
te[6] = n13;
te[7] = n23;
te[8] = n33;
return this;
},
identity: function() {
this.set(
1, 0, 0,
0, 1, 0,
0, 0, 1
);
return this;
},
clone: function() {
return new this.constructor().fromArray(this.elements);
},
copy: function(m) {
var te = this.elements;
var me = m.elements;
te[0] = me[0];
te[1] = me[1];
te[2] = me[2];
te[3] = me[3];
te[4] = me[4];
te[5] = me[5];
te[6] = me[6];
te[7] = me[7];
te[8] = me[8];
return this;
},
setFromMatrix4: function(m) {
var me = m.elements;
this.set(
me[0], me[4], me[8],
me[1], me[5], me[9],
me[2], me[6], me[10]
);
return this;
},
applyToBufferAttribute: function(attribute) {
for (var i = 0, l = attribute.count; i < l; i++) {
_vector$1.x = attribute.getX(i);
_vector$1.y = attribute.getY(i);
_vector$1.z = attribute.getZ(i);
_vector$1.applyMatrix3(this);
attribute.setXYZ(i, _vector$1.x, _vector$1.y, _vector$1.z);
}
return attribute;
},
multiply: function(m) {
return this.multiplyMatrices(this, m);
},
premultiply: function(m) {
return this.multiplyMatrices(m, this);
},
multiplyMatrices: function(a, b) {
var ae = a.elements;
var be = b.elements;
var te = this.elements;
var a11 = ae[0],
a12 = ae[3],
a13 = ae[6];
var a21 = ae[1],
a22 = ae[4],
a23 = ae[7];
var a31 = ae[2],
a32 = ae[5],
a33 = ae[8];
var b11 = be[0],
b12 = be[3],
b13 = be[6];
var b21 = be[1],
b22 = be[4],
b23 = be[7];
var b31 = be[2],
b32 = be[5],
b33 = be[8];
te[0] = a11 * b11 + a12 * b21 + a13 * b31;
te[3] = a11 * b12 + a12 * b22 + a13 * b32;
te[6] = a11 * b13 + a12 * b23 + a13 * b33;
te[1] = a21 * b11 + a22 * b21 + a23 * b31;
te[4] = a21 * b12 + a22 * b22 + a23 * b32;
te[7] = a21 * b13 + a22 * b23 + a23 * b33;
te[2] = a31 * b11 + a32 * b21 + a33 * b31;
te[5] = a31 * b12 + a32 * b22 + a33 * b32;
te[8] = a31 * b13 + a32 * b23 + a33 * b33;
return this;
},
multiplyScalar: function(s) {
var te = this.elements;
te[0] *= s;
te[3] *= s;
te[6] *= s;
te[1] *= s;
te[4] *= s;
te[7] *= s;
te[2] *= s;
te[5] *= s;
te[8] *= s;
return this;
},
determinant: function() {
var te = this.elements;
var a = te[0],
b = te[1],
c = te[2],
d = te[3],
e = te[4],
f = te[5],
g = te[6],
h = te[7],
i = te[8];
return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
},
getInverse: function(matrix, throwOnDegenerate) {
if (matrix && matrix.isMatrix4) {
console.error("THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument.");
}
var me = matrix.elements,
te = this.elements,
n11 = me[0],
n21 = me[1],
n31 = me[2],
n12 = me[3],
n22 = me[4],
n32 = me[5],
n13 = me[6],
n23 = me[7],
n33 = me[8],
t11 = n33 * n22 - n32 * n23,
t12 = n32 * n13 - n33 * n12,
t13 = n23 * n12 - n22 * n13,
det = n11 * t11 + n21 * t12 + n31 * t13;
if (det === 0) {
var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
if (throwOnDegenerate === true) {
throw new Error(msg);
} else {
console.warn(msg);
}
return this.identity();
}
var detInv = 1 / det;
te[0] = t11 * detInv;
te[1] = (n31 * n23 - n33 * n21) * detInv;
te[2] = (n32 * n21 - n31 * n22) * detInv;
te[3] = t12 * detInv;
te[4] = (n33 * n11 - n31 * n13) * detInv;
te[5] = (n31 * n12 - n32 * n11) * detInv;
te[6] = t13 * detInv;
te[7] = (n21 * n13 - n23 * n11) * detInv;
te[8] = (n22 * n11 - n21 * n12) * detInv;
return this;
},
transpose: function() {
var tmp, m = this.elements;
tmp = m[1];
m[1] = m[3];
m[3] = tmp;
tmp = m[2];
m[2] = m[6];
m[6] = tmp;
tmp = m[5];
m[5] = m[7];
m[7] = tmp;
return this;
},
getNormalMatrix: function(matrix4) {
return this.setFromMatrix4(matrix4).getInverse(this).transpose();
},
transposeIntoArray: function(r) {
var m = this.elements;
r[0] = m[0];
r[1] = m[3];
r[2] = m[6];
r[3] = m[1];
r[4] = m[4];
r[5] = m[7];
r[6] = m[2];
r[7] = m[5];
r[8] = m[8];
return this;
},
setUvTransform: function(tx, ty, sx, sy, rotation, cx, cy) {
var c = Math.cos(rotation);
var s = Math.sin(rotation);
this.set(
sx * c, sx * s, -sx * (c * cx + s * cy) + cx + tx,
-sy * s, sy * c, -sy * (-s * cx + c * cy) + cy + ty,
0, 0, 1
);
},
scale: function(sx, sy) {
var te = this.elements;
te[0] *= sx;
te[3] *= sx;
te[6] *= sx;
te[1] *= sy;
te[4] *= sy;
te[7] *= sy;
return this;
},
rotate: function(theta) {
var c = Math.cos(theta);
var s = Math.sin(theta);
var te = this.elements;
var a11 = te[0],
a12 = te[3],
a13 = te[6];
var a21 = te[1],
a22 = te[4],
a23 = te[7];
te[0] = c * a11 + s * a21;
te[3] = c * a12 + s * a22;
te[6] = c * a13 + s * a23;
te[1] = -s * a11 + c * a21;
te[4] = -s * a12 + c * a22;
te[7] = -s * a13 + c * a23;
return this;
},
translate: function(tx, ty) {
var te = this.elements;
te[0] += tx * te[2];
te[3] += tx * te[5];
te[6] += tx * te[8];
te[1] += ty * te[2];
te[4] += ty * te[5];
te[7] += ty * te[8];
return this;
},
equals: function(matrix) {
var te = this.elements;
var me = matrix.elements;
for (var i = 0; i < 9; i++) {
if (te[i] !== me[i]) {
return false;
}
}
return true;
},
fromArray: function(array, offset) {
if (offset === undefined) {
offset = 0;
}
for (var i = 0; i < 9; i++) {
this.elements[i] = array[i + offset];
}
return this;
},
toArray: function(array, offset) {
if (array === undefined) {
array = [];
}
if (offset === undefined) {
offset = 0;
}
var te = this.elements;
array[offset] = te[0];
array[offset + 1] = te[1];
array[offset + 2] = te[2];
array[offset + 3] = te[3];
array[offset + 4] = te[4];
array[offset + 5] = te[5];
array[offset + 6] = te[6];
array[offset + 7] = te[7];
array[offset + 8] = te[8];
return array;
}
});
/**
* @author mrdoob / http://mrdoob.com/
* @author alteredq / http://alteredqualia.com/
* @author szimek / https://github.com/szimek/
*/
var _canvas;
var ImageUtils = {
getDataURL: function(image) {
var canvas;
if (typeof HTMLCanvasElement == 'undefined') {
return image.src;
} else if (image instanceof HTMLCanvasElement) {
canvas = image;
} else {
if (_canvas === undefined) {
_canvas = document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas');
}
_canvas.width = image.width;
_canvas.height = image.height;
var context = _canvas.getContext('2d');
if (image instanceof ImageData) {
context.putImageData(image, 0, 0);
} else {
context.drawImage(image, 0, 0, image.width, image.height);
}
canvas = _canvas;
}
if (canvas.width > 2048 || canvas.height > 2048) {
return canvas.toDataURL('image/jpeg', 0.6);
} else {
return canvas.toDataURL('image/png');
}
}
};
/**
* @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.internalFormat = null;
this.type = type !== undefined ? type : UnsignedByteType;
this.offset = new Vector2(0, 0);
this.repeat = new Vector2(1, 1);
this.center = new Vector2(0, 0);
this.rotation = 0;
this.matrixAutoUpdate = true;
this.matrix = new Matrix3();
this.generateMipmaps = true;
this.premultiplyAlpha = false;
this.flipY = true;
this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
//
// Also changing the encoding after already used by a Material will not automatically make the Material
// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
this.encoding = encoding !== undefined ? encoding : LinearEncoding;
this.version = 0;
this.onUpdate = null;
}
Texture.DEFAULT_IMAGE = undefined;
Texture.DEFAULT_MAPPING = UVMapping;
Texture.prototype = Object.assign(Object.create(EventDispatcher.prototype), {
constructor: Texture,
isTexture: true,
updateMatrix: function() {
this.matrix.setUvTransform(this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y);
},
clone: function() {
return new this.constructor().copy(this);
},
copy: function(source) {
this.name = source.name;
this.image = source.image;
this.mipmaps = source.mipmaps.slice(0);
this.mapping = source.mapping;
this.wrapS = source.wrapS;
this.wrapT = source.wrapT;
this.magFilter = source.magFilter;
this.minFilter = source.minFilter;
this.anisotropy = source.anisotropy;
this.format = source.format;
this.internalFormat = source.internalFormat;
this.type = source.type;
this.offset.copy(source.offset);
this.repeat.copy(source.repeat);
this.center.copy(source.center);
this.rotation = source.rotation;
this.matrixAutoUpdate = source.matrixAutoUpdate;
this.matrix.copy(source.matrix);
this.generateMipmaps = source.generateMipmaps;
this.premultiplyAlpha = source.premultiplyAlpha;
this.flipY = source.flipY;
this.unpackAlignment = source.unpackAlignment;
this.encoding = source.encoding;
return this;
},
toJSON: function(meta) {
var isRootObject = (meta === undefined || typeof meta === 'string');
if (!isRootObject && meta.textures[this.uuid] !== undefined) {
return meta.textures[this.uuid];
}
var output = {
metadata: {
version: 4.5,
type: 'Texture',
generator: 'Texture.toJSON'
},
uuid: this.uuid,
name: this.name,
mapping: this.mapping,
repeat: [this.repeat.x, this.repeat.y],
offset: [this.offset.x, this.offset.y],
center: [this.center.x, this.center.y],
rotation: this.rotation,
wrap: [this.wrapS, this.wrapT],
format: this.format,
type: this.type,
encoding: this.encoding,
minFilter: this.minFilter,
magFilter: this.magFilter,
anisotropy: this.anisotropy,
flipY: this.flipY,
premultiplyAlpha: this.premultiplyAlpha,
unpackAlignment: this.unpackAlignment
};
if (this.image !== undefined) {
// TODO: Move to THREE.Image
var image = this.image;
if (image.uuid === undefined) {
image.uuid = _Math.generateUUID(); // UGH
}
if (!isRootObject && meta.images[image.uuid] === undefined) {
var url;
if (Array.isArray(image)) {
// process array of images e.g. CubeTexture
url = [];
for (var i = 0, l = image.length; i < l; i++) {
url.push(ImageUtils.getDataURL(image[i]));
}
} else {
// process single image
url = ImageUtils.getDataURL(image);
}
meta.images[image.uuid] = {
uuid: image.uuid,
url: url
};
}
output.image = image.uuid;
}
if (!isRootObject) {
meta.textures[this.uuid] = output;
}
return output;
},
dispose: function() {
this.dispatchEvent({
type: 'dispose'
});
},
transformUv: function(uv) {
if (this.mapping !== UVMapping) {
return uv;
}
uv.applyMatrix3(this.matrix);
if (uv.x < 0 || uv.x > 1) {
switch (this.wrapS) {
case RepeatWrapping:
uv.x = uv.x - Math.floor(uv.x);
break;
case ClampToEdgeWrapping:
uv.x = uv.x < 0 ? 0 : 1;
break;
case MirroredRepeatWrapping:
if (Math.abs(Math.floor(uv.x) % 2) === 1) {
uv.x = Math.ceil(uv.x) - uv.x;
} else {
uv.x = uv.x - Math.floor(uv.x);
}
break;
}
}
if (uv.y < 0 || uv.y > 1) {
switch (this.wrapT) {
case RepeatWrapping:
uv.y = uv.y - Math.floor(uv.y);
break;
case ClampToEdgeWrapping:
uv.y = uv.y < 0 ? 0 : 1;
break;
case MirroredRepeatWrapping:
if (Math.abs(Math.floor(uv.y) % 2) === 1) {
uv.y = Math.ceil(uv.y) - uv.y;
} else {
uv.y = uv.y - Math.floor(uv.y);
}
break;
}
}
if (this.flipY) {
uv.y = 1 - uv.y;
}
return uv;
}
});
Object.defineProperty(Texture.prototype, "needsUpdate", {
set: function(value) {
if (value === true) {
this.version++;
}
}
});
/**
* @author supereggbert / http://www.paulbrunt.co.uk/
* @author philogb / http://blog.thejit.org/
* @author mikael emtinger / http://gomo.se/
* @author egraether / http://egraether.com/
* @author WestLangley / http://github.com/WestLangley
*/
function Vector4(x, y, z, w) {
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
this.w = (w !== undefined) ? w : 1;
}
Object.defineProperties(Vector4.prototype, {
"width": {
get: function() {
return this.z;
},
set: function(value) {
this.z = value;
}
},
"height": {
get: function() {
return this.w;
},
set: function(value) {
this.w = value;
}
}
});
Object.assign(Vector4.prototype, {
isVector4: true,
set: function(x, y, z, w) {
this.x = x;
this.y = y;
this.z = z;
this.w = w;
return this;
},
setScalar: function(scalar) {
this.x = scalar;
this.y = scalar;
this.z = scalar;
this.w = scalar;
return this;
},
setX: function(x) {
this.x = x;
return this;
},
setY: function(y) {
this.y = y;
return this;
},
setZ: function(z) {
this.z = z;
return this;
},
setW: function(w) {
this.w = w;
return this;
},
setComponent: function(index, value) {
switch (index) {
case 0:
this.x = value;
break;
case 1:
this.y = value;
break;
case 2:
this.z = value;
break;
case 3:
this.w = value;
break;
default:
throw new Error('index is out of range: ' + index);
}
return this;
},
getComponent: function(index) {
switch (index) {
case 0:
return this.x;
case 1:
return this.y;
case 2:
return this.z;
case 3:
return this.w;
default:
throw new Error('index is out of range: ' + index);
}
},
clone: function() {
return new this.constructor(this.x, this.y, this.z, this.w);
},
copy: function(v) {
this.x = v.x;
this.y = v.y;
this.z = v.z;
this.w = (v.w !== undefined) ? v.w : 1;
return this;
},
add: function(v, w) {
if (w !== undefined) {
console.warn('THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');
return this.addVectors(v, w);
}
this.x += v.x;
this.y += v.y;
this.z += v.z;
this.w += v.w;
return this;
},
addScalar: function(s) {
this.x += s;
this.y += s;
this.z += s;
this.w += s;
return this;
},
addVectors: function(a, b) {
this.x = a.x + b.x;
this.y = a.y + b.y;
this.z = a.z + b.z;
this.w = a.w + b.w;
return this;
},
addScaledVector: function(v, s) {
this.x += v.x * s;
this.y += v.y * s;
this.z += v.z * s;
this.w += v.w * s;
return this;
},
sub: function(v, w) {
if (w !== undefined) {
console.warn('THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');
return this.subVectors(v, w);
}
this.x -= v.x;
this.y -= v.y;
this.z -= v.z;
this.w -= v.w;
return this;
},
subScalar: function(s) {
this.x -= s;
this.y -= s;
this.z -= s;
this.w -= s;
return this;
},
subVectors: function(a, b) {
this.x = a.x - b.x;
this.y = a.y - b.y;
this.z = a.z - b.z;
this.w = a.w - b.w;
return this;
},
multiplyScalar: function(scalar) {
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
this.w *= scalar;
return this;
},
applyMatrix4: function(m) {
var x = this.x,
y = this.y,
z = this.z,
w = this.w;
var e = m.elements;
this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w;
this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w;
this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w;
this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w;
return this;
},
divideScalar: function(scalar) {
return this.multiplyScalar(1 / scalar);
},
setAxisAngleFromQuaternion: function(q) {
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
// q is assumed to be normalized
this.w = 2 * Math.acos(q.w);
var s = Math.sqrt(1 - q.w * q.w);
if (s < 0.0001) {
this.x = 1;
this.y = 0;
this.z = 0;
} else {
this.x = q.x / s;
this.y = q.y / s;
this.z = q.z / s;
}
return this;
},
setAxisAngleFromRotationMatrix: function(m) {
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
var angle, x, y, z, // variables for result
epsilon = 0.01, // margin to allow for rounding errors
epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
te = m.elements,
m11 = te[0],
m12 = te[4],
m13 = te[8],
m21 = te[1],
m22 = te[5],
m23 = te[9],
m31 = te[2],
m32 = te[6],
m33 = te[10];
if ((Math.abs(m12 - m21) < 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) {
// assumes min < max, componentwise
this.x = Math.max(min.x, Math.min(max.x, this.x));
this.y = Math.max(min.y, Math.min(max.y, this.y));
this.z = Math.max(min.z, Math.min(max.z, this.z));
this.w = Math.max(min.w, Math.min(max.w, this.w));
return this;
},
clampScalar: function(minVal, maxVal) {
this.x = Math.max(minVal, Math.min(maxVal, this.x));
this.y = Math.max(minVal, Math.min(maxVal, this.y));
this.z = Math.max(minVal, Math.min(maxVal, this.z));
this.w = Math.max(minVal, Math.min(maxVal, this.w));
return this;
},
clampLength: function(min, max) {
var length = this.length();
return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
},
floor: function() {
this.x = Math.floor(this.x);
this.y = Math.floor(this.y);
this.z = Math.floor(this.z);
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);
},
manhattanLength: 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() || 1);
},
setLength: function(length) {
return this.normalize().multiplyScalar(length);
},
lerp: function(v, alpha) {
this.x += (v.x - this.x) * alpha;
this.y += (v.y - this.y) * alpha;
this.z += (v.z - this.z) * alpha;
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.width = width;
this.height = height;
this.scissor = new Vector4(0, 0, width, height);
this.scissorTest = false;
this.viewport = new Vector4(0, 0, width, height);
options = options || {};
this.texture = new Texture(undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding);
this.texture.image = {};
this.texture.image.width = width;
this.texture.image.height = height;
this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
}
WebGLRenderTarget.prototype = Object.assign(Object.create(EventDispatcher.prototype), {
constructor: WebGLRenderTarget,
isWebGLRenderTarget: true,
setSize: function(width, height) {
if (this.width !== width || this.height !== height) {
this.width = width;
this.height = height;
this.texture.image.width = width;
this.texture.image.height = height;
this.dispose();
}
this.viewport.set(0, 0, width, height);
this.scissor.set(0, 0, width, height);
},
clone: function() {
return new this.constructor().copy(this);
},
copy: function(source) {
this.width = source.width;
this.height = source.height;
this.viewport.copy(source.viewport);
this.texture = source.texture.clone();
this.depthBuffer = source.depthBuffer;
this.stencilBuffer = source.stencilBuffer;
this.depthTexture = source.depthTexture;
return this;
},
dispose: function() {
this.dispatchEvent({
type: 'dispose'
});
}
});
/**
* @author Mugen87 / https://github.com/Mugen87
* @author Matt DesLauriers / @mattdesl
*/
function WebGLMultisampleRenderTarget(width, height, options) {
WebGLRenderTarget.call(this, width, height, options);
this.samples = 4;
}
WebGLMultisampleRenderTarget.prototype = Object.assign(Object.create(WebGLRenderTarget.prototype), {
constructor: WebGLMultisampleRenderTarget,
isWebGLMultisampleRenderTarget: true,
copy: function(source) {
WebGLRenderTarget.prototype.copy.call(this, source);
this.samples = source.samples;
return this;
}
});
var _v1 = new Vector3();
var _m1 = new Matrix4();
var _zero = new Vector3(0, 0, 0);
var _one = new Vector3(1, 1, 1);
var _x = new Vector3();
var _y = new Vector3();
var _z = new Vector3();
/**
* @author mrdoob / http://mrdoob.com/
* @author supereggbert / http://www.paulbrunt.co.uk/
* @author philogb / http://blog.thejit.org/
* @author jordi_ros / http://plattsoft.com
* @author D1plo1d / http://github.com/D1plo1d
* @author alteredq / http://alteredqualia.com/
* @author mikael emtinger / http://gomo.se/
* @author timknip / http://www.floorplanner.com/
* @author bhouston / http://clara.io
* @author WestLangley / http://github.com/WestLangley
*/
function Matrix4() {
this.elements = [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
];
if (arguments.length > 0) {
console.error('THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.');
}
}
Object.assign(Matrix4.prototype, {
isMatrix4: true,
set: function(n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) {
var te = this.elements;
te[0] = n11;
te[4] = n12;
te[8] = n13;
te[12] = n14;
te[1] = n21;
te[5] = n22;
te[9] = n23;
te[13] = n24;
te[2] = n31;
te[6] = n32;
te[10] = n33;
te[14] = n34;
te[3] = n41;
te[7] = n42;
te[11] = n43;
te[15] = n44;
return this;
},
identity: function() {
this.set(
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
);
return this;
},
clone: function() {
return new Matrix4().fromArray(this.elements);
},
copy: function(m) {
var te = this.elements;
var me = m.elements;
te[0] = me[0];
te[1] = me[1];
te[2] = me[2];
te[3] = me[3];
te[4] = me[4];
te[5] = me[5];
te[6] = me[6];
te[7] = me[7];
te[8] = me[8];
te[9] = me[9];
te[10] = me[10];
te[11] = me[11];
te[12] = me[12];
te[13] = me[13];
te[14] = me[14];
te[15] = me[15];
return this;
},
copyPosition: function(m) {
var te = this.elements,
me = m.elements;
te[12] = me[12];
te[13] = me[13];
te[14] = me[14];
return this;
},
extractBasis: function(xAxis, yAxis, zAxis) {
xAxis.setFromMatrixColumn(this, 0);
yAxis.setFromMatrixColumn(this, 1);
zAxis.setFromMatrixColumn(this, 2);
return this;
},
makeBasis: function(xAxis, yAxis, zAxis) {
this.set(
xAxis.x, yAxis.x, zAxis.x, 0,
xAxis.y, yAxis.y, zAxis.y, 0,
xAxis.z, yAxis.z, zAxis.z, 0,
0, 0, 0, 1
);
return this;
},
extractRotation: function(m) {
// this method does not support reflection matrices
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[3] = 0;
te[4] = me[4] * scaleY;
te[5] = me[5] * scaleY;
te[6] = me[6] * scaleY;
te[7] = 0;
te[8] = me[8] * scaleZ;
te[9] = me[9] * scaleZ;
te[10] = me[10] * scaleZ;
te[11] = 0;
te[12] = 0;
te[13] = 0;
te[14] = 0;
te[15] = 1;
return this;
},
makeRotationFromEuler: function(euler) {
if (!(euler && euler.isEuler)) {
console.error('THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.');
}
var te = this.elements;
var x = euler.x,
y = euler.y,
z = euler.z;
var a = Math.cos(x),
b = Math.sin(x);
var c = Math.cos(y),
d = Math.sin(y);
var e = Math.cos(z),
f = Math.sin(z);
if (euler.order === 'XYZ') {
var ae = a * e,
af = a * f,
be = b * e,
bf = b * f;
te[0] = c * e;
te[4] = -c * f;
te[8] = d;
te[1] = af + be * d;
te[5] = ae - bf * d;
te[9] = -b * c;
te[2] = bf - ae * d;
te[6] = be + af * d;
te[10] = a * c;
} else if (euler.order === 'YXZ') {
var ce = c * e,
cf = c * f,
de = d * e,
df = d * f;
te[0] = ce + df * b;
te[4] = de * b - cf;
te[8] = a * d;
te[1] = a * f;
te[5] = a * e;
te[9] = -b;
te[2] = cf * b - de;
te[6] = df + ce * b;
te[10] = a * c;
} else if (euler.order === 'ZXY') {
var ce = c * e,
cf = c * f,
de = d * e,
df = d * f;
te[0] = ce - df * b;
te[4] = -a * f;
te[8] = de + cf * b;
te[1] = cf + de * b;
te[5] = a * e;
te[9] = df - ce * b;
te[2] = -a * d;
te[6] = b;
te[10] = a * c;
} else if (euler.order === 'ZYX') {
var ae = a * e,
af = a * f,
be = b * e,
bf = b * f;
te[0] = c * e;
te[4] = be * d - af;
te[8] = ae * d + bf;
te[1] = c * f;
te[5] = bf * d + ae;
te[9] = af * d - be;
te[2] = -d;
te[6] = b * c;
te[10] = a * c;
} else if (euler.order === 'YZX') {
var ac = a * c,
ad = a * d,
bc = b * c,
bd = b * d;
te[0] = c * e;
te[4] = bd - ac * f;
te[8] = bc * f + ad;
te[1] = f;
te[5] = a * e;
te[9] = -b * e;
te[2] = -d * e;
te[6] = ad * f + bc;
te[10] = ac - bd * f;
} else if (euler.order === 'XZY') {
var ac = a * c,
ad = a * d,
bc = b * c,
bd = b * d;
te[0] = c * e;
te[4] = -f;
te[8] = d * e;
te[1] = ac * f + bd;
te[5] = a * e;
te[9] = ad * f - bc;
te[2] = bc * f - ad;
te[6] = b * e;
te[10] = bd * f + ac;
}
// bottom row
te[3] = 0;
te[7] = 0;
te[11] = 0;
// last column
te[12] = 0;
te[13] = 0;
te[14] = 0;
te[15] = 1;
return this;
},
makeRotationFromQuaternion: function(q) {
return this.compose(_zero, q, _one);
},
lookAt: function(eye, target, up) {
var te = this.elements;
_z.subVectors(eye, target);
if (_z.lengthSq() === 0) {
// eye and target are in the same position
_z.z = 1;
}
_z.normalize();
_x.crossVectors(up, _z);
if (_x.lengthSq() === 0) {
// up and z are parallel
if (Math.abs(up.z) === 1) {
_z.x += 0.0001;
} else {
_z.z += 0.0001;
}
_z.normalize();
_x.crossVectors(up, _z);
}
_x.normalize();
_y.crossVectors(_z, _x);
te[0] = _x.x;
te[4] = _y.x;
te[8] = _z.x;
te[1] = _x.y;
te[5] = _y.y;
te[9] = _z.y;
te[2] = _x.z;
te[6] = _y.z;
te[10] = _z.z;
return this;
},
multiply: function(m, n) {
if (n !== undefined) {
console.warn('THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.');
return this.multiplyMatrices(m, n);
}
return this.multiplyMatrices(this, m);
},
premultiply: function(m) {
return this.multiplyMatrices(m, this);
},
multiplyMatrices: function(a, b) {
var ae = a.elements;
var be = b.elements;
var te = this.elements;
var a11 = ae[0],
a12 = ae[4],
a13 = ae[8],
a14 = ae[12];
var a21 = ae[1],
a22 = ae[5],
a23 = ae[9],
a24 = ae[13];
var a31 = ae[2],
a32 = ae[6],
a33 = ae[10],
a34 = ae[14];
var a41 = ae[3],
a42 = ae[7],
a43 = ae[11],
a44 = ae[15];
var b11 = be[0],
b12 = be[4],
b13 = be[8],
b14 = be[12];
var b21 = be[1],
b22 = be[5],
b23 = be[9],
b24 = be[13];
var b31 = be[2],
b32 = be[6],
b33 = be[10],
b34 = be[14];
var b41 = be[3],
b42 = be[7],
b43 = be[11],
b44 = be[15];
te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
return this;
},
multiplyScalar: function(s) {
var te = this.elements;
te[0] *= s;
te[4] *= s;
te[8] *= s;
te[12] *= s;
te[1] *= s;
te[5] *= s;
te[9] *= s;
te[13] *= s;
te[2] *= s;
te[6] *= s;
te[10] *= s;
te[14] *= s;
te[3] *= s;
te[7] *= s;
te[11] *= s;
te[15] *= s;
return this;
},
applyToBufferAttribute: function(attribute) {
for (var i = 0, l = attribute.count; i < l; i++) {
_v1.x = attribute.getX(i);
_v1.y = attribute.getY(i);
_v1.z = attribute.getZ(i);
_v1.applyMatrix4(this);
attribute.setXYZ(i, _v1.x, _v1.y, _v1.z);
}
return attribute;
},
determinant: function() {
var te = this.elements;
var n11 = te[0],
n12 = te[4],
n13 = te[8],
n14 = te[12];
var n21 = te[1],
n22 = te[5],
n23 = te[9],
n24 = te[13];
var n31 = te[2],
n32 = te[6],
n33 = te[10],
n34 = te[14];
var n41 = te[3],
n42 = te[7],
n43 = te[11],
n44 = te[15];
//TODO: make this more efficient
//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
return (
n41 * (
+n14 * n23 * n32 -
n13 * n24 * n32 -
n14 * n22 * n33 +
n12 * n24 * n33 +
n13 * n22 * n34 -
n12 * n23 * n34
) +
n42 * (
+n11 * n23 * n34 -
n11 * n24 * n33 +
n14 * n21 * n33 -
n13 * n21 * n34 +
n13 * n24 * n31 -
n14 * n23 * n31
) +
n43 * (
+n11 * n24 * n32 -
n11 * n22 * n34 -
n14 * n21 * n32 +
n12 * n21 * n34 +
n14 * n22 * n31 -
n12 * n24 * n31
) +
n44 * (
-n13 * n22 * n31 -
n11 * n23 * n32 +
n11 * n22 * n33 +
n13 * n21 * n32 -
n12 * n21 * n33 +
n12 * n23 * n31
)
);
},
transpose: function() {
var te = this.elements;
var tmp;
tmp = te[1];
te[1] = te[4];
te[4] = tmp;
tmp = te[2];
te[2] = te[8];
te[8] = tmp;
tmp = te[6];
te[6] = te[9];
te[9] = tmp;
tmp = te[3];
te[3] = te[12];
te[12] = tmp;
tmp = te[7];
te[7] = te[13];
te[13] = tmp;
tmp = te[11];
te[11] = te[14];
te[14] = tmp;
return this;
},
setPosition: function(x, y, z) {
var te = this.elements;
if (x.isVector3) {
te[12] = x.x;
te[13] = x.y;
te[14] = x.z;
} else {
te[12] = x;
te[13] = y;
te[14] = z;
}
return this;
},
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) {
var te = this.elements;
var x = quaternion._x,
y = quaternion._y,
z = quaternion._z,
w = quaternion._w;
var x2 = x + x,
y2 = y + y,
z2 = z + z;
var xx = x * x2,
xy = x * y2,
xz = x * z2;
var yy = y * y2,
yz = y * z2,
zz = z * z2;
var wx = w * x2,
wy = w * y2,
wz = w * z2;
var sx = scale.x,
sy = scale.y,
sz = scale.z;
te[0] = (1 - (yy + zz)) * sx;
te[1] = (xy + wz) * sx;
te[2] = (xz - wy) * sx;
te[3] = 0;
te[4] = (xy - wz) * sy;
te[5] = (1 - (xx + zz)) * sy;
te[6] = (yz + wx) * sy;
te[7] = 0;
te[8] = (xz + wy) * sz;
te[9] = (yz - wx) * sz;
te[10] = (1 - (xx + yy)) * sz;
te[11] = 0;
te[12] = position.x;
te[13] = position.y;
te[14] = position.z;
te[15] = 1;
return this;
},
decompose: function(position, quaternion, scale) {
var te = this.elements;
var sx = _v1.set(te[0], te[1], te[2]).length();
var sy = _v1.set(te[4], te[5], te[6]).length();
var sz = _v1.set(te[8], te[9], te[10]).length();
// if determine is negative, we need to invert one scale
var det = this.determinant();
if (det < 0) {
sx = -sx;
}
position.x = te[12];
position.y = te[13];
position.z = te[14];
// scale the rotation part
_m1.copy(this);
var invSX = 1 / sx;
var invSY = 1 / sy;
var invSZ = 1 / sz;
_m1.elements[0] *= invSX;
_m1.elements[1] *= invSX;
_m1.elements[2] *= invSX;
_m1.elements[4] *= invSY;
_m1.elements[5] *= invSY;
_m1.elements[6] *= invSY;
_m1.elements[8] *= invSZ;
_m1.elements[9] *= invSZ;
_m1.elements[10] *= invSZ;
quaternion.setFromRotationMatrix(_m1);
scale.x = sx;
scale.y = sy;
scale.z = sz;
return this;
},
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/
* @author WestLangley / http://github.com/WestLangley
* @author bhouston / http://clara.io
*/
var _matrix = new Matrix4();
var _quaternion$1 = new Quaternion();
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';
Object.defineProperties(Euler.prototype, {
x: {
get: function() {
return this._x;
},
set: function(value) {
this._x = value;
this._onChangeCallback();
}
},
y: {
get: function() {
return this._y;
},
set: function(value) {
this._y = value;
this._onChangeCallback();
}
},
z: {
get: function() {
return this._z;
},
set: function(value) {
this._z = value;
this._onChangeCallback();
}
},
order: {
get: function() {
return this._order;
},
set: function(value) {
this._order = value;
this._onChangeCallback();
}
}
});
Object.assign(Euler.prototype, {
isEuler: true,
set: function(x, y, z, order) {
this._x = x;
this._y = y;
this._z = z;
this._order = order || this._order;
this._onChangeCallback();
return this;
},
clone: function() {
return new this.constructor(this._x, this._y, this._z, this._order);
},
copy: function(euler) {
this._x = euler._x;
this._y = euler._y;
this._z = euler._z;
this._order = euler._order;
this._onChangeCallback();
return this;
},
setFromRotationMatrix: function(m, order, update) {
var clamp = _Math.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) < 0.9999999) {
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) < 0.9999999) {
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) < 0.9999999) {
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) < 0.9999999) {
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) < 0.9999999) {
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) < 0.9999999) {
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(q, order, update) {
_matrix.makeRotationFromQuaternion(q);
return this.setFromRotationMatrix(_matrix, order, update);
},
setFromVector3: function(v, order) {
return this.set(v.x, v.y, v.z, order || this._order);
},
reorder: function(newOrder) {
// WARNING: this discards revolution information -bhouston
_quaternion$1.setFromEuler(this);
return this.setFromQuaternion(_quaternion$1, 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 | 0;
}
Object.assign(Layers.prototype, {
set: function(channel) {
this.mask = 1 << channel | 0;
},
enable: function(channel) {
this.mask |= 1 << channel | 0;
},
enableAll: function() {
this.mask = 0xffffffff | 0;
},
toggle: function(channel) {
this.mask ^= 1 << channel | 0;
},
disable: function(channel) {
this.mask &= ~(1 << channel | 0);
},
disableAll: function() {
this.mask = 0;
},
test: function(layers) {
return (this.mask & layers.mask) !== 0;
}
});
var _object3DId = 0;
var _v1$1 = new Vector3();
var _q1 = new Quaternion();
var _m1$1 = new Matrix4();
var _target = new Vector3();
var _position = new Vector3();
var _scale = new Vector3();
var _quaternion$2 = new Quaternion();
var _xAxis = new Vector3(1, 0, 0);
var _yAxis = new Vector3(0, 1, 0);
var _zAxis = new Vector3(0, 0, 1);
var _addedEvent = {
type: 'added'
};
var _removedEvent = {
type: 'removed'
};
/**
* @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
*/
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: {
configurable: true,
enumerable: true,
value: position
},
rotation: {
configurable: true,
enumerable: true,
value: rotation
},
quaternion: {
configurable: true,
enumerable: true,
value: quaternion
},
scale: {
configurable: true,
enumerable: true,
value: scale
},
modelViewMatrix: {
value: new Matrix4()
},
normalMatrix: {
value: new Matrix3()
}
});
this.matrix = new Matrix4();
this.matrixWorld = new Matrix4();
this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
this.matrixWorldNeedsUpdate = false;
this.layers = new Layers();
this.visible = true;
this.castShadow = false;
this.receiveShadow = false;
this.frustumCulled = true;
this.renderOrder = 0;
this.userData = {};
}
Object3D.DefaultUp = new Vector3(0, 1, 0);
Object3D.DefaultMatrixAutoUpdate = true;
Object3D.prototype = Object.assign(Object.create(EventDispatcher.prototype), {
constructor: Object3D,
isObject3D: true,
onBeforeRender: function() {},
onAfterRender: function() {},
applyMatrix: function(matrix) {
if (this.matrixAutoUpdate) {
this.updateMatrix();
}
this.matrix.premultiply(matrix);
this.matrix.decompose(this.position, this.quaternion, this.scale);
},
applyQuaternion: function(q) {
this.quaternion.premultiply(q);
return this;
},
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(axis, angle) {
// rotate object on axis in object space
// axis is assumed to be normalized
_q1.setFromAxisAngle(axis, angle);
this.quaternion.multiply(_q1);
return this;
},
rotateOnWorldAxis: function(axis, angle) {
// rotate object on axis in world space
// axis is assumed to be normalized
// method assumes no rotated parent
_q1.setFromAxisAngle(axis, angle);
this.quaternion.premultiply(_q1);
return this;
},
rotateX: function(angle) {
return this.rotateOnAxis(_xAxis, angle);
},
rotateY: function(angle) {
return this.rotateOnAxis(_yAxis, angle);
},
rotateZ: function(angle) {
return this.rotateOnAxis(_zAxis, angle);
},
translateOnAxis: function(axis, distance) {
// translate object by distance along axis in object space
// axis is assumed to be normalized
_v1$1.copy(axis).applyQuaternion(this.quaternion);
this.position.add(_v1$1.multiplyScalar(distance));
return this;
},
translateX: function(distance) {
return this.translateOnAxis(_xAxis, distance);
},
translateY: function(distance) {
return this.translateOnAxis(_yAxis, distance);
},
translateZ: function(distance) {
return this.translateOnAxis(_zAxis, distance);
},
localToWorld: function(vector) {
return vector.applyMatrix4(this.matrixWorld);
},
worldToLocal: function(vector) {
return vector.applyMatrix4(_m1$1.getInverse(this.matrixWorld));
},
lookAt: function(x, y, z) {
// This method does not support objects having non-uniformly-scaled parent(s)
if (x.isVector3) {
_target.copy(x);
} else {
_target.set(x, y, z);
}
var parent = this.parent;
this.updateWorldMatrix(true, false);
_position.setFromMatrixPosition(this.matrixWorld);
if (this.isCamera || this.isLight) {
_m1$1.lookAt(_position, _target, this.up);
} else {
_m1$1.lookAt(_target, _position, this.up);
}
this.quaternion.setFromRotationMatrix(_m1$1);
if (parent) {
_m1$1.extractRotation(parent.matrixWorld);
_q1.setFromRotationMatrix(_m1$1);
this.quaternion.premultiply(_q1.inverse());
}
},
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;
this.children.push(object);
object.dispatchEvent(_addedEvent);
} else {
console.error("THREE.Object3D.add: object not an instance of THREE.Object3D.", object);
}
return this;
},
remove: function(object) {
if (arguments.length > 1) {
for (var i = 0; i < arguments.length; i++) {
this.remove(arguments[i]);
}
return this;
}
var index = this.children.indexOf(object);
if (index !== -1) {
object.parent = null;
this.children.splice(index, 1);
object.dispatchEvent(_removedEvent);
}
return this;
},
attach: function(object) {
// adds object as a child of this, while maintaining the object's world transform
this.updateWorldMatrix(true, false);
_m1$1.getInverse(this.matrixWorld);
if (object.parent !== null) {
object.parent.updateWorldMatrix(true, false);
_m1$1.multiply(object.parent.matrixWorld);
}
object.applyMatrix(_m1$1);
object.updateWorldMatrix(false, false);
this.add(object);
return this;
},
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(target) {
if (target === undefined) {
console.warn('THREE.Object3D: .getWorldPosition() target is now required');
target = new Vector3();
}
this.updateMatrixWorld(true);
return target.setFromMatrixPosition(this.matrixWorld);
},
getWorldQuaternion: function(target) {
if (target === undefined) {
console.warn('THREE.Object3D: .getWorldQuaternion() target is now required');
target = new Quaternion();
}
this.updateMatrixWorld(true);
this.matrixWorld.decompose(_position, target, _scale);
return target;
},
getWorldScale: function(target) {
if (target === undefined) {
console.warn('THREE.Object3D: .getWorldScale() target is now required');
target = new Vector3();
}
this.updateMatrixWorld(true);
this.matrixWorld.decompose(_position, _quaternion$2, target);
return target;
},
getWorldDirection: function(target) {
if (target === undefined) {
console.warn('THREE.Object3D: .getWorldDirection() target is now required');
target = new Vector3();
}
this.updateMatrixWorld(true);
var e = this.matrixWorld.elements;
return target.set(e[8], e[9], e[10]).normalize();
},
raycast: function() {},
traverse: function(callback) {
callback(this);
var children = this.children;
for (var i = 0, l = children.length; i < l; i++) {
children[i].traverse(callback);
}
},
traverseVisible: function(callback) {
if (this.visible === false) {
return;
}
callback(this);
var children = this.children;
for (var i = 0, l = children.length; i < l; i++) {
children[i].traverseVisible(callback);
}
},
traverseAncestors: function(callback) {
var parent = this.parent;
if (parent !== null) {
callback(parent);
parent.traverseAncestors(callback);
}
},
updateMatrix: function() {
this.matrix.compose(this.position, this.quaternion, this.scale);
this.matrixWorldNeedsUpdate = true;
},
updateMatrixWorld: function(force) {
if (this.matrixAutoUpdate) {
this.updateMatrix();
}
if (this.matrixWorldNeedsUpdate || force) {
if (this.parent === null) {
this.matrixWorld.copy(this.matrix);
} else {
this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);
}
this.matrixWorldNeedsUpdate = false;
force = true;
}
// update children
var children = this.children;
for (var i = 0, l = children.length; i < l; i++) {
children[i].updateMatrixWorld(force);
}
},
updateWorldMatrix: function(updateParents, updateChildren) {
var parent = this.parent;
if (updateParents === true && parent !== null) {
parent.updateWorldMatrix(true, false);
}
if (this.matrixAutoUpdate) {
this.updateMatrix();
}
if (this.parent === null) {
this.matrixWorld.copy(this.matrix);
} else {
this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);
}
// update children
if (updateChildren === true) {
var children = this.children;
for (var i = 0, l = children.length; i < l; i++) {
children[i].updateWorldMatrix(false, true);
}
}
},
toJSON: function(meta) {
// meta is a string when called from JSON.stringify
var isRootObject = (meta === undefined || typeof meta === 'string');
var output = {};
// meta is a hash used to collect geometries, materials.
// not providing it implies that this is the root object
// being serialized.
if (isRootObject) {
// initialize meta obj
meta = {
geometries: {},
materials: {},
textures: {},
images: {},
shapes: {}
};
output.metadata = {
version: 4.5,
type: 'Object',
generator: 'Object3D.toJSON'
};
}
// standard Object3D serialization
var object = {};
object.uuid = this.uuid;
object.type = this.type;
if (this.name !== '') {
object.name = this.name;
}
if (this.castShadow === true) {
object.castShadow = true;
}
if (this.receiveShadow === true) {
object.receiveShadow = true;
}
if (this.visible === false) {
object.visible = false;
}
if (this.frustumCulled === false) {
object.frustumCulled = false;
}
if (this.renderOrder !== 0) {
object.renderOrder = this.renderOrder;
}
if (JSON.stringify(this.userData) !== '{}') {
object.userData = this.userData;
}
object.layers = this.layers.mask;
object.matrix = this.matrix.toArray();
if (this.matrixAutoUpdate === false) {
object.matrixAutoUpdate = false;
}
// object specific properties
if (this.isInstancedMesh) {
object.type = 'InstancedMesh';
object.count = this.count;
object.instanceMatrix = this.instanceMatrix.toJSON();
}
//
function serialize(library, element) {
if (library[element.uuid] === undefined) {
library[element.uuid] = element.toJSON(meta);
}
return element.uuid;
}
if (this.isMesh || this.isLine || this.isPoints) {
object.geometry = serialize(meta.geometries, this.geometry);
var parameters = this.geometry.parameters;
if (parameters !== undefined && parameters.shapes !== undefined) {
var shapes = parameters.shapes;
if (Array.isArray(shapes)) {
for (var i = 0, l = shapes.length; i < l; i++) {
var shape = shapes[i];
serialize(meta.shapes, shape);
}
} else {
serialize(meta.shapes, shapes);
}
}
}
if (this.material !== undefined) {
if (Array.isArray(this.material)) {
var uuids = [];
for (var i = 0, l = this.material.length; i < l; i++) {
uuids.push(serialize(meta.materials, this.material[i]));
}
object.material = uuids;
} else {
object.material = serialize(meta.materials, this.material);
}
}
//
if (this.children.length > 0) {
object.children = [];
for (var i = 0; i < this.children.length; i++) {
object.children.push(this.children[i].toJSON(meta).object);
}
}
if (isRootObject) {
var geometries = extractFromCache(meta.geometries);
var materials = extractFromCache(meta.materials);
var textures = extractFromCache(meta.textures);
var images = extractFromCache(meta.images);
var shapes = extractFromCache(meta.shapes);
if (geometries.length > 0) {
output.geometries = geometries;
}
if (materials.length > 0) {
output.materials = materials;
}
if (textures.length > 0) {
output.textures = textures;
}
if (images.length > 0) {
output.images = images;
}
if (shapes.length > 0) {
output.shapes = shapes;
}
}
output.object = object;
return output;
// extract data from the cache hash
// remove metadata on each item
// and return as array
function extractFromCache(cache) {
var values = [];
for (var key in cache) {
var data = cache[key];
delete data.metadata;
values.push(data);
}
return values;
}
},
clone: function(recursive) {
return new this.constructor().copy(this, recursive);
},
copy: function(source, recursive) {
if (recursive === undefined) {
recursive = true;
}
this.name = source.name;
this.up.copy(source.up);
this.position.copy(source.position);
this.quaternion.copy(source.quaternion);
this.scale.copy(source.scale);
this.matrix.copy(source.matrix);
this.matrixWorld.copy(source.matrixWorld);
this.matrixAutoUpdate = source.matrixAutoUpdate;
this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
this.layers.mask = source.layers.mask;
this.visible = source.visible;
this.castShadow = source.castShadow;
this.receiveShadow = source.receiveShadow;
this.frustumCulled = source.frustumCulled;
this.renderOrder = source.renderOrder;
this.userData = JSON.parse(JSON.stringify(source.userData));
if (recursive === true) {
for (var i = 0; i < source.children.length; i++) {
var child = source.children[i];
this.add(child.clone());
}
}
return this;
}
});
/**
* @author mrdoob / http://mrdoob.com/
*/
function Scene() {
Object3D.call(this);
this.type = 'Scene';
this.background = null;
this.environment = null;
this.fog = null;
this.overrideMaterial = null;
this.autoUpdate = true; // checked by the renderer
if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', {
detail: this
})); // eslint-disable-line no-undef
}
}
Scene.prototype = Object.assign(Object.create(Object3D.prototype), {
constructor: Scene,
isScene: true,
copy: function(source, recursive) {
Object3D.prototype.copy.call(this, source, recursive);
if (source.background !== null) {
this.background = source.background.clone();
}
if (source.environment !== null) {
this.environment = source.environment.clone();
}
if (source.fog !== null) {
this.fog = source.fog.clone();
}
if (source.overrideMaterial !== null) {
this.overrideMaterial = source.overrideMaterial.clone();
}
this.autoUpdate = source.autoUpdate;
this.matrixAutoUpdate = source.matrixAutoUpdate;
return this;
},
toJSON: function(meta) {
var data = Object3D.prototype.toJSON.call(this, meta);
if (this.background !== null) {
data.object.background = this.background.toJSON(meta);
}
if (this.environment !== null) {
data.object.environment = this.environment.toJSON(meta);
}
if (this.fog !== null) {
data.object.fog = this.fog.toJSON();
}
return data;
},
dispose: function() {
this.dispatchEvent({
type: 'dispose'
});
}
});
var _points = [
new Vector3(),
new Vector3(),
new Vector3(),
new Vector3(),
new Vector3(),
new Vector3(),
new Vector3(),
new Vector3()
];
var _vector$2 = new Vector3();
var _box = new Box3();
// triangle centered vertices
var _v0 = new Vector3();
var _v1$2 = new Vector3();
var _v2 = new Vector3();
// triangle edge vectors
var _f0 = new Vector3();
var _f1 = new Vector3();
var _f2 = new Vector3();
var _center = new Vector3();
var _extents = new Vector3();
var _triangleNormal = new Vector3();
var _testAxis = new Vector3();
/**
* @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);
}
Object.assign(Box3.prototype, {
isBox3: true,
set: function(min, max) {
this.min.copy(min);
this.max.copy(max);
return this;
},
setFromArray: function(array) {
var minX = +Infinity;
var minY = +Infinity;
var minZ = +Infinity;
var maxX = -Infinity;
var maxY = -Infinity;
var maxZ = -Infinity;
for (var i = 0, l = array.length; i < l; i += 3) {
var x = array[i];
var y = array[i + 1];
var z = array[i + 2];
if (x < minX) {
minX = x;
}
if (y < minY) {
minY = y;
}
if (z < minZ) {
minZ = z;
}
if (x > maxX) {
maxX = x;
}
if (y > maxY) {
maxY = y;
}
if (z > maxZ) {
maxZ = z;
}
}
this.min.set(minX, minY, minZ);
this.max.set(maxX, maxY, maxZ);
return this;
},
setFromBufferAttribute: function(attribute) {
var minX = +Infinity;
var minY = +Infinity;
var minZ = +Infinity;
var maxX = -Infinity;
var maxY = -Infinity;
var maxZ = -Infinity;
for (var i = 0, l = attribute.count; i < l; i++) {
var x = attribute.getX(i);
var y = attribute.getY(i);
var z = attribute.getZ(i);
if (x < minX) {
minX = x;
}
if (y < minY) {
minY = y;
}
if (z < minZ) {
minZ = z;
}
if (x > maxX) {
maxX = x;
}
if (y > maxY) {
maxY = y;
}
if (z > maxZ) {
maxZ = z;
}
}
this.min.set(minX, minY, minZ);
this.max.set(maxX, maxY, maxZ);
return this;
},
setFromPoints: function(points) {
this.makeEmpty();
for (var i = 0, il = points.length; i < il; i++) {
this.expandByPoint(points[i]);
}
return this;
},
setFromCenterAndSize: function(center, size) {
var halfSize = _vector$2.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(target) {
if (target === undefined) {
console.warn('THREE.Box3: .getCenter() target is now required');
target = new Vector3();
}
return this.isEmpty() ? target.set(0, 0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);
},
getSize: function(target) {
if (target === undefined) {
console.warn('THREE.Box3: .getSize() target is now required');
target = new Vector3();
}
return this.isEmpty() ? target.set(0, 0, 0) : target.subVectors(this.max, this.min);
},
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(object) {
// Computes the world-axis-aligned bounding box of an object (including its children),
// accounting for both the object's, and children's, world transforms
object.updateWorldMatrix(false, false);
var geometry = object.geometry;
if (geometry !== undefined) {
if (geometry.boundingBox === null) {
geometry.computeBoundingBox();
}
_box.copy(geometry.boundingBox);
_box.applyMatrix4(object.matrixWorld);
this.expandByPoint(_box.min);
this.expandByPoint(_box.max);
}
var children = object.children;
for (var i = 0, l = children.length; i < l; i++) {
this.expandByObject(children[i]);
}
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, target) {
// This can potentially have a divide by zero if the box
// has a size dimension of 0.
if (target === undefined) {
console.warn('THREE.Box3: .getParameter() target is now required');
target = new Vector3();
}
return target.set(
(point.x - this.min.x) / (this.max.x - this.min.x),
(point.y - this.min.y) / (this.max.y - this.min.y),
(point.z - this.min.z) / (this.max.z - this.min.z)
);
},
intersectsBox: function(box) {
// using 6 splitting planes to rule out intersections.
return box.max.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(sphere) {
// Find the point on the AABB closest to the sphere center.
this.clampPoint(sphere.center, _vector$2);
// If that point is inside the sphere, the AABB and sphere intersect.
return _vector$2.distanceToSquared(sphere.center) <= (sphere.radius * sphere.radius);
},
intersectsPlane: function(plane) {
// We compute the minimum and maximum dot product values. If those values
// are on the same side (back or front) of the plane, then there is no intersection.
var min, max;
if (plane.normal.x > 0) {
min = plane.normal.x * this.min.x;
max = plane.normal.x * this.max.x;
} else {
min = plane.normal.x * this.max.x;
max = plane.normal.x * this.min.x;
}
if (plane.normal.y > 0) {
min += plane.normal.y * this.min.y;
max += plane.normal.y * this.max.y;
} else {
min += plane.normal.y * this.max.y;
max += plane.normal.y * this.min.y;
}
if (plane.normal.z > 0) {
min += plane.normal.z * this.min.z;
max += plane.normal.z * this.max.z;
} else {
min += plane.normal.z * this.max.z;
max += plane.normal.z * this.min.z;
}
return (min <= -plane.constant && max >= -plane.constant);
},
intersectsTriangle: function(triangle) {
if (this.isEmpty()) {
return false;
}
// compute box center and extents
this.getCenter(_center);
_extents.subVectors(this.max, _center);
// translate triangle to aabb origin
_v0.subVectors(triangle.a, _center);
_v1$2.subVectors(triangle.b, _center);
_v2.subVectors(triangle.c, _center);
// compute edge vectors for triangle
_f0.subVectors(_v1$2, _v0);
_f1.subVectors(_v2, _v1$2);
_f2.subVectors(_v0, _v2);
// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation
// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
var axes = [
0, -_f0.z, _f0.y, 0, -_f1.z, _f1.y, 0, -_f2.z, _f2.y,
_f0.z, 0, -_f0.x, _f1.z, 0, -_f1.x, _f2.z, 0, -_f2.x,
-_f0.y, _f0.x, 0, -_f1.y, _f1.x, 0, -_f2.y, _f2.x, 0
];
if (!satForAxes(axes, _v0, _v1$2, _v2, _extents)) {
return false;
}
// test 3 face normals from the aabb
axes = [1, 0, 0, 0, 1, 0, 0, 0, 1];
if (!satForAxes(axes, _v0, _v1$2, _v2, _extents)) {
return false;
}
// finally testing the face normal of the triangle
// use already existing triangle edge vectors here
_triangleNormal.crossVectors(_f0, _f1);
axes = [_triangleNormal.x, _triangleNormal.y, _triangleNormal.z];
return satForAxes(axes, _v0, _v1$2, _v2, _extents);
},
clampPoint: function(point, target) {
if (target === undefined) {
console.warn('THREE.Box3: .clampPoint() target is now required');
target = new Vector3();
}
return target.copy(point).clamp(this.min, this.max);
},
distanceToPoint: function(point) {
var clampedPoint = _vector$2.copy(point).clamp(this.min, this.max);
return clampedPoint.sub(point).length();
},
getBoundingSphere: function(target) {
if (target === undefined) {
console.error('THREE.Box3: .getBoundingSphere() target is now required');
//target = new Sphere(); // removed to avoid cyclic dependency
}
this.getCenter(target.center);
target.radius = this.getSize(_vector$2).length() * 0.5;
return target;
},
intersect: function(box) {
this.min.max(box.min);
this.max.min(box.max);
// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
if (this.isEmpty()) {
this.makeEmpty();
}
return this;
},
union: function(box) {
this.min.min(box.min);
this.max.max(box.max);
return this;
},
applyMatrix4: function(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);
}
});
function satForAxes(axes, v0, v1, v2, extents) {
var i, j;
for (i = 0, j = axes.length - 3; i <= j; i += 3) {
_testAxis.fromArray(axes, i);
// project the aabb onto the seperating axis
var r = extents.x * Math.abs(_testAxis.x) + extents.y * Math.abs(_testAxis.y) + extents.z * Math.abs(_testAxis.z);
// project all 3 vertices of the triangle onto the seperating axis
var p0 = v0.dot(_testAxis);
var p1 = v1.dot(_testAxis);
var p2 = v2.dot(_testAxis);
// actual test, basically see if either of the most extreme of the triangle points intersects r
if (Math.max(-Math.max(p0, p1, p2), Math.min(p0, p1, p2)) > r) {
// points of the projected triangle are outside the projected half-length of the aabb
// the axis is seperating and we can exit
return false;
}
}
return true;
}
var _box$1 = new Box3();
/**
* @author bhouston / http://clara.io
* @author mrdoob / http://mrdoob.com/
*/
function Sphere(center, radius) {
this.center = (center !== undefined) ? center : new Vector3();
this.radius = (radius !== undefined) ? radius : 0;
}
Object.assign(Sphere.prototype, {
set: function(center, radius) {
this.center.copy(center);
this.radius = radius;
return this;
},
setFromPoints: function(points, optionalCenter) {
var center = this.center;
if (optionalCenter !== undefined) {
center.copy(optionalCenter);
} else {
_box$1.setFromPoints(points).getCenter(center);
}
var maxRadiusSq = 0;
for (var i = 0, il = points.length; i < il; i++) {
maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(points[i]));
}
this.radius = Math.sqrt(maxRadiusSq);
return this;
},
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) {
return Math.abs(plane.distanceToPoint(this.center)) <= this.radius;
},
clampPoint: function(point, target) {
var deltaLengthSq = this.center.distanceToSquared(point);
if (target === undefined) {
console.warn('THREE.Sphere: .clampPoint() target is now required');
target = new Vector3();
}
target.copy(point);
if (deltaLengthSq > (this.radius * this.radius)) {
target.sub(this.center).normalize();
target.multiplyScalar(this.radius).add(this.center);
}
return target;
},
getBoundingBox: function(target) {
if (target === undefined) {
console.warn('THREE.Sphere: .getBoundingBox() target is now required');
target = new Box3();
}
target.set(this.center, this.center);
target.expandByScalar(this.radius);
return target;
},
applyMatrix4: function(matrix) {
this.center.applyMatrix4(matrix);
this.radius = this.radius * matrix.getMaxScaleOnAxis();
return this;
},
translate: function(offset) {
this.center.add(offset);
return this;
},
equals: function(sphere) {
return sphere.center.equals(this.center) && (sphere.radius === this.radius);
}
});
var _vector$3 = new Vector3();
var _segCenter = new Vector3();
var _segDir = new Vector3();
var _diff = new Vector3();
var _edge1 = new Vector3();
var _edge2 = new Vector3();
var _normal = new Vector3();
/**
* @author bhouston / http://clara.io
*/
function Ray(origin, direction) {
this.origin = (origin !== undefined) ? origin : new Vector3();
this.direction = (direction !== undefined) ? direction : new Vector3(0, 0, -1);
}
Object.assign(Ray.prototype, {
set: function(origin, direction) {
this.origin.copy(origin);
this.direction.copy(direction);
return this;
},
clone: function() {
return new this.constructor().copy(this);
},
copy: function(ray) {
this.origin.copy(ray.origin);
this.direction.copy(ray.direction);
return this;
},
at: function(t, target) {
if (target === undefined) {
console.warn('THREE.Ray: .at() target is now required');
target = new Vector3();
}
return target.copy(this.direction).multiplyScalar(t).add(this.origin);
},
lookAt: function(v) {
this.direction.copy(v).sub(this.origin).normalize();
return this;
},
recast: function(t) {
this.origin.copy(this.at(t, _vector$3));
return this;
},
closestPointToPoint: function(point, target) {
if (target === undefined) {
console.warn('THREE.Ray: .closestPointToPoint() target is now required');
target = new Vector3();
}
target.subVectors(point, this.origin);
var directionDistance = target.dot(this.direction);
if (directionDistance < 0) {
return target.copy(this.origin);
}
return target.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);
},
distanceToPoint: function(point) {
return Math.sqrt(this.distanceSqToPoint(point));
},
distanceSqToPoint: function(point) {
var directionDistance = _vector$3.subVectors(point, this.origin).dot(this.direction);
// point behind the ray
if (directionDistance < 0) {
return this.origin.distanceToSquared(point);
}
_vector$3.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);
return _vector$3.distanceToSquared(point);
},
distanceSqToSegment: function(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(sphere, target) {
_vector$3.subVectors(sphere.center, this.origin);
var tca = _vector$3.dot(this.direction);
var d2 = _vector$3.dot(_vector$3) - tca * tca;
var radius2 = sphere.radius * sphere.radius;
if (d2 > radius2) {
return null;
}
var thc = Math.sqrt(radius2 - d2);
// t0 = first intersect point - entrance on front of sphere
var t0 = tca - thc;
// t1 = second intersect point - exit point on back of sphere
var t1 = tca + thc;
// test to see if both t0 and t1 are behind the ray - if so, return null
if (t0 < 0 && t1 < 0) {
return null;
}
// test to see if t0 is behind the ray:
// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
// in order to always return an intersect point that is in front of the ray.
if (t0 < 0) {
return this.at(t1, target);
}
// else t0 is in front of the ray, so return the first collision point scaled by t0
return this.at(t0, target);
},
intersectsSphere: function(sphere) {
return this.distanceSqToPoint(sphere.center) <= (sphere.radius * sphere.radius);
},
distanceToPlane: function(plane) {
var denominator = plane.normal.dot(this.direction);
if (denominator === 0) {
// line is coplanar, return origin
if (plane.distanceToPoint(this.origin) === 0) {
return 0;
}
// Null is preferable to undefined since undefined means.... it is undefined
return null;
}
var t = -(this.origin.dot(plane.normal) + plane.constant) / denominator;
// Return if the ray never intersects the plane
return t >= 0 ? t : null;
},
intersectPlane: function(plane, target) {
var t = this.distanceToPlane(plane);
if (t === null) {
return null;
}
return this.at(t, target);
},
intersectsPlane: function(plane) {
// check if the ray lies on the plane first
var distToPoint = plane.distanceToPoint(this.origin);
if (distToPoint === 0) {
return true;
}
var denominator = plane.normal.dot(this.direction);
if (denominator * distToPoint < 0) {
return true;
}
// ray origin is behind the plane (and is pointing behind it)
return false;
},
intersectBox: function(box, target) {
var tmin, tmax, tymin, tymax, tzmin, tzmax;
var invdirx = 1 / this.direction.x,
invdiry = 1 / this.direction.y,
invdirz = 1 / this.direction.z;
var origin = this.origin;
if (invdirx >= 0) {
tmin = (box.min.x - origin.x) * invdirx;
tmax = (box.max.x - origin.x) * invdirx;
} else {
tmin = (box.max.x - origin.x) * invdirx;
tmax = (box.min.x - origin.x) * invdirx;
}
if (invdiry >= 0) {
tymin = (box.min.y - origin.y) * invdiry;
tymax = (box.max.y - origin.y) * invdiry;
} else {
tymin = (box.max.y - origin.y) * invdiry;
tymax = (box.min.y - origin.y) * invdiry;
}
if ((tmin > tymax) || (tymin > tmax)) {
return null;
}
// These lines also handle the case where tmin or tmax is NaN
// (result of 0 * Infinity). x !== x returns true if x is NaN
if (tymin > tmin || tmin !== tmin) {
tmin = tymin;
}
if (tymax < tmax || tmax !== tmax) {
tmax = tymax;
}
if (invdirz >= 0) {
tzmin = (box.min.z - origin.z) * invdirz;
tzmax = (box.max.z - origin.z) * invdirz;
} else {
tzmin = (box.max.z - origin.z) * invdirz;
tzmax = (box.min.z - origin.z) * invdirz;
}
if ((tmin > tzmax) || (tzmin > tmax)) {
return null;
}
if (tzmin > tmin || tmin !== tmin) {
tmin = tzmin;
}
if (tzmax < tmax || tmax !== tmax) {
tmax = tzmax;
}
//return point closest to the ray (positive side)
if (tmax < 0) {
return null;
}
return this.at(tmin >= 0 ? tmin : tmax, target);
},
intersectsBox: function(box) {
return this.intersectBox(box, _vector$3) !== null;
},
intersectTriangle: function(a, b, c, backfaceCulling, target) {
// Compute the offset origin, edges, and normal.
// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
_edge1.subVectors(b, a);
_edge2.subVectors(c, a);
_normal.crossVectors(_edge1, _edge2);
// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
var DdN = this.direction.dot(_normal);
var sign;
if (DdN > 0) {
if (backfaceCulling) {
return null;
}
sign = 1;
} else if (DdN < 0) {
sign = -1;
DdN = -DdN;
} else {
return null;
}
_diff.subVectors(this.origin, a);
var DdQxE2 = sign * this.direction.dot(_edge2.crossVectors(_diff, _edge2));
// b1 < 0, no intersection
if (DdQxE2 < 0) {
return null;
}
var DdE1xQ = sign * this.direction.dot(_edge1.cross(_diff));
// b2 < 0, no intersection
if (DdE1xQ < 0) {
return null;
}
// b1+b2 > 1, no intersection
if (DdQxE2 + DdE1xQ > DdN) {
return null;
}
// Line intersects triangle, check if ray does.
var QdN = -sign * _diff.dot(_normal);
// t < 0, no intersection
if (QdN < 0) {
return null;
}
// Ray intersects triangle.
return this.at(QdN / DdN, target);
},
applyMatrix4: function(matrix4) {
this.origin.applyMatrix4(matrix4);
this.direction.transformDirection(matrix4);
return this;
},
equals: function(ray) {
return ray.origin.equals(this.origin) && ray.direction.equals(this.direction);
}
});
/**
* @author bhouston / http://clara.io
*/
var _vector1 = new Vector3();
var _vector2 = new Vector3();
var _normalMatrix = new Matrix3();
function Plane(normal, constant) {
// normal is assumed to be normalized
this.normal = (normal !== undefined) ? normal : new Vector3(1, 0, 0);
this.constant = (constant !== undefined) ? constant : 0;
}
Object.assign(Plane.prototype, {
isPlane: true,
set: function(normal, constant) {
this.normal.copy(normal);
this.constant = constant;
return this;
},
setComponents: function(x, y, z, w) {
this.normal.set(x, y, z);
this.constant = w;
return this;
},
setFromNormalAndCoplanarPoint: function(normal, point) {
this.normal.copy(normal);
this.constant = -point.dot(this.normal);
return this;
},
setFromCoplanarPoints: function(a, b, c) {
var normal = _vector1.subVectors(c, b).cross(_vector2.subVectors(a, b)).normalize();
// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
this.setFromNormalAndCoplanarPoint(normal, a);
return this;
},
clone: function() {
return new this.constructor().copy(this);
},
copy: function(plane) {
this.normal.copy(plane.normal);
this.constant = plane.constant;
return this;
},
normalize: function() {
// Note: will lead to a divide by zero if the plane is invalid.
var inverseNormalLength = 1.0 / this.normal.length();
this.normal.multiplyScalar(inverseNormalLength);
this.constant *= inverseNormalLength;
return this;
},
negate: function() {
this.constant *= -1;
this.normal.negate();
return this;
},
distanceToPoint: function(point) {
return this.normal.dot(point) + this.constant;
},
distanceToSphere: function(sphere) {
return this.distanceToPoint(sphere.center) - sphere.radius;
},
projectPoint: function(point, target) {
if (target === undefined) {
console.warn('THREE.Plane: .projectPoint() target is now required');
target = new Vector3();
}
return target.copy(this.normal).multiplyScalar(-this.distanceToPoint(point)).add(point);
},
intersectLine: function(line, target) {
if (target === undefined) {
console.warn('THREE.Plane: .intersectLine() target is now required');
target = new Vector3();
}
var direction = line.delta(_vector1);
var denominator = this.normal.dot(direction);
if (denominator === 0) {
// line is coplanar, return origin
if (this.distanceToPoint(line.start) === 0) {
return target.copy(line.start);
}
// Unsure if this is the correct method to handle this case.
return undefined;
}
var t = -(line.start.dot(this.normal) + this.constant) / denominator;
if (t < 0 || t > 1) {
return undefined;
}
return target.copy(direction).multiplyScalar(t).add(line.start);
},
intersectsLine: function(line) {
// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
var startSign = this.distanceToPoint(line.start);
var endSign = this.distanceToPoint(line.end);
return (startSign < 0 && endSign > 0) || (endSign < 0 && startSign > 0);
},
intersectsBox: function(box) {
return box.intersectsPlane(this);
},
intersectsSphere: function(sphere) {
return sphere.intersectsPlane(this);
},
coplanarPoint: function(target) {
if (target === undefined) {
console.warn('THREE.Plane: .coplanarPoint() target is now required');
target = new Vector3();
}
return target.copy(this.normal).multiplyScalar(-this.constant);
},
applyMatrix4: function(matrix, optionalNormalMatrix) {
var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix(matrix);
var referencePoint = this.coplanarPoint(_vector1).applyMatrix4(matrix);
var normal = this.normal.applyMatrix3(normalMatrix).normalize();
this.constant = -referencePoint.dot(normal);
return this;
},
translate: function(offset) {
this.constant -= offset.dot(this.normal);
return this;
},
equals: function(plane) {
return plane.normal.equals(this.normal) && (plane.constant === this.constant);
}
});
/**
* @author bhouston / http://clara.io
* @author mrdoob / http://mrdoob.com/
*/
var _v0$1 = new Vector3();
var _v1$3 = new Vector3();
var _v2$1 = new Vector3();
var _v3 = new Vector3();
var _vab = new Vector3();
var _vac = new Vector3();
var _vbc = new Vector3();
var _vap = new Vector3();
var _vbp = new Vector3();
var _vcp = new Vector3();
function Triangle(a, b, c) {
this.a = (a !== undefined) ? a : new Vector3();
this.b = (b !== undefined) ? b : new Vector3();
this.c = (c !== undefined) ? c : new Vector3();
}
Object.assign(Triangle, {
getNormal: function(a, b, c, target) {
if (target === undefined) {
console.warn('THREE.Triangle: .getNormal() target is now required');
target = new Vector3();
}
target.subVectors(c, b);
_v0$1.subVectors(a, b);
target.cross(_v0$1);
var targetLengthSq = target.lengthSq();
if (targetLengthSq > 0) {
return target.multiplyScalar(1 / Math.sqrt(targetLengthSq));
}
return target.set(0, 0, 0);
},
// static/instance method to calculate barycentric coordinates
// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
getBarycoord: function(point, a, b, c, target) {
_v0$1.subVectors(c, a);
_v1$3.subVectors(b, a);
_v2$1.subVectors(point, a);
var dot00 = _v0$1.dot(_v0$1);
var dot01 = _v0$1.dot(_v1$3);
var dot02 = _v0$1.dot(_v2$1);
var dot11 = _v1$3.dot(_v1$3);
var dot12 = _v1$3.dot(_v2$1);
var denom = (dot00 * dot11 - dot01 * dot01);
if (target === undefined) {
console.warn('THREE.Triangle: .getBarycoord() target is now required');
target = new Vector3();
}
// collinear or singular triangle
if (denom === 0) {
// arbitrary location outside of triangle?
// not sure if this is the best idea, maybe should be returning undefined
return target.set(-2, -1, -1);
}
var invDenom = 1 / denom;
var u = (dot11 * dot02 - dot01 * dot12) * invDenom;
var v = (dot00 * dot12 - dot01 * dot02) * invDenom;
// barycentric coordinates must always sum to 1
return target.set(1 - u - v, v, u);
},
containsPoint: function(point, a, b, c) {
Triangle.getBarycoord(point, a, b, c, _v3);
return (_v3.x >= 0) && (_v3.y >= 0) && ((_v3.x + _v3.y) <= 1);
},
getUV: function(point, p1, p2, p3, uv1, uv2, uv3, target) {
this.getBarycoord(point, p1, p2, p3, _v3);
target.set(0, 0);
target.addScaledVector(uv1, _v3.x);
target.addScaledVector(uv2, _v3.y);
target.addScaledVector(uv3, _v3.z);
return target;
},
isFrontFacing: function(a, b, c, direction) {
_v0$1.subVectors(c, b);
_v1$3.subVectors(a, b);
// strictly front facing
return (_v0$1.cross(_v1$3).dot(direction) < 0) ? true : false;
}
});
Object.assign(Triangle.prototype, {
set: function(a, b, c) {
this.a.copy(a);
this.b.copy(b);
this.c.copy(c);
return this;
},
setFromPointsAndIndices: function(points, i0, i1, i2) {
this.a.copy(points[i0]);
this.b.copy(points[i1]);
this.c.copy(points[i2]);
return this;
},
clone: function() {
return new this.constructor().copy(this);
},
copy: function(triangle) {
this.a.copy(triangle.a);
this.b.copy(triangle.b);
this.c.copy(triangle.c);
return this;
},
getArea: function() {
_v0$1.subVectors(this.c, this.b);
_v1$3.subVectors(this.a, this.b);
return _v0$1.cross(_v1$3).length() * 0.5;
},
getMidpoint: function(target) {
if (target === undefined) {
console.warn('THREE.Triangle: .getMidpoint() target is now required');
target = new Vector3();
}
return target.addVectors(this.a, this.b).add(this.c).multiplyScalar(1 / 3);
},
getNormal: function(target) {
return Triangle.getNormal(this.a, this.b, this.c, target);
},
getPlane: function(target) {
if (target === undefined) {
console.warn('THREE.Triangle: .getPlane() target is now required');
target = new Plane();
}
return target.setFromCoplanarPoints(this.a, this.b, this.c);
},
getBarycoord: function(point, target) {
return Triangle.getBarycoord(point, this.a, this.b, this.c, target);
},
getUV: function(point, uv1, uv2, uv3, target) {
return Triangle.getUV(point, this.a, this.b, this.c, uv1, uv2, uv3, target);
},
containsPoint: function(point) {
return Triangle.containsPoint(point, this.a, this.b, this.c);
},
isFrontFacing: function(direction) {
return Triangle.isFrontFacing(this.a, this.b, this.c, direction);
},
intersectsBox: function(box) {
return box.intersectsTriangle(this);
},
closestPointToPoint: function(p, target) {
if (target === undefined) {
console.warn('THREE.Triangle: .closestPointToPoint() target is now required');
target = new Vector3();
}
var a = this.a,
b = this.b,
c = this.c;
var v, w;
// algorithm thanks to Real-Time Collision Detection by Christer Ericson,
// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
// under the accompanying license; see chapter 5.1.5 for detailed explanation.
// basically, we're distinguishing which of the voronoi regions of the triangle
// the point lies in with the minimum amount of redundant computation.
