提交 1d34d2a0 编写于 作者: M Mr.doob

Updated builds.

上级 a0db9814
......@@ -17756,7 +17756,6 @@ THREE.XHRLoader.prototype = {
}, false );
if ( this.crossOrigin !== undefined ) request.crossOrigin = this.crossOrigin;
if ( this.responseType !== undefined ) request.responseType = this.responseType;
if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
......@@ -17768,9 +17767,9 @@ THREE.XHRLoader.prototype = {
},
setCrossOrigin: function ( value ) {
setPath: function ( value ) {
this.crossOrigin = value;
this.path = value;
},
......@@ -17780,12 +17779,6 @@ THREE.XHRLoader.prototype = {
},
setPath: function ( value ) {
this.path = value;
},
setWithCredentials: function ( value ) {
this.withCredentials = value;
......@@ -17944,7 +17937,6 @@ THREE.JSONLoader.prototype = {
var texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : THREE.Loader.prototype.extractUrlBase( url );
var loader = new THREE.XHRLoader( this.manager );
loader.setCrossOrigin( this.crossOrigin );
loader.setWithCredentials( this.withCredentials );
loader.load( url, function ( text ) {
......@@ -17982,12 +17974,6 @@ THREE.JSONLoader.prototype = {
},
setCrossOrigin: function ( value ) {
this.crossOrigin = value;
},
setTexturePath: function ( value ) {
this.texturePath = value;
......@@ -18545,7 +18531,6 @@ THREE.BufferGeometryLoader.prototype = {
var scope = this;
var loader = new THREE.XHRLoader( scope.manager );
loader.setCrossOrigin( this.crossOrigin );
loader.load( url, function ( text ) {
onLoad( scope.parse( JSON.parse( text ) ) );
......@@ -18554,12 +18539,6 @@ THREE.BufferGeometryLoader.prototype = {
},
setCrossOrigin: function ( value ) {
this.crossOrigin = value;
},
parse: function ( json ) {
var geometry = new THREE.BufferGeometry();
......@@ -18642,7 +18621,6 @@ THREE.MaterialLoader.prototype = {
var scope = this;
var loader = new THREE.XHRLoader( scope.manager );
loader.setCrossOrigin( this.crossOrigin );
loader.load( url, function ( text ) {
onLoad( scope.parse( JSON.parse( text ) ) );
......@@ -18651,12 +18629,6 @@ THREE.MaterialLoader.prototype = {
},
setCrossOrigin: function ( value ) {
this.crossOrigin = value;
},
setTextures: function ( value ) {
this.textures = value;
......@@ -18809,7 +18781,6 @@ THREE.ObjectLoader.prototype = {
var scope = this;
var loader = new THREE.XHRLoader( scope.manager );
loader.setCrossOrigin( this.crossOrigin );
loader.load( url, function ( text ) {
scope.parse( JSON.parse( text ), onLoad );
......@@ -19310,7 +19281,7 @@ THREE.ObjectLoader.prototype = {
} else {
object = new THREE.Mesh( geometry, material );
object = new THREE.Mesh( geometry, material );
}
......@@ -19564,7 +19535,6 @@ THREE.BinaryTextureLoader.prototype = {
var texture = new THREE.DataTexture();
var loader = new THREE.XHRLoader( this.manager );
loader.setCrossOrigin( this.crossOrigin );
loader.setResponseType( 'arraybuffer' );
loader.load( url, function ( buffer ) {
......@@ -19625,12 +19595,6 @@ THREE.BinaryTextureLoader.prototype = {
return texture;
},
setCrossOrigin: function ( value ) {
this.crossOrigin = value;
}
};
......@@ -19667,7 +19631,6 @@ THREE.CompressedTextureLoader.prototype = {
texture.image = images;
var loader = new THREE.XHRLoader( this.manager );
loader.setCrossOrigin( this.crossOrigin );
loader.setPath( this.path );
loader.setResponseType( 'arraybuffer' );
......@@ -19766,12 +19729,6 @@ THREE.CompressedTextureLoader.prototype = {
},
setCrossOrigin: function ( value ) {
this.crossOrigin = value;
},
setPath: function ( value ) {
this.path = value;
......@@ -23350,9 +23307,9 @@ THREE.ShaderChunk[ 'morphtarget_pars_vertex'] = "#ifdef USE_MORPHTARGETS\n #ifnd
THREE.ShaderChunk[ 'morphtarget_vertex'] = "#ifdef USE_MORPHTARGETS\n transformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n transformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n transformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n transformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n #ifndef USE_MORPHNORMALS\n transformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n transformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n transformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n transformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n #endif\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/normal_phong_fragment.glsl
// File:src/renderers/shaders/ShaderChunk/normal_fragment.glsl
THREE.ShaderChunk[ 'normal_phong_fragment'] = "#ifndef FLAT_SHADED\n vec3 normal = normalize( vNormal );\n #ifdef DOUBLE_SIDED\n normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n #endif\n#else\n vec3 fdx = dFdx( vViewPosition );\n vec3 fdy = dFdy( vViewPosition );\n vec3 normal = normalize( cross( fdx, fdy ) );\n#endif\n#ifdef USE_NORMALMAP\n normal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n";
THREE.ShaderChunk[ 'normal_fragment'] = "#ifdef FLAT_SHADED\n vec3 fdx = dFdx( vViewPosition );\n vec3 fdy = dFdy( vViewPosition );\n vec3 normal = normalize( cross( fdx, fdy ) );\n#else\n vec3 normal = normalize( vNormal );\n #ifdef DOUBLE_SIDED\n normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n #endif\n#endif\n#ifdef USE_NORMALMAP\n normal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl
......@@ -24056,7 +24013,7 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "alphamap_fragment" ],
THREE.ShaderChunk[ "alphatest_fragment" ],
THREE.ShaderChunk[ "specularmap_fragment" ],
THREE.ShaderChunk[ "normal_phong_fragment" ],
THREE.ShaderChunk[ "normal_fragment" ],
THREE.ShaderChunk[ "emissivemap_fragment" ],
THREE.ShaderChunk[ "shadowmap_fragment" ],
......@@ -24229,7 +24186,7 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "roughnessmap_fragment" ],
//THREE.ShaderChunk[ "reflectivitymap_fragment" ],
THREE.ShaderChunk[ "metalnessmap_fragment" ],
THREE.ShaderChunk[ "normal_phong_fragment" ], // use phong chunk for now
THREE.ShaderChunk[ "normal_fragment" ],
THREE.ShaderChunk[ "emissivemap_fragment" ],
THREE.ShaderChunk[ "shadowmap_fragment" ],
......
......@@ -375,56 +375,52 @@ g(m,d.mapAlphaRepeat,d.mapAlphaOffset,d.mapAlphaWrap,d.mapAlphaAnisotropy);break
m;break;case "vertexColors":!0===m&&(k.vertexColors=THREE.VertexColors);"face"===m&&(k.vertexColors=THREE.FaceColors);break;default:console.error("THREE.Loader.createMaterial: Unsupported",l,m)}}"MeshPhongMaterial"!==k.type&&delete k.specular;1>k.opacity&&(k.transparent=!0);c.setTextures(h);return c.parse(k)}}()};THREE.Loader.Handlers={handlers:[],add:function(a,b){this.handlers.push(a,b)},get:function(a){for(var b=this.handlers,c=0,d=b.length;c<d;c+=2){var e=b[c+1];if(b[c].test(a))return e}return null}};
THREE.XHRLoader=function(a){this.manager=void 0!==a?a:THREE.DefaultLoadingManager};
THREE.XHRLoader.prototype={constructor:THREE.XHRLoader,load:function(a,b,c,d){void 0!==this.path&&(a=this.path+a);var e=this,f=THREE.Cache.get(a);if(void 0!==f)return b&&setTimeout(function(){b(f)},0),f;var g=new XMLHttpRequest;g.overrideMimeType("text/plain");g.open("GET",a,!0);g.addEventListener("load",function(c){var f=c.target.response;THREE.Cache.add(a,f);200===this.status&&4===this.readyState?(b&&b(f),e.manager.itemEnd(a)):(d&&d(c),e.manager.itemError(a))},!1);void 0!==c&&g.addEventListener("progress",
function(a){c(a)},!1);g.addEventListener("error",function(b){d&&d(b);e.manager.itemError(a)},!1);void 0!==this.crossOrigin&&(g.crossOrigin=this.crossOrigin);void 0!==this.responseType&&(g.responseType=this.responseType);void 0!==this.withCredentials&&(g.withCredentials=this.withCredentials);g.send(null);e.manager.itemStart(a);return g},setCrossOrigin:function(a){this.crossOrigin=a},setResponseType:function(a){this.responseType=a},setPath:function(a){this.path=a},setWithCredentials:function(a){this.withCredentials=
