diff --git a/build/three.js b/build/three.js index 696f0c098d7fff9a48b17bef7ce3cdb1ac9aad0e..d232f64147ab4c5512251ac022a30482d546265d 100644 --- a/build/three.js +++ b/build/three.js @@ -1,41762 +1,41855 @@ (function (global, factory) { - typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) : - typeof define === 'function' && define.amd ? define(['exports'], factory) : - (factory((global.THREE = global.THREE || {}))); + 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 + // Polyfills - if ( Number.EPSILON === undefined ) { + if ( Number.EPSILON === undefined ) { - Number.EPSILON = Math.pow( 2, - 52 ); + Number.EPSILON = Math.pow( 2, - 52 ); - } + } - // + // - if ( Math.sign === undefined ) { + if ( Math.sign === undefined ) { - // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign - Math.sign = function ( x ) { + Math.sign = function ( x ) { - return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x; + return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x; - }; + }; - } + } - if ( Function.prototype.name === undefined ) { + if ( Function.prototype.name === undefined ) { - // Missing in IE9-11. - // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name + // Missing in IE9-11. + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name - Object.defineProperty( Function.prototype, 'name', { + Object.defineProperty( Function.prototype, 'name', { - get: function () { + get: function () { - return this.toString().match( /^\s*function\s*(\S*)\s*\(/ )[ 1 ]; + return this.toString().match( /^\s*function\s*(\S*)\s*\(/ )[ 1 ]; - } + } - } ); + } ); - } + } - if ( Object.assign === undefined ) { + if ( Object.assign === undefined ) { - // Missing in IE. - // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign + // Missing in IE. + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign - ( function () { + ( function () { - Object.assign = function ( target ) { + Object.assign = function ( target ) { - 'use strict'; + 'use strict'; - if ( target === undefined || target === null ) { + if ( target === undefined || target === null ) { - throw new TypeError( 'Cannot convert undefined or null to object' ); + throw new TypeError( 'Cannot convert undefined or null to object' ); - } + } - var output = Object( target ); + var output = Object( target ); - for ( var index = 1; index < arguments.length; index ++ ) { + for ( var index = 1; index < arguments.length; index ++ ) { - var source = arguments[ index ]; + var source = arguments[ index ]; - if ( source !== undefined && source !== null ) { + if ( source !== undefined && source !== null ) { - for ( var nextKey in source ) { + for ( var nextKey in source ) { - if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) { + if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) { - output[ nextKey ] = source[ nextKey ]; + output[ nextKey ] = source[ nextKey ]; - } + } - } + } - } + } - } + } - return output; + return output; - }; + }; - } )(); + } )(); - } + } - /** - * https://github.com/mrdoob/eventdispatcher.js/ - */ + /** + * https://github.com/mrdoob/eventdispatcher.js/ + */ - function EventDispatcher() {} + function EventDispatcher() {} - Object.assign( EventDispatcher.prototype, { + Object.assign( EventDispatcher.prototype, { - addEventListener: function ( type, listener ) { + addEventListener: function ( type, listener ) { - if ( this._listeners === undefined ) this._listeners = {}; + if ( this._listeners === undefined ) this._listeners = {}; - var listeners = this._listeners; + var listeners = this._listeners; - if ( listeners[ type ] === undefined ) { + if ( listeners[ type ] === undefined ) { - listeners[ type ] = []; + listeners[ type ] = []; - } + } - if ( listeners[ type ].indexOf( listener ) === - 1 ) { + if ( listeners[ type ].indexOf( listener ) === - 1 ) { - listeners[ type ].push( listener ); + listeners[ type ].push( listener ); - } + } - }, + }, - hasEventListener: function ( type, listener ) { + hasEventListener: function ( type, listener ) { - if ( this._listeners === undefined ) return false; + if ( this._listeners === undefined ) return false; - var listeners = this._listeners; + var listeners = this._listeners; - if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) { + if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) { - return true; + return true; - } + } - return false; + return false; - }, + }, - removeEventListener: function ( type, listener ) { + removeEventListener: function ( type, listener ) { - if ( this._listeners === undefined ) return; + if ( this._listeners === undefined ) return; - var listeners = this._listeners; - var listenerArray = listeners[ type ]; + var listeners = this._listeners; + var listenerArray = listeners[ type ]; - if ( listenerArray !== undefined ) { + if ( listenerArray !== undefined ) { - var index = listenerArray.indexOf( listener ); + var index = listenerArray.indexOf( listener ); - if ( index !== - 1 ) { + if ( index !== - 1 ) { - listenerArray.splice( index, 1 ); + listenerArray.splice( index, 1 ); - } + } - } + } - }, + }, - dispatchEvent: function ( event ) { + dispatchEvent: function ( event ) { - if ( this._listeners === undefined ) return; + if ( this._listeners === undefined ) return; - var listeners = this._listeners; - var listenerArray = listeners[ event.type ]; + var listeners = this._listeners; + var listenerArray = listeners[ event.type ]; - if ( listenerArray !== undefined ) { + if ( listenerArray !== undefined ) { - event.target = this; + event.target = this; - var array = [], i = 0; - var length = listenerArray.length; + var array = [], i = 0; + var length = listenerArray.length; - for ( i = 0; i < length; i ++ ) { + for ( i = 0; i < length; i ++ ) { - array[ i ] = listenerArray[ i ]; + array[ i ] = listenerArray[ i ]; - } + } - for ( i = 0; i < length; i ++ ) { + for ( i = 0; i < length; i ++ ) { - array[ i ].call( this, event ); + array[ i ].call( this, event ); - } + } - } + } - } - - } ); - - var REVISION = '81dev'; - 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/ - */ - - exports.Math = { - - DEG2RAD: Math.PI / 180, - RAD2DEG: 180 / Math.PI, - - generateUUID: function () { + } + + } ); + + var REVISION = '81dev'; + 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 BlendingMode = { + NoBlending: NoBlending, + NormalBlending: NormalBlending, + AdditiveBlending: AdditiveBlending, + SubtractiveBlending: SubtractiveBlending, + MultiplyBlending: MultiplyBlending, + CustomBlending: CustomBlending + }; + 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 TextureMapping = { + UVMapping: UVMapping, + CubeReflectionMapping: CubeReflectionMapping, + CubeRefractionMapping: CubeRefractionMapping, + EquirectangularReflectionMapping: EquirectangularReflectionMapping, + EquirectangularRefractionMapping: EquirectangularRefractionMapping, + SphericalReflectionMapping: SphericalReflectionMapping, + CubeUVReflectionMapping: CubeUVReflectionMapping, + CubeUVRefractionMapping: CubeUVRefractionMapping + }; + var RepeatWrapping = 1000; + var ClampToEdgeWrapping = 1001; + var MirroredRepeatWrapping = 1002; + var TextureWrapping = { + RepeatWrapping: RepeatWrapping, + ClampToEdgeWrapping: ClampToEdgeWrapping, + MirroredRepeatWrapping: MirroredRepeatWrapping + }; + var NearestFilter = 1003; + var NearestMipMapNearestFilter = 1004; + var NearestMipMapLinearFilter = 1005; + var LinearFilter = 1006; + var LinearMipMapNearestFilter = 1007; + var LinearMipMapLinearFilter = 1008; + var TextureFilter = { + NearestFilter: NearestFilter, + NearestMipMapNearestFilter: NearestMipMapNearestFilter, + NearestMipMapLinearFilter: NearestMipMapLinearFilter, + LinearFilter: LinearFilter, + LinearMipMapNearestFilter: LinearMipMapNearestFilter, + LinearMipMapLinearFilter: LinearMipMapLinearFilter + }; + 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/ + */ + + exports.Math = { + + DEG2RAD: Math.PI / 180, + RAD2DEG: 180 / Math.PI, + + generateUUID: function () { - // http://www.broofa.com/Tools/Math.uuid.htm + // http://www.broofa.com/Tools/Math.uuid.htm - var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' ); - var uuid = new Array( 36 ); - var rnd = 0, r; + var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' ); + var uuid = new Array( 36 ); + var rnd = 0, r; - return function generateUUID() { + return function generateUUID() { - for ( var i = 0; i < 36; i ++ ) { + for ( var i = 0; i < 36; i ++ ) { - if ( i === 8 || i === 13 || i === 18 || i === 23 ) { + if ( i === 8 || i === 13 || i === 18 || i === 23 ) { - uuid[ i ] = '-'; + uuid[ i ] = '-'; - } else if ( i === 14 ) { + } else if ( i === 14 ) { - uuid[ i ] = '4'; + uuid[ i ] = '4'; - } else { + } 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 ]; + 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( '' ); + return uuid.join( '' ); - }; + }; - }(), + }(), - clamp: function ( value, min, max ) { + clamp: function ( value, min, max ) { - return Math.max( min, Math.min( max, value ) ); + return Math.max( min, Math.min( max, value ) ); - }, + }, - // compute euclidian modulo of m % n - // https://en.wikipedia.org/wiki/Modulo_operation + // compute euclidian modulo of m % n + // https://en.wikipedia.org/wiki/Modulo_operation - euclideanModulo: function ( n, m ) { + euclideanModulo: function ( n, m ) { - return ( ( n % m ) + m ) % m; + return ( ( n % m ) + m ) % m; - }, + }, - // Linear mapping from range to range + // Linear mapping from range to range - mapLinear: function ( x, a1, a2, b1, b2 ) { + mapLinear: function ( x, a1, a2, b1, b2 ) { - return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); + return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); - }, + }, - // http://en.wikipedia.org/wiki/Smoothstep + // http://en.wikipedia.org/wiki/Smoothstep - smoothstep: function ( x, min, max ) { + smoothstep: function ( x, min, max ) { - if ( x <= min ) return 0; - if ( x >= max ) return 1; + if ( x <= min ) return 0; + if ( x >= max ) return 1; - x = ( x - min ) / ( max - min ); + x = ( x - min ) / ( max - min ); - return x * x * ( 3 - 2 * x ); + return x * x * ( 3 - 2 * x ); - }, + }, - smootherstep: function ( x, min, max ) { + smootherstep: function ( x, min, max ) { - if ( x <= min ) return 0; - if ( x >= max ) return 1; + if ( x <= min ) return 0; + if ( x >= max ) return 1; - x = ( x - min ) / ( max - min ); + x = ( x - min ) / ( max - min ); - return x * x * x * ( x * ( x * 6 - 15 ) + 10 ); + return x * x * x * ( x * ( x * 6 - 15 ) + 10 ); - }, + }, - random16: function () { + random16: function () { - console.warn( 'THREE.Math.random16() has been deprecated. Use Math.random() instead.' ); - return Math.random(); + console.warn( 'THREE.Math.random16() has been deprecated. Use Math.random() instead.' ); + return Math.random(); - }, + }, - // Random integer from interval + // Random integer from interval - randInt: function ( low, high ) { + randInt: function ( low, high ) { - return low + Math.floor( Math.random() * ( high - low + 1 ) ); + return low + Math.floor( Math.random() * ( high - low + 1 ) ); - }, + }, - // Random float from interval + // Random float from interval - randFloat: function ( low, high ) { + randFloat: function ( low, high ) { - return low + Math.random() * ( high - low ); + return low + Math.random() * ( high - low ); - }, + }, - // Random float from <-range/2, range/2> interval + // Random float from <-range/2, range/2> interval - randFloatSpread: function ( range ) { + randFloatSpread: function ( range ) { - return range * ( 0.5 - Math.random() ); + return range * ( 0.5 - Math.random() ); - }, + }, - degToRad: function ( degrees ) { + degToRad: function ( degrees ) { - return degrees * exports.Math.DEG2RAD; + return degrees * exports.Math.DEG2RAD; - }, + }, - radToDeg: function ( radians ) { + radToDeg: function ( radians ) { - return radians * exports.Math.RAD2DEG; + return radians * exports.Math.RAD2DEG; - }, + }, - isPowerOfTwo: function ( value ) { + isPowerOfTwo: function ( value ) { - return ( value & ( value - 1 ) ) === 0 && value !== 0; + return ( value & ( value - 1 ) ) === 0 && value !== 0; - }, + }, - nearestPowerOfTwo: function ( value ) { + nearestPowerOfTwo: function ( value ) { - return Math.pow( 2, Math.round( Math.log( value ) / Math.LN2 ) ); + return Math.pow( 2, Math.round( Math.log( value ) / Math.LN2 ) ); - }, + }, - nextPowerOfTwo: function ( value ) { + nextPowerOfTwo: function ( value ) { - value --; - value |= value >> 1; - value |= value >> 2; - value |= value >> 4; - value |= value >> 8; - value |= value >> 16; - value ++; + value --; + value |= value >> 1; + value |= value >> 2; + value |= value >> 4; + value |= value >> 8; + value |= value >> 16; + value ++; - return value; + return value; - } + } - }; + }; - /** - * @author mrdoob / http://mrdoob.com/ - * @author philogb / http://blog.thejit.org/ - * @author egraether / http://egraether.com/ - * @author zz85 / http://www.lab4games.net/zz85/blog - */ + /** + * @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 ) { + function Vector2( x, y ) { - this.x = x || 0; - this.y = y || 0; + this.x = x || 0; + this.y = y || 0; - } + } - Vector2.prototype = { + Vector2.prototype = { - constructor: Vector2, + constructor: Vector2, - isVector2: true, + isVector2: true, - get width() { + get width() { - return this.x; + return this.x; - }, + }, - set width( value ) { + set width( value ) { - this.x = value; + this.x = value; - }, + }, - get height() { + get height() { - return this.y; + return this.y; - }, + }, - set height( value ) { + set height( value ) { - this.y = value; + this.y = value; - }, + }, - // + // - set: function ( x, y ) { + set: function ( x, y ) { - this.x = x; - this.y = y; + this.x = x; + this.y = y; - return this; + return this; - }, + }, - setScalar: function ( scalar ) { + setScalar: function ( scalar ) { - this.x = scalar; - this.y = scalar; + this.x = scalar; + this.y = scalar; - return this; + return this; - }, + }, - setX: function ( x ) { + setX: function ( x ) { - this.x = x; + this.x = x; - return this; + return this; - }, + }, - setY: function ( y ) { + setY: function ( y ) { - this.y = y; + this.y = y; - return this; + return this; - }, + }, - setComponent: function ( index, value ) { + setComponent: function ( index, value ) { - switch ( index ) { + switch ( index ) { - case 0: this.x = value; break; - case 1: this.y = value; break; - default: throw new Error( 'index is out of range: ' + index ); + case 0: this.x = value; break; + case 1: this.y = value; break; + default: throw new Error( 'index is out of range: ' + index ); - } + } - }, + }, - getComponent: function ( index ) { + getComponent: function ( index ) { - switch ( index ) { + switch ( index ) { - case 0: return this.x; - case 1: return this.y; - default: throw new Error( 'index is out of range: ' + index ); + case 0: return this.x; + case 1: return this.y; + default: throw new Error( 'index is out of range: ' + index ); - } + } - }, + }, - clone: function () { + clone: function () { - return new this.constructor( this.x, this.y ); + return new this.constructor( this.x, this.y ); - }, + }, - copy: function ( v ) { + copy: function ( v ) { - this.x = v.x; - this.y = v.y; + this.x = v.x; + this.y = v.y; - return this; + return this; - }, + }, - add: function ( v, w ) { + add: function ( v, w ) { - if ( w !== undefined ) { + if ( w !== undefined ) { - console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); - return this.addVectors( v, w ); + 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; + this.x += v.x; + this.y += v.y; - return this; + return this; - }, + }, - addScalar: function ( s ) { + addScalar: function ( s ) { - this.x += s; - this.y += s; + this.x += s; + this.y += s; - return this; + return this; - }, + }, - addVectors: function ( a, b ) { + addVectors: function ( a, b ) { - this.x = a.x + b.x; - this.y = a.y + b.y; + this.x = a.x + b.x; + this.y = a.y + b.y; - return this; + return this; - }, + }, - addScaledVector: function ( v, s ) { + addScaledVector: function ( v, s ) { - this.x += v.x * s; - this.y += v.y * s; + this.x += v.x * s; + this.y += v.y * s; - return this; + return this; - }, + }, - sub: function ( v, w ) { + sub: function ( v, w ) { - if ( w !== undefined ) { + if ( w !== undefined ) { - console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); - return this.subVectors( v, w ); + 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; + this.x -= v.x; + this.y -= v.y; - return this; + return this; - }, + }, - subScalar: function ( s ) { + subScalar: function ( s ) { - this.x -= s; - this.y -= s; + this.x -= s; + this.y -= s; - return this; + return this; - }, + }, - subVectors: function ( a, b ) { + subVectors: function ( a, b ) { - this.x = a.x - b.x; - this.y = a.y - b.y; + this.x = a.x - b.x; + this.y = a.y - b.y; - return this; + return this; - }, + }, - multiply: function ( v ) { + multiply: function ( v ) { - this.x *= v.x; - this.y *= v.y; + this.x *= v.x; + this.y *= v.y; - return this; + return this; - }, + }, - multiplyScalar: function ( scalar ) { + multiplyScalar: function ( scalar ) { - if ( isFinite( scalar ) ) { + if ( isFinite( scalar ) ) { - this.x *= scalar; - this.y *= scalar; + this.x *= scalar; + this.y *= scalar; - } else { + } else { - this.x = 0; - this.y = 0; + this.x = 0; + this.y = 0; - } + } - return this; + return this; - }, + }, - divide: function ( v ) { + divide: function ( v ) { - this.x /= v.x; - this.y /= v.y; + this.x /= v.x; + this.y /= v.y; - return this; + return this; - }, + }, - divideScalar: function ( scalar ) { + divideScalar: function ( scalar ) { - return this.multiplyScalar( 1 / scalar ); + return this.multiplyScalar( 1 / scalar ); - }, + }, - min: function ( v ) { + min: function ( v ) { - this.x = Math.min( this.x, v.x ); - this.y = Math.min( this.y, v.y ); + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); - return this; + return this; - }, + }, - max: function ( v ) { + max: function ( v ) { - this.x = Math.max( this.x, v.x ); - this.y = Math.max( this.y, v.y ); + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); - return this; + return this; - }, + }, - clamp: function ( min, max ) { + clamp: function ( min, max ) { - // This function assumes min < max, if this assumption isn't true it will not operate correctly + // 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.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; + return this; - }, + }, - clampScalar: function () { + clampScalar: function () { - var min, max; + var min, max; - return function clampScalar( minVal, maxVal ) { + return function clampScalar( minVal, maxVal ) { - if ( min === undefined ) { + if ( min === undefined ) { - min = new Vector2(); - max = new Vector2(); + min = new Vector2(); + max = new Vector2(); - } + } - min.set( minVal, minVal ); - max.set( maxVal, maxVal ); + min.set( minVal, minVal ); + max.set( maxVal, maxVal ); - return this.clamp( min, max ); + return this.clamp( min, max ); - }; + }; - }(), + }(), - clampLength: function ( min, max ) { + clampLength: function ( min, max ) { - var length = this.length(); + var length = this.length(); - return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length ); + return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length ); - }, + }, - floor: function () { + floor: function () { - this.x = Math.floor( this.x ); - this.y = Math.floor( this.y ); + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); - return this; + return this; - }, + }, - ceil: function () { + ceil: function () { - this.x = Math.ceil( this.x ); - this.y = Math.ceil( this.y ); + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); - return this; + return this; - }, + }, - round: function () { + round: function () { - this.x = Math.round( this.x ); - this.y = Math.round( this.y ); + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); - return this; + return this; - }, + }, - roundToZero: function () { + 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.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; + return this; - }, + }, - negate: function () { + negate: function () { - this.x = - this.x; - this.y = - this.y; + this.x = - this.x; + this.y = - this.y; - return this; + return this; - }, + }, - dot: function ( v ) { + dot: function ( v ) { - return this.x * v.x + this.y * v.y; + return this.x * v.x + this.y * v.y; - }, + }, - lengthSq: function () { + lengthSq: function () { - return this.x * this.x + this.y * this.y; + return this.x * this.x + this.y * this.y; - }, + }, - length: function () { + length: function () { - return Math.sqrt( this.x * this.x + this.y * this.y ); + return Math.sqrt( this.x * this.x + this.y * this.y ); - }, + }, - lengthManhattan: function() { + lengthManhattan: function() { - return Math.abs( this.x ) + Math.abs( this.y ); + return Math.abs( this.x ) + Math.abs( this.y ); - }, + }, - normalize: function () { + normalize: function () { - return this.divideScalar( this.length() ); + return this.divideScalar( this.length() ); - }, + }, - angle: function () { + angle: function () { - // computes the angle in radians with respect to the positive x-axis + // computes the angle in radians with respect to the positive x-axis - var angle = Math.atan2( this.y, this.x ); + var angle = Math.atan2( this.y, this.x ); - if ( angle < 0 ) angle += 2 * Math.PI; + if ( angle < 0 ) angle += 2 * Math.PI; - return angle; + return angle; - }, + }, - distanceTo: function ( v ) { + distanceTo: function ( v ) { - return Math.sqrt( this.distanceToSquared( v ) ); + return Math.sqrt( this.distanceToSquared( v ) ); - }, + }, - distanceToSquared: function ( v ) { + distanceToSquared: function ( v ) { - var dx = this.x - v.x, dy = this.y - v.y; - return dx * dx + dy * dy; + var dx = this.x - v.x, dy = this.y - v.y; + return dx * dx + dy * dy; - }, + }, - distanceToManhattan: function ( v ) { + distanceToManhattan: function ( v ) { - return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); - }, + }, - setLength: function ( length ) { + setLength: function ( length ) { - return this.multiplyScalar( length / this.length() ); + return this.multiplyScalar( length / this.length() ); - }, + }, - lerp: function ( v, alpha ) { + lerp: function ( v, alpha ) { - this.x += ( v.x - this.x ) * alpha; - this.y += ( v.y - this.y ) * alpha; + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; - return this; + return this; - }, + }, - lerpVectors: function ( v1, v2, alpha ) { + lerpVectors: function ( v1, v2, alpha ) { - return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); - }, + }, - equals: function ( v ) { + equals: function ( v ) { - return ( ( v.x === this.x ) && ( v.y === this.y ) ); + return ( ( v.x === this.x ) && ( v.y === this.y ) ); - }, + }, - fromArray: function ( array, offset ) { + fromArray: function ( array, offset ) { - if ( offset === undefined ) offset = 0; + if ( offset === undefined ) offset = 0; - this.x = array[ offset ]; - this.y = array[ offset + 1 ]; + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; - return this; + return this; - }, + }, - toArray: function ( array, offset ) { + toArray: function ( array, offset ) { - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; - array[ offset ] = this.x; - array[ offset + 1 ] = this.y; + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; - return array; + return array; - }, + }, - fromAttribute: function ( attribute, index, offset ) { + fromAttribute: function ( attribute, index, offset ) { - if ( offset === undefined ) offset = 0; + if ( offset === undefined ) offset = 0; - index = index * attribute.itemSize + offset; + index = index * attribute.itemSize + offset; - this.x = attribute.array[ index ]; - this.y = attribute.array[ index + 1 ]; + this.x = attribute.array[ index ]; + this.y = attribute.array[ index + 1 ]; - return this; + return this; - }, + }, - rotateAround: function ( center, angle ) { + rotateAround: function ( center, angle ) { - var c = Math.cos( angle ), s = Math.sin( angle ); + var c = Math.cos( angle ), s = Math.sin( angle ); - var x = this.x - center.x; - var y = this.y - center.y; + 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; + this.x = x * c - y * s + center.x; + this.y = x * s + y * c + center.y; - return this; + return this; - } + } - }; + }; - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author szimek / https://github.com/szimek/ - */ + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ + */ - function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { + function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { - Object.defineProperty( this, 'id', { value: TextureIdCount() } ); + Object.defineProperty( this, 'id', { value: TextureIdCount() } ); - this.uuid = exports.Math.generateUUID(); + this.uuid = exports.Math.generateUUID(); - this.name = ''; - this.sourceFile = ''; + this.name = ''; + this.sourceFile = ''; - this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE; - this.mipmaps = []; + this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE; + this.mipmaps = []; - this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING; + this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING; - this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping; - this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping; + 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.magFilter = magFilter !== undefined ? magFilter : LinearFilter; + this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter; - this.anisotropy = anisotropy !== undefined ? anisotropy : 1; + this.anisotropy = anisotropy !== undefined ? anisotropy : 1; - this.format = format !== undefined ? format : RGBAFormat; - this.type = type !== undefined ? type : UnsignedByteType; + 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.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) + 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; + // 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; + this.version = 0; + this.onUpdate = null; - } + } - Texture.DEFAULT_IMAGE = undefined; - Texture.DEFAULT_MAPPING = UVMapping; + Texture.DEFAULT_IMAGE = undefined; + Texture.DEFAULT_MAPPING = UVMapping; - Texture.prototype = { + Texture.prototype = { - constructor: Texture, + constructor: Texture, - isTexture: true, + isTexture: true, - set needsUpdate( value ) { + set needsUpdate( value ) { - if ( value === true ) this.version ++; + if ( value === true ) this.version ++; - }, + }, - clone: function () { + clone: function () { - return new this.constructor().copy( this ); + return new this.constructor().copy( this ); - }, + }, - copy: function ( source ) { + copy: function ( source ) { - this.image = source.image; - this.mipmaps = source.mipmaps.slice( 0 ); + this.image = source.image; + this.mipmaps = source.mipmaps.slice( 0 ); - this.mapping = source.mapping; + this.mapping = source.mapping; - this.wrapS = source.wrapS; - this.wrapT = source.wrapT; + this.wrapS = source.wrapS; + this.wrapT = source.wrapT; - this.magFilter = source.magFilter; - this.minFilter = source.minFilter; + this.magFilter = source.magFilter; + this.minFilter = source.minFilter; - this.anisotropy = source.anisotropy; + this.anisotropy = source.anisotropy; - this.format = source.format; - this.type = source.type; + this.format = source.format; + this.type = source.type; - this.offset.copy( source.offset ); - this.repeat.copy( source.repeat ); + 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; + this.generateMipmaps = source.generateMipmaps; + this.premultiplyAlpha = source.premultiplyAlpha; + this.flipY = source.flipY; + this.unpackAlignment = source.unpackAlignment; + this.encoding = source.encoding; - return this; + return this; - }, + }, - toJSON: function ( meta ) { + toJSON: function ( meta ) { - if ( meta.textures[ this.uuid ] !== undefined ) { + if ( meta.textures[ this.uuid ] !== undefined ) { - return meta.textures[ this.uuid ]; + return meta.textures[ this.uuid ]; - } + } - function getDataURL( image ) { + function getDataURL( image ) { - var canvas; + var canvas; - if ( image.toDataURL !== undefined ) { + if ( image.toDataURL !== undefined ) { - canvas = image; + canvas = image; - } else { + } else { - canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); - canvas.width = image.width; - canvas.height = image.height; + 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 ); + canvas.getContext( '2d' ).drawImage( image, 0, 0, image.width, image.height ); - } + } - if ( canvas.width > 2048 || canvas.height > 2048 ) { + if ( canvas.width > 2048 || canvas.height > 2048 ) { - return canvas.toDataURL( 'image/jpeg', 0.6 ); + return canvas.toDataURL( 'image/jpeg', 0.6 ); - } else { + } else { - return canvas.toDataURL( 'image/png' ); + return canvas.toDataURL( 'image/png' ); - } + } - } + } - var output = { - metadata: { - version: 4.4, - type: 'Texture', - generator: 'Texture.toJSON' - }, + var output = { + metadata: { + version: 4.4, + type: 'Texture', + generator: 'Texture.toJSON' + }, - uuid: this.uuid, - name: this.name, + uuid: this.uuid, + name: this.name, - mapping: this.mapping, + mapping: this.mapping, - repeat: [ this.repeat.x, this.repeat.y ], - offset: [ this.offset.x, this.offset.y ], - wrap: [ this.wrapS, this.wrapT ], + 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, + minFilter: this.minFilter, + magFilter: this.magFilter, + anisotropy: this.anisotropy, - flipY: this.flipY - }; + flipY: this.flipY + }; - if ( this.image !== undefined ) { + if ( this.image !== undefined ) { - // TODO: Move to THREE.Image + // TODO: Move to THREE.Image - var image = this.image; + var image = this.image; - if ( image.uuid === undefined ) { + if ( image.uuid === undefined ) { - image.uuid = exports.Math.generateUUID(); // UGH + image.uuid = exports.Math.generateUUID(); // UGH - } + } - if ( meta.images[ image.uuid ] === undefined ) { + if ( meta.images[ image.uuid ] === undefined ) { - meta.images[ image.uuid ] = { - uuid: image.uuid, - url: getDataURL( image ) - }; + meta.images[ image.uuid ] = { + uuid: image.uuid, + url: getDataURL( image ) + }; - } + } - output.image = image.uuid; + output.image = image.uuid; - } + } - meta.textures[ this.uuid ] = output; + meta.textures[ this.uuid ] = output; - return output; + return output; - }, + }, - dispose: function () { + dispose: function () { - this.dispatchEvent( { type: 'dispose' } ); + this.dispatchEvent( { type: 'dispose' } ); - }, + }, - transformUv: function ( uv ) { + transformUv: function ( uv ) { - if ( this.mapping !== UVMapping ) return; + if ( this.mapping !== UVMapping ) return; - uv.multiply( this.repeat ); - uv.add( this.offset ); + uv.multiply( this.repeat ); + uv.add( this.offset ); - if ( uv.x < 0 || uv.x > 1 ) { + if ( uv.x < 0 || uv.x > 1 ) { - switch ( this.wrapS ) { + switch ( this.wrapS ) { - case RepeatWrapping: + case RepeatWrapping: - uv.x = uv.x - Math.floor( uv.x ); - break; + uv.x = uv.x - Math.floor( uv.x ); + break; - case ClampToEdgeWrapping: + case ClampToEdgeWrapping: - uv.x = uv.x < 0 ? 0 : 1; - break; + uv.x = uv.x < 0 ? 0 : 1; + break; - case MirroredRepeatWrapping: + case MirroredRepeatWrapping: - if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) { + if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) { - uv.x = Math.ceil( uv.x ) - uv.x; + uv.x = Math.ceil( uv.x ) - uv.x; - } else { + } else { - uv.x = uv.x - Math.floor( uv.x ); + uv.x = uv.x - Math.floor( uv.x ); - } - break; + } + break; - } + } - } + } - if ( uv.y < 0 || uv.y > 1 ) { + if ( uv.y < 0 || uv.y > 1 ) { - switch ( this.wrapT ) { + switch ( this.wrapT ) { - case RepeatWrapping: + case RepeatWrapping: - uv.y = uv.y - Math.floor( uv.y ); - break; + uv.y = uv.y - Math.floor( uv.y ); + break; - case ClampToEdgeWrapping: + case ClampToEdgeWrapping: - uv.y = uv.y < 0 ? 0 : 1; - break; + uv.y = uv.y < 0 ? 