_vab.subVectors(b, a);
_vac.subVectors(c, a);
_vap.subVectors(p, a);
var d1 = _vab.dot(_vap);
var d2 = _vac.dot(_vap);
if (d1 <= 0 && d2 <= 0) {
// vertex region of A; barycentric coords (1, 0, 0)
return target.copy(a);
}
_vbp.subVectors(p, b);
var d3 = _vab.dot(_vbp);
var d4 = _vac.dot(_vbp);
if (d3 >= 0 && d4 <= d3) {
// vertex region of B; barycentric coords (0, 1, 0)
return target.copy(b);
}
var vc = d1 * d4 - d3 * d2;
if (vc <= 0 && d1 >= 0 && d3 <= 0) {
v = d1 / (d1 - d3);
// edge region of AB; barycentric coords (1-v, v, 0)
return target.copy(a).addScaledVector(_vab, v);
}
_vcp.subVectors(p, c);
var d5 = _vab.dot(_vcp);
var d6 = _vac.dot(_vcp);
if (d6 >= 0 && d5 <= d6) {
// vertex region of C; barycentric coords (0, 0, 1)
return target.copy(c);
}
var vb = d5 * d2 - d1 * d6;
if (vb <= 0 && d2 >= 0 && d6 <= 0) {
w = d2 / (d2 - d6);
// edge region of AC; barycentric coords (1-w, 0, w)
return target.copy(a).addScaledVector(_vac, w);
}
var va = d3 * d6 - d5 * d4;
if (va <= 0 && (d4 - d3) >= 0 && (d5 - d6) >= 0) {
_vbc.subVectors(c, b);
w = (d4 - d3) / ((d4 - d3) + (d5 - d6));
// edge region of BC; barycentric coords (0, 1-w, w)
return target.copy(b).addScaledVector(_vbc, w); // edge region of BC
}
// face region
var denom = 1 / (va + vb + vc);
// u = va * denom
v = vb * denom;
w = vc * denom;
return target.copy(a).addScaledVector(_vab, v).addScaledVector(_vac, w);
},
equals: function(triangle) {
return triangle.a.equals(this.a) && triangle.b.equals(this.b) && triangle.c.equals(this.c);
}
});
/**
* @author mrdoob / http://mrdoob.com/
*/
var _colorKeywords = {
'aliceblue': 0xF0F8FF,
'antiquewhite': 0xFAEBD7,
'aqua': 0x00FFFF,
'aquamarine': 0x7FFFD4,
'azure': 0xF0FFFF,
'beige': 0xF5F5DC,
'bisque': 0xFFE4C4,
'black': 0x000000,
'blanchedalmond': 0xFFEBCD,
'blue': 0x0000FF,
'blueviolet': 0x8A2BE2,
'brown': 0xA52A2A,
'burlywood': 0xDEB887,
'cadetblue': 0x5F9EA0,
'chartreuse': 0x7FFF00,
'chocolate': 0xD2691E,
'coral': 0xFF7F50,
'cornflowerblue': 0x6495ED,
'cornsilk': 0xFFF8DC,
'crimson': 0xDC143C,
'cyan': 0x00FFFF,
'darkblue': 0x00008B,
'darkcyan': 0x008B8B,
'darkgoldenrod': 0xB8860B,
'darkgray': 0xA9A9A9,
'darkgreen': 0x006400,
'darkgrey': 0xA9A9A9,
'darkkhaki': 0xBDB76B,
'darkmagenta': 0x8B008B,
'darkolivegreen': 0x556B2F,
'darkorange': 0xFF8C00,
'darkorchid': 0x9932CC,
'darkred': 0x8B0000,
'darksalmon': 0xE9967A,
'darkseagreen': 0x8FBC8F,
'darkslateblue': 0x483D8B,
'darkslategray': 0x2F4F4F,
'darkslategrey': 0x2F4F4F,
'darkturquoise': 0x00CED1,
'darkviolet': 0x9400D3,
'deeppink': 0xFF1493,
'deepskyblue': 0x00BFFF,
'dimgray': 0x696969,
'dimgrey': 0x696969,
'dodgerblue': 0x1E90FF,
'firebrick': 0xB22222,
'floralwhite': 0xFFFAF0,
'forestgreen': 0x228B22,
'fuchsia': 0xFF00FF,
'gainsboro': 0xDCDCDC,
'ghostwhite': 0xF8F8FF,
'gold': 0xFFD700,
'goldenrod': 0xDAA520,
'gray': 0x808080,
'green': 0x008000,
'greenyellow': 0xADFF2F,
'grey': 0x808080,
'honeydew': 0xF0FFF0,
'hotpink': 0xFF69B4,
'indianred': 0xCD5C5C,
'indigo': 0x4B0082,
'ivory': 0xFFFFF0,
'khaki': 0xF0E68C,
'lavender': 0xE6E6FA,
'lavenderblush': 0xFFF0F5,
'lawngreen': 0x7CFC00,
'lemonchiffon': 0xFFFACD,
'lightblue': 0xADD8E6,
'lightcoral': 0xF08080,
'lightcyan': 0xE0FFFF,
'lightgoldenrodyellow': 0xFAFAD2,
'lightgray': 0xD3D3D3,
'lightgreen': 0x90EE90,
'lightgrey': 0xD3D3D3,
'lightpink': 0xFFB6C1,
'lightsalmon': 0xFFA07A,
'lightseagreen': 0x20B2AA,
'lightskyblue': 0x87CEFA,
'lightslategray': 0x778899,
'lightslategrey': 0x778899,
'lightsteelblue': 0xB0C4DE,
'lightyellow': 0xFFFFE0,
'lime': 0x00FF00,
'limegreen': 0x32CD32,
'linen': 0xFAF0E6,
'magenta': 0xFF00FF,
'maroon': 0x800000,
'mediumaquamarine': 0x66CDAA,
'mediumblue': 0x0000CD,
'mediumorchid': 0xBA55D3,
'mediumpurple': 0x9370DB,
'mediumseagreen': 0x3CB371,
'mediumslateblue': 0x7B68EE,
'mediumspringgreen': 0x00FA9A,
'mediumturquoise': 0x48D1CC,
'mediumvioletred': 0xC71585,
'midnightblue': 0x191970,
'mintcream': 0xF5FFFA,
'mistyrose': 0xFFE4E1,
'moccasin': 0xFFE4B5,
'navajowhite': 0xFFDEAD,
'navy': 0x000080,
'oldlace': 0xFDF5E6,
'olive': 0x808000,
'olivedrab': 0x6B8E23,
'orange': 0xFFA500,
'orangered': 0xFF4500,
'orchid': 0xDA70D6,
'palegoldenrod': 0xEEE8AA,
'palegreen': 0x98FB98,
'paleturquoise': 0xAFEEEE,
'palevioletred': 0xDB7093,
'papayawhip': 0xFFEFD5,
'peachpuff': 0xFFDAB9,
'peru': 0xCD853F,
'pink': 0xFFC0CB,
'plum': 0xDDA0DD,
'powderblue': 0xB0E0E6,
'purple': 0x800080,
'rebeccapurple': 0x663399,
'red': 0xFF0000,
'rosybrown': 0xBC8F8F,
'royalblue': 0x4169E1,
'saddlebrown': 0x8B4513,
'salmon': 0xFA8072,
'sandybrown': 0xF4A460,
'seagreen': 0x2E8B57,
'seashell': 0xFFF5EE,
'sienna': 0xA0522D,
'silver': 0xC0C0C0,
'skyblue': 0x87CEEB,
'slateblue': 0x6A5ACD,
'slategray': 0x708090,
'slategrey': 0x708090,
'snow': 0xFFFAFA,
'springgreen': 0x00FF7F,
'steelblue': 0x4682B4,
'tan': 0xD2B48C,
'teal': 0x008080,
'thistle': 0xD8BFD8,
'tomato': 0xFF6347,
'turquoise': 0x40E0D0,
'violet': 0xEE82EE,
'wheat': 0xF5DEB3,
'white': 0xFFFFFF,
'whitesmoke': 0xF5F5F5,
'yellow': 0xFFFF00,
'yellowgreen': 0x9ACD32
};
var _hslA = {
h: 0,
s: 0,
l: 0
};
var _hslB = {
h: 0,
s: 0,
l: 0
};
function 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);
}
function hue2rgb(p, q, t) {
if (t < 0) {
t += 1;
}
if (t > 1) {
t -= 1;
}
if (t < 1 / 6) {
return p + (q - p) * 6 * t;
}
if (t < 1 / 2) {
return q;
}
if (t < 2 / 3) {
return p + (q - p) * 6 * (2 / 3 - t);
}
return p;
}
function SRGBToLinear(c) {
return (c < 0.04045) ? c * 0.0773993808 : Math.pow(c * 0.9478672986 + 0.0521327014, 2.4);
}
function LinearToSRGB(c) {
return (c < 0.0031308) ? c * 12.92 : 1.055 * (Math.pow(c, 0.41666)) - 0.055;
}
Object.assign(Color.prototype, {
isColor: true,
r: 1,
g: 1,
b: 1,
set: function(value) {
if (value && value.isColor) {
this.copy(value);
} else if (typeof value === 'number') {
this.setHex(value);
} else if (typeof value === 'string') {
this.setStyle(value);
}
return this;
},
setScalar: function(scalar) {
this.r = scalar;
this.g = scalar;
this.b = scalar;
return this;
},
setHex: function(hex) {
hex = Math.floor(hex);
this.r = (hex >> 16 & 255) / 255;
this.g = (hex >> 8 & 255) / 255;
this.b = (hex & 255) / 255;
return this;
},
setRGB: function(r, g, b) {
this.r = r;
this.g = g;
this.b = b;
return this;
},
setHSL: function(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) {
return this.setColorName(style);
}
return this;
},
setColorName: function(style) {
// color keywords
var hex = _colorKeywords[style];
if (hex !== undefined) {
// red
this.setHex(hex);
} else {
// unknown color
console.warn('THREE.Color: Unknown color ' + style);
}
return this;
},
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(gammaFactor) {
this.copyGammaToLinear(this, gammaFactor);
return this;
},
convertLinearToGamma: function(gammaFactor) {
this.copyLinearToGamma(this, gammaFactor);
return this;
},
copySRGBToLinear: function(color) {
this.r = SRGBToLinear(color.r);
this.g = SRGBToLinear(color.g);
this.b = SRGBToLinear(color.b);
return this;
},
copyLinearToSRGB: function(color) {
this.r = LinearToSRGB(color.r);
this.g = LinearToSRGB(color.g);
this.b = LinearToSRGB(color.b);
return this;
},
convertSRGBToLinear: function() {
this.copySRGBToLinear(this);
return this;
},
convertLinearToSRGB: function() {
this.copyLinearToSRGB(this);
return this;
},
getHex: function() {
return (this.r * 255) << 16 ^ (this.g * 255) << 8 ^ (this.b * 255) << 0;
},
getHexString: function() {
return ('000000' + this.getHex().toString(16)).slice(-6);
},
getHSL: function(target) {
// h,s,l ranges are in 0.0 - 1.0
if (target === undefined) {
console.warn('THREE.Color: .getHSL() target is now required');
target = {
h: 0,
s: 0,
l: 0
};
}
var r = this.r,
g = this.g,
b = this.b;
var max = Math.max(r, g, b);
var min = Math.min(r, g, b);
var hue, saturation;
var lightness = (min + max) / 2.0;
if (min === max) {
hue = 0;
saturation = 0;
} else {
var delta = max - min;
saturation = lightness <= 0.5 ? delta / (max + min) : delta / (2 - max - min);
switch (max) {
case r:
hue = (g - b) / delta + (g < b ? 6 : 0);
break;
case g:
hue = (b - r) / delta + 2;
break;
case b:
hue = (r - g) / delta + 4;
break;
}
hue /= 6;
}
target.h = hue;
target.s = saturation;
target.l = lightness;
return target;
},
getStyle: function() {
return 'rgb(' + ((this.r * 255) | 0) + ',' + ((this.g * 255) | 0) + ',' + ((this.b * 255) | 0) + ')';
},
offsetHSL: function(h, s, l) {
this.getHSL(_hslA);
_hslA.h += h;
_hslA.s += s;
_hslA.l += l;
this.setHSL(_hslA.h, _hslA.s, _hslA.l);
return this;
},
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;
},
lerpHSL: function(color, alpha) {
this.getHSL(_hslA);
color.getHSL(_hslB);
var h = _Math.lerp(_hslA.h, _hslB.h, alpha);
var s = _Math.lerp(_hslA.s, _hslB.s, alpha);
var l = _Math.lerp(_hslA.l, _hslB.l, alpha);
this.setHSL(h, s, l);
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();
}
});
Color.NAMES = _colorKeywords;
/**
* @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;
}
Object.assign(Face3.prototype, {
clone: function() {
return new this.constructor().copy(this);
},
copy: function(source) {
this.a = source.a;
this.b = source.b;
this.c = source.c;
this.normal.copy(source.normal);
this.color.copy(source.color);
this.materialIndex = source.materialIndex;
for (var i = 0, il = source.vertexNormals.length; i < il; i++) {
this.vertexNormals[i] = source.vertexNormals[i].clone();
}
for (var i = 0, il = source.vertexColors.length; i < il; i++) {
this.vertexColors[i] = source.vertexColors[i].clone();
}
return this;
}
});
/**
* @author mrdoob / http://mrdoob.com/
* @author alteredq / http://alteredqualia.com/
*/
var materialId = 0;
function Material() {
Object.defineProperty(this, 'id', {
value: materialId++
});
this.uuid = _Math.generateUUID();
this.name = '';
this.type = 'Material';
this.fog = true;
this.blending = NormalBlending;
this.side = FrontSide;
this.flatShading = false;
this.vertexTangents = false;
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.stencilWriteMask = 0xff;
this.stencilFunc = AlwaysStencilFunc;
this.stencilRef = 0;
this.stencilFuncMask = 0xff;
this.stencilFail = KeepStencilOp;
this.stencilZFail = KeepStencilOp;
this.stencilZPass = KeepStencilOp;
this.stencilWrite = false;
this.clippingPlanes = null;
this.clipIntersection = false;
this.clipShadows = false;
this.shadowSide = null;
this.colorWrite = true;
this.precision = null; // override the renderer's default precision for this material
this.polygonOffset = false;
this.polygonOffsetFactor = 0;
this.polygonOffsetUnits = 0;
this.dithering = false;
this.alphaTest = 0;
this.premultipliedAlpha = false;
this.visible = true;
this.toneMapped = true;
this.userData = {};
this.version = 0;
}
Material.prototype = Object.assign(Object.create(EventDispatcher.prototype), {
constructor: Material,
isMaterial: true,
onBeforeCompile: function() {},
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;
}
// for backward compatability if shading is set in the constructor
if (key === 'shading') {
console.warn('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');
this.flatShading = (newValue === FlatShading) ? true : false;
continue;
}
var currentValue = this[key];
if (currentValue === undefined) {
console.warn("THREE." + this.type + ": '" + key + "' is not a property of this material.");
continue;
}
if (currentValue && currentValue.isColor) {
currentValue.set(newValue);
} else if ((currentValue && currentValue.isVector3) && (newValue && newValue.isVector3)) {
currentValue.copy(newValue);
} else {
this[key] = newValue;
}
}
},
toJSON: function(meta) {
var isRoot = (meta === undefined || typeof meta === 'string');
if (isRoot) {
meta = {
textures: {},
images: {}
};
}
var data = {
metadata: {
version: 4.5,
type: 'Material',
generator: 'Material.toJSON'
}
};
// standard Material serialization
data.uuid = this.uuid;
data.type = this.type;
if (this.name !== '') {
data.name = this.name;
}
if (this.color && this.color.isColor) {
data.color = this.color.getHex();
}
if (this.roughness !== undefined) {
data.roughness = this.roughness;
}
if (this.metalness !== undefined) {
data.metalness = this.metalness;
}
if (this.sheen && this.sheen.isColor) {
data.sheen = this.sheen.getHex();
}
if (this.emissive && this.emissive.isColor) {
data.emissive = this.emissive.getHex();
}
if (this.emissiveIntensity && this.emissiveIntensity !== 1) {
data.emissiveIntensity = this.emissiveIntensity;
}
if (this.specular && this.specular.isColor) {
data.specular = this.specular.getHex();
}
if (this.shininess !== undefined) {
data.shininess = this.shininess;
}
if (this.clearcoat !== undefined) {
data.clearcoat = this.clearcoat;
}
if (this.clearcoatRoughness !== undefined) {
data.clearcoatRoughness = this.clearcoatRoughness;
}
if (this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture) {
data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON(meta).uuid;
data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
}
if (this.map && this.map.isTexture) {
data.map = this.map.toJSON(meta).uuid;
}
if (this.matcap && this.matcap.isTexture) {
data.matcap = this.matcap.toJSON(meta).uuid;
}
if (this.alphaMap && this.alphaMap.isTexture) {
data.alphaMap = this.alphaMap.toJSON(meta).uuid;
}
if (this.lightMap && this.lightMap.isTexture) {
data.lightMap = this.lightMap.toJSON(meta).uuid;
}
if (this.aoMap && this.aoMap.isTexture) {
data.aoMap = this.aoMap.toJSON(meta).uuid;
data.aoMapIntensity = this.aoMapIntensity;
}
if (this.bumpMap && this.bumpMap.isTexture) {
data.bumpMap = this.bumpMap.toJSON(meta).uuid;
data.bumpScale = this.bumpScale;
}
if (this.normalMap && this.normalMap.isTexture) {
data.normalMap = this.normalMap.toJSON(meta).uuid;
data.normalMapType = this.normalMapType;
data.normalScale = this.normalScale.toArray();
}
if (this.displacementMap && this.displacementMap.isTexture) {
data.displacementMap = this.displacementMap.toJSON(meta).uuid;
data.displacementScale = this.displacementScale;
data.displacementBias = this.displacementBias;
}
if (this.roughnessMap && this.roughnessMap.isTexture) {
data.roughnessMap = this.roughnessMap.toJSON(meta).uuid;
}
if (this.metalnessMap && this.metalnessMap.isTexture) {
data.metalnessMap = this.metalnessMap.toJSON(meta).uuid;
}
if (this.emissiveMap && this.emissiveMap.isTexture) {
data.emissiveMap = this.emissiveMap.toJSON(meta).uuid;
}
if (this.specularMap && this.specularMap.isTexture) {
data.specularMap = this.specularMap.toJSON(meta).uuid;
}
if (this.envMap && this.envMap.isTexture) {
data.envMap = this.envMap.toJSON(meta).uuid;
data.reflectivity = this.reflectivity; // Scale behind envMap
data.refractionRatio = this.refractionRatio;
if (this.combine !== undefined) {
data.combine = this.combine;
}
if (this.envMapIntensity !== undefined) {
data.envMapIntensity = this.envMapIntensity;
}
}
if (this.gradientMap && this.gradientMap.isTexture) {
data.gradientMap = this.gradientMap.toJSON(meta).uuid;
}
if (this.size !== undefined) {
data.size = this.size;
}
if (this.sizeAttenuation !== undefined) {
data.sizeAttenuation = this.sizeAttenuation;
}
if (this.blending !== NormalBlending) {
data.blending = this.blending;
}
if (this.flatShading === true) {
data.flatShading = this.flatShading;
}
if (this.side !== FrontSide) {
data.side = this.side;
}
if (this.vertexColors !== 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;
data.stencilWrite = this.stencilWrite;
data.stencilWriteMask = this.stencilWriteMask;
data.stencilFunc = this.stencilFunc;
data.stencilRef = this.stencilRef;
data.stencilFuncMask = this.stencilFuncMask;
data.stencilFail = this.stencilFail;
data.stencilZFail = this.stencilZFail;
data.stencilZPass = this.stencilZPass;
// rotation (SpriteMaterial)
if (this.rotation && this.rotation !== 0) {
data.rotation = this.rotation;
}
if (this.polygonOffset === true) {
data.polygonOffset = true;
}
if (this.polygonOffsetFactor !== 0) {
data.polygonOffsetFactor = this.polygonOffsetFactor;
}
if (this.polygonOffsetUnits !== 0) {
data.polygonOffsetUnits = this.polygonOffsetUnits;
}
if (this.linewidth && this.linewidth !== 1) {
data.linewidth = this.linewidth;
}
if (this.dashSize !== undefined) {
data.dashSize = this.dashSize;
}
if (this.gapSize !== undefined) {
data.gapSize = this.gapSize;
}
if (this.scale !== undefined) {
data.scale = this.scale;
}
if (this.dithering === true) {
data.dithering = true;
}
if (this.alphaTest > 0) {
data.alphaTest = this.alphaTest;
}
if (this.premultipliedAlpha === true) {
data.premultipliedAlpha = this.premultipliedAlpha;
}
if (this.wireframe === true) {
data.wireframe = this.wireframe;
}
if (this.wireframeLinewidth > 1) {
data.wireframeLinewidth = this.wireframeLinewidth;
}
if (this.wireframeLinecap !== 'round') {
data.wireframeLinecap = this.wireframeLinecap;
}
if (this.wireframeLinejoin !== 'round') {
data.wireframeLinejoin = this.wireframeLinejoin;
}
if (this.morphTargets === true) {
data.morphTargets = true;
}
if (this.morphNormals === true) {
data.morphNormals = true;
}
if (this.skinning === true) {
data.skinning = true;
}
if (this.visible === false) {
data.visible = false;
}
if (this.toneMapped === false) {
data.toneMapped = false;
}
if (JSON.stringify(this.userData) !== '{}') {
data.userData = this.userData;
}
// TODO: Copied from Object3D.toJSON
function extractFromCache(cache) {
var values = [];
for (var key in cache) {
var data = cache[key];
delete data.metadata;
values.push(data);
}
return values;
}
if (isRoot) {
var textures = extractFromCache(meta.textures);
var images = extractFromCache(meta.images);
if (textures.length > 0) {
data.textures = textures;
}
if (images.length > 0) {
data.images = images;
}
}
return data;
},
clone: function() {
return new this.constructor().copy(this);
},
copy: function(source) {
this.name = source.name;
this.fog = source.fog;
this.blending = source.blending;
this.side = source.side;
this.flatShading = source.flatShading;
this.vertexTangents = source.vertexTangents;
this.vertexColors = source.vertexColors;
this.opacity = source.opacity;
this.transparent = source.transparent;
this.blendSrc = source.blendSrc;
this.blendDst = source.blendDst;
this.blendEquation = source.blendEquation;
this.blendSrcAlpha = source.blendSrcAlpha;
this.blendDstAlpha = source.blendDstAlpha;
this.blendEquationAlpha = source.blendEquationAlpha;
this.depthFunc = source.depthFunc;
this.depthTest = source.depthTest;
this.depthWrite = source.depthWrite;
this.stencilWriteMask = source.stencilWriteMask;
this.stencilFunc = source.stencilFunc;
this.stencilRef = source.stencilRef;
this.stencilFuncMask = source.stencilFuncMask;
this.stencilFail = source.stencilFail;
this.stencilZFail = source.stencilZFail;
this.stencilZPass = source.stencilZPass;
this.stencilWrite = source.stencilWrite;
var srcPlanes = source.clippingPlanes,
dstPlanes = null;
if (srcPlanes !== null) {
var n = srcPlanes.length;
dstPlanes = new Array(n);
for (var i = 0; i !== n; ++i) {
dstPlanes[i] = srcPlanes[i].clone();
}
}
this.clippingPlanes = dstPlanes;
this.clipIntersection = source.clipIntersection;
this.clipShadows = source.clipShadows;
this.shadowSide = source.shadowSide;
this.colorWrite = source.colorWrite;
this.precision = source.precision;
this.polygonOffset = source.polygonOffset;
this.polygonOffsetFactor = source.polygonOffsetFactor;
this.polygonOffsetUnits = source.polygonOffsetUnits;
this.dithering = source.dithering;
this.alphaTest = source.alphaTest;
this.premultipliedAlpha = source.premultipliedAlpha;
this.visible = source.visible;
this.toneMapped = source.toneMapped;
this.userData = JSON.parse(JSON.stringify(source.userData));
return this;
},
dispose: function() {
this.dispatchEvent({
type: 'dispose'
});
}
});
Object.defineProperty(Material.prototype, 'needsUpdate', {
set: function(value) {
if (value === true) {
this.version++;
}
}
});
/**
* @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.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
* combine: THREE.Multiply,
* reflectivity: <float>,
* refractionRatio: <float>,
*
* depthTest: <bool>,
* depthWrite: <bool>,
*
* wireframe: <boolean>,
* wireframeLinewidth: <float>,
*
* skinning: <bool>,
* morphTargets: <bool>
* }
*/
function MeshBasicMaterial(parameters) {
Material.call(this);
this.type = 'MeshBasicMaterial';
this.color = new Color(0xffffff); // emissive
this.map = null;
this.lightMap = null;
this.lightMapIntensity = 1.0;
this.aoMap = null;
this.aoMapIntensity = 1.0;
this.specularMap = null;
this.alphaMap = null;
this.envMap = null;
this.combine = MultiplyOperation;
this.reflectivity = 1;
this.refractionRatio = 0.98;
this.wireframe = false;
this.wireframeLinewidth = 1;
this.wireframeLinecap = 'round';
this.wireframeLinejoin = 'round';
this.skinning = false;
this.morphTargets = false;
this.setValues(parameters);
}
MeshBasicMaterial.prototype = Object.create(Material.prototype);
MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
MeshBasicMaterial.prototype.copy = function(source) {
Material.prototype.copy.call(this, source);
this.color.copy(source.color);
this.map = source.map;
this.lightMap = source.lightMap;
this.lightMapIntensity = source.lightMapIntensity;
this.aoMap = source.aoMap;
this.aoMapIntensity = source.aoMapIntensity;
this.specularMap = source.specularMap;
this.alphaMap = source.alphaMap;
this.envMap = source.envMap;
this.combine = source.combine;
this.reflectivity = source.reflectivity;
this.refractionRatio = source.refractionRatio;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.wireframeLinecap = source.wireframeLinecap;
this.wireframeLinejoin = source.wireframeLinejoin;
this.skinning = source.skinning;
this.morphTargets = source.morphTargets;
return this;
};
/**
* @author mrdoob / http://mrdoob.com/
*/
var _vector$4 = new Vector3();
function BufferAttribute(array, itemSize, normalized) {
if (Array.isArray(array)) {
throw new TypeError('THREE.BufferAttribute: array should be a Typed Array.');
}
this.name = '';
this.array = array;
this.itemSize = itemSize;
this.count = array !== undefined ? array.length / itemSize : 0;
this.normalized = normalized === true;
this.usage = StaticDrawUsage;
this.updateRange = {
offset: 0,
count: -1
};
this.version = 0;
}
Object.defineProperty(BufferAttribute.prototype, 'needsUpdate', {
set: function(value) {
if (value === true) {
this.version++;
}
}
});
Object.assign(BufferAttribute.prototype, {
isBufferAttribute: true,
onUploadCallback: function() {},
setUsage: function(value) {
this.usage = value;
return this;
},
copy: function(source) {
this.name = source.name;
this.array = new source.array.constructor(source.array);
this.itemSize = source.itemSize;
this.count = source.count;
this.normalized = source.normalized;
this.usage = source.usage;
return this;
},
copyAt: function(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;
},
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;
},
applyMatrix3: function(m) {
for (var i = 0, l = this.count; i < l; i++) {
_vector$4.x = this.getX(i);
_vector$4.y = this.getY(i);
_vector$4.z = this.getZ(i);
_vector$4.applyMatrix3(m);
this.setXYZ(i, _vector$4.x, _vector$4.y, _vector$4.z);
}
return this;
},
applyMatrix4: function(m) {
for (var i = 0, l = this.count; i < l; i++) {
_vector$4.x = this.getX(i);
_vector$4.y = this.getY(i);
_vector$4.z = this.getZ(i);
_vector$4.applyMatrix4(m);
this.setXYZ(i, _vector$4.x, _vector$4.y, _vector$4.z);
}
return this;
},
applyNormalMatrix: function(m) {
for (var i = 0, l = this.count; i < l; i++) {
_vector$4.x = this.getX(i);
_vector$4.y = this.getY(i);
_vector$4.z = this.getZ(i);
_vector$4.applyNormalMatrix(m);
this.setXYZ(i, _vector$4.x, _vector$4.y, _vector$4.z);
}
return this;
},
transformDirection: function(m) {
for (var i = 0, l = this.count; i < l; i++) {
_vector$4.x = this.getX(i);
_vector$4.y = this.getY(i);
_vector$4.z = this.getZ(i);
_vector$4.transformDirection(m);
this.setXYZ(i, _vector$4.x, _vector$4.y, _vector$4.z);
}
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);
},
toJSON: function() {
return {
itemSize: this.itemSize,
type: this.array.constructor.name,
array: Array.prototype.slice.call(this.array),
normalized: this.normalized
};
}
});
//
function Int8BufferAttribute(array, itemSize, normalized) {
BufferAttribute.call(this, new Int8Array(array), itemSize, normalized);
}
Int8BufferAttribute.prototype = Object.create(BufferAttribute.prototype);
Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
function Uint8BufferAttribute(array, itemSize, normalized) {
BufferAttribute.call(this, new Uint8Array(array), itemSize, normalized);
}
Uint8BufferAttribute.prototype = Object.create(BufferAttribute.prototype);
Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
function Uint8ClampedBufferAttribute(array, itemSize, normalized) {
BufferAttribute.call(this, new Uint8ClampedArray(array), itemSize, normalized);
}
Uint8ClampedBufferAttribute.prototype = Object.create(BufferAttribute.prototype);
Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
function Int16BufferAttribute(array, itemSize, normalized) {
BufferAttribute.call(this, new Int16Array(array), itemSize, normalized);
}
Int16BufferAttribute.prototype = Object.create(BufferAttribute.prototype);
Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
function Uint16BufferAttribute(array, itemSize, normalized) {
BufferAttribute.call(this, new Uint16Array(array), itemSize, normalized);
}
Uint16BufferAttribute.prototype = Object.create(BufferAttribute.prototype);
Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
function Int32BufferAttribute(array, itemSize, normalized) {
BufferAttribute.call(this, new Int32Array(array), itemSize, normalized);
}
Int32BufferAttribute.prototype = Object.create(BufferAttribute.prototype);
Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
function Uint32BufferAttribute(array, itemSize, normalized) {
BufferAttribute.call(this, new Uint32Array(array), itemSize, normalized);
}
Uint32BufferAttribute.prototype = Object.create(BufferAttribute.prototype);
Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
function Float32BufferAttribute(array, itemSize, normalized) {
BufferAttribute.call(this, new Float32Array(array), itemSize, normalized);
}
Float32BufferAttribute.prototype = Object.create(BufferAttribute.prototype);
Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
function Float64BufferAttribute(array, itemSize, normalized) {
BufferAttribute.call(this, new Float64Array(array), itemSize, normalized);
}
Float64BufferAttribute.prototype = Object.create(BufferAttribute.prototype);
Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
/**
* @author mrdoob / http://mrdoob.com/
*/
function DirectGeometry() {
this.vertices = [];
this.normals = [];
this.colors = [];
this.uvs = [];
this.uvs2 = [];
this.groups = [];
this.morphTargets = {};
this.skinWeights = [];
this.skinIndices = [];
// this.lineDistances = [];
this.boundingBox = null;
this.boundingSphere = null;
// update flags
this.verticesNeedUpdate = false;
this.normalsNeedUpdate = false;
this.colorsNeedUpdate = false;
this.uvsNeedUpdate = false;
this.groupsNeedUpdate = false;
}
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] = {
name: morphTargets[i].name,
data: []
};
}
this.morphTargets.position = morphTargetsPosition;
}
var morphNormals = geometry.morphNormals;
var morphNormalsLength = morphNormals.length;
var morphTargetsNormal;
if (morphNormalsLength > 0) {
morphTargetsNormal = [];
for (var i = 0; i < morphNormalsLength; i++) {
morphTargetsNormal[i] = {
name: morphNormals[i].name,
data: []
};
}
this.morphTargets.normal = morphTargetsNormal;
}
// skins
var skinIndices = geometry.skinIndices;
var skinWeights = geometry.skinWeights;
var hasSkinIndices = skinIndices.length === vertices.length;
var hasSkinWeights = skinWeights.length === vertices.length;
//
if (vertices.length > 0 && faces.length === 0) {
console.error('THREE.DirectGeometry: Faceless geometries are not supported.');
}
for (var 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].data.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].data.push(morphNormal.a, morphNormal.b, morphNormal.c);
}
// skins
if (hasSkinIndices) {
this.skinIndices.push(skinIndices[face.a], skinIndices[face.b], skinIndices[face.c]);
}
if (hasSkinWeights) {
this.skinWeights.push(skinWeights[face.a], skinWeights[face.b], skinWeights[face.c]);
}
}
this.computeGroups(geometry);
this.verticesNeedUpdate = geometry.verticesNeedUpdate;
this.normalsNeedUpdate = geometry.normalsNeedUpdate;
this.colorsNeedUpdate = geometry.colorsNeedUpdate;
this.uvsNeedUpdate = geometry.uvsNeedUpdate;
this.groupsNeedUpdate = geometry.groupsNeedUpdate;
if (geometry.boundingSphere !== null) {
this.boundingSphere = geometry.boundingSphere.clone();
}
if (geometry.boundingBox !== null) {
this.boundingBox = geometry.boundingBox.clone();
}
return this;
}
});
/**
* @author mrdoob / http://mrdoob.com/
*/
function arrayMax(array) {
if (array.length === 0) {
return -Infinity;
}
var max = array[0];
for (var i = 1, l = array.length; i < l; ++i) {
if (array[i] > max) {
max = array[i];
}
}
return max;
}
/**
* @author alteredq / http://alteredqualia.com/
* @author mrdoob / http://mrdoob.com/
*/
var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
var _m1$2 = new Matrix4();
var _obj = new Object3D();
var _offset = new Vector3();
var _box$2 = new Box3();
var _boxMorphTargets = new Box3();
var _vector$5 = new Vector3();
function BufferGeometry() {
Object.defineProperty(this, 'id', {
value: _bufferGeometryId += 2
});
this.uuid = _Math.generateUUID();
this.name = '';
this.type = 'BufferGeometry';
this.index = null;
this.attributes = {};
this.morphAttributes = {};
this.morphTargetsRelative = false;
this.groups = [];
this.boundingBox = null;
this.boundingSphere = null;
this.drawRange = {
start: 0,
count: Infinity
};
this.userData = {};
}
BufferGeometry.prototype = Object.assign(Object.create(EventDispatcher.prototype), {
constructor: BufferGeometry,
isBufferGeometry: true,
getIndex: function() {
return this.index;
},
setIndex: function(index) {
if (Array.isArray(index)) {
this.index = new(arrayMax(index) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(index, 1);
} else {
this.index = index;
}
},
getAttribute: function(name) {
return this.attributes[name];
},
setAttribute: function(name, attribute) {
this.attributes[name] = attribute;
return this;
},
deleteAttribute: 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) {
position.applyMatrix4(matrix);
position.needsUpdate = true;
}
var normal = this.attributes.normal;
if (normal !== undefined) {
var normalMatrix = new Matrix3().getNormalMatrix(matrix);
normal.applyNormalMatrix(normalMatrix);
normal.needsUpdate = true;
}
var tangent = this.attributes.tangent;
if (tangent !== undefined) {
tangent.transformDirection(matrix);
tangent.needsUpdate = true;
}
if (this.boundingBox !== null) {
this.computeBoundingBox();
}
if (this.boundingSphere !== null) {
this.computeBoundingSphere();
}
return this;
},
rotateX: function(angle) {
// rotate geometry around world x-axis
_m1$2.makeRotationX(angle);
this.applyMatrix(_m1$2);
return this;
},
rotateY: function(angle) {
// rotate geometry around world y-axis
_m1$2.makeRotationY(angle);
this.applyMatrix(_m1$2);
return this;
},
rotateZ: function(angle) {
// rotate geometry around world z-axis
_m1$2.makeRotationZ(angle);
this.applyMatrix(_m1$2);
return this;
},
translate: function(x, y, z) {
// translate geometry
_m1$2.makeTranslation(x, y, z);
this.applyMatrix(_m1$2);
return this;
},
scale: function(x, y, z) {
// scale geometry
_m1$2.makeScale(x, y, z);
this.applyMatrix(_m1$2);
return this;
},
lookAt: function(vector) {
_obj.lookAt(vector);
_obj.updateMatrix();
this.applyMatrix(_obj.matrix);
return this;
},
center: function() {
this.computeBoundingBox();
this.boundingBox.getCenter(_offset).negate();
this.translate(_offset.x, _offset.y, _offset.z);
return this;
},
setFromObject: function(object) {
// console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
var geometry = object.geometry;
if (object.isPoints || object.isLine) {
var positions = new Float32BufferAttribute(geometry.vertices.length * 3, 3);
var colors = new Float32BufferAttribute(geometry.colors.length * 3, 3);
this.setAttribute('position', positions.copyVector3sArray(geometry.vertices));
this.setAttribute('color', colors.copyColorsArray(geometry.colors));
if (geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length) {
var lineDistances = new Float32BufferAttribute(geometry.lineDistances.length, 1);
this.setAttribute('lineDistance', lineDistances.copyArray(geometry.lineDistances));
}
if (geometry.boundingSphere !== null) {
this.boundingSphere = geometry.boundingSphere.clone();
}
if (geometry.boundingBox !== null) {
this.boundingBox = geometry.boundingBox.clone();
}
} else if (object.isMesh) {
if (geometry && geometry.isGeometry) {
this.fromGeometry(geometry);
}
}
return this;
},
setFromPoints: function(points) {
var position = [];
for (var i = 0, l = points.length; i < l; i++) {
var point = points[i];
position.push(point.x, point.y, point.z || 0);
}
this.setAttribute('position', new Float32BufferAttribute(position, 3));
return this;
},
updateFromObject: function(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.setAttribute('position', new BufferAttribute(positions, 3).copyVector3sArray(geometry.vertices));
if (geometry.normals.length > 0) {
var normals = new Float32Array(geometry.normals.length * 3);
this.setAttribute('normal', new BufferAttribute(normals, 3).copyVector3sArray(geometry.normals));
}
if (geometry.colors.length > 0) {
var colors = new Float32Array(geometry.colors.length * 3);
this.setAttribute('color', new BufferAttribute(colors, 3).copyColorsArray(geometry.colors));
}
if (geometry.uvs.length > 0) {
var uvs = new Float32Array(geometry.uvs.length * 2);
this.setAttribute('uv', new BufferAttribute(uvs, 2).copyVector2sArray(geometry.uvs));
}
if (geometry.uvs2.length > 0) {
var uvs2 = new Float32Array(geometry.uvs2.length * 2);
this.setAttribute('uv2', new BufferAttribute(uvs2, 2).copyVector2sArray(geometry.uvs2));
}
// groups
this.groups = geometry.groups;
// morphs
for (var name in geometry.morphTargets) {
var array = [];
var morphTargets = geometry.morphTargets[name];
for (var i = 0, l = morphTargets.length; i < l; i++) {
var morphTarget = morphTargets[i];
var attribute = new Float32BufferAttribute(morphTarget.data.length * 3, 3);
attribute.name = morphTarget.name;
array.push(attribute.copyVector3sArray(morphTarget.data));
}
this.morphAttributes[name] = array;
}
// skinning
if (geometry.skinIndices.length > 0) {
var skinIndices = new Float32BufferAttribute(geometry.skinIndices.length * 4, 4);
this.setAttribute('skinIndex', skinIndices.copyVector4sArray(geometry.skinIndices));
}
if (geometry.skinWeights.length > 0) {
var skinWeights = new Float32BufferAttribute(geometry.skinWeights.length * 4, 4);
this.setAttribute('skinWeight', skinWeights.copyVector4sArray(geometry.skinWeights));
}
//
if (geometry.boundingSphere !== null) {
this.boundingSphere = geometry.boundingSphere.clone();
}
if (geometry.boundingBox !== null) {
this.boundingBox = geometry.boundingBox.clone();
}
return this;
},
computeBoundingBox: function() {
if (this.boundingBox === null) {
this.boundingBox = new Box3();
}
var position = this.attributes.position;
var morphAttributesPosition = this.morphAttributes.position;
if (position !== undefined) {
this.boundingBox.setFromBufferAttribute(position);
// process morph attributes if present
if (morphAttributesPosition) {
for (var i = 0, il = morphAttributesPosition.length; i < il; i++) {
var morphAttribute = morphAttributesPosition[i];
_box$2.setFromBufferAttribute(morphAttribute);
if (this.morphTargetsRelative) {
_vector$5.addVectors(this.boundingBox.min, _box$2.min);
this.boundingBox.expandByPoint(_vector$5);
_vector$5.addVectors(this.boundingBox.max, _box$2.max);
this.boundingBox.expandByPoint(_vector$5);
} else {
this.boundingBox.expandByPoint(_box$2.min);
this.boundingBox.expandByPoint(_box$2.max);
}
}
}
} else {
this.boundingBox.makeEmpty();
}
if (isNaN(this.boundingBox.min.x) || isNaN(this.boundingBox.min.y) || isNaN(this.boundingBox.min.z)) {
console.error('THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this);
}
},
computeBoundingSphere: function() {
if (this.boundingSphere === null) {
this.boundingSphere = new Sphere();
}
var position = this.attributes.position;
var morphAttributesPosition = this.morphAttributes.position;
if (position) {
// first, find the center of the bounding sphere
var center = this.boundingSphere.center;
_box$2.setFromBufferAttribute(position);
// process morph attributes if present
if (morphAttributesPosition) {
for (var i = 0, il = morphAttributesPosition.length; i < il; i++) {
var morphAttribute = morphAttributesPosition[i];
_boxMorphTargets.setFromBufferAttribute(morphAttribute);
if (this.morphTargetsRelative) {
_vector$5.addVectors(_box$2.min, _boxMorphTargets.min);
_box$2.expandByPoint(_vector$5);
_vector$5.addVectors(_box$2.max, _boxMorphTargets.max);
_box$2.expandByPoint(_vector$5);
} else {
_box$2.expandByPoint(_boxMorphTargets.min);
_box$2.expandByPoint(_boxMorphTargets.max);
}
}
}
_box$2.getCenter(center);
// second, try to find a boundingSphere with a radius smaller than the
// boundingSphere of the boundingBox: sqrt(3) smaller in the best case
var maxRadiusSq = 0;
for (var i = 0, il = position.count; i < il; i++) {
_vector$5.fromBufferAttribute(position, i);
maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$5));
}
// process morph attributes if present
if (morphAttributesPosition) {
for (var i = 0, il = morphAttributesPosition.length; i < il; i++) {
var morphAttribute = morphAttributesPosition[i];
var morphTargetsRelative = this.morphTargetsRelative;
for (var j = 0, jl = morphAttribute.count; j < jl; j++) {
_vector$5.fromBufferAttribute(morphAttribute, j);
if (morphTargetsRelative) {
_offset.fromBufferAttribute(position, j);
_vector$5.add(_offset);
}
maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$5));
}
}
}
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;
if (attributes.position) {
var positions = attributes.position.array;
if (attributes.normal === undefined) {
this.setAttribute('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;
for (var i = 0, il = index.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)) {
console.error('THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry);
return;
}
if (offset === undefined) {
offset = 0;
console.warn(
'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. ' +
'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
);
}
var attributes = this.attributes;
for (var key in attributes) {
if (geometry.attributes[key] === undefined) {
continue;
}
var attribute1 = attributes[key];
var attributeArray1 = attribute1.array;
var attribute2 = geometry.attributes[key];
var attributeArray2 = attribute2.array;
var attributeOffset = attribute2.itemSize * offset;
var length = Math.min(attributeArray2.length, attributeArray1.length - attributeOffset);
for (var i = 0, j = attributeOffset; i < length; i++, j++) {
attributeArray1[j] = attributeArray2[i];
}
}
return this;
},
normalizeNormals: function() {
var normals = this.attributes.normal;
for (var i = 0, il = normals.count; i < il; i++) {
_vector$5.x = normals.getX(i);
_vector$5.y = normals.getY(i);
_vector$5.z = normals.getZ(i);
_vector$5.normalize();
normals.setXYZ(i, _vector$5.x, _vector$5.y, _vector$5.z);
}
},
toNonIndexed: function() {
function convertBufferAttribute(attribute, indices) {
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++];
}
}
return new BufferAttribute(array2, itemSize);
}
//
if (this.index === null) {
console.warn('THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.');
return this;
}
var geometry2 = new BufferGeometry();
var indices = this.index.array;
var attributes = this.attributes;
// attributes
for (var name in attributes) {
var attribute = attributes[name];
var newAttribute = convertBufferAttribute(attribute, indices);
geometry2.setAttribute(name, newAttribute);
}
// morph attributes
var morphAttributes = this.morphAttributes;
for (name in morphAttributes) {
var morphArray = [];
var morphAttribute = morphAttributes[name]; // morphAttribute: array of Float32BufferAttributes
for (var i = 0, il = morphAttribute.length; i < il; i++) {
var attribute = morphAttribute[i];
var newAttribute = convertBufferAttribute(attribute, indices);
morphArray.push(newAttribute);
}
geometry2.morphAttributes[name] = morphArray;
}
geometry2.morphTargetsRelative = this.morphTargetsRelative;
// groups
var groups = this.groups;
for (var i = 0, l = groups.length; i < l; i++) {
var group = groups[i];
geometry2.addGroup(group.start, group.count, group.materialIndex);
}
return geometry2;
},
toJSON: function() {
var data = {
metadata: {
version: 4.5,
type: 'BufferGeometry',
generator: 'BufferGeometry.toJSON'
}
};
// standard BufferGeometry serialization
data.uuid = this.uuid;
data.type = this.type;
if (this.name !== '') {
data.name = this.name;
}
if (Object.keys(this.userData).length > 0) {
data.userData = this.userData;
}
if (this.parameters !== undefined) {
var parameters = this.parameters;
for (var key in parameters) {
if (parameters[key] !== undefined) {
data[key] = parameters[key];
}
}
return data;
}
data.data = {
attributes: {}
};
var index = this.index;
if (index !== null) {
data.data.index = {
type: index.array.constructor.name,
array: Array.prototype.slice.call(index.array)
};
}
var attributes = this.attributes;
for (var key in attributes) {
var attribute = attributes[key];
var attributeData = attribute.toJSON();
if (attribute.name !== '') {
attributeData.name = attribute.name;
}
data.data.attributes[key] = attributeData;
}
var morphAttributes = {};
var hasMorphAttributes = false;
for (var key in this.morphAttributes) {
var attributeArray = this.morphAttributes[key];
var array = [];
for (var i = 0, il = attributeArray.length; i < il; i++) {
var attribute = attributeArray[i];
var attributeData = attribute.toJSON();
if (attribute.name !== '') {
attributeData.name = attribute.name;
}
array.push(attributeData);
}
if (array.length > 0) {
morphAttributes[key] = array;
hasMorphAttributes = true;
}
}
if (hasMorphAttributes) {
data.data.morphAttributes = morphAttributes;
data.data.morphTargetsRelative = this.morphTargetsRelative;
}
var groups = this.groups;
if (groups.length > 0) {
data.data.groups = JSON.parse(JSON.stringify(groups));
}
var boundingSphere = this.boundingSphere;
if (boundingSphere !== null) {
data.data.boundingSphere = {
center: boundingSphere.center.toArray(),
radius: boundingSphere.radius
};
}
return data;
},
clone: function() {
/*
// 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.setAttribute(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;
}
this.morphTargetsRelative = source.morphTargetsRelative;
// 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;
// user data
this.userData = source.userData;
return this;
},
dispose: function() {
this.dispatchEvent({
type: 'dispose'
});
}
});
/**
* @author mrdoob / http://mrdoob.com/
* @author alteredq / http://alteredqualia.com/
* @author mikael emtinger / http://gomo.se/
* @author jonobr1 / http://jonobr1.com/
*/
var _inverseMatrix = new Matrix4();
var _ray = new Ray();
var _sphere = new Sphere();
var _vA = new Vector3();
var _vB = new Vector3();
var _vC = new Vector3();
var _tempA = new Vector3();
var _tempB = new Vector3();
var _tempC = new Vector3();
var _morphA = new Vector3();
var _morphB = new Vector3();
var _morphC = new Vector3();
var _uvA = new Vector2();
var _uvB = new Vector2();
var _uvC = new Vector2();
var _intersectionPoint = new Vector3();
var _intersectionPointWorld = new Vector3();
function Mesh(geometry, material) {
Object3D.call(this);
this.type = 'Mesh';
this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
this.material = material !== undefined ? material : new MeshBasicMaterial({
color: Math.random() * 0xffffff
});
this.updateMorphTargets();
}
Mesh.prototype = Object.assign(Object.create(Object3D.prototype), {
constructor: Mesh,
isMesh: true,
copy: function(source) {
Object3D.prototype.copy.call(this, source);
if (source.morphTargetInfluences !== undefined) {
this.morphTargetInfluences = source.morphTargetInfluences.slice();
}
if (source.morphTargetDictionary !== undefined) {
this.morphTargetDictionary = Object.assign({}, source.morphTargetDictionary);
}
return this;
},
updateMorphTargets: function() {
var geometry = this.geometry;
var m, ml, name;
if (geometry.isBufferGeometry) {
var morphAttributes = geometry.morphAttributes;
var keys = Object.keys(morphAttributes);
if (keys.length > 0) {
var morphAttribute = morphAttributes[keys[0]];
if (morphAttribute !== undefined) {
this.morphTargetInfluences = [];
this.morphTargetDictionary = {};
for (m = 0, ml = morphAttribute.length; m < ml; m++) {
name = morphAttribute[m].name || String(m);
this.morphTargetInfluences.push(0);
this.morphTargetDictionary[name] = m;
}
}
}
} else {
var morphTargets = geometry.morphTargets;
if (morphTargets !== undefined && morphTargets.length > 0) {
console.error('THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
}
}
},
raycast: function(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 morphPosition = geometry.morphAttributes.position;
var morphTargetsRelative = geometry.morphTargetsRelative;
var uv = geometry.attributes.uv;
var uv2 = geometry.attributes.uv2;
var groups = geometry.groups;
var drawRange = geometry.drawRange;
var i, j, il, jl;
var group, groupMaterial;
var start, end;
if (index !== null) {
// indexed buffer geometry
if (Array.isArray(material)) {
for (i = 0, il = groups.length; i < il; i++) {
group = groups[i];
groupMaterial = material[group.materialIndex];
start = Math.max(group.start, drawRange.start);
end = Math.min((group.start + group.count), (drawRange.start + drawRange.count));
for (j = start, jl = end; j < jl; j += 3) {
a = index.getX(j);
b = index.getX(j + 1);
c = index.getX(j + 2);
intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);
if (intersection) {
intersection.faceIndex = Math.floor(j / 3); // triangle number in indexed buffer semantics
intersection.face.materialIndex = group.materialIndex;
intersects.push(intersection);
}
}
}
} else {
start = Math.max(0, drawRange.start);
end = Math.min(index.count, (drawRange.start + drawRange.count));
for (i = start, il = end; i < il; i += 3) {
a = index.getX(i);
b = index.getX(i + 1);
c = index.getX(i + 2);
intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);
if (intersection) {
intersection.faceIndex = Math.floor(i / 3); // triangle number in indexed buffer semantics
intersects.push(intersection);
}
}
}
} else if (position !== undefined) {
// non-indexed buffer geometry
if (Array.isArray(material)) {
for (i = 0, il = groups.length; i < il; i++) {
group = groups[i];
groupMaterial = material[group.materialIndex];
start = Math.max(group.start, drawRange.start);
end = Math.min((group.start + group.count), (drawRange.start + drawRange.count));
for (j = start, jl = end; j < jl; j += 3) {
a = j;
b = j + 1;
c = j + 2;
intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);
if (intersection) {
intersection.faceIndex = Math.floor(j / 3); // triangle number in non-indexed buffer semantics
intersection.face.materialIndex = group.materialIndex;
intersects.push(intersection);
}
}
}
} else {
start = Math.max(0, drawRange.start);
end = Math.min(position.count, (drawRange.start + drawRange.count));
for (i = start, il = end; i < il; i += 3) {
a = i;
b = i + 1;
c = i + 2;
intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);
if (intersection) {
intersection.faceIndex = Math.floor(i / 3); // triangle number in non-indexed buffer semantics
intersects.push(intersection);
}
}
}
}
} else if (geometry.isGeometry) {
var fvA, fvB, fvC;
var isMultiMaterial = Array.isArray(material);
var vertices = geometry.vertices;
var faces = geometry.faces;
var uvs;
var faceVertexUvs = geometry.faceVertexUvs[0];
if (faceVertexUvs.length > 0) {
uvs = faceVertexUvs;
}
for (var f = 0, fl = faces.length; f < fl; f++) {
var face = faces[f];
var faceMaterial = isMultiMaterial ? material[face.materialIndex] : material;
if (faceMaterial === undefined) {
continue;
}
fvA = vertices[face.a];
fvB = vertices[face.b];
fvC = vertices[face.c];
intersection = checkIntersection(this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint);
if (intersection) {
if (uvs && uvs[f]) {
var uvs_f = uvs[f];
_uvA.copy(uvs_f[0]);
_uvB.copy(uvs_f[1]);
_uvC.copy(uvs_f[2]);
intersection.uv = Triangle.getUV(_intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2());
}
intersection.face = face;
intersection.faceIndex = f;
intersects.push(intersection);
}
}
}
},
clone: function() {
return new this.constructor(this.geometry, this.material).copy(this);
}
});
function checkIntersection(object, material, raycaster, ray, pA, pB, pC, point) {
var intersect;
if (material.side === BackSide) {
intersect = ray.intersectTriangle(pC, pB, pA, true, point);
} else {
intersect = ray.intersectTriangle(pA, pB, pC, material.side !== DoubleSide, point);
}
if (intersect === null) {
return null;
}
_intersectionPointWorld.copy(point);
_intersectionPointWorld.applyMatrix4(object.matrixWorld);
var distance = raycaster.ray.origin.distanceTo(_intersectionPointWorld);
if (distance < raycaster.near || distance > raycaster.far) {
return null;
}
return {
distance: distance,
point: _intersectionPointWorld.clone(),
object: object
};
}
function checkBufferGeometryIntersection(object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c) {
_vA.fromBufferAttribute(position, a);
_vB.fromBufferAttribute(position, b);
_vC.fromBufferAttribute(position, c);
var morphInfluences = object.morphTargetInfluences;
if (material.morphTargets && morphPosition && morphInfluences) {
_morphA.set(0, 0, 0);
_morphB.set(0, 0, 0);
_morphC.set(0, 0, 0);
for (var i = 0, il = morphPosition.length; i < il; i++) {
var influence = morphInfluences[i];
var morphAttribute = morphPosition[i];
if (influence === 0) {
continue;
}
_tempA.fromBufferAttribute(morphAttribute, a);
_tempB.fromBufferAttribute(morphAttribute, b);
_tempC.fromBufferAttribute(morphAttribute, c);
if (morphTargetsRelative) {
_morphA.addScaledVector(_tempA, influence);
_morphB.addScaledVector(_tempB, influence);
_morphC.addScaledVector(_tempC, influence);
} else {
_morphA.addScaledVector(_tempA.sub(_vA), influence);
_morphB.addScaledVector(_tempB.sub(_vB), influence);
_morphC.addScaledVector(_tempC.sub(_vC), influence);
}
}
_vA.add(_morphA);
_vB.add(_morphB);
_vC.add(_morphC);
}
var intersection = checkIntersection(object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint);
if (intersection) {
if (uv) {
_uvA.fromBufferAttribute(uv, a);
_uvB.fromBufferAttribute(uv, b);
_uvC.fromBufferAttribute(uv, c);
intersection.uv = Triangle.getUV(_intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2());
}
if (uv2) {
_uvA.fromBufferAttribute(uv2, a);
_uvB.fromBufferAttribute(uv2, b);
_uvC.fromBufferAttribute(uv2, c);
intersection.uv2 = Triangle.getUV(_intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2());
}
var face = new Face3(a, b, c);
Triangle.getNormal(_vA, _vB, _vC, face.normal);
intersection.face = face;
}
return intersection;
}
/**
* @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 _geometryId = 0; // Geometry uses even numbers as Id
var _m1$3 = new Matrix4();
var _obj$1 = new Object3D();
var _offset$1 = new Vector3();
function Geometry() {
Object.defineProperty(this, 'id', {
value: _geometryId += 2
});
this.uuid = _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 = Object.assign(Object.create(EventDispatcher.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(angle) {
// rotate geometry around world x-axis
_m1$3.makeRotationX(angle);
this.applyMatrix(_m1$3);
return this;
},
rotateY: function(angle) {
// rotate geometry around world y-axis
_m1$3.makeRotationY(angle);
this.applyMatrix(_m1$3);
return this;
},
rotateZ: function(angle) {
// rotate geometry around world z-axis
_m1$3.makeRotationZ(angle);
this.applyMatrix(_m1$3);
return this;
},
translate: function(x, y, z) {
// translate geometry
_m1$3.makeTranslation(x, y, z);
this.applyMatrix(_m1$3);
return this;
},
scale: function(x, y, z) {
// scale geometry
_m1$3.makeScale(x, y, z);
this.applyMatrix(_m1$3);
return this;
},
lookAt: function(vector) {
_obj$1.lookAt(vector);
_obj$1.updateMatrix();
this.applyMatrix(_obj$1.matrix);
return this;
},
fromBufferGeometry: function(geometry) {
var scope = this;
var indices = geometry.index !== null ? geometry.index.array : undefined;
var attributes = geometry.attributes;
if (attributes.position === undefined) {
console.error('THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.');
return this;
}
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] = [];
}
for (var i = 0; i < positions.length; i += 3) {
scope.vertices.push(new Vector3().fromArray(positions, i));
if (colors !== undefined) {
scope.colors.push(new Color().fromArray(colors, i));
}
}
function addFace(a, b, c, materialIndex) {
var vertexColors = (colors === undefined) ? [] : [
scope.colors[a].clone(),
scope.colors[b].clone(),
scope.colors[c].clone()
];
var vertexNormals = (normals === undefined) ? [] : [
new Vector3().fromArray(normals, a * 3),
new Vector3().fromArray(normals, b * 3),
new Vector3().fromArray(normals, c * 3)
];
var face = new Face3(a, b, c, vertexNormals, vertexColors, materialIndex);
scope.faces.push(face);
if (uvs !== undefined) {
scope.faceVertexUvs[0].push([
new Vector2().fromArray(uvs, a * 2),
new Vector2().fromArray(uvs, b * 2),
new Vector2().fromArray(uvs, c * 2)
]);
}
if (uvs2 !== undefined) {
scope.faceVertexUvs[1].push([
new Vector2().fromArray(uvs2, a * 2),
new Vector2().fromArray(uvs2, b * 2),
new Vector2().fromArray(uvs2, c * 2)
]);
}
}
var groups = geometry.groups;
if (groups.length > 0) {
for (var i = 0; i < groups.length; i++) {
var group = groups[i];
var start = group.start;
var count = group.count;
for (var j = start, jl = start + count; j < jl; j += 3) {
if (indices !== undefined) {
addFace(indices[j], indices[j + 1], indices[j + 2], group.materialIndex);
} else {
addFace(j, j + 1, j + 2, group.materialIndex);
}
}
}
} else {
if (indices !== undefined) {
for (var i = 0; i < indices.length; i += 3) {
addFace(indices[i], indices[i + 1], indices[i + 2]);
}
} else {
for (var i = 0; i < positions.length / 3; i += 3) {
addFace(i, i + 1, i + 2);
}
}
}
this.computeFaceNormals();
if (geometry.boundingBox !== null) {
this.boundingBox = geometry.boundingBox.clone();
}
if (geometry.boundingSphere !== null) {
this.boundingSphere = geometry.boundingSphere.clone();
}
return this;
},
center: function() {
this.computeBoundingBox();
this.boundingBox.getCenter(_offset$1).negate();
this.translate(_offset$1.x, _offset$1.y, _offset$1.z);
return this;
},
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;
}
},
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)) {
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,
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 (var i = 0, il = geometry.faceVertexUvs.length; i < il; i++) {
var faceVertexUvs2 = geometry.faceVertexUvs[i];
if (this.faceVertexUvs[i] === undefined) {
this.faceVertexUvs[i] = [];
}
for (var j = 0, jl = faceVertexUvs2.length; j < jl; j++) {
var uvs2 = faceVertexUvs2[j],
uvsCopy = [];
for (var k = 0, kl = uvs2.length; k < kl; k++) {
uvsCopy.push(uvs2[k].clone());
}
this.faceVertexUvs[i].push(uvsCopy);
}
}
},
mergeMesh: function(mesh) {
if (!(mesh && mesh.isMesh)) {
console.error('THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh);
return;
}
if (mesh.matrixAutoUpdate) {
mesh.updateMatrix();
}
this.merge(mesh.geometry, mesh.matrix);
},
/*
* Checks for duplicate vertices with hashmap.
* Duplicated vertices are removed
* and faces' vertices are updated.
*/
mergeVertices: function() {
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;
},
setFromPoints: function(points) {
this.vertices = [];
for (var i = 0, l = points.length; i < l; i++) {
var point = points[i];
this.vertices.push(new Vector3(point.x, point.y, point.z || 0));
}
return this;
},
sortFacesByMaterialIndex: function() {
var faces = this.faces;
var length = faces.length;
// tag faces
for (var i = 0; i < length; i++) {
faces[i]._id = i;
}
// sort faces
function materialIndexSort(a, b) {
return a.materialIndex - b.materialIndex;
}
faces.sort(materialIndexSort);
// sort uvs
var uvs1 = this.faceVertexUvs[0];
var uvs2 = this.faceVertexUvs[1];
var newUvs1, newUvs2;
if (uvs1 && uvs1.length === length) {
newUvs1 = [];
}
if (uvs2 && uvs2.length === length) {
newUvs2 = [];
}
for (var i = 0; i < length; i++) {
var id = faces[i]._id;
if (newUvs1) {
newUvs1.push(uvs1[id]);
}
if (newUvs2) {
newUvs2.push(uvs2[id]);
}
}
if (newUvs1) {
this.faceVertexUvs[0] = newUvs1;
}
if (newUvs2) {
this.faceVertexUvs[1] = newUvs2;
}
},
toJSON: function() {
var data = {
metadata: {
version: 4.5,
type: 'Geometry',
generator: 'Geometry.toJSON'
}
};
// standard Geometry serialization
data.uuid = this.uuid;
data.type = this.type;
if (this.name !== '') {
data.name = this.name;
}
if (this.parameters !== undefined) {
var parameters = this.parameters;
for (var key in parameters) {
if (parameters[key] !== undefined) {
data[key] = parameters[key];
}
}
return data;
}
var vertices = [];
for (var i = 0; i < this.vertices.length; i++) {
var vertex = this.vertices[i];
vertices.push(vertex.x, vertex.y, vertex.z);
}
var faces = [];
var normals = [];
var normalsHash = {};
var colors = [];
var colorsHash = {};
var uvs = [];
var uvsHash = {};
for (var i = 0; i < this.faces.length; i++) {
var face = this.faces[i];
var hasMaterial = true;
var hasFaceUv = false; // deprecated
var hasFaceVertexUv = this.faceVertexUvs[0][i] !== undefined;
var hasFaceNormal = face.normal.length() > 0;
var hasFaceVertexNormal = face.vertexNormals.length > 0;
var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
var hasFaceVertexColor = face.vertexColors.length > 0;
var faceType = 0;
faceType = setBit(faceType, 0, 0); // isQuad
faceType = setBit(faceType, 1, hasMaterial);
faceType = setBit(faceType, 2, hasFaceUv);
faceType = setBit(faceType, 3, hasFaceVertexUv);
faceType = setBit(faceType, 4, hasFaceNormal);
faceType = setBit(faceType, 5, hasFaceVertexNormal);
faceType = setBit(faceType, 6, hasFaceColor);
faceType = setBit(faceType, 7, hasFaceVertexColor);
faces.push(faceType);
faces.push(face.a, face.b, face.c);
faces.push(face.materialIndex);
if (hasFaceVertexUv) {
var faceVertexUvs = this.faceVertexUvs[0][i];
faces.push(
getUvIndex(faceVertexUvs[0]),
getUvIndex(faceVertexUvs[1]),
getUvIndex(faceVertexUvs[2])
);
}
if (hasFaceNormal) {
faces.push(getNormalIndex(face.normal));
}
if (hasFaceVertexNormal) {
var vertexNormals = face.vertexNormals;
faces.push(
getNormalIndex(vertexNormals[0]),
getNormalIndex(vertexNormals[1]),
getNormalIndex(vertexNormals[2])
);
}
if (hasFaceColor) {
faces.push(getColorIndex(face.color));
}
if (hasFaceVertexColor) {
var vertexColors = face.vertexColors;
faces.push(
getColorIndex(vertexColors[0]),
getColorIndex(vertexColors[1]),
getColorIndex(vertexColors[2])
);
}
}
function setBit(value, position, enabled) {
return enabled ? value | (1 << position) : value & (~(1 << position));
}
function getNormalIndex(normal) {
var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
if (normalsHash[hash] !== undefined) {
return normalsHash[hash];
}
normalsHash[hash] = normals.length / 3;
normals.push(normal.x, normal.y, normal.z);
return normalsHash[hash];
}
function getColorIndex(color) {
var hash = color.r.toString() + color.g.toString() + color.b.toString();
if (colorsHash[hash] !== undefined) {
return colorsHash[hash];
}
colorsHash[hash] = colors.length;
colors.push(color.getHex());
return colorsHash[hash];
}
function getUvIndex(uv) {
var hash = uv.x.toString() + uv.y.toString();
if (uvsHash[hash] !== undefined) {
return uvsHash[hash];
}
uvsHash[hash] = uvs.length / 2;
uvs.push(uv.x, uv.y);
return uvsHash[hash];
}
data.data = {};
data.data.vertices = vertices;
data.data.normals = normals;
if (colors.length > 0) {
data.data.colors = colors;
}
if (uvs.length > 0) {
data.data.uvs = [uvs];
} // temporal backward compatibility
data.data.faces = faces;
return data;
},
clone: function() {
/*
// Handle primitives
var parameters = this.parameters;
if ( parameters !== undefined ) {
var values = [];
for ( var key in parameters ) {
values.push( parameters[ key ] );
}
var geometry = Object.create( this.constructor.prototype );
this.constructor.apply( geometry, values );
return geometry;
}
return new this.constructor().copy( this );
*/
return new Geometry().copy(this);
},
copy: function(source) {
var i, il, j, jl, k, kl;
// reset
this.vertices = [];
this.colors = [];
this.faces = [];
this.faceVertexUvs = [
[]
];
this.morphTargets = [];
this.morphNormals = [];
this.skinWeights = [];
this.skinIndices = [];
this.lineDistances = [];
this.boundingBox = null;
this.boundingSphere = null;
// name
this.name = source.name;
// vertices
var vertices = source.vertices;
for (i = 0, il = vertices.length; i < il; i++) {
this.vertices.push(vertices[i].clone());
}
// colors
var colors = source.colors;
for (i = 0, il = colors.length; i < il; i++) {
this.colors.push(colors[i].clone());
}
// faces
var faces = source.faces;
for (i = 0, il = faces.length; i < il; i++) {
this.faces.push(faces[i].clone());
}
// face vertex uvs
for (i = 0, il = source.faceVertexUvs.length; i < il; i++) {
var faceVertexUvs = source.faceVertexUvs[i];
if (this.faceVertexUvs[i] === undefined) {
this.faceVertexUvs[i] = [];
}
for (j = 0, jl = faceVertexUvs.length; j < jl; j++) {
var uvs = faceVertexUvs[j],
uvsCopy = [];
for (k = 0, kl = uvs.length; k < kl; k++) {
var uv = uvs[k];
uvsCopy.push(uv.clone());
}
this.faceVertexUvs[i].push(uvsCopy);
}
}
// morph targets
var morphTargets = source.morphTargets;
for (i = 0, il = morphTargets.length; i < il; i++) {
var morphTarget = {};
morphTarget.name = morphTargets[i].name;
// vertices
if (morphTargets[i].vertices !== undefined) {
morphTarget.vertices = [];
for (j = 0, jl = morphTargets[i].vertices.length; j < jl; j++) {
morphTarget.vertices.push(morphTargets[i].vertices[j].clone());
}
}
// normals
if (morphTargets[i].normals !== undefined) {
morphTarget.normals = [];
for (j = 0, jl = morphTargets[i].normals.length; j < jl; j++) {
morphTarget.normals.push(morphTargets[i].normals[j].clone());
}
}
this.morphTargets.push(morphTarget);
}
// morph normals
var morphNormals = source.morphNormals;
for (i = 0, il = morphNormals.length; i < il; i++) {
var morphNormal = {};
// vertex normals
if (morphNormals[i].vertexNormals !== undefined) {
morphNormal.vertexNormals = [];
for (j = 0, jl = morphNormals[i].vertexNormals.length; j < jl; j++) {
var srcVertexNormal = morphNormals[i].vertexNormals[j];
var destVertexNormal = {};
destVertexNormal.a = srcVertexNormal.a.clone();
destVertexNormal.b = srcVertexNormal.b.clone();
destVertexNormal.c = srcVertexNormal.c.clone();
morphNormal.vertexNormals.push(destVertexNormal);
}
}
// face normals
if (morphNormals[i].faceNormals !== undefined) {
morphNormal.faceNormals = [];
for (j = 0, jl = morphNormals[i].faceNormals.length; j < jl; j++) {
morphNormal.faceNormals.push(morphNormals[i].faceNormals[j].clone());
}
}
this.morphNormals.push(morphNormal);
}
// skin weights
var skinWeights = source.skinWeights;
for (i = 0, il = skinWeights.length; i < il; i++) {
this.skinWeights.push(skinWeights[i].clone());
}
// skin indices
var skinIndices = source.skinIndices;
for (i = 0, il = skinIndices.length; i < il; i++) {
this.skinIndices.push(skinIndices[i].clone());
}
// line distances
var lineDistances = source.lineDistances;
for (i = 0, il = lineDistances.length; i < il; i++) {
this.lineDistances.push(lineDistances[i]);
}
// bounding box
var boundingBox = source.boundingBox;
if (boundingBox !== null) {
this.boundingBox = boundingBox.clone();
}
// bounding sphere
var boundingSphere = source.boundingSphere;
if (boundingSphere !== null) {
this.boundingSphere = boundingSphere.clone();
}
// update flags
this.elementsNeedUpdate = source.elementsNeedUpdate;
this.verticesNeedUpdate = source.verticesNeedUpdate;
this.uvsNeedUpdate = source.uvsNeedUpdate;
this.normalsNeedUpdate = source.normalsNeedUpdate;
this.colorsNeedUpdate = source.colorsNeedUpdate;
this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
this.groupsNeedUpdate = source.groupsNeedUpdate;
return this;
},
dispose: function() {
this.dispatchEvent({
type: 'dispose'
});
}
});
/**
* @author mrdoob / http://mrdoob.com/
* @author Mugen87 / https://github.com/Mugen87
*/
// BoxGeometry
var BoxGeometry = /*@__PURE__*/ (function(Geometry) {
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();
}
if (Geometry) BoxGeometry.__proto__ = Geometry;
BoxGeometry.prototype = Object.create(Geometry && Geometry.prototype);
BoxGeometry.prototype.constructor = BoxGeometry;
return BoxGeometry;
}(Geometry));
// BoxBufferGeometry
var BoxBufferGeometry = /*@__PURE__*/ (function(BufferGeometry) {
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;
width = width || 1;
height = height || 1;
depth = depth || 1;
// 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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
function buildPlane(u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex) {
var segmentWidth = width / gridX;
var segmentHeight = height / gridY;
var widthHalf = width / 2;
var heightHalf = height / 2;
var depthHalf = depth / 2;
var gridX1 = gridX + 1;
var gridY1 = gridY + 1;
var vertexCounter = 0;
var groupCount = 0;
var 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;
}
}
if (BufferGeometry) BoxBufferGeometry.__proto__ = BufferGeometry;
BoxBufferGeometry.prototype = Object.create(BufferGeometry && BufferGeometry.prototype);
BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
return BoxBufferGeometry;
}(BufferGeometry));
/**
* Uniform Utilities
*/
function cloneUniforms(src) {
var dst = {};
for (var u in src) {
dst[u] = {};
for (var p in src[u]) {
var property = src[u][p];
if (property && (property.isColor ||
property.isMatrix3 || property.isMatrix4 ||
property.isVector2 || property.isVector3 || property.isVector4 ||
property.isTexture)) {
dst[u][p] = property.clone();
} else if (Array.isArray(property)) {
dst[u][p] = property.slice();
} else {
dst[u][p] = property;
}
}
}
return dst;
}
function mergeUniforms(uniforms) {
var merged = {};
for (var u = 0; u < uniforms.length; u++) {
var tmp = cloneUniforms(uniforms[u]);
for (var p in tmp) {
merged[p] = tmp[p];
}
}
return merged;
}
// Legacy
var UniformsUtils = {
clone: cloneUniforms,
merge: mergeUniforms
};
var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
/**
* @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 = default_vertex;
this.fragmentShader = default_fragment;
this.linewidth = 1;
this.wireframe = false;
this.wireframeLinewidth = 1;
this.fog = false; // set to use scene fog
this.lights = false; // set to use scene lights
this.clipping = false; // set to use user-defined clipping planes
this.skinning = false; // set to use skinning attribute streams
this.morphTargets = false; // set to use morph targets
this.morphNormals = false; // set to use morph normals
this.extensions = {
derivatives: false, // set to use derivatives
fragDepth: false, // set to use fragment depth values
drawBuffers: false, // set to use draw buffers
shaderTextureLOD: false // set to use shader texture LOD
};
// When rendered geometry doesn't include these attributes but the material does,
// use these default values in WebGL. This avoids errors when buffer data is missing.
this.defaultAttributeValues = {
'color': [1, 1, 1],
'uv': [0, 0],
'uv2': [0, 0]
};
this.index0AttributeName = undefined;
this.uniformsNeedUpdate = false;
if (parameters !== undefined) {
if (parameters.attributes !== undefined) {
console.error('THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.');
}
this.setValues(parameters);
}
}
ShaderMaterial.prototype = Object.create(Material.prototype);
ShaderMaterial.prototype.constructor = ShaderMaterial;
ShaderMaterial.prototype.isShaderMaterial = true;
ShaderMaterial.prototype.copy = function(source) {
Material.prototype.copy.call(this, source);
this.fragmentShader = source.fragmentShader;
this.vertexShader = source.vertexShader;
this.uniforms = cloneUniforms(source.uniforms);
this.defines = Object.assign({}, source.defines);
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.lights = source.lights;
this.clipping = source.clipping;
this.skinning = source.skinning;
this.morphTargets = source.morphTargets;
this.morphNormals = source.morphNormals;
this.extensions = source.extensions;
return this;
};
ShaderMaterial.prototype.toJSON = function(meta) {
var data = Material.prototype.toJSON.call(this, meta);
data.uniforms = {};
for (var name in this.uniforms) {
var uniform = this.uniforms[name];
var value = uniform.value;
if (value && value.isTexture) {
data.uniforms[name] = {
type: 't',
value: value.toJSON(meta).uuid
};
} else if (value && value.isColor) {
data.uniforms[name] = {
type: 'c',
value: value.getHex()
};
} else if (value && value.isVector2) {
data.uniforms[name] = {
type: 'v2',
value: value.toArray()
};
} else if (value && value.isVector3) {
data.uniforms[name] = {
type: 'v3',
value: value.toArray()
};
} else if (value && value.isVector4) {
data.uniforms[name] = {
type: 'v4',
value: value.toArray()
};
} else if (value && value.isMatrix3) {
data.uniforms[name] = {
type: 'm3',
value: value.toArray()
};
} else if (value && value.isMatrix4) {
data.uniforms[name] = {
type: 'm4',
value: value.toArray()
};
} else {
data.uniforms[name] = {
value: value
};
// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
}
}
if (Object.keys(this.defines).length > 0) {
data.defines = this.defines;
}
data.vertexShader = this.vertexShader;
data.fragmentShader = this.fragmentShader;
var extensions = {};
for (var key in this.extensions) {
if (this.extensions[key] === true) {
extensions[key] = true;
}
}
if (Object.keys(extensions).length > 0) {
data.extensions = extensions;
}
return data;
};
/**
* @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();
this.projectionMatrixInverse = new Matrix4();
}
Camera.prototype = Object.assign(Object.create(Object3D.prototype), {
constructor: Camera,
isCamera: true,
copy: function(source, recursive) {
Object3D.prototype.copy.call(this, source, recursive);
this.matrixWorldInverse.copy(source.matrixWorldInverse);
this.projectionMatrix.copy(source.projectionMatrix);
this.projectionMatrixInverse.copy(source.projectionMatrixInverse);
return this;
},
getWorldDirection: function(target) {
if (target === undefined) {
console.warn('THREE.Camera: .getWorldDirection() target is now required');
target = new Vector3();
}
this.updateMatrixWorld(true);
var e = this.matrixWorld.elements;
return target.set(-e[8], -e[9], -e[10]).normalize();
},
updateMatrixWorld: function(force) {
Object3D.prototype.updateMatrixWorld.call(this, force);
this.matrixWorldInverse.getInverse(this.matrixWorld);
},
clone: function() {
return new this.constructor().copy(this);
}
});
/**
* @author mrdoob / http://mrdoob.com/
* @author greggman / http://games.greggman.com/
* @author zz85 / http://www.lab4games.net/zz85/blog
* @author tschw
*/
function PerspectiveCamera(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, recursive) {
Camera.prototype.copy.call(this, source, recursive);
this.fov = source.fov;
this.zoom = source.zoom;
this.near = source.near;
this.far = source.far;
this.focus = source.focus;
this.aspect = source.aspect;
this.view = source.view === null ? null : Object.assign({}, source.view);
this.filmGauge = source.filmGauge;
this.filmOffset = source.filmOffset;
return this;
},
/**
* Sets the FOV by focal length in respect to the current .filmGauge.
*
* The default film gauge is 35, so that the focal length can be specified for
* a 35mm (full frame) camera.
*
* Values for focal length and film gauge must have the same unit.
*/
setFocalLength: function(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.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
* --B--
* camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
* --C--
* camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
* --D--
* camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
* --E--
* camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
* --F--
* camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
*
* Note there is no reason monitors have to be the same size or in a grid.
*/
setViewOffset: function(fullWidth, fullHeight, x, y, width, height) {
this.aspect = fullWidth / fullHeight;
if (this.view === null) {
this.view = {
enabled: true,
fullWidth: 1,
fullHeight: 1,
offsetX: 0,
offsetY: 0,
width: 1,
height: 1
};
}
this.view.enabled = true;
this.view.fullWidth = fullWidth;
this.view.fullHeight = fullHeight;
this.view.offsetX = x;
this.view.offsetY = y;
this.view.width = width;
this.view.height = height;
this.updateProjectionMatrix();
},
clearViewOffset: function() {
if (this.view !== null) {
this.view.enabled = false;
}
this.updateProjectionMatrix();
},
updateProjectionMatrix: function() {
var near = this.near,
top = near * Math.tan(_Math.DEG2RAD * 0.5 * this.fov) / this.zoom,
height = 2 * top,
width = this.aspect * height,
left = -0.5 * width,
view = this.view;
if (this.view !== null && this.view.enabled) {
var fullWidth = view.fullWidth,
fullHeight = view.fullHeight;
left += view.offsetX * width / fullWidth;
top -= view.offsetY * height / fullHeight;
width *= view.width / fullWidth;
height *= view.height / fullHeight;
}
var skew = this.filmOffset;
if (skew !== 0) {
left += near * skew / this.getFilmWidth();
}
this.projectionMatrix.makePerspective(left, left + width, top, top - height, near, this.far);
this.projectionMatrixInverse.getInverse(this.projectionMatrix);
},
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;
}
});
/**
* Camera for rendering cube maps
* - renders scene into axis-aligned cube
*
* @author alteredq / http://alteredqualia.com/
*/
var fov = 90,
aspect = 1;
function CubeCamera(near, far, cubeResolution, options) {
Object3D.call(this);
this.type = 'CubeCamera';
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);
options = options || {
format: RGBFormat,
magFilter: LinearFilter,
minFilter: LinearFilter
};
this.renderTarget = new WebGLRenderTargetCube(cubeResolution, cubeResolution, options);
this.renderTarget.texture.name = "CubeCamera";
this.update = function(renderer, scene) {
if (this.parent === null) {
this.updateMatrixWorld();
}
var currentRenderTarget = renderer.getRenderTarget();
var renderTarget = this.renderTarget;
var generateMipmaps = renderTarget.texture.generateMipmaps;
renderTarget.texture.generateMipmaps = false;
renderer.setRenderTarget(renderTarget, 0);
renderer.render(scene, cameraPX);
renderer.setRenderTarget(renderTarget, 1);
renderer.render(scene, cameraNX);
renderer.setRenderTarget(renderTarget, 2);
renderer.render(scene, cameraPY);
renderer.setRenderTarget(renderTarget, 3);
renderer.render(scene, cameraNY);
renderer.setRenderTarget(renderTarget, 4);
renderer.render(scene, cameraPZ);
renderTarget.texture.generateMipmaps = generateMipmaps;
renderer.setRenderTarget(renderTarget, 5);
renderer.render(scene, cameraNZ);
renderer.setRenderTarget(currentRenderTarget);
};
this.clear = function(renderer, color, depth, stencil) {
var currentRenderTarget = renderer.getRenderTarget();
var renderTarget = this.renderTarget;
for (var i = 0; i < 6; i++) {
renderer.setRenderTarget(renderTarget, i);
renderer.clear(color, depth, stencil);
}
renderer.setRenderTarget(currentRenderTarget);
};
}
CubeCamera.prototype = Object.create(Object3D.prototype);
CubeCamera.prototype.constructor = CubeCamera;
/**
* @author alteredq / http://alteredqualia.com
* @author WestLangley / http://github.com/WestLangley
*/
function WebGLRenderTargetCube(width, height, options) {
WebGLRenderTarget.call(this, width, height, options);
}
WebGLRenderTargetCube.prototype = Object.create(WebGLRenderTarget.prototype);
WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function(renderer, texture) {
this.texture.type = texture.type;
this.texture.format = texture.format;
this.texture.encoding = texture.encoding;
var scene = new Scene();
var shader = {
uniforms: {
tEquirect: {
value: null
},
},
vertexShader: [
"varying vec3 vWorldDirection;",
"vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
" return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
"}",
"void main() {",
" vWorldDirection = transformDirection( position, modelMatrix );",
" #include <begin_vertex>",
" #include <project_vertex>",
"}"
].join('\n'),
fragmentShader: [
"uniform sampler2D tEquirect;",
"varying vec3 vWorldDirection;",
"#define RECIPROCAL_PI 0.31830988618",
"#define RECIPROCAL_PI2 0.15915494",
"void main() {",
" vec3 direction = normalize( vWorldDirection );",
" vec2 sampleUV;",
" sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
" sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
" gl_FragColor = texture2D( tEquirect, sampleUV );",
"}"
].join('\n'),
};
var material = new ShaderMaterial({
type: 'CubemapFromEquirect',
uniforms: cloneUniforms(shader.uniforms),
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader,
side: BackSide,
blending: NoBlending
});
material.uniforms.tEquirect.value = texture;
var mesh = new Mesh(new BoxBufferGeometry(5, 5, 5), material);
scene.add(mesh);
var camera = new CubeCamera(1, 10, 1);
camera.renderTarget = this;
camera.renderTarget.texture.name = 'CubeCameraTexture';
camera.update(renderer, scene);
mesh.geometry.dispose();
mesh.material.dispose();
return this;
};
/**
* @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 || null,
width: width || 1,
height: height || 1
};
this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
this.generateMipmaps = false;
this.flipY = false;
this.unpackAlignment = 1;
this.needsUpdate = true;
}
DataTexture.prototype = Object.create(Texture.prototype);
DataTexture.prototype.constructor = DataTexture;
DataTexture.prototype.isDataTexture = true;
/**
* @author mrdoob / http://mrdoob.com/
* @author alteredq / http://alteredqualia.com/
* @author bhouston / http://clara.io
*/
var _sphere$1 = new Sphere();
var _vector$6 = new Vector3();
function Frustum(p0, p1, p2, p3, p4, p5) {
this.planes = [
(p0 !== undefined) ? p0 : new Plane(),
(p1 !== undefined) ? p1 : new Plane(),
(p2 !== undefined) ? p2 : new Plane(),
(p3 !== undefined) ? p3 : new Plane(),
(p4 !== undefined) ? p4 : new Plane(),
(p5 !== undefined) ? p5 : new Plane()
];
}
Object.assign(Frustum.prototype, {
set: function(p0, p1, p2, p3, p4, p5) {
var planes = this.planes;
planes[0].copy(p0);
planes[1].copy(p1);
planes[2].copy(p2);
planes[3].copy(p3);
planes[4].copy(p4);
planes[5].copy(p5);
return this;
},
clone: function() {
return new this.constructor().copy(this);
},
copy: function(frustum) {
var planes = this.planes;
for (var i = 0; i < 6; i++) {
planes[i].copy(frustum.planes[i]);
}
return this;
},
setFromMatrix: function(m) {
var planes = this.planes;
var me = m.elements;
var me0 = me[0],
me1 = me[1],
me2 = me[2],
me3 = me[3];
var me4 = me[4],
me5 = me[5],
me6 = me[6],
me7 = me[7];
var me8 = me[8],
me9 = me[9],
me10 = me[10],
me11 = me[11];
var me12 = me[12],
me13 = me[13],
me14 = me[14],
me15 = me[15];
planes[0].setComponents(me3 - me0, me7 - me4, me11 - me8, me15 - me12).normalize();
planes[1].setComponents(me3 + me0, me7 + me4, me11 + me8, me15 + me12).normalize();
planes[2].setComponents(me3 + me1, me7 + me5, me11 + me9, me15 + me13).normalize();
planes[3].setComponents(me3 - me1, me7 - me5, me11 - me9, me15 - me13).normalize();
planes[4].setComponents(me3 - me2, me7 - me6, me11 - me10, me15 - me14).normalize();
planes[5].setComponents(me3 + me2, me7 + me6, me11 + me10, me15 + me14).normalize();
return this;
},
intersectsObject: function(object) {
var geometry = object.geometry;
if (geometry.boundingSphere === null) {
geometry.computeBoundingSphere();
}
_sphere$1.copy(geometry.boundingSphere).applyMatrix4(object.matrixWorld);
return this.intersectsSphere(_sphere$1);
},
intersectsSprite: function(sprite) {
_sphere$1.center.set(0, 0, 0);
_sphere$1.radius = 0.7071067811865476;
_sphere$1.applyMatrix4(sprite.matrixWorld);
return this.intersectsSphere(_sphere$1);
},
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(box) {
var planes = this.planes;
for (var i = 0; i < 6; i++) {
var plane = planes[i];
// corner at max distance
_vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
_vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
_vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
if (plane.distanceToPoint(_vector$6) < 0) {
return false;
}
}
return true;
},
containsPoint: function(point) {
var planes = this.planes;
for (var i = 0; i < 6; i++) {
if (planes[i].distanceToPoint(point) < 0) {
return false;
}
}
return true;
}
});
var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
var begin_vertex = "vec3 transformed = vec3( position );";
var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif";
var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif";
var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
var color_pars_vertex = "#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#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}";
var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x);\n } else if (face == 1.0) {\n uv = vec2(direction.x, -direction.z) / abs(direction.y);\n } else if (face == 2.0) {\n uv = direction.xy / abs(direction.z);\n } else if (face == 3.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x);\n } else if (face == 4.0) {\n uv = direction.xz / abs(direction.y);\n } else {\n uv = vec2(-direction.x, direction.y) / abs(direction.z);\n }\n return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n float face = getFace(direction);\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n mipInt = max(mipInt, cubeUV_minMipLevel);\n float faceSize = exp2(mipInt);\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n vec2 f = fract(uv);\n uv += 0.5 - f;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n if(mipInt < cubeUV_maxMipLevel){\n uv.y += 2.0 * cubeUV_maxTileSize;\n }\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n uv *= texelSize;\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x += texelSize;\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.y += texelSize;\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x -= texelSize;\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n vec3 tm = mix(tl, tr, f.x);\n vec3 bm = mix(bl, br, f.x);\n return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n float mip = 0.0;\n if (roughness >= r1) {\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n } else if (roughness >= r4) {\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n } else if (roughness >= r5) {\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n } else if (roughness >= r6) {\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n } else {\n mip = -2.0 * log2(1.16 * roughness); }\n return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n float mipF = fract(mip);\n float mipInt = floor(mip);\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n if (mipF == 0.0) {\n return vec4(color0, 1.0);\n } else {\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n return vec4(mix(color0, color1, mipF), 1.0);\n }\n}\n#endif";
var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\ttransformedNormal = mat3( instanceMatrix ) * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = 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 = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ), 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";
var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) { \n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif";
var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}";
var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif";
var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, 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 roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";
var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = saturate( clearcoat );\tmaterial.clearcoatRoughness = max( clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( pointLight.shadow, directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( spotLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( directionalLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";
var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";
var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";
var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif";
var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\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 *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif";
var clearcoat_normalmap_pars_fragment = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";
var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";
var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat 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 ) + 0.5 ) * texelSize;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif";
var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= all( bvec2( directionalLight.shadow, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= all( bvec2( spotLight.shadow, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= all( bvec2( pointLight.shadow, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}";
var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";
var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif";
var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif";
var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif";
var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";
var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\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}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";
var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";
var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";
var background_frag = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
var background_vert = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}";
var cube_frag = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
var cube_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}";
var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\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( 1.0 - gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}";
var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}";
var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}";
var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}";
var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
var equirect_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}";
var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <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}";
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_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}";
var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_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 <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";
var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <fog_fragment>\n}";
var shadow_vert = "#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
var ShaderChunk = {
alphamap_fragment: alphamap_fragment,
alphamap_pars_fragment: alphamap_pars_fragment,
alphatest_fragment: alphatest_fragment,
aomap_fragment: aomap_fragment,
aomap_pars_fragment: aomap_pars_fragment,
begin_vertex: begin_vertex,
beginnormal_vertex: beginnormal_vertex,
bsdfs: bsdfs,
bumpmap_pars_fragment: bumpmap_pars_fragment,
clipping_planes_fragment: clipping_planes_fragment,
clipping_planes_pars_fragment: clipping_planes_pars_fragment,
clipping_planes_pars_vertex: clipping_planes_pars_vertex,
clipping_planes_vertex: clipping_planes_vertex,
color_fragment: color_fragment,
color_pars_fragment: color_pars_fragment,
color_pars_vertex: color_pars_vertex,
color_vertex: color_vertex,
common: common,
cube_uv_reflection_fragment: cube_uv_reflection_fragment,
defaultnormal_vertex: defaultnormal_vertex,
displacementmap_pars_vertex: displacementmap_pars_vertex,
displacementmap_vertex: displacementmap_vertex,
emissivemap_fragment: emissivemap_fragment,
emissivemap_pars_fragment: emissivemap_pars_fragment,
encodings_fragment: encodings_fragment,
encodings_pars_fragment: encodings_pars_fragment,
envmap_fragment: envmap_fragment,
envmap_common_pars_fragment: envmap_common_pars_fragment,
envmap_pars_fragment: envmap_pars_fragment,
envmap_pars_vertex: envmap_pars_vertex,
envmap_physical_pars_fragment: envmap_physical_pars_fragment,
envmap_vertex: envmap_vertex,
fog_vertex: fog_vertex,
fog_pars_vertex: fog_pars_vertex,
fog_fragment: fog_fragment,
fog_pars_fragment: fog_pars_fragment,
gradientmap_pars_fragment: gradientmap_pars_fragment,
lightmap_fragment: lightmap_fragment,
lightmap_pars_fragment: lightmap_pars_fragment,
lights_lambert_vertex: lights_lambert_vertex,
lights_pars_begin: lights_pars_begin,
lights_toon_fragment: lights_toon_fragment,
lights_toon_pars_fragment: lights_toon_pars_fragment,
lights_phong_fragment: lights_phong_fragment,
lights_phong_pars_fragment: lights_phong_pars_fragment,
lights_physical_fragment: lights_physical_fragment,
lights_physical_pars_fragment: lights_physical_pars_fragment,
lights_fragment_begin: lights_fragment_begin,
lights_fragment_maps: lights_fragment_maps,
lights_fragment_end: lights_fragment_end,
logdepthbuf_fragment: logdepthbuf_fragment,
logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
logdepthbuf_vertex: logdepthbuf_vertex,
map_fragment: map_fragment,
map_pars_fragment: map_pars_fragment,
map_particle_fragment: map_particle_fragment,
map_particle_pars_fragment: map_particle_pars_fragment,
metalnessmap_fragment: metalnessmap_fragment,
metalnessmap_pars_fragment: metalnessmap_pars_fragment,
morphnormal_vertex: morphnormal_vertex,
morphtarget_pars_vertex: morphtarget_pars_vertex,
morphtarget_vertex: morphtarget_vertex,
normal_fragment_begin: normal_fragment_begin,
normal_fragment_maps: normal_fragment_maps,
normalmap_pars_fragment: normalmap_pars_fragment,
clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
clearcoat_normalmap_pars_fragment: clearcoat_normalmap_pars_fragment,
packing: packing,
premultiplied_alpha_fragment: premultiplied_alpha_fragment,
project_vertex: project_vertex,
dithering_fragment: dithering_fragment,
dithering_pars_fragment: dithering_pars_fragment,
roughnessmap_fragment: roughnessmap_fragment,
roughnessmap_pars_fragment: roughnessmap_pars_fragment,
shadowmap_pars_fragment: shadowmap_pars_fragment,
shadowmap_pars_vertex: shadowmap_pars_vertex,
shadowmap_vertex: shadowmap_vertex,
shadowmask_pars_fragment: shadowmask_pars_fragment,
skinbase_vertex: skinbase_vertex,
skinning_pars_vertex: skinning_pars_vertex,
skinning_vertex: skinning_vertex,
skinnormal_vertex: skinnormal_vertex,
specularmap_fragment: specularmap_fragment,
specularmap_pars_fragment: specularmap_pars_fragment,
tonemapping_fragment: tonemapping_fragment,
tonemapping_pars_fragment: tonemapping_pars_fragment,
uv_pars_fragment: uv_pars_fragment,
uv_pars_vertex: uv_pars_vertex,
uv_vertex: uv_vertex,
uv2_pars_fragment: uv2_pars_fragment,
uv2_pars_vertex: uv2_pars_vertex,
uv2_vertex: uv2_vertex,
worldpos_vertex: worldpos_vertex,
background_frag: background_frag,
background_vert: background_vert,
cube_frag: cube_frag,
cube_vert: cube_vert,
depth_frag: depth_frag,
depth_vert: depth_vert,
distanceRGBA_frag: distanceRGBA_frag,
distanceRGBA_vert: distanceRGBA_vert,
equirect_frag: equirect_frag,
equirect_vert: equirect_vert,
linedashed_frag: linedashed_frag,
linedashed_vert: linedashed_vert,
meshbasic_frag: meshbasic_frag,
meshbasic_vert: meshbasic_vert,
meshlambert_frag: meshlambert_frag,
meshlambert_vert: meshlambert_vert,
meshmatcap_frag: meshmatcap_frag,
meshmatcap_vert: meshmatcap_vert,
meshtoon_frag: meshtoon_frag,
meshtoon_vert: meshtoon_vert,
meshphong_frag: meshphong_frag,
meshphong_vert: meshphong_vert,
meshphysical_frag: meshphysical_frag,
meshphysical_vert: meshphysical_vert,
normal_frag: normal_frag,
normal_vert: normal_vert,
points_frag: points_frag,
points_vert: points_vert,
shadow_frag: shadow_frag,
shadow_vert: shadow_vert,
sprite_frag: sprite_frag,
sprite_vert: sprite_vert
};
/**
* Uniforms library for shared webgl shaders
*/
var UniformsLib = {
common: {
diffuse: {
value: new Color(0xeeeeee)
},
opacity: {
value: 1.0
},
map: {
value: null
},
uvTransform: {
value: new Matrix3()
},
uv2Transform: {
value: new Matrix3()
},
alphaMap: {
value: null
},
},
specularmap: {
specularMap: {
value: null
},
},
envmap: {
envMap: {
value: null
},
flipEnvMap: {
value: -1
},
reflectivity: {
value: 1.0
},
refractionRatio: {
value: 0.98
},
maxMipLevel: {
value: 0
}
},
aomap: {
aoMap: {
value: null
},
aoMapIntensity: {
value: 1
}
},
lightmap: {
lightMap: {
value: null
},
lightMapIntensity: {
value: 1
}
},
emissivemap: {
emissiveMap: {
value: null
}
},
bumpmap: {
bumpMap: {
value: null
},
bumpScale: {
value: 1
}
},
normalmap: {
normalMap: {
value: null
},
normalScale: {
value: new Vector2(1, 1)
}
},
displacementmap: {
displacementMap: {
value: null
},
displacementScale: {
value: 1
},
displacementBias: {
value: 0
}
},
roughnessmap: {
roughnessMap: {
value: null
}
},
metalnessmap: {
metalnessMap: {
value: null
}
},
gradientmap: {
gradientMap: {
value: null
}
},
fog: {
fogDensity: {
value: 0.00025
},
fogNear: {
value: 1
},
fogFar: {
value: 2000
},
fogColor: {
value: new Color(0xffffff)
}
},
lights: {
ambientLightColor: {
value: []
},
lightProbe: {
value: []
},
directionalLights: {
value: [],
properties: {
direction: {},
color: {},
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: {},
shadowCameraNear: {},
shadowCameraFar: {}
}
},
pointShadowMap: {
value: []
},
pointShadowMatrix: {
value: []
},
hemisphereLights: {
value: [],
properties: {
direction: {},
skyColor: {},
groundColor: {}
}
},
// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
rectAreaLights: {
value: [],
properties: {
color: {},
position: {},
width: {},
height: {}
}
}
},
points: {
diffuse: {
value: new Color(0xeeeeee)
},
opacity: {
value: 1.0
},
size: {
value: 1.0
},
scale: {
value: 1.0
},
map: {
value: null
},
alphaMap: {
value: null
},
uvTransform: {
value: new Matrix3()
}
},
sprite: {
diffuse: {
value: new Color(0xeeeeee)
},
opacity: {
value: 1.0
},
center: {
value: new Vector2(0.5, 0.5)
},
rotation: {
value: 0.0
},
map: {
value: null
},
alphaMap: {
value: null
},
uvTransform: {
value: new Matrix3()
}
}
};
/**
* @author alteredq / http://alteredqualia.com/
* @author mrdoob / http://mrdoob.com/
* @author mikael emtinger / http://gomo.se/
*/
var ShaderLib = {
basic: {
uniforms: mergeUniforms([
UniformsLib.common,
UniformsLib.specularmap,
UniformsLib.envmap,
UniformsLib.aomap,
UniformsLib.lightmap,
UniformsLib.fog
]),
vertexShader: ShaderChunk.meshbasic_vert,
fragmentShader: ShaderChunk.meshbasic_frag
},
lambert: {
uniforms: mergeUniforms([
UniformsLib.common,
UniformsLib.specularmap,
UniformsLib.envmap,
UniformsLib.aomap,
UniformsLib.lightmap,
UniformsLib.emissivemap,
UniformsLib.fog,
UniformsLib.lights,
{
emissive: {
value: new Color(0x000000)
}
}
]),
vertexShader: ShaderChunk.meshlambert_vert,
fragmentShader: ShaderChunk.meshlambert_frag
},
phong: {
uniforms: mergeUniforms([
UniformsLib.common,
UniformsLib.specularmap,
UniformsLib.envmap,
UniformsLib.aomap,
UniformsLib.lightmap,
UniformsLib.emissivemap,
UniformsLib.bumpmap,
UniformsLib.normalmap,
UniformsLib.displacementmap,
UniformsLib.fog,
UniformsLib.lights,
{
emissive: {
value: new Color(0x000000)
},
specular: {
value: new Color(0x111111)
},
shininess: {
value: 30
}
}
]),
vertexShader: ShaderChunk.meshphong_vert,
fragmentShader: ShaderChunk.meshphong_frag
},
standard: {
uniforms: mergeUniforms([
UniformsLib.common,
UniformsLib.envmap,
UniformsLib.aomap,
UniformsLib.lightmap,
UniformsLib.emissivemap,
UniformsLib.bumpmap,
UniformsLib.normalmap,
UniformsLib.displacementmap,
UniformsLib.roughnessmap,
UniformsLib.metalnessmap,
UniformsLib.fog,
UniformsLib.lights,
{
emissive: {
value: new Color(0x000000)
},
roughness: {
value: 0.5
},
metalness: {
value: 0.5
},
envMapIntensity: {
value: 1
} // temporary
}
]),
vertexShader: ShaderChunk.meshphysical_vert,
fragmentShader: ShaderChunk.meshphysical_frag
},
toon: {
uniforms: mergeUniforms([
UniformsLib.common,
UniformsLib.specularmap,
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.meshtoon_vert,
fragmentShader: ShaderChunk.meshtoon_frag
},
matcap: {
uniforms: mergeUniforms([
UniformsLib.common,
UniformsLib.bumpmap,
UniformsLib.normalmap,
UniformsLib.displacementmap,
UniformsLib.fog,
{
matcap: {
value: null
}
}
]),
vertexShader: ShaderChunk.meshmatcap_vert,
fragmentShader: ShaderChunk.meshmatcap_frag
},
points: {
uniforms: mergeUniforms([
UniformsLib.points,
UniformsLib.fog
]),
vertexShader: ShaderChunk.points_vert,
fragmentShader: ShaderChunk.points_frag
},
dashed: {
uniforms: mergeUniforms([
UniformsLib.common,
UniformsLib.fog,
{
scale: {
value: 1
},
dashSize: {
value: 1
},
totalSize: {
value: 2
}
}
]),
vertexShader: ShaderChunk.linedashed_vert,
fragmentShader: ShaderChunk.linedashed_frag
},
depth: {
uniforms: mergeUniforms([
UniformsLib.common,
UniformsLib.displacementmap
]),
vertexShader: ShaderChunk.depth_vert,
fragmentShader: ShaderChunk.depth_frag
},
normal: {
uniforms: mergeUniforms([
UniformsLib.common,
UniformsLib.bumpmap,
UniformsLib.normalmap,
UniformsLib.displacementmap,
{
opacity: {
value: 1.0
}
}
]),
vertexShader: ShaderChunk.normal_vert,
fragmentShader: ShaderChunk.normal_frag
},
sprite: {
uniforms: mergeUniforms([
UniformsLib.sprite,
UniformsLib.fog
]),
vertexShader: ShaderChunk.sprite_vert,
fragmentShader: ShaderChunk.sprite_frag
},
background: {
uniforms: {
uvTransform: {
value: new Matrix3()
},
t2D: {
value: null
},
},
vertexShader: ShaderChunk.background_vert,
fragmentShader: ShaderChunk.background_frag
},
/* -------------------------------------------------------------------------
// Cube map shader
------------------------------------------------------------------------- */
cube: {
uniforms: mergeUniforms([
UniformsLib.envmap,
{
opacity: {
value: 1.0
}
}
]),
vertexShader: ShaderChunk.cube_vert,
fragmentShader: ShaderChunk.cube_frag
},
equirect: {
uniforms: {
tEquirect: {
value: null
},
},
vertexShader: ShaderChunk.equirect_vert,
fragmentShader: ShaderChunk.equirect_frag
},
distanceRGBA: {
uniforms: mergeUniforms([
UniformsLib.common,
UniformsLib.displacementmap,
{
referencePosition: {
value: new Vector3()
},
nearDistance: {
value: 1
},
farDistance: {
value: 1000
}
}
]),
vertexShader: ShaderChunk.distanceRGBA_vert,
fragmentShader: ShaderChunk.distanceRGBA_frag
},
shadow: {
uniforms: mergeUniforms([
UniformsLib.lights,
UniformsLib.fog,
{
color: {
value: new Color(0x00000)
},
opacity: {
value: 1.0
}
}
]),
vertexShader: ShaderChunk.shadow_vert,
fragmentShader: ShaderChunk.shadow_frag
}
};
ShaderLib.physical = {
uniforms: mergeUniforms([
ShaderLib.standard.uniforms,
{
transparency: {
value: 0
},
clearcoat: {
value: 0
},
clearcoatRoughness: {
value: 0
},
sheen: {
value: new Color(0x000000)
},
clearcoatNormalScale: {
value: new Vector2(1, 1)
},
clearcoatNormalMap: {
value: null
},
}
]),
vertexShader: ShaderChunk.meshphysical_vert,
fragmentShader: ShaderChunk.meshphysical_frag
};
/**
* @author mrdoob / http://mrdoob.com/
*/
function WebGLAnimation() {
var context = null;
var isAnimating = false;
var animationLoop = null;
function onAnimationFrame(time, frame) {
if (isAnimating === false) {
return;
}
animationLoop(time, frame);
context.requestAnimationFrame(onAnimationFrame);
}
return {
start: function() {
if (isAnimating === true) {
return;
}
if (animationLoop === null) {
return;
}
context.requestAnimationFrame(onAnimationFrame);
isAnimating = true;
},
stop: function() {
isAnimating = false;
},
setAnimationLoop: function(callback) {
animationLoop = callback;
},
setContext: function(value) {
context = value;
}
};
}
/**
* @author mrdoob / http://mrdoob.com/
*/
function WebGLAttributes(gl) {
var buffers = new WeakMap();
function createBuffer(attribute, bufferType) {
var array = attribute.array;
var usage = attribute.usage;
var buffer = gl.createBuffer();
gl.bindBuffer(bufferType, buffer);
gl.bufferData(bufferType, array, usage);
attribute.onUploadCallback();
var type = 5126;
if (array instanceof Float32Array) {
type = 5126;
} else if (array instanceof Float64Array) {
console.warn('THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.');
} else if (array instanceof Uint16Array) {
type = 5123;
} else if (array instanceof Int16Array) {
type = 5122;
} else if (array instanceof Uint32Array) {
type = 5125;
} else if (array instanceof Int32Array) {
type = 5124;
} else if (array instanceof Int8Array) {
type = 5120;
} else if (array instanceof Uint8Array) {
type = 5121;
}
return {
buffer: buffer,
type: type,
bytesPerElement: array.BYTES_PER_ELEMENT,
version: attribute.version
};
}
function updateBuffer(buffer, attribute, bufferType) {
var array = attribute.array;
var updateRange = attribute.updateRange;
gl.bindBuffer(bufferType, buffer);
if (updateRange.count === -1) {
// Not using update ranges
gl.bufferSubData(bufferType, 0, array);
} else {
gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
array.subarray(updateRange.offset, updateRange.offset + updateRange.count));
updateRange.count = -1; // reset range
}
}
//
function get(attribute) {
if (attribute.isInterleavedBufferAttribute) {
attribute = attribute.data;
}
return buffers.get(attribute);
}
function remove(attribute) {
if (attribute.isInterleavedBufferAttribute) {
attribute = attribute.data;
}
var data = buffers.get(attribute);
if (data) {
gl.deleteBuffer(data.buffer);
buffers.delete(attribute);
}
}
function update(attribute, bufferType) {
if (attribute.isInterleavedBufferAttribute) {
attribute = attribute.data;
}
var data = buffers.get(attribute);
if (data === undefined) {
buffers.set(attribute, createBuffer(attribute, bufferType));
} else if (data.version < attribute.version) {
updateBuffer(data.buffer, attribute, bufferType);
data.version = attribute.version;
}
}
return {
get: get,
remove: remove,
update: update
};
}
/**
* @author mrdoob / http://mrdoob.com/
* @author Mugen87 / https://github.com/Mugen87
*/
// PlaneGeometry
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));
this.mergeVertices();
}
PlaneGeometry.prototype = Object.create(Geometry.prototype);
PlaneGeometry.prototype.constructor = PlaneGeometry;
// PlaneBufferGeometry
function PlaneBufferGeometry(width, height, widthSegments, heightSegments) {
BufferGeometry.call(this);
this.type = 'PlaneBufferGeometry';
this.parameters = {
width: width,
height: height,
widthSegments: widthSegments,
heightSegments: heightSegments
};
width = width || 1;
height = height || 1;
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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
}
PlaneBufferGeometry.prototype = Object.create(BufferGeometry.prototype);
PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
/**
* @author mrdoob / http://mrdoob.com/
*/
function WebGLBackground(renderer, state, objects, premultipliedAlpha) {
var clearColor = new Color(0x000000);
var clearAlpha = 0;
var planeMesh;
var boxMesh;
// Store the current background texture and its `version`
// so we can recompile the material accordingly.