a}};THREE.ImageLoader=function(a){this.manager=void 0!==a?a:THREE.DefaultLoadingManager};
function(a){c(a)},!1);g.addEventListener("error",function(b){d&&d(b);e.manager.itemError(a)},!1);void 0!==this.responseType&&(g.responseType=this.responseType);void 0!==this.withCredentials&&(g.withCredentials=this.withCredentials);g.send(null);e.manager.itemStart(a);return g},setPath:function(a){this.path=a},setResponseType:function(a){this.responseType=a},setWithCredentials:function(a){this.withCredentials=a}};THREE.ImageLoader=function(a){this.manager=void 0!==a?a:THREE.DefaultLoadingManager};
THREE.ImageLoader.prototype={constructor:THREE.ImageLoader,load:function(a,b,c,d){void 0!==this.path&&(a=this.path+a);var e=this,f=THREE.Cache.get(a);if(void 0!==f)return e.manager.itemStart(a),b?setTimeout(function(){b(f);e.manager.itemEnd(a)},0):e.manager.itemEnd(a),f;var g=document.createElement("img");g.addEventListener("load",function(c){THREE.Cache.add(a,this);b&&b(this);e.manager.itemEnd(a)},!1);void 0!==c&&g.addEventListener("progress",function(a){c(a)},!1);g.addEventListener("error",function(b){d&&
d(b);e.manager.itemError(a)},!1);void 0!==this.crossOrigin&&(g.crossOrigin=this.crossOrigin);e.manager.itemStart(a);g.src=a;return g},setCrossOrigin:function(a){this.crossOrigin=a},setPath:function(a){this.path=a}};THREE.JSONLoader=function(a){"boolean"===typeof a&&(console.warn("THREE.JSONLoader: showStatus parameter has been removed from constructor."),a=void 0);this.manager=void 0!==a?a:THREE.DefaultLoadingManager;this.withCredentials=!1};
THREE.JSONLoader.prototype={constructor:THREE.JSONLoader,get statusDomElement(){void 0===this._statusDomElement&&(this._statusDomElement=document.createElement("div"));console.warn("THREE.JSONLoader: .statusDomElement has been removed.");return this._statusDomElement},load:function(a,b,c,d){var e=this,f=this.texturePath&&"string"===typeof this.texturePath?this.texturePath:THREE.Loader.prototype.extractUrlBase(a);c=new THREE.XHRLoader(this.manager);c.setCrossOrigin(this.crossOrigin);c.setWithCredentials(this.withCredentials);
c.load(a,function(c){c=JSON.parse(c);var d=c.metadata;if(void 0!==d&&(d=d.type,void 0!==d)){if("object"===d.toLowerCase()){console.error("THREE.JSONLoader: "+a+" should be loaded with THREE.ObjectLoader instead.");return}if("scene"===d.toLowerCase()){console.error("THREE.JSONLoader: "+a+" should be loaded with THREE.SceneLoader instead.");return}}c=e.parse(c,f);b(c.geometry,c.materials)})},setCrossOrigin:function(a){this.crossOrigin=a},setTexturePath:function(a){this.texturePath=a},parse:function(a,
b){var c=new THREE.Geometry,d=void 0!==a.scale?1/a.scale:1;(function(b){var d,g,h,k,l,m,p,n,q,s,u,w,t,v=a.faces;m=a.vertices;var E=a.normals,x=a.colors,B=0;if(void 0!==a.uvs){for(d=0;d<a.uvs.length;d++)a.uvs[d].length&&B++;for(d=0;d<B;d++)c.faceVertexUvs[d]=[]}k=0;for(l=m.length;k<l;)d=new THREE.Vector3,d.x=m[k++]*b,d.y=m[k++]*b,d.z=m[k++]*b,c.vertices.push(d);k=0;for(l=v.length;k<l;)if(b=v[k++],q=b&1,h=b&2,d=b&8,p=b&16,s=b&32,m=b&64,b&=128,q){q=new THREE.Face3;q.a=v[k];q.b=v[k+1];q.c=v[k+3];u=new THREE.Face3;
u.a=v[k+1];u.b=v[k+2];u.c=v[k+3];k+=4;h&&(h=v[k++],q.materialIndex=h,u.materialIndex=h);h=c.faces.length;if(d)for(d=0;d<B;d++)for(w=a.uvs[d],c.faceVertexUvs[d][h]=[],c.faceVertexUvs[d][h+1]=[],g=0;4>g;g++)n=v[k++],t=w[2*n],n=w[2*n+1],t=new THREE.Vector2(t,n),2!==g&&c.faceVertexUvs[d][h].push(t),0!==g&&c.faceVertexUvs[d][h+1].push(t);p&&(p=3*v[k++],q.normal.set(E[p++],E[p++],E[p]),u.normal.copy(q.normal));if(s)for(d=0;4>d;d++)p=3*v[k++],s=new THREE.Vector3(E[p++],E[p++],E[p]),2!==d&&q.vertexNormals.push(s),
0!==d&&u.vertexNormals.push(s);m&&(m=v[k++],m=x[m],q.color.setHex(m),u.color.setHex(m));if(b)for(d=0;4>d;d++)m=v[k++],m=x[m],2!==d&&q.vertexColors.push(new THREE.Color(m)),0!==d&&u.vertexColors.push(new THREE.Color(m));c.faces.push(q);c.faces.push(u)}else{q=new THREE.Face3;q.a=v[k++];q.b=v[k++];q.c=v[k++];h&&(h=v[k++],q.materialIndex=h);h=c.faces.length;if(d)for(d=0;d<B;d++)for(w=a.uvs[d],c.faceVertexUvs[d][h]=[],g=0;3>g;g++)n=v[k++],t=w[2*n],n=w[2*n+1],t=new THREE.Vector2(t,n),c.faceVertexUvs[d][h].push(t);
p&&(p=3*v[k++],q.normal.set(E[p++],E[p++],E[p]));if(s)for(d=0;3>d;d++)p=3*v[k++],s=new THREE.Vector3(E[p++],E[p++],E[p]),q.vertexNormals.push(s);m&&(m=v[k++],q.color.setHex(x[m]));if(b)for(d=0;3>d;d++)m=v[k++],q.vertexColors.push(new THREE.Color(x[m]));c.faces.push(q)}})(d);(function(){var b=void 0!==a.influencesPerVertex?a.influencesPerVertex:2;if(a.skinWeights)for(var d=0,g=a.skinWeights.length;d<g;d+=b)c.skinWeights.push(new THREE.Vector4(a.skinWeights[d],1<b?a.skinWeights[d+1]:0,2<b?a.skinWeights[d+
2]:0,3<b?a.skinWeights[d+3]:0));if(a.skinIndices)for(d=0,g=a.skinIndices.length;d<g;d+=b)c.skinIndices.push(new THREE.Vector4(a.skinIndices[d],1<b?a.skinIndices[d+1]:0,2<b?a.skinIndices[d+2]:0,3<b?a.skinIndices[d+3]:0));c.bones=a.bones;c.bones&&0<c.bones.length&&(c.skinWeights.length!==c.skinIndices.length||c.skinIndices.length!==c.vertices.length)&&console.warn("When skinning, number of vertices ("+c.vertices.length+"), skinIndices ("+c.skinIndices.length+"), and skinWeights ("+c.skinWeights.length+
") should match.")})();(function(b){if(void 0!==a.morphTargets)for(var d=0,g=a.morphTargets.length;d<g;d++){c.morphTargets[d]={};c.morphTargets[d].name=a.morphTargets[d].name;c.morphTargets[d].vertices=[];for(var h=c.morphTargets[d].vertices,k=a.morphTargets[d].vertices,l=0,m=k.length;l<m;l+=3){var p=new THREE.Vector3;p.x=k[l]*b;p.y=k[l+1]*b;p.z=k[l+2]*b;h.push(p)}}if(void 0!==a.morphColors&&0<a.morphColors.length)for(console.warn('THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.'),
b=c.faces,h=a.morphColors[0].colors,d=0,g=b.length;d<g;d++)b[d].color.fromArray(h,3*d)})(d);(function(){var b=[],d=[];void 0!==a.animation&&d.push(a.animation);void 0!==a.animations&&(a.animations.length?d=d.concat(a.animations):d.push(a.animations));for(var g=0;g<d.length;g++){var h=THREE.AnimationClip.parseAnimation(d[g],c.bones);h&&b.push(h)}c.morphTargets&&(d=THREE.AnimationClip.CreateClipsFromMorphTargetSequences(c.morphTargets,10),b=b.concat(d));0<b.length&&(c.animations=b)})();c.computeFaceNormals();
c.computeBoundingSphere();if(void 0===a.materials||0===a.materials.length)return{geometry:c};d=THREE.Loader.prototype.initMaterials(a.materials,b,this.crossOrigin);return{geometry:c,materials:d}}};
THREE.JSONLoader.prototype={constructor:THREE.JSONLoader,get statusDomElement(){void 0===this._statusDomElement&&(this._statusDomElement=document.createElement("div"));console.warn("THREE.JSONLoader: .statusDomElement has been removed.");return this._statusDomElement},load:function(a,b,c,d){var e=this,f=this.texturePath&&"string"===typeof this.texturePath?this.texturePath:THREE.Loader.prototype.extractUrlBase(a);c=new THREE.XHRLoader(this.manager);c.setWithCredentials(this.withCredentials);c.load(a,
function(c){c=JSON.parse(c);var d=c.metadata;if(void 0!==d&&(d=d.type,void 0!==d)){if("object"===d.toLowerCase()){console.error("THREE.JSONLoader: "+a+" should be loaded with THREE.ObjectLoader instead.");return}if("scene"===d.toLowerCase()){console.error("THREE.JSONLoader: "+a+" should be loaded with THREE.SceneLoader instead.");return}}c=e.parse(c,f);b(c.geometry,c.materials)})},setTexturePath:function(a){this.texturePath=a},parse:function(a,b){var c=new THREE.Geometry,d=void 0!==a.scale?1/a.scale:
1;(function(b){var d,g,h,k,l,m,p,n,q,s,u,w,t,v=a.faces;m=a.vertices;var E=a.normals,x=a.colors,B=0;if(void 0!==a.uvs){for(d=0;d<a.uvs.length;d++)a.uvs[d].length&&B++;for(d=0;d<B;d++)c.faceVertexUvs[d]=[]}k=0;for(l=m.length;k<l;)d=new THREE.Vector3,d.x=m[k++]*b,d.y=m[k++]*b,d.z=m[k++]*b,c.vertices.push(d);k=0;for(l=v.length;k<l;)if(b=v[k++],q=b&1,h=b&2,d=b&8,p=b&16,s=b&32,m=b&64,b&=128,q){q=new THREE.Face3;q.a=v[k];q.b=v[k+1];q.c=v[k+3];u=new THREE.Face3;u.a=v[k+1];u.b=v[k+2];u.c=v[k+3];k+=4;h&&(h=
v[k++],q.materialIndex=h,u.materialIndex=h);h=c.faces.length;if(d)for(d=0;d<B;d++)for(w=a.uvs[d],c.faceVertexUvs[d][h]=[],c.faceVertexUvs[d][h+1]=[],g=0;4>g;g++)n=v[k++],t=w[2*n],n=w[2*n+1],t=new THREE.Vector2(t,n),2!==g&&c.faceVertexUvs[d][h].push(t),0!==g&&c.faceVertexUvs[d][h+1].push(t);p&&(p=3*v[k++],q.normal.set(E[p++],E[p++],E[p]),u.normal.copy(q.normal));if(s)for(d=0;4>d;d++)p=3*v[k++],s=new THREE.Vector3(E[p++],E[p++],E[p]),2!==d&&q.vertexNormals.push(s),0!==d&&u.vertexNormals.push(s);m&&
(m=v[k++],m=x[m],q.color.setHex(m),u.color.setHex(m));if(b)for(d=0;4>d;d++)m=v[k++],m=x[m],2!==d&&q.vertexColors.push(new THREE.Color(m)),0!==d&&u.vertexColors.push(new THREE.Color(m));c.faces.push(q);c.faces.push(u)}else{q=new THREE.Face3;q.a=v[k++];q.b=v[k++];q.c=v[k++];h&&(h=v[k++],q.materialIndex=h);h=c.faces.length;if(d)for(d=0;d<B;d++)for(w=a.uvs[d],c.faceVertexUvs[d][h]=[],g=0;3>g;g++)n=v[k++],t=w[2*n],n=w[2*n+1],t=new THREE.Vector2(t,n),c.faceVertexUvs[d][h].push(t);p&&(p=3*v[k++],q.normal.set(E[p++],
E[p++],E[p]));if(s)for(d=0;3>d;d++)p=3*v[k++],s=new THREE.Vector3(E[p++],E[p++],E[p]),q.vertexNormals.push(s);m&&(m=v[k++],q.color.setHex(x[m]));if(b)for(d=0;3>d;d++)m=v[k++],q.vertexColors.push(new THREE.Color(x[m]));c.faces.push(q)}})(d);(function(){var b=void 0!==a.influencesPerVertex?a.influencesPerVertex:2;if(a.skinWeights)for(var d=0,g=a.skinWeights.length;d<g;d+=b)c.skinWeights.push(new THREE.Vector4(a.skinWeights[d],1<b?a.skinWeights[d+1]:0,2<b?a.skinWeights[d+2]:0,3<b?a.skinWeights[d+3]:
0));if(a.skinIndices)for(d=0,g=a.skinIndices.length;d<g;d+=b)c.skinIndices.push(new THREE.Vector4(a.skinIndices[d],1<b?a.skinIndices[d+1]:0,2<b?a.skinIndices[d+2]:0,3<b?a.skinIndices[d+3]:0));c.bones=a.bones;c.bones&&0<c.bones.length&&(c.skinWeights.length!==c.skinIndices.length||c.skinIndices.length!==c.vertices.length)&&console.warn("When skinning, number of vertices ("+c.vertices.length+"), skinIndices ("+c.skinIndices.length+"), and skinWeights ("+c.skinWeights.length+") should match.")})();(function(b){if(void 0!==
a.morphTargets)for(var d=0,g=a.morphTargets.length;d<g;d++){c.morphTargets[d]={};c.morphTargets[d].name=a.morphTargets[d].name;c.morphTargets[d].vertices=[];for(var h=c.morphTargets[d].vertices,k=a.morphTargets[d].vertices,l=0,m=k.length;l<m;l+=3){var p=new THREE.Vector3;p.x=k[l]*b;p.y=k[l+1]*b;p.z=k[l+2]*b;h.push(p)}}if(void 0!==a.morphColors&&0<a.morphColors.length)for(console.warn('THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.'),b=c.faces,h=a.morphColors[0].colors,
d=0,g=b.length;d<g;d++)b[d].color.fromArray(h,3*d)})(d);(function(){var b=[],d=[];void 0!==a.animation&&d.push(a.animation);void 0!==a.animations&&(a.animations.length?d=d.concat(a.animations):d.push(a.animations));for(var g=0;g<d.length;g++){var h=THREE.AnimationClip.parseAnimation(d[g],c.bones);h&&b.push(h)}c.morphTargets&&(d=THREE.AnimationClip.CreateClipsFromMorphTargetSequences(c.morphTargets,10),b=b.concat(d));0<b.length&&(c.animations=b)})();c.computeFaceNormals();c.computeBoundingSphere();
if(void 0===a.materials||0===a.materials.length)return{geometry:c};d=THREE.Loader.prototype.initMaterials(a.materials,b,this.crossOrigin);return{geometry:c,materials:d}}};
THREE.LoadingManager=function(a,b,c){var d=this,e=!1,f=0,g=0;this.onStart=void 0;this.onLoad=a;this.onProgress=b;this.onError=c;this.itemStart=function(a){g++;if(!1===e&&void 0!==d.onStart)d.onStart(a,f,g);e=!0};this.itemEnd=function(a){f++;if(void 0!==d.onProgress)d.onProgress(a,f,g);if(f===g&&(e=!1,void 0!==d.onLoad))d.onLoad()};this.itemError=function(a){if(void 0!==d.onError)d.onError(a)}};THREE.DefaultLoadingManager=new THREE.LoadingManager;
THREE.BufferGeometryLoader=function(a){this.manager=void 0!==a?a:THREE.DefaultLoadingManager};
THREE.BufferGeometryLoader.prototype={constructor:THREE.BufferGeometryLoader,load:function(a,b,c,d){var e=this,f=new THREE.XHRLoader(e.manager);f.setCrossOrigin(this.crossOrigin);f.load(a,function(a){b(e.parse(JSON.parse(a)))},c,d)},setCrossOrigin:function(a){this.crossOrigin=a},parse:function(a){var b=new THREE.BufferGeometry,c=a.data.index;void 0!==c&&(c=new self[c.type](c.array),b.setIndex(new THREE.BufferAttribute(c,1)));var d=a.data.attributes,e;for(e in d){var f=d[e],c=new self[f.type](f.array);
b.addAttribute(e,new THREE.BufferAttribute(c,f.itemSize))}e=a.data.groups||a.data.drawcalls||a.data.offsets;if(void 0!==e)for(c=0,d=e.length;c!==d;++c)f=e[c],b.addGroup(f.start,f.count,f.materialIndex);a=a.data.boundingSphere;void 0!==a&&(e=new THREE.Vector3,void 0!==a.center&&e.fromArray(a.center),b.boundingSphere=new THREE.Sphere(e,a.radius));return b}};THREE.MaterialLoader=function(a){this.manager=void 0!==a?a:THREE.DefaultLoadingManager;this.textures={}};
THREE.MaterialLoader.prototype={constructor:THREE.MaterialLoader,load:function(a,b,c,d){var e=this,f=new THREE.XHRLoader(e.manager);f.setCrossOrigin(this.crossOrigin);f.load(a,function(a){b(e.parse(JSON.parse(a)))},c,d)},setCrossOrigin:function(a){this.crossOrigin=a},setTextures:function(a){this.textures=a},getTexture:function(a){var b=this.textures;void 0===b[a]&&console.warn("THREE.MaterialLoader: Undefined texture",a);return b[a]},parse:function(a){var b=new THREE[a.type];b.uuid=a.uuid;void 0!==
a.name&&(b.name=a.name);void 0!==a.color&&b.color.setHex(a.color);void 0!==a.roughness&&(b.roughness=a.roughness);void 0!==a.metalness&&(b.metalness=a.metalness);void 0!==a.emissive&&b.emissive.setHex(a.emissive);void 0!==a.specular&&b.specular.setHex(a.specular);void 0!==a.shininess&&(b.shininess=a.shininess);void 0!==a.uniforms&&(b.uniforms=a.uniforms);void 0!==a.vertexShader&&(b.vertexShader=a.vertexShader);void 0!==a.fragmentShader&&(b.fragmentShader=a.fragmentShader);void 0!==a.vertexColors&&
(b.vertexColors=a.vertexColors);void 0!==a.shading&&(b.shading=a.shading);void 0!==a.blending&&(b.blending=a.blending);void 0!==a.side&&(b.side=a.side);void 0!==a.opacity&&(b.opacity=a.opacity);void 0!==a.transparent&&(b.transparent=a.transparent);void 0!==a.alphaTest&&(b.alphaTest=a.alphaTest);void 0!==a.depthTest&&(b.depthTest=a.depthTest);void 0!==a.depthWrite&&(b.depthWrite=a.depthWrite);void 0!==a.wireframe&&(b.wireframe=a.wireframe);void 0!==a.wireframeLinewidth&&(b.wireframeLinewidth=a.wireframeLinewidth);
void 0!==a.size&&(b.size=a.size);void 0!==a.sizeAttenuation&&(b.sizeAttenuation=a.sizeAttenuation);void 0!==a.map&&(b.map=this.getTexture(a.map));void 0!==a.alphaMap&&(b.alphaMap=this.getTexture(a.alphaMap),b.transparent=!0);void 0!==a.bumpMap&&(b.bumpMap=this.getTexture(a.bumpMap));void 0!==a.bumpScale&&(b.bumpScale=a.bumpScale);void 0!==a.normalMap&&(b.normalMap=this.getTexture(a.normalMap));if(void 0!==a.normalScale){var c=a.normalScale;!1===Array.isArray(c)&&(c=[c,c]);b.normalScale=(new THREE.Vector2).fromArray(c)}void 0!==
a.displacementMap&&(b.displacementMap=this.getTexture(a.displacementMap));void 0!==a.displacementScale&&(b.displacementScale=a.displacementScale);void 0!==a.displacementBias&&(b.displacementBias=a.displacementBias);void 0!==a.roughnessMap&&(b.roughnessMap=this.getTexture(a.roughnessMap));void 0!==a.metalnessMap&&(b.metalnessMap=this.getTexture(a.metalnessMap));void 0!==a.specularMap&&(b.specularMap=this.getTexture(a.specularMap));void 0!==a.envMap&&(b.envMap=this.getTexture(a.envMap),b.combine=THREE.MultiplyOperation);