0 : 1; + break; - case MirroredRepeatWrapping: + case MirroredRepeatWrapping: - if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) { + if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) { - uv.y = Math.ceil( uv.y ) - uv.y; + uv.y = Math.ceil( uv.y ) - uv.y; - } else { + } else { - uv.y = uv.y - Math.floor( uv.y ); + uv.y = uv.y - Math.floor( uv.y ); - } - break; + } + break; - } + } - } + } - if ( this.flipY ) { + if ( this.flipY ) { - uv.y = 1 - uv.y; + uv.y = 1 - uv.y; - } + } - } + } - }; + }; - Object.assign( Texture.prototype, EventDispatcher.prototype ); + Object.assign( Texture.prototype, EventDispatcher.prototype ); - var count = 0; - function TextureIdCount() { return count++; }; + var count = 0; + function TextureIdCount() { return count++; }; - /** - * @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 - */ + /** + * @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 ) { + function Vector4( x, y, z, w ) { - this.x = x || 0; - this.y = y || 0; - this.z = z || 0; - this.w = ( w !== undefined ) ? w : 1; + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; + this.w = ( w !== undefined ) ? w : 1; - } + } - Vector4.prototype = { + Vector4.prototype = { - constructor: Vector4, + constructor: Vector4, - isVector4: true, + isVector4: true, - set: function ( x, y, z, w ) { + set: function ( x, y, z, w ) { - this.x = x; - this.y = y; - this.z = z; - this.w = w; + this.x = x; + this.y = y; + this.z = z; + this.w = w; - return this; + return this; - }, + }, - setScalar: function ( scalar ) { + setScalar: function ( scalar ) { - this.x = scalar; - this.y = scalar; - this.z = scalar; - this.w = scalar; + this.x = scalar; + this.y = scalar; + this.z = scalar; + this.w = scalar; - return this; + return this; - }, + }, - setX: function ( x ) { + setX: function ( x ) { - this.x = x; + this.x = x; - return this; + return this; - }, + }, - setY: function ( y ) { + setY: function ( y ) { - this.y = y; + this.y = y; - return this; + return this; - }, + }, - setZ: function ( z ) { + setZ: function ( z ) { - this.z = z; + this.z = z; - return this; + return this; - }, + }, - setW: function ( w ) { + setW: function ( w ) { - this.w = w; + this.w = w; - return this; + return this; - }, + }, - setComponent: function ( index, value ) { + setComponent: function ( index, value ) { - switch ( index ) { + 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 ); + 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 ); - } + } - }, + }, - getComponent: function ( index ) { + getComponent: function ( index ) { - switch ( 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 ); + 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 () { + clone: function () { - return new this.constructor( this.x, this.y, this.z, this.w ); + return new this.constructor( this.x, this.y, this.z, this.w ); - }, + }, - copy: function ( v ) { + copy: function ( v ) { - this.x = v.x; - this.y = v.y; - this.z = v.z; - this.w = ( v.w !== undefined ) ? v.w : 1; + this.x = v.x; + this.y = v.y; + this.z = v.z; + this.w = ( v.w !== undefined ) ? v.w : 1; - return this; + return this; - }, + }, - add: function ( v, w ) { + add: function ( v, w ) { - if ( w !== undefined ) { + if ( w !== undefined ) { - console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); - return this.addVectors( v, w ); + 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; + this.x += v.x; + this.y += v.y; + this.z += v.z; + this.w += v.w; - return this; + return this; - }, + }, - addScalar: function ( s ) { + addScalar: function ( s ) { - this.x += s; - this.y += s; - this.z += s; - this.w += s; + this.x += s; + this.y += s; + this.z += s; + this.w += s; - return this; + return this; - }, + }, - addVectors: function ( a, b ) { + 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; + 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; + return this; - }, + }, - addScaledVector: function ( v, s ) { + addScaledVector: function ( v, s ) { - this.x += v.x * s; - this.y += v.y * s; - this.z += v.z * s; - this.w += v.w * s; + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + this.w += v.w * s; - return this; + return this; - }, + }, - sub: function ( v, w ) { + sub: function ( v, w ) { - if ( w !== undefined ) { + if ( w !== undefined ) { - console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); - return this.subVectors( v, w ); + 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; + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + this.w -= v.w; - return this; + return this; - }, + }, - subScalar: function ( s ) { + subScalar: function ( s ) { - this.x -= s; - this.y -= s; - this.z -= s; - this.w -= s; + this.x -= s; + this.y -= s; + this.z -= s; + this.w -= s; - return this; + return this; - }, + }, - subVectors: function ( a, b ) { + 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; + 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; + return this; - }, + }, - multiplyScalar: function ( scalar ) { + multiplyScalar: function ( scalar ) { - if ( isFinite( scalar ) ) { + if ( isFinite( scalar ) ) { - this.x *= scalar; - this.y *= scalar; - this.z *= scalar; - this.w *= scalar; + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + this.w *= scalar; - } else { + } else { - this.x = 0; - this.y = 0; - this.z = 0; - this.w = 0; + this.x = 0; + this.y = 0; + this.z = 0; + this.w = 0; - } + } - return this; + return this; - }, + }, - applyMatrix4: function ( m ) { + applyMatrix4: function ( m ) { - var x = this.x, y = this.y, z = this.z, w = this.w; - var e = m.elements; + 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; + 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; + return this; - }, + }, - divideScalar: function ( scalar ) { + divideScalar: function ( scalar ) { - return this.multiplyScalar( 1 / scalar ); + return this.multiplyScalar( 1 / scalar ); - }, + }, - setAxisAngleFromQuaternion: function ( q ) { + setAxisAngleFromQuaternion: function ( q ) { - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm - // q is assumed to be normalized + // q is assumed to be normalized - this.w = 2 * Math.acos( q.w ); + this.w = 2 * Math.acos( q.w ); - var s = Math.sqrt( 1 - q.w * q.w ); + var s = Math.sqrt( 1 - q.w * q.w ); - if ( s < 0.0001 ) { + if ( s < 0.0001 ) { - this.x = 1; - this.y = 0; - this.z = 0; + this.x = 1; + this.y = 0; + this.z = 0; - } else { + } else { - this.x = q.x / s; - this.y = q.y / s; - this.z = q.z / s; + this.x = q.x / s; + this.y = q.y / s; + this.z = q.z / s; - } + } - return this; + return this; - }, + }, - setAxisAngleFromRotationMatrix: function ( m ) { + setAxisAngleFromRotationMatrix: function ( m ) { - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm + // 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) + // 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 + 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, + 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 ]; + 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 ) ) { + 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 + // 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 ) ) { + 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 singularity is identity matrix so angle = 0 - this.set( 1, 0, 0, 0 ); + this.set( 1, 0, 0, 0 ); - return this; // zero angle, arbitrary axis + return this; // zero angle, arbitrary axis - } + } - // otherwise this singularity is angle = 180 + // otherwise this singularity is angle = 180 - angle = Math.PI; + 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; + 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 ) ) { + if ( ( xx > yy ) && ( xx > zz ) ) { - // m11 is the largest diagonal term + // m11 is the largest diagonal term - if ( xx < epsilon ) { + if ( xx < epsilon ) { - x = 0; - y = 0.707106781; - z = 0.707106781; + x = 0; + y = 0.707106781; + z = 0.707106781; - } else { + } else { - x = Math.sqrt( xx ); - y = xy / x; - z = xz / x; + x = Math.sqrt( xx ); + y = xy / x; + z = xz / x; - } + } - } else if ( yy > zz ) { + } else if ( yy > zz ) { - // m22 is the largest diagonal term + // m22 is the largest diagonal term - if ( yy < epsilon ) { + if ( yy < epsilon ) { - x = 0.707106781; - y = 0; - z = 0.707106781; + x = 0.707106781; + y = 0; + z = 0.707106781; - } else { + } else { - y = Math.sqrt( yy ); - x = xy / y; - z = yz / y; + y = Math.sqrt( yy ); + x = xy / y; + z = yz / y; - } + } - } else { + } else { - // m33 is the largest diagonal term so base result on this + // m33 is the largest diagonal term so base result on this - if ( zz < epsilon ) { + if ( zz < epsilon ) { - x = 0.707106781; - y = 0.707106781; - z = 0; + x = 0.707106781; + y = 0.707106781; + z = 0; - } else { + } else { - z = Math.sqrt( zz ); - x = xz / z; - y = yz / z; + z = Math.sqrt( zz ); + x = xz / z; + y = yz / z; - } + } - } + } - this.set( x, y, z, angle ); + this.set( x, y, z, angle ); - return this; // return 180 deg rotation + return this; // return 180 deg rotation - } + } - // as we have reached here there are no singularities so we can handle normally + // 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 + 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; + 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 + // 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 ); + 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; + return this; - }, + }, - min: function ( v ) { + 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 ); + 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; + return this; - }, + }, - max: function ( v ) { + 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 ); + 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; + return this; - }, + }, - clamp: function ( min, max ) { + clamp: function ( min, max ) { - // This function assumes min < max, if this assumption isn't true it will not operate correctly + // 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 ) ); + 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; + return this; - }, + }, - clampScalar: function () { + clampScalar: function () { - var min, max; + var min, max; - return function clampScalar( minVal, maxVal ) { + return function clampScalar( minVal, maxVal ) { - if ( min === undefined ) { + if ( min === undefined ) { - min = new Vector4(); - max = new Vector4(); + min = new Vector4(); + max = new Vector4(); - } + } - min.set( minVal, minVal, minVal, minVal ); - max.set( maxVal, maxVal, maxVal, maxVal ); + min.set( minVal, minVal, minVal, minVal ); + max.set( maxVal, maxVal, maxVal, maxVal ); - return this.clamp( min, max ); + return this.clamp( min, max ); - }; + }; - }(), + }(), - floor: function () { + 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 ); + 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; + return this; - }, + }, - ceil: function () { + 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 ); + 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; + return this; - }, + }, - round: function () { + 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 ); + 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; + return this; - }, + }, - roundToZero: function () { + 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 ); + 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; + return this; - }, + }, - negate: function () { + negate: function () { - this.x = - this.x; - this.y = - this.y; - this.z = - this.z; - this.w = - this.w; + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + this.w = - this.w; - return this; + return this; - }, + }, - dot: function ( v ) { + dot: function ( v ) { - return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; + return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; - }, + }, - lengthSq: function () { + lengthSq: function () { - return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; + return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; - }, + }, - length: function () { + length: function () { - return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); - }, + }, - lengthManhattan: function () { + lengthManhattan: function () { - return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); - }, + }, - normalize: function () { + normalize: function () { - return this.divideScalar( this.length() ); + return this.divideScalar( this.length() ); - }, + }, - setLength: function ( length ) { + setLength: function ( length ) { - return this.multiplyScalar( length / this.length() ); + return this.multiplyScalar( length / this.length() ); - }, + }, - lerp: function ( v, alpha ) { + 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; + 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; + return this; - }, + }, - lerpVectors: function ( v1, v2, alpha ) { + lerpVectors: function ( v1, v2, alpha ) { - return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); - }, + }, - equals: function ( v ) { + equals: function ( v ) { - return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); - }, + }, - fromArray: function ( array, offset ) { + fromArray: function ( array, offset ) { - if ( offset === undefined ) offset = 0; + 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.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + this.w = array[ offset + 3 ]; - return this; + return this; - }, + }, - toArray: function ( array, offset ) { + toArray: function ( array, offset ) { - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + 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; + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + array[ offset + 3 ] = this.w; - return array; + return array; - }, + }, - fromAttribute: function ( attribute, index, offset ) { + fromAttribute: function ( attribute, index, offset ) { - if ( offset === undefined ) offset = 0; + if ( offset === undefined ) offset = 0; - index = index * attribute.itemSize + offset; + index = index * attribute.itemSize + offset; - this.x = attribute.array[ index ]; - this.y = attribute.array[ index + 1 ]; - this.z = attribute.array[ index + 2 ]; - this.w = attribute.array[ index + 3 ]; + this.x = attribute.array[ index ]; + this.y = attribute.array[ index + 1 ]; + this.z = attribute.array[ index + 2 ]; + this.w = attribute.array[ index + 3 ]; - return this; + return this; - } + } - }; + }; - /** - * @author szimek / https://github.com/szimek/ - * @author alteredq / http://alteredqualia.com/ - * @author Marius Kintel / https://github.com/kintel - */ + /** + * @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 ) { + /* + 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 = exports.Math.generateUUID(); + this.uuid = exports.Math.generateUUID(); - this.width = width; - this.height = height; + this.width = width; + this.height = height; - this.scissor = new Vector4( 0, 0, width, height ); - this.scissorTest = false; + this.scissor = new Vector4( 0, 0, width, height ); + this.scissorTest = false; - this.viewport = new Vector4( 0, 0, width, height ); + this.viewport = new Vector4( 0, 0, width, height ); - options = options || {}; + options = options || {}; - if ( options.minFilter === undefined ) options.minFilter = LinearFilter; + 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.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; + this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; + this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; + this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null; - } + } - Object.assign( WebGLRenderTarget.prototype, EventDispatcher.prototype, { + Object.assign( WebGLRenderTarget.prototype, EventDispatcher.prototype, { - isWebGLRenderTarget: true, + isWebGLRenderTarget: true, - setSize: function ( width, height ) { + setSize: function ( width, height ) { - if ( this.width !== width || this.height !== height ) { + if ( this.width !== width || this.height !== height ) { - this.width = width; - this.height = height; + this.width = width; + this.height = height; - this.dispose(); + this.dispose(); - } + } - this.viewport.set( 0, 0, width, height ); - this.scissor.set( 0, 0, width, height ); + this.viewport.set( 0, 0, width, height ); + this.scissor.set( 0, 0, width, height ); - }, + }, - clone: function () { + clone: function () { - return new this.constructor().copy( this ); + return new this.constructor().copy( this ); - }, + }, - copy: function ( source ) { + copy: function ( source ) { - this.width = source.width; - this.height = source.height; + this.width = source.width; + this.height = source.height; - this.viewport.copy( source.viewport ); + this.viewport.copy( source.viewport ); - this.texture = source.texture.clone(); + this.texture = source.texture.clone(); - this.depthBuffer = source.depthBuffer; - this.stencilBuffer = source.stencilBuffer; - this.depthTexture = source.depthTexture; + this.depthBuffer = source.depthBuffer; + this.stencilBuffer = source.stencilBuffer; + this.depthTexture = source.depthTexture; - return this; + return this; - }, + }, - dispose: function () { + dispose: function () { - this.dispatchEvent( { type: 'dispose' } ); + this.dispatchEvent( { type: 'dispose' } ); - } + } - } ); + } ); - /** - * @author alteredq / http://alteredqualia.com - */ + /** + * @author alteredq / http://alteredqualia.com + */ - function WebGLRenderTargetCube( width, height, options ) { + function WebGLRenderTargetCube( width, height, options ) { - WebGLRenderTarget.call( this, width, height, options ); + WebGLRenderTarget.call( this, width, height, options ); - this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5 - this.activeMipMapLevel = 0; + this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5 + this.activeMipMapLevel = 0; - } + } - WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype ); - WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube; + WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype ); + WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube; - WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true; + WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true; - /** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author WestLangley / http://github.com/WestLangley - * @author bhouston / http://clara.io - */ + /** + * @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 ) { + function Quaternion( x, y, z, w ) { - this._x = x || 0; - this._y = y || 0; - this._z = z || 0; - this._w = ( w !== undefined ) ? w : 1; + this._x = x || 0; + this._y = y || 0; + this._z = z || 0; + this._w = ( w !== undefined ) ? w : 1; - } + } - Quaternion.prototype = { + Quaternion.prototype = { - constructor: Quaternion, + constructor: Quaternion, - get x () { + get x () { - return this._x; + return this._x; - }, + }, - set x ( value ) { + set x ( value ) { - this._x = value; - this.onChangeCallback(); + this._x = value; + this.onChangeCallback(); - }, + }, - get y () { + get y () { - return this._y; + return this._y; - }, + }, - set y ( value ) { + set y ( value ) { - this._y = value; - this.onChangeCallback(); + this._y = value; + this.onChangeCallback(); - }, + }, - get z () { + get z () { - return this._z; + return this._z; - }, + }, - set z ( value ) { + set z ( value ) { - this._z = value; - this.onChangeCallback(); + this._z = value; + this.onChangeCallback(); - }, + }, - get w () { + get w () { - return this._w; + return this._w; - }, + }, - set w ( value ) { + set w ( value ) { - this._w = value; - this.onChangeCallback(); + this._w = value; + this.onChangeCallback(); - }, + }, - set: function ( x, y, z, w ) { + set: function ( x, y, z, w ) { - this._x = x; - this._y = y; - this._z = z; - this._w = w; + this._x = x; + this._y = y; + this._z = z; + this._w = w; - this.onChangeCallback(); + this.onChangeCallback(); - return this; + return this; - }, + }, - clone: function () { + clone: function () { - return new this.constructor( this._x, this._y, this._z, this._w ); + return new this.constructor( this._x, this._y, this._z, this._w ); - }, + }, - copy: function ( quaternion ) { + copy: function ( quaternion ) { - this._x = quaternion.x; - this._y = quaternion.y; - this._z = quaternion.z; - this._w = quaternion.w; + this._x = quaternion.x; + this._y = quaternion.y; + this._z = quaternion.z; + this._w = quaternion.w; - this.onChangeCallback(); + this.onChangeCallback(); - return this; + return this; - }, + }, - setFromEuler: function ( euler, update ) { + setFromEuler: function ( euler, update ) { - if ( (euler && euler.isEuler) === false ) { + if ( (euler && euler.isEuler) === false ) { - throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.' ); + throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a 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 + // 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 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; + var order = euler.order; - if ( order === 'XYZ' ) { + 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; + 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' ) { + } 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; + 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' ) { + } 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; + 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' ) { + } 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; + 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' ) { + } 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; + 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' ) { + } 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; + 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(); + if ( update !== false ) this.onChangeCallback(); - return this; + return this; - }, + }, - setFromAxisAngle: function ( axis, angle ) { + setFromAxisAngle: function ( axis, angle ) { - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm - // assumes axis is normalized + // assumes axis is normalized - var halfAngle = angle / 2, s = Math.sin( halfAngle ); + 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._x = axis.x * s; + this._y = axis.y * s; + this._z = axis.z * s; + this._w = Math.cos( halfAngle ); - this.onChangeCallback(); + this.onChangeCallback(); - return this; + return this; - }, + }, - setFromRotationMatrix: function ( m ) { + setFromRotationMatrix: function ( m ) { - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm + // 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) + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - var te = m.elements, + 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 ], + 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; + trace = m11 + m22 + m33, + s; - if ( trace > 0 ) { + if ( trace > 0 ) { - s = 0.5 / Math.sqrt( trace + 1.0 ); + 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; + 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 ) { + } else if ( m11 > m22 && m11 > m33 ) { - s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - 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; + this._w = ( m32 - m23 ) / s; + this._x = 0.25 * s; + this._y = ( m12 + m21 ) / s; + this._z = ( m13 + m31 ) / s; - } else if ( m22 > m33 ) { + } else if ( m22 > m33 ) { - s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - 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; + this._w = ( m13 - m31 ) / s; + this._x = ( m12 + m21 ) / s; + this._y = 0.25 * s; + this._z = ( m23 + m32 ) / s; - } else { + } else { - s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); + 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._w = ( m21 - m12 ) / s; + this._x = ( m13 + m31 ) / s; + this._y = ( m23 + m32 ) / s; + this._z = 0.25 * s; - } + } - this.onChangeCallback(); + this.onChangeCallback(); - return this; + return this; - }, + }, - setFromUnitVectors: function () { + setFromUnitVectors: function () { - // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final + // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final - // assumes direction vectors vFrom and vTo are normalized + // assumes direction vectors vFrom and vTo are normalized - var v1, r; + var v1, r; - var EPS = 0.000001; + var EPS = 0.000001; - return function setFromUnitVectors( vFrom, vTo ) { + return function setFromUnitVectors( vFrom, vTo ) { - if ( v1 === undefined ) v1 = new Vector3(); + if ( v1 === undefined ) v1 = new Vector3(); - r = vFrom.dot( vTo ) + 1; + r = vFrom.dot( vTo ) + 1; - if ( r < EPS ) { + if ( r < EPS ) { - r = 0; + r = 0; - if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { + if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { - v1.set( - vFrom.y, vFrom.x, 0 ); + v1.set( - vFrom.y, vFrom.x, 0 ); - } else { + } else { - v1.set( 0, - vFrom.z, vFrom.y ); + v1.set( 0, - vFrom.z, vFrom.y ); - } + } - } else { + } else { - v1.crossVectors( vFrom, vTo ); + v1.crossVectors( vFrom, vTo ); - } + } - this._x = v1.x; - this._y = v1.y; - this._z = v1.z; - this._w = r; + this._x = v1.x; + this._y = v1.y; + this._z = v1.z; + this._w = r; - return this.normalize(); + return this.normalize(); - }; + }; - }(), + }(), - inverse: function () { + inverse: function () { - return this.conjugate().normalize(); + return this.conjugate().normalize(); - }, + }, - conjugate: function () { + conjugate: function () { - this._x *= - 1; - this._y *= - 1; - this._z *= - 1; + this._x *= - 1; + this._y *= - 1; + this._z *= - 1; - this.onChangeCallback(); + this.onChangeCallback(); - return this; + return this; - }, + }, - dot: function ( v ) { + dot: function ( v ) { - return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; + return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; - }, + }, - lengthSq: function () { + lengthSq: function () { - return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; + return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; - }, + }, - length: function () { + length: function () { - return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); + return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); - }, + }, - normalize: function () { + normalize: function () { - var l = this.length(); + var l = this.length(); - if ( l === 0 ) { + if ( l === 0 ) { - this._x = 0; - this._y = 0; - this._z = 0; - this._w = 1; + this._x = 0; + this._y = 0; + this._z = 0; + this._w = 1; - } else { + } else { - l = 1 / l; + l = 1 / l; - this._x = this._x * l; - this._y = this._y * l; - this._z = this._z * l; - this._w = this._w * l; + this._x = this._x * l; + this._y = this._y * l; + this._z = this._z * l; + this._w = this._w * l; - } + } - this.onChangeCallback(); + this.onChangeCallback(); - return this; + return this; - }, + }, - multiply: function ( q, p ) { + multiply: function ( q, p ) { - if ( p !== undefined ) { + if ( p !== undefined ) { - console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' ); - return this.multiplyQuaternions( q, p ); + 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 ); + return this.multiplyQuaternions( this, q ); - }, + }, - premultiply: function ( q ) { + premultiply: function ( q ) { - return this.multiplyQuaternions( q, this ); + return this.multiplyQuaternions( q, this ); - }, + }, - multiplyQuaternions: function ( a, b ) { + multiplyQuaternions: function ( a, b ) { - // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm + // 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; + 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._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(); + this.onChangeCallback(); - return this; + return this; - }, + }, - slerp: function ( qb, t ) { + slerp: function ( qb, t ) { - if ( t === 0 ) return this; - if ( t === 1 ) return this.copy( qb ); + 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; + var x = this._x, y = this._y, z = this._z, w = this._w; - // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ + // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ - var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; + var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; - if ( cosHalfTheta < 0 ) { + if ( cosHalfTheta < 0 ) { - this._w = - qb._w; - this._x = - qb._x; - this._y = - qb._y; - this._z = - qb._z; + this._w = - qb._w; + this._x = - qb._x; + this._y = - qb._y; + this._z = - qb._z; - cosHalfTheta = - cosHalfTheta; + cosHalfTheta = - cosHalfTheta; - } else { + } else { - this.copy( qb ); + this.copy( qb ); - } + } - if ( cosHalfTheta >= 1.0 ) { + if ( cosHalfTheta >= 1.0 ) { - this._w = w; - this._x = x; - this._y = y; - this._z = z; + this._w = w; + this._x = x; + this._y = y; + this._z = z; - return this; + return this; - } + } - var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta ); + var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta ); - if ( Math.abs( sinHalfTheta ) < 0.001 ) { + 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 ); + 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; + return this; - } + } - var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); - var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, - ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; + 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._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(); + this.onChangeCallback(); - return this; + return this; - }, + }, - equals: function ( quaternion ) { + equals: function ( quaternion ) { - return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); + return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); - }, + }, - fromArray: function ( array, offset ) { + fromArray: function ( array, offset ) { - if ( offset === undefined ) offset = 0; + 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._x = array[ offset ]; + this._y = array[ offset + 1 ]; + this._z = array[ offset + 2 ]; + this._w = array[ offset + 3 ]; - this.onChangeCallback(); + this.onChangeCallback(); - return this; + return this; - }, + }, - toArray: function ( array, offset ) { + toArray: function ( array, offset ) { - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + 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; + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._w; - return array; + return array; - }, + }, - onChange: function ( callback ) { + onChange: function ( callback ) { - this.onChangeCallback = callback; + this.onChangeCallback = callback; - return this; + return this; - }, + }, - onChangeCallback: function () {} + onChangeCallback: function () {} - }; + }; - Object.assign( Quaternion, { + Object.assign( Quaternion, { - slerp: function( qa, qb, qm, t ) { + slerp: function( qa, qb, qm, t ) { - return qm.copy( qa ).slerp( qb, t ); + return qm.copy( qa ).slerp( qb, t ); - }, + }, - slerpFlat: function( - dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { + slerpFlat: function( + dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { - // fuzz-free, array-based Quaternion SLERP operation + // fuzz-free, array-based Quaternion SLERP operation - var x0 = src0[ srcOffset0 + 0 ], - y0 = src0[ srcOffset0 + 1 ], - z0 = src0[ srcOffset0 + 2 ], - w0 = src0[ srcOffset0 + 3 ], + 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 ]; + 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 ) { + if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { - var s = 1 - t, + var s = 1 - t, - cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, + cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, - dir = ( cos >= 0 ? 1 : - 1 ), - sqrSin = 1 - cos * cos; + dir = ( cos >= 0 ? 