var currentBackground = null;
var currentBackgroundVersion = 0;
function render(renderList, scene, camera, forceClear) {
var background = scene.background;
// Ignore background in AR
// TODO: Reconsider this.
var xr = renderer.xr;
var session = xr.getSession && xr.getSession();
if (session && session.environmentBlendMode === 'additive') {
background = null;
}
if (background === null) {
setClear(clearColor, clearAlpha);
currentBackground = null;
currentBackgroundVersion = 0;
} else if (background && background.isColor) {
setClear(background, 1);
forceClear = true;
currentBackground = null;
currentBackgroundVersion = 0;
}
if (renderer.autoClear || forceClear) {
renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil);
}
if (background && (background.isCubeTexture || background.isWebGLRenderTargetCube || background.mapping === CubeUVReflectionMapping)) {
if (boxMesh === undefined) {
boxMesh = new Mesh(
new BoxBufferGeometry(1, 1, 1),
new ShaderMaterial({
type: 'BackgroundCubeMaterial',
uniforms: cloneUniforms(ShaderLib.cube.uniforms),
vertexShader: ShaderLib.cube.vertexShader,
fragmentShader: ShaderLib.cube.fragmentShader,
side: BackSide,
depthTest: false,
depthWrite: false,
fog: false
})
);
boxMesh.geometry.deleteAttribute('normal');
boxMesh.geometry.deleteAttribute('uv');
boxMesh.onBeforeRender = function(renderer, scene, camera) {
this.matrixWorld.copyPosition(camera.matrixWorld);
};
// enable code injection for non-built-in material
Object.defineProperty(boxMesh.material, 'envMap', {
get: function() {
return this.uniforms.envMap.value;
}
});
objects.update(boxMesh);
}
var texture = background.isWebGLRenderTargetCube ? background.texture : background;
boxMesh.material.uniforms.envMap.value = texture;
boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? -1 : 1;
if (currentBackground !== background ||
currentBackgroundVersion !== texture.version) {
boxMesh.material.needsUpdate = true;
currentBackground = background;
currentBackgroundVersion = texture.version;
}
// push to the pre-sorted opaque render list
renderList.unshift(boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null);
} else if (background && background.isTexture) {
if (planeMesh === undefined) {
planeMesh = new Mesh(
new PlaneBufferGeometry(2, 2),
new ShaderMaterial({
type: 'BackgroundMaterial',
uniforms: cloneUniforms(ShaderLib.background.uniforms),
vertexShader: ShaderLib.background.vertexShader,
fragmentShader: ShaderLib.background.fragmentShader,
side: FrontSide,
depthTest: false,
depthWrite: false,
fog: false
})
);
planeMesh.geometry.deleteAttribute('normal');
// enable code injection for non-built-in material
Object.defineProperty(planeMesh.material, 'map', {
get: function() {
return this.uniforms.t2D.value;
}
});
objects.update(planeMesh);
}
planeMesh.material.uniforms.t2D.value = background;
if (background.matrixAutoUpdate === true) {
background.updateMatrix();
}
planeMesh.material.uniforms.uvTransform.value.copy(background.matrix);
if (currentBackground !== background ||
currentBackgroundVersion !== background.version) {
planeMesh.material.needsUpdate = true;
currentBackground = background;
currentBackgroundVersion = background.version;
}
// push to the pre-sorted opaque render list
renderList.unshift(planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null);
}
}
function setClear(color, alpha) {
state.buffers.color.setClear(color.r, color.g, color.b, alpha, premultipliedAlpha);
}
return {
getClearColor: function() {
return clearColor;
},
setClearColor: function(color, alpha) {
clearColor.set(color);
clearAlpha = alpha !== undefined ? alpha : 1;
setClear(clearColor, clearAlpha);
},
getClearAlpha: function() {
return clearAlpha;
},
setClearAlpha: function(alpha) {
clearAlpha = alpha;
setClear(clearColor, clearAlpha);
},
render: render
};
}
/**
* @author mrdoob / http://mrdoob.com/
*/
function WebGLBufferRenderer(gl, extensions, info, capabilities) {
var isWebGL2 = capabilities.isWebGL2;
var mode;
function setMode(value) {
mode = value;
}
function render(start, count) {
gl.drawArrays(mode, start, count);
info.update(count, mode);
}
function renderInstances(geometry, start, count, primcount) {
if (primcount === 0) {
return;
}
var extension, methodName;
if (isWebGL2) {
extension = gl;
methodName = 'drawArraysInstanced';
} else {
extension = extensions.get('ANGLE_instanced_arrays');
methodName = 'drawArraysInstancedANGLE';
if (extension === null) {
console.error('THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');
return;
}
}
extension[methodName](mode, start, count, primcount);
info.update(count, mode, primcount);
}
//
this.setMode = setMode;
this.render = render;
this.renderInstances = renderInstances;
}
/**
* @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(35633, 36338).precision > 0 &&
gl.getShaderPrecisionFormat(35632, 36338).precision > 0) {
return 'highp';
}
precision = 'mediump';
}
if (precision === 'mediump') {
if (gl.getShaderPrecisionFormat(35633, 36337).precision > 0 &&
gl.getShaderPrecisionFormat(35632, 36337).precision > 0) {
return 'mediump';
}
}
return 'lowp';
}
/* eslint-disable no-undef */
var isWebGL2 = (typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext) ||
(typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext);
/* eslint-enable no-undef */
var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
var maxPrecision = getMaxPrecision(precision);
if (maxPrecision !== precision) {
console.warn('THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.');
precision = maxPrecision;
}
var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
var maxTextures = gl.getParameter(34930);
var maxVertexTextures = gl.getParameter(35660);
var maxTextureSize = gl.getParameter(3379);
var maxCubemapSize = gl.getParameter(34076);
var maxAttributes = gl.getParameter(34921);
var maxVertexUniforms = gl.getParameter(36347);
var maxVaryings = gl.getParameter(36348);
var maxFragmentUniforms = gl.getParameter(36349);
var vertexTextures = maxVertexTextures > 0;
var floatFragmentTextures = isWebGL2 || !!extensions.get('OES_texture_float');
var floatVertexTextures = vertexTextures && floatFragmentTextures;
var maxSamples = isWebGL2 ? gl.getParameter(36183) : 0;
return {
isWebGL2: isWebGL2,
getMaxAnisotropy: getMaxAnisotropy,
getMaxPrecision: getMaxPrecision,
precision: precision,
logarithmicDepthBuffer: logarithmicDepthBuffer,
maxTextures: maxTextures,
maxVertexTextures: maxVertexTextures,
maxTextureSize: maxTextureSize,
maxCubemapSize: maxCubemapSize,
maxAttributes: maxAttributes,
maxVertexUniforms: maxVertexUniforms,
maxVaryings: maxVaryings,
maxFragmentUniforms: maxFragmentUniforms,
vertexTextures: vertexTextures,
floatFragmentTextures: floatFragmentTextures,
floatVertexTextures: floatVertexTextures,
maxSamples: maxSamples
};
}
/**
* @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 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;
default:
extension = gl.getExtension(name);
}
if (extension === null) {
console.warn('THREE.WebGLRenderer: ' + name + ' extension not supported.');
}
extensions[name] = extension;
return extension;
}
};
}
/**
* @author mrdoob / http://mrdoob.com/
*/
function WebGLGeometries(gl, attributes, info) {
var geometries = new WeakMap();
var wireframeAttributes = new WeakMap();
function onGeometryDispose(event) {
var geometry = event.target;
var buffergeometry = geometries.get(geometry);
if (buffergeometry.index !== null) {
attributes.remove(buffergeometry.index);
}
for (var name in buffergeometry.attributes) {
attributes.remove(buffergeometry.attributes[name]);
}
geometry.removeEventListener('dispose', onGeometryDispose);
geometries.delete(geometry);
var attribute = wireframeAttributes.get(buffergeometry);
if (attribute) {
attributes.remove(attribute);
wireframeAttributes.delete(buffergeometry);
}
//
info.memory.geometries--;
}
function get(object, geometry) {
var buffergeometry = geometries.get(geometry);
if (buffergeometry) {
return buffergeometry;
}
geometry.addEventListener('dispose', onGeometryDispose);
if (geometry.isBufferGeometry) {
buffergeometry = geometry;
} else if (geometry.isGeometry) {
if (geometry._bufferGeometry === undefined) {
geometry._bufferGeometry = new BufferGeometry().setFromObject(object);
}
buffergeometry = geometry._bufferGeometry;
}
geometries.set(geometry, buffergeometry);
info.memory.geometries++;
return buffergeometry;
}
function update(geometry) {
var index = geometry.index;
var geometryAttributes = geometry.attributes;
if (index !== null) {
attributes.update(index, 34963);
}
for (var name in geometryAttributes) {
attributes.update(geometryAttributes[name], 34962);
}
// morph targets
var morphAttributes = geometry.morphAttributes;
for (var name in morphAttributes) {
var array = morphAttributes[name];
for (var i = 0, l = array.length; i < l; i++) {
attributes.update(array[i], 34962);
}
}
}
function updateWireframeAttribute(geometry) {
var indices = [];
var geometryIndex = geometry.index;
var geometryPosition = geometry.attributes.position;
var version = 0;
if (geometryIndex !== null) {
var array = geometryIndex.array;
version = geometryIndex.version;
for (var i = 0, l = array.length; i < l; i += 3) {
var a = array[i + 0];
var b = array[i + 1];
var c = array[i + 2];
indices.push(a, b, b, c, c, a);
}
} else {
var array = geometryPosition.array;
version = geometryPosition.version;
for (var i = 0, l = (array.length / 3) - 1; i < l; i += 3) {
var a = i + 0;
var b = i + 1;
var c = i + 2;
indices.push(a, b, b, c, c, a);
}
}
var attribute = new(arrayMax(indices) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(indices, 1);
attribute.version = version;
attributes.update(attribute, 34963);
//
var previousAttribute = wireframeAttributes.get(geometry);
if (previousAttribute) {
attributes.remove(previousAttribute);
}
//
wireframeAttributes.set(geometry, attribute);
}
function getWireframeAttribute(geometry) {
var currentAttribute = wireframeAttributes.get(geometry);
if (currentAttribute) {
var geometryIndex = geometry.index;
if (geometryIndex !== null) {
// if the attribute is obsolete, create a new one
if (currentAttribute.version < geometryIndex.version) {
updateWireframeAttribute(geometry);
}
}
} else {
updateWireframeAttribute(geometry);
}
return wireframeAttributes.get(geometry);
}
return {
get: get,
update: update,
getWireframeAttribute: getWireframeAttribute
};
}
/**
* @author mrdoob / http://mrdoob.com/
*/
function WebGLIndexedBufferRenderer(gl, extensions, info, capabilities) {
var isWebGL2 = capabilities.isWebGL2;
var mode;
function setMode(value) {
mode = value;
}
var type, bytesPerElement;
function setIndex(value) {
type = value.type;
bytesPerElement = value.bytesPerElement;
}
function render(start, count) {
gl.drawElements(mode, count, type, start * bytesPerElement);
info.update(count, mode);
}
function renderInstances(geometry, start, count, primcount) {
if (primcount === 0) {
return;
}
var extension, methodName;
if (isWebGL2) {
extension = gl;
methodName = 'drawElementsInstanced';
} else {
extension = extensions.get('ANGLE_instanced_arrays');
methodName = 'drawElementsInstancedANGLE';
if (extension === null) {
console.error('THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');
return;
}
}
extension[methodName](mode, count, type, start * bytesPerElement, primcount);
info.update(count, mode, primcount);
}
//
this.setMode = setMode;
this.setIndex = setIndex;
this.render = render;
this.renderInstances = renderInstances;
}
/**
* @author Mugen87 / https://github.com/Mugen87
*/
function WebGLInfo(gl) {
var memory = {
geometries: 0,
textures: 0
};
var render = {
frame: 0,
calls: 0,
triangles: 0,
points: 0,
lines: 0
};
function update(count, mode, instanceCount) {
instanceCount = instanceCount || 1;
render.calls++;
switch (mode) {
case 4:
render.triangles += instanceCount * (count / 3);
break;
case 1:
render.lines += instanceCount * (count / 2);
break;
case 3:
render.lines += instanceCount * (count - 1);
break;
case 2:
render.lines += instanceCount * count;
break;
case 0:
render.points += instanceCount * count;
break;
default:
console.error('THREE.WebGLInfo: Unknown draw mode:', mode);
break;
}
}
function reset() {
render.frame++;
render.calls = 0;
render.triangles = 0;
render.points = 0;
render.lines = 0;
}
return {
memory: memory,
render: render,
programs: null,
autoReset: true,
reset: reset,
update: update
};
}
/**
* @author mrdoob / http://mrdoob.com/
*/
function absNumericalSort(a, b) {
return Math.abs(b[1]) - Math.abs(a[1]);
}
function WebGLMorphtargets(gl) {
var influencesList = {};
var morphInfluences = new Float32Array(8);
function update(object, geometry, material, program) {
var objectInfluences = object.morphTargetInfluences;
// When object doesn't have morph target influences defined, we treat it as a 0-length array
// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
var length = objectInfluences === undefined ? 0 : objectInfluences.length;
var influences = influencesList[geometry.id];
if (influences === undefined) {
// initialise list
influences = [];
for (var i = 0; i < length; i++) {
influences[i] = [i, 0];
}
influencesList[geometry.id] = influences;
}
var morphTargets = material.morphTargets && geometry.morphAttributes.position;
var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
// Remove current morphAttributes
for (var i = 0; i < length; i++) {
var influence = influences[i];
if (influence[1] !== 0) {
if (morphTargets) {
geometry.deleteAttribute('morphTarget' + i);
}
if (morphNormals) {
geometry.deleteAttribute('morphNormal' + i);
}
}
}
// Collect influences
for (var i = 0; i < length; i++) {
var influence = influences[i];
influence[0] = i;
influence[1] = objectInfluences[i];
}
influences.sort(absNumericalSort);
// Add morphAttributes
var morphInfluencesSum = 0;
for (var i = 0; i < 8; i++) {
var influence = influences[i];
if (influence) {
var index = influence[0];
var value = influence[1];
if (value) {
if (morphTargets) {
geometry.setAttribute('morphTarget' + i, morphTargets[index]);
}
if (morphNormals) {
geometry.setAttribute('morphNormal' + i, morphNormals[index]);
}
morphInfluences[i] = value;
morphInfluencesSum += value;
continue;
}
}
morphInfluences[i] = 0;
}
// GLSL shader uses formula baseinfluence * base + sum(target * influence)
// This allows us to switch between absolute morphs and relative morphs without changing shader code
// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
program.getUniforms().setValue(gl, 'morphTargetBaseInfluence', morphBaseInfluence);
program.getUniforms().setValue(gl, 'morphTargetInfluences', morphInfluences);
}
return {
update: update
};
}
/**
* @author mrdoob / http://mrdoob.com/
*/
function WebGLObjects(gl, geometries, attributes, info) {
var updateList = {};
function update(object) {
var frame = info.render.frame;
var geometry = object.geometry;
var buffergeometry = geometries.get(object, geometry);
// Update once per frame
if (updateList[buffergeometry.id] !== frame) {
if (geometry.isGeometry) {
buffergeometry.updateFromObject(object);
}
geometries.update(buffergeometry);
updateList[buffergeometry.id] = frame;
}
if (object.isInstancedMesh) {
attributes.update(object.instanceMatrix, 34962);
}
return buffergeometry;
}
function dispose() {
updateList = {};
}
return {
update: update,
dispose: dispose
};
}
/**
* @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;
format = format !== undefined ? format : RGBFormat;
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 Takahiro https://github.com/takahirox
*/
function DataTexture2DArray(data, width, height, depth) {
Texture.call(this, null);
this.image = {
data: data || null,
width: width || 1,
height: height || 1,
depth: depth || 1
};
this.magFilter = NearestFilter;
this.minFilter = NearestFilter;
this.wrapR = ClampToEdgeWrapping;
this.generateMipmaps = false;
this.flipY = false;
this.needsUpdate = true;
}
DataTexture2DArray.prototype = Object.create(Texture.prototype);
DataTexture2DArray.prototype.constructor = DataTexture2DArray;
DataTexture2DArray.prototype.isDataTexture2DArray = true;
/**
* @author Artur Trzesiok
*/
function DataTexture3D(data, width, height, depth) {
// We're going to add .setXXX() methods for setting properties later.
// Users can still set in DataTexture3D directly.
//
// var texture = new THREE.DataTexture3D( data, width, height, depth );
// texture.anisotropy = 16;
//
// See #14839
Texture.call(this, null);
this.image = {
data: data || null,
width: width || 1,
height: height || 1,
depth: depth || 1
};
this.magFilter = NearestFilter;
this.minFilter = NearestFilter;
this.wrapR = ClampToEdgeWrapping;
this.generateMipmaps = false;
this.flipY = false;
this.needsUpdate = true;
}
DataTexture3D.prototype = Object.create(Texture.prototype);
DataTexture3D.prototype.constructor = DataTexture3D;
DataTexture3D.prototype.isDataTexture3D = true;
/**
* @author tschw
* @author Mugen87 / https://github.com/Mugen87
* @author mrdoob / http://mrdoob.com/
*
* Uniforms of a program.
* Those form a tree structure with a special top-level container for the root,
* which you get by calling 'new WebGLUniforms( gl, program )'.
*
*
* Properties of inner nodes including the top-level container:
*
* .seq - array of nested uniforms
* .map - nested uniforms by name
*
*
* Methods of all nodes except the top-level container:
*
* .setValue( gl, value, [textures] )
*
* uploads a uniform value(s)
* the 'textures' parameter is needed for sampler uniforms
*
*
* Static methods of the top-level container (textures factorizations):
*
* .upload( gl, seq, values, textures )
*
* sets uniforms in 'seq' to 'values[id].value'
*
* .seqWithValue( seq, values ) : filteredSeq
*
* filters 'seq' entries with corresponding entry in values
*
*
* Methods of the top-level container (textures factorizations):
*
* .setValue( gl, name, value, textures )
*
* sets uniform with name 'name' to 'value'
*
* .setOptional( gl, obj, prop )
*
* like .set for an optional property of the object
*
*/
var emptyTexture = new Texture();
var emptyTexture2dArray = new DataTexture2DArray();
var emptyTexture3d = new DataTexture3D();
var emptyCubeTexture = new CubeTexture();
// --- Utilities ---
// Array Caches (provide typed arrays for temporary by size)
var arrayCacheF32 = [];
var arrayCacheI32 = [];
// Float32Array caches used for uploading Matrix uniforms
var mat4array = new Float32Array(16);
var mat3array = new Float32Array(9);
var mat2array = new Float32Array(4);
// Flattening for arrays of vectors and matrices
function flatten(array, nBlocks, blockSize) {
var firstElem = array[0];
if (firstElem <= 0 || firstElem > 0) {
return array;
}
// unoptimized: ! isNaN( firstElem )
// see http://jacksondunstan.com/articles/983
var n = nBlocks * blockSize,
r = arrayCacheF32[n];
if (r === undefined) {
r = new Float32Array(n);
arrayCacheF32[n] = r;
}
if (nBlocks !== 0) {
firstElem.toArray(r, 0);
for (var i = 1, offset = 0; i !== nBlocks; ++i) {
offset += blockSize;
array[i].toArray(r, offset);
}
}
return r;
}
function arraysEqual(a, b) {
if (a.length !== b.length) {
return false;
}
for (var i = 0, l = a.length; i < l; i++) {
if (a[i] !== b[i]) {
return false;
}
}
return true;
}
function copyArray(a, b) {
for (var i = 0, l = b.length; i < l; i++) {
a[i] = b[i];
}
}
// Texture unit allocation
function allocTexUnits(textures, n) {
var r = arrayCacheI32[n];
if (r === undefined) {
r = new Int32Array(n);
arrayCacheI32[n] = r;
}
for (var i = 0; i !== n; ++i) {
r[i] = textures.allocateTextureUnit();
}
return r;
}
// --- Setters ---
// Note: Defining these methods externally, because they come in a bunch
// and this way their names minify.
// Single scalar
function setValueV1f(gl, v) {
var cache = this.cache;
if (cache[0] === v) {
return;
}
gl.uniform1f(this.addr, v);
cache[0] = v;
}
// Single float vector (from flat array or THREE.VectorN)
function setValueV2f(gl, v) {
var cache = this.cache;
if (v.x !== undefined) {
if (cache[0] !== v.x || cache[1] !== v.y) {
gl.uniform2f(this.addr, v.x, v.y);
cache[0] = v.x;
cache[1] = v.y;
}
} else {
if (arraysEqual(cache, v)) {
return;
}
gl.uniform2fv(this.addr, v);
copyArray(cache, v);
}
}
function setValueV3f(gl, v) {
var cache = this.cache;
if (v.x !== undefined) {
if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) {
gl.uniform3f(this.addr, v.x, v.y, v.z);
cache[0] = v.x;
cache[1] = v.y;
cache[2] = v.z;
}
} else if (v.r !== undefined) {
if (cache[0] !== v.r || cache[1] !== v.g || cache[2] !== v.b) {
gl.uniform3f(this.addr, v.r, v.g, v.b);
cache[0] = v.r;
cache[1] = v.g;
cache[2] = v.b;
}
} else {
if (arraysEqual(cache, v)) {
return;
}
gl.uniform3fv(this.addr, v);
copyArray(cache, v);
}
}
function setValueV4f(gl, v) {
var cache = this.cache;
if (v.x !== undefined) {
if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) {
gl.uniform4f(this.addr, v.x, v.y, v.z, v.w);
cache[0] = v.x;
cache[1] = v.y;
cache[2] = v.z;
cache[3] = v.w;
}
} else {
if (arraysEqual(cache, v)) {
return;
}
gl.uniform4fv(this.addr, v);
copyArray(cache, v);
}
}
// Single matrix (from flat array or MatrixN)
function setValueM2(gl, v) {
var cache = this.cache;
var elements = v.elements;
if (elements === undefined) {
if (arraysEqual(cache, v)) {
return;
}
gl.uniformMatrix2fv(this.addr, false, v);
copyArray(cache, v);
} else {
if (arraysEqual(cache, elements)) {
return;
}
mat2array.set(elements);
gl.uniformMatrix2fv(this.addr, false, mat2array);
copyArray(cache, elements);
}
}
function setValueM3(gl, v) {
var cache = this.cache;
var elements = v.elements;
if (elements === undefined) {
if (arraysEqual(cache, v)) {
return;
}
gl.uniformMatrix3fv(this.addr, false, v);
copyArray(cache, v);
} else {
if (arraysEqual(cache, elements)) {
return;
}
mat3array.set(elements);
gl.uniformMatrix3fv(this.addr, false, mat3array);
copyArray(cache, elements);
}
}
function setValueM4(gl, v) {
var cache = this.cache;
var elements = v.elements;
if (elements === undefined) {
if (arraysEqual(cache, v)) {
return;
}
gl.uniformMatrix4fv(this.addr, false, v);
copyArray(cache, v);
} else {
if (arraysEqual(cache, elements)) {
return;
}
mat4array.set(elements);
gl.uniformMatrix4fv(this.addr, false, mat4array);
copyArray(cache, elements);
}
}
// Single texture (2D / Cube)
function setValueT1(gl, v, textures) {
var cache = this.cache;
var unit = textures.allocateTextureUnit();
if (cache[0] !== unit) {
gl.uniform1i(this.addr, unit);
cache[0] = unit;
}
textures.safeSetTexture2D(v || emptyTexture, unit);
}
function setValueT2DArray1(gl, v, textures) {
var cache = this.cache;
var unit = textures.allocateTextureUnit();
if (cache[0] !== unit) {
gl.uniform1i(this.addr, unit);
cache[0] = unit;
}
textures.setTexture2DArray(v || emptyTexture2dArray, unit);
}
function setValueT3D1(gl, v, textures) {
var cache = this.cache;
var unit = textures.allocateTextureUnit();
if (cache[0] !== unit) {
gl.uniform1i(this.addr, unit);
cache[0] = unit;
}
textures.setTexture3D(v || emptyTexture3d, unit);
}
function setValueT6(gl, v, textures) {
var cache = this.cache;
var unit = textures.allocateTextureUnit();
if (cache[0] !== unit) {
gl.uniform1i(this.addr, unit);
cache[0] = unit;
}
textures.safeSetTextureCube(v || emptyCubeTexture, unit);
}
// Integer / Boolean vectors or arrays thereof (always flat arrays)
function setValueV1i(gl, v) {
var cache = this.cache;
if (cache[0] === v) {
return;
}
gl.uniform1i(this.addr, v);
cache[0] = v;
}
function setValueV2i(gl, v) {
var cache = this.cache;
if (arraysEqual(cache, v)) {
return;
}
gl.uniform2iv(this.addr, v);
copyArray(cache, v);
}
function setValueV3i(gl, v) {
var cache = this.cache;
if (arraysEqual(cache, v)) {
return;
}
gl.uniform3iv(this.addr, v);
copyArray(cache, v);
}
function setValueV4i(gl, v) {
var cache = this.cache;
if (arraysEqual(cache, v)) {
return;
}
gl.uniform4iv(this.addr, v);
copyArray(cache, v);
}
// Helper to pick the right setter for the singular case
function getSingularSetter(type) {
switch (type) {
case 0x1406:
return setValueV1f; // FLOAT
case 0x8b50:
return setValueV2f; // _VEC2
case 0x8b51:
return setValueV3f; // _VEC3
case 0x8b52:
return setValueV4f; // _VEC4
case 0x8b5a:
return setValueM2; // _MAT2
case 0x8b5b:
return setValueM3; // _MAT3
case 0x8b5c:
return setValueM4; // _MAT4
case 0x8b5e:
case 0x8d66:
return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
case 0x8b5f:
return setValueT3D1; // SAMPLER_3D
case 0x8b60:
return setValueT6; // SAMPLER_CUBE
case 0x8DC1:
return setValueT2DArray1; // SAMPLER_2D_ARRAY
case 0x1404:
case 0x8b56:
return setValueV1i; // INT, BOOL
case 0x8b53:
case 0x8b57:
return setValueV2i; // _VEC2
case 0x8b54:
case 0x8b58:
return setValueV3i; // _VEC3
case 0x8b55:
case 0x8b59:
return setValueV4i; // _VEC4
}
}
// Array of scalars
function setValueV1fArray(gl, v) {
gl.uniform1fv(this.addr, v);
}
// Integer / Boolean vectors or arrays thereof (always flat arrays)
function setValueV1iArray(gl, v) {
gl.uniform1iv(this.addr, v);
}
function setValueV2iArray(gl, v) {
gl.uniform2iv(this.addr, v);
}
function setValueV3iArray(gl, v) {
gl.uniform3iv(this.addr, v);
}
function setValueV4iArray(gl, v) {
gl.uniform4iv(this.addr, v);
}
// Array of vectors (flat or from THREE classes)
function setValueV2fArray(gl, v) {
var data = flatten(v, this.size, 2);
gl.uniform2fv(this.addr, data);
}
function setValueV3fArray(gl, v) {
var data = flatten(v, this.size, 3);
gl.uniform3fv(this.addr, data);
}
function setValueV4fArray(gl, v) {
var data = flatten(v, this.size, 4);
gl.uniform4fv(this.addr, data);
}
// Array of matrices (flat or from THREE clases)
function setValueM2Array(gl, v) {
var data = flatten(v, this.size, 4);
gl.uniformMatrix2fv(this.addr, false, data);
}
function setValueM3Array(gl, v) {
var data = flatten(v, this.size, 9);
gl.uniformMatrix3fv(this.addr, false, data);
}
function setValueM4Array(gl, v) {
var data = flatten(v, this.size, 16);
gl.uniformMatrix4fv(this.addr, false, data);
}
// Array of textures (2D / Cube)
function setValueT1Array(gl, v, textures) {
var n = v.length;
var units = allocTexUnits(textures, n);
gl.uniform1iv(this.addr, units);
for (var i = 0; i !== n; ++i) {
textures.safeSetTexture2D(v[i] || emptyTexture, units[i]);
}
}
function setValueT6Array(gl, v, textures) {
var n = v.length;
var units = allocTexUnits(textures, n);
gl.uniform1iv(this.addr, units);
for (var i = 0; i !== n; ++i) {
textures.safeSetTextureCube(v[i] || emptyCubeTexture, units[i]);
}
}
// Helper to pick the right setter for a pure (bottom-level) array
function getPureArraySetter(type) {
switch (type) {
case 0x1406:
return setValueV1fArray; // FLOAT
case 0x8b50:
return setValueV2fArray; // _VEC2
case 0x8b51:
return setValueV3fArray; // _VEC3
case 0x8b52:
return setValueV4fArray; // _VEC4
case 0x8b5a:
return setValueM2Array; // _MAT2
case 0x8b5b:
return setValueM3Array; // _MAT3
case 0x8b5c:
return setValueM4Array; // _MAT4
case 0x8b5e: // SAMPLER_2D
case 0x8d66: // SAMPLER_EXTERNAL_OES
case 0x8dca: // INT_SAMPLER_2D
case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
return setValueT1Array;
case 0x8b60: // SAMPLER_CUBE
case 0x8dcc: // INT_SAMPLER_CUBE
case 0x8dd4: // UNSIGNED_SAMPLER_CUBE
return setValueT6Array;
case 0x1404:
case 0x8b56:
return setValueV1iArray; // INT, BOOL
case 0x8b53:
case 0x8b57:
return setValueV2iArray; // _VEC2
case 0x8b54:
case 0x8b58:
return setValueV3iArray; // _VEC3
case 0x8b55:
case 0x8b59:
return setValueV4iArray; // _VEC4
}
}
// --- Uniform Classes ---
function SingleUniform(id, activeInfo, addr) {
this.id = id;
this.addr = addr;
this.cache = [];
this.setValue = getSingularSetter(activeInfo.type);
// this.path = activeInfo.name; // DEBUG
}
function PureArrayUniform(id, activeInfo, addr) {
this.id = id;
this.addr = addr;
this.cache = [];
this.size = activeInfo.size;
this.setValue = getPureArraySetter(activeInfo.type);
// this.path = activeInfo.name; // DEBUG
}
PureArrayUniform.prototype.updateCache = function(data) {
var cache = this.cache;
if (data instanceof Float32Array && cache.length !== data.length) {
this.cache = new Float32Array(data.length);
}
copyArray(cache, data);
};
function StructuredUniform(id) {
this.id = id;
this.seq = [];
this.map = {};
}
StructuredUniform.prototype.setValue = function(gl, value, textures) {
var seq = this.seq;
for (var i = 0, n = seq.length; i !== n; ++i) {
var u = seq[i];
u.setValue(gl, value[u.id], textures);
}
};
// --- Top-level ---
// Parser - builds up the property tree from the path strings
var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
// extracts
// - the identifier (member name or array index)
// - followed by an optional right bracket (found when array index)
// - followed by an optional left bracket or dot (type of subscript)
//
// Note: These portions can be read in a non-overlapping fashion and
// allow straightforward parsing of the hierarchy that WebGL encodes
// in the uniform names.
function addUniform(container, uniformObject) {
container.seq.push(uniformObject);
container.map[uniformObject.id] = uniformObject;
}
function parseUniform(activeInfo, addr, container) {
var path = activeInfo.name,
pathLength = path.length;
// reset RegExp object, because of the early exit of a previous run
RePathPart.lastIndex = 0;
while (true) {
var match = RePathPart.exec(path),
matchEnd = RePathPart.lastIndex,
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) {
this.seq = [];
this.map = {};
var n = gl.getProgramParameter(program, 35718);
for (var i = 0; i < n; ++i) {
var info = gl.getActiveUniform(program, i),
addr = gl.getUniformLocation(program, info.name);
parseUniform(info, addr, this);
}
}
WebGLUniforms.prototype.setValue = function(gl, name, value, textures) {
var u = this.map[name];
if (u !== undefined) {
u.setValue(gl, value, textures);
}
};
WebGLUniforms.prototype.setOptional = function(gl, object, name) {
var v = object[name];
if (v !== undefined) {
this.setValue(gl, name, v);
}
};
// Static interface
WebGLUniforms.upload = function(gl, seq, values, textures) {
for (var i = 0, n = seq.length; i !== n; ++i) {
var u = seq[i],
v = values[u.id];
if (v.needsUpdate !== false) {
// note: always updating when .needsUpdate is undefined
u.setValue(gl, v.value, textures);
}
}
};
WebGLUniforms.seqWithValue = function(seq, values) {
var r = [];
for (var i = 0, n = seq.length; i !== n; ++i) {
var u = seq[i];
if (u.id in values) {
r.push(u);
}
}
return r;
};
/**
* @author mrdoob / http://mrdoob.com/
*/
function WebGLShader(gl, type, string) {
var shader = gl.createShader(type);
gl.shaderSource(shader, string);
gl.compileShader(shader);
return shader;
}
/**
* @author mrdoob / http://mrdoob.com/
*/
var programIdCount = 0;
function addLineNumbers(string) {
var lines = string.split('\n');
for (var i = 0; i < lines.length; i++) {
lines[i] = (i + 1) + ': ' + lines[i];
}
return lines.join('\n');
}
function getEncodingComponents(encoding) {
switch (encoding) {
case LinearEncoding:
return ['Linear', '( value )'];
case sRGBEncoding:
return ['sRGB', '( value )'];
case RGBEEncoding:
return ['RGBE', '( value )'];
case RGBM7Encoding:
return ['RGBM', '( value, 7.0 )'];
case RGBM16Encoding:
return ['RGBM', '( value, 16.0 )'];
case RGBDEncoding:
return ['RGBD', '( value, 256.0 )'];
case GammaEncoding:
return ['Gamma', '( value, float( GAMMA_FACTOR ) )'];
case LogLuvEncoding:
return ['LogLuv', '( value )'];
default:
throw new Error('unsupported encoding: ' + encoding);
}
}
function getShaderErrors(gl, shader, type) {
var status = gl.getShaderParameter(shader, 35713);
var log = gl.getShaderInfoLog(shader).trim();
if (status && log === '') {
return '';
}
// --enable-privileged-webgl-extension
// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
var source = gl.getShaderSource(shader);
return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers(source);
}
function getTexelDecodingFunction(functionName, encoding) {
var components = getEncodingComponents(encoding);
return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[0] + 'ToLinear' + components[1] + '; }';
}
function getTexelEncodingFunction(functionName, encoding) {
var components = getEncodingComponents(encoding);
return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[0] + components[1] + '; }';
}
function getToneMappingFunction(functionName, toneMapping) {
var toneMappingName;
switch (toneMapping) {
case LinearToneMapping:
toneMappingName = 'Linear';
break;
case ReinhardToneMapping:
toneMappingName = 'Reinhard';
break;
case Uncharted2ToneMapping:
toneMappingName = 'Uncharted2';
break;
case CineonToneMapping:
toneMappingName = 'OptimizedCineon';
break;
case ACESFilmicToneMapping:
toneMappingName = 'ACESFilmic';
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.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical') ? '#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) {
var attributes = {};
var n = gl.getProgramParameter(program, 35721);
for (var i = 0; i < n; i++) {
var info = gl.getActiveAttrib(program, i);
var name = info.name;
// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
attributes[name] = gl.getAttribLocation(program, name);
}
return attributes;
}
function filterEmptyLine(string) {
return string !== '';
}
function replaceLightNums(string, parameters) {
return string
.replace(/NUM_DIR_LIGHTS/g, parameters.numDirLights)
.replace(/NUM_SPOT_LIGHTS/g, parameters.numSpotLights)
.replace(/NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights)
.replace(/NUM_POINT_LIGHTS/g, parameters.numPointLights)
.replace(/NUM_HEMI_LIGHTS/g, parameters.numHemiLights)
.replace(/NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows)
.replace(/NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows)
.replace(/NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows);
}
function replaceClippingPlaneNums(string, parameters) {
return string
.replace(/NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes)
.replace(/UNION_CLIPPING_PLANES/g, (parameters.numClippingPlanes - parameters.numClipIntersection));
}
// Resolve Includes
var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
function resolveIncludes(string) {
return string.replace(includePattern, includeReplacer);
}
function includeReplacer(match, include) {
var string = ShaderChunk[include];
if (string === undefined) {
throw new Error('Can not resolve #include <' + include + '>');
}
return resolveIncludes(string);
}
// Unroll Loops
var loopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
function unrollLoops(string) {
return string.replace(loopPattern, loopReplacer);
}
function loopReplacer(match, start, end, snippet) {
var string = '';
for (var i = parseInt(start); i < parseInt(end); i++) {
string += snippet
.replace(/\[ i \]/g, '[ ' + i + ' ]')
.replace(/UNROLLED_LOOP_INDEX/g, i);
}
return string;
}
//
function generatePrecision(parameters) {
var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
if (parameters.precision === "highp") {
precisionstring += "\n#define HIGH_PRECISION";
} else if (parameters.precision === "mediump") {
precisionstring += "\n#define MEDIUM_PRECISION";
} else if (parameters.precision === "lowp") {
precisionstring += "\n#define LOW_PRECISION";
}
return precisionstring;
}
function generateShadowMapTypeDefine(parameters) {
var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
if (parameters.shadowMapType === PCFShadowMap) {
shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
} else if (parameters.shadowMapType === PCFSoftShadowMap) {
shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
} else if (parameters.shadowMapType === VSMShadowMap) {
shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
}
return shadowMapTypeDefine;
}
function generateEnvMapTypeDefine(parameters) {
var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
if (parameters.envMap) {
switch (parameters.envMapMode) {
case CubeReflectionMapping:
case CubeRefractionMapping:
envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
break;
case CubeUVReflectionMapping:
case CubeUVRefractionMapping:
envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
break;
case EquirectangularReflectionMapping:
case EquirectangularRefractionMapping:
envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
break;
case SphericalReflectionMapping:
envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
break;
}
}
return envMapTypeDefine;
}
function generateEnvMapModeDefine(parameters) {
var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
if (parameters.envMap) {
switch (parameters.envMapMode) {
case CubeRefractionMapping:
case EquirectangularRefractionMapping:
envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
break;
}
}
return envMapModeDefine;
}
function generateEnvMapBlendingDefine(parameters) {
var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
if (parameters.envMap) {
switch (parameters.combine) {
case MultiplyOperation:
envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
break;
case MixOperation:
envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
break;
case AddOperation:
envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
break;
}
}
return envMapBlendingDefine;
}
function WebGLProgram(renderer, extensions, cacheKey, material, shader, parameters) {
var gl = renderer.getContext();
var defines = material.defines;
var vertexShader = shader.vertexShader;
var fragmentShader = shader.fragmentShader;
var shadowMapTypeDefine = generateShadowMapTypeDefine(parameters);
var envMapTypeDefine = generateEnvMapTypeDefine(parameters);
var envMapModeDefine = generateEnvMapModeDefine(parameters);
var envMapBlendingDefine = generateEnvMapBlendingDefine(parameters);
var gammaFactorDefine = (renderer.gammaFactor > 0) ? renderer.gammaFactor : 1.0;
var customExtensions = parameters.isWebGL2 ? '' : generateExtensions(material.extensions, parameters, extensions);
var customDefines = generateDefines(defines);
var program = gl.createProgram();
var prefixVertex, prefixFragment;
var numMultiviewViews = parameters.numMultiviewViews;
if (material.isRawShaderMaterial) {
prefixVertex = [
customDefines
].filter(filterEmptyLine).join('\n');
if (prefixVertex.length > 0) {
prefixVertex += '\n';
}
prefixFragment = [
customExtensions,
customDefines
].filter(filterEmptyLine).join('\n');
if (prefixFragment.length > 0) {
prefixFragment += '\n';
}
} else {
prefixVertex = [
generatePrecision(parameters),
'#define SHADER_NAME ' + shader.name,
customDefines,
parameters.instancing ? '#define USE_INSTANCING' : '',
parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
'#define GAMMA_FACTOR ' + gammaFactorDefine,
'#define MAX_BONES ' + parameters.maxBones,
(parameters.useFog && parameters.fog) ? '#define USE_FOG' : '',
(parameters.useFog && parameters.fogExp2) ? '#define FOG_EXP2' : '',
parameters.map ? '#define USE_MAP' : '',
parameters.envMap ? '#define USE_ENVMAP' : '',
parameters.envMap ? '#define ' + envMapModeDefine : '',
parameters.lightMap ? '#define USE_LIGHTMAP' : '',
parameters.aoMap ? '#define USE_AOMAP' : '',
parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
parameters.bumpMap ? '#define USE_BUMPMAP' : '',
parameters.normalMap ? '#define USE_NORMALMAP' : '',
(parameters.normalMap && parameters.objectSpaceNormalMap) ? '#define OBJECTSPACE_NORMALMAP' : '',
(parameters.normalMap && parameters.tangentSpaceNormalMap) ? '#define TANGENTSPACE_NORMALMAP' : '',
parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
parameters.specularMap ? '#define USE_SPECULARMAP' : '',
parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
parameters.vertexTangents ? '#define USE_TANGENT' : '',
parameters.vertexColors ? '#define USE_COLOR' : '',
parameters.vertexUvs ? '#define USE_UV' : '',
parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
parameters.flatShading ? '#define FLAT_SHADED' : '',
parameters.skinning ? '#define USE_SKINNING' : '',
parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
parameters.flipSided ? '#define FLIP_SIDED' : '',
parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
parameters.logarithmicDepthBuffer && (parameters.isWebGL2 || 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;',
'uniform bool isOrthographic;',
'#ifdef USE_INSTANCING',
' attribute mat4 instanceMatrix;',
'#endif',
'attribute vec3 position;',
'attribute vec3 normal;',
'attribute vec2 uv;',
'#ifdef USE_TANGENT',
' attribute vec4 tangent;',
'#endif',
'#ifdef USE_COLOR',
' attribute vec3 color;',
'#endif',
'#ifdef USE_MORPHTARGETS',
' attribute vec3 morphTarget0;',
' attribute vec3 morphTarget1;',
' attribute vec3 morphTarget2;',
' attribute vec3 morphTarget3;',
' #ifdef USE_MORPHNORMALS',
' attribute vec3 morphNormal0;',
' attribute vec3 morphNormal1;',
' attribute vec3 morphNormal2;',
' attribute vec3 morphNormal3;',
' #else',
' attribute vec3 morphTarget4;',
' attribute vec3 morphTarget5;',
' attribute vec3 morphTarget6;',
' attribute vec3 morphTarget7;',
' #endif',
'#endif',
'#ifdef USE_SKINNING',
' attribute vec4 skinIndex;',
' attribute vec4 skinWeight;',
'#endif',
'\n'
].filter(filterEmptyLine).join('\n');
prefixFragment = [
customExtensions,
generatePrecision(parameters),
'#define SHADER_NAME ' + shader.name,
customDefines,
parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + (parameters.alphaTest % 1 ? '' : '.0') : '', // add '.0' if integer
'#define GAMMA_FACTOR ' + gammaFactorDefine,
(parameters.useFog && parameters.fog) ? '#define USE_FOG' : '',
(parameters.useFog && parameters.fogExp2) ? '#define FOG_EXP2' : '',
parameters.map ? '#define USE_MAP' : '',
parameters.matcap ? '#define USE_MATCAP' : '',
parameters.envMap ? '#define USE_ENVMAP' : '',
parameters.envMap ? '#define ' + envMapTypeDefine : '',
parameters.envMap ? '#define ' + envMapModeDefine : '',
parameters.envMap ? '#define ' + envMapBlendingDefine : '',
parameters.lightMap ? '#define USE_LIGHTMAP' : '',
parameters.aoMap ? '#define USE_AOMAP' : '',
parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
parameters.bumpMap ? '#define USE_BUMPMAP' : '',
parameters.normalMap ? '#define USE_NORMALMAP' : '',
(parameters.normalMap && parameters.objectSpaceNormalMap) ? '#define OBJECTSPACE_NORMALMAP' : '',
(parameters.normalMap && parameters.tangentSpaceNormalMap) ? '#define TANGENTSPACE_NORMALMAP' : '',
parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
parameters.specularMap ? '#define USE_SPECULARMAP' : '',
parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
parameters.sheen ? '#define USE_SHEEN' : '',
parameters.vertexTangents ? '#define USE_TANGENT' : '',
parameters.vertexColors ? '#define USE_COLOR' : '',
parameters.vertexUvs ? '#define USE_UV' : '',
parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
parameters.flatShading ? '#define FLAT_SHADED' : '',
parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
parameters.flipSided ? '#define FLIP_SIDED' : '',
parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
parameters.logarithmicDepthBuffer && (parameters.isWebGL2 || extensions.get('EXT_frag_depth')) ? '#define USE_LOGDEPTHBUF_EXT' : '',
((material.extensions ? material.extensions.shaderTextureLOD : false) || parameters.envMap) && (parameters.isWebGL2 || extensions.get('EXT_shader_texture_lod')) ? '#define TEXTURE_LOD_EXT' : '',
'uniform mat4 viewMatrix;',
'uniform vec3 cameraPosition;',
'uniform bool isOrthographic;',
(parameters.toneMapping !== NoToneMapping) ? '#define TONE_MAPPING' : '',
(parameters.toneMapping !== NoToneMapping) ? ShaderChunk['tonemapping_pars_fragment'] : '', // this code is required here because it is used by the toneMapping() function defined below
(parameters.toneMapping !== NoToneMapping) ? getToneMappingFunction('toneMapping', parameters.toneMapping) : '',
parameters.dithering ? '#define DITHERING' : '',
(parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding || parameters.lightMapEncoding) ?
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.matcapEncoding ? getTexelDecodingFunction('matcapTexelToLinear', parameters.matcapEncoding) : '',
parameters.envMapEncoding ? getTexelDecodingFunction('envMapTexelToLinear', parameters.envMapEncoding) : '',
parameters.emissiveMapEncoding ? getTexelDecodingFunction('emissiveMapTexelToLinear', parameters.emissiveMapEncoding) : '',
parameters.lightMapEncoding ? getTexelDecodingFunction('lightMapTexelToLinear', parameters.lightMapEncoding) : '',
parameters.outputEncoding ? getTexelEncodingFunction('linearToOutputTexel', parameters.outputEncoding) : '',
parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
'\n'
].filter(filterEmptyLine).join('\n');
}
vertexShader = resolveIncludes(vertexShader);
vertexShader = replaceLightNums(vertexShader, parameters);
vertexShader = replaceClippingPlaneNums(vertexShader, parameters);
fragmentShader = resolveIncludes(fragmentShader);
fragmentShader = replaceLightNums(fragmentShader, parameters);
fragmentShader = replaceClippingPlaneNums(fragmentShader, parameters);
vertexShader = unrollLoops(vertexShader);
fragmentShader = unrollLoops(fragmentShader);
if (parameters.isWebGL2 && !material.isRawShaderMaterial) {
var isGLSL3ShaderMaterial = false;
var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
if (material.isShaderMaterial &&
vertexShader.match(versionRegex) !== null &&
fragmentShader.match(versionRegex) !== null) {
isGLSL3ShaderMaterial = true;
vertexShader = vertexShader.replace(versionRegex, '');
fragmentShader = fragmentShader.replace(versionRegex, '');
}
// GLSL 3.0 conversion
prefixVertex = [
'#version 300 es\n',
'#define attribute in',
'#define varying out',
'#define texture2D texture'
].join('\n') + '\n' + prefixVertex;
prefixFragment = [
'#version 300 es\n',
'#define varying in',
isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
'#define gl_FragDepthEXT gl_FragDepth',
'#define texture2D texture',
'#define textureCube texture',
'#define texture2DProj textureProj',
'#define texture2DLodEXT textureLod',
'#define texture2DProjLodEXT textureProjLod',
'#define textureCubeLodEXT textureLod',
'#define texture2DGradEXT textureGrad',
'#define texture2DProjGradEXT textureProjGrad',
'#define textureCubeGradEXT textureGrad'
].join('\n') + '\n' + prefixFragment;
// Multiview
if (numMultiviewViews > 0) {
prefixVertex = prefixVertex.replace(
'#version 300 es\n',
[
'#version 300 es\n',
'#extension GL_OVR_multiview2 : require',
'layout(num_views = ' + numMultiviewViews + ') in;',
'#define VIEW_ID gl_ViewID_OVR'
].join('\n')
);
prefixVertex = prefixVertex.replace(
[
'uniform mat4 modelViewMatrix;',
'uniform mat4 projectionMatrix;',
'uniform mat4 viewMatrix;',
'uniform mat3 normalMatrix;'
].join('\n'),
[
'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];',
'uniform mat4 projectionMatrices[' + numMultiviewViews + '];',
'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
'uniform mat3 normalMatrices[' + numMultiviewViews + '];',
'#define modelViewMatrix modelViewMatrices[VIEW_ID]',
'#define projectionMatrix projectionMatrices[VIEW_ID]',
'#define viewMatrix viewMatrices[VIEW_ID]',
'#define normalMatrix normalMatrices[VIEW_ID]'
].join('\n')
);
prefixFragment = prefixFragment.replace(
'#version 300 es\n',
[
'#version 300 es\n',
'#extension GL_OVR_multiview2 : require',
'#define VIEW_ID gl_ViewID_OVR'
].join('\n')
);
prefixFragment = prefixFragment.replace(
'uniform mat4 viewMatrix;',
[
'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
'#define viewMatrix viewMatrices[VIEW_ID]'
].join('\n')
);
}
}
var vertexGlsl = prefixVertex + vertexShader;
var fragmentGlsl = prefixFragment + fragmentShader;
// console.log( '*VERTEX*', vertexGlsl );
// console.log( '*FRAGMENT*', fragmentGlsl );
var glVertexShader = WebGLShader(gl, 35633, vertexGlsl);
var glFragmentShader = WebGLShader(gl, 35632, fragmentGlsl);
gl.attachShader(program, glVertexShader);
gl.attachShader(program, glFragmentShader);
// Force a particular attribute to index 0.
if (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);
// check for link errors
if (renderer.debug.checkShaderErrors) {
var programLog = gl.getProgramInfoLog(program).trim();
var vertexLog = gl.getShaderInfoLog(glVertexShader).trim();
var fragmentLog = gl.getShaderInfoLog(glFragmentShader).trim();
var runnable = true;
var haveDiagnostics = true;
if (gl.getProgramParameter(program, 35714) === false) {
runnable = false;
var vertexErrors = getShaderErrors(gl, glVertexShader, 'vertex');
var fragmentErrors = getShaderErrors(gl, glFragmentShader, 'fragment');
console.error('THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter(program, 35715), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors);
} else if (programLog !== '') {
console.warn('THREE.WebGLProgram: gl.getProgramInfoLog()', programLog);
} else if (vertexLog === '' || fragmentLog === '') {
haveDiagnostics = false;
}
if (haveDiagnostics) {
this.diagnostics = {
runnable: runnable,
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);
}
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;
};
//
this.name = shader.name;
this.id = programIdCount++;
this.cacheKey = cacheKey;
this.usedTimes = 1;
this.program = program;
this.vertexShader = glVertexShader;
this.fragmentShader = glFragmentShader;
this.numMultiviewViews = numMultiviewViews;
return this;
}
/**
* @author mrdoob / http://mrdoob.com/
*/
function WebGLPrograms(renderer, extensions, capabilities) {
var programs = [];
var isWebGL2 = capabilities.isWebGL2;
var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
var floatVertexTextures = capabilities.floatVertexTextures;
var precision = capabilities.precision;
var maxVertexUniforms = capabilities.maxVertexUniforms;
var vertexTextures = capabilities.vertexTextures;
var shaderIDs = {
MeshDepthMaterial: 'depth',
MeshDistanceMaterial: 'distanceRGBA',
MeshNormalMaterial: 'normal',
MeshBasicMaterial: 'basic',
MeshLambertMaterial: 'lambert',
MeshPhongMaterial: 'phong',
MeshToonMaterial: 'toon',
MeshStandardMaterial: 'physical',
MeshPhysicalMaterial: 'physical',
MeshMatcapMaterial: 'matcap',
LineBasicMaterial: 'basic',
LineDashedMaterial: 'dashed',
PointsMaterial: 'points',
ShadowMaterial: 'shadow',
SpriteMaterial: 'sprite'
};
var parameterNames = [
"precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing", "numMultiviewViews",
"map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
"lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatNormalMap", "displacementMap", "specularMap",
"roughnessMap", "metalnessMap", "gradientMap",
"alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
"flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
"maxBones", "useVertexTexture", "morphTargets", "morphNormals",
"maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
"numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
"numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
"shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
"alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
"sheen"
];
function allocateBones(object) {
var skeleton = object.skeleton;
var bones = skeleton.bones;
if (floatVertexTextures) {
return 1024;
} else {
// default for when object is not specified
// ( for example when prebuilding shader to be used with multiple objects )
//
// - leave some extra space for other uniforms
// - limit here is ANGLE's 254 max uniform vectors
// (up to 54 should be safe)
var nVertexUniforms = maxVertexUniforms;
var nVertexMatrices = Math.floor((nVertexUniforms - 20) / 4);
var maxBones = Math.min(nVertexMatrices, bones.length);
if (maxBones < bones.length) {
console.warn('THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.');
return 0;
}
return maxBones;
}
}
function getTextureEncodingFromMap(map) {
var encoding;
if (!map) {
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;
}
return encoding;
}
this.getParameters = function(material, lights, shadows, scene, nClipPlanes, nClipIntersection, object) {
var fog = scene.fog;
var environment = material.isMeshStandardMaterial ? scene.environment : null;
var envMap = material.envMap || environment;
var shaderID = shaderIDs[material.type];
// heuristics to create shader parameters according to lights in the scene
// (not to blow over maxLights budget)
var maxBones = object.isSkinnedMesh ? allocateBones(object) : 0;
if (material.precision !== null) {
precision = capabilities.getMaxPrecision(material.precision);
if (precision !== material.precision) {
console.warn('THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.');
}
}
var currentRenderTarget = renderer.getRenderTarget();
var numMultiviewViews = currentRenderTarget && currentRenderTarget.isWebGLMultiviewRenderTarget ? currentRenderTarget.numViews : 0;
var parameters = {
isWebGL2: isWebGL2,
shaderID: shaderID,
precision: precision,
instancing: object.isInstancedMesh === true,
supportsVertexTextures: vertexTextures,
numMultiviewViews: numMultiviewViews,
outputEncoding: (currentRenderTarget !== null) ? getTextureEncodingFromMap(currentRenderTarget.texture) : renderer.outputEncoding,
map: !!material.map,
mapEncoding: getTextureEncodingFromMap(material.map),
matcap: !!material.matcap,
matcapEncoding: getTextureEncodingFromMap(material.matcap),
envMap: !!envMap,
envMapMode: envMap && envMap.mapping,
envMapEncoding: getTextureEncodingFromMap(envMap),
envMapCubeUV: (!!envMap) && ((envMap.mapping === CubeUVReflectionMapping) || (envMap.mapping === CubeUVRefractionMapping)),
lightMap: !!material.lightMap,
lightMapEncoding: getTextureEncodingFromMap(material.lightMap),
aoMap: !!material.aoMap,
emissiveMap: !!material.emissiveMap,
emissiveMapEncoding: getTextureEncodingFromMap(material.emissiveMap),
bumpMap: !!material.bumpMap,
normalMap: !!material.normalMap,
objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
clearcoatNormalMap: !!material.clearcoatNormalMap,
displacementMap: !!material.displacementMap,
roughnessMap: !!material.roughnessMap,
metalnessMap: !!material.metalnessMap,
specularMap: !!material.specularMap,
alphaMap: !!material.alphaMap,
gradientMap: !!material.gradientMap,
sheen: !!material.sheen,
combine: material.combine,
vertexTangents: (material.normalMap && material.vertexTangents),
vertexColors: material.vertexColors,
vertexUvs: !!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatNormalMap || !!material.displacementMap,
uvsVertexOnly: !(!!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatNormalMap) && !!material.displacementMap,
fog: !!fog,
useFog: material.fog,
fogExp2: (fog && fog.isFogExp2),
flatShading: material.flatShading,
sizeAttenuation: material.sizeAttenuation,
logarithmicDepthBuffer: logarithmicDepthBuffer,
skinning: material.skinning && maxBones > 0,
maxBones: maxBones,
useVertexTexture: floatVertexTextures,
morphTargets: material.morphTargets,
morphNormals: material.morphNormals,
maxMorphTargets: renderer.maxMorphTargets,
maxMorphNormals: renderer.maxMorphNormals,
numDirLights: lights.directional.length,
numPointLights: lights.point.length,
numSpotLights: lights.spot.length,
numRectAreaLights: lights.rectArea.length,
numHemiLights: lights.hemi.length,
numDirLightShadows: lights.directionalShadowMap.length,
numPointLightShadows: lights.pointShadowMap.length,
numSpotLightShadows: lights.spotShadowMap.length,
numClippingPlanes: nClipPlanes,
numClipIntersection: nClipIntersection,
dithering: material.dithering,
shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
shadowMapType: renderer.shadowMap.type,
toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
physicallyCorrectLights: renderer.physicallyCorrectLights,
premultipliedAlpha: material.premultipliedAlpha,
alphaTest: material.alphaTest,
doubleSided: material.side === DoubleSide,
flipSided: material.side === BackSide,
depthPacking: (material.depthPacking !== undefined) ? material.depthPacking : false
};
return parameters;
};
this.getProgramCacheKey = 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]);
}
}
if (material.isRawShaderMaterial === undefined) {
for (var i = 0; i < parameterNames.length; i++) {
array.push(parameters[parameterNames[i]]);
}
array.push(renderer.outputEncoding);
array.push(renderer.gammaFactor);
}
array.push(material.onBeforeCompile.toString());
return array.join();
};
this.acquireProgram = function(material, shader, parameters, cacheKey) {
var program;
// Check if code has been already compiled
for (var p = 0, pl = programs.length; p < pl; p++) {
var preexistingProgram = programs[p];
if (preexistingProgram.cacheKey === cacheKey) {
program = preexistingProgram;
++program.usedTimes;
break;
}
}
if (program === undefined) {
program = new WebGLProgram(renderer, extensions, cacheKey, material, shader, 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 fordacious / fordacious.github.io
*/
function WebGLProperties() {
var properties = new WeakMap();
function get(object) {
var map = properties.get(object);
if (map === undefined) {
map = {};
properties.set(object, map);
}
return map;
}
function remove(object) {
properties.delete(object);
}
function update(object, key, value) {
properties.get(object)[key] = value;
}
function dispose() {
properties = new WeakMap();
}
return {
get: get,
remove: remove,
update: update,
dispose: dispose
};
}
/**
* @author mrdoob / http://mrdoob.com/
*/
function painterSortStable(a, b) {
if (a.groupOrder !== b.groupOrder) {
return a.groupOrder - b.groupOrder;
} else if (a.renderOrder !== b.renderOrder) {
return a.renderOrder - b.renderOrder;
} else if (a.program !== b.program) {
return a.program.id - b.program.id;
} else if (a.material.id !== b.material.id) {
return a.material.id - b.material.id;
} else if (a.z !== b.z) {
return a.z - b.z;
} else {
return a.id - b.id;
}
}
function reversePainterSortStable(a, b) {
if (a.groupOrder !== b.groupOrder) {
return a.groupOrder - b.groupOrder;
} else if (a.renderOrder !== b.renderOrder) {
return a.renderOrder - b.renderOrder;
} else if (a.z !== b.z) {
return b.z - a.z;
} else {
return a.id - b.id;
}
}
function WebGLRenderList() {
var renderItems = [];
var renderItemsIndex = 0;
var opaque = [];
var transparent = [];
var defaultProgram = {
id: -1
};
function init() {
renderItemsIndex = 0;
opaque.length = 0;
transparent.length = 0;
}
function getNextRenderItem(object, geometry, material, groupOrder, z, group) {
var renderItem = renderItems[renderItemsIndex];
if (renderItem === undefined) {
renderItem = {
id: object.id,
object: object,
geometry: geometry,
material: material,
program: material.program || defaultProgram,
groupOrder: groupOrder,
renderOrder: object.renderOrder,
z: z,
group: group
};
renderItems[renderItemsIndex] = renderItem;
} else {
renderItem.id = object.id;
renderItem.object = object;
renderItem.geometry = geometry;
renderItem.material = material;
renderItem.program = material.program || defaultProgram;
renderItem.groupOrder = groupOrder;
renderItem.renderOrder = object.renderOrder;
renderItem.z = z;
renderItem.group = group;
}
renderItemsIndex++;
return renderItem;
}
function push(object, geometry, material, groupOrder, z, group) {
var renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);
(material.transparent === true ? transparent : opaque).push(renderItem);
}
function unshift(object, geometry, material, groupOrder, z, group) {
var renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);
(material.transparent === true ? transparent : opaque).unshift(renderItem);
}
function sort(customOpaqueSort, customTransparentSort) {
if (opaque.length > 1) {
opaque.sort(customOpaqueSort || painterSortStable);
}
if (transparent.length > 1) {
transparent.sort(customTransparentSort || reversePainterSortStable);
}
}
return {
opaque: opaque,
transparent: transparent,
init: init,
push: push,
unshift: unshift,
sort: sort
};
}
function WebGLRenderLists() {
var lists = new WeakMap();
function onSceneDispose(event) {
var scene = event.target;
scene.removeEventListener('dispose', onSceneDispose);
lists.delete(scene);
}
function get(scene, camera) {
var cameras = lists.get(scene);
var list;
if (cameras === undefined) {
list = new WebGLRenderList();
lists.set(scene, new WeakMap());
lists.get(scene).set(camera, list);
scene.addEventListener('dispose', onSceneDispose);
} else {
list = cameras.get(camera);
if (list === undefined) {
list = new WebGLRenderList();
cameras.set(camera, list);
}
}
return list;
}
function dispose() {
lists = new WeakMap();
}
return {
get: get,
dispose: dispose
};
}
/**
* @author mrdoob / http://mrdoob.com/
*/
function UniformsCache() {
var lights = {};
return {
get: function(light) {
if (lights[light.id] !== undefined) {
return lights[light.id];
}
var uniforms;
switch (light.type) {
case 'DirectionalLight':
uniforms = {
direction: new Vector3(),
color: new Color(),
shadow: false,
shadowBias: 0,
shadowRadius: 1,
shadowMapSize: new Vector2()
};
break;
case 'SpotLight':
uniforms = {
position: new Vector3(),
direction: new Vector3(),
color: new Color(),
distance: 0,
coneCos: 0,
penumbraCos: 0,
decay: 0,
shadow: false,
shadowBias: 0,
shadowRadius: 1,
shadowMapSize: new Vector2()
};
break;
case 'PointLight':
uniforms = {
position: new Vector3(),
color: new Color(),
distance: 0,
decay: 0,
shadow: false,
shadowBias: 0,
shadowRadius: 1,
shadowMapSize: new Vector2(),
shadowCameraNear: 1,
shadowCameraFar: 1000
};
break;
case 'HemisphereLight':
uniforms = {
direction: new Vector3(),
skyColor: new Color(),
groundColor: new Color()
};
break;
case 'RectAreaLight':
uniforms = {
color: new Color(),
position: new Vector3(),
halfWidth: new Vector3(),
halfHeight: new Vector3()
// TODO (abelnation): set RectAreaLight shadow uniforms
};
break;
}
lights[light.id] = uniforms;
return uniforms;
}
};
}
var nextVersion = 0;
function shadowCastingLightsFirst(lightA, lightB) {
return (lightB.castShadow ? 1 : 0) - (lightA.castShadow ? 1 : 0);
}
function WebGLLights() {
var cache = new UniformsCache();
var state = {
version: 0,
hash: {
directionalLength: -1,
pointLength: -1,
spotLength: -1,
rectAreaLength: -1,
hemiLength: -1,
numDirectionalShadows: -1,
numPointShadows: -1,
numSpotShadows: -1,
},
ambient: [0, 0, 0],
probe: [],
directional: [],
directionalShadowMap: [],
directionalShadowMatrix: [],
spot: [],
spotShadowMap: [],
spotShadowMatrix: [],
rectArea: [],
point: [],
pointShadowMap: [],
pointShadowMatrix: [],
hemi: [],
numDirectionalShadows: -1,
numPointShadows: -1,
numSpotShadows: -1
};
for (var i = 0; i < 9; i++) {
state.probe.push(new Vector3());
}
var vector3 = new Vector3();
var matrix4 = new Matrix4();
var matrix42 = new Matrix4();
function setup(lights, shadows, camera) {
var r = 0,
g = 0,
b = 0;
for (var i = 0; i < 9; i++) {
state.probe[i].set(0, 0, 0);
}
var directionalLength = 0;
var pointLength = 0;
var spotLength = 0;
var rectAreaLength = 0;
var hemiLength = 0;
var numDirectionalShadows = 0;
var numPointShadows = 0;
var numSpotShadows = 0;
var viewMatrix = camera.matrixWorldInverse;
lights.sort(shadowCastingLightsFirst);
for (var i = 0, l = lights.length; i < l; i++) {
var light = lights[i];
var color = light.color;
var intensity = light.intensity;
var distance = light.distance;
var shadowMap = (light.shadow && light.shadow.map) ? light.shadow.map.texture : null;
if (light.isAmbientLight) {
r += color.r * intensity;
g += color.g * intensity;
b += color.b * intensity;
} else if (light.isLightProbe) {
for (var j = 0; j < 9; j++) {
state.probe[j].addScaledVector(light.sh.coefficients[j], intensity);
}
} else if (light.isDirectionalLight) {
var uniforms = cache.get(light);
uniforms.color.copy(light.color).multiplyScalar(light.intensity);
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) {
var shadow = light.shadow;
uniforms.shadowBias = shadow.bias;
uniforms.shadowRadius = shadow.radius;
uniforms.shadowMapSize = shadow.mapSize;
state.directionalShadowMap[directionalLength] = shadowMap;
state.directionalShadowMatrix[directionalLength] = light.shadow.matrix;
numDirectionalShadows++;
}
state.directional[directionalLength] = uniforms;
directionalLength++;
} else if (light.isSpotLight) {
var uniforms = cache.get(light);
uniforms.position.setFromMatrixPosition(light.matrixWorld);
uniforms.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.decay;
uniforms.shadow = light.castShadow;
if (light.castShadow) {
var shadow = light.shadow;
uniforms.shadowBias = shadow.bias;
uniforms.shadowRadius = shadow.radius;
uniforms.shadowMapSize = shadow.mapSize;
state.spotShadowMap[spotLength] = shadowMap;
state.spotShadowMatrix[spotLength] = light.shadow.matrix;
numSpotShadows++;
}
state.spot[spotLength] = uniforms;
spotLength++;
} else if (light.isRectAreaLight) {
var uniforms = cache.get(light);
// (a) intensity is the total visible light emitted
//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
// (b) intensity is the brightness of the light
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;
state.rectArea[rectAreaLength] = uniforms;
rectAreaLength++;
} else if (light.isPointLight) {
var uniforms = cache.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.decay;
uniforms.shadow = light.castShadow;
if (light.castShadow) {
var shadow = light.shadow;
uniforms.shadowBias = shadow.bias;
uniforms.shadowRadius = shadow.radius;
uniforms.shadowMapSize = shadow.mapSize;
uniforms.shadowCameraNear = shadow.camera.near;
uniforms.shadowCameraFar = shadow.camera.far;
state.pointShadowMap[pointLength] = shadowMap;
state.pointShadowMatrix[pointLength] = light.shadow.matrix;
numPointShadows++;
}
state.point[pointLength] = uniforms;
pointLength++;
} else if (light.isHemisphereLight) {
var uniforms = cache.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);
state.hemi[hemiLength] = uniforms;
hemiLength++;
}
}
state.ambient[0] = r;
state.ambient[1] = g;
state.ambient[2] = b;
var hash = state.hash;
if (hash.directionalLength !== directionalLength ||
hash.pointLength !== pointLength ||
hash.spotLength !== spotLength ||
hash.rectAreaLength !== rectAreaLength ||
hash.hemiLength !== hemiLength ||
hash.numDirectionalShadows !== numDirectionalShadows ||
hash.numPointShadows !== numPointShadows ||
hash.numSpotShadows !== numSpotShadows) {
state.directional.length = directionalLength;
state.spot.length = spotLength;
state.rectArea.length = rectAreaLength;
state.point.length = pointLength;
state.hemi.length = hemiLength;
state.directionalShadowMap.length = numDirectionalShadows;
state.pointShadowMap.length = numPointShadows;
state.spotShadowMap.length = numSpotShadows;
state.directionalShadowMatrix.length = numDirectionalShadows;
state.pointShadowMatrix.length = numPointShadows;
state.spotShadowMatrix.length = numSpotShadows;
hash.directionalLength = directionalLength;
hash.pointLength = pointLength;
hash.spotLength = spotLength;
hash.rectAreaLength = rectAreaLength;
hash.hemiLength = hemiLength;
hash.numDirectionalShadows = numDirectionalShadows;
hash.numPointShadows = numPointShadows;
hash.numSpotShadows = numSpotShadows;
state.version = nextVersion++;
}
}
return {
setup: setup,
state: state
};
}
/**
* @author Mugen87 / https://github.com/Mugen87
*/
function WebGLRenderState() {
var lights = new WebGLLights();
var lightsArray = [];
var shadowsArray = [];
function init() {
lightsArray.length = 0;
shadowsArray.length = 0;
}
function pushLight(light) {
lightsArray.push(light);
}
function pushShadow(shadowLight) {
shadowsArray.push(shadowLight);
}
function setupLights(camera) {
lights.setup(lightsArray, shadowsArray, camera);
}
var state = {
lightsArray: lightsArray,
shadowsArray: shadowsArray,
lights: lights
};
return {
init: init,
state: state,
setupLights: setupLights,
pushLight: pushLight,
pushShadow: pushShadow
};
}
function WebGLRenderStates() {
var renderStates = new WeakMap();
function onSceneDispose(event) {
var scene = event.target;
scene.removeEventListener('dispose', onSceneDispose);
renderStates.delete(scene);
}
function get(scene, camera) {
var renderState;
if (renderStates.has(scene) === false) {
renderState = new WebGLRenderState();
renderStates.set(scene, new WeakMap());
renderStates.get(scene).set(camera, renderState);
scene.addEventListener('dispose', onSceneDispose);
} else {
if (renderStates.get(scene).has(camera) === false) {
renderState = new WebGLRenderState();
renderStates.get(scene).set(camera, renderState);
} else {
renderState = renderStates.get(scene).get(camera);
}
}
return renderState;
}
function dispose() {
renderStates = new WeakMap();
}
return {
get: get,
dispose: dispose
};
}
/**
* @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.setValues(parameters);
}
MeshDepthMaterial.prototype = Object.create(Material.prototype);
MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
MeshDepthMaterial.prototype.copy = function(source) {
Material.prototype.copy.call(this, source);
this.depthPacking = source.depthPacking;
this.skinning = source.skinning;
this.morphTargets = source.morphTargets;
this.map = source.map;
this.alphaMap = source.alphaMap;
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
return this;
};
/**
* @author WestLangley / http://github.com/WestLangley
*
* parameters = {
*
* referencePosition: <float>,
* nearDistance: <float>,
* farDistance: <float>,
*
* skinning: <bool>,
* morphTargets: <bool>,
*
* map: new THREE.Texture( <Image> ),
*
* alphaMap: new THREE.Texture( <Image> ),
*
* displacementMap: new THREE.Texture( <Image> ),
* displacementScale: <float>,
* displacementBias: <float>
*
* }
*/
function MeshDistanceMaterial(parameters) {
Material.call(this);
this.type = 'MeshDistanceMaterial';
this.referencePosition = new Vector3();
this.nearDistance = 1;
this.farDistance = 1000;
this.skinning = false;
this.morphTargets = false;
this.map = null;
this.alphaMap = null;
this.displacementMap = null;
this.displacementScale = 1;
this.displacementBias = 0;
this.fog = false;
this.setValues(parameters);
}
MeshDistanceMaterial.prototype = Object.create(Material.prototype);
MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
MeshDistanceMaterial.prototype.copy = function(source) {
Material.prototype.copy.call(this, source);
this.referencePosition.copy(source.referencePosition);
this.nearDistance = source.nearDistance;
this.farDistance = source.farDistance;
this.skinning = source.skinning;
this.morphTargets = source.morphTargets;
this.map = source.map;
this.alphaMap = source.alphaMap;
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
return this;
};
var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = sqrt( squared_mean - mean * mean );\n gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
/**
* @author alteredq / http://alteredqualia.com/
* @author mrdoob / http://mrdoob.com/
*/
function WebGLShadowMap(_renderer, _objects, maxTextureSize) {
var _frustum = new Frustum(),
_shadowMapSize = new Vector2(),
_viewportSize = new Vector2(),
_viewport = new Vector4(),
_depthMaterials = [],
_distanceMaterials = [],
_materialCache = {};
var shadowSide = {
0: BackSide,
1: FrontSide,
2: DoubleSide
};
var shadowMaterialVertical = new ShaderMaterial({
defines: {
SAMPLE_RATE: 2.0 / 8.0,
HALF_SAMPLE_RATE: 1.0 / 8.0
},
uniforms: {
shadow_pass: {
value: null
},
resolution: {
value: new Vector2()
},
radius: {
value: 4.0
}
},
vertexShader: vsm_vert,
fragmentShader: vsm_frag
});
var shadowMaterialHorizonal = shadowMaterialVertical.clone();
shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
var fullScreenTri = new BufferGeometry();
fullScreenTri.setAttribute(
"position",
new BufferAttribute(
new Float32Array([-1, -1, 0.5, 3, -1, 0.5, -1, 3, 0.5]),
3
)
);
var fullScreenMesh = new Mesh(fullScreenTri, shadowMaterialVertical);
var scope = this;
this.enabled = false;
this.autoUpdate = true;
this.needsUpdate = false;
this.type = PCFShadowMap;
this.render = function(lights, scene, camera) {
if (scope.enabled === false) {
return;
}
if (scope.autoUpdate === false && scope.needsUpdate === false) {
return;
}
if (lights.length === 0) {
return;
}
var currentRenderTarget = _renderer.getRenderTarget();
var activeCubeFace = _renderer.getActiveCubeFace();
var activeMipmapLevel = _renderer.getActiveMipmapLevel();
var _state = _renderer.state;
// Set GL state for depth map.
_state.setBlending(NoBlending);
_state.buffers.color.setClear(1, 1, 1, 1);
_state.buffers.depth.setTest(true);
_state.setScissorTest(false);
// render depth map
for (var i = 0, il = lights.length; i < il; i++) {
var light = lights[i];
var shadow = light.shadow;
if (shadow === undefined) {
console.warn('THREE.WebGLShadowMap:', light, 'has no shadow.');
continue;
}
_shadowMapSize.copy(shadow.mapSize);
var shadowFrameExtents = shadow.getFrameExtents();
_shadowMapSize.multiply(shadowFrameExtents);
_viewportSize.copy(shadow.mapSize);
if (_shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize) {
console.warn('THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing');
if (_shadowMapSize.x > maxTextureSize) {
_viewportSize.x = Math.floor(maxTextureSize / shadowFrameExtents.x);
_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
shadow.mapSize.x = _viewportSize.x;
}
if (_shadowMapSize.y > maxTextureSize) {
_viewportSize.y = Math.floor(maxTextureSize / shadowFrameExtents.y);
_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
shadow.mapSize.y = _viewportSize.y;
}
}
if (shadow.map === null && !shadow.isPointLightShadow && this.type === VSMShadowMap) {
var pars = {
minFilter: LinearFilter,
magFilter: LinearFilter,
format: RGBAFormat
};
shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
shadow.map.texture.name = light.name + ".shadowMap";
shadow.mapPass = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
shadow.camera.updateProjectionMatrix();
}
if (shadow.map === null) {
var pars = {
minFilter: NearestFilter,
magFilter: NearestFilter,
format: RGBAFormat
};
shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
shadow.map.texture.name = light.name + ".shadowMap";
shadow.camera.updateProjectionMatrix();
}
_renderer.setRenderTarget(shadow.map);
_renderer.clear();
var viewportCount = shadow.getViewportCount();
for (var vp = 0; vp < viewportCount; vp++) {
var viewport = shadow.getViewport(vp);
_viewport.set(
_viewportSize.x * viewport.x,
_viewportSize.y * viewport.y,
_viewportSize.x * viewport.z,
_viewportSize.y * viewport.w
);
_state.viewport(_viewport);
shadow.updateMatrices(light, vp);
_frustum = shadow.getFrustum();
renderObject(scene, camera, shadow.camera, light, this.type);
}
// do blur pass for VSM
if (!shadow.isPointLightShadow && this.type === VSMShadowMap) {
VSMPass(shadow, camera);
}
}
scope.needsUpdate = false;
_renderer.setRenderTarget(currentRenderTarget, activeCubeFace, activeMipmapLevel);
};
function VSMPass(shadow, camera) {
var geometry = _objects.update(fullScreenMesh);
// vertical pass
shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
shadowMaterialVertical.uniforms.radius.value = shadow.radius;
_renderer.setRenderTarget(shadow.mapPass);
_renderer.clear();
_renderer.renderBufferDirect(camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null);
// horizonal pass
shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
_renderer.setRenderTarget(shadow.map);
_renderer.clear();
_renderer.renderBufferDirect(camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null);
}
function getDepthMaterialVariant(useMorphing, useSkinning, useInstancing) {
var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
var material = _depthMaterials[index];
if (material === undefined) {
material = new MeshDepthMaterial({
depthPacking: RGBADepthPacking,
morphTargets: useMorphing,
skinning: useSkinning
});
_depthMaterials[index] = material;
}
return material;
}
function getDistanceMaterialVariant(useMorphing, useSkinning, useInstancing) {
var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
var material = _distanceMaterials[index];
if (material === undefined) {
material = new MeshDistanceMaterial({
morphTargets: useMorphing,
skinning: useSkinning
});
_distanceMaterials[index] = material;
}
return material;
}
function getDepthMaterial(object, material, light, shadowCameraNear, shadowCameraFar, type) {
var geometry = object.geometry;
var result = null;
var getMaterialVariant = getDepthMaterialVariant;
var customMaterial = object.customDepthMaterial;
if (light.isPointLight === true) {
getMaterialVariant = getDistanceMaterialVariant;
customMaterial = object.customDistanceMaterial;
}
if (customMaterial === undefined) {
var useMorphing = false;
if (material.morphTargets === true) {
if (geometry.isBufferGeometry === true) {
useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
} else if (geometry.isGeometry === true) {
useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
}
}
var useSkinning = false;
if (object.isSkinnedMesh === true) {
if (material.skinning === true) {
useSkinning = true;
} else {
console.warn('THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object);
}
}
var useInstancing = object.isInstancedMesh === true;
result = getMaterialVariant(useMorphing, useSkinning, useInstancing);
} else {
result = customMaterial;
}
if (_renderer.localClippingEnabled &&
material.clipShadows === true &&
material.clippingPlanes.length !== 0) {
// in this case we need a unique material instance reflecting the
// appropriate state
var keyA = result.uuid,
keyB = material.uuid;
var materialsForVariant = _materialCache[keyA];
if (materialsForVariant === undefined) {
materialsForVariant = {};
_materialCache[keyA] = materialsForVariant;
}
var cachedMaterial = materialsForVariant[keyB];
if (cachedMaterial === undefined) {
cachedMaterial = result.clone();
materialsForVariant[keyB] = cachedMaterial;
}
result = cachedMaterial;
}
result.visible = material.visible;
result.wireframe = material.wireframe;
if (type === VSMShadowMap) {
result.side = (material.shadowSide !== null) ? material.shadowSide : material.side;
} else {
result.side = (material.shadowSide !== null) ? material.shadowSide : shadowSide[material.side];
}
result.clipShadows = material.clipShadows;
result.clippingPlanes = material.clippingPlanes;
result.clipIntersection = material.clipIntersection;
result.wireframeLinewidth = material.wireframeLinewidth;
result.linewidth = material.linewidth;
if (light.isPointLight === true && result.isMeshDistanceMaterial === true) {
result.referencePosition.setFromMatrixPosition(light.matrixWorld);
result.nearDistance = shadowCameraNear;
result.farDistance = shadowCameraFar;
}
return result;
}
function renderObject(object, camera, shadowCamera, light, type) {
if (object.visible === false) {
return;
}
var visible = object.layers.test(camera.layers);
if (visible && (object.isMesh || object.isLine || object.isPoints)) {
if ((object.castShadow || (object.receiveShadow && type === VSMShadowMap)) && (!object.frustumCulled || _frustum.intersectsObject(object))) {
object.modelViewMatrix.multiplyMatrices(shadowCamera.matrixWorldInverse, object.matrixWorld);
var geometry = _objects.update(object);
var material = object.material;
if (Array.isArray(material)) {
var groups = geometry.groups;
for (var k = 0, kl = groups.length; k < kl; k++) {
var group = groups[k];
var groupMaterial = material[group.materialIndex];
if (groupMaterial && groupMaterial.visible) {
var depthMaterial = getDepthMaterial(object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type);
_renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, group);
}
}
} else if (material.visible) {
var depthMaterial = getDepthMaterial(object, material, light, shadowCamera.near, shadowCamera.far, type);
_renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, null);
}
}
}
var children = object.children;
for (var i = 0, l = children.length; i < l; i++) {
renderObject(children[i], camera, shadowCamera, light, type);
}
}
}
/**
* @author mrdoob / http://mrdoob.com/
*/
function WebGLState(gl, extensions, capabilities) {
var isWebGL2 = capabilities.isWebGL2;
function ColorBuffer() {
var locked = false;
var color = new Vector4();
var currentColorMask = null;
var currentColorClear = new Vector4(0, 0, 0, 0);
return {
setMask: function(colorMask) {
if (currentColorMask !== colorMask && !locked) {
gl.colorMask(colorMask, colorMask, colorMask, colorMask);
currentColorMask = colorMask;
}
},
setLocked: function(lock) {
locked = lock;
},
setClear: function(r, g, b, a, premultipliedAlpha) {
if (premultipliedAlpha === true) {
r *= a;
g *= a;
b *= a;
}
color.set(r, g, b, a);
if (currentColorClear.equals(color) === false) {
gl.clearColor(r, g, b, a);
currentColorClear.copy(color);
}
},
reset: function() {
locked = false;
currentColorMask = null;
currentColorClear.set(-1, 0, 0, 0); // set to invalid state
}
};
}
function DepthBuffer() {
var locked = false;
var currentDepthMask = null;
var currentDepthFunc = null;
var currentDepthClear = null;
return {
setTest: function(depthTest) {
if (depthTest) {
enable(2929);
} else {
disable(2929);
}
},
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(512);
break;
case AlwaysDepth:
gl.depthFunc(519);
break;
case LessDepth:
gl.depthFunc(513);
break;
case LessEqualDepth:
gl.depthFunc(515);
break;
case EqualDepth:
gl.depthFunc(514);
break;
case GreaterEqualDepth:
gl.depthFunc(518);
break;
case GreaterDepth:
gl.depthFunc(516);
break;
case NotEqualDepth:
gl.depthFunc(517);
break;
default:
gl.depthFunc(515);
}
} else {
gl.depthFunc(515);
}
currentDepthFunc = depthFunc;
}
},
setLocked: function(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 (!locked) {
if (stencilTest) {
enable(2960);
} else {
disable(2960);
}
}
},
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(34921);
var newAttributes = new Uint8Array(maxVertexAttributes);
var enabledAttributes = new Uint8Array(maxVertexAttributes);
var attributeDivisors = new Uint8Array(maxVertexAttributes);
var enabledCapabilities = {};
var currentProgram = null;
var currentBlendingEnabled = null;
var currentBlending = null;
var currentBlendEquation = null;
var currentBlendSrc = null;
var currentBlendDst = null;
var currentBlendEquationAlpha = null;
var currentBlendSrcAlpha = null;
var currentBlendDstAlpha = null;
var currentPremultipledAlpha = false;
var currentFlipSided = null;
var currentCullFace = null;
var currentLineWidth = null;
var currentPolygonOffsetFactor = null;
var currentPolygonOffsetUnits = null;
var maxTextures = gl.getParameter(35661);
var lineWidthAvailable = false;
var version = 0;
var glVersion = gl.getParameter(7938);
if (glVersion.indexOf('WebGL') !== -1) {
version = parseFloat(/^WebGL\ ([0-9])/.exec(glVersion)[1]);
lineWidthAvailable = (version >= 1.0);
} else if (glVersion.indexOf('OpenGL ES') !== -1) {
version = parseFloat(/^OpenGL\ ES\ ([0-9])/.exec(glVersion)[1]);
lineWidthAvailable = (version >= 2.0);
}
var currentTextureSlot = null;
var currentBoundTextures = {};
var currentScissor = new Vector4();
var currentViewport = new Vector4();
function createTexture(type, target, count) {
var data = new Uint8Array(4); // 4 is required to match default unpack alignment of 4.
var texture = gl.createTexture();
gl.bindTexture(type, texture);
gl.texParameteri(type, 10241, 9728);
gl.texParameteri(type, 10240, 9728);
for (var i = 0; i < count; i++) {
gl.texImage2D(target + i, 0, 6408, 1, 1, 0, 6408, 5121, data);
}
return texture;
}
var emptyTextures = {};
emptyTextures[3553] = createTexture(3553, 3553, 1);
emptyTextures[34067] = createTexture(34067, 34069, 6);
// init
colorBuffer.setClear(0, 0, 0, 1);
depthBuffer.setClear(1);
stencilBuffer.setClear(0);
enable(2929);
depthBuffer.setFunc(LessEqualDepth);
setFlipSided(false);
setCullFace(CullFaceBack);
enable(2884);
setBlending(NoBlending);
//
function initAttributes() {
for (var i = 0, l = newAttributes.length; i < l; i++) {
newAttributes[i] = 0;
}
}
function enableAttribute(attribute) {
enableAttributeAndDivisor(attribute, 0);
}
function enableAttributeAndDivisor(attribute, meshPerAttribute) {
newAttributes[attribute] = 1;
if (enabledAttributes[attribute] === 0) {
gl.enableVertexAttribArray(attribute);
enabledAttributes[attribute] = 1;
}
if (attributeDivisors[attribute] !== meshPerAttribute) {
var extension = isWebGL2 ? gl : extensions.get('ANGLE_instanced_arrays');
extension[isWebGL2 ? 'vertexAttribDivisor' : '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 (enabledCapabilities[id] !== true) {
gl.enable(id);
enabledCapabilities[id] = true;
}
}
function disable(id) {
if (enabledCapabilities[id] !== false) {
gl.disable(id);
enabledCapabilities[id] = false;
}
}
function useProgram(program) {
if (currentProgram !== program) {
gl.useProgram(program);
currentProgram = program;
return true;
}
return false;
}
var equationToGL = {};
equationToGL[AddEquation] = 32774;
equationToGL[SubtractEquation] = 32778;
equationToGL[ReverseSubtractEquation] = 32779;
if (isWebGL2) {
equationToGL[MinEquation] = 32775;
equationToGL[MaxEquation] = 32776;
} else {
var extension = extensions.get('EXT_blend_minmax');
if (extension !== null) {
equationToGL[MinEquation] = extension.MIN_EXT;
equationToGL[MaxEquation] = extension.MAX_EXT;
}
}
var factorToGL = {};
factorToGL[ZeroFactor] = 0;
factorToGL[OneFactor] = 1;
factorToGL[SrcColorFactor] = 768;
factorToGL[SrcAlphaFactor] = 770;
factorToGL[SrcAlphaSaturateFactor] = 776;
factorToGL[DstColorFactor] = 774;
factorToGL[DstAlphaFactor] = 772;
factorToGL[OneMinusSrcColorFactor] = 769;
factorToGL[OneMinusSrcAlphaFactor] = 771;
factorToGL[OneMinusDstColorFactor] = 775;
factorToGL[OneMinusDstAlphaFactor] = 773;
function setBlending(blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha) {
if (blending === NoBlending) {
if (currentBlendingEnabled) {
disable(3042);
currentBlendingEnabled = false;
}
return;
}
if (!currentBlendingEnabled) {
enable(3042);
currentBlendingEnabled = true;
}
if (blending !== CustomBlending) {
if (blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha) {
if (currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation) {
gl.blendEquation(32774);
currentBlendEquation = AddEquation;
currentBlendEquationAlpha = AddEquation;
}
if (premultipliedAlpha) {
switch (blending) {
case NormalBlending:
gl.blendFuncSeparate(1, 771, 1, 771);
break;
case AdditiveBlending:
gl.blendFunc(1, 1);
break;
case SubtractiveBlending:
gl.blendFuncSeparate(0, 0, 769, 771);
break;
case MultiplyBlending:
gl.blendFuncSeparate(0, 768, 0, 770);
break;
default:
console.error('THREE.WebGLState: Invalid blending: ', blending);
break;
}
} else {
switch (blending) {
case NormalBlending:
gl.blendFuncSeparate(770, 771, 1, 771);
break;
case AdditiveBlending:
gl.blendFunc(770, 1);
break;
case SubtractiveBlending:
gl.blendFunc(0, 769);
break;
case MultiplyBlending:
gl.blendFunc(0, 768);
break;
default:
console.error('THREE.WebGLState: Invalid blending: ', blending);
break;
}
}
currentBlendSrc = null;
currentBlendDst = null;
currentBlendSrcAlpha = null;
currentBlendDstAlpha = null;
currentBlending = blending;
currentPremultipledAlpha = premultipliedAlpha;
}
return;
}
// custom blending
blendEquationAlpha = blendEquationAlpha || blendEquation;
blendSrcAlpha = blendSrcAlpha || blendSrc;
blendDstAlpha = blendDstAlpha || blendDst;
if (blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha) {
gl.blendEquationSeparate(equationToGL[blendEquation], equationToGL[blendEquationAlpha]);
currentBlendEquation = blendEquation;
currentBlendEquationAlpha = blendEquationAlpha;
}
if (blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha) {
gl.blendFuncSeparate(factorToGL[blendSrc], factorToGL[blendDst], factorToGL[blendSrcAlpha], factorToGL[blendDstAlpha]);
currentBlendSrc = blendSrc;
currentBlendDst = blendDst;
currentBlendSrcAlpha = blendSrcAlpha;
currentBlendDstAlpha = blendDstAlpha;
}
currentBlending = blending;
currentPremultipledAlpha = null;
}
function setMaterial(material, frontFaceCW) {
material.side === DoubleSide ?