a.reflectivity&&(b.reflectivity=a.reflectivity);void 0!==a.lightMap&&(b.lightMap=this.getTexture(a.lightMap));void 0!==a.lightMapIntensity&&(b.lightMapIntensity=a.lightMapIntensity);void 0!==a.aoMap&&(b.aoMap=this.getTexture(a.aoMap));void 0!==a.aoMapIntensity&&(b.aoMapIntensity=a.aoMapIntensity);if(void 0!==a.materials)for(var c=0,d=a.materials.length;c<d;c++)b.materials.push(this.parse(a.materials[c]));return b}};
THREE.ObjectLoader=function(a){this.manager=void 0!==a?a:THREE.DefaultLoadingManager;this.texturePath=""};
THREE.ObjectLoader.prototype={constructor:THREE.ObjectLoader,load:function(a,b,c,d){""===this.texturePath&&(this.texturePath=a.substring(0,a.lastIndexOf("/")+1));var e=this,f=new THREE.XHRLoader(e.manager);f.setCrossOrigin(this.crossOrigin);f.load(a,function(a){e.parse(JSON.parse(a),b)},c,d)},setTexturePath:function(a){this.texturePath=a},setCrossOrigin:function(a){this.crossOrigin=a},parse:function(a,b){var c=this.parseGeometries(a.geometries),d=this.parseImages(a.images,function(){void 0!==b&&b(e)}),
d=this.parseTextures(a.textures,d),d=this.parseMaterials(a.materials,d),e=this.parseObject(a.object,c,d);a.animations&&(e.animations=this.parseAnimations(a.animations));void 0!==a.images&&0!==a.images.length||void 0===b||b(e);return e},parseGeometries:function(a){var b={};if(void 0!==a)for(var c=new THREE.JSONLoader,d=new THREE.BufferGeometryLoader,e=0,f=a.length;e<f;e++){var g,h=a[e];switch(h.type){case "PlaneGeometry":case "PlaneBufferGeometry":g=new THREE[h.type](h.width,h.height,h.widthSegments,
h.heightSegments);break;case "BoxGeometry":case "CubeGeometry":g=new THREE.BoxGeometry(h.width,h.height,h.depth,h.widthSegments,h.heightSegments,h.depthSegments);break;case "CircleBufferGeometry":g=new THREE.CircleBufferGeometry(h.radius,h.segments,h.thetaStart,h.thetaLength);break;case "CircleGeometry":g=new THREE.CircleGeometry(h.radius,h.segments,h.thetaStart,h.thetaLength);break;case "CylinderGeometry":g=new THREE.CylinderGeometry(h.radiusTop,h.radiusBottom,h.height,h.radialSegments,h.heightSegments,
h.openEnded,h.thetaStart,h.thetaLength);break;case "SphereGeometry":g=new THREE.SphereGeometry(h.radius,h.widthSegments,h.heightSegments,h.phiStart,h.phiLength,h.thetaStart,h.thetaLength);break;case "SphereBufferGeometry":g=new THREE.SphereBufferGeometry(h.radius,h.widthSegments,h.heightSegments,h.phiStart,h.phiLength,h.thetaStart,h.thetaLength);break;case "DodecahedronGeometry":g=new THREE.DodecahedronGeometry(h.radius,h.detail);break;case "IcosahedronGeometry":g=new THREE.IcosahedronGeometry(h.radius,
h.detail);break;case "OctahedronGeometry":g=new THREE.OctahedronGeometry(h.radius,h.detail);break;case "TetrahedronGeometry":g=new THREE.TetrahedronGeometry(h.radius,h.detail);break;case "RingGeometry":g=new THREE.RingGeometry(h.innerRadius,h.outerRadius,h.thetaSegments,h.phiSegments,h.thetaStart,h.thetaLength);break;case "TorusGeometry":g=new THREE.TorusGeometry(h.radius,h.tube,h.radialSegments,h.tubularSegments,h.arc);break;case "TorusKnotGeometry":g=new THREE.TorusKnotGeometry(h.radius,h.tube,
h.radialSegments,h.tubularSegments,h.p,h.q,h.heightScale);break;case "BufferGeometry":g=d.parse(h);break;case "Geometry":g=c.parse(h.data,this.texturePath).geometry;break;default:console.warn('THREE.ObjectLoader: Unsupported geometry type "'+h.type+'"');continue}g.uuid=h.uuid;void 0!==h.name&&(g.name=h.name);b[h.uuid]=g}return b},parseMaterials:function(a,b){var c={};if(void 0!==a){var d=new THREE.MaterialLoader;d.setTextures(b);for(var e=0,f=a.length;e<f;e++){var g=d.parse(a[e]);c[g.uuid]=g}}return c},
parseAnimations:function(a){for(var b=[],c=0;c<a.length;c++){var d=THREE.AnimationClip.parse(a[c]);b.push(d)}return b},parseImages:function(a,b){function c(a){d.manager.itemStart(a);return g.load(a,function(){d.manager.itemEnd(a)})}var d=this,e={};if(void 0!==a&&0<a.length){var f=new THREE.LoadingManager(b),g=new THREE.ImageLoader(f);g.setCrossOrigin(this.crossOrigin);for(var f=0,h=a.length;f<h;f++){var k=a[f],l=/^(\/\/)|([a-z]+:(\/\/)?)/i.test(k.url)?k.url:d.texturePath+k.url;e[k.uuid]=c(l)}}return e},
parseTextures:function(a,b){function c(a){if("number"===typeof a)return a;console.warn("THREE.ObjectLoader.parseTexture: Constant should be in numeric form.",a);return THREE[a]}var d={};if(void 0!==a)for(var e=0,f=a.length;e<f;e++){var g=a[e];void 0===g.image&&console.warn('THREE.ObjectLoader: No "image" specified for',g.uuid);void 0===b[g.image]&&console.warn("THREE.ObjectLoader: Undefined image",g.image);var h=new THREE.Texture(b[g.image]);h.needsUpdate=!0;h.uuid=g.uuid;void 0!==g.name&&(h.name=
g.name);void 0!==g.mapping&&(h.mapping=c(g.mapping));void 0!==g.offset&&(h.offset=new THREE.Vector2(g.offset[0],g.offset[1]));void 0!==g.repeat&&(h.repeat=new THREE.Vector2(g.repeat[0],g.repeat[1]));void 0!==g.minFilter&&(h.minFilter=c(g.minFilter));void 0!==g.magFilter&&(h.magFilter=c(g.magFilter));void 0!==g.anisotropy&&(h.anisotropy=g.anisotropy);Array.isArray(g.wrap)&&(h.wrapS=c(g.wrap[0]),h.wrapT=c(g.wrap[1]));d[g.uuid]=h}return d},parseObject:function(){var a=new THREE.Matrix4;return function(b,
c,d){function e(a){void 0===c[a]&&console.warn("THREE.ObjectLoader: Undefined geometry",a);return c[a]}function f(a){if(void 0!==a)return void 0===d[a]&&console.warn("THREE.ObjectLoader: Undefined material",a),d[a]}var g;switch(b.type){case "Scene":g=new THREE.Scene;break;case "PerspectiveCamera":g=new THREE.PerspectiveCamera(b.fov,b.aspect,b.near,b.far);break;case "OrthographicCamera":g=new THREE.OrthographicCamera(b.left,b.right,b.top,b.bottom,b.near,b.far);break;case "AmbientLight":g=new THREE.AmbientLight(b.color);
break;case "DirectionalLight":g=new THREE.DirectionalLight(b.color,b.intensity);break;case "PointLight":g=new THREE.PointLight(b.color,b.intensity,b.distance,b.decay);break;case "SpotLight":g=new THREE.SpotLight(b.color,b.intensity,b.distance,b.angle,b.exponent,b.decay);break;case "HemisphereLight":g=new THREE.HemisphereLight(b.color,b.groundColor,b.intensity);break;case "Mesh":g=e(b.geometry);var h=f(b.material);g=g.bones&&0<g.bones.length?new THREE.SkinnedMesh(g,h):new THREE.Mesh(g,h);break;case "LOD":g=
new THREE.LOD;break;case "Line":g=new THREE.Line(e(b.geometry),f(b.material),b.mode);break;case "PointCloud":case "Points":g=new THREE.Points(e(b.geometry),f(b.material));break;case "Sprite":g=new THREE.Sprite(f(b.material));break;case "Group":g=new THREE.Group;break;default:g=new THREE.Object3D}g.uuid=b.uuid;void 0!==b.name&&(g.name=b.name);void 0!==b.matrix?(a.fromArray(b.matrix),a.decompose(g.position,g.quaternion,g.scale)):(void 0!==b.position&&g.position.fromArray(b.position),void 0!==b.rotation&&
g.rotation.fromArray(b.rotation),void 0!==b.scale&&g.scale.fromArray(b.scale));void 0!==b.castShadow&&(g.castShadow=b.castShadow);void 0!==b.receiveShadow&&(g.receiveShadow=b.receiveShadow);void 0!==b.visible&&(g.visible=b.visible);void 0!==b.userData&&(g.userData=b.userData);if(void 0!==b.children)for(var k in b.children)g.add(this.parseObject(b.children[k],c,d));if("LOD"===b.type)for(b=b.levels,h=0;h<b.length;h++){var l=b[h];k=g.getObjectByProperty("uuid",l.object);void 0!==k&&g.addLevel(k,l.distance)}return g}}()};
THREE.TextureLoader=function(a){this.manager=void 0!==a?a:THREE.DefaultLoadingManager};THREE.TextureLoader.prototype={constructor:THREE.TextureLoader,load:function(a,b,c,d){var e=new THREE.Texture,f=new THREE.ImageLoader(this.manager);f.setCrossOrigin(this.crossOrigin);f.setPath(this.path);f.load(a,function(a){e.image=a;e.needsUpdate=!0;void 0!==b&&b(e)},c,d);return e},setCrossOrigin:function(a){this.crossOrigin=a},setPath:function(a){this.path=a}};