1 : - 1 ), + sqrSin = 1 - cos * cos; - // Skip the Slerp for tiny steps to avoid numeric problems: - if ( sqrSin > Number.EPSILON ) { + // 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 ); + var sin = Math.sqrt( sqrSin ), + len = Math.atan2( sin, cos * dir ); - s = Math.sin( s * len ) / sin; - t = Math.sin( t * len ) / sin; + s = Math.sin( s * len ) / sin; + t = Math.sin( t * len ) / sin; - } + } - var tDir = t * dir; + var tDir = t * dir; - x0 = x0 * s + x1 * tDir; - y0 = y0 * s + y1 * tDir; - z0 = z0 * s + z1 * tDir; - w0 = w0 * s + w1 * tDir; + 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 ) { + // 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 ); + var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); - x0 *= f; - y0 *= f; - z0 *= f; - w0 *= f; + x0 *= f; + y0 *= f; + z0 *= f; + w0 *= f; - } + } - } + } - dst[ dstOffset ] = x0; - dst[ dstOffset + 1 ] = y0; - dst[ dstOffset + 2 ] = z0; - dst[ dstOffset + 3 ] = w0; + 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 - */ + /** + * @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 ) { + function Vector3( x, y, z ) { - this.x = x || 0; - this.y = y || 0; - this.z = z || 0; + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; - } + } - Vector3.prototype = { + Vector3.prototype = { - constructor: Vector3, + constructor: Vector3, - isVector3: true, + isVector3: true, - set: function ( x, y, z ) { + set: function ( x, y, z ) { - this.x = x; - this.y = y; - this.z = z; + this.x = x; + this.y = y; + this.z = z; - return this; + return this; - }, + }, - setScalar: function ( scalar ) { + setScalar: function ( scalar ) { - this.x = scalar; - this.y = scalar; - this.z = scalar; + this.x = scalar; + this.y = scalar; + this.z = scalar; - return this; + return this; - }, + }, - setX: function ( x ) { + setX: function ( x ) { - this.x = x; + this.x = x; - return this; + return this; - }, + }, - setY: function ( y ) { + setY: function ( y ) { - this.y = y; + this.y = y; - return this; + return this; - }, + }, - setZ: function ( z ) { + setZ: function ( z ) { - this.z = z; + this.z = z; - return this; + return this; - }, + }, - setComponent: function ( index, value ) { + setComponent: function ( index, value ) { - switch ( index ) { + 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 ); + 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 ); - } + } - }, + }, - getComponent: function ( index ) { + getComponent: function ( index ) { - switch ( 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 ); + 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 () { + clone: function () { - return new this.constructor( this.x, this.y, this.z ); + return new this.constructor( this.x, this.y, this.z ); - }, + }, - copy: function ( v ) { + copy: function ( v ) { - this.x = v.x; - this.y = v.y; - this.z = v.z; + this.x = v.x; + this.y = v.y; + this.z = v.z; - return this; + return this; - }, + }, - add: function ( v, w ) { + add: function ( v, w ) { - if ( w !== undefined ) { + if ( w !== undefined ) { - console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); - return this.addVectors( v, w ); + 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; + this.x += v.x; + this.y += v.y; + this.z += v.z; - return this; + return this; - }, + }, - addScalar: function ( s ) { + addScalar: function ( s ) { - this.x += s; - this.y += s; - this.z += s; + this.x += s; + this.y += s; + this.z += s; - return this; + return this; - }, + }, - addVectors: function ( a, b ) { + addVectors: function ( a, b ) { - this.x = a.x + b.x; - this.y = a.y + b.y; - this.z = a.z + b.z; + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; - return this; + return this; - }, + }, - addScaledVector: function ( v, s ) { + addScaledVector: function ( v, s ) { - this.x += v.x * s; - this.y += v.y * s; - this.z += v.z * s; + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; - return this; + return this; - }, + }, - sub: function ( v, w ) { + sub: function ( v, w ) { - if ( w !== undefined ) { + if ( w !== undefined ) { - console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); - return this.subVectors( v, w ); + 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; + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; - return this; + return this; - }, + }, - subScalar: function ( s ) { + subScalar: function ( s ) { - this.x -= s; - this.y -= s; - this.z -= s; + this.x -= s; + this.y -= s; + this.z -= s; - return this; + return this; - }, + }, - subVectors: function ( a, b ) { + subVectors: function ( a, b ) { - this.x = a.x - b.x; - this.y = a.y - b.y; - this.z = a.z - b.z; + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; - return this; + return this; - }, + }, - multiply: function ( v, w ) { + multiply: function ( v, w ) { - if ( w !== undefined ) { + if ( w !== undefined ) { - console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' ); - return this.multiplyVectors( v, w ); + 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; + this.x *= v.x; + this.y *= v.y; + this.z *= v.z; - return this; + return this; - }, + }, - multiplyScalar: function ( scalar ) { + multiplyScalar: function ( scalar ) { - if ( isFinite( scalar ) ) { + if ( isFinite( scalar ) ) { - this.x *= scalar; - this.y *= scalar; - this.z *= scalar; + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; - } else { + } else { - this.x = 0; - this.y = 0; - this.z = 0; + this.x = 0; + this.y = 0; + this.z = 0; - } + } - return this; + return this; - }, + }, - multiplyVectors: function ( a, b ) { + multiplyVectors: function ( a, b ) { - this.x = a.x * b.x; - this.y = a.y * b.y; - this.z = a.z * b.z; + this.x = a.x * b.x; + this.y = a.y * b.y; + this.z = a.z * b.z; - return this; + return this; - }, + }, - applyEuler: function () { + applyEuler: function () { - var quaternion; + var quaternion; - return function applyEuler( euler ) { + return function applyEuler( euler ) { - if ( (euler && euler.isEuler) === false ) { + if ( (euler && euler.isEuler) === false ) { - console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' ); + console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' ); - } + } - if ( quaternion === undefined ) quaternion = new Quaternion(); + if ( quaternion === undefined ) quaternion = new Quaternion(); - return this.applyQuaternion( quaternion.setFromEuler( euler ) ); + return this.applyQuaternion( quaternion.setFromEuler( euler ) ); - }; + }; - }(), + }(), - applyAxisAngle: function () { + applyAxisAngle: function () { - var quaternion; + var quaternion; - return function applyAxisAngle( axis, angle ) { + return function applyAxisAngle( axis, angle ) { - if ( quaternion === undefined ) quaternion = new Quaternion(); + if ( quaternion === undefined ) quaternion = new Quaternion(); - return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) ); + return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) ); - }; + }; - }(), + }(), - applyMatrix3: function ( m ) { + applyMatrix3: function ( m ) { - var x = this.x, y = this.y, z = this.z; - var e = m.elements; + 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; + 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; + return this; - }, + }, - applyMatrix4: function ( m ) { + applyMatrix4: function ( m ) { - // input: THREE.Matrix4 affine matrix + // input: THREE.Matrix4 affine matrix - var x = this.x, y = this.y, z = this.z; - var e = m.elements; + 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 ]; + 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 ]; - return this; + return this; - }, + }, - applyProjection: function ( m ) { + applyProjection: function ( m ) { - // input: THREE.Matrix4 projection matrix + // input: THREE.Matrix4 projection matrix - var x = this.x, y = this.y, z = this.z; - var e = m.elements; - var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide + var x = this.x, y = this.y, z = this.z; + var e = m.elements; + var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide - this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * d; - this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * d; - this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d; + this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * d; + this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * d; + this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d; - return this; + return this; - }, + }, - applyQuaternion: function ( q ) { + 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; + 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 + // 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; + 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 + // 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; + 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; + return this; - }, + }, - project: function () { + project: function () { - var matrix; + var matrix; - return function project( camera ) { + return function project( camera ) { - if ( matrix === undefined ) matrix = new Matrix4(); + if ( matrix === undefined ) matrix = new Matrix4(); - matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) ); - return this.applyProjection( matrix ); + matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) ); + return this.applyProjection( matrix ); - }; + }; - }(), + }(), - unproject: function () { + unproject: function () { - var matrix; + var matrix; - return function unproject( camera ) { + return function unproject( camera ) { - if ( matrix === undefined ) matrix = new Matrix4(); + if ( matrix === undefined ) matrix = new Matrix4(); - matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) ); - return this.applyProjection( matrix ); + matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) ); + return this.applyProjection( matrix ); - }; + }; - }(), + }(), - transformDirection: function ( m ) { + transformDirection: function ( m ) { - // input: THREE.Matrix4 affine matrix - // vector interpreted as a direction + // input: THREE.Matrix4 affine matrix + // vector interpreted as a direction - var x = this.x, y = this.y, z = this.z; - var e = m.elements; + 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; + 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(); + return this.normalize(); - }, + }, - divide: function ( v ) { + divide: function ( v ) { - this.x /= v.x; - this.y /= v.y; - this.z /= v.z; + this.x /= v.x; + this.y /= v.y; + this.z /= v.z; - return this; + return this; - }, + }, - divideScalar: function ( scalar ) { + divideScalar: function ( scalar ) { - return this.multiplyScalar( 1 / scalar ); + return this.multiplyScalar( 1 / scalar ); - }, + }, - min: function ( v ) { + 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.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; + return this; - }, + }, - max: function ( v ) { + 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.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; + return this; - }, + }, - clamp: function ( min, max ) { + clamp: function ( min, max ) { - // This function assumes min < max, if this assumption isn't true it will not operate correctly + // 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.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; + return this; - }, + }, - clampScalar: function () { + clampScalar: function () { - var min, max; + var min, max; - return function clampScalar( minVal, maxVal ) { + return function clampScalar( minVal, maxVal ) { - if ( min === undefined ) { + if ( min === undefined ) { - min = new Vector3(); - max = new Vector3(); + min = new Vector3(); + max = new Vector3(); - } + } - min.set( minVal, minVal, minVal ); - max.set( maxVal, maxVal, maxVal ); + min.set( minVal, minVal, minVal ); + max.set( maxVal, maxVal, maxVal ); - return this.clamp( min, max ); + return this.clamp( min, max ); - }; + }; - }(), + }(), - clampLength: function ( min, max ) { + clampLength: function ( min, max ) { - var length = this.length(); + var length = this.length(); - return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length ); + return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length ); - }, + }, - floor: function () { + floor: function () { - this.x = Math.floor( this.x ); - this.y = Math.floor( this.y ); - this.z = Math.floor( this.z ); + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + this.z = Math.floor( this.z ); - return this; + return this; - }, + }, - ceil: function () { + ceil: function () { - this.x = Math.ceil( this.x ); - this.y = Math.ceil( this.y ); - this.z = Math.ceil( this.z ); + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + this.z = Math.ceil( this.z ); - return this; + return this; - }, + }, - round: function () { + round: function () { - this.x = Math.round( this.x ); - this.y = Math.round( this.y ); - this.z = Math.round( this.z ); + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + this.z = Math.round( this.z ); - return this; + return this; - }, + }, - roundToZero: function () { + 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.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; + return this; - }, + }, - negate: function () { + negate: function () { - this.x = - this.x; - this.y = - this.y; - this.z = - this.z; + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; - return this; + return this; - }, + }, - dot: function ( v ) { + dot: function ( v ) { - return this.x * v.x + this.y * v.y + this.z * v.z; + return this.x * v.x + this.y * v.y + this.z * v.z; - }, + }, - lengthSq: function () { + lengthSq: function () { - return this.x * this.x + this.y * this.y + this.z * this.z; + return this.x * this.x + this.y * this.y + this.z * this.z; - }, + }, - length: function () { + length: function () { - return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); - }, + }, - lengthManhattan: function () { + lengthManhattan: function () { - return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); - }, + }, - normalize: function () { + normalize: function () { - return this.divideScalar( this.length() ); + return this.divideScalar( this.length() ); - }, + }, - setLength: function ( length ) { + setLength: function ( length ) { - return this.multiplyScalar( length / this.length() ); + return this.multiplyScalar( length / this.length() ); - }, + }, - lerp: function ( v, alpha ) { + 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.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; - return this; + return this; - }, + }, - lerpVectors: function ( v1, v2, alpha ) { + lerpVectors: function ( v1, v2, alpha ) { - return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); - }, + }, - cross: function ( v, w ) { + cross: function ( v, w ) { - if ( w !== undefined ) { + if ( w !== undefined ) { - console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' ); - return this.crossVectors( v, w ); + 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; + 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; + 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; + return this; - }, + }, - crossVectors: function ( a, b ) { + crossVectors: function ( a, b ) { - var ax = a.x, ay = a.y, az = a.z; - var bx = b.x, by = b.y, bz = b.z; + 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; + this.x = ay * bz - az * by; + this.y = az * bx - ax * bz; + this.z = ax * by - ay * bx; - return this; + return this; - }, + }, - projectOnVector: function ( vector ) { + projectOnVector: function ( vector ) { - var scalar = vector.dot( this ) / vector.lengthSq(); + var scalar = vector.dot( this ) / vector.lengthSq(); - return this.copy( vector ).multiplyScalar( scalar ); + return this.copy( vector ).multiplyScalar( scalar ); - }, + }, - projectOnPlane: function () { + projectOnPlane: function () { - var v1; + var v1; - return function projectOnPlane( planeNormal ) { + return function projectOnPlane( planeNormal ) { - if ( v1 === undefined ) v1 = new Vector3(); + if ( v1 === undefined ) v1 = new Vector3(); - v1.copy( this ).projectOnVector( planeNormal ); + v1.copy( this ).projectOnVector( planeNormal ); - return this.sub( v1 ); + return this.sub( v1 ); - }; + }; - }(), + }(), - reflect: function () { + reflect: function () { - // reflect incident vector off plane orthogonal to normal - // normal is assumed to have unit length + // reflect incident vector off plane orthogonal to normal + // normal is assumed to have unit length - var v1; + var v1; - return function reflect( normal ) { + return function reflect( normal ) { - if ( v1 === undefined ) v1 = new Vector3(); + if ( v1 === undefined ) v1 = new Vector3(); - return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); + return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); - }; + }; - }(), + }(), - angleTo: function ( v ) { + angleTo: function ( v ) { - var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) ); + var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) ); - // clamp, to handle numerical problems + // clamp, to handle numerical problems - return Math.acos( exports.Math.clamp( theta, - 1, 1 ) ); + return Math.acos( exports.Math.clamp( theta, - 1, 1 ) ); - }, + }, - distanceTo: function ( v ) { + distanceTo: function ( v ) { - return Math.sqrt( this.distanceToSquared( v ) ); + return Math.sqrt( this.distanceToSquared( v ) ); - }, + }, - distanceToSquared: function ( v ) { + distanceToSquared: function ( v ) { - var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; + var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; - return dx * dx + dy * dy + dz * dz; + return dx * dx + dy * dy + dz * dz; - }, + }, - distanceToManhattan: function ( v ) { + distanceToManhattan: function ( v ) { - return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); - }, + }, - setFromSpherical: function( s ) { + setFromSpherical: function( s ) { - var sinPhiRadius = Math.sin( s.phi ) * s.radius; + 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 ); + this.x = sinPhiRadius * Math.sin( s.theta ); + this.y = Math.cos( s.phi ) * s.radius; + this.z = sinPhiRadius * Math.cos( s.theta ); - return this; + return this; - }, + }, - setFromMatrixPosition: function ( m ) { + setFromMatrixPosition: function ( m ) { - return this.setFromMatrixColumn( m, 3 ); + return this.setFromMatrixColumn( m, 3 ); - }, + }, - setFromMatrixScale: function ( m ) { + setFromMatrixScale: function ( m ) { - var sx = this.setFromMatrixColumn( m, 0 ).length(); - var sy = this.setFromMatrixColumn( m, 1 ).length(); - var sz = this.setFromMatrixColumn( m, 2 ).length(); + 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; + this.x = sx; + this.y = sy; + this.z = sz; - return this; + return this; - }, + }, - setFromMatrixColumn: function ( m, index ) { + setFromMatrixColumn: function ( m, index ) { - if ( typeof m === 'number' ) { + if ( typeof m === 'number' ) { - console.warn( 'THREE.Vector3: setFromMatrixColumn now expects ( matrix, index ).' ); - var temp = m - m = index; - index = temp; + console.warn( 'THREE.Vector3: setFromMatrixColumn now expects ( matrix, index ).' ); + var temp = m + m = index; + index = temp; - } + } - return this.fromArray( m.elements, index * 4 ); + return this.fromArray( m.elements, index * 4 ); - }, + }, - equals: function ( v ) { + equals: function ( v ) { - return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); - }, + }, - fromArray: function ( array, offset ) { + fromArray: function ( array, offset ) { - if ( offset === undefined ) offset = 0; + if ( offset === undefined ) offset = 0; - this.x = array[ offset ]; - this.y = array[ offset + 1 ]; - this.z = array[ offset + 2 ]; + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; - return this; + return this; - }, + }, - toArray: function ( array, offset ) { + toArray: function ( array, offset ) { - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + 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 ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; - return array; + return array; - }, + }, - fromAttribute: function ( attribute, index, offset ) { + fromAttribute: function ( attribute, index, offset ) { - if ( offset === undefined ) offset = 0; + if ( offset === undefined ) offset = 0; - index = index * attribute.itemSize + offset; + index = index * attribute.itemSize + offset; - this.x = attribute.array[ index ]; - this.y = attribute.array[ index + 1 ]; - this.z = attribute.array[ index + 2 ]; + this.x = attribute.array[ index ]; + this.y = attribute.array[ index + 1 ]; + this.z = attribute.array[ index + 2 ]; - return this; + 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 - */ + /** + * @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() { + function Matrix4() { - this.elements = new Float32Array( [ + this.elements = new Float32Array( [ - 1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 - ] ); + ] ); - if ( arguments.length > 0 ) { + if ( arguments.length > 0 ) { - console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' ); + console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' ); - } + } - } + } - Matrix4.prototype = { + Matrix4.prototype = { - constructor: Matrix4, + constructor: Matrix4, - isMatrix4: true, + isMatrix4: true, - set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { - var te = this.elements; + 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; + 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; + return this; - }, + }, - identity: function () { + identity: function () { - this.set( + this.set( - 1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 - ); + ); - return this; + return this; - }, + }, - clone: function () { + clone: function () { - return new Matrix4().fromArray( this.elements ); + return new Matrix4().fromArray( this.elements ); - }, + }, - copy: function ( m ) { + copy: function ( m ) { - this.elements.set( m.elements ); + this.elements.set( m.elements ); - return this; + return this; - }, + }, - copyPosition: function ( m ) { + copyPosition: function ( m ) { - var te = this.elements; - var me = m.elements; + var te = this.elements; + var me = m.elements; - te[ 12 ] = me[ 12 ]; - te[ 13 ] = me[ 13 ]; - te[ 14 ] = me[ 14 ]; + te[ 12 ] = me[ 12 ]; + te[ 13 ] = me[ 13 ]; + te[ 14 ] = me[ 14 ]; - return this; + return this; - }, + }, - extractBasis: function ( xAxis, yAxis, zAxis ) { + extractBasis: function ( xAxis, yAxis, zAxis ) { - xAxis.setFromMatrixColumn( this, 0 ); - yAxis.setFromMatrixColumn( this, 1 ); - zAxis.setFromMatrixColumn( this, 2 ); + xAxis.setFromMatrixColumn( this, 0 ); + yAxis.setFromMatrixColumn( this, 1 ); + zAxis.setFromMatrixColumn( this, 2 ); - return this; + return this; - }, + }, - makeBasis: function ( xAxis, yAxis, zAxis ) { + 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 - ); + 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; + return this; - }, + }, - extractRotation: function () { + extractRotation: function () { - var v1; + var v1; - return function extractRotation( m ) { + return function extractRotation( m ) { - if ( v1 === undefined ) v1 = new Vector3(); + if ( v1 === undefined ) v1 = new Vector3(); - var te = this.elements; - var me = m.elements; + 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(); + 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[ 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[ 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; + te[ 8 ] = me[ 8 ] * scaleZ; + te[ 9 ] = me[ 9 ] * scaleZ; + te[ 10 ] = me[ 10 ] * scaleZ; - return this; + return this; - }; + }; - }(), + }(), - makeRotationFromEuler: function ( euler ) { + makeRotationFromEuler: function ( euler ) { - if ( (euler && euler.isEuler) === false ) { + if ( (euler && euler.isEuler) === false ) { - console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' ); + console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' ); - } + } - var te = this.elements; + 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 ); + 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' ) { + if ( euler.order === 'XYZ' ) { - var ae = a * e, af = a * f, be = b * e, bf = b * f; + 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[ 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[ 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; + te[ 2 ] = bf - ae * d; + te[ 6 ] = be + af * d; + te[ 10 ] = a * c; - } else if ( euler.order === 'YXZ' ) { + } else if ( euler.order === 'YXZ' ) { - var ce = c * e, cf = c * f, de = d * e, df = d * f; + 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[ 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[ 1 ] = a * f; + te[ 5 ] = a * e; + te[ 9 ] = - b; - te[ 2 ] = cf * b - de; - te[ 6 ] = df + ce * b; - te[ 10 ] = a * c; + te[ 2 ] = cf * b - de; + te[ 6 ] = df + ce * b; + te[ 10 ] = a * c; - } else if ( euler.order === 'ZXY' ) { + } else if ( euler.order === 'ZXY' ) { - var ce = c * e, cf = c * f, de = d * e, df = d * f; + 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[ 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[ 1 ] = cf + de * b; + te[ 5 ] = a * e; + te[ 9 ] = df - ce * b; - te[ 2 ] = - a * d; - te[ 6 ] = b; - te[ 10 ] = a * c; + te[ 2 ] = - a * d; + te[ 6 ] = b; + te[ 10 ] = a * c; - } else if ( euler.order === 'ZYX' ) { + } else if ( euler.order === 'ZYX' ) { - var ae = a * e, af = a * f, be = b * e, bf = b * f; + 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[ 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[ 1 ] = c * f; + te[ 5 ] = bf * d + ae; + te[ 9 ] = af * d - be; - te[ 2 ] = - d; - te[ 6 ] = b * c; - te[ 10 ] = a * c; + te[ 2 ] = - d; + te[ 6 ] = b * c; + te[ 10 ] = a * c; - } else if ( euler.order === 'YZX' ) { + } else if ( euler.order === 'YZX' ) { - var ac = a * c, ad = a * d, bc = b * c, bd = b * d; + 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[ 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[ 1 ] = f; + te[ 5 ] = a * e; + te[ 9 ] = - b * e; - te[ 2 ] = - d * e; - te[ 6 ] = ad * f + bc; - te[ 10 ] = ac - bd * f; + te[ 2 ] = - d * e; + te[ 6 ] = ad * f + bc; + te[ 10 ] = ac - bd * f; - } else if ( euler.order === 'XZY' ) { + } else if ( euler.order === 'XZY' ) { - var ac = a * c, ad = a * d, bc = b * c, bd = b * d; + 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[ 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[ 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; + 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; + // 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; + // bottom row + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; - return this; + return this; - }, + }, - makeRotationFromQuaternion: function ( q ) { + makeRotationFromQuaternion: function ( q ) { - var te = this.elements; + 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; + 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[ 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[ 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 ); + te[ 2 ] = xz - wy; + te[ 6 ] = yz + wx; + te[ 10 ] = 1 - ( xx + yy ); - // last column - te[ 3 ] = 0; - te[ 7 ] = 0; - te[ 11 ] = 0; + // 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; + // bottom row + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; - return this; + return this; - }, + }, - lookAt: function () { + lookAt: function () { - var x, y, z; + var x, y, z; - return function lookAt( eye, target, up ) { + return function lookAt( eye, target, up ) { - if ( x === undefined ) { + if ( x === undefined ) { - x = new Vector3(); - y = new Vector3(); - z = new Vector3(); + x = new Vector3(); + y = new Vector3(); + z = new Vector3(); - } + } - var te = this.elements; + var te = this.elements; - z.subVectors( eye, target ).normalize(); + z.subVectors( eye, target ).normalize(); - if ( z.lengthSq() === 0 ) { + if ( z.lengthSq() === 0 ) { - z.z = 1; + z.z = 1; - } + } - x.crossVectors( up, z ).normalize(); + x.crossVectors( up, z ).normalize(); - if ( x.lengthSq() === 0 ) { + if ( x.lengthSq() === 0 ) { - z.z += 0.0001; - x.crossVectors( up, z ).normalize(); + z.z += 0.0001; + x.crossVectors( up, z ).normalize(); - } + } - y.crossVectors( z, x ); + 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; + 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; + return this; - }; + }; - }(), + }(), - multiply: function ( m, n ) { + multiply: function ( m, n ) { - if ( n !== undefined ) { + if ( n !== undefined ) { - console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' ); - return this.multiplyMatrices( m, n ); + 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 ); + return this.multiplyMatrices( this, m ); - }, + }, - premultiply: function ( m ) { + premultiply: function ( m ) { - return this.multiplyMatrices( m, this ); + return this.multiplyMatrices( m, this ); - }, + }, - multiplyMatrices: function ( a, b ) { + multiplyMatrices: function ( a, b ) { - var ae = a.elements; - var be = b.elements; - var te = this.elements; + 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 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 ]; + 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[ 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[ 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[ 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; + 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; + return this; - }, + }, - multiplyToArray: function ( a, b, r ) { + multiplyToArray: function ( a, b, r ) { - var te = this.elements; + var te = this.elements; - this.multiplyMatrices( a, b ); + 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 ]; + 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; + return this; - }, + }, - multiplyScalar: function ( s ) { + multiplyScalar: function ( s ) { - var te = this.elements; + 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; + 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; + return this; - }, + }, - applyToVector3Array: function () { + applyToVector3Array: function () { - var v1; + var v1; - return function applyToVector3Array( array, offset, length ) { + return function applyToVector3Array( array, offset, length ) { - if ( v1 === undefined ) v1 = new Vector3(); - if ( offset === undefined ) offset = 0; - if ( length === undefined ) length = array.length; + if ( v1 === undefined ) v1 = new Vector3(); + if ( offset === undefined ) offset = 0; + if ( length === undefined ) length = array.length; - for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) { + for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) { - v1.fromArray( array, j ); - v1.applyMatrix4( this ); - v1.toArray( array, j ); + v1.fromArray( array, j ); + v1.applyMatrix4( this ); + v1.toArray( array, j ); - } + } - return array; + return array; - }; + }; - }(), + }(), - applyToBuffer: function () { + applyToBuffer: function () { - var v1; + var v1; - return function applyToBuffer( buffer, offset, length ) { + return function applyToBuffer( buffer, offset, length ) { - if ( v1 === undefined ) v1 = new Vector3(); - if ( offset === undefined ) offset = 0; - if ( length === undefined ) length = buffer.length / buffer.itemSize; + if ( v1 === undefined ) v1 = new Vector3(); + if ( offset === undefined ) offset = 0; + if ( length === undefined ) length = buffer.length / buffer.itemSize; - for ( var i = 0, j = offset; i < length; i ++, j ++ ) { + for ( var i = 0, j = offset; i < length; i ++, j ++ ) { - v1.x = buffer.getX( j ); - v1.y = buffer.getY( j ); - v1.z = buffer.getZ( j ); + v1.x = buffer.getX( j ); + v1.y = buffer.getY( j ); + v1.z = buffer.getZ( j ); - v1.applyMatrix4( this ); + v1.applyMatrix4( this ); - buffer.setXYZ( v1.x, v1.y, v1.z ); + buffer.setXYZ( v1.x, v1.y, v1.z ); - } + } - return buffer; + return buffer; - }; + }; - }(), + }(), - determinant: function () { + determinant: function () { - var te = this.elements; + 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 ]; + 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 ) + //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 - ) + 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 () { + transpose: function () { - var te = this.elements; - var tmp; + 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[ 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; + 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; + return this; - }, + }, - flattenToArrayOffset: function ( array, offset ) { + flattenToArrayOffset: function ( array, offset ) { - console.warn( "THREE.Matrix3: .flattenToArrayOffset is deprecated " + - "- just use .toArray instead." ); + console.warn( "THREE.Matrix3: .flattenToArrayOffset is deprecated " + + "- just use .toArray instead." ); - return this.toArray( array, offset ); + return this.toArray( array, offset ); - }, + }, - getPosition: function () { + getPosition: function () { - var v1; + var v1; - return function getPosition() { + return function getPosition() { - if ( v1 === undefined ) v1 = new Vector3(); - console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' ); + if ( v1 === undefined ) v1 = new Vector3(); + console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' ); - return v1.setFromMatrixColumn( this, 3 ); + return v1.setFromMatrixColumn( this, 3 ); - }; + }; - }(), + }(), - setPosition: function ( v ) { + setPosition: function ( v ) { - var te = this.elements; + var te = this.elements; - te[ 12 ] = v.x; - te[ 13 ] = v.y; - te[ 14 ] = v.z; + te[ 12 ] = v.x; + te[ 13 ] = v.y; + te[ 14 ] = v.z; - return this; + return this; - }, + }, - getInverse: function ( m, throwOnDegenerate ) { + 