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- (function (global, factory) {
- typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
- typeof define === 'function' && define.amd ? define(['exports'], factory) :
- (factory((global.THREE = global.THREE || {})));
- }(this, (function (exports) { 'use strict';
- // Polyfills
- if ( Number.EPSILON === undefined ) {
- Number.EPSILON = Math.pow( 2, - 52 );
- }
- //
- if ( Math.sign === undefined ) {
- // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
- Math.sign = function ( x ) {
- return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
- };
- }
- if ( Function.prototype.name === undefined ) {
- // Missing in IE9-11.
- // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
- Object.defineProperty( Function.prototype, 'name', {
- get: function () {
- return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
- }
- } );
- }
- if ( Object.assign === undefined ) {
- // Missing in IE.
- // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
- ( function () {
- Object.assign = function ( target ) {
- 'use strict';
- if ( target === undefined || target === null ) {
- throw new TypeError( 'Cannot convert undefined or null to object' );
- }
- var output = Object( target );
- for ( var index = 1; index < arguments.length; index ++ ) {
- var source = arguments[ index ];
- if ( source !== undefined && source !== null ) {
- for ( var nextKey in source ) {
- if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
- output[ nextKey ] = source[ nextKey ];
- }
- }
- }
- }
- return output;
- };
- } )();
- }
- var REVISION = '84';
- var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
- var CullFaceNone = 0;
- var CullFaceBack = 1;
- var CullFaceFront = 2;
- var CullFaceFrontBack = 3;
- var FrontFaceDirectionCW = 0;
- var FrontFaceDirectionCCW = 1;
- var BasicShadowMap = 0;
- var PCFShadowMap = 1;
- var PCFSoftShadowMap = 2;
- var FrontSide = 0;
- var BackSide = 1;
- var DoubleSide = 2;
- var FlatShading = 1;
- var SmoothShading = 2;
- var NoColors = 0;
- var FaceColors = 1;
- var VertexColors = 2;
- var NoBlending = 0;
- var NormalBlending = 1;
- var AdditiveBlending = 2;
- var SubtractiveBlending = 3;
- var MultiplyBlending = 4;
- var CustomBlending = 5;
- var AddEquation = 100;
- var SubtractEquation = 101;
- var ReverseSubtractEquation = 102;
- var MinEquation = 103;
- var MaxEquation = 104;
- var ZeroFactor = 200;
- var OneFactor = 201;
- var SrcColorFactor = 202;
- var OneMinusSrcColorFactor = 203;
- var SrcAlphaFactor = 204;
- var OneMinusSrcAlphaFactor = 205;
- var DstAlphaFactor = 206;
- var OneMinusDstAlphaFactor = 207;
- var DstColorFactor = 208;
- var OneMinusDstColorFactor = 209;
- var SrcAlphaSaturateFactor = 210;
- var NeverDepth = 0;
- var AlwaysDepth = 1;
- var LessDepth = 2;
- var LessEqualDepth = 3;
- var EqualDepth = 4;
- var GreaterEqualDepth = 5;
- var GreaterDepth = 6;
- var NotEqualDepth = 7;
- var MultiplyOperation = 0;
- var MixOperation = 1;
- var AddOperation = 2;
- var NoToneMapping = 0;
- var LinearToneMapping = 1;
- var ReinhardToneMapping = 2;
- var Uncharted2ToneMapping = 3;
- var CineonToneMapping = 4;
- var UVMapping = 300;
- var CubeReflectionMapping = 301;
- var CubeRefractionMapping = 302;
- var EquirectangularReflectionMapping = 303;
- var EquirectangularRefractionMapping = 304;
- var SphericalReflectionMapping = 305;
- var CubeUVReflectionMapping = 306;
- var CubeUVRefractionMapping = 307;
- var RepeatWrapping = 1000;
- var ClampToEdgeWrapping = 1001;
- var MirroredRepeatWrapping = 1002;
- var NearestFilter = 1003;
- var NearestMipMapNearestFilter = 1004;
- var NearestMipMapLinearFilter = 1005;
- var LinearFilter = 1006;
- var LinearMipMapNearestFilter = 1007;
- var LinearMipMapLinearFilter = 1008;
- var UnsignedByteType = 1009;
- var ByteType = 1010;
- var ShortType = 1011;
- var UnsignedShortType = 1012;
- var IntType = 1013;
- var UnsignedIntType = 1014;
- var FloatType = 1015;
- var HalfFloatType = 1016;
- var UnsignedShort4444Type = 1017;
- var UnsignedShort5551Type = 1018;
- var UnsignedShort565Type = 1019;
- var UnsignedInt248Type = 1020;
- var AlphaFormat = 1021;
- var RGBFormat = 1022;
- var RGBAFormat = 1023;
- var LuminanceFormat = 1024;
- var LuminanceAlphaFormat = 1025;
- var RGBEFormat = RGBAFormat;
- var DepthFormat = 1026;
- var DepthStencilFormat = 1027;
- var RGB_S3TC_DXT1_Format = 2001;
- var RGBA_S3TC_DXT1_Format = 2002;
- var RGBA_S3TC_DXT3_Format = 2003;
- var RGBA_S3TC_DXT5_Format = 2004;
- var RGB_PVRTC_4BPPV1_Format = 2100;
- var RGB_PVRTC_2BPPV1_Format = 2101;
- var RGBA_PVRTC_4BPPV1_Format = 2102;
- var RGBA_PVRTC_2BPPV1_Format = 2103;
- var RGB_ETC1_Format = 2151;
- var LoopOnce = 2200;
- var LoopRepeat = 2201;
- var LoopPingPong = 2202;
- var InterpolateDiscrete = 2300;
- var InterpolateLinear = 2301;
- var InterpolateSmooth = 2302;
- var ZeroCurvatureEnding = 2400;
- var ZeroSlopeEnding = 2401;
- var WrapAroundEnding = 2402;
- var TrianglesDrawMode = 0;
- var TriangleStripDrawMode = 1;
- var TriangleFanDrawMode = 2;
- var LinearEncoding = 3000;
- var sRGBEncoding = 3001;
- var GammaEncoding = 3007;
- var RGBEEncoding = 3002;
- var LogLuvEncoding = 3003;
- var RGBM7Encoding = 3004;
- var RGBM16Encoding = 3005;
- var RGBDEncoding = 3006;
- var BasicDepthPacking = 3200;
- var RGBADepthPacking = 3201;
- /**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
- var _Math = {
- DEG2RAD: Math.PI / 180,
- RAD2DEG: 180 / Math.PI,
- generateUUID: function () {
- // http://www.broofa.com/Tools/Math.uuid.htm
- var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
- var uuid = new Array( 36 );
- var rnd = 0, r;
- return function generateUUID() {
- for ( var i = 0; i < 36; i ++ ) {
- if ( i === 8 || i === 13 || i === 18 || i === 23 ) {
- uuid[ i ] = '-';
- } else if ( i === 14 ) {
- uuid[ i ] = '4';
- } else {
- if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
- r = rnd & 0xf;
- rnd = rnd >> 4;
- uuid[ i ] = chars[ ( i === 19 ) ? ( r & 0x3 ) | 0x8 : r ];
- }
- }
- return uuid.join( '' );
- };
- }(),
- clamp: function ( value, min, max ) {
- return Math.max( min, Math.min( max, value ) );
- },
- // compute euclidian modulo of m % n
- // https://en.wikipedia.org/wiki/Modulo_operation
- euclideanModulo: function ( n, m ) {
- return ( ( n % m ) + m ) % m;
- },
- // Linear mapping from range <a1, a2> to range <b1, b2>
- mapLinear: function ( x, a1, a2, b1, b2 ) {
- return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
- },
- // https://en.wikipedia.org/wiki/Linear_interpolation
- lerp: function ( x, y, t ) {
- return ( 1 - t ) * x + t * y;
- },
- // http://en.wikipedia.org/wiki/Smoothstep
- smoothstep: function ( x, min, max ) {
- if ( x <= min ) return 0;
- if ( x >= max ) return 1;
- x = ( x - min ) / ( max - min );
- return x * x * ( 3 - 2 * x );
- },
- smootherstep: function ( x, min, max ) {
- if ( x <= min ) return 0;
- if ( x >= max ) return 1;
- x = ( x - min ) / ( max - min );
- return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
- },
- // Random integer from <low, high> interval
- randInt: function ( low, high ) {
- return low + Math.floor( Math.random() * ( high - low + 1 ) );
- },
- // Random float from <low, high> interval
- randFloat: function ( low, high ) {
- return low + Math.random() * ( high - low );
- },
- // Random float from <-range/2, range/2> interval
- randFloatSpread: function ( range ) {
- return range * ( 0.5 - Math.random() );
- },
- degToRad: function ( degrees ) {
- return degrees * _Math.DEG2RAD;
- },
- radToDeg: function ( radians ) {
- return radians * _Math.RAD2DEG;
- },
- isPowerOfTwo: function ( value ) {
- return ( value & ( value - 1 ) ) === 0 && value !== 0;
- },
- nearestPowerOfTwo: function ( value ) {
- return Math.pow( 2, Math.round( Math.log( value ) / Math.LN2 ) );
- },
- nextPowerOfTwo: function ( value ) {
- value --;
- value |= value >> 1;
- value |= value >> 2;
- value |= value >> 4;
- value |= value >> 8;
- value |= value >> 16;
- value ++;
- return value;
- }
- };
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author WestLangley / http://github.com/WestLangley
- * @author bhouston / http://clara.io
- */
- function Quaternion( x, y, z, w ) {
- this._x = x || 0;
- this._y = y || 0;
- this._z = z || 0;
- this._w = ( w !== undefined ) ? w : 1;
- }
- Quaternion.prototype = {
- constructor: Quaternion,
- get x () {
- return this._x;
- },
- set x ( value ) {
- this._x = value;
- this.onChangeCallback();
- },
- get y () {
- return this._y;
- },
- set y ( value ) {
- this._y = value;
- this.onChangeCallback();
- },
- get z () {
- return this._z;
- },
- set z ( value ) {
- this._z = value;
- this.onChangeCallback();
- },
- get w () {
- return this._w;
- },
- set w ( value ) {
- this._w = value;
- this.onChangeCallback();
- },
- set: function ( x, y, z, w ) {
- this._x = x;
- this._y = y;
- this._z = z;
- this._w = w;
- this.onChangeCallback();
- return this;
- },
- clone: function () {
- return new this.constructor( this._x, this._y, this._z, this._w );
- },
- copy: function ( quaternion ) {
- this._x = quaternion.x;
- this._y = quaternion.y;
- this._z = quaternion.z;
- this._w = quaternion.w;
- this.onChangeCallback();
- return this;
- },
- setFromEuler: function ( euler, update ) {
- if ( (euler && euler.isEuler) === false ) {
- throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
- }
- // http://www.mathworks.com/matlabcentral/fileexchange/
- // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
- // content/SpinCalc.m
- var c1 = Math.cos( euler._x / 2 );
- var c2 = Math.cos( euler._y / 2 );
- var c3 = Math.cos( euler._z / 2 );
- var s1 = Math.sin( euler._x / 2 );
- var s2 = Math.sin( euler._y / 2 );
- var s3 = Math.sin( euler._z / 2 );
- var order = euler.order;
- if ( order === 'XYZ' ) {
- this._x = s1 * c2 * c3 + c1 * s2 * s3;
- this._y = c1 * s2 * c3 - s1 * c2 * s3;
- this._z = c1 * c2 * s3 + s1 * s2 * c3;
- this._w = c1 * c2 * c3 - s1 * s2 * s3;
- } else if ( order === 'YXZ' ) {
- this._x = s1 * c2 * c3 + c1 * s2 * s3;
- this._y = c1 * s2 * c3 - s1 * c2 * s3;
- this._z = c1 * c2 * s3 - s1 * s2 * c3;
- this._w = c1 * c2 * c3 + s1 * s2 * s3;
- } else if ( order === 'ZXY' ) {
- this._x = s1 * c2 * c3 - c1 * s2 * s3;
- this._y = c1 * s2 * c3 + s1 * c2 * s3;
- this._z = c1 * c2 * s3 + s1 * s2 * c3;
- this._w = c1 * c2 * c3 - s1 * s2 * s3;
- } else if ( order === 'ZYX' ) {
- this._x = s1 * c2 * c3 - c1 * s2 * s3;
- this._y = c1 * s2 * c3 + s1 * c2 * s3;
- this._z = c1 * c2 * s3 - s1 * s2 * c3;
- this._w = c1 * c2 * c3 + s1 * s2 * s3;
- } else if ( order === 'YZX' ) {
- this._x = s1 * c2 * c3 + c1 * s2 * s3;
- this._y = c1 * s2 * c3 + s1 * c2 * s3;
- this._z = c1 * c2 * s3 - s1 * s2 * c3;
- this._w = c1 * c2 * c3 - s1 * s2 * s3;
- } else if ( order === 'XZY' ) {
- this._x = s1 * c2 * c3 - c1 * s2 * s3;
- this._y = c1 * s2 * c3 - s1 * c2 * s3;
- this._z = c1 * c2 * s3 + s1 * s2 * c3;
- this._w = c1 * c2 * c3 + s1 * s2 * s3;
- }
- if ( update !== false ) this.onChangeCallback();
- return this;
- },
- setFromAxisAngle: function ( axis, angle ) {
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
- // assumes axis is normalized
- var halfAngle = angle / 2, s = Math.sin( halfAngle );
- this._x = axis.x * s;
- this._y = axis.y * s;
- this._z = axis.z * s;
- this._w = Math.cos( halfAngle );
- this.onChangeCallback();
- return this;
- },
- setFromRotationMatrix: function ( m ) {
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
- var te = m.elements,
- m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
- m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
- m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
- trace = m11 + m22 + m33,
- s;
- if ( trace > 0 ) {
- s = 0.5 / Math.sqrt( trace + 1.0 );
- this._w = 0.25 / s;
- this._x = ( m32 - m23 ) * s;
- this._y = ( m13 - m31 ) * s;
- this._z = ( m21 - m12 ) * s;
- } else if ( m11 > m22 && m11 > m33 ) {
- s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
- this._w = ( m32 - m23 ) / s;
- this._x = 0.25 * s;
- this._y = ( m12 + m21 ) / s;
- this._z = ( m13 + m31 ) / s;
- } else if ( m22 > m33 ) {
- s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
- this._w = ( m13 - m31 ) / s;
- this._x = ( m12 + m21 ) / s;
- this._y = 0.25 * s;
- this._z = ( m23 + m32 ) / s;
- } else {
- s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
- this._w = ( m21 - m12 ) / s;
- this._x = ( m13 + m31 ) / s;
- this._y = ( m23 + m32 ) / s;
- this._z = 0.25 * s;
- }
- this.onChangeCallback();
- return this;
- },
- setFromUnitVectors: function () {
- // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
- // assumes direction vectors vFrom and vTo are normalized
- var v1, r;
- var EPS = 0.000001;
- return function setFromUnitVectors( vFrom, vTo ) {
- if ( v1 === undefined ) v1 = new Vector3();
- r = vFrom.dot( vTo ) + 1;
- if ( r < EPS ) {
- r = 0;
- if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
- v1.set( - vFrom.y, vFrom.x, 0 );
- } else {
- v1.set( 0, - vFrom.z, vFrom.y );
- }
- } else {
- v1.crossVectors( vFrom, vTo );
- }
- this._x = v1.x;
- this._y = v1.y;
- this._z = v1.z;
- this._w = r;
- return this.normalize();
- };
- }(),
- inverse: function () {
- return this.conjugate().normalize();
- },
- conjugate: function () {
- this._x *= - 1;
- this._y *= - 1;
- this._z *= - 1;
- this.onChangeCallback();
- return this;
- },
- dot: function ( v ) {
- return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
- },
- lengthSq: function () {
- return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
- },
- length: function () {
- return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
- },
- normalize: function () {
- var l = this.length();
- if ( l === 0 ) {
- this._x = 0;
- this._y = 0;
- this._z = 0;
- this._w = 1;
- } else {
- l = 1 / l;
- this._x = this._x * l;
- this._y = this._y * l;
- this._z = this._z * l;
- this._w = this._w * l;
- }
- this.onChangeCallback();
- return this;
- },
- multiply: function ( q, p ) {
- if ( p !== undefined ) {
- console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
- return this.multiplyQuaternions( q, p );
- }
- return this.multiplyQuaternions( this, q );
- },
- premultiply: function ( q ) {
- return this.multiplyQuaternions( q, this );
- },
- multiplyQuaternions: function ( a, b ) {
- // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
- var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
- var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
- this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
- this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
- this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
- this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
- this.onChangeCallback();
- return this;
- },
- slerp: function ( qb, t ) {
- if ( t === 0 ) return this;
- if ( t === 1 ) return this.copy( qb );
- var x = this._x, y = this._y, z = this._z, w = this._w;
- // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
- var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
- if ( cosHalfTheta < 0 ) {
- this._w = - qb._w;
- this._x = - qb._x;
- this._y = - qb._y;
- this._z = - qb._z;
- cosHalfTheta = - cosHalfTheta;
- } else {
- this.copy( qb );
- }
- if ( cosHalfTheta >= 1.0 ) {
- this._w = w;
- this._x = x;
- this._y = y;
- this._z = z;
- return this;
- }
- var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
- if ( Math.abs( sinHalfTheta ) < 0.001 ) {
- this._w = 0.5 * ( w + this._w );
- this._x = 0.5 * ( x + this._x );
- this._y = 0.5 * ( y + this._y );
- this._z = 0.5 * ( z + this._z );
- return this;
- }
- var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
- var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
- ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
- this._w = ( w * ratioA + this._w * ratioB );
- this._x = ( x * ratioA + this._x * ratioB );
- this._y = ( y * ratioA + this._y * ratioB );
- this._z = ( z * ratioA + this._z * ratioB );
- this.onChangeCallback();
- return this;
- },
- equals: function ( quaternion ) {
- return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
- },
- fromArray: function ( array, offset ) {
- if ( offset === undefined ) offset = 0;
- this._x = array[ offset ];
- this._y = array[ offset + 1 ];
- this._z = array[ offset + 2 ];
- this._w = array[ offset + 3 ];
- this.onChangeCallback();
- return this;
- },
- toArray: function ( array, offset ) {
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
- array[ offset ] = this._x;
- array[ offset + 1 ] = this._y;
- array[ offset + 2 ] = this._z;
- array[ offset + 3 ] = this._w;
- return array;
- },
- onChange: function ( callback ) {
- this.onChangeCallback = callback;
- return this;
- },
- onChangeCallback: function () {}
- };
- Object.assign( Quaternion, {
- slerp: function( qa, qb, qm, t ) {
- return qm.copy( qa ).slerp( qb, t );
- },
- slerpFlat: function(
- dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
- // fuzz-free, array-based Quaternion SLERP operation
- var x0 = src0[ srcOffset0 + 0 ],
- y0 = src0[ srcOffset0 + 1 ],
- z0 = src0[ srcOffset0 + 2 ],
- w0 = src0[ srcOffset0 + 3 ],
- x1 = src1[ srcOffset1 + 0 ],
- y1 = src1[ srcOffset1 + 1 ],
- z1 = src1[ srcOffset1 + 2 ],
- w1 = src1[ srcOffset1 + 3 ];
- if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
- var s = 1 - t,
- cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
- dir = ( cos >= 0 ? 1 : - 1 ),
- sqrSin = 1 - cos * cos;
- // Skip the Slerp for tiny steps to avoid numeric problems:
- if ( sqrSin > Number.EPSILON ) {
- var sin = Math.sqrt( sqrSin ),
- len = Math.atan2( sin, cos * dir );
- s = Math.sin( s * len ) / sin;
- t = Math.sin( t * len ) / sin;
- }
- var tDir = t * dir;
- x0 = x0 * s + x1 * tDir;
- y0 = y0 * s + y1 * tDir;
- z0 = z0 * s + z1 * tDir;
- w0 = w0 * s + w1 * tDir;
- // Normalize in case we just did a lerp:
- if ( s === 1 - t ) {
- var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
- x0 *= f;
- y0 *= f;
- z0 *= f;
- w0 *= f;
- }
- }
- dst[ dstOffset ] = x0;
- dst[ dstOffset + 1 ] = y0;
- dst[ dstOffset + 2 ] = z0;
- dst[ dstOffset + 3 ] = w0;
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author *kile / http://kile.stravaganza.org/
- * @author philogb / http://blog.thejit.org/
- * @author mikael emtinger / http://gomo.se/
- * @author egraether / http://egraether.com/
- * @author WestLangley / http://github.com/WestLangley
- */
- function Vector3( x, y, z ) {
- this.x = x || 0;
- this.y = y || 0;
- this.z = z || 0;
- }
- Vector3.prototype = {
- constructor: Vector3,
- isVector3: true,
- set: function ( x, y, z ) {
- this.x = x;
- this.y = y;
- this.z = z;
- return this;
- },
- setScalar: function ( scalar ) {
- this.x = scalar;
- this.y = scalar;
- this.z = scalar;
- return this;
- },
- setX: function ( x ) {
- this.x = x;
- return this;
- },
- setY: function ( y ) {
- this.y = y;
- return this;
- },
- setZ: function ( z ) {
- this.z = z;
- return this;
- },
- setComponent: function ( index, value ) {
- switch ( index ) {
- case 0: this.x = value; break;
- case 1: this.y = value; break;
- case 2: this.z = value; break;
- default: throw new Error( 'index is out of range: ' + index );
- }
- return this;
- },
- getComponent: function ( index ) {
- switch ( index ) {
- case 0: return this.x;
- case 1: return this.y;
- case 2: return this.z;
- default: throw new Error( 'index is out of range: ' + index );
- }
- },
- clone: function () {
- return new this.constructor( this.x, this.y, this.z );
- },
- copy: function ( v ) {
- this.x = v.x;
- this.y = v.y;
- this.z = v.z;
- return this;
- },
- add: function ( v, w ) {
- if ( w !== undefined ) {
- console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
- return this.addVectors( v, w );
- }
- this.x += v.x;
- this.y += v.y;
- this.z += v.z;
- return this;
- },
- addScalar: function ( s ) {
- this.x += s;
- this.y += s;
- this.z += s;
- return this;
- },
- addVectors: function ( a, b ) {
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- this.z = a.z + b.z;
- return this;
- },
- addScaledVector: function ( v, s ) {
- this.x += v.x * s;
- this.y += v.y * s;
- this.z += v.z * s;
- return this;
- },
- sub: function ( v, w ) {
- if ( w !== undefined ) {
- console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
- return this.subVectors( v, w );
- }
- this.x -= v.x;
- this.y -= v.y;
- this.z -= v.z;
- return this;
- },
- subScalar: function ( s ) {
- this.x -= s;
- this.y -= s;
- this.z -= s;
- return this;
- },
- subVectors: function ( a, b ) {
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- this.z = a.z - b.z;
- return this;
- },
- multiply: function ( v, w ) {
- if ( w !== undefined ) {
- console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
- return this.multiplyVectors( v, w );
- }
- this.x *= v.x;
- this.y *= v.y;
- this.z *= v.z;
- return this;
- },
- multiplyScalar: function ( scalar ) {
- if ( isFinite( scalar ) ) {
- this.x *= scalar;
- this.y *= scalar;
- this.z *= scalar;
- } else {
- this.x = 0;
- this.y = 0;
- this.z = 0;
- }
- return this;
- },
- multiplyVectors: function ( a, b ) {
- this.x = a.x * b.x;
- this.y = a.y * b.y;
- this.z = a.z * b.z;
- return this;
- },
- applyEuler: function () {
- var quaternion;
- return function applyEuler( euler ) {
- if ( (euler && euler.isEuler) === false ) {
- console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
- }
- if ( quaternion === undefined ) quaternion = new Quaternion();
- return this.applyQuaternion( quaternion.setFromEuler( euler ) );
- };
- }(),
- applyAxisAngle: function () {
- var quaternion;
- return function applyAxisAngle( axis, angle ) {
- if ( quaternion === undefined ) quaternion = new Quaternion();
- return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
- };
- }(),
- applyMatrix3: function ( m ) {
- var x = this.x, y = this.y, z = this.z;
- var e = m.elements;
- this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
- this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
- this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
- return this;
- },
- applyMatrix4: function ( m ) {
- var x = this.x, y = this.y, z = this.z;
- var e = m.elements;
- this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ];
- this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ];
- this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
- var w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ];
- return this.divideScalar( w );
- },
- applyQuaternion: function ( q ) {
- var x = this.x, y = this.y, z = this.z;
- var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
- // calculate quat * vector
- var ix = qw * x + qy * z - qz * y;
- var iy = qw * y + qz * x - qx * z;
- var iz = qw * z + qx * y - qy * x;
- var iw = - qx * x - qy * y - qz * z;
- // calculate result * inverse quat
- this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
- this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
- this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
- return this;
- },
- project: function () {
- var matrix;
- return function project( camera ) {
- if ( matrix === undefined ) matrix = new Matrix4();
- matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
- return this.applyMatrix4( matrix );
- };
- }(),
- unproject: function () {
- var matrix;
- return function unproject( camera ) {
- if ( matrix === undefined ) matrix = new Matrix4();
- matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
- return this.applyMatrix4( matrix );
- };
- }(),
- transformDirection: function ( m ) {
- // input: THREE.Matrix4 affine matrix
- // vector interpreted as a direction
- var x = this.x, y = this.y, z = this.z;
- var e = m.elements;
- this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
- this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
- this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
- return this.normalize();
- },
- divide: function ( v ) {
- this.x /= v.x;
- this.y /= v.y;
- this.z /= v.z;
- return this;
- },
- divideScalar: function ( scalar ) {
- return this.multiplyScalar( 1 / scalar );
- },
- min: function ( v ) {
- this.x = Math.min( this.x, v.x );
- this.y = Math.min( this.y, v.y );
- this.z = Math.min( this.z, v.z );
- return this;
- },
- max: function ( v ) {
- this.x = Math.max( this.x, v.x );
- this.y = Math.max( this.y, v.y );
- this.z = Math.max( this.z, v.z );
- return this;
- },
- clamp: function ( min, max ) {
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
- this.x = Math.max( min.x, Math.min( max.x, this.x ) );
- this.y = Math.max( min.y, Math.min( max.y, this.y ) );
- this.z = Math.max( min.z, Math.min( max.z, this.z ) );
- return this;
- },
- clampScalar: function () {
- var min, max;
- return function clampScalar( minVal, maxVal ) {
- if ( min === undefined ) {
- min = new Vector3();
- max = new Vector3();
- }
- min.set( minVal, minVal, minVal );
- max.set( maxVal, maxVal, maxVal );
- return this.clamp( min, max );
- };
- }(),
- clampLength: function ( min, max ) {
- var length = this.length();
- return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length );
- },
- floor: function () {
- this.x = Math.floor( this.x );
- this.y = Math.floor( this.y );
- this.z = Math.floor( this.z );
- return this;
- },
- ceil: function () {
- this.x = Math.ceil( this.x );
- this.y = Math.ceil( this.y );
- this.z = Math.ceil( this.z );
- return this;
- },
- round: function () {
- this.x = Math.round( this.x );
- this.y = Math.round( this.y );
- this.z = Math.round( this.z );
- return this;
- },
- roundToZero: function () {
- this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
- this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
- this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
- return this;
- },
- negate: function () {
- this.x = - this.x;
- this.y = - this.y;
- this.z = - this.z;
- return this;
- },
- dot: function ( v ) {
- return this.x * v.x + this.y * v.y + this.z * v.z;
- },
- lengthSq: function () {
- return this.x * this.x + this.y * this.y + this.z * this.z;
- },
- length: function () {
- return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
- },
- lengthManhattan: function () {
- return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
- },
- normalize: function () {
- return this.divideScalar( this.length() );
- },
- setLength: function ( length ) {
- return this.multiplyScalar( length / this.length() );
- },
- lerp: function ( v, alpha ) {
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
- this.z += ( v.z - this.z ) * alpha;
- return this;
- },
- lerpVectors: function ( v1, v2, alpha ) {
- return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
- },
- cross: function ( v, w ) {
- if ( w !== undefined ) {
- console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
- return this.crossVectors( v, w );
- }
- var x = this.x, y = this.y, z = this.z;
- this.x = y * v.z - z * v.y;
- this.y = z * v.x - x * v.z;
- this.z = x * v.y - y * v.x;
- return this;
- },
- crossVectors: function ( a, b ) {
- var ax = a.x, ay = a.y, az = a.z;
- var bx = b.x, by = b.y, bz = b.z;
- this.x = ay * bz - az * by;
- this.y = az * bx - ax * bz;
- this.z = ax * by - ay * bx;
- return this;
- },
- projectOnVector: function ( vector ) {
- var scalar = vector.dot( this ) / vector.lengthSq();
- return this.copy( vector ).multiplyScalar( scalar );
- },
- projectOnPlane: function () {
- var v1;
- return function projectOnPlane( planeNormal ) {
- if ( v1 === undefined ) v1 = new Vector3();
- v1.copy( this ).projectOnVector( planeNormal );
- return this.sub( v1 );
- };
- }(),
- reflect: function () {
- // reflect incident vector off plane orthogonal to normal
- // normal is assumed to have unit length
- var v1;
- return function reflect( normal ) {
- if ( v1 === undefined ) v1 = new Vector3();
- return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
- };
- }(),
- angleTo: function ( v ) {
- var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );
- // clamp, to handle numerical problems
- return Math.acos( _Math.clamp( theta, - 1, 1 ) );
- },
- distanceTo: function ( v ) {
- return Math.sqrt( this.distanceToSquared( v ) );
- },
- distanceToSquared: function ( v ) {
- var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
- return dx * dx + dy * dy + dz * dz;
- },
- distanceToManhattan: function ( v ) {
- return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
- },
- setFromSpherical: function( s ) {
- var sinPhiRadius = Math.sin( s.phi ) * s.radius;
- this.x = sinPhiRadius * Math.sin( s.theta );
- this.y = Math.cos( s.phi ) * s.radius;
- this.z = sinPhiRadius * Math.cos( s.theta );
- return this;
- },
- setFromCylindrical: function( c ) {
- this.x = c.radius * Math.sin( c.theta );
- this.y = c.y;
- this.z = c.radius * Math.cos( c.theta );
- return this;
- },
- setFromMatrixPosition: function ( m ) {
- return this.setFromMatrixColumn( m, 3 );
- },
- setFromMatrixScale: function ( m ) {
- var sx = this.setFromMatrixColumn( m, 0 ).length();
- var sy = this.setFromMatrixColumn( m, 1 ).length();
- var sz = this.setFromMatrixColumn( m, 2 ).length();
- this.x = sx;
- this.y = sy;
- this.z = sz;
- return this;
- },
- setFromMatrixColumn: function ( m, index ) {
- if ( typeof m === 'number' ) {
- console.warn( 'THREE.Vector3: setFromMatrixColumn now expects ( matrix, index ).' );
- var temp = m;
- m = index;
- index = temp;
- }
- return this.fromArray( m.elements, index * 4 );
- },
- equals: function ( v ) {
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
- },
- fromArray: function ( array, offset ) {
- if ( offset === undefined ) offset = 0;
- this.x = array[ offset ];
- this.y = array[ offset + 1 ];
- this.z = array[ offset + 2 ];
- return this;
- },
- toArray: function ( array, offset ) {
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
- array[ offset ] = this.x;
- array[ offset + 1 ] = this.y;
- array[ offset + 2 ] = this.z;
- return array;
- },
- fromBufferAttribute: function ( attribute, index, offset ) {
- if ( offset !== undefined ) {
- console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
- }
- this.x = attribute.getX( index );
- this.y = attribute.getY( index );
- this.z = attribute.getZ( index );
- return this;
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author philogb / http://blog.thejit.org/
- * @author jordi_ros / http://plattsoft.com
- * @author D1plo1d / http://github.com/D1plo1d
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author timknip / http://www.floorplanner.com/
- * @author bhouston / http://clara.io
- * @author WestLangley / http://github.com/WestLangley
- */
- function Matrix4() {
- this.elements = new Float32Array( [
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
- ] );
- if ( arguments.length > 0 ) {
- console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
- }
- }
- Matrix4.prototype = {
- constructor: Matrix4,
- isMatrix4: true,
- set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
- var te = this.elements;
- te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
- te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
- te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
- te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
- return this;
- },
- identity: function () {
- this.set(
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- clone: function () {
- return new Matrix4().fromArray( this.elements );
- },
- copy: function ( m ) {
- this.elements.set( m.elements );
- return this;
- },
- copyPosition: function ( m ) {
- var te = this.elements;
- var me = m.elements;
- te[ 12 ] = me[ 12 ];
- te[ 13 ] = me[ 13 ];
- te[ 14 ] = me[ 14 ];
- return this;
- },
- extractBasis: function ( xAxis, yAxis, zAxis ) {
- xAxis.setFromMatrixColumn( this, 0 );
- yAxis.setFromMatrixColumn( this, 1 );
- zAxis.setFromMatrixColumn( this, 2 );
- return this;
- },
- makeBasis: function ( xAxis, yAxis, zAxis ) {
- this.set(
- xAxis.x, yAxis.x, zAxis.x, 0,
- xAxis.y, yAxis.y, zAxis.y, 0,
- xAxis.z, yAxis.z, zAxis.z, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- extractRotation: function () {
- var v1;
- return function extractRotation( m ) {
- if ( v1 === undefined ) v1 = new Vector3();
- var te = this.elements;
- var me = m.elements;
- var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();
- var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();
- var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();
- te[ 0 ] = me[ 0 ] * scaleX;
- te[ 1 ] = me[ 1 ] * scaleX;
- te[ 2 ] = me[ 2 ] * scaleX;
- te[ 4 ] = me[ 4 ] * scaleY;
- te[ 5 ] = me[ 5 ] * scaleY;
- te[ 6 ] = me[ 6 ] * scaleY;
- te[ 8 ] = me[ 8 ] * scaleZ;
- te[ 9 ] = me[ 9 ] * scaleZ;
- te[ 10 ] = me[ 10 ] * scaleZ;
- return this;
- };
- }(),
- makeRotationFromEuler: function ( euler ) {
- if ( (euler && euler.isEuler) === false ) {
- console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
- }
- var te = this.elements;
- var x = euler.x, y = euler.y, z = euler.z;
- var a = Math.cos( x ), b = Math.sin( x );
- var c = Math.cos( y ), d = Math.sin( y );
- var e = Math.cos( z ), f = Math.sin( z );
- if ( euler.order === 'XYZ' ) {
- var ae = a * e, af = a * f, be = b * e, bf = b * f;
- te[ 0 ] = c * e;
- te[ 4 ] = - c * f;
- te[ 8 ] = d;
- te[ 1 ] = af + be * d;
- te[ 5 ] = ae - bf * d;
- te[ 9 ] = - b * c;
- te[ 2 ] = bf - ae * d;
- te[ 6 ] = be + af * d;
- te[ 10 ] = a * c;
- } else if ( euler.order === 'YXZ' ) {
- var ce = c * e, cf = c * f, de = d * e, df = d * f;
- te[ 0 ] = ce + df * b;
- te[ 4 ] = de * b - cf;
- te[ 8 ] = a * d;
- te[ 1 ] = a * f;
- te[ 5 ] = a * e;
- te[ 9 ] = - b;
- te[ 2 ] = cf * b - de;
- te[ 6 ] = df + ce * b;
- te[ 10 ] = a * c;
- } else if ( euler.order === 'ZXY' ) {
- var ce = c * e, cf = c * f, de = d * e, df = d * f;
- te[ 0 ] = ce - df * b;
- te[ 4 ] = - a * f;
- te[ 8 ] = de + cf * b;
- te[ 1 ] = cf + de * b;
- te[ 5 ] = a * e;
- te[ 9 ] = df - ce * b;
- te[ 2 ] = - a * d;
- te[ 6 ] = b;
- te[ 10 ] = a * c;
- } else if ( euler.order === 'ZYX' ) {
- var ae = a * e, af = a * f, be = b * e, bf = b * f;
- te[ 0 ] = c * e;
- te[ 4 ] = be * d - af;
- te[ 8 ] = ae * d + bf;
- te[ 1 ] = c * f;
- te[ 5 ] = bf * d + ae;
- te[ 9 ] = af * d - be;
- te[ 2 ] = - d;
- te[ 6 ] = b * c;
- te[ 10 ] = a * c;
- } else if ( euler.order === 'YZX' ) {
- var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
- te[ 0 ] = c * e;
- te[ 4 ] = bd - ac * f;
- te[ 8 ] = bc * f + ad;
- te[ 1 ] = f;
- te[ 5 ] = a * e;
- te[ 9 ] = - b * e;
- te[ 2 ] = - d * e;
- te[ 6 ] = ad * f + bc;
- te[ 10 ] = ac - bd * f;
- } else if ( euler.order === 'XZY' ) {
- var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
- te[ 0 ] = c * e;
- te[ 4 ] = - f;
- te[ 8 ] = d * e;
- te[ 1 ] = ac * f + bd;
- te[ 5 ] = a * e;
- te[ 9 ] = ad * f - bc;
- te[ 2 ] = bc * f - ad;
- te[ 6 ] = b * e;
- te[ 10 ] = bd * f + ac;
- }
- // last column
- te[ 3 ] = 0;
- te[ 7 ] = 0;
- te[ 11 ] = 0;
- // bottom row
- te[ 12 ] = 0;
- te[ 13 ] = 0;
- te[ 14 ] = 0;
- te[ 15 ] = 1;
- return this;
- },
- makeRotationFromQuaternion: function ( q ) {
- var te = this.elements;
- var x = q.x, y = q.y, z = q.z, w = q.w;
- var x2 = x + x, y2 = y + y, z2 = z + z;
- var xx = x * x2, xy = x * y2, xz = x * z2;
- var yy = y * y2, yz = y * z2, zz = z * z2;
- var wx = w * x2, wy = w * y2, wz = w * z2;
- te[ 0 ] = 1 - ( yy + zz );
- te[ 4 ] = xy - wz;
- te[ 8 ] = xz + wy;
- te[ 1 ] = xy + wz;
- te[ 5 ] = 1 - ( xx + zz );
- te[ 9 ] = yz - wx;
- te[ 2 ] = xz - wy;
- te[ 6 ] = yz + wx;
- te[ 10 ] = 1 - ( xx + yy );
- // last column
- te[ 3 ] = 0;
- te[ 7 ] = 0;
- te[ 11 ] = 0;
- // bottom row
- te[ 12 ] = 0;
- te[ 13 ] = 0;
- te[ 14 ] = 0;
- te[ 15 ] = 1;
- return this;
- },
- lookAt: function () {
- var x, y, z;
- return function lookAt( eye, target, up ) {
- if ( x === undefined ) {
- x = new Vector3();
- y = new Vector3();
- z = new Vector3();
- }
- var te = this.elements;
- z.subVectors( eye, target ).normalize();
- if ( z.lengthSq() === 0 ) {
- z.z = 1;
- }
- x.crossVectors( up, z ).normalize();
- if ( x.lengthSq() === 0 ) {
- z.z += 0.0001;
- x.crossVectors( up, z ).normalize();
- }
- y.crossVectors( z, x );
- te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
- te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
- te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
- return this;
- };
- }(),
- multiply: function ( m, n ) {
- if ( n !== undefined ) {
- console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
- return this.multiplyMatrices( m, n );
- }
- return this.multiplyMatrices( this, m );
- },
- premultiply: function ( m ) {
- return this.multiplyMatrices( m, this );
- },
- multiplyMatrices: function ( a, b ) {
- var ae = a.elements;
- var be = b.elements;
- var te = this.elements;
- var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
- var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
- var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
- var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
- var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
- var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
- var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
- var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
- te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
- te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
- te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
- te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
- te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
- te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
- te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
- te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
- te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
- te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
- te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
- te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
- te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
- te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
- te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
- te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
- return this;
- },
- multiplyToArray: function ( a, b, r ) {
- var te = this.elements;
- this.multiplyMatrices( a, b );
- r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
- r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
- r[ 8 ] = te[ 8 ]; r[ 9 ] = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
- r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];
- return this;
- },
- multiplyScalar: function ( s ) {
- var te = this.elements;
- te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
- te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
- te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
- te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
- return this;
- },
- applyToBufferAttribute: function () {
- var v1;
- return function applyToBufferAttribute( attribute ) {
- if ( v1 === undefined ) v1 = new Vector3();
- for ( var i = 0, l = attribute.count; i < l; i ++ ) {
- v1.x = attribute.getX( i );
- v1.y = attribute.getY( i );
- v1.z = attribute.getZ( i );
- v1.applyMatrix4( this );
- attribute.setXYZ( i, v1.x, v1.y, v1.z );
- }
- return attribute;
- };
- }(),
- determinant: function () {
- var te = this.elements;
- var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
- var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
- var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
- var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
- //TODO: make this more efficient
- //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
- return (
- n41 * (
- + n14 * n23 * n32
- - n13 * n24 * n32
- - n14 * n22 * n33
- + n12 * n24 * n33
- + n13 * n22 * n34
- - n12 * n23 * n34
- ) +
- n42 * (
- + n11 * n23 * n34
- - n11 * n24 * n33
- + n14 * n21 * n33
- - n13 * n21 * n34
- + n13 * n24 * n31
- - n14 * n23 * n31
- ) +
- n43 * (
- + n11 * n24 * n32
- - n11 * n22 * n34
- - n14 * n21 * n32
- + n12 * n21 * n34
- + n14 * n22 * n31
- - n12 * n24 * n31
- ) +
- n44 * (
- - n13 * n22 * n31
- - n11 * n23 * n32
- + n11 * n22 * n33
- + n13 * n21 * n32
- - n12 * n21 * n33
- + n12 * n23 * n31
- )
- );
- },
- transpose: function () {
- var te = this.elements;
- var tmp;
- tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
- tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
- tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
- tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
- tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
- tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
- return this;
- },
- setPosition: function ( v ) {
- var te = this.elements;
- te[ 12 ] = v.x;
- te[ 13 ] = v.y;
- te[ 14 ] = v.z;
- return this;
- },
- getInverse: function ( m, throwOnDegenerate ) {
- // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
- var te = this.elements,
- me = m.elements,
- n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
- n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
- n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
- n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
- t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
- t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
- t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
- t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
- var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
- if ( det === 0 ) {
- var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0";
- if ( throwOnDegenerate === true ) {
- throw new Error( msg );
- } else {
- console.warn( msg );
- }
- return this.identity();
- }
- var detInv = 1 / det;
- te[ 0 ] = t11 * detInv;
- te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
- te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
- te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
- te[ 4 ] = t12 * detInv;
- te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
- te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
- te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
- te[ 8 ] = t13 * detInv;
- te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
- te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
- te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
- te[ 12 ] = t14 * detInv;
- te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
- te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
- te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
- return this;
- },
- scale: function ( v ) {
- var te = this.elements;
- var x = v.x, y = v.y, z = v.z;
- te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
- te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
- te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
- te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
- return this;
- },
- getMaxScaleOnAxis: function () {
- var te = this.elements;
- var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
- var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
- var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
- return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
- },
- makeTranslation: function ( x, y, z ) {
- this.set(
- 1, 0, 0, x,
- 0, 1, 0, y,
- 0, 0, 1, z,
- 0, 0, 0, 1
- );
- return this;
- },
- makeRotationX: function ( theta ) {
- var c = Math.cos( theta ), s = Math.sin( theta );
- this.set(
- 1, 0, 0, 0,
- 0, c, - s, 0,
- 0, s, c, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- makeRotationY: function ( theta ) {
- var c = Math.cos( theta ), s = Math.sin( theta );
- this.set(
- c, 0, s, 0,
- 0, 1, 0, 0,
- - s, 0, c, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- makeRotationZ: function ( theta ) {
- var c = Math.cos( theta ), s = Math.sin( theta );
- this.set(
- c, - s, 0, 0,
- s, c, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- makeRotationAxis: function ( axis, angle ) {
- // Based on http://www.gamedev.net/reference/articles/article1199.asp
- var c = Math.cos( angle );
- var s = Math.sin( angle );
- var t = 1 - c;
- var x = axis.x, y = axis.y, z = axis.z;
- var tx = t * x, ty = t * y;
- this.set(
- tx * x + c, tx * y - s * z, tx * z + s * y, 0,
- tx * y + s * z, ty * y + c, ty * z - s * x, 0,
- tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- makeScale: function ( x, y, z ) {
- this.set(
- x, 0, 0, 0,
- 0, y, 0, 0,
- 0, 0, z, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- makeShear: function ( x, y, z ) {
- this.set(
- 1, y, z, 0,
- x, 1, z, 0,
- x, y, 1, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- compose: function ( position, quaternion, scale ) {
- this.makeRotationFromQuaternion( quaternion );
- this.scale( scale );
- this.setPosition( position );
- return this;
- },
- decompose: function () {
- var vector, matrix;
- return function decompose( position, quaternion, scale ) {
- if ( vector === undefined ) {
- vector = new Vector3();
- matrix = new Matrix4();
- }
- var te = this.elements;
- var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
- var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
- var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
- // if determine is negative, we need to invert one scale
- var det = this.determinant();
- if ( det < 0 ) {
- sx = - sx;
- }
- position.x = te[ 12 ];
- position.y = te[ 13 ];
- position.z = te[ 14 ];
- // scale the rotation part
- matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
- var invSX = 1 / sx;
- var invSY = 1 / sy;
- var invSZ = 1 / sz;
- matrix.elements[ 0 ] *= invSX;
- matrix.elements[ 1 ] *= invSX;
- matrix.elements[ 2 ] *= invSX;
- matrix.elements[ 4 ] *= invSY;
- matrix.elements[ 5 ] *= invSY;
- matrix.elements[ 6 ] *= invSY;
- matrix.elements[ 8 ] *= invSZ;
- matrix.elements[ 9 ] *= invSZ;
- matrix.elements[ 10 ] *= invSZ;
- quaternion.setFromRotationMatrix( matrix );
- scale.x = sx;
- scale.y = sy;
- scale.z = sz;
- return this;
- };
- }(),
- makePerspective: function ( left, right, top, bottom, near, far ) {
- if ( far === undefined ) {
- console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
- }
- var te = this.elements;
- var x = 2 * near / ( right - left );
- var y = 2 * near / ( top - bottom );
- var a = ( right + left ) / ( right - left );
- var b = ( top + bottom ) / ( top - bottom );
- var c = - ( far + near ) / ( far - near );
- var d = - 2 * far * near / ( far - near );
- te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
- te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
- te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
- te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
- return this;
- },
- makeOrthographic: function ( left, right, top, bottom, near, far ) {
- var te = this.elements;
- var w = 1.0 / ( right - left );
- var h = 1.0 / ( top - bottom );
- var p = 1.0 / ( far - near );
- var x = ( right + left ) * w;
- var y = ( top + bottom ) * h;
- var z = ( far + near ) * p;
- te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
- te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
- te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
- te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
- return this;
- },
- equals: function ( matrix ) {
- var te = this.elements;
- var me = matrix.elements;
- for ( var i = 0; i < 16; i ++ ) {
- if ( te[ i ] !== me[ i ] ) return false;
- }
- return true;
- },
- fromArray: function ( array, offset ) {
- if ( offset === undefined ) offset = 0;
- for( var i = 0; i < 16; i ++ ) {
- this.elements[ i ] = array[ i + offset ];
- }
- return this;
- },
- toArray: function ( array, offset ) {
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
- var te = this.elements;
- array[ offset ] = te[ 0 ];
- array[ offset + 1 ] = te[ 1 ];
- array[ offset + 2 ] = te[ 2 ];
- array[ offset + 3 ] = te[ 3 ];
- array[ offset + 4 ] = te[ 4 ];
- array[ offset + 5 ] = te[ 5 ];
- array[ offset + 6 ] = te[ 6 ];
- array[ offset + 7 ] = te[ 7 ];
- array[ offset + 8 ] = te[ 8 ];
- array[ offset + 9 ] = te[ 9 ];
- array[ offset + 10 ] = te[ 10 ];
- array[ offset + 11 ] = te[ 11 ];
- array[ offset + 12 ] = te[ 12 ];
- array[ offset + 13 ] = te[ 13 ];
- array[ offset + 14 ] = te[ 14 ];
- array[ offset + 15 ] = te[ 15 ];
- return array;
- }
- };
- /**
- * https://github.com/mrdoob/eventdispatcher.js/
- */
- function EventDispatcher() {}
- EventDispatcher.prototype = {
- addEventListener: function ( type, listener ) {
- if ( this._listeners === undefined ) this._listeners = {};
- var listeners = this._listeners;
- if ( listeners[ type ] === undefined ) {
- listeners[ type ] = [];
- }
- if ( listeners[ type ].indexOf( listener ) === - 1 ) {
- listeners[ type ].push( listener );
- }
- },
- hasEventListener: function ( type, listener ) {
- if ( this._listeners === undefined ) return false;
- var listeners = this._listeners;
- return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
- },
- removeEventListener: function ( type, listener ) {
- if ( this._listeners === undefined ) return;
- var listeners = this._listeners;
- var listenerArray = listeners[ type ];
- if ( listenerArray !== undefined ) {
- var index = listenerArray.indexOf( listener );
- if ( index !== - 1 ) {
- listenerArray.splice( index, 1 );
- }
- }
- },
- dispatchEvent: function ( event ) {
- if ( this._listeners === undefined ) return;
- var listeners = this._listeners;
- var listenerArray = listeners[ event.type ];
- if ( listenerArray !== undefined ) {
- event.target = this;
- var array = [], i = 0;
- var length = listenerArray.length;
- for ( i = 0; i < length; i ++ ) {
- array[ i ] = listenerArray[ i ];
- }
- for ( i = 0; i < length; i ++ ) {
- array[ i ].call( this, event );
- }
- }
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author philogb / http://blog.thejit.org/
- * @author egraether / http://egraether.com/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- */
- function Vector2( x, y ) {
- this.x = x || 0;
- this.y = y || 0;
- }
- Vector2.prototype = {
- constructor: Vector2,
- isVector2: true,
- get width() {
- return this.x;
- },
- set width( value ) {
- this.x = value;
- },
- get height() {
- return this.y;
- },
- set height( value ) {
- this.y = value;
- },
- //
- set: function ( x, y ) {
- this.x = x;
- this.y = y;
- return this;
- },
- setScalar: function ( scalar ) {
- this.x = scalar;
- this.y = scalar;
- return this;
- },
- setX: function ( x ) {
- this.x = x;
- return this;
- },
- setY: function ( y ) {
- this.y = y;
- return this;
- },
- setComponent: function ( index, value ) {
- switch ( index ) {
- case 0: this.x = value; break;
- case 1: this.y = value; break;
- default: throw new Error( 'index is out of range: ' + index );
- }
- return this;
- },
- getComponent: function ( index ) {
- switch ( index ) {
- case 0: return this.x;
- case 1: return this.y;
- default: throw new Error( 'index is out of range: ' + index );
- }
- },
- clone: function () {
- return new this.constructor( this.x, this.y );
- },
- copy: function ( v ) {
- this.x = v.x;
- this.y = v.y;
- return this;
- },
- add: function ( v, w ) {
- if ( w !== undefined ) {
- console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
- return this.addVectors( v, w );
- }
- this.x += v.x;
- this.y += v.y;
- return this;
- },
- addScalar: function ( s ) {
- this.x += s;
- this.y += s;
- return this;
- },
- addVectors: function ( a, b ) {
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- return this;
- },
- addScaledVector: function ( v, s ) {
- this.x += v.x * s;
- this.y += v.y * s;
- return this;
- },
- sub: function ( v, w ) {
- if ( w !== undefined ) {
- console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
- return this.subVectors( v, w );
- }
- this.x -= v.x;
- this.y -= v.y;
- return this;
- },
- subScalar: function ( s ) {
- this.x -= s;
- this.y -= s;
- return this;
- },
- subVectors: function ( a, b ) {
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- return this;
- },
- multiply: function ( v ) {
- this.x *= v.x;
- this.y *= v.y;
- return this;
- },
- multiplyScalar: function ( scalar ) {
- if ( isFinite( scalar ) ) {
- this.x *= scalar;
- this.y *= scalar;
- } else {
- this.x = 0;
- this.y = 0;
- }
- return this;
- },
- divide: function ( v ) {
- this.x /= v.x;
- this.y /= v.y;
- return this;
- },
- divideScalar: function ( scalar ) {
- return this.multiplyScalar( 1 / scalar );
- },
- min: function ( v ) {
- this.x = Math.min( this.x, v.x );
- this.y = Math.min( this.y, v.y );
- return this;
- },
- max: function ( v ) {
- this.x = Math.max( this.x, v.x );
- this.y = Math.max( this.y, v.y );
- return this;
- },
- clamp: function ( min, max ) {
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
- this.x = Math.max( min.x, Math.min( max.x, this.x ) );
- this.y = Math.max( min.y, Math.min( max.y, this.y ) );
- return this;
- },
- clampScalar: function () {
- var min, max;
- return function clampScalar( minVal, maxVal ) {
- if ( min === undefined ) {
- min = new Vector2();
- max = new Vector2();
- }
- min.set( minVal, minVal );
- max.set( maxVal, maxVal );
- return this.clamp( min, max );
- };
- }(),
- clampLength: function ( min, max ) {
- var length = this.length();
- return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length );
- },
- floor: function () {
- this.x = Math.floor( this.x );
- this.y = Math.floor( this.y );
- return this;
- },
- ceil: function () {
- this.x = Math.ceil( this.x );
- this.y = Math.ceil( this.y );
- return this;
- },
- round: function () {
- this.x = Math.round( this.x );
- this.y = Math.round( this.y );
- return this;
- },
- roundToZero: function () {
- this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
- this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
- return this;
- },
- negate: function () {
- this.x = - this.x;
- this.y = - this.y;
- return this;
- },
- dot: function ( v ) {
- return this.x * v.x + this.y * v.y;
- },
- lengthSq: function () {
- return this.x * this.x + this.y * this.y;
- },
- length: function () {
- return Math.sqrt( this.x * this.x + this.y * this.y );
- },
- lengthManhattan: function() {
- return Math.abs( this.x ) + Math.abs( this.y );
- },
- normalize: function () {
- return this.divideScalar( this.length() );
- },
- angle: function () {
- // computes the angle in radians with respect to the positive x-axis
- var angle = Math.atan2( this.y, this.x );
- if ( angle < 0 ) angle += 2 * Math.PI;
- return angle;
- },
- distanceTo: function ( v ) {
- return Math.sqrt( this.distanceToSquared( v ) );
- },
- distanceToSquared: function ( v ) {
- var dx = this.x - v.x, dy = this.y - v.y;
- return dx * dx + dy * dy;
- },
- distanceToManhattan: function ( v ) {
- return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
- },
- setLength: function ( length ) {
- return this.multiplyScalar( length / this.length() );
- },
- lerp: function ( v, alpha ) {
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
- return this;
- },
- lerpVectors: function ( v1, v2, alpha ) {
- return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
- },
- equals: function ( v ) {
- return ( ( v.x === this.x ) && ( v.y === this.y ) );
- },
- fromArray: function ( array, offset ) {
- if ( offset === undefined ) offset = 0;
- this.x = array[ offset ];
- this.y = array[ offset + 1 ];
- return this;
- },
- toArray: function ( array, offset ) {
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
- array[ offset ] = this.x;
- array[ offset + 1 ] = this.y;
- return array;
- },
- fromBufferAttribute: function ( attribute, index, offset ) {
- if ( offset !== undefined ) {
- console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
- }
- this.x = attribute.getX( index );
- this.y = attribute.getY( index );
- return this;
- },
- rotateAround: function ( center, angle ) {
- var c = Math.cos( angle ), s = Math.sin( angle );
- var x = this.x - center.x;
- var y = this.y - center.y;
- this.x = x * c - y * s + center.x;
- this.y = x * s + y * c + center.y;
- return this;
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author szimek / https://github.com/szimek/
- */
- var textureId = 0;
- function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
- Object.defineProperty( this, 'id', { value: textureId ++ } );
- this.uuid = _Math.generateUUID();
- this.name = '';
- this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
- this.mipmaps = [];
- this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
- this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
- this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
- this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
- this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter;
- this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
- this.format = format !== undefined ? format : RGBAFormat;
- this.type = type !== undefined ? type : UnsignedByteType;
- this.offset = new Vector2( 0, 0 );
- this.repeat = new Vector2( 1, 1 );
- this.generateMipmaps = true;
- this.premultiplyAlpha = false;
- this.flipY = true;
- this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
- // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
- //
- // Also changing the encoding after already used by a Material will not automatically make the Material
- // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
- this.encoding = encoding !== undefined ? encoding : LinearEncoding;
- this.version = 0;
- this.onUpdate = null;
- }
- Texture.DEFAULT_IMAGE = undefined;
- Texture.DEFAULT_MAPPING = UVMapping;
- Texture.prototype = {
- constructor: Texture,
- isTexture: true,
- set needsUpdate( value ) {
- if ( value === true ) this.version ++;
- },
- clone: function () {
- return new this.constructor().copy( this );
- },
- copy: function ( source ) {
- this.image = source.image;
- this.mipmaps = source.mipmaps.slice( 0 );
- this.mapping = source.mapping;
- this.wrapS = source.wrapS;
- this.wrapT = source.wrapT;
- this.magFilter = source.magFilter;
- this.minFilter = source.minFilter;
- this.anisotropy = source.anisotropy;
- this.format = source.format;
- this.type = source.type;
- this.offset.copy( source.offset );
- this.repeat.copy( source.repeat );
- this.generateMipmaps = source.generateMipmaps;
- this.premultiplyAlpha = source.premultiplyAlpha;
- this.flipY = source.flipY;
- this.unpackAlignment = source.unpackAlignment;
- this.encoding = source.encoding;
- return this;
- },
- toJSON: function ( meta ) {
- if ( meta.textures[ this.uuid ] !== undefined ) {
- return meta.textures[ this.uuid ];
- }
- function getDataURL( image ) {
- var canvas;
- if ( image.toDataURL !== undefined ) {
- canvas = image;
- } else {
- canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
- canvas.width = image.width;
- canvas.height = image.height;
- canvas.getContext( '2d' ).drawImage( image, 0, 0, image.width, image.height );
- }
- if ( canvas.width > 2048 || canvas.height > 2048 ) {
- return canvas.toDataURL( 'image/jpeg', 0.6 );
- } else {
- return canvas.toDataURL( 'image/png' );
- }
- }
- var output = {
- metadata: {
- version: 4.4,
- type: 'Texture',
- generator: 'Texture.toJSON'
- },
- uuid: this.uuid,
- name: this.name,
- mapping: this.mapping,
- repeat: [ this.repeat.x, this.repeat.y ],
- offset: [ this.offset.x, this.offset.y ],
- wrap: [ this.wrapS, this.wrapT ],
- minFilter: this.minFilter,
- magFilter: this.magFilter,
- anisotropy: this.anisotropy,
- flipY: this.flipY
- };
- if ( this.image !== undefined ) {
- // TODO: Move to THREE.Image
- var image = this.image;
- if ( image.uuid === undefined ) {
- image.uuid = _Math.generateUUID(); // UGH
- }
- if ( meta.images[ image.uuid ] === undefined ) {
- meta.images[ image.uuid ] = {
- uuid: image.uuid,
- url: getDataURL( image )
- };
- }
- output.image = image.uuid;
- }
- meta.textures[ this.uuid ] = output;
- return output;
- },
- dispose: function () {
- this.dispatchEvent( { type: 'dispose' } );
- },
- transformUv: function ( uv ) {
- if ( this.mapping !== UVMapping ) return;
- uv.multiply( this.repeat );
- uv.add( this.offset );
- if ( uv.x < 0 || uv.x > 1 ) {
- switch ( this.wrapS ) {
- case RepeatWrapping:
- uv.x = uv.x - Math.floor( uv.x );
- break;
- case ClampToEdgeWrapping:
- uv.x = uv.x < 0 ? 0 : 1;
- break;
- case MirroredRepeatWrapping:
- if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
- uv.x = Math.ceil( uv.x ) - uv.x;
- } else {
- uv.x = uv.x - Math.floor( uv.x );
- }
- break;
- }
- }
- if ( uv.y < 0 || uv.y > 1 ) {
- switch ( this.wrapT ) {
- case RepeatWrapping:
- uv.y = uv.y - Math.floor( uv.y );
- break;
- case ClampToEdgeWrapping:
- uv.y = uv.y < 0 ? 0 : 1;
- break;
- case MirroredRepeatWrapping:
- if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
- uv.y = Math.ceil( uv.y ) - uv.y;
- } else {
- uv.y = uv.y - Math.floor( uv.y );
- }
- break;
- }
- }
- if ( this.flipY ) {
- uv.y = 1 - uv.y;
- }
- }
- };
- Object.assign( Texture.prototype, EventDispatcher.prototype );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
- images = images !== undefined ? images : [];
- mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
- Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
- this.flipY = false;
- }
- CubeTexture.prototype = Object.create( Texture.prototype );
- CubeTexture.prototype.constructor = CubeTexture;
- CubeTexture.prototype.isCubeTexture = true;
- Object.defineProperty( CubeTexture.prototype, 'images', {
- get: function () {
- return this.image;
- },
- set: function ( value ) {
- this.image = value;
- }
- } );
- /**
- * @author tschw
- *
- * Uniforms of a program.