THREE.CubeTextureLoader=function(a){this.manager=void 0!==a?a:THREE.DefaultLoadingManager};
THREE.BufferGeometryLoader.prototype={constructor:THREE.BufferGeometryLoader,load:function(a,b,c,d){var e=this;(new THREE.XHRLoader(e.manager)).load(a,function(a){b(e.parse(JSON.parse(a)))},c,d)},parse:function(a){var b=new THREE.BufferGeometry,c=a.data.index;void 0!==c&&(c=new self[c.type](c.array),b.setIndex(new THREE.BufferAttribute(c,1)));var d=a.data.attributes,e;for(e in d){var f=d[e],c=new self[f.type](f.array);b.addAttribute(e,new THREE.BufferAttribute(c,f.itemSize))}e=a.data.groups||a.data.drawcalls||
a.data.offsets;if(void 0!==e)for(c=0,d=e.length;c!==d;++c)f=e[c],b.addGroup(f.start,f.count,f.materialIndex);a=a.data.boundingSphere;void 0!==a&&(e=new THREE.Vector3,void 0!==a.center&&e.fromArray(a.center),b.boundingSphere=new THREE.Sphere(e,a.radius));return b}};THREE.MaterialLoader=function(a){this.manager=void 0!==a?a:THREE.DefaultLoadingManager;this.textures={}};
THREE.MaterialLoader.prototype={constructor:THREE.MaterialLoader,load:function(a,b,c,d){var e=this;(new THREE.XHRLoader(e.manager)).load(a,function(a){b(e.parse(JSON.parse(a)))},c,d)},setTextures:function(a){this.textures=a},getTexture:function(a){var b=this.textures;void 0===b[a]&&console.warn("THREE.MaterialLoader: Undefined texture",a);return b[a]},parse:function(a){var b=new THREE[a.type];b.uuid=a.uuid;void 0!==a.name&&(b.name=a.name);void 0!==a.color&&b.color.setHex(a.color);void 0!==a.roughness&&
(b.roughness=a.roughness);void 0!==a.metalness&&(b.metalness=a.metalness);void 0!==a.emissive&&b.emissive.setHex(a.emissive);void 0!==a.specular&&b.specular.setHex(a.specular);void 0!==a.shininess&&(b.shininess=a.shininess);void 0!==a.uniforms&&(b.uniforms=a.uniforms);void 0!==a.vertexShader&&(b.vertexShader=a.vertexShader);void 0!==a.fragmentShader&&(b.fragmentShader=a.fragmentShader);void 0!==a.vertexColors&&(b.vertexColors=a.vertexColors);void 0!==a.shading&&(b.shading=a.shading);void 0!==a.blending&&
(b.blending=a.blending);void 0!==a.side&&(b.side=a.side);void 0!==a.opacity&&(b.opacity=a.opacity);void 0!==a.transparent&&(b.transparent=a.transparent);void 0!==a.alphaTest&&(b.alphaTest=a.alphaTest);void 0!==a.depthTest&&(b.depthTest=a.depthTest);void 0!==a.depthWrite&&(b.depthWrite=a.depthWrite);void 0!==a.wireframe&&(b.wireframe=a.wireframe);void 0!==a.wireframeLinewidth&&(b.wireframeLinewidth=a.wireframeLinewidth);void 0!==a.size&&(b.size=a.size);void 0!==a.sizeAttenuation&&(b.sizeAttenuation=
a.sizeAttenuation);void 0!==a.map&&(b.map=this.getTexture(a.map));void 0!==a.alphaMap&&(b.alphaMap=this.getTexture(a.alphaMap),b.transparent=!0);void 0!==a.bumpMap&&(b.bumpMap=this.getTexture(a.bumpMap));void 0!==a.bumpScale&&(b.bumpScale=a.bumpScale);void 0!==a.normalMap&&(b.normalMap=this.getTexture(a.normalMap));if(void 0!==a.normalScale){var c=a.normalScale;!1===Array.isArray(c)&&(c=[c,c]);b.normalScale=(new THREE.Vector2).fromArray(c)}void 0!==a.displacementMap&&(b.displacementMap=this.getTexture(a.displacementMap));
void 0!==a.displacementScale&&(b.displacementScale=a.displacementScale);void 0!==a.displacementBias&&(b.displacementBias=a.displacementBias);void 0!==a.roughnessMap&&(b.roughnessMap=this.getTexture(a.roughnessMap));void 0!==a.metalnessMap&&(b.metalnessMap=this.getTexture(a.metalnessMap));void 0!==a.specularMap&&(b.specularMap=this.getTexture(a.specularMap));void 0!==a.envMap&&(b.envMap=this.getTexture(a.envMap),b.combine=THREE.MultiplyOperation);a.reflectivity&&(b.reflectivity=a.reflectivity);void 0!==
a.lightMap&&(b.lightMap=this.getTexture(a.lightMap));void 0!==a.lightMapIntensity&&(b.lightMapIntensity=a.lightMapIntensity);void 0!==a.aoMap&&(b.aoMap=this.getTexture(a.aoMap));void 0!==a.aoMapIntensity&&(b.aoMapIntensity=a.aoMapIntensity);if(void 0!==a.materials)for(var c=0,d=a.materials.length;c<d;c++)b.materials.push(this.parse(a.materials[c]));return b}};THREE.ObjectLoader=function(a){this.manager=void 0!==a?a:THREE.DefaultLoadingManager;this.texturePath=""};
THREE.ObjectLoader.prototype={constructor:THREE.ObjectLoader,load:function(a,b,c,d){""===this.texturePath&&(this.texturePath=a.substring(0,a.lastIndexOf("/")+1));var e=this;(new THREE.XHRLoader(e.manager)).load(a,function(a){e.parse(JSON.parse(a),b)},c,d)},setTexturePath:function(a){this.texturePath=a},setCrossOrigin:function(a){this.crossOrigin=a},parse:function(a,b){var c=this.parseGeometries(a.geometries),d=this.parseImages(a.images,function(){void 0!==b&&b(e)}),d=this.parseTextures(a.textures,
d),d=this.parseMaterials(a.materials,d),e=this.parseObject(a.object,c,d);a.animations&&(e.animations=this.parseAnimations(a.animations));void 0!==a.images&&0!==a.images.length||void 0===b||b(e);return e},parseGeometries:function(a){var b={};if(void 0!==a)for(var c=new THREE.JSONLoader,d=new THREE.BufferGeometryLoader,e=0,f=a.length;e<f;e++){var g,h=a[e];switch(h.type){case "PlaneGeometry":case "PlaneBufferGeometry":g=new THREE[h.type](h.width,h.height,h.widthSegments,h.heightSegments);break;case "BoxGeometry":case "CubeGeometry":g=
new THREE.BoxGeometry(h.width,h.height,h.depth,h.widthSegments,h.heightSegments,h.depthSegments);break;case "CircleBufferGeometry":g=new THREE.CircleBufferGeometry(h.radius,h.segments,h.thetaStart,h.thetaLength);break;case "CircleGeometry":g=new THREE.CircleGeometry(h.radius,h.segments,h.thetaStart,h.thetaLength);break;case "CylinderGeometry":g=new THREE.CylinderGeometry(h.radiusTop,h.radiusBottom,h.height,h.radialSegments,h.heightSegments,h.openEnded,h.thetaStart,h.thetaLength);break;case "SphereGeometry":g=
new THREE.SphereGeometry(h.radius,h.widthSegments,h.heightSegments,h.phiStart,h.phiLength,h.thetaStart,h.thetaLength);break;case "SphereBufferGeometry":g=new THREE.SphereBufferGeometry(h.radius,h.widthSegments,h.heightSegments,h.phiStart,h.phiLength,h.thetaStart,h.thetaLength);break;case "DodecahedronGeometry":g=new THREE.DodecahedronGeometry(h.radius,h.detail);break;case "IcosahedronGeometry":g=new THREE.IcosahedronGeometry(h.radius,h.detail);break;case "OctahedronGeometry":g=new THREE.OctahedronGeometry(h.radius,
h.detail);break;case "TetrahedronGeometry":g=new THREE.TetrahedronGeometry(h.radius,h.detail);break;case "RingGeometry":g=new THREE.RingGeometry(h.innerRadius,h.outerRadius,h.thetaSegments,h.phiSegments,h.thetaStart,h.thetaLength);break;case "TorusGeometry":g=new THREE.TorusGeometry(h.radius,h.tube,h.radialSegments,h.tubularSegments,h.arc);break;case "TorusKnotGeometry":g=new THREE.TorusKnotGeometry(h.radius,h.tube,h.radialSegments,h.tubularSegments,h.p,h.q,h.heightScale);break;case "BufferGeometry":g=
d.parse(h);break;case "Geometry":g=c.parse(h.data,this.texturePath).geometry;break;default:console.warn('THREE.ObjectLoader: Unsupported geometry type "'+h.type+'"');continue}g.uuid=h.uuid;void 0!==h.name&&(g.name=h.name);b[h.uuid]=g}return b},parseMaterials:function(a,b){var c={};if(void 0!==a){var d=new THREE.MaterialLoader;d.setTextures(b);for(var e=0,f=a.length;e<f;e++){var g=d.parse(a[e]);c[g.uuid]=g}}return c},parseAnimations:function(a){for(var b=[],c=0;c<a.length;c++){var d=THREE.AnimationClip.parse(a[c]);
b.push(d)}return b},parseImages:function(a,b){function c(a){d.manager.itemStart(a);return g.load(a,function(){d.manager.itemEnd(a)})}var d=this,e={};if(void 0!==a&&0<a.length){var f=new THREE.LoadingManager(b),g=new THREE.ImageLoader(f);g.setCrossOrigin(this.crossOrigin);for(var f=0,h=a.length;f<h;f++){var k=a[f],l=/^(\/\/)|([a-z]+:(\/\/)?)/i.test(k.url)?k.url:d.texturePath+k.url;e[k.uuid]=c(l)}}return e},parseTextures:function(a,b){function c(a){if("number"===typeof a)return a;console.warn("THREE.ObjectLoader.parseTexture: Constant should be in numeric form.",