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, + // 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 ], + 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; + 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; + var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; - if ( det === 0 ) { + if ( det === 0 ) { - var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0"; + var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0"; - if ( throwOnDegenerate === true ) { + if ( throwOnDegenerate === true ) { - throw new Error( msg ); + throw new Error( msg ); - } else { + } else { - console.warn( msg ); + console.warn( msg ); - } + } - return this.identity(); + return this.identity(); - } + } - var detInv = 1 / det; + 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[ 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[ 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[ 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; + 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; + return this; - }, + }, - scale: function ( v ) { + scale: function ( v ) { - var te = this.elements; - var x = v.x, y = v.y, z = v.z; + 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; + 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; + return this; - }, + }, - getMaxScaleOnAxis: function () { + getMaxScaleOnAxis: function () { - var te = this.elements; + 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 ]; + 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 ) ); + return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); - }, + }, - makeTranslation: function ( x, y, z ) { + makeTranslation: function ( x, y, z ) { - this.set( + this.set( - 1, 0, 0, x, - 0, 1, 0, y, - 0, 0, 1, z, - 0, 0, 0, 1 + 1, 0, 0, x, + 0, 1, 0, y, + 0, 0, 1, z, + 0, 0, 0, 1 - ); + ); - return this; + return this; - }, + }, - makeRotationX: function ( theta ) { + makeRotationX: function ( theta ) { - var c = Math.cos( theta ), s = Math.sin( theta ); + var c = Math.cos( theta ), s = Math.sin( theta ); - this.set( + this.set( - 1, 0, 0, 0, - 0, c, - s, 0, - 0, s, c, 0, - 0, 0, 0, 1 + 1, 0, 0, 0, + 0, c, - s, 0, + 0, s, c, 0, + 0, 0, 0, 1 - ); + ); - return this; + return this; - }, + }, - makeRotationY: function ( theta ) { + makeRotationY: function ( theta ) { - var c = Math.cos( theta ), s = Math.sin( theta ); + var c = Math.cos( theta ), s = Math.sin( theta ); - this.set( + this.set( - c, 0, s, 0, - 0, 1, 0, 0, - - s, 0, c, 0, - 0, 0, 0, 1 + c, 0, s, 0, + 0, 1, 0, 0, + - s, 0, c, 0, + 0, 0, 0, 1 - ); + ); - return this; + return this; - }, + }, - makeRotationZ: function ( theta ) { + makeRotationZ: function ( theta ) { - var c = Math.cos( theta ), s = Math.sin( theta ); + var c = Math.cos( theta ), s = Math.sin( theta ); - this.set( + this.set( - c, - s, 0, 0, - s, c, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 + c, - s, 0, 0, + s, c, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 - ); + ); - return this; + return this; - }, + }, - makeRotationAxis: function ( axis, angle ) { + makeRotationAxis: function ( axis, angle ) { - // Based on http://www.gamedev.net/reference/articles/article1199.asp + // 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; + 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( + 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 + 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; + return this; - }, + }, - makeScale: function ( x, y, z ) { + makeScale: function ( x, y, z ) { - this.set( + this.set( - x, 0, 0, 0, - 0, y, 0, 0, - 0, 0, z, 0, - 0, 0, 0, 1 + x, 0, 0, 0, + 0, y, 0, 0, + 0, 0, z, 0, + 0, 0, 0, 1 - ); + ); - return this; + return this; - }, + }, - compose: function ( position, quaternion, scale ) { + compose: function ( position, quaternion, scale ) { - this.makeRotationFromQuaternion( quaternion ); - this.scale( scale ); - this.setPosition( position ); + this.makeRotationFromQuaternion( quaternion ); + this.scale( scale ); + this.setPosition( position ); - return this; + return this; - }, + }, - decompose: function () { + decompose: function () { - var vector, matrix; + var vector, matrix; - return function decompose( position, quaternion, scale ) { + return function decompose( position, quaternion, scale ) { - if ( vector === undefined ) { + if ( vector === undefined ) { - vector = new Vector3(); - matrix = new Matrix4(); + vector = new Vector3(); + matrix = new Matrix4(); - } + } - var te = this.elements; + 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(); + 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 ) { + // if determine is negative, we need to invert one scale + var det = this.determinant(); + if ( det < 0 ) { - sx = - sx; + sx = - sx; - } + } - position.x = te[ 12 ]; - position.y = te[ 13 ]; - position.z = te[ 14 ]; + position.x = te[ 12 ]; + position.y = te[ 13 ]; + position.z = te[ 14 ]; - // scale the rotation part + // scale the rotation part - matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy() + 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; + 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[ 0 ] *= invSX; + matrix.elements[ 1 ] *= invSX; + matrix.elements[ 2 ] *= invSX; - matrix.elements[ 4 ] *= invSY; - matrix.elements[ 5 ] *= invSY; - matrix.elements[ 6 ] *= invSY; + matrix.elements[ 4 ] *= invSY; + matrix.elements[ 5 ] *= invSY; + matrix.elements[ 6 ] *= invSY; - matrix.elements[ 8 ] *= invSZ; - matrix.elements[ 9 ] *= invSZ; - matrix.elements[ 10 ] *= invSZ; + matrix.elements[ 8 ] *= invSZ; + matrix.elements[ 9 ] *= invSZ; + matrix.elements[ 10 ] *= invSZ; - quaternion.setFromRotationMatrix( matrix ); + quaternion.setFromRotationMatrix( matrix ); - scale.x = sx; - scale.y = sy; - scale.z = sz; + scale.x = sx; + scale.y = sy; + scale.z = sz; - return this; + return this; - }; + }; - }(), + }(), - makeFrustum: function ( left, right, bottom, top, near, far ) { + makeFrustum: function ( left, right, bottom, top, near, far ) { - var te = this.elements; - var x = 2 * near / ( right - left ); - var y = 2 * near / ( top - bottom ); + 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 ); + 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; + 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; + return this; - }, + }, - makePerspective: function ( fov, aspect, near, far ) { + makePerspective: function ( fov, aspect, near, far ) { - var ymax = near * Math.tan( exports.Math.DEG2RAD * fov * 0.5 ); - var ymin = - ymax; - var xmin = ymin * aspect; - var xmax = ymax * aspect; + var ymax = near * Math.tan( exports.Math.DEG2RAD * fov * 0.5 ); + var ymin = - ymax; + var xmin = ymin * aspect; + var xmax = ymax * aspect; - return this.makeFrustum( xmin, xmax, ymin, ymax, near, far ); + return this.makeFrustum( xmin, xmax, ymin, ymax, near, far ); - }, + }, - makeOrthographic: function ( left, right, top, bottom, near, far ) { + 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 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; + 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; + 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; + return this; - }, + }, - equals: function ( matrix ) { + equals: function ( matrix ) { - var te = this.elements; - var me = matrix.elements; + var te = this.elements; + var me = matrix.elements; - for ( var i = 0; i < 16; i ++ ) { + for ( var i = 0; i < 16; i ++ ) { - if ( te[ i ] !== me[ i ] ) return false; + if ( te[ i ] !== me[ i ] ) return false; - } + } - return true; + return true; - }, + }, - fromArray: function ( array, offset ) { + fromArray: function ( array, offset ) { - if ( offset === undefined ) offset = 0; + if ( offset === undefined ) offset = 0; - for( var i = 0; i < 16; i ++ ) { + for( var i = 0; i < 16; i ++ ) { - this.elements[ i ] = array[ i + offset ]; + this.elements[ i ] = array[ i + offset ]; - } + } - return this; + return this; - }, + }, - toArray: function ( array, offset ) { + toArray: function ( array, offset ) { - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; - var te = this.elements; + 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 ] = 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 + 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 + 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 ]; + array[ offset + 12 ] = te[ 12 ]; + array[ offset + 13 ] = te[ 13 ]; + array[ offset + 14 ] = te[ 14 ]; + array[ offset + 15 ] = te[ 15 ]; - return array; + return array; - } + } - }; + }; - /** - * @author mrdoob / http://mrdoob.com/ - */ + /** + * @author mrdoob / http://mrdoob.com/ + */ - function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { + function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { - images = images !== undefined ? images : []; - mapping = mapping !== undefined ? mapping : CubeReflectionMapping; + images = images !== undefined ? images : []; + mapping = mapping !== undefined ? mapping : CubeReflectionMapping; - Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); - this.flipY = false; + this.flipY = false; - } + } - CubeTexture.prototype = Object.create( Texture.prototype ); - CubeTexture.prototype.constructor = CubeTexture; + CubeTexture.prototype = Object.create( Texture.prototype ); + CubeTexture.prototype.constructor = CubeTexture; - CubeTexture.prototype.isCubeTexture = true; + CubeTexture.prototype.isCubeTexture = true; - Object.defineProperty( CubeTexture.prototype, 'images', { + Object.defineProperty( CubeTexture.prototype, 'images', { - get: function () { + get: function () { - return this.image; + return this.image; - }, + }, - set: function ( value ) { + set: function ( value ) { - this.image = value; + this.image = value; - } + } - } ); + } ); - var emptyTexture = new Texture(); - var emptyCubeTexture = new CubeTexture(); + var emptyTexture = new Texture(); + var emptyCubeTexture = new CubeTexture(); - // --- Base for inner nodes (including the root) --- + // --- Base for inner nodes (including the root) --- - function UniformContainer() { + function UniformContainer() { - this.seq = []; - this.map = {}; + this.seq = []; + this.map = {}; - } + } - // --- Utilities --- + // --- Utilities --- - // Array Caches (provide typed arrays for temporary by size) + // Array Caches (provide typed arrays for temporary by size) - var arrayCacheF32 = []; - var arrayCacheI32 = []; + var arrayCacheF32 = []; + var arrayCacheI32 = []; - // Flattening for arrays of vectors and matrices + // Flattening for arrays of vectors and matrices - function flatten( array, nBlocks, blockSize ) { + function flatten( array, nBlocks, blockSize ) { - var firstElem = array[ 0 ]; + var firstElem = array[ 0 ]; - if ( firstElem <= 0 || firstElem > 0 ) return array; - // unoptimized: ! isNaN( firstElem ) - // see http://jacksondunstan.com/articles/983 + if ( firstElem <= 0 || firstElem > 0 ) return array; + // unoptimized: ! isNaN( firstElem ) + // see http://jacksondunstan.com/articles/983 - var n = nBlocks * blockSize, - r = arrayCacheF32[ n ]; + var n = nBlocks * blockSize, + r = arrayCacheF32[ n ]; - if ( r === undefined ) { + if ( r === undefined ) { - r = new Float32Array( n ); - arrayCacheF32[ n ] = r; + r = new Float32Array( n ); + arrayCacheF32[ n ] = r; - } + } - if ( nBlocks !== 0 ) { + if ( nBlocks !== 0 ) { - firstElem.toArray( r, 0 ); + firstElem.toArray( r, 0 ); - for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) { + for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) { - offset += blockSize; - array[ i ].toArray( r, offset ); + offset += blockSize; + array[ i ].toArray( r, offset ); - } + } - } + } - return r; + return r; - } + } - // Texture unit allocation + // Texture unit allocation - function allocTexUnits( renderer, n ) { + function allocTexUnits( renderer, n ) { - var r = arrayCacheI32[ n ]; + var r = arrayCacheI32[ n ]; - if ( r === undefined ) { + if ( r === undefined ) { - r = new Int32Array( n ); - arrayCacheI32[ n ] = r; + r = new Int32Array( n ); + arrayCacheI32[ n ] = r; - } + } - for ( var i = 0; i !== n; ++ i ) - r[ i ] = renderer.allocTextureUnit(); + for ( var i = 0; i !== n; ++ i ) + r[ i ] = renderer.allocTextureUnit(); - return r; + return r; - } + } - // --- Setters --- + // --- Setters --- - // Note: Defining these methods externally, because they come in a bunch - // and this way their names minify. + // Note: Defining these methods externally, because they come in a bunch + // and this way their names minify. - // Single scalar + // Single scalar - function setValue1f( gl, v ) { gl.uniform1f( this.addr, v ); } - function setValue1i( gl, v ) { gl.uniform1i( this.addr, v ); } + 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) + // Single float vector (from flat array or THREE.VectorN) - function setValue2fv( gl, v ) { + function setValue2fv( gl, v ) { - if ( v.x === undefined ) gl.uniform2fv( this.addr, v ); - else gl.uniform2f( this.addr, v.x, v.y ); + if ( v.x === undefined ) gl.uniform2fv( this.addr, v ); + else gl.uniform2f( this.addr, v.x, v.y ); - } + } - function setValue3fv( gl, v ) { + 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 ); + 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 ) { + 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 ); + 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) + // Single matrix (from flat array or MatrixN) - function setValue2fm( gl, v ) { + function setValue2fm( gl, v ) { - gl.uniformMatrix2fv( this.addr, false, v.elements || v ); + gl.uniformMatrix2fv( this.addr, false, v.elements || v ); - } + } - function setValue3fm( gl, v ) { + function setValue3fm( gl, v ) { - gl.uniformMatrix3fv( this.addr, false, v.elements || v ); + gl.uniformMatrix3fv( this.addr, false, v.elements || v ); - } + } - function setValue4fm( gl, v ) { + function setValue4fm( gl, v ) { - gl.uniformMatrix4fv( this.addr, false, v.elements || v ); + gl.uniformMatrix4fv( this.addr, false, v.elements || v ); - } + } - // Single texture (2D / Cube) + // Single texture (2D / Cube) - function setValueT1( gl, v, renderer ) { + function setValueT1( gl, v, renderer ) { - var unit = renderer.allocTextureUnit(); - gl.uniform1i( this.addr, unit ); - renderer.setTexture2D( v || emptyTexture, unit ); + var unit = renderer.allocTextureUnit(); + gl.uniform1i( this.addr, unit ); + renderer.setTexture2D( v || emptyTexture, unit ); - } + } - function setValueT6( gl, v, renderer ) { + function setValueT6( gl, v, renderer ) { - var unit = renderer.allocTextureUnit(); - gl.uniform1i( this.addr, unit ); - renderer.setTextureCube( v || emptyCubeTexture, unit ); + var unit = renderer.allocTextureUnit(); + gl.uniform1i( this.addr, unit ); + renderer.setTextureCube( v || emptyCubeTexture, unit ); - } + } - // Integer / Boolean vectors or arrays thereof (always flat arrays) + // 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 ); } + 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 + // Helper to pick the right setter for the singular case - function getSingularSetter( type ) { + function getSingularSetter( type ) { - switch ( type ) { + switch ( type ) { - case 0x1406: return setValue1f; // FLOAT - case 0x8b50: return setValue2fv; // _VEC2 - case 0x8b51: return setValue3fv; // _VEC3 - case 0x8b52: return setValue4fv; // _VEC4 + 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 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 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 + 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 + // Array of scalars - function setValue1fv( gl, v ) { gl.uniform1fv( this.addr, v ); } - function setValue1iv( gl, v ) { gl.uniform1iv( this.addr, v ); } + 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) + // Array of vectors (flat or from THREE classes) - function setValueV2a( gl, v ) { + function setValueV2a( gl, v ) { - gl.uniform2fv( this.addr, flatten( v, this.size, 2 ) ); + gl.uniform2fv( this.addr, flatten( v, this.size, 2 ) ); - } + } - function setValueV3a( gl, v ) { + function setValueV3a( gl, v ) { - gl.uniform3fv( this.addr, flatten( v, this.size, 3 ) ); + gl.uniform3fv( this.addr, flatten( v, this.size, 3 ) ); - } + } - function setValueV4a( gl, v ) { + function setValueV4a( gl, v ) { - gl.uniform4fv( this.addr, flatten( v, this.size, 4 ) ); + gl.uniform4fv( this.addr, flatten( v, this.size, 4 ) ); - } + } - // Array of matrices (flat or from THREE clases) + // Array of matrices (flat or from THREE clases) - function setValueM2a( gl, v ) { + function setValueM2a( gl, v ) { - gl.uniformMatrix2fv( this.addr, false, flatten( v, this.size, 4 ) ); + gl.uniformMatrix2fv( this.addr, false, flatten( v, this.size, 4 ) ); - } + } - function setValueM3a( gl, v ) { + function setValueM3a( gl, v ) { - gl.uniformMatrix3fv( this.addr, false, flatten( v, this.size, 9 ) ); + gl.uniformMatrix3fv( this.addr, false, flatten( v, this.size, 9 ) ); - } + } - function setValueM4a( gl, v ) { + function setValueM4a( gl, v ) { - gl.uniformMatrix4fv( this.addr, false, flatten( v, this.size, 16 ) ); + gl.uniformMatrix4fv( this.addr, false, flatten( v, this.size, 16 ) ); - } + } - // Array of textures (2D / Cube) + // Array of textures (2D / Cube) - function setValueT1a( gl, v, renderer ) { + function setValueT1a( gl, v, renderer ) { - var n = v.length, - units = allocTexUnits( renderer, n ); + var n = v.length, + units = allocTexUnits( renderer, n ); - gl.uniform1iv( this.addr, units ); + gl.uniform1iv( this.addr, units ); - for ( var i = 0; i !== n; ++ i ) { + for ( var i = 0; i !== n; ++ i ) { - renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] ); + renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] ); - } + } - } + } - function setValueT6a( gl, v, renderer ) { + function setValueT6a( gl, v, renderer ) { - var n = v.length, - units = allocTexUnits( renderer, n ); + var n = v.length, + units = allocTexUnits( renderer, n ); - gl.uniform1iv( this.addr, units ); + gl.uniform1iv( this.addr, units ); - for ( var i = 0; i !== n; ++ i ) { + for ( var i = 0; i !== n; ++ i ) { - renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); + renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); - } + } - } + } - // Helper to pick the right setter for a pure (bottom-level) array + // Helper to pick the right setter for a pure (bottom-level) array - function getPureArraySetter( type ) { + function getPureArraySetter( type ) { - switch ( type ) { + switch ( type ) { - case 0x1406: return setValue1fv; // FLOAT - case 0x8b50: return setValueV2a; // _VEC2 - case 0x8b51: return setValueV3a; // _VEC3 - case 0x8b52: return setValueV4a; // _VEC4 + 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 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 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 + 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 --- + // --- Uniform Classes --- - function SingleUniform( id, activeInfo, addr ) { + function SingleUniform( id, activeInfo, addr ) { - this.id = id; - this.addr = addr; - this.setValue = getSingularSetter( activeInfo.type ); + this.id = id; + this.addr = addr; + this.setValue = getSingularSetter( activeInfo.type ); - // this.path = activeInfo.name; // DEBUG + // this.path = activeInfo.name; // DEBUG - } + } - function PureArrayUniform( id, activeInfo, addr ) { + function PureArrayUniform( id, activeInfo, addr ) { - this.id = id; - this.addr = addr; - this.size = activeInfo.size; - this.setValue = getPureArraySetter( activeInfo.type ); + this.id = id; + this.addr = addr; + this.size = activeInfo.size; + this.setValue = getPureArraySetter( activeInfo.type ); - // this.path = activeInfo.name; // DEBUG + // this.path = activeInfo.name; // DEBUG - } + } - function StructuredUniform( id ) { + function StructuredUniform( id ) { - this.id = id; + this.id = id; - UniformContainer.call( this ); // mix-in + UniformContainer.call( this ); // mix-in - } + } - StructuredUniform.prototype.setValue = function( gl, value ) { + StructuredUniform.prototype.setValue = function( gl, value ) { - // Note: Don't need an extra 'renderer' parameter, since samplers - // are not allowed in structured uniforms. + // Note: Don't need an extra 'renderer' parameter, since samplers + // are not allowed in structured uniforms. - var seq = this.seq; + var seq = this.seq; - for ( var i = 0, n = seq.length; i !== n; ++ i ) { + for ( var i = 0, n = seq.length; i !== n; ++ i ) { - var u = seq[ i ]; - u.setValue( gl, value[ u.id ] ); + var u = seq[ i ]; + u.setValue( gl, value[ u.id ] ); - } + } - }; + }; - // --- Top-level --- + // --- Top-level --- - // Parser - builds up the property tree from the path strings + // Parser - builds up the property tree from the path strings - var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g; + var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/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. + // 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 ) { + function addUniform( container, uniformObject ) { - container.seq.push( uniformObject ); - container.map[ uniformObject.id ] = uniformObject; + container.seq.push( uniformObject ); + container.map[ uniformObject.id ] = uniformObject; - } + } - function parseUniform( activeInfo, addr, container ) { + function parseUniform( activeInfo, addr, container ) { - var path = activeInfo.name, - pathLength = path.length; + var path = activeInfo.name, + pathLength = path.length; - // reset RegExp object, because of the early exit of a previous run - RePathPart.lastIndex = 0; + // reset RegExp object, because of the early exit of a previous run + RePathPart.lastIndex = 0; - for (; ;) { + for (; ;) { - var match = RePathPart.exec( path ), - matchEnd = RePathPart.lastIndex, + var match = RePathPart.exec( path ), + matchEnd = RePathPart.lastIndex, - id = match[ 1 ], - idIsIndex = match[ 2 ] === ']', - subscript = match[ 3 ]; + id = match[ 1 ], + idIsIndex = match[ 2 ] === ']', + subscript = match[ 3 ]; - if ( idIsIndex ) id = id | 0; // convert to integer + if ( idIsIndex ) id = id | 0; // convert to integer - if ( subscript === undefined || - subscript === '[' && matchEnd + 2 === pathLength ) { - // bare name or "pure" bottom-level array "[0]" suffix + 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 ) ); + addUniform( container, subscript === undefined ? + new SingleUniform( id, activeInfo, addr ) : + new PureArrayUniform( id, activeInfo, addr ) ); - break; + break; - } else { - // step into inner node / create it in case it doesn't exist + } else { + // step into inner node / create it in case it doesn't exist - var map = container.map, - next = map[ id ]; + var map = container.map, + next = map[ id ]; - if ( next === undefined ) { + if ( next === undefined ) { - next = new StructuredUniform( id ); - addUniform( container, next ); + next = new StructuredUniform( id ); + addUniform( container, next ); - } + } - container = next; + container = next; - } + } - } + } - } + } - // Root Container + // Root Container - function WebGLUniforms( gl, program, renderer ) { + function WebGLUniforms( gl, program, renderer ) { - UniformContainer.call( this ); + UniformContainer.call( this ); - this.renderer = renderer; + this.renderer = renderer; - var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); + var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); - for ( var i = 0; i !== n; ++ i ) { + for ( var i = 0; i !== n; ++ i ) { - var info = gl.getActiveUniform( program, i ), - path = info.name, - addr = gl.getUniformLocation( program, path ); + var info = gl.getActiveUniform( program, i ), + path = info.name, + addr = gl.getUniformLocation( program, path ); - parseUniform( info, addr, this ); + parseUniform( info, addr, this ); - } + } - } + } - WebGLUniforms.prototype.setValue = function( gl, name, value ) { + WebGLUniforms.prototype.setValue = function( gl, name, value ) { - var u = this.map[ name ]; + var u = this.map[ name ]; - if ( u !== undefined ) u.setValue( gl, value, this.renderer ); + if ( u !== undefined ) u.setValue( gl, value, this.renderer ); - }; + }; - WebGLUniforms.prototype.set = function( gl, object, name ) { + WebGLUniforms.prototype.set = function( gl, object, name ) { - var u = this.map[ name ]; + var u = this.map[ name ]; - if ( u !== undefined ) u.setValue( gl, object[ name ], this.renderer ); + if ( u !== undefined ) u.setValue( gl, object[ name ], this.renderer ); - }; + }; - WebGLUniforms.prototype.setOptional = function( gl, object, name ) { + WebGLUniforms.prototype.setOptional = function( gl, object, name ) { - var v = object[ name ]; + var v = object[ name ]; - if ( v !== undefined ) this.setValue( gl, name, v ); + if ( v !== undefined ) this.setValue( gl, name, v ); - }; + }; - // Static interface + // Static interface - WebGLUniforms.upload = function( gl, seq, values, renderer ) { + WebGLUniforms.upload = function( gl, seq, values, renderer ) { - for ( var i = 0, n = seq.length; i !== n; ++ i ) { + for ( var i = 0, n = seq.length; i !== n; ++ i ) { - var u = seq[ i ], - v = values[ u.id ]; + var u = seq[ i ], + v = values[ u.id ]; - if ( v.needsUpdate !== false ) { - // note: always updating when .needsUpdate is undefined + if ( v.needsUpdate !== false ) { + // note: always updating when .needsUpdate is undefined - u.setValue( gl, v.value, renderer ); + u.setValue( gl, v.value, renderer ); - } + } - } + } - }; + }; - WebGLUniforms.seqWithValue = function( seq, values ) { + WebGLUniforms.seqWithValue = function( seq, values ) { - var r = []; + var r = []; - for ( var i = 0, n = seq.length; i !== n; ++ i ) { + for ( var i = 0, n = seq.length; i !== n; ++ i ) { - var u = seq[ i ]; - if ( u.id in values ) r.push( u ); + var u = seq[ i ]; + if ( u.id in values ) r.push( u ); - } + } - return r; + return r; - }; + }; - WebGLUniforms.splitDynamic = function( seq, values ) { + WebGLUniforms.splitDynamic = function( seq, values ) { - var r = null, - n = seq.length, - w = 0; + var r = null, + n = seq.length, + w = 0; - for ( var i = 0; i !== n; ++ i ) { + for ( var i = 0; i !== n; ++ i ) { - var u = seq[ i ], - v = values[ u.id ]; + var u = seq[ i ], + v = values[ u.id ]; - if ( v && v.dynamic === true ) { + if ( v && v.dynamic === true ) { - if ( r === null ) r = []; - r.push( u ); + if ( r === null ) r = []; + r.push( u ); - } else { + } else { - // in-place compact 'seq', removing the matches - if ( w < i ) seq[ w ] = u; - ++ w; + // in-place compact 'seq', removing the matches + if ( w < i ) seq[ w ] = u; + ++ w; - } + } - } + } - if ( w < n ) seq.length = w; + if ( w < n ) seq.length = w; - return r; + return r; - }; + }; - WebGLUniforms.evalDynamic = function( seq, values, object, camera ) { + WebGLUniforms.evalDynamic = function( seq, values, object, camera ) { - for ( var i = 0, n = seq.length; i !== n; ++ i ) { + for ( var i = 0, n = seq.length; i !== n; ++ i ) { - var v = values[ seq[ i ].id ], - f = v.onUpdateCallback; + var v = values[ seq[ i ].id ], + f = v.onUpdateCallback; - if ( f !== undefined ) f.call( v, object, camera ); + if ( f !== undefined ) f.call( v, object, camera ); - } + } - }; + }; - /** - * Uniform Utilities - */ + /** + * Uniform Utilities + */ - exports.UniformsUtils = { + exports.UniformsUtils = { - merge: function ( uniforms ) { + merge: function ( uniforms ) { - var merged = {}; + var merged = {}; - for ( var u = 0; u < uniforms.length; u ++ ) { + for ( var u = 0; u < uniforms.length; u ++ ) { - var tmp = this.clone( uniforms[ u ] ); + var tmp = this.clone( uniforms[ u ] ); - for ( var p in tmp ) { + for ( var p in tmp ) { - merged[ p ] = tmp[ p ]; + merged[ p ] = tmp[ p ]; - } + } - } + } - return merged; + return merged; - }, + }, - clone: function ( uniforms_src ) { + clone: function ( uniforms_src ) { - var uniforms_dst = {}; + var uniforms_dst = {}; - for ( var u in uniforms_src ) { + for ( var u in uniforms_src ) { - uniforms_dst[ u ] = {}; + uniforms_dst[ u ] = {}; - for ( var p in uniforms_src[ u ] ) { + for ( var p in uniforms_src[ u ] ) { - var parameter_src = uniforms_src[ u ][ p ]; + var parameter_src = uniforms_src[ u ][ p ]; - if ( (parameter_src && parameter_src.isColor) || - (parameter_src && parameter_src.isVector2) || - (parameter_src && parameter_src.isVector3) || - (parameter_src && parameter_src.isVector4) || - (parameter_src && parameter_src.isMatrix3) || - (parameter_src && parameter_src.isMatrix4) || - (parameter_src && parameter_src.isTexture) ) { + if ( (parameter_src && parameter_src.isColor) || + (parameter_src && parameter_src.isVector2) || + (parameter_src && parameter_src.isVector3) || + (parameter_src && parameter_src.isVector4) || + (parameter_src && parameter_src.isMatrix3) || + (parameter_src && parameter_src.isMatrix4) || + (parameter_src && parameter_src.isTexture) ) { - uniforms_dst[ u ][ p ] = parameter_src.clone(); + uniforms_dst[ u ][ p ] = parameter_src.clone(); - } else if ( Array.isArray( parameter_src ) ) { + } else if ( Array.isArray( parameter_src ) ) { - uniforms_dst[ u ][ p ] = parameter_src.slice(); + uniforms_dst[ u ][ p ] = parameter_src.slice(); - } else { + } else { - uniforms_dst[ u ][ p ] = parameter_src; + uniforms_dst[ u ][ p ] = parameter_src; - } + } - } + } - } + } - return uniforms_dst; + return uniforms_dst; - } + } - }; + }; - var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n"; + 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 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 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_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 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 begin_vertex = "\nvec3 transformed = vec3( position );\n"; - var beginnormal_vertex = "\nvec3 objectNormal = vec3( normal );\n"; + var beginnormal_vertex = "\nvec3 objectNormal = vec3( normal );\n"; - var bsdfs = "bool testLightInRange( const in float lightDistance, const in float cutoffDistance ) {\n\treturn any( bvec2( cutoffDistance == 0.0, lightDistance < cutoffDistance ) );\n}\nfloat 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}\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 bsdfs = "bool testLightInRange( const in float lightDistance, const in float cutoffDistance ) {\n\treturn any( bvec2( cutoffDistance == 0.0, lightDistance < cutoffDistance ) );\n}\nfloat 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}\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 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 < NUM_CLIPPING_PLANES; ++ i ) {\n\t\tvec4 plane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n#endif\n"; + var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tfor ( int i = 0; i < NUM_CLIPPING_PLANES; ++ i ) {\n\t\tvec4 plane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\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_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_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 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_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_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_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 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 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}\n"; + var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\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}\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 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 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_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 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_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 emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n"; - var encodings_fragment = " gl_FragColor = linearToOutputTexel( gl_FragColor );\n"; + var encodings_fragment = " gl_FragColor = linearToOutputTexel( gl_FragColor );\n"; - var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n return value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n return vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n return vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n return 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 return 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 return vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n float maxComponent = max( max( value.r, value.g ), value.b );\n float fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n return vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n return vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n float maxRGB = max( value.x, max( value.g, value.b ) );\n float M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n M = ceil( M * 255.0 ) / 255.0;\n return vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n return vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n float maxRGB = max( value.x, max( value.g, value.b ) );\n float D = max( maxRange / maxRGB, 1.0 );\n D = min( floor( D ) / 255.0, 1.0 );\n return 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 vec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n Xp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n vec4 vResult;\n vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n vResult.w = fract(Le);\n vResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n return 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 float Le = value.z * 255.0 + value.w;\n vec3 Xp_Y_XYZp;\n Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n vec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n return vec4( max(vRGB, 0.0), 1.0 );\n}\n"; + var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n return value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n return vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n return vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n return 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 return 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 return vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n float maxComponent = max( max( value.r, value.g ), value.b );\n float fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n return vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n return vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n float maxRGB = max( value.x, max( value.g, value.b ) );\n float M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n M = ceil( M * 255.0 ) / 255.0;\n return vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n return vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n float maxRGB = max( value.x, max( value.g, value.b ) );\n float D = max( maxRange / maxRGB, 1.0 );\n D = min( floor( D ) / 255.0, 1.0 );\n return 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 vec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n Xp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n vec4 vResult;\n vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n vResult.w = fract(Le);\n vResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n return 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 float Le = value.z * 255.0 + value.w;\n vec3 Xp_Y_XYZp;\n Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n vec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n return 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_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 envMapIntenstiy;\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_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntenstiy;\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_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 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_fragment = "#ifdef USE_FOG\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\t#else\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\t#endif\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, depth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n"; + var fog_fragment = "#ifdef USE_FOG\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\t#else\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\t#endif\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, depth );\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\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif"; + var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif"; - var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\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 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_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\tif ( testLightInRange( lightDistance, pointLight.distance ) ) {\n\t\t\tdirectLight.color = pointLight.color;\n\t\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.