- * Those form a tree structure with a special top-level container for the root,
- * which you get by calling 'new WebGLUniforms( gl, program, renderer )'.
- *
- *
- * Properties of inner nodes including the top-level container:
- *
- * .seq - array of nested uniforms
- * .map - nested uniforms by name
- *
- *
- * Methods of all nodes except the top-level container:
- *
- * .setValue( gl, value, [renderer] )
- *
- * uploads a uniform value(s)
- * the 'renderer' parameter is needed for sampler uniforms
- *
- *
- * Static methods of the top-level container (renderer factorizations):
- *
- * .upload( gl, seq, values, renderer )
- *
- * sets uniforms in 'seq' to 'values[id].value'
- *
- * .seqWithValue( seq, values ) : filteredSeq
- *
- * filters 'seq' entries with corresponding entry in values
- *
- *
- * Methods of the top-level container (renderer factorizations):
- *
- * .setValue( gl, name, value )
- *
- * sets uniform with name 'name' to 'value'
- *
- * .set( gl, obj, prop )
- *
- * sets uniform from object and property with same name than uniform
- *
- * .setOptional( gl, obj, prop )
- *
- * like .set for an optional property of the object
- *
- */
- var emptyTexture = new Texture();
- var emptyCubeTexture = new CubeTexture();
- // --- Base for inner nodes (including the root) ---
- function UniformContainer() {
- this.seq = [];
- this.map = {};
- }
- // --- Utilities ---
- // Array Caches (provide typed arrays for temporary by size)
- var arrayCacheF32 = [];
- var arrayCacheI32 = [];
- // Flattening for arrays of vectors and matrices
- function flatten( array, nBlocks, blockSize ) {
- var firstElem = array[ 0 ];
- if ( firstElem <= 0 || firstElem > 0 ) return array;
- // unoptimized: ! isNaN( firstElem )
- // see http://jacksondunstan.com/articles/983
- var n = nBlocks * blockSize,
- r = arrayCacheF32[ n ];
- if ( r === undefined ) {
- r = new Float32Array( n );
- arrayCacheF32[ n ] = r;
- }
- if ( nBlocks !== 0 ) {
- firstElem.toArray( r, 0 );
- for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
- offset += blockSize;
- array[ i ].toArray( r, offset );
- }
- }
- return r;
- }
- // Texture unit allocation
- function allocTexUnits( renderer, n ) {
- var r = arrayCacheI32[ n ];
- if ( r === undefined ) {
- r = new Int32Array( n );
- arrayCacheI32[ n ] = r;
- }
- for ( var i = 0; i !== n; ++ i )
- r[ i ] = renderer.allocTextureUnit();
- return r;
- }
- // --- Setters ---
- // Note: Defining these methods externally, because they come in a bunch
- // and this way their names minify.
- // Single scalar
- function setValue1f( gl, v ) { gl.uniform1f( this.addr, v ); }
- function setValue1i( gl, v ) { gl.uniform1i( this.addr, v ); }
- // Single float vector (from flat array or THREE.VectorN)
- function setValue2fv( gl, v ) {
- if ( v.x === undefined ) gl.uniform2fv( this.addr, v );
- else gl.uniform2f( this.addr, v.x, v.y );
- }
- function setValue3fv( gl, v ) {
- if ( v.x !== undefined )
- gl.uniform3f( this.addr, v.x, v.y, v.z );
- else if ( v.r !== undefined )
- gl.uniform3f( this.addr, v.r, v.g, v.b );
- else
- gl.uniform3fv( this.addr, v );
- }
- function setValue4fv( gl, v ) {
- if ( v.x === undefined ) gl.uniform4fv( this.addr, v );
- else gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
- }
- // Single matrix (from flat array or MatrixN)
- function setValue2fm( gl, v ) {
- gl.uniformMatrix2fv( this.addr, false, v.elements || v );
- }
- function setValue3fm( gl, v ) {
- gl.uniformMatrix3fv( this.addr, false, v.elements || v );
- }
- function setValue4fm( gl, v ) {
- gl.uniformMatrix4fv( this.addr, false, v.elements || v );
- }
- // Single texture (2D / Cube)
- function setValueT1( gl, v, renderer ) {
- var unit = renderer.allocTextureUnit();
- gl.uniform1i( this.addr, unit );
- renderer.setTexture2D( v || emptyTexture, unit );
- }
- function setValueT6( gl, v, renderer ) {
- var unit = renderer.allocTextureUnit();
- gl.uniform1i( this.addr, unit );
- renderer.setTextureCube( v || emptyCubeTexture, unit );
- }
- // Integer / Boolean vectors or arrays thereof (always flat arrays)
- function setValue2iv( gl, v ) { gl.uniform2iv( this.addr, v ); }
- function setValue3iv( gl, v ) { gl.uniform3iv( this.addr, v ); }
- function setValue4iv( gl, v ) { gl.uniform4iv( this.addr, v ); }
- // Helper to pick the right setter for the singular case
- function getSingularSetter( type ) {
- switch ( type ) {
- case 0x1406: return setValue1f; // FLOAT
- case 0x8b50: return setValue2fv; // _VEC2
- case 0x8b51: return setValue3fv; // _VEC3
- case 0x8b52: return setValue4fv; // _VEC4
- case 0x8b5a: return setValue2fm; // _MAT2
- case 0x8b5b: return setValue3fm; // _MAT3
- case 0x8b5c: return setValue4fm; // _MAT4
- case 0x8b5e: return setValueT1; // SAMPLER_2D
- case 0x8b60: return setValueT6; // SAMPLER_CUBE
- case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL
- case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
- case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
- case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4
- }
- }
- // Array of scalars
- function setValue1fv( gl, v ) { gl.uniform1fv( this.addr, v ); }
- function setValue1iv( gl, v ) { gl.uniform1iv( this.addr, v ); }
- // Array of vectors (flat or from THREE classes)
- function setValueV2a( gl, v ) {
- gl.uniform2fv( this.addr, flatten( v, this.size, 2 ) );
- }
- function setValueV3a( gl, v ) {
- gl.uniform3fv( this.addr, flatten( v, this.size, 3 ) );
- }
- function setValueV4a( gl, v ) {
- gl.uniform4fv( this.addr, flatten( v, this.size, 4 ) );
- }
- // Array of matrices (flat or from THREE clases)
- function setValueM2a( gl, v ) {
- gl.uniformMatrix2fv( this.addr, false, flatten( v, this.size, 4 ) );
- }
- function setValueM3a( gl, v ) {
- gl.uniformMatrix3fv( this.addr, false, flatten( v, this.size, 9 ) );
- }
- function setValueM4a( gl, v ) {
- gl.uniformMatrix4fv( this.addr, false, flatten( v, this.size, 16 ) );
- }
- // Array of textures (2D / Cube)
- function setValueT1a( gl, v, renderer ) {
- var n = v.length,
- units = allocTexUnits( renderer, n );
- gl.uniform1iv( this.addr, units );
- for ( var i = 0; i !== n; ++ i ) {
- renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] );
- }
- }
- function setValueT6a( gl, v, renderer ) {
- var n = v.length,
- units = allocTexUnits( renderer, n );
- gl.uniform1iv( this.addr, units );
- for ( var i = 0; i !== n; ++ i ) {
- renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
- }
- }
- // Helper to pick the right setter for a pure (bottom-level) array
- function getPureArraySetter( type ) {
- switch ( type ) {
- case 0x1406: return setValue1fv; // FLOAT
- case 0x8b50: return setValueV2a; // _VEC2
- case 0x8b51: return setValueV3a; // _VEC3
- case 0x8b52: return setValueV4a; // _VEC4
- case 0x8b5a: return setValueM2a; // _MAT2
- case 0x8b5b: return setValueM3a; // _MAT3
- case 0x8b5c: return setValueM4a; // _MAT4
- case 0x8b5e: return setValueT1a; // SAMPLER_2D
- case 0x8b60: return setValueT6a; // SAMPLER_CUBE
- case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL
- case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
- case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
- case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4
- }
- }
- // --- Uniform Classes ---
- function SingleUniform( id, activeInfo, addr ) {
- this.id = id;
- this.addr = addr;
- this.setValue = getSingularSetter( activeInfo.type );
- // this.path = activeInfo.name; // DEBUG
- }
- function PureArrayUniform( id, activeInfo, addr ) {
- this.id = id;
- this.addr = addr;
- this.size = activeInfo.size;
- this.setValue = getPureArraySetter( activeInfo.type );
- // this.path = activeInfo.name; // DEBUG
- }
- function StructuredUniform( id ) {
- this.id = id;
- UniformContainer.call( this ); // mix-in
- }
- StructuredUniform.prototype.setValue = function( gl, value ) {
- // Note: Don't need an extra 'renderer' parameter, since samplers
- // are not allowed in structured uniforms.
- var seq = this.seq;
- for ( var i = 0, n = seq.length; i !== n; ++ i ) {
- var u = seq[ i ];
- u.setValue( gl, value[ u.id ] );
- }
- };
- // --- Top-level ---
- // Parser - builds up the property tree from the path strings
- var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
- // extracts
- // - the identifier (member name or array index)
- // - followed by an optional right bracket (found when array index)
- // - followed by an optional left bracket or dot (type of subscript)
- //
- // Note: These portions can be read in a non-overlapping fashion and
- // allow straightforward parsing of the hierarchy that WebGL encodes
- // in the uniform names.
- function addUniform( container, uniformObject ) {
- container.seq.push( uniformObject );
- container.map[ uniformObject.id ] = uniformObject;
- }
- function parseUniform( activeInfo, addr, container ) {
- var path = activeInfo.name,
- pathLength = path.length;
- // reset RegExp object, because of the early exit of a previous run
- RePathPart.lastIndex = 0;
- for (; ;) {
- var match = RePathPart.exec( path ),
- matchEnd = RePathPart.lastIndex,
- id = match[ 1 ],
- idIsIndex = match[ 2 ] === ']',
- subscript = match[ 3 ];
- if ( idIsIndex ) id = id | 0; // convert to integer
- if ( subscript === undefined ||
- subscript === '[' && matchEnd + 2 === pathLength ) {
- // bare name or "pure" bottom-level array "[0]" suffix
- addUniform( container, subscript === undefined ?
- new SingleUniform( id, activeInfo, addr ) :
- new PureArrayUniform( id, activeInfo, addr ) );
- break;
- } else {
- // step into inner node / create it in case it doesn't exist
- var map = container.map,
- next = map[ id ];
- if ( next === undefined ) {
- next = new StructuredUniform( id );
- addUniform( container, next );
- }
- container = next;
- }
- }
- }
- // Root Container
- function WebGLUniforms( gl, program, renderer ) {
- UniformContainer.call( this );
- this.renderer = renderer;
- var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );
- for ( var i = 0; i < n; ++ i ) {
- var info = gl.getActiveUniform( program, i ),
- path = info.name,
- addr = gl.getUniformLocation( program, path );
- parseUniform( info, addr, this );
- }
- }
- WebGLUniforms.prototype.setValue = function( gl, name, value ) {
- var u = this.map[ name ];
- if ( u !== undefined ) u.setValue( gl, value, this.renderer );
- };
- WebGLUniforms.prototype.set = function( gl, object, name ) {
- var u = this.map[ name ];
- if ( u !== undefined ) u.setValue( gl, object[ name ], this.renderer );
- };
- WebGLUniforms.prototype.setOptional = function( gl, object, name ) {
- var v = object[ name ];
- if ( v !== undefined ) this.setValue( gl, name, v );
- };
- // Static interface
- WebGLUniforms.upload = function( gl, seq, values, renderer ) {
- for ( var i = 0, n = seq.length; i !== n; ++ i ) {
- var u = seq[ i ],
- v = values[ u.id ];
- if ( v.needsUpdate !== false ) {
- // note: always updating when .needsUpdate is undefined
- u.setValue( gl, v.value, renderer );
- }
- }
- };
- WebGLUniforms.seqWithValue = function( seq, values ) {
- var r = [];
- for ( var i = 0, n = seq.length; i !== n; ++ i ) {
- var u = seq[ i ];
- if ( u.id in values ) r.push( u );
- }
- return r;
- };
- /**
- * Uniform Utilities
- */
- var UniformsUtils = {
- merge: function ( uniforms ) {
- var merged = {};
- for ( var u = 0; u < uniforms.length; u ++ ) {
- var tmp = this.clone( uniforms[ u ] );
- for ( var p in tmp ) {
- merged[ p ] = tmp[ p ];
- }
- }
- return merged;
- },
- clone: function ( uniforms_src ) {
- var uniforms_dst = {};
- for ( var u in uniforms_src ) {
- uniforms_dst[ u ] = {};
- for ( var p in uniforms_src[ u ] ) {
- var parameter_src = uniforms_src[ u ][ p ];
- if ( parameter_src && ( parameter_src.isColor ||
- parameter_src.isMatrix3 || parameter_src.isMatrix4 ||
- parameter_src.isVector2 || parameter_src.isVector3 || parameter_src.isVector4 ||
- parameter_src.isTexture ) ) {
- uniforms_dst[ u ][ p ] = parameter_src.clone();
- } else if ( Array.isArray( parameter_src ) ) {
- uniforms_dst[ u ][ p ] = parameter_src.slice();
- } else {
- uniforms_dst[ u ][ p ] = parameter_src;
- }
- }
- }
- return uniforms_dst;
- }
- };
- var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n";
- var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n";
- var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n";
- var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif\n";
- var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
- var begin_vertex = "\nvec3 transformed = vec3( position );\n";
- var beginnormal_vertex = "\nvec3 objectNormal = vec3( normal );\n";
- var bsdfs = "float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t\tif( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t\t}\n\t\treturn 1.0;\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 ltcTextureCoords( const in GeometricContext geometry, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = (LUT_SIZE - 1.0)/LUT_SIZE;\n\tconst float LUT_BIAS = 0.5/LUT_SIZE;\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 P = geometry.position;\n\tfloat theta = acos( dot( N, V ) );\n\tvec2 uv = vec2(\n\t\tsqrt( saturate( roughness ) ),\n\t\tsaturate( theta / ( 0.5 * PI ) ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nvoid clipQuadToHorizon( inout vec3 L[5], out int n ) {\n\tint config = 0;\n\tif ( L[0].z > 0.0 ) config += 1;\n\tif ( L[1].z > 0.0 ) config += 2;\n\tif ( L[2].z > 0.0 ) config += 4;\n\tif ( L[3].z > 0.0 ) config += 8;\n\tn = 0;\n\tif ( config == 0 ) {\n\t} else if ( config == 1 ) {\n\t\tn = 3;\n\t\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\n\t\tL[2] = -L[3].z * L[0] + L[0].z * L[3];\n\t} else if ( config == 2 ) {\n\t\tn = 3;\n\t\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\n\t\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\n\t} else if ( config == 3 ) {\n\t\tn = 4;\n\t\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\n\t\tL[3] = -L[3].z * L[0] + L[0].z * L[3];\n\t} else if ( config == 4 ) {\n\t\tn = 3;\n\t\tL[0] = -L[3].z * L[2] + L[2].z * L[3];\n\t\tL[1] = -L[1].z * L[2] + L[2].z * L[1];\n\t} else if ( config == 5 ) {\n\t\tn = 0;\n\t} else if ( config == 6 ) {\n\t\tn = 4;\n\t\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\n\t\tL[3] = -L[3].z * L[2] + L[2].z * L[3];\n\t} else if ( config == 7 ) {\n\t\tn = 5;\n\t\tL[4] = -L[3].z * L[0] + L[0].z * L[3];\n\t\tL[3] = -L[3].z * L[2] + L[2].z * L[3];\n\t} else if ( config == 8 ) {\n\t\tn = 3;\n\t\tL[0] = -L[0].z * L[3] + L[3].z * L[0];\n\t\tL[1] = -L[2].z * L[3] + L[3].z * L[2];\n\t\tL[2] = L[3];\n\t} else if ( config == 9 ) {\n\t\tn = 4;\n\t\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\n\t\tL[2] = -L[2].z * L[3] + L[3].z * L[2];\n\t} else if ( config == 10 ) {\n\t\tn = 0;\n\t} else if ( config == 11 ) {\n\t\tn = 5;\n\t\tL[4] = L[3];\n\t\tL[3] = -L[2].z * L[3] + L[3].z * L[2];\n\t\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\n\t} else if ( config == 12 ) {\n\t\tn = 4;\n\t\tL[1] = -L[1].z * L[2] + L[2].z * L[1];\n\t\tL[0] = -L[0].z * L[3] + L[3].z * L[0];\n\t} else if ( config == 13 ) {\n\t\tn = 5;\n\t\tL[4] = L[3];\n\t\tL[3] = L[2];\n\t\tL[2] = -L[1].z * L[2] + L[2].z * L[1];\n\t\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\n\t} else if ( config == 14 ) {\n\t\tn = 5;\n\t\tL[4] = -L[0].z * L[3] + L[3].z * L[0];\n\t\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\n\t} else if ( config == 15 ) {\n\t\tn = 4;\n\t}\n\tif ( n == 3 )\n\t\tL[3] = L[0];\n\tif ( n == 4 )\n\t\tL[4] = L[0];\n}\nfloat integrateLtcBrdfOverRectEdge( vec3 v1, vec3 v2 ) {\n\tfloat cosTheta = dot( v1, v2 );\n\tfloat theta = acos( cosTheta );\n\tfloat res = cross( v1, v2 ).z * ( ( theta > 0.001 ) ? theta / sin( theta ) : 1.0 );\n\treturn res;\n}\nvoid initRectPoints( const in vec3 pos, const in vec3 halfWidth, const in vec3 halfHeight, out vec3 rectPoints[4] ) {\n\trectPoints[0] = pos - halfWidth - halfHeight;\n\trectPoints[1] = pos + halfWidth - halfHeight;\n\trectPoints[2] = pos + halfWidth + halfHeight;\n\trectPoints[3] = pos - halfWidth + halfHeight;\n}\nvec3 integrateLtcBrdfOverRect( const in GeometricContext geometry, const in mat3 brdfMat, const in vec3 rectPoints[4] ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 P = geometry.position;\n\tvec3 T1, T2;\n\tT1 = normalize(V - N * dot( V, N ));\n\tT2 = - cross( N, T1 );\n\tmat3 brdfWrtSurface = brdfMat * transpose( mat3( T1, T2, N ) );\n\tvec3 clippedRect[5];\n\tclippedRect[0] = brdfWrtSurface * ( rectPoints[0] - P );\n\tclippedRect[1] = brdfWrtSurface * ( rectPoints[1] - P );\n\tclippedRect[2] = brdfWrtSurface * ( rectPoints[2] - P );\n\tclippedRect[3] = brdfWrtSurface * ( rectPoints[3] - P );\n\tint n;\n\tclipQuadToHorizon(clippedRect, n);\n\tif ( n == 0 )\n\t\treturn vec3( 0, 0, 0 );\n\tclippedRect[0] = normalize( clippedRect[0] );\n\tclippedRect[1] = normalize( clippedRect[1] );\n\tclippedRect[2] = normalize( clippedRect[2] );\n\tclippedRect[3] = normalize( clippedRect[3] );\n\tclippedRect[4] = normalize( clippedRect[4] );\n\tfloat sum = 0.0;\n\tsum += integrateLtcBrdfOverRectEdge( clippedRect[0], clippedRect[1] );\n\tsum += integrateLtcBrdfOverRectEdge( clippedRect[1], clippedRect[2] );\n\tsum += integrateLtcBrdfOverRectEdge( clippedRect[2], clippedRect[3] );\n\tif (n >= 4)\n\t\tsum += integrateLtcBrdfOverRectEdge( clippedRect[3], clippedRect[4] );\n\tif (n == 5)\n\t\tsum += integrateLtcBrdfOverRectEdge( clippedRect[4], clippedRect[0] );\n\tsum = max( 0.0, sum );\n\tvec3 Lo_i = vec3( sum, sum, sum );\n\treturn Lo_i;\n}\nvec3 Rect_Area_Light_Specular_Reflectance(\n\t\tconst in GeometricContext geometry,\n\t\tconst in vec3 lightPos, const in vec3 lightHalfWidth, const in vec3 lightHalfHeight,\n\t\tconst in float roughness,\n\t\tconst in sampler2D ltcMat, const in sampler2D ltcMag ) {\n\tvec3 rectPoints[4];\n\tinitRectPoints( lightPos, lightHalfWidth, lightHalfHeight, rectPoints );\n\tvec2 uv = ltcTextureCoords( geometry, roughness );\n\tvec4 brdfLtcApproxParams, t;\n\tbrdfLtcApproxParams = texture2D( ltcMat, uv );\n\tt = texture2D( ltcMat, uv );\n\tfloat brdfLtcScalar = texture2D( ltcMag, uv ).a;\n\tmat3 brdfLtcApproxMat = mat3(\n\t\tvec3( 1, 0, t.y ),\n\t\tvec3( 0, t.z, 0 ),\n\t\tvec3( t.w, 0, t.x )\n\t);\n\tvec3 specularReflectance = integrateLtcBrdfOverRect( geometry, brdfLtcApproxMat, rectPoints );\n\tspecularReflectance *= brdfLtcScalar;\n\treturn specularReflectance;\n}\nvec3 Rect_Area_Light_Diffuse_Reflectance(\n\t\tconst in GeometricContext geometry,\n\t\tconst in vec3 lightPos, const in vec3 lightHalfWidth, const in vec3 lightHalfHeight ) {\n\tvec3 rectPoints[4];\n\tinitRectPoints( lightPos, lightHalfWidth, lightHalfHeight, rectPoints );\n\tmat3 diffuseBrdfMat = mat3(1);\n\tvec3 diffuseReflectance = integrateLtcBrdfOverRect( geometry, diffuseBrdfMat, rectPoints );\n\treturn diffuseReflectance;\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n";
- var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = dFdx( surf_pos );\n\t\tvec3 vSigmaY = dFdy( surf_pos );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif\n";
- var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; ++ i ) {\n\t\tvec4 plane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t\t\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; ++ i ) {\n\t\t\tvec4 plane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t\n\t#endif\n#endif\n";
- var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif\n";
- var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n";
- var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n";
- var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
- var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif\n";
- var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
- var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
- var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transpose( const in mat3 v ) {\n\tmat3 tmp;\n\ttmp[0] = vec3(v[0].x, v[1].x, v[2].x);\n\ttmp[1] = vec3(v[0].y, v[1].y, v[2].y);\n\ttmp[2] = vec3(v[0].z, v[1].z, v[2].z);\n\treturn tmp;\n}\n";
- var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif\n";
- var defaultnormal_vertex = "#ifdef FLIP_SIDED\n\tobjectNormal = -objectNormal;\n#endif\nvec3 transformedNormal = normalMatrix * objectNormal;\n";
- var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n";
- var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normal * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n";
- var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n";
- var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n";
- var encodings_fragment = " gl_FragColor = linearToOutputTexel( gl_FragColor );\n";
- var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n\tXp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract(Le);\n\tvResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n\treturn vec4( max(vRGB, 0.0), 1.0 );\n}\n";
- var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\tsampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\tvec3 reflectView = flipNormal * normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif\n";
- var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n";
- var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif\n";
- var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif\n";
- var fog_vertex = "\n#ifdef USE_FOG\nfogDepth = -mvPosition.z;\n#endif";
- var fog_pars_vertex = "#ifdef USE_FOG\n varying float fogDepth;\n#endif\n";
- var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n";
- var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif\n";
- var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif\n";
- var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n";
- var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
- var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n";
- var lights_pars = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltcMat;\tuniform sampler2D ltcMag;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = saturate( reflectVec.y * 0.5 + 0.5 );\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif\n";
- var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n";
- var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_BlinnPhong( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 matDiffColor = material.diffuseColor;\n\t\tvec3 matSpecColor = material.specularColor;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = BlinnExponentToGGXRoughness( material.specularShininess );\n\t\tvec3 spec = Rect_Area_Light_Specular_Reflectance(\n\t\t\t\tgeometry,\n\t\t\t\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight,\n\t\t\t\troughness,\n\t\t\t\tltcMat, ltcMag );\n\t\tvec3 diff = Rect_Area_Light_Diffuse_Reflectance(\n\t\t\t\tgeometry,\n\t\t\t\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight );\n\t\treflectedLight.directSpecular += lightColor * matSpecColor * spec / PI2;\n\t\treflectedLight.directDiffuse += lightColor * matDiffColor * diff / PI2;\n\t}\n#endif\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\n";
- var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif\n";
- var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 matDiffColor = material.diffuseColor;\n\t\tvec3 matSpecColor = material.specularColor;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 spec = Rect_Area_Light_Specular_Reflectance(\n\t\t\t\tgeometry,\n\t\t\t\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight,\n\t\t\t\troughness,\n\t\t\t\tltcMat, ltcMag );\n\t\tvec3 diff = Rect_Area_Light_Diffuse_Reflectance(\n\t\t\t\tgeometry,\n\t\t\t\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight );\n\t\treflectedLight.directSpecular += lightColor * matSpecColor * spec;\n\t\treflectedLight.directDiffuse += lightColor * matDiffColor * diff;\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n";
- var lights_template = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, 8 );\n\t#endif\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tvec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\n\t#ifndef STANDARD\n\t\tvec3 clearCoatRadiance = getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );\n\t#else\n\t\tvec3 clearCoatRadiance = vec3( 0.0 );\n\t#endif\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n";
- var logdepthbuf_fragment = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n#endif";
- var logdepthbuf_pars_fragment = "#ifdef USE_LOGDEPTHBUF\n\tuniform float logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n#endif\n";
- var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n\tuniform float logDepthBufFC;\n#endif";
- var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\t#endif\n#endif\n";
- var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n";
- var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n";
- var map_particle_fragment = "#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n";
- var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform vec4 offsetRepeat;\n\tuniform sampler2D map;\n#endif\n";
- var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.r;\n#endif\n";
- var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
- var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n";
- var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
- var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif\n";
- var normal_flip = "#ifdef DOUBLE_SIDED\n\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n#else\n\tfloat flipNormal = 1.0;\n#endif\n";
- var normal_fragment = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal ) * flipNormal;\n#endif\n#ifdef USE_NORMALMAP\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n";
- var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif\n";
- var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 1.0 - 2.0 * rgb.xyz;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n";
- var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n";
- var project_vertex = "#ifdef USE_SKINNING\n\tvec4 mvPosition = modelViewMatrix * skinned;\n#else\n\tvec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n#endif\ngl_Position = projectionMatrix * mvPosition;\n";
- var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.r;\n#endif\n";
- var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
- var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\treturn (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn 1.0;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\tfloat dp = ( length( lightToPosition ) - shadowBias ) / 1000.0;\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif\n";
- var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif\n";
- var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif\n";
- var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}\n";
- var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";
- var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureWidth;\n\t\tuniform int boneTextureHeight;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureWidth ) );\n\t\t\tfloat y = floor( j / float( boneTextureWidth ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureWidth );\n\t\t\tfloat dy = 1.0 / float( boneTextureHeight );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif\n";
- var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\tskinned = bindMatrixInverse * skinned;\n#endif\n";
- var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n#endif\n";
- var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";
- var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
- var tonemapping_fragment = "#if defined( TONE_MAPPING )\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n";
- var tonemapping_pars_fragment = "#define saturate(a) clamp( a, 0.0, 1.0 )\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n";
- var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif";
- var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform vec4 offsetRepeat;\n#endif\n";
- var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif";
- var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
- var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
- var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
- var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\t#ifdef USE_SKINNING\n\t\tvec4 worldPosition = modelMatrix * skinned;\n\t#else\n\t\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n\t#endif\n#endif\n";
- var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n";
- var cube_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}\n";
- var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}\n";
- var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}\n";
- var distanceRGBA_frag = "uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include <common>\n#include <packing>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tgl_FragColor = packDepthToRGBA( length( vWorldPosition.xyz - lightPos.xyz ) / 1000.0 );\n}\n";
- var distanceRGBA_vert = "varying vec4 vWorldPosition;\n#include <common>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <skinbase_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition;\n}\n";
- var equirect_frag = "uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n";
- var equirect_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}\n";
- var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
- var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}\n";
- var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <normal_flip>\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
- var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}\n";
- var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <normal_flip>\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
- var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";
- var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_template>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
- var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";
- var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <lights_pars>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_template>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
- var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";
- var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}\n";
- var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}\n";
- var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
- var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";
- var shadow_frag = "uniform float opacity;\n#include <common>\n#include <packing>\n#include <bsdfs>\n#include <lights_pars>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( 0.0, 0.0, 0.0, opacity * ( 1.0 - getShadowMask() ) );\n}\n";
- var shadow_vert = "#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n}\n";
- var ShaderChunk = {
- alphamap_fragment: alphamap_fragment,
- alphamap_pars_fragment: alphamap_pars_fragment,
- alphatest_fragment: alphatest_fragment,
- aomap_fragment: aomap_fragment,
- aomap_pars_fragment: aomap_pars_fragment,
- begin_vertex: begin_vertex,
- beginnormal_vertex: beginnormal_vertex,
- bsdfs: bsdfs,
- bumpmap_pars_fragment: bumpmap_pars_fragment,
- clipping_planes_fragment: clipping_planes_fragment,
- clipping_planes_pars_fragment: clipping_planes_pars_fragment,
- clipping_planes_pars_vertex: clipping_planes_pars_vertex,
- clipping_planes_vertex: clipping_planes_vertex,
- color_fragment: color_fragment,
- color_pars_fragment: color_pars_fragment,
- color_pars_vertex: color_pars_vertex,
- color_vertex: color_vertex,
- common: common,
- cube_uv_reflection_fragment: cube_uv_reflection_fragment,
- defaultnormal_vertex: defaultnormal_vertex,
- displacementmap_pars_vertex: displacementmap_pars_vertex,
- displacementmap_vertex: displacementmap_vertex,
- emissivemap_fragment: emissivemap_fragment,
- emissivemap_pars_fragment: emissivemap_pars_fragment,
- encodings_fragment: encodings_fragment,
- encodings_pars_fragment: encodings_pars_fragment,
- envmap_fragment: envmap_fragment,
- envmap_pars_fragment: envmap_pars_fragment,
- envmap_pars_vertex: envmap_pars_vertex,
- envmap_vertex: envmap_vertex,
- fog_vertex: fog_vertex,
- fog_pars_vertex: fog_pars_vertex,
- fog_fragment: fog_fragment,
- fog_pars_fragment: fog_pars_fragment,
- gradientmap_pars_fragment: gradientmap_pars_fragment,
- lightmap_fragment: lightmap_fragment,
- lightmap_pars_fragment: lightmap_pars_fragment,
- lights_lambert_vertex: lights_lambert_vertex,
- lights_pars: lights_pars,
- lights_phong_fragment: lights_phong_fragment,
- lights_phong_pars_fragment: lights_phong_pars_fragment,
- lights_physical_fragment: lights_physical_fragment,
- lights_physical_pars_fragment: lights_physical_pars_fragment,
- lights_template: lights_template,
- logdepthbuf_fragment: logdepthbuf_fragment,
- logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
- logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
- logdepthbuf_vertex: logdepthbuf_vertex,
- map_fragment: map_fragment,
- map_pars_fragment: map_pars_fragment,
- map_particle_fragment: map_particle_fragment,
- map_particle_pars_fragment: map_particle_pars_fragment,
- metalnessmap_fragment: metalnessmap_fragment,
- metalnessmap_pars_fragment: metalnessmap_pars_fragment,
- morphnormal_vertex: morphnormal_vertex,
- morphtarget_pars_vertex: morphtarget_pars_vertex,
- morphtarget_vertex: morphtarget_vertex,
- normal_flip: normal_flip,
- normal_fragment: normal_fragment,
- normalmap_pars_fragment: normalmap_pars_fragment,
- packing: packing,
- premultiplied_alpha_fragment: premultiplied_alpha_fragment,
- project_vertex: project_vertex,
- roughnessmap_fragment: roughnessmap_fragment,
- roughnessmap_pars_fragment: roughnessmap_pars_fragment,
- shadowmap_pars_fragment: shadowmap_pars_fragment,
- shadowmap_pars_vertex: shadowmap_pars_vertex,
- shadowmap_vertex: shadowmap_vertex,
- shadowmask_pars_fragment: shadowmask_pars_fragment,
- skinbase_vertex: skinbase_vertex,
- skinning_pars_vertex: skinning_pars_vertex,
- skinning_vertex: skinning_vertex,
- skinnormal_vertex: skinnormal_vertex,
- specularmap_fragment: specularmap_fragment,
- specularmap_pars_fragment: specularmap_pars_fragment,
- tonemapping_fragment: tonemapping_fragment,
- tonemapping_pars_fragment: tonemapping_pars_fragment,
- uv_pars_fragment: uv_pars_fragment,
- uv_pars_vertex: uv_pars_vertex,
- uv_vertex: uv_vertex,
- uv2_pars_fragment: uv2_pars_fragment,
- uv2_pars_vertex: uv2_pars_vertex,
- uv2_vertex: uv2_vertex,
- worldpos_vertex: worldpos_vertex,
- cube_frag: cube_frag,
- cube_vert: cube_vert,
- depth_frag: depth_frag,
- depth_vert: depth_vert,
- distanceRGBA_frag: distanceRGBA_frag,
- distanceRGBA_vert: distanceRGBA_vert,
- equirect_frag: equirect_frag,
- equirect_vert: equirect_vert,
- linedashed_frag: linedashed_frag,
- linedashed_vert: linedashed_vert,
- meshbasic_frag: meshbasic_frag,
- meshbasic_vert: meshbasic_vert,
- meshlambert_frag: meshlambert_frag,
- meshlambert_vert: meshlambert_vert,
- meshphong_frag: meshphong_frag,
- meshphong_vert: meshphong_vert,
- meshphysical_frag: meshphysical_frag,
- meshphysical_vert: meshphysical_vert,
- normal_frag: normal_frag,
- normal_vert: normal_vert,
- points_frag: points_frag,
- points_vert: points_vert,
- shadow_frag: shadow_frag,
- shadow_vert: shadow_vert
- };
- /**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author philogb / http://blog.thejit.org/
- * @author mikael emtinger / http://gomo.se/
- * @author egraether / http://egraether.com/
- * @author WestLangley / http://github.com/WestLangley
- */
- function Vector4( x, y, z, w ) {
- this.x = x || 0;
- this.y = y || 0;
- this.z = z || 0;
- this.w = ( w !== undefined ) ? w : 1;
- }
- Vector4.prototype = {
- constructor: Vector4,
- isVector4: true,
- set: function ( x, y, z, w ) {
- this.x = x;
- this.y = y;
- this.z = z;
- this.w = w;
- return this;
- },
- setScalar: function ( scalar ) {
- this.x = scalar;
- this.y = scalar;
- this.z = scalar;
- this.w = scalar;
- return this;
- },
- setX: function ( x ) {
- this.x = x;
- return this;
- },
- setY: function ( y ) {
- this.y = y;
- return this;
- },
- setZ: function ( z ) {
- this.z = z;
- return this;
- },
- setW: function ( w ) {
- this.w = w;
- return this;
- },
- setComponent: function ( index, value ) {
- switch ( index ) {
- case 0: this.x = value; break;
- case 1: this.y = value; break;
- case 2: this.z = value; break;
- case 3: this.w = value; break;
- default: throw new Error( 'index is out of range: ' + index );
- }
- return this;
- },
- getComponent: function ( index ) {
- switch ( index ) {
- case 0: return this.x;
- case 1: return this.y;
- case 2: return this.z;
- case 3: return this.w;
- default: throw new Error( 'index is out of range: ' + index );
- }
- },
- clone: function () {
- return new this.constructor( this.x, this.y, this.z, this.w );
- },
- copy: function ( v ) {
- this.x = v.x;
- this.y = v.y;
- this.z = v.z;
- this.w = ( v.w !== undefined ) ? v.w : 1;
- return this;
- },
- add: function ( v, w ) {
- if ( w !== undefined ) {
- console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
- return this.addVectors( v, w );
- }
- this.x += v.x;
- this.y += v.y;
- this.z += v.z;
- this.w += v.w;
- return this;
- },
- addScalar: function ( s ) {
- this.x += s;
- this.y += s;
- this.z += s;
- this.w += s;
- return this;
- },
- addVectors: function ( a, b ) {
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- this.z = a.z + b.z;
- this.w = a.w + b.w;
- return this;
- },
- addScaledVector: function ( v, s ) {
- this.x += v.x * s;
- this.y += v.y * s;
- this.z += v.z * s;
- this.w += v.w * s;
- return this;
- },
- sub: function ( v, w ) {
- if ( w !== undefined ) {
- console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
- return this.subVectors( v, w );
- }
- this.x -= v.x;
- this.y -= v.y;
- this.z -= v.z;
- this.w -= v.w;
- return this;
- },
- subScalar: function ( s ) {
- this.x -= s;
- this.y -= s;
- this.z -= s;
- this.w -= s;
- return this;
- },
- subVectors: function ( a, b ) {
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- this.z = a.z - b.z;
- this.w = a.w - b.w;
- return this;
- },
- multiplyScalar: function ( scalar ) {
- if ( isFinite( scalar ) ) {
- this.x *= scalar;
- this.y *= scalar;
- this.z *= scalar;
- this.w *= scalar;
- } else {
- this.x = 0;
- this.y = 0;
- this.z = 0;
- this.w = 0;
- }
- return this;
- },
- applyMatrix4: function ( m ) {
- var x = this.x, y = this.y, z = this.z, w = this.w;
- var e = m.elements;
- this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
- this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
- this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
- this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
- return this;
- },
- divideScalar: function ( scalar ) {
- return this.multiplyScalar( 1 / scalar );
- },
- setAxisAngleFromQuaternion: function ( q ) {
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
- // q is assumed to be normalized
- this.w = 2 * Math.acos( q.w );
- var s = Math.sqrt( 1 - q.w * q.w );
- if ( s < 0.0001 ) {
- this.x = 1;
- this.y = 0;
- this.z = 0;
- } else {
- this.x = q.x / s;
- this.y = q.y / s;
- this.z = q.z / s;
- }
- return this;
- },
- setAxisAngleFromRotationMatrix: function ( m ) {
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
- var angle, x, y, z, // variables for result
- epsilon = 0.01, // margin to allow for rounding errors
- epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
- te = m.elements,
- m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
- m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
- m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
- if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
- ( Math.abs( m13 - m31 ) < epsilon ) &&
- ( Math.abs( m23 - m32 ) < epsilon ) ) {
- // singularity found
- // first check for identity matrix which must have +1 for all terms
- // in leading diagonal and zero in other terms
- if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
- ( Math.abs( m13 + m31 ) < epsilon2 ) &&
- ( Math.abs( m23 + m32 ) < epsilon2 ) &&
- ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
- // this singularity is identity matrix so angle = 0
- this.set( 1, 0, 0, 0 );
- return this; // zero angle, arbitrary axis
- }
- // otherwise this singularity is angle = 180
- angle = Math.PI;
- var xx = ( m11 + 1 ) / 2;
- var yy = ( m22 + 1 ) / 2;
- var zz = ( m33 + 1 ) / 2;
- var xy = ( m12 + m21 ) / 4;
- var xz = ( m13 + m31 ) / 4;
- var yz = ( m23 + m32 ) / 4;
- if ( ( xx > yy ) && ( xx > zz ) ) {
- // m11 is the largest diagonal term
- if ( xx < epsilon ) {
- x = 0;
- y = 0.707106781;
- z = 0.707106781;
- } else {
- x = Math.sqrt( xx );
- y = xy / x;
- z = xz / x;
- }
- } else if ( yy > zz ) {
- // m22 is the largest diagonal term
- if ( yy < epsilon ) {
- x = 0.707106781;
- y = 0;
- z = 0.707106781;
- } else {
- y = Math.sqrt( yy );
- x = xy / y;
- z = yz / y;
- }
- } else {
- // m33 is the largest diagonal term so base result on this
- if ( zz < epsilon ) {
- x = 0.707106781;
- y = 0.707106781;
- z = 0;
- } else {
- z = Math.sqrt( zz );
- x = xz / z;
- y = yz / z;
- }
- }
- this.set( x, y, z, angle );
- return this; // return 180 deg rotation
- }
- // as we have reached here there are no singularities so we can handle normally
- var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
- ( m13 - m31 ) * ( m13 - m31 ) +
- ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
- if ( Math.abs( s ) < 0.001 ) s = 1;
- // prevent divide by zero, should not happen if matrix is orthogonal and should be
- // caught by singularity test above, but I've left it in just in case
- this.x = ( m32 - m23 ) / s;
- this.y = ( m13 - m31 ) / s;
- this.z = ( m21 - m12 ) / s;
- this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
- return this;
- },
- min: function ( v ) {
- this.x = Math.min( this.x, v.x );
- this.y = Math.min( this.y, v.y );
- this.z = Math.min( this.z, v.z );
- this.w = Math.min( this.w, v.w );
- return this;
- },
- max: function ( v ) {
- this.x = Math.max( this.x, v.x );
- this.y = Math.max( this.y, v.y );
- this.z = Math.max( this.z, v.z );
- this.w = Math.max( this.w, v.w );
- return this;
- },
- clamp: function ( min, max ) {
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
- this.x = Math.max( min.x, Math.min( max.x, this.x ) );
- this.y = Math.max( min.y, Math.min( max.y, this.y ) );
- this.z = Math.max( min.z, Math.min( max.z, this.z ) );
- this.w = Math.max( min.w, Math.min( max.w, this.w ) );
- return this;
- },
- clampScalar: function () {
- var min, max;
- return function clampScalar( minVal, maxVal ) {
- if ( min === undefined ) {
- min = new Vector4();
- max = new Vector4();
- }
- min.set( minVal, minVal, minVal, minVal );
- max.set( maxVal, maxVal, maxVal, maxVal );
- return this.clamp( min, max );
- };
- }(),
- floor: function () {
- this.x = Math.floor( this.x );
- this.y = Math.floor( this.y );
- this.z = Math.floor( this.z );
- this.w = Math.floor( this.w );
- return this;
- },
- ceil: function () {
- this.x = Math.ceil( this.x );
- this.y = Math.ceil( this.y );
- this.z = Math.ceil( this.z );
- this.w = Math.ceil( this.w );
- return this;
- },
- round: function () {
- this.x = Math.round( this.x );
- this.y = Math.round( this.y );
- this.z = Math.round( this.z );
- this.w = Math.round( this.w );
- return this;
- },
- roundToZero: function () {
- this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
- this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
- this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
- this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
- return this;
- },
- negate: function () {
- this.x = - this.x;
- this.y = - this.y;
- this.z = - this.z;
- this.w = - this.w;
- return this;
- },
- dot: function ( v ) {
- return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
- },
- lengthSq: function () {
- return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
- },
- length: function () {
- return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
- },
- lengthManhattan: function () {
- return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
- },
- normalize: function () {
- return this.divideScalar( this.length() );
- },
- setLength: function ( length ) {
- return this.multiplyScalar( length / this.length() );
- },
- lerp: function ( v, alpha ) {
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
- this.z += ( v.z - this.z ) * alpha;
- this.w += ( v.w - this.w ) * alpha;
- return this;
- },
- lerpVectors: function ( v1, v2, alpha ) {
- return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
- },
- equals: function ( v ) {
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
- },
- fromArray: function ( array, offset ) {
- if ( offset === undefined ) offset = 0;
- this.x = array[ offset ];
- this.y = array[ offset + 1 ];
- this.z = array[ offset + 2 ];
- this.w = array[ offset + 3 ];
- return this;
- },
- toArray: function ( array, offset ) {
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
- array[ offset ] = this.x;
- array[ offset + 1 ] = this.y;
- array[ offset + 2 ] = this.z;
- array[ offset + 3 ] = this.w;
- return array;
- },
- fromBufferAttribute: function ( attribute, index, offset ) {
- if ( offset !== undefined ) {
- console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
- }
- this.x = attribute.getX( index );
- this.y = attribute.getY( index );
- this.z = attribute.getZ( index );
- this.w = attribute.getW( index );
- return this;
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function Color( r, g, b ) {
- if ( g === undefined && b === undefined ) {
- // r is THREE.Color, hex or string
- return this.set( r );
- }
- return this.setRGB( r, g, b );
- }
- Color.prototype = {
- constructor: Color,
- isColor: true,
- r: 1, g: 1, b: 1,
- set: function ( value ) {
- if ( value && value.isColor ) {
- this.copy( value );
- } else if ( typeof value === 'number' ) {
- this.setHex( value );
- } else if ( typeof value === 'string' ) {
- this.setStyle( value );
- }
- return this;
- },
- setScalar: function ( scalar ) {
- this.r = scalar;
- this.g = scalar;
- this.b = scalar;
- return this;
- },
- setHex: function ( hex ) {
- hex = Math.floor( hex );
- this.r = ( hex >> 16 & 255 ) / 255;
- this.g = ( hex >> 8 & 255 ) / 255;
- this.b = ( hex & 255 ) / 255;
- return this;
- },
- setRGB: function ( r, g, b ) {
- this.r = r;
- this.g = g;
- this.b = b;
- return this;
- },
- setHSL: function () {
- function hue2rgb( p, q, t ) {
- if ( t < 0 ) t += 1;
- if ( t > 1 ) t -= 1;
- if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
- if ( t < 1 / 2 ) return q;
- if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
- return p;
- }
- return function setHSL( h, s, l ) {
- // h,s,l ranges are in 0.0 - 1.0
- h = _Math.euclideanModulo( h, 1 );
- s = _Math.clamp( s, 0, 1 );
- l = _Math.clamp( l, 0, 1 );
- if ( s === 0 ) {
- this.r = this.g = this.b = l;
- } else {
- var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
- var q = ( 2 * l ) - p;
- this.r = hue2rgb( q, p, h + 1 / 3 );
- this.g = hue2rgb( q, p, h );
- this.b = hue2rgb( q, p, h - 1 / 3 );
- }
- return this;
- };
- }(),
- setStyle: function ( style ) {
- function handleAlpha( string ) {
- if ( string === undefined ) return;
- if ( parseFloat( string ) < 1 ) {
- console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
- }
- }
- var m;
- if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
- // rgb / hsl
- var color;
- var name = m[ 1 ];
- var components = m[ 2 ];
- switch ( name ) {
- case 'rgb':
- case 'rgba':
- if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
- // rgb(255,0,0) rgba(255,0,0,0.5)
- this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
- this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
- this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
- handleAlpha( color[ 5 ] );
- return this;
- }
- if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
- // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
- this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
- this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
- this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
- handleAlpha( color[ 5 ] );
- return this;
- }
- break;
- case 'hsl':
- case 'hsla':
- if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
- // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
- var h = parseFloat( color[ 1 ] ) / 360;
- var s = parseInt( color[ 2 ], 10 ) / 100;
- var l = parseInt( color[ 3 ], 10 ) / 100;
- handleAlpha( color[ 5 ] );
- return this.setHSL( h, s, l );
- }
- break;
- }
- } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
- // hex color
- var hex = m[ 1 ];
- var size = hex.length;
- if ( size === 3 ) {
- // #ff0
- this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
- this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
- this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
- return this;
- } else if ( size === 6 ) {
- // #ff0000
- this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
- this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
- this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
- return this;
- }
- }
- if ( style && style.length > 0 ) {
- // color keywords
- var hex = ColorKeywords[ style ];
- if ( hex !== undefined ) {
- // red
- this.setHex( hex );
- } else {
- // unknown color
- console.warn( 'THREE.Color: Unknown color ' + style );
- }
- }
- return this;
- },
- clone: function () {
- return new this.constructor( this.r, this.g, this.b );
- },
- copy: function ( color ) {
- this.r = color.r;
- this.g = color.g;
- this.b = color.b;
- return this;
- },
- copyGammaToLinear: function ( color, gammaFactor ) {
- if ( gammaFactor === undefined ) gammaFactor = 2.0;
- this.r = Math.pow( color.r, gammaFactor );
- this.g = Math.pow( color.g, gammaFactor );
- this.b = Math.pow( color.b, gammaFactor );
- return this;
- },
- copyLinearToGamma: function ( color, gammaFactor ) {
- if ( gammaFactor === undefined ) gammaFactor = 2.0;
- var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
- this.r = Math.pow( color.r, safeInverse );
- this.g = Math.pow( color.g, safeInverse );
- this.b = Math.pow( color.b, safeInverse );
- return this;
- },
- convertGammaToLinear: function () {
- var r = this.r, g = this.g, b = this.b;
- this.r = r * r;
- this.g = g * g;
- this.b = b * b;
- return this;
- },
- convertLinearToGamma: function () {
- this.r = Math.sqrt( this.r );
- this.g = Math.sqrt( this.g );
- this.b = Math.sqrt( this.b );
- return this;
- },
- getHex: function () {
- return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
- },
- getHexString: function () {
- return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
- },
- getHSL: function ( optionalTarget ) {
- // h,s,l ranges are in 0.0 - 1.0
- var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
- var r = this.r, g = this.g, b = this.b;
- var max = Math.max( r, g, b );
- var min = Math.min( r, g, b );
- var hue, saturation;
- var lightness = ( min + max ) / 2.0;
- if ( min === max ) {
- hue = 0;
- saturation = 0;
- } else {
- var delta = max - min;
- saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
- switch ( max ) {
- case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
- case g: hue = ( b - r ) / delta + 2; break;
- case b: hue = ( r - g ) / delta + 4; break;
- }
- hue /= 6;
- }
- hsl.h = hue;
- hsl.s = saturation;
- hsl.l = lightness;
- return hsl;
- },
- getStyle: function () {
- return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
- },
- offsetHSL: function ( h, s, l ) {
- var hsl = this.getHSL();
- hsl.h += h; hsl.s += s; hsl.l += l;
- this.setHSL( hsl.h, hsl.s, hsl.l );
- return this;
- },
- add: function ( color ) {
- this.r += color.r;
- this.g += color.g;
- this.b += color.b;
- return this;
- },
- addColors: function ( color1, color2 ) {
- this.r = color1.r + color2.r;
- this.g = color1.g + color2.g;
- this.b = color1.b + color2.b;
- return this;
- },
- addScalar: function ( s ) {
- this.r += s;
- this.g += s;
- this.b += s;
- return this;
- },
- sub: function( color ) {
- this.r = Math.max( 0, this.r - color.r );
- this.g = Math.max( 0, this.g - color.g );
- this.b = Math.max( 0, this.b - color.b );
- return this;
- },
- multiply: function ( color ) {
- this.r *= color.r;
- this.g *= color.g;
- this.b *= color.b;
- return this;
- },
- multiplyScalar: function ( s ) {
- this.r *= s;
- this.g *= s;
- this.b *= s;
- return this;
- },
- lerp: function ( color, alpha ) {
- this.r += ( color.r - this.r ) * alpha;
- this.g += ( color.g - this.g ) * alpha;
- this.b += ( color.b - this.b ) * alpha;
- return this;
- },
- equals: function ( c ) {
- return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
- },
- fromArray: function ( array, offset ) {
- if ( offset === undefined ) offset = 0;
- this.r = array[ offset ];
- this.g = array[ offset + 1 ];
- this.b = array[ offset + 2 ];
- return this;
- },
- toArray: function ( array, offset ) {
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
- array[ offset ] = this.r;
- array[ offset + 1 ] = this.g;
- array[ offset + 2 ] = this.b;
- return array;
- },
- toJSON: function () {
- return this.getHex();
- }
- };
- var ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
- 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
- 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
- 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
- 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
- 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
- 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
- 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
- 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
- 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
- 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
- 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
- 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
- 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
- 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
- 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
- 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
- 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
- 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
- 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
- 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
- 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
- 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
- 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
- /**
- * Uniforms library for shared webgl shaders
- */
- var UniformsLib = {
- common: {
- diffuse: { value: new Color( 0xeeeeee ) },
- opacity: { value: 1.0 },
- map: { value: null },
- offsetRepeat: { value: new Vector4( 0, 0, 1, 1 ) },
- specularMap: { value: null },
- alphaMap: { value: null },
- envMap: { value: null },
- flipEnvMap: { value: - 1 },
- reflectivity: { value: 1.0 },
- refractionRatio: { value: 0.98 }
- },
- aomap: {
- aoMap: { value: null },
- aoMapIntensity: { value: 1 }
- },
- lightmap: {
- lightMap: { value: null },
- lightMapIntensity: { value: 1 }
- },
- emissivemap: {
- emissiveMap: { value: null }
- },
- bumpmap: {
- bumpMap: { value: null },
- bumpScale: { value: 1 }
- },
- normalmap: {
- normalMap: { value: null },
- normalScale: { value: new Vector2( 1, 1 ) }
- },
- displacementmap: {
- displacementMap: { value: null },
- displacementScale: { value: 1 },
- displacementBias: { value: 0 }
- },
- roughnessmap: {
- roughnessMap: { value: null }
- },
- metalnessmap: {
- metalnessMap: { value: null }
- },
- gradientmap: {
- gradientMap: { value: null }
- },
- fog: {
- fogDensity: { value: 0.00025 },
- fogNear: { value: 1 },
- fogFar: { value: 2000 },
- fogColor: { value: new Color( 0xffffff ) }
- },
- lights: {
- ambientLightColor: { value: [] },
- directionalLights: { value: [], properties: {
- direction: {},
- color: {},
- shadow: {},
- shadowBias: {},
- shadowRadius: {},
- shadowMapSize: {}
- } },
- directionalShadowMap: { value: [] },
- directionalShadowMatrix: { value: [] },
- spotLights: { value: [], properties: {
- color: {},
- position: {},
- direction: {},
- distance: {},
- coneCos: {},
- penumbraCos: {},
- decay: {},
- shadow: {},
- shadowBias: {},
- shadowRadius: {},
- shadowMapSize: {}
- } },
- spotShadowMap: { value: [] },
- spotShadowMatrix: { value: [] },
- pointLights: { value: [], properties: {
- color: {},
- position: {},
- decay: {},
- distance: {},
- shadow: {},
- shadowBias: {},
- shadowRadius: {},
- shadowMapSize: {}
- } },
- pointShadowMap: { value: [] },
- pointShadowMatrix: { value: [] },
- hemisphereLights: { value: [], properties: {
- direction: {},
- skyColor: {},
- groundColor: {}
- } },
- // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
- rectAreaLights: { value: [], properties: {
- color: {},
- position: {},
- width: {},
- height: {}
- } }
- },
- points: {
- diffuse: { value: new Color( 0xeeeeee ) },
- opacity: { value: 1.0 },
- size: { value: 1.0 },
- scale: { value: 1.0 },
- map: { value: null },
- offsetRepeat: { value: new Vector4( 0, 0, 1, 1 ) }
- }
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- */
- var ShaderLib = {
- basic: {
- uniforms: UniformsUtils.merge( [
- UniformsLib.common,
- UniformsLib.aomap,
- UniformsLib.lightmap,
- UniformsLib.fog
- ] ),
- vertexShader: ShaderChunk.meshbasic_vert,
- fragmentShader: ShaderChunk.meshbasic_frag
- },
- lambert: {
- uniforms: UniformsUtils.merge( [
- UniformsLib.common,
- UniformsLib.aomap,
- UniformsLib.lightmap,
- UniformsLib.emissivemap,
- UniformsLib.fog,
- UniformsLib.lights,
- {
- emissive: { value: new Color( 0x000000 ) }
- }
- ] ),
- vertexShader: ShaderChunk.meshlambert_vert,
- fragmentShader: ShaderChunk.meshlambert_frag
- },
- phong: {
- uniforms: UniformsUtils.merge( [
- UniformsLib.common,
- UniformsLib.aomap,
- UniformsLib.lightmap,
- UniformsLib.emissivemap,
- UniformsLib.bumpmap,
- UniformsLib.normalmap,
- UniformsLib.displacementmap,
- UniformsLib.gradientmap,
- UniformsLib.fog,
- UniformsLib.lights,
- {
- emissive: { value: new Color( 0x000000 ) },
- specular: { value: new Color( 0x111111 ) },
- shininess: { value: 30 }
- }
- ] ),
- vertexShader: ShaderChunk.meshphong_vert,
- fragmentShader: ShaderChunk.meshphong_frag
- },
- standard: {
- uniforms: UniformsUtils.merge( [
- UniformsLib.common,
- UniformsLib.aomap,
- UniformsLib.lightmap,
- UniformsLib.emissivemap,
- UniformsLib.bumpmap,
- UniformsLib.normalmap,
- UniformsLib.displacementmap,
- UniformsLib.roughnessmap,
- UniformsLib.metalnessmap,
- UniformsLib.fog,
- UniformsLib.lights,
- {
- emissive: { value: new Color( 0x000000 ) },
- roughness: { value: 0.5 },
- metalness: { value: 0 },
- envMapIntensity: { value: 1 } // temporary
- }
- ] ),
- vertexShader: ShaderChunk.meshphysical_vert,
- fragmentShader: ShaderChunk.meshphysical_frag
- },
- points: {
- uniforms: UniformsUtils.merge( [
- UniformsLib.points,
- UniformsLib.fog
- ] ),
- vertexShader: ShaderChunk.points_vert,
- fragmentShader: ShaderChunk.points_frag
- },
- dashed: {
- uniforms: UniformsUtils.merge( [
- UniformsLib.common,
- UniformsLib.fog,
- {
- scale: { value: 1 },
- dashSize: { value: 1 },
- totalSize: { value: 2 }
- }
- ] ),
- vertexShader: ShaderChunk.linedashed_vert,
- fragmentShader: ShaderChunk.linedashed_frag
- },
- depth: {
- uniforms: UniformsUtils.merge( [
- UniformsLib.common,
- UniformsLib.displacementmap
- ] ),
- vertexShader: ShaderChunk.depth_vert,
- fragmentShader: ShaderChunk.depth_frag
- },
- normal: {
- uniforms: UniformsUtils.merge( [
- UniformsLib.common,
- UniformsLib.bumpmap,
- UniformsLib.normalmap,
- UniformsLib.displacementmap,
- {
- opacity: { value: 1.0 }
- }
- ] ),
- vertexShader: ShaderChunk.normal_vert,
- fragmentShader: ShaderChunk.normal_frag
- },
- /* -------------------------------------------------------------------------
- // Cube map shader
- ------------------------------------------------------------------------- */
- cube: {
- uniforms: {
- tCube: { value: null },
- tFlip: { value: - 1 },
- opacity: { value: 1.0 }
- },
- vertexShader: ShaderChunk.cube_vert,
- fragmentShader: ShaderChunk.cube_frag
- },
- /* -------------------------------------------------------------------------
- // Cube map shader
- ------------------------------------------------------------------------- */
- equirect: {
- uniforms: {
- tEquirect: { value: null },
- tFlip: { value: - 1 }
- },
- vertexShader: ShaderChunk.equirect_vert,
- fragmentShader: ShaderChunk.equirect_frag
- },
- distanceRGBA: {
- uniforms: {
- lightPos: { value: new Vector3() }
- },
- vertexShader: ShaderChunk.distanceRGBA_vert,
- fragmentShader: ShaderChunk.distanceRGBA_frag
- }
- };
- ShaderLib.physical = {
- uniforms: UniformsUtils.merge( [
- ShaderLib.standard.uniforms,
- {
- clearCoat: { value: 0 },
- clearCoatRoughness: { value: 0 }
- }
- ] ),
- vertexShader: ShaderChunk.meshphysical_vert,
- fragmentShader: ShaderChunk.meshphysical_frag
- };
- /**
- * @author bhouston / http://clara.io
- */
- function Box2( min, max ) {
- this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
- this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
- }
- Box2.prototype = {
- constructor: Box2,
- set: function ( min, max ) {
- this.min.copy( min );
- this.max.copy( max );
- return this;
- },
- setFromPoints: function ( points ) {
- this.makeEmpty();
- for ( var i = 0, il = points.length; i < il; i ++ ) {
- this.expandByPoint( points[ i ] );
- }
- return this;
- },
- setFromCenterAndSize: function () {
- var v1 = new Vector2();
- return function setFromCenterAndSize( center, size ) {
- var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
- this.min.copy( center ).sub( halfSize );
- this.max.copy( center ).add( halfSize );
- return this;
- };
- }(),
- clone: function () {
- return new this.constructor().copy( this );
- },
- copy: function ( box ) {
- this.min.copy( box.min );
- this.max.copy( box.max );
- return this;
- },
- makeEmpty: function () {
- this.min.x = this.min.y = + Infinity;
- this.max.x = this.max.y = - Infinity;
- return this;
- },
- isEmpty: function () {
- // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
- return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
- },
- getCenter: function ( optionalTarget ) {
- var result = optionalTarget || new Vector2();
- return this.isEmpty() ? result.set( 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
- },
- getSize: function ( optionalTarget ) {
- var result = optionalTarget || new Vector2();
- return this.isEmpty() ? result.set( 0, 0 ) : result.subVectors( this.max, this.min );
- },
- expandByPoint: function ( point ) {
- this.min.min( point );
- this.max.max( point );
- return this;
- },
- expandByVector: function ( vector ) {
- this.min.sub( vector );
- this.max.add( vector );
- return this;
- },
- expandByScalar: function ( scalar ) {
- this.min.addScalar( - scalar );
- this.max.addScalar( scalar );
- return this;
- },
- containsPoint: function ( point ) {
- return point.x < this.min.x || point.x > this.max.x ||
- point.y < this.min.y || point.y > this.max.y ? false : true;
- },
- containsBox: function ( box ) {
- return this.min.x <= box.min.x && box.max.x <= this.max.x &&
- this.min.y <= box.min.y && box.max.y <= this.max.y;
- },
- getParameter: function ( point, optionalTarget ) {
- // This can potentially have a divide by zero if the box
- // has a size dimension of 0.