a);return THREE[a]}var d={};if(void 0!==a)for(var e=0,f=a.length;e<f;e++){var g=a[e];void 0===g.image&&console.warn('THREE.ObjectLoader: No "image" specified for',g.uuid);void 0===b[g.image]&&console.warn("THREE.ObjectLoader: Undefined image",g.image);var h=new THREE.Texture(b[g.image]);h.needsUpdate=!0;h.uuid=g.uuid;void 0!==g.name&&(h.name=g.name);void 0!==g.mapping&&(h.mapping=c(g.mapping));void 0!==g.offset&&(h.offset=new THREE.Vector2(g.offset[0],g.offset[1]));void 0!==g.repeat&&(h.repeat=new THREE.Vector2(g.repeat[0],
g.repeat[1]));void 0!==g.minFilter&&(h.minFilter=c(g.minFilter));void 0!==g.magFilter&&(h.magFilter=c(g.magFilter));void 0!==g.anisotropy&&(h.anisotropy=g.anisotropy);Array.isArray(g.wrap)&&(h.wrapS=c(g.wrap[0]),h.wrapT=c(g.wrap[1]));d[g.uuid]=h}return d},parseObject:function(){var a=new THREE.Matrix4;return function(b,c,d){function e(a){void 0===c[a]&&console.warn("THREE.ObjectLoader: Undefined geometry",a);return c[a]}function f(a){if(void 0!==a)return void 0===d[a]&&console.warn("THREE.ObjectLoader: Undefined material",
a),d[a]}var g;switch(b.type){case "Scene":g=new THREE.Scene;break;case "PerspectiveCamera":g=new THREE.PerspectiveCamera(b.fov,b.aspect,b.near,b.far);break;case "OrthographicCamera":g=new THREE.OrthographicCamera(b.left,b.right,b.top,b.bottom,b.near,b.far);break;case "AmbientLight":g=new THREE.AmbientLight(b.color);break;case "DirectionalLight":g=new THREE.DirectionalLight(b.color,b.intensity);break;case "PointLight":g=new THREE.PointLight(b.color,b.intensity,b.distance,b.decay);break;case "SpotLight":g=
new THREE.SpotLight(b.color,b.intensity,b.distance,b.angle,b.exponent,b.decay);break;case "HemisphereLight":g=new THREE.HemisphereLight(b.color,b.groundColor,b.intensity);break;case "Mesh":g=e(b.geometry);var h=f(b.material);g=g.bones&&0<g.bones.length?new THREE.SkinnedMesh(g,h):new THREE.Mesh(g,h);break;case "LOD":g=new THREE.LOD;break;case "Line":g=new THREE.Line(e(b.geometry),f(b.material),b.mode);break;case "PointCloud":case "Points":g=new THREE.Points(e(b.geometry),f(b.material));break;case "Sprite":g=
new THREE.Sprite(f(b.material));break;case "Group":g=new THREE.Group;break;default:g=new THREE.Object3D}g.uuid=b.uuid;void 0!==b.name&&(g.name=b.name);void 0!==b.matrix?(a.fromArray(b.matrix),a.decompose(g.position,g.quaternion,g.scale)):(void 0!==b.position&&g.position.fromArray(b.position),void 0!==b.rotation&&g.rotation.fromArray(b.rotation),void 0!==b.scale&&g.scale.fromArray(b.scale));void 0!==b.castShadow&&(g.castShadow=b.castShadow);void 0!==b.receiveShadow&&(g.receiveShadow=b.receiveShadow);
void 0!==b.visible&&(g.visible=b.visible);void 0!==b.userData&&(g.userData=b.userData);if(void 0!==b.children)for(var k in b.children)g.add(this.parseObject(b.children[k],c,d));if("LOD"===b.type)for(b=b.levels,h=0;h<b.length;h++){var l=b[h];k=g.getObjectByProperty("uuid",l.object);void 0!==k&&g.addLevel(k,l.distance)}return g}}()};THREE.TextureLoader=function(a){this.manager=void 0!==a?a:THREE.DefaultLoadingManager};
THREE.TextureLoader.prototype={constructor:THREE.TextureLoader,load:function(a,b,c,d){var e=new THREE.Texture,f=new THREE.ImageLoader(this.manager);f.setCrossOrigin(this.crossOrigin);f.setPath(this.path);f.load(a,function(a){e.image=a;e.needsUpdate=!0;void 0!==b&&b(e)},c,d);return e},setCrossOrigin:function(a){this.crossOrigin=a},setPath:function(a){this.path=a}};THREE.CubeTextureLoader=function(a){this.manager=void 0!==a?a:THREE.DefaultLoadingManager};
THREE.CubeTextureLoader.prototype={constructor:THREE.CubeTextureLoader,load:function(a,b,c,d){function e(c){g.load(a[c],function(a){f.images[c]=a;h++;6===h&&(f.needsUpdate=!0,b&&b(f))},void 0,d)}var f=new THREE.CubeTexture([]),g=new THREE.ImageLoader;g.setCrossOrigin(this.crossOrigin);g.setPath(this.path);var h=0;for(c=0;c<a.length;++c)e(c);return f},setCrossOrigin:function(a){this.crossOrigin=a},setPath:function(a){this.path=a}};
THREE.DataTextureLoader=THREE.BinaryTextureLoader=function(a){this.manager=void 0!==a?a:THREE.DefaultLoadingManager;this._parser=null};
THREE.BinaryTextureLoader.prototype={constructor:THREE.BinaryTextureLoader,load:function(a,b,c,d){var e=this,f=new THREE.DataTexture,g=new THREE.XHRLoader(this.manager);g.setCrossOrigin(this.crossOrigin);g.setResponseType("arraybuffer");g.load(a,function(a){if(a=e._parser(a))void 0!==a.image?f.image=a.image:void 0!==a.data&&(f.image.width=a.width,f.image.height=a.height,f.image.data=a.data),f.wrapS=void 0!==a.wrapS?a.wrapS:THREE.ClampToEdgeWrapping,f.wrapT=void 0!==a.wrapT?a.wrapT:THREE.ClampToEdgeWrapping,
f.magFilter=void 0!==a.magFilter?a.magFilter:THREE.LinearFilter,f.minFilter=void 0!==a.minFilter?a.minFilter:THREE.LinearMipMapLinearFilter,f.anisotropy=void 0!==a.anisotropy?a.anisotropy:1,void 0!==a.format&&(f.format=a.format),void 0!==a.type&&(f.type=a.type),void 0!==a.mipmaps&&(f.mipmaps=a.mipmaps),1===a.mipmapCount&&(f.minFilter=THREE.LinearFilter),f.needsUpdate=!0,b&&b(f,a)},c,d);return f},setCrossOrigin:function(a){this.crossOrigin=a}};
THREE.CompressedTextureLoader=function(a){this.manager=void 0!==a?a:THREE.DefaultLoadingManager;this._parser=null};
THREE.CompressedTextureLoader.prototype={constructor:THREE.CompressedTextureLoader,load:function(a,b,c,d){function e(e){k.load(a[e],function(a){a=f._parser(a,!0);g[e]={width:a.width,height:a.height,format:a.format,mipmaps:a.mipmaps};l+=1;6===l&&(1===a.mipmapCount&&(h.minFilter=THREE.LinearFilter),h.format=a.format,h.needsUpdate=!0,b&&b(h))},c,d)}var f=this,g=[],h=new THREE.CompressedTexture;h.image=g;var k=new THREE.XHRLoader(this.manager);k.setCrossOrigin(this.crossOrigin);k.setPath(this.path);k.setResponseType("arraybuffer");
if(Array.isArray(a))for(var l=0,m=0,p=a.length;m<p;++m)e(m);else k.load(a,function(a){a=f._parser(a,!0);if(a.isCubemap)for(var c=a.mipmaps.length/a.mipmapCount,d=0;d<c;d++){g[d]={mipmaps:[]};for(var e=0;e<a.mipmapCount;e++)g[d].mipmaps.push(a.mipmaps[d*a.mipmapCount+e]),g[d].format=a.format,g[d].width=a.width,g[d].height=a.height}else h.image.width=a.width,h.image.height=a.height,h.mipmaps=a.mipmaps;1===a.mipmapCount&&(h.minFilter=THREE.LinearFilter);h.format=a.format;h.needsUpdate=!0;b&&b(h)},c,
d);return h},setCrossOrigin:function(a){this.crossOrigin=a},setPath:function(a){this.path=a}};
THREE.Material=function(){Object.defineProperty(this,"id",{value:THREE.MaterialIdCount++});this.uuid=THREE.Math.generateUUID();this.name="";this.type="Material";this.side=THREE.FrontSide;this.opacity=1;this.transparent=!1;this.blending=THREE.NormalBlending;this.blendSrc=THREE.SrcAlphaFactor;this.blendDst=THREE.OneMinusSrcAlphaFactor;this.blendEquation=THREE.AddEquation;this.blendEquationAlpha=this.blendDstAlpha=this.blendSrcAlpha=null;this.depthFunc=THREE.LessEqualDepth;this.colorWrite=this.depthWrite=
this.depthTest=!0;this.precision=null;this.polygonOffset=!1;this.overdraw=this.alphaTest=this.polygonOffsetUnits=this.polygonOffsetFactor=0;this._needsUpdate=this.visible=!0};
THREE.BinaryTextureLoader.prototype={constructor:THREE.BinaryTextureLoader,load:function(a,b,c,d){var e=this,f=new THREE.DataTexture,g=new THREE.XHRLoader(this.manager);g.setResponseType("arraybuffer");g.load(a,function(a){if(a=e._parser(a))void 0!==a.image?f.image=a.image:void 0!==a.data&&(f.image.width=a.width,f.image.height=a.height,f.image.data=a.data),f.wrapS=void 0!==a.wrapS?a.wrapS:THREE.ClampToEdgeWrapping,f.wrapT=void 0!==a.wrapT?a.wrapT:THREE.ClampToEdgeWrapping,f.magFilter=void 0!==a.magFilter?