disable(2884) :
enable(2884);
var flipSided = (material.side === BackSide);
if (frontFaceCW) {
flipSided = !flipSided;
}
setFlipSided(flipSided);
(material.blending === NormalBlending && material.transparent === false) ?
setBlending(NoBlending): setBlending(material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha);
depthBuffer.setFunc(material.depthFunc);
depthBuffer.setTest(material.depthTest);
depthBuffer.setMask(material.depthWrite);
colorBuffer.setMask(material.colorWrite);
var stencilWrite = material.stencilWrite;
stencilBuffer.setTest(stencilWrite);
if (stencilWrite) {
stencilBuffer.setMask(material.stencilWriteMask);
stencilBuffer.setFunc(material.stencilFunc, material.stencilRef, material.stencilFuncMask);
stencilBuffer.setOp(material.stencilFail, material.stencilZFail, material.stencilZPass);
}
setPolygonOffset(material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits);
}
//
function setFlipSided(flipSided) {
if (currentFlipSided !== flipSided) {
if (flipSided) {
gl.frontFace(2304);
} else {
gl.frontFace(2305);
}
currentFlipSided = flipSided;
}
}
function setCullFace(cullFace) {
if (cullFace !== CullFaceNone) {
enable(2884);
if (cullFace !== currentCullFace) {
if (cullFace === CullFaceBack) {
gl.cullFace(1029);
} else if (cullFace === CullFaceFront) {
gl.cullFace(1028);
} else {
gl.cullFace(1032);
}
}
} else {
disable(2884);
}
currentCullFace = cullFace;
}
function setLineWidth(width) {
if (width !== currentLineWidth) {
if (lineWidthAvailable) {
gl.lineWidth(width);
}
currentLineWidth = width;
}
}
function setPolygonOffset(polygonOffset, factor, units) {
if (polygonOffset) {
enable(32823);
if (currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units) {
gl.polygonOffset(factor, units);
currentPolygonOffsetFactor = factor;
currentPolygonOffsetUnits = units;
}
} else {
disable(32823);
}
}
function setScissorTest(scissorTest) {
if (scissorTest) {
enable(3089);
} else {
disable(3089);
}
}
// texture
function activeTexture(webglSlot) {
if (webglSlot === undefined) {
webglSlot = 33984 + maxTextures - 1;
}
if (currentTextureSlot !== webglSlot) {
gl.activeTexture(webglSlot);
currentTextureSlot = webglSlot;
}
}
function bindTexture(webglType, webglTexture) {
if (currentTextureSlot === null) {
activeTexture();
}
var boundTexture = currentBoundTextures[currentTextureSlot];
if (boundTexture === undefined) {
boundTexture = {
type: undefined,
texture: undefined
};
currentBoundTextures[currentTextureSlot] = boundTexture;
}
if (boundTexture.type !== webglType || boundTexture.texture !== webglTexture) {
gl.bindTexture(webglType, webglTexture || emptyTextures[webglType]);
boundTexture.type = webglType;
boundTexture.texture = webglTexture;
}
}
function unbindTexture() {
var boundTexture = currentBoundTextures[currentTextureSlot];
if (boundTexture !== undefined && boundTexture.type !== undefined) {
gl.bindTexture(boundTexture.type, null);
boundTexture.type = undefined;
boundTexture.texture = undefined;
}
}
function compressedTexImage2D() {
try {
gl.compressedTexImage2D.apply(gl, arguments);
} catch (error) {
console.error('THREE.WebGLState:', error);
}
}
function texImage2D() {
try {
gl.texImage2D.apply(gl, arguments);
} catch (error) {
console.error('THREE.WebGLState:', error);
}
}
function texImage3D() {
try {
gl.texImage3D.apply(gl, arguments);
} catch (error) {
console.error('THREE.WebGLState:', error);
}
}
//
function scissor(scissor) {
if (currentScissor.equals(scissor) === false) {
gl.scissor(scissor.x, scissor.y, scissor.z, scissor.w);
currentScissor.copy(scissor);
}
}
function viewport(viewport) {
if (currentViewport.equals(viewport) === false) {
gl.viewport(viewport.x, viewport.y, viewport.z, viewport.w);
currentViewport.copy(viewport);
}
}
//
function reset() {
for (var i = 0; i < enabledAttributes.length; i++) {
if (enabledAttributes[i] === 1) {
gl.disableVertexAttribArray(i);
enabledAttributes[i] = 0;
}
}
enabledCapabilities = {};
currentTextureSlot = null;
currentBoundTextures = {};
currentProgram = null;
currentBlending = null;
currentFlipSided = null;
currentCullFace = null;
colorBuffer.reset();
depthBuffer.reset();
stencilBuffer.reset();
}
return {
buffers: {
color: colorBuffer,
depth: depthBuffer,
stencil: stencilBuffer
},
initAttributes: initAttributes,
enableAttribute: enableAttribute,
enableAttributeAndDivisor: enableAttributeAndDivisor,
disableUnusedAttributes: disableUnusedAttributes,
enable: enable,
disable: disable,
useProgram: useProgram,
setBlending: setBlending,
setMaterial: setMaterial,
setFlipSided: setFlipSided,
setCullFace: setCullFace,
setLineWidth: setLineWidth,
setPolygonOffset: setPolygonOffset,
setScissorTest: setScissorTest,
activeTexture: activeTexture,
bindTexture: bindTexture,
unbindTexture: unbindTexture,
compressedTexImage2D: compressedTexImage2D,
texImage2D: texImage2D,
texImage3D: texImage3D,
scissor: scissor,
viewport: viewport,
reset: reset
};
}
/**
* @author mrdoob / http://mrdoob.com/
*/
function WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info) {
var isWebGL2 = capabilities.isWebGL2;
var maxTextures = capabilities.maxTextures;
var maxCubemapSize = capabilities.maxCubemapSize;
var maxTextureSize = capabilities.maxTextureSize;
var maxSamples = capabilities.maxSamples;
var _videoTextures = new WeakMap();
var _canvas;
// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
// also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
var useOffscreenCanvas = false;
try {
useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined' &&
(new OffscreenCanvas(1, 1).getContext("2d")) !== null;
} catch (err) {
// Ignore any errors
}
function createCanvas(width, height) {
// Use OffscreenCanvas when available. Specially needed in web workers
return useOffscreenCanvas ?
new OffscreenCanvas(width, height) :
document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas');
}
function resizeImage(image, needsPowerOfTwo, needsNewCanvas, maxSize) {
var scale = 1;
// handle case if texture exceeds max size
if (image.width > maxSize || image.height > maxSize) {
scale = maxSize / Math.max(image.width, image.height);
}
// only perform resize if necessary
if (scale < 1 || needsPowerOfTwo === true) {
// only perform resize for certain image types
if ((typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement) ||
(typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement) ||
(typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap)) {
var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
var width = floor(scale * image.width);
var height = floor(scale * image.height);
if (_canvas === undefined) {
_canvas = createCanvas(width, height);
}
// cube textures can't reuse the same canvas
var canvas = needsNewCanvas ? createCanvas(width, height) : _canvas;
canvas.width = width;
canvas.height = height;
var context = canvas.getContext('2d');
context.drawImage(image, 0, 0, width, height);
console.warn('THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').');
return canvas;
} else {
if ('data' in image) {
console.warn('THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').');
}
return image;
}
}
return image;
}
function isPowerOfTwo(image) {
return _Math.isPowerOfTwo(image.width) && _Math.isPowerOfTwo(image.height);
}
function textureNeedsPowerOfTwo(texture) {
if (isWebGL2) {
return false;
}
return (texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping) ||
(texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter);
}
function textureNeedsGenerateMipmaps(texture, supportsMips) {
return texture.generateMipmaps && supportsMips &&
texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
}
function generateMipmap(target, texture, width, height) {
_gl.generateMipmap(target);
var textureProperties = properties.get(texture);
// Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
textureProperties.__maxMipLevel = Math.log(Math.max(width, height)) * Math.LOG2E;
}
function getInternalFormat(internalFormatName, glFormat, glType) {
if (isWebGL2 === false) {
return glFormat;
}
if (internalFormatName !== null) {
if (_gl[internalFormatName] !== undefined) {
return _gl[internalFormatName];
}
console.warn('THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'');
}
var internalFormat = glFormat;
if (glFormat === 6403) {
if (glType === 5126) {
internalFormat = 33326;
}
if (glType === 5131) {
internalFormat = 33325;
}
if (glType === 5121) {
internalFormat = 33321;
}
}
if (glFormat === 6407) {
if (glType === 5126) {
internalFormat = 34837;
}
if (glType === 5131) {
internalFormat = 34843;
}
if (glType === 5121) {
internalFormat = 32849;
}
}
if (glFormat === 6408) {
if (glType === 5126) {
internalFormat = 34836;
}
if (glType === 5131) {
internalFormat = 34842;
}
if (glType === 5121) {
internalFormat = 32856;
}
}
if (internalFormat === 33325 || internalFormat === 33326 ||
internalFormat === 34842 || internalFormat === 34836) {
extensions.get('EXT_color_buffer_float');
} else if (internalFormat === 34843 || internalFormat === 34837) {
console.warn('THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.');
}
return internalFormat;
}
// Fallback filters for non-power-of-2 textures
function filterFallback(f) {
if (f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter) {
return 9728;
}
return 9729;
}
//
function onTextureDispose(event) {
var texture = event.target;
texture.removeEventListener('dispose', onTextureDispose);
deallocateTexture(texture);
if (texture.isVideoTexture) {
_videoTextures.delete(texture);
}
info.memory.textures--;
}
function onRenderTargetDispose(event) {
var renderTarget = event.target;
renderTarget.removeEventListener('dispose', onRenderTargetDispose);
deallocateRenderTarget(renderTarget);
info.memory.textures--;
}
//
function deallocateTexture(texture) {
var textureProperties = properties.get(texture);
if (textureProperties.__webglInit === undefined) {
return;
}
_gl.deleteTexture(textureProperties.__webglTexture);
properties.remove(texture);
}
function deallocateRenderTarget(renderTarget) {
var renderTargetProperties = properties.get(renderTarget);
var textureProperties = properties.get(renderTarget.texture);
if (!renderTarget) {
return;
}
if (textureProperties.__webglTexture !== undefined) {
_gl.deleteTexture(textureProperties.__webglTexture);
}
if (renderTarget.depthTexture) {
renderTarget.depthTexture.dispose();
}
if (renderTarget.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);
}
}
if (renderTarget.isWebGLMultiviewRenderTarget) {
_gl.deleteTexture(renderTargetProperties.__webglColorTexture);
_gl.deleteTexture(renderTargetProperties.__webglDepthStencilTexture);
info.memory.textures -= 2;
for (var i = 0, il = renderTargetProperties.__webglViewFramebuffers.length; i < il; i++) {
_gl.deleteFramebuffer(renderTargetProperties.__webglViewFramebuffers[i]);
}
}
properties.remove(renderTarget.texture);
properties.remove(renderTarget);
}
//
var textureUnits = 0;
function resetTextureUnits() {
textureUnits = 0;
}
function allocateTextureUnit() {
var textureUnit = textureUnits;
if (textureUnit >= maxTextures) {
console.warn('THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures);
}
textureUnits += 1;
return textureUnit;
}
//
function setTexture2D(texture, slot) {
var textureProperties = properties.get(texture);
if (texture.isVideoTexture) {
updateVideoTexture(texture);
}
if (texture.version > 0 && textureProperties.__version !== texture.version) {
var image = texture.image;
if (image === undefined) {
console.warn('THREE.WebGLRenderer: Texture marked for update but image is undefined');
} else if (image.complete === false) {
console.warn('THREE.WebGLRenderer: Texture marked for update but image is incomplete');
} else {
uploadTexture(textureProperties, texture, slot);
return;
}
}
state.activeTexture(33984 + slot);
state.bindTexture(3553, textureProperties.__webglTexture);
}
function setTexture2DArray(texture, slot) {
var textureProperties = properties.get(texture);
if (texture.version > 0 && textureProperties.__version !== texture.version) {
uploadTexture(textureProperties, texture, slot);
return;
}
state.activeTexture(33984 + slot);
state.bindTexture(35866, textureProperties.__webglTexture);
}
function setTexture3D(texture, slot) {
var textureProperties = properties.get(texture);
if (texture.version > 0 && textureProperties.__version !== texture.version) {
uploadTexture(textureProperties, texture, slot);
return;
}
state.activeTexture(33984 + slot);
state.bindTexture(32879, textureProperties.__webglTexture);
}
function setTextureCube(texture, slot) {
if (texture.image.length !== 6) {
return;
}
var textureProperties = properties.get(texture);
if (texture.version > 0 && textureProperties.__version !== texture.version) {
initTexture(textureProperties, texture);
state.activeTexture(33984 + slot);
state.bindTexture(34067, textureProperties.__webglTexture);
_gl.pixelStorei(37440, 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] = resizeImage(texture.image[i], false, true, maxCubemapSize);
} else {
cubeImage[i] = isDataTexture ? texture.image[i].image : texture.image[i];
}
}
var image = cubeImage[0],
supportsMips = isPowerOfTwo(image) || isWebGL2,
glFormat = utils.convert(texture.format),
glType = utils.convert(texture.type),
glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType);
setTextureParameters(34067, texture, supportsMips);
var mipmaps;
if (isCompressed) {
for (var i = 0; i < 6; i++) {
mipmaps = cubeImage[i].mipmaps;
for (var j = 0; j < mipmaps.length; j++) {
var mipmap = mipmaps[j];
if (texture.format !== RGBAFormat && texture.format !== RGBFormat) {
if (glFormat !== null) {
state.compressedTexImage2D(34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data);
} else {
console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()');
}
} else {
state.texImage2D(34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
}
}
}
textureProperties.__maxMipLevel = mipmaps.length - 1;
} else {
mipmaps = texture.mipmaps;
for (var i = 0; i < 6; i++) {
if (isDataTexture) {
state.texImage2D(34069 + i, 0, glInternalFormat, cubeImage[i].width, cubeImage[i].height, 0, glFormat, glType, cubeImage[i].data);
for (var j = 0; j < mipmaps.length; j++) {
var mipmap = mipmaps[j];
var mipmapImage = mipmap.image[i].image;
state.texImage2D(34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data);
}
} else {
state.texImage2D(34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[i]);
for (var j = 0; j < mipmaps.length; j++) {
var mipmap = mipmaps[j];
state.texImage2D(34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[i]);
}
}
}
textureProperties.__maxMipLevel = mipmaps.length;
}
if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
// We assume images for cube map have the same size.
generateMipmap(34067, texture, image.width, image.height);
}
textureProperties.__version = texture.version;
if (texture.onUpdate) {
texture.onUpdate(texture);
}
} else {
state.activeTexture(33984 + slot);
state.bindTexture(34067, textureProperties.__webglTexture);
}
}
function setTextureCubeDynamic(texture, slot) {
state.activeTexture(33984 + slot);
state.bindTexture(34067, properties.get(texture).__webglTexture);
}
var wrappingToGL = {};
wrappingToGL[RepeatWrapping] = 10497;
wrappingToGL[ClampToEdgeWrapping] = 33071;
wrappingToGL[MirroredRepeatWrapping] = 33648;
var filterToGL = {};
filterToGL[NearestFilter] = 9728;
filterToGL[NearestMipmapNearestFilter] = 9984;
filterToGL[NearestMipmapLinearFilter] = 9986;
filterToGL[LinearFilter] = 9729;
filterToGL[LinearMipmapNearestFilter] = 9985;
filterToGL[LinearMipmapLinearFilter] = 9987;
function setTextureParameters(textureType, texture, supportsMips) {
if (supportsMips) {
_gl.texParameteri(textureType, 10242, wrappingToGL[texture.wrapS]);
_gl.texParameteri(textureType, 10243, wrappingToGL[texture.wrapT]);
if (textureType === 32879 || textureType === 35866) {
_gl.texParameteri(textureType, 32882, wrappingToGL[texture.wrapR]);
}
_gl.texParameteri(textureType, 10240, filterToGL[texture.magFilter]);
_gl.texParameteri(textureType, 10241, filterToGL[texture.minFilter]);
} else {
_gl.texParameteri(textureType, 10242, 33071);
_gl.texParameteri(textureType, 10243, 33071);
if (textureType === 32879 || textureType === 35866) {
_gl.texParameteri(textureType, 32882, 33071);
}
if (texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping) {
console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.');
}
_gl.texParameteri(textureType, 10240, filterFallback(texture.magFilter));
_gl.texParameteri(textureType, 10241, filterFallback(texture.minFilter));
if (texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter) {
console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.');
}
}
var extension = extensions.get('EXT_texture_filter_anisotropic');
if (extension) {
if (texture.type === FloatType && extensions.get('OES_texture_float_linear') === null) {
return;
}
if (texture.type === HalfFloatType && (isWebGL2 || extensions.get('OES_texture_half_float_linear')) === null) {
return;
}
if (texture.anisotropy > 1 || properties.get(texture).__currentAnisotropy) {
_gl.texParameterf(textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropy, capabilities.getMaxAnisotropy()));
properties.get(texture).__currentAnisotropy = texture.anisotropy;
}
}
}
function initTexture(textureProperties, texture) {
if (textureProperties.__webglInit === undefined) {
textureProperties.__webglInit = true;
texture.addEventListener('dispose', onTextureDispose);
textureProperties.__webglTexture = _gl.createTexture();
info.memory.textures++;
}
}
function uploadTexture(textureProperties, texture, slot) {
var textureType = 3553;
if (texture.isDataTexture2DArray) {
textureType = 35866;
}
if (texture.isDataTexture3D) {
textureType = 32879;
}
initTexture(textureProperties, texture);
state.activeTexture(33984 + slot);
state.bindTexture(textureType, textureProperties.__webglTexture);
_gl.pixelStorei(37440, texture.flipY);
_gl.pixelStorei(37441, texture.premultiplyAlpha);
_gl.pixelStorei(3317, texture.unpackAlignment);
var needsPowerOfTwo = textureNeedsPowerOfTwo(texture) && isPowerOfTwo(texture.image) === false;
var image = resizeImage(texture.image, needsPowerOfTwo, false, maxTextureSize);
var supportsMips = isPowerOfTwo(image) || isWebGL2,
glFormat = utils.convert(texture.format),
glType = utils.convert(texture.type),
glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType);
setTextureParameters(textureType, texture, supportsMips);
var mipmap, mipmaps = texture.mipmaps;
if (texture.isDepthTexture) {
// populate depth texture with dummy data
glInternalFormat = 6402;
if (texture.type === FloatType) {
if (isWebGL2 === false) {
throw new Error('Float Depth Texture only supported in WebGL2.0');
}
glInternalFormat = 36012;
} else if (isWebGL2) {
// WebGL 2.0 requires signed internalformat for glTexImage2D
glInternalFormat = 33189;
}
if (texture.format === DepthFormat && glInternalFormat === 6402) {
// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
if (texture.type !== UnsignedShortType && texture.type !== UnsignedIntType) {
console.warn('THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.');
texture.type = UnsignedShortType;
glType = utils.convert(texture.type);
}
}
// Depth stencil textures need the DEPTH_STENCIL internal format
// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
if (texture.format === DepthStencilFormat) {
glInternalFormat = 34041;
// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
if (texture.type !== UnsignedInt248Type) {
console.warn('THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.');
texture.type = UnsignedInt248Type;
glType = utils.convert(texture.type);
}
}
state.texImage2D(3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null);
} else if (texture.isDataTexture) {
// use manually created mipmaps if available
// if there are no manual mipmaps
// set 0 level mipmap and then use GL to generate other mipmap levels
if (mipmaps.length > 0 && supportsMips) {
for (var i = 0, il = mipmaps.length; i < il; i++) {
mipmap = mipmaps[i];
state.texImage2D(3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
}
texture.generateMipmaps = false;
textureProperties.__maxMipLevel = mipmaps.length - 1;
} else {
state.texImage2D(3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data);
textureProperties.__maxMipLevel = 0;
}
} else if (texture.isCompressedTexture) {
for (var i = 0, il = mipmaps.length; i < il; i++) {
mipmap = mipmaps[i];
if (texture.format !== RGBAFormat && texture.format !== RGBFormat) {
if (glFormat !== null) {
state.compressedTexImage2D(3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data);
} else {
console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()');
}
} else {
state.texImage2D(3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
}
}
textureProperties.__maxMipLevel = mipmaps.length - 1;
} else if (texture.isDataTexture2DArray) {
state.texImage3D(35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);
textureProperties.__maxMipLevel = 0;
} else if (texture.isDataTexture3D) {
state.texImage3D(32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);
textureProperties.__maxMipLevel = 0;
} else {
// regular Texture (image, video, canvas)
// use manually created mipmaps if available
// if there are no manual mipmaps
// set 0 level mipmap and then use GL to generate other mipmap levels
if (mipmaps.length > 0 && supportsMips) {
for (var i = 0, il = mipmaps.length; i < il; i++) {
mipmap = mipmaps[i];
state.texImage2D(3553, i, glInternalFormat, glFormat, glType, mipmap);
}
texture.generateMipmaps = false;
textureProperties.__maxMipLevel = mipmaps.length - 1;
} else {
state.texImage2D(3553, 0, glInternalFormat, glFormat, glType, image);
textureProperties.__maxMipLevel = 0;
}
}
if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
generateMipmap(textureType, texture, image.width, image.height);
}
textureProperties.__version = texture.version;
if (texture.onUpdate) {
texture.onUpdate(texture);
}
}
// Render targets
// Setup storage for target texture and bind it to correct framebuffer
function setupFrameBufferTexture(framebuffer, renderTarget, attachment, textureTarget) {
var glFormat = utils.convert(renderTarget.texture.format);
var glType = utils.convert(renderTarget.texture.type);
var glInternalFormat = getInternalFormat(renderTarget.texture.internalFormat, glFormat, glType);
state.texImage2D(textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null);
_gl.bindFramebuffer(36160, framebuffer);
_gl.framebufferTexture2D(36160, attachment, textureTarget, properties.get(renderTarget.texture).__webglTexture, 0);
_gl.bindFramebuffer(36160, null);
}
// Setup storage for internal depth/stencil buffers and bind to correct framebuffer
function setupRenderBufferStorage(renderbuffer, renderTarget, isMultisample) {
_gl.bindRenderbuffer(36161, renderbuffer);
if (renderTarget.depthBuffer && !renderTarget.stencilBuffer) {
if (isMultisample) {
var samples = getRenderTargetSamples(renderTarget);
_gl.renderbufferStorageMultisample(36161, samples, 33189, renderTarget.width, renderTarget.height);
} else {
_gl.renderbufferStorage(36161, 33189, renderTarget.width, renderTarget.height);
}
_gl.framebufferRenderbuffer(36160, 36096, 36161, renderbuffer);
} else if (renderTarget.depthBuffer && renderTarget.stencilBuffer) {
if (isMultisample) {
var samples = getRenderTargetSamples(renderTarget);
_gl.renderbufferStorageMultisample(36161, samples, 35056, renderTarget.width, renderTarget.height);
} else {
_gl.renderbufferStorage(36161, 34041, renderTarget.width, renderTarget.height);
}
_gl.framebufferRenderbuffer(36160, 33306, 36161, renderbuffer);
} else {
var glFormat = utils.convert(renderTarget.texture.format);
var glType = utils.convert(renderTarget.texture.type);
var glInternalFormat = getInternalFormat(renderTarget.texture.internalFormat, glFormat, glType);
if (isMultisample) {
var samples = getRenderTargetSamples(renderTarget);
_gl.renderbufferStorageMultisample(36161, samples, glInternalFormat, renderTarget.width, renderTarget.height);
} else {
_gl.renderbufferStorage(36161, glInternalFormat, renderTarget.width, renderTarget.height);
}
}
_gl.bindRenderbuffer(36161, null);
}
// Setup resources for a Depth Texture for a FBO (needs an extension)
function setupDepthTexture(framebuffer, renderTarget) {
var isCube = (renderTarget && renderTarget.isWebGLRenderTargetCube);
if (isCube) {
throw new Error('Depth Texture with cube render targets is not supported');
}
_gl.bindFramebuffer(36160, framebuffer);
if (!(renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture)) {
throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture');
}
// upload an empty depth texture with framebuffer size
if (!properties.get(renderTarget.depthTexture).__webglTexture ||
renderTarget.depthTexture.image.width !== renderTarget.width ||
renderTarget.depthTexture.image.height !== renderTarget.height) {
renderTarget.depthTexture.image.width = renderTarget.width;
renderTarget.depthTexture.image.height = renderTarget.height;
renderTarget.depthTexture.needsUpdate = true;
}
setTexture2D(renderTarget.depthTexture, 0);
var webglDepthTexture = properties.get(renderTarget.depthTexture).__webglTexture;
if (renderTarget.depthTexture.format === DepthFormat) {
_gl.framebufferTexture2D(36160, 36096, 3553, webglDepthTexture, 0);
} else if (renderTarget.depthTexture.format === DepthStencilFormat) {
_gl.framebufferTexture2D(36160, 33306, 3553, webglDepthTexture, 0);
} else {
throw new Error('Unknown depthTexture format');
}
}
// Setup GL resources for a non-texture depth buffer
function setupDepthRenderbuffer(renderTarget) {
var renderTargetProperties = properties.get(renderTarget);
var isCube = (renderTarget.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(36160, renderTargetProperties.__webglFramebuffer[i]);
renderTargetProperties.__webglDepthbuffer[i] = _gl.createRenderbuffer();
setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer[i], renderTarget);
}
} else {
_gl.bindFramebuffer(36160, renderTargetProperties.__webglFramebuffer);
renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer, renderTarget);
}
}
_gl.bindFramebuffer(36160, null);
}
// Set up GL resources for the render target
function setupRenderTarget(renderTarget) {
var renderTargetProperties = properties.get(renderTarget);
var textureProperties = properties.get(renderTarget.texture);
renderTarget.addEventListener('dispose', onRenderTargetDispose);
textureProperties.__webglTexture = _gl.createTexture();
info.memory.textures++;
var isCube = (renderTarget.isWebGLRenderTargetCube === true);
var isMultisample = (renderTarget.isWebGLMultisampleRenderTarget === true);
var isMultiview = (renderTarget.isWebGLMultiviewRenderTarget === true);
var supportsMips = isPowerOfTwo(renderTarget) || isWebGL2;
// Setup framebuffer
if (isCube) {
renderTargetProperties.__webglFramebuffer = [];
for (var i = 0; i < 6; i++) {
renderTargetProperties.__webglFramebuffer[i] = _gl.createFramebuffer();
}
} else {
renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
if (isMultisample) {
if (isWebGL2) {
renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
_gl.bindRenderbuffer(36161, renderTargetProperties.__webglColorRenderbuffer);
var glFormat = utils.convert(renderTarget.texture.format);
var glType = utils.convert(renderTarget.texture.type);
var glInternalFormat = getInternalFormat(renderTarget.texture.internalFormat, glFormat, glType);
var samples = getRenderTargetSamples(renderTarget);
_gl.renderbufferStorageMultisample(36161, samples, glInternalFormat, renderTarget.width, renderTarget.height);
_gl.bindFramebuffer(36160, renderTargetProperties.__webglMultisampledFramebuffer);
_gl.framebufferRenderbuffer(36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer);
_gl.bindRenderbuffer(36161, null);
if (renderTarget.depthBuffer) {
renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
setupRenderBufferStorage(renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true);
}
_gl.bindFramebuffer(36160, null);
} else {
console.warn('THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.');
}
} else if (isMultiview) {
var width = renderTarget.width;
var height = renderTarget.height;
var numViews = renderTarget.numViews;
_gl.bindFramebuffer(36160, renderTargetProperties.__webglFramebuffer);
var ext = extensions.get('OVR_multiview2');
info.memory.textures += 2;
var colorTexture = _gl.createTexture();
_gl.bindTexture(35866, colorTexture);
_gl.texParameteri(35866, 10240, 9728);
_gl.texParameteri(35866, 10241, 9728);
_gl.texImage3D(35866, 0, 32856, width, height, numViews, 0, 6408, 5121, null);
ext.framebufferTextureMultiviewOVR(36160, 36064, colorTexture, 0, 0, numViews);
var depthStencilTexture = _gl.createTexture();
_gl.bindTexture(35866, depthStencilTexture);
_gl.texParameteri(35866, 10240, 9728);
_gl.texParameteri(35866, 10241, 9728);
_gl.texImage3D(35866, 0, 35056, width, height, numViews, 0, 34041, 34042, null);
ext.framebufferTextureMultiviewOVR(36160, 33306, depthStencilTexture, 0, 0, numViews);
var viewFramebuffers = new Array(numViews);
for (var i = 0; i < numViews; ++i) {
viewFramebuffers[i] = _gl.createFramebuffer();
_gl.bindFramebuffer(36160, viewFramebuffers[i]);
_gl.framebufferTextureLayer(36160, 36064, colorTexture, 0, i);
}
renderTargetProperties.__webglColorTexture = colorTexture;
renderTargetProperties.__webglDepthStencilTexture = depthStencilTexture;
renderTargetProperties.__webglViewFramebuffers = viewFramebuffers;
_gl.bindFramebuffer(36160, null);
_gl.bindTexture(35866, null);
}
}
// Setup color buffer
if (isCube) {
state.bindTexture(34067, textureProperties.__webglTexture);
setTextureParameters(34067, renderTarget.texture, supportsMips);
for (var i = 0; i < 6; i++) {
setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[i], renderTarget, 36064, 34069 + i);
}
if (textureNeedsGenerateMipmaps(renderTarget.texture, supportsMips)) {
generateMipmap(34067, renderTarget.texture, renderTarget.width, renderTarget.height);
}
state.bindTexture(34067, null);
} else if (!isMultiview) {
state.bindTexture(3553, textureProperties.__webglTexture);
setTextureParameters(3553, renderTarget.texture, supportsMips);
setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553);
if (textureNeedsGenerateMipmaps(renderTarget.texture, supportsMips)) {
generateMipmap(3553, renderTarget.texture, renderTarget.width, renderTarget.height);
}
state.bindTexture(3553, null);
}
// Setup depth and stencil buffers
if (renderTarget.depthBuffer) {
setupDepthRenderbuffer(renderTarget);
}
}
function updateRenderTargetMipmap(renderTarget) {
var texture = renderTarget.texture;
var supportsMips = isPowerOfTwo(renderTarget) || isWebGL2;
if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
var webglTexture = properties.get(texture).__webglTexture;
state.bindTexture(target, webglTexture);
generateMipmap(target, texture, renderTarget.width, renderTarget.height);
state.bindTexture(target, null);
}
}
function updateMultisampleRenderTarget(renderTarget) {
if (renderTarget.isWebGLMultisampleRenderTarget) {
if (isWebGL2) {
var renderTargetProperties = properties.get(renderTarget);
_gl.bindFramebuffer(36008, renderTargetProperties.__webglMultisampledFramebuffer);
_gl.bindFramebuffer(36009, renderTargetProperties.__webglFramebuffer);
var width = renderTarget.width;
var height = renderTarget.height;
var mask = 16384;
if (renderTarget.depthBuffer) {
mask |= 256;
}
if (renderTarget.stencilBuffer) {
mask |= 1024;
}
_gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, mask, 9728);
} else {
console.warn('THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.');
}
}
}
function getRenderTargetSamples(renderTarget) {
return (isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget) ?
Math.min(maxSamples, renderTarget.samples) : 0;
}
function updateVideoTexture(texture) {
var frame = info.render.frame;
// Check the last frame we updated the VideoTexture
if (_videoTextures.get(texture) !== frame) {
_videoTextures.set(texture, frame);
texture.update();
}
}
// backwards compatibility
var warnedTexture2D = false;
var warnedTextureCube = false;
function safeSetTexture2D(texture, slot) {
if (texture && texture.isWebGLRenderTarget) {
if (warnedTexture2D === false) {
console.warn("THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead.");
warnedTexture2D = true;
}
texture = texture.texture;
}
setTexture2D(texture, slot);
}
function safeSetTextureCube(texture, slot) {
if (texture && texture.isWebGLRenderTargetCube) {
if (warnedTextureCube === false) {
console.warn("THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead.");
warnedTextureCube = true;
}
texture = texture.texture;
}
// 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
setTextureCube(texture, slot);
} else {
// assumed: texture property of THREE.WebGLRenderTargetCube
setTextureCubeDynamic(texture, slot);
}
}
//
this.allocateTextureUnit = allocateTextureUnit;
this.resetTextureUnits = resetTextureUnits;
this.setTexture2D = setTexture2D;
this.setTexture2DArray = setTexture2DArray;
this.setTexture3D = setTexture3D;
this.setTextureCube = setTextureCube;
this.setTextureCubeDynamic = setTextureCubeDynamic;
this.setupRenderTarget = setupRenderTarget;
this.updateRenderTargetMipmap = updateRenderTargetMipmap;
this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
this.safeSetTexture2D = safeSetTexture2D;
this.safeSetTextureCube = safeSetTextureCube;
}
/**
* @author thespite / http://www.twitter.com/thespite
*/
function WebGLUtils(gl, extensions, capabilities) {
var isWebGL2 = capabilities.isWebGL2;
function convert(p) {
var extension;
if (p === UnsignedByteType) {
return 5121;
}
if (p === UnsignedShort4444Type) {
return 32819;
}
if (p === UnsignedShort5551Type) {
return 32820;
}
if (p === UnsignedShort565Type) {
return 33635;
}
if (p === ByteType) {
return 5120;
}
if (p === ShortType) {
return 5122;
}
if (p === UnsignedShortType) {
return 5123;
}
if (p === IntType) {
return 5124;
}
if (p === UnsignedIntType) {
return 5125;
}
if (p === FloatType) {
return 5126;
}
if (p === HalfFloatType) {
if (isWebGL2) {
return 5131;
}
extension = extensions.get('OES_texture_half_float');
if (extension !== null) {
return extension.HALF_FLOAT_OES;
} else {
return null;
}
}
if (p === AlphaFormat) {
return 6406;
}
if (p === RGBFormat) {
return 6407;
}
if (p === RGBAFormat) {
return 6408;
}
if (p === LuminanceFormat) {
return 6409;
}
if (p === LuminanceAlphaFormat) {
return 6410;
}
if (p === DepthFormat) {
return 6402;
}
if (p === DepthStencilFormat) {
return 34041;
}
if (p === RedFormat) {
return 6403;
}
// WebGL2 formats.
if (p === RedIntegerFormat) {
return 36244;
}
if (p === RGFormat) {
return 33319;
}
if (p === RGIntegerFormat) {
return 33320;
}
if (p === RGBIntegerFormat) {
return 36248;
}
if (p === RGBAIntegerFormat) {
return 36249;
}
if (p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format) {
extension = extensions.get('WEBGL_compressed_texture_s3tc');
if (extension !== null) {
if (p === RGB_S3TC_DXT1_Format) {
return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
}
if (p === RGBA_S3TC_DXT1_Format) {
return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
}
if (p === RGBA_S3TC_DXT3_Format) {
return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
}
if (p === RGBA_S3TC_DXT5_Format) {
return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
}
} else {
return null;
}
}
if (p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format) {
extension = extensions.get('WEBGL_compressed_texture_pvrtc');
if (extension !== null) {
if (p === RGB_PVRTC_4BPPV1_Format) {
return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
}
if (p === RGB_PVRTC_2BPPV1_Format) {
return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
}
if (p === RGBA_PVRTC_4BPPV1_Format) {
return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
}
if (p === RGBA_PVRTC_2BPPV1_Format) {
return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
}
} else {
return null;
}
}
if (p === RGB_ETC1_Format) {
extension = extensions.get('WEBGL_compressed_texture_etc1');
if (extension !== null) {
return extension.COMPRESSED_RGB_ETC1_WEBGL;
} else {
return null;
}
}
if (p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format) {
extension = extensions.get('WEBGL_compressed_texture_astc');
if (extension !== null) {
// TODO Complete?
return p;
} else {
return null;
}
}
if (p === UnsignedInt248Type) {
if (isWebGL2) {
return 34042;
}
extension = extensions.get('WEBGL_depth_texture');
if (extension !== null) {
return extension.UNSIGNED_INT_24_8_WEBGL;
} else {
return null;
}
}
}
return {
convert: convert
};
}
/**
* @author fernandojsg / http://fernandojsg.com
* @author Takahiro https://github.com/takahirox
*/
function WebGLMultiviewRenderTarget(width, height, numViews, options) {
WebGLRenderTarget.call(this, width, height, options);
this.depthBuffer = false;
this.stencilBuffer = false;
this.numViews = numViews;
}
WebGLMultiviewRenderTarget.prototype = Object.assign(Object.create(WebGLRenderTarget.prototype), {
constructor: WebGLMultiviewRenderTarget,
isWebGLMultiviewRenderTarget: true,
copy: function(source) {
WebGLRenderTarget.prototype.copy.call(this, source);
this.numViews = source.numViews;
return this;
},
setNumViews: function(numViews) {
if (this.numViews !== numViews) {
this.numViews = numViews;
this.dispose();
}
return this;
}
});
/**
* @author fernandojsg / http://fernandojsg.com
* @author Takahiro https://github.com/takahirox
*/
function WebGLMultiview(renderer, gl) {
var DEFAULT_NUMVIEWS = 2;
var extensions = renderer.extensions;
var properties = renderer.properties;
var renderTarget, currentRenderTarget;
var mat3, mat4, cameraArray, renderSize;
var available;
var maxNumViews = 0;
//
function isAvailable() {
if (available === undefined) {
var extension = extensions.get('OVR_multiview2');
available = extension !== null && gl.getContextAttributes().antialias === false;
if (available) {
maxNumViews = gl.getParameter(extension.MAX_VIEWS_OVR);
renderTarget = new WebGLMultiviewRenderTarget(0, 0, DEFAULT_NUMVIEWS);
renderSize = new Vector2();
mat4 = [];
mat3 = [];
cameraArray = [];
for (var i = 0; i < maxNumViews; i++) {
mat4[i] = new Matrix4();
mat3[i] = new Matrix3();
}
}
}
return available;
}
function getCameraArray(camera) {
if (camera.isArrayCamera) {
return camera.cameras;
}
cameraArray[0] = camera;
return cameraArray;
}
function updateCameraProjectionMatricesUniform(camera, uniforms) {
var cameras = getCameraArray(camera);
for (var i = 0; i < cameras.length; i++) {
mat4[i].copy(cameras[i].projectionMatrix);
}
uniforms.setValue(gl, 'projectionMatrices', mat4);
}
function updateCameraViewMatricesUniform(camera, uniforms) {
var cameras = getCameraArray(camera);
for (var i = 0; i < cameras.length; i++) {
mat4[i].copy(cameras[i].matrixWorldInverse);
}
uniforms.setValue(gl, 'viewMatrices', mat4);
}
function updateObjectMatricesUniforms(object, camera, uniforms) {
var cameras = getCameraArray(camera);
for (var i = 0; i < cameras.length; i++) {
mat4[i].multiplyMatrices(cameras[i].matrixWorldInverse, object.matrixWorld);
mat3[i].getNormalMatrix(mat4[i]);
}
uniforms.setValue(gl, 'modelViewMatrices', mat4);
uniforms.setValue(gl, 'normalMatrices', mat3);
}
function isMultiviewCompatible(camera) {
if (camera.isArrayCamera === undefined) {
return true;
}
var cameras = camera.cameras;
if (cameras.length > maxNumViews) {
return false;
}
for (var i = 1, il = cameras.length; i < il; i++) {
if (cameras[0].viewport.z !== cameras[i].viewport.z ||
cameras[0].viewport.w !== cameras[i].viewport.w) {
return false;
}
}
return true;
}
function resizeRenderTarget(camera) {
if (currentRenderTarget) {
renderSize.set(currentRenderTarget.width, currentRenderTarget.height);
} else {
renderer.getDrawingBufferSize(renderSize);
}
if (camera.isArrayCamera) {
var viewport = camera.cameras[0].viewport;
renderTarget.setSize(viewport.z, viewport.w);
renderTarget.setNumViews(camera.cameras.length);
} else {
renderTarget.setSize(renderSize.x, renderSize.y);
renderTarget.setNumViews(DEFAULT_NUMVIEWS);
}
}
function attachCamera(camera) {
if (isMultiviewCompatible(camera) === false) {
return;
}
currentRenderTarget = renderer.getRenderTarget();
resizeRenderTarget(camera);
renderer.setRenderTarget(renderTarget);
}
function detachCamera(camera) {
if (renderTarget !== renderer.getRenderTarget()) {
return;
}
renderer.setRenderTarget(currentRenderTarget);
flush(camera);
}
function flush(camera) {
var srcRenderTarget = renderTarget;
var numViews = srcRenderTarget.numViews;
var srcFramebuffers = properties.get(srcRenderTarget).__webglViewFramebuffers;
var viewWidth = srcRenderTarget.width;
var viewHeight = srcRenderTarget.height;
if (camera.isArrayCamera) {
for (var i = 0; i < numViews; i++) {
var viewport = camera.cameras[i].viewport;
var x1 = viewport.x;
var y1 = viewport.y;
var x2 = x1 + viewport.z;
var y2 = y1 + viewport.w;
gl.bindFramebuffer(36008, srcFramebuffers[i]);
gl.blitFramebuffer(0, 0, viewWidth, viewHeight, x1, y1, x2, y2, 16384, 9728);
}
} else {
gl.bindFramebuffer(36008, srcFramebuffers[0]);
gl.blitFramebuffer(0, 0, viewWidth, viewHeight, 0, 0, renderSize.x, renderSize.y, 16384, 9728);
}
}
this.isAvailable = isAvailable;
this.attachCamera = attachCamera;
this.detachCamera = detachCamera;
this.updateCameraProjectionMatricesUniform = updateCameraProjectionMatricesUniform;
this.updateCameraViewMatricesUniform = updateCameraViewMatricesUniform;
this.updateObjectMatricesUniforms = updateObjectMatricesUniforms;
}
/**
* @author mrdoob / http://mrdoob.com/
*/
function ArrayCamera(array) {
PerspectiveCamera.call(this);
this.cameras = array || [];
}
ArrayCamera.prototype = Object.assign(Object.create(PerspectiveCamera.prototype), {
constructor: ArrayCamera,
isArrayCamera: true
});
/**
* @author mrdoob / http://mrdoob.com/
*/
function Group() {
Object3D.call(this);
this.type = 'Group';
}
Group.prototype = Object.assign(Object.create(Object3D.prototype), {
constructor: Group,
isGroup: true
});
/**
* @author mrdoob / http://mrdoob.com/
*/
function WebXRManager(renderer, gl) {
var scope = this;
var session = null;
// var framebufferScaleFactor = 1.0;
var referenceSpace = null;
var referenceSpaceType = 'local-floor';
var pose = null;
var controllers = [];
var inputSourcesMap = new Map();
//
var cameraL = new PerspectiveCamera();
cameraL.layers.enable(1);
cameraL.viewport = new Vector4();
var cameraR = new PerspectiveCamera();
cameraR.layers.enable(2);
cameraR.viewport = new Vector4();
var cameraVR = new ArrayCamera([cameraL, cameraR]);
cameraVR.layers.enable(1);
cameraVR.layers.enable(2);
//
this.enabled = false;
this.isPresenting = false;
this.getController = function(id) {
var controller = controllers[id];
if (controller === undefined) {
controller = new Group();
controller.matrixAutoUpdate = false;
controller.visible = false;
controllers[id] = controller;
}
return controller;
};
//
function onSessionEvent(event) {
var controller = inputSourcesMap.get(event.inputSource);
if (controller) {
controller.dispatchEvent({
type: event.type
});
}
}
function onSessionEnd() {
inputSourcesMap.forEach(function(controller, inputSource) {
controller.dispatchEvent({
type: 'disconnected',
data: inputSource
});
controller.visible = false;
});
inputSourcesMap.clear();
//
renderer.setFramebuffer(null);
renderer.setRenderTarget(renderer.getRenderTarget()); // Hack #15830
animation.stop();
scope.dispatchEvent({
type: 'sessionend'
});
scope.isPresenting = false;
}
function onRequestReferenceSpace(value) {
referenceSpace = value;
animation.setContext(session);
animation.start();
scope.dispatchEvent({
type: 'sessionstart'
});
scope.isPresenting = true;
}
this.setFramebufferScaleFactor = function( /* value */ ) {
// framebufferScaleFactor = value;
};
this.setReferenceSpaceType = function(value) {
referenceSpaceType = value;
};
this.getReferenceSpace = function() {
return referenceSpace;
};
this.getSession = function() {
return session;
};
this.setSession = function(value) {
session = value;
if (session !== null) {
session.addEventListener('select', onSessionEvent);
session.addEventListener('selectstart', onSessionEvent);
session.addEventListener('selectend', onSessionEvent);
session.addEventListener('squeeze', onSessionEvent);
session.addEventListener('squeezestart', onSessionEvent);
session.addEventListener('squeezeend', onSessionEvent);
session.addEventListener('end', onSessionEnd);
var attributes = gl.getContextAttributes();
var layerInit = {
antialias: attributes.antialias,
alpha: attributes.alpha,
depth: attributes.depth,
stencil: attributes.stencil
};
// eslint-disable-next-line no-undef
var baseLayer = new XRWebGLLayer(session, gl, layerInit);
session.updateRenderState({
baseLayer: baseLayer
});
session.requestReferenceSpace(referenceSpaceType).then(onRequestReferenceSpace);
//
session.addEventListener('inputsourceschange', updateInputSources);
}
};
function updateInputSources(event) {
var inputSources = session.inputSources;
// Assign inputSources to available controllers
for (var i = 0; i < controllers.length; i++) {
inputSourcesMap.set(inputSources[i], controllers[i]);
}
// Notify disconnected
for (var i = 0; i < event.removed.length; i++) {
var inputSource = event.removed[i];
var controller = inputSourcesMap.get(inputSource);
if (controller) {
controller.dispatchEvent({
type: 'disconnected',
data: inputSource
});
inputSourcesMap.delete(inputSource);
}
}
// Notify connected
for (var i = 0; i < event.added.length; i++) {
var inputSource = event.added[i];
var controller = inputSourcesMap.get(inputSource);
if (controller) {
controller.dispatchEvent({
type: 'connected',
data: inputSource
});
}
}
}
//
var cameraLPos = new Vector3();
var cameraRPos = new Vector3();
/**
* @author jsantell / https://www.jsantell.com/
*
* Assumes 2 cameras that are parallel and share an X-axis, and that
* the cameras' projection and world matrices have already been set.
* And that near and far planes are identical for both cameras.
* Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
*/
function setProjectionFromUnion(camera, cameraL, cameraR) {
cameraLPos.setFromMatrixPosition(cameraL.matrixWorld);
cameraRPos.setFromMatrixPosition(cameraR.matrixWorld);
var ipd = cameraLPos.distanceTo(cameraRPos);
var projL = cameraL.projectionMatrix.elements;
var projR = cameraR.projectionMatrix.elements;
// VR systems will have identical far and near planes, and
// most likely identical top and bottom frustum extents.
// Use the left camera for these values.
var near = projL[14] / (projL[10] - 1);
var far = projL[14] / (projL[10] + 1);
var topFov = (projL[9] + 1) / projL[5];
var bottomFov = (projL[9] - 1) / projL[5];
var leftFov = (projL[8] - 1) / projL[0];
var rightFov = (projR[8] + 1) / projR[0];
var left = near * leftFov;
var right = near * rightFov;
// Calculate the new camera's position offset from the
// left camera. xOffset should be roughly half `ipd`.
var zOffset = ipd / (-leftFov + rightFov);
var xOffset = zOffset * -leftFov;
// TODO: Better way to apply this offset?
cameraL.matrixWorld.decompose(camera.position, camera.quaternion, camera.scale);
camera.translateX(xOffset);
camera.translateZ(zOffset);
camera.matrixWorld.compose(camera.position, camera.quaternion, camera.scale);
camera.matrixWorldInverse.getInverse(camera.matrixWorld);
// Find the union of the frustum values of the cameras and scale
// the values so that the near plane's position does not change in world space,
// although must now be relative to the new union camera.
var near2 = near + zOffset;
var far2 = far + zOffset;
var left2 = left - xOffset;
var right2 = right + (ipd - xOffset);
var top2 = topFov * far / far2 * near2;
var bottom2 = bottomFov * far / far2 * near2;
camera.projectionMatrix.makePerspective(left2, right2, top2, bottom2, near2, far2);
}
function updateCamera(camera, parent) {
if (parent === null) {
camera.matrixWorld.copy(camera.matrix);
} else {
camera.matrixWorld.multiplyMatrices(parent.matrixWorld, camera.matrix);
}
camera.matrixWorldInverse.getInverse(camera.matrixWorld);
}
this.getCamera = function(camera) {
var parent = camera.parent;
var cameras = cameraVR.cameras;
updateCamera(cameraVR, parent);
for (var i = 0; i < cameras.length; i++) {
updateCamera(cameras[i], parent);
}
// update camera and its children
camera.matrixWorld.copy(cameraVR.matrixWorld);
var children = camera.children;
for (var i = 0, l = children.length; i < l; i++) {
children[i].updateMatrixWorld(true);
}
setProjectionFromUnion(cameraVR, cameraL, cameraR);
return cameraVR;
};
// Animation Loop
var onAnimationFrameCallback = null;
function onAnimationFrame(time, frame) {
pose = frame.getViewerPose(referenceSpace);
if (pose !== null) {
var views = pose.views;
var baseLayer = session.renderState.baseLayer;
renderer.setFramebuffer(baseLayer.framebuffer);
for (var i = 0; i < views.length; i++) {
var view = views[i];
var viewport = baseLayer.getViewport(view);
var viewMatrix = view.transform.inverse.matrix;
var camera = cameraVR.cameras[i];
camera.matrix.fromArray(viewMatrix).getInverse(camera.matrix);
camera.projectionMatrix.fromArray(view.projectionMatrix);
camera.viewport.set(viewport.x, viewport.y, viewport.width, viewport.height);
if (i === 0) {
cameraVR.matrix.copy(camera.matrix);
}
}
}
//
var inputSources = session.inputSources;
for (var i = 0; i < controllers.length; i++) {
var controller = controllers[i];
var inputSource = inputSources[i];
if (inputSource) {
var inputPose = frame.getPose(inputSource.targetRaySpace, referenceSpace);
if (inputPose !== null) {
controller.matrix.fromArray(inputPose.transform.matrix);
controller.matrix.decompose(controller.position, controller.rotation, controller.scale);
controller.visible = true;
continue;
}
}
controller.visible = false;
}
if (onAnimationFrameCallback) {
onAnimationFrameCallback(time, frame);
}
}
var animation = new WebGLAnimation();
animation.setAnimationLoop(onAnimationFrame);
this.setAnimationLoop = function(callback) {
onAnimationFrameCallback = callback;
};
this.dispose = function() {};
}
Object.assign(WebXRManager.prototype, EventDispatcher.prototype);
/**
* @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) {
parameters = parameters || {};
var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas'),
_context = parameters.context !== undefined ? parameters.context : null,
_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
_depth = parameters.depth !== undefined ? parameters.depth : true,
_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
var currentRenderList = null;
var currentRenderState = null;
// public properties
this.domElement = _canvas;
// Debug configuration container
this.debug = {
/**
* Enables error checking and reporting when shader programs are being compiled
* @type {boolean}
*/
checkShaderErrors: true
};
// clearing
this.autoClear = true;
this.autoClearColor = true;
this.autoClearDepth = true;
this.autoClearStencil = true;
// scene graph
this.sortObjects = true;
// user-defined clipping
this.clippingPlanes = [];
this.localClippingEnabled = false;
// physically based shading
this.gammaFactor = 2.0; // for backwards compatibility
this.outputEncoding = LinearEncoding;
// physical lights
this.physicallyCorrectLights = false;
// tone mapping
this.toneMapping = LinearToneMapping;
this.toneMappingExposure = 1.0;
this.toneMappingWhitePoint = 1.0;
// morphs
this.maxMorphTargets = 8;
this.maxMorphNormals = 4;
// internal properties
var _this = this,
_isContextLost = false,
// internal state cache
_framebuffer = null,
_currentActiveCubeFace = 0,
_currentActiveMipmapLevel = 0,
_currentRenderTarget = null,
_currentFramebuffer = null,
_currentMaterialId = -1,
// geometry and program caching
_currentGeometryProgram = {
geometry: null,
program: null,
wireframe: false
},
_currentCamera = null,
_currentArrayCamera = null,
_currentViewport = new Vector4(),
_currentScissor = new Vector4(),
_currentScissorTest = null,
//
_width = _canvas.width,
_height = _canvas.height,
_pixelRatio = 1,
_opaqueSort = null,
_transparentSort = null,
_viewport = new Vector4(0, 0, _width, _height),
_scissor = new Vector4(0, 0, _width, _height),
_scissorTest = false,
// frustum
_frustum = new Frustum(),
// clipping
_clipping = new WebGLClipping(),
_clippingEnabled = false,
_localClippingEnabled = false,
// camera matrices cache
_projScreenMatrix = new Matrix4(),
_vector3 = new Vector3();
function getTargetPixelRatio() {
return _currentRenderTarget === null ? _pixelRatio : 1;
}
// initialize
var _gl;
try {
var contextAttributes = {
alpha: _alpha,
depth: _depth,
stencil: _stencil,
antialias: _antialias,
premultipliedAlpha: _premultipliedAlpha,
preserveDrawingBuffer: _preserveDrawingBuffer,
powerPreference: _powerPreference,
failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
xrCompatible: true
};
// event listeners must be registered before WebGL context is created, see #12753
_canvas.addEventListener('webglcontextlost', onContextLost, false);
_canvas.addEventListener('webglcontextrestored', onContextRestore, false);
_gl = _context || _canvas.getContext('webgl', contextAttributes) || _canvas.getContext('experimental-webgl', contextAttributes);
if (_gl === null) {
if (_canvas.getContext('webgl') !== null) {
throw new Error('Error creating WebGL context with your selected attributes.');
} else {
throw new Error('Error creating WebGL context.');
}
}
// Some experimental-webgl implementations do not have getShaderPrecisionFormat
if (_gl.getShaderPrecisionFormat === undefined) {
_gl.getShaderPrecisionFormat = function() {
return {
'rangeMin': 1,
'rangeMax': 1,
'precision': 1
};
};
}
} catch (error) {
console.error('THREE.WebGLRenderer: ' + error.message);
throw error;
}
var extensions, capabilities, state, info;
var properties, textures, attributes, geometries, objects;
var programCache, renderLists, renderStates;
var background, morphtargets, bufferRenderer, indexedBufferRenderer;
var utils;
function initGLContext() {
extensions = new WebGLExtensions(_gl);
capabilities = new WebGLCapabilities(_gl, extensions, parameters);
if (capabilities.isWebGL2 === false) {
extensions.get('WEBGL_depth_texture');
extensions.get('OES_texture_float');
extensions.get('OES_texture_half_float');
extensions.get('OES_texture_half_float_linear');
extensions.get('OES_standard_derivatives');
extensions.get('OES_element_index_uint');
extensions.get('ANGLE_instanced_arrays');
}
extensions.get('OES_texture_float_linear');
utils = new WebGLUtils(_gl, extensions, capabilities);
state = new WebGLState(_gl, extensions, capabilities);
state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor());
state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor());
info = new WebGLInfo(_gl);
properties = new WebGLProperties();
textures = new WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info);
attributes = new WebGLAttributes(_gl);
geometries = new WebGLGeometries(_gl, attributes, info);
objects = new WebGLObjects(_gl, geometries, attributes, info);
morphtargets = new WebGLMorphtargets(_gl);
programCache = new WebGLPrograms(_this, extensions, capabilities);
renderLists = new WebGLRenderLists();
renderStates = new WebGLRenderStates();
background = new WebGLBackground(_this, state, objects, _premultipliedAlpha);
bufferRenderer = new WebGLBufferRenderer(_gl, extensions, info, capabilities);
indexedBufferRenderer = new WebGLIndexedBufferRenderer(_gl, extensions, info, capabilities);
info.programs = programCache.programs;
_this.capabilities = capabilities;
_this.extensions = extensions;
_this.properties = properties;
_this.renderLists = renderLists;
_this.state = state;
_this.info = info;
}
initGLContext();
// xr
var xr = new WebXRManager(_this, _gl);
this.xr = xr;
// Multiview
var multiview = new WebGLMultiview(_this, _gl);
// shadow map
var shadowMap = new WebGLShadowMap(_this, objects, capabilities.maxTextureSize);
this.shadowMap = shadowMap;
// API
this.getContext = function() {
return _gl;
};
this.getContextAttributes = function() {
return _gl.getContextAttributes();
};
this.forceContextLoss = function() {
var extension = extensions.get('WEBGL_lose_context');
if (extension) {
extension.loseContext();
}
};
this.forceContextRestore = function() {
var extension = extensions.get('WEBGL_lose_context');
if (extension) {
extension.restoreContext();
}
};
this.getPixelRatio = function() {
return _pixelRatio;
};
this.setPixelRatio = function(value) {
if (value === undefined) {
return;
}
_pixelRatio = value;
this.setSize(_width, _height, false);
};
this.getSize = function(target) {
if (target === undefined) {
console.warn('WebGLRenderer: .getsize() now requires a Vector2 as an argument');
target = new Vector2();
}
return target.set(_width, _height);
};
this.setSize = function(width, height, updateStyle) {
if (xr.isPresenting) {
console.warn('THREE.WebGLRenderer: Can\'t change size while VR device is presenting.');
return;
}
_width = width;
_height = height;
_canvas.width = Math.floor(width * _pixelRatio);
_canvas.height = Math.floor(height * _pixelRatio);
if (updateStyle !== false) {
_canvas.style.width = width + 'px';
_canvas.style.height = height + 'px';
}
this.setViewport(0, 0, width, height);
};
this.getDrawingBufferSize = function(target) {
if (target === undefined) {
console.warn('WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument');
target = new Vector2();
}
return target.set(_width * _pixelRatio, _height * _pixelRatio).floor();
};
this.setDrawingBufferSize = function(width, height, pixelRatio) {
_width = width;
_height = height;
_pixelRatio = pixelRatio;
_canvas.width = Math.floor(width * pixelRatio);
_canvas.height = Math.floor(height * pixelRatio);
this.setViewport(0, 0, width, height);
};
this.getCurrentViewport = function(target) {
if (target === undefined) {
console.warn('WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument');
target = new Vector4();
}
return target.copy(_currentViewport);
};
this.getViewport = function(target) {
return target.copy(_viewport);
};
this.setViewport = function(x, y, width, height) {
if (x.isVector4) {
_viewport.set(x.x, x.y, x.z, x.w);
} else {
_viewport.set(x, y, width, height);
}
state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor());
};
this.getScissor = function(target) {
return target.copy(_scissor);
};
this.setScissor = function(x, y, width, height) {
if (x.isVector4) {
_scissor.set(x.x, x.y, x.z, x.w);
} else {
_scissor.set(x, y, width, height);
}
state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor());
};
this.getScissorTest = function() {
return _scissorTest;
};
this.setScissorTest = function(boolean) {
state.setScissorTest(_scissorTest = boolean);
};
this.setOpaqueSort = function(method) {
_opaqueSort = method;
};
this.setTransparentSort = function(method) {
_transparentSort = method;
};
// Clearing
this.getClearColor = function() {
return background.getClearColor();
};
this.setClearColor = function() {
background.setClearColor.apply(background, arguments);
};
this.getClearAlpha = function() {
return background.getClearAlpha();
};
this.setClearAlpha = function() {
background.setClearAlpha.apply(background, arguments);
};
this.clear = function(color, depth, stencil) {
var bits = 0;
if (color === undefined || color) {
bits |= 16384;
}
if (depth === undefined || depth) {
bits |= 256;
}
if (stencil === undefined || stencil) {
bits |= 1024;
}
_gl.clear(bits);
};
this.clearColor = function() {
this.clear(true, false, false);
};
this.clearDepth = function() {
this.clear(false, true, false);
};
this.clearStencil = function() {
this.clear(false, false, true);
};
//
this.dispose = function() {
_canvas.removeEventListener('webglcontextlost', onContextLost, false);
_canvas.removeEventListener('webglcontextrestored', onContextRestore, false);
renderLists.dispose();
renderStates.dispose();
properties.dispose();
objects.dispose();
xr.dispose();
animation.stop();
};
// Events
function onContextLost(event) {
event.preventDefault();
console.log('THREE.WebGLRenderer: Context Lost.');
_isContextLost = true;
}
function onContextRestore( /* event */ ) {
console.log('THREE.WebGLRenderer: Context Restored.');
_isContextLost = false;
initGLContext();
}
function onMaterialDispose(event) {
var material = event.target;
material.removeEventListener('dispose', onMaterialDispose);
deallocateMaterial(material);
}
// Buffer deallocation
function deallocateMaterial(material) {
releaseMaterialProgramReference(material);
properties.remove(material);
}
function releaseMaterialProgramReference(material) {
var programInfo = properties.get(material).program;
material.program = undefined;
if (programInfo !== undefined) {
programCache.releaseProgram(programInfo);
}
}
// Buffer rendering
function renderObjectImmediate(object, program) {
object.render(function(object) {
_this.renderBufferImmediate(object, program);
});
}
this.renderBufferImmediate = function(object, program) {
state.initAttributes();
var buffers = properties.get(object);
if (object.hasPositions && !buffers.position) {
buffers.position = _gl.createBuffer();
}
if (object.hasNormals && !buffers.normal) {
buffers.normal = _gl.createBuffer();
}
if (object.hasUvs && !buffers.uv) {
buffers.uv = _gl.createBuffer();
}
if (object.hasColors && !buffers.color) {
buffers.color = _gl.createBuffer();
}
var programAttributes = program.getAttributes();
if (object.hasPositions) {
_gl.bindBuffer(34962, buffers.position);
_gl.bufferData(34962, object.positionArray, 35048);
state.enableAttribute(programAttributes.position);
_gl.vertexAttribPointer(programAttributes.position, 3, 5126, false, 0, 0);
}
if (object.hasNormals) {
_gl.bindBuffer(34962, buffers.normal);
_gl.bufferData(34962, object.normalArray, 35048);
state.enableAttribute(programAttributes.normal);
_gl.vertexAttribPointer(programAttributes.normal, 3, 5126, false, 0, 0);
}
if (object.hasUvs) {
_gl.bindBuffer(34962, buffers.uv);
_gl.bufferData(34962, object.uvArray, 35048);
state.enableAttribute(programAttributes.uv);
_gl.vertexAttribPointer(programAttributes.uv, 2, 5126, false, 0, 0);
}
if (object.hasColors) {
_gl.bindBuffer(34962, buffers.color);
_gl.bufferData(34962, object.colorArray, 35048);
state.enableAttribute(programAttributes.color);
_gl.vertexAttribPointer(programAttributes.color, 3, 5126, false, 0, 0);
}
state.disableUnusedAttributes();
_gl.drawArrays(4, 0, object.count);
object.count = 0;
};
var tempScene = new Scene();
this.renderBufferDirect = function(camera, scene, geometry, material, object, group) {
if (scene === null) {
scene = tempScene;
} // renderBufferDirect second parameter used to be fog (could be null)
var frontFaceCW = (object.isMesh && object.matrixWorld.determinant() < 0);
var program = setProgram(camera, scene, material, object);
state.setMaterial(material, frontFaceCW);
var updateBuffers = false;
if (_currentGeometryProgram.geometry !== geometry.id ||
_currentGeometryProgram.program !== program.id ||
_currentGeometryProgram.wireframe !== (material.wireframe === true)) {
_currentGeometryProgram.geometry = geometry.id;
_currentGeometryProgram.program = program.id;
_currentGeometryProgram.wireframe = material.wireframe === true;
updateBuffers = true;
}
if (material.morphTargets || material.morphNormals) {
morphtargets.update(object, geometry, material, program);
updateBuffers = true;
}
//
var index = geometry.index;
var position = geometry.attributes.position;
//
if (index === null) {
if (position === undefined || position.count === 0) {
return;
}
} else if (index.count === 0) {
return;
}
//
var rangeFactor = 1;
if (material.wireframe === true) {
index = geometries.getWireframeAttribute(geometry);
rangeFactor = 2;
}
var attribute;
var renderer = bufferRenderer;
if (index !== null) {
attribute = attributes.get(index);
renderer = indexedBufferRenderer;
renderer.setIndex(attribute);
}
if (updateBuffers) {
setupVertexAttributes(object, geometry, material, program);
if (index !== null) {
_gl.bindBuffer(34963, attribute.buffer);
}
}
//
var dataCount = (index !== null) ? index.count : position.count;
var rangeStart = geometry.drawRange.start * rangeFactor;
var rangeCount = geometry.drawRange.count * rangeFactor;
var groupStart = group !== null ? group.start * rangeFactor : 0;
var groupCount = group !== null ? group.count * rangeFactor : Infinity;
var drawStart = Math.max(rangeStart, groupStart);
var drawEnd = Math.min(dataCount, rangeStart + rangeCount, groupStart + groupCount) - 1;
var drawCount = Math.max(0, drawEnd - drawStart + 1);
if (drawCount === 0) {
return;
}
//
if (object.isMesh) {
if (material.wireframe === true) {
state.setLineWidth(material.wireframeLinewidth * getTargetPixelRatio());
renderer.setMode(1);
} else {
renderer.setMode(4);
}
} else if (object.isLine) {
var lineWidth = material.linewidth;
if (lineWidth === undefined) {
lineWidth = 1;
} // Not using Line*Material
state.setLineWidth(lineWidth * getTargetPixelRatio());
if (object.isLineSegments) {
renderer.setMode(1);
} else if (object.isLineLoop) {
renderer.setMode(2);
} else {
renderer.setMode(3);
}
} else if (object.isPoints) {
renderer.setMode(0);
} else if (object.isSprite) {
renderer.setMode(4);
}
if (object.isInstancedMesh) {
renderer.renderInstances(geometry, drawStart, drawCount, object.count);
} else if (geometry.isInstancedBufferGeometry) {
renderer.renderInstances(geometry, drawStart, drawCount, geometry.maxInstancedCount);
} else {
renderer.render(drawStart, drawCount);
}
};
function setupVertexAttributes(object, geometry, material, program) {
if (capabilities.isWebGL2 === false && (object.isInstancedMesh || geometry.isInstancedBufferGeometry)) {
if (extensions.get('ANGLE_instanced_arrays') === null) {
return;
}
}
state.initAttributes();
var geometryAttributes = geometry.attributes;
var programAttributes = program.getAttributes();
var materialDefaultAttributeValues = material.defaultAttributeValues;
for (var name in programAttributes) {
var programAttribute = programAttributes[name];
if (programAttribute >= 0) {
var geometryAttribute = geometryAttributes[name];
if (geometryAttribute !== undefined) {
var normalized = geometryAttribute.normalized;
var size = geometryAttribute.itemSize;
var attribute = attributes.get(geometryAttribute);
// TODO Attribute may not be available on context restore
if (attribute === undefined) {
continue;
}
var buffer = attribute.buffer;
var type = attribute.type;
var bytesPerElement = attribute.bytesPerElement;
if (geometryAttribute.isInterleavedBufferAttribute) {
var data = geometryAttribute.data;
var stride = data.stride;
var offset = geometryAttribute.offset;
if (data && data.isInstancedInterleavedBuffer) {
state.enableAttributeAndDivisor(programAttribute, data.meshPerAttribute);
if (geometry.maxInstancedCount === undefined) {
geometry.maxInstancedCount = data.meshPerAttribute * data.count;
}
} else {
state.enableAttribute(programAttribute);
}
_gl.bindBuffer(34962, buffer);
_gl.vertexAttribPointer(programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement);
} else {
if (geometryAttribute.isInstancedBufferAttribute) {
state.enableAttributeAndDivisor(programAttribute, geometryAttribute.meshPerAttribute);
if (geometry.maxInstancedCount === undefined) {
geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
}
} else {
state.enableAttribute(programAttribute);
}
_gl.bindBuffer(34962, buffer);
_gl.vertexAttribPointer(programAttribute, size, type, normalized, 0, 0);
}
} else if (name === 'instanceMatrix') {
var attribute = attributes.get(object.instanceMatrix);
// TODO Attribute may not be available on context restore
if (attribute === undefined) {
continue;
}
var buffer = attribute.buffer;
var type = attribute.type;
state.enableAttributeAndDivisor(programAttribute + 0, 1);
state.enableAttributeAndDivisor(programAttribute + 1, 1);
state.enableAttributeAndDivisor(programAttribute + 2, 1);
state.enableAttributeAndDivisor(programAttribute + 3, 1);
_gl.bindBuffer(34962, buffer);
_gl.vertexAttribPointer(programAttribute + 0, 4, type, false, 64, 0);
_gl.vertexAttribPointer(programAttribute + 1, 4, type, false, 64, 16);
_gl.vertexAttribPointer(programAttribute + 2, 4, type, false, 64, 32);
_gl.vertexAttribPointer(programAttribute + 3, 4, type, false, 64, 48);
} else if (materialDefaultAttributeValues !== undefined) {
var value = materialDefaultAttributeValues[name];
if (value !== undefined) {
switch (value.length) {
case 2:
_gl.vertexAttrib2fv(programAttribute, value);
break;
case 3:
_gl.vertexAttrib3fv(programAttribute, value);
break;
case 4:
_gl.vertexAttrib4fv(programAttribute, value);
break;
default:
_gl.vertexAttrib1fv(programAttribute, value);
}
}
}
}
}
state.disableUnusedAttributes();
}
// Compile
this.compile = function(scene, camera) {
currentRenderState = renderStates.get(scene, camera);
currentRenderState.init();
scene.traverse(function(object) {
if (object.isLight) {
currentRenderState.pushLight(object);
if (object.castShadow) {
currentRenderState.pushShadow(object);
}
}
});
currentRenderState.setupLights(camera);
scene.traverse(function(object) {
if (object.material) {
if (Array.isArray(object.material)) {
for (var i = 0; i < object.material.length; i++) {
initMaterial(object.material[i], scene, object);
}
} else {
initMaterial(object.material, scene, object);
}
}
});
};
// Animation Loop
var onAnimationFrameCallback = null;
function onAnimationFrame(time) {
if (xr.isPresenting) {
return;
}
if (onAnimationFrameCallback) {
onAnimationFrameCallback(time);
}
}
var animation = new WebGLAnimation();
animation.setAnimationLoop(onAnimationFrame);
if (typeof window !== 'undefined') {
animation.setContext(window);
}
this.setAnimationLoop = function(callback) {
onAnimationFrameCallback = callback;
xr.setAnimationLoop(callback);
animation.start();
};
// Rendering
this.render = function(scene, camera) {
var renderTarget, forceClear;
if (arguments[2] !== undefined) {
console.warn('THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.');
renderTarget = arguments[2];
}
if (arguments[3] !== undefined) {
console.warn('THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.');
forceClear = arguments[3];
}
if (!(camera && camera.isCamera)) {
console.error('THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.');
return;
}
if (_isContextLost) {
return;
}
// reset caching for this frame
_currentGeometryProgram.geometry = null;
_currentGeometryProgram.program = null;
_currentGeometryProgram.wireframe = false;
_currentMaterialId = -1;
_currentCamera = null;
// update scene graph
if (scene.autoUpdate === true) {
scene.updateMatrixWorld();
}
// update camera matrices and frustum
if (camera.parent === null) {
camera.updateMatrixWorld();
}
if (xr.enabled && xr.isPresenting) {
camera = xr.getCamera(camera);
}
//
currentRenderState = renderStates.get(scene, camera);
currentRenderState.init();
scene.onBeforeRender(_this, scene, camera, renderTarget || _currentRenderTarget);
_projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
_frustum.setFromMatrix(_projScreenMatrix);
_localClippingEnabled = this.localClippingEnabled;
_clippingEnabled = _clipping.init(this.clippingPlanes, _localClippingEnabled, camera);
currentRenderList = renderLists.get(scene, camera);
currentRenderList.init();
projectObject(scene, camera, 0, _this.sortObjects);
if (_this.sortObjects === true) {
currentRenderList.sort(_opaqueSort, _transparentSort);
}
//
if (_clippingEnabled) {
_clipping.beginShadows();
}
var shadowsArray = currentRenderState.state.shadowsArray;
shadowMap.render(shadowsArray, scene, camera);
currentRenderState.setupLights(camera);
if (_clippingEnabled) {
_clipping.endShadows();
}
//
if (this.info.autoReset) {
this.info.reset();
}
if (renderTarget !== undefined) {
this.setRenderTarget(renderTarget);
}
if (xr.enabled && multiview.isAvailable()) {
multiview.attachCamera(camera);
}
//
background.render(currentRenderList, scene, camera, forceClear);
// render scene
var opaqueObjects = currentRenderList.opaque;
var transparentObjects = currentRenderList.transparent;
if (scene.overrideMaterial) {
var overrideMaterial = scene.overrideMaterial;
if (opaqueObjects.length) {
renderObjects(opaqueObjects, scene, camera, overrideMaterial);
}
if (transparentObjects.length) {
renderObjects(transparentObjects, scene, camera, overrideMaterial);
}
} else {
// opaque pass (front-to-back order)
if (opaqueObjects.length) {
renderObjects(opaqueObjects, scene, camera);
}
// transparent pass (back-to-front order)
if (transparentObjects.length) {
renderObjects(transparentObjects, scene, camera);
}
}
//
scene.onAfterRender(_this, scene, camera);
//
if (_currentRenderTarget !== null) {
// Generate mipmap if we're using any kind of mipmap filtering
textures.updateRenderTargetMipmap(_currentRenderTarget);
// resolve multisample renderbuffers to a single-sample texture if necessary
textures.updateMultisampleRenderTarget(_currentRenderTarget);
}
// Ensure depth buffer writing is enabled so it can be cleared on next render
state.buffers.depth.setTest(true);
state.buffers.depth.setMask(true);
state.buffers.color.setMask(true);
state.setPolygonOffset(false);
if (xr.enabled) {
if (multiview.isAvailable()) {
multiview.detachCamera(camera);
}
}
// _gl.finish();
currentRenderList = null;
currentRenderState = null;
};
function projectObject(object, camera, groupOrder, sortObjects) {
if (object.visible === false) {
return;
}
var visible = object.layers.test(camera.layers);
if (visible) {
if (object.isGroup) {
groupOrder = object.renderOrder;
} else if (object.isLOD) {
if (object.autoUpdate === true) {
object.update(camera);
}
} else if (object.isLight) {
currentRenderState.pushLight(object);
if (object.castShadow) {
currentRenderState.pushShadow(object);
}
} else if (object.isSprite) {
if (!object.frustumCulled || _frustum.intersectsSprite(object)) {
if (sortObjects) {
_vector3.setFromMatrixPosition(object.matrixWorld)
.applyMatrix4(_projScreenMatrix);
}
var geometry = objects.update(object);
var material = object.material;
if (material.visible) {
currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null);
}
}
} else if (object.isImmediateRenderObject) {
if (sortObjects) {
_vector3.setFromMatrixPosition(object.matrixWorld)
.applyMatrix4(_projScreenMatrix);
}
currentRenderList.push(object, null, object.material, groupOrder, _vector3.z, null);
} else if (object.isMesh || object.isLine || object.isPoints) {
if (object.isSkinnedMesh) {
// update skeleton only once in a frame
if (object.skeleton.frame !== info.render.frame) {
object.skeleton.update();
object.skeleton.frame = info.render.frame;
}
}
if (!object.frustumCulled || _frustum.intersectsObject(object)) {
if (sortObjects) {
_vector3.setFromMatrixPosition(object.matrixWorld)
.applyMatrix4(_projScreenMatrix);
}
var geometry = objects.update(object);
var material = object.material;
if (Array.isArray(material)) {
var groups = geometry.groups;
for (var i = 0, l = groups.length; i < l; i++) {
var group = groups[i];
var groupMaterial = material[group.materialIndex];
if (groupMaterial && groupMaterial.visible) {
currentRenderList.push(object, geometry, groupMaterial, groupOrder, _vector3.z, group);
}
}
} else if (material.visible) {
currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null);
}
}
}
}
var children = object.children;
for (var i = 0, l = children.length; i < l; i++) {
projectObject(children[i], camera, groupOrder, sortObjects);
}
}
function renderObjects(renderList, scene, camera, 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;
if (camera.isArrayCamera) {
_currentArrayCamera = camera;
if (xr.enabled && multiview.isAvailable()) {
renderObject(object, scene, camera, geometry, material, group);
} else {
var cameras = camera.cameras;
for (var j = 0, jl = cameras.length; j < jl; j++) {
var camera2 = cameras[j];
if (object.layers.test(camera2.layers)) {
state.viewport(_currentViewport.copy(camera2.viewport));
currentRenderState.setupLights(camera2);
renderObject(object, scene, camera2, geometry, material, group);
}
}
}
} else {
_currentArrayCamera = null;
renderObject(object, scene, camera, geometry, material, group);
}
}
}
function renderObject(object, scene, camera, geometry, material, group) {
object.onBeforeRender(_this, scene, camera, geometry, material, group);
currentRenderState = renderStates.get(scene, _currentArrayCamera || camera);
object.modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse, object.matrixWorld);
object.normalMatrix.getNormalMatrix(object.modelViewMatrix);
if (object.isImmediateRenderObject) {
var program = setProgram(camera, scene, material, object);
state.setMaterial(material);
_currentGeometryProgram.geometry = null;
_currentGeometryProgram.program = null;
_currentGeometryProgram.wireframe = false;
renderObjectImmediate(object, program);
} else {
_this.renderBufferDirect(camera, scene, geometry, material, object, group);
}
object.onAfterRender(_this, scene, camera, geometry, material, group);
currentRenderState = renderStates.get(scene, _currentArrayCamera || camera);
}
function initMaterial(material, scene, object) {
var materialProperties = properties.get(material);
var lights = currentRenderState.state.lights;
var shadowsArray = currentRenderState.state.shadowsArray;
var lightsStateVersion = lights.state.version;
var parameters = programCache.getParameters(
material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object);
var programCacheKey = programCache.getProgramCacheKey(material, parameters);
var program = materialProperties.program;
var programChange = true;
if (program === undefined) {
// new material
material.addEventListener('dispose', onMaterialDispose);
} else if (program.cacheKey !== programCacheKey) {
// changed glsl or parameters
releaseMaterialProgramReference(material);
} else if (materialProperties.lightsStateVersion !== lightsStateVersion) {
materialProperties.lightsStateVersion = lightsStateVersion;
programChange = false;
} 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.shader = {
name: material.type,
uniforms: cloneUniforms(shader.uniforms),
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
};
} else {
materialProperties.shader = {
name: material.type,
uniforms: material.uniforms,
vertexShader: material.vertexShader,
fragmentShader: material.fragmentShader
};
}
material.onBeforeCompile(materialProperties.shader, _this);
// Computing cache key again as onBeforeCompile may have changed the shaders
programCacheKey = programCache.getProgramCacheKey(material, parameters);
program = programCache.acquireProgram(material, materialProperties.shader, parameters, programCacheKey);
materialProperties.program = program;
materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
materialProperties.outputEncoding = _this.outputEncoding;
material.program = program;
}
var programAttributes = program.getAttributes();
if (material.morphTargets) {
material.numSupportedMorphTargets = 0;
for (var i = 0; i < _this.maxMorphTargets; i++) {
if (programAttributes['morphTarget' + i] >= 0) {
material.numSupportedMorphTargets++;
}
}
}
if (material.morphNormals) {
material.numSupportedMorphNormals = 0;
for (var i = 0; i < _this.maxMorphNormals; i++) {
if (programAttributes['morphNormal' + i] >= 0) {
material.numSupportedMorphNormals++;
}
}
}
var uniforms = materialProperties.shader.uniforms;
if (!material.isShaderMaterial &&
!material.isRawShaderMaterial ||
material.clipping === true) {
materialProperties.numClippingPlanes = _clipping.numPlanes;
materialProperties.numIntersection = _clipping.numIntersection;
uniforms.clippingPlanes = _clipping.uniform;
}
materialProperties.fog = scene.fog;
// store the light setup it was created for
materialProperties.needsLights = materialNeedsLights(material);
materialProperties.lightsStateVersion = lightsStateVersion;
if (materialProperties.needsLights) {
// wire up the material to this renderer's lighting state
uniforms.ambientLightColor.value = lights.state.ambient;
uniforms.lightProbe.value = lights.state.probe;
uniforms.directionalLights.value = lights.state.directional;
uniforms.spotLights.value = lights.state.spot;
uniforms.rectAreaLights.value = lights.state.rectArea;
uniforms.pointLights.value = lights.state.point;
uniforms.hemisphereLights.value = lights.state.hemi;
uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
uniforms.spotShadowMap.value = lights.state.spotShadowMap;
uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
uniforms.pointShadowMap.value = lights.state.pointShadowMap;
uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
// TODO (abelnation): add area lights shadow info to uniforms
}
var progUniforms = materialProperties.program.getUniforms(),
uniformsList =
WebGLUniforms.seqWithValue(progUniforms.seq, uniforms);
materialProperties.uniformsList = uniformsList;
}
function setProgram(camera, scene, material, object) {
textures.resetTextureUnits();
var fog = scene.fog;
var environment = material.isMeshStandardMaterial ? scene.environment : null;
var materialProperties = properties.get(material);
var lights = currentRenderState.state.lights;
if (_clippingEnabled) {
if (_localClippingEnabled || camera !== _currentCamera) {
var useCache =
camera === _currentCamera &&
material.id === _currentMaterialId;
// we might want to call this function with some ClippingGroup
// object instead of the material, once it becomes feasible
// (#8465, #8379)
_clipping.setState(
material.clippingPlanes, material.clipIntersection, material.clipShadows,
camera, materialProperties, useCache);
}
}
if (material.version === materialProperties.__version) {
if (materialProperties.program === undefined) {
material.needsUpdate = true;
} else if (material.fog && materialProperties.fog !== fog) {
material.needsUpdate = true;
} else if (materialProperties.environment !== environment) {
material.needsUpdate = true;
} else if (materialProperties.needsLights && (materialProperties.lightsStateVersion !== lights.state.version)) {
material.needsUpdate = true;
} else if (materialProperties.numClippingPlanes !== undefined &&
(materialProperties.numClippingPlanes !== _clipping.numPlanes ||
materialProperties.numIntersection !== _clipping.numIntersection)) {
material.needsUpdate = true;
} else if (materialProperties.outputEncoding !== _this.outputEncoding) {
material.needsUpdate = true;
}
}
if (material.version !== materialProperties.__version) {
initMaterial(material, scene, object);
materialProperties.__version = material.version;
}
var refreshProgram = false;
var refreshMaterial = false;
var refreshLights = false;
var program = materialProperties.program,
p_uniforms = program.getUniforms(),
m_uniforms = materialProperties.shader.uniforms;
if (state.useProgram(program.program)) {
refreshProgram = true;
refreshMaterial = true;
refreshLights = true;
}
if (material.id !== _currentMaterialId) {
_currentMaterialId = material.id;
refreshMaterial = true;
}
if (refreshProgram || _currentCamera !== camera) {
if (program.numMultiviewViews > 0) {
multiview.updateCameraProjectionMatricesUniform(camera, p_uniforms);
} else {
p_uniforms.setValue(_gl, 'projectionMatrix', camera.projectionMatrix);
}
if (capabilities.logarithmicDepthBuffer) {
p_uniforms.setValue(_gl, 'logDepthBufFC',
2.0 / (Math.log(camera.far + 1.0) / Math.LN2));
}
if (_currentCamera !== camera) {
_currentCamera = camera;
// lighting uniforms depend on the camera so enforce an update
// now, in case this material supports lights - or later, when
// the next material that does gets activated:
refreshMaterial = true; // set to true on material change
refreshLights = true; // remains set until update done
}
// load material specific uniforms
// (shader material also gets them for the sake of genericity)
if (material.isShaderMaterial ||
material.isMeshPhongMaterial ||
material.isMeshToonMaterial ||
material.isMeshStandardMaterial ||
material.envMap) {
var uCamPos = p_uniforms.map.cameraPosition;
if (uCamPos !== undefined) {
uCamPos.setValue(_gl,
_vector3.setFromMatrixPosition(camera.matrixWorld));
}
}
if (material.isMeshPhongMaterial ||
material.isMeshToonMaterial ||
material.isMeshLambertMaterial ||
material.isMeshBasicMaterial ||
material.isMeshStandardMaterial ||
material.isShaderMaterial) {
p_uniforms.setValue(_gl, 'isOrthographic', camera.isOrthographicCamera === true);
}
if (material.isMeshPhongMaterial ||
material.isMeshToonMaterial ||
material.isMeshLambertMaterial ||
material.isMeshBasicMaterial ||
material.isMeshStandardMaterial ||
material.isShaderMaterial ||
material.skinning) {
if (program.numMultiviewViews > 0) {
multiview.updateCameraViewMatricesUniform(camera, p_uniforms);
} else {
p_uniforms.setValue(_gl, 'viewMatrix', camera.matrixWorldInverse);
}
}
}
// skinning uniforms must be set even if material didn't change
// auto-setting of texture unit for bone texture must go before other textures
// not sure why, but otherwise weird things happen
if (material.skinning) {
p_uniforms.setOptional(_gl, object, 'bindMatrix');
p_uniforms.setOptional(_gl, object, 'bindMatrixInverse');
var skeleton = object.skeleton;
if (skeleton) {
var bones = skeleton.bones;
if (capabilities.floatVertexTextures) {
if (skeleton.boneTexture === undefined) {
// layout (1 matrix = 4 pixels)
// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
var size = Math.sqrt(bones.length * 4); // 4 pixels needed for 1 matrix
size = _Math.ceilPowerOfTwo(size);
size = Math.max(size, 4);
var boneMatrices = new Float32Array(size * size * 4); // 4 floats per RGBA pixel
boneMatrices.set(skeleton.boneMatrices); // copy current values
var boneTexture = new DataTexture(boneMatrices, size, size, RGBAFormat, FloatType);
skeleton.boneMatrices = boneMatrices;
skeleton.boneTexture = boneTexture;
skeleton.boneTextureSize = size;
}
p_uniforms.setValue(_gl, 'boneTexture', skeleton.boneTexture, textures);
p_uniforms.setValue(_gl, 'boneTextureSize', skeleton.boneTextureSize);
} else {
p_uniforms.setOptional(_gl, skeleton, 'boneMatrices');
}
}
}
if (refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow) {
materialProperties.receiveShadow = object.receiveShadow;
p_uniforms.setValue(_gl, 'receiveShadow', object.receiveShadow);
}
if (refreshMaterial) {
p_uniforms.setValue(_gl, 'toneMappingExposure', _this.toneMappingExposure);
p_uniforms.setValue(_gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint);
if (materialProperties.needsLights) {
// the current material requires lighting info
// note: all lighting uniforms are always set correctly
// they simply reference the renderer's state for their
// values
//
// use the current material's .needsUpdate flags to set
// the GL state when required
markUniformsLightsNeedsUpdate(m_uniforms, refreshLights);
}
// refresh uniforms common to several materials
if (fog && material.fog) {
refreshUniformsFog(m_uniforms, fog);
}
if (material.isMeshBasicMaterial) {
refreshUniformsCommon(m_uniforms, material);
} else if (material.isMeshLambertMaterial) {
refreshUniformsCommon(m_uniforms, material);
refreshUniformsLambert(m_uniforms, material);
} else if (material.isMeshToonMaterial) {
refreshUniformsCommon(m_uniforms, material);
refreshUniformsToon(m_uniforms, material);
} else if (material.isMeshPhongMaterial) {
refreshUniformsCommon(m_uniforms, material);
refreshUniformsPhong(m_uniforms, material);
} else if (material.isMeshStandardMaterial) {
refreshUniformsCommon(m_uniforms, material, environment);
if (material.isMeshPhysicalMaterial) {
refreshUniformsPhysical(m_uniforms, material, environment);
} else {
refreshUniformsStandard(m_uniforms, material, environment);
}
} else if (material.isMeshMatcapMaterial) {
refreshUniformsCommon(m_uniforms, material);
refreshUniformsMatcap(m_uniforms, material);
} else if (material.isMeshDepthMaterial) {
refreshUniformsCommon(m_uniforms, material);
refreshUniformsDepth(m_uniforms, material);
} else if (material.isMeshDistanceMaterial) {
refreshUniformsCommon(m_uniforms, material);
refreshUniformsDistance(m_uniforms, material);
} else if (material.isMeshNormalMaterial) {
refreshUniformsCommon(m_uniforms, material);
refreshUniformsNormal(m_uniforms, material);
} else if (material.isLineBasicMaterial) {
refreshUniformsLine(m_uniforms, material);
if (material.isLineDashedMaterial) {
refreshUniformsDash(m_uniforms, material);
}
} else if (material.isPointsMaterial) {
refreshUniformsPoints(m_uniforms, material);
} else if (material.isSpriteMaterial) {
refreshUniformsSprites(m_uniforms, material);
} else if (material.isShadowMaterial) {
m_uniforms.color.value.copy(material.color);
m_uniforms.opacity.value = material.opacity;
}
// RectAreaLight Texture
// TODO (mrdoob): Find a nicer implementation
if (m_uniforms.ltc_1 !== undefined) {
m_uniforms.ltc_1.value = UniformsLib.LTC_1;
}
if (m_uniforms.ltc_2 !== undefined) {
m_uniforms.ltc_2.value = UniformsLib.LTC_2;
}
WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures);
if (material.isShaderMaterial) {
material.uniformsNeedUpdate = false; // #15581
}
}
if (material.isShaderMaterial && material.uniformsNeedUpdate === true) {
WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures);
material.uniformsNeedUpdate = false;
}
if (material.isSpriteMaterial) {
p_uniforms.setValue(_gl, 'center', object.center);
}
// common matrices
if (program.numMultiviewViews > 0) {
multiview.updateObjectMatricesUniforms(object, camera, p_uniforms);
} else {
p_uniforms.setValue(_gl, 'modelViewMatrix', object.modelViewMatrix);
p_uniforms.setValue(_gl, 'normalMatrix', object.normalMatrix);
}
p_uniforms.setValue(_gl, 'modelMatrix', object.matrixWorld);
return program;
}
// Uniforms (refresh uniforms objects)
function refreshUniformsCommon(uniforms, material, environment) {
uniforms.opacity.value = material.opacity;
if (material.color) {
uniforms.diffuse.value.copy(material.color);
}
if (material.emissive) {
uniforms.emissive.value.copy(material.emissive).multiplyScalar(material.emissiveIntensity);
}
if (material.map) {
uniforms.map.value = material.map;
}
if (material.alphaMap) {
uniforms.alphaMap.value = material.alphaMap;
}
if (material.specularMap) {
uniforms.specularMap.value = material.specularMap;
}
var envMap = material.envMap || environment;
if (envMap) {
uniforms.envMap.value = 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 = envMap.isCubeTexture ? -1 : 1;
uniforms.reflectivity.value = material.reflectivity;
uniforms.refractionRatio.value = material.refractionRatio;
uniforms.maxMipLevel.value = properties.get(envMap).__maxMipLevel;
}
if (material.lightMap) {
uniforms.lightMap.value = material.lightMap;
uniforms.lightMapIntensity.value = material.lightMapIntensity;
}
if (material.aoMap) {
uniforms.aoMap.value = material.aoMap;
uniforms.aoMapIntensity.value = material.aoMapIntensity;
}
// uv repeat and offset setting priorities
// 1. color map
// 2. specular map
// 3. normal map
// 4. bump map
// 5. alpha map
// 6. emissive map
var uvScaleMap;
if (material.map) {
uvScaleMap = material.map;
} else if (material.specularMap) {
uvScaleMap = material.specularMap;
} else if (material.displacementMap) {
uvScaleMap = material.displacementMap;
} else if (material.normalMap) {
uvScaleMap = material.normalMap;
} else if (material.bumpMap) {
uvScaleMap = material.bumpMap;
} else if (material.roughnessMap) {
uvScaleMap = material.roughnessMap;
} else if (material.metalnessMap) {
uvScaleMap = material.metalnessMap;
} else if (material.alphaMap) {
uvScaleMap = material.alphaMap;
} else if (material.emissiveMap) {
uvScaleMap = material.emissiveMap;
}
if (uvScaleMap !== undefined) {
// backwards compatibility
if (uvScaleMap.isWebGLRenderTarget) {
uvScaleMap = uvScaleMap.texture;
}
if (uvScaleMap.matrixAutoUpdate === true) {
uvScaleMap.updateMatrix();
}
uniforms.uvTransform.value.copy(uvScaleMap.matrix);
}
// uv repeat and offset setting priorities for uv2
// 1. ao map
// 2. light map
var uv2ScaleMap;
if (material.aoMap) {
uv2ScaleMap = material.aoMap;
} else if (material.lightMap) {
uv2ScaleMap = material.lightMap;
}
if (uv2ScaleMap !== undefined) {
// backwards compatibility
if (uv2ScaleMap.isWebGLRenderTarget) {
uv2ScaleMap = uv2ScaleMap.texture;
}
if (uv2ScaleMap.matrixAutoUpdate === true) {
uv2ScaleMap.updateMatrix();
}
uniforms.uv2Transform.value.copy(uv2ScaleMap.matrix);
}
}
function refreshUniformsLine(uniforms, material) {
uniforms.diffuse.value.copy(material.color);
uniforms.opacity.value = material.opacity;
}
function refreshUniformsDash(uniforms, material) {
uniforms.dashSize.value = material.dashSize;
uniforms.totalSize.value = material.dashSize + material.gapSize;
uniforms.scale.value = material.scale;
}
function refreshUniformsPoints(uniforms, material) {
uniforms.diffuse.value.copy(material.color);
uniforms.opacity.value = material.opacity;
uniforms.size.value = material.size * _pixelRatio;
uniforms.scale.value = _height * 0.5;
if (material.map) {
uniforms.map.value = material.map;
}
if (material.alphaMap) {
uniforms.alphaMap.value = material.alphaMap;
}
// uv repeat and offset setting priorities
// 1. color map
// 2. alpha map
var uvScaleMap;
if (material.map) {
uvScaleMap = material.map;
} else if (material.alphaMap) {
uvScaleMap = material.alphaMap;
}
if (uvScaleMap !== undefined) {
if (uvScaleMap.matrixAutoUpdate === true) {
uvScaleMap.updateMatrix();
}
uniforms.uvTransform.value.copy(uvScaleMap.matrix);
}
}
function refreshUniformsSprites(uniforms, material) {
uniforms.diffuse.value.copy(material.color);
uniforms.opacity.value = material.opacity;
uniforms.rotation.value = material.rotation;
if (material.map) {
uniforms.map.value = material.map;
}
if (material.alphaMap) {
uniforms.alphaMap.value = material.alphaMap;
}
// uv repeat and offset setting priorities
// 1. color map
// 2. alpha map
var uvScaleMap;
if (material.map) {
uvScaleMap = material.map;
} else if (material.alphaMap) {
uvScaleMap = material.alphaMap;
}
if (uvScaleMap !== undefined) {
if (uvScaleMap.matrixAutoUpdate === true) {
uvScaleMap.updateMatrix();
}
uniforms.uvTransform.value.copy(uvScaleMap.matrix);
}
}
function refreshUniformsFog(uniforms, fog) {
uniforms.fogColor.value.copy(fog.color);
if (fog.isFog) {
uniforms.fogNear.value = fog.near;
uniforms.fogFar.value = fog.far;
} else if (fog.isFogExp2) {
uniforms.fogDensity.value = fog.density;
}
}
function refreshUniformsLambert(uniforms, material) {
if (material.emissiveMap) {
uniforms.emissiveMap.value = material.emissiveMap;
}
}
function refreshUniformsPhong(uniforms, material) {
uniforms.specular.value.copy(material.specular);
uniforms.shininess.value = Math.max(material.shininess, 1e-4); // to prevent pow( 0.0, 0.0 )
if (material.emissiveMap) {
uniforms.emissiveMap.value = material.emissiveMap;
}
if (material.bumpMap) {
uniforms.bumpMap.value = material.bumpMap;
uniforms.bumpScale.value = material.bumpScale;
if (material.side === BackSide) {
uniforms.bumpScale.value *= -1;
}
}
if (material.normalMap) {
uniforms.normalMap.value = material.normalMap;
uniforms.normalScale.value.copy(material.normalScale);
if (material.side === BackSide) {
uniforms.normalScale.value.negate();
}
}
if (material.displacementMap) {
uniforms.displacementMap.value = material.displacementMap;
uniforms.displacementScale.value = material.displacementScale;
uniforms.displacementBias.value = material.displacementBias;
}
}
function refreshUniformsToon(uniforms, material) {
uniforms.specular.value.copy(material.specular);
uniforms.shininess.value = Math.max(material.shininess, 1e-4); // to prevent pow( 0.0, 0.0 )
if (material.gradientMap) {
uniforms.gradientMap.value = material.gradientMap;
}
if (material.emissiveMap) {
uniforms.emissiveMap.value = material.emissiveMap;
}
if (material.bumpMap) {
uniforms.bumpMap.value = material.bumpMap;
uniforms.bumpScale.value = material.bumpScale;
if (material.side === BackSide) {
uniforms.bumpScale.value *= -1;
}
}
if (material.normalMap) {
uniforms.normalMap.value = material.normalMap;
uniforms.normalScale.value.copy(material.normalScale);
if (material.side === BackSide) {
uniforms.normalScale.value.negate();
}
}
if (material.displacementMap) {
uniforms.displacementMap.value = material.displacementMap;
uniforms.displacementScale.value = material.displacementScale;
uniforms.displacementBias.value = material.displacementBias;
}
}
function refreshUniformsStandard(uniforms, material, environment) {
uniforms.roughness.value = material.roughness;
uniforms.metalness.value = material.metalness;
if (material.roughnessMap) {
uniforms.roughnessMap.value = material.roughnessMap;
}
if (material.metalnessMap) {
uniforms.metalnessMap.value = material.metalnessMap;
}
if (material.emissiveMap) {
uniforms.emissiveMap.value = material.emissiveMap;
}
if (material.bumpMap) {
uniforms.bumpMap.value = material.bumpMap;
uniforms.bumpScale.value = material.bumpScale;
if (material.side === BackSide) {
uniforms.bumpScale.value *= -1;
}
}
if (material.normalMap) {
uniforms.normalMap.value = material.normalMap;
uniforms.normalScale.value.copy(material.normalScale);
if (material.side === BackSide) {
uniforms.normalScale.value.negate();
}
}
if (material.displacementMap) {
uniforms.displacementMap.value = material.displacementMap;
uniforms.displacementScale.value = material.displacementScale;
uniforms.displacementBias.value = material.displacementBias;
}
if (material.envMap || environment) {
//uniforms.envMap.value = material.envMap; // part of uniforms common
uniforms.envMapIntensity.value = material.envMapIntensity;
}
}
function refreshUniformsPhysical(uniforms, material, environment) {
refreshUniformsStandard(uniforms, material, environment);
uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
uniforms.clearcoat.value = material.clearcoat;
uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
if (material.sheen) {
uniforms.sheen.value.copy(material.sheen);
}
if (material.clearcoatNormalMap) {
uniforms.clearcoatNormalScale.value.copy(material.clearcoatNormalScale);
uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
if (material.side === BackSide) {
uniforms.clearcoatNormalScale.value.negate();
}
}
uniforms.transparency.value = material.transparency;
}
function refreshUniformsMatcap(uniforms, material) {
if (material.matcap) {
uniforms.matcap.value = material.matcap;
}
if (material.bumpMap) {
uniforms.bumpMap.value = material.bumpMap;
uniforms.bumpScale.value = material.bumpScale;
if (material.side === BackSide) {
uniforms.bumpScale.value *= -1;
}
}
if (material.normalMap) {
uniforms.normalMap.value = material.normalMap;
uniforms.normalScale.value.copy(material.normalScale);
if (material.side === BackSide) {
uniforms.normalScale.value.negate();
}
}
if (material.displacementMap) {
uniforms.displacementMap.value = material.displacementMap;
uniforms.displacementScale.value = material.displacementScale;
uniforms.displacementBias.value = material.displacementBias;
}
}
function refreshUniformsDepth(uniforms, material) {
if (material.displacementMap) {
uniforms.displacementMap.value = material.displacementMap;
uniforms.displacementScale.value = material.displacementScale;
uniforms.displacementBias.value = material.displacementBias;
}
}
function refreshUniformsDistance(uniforms, material) {
if (material.displacementMap) {
uniforms.displacementMap.value = material.displacementMap;
uniforms.displacementScale.value = material.displacementScale;
uniforms.displacementBias.value = material.displacementBias;
}
uniforms.referencePosition.value.copy(material.referencePosition);
uniforms.nearDistance.value = material.nearDistance;
uniforms.farDistance.value = material.farDistance;
}
function refreshUniformsNormal(uniforms, material) {
if (material.bumpMap) {
uniforms.bumpMap.value = material.bumpMap;
uniforms.bumpScale.value = material.bumpScale;
if (material.side === BackSide) {
uniforms.bumpScale.value *= -1;
}
}
if (material.normalMap) {
uniforms.normalMap.value = material.normalMap;
uniforms.normalScale.value.copy(material.normalScale);
if (material.side === BackSide) {
uniforms.normalScale.value.negate();
}
}
if (material.displacementMap) {
uniforms.displacementMap.value = material.displacementMap;
uniforms.displacementScale.value = material.displacementScale;
uniforms.displacementBias.value = material.displacementBias;
}
}
// If uniforms are marked as clean, they don't need to be loaded to the GPU.