- var result = optionalTarget || new Vector2();
- return result.set(
- ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
- ( point.y - this.min.y ) / ( this.max.y - this.min.y )
- );
- },
- intersectsBox: function ( box ) {
- // using 6 splitting planes to rule out intersections.
- return box.max.x < this.min.x || box.min.x > this.max.x ||
- box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
- },
- clampPoint: function ( point, optionalTarget ) {
- var result = optionalTarget || new Vector2();
- return result.copy( point ).clamp( this.min, this.max );
- },
- distanceToPoint: function () {
- var v1 = new Vector2();
- return function distanceToPoint( point ) {
- var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
- return clampedPoint.sub( point ).length();
- };
- }(),
- intersect: function ( box ) {
- this.min.max( box.min );
- this.max.min( box.max );
- return this;
- },
- union: function ( box ) {
- this.min.min( box.min );
- this.max.max( box.max );
- return this;
- },
- translate: function ( offset ) {
- this.min.add( offset );
- this.max.add( offset );
- return this;
- },
- equals: function ( box ) {
- return box.min.equals( this.min ) && box.max.equals( this.max );
- }
- };
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
- function LensFlarePlugin( renderer, flares ) {
- var gl = renderer.context;
- var state = renderer.state;
- var vertexBuffer, elementBuffer;
- var shader, program, attributes, uniforms;
- var tempTexture, occlusionTexture;
- function init() {
- var vertices = new Float32Array( [
- - 1, - 1, 0, 0,
- 1, - 1, 1, 0,
- 1, 1, 1, 1,
- - 1, 1, 0, 1
- ] );
- var faces = new Uint16Array( [
- 0, 1, 2,
- 0, 2, 3
- ] );
- // buffers
- vertexBuffer = gl.createBuffer();
- elementBuffer = gl.createBuffer();
- gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
- gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
- gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
- gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
- // textures
- tempTexture = gl.createTexture();
- occlusionTexture = gl.createTexture();
- state.bindTexture( gl.TEXTURE_2D, tempTexture );
- gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null );
- gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
- gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
- gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
- gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
- state.bindTexture( gl.TEXTURE_2D, occlusionTexture );
- gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null );
- gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
- gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
- gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
- gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
- shader = {
- vertexShader: [
- "uniform lowp int renderType;",
- "uniform vec3 screenPosition;",
- "uniform vec2 scale;",
- "uniform float rotation;",
- "uniform sampler2D occlusionMap;",
- "attribute vec2 position;",
- "attribute vec2 uv;",
- "varying vec2 vUV;",
- "varying float vVisibility;",
- "void main() {",
- "vUV = uv;",
- "vec2 pos = position;",
- "if ( renderType == 2 ) {",
- "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
- "vVisibility = visibility.r / 9.0;",
- "vVisibility *= 1.0 - visibility.g / 9.0;",
- "vVisibility *= visibility.b / 9.0;",
- "vVisibility *= 1.0 - visibility.a / 9.0;",
- "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
- "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
- "}",
- "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "uniform lowp int renderType;",
- "uniform sampler2D map;",
- "uniform float opacity;",
- "uniform vec3 color;",
- "varying vec2 vUV;",
- "varying float vVisibility;",
- "void main() {",
- // pink square
- "if ( renderType == 0 ) {",
- "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
- // restore
- "} else if ( renderType == 1 ) {",
- "gl_FragColor = texture2D( map, vUV );",
- // flare
- "} else {",
- "vec4 texture = texture2D( map, vUV );",
- "texture.a *= opacity * vVisibility;",
- "gl_FragColor = texture;",
- "gl_FragColor.rgb *= color;",
- "}",
- "}"
- ].join( "\n" )
- };
- program = createProgram( shader );
- attributes = {
- vertex: gl.getAttribLocation ( program, "position" ),
- uv: gl.getAttribLocation ( program, "uv" )
- };
- uniforms = {
- renderType: gl.getUniformLocation( program, "renderType" ),
- map: gl.getUniformLocation( program, "map" ),
- occlusionMap: gl.getUniformLocation( program, "occlusionMap" ),
- opacity: gl.getUniformLocation( program, "opacity" ),
- color: gl.getUniformLocation( program, "color" ),
- scale: gl.getUniformLocation( program, "scale" ),
- rotation: gl.getUniformLocation( program, "rotation" ),
- screenPosition: gl.getUniformLocation( program, "screenPosition" )
- };
- }
- /*
- * Render lens flares
- * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
- * reads these back and calculates occlusion.
- */
- this.render = function ( scene, camera, viewport ) {
- if ( flares.length === 0 ) return;
- var tempPosition = new Vector3();
- var invAspect = viewport.w / viewport.z,
- halfViewportWidth = viewport.z * 0.5,
- halfViewportHeight = viewport.w * 0.5;
- var size = 16 / viewport.w,
- scale = new Vector2( size * invAspect, size );
- var screenPosition = new Vector3( 1, 1, 0 ),
- screenPositionPixels = new Vector2( 1, 1 );
- var validArea = new Box2();
- validArea.min.set( viewport.x, viewport.y );
- validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) );
- if ( program === undefined ) {
- init();
- }
- gl.useProgram( program );
- state.initAttributes();
- state.enableAttribute( attributes.vertex );
- state.enableAttribute( attributes.uv );
- state.disableUnusedAttributes();
- // loop through all lens flares to update their occlusion and positions
- // setup gl and common used attribs/uniforms
- gl.uniform1i( uniforms.occlusionMap, 0 );
- gl.uniform1i( uniforms.map, 1 );
- gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
- gl.vertexAttribPointer( attributes.vertex, 2, gl.FLOAT, false, 2 * 8, 0 );
- gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
- gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
- state.disable( gl.CULL_FACE );
- state.setDepthWrite( false );
- for ( var i = 0, l = flares.length; i < l; i ++ ) {
- size = 16 / viewport.w;
- scale.set( size * invAspect, size );
- // calc object screen position
- var flare = flares[ i ];
- tempPosition.set( flare.matrixWorld.elements[ 12 ], flare.matrixWorld.elements[ 13 ], flare.matrixWorld.elements[ 14 ] );
- tempPosition.applyMatrix4( camera.matrixWorldInverse );
- tempPosition.applyMatrix4( camera.projectionMatrix );
- // setup arrays for gl programs
- screenPosition.copy( tempPosition );
- // horizontal and vertical coordinate of the lower left corner of the pixels to copy
- screenPositionPixels.x = viewport.x + ( screenPosition.x * halfViewportWidth ) + halfViewportWidth - 8;
- screenPositionPixels.y = viewport.y + ( screenPosition.y * halfViewportHeight ) + halfViewportHeight - 8;
- // screen cull
- if ( validArea.containsPoint( screenPositionPixels ) === true ) {
- // save current RGB to temp texture
- state.activeTexture( gl.TEXTURE0 );
- state.bindTexture( gl.TEXTURE_2D, null );
- state.activeTexture( gl.TEXTURE1 );
- state.bindTexture( gl.TEXTURE_2D, tempTexture );
- gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 );
- // render pink quad
- gl.uniform1i( uniforms.renderType, 0 );
- gl.uniform2f( uniforms.scale, scale.x, scale.y );
- gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
- state.disable( gl.BLEND );
- state.enable( gl.DEPTH_TEST );
- gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
- // copy result to occlusionMap
- state.activeTexture( gl.TEXTURE0 );
- state.bindTexture( gl.TEXTURE_2D, occlusionTexture );
- gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 );
- // restore graphics
- gl.uniform1i( uniforms.renderType, 1 );
- state.disable( gl.DEPTH_TEST );
- state.activeTexture( gl.TEXTURE1 );
- state.bindTexture( gl.TEXTURE_2D, tempTexture );
- gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
- // update object positions
- flare.positionScreen.copy( screenPosition );
- if ( flare.customUpdateCallback ) {
- flare.customUpdateCallback( flare );
- } else {
- flare.updateLensFlares();
- }
- // render flares
- gl.uniform1i( uniforms.renderType, 2 );
- state.enable( gl.BLEND );
- for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
- var sprite = flare.lensFlares[ j ];
- if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
- screenPosition.x = sprite.x;
- screenPosition.y = sprite.y;
- screenPosition.z = sprite.z;
- size = sprite.size * sprite.scale / viewport.w;
- scale.x = size * invAspect;
- scale.y = size;
- gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
- gl.uniform2f( uniforms.scale, scale.x, scale.y );
- gl.uniform1f( uniforms.rotation, sprite.rotation );
- gl.uniform1f( uniforms.opacity, sprite.opacity );
- gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
- state.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
- renderer.setTexture2D( sprite.texture, 1 );
- gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
- }
- }
- }
- }
- // restore gl
- state.enable( gl.CULL_FACE );
- state.enable( gl.DEPTH_TEST );
- state.setDepthWrite( true );
- renderer.resetGLState();
- };
- function createProgram( shader ) {
- var program = gl.createProgram();
- var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
- var vertexShader = gl.createShader( gl.VERTEX_SHADER );
- var prefix = "precision " + renderer.getPrecision() + " float;\n";
- gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
- gl.shaderSource( vertexShader, prefix + shader.vertexShader );
- gl.compileShader( fragmentShader );
- gl.compileShader( vertexShader );
- gl.attachShader( program, fragmentShader );
- gl.attachShader( program, vertexShader );
- gl.linkProgram( program );
- return program;
- }
- }
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
- function SpritePlugin( renderer, sprites ) {
- var gl = renderer.context;
- var state = renderer.state;
- var vertexBuffer, elementBuffer;
- var program, attributes, uniforms;
- var texture;
- // decompose matrixWorld
- var spritePosition = new Vector3();
- var spriteRotation = new Quaternion();
- var spriteScale = new Vector3();
- function init() {
- var vertices = new Float32Array( [
- - 0.5, - 0.5, 0, 0,
- 0.5, - 0.5, 1, 0,
- 0.5, 0.5, 1, 1,
- - 0.5, 0.5, 0, 1
- ] );
- var faces = new Uint16Array( [
- 0, 1, 2,
- 0, 2, 3
- ] );
- vertexBuffer = gl.createBuffer();
- elementBuffer = gl.createBuffer();
- gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
- gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
- gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
- gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
- program = createProgram();
- attributes = {
- position: gl.getAttribLocation ( program, 'position' ),
- uv: gl.getAttribLocation ( program, 'uv' )
- };
- uniforms = {
- uvOffset: gl.getUniformLocation( program, 'uvOffset' ),
- uvScale: gl.getUniformLocation( program, 'uvScale' ),
- rotation: gl.getUniformLocation( program, 'rotation' ),
- scale: gl.getUniformLocation( program, 'scale' ),
- color: gl.getUniformLocation( program, 'color' ),
- map: gl.getUniformLocation( program, 'map' ),
- opacity: gl.getUniformLocation( program, 'opacity' ),
- modelViewMatrix: gl.getUniformLocation( program, 'modelViewMatrix' ),
- projectionMatrix: gl.getUniformLocation( program, 'projectionMatrix' ),
- fogType: gl.getUniformLocation( program, 'fogType' ),
- fogDensity: gl.getUniformLocation( program, 'fogDensity' ),
- fogNear: gl.getUniformLocation( program, 'fogNear' ),
- fogFar: gl.getUniformLocation( program, 'fogFar' ),
- fogColor: gl.getUniformLocation( program, 'fogColor' ),
- alphaTest: gl.getUniformLocation( program, 'alphaTest' )
- };
- var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
- canvas.width = 8;
- canvas.height = 8;
- var context = canvas.getContext( '2d' );
- context.fillStyle = 'white';
- context.fillRect( 0, 0, 8, 8 );
- texture = new Texture( canvas );
- texture.needsUpdate = true;
- }
- this.render = function ( scene, camera ) {
- if ( sprites.length === 0 ) return;
- // setup gl
- if ( program === undefined ) {
- init();
- }
- gl.useProgram( program );
- state.initAttributes();
- state.enableAttribute( attributes.position );
- state.enableAttribute( attributes.uv );
- state.disableUnusedAttributes();
- state.disable( gl.CULL_FACE );
- state.enable( gl.BLEND );
- gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
- gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 );
- gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
- gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
- gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
- state.activeTexture( gl.TEXTURE0 );
- gl.uniform1i( uniforms.map, 0 );
- var oldFogType = 0;
- var sceneFogType = 0;
- var fog = scene.fog;
- if ( fog ) {
- gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
- if ( fog.isFog ) {
- gl.uniform1f( uniforms.fogNear, fog.near );
- gl.uniform1f( uniforms.fogFar, fog.far );
- gl.uniform1i( uniforms.fogType, 1 );
- oldFogType = 1;
- sceneFogType = 1;
- } else if ( fog.isFogExp2 ) {
- gl.uniform1f( uniforms.fogDensity, fog.density );
- gl.uniform1i( uniforms.fogType, 2 );
- oldFogType = 2;
- sceneFogType = 2;
- }
- } else {
- gl.uniform1i( uniforms.fogType, 0 );
- oldFogType = 0;
- sceneFogType = 0;
- }
- // update positions and sort
- for ( var i = 0, l = sprites.length; i < l; i ++ ) {
- var sprite = sprites[ i ];
- sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
- sprite.z = - sprite.modelViewMatrix.elements[ 14 ];
- }
- sprites.sort( painterSortStable );
- // render all sprites
- var scale = [];
- for ( var i = 0, l = sprites.length; i < l; i ++ ) {
- var sprite = sprites[ i ];
- var material = sprite.material;
- if ( material.visible === false ) continue;
- gl.uniform1f( uniforms.alphaTest, material.alphaTest );
- gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements );
- sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale );
- scale[ 0 ] = spriteScale.x;
- scale[ 1 ] = spriteScale.y;
- var fogType = 0;
- if ( scene.fog && material.fog ) {
- fogType = sceneFogType;
- }
- if ( oldFogType !== fogType ) {
- gl.uniform1i( uniforms.fogType, fogType );
- oldFogType = fogType;
- }
- if ( material.map !== null ) {
- gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
- gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );
- } else {
- gl.uniform2f( uniforms.uvOffset, 0, 0 );
- gl.uniform2f( uniforms.uvScale, 1, 1 );
- }
- gl.uniform1f( uniforms.opacity, material.opacity );
- gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
- gl.uniform1f( uniforms.rotation, material.rotation );
- gl.uniform2fv( uniforms.scale, scale );
- state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
- state.setDepthTest( material.depthTest );
- state.setDepthWrite( material.depthWrite );
- if ( material.map ) {
- renderer.setTexture2D( material.map, 0 );
- } else {
- renderer.setTexture2D( texture, 0 );
- }
- gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
- }
- // restore gl
- state.enable( gl.CULL_FACE );
- renderer.resetGLState();
- };
- function createProgram() {
- var program = gl.createProgram();
- var vertexShader = gl.createShader( gl.VERTEX_SHADER );
- var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
- gl.shaderSource( vertexShader, [
- 'precision ' + renderer.getPrecision() + ' float;',
- 'uniform mat4 modelViewMatrix;',
- 'uniform mat4 projectionMatrix;',
- 'uniform float rotation;',
- 'uniform vec2 scale;',
- 'uniform vec2 uvOffset;',
- 'uniform vec2 uvScale;',
- 'attribute vec2 position;',
- 'attribute vec2 uv;',
- 'varying vec2 vUV;',
- 'void main() {',
- 'vUV = uvOffset + uv * uvScale;',
- 'vec2 alignedPosition = position * scale;',
- 'vec2 rotatedPosition;',
- 'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
- 'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
- 'vec4 finalPosition;',
- 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
- 'finalPosition.xy += rotatedPosition;',
- 'finalPosition = projectionMatrix * finalPosition;',
- 'gl_Position = finalPosition;',
- '}'
- ].join( '\n' ) );
- gl.shaderSource( fragmentShader, [
- 'precision ' + renderer.getPrecision() + ' float;',
- 'uniform vec3 color;',
- 'uniform sampler2D map;',
- 'uniform float opacity;',
- 'uniform int fogType;',
- 'uniform vec3 fogColor;',
- 'uniform float fogDensity;',
- 'uniform float fogNear;',
- 'uniform float fogFar;',
- 'uniform float alphaTest;',
- 'varying vec2 vUV;',
- 'void main() {',
- 'vec4 texture = texture2D( map, vUV );',
- 'if ( texture.a < alphaTest ) discard;',
- 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
- 'if ( fogType > 0 ) {',
- 'float depth = gl_FragCoord.z / gl_FragCoord.w;',
- 'float fogFactor = 0.0;',
- 'if ( fogType == 1 ) {',
- 'fogFactor = smoothstep( fogNear, fogFar, depth );',
- '} else {',
- 'const float LOG2 = 1.442695;',
- 'fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
- 'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
- '}',
- 'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',
- '}',
- '}'
- ].join( '\n' ) );
- gl.compileShader( vertexShader );
- gl.compileShader( fragmentShader );
- gl.attachShader( program, vertexShader );
- gl.attachShader( program, fragmentShader );
- gl.linkProgram( program );
- return program;
- }
- function painterSortStable( a, b ) {
- if ( a.renderOrder !== b.renderOrder ) {
- return a.renderOrder - b.renderOrder;
- } else if ( a.z !== b.z ) {
- return b.z - a.z;
- } else {
- return b.id - a.id;
- }
- }
- }
- /**
- * @author szimek / https://github.com/szimek/
- * @author alteredq / http://alteredqualia.com/
- * @author Marius Kintel / https://github.com/kintel
- */
- /*
- In options, we can specify:
- * Texture parameters for an auto-generated target texture
- * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
- */
- function WebGLRenderTarget( width, height, options ) {
- this.uuid = _Math.generateUUID();
- this.width = width;
- this.height = height;
- this.scissor = new Vector4( 0, 0, width, height );
- this.scissorTest = false;
- this.viewport = new Vector4( 0, 0, width, height );
- options = options || {};
- if ( options.minFilter === undefined ) options.minFilter = LinearFilter;
- this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
- this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
- this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
- this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
- }
- WebGLRenderTarget.prototype = {
- constructor: WebGLRenderTarget,
- isWebGLRenderTarget: true,
- setSize: function ( width, height ) {
- if ( this.width !== width || this.height !== height ) {
- this.width = width;
- this.height = height;
- this.dispose();
- }
- this.viewport.set( 0, 0, width, height );
- this.scissor.set( 0, 0, width, height );
- },
- clone: function () {
- return new this.constructor().copy( this );
- },
- copy: function ( source ) {
- this.width = source.width;
- this.height = source.height;
- this.viewport.copy( source.viewport );
- this.texture = source.texture.clone();
- this.depthBuffer = source.depthBuffer;
- this.stencilBuffer = source.stencilBuffer;
- this.depthTexture = source.depthTexture;
- return this;
- },
- dispose: function () {
- this.dispatchEvent( { type: 'dispose' } );
- }
- };
- Object.assign( WebGLRenderTarget.prototype, EventDispatcher.prototype );
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- var materialId = 0;
- function Material() {
- Object.defineProperty( this, 'id', { value: materialId ++ } );
- this.uuid = _Math.generateUUID();
- this.name = '';
- this.type = 'Material';
- this.fog = true;
- this.lights = true;
- this.blending = NormalBlending;
- this.side = FrontSide;
- this.shading = SmoothShading; // THREE.FlatShading, THREE.SmoothShading
- this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
- this.opacity = 1;
- this.transparent = false;
- this.blendSrc = SrcAlphaFactor;
- this.blendDst = OneMinusSrcAlphaFactor;
- this.blendEquation = AddEquation;
- this.blendSrcAlpha = null;
- this.blendDstAlpha = null;
- this.blendEquationAlpha = null;
- this.depthFunc = LessEqualDepth;
- this.depthTest = true;
- this.depthWrite = true;
- this.clippingPlanes = null;
- this.clipIntersection = false;
- this.clipShadows = false;
- this.colorWrite = true;
- this.precision = null; // override the renderer's default precision for this material
- this.polygonOffset = false;
- this.polygonOffsetFactor = 0;
- this.polygonOffsetUnits = 0;
- this.alphaTest = 0;
- this.premultipliedAlpha = false;
- this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
- this.visible = true;
- this._needsUpdate = true;
- }
- Material.prototype = {
- constructor: Material,
- isMaterial: true,
- get needsUpdate() {
- return this._needsUpdate;
- },
- set needsUpdate( value ) {
- if ( value === true ) this.update();
- this._needsUpdate = value;
- },
- setValues: function ( values ) {
- if ( values === undefined ) return;
- for ( var key in values ) {
- var newValue = values[ key ];
- if ( newValue === undefined ) {
- console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
- continue;
- }
- var currentValue = this[ key ];
- if ( currentValue === undefined ) {
- console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
- continue;
- }
- if ( currentValue && currentValue.isColor ) {
- currentValue.set( newValue );
- } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
- currentValue.copy( newValue );
- } else if ( key === 'overdraw' ) {
- // ensure overdraw is backwards-compatible with legacy boolean type
- this[ key ] = Number( newValue );
- } else {
- this[ key ] = newValue;
- }
- }
- },
- toJSON: function ( meta ) {
- var isRoot = meta === undefined;
- if ( isRoot ) {
- meta = {
- textures: {},
- images: {}
- };
- }
- var data = {
- metadata: {
- version: 4.4,
- type: 'Material',
- generator: 'Material.toJSON'
- }
- };
- // standard Material serialization
- data.uuid = this.uuid;
- data.type = this.type;
- if ( this.name !== '' ) data.name = this.name;
- if ( this.color && this.color.isColor ) data.color = this.color.getHex();
- if ( this.roughness !== undefined ) data.roughness = this.roughness;
- if ( this.metalness !== undefined ) data.metalness = this.metalness;
- if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
- if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
- if ( this.shininess !== undefined ) data.shininess = this.shininess;
- if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat;
- if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;
- if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
- if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
- if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
- if ( this.bumpMap && this.bumpMap.isTexture ) {
- data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
- data.bumpScale = this.bumpScale;
- }
- if ( this.normalMap && this.normalMap.isTexture ) {
- data.normalMap = this.normalMap.toJSON( meta ).uuid;
- data.normalScale = this.normalScale.toArray();
- }
- if ( this.displacementMap && this.displacementMap.isTexture ) {
- data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
- data.displacementScale = this.displacementScale;
- data.displacementBias = this.displacementBias;
- }
- if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
- if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
- if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
- if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
- if ( this.envMap && this.envMap.isTexture ) {
- data.envMap = this.envMap.toJSON( meta ).uuid;
- data.reflectivity = this.reflectivity; // Scale behind envMap
- }
- if ( this.gradientMap && this.gradientMap.isTexture ) {
- data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
- }
- if ( this.size !== undefined ) data.size = this.size;
- if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
- if ( this.blending !== NormalBlending ) data.blending = this.blending;
- if ( this.shading !== SmoothShading ) data.shading = this.shading;
- if ( this.side !== FrontSide ) data.side = this.side;
- if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;
- if ( this.opacity < 1 ) data.opacity = this.opacity;
- if ( this.transparent === true ) data.transparent = this.transparent;
- data.depthFunc = this.depthFunc;
- data.depthTest = this.depthTest;
- data.depthWrite = this.depthWrite;
- if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
- if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
- if ( this.wireframe === true ) data.wireframe = this.wireframe;
- if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
- if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
- if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
- data.skinning = this.skinning;
- data.morphTargets = this.morphTargets;
- // TODO: Copied from Object3D.toJSON
- function extractFromCache( cache ) {
- var values = [];
- for ( var key in cache ) {
- var data = cache[ key ];
- delete data.metadata;
- values.push( data );
- }
- return values;
- }
- if ( isRoot ) {
- var textures = extractFromCache( meta.textures );
- var images = extractFromCache( meta.images );
- if ( textures.length > 0 ) data.textures = textures;
- if ( images.length > 0 ) data.images = images;
- }
- return data;
- },
- clone: function () {
- return new this.constructor().copy( this );
- },
- copy: function ( source ) {
- this.name = source.name;
- this.fog = source.fog;
- this.lights = source.lights;
- this.blending = source.blending;
- this.side = source.side;
- this.shading = source.shading;
- this.vertexColors = source.vertexColors;
- this.opacity = source.opacity;
- this.transparent = source.transparent;
- this.blendSrc = source.blendSrc;
- this.blendDst = source.blendDst;
- this.blendEquation = source.blendEquation;
- this.blendSrcAlpha = source.blendSrcAlpha;
- this.blendDstAlpha = source.blendDstAlpha;
- this.blendEquationAlpha = source.blendEquationAlpha;
- this.depthFunc = source.depthFunc;
- this.depthTest = source.depthTest;
- this.depthWrite = source.depthWrite;
- this.colorWrite = source.colorWrite;
- this.precision = source.precision;
- this.polygonOffset = source.polygonOffset;
- this.polygonOffsetFactor = source.polygonOffsetFactor;
- this.polygonOffsetUnits = source.polygonOffsetUnits;
- this.alphaTest = source.alphaTest;
- this.premultipliedAlpha = source.premultipliedAlpha;
- this.overdraw = source.overdraw;
- this.visible = source.visible;
- this.clipShadows = source.clipShadows;
- this.clipIntersection = source.clipIntersection;
- var srcPlanes = source.clippingPlanes,
- dstPlanes = null;
- if ( srcPlanes !== null ) {
- var n = srcPlanes.length;
- dstPlanes = new Array( n );
- for ( var i = 0; i !== n; ++ i )
- dstPlanes[ i ] = srcPlanes[ i ].clone();
- }
- this.clippingPlanes = dstPlanes;
- return this;
- },
- update: function () {
- this.dispatchEvent( { type: 'update' } );
- },
- dispose: function () {
- this.dispatchEvent( { type: 'dispose' } );
- }
- };
- Object.assign( Material.prototype, EventDispatcher.prototype );
- /**
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * defines: { "label" : "value" },
- * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
- *
- * fragmentShader: <string>,
- * vertexShader: <string>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>,
- *
- * lights: <bool>,
- *
- * skinning: <bool>,
- * morphTargets: <bool>,
- * morphNormals: <bool>
- * }
- */
- function ShaderMaterial( parameters ) {
- Material.call( this );
- this.type = 'ShaderMaterial';
- this.defines = {};
- this.uniforms = {};
- this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
- this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';
- this.linewidth = 1;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.fog = false; // set to use scene fog
- this.lights = false; // set to use scene lights
- this.clipping = false; // set to use user-defined clipping planes
- this.skinning = false; // set to use skinning attribute streams
- this.morphTargets = false; // set to use morph targets
- this.morphNormals = false; // set to use morph normals
- this.extensions = {
- derivatives: false, // set to use derivatives
- fragDepth: false, // set to use fragment depth values
- drawBuffers: false, // set to use draw buffers
- shaderTextureLOD: false // set to use shader texture LOD
- };
- // When rendered geometry doesn't include these attributes but the material does,
- // use these default values in WebGL. This avoids errors when buffer data is missing.
- this.defaultAttributeValues = {
- 'color': [ 1, 1, 1 ],
- 'uv': [ 0, 0 ],
- 'uv2': [ 0, 0 ]
- };
- this.index0AttributeName = undefined;
- if ( parameters !== undefined ) {
- if ( parameters.attributes !== undefined ) {
- console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
- }
- this.setValues( parameters );
- }
- }
- ShaderMaterial.prototype = Object.create( Material.prototype );
- ShaderMaterial.prototype.constructor = ShaderMaterial;
- ShaderMaterial.prototype.isShaderMaterial = true;
- ShaderMaterial.prototype.copy = function ( source ) {
- Material.prototype.copy.call( this, source );
- this.fragmentShader = source.fragmentShader;
- this.vertexShader = source.vertexShader;
- this.uniforms = UniformsUtils.clone( source.uniforms );
- this.defines = source.defines;
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- this.lights = source.lights;
- this.clipping = source.clipping;
- this.skinning = source.skinning;
- this.morphTargets = source.morphTargets;
- this.morphNormals = source.morphNormals;
- this.extensions = source.extensions;
- return this;
- };
- ShaderMaterial.prototype.toJSON = function ( meta ) {
- var data = Material.prototype.toJSON.call( this, meta );
- data.uniforms = this.uniforms;
- data.vertexShader = this.vertexShader;
- data.fragmentShader = this.fragmentShader;
- return data;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author bhouston / https://clara.io
- * @author WestLangley / http://github.com/WestLangley
- *
- * parameters = {
- *
- * opacity: <float>,
- *
- * map: new THREE.Texture( <Image> ),
- *
- * alphaMap: new THREE.Texture( <Image> ),
- *
- * displacementMap: new THREE.Texture( <Image> ),
- * displacementScale: <float>,
- * displacementBias: <float>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>
- * }
- */
- function MeshDepthMaterial( parameters ) {
- Material.call( this );
- this.type = 'MeshDepthMaterial';
- this.depthPacking = BasicDepthPacking;
- this.skinning = false;
- this.morphTargets = false;
- this.map = null;
- this.alphaMap = null;
- this.displacementMap = null;
- this.displacementScale = 1;
- this.displacementBias = 0;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.fog = false;
- this.lights = false;
- this.setValues( parameters );
- }
- MeshDepthMaterial.prototype = Object.create( Material.prototype );
- MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
- MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
- MeshDepthMaterial.prototype.copy = function ( source ) {
- Material.prototype.copy.call( this, source );
- this.depthPacking = source.depthPacking;
- this.skinning = source.skinning;
- this.morphTargets = source.morphTargets;
- this.map = source.map;
- this.alphaMap = source.alphaMap;
- this.displacementMap = source.displacementMap;
- this.displacementScale = source.displacementScale;
- this.displacementBias = source.displacementBias;
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- return this;
- };
- /**
- * @author bhouston / http://clara.io
- * @author WestLangley / http://github.com/WestLangley
- */
- function Box3( min, max ) {
- this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
- this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
- }
- Box3.prototype = {
- constructor: Box3,
- isBox3: true,
- set: function ( min, max ) {
- this.min.copy( min );
- this.max.copy( max );
- return this;
- },
- setFromArray: function ( array ) {
- var minX = + Infinity;
- var minY = + Infinity;
- var minZ = + Infinity;
- var maxX = - Infinity;
- var maxY = - Infinity;
- var maxZ = - Infinity;
- for ( var i = 0, l = array.length; i < l; i += 3 ) {
- var x = array[ i ];
- var y = array[ i + 1 ];
- var z = array[ i + 2 ];
- if ( x < minX ) minX = x;
- if ( y < minY ) minY = y;
- if ( z < minZ ) minZ = z;
- if ( x > maxX ) maxX = x;
- if ( y > maxY ) maxY = y;
- if ( z > maxZ ) maxZ = z;
- }
- this.min.set( minX, minY, minZ );
- this.max.set( maxX, maxY, maxZ );
- return this;
- },
- setFromBufferAttribute: function ( attribute ) {
- var minX = + Infinity;
- var minY = + Infinity;
- var minZ = + Infinity;
- var maxX = - Infinity;
- var maxY = - Infinity;
- var maxZ = - Infinity;
- for ( var i = 0, l = attribute.count; i < l; i ++ ) {
- var x = attribute.getX( i );
- var y = attribute.getY( i );
- var z = attribute.getZ( i );
- if ( x < minX ) minX = x;
- if ( y < minY ) minY = y;
- if ( z < minZ ) minZ = z;
- if ( x > maxX ) maxX = x;
- if ( y > maxY ) maxY = y;
- if ( z > maxZ ) maxZ = z;
- }
- this.min.set( minX, minY, minZ );
- this.max.set( maxX, maxY, maxZ );
- return this;
- },
- setFromPoints: function ( points ) {
- this.makeEmpty();
- for ( var i = 0, il = points.length; i < il; i ++ ) {
- this.expandByPoint( points[ i ] );
- }
- return this;
- },
- setFromCenterAndSize: function () {
- var v1 = new Vector3();
- return function setFromCenterAndSize( center, size ) {
- var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
- this.min.copy( center ).sub( halfSize );
- this.max.copy( center ).add( halfSize );
- return this;
- };
- }(),
- setFromObject: function ( object ) {
- this.makeEmpty();
- return this.expandByObject( object );
- },
- clone: function () {
- return new this.constructor().copy( this );
- },
- copy: function ( box ) {
- this.min.copy( box.min );
- this.max.copy( box.max );
- return this;
- },
- makeEmpty: function () {
- this.min.x = this.min.y = this.min.z = + Infinity;
- this.max.x = this.max.y = this.max.z = - Infinity;
- return this;
- },
- isEmpty: function () {
- // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
- return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
- },
- getCenter: function ( optionalTarget ) {
- var result = optionalTarget || new Vector3();
- return this.isEmpty() ? result.set( 0, 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
- },
- getSize: function ( optionalTarget ) {
- var result = optionalTarget || new Vector3();
- return this.isEmpty() ? result.set( 0, 0, 0 ) : result.subVectors( this.max, this.min );
- },
- expandByPoint: function ( point ) {
- this.min.min( point );
- this.max.max( point );
- return this;
- },
- expandByVector: function ( vector ) {
- this.min.sub( vector );
- this.max.add( vector );
- return this;
- },
- expandByScalar: function ( scalar ) {
- this.min.addScalar( - scalar );
- this.max.addScalar( scalar );
- return this;
- },
- expandByObject: function () {
- // Computes the world-axis-aligned bounding box of an object (including its children),
- // accounting for both the object's, and children's, world transforms
- var v1 = new Vector3();
- return function expandByObject( object ) {
- var scope = this;
- object.updateMatrixWorld( true );
- object.traverse( function ( node ) {
- var i, l;
- var geometry = node.geometry;
- if ( geometry !== undefined ) {
- if ( geometry.isGeometry ) {
- var vertices = geometry.vertices;
- for ( i = 0, l = vertices.length; i < l; i ++ ) {
- v1.copy( vertices[ i ] );
- v1.applyMatrix4( node.matrixWorld );
- scope.expandByPoint( v1 );
- }
- } else if ( geometry.isBufferGeometry ) {
- var attribute = geometry.attributes.position;
- if ( attribute !== undefined ) {
- for ( i = 0, l = attribute.count; i < l; i ++ ) {
- v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );
- scope.expandByPoint( v1 );
- }
- }
- }
- }
- } );
- return this;
- };
- }(),
- containsPoint: function ( point ) {
- return point.x < this.min.x || point.x > this.max.x ||
- point.y < this.min.y || point.y > this.max.y ||
- point.z < this.min.z || point.z > this.max.z ? false : true;
- },
- containsBox: function ( box ) {
- return this.min.x <= box.min.x && box.max.x <= this.max.x &&
- this.min.y <= box.min.y && box.max.y <= this.max.y &&
- this.min.z <= box.min.z && box.max.z <= this.max.z;
- },
- getParameter: function ( point, optionalTarget ) {
- // This can potentially have a divide by zero if the box
- // has a size dimension of 0.
- var result = optionalTarget || new Vector3();
- return result.set(
- ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
- ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
- ( point.z - this.min.z ) / ( this.max.z - this.min.z )
- );
- },
- intersectsBox: function ( box ) {
- // using 6 splitting planes to rule out intersections.
- return box.max.x < this.min.x || box.min.x > this.max.x ||
- box.max.y < this.min.y || box.min.y > this.max.y ||
- box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
- },
- intersectsSphere: ( function () {
- var closestPoint;
- return function intersectsSphere( sphere ) {
- if ( closestPoint === undefined ) closestPoint = new Vector3();
- // Find the point on the AABB closest to the sphere center.
- this.clampPoint( sphere.center, closestPoint );
- // If that point is inside the sphere, the AABB and sphere intersect.
- return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
- };
- } )(),
- intersectsPlane: function ( plane ) {
- // We compute the minimum and maximum dot product values. If those values
- // are on the same side (back or front) of the plane, then there is no intersection.
- var min, max;
- if ( plane.normal.x > 0 ) {
- min = plane.normal.x * this.min.x;
- max = plane.normal.x * this.max.x;
- } else {
- min = plane.normal.x * this.max.x;
- max = plane.normal.x * this.min.x;
- }
- if ( plane.normal.y > 0 ) {
- min += plane.normal.y * this.min.y;
- max += plane.normal.y * this.max.y;
- } else {
- min += plane.normal.y * this.max.y;
- max += plane.normal.y * this.min.y;
- }
- if ( plane.normal.z > 0 ) {
- min += plane.normal.z * this.min.z;
- max += plane.normal.z * this.max.z;
- } else {
- min += plane.normal.z * this.max.z;
- max += plane.normal.z * this.min.z;
- }
- return ( min <= plane.constant && max >= plane.constant );
- },
- clampPoint: function ( point, optionalTarget ) {
- var result = optionalTarget || new Vector3();
- return result.copy( point ).clamp( this.min, this.max );
- },
- distanceToPoint: function () {
- var v1 = new Vector3();
- return function distanceToPoint( point ) {
- var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
- return clampedPoint.sub( point ).length();
- };
- }(),
- getBoundingSphere: function () {
- var v1 = new Vector3();
- return function getBoundingSphere( optionalTarget ) {
- var result = optionalTarget || new Sphere();
- this.getCenter( result.center );
- result.radius = this.getSize( v1 ).length() * 0.5;
- return result;
- };
- }(),
- intersect: function ( box ) {
- this.min.max( box.min );
- this.max.min( box.max );
- // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
- if( this.isEmpty() ) this.makeEmpty();
- return this;
- },
- union: function ( box ) {
- this.min.min( box.min );
- this.max.max( box.max );
- return this;
- },
- applyMatrix4: function () {
- var points = [
- new Vector3(),
- new Vector3(),
- new Vector3(),
- new Vector3(),
- new Vector3(),
- new Vector3(),
- new Vector3(),
- new Vector3()
- ];
- return function applyMatrix4( matrix ) {
- // transform of empty box is an empty box.
- if( this.isEmpty() ) return this;
- // NOTE: I am using a binary pattern to specify all 2^3 combinations below
- points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
- points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
- points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
- points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
- points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
- points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
- points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
- points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
- this.setFromPoints( points );
- return this;
- };
- }(),
- translate: function ( offset ) {
- this.min.add( offset );
- this.max.add( offset );
- return this;
- },
- equals: function ( box ) {
- return box.min.equals( this.min ) && box.max.equals( this.max );
- }
- };
- /**
- * @author bhouston / http://clara.io
- * @author mrdoob / http://mrdoob.com/
- */
- function Sphere( center, radius ) {
- this.center = ( center !== undefined ) ? center : new Vector3();
- this.radius = ( radius !== undefined ) ? radius : 0;
- }
- Sphere.prototype = {
- constructor: Sphere,
- set: function ( center, radius ) {
- this.center.copy( center );
- this.radius = radius;
- return this;
- },
- setFromPoints: function () {
- var box;
- return function setFromPoints( points, optionalCenter ) {
- if ( box === undefined ) box = new Box3(); // see #10547
- var center = this.center;
- if ( optionalCenter !== undefined ) {
- center.copy( optionalCenter );
- } else {
- box.setFromPoints( points ).getCenter( center );
- }
- var maxRadiusSq = 0;
- for ( var i = 0, il = points.length; i < il; i ++ ) {
- maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
- }
- this.radius = Math.sqrt( maxRadiusSq );
- return this;
- };
- }(),
- clone: function () {
- return new this.constructor().copy( this );
- },
- copy: function ( sphere ) {
- this.center.copy( sphere.center );
- this.radius = sphere.radius;
- return this;
- },
- empty: function () {
- return ( this.radius <= 0 );
- },
- containsPoint: function ( point ) {
- return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
- },
- distanceToPoint: function ( point ) {
- return ( point.distanceTo( this.center ) - this.radius );
- },
- intersectsSphere: function ( sphere ) {
- var radiusSum = this.radius + sphere.radius;
- return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
- },
- intersectsBox: function ( box ) {
- return box.intersectsSphere( this );
- },
- intersectsPlane: function ( plane ) {
- // We use the following equation to compute the signed distance from
- // the center of the sphere to the plane.
- //
- // distance = q * n - d
- //
- // If this distance is greater than the radius of the sphere,
- // then there is no intersection.
- return Math.abs( this.center.dot( plane.normal ) - plane.constant ) <= this.radius;
- },
- clampPoint: function ( point, optionalTarget ) {
- var deltaLengthSq = this.center.distanceToSquared( point );
- var result = optionalTarget || new Vector3();
- result.copy( point );
- if ( deltaLengthSq > ( this.radius * this.radius ) ) {
- result.sub( this.center ).normalize();
- result.multiplyScalar( this.radius ).add( this.center );
- }
- return result;
- },
- getBoundingBox: function ( optionalTarget ) {
- var box = optionalTarget || new Box3();
- box.set( this.center, this.center );
- box.expandByScalar( this.radius );
- return box;
- },
- applyMatrix4: function ( matrix ) {
- this.center.applyMatrix4( matrix );
- this.radius = this.radius * matrix.getMaxScaleOnAxis();
- return this;
- },
- translate: function ( offset ) {
- this.center.add( offset );
- return this;
- },
- equals: function ( sphere ) {
- return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
- }
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- * @author WestLangley / http://github.com/WestLangley
- * @author bhouston / http://clara.io
- * @author tschw
- */
- function Matrix3() {
- this.elements = new Float32Array( [
- 1, 0, 0,
- 0, 1, 0,
- 0, 0, 1
- ] );
- if ( arguments.length > 0 ) {
- console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
- }
- }
- Matrix3.prototype = {
- constructor: Matrix3,
- isMatrix3: true,
- set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
- var te = this.elements;
- te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
- te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
- te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
- return this;
- },
- identity: function () {
- this.set(
- 1, 0, 0,
- 0, 1, 0,
- 0, 0, 1
- );
- return this;
- },
- clone: function () {
- return new this.constructor().fromArray( this.elements );
- },
- copy: function ( m ) {
- var me = m.elements;
- this.set(
- me[ 0 ], me[ 3 ], me[ 6 ],
- me[ 1 ], me[ 4 ], me[ 7 ],
- me[ 2 ], me[ 5 ], me[ 8 ]
- );
- return this;
- },
- setFromMatrix4: function( m ) {
- var me = m.elements;
- this.set(
- me[ 0 ], me[ 4 ], me[ 8 ],
- me[ 1 ], me[ 5 ], me[ 9 ],
- me[ 2 ], me[ 6 ], me[ 10 ]
- );
- return this;
- },
- applyToBufferAttribute: function () {
- var v1;
- return function applyToBufferAttribute( attribute ) {
- if ( v1 === undefined ) v1 = new Vector3();
- for ( var i = 0, l = attribute.count; i < l; i ++ ) {
- v1.x = attribute.getX( i );
- v1.y = attribute.getY( i );
- v1.z = attribute.getZ( i );
- v1.applyMatrix3( this );
- attribute.setXYZ( i, v1.x, v1.y, v1.z );
- }
- return attribute;
- };
- }(),
- multiplyScalar: function ( s ) {
- var te = this.elements;
- te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
- te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
- te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
- return this;
- },
- determinant: function () {
- var te = this.elements;
- var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
- d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
- g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
- return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
- },
- getInverse: function ( matrix, throwOnDegenerate ) {
- if ( matrix && matrix.isMatrix4 ) {
- console.error( "THREE.Matrix3.getInverse no longer takes a Matrix4 argument." );
- }
- var me = matrix.elements,
- te = this.elements,
- n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
- n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
- n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
- t11 = n33 * n22 - n32 * n23,
- t12 = n32 * n13 - n33 * n12,
- t13 = n23 * n12 - n22 * n13,
- det = n11 * t11 + n21 * t12 + n31 * t13;
- if ( det === 0 ) {
- var msg = "THREE.Matrix3.getInverse(): can't invert matrix, determinant is 0";
- if ( throwOnDegenerate === true ) {
- throw new Error( msg );
- } else {
- console.warn( msg );
- }
- return this.identity();
- }
- var detInv = 1 / det;
- te[ 0 ] = t11 * detInv;
- te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
- te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
- te[ 3 ] = t12 * detInv;
- te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
- te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
- te[ 6 ] = t13 * detInv;
- te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
- te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
- return this;
- },
- transpose: function () {
- var tmp, m = this.elements;
- tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
- tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
- tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
- return this;
- },
- getNormalMatrix: function ( matrix4 ) {
- return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
- },
- transposeIntoArray: function ( r ) {
- var m = this.elements;
- r[ 0 ] = m[ 0 ];
- r[ 1 ] = m[ 3 ];
- r[ 2 ] = m[ 6 ];
- r[ 3 ] = m[ 1 ];
- r[ 4 ] = m[ 4 ];
- r[ 5 ] = m[ 7 ];
- r[ 6 ] = m[ 2 ];
- r[ 7 ] = m[ 5 ];
- r[ 8 ] = m[ 8 ];
- return this;
- },
- fromArray: function ( array, offset ) {
- if ( offset === undefined ) offset = 0;
- for( var i = 0; i < 9; i ++ ) {
- this.elements[ i ] = array[ i + offset ];
- }
- return this;
- },
- toArray: function ( array, offset ) {
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
- var te = this.elements;
- array[ offset ] = te[ 0 ];
- array[ offset + 1 ] = te[ 1 ];
- array[ offset + 2 ] = te[ 2 ];
- array[ offset + 3 ] = te[ 3 ];
- array[ offset + 4 ] = te[ 4 ];
- array[ offset + 5 ] = te[ 5 ];
- array[ offset + 6 ] = te[ 6 ];
- array[ offset + 7 ] = te[ 7 ];
- array[ offset + 8 ] = te[ 8 ];
- return array;
- }
- };
- /**
- * @author bhouston / http://clara.io
- */
- function Plane( normal, constant ) {
- this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
- this.constant = ( constant !== undefined ) ? constant : 0;
- }
- Plane.prototype = {
- constructor: Plane,
- set: function ( normal, constant ) {
- this.normal.copy( normal );
- this.constant = constant;
- return this;
- },
- setComponents: function ( x, y, z, w ) {
- this.normal.set( x, y, z );
- this.constant = w;
- return this;
- },
- setFromNormalAndCoplanarPoint: function ( normal, point ) {
- this.normal.copy( normal );
- this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
- return this;
- },
- setFromCoplanarPoints: function () {
- var v1 = new Vector3();
- var v2 = new Vector3();
- return function setFromCoplanarPoints( a, b, c ) {
- var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
- // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
- this.setFromNormalAndCoplanarPoint( normal, a );
- return this;
- };
- }(),
- clone: function () {
- return new this.constructor().copy( this );
- },
- copy: function ( plane ) {
- this.normal.copy( plane.normal );
- this.constant = plane.constant;
- return this;
- },
- normalize: function () {
- // Note: will lead to a divide by zero if the plane is invalid.