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_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 ( all( bvec2( angleCos > spotLight.coneCos, testLightInRange( lightDistance, spotLight.distance ) ) ) ) {\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_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\t#include \n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = flipNormal * 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 = flipNormal * 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\t#include \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 = flipNormal * 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 = flipNormal * 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( flipNormal * reflectVec.y * 0.5 + 0.5 );\n\t\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * 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 = flipNormal * 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_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\tif ( testLightInRange( lightDistance, pointLight.distance ) ) {\n\t\t\tdirectLight.color = pointLight.color;\n\t\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.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_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 ( all( bvec2( angleCos > spotLight.coneCos, testLightInRange( lightDistance, spotLight.distance ) ) ) ) {\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_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\t#include \n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = flipNormal * 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 = flipNormal * 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\t#include \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 = flipNormal * 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 = flipNormal * 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( flipNormal * reflectVec.y * 0.5 + 0.5 );\n\t\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * 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 = flipNormal * 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_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};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\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};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\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_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}\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_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_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}\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_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 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\t\t\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\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 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\t\t\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_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_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_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 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_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_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_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 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_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 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 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_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 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_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 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 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 return normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n return 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 return ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n return linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n return (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n return ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n"; + var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n return normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n return 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 return ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n return linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n return (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n return ( 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 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 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_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 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_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_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 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 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 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_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 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 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_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 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_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 return toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n return 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 color *= toneMappingExposure;\n return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n color = max( vec3( 0.0 ), color - 0.004 );\n return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\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 return toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n return 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 color *= toneMappingExposure;\n return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n color = max( vec3( 0.0 ), color - 0.004 );\n return 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_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_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 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_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_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 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 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 \nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n"; + var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\n#include \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 \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}\n"; + var cube_vert = "varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}\n"; - var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \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_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \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 \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + var depth_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; - var distanceRGBA_frag = "uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include \n#include \n#include \nvoid main () {\n\t#include \n\tgl_FragColor = packDepthToRGBA( length( vWorldPosition.xyz - lightPos.xyz ) / 1000.0 );\n}\n"; + var distanceRGBA_frag = "uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include \n#include \n#include \nvoid main () {\n\t#include \n\tgl_FragColor = packDepthToRGBA( length( vWorldPosition.xyz - lightPos.xyz ) / 1000.0 );\n}\n"; - var distanceRGBA_vert = "varying vec4 vWorldPosition;\n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition;\n}\n"; + var distanceRGBA_vert = "varying vec4 vWorldPosition;\n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition;\n}\n"; - var equirect_frag = "uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include \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_frag = "uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include \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 \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}\n"; + var equirect_vert = "varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}\n"; - var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; - var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n}\n"; + var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n}\n"; - var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight;\n\treflectedLight.directDiffuse = vec3( 0.0 );\n\treflectedLight.directSpecular = vec3( 0.0 );\n\treflectedLight.indirectDiffuse = diffuseColor.rgb;\n\treflectedLight.indirectSpecular = vec3( 0.0 );\n\t#include \n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight;\n\treflectedLight.directDiffuse = vec3( 0.0 );\n\treflectedLight.directSpecular = vec3( 0.0 );\n\treflectedLight.indirectDiffuse = diffuseColor.rgb;\n\treflectedLight.indirectSpecular = vec3( 0.0 );\n\t#include \n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; - var meshbasic_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + var meshbasic_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \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 \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include \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 \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \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 \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include \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 \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; - var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; - var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; - var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}\n"; + var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \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\nuniform float envMapIntensity;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \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\nuniform float envMapIntensity;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; - var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n}\n"; + var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n}\n"; - var normal_frag = "uniform float opacity;\nvarying vec3 vNormal;\n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( vNormal ), opacity );\n\t#include \n}\n"; + var normal_frag = "uniform float opacity;\nvarying vec3 vNormal;\n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( vNormal ), opacity );\n\t#include \n}\n"; - var normal_vert = "varying vec3 vNormal;\n#include \n#include \n#include \n#include \nvoid main() {\n\tvNormal = normalize( normalMatrix * normal );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + var normal_vert = "varying vec3 vNormal;\n#include \n#include \n#include \n#include \nvoid main() {\n\tvNormal = normalize( normalMatrix * normal );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; - var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; - var points_vert = "uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \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 \n\t#include \n\t#include \n\t#include \n}\n"; + var points_vert = "uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \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 \n\t#include \n\t#include \n\t#include \n}\n"; - var shadow_frag = "uniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( 0.0, 0.0, 0.0, opacity * ( 1.0 - getShadowMask() ) );\n}\n"; + var shadow_frag = "uniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( 0.0, 0.0, 0.0, opacity * ( 1.0 - getShadowMask() ) );\n}\n"; - var shadow_vert = "#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + var shadow_vert = "#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \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_fragment: fog_fragment, - fog_pars_fragment: fog_pars_fragment, - lightmap_fragment: lightmap_fragment, - lightmap_pars_fragment: lightmap_pars_fragment, - lights_lambert_vertex: lights_lambert_vertex, - lights_pars: lights_pars, - lights_phong_fragment: lights_phong_fragment, - lights_phong_pars_fragment: lights_phong_pars_fragment, - lights_physical_fragment: lights_physical_fragment, - lights_physical_pars_fragment: lights_physical_pars_fragment, - lights_template: lights_template, - logdepthbuf_fragment: logdepthbuf_fragment, - logdepthbuf_pars_fragment: logdepthbuf_pars_fragment, - logdepthbuf_pars_vertex: logdepthbuf_pars_vertex, - logdepthbuf_vertex: logdepthbuf_vertex, - map_fragment: map_fragment, - map_pars_fragment: map_pars_fragment, - map_particle_fragment: map_particle_fragment, - map_particle_pars_fragment: map_particle_pars_fragment, - metalnessmap_fragment: metalnessmap_fragment, - metalnessmap_pars_fragment: metalnessmap_pars_fragment, - morphnormal_vertex: morphnormal_vertex, - morphtarget_pars_vertex: morphtarget_pars_vertex, - morphtarget_vertex: morphtarget_vertex, - normal_flip: normal_flip, - normal_fragment: normal_fragment, - normalmap_pars_fragment: normalmap_pars_fragment, - packing: packing, - premultiplied_alpha_fragment: premultiplied_alpha_fragment, - project_vertex: project_vertex, - roughnessmap_fragment: roughnessmap_fragment, - roughnessmap_pars_fragment: roughnessmap_pars_fragment, - shadowmap_pars_fragment: shadowmap_pars_fragment, - shadowmap_pars_vertex: shadowmap_pars_vertex, - shadowmap_vertex: shadowmap_vertex, - shadowmask_pars_fragment: shadowmask_pars_fragment, - skinbase_vertex: skinbase_vertex, - skinning_pars_vertex: skinning_pars_vertex, - skinning_vertex: skinning_vertex, - skinnormal_vertex: skinnormal_vertex, - specularmap_fragment: specularmap_fragment, - specularmap_pars_fragment: specularmap_pars_fragment, - tonemapping_fragment: tonemapping_fragment, - tonemapping_pars_fragment: tonemapping_pars_fragment, - uv_pars_fragment: uv_pars_fragment, - uv_pars_vertex: uv_pars_vertex, - uv_vertex: uv_vertex, - uv2_pars_fragment: uv2_pars_fragment, - uv2_pars_vertex: uv2_pars_vertex, - uv2_vertex: uv2_vertex, - worldpos_vertex: worldpos_vertex, - - cube_frag: cube_frag, - cube_vert: cube_vert, - depth_frag: depth_frag, - depth_vert: depth_vert, - distanceRGBA_frag: distanceRGBA_frag, - distanceRGBA_vert: distanceRGBA_vert, - equirect_frag: equirect_frag, - equirect_vert: equirect_vert, - linedashed_frag: linedashed_frag, - linedashed_vert: linedashed_vert, - meshbasic_frag: meshbasic_frag, - meshbasic_vert: meshbasic_vert, - meshlambert_frag: meshlambert_frag, - meshlambert_vert: meshlambert_vert, - meshphong_frag: meshphong_frag, - meshphong_vert: meshphong_vert, - meshphysical_frag: meshphysical_frag, - meshphysical_vert: meshphysical_vert, - normal_frag: normal_frag, - normal_vert: normal_vert, - points_frag: points_frag, - points_vert: points_vert, - shadow_frag: shadow_frag, - shadow_vert: shadow_vert - }; - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function Color( r, g, b ) { - - if ( g === undefined && b === undefined ) { - - // r is THREE.Color, hex or string - return this.set( r ); - - } - - return this.setRGB( r, g, b ); - - } + 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_fragment: fog_fragment, + fog_pars_fragment: fog_pars_fragment, + lightmap_fragment: lightmap_fragment, + lightmap_pars_fragment: lightmap_pars_fragment, + lights_lambert_vertex: lights_lambert_vertex, + lights_pars: lights_pars, + lights_phong_fragment: lights_phong_fragment, + lights_phong_pars_fragment: lights_phong_pars_fragment, + lights_physical_fragment: lights_physical_fragment, + lights_physical_pars_fragment: lights_physical_pars_fragment, + lights_template: lights_template, + logdepthbuf_fragment: logdepthbuf_fragment, + logdepthbuf_pars_fragment: logdepthbuf_pars_fragment, + logdepthbuf_pars_vertex: logdepthbuf_pars_vertex, + logdepthbuf_vertex: logdepthbuf_vertex, + map_fragment: map_fragment, + map_pars_fragment: map_pars_fragment, + map_particle_fragment: map_particle_fragment, + map_particle_pars_fragment: map_particle_pars_fragment, + metalnessmap_fragment: metalnessmap_fragment, + metalnessmap_pars_fragment: metalnessmap_pars_fragment, + morphnormal_vertex: morphnormal_vertex, + morphtarget_pars_vertex: morphtarget_pars_vertex, + morphtarget_vertex: morphtarget_vertex, + normal_flip: normal_flip, + normal_fragment: normal_fragment, + normalmap_pars_fragment: normalmap_pars_fragment, + packing: packing, + premultiplied_alpha_fragment: premultiplied_alpha_fragment, + project_vertex: project_vertex, + roughnessmap_fragment: roughnessmap_fragment, + roughnessmap_pars_fragment: roughnessmap_pars_fragment, + shadowmap_pars_fragment: shadowmap_pars_fragment, + shadowmap_pars_vertex: shadowmap_pars_vertex, + shadowmap_vertex: shadowmap_vertex, + shadowmask_pars_fragment: shadowmask_pars_fragment, + skinbase_vertex: skinbase_vertex, + skinning_pars_vertex: skinning_pars_vertex, + skinning_vertex: skinning_vertex, + skinnormal_vertex: skinnormal_vertex, + specularmap_fragment: specularmap_fragment, + specularmap_pars_fragment: specularmap_pars_fragment, + tonemapping_fragment: tonemapping_fragment, + tonemapping_pars_fragment: tonemapping_pars_fragment, + uv_pars_fragment: uv_pars_fragment, + uv_pars_vertex: uv_pars_vertex, + uv_vertex: uv_vertex, + uv2_pars_fragment: uv2_pars_fragment, + uv2_pars_vertex: uv2_pars_vertex, + uv2_vertex: uv2_vertex, + worldpos_vertex: worldpos_vertex, + + cube_frag: cube_frag, + cube_vert: cube_vert, + depth_frag: depth_frag, + depth_vert: depth_vert, + distanceRGBA_frag: distanceRGBA_frag, + distanceRGBA_vert: distanceRGBA_vert, + equirect_frag: equirect_frag, + equirect_vert: equirect_vert, + linedashed_frag: linedashed_frag, + linedashed_vert: linedashed_vert, + meshbasic_frag: meshbasic_frag, + meshbasic_vert: meshbasic_vert, + meshlambert_frag: meshlambert_frag, + meshlambert_vert: meshlambert_vert, + meshphong_frag: meshphong_frag, + meshphong_vert: meshphong_vert, + meshphysical_frag: meshphysical_frag, + meshphysical_vert: meshphysical_vert, + normal_frag: normal_frag, + normal_vert: normal_vert, + points_frag: points_frag, + points_vert: points_vert, + shadow_frag: shadow_frag, + shadow_vert: shadow_vert + }; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function Color( r, g, b ) { + + if ( g === undefined && b === undefined ) { + + // r is THREE.Color, hex or string + return this.set( r ); + + } + + return this.setRGB( r, g, b ); + + } - Color.prototype = { + Color.prototype = { - constructor: Color, + constructor: Color, - isColor: true, + isColor: true, - r: 1, g: 1, b: 1, + r: 1, g: 1, b: 1, - set: function ( value ) { + set: function ( value ) { - if ( (value && value.isColor) ) { + if ( (value && value.isColor) ) { - this.copy( value ); + this.copy( value ); - } else if ( typeof value === 'number' ) { + } else if ( typeof value === 'number' ) { - this.setHex( value ); + this.setHex( value ); - } else if ( typeof value === 'string' ) { + } else if ( typeof value === 'string' ) { - this.setStyle( value ); + this.setStyle( value ); - } + } - return this; + return this; - }, + }, - setScalar: function ( scalar ) { + setScalar: function ( scalar ) { - this.r = scalar; - this.g = scalar; - this.b = scalar; + this.r = scalar; + this.g = scalar; + this.b = scalar; - }, + }, - setHex: function ( hex ) { + setHex: function ( hex ) { - hex = Math.floor( hex ); + hex = Math.floor( hex ); - this.r = ( hex >> 16 & 255 ) / 255; - this.g = ( hex >> 8 & 255 ) / 255; - this.b = ( hex & 255 ) / 255; + this.r = ( hex >> 16 & 255 ) / 255; + this.g = ( hex >> 8 & 255 ) / 255; + this.b = ( hex & 255 ) / 255; - return this; + return this; - }, + }, - setRGB: function ( r, g, b ) { + setRGB: function ( r, g, b ) { - this.r = r; - this.g = g; - this.b = b; + this.r = r; + this.g = g; + this.b = b; - return this; + return this; - }, + }, - setHSL: function () { + setHSL: function () { - function hue2rgb( p, q, t ) { + 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; + 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 ) { + return function setHSL( h, s, l ) { - // h,s,l ranges are in 0.0 - 1.0 - h = exports.Math.euclideanModulo( h, 1 ); - s = exports.Math.clamp( s, 0, 1 ); - l = exports.Math.clamp( l, 0, 1 ); + // h,s,l ranges are in 0.0 - 1.0 + h = exports.Math.euclideanModulo( h, 1 ); + s = exports.Math.clamp( s, 0, 1 ); + l = exports.Math.clamp( l, 0, 1 ); - if ( s === 0 ) { + if ( s === 0 ) { - this.r = this.g = this.b = l; + this.r = this.g = this.b = l; - } else { + } else { - var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); - var q = ( 2 * l ) - p; + 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 ); + this.r = hue2rgb( q, p, h + 1 / 3 ); + this.g = hue2rgb( q, p, h ); + this.b = hue2rgb( q, p, h - 1 / 3 ); - } + } - return this; + return this; - }; + }; - }(), + }(), - setStyle: function ( style ) { + setStyle: function ( style ) { - function handleAlpha( string ) { + function handleAlpha( string ) { - if ( string === undefined ) return; + if ( string === undefined ) return; - if ( parseFloat( string ) < 1 ) { + if ( parseFloat( string ) < 1 ) { - console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); + console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); - } + } - } + } - var m; + var m; - if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) { + if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) { - // rgb / hsl + // rgb / hsl - var color; - var name = m[ 1 ]; - var components = m[ 2 ]; + var color; + var name = m[ 1 ]; + var components = m[ 2 ]; - switch ( name ) { + switch ( name ) { - case 'rgb': - case 'rgba': + case 'rgb': + case 'rgba': - if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.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; + // 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 ] ); + handleAlpha( color[ 5 ] ); - return this; + return this; - } + } - if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.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; + // 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 ] ); + handleAlpha( color[ 5 ] ); - return this; + return this; - } + } - break; + break; - case 'hsl': - case 'hsla': + case 'hsl': + case 'hsla': - if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.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; + // 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 ] ); + handleAlpha( color[ 5 ] ); - return this.setHSL( h, s, l ); + return this.setHSL( h, s, l ); - } + } - break; + break; - } + } - } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) { + } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) { - // hex color + // hex color - var hex = m[ 1 ]; - var size = hex.length; + var hex = m[ 1 ]; + var size = hex.length; - if ( size === 3 ) { + 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; + // #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; + return this; - } else if ( size === 6 ) { + } 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; + // #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; + return this; - } + } - } + } - if ( style && style.length > 0 ) { + if ( style && style.length > 0 ) { - // color keywords - var hex = exports.ColorKeywords[ style ]; + // color keywords + var hex = exports.ColorKeywords[ style ]; - if ( hex !== undefined ) { + if ( hex !== undefined ) { - // red - this.setHex( hex ); + // red + this.setHex( hex ); - } else { + } else { - // unknown color - console.warn( 'THREE.Color: Unknown color ' + style ); + // unknown color + console.warn( 'THREE.Color: Unknown color ' + style ); - } + } - } + } - return this; + return this; - }, + }, - clone: function () { + clone: function () { - return new this.constructor( this.r, this.g, this.b ); + return new this.constructor( this.r, this.g, this.b ); - }, + }, - copy: function ( color ) { + copy: function ( color ) { - this.r = color.r; - this.g = color.g; - this.b = color.b; + this.r = color.r; + this.g = color.g; + this.b = color.b; - return this; + return this; - }, + }, - copyGammaToLinear: function ( color, gammaFactor ) { + copyGammaToLinear: function ( color, gammaFactor ) { - if ( gammaFactor === undefined ) gammaFactor = 2.0; + 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 ); + this.r = Math.pow( color.r, gammaFactor ); + this.g = Math.pow( color.g, gammaFactor ); + this.b = Math.pow( color.b, gammaFactor ); - return this; + return this; - }, + }, - copyLinearToGamma: function ( color, gammaFactor ) { + copyLinearToGamma: function ( color, gammaFactor ) { - if ( gammaFactor === undefined ) gammaFactor = 2.0; + if ( gammaFactor === undefined ) gammaFactor = 2.0; - var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0; + 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 ); + this.r = Math.pow( color.r, safeInverse ); + this.g = Math.pow( color.g, safeInverse ); + this.b = Math.pow( color.b, safeInverse ); - return this; + return this; - }, + }, - convertGammaToLinear: function () { + convertGammaToLinear: function () { - var r = this.r, g = this.g, b = this.b; + var r = this.r, g = this.g, b = this.b; - this.r = r * r; - this.g = g * g; - this.b = b * b; + this.r = r * r; + this.g = g * g; + this.b = b * b; - return this; + return this; - }, + }, - convertLinearToGamma: function () { + convertLinearToGamma: function () { - this.r = Math.sqrt( this.r ); - this.g = Math.sqrt( this.g ); - this.b = Math.sqrt( this.b ); + this.r = Math.sqrt( this.r ); + this.g = Math.sqrt( this.g ); + this.b = Math.sqrt( this.b ); - return this; + return this; - }, + }, - getHex: function () { + getHex: function () { - return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0; + return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0; - }, + }, - getHexString: function () { + getHexString: function () { - return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 ); + return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 ); - }, + }, - getHSL: function ( optionalTarget ) { + getHSL: function ( optionalTarget ) { - // h,s,l ranges are in 0.0 - 1.0 + // h,s,l ranges are in 0.0 - 1.0 - var hsl = optionalTarget || { h: 0, s: 0, l: 0 }; + var hsl = optionalTarget || { h: 0, s: 0, l: 0 }; - var r = this.r, g = this.g, b = this.b; + 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 max = Math.max( r, g, b ); + var min = Math.min( r, g, b ); - var hue, saturation; - var lightness = ( min + max ) / 2.0; + var hue, saturation; + var lightness = ( min + max ) / 2.0; - if ( min === max ) { + if ( min === max ) { - hue = 0; - saturation = 0; + hue = 0; + saturation = 0; - } else { + } else { - var delta = max - min; + var delta = max - min; - saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); + saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); - switch ( max ) { + 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; + 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; + hue /= 6; - } + } - hsl.h = hue; - hsl.s = saturation; - hsl.l = lightness; + hsl.h = hue; + hsl.s = saturation; + hsl.l = lightness; - return hsl; + return hsl; - }, + }, - getStyle: function () { + getStyle: function () { - return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')'; + return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')'; - }, + }, - offsetHSL: function ( h, s, l ) { + offsetHSL: function ( h, s, l ) { - var hsl = this.getHSL(); + var hsl = this.getHSL(); - hsl.h += h; hsl.s += s; hsl.l += l; + hsl.h += h; hsl.s += s; hsl.l += l; - this.setHSL( hsl.h, hsl.s, hsl.l ); + this.setHSL( hsl.h, hsl.s, hsl.l ); - return this; + return this; - }, + }, - add: function ( color ) { + add: function ( color ) { - this.r += color.r; - this.g += color.g; - this.b += color.b; + this.r += color.r; + this.g += color.g; + this.b += color.b; - return this; + return this; - }, + }, - addColors: function ( color1, color2 ) { + addColors: function ( color1, color2 ) { - this.r = color1.r + color2.r; - this.g = color1.g + color2.g; - this.b = color1.b + color2.b; + this.r = color1.r + color2.r; + this.g = color1.g + color2.g; + this.b = color1.b + color2.b; - return this; + return this; - }, + }, - addScalar: function ( s ) { + addScalar: function ( s ) { - this.r += s; - this.g += s; - this.b += s; + this.r += s; + this.g += s; + this.b += s; - return this; + return this; - }, + }, - sub: function( color ) { + 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 ); + 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; + return this; - }, + }, - multiply: function ( color ) { + multiply: function ( color ) { - this.r *= color.r; - this.g *= color.g; - this.b *= color.b; + this.r *= color.r; + this.g *= color.g; + this.b *= color.b; - return this; + return this; - }, + }, - multiplyScalar: function ( s ) { + multiplyScalar: function ( s ) { - this.r *= s; - this.g *= s; - this.b *= s; + this.r *= s; + this.g *= s; + this.b *= s; - return this; + return this; - }, + }, - lerp: function ( color, alpha ) { + 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; + this.r += ( color.r - this.r ) * alpha; + this.g += ( color.g - this.g ) * alpha; + this.b += ( color.b - this.b ) * alpha; - return this; + return this; - }, + }, - equals: function ( c ) { + equals: function ( c ) { - return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); + return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); - }, + }, - fromArray: function ( array, offset ) { + fromArray: function ( array, offset ) { - if ( offset === undefined ) offset = 0; + if ( offset === undefined ) offset = 0; - this.r = array[ offset ]; - this.g = array[ offset + 1 ]; - this.b = array[ offset + 2 ]; + this.r = array[ offset ]; + this.g = array[ offset + 1 ]; + this.b = array[ offset + 2 ]; - return this; + return this; - }, + }, - toArray: function ( array, offset ) { + toArray: function ( array, offset ) { - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; - array[ offset ] = this.r; - array[ offset + 1 ] = this.g; - array[ offset + 2 ] = this.b; + array[ offset ] = this.r; + array[ offset + 1 ] = this.g; + array[ offset + 2 ] = this.b; - return array; + return array; - }, + }, - toJSON: function () { + toJSON: function () { - return this.getHex(); + return this.getHex(); - } + } - }; + }; - exports.