function markUniformsLightsNeedsUpdate(uniforms, value) {
uniforms.ambientLightColor.needsUpdate = value;
uniforms.lightProbe.needsUpdate = value;
uniforms.directionalLights.needsUpdate = value;
uniforms.pointLights.needsUpdate = value;
uniforms.spotLights.needsUpdate = value;
uniforms.rectAreaLights.needsUpdate = value;
uniforms.hemisphereLights.needsUpdate = value;
}
function materialNeedsLights(material) {
return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
material.isMeshStandardMaterial || material.isShadowMaterial ||
(material.isShaderMaterial && material.lights === true);
}
//
this.setFramebuffer = function(value) {
if (_framebuffer !== value && _currentRenderTarget === null) {
_gl.bindFramebuffer(36160, value);
}
_framebuffer = value;
};
this.getActiveCubeFace = function() {
return _currentActiveCubeFace;
};
this.getActiveMipmapLevel = function() {
return _currentActiveMipmapLevel;
};
this.getRenderTarget = function() {
return _currentRenderTarget;
};
this.setRenderTarget = function(renderTarget, activeCubeFace, activeMipmapLevel) {
_currentRenderTarget = renderTarget;
_currentActiveCubeFace = activeCubeFace;
_currentActiveMipmapLevel = activeMipmapLevel;
if (renderTarget && properties.get(renderTarget).__webglFramebuffer === undefined) {
textures.setupRenderTarget(renderTarget);
}
var framebuffer = _framebuffer;
var isCube = false;
if (renderTarget) {
var __webglFramebuffer = properties.get(renderTarget).__webglFramebuffer;
if (renderTarget.isWebGLRenderTargetCube) {
framebuffer = __webglFramebuffer[activeCubeFace || 0];
isCube = true;
} else if (renderTarget.isWebGLMultisampleRenderTarget) {
framebuffer = properties.get(renderTarget).__webglMultisampledFramebuffer;
} else {
framebuffer = __webglFramebuffer;
}
_currentViewport.copy(renderTarget.viewport);
_currentScissor.copy(renderTarget.scissor);
_currentScissorTest = renderTarget.scissorTest;
} else {
_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor();
_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor();
_currentScissorTest = _scissorTest;
}
if (_currentFramebuffer !== framebuffer) {
_gl.bindFramebuffer(36160, framebuffer);
_currentFramebuffer = framebuffer;
}
state.viewport(_currentViewport);
state.scissor(_currentScissor);
state.setScissorTest(_currentScissorTest);
if (isCube) {
var textureProperties = properties.get(renderTarget.texture);
_gl.framebufferTexture2D(36160, 36064, 34069 + (activeCubeFace || 0), textureProperties.__webglTexture, activeMipmapLevel || 0);
}
};
this.readRenderTargetPixels = function(renderTarget, x, y, width, height, buffer, activeCubeFaceIndex) {
if (!(renderTarget && renderTarget.isWebGLRenderTarget)) {
console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.');
return;
}
var framebuffer = properties.get(renderTarget).__webglFramebuffer;
if (renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined) {
framebuffer = framebuffer[activeCubeFaceIndex];
}
if (framebuffer) {
var restore = false;
if (framebuffer !== _currentFramebuffer) {
_gl.bindFramebuffer(36160, framebuffer);
restore = true;
}
try {
var texture = renderTarget.texture;
var textureFormat = texture.format;
var textureType = texture.type;
if (textureFormat !== RGBAFormat && utils.convert(textureFormat) !== _gl.getParameter(35739)) {
console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.');
return;
}
if (textureType !== UnsignedByteType && utils.convert(textureType) !== _gl.getParameter(35738) && // IE11, Edge and Chrome Mac < 52 (#9513)
!(textureType === FloatType && (capabilities.isWebGL2 || extensions.get('OES_texture_float') || extensions.get('WEBGL_color_buffer_float'))) && // Chrome Mac >= 52 and Firefox
!(textureType === HalfFloatType && (capabilities.isWebGL2 ? extensions.get('EXT_color_buffer_float') : extensions.get('EXT_color_buffer_half_float')))) {
console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.');
return;
}
if (_gl.checkFramebufferStatus(36160) === 36053) {
// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
if ((x >= 0 && x <= (renderTarget.width - width)) && (y >= 0 && y <= (renderTarget.height - height))) {
_gl.readPixels(x, y, width, height, utils.convert(textureFormat), utils.convert(textureType), buffer);
}
} else {
console.error('THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.');
}
} finally {
if (restore) {
_gl.bindFramebuffer(36160, _currentFramebuffer);
}
}
}
};
this.copyFramebufferToTexture = function(position, texture, level) {
if (level === undefined) {
level = 0;
}
var levelScale = Math.pow(2, -level);
var width = Math.floor(texture.image.width * levelScale);
var height = Math.floor(texture.image.height * levelScale);
var glFormat = utils.convert(texture.format);
textures.setTexture2D(texture, 0);
_gl.copyTexImage2D(3553, level, glFormat, position.x, position.y, width, height, 0);
state.unbindTexture();
};
this.copyTextureToTexture = function(position, srcTexture, dstTexture, level) {
var width = srcTexture.image.width;
var height = srcTexture.image.height;
var glFormat = utils.convert(dstTexture.format);
var glType = utils.convert(dstTexture.type);
textures.setTexture2D(dstTexture, 0);
if (srcTexture.isDataTexture) {
_gl.texSubImage2D(3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data);
} else {
_gl.texSubImage2D(3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image);
}
state.unbindTexture();
};
this.initTexture = function(texture) {
textures.setTexture2D(texture, 0);
state.unbindTexture();
};
if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', {
detail: this
})); // eslint-disable-line no-undef
}
}
/**
* @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;
}
Object.assign(FogExp2.prototype, {
isFogExp2: true,
clone: function() {
return new FogExp2(this.color, this.density);
},
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;
}
Object.assign(Fog.prototype, {
isFog: true,
clone: function() {
return new Fog(this.color, this.near, this.far);
},
toJSON: function( /* meta */ ) {
return {
type: 'Fog',
color: this.color.getHex(),
near: this.near,
far: this.far
};
}
});
/**
* @author benaadams / https://twitter.com/ben_a_adams
*/
function InterleavedBuffer(array, stride) {
this.array = array;
this.stride = stride;
this.count = array !== undefined ? array.length / stride : 0;
this.usage = StaticDrawUsage;
this.updateRange = {
offset: 0,
count: -1
};
this.version = 0;
}
Object.defineProperty(InterleavedBuffer.prototype, 'needsUpdate', {
set: function(value) {
if (value === true) {
this.version++;
}
}
});
Object.assign(InterleavedBuffer.prototype, {
isInterleavedBuffer: true,
onUploadCallback: function() {},
setUsage: function(value) {
this.usage = value;
return this;
},
copy: function(source) {
this.array = new source.array.constructor(source.array);
this.count = source.count;
this.stride = source.stride;
this.usage = source.usage;
return this;
},
copyAt: function(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
*/
var _vector$7 = new Vector3();
function InterleavedBufferAttribute(interleavedBuffer, itemSize, offset, normalized) {
this.data = interleavedBuffer;
this.itemSize = itemSize;
this.offset = offset;
this.normalized = normalized === true;
}
Object.defineProperties(InterleavedBufferAttribute.prototype, {
count: {
get: function() {
return this.data.count;
}
},
array: {
get: function() {
return this.data.array;
}
}
});
Object.assign(InterleavedBufferAttribute.prototype, {
isInterleavedBufferAttribute: true,
applyMatrix4: function(m) {
for (var i = 0, l = this.data.count; i < l; i++) {
_vector$7.x = this.getX(i);
_vector$7.y = this.getY(i);
_vector$7.z = this.getZ(i);
_vector$7.applyMatrix4(m);
this.setXYZ(i, _vector$7.x, _vector$7.y, _vector$7.z);
}
return this;
},
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 alteredq / http://alteredqualia.com/
*
* parameters = {
* color: <hex>,
* map: new THREE.Texture( <Image> ),
* alphaMap: new THREE.Texture( <Image> ),
* rotation: <float>,
* sizeAttenuation: <bool>
* }
*/
function SpriteMaterial(parameters) {
Material.call(this);
this.type = 'SpriteMaterial';
this.color = new Color(0xffffff);
this.map = null;
this.alphaMap = null;
this.rotation = 0;
this.sizeAttenuation = true;
this.transparent = true;
this.setValues(parameters);
}
SpriteMaterial.prototype = Object.create(Material.prototype);
SpriteMaterial.prototype.constructor = SpriteMaterial;
SpriteMaterial.prototype.isSpriteMaterial = true;
SpriteMaterial.prototype.copy = function(source) {
Material.prototype.copy.call(this, source);
this.color.copy(source.color);
this.map = source.map;
this.alphaMap = source.alphaMap;
this.rotation = source.rotation;
this.sizeAttenuation = source.sizeAttenuation;
return this;
};
/**
* @author mikael emtinger / http://gomo.se/
* @author alteredq / http://alteredqualia.com/
*/
var _geometry;
var _intersectPoint = new Vector3();
var _worldScale = new Vector3();
var _mvPosition = new Vector3();
var _alignedPosition = new Vector2();
var _rotatedPosition = new Vector2();
var _viewWorldMatrix = new Matrix4();
var _vA$1 = new Vector3();
var _vB$1 = new Vector3();
var _vC$1 = new Vector3();
var _uvA$1 = new Vector2();
var _uvB$1 = new Vector2();
var _uvC$1 = new Vector2();
function Sprite(material) {
Object3D.call(this);
this.type = 'Sprite';
if (_geometry === undefined) {
_geometry = new BufferGeometry();
var float32Array = new Float32Array([
-0.5, -0.5, 0, 0, 0,
0.5, -0.5, 0, 1, 0,
0.5, 0.5, 0, 1, 1,
-0.5, 0.5, 0, 0, 1
]);
var interleavedBuffer = new InterleavedBuffer(float32Array, 5);
_geometry.setIndex([0, 1, 2, 0, 2, 3]);
_geometry.setAttribute('position', new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false));
_geometry.setAttribute('uv', new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false));
}
this.geometry = _geometry;
this.material = (material !== undefined) ? material : new SpriteMaterial();
this.center = new Vector2(0.5, 0.5);
}
Sprite.prototype = Object.assign(Object.create(Object3D.prototype), {
constructor: Sprite,
isSprite: true,
raycast: function(raycaster, intersects) {
if (raycaster.camera === null) {
console.error('THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.');
}
_worldScale.setFromMatrixScale(this.matrixWorld);
_viewWorldMatrix.copy(raycaster.camera.matrixWorld);
this.modelViewMatrix.multiplyMatrices(raycaster.camera.matrixWorldInverse, this.matrixWorld);
_mvPosition.setFromMatrixPosition(this.modelViewMatrix);
if (raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false) {
_worldScale.multiplyScalar(-_mvPosition.z);
}
var rotation = this.material.rotation;
var sin, cos;
if (rotation !== 0) {
cos = Math.cos(rotation);
sin = Math.sin(rotation);
}
var center = this.center;
transformVertex(_vA$1.set(-0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos);
transformVertex(_vB$1.set(0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos);
transformVertex(_vC$1.set(0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos);
_uvA$1.set(0, 0);
_uvB$1.set(1, 0);
_uvC$1.set(1, 1);
// check first triangle
var intersect = raycaster.ray.intersectTriangle(_vA$1, _vB$1, _vC$1, false, _intersectPoint);
if (intersect === null) {
// check second triangle
transformVertex(_vB$1.set(-0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos);
_uvB$1.set(0, 1);
intersect = raycaster.ray.intersectTriangle(_vA$1, _vC$1, _vB$1, false, _intersectPoint);
if (intersect === null) {
return;
}
}
var distance = raycaster.ray.origin.distanceTo(_intersectPoint);
if (distance < raycaster.near || distance > raycaster.far) {
return;
}
intersects.push({
distance: distance,
point: _intersectPoint.clone(),
uv: Triangle.getUV(_intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2()),
face: null,
object: this
});
},
clone: function() {
return new this.constructor(this.material).copy(this);
},
copy: function(source) {
Object3D.prototype.copy.call(this, source);
if (source.center !== undefined) {
this.center.copy(source.center);
}
return this;
}
});
function transformVertex(vertexPosition, mvPosition, center, scale, sin, cos) {
// compute position in camera space
_alignedPosition.subVectors(vertexPosition, center).addScalar(0.5).multiply(scale);
// to check if rotation is not zero
if (sin !== undefined) {
_rotatedPosition.x = (cos * _alignedPosition.x) - (sin * _alignedPosition.y);
_rotatedPosition.y = (sin * _alignedPosition.x) + (cos * _alignedPosition.y);
} else {
_rotatedPosition.copy(_alignedPosition);
}
vertexPosition.copy(mvPosition);
vertexPosition.x += _rotatedPosition.x;
vertexPosition.y += _rotatedPosition.y;
// transform to world space
vertexPosition.applyMatrix4(_viewWorldMatrix);
}
/**
* @author mikael emtinger / http://gomo.se/
* @author alteredq / http://alteredqualia.com/
* @author mrdoob / http://mrdoob.com/
*/
var _v1$4 = new Vector3();
var _v2$2 = new Vector3();
function LOD() {
Object3D.call(this);
this.type = 'LOD';
Object.defineProperties(this, {
levels: {
enumerable: true,
value: []
}
});
this.autoUpdate = true;
}
LOD.prototype = Object.assign(Object.create(Object3D.prototype), {
constructor: LOD,
isLOD: true,
copy: function(source) {
Object3D.prototype.copy.call(this, source, false);
var levels = source.levels;
for (var i = 0, l = levels.length; i < l; i++) {
var level = levels[i];
this.addLevel(level.object.clone(), level.distance);
}
this.autoUpdate = source.autoUpdate;
return this;
},
addLevel: function(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);
return this;
},
getObjectForDistance: function(distance) {
var levels = this.levels;
if (levels.length > 0) {
for (var i = 1, l = levels.length; i < l; i++) {
if (distance < levels[i].distance) {
break;
}
}
return levels[i - 1].object;
}
return null;
},
raycast: function(raycaster, intersects) {
var levels = this.levels;
if (levels.length > 0) {
_v1$4.setFromMatrixPosition(this.matrixWorld);
var distance = raycaster.ray.origin.distanceTo(_v1$4);
this.getObjectForDistance(distance).raycast(raycaster, intersects);
}
},
update: function(camera) {
var levels = this.levels;
if (levels.length > 1) {
_v1$4.setFromMatrixPosition(camera.matrixWorld);
_v2$2.setFromMatrixPosition(this.matrixWorld);
var distance = _v1$4.distanceTo(_v2$2);
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);
if (this.autoUpdate === false) {
data.object.autoUpdate = false;
}
data.object.levels = [];
var levels = this.levels;
for (var i = 0, l = levels.length; i < l; i++) {
var level = levels[i];
data.object.levels.push({
object: level.object.uuid,
distance: level.distance
});
}
return data;
}
});
/**
* @author mikael emtinger / http://gomo.se/
* @author alteredq / http://alteredqualia.com/
* @author ikerr / http://verold.com
*/
function SkinnedMesh(geometry, material) {
if (geometry && geometry.isGeometry) {
console.error('THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
}
Mesh.call(this, geometry, material);
this.type = 'SkinnedMesh';
this.bindMode = 'attached';
this.bindMatrix = new Matrix4();
this.bindMatrixInverse = new Matrix4();
}
SkinnedMesh.prototype = Object.assign(Object.create(Mesh.prototype), {
constructor: SkinnedMesh,
isSkinnedMesh: true,
bind: function(skeleton, bindMatrix) {
this.skeleton = skeleton;
if (bindMatrix === undefined) {
this.updateMatrixWorld(true);
this.skeleton.calculateInverses();
bindMatrix = this.matrixWorld;
}
this.bindMatrix.copy(bindMatrix);
this.bindMatrixInverse.getInverse(bindMatrix);
},
pose: function() {
this.skeleton.pose();
},
normalizeSkinWeights: function() {
var vector = new Vector4();
var skinWeight = this.geometry.attributes.skinWeight;
for (var i = 0, l = skinWeight.count; i < l; i++) {
vector.x = skinWeight.getX(i);
vector.y = skinWeight.getY(i);
vector.z = skinWeight.getZ(i);
vector.w = skinWeight.getW(i);
var scale = 1.0 / vector.manhattanLength();
if (scale !== Infinity) {
vector.multiplyScalar(scale);
} else {
vector.set(1, 0, 0, 0); // do something reasonable
}
skinWeight.setXYZW(i, vector.x, vector.y, vector.z, vector.w);
}
},
updateMatrixWorld: function(force) {
Mesh.prototype.updateMatrixWorld.call(this, force);
if (this.bindMode === 'attached') {
this.bindMatrixInverse.getInverse(this.matrixWorld);
} else if (this.bindMode === 'detached') {
this.bindMatrixInverse.getInverse(this.bindMatrix);
} else {
console.warn('THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode);
}
},
clone: function() {
return new this.constructor(this.geometry, this.material).copy(this);
}
});
/**
* @author mikael emtinger / http://gomo.se/
* @author alteredq / http://alteredqualia.com/
* @author michael guerrero / http://realitymeltdown.com
* @author ikerr / http://verold.com
*/
var _offsetMatrix = new Matrix4();
var _identityMatrix = new Matrix4();
function Skeleton(bones, boneInverses) {
// copy the bone array
bones = bones || [];
this.bones = bones.slice(0);
this.boneMatrices = new Float32Array(this.bones.length * 16);
this.frame = -1;
// use the supplied bone inverses or calculate the inverses
if (boneInverses === undefined) {
this.calculateInverses();
} else {
if (this.bones.length === boneInverses.length) {
this.boneInverses = boneInverses.slice(0);
} else {
console.warn('THREE.Skeleton boneInverses is the wrong length.');
this.boneInverses = [];
for (var i = 0, il = this.bones.length; i < il; i++) {
this.boneInverses.push(new Matrix4());
}
}
}
}
Object.assign(Skeleton.prototype, {
calculateInverses: function() {
this.boneInverses = [];
for (var i = 0, il = this.bones.length; i < il; i++) {
var inverse = new Matrix4();
if (this.bones[i]) {
inverse.getInverse(this.bones[i].matrixWorld);
}
this.boneInverses.push(inverse);
}
},
pose: function() {
var bone, i, il;
// recover the bind-time world matrices
for (i = 0, il = this.bones.length; i < il; i++) {
bone = this.bones[i];
if (bone) {
bone.matrixWorld.getInverse(this.boneInverses[i]);
}
}
// compute the local matrices, positions, rotations and scales
for (i = 0, il = this.bones.length; i < il; i++) {
bone = this.bones[i];
if (bone) {
if (bone.parent && bone.parent.isBone) {
bone.matrix.getInverse(bone.parent.matrixWorld);
bone.matrix.multiply(bone.matrixWorld);
} else {
bone.matrix.copy(bone.matrixWorld);
}
bone.matrix.decompose(bone.position, bone.quaternion, bone.scale);
}
}
},
update: function() {
var bones = this.bones;
var boneInverses = this.boneInverses;
var boneMatrices = this.boneMatrices;
var boneTexture = this.boneTexture;
// flatten bone matrices to array
for (var i = 0, il = bones.length; i < il; i++) {
// compute the offset between the current and the original transform
var matrix = bones[i] ? bones[i].matrixWorld : _identityMatrix;
_offsetMatrix.multiplyMatrices(matrix, boneInverses[i]);
_offsetMatrix.toArray(boneMatrices, i * 16);
}
if (boneTexture !== undefined) {
boneTexture.needsUpdate = true;
}
},
clone: function() {
return new Skeleton(this.bones, this.boneInverses);
},
getBoneByName: function(name) {
for (var i = 0, il = this.bones.length; i < il; i++) {
var bone = this.bones[i];
if (bone.name === name) {
return bone;
}
}
return undefined;
}
});
/**
* @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 mrdoob / http://mrdoob.com/
*/
var _instanceLocalMatrix = new Matrix4();
var _instanceWorldMatrix = new Matrix4();
var _instanceIntersects = [];
var _mesh = new Mesh();
function InstancedMesh(geometry, material, count) {
Mesh.call(this, geometry, material);
this.instanceMatrix = new BufferAttribute(new Float32Array(count * 16), 16);
this.count = count;
}
InstancedMesh.prototype = Object.assign(Object.create(Mesh.prototype), {
constructor: InstancedMesh,
isInstancedMesh: true,
getMatrixAt: function(index, matrix) {
matrix.fromArray(this.instanceMatrix.array, index * 16);
},
raycast: function(raycaster, intersects) {
var matrixWorld = this.matrixWorld;
var raycastTimes = this.count;
_mesh.geometry = this.geometry;
_mesh.material = this.material;
if (_mesh.material === undefined) {
return;
}
for (var instanceId = 0; instanceId < raycastTimes; instanceId++) {
// calculate the world matrix for each instance
this.getMatrixAt(instanceId, _instanceLocalMatrix);
_instanceWorldMatrix.multiplyMatrices(matrixWorld, _instanceLocalMatrix);
// the mesh represents this single instance
_mesh.matrixWorld = _instanceWorldMatrix;
_mesh.raycast(raycaster, _instanceIntersects);
// process the result of raycast
if (_instanceIntersects.length > 0) {
_instanceIntersects[0].instanceId = instanceId;
_instanceIntersects[0].object = this;
intersects.push(_instanceIntersects[0]);
_instanceIntersects.length = 0;
}
}
},
setMatrixAt: function(index, matrix) {
matrix.toArray(this.instanceMatrix.array, index * 16);
},
updateMorphTargets: function() {
}
});
/**
* @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.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/
*/
var _start = new Vector3();
var _end = new Vector3();
var _inverseMatrix$1 = new Matrix4();
var _ray$1 = new Ray();
var _sphere$2 = new Sphere();
function Line(geometry, material, mode) {
if (mode === 1) {
console.error('THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.');
}
Object3D.call(this);
this.type = 'Line';
this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
this.material = material !== undefined ? material : new LineBasicMaterial({
color: Math.random() * 0xffffff
});
}
Line.prototype = Object.assign(Object.create(Object3D.prototype), {
constructor: Line,
isLine: true,
computeLineDistances: function() {
var geometry = this.geometry;
if (geometry.isBufferGeometry) {
// we assume non-indexed geometry
if (geometry.index === null) {
var positionAttribute = geometry.attributes.position;
var lineDistances = [0];
for (var i = 1, l = positionAttribute.count; i < l; i++) {
_start.fromBufferAttribute(positionAttribute, i - 1);
_end.fromBufferAttribute(positionAttribute, i);
lineDistances[i] = lineDistances[i - 1];
lineDistances[i] += _start.distanceTo(_end);
}
geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1));
} else {
console.warn('THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.');
}
} else if (geometry.isGeometry) {
var vertices = geometry.vertices;
var lineDistances = geometry.lineDistances;
lineDistances[0] = 0;
for (var i = 1, l = vertices.length; i < l; i++) {
lineDistances[i] = lineDistances[i - 1];
lineDistances[i] += vertices[i - 1].distanceTo(vertices[i]);
}
}
return this;
},
raycast: function(raycaster, intersects) {
var precision = raycaster.linePrecision;
var geometry = this.geometry;
var matrixWorld = this.matrixWorld;
// Checking boundingSphere distance to ray
if (geometry.boundingSphere === null) {
geometry.computeBoundingSphere();
}
_sphere$2.copy(geometry.boundingSphere);
_sphere$2.applyMatrix4(matrixWorld);
_sphere$2.radius += precision;
if (raycaster.ray.intersectsSphere(_sphere$2) === false) {
return;
}
//
_inverseMatrix$1.getInverse(matrixWorld);
_ray$1.copy(raycaster.ray).applyMatrix4(_inverseMatrix$1);
var localPrecision = precision / ((this.scale.x + this.scale.y + this.scale.z) / 3);
var localPrecisionSq = localPrecision * localPrecision;
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$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment);
if (distSq > localPrecisionSq) {
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$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment);
if (distSq > localPrecisionSq) {
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$1.distanceSqToSegment(vertices[i], vertices[i + 1], interRay, interSegment);
if (distSq > localPrecisionSq) {
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/
*/
var _start$1 = new Vector3();
var _end$1 = new Vector3();
function LineSegments(geometry, material) {
Line.call(this, geometry, material);
this.type = 'LineSegments';
}
LineSegments.prototype = Object.assign(Object.create(Line.prototype), {
constructor: LineSegments,
isLineSegments: true,
computeLineDistances: function() {
var geometry = this.geometry;
if (geometry.isBufferGeometry) {
// we assume non-indexed geometry
if (geometry.index === null) {
var positionAttribute = geometry.attributes.position;
var lineDistances = [];
for (var i = 0, l = positionAttribute.count; i < l; i += 2) {
_start$1.fromBufferAttribute(positionAttribute, i);
_end$1.fromBufferAttribute(positionAttribute, i + 1);
lineDistances[i] = (i === 0) ? 0 : lineDistances[i - 1];
lineDistances[i + 1] = lineDistances[i] + _start$1.distanceTo(_end$1);
}
geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1));
} else {
console.warn('THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.');
}
} else if (geometry.isGeometry) {
var vertices = geometry.vertices;
var lineDistances = geometry.lineDistances;
for (var i = 0, l = vertices.length; i < l; i += 2) {
_start$1.copy(vertices[i]);
_end$1.copy(vertices[i + 1]);
lineDistances[i] = (i === 0) ? 0 : lineDistances[i - 1];
lineDistances[i + 1] = lineDistances[i] + _start$1.distanceTo(_end$1);
}
}
return this;
}
});
/**
* @author mgreter / http://github.com/mgreter
*/
function LineLoop(geometry, material) {
Line.call(this, geometry, material);
this.type = 'LineLoop';
}
LineLoop.prototype = Object.assign(Object.create(Line.prototype), {
constructor: LineLoop,
isLineLoop: true,
});
/**
* @author mrdoob / http://mrdoob.com/
* @author alteredq / http://alteredqualia.com/
*
* parameters = {
* color: <hex>,
* opacity: <float>,
* map: new THREE.Texture( <Image> ),
* alphaMap: new THREE.Texture( <Image> ),
*
* size: <float>,
* sizeAttenuation: <bool>
*
* morphTargets: <bool>
* }
*/
function PointsMaterial(parameters) {
Material.call(this);
this.type = 'PointsMaterial';
this.color = new Color(0xffffff);
this.map = null;
this.alphaMap = null;
this.size = 1;
this.sizeAttenuation = true;
this.morphTargets = false;
this.setValues(parameters);
}
PointsMaterial.prototype = Object.create(Material.prototype);
PointsMaterial.prototype.constructor = PointsMaterial;
PointsMaterial.prototype.isPointsMaterial = true;
PointsMaterial.prototype.copy = function(source) {
Material.prototype.copy.call(this, source);
this.color.copy(source.color);
this.map = source.map;
this.alphaMap = source.alphaMap;
this.size = source.size;
this.sizeAttenuation = source.sizeAttenuation;
this.morphTargets = source.morphTargets;
return this;
};
/**
* @author alteredq / http://alteredqualia.com/
*/
var _inverseMatrix$2 = new Matrix4();
var _ray$2 = new Ray();
var _sphere$3 = new Sphere();
var _position$1 = new Vector3();
function Points(geometry, material) {
Object3D.call(this);
this.type = 'Points';
this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
this.material = material !== undefined ? material : new PointsMaterial({
color: Math.random() * 0xffffff
});
this.updateMorphTargets();
}
Points.prototype = Object.assign(Object.create(Object3D.prototype), {
constructor: Points,
isPoints: true,
raycast: function(raycaster, intersects) {
var geometry = this.geometry;
var matrixWorld = this.matrixWorld;
var threshold = raycaster.params.Points.threshold;
// Checking boundingSphere distance to ray
if (geometry.boundingSphere === null) {
geometry.computeBoundingSphere();
}
_sphere$3.copy(geometry.boundingSphere);
_sphere$3.applyMatrix4(matrixWorld);
_sphere$3.radius += threshold;
if (raycaster.ray.intersectsSphere(_sphere$3) === false) {
return;
}
//
_inverseMatrix$2.getInverse(matrixWorld);
_ray$2.copy(raycaster.ray).applyMatrix4(_inverseMatrix$2);
var localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);
var localThresholdSq = localThreshold * localThreshold;
if (geometry.isBufferGeometry) {
var index = geometry.index;
var attributes = geometry.attributes;
var 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$1.fromArray(positions, a * 3);
testPoint(_position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this);
}
} else {
for (var i = 0, l = positions.length / 3; i < l; i++) {
_position$1.fromArray(positions, i * 3);
testPoint(_position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this);
}
}
} else {
var vertices = geometry.vertices;
for (var i = 0, l = vertices.length; i < l; i++) {
testPoint(vertices[i], i, localThresholdSq, matrixWorld, raycaster, intersects, this);
}
}
},
updateMorphTargets: function() {
var geometry = this.geometry;
var m, ml, name;
if (geometry.isBufferGeometry) {
var morphAttributes = geometry.morphAttributes;
var keys = Object.keys(morphAttributes);
if (keys.length > 0) {
var morphAttribute = morphAttributes[keys[0]];
if (morphAttribute !== undefined) {
this.morphTargetInfluences = [];
this.morphTargetDictionary = {};
for (m = 0, ml = morphAttribute.length; m < ml; m++) {
name = morphAttribute[m].name || String(m);
this.morphTargetInfluences.push(0);
this.morphTargetDictionary[name] = m;
}
}
}
} else {
var morphTargets = geometry.morphTargets;
if (morphTargets !== undefined && morphTargets.length > 0) {
console.error('THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.');
}
}
},
clone: function() {
return new this.constructor(this.geometry, this.material).copy(this);
}
});
function testPoint(point, index, localThresholdSq, matrixWorld, raycaster, intersects, object) {
var rayPointDistanceSq = _ray$2.distanceSqToPoint(point);
if (rayPointDistanceSq < localThresholdSq) {
var intersectPoint = new Vector3();
_ray$2.closestPointToPoint(point, intersectPoint);
intersectPoint.applyMatrix4(matrixWorld);
var distance = raycaster.ray.origin.distanceTo(intersectPoint);
if (distance < raycaster.near || distance > raycaster.far) {
return;
}
intersects.push({
distance: distance,
distanceToRay: Math.sqrt(rayPointDistanceSq),
point: intersectPoint,
index: index,
face: null,
object: object
});
}
}
/**
* @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.format = format !== undefined ? format : RGBFormat;
this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
this.generateMipmaps = false;
}
VideoTexture.prototype = Object.assign(Object.create(Texture.prototype), {
constructor: VideoTexture,
isVideoTexture: true,
update: function() {
var video = this.image;
if (video.readyState >= video.HAVE_CURRENT_DATA) {
this.needsUpdate = true;
}
}
});
/**
* @author alteredq / http://alteredqualia.com/
*/
function CompressedTexture(mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding) {
Texture.call(this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);
this.image = {
width: width,
height: height
};
this.mipmaps = mipmaps;
// no flipping for cube textures
// (also flipping doesn't work for compressed textures )
this.flipY = false;
// can't generate mipmaps for compressed textures
// mips must be embedded in DDS files
this.generateMipmaps = false;
}
CompressedTexture.prototype = Object.create(Texture.prototype);
CompressedTexture.prototype.constructor = CompressedTexture;
CompressedTexture.prototype.isCompressedTexture = true;
/**
* @author 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;
CanvasTexture.prototype.isCanvasTexture = true;
/**
* @author Matt DesLauriers / @mattdesl
* @author atix / arthursilber.de
*/
function DepthTexture(width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format) {
format = format !== undefined ? format : DepthFormat;
if (format !== DepthFormat && format !== DepthStencilFormat) {
throw new Error('DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat');
}
if (type === undefined && format === DepthFormat) {
type = UnsignedShortType;
}
if (type === undefined && format === DepthStencilFormat) {
type = UnsignedInt248Type;
}
Texture.call(this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
this.image = {
width: width,
height: height
};
this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
this.flipY = false;
this.generateMipmaps = false;
}
DepthTexture.prototype = Object.create(Texture.prototype);
DepthTexture.prototype.constructor = DepthTexture;
DepthTexture.prototype.isDepthTexture = true;
/**
* @author mrdoob / http://mrdoob.com/
* @author Mugen87 / https://github.com/Mugen87
*/
function WireframeGeometry(geometry) {
BufferGeometry.call(this);
this.type = 'WireframeGeometry';
// buffer
var vertices = [];
// helper variables
var i, j, l, o, ol;
var edge = [0, 0],
edges = {},
e, edge1, edge2;
var key, keys = ['a', 'b', 'c'];
var vertex;
// different logic for Geometry and BufferGeometry
if (geometry && geometry.isGeometry) {
// create a data structure that contains all edges without duplicates
var faces = geometry.faces;
for (i = 0, l = faces.length; i < l; i++) {
var face = faces[i];
for (j = 0; j < 3; j++) {
edge1 = face[keys[j]];
edge2 = face[keys[(j + 1) % 3]];
edge[0] = Math.min(edge1, edge2); // sorting prevents duplicates
edge[1] = Math.max(edge1, edge2);
key = edge[0] + ',' + edge[1];
if (edges[key] === undefined) {
edges[key] = {
index1: edge[0],
index2: edge[1]
};
}
}
}
// generate vertices
for (key in edges) {
e = edges[key];
vertex = geometry.vertices[e.index1];
vertices.push(vertex.x, vertex.y, vertex.z);
vertex = geometry.vertices[e.index2];
vertices.push(vertex.x, vertex.y, vertex.z);
}
} else if (geometry && geometry.isBufferGeometry) {
var position, indices, groups;
var group, start, count;
var index1, index2;
vertex = new Vector3();
if (geometry.index !== null) {
// indexed BufferGeometry
position = geometry.attributes.position;
indices = geometry.index;
groups = geometry.groups;
if (groups.length === 0) {
groups = [{
start: 0,
count: indices.count,
materialIndex: 0
}];
}
// create a data structure that contains all eges without duplicates
for (o = 0, ol = groups.length; o < ol; ++o) {
group = groups[o];
start = group.start;
count = group.count;
for (i = start, l = (start + count); i < l; i += 3) {
for (j = 0; j < 3; j++) {
edge1 = indices.getX(i + j);
edge2 = indices.getX(i + (j + 1) % 3);
edge[0] = Math.min(edge1, edge2); // sorting prevents duplicates
edge[1] = Math.max(edge1, edge2);
key = edge[0] + ',' + edge[1];
if (edges[key] === undefined) {
edges[key] = {
index1: edge[0],
index2: edge[1]
};
}
}
}
}
// generate vertices
for (key in edges) {
e = edges[key];
vertex.fromBufferAttribute(position, e.index1);
vertices.push(vertex.x, vertex.y, vertex.z);
vertex.fromBufferAttribute(position, e.index2);
vertices.push(vertex.x, vertex.y, vertex.z);
}
} else {
// non-indexed BufferGeometry
position = geometry.attributes.position;
for (i = 0, l = (position.count / 3); i < l; i++) {
for (j = 0; j < 3; j++) {
// three edges per triangle, an edge is represented as (index1, index2)
// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
index1 = 3 * i + j;
vertex.fromBufferAttribute(position, index1);
vertices.push(vertex.x, vertex.y, vertex.z);
index2 = 3 * i + ((j + 1) % 3);
vertex.fromBufferAttribute(position, index2);
vertices.push(vertex.x, vertex.y, vertex.z);
}
}
}
}
// build geometry
this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
}
WireframeGeometry.prototype = Object.create(BufferGeometry.prototype);
WireframeGeometry.prototype.constructor = WireframeGeometry;
/**
* @author zz85 / https://github.com/zz85
* @author Mugen87 / https://github.com/Mugen87
*
* Parametric Surfaces Geometry
* based on the brilliant article by @prideout http://prideout.net/blog/?p=44
*/
// ParametricGeometry
function ParametricGeometry(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;
// ParametricBufferGeometry
function ParametricBufferGeometry(func, slices, stacks) {
BufferGeometry.call(this);
this.type = 'ParametricBufferGeometry';
this.parameters = {
func: func,
slices: slices,
stacks: stacks
};
// buffers
var indices = [];
var vertices = [];
var normals = [];
var uvs = [];
var EPS = 0.00001;
var normal = new Vector3();
var p0 = new Vector3(),
p1 = new Vector3();
var pu = new Vector3(),
pv = new Vector3();
var i, j;
if (func.length < 3) {
console.error('THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.');
}
// generate vertices, normals and uvs
var sliceCount = slices + 1;
for (i = 0; i <= stacks; i++) {
var v = i / stacks;
for (j = 0; j <= slices; j++) {
var u = j / slices;
// vertex
func(u, v, p0);
vertices.push(p0.x, p0.y, p0.z);
// normal
// approximate tangent vectors via finite differences
if (u - EPS >= 0) {
func(u - EPS, v, p1);
pu.subVectors(p0, p1);
} else {
func(u + EPS, v, p1);
pu.subVectors(p1, p0);
}
if (v - EPS >= 0) {
func(u, v - EPS, p1);
pv.subVectors(p0, p1);
} else {
func(u, v + EPS, p1);
pv.subVectors(p1, p0);
}
// cross product of tangent vectors returns surface normal
normal.crossVectors(pu, pv).normalize();
normals.push(normal.x, normal.y, normal.z);
// uv
uvs.push(u, v);
}
}
// generate indices
for (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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
}
ParametricBufferGeometry.prototype = Object.create(BufferGeometry.prototype);
ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
/**
* @author clockworkgeek / https://github.com/clockworkgeek
* @author timothypratley / https://github.com/timothypratley
* @author WestLangley / http://github.com/WestLangley
* @author Mugen87 / https://github.com/Mugen87
*/
// PolyhedronGeometry
function PolyhedronGeometry(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;
// PolyhedronBufferGeometry
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
applyRadius(radius);
// finally, create the uv data
generateUVs();
// build non-indexed geometry
this.setAttribute('position', new Float32BufferAttribute(vertexBuffer, 3));
this.setAttribute('normal', new Float32BufferAttribute(vertexBuffer.slice(), 3));
this.setAttribute('uv', new Float32BufferAttribute(uvBuffer, 2));
if (detail === 0) {
this.computeVertexNormals(); // flat normals
} else {
this.normalizeNormals(); // smooth normals
}
// helper functions
function subdivide(detail) {
var a = new Vector3();
var b = new Vector3();
var c = new Vector3();
// iterate over all faces and apply a subdivison with the given detail value
for (var i = 0; i < indices.length; i += 3) {
// get the vertices of the face
getVertexByIndex(indices[i + 0], a);
getVertexByIndex(indices[i + 1], b);
getVertexByIndex(indices[i + 2], c);
// perform subdivision
subdivideFace(a, b, c, detail);
}
}
function subdivideFace(a, b, c, detail) {
var cols = 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 applyRadius(radius) {
var vertex = new Vector3();
// iterate over the entire buffer and apply the radius to each vertex
for (var i = 0; i < vertexBuffer.length; i += 3) {
vertex.x = vertexBuffer[i + 0];
vertex.y = vertexBuffer[i + 1];
vertex.z = vertexBuffer[i + 2];
vertex.normalize().multiplyScalar(radius);
vertexBuffer[i + 0] = vertex.x;
vertexBuffer[i + 1] = vertex.y;
vertexBuffer[i + 2] = vertex.z;
}
}
function generateUVs() {
var vertex = new Vector3();
for (var i = 0; i < vertexBuffer.length; i += 3) {
vertex.x = vertexBuffer[i + 0];
vertex.y = vertexBuffer[i + 1];
vertex.z = vertexBuffer[i + 2];
var u = azimuth(vertex) / 2 / Math.PI + 0.5;
var v = inclination(vertex) / Math.PI + 0.5;
uvBuffer.push(u, 1 - v);
}
correctUVs();
correctSeam();
}
function correctSeam() {
// handle case when face straddles the seam, see #3269
for (var i = 0; i < uvBuffer.length; i += 6) {
// uv data of a single face
var x0 = uvBuffer[i + 0];
var x1 = uvBuffer[i + 2];
var x2 = uvBuffer[i + 4];
var max = Math.max(x0, x1, x2);
var min = Math.min(x0, x1, x2);
// 0.9 is somewhat arbitrary
if (max > 0.9 && min < 0.1) {
if (x0 < 0.2) {
uvBuffer[i + 0] += 1;
}
if (x1 < 0.2) {
uvBuffer[i + 2] += 1;
}
if (x2 < 0.2) {
uvBuffer[i + 4] += 1;
}
}
}
}
function pushVertex(vertex) {
vertexBuffer.push(vertex.x, vertex.y, vertex.z);
}
function getVertexByIndex(index, vertex) {
var stride = index * 3;
vertex.x = vertices[stride + 0];
vertex.y = vertices[stride + 1];
vertex.z = vertices[stride + 2];
}
function correctUVs() {
var a = new Vector3();
var b = new Vector3();
var c = new Vector3();
var centroid = new Vector3();
var uvA = new Vector2();
var uvB = new Vector2();
var uvC = new Vector2();
for (var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6) {
a.set(vertexBuffer[i + 0], vertexBuffer[i + 1], vertexBuffer[i + 2]);
b.set(vertexBuffer[i + 3], vertexBuffer[i + 4], vertexBuffer[i + 5]);
c.set(vertexBuffer[i + 6], vertexBuffer[i + 7], vertexBuffer[i + 8]);
uvA.set(uvBuffer[j + 0], uvBuffer[j + 1]);
uvB.set(uvBuffer[j + 2], uvBuffer[j + 3]);
uvC.set(uvBuffer[j + 4], uvBuffer[j + 5]);
centroid.copy(a).add(b).add(c).divideScalar(3);
var azi = azimuth(centroid);
correctUV(uvA, j + 0, a, azi);
correctUV(uvB, j + 2, b, azi);
correctUV(uvC, j + 4, c, azi);
}
}
function correctUV(uv, stride, vector, azimuth) {
if ((azimuth < 0) && (uv.x === 1)) {
uvBuffer[stride] = uv.x - 1;
}
if ((vector.x === 0) && (vector.z === 0)) {
uvBuffer[stride] = azimuth / 2 / Math.PI + 0.5;
}
}
// Angle around the Y axis, counter-clockwise when looking from above.
function azimuth(vector) {
return Math.atan2(vector.z, -vector.x);
}
// Angle above the XZ plane.
function inclination(vector) {
return Math.atan2(-vector.y, Math.sqrt((vector.x * vector.x) + (vector.z * vector.z)));
}
}
PolyhedronBufferGeometry.prototype = Object.create(BufferGeometry.prototype);
PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
/**
* @author timothypratley / https://github.com/timothypratley
* @author Mugen87 / https://github.com/Mugen87
*/
// TetrahedronGeometry
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;
// TetrahedronBufferGeometry
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
* @author Mugen87 / https://github.com/Mugen87
*/
// OctahedronGeometry
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;
// OctahedronBufferGeometry
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
* @author Mugen87 / https://github.com/Mugen87
*/
// IcosahedronGeometry
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;
// IcosahedronBufferGeometry
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
* @author Mugen87 / https://github.com/Mugen87
*/
// DodecahedronGeometry
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;
// DodecahedronBufferGeometry
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
* @author Mugen87 / https://github.com/Mugen87
*
*/
// TubeGeometry
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;
// TubeBufferGeometry
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 P = new Vector3();
var i, j;
// buffer
var vertices = [];
var normals = [];
var uvs = [];
var indices = [];
// create buffer data
generateBufferData();
// build geometry
this.setIndex(indices);
this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
// functions
function generateBufferData() {
for (i = 0; i < tubularSegments; i++) {
generateSegment(i);
}
// if the geometry is not closed, generate the last row of vertices and normals
// at the regular position on the given path
//
// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
generateSegment((closed === false) ? tubularSegments : 0);
// uvs are generated in a separate function.
// this makes it easy compute correct values for closed geometries
generateUVs();
// finally create faces
generateIndices();
}
function generateSegment(i) {
// we use getPointAt to sample evenly distributed points from the given path
P = path.getPointAt(i / tubularSegments, P);
// retrieve corresponding normal and binormal
var N = frames.normals[i];
var B = frames.binormals[i];
// generate normals and vertices for the current segment
for (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;
TubeBufferGeometry.prototype.toJSON = function() {
var data = BufferGeometry.prototype.toJSON.call(this);
data.path = this.parameters.path.toJSON();
return data;
};
/**
* @author oosmoxiecode
* @author Mugen87 / https://github.com/Mugen87
*
* based on http://www.blackpawn.com/texts/pqtorus/
*/
// TorusKnotGeometry
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;
// TorusKnotBufferGeometry
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 || 1;
tube = tube || 0.4;
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 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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
// this function calculates the current position on the torus curve
function calculatePositionOnCurve(u, p, q, radius, position) {
var cu = Math.cos(u);
var su = Math.sin(u);
var quOverP = q / p * u;
var cs = Math.cos(quOverP);
position.x = radius * (2 + cs) * 0.5 * cu;
position.y = radius * (2 + cs) * su * 0.5;
position.z = radius * Math.sin(quOverP) * 0.5;
}
}
TorusKnotBufferGeometry.prototype = Object.create(BufferGeometry.prototype);
TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
/**
* @author oosmoxiecode
* @author mrdoob / http://mrdoob.com/
* @author Mugen87 / https://github.com/Mugen87
*/
// TorusGeometry
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));
this.mergeVertices();
}
TorusGeometry.prototype = Object.create(Geometry.prototype);
TorusGeometry.prototype.constructor = TorusGeometry;
// TorusBufferGeometry
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 || 1;
tube = tube || 0.4;
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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
}
TorusBufferGeometry.prototype = Object.create(BufferGeometry.prototype);
TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
/**
* @author Mugen87 / https://github.com/Mugen87
* Port from https://github.com/mapbox/earcut (v2.1.5)
*/
var Earcut = {
triangulate: function(data, holeIndices, dim) {
dim = dim || 2;
var hasHoles = holeIndices && holeIndices.length,
outerLen = hasHoles ? holeIndices[0] * dim : data.length,
outerNode = linkedList(data, 0, outerLen, dim, true),
triangles = [];
if (!outerNode || outerNode.next === outerNode.prev) {
return triangles;
}
var minX, minY, maxX, maxY, x, y, invSize;
if (hasHoles) {
outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
}
// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
if (data.length > 80 * dim) {
minX = maxX = data[0];
minY = maxY = data[1];
for (var i = dim; i < outerLen; i += dim) {
x = data[i];
y = data[i + 1];
if (x < minX) {
minX = x;
}
if (y < minY) {
minY = y;
}
if (x > maxX) {
maxX = x;
}
if (y > maxY) {
maxY = y;
}
}
// minX, minY and invSize are later used to transform coords into integers for z-order calculation
invSize = Math.max(maxX - minX, maxY - minY);
invSize = invSize !== 0 ? 1 / invSize : 0;
}
earcutLinked(outerNode, triangles, dim, minX, minY, invSize);
return triangles;
}
};
// create a circular doubly linked list from polygon points in the specified winding order
function linkedList(data, start, end, dim, clockwise) {
var i, last;
if (clockwise === (signedArea(data, start, end, dim) > 0)) {
for (i = start; i < end; i += dim) {
last = insertNode(i, data[i], data[i + 1], last);
}
} else {
for (i = end - dim; i >= start; i -= dim) {
last = insertNode(i, data[i], data[i + 1], last);
}
}
if (last && equals(last, last.next)) {
removeNode(last);
last = last.next;
}
return last;
}
// eliminate colinear or duplicate points
function filterPoints(start, end) {
if (!start) {
return start;
}
if (!end) {
end = start;
}
var p = start,
again;
do {
again = false;
if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
removeNode(p);
p = end = p.prev;
if (p === p.next) {
break;
}
again = true;
} else {
p = p.next;
}
} while (again || p !== end);
return end;
}
// main ear slicing loop which triangulates a polygon (given as a linked list)
function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
if (!ear) {
return;
}
// interlink polygon nodes in z-order
if (!pass && invSize) {
indexCurve(ear, minX, minY, invSize);
}
var stop = ear,
prev, next;
// iterate through ears, slicing them one by one
while (ear.prev !== ear.next) {
prev = ear.prev;
next = ear.next;
if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
// cut off the triangle
triangles.push(prev.i / dim);
triangles.push(ear.i / dim);
triangles.push(next.i / dim);
removeNode(ear);
// skipping the next vertex leads to less sliver triangles
ear = next.next;
stop = next.next;
continue;
}
ear = next;
// if we looped through the whole remaining polygon and can't find any more ears
if (ear === stop) {
// try filtering points and slicing again
if (!pass) {
earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
// if this didn't work, try curing all small self-intersections locally
} else if (pass === 1) {
ear = cureLocalIntersections(ear, triangles, dim);
earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
// as a last resort, try splitting the remaining polygon into two
} else if (pass === 2) {
splitEarcut(ear, triangles, dim, minX, minY, invSize);
}
break;
}
}
}
// check whether a polygon node forms a valid ear with adjacent nodes
function isEar(ear) {
var a = ear.prev,
b = ear,
c = ear.next;
if (area(a, b, c) >= 0) {
return false;
} // reflex, can't be an ear
// now make sure we don't have other points inside the potential ear
var p = ear.next.next;
while (p !== ear.prev) {
if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
area(p.prev, p, p.next) >= 0) {
return false;
}
p = p.next;
}
return true;
}
function isEarHashed(ear, minX, minY, invSize) {
var a = ear.prev,
b = ear,
c = ear.next;
if (area(a, b, c) >= 0) {
return false;
} // reflex, can't be an ear
// triangle bbox; min & max are calculated like this for speed
var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x),
minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y),
maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x),
maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);
// z-order range for the current triangle bbox;
var minZ = zOrder(minTX, minTY, minX, minY, invSize),
maxZ = zOrder(maxTX, maxTY, minX, minY, invSize);
var p = ear.prevZ,
n = ear.nextZ;
// look for points inside the triangle in both directions
while (p && p.z >= minZ && n && n.z <= maxZ) {
if (p !== ear.prev && p !== ear.next &&
pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
area(p.prev, p, p.next) >= 0) {
return false;
}
p = p.prevZ;
if (n !== ear.prev && n !== ear.next &&
pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) &&
area(n.prev, n, n.next) >= 0) {
return false;
}
n = n.nextZ;
}
// look for remaining points in decreasing z-order
while (p && p.z >= minZ) {
if (p !== ear.prev && p !== ear.next &&
pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
area(p.prev, p, p.next) >= 0) {
return false;
}
p = p.prevZ;
}
// look for remaining points in increasing z-order
while (n && n.z <= maxZ) {
if (n !== ear.prev && n !== ear.next &&
pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) &&
area(n.prev, n, n.next) >= 0) {
return false;
}
n = n.nextZ;
}
return true;
}
// go through all polygon nodes and cure small local self-intersections
function cureLocalIntersections(start, triangles, dim) {
var p = start;
do {
var a = p.prev,
b = p.next.next;
if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
triangles.push(a.i / dim);
triangles.push(p.i / dim);
triangles.push(b.i / dim);
// remove two nodes involved
removeNode(p);
removeNode(p.next);
p = start = b;
}
p = p.next;
} while (p !== start);
return p;
}
// try splitting polygon into two and triangulate them independently
function splitEarcut(start, triangles, dim, minX, minY, invSize) {
// look for a valid diagonal that divides the polygon into two
var a = start;
do {
var b = a.next.next;
while (b !== a.prev) {
if (a.i !== b.i && isValidDiagonal(a, b)) {
// split the polygon in two by the diagonal
var c = splitPolygon(a, b);
// filter colinear points around the cuts
a = filterPoints(a, a.next);
c = filterPoints(c, c.next);
// run earcut on each half
earcutLinked(a, triangles, dim, minX, minY, invSize);
earcutLinked(c, triangles, dim, minX, minY, invSize);
return;
}
b = b.next;
}
a = a.next;
} while (a !== start);
}
// link every hole into the outer loop, producing a single-ring polygon without holes
function eliminateHoles(data, holeIndices, outerNode, dim) {
var queue = [],
i, len, start, end, list;
for (i = 0, len = holeIndices.length; i < len; i++) {
start = holeIndices[i] * dim;
end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
list = linkedList(data, start, end, dim, false);
if (list === list.next) {
list.steiner = true;
}
queue.push(getLeftmost(list));
}
queue.sort(compareX);
// process holes from left to right
for (i = 0; i < queue.length; i++) {
eliminateHole(queue[i], outerNode);
outerNode = filterPoints(outerNode, outerNode.next);
}
return outerNode;
}
function compareX(a, b) {
return a.x - b.x;
}
// find a bridge between vertices that connects hole with an outer ring and and link it
function eliminateHole(hole, outerNode) {
outerNode = findHoleBridge(hole, outerNode);
if (outerNode) {
var b = splitPolygon(outerNode, hole);
filterPoints(b, b.next);
}
}
// David Eberly's algorithm for finding a bridge between hole and outer polygon
function findHoleBridge(hole, outerNode) {
var p = outerNode,
hx = hole.x,
hy = hole.y,
qx = -Infinity,
m;
// find a segment intersected by a ray from the hole's leftmost point to the left;
// segment's endpoint with lesser x will be potential connection point
do {
if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
if (x <= hx && x > qx) {
qx = x;
if (x === hx) {
if (hy === p.y) {
return p;
}
if (hy === p.next.y) {
return p.next;
}
}
m = p.x < p.next.x ? p : p.next;
}
}
p = p.next;
} while (p !== outerNode);
if (!m) {
return null;
}
if (hx === qx) {
return m.prev;
} // hole touches outer segment; pick lower endpoint
// look for points inside the triangle of hole point, segment intersection and endpoint;
// if there are no points found, we have a valid connection;
// otherwise choose the point of the minimum angle with the ray as connection point
var stop = m,
mx = m.x,
my = m.y,
tanMin = Infinity,
tan;
p = m.next;
while (p !== stop) {
if (hx >= p.x && p.x >= mx && hx !== p.x &&
pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
if ((tan < tanMin || (tan === tanMin && p.x > m.x)) && locallyInside(p, hole)) {
m = p;
tanMin = tan;
}
}
p = p.next;
}
return m;
}
// interlink polygon nodes in z-order
function indexCurve(start, minX, minY, invSize) {
var p = start;
do {
if (p.z === null) {
p.z = zOrder(p.x, p.y, minX, minY, invSize);
}
p.prevZ = p.prev;
p.nextZ = p.next;
p = p.next;
} while (p !== start);
p.prevZ.nextZ = null;
p.prevZ = null;
sortLinked(p);
}
// Simon Tatham's linked list merge sort algorithm
// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
function sortLinked(list) {
var i, p, q, e, tail, numMerges, pSize, qSize,
inSize = 1;
do {
p = list;
list = null;
tail = null;
numMerges = 0;
while (p) {
numMerges++;
q = p;
pSize = 0;
for (i = 0; i < inSize; i++) {
pSize++;
q = q.nextZ;
if (!q) {
break;
}
}
qSize = inSize;
while (pSize > 0 || (qSize > 0 && q)) {
if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
e = p;
p = p.nextZ;
pSize--;
} else {
e = q;
q = q.nextZ;
qSize--;
}
if (tail) {
tail.nextZ = e;
} else {
list = e;
}
e.prevZ = tail;
tail = e;
}
p = q;
}
tail.nextZ = null;
inSize *= 2;
} while (numMerges > 1);
return list;
}
// z-order of a point given coords and inverse of the longer side of data bbox
function zOrder(x, y, minX, minY, invSize) {
// coords are transformed into non-negative 15-bit integer range
x = 32767 * (x - minX) * invSize;
y = 32767 * (y - minY) * invSize;
x = (x | (x << 8)) & 0x00FF00FF;
x = (x | (x << 4)) & 0x0F0F0F0F;
x = (x | (x << 2)) & 0x33333333;
x = (x | (x << 1)) & 0x55555555;
y = (y | (y << 8)) & 0x00FF00FF;
y = (y | (y << 4)) & 0x0F0F0F0F;
y = (y | (y << 2)) & 0x33333333;
y = (y | (y << 1)) & 0x55555555;
return x | (y << 1);
}
// find the leftmost node of a polygon ring
function getLeftmost(start) {
var p = start,
leftmost = start;
do {
if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) {
leftmost = p;
}
p = p.next;
} while (p !== start);
return leftmost;
}
// check if a point lies within a convex triangle
function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&
(ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&
(bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;
}
// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
function isValidDiagonal(a, b) {
return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) &&
locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b);
}
// signed area of a triangle
function area(p, q, r) {
return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
}
// check if two points are equal
function equals(p1, p2) {
return p1.x === p2.x && p1.y === p2.y;
}
// check if two segments intersect
function intersects(p1, q1, p2, q2) {
if ((equals(p1, p2) && equals(q1, q2)) ||
(equals(p1, q2) && equals(p2, q1))) {
return true;
}
return area(p1, q1, p2) > 0 !== area(p1, q1, q2) > 0 &&
area(p2, q2, p1) > 0 !== area(p2, q2, q1) > 0;
}
// check if a polygon diagonal intersects any polygon segments
function intersectsPolygon(a, b) {
var p = a;
do {
if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
intersects(p, p.next, a, b)) {
return true;
}
p = p.next;
} while (p !== a);
return false;
}
// check if a polygon diagonal is locally inside the polygon
function locallyInside(a, b) {
return area(a.prev, a, a.next) < 0 ?
area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
}
// check if the middle point of a polygon diagonal is inside the polygon
function middleInside(a, b) {
var p = a,
inside = false,
px = (a.x + b.x) / 2,
py = (a.y + b.y) / 2;
do {
if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
(px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x)) {
inside = !inside;
}
p = p.next;
} while (p !== a);
return inside;
}
// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
// if one belongs to the outer ring and another to a hole, it merges it into a single ring
function splitPolygon(a, b) {
var a2 = new Node(a.i, a.x, a.y),
b2 = new Node(b.i, b.x, b.y),
an = a.next,
bp = b.prev;
a.next = b;
b.prev = a;
a2.next = an;
an.prev = a2;
b2.next = a2;
a2.prev = b2;
bp.next = b2;
b2.prev = bp;
return b2;
}
// create a node and optionally link it with previous one (in a circular doubly linked list)
function insertNode(i, x, y, last) {
var p = new Node(i, x, y);
if (!last) {
p.prev = p;
p.next = p;
} else {
p.next = last.next;
p.prev = last;
last.next.prev = p;
last.next = p;
}
return p;
}
function removeNode(p) {
p.next.prev = p.prev;
p.prev.next = p.next;
if (p.prevZ) {
p.prevZ.nextZ = p.nextZ;
}
if (p.nextZ) {
p.nextZ.prevZ = p.prevZ;
}
}
function Node(i, x, y) {
// vertex index in coordinates array
this.i = i;
// vertex coordinates
this.x = x;
this.y = y;
// previous and next vertex nodes in a polygon ring
this.prev = null;
this.next = null;
// z-order curve value
this.z = null;
// previous and next nodes in z-order
this.prevZ = null;
this.nextZ = null;
// indicates whether this is a steiner point
this.steiner = false;
}
function signedArea(data, start, end, dim) {
var sum = 0;
for (var i = start, j = end - dim; i < end; i += dim) {
sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
j = i;
}
return sum;
}
/**
* @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;
},
isClockWise: function(pts) {
return ShapeUtils.area(pts) < 0;
},
triangulateShape: function(contour, holes) {
var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
var holeIndices = []; // array of hole indices
var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
removeDupEndPts(contour);
addContour(vertices, contour);
//
var holeIndex = contour.length;
holes.forEach(removeDupEndPts);
for (var i = 0; i < holes.length; i++) {
holeIndices.push(holeIndex);
holeIndex += holes[i].length;
addContour(vertices, holes[i]);
}
//
var triangles = Earcut.triangulate(vertices, holeIndices);
//
for (var i = 0; i < triangles.length; i += 3) {
faces.push(triangles.slice(i, i + 3));
}
return faces;
}
};
function removeDupEndPts(points) {
var l = points.length;
if (l > 2 && points[l - 1].equals(points[0])) {
points.pop();
}
}
function addContour(vertices, contour) {
for (var i = 0; i < contour.length; i++) {
vertices.push(contour[i].x);
vertices.push(contour[i].y);
}
}
/**
* @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
* depth: <float>, // 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 (including bevelOffset) is bevel
* bevelOffset: <float>, // how far from shape outline does bevel start
* bevelSegments: <int>, // number of bevel layers
*
* extrudePath: <THREE.Curve> // curve to extrude shape along
*
* UVGenerator: <Object> // object that provides UV generator functions
*
* }
*/
// ExtrudeGeometry
function ExtrudeGeometry(shapes, options) {
Geometry.call(this);
this.type = 'ExtrudeGeometry';
this.parameters = {
shapes: shapes,
options: options
};
this.fromBufferGeometry(new ExtrudeBufferGeometry(shapes, options));
this.mergeVertices();
}
ExtrudeGeometry.prototype = Object.create(Geometry.prototype);
ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
ExtrudeGeometry.prototype.toJSON = function() {
var data = Geometry.prototype.toJSON.call(this);
var shapes = this.parameters.shapes;
var options = this.parameters.options;
return toJSON(shapes, options, data);
};
// ExtrudeBufferGeometry
function ExtrudeBufferGeometry(shapes, options) {
BufferGeometry.call(this);
this.type = 'ExtrudeBufferGeometry';
this.parameters = {
shapes: shapes,
options: options
};
shapes = Array.isArray(shapes) ? shapes : [shapes];
var scope = this;
var verticesArray = [];
var uvArray = [];
for (var i = 0, l = shapes.length; i < l; i++) {
var shape = shapes[i];
addShape(shape);
}
// build geometry
this.setAttribute('position', new Float32BufferAttribute(verticesArray, 3));
this.setAttribute('uv', new Float32BufferAttribute(uvArray, 2));
this.computeVertexNormals();
// functions
function addShape(shape) {
var placeholder = [];
// options
var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
var steps = options.steps !== undefined ? options.steps : 1;
var depth = options.depth !== undefined ? options.depth : 100;
var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
var extrudePath = options.extrudePath;
var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
// deprecated options
if (options.amount !== undefined) {
console.warn('THREE.ExtrudeBufferGeometry: amount has been renamed to depth.');
depth = options.amount;
}
//
var extrudePts, extrudeByPath = false;
var splineTube, binormal, normal, position2;
if (extrudePath) {
extrudePts = extrudePath.getSpacedPoints(steps);
extrudeByPath = true;
bevelEnabled = false; // bevels not supported for path extrusion
// SETUP TNB variables
// TODO1 - have a .isClosed in spline?
splineTube = extrudePath.computeFrenetFrames(steps, false);
// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
binormal = new Vector3();
normal = new Vector3();
position2 = new Vector3();
}
// Safeguards if bevels are not enabled
if (!bevelEnabled) {
bevelSegments = 0;
bevelThickness = 0;
bevelSize = 0;
bevelOffset = 0;
}
// Variables initialization
var ahole, h, hl; // looping of holes
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();
}
}
}
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; // 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) + bevelOffset;
// 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 + bevelOffset;
// 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, depth / 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) + bevelOffset;
// contract shape
for (i = 0, il = contour.length; i < il; i++) {
vert = scalePt2(contour[i], contourMovements[i], bs);
v(vert.x, vert.y, depth + 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, depth + z);
} else {
v(vert.x, vert.y + extrudePts[steps - 1].y, extrudePts[steps - 1].x + z);
}
}
}
}
/* Faces */
// Top and bottom faces
buildLidFaces();
// Sides faces
buildSideFaces();
///// Internal functions
function buildLidFaces() {
var start = verticesArray.length / 3;
if (bevelEnabled) {
var layer = 0; // steps + 1
var offset = vlen * layer;
// Bottom faces
for (i = 0; i < flen; i++) {
face = faces[i];
f3(face[2] + offset, face[1] + offset, face[0] + offset);
}
layer = steps + bevelSegments * 2;
offset = vlen * layer;
// Top faces
for (i = 0; i < flen; i++) {
face = faces[i];
f3(face[0] + offset, face[1] + offset, face[2] + offset);
}
} else {
// Bottom faces
for (i = 0; i < flen; i++) {
face = faces[i];
f3(face[2], face[1], face[0]);
}
// Top faces
for (i = 0; i < flen; i++) {
face = faces[i];
f3(face[0] + vlen * steps, face[1] + vlen * steps, face[2] + vlen * steps);
}
}
scope.addGroup(start, verticesArray.length / 3 - start, 0);
}
// Create faces for the z-sides of the shape
function buildSideFaces() {
var start = verticesArray.length / 3;
var layeroffset = 0;
sidewalls(contour, layeroffset);
layeroffset += contour.length;
for (h = 0, hl = holes.length; h < hl; h++) {
ahole = holes[h];
sidewalls(ahole, layeroffset);
//, true
layeroffset += ahole.length;
}
scope.addGroup(start, verticesArray.length / 3 - start, 1);
}
function sidewalls(contour, layeroffset) {
var j, k;
i = contour.length;
while (--i >= 0) {
j = i;
k = i - 1;
if (k < 0) {
k = contour.length - 1;
}
//console.log('b', i,j, i-1, k,vertices.length);
var s = 0,
sl = steps + bevelSegments * 2;
for (s = 0; s < sl; s++) {
var slen1 = vlen * s;
var slen2 = vlen * (s + 1);
var a = layeroffset + j + slen1,
b = layeroffset + k + slen1,
c = layeroffset + k + slen2,
d = layeroffset + j + slen2;
f4(a, b, c, d);
}
}
}
function v(x, y, z) {
placeholder.push(x);
placeholder.push(y);
placeholder.push(z);
}
function f3(a, b, c) {
addVertex(a);
addVertex(b);
addVertex(c);
var nextIndex = verticesArray.length / 3;
var uvs = uvgen.generateTopUV(scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1);
addUV(uvs[0]);
addUV(uvs[1]);
addUV(uvs[2]);
}
function f4(a, b, c, d) {
addVertex(a);
addVertex(b);
addVertex(d);
addVertex(b);
addVertex(c);
addVertex(d);
var nextIndex = verticesArray.length / 3;
var uvs = uvgen.generateSideWallUV(scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1);
addUV(uvs[0]);
addUV(uvs[1]);
addUV(uvs[3]);
addUV(uvs[1]);
addUV(uvs[2]);
addUV(uvs[3]);
}
function addVertex(index) {
verticesArray.push(placeholder[index * 3 + 0]);
verticesArray.push(placeholder[index * 3 + 1]);
verticesArray.push(placeholder[index * 3 + 2]);
}
function addUV(vector2) {
uvArray.push(vector2.x);
uvArray.push(vector2.y);
}
}
}
ExtrudeBufferGeometry.prototype = Object.create(BufferGeometry.prototype);
ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
ExtrudeBufferGeometry.prototype.toJSON = function() {
var data = BufferGeometry.prototype.toJSON.call(this);
var shapes = this.parameters.shapes;
var options = this.parameters.options;
return toJSON(shapes, options, data);
};
//
var WorldUVGenerator = {
generateTopUV: function(geometry, vertices, indexA, indexB, indexC) {
var a_x = vertices[indexA * 3];
var a_y = vertices[indexA * 3 + 1];
var b_x = vertices[indexB * 3];
var b_y = vertices[indexB * 3 + 1];
var c_x = vertices[indexC * 3];
var c_y = vertices[indexC * 3 + 1];
return [
new Vector2(a_x, a_y),
new Vector2(b_x, b_y),
new Vector2(c_x, c_y)
];
},
generateSideWallUV: function(geometry, vertices, indexA, indexB, indexC, indexD) {
var a_x = vertices[indexA * 3];
var a_y = vertices[indexA * 3 + 1];
var a_z = vertices[indexA * 3 + 2];
var b_x = vertices[indexB * 3];
var b_y = vertices[indexB * 3 + 1];
var b_z = vertices[indexB * 3 + 2];
var c_x = vertices[indexC * 3];
var c_y = vertices[indexC * 3 + 1];
var c_z = vertices[indexC * 3 + 2];
var d_x = vertices[indexD * 3];
var d_y = vertices[indexD * 3 + 1];
var d_z = vertices[indexD * 3 + 2];
if (Math.abs(a_y - b_y) < 0.01) {
return [
new Vector2(a_x, 1 - a_z),
new Vector2(b_x, 1 - b_z),
new Vector2(c_x, 1 - c_z),
new Vector2(d_x, 1 - d_z)
];
} else {
return [
new Vector2(a_y, 1 - a_z),
new Vector2(b_y, 1 - b_z),
new Vector2(c_y, 1 - c_z),
new Vector2(d_y, 1 - d_z)
];
}
}
};
function toJSON(shapes, options, data) {
//
data.shapes = [];
if (Array.isArray(shapes)) {
for (var i = 0, l = shapes.length; i < l; i++) {
var shape = shapes[i];
data.shapes.push(shape.uuid);
}
} else {
data.shapes.push(shapes.uuid);
}
//
if (options.extrudePath !== undefined) {
data.options.extrudePath = options.extrudePath.toJSON();
}
return data;
}
/**
* @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 (including bevelOffset) is bevel
* bevelOffset: <float> // how far from text outline does bevel start
* }
*/
// TextGeometry
function TextGeometry(text, parameters) {
Geometry.call(this);
this.type = 'TextGeometry';
this.parameters = {
text: text,
parameters: parameters
};
this.fromBufferGeometry(new TextBufferGeometry(text, parameters));
this.mergeVertices();
}
TextGeometry.prototype = Object.create(Geometry.prototype);
TextGeometry.prototype.constructor = TextGeometry;
// TextBufferGeometry
function TextBufferGeometry(text, parameters) {
parameters = parameters || {};
var font = parameters.font;
if (!(font && font.isFont)) {
console.error('THREE.TextGeometry: font parameter is not an instance of THREE.Font.');
return new Geometry();
}
var shapes = font.generateShapes(text, parameters.size);
// translate parameters to ExtrudeGeometry API
parameters.depth = parameters.height !== undefined ? parameters.height : 50;
// defaults
if (parameters.bevelThickness === undefined) {
parameters.bevelThickness = 10;
}
if (parameters.bevelSize === undefined) {
parameters.bevelSize = 8;
}
if (parameters.bevelEnabled === undefined) {
parameters.bevelEnabled = false;
}
ExtrudeBufferGeometry.call(this, shapes, parameters);
this.type = 'TextBufferGeometry';
}
TextBufferGeometry.prototype = Object.create(ExtrudeBufferGeometry.prototype);
TextBufferGeometry.prototype.constructor = TextBufferGeometry;
/**
* @author mrdoob / http://mrdoob.com/
* @author benaadams / https://twitter.com/ben_a_adams
* @author Mugen87 / https://github.com/Mugen87
*/
// SphereGeometry
function SphereGeometry(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength) {
Geometry.call(this);
this.type = 'SphereGeometry';
this.parameters = {
radius: radius,
widthSegments: widthSegments,
heightSegments: heightSegments,
phiStart: phiStart,
phiLength: phiLength,
thetaStart: thetaStart,
thetaLength: thetaLength
};
this.fromBufferGeometry(new SphereBufferGeometry(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength));
this.mergeVertices();
}
SphereGeometry.prototype = Object.create(Geometry.prototype);
SphereGeometry.prototype.constructor = SphereGeometry;
// SphereBufferGeometry
function SphereBufferGeometry(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength) {
BufferGeometry.call(this);
this.type = 'SphereBufferGeometry';
this.parameters = {
radius: radius,
widthSegments: widthSegments,
heightSegments: heightSegments,
phiStart: phiStart,
phiLength: phiLength,
thetaStart: thetaStart,
thetaLength: thetaLength
};
radius = radius || 1;
widthSegments = Math.max(3, Math.floor(widthSegments) || 8);
heightSegments = Math.max(2, Math.floor(heightSegments) || 6);
phiStart = phiStart !== undefined ? phiStart : 0;
phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
thetaStart = thetaStart !== undefined ? thetaStart : 0;
thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
var thetaEnd = Math.min(thetaStart + thetaLength, Math.PI);
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;
// special case for the poles
var uOffset = 0;
if (iy == 0 && thetaStart == 0) {
uOffset = 0.5 / widthSegments;
} else if (iy == heightSegments && thetaEnd == Math.PI) {
uOffset = -0.5 / widthSegments;
}
for (ix = 0; ix <= widthSegments; ix++) {
var u = ix / widthSegments;
// vertex
vertex.x = -radius * Math.cos(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);
vertex.y = radius * Math.cos(thetaStart + v * thetaLength);
vertex.z = radius * Math.sin(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);
vertices.push(vertex.x, vertex.y, vertex.z);
// normal
normal.copy(vertex).normalize();
normals.push(normal.x, normal.y, normal.z);
// uv
uvs.push(u + uOffset, 1 - v);
verticesRow.push(index++);
}
grid.push(verticesRow);
}
// indices
for (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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
}
SphereBufferGeometry.prototype = Object.create(BufferGeometry.prototype);
SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
/**
* @author Kaleb Murphy
* @author Mugen87 / https://github.com/Mugen87
*/
// RingGeometry
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));
this.mergeVertices();
}
RingGeometry.prototype = Object.create(Geometry.prototype);
RingGeometry.prototype.constructor = RingGeometry;
// RingBufferGeometry
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 || 0.5;
outerRadius = outerRadius || 1;
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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
}
RingBufferGeometry.prototype = Object.create(BufferGeometry.prototype);
RingBufferGeometry.prototype.constructor = RingBufferGeometry;
/**
* @author zz85 / https://github.com/zz85
* @author bhouston / http://clara.io
* @author Mugen87 / https://github.com/Mugen87
*/
// LatheGeometry
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;
// LatheBufferGeometry
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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
// generate normals
this.computeVertexNormals();
// if the geometry is closed, we need to average the normals along the seam.