- var inverseNormalLength = 1.0 / this.normal.length();
- this.normal.multiplyScalar( inverseNormalLength );
- this.constant *= inverseNormalLength;
- return this;
- },
- negate: function () {
- this.constant *= - 1;
- this.normal.negate();
- return this;
- },
- distanceToPoint: function ( point ) {
- return this.normal.dot( point ) + this.constant;
- },
- distanceToSphere: function ( sphere ) {
- return this.distanceToPoint( sphere.center ) - sphere.radius;
- },
- projectPoint: function ( point, optionalTarget ) {
- return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
- },
- orthoPoint: function ( point, optionalTarget ) {
- var perpendicularMagnitude = this.distanceToPoint( point );
- var result = optionalTarget || new Vector3();
- return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
- },
- intersectLine: function () {
- var v1 = new Vector3();
- return function intersectLine( line, optionalTarget ) {
- var result = optionalTarget || new Vector3();
- var direction = line.delta( v1 );
- var denominator = this.normal.dot( direction );
- if ( denominator === 0 ) {
- // line is coplanar, return origin
- if ( this.distanceToPoint( line.start ) === 0 ) {
- return result.copy( line.start );
- }
- // Unsure if this is the correct method to handle this case.
- return undefined;
- }
- var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
- if ( t < 0 || t > 1 ) {
- return undefined;
- }
- return result.copy( direction ).multiplyScalar( t ).add( line.start );
- };
- }(),
- intersectsLine: function ( line ) {
- // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
- var startSign = this.distanceToPoint( line.start );
- var endSign = this.distanceToPoint( line.end );
- return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
- },
- intersectsBox: function ( box ) {
- return box.intersectsPlane( this );
- },
- intersectsSphere: function ( sphere ) {
- return sphere.intersectsPlane( this );
- },
- coplanarPoint: function ( optionalTarget ) {
- var result = optionalTarget || new Vector3();
- return result.copy( this.normal ).multiplyScalar( - this.constant );
- },
- applyMatrix4: function () {
- var v1 = new Vector3();
- var m1 = new Matrix3();
- return function applyMatrix4( matrix, optionalNormalMatrix ) {
- var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix );
- // transform normal based on theory here:
- // http://www.songho.ca/opengl/gl_normaltransform.html
- var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
- var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
- // recalculate constant (like in setFromNormalAndCoplanarPoint)
- this.constant = - referencePoint.dot( normal );
- return this;
- };
- }(),
- translate: function ( offset ) {
- this.constant = this.constant - offset.dot( this.normal );
- return this;
- },
- equals: function ( plane ) {
- return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author bhouston / http://clara.io
- */
- function Frustum( p0, p1, p2, p3, p4, p5 ) {
- this.planes = [
- ( p0 !== undefined ) ? p0 : new Plane(),
- ( p1 !== undefined ) ? p1 : new Plane(),
- ( p2 !== undefined ) ? p2 : new Plane(),
- ( p3 !== undefined ) ? p3 : new Plane(),
- ( p4 !== undefined ) ? p4 : new Plane(),
- ( p5 !== undefined ) ? p5 : new Plane()
- ];
- }
- Frustum.prototype = {
- constructor: Frustum,
- set: function ( p0, p1, p2, p3, p4, p5 ) {
- var planes = this.planes;
- planes[ 0 ].copy( p0 );
- planes[ 1 ].copy( p1 );
- planes[ 2 ].copy( p2 );
- planes[ 3 ].copy( p3 );
- planes[ 4 ].copy( p4 );
- planes[ 5 ].copy( p5 );
- return this;
- },
- clone: function () {
- return new this.constructor().copy( this );
- },
- copy: function ( frustum ) {
- var planes = this.planes;
- for ( var i = 0; i < 6; i ++ ) {
- planes[ i ].copy( frustum.planes[ i ] );
- }
- return this;
- },
- setFromMatrix: function ( m ) {
- var planes = this.planes;
- var me = m.elements;
- var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
- var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
- var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
- var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
- planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
- planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
- planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
- planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
- planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
- planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
- return this;
- },
- intersectsObject: function () {
- var sphere = new Sphere();
- return function intersectsObject( object ) {
- var geometry = object.geometry;
- if ( geometry.boundingSphere === null )
- geometry.computeBoundingSphere();
- sphere.copy( geometry.boundingSphere )
- .applyMatrix4( object.matrixWorld );
- return this.intersectsSphere( sphere );
- };
- }(),
- intersectsSprite: function () {
- var sphere = new Sphere();
- return function intersectsSprite( sprite ) {
- sphere.center.set( 0, 0, 0 );
- sphere.radius = 0.7071067811865476;
- sphere.applyMatrix4( sprite.matrixWorld );
- return this.intersectsSphere( sphere );
- };
- }(),
- intersectsSphere: function ( sphere ) {
- var planes = this.planes;
- var center = sphere.center;
- var negRadius = - sphere.radius;
- for ( var i = 0; i < 6; i ++ ) {
- var distance = planes[ i ].distanceToPoint( center );
- if ( distance < negRadius ) {
- return false;
- }
- }
- return true;
- },
- intersectsBox: function () {
- var p1 = new Vector3(),
- p2 = new Vector3();
- return function intersectsBox( box ) {
- var planes = this.planes;
- for ( var i = 0; i < 6 ; i ++ ) {
- var plane = planes[ i ];
- p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
- p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
- p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
- p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
- p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
- p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
- var d1 = plane.distanceToPoint( p1 );
- var d2 = plane.distanceToPoint( p2 );
- // if both outside plane, no intersection
- if ( d1 < 0 && d2 < 0 ) {
- return false;
- }
- }
- return true;
- };
- }(),
- containsPoint: function ( point ) {
- var planes = this.planes;
- for ( var i = 0; i < 6; i ++ ) {
- if ( planes[ i ].distanceToPoint( point ) < 0 ) {
- return false;
- }
- }
- return true;
- }
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
- function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
- var _gl = _renderer.context,
- _state = _renderer.state,
- _frustum = new Frustum(),
- _projScreenMatrix = new Matrix4(),
- _lightShadows = _lights.shadows,
- _shadowMapSize = new Vector2(),
- _maxShadowMapSize = new Vector2( capabilities.maxTextureSize, capabilities.maxTextureSize ),
- _lookTarget = new Vector3(),
- _lightPositionWorld = new Vector3(),
- _renderList = [],
- _MorphingFlag = 1,
- _SkinningFlag = 2,
- _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
- _depthMaterials = new Array( _NumberOfMaterialVariants ),
- _distanceMaterials = new Array( _NumberOfMaterialVariants ),
- _materialCache = {};
- var cubeDirections = [
- new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
- new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
- ];
- var cubeUps = [
- new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
- new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
- ];
- var cube2DViewPorts = [
- new Vector4(), new Vector4(), new Vector4(),
- new Vector4(), new Vector4(), new Vector4()
- ];
- // init
- var depthMaterialTemplate = new MeshDepthMaterial();
- depthMaterialTemplate.depthPacking = RGBADepthPacking;
- depthMaterialTemplate.clipping = true;
- var distanceShader = ShaderLib[ "distanceRGBA" ];
- var distanceUniforms = UniformsUtils.clone( distanceShader.uniforms );
- for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
- var useMorphing = ( i & _MorphingFlag ) !== 0;
- var useSkinning = ( i & _SkinningFlag ) !== 0;
- var depthMaterial = depthMaterialTemplate.clone();
- depthMaterial.morphTargets = useMorphing;
- depthMaterial.skinning = useSkinning;
- _depthMaterials[ i ] = depthMaterial;
- var distanceMaterial = new ShaderMaterial( {
- defines: {
- 'USE_SHADOWMAP': ''
- },
- uniforms: distanceUniforms,
- vertexShader: distanceShader.vertexShader,
- fragmentShader: distanceShader.fragmentShader,
- morphTargets: useMorphing,
- skinning: useSkinning,
- clipping: true
- } );
- _distanceMaterials[ i ] = distanceMaterial;
- }
- //
- var scope = this;
- this.enabled = false;
- this.autoUpdate = true;
- this.needsUpdate = false;
- this.type = PCFShadowMap;
- this.renderReverseSided = true;
- this.renderSingleSided = true;
- this.render = function ( scene, camera ) {
- if ( scope.enabled === false ) return;
- if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
- if ( _lightShadows.length === 0 ) return;
- // Set GL state for depth map.
- _state.buffers.color.setClear( 1, 1, 1, 1 );
- _state.disable( _gl.BLEND );
- _state.setDepthTest( true );
- _state.setScissorTest( false );
- // render depth map
- var faceCount, isPointLight;
- for ( var i = 0, il = _lightShadows.length; i < il; i ++ ) {
- var light = _lightShadows[ i ];
- var shadow = light.shadow;
- if ( shadow === undefined ) {
- console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
- continue;
- }
- var shadowCamera = shadow.camera;
- _shadowMapSize.copy( shadow.mapSize );
- _shadowMapSize.min( _maxShadowMapSize );
- if ( light && light.isPointLight ) {
- faceCount = 6;
- isPointLight = true;
- var vpWidth = _shadowMapSize.x;
- var vpHeight = _shadowMapSize.y;
- // These viewports map a cube-map onto a 2D texture with the
- // following orientation:
- //
- // xzXZ
- // y Y
- //
- // X - Positive x direction
- // x - Negative x direction
- // Y - Positive y direction
- // y - Negative y direction
- // Z - Positive z direction
- // z - Negative z direction
- // positive X
- cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
- // negative X
- cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
- // positive Z
- cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
- // negative Z
- cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
- // positive Y
- cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
- // negative Y
- cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
- _shadowMapSize.x *= 4.0;
- _shadowMapSize.y *= 2.0;
- } else {
- faceCount = 1;
- isPointLight = false;
- }
- if ( shadow.map === null ) {
- var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
- shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
- shadowCamera.updateProjectionMatrix();
- }
- if ( shadow.isSpotLightShadow ) {
- shadow.update( light );
- }
- // TODO (abelnation / sam-g-steel): is this needed?
- if (shadow && shadow.isRectAreaLightShadow ) {
- shadow.update( light );
- }
- var shadowMap = shadow.map;
- var shadowMatrix = shadow.matrix;
- _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
- shadowCamera.position.copy( _lightPositionWorld );
- _renderer.setRenderTarget( shadowMap );
- _renderer.clear();
- // render shadow map for each cube face (if omni-directional) or
- // run a single pass if not
- for ( var face = 0; face < faceCount; face ++ ) {
- if ( isPointLight ) {
- _lookTarget.copy( shadowCamera.position );
- _lookTarget.add( cubeDirections[ face ] );
- shadowCamera.up.copy( cubeUps[ face ] );
- shadowCamera.lookAt( _lookTarget );
- var vpDimensions = cube2DViewPorts[ face ];
- _state.viewport( vpDimensions );
- } else {
- _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
- shadowCamera.lookAt( _lookTarget );
- }
- shadowCamera.updateMatrixWorld();
- shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
- // compute shadow matrix
- shadowMatrix.set(
- 0.5, 0.0, 0.0, 0.5,
- 0.0, 0.5, 0.0, 0.5,
- 0.0, 0.0, 0.5, 0.5,
- 0.0, 0.0, 0.0, 1.0
- );
- shadowMatrix.multiply( shadowCamera.projectionMatrix );
- shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
- // update camera matrices and frustum
- _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
- _frustum.setFromMatrix( _projScreenMatrix );
- // set object matrices & frustum culling
- _renderList.length = 0;
- projectObject( scene, camera, shadowCamera );
- // render shadow map
- // render regular objects
- for ( var j = 0, jl = _renderList.length; j < jl; j ++ ) {
- var object = _renderList[ j ];
- var geometry = _objects.update( object );
- var material = object.material;
- if ( material && material.isMultiMaterial ) {
- var groups = geometry.groups;
- var materials = material.materials;
- for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
- var group = groups[ k ];
- var groupMaterial = materials[ group.materialIndex ];
- if ( groupMaterial.visible === true ) {
- var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld );
- _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
- }
- }
- } else {
- var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld );
- _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
- }
- }
- }
- }
- // Restore GL state.
- var clearColor = _renderer.getClearColor(),
- clearAlpha = _renderer.getClearAlpha();
- _renderer.setClearColor( clearColor, clearAlpha );
- scope.needsUpdate = false;
- };
- function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) {
- var geometry = object.geometry;
- var result = null;
- var materialVariants = _depthMaterials;
- var customMaterial = object.customDepthMaterial;
- if ( isPointLight ) {
- materialVariants = _distanceMaterials;
- customMaterial = object.customDistanceMaterial;
- }
- if ( ! customMaterial ) {
- var useMorphing = false;
- if ( material.morphTargets ) {
- if ( geometry && geometry.isBufferGeometry ) {
- useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
- } else if ( geometry && geometry.isGeometry ) {
- useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
- }
- }
- var useSkinning = object.isSkinnedMesh && material.skinning;
- var variantIndex = 0;
- if ( useMorphing ) variantIndex |= _MorphingFlag;
- if ( useSkinning ) variantIndex |= _SkinningFlag;
- result = materialVariants[ variantIndex ];
- } else {
- result = customMaterial;
- }
- if ( _renderer.localClippingEnabled &&
- material.clipShadows === true &&
- material.clippingPlanes.length !== 0 ) {
- // in this case we need a unique material instance reflecting the
- // appropriate state
- var keyA = result.uuid, keyB = material.uuid;
- var materialsForVariant = _materialCache[ keyA ];
- if ( materialsForVariant === undefined ) {
- materialsForVariant = {};
- _materialCache[ keyA ] = materialsForVariant;
- }
- var cachedMaterial = materialsForVariant[ keyB ];
- if ( cachedMaterial === undefined ) {
- cachedMaterial = result.clone();
- materialsForVariant[ keyB ] = cachedMaterial;
- }
- result = cachedMaterial;
- }
- result.visible = material.visible;
- result.wireframe = material.wireframe;
- var side = material.side;
- if ( scope.renderSingleSided && side == DoubleSide ) {
- side = FrontSide;
- }
- if ( scope.renderReverseSided ) {
- if ( side === FrontSide ) side = BackSide;
- else if ( side === BackSide ) side = FrontSide;
- }
- result.side = side;
- result.clipShadows = material.clipShadows;
- result.clippingPlanes = material.clippingPlanes;
- result.wireframeLinewidth = material.wireframeLinewidth;
- result.linewidth = material.linewidth;
- if ( isPointLight && result.uniforms.lightPos !== undefined ) {
- result.uniforms.lightPos.value.copy( lightPositionWorld );
- }
- return result;
- }
- function projectObject( object, camera, shadowCamera ) {
- if ( object.visible === false ) return;
- var visible = ( object.layers.mask & camera.layers.mask ) !== 0;
- if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
- if ( object.castShadow && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
- var material = object.material;
- if ( material.visible === true ) {
- object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
- _renderList.push( object );
- }
- }
- }
- var children = object.children;
- for ( var i = 0, l = children.length; i < l; i ++ ) {
- projectObject( children[ i ], camera, shadowCamera );
- }
- }
- }
- /**
- * @author bhouston / http://clara.io
- */
- function Ray( origin, direction ) {
- this.origin = ( origin !== undefined ) ? origin : new Vector3();
- this.direction = ( direction !== undefined ) ? direction : new Vector3();
- }
- Ray.prototype = {
- constructor: Ray,
- set: function ( origin, direction ) {
- this.origin.copy( origin );
- this.direction.copy( direction );
- return this;
- },
- clone: function () {
- return new this.constructor().copy( this );
- },
- copy: function ( ray ) {
- this.origin.copy( ray.origin );
- this.direction.copy( ray.direction );
- return this;
- },
- at: function ( t, optionalTarget ) {
- var result = optionalTarget || new Vector3();
- return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
- },
- lookAt: function ( v ) {
- this.direction.copy( v ).sub( this.origin ).normalize();
- return this;
- },
- recast: function () {
- var v1 = new Vector3();
- return function recast( t ) {
- this.origin.copy( this.at( t, v1 ) );
- return this;
- };
- }(),
- closestPointToPoint: function ( point, optionalTarget ) {
- var result = optionalTarget || new Vector3();
- result.subVectors( point, this.origin );
- var directionDistance = result.dot( this.direction );
- if ( directionDistance < 0 ) {
- return result.copy( this.origin );
- }
- return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
- },
- distanceToPoint: function ( point ) {
- return Math.sqrt( this.distanceSqToPoint( point ) );
- },
- distanceSqToPoint: function () {
- var v1 = new Vector3();
- return function distanceSqToPoint( point ) {
- var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
- // point behind the ray
- if ( directionDistance < 0 ) {
- return this.origin.distanceToSquared( point );
- }
- v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
- return v1.distanceToSquared( point );
- };
- }(),
- distanceSqToSegment: function () {
- var segCenter = new Vector3();
- var segDir = new Vector3();
- var diff = new Vector3();
- return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
- // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
- // It returns the min distance between the ray and the segment
- // defined by v0 and v1
- // It can also set two optional targets :
- // - The closest point on the ray
- // - The closest point on the segment
- segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
- segDir.copy( v1 ).sub( v0 ).normalize();
- diff.copy( this.origin ).sub( segCenter );
- var segExtent = v0.distanceTo( v1 ) * 0.5;
- var a01 = - this.direction.dot( segDir );
- var b0 = diff.dot( this.direction );
- var b1 = - diff.dot( segDir );
- var c = diff.lengthSq();
- var det = Math.abs( 1 - a01 * a01 );
- var s0, s1, sqrDist, extDet;
- if ( det > 0 ) {
- // The ray and segment are not parallel.
- s0 = a01 * b1 - b0;
- s1 = a01 * b0 - b1;
- extDet = segExtent * det;
- if ( s0 >= 0 ) {
- if ( s1 >= - extDet ) {
- if ( s1 <= extDet ) {
- // region 0
- // Minimum at interior points of ray and segment.
- var invDet = 1 / det;
- s0 *= invDet;
- s1 *= invDet;
- sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
- } else {
- // region 1
- s1 = segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- }
- } else {
- // region 5
- s1 = - segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- }
- } else {
- if ( s1 <= - extDet ) {
- // region 4
- s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
- s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- } else if ( s1 <= extDet ) {
- // region 3
- s0 = 0;
- s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = s1 * ( s1 + 2 * b1 ) + c;
- } else {
- // region 2
- s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
- s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- }
- }
- } else {
- // Ray and segment are parallel.
- s1 = ( a01 > 0 ) ? - segExtent : segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- }
- if ( optionalPointOnRay ) {
- optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
- }
- if ( optionalPointOnSegment ) {
- optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );
- }
- return sqrDist;
- };
- }(),
- intersectSphere: function () {
- var v1 = new Vector3();
- return function intersectSphere( sphere, optionalTarget ) {
- v1.subVectors( sphere.center, this.origin );
- var tca = v1.dot( this.direction );
- var d2 = v1.dot( v1 ) - tca * tca;
- var radius2 = sphere.radius * sphere.radius;
- if ( d2 > radius2 ) return null;
- var thc = Math.sqrt( radius2 - d2 );
- // t0 = first intersect point - entrance on front of sphere
- var t0 = tca - thc;
- // t1 = second intersect point - exit point on back of sphere
- var t1 = tca + thc;
- // test to see if both t0 and t1 are behind the ray - if so, return null
- if ( t0 < 0 && t1 < 0 ) return null;
- // test to see if t0 is behind the ray:
- // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
- // in order to always return an intersect point that is in front of the ray.
- if ( t0 < 0 ) return this.at( t1, optionalTarget );
- // else t0 is in front of the ray, so return the first collision point scaled by t0
- return this.at( t0, optionalTarget );
- };
- }(),
- intersectsSphere: function ( sphere ) {
- return this.distanceToPoint( sphere.center ) <= sphere.radius;
- },
- distanceToPlane: function ( plane ) {
- var denominator = plane.normal.dot( this.direction );
- if ( denominator === 0 ) {
- // line is coplanar, return origin
- if ( plane.distanceToPoint( this.origin ) === 0 ) {
- return 0;
- }
- // Null is preferable to undefined since undefined means.... it is undefined
- return null;
- }
- var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
- // Return if the ray never intersects the plane
- return t >= 0 ? t : null;
- },
- intersectPlane: function ( plane, optionalTarget ) {
- var t = this.distanceToPlane( plane );
- if ( t === null ) {
- return null;
- }
- return this.at( t, optionalTarget );
- },
- intersectsPlane: function ( plane ) {
- // check if the ray lies on the plane first
- var distToPoint = plane.distanceToPoint( this.origin );
- if ( distToPoint === 0 ) {
- return true;
- }
- var denominator = plane.normal.dot( this.direction );
- if ( denominator * distToPoint < 0 ) {
- return true;
- }
- // ray origin is behind the plane (and is pointing behind it)
- return false;
- },
- intersectBox: function ( box, optionalTarget ) {
- var tmin, tmax, tymin, tymax, tzmin, tzmax;
- var invdirx = 1 / this.direction.x,
- invdiry = 1 / this.direction.y,
- invdirz = 1 / this.direction.z;
- var origin = this.origin;
- if ( invdirx >= 0 ) {
- tmin = ( box.min.x - origin.x ) * invdirx;
- tmax = ( box.max.x - origin.x ) * invdirx;
- } else {
- tmin = ( box.max.x - origin.x ) * invdirx;
- tmax = ( box.min.x - origin.x ) * invdirx;
- }
- if ( invdiry >= 0 ) {
- tymin = ( box.min.y - origin.y ) * invdiry;
- tymax = ( box.max.y - origin.y ) * invdiry;
- } else {
- tymin = ( box.max.y - origin.y ) * invdiry;
- tymax = ( box.min.y - origin.y ) * invdiry;
- }
- if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
- // These lines also handle the case where tmin or tmax is NaN
- // (result of 0 * Infinity). x !== x returns true if x is NaN
- if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
- if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
- if ( invdirz >= 0 ) {
- tzmin = ( box.min.z - origin.z ) * invdirz;
- tzmax = ( box.max.z - origin.z ) * invdirz;
- } else {
- tzmin = ( box.max.z - origin.z ) * invdirz;
- tzmax = ( box.min.z - origin.z ) * invdirz;
- }
- if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
- if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
- if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
- //return point closest to the ray (positive side)
- if ( tmax < 0 ) return null;
- return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
- },
- intersectsBox: ( function () {
- var v = new Vector3();
- return function intersectsBox( box ) {
- return this.intersectBox( box, v ) !== null;
- };
- } )(),
- intersectTriangle: function () {
- // Compute the offset origin, edges, and normal.
- var diff = new Vector3();
- var edge1 = new Vector3();
- var edge2 = new Vector3();
- var normal = new Vector3();
- return function intersectTriangle( a, b, c, backfaceCulling, optionalTarget ) {
- // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
- edge1.subVectors( b, a );
- edge2.subVectors( c, a );
- normal.crossVectors( edge1, edge2 );
- // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
- // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
- // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
- // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
- // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
- var DdN = this.direction.dot( normal );
- var sign;
- if ( DdN > 0 ) {
- if ( backfaceCulling ) return null;
- sign = 1;
- } else if ( DdN < 0 ) {
- sign = - 1;
- DdN = - DdN;
- } else {
- return null;
- }
- diff.subVectors( this.origin, a );
- var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
- // b1 < 0, no intersection
- if ( DdQxE2 < 0 ) {
- return null;
- }
- var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
- // b2 < 0, no intersection
- if ( DdE1xQ < 0 ) {
- return null;
- }
- // b1+b2 > 1, no intersection
- if ( DdQxE2 + DdE1xQ > DdN ) {
- return null;
- }
- // Line intersects triangle, check if ray does.
- var QdN = - sign * diff.dot( normal );
- // t < 0, no intersection
- if ( QdN < 0 ) {
- return null;
- }
- // Ray intersects triangle.
- return this.at( QdN / DdN, optionalTarget );
- };
- }(),
- applyMatrix4: function ( matrix4 ) {
- this.direction.add( this.origin ).applyMatrix4( matrix4 );
- this.origin.applyMatrix4( matrix4 );
- this.direction.sub( this.origin );
- this.direction.normalize();
- return this;
- },
- equals: function ( ray ) {
- return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
- * @author bhouston / http://clara.io
- */
- function Euler( x, y, z, order ) {
- this._x = x || 0;
- this._y = y || 0;
- this._z = z || 0;
- this._order = order || Euler.DefaultOrder;
- }
- Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
- Euler.DefaultOrder = 'XYZ';
- Euler.prototype = {
- constructor: Euler,
- isEuler: true,
- get x () {
- return this._x;
- },
- set x ( value ) {
- this._x = value;
- this.onChangeCallback();
- },
- get y () {
- return this._y;
- },
- set y ( value ) {
- this._y = value;
- this.onChangeCallback();
- },
- get z () {
- return this._z;
- },
- set z ( value ) {
- this._z = value;
- this.onChangeCallback();
- },
- get order () {
- return this._order;
- },
- set order ( value ) {
- this._order = value;
- this.onChangeCallback();
- },
- set: function ( x, y, z, order ) {
- this._x = x;
- this._y = y;
- this._z = z;
- this._order = order || this._order;
- this.onChangeCallback();
- return this;
- },
- clone: function () {
- return new this.constructor( this._x, this._y, this._z, this._order );
- },
- copy: function ( euler ) {
- this._x = euler._x;
- this._y = euler._y;
- this._z = euler._z;
- this._order = euler._order;
- this.onChangeCallback();
- return this;
- },
- setFromRotationMatrix: function ( m, order, update ) {
- var clamp = _Math.clamp;
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
- var te = m.elements;
- var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
- var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
- var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
- order = order || this._order;
- if ( order === 'XYZ' ) {
- this._y = Math.asin( clamp( m13, - 1, 1 ) );
- if ( Math.abs( m13 ) < 0.99999 ) {
- this._x = Math.atan2( - m23, m33 );
- this._z = Math.atan2( - m12, m11 );
- } else {
- this._x = Math.atan2( m32, m22 );
- this._z = 0;
- }
- } else if ( order === 'YXZ' ) {
- this._x = Math.asin( - clamp( m23, - 1, 1 ) );
- if ( Math.abs( m23 ) < 0.99999 ) {
- this._y = Math.atan2( m13, m33 );
- this._z = Math.atan2( m21, m22 );
- } else {
- this._y = Math.atan2( - m31, m11 );
- this._z = 0;
- }
- } else if ( order === 'ZXY' ) {
- this._x = Math.asin( clamp( m32, - 1, 1 ) );
- if ( Math.abs( m32 ) < 0.99999 ) {
- this._y = Math.atan2( - m31, m33 );
- this._z = Math.atan2( - m12, m22 );
- } else {
- this._y = 0;
- this._z = Math.atan2( m21, m11 );
- }
- } else if ( order === 'ZYX' ) {
- this._y = Math.asin( - clamp( m31, - 1, 1 ) );
- if ( Math.abs( m31 ) < 0.99999 ) {
- this._x = Math.atan2( m32, m33 );
- this._z = Math.atan2( m21, m11 );
- } else {
- this._x = 0;
- this._z = Math.atan2( - m12, m22 );
- }
- } else if ( order === 'YZX' ) {
- this._z = Math.asin( clamp( m21, - 1, 1 ) );
- if ( Math.abs( m21 ) < 0.99999 ) {
- this._x = Math.atan2( - m23, m22 );
- this._y = Math.atan2( - m31, m11 );
- } else {
- this._x = 0;
- this._y = Math.atan2( m13, m33 );
- }
- } else if ( order === 'XZY' ) {
- this._z = Math.asin( - clamp( m12, - 1, 1 ) );
- if ( Math.abs( m12 ) < 0.99999 ) {
- this._x = Math.atan2( m32, m22 );
- this._y = Math.atan2( m13, m11 );
- } else {
- this._x = Math.atan2( - m23, m33 );
- this._y = 0;
- }
- } else {
- console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
- }
- this._order = order;
- if ( update !== false ) this.onChangeCallback();
- return this;
- },
- setFromQuaternion: function () {
- var matrix;
- return function setFromQuaternion( q, order, update ) {
- if ( matrix === undefined ) matrix = new Matrix4();
- matrix.makeRotationFromQuaternion( q );
- return this.setFromRotationMatrix( matrix, order, update );
- };
- }(),
- setFromVector3: function ( v, order ) {
- return this.set( v.x, v.y, v.z, order || this._order );
- },
- reorder: function () {
- // WARNING: this discards revolution information -bhouston
- var q = new Quaternion();
- return function reorder( newOrder ) {
- q.setFromEuler( this );
- return this.setFromQuaternion( q, newOrder );
- };
- }(),
- equals: function ( euler ) {
- return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
- },
- fromArray: function ( array ) {
- this._x = array[ 0 ];
- this._y = array[ 1 ];
- this._z = array[ 2 ];
- if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
- this.onChangeCallback();
- return this;
- },
- toArray: function ( array, offset ) {
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
- array[ offset ] = this._x;
- array[ offset + 1 ] = this._y;
- array[ offset + 2 ] = this._z;
- array[ offset + 3 ] = this._order;
- return array;
- },
- toVector3: function ( optionalResult ) {
- if ( optionalResult ) {
- return optionalResult.set( this._x, this._y, this._z );
- } else {
- return new Vector3( this._x, this._y, this._z );
- }
- },
- onChange: function ( callback ) {
- this.onChangeCallback = callback;
- return this;
- },
- onChangeCallback: function () {}
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function Layers() {
- this.mask = 1;
- }
- Layers.prototype = {
- constructor: Layers,
- set: function ( channel ) {
- this.mask = 1 << channel;
- },
- enable: function ( channel ) {
- this.mask |= 1 << channel;
- },
- toggle: function ( channel ) {
- this.mask ^= 1 << channel;
- },
- disable: function ( channel ) {
- this.mask &= ~ ( 1 << channel );
- },
- test: function ( layers ) {
- return ( this.mask & layers.mask ) !== 0;
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author WestLangley / http://github.com/WestLangley
- * @author elephantatwork / www.elephantatwork.ch
- */
- var object3DId = 0;
- function Object3D() {
- Object.defineProperty( this, 'id', { value: object3DId ++ } );
- this.uuid = _Math.generateUUID();
- this.name = '';
- this.type = 'Object3D';
- this.parent = null;
- this.children = [];
- this.up = Object3D.DefaultUp.clone();
- var position = new Vector3();
- var rotation = new Euler();
- var quaternion = new Quaternion();
- var scale = new Vector3( 1, 1, 1 );
- function onRotationChange() {
- quaternion.setFromEuler( rotation, false );
- }
- function onQuaternionChange() {
- rotation.setFromQuaternion( quaternion, undefined, false );
- }
- rotation.onChange( onRotationChange );
- quaternion.onChange( onQuaternionChange );
- Object.defineProperties( this, {
- position: {
- enumerable: true,
- value: position
- },
- rotation: {
- enumerable: true,
- value: rotation
- },
- quaternion: {
- enumerable: true,
- value: quaternion
- },
- scale: {
- enumerable: true,
- value: scale
- },
- modelViewMatrix: {
- value: new Matrix4()
- },
- normalMatrix: {
- value: new Matrix3()
- }
- } );
- this.matrix = new Matrix4();
- this.matrixWorld = new Matrix4();
- this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
- this.matrixWorldNeedsUpdate = false;
- this.layers = new Layers();
- this.visible = true;
- this.castShadow = false;
- this.receiveShadow = false;
- this.frustumCulled = true;
- this.renderOrder = 0;
- this.userData = {};
- this.onBeforeRender = function () {};
- this.onAfterRender = function () {};
- }
- Object3D.DefaultUp = new Vector3( 0, 1, 0 );
- Object3D.DefaultMatrixAutoUpdate = true;
- Object3D.prototype = {
- constructor: Object3D,
- isObject3D: true,
- applyMatrix: function ( matrix ) {
- this.matrix.multiplyMatrices( matrix, this.matrix );
- this.matrix.decompose( this.position, this.quaternion, this.scale );
- },
- setRotationFromAxisAngle: function ( axis, angle ) {
- // assumes axis is normalized
- this.quaternion.setFromAxisAngle( axis, angle );
- },
- setRotationFromEuler: function ( euler ) {
- this.quaternion.setFromEuler( euler, true );
- },
- setRotationFromMatrix: function ( m ) {
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
- this.quaternion.setFromRotationMatrix( m );
- },
- setRotationFromQuaternion: function ( q ) {
- // assumes q is normalized
- this.quaternion.copy( q );
- },
- rotateOnAxis: function () {
- // rotate object on axis in object space
- // axis is assumed to be normalized
- var q1 = new Quaternion();
- return function rotateOnAxis( axis, angle ) {
- q1.setFromAxisAngle( axis, angle );
- this.quaternion.multiply( q1 );
- return this;
- };
- }(),
- rotateX: function () {
- var v1 = new Vector3( 1, 0, 0 );
- return function rotateX( angle ) {
- return this.rotateOnAxis( v1, angle );
- };
- }(),
- rotateY: function () {
- var v1 = new Vector3( 0, 1, 0 );
- return function rotateY( angle ) {
- return this.rotateOnAxis( v1, angle );
- };
- }(),
- rotateZ: function () {
- var v1 = new Vector3( 0, 0, 1 );
- return function rotateZ( angle ) {
- return this.rotateOnAxis( v1, angle );
- };
- }(),
- translateOnAxis: function () {
- // translate object by distance along axis in object space
- // axis is assumed to be normalized
- var v1 = new Vector3();
- return function translateOnAxis( axis, distance ) {
- v1.copy( axis ).applyQuaternion( this.quaternion );
- this.position.add( v1.multiplyScalar( distance ) );
- return this;
- };
- }(),
- translateX: function () {
- var v1 = new Vector3( 1, 0, 0 );
- return function translateX( distance ) {
- return this.translateOnAxis( v1, distance );
- };
- }(),
- translateY: function () {
- var v1 = new Vector3( 0, 1, 0 );
- return function translateY( distance ) {
- return this.translateOnAxis( v1, distance );
- };
- }(),
- translateZ: function () {
- var v1 = new Vector3( 0, 0, 1 );
- return function translateZ( distance ) {
- return this.translateOnAxis( v1, distance );
- };
- }(),
- localToWorld: function ( vector ) {
- return vector.applyMatrix4( this.matrixWorld );
- },
- worldToLocal: function () {
- var m1 = new Matrix4();
- return function worldToLocal( vector ) {
- return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
- };
- }(),
- lookAt: function () {
- // This routine does not support objects with rotated and/or translated parent(s)
- var m1 = new Matrix4();
- return function lookAt( vector ) {
- m1.lookAt( vector, this.position, this.up );
- this.quaternion.setFromRotationMatrix( m1 );
- };
- }(),
- add: function ( object ) {
- if ( arguments.length > 1 ) {
- for ( var i = 0; i < arguments.length; i ++ ) {
- this.add( arguments[ i ] );
- }
- return this;
- }
- if ( object === this ) {
- console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
- return this;
- }
- if ( ( object && object.isObject3D ) ) {
- if ( object.parent !== null ) {
- object.parent.remove( object );
- }
- object.parent = this;
- object.dispatchEvent( { type: 'added' } );
- this.children.push( object );
- } else {
- console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
- }
- return this;
- },
- remove: function ( object ) {
- if ( arguments.length > 1 ) {
- for ( var i = 0; i < arguments.length; i ++ ) {
- this.remove( arguments[ i ] );
- }
- }
- var index = this.children.indexOf( object );
- if ( index !== - 1 ) {
- object.parent = null;
- object.dispatchEvent( { type: 'removed' } );
- this.children.splice( index, 1 );
- }
- },
- getObjectById: function ( id ) {
- return this.getObjectByProperty( 'id', id );
- },
- getObjectByName: function ( name ) {
- return this.getObjectByProperty( 'name', name );
- },
- getObjectByProperty: function ( name, value ) {
- if ( this[ name ] === value ) return this;
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
- var child = this.children[ i ];
- var object = child.getObjectByProperty( name, value );
- if ( object !== undefined ) {
- return object;
- }
- }
- return undefined;
- },
- getWorldPosition: function ( optionalTarget ) {
- var result = optionalTarget || new Vector3();
- this.updateMatrixWorld( true );
- return result.setFromMatrixPosition( this.matrixWorld );
- },
- getWorldQuaternion: function () {
- var position = new Vector3();
- var scale = new Vector3();
- return function getWorldQuaternion( optionalTarget ) {
- var result = optionalTarget || new Quaternion();
- this.updateMatrixWorld( true );
- this.matrixWorld.decompose( position, result, scale );
- return result;
- };
- }(),
- getWorldRotation: function () {
- var quaternion = new Quaternion();
- return function getWorldRotation( optionalTarget ) {
- var result = optionalTarget || new Euler();
- this.getWorldQuaternion( quaternion );
- return result.setFromQuaternion( quaternion, this.rotation.order, false );
- };
- }(),
- getWorldScale: function () {
- var position = new Vector3();
- var quaternion = new Quaternion();
- return function getWorldScale( optionalTarget ) {
- var result = optionalTarget || new Vector3();
- this.updateMatrixWorld( true );
- this.matrixWorld.decompose( position, quaternion, result );
- return result;
- };
- }(),
- getWorldDirection: function () {
- var quaternion = new Quaternion();
- return function getWorldDirection( optionalTarget ) {
- var result = optionalTarget || new Vector3();
- this.getWorldQuaternion( quaternion );
- return result.set( 0, 0, 1 ).applyQuaternion( quaternion );
- };
- }(),
- raycast: function () {},
- traverse: function ( callback ) {
- callback( this );
- var children = this.children;
- for ( var i = 0, l = children.length; i < l; i ++ ) {
- children[ i ].traverse( callback );
- }
- },
- traverseVisible: function ( callback ) {
- if ( this.visible === false ) return;
- callback( this );
- var children = this.children;
- for ( var i = 0, l = children.length; i < l; i ++ ) {
- children[ i ].traverseVisible( callback );
- }
- },
- traverseAncestors: function ( callback ) {
- var parent = this.parent;
- if ( parent !== null ) {
- callback( parent );
- parent.traverseAncestors( callback );
- }
- },
- updateMatrix: function () {
- this.matrix.compose( this.position, this.quaternion, this.scale );
- this.matrixWorldNeedsUpdate = true;
- },
- updateMatrixWorld: function ( force ) {
- if ( this.matrixAutoUpdate === true ) this.updateMatrix();
- if ( this.matrixWorldNeedsUpdate === true || force === true ) {
- if ( this.parent === null ) {
- this.matrixWorld.copy( this.matrix );
- } else {
- this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
- }
- this.matrixWorldNeedsUpdate = false;
- force = true;
- }
- // update children
- var children = this.children;
- for ( var i = 0, l = children.length; i < l; i ++ ) {
- children[ i ].updateMatrixWorld( force );
- }
- },
- toJSON: function ( meta ) {
- // meta is '' when called from JSON.stringify
- var isRootObject = ( meta === undefined || meta === '' );
- var output = {};
- // meta is a hash used to collect geometries, materials.
- // not providing it implies that this is the root object
- // being serialized.
- if ( isRootObject ) {
- // initialize meta obj
- meta = {
- geometries: {},
- materials: {},
- textures: {},
- images: {}
- };
- output.metadata = {
- version: 4.4,
- type: 'Object',
- generator: 'Object3D.toJSON'
- };
- }
- // standard Object3D serialization
- var object = {};
- object.uuid = this.uuid;
- object.type = this.type;
- if ( this.name !== '' ) object.name = this.name;
- if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
- if ( this.castShadow === true ) object.castShadow = true;
- if ( this.receiveShadow === true ) object.receiveShadow = true;
- if ( this.visible === false ) object.visible = false;
- object.matrix = this.matrix.toArray();
- //
- if ( this.geometry !== undefined ) {
- if ( meta.geometries[ this.geometry.uuid ] === undefined ) {
- meta.geometries[ this.geometry.uuid ] = this.geometry.toJSON( meta );
- }
- object.geometry = this.geometry.uuid;
- }
- if ( this.material !== undefined ) {
- if ( meta.materials[ this.material.uuid ] === undefined ) {
- meta.materials[ this.material.uuid ] = this.material.toJSON( meta );
- }
- object.material = this.material.uuid;
- }
- //
- if ( this.children.length > 0 ) {
- object.children = [];
- for ( var i = 0; i < this.children.length; i ++ ) {
- object.children.push( this.children[ i ].toJSON( meta ).object );
- }
- }
- if ( isRootObject ) {
- var geometries = extractFromCache( meta.geometries );
- var materials = extractFromCache( meta.materials );
- var textures = extractFromCache( meta.textures );
- var images = extractFromCache( meta.images );
- if ( geometries.length > 0 ) output.geometries = geometries;
- if ( materials.length > 0 ) output.materials = materials;
- if ( textures.length > 0 ) output.textures = textures;
- if ( images.length > 0 ) output.images = images;
- }
- output.object = object;
- return output;
- // extract data from the cache hash
- // remove metadata on each item
- // and return as array
- function extractFromCache( cache ) {
- var values = [];
- for ( var key in cache ) {
- var data = cache[ key ];
- delete data.metadata;
- values.push( data );
- }
- return values;
- }
- },
- clone: function ( recursive ) {
- return new this.constructor().copy( this, recursive );
- },
- copy: function ( source, recursive ) {
- if ( recursive === undefined ) recursive = true;
- this.name = source.name;
- this.up.copy( source.up );
- this.position.copy( source.position );
- this.quaternion.copy( source.quaternion );
- this.scale.copy( source.scale );
- this.matrix.copy( source.matrix );
- this.matrixWorld.copy( source.matrixWorld );
- this.matrixAutoUpdate = source.matrixAutoUpdate;
- this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
- this.layers.mask = source.layers.mask;
- this.visible = source.visible;
- this.castShadow = source.castShadow;
- this.receiveShadow = source.receiveShadow;
- this.frustumCulled = source.frustumCulled;
- this.renderOrder = source.renderOrder;
- this.userData = JSON.parse( JSON.stringify( source.userData ) );
- if ( recursive === true ) {
- for ( var i = 0; i < source.children.length; i ++ ) {
- var child = source.children[ i ];
- this.add( child.clone() );
- }
- }
- return this;
- }
- };
- Object.assign( Object3D.prototype, EventDispatcher.prototype );
- /**
- * @author bhouston / http://clara.io
- */
- function Line3( start, end ) {
- this.start = ( start !== undefined ) ? start : new Vector3();
- this.end = ( end !== undefined ) ? end : new Vector3();
- }
- Line3.prototype = {
- constructor: Line3,
- set: function ( start, end ) {
- this.start.copy( start );
- this.end.copy( end );
- return this;
- },
- clone: function () {
- return new this.constructor().copy( this );
- },
- copy: function ( line ) {
- this.start.copy( line.start );
- this.end.copy( line.end );
- return this;
- },
- getCenter: function ( optionalTarget ) {
- var result = optionalTarget || new Vector3();
- return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
- },
- delta: function ( optionalTarget ) {
- var result = optionalTarget || new Vector3();
- return result.subVectors( this.end, this.start );
- },
- distanceSq: function () {
- return this.start.distanceToSquared( this.end );
- },
- distance: function () {
- return this.start.distanceTo( this.end );
- },
- at: function ( t, optionalTarget ) {
- var result = optionalTarget || new Vector3();
- return this.delta( result ).multiplyScalar( t ).add( this.start );
- },
- closestPointToPointParameter: function () {
- var startP = new Vector3();
- var startEnd = new Vector3();
- return function closestPointToPointParameter( point, clampToLine ) {
- startP.subVectors( point, this.start );
- startEnd.subVectors( this.end, this.start );
- var startEnd2 = startEnd.dot( startEnd );
- var startEnd_startP = startEnd.dot( startP );
- var t = startEnd_startP / startEnd2;
- if ( clampToLine ) {
- t = _Math.clamp( t, 0, 1 );
- }
- return t;
- };
- }(),
- closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
- var t = this.closestPointToPointParameter( point, clampToLine );
- var result = optionalTarget || new Vector3();
- return this.delta( result ).multiplyScalar( t ).add( this.start );
- },
- applyMatrix4: function ( matrix ) {
- this.start.applyMatrix4( matrix );
- this.end.applyMatrix4( matrix );
- return this;
- },
- equals: function ( line ) {
- return line.start.equals( this.start ) && line.end.equals( this.end );
- }
- };
- /**
- * @author bhouston / http://clara.io
- * @author mrdoob / http://mrdoob.com/
- */
- function Triangle( a, b, c ) {
- this.a = ( a !== undefined ) ? a : new Vector3();
- this.b = ( b !== undefined ) ? b : new Vector3();
- this.c = ( c !== undefined ) ? c : new Vector3();
- }
- Triangle.normal = function () {
- var v0 = new Vector3();
- return function normal( a, b, c, optionalTarget ) {
- var result = optionalTarget || new Vector3();
- result.subVectors( c, b );
- v0.subVectors( a, b );
- result.cross( v0 );
- var resultLengthSq = result.lengthSq();
- if ( resultLengthSq > 0 ) {
- return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
- }
- return result.set( 0, 0, 0 );
- };
- }();
- // static/instance method to calculate barycentric coordinates
- // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
- Triangle.barycoordFromPoint = function () {
- var v0 = new Vector3();
- var v1 = new Vector3();
- var v2 = new Vector3();
- return function barycoordFromPoint( point, a, b, c, optionalTarget ) {
- v0.subVectors( c, a );
- v1.subVectors( b, a );
- v2.subVectors( point, a );
- var dot00 = v0.dot( v0 );
- var dot01 = v0.dot( v1 );
- var dot02 = v0.dot( v2 );
- var dot11 = v1.dot( v1 );
- var dot12 = v1.dot( v2 );
- var denom = ( dot00 * dot11 - dot01 * dot01 );
- var result = optionalTarget || new Vector3();
- // collinear or singular triangle
- if ( denom === 0 ) {
- // arbitrary location outside of triangle?