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 }; + exports.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 - */ + /** + * Uniforms library for shared webgl shaders + */ - var UniformsLib = { + var UniformsLib = { - common: { + common: { - diffuse: { value: new Color( 0xeeeeee ) }, - opacity: { value: 1.0 }, + diffuse: { value: new Color( 0xeeeeee ) }, + opacity: { value: 1.0 }, - map: { value: null }, - offsetRepeat: { value: new Vector4( 0, 0, 1, 1 ) }, + map: { value: null }, + offsetRepeat: { value: new Vector4( 0, 0, 1, 1 ) }, - specularMap: { value: null }, - alphaMap: { value: null }, + specularMap: { value: null }, + alphaMap: { value: null }, - envMap: { value: null }, - flipEnvMap: { value: - 1 }, - reflectivity: { value: 1.0 }, - refractionRatio: { value: 0.98 } + envMap: { value: null }, + flipEnvMap: { value: - 1 }, + reflectivity: { value: 1.0 }, + refractionRatio: { value: 0.98 } - }, + }, - aomap: { + aomap: { - aoMap: { value: null }, - aoMapIntensity: { value: 1 } + aoMap: { value: null }, + aoMapIntensity: { value: 1 } - }, + }, - lightmap: { + lightmap: { - lightMap: { value: null }, - lightMapIntensity: { value: 1 } + lightMap: { value: null }, + lightMapIntensity: { value: 1 } - }, + }, - emissivemap: { + emissivemap: { - emissiveMap: { value: null } + emissiveMap: { value: null } - }, + }, - bumpmap: { + bumpmap: { - bumpMap: { value: null }, - bumpScale: { value: 1 } + bumpMap: { value: null }, + bumpScale: { value: 1 } - }, + }, - normalmap: { + normalmap: { - normalMap: { value: null }, - normalScale: { value: new Vector2( 1, 1 ) } + normalMap: { value: null }, + normalScale: { value: new Vector2( 1, 1 ) } - }, + }, - displacementmap: { + displacementmap: { - displacementMap: { value: null }, - displacementScale: { value: 1 }, - displacementBias: { value: 0 } + displacementMap: { value: null }, + displacementScale: { value: 1 }, + displacementBias: { value: 0 } - }, + }, - roughnessmap: { + roughnessmap: { - roughnessMap: { value: null } + roughnessMap: { value: null } - }, + }, - metalnessmap: { + metalnessmap: { - metalnessMap: { value: null } + metalnessMap: { value: null } - }, + }, - fog: { + fog: { - fogDensity: { value: 0.00025 }, - fogNear: { value: 1 }, - fogFar: { value: 2000 }, - fogColor: { value: new Color( 0xffffff ) } + fogDensity: { value: 0.00025 }, + fogNear: { value: 1 }, + fogFar: { value: 2000 }, + fogColor: { value: new Color( 0xffffff ) } - }, + }, - lights: { + lights: { - ambientLightColor: { value: [] }, + ambientLightColor: { value: [] }, - directionalLights: { value: [], properties: { - direction: {}, - color: {}, + directionalLights: { value: [], properties: { + direction: {}, + color: {}, - shadow: {}, - shadowBias: {}, - shadowRadius: {}, - shadowMapSize: {} - } }, + shadow: {}, + shadowBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, - directionalShadowMap: { value: [] }, - directionalShadowMatrix: { value: [] }, + directionalShadowMap: { value: [] }, + directionalShadowMatrix: { value: [] }, - spotLights: { value: [], properties: { - color: {}, - position: {}, - direction: {}, - distance: {}, - coneCos: {}, - penumbraCos: {}, - decay: {}, + spotLights: { value: [], properties: { + color: {}, + position: {}, + direction: {}, + distance: {}, + coneCos: {}, + penumbraCos: {}, + decay: {}, - shadow: {}, - shadowBias: {}, - shadowRadius: {}, - shadowMapSize: {} - } }, + shadow: {}, + shadowBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, - spotShadowMap: { value: [] }, - spotShadowMatrix: { value: [] }, + spotShadowMap: { value: [] }, + spotShadowMatrix: { value: [] }, - pointLights: { value: [], properties: { - color: {}, - position: {}, - decay: {}, - distance: {}, + pointLights: { value: [], properties: { + color: {}, + position: {}, + decay: {}, + distance: {}, - shadow: {}, - shadowBias: {}, - shadowRadius: {}, - shadowMapSize: {} - } }, + shadow: {}, + shadowBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, - pointShadowMap: { value: [] }, - pointShadowMatrix: { value: [] }, + pointShadowMap: { value: [] }, + pointShadowMatrix: { value: [] }, - hemisphereLights: { value: [], properties: { - direction: {}, - skyColor: {}, - groundColor: {} - } } + hemisphereLights: { value: [], properties: { + direction: {}, + skyColor: {}, + groundColor: {} + } } - }, + }, - points: { + 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 ) } + 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/ - */ + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + */ - var ShaderLib = { + var ShaderLib = { - basic: { + basic: { - uniforms: exports.UniformsUtils.merge( [ + uniforms: exports.UniformsUtils.merge( [ - UniformsLib.common, - UniformsLib.aomap, - UniformsLib.fog + UniformsLib.common, + UniformsLib.aomap, + UniformsLib.fog - ] ), + ] ), - vertexShader: ShaderChunk.meshbasic_vert, - fragmentShader: ShaderChunk.meshbasic_frag + vertexShader: ShaderChunk.meshbasic_vert, + fragmentShader: ShaderChunk.meshbasic_frag - }, + }, - lambert: { + lambert: { - uniforms: exports.UniformsUtils.merge( [ + uniforms: exports.UniformsUtils.merge( [ - UniformsLib.common, - UniformsLib.aomap, - UniformsLib.lightmap, - UniformsLib.emissivemap, - UniformsLib.fog, - UniformsLib.lights, + UniformsLib.common, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.fog, + UniformsLib.lights, - { - emissive : { value: new Color( 0x000000 ) } - } + { + emissive : { value: new Color( 0x000000 ) } + } - ] ), + ] ), - vertexShader: ShaderChunk.meshlambert_vert, - fragmentShader: ShaderChunk.meshlambert_frag + vertexShader: ShaderChunk.meshlambert_vert, + fragmentShader: ShaderChunk.meshlambert_frag - }, + }, - phong: { + phong: { - uniforms: exports.UniformsUtils.merge( [ + uniforms: exports.UniformsUtils.merge( [ - UniformsLib.common, - UniformsLib.aomap, - UniformsLib.lightmap, - UniformsLib.emissivemap, - UniformsLib.bumpmap, - UniformsLib.normalmap, - UniformsLib.displacementmap, - UniformsLib.fog, - UniformsLib.lights, + UniformsLib.common, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.fog, + UniformsLib.lights, - { - emissive : { value: new Color( 0x000000 ) }, - specular : { value: new Color( 0x111111 ) }, - shininess: { value: 30 } - } + { + emissive : { value: new Color( 0x000000 ) }, + specular : { value: new Color( 0x111111 ) }, + shininess: { value: 30 } + } - ] ), + ] ), - vertexShader: ShaderChunk.meshphong_vert, - fragmentShader: ShaderChunk.meshphong_frag + vertexShader: ShaderChunk.meshphong_vert, + fragmentShader: ShaderChunk.meshphong_frag - }, + }, - standard: { + standard: { - uniforms: exports.UniformsUtils.merge( [ + uniforms: exports.UniformsUtils.merge( [ - UniformsLib.common, - UniformsLib.aomap, - UniformsLib.lightmap, - UniformsLib.emissivemap, - UniformsLib.bumpmap, - UniformsLib.normalmap, - UniformsLib.displacementmap, - UniformsLib.roughnessmap, - UniformsLib.metalnessmap, - UniformsLib.fog, - UniformsLib.lights, + 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 - } + { + emissive : { value: new Color( 0x000000 ) }, + roughness: { value: 0.5 }, + metalness: { value: 0 }, + envMapIntensity : { value: 1 }, // temporary + } - ] ), + ] ), - vertexShader: ShaderChunk.meshphysical_vert, - fragmentShader: ShaderChunk.meshphysical_frag + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag - }, + }, - points: { + points: { - uniforms: exports.UniformsUtils.merge( [ + uniforms: exports.UniformsUtils.merge( [ - UniformsLib.points, - UniformsLib.fog + UniformsLib.points, + UniformsLib.fog - ] ), + ] ), - vertexShader: ShaderChunk.points_vert, - fragmentShader: ShaderChunk.points_frag + vertexShader: ShaderChunk.points_vert, + fragmentShader: ShaderChunk.points_frag - }, + }, - dashed: { + dashed: { - uniforms: exports.UniformsUtils.merge( [ + uniforms: exports.UniformsUtils.merge( [ - UniformsLib.common, - UniformsLib.fog, + UniformsLib.common, + UniformsLib.fog, - { - scale : { value: 1 }, - dashSize : { value: 1 }, - totalSize: { value: 2 } - } + { + scale : { value: 1 }, + dashSize : { value: 1 }, + totalSize: { value: 2 } + } - ] ), + ] ), - vertexShader: ShaderChunk.linedashed_vert, - fragmentShader: ShaderChunk.linedashed_frag + vertexShader: ShaderChunk.linedashed_vert, + fragmentShader: ShaderChunk.linedashed_frag - }, + }, - depth: { + depth: { - uniforms: exports.UniformsUtils.merge( [ + uniforms: exports.UniformsUtils.merge( [ - UniformsLib.common, - UniformsLib.displacementmap + UniformsLib.common, + UniformsLib.displacementmap - ] ), + ] ), - vertexShader: ShaderChunk.depth_vert, - fragmentShader: ShaderChunk.depth_frag + vertexShader: ShaderChunk.depth_vert, + fragmentShader: ShaderChunk.depth_frag - }, + }, - normal: { + normal: { - uniforms: { + uniforms: { - opacity : { value: 1.0 } + opacity : { value: 1.0 } - }, + }, - vertexShader: ShaderChunk.normal_vert, - fragmentShader: ShaderChunk.normal_frag + vertexShader: ShaderChunk.normal_vert, + fragmentShader: ShaderChunk.normal_frag - }, + }, - /* ------------------------------------------------------------------------- - // Cube map shader - ------------------------------------------------------------------------- */ + /* ------------------------------------------------------------------------- + // Cube map shader + ------------------------------------------------------------------------- */ - cube: { + cube: { - uniforms: { - tCube: { value: null }, - tFlip: { value: - 1 }, - opacity: { value: 1.0 } - }, + uniforms: { + tCube: { value: null }, + tFlip: { value: - 1 }, + opacity: { value: 1.0 } + }, - vertexShader: ShaderChunk.cube_vert, - fragmentShader: ShaderChunk.cube_frag + vertexShader: ShaderChunk.cube_vert, + fragmentShader: ShaderChunk.cube_frag - }, + }, - /* ------------------------------------------------------------------------- - // Cube map shader - ------------------------------------------------------------------------- */ + /* ------------------------------------------------------------------------- + // Cube map shader + ------------------------------------------------------------------------- */ - equirect: { + equirect: { - uniforms: { - tEquirect: { value: null }, - tFlip: { value: - 1 } - }, + uniforms: { + tEquirect: { value: null }, + tFlip: { value: - 1 } + }, - vertexShader: ShaderChunk.equirect_vert, - fragmentShader: ShaderChunk.equirect_frag + vertexShader: ShaderChunk.equirect_vert, + fragmentShader: ShaderChunk.equirect_frag - }, + }, - distanceRGBA: { + distanceRGBA: { - uniforms: { + uniforms: { - lightPos: { value: new Vector3() } + lightPos: { value: new Vector3() } - }, + }, - vertexShader: ShaderChunk.distanceRGBA_vert, - fragmentShader: ShaderChunk.distanceRGBA_frag + vertexShader: ShaderChunk.distanceRGBA_vert, + fragmentShader: ShaderChunk.distanceRGBA_frag - } + } - }; + }; - ShaderLib.physical = { + ShaderLib.physical = { - uniforms: exports.UniformsUtils.merge( [ + uniforms: exports.UniformsUtils.merge( [ - ShaderLib.standard.uniforms, + ShaderLib.standard.uniforms, - { - clearCoat: { value: 0 }, - clearCoatRoughness: { value: 0 } - } + { + clearCoat: { value: 0 }, + clearCoatRoughness: { value: 0 } + } - ] ), + ] ), - vertexShader: ShaderChunk.meshphysical_vert, - fragmentShader: ShaderChunk.meshphysical_frag + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag - }; + }; - /** - * @author bhouston / http://clara.io - */ + /** + * @author bhouston / http://clara.io + */ - function Box2( min, max ) { + function Box2( min, max ) { - this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity ); - this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity ); + this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity ); + this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity ); - } + } - Box2.prototype = { + Box2.prototype = { - constructor: Box2, + constructor: Box2, - set: function ( min, max ) { + set: function ( min, max ) { - this.min.copy( min ); - this.max.copy( max ); + this.min.copy( min ); + this.max.copy( max ); - return this; + return this; - }, + }, - setFromPoints: function ( points ) { + setFromPoints: function ( points ) { - this.makeEmpty(); + this.makeEmpty(); - for ( var i = 0, il = points.length; i < il; i ++ ) { + for ( var i = 0, il = points.length; i < il; i ++ ) { - this.expandByPoint( points[ i ] ); + this.expandByPoint( points[ i ] ); - } + } - return this; + return this; - }, + }, - setFromCenterAndSize: function () { + setFromCenterAndSize: function () { - var v1 = new Vector2(); + var v1 = new Vector2(); - return function setFromCenterAndSize( center, size ) { + 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 ); + var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); - return this; + return this; - }; + }; - }(), + }(), - clone: function () { + clone: function () { - return new this.constructor().copy( this ); + return new this.constructor().copy( this ); - }, + }, - copy: function ( box ) { + copy: function ( box ) { - this.min.copy( box.min ); - this.max.copy( box.max ); + this.min.copy( box.min ); + this.max.copy( box.max ); - return this; + return this; - }, + }, - makeEmpty: function () { + makeEmpty: function () { - this.min.x = this.min.y = + Infinity; - this.max.x = this.max.y = - Infinity; + this.min.x = this.min.y = + Infinity; + this.max.x = this.max.y = - Infinity; - return this; + return this; - }, + }, - isEmpty: function () { + isEmpty: function () { - // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + // 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 ); + return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ); - }, + }, - center: function ( optionalTarget ) { + center: function ( optionalTarget ) { - var result = optionalTarget || new Vector2(); - return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + var result = optionalTarget || new Vector2(); + return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); - }, + }, - size: function ( optionalTarget ) { + size: function ( optionalTarget ) { - var result = optionalTarget || new Vector2(); - return result.subVectors( this.max, this.min ); + var result = optionalTarget || new Vector2(); + return result.subVectors( this.max, this.min ); - }, + }, - expandByPoint: function ( point ) { + expandByPoint: function ( point ) { - this.min.min( point ); - this.max.max( point ); + this.min.min( point ); + this.max.max( point ); - return this; + return this; - }, + }, - expandByVector: function ( vector ) { + expandByVector: function ( vector ) { - this.min.sub( vector ); - this.max.add( vector ); + this.min.sub( vector ); + this.max.add( vector ); - return this; + return this; - }, + }, - expandByScalar: function ( scalar ) { + expandByScalar: function ( scalar ) { - this.min.addScalar( - scalar ); - this.max.addScalar( scalar ); + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); - return this; + return this; - }, + }, - containsPoint: function ( point ) { + containsPoint: function ( point ) { - if ( point.x < this.min.x || point.x > this.max.x || - point.y < this.min.y || point.y > this.max.y ) { + if ( point.x < this.min.x || point.x > this.max.x || + point.y < this.min.y || point.y > this.max.y ) { - return false; + return false; - } + } - return true; + return true; - }, + }, - containsBox: function ( box ) { + containsBox: function ( box ) { - if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) && - ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) { + if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) && + ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) { - return true; + return true; - } + } - return false; + return false; - }, + }, - getParameter: function ( point, optionalTarget ) { + getParameter: function ( point, optionalTarget ) { - // This can potentially have a divide by zero if the box - // has a size dimension of 0. + // This can potentially have a divide by zero if the box + // has a size dimension of 0. - var result = optionalTarget || new Vector2(); + 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 ) - ); + 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 ) { + intersectsBox: function ( box ) { - // using 6 splitting planes to rule out intersections. + // using 6 splitting planes to rule out intersections. - if ( box.max.x < this.min.x || box.min.x > this.max.x || - box.max.y < this.min.y || box.min.y > this.max.y ) { + if ( box.max.x < this.min.x || box.min.x > this.max.x || + box.max.y < this.min.y || box.min.y > this.max.y ) { - return false; + return false; - } + } - return true; + return true; - }, + }, - clampPoint: function ( point, optionalTarget ) { + clampPoint: function ( point, optionalTarget ) { - var result = optionalTarget || new Vector2(); - return result.copy( point ).clamp( this.min, this.max ); + var result = optionalTarget || new Vector2(); + return result.copy( point ).clamp( this.min, this.max ); - }, + }, - distanceToPoint: function () { + distanceToPoint: function () { - var v1 = new Vector2(); + var v1 = new Vector2(); - return function distanceToPoint( point ) { + return function distanceToPoint( point ) { - var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); - return clampedPoint.sub( point ).length(); + var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); + return clampedPoint.sub( point ).length(); - }; + }; - }(), + }(), - intersect: function ( box ) { + intersect: function ( box ) { - this.min.max( box.min ); - this.max.min( box.max ); + this.min.max( box.min ); + this.max.min( box.max ); - return this; + return this; - }, + }, - union: function ( box ) { + union: function ( box ) { - this.min.min( box.min ); - this.max.max( box.max ); + this.min.min( box.min ); + this.max.max( box.max ); - return this; + return this; - }, + }, - translate: function ( offset ) { + translate: function ( offset ) { - this.min.add( offset ); - this.max.add( offset ); + this.min.add( offset ); + this.max.add( offset ); - return this; + return this; - }, + }, - equals: function ( box ) { + equals: function ( box ) { - return box.min.equals( this.min ) && box.max.equals( this.max ); + return box.min.equals( this.min ) && box.max.equals( this.max ); - } + } - }; + }; - /** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - */ + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ - function LensFlarePlugin( renderer, flares ) { + function LensFlarePlugin( renderer, flares ) { - var gl = renderer.context; - var state = renderer.state; + var gl = renderer.context; + var state = renderer.state; - var vertexBuffer, elementBuffer; - var shader, program, attributes, uniforms; + var vertexBuffer, elementBuffer; + var shader, program, attributes, uniforms; - var tempTexture, occlusionTexture; + var tempTexture, occlusionTexture; - function init() { + function init() { - var vertices = new Float32Array( [ - - 1, - 1, 0, 0, - 1, - 1, 1, 0, - 1, 1, 1, 1, - - 1, 1, 0, 1 - ] ); + 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 - ] ); + var faces = new Uint16Array( [ + 0, 1, 2, + 0, 2, 3 + ] ); - // buffers + // buffers - vertexBuffer = gl.createBuffer(); - elementBuffer = gl.createBuffer(); + vertexBuffer = gl.createBuffer(); + elementBuffer = gl.createBuffer(); - gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); - gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); + 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 ); + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); + gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW ); - // textures + // textures - tempTexture = gl.createTexture(); - occlusionTexture = gl.createTexture(); + 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, 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 ); + 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 = { + shader = { - vertexShader: [ + vertexShader: [ - "uniform lowp int renderType;", + "uniform lowp int renderType;", - "uniform vec3 screenPosition;", - "uniform vec2 scale;", - "uniform float rotation;", + "uniform vec3 screenPosition;", + "uniform vec2 scale;", + "uniform float rotation;", - "uniform sampler2D occlusionMap;", + "uniform sampler2D occlusionMap;", - "attribute vec2 position;", - "attribute vec2 uv;", + "attribute vec2 position;", + "attribute vec2 uv;", - "varying vec2 vUV;", - "varying float vVisibility;", + "varying vec2 vUV;", + "varying float vVisibility;", - "void main() {", + "void main() {", - "vUV = uv;", + "vUV = uv;", - "vec2 pos = position;", + "vec2 pos = position;", - "if ( renderType == 2 ) {", + "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 ) );", + "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;", + "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;", + "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 );", + "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );", - "}" + "}" - ].join( "\n" ), + ].join( "\n" ), - fragmentShader: [ + fragmentShader: [ - "uniform lowp int renderType;", + "uniform lowp int renderType;", - "uniform sampler2D map;", - "uniform float opacity;", - "uniform vec3 color;", + "uniform sampler2D map;", + "uniform float opacity;", + "uniform vec3 color;", - "varying vec2 vUV;", - "varying float vVisibility;", + "varying vec2 vUV;", + "varying float vVisibility;", - "void main() {", + "void main() {", - // pink square + // pink square - "if ( renderType == 0 ) {", + "if ( renderType == 0 ) {", - "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );", + "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );", - // restore + // restore - "} else if ( renderType == 1 ) {", + "} else if ( renderType == 1 ) {", - "gl_FragColor = texture2D( map, vUV );", + "gl_FragColor = texture2D( map, vUV );", - // flare + // flare - "} else {", + "} else {", - "vec4 texture = texture2D( map, vUV );", - "texture.a *= opacity * vVisibility;", - "gl_FragColor = texture;", - "gl_FragColor.rgb *= color;", + "vec4 texture = texture2D( map, vUV );", + "texture.a *= opacity * vVisibility;", + "gl_FragColor = texture;", + "gl_FragColor.rgb *= color;", - "}", + "}", - "}" + "}" - ].join( "\n" ) + ].join( "\n" ) - }; + }; - program = createProgram( shader ); + program = createProgram( shader ); - attributes = { - vertex: gl.getAttribLocation ( program, "position" ), - uv: gl.getAttribLocation ( program, "uv" ) - }; + 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" ) - }; + 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. - */ + /* + * 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 ) { + this.render = function ( scene, camera, viewport ) { - if ( flares.length === 0 ) return; + if ( flares.length === 0 ) return; - var tempPosition = new Vector3(); + var tempPosition = new Vector3(); - var invAspect = viewport.w / viewport.z, - halfViewportWidth = viewport.z * 0.5, - halfViewportHeight = viewport.w * 0.5; + 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 size = 16 / viewport.w, + scale = new Vector2( size * invAspect, size ); - var screenPosition = new Vector3( 1, 1, 0 ), - screenPositionPixels = new Vector2( 1, 1 ); + var screenPosition = new Vector3( 1, 1, 0 ), + screenPositionPixels = new Vector2( 1, 1 ); - var validArea = new Box2(); + var validArea = new Box2(); - validArea.min.set( 0, 0 ); - validArea.max.set( viewport.z - 16, viewport.w - 16 ); + validArea.min.set( 0, 0 ); + validArea.max.set( viewport.z - 16, viewport.w - 16 ); - if ( program === undefined ) { + if ( program === undefined ) { - init(); + init(); - } + } - gl.useProgram( program ); + gl.useProgram( program ); - state.initAttributes(); - state.enableAttribute( attributes.vertex ); - state.enableAttribute( attributes.uv ); - state.disableUnusedAttributes(); + 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 + // 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.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.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 ); + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); - state.disable( gl.CULL_FACE ); - state.setDepthWrite( false ); + state.disable( gl.CULL_FACE ); + state.setDepthWrite( false ); - for ( var i = 0, l = flares.length; i < l; i ++ ) { + for ( var i = 0, l = flares.length; i < l; i ++ ) { - size = 16 / viewport.w; - scale.set( size * invAspect, size ); + size = 16 / viewport.w; + scale.set( size * invAspect, size ); - // calc object screen position + // calc object screen position - var flare = flares[ i ]; + var flare = flares[ i ]; - tempPosition.set( flare.matrixWorld.elements[ 12 ], flare.matrixWorld.elements[ 13 ], flare.matrixWorld.elements[ 14 ] ); + tempPosition.set( flare.matrixWorld.elements[ 12 ], flare.matrixWorld.elements[ 13 ], flare.matrixWorld.elements[ 14 ] ); - tempPosition.applyMatrix4( camera.matrixWorldInverse ); - tempPosition.applyProjection( camera.projectionMatrix ); + tempPosition.applyMatrix4( camera.matrixWorldInverse ); + tempPosition.applyProjection( camera.projectionMatrix ); - // setup arrays for gl programs + // setup arrays for gl programs - screenPosition.copy( tempPosition ); + screenPosition.copy( tempPosition ); - // horizontal and vertical coordinate of the lower left corner of the pixels to copy + // 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; + screenPositionPixels.x = viewport.x + ( screenPosition.x * halfViewportWidth ) + halfViewportWidth - 8; + screenPositionPixels.y = viewport.y + ( screenPosition.y * halfViewportHeight ) + halfViewportHeight - 8; - // screen cull + // screen cull - if ( validArea.containsPoint( screenPositionPixels ) === true ) { + if ( validArea.containsPoint( screenPositionPixels ) === true ) { - // save current RGB to temp texture + // 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 ); + 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 + // 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 ); + 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 ); + state.disable( gl.BLEND ); + state.enable( gl.DEPTH_TEST ); - gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); - // copy result to occlusionMap + // 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 ); + 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 + // restore graphics - gl.uniform1i( uniforms.renderType, 1 ); - state.disable( gl.DEPTH_TEST ); + 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 ); + state.activeTexture( gl.TEXTURE1 ); + state.bindTexture( gl.TEXTURE_2D, tempTexture ); + gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); - // update object positions + // update object positions - flare.positionScreen.copy( screenPosition ); + flare.positionScreen.copy( screenPosition ); - if ( flare.customUpdateCallback ) { + if ( flare.customUpdateCallback ) { - flare.customUpdateCallback( flare ); + flare.customUpdateCallback( flare ); - } else { + } else { - flare.updateLensFlares(); + flare.updateLensFlares(); - } + } - // render flares + // render flares - gl.uniform1i( uniforms.renderType, 2 ); - state.enable( gl.BLEND ); + gl.uniform1i( uniforms.renderType, 2 ); + state.enable( gl.BLEND ); - for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) { + for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) { - var sprite = flare.lensFlares[ j ]; + var sprite = flare.lensFlares[ j ]; - if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) { + if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) { - screenPosition.x = sprite.x; - screenPosition.y = sprite.y; - screenPosition.z = sprite.z; + screenPosition.x = sprite.x; + screenPosition.y = sprite.y; + screenPosition.z = sprite.z; - size = sprite.size * sprite.scale / viewport.w; + size = sprite.size * sprite.scale / viewport.w; - scale.x = size * invAspect; - scale.y = size; + 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.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 ); + 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 ); + state.