// because the corresponding vertices are identical (but still have different UVs).
if (phiLength === Math.PI * 2) {
var normals = this.attributes.normal.array;
var n1 = new Vector3();
var n2 = new Vector3();
var n = new Vector3();
// this is the buffer offset for the last line of vertices
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
* @author Mugen87 / https://github.com/Mugen87
*/
// ShapeGeometry
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;
ShapeGeometry.prototype.toJSON = function() {
var data = Geometry.prototype.toJSON.call(this);
var shapes = this.parameters.shapes;
return toJSON$1(shapes, data);
};
// ShapeBufferGeometry
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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
// helper functions
function addShape(shape) {
var 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();
}
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;
ShapeBufferGeometry.prototype.toJSON = function() {
var data = BufferGeometry.prototype.toJSON.call(this);
var shapes = this.parameters.shapes;
return toJSON$1(shapes, data);
};
//
function toJSON$1(shapes, data) {
data.shapes = [];
if (Array.isArray(shapes)) {
for (var i = 0, l = shapes.length; i < l; i++) {
var shape = shapes[i];
data.shapes.push(shape.uuid);
}
} else {
data.shapes.push(shapes.uuid);
}
return data;
}
/**
* @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 = {},
edge1, edge2;
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++) {
edge1 = face[keys[j]];
edge2 = face[keys[(j + 1) % 3]];
edge[0] = Math.min(edge1, edge2);
edge[1] = Math.max(edge1, edge2);
key = edge[0] + ',' + edge[1];
if (edges[key] === undefined) {
edges[key] = {
index1: edge[0],
index2: edge[1],
face1: i,
face2: undefined
};
} else {
edges[key].face2 = i;
}
}
}
// generate vertices
for (key in edges) {
var e = edges[key];
// an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
if (e.face2 === undefined || faces[e.face1].normal.dot(faces[e.face2].normal) <= thresholdDot) {
var vertex = sourceVertices[e.index1];
vertices.push(vertex.x, vertex.y, vertex.z);
vertex = sourceVertices[e.index2];
vertices.push(vertex.x, vertex.y, vertex.z);
}
}
// build geometry
this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
}
EdgesGeometry.prototype = Object.create(BufferGeometry.prototype);
EdgesGeometry.prototype.constructor = EdgesGeometry;
/**
* @author mrdoob / http://mrdoob.com/
* @author Mugen87 / https://github.com/Mugen87
*/
// CylinderGeometry
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;
// CylinderBufferGeometry
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 : 1;
radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
height = height || 1;
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 : Math.PI * 2;
// buffers
var indices = [];
var vertices = [];
var normals = [];
var uvs = [];
// helper variables
var index = 0;
var indexArray = [];
var halfHeight = height / 2;
var groupStart = 0;
// generate geometry
generateTorso();
if (openEnded === false) {
if (radiusTop > 0) {
generateCap(true);
}
if (radiusBottom > 0) {
generateCap(false);
}
}
// build geometry
this.setIndex(indices);
this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
function generateTorso() {
var 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
*/
// ConeGeometry
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;
// ConeBufferGeometry
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 benaadams / https://twitter.com/ben_a_adams
* @author Mugen87 / https://github.com/Mugen87
* @author hughes
*/
// CircleGeometry
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));
this.mergeVertices();
}
CircleGeometry.prototype = Object.create(Geometry.prototype);
CircleGeometry.prototype.constructor = CircleGeometry;
// CircleBufferGeometry
function CircleBufferGeometry(radius, segments, thetaStart, thetaLength) {
BufferGeometry.call(this);
this.type = 'CircleBufferGeometry';
this.parameters = {
radius: radius,
segments: segments,
thetaStart: thetaStart,
thetaLength: thetaLength
};
radius = radius || 1;
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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
}
CircleBufferGeometry.prototype = Object.create(BufferGeometry.prototype);
CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
var Geometries = /*#__PURE__*/ Object.freeze({
__proto__: null,
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,
TextBufferGeometry: TextBufferGeometry,
SphereGeometry: SphereGeometry,
SphereBufferGeometry: SphereBufferGeometry,
RingGeometry: RingGeometry,
RingBufferGeometry: RingBufferGeometry,
PlaneGeometry: PlaneGeometry,
PlaneBufferGeometry: PlaneBufferGeometry,
LatheGeometry: LatheGeometry,
LatheBufferGeometry: LatheBufferGeometry,
ShapeGeometry: ShapeGeometry,
ShapeBufferGeometry: ShapeBufferGeometry,
ExtrudeGeometry: ExtrudeGeometry,
ExtrudeBufferGeometry: ExtrudeBufferGeometry,
EdgesGeometry: EdgesGeometry,
ConeGeometry: ConeGeometry,
ConeBufferGeometry: ConeBufferGeometry,
CylinderGeometry: CylinderGeometry,
CylinderBufferGeometry: CylinderBufferGeometry,
CircleGeometry: CircleGeometry,
CircleBufferGeometry: CircleBufferGeometry,
BoxGeometry: BoxGeometry,
BoxBufferGeometry: BoxBufferGeometry
});
/**
* @author mrdoob / http://mrdoob.com/
*
* parameters = {
* color: <THREE.Color>
* }
*/
function ShadowMaterial(parameters) {
Material.call(this);
this.type = 'ShadowMaterial';
this.color = new Color(0x000000);
this.transparent = true;
this.setValues(parameters);
}
ShadowMaterial.prototype = Object.create(Material.prototype);
ShadowMaterial.prototype.constructor = ShadowMaterial;
ShadowMaterial.prototype.isShadowMaterial = true;
ShadowMaterial.prototype.copy = function(source) {
Material.prototype.copy.call(this, source);
this.color.copy(source.color);
return this;
};
/**
* @author mrdoob / http://mrdoob.com/
*/
function RawShaderMaterial(parameters) {
ShaderMaterial.call(this, parameters);
this.type = 'RawShaderMaterial';
}
RawShaderMaterial.prototype = Object.create(ShaderMaterial.prototype);
RawShaderMaterial.prototype.constructor = RawShaderMaterial;
RawShaderMaterial.prototype.isRawShaderMaterial = true;
/**
* @author WestLangley / http://github.com/WestLangley
*
* parameters = {
* color: <hex>,
* roughness: <float>,
* metalness: <float>,
* opacity: <float>,
*
* map: new THREE.Texture( <Image> ),
*
* lightMap: new THREE.Texture( <Image> ),
* lightMapIntensity: <float>
*
* aoMap: new THREE.Texture( <Image> ),
* aoMapIntensity: <float>
*
* emissive: <hex>,
* emissiveIntensity: <float>
* emissiveMap: new THREE.Texture( <Image> ),
*
* bumpMap: new THREE.Texture( <Image> ),
* bumpScale: <float>,
*
* normalMap: new THREE.Texture( <Image> ),
* normalMapType: THREE.TangentSpaceNormalMap,
* normalScale: <Vector2>,
*
* displacementMap: new THREE.Texture( <Image> ),
* displacementScale: <float>,
* displacementBias: <float>,
*
* roughnessMap: new THREE.Texture( <Image> ),
*
* metalnessMap: new THREE.Texture( <Image> ),
*
* alphaMap: new THREE.Texture( <Image> ),
*
* envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
* envMapIntensity: <float>
*
* refractionRatio: <float>,
*
* wireframe: <boolean>,
* wireframeLinewidth: <float>,
*
* skinning: <bool>,
* morphTargets: <bool>,
* morphNormals: <bool>
* }
*/
function MeshStandardMaterial(parameters) {
Material.call(this);
this.defines = {
'STANDARD': ''
};
this.type = 'MeshStandardMaterial';
this.color = new Color(0xffffff); // diffuse
this.roughness = 1.0;
this.metalness = 0.0;
this.map = null;
this.lightMap = null;
this.lightMapIntensity = 1.0;
this.aoMap = null;
this.aoMapIntensity = 1.0;
this.emissive = new Color(0x000000);
this.emissiveIntensity = 1.0;
this.emissiveMap = null;
this.bumpMap = null;
this.bumpScale = 1;
this.normalMap = null;
this.normalMapType = TangentSpaceNormalMap;
this.normalScale = new Vector2(1, 1);
this.displacementMap = null;
this.displacementScale = 1;
this.displacementBias = 0;
this.roughnessMap = null;
this.metalnessMap = null;
this.alphaMap = null;
this.envMap = null;
this.envMapIntensity = 1.0;
this.refractionRatio = 0.98;
this.wireframe = false;
this.wireframeLinewidth = 1;
this.wireframeLinecap = 'round';
this.wireframeLinejoin = 'round';
this.skinning = false;
this.morphTargets = false;
this.morphNormals = false;
this.setValues(parameters);
}
MeshStandardMaterial.prototype = Object.create(Material.prototype);
MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
MeshStandardMaterial.prototype.copy = function(source) {
Material.prototype.copy.call(this, source);
this.defines = {
'STANDARD': ''
};
this.color.copy(source.color);
this.roughness = source.roughness;
this.metalness = source.metalness;
this.map = source.map;
this.lightMap = source.lightMap;
this.lightMapIntensity = source.lightMapIntensity;
this.aoMap = source.aoMap;
this.aoMapIntensity = source.aoMapIntensity;
this.emissive.copy(source.emissive);
this.emissiveMap = source.emissiveMap;
this.emissiveIntensity = source.emissiveIntensity;
this.bumpMap = source.bumpMap;
this.bumpScale = source.bumpScale;
this.normalMap = source.normalMap;
this.normalMapType = source.normalMapType;
this.normalScale.copy(source.normalScale);
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
this.roughnessMap = source.roughnessMap;
this.metalnessMap = source.metalnessMap;
this.alphaMap = source.alphaMap;
this.envMap = source.envMap;
this.envMapIntensity = source.envMapIntensity;
this.refractionRatio = source.refractionRatio;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.wireframeLinecap = source.wireframeLinecap;
this.wireframeLinejoin = source.wireframeLinejoin;
this.skinning = source.skinning;
this.morphTargets = source.morphTargets;
this.morphNormals = source.morphNormals;
return this;
};
/**
* @author WestLangley / http://github.com/WestLangley
*
* parameters = {
* reflectivity: <float>
* clearcoat: <float>
* clearcoatRoughness: <float>
*
* sheen: <Color>
*
* clearcoatNormalScale: <Vector2>,
* clearcoatNormalMap: new THREE.Texture( <Image> ),
* }
*/
function MeshPhysicalMaterial(parameters) {
MeshStandardMaterial.call(this);
this.defines = {
'STANDARD': '',
'PHYSICAL': ''
};
this.type = 'MeshPhysicalMaterial';
this.reflectivity = 0.5; // maps to F0 = 0.04
this.clearcoat = 0.0;
this.clearcoatRoughness = 0.0;
this.sheen = null; // null will disable sheen bsdf
this.clearcoatNormalScale = new Vector2(1, 1);
this.clearcoatNormalMap = null;
this.transparency = 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 = {
'STANDARD': '',
'PHYSICAL': ''
};
this.reflectivity = source.reflectivity;
this.clearcoat = source.clearcoat;
this.clearcoatRoughness = source.clearcoatRoughness;
if (source.sheen) {
this.sheen = (this.sheen || new Color()).copy(source.sheen);
} else {
this.sheen = null;
}
this.clearcoatNormalMap = source.clearcoatNormalMap;
this.clearcoatNormalScale.copy(source.clearcoatNormalScale);
this.transparency = source.transparency;
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> ),
* normalMapType: THREE.TangentSpaceNormalMap,
* normalScale: <Vector2>,
*
* displacementMap: new THREE.Texture( <Image> ),
* displacementScale: <float>,
* displacementBias: <float>,
*
* specularMap: new THREE.Texture( <Image> ),
*
* alphaMap: new THREE.Texture( <Image> ),
*
* envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
* combine: THREE.MultiplyOperation,
* reflectivity: <float>,
* refractionRatio: <float>,
*
* wireframe: <boolean>,
* wireframeLinewidth: <float>,
*
* skinning: <bool>,
* morphTargets: <bool>,
* morphNormals: <bool>
* }
*/
function MeshPhongMaterial(parameters) {
Material.call(this);
this.type = 'MeshPhongMaterial';
this.color = new Color(0xffffff); // diffuse
this.specular = new Color(0x111111);
this.shininess = 30;
this.map = null;
this.lightMap = null;
this.lightMapIntensity = 1.0;
this.aoMap = null;
this.aoMapIntensity = 1.0;
this.emissive = new Color(0x000000);
this.emissiveIntensity = 1.0;
this.emissiveMap = null;
this.bumpMap = null;
this.bumpScale = 1;
this.normalMap = null;
this.normalMapType = TangentSpaceNormalMap;
this.normalScale = new Vector2(1, 1);
this.displacementMap = null;
this.displacementScale = 1;
this.displacementBias = 0;
this.specularMap = null;
this.alphaMap = null;
this.envMap = null;
this.combine = MultiplyOperation;
this.reflectivity = 1;
this.refractionRatio = 0.98;
this.wireframe = false;
this.wireframeLinewidth = 1;
this.wireframeLinecap = 'round';
this.wireframeLinejoin = 'round';
this.skinning = false;
this.morphTargets = false;
this.morphNormals = false;
this.setValues(parameters);
}
MeshPhongMaterial.prototype = Object.create(Material.prototype);
MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
MeshPhongMaterial.prototype.copy = function(source) {
Material.prototype.copy.call(this, source);
this.color.copy(source.color);
this.specular.copy(source.specular);
this.shininess = source.shininess;
this.map = source.map;
this.lightMap = source.lightMap;
this.lightMapIntensity = source.lightMapIntensity;
this.aoMap = source.aoMap;
this.aoMapIntensity = source.aoMapIntensity;
this.emissive.copy(source.emissive);
this.emissiveMap = source.emissiveMap;
this.emissiveIntensity = source.emissiveIntensity;
this.bumpMap = source.bumpMap;
this.bumpScale = source.bumpScale;
this.normalMap = source.normalMap;
this.normalMapType = source.normalMapType;
this.normalScale.copy(source.normalScale);
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
this.specularMap = source.specularMap;
this.alphaMap = source.alphaMap;
this.envMap = source.envMap;
this.combine = source.combine;
this.reflectivity = source.reflectivity;
this.refractionRatio = source.refractionRatio;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.wireframeLinecap = source.wireframeLinecap;
this.wireframeLinejoin = source.wireframeLinejoin;
this.skinning = source.skinning;
this.morphTargets = source.morphTargets;
this.morphNormals = source.morphNormals;
return this;
};
/**
* @author takahirox / http://github.com/takahirox
*
* parameters = {
* color: <hex>,
* specular: <hex>,
* shininess: <float>,
*
* map: new THREE.Texture( <Image> ),
* gradientMap: new THREE.Texture( <Image> ),
*
* lightMap: new THREE.Texture( <Image> ),
* lightMapIntensity: <float>
*
* aoMap: new THREE.Texture( <Image> ),
* aoMapIntensity: <float>
*
* emissive: <hex>,
* emissiveIntensity: <float>
* emissiveMap: new THREE.Texture( <Image> ),
*
* bumpMap: new THREE.Texture( <Image> ),
* bumpScale: <float>,
*
* normalMap: new THREE.Texture( <Image> ),
* normalMapType: THREE.TangentSpaceNormalMap,
* normalScale: <Vector2>,
*
* displacementMap: new THREE.Texture( <Image> ),
* displacementScale: <float>,
* displacementBias: <float>,
*
* specularMap: new THREE.Texture( <Image> ),
*
* alphaMap: new THREE.Texture( <Image> ),
*
* wireframe: <boolean>,
* wireframeLinewidth: <float>,
*
* skinning: <bool>,
* morphTargets: <bool>,
* morphNormals: <bool>
* }
*/
function MeshToonMaterial(parameters) {
Material.call(this);
this.defines = {
'TOON': ''
};
this.type = 'MeshToonMaterial';
this.color = new Color(0xffffff);
this.specular = new Color(0x111111);
this.shininess = 30;
this.map = null;
this.gradientMap = null;
this.lightMap = null;
this.lightMapIntensity = 1.0;
this.aoMap = null;
this.aoMapIntensity = 1.0;
this.emissive = new Color(0x000000);
this.emissiveIntensity = 1.0;
this.emissiveMap = null;
this.bumpMap = null;
this.bumpScale = 1;
this.normalMap = null;
this.normalMapType = TangentSpaceNormalMap;
this.normalScale = new Vector2(1, 1);
this.displacementMap = null;
this.displacementScale = 1;
this.displacementBias = 0;
this.specularMap = null;
this.alphaMap = null;
this.wireframe = false;
this.wireframeLinewidth = 1;
this.wireframeLinecap = 'round';
this.wireframeLinejoin = 'round';
this.skinning = false;
this.morphTargets = false;
this.morphNormals = false;
this.setValues(parameters);
}
MeshToonMaterial.prototype = Object.create(Material.prototype);
MeshToonMaterial.prototype.constructor = MeshToonMaterial;
MeshToonMaterial.prototype.isMeshToonMaterial = true;
MeshToonMaterial.prototype.copy = function(source) {
Material.prototype.copy.call(this, source);
this.color.copy(source.color);
this.specular.copy(source.specular);
this.shininess = source.shininess;
this.map = source.map;
this.gradientMap = source.gradientMap;
this.lightMap = source.lightMap;
this.lightMapIntensity = source.lightMapIntensity;
this.aoMap = source.aoMap;
this.aoMapIntensity = source.aoMapIntensity;
this.emissive.copy(source.emissive);
this.emissiveMap = source.emissiveMap;
this.emissiveIntensity = source.emissiveIntensity;
this.bumpMap = source.bumpMap;
this.bumpScale = source.bumpScale;
this.normalMap = source.normalMap;
this.normalMapType = source.normalMapType;
this.normalScale.copy(source.normalScale);
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
this.specularMap = source.specularMap;
this.alphaMap = source.alphaMap;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.wireframeLinecap = source.wireframeLinecap;
this.wireframeLinejoin = source.wireframeLinejoin;
this.skinning = source.skinning;
this.morphTargets = source.morphTargets;
this.morphNormals = source.morphNormals;
return this;
};
/**
* @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> ),
* normalMapType: THREE.TangentSpaceNormalMap,
* normalScale: <Vector2>,
*
* displacementMap: new THREE.Texture( <Image> ),
* displacementScale: <float>,
* displacementBias: <float>,
*
* wireframe: <boolean>,
* wireframeLinewidth: <float>
*
* skinning: <bool>,
* morphTargets: <bool>,
* morphNormals: <bool>
* }
*/
function MeshNormalMaterial(parameters) {
Material.call(this);
this.type = 'MeshNormalMaterial';
this.bumpMap = null;
this.bumpScale = 1;
this.normalMap = null;
this.normalMapType = TangentSpaceNormalMap;
this.normalScale = new Vector2(1, 1);
this.displacementMap = null;
this.displacementScale = 1;
this.displacementBias = 0;
this.wireframe = false;
this.wireframeLinewidth = 1;
this.fog = false;
this.skinning = false;
this.morphTargets = false;
this.morphNormals = false;
this.setValues(parameters);
}
MeshNormalMaterial.prototype = Object.create(Material.prototype);
MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
MeshNormalMaterial.prototype.copy = function(source) {
Material.prototype.copy.call(this, source);
this.bumpMap = source.bumpMap;
this.bumpScale = source.bumpScale;
this.normalMap = source.normalMap;
this.normalMapType = source.normalMapType;
this.normalScale.copy(source.normalScale);
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.skinning = source.skinning;
this.morphTargets = source.morphTargets;
this.morphNormals = source.morphNormals;
return this;
};
/**
* @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.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
* combine: THREE.Multiply,
* reflectivity: <float>,
* refractionRatio: <float>,
*
* wireframe: <boolean>,
* wireframeLinewidth: <float>,
*
* skinning: <bool>,
* morphTargets: <bool>,
* morphNormals: <bool>
* }
*/
function MeshLambertMaterial(parameters) {
Material.call(this);
this.type = 'MeshLambertMaterial';
this.color = new Color(0xffffff); // diffuse
this.map = null;
this.lightMap = null;
this.lightMapIntensity = 1.0;
this.aoMap = null;
this.aoMapIntensity = 1.0;
this.emissive = new Color(0x000000);
this.emissiveIntensity = 1.0;
this.emissiveMap = null;
this.specularMap = null;
this.alphaMap = null;
this.envMap = null;
this.combine = MultiplyOperation;
this.reflectivity = 1;
this.refractionRatio = 0.98;
this.wireframe = false;
this.wireframeLinewidth = 1;
this.wireframeLinecap = 'round';
this.wireframeLinejoin = 'round';
this.skinning = false;
this.morphTargets = false;
this.morphNormals = false;
this.setValues(parameters);
}
MeshLambertMaterial.prototype = Object.create(Material.prototype);
MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
MeshLambertMaterial.prototype.copy = function(source) {
Material.prototype.copy.call(this, source);
this.color.copy(source.color);
this.map = source.map;
this.lightMap = source.lightMap;
this.lightMapIntensity = source.lightMapIntensity;
this.aoMap = source.aoMap;
this.aoMapIntensity = source.aoMapIntensity;
this.emissive.copy(source.emissive);
this.emissiveMap = source.emissiveMap;
this.emissiveIntensity = source.emissiveIntensity;
this.specularMap = source.specularMap;
this.alphaMap = source.alphaMap;
this.envMap = source.envMap;
this.combine = source.combine;
this.reflectivity = source.reflectivity;
this.refractionRatio = source.refractionRatio;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.wireframeLinecap = source.wireframeLinecap;
this.wireframeLinejoin = source.wireframeLinejoin;
this.skinning = source.skinning;
this.morphTargets = source.morphTargets;
this.morphNormals = source.morphNormals;
return this;
};
/**
* @author WestLangley / http://github.com/WestLangley
*
* parameters = {
* color: <hex>,
* opacity: <float>,
*
* matcap: new THREE.Texture( <Image> ),
*
* map: new THREE.Texture( <Image> ),
*
* bumpMap: new THREE.Texture( <Image> ),
* bumpScale: <float>,
*
* normalMap: new THREE.Texture( <Image> ),
* normalMapType: THREE.TangentSpaceNormalMap,
* normalScale: <Vector2>,
*
* displacementMap: new THREE.Texture( <Image> ),
* displacementScale: <float>,
* displacementBias: <float>,
*
* alphaMap: new THREE.Texture( <Image> ),
*
* skinning: <bool>,
* morphTargets: <bool>,
* morphNormals: <bool>
* }
*/
function MeshMatcapMaterial(parameters) {
Material.call(this);
this.defines = {
'MATCAP': ''
};
this.type = 'MeshMatcapMaterial';
this.color = new Color(0xffffff); // diffuse
this.matcap = null;
this.map = null;
this.bumpMap = null;
this.bumpScale = 1;
this.normalMap = null;
this.normalMapType = TangentSpaceNormalMap;
this.normalScale = new Vector2(1, 1);
this.displacementMap = null;
this.displacementScale = 1;
this.displacementBias = 0;
this.alphaMap = null;
this.skinning = false;
this.morphTargets = false;
this.morphNormals = false;
this.setValues(parameters);
}
MeshMatcapMaterial.prototype = Object.create(Material.prototype);
MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
MeshMatcapMaterial.prototype.copy = function(source) {
Material.prototype.copy.call(this, source);
this.defines = {
'MATCAP': ''
};
this.color.copy(source.color);
this.matcap = source.matcap;
this.map = source.map;
this.bumpMap = source.bumpMap;
this.bumpScale = source.bumpScale;
this.normalMap = source.normalMap;
this.normalMapType = source.normalMapType;
this.normalScale.copy(source.normalScale);
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
this.alphaMap = source.alphaMap;
this.skinning = source.skinning;
this.morphTargets = source.morphTargets;
this.morphNormals = source.morphNormals;
return this;
};
/**
* @author alteredq / http://alteredqualia.com/
*
* parameters = {
* color: <hex>,
* opacity: <float>,
*
* linewidth: <float>,
*
* scale: <float>,
* dashSize: <float>,
* gapSize: <float>
* }
*/
function LineDashedMaterial(parameters) {
LineBasicMaterial.call(this);
this.type = 'LineDashedMaterial';
this.scale = 1;
this.dashSize = 3;
this.gapSize = 1;
this.setValues(parameters);
}
LineDashedMaterial.prototype = Object.create(LineBasicMaterial.prototype);
LineDashedMaterial.prototype.constructor = LineDashedMaterial;
LineDashedMaterial.prototype.isLineDashedMaterial = true;
LineDashedMaterial.prototype.copy = function(source) {
LineBasicMaterial.prototype.copy.call(this, source);
this.scale = source.scale;
this.dashSize = source.dashSize;
this.gapSize = source.gapSize;
return this;
};
var Materials = /*#__PURE__*/ Object.freeze({
__proto__: null,
ShadowMaterial: ShadowMaterial,
SpriteMaterial: SpriteMaterial,
RawShaderMaterial: RawShaderMaterial,
ShaderMaterial: ShaderMaterial,
PointsMaterial: PointsMaterial,
MeshPhysicalMaterial: MeshPhysicalMaterial,
MeshStandardMaterial: MeshStandardMaterial,
MeshPhongMaterial: MeshPhongMaterial,
MeshToonMaterial: MeshToonMaterial,
MeshNormalMaterial: MeshNormalMaterial,
MeshLambertMaterial: MeshLambertMaterial,
MeshDepthMaterial: MeshDepthMaterial,
MeshDistanceMaterial: MeshDistanceMaterial,
MeshBasicMaterial: MeshBasicMaterial,
MeshMatcapMaterial: MeshMatcapMaterial,
LineDashedMaterial: LineDashedMaterial,
LineBasicMaterial: LineBasicMaterial,
Material: Material
});
/**
* @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)) {
// in ios9 array.subarray(from, undefined) will return empty array
// but array.subarray(from) or array.subarray(from, len) is correct
return new array.constructor(array.subarray(from, to !== undefined ? to : array.length));
}
return array.slice(from, to);
},
// converts an array to a specific type
convertArray: function(array, type, forceClone) {
if (!array || // let 'undefined' and 'null' pass
!forceClone && array.constructor === type) {
return array;
}
if (typeof type.BYTES_PER_ELEMENT === 'number') {
return new type(array); // create typed array
}
return Array.prototype.slice.call(array); // create Array
},
isTypedArray: function(object) {
return ArrayBuffer.isView(object) &&
!(object instanceof DataView);
},
// returns an array by which times and values can be sorted
getKeyframeOrder: function(times) {
function compareTime(i, j) {
return times[i] - times[j];
}
var n = times.length;
var result = new Array(n);
for (var i = 0; i !== n; ++i) {
result[i] = i;
}
result.sort(compareTime);
return result;
},
// uses the array previously returned by 'getKeyframeOrder' to sort data
sortedArray: function(values, stride, order) {
var nValues = values.length;
var result = new values.constructor(nValues);
for (var i = 0, dstOffset = 0; dstOffset !== nValues; ++i) {
var srcOffset = order[i] * stride;
for (var j = 0; j !== stride; ++j) {
result[dstOffset++] = values[srcOffset + j];
}
}
return result;
},
// function for parsing AOS keyframe formats
flattenJSON: function(jsonKeys, times, values, valuePropertyName) {
var i = 1,
key = jsonKeys[0];
while (key !== undefined && key[valuePropertyName] === undefined) {
key = jsonKeys[i++];
}
if (key === undefined) {
return;
} // no data
var value = key[valuePropertyName];
if (value === undefined) {
return;
} // no data
if (Array.isArray(value)) {
do {
value = key[valuePropertyName];
if (value !== undefined) {
times.push(key.time);
values.push.apply(values, value); // push all elements
}
key = jsonKeys[i++];
} while (key !== undefined);
} else if (value.toArray !== undefined) {
// ...assume THREE.Math-ish
do {
value = key[valuePropertyName];
if (value !== undefined) {
times.push(key.time);
value.toArray(values, values.length);
}
key = jsonKeys[i++];
} while (key !== undefined);
} else {
// otherwise push as-is
do {
value = key[valuePropertyName];
if (value !== undefined) {
times.push(key.time);
values.push(value);
}
key = jsonKeys[i++];
} while (key !== undefined);
}
},
subclip: function(sourceClip, name, startFrame, endFrame, fps) {
fps = fps || 30;
var clip = sourceClip.clone();
clip.name = name;
var tracks = [];
for (var i = 0; i < clip.tracks.length; ++i) {
var track = clip.tracks[i];
var valueSize = track.getValueSize();
var times = [];
var values = [];
for (var j = 0; j < track.times.length; ++j) {
var frame = track.times[j] * fps;
if (frame < startFrame || frame >= endFrame) {
continue;
}
times.push(track.times[j]);
for (var k = 0; k < valueSize; ++k) {
values.push(track.values[j * valueSize + k]);
}
}
if (times.length === 0) {
continue;
}
track.times = AnimationUtils.convertArray(times, track.times.constructor);
track.values = AnimationUtils.convertArray(values, track.values.constructor);
tracks.push(track);
}
clip.tracks = tracks;
// find minimum .times value across all tracks in the trimmed clip
var minStartTime = Infinity;
for (var i = 0; i < clip.tracks.length; ++i) {
if (minStartTime > clip.tracks[i].times[0]) {
minStartTime = clip.tracks[i].times[0];
}
}
// shift all tracks such that clip begins at t=0
for (var i = 0; i < clip.tracks.length; ++i) {
clip.tracks[i].shift(-1 * minStartTime);
}
clip.resetDuration();
return clip;
}
};
/**
* 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;
}
Object.assign(Interpolant.prototype, {
evaluate: function(t) {
var pp = this.parameterPositions,
i1 = this._cachedIndex,
t1 = pp[i1],
t0 = pp[i1 - 1];
validate_interval: {
seek: {
var right;
linear_scan: {
//- See http://jsperf.com/comparison-to-undefined/3
//- slower code:
//-
//- if ( t >= t1 || t1 === undefined ) {
forward_scan: if (!(t < t1)) {
for (var giveUpAt = i1 + 2;;) {
if (t1 === undefined) {
if (t < t0) {
break forward_scan;
}
// after end
i1 = pp.length;
this._cachedIndex = i1;
return this.afterEnd_(i1 - 1, t, t0);
}
if (i1 === giveUpAt) {
break;
} // this loop
t0 = t1;
t1 = pp[++i1];
if (t < t1) {
// we have arrived at the sought interval
break seek;
}
}
// prepare binary search on the right side of the index
right = pp.length;
break linear_scan;
}
//- slower code:
//- if ( t < t0 || t0 === undefined ) {
if (!(t >= t0)) {
// looping?
var t1global = pp[1];
if (t < t1global) {
i1 = 2; // + 1, using the scan for the details
t0 = t1global;
}
// linear reverse scan
for (var giveUpAt = i1 - 2;;) {
if (t0 === undefined) {
// before start
this._cachedIndex = 0;
return this.beforeStart_(0, t, t1);
}
if (i1 === giveUpAt) {
break;
} // this loop
t1 = t0;
t0 = pp[--i1 - 1];
if (t >= t0) {
// we have arrived at the sought interval
break seek;
}
}
// prepare binary search on the left side of the index
right = i1;
i1 = 0;
break linear_scan;
}
// the interval is valid
break validate_interval;
} // linear scan
// binary search
while (i1 < right) {
var mid = (i1 + right) >>> 1;
if (t < pp[mid]) {
right = mid;
} else {
i1 = mid + 1;
}
}
t1 = pp[i1];
t0 = pp[i1 - 1];
// check boundary cases, again
if (t0 === undefined) {
this._cachedIndex = 0;
return this.beforeStart_(0, t, t1);
}
if (t1 === undefined) {
i1 = pp.length;
this._cachedIndex = i1;
return this.afterEnd_(i1 - 1, t0, t);
}
} // seek
this._cachedIndex = i1;
this.intervalChanged_(i1, t0, t1);
} // validate_interval
return this.interpolate_(i1, t0, t, t1);
},
settings: null, // optional, subclass-specific settings structure
// Note: The indirection allows central control of many interpolants.
// --- Protected interface
DefaultSettings_: {},
getSettings_: function() {
return this.settings || this.DefaultSettings_;
},
copySampleValue_: function(index) {
// copies a sample value to the result buffer
var result = this.resultBuffer,
values = this.sampleValues,
stride = this.valueSize,
offset = index * stride;
for (var i = 0; i !== stride; ++i) {
result[i] = values[offset + i];
}
return result;
},
// Template methods for derived classes:
interpolate_: function( /* i1, t0, t, t1 */ ) {
throw new Error('call to abstract method');
// implementations shall return this.resultBuffer
},
intervalChanged_: function( /* i1, t0, t1 */ ) {
// empty
}
});
//!\ DECLARE ALIAS AFTER assign prototype !
Object.assign(Interpolant.prototype, {
//( 0, t, t0 ), returns this.resultBuffer
beforeStart_: Interpolant.prototype.copySampleValue_,
//( N-1, tN-1, t ), returns this.resultBuffer
afterEnd_: Interpolant.prototype.copySampleValue_,
});
/**
* Fast and simple cubic spline interpolant.
*
* It was derived from a Hermitian construction setting the first derivative
* at each sample position to the linear slope between neighboring positions
* over their parameter interval.
*
* @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);
}
});
/**
*
* 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) {
if (name === undefined) {
throw new Error('THREE.KeyframeTrack: track name is undefined');
}
if (times === undefined || times.length === 0) {
throw new Error('THREE.KeyframeTrack: no keyframes in track named ' + name);
}
this.name = name;
this.times = AnimationUtils.convertArray(times, this.TimeBufferType);
this.values = AnimationUtils.convertArray(values, this.ValueBufferType);
this.setInterpolation(interpolation || this.DefaultInterpolation);
}
// Static methods
Object.assign(KeyframeTrack, {
// Serialization (in static context, because of constructor invocation
// and automatic invocation of .toJSON):
toJSON: function(track) {
var trackType = track.constructor;
var json;
// derived classes can define a static toJSON method
if (trackType.toJSON !== undefined) {
json = trackType.toJSON(track);
} else {
// by default, we assume the data can be serialized as-is
json = {
'name': track.name,
'times': AnimationUtils.convertArray(track.times, Array),
'values': AnimationUtils.convertArray(track.values, Array)
};
var interpolation = track.getInterpolation();
if (interpolation !== track.DefaultInterpolation) {
json.interpolation = interpolation;
}
}
json.type = track.ValueTypeName; // mandatory
return json;
}
});
Object.assign(KeyframeTrack.prototype, {
constructor: KeyframeTrack,
TimeBufferType: Float32Array,
ValueBufferType: Float32Array,
DefaultInterpolation: InterpolateLinear,
InterpolantFactoryMethodDiscrete: function(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('THREE.KeyframeTrack:', message);
return this;
}
this.createInterpolant = factoryMethod;
return this;
},
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('THREE.KeyframeTrack: Invalid value size in track.', this);
valid = false;
}
var times = this.times,
values = this.values,
nKeys = times.length;
if (nKeys === 0) {
console.error('THREE.KeyframeTrack: Track is empty.', this);
valid = false;
}
var prevTime = null;
for (var i = 0; i !== nKeys; i++) {
var currTime = times[i];
if (typeof currTime === 'number' && isNaN(currTime)) {
console.error('THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime);
valid = false;
break;
}
if (prevTime !== null && prevTime > currTime) {
console.error('THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime);
valid = false;
break;
}
prevTime = currTime;
}
if (values !== undefined) {
if (AnimationUtils.isTypedArray(values)) {
for (var i = 0, n = values.length; i !== n; ++i) {
var value = values[i];
if (isNaN(value)) {
console.error('THREE.KeyframeTrack: Value is not a valid number.', this, i, value);
valid = false;
break;
}
}
}
}
return valid;
},
// removes equivalent sequential keys as common in morph target sequences
// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
optimize: function() {
var times = this.times,
values = this.values,
stride = this.getValueSize(),
smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
writeIndex = 1,
lastIndex = times.length - 1;
for (var i = 1; 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;
},
clone: function() {
var times = AnimationUtils.arraySlice(this.times, 0);
var values = AnimationUtils.arraySlice(this.values, 0);
var TypedKeyframeTrack = this.constructor;
var track = new TypedKeyframeTrack(this.name, times, values);
// Interpolant argument to constructor is not saved, so copy the factory method directly.
track.createInterpolant = this.createInterpolant;
return track;
}
});
/**
*
* A Track of Boolean keyframe values.
*
*
* @author Ben Houston / http://clara.io/
* @author David Sarno / http://lighthaus.us/
* @author tschw
*/
function BooleanKeyframeTrack(name, times, values) {
KeyframeTrack.call(this, name, times, values);
}
BooleanKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {
constructor: BooleanKeyframeTrack,
ValueTypeName: 'bool',
ValueBufferType: Array,
DefaultInterpolation: InterpolateDiscrete,
InterpolantFactoryMethodLinear: undefined,
InterpolantFactoryMethodSmooth: undefined
// Note: Actually this track could have a optimized / compressed
// representation of a single value and a custom interpolant that
// computes "firstValue ^ isOdd( index )".
});
/**
*
* A Track of keyframe values that represent color.
*
*
* @author Ben Houston / http://clara.io/
* @author David Sarno / http://lighthaus.us/
* @author tschw
*/
function ColorKeyframeTrack(name, times, values, interpolation) {
KeyframeTrack.call(this, name, times, values, interpolation);
}
ColorKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {
constructor: ColorKeyframeTrack,
ValueTypeName: 'color'
// ValueBufferType is inherited
// DefaultInterpolation is inherited
// Note: Very basic implementation and nothing special yet.
// However, this is the place for color space parameterization.
});
/**
*
* A Track of numeric keyframe values.
*
* @author Ben Houston / http://clara.io/
* @author David Sarno / http://lighthaus.us/
* @author tschw
*/
function NumberKeyframeTrack(name, times, values, interpolation) {
KeyframeTrack.call(this, name, times, values, interpolation);
}
NumberKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {
constructor: NumberKeyframeTrack,
ValueTypeName: 'number'
// ValueBufferType is inherited
// DefaultInterpolation is inherited
});
/**
* Spherical linear unit quaternion interpolant.
*
* @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) {
KeyframeTrack.call(this, name, times, values, interpolation);
}
QuaternionKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {
constructor: QuaternionKeyframeTrack,
ValueTypeName: 'quaternion',
// ValueBufferType is inherited
DefaultInterpolation: InterpolateLinear,
InterpolantFactoryMethodLinear: function(result) {
return new QuaternionLinearInterpolant(this.times, this.values, this.getValueSize(), result);
},
InterpolantFactoryMethodSmooth: undefined // not yet implemented
});
/**
*
* 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) {
KeyframeTrack.call(this, name, times, values, interpolation);
}
StringKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {
constructor: StringKeyframeTrack,
ValueTypeName: 'string',
ValueBufferType: Array,
DefaultInterpolation: InterpolateDiscrete,
InterpolantFactoryMethodLinear: undefined,
InterpolantFactoryMethodSmooth: undefined
});
/**
*
* A Track of vectored keyframe values.
*
*
* @author Ben Houston / http://clara.io/
* @author David Sarno / http://lighthaus.us/
* @author tschw
*/
function VectorKeyframeTrack(name, times, values, interpolation) {
KeyframeTrack.call(this, name, times, values, interpolation);
}
VectorKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {
constructor: VectorKeyframeTrack,
ValueTypeName: 'vector'
// ValueBufferType is inherited
// DefaultInterpolation is inherited
});
/**
*
* Reusable set of Tracks that represent an animation.
*
* @author Ben Houston / http://clara.io/
* @author David Sarno / http://lighthaus.us/
*/
function AnimationClip(name, duration, tracks) {
this.name = name;
this.tracks = tracks;
this.duration = (duration !== undefined) ? duration : -1;
this.uuid = _Math.generateUUID();
// this means it should figure out its duration by scanning the tracks
if (this.duration < 0) {
this.resetDuration();
}
}
function getTrackTypeForValueTypeName(typeName) {
switch (typeName.toLowerCase()) {
case 'scalar':
case 'double':
case 'float':
case 'number':
case 'integer':
return NumberKeyframeTrack;
case 'vector':
case 'vector2':
case 'vector3':
case 'vector4':
return VectorKeyframeTrack;
case 'color':
return ColorKeyframeTrack;
case 'quaternion':
return QuaternionKeyframeTrack;
case 'bool':
case 'boolean':
return BooleanKeyframeTrack;
case 'string':
return StringKeyframeTrack;
}
throw new Error('THREE.KeyframeTrack: Unsupported typeName: ' + typeName);
}
function parseKeyframeTrack(json) {
if (json.type === undefined) {
throw new Error('THREE.KeyframeTrack: track type undefined, can not parse');
}
var trackType = getTrackTypeForValueTypeName(json.type);
if (json.times === undefined) {
var times = [],
values = [];
AnimationUtils.flattenJSON(json.keys, times, values, 'value');
json.times = times;
json.values = values;
}
// derived classes can define a static parse method
if (trackType.parse !== undefined) {
return trackType.parse(json);
} else {
// by default, we assume a constructor compatible with the base
return new trackType(json.name, json.times, json.values, json.interpolation);
}
}
Object.assign(AnimationClip, {
parse: function(json) {
var tracks = [],
jsonTracks = json.tracks,
frameTime = 1.0 / (json.fps || 1.0);
for (var i = 0, n = jsonTracks.length; i !== n; ++i) {
tracks.push(parseKeyframeTrack(jsonTracks[i]).scale(frameTime));
}
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,
'uuid': clip.uuid
};
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('THREE.AnimationClip: No animation in JSONLoader data.');
return null;
}
var addNonemptyTrack = function(trackType, trackName, animationKeys, propertyName, destTracks) {
// only return track if there are actually keys.
if (animationKeys.length !== 0) {
var times = [];
var values = [];
AnimationUtils.flattenJSON(animationKeys, times, values, propertyName);
// empty keys are filtered out, so check again
if (times.length !== 0) {
destTracks.push(new trackType(trackName, times, values));
}
}
};
var tracks = [];
var clipName = animation.name || 'default';
// automatic length determination in AnimationClip.
var duration = animation.length || -1;
var fps = animation.fps || 30;
var hierarchyTracks = animation.hierarchy || [];
for (var h = 0; h < hierarchyTracks.length; h++) {
var animationKeys = hierarchyTracks[h].keys;
// skip empty tracks
if (!animationKeys || animationKeys.length === 0) {
continue;
}
// process morph targets
if (animationKeys[0].morphTargets) {
// figure out all morph targets used in this track
var morphTargetNames = {};
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;
}
});
Object.assign(AnimationClip.prototype, {
resetDuration: function() {
var tracks = this.tracks,
duration = 0;
for (var i = 0, n = tracks.length; i !== n; ++i) {
var track = this.tracks[i];
duration = Math.max(duration, track.times[track.times.length - 1]);
}
this.duration = duration;
return this;
},
trim: function() {
for (var i = 0; i < this.tracks.length; i++) {
this.tracks[i].trim(0, this.duration);
}
return this;
},
validate: function() {
var valid = true;
for (var i = 0; i < this.tracks.length; i++) {
valid = valid && this.tracks[i].validate();
}
return valid;
},
optimize: function() {
for (var i = 0; i < this.tracks.length; i++) {
this.tracks[i].optimize();
}
return this;
},
clone: function() {
var tracks = [];
for (var i = 0; i < this.tracks.length; i++) {
tracks.push(this.tracks[i].clone());
}
return new AnimationClip(this.name, this.duration, tracks);
}
});
/**
* @author mrdoob / http://mrdoob.com/
*/
var Cache = {
enabled: false,
files: {},
add: function(key, file) {
if (this.enabled === false) {
return;
}
// console.log( 'THREE.Cache', 'Adding key:', key );
this.files[key] = file;
},
get: function(key) {
if (this.enabled === false) {
return;
}
// console.log( 'THREE.Cache', 'Checking key:', key );
return this.files[key];
},
remove: function(key) {
delete this.files[key];
},
clear: function() {
this.files = {};
}
};
/**
* @author mrdoob / http://mrdoob.com/
*/
function LoadingManager(onLoad, onProgress, onError) {
var scope = this;
var isLoading = false;
var itemsLoaded = 0;
var itemsTotal = 0;
var urlModifier = undefined;
var handlers = [];
// Refer to #5689 for the reason why we don't set .onStart
// in the constructor
this.onStart = undefined;
this.onLoad = onLoad;
this.onProgress = onProgress;
this.onError = onError;
this.itemStart = function(url) {
itemsTotal++;
if (isLoading === false) {
if (scope.onStart !== undefined) {
scope.onStart(url, itemsLoaded, itemsTotal);
}
}
isLoading = true;
};
this.itemEnd = function(url) {
itemsLoaded++;
if (scope.onProgress !== undefined) {
scope.onProgress(url, itemsLoaded, itemsTotal);
}
if (itemsLoaded === itemsTotal) {
isLoading = false;
if (scope.onLoad !== undefined) {
scope.onLoad();
}
}
};
this.itemError = function(url) {
if (scope.onError !== undefined) {
scope.onError(url);
}
};
this.resolveURL = function(url) {
if (urlModifier) {
return urlModifier(url);
}
return url;
};
this.setURLModifier = function(transform) {
urlModifier = transform;
return this;
};
this.addHandler = function(regex, loader) {
handlers.push(regex, loader);
return this;
};
this.removeHandler = function(regex) {
var index = handlers.indexOf(regex);
if (index !== -1) {
handlers.splice(index, 2);
}
return this;
};
this.getHandler = function(file) {
for (var i = 0, l = handlers.length; i < l; i += 2) {
var regex = handlers[i];
var loader = handlers[i + 1];
if (regex.global) {
regex.lastIndex = 0;
} // see #17920
if (regex.test(file)) {
return loader;
}
}
return null;
};
}
var DefaultLoadingManager = new LoadingManager();
/**
* @author alteredq / http://alteredqualia.com/
*/
function Loader(manager) {
this.manager = (manager !== undefined) ? manager : DefaultLoadingManager;
this.crossOrigin = 'anonymous';
this.path = '';
this.resourcePath = '';
}
Object.assign(Loader.prototype, {
load: function( /* url, onLoad, onProgress, onError */ ) {},
parse: function( /* data */ ) {},
setCrossOrigin: function(crossOrigin) {
this.crossOrigin = crossOrigin;
return this;
},
setPath: function(path) {
this.path = path;
return this;
},
setResourcePath: function(resourcePath) {
this.resourcePath = resourcePath;
return this;
}
});
/**
* @author mrdoob / http://mrdoob.com/
*/
var loading = {};
function FileLoader(manager) {
Loader.call(this, manager);
}
FileLoader.prototype = Object.assign(Object.create(Loader.prototype), {
constructor: FileLoader,
load: function(url, onLoad, onProgress, onError) {
if (url === undefined) {
url = '';
}
if (this.path !== undefined) {
url = this.path + url;
}
url = this.manager.resolveURL(url);
var scope = this;
var cached = Cache.get(url);
if (cached !== undefined) {
scope.manager.itemStart(url);
setTimeout(function() {
if (onLoad) {
onLoad(cached);
}
scope.manager.itemEnd(url);
}, 0);
return cached;
}
// Check if request is duplicate
if (loading[url] !== undefined) {
loading[url].push({
onLoad: onLoad,
onProgress: onProgress,
onError: onError
});
return;
}
// Check for data: URI
var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
var dataUriRegexResult = url.match(dataUriRegex);
// Safari can not handle Data URIs through XMLHttpRequest so process manually
if (dataUriRegexResult) {
var mimeType = dataUriRegexResult[1];
var isBase64 = !!dataUriRegexResult[2];
var data = dataUriRegexResult[3];
data = decodeURIComponent(data);
if (isBase64) {
data = atob(data);
}
try {
var response;
var responseType = (this.responseType || '').toLowerCase();
switch (responseType) {
case 'arraybuffer':
case 'blob':
var view = new Uint8Array(data.length);
for (var i = 0; i < data.length; i++) {
view[i] = data.charCodeAt(i);
}
if (responseType === 'blob') {
response = new Blob([view.buffer], {
type: mimeType
});
} else {
response = view.buffer;
}
break;
case 'document':
var parser = new DOMParser();
response = parser.parseFromString(data, mimeType);
break;
case 'json':
response = JSON.parse(data);
break;
default: // 'text' or other
response = data;
break;
}
// Wait for next browser tick like standard XMLHttpRequest event dispatching does
setTimeout(function() {
if (onLoad) {
onLoad(response);
}
scope.manager.itemEnd(url);
}, 0);
} catch (error) {
// Wait for next browser tick like standard XMLHttpRequest event dispatching does
setTimeout(function() {
if (onError) {
onError(error);
}
scope.manager.itemError(url);
scope.manager.itemEnd(url);
}, 0);
}
} else {
// Initialise array for duplicate requests
loading[url] = [];
loading[url].push({
onLoad: onLoad,
onProgress: onProgress,
onError: onError
});
var request = new XMLHttpRequest();
request.open('GET', url, true);
request.addEventListener('load', function(event) {
var response = this.response;
var callbacks = loading[url];
delete loading[url];
if (this.status === 200 || this.status === 0) {
// Some browsers return HTTP Status 0 when using non-http protocol
// e.g. 'file://' or 'data://'. Handle as success.
if (this.status === 0) {
console.warn('THREE.FileLoader: HTTP Status 0 received.');
}
// Add to cache only on HTTP success, so that we do not cache
// error response bodies as proper responses to requests.
Cache.add(url, response);
for (var i = 0, il = callbacks.length; i < il; i++) {
var callback = callbacks[i];
if (callback.onLoad) {
callback.onLoad(response);
}
}
scope.manager.itemEnd(url);
} else {
for (var i = 0, il = callbacks.length; i < il; i++) {
var callback = callbacks[i];
if (callback.onError) {
callback.onError(event);
}
}
scope.manager.itemError(url);
scope.manager.itemEnd(url);
}
}, false);
request.addEventListener('progress', function(event) {
var callbacks = loading[url];
for (var i = 0, il = callbacks.length; i < il; i++) {
var callback = callbacks[i];
if (callback.onProgress) {
callback.onProgress(event);
}
}
}, false);
request.addEventListener('error', function(event) {
var callbacks = loading[url];
delete loading[url];
for (var i = 0, il = callbacks.length; i < il; i++) {
var callback = callbacks[i];
if (callback.onError) {
callback.onError(event);
}
}
scope.manager.itemError(url);
scope.manager.itemEnd(url);
}, false);
request.addEventListener('abort', function(event) {
var callbacks = loading[url];
delete loading[url];
for (var i = 0, il = callbacks.length; i < il; i++) {
var callback = callbacks[i];
if (callback.onError) {
callback.onError(event);
}
}
scope.manager.itemError(url);
scope.manager.itemEnd(url);
}, false);
if (this.responseType !== undefined) {
request.responseType = this.responseType;
}
if (this.withCredentials !== undefined) {
request.withCredentials = this.withCredentials;
}
if (request.overrideMimeType) {
request.overrideMimeType(this.mimeType !== undefined ? this.mimeType : 'text/plain');
}
for (var header in this.requestHeader) {
request.setRequestHeader(header, this.requestHeader[header]);
}
request.send(null);
}
scope.manager.itemStart(url);
return request;
},
setResponseType: function(value) {
this.responseType = value;
return this;
},
setWithCredentials: function(value) {
this.withCredentials = value;
return this;
},
setMimeType: function(value) {
this.mimeType = value;
return this;
},
setRequestHeader: function(value) {
this.requestHeader = value;
return this;
}
});
/**
* @author bhouston / http://clara.io/
*/
function AnimationLoader(manager) {
Loader.call(this, manager);
}
AnimationLoader.prototype = Object.assign(Object.create(Loader.prototype), {
constructor: AnimationLoader,
load: function(url, onLoad, onProgress, onError) {
var scope = this;
var loader = new FileLoader(scope.manager);
loader.setPath(scope.path);
loader.load(url, function(text) {
onLoad(scope.parse(JSON.parse(text)));
}, onProgress, onError);
},
parse: function(json) {
var animations = [];
for (var i = 0; i < json.length; i++) {
var clip = AnimationClip.parse(json[i]);
animations.push(clip);
}
return animations;
}
});
/**
* @author mrdoob / http://mrdoob.com/
*
* Abstract Base class to block based textures loader (dds, pvr, ...)
*
* Sub classes have to implement the parse() method which will be used in load().
*/
function CompressedTextureLoader(manager) {
Loader.call(this, manager);
}
CompressedTextureLoader.prototype = Object.assign(Object.create(Loader.prototype), {
constructor: CompressedTextureLoader,
load: function(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.parse(buffer, true);
images[i] = {
width: texDatas.width,
height: texDatas.height,
format: texDatas.format,
mipmaps: texDatas.mipmaps
};
loaded += 1;
if (loaded === 6) {
if (texDatas.mipmapCount === 1) {
texture.minFilter = LinearFilter;
}
texture.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.parse(buffer, true);
if (texDatas.isCubemap) {
var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
for (var f = 0; f < faces; f++) {
images[f] = {
mipmaps: []
};
for (var i = 0; i < texDatas.mipmapCount; i++) {
images[f].mipmaps.push(texDatas.mipmaps[f * texDatas.mipmapCount + i]);
images[f].format = texDatas.format;
images[f].width = texDatas.width;
images[f].height = texDatas.height;
}
}
} 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;
}
});
/**
* @author Nikos M. / https://github.com/foo123/
*
* Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
*
* Sub classes have to implement the parse() method which will be used in load().
*/
function DataTextureLoader(manager) {
Loader.call(this, manager);
}
DataTextureLoader.prototype = Object.assign(Object.create(Loader.prototype), {
constructor: DataTextureLoader,
load: function(url, onLoad, onProgress, onError) {
var scope = this;
var texture = new DataTexture();
var loader = new FileLoader(this.manager);
loader.setResponseType('arraybuffer');
loader.setPath(this.path);
loader.load(url, function(buffer) {
var texData = scope.parse(buffer);
if (!texData) {
return;
}
if (texData.image !== undefined) {
texture.image = texData.image;
} else if (texData.data !== undefined) {
texture.image.width = texData.width;
texture.image.height = texData.height;
texture.image.data = texData.data;
}
texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
if (texData.format !== undefined) {
texture.format = texData.format;
}
if (texData.type !== undefined) {
texture.type = texData.type;
}
if (texData.mipmaps !== undefined) {
texture.mipmaps = texData.mipmaps;
texture.minFilter = LinearMipmapLinearFilter; // presumably...
}
if (texData.mipmapCount === 1) {
texture.minFilter = LinearFilter;
}
texture.needsUpdate = true;
if (onLoad) {
onLoad(texture, texData);
}
}, onProgress, onError);
return texture;
}
});
/**
* @author mrdoob / http://mrdoob.com/
*/
function ImageLoader(manager) {
Loader.call(this, manager);
}
ImageLoader.prototype = Object.assign(Object.create(Loader.prototype), {
constructor: ImageLoader,
load: function(url, onLoad, onProgress, onError) {
if (this.path !== undefined) {
url = this.path + url;
}
url = this.manager.resolveURL(url);
var scope = this;
var cached = Cache.get(url);
if (cached !== undefined) {
scope.manager.itemStart(url);
setTimeout(function() {
if (onLoad) {
onLoad(cached);
}
scope.manager.itemEnd(url);
}, 0);
return cached;
}
var image = document.createElementNS('http://www.w3.org/1999/xhtml', 'img');
function onImageLoad() {
image.removeEventListener('load', onImageLoad, false);
image.removeEventListener('error', onImageError, false);
Cache.add(url, this);
if (onLoad) {
onLoad(this);
}
scope.manager.itemEnd(url);
}
function onImageError(event) {
image.removeEventListener('load', onImageLoad, false);
image.removeEventListener('error', onImageError, false);
if (onError) {
onError(event);
}
scope.manager.itemError(url);
scope.manager.itemEnd(url);
}
image.addEventListener('load', onImageLoad, false);
image.addEventListener('error', onImageError, false);
if (url.substr(0, 5) !== 'data:') {
if (this.crossOrigin !== undefined) {
image.crossOrigin = this.crossOrigin;
}
}
scope.manager.itemStart(url);
image.src = url;
return image;
}
});
/**
* @author mrdoob / http://mrdoob.com/
*/
function CubeTextureLoader(manager) {
Loader.call(this, manager);
}
CubeTextureLoader.prototype = Object.assign(Object.create(Loader.prototype), {
constructor: CubeTextureLoader,
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;
}
});
/**
* @author mrdoob / http://mrdoob.com/
*/
function TextureLoader(manager) {
Loader.call(this, manager);
}
TextureLoader.prototype = Object.assign(Object.create(Loader.prototype), {
constructor: TextureLoader,
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) {
texture.image = image;
// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
var isJPEG = url.search(/\.jpe?g($|\?)/i) > 0 || url.search(/^data\:image\/jpeg/) === 0;
texture.format = isJPEG ? RGBFormat : RGBAFormat;
texture.needsUpdate = true;
if (onLoad !== undefined) {
onLoad(texture);
}
}, onProgress, onError);
return texture;
}
});
/**
* @author zz85 / http://www.lab4games.net/zz85/blog
* Extensible curve object
*
* Some common of curve methods:
* .getPoint( t, optionalTarget ), .getTangent( t )
* .getPointAt( u, optionalTarget ), .getTangentAt( u )
* .getPoints(), .getSpacedPoints()
* .getLength()
* .updateArcLengths()
*
* This following curves inherit from THREE.Curve:
*
* -- 2D curves --
* THREE.ArcCurve
* THREE.CubicBezierCurve
* THREE.EllipseCurve
* THREE.LineCurve
* THREE.QuadraticBezierCurve
* THREE.SplineCurve
*
* -- 3D curves --
* THREE.CatmullRomCurve3
* THREE.CubicBezierCurve3
* THREE.LineCurve3
* THREE.QuadraticBezierCurve3
*
* A series of curves can be represented as a THREE.CurvePath.
*
**/
/**************************************************************
* Abstract Curve base class
**************************************************************/
function Curve() {
this.type = 'Curve';
this.arcLengthDivisions = 200;
}
Object.assign(Curve.prototype, {
// Virtual base class method to overwrite and implement in subclasses
// - t [0 .. 1]
getPoint: function( /* t, optionalTarget */ ) {
console.warn('THREE.Curve: .getPoint() not implemented.');
return null;
},
// Get point at relative position in curve according to arc length
// - u [0 .. 1]
getPointAt: function(u, optionalTarget) {
var t = this.getUtoTmapping(u);
return this.getPoint(t, optionalTarget);
},
// Get sequence of points using getPoint( t )
getPoints: function(divisions) {
if (divisions === undefined) {
divisions = 5;
}
var points = [];
for (var d = 0; d <= divisions; d++) {
points.push(this.getPoint(d / divisions));
}
return points;
},
// Get sequence of points using getPointAt( u )
getSpacedPoints: function(divisions) {
if (divisions === undefined) {
divisions = 5;
}
var points = [];
for (var d = 0; d <= divisions; d++) {
points.push(this.getPointAt(d / divisions));
}
return points;
},
// Get total curve arc length
getLength: function() {
var lengths = this.getLengths();
return lengths[lengths.length - 1];
},
// Get list of cumulative segment lengths
getLengths: function(divisions) {
if (divisions === undefined) {
divisions = this.arcLengthDivisions;
}
if (this.cacheArcLengths &&
(this.cacheArcLengths.length === divisions + 1) &&
!this.needsUpdate) {
return this.cacheArcLengths;
}
this.needsUpdate = false;
var cache = [];
var current, last = this.getPoint(0);
var p, sum = 0;
cache.push(0);
for (p = 1; p <= divisions; p++) {
current = this.getPoint(p / divisions);
sum += current.distanceTo(last);
cache.push(sum);
last = current;
}
this.cacheArcLengths = cache;
return cache; // { sums: cache, sum: sum }; Sum is in the last element.
},
updateArcLengths: function() {
this.needsUpdate = true;
this.getLengths();
},
// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
getUtoTmapping: function(u, distance) {
var arcLengths = this.getLengths();
var i = 0,
il = arcLengths.length;
var targetArcLength; // The targeted u distance value to get
if (distance) {
targetArcLength = distance;
} else {
targetArcLength = u * arcLengths[il - 1];
}
// binary search for the index with largest value smaller than target u distance
var low = 0,
high = il - 1,
comparison;
while (low <= high) {
i = Math.floor(low + (high - low) / 2); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
comparison = arcLengths[i] - targetArcLength;
if (comparison < 0) {
low = i + 1;
} else if (comparison > 0) {
high = i - 1;
} else {
high = i;
break;
// DONE
}
}
i = high;
if (arcLengths[i] === targetArcLength) {
return i / (il - 1);
}
// we could get finer grain at lengths, or use simple interpolation between two points
var lengthBefore = arcLengths[i];
var lengthAfter = arcLengths[i + 1];
var segmentLength = lengthAfter - lengthBefore;
// determine where we are between the 'before' and 'after' points
var segmentFraction = (targetArcLength - lengthBefore) / segmentLength;
// add that fractional amount to t
var t = (i + segmentFraction) / (il - 1);
return t;
},
// Returns a unit vector tangent at t
// In case any sub curve does not implement its tangent derivation,
// 2 points a small delta apart will be used to find its gradient
// which seems to give a reasonable approximation
getTangent: function(t) {
var delta = 0.0001;
var t1 = t - delta;
var t2 = t + delta;
// Capping in case of danger
if (t1 < 0) {
t1 = 0;
}
if (t2 > 1) {
t2 = 1;
}
var pt1 = this.getPoint(t1);
var pt2 = this.getPoint(t2);
var vec = pt2.clone().sub(pt1);
return vec.normalize();
},
getTangentAt: function(u) {
var t = this.getUtoTmapping(u);
return this.getTangent(t);
},
computeFrenetFrames: function(segments, closed) {
// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
var normal = new Vector3();
var tangents = [];
var normals = [];
var binormals = [];
var vec = new Vector3();
var mat = new Matrix4();
var i, u, theta;
// compute the tangent vectors for each segment on the curve
for (i = 0; i <= segments; i++) {
u = i / segments;
tangents[i] = this.getTangentAt(u);
tangents[i].normalize();
}
// select an initial normal vector perpendicular to the first tangent vector,
// and in the direction of the minimum tangent xyz component
normals[0] = new Vector3();
binormals[0] = new Vector3();
var min = Number.MAX_VALUE;
var tx = Math.abs(tangents[0].x);
var ty = Math.abs(tangents[0].y);
var tz = Math.abs(tangents[0].z);
if (tx <= min) {
min = tx;
normal.set(1, 0, 0);
}
if (ty <= min) {
min = ty;
normal.set(0, 1, 0);
}
if (tz <= min) {
normal.set(0, 0, 1);
}
vec.crossVectors(tangents[0], normal).normalize();
normals[0].crossVectors(tangents[0], vec);
binormals[0].crossVectors(tangents[0], normals[0]);
// compute the slowly-varying normal and binormal vectors for each segment on the curve
for (i = 1; i <= segments; i++) {
normals[i] = normals[i - 1].clone();
binormals[i] = binormals[i - 1].clone();
vec.crossVectors(tangents[i - 1], tangents[i]);
if (vec.length() > Number.EPSILON) {
vec.normalize();
theta = Math.acos(_Math.clamp(tangents[i - 1].dot(tangents[i]), -1, 1)); // clamp for floating pt errors
normals[i].applyMatrix4(mat.makeRotationAxis(vec, theta));
}
binormals[i].crossVectors(tangents[i], normals[i]);
}
// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
if (closed === true) {
theta = Math.acos(_Math.clamp(normals[0].dot(normals[segments]), -1, 1));
theta /= segments;
if (tangents[0].dot(vec.crossVectors(normals[0], normals[segments])) > 0) {
theta = -theta;
}
for (i = 1; i <= segments; i++) {
// twist a little...
normals[i].applyMatrix4(mat.makeRotationAxis(tangents[i], theta * i));
binormals[i].crossVectors(tangents[i], normals[i]);
}
}
return {
tangents: tangents,
normals: normals,
binormals: binormals
};
},
clone: function() {
return new this.constructor().copy(this);
},
copy: function(source) {
this.arcLengthDivisions = source.arcLengthDivisions;
return this;
},
toJSON: function() {
var data = {
metadata: {
version: 4.5,
type: 'Curve',
generator: 'Curve.toJSON'
}
};
data.arcLengthDivisions = this.arcLengthDivisions;
data.type = this.type;
return data;
},
fromJSON: function(json) {
this.arcLengthDivisions = json.arcLengthDivisions;
return this;
}
});
function EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {
Curve.call(this);
this.type = 'EllipseCurve';
this.aX = aX || 0;
this.aY = aY || 0;
this.xRadius = xRadius || 1;
this.yRadius = yRadius || 1;
this.aStartAngle = aStartAngle || 0;
this.aEndAngle = aEndAngle || 2 * Math.PI;
this.aClockwise = aClockwise || false;
this.aRotation = aRotation || 0;
}
EllipseCurve.prototype = Object.create(Curve.prototype);
EllipseCurve.prototype.constructor = EllipseCurve;
EllipseCurve.prototype.isEllipseCurve = true;
EllipseCurve.prototype.getPoint = function(t, optionalTarget) {
var point = optionalTarget || new Vector2();
var twoPi = Math.PI * 2;
var deltaAngle = this.aEndAngle - this.aStartAngle;
var samePoints = Math.abs(deltaAngle) < Number.EPSILON;
// ensures that deltaAngle is 0 .. 2 PI
while (deltaAngle < 0) {
deltaAngle += twoPi;
}
while (deltaAngle > twoPi) {
deltaAngle -= twoPi;
}
if (deltaAngle < Number.EPSILON) {
if (samePoints) {
deltaAngle = 0;
} else {
deltaAngle = twoPi;
}
}
if (this.aClockwise === true && !samePoints) {
if (deltaAngle === twoPi) {
deltaAngle = -twoPi;
} else {
deltaAngle = deltaAngle - twoPi;
}
}
var angle = this.aStartAngle + t * deltaAngle;
var x = this.aX + this.xRadius * Math.cos(angle);
var y = this.aY + this.yRadius * Math.sin(angle);
if (this.aRotation !== 0) {
var cos = Math.cos(this.aRotation);
var sin = Math.sin(this.aRotation);
var tx = x - this.aX;
var ty = y - this.aY;
// Rotate the point about the center of the ellipse.
x = tx * cos - ty * sin + this.aX;
y = tx * sin + ty * cos + this.aY;
}
return point.set(x, y);
};
EllipseCurve.prototype.copy = function(source) {
Curve.prototype.copy.call(this, source);
this.aX = source.aX;
this.aY = source.aY;
this.xRadius = source.xRadius;
this.yRadius = source.yRadius;
this.aStartAngle = source.aStartAngle;
this.aEndAngle = source.aEndAngle;
this.aClockwise = source.aClockwise;
this.aRotation = source.aRotation;
return this;
};
EllipseCurve.prototype.toJSON = function() {
var data = Curve.prototype.toJSON.call(this);
data.aX = this.aX;
data.aY = this.aY;
data.xRadius = this.xRadius;
data.yRadius = this.yRadius;
data.aStartAngle = this.aStartAngle;
data.aEndAngle = this.aEndAngle;
data.aClockwise = this.aClockwise;
data.aRotation = this.aRotation;
return data;
};
EllipseCurve.prototype.fromJSON = function(json) {
Curve.prototype.fromJSON.call(this, json);
this.aX = json.aX;
this.aY = json.aY;
this.xRadius = json.xRadius;
this.yRadius = json.yRadius;
this.aStartAngle = json.aStartAngle;
this.aEndAngle = json.aEndAngle;
this.aClockwise = json.aClockwise;
this.aRotation = json.aRotation;
return this;
};
function ArcCurve(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
EllipseCurve.call(this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
this.type = 'ArcCurve';
}
ArcCurve.prototype = Object.create(EllipseCurve.prototype);
ArcCurve.prototype.constructor = ArcCurve;
ArcCurve.prototype.isArcCurve = true;
/**
* @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(),
py = new CubicPoly(),
pz = new CubicPoly();
function CatmullRomCurve3(points, closed, curveType, tension) {
Curve.call(this);
this.type = 'CatmullRomCurve3';
this.points = points || [];
this.closed = closed || false;
this.curveType = curveType || 'centripetal';
this.tension = tension || 0.5;
}
CatmullRomCurve3.prototype = Object.create(Curve.prototype);
CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
CatmullRomCurve3.prototype.getPoint = function(t, optionalTarget) {
var point = optionalTarget || new Vector3();
var points = this.points;
var l = points.length;
var p = (l - (this.closed ? 0 : 1)) * t;
var intPoint = Math.floor(p);
var weight = p - intPoint;
if (this.closed) {
intPoint += intPoint > 0 ? 0 : (Math.floor(Math.abs(intPoint) / l) + 1) * l;
} else if (weight === 0 && intPoint === l - 1) {
intPoint = l - 2;
weight = 1;
}
var p0, 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.curveType === 'centripetal' || this.curveType === 'chordal') {
// init Centripetal / Chordal Catmull-Rom
var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
var dt0 = Math.pow(p0.distanceToSquared(p1), pow);
var dt1 = Math.pow(p1.distanceToSquared(p2), pow);
var dt2 = Math.pow(p2.distanceToSquared(p3), pow);
// safety check for repeated points
if (dt1 < 1e-4) {
dt1 = 1.0;
}
if (dt0 < 1e-4) {
dt0 = dt1;
}
if (dt2 < 1e-4) {
dt2 = dt1;
}
px.initNonuniformCatmullRom(p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2);
py.initNonuniformCatmullRom(p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2);
pz.initNonuniformCatmullRom(p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2);
} else if (this.curveType === 'catmullrom') {
px.initCatmullRom(p0.x, p1.x, p2.x, p3.x, this.tension);
py.initCatmullRom(p0.y, p1.y, p2.y, p3.y, this.tension);
pz.initCatmullRom(p0.z, p1.z, p2.z, p3.z, this.tension);
}
point.set(
px.calc(weight),
py.calc(weight),
pz.calc(weight)
);
return point;
};
CatmullRomCurve3.prototype.copy = function(source) {
Curve.prototype.copy.call(this, source);
this.points = [];
for (var i = 0, l = source.points.length; i < l; i++) {
var point = source.points[i];
this.points.push(point.clone());
}
this.closed = source.closed;
this.curveType = source.curveType;
this.tension = source.tension;
return this;
};
CatmullRomCurve3.prototype.toJSON = function() {
var data = Curve.prototype.toJSON.call(this);
data.points = [];
for (var i = 0, l = this.points.length; i < l; i++) {
var point = this.points[i];
data.points.push(point.toArray());
}
data.closed = this.closed;
data.curveType = this.curveType;
data.tension = this.tension;
return data;
};
CatmullRomCurve3.prototype.fromJSON = function(json) {
Curve.prototype.fromJSON.call(this, json);
this.points = [];
for (var i = 0, l = json.points.length; i < l; i++) {
var point = json.points[i];
this.points.push(new Vector3().fromArray(point));
}
this.closed = json.closed;
this.curveType = json.curveType;
this.tension = json.tension;
return this;
};
/**
* @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);
}
function CubicBezierCurve(v0, v1, v2, v3) {
Curve.call(this);
this.type = 'CubicBezierCurve';
this.v0 = v0 || new Vector2();
this.v1 = v1 || new Vector2();
this.v2 = v2 || new Vector2();
this.v3 = v3 || new Vector2();
}
CubicBezierCurve.prototype = Object.create(Curve.prototype);
CubicBezierCurve.prototype.constructor = CubicBezierCurve;
CubicBezierCurve.prototype.isCubicBezierCurve = true;
CubicBezierCurve.prototype.getPoint = function(t, optionalTarget) {
var point = optionalTarget || new Vector2();
var v0 = this.v0,
v1 = this.v1,
v2 = this.v2,
v3 = this.v3;
point.set(
CubicBezier(t, v0.x, v1.x, v2.x, v3.x),
CubicBezier(t, v0.y, v1.y, v2.y, v3.y)
);
return point;
};
CubicBezierCurve.prototype.copy = function(source) {
Curve.prototype.copy.call(this, source);
this.v0.copy(source.v0);
this.v1.copy(source.v1);
this.v2.copy(source.v2);
this.v3.copy(source.v3);
return this;
};
CubicBezierCurve.prototype.toJSON = function() {
var data = Curve.prototype.toJSON.call(this);
data.v0 = this.v0.toArray();
data.v1 = this.v1.toArray();
data.v2 = this.v2.toArray();
data.v3 = this.v3.toArray();
return data;
};
CubicBezierCurve.prototype.fromJSON = function(json) {
Curve.prototype.fromJSON.call(this, json);
this.v0.fromArray(json.v0);
this.v1.fromArray(json.v1);
this.v2.fromArray(json.v2);
this.v3.fromArray(json.v3);
return this;
};
function CubicBezierCurve3(v0, v1, v2, v3) {
Curve.call(this);
this.type = 'CubicBezierCurve3';
this.v0 = v0 || new Vector3();
this.v1 = v1 || new Vector3();
this.v2 = v2 || new Vector3();
this.v3 = v3 || new Vector3();
}
CubicBezierCurve3.prototype = Object.create(Curve.prototype);
CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
CubicBezierCurve3.prototype.getPoint = function(t, optionalTarget) {
var point = optionalTarget || new Vector3();
var v0 = this.v0,
v1 = this.v1,
v2 = this.v2,
v3 = this.v3;
point.set(
CubicBezier(t, v0.x, v1.x, v2.x, v3.x),
CubicBezier(t, v0.y, v1.y, v2.y, v3.y),
CubicBezier(t, v0.z, v1.z, v2.z, v3.z)
);
return point;
};
CubicBezierCurve3.prototype.copy = function(source) {
Curve.prototype.copy.call(this, source);
this.v0.copy(source.v0);
this.v1.copy(source.v1);
this.v2.copy(source.v2);
this.v3.copy(source.v3);
return this;
};
CubicBezierCurve3.prototype.toJSON = function() {
var data = Curve.prototype.toJSON.call(this);
data.v0 = this.v0.toArray();
data.v1 = this.v1.toArray();
data.v2 = this.v2.toArray();
data.v3 = this.v3.toArray();
return data;
};
CubicBezierCurve3.prototype.fromJSON = function(json) {
Curve.prototype.fromJSON.call(this, json);
this.v0.fromArray(json.v0);
this.v1.fromArray(json.v1);
this.v2.fromArray(json.v2);
this.v3.fromArray(json.v3);
return this;
};
function LineCurve(v1, v2) {
Curve.call(this);
this.type = 'LineCurve';
this.v1 = v1 || new Vector2();
this.v2 = v2 || new Vector2();
}
LineCurve.prototype = Object.create(Curve.prototype);
LineCurve.prototype.constructor = LineCurve;
LineCurve.prototype.isLineCurve = true;
LineCurve.prototype.getPoint = function(t, optionalTarget) {
var point = optionalTarget || new Vector2();
if (t === 1) {
point.copy(this.v2);
} else {
point.copy(this.v2).sub(this.v1);
point.multiplyScalar(t).add(this.v1);
}
return point;
};
// Line curve is linear, so we can overwrite default getPointAt
LineCurve.prototype.getPointAt = function(u, optionalTarget) {
return this.getPoint(u, optionalTarget);
};
LineCurve.prototype.getTangent = function( /* t */ ) {
var tangent = this.v2.clone().sub(this.v1);
return tangent.normalize();
};
LineCurve.prototype.copy = function(source) {
Curve.prototype.copy.call(this, source);
this.v1.copy(source.v1);
this.v2.copy(source.v2);
return this;
};
LineCurve.prototype.toJSON = function() {
var data = Curve.prototype.toJSON.call(this);
data.v1 = this.v1.toArray();
data.v2 = this.v2.toArray();
return data;
};
LineCurve.prototype.fromJSON = function(json) {
Curve.prototype.fromJSON.call(this, json);
this.v1.fromArray(json.v1);
this.v2.fromArray(json.v2);
return this;
};
function LineCurve3(v1, v2) {
Curve.call(this);
this.type = 'LineCurve3';
this.v1 = v1 || new Vector3();
this.v2 = v2 || new Vector3();
}
LineCurve3.prototype = Object.create(Curve.prototype);
LineCurve3.prototype.constructor = LineCurve3;
LineCurve3.prototype.isLineCurve3 = true;
LineCurve3.prototype.getPoint = function(t, optionalTarget) {
var point = optionalTarget || new Vector3();
if (t === 1) {
point.copy(this.v2);
} else {
point.copy(this.v2).sub(this.v1);
point.multiplyScalar(t).add(this.v1);
}
return point;
};
// Line curve is linear, so we can overwrite default getPointAt
LineCurve3.prototype.getPointAt = function(u, optionalTarget) {
return this.getPoint(u, optionalTarget);
};
LineCurve3.prototype.copy = function(source) {
Curve.prototype.copy.call(this, source);
this.v1.copy(source.v1);
this.v2.copy(source.v2);
return this;
};
LineCurve3.prototype.toJSON = function() {
var data = Curve.prototype.toJSON.call(this);
data.v1 = this.v1.toArray();
data.v2 = this.v2.toArray();
return data;
};
LineCurve3.prototype.fromJSON = function(json) {
Curve.prototype.fromJSON.call(this, json);
this.v1.fromArray(json.v1);
this.v2.fromArray(json.v2);
return this;
};
function QuadraticBezierCurve(v0, v1, v2) {
Curve.call(this);
this.type = 'QuadraticBezierCurve';
this.v0 = v0 || new Vector2();
this.v1 = v1 || new Vector2();
this.v2 = v2 || new Vector2();
}
QuadraticBezierCurve.prototype = Object.create(Curve.prototype);
QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
QuadraticBezierCurve.prototype.getPoint = function(t, optionalTarget) {
var point = optionalTarget || new Vector2();
var v0 = this.v0,
v1 = this.v1,
v2 = this.v2;
point.set(
QuadraticBezier(t, v0.x, v1.x, v2.x),
QuadraticBezier(t, v0.y, v1.y, v2.y)
);
return point;
};
QuadraticBezierCurve.prototype.copy = function(source) {
Curve.prototype.copy.call(this, source);
this.v0.copy(source.v0);
this.v1.copy(source.v1);
this.v2.copy(source.v2);
return this;
};
QuadraticBezierCurve.prototype.toJSON = function() {
var data = Curve.prototype.toJSON.call(this);
data.v0 = this.v0.toArray();
data.v1 = this.v1.toArray();
data.v2 = this.v2.toArray();
return data;
};
QuadraticBezierCurve.prototype.fromJSON = function(json) {
Curve.prototype.fromJSON.call(this, json);
this.v0.fromArray(json.v0);
this.v1.fromArray(json.v1);
this.v2.fromArray(json.v2);
return this;
};
function QuadraticBezierCurve3(v0, v1, v2) {
Curve.call(this);
this.type = 'QuadraticBezierCurve3';
this.v0 = v0 || new Vector3();
this.v1 = v1 || new Vector3();
this.v2 = v2 || new Vector3();
}
QuadraticBezierCurve3.prototype = Object.create(Curve.prototype);
QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
QuadraticBezierCurve3.prototype.getPoint = function(t, optionalTarget) {
var point = optionalTarget || new Vector3();
var v0 = this.v0,
v1 = this.v1,
v2 = this.v2;
point.set(
QuadraticBezier(t, v0.x, v1.x, v2.x),
QuadraticBezier(t, v0.y, v1.y, v2.y),
QuadraticBezier(t, v0.z, v1.z, v2.z)
);
return point;
};
QuadraticBezierCurve3.prototype.copy = function(source) {
Curve.prototype.copy.call(this, source);
this.v0.copy(source.v0);
this.v1.copy(source.v1);
this.v2.copy(source.v2);
return this;
};
QuadraticBezierCurve3.prototype.toJSON = function() {
var data = Curve.prototype.toJSON.call(this);
data.v0 = this.v0.toArray();
data.v1 = this.v1.toArray();
data.v2 = this.v2.toArray();
return data;
};
QuadraticBezierCurve3.prototype.fromJSON = function(json) {
Curve.prototype.fromJSON.call(this, json);
this.v0.fromArray(json.v0);
this.v1.fromArray(json.v1);
this.v2.fromArray(json.v2);
return this;
};
function SplineCurve(points /* array of Vector2 */ ) {
Curve.call(this);
this.type = 'SplineCurve';
this.points = points || [];
}
SplineCurve.prototype = Object.create(Curve.prototype);
SplineCurve.prototype.constructor = SplineCurve;
SplineCurve.prototype.isSplineCurve = true;
SplineCurve.prototype.getPoint = function(t, optionalTarget) {
var point = optionalTarget || new Vector2();
var points = this.points;
var p = (points.length - 1) * t;
var intPoint = Math.floor(p);
var weight = p - intPoint;
var p0 = points[intPoint === 0 ? intPoint : intPoint - 1];
var p1 = points[intPoint];
var p2 = points[intPoint > points.length - 2 ? points.length - 1 : intPoint + 1];
var p3 = points[intPoint > points.length - 3 ? points.length - 1 : intPoint + 2];
point.set(
CatmullRom(weight, p0.x, p1.x, p2.x, p3.x),
CatmullRom(weight, p0.y, p1.y, p2.y, p3.y)
);
return point;
};
SplineCurve.prototype.copy = function(source) {
Curve.prototype.copy.call(this, source);
this.points = [];
for (var i = 0, l = source.points.length; i < l; i++) {
var point = source.points[i];
this.points.push(point.clone());
}
return this;
};
SplineCurve.prototype.toJSON = function() {
var data = Curve.prototype.toJSON.call(this);
data.points = [];
for (var i = 0, l = this.points.length; i < l; i++) {
var point = this.points[i];
data.points.push(point.toArray());
}
return data;
};
SplineCurve.prototype.fromJSON = function(json) {
Curve.prototype.fromJSON.call(this, json);
this.points = [];
for (var i = 0, l = json.points.length; i < l; i++) {
var point = json.points[i];
this.points.push(new Vector2().fromArray(point));
}
return this;
};
var Curves = /*#__PURE__*/ Object.freeze({
__proto__: null,
ArcCurve: ArcCurve,
CatmullRomCurve3: CatmullRomCurve3,
CubicBezierCurve: CubicBezierCurve,
CubicBezierCurve3: CubicBezierCurve3,
EllipseCurve: EllipseCurve,
LineCurve: LineCurve,
LineCurve3: LineCurve3,
QuadraticBezierCurve: QuadraticBezierCurve,
QuadraticBezierCurve3: QuadraticBezierCurve3,
SplineCurve: SplineCurve
});
/**
* @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() {
Curve.call(this);
this.type = 'CurvePath';
this.curves = [];
this.autoClose = false; // Automatically closes the path
}
CurvePath.prototype = Object.assign(Object.create(Curve.prototype), {
constructor: CurvePath,
add: function(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.getCurveLengths();
},
// 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 (divisions === undefined) {
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 || curve.isLineCurve3)) ? 1 :
(curve && curve.isSplineCurve) ? divisions * curve.points.length :
divisions;
var pts = curve.getPoints(resolution);
for (var j = 0; j < pts.length; j++) {
var point = pts[j];
if (last && last.equals(point)) {
continue;
} // ensures no consecutive points are duplicates
points.push(point);
last = point;
}
}
if (this.autoClose && points.length > 1 && !points[points.length - 1].equals(points[0])) {
points.push(points[0]);
}
return points;
},
copy: function(source) {
Curve.prototype.copy.call(this, source);
this.curves = [];
for (var i = 0, l = source.curves.length; i < l; i++) {
var curve = source.curves[i];
this.curves.push(curve.clone());
}
this.autoClose = source.autoClose;
return this;
},
toJSON: function() {
var data = Curve.prototype.toJSON.call(this);
data.autoClose = this.autoClose;
data.curves = [];
for (var i = 0, l = this.curves.length; i < l; i++) {
var curve = this.curves[i];
data.curves.push(curve.toJSON());
}
return data;
},
fromJSON: function(json) {
Curve.prototype.fromJSON.call(this, json);
this.autoClose = json.autoClose;
this.curves = [];
for (var i = 0, l = json.curves.length; i < l; i++) {
var curve = json.curves[i];
this.curves.push(new Curves[curve.type]().fromJSON(curve));
}
return this;
}
});
/**
* @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.type = 'Path';
this.currentPoint = new Vector2();
if (points) {
this.setFromPoints(points);
}
}
Path.prototype = Object.assign(Object.create(CurvePath.prototype), {
constructor: Path,
setFromPoints: function(points) {
this.moveTo(points[0].x, points[0].y);
for (var i = 1, l = points.length; i < l; i++) {
this.lineTo(points[i].x, points[i].y);
}
return this;
},
moveTo: function(x, y) {
this.currentPoint.set(x, y); // TODO consider referencing vectors instead of copying?
return this;
},
lineTo: function(x, y) {
var curve = new LineCurve(this.currentPoint.clone(), new Vector2(x, y));
this.curves.push(curve);
this.currentPoint.set(x, y);
return this;
},
quadraticCurveTo: function(aCPx, aCPy, aX, aY) {
var curve = new QuadraticBezierCurve(
this.currentPoint.clone(),
new Vector2(aCPx, aCPy),
new Vector2(aX, aY)
);
this.curves.push(curve);
this.currentPoint.set(aX, aY);
return this;
},
bezierCurveTo: function(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {
var curve = new CubicBezierCurve(
this.currentPoint.clone(),
new Vector2(aCP1x, aCP1y),
new Vector2(aCP2x, aCP2y),
new Vector2(aX, aY)
);
this.curves.push(curve);
this.currentPoint.set(aX, aY);
return this;
},
splineThru: function(pts /*Array of Vector*/ ) {
var npts = [this.currentPoint.clone()].concat(pts);
var curve = new SplineCurve(npts);
this.curves.push(curve);
this.currentPoint.copy(pts[pts.length - 1]);
return this;
},
arc: function(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
var x0 = this.currentPoint.x;
var y0 = this.currentPoint.y;
this.absarc(aX + x0, aY + y0, aRadius,
aStartAngle, aEndAngle, aClockwise);
return this;
},
absarc: function(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
return this;
},
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);
return this;
},
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);
return this;
},
copy: function(source) {
CurvePath.prototype.copy.call(this, source);
this.currentPoint.copy(source.currentPoint);
return this;
},
toJSON: function() {
var data = CurvePath.prototype.toJSON.call(this);
data.currentPoint = this.currentPoint.toArray();
return data;
},
fromJSON: function(json) {
CurvePath.prototype.fromJSON.call(this, json);
this.currentPoint.fromArray(json.currentPoint);
return this;
}
});
/**
* @author zz85 / http://www.lab4games.net/zz85/blog
* Defines a 2d shape plane using paths.
**/
// STEP 1 Create a path.
// STEP 2 Turn path into shape.
// STEP 3 ExtrudeGeometry takes in Shape/Shapes
// STEP 3a - Extract points from each shape, turn to vertices
// STEP 3b - Triangulate each shape, add faces.
function Shape(points) {
Path.call(this, points);
this.uuid = _Math.generateUUID();
this.type = 'Shape';
this.holes = [];
}
Shape.prototype = Object.assign(Object.create(Path.prototype), {
constructor: Shape,
getPointsHoles: function(divisions) {
var holesPts = [];
for (var i = 0, l = this.holes.length; i < l; i++) {
holesPts[i] = this.holes[i].getPoints(divisions);
}
return holesPts;
},
// get points of shape and holes (keypoints based on segments parameter)
extractPoints: function(divisions) {
return {
shape: this.getPoints(divisions),
holes: this.getPointsHoles(divisions)
};
},
copy: function(source) {
Path.prototype.copy.call(this, source);
this.holes = [];
for (var i = 0, l = source.holes.length; i < l; i++) {
var hole = source.holes[i];
this.holes.push(hole.clone());
}
return this;
},
toJSON: function() {
var data = Path.prototype.toJSON.call(this);
data.uuid = this.uuid;
data.holes = [];
for (var i = 0, l = this.holes.length; i < l; i++) {
var hole = this.holes[i];
data.holes.push(hole.toJSON());
}
return data;
},
fromJSON: function(json) {
Path.prototype.fromJSON.call(this, json);
this.uuid = json.uuid;
this.holes = [];
for (var i = 0, l = json.holes.length; i < l; i++) {
var hole = json.holes[i];
this.holes.push(new Path().fromJSON(hole));
}
return this;
}
});
/**
* @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.mapPass = null;
this.matrix = new Matrix4();
this._frustum = new Frustum();
this._frameExtents = new Vector2(1, 1);
this._viewportCount = 1;
this._viewports = [
new Vector4(0, 0, 1, 1)
];
}
Object.assign(LightShadow.prototype, {
_projScreenMatrix: new Matrix4(),
_lightPositionWorld: new Vector3(),
_lookTarget: new Vector3(),
getViewportCount: function() {
return this._viewportCount;
},
getFrustum: function() {
return this._frustum;
},
updateMatrices: function(light) {
var shadowCamera = this.camera,
shadowMatrix = this.matrix,
projScreenMatrix = this._projScreenMatrix,
lookTarget = this._lookTarget,
lightPositionWorld = this._lightPositionWorld;
lightPositionWorld.setFromMatrixPosition(light.matrixWorld);
shadowCamera.position.copy(lightPositionWorld);
lookTarget.setFromMatrixPosition(light.target.matrixWorld);
shadowCamera.lookAt(lookTarget);
shadowCamera.updateMatrixWorld();
projScreenMatrix.multiplyMatrices(shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse);
this._frustum.setFromMatrix(projScreenMatrix);
shadowMatrix.set(
0.5, 0.0, 0.0, 0.5,
0.0, 0.5, 0.0, 0.5,
0.0, 0.0, 0.5, 0.5,
0.0, 0.0, 0.0, 1.0
);
shadowMatrix.multiply(shadowCamera.projectionMatrix);
shadowMatrix.multiply(shadowCamera.matrixWorldInverse);
},
getViewport: function(viewportIndex) {
return this._viewports[viewportIndex];
},
getFrameExtents: function() {
return this._frameExtents;
},
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,
updateMatrices: function(light) {
var camera = this.camera;
var fov = _Math.RAD2DEG * 2 * light.angle;
var aspect = this.mapSize.width / this.mapSize.height;
var far = light.distance || camera.far;
if (fov !== camera.fov || aspect !== camera.aspect || far !== camera.far) {
camera.fov = fov;
camera.aspect = aspect;
camera.far = far;
camera.updateProjectionMatrix();
}
LightShadow.prototype.updateMatrices.call(this, light);
}
});
/**
* @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 https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
return this.intensity * Math.PI;
},
set: function(power) {
// intensity = power per solid angle.
// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
this.intensity = power / Math.PI;
}
});
this.distance = (distance !== undefined) ? distance : 0;
this.angle = (angle !== undefined) ? angle : Math.PI / 3;
this.penumbra = (penumbra !== undefined) ? penumbra : 0;
this.decay = (decay !== undefined) ? decay : 1; // for physically correct lights, should be 2.
this.shadow = new SpotLightShadow();
}
SpotLight.prototype = Object.assign(Object.create(Light.prototype), {
constructor: SpotLight,
isSpotLight: true,
copy: function(source) {
Light.prototype.copy.call(this, source);
this.distance = source.distance;
this.angle = source.angle;
this.penumbra = source.penumbra;
this.decay = source.decay;
this.target = source.target.clone();
this.shadow = source.shadow.clone();
return this;
}
});
function PointLightShadow() {
LightShadow.call(this, new PerspectiveCamera(90, 1, 0.5, 500));
this._frameExtents = new Vector2(4, 2);
this._viewportCount = 6;
this._viewports = [
// These viewports map a cube-map onto a 2D texture with the
// following orientation:
//
// xzXZ
// y Y
//
// X - Positive x direction
// x - Negative x direction
// Y - Positive y direction
// y - Negative y direction
// Z - Positive z direction
// z - Negative z direction
// positive X
new Vector4(2, 1, 1, 1),
// negative X
new Vector4(0, 1, 1, 1),
// positive Z
new Vector4(3, 1, 1, 1),
// negative Z
new Vector4(1, 1, 1, 1),
// positive Y
new Vector4(3, 0, 1, 1),
// negative Y
new Vector4(1, 0, 1, 1)
];
this._cubeDirections = [
new Vector3(1, 0, 0), new Vector3(-1, 0, 0), new Vector3(0, 0, 1),
new Vector3(0, 0, -1), new Vector3(0, 1, 0), new Vector3(0, -1, 0)
];
this._cubeUps = [
new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0),
new Vector3(0, 1, 0), new Vector3(0, 0, 1), new Vector3(0, 0, -1)
];
}
PointLightShadow.prototype = Object.assign(Object.create(LightShadow.prototype), {
constructor: PointLightShadow,
isPointLightShadow: true,
updateMatrices: function(light, viewportIndex) {
if (viewportIndex === undefined) {
viewportIndex = 0;
}
var camera = this.camera,
shadowMatrix = this.matrix,
lightPositionWorld = this._lightPositionWorld,
lookTarget = this._lookTarget,
projScreenMatrix = this._projScreenMatrix;
lightPositionWorld.setFromMatrixPosition(light.matrixWorld);
camera.position.copy(lightPositionWorld);
lookTarget.copy(camera.position);
lookTarget.add(this._cubeDirections[viewportIndex]);
camera.up.copy(this._cubeUps[viewportIndex]);
camera.lookAt(lookTarget);
camera.updateMatrixWorld();
shadowMatrix.makeTranslation(-lightPositionWorld.x, -lightPositionWorld.y, -lightPositionWorld.z);
projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
this._frustum.setFromMatrix(projScreenMatrix);
}
});
/**
* @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 https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
return this.intensity * 4 * Math.PI;
},
set: function(power) {
// intensity = power per solid angle.
// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
this.intensity = power / (4 * Math.PI);
}
});
this.distance = (distance !== undefined) ? distance : 0;
this.decay = (decay !== undefined) ? decay : 1; // for physically correct lights, should be 2.
this.shadow = new PointLightShadow();
}
PointLight.prototype = Object.assign(Object.create(Light.prototype), {
constructor: PointLight,
isPointLight: true,
copy: function(source) {
Light.prototype.copy.call(this, source);
this.distance = source.distance;
this.decay = source.decay;
this.shadow = source.shadow.clone();
return this;
}
});
/**
* @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 !== undefined) ? left : -1;
this.right = (right !== undefined) ? right : 1;
this.top = (top !== undefined) ? top : 1;
this.bottom = (bottom !== undefined) ? bottom : -1;
this.near = (near !== undefined) ? near : 0.1;
this.far = (far !== undefined) ? far : 2000;
this.updateProjectionMatrix();
}
OrthographicCamera.prototype = Object.assign(Object.create(Camera.prototype), {
constructor: OrthographicCamera,
isOrthographicCamera: true,
copy: function(source, recursive) {
Camera.prototype.copy.call(this, source, recursive);
this.left = source.left;
this.right = source.right;
this.top = source.top;
this.bottom = source.bottom;
this.near = source.near;
this.far = source.far;
this.zoom = source.zoom;
this.view = source.view === null ? null : Object.assign({}, source.view);
return this;
},
setViewOffset: function(fullWidth, fullHeight, x, y, width, height) {
if (this.view === null) {
this.view = {
enabled: true,
fullWidth: 1,
fullHeight: 1,
offsetX: 0,
offsetY: 0,
width: 1,
height: 1
};
}
this.view.enabled = true;
this.view.fullWidth = fullWidth;
this.view.fullHeight = fullHeight;
this.view.offsetX = x;
this.view.offsetY = y;
this.view.width = width;
this.view.height = height;
this.updateProjectionMatrix();
},
clearViewOffset: function() {
if (this.view !== null) {
this.view.enabled = false;
}
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 && this.view.enabled) {
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);
this.projectionMatrixInverse.getInverse(this.projectionMatrix);
},
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 DirectionalLightShadow() {
LightShadow.call(this, new OrthographicCamera(-5, 5, 5, -5, 0.5, 500));
}
DirectionalLightShadow.prototype = Object.assign(Object.create(LightShadow.prototype), {
constructor: DirectionalLightShadow,
isDirectionalLightShadow: true,
updateMatrices: function(light) {
LightShadow.prototype.updateMatrices.call(this, light);
}
});
/**
* @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 abelnation / http://github.com/abelnation
*/
function RectAreaLight(color, intensity, width, height) {
Light.call(this, color, intensity);
this.type = 'RectAreaLight';
this.width = (width !== undefined) ? width : 10;
this.height = (height !== undefined) ? height : 10;
}
RectAreaLight.prototype = Object.assign(Object.create(Light.prototype), {
constructor: RectAreaLight,
isRectAreaLight: true,
copy: function(source) {
Light.prototype.copy.call(this, source);
this.width = source.width;
this.height = source.height;
return this;
},
toJSON: function(meta) {
var data = Light.prototype.toJSON.call(this, meta);
data.object.width = this.width;
data.object.height = this.height;
return data;
}
});
/**
* @author mrdoob / http://mrdoob.com/
*/
function MaterialLoader(manager) {
Loader.call(this, manager);
this.textures = {};
}
MaterialLoader.prototype = Object.assign(Object.create(Loader.prototype), {
constructor: MaterialLoader,
load: function(url, onLoad, onProgress, onError) {
var scope = this;
var loader = new FileLoader(scope.manager);
loader.setPath(scope.path);
loader.load(url, function(text) {
onLoad(scope.parse(JSON.parse(text)));
}, onProgress, onError);
},
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.sheen !== undefined) {
material.sheen = new Color().setHex(json.sheen);
}
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.vertexColors !== undefined) {
material.vertexColors = json.vertexColors;
}
if (json.fog !== undefined) {
material.fog = json.fog;
}
if (json.flatShading !== undefined) {
material.flatShading = json.flatShading;
}
if (json.blending !== undefined) {
material.blending = json.blending;
}
if (json.combine !== undefined) {
material.combine = json.combine;
}
if (json.side !== undefined) {
material.side = json.side;
}
if (json.opacity !== undefined) {
material.opacity = json.opacity;
}
if (json.transparent !== undefined) {
material.transparent = json.transparent;
}
if (json.alphaTest !== undefined) {
material.alphaTest = json.alphaTest;
}
if (json.depthTest !== undefined) {
material.depthTest = json.depthTest;
}
if (json.depthWrite !== undefined) {
material.depthWrite = json.depthWrite;
}
if (json.colorWrite !== undefined) {
material.colorWrite = json.colorWrite;
}
if (json.stencilWrite !== undefined) {
material.stencilWrite = json.stencilWrite;
}
if (json.stencilWriteMask !== undefined) {
material.stencilWriteMask = json.stencilWriteMask;
}
if (json.stencilFunc !== undefined) {
material.stencilFunc = json.stencilFunc;
}
if (json.stencilRef !== undefined) {
material.stencilRef = json.stencilRef;
}
if (json.stencilFuncMask !== undefined) {
material.stencilFuncMask = json.stencilFuncMask;
}
if (json.stencilFail !== undefined) {
material.stencilFail = json.stencilFail;
}
if (json.stencilZFail !== undefined) {
material.stencilZFail = json.stencilZFail;
}
if (json.stencilZPass !== undefined) {
material.stencilZPass = json.stencilZPass;
}
if (json.wireframe !== undefined) {
material.wireframe = json.wireframe;
}
if (json.wireframeLinewidth !== undefined) {
material.wireframeLinewidth = json.wireframeLinewidth;
}
if (json.wireframeLinecap !== undefined) {
material.wireframeLinecap = json.wireframeLinecap;
}
if (json.wireframeLinejoin !== undefined) {
material.wireframeLinejoin = json.wireframeLinejoin;
}
if (json.rotation !== undefined) {
material.rotation = json.rotation;
}
if (json.linewidth !== 1) {
material.linewidth = json.linewidth;
}
if (json.dashSize !== undefined) {
material.dashSize = json.dashSize;
}
if (json.gapSize !== undefined) {
material.gapSize = json.gapSize;
}
if (json.scale !== undefined) {
material.scale = json.scale;
}
if (json.polygonOffset !== undefined) {
material.polygonOffset = json.polygonOffset;
}
if (json.polygonOffsetFactor !== undefined) {
material.polygonOffsetFactor = json.polygonOffsetFactor;
}
if (json.polygonOffsetUnits !== undefined) {
material.polygonOffsetUnits = json.polygonOffsetUnits;
}
if (json.skinning !== undefined) {
material.skinning = json.skinning;
}
if (json.morphTargets !== undefined) {
material.morphTargets = json.morphTargets;
}
if (json.morphNormals !== undefined) {
material.morphNormals = json.morphNormals;
}
if (json.dithering !== undefined) {
material.dithering = json.dithering;
}
if (json.visible !== undefined) {
material.visible = json.visible;
}
if (json.toneMapped !== undefined) {
material.toneMapped = json.toneMapped;
}
if (json.userData !== undefined) {
material.userData = json.userData;
}
// Shader Material
if (json.uniforms !== undefined) {
for (var name in json.uniforms) {
var uniform = json.uniforms[name];
material.uniforms[name] = {};
switch (uniform.type) {
case 't':
material.uniforms[name].value = getTexture(uniform.value);
break;
case 'c':
material.uniforms[name].value = new Color().setHex(uniform.value);
break;
case 'v2':
material.uniforms[name].value = new Vector2().fromArray(uniform.value);
break;
case 'v3':
material.uniforms[name].value = new Vector3().fromArray(uniform.value);
break;
case 'v4':
material.uniforms[name].value = new Vector4().fromArray(uniform.value);
break;
case 'm3':
material.uniforms[name].value = new Matrix3().fromArray(uniform.value);
case 'm4':
material.uniforms[name].value = new Matrix4().fromArray(uniform.value);
break;
default:
material.uniforms[name].value = uniform.value;
}
}
}
if (json.defines !== undefined) {
material.defines = json.defines;
}
if (json.vertexShader !== undefined) {
material.vertexShader = json.vertexShader;
}
if (json.fragmentShader !== undefined) {
material.fragmentShader = json.fragmentShader;
}
if (json.extensions !== undefined) {
for (var key in json.extensions) {
material.extensions[key] = json.extensions[key];
}
}
// Deprecated
if (json.shading !== undefined) {
material.flatShading = json.shading === 1;
} // THREE.FlatShading
// for PointsMaterial
if (json.size !== undefined) {
material.size = json.size;
}
if (json.sizeAttenuation !== undefined) {
material.sizeAttenuation = json.sizeAttenuation;
}
// maps
if (json.map !== undefined) {
material.map = getTexture(json.map);
}
if (json.matcap !== undefined) {
material.matcap = getTexture(json.matcap);
}
if (json.alphaMap !== undefined) {
material.alphaMap = getTexture(json.alphaMap);
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.normalMapType !== undefined) {
material.normalMapType = json.normalMapType;
}
if (json.normalScale !== undefined) {
var normalScale = json.normalScale;
if (Array.isArray(normalScale) === false) {
// Blender exporter used to export a scalar. See #7459
normalScale = [normalScale, normalScale];
}
material.normalScale = new Vector2().fromArray(normalScale);
}
if (json.displacementMap !== undefined) {
material.displacementMap = getTexture(json.displacementMap);
}
if (json.displacementScale !== undefined) {
material.displacementScale = json.displacementScale;
}
if (json.displacementBias !== undefined) {
material.displacementBias = json.displacementBias;
}
if (json.roughnessMap !== undefined) {
material.roughnessMap = getTexture(json.roughnessMap);
}
if (json.metalnessMap !== undefined) {
material.metalnessMap = getTexture(json.metalnessMap);
}
if (json.emissiveMap !== undefined) {
material.emissiveMap = getTexture(json.emissiveMap);
}
if (json.emissiveIntensity !== undefined) {
material.emissiveIntensity = json.emissiveIntensity;
}
if (json.specularMap !== undefined) {
material.specularMap = getTexture(json.specularMap);
}
if (json.envMap !== undefined) {
material.envMap = getTexture(json.envMap);
}
if (json.envMapIntensity !== undefined) {
material.envMapIntensity = json.envMapIntensity;
}
if (json.reflectivity !== undefined) {
material.reflectivity = json.reflectivity;
}
if (json.refractionRatio !== undefined) {
material.refractionRatio = json.refractionRatio;
}
if (json.lightMap !== undefined) {
material.lightMap = getTexture(json.lightMap);
}
if (json.lightMapIntensity !== undefined) {
material.lightMapIntensity = json.lightMapIntensity;
}
if (json.aoMap !== undefined) {
material.aoMap = getTexture(json.aoMap);
}
if (json.aoMapIntensity !== undefined) {
material.aoMapIntensity = json.aoMapIntensity;
}
if (json.gradientMap !== undefined) {
material.gradientMap = getTexture(json.gradientMap);
}
if (json.clearcoatNormalMap !== undefined) {
material.clearcoatNormalMap = getTexture(json.clearcoatNormalMap);
}
if (json.clearcoatNormalScale !== undefined) {
material.clearcoatNormalScale = new Vector2().fromArray(json.clearcoatNormalScale);
}
return material;
},
setTextures: function(value) {
this.textures = value;
return this;
}
});
/**
* @author Don McCurdy / https://www.donmccurdy.com
*/
var LoaderUtils = {
decodeText: function(array) {
if (typeof TextDecoder !== 'undefined') {
return new TextDecoder().decode(array);
}
// Avoid the String.fromCharCode.apply(null, array) shortcut, which
// throws a "maximum call stack size exceeded" error for large arrays.
var s = '';
for (var i = 0, il = array.length; i < il; i++) {
// Implicitly assumes little-endian.
s += String.fromCharCode(array[i]);
}
try {
// merges multi-byte utf-8 characters.
return decodeURIComponent(escape(s));
} catch (e) { // see #16358
return s;
}
},
extractUrlBase: function(url) {
var index = url.lastIndexOf('/');
if (index === -1) {
return './';
}
return url.substr(0, index + 1);
}
};
/**
* @author benaadams / https://twitter.com/ben_a_adams
*/
function InstancedBufferGeometry() {
BufferGeometry.call(this);
this.type = 'InstancedBufferGeometry';
this.maxInstancedCount = undefined;
}
InstancedBufferGeometry.prototype = Object.assign(Object.create(BufferGeometry.prototype), {
constructor: InstancedBufferGeometry,
isInstancedBufferGeometry: true,
copy: function(source) {
BufferGeometry.prototype.copy.call(this, source);
this.maxInstancedCount = source.maxInstancedCount;
return this;
},
clone: function() {
return new this.constructor().copy(this);
},
toJSON: function() {
var data = BufferGeometry.prototype.toJSON.call(this);
data.maxInstancedCount = this.maxInstancedCount;
data.isInstancedBufferGeometry = true;
return data;
}
});
/**
* @author benaadams / https://twitter.com/ben_a_adams
*/
function InstancedBufferAttribute(array, itemSize, normalized, meshPerAttribute) {
if (typeof(normalized) === 'number') {
meshPerAttribute = normalized;
normalized = false;
console.error('THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.');
}
BufferAttribute.call(this, array, itemSize, normalized);
this.meshPerAttribute = meshPerAttribute || 1;
}
InstancedBufferAttribute.prototype = Object.assign(Object.create(BufferAttribute.prototype), {
constructor: InstancedBufferAttribute,
isInstancedBufferAttribute: true,
copy: function(source) {
BufferAttribute.prototype.copy.call(this, source);
this.meshPerAttribute = source.meshPerAttribute;
return this;
},
toJSON: function() {
var data = BufferAttribute.prototype.toJSON.call(this);
data.meshPerAttribute = this.meshPerAttribute;
data.isInstancedBufferAttribute = true;
return data;
}
});
/**
* @author mrdoob / http://mrdoob.com/
*/
function BufferGeometryLoader(manager) {
Loader.call(this, manager);
}
BufferGeometryLoader.prototype = Object.assign(Object.create(Loader.prototype), {
constructor: BufferGeometryLoader,
load: function(url, onLoad, onProgress, onError) {
var scope = this;
var loader = new FileLoader(scope.manager);
loader.setPath(scope.path);
loader.load(url, function(text) {
onLoad(scope.parse(JSON.parse(text)));
}, onProgress, onError);
},
parse: function(json) {
var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
var index = json.data.index;
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);
var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
var bufferAttribute = new bufferAttributeConstr(typedArray, attribute.itemSize, attribute.normalized);
if (attribute.name !== undefined) {
bufferAttribute.name = attribute.name;
}
geometry.setAttribute(key, bufferAttribute);
}
var morphAttributes = json.data.morphAttributes;
if (morphAttributes) {
for (var key in morphAttributes) {
var attributeArray = morphAttributes[key];
var array = [];
for (var i = 0, il = attributeArray.length; i < il; i++) {
var attribute = attributeArray[i];
var typedArray = new TYPED_ARRAYS[attribute.type](attribute.array);
var bufferAttribute = new BufferAttribute(typedArray, attribute.itemSize, attribute.normalized);
if (attribute.name !== undefined) {
bufferAttribute.name = attribute.name;
}
array.push(bufferAttribute);
}
geometry.morphAttributes[key] = array;
}
}
var morphTargetsRelative = json.data.morphTargetsRelative;
if (morphTargetsRelative) {
geometry.morphTargetsRelative = true;
}
var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
if (groups !== undefined) {
for (var i = 0, n = groups.length; i !== n; ++i) {
var group = groups[i];
geometry.addGroup(group.start, group.count, group.materialIndex);
}
}
var boundingSphere = json.data.boundingSphere;
if (boundingSphere !== undefined) {
var center = new Vector3();
if (boundingSphere.center !== undefined) {
center.fromArray(boundingSphere.center);
}
geometry.boundingSphere = new Sphere(center, boundingSphere.radius);
}
if (json.name) {
geometry.name = json.name;
}
if (json.userData) {
geometry.userData = json.userData;
}
return geometry;
}
});
var TYPED_ARRAYS = {
Int8Array: Int8Array,
Uint8Array: Uint8Array,
// Workaround for IE11 pre KB2929437. See #11440
Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
Int16Array: Int16Array,
Uint16Array: Uint16Array,
Int32Array: Int32Array,
Uint32Array: Uint32Array,
Float32Array: Float32Array,
Float64Array: Float64Array
};
/**
* @author mrdoob / http://mrdoob.com/
*/
function ObjectLoader(manager) {
Loader.call(this, manager);
}
ObjectLoader.prototype = Object.assign(Object.create(Loader.prototype), {
constructor: ObjectLoader,
load: function(url, onLoad, onProgress, onError) {
var scope = this;
var path = (this.path === '') ? LoaderUtils.extractUrlBase(url) : this.path;
this.resourcePath = this.resourcePath || path;
var loader = new FileLoader(scope.manager);
loader.setPath(this.path);
loader.load(url, function(text) {
var json = null;
try {
json = JSON.parse(text);
} catch (error) {
if (onError !== undefined) {
onError(error);
}
console.error('THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message);
return;
}
var metadata = json.metadata;
if (metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry') {
console.error('THREE.ObjectLoader: Can\'t load ' + url);
return;
}
scope.parse(json, onLoad);
}, onProgress, onError);
},
parse: function(json, onLoad) {
var shapes = this.parseShape(json.shapes);
var geometries = this.parseGeometries(json.geometries, shapes);
var images = this.parseImages(json.images, function() {
if (onLoad !== undefined) {
onLoad(object);
}
});
var textures = this.parseTextures(json.textures, images);
var materials = this.parseMaterials(json.materials, textures);
var object = this.parseObject(json.object, geometries, materials);
if (json.animations) {
object.animations = this.parseAnimations(json.animations);
}
if (json.images === undefined || json.images.length === 0) {
if (onLoad !== undefined) {
onLoad(object);
}
}
return object;
},
parseShape: function(json) {
var shapes = {};
if (json !== undefined) {
for (var i = 0, l = json.length; i < l; i++) {
var shape = new Shape().fromJSON(json[i]);
shapes[shape.uuid] = shape;
}
}
return shapes;
},
parseGeometries: function(json, shapes) {
var geometries = {};
if (json !== undefined) {
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 'DodecahedronBufferGeometry':
case 'IcosahedronGeometry':
case 'IcosahedronBufferGeometry':
case 'OctahedronGeometry':
case 'OctahedronBufferGeometry':
case 'TetrahedronGeometry':
case 'TetrahedronBufferGeometry':
geometry = new Geometries[data.type](
data.radius,
data.detail
);
break;
case 'RingGeometry':
case 'RingBufferGeometry':
geometry = new Geometries[data.type](
data.innerRadius,
data.outerRadius,
data.thetaSegments,
data.phiSegments,
data.thetaStart,
data.thetaLength
);
break;
case 'TorusGeometry':
case 'TorusBufferGeometry':
geometry = new Geometries[data.type](
data.radius,
data.tube,
data.radialSegments,
data.tubularSegments,
data.arc
);
break;
case 'TorusKnotGeometry':
case 'TorusKnotBufferGeometry':
geometry = new Geometries[data.type](
data.radius,
data.tube,
data.tubularSegments,
data.radialSegments,
data.p,
data.q
);
break;
case 'TubeGeometry':
case 'TubeBufferGeometry':
// This only works for built-in curves (e.g. CatmullRomCurve3).
// User defined curves or instances of CurvePath will not be deserialized.
geometry = new Geometries[data.type](
new Curves[data.path.type]().fromJSON(data.path),
data.tubularSegments,
data.radius,
data.radialSegments,
data.closed
);
break;
case 'LatheGeometry':
case 'LatheBufferGeometry':
geometry = new Geometries[data.type](
data.points,
data.segments,
data.phiStart,
data.phiLength
);
break;
case 'PolyhedronGeometry':
case 'PolyhedronBufferGeometry':
geometry = new Geometries[data.type](
data.vertices,
data.indices,
data.radius,
data.details
);
break;
case 'ShapeGeometry':
case 'ShapeBufferGeometry':
var geometryShapes = [];
for (var j = 0, jl = data.shapes.length; j < jl; j++) {
var shape = shapes[data.shapes[j]];
geometryShapes.push(shape);
}
geometry = new Geometries[data.type](
geometryShapes,
data.curveSegments
);
break;
case 'ExtrudeGeometry':
case 'ExtrudeBufferGeometry':
var geometryShapes = [];
for (var j = 0, jl = data.shapes.length; j < jl; j++) {
var shape = shapes[data.shapes[j]];
geometryShapes.push(shape);
}
var extrudePath = data.options.extrudePath;
if (extrudePath !== undefined) {
data.options.extrudePath = new Curves[extrudePath.type]().fromJSON(extrudePath);
}
geometry = new Geometries[data.type](
geometryShapes,
data.options
);
break;
case 'BufferGeometry':
case 'InstancedBufferGeometry':
geometry = bufferGeometryLoader.parse(data);
break;
case 'Geometry':
if ('THREE' in window && 'LegacyJSONLoader' in THREE) {
var geometryLoader = new THREE.LegacyJSONLoader();
geometry = geometryLoader.parse(data, this.resourcePath).geometry;
} else {
console.error('THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "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;
}
if (geometry.isBufferGeometry === true && data.userData !== undefined) {
geometry.userData = data.userData;
}
geometries[data.uuid] = geometry;
}
}
return geometries;
},
parseMaterials: function(json, textures) {
var cache = {}; // MultiMaterial
var materials = {};
if (json !== undefined) {
var loader = new MaterialLoader();
loader.setTextures(textures);
for (var i = 0, l = json.length; i < l; i++) {
var data = json[i];
if (data.type === 'MultiMaterial') {
// Deprecated
var array = [];
for (var j = 0; j < data.materials.length; j++) {
var material = data.materials[j];
if (cache[material.uuid] === undefined) {
cache[material.uuid] = loader.parse(material);
}
array.push(cache[material.uuid]);
}
materials[data.uuid] = array;
} else {
if (cache[data.uuid] === undefined) {
cache[data.uuid] = loader.parse(data);
}
materials[data.uuid] = cache[data.uuid];
}
}
}
return materials;
},
parseAnimations: function(json) {
var animations = [];
for (var i = 0; i < json.length; i++) {
var data = json[i];
var clip = AnimationClip.parse(data);
if (data.uuid !== undefined) {
clip.uuid = data.uuid;
}
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);
scope.manager.itemEnd(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, il = json.length; i < il; i++) {
var image = json[i];
var url = image.url;
if (Array.isArray(url)) {
// load array of images e.g CubeTexture
images[image.uuid] = [];
for (var j = 0, jl = url.length; j < jl; j++) {
var currentUrl = url[j];
var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test(currentUrl) ? currentUrl : scope.resourcePath + currentUrl;
images[image.uuid].push(loadImage(path));
}
} else {
// load single image
var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test(image.url) ? image.url : scope.resourcePath + image.url;
images[image.uuid] = loadImage(path);
}
}
}
return images;
},
parseTextures: function(json, images) {
function parseConstant(value, type) {
if (typeof value === 'number') {
return value;
}
console.warn('THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value);
return type[value];
}
var textures = {};
if (json !== undefined) {
for (var i = 0, l = json.length; i < l; i++) {
var data = json[i];
if (data.image === undefined) {
console.warn('THREE.ObjectLoader: No "image" specified for', data.uuid);
}
if (images[data.image] === undefined) {
console.warn('THREE.ObjectLoader: Undefined image', data.image);
}
var texture;
if (Array.isArray(images[data.image])) {
texture = new CubeTexture(images[data.image]);
} else {
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, TEXTURE_MAPPING);
}
if (data.offset !== undefined) {
texture.offset.fromArray(data.offset);
}
if (data.repeat !== undefined) {
texture.repeat.fromArray(data.repeat);
}
if (data.center !== undefined) {
texture.center.fromArray(data.center);
}
if (data.rotation !== undefined) {
texture.rotation = data.rotation;
}
if (data.wrap !== undefined) {
texture.wrapS = parseConstant(data.wrap[0], TEXTURE_WRAPPING);
texture.wrapT = parseConstant(data.wrap[1], TEXTURE_WRAPPING);
}
if (data.format !== undefined) {
texture.format = data.format;
}
if (data.type !== undefined) {
texture.type = data.type;
}
if (data.encoding !== undefined) {
texture.encoding = data.encoding;
}
if (data.minFilter !== undefined) {
texture.minFilter = parseConstant(data.minFilter, TEXTURE_FILTER);
}
if (data.magFilter !== undefined) {
texture.magFilter = parseConstant(data.magFilter, TEXTURE_FILTER);
}
if (data.anisotropy !== undefined) {
texture.anisotropy = data.anisotropy;
}
if (data.flipY !== undefined) {
texture.flipY = data.flipY;
}
if (data.premultiplyAlpha !== undefined) {
texture.premultiplyAlpha = data.premultiplyAlpha;
}
if (data.unpackAlignment !== undefined) {
texture.unpackAlignment = data.unpackAlignment;
}
textures[data.uuid] = texture;
}
}
return textures;
},
parseObject: function(data, geometries, materials) {
var object;
function getGeometry(name) {
if (geometries[name] === undefined) {
console.warn('THREE.ObjectLoader: Undefined geometry', name);
}
return geometries[name];
}
function getMaterial(name) {
if (name === undefined) {
return undefined;
}
if (Array.isArray(name)) {
var array = [];
for (var i = 0, l = name.length; i < l; i++) {
var uuid = name[i];
if (materials[uuid] === undefined) {
console.warn('THREE.ObjectLoader: Undefined material', uuid);
}
array.push(materials[uuid]);
}
return array;
}
if (materials[name] === undefined) {
console.warn('THREE.ObjectLoader: Undefined material', name);
}
return materials[name];
}
switch (data.type) {
case 'Scene':
object = new Scene();
if (data.background !== undefined) {
if (Number.isInteger(data.background)) {
object.background = new Color(data.background);
}
}
if (data.fog !== undefined) {
if (data.fog.type === 'Fog') {
object.fog = new Fog(data.fog.color, data.fog.near, data.fog.far);
} else if (data.fog.type === 'FogExp2') {
object.fog = new FogExp2(data.fog.color, data.fog.density);
}
}
break;
case 'PerspectiveCamera':
object = new PerspectiveCamera(data.fov, data.aspect, data.near, data.far);
if (data.focus !== undefined) {
object.focus = data.focus;
}
if (data.zoom !== undefined) {
object.zoom = data.zoom;
}
if (data.filmGauge !== undefined) {
object.filmGauge = data.filmGauge;
}
if (data.filmOffset !== undefined) {
object.filmOffset = data.filmOffset;
}
if (data.view !== undefined) {
object.view = Object.assign({}, data.view);
}
break;
case 'OrthographicCamera':
object = new OrthographicCamera(data.left, data.right, data.top, data.bottom, data.near, data.far);
if (data.zoom !== undefined) {
object.zoom = data.zoom;
}
if (data.view !== undefined) {
object.view = Object.assign({}, data.view);
}
break;
case 'AmbientLight':
object = new AmbientLight(data.color, data.intensity);
break;
case 'DirectionalLight':
object = new DirectionalLight(data.color, data.intensity);
break;
case 'PointLight':
object = new PointLight(data.color, data.intensity, data.distance, data.decay);
break;
case 'RectAreaLight':
object = new RectAreaLight(data.color, data.intensity, data.width, data.height);
break;
case 'SpotLight':
object = new SpotLight(data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay);
break;
case 'HemisphereLight':
object = new HemisphereLight(data.color, data.groundColor, data.intensity);
break;
case 'SkinnedMesh':
console.warn('THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.');
case 'Mesh':
var geometry = getGeometry(data.geometry);
var material = getMaterial(data.material);
if (geometry.bones && geometry.bones.length > 0) {
object = new SkinnedMesh(geometry, material);
} else {
object = new Mesh(geometry, material);
}
break;
case 'InstancedMesh':
var geometry = getGeometry(data.geometry);
var material = getMaterial(data.material);
var count = data.count;
var instanceMatrix = data.instanceMatrix;
object = new InstancedMesh(geometry, material, count);
object.instanceMatrix = new BufferAttribute(new Float32Array(instanceMatrix.array), 16);
break;
case 'LOD':
object = new LOD();
break;
case 'Line':
object = new Line(getGeometry(data.geometry), getMaterial(data.material), data.mode);
break;
case 'LineLoop':
object = new LineLoop(getGeometry(data.geometry), getMaterial(data.material));
break;
case 'LineSegments':
object = new LineSegments(getGeometry(data.geometry), getMaterial(data.material));
break;
case 'PointCloud':
case 'Points':
object = new Points(getGeometry(data.geometry), getMaterial(data.material));
break;
case 'Sprite':
object = new Sprite(getMaterial(data.material));
break;
case 'Group':
object = new Group();
break;
default:
object = new Object3D();
}
object.uuid = data.uuid;
if (data.name !== undefined) {
object.name = data.name;
}
if (data.matrix !== undefined) {
object.matrix.fromArray(data.matrix);
if (data.matrixAutoUpdate !== undefined) {
object.matrixAutoUpdate = data.matrixAutoUpdate;
}
if (object.matrixAutoUpdate) {
object.matrix.decompose(object.position, object.quaternion, object.scale);
}
} else {
if (data.position !== undefined) {
object.position.fromArray(data.position);
}
if (data.rotation !== undefined) {
object.rotation.fromArray(data.rotation);
}
if (data.quaternion !== undefined) {
object.quaternion.fromArray(data.quaternion);
}
if (data.scale !== undefined) {
object.scale.fromArray(data.scale);
}
}
if (data.castShadow !== undefined) {
object.castShadow = data.castShadow;
}
if (data.receiveShadow !== undefined) {
object.receiveShadow = data.receiveShadow;
}
if (data.shadow) {
if (data.shadow.bias !== undefined) {
object.shadow.bias = data.shadow.bias;
}
if (data.shadow.radius !== undefined) {
object.shadow.radius = data.shadow.radius;
}
if (data.shadow.mapSize !== undefined) {
object.shadow.mapSize.fromArray(data.shadow.mapSize);
}
if (data.shadow.camera !== undefined) {
object.shadow.camera = this.parseObject(data.shadow.camera);
}
}
if (data.visible !== undefined) {
object.visible = data.visible;
}
if (data.frustumCulled !== undefined) {
object.frustumCulled = data.frustumCulled;
}
if (data.renderOrder !== undefined) {
object.renderOrder = data.renderOrder;
}
if (data.userData !== undefined) {
object.userData = data.userData;
}
if (data.layers !== undefined) {
object.layers.mask = data.layers;
}
if (data.children !== undefined) {
var children = data.children;
for (var i = 0; i < children.length; i++) {
object.add(this.parseObject(children[i], geometries, materials));
}
}
if (data.type === 'LOD') {
if (data.autoUpdate !== undefined) {
object.autoUpdate = data.autoUpdate;
}
var levels = data.levels;
for (var l = 0; l < levels.length; l++) {
var level = levels[l];
var child = object.getObjectByProperty('uuid', level.object);
if (child !== undefined) {
object.addLevel(child, level.distance);
}
}
}
return object;
}
});
var TEXTURE_MAPPING = {
UVMapping: UVMapping,
CubeReflectionMapping: CubeReflectionMapping,
CubeRefractionMapping: CubeRefractionMapping,
EquirectangularReflectionMapping: EquirectangularReflectionMapping,
EquirectangularRefractionMapping: EquirectangularRefractionMapping,
SphericalReflectionMapping: SphericalReflectionMapping,
CubeUVReflectionMapping: CubeUVReflectionMapping,
CubeUVRefractionMapping: CubeUVRefractionMapping
};
var TEXTURE_WRAPPING = {
RepeatWrapping: RepeatWrapping,
ClampToEdgeWrapping: ClampToEdgeWrapping,
MirroredRepeatWrapping: MirroredRepeatWrapping
};
var TEXTURE_FILTER = {
NearestFilter: NearestFilter,
NearestMipmapNearestFilter: NearestMipmapNearestFilter,
NearestMipmapLinearFilter: NearestMipmapLinearFilter,
LinearFilter: LinearFilter,
LinearMipmapNearestFilter: LinearMipmapNearestFilter,
LinearMipmapLinearFilter: LinearMipmapLinearFilter
};
/**
* @author thespite / http://clicktorelease.com/
*/
function ImageBitmapLoader(manager) {
if (typeof createImageBitmap === 'undefined') {
console.warn('THREE.ImageBitmapLoader: createImageBitmap() not supported.');
}
if (typeof fetch === 'undefined') {
console.warn('THREE.ImageBitmapLoader: fetch() not supported.');
}
Loader.call(this, manager);
this.options = undefined;
}
ImageBitmapLoader.prototype = Object.assign(Object.create(Loader.prototype), {
constructor: ImageBitmapLoader,
setOptions: function setOptions(options) {
this.options = options;
return this;
},
load: function(url, onLoad, onProgress, onError) {
if (url === undefined) {
url = '';
}
if (this.path !== undefined) {
url = this.path + url;
}
url = this.manager.resolveURL(url);
var scope = this;
var cached = Cache.get(url);
if (cached !== undefined) {
scope.manager.itemStart(url);
setTimeout(function() {
if (onLoad) {
onLoad(cached);
}
scope.manager.itemEnd(url);
}, 0);
return cached;
}
fetch(url).then(function(res) {
return res.blob();
}).then(function(blob) {
if (scope.options === undefined) {
// Workaround for FireFox. It causes an error if you pass options.
return createImageBitmap(blob);
} else {
return createImageBitmap(blob, scope.options);
}
}).then(function(imageBitmap) {
Cache.add(url, imageBitmap);
if (onLoad) {
onLoad(imageBitmap);
}
scope.manager.itemEnd(url);
}).catch(function(e) {
if (onError) {
onError(e);
}
scope.manager.itemError(url);
scope.manager.itemEnd(url);
});
scope.manager.itemStart(url);
}
});
/**
* @author zz85 / http://www.lab4games.net/zz85/blog
* minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
**/
function ShapePath() {
this.type = 'ShapePath';
this.color = new Color();
this.subPaths = [];
this.currentPath = null;
}
Object.assign(ShapePath.prototype, {
moveTo: function(x, y) {
this.currentPath = new Path();
this.subPaths.push(this.currentPath);
this.currentPath.moveTo(x, y);
return this;
},
lineTo: function(x, y) {
this.currentPath.lineTo(x, y);
return this;
},
quadraticCurveTo: function(aCPx, aCPy, aX, aY) {
this.currentPath.quadraticCurveTo(aCPx, aCPy, aX, aY);
return this;
},
bezierCurveTo: function(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {
this.currentPath.bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY);
return this;
},
splineThru: function(pts) {
this.currentPath.splineThru(pts);
return this;
},
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.type = 'Font';
this.data = data;
}
Object.assign(Font.prototype, {
isFont: true,
generateShapes: function(text, size) {
if (size === undefined) {
size = 100;
}
var shapes = [];
var paths = createPaths(text, size, this.data);
for (var p = 0, pl = paths.length; p < pl; p++) {
Array.prototype.push.apply(shapes, paths[p].toShapes());
}
return shapes;
}
});
function createPaths(text, size, data) {
var chars = Array.from ? Array.from(text) : String(text).split(''); // see #13988
var scale = size / data.resolution;
var line_height = (data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness) * scale;
var paths = [];
var offsetX = 0,
offsetY = 0;
for (var i = 0; i < chars.length; i++) {
var char = chars[i];
if (char === '\n') {
offsetX = 0;
offsetY -= line_height;
} else {
var ret = createPath(char, scale, offsetX, offsetY, data);
offsetX += ret.offsetX;
paths.push(ret.path);
}
}
return paths;
}
function createPath(char, scale, offsetX, offsetY, data) {
var glyph = data.glyphs[char] || data.glyphs['?'];
if (!glyph) {
console.error('THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.');
return;
}
var path = new ShapePath();
var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
if (glyph.o) {
var outline = glyph._cachedOutline || (glyph._cachedOutline = glyph.o.split(' '));
for (var i = 0, l = outline.length; i < l;) {
var action = outline[i++];
switch (action) {
case 'm': // moveTo
x = outline[i++] * scale + offsetX;
y = outline[i++] * scale + offsetY;
path.moveTo(x, y);
break;
case 'l': // lineTo
x = outline[i++] * scale + offsetX;
y = outline[i++] * scale + offsetY;
path.lineTo(x, y);
break;
case 'q': // quadraticCurveTo
cpx = outline[i++] * scale + offsetX;
cpy = outline[i++] * scale + offsetY;
cpx1 = outline[i++] * scale + offsetX;
cpy1 = outline[i++] * scale + offsetY;
path.quadraticCurveTo(cpx1, cpy1, cpx, cpy);
break;
case 'b': // bezierCurveTo
cpx = outline[i++] * scale + offsetX;
cpy = outline[i++] * scale + offsetY;
cpx1 = outline[i++] * scale + offsetX;
cpy1 = outline[i++] * scale + offsetY;
cpx2 = outline[i++] * scale + offsetX;
cpy2 = outline[i++] * scale + offsetY;
path.bezierCurveTo(cpx1, cpy1, cpx2, cpy2, cpx, cpy);
break;
}
}
}
return {
offsetX: glyph.ha * scale,
path: path
};
}
/**
* @author mrdoob / http://mrdoob.com/
*/
function FontLoader(manager) {
Loader.call(this, manager);
}
FontLoader.prototype = Object.assign(Object.create(Loader.prototype), {
constructor: FontLoader,
load: function(url, onLoad, onProgress, onError) {
var scope = this;
var loader = new FileLoader(this.manager);
loader.setPath(this.path);
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);
}
});
/**
* @author mrdoob / http://mrdoob.com/
*/
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) {
Loader.call(this, manager);
}
AudioLoader.prototype = Object.assign(Object.create(Loader.prototype), {
constructor: AudioLoader,
load: function(url, onLoad, onProgress, onError) {
var loader = new FileLoader(this.manager);
loader.setResponseType('arraybuffer');
loader.setPath(this.path);
loader.load(url, function(buffer) {
// Create a copy of the buffer. The `decodeAudioData` method
// detaches the buffer when complete, preventing reuse.
var bufferCopy = buffer.slice(0);
var context = AudioContext.getContext();
context.decodeAudioData(bufferCopy, function(audioBuffer) {
onLoad(audioBuffer);
});
}, onProgress, onError);
}
});
/**
* @author bhouston / http://clara.io
* @author WestLangley / http://github.com/WestLangley
*
* Primary reference:
* https://graphics.stanford.edu/papers/envmap/envmap.pdf
*
* Secondary reference:
* https://www.ppsloan.org/publications/StupidSH36.pdf
*/
// 3-band SH defined by 9 coefficients
function SphericalHarmonics3() {
this.coefficients = [];
for (var i = 0; i < 9; i++) {
this.coefficients.push(new Vector3());
}
}
Object.assign(SphericalHarmonics3.prototype, {
isSphericalHarmonics3: true,
set: function(coefficients) {
for (var i = 0; i < 9; i++) {
this.coefficients[i].copy(coefficients[i]);
}
return this;
},
zero: function() {
for (var i = 0; i < 9; i++) {
this.coefficients[i].set(0, 0, 0);
}
return this;
},
// get the radiance in the direction of the normal
// target is a Vector3
getAt: function(normal, target) {
// normal is assumed to be unit length
var x = normal.x,
y = normal.y,
z = normal.z;
var coeff = this.coefficients;
// band 0
target.copy(coeff[0]).multiplyScalar(0.282095);
// band 1
target.addScale(coeff[1], 0.488603 * y);
target.addScale(coeff[2], 0.488603 * z);
target.addScale(coeff[3], 0.488603 * x);
// band 2
target.addScale(coeff[4], 1.092548 * (x * y));
target.addScale(coeff[5], 1.092548 * (y * z));
target.addScale(coeff[6], 0.315392 * (3.0 * z * z - 1.0));
target.addScale(coeff[7], 1.092548 * (x * z));
target.addScale(coeff[8], 0.546274 * (x * x - y * y));
return target;
},
// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
// target is a Vector3
// https://graphics.stanford.edu/papers/envmap/envmap.pdf
getIrradianceAt: function(normal, target) {
// normal is assumed to be unit length
var x = normal.x,
y = normal.y,
z = normal.z;
var coeff = this.coefficients;
// band 0
target.copy(coeff[0]).multiplyScalar(0.886227); // π * 0.282095
// band 1
target.addScale(coeff[1], 2.0 * 0.511664 * y); // ( 2 * π / 3 ) * 0.488603
target.addScale(coeff[2], 2.0 * 0.511664 * z);
target.addScale(coeff[3], 2.0 * 0.511664 * x);
// band 2
target.addScale(coeff[4], 2.0 * 0.429043 * x * y); // ( π / 4 ) * 1.092548
target.addScale(coeff[5], 2.0 * 0.429043 * y * z);
target.addScale(coeff[6], 0.743125 * z * z - 0.247708); // ( π / 4 ) * 0.315392 * 3
target.addScale(coeff[7], 2.0 * 0.429043 * x * z);
target.addScale(coeff[8], 0.429043 * (x * x - y * y)); // ( π / 4 ) * 0.546274
return target;
},
add: function(sh) {
for (var i = 0; i < 9; i++) {
this.coefficients[i].add(sh.coefficients[i]);
}
return this;
},
scale: function(s) {
for (var i = 0; i < 9; i++) {
this.coefficients[i].multiplyScalar(s);
}
return this;
},
lerp: function(sh, alpha) {
for (var i = 0; i < 9; i++) {
this.coefficients[i].lerp(sh.coefficients[i], alpha);
}
return this;
},
equals: function(sh) {
for (var i = 0; i < 9; i++) {
if (!this.coefficients[i].equals(sh.coefficients[i])) {
return false;
}
}
return true;
},
copy: function(sh) {
return this.set(sh.coefficients);
},
clone: function() {
return new this.constructor().copy(this);
},
fromArray: function(array, offset) {
if (offset === undefined) {
offset = 0;
}
var coefficients = this.coefficients;
for (var i = 0; i < 9; i++) {
coefficients[i].fromArray(array, offset + (i * 3));
}
return this;
},
toArray: function(array, offset) {
if (array === undefined) {
array = [];
}
if (offset === undefined) {
offset = 0;
}
var coefficients = this.coefficients;
for (var i = 0; i < 9; i++) {
coefficients[i].toArray(array, offset + (i * 3));
}
return array;
}
});
Object.assign(SphericalHarmonics3, {
// evaluate the basis functions
// shBasis is an Array[ 9 ]
getBasisAt: function(normal, shBasis) {
// normal is assumed to be unit length
var x = normal.x,
y = normal.y,
z = normal.z;
// band 0
shBasis[0] = 0.282095;
// band 1
shBasis[1] = 0.488603 * y;
shBasis[2] = 0.488603 * z;
shBasis[3] = 0.488603 * x;
// band 2
shBasis[4] = 1.092548 * x * y;
shBasis[5] = 1.092548 * y * z;
shBasis[6] = 0.315392 * (3 * z * z - 1);
shBasis[7] = 1.092548 * x * z;
shBasis[8] = 0.546274 * (x * x - y * y);
}
});
/**
* @author WestLangley / http://github.com/WestLangley
*
* A LightProbe is a source of indirect-diffuse light
*/
function LightProbe(sh, intensity) {
Light.call(this, undefined, intensity);
this.sh = (sh !== undefined) ? sh : new SphericalHarmonics3();
}
LightProbe.prototype = Object.assign(Object.create(Light.prototype), {
constructor: LightProbe,
isLightProbe: true,
copy: function(source) {
Light.prototype.copy.call(this, source);
this.sh.copy(source.sh);
this.intensity = source.intensity;
return this;
},
toJSON: function(meta) {
var data = Light.prototype.toJSON.call(this, meta);
// data.sh = this.sh.toArray(); // todo
return data;
}
});
/**
* @author WestLangley / http://github.com/WestLangley
*/
function HemisphereLightProbe(skyColor, groundColor, intensity) {
LightProbe.call(this, undefined, intensity);
var color1 = new Color().set(skyColor);
var color2 = new Color().set(groundColor);
var sky = new Vector3(color1.r, color1.g, color1.b);
var ground = new Vector3(color2.r, color2.g, color2.b);
// without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
var c0 = Math.sqrt(Math.PI);
var c1 = c0 * Math.sqrt(0.75);
this.sh.coefficients[0].copy(sky).add(ground).multiplyScalar(c0);
this.sh.coefficients[1].copy(sky).sub(ground).multiplyScalar(c1);
}
HemisphereLightProbe.prototype = Object.assign(Object.create(LightProbe.prototype), {
constructor: HemisphereLightProbe,
isHemisphereLightProbe: true,
copy: function(source) { // modifying colors not currently supported
LightProbe.prototype.copy.call(this, source);
return this;
},
toJSON: function(meta) {
var data = LightProbe.prototype.toJSON.call(this, meta);
// data.sh = this.sh.toArray(); // todo
return data;
}
});
/**
* @author WestLangley / http://github.com/WestLangley
*/
function AmbientLightProbe(color, intensity) {
LightProbe.call(this, undefined, intensity);
var color1 = new Color().set(color);
// without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
this.sh.coefficients[0].set(color1.r, color1.g, color1.b).multiplyScalar(2 * Math.sqrt(Math.PI));
}
AmbientLightProbe.prototype = Object.assign(Object.create(LightProbe.prototype), {
constructor: AmbientLightProbe,
isAmbientLightProbe: true,
copy: function(source) { // modifying color not currently supported
LightProbe.prototype.copy.call(this, source);
return this;
},
toJSON: function(meta) {
var data = LightProbe.prototype.toJSON.call(this, meta);
// data.sh = this.sh.toArray(); // todo
return data;
}
});
var _eyeRight = new Matrix4();
var _eyeLeft = new Matrix4();
/**
* @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;
this._cache = {
focus: null,
fov: null,
aspect: null,
near: null,
far: null,
zoom: null,
eyeSep: null
};
}
Object.assign(StereoCamera.prototype, {
update: function(camera) {
var cache = this._cache;
var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
if (needsUpdate) {
cache.focus = camera.focus;
cache.fov = camera.fov;
cache.aspect = camera.aspect * this.aspect;
cache.near = camera.near;
cache.far = camera.far;
cache.zoom = camera.zoom;
cache.eyeSep = this.eyeSep;
// Off-axis stereoscopic effect based on
// http://paulbourke.net/stereographics/stereorender/
var projectionMatrix = camera.projectionMatrix.clone();
var eyeSepHalf = cache.eyeSep / 2;
var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
var ymax = (cache.near * Math.tan(_Math.DEG2RAD * cache.fov * 0.5)) / cache.zoom;
var xmin, xmax;
// translate xOffset
_eyeLeft.elements[12] = -eyeSepHalf;
_eyeRight.elements[12] = eyeSepHalf;
// for left eye
xmin = -ymax * cache.aspect + eyeSepOnProjection;
xmax = ymax * cache.aspect + eyeSepOnProjection;
projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin);
projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);
this.cameraL.projectionMatrix.copy(projectionMatrix);
// for right eye
xmin = -ymax * cache.aspect - eyeSepOnProjection;
xmax = ymax * cache.aspect - eyeSepOnProjection;
projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin);
projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);
this.cameraR.projectionMatrix.copy(projectionMatrix);
}
this.cameraL.matrixWorld.copy(camera.matrixWorld).multiply(_eyeLeft);
this.cameraR.matrixWorld.copy(camera.matrixWorld).multiply(_eyeRight);
}
});
/**
* @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;
}
Object.assign(Clock.prototype, {
start: function() {
this.startTime = (typeof performance === 'undefined' ? Date : performance).now(); // see #10732
this.oldTime = this.startTime;
this.elapsedTime = 0;
this.running = true;
},
stop: function() {
this.getElapsedTime();
this.running = false;
this.autoStart = false;
},
getElapsedTime: function() {
this.getDelta();
return this.elapsedTime;
},
getDelta: function() {
var diff = 0;
if (this.autoStart && !this.running) {
this.start();
return 0;
}
if (this.running) {
var newTime = (typeof performance === 'undefined' ? Date : performance).now();
diff = (newTime - this.oldTime) / 1000;
this.oldTime = newTime;
this.elapsedTime += diff;
}
return diff;
}
});
/**
* @author mrdoob / http://mrdoob.com/
*/
var _position$2 = new Vector3();
var _quaternion$3 = new Quaternion();
var _scale$1 = new Vector3();
var _orientation = new Vector3();
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;
this.timeDelta = 0;
// private
this._clock = new Clock();
}
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;
}
return this;
},
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);
return this;
},
getMasterVolume: function() {
return this.gain.gain.value;
},
setMasterVolume: function(value) {
this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);
return this;
},
updateMatrixWorld: function(force) {
Object3D.prototype.updateMatrixWorld.call(this, force);
var listener = this.context.listener;
var up = this.up;
this.timeDelta = this._clock.getDelta();
this.matrixWorld.decompose(_position$2, _quaternion$3, _scale$1);
_orientation.set(0, 0, -1).applyQuaternion(_quaternion$3);
if (listener.positionX) {
// code path for Chrome (see #14393)
var endTime = this.context.currentTime + this.timeDelta;
listener.positionX.linearRampToValueAtTime(_position$2.x, endTime);
listener.positionY.linearRampToValueAtTime(_position$2.y, endTime);
listener.positionZ.linearRampToValueAtTime(_position$2.z, endTime);
listener.forwardX.linearRampToValueAtTime(_orientation.x, endTime);
listener.forwardY.linearRampToValueAtTime(_orientation.y, endTime);
listener.forwardZ.linearRampToValueAtTime(_orientation.z, endTime);
listener.upX.linearRampToValueAtTime(up.x, endTime);
listener.upY.linearRampToValueAtTime(up.y, endTime);
listener.upZ.linearRampToValueAtTime(up.z, endTime);
} else {
listener.setPosition(_position$2.x, _position$2.y, _position$2.z);
listener.setOrientation(_orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z);
}
}
});
/**
* @author mrdoob / http://mrdoob.com/
* @author Reece Aaron Lecrivain / http://reecenotes.com/
*/
function Audio(listener) {
Object3D.call(this);
this.type = 'Audio';
this.listener = listener;
this.context = listener.context;
this.gain = this.context.createGain();
this.gain.connect(listener.getInput());
this.autoplay = false;
this.buffer = null;
this.detune = 0;
this.loop = false;
this.loopStart = 0;
this.loopEnd = 0;
this.offset = 0;
this.duration = undefined;
this.playbackRate = 1;
this.isPlaying = false;
this.hasPlaybackControl = true;
this.sourceType = 'empty';
this._startedAt = 0;
this._pausedAt = 0;
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;
},
setMediaElementSource: function(mediaElement) {
this.hasPlaybackControl = false;
this.sourceType = 'mediaNode';
this.source = this.context.createMediaElementSource(mediaElement);
this.connect();
return this;
},
setMediaStreamSource: function(mediaStream) {
this.hasPlaybackControl = false;
this.sourceType = 'mediaStreamNode';
this.source = this.context.createMediaStreamSource(mediaStream);
this.connect();
return this;
},
setBuffer: function(audioBuffer) {
this.buffer = audioBuffer;
this.sourceType = 'buffer';
if (this.autoplay) {
this.play();
}
return this;
},
play: function(delay) {
if (delay === undefined) {
delay = 0;
}
if (this.isPlaying === true) {
console.warn('THREE.Audio: Audio is already playing.');
return;
}
if (this.hasPlaybackControl === false) {
console.warn('THREE.Audio: this Audio has no playback control.');
return;
}
this._startedAt = this.context.currentTime + delay;
var source = this.context.createBufferSource();
source.buffer = this.buffer;
source.loop = this.loop;
source.loopStart = this.loopStart;
source.loopEnd = this.loopEnd;
source.onended = this.onEnded.bind(this);
source.start(this._startedAt, this._pausedAt + this.offset, this.duration);
this.isPlaying = true;
this.source = source;
this.setDetune(this.detune);
this.setPlaybackRate(this.playbackRate);
return this.connect();
},
pause: function() {
if (this.hasPlaybackControl === false) {
console.warn('THREE.Audio: this Audio has no playback control.');
return;
}
if (this.isPlaying === true) {
this._pausedAt = (this.context.currentTime - this._startedAt) * this.playbackRate;
this.source.stop();
this.source.onended = null;
this.isPlaying = false;
}
return this;
},
stop: function() {
if (this.hasPlaybackControl === false) {
console.warn('THREE.Audio: this Audio has no playback control.');
return;
}
this._pausedAt = 0;
this.source.stop();
this.source.onended = null;
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;
},
setDetune: function(value) {
this.detune = value;
if (this.source.detune === undefined) {
return;
} // only set detune when available
if (this.isPlaying === true) {
this.source.detune.setTargetAtTime(this.detune, this.context.currentTime, 0.01);
}
return this;
},
getDetune: function() {
return this.detune;
},
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.setTargetAtTime(this.playbackRate, this.context.currentTime, 0.01);
}
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;
},
setLoopStart: function(value) {
this.loopStart = value;
return this;
},
setLoopEnd: function(value) {
this.loopEnd = value;
return this;
},
getVolume: function() {
return this.gain.gain.value;
},
setVolume: function(value) {
this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);
return this;
}
});
/**
* @author mrdoob / http://mrdoob.com/
*/
var _position$3 = new Vector3();
var _quaternion$4 = new Quaternion();
var _scale$2 = new Vector3();
var _orientation$1 = new Vector3();
function PositionalAudio(listener) {
Audio.call(this, listener);
this.panner = this.context.createPanner();
this.panner.panningModel = 'HRTF';
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;
return this;
},
getRolloffFactor: function() {
return this.panner.rolloffFactor;
},
setRolloffFactor: function(value) {
this.panner.rolloffFactor = value;
return this;
},
getDistanceModel: function() {
return this.panner.distanceModel;
},
setDistanceModel: function(value) {
this.panner.distanceModel = value;
return this;
},
getMaxDistance: function() {
return this.panner.maxDistance;
},
setMaxDistance: function(value) {
this.panner.maxDistance = value;
return this;
},
setDirectionalCone: function(coneInnerAngle, coneOuterAngle, coneOuterGain) {
this.panner.coneInnerAngle = coneInnerAngle;
this.panner.coneOuterAngle = coneOuterAngle;
this.panner.coneOuterGain = coneOuterGain;
return this;
},
updateMatrixWorld: function(force) {
Object3D.prototype.updateMatrixWorld.call(this, force);
if (this.hasPlaybackControl === true && this.isPlaying === false) {
return;
}
this.matrixWorld.decompose(_position$3, _quaternion$4, _scale$2);
_orientation$1.set(0, 0, 1).applyQuaternion(_quaternion$4);
var panner = this.panner;
if (panner.positionX) {
// code path for Chrome and Firefox (see #14393)
var endTime = this.context.currentTime + this.listener.timeDelta;
panner.positionX.linearRampToValueAtTime(_position$3.x, endTime);
panner.positionY.linearRampToValueAtTime(_position$3.y, endTime);
panner.positionZ.linearRampToValueAtTime(_position$3.z, endTime);
panner.orientationX.linearRampToValueAtTime(_orientation$1.x, endTime);
panner.orientationY.linearRampToValueAtTime(_orientation$1.y, endTime);
panner.orientationZ.linearRampToValueAtTime(_orientation$1.z, endTime);
} else {
panner.setPosition(_position$3.x, _position$3.y, _position$3.z);
panner.setOrientation(_orientation$1.x, _orientation$1.y, _orientation$1.z);
}
}
});
/**
* @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;
}
Object.assign(PropertyMixer.prototype, {
// 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) {
Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t);
},
_lerp: function(buffer, dstOffset, srcOffset, t, stride) {
var s = 1 - t;
for (var i = 0; i !== stride; ++i) {
var j = dstOffset + i;
buffer[j] = buffer[j] * s + buffer[srcOffset + i] * t;
}
}
});
/**
*
* A reference to a real property in the scene graph.
*
*
* @author Ben Houston / http://clara.io/
* @author David Sarno / http://lighthaus.us/
* @author tschw
*/
// Characters [].:/ are reserved for track binding syntax.
var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
var _reservedRe = new RegExp('[' + _RESERVED_CHARS_RE + ']', 'g');
// Attempts to allow node names from any language. ES5's `\w` regexp matches
// only latin characters, and the unicode \p{L} is not yet supported. So
// instead, we exclude reserved characters and match everything else.
var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace('\\.', '') + ']';
// Parent directories, delimited by '/' or ':'. Currently unused, but must
// be matched to parse the rest of the track name.
var _directoryRe = /((?:WC+[\/:])*)/.source.replace('WC', _wordChar);
// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
var _nodeRe = /(WCOD+)?/.source.replace('WCOD', _wordCharOrDot);
// Object on target node, and accessor. May not contain reserved
// characters. Accessor may contain any character except closing bracket.
var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace('WC', _wordChar);
// Property and accessor. May not contain reserved characters. Accessor may
// contain any non-bracket characters.
var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace('WC', _wordChar);
var _trackRe = new RegExp('' +
'^' +
_directoryRe +
_nodeRe +
_objectRe +
_propertyRe +
'$'
);
var _supportedObjectNames = ['material', 'materials', 'bones'];
function Composite(targetGroup, path, optionalParsedPath) {
var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName(path);
this._targetGroup = targetGroup;
this._bindings = targetGroup.subscribe_(path, parsedPath);
}
Object.assign(Composite.prototype, {
getValue: function(array, offset) {
this.bind(); // bind all binding
var firstValidIndex = this._targetGroup.nCachedObjects_,
binding = this._bindings[firstValidIndex];
// and only call .getValue on the first
if (binding !== undefined) {
binding.getValue(array, offset);
}
},
setValue: function(array, offset) {
var bindings = this._bindings;
for (var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
bindings[i].setValue(array, offset);
}
},
bind: function() {
var bindings = this._bindings;
for (var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
bindings[i].bind();
}
},
unbind: function() {
var bindings = this._bindings;
for (var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
bindings[i].unbind();
}
}
});
function PropertyBinding(rootNode, path, parsedPath) {
this.path = path;
this.parsedPath = parsedPath || PropertyBinding.parseTrackName(path);
this.node = PropertyBinding.findNode(rootNode, this.parsedPath.nodeName) || rootNode;
this.rootNode = rootNode;
}
Object.assign(PropertyBinding, {
Composite: Composite,
create: function(root, path, parsedPath) {
if (!(root && root.isAnimationObjectGroup)) {
return new PropertyBinding(root, path, parsedPath);
} else {
return new PropertyBinding.Composite(root, path, parsedPath);
}
},
/**
* Replaces spaces with underscores and removes unsupported characters from
* node names, to ensure compatibility with parseTrackName().
*
* @param {string} name Node name to be sanitized.
* @return {string}
*/
sanitizeNodeName: function(name) {
return name.replace(/\s/g, '_').replace(_reservedRe, '');
},
parseTrackName: function(trackName) {
var matches = _trackRe.exec(trackName);
if (!matches) {
throw new Error('PropertyBinding: Cannot parse trackName: ' + trackName);
}
var results = {
// directoryName: matches[ 1 ], // (tschw) currently unused
nodeName: matches[2],
objectName: matches[3],
objectIndex: matches[4],
propertyName: matches[5], // required
propertyIndex: matches[6]
};
var lastDot = results.nodeName && results.nodeName.lastIndexOf('.');
if (lastDot !== undefined && lastDot !== -1) {
var objectName = results.nodeName.substring(lastDot + 1);
// Object names must be checked against a whitelist. Otherwise, there
// is no way to parse 'foo.bar.baz': 'baz' must be a property, but
// 'bar' could be the objectName, or part of a nodeName (which can
// include '.' characters).
if (_supportedObjectNames.indexOf(objectName) !== -1) {
results.nodeName = results.nodeName.substring(0, lastDot);
results.objectName = objectName;
}
}
if (results.propertyName === null || results.propertyName.length === 0) {
throw new Error('PropertyBinding: can not parse propertyName from trackName: ' + trackName);
}
return results;
},
findNode: function(root, nodeName) {
if (!nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === -1 || nodeName === root.name || nodeName === root.uuid) {
return root;
}
// search into skeleton bones.
if (root.skeleton) {
var bone = root.skeleton.getBoneByName(nodeName);
if (bone !== undefined) {
return bone;
}
}
// search into node subtree.
if (root.children) {
var searchNodeSubtree = function(children) {
for (var i = 0; i < children.length; i++) {
var childNode = children[i];
if (childNode.name === nodeName || childNode.uuid === nodeName) {
return childNode;
}
var result = searchNodeSubtree(childNode.children);
if (result) {
return result;
}
}
return null;
};
var subTreeNode = searchNodeSubtree(root.children);
if (subTreeNode) {
return subTreeNode;
}
}
return null;
}
});
Object.assign(PropertyBinding.prototype, { // prototype, continued
// these are used to "bind" a nonexistent property
_getValue_unavailable: function() {},
_setValue_unavailable: function() {},
BindingType: {
Direct: 0,
EntireArray: 1,
ArrayElement: 2,
HasFromToArray: 3
},
Versioning: {
None: 0,
NeedsUpdate: 1,
MatrixWorldNeedsUpdate: 2
},
GetterByBindingType: [
function getValue_direct(buffer, offset) {
buffer[offset] = this.node[this.propertyName];
},
function getValue_array(buffer, offset) {
var source = this.resolvedProperty;
for (var i = 0, n = source.length; i !== n; ++i) {
buffer[offset++] = source[i];
}
},
function getValue_arrayElement(buffer, offset) {
buffer[offset] = this.resolvedProperty[this.propertyIndex];
},
function getValue_toArray(buffer, offset) {
this.resolvedProperty.toArray(buffer, offset);
}
],
SetterByBindingTypeAndVersioning: [
[
// Direct
function setValue_direct(buffer, offset) {
this.targetObject[this.propertyName] = buffer[offset];
},
function setValue_direct_setNeedsUpdate(buffer, offset) {
this.targetObject[this.propertyName] = buffer[offset];
this.targetObject.needsUpdate = true;
},
function setValue_direct_setMatrixWorldNeedsUpdate(buffer, offset) {
this.targetObject[this.propertyName] = buffer[offset];
this.targetObject.matrixWorldNeedsUpdate = true;
}
],
[
// EntireArray
function setValue_array(buffer, offset) {
var dest = this.resolvedProperty;
for (var i = 0, n = dest.length; i !== n; ++i) {
dest[i] = buffer[offset++];
}
},
function setValue_array_setNeedsUpdate(buffer, offset) {
var dest = this.resolvedProperty;
for (var i = 0, n = dest.length; i !== n; ++i) {
dest[i] = buffer[offset++];
}
this.targetObject.needsUpdate = true;
},
function setValue_array_setMatrixWorldNeedsUpdate(buffer, offset) {
var dest = this.resolvedProperty;
for (var i = 0, n = dest.length; i !== n; ++i) {
dest[i] = buffer[offset++];
}
this.targetObject.matrixWorldNeedsUpdate = true;
}
],
[
// ArrayElement
function setValue_arrayElement(buffer, offset) {
this.resolvedProperty[this.propertyIndex] = buffer[offset];
},
function setValue_arrayElement_setNeedsUpdate(buffer, offset) {
this.resolvedProperty[this.propertyIndex] = buffer[offset];
this.targetObject.needsUpdate = true;
},
function setValue_arrayElement_setMatrixWorldNeedsUpdate(buffer, offset) {
this.resolvedProperty[this.propertyIndex] = buffer[offset];
this.targetObject.matrixWorldNeedsUpdate = true;
}
],
[
// HasToFromArray
function setValue_fromArray(buffer, offset) {
this.resolvedProperty.fromArray(buffer, offset);
},
function setValue_fromArray_setNeedsUpdate(buffer, offset) {
this.resolvedProperty.fromArray(buffer, offset);
this.targetObject.needsUpdate = true;
},
function setValue_fromArray_setMatrixWorldNeedsUpdate(buffer, offset) {
this.resolvedProperty.fromArray(buffer, offset);
this.targetObject.matrixWorldNeedsUpdate = true;
}
]
],
getValue: function getValue_unbound(targetArray, offset) {
this.bind();
this.getValue(targetArray, offset);
// Note: This class uses a State pattern on a per-method basis:
// 'bind' sets 'this.getValue' / 'setValue' and shadows the
// prototype version of these methods with one that represents
// the bound state. When the property is not found, the methods
// become no-ops.
},
setValue: function getValue_unbound(sourceArray, offset) {
this.bind();
this.setValue(sourceArray, offset);
},
// create getter / setter pair for a property in the scene graph
bind: function() {
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('THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.');
return;
}
if (objectName) {
var objectIndex = parsedPath.objectIndex;
// special cases were we need to reach deeper into the hierarchy to get the face materials....
switch (objectName) {
case 'materials':
if (!targetObject.material) {
console.error('THREE.PropertyBinding: Can not bind to material as node does not have a material.', this);
return;
}
if (!targetObject.material.materials) {
console.error('THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this);
return;
}
targetObject = targetObject.material.materials;
break;
case 'bones':
if (!targetObject.skeleton) {
console.error('THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this);
return;
}
// potential future optimization: skip this if propertyIndex is already an integer
// and convert the integer string to a true integer.
targetObject = targetObject.skeleton.bones;
// support resolving morphTarget names into indices.
for (var i = 0; i < targetObject.length; i++) {
if (targetObject[i].name === objectIndex) {
objectIndex = i;
break;
}
}
break;
default:
if (targetObject[objectName] === undefined) {
console.error('THREE.PropertyBinding: Can not bind to objectName of node undefined.', this);
return;
}
targetObject = targetObject[objectName];
}
if (objectIndex !== undefined) {
if (targetObject[objectIndex] === undefined) {
console.error('THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject);
return;
}
targetObject = targetObject[objectIndex];
}
}
// resolve property
var nodeProperty = targetObject[propertyName];
if (nodeProperty === undefined) {
var nodeName = parsedPath.nodeName;
console.error('THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
'.' + propertyName + ' but it wasn\'t found.', targetObject);
return;
}
// determine versioning scheme
var versioning = this.Versioning.None;
this.targetObject = targetObject;
if (targetObject.needsUpdate !== undefined) { // material
versioning = this.Versioning.NeedsUpdate;
} else if (targetObject.matrixWorldNeedsUpdate !== undefined) { // node transform
versioning = this.Versioning.MatrixWorldNeedsUpdate;
}
// determine how the property gets bound
var bindingType = this.BindingType.Direct;
if (propertyIndex !== undefined) {
// access a sub element of the property array (only primitives are supported right now)
if (propertyName === "morphTargetInfluences") {
// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
// support resolving morphTarget names into indices.
if (!targetObject.geometry) {
console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this);
return;
}
if (targetObject.geometry.isBufferGeometry) {
if (!targetObject.geometry.morphAttributes) {
console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this);
return;
}
for (var i = 0; i < this.node.geometry.morphAttributes.position.length; i++) {
if (targetObject.geometry.morphAttributes.position[i].name === propertyIndex) {
propertyIndex = i;
break;
}
}
} else {
if (!targetObject.geometry.morphTargets) {
console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this);
return;
}
for (var i = 0; i < this.node.geometry.morphTargets.length; i++) {
if (targetObject.geometry.morphTargets[i].name === propertyIndex) {
propertyIndex = i;
break;
}
}
}
}
bindingType = this.BindingType.ArrayElement;
this.resolvedProperty = nodeProperty;
this.propertyIndex = propertyIndex;
} else if (nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined) {
// must use copy for Object3D.Euler/Quaternion
bindingType = this.BindingType.HasFromToArray;
this.resolvedProperty = nodeProperty;
} else if (Array.isArray(nodeProperty)) {
bindingType = this.BindingType.EntireArray;
this.resolvedProperty = nodeProperty;
} else {
this.propertyName = propertyName;
}
// select getter / setter
this.getValue = this.GetterByBindingType[bindingType];
this.setValue = this.SetterByBindingTypeAndVersioning[bindingType][versioning];
},
unbind: function() {
this.node = null;
// back to the prototype version of getValue / setValue
// note: avoiding to mutate the shape of 'this' via 'delete'
this.getValue = this._getValue_unbound;
this.setValue = this._setValue_unbound;
}
});
//!\ DECLARE ALIAS AFTER assign prototype !
Object.assign(PropertyBinding.prototype, {
// initial state of these methods that calls 'bind'
_getValue_unbound: PropertyBinding.prototype.getValue,
_setValue_unbound: PropertyBinding.prototype.setValue,
});
/**
*
* A group of objects that receives a shared animation state.
*
* Usage:
*
* - Add objects you would otherwise pass as 'root' to the
* constructor or the .clipAction method of AnimationMixer.
*
* - Instead pass this object as 'root'.
*
* - You can also add and remove objects later when the mixer
* is running.
*
* Note:
*
* Objects of this class appear as one object to the mixer,
* so cache control of the individual objects must be done
* on the group.
*
* Limitation:
*
* - The animated properties must be compatible among the
* all objects in the group.
*
* - A single property can either be controlled through a
* target group or directly, but not both.
*
* @author tschw
*/
function AnimationObjectGroup() {
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;
}
};
}
Object.assign(AnimationObjectGroup.prototype, {
isAnimationObjectGroup: true,
add: function() {
var objects = this._objects,
nObjects = objects.length,
nCachedObjects = this.nCachedObjects_,
indicesByUUID = this._indicesByUUID,
paths = this._paths,
parsedPaths = this._parsedPaths,
bindings = this._bindings,
nBindings = bindings.length,
knownObject = undefined;
for (var i = 0, n = arguments.length; i !== n; ++i) {
var object = arguments[i],
uuid = object.uuid,
index = indicesByUUID[uuid];
if (index === undefined) {
// unknown object -> add it to the ACTIVE region
index = nObjects++;
indicesByUUID[uuid] = index;
objects.push(object);
// accounting is done, now do the same for all bindings
for (var j = 0, m = nBindings; j !== m; ++j) {
bindings[j].push(new PropertyBinding(object, paths[j], parsedPaths[j]));
}
} else if (index < nCachedObjects) {
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('THREE.AnimationObjectGroup: Different objects with the same UUID ' +
'detected. Clean the caches or recreate your infrastructure when reloading scenes.');
} // else the object is already where we want it to be
} // for arguments
this.nCachedObjects_ = nCachedObjects;
},
remove: function() {
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 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; // true -> zero effective time scale
this.enabled = true; // false -> zero effective weight
this.clampWhenFinished = false; // keep feeding the last frame?
this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate
this.zeroSlopeAtEnd = true; // clips for start, loop and end
}
Object.assign(AnimationAction.prototype, {
// State & Scheduling
play: function() {
this._mixer._activateAction(this);
return this;
},
stop: function() {
this._mixer._deactivateAction(this);
return this.reset();
},
reset: function() {
this.paused = false;
this.enabled = true;
this.time = 0; // restart clip
this._loopCount = -1; // forget previous loops
this._startTime = null; // forget scheduling
return this.stopFading().stopWarping();
},
isRunning: function() {
return this.enabled && !this.paused && this.timeScale !== 0 &&
this._startTime === null && this._mixer._isActiveAction(this);
},
// return true when play has been called
isScheduled: function() {
return this._mixer._isActiveAction(this);
},
startAt: function(time) {
this._startTime = time;
return this;
},
setLoop: function(mode, repetitions) {
this.loop = mode;
this.repetitions = repetitions;
return this;
},
// Weight
// set the weight stopping any scheduled fading
// although .enabled = false yields an effective weight of zero, this
// method does *not* change .enabled, because it would be confusing
setEffectiveWeight: function(weight) {
this.weight = weight;
// note: same logic as when updated at runtime
this._effectiveWeight = this.enabled ? weight : 0;
return this.stopFading();
},
// return the weight considering fading and .enabled
getEffectiveWeight: function() {
return this._effectiveWeight;
},
fadeIn: function(duration) {
return this._scheduleFading(duration, 0, 1);
},
fadeOut: function(duration) {
return this._scheduleFading(duration, 1, 0);
},
crossFadeFrom: function(fadeOutAction, duration, warp) {
fadeOutAction.fadeOut(duration);
this.fadeIn(duration);
if (warp) {
var fadeInDuration = this._clip.duration,
fadeOutDuration = fadeOutAction._clip.duration,
startEndRatio = fadeOutDuration / fadeInDuration,
endStartRatio = fadeInDuration / fadeOutDuration;
fadeOutAction.warp(1.0, startEndRatio, duration);
this.warp(endStartRatio, 1.0, duration);
}
return this;
},
crossFadeTo: function(fadeInAction, duration, warp) {
return fadeInAction.crossFadeFrom(this, duration, warp);
},
stopFading: function() {
var weightInterpolant = this._weightInterpolant;
if (weightInterpolant !== null) {
this._weightInterpolant = null;
this._mixer._takeBackControlInterpolant(weightInterpolant);
}
return this;
},
// Time Scale Control
// set the time scale stopping any scheduled warping
// although .paused = true yields an effective time scale of zero, this
// method does *not* change .paused, because it would be confusing
setEffectiveTimeScale: function(timeScale) {
this.timeScale = timeScale;
this._effectiveTimeScale = this.paused ? 0 : timeScale;
return this.stopWarping();
},
// return the time scale considering warping and .paused
getEffectiveTimeScale: function() {
return this._effectiveTimeScale;
},
setDuration: function(duration) {
this.timeScale = this._clip.duration / duration;
return this.stopWarping();
},
syncWith: function(action) {
this.time = action.time;
this.timeScale = action.timeScale;
return this.stopWarping();
},
halt: function(duration) {
return this.warp(this._effectiveTimeScale, 0, duration);
},
warp: function(startTimeScale, endTimeScale, duration) {
var mixer = this._mixer,
now = mixer.time,
interpolant = this._timeScaleInterpolant,
timeScale = this.timeScale;
if (interpolant === null) {
interpolant = mixer._lendControlInterpolant();
this._timeScaleInterpolant = interpolant;
}
var times = interpolant.parameterPositions,
values = interpolant.sampleValues;
times[0] = now;
times[1] = now + duration;
values[0] = startTimeScale / timeScale;
values[1] = endTimeScale / timeScale;
return this;
},
stopWarping: function() {
var timeScaleInterpolant = this._timeScaleInterpolant;
if (timeScaleInterpolant !== null) {
this._timeScaleInterpolant = null;
this._mixer._takeBackControlInterpolant(timeScaleInterpolant);
}
return this;
},
// Object Accessors
getMixer: function() {
return this._mixer;
},
getClip: function() {
return this._clip;
},
getRoot: function() {
return this._localRoot || this._mixer._root;
},
// Interna
_update: function(time, deltaTime, timeDirection, accuIndex) {
// called by the mixer
if (!this.enabled) {
// call ._updateWeight() to update ._effectiveWeight
this._updateWeight(time);
return;
}
var startTime = this._startTime;
if (startTime !== null) {
// check for scheduled start of action
var timeRunning = (time - startTime) * timeDirection;
if (timeRunning < 0 || timeDirection === 0) {
return; // yet to come / don't decide when delta = 0
}
// start
this._startTime = null; // unschedule
deltaTime = timeDirection * timeRunning;
}
// apply time scale and advance time
deltaTime *= this._updateTimeScale(time);
var clipTime = this._updateTime(deltaTime);
// note: _updateTime may disable the action resulting in
// an effective weight of 0
var weight = this._updateWeight(time);
if (weight > 0) {
var interpolants = this._interpolants;
var propertyMixers = this._propertyBindings;
for (var j = 0, m = interpolants.length; j !== m; ++j) {
interpolants[j].evaluate(clipTime);
propertyMixers[j].accumulate(accuIndex, weight);
}
}
},
_updateWeight: function(time) {
var weight = 0;
if (this.enabled) {
weight = this.weight;
var interpolant = this._weightInterpolant;
if (interpolant !== null) {
var interpolantValue = interpolant.evaluate(time)[0];
weight *= interpolantValue;
if (time > interpolant.parameterPositions[1]) {
this.stopFading();
if (interpolantValue === 0) {
// faded out, disable
this.enabled = false;
}
}
}
}
this._effectiveWeight = weight;
return weight;
},
_updateTimeScale: function(time) {
var timeScale = 0;
if (!this.paused) {
timeScale = this.timeScale;
var interpolant = this._timeScaleInterpolant;
if (interpolant !== null) {
var interpolantValue = interpolant.evaluate(time)[0];
timeScale *= interpolantValue;
if (time > interpolant.parameterPositions[1]) {
this.stopWarping();
if (timeScale === 0) {
// motion has halted, pause
this.paused = true;
} else {
// warp done - apply final time scale
this.timeScale = timeScale;
}
}
}
}
this._effectiveTimeScale = timeScale;
return timeScale;
},
_updateTime: function(deltaTime) {
var time = this.time + deltaTime;
var duration = this._clip.duration;
var loop = this.loop;
var loopCount = this._loopCount;
var pingPong = (loop === LoopPingPong);
if (deltaTime === 0) {
if (loopCount === -1) {
return time;
}
return (pingPong && (loopCount & 1) === 1) ? duration - time : time;
}
if (loop === LoopOnce) {
if (loopCount === -1) {
// just started
this._loopCount = 0;
this._setEndings(true, true, false);
}
handle_stop: {
if (time >= duration) {
time = duration;
} else if (time < 0) {
time = 0;
} else {
this.time = time;
break handle_stop;
}
if (this.clampWhenFinished) {
this.paused = true;
} else {
this.enabled = false;
}
this.time = time;
this._mixer.dispatchEvent({
type: 'finished',
action: this,
direction: deltaTime < 0 ? -1 : 1
});
}
} else { // repetitive Repeat or PingPong
if (loopCount === -1) {
// just started
if (deltaTime >= 0) {
loopCount = 0;
this._setEndings(true, this.repetitions === 0, pingPong);
} else {
// when looping in reverse direction, the initial
// transition through zero counts as a repetition,
// so leave loopCount at -1
this._setEndings(this.repetitions === 0, true, pingPong);
}
}
if (time >= duration || time < 0) {
// wrap around
var loopDelta = Math.floor(time / duration); // signed
time -= duration * loopDelta;
loopCount += Math.abs(loopDelta);
var pending = this.repetitions - loopCount;
if (pending <= 0) {
// have to stop (switch state, clamp time, fire event)
if (this.clampWhenFinished) {
this.paused = true;
} else {
this.enabled = false;
}
time = deltaTime > 0 ? duration : 0;
this.time = time;
this._mixer.dispatchEvent({
type: 'finished',
action: this,
direction: deltaTime > 0 ? 1 : -1
});
} else {
// keep running
if (pending === 1) {
// entering the last round
var atStart = deltaTime < 0;
this._setEndings(atStart, !atStart, pingPong);
} else {
this._setEndings(false, false, pingPong);
}
this._loopCount = loopCount;
this.time = time;
this._mixer.dispatchEvent({
type: 'loop',
action: this,
loopDelta: loopDelta
});
}
} else {
this.time = time;
}
if (pingPong && (loopCount & 1) === 1) {
// invert time for the "pong round"
return duration - time;
}
}
return time;
},
_setEndings: function(atStart, atEnd, pingPong) {
var settings = this._interpolantSettings;
if (pingPong) {
settings.endingStart = ZeroSlopeEnding;
settings.endingEnd = ZeroSlopeEnding;
} else {
// assuming for LoopOnce atStart == atEnd == true
if (atStart) {
settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
} else {
settings.endingStart = WrapAroundEnding;
}
if (atEnd) {
settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
} else {
settings.endingEnd = WrapAroundEnding;
}
}
},
_scheduleFading: function(duration, weightNow, weightThen) {
var mixer = this._mixer,
now = mixer.time,
interpolant = this._weightInterpolant;
if (interpolant === null) {
interpolant = mixer._lendControlInterpolant();
this._weightInterpolant = interpolant;
}
var times = interpolant.parameterPositions,
values = interpolant.sampleValues;
times[0] = now;
values[0] = weightNow;
times[1] = now + duration;
values[1] = weightThen;
return this;
}
});
/**
*
* Player for AnimationClips.
*
*
* @author Ben Houston / http://clara.io/
* @author David Sarno / http://lighthaus.us/
* @author tschw
*/
function AnimationMixer(root) {
this._root = root;
this._initMemoryManager();
this._accuIndex = 0;
this.time = 0;
this.timeScale = 1.0;
}
AnimationMixer.prototype = Object.assign(Object.create(EventDispatcher.prototype), {
constructor: AnimationMixer,
_bindAction: function(action, prototypeAction) {
var root = action._localRoot || this._root,
tracks = action._clip.tracks,
nTracks = tracks.length,
bindings = action._propertyBindings,
interpolants = action._interpolants,
rootUuid = root.uuid,
bindingsByRoot = this._bindingsByRootAndName,
bindingsByName = bindingsByRoot[rootUuid];
if (bindingsByName === undefined) {
bindingsByName = {};
bindingsByRoot[rootUuid] = bindingsByName;
}
for (var i = 0; i !== nTracks; ++i) {
var track = tracks[i],
trackName = track.name,
binding = bindingsByName[trackName];
if (binding !== undefined) {
bindings[i] = binding;
} else {
binding = bindings[i];
if (binding !== undefined) {
// existing binding, make sure the cache knows
if (binding._cacheIndex === null) {
++binding.referenceCount;
this._addInactiveBinding(binding, rootUuid, trackName);
}
continue;
}
var path = prototypeAction && prototypeAction.
_propertyBindings[i].binding.parsedPath;
binding = new PropertyMixer(
PropertyBinding.create(root, trackName, path),
track.ValueTypeName, track.getValueSize());
++binding.referenceCount;
this._addInactiveBinding(binding, rootUuid, trackName);
bindings[i] = binding;
}
interpolants[i].resultBuffer = binding.buffer;
}
},
_activateAction: function(action) {
if (!this._isActiveAction(action)) {
if (action._cacheIndex === null) {
// this action has been forgotten by the cache, but the user
// appears to be still using it -> rebind
var rootUuid = (action._localRoot || this._root).uuid,
clipUuid = action._clip.uuid,
actionsForClip = this._actionsByClip[clipUuid];
this._bindAction(action,
actionsForClip && actionsForClip.knownActions[0]);
this._addInactiveAction(action, clipUuid, rootUuid);
}
var bindings = action._propertyBindings;
// increment reference counts / sort out state
for (var i = 0, n = bindings.length; i !== n; ++i) {
var binding = bindings[i];
if (binding.useCount++ === 0) {
this._lendBinding(binding);
binding.saveOriginalState();
}
}
this._lendAction(action);
}
},
_deactivateAction: function(action) {
if (this._isActiveAction(action)) {
var bindings = action._propertyBindings;
// decrement reference counts / sort out state
for (var i = 0, n = bindings.length; i !== n; ++i) {
var binding = bindings[i];
if (--binding.useCount === 0) {
binding.restoreOriginalState();
this._takeBackBinding(binding);
}
}
this._takeBackAction(action);
}
},
// Memory manager
_initMemoryManager: function() {
this._actions = []; // 'nActiveActions' followed by inactive ones
this._nActiveActions = 0;
this._actionsByClip = {};
// inside:
// {
// knownActions: Array< AnimationAction > - used as prototypes
// actionByRoot: AnimationAction - lookup
// }
this._bindings = []; // 'nActiveBindings' followed by inactive ones
this._nActiveBindings = 0;
this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
this._controlInterpolants = []; // same game as above
this._nActiveControlInterpolants = 0;
var scope = this;
this.stats = {
actions: {
get total() {
return scope._actions.length;
},
get inUse() {
return scope._nActiveActions;
}
},
bindings: {
get total() {
return scope._bindings.length;
},
get inUse() {
return scope._nActiveBindings;
}
},
controlInterpolants: {
get total() {
return scope._controlInterpolants.length;
},
get inUse() {
return scope._nActiveControlInterpolants;
}
}
};
},
// Memory management for AnimationAction objects
_isActiveAction: function(action) {
var index = action._cacheIndex;
return index !== null && index < this._nActiveActions;
},
_addInactiveAction: function(action, clipUuid, rootUuid) {
var actions = this._actions,
actionsByClip = this._actionsByClip,
actionsForClip = actionsByClip[clipUuid];
if (actionsForClip === undefined) {
actionsForClip = {
knownActions: [action],
actionByRoot: {}
};
action._byClipCacheIndex = 0;
actionsByClip[clipUuid] = actionsForClip;
} else {
var knownActions = actionsForClip.knownActions;
action._byClipCacheIndex = knownActions.length;
knownActions.push(action);
}
action._cacheIndex = actions.length;
actions.push(action);
actionsForClip.actionByRoot[rootUuid] = action;
},
_removeInactiveAction: function(action) {
var actions = this._actions,
lastInactiveAction = actions[actions.length - 1],
cacheIndex = action._cacheIndex;
lastInactiveAction._cacheIndex = cacheIndex;
actions[cacheIndex] = lastInactiveAction;
actions.pop();
action._cacheIndex = null;
var clipUuid = action._clip.uuid,
actionsByClip = this._actionsByClip,
actionsForClip = actionsByClip[clipUuid],
knownActionsForClip = actionsForClip.knownActions,
lastKnownAction =
knownActionsForClip[knownActionsForClip.length - 1],
byClipCacheIndex = action._byClipCacheIndex;
lastKnownAction._byClipCacheIndex = byClipCacheIndex;
knownActionsForClip[byClipCacheIndex] = lastKnownAction;
knownActionsForClip.pop();
action._byClipCacheIndex = null;
var actionByRoot = actionsForClip.actionByRoot,
rootUuid = (action._localRoot || this._root).uuid;
delete actionByRoot[rootUuid];
if (knownActionsForClip.length === 0) {
delete actionsByClip[clipUuid];
}
this._removeInactiveBindingsForAction(action);
},
_removeInactiveBindingsForAction: function(action) {
var bindings = action._propertyBindings;
for (var i = 0, n = bindings.length; i !== n; ++i) {
var binding = bindings[i];
if (--binding.referenceCount === 0) {
this._removeInactiveBinding(binding);
}
}
},
_lendAction: function(action) {
// [ active actions | inactive actions ]
// [ active actions >| inactive actions ]
// s a
// <-swap->
// a s
var actions = this._actions,
prevIndex = action._cacheIndex,
lastActiveIndex = this._nActiveActions++,
firstInactiveAction = actions[lastActiveIndex];
action._cacheIndex = lastActiveIndex;
actions[lastActiveIndex] = action;
firstInactiveAction._cacheIndex = prevIndex;
actions[prevIndex] = firstInactiveAction;
},
_takeBackAction: function(action) {
// [ active actions | inactive actions ]
// [ active actions |< inactive actions ]
// a s
// <-swap->
// s a
var actions = this._actions,
prevIndex = action._cacheIndex,
firstInactiveIndex = --this._nActiveActions,
lastActiveAction = actions[firstInactiveIndex];
action._cacheIndex = firstInactiveIndex;
actions[firstInactiveIndex] = action;
lastActiveAction._cacheIndex = prevIndex;
actions[prevIndex] = lastActiveAction;
},
// Memory management for PropertyMixer objects
_addInactiveBinding: function(binding, rootUuid, trackName) {
var bindingsByRoot = this._bindingsByRootAndName,
bindingByName = bindingsByRoot[rootUuid],
bindings = this._bindings;
if (bindingByName === undefined) {
bindingByName = {};
bindingsByRoot[rootUuid] = bindingByName;
}
bindingByName[trackName] = binding;
binding._cacheIndex = bindings.length;
bindings.push(binding);
},
_removeInactiveBinding: function(binding) {
var bindings = this._bindings,
propBinding = binding.binding,
rootUuid = propBinding.rootNode.uuid,
trackName = propBinding.path,
bindingsByRoot = this._bindingsByRootAndName,
bindingByName = bindingsByRoot[rootUuid],
lastInactiveBinding = bindings[bindings.length - 1],
cacheIndex = binding._cacheIndex;
lastInactiveBinding._cacheIndex = cacheIndex;
bindings[cacheIndex] = lastInactiveBinding;
bindings.pop();
delete bindingByName[trackName];
if (Object.keys(bindingByName).length === 0) {
delete bindingsByRoot[rootUuid];
}
},
_lendBinding: function(binding) {
var bindings = this._bindings,
prevIndex = binding._cacheIndex,
lastActiveIndex = this._nActiveBindings++,
firstInactiveBinding = bindings[lastActiveIndex];
binding._cacheIndex = lastActiveIndex;
bindings[lastActiveIndex] = binding;
firstInactiveBinding._cacheIndex = prevIndex;
bindings[prevIndex] = firstInactiveBinding;
},
_takeBackBinding: function(binding) {
var bindings = this._bindings,
prevIndex = binding._cacheIndex,
firstInactiveIndex = --this._nActiveBindings,
lastActiveBinding = bindings[firstInactiveIndex];
binding._cacheIndex = firstInactiveIndex;
bindings[firstInactiveIndex] = binding;
lastActiveBinding._cacheIndex = prevIndex;
bindings[prevIndex] = lastActiveBinding;
},
// Memory management of Interpolants for weight and time scale
_lendControlInterpolant: function() {
var interpolants = this._controlInterpolants,
lastActiveIndex = this._nActiveControlInterpolants++,
interpolant = interpolants[lastActiveIndex];
if (interpolant === undefined) {
interpolant = new LinearInterpolant(
new Float32Array(2), new Float32Array(2),
1, this._controlInterpolantsResultBuffer);
interpolant.__cacheIndex = lastActiveIndex;
interpolants[lastActiveIndex] = interpolant;
}
return interpolant;
},
_takeBackControlInterpolant: function(interpolant) {
var interpolants = this._controlInterpolants,
prevIndex = interpolant.__cacheIndex,
firstInactiveIndex = --this._nActiveControlInterpolants,
lastActiveInterpolant = interpolants[firstInactiveIndex];
interpolant.__cacheIndex = firstInactiveIndex;
interpolants[firstInactiveIndex] = interpolant;
lastActiveInterpolant.__cacheIndex = prevIndex;
interpolants[prevIndex] = lastActiveInterpolant;
},
_controlInterpolantsResultBuffer: new Float32Array(1),
// return an action for a clip optionally using a custom root target
// object (this method allocates a lot of dynamic memory in case a
// previously unknown clip/root combination is specified)
clipAction: function(clip, optionalRoot) {
var root = optionalRoot || this._root,
rootUuid = root.uuid,
clipObject = typeof clip === 'string' ?