- // not sure if this is the best idea, maybe should be returning undefined
- return result.set( - 2, - 1, - 1 );
- }
- var invDenom = 1 / denom;
- var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
- var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
- // barycentric coordinates must always sum to 1
- return result.set( 1 - u - v, v, u );
- };
- }();
- Triangle.containsPoint = function () {
- var v1 = new Vector3();
- return function containsPoint( point, a, b, c ) {
- var result = Triangle.barycoordFromPoint( point, a, b, c, v1 );
- return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
- };
- }();
- Triangle.prototype = {
- constructor: Triangle,
- set: function ( a, b, c ) {
- this.a.copy( a );
- this.b.copy( b );
- this.c.copy( c );
- return this;
- },
- setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
- this.a.copy( points[ i0 ] );
- this.b.copy( points[ i1 ] );
- this.c.copy( points[ i2 ] );
- return this;
- },
- clone: function () {
- return new this.constructor().copy( this );
- },
- copy: function ( triangle ) {
- this.a.copy( triangle.a );
- this.b.copy( triangle.b );
- this.c.copy( triangle.c );
- return this;
- },
- area: function () {
- var v0 = new Vector3();
- var v1 = new Vector3();
- return function area() {
- v0.subVectors( this.c, this.b );
- v1.subVectors( this.a, this.b );
- return v0.cross( v1 ).length() * 0.5;
- };
- }(),
- midpoint: function ( optionalTarget ) {
- var result = optionalTarget || new Vector3();
- return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
- },
- normal: function ( optionalTarget ) {
- return Triangle.normal( this.a, this.b, this.c, optionalTarget );
- },
- plane: function ( optionalTarget ) {
- var result = optionalTarget || new Plane();
- return result.setFromCoplanarPoints( this.a, this.b, this.c );
- },
- barycoordFromPoint: function ( point, optionalTarget ) {
- return Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
- },
- containsPoint: function ( point ) {
- return Triangle.containsPoint( point, this.a, this.b, this.c );
- },
- closestPointToPoint: function () {
- var plane, edgeList, projectedPoint, closestPoint;
- return function closestPointToPoint( point, optionalTarget ) {
- if ( plane === undefined ) {
- plane = new Plane();
- edgeList = [ new Line3(), new Line3(), new Line3() ];
- projectedPoint = new Vector3();
- closestPoint = new Vector3();
- }
- var result = optionalTarget || new Vector3();
- var minDistance = Infinity;
- // project the point onto the plane of the triangle
- plane.setFromCoplanarPoints( this.a, this.b, this.c );
- plane.projectPoint( point, projectedPoint );
- // check if the projection lies within the triangle
- if( this.containsPoint( projectedPoint ) === true ) {
- // if so, this is the closest point
- result.copy( projectedPoint );
- } else {
- // if not, the point falls outside the triangle. the result is the closest point to the triangle's edges or vertices
- edgeList[ 0 ].set( this.a, this.b );
- edgeList[ 1 ].set( this.b, this.c );
- edgeList[ 2 ].set( this.c, this.a );
- for( var i = 0; i < edgeList.length; i ++ ) {
- edgeList[ i ].closestPointToPoint( projectedPoint, true, closestPoint );
- var distance = projectedPoint.distanceToSquared( closestPoint );
- if( distance < minDistance ) {
- minDistance = distance;
- result.copy( closestPoint );
- }
- }
- }
- return result;
- };
- }(),
- equals: function ( triangle ) {
- return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- function Face3( a, b, c, normal, color, materialIndex ) {
- this.a = a;
- this.b = b;
- this.c = c;
- this.normal = (normal && normal.isVector3) ? normal : new Vector3();
- this.vertexNormals = Array.isArray( normal ) ? normal : [];
- this.color = (color && color.isColor) ? color : new Color();
- this.vertexColors = Array.isArray( color ) ? color : [];
- this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
- }
- Face3.prototype = {
- constructor: Face3,
- clone: function () {
- return new this.constructor().copy( this );
- },
- copy: function ( source ) {
- this.a = source.a;
- this.b = source.b;
- this.c = source.c;
- this.normal.copy( source.normal );
- this.color.copy( source.color );
- this.materialIndex = source.materialIndex;
- for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
- this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
- }
- for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
- this.vertexColors[ i ] = source.vertexColors[ i ].clone();
- }
- return this;
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: <hex>,
- * opacity: <float>,
- * map: new THREE.Texture( <Image> ),
- *
- * lightMap: new THREE.Texture( <Image> ),
- * lightMapIntensity: <float>
- *
- * aoMap: new THREE.Texture( <Image> ),
- * aoMapIntensity: <float>
- *
- * specularMap: new THREE.Texture( <Image> ),
- *
- * alphaMap: new THREE.Texture( <Image> ),
- *
- * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
- * combine: THREE.Multiply,
- * reflectivity: <float>,
- * refractionRatio: <float>,
- *
- * shading: THREE.SmoothShading,
- * depthTest: <bool>,
- * depthWrite: <bool>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>,
- *
- * skinning: <bool>,
- * morphTargets: <bool>
- * }
- */
- function MeshBasicMaterial( parameters ) {
- Material.call( this );
- this.type = 'MeshBasicMaterial';
- this.color = new Color( 0xffffff ); // emissive
- this.map = null;
- this.lightMap = null;
- this.lightMapIntensity = 1.0;
- this.aoMap = null;
- this.aoMapIntensity = 1.0;
- this.specularMap = null;
- this.alphaMap = null;
- this.envMap = null;
- this.combine = MultiplyOperation;
- this.reflectivity = 1;
- this.refractionRatio = 0.98;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.wireframeLinecap = 'round';
- this.wireframeLinejoin = 'round';
- this.skinning = false;
- this.morphTargets = false;
- this.lights = false;
- this.setValues( parameters );
- }
- MeshBasicMaterial.prototype = Object.create( Material.prototype );
- MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
- MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
- MeshBasicMaterial.prototype.copy = function ( source ) {
- Material.prototype.copy.call( this, source );
- this.color.copy( source.color );
- this.map = source.map;
- this.lightMap = source.lightMap;
- this.lightMapIntensity = source.lightMapIntensity;
- this.aoMap = source.aoMap;
- this.aoMapIntensity = source.aoMapIntensity;
- this.specularMap = source.specularMap;
- this.alphaMap = source.alphaMap;
- this.envMap = source.envMap;
- this.combine = source.combine;
- this.reflectivity = source.reflectivity;
- this.refractionRatio = source.refractionRatio;
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- this.wireframeLinecap = source.wireframeLinecap;
- this.wireframeLinejoin = source.wireframeLinejoin;
- this.skinning = source.skinning;
- this.morphTargets = source.morphTargets;
- return this;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function BufferAttribute( array, itemSize, normalized ) {
- if ( Array.isArray( array ) ) {
- throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
- }
- this.uuid = _Math.generateUUID();
- this.array = array;
- this.itemSize = itemSize;
- this.count = array !== undefined ? array.length / itemSize : 0;
- this.normalized = normalized === true;
- this.dynamic = false;
- this.updateRange = { offset: 0, count: - 1 };
- this.onUploadCallback = function () {};
- this.version = 0;
- }
- BufferAttribute.prototype = {
- constructor: BufferAttribute,
- isBufferAttribute: true,
- set needsUpdate( value ) {
- if ( value === true ) this.version ++;
- },
- setArray: function ( array ) {
- if ( Array.isArray( array ) ) {
- throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
- }
- this.count = array !== undefined ? array.length / this.itemSize : 0;
- this.array = array;
- },
- setDynamic: function ( value ) {
- this.dynamic = value;
- return this;
- },
- copy: function ( source ) {
- this.array = new source.array.constructor( source.array );
- this.itemSize = source.itemSize;
- this.count = source.count;
- this.normalized = source.normalized;
- this.dynamic = source.dynamic;
- return this;
- },
- copyAt: function ( index1, attribute, index2 ) {
- index1 *= this.itemSize;
- index2 *= attribute.itemSize;
- for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
- this.array[ index1 + i ] = attribute.array[ index2 + i ];
- }
- return this;
- },
- copyArray: function ( array ) {
- this.array.set( array );
- return this;
- },
- copyColorsArray: function ( colors ) {
- var array = this.array, offset = 0;
- for ( var i = 0, l = colors.length; i < l; i ++ ) {
- var color = colors[ i ];
- if ( color === undefined ) {
- console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
- color = new Color();
- }
- array[ offset ++ ] = color.r;
- array[ offset ++ ] = color.g;
- array[ offset ++ ] = color.b;
- }
- return this;
- },
- copyIndicesArray: function ( indices ) {
- var array = this.array, offset = 0;
- for ( var i = 0, l = indices.length; i < l; i ++ ) {
- var index = indices[ i ];
- array[ offset ++ ] = index.a;
- array[ offset ++ ] = index.b;
- array[ offset ++ ] = index.c;
- }
- return this;
- },
- copyVector2sArray: function ( vectors ) {
- var array = this.array, offset = 0;
- for ( var i = 0, l = vectors.length; i < l; i ++ ) {
- var vector = vectors[ i ];
- if ( vector === undefined ) {
- console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
- vector = new Vector2();
- }
- array[ offset ++ ] = vector.x;
- array[ offset ++ ] = vector.y;
- }
- return this;
- },
- copyVector3sArray: function ( vectors ) {
- var array = this.array, offset = 0;
- for ( var i = 0, l = vectors.length; i < l; i ++ ) {
- var vector = vectors[ i ];
- if ( vector === undefined ) {
- console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
- vector = new Vector3();
- }
- array[ offset ++ ] = vector.x;
- array[ offset ++ ] = vector.y;
- array[ offset ++ ] = vector.z;
- }
- return this;
- },
- copyVector4sArray: function ( vectors ) {
- var array = this.array, offset = 0;
- for ( var i = 0, l = vectors.length; i < l; i ++ ) {
- var vector = vectors[ i ];
- if ( vector === undefined ) {
- console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
- vector = new Vector4();
- }
- array[ offset ++ ] = vector.x;
- array[ offset ++ ] = vector.y;
- array[ offset ++ ] = vector.z;
- array[ offset ++ ] = vector.w;
- }
- return this;
- },
- set: function ( value, offset ) {
- if ( offset === undefined ) offset = 0;
- this.array.set( value, offset );
- return this;
- },
- getX: function ( index ) {
- return this.array[ index * this.itemSize ];
- },
- setX: function ( index, x ) {
- this.array[ index * this.itemSize ] = x;
- return this;
- },
- getY: function ( index ) {
- return this.array[ index * this.itemSize + 1 ];
- },
- setY: function ( index, y ) {
- this.array[ index * this.itemSize + 1 ] = y;
- return this;
- },
- getZ: function ( index ) {
- return this.array[ index * this.itemSize + 2 ];
- },
- setZ: function ( index, z ) {
- this.array[ index * this.itemSize + 2 ] = z;
- return this;
- },
- getW: function ( index ) {
- return this.array[ index * this.itemSize + 3 ];
- },
- setW: function ( index, w ) {
- this.array[ index * this.itemSize + 3 ] = w;
- return this;
- },
- setXY: function ( index, x, y ) {
- index *= this.itemSize;
- this.array[ index + 0 ] = x;
- this.array[ index + 1 ] = y;
- return this;
- },
- setXYZ: function ( index, x, y, z ) {
- index *= this.itemSize;
- this.array[ index + 0 ] = x;
- this.array[ index + 1 ] = y;
- this.array[ index + 2 ] = z;
- return this;
- },
- setXYZW: function ( index, x, y, z, w ) {
- index *= this.itemSize;
- this.array[ index + 0 ] = x;
- this.array[ index + 1 ] = y;
- this.array[ index + 2 ] = z;
- this.array[ index + 3 ] = w;
- return this;
- },
- onUpload: function ( callback ) {
- this.onUploadCallback = callback;
- return this;
- },
- clone: function () {
- return new this.constructor( this.array, this.itemSize ).copy( this );
- }
- };
- function Uint16BufferAttribute( array, itemSize ) {
- BufferAttribute.call( this, new Uint16Array( array ), itemSize );
- }
- Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
- Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
- function Uint32BufferAttribute( array, itemSize ) {
- BufferAttribute.call( this, new Uint32Array( array ), itemSize );
- }
- Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
- Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
- function Float32BufferAttribute( array, itemSize ) {
- BufferAttribute.call( this, new Float32Array( array ), itemSize );
- }
- Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
- Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function DirectGeometry() {
- this.indices = [];
- this.vertices = [];
- this.normals = [];
- this.colors = [];
- this.uvs = [];
- this.uvs2 = [];
- this.groups = [];
- this.morphTargets = {};
- this.skinWeights = [];
- this.skinIndices = [];
- // this.lineDistances = [];
- this.boundingBox = null;
- this.boundingSphere = null;
- // update flags
- this.verticesNeedUpdate = false;
- this.normalsNeedUpdate = false;
- this.colorsNeedUpdate = false;
- this.uvsNeedUpdate = false;
- this.groupsNeedUpdate = false;
- }
- Object.assign( DirectGeometry.prototype, {
- computeGroups: function ( geometry ) {
- var group;
- var groups = [];
- var materialIndex = undefined;
- var faces = geometry.faces;
- for ( var i = 0; i < faces.length; i ++ ) {
- var face = faces[ i ];
- // materials
- if ( face.materialIndex !== materialIndex ) {
- materialIndex = face.materialIndex;
- if ( group !== undefined ) {
- group.count = ( i * 3 ) - group.start;
- groups.push( group );
- }
- group = {
- start: i * 3,
- materialIndex: materialIndex
- };
- }
- }
- if ( group !== undefined ) {
- group.count = ( i * 3 ) - group.start;
- groups.push( group );
- }
- this.groups = groups;
- },
- fromGeometry: function ( geometry ) {
- var faces = geometry.faces;
- var vertices = geometry.vertices;
- var faceVertexUvs = geometry.faceVertexUvs;
- var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
- var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
- // morphs
- var morphTargets = geometry.morphTargets;
- var morphTargetsLength = morphTargets.length;
- var morphTargetsPosition;
- if ( morphTargetsLength > 0 ) {
- morphTargetsPosition = [];
- for ( var i = 0; i < morphTargetsLength; i ++ ) {
- morphTargetsPosition[ i ] = [];
- }
- this.morphTargets.position = morphTargetsPosition;
- }
- var morphNormals = geometry.morphNormals;
- var morphNormalsLength = morphNormals.length;
- var morphTargetsNormal;
- if ( morphNormalsLength > 0 ) {
- morphTargetsNormal = [];
- for ( var i = 0; i < morphNormalsLength; i ++ ) {
- morphTargetsNormal[ i ] = [];
- }
- this.morphTargets.normal = morphTargetsNormal;
- }
- // skins
- var skinIndices = geometry.skinIndices;
- var skinWeights = geometry.skinWeights;
- var hasSkinIndices = skinIndices.length === vertices.length;
- var hasSkinWeights = skinWeights.length === vertices.length;
- //
- for ( var i = 0; i < faces.length; i ++ ) {
- var face = faces[ i ];
- this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
- var vertexNormals = face.vertexNormals;
- if ( vertexNormals.length === 3 ) {
- this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
- } else {
- var normal = face.normal;
- this.normals.push( normal, normal, normal );
- }
- var vertexColors = face.vertexColors;
- if ( vertexColors.length === 3 ) {
- this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
- } else {
- var color = face.color;
- this.colors.push( color, color, color );
- }
- if ( hasFaceVertexUv === true ) {
- var vertexUvs = faceVertexUvs[ 0 ][ i ];
- if ( vertexUvs !== undefined ) {
- this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
- } else {
- console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
- this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
- }
- }
- if ( hasFaceVertexUv2 === true ) {
- var vertexUvs = faceVertexUvs[ 1 ][ i ];
- if ( vertexUvs !== undefined ) {
- this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
- } else {
- console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
- this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
- }
- }
- // morphs
- for ( var j = 0; j < morphTargetsLength; j ++ ) {
- var morphTarget = morphTargets[ j ].vertices;
- morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
- }
- for ( var j = 0; j < morphNormalsLength; j ++ ) {
- var morphNormal = morphNormals[ j ].vertexNormals[ i ];
- morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c );
- }
- // skins
- if ( hasSkinIndices ) {
- this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
- }
- if ( hasSkinWeights ) {
- this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
- }
- }
- this.computeGroups( geometry );
- this.verticesNeedUpdate = geometry.verticesNeedUpdate;
- this.normalsNeedUpdate = geometry.normalsNeedUpdate;
- this.colorsNeedUpdate = geometry.colorsNeedUpdate;
- this.uvsNeedUpdate = geometry.uvsNeedUpdate;
- this.groupsNeedUpdate = geometry.groupsNeedUpdate;
- return this;
- }
- } );
- // http://stackoverflow.com/questions/1669190/javascript-min-max-array-values/13440842#13440842
- function arrayMax( array ) {
- var length = array.length, max = - Infinity;
- while ( length -- ) {
- if ( array[ length ] > max ) {
- max = array[ length ];
- }
- }
- return max;
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author kile / http://kile.stravaganza.org/
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * @author bhouston / http://clara.io
- */
- var count = 0;
- function GeometryIdCount() { return count++; }
- function Geometry() {
- Object.defineProperty( this, 'id', { value: GeometryIdCount() } );
- this.uuid = _Math.generateUUID();
- this.name = '';
- this.type = 'Geometry';
- this.vertices = [];
- this.colors = [];
- this.faces = [];
- this.faceVertexUvs = [[]];
- this.morphTargets = [];
- this.morphNormals = [];
- this.skinWeights = [];
- this.skinIndices = [];
- this.lineDistances = [];
- this.boundingBox = null;
- this.boundingSphere = null;
- // update flags
- this.elementsNeedUpdate = false;
- this.verticesNeedUpdate = false;
- this.uvsNeedUpdate = false;
- this.normalsNeedUpdate = false;
- this.colorsNeedUpdate = false;
- this.lineDistancesNeedUpdate = false;
- this.groupsNeedUpdate = false;
- }
- Geometry.prototype = {
- constructor: Geometry,
- isGeometry: true,
- applyMatrix: function ( matrix ) {
- var normalMatrix = new Matrix3().getNormalMatrix( matrix );
- for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
- var vertex = this.vertices[ i ];
- vertex.applyMatrix4( matrix );
- }
- for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
- var face = this.faces[ i ];
- face.normal.applyMatrix3( normalMatrix ).normalize();
- for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
- face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
- }
- }
- if ( this.boundingBox !== null ) {
- this.computeBoundingBox();
- }
- if ( this.boundingSphere !== null ) {
- this.computeBoundingSphere();
- }
- this.verticesNeedUpdate = true;
- this.normalsNeedUpdate = true;
- return this;
- },
- rotateX: function () {
- // rotate geometry around world x-axis
- var m1;
- return function rotateX( angle ) {
- if ( m1 === undefined ) m1 = new Matrix4();
- m1.makeRotationX( angle );
- this.applyMatrix( m1 );
- return this;
- };
- }(),
- rotateY: function () {
- // rotate geometry around world y-axis
- var m1;
- return function rotateY( angle ) {
- if ( m1 === undefined ) m1 = new Matrix4();
- m1.makeRotationY( angle );
- this.applyMatrix( m1 );
- return this;
- };
- }(),
- rotateZ: function () {
- // rotate geometry around world z-axis
- var m1;
- return function rotateZ( angle ) {
- if ( m1 === undefined ) m1 = new Matrix4();
- m1.makeRotationZ( angle );
- this.applyMatrix( m1 );
- return this;
- };
- }(),
- translate: function () {
- // translate geometry
- var m1;
- return function translate( x, y, z ) {
- if ( m1 === undefined ) m1 = new Matrix4();
- m1.makeTranslation( x, y, z );
- this.applyMatrix( m1 );
- return this;
- };
- }(),
- scale: function () {
- // scale geometry
- var m1;
- return function scale( x, y, z ) {
- if ( m1 === undefined ) m1 = new Matrix4();
- m1.makeScale( x, y, z );
- this.applyMatrix( m1 );
- return this;
- };
- }(),
- lookAt: function () {
- var obj;
- return function lookAt( vector ) {
- if ( obj === undefined ) obj = new Object3D();
- obj.lookAt( vector );
- obj.updateMatrix();
- this.applyMatrix( obj.matrix );
- };
- }(),
- fromBufferGeometry: function ( geometry ) {
- var scope = this;
- var indices = geometry.index !== null ? geometry.index.array : undefined;
- var attributes = geometry.attributes;
- var positions = attributes.position.array;
- var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
- var colors = attributes.color !== undefined ? attributes.color.array : undefined;
- var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
- var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
- if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
- var tempNormals = [];
- var tempUVs = [];
- var tempUVs2 = [];
- for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {
- scope.vertices.push( new Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) );
- if ( normals !== undefined ) {
- tempNormals.push( new Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );
- }
- if ( colors !== undefined ) {
- scope.colors.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );
- }
- if ( uvs !== undefined ) {
- tempUVs.push( new Vector2( uvs[ j ], uvs[ j + 1 ] ) );
- }
- if ( uvs2 !== undefined ) {
- tempUVs2.push( new Vector2( uvs2[ j ], uvs2[ j + 1 ] ) );
- }
- }
- function addFace( a, b, c, materialIndex ) {
- var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : [];
- var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : [];
- var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
- scope.faces.push( face );
- if ( uvs !== undefined ) {
- scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] );
- }
- if ( uvs2 !== undefined ) {
- scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] );
- }
- }
- if ( indices !== undefined ) {
- var groups = geometry.groups;
- if ( groups.length > 0 ) {
- for ( var i = 0; i < groups.length; i ++ ) {
- var group = groups[ i ];
- var start = group.start;
- var count = group.count;
- for ( var j = start, jl = start + count; j < jl; j += 3 ) {
- addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
- }
- }
- } else {
- for ( var i = 0; i < indices.length; i += 3 ) {
- addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
- }
- }
- } else {
- for ( var i = 0; i < positions.length / 3; i += 3 ) {
- addFace( i, i + 1, i + 2 );
- }
- }
- this.computeFaceNormals();
- if ( geometry.boundingBox !== null ) {
- this.boundingBox = geometry.boundingBox.clone();
- }
- if ( geometry.boundingSphere !== null ) {
- this.boundingSphere = geometry.boundingSphere.clone();
- }
- return this;
- },
- center: function () {
- this.computeBoundingBox();
- var offset = this.boundingBox.getCenter().negate();
- this.translate( offset.x, offset.y, offset.z );
- return offset;
- },
- normalize: function () {
- this.computeBoundingSphere();
- var center = this.boundingSphere.center;
- var radius = this.boundingSphere.radius;
- var s = radius === 0 ? 1 : 1.0 / radius;
- var matrix = new Matrix4();
- matrix.set(
- s, 0, 0, - s * center.x,
- 0, s, 0, - s * center.y,
- 0, 0, s, - s * center.z,
- 0, 0, 0, 1
- );
- this.applyMatrix( matrix );
- return this;
- },
- computeFaceNormals: function () {
- var cb = new Vector3(), ab = new Vector3();
- for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
- var face = this.faces[ f ];
- var vA = this.vertices[ face.a ];
- var vB = this.vertices[ face.b ];
- var vC = this.vertices[ face.c ];
- cb.subVectors( vC, vB );
- ab.subVectors( vA, vB );
- cb.cross( ab );
- cb.normalize();
- face.normal.copy( cb );
- }
- },
- computeVertexNormals: function ( areaWeighted ) {
- if ( areaWeighted === undefined ) areaWeighted = true;
- var v, vl, f, fl, face, vertices;
- vertices = new Array( this.vertices.length );
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
- vertices[ v ] = new Vector3();
- }
- if ( areaWeighted ) {
- // vertex normals weighted by triangle areas
- // http://www.iquilezles.org/www/articles/normals/normals.htm
- var vA, vB, vC;
- var cb = new Vector3(), ab = new Vector3();
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- vA = this.vertices[ face.a ];
- vB = this.vertices[ face.b ];
- vC = this.vertices[ face.c ];
- cb.subVectors( vC, vB );
- ab.subVectors( vA, vB );
- cb.cross( ab );
- vertices[ face.a ].add( cb );
- vertices[ face.b ].add( cb );
- vertices[ face.c ].add( cb );
- }
- } else {
- this.computeFaceNormals();
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- vertices[ face.a ].add( face.normal );
- vertices[ face.b ].add( face.normal );
- vertices[ face.c ].add( face.normal );
- }
- }
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
- vertices[ v ].normalize();
- }
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- var vertexNormals = face.vertexNormals;
- if ( vertexNormals.length === 3 ) {
- vertexNormals[ 0 ].copy( vertices[ face.a ] );
- vertexNormals[ 1 ].copy( vertices[ face.b ] );
- vertexNormals[ 2 ].copy( vertices[ face.c ] );
- } else {
- vertexNormals[ 0 ] = vertices[ face.a ].clone();
- vertexNormals[ 1 ] = vertices[ face.b ].clone();
- vertexNormals[ 2 ] = vertices[ face.c ].clone();
- }
- }
- if ( this.faces.length > 0 ) {
- this.normalsNeedUpdate = true;
- }
- },
- computeFlatVertexNormals: function () {
- var f, fl, face;
- this.computeFaceNormals();
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- var vertexNormals = face.vertexNormals;
- if ( vertexNormals.length === 3 ) {
- vertexNormals[ 0 ].copy( face.normal );
- vertexNormals[ 1 ].copy( face.normal );
- vertexNormals[ 2 ].copy( face.normal );
- } else {
- vertexNormals[ 0 ] = face.normal.clone();
- vertexNormals[ 1 ] = face.normal.clone();
- vertexNormals[ 2 ] = face.normal.clone();
- }
- }
- if ( this.faces.length > 0 ) {
- this.normalsNeedUpdate = true;
- }
- },
- computeMorphNormals: function () {
- var i, il, f, fl, face;
- // save original normals
- // - create temp variables on first access
- // otherwise just copy (for faster repeated calls)
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- if ( ! face.__originalFaceNormal ) {
- face.__originalFaceNormal = face.normal.clone();
- } else {
- face.__originalFaceNormal.copy( face.normal );
- }
- if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
- for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
- if ( ! face.__originalVertexNormals[ i ] ) {
- face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
- } else {
- face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
- }
- }
- }
- // use temp geometry to compute face and vertex normals for each morph
- var tmpGeo = new Geometry();
- tmpGeo.faces = this.faces;
- for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
- // create on first access
- if ( ! this.morphNormals[ i ] ) {
- this.morphNormals[ i ] = {};
- this.morphNormals[ i ].faceNormals = [];
- this.morphNormals[ i ].vertexNormals = [];
- var dstNormalsFace = this.morphNormals[ i ].faceNormals;
- var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
- var faceNormal, vertexNormals;
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- faceNormal = new Vector3();
- vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
- dstNormalsFace.push( faceNormal );
- dstNormalsVertex.push( vertexNormals );
- }
- }
- var morphNormals = this.morphNormals[ i ];
- // set vertices to morph target
- tmpGeo.vertices = this.morphTargets[ i ].vertices;
- // compute morph normals
- tmpGeo.computeFaceNormals();
- tmpGeo.computeVertexNormals();
- // store morph normals
- var faceNormal, vertexNormals;
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- faceNormal = morphNormals.faceNormals[ f ];
- vertexNormals = morphNormals.vertexNormals[ f ];
- faceNormal.copy( face.normal );
- vertexNormals.a.copy( face.vertexNormals[ 0 ] );
- vertexNormals.b.copy( face.vertexNormals[ 1 ] );
- vertexNormals.c.copy( face.vertexNormals[ 2 ] );
- }
- }
- // restore original normals
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- face.normal = face.__originalFaceNormal;
- face.vertexNormals = face.__originalVertexNormals;
- }
- },
- computeLineDistances: function () {
- var d = 0;
- var vertices = this.vertices;
- for ( var i = 0, il = vertices.length; i < il; i ++ ) {
- if ( i > 0 ) {
- d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
- }
- this.lineDistances[ i ] = d;
- }
- },
- computeBoundingBox: function () {
- if ( this.boundingBox === null ) {
- this.boundingBox = new Box3();
- }
- this.boundingBox.setFromPoints( this.vertices );
- },
- computeBoundingSphere: function () {
- if ( this.boundingSphere === null ) {
- this.boundingSphere = new Sphere();
- }
- this.boundingSphere.setFromPoints( this.vertices );
- },
- merge: function ( geometry, matrix, materialIndexOffset ) {
- if ( ( geometry && geometry.isGeometry ) === false ) {
- console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
- return;
- }
- var normalMatrix,
- vertexOffset = this.vertices.length,
- vertices1 = this.vertices,
- vertices2 = geometry.vertices,
- faces1 = this.faces,
- faces2 = geometry.faces,
- uvs1 = this.faceVertexUvs[ 0 ],
- uvs2 = geometry.faceVertexUvs[ 0 ],
- colors1 = this.colors,
- colors2 = geometry.colors;
- if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
- if ( matrix !== undefined ) {
- normalMatrix = new Matrix3().getNormalMatrix( matrix );
- }
- // vertices
- for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
- var vertex = vertices2[ i ];
- var vertexCopy = vertex.clone();
- if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
- vertices1.push( vertexCopy );
- }
- // colors
- for ( var i = 0, il = colors2.length; i < il; i ++ ) {
- colors1.push( colors2[ i ].clone() );
- }
- // faces
- for ( i = 0, il = faces2.length; i < il; i ++ ) {
- var face = faces2[ i ], faceCopy, normal, color,
- faceVertexNormals = face.vertexNormals,
- faceVertexColors = face.vertexColors;
- faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
- faceCopy.normal.copy( face.normal );
- if ( normalMatrix !== undefined ) {
- faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
- }
- for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
- normal = faceVertexNormals[ j ].clone();
- if ( normalMatrix !== undefined ) {
- normal.applyMatrix3( normalMatrix ).normalize();
- }
- faceCopy.vertexNormals.push( normal );
- }
- faceCopy.color.copy( face.color );
- for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
- color = faceVertexColors[ j ];
- faceCopy.vertexColors.push( color.clone() );
- }
- faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
- faces1.push( faceCopy );
- }
- // uvs
- for ( i = 0, il = uvs2.length; i < il; i ++ ) {
- var uv = uvs2[ i ], uvCopy = [];
- if ( uv === undefined ) {
- continue;
- }
- for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
- uvCopy.push( uv[ j ].clone() );
- }
- uvs1.push( uvCopy );
- }
- },
- mergeMesh: function ( mesh ) {
- if ( ( mesh && mesh.isMesh ) === false ) {
- console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
- return;
- }
- mesh.matrixAutoUpdate && mesh.updateMatrix();
- this.merge( mesh.geometry, mesh.matrix );
- },
- /*
- * Checks for duplicate vertices with hashmap.
- * Duplicated vertices are removed
- * and faces' vertices are updated.
- */
- mergeVertices: function () {
- var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
- var unique = [], changes = [];
- var v, key;
- var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
- var precision = Math.pow( 10, precisionPoints );
- var i, il, face;
- var indices, j, jl;
- for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
- v = this.vertices[ i ];
- key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
- if ( verticesMap[ key ] === undefined ) {
- verticesMap[ key ] = i;
- unique.push( this.vertices[ i ] );
- changes[ i ] = unique.length - 1;
- } else {
- //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
- changes[ i ] = changes[ verticesMap[ key ] ];
- }
- }
- // if faces are completely degenerate after merging vertices, we
- // have to remove them from the geometry.
- var faceIndicesToRemove = [];
- for ( i = 0, il = this.faces.length; i < il; i ++ ) {
- face = this.faces[ i ];
- face.a = changes[ face.a ];
- face.b = changes[ face.b ];
- face.c = changes[ face.c ];
- indices = [ face.a, face.b, face.c ];
- // if any duplicate vertices are found in a Face3
- // we have to remove the face as nothing can be saved
- for ( var n = 0; n < 3; n ++ ) {
- if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
- faceIndicesToRemove.push( i );
- break;
- }
- }
- }
- for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
- var idx = faceIndicesToRemove[ i ];
- this.faces.splice( idx, 1 );
- for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
- this.faceVertexUvs[ j ].splice( idx, 1 );
- }
- }
- // Use unique set of vertices
- var diff = this.vertices.length - unique.length;
- this.vertices = unique;
- return diff;
- },
- sortFacesByMaterialIndex: function () {
- var faces = this.faces;
- var length = faces.length;
- // tag faces
- for ( var i = 0; i < length; i ++ ) {
- faces[ i ]._id = i;
- }
- // sort faces
- function materialIndexSort( a, b ) {
- return a.materialIndex - b.materialIndex;
- }
- faces.sort( materialIndexSort );
- // sort uvs
- var uvs1 = this.faceVertexUvs[ 0 ];
- var uvs2 = this.faceVertexUvs[ 1 ];
- var newUvs1, newUvs2;
- if ( uvs1 && uvs1.length === length ) newUvs1 = [];
- if ( uvs2 && uvs2.length === length ) newUvs2 = [];
- for ( var i = 0; i < length; i ++ ) {
- var id = faces[ i ]._id;
- if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
- if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
- }
- if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
- if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
- },
- toJSON: function () {
- var data = {
- metadata: {
- version: 4.4,
- type: 'Geometry',
- generator: 'Geometry.toJSON'
- }
- };
- // standard Geometry serialization
- data.uuid = this.uuid;
- data.type = this.type;
- if ( this.name !== '' ) data.name = this.name;
- if ( this.parameters !== undefined ) {
- var parameters = this.parameters;
- for ( var key in parameters ) {
- if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
- }
- return data;
- }
- var vertices = [];
- for ( var i = 0; i < this.vertices.length; i ++ ) {
- var vertex = this.vertices[ i ];
- vertices.push( vertex.x, vertex.y, vertex.z );
- }
- var faces = [];
- var normals = [];
- var normalsHash = {};
- var colors = [];
- var colorsHash = {};
- var uvs = [];
- var uvsHash = {};
- for ( var i = 0; i < this.faces.length; i ++ ) {
- var face = this.faces[ i ];
- var hasMaterial = true;
- var hasFaceUv = false; // deprecated
- var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
- var hasFaceNormal = face.normal.length() > 0;
- var hasFaceVertexNormal = face.vertexNormals.length > 0;
- var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
- var hasFaceVertexColor = face.vertexColors.length > 0;
- var faceType = 0;
- faceType = setBit( faceType, 0, 0 ); // isQuad
- faceType = setBit( faceType, 1, hasMaterial );
- faceType = setBit( faceType, 2, hasFaceUv );
- faceType = setBit( faceType, 3, hasFaceVertexUv );
- faceType = setBit( faceType, 4, hasFaceNormal );
- faceType = setBit( faceType, 5, hasFaceVertexNormal );
- faceType = setBit( faceType, 6, hasFaceColor );
- faceType = setBit( faceType, 7, hasFaceVertexColor );
- faces.push( faceType );
- faces.push( face.a, face.b, face.c );
- faces.push( face.materialIndex );
- if ( hasFaceVertexUv ) {
- var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
- faces.push(
- getUvIndex( faceVertexUvs[ 0 ] ),
- getUvIndex( faceVertexUvs[ 1 ] ),
- getUvIndex( faceVertexUvs[ 2 ] )
- );
- }
- if ( hasFaceNormal ) {
- faces.push( getNormalIndex( face.normal ) );
- }
- if ( hasFaceVertexNormal ) {
- var vertexNormals = face.vertexNormals;
- faces.push(
- getNormalIndex( vertexNormals[ 0 ] ),
- getNormalIndex( vertexNormals[ 1 ] ),
- getNormalIndex( vertexNormals[ 2 ] )
- );
- }
- if ( hasFaceColor ) {
- faces.push( getColorIndex( face.color ) );
- }
- if ( hasFaceVertexColor ) {
- var vertexColors = face.vertexColors;
- faces.push(
- getColorIndex( vertexColors[ 0 ] ),
- getColorIndex( vertexColors[ 1 ] ),
- getColorIndex( vertexColors[ 2 ] )
- );
- }
- }
- function setBit( value, position, enabled ) {
- return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
- }
- function getNormalIndex( normal ) {
- var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
- if ( normalsHash[ hash ] !== undefined ) {
- return normalsHash[ hash ];
- }
- normalsHash[ hash ] = normals.length / 3;
- normals.push( normal.x, normal.y, normal.z );
- return normalsHash[ hash ];
- }
- function getColorIndex( color ) {
- var hash = color.r.toString() + color.g.toString() + color.b.toString();
- if ( colorsHash[ hash ] !== undefined ) {
- return colorsHash[ hash ];
- }
- colorsHash[ hash ] = colors.length;
- colors.push( color.getHex() );
- return colorsHash[ hash ];
- }
- function getUvIndex( uv ) {
- var hash = uv.x.toString() + uv.y.toString();
- if ( uvsHash[ hash ] !== undefined ) {
- return uvsHash[ hash ];
- }
- uvsHash[ hash ] = uvs.length / 2;
- uvs.push( uv.x, uv.y );
- return uvsHash[ hash ];
- }
- data.data = {};
- data.data.vertices = vertices;
- data.data.normals = normals;
- if ( colors.length > 0 ) data.data.colors = colors;
- if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
- data.data.faces = faces;
- return data;
- },
- clone: function () {
- /*
- // Handle primitives
- var parameters = this.parameters;
- if ( parameters !== undefined ) {
- var values = [];
- for ( var key in parameters ) {
- values.push( parameters[ key ] );
- }
- var geometry = Object.create( this.constructor.prototype );
- this.constructor.apply( geometry, values );
- return geometry;
- }
- return new this.constructor().copy( this );
- */
- return new Geometry().copy( this );
- },
- copy: function ( source ) {
- var i, il, j, jl, k, kl;
- // reset
- this.vertices = [];
- this.colors = [];
- this.faces = [];
- this.faceVertexUvs = [[]];
- this.morphTargets = [];
- this.morphNormals = [];
- this.skinWeights = [];
- this.skinIndices = [];
- this.lineDistances = [];
- this.boundingBox = null;
- this.boundingSphere = null;
- // name
- this.name = source.name;
- // vertices
- var vertices = source.vertices;
- for ( i = 0, il = vertices.length; i < il; i ++ ) {
- this.vertices.push( vertices[ i ].clone() );
- }
- // colors
- var colors = source.colors;
- for ( i = 0, il = colors.length; i < il; i ++ ) {
- this.colors.push( colors[ i ].clone() );
- }
- // faces
- var faces = source.faces;
- for ( i = 0, il = faces.length; i < il; i ++ ) {
- this.faces.push( faces[ i ].clone() );
- }
- // face vertex uvs
- for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
- var faceVertexUvs = source.faceVertexUvs[ i ];
- if ( this.faceVertexUvs[ i ] === undefined ) {
- this.faceVertexUvs[ i ] = [];
- }
- for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
- var uvs = faceVertexUvs[ j ], uvsCopy = [];
- for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
- var uv = uvs[ k ];
- uvsCopy.push( uv.clone() );
- }
- this.faceVertexUvs[ i ].push( uvsCopy );
- }
- }
- // morph targets
- var morphTargets = source.morphTargets;
- for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
- var morphTarget = {};
- morphTarget.name = morphTargets[ i ].name;
- // vertices
- if ( morphTargets[ i ].vertices !== undefined ) {
- morphTarget.vertices = [];
- for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
- morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
- }
- }
- // normals
- if ( morphTargets[ i ].normals !== undefined ) {
- morphTarget.normals = [];
- for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
- morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
- }
- }
- this.morphTargets.push( morphTarget );
- }
- // morph normals
- var morphNormals = source.morphNormals;
- for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
- var morphNormal = {};
- // vertex normals
- if ( morphNormals[ i ].vertexNormals !== undefined ) {
- morphNormal.vertexNormals = [];
- for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
- var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
- var destVertexNormal = {};
- destVertexNormal.a = srcVertexNormal.a.clone();
- destVertexNormal.b = srcVertexNormal.b.clone();
- destVertexNormal.c = srcVertexNormal.c.clone();
- morphNormal.vertexNormals.push( destVertexNormal );
- }
- }
- // face normals
- if ( morphNormals[ i ].faceNormals !== undefined ) {
- morphNormal.faceNormals = [];
- for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
- morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
- }
- }
- this.morphNormals.push( morphNormal );
- }
- // skin weights
- var skinWeights = source.skinWeights;
- for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
- this.skinWeights.push( skinWeights[ i ].clone() );
- }
- // skin indices
- var skinIndices = source.skinIndices;
- for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
- this.skinIndices.push( skinIndices[ i ].clone() );
- }
- // line distances
- var lineDistances = source.lineDistances;
- for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
- this.lineDistances.push( lineDistances[ i ] );
- }
- // bounding box
- var boundingBox = source.boundingBox;
- if ( boundingBox !== null ) {
- this.boundingBox = boundingBox.clone();
- }
- // bounding sphere
- var boundingSphere = source.boundingSphere;
- if ( boundingSphere !== null ) {
- this.boundingSphere = boundingSphere.clone();
- }
- // update flags
- this.elementsNeedUpdate = source.elementsNeedUpdate;
- this.verticesNeedUpdate = source.verticesNeedUpdate;
- this.uvsNeedUpdate = source.uvsNeedUpdate;
- this.normalsNeedUpdate = source.normalsNeedUpdate;
- this.colorsNeedUpdate = source.colorsNeedUpdate;
- this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
- this.groupsNeedUpdate = source.groupsNeedUpdate;
- return this;
- },
- dispose: function () {
- this.dispatchEvent( { type: 'dispose' } );
- }
- };
- Object.assign( Geometry.prototype, EventDispatcher.prototype );
- /**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
- function BufferGeometry() {
- Object.defineProperty( this, 'id', { value: GeometryIdCount() } );
- this.uuid = _Math.generateUUID();
- this.name = '';
- this.type = 'BufferGeometry';
- this.index = null;
- this.attributes = {};
- this.morphAttributes = {};
- this.groups = [];
- this.boundingBox = null;
- this.boundingSphere = null;
- this.drawRange = { start: 0, count: Infinity };
- }
- BufferGeometry.prototype = {
- constructor: BufferGeometry,
- isBufferGeometry: true,
- getIndex: function () {
- return this.index;
- },
- setIndex: function ( index ) {
- if ( Array.isArray( index ) ) {
- this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
- } else {
- this.index = index;
- }
- },
- addAttribute: function ( name, attribute ) {
- if ( ( attribute && attribute.isBufferAttribute ) === false && ( attribute && attribute.isInterleavedBufferAttribute ) === false ) {
- console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
- this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
- return;
- }
- if ( name === 'index' ) {
- console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
- this.setIndex( attribute );
- return;
- }
- this.attributes[ name ] = attribute;
- return this;
- },
- getAttribute: function ( name ) {
- return this.attributes[ name ];
- },
- removeAttribute: function ( name ) {
- delete this.attributes[ name ];
- return this;
- },
- addGroup: function ( start, count, materialIndex ) {
- this.groups.push( {
- start: start,
- count: count,
- materialIndex: materialIndex !== undefined ? materialIndex : 0
- } );
- },
- clearGroups: function () {
- this.groups = [];
- },
- setDrawRange: function ( start, count ) {
- this.drawRange.start = start;
- this.drawRange.count = count;
- },
- applyMatrix: function ( matrix ) {
- var position = this.attributes.position;
- if ( position !== undefined ) {
- matrix.applyToBufferAttribute( position );
- position.needsUpdate = true;
- }
- var normal = this.attributes.normal;
- if ( normal !== undefined ) {
- var normalMatrix = new Matrix3().getNormalMatrix( matrix );
- normalMatrix.applyToBufferAttribute( normal );
- normal.needsUpdate = true;
- }
- if ( this.boundingBox !== null ) {
- this.computeBoundingBox();
- }
- if ( this.boundingSphere !== null ) {
- this.computeBoundingSphere();
- }
- return this;
- },
- rotateX: function () {
- // rotate geometry around world x-axis
- var m1;
- return function rotateX( angle ) {
- if ( m1 === undefined ) m1 = new Matrix4();
- m1.makeRotationX( angle );
- this.applyMatrix( m1 );
- return this;
- };
- }(),
- rotateY: function () {
- // rotate geometry around world y-axis
- var m1;
- return function rotateY( angle ) {
- if ( m1 === undefined ) m1 = new Matrix4();
- m1.makeRotationY( angle );
- this.applyMatrix( m1 );
- return this;
- };
- }(),
- rotateZ: function () {
- // rotate geometry around world z-axis
- var m1;
- return function rotateZ( angle ) {
- if ( m1 === undefined ) m1 = new Matrix4();
- m1.makeRotationZ( angle );
- this.applyMatrix( m1 );
- return this;
- };
- }(),
- translate: function () {
- // translate geometry
- var m1;
- return function translate( x, y, z ) {
- if ( m1 === undefined ) m1 = new Matrix4();
- m1.makeTranslation( x, y, z );
- this.applyMatrix( m1 );
- return this;
- };
- }(),
- scale: function () {
- // scale geometry
- var m1;
- return function scale( x, y, z ) {
- if ( m1 === undefined ) m1 = new Matrix4();
- m1.makeScale( x, y, z );
- this.applyMatrix( m1 );
- return this;
- };
- }(),
- lookAt: function () {
- var obj;
- return function lookAt( vector ) {
- if ( obj === undefined ) obj = new Object3D();
- obj.lookAt( vector );
- obj.updateMatrix();
- this.applyMatrix( obj.matrix );
- };
- }(),
- center: function () {
- this.computeBoundingBox();
- var offset = this.boundingBox.getCenter().negate();
- this.translate( offset.x, offset.y, offset.z );
- return offset;
- },
- setFromObject: function ( object ) {
- // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
- var geometry = object.geometry;
- if ( object.isPoints || object.isLine ) {
- var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
- var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
- this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
- this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
- if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
- var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
- this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
- }
- if ( geometry.boundingSphere !== null ) {
- this.boundingSphere = geometry.boundingSphere.clone();
- }
- if ( geometry.boundingBox !== null ) {
- this.boundingBox = geometry.boundingBox.clone();
- }
- } else if ( object.isMesh ) {
- if ( geometry && geometry.isGeometry ) {
- this.fromGeometry( geometry );
- }
- }
- return this;
- },
- updateFromObject: function ( object ) {
- var geometry = object.geometry;
- if ( object.isMesh ) {
- var direct = geometry.__directGeometry;
- if ( geometry.elementsNeedUpdate === true ) {
- direct = undefined;
- geometry.elementsNeedUpdate = false;
- }
- if ( direct === undefined ) {
- return this.fromGeometry( geometry );
- }
- direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
- direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
- direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
- direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
- direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
- geometry.verticesNeedUpdate = false;
- geometry.normalsNeedUpdate = false;
- geometry.colorsNeedUpdate = false;
- geometry.uvsNeedUpdate = false;
- geometry.groupsNeedUpdate = false;
- geometry = direct;
- }
- var attribute;
- if ( geometry.verticesNeedUpdate === true ) {
- attribute = this.attributes.position;
- if ( attribute !== undefined ) {
- attribute.copyVector3sArray( geometry.vertices );
- attribute.needsUpdate = true;
- }
- geometry.verticesNeedUpdate = false;
- }
- if ( geometry.normalsNeedUpdate === true ) {
- attribute = this.attributes.normal;
- if ( attribute !== undefined ) {
- attribute.copyVector3sArray( geometry.normals );
- attribute.needsUpdate = true;
- }
- geometry.normalsNeedUpdate = false;
- }
- if ( geometry.colorsNeedUpdate === true ) {
- attribute = this.attributes.color;
- if ( attribute !== undefined ) {
- attribute.copyColorsArray( geometry.colors );
- attribute.needsUpdate = true;
- }
- geometry.colorsNeedUpdate = false;
- }
- if ( geometry.uvsNeedUpdate ) {
- attribute = this.attributes.uv;
- if ( attribute !== undefined ) {
- attribute.copyVector2sArray( geometry.uvs );
- attribute.needsUpdate = true;
- }
- geometry.uvsNeedUpdate = false;
- }
- if ( geometry.lineDistancesNeedUpdate ) {
- attribute = this.attributes.lineDistance;
- if ( attribute !== undefined ) {
- attribute.copyArray( geometry.lineDistances );
- attribute.needsUpdate = true;
- }
- geometry.lineDistancesNeedUpdate = false;
- }
- if ( geometry.groupsNeedUpdate ) {
- geometry.computeGroups( object.geometry );
- this.groups = geometry.groups;
- geometry.groupsNeedUpdate = false;
- }
- return this;
- },
- fromGeometry: function ( geometry ) {
- geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
- return this.fromDirectGeometry( geometry.__directGeometry );
- },
- fromDirectGeometry: function ( geometry ) {
- var positions = new Float32Array( geometry.vertices.length * 3 );
- this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
- if ( geometry.normals.length > 0 ) {
- var normals = new Float32Array( geometry.normals.length * 3 );
- this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
- }
- if ( geometry.colors.length > 0 ) {
- var colors = new Float32Array( geometry.colors.length * 3 );
- this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
- }
- if ( geometry.uvs.length > 0 ) {
- var uvs = new Float32Array( geometry.uvs.length * 2 );
- this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
- }
- if ( geometry.uvs2.length > 0 ) {
- var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
- this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
- }
- if ( geometry.indices.length > 0 ) {
- var TypeArray = arrayMax( geometry.indices ) > 65535 ? Uint32Array : Uint16Array;
- var indices = new TypeArray( geometry.indices.length * 3 );
- this.setIndex( new BufferAttribute( indices, 1 ).copyIndicesArray( geometry.indices ) );
- }
- // groups
- this.groups = geometry.groups;
- // morphs
- for ( var name in geometry.morphTargets ) {
- var array = [];
- var morphTargets = geometry.morphTargets[ name ];
- for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
- var morphTarget = morphTargets[ i ];
- var attribute = new Float32BufferAttribute( morphTarget.length * 3, 3 );
- array.push( attribute.copyVector3sArray( morphTarget ) );
- }
- this.morphAttributes[ name ] = array;
- }
- // skinning
- if ( geometry.skinIndices.length > 0 ) {
- var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
- this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
- }
- if ( geometry.skinWeights.length > 0 ) {
- var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
- this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
- }
- //
- if ( geometry.boundingSphere !== null ) {
- this.boundingSphere = geometry.boundingSphere.clone();
- }
- if ( geometry.boundingBox !== null ) {
- this.boundingBox = geometry.boundingBox.clone();
- }
- return this;
- },
- computeBoundingBox: function () {
- if ( this.boundingBox === null ) {
- this.boundingBox = new Box3();
- }
- var position = this.attributes.position;
- if ( position !== undefined ) {
- this.boundingBox.setFromBufferAttribute( position );
- } else {
- this.boundingBox.makeEmpty();
- }
- if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
- console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
- }
- },
- computeBoundingSphere: function () {
- var box = new Box3();
- var vector = new Vector3();
- return function computeBoundingSphere() {
- if ( this.boundingSphere === null ) {
- this.boundingSphere = new Sphere();
- }
- var position = this.attributes.position;
- if ( position ) {
- var center = this.boundingSphere.center;
- box.setFromBufferAttribute( position );
- box.getCenter( center );
- // hoping to find a boundingSphere with a radius smaller than the
- // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
- var maxRadiusSq = 0;
- for ( var i = 0, il = position.count; i < il; i ++ ) {
- vector.x = position.getX( i );
- vector.y = position.getY( i );
- vector.z = position.getZ( i );
- maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
- }
- this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
- if ( isNaN( this.boundingSphere.radius ) ) {
- console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
- }
- }
- };
- }(),
- computeFaceNormals: function () {
- // backwards compatibility
- },
- computeVertexNormals: function () {
- var index = this.index;
- var attributes = this.attributes;
- var groups = this.groups;
- if ( attributes.position ) {
- var positions = attributes.position.array;
- if ( attributes.normal === undefined ) {
- this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
- } else {
- // reset existing normals to zero
- var array = attributes.normal.array;
- for ( var i = 0, il = array.length; i < il; i ++ ) {
- array[ i ] = 0;
- }
- }
- var normals = attributes.normal.array;
- var vA, vB, vC;
- var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
- var cb = new Vector3(), ab = new Vector3();
- // indexed elements
- if ( index ) {
- var indices = index.array;
- if ( groups.length === 0 ) {
- this.addGroup( 0, indices.length );
- }
- for ( var j = 0, jl = groups.length; j < jl; ++ j ) {
- var group = groups[ j ];
- var start = group.start;
- var count = group.count;
- for ( var i = start, il = start + count; i < il; i += 3 ) {
- vA = indices[ i + 0 ] * 3;
- vB = indices[ i + 1 ] * 3;
- vC = indices[ i + 2 ] * 3;
- pA.fromArray( positions, vA );
- pB.fromArray( positions, vB );
- pC.fromArray( positions, vC );
- cb.subVectors( pC, pB );
- ab.subVectors( pA, pB );
- cb.cross( ab );
- normals[ vA ] += cb.x;
- normals[ vA + 1 ] += cb.y;
- normals[ vA + 2 ] += cb.z;
- normals[ vB ] += cb.x;
- normals[ vB + 1 ] += cb.y;
- normals[ vB + 2 ] += cb.z;
- normals[ vC ] += cb.x;
- normals[ vC + 1 ] += cb.y;
- normals[ vC + 2 ] += cb.z;
- }
- }
- } else {
- // non-indexed elements (unconnected triangle soup)
- for ( var i = 0, il = positions.length; i < il; i += 9 ) {
- pA.fromArray( positions, i );
- pB.fromArray( positions, i + 3 );
- pC.fromArray( positions, i + 6 );
- cb.subVectors( pC, pB );
- ab.subVectors( pA, pB );
- cb.cross( ab );
- normals[ i ] = cb.x;
- normals[ i + 1 ] = cb.y;
- normals[ i + 2 ] = cb.z;
- normals[ i + 3 ] = cb.x;
- normals[ i + 4 ] = cb.y;
- normals[ i + 5 ] = cb.z;
- normals[ i + 6 ] = cb.x;
- normals[ i + 7 ] = cb.y;
- normals[ i + 8 ] = cb.z;
- }
- }
- this.normalizeNormals();
- attributes.normal.needsUpdate = true;
- }
- },
- merge: function ( geometry, offset ) {
- if ( ( geometry && geometry.isBufferGeometry ) === false ) {
- console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
- return;
- }
- if ( offset === undefined ) offset = 0;
- var attributes = this.attributes;
- for ( var key in attributes ) {
- if ( geometry.attributes[ key ] === undefined ) continue;
- var attribute1 = attributes[ key ];
- var attributeArray1 = attribute1.array;
- var attribute2 = geometry.attributes[ key ];
- var attributeArray2 = attribute2.array;
- var attributeSize = attribute2.itemSize;
- for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {
- attributeArray1[ j ] = attributeArray2[ i ];
- }
- }
- return this;
- },
- normalizeNormals: function () {
- var normals = this.attributes.normal.array;
- var x, y, z, n;
- for ( var i = 0, il = normals.length; i < il; i += 3 ) {
- x = normals[ i ];
- y = normals[ i + 1 ];
- z = normals[ i + 2 ];
- n = 1.0 / Math.sqrt( x * x + y * y + z * z );
- normals[ i ] *= n;
- normals[ i + 1 ] *= n;
- normals[ i + 2 ] *= n;
- }
- },
- toNonIndexed: function () {
- if ( this.index === null ) {
- console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
- return this;
- }
- var geometry2 = new BufferGeometry();
- var indices = this.index.array;
- var attributes = this.attributes;
- for ( var name in attributes ) {
- var attribute = attributes[ name ];
- var array = attribute.array;
- var itemSize = attribute.itemSize;
- var array2 = new array.constructor( indices.length * itemSize );
- var index = 0, index2 = 0;
- for ( var i = 0, l = indices.length; i < l; i ++ ) {
- index = indices[ i ] * itemSize;
- for ( var j = 0; j < itemSize; j ++ ) {
- array2[ index2 ++ ] = array[ index ++ ];
- }
- }
- geometry2.addAttribute( name, new BufferAttribute( array2, itemSize ) );
- }
- return geometry2;
- },
- toJSON: function () {
- var data = {
- metadata: {
- version: 4.4,
- type: 'BufferGeometry',
- generator: 'BufferGeometry.toJSON'
- }
- };
- // standard BufferGeometry serialization
- data.uuid = this.uuid;
- data.type = this.type;
- if ( this.name !== '' ) data.name = this.name;
- if ( this.parameters !== undefined ) {
- var parameters = this.parameters;
- for ( var key in parameters ) {
- if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
- }
- return data;
- }
- data.data = { attributes: {} };
- var index = this.index;
- if ( index !== null ) {
- var array = Array.prototype.slice.call( index.array );
- data.data.index = {
- type: index.array.constructor.name,
- array: array
- };
- }
- var attributes = this.attributes;
- for ( var key in attributes ) {
- var attribute = attributes[ key ];
- var array = Array.prototype.slice.call( attribute.array );
- data.data.attributes[ key ] = {
- itemSize: attribute.itemSize,
- type: attribute.array.constructor.name,
- array: array,
- normalized: attribute.normalized
- };
- }
- var groups = this.groups;
- if ( groups.length > 0 ) {
- data.data.groups = JSON.parse( JSON.stringify( groups ) );
- }
- var boundingSphere = this.boundingSphere;
- if ( boundingSphere !== null ) {
- data.data.boundingSphere = {
- center: boundingSphere.center.toArray(),
- radius: boundingSphere.radius
- };
- }
- return data;
- },
- clone: function () {
- /*
- // Handle primitives
- var parameters = this.parameters;
- if ( parameters !== undefined ) {
- var values = [];
- for ( var key in parameters ) {
- values.push( parameters[ key ] );
- }
- var geometry = Object.create( this.constructor.prototype );
- this.constructor.apply( geometry, values );
- return geometry;
- }
- return new this.constructor().copy( this );
- */
- return new BufferGeometry().copy( this );
- },
- copy: function ( source ) {
- var name, i, l;
- // reset
- this.index = null;
- this.attributes = {};
- this.morphAttributes = {};
- this.groups = [];
- this.boundingBox = null;
- this.boundingSphere = null;
- // name
- this.name = source.name;
- // index
- var index = source.index;
- if ( index !== null ) {
- this.setIndex( index.clone() );
- }
- // attributes
- var attributes = source.attributes;
- for ( name in attributes ) {
- var attribute = attributes[ name ];
- this.addAttribute( name, attribute.clone() );
- }
- // morph attributes
- var morphAttributes = source.morphAttributes;
- for ( name in morphAttributes ) {
- var array = [];
- var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
- for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
- array.push( morphAttribute[ i ].clone() );
- }
- this.morphAttributes[ name ] = array;
- }
- // groups
- var groups = source.groups;
- for ( i = 0, l = groups.length; i < l; i ++ ) {
- var group = groups[ i ];
- this.addGroup( group.start, group.count, group.materialIndex );
- }
- // bounding box
- var boundingBox = source.boundingBox;
- if ( boundingBox !== null ) {
- this.boundingBox = boundingBox.clone();
- }
- // bounding sphere
- var boundingSphere = source.boundingSphere;
- if ( boundingSphere !== null ) {
- this.boundingSphere = boundingSphere.clone();
- }
- // draw range
- this.drawRange.start = source.drawRange.start;
- this.drawRange.count = source.drawRange.count;
- return this;
- },
- dispose: function () {
- this.dispatchEvent( { type: 'dispose' } );
- }
- };
- BufferGeometry.MaxIndex = 65535;
- Object.assign( BufferGeometry.prototype, EventDispatcher.prototype );
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author jonobr1 / http://jonobr1.com/
- */
- function Mesh( geometry, material ) {
- Object3D.call( this );
- this.type = 'Mesh';
- this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
- this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
- this.drawMode = TrianglesDrawMode;
- this.updateMorphTargets();
- }
- Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
- constructor: Mesh,
- isMesh: true,
- setDrawMode: function ( value ) {
- this.drawMode = value;
- },
- copy: function ( source ) {
- Object3D.prototype.copy.call( this, source );
- this.drawMode = source.drawMode;
- return this;
- },
- updateMorphTargets: function () {
- var morphTargets = this.geometry.morphTargets;
- if ( morphTargets !== undefined && morphTargets.length > 0 ) {
- this.morphTargetInfluences = [];
- this.morphTargetDictionary = {};
- for ( var m = 0, ml = morphTargets.length; m < ml; m ++ ) {
- this.morphTargetInfluences.push( 0 );
- this.morphTargetDictionary[ morphTargets[ m ].name ] = m;
- }
- }
- },
- raycast: ( function () {
- var inverseMatrix = new Matrix4();
- var ray = new Ray();
- var sphere = new Sphere();
- var vA = new Vector3();
- var vB = new Vector3();
- var vC = new Vector3();
- var tempA = new Vector3();
- var tempB = new Vector3();
- var tempC = new Vector3();
- var uvA = new Vector2();
- var uvB = new Vector2();
- var uvC = new Vector2();
- var barycoord = new Vector3();
- var intersectionPoint = new Vector3();
- var intersectionPointWorld = new Vector3();
- function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) {
- Triangle.barycoordFromPoint( point, p1, p2, p3, barycoord );
- uv1.multiplyScalar( barycoord.x );
- uv2.multiplyScalar( barycoord.y );
- uv3.multiplyScalar( barycoord.z );
- uv1.add( uv2 ).add( uv3 );
- return uv1.clone();
- }
- function checkIntersection( object, raycaster, ray, pA, pB, pC, point ) {
- var intersect;
- var material = object.material;
- if ( material.side === BackSide ) {
- intersect = ray.intersectTriangle( pC, pB, pA, true, point );
- } else {
- intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
- }
- if ( intersect === null ) return null;
- intersectionPointWorld.copy( point );
- intersectionPointWorld.applyMatrix4( object.matrixWorld );
- var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
- if ( distance < raycaster.near || distance > raycaster.far ) return null;
- return {
- distance: distance,
- point: intersectionPointWorld.clone(),
- object: object
- };
- }
- function checkBufferGeometryIntersection( object, raycaster, ray, position, uv, a, b, c ) {
- vA.fromBufferAttribute( position, a );
- vB.fromBufferAttribute( position, b );
- vC.fromBufferAttribute( position, c );
- var intersection = checkIntersection( object, raycaster, ray, vA, vB, vC, intersectionPoint );
- if ( intersection ) {
- if ( uv ) {
- uvA.fromBufferAttribute( uv, a );
- uvB.fromBufferAttribute( uv, b );
- uvC.fromBufferAttribute( uv, c );
- intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC );
- }
- intersection.face = new Face3( a, b, c, Triangle.normal( vA, vB, vC ) );
- intersection.faceIndex = a;
- }
- return intersection;
- }
- return function raycast( raycaster, intersects ) {
- var geometry = this.geometry;
- var material = this.material;
- var matrixWorld = this.matrixWorld;
- if ( material === undefined ) return;
- // Checking boundingSphere distance to ray
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
- sphere.copy( geometry.boundingSphere );
- sphere.applyMatrix4( matrixWorld );
- if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
- //
- inverseMatrix.getInverse( matrixWorld );
- ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
- // Check boundingBox before continuing
- if ( geometry.boundingBox !== null ) {
- if ( ray.intersectsBox( geometry.boundingBox ) === false ) return;
- }
- var intersection;
- if ( geometry.isBufferGeometry ) {
- var a, b, c;
- var index = geometry.index;
- var position = geometry.attributes.position;
- var uv = geometry.attributes.uv;
- var i, l;
- if ( index !== null ) {
- // indexed buffer geometry
- for ( i = 0, l = index.count; i < l; i += 3 ) {
- a = index.getX( i );
- b = index.getX( i + 1 );
- c = index.getX( i + 2 );
- intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c );
- if ( intersection ) {
- intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics
- intersects.push( intersection );
- }
- }
- } else {
- // non-indexed buffer geometry
- for ( i = 0, l = position.count; i < l; i += 3 ) {
- a = i;
- b = i + 1;
- c = i + 2;
- intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c );
- if ( intersection ) {
- intersection.index = a; // triangle number in positions buffer semantics
- intersects.push( intersection );
- }
- }
- }
- } else if ( geometry.isGeometry ) {
- var fvA, fvB, fvC;
- var isFaceMaterial = ( material && material.isMultiMaterial );
- var materials = isFaceMaterial === true ? material.materials : null;
- var vertices = geometry.vertices;
- var faces = geometry.faces;
- var uvs;
- var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
- if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
- for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
- var face = faces[ f ];
- var faceMaterial = isFaceMaterial === true ? materials[ face.materialIndex ] : material;
- if ( faceMaterial === undefined ) continue;
- fvA = vertices[ face.a ];
- fvB = vertices[ face.b ];
- fvC = vertices[ face.c ];
- if ( faceMaterial.morphTargets === true ) {
- var morphTargets = geometry.morphTargets;
- var morphInfluences = this.morphTargetInfluences;
- vA.set( 0, 0, 0 );
- vB.set( 0, 0, 0 );
- vC.set( 0, 0, 0 );
- for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
- var influence = morphInfluences[ t ];
- if ( influence === 0 ) continue;
- var targets = morphTargets[ t ].vertices;
- vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence );
- vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence );
- vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence );
- }
- vA.add( fvA );
- vB.add( fvB );
- vC.add( fvC );
- fvA = vA;
- fvB = vB;
- fvC = vC;
- }
- intersection = checkIntersection( this, raycaster, ray, fvA, fvB, fvC, intersectionPoint );
- if ( intersection ) {
- if ( uvs ) {
- var uvs_f = uvs[ f ];
- uvA.copy( uvs_f[ 0 ] );
- uvB.copy( uvs_f[ 1 ] );
- uvC.copy( uvs_f[ 2 ] );
- intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC );
- }
- intersection.face = face;
- intersection.faceIndex = f;
- intersects.push( intersection );
- }
- }
- }
- };
- }() ),
- clone: function () {
- return new this.constructor( this.geometry, this.material ).copy( this );
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
- */
- /**
- * @author Mugen87 / https://github.com/Mugen87
- */
- function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
- BufferGeometry.call( this );
- this.type = 'BoxBufferGeometry';
- this.parameters = {
- width: width,
- height: height,
- depth: depth,
- widthSegments: widthSegments,
- heightSegments: heightSegments,
- depthSegments: depthSegments
- };
- var scope = this;
- // segments
- widthSegments = Math.floor( widthSegments ) || 1;
- heightSegments = Math.floor( heightSegments ) || 1;
- depthSegments = Math.floor( depthSegments ) || 1;
- // buffers
- var indices = [];
- var vertices = [];
- var normals = [];
- var uvs = [];
- // helper variables
- var numberOfVertices = 0;
- var groupStart = 0;
- // build each side of the box geometry
- buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
- buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
- buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
- buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
- buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
- buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
- // build geometry
- this.setIndex( indices );
- this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
- var segmentWidth = width / gridX;
- var segmentHeight = height / gridY;
- var widthHalf = width / 2;
- var heightHalf = height / 2;
- var depthHalf = depth / 2;
- var gridX1 = gridX + 1;
- var gridY1 = gridY + 1;
- var vertexCounter = 0;
- var groupCount = 0;
- var ix, iy;
- var vector = new Vector3();
- // generate vertices, normals and uvs
- for ( iy = 0; iy < gridY1; iy ++ ) {
- var y = iy * segmentHeight - heightHalf;
- for ( ix = 0; ix < gridX1; ix ++ ) {
- var x = ix * segmentWidth - widthHalf;
- // set values to correct vector component
- vector[ u ] = x * udir;
- vector[ v ] = y * vdir;
- vector[ w ] = depthHalf;
- // now apply vector to vertex buffer
- vertices.push( vector.x, vector.y, vector.z );
- // set values to correct vector component
- vector[ u ] = 0;
- vector[ v ] = 0;
- vector[ w ] = depth > 0 ? 1 : - 1;
- // now apply vector to normal buffer
- normals.push( vector.x, vector.y, vector.z );
- // uvs
- uvs.push( ix / gridX );
- uvs.push( 1 - ( iy / gridY ) );
- // counters
- vertexCounter += 1;
- }
- }
- // indices
- // 1. you need three indices to draw a single face
- // 2. a single segment consists of two faces
- // 3. so we need to generate six (2*3) indices per segment
- for ( iy = 0; iy < gridY; iy ++ ) {
- for ( ix = 0; ix < gridX; ix ++ ) {
- var a = numberOfVertices + ix + gridX1 * iy;
- var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
- var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
- var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
- // faces
- indices.push( a, b, d );
- indices.push( b, c, d );
- // increase counter
- groupCount += 6;
- }
- }
- // add a group to the geometry. this will ensure multi material support
- scope.addGroup( groupStart, groupCount, materialIndex );
- // calculate new start value for groups
- groupStart += groupCount;
- // update total number of vertices
- numberOfVertices += vertexCounter;
- }
- }
- BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
- BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
- /**
- * @author mrdoob / http://mrdoob.com/
- * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
- */
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author Mugen87 / https://github.com/Mugen87
- *
- * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
- */
- function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
- BufferGeometry.call( this );
- this.type = 'PlaneBufferGeometry';
- this.parameters = {
- width: width,
- height: height,
- widthSegments: widthSegments,
- heightSegments: heightSegments
- };
- var width_half = width / 2;
- var height_half = height / 2;
- var gridX = Math.floor( widthSegments ) || 1;
- var gridY = Math.floor( heightSegments ) || 1;
- var gridX1 = gridX + 1;
- var gridY1 = gridY + 1;
- var segment_width = width / gridX;
- var segment_height = height / gridY;
- var ix, iy;
- // buffers
- var indices = [];
- var vertices = [];
- var normals = [];
- var uvs = [];
- // generate vertices, normals and uvs
- for ( iy = 0; iy < gridY1; iy ++ ) {
- var y = iy * segment_height - height_half;
- for ( ix = 0; ix < gridX1; ix ++ ) {
- var x = ix * segment_width - width_half;
- vertices.push( x, - y, 0 );
- normals.push( 0, 0, 1 );
- uvs.push( ix / gridX );
- uvs.push( 1 - ( iy / gridY ) );
- }
- }
- // indices
- for ( iy = 0; iy < gridY; iy ++ ) {
- for ( ix = 0; ix < gridX; ix ++ ) {
- var a = ix + gridX1 * iy;
- var b = ix + gridX1 * ( iy + 1 );
- var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
- var d = ( ix + 1 ) + gridX1 * iy;
- // faces
- indices.push( a, b, d );
- indices.push( b, c, d );
- }
- }
- // build geometry
- this.setIndex( indices );
- this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- }
- PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
- PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- * @author WestLangley / http://github.com/WestLangley
- */
- function Camera() {
- Object3D.call( this );
- this.type = 'Camera';
- this.matrixWorldInverse = new Matrix4();
- this.projectionMatrix = new Matrix4();
- }
- Camera.prototype = Object.create( Object3D.prototype );
- Camera.prototype.constructor = Camera;
- Camera.prototype.isCamera = true;
- Camera.prototype.getWorldDirection = function () {
- var quaternion = new Quaternion();
- return function getWorldDirection( optionalTarget ) {
- var result = optionalTarget || new Vector3();
- this.getWorldQuaternion( quaternion );
- return result.set( 0, 0, - 1 ).applyQuaternion( quaternion );
- };
- }();
- Camera.prototype.lookAt = function () {
- // This routine does not support cameras with rotated and/or translated parent(s)
- var m1 = new Matrix4();
- return function lookAt( vector ) {
- m1.lookAt( this.position, vector, this.up );
- this.quaternion.setFromRotationMatrix( m1 );
- };
- }();
- Camera.prototype.clone = function () {
- return new this.constructor().copy( this );
- };
- Camera.prototype.copy = function ( source ) {
- Object3D.prototype.copy.call( this, source );
- this.matrixWorldInverse.copy( source.matrixWorldInverse );
- this.projectionMatrix.copy( source.projectionMatrix );
- return this;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author greggman / http://games.greggman.com/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * @author tschw
- */
- function PerspectiveCamera( fov, aspect, near, far ) {
- Camera.call( this );
- this.type = 'PerspectiveCamera';
- this.fov = fov !== undefined ? fov : 50;
- this.zoom = 1;
- this.near = near !== undefined ? near : 0.1;
- this.far = far !== undefined ? far : 2000;
- this.focus = 10;
- this.aspect = aspect !== undefined ? aspect : 1;
- this.view = null;
- this.filmGauge = 35; // width of the film (default in millimeters)
- this.filmOffset = 0; // horizontal film offset (same unit as gauge)
- this.updateProjectionMatrix();
- }
- PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
- constructor: PerspectiveCamera,
- isPerspectiveCamera: true,
- copy: function ( source ) {
- Camera.prototype.copy.call( this, source );
- this.fov = source.fov;
- this.zoom = source.zoom;
- this.near = source.near;
- this.far = source.far;
- this.focus = source.focus;
- this.aspect = source.aspect;
- this.view = source.view === null ? null : Object.assign( {}, source.view );
- this.filmGauge = source.filmGauge;
- this.filmOffset = source.filmOffset;
- return this;
- },
- /**
- * Sets the FOV by focal length in respect to the current .filmGauge.