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst ); + renderer.setTexture2D( sprite.texture, 1 ); - gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); - } + } - } + } - } + } - } + } - // restore gl + // restore gl - state.enable( gl.CULL_FACE ); - state.enable( gl.DEPTH_TEST ); - state.setDepthWrite( true ); + state.enable( gl.CULL_FACE ); + state.enable( gl.DEPTH_TEST ); + state.setDepthWrite( true ); - renderer.resetGLState(); + renderer.resetGLState(); - }; + }; - function createProgram( shader ) { + function createProgram( shader ) { - var program = gl.createProgram(); + var program = gl.createProgram(); - var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER ); - var vertexShader = gl.createShader( gl.VERTEX_SHADER ); + var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER ); + var vertexShader = gl.createShader( gl.VERTEX_SHADER ); - var prefix = "precision " + renderer.getPrecision() + " float;\n"; + var prefix = "precision " + renderer.getPrecision() + " float;\n"; - gl.shaderSource( fragmentShader, prefix + shader.fragmentShader ); - gl.shaderSource( vertexShader, prefix + shader.vertexShader ); + gl.shaderSource( fragmentShader, prefix + shader.fragmentShader ); + gl.shaderSource( vertexShader, prefix + shader.vertexShader ); - gl.compileShader( fragmentShader ); - gl.compileShader( vertexShader ); + gl.compileShader( fragmentShader ); + gl.compileShader( vertexShader ); - gl.attachShader( program, fragmentShader ); - gl.attachShader( program, vertexShader ); + gl.attachShader( program, fragmentShader ); + gl.attachShader( program, vertexShader ); - gl.linkProgram( program ); + gl.linkProgram( program ); - return program; + return program; - } + } - } + } - /** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - */ + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ - function SpritePlugin( renderer, sprites ) { + function SpritePlugin( renderer, sprites ) { - var gl = renderer.context; - var state = renderer.state; + var gl = renderer.context; + var state = renderer.state; - var vertexBuffer, elementBuffer; - var program, attributes, uniforms; + var vertexBuffer, elementBuffer; + var program, attributes, uniforms; - var texture; + var texture; - // decompose matrixWorld + // decompose matrixWorld - var spritePosition = new Vector3(); - var spriteRotation = new Quaternion(); - var spriteScale = new Vector3(); + var spritePosition = new Vector3(); + var spriteRotation = new Quaternion(); + var spriteScale = new Vector3(); - function init() { + 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 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 - ] ); + var faces = new Uint16Array( [ + 0, 1, 2, + 0, 2, 3 + ] ); - vertexBuffer = gl.createBuffer(); - elementBuffer = gl.createBuffer(); + vertexBuffer = gl.createBuffer(); + elementBuffer = gl.createBuffer(); - gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); - gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); + 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 ); + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); + gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW ); - program = createProgram(); + program = createProgram(); - attributes = { - position: gl.getAttribLocation ( program, 'position' ), - uv: gl.getAttribLocation ( program, 'uv' ) - }; + attributes = { + position: gl.getAttribLocation ( program, 'position' ), + uv: gl.getAttribLocation ( program, 'uv' ) + }; - uniforms = { - uvOffset: gl.getUniformLocation( program, 'uvOffset' ), - uvScale: gl.getUniformLocation( program, 'uvScale' ), + uniforms = { + uvOffset: gl.getUniformLocation( program, 'uvOffset' ), + uvScale: gl.getUniformLocation( program, 'uvScale' ), - rotation: gl.getUniformLocation( program, 'rotation' ), - scale: gl.getUniformLocation( program, 'scale' ), + 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' ), + 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' ), + 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' ), + 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' ) - }; + alphaTest: gl.getUniformLocation( program, 'alphaTest' ) + }; - var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); - canvas.width = 8; - canvas.height = 8; + 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 ); + var context = canvas.getContext( '2d' ); + context.fillStyle = 'white'; + context.fillRect( 0, 0, 8, 8 ); - texture = new Texture( canvas ); - texture.needsUpdate = true; + texture = new Texture( canvas ); + texture.needsUpdate = true; - } + } - this.render = function ( scene, camera ) { + this.render = function ( scene, camera ) { - if ( sprites.length === 0 ) return; + if ( sprites.length === 0 ) return; - // setup gl + // setup gl - if ( program === undefined ) { + if ( program === undefined ) { - init(); + init(); - } + } - gl.useProgram( program ); + gl.useProgram( program ); - state.initAttributes(); - state.enableAttribute( attributes.position ); - state.enableAttribute( attributes.uv ); - state.disableUnusedAttributes(); + state.initAttributes(); + state.enableAttribute( attributes.position ); + state.enableAttribute( attributes.uv ); + state.disableUnusedAttributes(); - state.disable( gl.CULL_FACE ); - state.enable( gl.BLEND ); + 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.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.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); - gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements ); + gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements ); - state.activeTexture( gl.TEXTURE0 ); - gl.uniform1i( uniforms.map, 0 ); + state.activeTexture( gl.TEXTURE0 ); + gl.uniform1i( uniforms.map, 0 ); - var oldFogType = 0; - var sceneFogType = 0; - var fog = scene.fog; + var oldFogType = 0; + var sceneFogType = 0; + var fog = scene.fog; - if ( fog ) { + if ( fog ) { - gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b ); + gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b ); - if ( (fog && fog.isFog) ) { + if ( (fog && fog.isFog) ) { - gl.uniform1f( uniforms.fogNear, fog.near ); - gl.uniform1f( uniforms.fogFar, fog.far ); + gl.uniform1f( uniforms.fogNear, fog.near ); + gl.uniform1f( uniforms.fogFar, fog.far ); - gl.uniform1i( uniforms.fogType, 1 ); - oldFogType = 1; - sceneFogType = 1; + gl.uniform1i( uniforms.fogType, 1 ); + oldFogType = 1; + sceneFogType = 1; - } else if ( (fog && fog.isFogExp2) ) { + } else if ( (fog && fog.isFogExp2) ) { - gl.uniform1f( uniforms.fogDensity, fog.density ); + gl.uniform1f( uniforms.fogDensity, fog.density ); - gl.uniform1i( uniforms.fogType, 2 ); - oldFogType = 2; - sceneFogType = 2; + gl.uniform1i( uniforms.fogType, 2 ); + oldFogType = 2; + sceneFogType = 2; - } + } - } else { + } else { - gl.uniform1i( uniforms.fogType, 0 ); - oldFogType = 0; - sceneFogType = 0; + gl.uniform1i( uniforms.fogType, 0 ); + oldFogType = 0; + sceneFogType = 0; - } + } - // update positions and sort + // update positions and sort - for ( var i = 0, l = sprites.length; i < l; i ++ ) { + for ( var i = 0, l = sprites.length; i < l; i ++ ) { - var sprite = sprites[ i ]; + var sprite = sprites[ i ]; - sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld ); - sprite.z = - sprite.modelViewMatrix.elements[ 14 ]; + sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld ); + sprite.z = - sprite.modelViewMatrix.elements[ 14 ]; - } + } - sprites.sort( painterSortStable ); + sprites.sort( painterSortStable ); - // render all sprites + // render all sprites - var scale = []; + var scale = []; - for ( var i = 0, l = sprites.length; i < l; i ++ ) { + for ( var i = 0, l = sprites.length; i < l; i ++ ) { - var sprite = sprites[ i ]; - var material = sprite.material; + var sprite = sprites[ i ]; + var material = sprite.material; - if ( material.visible === false ) continue; + if ( material.visible === false ) continue; - gl.uniform1f( uniforms.alphaTest, material.alphaTest ); - gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements ); + gl.uniform1f( uniforms.alphaTest, material.alphaTest ); + gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements ); - sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale ); + sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale ); - scale[ 0 ] = spriteScale.x; - scale[ 1 ] = spriteScale.y; + scale[ 0 ] = spriteScale.x; + scale[ 1 ] = spriteScale.y; - var fogType = 0; + var fogType = 0; - if ( scene.fog && material.fog ) { + if ( scene.fog && material.fog ) { - fogType = sceneFogType; + fogType = sceneFogType; - } + } - if ( oldFogType !== fogType ) { + if ( oldFogType !== fogType ) { - gl.uniform1i( uniforms.fogType, fogType ); - oldFogType = fogType; + gl.uniform1i( uniforms.fogType, fogType ); + oldFogType = fogType; - } + } - if ( material.map !== null ) { + 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 ); + 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 { + } else { - gl.uniform2f( uniforms.uvOffset, 0, 0 ); - gl.uniform2f( uniforms.uvScale, 1, 1 ); + 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.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 ); + 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 ); + state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); + state.setDepthTest( material.depthTest ); + state.setDepthWrite( material.depthWrite ); - if ( material.map ) { + if ( material.map ) { - renderer.setTexture2D( material.map, 0 ); + renderer.setTexture2D( material.map, 0 ); - } else { + } else { - renderer.setTexture2D( texture, 0 ); + renderer.setTexture2D( texture, 0 ); - } + } - gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); - } + } - // restore gl + // restore gl - state.enable( gl.CULL_FACE ); + state.enable( gl.CULL_FACE ); - renderer.resetGLState(); + renderer.resetGLState(); - }; + }; - function createProgram() { + function createProgram() { - var program = gl.createProgram(); + var program = gl.createProgram(); - var vertexShader = gl.createShader( gl.VERTEX_SHADER ); - var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER ); + var vertexShader = gl.createShader( gl.VERTEX_SHADER ); + var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER ); - gl.shaderSource( vertexShader, [ + gl.shaderSource( vertexShader, [ - 'precision ' + renderer.getPrecision() + ' float;', + 'precision ' + renderer.getPrecision() + ' float;', - 'uniform mat4 modelViewMatrix;', - 'uniform mat4 projectionMatrix;', - 'uniform float rotation;', - 'uniform vec2 scale;', - 'uniform vec2 uvOffset;', - 'uniform vec2 uvScale;', + 'uniform mat4 modelViewMatrix;', + 'uniform mat4 projectionMatrix;', + 'uniform float rotation;', + 'uniform vec2 scale;', + 'uniform vec2 uvOffset;', + 'uniform vec2 uvScale;', - 'attribute vec2 position;', - 'attribute vec2 uv;', + 'attribute vec2 position;', + 'attribute vec2 uv;', - 'varying vec2 vUV;', + 'varying vec2 vUV;', - 'void main() {', + 'void main() {', - 'vUV = uvOffset + uv * uvScale;', + 'vUV = uvOffset + uv * uvScale;', - 'vec2 alignedPosition = position * scale;', + '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;', + 'vec2 rotatedPosition;', + 'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;', + 'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;', - 'vec4 finalPosition;', + 'vec4 finalPosition;', - 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );', - 'finalPosition.xy += rotatedPosition;', - 'finalPosition = projectionMatrix * finalPosition;', + 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );', + 'finalPosition.xy += rotatedPosition;', + 'finalPosition = projectionMatrix * finalPosition;', - 'gl_Position = finalPosition;', + 'gl_Position = finalPosition;', - '}' + '}' - ].join( '\n' ) ); + ].join( '\n' ) ); - gl.shaderSource( fragmentShader, [ + gl.shaderSource( fragmentShader, [ - 'precision ' + renderer.getPrecision() + ' float;', + 'precision ' + renderer.getPrecision() + ' float;', - 'uniform vec3 color;', - 'uniform sampler2D map;', - 'uniform float opacity;', + '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;', + 'uniform int fogType;', + 'uniform vec3 fogColor;', + 'uniform float fogDensity;', + 'uniform float fogNear;', + 'uniform float fogFar;', + 'uniform float alphaTest;', - 'varying vec2 vUV;', + 'varying vec2 vUV;', - 'void main() {', + 'void main() {', - 'vec4 texture = texture2D( map, vUV );', + 'vec4 texture = texture2D( map, vUV );', - 'if ( texture.a < alphaTest ) discard;', + 'if ( texture.a < alphaTest ) discard;', - 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );', + 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );', - 'if ( fogType > 0 ) {', + 'if ( fogType > 0 ) {', - 'float depth = gl_FragCoord.z / gl_FragCoord.w;', - 'float fogFactor = 0.0;', + 'float depth = gl_FragCoord.z / gl_FragCoord.w;', + 'float fogFactor = 0.0;', - 'if ( fogType == 1 ) {', + 'if ( fogType == 1 ) {', - 'fogFactor = smoothstep( fogNear, fogFar, depth );', + 'fogFactor = smoothstep( fogNear, fogFar, depth );', - '} else {', + '} else {', - 'const float LOG2 = 1.442695;', - 'fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );', - 'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );', + '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 );', + 'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );', - '}', + '}', - '}' + '}' - ].join( '\n' ) ); + ].join( '\n' ) ); - gl.compileShader( vertexShader ); - gl.compileShader( fragmentShader ); + gl.compileShader( vertexShader ); + gl.compileShader( fragmentShader ); - gl.attachShader( program, vertexShader ); - gl.attachShader( program, fragmentShader ); + gl.attachShader( program, vertexShader ); + gl.attachShader( program, fragmentShader ); - gl.linkProgram( program ); + gl.linkProgram( program ); - return program; + return program; - } + } - function painterSortStable( a, b ) { + function painterSortStable( a, b ) { - if ( a.renderOrder !== b.renderOrder ) { + if ( a.renderOrder !== b.renderOrder ) { - return a.renderOrder - b.renderOrder; + return a.renderOrder - b.renderOrder; - } else if ( a.z !== b.z ) { + } else if ( a.z !== b.z ) { - return b.z - a.z; + return b.z - a.z; - } else { + } else { - return b.id - a.id; + return b.id - a.id; - } + } - } + } - } + } - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ - function Material() { + function Material() { - Object.defineProperty( this, 'id', { value: MaterialIdCount() } ); + Object.defineProperty( this, 'id', { value: MaterialIdCount() } ); - this.uuid = exports.Math.generateUUID(); + this.uuid = exports.Math.generateUUID(); - this.name = ''; - this.type = 'Material'; + this.name = ''; + this.type = 'Material'; - this.fog = true; - this.lights = true; + 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.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.opacity = 1; + this.transparent = false; - this.blendSrc = SrcAlphaFactor; - this.blendDst = OneMinusSrcAlphaFactor; - this.blendEquation = AddEquation; - this.blendSrcAlpha = null; - this.blendDstAlpha = null; - this.blendEquationAlpha = null; + 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.depthFunc = LessEqualDepth; + this.depthTest = true; + this.depthWrite = true; - this.clippingPlanes = null; - this.clipShadows = false; + this.clippingPlanes = null; + this.clipShadows = false; - this.colorWrite = true; + this.colorWrite = true; - this.precision = null; // override the renderer's default precision for this material + this.precision = null; // override the renderer's default precision for this material - this.polygonOffset = false; - this.polygonOffsetFactor = 0; - this.polygonOffsetUnits = 0; + this.polygonOffset = false; + this.polygonOffsetFactor = 0; + this.polygonOffsetUnits = 0; - this.alphaTest = 0; - this.premultipliedAlpha = false; + this.alphaTest = 0; + this.premultipliedAlpha = false; - this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer + this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer - this.visible = true; + this.visible = true; - this._needsUpdate = true; + this._needsUpdate = true; - } + } - Material.prototype = { + Material.prototype = { - constructor: Material, + constructor: Material, - isMaterial: true, + isMaterial: true, - get needsUpdate() { + get needsUpdate() { - return this._needsUpdate; + return this._needsUpdate; - }, + }, - set needsUpdate( value ) { + set needsUpdate( value ) { - if ( value === true ) this.update(); - this._needsUpdate = value; + if ( value === true ) this.update(); + this._needsUpdate = value; - }, + }, - setValues: function ( values ) { + setValues: function ( values ) { - if ( values === undefined ) return; + if ( values === undefined ) return; - for ( var key in values ) { + for ( var key in values ) { - var newValue = values[ key ]; + var newValue = values[ key ]; - if ( newValue === undefined ) { + if ( newValue === undefined ) { - console.warn( "THREE.Material: '" + key + "' parameter is undefined." ); - continue; + console.warn( "THREE.Material: '" + key + "' parameter is undefined." ); + continue; - } + } - var currentValue = this[ key ]; + var currentValue = this[ key ]; - if ( currentValue === undefined ) { + if ( currentValue === undefined ) { - console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." ); - continue; + console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." ); + continue; - } + } - if ( (currentValue && currentValue.isColor) ) { + if ( (currentValue && currentValue.isColor) ) { - currentValue.set( newValue ); + currentValue.set( newValue ); - } else if ( (currentValue && currentValue.isVector3) && (newValue && newValue.isVector3) ) { + } else if ( (currentValue && currentValue.isVector3) && (newValue && newValue.isVector3) ) { - currentValue.copy( newValue ); + currentValue.copy( newValue ); - } else if ( key === 'overdraw' ) { + } else if ( key === 'overdraw' ) { - // ensure overdraw is backwards-compatible with legacy boolean type - this[ key ] = Number( newValue ); + // ensure overdraw is backwards-compatible with legacy boolean type + this[ key ] = Number( newValue ); - } else { + } else { - this[ key ] = newValue; + this[ key ] = newValue; - } + } - } + } - }, + }, - toJSON: function ( meta ) { + toJSON: function ( meta ) { - var isRoot = meta === undefined; + var isRoot = meta === undefined; - if ( isRoot ) { + if ( isRoot ) { - meta = { - textures: {}, - images: {} - }; + meta = { + textures: {}, + images: {} + }; - } + } - var data = { - metadata: { - version: 4.4, - type: 'Material', - generator: 'Material.toJSON' - } - }; + var data = { + metadata: { + version: 4.4, + type: 'Material', + generator: 'Material.toJSON' + } + }; - // standard Material serialization - data.uuid = this.uuid; - data.type = this.type; + // standard Material serialization + data.uuid = this.uuid; + data.type = this.type; - if ( this.name !== '' ) data.name = this.name; + if ( this.name !== '' ) data.name = this.name; - if ( (this.color && this.color.isColor) ) data.color = this.color.getHex(); + 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.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.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.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) ) { + 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; + data.bumpMap = this.bumpMap.toJSON( meta ).uuid; + data.bumpScale = this.bumpScale; - } - if ( (this.normalMap && this.normalMap.isTexture) ) { + } + if ( (this.normalMap && this.normalMap.isTexture) ) { - data.normalMap = this.normalMap.toJSON( meta ).uuid; - data.normalScale = this.normalScale.toArray(); + data.normalMap = this.normalMap.toJSON( meta ).uuid; + data.normalScale = this.normalScale.toArray(); - } - if ( (this.displacementMap && this.displacementMap.isTexture) ) { + } + if ( (this.displacementMap && this.displacementMap.isTexture) ) { - data.displacementMap = this.displacementMap.toJSON( meta ).uuid; - data.displacementScale = this.displacementScale; - data.displacementBias = this.displacementBias; + 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.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.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) ) { + if ( (this.envMap && this.envMap.isTexture) ) { - data.envMap = this.envMap.toJSON( meta ).uuid; - data.reflectivity = this.reflectivity; // Scale behind envMap + data.envMap = this.envMap.toJSON( meta ).uuid; + data.reflectivity = this.reflectivity; // Scale behind envMap - } + } - if ( this.size !== undefined ) data.size = this.size; - if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; + 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.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; + if ( this.opacity < 1 ) data.opacity = this.opacity; + if ( this.transparent === true ) data.transparent = this.transparent; - data.depthFunc = this.depthFunc; - data.depthTest = this.depthTest; - data.depthWrite = this.depthWrite; + data.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; + 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; + data.skinning = this.skinning; + data.morphTargets = this.morphTargets; - // TODO: Copied from Object3D.toJSON + // TODO: Copied from Object3D.toJSON - function extractFromCache( cache ) { + function extractFromCache( cache ) { - var values = []; + var values = []; - for ( var key in cache ) { + for ( var key in cache ) { - var data = cache[ key ]; - delete data.metadata; - values.push( data ); + var data = cache[ key ]; + delete data.metadata; + values.push( data ); - } + } - return values; + return values; - } + } - if ( isRoot ) { + if ( isRoot ) { - var textures = extractFromCache( meta.textures ); - var images = extractFromCache( meta.images ); + var textures = extractFromCache( meta.textures ); + var images = extractFromCache( meta.images ); - if ( textures.length > 0 ) data.textures = textures; - if ( images.length > 0 ) data.images = images; + if ( textures.length > 0 ) data.textures = textures; + if ( images.length > 0 ) data.images = images; - } + } - return data; + return data; - }, + }, - clone: function () { + clone: function () { - return new this.constructor().copy( this ); + return new this.constructor().copy( this ); - }, + }, - copy: function ( source ) { + copy: function ( source ) { - this.name = source.name; + this.name = source.name; - this.fog = source.fog; - this.lights = source.lights; + 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.blending = source.blending; + this.side = source.side; + this.shading = source.shading; + this.vertexColors = source.vertexColors; - this.opacity = source.opacity; - this.transparent = source.transparent; + 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.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.depthFunc = source.depthFunc; + this.depthTest = source.depthTest; + this.depthWrite = source.depthWrite; - this.colorWrite = source.colorWrite; + this.colorWrite = source.colorWrite; - this.precision = source.precision; + this.precision = source.precision; - this.polygonOffset = source.polygonOffset; - this.polygonOffsetFactor = source.polygonOffsetFactor; - this.polygonOffsetUnits = source.polygonOffsetUnits; + this.polygonOffset = source.polygonOffset; + this.polygonOffsetFactor = source.polygonOffsetFactor; + this.polygonOffsetUnits = source.polygonOffsetUnits; - this.alphaTest = source.alphaTest; + this.alphaTest = source.alphaTest; - this.premultipliedAlpha = source.premultipliedAlpha; + this.premultipliedAlpha = source.premultipliedAlpha; - this.overdraw = source.overdraw; + this.overdraw = source.overdraw; - this.visible = source.visible; - this.clipShadows = source.clipShadows; + this.visible = source.visible; + this.clipShadows = source.clipShadows; - var srcPlanes = source.clippingPlanes, - dstPlanes = null; + var srcPlanes = source.clippingPlanes, + dstPlanes = null; - if ( srcPlanes !== null ) { + if ( srcPlanes !== null ) { - var n = srcPlanes.length; - dstPlanes = new Array( n ); + var n = srcPlanes.length; + dstPlanes = new Array( n ); - for ( var i = 0; i !== n; ++ i ) - dstPlanes[ i ] = srcPlanes[ i ].clone(); + for ( var i = 0; i !== n; ++ i ) + dstPlanes[ i ] = srcPlanes[ i ].clone(); - } + } - this.clippingPlanes = dstPlanes; + this.clippingPlanes = dstPlanes; - return this; + return this; - }, + }, - update: function () { + update: function () { - this.dispatchEvent( { type: 'update' } ); + this.dispatchEvent( { type: 'update' } ); - }, + }, - dispose: function () { + dispose: function () { - this.dispatchEvent( { type: 'dispose' } ); + this.dispatchEvent( { type: 'dispose' } ); - } + } - }; + }; - Object.assign( Material.prototype, EventDispatcher.prototype ); + Object.assign( Material.prototype, EventDispatcher.prototype ); - var count$1 = 0; - function MaterialIdCount() { return count$1++; }; + var count$1 = 0; + function MaterialIdCount() { return count$1++; }; - /** - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * defines: { "label" : "value" }, - * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } }, - * - * fragmentShader: , - * vertexShader: , - * - * wireframe: , - * wireframeLinewidth: , - * - * lights: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ + /** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * defines: { "label" : "value" }, + * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } }, + * + * fragmentShader: , + * vertexShader: , + * + * wireframe: , + * wireframeLinewidth: , + * + * lights: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ - function ShaderMaterial( parameters ) { + function ShaderMaterial( parameters ) { - Material.call( this ); + Material.call( this ); - this.type = 'ShaderMaterial'; + this.type = 'ShaderMaterial'; - this.defines = {}; - this.uniforms = {}; + 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.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.linewidth = 1; - this.wireframe = false; - this.wireframeLinewidth = 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.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.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 - }; + 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 ] - }; + // When rendered geometry doesn't include these attributes but the material does, + // use these default values in WebGL. This avoids errors when buffer data is missing. + this.defaultAttributeValues = { + 'color': [ 1, 1, 1 ], + 'uv': [ 0, 0 ], + 'uv2': [ 0, 0 ] + }; - this.index0AttributeName = undefined; + this.index0AttributeName = undefined; - if ( parameters !== undefined ) { + if ( parameters !== undefined ) { - if ( parameters.attributes !== undefined ) { + if ( parameters.attributes !== undefined ) { - console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' ); + console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' ); - } + } - this.setValues( parameters ); + this.setValues( parameters ); - } + } - } + } - ShaderMaterial.prototype = Object.create( Material.prototype ); - ShaderMaterial.prototype.constructor = ShaderMaterial; + ShaderMaterial.prototype = Object.create( Material.prototype ); + ShaderMaterial.prototype.constructor = ShaderMaterial; - ShaderMaterial.prototype.isShaderMaterial = true; + ShaderMaterial.prototype.isShaderMaterial = true; - ShaderMaterial.prototype.copy = function ( source ) { + ShaderMaterial.prototype.copy = function ( source ) { - Material.prototype.copy.call( this, source ); + Material.prototype.copy.call( this, source ); - this.fragmentShader = source.fragmentShader; - this.vertexShader = source.vertexShader; + this.fragmentShader = source.fragmentShader; + this.vertexShader = source.vertexShader; - this.uniforms = exports.UniformsUtils.clone( source.uniforms ); + this.uniforms = exports.UniformsUtils.clone( source.uniforms ); - this.defines = source.defines; + this.defines = source.defines; - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; - this.lights = source.lights; - this.clipping = source.clipping; + this.lights = source.lights; + this.clipping = source.clipping; - this.skinning = source.skinning; + this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; - this.extensions = source.extensions; + this.extensions = source.extensions; - return this; + return this; - }; + }; - ShaderMaterial.prototype.toJSON = function ( meta ) { + ShaderMaterial.prototype.toJSON = function ( meta ) { - var data = Material.prototype.toJSON.call( this, meta ); + var data = Material.prototype.toJSON.call( this, meta ); - data.uniforms = this.uniforms; - data.vertexShader = this.vertexShader; - data.fragmentShader = this.fragmentShader; + data.uniforms = this.uniforms; + data.vertexShader = this.vertexShader; + data.fragmentShader = this.fragmentShader; - return data; + 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: , - * - * map: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * wireframe: , - * wireframeLinewidth: - * } - */ + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author bhouston / https://clara.io + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * + * opacity: , + * + * map: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * wireframe: , + * wireframeLinewidth: + * } + */ - function MeshDepthMaterial( parameters ) { + function MeshDepthMaterial( parameters ) { - Material.call( this ); + Material.call( this ); - this.type = 'MeshDepthMaterial'; + this.type = 'MeshDepthMaterial'; - this.depthPacking = BasicDepthPacking; + this.depthPacking = BasicDepthPacking; - this.skinning = false; - this.morphTargets = false; + this.skinning = false; + this.morphTargets = false; - this.map = null; + this.map = null; - this.alphaMap = null; + this.alphaMap = null; - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; - this.wireframe = false; - this.wireframeLinewidth = 1; + this.wireframe = false; + this.wireframeLinewidth = 1; - this.fog = false; - this.lights = false; + this.fog = false; + this.lights = false; - this.setValues( parameters ); + this.setValues( parameters ); - } + } - MeshDepthMaterial.prototype = Object.create( Material.prototype ); - MeshDepthMaterial.prototype.constructor = MeshDepthMaterial; + MeshDepthMaterial.prototype = Object.create( Material.prototype ); + MeshDepthMaterial.prototype.constructor = MeshDepthMaterial; - MeshDepthMaterial.prototype.isMeshDepthMaterial = true; + MeshDepthMaterial.prototype.isMeshDepthMaterial = true; - MeshDepthMaterial.prototype.copy = function ( source ) { + MeshDepthMaterial.prototype.copy = function ( source ) { - Material.prototype.copy.call( this, source ); + Material.prototype.copy.call( this, source ); - this.depthPacking = source.depthPacking; + this.depthPacking = source.depthPacking; - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; - this.map = source.map; + this.map = source.map; - this.alphaMap = source.alphaMap; + this.alphaMap = source.alphaMap; - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; - return this; + return this; - }; + }; - /** - * @author bhouston / http://clara.io - * @author WestLangley / http://github.com/WestLangley - */ + /** + * @author bhouston / http://clara.io + * @author WestLangley / http://github.com/WestLangley + */ - function Box3( min, max ) { + function Box3( min, max ) { - this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity ); - this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity ); + this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity ); + this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity ); - } + } - Box3.prototype = { + Box3.prototype = { - constructor: Box3, + constructor: Box3, - isBox3: true, + isBox3: true, - set: function ( min, max ) { + set: function ( min, max ) { - this.min.copy( min ); - this.max.copy( max ); + this.min.copy( min ); + this.max.copy( max ); - return this; + return this; - }, + }, - setFromArray: function ( array ) { + setFromArray: function ( array ) { - var minX = + Infinity; - var minY = + Infinity; - var minZ = + Infinity; + var minX = + Infinity; + var minY = + Infinity; + var minZ = + Infinity; - var maxX = - Infinity; - var maxY = - Infinity; - var maxZ = - Infinity; + var maxX = - Infinity; + var maxY = - Infinity; + var maxZ = - Infinity; - for ( var i = 0, l = array.length; i < l; i += 3 ) { + 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 ]; + 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 < 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; + 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 ); + this.min.set( minX, minY, minZ ); + this.max.set( maxX, maxY, maxZ ); - }, + }, - setFromPoints: function ( points ) { + setFromPoints: function ( points ) { - this.makeEmpty(); + this.makeEmpty(); - for ( var i = 0, il = points.length; i < il; i ++ ) { + for ( var i = 0, il = points.length; i < il; i ++ ) { - this.expandByPoint( points[ i ] ); + this.expandByPoint( points[ i ] ); - } + } - return this; + return this; - }, + }, - setFromCenterAndSize: function () { + setFromCenterAndSize: function () { - var v1 = new Vector3(); + var v1 = new Vector3(); - return function setFromCenterAndSize( center, size ) { + return function setFromCenterAndSize( center, size ) { - var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); + var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); - this.min.copy( center ).sub( halfSize ); - this.max.copy( center ).add( halfSize ); + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); - return this; + return this; - }; + }; - }(), + }(), - setFromObject: function () { + setFromObject: 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 + // 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(); + var v1 = new Vector3(); - return function setFromObject( object ) { + return function setFromObject( object ) { - var scope = this; + var scope = this; - object.updateMatrixWorld( true ); + object.updateMatrixWorld( true ); - this.makeEmpty(); + this.makeEmpty(); - object.traverse( function ( node ) { + object.traverse( function ( node ) { - var geometry = node.geometry; + var geometry = node.geometry; - if ( geometry !