AnimationClip.findByName(root, clip) : clip,
clipUuid = clipObject !== null ? clipObject.uuid : clip,
actionsForClip = this._actionsByClip[clipUuid],
prototypeAction = null;
if (actionsForClip !== undefined) {
var existingAction =
actionsForClip.actionByRoot[rootUuid];
if (existingAction !== undefined) {
return existingAction;
}
// we know the clip, so we don't have to parse all
// the bindings again but can just copy
prototypeAction = actionsForClip.knownActions[0];
// also, take the clip from the prototype action
if (clipObject === null) {
clipObject = prototypeAction._clip;
}
}
// clip must be known when specified via string
if (clipObject === null) {
return null;
}
// allocate all resources required to run it
var newAction = new AnimationAction(this, clipObject, optionalRoot);
this._bindAction(newAction, prototypeAction);
// and make the action known to the memory manager
this._addInactiveAction(newAction, clipUuid, rootUuid);
return newAction;
},
// get an existing action
existingAction: function(clip, optionalRoot) {
var root = optionalRoot || this._root,
rootUuid = root.uuid,
clipObject = typeof clip === 'string' ?
AnimationClip.findByName(root, clip) : clip,
clipUuid = clipObject ? clipObject.uuid : clip,
actionsForClip = this._actionsByClip[clipUuid];
if (actionsForClip !== undefined) {
return actionsForClip.actionByRoot[rootUuid] || null;
}
return null;
},
// deactivates all previously scheduled actions
stopAllAction: function() {
var actions = this._actions,
nActions = this._nActiveActions,
bindings = this._bindings,
nBindings = this._nActiveBindings;
this._nActiveActions = 0;
this._nActiveBindings = 0;
for (var i = 0; i !== nActions; ++i) {
actions[i].reset();
}
for (var i = 0; i !== nBindings; ++i) {
bindings[i].useCount = 0;
}
return this;
},
// advance the time and update apply the animation
update: function(deltaTime) {
deltaTime *= this.timeScale;
var actions = this._actions,
nActions = this._nActiveActions,
time = this.time += deltaTime,
timeDirection = Math.sign(deltaTime),
accuIndex = this._accuIndex ^= 1;
// run active actions
for (var i = 0; i !== nActions; ++i) {
var action = actions[i];
action._update(time, deltaTime, timeDirection, accuIndex);
}
// update scene graph
var bindings = this._bindings,
nBindings = this._nActiveBindings;
for (var i = 0; i !== nBindings; ++i) {
bindings[i].apply(accuIndex);
}
return this;
},
// Allows you to seek to a specific time in an animation.
setTime: function(timeInSeconds) {
this.time = 0; // Zero out time attribute for AnimationMixer object;
for (var i = 0; i < this._actions.length; i++) {
this._actions[i].time = 0; // Zero out time attribute for all associated AnimationAction objects.
}
return this.update(timeInSeconds); // Update used to set exact time. Returns "this" AnimationMixer object.
},
// return this mixer's root target object
getRoot: function() {
return this._root;
},
// free all resources specific to a particular clip
uncacheClip: function(clip) {
var actions = this._actions,
clipUuid = clip.uuid,
actionsByClip = this._actionsByClip,
actionsForClip = actionsByClip[clipUuid];
if (actionsForClip !== undefined) {
// note: just calling _removeInactiveAction would mess up the
// iteration state and also require updating the state we can
// just throw away
var actionsToRemove = actionsForClip.knownActions;
for (var i = 0, n = actionsToRemove.length; i !== n; ++i) {
var action = actionsToRemove[i];
this._deactivateAction(action);
var cacheIndex = action._cacheIndex,
lastInactiveAction = actions[actions.length - 1];
action._cacheIndex = null;
action._byClipCacheIndex = null;
lastInactiveAction._cacheIndex = cacheIndex;
actions[cacheIndex] = lastInactiveAction;
actions.pop();
this._removeInactiveBindingsForAction(action);
}
delete actionsByClip[clipUuid];
}
},
// free all resources specific to a particular root target object
uncacheRoot: function(root) {
var rootUuid = root.uuid,
actionsByClip = this._actionsByClip;
for (var clipUuid in actionsByClip) {
var actionByRoot = actionsByClip[clipUuid].actionByRoot,
action = actionByRoot[rootUuid];
if (action !== undefined) {
this._deactivateAction(action);
this._removeInactiveAction(action);
}
}
var bindingsByRoot = this._bindingsByRootAndName,
bindingByName = bindingsByRoot[rootUuid];
if (bindingByName !== undefined) {
for (var trackName in bindingByName) {
var binding = bindingByName[trackName];
binding.restoreOriginalState();
this._removeInactiveBinding(binding);
}
}
},
// remove a targeted clip from the cache
uncacheAction: function(clip, optionalRoot) {
var action = this.existingAction(clip, optionalRoot);
if (action !== null) {
this._deactivateAction(action);
this._removeInactiveAction(action);
}
}
});
/**
* @author mrdoob / http://mrdoob.com/
*/
function Uniform(value) {
if (typeof value === 'string') {
console.warn('THREE.Uniform: Type parameter is no longer needed.');
value = arguments[1];
}
this.value = value;
}
Uniform.prototype.clone = function() {
return new Uniform(this.value.clone === undefined ? this.value : this.value.clone());
};
/**
* @author benaadams / https://twitter.com/ben_a_adams
*/
function InstancedInterleavedBuffer(array, stride, meshPerAttribute) {
InterleavedBuffer.call(this, array, stride);
this.meshPerAttribute = meshPerAttribute || 1;
}
InstancedInterleavedBuffer.prototype = Object.assign(Object.create(InterleavedBuffer.prototype), {
constructor: InstancedInterleavedBuffer,
isInstancedInterleavedBuffer: true,
copy: function(source) {
InterleavedBuffer.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.camera = null;
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);
}
}
}
Object.assign(Raycaster.prototype, {
linePrecision: 1,
set: function(origin, direction) {
// direction is assumed to be normalized (for accurate distance calculations)
this.ray.set(origin, direction);
},
setFromCamera: function(coords, camera) {
if ((camera && camera.isPerspectiveCamera)) {
this.ray.origin.setFromMatrixPosition(camera.matrixWorld);
this.ray.direction.set(coords.x, coords.y, 0.5).unproject(camera).sub(this.ray.origin).normalize();
this.camera = camera;
} else if ((camera && camera.isOrthographicCamera)) {
this.ray.origin.set(coords.x, coords.y, (camera.near + camera.far) / (camera.near - camera.far)).unproject(camera); // set origin in plane of camera
this.ray.direction.set(0, 0, -1).transformDirection(camera.matrixWorld);
this.camera = camera;
} else {
console.error('THREE.Raycaster: Unsupported camera type.');
}
},
intersectObject: function(object, recursive, optionalTarget) {
var intersects = optionalTarget || [];
intersectObject(object, this, intersects, recursive);
intersects.sort(ascSort);
return intersects;
},
intersectObjects: function(objects, recursive, optionalTarget) {
var intersects = optionalTarget || [];
if (Array.isArray(objects) === false) {
console.warn('THREE.Raycaster.intersectObjects: objects is not an Array.');
return intersects;
}
for (var i = 0, l = objects.length; i < l; i++) {
intersectObject(objects[i], this, intersects, recursive);
}
intersects.sort(ascSort);
return intersects;
}
});
/**
* @author bhouston / http://clara.io
* @author WestLangley / http://github.com/WestLangley
*
* Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
*
* The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
* The azimuthal angle (theta) is measured from the positive z-axis.
*/
function Spherical(radius, phi, theta) {
this.radius = (radius !== undefined) ? radius : 1.0;
this.phi = (phi !== undefined) ? phi : 0; // polar angle
this.theta = (theta !== undefined) ? theta : 0; // azimuthal angle
return this;
}
Object.assign(Spherical.prototype, {
set: function(radius, phi, theta) {
this.radius = radius;
this.phi = phi;
this.theta = theta;
return this;
},
clone: function() {
return new this.constructor().copy(this);
},
copy: function(other) {
this.radius = other.radius;
this.phi = other.phi;
this.theta = other.theta;
return this;
},
// restrict phi to be betwee EPS and PI-EPS
makeSafe: function() {
var EPS = 0.000001;
this.phi = Math.max(EPS, Math.min(Math.PI - EPS, this.phi));
return this;
},
setFromVector3: function(v) {
return this.setFromCartesianCoords(v.x, v.y, v.z);
},
setFromCartesianCoords: function(x, y, z) {
this.radius = Math.sqrt(x * x + y * y + z * z);
if (this.radius === 0) {
this.theta = 0;
this.phi = 0;
} else {
this.theta = Math.atan2(x, z);
this.phi = Math.acos(_Math.clamp(y / this.radius, -1, 1));
}
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;
}
Object.assign(Cylindrical.prototype, {
set: function(radius, theta, y) {
this.radius = radius;
this.theta = theta;
this.y = y;
return this;
},
clone: function() {
return new this.constructor().copy(this);
},
copy: function(other) {
this.radius = other.radius;
this.theta = other.theta;
this.y = other.y;
return this;
},
setFromVector3: function(v) {
return this.setFromCartesianCoords(v.x, v.y, v.z);
},
setFromCartesianCoords: function(x, y, z) {
this.radius = Math.sqrt(x * x + z * z);
this.theta = Math.atan2(x, z);
this.y = y;
return this;
}
});
/**
* @author bhouston / http://clara.io
*/
var _vector$8 = new Vector2();
function Box2(min, max) {
this.min = (min !== undefined) ? min : new Vector2(+Infinity, +Infinity);
this.max = (max !== undefined) ? max : new Vector2(-Infinity, -Infinity);
}
Object.assign(Box2.prototype, {
set: function(min, max) {
this.min.copy(min);
this.max.copy(max);
return this;
},
setFromPoints: function(points) {
this.makeEmpty();
for (var i = 0, il = points.length; i < il; i++) {
this.expandByPoint(points[i]);
}
return this;
},
setFromCenterAndSize: function(center, size) {
var halfSize = _vector$8.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(target) {
if (target === undefined) {
console.warn('THREE.Box2: .getCenter() target is now required');
target = new Vector2();
}
return this.isEmpty() ? target.set(0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);
},
getSize: function(target) {
if (target === undefined) {
console.warn('THREE.Box2: .getSize() target is now required');
target = new Vector2();
}
return this.isEmpty() ? target.set(0, 0) : target.subVectors(this.max, this.min);
},
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, target) {
// This can potentially have a divide by zero if the box
// has a size dimension of 0.
if (target === undefined) {
console.warn('THREE.Box2: .getParameter() target is now required');
target = new Vector2();
}
return target.set(
(point.x - this.min.x) / (this.max.x - this.min.x),
(point.y - this.min.y) / (this.max.y - this.min.y)
);
},
intersectsBox: function(box) {
// using 4 splitting planes to rule out intersections
return box.max.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, target) {
if (target === undefined) {
console.warn('THREE.Box2: .clampPoint() target is now required');
target = new Vector2();
}
return target.copy(point).clamp(this.min, this.max);
},
distanceToPoint: function(point) {
var clampedPoint = _vector$8.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 bhouston / http://clara.io
*/
var _startP = new Vector3();
var _startEnd = new Vector3();
function Line3(start, end) {
this.start = (start !== undefined) ? start : new Vector3();
this.end = (end !== undefined) ? end : new Vector3();
}
Object.assign(Line3.prototype, {
set: function(start, end) {
this.start.copy(start);
this.end.copy(end);
return this;
},
clone: function() {
return new this.constructor().copy(this);
},
copy: function(line) {
this.start.copy(line.start);
this.end.copy(line.end);
return this;
},
getCenter: function(target) {
if (target === undefined) {
console.warn('THREE.Line3: .getCenter() target is now required');
target = new Vector3();
}
return target.addVectors(this.start, this.end).multiplyScalar(0.5);
},
delta: function(target) {
if (target === undefined) {
console.warn('THREE.Line3: .delta() target is now required');
target = new Vector3();
}
return target.subVectors(this.end, this.start);
},
distanceSq: function() {
return this.start.distanceToSquared(this.end);
},
distance: function() {
return this.start.distanceTo(this.end);
},
at: function(t, target) {
if (target === undefined) {
console.warn('THREE.Line3: .at() target is now required');
target = new Vector3();
}
return this.delta(target).multiplyScalar(t).add(this.start);
},
closestPointToPointParameter: function(point, clampToLine) {
_startP.subVectors(point, this.start);
_startEnd.subVectors(this.end, this.start);
var startEnd2 = _startEnd.dot(_startEnd);
var startEnd_startP = _startEnd.dot(_startP);
var t = startEnd_startP / startEnd2;
if (clampToLine) {
t = _Math.clamp(t, 0, 1);
}
return t;
},
closestPointToPoint: function(point, clampToLine, target) {
var t = this.closestPointToPointParameter(point, clampToLine);
if (target === undefined) {
console.warn('THREE.Line3: .closestPointToPoint() target is now required');
target = new Vector3();
}
return this.delta(target).multiplyScalar(t).add(this.start);
},
applyMatrix4: function(matrix) {
this.start.applyMatrix4(matrix);
this.end.applyMatrix4(matrix);
return this;
},
equals: function(line) {
return line.start.equals(this.start) && line.end.equals(this.end);
}
});
/**
* @author 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 alteredq / http://alteredqualia.com/
* @author mrdoob / http://mrdoob.com/
* @author WestLangley / http://github.com/WestLangley
*/
var _vector$9 = new Vector3();
function SpotLightHelper(light, color) {
Object3D.call(this);
this.light = light;
this.light.updateMatrixWorld();
this.matrix = light.matrixWorld;
this.matrixAutoUpdate = false;
this.color = color;
var geometry = new BufferGeometry();
var positions = [
0, 0, 0, 0, 0, 1,
0, 0, 0, 1, 0, 1,
0, 0, 0, -1, 0, 1,
0, 0, 0, 0, 1, 1,
0, 0, 0, 0, -1, 1
];
for (var i = 0, j = 1, l = 32; i < l; i++, j++) {
var p1 = (i / l) * Math.PI * 2;
var p2 = (j / l) * Math.PI * 2;
positions.push(
Math.cos(p1), Math.sin(p1), 1,
Math.cos(p2), Math.sin(p2), 1
);
}
geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
var material = new LineBasicMaterial({
fog: false
});
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() {
this.light.updateMatrixWorld();
var coneLength = this.light.distance ? this.light.distance : 1000;
var coneWidth = coneLength * Math.tan(this.light.angle);
this.cone.scale.set(coneWidth, coneWidth, coneLength);
_vector$9.setFromMatrixPosition(this.light.target.matrixWorld);
this.cone.lookAt(_vector$9);
if (this.color !== undefined) {
this.cone.material.color.set(this.color);
} else {
this.cone.material.color.copy(this.light.color);
}
};
/**
* @author Sean Griffin / http://twitter.com/sgrif
* @author Michael Guerrero / http://realitymeltdown.com
* @author mrdoob / http://mrdoob.com/
* @author ikerr / http://verold.com
* @author Mugen87 / https://github.com/Mugen87
*/
var _vector$a = new Vector3();
var _boneMatrix = new Matrix4();
var _matrixWorldInv = new Matrix4();
function getBoneList(object) {
var boneList = [];
if (object && object.isBone) {
boneList.push(object);
}
for (var i = 0; i < object.children.length; i++) {
boneList.push.apply(boneList, getBoneList(object.children[i]));
}
return boneList;
}
function SkeletonHelper(object) {
var bones = getBoneList(object);
var geometry = new BufferGeometry();
var vertices = [];
var colors = [];
var color1 = new Color(0, 0, 1);
var color2 = new Color(0, 1, 0);
for (var i = 0; i < bones.length; i++) {
var bone = bones[i];
if (bone.parent && bone.parent.isBone) {
vertices.push(0, 0, 0);
vertices.push(0, 0, 0);
colors.push(color1.r, color1.g, color1.b);
colors.push(color2.r, color2.g, color2.b);
}
}
geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
var material = new LineBasicMaterial({
vertexColors: VertexColors,
depthTest: false,
depthWrite: false,
transparent: true
});
LineSegments.call(this, geometry, material);
this.root = object;
this.bones = bones;
this.matrix = object.matrixWorld;
this.matrixAutoUpdate = false;
}
SkeletonHelper.prototype = Object.create(LineSegments.prototype);
SkeletonHelper.prototype.constructor = SkeletonHelper;
SkeletonHelper.prototype.updateMatrixWorld = function(force) {
var bones = this.bones;
var geometry = this.geometry;
var position = geometry.getAttribute('position');
_matrixWorldInv.getInverse(this.root.matrixWorld);
for (var i = 0, j = 0; i < bones.length; i++) {
var bone = bones[i];
if (bone.parent && bone.parent.isBone) {
_boneMatrix.multiplyMatrices(_matrixWorldInv, bone.matrixWorld);
_vector$a.setFromMatrixPosition(_boneMatrix);
position.setXYZ(j, _vector$a.x, _vector$a.y, _vector$a.z);
_boneMatrix.multiplyMatrices(_matrixWorldInv, bone.parent.matrixWorld);
_vector$a.setFromMatrixPosition(_boneMatrix);
position.setXYZ(j + 1, _vector$a.x, _vector$a.y, _vector$a.z);
j += 2;
}
}
geometry.getAttribute('position').needsUpdate = true;
Object3D.prototype.updateMatrixWorld.call(this, force);
};
/**
* @author alteredq / http://alteredqualia.com/
* @author mrdoob / http://mrdoob.com/
*/
function PointLightHelper(light, sphereSize, color) {
this.light = light;
this.light.updateMatrixWorld();
this.color = color;
var geometry = new SphereBufferGeometry(sphereSize, 4, 2);
var material = new MeshBasicMaterial({
wireframe: true,
fog: false
});
Mesh.call(this, geometry, material);
this.matrix = this.light.matrixWorld;
this.matrixAutoUpdate = false;
this.update();
/*
var distanceGeometry = new THREE.IcosahedronBufferGeometry( 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() {
if (this.color !== undefined) {
this.material.color.set(this.color);
} else {
this.material.color.copy(this.light.color);
}
/*
var d = this.light.distance;
if ( d === 0.0 ) {
this.lightDistance.visible = false;
} else {
this.lightDistance.visible = true;
this.lightDistance.scale.set( d, d, d );
}
*/
};
/**
* @author alteredq / http://alteredqualia.com/
* @author mrdoob / http://mrdoob.com/
* @author Mugen87 / https://github.com/Mugen87
*/
var _vector$b = new Vector3();
var _color1 = new Color();
var _color2 = new Color();
function HemisphereLightHelper(light, size, color) {
Object3D.call(this);
this.light = light;
this.light.updateMatrixWorld();
this.matrix = light.matrixWorld;
this.matrixAutoUpdate = false;
this.color = color;
var geometry = new OctahedronBufferGeometry(size);
geometry.rotateY(Math.PI * 0.5);
this.material = new MeshBasicMaterial({
wireframe: true,
fog: false
});
if (this.color === undefined) {
this.material.vertexColors = VertexColors;
}
var position = geometry.getAttribute('position');
var colors = new Float32Array(position.count * 3);
geometry.setAttribute('color', new BufferAttribute(colors, 3));
this.add(new Mesh(geometry, this.material));
this.update();
}
HemisphereLightHelper.prototype = Object.create(Object3D.prototype);
HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
HemisphereLightHelper.prototype.dispose = function() {
this.children[0].geometry.dispose();
this.children[0].material.dispose();
};
HemisphereLightHelper.prototype.update = function() {
var mesh = this.children[0];
if (this.color !== undefined) {
this.material.color.set(this.color);
} else {
var colors = mesh.geometry.getAttribute('color');
_color1.copy(this.light.color);
_color2.copy(this.light.groundColor);
for (var i = 0, l = colors.count; i < l; i++) {
var color = (i < (l / 2)) ? _color1 : _color2;
colors.setXYZ(i, color.r, color.g, color.b);
}
colors.needsUpdate = true;
}
mesh.lookAt(_vector$b.setFromMatrixPosition(this.light.matrixWorld).negate());
};
/**
* @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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
var material = new LineBasicMaterial({
vertexColors: VertexColors
});
LineSegments.call(this, geometry, material);
}
GridHelper.prototype = Object.assign(Object.create(LineSegments.prototype), {
constructor: GridHelper,
copy: function(source) {
LineSegments.prototype.copy.call(this, source);
this.geometry.copy(source.geometry);
this.material.copy(source.material);
return this;
},
clone: function() {
return new this.constructor().copy(this);
}
});
/**
* @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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
geometry.setAttribute('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 alteredq / http://alteredqualia.com/
* @author mrdoob / http://mrdoob.com/
* @author WestLangley / http://github.com/WestLangley
*/
var _v1$5 = new Vector3();
var _v2$3 = new Vector3();
var _v3$1 = new Vector3();
function DirectionalLightHelper(light, size, color) {
Object3D.call(this);
this.light = light;
this.light.updateMatrixWorld();
this.matrix = light.matrixWorld;
this.matrixAutoUpdate = false;
this.color = color;
if (size === undefined) {
size = 1;
}
var geometry = new BufferGeometry();
geometry.setAttribute('position', new Float32BufferAttribute([
-size, size, 0,
size, size, 0,
size, -size, 0,
-size, -size, 0,
-size, size, 0
], 3));
var material = new LineBasicMaterial({
fog: false
});
this.lightPlane = new Line(geometry, material);
this.add(this.lightPlane);
geometry = new BufferGeometry();
geometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 0, 1], 3));
this.targetLine = new Line(geometry, material);
this.add(this.targetLine);
this.update();
}
DirectionalLightHelper.prototype = Object.create(Object3D.prototype);
DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
DirectionalLightHelper.prototype.dispose = function() {
this.lightPlane.geometry.dispose();
this.lightPlane.material.dispose();
this.targetLine.geometry.dispose();
this.targetLine.material.dispose();
};
DirectionalLightHelper.prototype.update = function() {
_v1$5.setFromMatrixPosition(this.light.matrixWorld);
_v2$3.setFromMatrixPosition(this.light.target.matrixWorld);
_v3$1.subVectors(_v2$3, _v1$5);
this.lightPlane.lookAt(_v2$3);
if (this.color !== undefined) {
this.lightPlane.material.color.set(this.color);
this.targetLine.material.color.set(this.color);
} else {
this.lightPlane.material.color.copy(this.light.color);
this.targetLine.material.color.copy(this.light.color);
}
this.targetLine.lookAt(_v2$3);
this.targetLine.scale.z = _v3$1.length();
};
/**
* @author alteredq / http://alteredqualia.com/
* @author Mugen87 / https://github.com/Mugen87
*
* - shows frustum, line of sight and up of the camera
* - suitable for fast updates
* - based on frustum visualization in lightgl.js shadowmap example
* http://evanw.github.com/lightgl.js/tests/shadowmap.html
*/
var _vector$c = new Vector3();
var _camera = new Camera();
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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
geometry.setAttribute('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 = this.geometry;
var pointMap = this.pointMap;
var w = 1,
h = 1;
// we need just camera projection matrix inverse
// world matrix must be identity
_camera.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse);
// center / target
setPoint('c', pointMap, geometry, _camera, 0, 0, -1);
setPoint('t', pointMap, geometry, _camera, 0, 0, 1);
// near
setPoint('n1', pointMap, geometry, _camera, -w, -h, -1);
setPoint('n2', pointMap, geometry, _camera, w, -h, -1);
setPoint('n3', pointMap, geometry, _camera, -w, h, -1);
setPoint('n4', pointMap, geometry, _camera, w, h, -1);
// far
setPoint('f1', pointMap, geometry, _camera, -w, -h, 1);
setPoint('f2', pointMap, geometry, _camera, w, -h, 1);
setPoint('f3', pointMap, geometry, _camera, -w, h, 1);
setPoint('f4', pointMap, geometry, _camera, w, h, 1);
// up
setPoint('u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, -1);
setPoint('u2', pointMap, geometry, _camera, -w * 0.7, h * 1.1, -1);
setPoint('u3', pointMap, geometry, _camera, 0, h * 2, -1);
// cross
setPoint('cf1', pointMap, geometry, _camera, -w, 0, 1);
setPoint('cf2', pointMap, geometry, _camera, w, 0, 1);
setPoint('cf3', pointMap, geometry, _camera, 0, -h, 1);
setPoint('cf4', pointMap, geometry, _camera, 0, h, 1);
setPoint('cn1', pointMap, geometry, _camera, -w, 0, -1);
setPoint('cn2', pointMap, geometry, _camera, w, 0, -1);
setPoint('cn3', pointMap, geometry, _camera, 0, -h, -1);
setPoint('cn4', pointMap, geometry, _camera, 0, h, -1);
geometry.getAttribute('position').needsUpdate = true;
};
function setPoint(point, pointMap, geometry, camera, x, y, z) {
_vector$c.set(x, y, z).unproject(camera);
var points = pointMap[point];
if (points !== undefined) {
var position = geometry.getAttribute('position');
for (var i = 0, l = points.length; i < l; i++) {
position.setXYZ(points[i], _vector$c.x, _vector$c.y, _vector$c.z);
}
}
}
/**
* @author mrdoob / http://mrdoob.com/
* @author Mugen87 / http://github.com/Mugen87
*/
var _box$3 = new Box3();
function BoxHelper(object, color) {
this.object = object;
if (color === undefined) {
color = 0xffff00;
}
var indices = new Uint16Array([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7]);
var positions = new Float32Array(8 * 3);
var geometry = new BufferGeometry();
geometry.setIndex(new BufferAttribute(indices, 1));
geometry.setAttribute('position', new BufferAttribute(positions, 3));
LineSegments.call(this, geometry, new LineBasicMaterial({
color: color
}));
this.matrixAutoUpdate = false;
this.update();
}
BoxHelper.prototype = Object.create(LineSegments.prototype);
BoxHelper.prototype.constructor = BoxHelper;
BoxHelper.prototype.update = function(object) {
if (object !== undefined) {
console.warn('THREE.BoxHelper: .update() has no longer arguments.');
}
if (this.object !== undefined) {
_box$3.setFromObject(this.object);
}
if (_box$3.isEmpty()) {
return;
}
var min = _box$3.min;
var max = _box$3.max;
/*
5____4
1/___0/|
| 6__|_7
2/___3/
0: max.x, max.y, max.z
1: min.x, max.y, max.z
2: min.x, min.y, max.z
3: max.x, min.y, max.z
4: max.x, max.y, min.z
5: min.x, max.y, min.z
6: min.x, min.y, min.z
7: max.x, min.y, min.z
*/
var position = this.geometry.attributes.position;
var array = position.array;
array[0] = max.x;
array[1] = max.y;
array[2] = max.z;
array[3] = min.x;
array[4] = max.y;
array[5] = max.z;
array[6] = min.x;
array[7] = min.y;
array[8] = max.z;
array[9] = max.x;
array[10] = min.y;
array[11] = max.z;
array[12] = max.x;
array[13] = max.y;
array[14] = min.z;
array[15] = min.x;
array[16] = max.y;
array[17] = min.z;
array[18] = min.x;
array[19] = min.y;
array[20] = min.z;
array[21] = max.x;
array[22] = min.y;
array[23] = min.z;
position.needsUpdate = true;
this.geometry.computeBoundingSphere();
};
BoxHelper.prototype.setFromObject = function(object) {
this.object = object;
this.update();
return this;
};
BoxHelper.prototype.copy = function(source) {
LineSegments.prototype.copy.call(this, source);
this.object = source.object;
return this;
};
BoxHelper.prototype.clone = function() {
return new this.constructor().copy(this);
};
/**
* @author WestLangley / http://github.com/WestLangley
*/
function Box3Helper(box, color) {
this.type = 'Box3Helper';
this.box = box;
color = color || 0xffff00;
var indices = new Uint16Array([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7]);
var positions = [1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1];
var geometry = new BufferGeometry();
geometry.setIndex(new BufferAttribute(indices, 1));
geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
LineSegments.call(this, geometry, new LineBasicMaterial({
color: color
}));
this.geometry.computeBoundingSphere();
}
Box3Helper.prototype = Object.create(LineSegments.prototype);
Box3Helper.prototype.constructor = Box3Helper;
Box3Helper.prototype.updateMatrixWorld = function(force) {
var box = this.box;
if (box.isEmpty()) {
return;
}
box.getCenter(this.position);
box.getSize(this.scale);
this.scale.multiplyScalar(0.5);
Object3D.prototype.updateMatrixWorld.call(this, force);
};
/**
* @author WestLangley / http://github.com/WestLangley
*/
function PlaneHelper(plane, size, hex) {
this.type = 'PlaneHelper';
this.plane = plane;
this.size = (size === undefined) ? 1 : size;
var color = (hex !== undefined) ? hex : 0xffff00;
var positions = [1, -1, 1, -1, 1, 1, -1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0];
var geometry = new BufferGeometry();
geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
geometry.computeBoundingSphere();
Line.call(this, geometry, new LineBasicMaterial({
color: color
}));
//
var positions2 = [1, 1, 1, -1, 1, 1, -1, -1, 1, 1, 1, 1, -1, -1, 1, 1, -1, 1];
var geometry2 = new BufferGeometry();
geometry2.setAttribute('position', new Float32BufferAttribute(positions2, 3));
geometry2.computeBoundingSphere();
this.add(new Mesh(geometry2, new MeshBasicMaterial({
color: color,
opacity: 0.2,
transparent: true,
depthWrite: false
})));
}
PlaneHelper.prototype = Object.create(Line.prototype);
PlaneHelper.prototype.constructor = PlaneHelper;
PlaneHelper.prototype.updateMatrixWorld = function(force) {
var scale = -this.plane.constant;
if (Math.abs(scale) < 1e-8) {
scale = 1e-8;
} // sign does not matter
this.scale.set(0.5 * this.size, 0.5 * this.size, scale);
this.children[0].material.side = (scale < 0) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
this.lookAt(this.plane.normal);
Object3D.prototype.updateMatrixWorld.call(this, force);
};
/**
* @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 _axis = new Vector3();
var _lineGeometry, _coneGeometry;
function ArrowHelper(dir, origin, length, color, headLength, headWidth) {
// dir is assumed to be normalized
Object3D.call(this);
if (dir === undefined) {
dir = new Vector3(0, 0, 1);
}
if (origin === undefined) {
origin = new Vector3(0, 0, 0);
}
if (length === undefined) {
length = 1;
}
if (color === undefined) {
color = 0xffff00;
}
if (headLength === undefined) {
headLength = 0.2 * length;
}
if (headWidth === undefined) {
headWidth = 0.2 * headLength;
}
if (_lineGeometry === undefined) {
_lineGeometry = new BufferGeometry();
_lineGeometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 1, 0], 3));
_coneGeometry = new CylinderBufferGeometry(0, 0.5, 1, 5, 1);
_coneGeometry.translate(0, -0.5, 0);
}
this.position.copy(origin);
this.line = new Line(_lineGeometry, new LineBasicMaterial({
color: color
}));
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(dir) {
// dir is assumed to be normalized
if (dir.y > 0.99999) {
this.quaternion.set(0, 0, 0, 1);
} else if (dir.y < -0.99999) {
this.quaternion.set(1, 0, 0, 0);
} else {
_axis.set(dir.z, 0, -dir.x).normalize();
var radians = Math.acos(dir.y);
this.quaternion.setFromAxisAngle(_axis, radians);
}
};
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(0.0001, length - headLength), 1); // see #17458
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.set(color);
this.cone.material.color.set(color);
};
ArrowHelper.prototype.copy = function(source) {
Object3D.prototype.copy.call(this, source, false);
this.line.copy(source.line);
this.cone.copy(source.cone);
return this;
};
ArrowHelper.prototype.clone = function() {
return new this.constructor().copy(this);
};
/**
* @author sroucheray / http://sroucheray.org/
* @author mrdoob / http://mrdoob.com/
*/
function AxesHelper(size) {
size = size || 1;
var vertices = [
0, 0, 0, size, 0, 0,
0, 0, 0, 0, size, 0,
0, 0, 0, 0, 0, size
];
var colors = [
1, 0, 0, 1, 0.6, 0,
0, 1, 0, 0.6, 1, 0,
0, 0, 1, 0, 0.6, 1
];
var geometry = new BufferGeometry();
geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
var material = new LineBasicMaterial({
vertexColors: VertexColors
});
LineSegments.call(this, geometry, material);
}
AxesHelper.prototype = Object.create(LineSegments.prototype);
AxesHelper.prototype.constructor = AxesHelper;
/**
* @author Emmett Lalish / elalish
*
* This class generates a Prefiltered, Mipmapped Radiance Environment Map
* (PMREM) from a cubeMap environment texture. This allows different levels of
* blur to be quickly accessed based on material roughness. It is packed into a
* special CubeUV format that allows us to perform custom interpolation so that
* we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
* chain, it only goes down to the LOD_MIN level (above), and then creates extra
* even more filtered 'mips' at the same LOD_MIN resolution, associated with
* higher roughness levels. In this way we maintain resolution to smoothly
* interpolate diffuse lighting while limiting sampling computation.
*/
var LOD_MIN = 4;
var LOD_MAX = 8;
var SIZE_MAX = Math.pow(2, LOD_MAX);
// The standard deviations (radians) associated with the extra mips. These are
// chosen to approximate a Trowbridge-Reitz distribution function times the
// geometric shadowing function. These sigma values squared must match the
// variance #defines in cube_uv_reflection_fragment.glsl.js.
var EXTRA_LOD_SIGMA = [0.125, 0.215, 0.35, 0.446, 0.526, 0.582];
var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
// The maximum length of the blur for loop. Smaller sigmas will use fewer
// samples and exit early, but not recompile the shader.
var MAX_SAMPLES = 20;
var ENCODINGS = {};
ENCODINGS[LinearEncoding] = 0;
ENCODINGS[sRGBEncoding] = 1;
ENCODINGS[RGBEEncoding] = 2;
ENCODINGS[RGBM7Encoding] = 3;
ENCODINGS[RGBM16Encoding] = 4;
ENCODINGS[RGBDEncoding] = 5;
ENCODINGS[GammaEncoding] = 6;
var _flatCamera = new OrthographicCamera();
var _blurMaterial = _getBlurShader(MAX_SAMPLES);
var _equirectShader = null;
var _cubemapShader = null;
var ref = _createPlanes();
var _lodPlanes = ref._lodPlanes;
var _sizeLods = ref._sizeLods;
var _sigmas = ref._sigmas;
var _pingPongRenderTarget = null;
var _renderer = null;
// Golden Ratio
var PHI = (1 + Math.sqrt(5)) / 2;
var INV_PHI = 1 / PHI;
// Vertices of a dodecahedron (except the opposites, which represent the
// same axis), used as axis directions evenly spread on a sphere.
var _axisDirections = [
new Vector3(1, 1, 1),
new Vector3(-1, 1, 1),
new Vector3(1, 1, -1),
new Vector3(-1, 1, -1),
new Vector3(0, PHI, INV_PHI),
new Vector3(0, PHI, -INV_PHI),
new Vector3(INV_PHI, 0, PHI),
new Vector3(-INV_PHI, 0, PHI),
new Vector3(PHI, INV_PHI, 0),
new Vector3(-PHI, INV_PHI, 0)
];
function PMREMGenerator(renderer) {
_renderer = renderer;
_compileMaterial(_blurMaterial);
}
PMREMGenerator.prototype = {
constructor: PMREMGenerator,
/**
* Generates a PMREM from a supplied Scene, which can be faster than using an
* image if networking bandwidth is low. Optional sigma specifies a blur radius
* in radians to be applied to the scene before PMREM generation. Optional near
* and far planes ensure the scene is rendered in its entirety (the cubeCamera
* is placed at the origin).
*/
fromScene: function(scene, sigma, near, far) {
if (sigma === void 0) sigma = 0;
if (near === void 0) near = 0.1;
if (far === void 0) far = 100;
var cubeUVRenderTarget = _allocateTargets();
_sceneToCubeUV(scene, near, far, cubeUVRenderTarget);
if (sigma > 0) {
_blur(cubeUVRenderTarget, 0, 0, sigma);
}
_applyPMREM(cubeUVRenderTarget);
_cleanup();
cubeUVRenderTarget.scissorTest = false;
return cubeUVRenderTarget;
},
/**
* Generates a PMREM from an equirectangular texture, which can be either LDR
* (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
* as this matches best with the 256 x 256 cubemap output.
*/
fromEquirectangular: function(equirectangular) {
equirectangular.magFilter = NearestFilter;
equirectangular.minFilter = NearestFilter;
equirectangular.generateMipmaps = false;
return this.fromCubemap(equirectangular);
},
/**
* Generates a PMREM from an cubemap texture, which can be either LDR
* (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
* as this matches best with the 256 x 256 cubemap output.
*/
fromCubemap: function(cubemap) {
var cubeUVRenderTarget = _allocateTargets(cubemap);
_textureToCubeUV(cubemap, cubeUVRenderTarget);
_applyPMREM(cubeUVRenderTarget);
_cleanup();
cubeUVRenderTarget.scissorTest = false;
return cubeUVRenderTarget;
},
/**
* Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
* your texture's network fetch for increased concurrency.
*/
compileCubemapShader: function() {
if (_cubemapShader == null) {
_cubemapShader = _getCubemapShader();
_compileMaterial(_cubemapShader);
}
},
/**
* Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
* your texture's network fetch for increased concurrency.
*/
compileEquirectangularShader: function() {
if (_equirectShader == null) {
_equirectShader = _getEquirectShader();
_compileMaterial(_equirectShader);
}
},
/**
* Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
* so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
* one of them will cause any others to also become unusable.
*/
dispose: function() {
_blurMaterial.dispose();
if (_cubemapShader != null) {
_cubemapShader.dispose();
}
if (_equirectShader != null) {
_equirectShader.dispose();
}
for (var i = 0; i < _lodPlanes.length; i++) {
_lodPlanes[i].dispose();
}
},
};
function _createPlanes() {
var _lodPlanes = [];
var _sizeLods = [];
var _sigmas = [];
var lod = LOD_MAX;
for (var i = 0; i < TOTAL_LODS; i++) {
var sizeLod = Math.pow(2, lod);
_sizeLods.push(sizeLod);
var sigma = 1.0 / sizeLod;
if (i > LOD_MAX - LOD_MIN) {
sigma = EXTRA_LOD_SIGMA[i - LOD_MAX + LOD_MIN - 1];
} else if (i == 0) {
sigma = 0;
}
_sigmas.push(sigma);
var texelSize = 1.0 / (sizeLod - 1);
var min = -texelSize / 2;
var max = 1 + texelSize / 2;
var uv1 = [min, min, max, min, max, max, min, min, max, max, min, max];
var cubeFaces = 6;
var vertices = 6;
var positionSize = 3;
var uvSize = 2;
var faceIndexSize = 1;
var position = new Float32Array(positionSize * vertices * cubeFaces);
var uv = new Float32Array(uvSize * vertices * cubeFaces);
var faceIndex = new Float32Array(faceIndexSize * vertices * cubeFaces);
for (var face = 0; face < cubeFaces; face++) {
var x = (face % 3) * 2 / 3 - 1;
var y = face > 2 ? 0 : -1;
var coordinates = [
x, y, 0,
x + 2 / 3, y, 0,
x + 2 / 3, y + 1, 0,
x, y, 0,
x + 2 / 3, y + 1, 0,
x, y + 1, 0
];
position.set(coordinates, positionSize * vertices * face);
uv.set(uv1, uvSize * vertices * face);
var fill = [face, face, face, face, face, face];
faceIndex.set(fill, faceIndexSize * vertices * face);
}
var planes = new BufferGeometry();
planes.setAttribute('position', new BufferAttribute(position, positionSize));
planes.setAttribute('uv', new BufferAttribute(uv, uvSize));
planes.setAttribute('faceIndex', new BufferAttribute(faceIndex, faceIndexSize));
_lodPlanes.push(planes);
if (lod > LOD_MIN) {
lod--;
}
}
return {
_lodPlanes: _lodPlanes,
_sizeLods: _sizeLods,
_sigmas: _sigmas
};
}
function _allocateTargets(equirectangular) {
var params = {
magFilter: NearestFilter,
minFilter: NearestFilter,
generateMipmaps: false,
type: equirectangular ? equirectangular.type : UnsignedByteType,
format: equirectangular ? equirectangular.format : RGBEFormat,
encoding: equirectangular ? equirectangular.encoding : RGBEEncoding,
depthBuffer: false,
stencilBuffer: false
};
var cubeUVRenderTarget = _createRenderTarget(params);
cubeUVRenderTarget.depthBuffer = equirectangular ? false : true;
_pingPongRenderTarget = _createRenderTarget(params);
return cubeUVRenderTarget;
}
function _cleanup() {
_pingPongRenderTarget.dispose();
_renderer.setRenderTarget(null);
var size = _renderer.getSize(new Vector2());
_renderer.setViewport(0, 0, size.x, size.y);
}
function _sceneToCubeUV(scene, near, far, cubeUVRenderTarget) {
var fov = 90;
var aspect = 1;
var cubeCamera = new PerspectiveCamera(fov, aspect, near, far);
var upSign = [1, 1, 1, 1, -1, 1];
var forwardSign = [1, 1, -1, -1, -1, 1];
var outputEncoding = _renderer.outputEncoding;
var toneMapping = _renderer.toneMapping;
var toneMappingExposure = _renderer.toneMappingExposure;
var clearColor = _renderer.getClearColor();
var clearAlpha = _renderer.getClearAlpha();
_renderer.toneMapping = LinearToneMapping;
_renderer.toneMappingExposure = 1.0;
_renderer.outputEncoding = LinearEncoding;
scene.scale.z *= -1;
var background = scene.background;
if (background && background.isColor) {
background.convertSRGBToLinear();
// Convert linear to RGBE
var maxComponent = Math.max(background.r, background.g, background.b);
var fExp = Math.min(Math.max(Math.ceil(Math.log2(maxComponent)), -128.0), 127.0);
background = background.multiplyScalar(Math.pow(2.0, -fExp));
var alpha = (fExp + 128.0) / 255.0;
_renderer.setClearColor(background, alpha);
scene.background = null;
}
_renderer.setRenderTarget(cubeUVRenderTarget);
for (var i = 0; i < 6; i++) {
var col = i % 3;
if (col == 0) {
cubeCamera.up.set(0, upSign[i], 0);
cubeCamera.lookAt(forwardSign[i], 0, 0);
} else if (col == 1) {
cubeCamera.up.set(0, 0, upSign[i]);
cubeCamera.lookAt(0, forwardSign[i], 0);
} else {
cubeCamera.up.set(0, upSign[i], 0);
cubeCamera.lookAt(0, 0, forwardSign[i]);
}
_setViewport(
col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX);
_renderer.render(scene, cubeCamera);
}
_renderer.toneMapping = toneMapping;
_renderer.toneMappingExposure = toneMappingExposure;
_renderer.outputEncoding = outputEncoding;
_renderer.setClearColor(clearColor, clearAlpha);
scene.scale.z *= -1;
}
function _textureToCubeUV(texture, cubeUVRenderTarget) {
var scene = new Scene();
if (texture.isCubeTexture) {
if (_cubemapShader == null) {
_cubemapShader = _getCubemapShader();
}
} else {
if (_equirectShader == null) {
_equirectShader = _getEquirectShader();
}
}
var material = texture.isCubeTexture ? _cubemapShader : _equirectShader;
scene.add(new Mesh(_lodPlanes[0], material));
var uniforms = material.uniforms;
uniforms['envMap'].value = texture;
if (!texture.isCubeTexture) {
uniforms['texelSize'].value.set(1.0 / texture.image.width, 1.0 / texture.image.height);
}
uniforms['inputEncoding'].value = ENCODINGS[texture.encoding];
uniforms['outputEncoding'].value = ENCODINGS[texture.encoding];
_renderer.setRenderTarget(cubeUVRenderTarget);
_setViewport(0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX);
_renderer.render(scene, _flatCamera);
}
function _compileMaterial(material) {
var tmpScene = new Scene();
tmpScene.add(new Mesh(_lodPlanes[0], material));
_renderer.compile(tmpScene, _flatCamera);
}
function _createRenderTarget(params) {
var cubeUVRenderTarget = new WebGLRenderTarget(3 * SIZE_MAX, 3 * SIZE_MAX, params);
cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
cubeUVRenderTarget.scissorTest = true;
return cubeUVRenderTarget;
}
function _setViewport(x, y, width, height) {
var invDpr = 1.0 / _renderer.getPixelRatio();
x *= invDpr;
y *= invDpr;
width *= invDpr;
height *= invDpr;
_renderer.setViewport(x, y, width, height);
_renderer.setScissor(x, y, width, height);
}
function _applyPMREM(cubeUVRenderTarget) {
var autoClear = _renderer.autoClear;
_renderer.autoClear = false;
for (var i = 1; i < TOTAL_LODS; i++) {
var sigma = Math.sqrt(
_sigmas[i] * _sigmas[i] -
_sigmas[i - 1] * _sigmas[i - 1]);
var poleAxis =
_axisDirections[(i - 1) % _axisDirections.length];
_blur(cubeUVRenderTarget, i - 1, i, sigma, poleAxis);
}
_renderer.autoClear = autoClear;
}
/**
* This is a two-pass Gaussian blur for a cubemap. Normally this is done
* vertically and horizontally, but this breaks down on a cube. Here we apply
* the blur latitudinally (around the poles), and then longitudinally (towards
* the poles) to approximate the orthogonally-separable blur. It is least
* accurate at the poles, but still does a decent job.
*/
function _blur(cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis) {
_halfBlur(
cubeUVRenderTarget,
_pingPongRenderTarget,
lodIn,
lodOut,
sigma,
'latitudinal',
poleAxis);
_halfBlur(
_pingPongRenderTarget,
cubeUVRenderTarget,
lodOut,
lodOut,
sigma,
'longitudinal',
poleAxis);
}
function _halfBlur(targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis) {
if (direction !== 'latitudinal' && direction !== 'longitudinal') {
console.error(
'blur direction must be either latitudinal or longitudinal!');
}
// Number of standard deviations at which to cut off the discrete approximation.
var STANDARD_DEVIATIONS = 3;
var blurScene = new Scene();
blurScene.add(new Mesh(_lodPlanes[lodOut], _blurMaterial));
var blurUniforms = _blurMaterial.uniforms;
var pixels = _sizeLods[lodIn] - 1;
var radiansPerPixel = isFinite(sigmaRadians) ? Math.PI / (2 * pixels) : 2 * Math.PI / (2 * MAX_SAMPLES - 1);
var sigmaPixels = sigmaRadians / radiansPerPixel;
var samples = isFinite(sigmaRadians) ? 1 + Math.floor(STANDARD_DEVIATIONS * sigmaPixels) : MAX_SAMPLES;
if (samples > MAX_SAMPLES) {
console.warn(("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES));
}
var weights = [];
var sum = 0;
for (var i = 0; i < MAX_SAMPLES; ++i) {
var x = i / sigmaPixels;
var weight = Math.exp(-x * x / 2);
weights.push(weight);
if (i == 0) {
sum += weight;
} else if (i < samples) {
sum += 2 * weight;
}
}
for (var i = 0; i < weights.length; i++) {
weights[i] = weights[i] / sum;
}
blurUniforms['envMap'].value = targetIn.texture;
blurUniforms['samples'].value = samples;
blurUniforms['weights'].value = weights;
blurUniforms['latitudinal'].value = direction === 'latitudinal';
if (poleAxis) {
blurUniforms['poleAxis'].value = poleAxis;
}
blurUniforms['dTheta'].value = radiansPerPixel;
blurUniforms['mipInt'].value = LOD_MAX - lodIn;
blurUniforms['inputEncoding'].value = ENCODINGS[targetIn.texture.encoding];
blurUniforms['outputEncoding'].value = ENCODINGS[targetIn.texture.encoding];
var outputSize = _sizeLods[lodOut];
var x = 3 * Math.max(0, SIZE_MAX - 2 * outputSize);
var y = (lodOut === 0 ? 0 : 2 * SIZE_MAX) +
2 * outputSize *
(lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0);
_renderer.setRenderTarget(targetOut);
_setViewport(x, y, 3 * outputSize, 2 * outputSize);
_renderer.render(blurScene, _flatCamera);
}
function _getBlurShader(maxSamples) {
var weights = new Float32Array(maxSamples);
var poleAxis = new Vector3(0, 1, 0);
var shaderMaterial = new RawShaderMaterial({
defines: {
'n': maxSamples
},
uniforms: {
'envMap': {
value: null
},
'samples': {
value: 1
},
'weights': {
value: weights
},
'latitudinal': {
value: false
},
'dTheta': {
value: 0
},
'mipInt': {
value: 0
},
'poleAxis': {
value: poleAxis
},
'inputEncoding': {
value: ENCODINGS[LinearEncoding]
},
'outputEncoding': {
value: ENCODINGS[LinearEncoding]
}
},
vertexShader: _getCommonVertexShader(),
fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform int samples;\nuniform float weights[n];\nuniform bool latitudinal;\nuniform float dTheta;\nuniform float mipInt;\nuniform vec3 poleAxis;\n\n" + (_getEncodings()) + "\n\n#define ENVMAP_TYPE_CUBE_UV\n#include <cube_uv_reflection_fragment>\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tfor (int i = 0; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfor (int dir = -1; dir < 2; dir += 2) {\n\t\t\tif (i == 0 && dir == 1)\n\t\t\t\tcontinue;\n\t\t\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\t\t\tif (all(equal(axis, vec3(0.0))))\n\t\t\t\taxis = cross(vec3(0.0, 1.0, 0.0), vOutputDirection);\n\t\t\taxis = normalize(axis);\n\t\t\tfloat theta = dTheta * float(dir * i);\n\t\t\tfloat cosTheta = cos(theta);\n\t\t\t// Rodrigues' axis-angle rotation\n\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t\t\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\t\t\tgl_FragColor.rgb +=\n\t\t\t\t\tweights[i] * bilinearCubeUV(envMap, sampleDirection, mipInt);\n\t\t}\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
blending: NoBlending,
depthTest: false,
depthWrite: false
});
shaderMaterial.type = 'SphericalGaussianBlur';
return shaderMaterial;
}
function _getEquirectShader() {
var texelSize = new Vector2(1, 1);
var shaderMaterial = new RawShaderMaterial({
uniforms: {
'envMap': {
value: null
},
'texelSize': {
value: texelSize
},
'inputEncoding': {
value: ENCODINGS[LinearEncoding]
},
'outputEncoding': {
value: ENCODINGS[LinearEncoding]
}
},
vertexShader: _getCommonVertexShader(),
fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform vec2 texelSize;\n\n" + (_getEncodings()) + "\n\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tvec3 outputDirection = normalize(vOutputDirection);\n\tvec2 uv;\n\tuv.y = asin(clamp(outputDirection.y, -1.0, 1.0)) * RECIPROCAL_PI + 0.5;\n\tuv.x = atan(outputDirection.z, outputDirection.x) * RECIPROCAL_PI2 + 0.5;\n\tvec2 f = fract(uv / texelSize - 0.5);\n\tuv -= f * texelSize;\n\tvec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x += texelSize.x;\n\tvec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.y += texelSize.y;\n\tvec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x -= texelSize.x;\n\tvec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tvec3 tm = mix(tl, tr, f.x);\n\tvec3 bm = mix(bl, br, f.x);\n\tgl_FragColor.rgb = mix(tm, bm, f.y);\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
blending: NoBlending,
depthTest: false,
depthWrite: false
});
shaderMaterial.type = 'EquirectangularToCubeUV';
return shaderMaterial;
}
function _getCubemapShader() {
var shaderMaterial = new RawShaderMaterial({
uniforms: {
'envMap': {
value: null
},
'inputEncoding': {
value: ENCODINGS[LinearEncoding]
},
'outputEncoding': {
value: ENCODINGS[LinearEncoding]
}
},
vertexShader: _getCommonVertexShader(),
fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform samplerCube envMap;\n\n" + (_getEncodings()) + "\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb = envMapTexelToLinear(textureCube(envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ))).rgb;\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
blending: NoBlending,
depthTest: false,
depthWrite: false
});
shaderMaterial.type = 'CubemapToCubeUV';
return shaderMaterial;
}
function _getCommonVertexShader() {
return "\nprecision mediump float;\nprecision mediump int;\nattribute vec3 position;\nattribute vec2 uv;\nattribute float faceIndex;\nvarying vec3 vOutputDirection;\nvec3 getDirection(vec2 uv, float face) {\n\tuv = 2.0 * uv - 1.0;\n\tvec3 direction = vec3(uv, 1.0);\n\tif (face == 0.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 1.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 3.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.x *= -1.0;\n\t} else if (face == 4.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.y *= -1.0;\n\t} else if (face == 5.0) {\n\t\tdirection.xz *= -1.0;\n\t}\n\treturn direction;\n}\nvoid main() {\n\tvOutputDirection = getDirection(uv, faceIndex);\n\tgl_Position = vec4( position, 1.0 );\n}\n\t";
}
function _getEncodings() {
return "\nuniform int inputEncoding;\nuniform int outputEncoding;\n\n#include <encodings_pars_fragment>\n\nvec4 inputTexelToLinear(vec4 value){\n\tif(inputEncoding == 0){\n\t\treturn value;\n\t}else if(inputEncoding == 1){\n\t\treturn sRGBToLinear(value);\n\t}else if(inputEncoding == 2){\n\t\treturn RGBEToLinear(value);\n\t}else if(inputEncoding == 3){\n\t\treturn RGBMToLinear(value, 7.0);\n\t}else if(inputEncoding == 4){\n\t\treturn RGBMToLinear(value, 16.0);\n\t}else if(inputEncoding == 5){\n\t\treturn RGBDToLinear(value, 256.0);\n\t}else{\n\t\treturn GammaToLinear(value, 2.2);\n\t}\n}\n\nvec4 linearToOutputTexel(vec4 value){\n\tif(outputEncoding == 0){\n\t\treturn value;\n\t}else if(outputEncoding == 1){\n\t\treturn LinearTosRGB(value);\n\t}else if(outputEncoding == 2){\n\t\treturn LinearToRGBE(value);\n\t}else if(outputEncoding == 3){\n\t\treturn LinearToRGBM(value, 7.0);\n\t}else if(outputEncoding == 4){\n\t\treturn LinearToRGBM(value, 16.0);\n\t}else if(outputEncoding == 5){\n\t\treturn LinearToRGBD(value, 256.0);\n\t}else{\n\t\treturn LinearToGamma(value, 2.2);\n\t}\n}\n\nvec4 envMapTexelToLinear(vec4 color) {\n\treturn inputTexelToLinear(color);\n}\n\t";
}
/**
* @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 removed. Use an Array instead.');
return materials;
}
function MultiMaterial(materials) {
if (materials === undefined) {
materials = [];
}
console.warn('THREE.MultiMaterial has been removed. Use an Array instead.');
materials.isMultiMaterial = true;
materials.materials = materials;
materials.clone = function() {
return materials.slice();
};
return materials;
}
function PointCloud(geometry, material) {
console.warn('THREE.PointCloud has been renamed to THREE.Points.');
return new Points(geometry, material);
}
function Particle(material) {
console.warn('THREE.Particle has been renamed to THREE.Sprite.');
return new Sprite(material);
}
function ParticleSystem(geometry, material) {
console.warn('THREE.ParticleSystem has been renamed to THREE.Points.');
return new Points(geometry, material);
}
function PointCloudMaterial(parameters) {
console.warn('THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.');
return new PointsMaterial(parameters);
}
function ParticleBasicMaterial(parameters) {
console.warn('THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.');
return new PointsMaterial(parameters);
}
function ParticleSystemMaterial(parameters) {
console.warn('THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.');
return new PointsMaterial(parameters);
}
function Vertex(x, y, z) {
console.warn('THREE.Vertex has been removed. Use THREE.Vector3 instead.');
return new Vector3(x, y, z);
}
//
function DynamicBufferAttribute(array, itemSize) {
console.warn('THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().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;
};
//
Object.assign(CurvePath.prototype, {
createPointsGeometry: function(divisions) {
console.warn('THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.');
// generate geometry from path points (for Line or Points objects)
var pts = this.getPoints(divisions);
return this.createGeometry(pts);
},
createSpacedPointsGeometry: function(divisions) {
console.warn('THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.');
// generate geometry from equidistant sampling along the path
var pts = this.getSpacedPoints(divisions);
return this.createGeometry(pts);
},
createGeometry: function(points) {
console.warn('THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.');
var geometry = new Geometry();
for (var i = 0, l = points.length; i < l; i++) {
var point = points[i];
geometry.vertices.push(new Vector3(point.x, point.y, point.z || 0));
}
return geometry;
}
});
//
Object.assign(Path.prototype, {
fromPoints: function(points) {
console.warn('THREE.Path: .fromPoints() has been renamed to .setFromPoints().');
return this.setFromPoints(points);
}
});
//
function ClosedSplineCurve3(points) {
console.warn('THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.');
CatmullRomCurve3.call(this, points);
this.type = 'catmullrom';
this.closed = true;
}
ClosedSplineCurve3.prototype = Object.create(CatmullRomCurve3.prototype);
//
function SplineCurve3(points) {
console.warn('THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.');
CatmullRomCurve3.call(this, points);
this.type = 'catmullrom';
}
SplineCurve3.prototype = Object.create(CatmullRomCurve3.prototype);
//
function Spline(points) {
console.warn('THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.');
CatmullRomCurve3.call(this, points);
this.type = 'catmullrom';
}
Spline.prototype = Object.create(CatmullRomCurve3.prototype);
Object.assign(Spline.prototype, {
initFromArray: function( /* 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 AxisHelper(size) {
console.warn('THREE.AxisHelper has been renamed to THREE.AxesHelper.');
return new AxesHelper(size);
}
function BoundingBoxHelper(object, color) {
console.warn('THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.');
return new BoxHelper(object, color);
}
function EdgesHelper(object, hex) {
console.warn('THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.');
return new LineSegments(new EdgesGeometry(object.geometry), new LineBasicMaterial({
color: hex !== undefined ? hex : 0xffffff
}));
}
GridHelper.prototype.setColors = function() {
console.error('THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.');
};
SkeletonHelper.prototype.update = function() {
console.error('THREE.SkeletonHelper: update() no longer needs to be called.');
};
function WireframeHelper(object, hex) {
console.warn('THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.');
return new LineSegments(new WireframeGeometry(object.geometry), new LineBasicMaterial({
color: hex !== undefined ? hex : 0xffffff
}));
}
//
Object.assign(Loader.prototype, {
extractUrlBase: function(url) {
console.warn('THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.');
return LoaderUtils.extractUrlBase(url);
}
});
Loader.Handlers = {
add: function( /* regex, loader */ ) {
console.error('THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.');
},
get: function( /* file */ ) {
console.error('THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.');
}
};
function XHRLoader(manager) {
console.warn('THREE.XHRLoader has been renamed to THREE.FileLoader.');
return new FileLoader(manager);
}
function BinaryTextureLoader(manager) {
console.warn('THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.');
return new DataTextureLoader(manager);
}
Object.assign(ObjectLoader.prototype, {
setTexturePath: function(value) {
console.warn('THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().');
return this.setResourcePath(value);
}
});
//
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);
};
Object.assign(_Math, {
random16: function() {
console.warn('THREE.Math: .random16() has been deprecated. Use Math.random() instead.');
return Math.random();
},
nearestPowerOfTwo: function(value) {
console.warn('THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().');
return _Math.floorPowerOfTwo(value);
},
nextPowerOfTwo: function(value) {
console.warn('THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().');
return _Math.ceilPowerOfTwo(value);
}
});
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.error('THREE.Matrix3: .multiplyVector3Array() has been removed.');
},
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() {
console.warn('THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.');
return new Vector3().setFromMatrixColumn(this, 3);
},
setRotationFromQuaternion: function(q) {
console.warn('THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().');
return this.makeRotationFromQuaternion(q);
},
multiplyToArray: function() {
console.warn('THREE.Matrix4: .multiplyToArray() has been removed.');
},
multiplyVector3: function(vector) {
console.warn('THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.');
return vector.applyMatrix4(this);
},
multiplyVector4: function(vector) {
console.warn('THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.');
return vector.applyMatrix4(this);
},
multiplyVector3Array: function( /* a */ ) {
console.error('THREE.Matrix4: .multiplyVector3Array() has been removed.');
},
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(Triangle.prototype, {
area: function() {
console.warn('THREE.Triangle: .area() has been renamed to .getArea().');
return this.getArea();
},
barycoordFromPoint: function(point, target) {
console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().');
return this.getBarycoord(point, target);
},
midpoint: function(target) {
console.warn('THREE.Triangle: .midpoint() has been renamed to .getMidpoint().');
return this.getMidpoint(target);
},
normal: function(target) {
console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().');
return this.getNormal(target);
},
plane: function(target) {
console.warn('THREE.Triangle: .plane() has been renamed to .getPlane().');
return this.getPlane(target);
}
});
Object.assign(Triangle, {
barycoordFromPoint: function(point, a, b, c, target) {
console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().');
return Triangle.getBarycoord(point, a, b, c, target);
},
normal: function(a, b, c, target) {
console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().');
return Triangle.getNormal(a, b, c, target);
}
});
Object.assign(Shape.prototype, {
extractAllPoints: function(divisions) {
console.warn('THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.');
return this.extractPoints(divisions);
},
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.warn('THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().');
return this.fromBufferAttribute(attribute, index, offset);
},
distanceToManhattan: function(v) {
console.warn('THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().');
return this.manhattanDistanceTo(v);
},
lengthManhattan: function() {
console.warn('THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().');
return this.manhattanLength();
}
});
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.warn('THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().');
return this.fromBufferAttribute(attribute, index, offset);
},
distanceToManhattan: function(v) {
console.warn('THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().');
return this.manhattanDistanceTo(v);
},
lengthManhattan: function() {
console.warn('THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().');
return this.manhattanLength();
}
});
Object.assign(Vector4.prototype, {
fromAttribute: function(attribute, index, offset) {
console.warn('THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().');
return this.fromBufferAttribute(attribute, index, offset);
},
lengthManhattan: function() {
console.warn('THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().');
return this.manhattanLength();
}
});
//
Object.assign(Geometry.prototype, {
computeTangents: function() {
console.error('THREE.Geometry: .computeTangents() has been removed.');
},
computeLineDistances: function() {
console.error('THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.');
}
});
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);
},
getWorldRotation: function() {
console.error('THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.');
}
});
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.assign(Mesh.prototype, {
setDrawMode: function() {
console.error('THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.');
},
});
Object.defineProperties(Mesh.prototype, {
drawMode: {
get: function() {
console.error('THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.');
return TrianglesDrawMode;
},
set: function() {
console.error('THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.');
}
}
});
Object.defineProperties(LOD.prototype, {
objects: {
get: function() {
console.warn('THREE.LOD: .objects has been renamed to .levels.');
return this.levels;
}
}
});
Object.defineProperty(Skeleton.prototype, 'useVertexTexture', {
get: function() {
console.warn('THREE.Skeleton: useVertexTexture has been removed.');
},
set: function() {
console.warn('THREE.Skeleton: useVertexTexture has been removed.');
}
});
SkinnedMesh.prototype.initBones = function() {
console.error('THREE.SkinnedMesh: initBones() has been removed.');
};
Object.defineProperty(Curve.prototype, '__arcLengthDivisions', {
get: function() {
console.warn('THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.');
return this.arcLengthDivisions;
},
set: function(value) {
console.warn('THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.');
this.arcLengthDivisions = value;
}
});
//
PerspectiveCamera.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;
}
},
dynamic: {
get: function() {
console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.');
return this.usage === DynamicDrawUsage;
},
set: function( /* value */ ) {
console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.');
this.setUsage(DynamicDrawUsage);
}
}
});
Object.assign(BufferAttribute.prototype, {
setDynamic: function(value) {
console.warn('THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.');
this.setUsage(value === true ? DynamicDrawUsage : StaticDrawUsage);
return this;
},
copyIndicesArray: function( /* indices */ ) {
console.error('THREE.BufferAttribute: .copyIndicesArray() has been removed.');
},
setArray: function( /* array */ ) {
console.error('THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers');
}
});
Object.assign(BufferGeometry.prototype, {
addIndex: function(index) {
console.warn('THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().');
this.setIndex(index);
},
addAttribute: function(name, attribute) {
console.warn('THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().');
if (!(attribute && attribute.isBufferAttribute) && !(attribute && attribute.isInterleavedBufferAttribute)) {
console.warn('THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).');
return this.setAttribute(name, new BufferAttribute(arguments[1], arguments[2]));
}
if (name === 'index') {
console.warn('THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.');
this.setIndex(attribute);
return this;
}
return this.setAttribute(name, attribute);
},
addDrawCall: function(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.');
},
removeAttribute: function(name) {
console.warn('THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().');
return this.deleteAttribute(name);
}
});
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(InterleavedBuffer.prototype, {
dynamic: {
get: function() {
console.warn('THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.');
return this.usage === DynamicDrawUsage;
},
set: function(value) {
console.warn('THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.');
this.setUsage(value);
}
}
});
Object.assign(InterleavedBuffer.prototype, {
setDynamic: function(value) {
console.warn('THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.');
this.setUsage(value === true ? DynamicDrawUsage : StaticDrawUsage);
return this;
},
setArray: function( /* array */ ) {
console.error('THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers');
}
});
//
Object.assign(ExtrudeBufferGeometry.prototype, {
getArrays: function() {
console.error('THREE.ExtrudeBufferGeometry: .getArrays() has been removed.');
},
addShapeList: function() {
console.error('THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.');
},
addShape: function() {
console.error('THREE.ExtrudeBufferGeometry: .addShape() has been removed.');
}
});
//
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.Material: .wrapAround has been removed.');
},
set: function() {
console.warn('THREE.Material: .wrapAround has been removed.');
}
},
overdraw: {
get: function() {
console.warn('THREE.Material: .overdraw has been removed.');
},
set: function() {
console.warn('THREE.Material: .overdraw has been removed.');
}
},
wrapRGB: {
get: function() {
console.warn('THREE.Material: .wrapRGB has been removed.');
return new Color();
}
},
shading: {
get: function() {
console.error('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');
},
set: function(value) {
console.warn('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');
this.flatShading = (value === FlatShading);
}
},
stencilMask: {
get: function() {
console.warn('THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.');
return this.stencilFuncMask;
},
set: function(value) {
console.warn('THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.');
this.stencilFuncMask = value;
}
}
});
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, {
clearTarget: function(renderTarget, color, depth, stencil) {
console.warn('THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.');
this.setRenderTarget(renderTarget);
this.clear(color, depth, stencil);
},
animate: function(callback) {
console.warn('THREE.WebGLRenderer: .animate() is now .setAnimationLoop().');
this.setAnimationLoop(callback);
},
getCurrentRenderTarget: function() {
console.warn('THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().');
return this.getRenderTarget();
},
getMaxAnisotropy: function() {
console.warn('THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().');
return this.capabilities.getMaxAnisotropy();
},
getPrecision: function() {
console.warn('THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.');
return this.capabilities.precision;
},
resetGLState: function() {
console.warn('THREE.WebGLRenderer: .resetGLState() is now .state.reset().');
return this.state.reset();
},
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.');
},
setFaceCulling: function() {
console.warn('THREE.WebGLRenderer: .setFaceCulling() has been removed.');
},
allocTextureUnit: function() {
console.warn('THREE.WebGLRenderer: .allocTextureUnit() has been removed.');
},
setTexture: function() {
console.warn('THREE.WebGLRenderer: .setTexture() has been removed.');
},
setTexture2D: function() {
console.warn('THREE.WebGLRenderer: .setTexture2D() has been removed.');
},
setTextureCube: function() {
console.warn('THREE.WebGLRenderer: .setTextureCube() has been removed.');
},
getActiveMipMapLevel: function() {
console.warn('THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().');
return this.getActiveMipmapLevel();
}
});
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() {
console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.');
return undefined;
},
set: function( /* value */ ) {
console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.');
}
},
context: {
get: function() {
console.warn('THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.');
return this.getContext();
}
},
vr: {
get: function() {
console.warn('THREE.WebGLRenderer: .vr has been renamed to .xr');
return this.xr;
}
},
gammaInput: {
get: function() {
console.warn('THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.');
return false;
},
set: function() {
console.warn('THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.');
}
},
gammaOutput: {
get: function() {
console.warn('THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.');
return false;
},
set: function(value) {
console.warn('THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.');
this.outputEncoding = (value === true) ? sRGBEncoding : LinearEncoding;
}
}
});
Object.defineProperties(WebGLShadowMap.prototype, {
cullFace: {
get: function() {
console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.');
return undefined;
},
set: function( /* cullFace */ ) {
console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.');
}
},
renderReverseSided: {
get: function() {
console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.');
return undefined;
},
set: function() {
console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.');
}
},
renderSingleSided: {
get: function() {
console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.');
return undefined;
},
set: function() {
console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.');
}
}
});
//
Object.defineProperties(WebGLRenderTargetCube.prototype, {
activeCubeFace: {
set: function( /* value */ ) {
console.warn('THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().');
}
},
activeMipMapLevel: {
set: function( /* value */ ) {
console.warn('THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().');
}
}
});
//
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;
}
}
});
//
Object.defineProperties(Audio.prototype, {
load: {
value: 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;
}
},
startTime: {
set: function() {
console.warn('THREE.Audio: .startTime is now .play( delay ).');
}
}
});
AudioAnalyser.prototype.getData = function() {
console.warn('THREE.AudioAnalyser: .getData() is now .getFrequencyData().');
return this.getFrequencyData();
};
//
CubeCamera.prototype.updateCubeMap = function(renderer, scene) {
console.warn('THREE.CubeCamera: .updateCubeMap() is now .update().');
return this.update(renderer, scene);
};
//
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();
}
};
ImageUtils.crossOrigin = undefined;
ImageUtils.loadTexture = function(url, mapping, onLoad, onError) {
console.warn('THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.');
var loader = new TextureLoader();
loader.setCrossOrigin(this.crossOrigin);
var texture = loader.load(url, onLoad, undefined, onError);
if (mapping) {
texture.mapping = mapping;
}
return texture;
};
ImageUtils.loadTextureCube = function(urls, mapping, onLoad, onError) {
console.warn('THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.');
var loader = new CubeTextureLoader();
loader.setCrossOrigin(this.crossOrigin);
var texture = loader.load(urls, onLoad, undefined, onError);
if (mapping) {
texture.mapping = mapping;
}
return texture;
};
ImageUtils.loadCompressedTexture = function() {
console.error('THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.');
};
ImageUtils.loadCompressedTextureCube = function() {
console.error('THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.');
};
//
function CanvasRenderer() {
console.error('THREE.CanvasRenderer has been removed');
}
//
function JSONLoader() {
console.error('THREE.JSONLoader has been removed.');
}
//
var SceneUtils = {
createMultiMaterialObject: function( /* geometry, materials */ ) {
console.error('THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js');
},
detach: function( /* child, parent, scene */ ) {
console.error('THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js');
},
attach: function( /* child, scene, parent */ ) {
console.error('THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js');
}
};
//
function LensFlare() {
console.error('THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js');
}
if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
/* eslint-disable no-undef */
__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('register', {
detail: {
revision: REVISION,
}
}));
/* eslint-enable no-undef */
}
exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
exports.AddEquation = AddEquation;
exports.AddOperation = AddOperation;
exports.AdditiveBlending = AdditiveBlending;
exports.AlphaFormat = AlphaFormat;
exports.AlwaysDepth = AlwaysDepth;
exports.AlwaysStencilFunc = AlwaysStencilFunc;
exports.AmbientLight = AmbientLight;
exports.AmbientLightProbe = AmbientLightProbe;
exports.AnimationClip = AnimationClip;
exports.AnimationLoader = AnimationLoader;
exports.AnimationMixer = AnimationMixer;
exports.AnimationObjectGroup = AnimationObjectGroup;
exports.AnimationUtils = AnimationUtils;
exports.ArcCurve = ArcCurve;
exports.ArrayCamera = ArrayCamera;
exports.ArrowHelper = ArrowHelper;
exports.Audio = Audio;
exports.AudioAnalyser = AudioAnalyser;
exports.AudioContext = AudioContext;
exports.AudioListener = AudioListener;
exports.AudioLoader = AudioLoader;
exports.AxesHelper = AxesHelper;
exports.AxisHelper = AxisHelper;
exports.BackSide = BackSide;
exports.BasicDepthPacking = BasicDepthPacking;
exports.BasicShadowMap = BasicShadowMap;
exports.BinaryTextureLoader = BinaryTextureLoader;
exports.Bone = Bone;
exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
exports.BoundingBoxHelper = BoundingBoxHelper;
exports.Box2 = Box2;
exports.Box3 = Box3;
exports.Box3Helper = Box3Helper;
exports.BoxBufferGeometry = BoxBufferGeometry;
exports.BoxGeometry = BoxGeometry;
exports.BoxHelper = BoxHelper;
exports.BufferAttribute = BufferAttribute;
exports.BufferGeometry = BufferGeometry;
exports.BufferGeometryLoader = BufferGeometryLoader;
exports.ByteType = ByteType;
exports.Cache = Cache;
exports.Camera = Camera;
exports.CameraHelper = CameraHelper;
exports.CanvasRenderer = CanvasRenderer;
exports.CanvasTexture = CanvasTexture;
exports.CatmullRomCurve3 = CatmullRomCurve3;
exports.CineonToneMapping = CineonToneMapping;
exports.CircleBufferGeometry = CircleBufferGeometry;
exports.CircleGeometry = CircleGeometry;
exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
exports.Clock = Clock;
exports.ClosedSplineCurve3 = ClosedSplineCurve3;
exports.Color = Color;
exports.ColorKeyframeTrack = ColorKeyframeTrack;
exports.CompressedTexture = CompressedTexture;
exports.CompressedTextureLoader = CompressedTextureLoader;
exports.ConeBufferGeometry = ConeBufferGeometry;
exports.ConeGeometry = ConeGeometry;
exports.CubeCamera = CubeCamera;
exports.CubeGeometry = BoxGeometry;
exports.CubeReflectionMapping = CubeReflectionMapping;
exports.CubeRefractionMapping = CubeRefractionMapping;
exports.CubeTexture = CubeTexture;
exports.CubeTextureLoader = CubeTextureLoader;
exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
exports.CubicBezierCurve = CubicBezierCurve;
exports.CubicBezierCurve3 = CubicBezierCurve3;
exports.CubicInterpolant = CubicInterpolant;
exports.CullFaceBack = CullFaceBack;
exports.CullFaceFront = CullFaceFront;
exports.CullFaceFrontBack = CullFaceFrontBack;
exports.CullFaceNone = CullFaceNone;
exports.Curve = Curve;
exports.CurvePath = CurvePath;
exports.CustomBlending = CustomBlending;
exports.CylinderBufferGeometry = CylinderBufferGeometry;
exports.CylinderGeometry = CylinderGeometry;
exports.Cylindrical = Cylindrical;
exports.DataTexture = DataTexture;
exports.DataTexture2DArray = DataTexture2DArray;
exports.DataTexture3D = DataTexture3D;
exports.DataTextureLoader = DataTextureLoader;
exports.DecrementStencilOp = DecrementStencilOp;
exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
exports.DefaultLoadingManager = DefaultLoadingManager;
exports.DepthFormat = DepthFormat;
exports.DepthStencilFormat = DepthStencilFormat;
exports.DepthTexture = DepthTexture;
exports.DirectionalLight = DirectionalLight;
exports.DirectionalLightHelper = DirectionalLightHelper;
exports.DirectionalLightShadow = DirectionalLightShadow;
exports.DiscreteInterpolant = DiscreteInterpolant;
exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
exports.DodecahedronGeometry = DodecahedronGeometry;
exports.DoubleSide = DoubleSide;
exports.DstAlphaFactor = DstAlphaFactor;
exports.DstColorFactor = DstColorFactor;
exports.DynamicBufferAttribute = DynamicBufferAttribute;
exports.DynamicCopyUsage = DynamicCopyUsage;
exports.DynamicDrawUsage = DynamicDrawUsage;
exports.DynamicReadUsage = DynamicReadUsage;
exports.EdgesGeometry = EdgesGeometry;
exports.EdgesHelper = EdgesHelper;
exports.EllipseCurve = EllipseCurve;
exports.EqualDepth = EqualDepth;
exports.EqualStencilFunc = EqualStencilFunc;
exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
exports.Euler = Euler;
exports.EventDispatcher = EventDispatcher;
exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
exports.ExtrudeGeometry = ExtrudeGeometry;
exports.Face3 = Face3;
exports.Face4 = Face4;
exports.FaceColors = FaceColors;
exports.FileLoader = FileLoader;
exports.FlatShading = FlatShading;
exports.Float32Attribute = Float32Attribute;
exports.Float32BufferAttribute = Float32BufferAttribute;
exports.Float64Attribute = Float64Attribute;
exports.Float64BufferAttribute = Float64BufferAttribute;
exports.FloatType = FloatType;
exports.Fog = Fog;
exports.FogExp2 = FogExp2;
exports.Font = Font;
exports.FontLoader = FontLoader;
exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
exports.FrontSide = FrontSide;
exports.Frustum = Frustum;
exports.GammaEncoding = GammaEncoding;
exports.Geometry = Geometry;
exports.GeometryUtils = GeometryUtils;
exports.GreaterDepth = GreaterDepth;
exports.GreaterEqualDepth = GreaterEqualDepth;
exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
exports.GreaterStencilFunc = GreaterStencilFunc;
exports.GridHelper = GridHelper;
exports.Group = Group;
exports.HalfFloatType = HalfFloatType;
exports.HemisphereLight = HemisphereLight;
exports.HemisphereLightHelper = HemisphereLightHelper;
exports.HemisphereLightProbe = HemisphereLightProbe;
exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
exports.IcosahedronGeometry = IcosahedronGeometry;
exports.ImageBitmapLoader = ImageBitmapLoader;
exports.ImageLoader = ImageLoader;
exports.ImageUtils = ImageUtils;
exports.ImmediateRenderObject = ImmediateRenderObject;
exports.IncrementStencilOp = IncrementStencilOp;
exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
exports.InstancedBufferAttribute = InstancedBufferAttribute;
exports.InstancedBufferGeometry = InstancedBufferGeometry;
exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
exports.InstancedMesh = InstancedMesh;
exports.Int16Attribute = Int16Attribute;
exports.Int16BufferAttribute = Int16BufferAttribute;
exports.Int32Attribute = Int32Attribute;
exports.Int32BufferAttribute = Int32BufferAttribute;
exports.Int8Attribute = Int8Attribute;
exports.Int8BufferAttribute = Int8BufferAttribute;
exports.IntType = IntType;
exports.InterleavedBuffer = InterleavedBuffer;
exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
exports.Interpolant = Interpolant;
exports.InterpolateDiscrete = InterpolateDiscrete;
exports.InterpolateLinear = InterpolateLinear;
exports.InterpolateSmooth = InterpolateSmooth;
exports.InvertStencilOp = InvertStencilOp;
exports.JSONLoader = JSONLoader;
exports.KeepStencilOp = KeepStencilOp;
exports.KeyframeTrack = KeyframeTrack;
exports.LOD = LOD;
exports.LatheBufferGeometry = LatheBufferGeometry;
exports.LatheGeometry = LatheGeometry;
exports.Layers = Layers;
exports.LensFlare = LensFlare;
exports.LessDepth = LessDepth;
exports.LessEqualDepth = LessEqualDepth;
exports.LessEqualStencilFunc = LessEqualStencilFunc;
exports.LessStencilFunc = LessStencilFunc;
exports.Light = Light;
exports.LightProbe = LightProbe;
exports.LightShadow = LightShadow;
exports.Line = Line;
exports.Line3 = Line3;
exports.LineBasicMaterial = LineBasicMaterial;
exports.LineCurve = LineCurve;
exports.LineCurve3 = LineCurve3;
exports.LineDashedMaterial = LineDashedMaterial;
exports.LineLoop = LineLoop;
exports.LinePieces = LinePieces;
exports.LineSegments = LineSegments;
exports.LineStrip = LineStrip;
exports.LinearEncoding = LinearEncoding;
exports.LinearFilter = LinearFilter;
exports.LinearInterpolant = LinearInterpolant;
exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
exports.LinearToneMapping = LinearToneMapping;
exports.Loader = Loader;
exports.LoaderUtils = LoaderUtils;
exports.LoadingManager = LoadingManager;
exports.LogLuvEncoding = LogLuvEncoding;
exports.LoopOnce = LoopOnce;
exports.LoopPingPong = LoopPingPong;
exports.LoopRepeat = LoopRepeat;
exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
exports.LuminanceFormat = LuminanceFormat;
exports.MOUSE = MOUSE;
exports.Material = Material;
exports.MaterialLoader = MaterialLoader;
exports.Math = _Math;
exports.Matrix3 = Matrix3;
exports.Matrix4 = Matrix4;
exports.MaxEquation = MaxEquation;
exports.Mesh = Mesh;
exports.MeshBasicMaterial = MeshBasicMaterial;
exports.MeshDepthMaterial = MeshDepthMaterial;
exports.MeshDistanceMaterial = MeshDistanceMaterial;
exports.MeshFaceMaterial = MeshFaceMaterial;
exports.MeshLambertMaterial = MeshLambertMaterial;
exports.MeshMatcapMaterial = MeshMatcapMaterial;
exports.MeshNormalMaterial = MeshNormalMaterial;
exports.MeshPhongMaterial = MeshPhongMaterial;
exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
exports.MeshStandardMaterial = MeshStandardMaterial;
exports.MeshToonMaterial = MeshToonMaterial;
exports.MinEquation = MinEquation;
exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
exports.MixOperation = MixOperation;
exports.MultiMaterial = MultiMaterial;
exports.MultiplyBlending = MultiplyBlending;
exports.MultiplyOperation = MultiplyOperation;
exports.NearestFilter = NearestFilter;
exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
exports.NeverDepth = NeverDepth;
exports.NeverStencilFunc = NeverStencilFunc;
exports.NoBlending = NoBlending;
exports.NoColors = NoColors;
exports.NoToneMapping = NoToneMapping;
exports.NormalBlending = NormalBlending;
exports.NotEqualDepth = NotEqualDepth;
exports.NotEqualStencilFunc = NotEqualStencilFunc;
exports.NumberKeyframeTrack = NumberKeyframeTrack;
exports.Object3D = Object3D;
exports.ObjectLoader = ObjectLoader;
exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
exports.OctahedronGeometry = OctahedronGeometry;
exports.OneFactor = OneFactor;
exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
exports.OrthographicCamera = OrthographicCamera;
exports.PCFShadowMap = PCFShadowMap;
exports.PCFSoftShadowMap = PCFSoftShadowMap;
exports.PMREMGenerator = PMREMGenerator;
exports.ParametricBufferGeometry = ParametricBufferGeometry;
exports.ParametricGeometry = ParametricGeometry;
exports.Particle = Particle;
exports.ParticleBasicMaterial = ParticleBasicMaterial;
exports.ParticleSystem = ParticleSystem;
exports.ParticleSystemMaterial = ParticleSystemMaterial;
exports.Path = Path;
exports.PerspectiveCamera = PerspectiveCamera;
exports.Plane = Plane;
exports.PlaneBufferGeometry = PlaneBufferGeometry;
exports.PlaneGeometry = PlaneGeometry;
exports.PlaneHelper = PlaneHelper;
exports.PointCloud = PointCloud;
exports.PointCloudMaterial = PointCloudMaterial;
exports.PointLight = PointLight;
exports.PointLightHelper = PointLightHelper;
exports.Points = Points;
exports.PointsMaterial = PointsMaterial;
exports.PolarGridHelper = PolarGridHelper;
exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
exports.PolyhedronGeometry = PolyhedronGeometry;
exports.PositionalAudio = PositionalAudio;
exports.PropertyBinding = PropertyBinding;
exports.PropertyMixer = PropertyMixer;
exports.QuadraticBezierCurve = QuadraticBezierCurve;
exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
exports.Quaternion = Quaternion;
exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
exports.REVISION = REVISION;
exports.RGBADepthPacking = RGBADepthPacking;
exports.RGBAFormat = RGBAFormat;
exports.RGBAIntegerFormat = RGBAIntegerFormat;
exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
exports.RGBDEncoding = RGBDEncoding;
exports.RGBEEncoding = RGBEEncoding;
exports.RGBEFormat = RGBEFormat;
exports.RGBFormat = RGBFormat;
exports.RGBIntegerFormat = RGBIntegerFormat;
exports.RGBM16Encoding = RGBM16Encoding;
exports.RGBM7Encoding = RGBM7Encoding;
exports.RGB_ETC1_Format = RGB_ETC1_Format;
exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
exports.RGFormat = RGFormat;
exports.RGIntegerFormat = RGIntegerFormat;
exports.RawShaderMaterial = RawShaderMaterial;
exports.Ray = Ray;
exports.Raycaster = Raycaster;
exports.RectAreaLight = RectAreaLight;
exports.RedFormat = RedFormat;
exports.RedIntegerFormat = RedIntegerFormat;
exports.ReinhardToneMapping = ReinhardToneMapping;
exports.RepeatWrapping = RepeatWrapping;
exports.ReplaceStencilOp = ReplaceStencilOp;
exports.ReverseSubtractEquation = ReverseSubtractEquation;
exports.RingBufferGeometry = RingBufferGeometry;
exports.RingGeometry = RingGeometry;
exports.Scene = Scene;
exports.SceneUtils = SceneUtils;
exports.ShaderChunk = ShaderChunk;
exports.ShaderLib = ShaderLib;
exports.ShaderMaterial = ShaderMaterial;
exports.ShadowMaterial = ShadowMaterial;
exports.Shape = Shape;
exports.ShapeBufferGeometry = ShapeBufferGeometry;
exports.ShapeGeometry = ShapeGeometry;
exports.ShapePath = ShapePath;
exports.ShapeUtils = ShapeUtils;
exports.ShortType = ShortType;
exports.Skeleton = Skeleton;
exports.SkeletonHelper = SkeletonHelper;
exports.SkinnedMesh = SkinnedMesh;
exports.SmoothShading = SmoothShading;
exports.Sphere = Sphere;
exports.SphereBufferGeometry = SphereBufferGeometry;
exports.SphereGeometry = SphereGeometry;
exports.Spherical = Spherical;
exports.SphericalHarmonics3 = SphericalHarmonics3;
exports.SphericalReflectionMapping = SphericalReflectionMapping;
exports.Spline = Spline;
exports.SplineCurve = SplineCurve;
exports.SplineCurve3 = SplineCurve3;
exports.SpotLight = SpotLight;
exports.SpotLightHelper = SpotLightHelper;
exports.SpotLightShadow = SpotLightShadow;
exports.Sprite = Sprite;
exports.SpriteMaterial = SpriteMaterial;
exports.SrcAlphaFactor = SrcAlphaFactor;
exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
exports.SrcColorFactor = SrcColorFactor;
exports.StaticCopyUsage = StaticCopyUsage;
exports.StaticDrawUsage = StaticDrawUsage;
exports.StaticReadUsage = StaticReadUsage;
exports.StereoCamera = StereoCamera;
exports.StreamCopyUsage = StreamCopyUsage;
exports.StreamDrawUsage = StreamDrawUsage;
exports.StreamReadUsage = StreamReadUsage;
exports.StringKeyframeTrack = StringKeyframeTrack;
exports.SubtractEquation = SubtractEquation;
exports.SubtractiveBlending = SubtractiveBlending;
exports.TOUCH = TOUCH;
exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
exports.TetrahedronGeometry = TetrahedronGeometry;
exports.TextBufferGeometry = TextBufferGeometry;
exports.TextGeometry = TextGeometry;
exports.Texture = Texture;
exports.TextureLoader = TextureLoader;
exports.TorusBufferGeometry = TorusBufferGeometry;
exports.TorusGeometry = TorusGeometry;
exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
exports.TorusKnotGeometry = TorusKnotGeometry;
exports.Triangle = Triangle;
exports.TriangleFanDrawMode = TriangleFanDrawMode;
exports.TriangleStripDrawMode = TriangleStripDrawMode;
exports.TrianglesDrawMode = TrianglesDrawMode;
exports.TubeBufferGeometry = TubeBufferGeometry;
exports.TubeGeometry = TubeGeometry;
exports.UVMapping = UVMapping;
exports.Uint16Attribute = Uint16Attribute;
exports.Uint16BufferAttribute = Uint16BufferAttribute;
exports.Uint32Attribute = Uint32Attribute;
exports.Uint32BufferAttribute = Uint32BufferAttribute;
exports.Uint8Attribute = Uint8Attribute;
exports.Uint8BufferAttribute = Uint8BufferAttribute;
exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
exports.Uniform = Uniform;
exports.UniformsLib = UniformsLib;
exports.UniformsUtils = UniformsUtils;
exports.UnsignedByteType = UnsignedByteType;
exports.UnsignedInt248Type = UnsignedInt248Type;
exports.UnsignedIntType = UnsignedIntType;
exports.UnsignedShort4444Type = UnsignedShort4444Type;
exports.UnsignedShort5551Type = UnsignedShort5551Type;
exports.UnsignedShort565Type = UnsignedShort565Type;
exports.UnsignedShortType = UnsignedShortType;
exports.VSMShadowMap = VSMShadowMap;
exports.Vector2 = Vector2;
exports.Vector3 = Vector3;
exports.Vector4 = Vector4;
exports.VectorKeyframeTrack = VectorKeyframeTrack;
exports.Vertex = Vertex;
exports.VertexColors = VertexColors;
exports.VideoTexture = VideoTexture;
exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
exports.WebGLRenderTarget = WebGLRenderTarget;
exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
exports.WebGLRenderer = WebGLRenderer;
exports.WebGLUtils = WebGLUtils;
exports.WireframeGeometry = WireframeGeometry;
exports.WireframeHelper = WireframeHelper;
exports.WrapAroundEnding = WrapAroundEnding;
exports.XHRLoader = XHRLoader;
exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
exports.ZeroFactor = ZeroFactor;
exports.ZeroSlopeEnding = ZeroSlopeEnding;
exports.ZeroStencilOp = ZeroStencilOp;
exports.sRGBEncoding = sRGBEncoding;
Object.defineProperty(exports, '__esModule', {
value: true
});
})));