- *
- * The default film gauge is 35, so that the focal length can be specified for
- * a 35mm (full frame) camera.
- *
- * Values for focal length and film gauge must have the same unit.
- */
- setFocalLength: function ( focalLength ) {
- // see http://www.bobatkins.com/photography/technical/field_of_view.html
- var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
- this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
- this.updateProjectionMatrix();
- },
- /**
- * Calculates the focal length from the current .fov and .filmGauge.
- */
- getFocalLength: function () {
- var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
- return 0.5 * this.getFilmHeight() / vExtentSlope;
- },
- getEffectiveFOV: function () {
- return _Math.RAD2DEG * 2 * Math.atan(
- Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
- },
- getFilmWidth: function () {
- // film not completely covered in portrait format (aspect < 1)
- return this.filmGauge * Math.min( this.aspect, 1 );
- },
- getFilmHeight: function () {
- // film not completely covered in landscape format (aspect > 1)
- return this.filmGauge / Math.max( this.aspect, 1 );
- },
- /**
- * Sets an offset in a larger frustum. This is useful for multi-window or
- * multi-monitor/multi-machine setups.
- *
- * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
- * the monitors are in grid like this
- *
- * +---+---+---+
- * | A | B | C |
- * +---+---+---+
- * | D | E | F |
- * +---+---+---+
- *
- * then for each monitor you would call it like this
- *
- * var w = 1920;
- * var h = 1080;
- * var fullWidth = w * 3;
- * var fullHeight = h * 2;
- *
- * --A--
- * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
- * --B--
- * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
- * --C--
- * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
- * --D--
- * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
- * --E--
- * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
- * --F--
- * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
- *
- * Note there is no reason monitors have to be the same size or in a grid.
- */
- setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
- this.aspect = fullWidth / fullHeight;
- this.view = {
- fullWidth: fullWidth,
- fullHeight: fullHeight,
- offsetX: x,
- offsetY: y,
- width: width,
- height: height
- };
- this.updateProjectionMatrix();
- },
- clearViewOffset: function() {
- this.view = null;
- this.updateProjectionMatrix();
- },
- updateProjectionMatrix: function () {
- var near = this.near,
- top = near * Math.tan(
- _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
- height = 2 * top,
- width = this.aspect * height,
- left = - 0.5 * width,
- view = this.view;
- if ( view !== null ) {
- var fullWidth = view.fullWidth,
- fullHeight = view.fullHeight;
- left += view.offsetX * width / fullWidth;
- top -= view.offsetY * height / fullHeight;
- width *= view.width / fullWidth;
- height *= view.height / fullHeight;
- }
- var skew = this.filmOffset;
- if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
- this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
- },
- toJSON: function ( meta ) {
- var data = Object3D.prototype.toJSON.call( this, meta );
- data.object.fov = this.fov;
- data.object.zoom = this.zoom;
- data.object.near = this.near;
- data.object.far = this.far;
- data.object.focus = this.focus;
- data.object.aspect = this.aspect;
- if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
- data.object.filmGauge = this.filmGauge;
- data.object.filmOffset = this.filmOffset;
- return data;
- }
- } );
- /**
- * @author alteredq / http://alteredqualia.com/
- * @author arose / http://github.com/arose
- */
- function OrthographicCamera( left, right, top, bottom, near, far ) {
- Camera.call( this );
- this.type = 'OrthographicCamera';
- this.zoom = 1;
- this.view = null;
- this.left = left;
- this.right = right;
- this.top = top;
- this.bottom = bottom;
- this.near = ( near !== undefined ) ? near : 0.1;
- this.far = ( far !== undefined ) ? far : 2000;
- this.updateProjectionMatrix();
- }
- OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
- constructor: OrthographicCamera,
- isOrthographicCamera: true,
- copy: function ( source ) {
- Camera.prototype.copy.call( this, source );
- this.left = source.left;
- this.right = source.right;
- this.top = source.top;
- this.bottom = source.bottom;
- this.near = source.near;
- this.far = source.far;
- this.zoom = source.zoom;
- this.view = source.view === null ? null : Object.assign( {}, source.view );
- return this;
- },
- setViewOffset: function( fullWidth, fullHeight, x, y, width, height ) {
- this.view = {
- fullWidth: fullWidth,
- fullHeight: fullHeight,
- offsetX: x,
- offsetY: y,
- width: width,
- height: height
- };
- this.updateProjectionMatrix();
- },
- clearViewOffset: function() {
- this.view = null;
- this.updateProjectionMatrix();
- },
- updateProjectionMatrix: function () {
- var dx = ( this.right - this.left ) / ( 2 * this.zoom );
- var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
- var cx = ( this.right + this.left ) / 2;
- var cy = ( this.top + this.bottom ) / 2;
- var left = cx - dx;
- var right = cx + dx;
- var top = cy + dy;
- var bottom = cy - dy;
- if ( this.view !== null ) {
- var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
- var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
- var scaleW = ( this.right - this.left ) / this.view.width;
- var scaleH = ( this.top - this.bottom ) / this.view.height;
- left += scaleW * ( this.view.offsetX / zoomW );
- right = left + scaleW * ( this.view.width / zoomW );
- top -= scaleH * ( this.view.offsetY / zoomH );
- bottom = top - scaleH * ( this.view.height / zoomH );
- }
- this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
- },
- toJSON: function ( meta ) {
- var data = Object3D.prototype.toJSON.call( this, meta );
- data.object.zoom = this.zoom;
- data.object.left = this.left;
- data.object.right = this.right;
- data.object.top = this.top;
- data.object.bottom = this.bottom;
- data.object.near = this.near;
- data.object.far = this.far;
- if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
- return data;
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function WebGLIndexedBufferRenderer( gl, extensions, infoRender ) {
- var mode;
- function setMode( value ) {
- mode = value;
- }
- var type, size;
- function setIndex( index ) {
- if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
- type = gl.UNSIGNED_INT;
- size = 4;
- } else if ( index.array instanceof Uint16Array ) {
- type = gl.UNSIGNED_SHORT;
- size = 2;
- } else {
- type = gl.UNSIGNED_BYTE;
- size = 1;
- }
- }
- function render( start, count ) {
- gl.drawElements( mode, count, type, start * size );
- infoRender.calls ++;
- infoRender.vertices += count;
- if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3;
- }
- function renderInstances( geometry, start, count ) {
- var extension = extensions.get( 'ANGLE_instanced_arrays' );
- if ( extension === null ) {
- console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
- return;
- }
- extension.drawElementsInstancedANGLE( mode, count, type, start * size, geometry.maxInstancedCount );
- infoRender.calls ++;
- infoRender.vertices += count * geometry.maxInstancedCount;
- if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3;
- }
- return {
- setMode: setMode,
- setIndex: setIndex,
- render: render,
- renderInstances: renderInstances
- };
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function WebGLBufferRenderer( gl, extensions, infoRender ) {
- var mode;
- function setMode( value ) {
- mode = value;
- }
- function render( start, count ) {
- gl.drawArrays( mode, start, count );
- infoRender.calls ++;
- infoRender.vertices += count;
- if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3;
- }
- function renderInstances( geometry ) {
- var extension = extensions.get( 'ANGLE_instanced_arrays' );
- if ( extension === null ) {
- console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
- return;
- }
- var position = geometry.attributes.position;
- var count = 0;
- if ( position.isInterleavedBufferAttribute ) {
- count = position.data.count;
- extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount );
- } else {
- count = position.count;
- extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount );
- }
- infoRender.calls ++;
- infoRender.vertices += count * geometry.maxInstancedCount;
- if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3;
- }
- return {
- setMode: setMode,
- render: render,
- renderInstances: renderInstances
- };
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function WebGLLights() {
- var lights = {};
- return {
- get: function ( light ) {
- if ( lights[ light.id ] !== undefined ) {
- return lights[ light.id ];
- }
- var uniforms;
- switch ( light.type ) {
- case 'DirectionalLight':
- uniforms = {
- direction: new Vector3(),
- color: new Color(),
- shadow: false,
- shadowBias: 0,
- shadowRadius: 1,
- shadowMapSize: new Vector2()
- };
- break;
- case 'SpotLight':
- uniforms = {
- position: new Vector3(),
- direction: new Vector3(),
- color: new Color(),
- distance: 0,
- coneCos: 0,
- penumbraCos: 0,
- decay: 0,
- shadow: false,
- shadowBias: 0,
- shadowRadius: 1,
- shadowMapSize: new Vector2()
- };
- break;
- case 'PointLight':
- uniforms = {
- position: new Vector3(),
- color: new Color(),
- distance: 0,
- decay: 0,
- shadow: false,
- shadowBias: 0,
- shadowRadius: 1,
- shadowMapSize: new Vector2()
- };
- break;
- case 'HemisphereLight':
- uniforms = {
- direction: new Vector3(),
- skyColor: new Color(),
- groundColor: new Color()
- };
- break;
- case 'RectAreaLight':
- uniforms = {
- color: new Color(),
- position: new Vector3(),
- halfWidth: new Vector3(),
- halfHeight: new Vector3()
- // TODO (abelnation): set RectAreaLight shadow uniforms
- };
- break;
- }
- lights[ light.id ] = uniforms;
- return uniforms;
- }
- };
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function addLineNumbers( string ) {
- var lines = string.split( '\n' );
- for ( var i = 0; i < lines.length; i ++ ) {
- lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
- }
- return lines.join( '\n' );
- }
- function WebGLShader( gl, type, string ) {
- var shader = gl.createShader( type );
- gl.shaderSource( shader, string );
- gl.compileShader( shader );
- if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {
- console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
- }
- if ( gl.getShaderInfoLog( shader ) !== '' ) {
- console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) );
- }
- // --enable-privileged-webgl-extension
- // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
- return shader;
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- var programIdCount = 0;
- function getEncodingComponents( encoding ) {
- switch ( encoding ) {
- case LinearEncoding:
- return [ 'Linear','( value )' ];
- case sRGBEncoding:
- return [ 'sRGB','( value )' ];
- case RGBEEncoding:
- return [ 'RGBE','( value )' ];
- case RGBM7Encoding:
- return [ 'RGBM','( value, 7.0 )' ];
- case RGBM16Encoding:
- return [ 'RGBM','( value, 16.0 )' ];
- case RGBDEncoding:
- return [ 'RGBD','( value, 256.0 )' ];
- case GammaEncoding:
- return [ 'Gamma','( value, float( GAMMA_FACTOR ) )' ];
- default:
- throw new Error( 'unsupported encoding: ' + encoding );
- }
- }
- function getTexelDecodingFunction( functionName, encoding ) {
- var components = getEncodingComponents( encoding );
- return "vec4 " + functionName + "( vec4 value ) { return " + components[ 0 ] + "ToLinear" + components[ 1 ] + "; }";
- }
- function getTexelEncodingFunction( functionName, encoding ) {
- var components = getEncodingComponents( encoding );
- return "vec4 " + functionName + "( vec4 value ) { return LinearTo" + components[ 0 ] + components[ 1 ] + "; }";
- }
- function getToneMappingFunction( functionName, toneMapping ) {
- var toneMappingName;
- switch ( toneMapping ) {
- case LinearToneMapping:
- toneMappingName = "Linear";
- break;
- case ReinhardToneMapping:
- toneMappingName = "Reinhard";
- break;
- case Uncharted2ToneMapping:
- toneMappingName = "Uncharted2";
- break;
- case CineonToneMapping:
- toneMappingName = "OptimizedCineon";
- break;
- default:
- throw new Error( 'unsupported toneMapping: ' + toneMapping );
- }
- return "vec3 " + functionName + "( vec3 color ) { return " + toneMappingName + "ToneMapping( color ); }";
- }
- function generateExtensions( extensions, parameters, rendererExtensions ) {
- extensions = extensions || {};
- var chunks = [
- ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
- ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
- ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
- ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
- ];
- return chunks.filter( filterEmptyLine ).join( '\n' );
- }
- function generateDefines( defines ) {
- var chunks = [];
- for ( var name in defines ) {
- var value = defines[ name ];
- if ( value === false ) continue;
- chunks.push( '#define ' + name + ' ' + value );
- }
- return chunks.join( '\n' );
- }
- function fetchAttributeLocations( gl, program, identifiers ) {
- var attributes = {};
- var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
- for ( var i = 0; i < n; i ++ ) {
- var info = gl.getActiveAttrib( program, i );
- var name = info.name;
- // console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name, i );
- attributes[ name ] = gl.getAttribLocation( program, name );
- }
- return attributes;
- }
- function filterEmptyLine( string ) {
- return string !== '';
- }
- function replaceLightNums( string, parameters ) {
- return string
- .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
- .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
- .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
- .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
- .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );
- }
- function parseIncludes( string ) {
- var pattern = /#include +<([\w\d.]+)>/g;
- function replace( match, include ) {
- var replace = ShaderChunk[ include ];
- if ( replace === undefined ) {
- throw new Error( 'Can not resolve #include <' + include + '>' );
- }
- return parseIncludes( replace );
- }
- return string.replace( pattern, replace );
- }
- function unrollLoops( string ) {
- var pattern = /for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
- function replace( match, start, end, snippet ) {
- var unroll = '';
- for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
- unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );
- }
- return unroll;
- }
- return string.replace( pattern, replace );
- }
- function WebGLProgram( renderer, code, material, parameters ) {
- var gl = renderer.context;
- var extensions = material.extensions;
- var defines = material.defines;
- var vertexShader = material.__webglShader.vertexShader;
- var fragmentShader = material.__webglShader.fragmentShader;
- var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
- if ( parameters.shadowMapType === PCFShadowMap ) {
- shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
- } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
- shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
- }
- var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
- var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
- var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
- if ( parameters.envMap ) {
- switch ( material.envMap.mapping ) {
- case CubeReflectionMapping:
- case CubeRefractionMapping:
- envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
- break;
- case CubeUVReflectionMapping:
- case CubeUVRefractionMapping:
- envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
- break;
- case EquirectangularReflectionMapping:
- case EquirectangularRefractionMapping:
- envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
- break;
- case SphericalReflectionMapping:
- envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
- break;
- }
- switch ( material.envMap.mapping ) {
- case CubeRefractionMapping:
- case EquirectangularRefractionMapping:
- envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
- break;
- }
- switch ( material.combine ) {
- case MultiplyOperation:
- envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
- break;
- case MixOperation:
- envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
- break;
- case AddOperation:
- envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
- break;
- }
- }
- var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
- // console.log( 'building new program ' );
- //
- var customExtensions = generateExtensions( extensions, parameters, renderer.extensions );
- var customDefines = generateDefines( defines );
- //
- var program = gl.createProgram();
- var prefixVertex, prefixFragment;
- if ( material.isRawShaderMaterial ) {
- prefixVertex = [
- customDefines,
- '\n'
- ].filter( filterEmptyLine ).join( '\n' );
- prefixFragment = [
- customExtensions,
- customDefines,
- '\n'
- ].filter( filterEmptyLine ).join( '\n' );
- } else {
- prefixVertex = [
-
- 'precision ' + parameters.precision + ' float;',
- 'precision ' + parameters.precision + ' int;',
- '#define SHADER_NAME ' + material.__webglShader.name,
- customDefines,
- parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
- '#define GAMMA_FACTOR ' + gammaFactorDefine,
- '#define MAX_BONES ' + parameters.maxBones,
- ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
- ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
- parameters.map ? '#define USE_MAP' : '',
- parameters.envMap ? '#define USE_ENVMAP' : '',
- parameters.envMap ? '#define ' + envMapModeDefine : '',
- parameters.lightMap ? '#define USE_LIGHTMAP' : '',
- parameters.aoMap ? '#define USE_AOMAP' : '',
- parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
- parameters.bumpMap ? '#define USE_BUMPMAP' : '',
- parameters.normalMap ? '#define USE_NORMALMAP' : '',
- parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
- parameters.specularMap ? '#define USE_SPECULARMAP' : '',
- parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
- parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
- parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
- parameters.vertexColors ? '#define USE_COLOR' : '',
- parameters.flatShading ? '#define FLAT_SHADED' : '',
- parameters.skinning ? '#define USE_SKINNING' : '',
- parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
- parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
- parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
- parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
- parameters.flipSided ? '#define FLIP_SIDED' : '',
- '#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes,
- parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
- parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
- parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
- parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
- parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
- 'uniform mat4 modelMatrix;',
- 'uniform mat4 modelViewMatrix;',
- 'uniform mat4 projectionMatrix;',
- 'uniform mat4 viewMatrix;',
- 'uniform mat3 normalMatrix;',
- 'uniform vec3 cameraPosition;',
- 'attribute vec3 position;',
- 'attribute vec3 normal;',
- 'attribute vec2 uv;',
- '#ifdef USE_COLOR',
- ' attribute vec3 color;',
- '#endif',
- '#ifdef USE_MORPHTARGETS',
- ' attribute vec3 morphTarget0;',
- ' attribute vec3 morphTarget1;',
- ' attribute vec3 morphTarget2;',
- ' attribute vec3 morphTarget3;',
- ' #ifdef USE_MORPHNORMALS',
- ' attribute vec3 morphNormal0;',
- ' attribute vec3 morphNormal1;',
- ' attribute vec3 morphNormal2;',
- ' attribute vec3 morphNormal3;',
- ' #else',
- ' attribute vec3 morphTarget4;',
- ' attribute vec3 morphTarget5;',
- ' attribute vec3 morphTarget6;',
- ' attribute vec3 morphTarget7;',
- ' #endif',
- '#endif',
- '#ifdef USE_SKINNING',
- ' attribute vec4 skinIndex;',
- ' attribute vec4 skinWeight;',
- '#endif',
- '\n'
- ].filter( filterEmptyLine ).join( '\n' );
- prefixFragment = [
- customExtensions,
- 'precision ' + parameters.precision + ' float;',
- 'precision ' + parameters.precision + ' int;',
- '#define SHADER_NAME ' + material.__webglShader.name,
- customDefines,
- parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',
- '#define GAMMA_FACTOR ' + gammaFactorDefine,
- ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
- ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
- parameters.map ? '#define USE_MAP' : '',
- parameters.envMap ? '#define USE_ENVMAP' : '',
- parameters.envMap ? '#define ' + envMapTypeDefine : '',
- parameters.envMap ? '#define ' + envMapModeDefine : '',
- parameters.envMap ? '#define ' + envMapBlendingDefine : '',
- parameters.lightMap ? '#define USE_LIGHTMAP' : '',
- parameters.aoMap ? '#define USE_AOMAP' : '',
- parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
- parameters.bumpMap ? '#define USE_BUMPMAP' : '',
- parameters.normalMap ? '#define USE_NORMALMAP' : '',
- parameters.specularMap ? '#define USE_SPECULARMAP' : '',
- parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
- parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
- parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
- parameters.vertexColors ? '#define USE_COLOR' : '',
- parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
- parameters.flatShading ? '#define FLAT_SHADED' : '',
- parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
- parameters.flipSided ? '#define FLIP_SIDED' : '',
- '#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes,
- '#define UNION_CLIPPING_PLANES ' + (parameters.numClippingPlanes - parameters.numClipIntersection),
- parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
- parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
- parameters.premultipliedAlpha ? "#define PREMULTIPLIED_ALPHA" : '',
- parameters.physicallyCorrectLights ? "#define PHYSICALLY_CORRECT_LIGHTS" : '',
- parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
- parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
- parameters.envMap && renderer.extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '',
- 'uniform mat4 viewMatrix;',
- 'uniform vec3 cameraPosition;',
- ( parameters.toneMapping !== NoToneMapping ) ? "#define TONE_MAPPING" : '',
- ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
- ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( "toneMapping", parameters.toneMapping ) : '',
- ( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
- parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
- parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
- parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
- parameters.outputEncoding ? getTexelEncodingFunction( "linearToOutputTexel", parameters.outputEncoding ) : '',
- parameters.depthPacking ? "#define DEPTH_PACKING " + material.depthPacking : '',
- '\n'
- ].filter( filterEmptyLine ).join( '\n' );
- }
- vertexShader = parseIncludes( vertexShader, parameters );
- vertexShader = replaceLightNums( vertexShader, parameters );
- fragmentShader = parseIncludes( fragmentShader, parameters );
- fragmentShader = replaceLightNums( fragmentShader, parameters );
- if ( ! material.isShaderMaterial ) {
- vertexShader = unrollLoops( vertexShader );
- fragmentShader = unrollLoops( fragmentShader );
- }
- var vertexGlsl = prefixVertex + vertexShader;
- var fragmentGlsl = prefixFragment + fragmentShader;
- // console.log( '*VERTEX*', vertexGlsl );
- // console.log( '*FRAGMENT*', fragmentGlsl );
- var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
- var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
- gl.attachShader( program, glVertexShader );
- gl.attachShader( program, glFragmentShader );
- // Force a particular attribute to index 0.
- if ( material.index0AttributeName !== undefined ) {
- gl.bindAttribLocation( program, 0, material.index0AttributeName );
- } else if ( parameters.morphTargets === true ) {
- // programs with morphTargets displace position out of attribute 0
- gl.bindAttribLocation( program, 0, 'position' );
- }
- gl.linkProgram( program );
- var programLog = gl.getProgramInfoLog( program );
- var vertexLog = gl.getShaderInfoLog( glVertexShader );
- var fragmentLog = gl.getShaderInfoLog( glFragmentShader );
- var runnable = true;
- var haveDiagnostics = true;
- // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
- // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );
- if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
- runnable = false;
- console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );
- } else if ( programLog !== '' ) {
- console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
- } else if ( vertexLog === '' || fragmentLog === '' ) {
- haveDiagnostics = false;
- }
- if ( haveDiagnostics ) {
- this.diagnostics = {
- runnable: runnable,
- material: material,
- programLog: programLog,
- vertexShader: {
- log: vertexLog,
- prefix: prefixVertex
- },
- fragmentShader: {
- log: fragmentLog,
- prefix: prefixFragment
- }
- };
- }
- // clean up
- gl.deleteShader( glVertexShader );
- gl.deleteShader( glFragmentShader );
- // set up caching for uniform locations
- var cachedUniforms;
- this.getUniforms = function() {
- if ( cachedUniforms === undefined ) {
- cachedUniforms =
- new WebGLUniforms( gl, program, renderer );
- }
- return cachedUniforms;
- };
- // set up caching for attribute locations
- var cachedAttributes;
- this.getAttributes = function() {
- if ( cachedAttributes === undefined ) {
- cachedAttributes = fetchAttributeLocations( gl, program );
- }
- return cachedAttributes;
- };
- // free resource
- this.destroy = function() {
- gl.deleteProgram( program );
- this.program = undefined;
- };
- // DEPRECATED
- Object.defineProperties( this, {
- uniforms: {
- get: function() {
- console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
- return this.getUniforms();
- }
- },
- attributes: {
- get: function() {
- console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
- return this.getAttributes();
- }
- }
- } );
- //
- this.id = programIdCount ++;
- this.code = code;
- this.usedTimes = 1;
- this.program = program;
- this.vertexShader = glVertexShader;
- this.fragmentShader = glFragmentShader;
- return this;
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function WebGLPrograms( renderer, capabilities ) {
- var programs = [];
- var shaderIDs = {
- MeshDepthMaterial: 'depth',
- MeshNormalMaterial: 'normal',
- MeshBasicMaterial: 'basic',
- MeshLambertMaterial: 'lambert',
- MeshPhongMaterial: 'phong',
- MeshToonMaterial: 'phong',
- MeshStandardMaterial: 'physical',
- MeshPhysicalMaterial: 'physical',
- LineBasicMaterial: 'basic',
- LineDashedMaterial: 'dashed',
- PointsMaterial: 'points'
- };
- var parameterNames = [
- "precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding",
- "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap",
- "roughnessMap", "metalnessMap", "gradientMap",
- "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp",
- "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
- "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
- "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
- "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
- "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
- "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking"
- ];
- function allocateBones( object ) {
- if ( capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
- return 1024;
- } else {
- // default for when object is not specified
- // ( for example when prebuilding shader to be used with multiple objects )
- //
- // - leave some extra space for other uniforms
- // - limit here is ANGLE's 254 max uniform vectors
- // (up to 54 should be safe)
- var nVertexUniforms = capabilities.maxVertexUniforms;
- var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
- var maxBones = nVertexMatrices;
- if ( object !== undefined && (object && object.isSkinnedMesh) ) {
- maxBones = Math.min( object.skeleton.bones.length, maxBones );
- if ( maxBones < object.skeleton.bones.length ) {
- console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
- }
- }
- return maxBones;
- }
- }
- function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
- var encoding;
- if ( ! map ) {
- encoding = LinearEncoding;
- } else if ( map.isTexture ) {
- encoding = map.encoding;
- } else if ( map.isWebGLRenderTarget ) {
- console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
- encoding = map.texture.encoding;
- }
- // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
- if ( encoding === LinearEncoding && gammaOverrideLinear ) {
- encoding = GammaEncoding;
- }
- return encoding;
- }
- this.getParameters = function ( material, lights, fog, nClipPlanes, nClipIntersection, object ) {
- var shaderID = shaderIDs[ material.type ];
- // heuristics to create shader parameters according to lights in the scene
- // (not to blow over maxLights budget)
- var maxBones = allocateBones( object );
- var precision = renderer.getPrecision();
- if ( material.precision !== null ) {
- precision = capabilities.getMaxPrecision( material.precision );
- if ( precision !== material.precision ) {
- console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
- }
- }
- var currentRenderTarget = renderer.getCurrentRenderTarget();
- var parameters = {
- shaderID: shaderID,
- precision: precision,
- supportsVertexTextures: capabilities.vertexTextures,
- outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
- map: !! material.map,
- mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
- envMap: !! material.envMap,
- envMapMode: material.envMap && material.envMap.mapping,
- envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
- envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
- lightMap: !! material.lightMap,
- aoMap: !! material.aoMap,
- emissiveMap: !! material.emissiveMap,
- emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
- bumpMap: !! material.bumpMap,
- normalMap: !! material.normalMap,
- displacementMap: !! material.displacementMap,
- roughnessMap: !! material.roughnessMap,
- metalnessMap: !! material.metalnessMap,
- specularMap: !! material.specularMap,
- alphaMap: !! material.alphaMap,
- gradientMap: !! material.gradientMap,
- combine: material.combine,
- vertexColors: material.vertexColors,
- fog: !! fog,
- useFog: material.fog,
- fogExp: (fog && fog.isFogExp2),
- flatShading: material.shading === FlatShading,
- sizeAttenuation: material.sizeAttenuation,
- logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
- skinning: material.skinning,
- maxBones: maxBones,
- useVertexTexture: capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture,
- morphTargets: material.morphTargets,
- morphNormals: material.morphNormals,
- maxMorphTargets: renderer.maxMorphTargets,
- maxMorphNormals: renderer.maxMorphNormals,
- numDirLights: lights.directional.length,
- numPointLights: lights.point.length,
- numSpotLights: lights.spot.length,
- numRectAreaLights: lights.rectArea.length,
- numHemiLights: lights.hemi.length,
- numClippingPlanes: nClipPlanes,
- numClipIntersection: nClipIntersection,
- shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0,
- shadowMapType: renderer.shadowMap.type,
- toneMapping: renderer.toneMapping,
- physicallyCorrectLights: renderer.physicallyCorrectLights,
- premultipliedAlpha: material.premultipliedAlpha,
- alphaTest: material.alphaTest,
- doubleSided: material.side === DoubleSide,
- flipSided: material.side === BackSide,
- depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
- };
- return parameters;
- };
- this.getProgramCode = function ( material, parameters ) {
- var array = [];
- if ( parameters.shaderID ) {
- array.push( parameters.shaderID );
- } else {
- array.push( material.fragmentShader );
- array.push( material.vertexShader );
- }
- if ( material.defines !== undefined ) {
- for ( var name in material.defines ) {
- array.push( name );
- array.push( material.defines[ name ] );
- }
- }
- for ( var i = 0; i < parameterNames.length; i ++ ) {
- array.push( parameters[ parameterNames[ i ] ] );
- }
- return array.join();
- };
- this.acquireProgram = function ( material, parameters, code ) {
- var program;
- // Check if code has been already compiled
- for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
- var programInfo = programs[ p ];
- if ( programInfo.code === code ) {
- program = programInfo;
- ++ program.usedTimes;
- break;
- }
- }
- if ( program === undefined ) {
- program = new WebGLProgram( renderer, code, material, parameters );
- programs.push( program );
- }
- return program;
- };
- this.releaseProgram = function( program ) {
- if ( -- program.usedTimes === 0 ) {
- // Remove from unordered set
- var i = programs.indexOf( program );
- programs[ i ] = programs[ programs.length - 1 ];
- programs.pop();
- // Free WebGL resources
- program.destroy();
- }
- };
- // Exposed for resource monitoring & error feedback via renderer.info:
- this.programs = programs;
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function WebGLGeometries( gl, properties, info ) {
- var geometries = {};
- function onGeometryDispose( event ) {
- var geometry = event.target;
- var buffergeometry = geometries[ geometry.id ];
- if ( buffergeometry.index !== null ) {
- deleteAttribute( buffergeometry.index );
- }
- deleteAttributes( buffergeometry.attributes );
- geometry.removeEventListener( 'dispose', onGeometryDispose );
- delete geometries[ geometry.id ];
- // TODO
- var property = properties.get( geometry );
- if ( property.wireframe ) {
- deleteAttribute( property.wireframe );
- }
- properties.delete( geometry );
- var bufferproperty = properties.get( buffergeometry );
- if ( bufferproperty.wireframe ) {
- deleteAttribute( bufferproperty.wireframe );
- }
- properties.delete( buffergeometry );
- //
- info.memory.geometries --;
- }
- function getAttributeBuffer( attribute ) {
- if ( attribute.isInterleavedBufferAttribute ) {
- return properties.get( attribute.data ).__webglBuffer;
- }
- return properties.get( attribute ).__webglBuffer;
- }
- function deleteAttribute( attribute ) {
- var buffer = getAttributeBuffer( attribute );
- if ( buffer !== undefined ) {
- gl.deleteBuffer( buffer );
- removeAttributeBuffer( attribute );
- }
- }
- function deleteAttributes( attributes ) {
- for ( var name in attributes ) {
- deleteAttribute( attributes[ name ] );
- }
- }
- function removeAttributeBuffer( attribute ) {
- if ( attribute.isInterleavedBufferAttribute ) {
- properties.delete( attribute.data );
- } else {
- properties.delete( attribute );
- }
- }
- return {
- get: function ( object ) {
- var geometry = object.geometry;
- if ( geometries[ geometry.id ] !== undefined ) {
- return geometries[ geometry.id ];
- }
- geometry.addEventListener( 'dispose', onGeometryDispose );
- var buffergeometry;
- if ( geometry.isBufferGeometry ) {
- buffergeometry = geometry;
- } else if ( geometry.isGeometry ) {
- if ( geometry._bufferGeometry === undefined ) {
- geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
- }
- buffergeometry = geometry._bufferGeometry;
- }
- geometries[ geometry.id ] = buffergeometry;
- info.memory.geometries ++;
- return buffergeometry;
- }
- };
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function WebGLObjects( gl, properties, info ) {
- var geometries = new WebGLGeometries( gl, properties, info );
- //
- function update( object ) {
- // TODO: Avoid updating twice (when using shadowMap). Maybe add frame counter.
- var geometry = geometries.get( object );
- if ( object.geometry.isGeometry ) {
- geometry.updateFromObject( object );
- }
- var index = geometry.index;
- var attributes = geometry.attributes;
- if ( index !== null ) {
- updateAttribute( index, gl.ELEMENT_ARRAY_BUFFER );
- }
- for ( var name in attributes ) {
- updateAttribute( attributes[ name ], gl.ARRAY_BUFFER );
- }
- // morph targets
- var morphAttributes = geometry.morphAttributes;
- for ( var name in morphAttributes ) {
- var array = morphAttributes[ name ];
- for ( var i = 0, l = array.length; i < l; i ++ ) {
- updateAttribute( array[ i ], gl.ARRAY_BUFFER );
- }
- }
- return geometry;
- }
- function updateAttribute( attribute, bufferType ) {
- var data = ( attribute.isInterleavedBufferAttribute ) ? attribute.data : attribute;
- var attributeProperties = properties.get( data );
- if ( attributeProperties.__webglBuffer === undefined ) {
- createBuffer( attributeProperties, data, bufferType );
- } else if ( attributeProperties.version !== data.version ) {
- updateBuffer( attributeProperties, data, bufferType );
- }
- }
- function createBuffer( attributeProperties, data, bufferType ) {
- attributeProperties.__webglBuffer = gl.createBuffer();
- gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );
- var usage = data.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW;
- gl.bufferData( bufferType, data.array, usage );
- var type = gl.FLOAT;
- var array = data.array;
- if ( array instanceof Float32Array ) {
- type = gl.FLOAT;
- } else if ( array instanceof Float64Array ) {
- console.warn( "Unsupported data buffer format: Float64Array" );
- } else if ( array instanceof Uint16Array ) {
- type = gl.UNSIGNED_SHORT;
- } else if ( array instanceof Int16Array ) {
- type = gl.SHORT;
- } else if ( array instanceof Uint32Array ) {
- type = gl.UNSIGNED_INT;
- } else if ( array instanceof Int32Array ) {
- type = gl.INT;
- } else if ( array instanceof Int8Array ) {
- type = gl.BYTE;
- } else if ( array instanceof Uint8Array ) {
- type = gl.UNSIGNED_BYTE;
- }
- attributeProperties.bytesPerElement = array.BYTES_PER_ELEMENT;
- attributeProperties.type = type;
- attributeProperties.version = data.version;
- data.onUploadCallback();
- }
- function updateBuffer( attributeProperties, data, bufferType ) {
- gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );
- if ( data.dynamic === false ) {
- gl.bufferData( bufferType, data.array, gl.STATIC_DRAW );
- } else if ( data.updateRange.count === - 1 ) {
- // Not using update ranges
- gl.bufferSubData( bufferType, 0, data.array );
- } else if ( data.updateRange.count === 0 ) {
- console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );
- } else {
- gl.bufferSubData( bufferType, data.updateRange.offset * data.array.BYTES_PER_ELEMENT,
- data.array.subarray( data.updateRange.offset, data.updateRange.offset + data.updateRange.count ) );
- data.updateRange.count = 0; // reset range
- }
- attributeProperties.version = data.version;
- }
- function getAttributeBuffer( attribute ) {
- if ( attribute.isInterleavedBufferAttribute ) {
- return properties.get( attribute.data ).__webglBuffer;
- }
- return properties.get( attribute ).__webglBuffer;
- }
- function getAttributeProperties( attribute ) {
- if ( attribute.isInterleavedBufferAttribute ) {
- return properties.get( attribute.data );
- }
- return properties.get( attribute );
- }
- function getWireframeAttribute( geometry ) {
- var property = properties.get( geometry );
- if ( property.wireframe !== undefined ) {
- return property.wireframe;
- }
- var indices = [];
- var index = geometry.index;
- var attributes = geometry.attributes;
- // console.time( 'wireframe' );
- if ( index !== null ) {
- var array = index.array;
- for ( var i = 0, l = array.length; i < l; i += 3 ) {
- var a = array[ i + 0 ];
- var b = array[ i + 1 ];
- var c = array[ i + 2 ];
- indices.push( a, b, b, c, c, a );
- }
- } else {
- var array = attributes.position.array;
- for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
- var a = i + 0;
- var b = i + 1;
- var c = i + 2;
- indices.push( a, b, b, c, c, a );
- }
- }
- // console.timeEnd( 'wireframe' );
- var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
- updateAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
- property.wireframe = attribute;
- return attribute;
- }
- return {
- getAttributeBuffer: getAttributeBuffer,
- getAttributeProperties: getAttributeProperties,
- getWireframeAttribute: getWireframeAttribute,
- update: update
- };
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, info ) {
- var _infoMemory = info.memory;
- var _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext );
- //
- function clampToMaxSize( image, maxSize ) {
- if ( image.width > maxSize || image.height > maxSize ) {
- // Warning: Scaling through the canvas will only work with images that use
- // premultiplied alpha.