a.magFilter:THREE.LinearFilter,f.minFilter=void 0!==a.minFilter?a.minFilter:THREE.LinearMipMapLinearFilter,f.anisotropy=void 0!==a.anisotropy?a.anisotropy:1,void 0!==a.format&&(f.format=a.format),void 0!==a.type&&(f.type=a.type),void 0!==a.mipmaps&&(f.mipmaps=a.mipmaps),1===a.mipmapCount&&(f.minFilter=THREE.LinearFilter),f.needsUpdate=!0,b&&b(f,a)},c,d);return f}};THREE.CompressedTextureLoader=function(a){this.manager=void 0!==a?a:THREE.DefaultLoadingManager;this._parser=null};
THREE.CompressedTextureLoader.prototype={constructor:THREE.CompressedTextureLoader,load:function(a,b,c,d){function e(e){k.load(a[e],function(a){a=f._parser(a,!0);g[e]={width:a.width,height:a.height,format:a.format,mipmaps:a.mipmaps};l+=1;6===l&&(1===a.mipmapCount&&(h.minFilter=THREE.LinearFilter),h.format=a.format,h.needsUpdate=!0,b&&b(h))},c,d)}var f=this,g=[],h=new THREE.CompressedTexture;h.image=g;var k=new THREE.XHRLoader(this.manager);k.setPath(this.path);k.setResponseType("arraybuffer");if(Array.isArray(a))for(var l=
0,m=0,p=a.length;m<p;++m)e(m);else k.load(a,function(a){a=f._parser(a,!0);if(a.isCubemap)for(var c=a.mipmaps.length/a.mipmapCount,d=0;d<c;d++){g[d]={mipmaps:[]};for(var e=0;e<a.mipmapCount;e++)g[d].mipmaps.push(a.mipmaps[d*a.mipmapCount+e]),g[d].format=a.format,g[d].width=a.width,g[d].height=a.height}else h.image.width=a.width,h.image.height=a.height,h.mipmaps=a.mipmaps;1===a.mipmapCount&&(h.minFilter=THREE.LinearFilter);h.format=a.format;h.needsUpdate=!0;b&&b(h)},c,d);return h},setPath:function(a){this.path=
a}};
THREE.Material=function(){Object.defineProperty(this,"id",{value:THREE.MaterialIdCount++});this.uuid=THREE.Math.generateUUID();this.name="";this.type="Material";this.side=THREE.FrontSide;this.opacity=1;this.transparent=!1;this.blending=THREE.NormalBlending;this.blendSrc=THREE.SrcAlphaFactor;this.blendDst=THREE.OneMinusSrcAlphaFactor;this.blendEquation=THREE.AddEquation;this.blendEquationAlpha=this.blendDstAlpha=this.blendSrcAlpha=null;this.depthFunc=THREE.LessEqualDepth;this.colorWrite=this.depthWrite=this.depthTest=
!0;this.precision=null;this.polygonOffset=!1;this.overdraw=this.alphaTest=this.polygonOffsetUnits=this.polygonOffsetFactor=0;this._needsUpdate=this.visible=!0};
THREE.Material.prototype={constructor:THREE.Material,get needsUpdate(){return this._needsUpdate},set needsUpdate(a){!0===a&&this.update();this._needsUpdate=a},setValues:function(a){if(void 0!==a)for(var b in a){var c=a[b];if(void 0===c)console.warn("THREE.Material: '"+b+"' parameter is undefined.");else{var d=this[b];void 0===d?console.warn("THREE."+this.type+": '"+b+"' is not a property of this material."):d instanceof THREE.Color?d.set(c):d instanceof THREE.Vector3&&c instanceof THREE.Vector3?d.copy(c):
this[b]="overdraw"===b?Number(c):c}}},toJSON:function(a){function b(a){var b=[],c;for(c in a){var d=a[c];delete d.metadata;b.push(d)}return b}var c=void 0===a;c&&(a={textures:{},images:{}});var d={metadata:{version:4.4,type:"Material",generator:"Material.toJSON"}};d.uuid=this.uuid;d.type=this.type;""!==this.name&&(d.name=this.name);this.color instanceof THREE.Color&&(d.color=this.color.getHex());.5!==this.roughness&&(d.roughness=this.roughness);0<this.metalness&&(d.metalness=this.metalness);this.emissive instanceof
THREE.Color&&(d.emissive=this.emissive.getHex());this.specular instanceof THREE.Color&&(d.specular=this.specular.getHex());void 0!==this.shininess&&(d.shininess=this.shininess);this.map instanceof THREE.Texture&&(d.map=this.map.toJSON(a).uuid);this.alphaMap instanceof THREE.Texture&&(d.alphaMap=this.alphaMap.toJSON(a).uuid);this.lightMap instanceof THREE.Texture&&(d.lightMap=this.lightMap.toJSON(a).uuid);this.bumpMap instanceof THREE.Texture&&(d.bumpMap=this.bumpMap.toJSON(a).uuid,d.bumpScale=this.bumpScale);
......@@ -536,7 +532,7 @@ THREE.ShaderChunk.logdepthbuf_vertex="#ifdef USE_LOGDEPTHBUF\n\tgl_Position.z =
THREE.ShaderChunk.map_pars_fragment="#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";THREE.ShaderChunk.map_particle_fragment="#ifdef USE_MAP\n\tdiffuseColor *= texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n#endif\n";THREE.ShaderChunk.map_particle_pars_fragment="#ifdef USE_MAP\n\tuniform vec4 offsetRepeat;\n\tuniform sampler2D map;\n#endif\n";THREE.ShaderChunk.metalnessmap_fragment="float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor = texelMetalness.r;\n#endif\n";
THREE.ShaderChunk.metalnessmap_pars_fragment="#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";THREE.ShaderChunk.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";
THREE.ShaderChunk.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";THREE.ShaderChunk.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";
THREE.ShaderChunk.normal_phong_fragment="#ifndef FLAT_SHADED\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\t#endif\n#else\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\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";
THREE.ShaderChunk.normal_fragment="#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\t#endif\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";
THREE.ShaderChunk.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";
THREE.ShaderChunk.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";THREE.ShaderChunk.roughnessmap_fragment="float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.r;\n#endif\n";THREE.ShaderChunk.roughnessmap_pars_fragment="#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
THREE.ShaderChunk.shadowmap_fragment="vec3 shadowMask = vec3( 1.0 );\n#ifdef USE_SHADOWMAP\n\tfloat shadows[ NUM_SHADOWS ];\n\tfor ( int i = 0; i < NUM_SHADOWS; i ++ ) {\n\t\tfloat texelSizeY = 1.0 / shadowMapSize[ i ].y;\n\t\tfloat shadow = 0.0;\n#ifdef POINT_LIGHT_SHADOWS\n\t\tbool isPointLight = shadowDarkness[ i ] < 0.0;\n\t\tif ( isPointLight ) {\n\t\t\tfloat realShadowDarkness = abs( shadowDarkness[ i ] );\n\t\t\tvec3 lightToPosition = vShadowCoord[ i ].xyz;\n\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t\tfloat dp = length( lightToPosition );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D, texelSizeY ) ), shadowBias[ i ], shadow );\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tconst float Dr = 1.25;\n\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tconst float Dr = 2.25;\n\t#endif\n\t\t\tfloat os = Dr * 2.0 * texelSizeY;\n\t\t\tconst vec3 Gsd = vec3( - 1, 0, 1 );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zzz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zxz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xxz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xzz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zzx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zxx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xxx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xzx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zzy * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zxy * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xxy * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xzy * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zyz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xyz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zyx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xyx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.yzz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.yxz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.yxx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.yzx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tshadow *= realShadowDarkness * ( 1.0 / 21.0 );\n\t#else\n\t\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t\tfloat dp = length( lightToPosition );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tshadow *= realShadowDarkness;\n\t#endif\n\t\t} else {\n#endif\n\t\t\tfloat texelSizeX = 1.0 / shadowMapSize[ i ].x;\n\t\t\tvec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\n\t\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\t\tbool inFrustum = all( inFrustumVec );\n\t\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\t\tbool frustumTest = all( frustumTestVec );\n\t\t\tif ( frustumTest ) {\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\t\tshadowCoord.z += shadowBias[ i ];\n\t\t\t\tconst float ShadowDelta = 1.0 / 9.0;\n\t\t\t\tfloat xPixelOffset = texelSizeX;\n\t\t\t\tfloat yPixelOffset = texelSizeY;\n\t\t\t\tfloat dx0 = - 1.25 * xPixelOffset;\n\t\t\t\tfloat dy0 = - 1.25 * yPixelOffset;\n\t\t\t\tfloat dx1 = 1.25 * xPixelOffset;\n\t\t\t\tfloat dy1 = 1.25 * yPixelOffset;\n\t\t\t\tfloat fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\t\t\t\tshadow *= shadowDarkness[ i ];\n\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\t\tshadowCoord.z += shadowBias[ i ];\n\t\t\t\tfloat xPixelOffset = texelSizeX;\n\t\t\t\tfloat yPixelOffset = texelSizeY;\n\t\t\t\tfloat dx0 = - 1.0 * xPixelOffset;\n\t\t\t\tfloat dy0 = - 1.0 * yPixelOffset;\n\t\t\t\tfloat dx1 = 1.0 * xPixelOffset;\n\t\t\t\tfloat dy1 = 1.0 * yPixelOffset;\n\t\t\t\tmat3 shadowKernel;\n\t\t\t\tmat3 depthKernel;\n\t\t\t\tdepthKernel[ 0 ][ 0 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n\t\t\t\tdepthKernel[ 0 ][ 1 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n\t\t\t\tdepthKernel[ 0 ][ 2 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n\t\t\t\tdepthKernel[ 1 ][ 0 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n\t\t\t\tdepthKernel[ 1 ][ 1 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n\t\t\t\tdepthKernel[ 1 ][ 2 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n\t\t\t\tdepthKernel[ 2 ][ 0 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n\t\t\t\tdepthKernel[ 2 ][ 1 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n\t\t\t\tdepthKernel[ 2 ][ 2 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\t\t\t\tvec3 shadowZ = vec3( shadowCoord.z );\n\t\t\t\tshadowKernel[ 0 ] = vec3( lessThan( depthKernel[ 0 ], shadowZ ) );\n\t\t\t\tshadowKernel[ 0 ] *= vec3( 0.25 );\n\t\t\t\tshadowKernel[ 1 ] = vec3( lessThan( depthKernel[ 1 ], shadowZ ) );\n\t\t\t\tshadowKernel[ 1 ] *= vec3( 0.25 );\n\t\t\t\tshadowKernel[ 2 ] = vec3( lessThan( depthKernel[ 2 ], shadowZ ) );\n\t\t\t\tshadowKernel[ 2 ] *= vec3( 0.25 );\n\t\t\t\tvec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[ i ].xy );\n\t\t\t\tshadowKernel[ 0 ] = mix( shadowKernel[ 1 ], shadowKernel[ 0 ], fractionalCoord.x );\n\t\t\t\tshadowKernel[ 1 ] = mix( shadowKernel[ 2 ], shadowKernel[ 1 ], fractionalCoord.x );\n\t\t\t\tvec4 shadowValues;\n\t\t\t\tshadowValues.x = mix( shadowKernel[ 0 ][ 1 ], shadowKernel[ 0 ][ 0 ], fractionalCoord.y );\n\t\t\t\tshadowValues.y = mix( shadowKernel[ 0 ][ 2 ], shadowKernel[ 0 ][ 1 ], fractionalCoord.y );\n\t\t\t\tshadowValues.z = mix( shadowKernel[ 1 ][ 1 ], shadowKernel[ 1 ][ 0 ], fractionalCoord.y );\n\t\t\t\tshadowValues.w = mix( shadowKernel[ 1 ][ 2 ], shadowKernel[ 1 ][ 1 ], fractionalCoord.y );\n\t\t\t\tshadow = dot( shadowValues, vec4( 1.0 ) ) * shadowDarkness[ i ];\n\t#else\n\t\t\t\tshadowCoord.z += shadowBias[ i ];\n\t\t\t\tvec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\n\t\t\t\tfloat fDepth = unpackDepth( rgbaDepth );\n\t\t\t\tif ( fDepth < shadowCoord.z )\n\t\t\t\t\tshadow = shadowDarkness[ i ];\n\t#endif\n\t\t\t}\n#ifdef SHADOWMAP_DEBUG\n\t\t\tif ( inFrustum ) {\n\t\t\t\tif ( i == 0 ) {\n\t\t\t\t\toutgoingLight *= vec3( 1.0, 0.5, 0.0 );\n\t\t\t\t} else if ( i == 1 ) {\n\t\t\t\t\toutgoingLight *= vec3( 0.0, 1.0, 0.8 );\n\t\t\t\t} else {\n\t\t\t\t\toutgoingLight *= vec3( 0.0, 0.5, 1.0 );\n\t\t\t\t}\n\t\t\t}\n#endif\n#ifdef POINT_LIGHT_SHADOWS\n\t\t}\n#endif\n\t\tshadowMask = shadowMask * vec3( 1.0 - shadow );\n\t\tshadows[ i ] = 1.0 - shadow;\n\t}\n#endif\n";
......@@ -569,7 +565,7 @@ THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,T
THREE.ShaderChunk.displacementmap_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.project_vertex,THREE.ShaderChunk.logdepthbuf_vertex,"\tvViewPosition = - mvPosition.xyz;",THREE.ShaderChunk.worldpos_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.lights_phong_vertex,THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n"),fragmentShader:["#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;",
THREE.ShaderChunk.common,THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.uv_pars_fragment,THREE.ShaderChunk.uv2_pars_fragment,THREE.ShaderChunk.map_pars_fragment,THREE.ShaderChunk.alphamap_pars_fragment,THREE.ShaderChunk.aomap_pars_fragment,THREE.ShaderChunk.lightmap_pars_fragment,THREE.ShaderChunk.emissivemap_pars_fragment,THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.bsdfs,THREE.ShaderChunk.lights_pars,THREE.ShaderChunk.lights_phong_pars_fragment,
THREE.ShaderChunk.shadowmap_pars_fragment,THREE.ShaderChunk.bumpmap_pars_fragment,THREE.ShaderChunk.normalmap_pars_fragment,THREE.ShaderChunk.specularmap_pars_fragment,THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveLight = emissive;",THREE.ShaderChunk.logdepthbuf_fragment,THREE.ShaderChunk.map_fragment,THREE.ShaderChunk.color_fragment,
THREE.ShaderChunk.alphamap_fragment,THREE.ShaderChunk.alphatest_fragment,THREE.ShaderChunk.specularmap_fragment,THREE.ShaderChunk.normal_phong_fragment,THREE.ShaderChunk.emissivemap_fragment,THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.lights_phong_fragment,THREE.ShaderChunk.lights_template,THREE.ShaderChunk.lightmap_fragment,THREE.ShaderChunk.aomap_fragment,"vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;",
THREE.ShaderChunk.alphamap_fragment,THREE.ShaderChunk.alphatest_fragment,THREE.ShaderChunk.specularmap_fragment,THREE.ShaderChunk.normal_fragment,THREE.ShaderChunk.emissivemap_fragment,THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.lights_phong_fragment,THREE.ShaderChunk.lights_template,THREE.ShaderChunk.lightmap_fragment,THREE.ShaderChunk.aomap_fragment,"vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;",
THREE.ShaderChunk.envmap_fragment,THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,"\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n}"].join("\n")},standard:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.common,THREE.UniformsLib.aomap,THREE.UniformsLib.lightmap,THREE.UniformsLib.emissivemap,THREE.UniformsLib.bumpmap,THREE.UniformsLib.normalmap,THREE.UniformsLib.displacementmap,THREE.UniformsLib.roughnessmap,THREE.UniformsLib.reflectivitymap,THREE.UniformsLib.metalnessmap,
THREE.UniformsLib.fog,THREE.UniformsLib.lights,THREE.UniformsLib.shadowmap,{emissive:{type:"c",value:new THREE.Color(0)},roughness:{type:"f",value:.5},metalness:{type:"f",value:0},envMapIntensity:{type:"f",value:1}}]),vertexShader:["#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif",THREE.ShaderChunk.common,THREE.ShaderChunk.uv_pars_vertex,THREE.ShaderChunk.uv2_pars_vertex,THREE.ShaderChunk.displacementmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,
THREE.ShaderChunk.lights_phong_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,THREE.ShaderChunk.specularmap_pars_fragment,THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {",THREE.ShaderChunk.uv_vertex,THREE.ShaderChunk.uv2_vertex,THREE.ShaderChunk.color_vertex,THREE.ShaderChunk.beginnormal_vertex,THREE.ShaderChunk.morphnormal_vertex,THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.skinnormal_vertex,
......@@ -577,7 +573,7 @@ THREE.ShaderChunk.defaultnormal_vertex,"#ifndef FLAT_SHADED\n\tvNormal = normali
"}"].join("\n"),fragmentShader:["#define STANDARD\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\nuniform float envMapIntensity;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif",THREE.ShaderChunk.common,THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.uv_pars_fragment,THREE.ShaderChunk.uv2_pars_fragment,THREE.ShaderChunk.map_pars_fragment,THREE.ShaderChunk.alphamap_pars_fragment,THREE.ShaderChunk.aomap_pars_fragment,
THREE.ShaderChunk.lightmap_pars_fragment,THREE.ShaderChunk.emissivemap_pars_fragment,THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.bsdfs,THREE.ShaderChunk.lights_pars,THREE.ShaderChunk.lights_standard_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,THREE.ShaderChunk.bumpmap_pars_fragment,THREE.ShaderChunk.normalmap_pars_fragment,THREE.ShaderChunk.roughnessmap_pars_fragment,THREE.ShaderChunk.metalnessmap_pars_fragment,THREE.ShaderChunk.logdepthbuf_pars_fragment,
"void main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveLight = emissive;",THREE.ShaderChunk.logdepthbuf_fragment,THREE.ShaderChunk.map_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.alphamap_fragment,THREE.ShaderChunk.alphatest_fragment,THREE.ShaderChunk.specularmap_fragment,THREE.ShaderChunk.roughnessmap_fragment,THREE.ShaderChunk.metalnessmap_fragment,
THREE.ShaderChunk.normal_phong_fragment,THREE.ShaderChunk.emissivemap_fragment,THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.lights_standard_fragment,THREE.ShaderChunk.lights_template,THREE.ShaderChunk.lightmap_fragment,THREE.ShaderChunk.aomap_fragment,"vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;",THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,
THREE.ShaderChunk.normal_fragment,THREE.ShaderChunk.emissivemap_fragment,THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.lights_standard_fragment,THREE.ShaderChunk.lights_template,THREE.ShaderChunk.lightmap_fragment,THREE.ShaderChunk.aomap_fragment,"vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;",THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,
"\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n}"].join("\n")},points:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.points,THREE.UniformsLib.shadowmap]),vertexShader:["uniform float size;\nuniform float scale;",THREE.ShaderChunk.common,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {",THREE.ShaderChunk.color_vertex,"\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\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\tgl_Position = projectionMatrix * mvPosition;",
THREE.ShaderChunk.logdepthbuf_vertex,THREE.ShaderChunk.worldpos_vertex,THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n"),fragmentShader:["uniform vec3 psColor;\nuniform float opacity;",THREE.ShaderChunk.common,THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_particle_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( psColor, opacity );",
THREE.ShaderChunk.logdepthbuf_fragment,THREE.ShaderChunk.map_particle_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.alphatest_fragment,THREE.ShaderChunk.shadowmap_fragment,"\toutgoingLight = diffuseColor.rgb * shadowMask;",THREE.ShaderChunk.fog_fragment,"\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n}"].join("\n")},dashed:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.common,THREE.UniformsLib.fog,{scale:{type:"f",value:1},dashSize:{type:"f",value:1},totalSize:{type:"f",
......
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