- var scale = maxSize / Math.max( image.width, image.height );
- var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
- canvas.width = Math.floor( image.width * scale );
- canvas.height = Math.floor( image.height * scale );
- var context = canvas.getContext( '2d' );
- context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
- console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
- return canvas;
- }
- return image;
- }
- function isPowerOfTwo( image ) {
- return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
- }
- function makePowerOfTwo( image ) {
- if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) {
- var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
- canvas.width = _Math.nearestPowerOfTwo( image.width );
- canvas.height = _Math.nearestPowerOfTwo( image.height );
- var context = canvas.getContext( '2d' );
- context.drawImage( image, 0, 0, canvas.width, canvas.height );
- console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
- return canvas;
- }
- return image;
- }
- function textureNeedsPowerOfTwo( texture ) {
- return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
- ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
- }
- // Fallback filters for non-power-of-2 textures
- function filterFallback( f ) {
- if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) {
- return _gl.NEAREST;
- }
- return _gl.LINEAR;
- }
- //
- function onTextureDispose( event ) {
- var texture = event.target;
- texture.removeEventListener( 'dispose', onTextureDispose );
- deallocateTexture( texture );
- _infoMemory.textures --;
- }
- function onRenderTargetDispose( event ) {
- var renderTarget = event.target;
- renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
- deallocateRenderTarget( renderTarget );
- _infoMemory.textures --;
- }
- //
- function deallocateTexture( texture ) {
- var textureProperties = properties.get( texture );
- if ( texture.image && textureProperties.__image__webglTextureCube ) {
- // cube texture
- _gl.deleteTexture( textureProperties.__image__webglTextureCube );
- } else {
- // 2D texture
- if ( textureProperties.__webglInit === undefined ) return;
- _gl.deleteTexture( textureProperties.__webglTexture );
- }
- // remove all webgl properties
- properties.delete( texture );
- }
- function deallocateRenderTarget( renderTarget ) {
- var renderTargetProperties = properties.get( renderTarget );
- var textureProperties = properties.get( renderTarget.texture );
- if ( ! renderTarget ) return;
- if ( textureProperties.__webglTexture !== undefined ) {
- _gl.deleteTexture( textureProperties.__webglTexture );
- }
- if ( renderTarget.depthTexture ) {
- renderTarget.depthTexture.dispose();
- }
- if ( renderTarget.isWebGLRenderTargetCube ) {
- for ( var i = 0; i < 6; i ++ ) {
- _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
- if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
- }
- } else {
- _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
- if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
- }
- properties.delete( renderTarget.texture );
- properties.delete( renderTarget );
- }
- //
- function setTexture2D( texture, slot ) {
- var textureProperties = properties.get( texture );
- if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
- var image = texture.image;
- if ( image === undefined ) {
- console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
- } else if ( image.complete === false ) {
- console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
- } else {
- uploadTexture( textureProperties, texture, slot );
- return;
- }
- }
- state.activeTexture( _gl.TEXTURE0 + slot );
- state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
- }
- function setTextureCube( texture, slot ) {
- var textureProperties = properties.get( texture );
- if ( texture.image.length === 6 ) {
- if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
- if ( ! textureProperties.__image__webglTextureCube ) {
- texture.addEventListener( 'dispose', onTextureDispose );
- textureProperties.__image__webglTextureCube = _gl.createTexture();
- _infoMemory.textures ++;
- }
- state.activeTexture( _gl.TEXTURE0 + slot );
- state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
- _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
- var isCompressed = ( texture && texture.isCompressedTexture );
- var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
- var cubeImage = [];
- for ( var i = 0; i < 6; i ++ ) {
- if ( ! isCompressed && ! isDataTexture ) {
- cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
- } else {
- cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
- }
- }
- var image = cubeImage[ 0 ],
- isPowerOfTwoImage = isPowerOfTwo( image ),
- glFormat = paramThreeToGL( texture.format ),
- glType = paramThreeToGL( texture.type );
- setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage );
- for ( var i = 0; i < 6; i ++ ) {
- if ( ! isCompressed ) {
- if ( isDataTexture ) {
- state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
- } else {
- state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
- }
- } else {
- var mipmap, mipmaps = cubeImage[ i ].mipmaps;
- for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
- mipmap = mipmaps[ j ];
- if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
- if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
- state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
- } else {
- console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()" );
- }
- } else {
- state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
- }
- }
- }
- }
- if ( texture.generateMipmaps && isPowerOfTwoImage ) {
- _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
- }
- textureProperties.__version = texture.version;
- if ( texture.onUpdate ) texture.onUpdate( texture );
- } else {
- state.activeTexture( _gl.TEXTURE0 + slot );
- state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
- }
- }
- }
- function setTextureCubeDynamic( texture, slot ) {
- state.activeTexture( _gl.TEXTURE0 + slot );
- state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
- }
- function setTextureParameters( textureType, texture, isPowerOfTwoImage ) {
- var extension;
- if ( isPowerOfTwoImage ) {
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
- } else {
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
- if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
- console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture );
- }
- _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
- if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
- console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture );
- }
- }
- extension = extensions.get( 'EXT_texture_filter_anisotropic' );
- if ( extension ) {
- if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
- if ( texture.type === HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;
- if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
- _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
- properties.get( texture ).__currentAnisotropy = texture.anisotropy;
- }
- }
- }
- function uploadTexture( textureProperties, texture, slot ) {
- if ( textureProperties.__webglInit === undefined ) {
- textureProperties.__webglInit = true;
- texture.addEventListener( 'dispose', onTextureDispose );
- textureProperties.__webglTexture = _gl.createTexture();
- _infoMemory.textures ++;
- }
- state.activeTexture( _gl.TEXTURE0 + slot );
- state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
- _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
- _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
- _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
- var image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
- if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) {
- image = makePowerOfTwo( image );
- }
- var isPowerOfTwoImage = isPowerOfTwo( image ),
- glFormat = paramThreeToGL( texture.format ),
- glType = paramThreeToGL( texture.type );
- setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage );
- var mipmap, mipmaps = texture.mipmaps;
- if ( texture.isDepthTexture ) {
- // populate depth texture with dummy data
- var internalFormat = _gl.DEPTH_COMPONENT;
- if ( texture.type === FloatType ) {
- if ( !_isWebGL2 ) throw new Error('Float Depth Texture only supported in WebGL2.0');
- internalFormat = _gl.DEPTH_COMPONENT32F;
- } else if ( _isWebGL2 ) {
- // WebGL 2.0 requires signed internalformat for glTexImage2D
- internalFormat = _gl.DEPTH_COMPONENT16;
- }
- if ( texture.format === DepthFormat && internalFormat === _gl.DEPTH_COMPONENT ) {
- // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
- // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
- // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
- if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
- console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
- texture.type = UnsignedShortType;
- glType = paramThreeToGL( texture.type );
- }
- }
- // Depth stencil textures need the DEPTH_STENCIL internal format
- // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
- if ( texture.format === DepthStencilFormat ) {
- internalFormat = _gl.DEPTH_STENCIL;
- // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
- // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
- // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
- if ( texture.type !== UnsignedInt248Type ) {
- console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
- texture.type = UnsignedInt248Type;
- glType = paramThreeToGL( texture.type );
- }
- }
- state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null );
- } else if ( texture.isDataTexture ) {
- // use manually created mipmaps if available
- // if there are no manual mipmaps
- // set 0 level mipmap and then use GL to generate other mipmap levels
- if ( mipmaps.length > 0 && isPowerOfTwoImage ) {
- for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
- mipmap = mipmaps[ i ];
- state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
- }
- texture.generateMipmaps = false;
- } else {
- state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
- }
- } else if ( texture.isCompressedTexture ) {
- for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
- mipmap = mipmaps[ i ];
- if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
- if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
- state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
- } else {
- console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
- }
- } else {
- state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
- }
- }
- } else {
- // regular Texture (image, video, canvas)
- // use manually created mipmaps if available
- // if there are no manual mipmaps
- // set 0 level mipmap and then use GL to generate other mipmap levels
- if ( mipmaps.length > 0 && isPowerOfTwoImage ) {
- for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
- mipmap = mipmaps[ i ];
- state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
- }
- texture.generateMipmaps = false;
- } else {
- state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image );
- }
- }
- if ( texture.generateMipmaps && isPowerOfTwoImage ) _gl.generateMipmap( _gl.TEXTURE_2D );
- textureProperties.__version = texture.version;
- if ( texture.onUpdate ) texture.onUpdate( texture );
- }
- // Render targets
- // Setup storage for target texture and bind it to correct framebuffer
- function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
- var glFormat = paramThreeToGL( renderTarget.texture.format );
- var glType = paramThreeToGL( renderTarget.texture.type );
- state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
- }
- // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
- function setupRenderBufferStorage( renderbuffer, renderTarget ) {
- _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
- if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
- } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
- } else {
- // FIXME: We don't support !depth !stencil
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
- }
- _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
- }
- // Setup resources for a Depth Texture for a FBO (needs an extension)
- function setupDepthTexture( framebuffer, renderTarget ) {
- var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
- if ( isCube ) throw new Error('Depth Texture with cube render targets is not supported!');
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- if ( !( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
- throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture');
- }
- // upload an empty depth texture with framebuffer size
- if ( !properties.get( renderTarget.depthTexture ).__webglTexture ||
- renderTarget.depthTexture.image.width !== renderTarget.width ||
- renderTarget.depthTexture.image.height !== renderTarget.height ) {
- renderTarget.depthTexture.image.width = renderTarget.width;
- renderTarget.depthTexture.image.height = renderTarget.height;
- renderTarget.depthTexture.needsUpdate = true;
- }
- setTexture2D( renderTarget.depthTexture, 0 );
- var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
- if ( renderTarget.depthTexture.format === DepthFormat ) {
- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
- } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
- } else {
- throw new Error('Unknown depthTexture format')
- }
- }
- // Setup GL resources for a non-texture depth buffer
- function setupDepthRenderbuffer( renderTarget ) {
- var renderTargetProperties = properties.get( renderTarget );
- var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
- if ( renderTarget.depthTexture ) {
- if ( isCube ) throw new Error('target.depthTexture not supported in Cube render targets');
- setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
- } else {
- if ( isCube ) {
- renderTargetProperties.__webglDepthbuffer = [];
- for ( var i = 0; i < 6; i ++ ) {
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
- renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
- setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
- }
- } else {
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
- renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
- setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
- }
- }
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
- }
- // Set up GL resources for the render target
- function setupRenderTarget( renderTarget ) {
- var renderTargetProperties = properties.get( renderTarget );
- var textureProperties = properties.get( renderTarget.texture );
- renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
- textureProperties.__webglTexture = _gl.createTexture();
- _infoMemory.textures ++;
- var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
- var isTargetPowerOfTwo = isPowerOfTwo( renderTarget );
- // Setup framebuffer
- if ( isCube ) {
- renderTargetProperties.__webglFramebuffer = [];
- for ( var i = 0; i < 6; i ++ ) {
- renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
- }
- } else {
- renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
- }
- // Setup color buffer
- if ( isCube ) {
- state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
- setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );
- for ( var i = 0; i < 6; i ++ ) {
- setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
- }
- if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
- state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
- } else {
- state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
- setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
- setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );
- if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
- state.bindTexture( _gl.TEXTURE_2D, null );
- }
- // Setup depth and stencil buffers
- if ( renderTarget.depthBuffer ) {
- setupDepthRenderbuffer( renderTarget );
- }
- }
- function updateRenderTargetMipmap( renderTarget ) {
- var texture = renderTarget.texture;
- if ( texture.generateMipmaps && isPowerOfTwo( renderTarget ) &&
- texture.minFilter !== NearestFilter &&
- texture.minFilter !== LinearFilter ) {
- var target = (renderTarget && renderTarget.isWebGLRenderTargetCube) ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
- var webglTexture = properties.get( texture ).__webglTexture;
- state.bindTexture( target, webglTexture );
- _gl.generateMipmap( target );
- state.bindTexture( target, null );
- }
- }
- this.setTexture2D = setTexture2D;
- this.setTextureCube = setTextureCube;
- this.setTextureCubeDynamic = setTextureCubeDynamic;
- this.setupRenderTarget = setupRenderTarget;
- this.updateRenderTargetMipmap = updateRenderTargetMipmap;
- }
- /**
- * @author fordacious / fordacious.github.io
- */
- function WebGLProperties() {
- var properties = {};
- return {
- get: function ( object ) {
- var uuid = object.uuid;
- var map = properties[ uuid ];
- if ( map === undefined ) {
- map = {};
- properties[ uuid ] = map;
- }
- return map;
- },
- delete: function ( object ) {
- delete properties[ object.uuid ];
- },
- clear: function () {
- properties = {};
- }
- };
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function WebGLState( gl, extensions, paramThreeToGL ) {
- function ColorBuffer() {
- var locked = false;
- var color = new Vector4();
- var currentColorMask = null;
- var currentColorClear = new Vector4();
- return {
- setMask: function ( colorMask ) {
- if ( currentColorMask !== colorMask && ! locked ) {
- gl.colorMask( colorMask, colorMask, colorMask, colorMask );
- currentColorMask = colorMask;
- }
- },
- setLocked: function ( lock ) {
- locked = lock;
- },
- setClear: function ( r, g, b, a, premultipliedAlpha ) {
- if ( premultipliedAlpha === true ) {
- r *= a; g *= a; b *= a;
- }
- color.set( r, g, b, a );
- if ( currentColorClear.equals( color ) === false ) {
- gl.clearColor( r, g, b, a );
- currentColorClear.copy( color );
- }
- },
- reset: function () {
- locked = false;
- currentColorMask = null;
- currentColorClear.set( 0, 0, 0, 1 );
- }
- };
- }
- function DepthBuffer() {
- var locked = false;
- var currentDepthMask = null;
- var currentDepthFunc = null;
- var currentDepthClear = null;
- return {
- setTest: function ( depthTest ) {
- if ( depthTest ) {
- enable( gl.DEPTH_TEST );
- } else {
- disable( gl.DEPTH_TEST );
- }
- },
- setMask: function ( depthMask ) {
- if ( currentDepthMask !== depthMask && ! locked ) {
- gl.depthMask( depthMask );
- currentDepthMask = depthMask;
- }
- },
- setFunc: function ( depthFunc ) {
- if ( currentDepthFunc !== depthFunc ) {
- if ( depthFunc ) {
- switch ( depthFunc ) {
- case NeverDepth:
- gl.depthFunc( gl.NEVER );
- break;
- case AlwaysDepth:
- gl.depthFunc( gl.ALWAYS );
- break;
- case LessDepth:
- gl.depthFunc( gl.LESS );
- break;
- case LessEqualDepth:
- gl.depthFunc( gl.LEQUAL );
- break;
- case EqualDepth:
- gl.depthFunc( gl.EQUAL );
- break;
- case GreaterEqualDepth:
- gl.depthFunc( gl.GEQUAL );
- break;
- case GreaterDepth:
- gl.depthFunc( gl.GREATER );
- break;
- case NotEqualDepth:
- gl.depthFunc( gl.NOTEQUAL );
- break;
- default:
- gl.depthFunc( gl.LEQUAL );
- }
- } else {
- gl.depthFunc( gl.LEQUAL );
- }
- currentDepthFunc = depthFunc;
- }
- },
- setLocked: function ( lock ) {
- locked = lock;
- },
- setClear: function ( depth ) {
- if ( currentDepthClear !== depth ) {
- gl.clearDepth( depth );
- currentDepthClear = depth;
- }
- },
- reset: function () {
- locked = false;
- currentDepthMask = null;
- currentDepthFunc = null;
- currentDepthClear = null;
- }
- };
- }
- function StencilBuffer() {
- var locked = false;
- var currentStencilMask = null;
- var currentStencilFunc = null;
- var currentStencilRef = null;
- var currentStencilFuncMask = null;
- var currentStencilFail = null;
- var currentStencilZFail = null;
- var currentStencilZPass = null;
- var currentStencilClear = null;
- return {
- setTest: function ( stencilTest ) {
- if ( stencilTest ) {
- enable( gl.STENCIL_TEST );
- } else {
- disable( gl.STENCIL_TEST );
- }
- },
- setMask: function ( stencilMask ) {
- if ( currentStencilMask !== stencilMask && ! locked ) {
- gl.stencilMask( stencilMask );
- currentStencilMask = stencilMask;
- }
- },
- setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
- if ( currentStencilFunc !== stencilFunc ||
- currentStencilRef !== stencilRef ||
- currentStencilFuncMask !== stencilMask ) {
- gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
- currentStencilFunc = stencilFunc;
- currentStencilRef = stencilRef;
- currentStencilFuncMask = stencilMask;
- }
- },
- setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
- if ( currentStencilFail !== stencilFail ||
- currentStencilZFail !== stencilZFail ||
- currentStencilZPass !== stencilZPass ) {
- gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
- currentStencilFail = stencilFail;
- currentStencilZFail = stencilZFail;
- currentStencilZPass = stencilZPass;
- }
- },
- setLocked: function ( lock ) {
- locked = lock;
- },
- setClear: function ( stencil ) {
- if ( currentStencilClear !== stencil ) {
- gl.clearStencil( stencil );
- currentStencilClear = stencil;
- }
- },
- reset: function () {
- locked = false;
- currentStencilMask = null;
- currentStencilFunc = null;
- currentStencilRef = null;
- currentStencilFuncMask = null;
- currentStencilFail = null;
- currentStencilZFail = null;
- currentStencilZPass = null;
- currentStencilClear = null;
- }
- };
- }
- //
- var colorBuffer = new ColorBuffer();
- var depthBuffer = new DepthBuffer();
- var stencilBuffer = new StencilBuffer();
- var maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
- var newAttributes = new Uint8Array( maxVertexAttributes );
- var enabledAttributes = new Uint8Array( maxVertexAttributes );
- var attributeDivisors = new Uint8Array( maxVertexAttributes );
- var capabilities = {};
- var compressedTextureFormats = null;
- var currentBlending = null;
- var currentBlendEquation = null;
- var currentBlendSrc = null;
- var currentBlendDst = null;
- var currentBlendEquationAlpha = null;
- var currentBlendSrcAlpha = null;
- var currentBlendDstAlpha = null;
- var currentPremultipledAlpha = false;
- var currentFlipSided = null;
- var currentCullFace = null;
- var currentLineWidth = null;
- var currentPolygonOffsetFactor = null;
- var currentPolygonOffsetUnits = null;
- var currentScissorTest = null;
- var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
- var version = parseFloat( /^WebGL\ ([0-9])/.exec( gl.getParameter( gl.VERSION ) )[ 1 ] );
- var lineWidthAvailable = parseFloat( version ) >= 1.0;
- var currentTextureSlot = null;
- var currentBoundTextures = {};
- var currentScissor = new Vector4();
- var currentViewport = new Vector4();
- function createTexture( type, target, count ) {
- var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
- var texture = gl.createTexture();
- gl.bindTexture( type, texture );
- gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
- gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
- for ( var i = 0; i < count; i ++ ) {
- gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );
- }
- return texture;
- }
- var emptyTextures = {};
- emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 );
- emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 );
- //
- function init() {
- colorBuffer.setClear( 0, 0, 0, 1 );
- depthBuffer.setClear( 1 );
- stencilBuffer.setClear( 0 );
- enable( gl.DEPTH_TEST );
- setDepthFunc( LessEqualDepth );
- setFlipSided( false );
- setCullFace( CullFaceBack );
- enable( gl.CULL_FACE );
- enable( gl.BLEND );
- setBlending( NormalBlending );
- }
- function initAttributes() {
- for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
- newAttributes[ i ] = 0;
- }
- }
- function enableAttribute( attribute ) {
- newAttributes[ attribute ] = 1;
- if ( enabledAttributes[ attribute ] === 0 ) {
- gl.enableVertexAttribArray( attribute );
- enabledAttributes[ attribute ] = 1;
- }
- if ( attributeDivisors[ attribute ] !== 0 ) {
- var extension = extensions.get( 'ANGLE_instanced_arrays' );
- extension.vertexAttribDivisorANGLE( attribute, 0 );
- attributeDivisors[ attribute ] = 0;
- }
- }
- function enableAttributeAndDivisor( attribute, meshPerAttribute, extension ) {
- newAttributes[ attribute ] = 1;
- if ( enabledAttributes[ attribute ] === 0 ) {
- gl.enableVertexAttribArray( attribute );
- enabledAttributes[ attribute ] = 1;
- }
- if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
- extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute );
- attributeDivisors[ attribute ] = meshPerAttribute;
- }
- }
- function disableUnusedAttributes() {
- for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
- if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
- gl.disableVertexAttribArray( i );
- enabledAttributes[ i ] = 0;
- }
- }
- }
- function enable( id ) {
- if ( capabilities[ id ] !== true ) {
- gl.enable( id );
- capabilities[ id ] = true;
- }
- }
- function disable( id ) {
- if ( capabilities[ id ] !== false ) {
- gl.disable( id );
- capabilities[ id ] = false;
- }
- }
- function getCompressedTextureFormats() {
- if ( compressedTextureFormats === null ) {
- compressedTextureFormats = [];
- if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
- extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
- extensions.get( 'WEBGL_compressed_texture_etc1' ) ) {
- var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS );
- for ( var i = 0; i < formats.length; i ++ ) {
- compressedTextureFormats.push( formats[ i ] );
- }
- }
- }
- return compressedTextureFormats;
- }
- function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
- if ( blending !== NoBlending ) {
- enable( gl.BLEND );
- } else {
- disable( gl.BLEND );
- }
- if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
- if ( blending === AdditiveBlending ) {
- if ( premultipliedAlpha ) {
- gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
- gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE );
- } else {
- gl.blendEquation( gl.FUNC_ADD );
- gl.blendFunc( gl.SRC_ALPHA, gl.ONE );
- }
- } else if ( blending === SubtractiveBlending ) {
- if ( premultipliedAlpha ) {
- gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
- gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA );
- } else {
- gl.blendEquation( gl.FUNC_ADD );
- gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR );
- }
- } else if ( blending === MultiplyBlending ) {
- if ( premultipliedAlpha ) {
- gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
- gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );
- } else {
- gl.blendEquation( gl.FUNC_ADD );
- gl.blendFunc( gl.ZERO, gl.SRC_COLOR );
- }
- } else {
- if ( premultipliedAlpha ) {
- gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
- gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
- } else {
- gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
- gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
- }
- }
- currentBlending = blending;
- currentPremultipledAlpha = premultipliedAlpha;
- }
- if ( blending === CustomBlending ) {
- blendEquationAlpha = blendEquationAlpha || blendEquation;
- blendSrcAlpha = blendSrcAlpha || blendSrc;
- blendDstAlpha = blendDstAlpha || blendDst;
- if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
- gl.blendEquationSeparate( paramThreeToGL( blendEquation ), paramThreeToGL( blendEquationAlpha ) );
- currentBlendEquation = blendEquation;
- currentBlendEquationAlpha = blendEquationAlpha;
- }
- if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
- gl.blendFuncSeparate( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ), paramThreeToGL( blendSrcAlpha ), paramThreeToGL( blendDstAlpha ) );
- currentBlendSrc = blendSrc;
- currentBlendDst = blendDst;
- currentBlendSrcAlpha = blendSrcAlpha;
- currentBlendDstAlpha = blendDstAlpha;
- }
- } else {
- currentBlendEquation = null;
- currentBlendSrc = null;
- currentBlendDst = null;
- currentBlendEquationAlpha = null;
- currentBlendSrcAlpha = null;
- currentBlendDstAlpha = null;
- }
- }
- // TODO Deprecate
- function setColorWrite( colorWrite ) {
- colorBuffer.setMask( colorWrite );
- }
- function setDepthTest( depthTest ) {
- depthBuffer.setTest( depthTest );
- }
- function setDepthWrite( depthWrite ) {
- depthBuffer.setMask( depthWrite );
- }
- function setDepthFunc( depthFunc ) {
- depthBuffer.setFunc( depthFunc );
- }
- function setStencilTest( stencilTest ) {
- stencilBuffer.setTest( stencilTest );
- }
- function setStencilWrite( stencilWrite ) {
- stencilBuffer.setMask( stencilWrite );
- }
- function setStencilFunc( stencilFunc, stencilRef, stencilMask ) {
- stencilBuffer.setFunc( stencilFunc, stencilRef, stencilMask );
- }
- function setStencilOp( stencilFail, stencilZFail, stencilZPass ) {
- stencilBuffer.setOp( stencilFail, stencilZFail, stencilZPass );
- }
- //
- function setFlipSided( flipSided ) {
- if ( currentFlipSided !== flipSided ) {
- if ( flipSided ) {
- gl.frontFace( gl.CW );
- } else {
- gl.frontFace( gl.CCW );
- }
- currentFlipSided = flipSided;
- }
- }
- function setCullFace( cullFace ) {
- if ( cullFace !== CullFaceNone ) {
- enable( gl.CULL_FACE );
- if ( cullFace !== currentCullFace ) {
- if ( cullFace === CullFaceBack ) {
- gl.cullFace( gl.BACK );
- } else if ( cullFace === CullFaceFront ) {
- gl.cullFace( gl.FRONT );
- } else {
- gl.cullFace( gl.FRONT_AND_BACK );
- }
- }
- } else {
- disable( gl.CULL_FACE );
- }
- currentCullFace = cullFace;
- }
- function setLineWidth( width ) {
- if ( width !== currentLineWidth ) {
- if ( lineWidthAvailable ) gl.lineWidth( width );
- currentLineWidth = width;
- }
- }
- function setPolygonOffset( polygonOffset, factor, units ) {
- if ( polygonOffset ) {
- enable( gl.POLYGON_OFFSET_FILL );
- if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
- gl.polygonOffset( factor, units );
- currentPolygonOffsetFactor = factor;
- currentPolygonOffsetUnits = units;
- }
- } else {
- disable( gl.POLYGON_OFFSET_FILL );
- }
- }
- function getScissorTest() {
- return currentScissorTest;
- }
- function setScissorTest( scissorTest ) {
- currentScissorTest = scissorTest;
- if ( scissorTest ) {
- enable( gl.SCISSOR_TEST );
- } else {
- disable( gl.SCISSOR_TEST );
- }
- }
- // texture
- function activeTexture( webglSlot ) {
- if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;
- if ( currentTextureSlot !== webglSlot ) {
- gl.activeTexture( webglSlot );
- currentTextureSlot = webglSlot;
- }
- }
- function bindTexture( webglType, webglTexture ) {
- if ( currentTextureSlot === null ) {
- activeTexture();
- }
- var boundTexture = currentBoundTextures[ currentTextureSlot ];
- if ( boundTexture === undefined ) {
- boundTexture = { type: undefined, texture: undefined };
- currentBoundTextures[ currentTextureSlot ] = boundTexture;
- }
- if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
- gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
- boundTexture.type = webglType;
- boundTexture.texture = webglTexture;
- }
- }
- function compressedTexImage2D() {
- try {
- gl.compressedTexImage2D.apply( gl, arguments );
- } catch ( error ) {
- console.error( error );
- }
- }
- function texImage2D() {
- try {
- gl.texImage2D.apply( gl, arguments );
- } catch ( error ) {
- console.error( error );
- }
- }
- //
- function scissor( scissor ) {
- if ( currentScissor.equals( scissor ) === false ) {
- gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
- currentScissor.copy( scissor );
- }
- }
- function viewport( viewport ) {
- if ( currentViewport.equals( viewport ) === false ) {
- gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
- currentViewport.copy( viewport );
- }
- }
- //
- function reset() {
- for ( var i = 0; i < enabledAttributes.length; i ++ ) {
- if ( enabledAttributes[ i ] === 1 ) {
- gl.disableVertexAttribArray( i );
- enabledAttributes[ i ] = 0;
- }
- }
- capabilities = {};
- compressedTextureFormats = null;
- currentTextureSlot = null;
- currentBoundTextures = {};
- currentBlending = null;
- currentFlipSided = null;
- currentCullFace = null;
- colorBuffer.reset();
- depthBuffer.reset();
- stencilBuffer.reset();
- }
- return {
- buffers: {
- color: colorBuffer,
- depth: depthBuffer,
- stencil: stencilBuffer
- },
- init: init,
- initAttributes: initAttributes,
- enableAttribute: enableAttribute,
- enableAttributeAndDivisor: enableAttributeAndDivisor,
- disableUnusedAttributes: disableUnusedAttributes,
- enable: enable,
- disable: disable,
- getCompressedTextureFormats: getCompressedTextureFormats,
- setBlending: setBlending,
- setColorWrite: setColorWrite,
- setDepthTest: setDepthTest,
- setDepthWrite: setDepthWrite,
- setDepthFunc: setDepthFunc,
- setStencilTest: setStencilTest,
- setStencilWrite: setStencilWrite,
- setStencilFunc: setStencilFunc,
- setStencilOp: setStencilOp,
- setFlipSided: setFlipSided,
- setCullFace: setCullFace,
- setLineWidth: setLineWidth,
- setPolygonOffset: setPolygonOffset,
- getScissorTest: getScissorTest,
- setScissorTest: setScissorTest,
- activeTexture: activeTexture,
- bindTexture: bindTexture,
- compressedTexImage2D: compressedTexImage2D,
- texImage2D: texImage2D,
- scissor: scissor,
- viewport: viewport,
- reset: reset
- };
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function WebGLCapabilities( gl, extensions, parameters ) {
- var maxAnisotropy;
- function getMaxAnisotropy() {
- if ( maxAnisotropy !== undefined ) return maxAnisotropy;
- var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
- if ( extension !== null ) {
- maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
- } else {
- maxAnisotropy = 0;
- }
- return maxAnisotropy;
- }
- function getMaxPrecision( precision ) {
- if ( precision === 'highp' ) {
- if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&
- gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {
- return 'highp';
- }
- precision = 'mediump';
- }
- if ( precision === 'mediump' ) {
- if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&
- gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {
- return 'mediump';
- }
- }
- return 'lowp';
- }
- var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
- var maxPrecision = getMaxPrecision( precision );
- if ( maxPrecision !== precision ) {
- console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
- precision = maxPrecision;
- }
- var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true && !! extensions.get( 'EXT_frag_depth' );
- var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
- var maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
- var maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE );
- var maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE );
- var maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
- var maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );
- var maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS );
- var maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS );
- var vertexTextures = maxVertexTextures > 0;
- var floatFragmentTextures = !! extensions.get( 'OES_texture_float' );
- var floatVertexTextures = vertexTextures && floatFragmentTextures;
- return {
- getMaxAnisotropy: getMaxAnisotropy,
- getMaxPrecision: getMaxPrecision,
- precision: precision,
- logarithmicDepthBuffer: logarithmicDepthBuffer,
- maxTextures: maxTextures,
- maxVertexTextures: maxVertexTextures,
- maxTextureSize: maxTextureSize,
- maxCubemapSize: maxCubemapSize,
- maxAttributes: maxAttributes,
- maxVertexUniforms: maxVertexUniforms,
- maxVaryings: maxVaryings,
- maxFragmentUniforms: maxFragmentUniforms,
- vertexTextures: vertexTextures,
- floatFragmentTextures: floatFragmentTextures,
- floatVertexTextures: floatVertexTextures
- };
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function WebGLExtensions( gl ) {
- var extensions = {};
- return {
- get: function ( name ) {
- if ( extensions[ name ] !== undefined ) {
- return extensions[ name ];
- }
- var extension;
- switch ( name ) {
- case 'WEBGL_depth_texture':
- extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
- break;
- case 'EXT_texture_filter_anisotropic':
- extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
- break;
- case 'WEBGL_compressed_texture_s3tc':
- extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
- break;
- case 'WEBGL_compressed_texture_pvrtc':
- extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
- break;
- case 'WEBGL_compressed_texture_etc1':
- extension = gl.getExtension( 'WEBGL_compressed_texture_etc1' );
- break;
- default:
- extension = gl.getExtension( name );
- }
- if ( extension === null ) {
- console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
- }
- extensions[ name ] = extension;
- return extension;
- }
- };
- }
- /**
- * @author tschw
- */
- function WebGLClipping() {
- var scope = this,
- globalState = null,
- numGlobalPlanes = 0,
- localClippingEnabled = false,
- renderingShadows = false,
- plane = new Plane(),
- viewNormalMatrix = new Matrix3(),
- uniform = { value: null, needsUpdate: false };
- this.uniform = uniform;
- this.numPlanes = 0;
- this.numIntersection = 0;
- this.init = function( planes, enableLocalClipping, camera ) {
- var enabled =
- planes.length !== 0 ||
- enableLocalClipping ||
- // enable state of previous frame - the clipping code has to
- // run another frame in order to reset the state:
- numGlobalPlanes !== 0 ||
- localClippingEnabled;
- localClippingEnabled = enableLocalClipping;
- globalState = projectPlanes( planes, camera, 0 );
- numGlobalPlanes = planes.length;
- return enabled;
- };
- this.beginShadows = function() {
- renderingShadows = true;
- projectPlanes( null );
- };
- this.endShadows = function() {
- renderingShadows = false;
- resetGlobalState();
- };
- this.setState = function( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
- if ( ! localClippingEnabled ||
- planes === null || planes.length === 0 ||
- renderingShadows && ! clipShadows ) {
- // there's no local clipping
- if ( renderingShadows ) {
- // there's no global clipping
- projectPlanes( null );
- } else {
- resetGlobalState();
- }
- } else {
- var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
- lGlobal = nGlobal * 4,
- dstArray = cache.clippingState || null;
- uniform.value = dstArray; // ensure unique state
- dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
- for ( var i = 0; i !== lGlobal; ++ i ) {
- dstArray[ i ] = globalState[ i ];
- }
- cache.clippingState = dstArray;
- this.numIntersection = clipIntersection ? this.numPlanes : 0;
- this.numPlanes += nGlobal;
- }
- };
- function resetGlobalState() {
- if ( uniform.value !== globalState ) {
- uniform.value = globalState;
- uniform.needsUpdate = numGlobalPlanes > 0;
- }
- scope.numPlanes = numGlobalPlanes;
- scope.numIntersection = 0;
- }
- function projectPlanes( planes, camera, dstOffset, skipTransform ) {
- var nPlanes = planes !== null ? planes.length : 0,
- dstArray = null;
- if ( nPlanes !== 0 ) {
- dstArray = uniform.value;
- if ( skipTransform !== true || dstArray === null ) {
- var flatSize = dstOffset + nPlanes * 4,
- viewMatrix = camera.matrixWorldInverse;
- viewNormalMatrix.getNormalMatrix( viewMatrix );
- if ( dstArray === null || dstArray.length < flatSize ) {
- dstArray = new Float32Array( flatSize );
- }
- for ( var i = 0, i4 = dstOffset;
- i !== nPlanes; ++ i, i4 += 4 ) {
- plane.copy( planes[ i ] ).
- applyMatrix4( viewMatrix, viewNormalMatrix );
- plane.normal.toArray( dstArray, i4 );
- dstArray[ i4 + 3 ] = plane.constant;
- }
- }
- uniform.value = dstArray;
- uniform.needsUpdate = true;
- }
- scope.numPlanes = nPlanes;
-
- return dstArray;
- }
- }
- /**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author szimek / https://github.com/szimek/
- * @author tschw
- */
- function WebGLRenderer( parameters ) {
- console.log( 'THREE.WebGLRenderer', REVISION );
- parameters = parameters || {};
- var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
- _context = parameters.context !== undefined ? parameters.context : null,
- _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
- _depth = parameters.depth !== undefined ? parameters.depth : true,
- _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
- _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
- _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
- _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false;
- var lights = [];
- var opaqueObjects = [];
- var opaqueObjectsLastIndex = - 1;
- var transparentObjects = [];
- var transparentObjectsLastIndex = - 1;
- var morphInfluences = new Float32Array( 8 );
- var sprites = [];
- var lensFlares = [];
- // public properties
- this.domElement = _canvas;
- this.context = null;
- // clearing
- this.autoClear = true;
- this.autoClearColor = true;
- this.autoClearDepth = true;
- this.autoClearStencil = true;
- // scene graph
- this.sortObjects = true;
- // user-defined clipping
- this.clippingPlanes = [];
- this.localClippingEnabled = false;
- // physically based shading
- this.gammaFactor = 2.0; // for backwards compatibility
- this.gammaInput = false;
- this.gammaOutput = false;
- // physical lights
- this.physicallyCorrectLights = false;
- // tone mapping
- this.toneMapping = LinearToneMapping;
- this.toneMappingExposure = 1.0;
- this.toneMappingWhitePoint = 1.0;
- // morphs
- this.maxMorphTargets = 8;
- this.maxMorphNormals = 4;
- // internal properties
- var _this = this,
- // internal state cache
- _currentProgram = null,
- _currentRenderTarget = null,
- _currentFramebuffer = null,
- _currentMaterialId = - 1,
- _currentGeometryProgram = '',
- _currentCamera = null,
- _currentScissor = new Vector4(),
- _currentScissorTest = null,
- _currentViewport = new Vector4(),
- //
- _usedTextureUnits = 0,
- //
- _clearColor = new Color( 0x000000 ),
- _clearAlpha = 0,
- _width = _canvas.width,
- _height = _canvas.height,
- _pixelRatio = 1,
- _scissor = new Vector4( 0, 0, _width, _height ),
- _scissorTest = false,
- _viewport = new Vector4( 0, 0, _width, _height ),
- // frustum
- _frustum = new Frustum(),
- // clipping
- _clipping = new WebGLClipping(),
- _clippingEnabled = false,
- _localClippingEnabled = false,
- _sphere = new Sphere(),
- // camera matrices cache
- _projScreenMatrix = new Matrix4(),
- _vector3 = new Vector3(),
- _matrix4 = new Matrix4(),
- _matrix42 = new Matrix4(),
- // light arrays cache
- _lights = {
- hash: '',
- ambient: [ 0, 0, 0 ],
- directional: [],
- directionalShadowMap: [],
- directionalShadowMatrix: [],
- spot: [],
- spotShadowMap: [],
- spotShadowMatrix: [],
- rectArea: [],
- point: [],
- pointShadowMap: [],
- pointShadowMatrix: [],
- hemi: [],
- shadows: []
- },
- // info
- _infoRender = {
- calls: 0,
- vertices: 0,
- faces: 0,
- points: 0
- };
- this.info = {
- render: _infoRender,
- memory: {
- geometries: 0,
- textures: 0
- },
- programs: null
- };
- // initialize
- var _gl;
- try {
- var attributes = {
- alpha: _alpha,
- depth: _depth,
- stencil: _stencil,
- antialias: _antialias,
- premultipliedAlpha: _premultipliedAlpha,
- preserveDrawingBuffer: _preserveDrawingBuffer
- };
- _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
- if ( _gl === null ) {
- if ( _canvas.getContext( 'webgl' ) !== null ) {
- throw 'Error creating WebGL context with your selected attributes.';
- } else {
- throw 'Error creating WebGL context.';
- }
- }
- // Some experimental-webgl implementations do not have getShaderPrecisionFormat
- if ( _gl.getShaderPrecisionFormat === undefined ) {
- _gl.getShaderPrecisionFormat = function () {
- return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
- };
- }
- _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
- } catch ( error ) {
- console.error( 'THREE.WebGLRenderer: ' + error );
- }
- var extensions = new WebGLExtensions( _gl );
- extensions.get( 'WEBGL_depth_texture' );
- extensions.get( 'OES_texture_float' );
- extensions.get( 'OES_texture_float_linear' );
- extensions.get( 'OES_texture_half_float' );
- extensions.get( 'OES_texture_half_float_linear' );
- extensions.get( 'OES_standard_derivatives' );
- extensions.get( 'ANGLE_instanced_arrays' );
- if ( extensions.get( 'OES_element_index_uint' ) ) {
- BufferGeometry.MaxIndex = 4294967296;
- }
- var capabilities = new WebGLCapabilities( _gl, extensions, parameters );
- var state = new WebGLState( _gl, extensions, paramThreeToGL );
- var properties = new WebGLProperties();
- var textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, this.info );
- var objects = new WebGLObjects( _gl, properties, this.info );
- var programCache = new WebGLPrograms( this, capabilities );
- var lightCache = new WebGLLights();
- this.info.programs = programCache.programs;
- var bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );
- var indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
- //
- var backgroundPlaneCamera, backgroundPlaneMesh;
- var backgroundBoxCamera, backgroundBoxMesh;
- //
- function getTargetPixelRatio() {
- return _currentRenderTarget === null ? _pixelRatio : 1;
- }
- function setDefaultGLState() {
- state.init();
- state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
- state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
- state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
- }
- function resetGLState() {
- _currentProgram = null;
- _currentCamera = null;
- _currentGeometryProgram = '';
- _currentMaterialId = - 1;
- state.reset();
- }
- setDefaultGLState();
- this.context = _gl;
- this.capabilities = capabilities;
- this.extensions = extensions;
- this.properties = properties;
- this.state = state;
- // shadow map
- var shadowMap = new WebGLShadowMap( this, _lights, objects, capabilities );
- this.shadowMap = shadowMap;
- // Plugins
- var spritePlugin = new SpritePlugin( this, sprites );
- var lensFlarePlugin = new LensFlarePlugin( this, lensFlares );
- // API
- this.getContext = function () {
- return _gl;
- };
- this.getContextAttributes = function () {
- return _gl.getContextAttributes();
- };
- this.forceContextLoss = function () {
- extensions.get( 'WEBGL_lose_context' ).loseContext();
- };
- this.getMaxAnisotropy = function () {
- return capabilities.getMaxAnisotropy();
- };
- this.getPrecision = function () {
- return capabilities.precision;
- };
- this.getPixelRatio = function () {
- return _pixelRatio;
- };
- this.setPixelRatio = function ( value ) {
- if ( value === undefined ) return;
- _pixelRatio = value;
- this.setSize( _viewport.z, _viewport.w, false );
- };
- this.getSize = function () {
- return {
- width: _width,
- height: _height
- };
- };
- this.setSize = function ( width, height, updateStyle ) {
- _width = width;
- _height = height;
- _canvas.width = width * _pixelRatio;
- _canvas.height = height * _pixelRatio;
- if ( updateStyle !== false ) {
- _canvas.style.width = width + 'px';
- _canvas.style.height = height + 'px';
- }
- this.setViewport( 0, 0, width, height );
- };
- this.setViewport = function ( x, y, width, height ) {
- state.viewport( _viewport.set( x, y, width, height ) );
- };
- this.setScissor = function ( x, y, width, height ) {
- state.scissor( _scissor.set( x, y, width, height ) );
- };
- this.setScissorTest = function ( boolean ) {
- state.setScissorTest( _scissorTest = boolean );
- };
- // Clearing
- this.getClearColor = function () {
- return _clearColor;
- };
- this.setClearColor = function ( color, alpha ) {
- _clearColor.set( color );
- _clearAlpha = alpha !== undefined ? alpha : 1;
- state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
- };
- this.getClearAlpha = function () {
- return _clearAlpha;
- };
- this.setClearAlpha = function ( alpha ) {
- _clearAlpha = alpha;
- state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
- };
- this.clear = function ( color, depth, stencil ) {
- var bits = 0;
- if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
- if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
- if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
- _gl.clear( bits );
- };
- this.clearColor = function () {
- this.clear( true, false, false );
- };
- this.clearDepth = function () {
- this.clear( false, true, false );
- };
- this.clearStencil = function () {
- this.clear( false, false, true );
- };
- this.clearTarget = function ( renderTarget, color, depth, stencil ) {
- this.setRenderTarget( renderTarget );
- this.clear( color, depth, stencil );
- };
- // Reset
- this.resetGLState = resetGLState;
- this.dispose = function() {
- transparentObjects = [];
- transparentObjectsLastIndex = -1;
- opaqueObjects = [];
- opaqueObjectsLastIndex = -1;
- _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
- };
- // Events
- function onContextLost( event ) {
- event.preventDefault();
- resetGLState();
- setDefaultGLState();
- properties.clear();
- }
- function onMaterialDispose( event ) {
- var material = event.target;
- material.removeEventListener( 'dispose', onMaterialDispose );
- deallocateMaterial( material );
- }
- // Buffer deallocation
- function deallocateMaterial( material ) {
- releaseMaterialProgramReference( material );
- properties.delete( material );
- }
- function releaseMaterialProgramReference( material ) {
- var programInfo = properties.get( material ).program;
- material.program = undefined;
- if ( programInfo !== undefined ) {
- programCache.releaseProgram( programInfo );
- }
- }
- // Buffer rendering
- this.renderBufferImmediate = function ( object, program, material ) {
- state.initAttributes();
- var buffers = properties.get( object );
- if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
- if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
- if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
- if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
- var attributes = program.getAttributes();
- if ( object.hasPositions ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
- state.enableAttribute( attributes.position );
- _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
- }
- if ( object.hasNormals ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
- if ( ! material.isMeshPhongMaterial &&
- ! material.isMeshStandardMaterial &&
- ! material.isMeshNormalMaterial &&
- material.shading === FlatShading ) {
- for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
- var array = object.normalArray;
- var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
- var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
- var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
- array[ i + 0 ] = nx;
- array[ i + 1 ] = ny;
- array[ i + 2 ] = nz;
- array[ i + 3 ] = nx;
- array[ i + 4 ] = ny;
- array[ i + 5 ] = nz;
- array[ i + 6 ] = nx;
- array[ i + 7 ] = ny;
- array[ i + 8 ] = nz;
- }
- }
- _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
- state.enableAttribute( attributes.normal );
- _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
- }
- if ( object.hasUvs && material.map ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
- state.enableAttribute( attributes.uv );
- _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
- }
- if ( object.hasColors && material.vertexColors !== NoColors ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
- state.enableAttribute( attributes.color );
- _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
- }
- state.disableUnusedAttributes();
- _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
- object.count = 0;
- };
- this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
- setMaterial( material );
- var program = setProgram( camera, fog, material, object );
- var updateBuffers = false;
- var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
- if ( geometryProgram !== _currentGeometryProgram ) {
- _currentGeometryProgram = geometryProgram;
- updateBuffers = true;
- }
- // morph targets
- var morphTargetInfluences = object.morphTargetInfluences;
- if ( morphTargetInfluences !== undefined ) {
- var activeInfluences = [];
- for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {
- var influence = morphTargetInfluences[ i ];
- activeInfluences.push( [ influence, i ] );
- }
- activeInfluences.sort( absNumericalSort );
- if ( activeInfluences.length > 8 ) {
- activeInfluences.length = 8;
- }
- var morphAttributes = geometry.morphAttributes;
- for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {
- var influence = activeInfluences[ i ];
- morphInfluences[ i ] = influence[ 0 ];
- if ( influence[ 0 ] !== 0 ) {
- var index = influence[ 1 ];
- if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
- if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
- } else {
- if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
- if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
- }
- }
- for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {
- morphInfluences[ i ] = 0.0;
- }
- program.getUniforms().setValue(
- _gl, 'morphTargetInfluences', morphInfluences );
- updateBuffers = true;
- }
- //
- var index = geometry.index;
- var position = geometry.attributes.position;
- var rangeFactor = 1;
- if ( material.wireframe === true ) {
- index = objects.getWireframeAttribute( geometry );
- rangeFactor = 2;
- }
- var renderer;
- if ( index !== null ) {
- renderer = indexedBufferRenderer;
- renderer.setIndex( index );
- } else {
- renderer = bufferRenderer;
- }
- if ( updateBuffers ) {
- setupVertexAttributes( material, program, geometry );
- if ( index !== null ) {
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
- }
- }
- //
- var dataCount = 0;
- if ( index !== null ) {
- dataCount = index.count;
- } else if ( position !== undefined ) {
- dataCount = position.count;
- }
- var rangeStart = geometry.drawRange.start * rangeFactor;
- var rangeCount = geometry.drawRange.count * rangeFactor;
- var groupStart = group !== null ? group.start * rangeFactor : 0;
- var groupCount = group !== null ? group.count * rangeFactor : Infinity;
- var drawStart = Math.max( rangeStart, groupStart );
- var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
- var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
- if ( drawCount === 0 ) return;
- //
- if ( object.isMesh ) {
- if ( material.wireframe === true ) {
- state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
- renderer.setMode( _gl.LINES );
- } else {
- switch ( object.drawMode ) {
- case TrianglesDrawMode:
- renderer.setMode( _gl.TRIANGLES );
- break;
- case TriangleStripDrawMode:
- renderer.setMode( _gl.TRIANGLE_STRIP );
- break;
- case TriangleFanDrawMode:
- renderer.setMode( _gl.TRIANGLE_FAN );
- break;
- }
- }
- } else if ( object.isLine ) {
- var lineWidth = material.linewidth;
- if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
- state.setLineWidth( lineWidth * getTargetPixelRatio() );
- if ( object.isLineSegments ) {
- renderer.setMode( _gl.LINES );
- } else {
- renderer.setMode( _gl.LINE_STRIP );
- }
- } else if ( object.isPoints ) {
- renderer.setMode( _gl.POINTS );
- }
- if ( geometry && geometry.isInstancedBufferGeometry ) {
- if ( geometry.maxInstancedCount > 0 ) {
- renderer.renderInstances( geometry, drawStart, drawCount );
- }
- } else {
- renderer.render( drawStart, drawCount );
- }
- };
- function setupVertexAttributes( material, program, geometry, startIndex ) {
- var extension;
- if ( geometry && geometry.isInstancedBufferGeometry ) {
- extension = extensions.get( 'ANGLE_instanced_arrays' );
- if ( extension === null ) {
- console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
- return;
- }
- }
- if ( startIndex === undefined ) startIndex = 0;
- state.initAttributes();
- var geometryAttributes = geometry.attributes;
- var programAttributes = program.getAttributes();
- var materialDefaultAttributeValues = material.defaultAttributeValues;
- for ( var name in programAttributes ) {
- var programAttribute = programAttributes[ name ];
- if ( programAttribute >= 0 ) {
- var geometryAttribute = geometryAttributes[ name ];
- if ( geometryAttribute !== undefined ) {
- var normalized = geometryAttribute.normalized;
- var size = geometryAttribute.itemSize;
- var attributeProperties = objects.getAttributeProperties( geometryAttribute );
- var buffer = attributeProperties.__webglBuffer;
- var type = attributeProperties.type;
- var bytesPerElement = attributeProperties.bytesPerElement;
- if ( geometryAttribute.isInterleavedBufferAttribute ) {
- var data = geometryAttribute.data;
- var stride = data.stride;
- var offset = geometryAttribute.offset;
- if ( data && data.isInstancedInterleavedBuffer ) {
- state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
- if ( geometry.maxInstancedCount === undefined ) {
- geometry.maxInstancedCount = data.meshPerAttribute * data.count;
- }
- } else {
- state.enableAttribute( programAttribute );
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
- _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
- } else {
- if ( geometryAttribute.isInstancedBufferAttribute ) {
- state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
- if ( geometry.maxInstancedCount === undefined ) {
- geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
- }
- } else {
- state.enableAttribute( programAttribute );
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
- _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
- }
- } else if ( materialDefaultAttributeValues !== undefined ) {
- var value = materialDefaultAttributeValues[ name ];
- if ( value !== undefined ) {
- switch ( value.length ) {
- case 2:
- _gl.vertexAttrib2fv( programAttribute, value );
- break;
- case 3:
- _gl.vertexAttrib3fv( programAttribute, value );
- break;
- case 4:
- _gl.vertexAttrib4fv( programAttribute, value );
- break;
- default:
- _gl.vertexAttrib1fv( programAttribute, value );
- }
- }
- }
- }
- }
- state.disableUnusedAttributes();
- }
- // Sorting
- function absNumericalSort( a, b ) {
- return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
- }
- function painterSortStable( a, b ) {
- if ( a.object.renderOrder !== b.object.renderOrder ) {
- return a.object.renderOrder - b.object.renderOrder;
- } else if ( a.material.program && b.material.program && a.material.program !== b.material.program ) {
- return a.material.program.id - b.material.program.id;
- } else if ( a.material.id !== b.material.id ) {
- return a.material.id - b.material.id;
- } else if ( a.z !== b.z ) {
- return a.z - b.z;
- } else {
- return a.id - b.id;
- }
- }
- function reversePainterSortStable( a, b ) {
- if ( a.object.renderOrder !== b.object.renderOrder ) {
- return a.object.renderOrder - b.object.renderOrder;
- } if ( a.z !== b.z ) {
- return b.z - a.z;
- } else {
- return a.id - b.id;
- }
- }
- // Rendering
- this.render = function ( scene, camera, renderTarget, forceClear ) {
- if ( camera !== undefined && camera.isCamera !== true ) {
- console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
- return;
- }
- // reset caching for this frame
- _currentGeometryProgram = '';
- _currentMaterialId = - 1;
- _currentCamera = null;
- // update scene graph
- if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
- // update camera matrices and frustum
- if ( camera.parent === null ) camera.updateMatrixWorld();
- camera.matrixWorldInverse.getInverse( camera.matrixWorld );
- _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
- _frustum.setFromMatrix( _projScreenMatrix );
- lights.length = 0;
- opaqueObjectsLastIndex = - 1;
- transparentObjectsLastIndex = - 1;
- sprites.length = 0;
- lensFlares.length = 0;
- _localClippingEnabled = this.localClippingEnabled;
- _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
- projectObject( scene, camera );
- opaqueObjects.length = opaqueObjectsLastIndex + 1;
- transparentObjects.length = transparentObjectsLastIndex + 1;
- if ( _this.sortObjects === true ) {
- opaqueObjects.sort( painterSortStable );
- transparentObjects.sort( reversePainterSortStable );
- }
- //
- if ( _clippingEnabled ) _clipping.beginShadows();
- setupShadows( lights );
- shadowMap.render( scene, camera );
- setupLights( lights, camera );
- if ( _clippingEnabled ) _clipping.endShadows();
- //
- _infoRender.calls = 0;
- _infoRender.vertices = 0;
- _infoRender.faces = 0;
- _infoRender.points = 0;
- if ( renderTarget === undefined ) {
- renderTarget = null;
- }
- this.setRenderTarget( renderTarget );
- //
- var background = scene.background;
- if ( background === null ) {
- state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
- } else if ( background && background.isColor ) {
- state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
- forceClear = true;
- }
- if ( this.autoClear || forceClear ) {
- this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
- }
- if ( background && background.isCubeTexture ) {
- if ( backgroundBoxCamera === undefined ) {
- backgroundBoxCamera = new PerspectiveCamera();
- backgroundBoxMesh = new Mesh(
- new BoxBufferGeometry( 5, 5, 5 ),
- new ShaderMaterial( {
- uniforms: ShaderLib.cube.uniforms,
- vertexShader: ShaderLib.cube.vertexShader,
- fragmentShader: ShaderLib.cube.fragmentShader,
- side: BackSide,
- depthTest: false,
- depthWrite: false,
- fog: false
- } )
- );
- }
- backgroundBoxCamera.projectionMatrix.copy( camera.projectionMatrix );
- backgroundBoxCamera.matrixWorld.extractRotation( camera.matrixWorld );
- backgroundBoxCamera.matrixWorldInverse.getInverse( backgroundBoxCamera.matrixWorld );
- backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
- backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld );
- objects.update( backgroundBoxMesh );
- _this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
- } else if ( background && background.isTexture ) {
- if ( backgroundPlaneCamera === undefined ) {
- backgroundPlaneCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
- backgroundPlaneMesh = new Mesh(
- new PlaneBufferGeometry( 2, 2 ),
- new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } )
- );
- }
- backgroundPlaneMesh.material.map = background;
- objects.update( backgroundPlaneMesh );
- _this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );
- }
- //
- if ( scene.overrideMaterial ) {
- var overrideMaterial = scene.overrideMaterial;
- renderObjects( opaqueObjects, scene, camera, overrideMaterial );
- renderObjects( transparentObjects, scene, camera, overrideMaterial );
- } else {
- // opaque pass (front-to-back order)
- state.setBlending( NoBlending );
- renderObjects( opaqueObjects, scene, camera );
- // transparent pass (back-to-front order)
- renderObjects( transparentObjects, scene, camera );
- }
- // custom render plugins (post pass)
- spritePlugin.render( scene, camera );
- lensFlarePlugin.render( scene, camera, _currentViewport );
- // Generate mipmap if we're using any kind of mipmap filtering
- if ( renderTarget ) {
- textures.updateRenderTargetMipmap( renderTarget );
- }
- // Ensure depth buffer writing is enabled so it can be cleared on next render
- state.setDepthTest( true );
- state.setDepthWrite( true );
- state.setColorWrite( true );
- // _gl.finish();
- };
- function pushRenderItem( object, geometry, material, z, group ) {
- var array, index;
- // allocate the next position in the appropriate array
- if ( material.transparent ) {
- array = transparentObjects;
- index = ++ transparentObjectsLastIndex;
- } else {
- array = opaqueObjects;
- index = ++ opaqueObjectsLastIndex;
- }
- // recycle existing render item or grow the array
- var renderItem = array[ index ];
- if ( renderItem !== undefined ) {
- renderItem.id = object.id;
- renderItem.object = object;
- renderItem.geometry = geometry;
- renderItem.material = material;
- renderItem.z = _vector3.z;
- renderItem.group = group;
- } else {
- renderItem = {
- id: object.id,
- object: object,
- geometry: geometry,
- material: material,
- z: _vector3.z,
- group: group
- };
- // assert( index === array.length );
- array.push( renderItem );
- }
- }
- // TODO Duplicated code (Frustum)
- function isObjectViewable( object ) {
- var geometry = object.geometry;
- if ( geometry.boundingSphere === null )
- geometry.computeBoundingSphere();
- _sphere.copy( geometry.boundingSphere ).
- applyMatrix4( object.matrixWorld );
- return isSphereViewable( _sphere );
- }
- function isSpriteViewable( sprite ) {
- _sphere.center.set( 0, 0, 0 );
- _sphere.radius = 0.7071067811865476;
- _sphere.applyMatrix4( sprite.matrixWorld );
- return isSphereViewable( _sphere );
- }
- function isSphereViewable( sphere ) {
- if ( ! _frustum.intersectsSphere( sphere ) ) return false;
- var numPlanes = _clipping.numPlanes;
- if ( numPlanes === 0 ) return true;
- var planes = _this.clippingPlanes,
- center = sphere.center,
- negRad = - sphere.radius,
- i = 0;
- do {
- // out when deeper than radius in the negative halfspace
- if ( planes[ i ].distanceToPoint( center ) < negRad ) return false;
- } while ( ++ i !== numPlanes );
- return true;
- }
- function projectObject( object, camera ) {
- if ( object.visible === false ) return;
- var visible = ( object.layers.mask & camera.layers.mask ) !== 0;
- if ( visible ) {
- if ( object.isLight ) {
- lights.push( object );
- } else if ( object.isSprite ) {
- if ( object.frustumCulled === false || isSpriteViewable( object ) === true ) {
- sprites.push( object );
- }
- } else if ( object.isLensFlare ) {
- lensFlares.push( object );
- } else if ( object.isImmediateRenderObject ) {
- if ( _this.sortObjects === true ) {
- _vector3.setFromMatrixPosition( object.matrixWorld );
- _vector3.applyMatrix4( _projScreenMatrix );
- }
- pushRenderItem( object, null, object.material, _vector3.z, null );
- } else if ( object.isMesh || object.isLine || object.isPoints ) {
- if ( object.isSkinnedMesh ) {
- object.skeleton.update();
- }
- if ( object.frustumCulled === false || isObjectViewable( object ) === true ) {
- var material = object.material;
- if ( material.visible === true ) {
- if ( _this.sortObjects === true ) {
- _vector3.setFromMatrixPosition( object.matrixWorld );
- _vector3.applyMatrix4( _projScreenMatrix );
- }
- var geometry = objects.update( object );
- if ( material.isMultiMaterial ) {
- var groups = geometry.groups;
- var materials = material.materials;
- for ( var i = 0, l = groups.length; i < l; i ++ ) {
- var group = groups[ i ];
- var groupMaterial = materials[ group.materialIndex ];
- if ( groupMaterial.visible === true ) {
- pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
- }
- }
- } else {
- pushRenderItem( object, geometry, material, _vector3.z, null );
- }
- }
- }
- }
- }
- var children = object.children;
- for ( var i = 0, l = children.length; i < l; i ++ ) {
- projectObject( children[ i ], camera );
- }
- }
- function renderObjects( renderList, scene, camera, overrideMaterial ) {
- for ( var i = 0, l = renderList.length; i < l; i ++ ) {
- var renderItem = renderList[ i ];
- var object = renderItem.object;
- var geometry = renderItem.geometry;
- var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
- var group = renderItem.group;
- object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
- object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
- object.onBeforeRender( _this, scene, camera, geometry, material, group );
- if ( object.isImmediateRenderObject ) {
- setMaterial( material );
- var program = setProgram( camera, scene.fog, material, object );
- _currentGeometryProgram = '';
- object.render( function ( object ) {
- _this.renderBufferImmediate( object, program, material );
- } );
- } else {
- _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
- }
- object.onAfterRender( _this, scene, camera, geometry, material, group );
- }
- }
- function initMaterial( material, fog, object ) {
- var materialProperties = properties.get( material );
- var parameters = programCache.getParameters(
- material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
- var code = programCache.getProgramCode( material, parameters );
- var program = materialProperties.program;
- var programChange = true;
- if ( program === undefined ) {
- // new material
- material.addEventListener( 'dispose', onMaterialDispose );
- } else if ( program.code !== code ) {
- // changed glsl or parameters
- releaseMaterialProgramReference( material );
- } else if ( parameters.shaderID !== undefined ) {
- // same glsl and uniform list
- return;
- } else {
- // only rebuild uniform list
- programChange = false;
- }
- if ( programChange ) {
- if ( parameters.shaderID ) {
- var shader = ShaderLib[ parameters.shaderID ];
- materialProperties.__webglShader = {
- name: material.type,
- uniforms: UniformsUtils.clone( shader.uniforms ),
- vertexShader: shader.vertexShader,
- fragmentShader: shader.fragmentShader
- };
- } else {
- materialProperties.__webglShader = {
- name: material.type,
- uniforms: material.uniforms,
- vertexShader: material.vertexShader,
- fragmentShader: material.fragmentShader
- };
- }
- material.__webglShader = materialProperties.__webglShader;
- program = programCache.acquireProgram( material, parameters, code );
- materialProperties.program = program;
- material.program = program;
- }
- var attributes = program.getAttributes();
- if ( material.morphTargets ) {
- material.numSupportedMorphTargets = 0;
- for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
- if ( attributes[ 'morphTarget' + i ] >= 0 ) {
- material.numSupportedMorphTargets ++;
- }
- }
- }
- if ( material.morphNormals ) {
- material.numSupportedMorphNormals = 0;
- for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
- if ( attributes[ 'morphNormal' + i ] >= 0 ) {
- material.numSupportedMorphNormals ++;
- }
- }
- }
- var uniforms = materialProperties.__webglShader.uniforms;
- if ( ! material.isShaderMaterial &&
- ! material.isRawShaderMaterial ||
- material.clipping === true ) {
- materialProperties.numClippingPlanes = _clipping.numPlanes;
- materialProperties.numIntersection = _clipping.numIntersection;
- uniforms.clippingPlanes = _clipping.uniform;
- }
- materialProperties.fog = fog;
- // store the light setup it was created for
- materialProperties.lightsHash = _lights.hash;
- if ( material.lights ) {
- // wire up the material to this renderer's lighting state
- uniforms.ambientLightColor.value = _lights.ambient;
- uniforms.directionalLights.value = _lights.directional;
- uniforms.spotLights.value = _lights.spot;
- uniforms.rectAreaLights.value = _lights.rectArea;
- uniforms.pointLights.value = _lights.point;
- uniforms.hemisphereLights.value = _lights.hemi;
- uniforms.directionalShadowMap.value = _lights.directionalShadowMap;
- uniforms.directionalShadowMatrix.value = _lights.directionalShadowMatrix;
- uniforms.spotShadowMap.value = _lights.spotShadowMap;
- uniforms.spotShadowMatrix.value = _lights.spotShadowMatrix;
- uniforms.pointShadowMap.value = _lights.pointShadowMap;
- uniforms.pointShadowMatrix.value = _lights.pointShadowMatrix;
- // TODO (abelnation): add area lights shadow info to uniforms
- }
- var progUniforms = materialProperties.program.getUniforms(),
- uniformsList =
- WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
- materialProperties.uniformsList = uniformsList;
- }
- function setMaterial( material ) {
- material.side === DoubleSide
- ? state.disable( _gl.CULL_FACE )
- : state.enable( _gl.CULL_FACE );
- state.setFlipSided( material.side === BackSide );
- material.transparent === true
- ? state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
- : state.setBlending( NoBlending );
- state.setDepthFunc( material.depthFunc );
- state.setDepthTest( material.depthTest );
- state.setDepthWrite( material.depthWrite );
- state.setColorWrite( material.colorWrite );
- state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
- }
- function setProgram( camera, fog, material, object ) {
- _usedTextureUnits = 0;
- var materialProperties = properties.get( material );
- if ( _clippingEnabled ) {
- if ( _localClippingEnabled || camera !== _currentCamera ) {
- var useCache =
- camera === _currentCamera &&
- material.id === _currentMaterialId;
- // we might want to call this function with some ClippingGroup
- // object instead of the material, once it becomes feasible
- // (#8465, #8379)
- _clipping.setState(
- material.clippingPlanes, material.clipIntersection, material.clipShadows,
- camera, materialProperties, useCache );
- }
- }
- if ( material.needsUpdate === false ) {
- if ( materialProperties.program === undefined ) {
- material.needsUpdate = true;
- } else if ( material.fog && materialProperties.fog !== fog ) {
- material.needsUpdate = true;
- } else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
- material.needsUpdate = true;
- } else if ( materialProperties.numClippingPlanes !== undefined &&
- ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
- materialProperties.numIntersection !== _clipping.numIntersection ) ) {
- material.needsUpdate = true;
- }
- }
- if ( material.needsUpdate ) {
- initMaterial( material, fog, object );
- material.needsUpdate = false;
- }
- var refreshProgram = false;
- var refreshMaterial = false;
- var refreshLights = false;
- var program = materialProperties.program,
- p_uniforms = program.getUniforms(),
- m_uniforms = materialProperties.__webglShader.uniforms;
- if ( program.id !== _currentProgram ) {
- _gl.useProgram( program.program );
- _currentProgram = program.id;
- refreshProgram = true;
- refreshMaterial = true;
- refreshLights = true;
- }
- if ( material.id !== _currentMaterialId ) {
- _currentMaterialId = material.id;
- refreshMaterial = true;
- }
- if ( refreshProgram || camera !== _currentCamera ) {
- p_uniforms.set( _gl, camera, 'projectionMatrix' );
- if ( capabilities.logarithmicDepthBuffer ) {
- p_uniforms.setValue( _gl, 'logDepthBufFC',
- 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
- }
- if ( camera !== _currentCamera ) {
- _currentCamera = camera;
- // lighting uniforms depend on the camera so enforce an update
- // now, in case this material supports lights - or later, when
- // the next material that does gets activated:
- refreshMaterial = true; // set to true on material change
- refreshLights = true; // remains set until update done
- }
- // load material specific uniforms
- // (shader material also gets them for the sake of genericity)
- if ( material.isShaderMaterial ||
- material.isMeshPhongMaterial ||
- material.isMeshStandardMaterial ||
- material.envMap ) {
- var uCamPos = p_uniforms.map.cameraPosition;
- if ( uCamPos !== undefined ) {
- uCamPos.setValue( _gl,
- _vector3.setFromMatrixPosition( camera.matrixWorld ) );
- }
- }
- if ( material.isMeshPhongMaterial ||
- material.isMeshLambertMaterial ||
- material.isMeshBasicMaterial ||
- material.isMeshStandardMaterial ||
- material.isShaderMaterial ||
- material.skinning ) {
- p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
- }
- p_uniforms.set( _gl, _this, 'toneMappingExposure' );
- p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );
- }
- // skinning uniforms must be set even if material didn't change
- // auto-setting of texture unit for bone texture must go before other textures
- // not sure why, but otherwise weird things happen
- if ( material.skinning ) {
- p_uniforms.setOptional( _gl, object, 'bindMatrix' );
- p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
- var skeleton = object.skeleton;
- if ( skeleton ) {
- if ( capabilities.floatVertexTextures && skeleton.useVertexTexture ) {
- p_uniforms.set( _gl, skeleton, 'boneTexture' );
- p_uniforms.set( _gl, skeleton, 'boneTextureWidth' );
- p_uniforms.set( _gl, skeleton, 'boneTextureHeight' );
- } else {
- p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
- }
- }
- }
- if ( refreshMaterial ) {
- if ( material.lights ) {
- // the current material requires lighting info
- // note: all lighting uniforms are always set correctly
- // they simply reference the renderer's state for their
- // values
- //
- // use the current material's .needsUpdate flags to set
- // the GL state when required
- markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
- }
- // refresh uniforms common to several materials
- if ( fog && material.fog ) {
- refreshUniformsFog( m_uniforms, fog );
- }
- if ( material.isMeshBasicMaterial ||
- material.isMeshLambertMaterial ||
- material.isMeshPhongMaterial ||
- material.isMeshStandardMaterial ||
- material.isMeshNormalMaterial ||
- material.isMeshDepthMaterial ) {
- refreshUniformsCommon( m_uniforms, material );
- }
- // refresh single material specific uniforms
- if ( material.isLineBasicMaterial ) {
- refreshUniformsLine( m_uniforms, material );
- } else if ( material.isLineDashedMaterial ) {
- refreshUniformsLine( m_uniforms, material );
- refreshUniformsDash( m_uniforms, material );
- } else if ( material.isPointsMaterial ) {
- refreshUniformsPoints( m_uniforms, material );
- } else if ( material.isMeshLambertMaterial ) {
- refreshUniformsLambert( m_uniforms, material );
- } else if ( material.isMeshToonMaterial ) {
- refreshUniformsToon( m_uniforms, material );
- } else if ( material.isMeshPhongMaterial ) {
- refreshUniformsPhong( m_uniforms, material );
- } else if ( material.isMeshPhysicalMaterial ) {
- refreshUniformsPhysical( m_uniforms, material );
- } else if ( material.isMeshStandardMaterial ) {
- refreshUniformsStandard( m_uniforms, material );
- } else if ( material.isMeshDepthMaterial ) {
- if ( material.displacementMap ) {
- m_uniforms.displacementMap.value = material.displacementMap;
- m_uniforms.displacementScale.value = material.displacementScale;
- m_uniforms.displacementBias.value = material.displacementBias;
- }
- } else if ( material.isMeshNormalMaterial ) {
- refreshUniformsNormal( m_uniforms, material );
- }
- // RectAreaLight Texture
- // TODO (mrdoob): Find a nicer implementation
- if ( m_uniforms.ltcMat !== undefined ) m_uniforms.ltcMat.value = THREE.UniformsLib.LTC_MAT_TEXTURE;
- if ( m_uniforms.ltcMag !== undefined ) m_uniforms.ltcMag.value = THREE.UniformsLib.LTC_MAG_TEXTURE;
- WebGLUniforms.upload(
- _gl, materialProperties.uniformsList, m_uniforms, _this );
- }
- // common matrices
- p_uniforms.set( _gl, object, 'modelViewMatrix' );
- p_uniforms.set( _gl, object, 'normalMatrix' );
- p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
- return program;
- }
- // Uniforms (refresh uniforms objects)
- function refreshUniformsCommon( uniforms, material ) {
- uniforms.opacity.value = material.opacity;
- uniforms.diffuse.value = material.color;
- if ( material.emissive ) {
- uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
- }
- uniforms.map.value = material.map;
- uniforms.specularMap.value = material.specularMap;
- uniforms.alphaMap.value = material.alphaMap;
- if ( material.lightMap ) {
- uniforms.lightMap.value = material.lightMap;
- uniforms.lightMapIntensity.value = material.lightMapIntensity;
- }
- if ( material.aoMap ) {
- uniforms.aoMap.value = material.aoMap;
- uniforms.aoMapIntensity.value = material.aoMapIntensity;
- }
- // uv repeat and offset setting priorities
- // 1. color map
- // 2. specular map
- // 3. normal map
- // 4. bump map
- // 5. alpha map
- // 6. emissive map
- var uvScaleMap;
- if ( material.map ) {
- uvScaleMap = material.map;
- } else if ( material.specularMap ) {
- uvScaleMap = material.specularMap;
- } else if ( material.displacementMap ) {
- uvScaleMap = material.displacementMap;
- } else if ( material.normalMap ) {
- uvScaleMap = material.normalMap;
- } else if ( material.bumpMap ) {
- uvScaleMap = material.bumpMap;
- } else if ( material.roughnessMap ) {
- uvScaleMap = material.roughnessMap;
- } else if ( material.metalnessMap ) {
- uvScaleMap = material.metalnessMap;
- } else if ( material.alphaMap ) {
- uvScaleMap = material.alphaMap;
- } else if ( material.emissiveMap ) {
- uvScaleMap = material.emissiveMap;
- }
- if ( uvScaleMap !== undefined ) {
- // backwards compatibility
- if ( uvScaleMap.isWebGLRenderTarget ) {
- uvScaleMap = uvScaleMap.texture;
- }
- var offset = uvScaleMap.offset;
- var repeat = uvScaleMap.repeat;
- uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
- }
- uniforms.envMap.value = material.envMap;
- // don't flip CubeTexture envMaps, flip everything else:
- // WebGLRenderTargetCube will be flipped for backwards compatibility
- // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
- // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
- uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
- uniforms.reflectivity.value = material.reflectivity;
- uniforms.refractionRatio.value = material.refractionRatio;
- }
- function refreshUniformsLine( uniforms, material ) {
- uniforms.diffuse.value = material.color;
- uniforms.opacity.value = material.opacity;
- }
- function refreshUniformsDash( uniforms, material ) {
- uniforms.dashSize.value = material.dashSize;
- uniforms.totalSize.value = material.dashSize + material.gapSize;
- uniforms.scale.value = material.scale;
- }
- function refreshUniformsPoints( uniforms, material ) {
- uniforms.diffuse.value = material.color;
- uniforms.opacity.value = material.opacity;
- uniforms.size.value = material.size * _pixelRatio;
- uniforms.scale.value = _height * 0.5;
- uniforms.map.value = material.map;
- if ( material.map !== null ) {
- var offset = material.map.offset;
- var repeat = material.map.repeat;
- uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
- }
- }
- function refreshUniformsFog( uniforms, fog ) {
- uniforms.fogColor.value = fog.color;
- if ( fog.isFog ) {
- uniforms.fogNear.value = fog.near;
- uniforms.fogFar.value = fog.far;
- } else if ( fog.isFogExp2 ) {
- uniforms.fogDensity.value = fog.density;
- }
- }
- function refreshUniformsLambert( uniforms, material ) {
- if ( material.emissiveMap ) {
- uniforms.emissiveMap.value = material.emissiveMap;
- }
- }
- function refreshUniformsPhong( uniforms, material ) {
- uniforms.specular.value = material.specular;
- uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
- if ( material.emissiveMap ) {
- uniforms.emissiveMap.value = material.emissiveMap;
- }
- if ( material.bumpMap ) {
- uniforms.bumpMap.value = material.bumpMap;
- uniforms.bumpScale.value = material.bumpScale;
- }
- if ( material.normalMap ) {
- uniforms.normalMap.value = material.normalMap;
- uniforms.normalScale.value.copy( material.normalScale );
- }
- if ( material.displacementMap ) {
- uniforms.displacementMap.value = material.displacementMap;
- uniforms.displacementScale.value = material.displacementScale;
- uniforms.displacementBias.value = material.displacementBias;
- }
- }
- function refreshUniformsToon( uniforms, material ) {
- refreshUniformsPhong( uniforms, material );
- if ( material.gradientMap ) {
- uniforms.gradientMap.value = material.gradientMap;
- }
- }
- function refreshUniformsStandard( uniforms, material ) {
- uniforms.roughness.value = material.roughness;
- uniforms.metalness.value = material.metalness;
- if ( material.roughnessMap ) {
- uniforms.roughnessMap.value = material.roughnessMap;
- }
- if ( material.metalnessMap ) {
- uniforms.metalnessMap.value = material.metalnessMap;
- }
- if ( material.emissiveMap ) {
- uniforms.emissiveMap.value = material.emissiveMap;
- }
- if ( material.bumpMap ) {
- uniforms.bumpMap.value = material.bumpMap;
- uniforms.bumpScale.value = material.bumpScale;
- }
- if ( material.normalMap ) {
- uniforms.normalMap.value = material.normalMap;
- uniforms.normalScale.value.copy( material.normalScale );
- }
- if ( material.displacementMap ) {
- uniforms.displacementMap.value = material.displacementMap;
- uniforms.displacementScale.value = material.displacementScale;
- uniforms.displacementBias.value = material.displacementBias;
- }
- if ( material.envMap ) {
- //uniforms.envMap.value = material.envMap; // part of uniforms common
- uniforms.envMapIntensity.value = material.envMapIntensity;
- }
- }
- function refreshUniformsPhysical( uniforms, material ) {
- uniforms.clearCoat.value = material.clearCoat;
- uniforms.clearCoatRoughness.value = material.clearCoatRoughness;
- refreshUniformsStandard( uniforms, material );
- }
- function refreshUniformsNormal( uniforms, material ) {
- if ( material.bumpMap ) {
- uniforms.bumpMap.value = material.bumpMap;
- uniforms.bumpScale.value = material.bumpScale;
- }
- if ( material.normalMap ) {
- uniforms.normalMap.value = material.normalMap;
- uniforms.normalScale.value.copy( material.normalScale );
- }
- if ( material.displacementMap ) {
- uniforms.displacementMap.value = material.displacementMap;
- uniforms.displacementScale.value = material.displacementScale;
- uniforms.displacementBias.value = material.displacementBias;
- }
- }
- // If uniforms are marked as clean, they don't need to be loaded to the GPU.
- function markUniformsLightsNeedsUpdate( uniforms, value ) {
- uniforms.ambientLightColor.needsUpdate = value;
- uniforms.directionalLights.needsUpdate = value;
- uniforms.pointLights.needsUpdate = value;
- uniforms.spotLights.needsUpdate = value;
- uniforms.rectAreaLights.needsUpdate = value;
- uniforms.hemisphereLights.needsUpdate = value;
- }
- // Lighting
- function setupShadows( lights ) {
- var lightShadowsLength = 0;
- for ( var i = 0, l = lights.length; i < l; i ++ ) {
- var light = lights[ i ];
- if ( light.castShadow ) {
- _lights.shadows[ lightShadowsLength ++ ] = light;
- }
- }
- _lights.shadows.length = lightShadowsLength;
- }
- function setupLights( lights, camera ) {
- var l, ll, light,
- r = 0, g = 0, b = 0,
- color,
- intensity,
- distance,
- shadowMap,
- viewMatrix = camera.matrixWorldInverse,
- directionalLength = 0,
- pointLength = 0,
- spotLength = 0,
- rectAreaLength = 0,
- hemiLength = 0;
- for ( l = 0, ll = lights.length; l < ll; l ++ ) {
- light = lights[ l ];
- color = light.color;
- intensity = light.intensity;
- distance = light.distance;
- shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
- if ( light.isAmbientLight ) {
- r += color.r * intensity;
- g += color.g * intensity;
- b += color.b * intensity;
- } else if ( light.isDirectionalLight ) {
- var uniforms = lightCache.get( light );
- uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
- uniforms.direction.setFromMatrixPosition( light.matrixWorld );
- _vector3.setFromMatrixPosition( light.target.matrixWorld );
- uniforms.direction.sub( _vector3 );
- uniforms.direction.transformDirection( viewMatrix );
- uniforms.shadow = light.castShadow;
- if ( light.castShadow ) {
- uniforms.shadowBias = light.shadow.bias;
- uniforms.shadowRadius = light.shadow.radius;
- uniforms.shadowMapSize = light.shadow.mapSize;
- }
- _lights.directionalShadowMap[ directionalLength ] = shadowMap;
- _lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
- _lights.directional[ directionalLength ++ ] = uniforms;
- } else if ( light.isSpotLight ) {
- var uniforms = lightCache.get( light );
- uniforms.position.setFromMatrixPosition( light.matrixWorld );
- uniforms.position.applyMatrix4( viewMatrix );
- uniforms.color.copy( color ).multiplyScalar( intensity );
- uniforms.distance = distance;
- uniforms.direction.setFromMatrixPosition( light.matrixWorld );
- _vector3.setFromMatrixPosition( light.target.matrixWorld );
- uniforms.direction.sub( _vector3 );
- uniforms.direction.transformDirection( viewMatrix );
- uniforms.coneCos = Math.cos( light.angle );
- uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
- uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
- uniforms.shadow = light.castShadow;
- if ( light.castShadow ) {
- uniforms.shadowBias = light.shadow.bias;
- uniforms.shadowRadius = light.shadow.radius;
- uniforms.shadowMapSize = light.shadow.mapSize;
- }
- _lights.spotShadowMap[ spotLength ] = shadowMap;
- _lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
- _lights.spot[ spotLength ++ ] = uniforms;
- } else if ( light.isRectAreaLight ) {
- var uniforms = lightCache.get( light );
- // (a) intensity controls irradiance of entire light
- uniforms.color
- .copy( color )
- .multiplyScalar( intensity / ( light.width * light.height ) );
- // (b) intensity controls the radiance per light area
- // uniforms.color.copy( color ).multiplyScalar( intensity );
- uniforms.position.setFromMatrixPosition( light.matrixWorld );
- uniforms.position.applyMatrix4( viewMatrix );
- // extract local rotation of light to derive width/height half vectors
- _matrix42.identity();
- _matrix4.copy( light.matrixWorld );
- _matrix4.premultiply( viewMatrix );
- _matrix42.extractRotation( _matrix4 );
- uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
- uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
- uniforms.halfWidth.applyMatrix4( _matrix42 );
- uniforms.halfHeight.applyMatrix4( _matrix42 );
- // TODO (abelnation): RectAreaLight distance?
- // uniforms.distance = distance;
- _lights.rectArea[ rectAreaLength ++ ] = uniforms;
- } else if ( light.isPointLight ) {
- var uniforms = lightCache.get( light );
- uniforms.position.setFromMatrixPosition( light.matrixWorld );
- uniforms.position.applyMatrix4( viewMatrix );
- uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
- uniforms.distance = light.distance;
- uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
- uniforms.shadow = light.castShadow;
- if ( light.castShadow ) {
- uniforms.shadowBias = light.shadow.bias;
- uniforms.shadowRadius = light.shadow.radius;
- uniforms.shadowMapSize = light.shadow.mapSize;
- }
- _lights.pointShadowMap[ pointLength ] = shadowMap;
- if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {
- _lights.pointShadowMatrix[ pointLength ] = new Matrix4();
- }
- // for point lights we set the shadow matrix to be a translation-only matrix
- // equal to inverse of the light's position
- _vector3.setFromMatrixPosition( light.matrixWorld ).negate();
- _lights.pointShadowMatrix[ pointLength ].identity().setPosition( _vector3 );
- _lights.point[ pointLength ++ ] = uniforms;
- } else if ( light.isHemisphereLight ) {
- var uniforms = lightCache.get( light );
- uniforms.direction.setFromMatrixPosition( light.matrixWorld );
- uniforms.direction.transformDirection( viewMatrix );
- uniforms.direction.normalize();
- uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
- uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
- _lights.hemi[ hemiLength ++ ] = uniforms;
- }
- }
- _lights.ambient[ 0 ] = r;
- _lights.ambient[ 1 ] = g;
- _lights.ambient[ 2 ] = b;
- _lights.directional.length = directionalLength;
- _lights.spot.length = spotLength;
- _lights.rectArea.length = rectAreaLength;
- _lights.point.length = pointLength;
- _lights.hemi.length = hemiLength;
- // TODO (sam-g-steel) why aren't we using join
- _lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
- }
- // GL state setting
- this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
- state.setCullFace( cullFace );
- state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
- };
- // Textures
- function allocTextureUnit() {
- var textureUnit = _usedTextureUnits;
- if ( textureUnit >= capabilities.maxTextures ) {
- console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
- }
- _usedTextureUnits += 1;
- return textureUnit;
- }
- this.allocTextureUnit = allocTextureUnit;
- // this.setTexture2D = setTexture2D;
- this.setTexture2D = ( function() {
- var warned = false;
- // backwards compatibility: peel texture.texture
- return function setTexture2D( texture, slot ) {
- if ( texture && texture.isWebGLRenderTarget ) {
- if ( ! warned ) {
- console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
- warned = true;
- }
- texture = texture.texture;
- }
- textures.setTexture2D( texture, slot );
- };
- }() );
- this.setTexture = ( function() {
- var warned = false;
- return function setTexture( texture, slot ) {
- if ( ! warned ) {
- console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." );
- warned = true;
- }
- textures.setTexture2D( texture, slot );
- };
- }() );
- this.setTextureCube = ( function() {
- var warned = false;
- return function setTextureCube( texture, slot ) {
- // backwards compatibility: peel texture.texture
- if ( texture && texture.isWebGLRenderTargetCube ) {
- if ( ! warned ) {
- console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
- warned = true;
- }
- texture = texture.texture;
- }
- // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
- // TODO: unify these code paths
- if ( ( texture && texture.isCubeTexture ) ||
- ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
- // CompressedTexture can have Array in image :/
- // this function alone should take care of cube textures
- textures.setTextureCube( texture, slot );
- } else {
- // assumed: texture property of THREE.WebGLRenderTargetCube
- textures.setTextureCubeDynamic( texture, slot );
- }
- };
- }() );
- this.getCurrentRenderTarget = function() {
- return _currentRenderTarget;
- };
- this.setRenderTarget = function ( renderTarget ) {
- _currentRenderTarget = renderTarget;
- if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
- textures.setupRenderTarget( renderTarget );
- }
- var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
- var framebuffer;
- if ( renderTarget ) {
- var renderTargetProperties = properties.get( renderTarget );
- if ( isCube ) {
- framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
- } else {
- framebuffer = renderTargetProperties.__webglFramebuffer;
- }
- _currentScissor.copy( renderTarget.scissor );
- _currentScissorTest = renderTarget.scissorTest;
- _currentViewport.copy( renderTarget.viewport );
- } else {
- framebuffer = null;
- _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
- _currentScissorTest = _scissorTest;
- _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
- }
- if ( _currentFramebuffer !== framebuffer ) {
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- _currentFramebuffer = framebuffer;
- }
- state.scissor( _currentScissor );
- state.setScissorTest( _currentScissorTest );
- state.viewport( _currentViewport );
- if ( isCube ) {
- var textureProperties = properties.get( renderTarget.texture );
- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
- }
- };
- this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
- if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
- return;
- }
- var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
- if ( framebuffer ) {
- var restore = false;
- if ( framebuffer !== _currentFramebuffer ) {
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- restore = true;
- }
- try {
- var texture = renderTarget.texture;
- var textureFormat = texture.format;
- var textureType = texture.type;
- if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
- return;
- }
- if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
- ! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
- ! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
- return;
- }
- if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
- // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
- if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
- _gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
- }
- } else {
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
- }
- } finally {
- if ( restore ) {
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
- }
- }
- }
- };
- // Map three.js constants to WebGL constants
- function paramThreeToGL( p ) {
- var extension;
- if ( p === RepeatWrapping ) return _gl.REPEAT;
- if ( p === ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
- if ( p === MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
- if ( p === NearestFilter ) return _gl.NEAREST;
- if ( p === NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
- if ( p === NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
- if ( p === LinearFilter ) return _gl.LINEAR;
- if ( p === LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
- if ( p === LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
- if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE;
- if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
- if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
- if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
- if ( p === ByteType ) return _gl.BYTE;
- if ( p === ShortType ) return _gl.SHORT;
- if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
- if ( p === IntType ) return _gl.INT;
- if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
- if ( p === FloatType ) return _gl.FLOAT;
- if ( p === HalfFloatType ) {
- extension = extensions.get( 'OES_texture_half_float' );
- if ( extension !== null ) return extension.HALF_FLOAT_OES;
- }
- if ( p === AlphaFormat ) return _gl.ALPHA;
- if ( p === RGBFormat ) return _gl.RGB;
- if ( p === RGBAFormat ) return _gl.RGBA;
- if ( p === LuminanceFormat ) return _gl.LUMINANCE;
- if ( p === LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
- if ( p === DepthFormat ) return _gl.DEPTH_COMPONENT;
- if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
- if ( p === AddEquation ) return _gl.FUNC_ADD;
- if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
- if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
- if ( p === ZeroFactor ) return _gl.ZERO;
- if ( p === OneFactor ) return _gl.ONE;
- if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
- if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
- if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
- if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
- if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
- if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
- if ( p === DstColorFactor ) return _gl.DST_COLOR;
- if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
- if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
- if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
- p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
- extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
- if ( extension !== null ) {
- if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
- if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
- if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
- if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
- }
- }
- if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
- p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
- extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
- if ( extension !== null ) {
- if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
- if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
- if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
- if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
- }
- }
- if ( p === RGB_ETC1_Format ) {
- extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
- if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
- }
- if ( p === MinEquation || p === MaxEquation ) {
- extension = extensions.get( 'EXT_blend_minmax' );
- if ( extension !== null ) {
- if ( p === MinEquation ) return extension.MIN_EXT;
- if ( p === MaxEquation ) return extension.MAX_EXT;
- }
- }
- if ( p === UnsignedInt248Type ) {
- extension = extensions.get( 'WEBGL_depth_texture' );
- if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
- }
- return 0;
- }
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function Scene () {
- Object3D.call( this );
- this.type = 'Scene';
- this.background = null;
- this.fog = null;
- this.overrideMaterial = null;
- this.autoUpdate = true; // checked by the renderer
- }
- Scene.prototype = Object.create( Object3D.prototype );
- Scene.prototype.constructor = Scene;
- Scene.prototype.copy = function ( source, recursive ) {
- Object3D.prototype.copy.call( this, source, recursive );
- if ( source.background !== null ) this.background = source.background.clone();
- if ( source.fog !== null ) this.fog = source.fog.clone();
- if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
- this.autoUpdate = source.autoUpdate;
- this.matrixAutoUpdate = source.matrixAutoUpdate;
- return this;
- };
- Scene.prototype.toJSON = function ( meta ) {
- var data = Object3D.prototype.toJSON.call( this, meta );
- if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
- if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
- return data;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
- Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
- this.generateMipmaps = false;
- var scope = this;
- function update() {
- requestAnimationFrame( update );
- if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
- scope.needsUpdate = true;
- }
- }
- update();
- }
- VideoTexture.prototype = Object.create( Texture.prototype );
- VideoTexture.prototype.constructor = VideoTexture;
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- var Cache = {
- enabled: false,
- files: {},
- add: function ( key, file ) {
- if ( this.enabled === false ) return;
- // console.log( 'THREE.Cache', 'Adding key:', key );
- this.files[ key ] = file;
- },
- get: function ( key ) {
- if ( this.enabled === false ) return;
- // console.log( 'THREE.Cache', 'Checking key:', key );
- return this.files[ key ];
- },
- remove: function ( key ) {
- delete this.files[ key ];
- },
- clear: function () {
- this.files = {};
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function LoadingManager( onLoad, onProgress, onError ) {
- var scope = this;
- var isLoading = false, itemsLoaded = 0, itemsTotal = 0;
- this.onStart = undefined;
- this.onLoad = onLoad;
- this.onProgress = onProgress;
- this.onError = onError;
- this.itemStart = function ( url ) {
- itemsTotal ++;
- if ( isLoading === false ) {
- if ( scope.onStart !== undefined ) {
- scope.onStart( url, itemsLoaded, itemsTotal );
- }
- }
- isLoading = true;
- };
- this.itemEnd = function ( url ) {
- itemsLoaded ++;
- if ( scope.onProgress !== undefined ) {
- scope.onProgress( url, itemsLoaded, itemsTotal );
- }
- if ( itemsLoaded === itemsTotal ) {
- isLoading = false;
- if ( scope.onLoad !== undefined ) {
- scope.onLoad();
- }
- }
- };
- this.itemError = function ( url ) {
- if ( scope.onError !== undefined ) {
- scope.onError( url );
- }
- };
- }
- var DefaultLoadingManager = new LoadingManager();
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function ImageLoader( manager ) {
- this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
- }
- Object.assign( ImageLoader.prototype, {
- load: function ( url, onLoad, onProgress, onError ) {
- if ( url === undefined ) url = '';
- if ( this.path !== undefined ) url = this.path + url;
- var scope = this;
- var cached = Cache.get( url );
- if ( cached !== undefined ) {
- scope.manager.itemStart( url );
- setTimeout( function () {
- if ( onLoad ) onLoad( cached );
- scope.manager.itemEnd( url );
- }, 0 );
- return cached;
- }
- var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
- image.addEventListener( 'load', function () {
- Cache.add( url, this );
- if ( onLoad ) onLoad( this );
- scope.manager.itemEnd( url );
- }, false );
- /*
- image.addEventListener( 'progress', function ( event ) {
- if ( onProgress ) onProgress( event );
- }, false );
- */
- image.addEventListener( 'error', function ( event ) {
- if ( onError ) onError( event );
- scope.manager.itemError( url );
- }, false );
- if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
- scope.manager.itemStart( url );
- image.src = url;
- return image;
- },
- setCrossOrigin: function ( value ) {
- this.crossOrigin = value;
- return this;
- },
- setPath: function ( value ) {
- this.path = value;
- return this;
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function TextureLoader( manager ) {
- this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
- }
- Object.assign( TextureLoader.prototype, {
- load: function ( url, onLoad, onProgress, onError ) {
- var texture = new Texture();
- var loader = new ImageLoader( this.manager );
- loader.setCrossOrigin( this.crossOrigin );
- loader.setPath( this.path );
- loader.load( url, function ( image ) {
- // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
- var isJPEG = url.search( /\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
- texture.format = isJPEG ? RGBFormat : RGBAFormat;
- texture.image = image;
- texture.needsUpdate = true;
- if ( onLoad !== undefined ) {
- onLoad( texture );
- }
- }, onProgress, onError );
- return texture;
- },
- setCrossOrigin: function ( value ) {
- this.crossOrigin = value;
- return this;
- },
- setPath: function ( value ) {
- this.path = value;
- return this;
- }
- } );
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author bhouston / http://clara.io/
- * @author stephomi / http://stephaneginier.com/
- */
- function Raycaster( origin, direction, near, far ) {
- this.ray = new Ray( origin, direction );
- // direction is assumed to be normalized (for accurate distance calculations)
- this.near = near || 0;
- this.far = far || Infinity;
- this.params = {
- Mesh: {},
- Line: {},
- LOD: {},
- Points: { threshold: 1 },
- Sprite: {}
- };
- Object.defineProperties( this.params, {
- PointCloud: {
- get: function () {
- console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
- return this.Points;
- }
- }
- } );
- }
- function ascSort( a, b ) {
- return a.distance - b.distance;
- }
- function intersectObject( object, raycaster, intersects, recursive ) {
- if ( object.visible === false ) return;
- object.raycast( raycaster, intersects );
- if ( recursive === true ) {
- var children = object.children;
- for ( var i = 0, l = children.length; i < l; i ++ ) {
- intersectObject( children[ i ], raycaster, intersects, true );
- }
- }
- }
- //
- Raycaster.prototype = {
- constructor: Raycaster,
- linePrecision: 1,
- set: function ( origin, direction ) {
- // direction is assumed to be normalized (for accurate distance calculations)
- this.ray.set( origin, direction );
- },
- setFromCamera: function ( coords, camera ) {
- if ( (camera && camera.isPerspectiveCamera) ) {
- this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
- this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
- } else if ( (camera && camera.isOrthographicCamera) ) {
- this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
- this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
- } else {
- console.error( 'THREE.Raycaster: Unsupported camera type.' );
- }
- },
- intersectObject: function ( object, recursive ) {
- var intersects = [];
- intersectObject( object, this, intersects, recursive );
- intersects.sort( ascSort );
- return intersects;
- },
- intersectObjects: function ( objects, recursive ) {
- var intersects = [];
- if ( Array.isArray( objects ) === false ) {
- console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
- return intersects;
- }
- for ( var i = 0, l = objects.length; i < l; i ++ ) {
- intersectObject( objects[ i ], this, intersects, recursive );
- }
- intersects.sort( ascSort );
- return intersects;
- }
- };
- /**
- * @author oosmoxiecode
- * @author mrdoob / http://mrdoob.com/
- * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
- */
- function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
- Geometry.call( this );
- this.type = 'TorusGeometry';
- this.parameters = {
- radius: radius,
- tube: tube,
- radialSegments: radialSegments,
- tubularSegments: tubularSegments,
- arc: arc
- };
- this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
- }
- TorusGeometry.prototype = Object.create( Geometry.prototype );
- TorusGeometry.prototype.constructor = TorusGeometry;
- /**
- * @author Mugen87 / https://github.com/Mugen87
- */
- function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
- BufferGeometry.call( this );
- this.type = 'TorusBufferGeometry';
- this.parameters = {
- radius: radius,
- tube: tube,
- radialSegments: radialSegments,
- tubularSegments: tubularSegments,
- arc: arc
- };
- radius = radius || 100;
- tube = tube || 40;
- radialSegments = Math.floor( radialSegments ) || 8;
- tubularSegments = Math.floor( tubularSegments ) || 6;
- arc = arc || Math.PI * 2;
- // buffers
- var indices = [];
- var vertices = [];
- var normals = [];
- var uvs = [];
- // helper variables
- var center = new Vector3();
- var vertex = new Vector3();
- var normal = new Vector3();
- var j, i;
- // generate vertices, normals and uvs
- for ( j = 0; j <= radialSegments; j ++ ) {
- for ( i = 0; i <= tubularSegments; i ++ ) {
- var u = i / tubularSegments * arc;
- var v = j / radialSegments * Math.PI * 2;
- // vertex
- vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
- vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
- vertex.z = tube * Math.sin( v );
- vertices.push( vertex.x, vertex.y, vertex.z );
- // normal
- center.x = radius * Math.cos( u );
- center.y = radius * Math.sin( u );
- normal.subVectors( vertex, center ).normalize();
- normals.push( normal.x, normal.y, normal.z );
- // uv
- uvs.push( i / tubularSegments );
- uvs.push( j / radialSegments );
- }
- }
- // generate indices
- for ( j = 1; j <= radialSegments; j ++ ) {
- for ( i = 1; i <= tubularSegments; i ++ ) {
- // indices
- var a = ( tubularSegments + 1 ) * j + i - 1;
- var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
- var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
- var d = ( tubularSegments + 1 ) * j + i;
- // faces
- indices.push( a, b, d );
- indices.push( b, c, d );
- }
- }
- // build geometry
- this.setIndex( indices );
- this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- }
- TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
- TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
- Geometry.call( this );
- this.type = 'SphereGeometry';
- this.parameters = {
- radius: radius,
- widthSegments: widthSegments,
- heightSegments: heightSegments,
- phiStart: phiStart,
- phiLength: phiLength,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
- this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
- }
- SphereGeometry.prototype = Object.create( Geometry.prototype );
- SphereGeometry.prototype.constructor = SphereGeometry;
- /**
- * @author benaadams / https://twitter.com/ben_a_adams
- * @author Mugen87 / https://github.com/Mugen87
- */
- function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
- BufferGeometry.call( this );
- this.type = 'SphereBufferGeometry';
- this.parameters = {
- radius: radius,
- widthSegments: widthSegments,
- heightSegments: heightSegments,
- phiStart: phiStart,
- phiLength: phiLength,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
- radius = radius || 50;
- widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
- heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
- phiStart = phiStart !== undefined ? phiStart : 0;
- phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
- thetaStart = thetaStart !== undefined ? thetaStart : 0;
- thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
- var thetaEnd = thetaStart + thetaLength;
- var ix, iy;
- var index = 0;
- var grid = [];
- var vertex = new Vector3();
- var normal = new Vector3();
- // buffers
- var indices = [];
- var vertices = [];
- var normals = [];
- var uvs = [];
- // generate vertices, normals and uvs
- for ( iy = 0; iy <= heightSegments; iy ++ ) {
- var verticesRow = [];
- var v = iy / heightSegments;
- for ( ix = 0; ix <= widthSegments; ix ++ ) {
- var u = ix / widthSegments;
- // vertex
- vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
- vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
- vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
- vertices.push( vertex.x, vertex.y, vertex.z );
- // normal
- normal.set( vertex.x, vertex.y, vertex.z ).normalize();
- normals.push( normal.x, normal.y, normal.z );
- // uv
- uvs.push( u, 1 - v );
- verticesRow.push( index ++ );
- }
- grid.push( verticesRow );
- }
- // indices
- for ( iy = 0; iy < heightSegments; iy ++ ) {
- for ( ix = 0; ix < widthSegments; ix ++ ) {
- var a = grid[ iy ][ ix + 1 ];
- var b = grid[ iy ][ ix ];
- var c = grid[ iy + 1 ][ ix ];
- var d = grid[ iy + 1 ][ ix + 1 ];
- if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
- if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
- }
- }
- // build geometry
- this.setIndex( indices );
- this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- }
- SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
- SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
- /**
- * @author hughes
- */
- function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
- Geometry.call( this );
- this.type = 'CircleGeometry';
- this.parameters = {
- radius: radius,
- segments: segments,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
- this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
- }
- CircleGeometry.prototype = Object.create( Geometry.prototype );
- CircleGeometry.prototype.constructor = CircleGeometry;
- /**
- * @author benaadams / https://twitter.com/ben_a_adams
- * @author Mugen87 / https://github.com/Mugen87
- */
- function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
- BufferGeometry.call( this );
- this.type = 'CircleBufferGeometry';
- this.parameters = {
- radius: radius,
- segments: segments,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
- radius = radius || 50;
- segments = segments !== undefined ? Math.max( 3, segments ) : 8;
- thetaStart = thetaStart !== undefined ? thetaStart : 0;
- thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
- // buffers
- var indices = [];
- var vertices = [];
- var normals = [];
- var uvs = [];
- // helper variables
- var i, s;
- var vertex = new Vector3();
- var uv = new Vector2();
- // center point
- vertices.push( 0, 0, 0 );
- normals.push( 0, 0, 1 );
- uvs.push( 0.5, 0.5 );
- for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
- var segment = thetaStart + s / segments * thetaLength;
- // vertex
- vertex.x = radius * Math.cos( segment );
- vertex.y = radius * Math.sin( segment );
- vertices.push( vertex.x, vertex.y, vertex.z );
- // normal
- normals.push( 0, 0, 1 );
- // uvs
- uv.x = ( vertices[ i ] / radius + 1 ) / 2;
- uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
- uvs.push( uv.x, uv.y );
- }
- // indices
- for ( i = 1; i <= segments; i ++ ) {
- indices.push( i, i + 1, 0 );
- }
- // build geometry
- this.setIndex( indices );
- this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- }
- CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
- CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
- /**
- * @author Kaleb Murphy
- */
- function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
- Geometry.call( this );
- this.type = 'RingGeometry';
- this.parameters = {
- innerRadius: innerRadius,
- outerRadius: outerRadius,
- thetaSegments: thetaSegments,
- phiSegments: phiSegments,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
- this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
- }
- RingGeometry.prototype = Object.create( Geometry.prototype );
- RingGeometry.prototype.constructor = RingGeometry;
- /**
- * @author Mugen87 / https://github.com/Mugen87
- */
- function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
- BufferGeometry.call( this );
- this.type = 'RingBufferGeometry';
- this.parameters = {
- innerRadius: innerRadius,
- outerRadius: outerRadius,
- thetaSegments: thetaSegments,
- phiSegments: phiSegments,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
- innerRadius = innerRadius || 20;
- outerRadius = outerRadius || 50;
- thetaStart = thetaStart !== undefined ? thetaStart : 0;
- thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
- thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
- phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
- // buffers
- var indices = [];
- var vertices = [];
- var normals = [];
- var uvs = [];
- // some helper variables
- var segment;
- var radius = innerRadius;
- var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
- var vertex = new Vector3();
- var uv = new Vector2();
- var j, i;
- // generate vertices, normals and uvs
- for ( j = 0; j <= phiSegments; j ++ ) {
- for ( i = 0; i <= thetaSegments; i ++ ) {
- // values are generate from the inside of the ring to the outside
- segment = thetaStart + i / thetaSegments * thetaLength;
- // vertex
- vertex.x = radius * Math.cos( segment );
- vertex.y = radius * Math.sin( segment );
- vertices.push( vertex.x, vertex.y, vertex.z );
- // normal
- normals.push( 0, 0, 1 );
- // uv
- uv.x = ( vertex.x / outerRadius + 1 ) / 2;
- uv.y = ( vertex.y / outerRadius + 1 ) / 2;
- uvs.push( uv.x, uv.y );
- }
- // increase the radius for next row of vertices
- radius += radiusStep;
- }
- // indices
- for ( j = 0; j < phiSegments; j ++ ) {
- var thetaSegmentLevel = j * ( thetaSegments + 1 );
- for ( i = 0; i < thetaSegments; i ++ ) {
- segment = i + thetaSegmentLevel;
- var a = segment;
- var b = segment + thetaSegments + 1;
- var c = segment + thetaSegments + 2;
- var d = segment + 1;
- // faces
- indices.push( a, b, d );
- indices.push( b, c, d );
- }
- }
- // build geometry
- this.setIndex( indices );
- this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- }
- RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
- RingBufferGeometry.prototype.constructor = RingBufferGeometry;
- /**
- * @author dmarcos / https://github.com/dmarcos
- * @author mrdoob / http://mrdoob.com
- */
- THREE.VRControls = function ( object, onError ) {
- var scope = this;
- var vrDisplay, vrDisplays;
- var standingMatrix = new THREE.Matrix4();
- var frameData = null;
- if ( 'VRFrameData' in window ) {
- frameData = new VRFrameData();
- }
- function gotVRDisplays( displays ) {
- vrDisplays = displays;
- if ( displays.length > 0 ) {
- vrDisplay = displays[ 0 ];
- } else {
- if ( onError ) onError( 'VR input not available.' );
- }
- }
- if ( navigator.getVRDisplays ) {
- navigator.getVRDisplays().then( gotVRDisplays ).catch ( function () {
- console.warn( 'THREE.VRControls: Unable to get VR Displays' );
- } );
- }
- // the Rift SDK returns the position in meters
- // this scale factor allows the user to define how meters
- // are converted to scene units.
- this.scale = 1;
- // If true will use "standing space" coordinate system where y=0 is the
- // floor and x=0, z=0 is the center of the room.
- this.standing = false;
- // Distance from the users eyes to the floor in meters. Used when
- // standing=true but the VRDisplay doesn't provide stageParameters.
- this.userHeight = 1.6;
- this.getVRDisplay = function () {
- return vrDisplay;
- };
- this.setVRDisplay = function ( value ) {
- vrDisplay = value;
- };
- this.getVRDisplays = function () {
- console.warn( 'THREE.VRControls: getVRDisplays() is being deprecated.' );
- return vrDisplays;
- };
- this.getStandingMatrix = function () {
- return standingMatrix;
- };
- this.update = function () {
- if ( vrDisplay ) {
- var pose;
- if ( vrDisplay.getFrameData ) {
- vrDisplay.getFrameData( frameData );
- pose = frameData.pose;
- } else if ( vrDisplay.getPose ) {
- pose = vrDisplay.getPose();
- }
- if ( pose.orientation !== null ) {
- object.quaternion.fromArray( pose.orientation );
- }
- if ( pose.position !== null ) {
- object.position.fromArray( pose.position );
- } else {
- object.position.set( 0, 0, 0 );
- }
- if ( this.standing ) {
- if ( vrDisplay.stageParameters ) {
- object.updateMatrix();
- standingMatrix.fromArray( vrDisplay.stageParameters.sittingToStandingTransform );
- object.applyMatrix( standingMatrix );
- } else {
- object.position.setY( object.position.y + this.userHeight );
- }
- }
- object.position.multiplyScalar( scope.scale );
- }
- };
- this.resetPose = function () {
- if ( vrDisplay ) {
- vrDisplay.resetPose();
- }
- };
- this.resetSensor = function () {
- console.warn( 'THREE.VRControls: .resetSensor() is now .resetPose().' );
- this.resetPose();
- };
- this.zeroSensor = function () {
- console.warn( 'THREE.VRControls: .zeroSensor() is now .resetPose().' );
- this.resetPose();
- };
- this.dispose = function () {
- vrDisplay = null;
- };
- };
- /**
- * @author dmarcos / https://github.com/dmarcos
- * @author mrdoob / http://mrdoob.com
- *
- * WebVR Spec: http://mozvr.github.io/webvr-spec/webvr.html
- *
- * Firefox: http://mozvr.com/downloads/
- * Chromium: https://webvr.info/get-chrome
- *
- */
- THREE.VREffect = function( renderer, onError ) {
- var vrDisplay, vrDisplays;
- var eyeTranslationL = new THREE.Vector3();
- var eyeTranslationR = new THREE.Vector3();
- var renderRectL, renderRectR;
- var frameData = null;
- if ( 'VRFrameData' in window ) {
- frameData = new window.VRFrameData();
- }
- function gotVRDisplays( displays ) {
- vrDisplays = displays;
- if ( displays.length > 0 ) {
- vrDisplay = displays[ 0 ];
- } else {
- if ( onError ) onError( 'HMD not available' );
- }
- }
- if ( navigator.getVRDisplays ) {
- navigator.getVRDisplays().then( gotVRDisplays ).catch( function() {
- console.warn( 'THREE.VREffect: Unable to get VR Displays' );
- } );
- }
- //
- this.isPresenting = false;
- this.scale = 1;
- var scope = this;
- var rendererSize = renderer.getSize();
- var rendererUpdateStyle = false;
- var rendererPixelRatio = renderer.getPixelRatio();
- this.getVRDisplay = function() {
- return vrDisplay;
- };
- this.setVRDisplay = function( value ) {
- vrDisplay = value;
- };
- this.getVRDisplays = function() {
- console.warn( 'THREE.VREffect: getVRDisplays() is being deprecated.' );
- return vrDisplays;
- };
- this.setSize = function( width, height, updateStyle ) {
- rendererSize = { width: width, height: height };
- rendererUpdateStyle = updateStyle;
- if ( scope.isPresenting ) {
- var eyeParamsL = vrDisplay.getEyeParameters( 'left' );
- renderer.setPixelRatio( 1 );
- renderer.setSize( eyeParamsL.renderWidth * 2, eyeParamsL.renderHeight, false );
- } else {
- renderer.setPixelRatio( rendererPixelRatio );
- renderer.setSize( width, height, updateStyle );
- }
- };
- // VR presentation
- var canvas = renderer.domElement;
- var defaultLeftBounds = [ 0.0, 0.0, 0.5, 1.0 ];
- var defaultRightBounds = [ 0.5, 0.0, 0.5, 1.0 ];
- function onVRDisplayPresentChange() {
- var wasPresenting = scope.isPresenting;
- scope.isPresenting = vrDisplay !== undefined && vrDisplay.isPresenting;
- if ( scope.isPresenting ) {
- var eyeParamsL = vrDisplay.getEyeParameters( 'left' );
- var eyeWidth = eyeParamsL.renderWidth;
- var eyeHeight = eyeParamsL.renderHeight;
- if ( ! wasPresenting ) {
- rendererPixelRatio = renderer.getPixelRatio();
- rendererSize = renderer.getSize();
- renderer.setPixelRatio( 1 );
- renderer.setSize( eyeWidth * 2, eyeHeight, false );
- }
- } else if ( wasPresenting ) {
- renderer.setPixelRatio( rendererPixelRatio );
- renderer.setSize( rendererSize.width, rendererSize.height, rendererUpdateStyle );
- }
- }
- window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
- this.setFullScreen = function( boolean ) {
- return new Promise( function( resolve, reject ) {
- if ( vrDisplay === undefined ) {
- reject( new Error( 'No VR hardware found.' ) );
- return;
- }
- if ( scope.isPresenting === boolean ) {
- resolve();
- return;
- }
- if ( boolean ) {
- resolve( vrDisplay.requestPresent( [ { source: canvas } ] ) );
- } else {
- resolve( vrDisplay.exitPresent() );
- }
- } );
- };
- this.requestPresent = function() {
- return this.setFullScreen( true );
- };
- this.exitPresent = function() {
- return this.setFullScreen( false );
- };
- this.requestAnimationFrame = function( f ) {
- if ( vrDisplay !== undefined ) {
- return vrDisplay.requestAnimationFrame( f );
- } else {
- return window.requestAnimationFrame( f );
- }
- };
- this.cancelAnimationFrame = function( h ) {
- if ( vrDisplay !== undefined ) {
- vrDisplay.cancelAnimationFrame( h );
- } else {
- window.cancelAnimationFrame( h );
- }
- };
- this.submitFrame = function() {
- if ( vrDisplay !== undefined && scope.isPresenting ) {
- vrDisplay.submitFrame();
- }
- };
- this.autoSubmitFrame = true;
- // render
- var cameraL = new THREE.PerspectiveCamera();
- cameraL.layers.enable( 1 );
- var cameraR = new THREE.PerspectiveCamera();
- cameraR.layers.enable( 2 );
- this.render = function( scene, camera, renderTarget, forceClear ) {
- if ( vrDisplay && scope.isPresenting ) {
- var autoUpdate = scene.autoUpdate;
- if ( autoUpdate ) {
- scene.updateMatrixWorld();
- scene.autoUpdate = false;
- }
- var eyeParamsL = vrDisplay.getEyeParameters( 'left' );
- var eyeParamsR = vrDisplay.getEyeParameters( 'right' );
- eyeTranslationL.fromArray( eyeParamsL.offset );
- eyeTranslationR.fromArray( eyeParamsR.offset );
- if ( Array.isArray( scene ) ) {
- console.warn( 'THREE.VREffect.render() no longer supports arrays. Use object.layers instead.' );
- scene = scene[ 0 ];
- }
- // When rendering we don't care what the recommended size is, only what the actual size
- // of the backbuffer is.
- var size = renderer.getSize();
- var layers = vrDisplay.getLayers();
- var leftBounds;
- var rightBounds;
- if ( layers.length ) {
- var layer = layers[ 0 ];
- leftBounds = layer.leftBounds !== null && layer.leftBounds.length === 4 ? layer.leftBounds : defaultLeftBounds;
- rightBounds = layer.rightBounds !== null && layer.rightBounds.length === 4 ? layer.rightBounds : defaultRightBounds;
- } else {
- leftBounds = defaultLeftBounds;
- rightBounds = defaultRightBounds;
- }
- renderRectL = {
- x: Math.round( size.width * leftBounds[ 0 ] ),
- y: Math.round( size.height * leftBounds[ 1 ] ),
- width: Math.round( size.width * leftBounds[ 2 ] ),
- height: Math.round( size.height * leftBounds[ 3 ] )
- };
- renderRectR = {
- x: Math.round( size.width * rightBounds[ 0 ] ),
- y: Math.round( size.height * rightBounds[ 1 ] ),
- width: Math.round( size.width * rightBounds[ 2 ] ),
- height: Math.round( size.height * rightBounds[ 3 ] )
- };
- if ( renderTarget ) {
- renderer.setRenderTarget( renderTarget );
- renderTarget.scissorTest = true;
- } else {
- renderer.setRenderTarget( null );
- renderer.setScissorTest( true );
- }
- if ( renderer.autoClear || forceClear ) renderer.clear();
- if ( camera.parent === null ) camera.updateMatrixWorld();
- camera.matrixWorld.decompose( cameraL.position, cameraL.quaternion, cameraL.scale );
- camera.matrixWorld.decompose( cameraR.position, cameraR.quaternion, cameraR.scale );
- var scale = this.scale;
- cameraL.translateOnAxis( eyeTranslationL, scale );
- cameraR.translateOnAxis( eyeTranslationR, scale );
- if ( vrDisplay.getFrameData ) {
- vrDisplay.depthNear = camera.near;
- vrDisplay.depthFar = camera.far;
- vrDisplay.getFrameData( frameData );
- cameraL.projectionMatrix.elements = frameData.leftProjectionMatrix;
- cameraR.projectionMatrix.elements = frameData.rightProjectionMatrix;
- } else {
- cameraL.projectionMatrix = fovToProjection( eyeParamsL.fieldOfView, true, camera.near, camera.far );
- cameraR.projectionMatrix = fovToProjection( eyeParamsR.fieldOfView, true, camera.near, camera.far );
- }
- // render left eye
- if ( renderTarget ) {
- renderTarget.viewport.set( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
- renderTarget.scissor.set( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
- } else {
- renderer.setViewport( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
- renderer.setScissor( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
- }
- renderer.render( scene, cameraL, renderTarget, forceClear );
- // render right eye
- if ( renderTarget ) {
- renderTarget.viewport.set( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
- renderTarget.scissor.set( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
- } else {
- renderer.setViewport( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
- renderer.setScissor( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
- }
- renderer.render( scene, cameraR, renderTarget, forceClear );
- if ( renderTarget ) {
- renderTarget.viewport.set( 0, 0, size.width, size.height );
- renderTarget.scissor.set( 0, 0, size.width, size.height );
- renderTarget.scissorTest = false;
- renderer.setRenderTarget( null );
- } else {
- renderer.setViewport( 0, 0, size.width, size.height );
- renderer.setScissorTest( false );
- }
- if ( autoUpdate ) {
- scene.autoUpdate = true;
- }
- if ( scope.autoSubmitFrame ) {
- scope.submitFrame();
- }
- return;
- }
- // Regular render mode if not HMD
- renderer.render( scene, camera, renderTarget, forceClear );
- };
- this.dispose = function() {
- window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
- };
- //
- function fovToNDCScaleOffset( fov ) {
- var pxscale = 2.0 / ( fov.leftTan + fov.rightTan );
- var pxoffset = ( fov.leftTan - fov.rightTan ) * pxscale * 0.5;
- var pyscale = 2.0 / ( fov.upTan + fov.downTan );
- var pyoffset = ( fov.upTan - fov.downTan ) * pyscale * 0.5;
- return { scale: [ pxscale, pyscale ], offset: [ pxoffset, pyoffset ] };
- }
- function fovPortToProjection( fov, rightHanded, zNear, zFar ) {
- rightHanded = rightHanded === undefined ? true : rightHanded;
- zNear = zNear === undefined ? 0.01 : zNear;
- zFar = zFar === undefined ? 10000.0 : zFar;
- var handednessScale = rightHanded ? - 1.0 : 1.0;
- // start with an identity matrix
- var mobj = new THREE.Matrix4();
- var m = mobj.elements;
- // and with scale/offset info for normalized device coords
- var scaleAndOffset = fovToNDCScaleOffset( fov );
- // X result, map clip edges to [-w,+w]
- m[ 0 * 4 + 0 ] = scaleAndOffset.scale[ 0 ];
- m[ 0 * 4 + 1 ] = 0.0;
- m[ 0 * 4 + 2 ] = scaleAndOffset.offset[ 0 ] * handednessScale;
- m[ 0 * 4 + 3 ] = 0.0;
- // Y result, map clip edges to [-w,+w]
- // Y offset is negated because this proj matrix transforms from world coords with Y=up,
- // but the NDC scaling has Y=down (thanks D3D?)
- m[ 1 * 4 + 0 ] = 0.0;
- m[ 1 * 4 + 1 ] = scaleAndOffset.scale[ 1 ];
- m[ 1 * 4 + 2 ] = - scaleAndOffset.offset[ 1 ] * handednessScale;
- m[ 1 * 4 + 3 ] = 0.0;
- // Z result (up to the app)
- m[ 2 * 4 + 0 ] = 0.0;
- m[ 2 * 4 + 1 ] = 0.0;
- m[ 2 * 4 + 2 ] = zFar / ( zNear - zFar ) * - handednessScale;
- m[ 2 * 4 + 3 ] = ( zFar * zNear ) / ( zNear - zFar );
- // W result (= Z in)
- m[ 3 * 4 + 0 ] = 0.0;
- m[ 3 * 4 + 1 ] = 0.0;
- m[ 3 * 4 + 2 ] = handednessScale;
- m[ 3 * 4 + 3 ] = 0.0;
- mobj.transpose();
- return mobj;
- }
- function fovToProjection( fov, rightHanded, zNear, zFar ) {
- var DEG2RAD = Math.PI / 180.0;
- var fovPort = {
- upTan: Math.tan( fov.upDegrees * DEG2RAD ),
- downTan: Math.tan( fov.downDegrees * DEG2RAD ),
- leftTan: Math.tan( fov.leftDegrees * DEG2RAD ),
- rightTan: Math.tan( fov.rightDegrees * DEG2RAD )
- };
- return fovPortToProjection( fovPort, rightHanded, zNear, zFar );
- }
- };
- exports.WebGLRenderer = WebGLRenderer;
- exports.Scene = Scene;
- exports.Mesh = Mesh;
- exports.VideoTexture = VideoTexture;
- exports.MeshBasicMaterial = MeshBasicMaterial;
- exports.ShaderMaterial = ShaderMaterial;
- exports.TextureLoader = TextureLoader;
- exports.PerspectiveCamera = PerspectiveCamera;
- exports.Object3D = Object3D;
- exports.Raycaster = Raycaster;
- exports.Math = _Math;
- exports.Quaternion = Quaternion;
- exports.Euler = Euler;
- exports.Matrix4 = Matrix4;
- exports.Matrix3 = Matrix3;
- exports.Vector4 = Vector4;
- exports.Vector3 = Vector3;
- exports.Vector2 = Vector2;
- exports.Color = Color;
- exports.TorusGeometry = TorusGeometry;
- exports.SphereGeometry = SphereGeometry;
- exports.CircleGeometry = CircleGeometry;
- exports.RingGeometry = RingGeometry;
- exports.REVISION = REVISION;
- exports.MOUSE = MOUSE;
- exports.CullFaceNone = CullFaceNone;
- exports.CullFaceBack = CullFaceBack;
- exports.CullFaceFront = CullFaceFront;
- exports.CullFaceFrontBack = CullFaceFrontBack;
- exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
- exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
- exports.BasicShadowMap = BasicShadowMap;
- exports.PCFShadowMap = PCFShadowMap;
- exports.PCFSoftShadowMap = PCFSoftShadowMap;
- exports.FrontSide = FrontSide;
- exports.BackSide = BackSide;
- exports.DoubleSide = DoubleSide;
- exports.FlatShading = FlatShading;
- exports.SmoothShading = SmoothShading;
- exports.NoColors = NoColors;
- exports.FaceColors = FaceColors;
- exports.VertexColors = VertexColors;
- exports.NoBlending = NoBlending;
- exports.NormalBlending = NormalBlending;
- exports.AdditiveBlending = AdditiveBlending;
- exports.SubtractiveBlending = SubtractiveBlending;
- exports.MultiplyBlending = MultiplyBlending;
- exports.CustomBlending = CustomBlending;
- exports.AddEquation = AddEquation;
- exports.SubtractEquation = SubtractEquation;
- exports.ReverseSubtractEquation = ReverseSubtractEquation;
- exports.MinEquation = MinEquation;
- exports.MaxEquation = MaxEquation;
- exports.ZeroFactor = ZeroFactor;
- exports.OneFactor = OneFactor;
- exports.SrcColorFactor = SrcColorFactor;
- exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
- exports.SrcAlphaFactor = SrcAlphaFactor;
- exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
- exports.DstAlphaFactor = DstAlphaFactor;
- exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
- exports.DstColorFactor = DstColorFactor;
- exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
- exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
- exports.NeverDepth = NeverDepth;
- exports.AlwaysDepth = AlwaysDepth;
- exports.LessDepth = LessDepth;
- exports.LessEqualDepth = LessEqualDepth;
- exports.EqualDepth = EqualDepth;
- exports.GreaterEqualDepth = GreaterEqualDepth;
- exports.GreaterDepth = GreaterDepth;
- exports.NotEqualDepth = NotEqualDepth;
- exports.MultiplyOperation = MultiplyOperation;
- exports.MixOperation = MixOperation;
- exports.AddOperation = AddOperation;
- exports.NoToneMapping = NoToneMapping;
- exports.LinearToneMapping = LinearToneMapping;
- exports.ReinhardToneMapping = ReinhardToneMapping;
- exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
- exports.CineonToneMapping = CineonToneMapping;
- exports.UVMapping = UVMapping;
- exports.CubeReflectionMapping = CubeReflectionMapping;
- exports.CubeRefractionMapping = CubeRefractionMapping;
- exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
- exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
- exports.SphericalReflectionMapping = SphericalReflectionMapping;
- exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
- exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
- exports.RepeatWrapping = RepeatWrapping;
- exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
- exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
- exports.NearestFilter = NearestFilter;
- exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
- exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
- exports.LinearFilter = LinearFilter;
- exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
- exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
- exports.UnsignedByteType = UnsignedByteType;
- exports.ByteType = ByteType;
- exports.ShortType = ShortType;
- exports.UnsignedShortType = UnsignedShortType;
- exports.IntType = IntType;
- exports.UnsignedIntType = UnsignedIntType;
- exports.FloatType = FloatType;
- exports.HalfFloatType = HalfFloatType;
- exports.UnsignedShort4444Type = UnsignedShort4444Type;
- exports.UnsignedShort5551Type = UnsignedShort5551Type;
- exports.UnsignedShort565Type = UnsignedShort565Type;
- exports.UnsignedInt248Type = UnsignedInt248Type;
- exports.AlphaFormat = AlphaFormat;
- exports.RGBFormat = RGBFormat;
- exports.RGBAFormat = RGBAFormat;
- exports.LuminanceFormat = LuminanceFormat;
- exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
- exports.RGBEFormat = RGBEFormat;
- exports.DepthFormat = DepthFormat;
- exports.DepthStencilFormat = DepthStencilFormat;
- exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
- exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
- exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
- exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
- exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
- exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
- exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
- exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
- exports.RGB_ETC1_Format = RGB_ETC1_Format;
- exports.LoopOnce = LoopOnce;
- exports.LoopRepeat = LoopRepeat;
- exports.LoopPingPong = LoopPingPong;
- exports.InterpolateDiscrete = InterpolateDiscrete;
- exports.InterpolateLinear = InterpolateLinear;
- exports.InterpolateSmooth = InterpolateSmooth;
- exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
- exports.ZeroSlopeEnding = ZeroSlopeEnding;
- exports.WrapAroundEnding = WrapAroundEnding;
- exports.TrianglesDrawMode = TrianglesDrawMode;
- exports.TriangleStripDrawMode = TriangleStripDrawMode;
- exports.TriangleFanDrawMode = TriangleFanDrawMode;
- exports.LinearEncoding = LinearEncoding;
- exports.sRGBEncoding = sRGBEncoding;
- exports.GammaEncoding = GammaEncoding;
- exports.RGBEEncoding = RGBEEncoding;
- exports.LogLuvEncoding = LogLuvEncoding;
- exports.RGBM7Encoding = RGBM7Encoding;
- exports.RGBM16Encoding = RGBM16Encoding;
- exports.RGBDEncoding = RGBDEncoding;
- exports.BasicDepthPacking = BasicDepthPacking;
- exports.RGBADepthPacking = RGBADepthPacking;
- Object.defineProperty(exports, '__esModule', { value: true });
- Object.defineProperty( exports, 'AudioContext', {
- get: function () {
- return exports.getAudioContext();
- }
- });
- })));
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