== undefined ) { + if ( geometry !== undefined ) { - if ( (geometry && geometry.isGeometry) ) { + if ( (geometry && geometry.isGeometry) ) { - var vertices = geometry.vertices; + var vertices = geometry.vertices; - for ( var i = 0, il = vertices.length; i < il; i ++ ) { + for ( var i = 0, il = vertices.length; i < il; i ++ ) { - v1.copy( vertices[ i ] ); - v1.applyMatrix4( node.matrixWorld ); + v1.copy( vertices[ i ] ); + v1.applyMatrix4( node.matrixWorld ); - scope.expandByPoint( v1 ); + scope.expandByPoint( v1 ); - } + } - } else if ( (geometry && geometry.isBufferGeometry) ) { + } else if ( (geometry && geometry.isBufferGeometry) ) { - var attribute = geometry.attributes.position; + var attribute = geometry.attributes.position; - if ( attribute !== undefined ) { + if ( attribute !== undefined ) { - var array, offset, stride; + var array, offset, stride; - if ( (attribute && attribute.isInterleavedBufferAttribute) ) { + if ( (attribute && attribute.isInterleavedBufferAttribute) ) { - array = attribute.data.array; - offset = attribute.offset; - stride = attribute.data.stride; + array = attribute.data.array; + offset = attribute.offset; + stride = attribute.data.stride; - } else { + } else { - array = attribute.array; - offset = 0; - stride = 3; + array = attribute.array; + offset = 0; + stride = 3; - } + } - for ( var i = offset, il = array.length; i < il; i += stride ) { + for ( var i = offset, il = array.length; i < il; i += stride ) { - v1.fromArray( array, i ); - v1.applyMatrix4( node.matrixWorld ); + v1.fromArray( array, i ); + v1.applyMatrix4( node.matrixWorld ); - scope.expandByPoint( v1 ); + scope.expandByPoint( v1 ); - } + } - } + } - } + } - } + } - } ); + } ); - return this; + return this; - }; + }; - }(), + }(), - clone: function () { + clone: function () { - return new this.constructor().copy( this ); + return new this.constructor().copy( this ); - }, + }, - copy: function ( box ) { + copy: function ( box ) { - this.min.copy( box.min ); - this.max.copy( box.max ); + this.min.copy( box.min ); + this.max.copy( box.max ); - return this; + return this; - }, + }, - makeEmpty: function () { + makeEmpty: function () { - this.min.x = this.min.y = this.min.z = + Infinity; - this.max.x = this.max.y = this.max.z = - Infinity; + this.min.x = this.min.y = this.min.z = + Infinity; + this.max.x = this.max.y = this.max.z = - Infinity; - return this; + return this; - }, + }, - isEmpty: function () { + isEmpty: function () { - // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + // 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 ); + return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); - }, + }, - center: function ( optionalTarget ) { + center: function ( optionalTarget ) { - var result = optionalTarget || new Vector3(); - return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + var result = optionalTarget || new Vector3(); + return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); - }, + }, - size: function ( optionalTarget ) { + size: function ( optionalTarget ) { - var result = optionalTarget || new Vector3(); - return result.subVectors( this.max, this.min ); + var result = optionalTarget || new Vector3(); + return result.subVectors( this.max, this.min ); - }, + }, - expandByPoint: function ( point ) { + expandByPoint: function ( point ) { - this.min.min( point ); - this.max.max( point ); + this.min.min( point ); + this.max.max( point ); - return this; + return this; - }, + }, - expandByVector: function ( vector ) { + expandByVector: function ( vector ) { - this.min.sub( vector ); - this.max.add( vector ); + this.min.sub( vector ); + this.max.add( vector ); - return this; + return this; - }, + }, - expandByScalar: function ( scalar ) { + expandByScalar: function ( scalar ) { - this.min.addScalar( - scalar ); - this.max.addScalar( scalar ); + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); - return this; + return this; - }, + }, - containsPoint: function ( point ) { + containsPoint: function ( point ) { - if ( 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 ) { + if ( 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 ) { - return false; + return false; - } + } - return true; + return true; - }, + }, - containsBox: function ( box ) { + containsBox: function ( box ) { - if ( ( 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 ) ) { + if ( ( 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 ) ) { - return true; + return true; - } + } - return false; + return false; - }, + }, - getParameter: function ( point, optionalTarget ) { + getParameter: function ( point, optionalTarget ) { - // This can potentially have a divide by zero if the box - // has a size dimension of 0. + // This can potentially have a divide by zero if the box + // has a size dimension of 0. - var result = optionalTarget || new Vector3(); + 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 ) - ); + 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 ) { + intersectsBox: function ( box ) { - // using 6 splitting planes to rule out intersections. + // using 6 splitting planes to rule out intersections. - if ( 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 ) { + if ( 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 ) { - return false; + return false; - } + } - return true; + return true; - }, + }, - intersectsSphere: ( function () { + intersectsSphere: ( function () { - var closestPoint; + var closestPoint; - return function intersectsSphere( sphere ) { + return function intersectsSphere( sphere ) { - if ( closestPoint === undefined ) closestPoint = new Vector3(); + if ( closestPoint === undefined ) closestPoint = new Vector3(); - // Find the point on the AABB closest to the sphere center. - this.clampPoint( sphere.center, closestPoint ); + // 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 ); + // If that point is inside the sphere, the AABB and sphere intersect. + return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); - }; + }; - } )(), + } )(), - intersectsPlane: function ( plane ) { + 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. + // 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; + var min, max; - if ( plane.normal.x > 0 ) { + if ( plane.normal.x > 0 ) { - min = plane.normal.x * this.min.x; - max = plane.normal.x * this.max.x; + min = plane.normal.x * this.min.x; + max = plane.normal.x * this.max.x; - } else { + } else { - min = plane.normal.x * this.max.x; - max = plane.normal.x * this.min.x; + min = plane.normal.x * this.max.x; + max = plane.normal.x * this.min.x; - } + } - if ( plane.normal.y > 0 ) { + if ( plane.normal.y > 0 ) { - min += plane.normal.y * this.min.y; - max += plane.normal.y * this.max.y; + min += plane.normal.y * this.min.y; + max += plane.normal.y * this.max.y; - } else { + } else { - min += plane.normal.y * this.max.y; - max += plane.normal.y * this.min.y; + min += plane.normal.y * this.max.y; + max += plane.normal.y * this.min.y; - } + } - if ( plane.normal.z > 0 ) { + if ( plane.normal.z > 0 ) { - min += plane.normal.z * this.min.z; - max += plane.normal.z * this.max.z; + min += plane.normal.z * this.min.z; + max += plane.normal.z * this.max.z; - } else { + } else { - min += plane.normal.z * this.max.z; - max += plane.normal.z * this.min.z; + min += plane.normal.z * this.max.z; + max += plane.normal.z * this.min.z; - } + } - return ( min <= plane.constant && max >= plane.constant ); + return ( min <= plane.constant && max >= plane.constant ); - }, + }, - clampPoint: function ( point, optionalTarget ) { + clampPoint: function ( point, optionalTarget ) { - var result = optionalTarget || new Vector3(); - return result.copy( point ).clamp( this.min, this.max ); + var result = optionalTarget || new Vector3(); + return result.copy( point ).clamp( this.min, this.max ); - }, + }, - distanceToPoint: function () { + distanceToPoint: function () { - var v1 = new Vector3(); + var v1 = new Vector3(); - return function distanceToPoint( point ) { + return function distanceToPoint( point ) { - var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); - return clampedPoint.sub( point ).length(); + var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); + return clampedPoint.sub( point ).length(); - }; + }; - }(), + }(), - getBoundingSphere: function () { + getBoundingSphere: function () { - var v1 = new Vector3(); + var v1 = new Vector3(); - return function getBoundingSphere( optionalTarget ) { + return function getBoundingSphere( optionalTarget ) { - var result = optionalTarget || new Sphere(); + var result = optionalTarget || new Sphere(); - result.center = this.center(); - result.radius = this.size( v1 ).length() * 0.5; + result.center = this.center(); + result.radius = this.size( v1 ).length() * 0.5; - return result; + return result; - }; + }; - }(), + }(), - intersect: function ( box ) { + intersect: function ( box ) { - this.min.max( box.min ); - this.max.min( box.max ); + 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(); + // 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; + return this; - }, + }, - union: function ( box ) { + union: function ( box ) { - this.min.min( box.min ); - this.max.max( box.max ); + this.min.min( box.min ); + this.max.max( box.max ); - return this; + return this; - }, + }, - applyMatrix4: function () { + applyMatrix4: function () { - var points = [ - new Vector3(), - new Vector3(), - new Vector3(), - new Vector3(), - new Vector3(), - new Vector3(), - new Vector3(), - new Vector3() - ]; + var points = [ + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3() + ]; - return function applyMatrix4( matrix ) { + return function applyMatrix4( matrix ) { - // transform of empty box is an empty box. - if( this.isEmpty() ) return this; + // 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 + // 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 ); + this.setFromPoints( points ); - return this; + return this; - }; + }; - }(), + }(), - translate: function ( offset ) { + translate: function ( offset ) { - this.min.add( offset ); - this.max.add( offset ); + this.min.add( offset ); + this.max.add( offset ); - return this; + return this; - }, + }, - equals: function ( box ) { + equals: function ( box ) { - return box.min.equals( this.min ) && box.max.equals( this.max ); + return box.min.equals( this.min ) && box.max.equals( this.max ); - } + } - }; + }; - /** - * @author bhouston / http://clara.io - * @author mrdoob / http://mrdoob.com/ - */ + /** + * @author bhouston / http://clara.io + * @author mrdoob / http://mrdoob.com/ + */ - function Sphere( center, radius ) { + function Sphere( center, radius ) { - this.center = ( center !== undefined ) ? center : new Vector3(); - this.radius = ( radius !== undefined ) ? radius : 0; + this.center = ( center !== undefined ) ? center : new Vector3(); + this.radius = ( radius !== undefined ) ? radius : 0; - } + } - Sphere.prototype = { + Sphere.prototype = { - constructor: Sphere, + constructor: Sphere, - set: function ( center, radius ) { + set: function ( center, radius ) { - this.center.copy( center ); - this.radius = radius; + this.center.copy( center ); + this.radius = radius; - return this; + return this; - }, + }, - setFromPoints: function () { + setFromPoints: function () { - var box = new Box3(); + var box = new Box3(); - return function setFromPoints( points, optionalCenter ) { + return function setFromPoints( points, optionalCenter ) { - var center = this.center; + var center = this.center; - if ( optionalCenter !== undefined ) { + if ( optionalCenter !== undefined ) { - center.copy( optionalCenter ); + center.copy( optionalCenter ); - } else { + } else { - box.setFromPoints( points ).center( center ); + box.setFromPoints( points ).center( center ); - } + } - var maxRadiusSq = 0; + var maxRadiusSq = 0; - for ( var i = 0, il = points.length; i < il; i ++ ) { + for ( var i = 0, il = points.length; i < il; i ++ ) { - maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); - } + } - this.radius = Math.sqrt( maxRadiusSq ); + this.radius = Math.sqrt( maxRadiusSq ); - return this; + return this; - }; + }; - }(), + }(), - clone: function () { + clone: function () { - return new this.constructor().copy( this ); + return new this.constructor().copy( this ); - }, + }, - copy: function ( sphere ) { + copy: function ( sphere ) { - this.center.copy( sphere.center ); - this.radius = sphere.radius; + this.center.copy( sphere.center ); + this.radius = sphere.radius; - return this; + return this; - }, + }, - empty: function () { + empty: function () { - return ( this.radius <= 0 ); + return ( this.radius <= 0 ); - }, + }, - containsPoint: function ( point ) { + containsPoint: function ( point ) { - return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); + return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); - }, + }, - distanceToPoint: function ( point ) { + distanceToPoint: function ( point ) { - return ( point.distanceTo( this.center ) - this.radius ); + return ( point.distanceTo( this.center ) - this.radius ); - }, + }, - intersectsSphere: function ( sphere ) { + intersectsSphere: function ( sphere ) { - var radiusSum = this.radius + sphere.radius; + var radiusSum = this.radius + sphere.radius; - return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); + return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); - }, + }, - intersectsBox: function ( box ) { + intersectsBox: function ( box ) { - return box.intersectsSphere( this ); + return box.intersectsSphere( this ); - }, + }, - intersectsPlane: function ( plane ) { + 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. + // 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; + return Math.abs( this.center.dot( plane.normal ) - plane.constant ) <= this.radius; - }, + }, - clampPoint: function ( point, optionalTarget ) { + clampPoint: function ( point, optionalTarget ) { - var deltaLengthSq = this.center.distanceToSquared( point ); + var deltaLengthSq = this.center.distanceToSquared( point ); - var result = optionalTarget || new Vector3(); + var result = optionalTarget || new Vector3(); - result.copy( point ); + result.copy( point ); - if ( deltaLengthSq > ( this.radius * this.radius ) ) { + if ( deltaLengthSq > ( this.radius * this.radius ) ) { - result.sub( this.center ).normalize(); - result.multiplyScalar( this.radius ).add( this.center ); + result.sub( this.center ).normalize(); + result.multiplyScalar( this.radius ).add( this.center ); - } + } - return result; + return result; - }, + }, - getBoundingBox: function ( optionalTarget ) { + getBoundingBox: function ( optionalTarget ) { - var box = optionalTarget || new Box3(); + var box = optionalTarget || new Box3(); - box.set( this.center, this.center ); - box.expandByScalar( this.radius ); + box.set( this.center, this.center ); + box.expandByScalar( this.radius ); - return box; + return box; - }, + }, - applyMatrix4: function ( matrix ) { + applyMatrix4: function ( matrix ) { - this.center.applyMatrix4( matrix ); - this.radius = this.radius * matrix.getMaxScaleOnAxis(); + this.center.applyMatrix4( matrix ); + this.radius = this.radius * matrix.getMaxScaleOnAxis(); - return this; + return this; - }, + }, - translate: function ( offset ) { + translate: function ( offset ) { - this.center.add( offset ); + this.center.add( offset ); - return this; + return this; - }, + }, - equals: function ( sphere ) { + equals: function ( sphere ) { - return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); + 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 - */ + /** + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://clara.io + * @author tschw + */ - function Matrix3() { + function Matrix3() { - this.elements = new Float32Array( [ + this.elements = new Float32Array( [ - 1, 0, 0, - 0, 1, 0, - 0, 0, 1 + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 - ] ); + ] ); - if ( arguments.length > 0 ) { + if ( arguments.length > 0 ) { - console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' ); + console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' ); - } + } - } + } - Matrix3.prototype = { + Matrix3.prototype = { - constructor: Matrix3, + constructor: Matrix3, - isMatrix3: true, + isMatrix3: true, - set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { + set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { - var te = this.elements; + 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; + 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; + return this; - }, + }, - identity: function () { + identity: function () { - this.set( + this.set( - 1, 0, 0, - 0, 1, 0, - 0, 0, 1 + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 - ); + ); - return this; + return this; - }, + }, - clone: function () { + clone: function () { - return new this.constructor().fromArray( this.elements ); + return new this.constructor().fromArray( this.elements ); - }, + }, - copy: function ( m ) { + copy: function ( m ) { - var me = m.elements; + var me = m.elements; - this.set( + this.set( - me[ 0 ], me[ 3 ], me[ 6 ], - me[ 1 ], me[ 4 ], me[ 7 ], - me[ 2 ], me[ 5 ], me[ 8 ] + me[ 0 ], me[ 3 ], me[ 6 ], + me[ 1 ], me[ 4 ], me[ 7 ], + me[ 2 ], me[ 5 ], me[ 8 ] - ); + ); - return this; + return this; - }, + }, - setFromMatrix4: function( m ) { + setFromMatrix4: function( m ) { - var me = m.elements; + var me = m.elements; - this.set( + this.set( - me[ 0 ], me[ 4 ], me[ 8 ], - me[ 1 ], me[ 5 ], me[ 9 ], - me[ 2 ], me[ 6 ], me[ 10 ] + me[ 0 ], me[ 4 ], me[ 8 ], + me[ 1 ], me[ 5 ], me[ 9 ], + me[ 2 ], me[ 6 ], me[ 10 ] - ); + ); - return this; + return this; - }, + }, - applyToVector3Array: function () { + applyToVector3Array: function () { - var v1; + var v1; - return function applyToVector3Array( array, offset, length ) { + return function applyToVector3Array( array, offset, length ) { - if ( v1 === undefined ) v1 = new Vector3(); - if ( offset === undefined ) offset = 0; - if ( length === undefined ) length = array.length; + if ( v1 === undefined ) v1 = new Vector3(); + if ( offset === undefined ) offset = 0; + if ( length === undefined ) length = array.length; - for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) { + for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) { - v1.fromArray( array, j ); - v1.applyMatrix3( this ); - v1.toArray( array, j ); + v1.fromArray( array, j ); + v1.applyMatrix3( this ); + v1.toArray( array, j ); - } + } - return array; + return array; - }; + }; - }(), + }(), - applyToBuffer: function () { + applyToBuffer: function () { - var v1; + var v1; - return function applyToBuffer( buffer, offset, length ) { + return function applyToBuffer( buffer, offset, length ) { - if ( v1 === undefined ) v1 = new Vector3(); - if ( offset === undefined ) offset = 0; - if ( length === undefined ) length = buffer.length / buffer.itemSize; + if ( v1 === undefined ) v1 = new Vector3(); + if ( offset === undefined ) offset = 0; + if ( length === undefined ) length = buffer.length / buffer.itemSize; - for ( var i = 0, j = offset; i < length; i ++, j ++ ) { + for ( var i = 0, j = offset; i < length; i ++, j ++ ) { - v1.x = buffer.getX( j ); - v1.y = buffer.getY( j ); - v1.z = buffer.getZ( j ); + v1.x = buffer.getX( j ); + v1.y = buffer.getY( j ); + v1.z = buffer.getZ( j ); - v1.applyMatrix3( this ); + v1.applyMatrix3( this ); - buffer.setXYZ( v1.x, v1.y, v1.z ); + buffer.setXYZ( v1.x, v1.y, v1.z ); - } + } - return buffer; + return buffer; - }; + }; - }(), + }(), - multiplyScalar: function ( s ) { + multiplyScalar: function ( s ) { - var te = this.elements; + 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; + 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; + return this; - }, + }, - determinant: function () { + determinant: function () { - var te = this.elements; + 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 ]; + 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; + return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; - }, + }, - getInverse: function ( matrix, throwOnDegenerate ) { + getInverse: function ( matrix, throwOnDegenerate ) { - if ( (matrix && matrix.isMatrix4) ) { + if ( (matrix && matrix.isMatrix4) ) { - console.error( "THREE.Matrix3.getInverse no longer takes a Matrix4 argument." ); + console.error( "THREE.Matrix3.getInverse no longer takes a Matrix4 argument." ); - } + } - var me = matrix.elements, - te = this.elements, + 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 ], + 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, + t11 = n33 * n22 - n32 * n23, + t12 = n32 * n13 - n33 * n12, + t13 = n23 * n12 - n22 * n13, - det = n11 * t11 + n21 * t12 + n31 * t13; + det = n11 * t11 + n21 * t12 + n31 * t13; - if ( det === 0 ) { + if ( det === 0 ) { - var msg = "THREE.Matrix3.getInverse(): can't invert matrix, determinant is 0"; + var msg = "THREE.Matrix3.getInverse(): can't invert matrix, determinant is 0"; - if ( throwOnDegenerate === true ) { + if ( throwOnDegenerate === true ) { - throw new Error( msg ); + throw new Error( msg ); - } else { + } else { - console.warn( msg ); + console.warn( msg ); - } + } - return this.identity(); - } + return this.identity(); + } - var detInv = 1 / det; + var detInv = 1 / det; - te[ 0 ] = t11 * detInv; - te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; - te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; + 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[ 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; + te[ 6 ] = t13 * detInv; + te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; + te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; - return this; + return this; - }, + }, - transpose: function () { + transpose: function () { - var tmp, m = this.elements; + 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; + 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; + return this; - }, + }, - flattenToArrayOffset: function ( array, offset ) { + flattenToArrayOffset: function ( array, offset ) { - console.warn( "THREE.Matrix3: .flattenToArrayOffset is deprecated " + - "- just use .toArray instead." ); + console.warn( "THREE.Matrix3: .flattenToArrayOffset is deprecated " + + "- just use .toArray instead." ); - return this.toArray( array, offset ); + return this.toArray( array, offset ); - }, + }, - getNormalMatrix: function ( matrix4 ) { + getNormalMatrix: function ( matrix4 ) { - return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose(); + return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose(); - }, + }, - transposeIntoArray: function ( r ) { + transposeIntoArray: function ( r ) { - var m = this.elements; + 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 ]; + 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; + return this; - }, + }, - fromArray: function ( array, offset ) { + fromArray: function ( array, offset ) { - if ( offset === undefined ) offset = 0; + if ( offset === undefined ) offset = 0; - for( var i = 0; i < 9; i ++ ) { + for( var i = 0; i < 9; i ++ ) { - this.elements[ i ] = array[ i + offset ]; + this.elements[ i ] = array[ i + offset ]; - } + } - return this; + return this; - }, + }, - toArray: function ( array, offset ) { + toArray: function ( array, offset ) { - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; - var te = this.elements; + var te = this.elements; - array[ offset ] = te[ 0 ]; - array[ offset + 1 ] = te[ 1 ]; - array[ offset + 2 ] = te[ 2 ]; + 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 + 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 + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; + array[ offset + 8 ] = te[ 8 ]; - return array; + return array; - } + } - }; + }; - /** - * @author bhouston / http://clara.io - */ + /** + * @author bhouston / http://clara.io + */ - function Plane( normal, constant ) { + function Plane( normal, constant ) { - this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 ); - this.constant = ( constant !== undefined ) ? constant : 0; + this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 ); + this.constant = ( constant !== undefined ) ? constant : 0; - } + } - Plane.prototype = { + Plane.prototype = { - constructor: Plane, + constructor: Plane, - set: function ( normal, constant ) { + set: function ( normal, constant ) { - this.normal.copy( normal ); - this.constant = constant; + this.normal.copy( normal ); + this.constant = constant; - return this; + return this; - }, + }, - setComponents: function ( x, y, z, w ) { + setComponents: function ( x, y, z, w ) { - this.normal.set( x, y, z ); - this.constant = w; + this.normal.set( x, y, z ); + this.constant = w; - return this; + return this; - }, + }, - setFromNormalAndCoplanarPoint: function ( normal, point ) { + 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 + this.normal.copy( normal ); + this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized - return this; + return this; - }, + }, - setFromCoplanarPoints: function () { + setFromCoplanarPoints: function () { - var v1 = new Vector3(); - var v2 = new Vector3(); + var v1 = new Vector3(); + var v2 = new Vector3(); - return function setFromCoplanarPoints( a, b, c ) { + return function setFromCoplanarPoints( a, b, c ) { - var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize(); + 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)? + // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? - this.setFromNormalAndCoplanarPoint( normal, a ); + this.setFromNormalAndCoplanarPoint( normal, a ); - return this; + return this; - }; + }; - }(), + }(), - clone: function () { + clone: function () { - return new this.constructor().copy( this ); + return new this.constructor().copy( this ); - }, + }, - copy: function ( plane ) { + copy: function ( plane ) { - this.normal.copy( plane.normal ); - this.constant = plane.constant; + this.normal.copy( plane.normal ); + this.constant = plane.constant; - return this; + return this; - }, + }, - normalize: function () { + normalize: function () { - // Note: will lead to a divide by zero if the plane is invalid. + // 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; + var inverseNormalLength = 1.0 / this.normal.length(); + this.normal.multiplyScalar( inverseNormalLength ); + this.constant *= inverseNormalLength; - return this; + return this; - }, + }, - negate: function () { + negate: function () { - this.constant *= - 1; - this.normal.negate(); + this.constant *= - 1; + this.normal.negate(); - return this; + return this; - }, + }, - distanceToPoint: function ( point ) { + distanceToPoint: function ( point ) { - return this.normal.dot( point ) + this.constant; + return this.normal.dot( point ) + this.constant; - }, + }, - distanceToSphere: function ( sphere ) { + distanceToSphere: function ( sphere ) { - return this.distanceToPoint( sphere.center ) - sphere.radius; + return this.distanceToPoint( sphere.center ) - sphere.radius; - }, + }, - projectPoint: function ( point, optionalTarget ) { + projectPoint: function ( point, optionalTarget ) { - return this.orthoPoint( point, optionalTarget ).sub( point ).negate(); + return this.orthoPoint( point, optionalTarget ).sub( point ).negate(); - }, + }, - orthoPoint: function ( point, optionalTarget ) { + orthoPoint: function ( point, optionalTarget ) { - var perpendicularMagnitude = this.distanceToPoint( point ); + var perpendicularMagnitude = this.distanceToPoint( point ); - var result = optionalTarget || new Vector3(); - return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude ); + var result = optionalTarget || new Vector3(); + return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude ); - }, + }, - intersectLine: function () { + intersectLine: function () { - var v1 = new Vector3(); + var v1 = new Vector3(); - return function intersectLine( line, optionalTarget ) { + return function intersectLine( line, optionalTarget ) { - var result = optionalTarget || new Vector3(); + var result = optionalTarget || new Vector3(); - var direction = line.delta( v1 ); + var direction = line.delta( v1 ); - var denominator = this.normal.dot( direction ); + var denominator = this.normal.dot( direction ); - if ( denominator === 0 ) { + if ( denominator === 0 ) { - // line is coplanar, return origin - if ( this.distanceToPoint( line.start ) === 0 ) { + // line is coplanar, return origin + if ( this.distanceToPoint( line.start ) === 0 ) { - return result.copy( line.start ); + return result.copy( line.start ); - } + } - // Unsure if this is the correct method to handle this case. - return undefined; + // Unsure if this is the correct method to handle this case. + return undefined; - } + } - var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; + var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; - if ( t < 0 || t > 1 ) { + if ( t < 0 || t > 1 ) { - return undefined; + return undefined; - } + } - return result.copy( direction ).multiplyScalar( t ).add( line.start ); + return result.copy( direction ).multiplyScalar( t ).add( line.start ); - }; + }; - }(), + }(), - intersectsLine: function ( line ) { + intersectsLine: function ( line ) { - // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. + // 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 ); + var startSign = this.distanceToPoint( line.start ); + var endSign = this.distanceToPoint( line.end ); - return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); + return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); - }, + }, - intersectsBox: function ( box ) { + intersectsBox: function ( box ) { - return box.intersectsPlane( this ); + return box.intersectsPlane( this ); - }, + }, - intersectsSphere: function ( sphere ) { + intersectsSphere: function ( sphere ) { - return sphere.intersectsPlane( this ); + return sphere.intersectsPlane( this ); - }, + }, - coplanarPoint: function ( optionalTarget ) { + coplanarPoint: function ( optionalTarget ) { - var result = optionalTarget || new Vector3(); - return result.copy( this.normal ).multiplyScalar( - this.constant ); + var result = optionalTarget || new Vector3(); + return result.copy( this.normal ).multiplyScalar( - this.constant ); - }, + }, - applyMatrix4: function () { + applyMatrix4: function () { - var v1 = new Vector3(); - var m1 = new Matrix3(); + var v1 = new Vector3(); + var m1 = new Matrix3(); - return function applyMatrix4( matrix, optionalNormalMatrix ) { + return function applyMatrix4( matrix, optionalNormalMatrix ) { - var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix ); + 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(); + // 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 ); + // recalculate constant (like in setFromNormalAndCoplanarPoint) + this.constant = - referencePoint.dot( normal ); - return this; + return this; - }; + }; - }(), + }(), - translate: function ( offset ) { + translate: function ( offset ) { - this.constant = this.constant - offset.dot( this.normal ); + this.constant = this.constant - offset.dot( this.normal ); - return this; + return this; - }, + }, - equals: function ( plane ) { + equals: function ( plane ) { - return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); + 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 - */ + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author bhouston / http://clara.io + */ - function Frustum( p0, p1, p2, p3, p4, p5 ) { + function Frustum( p0, p1, p2, p3, p4, p5 ) { - this.planes = [ + 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() + ( 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 = { + Frustum.prototype = { - constructor: Frustum, + constructor: Frustum, - set: function ( p0, p1, p2, p3, p4, p5 ) { + set: function ( p0, p1, p2, p3, p4, p5 ) { - var planes = this.planes; + 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 ); + 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; + return this; - }, + }, - clone: function () { + clone: function () { - return new this.constructor().copy( this ); + return new this.constructor().copy( this ); - }, + }, - copy: function ( frustum ) { + copy: function ( frustum ) { - var planes = this.planes; + var planes = this.planes; - for ( var i = 0; i < 6; i ++ ) { + for ( var i = 0; i < 6; i ++ ) { - planes[ i ].copy( frustum.planes[ i ] ); + planes[ i ].copy( frustum.planes[ i ] ); - } + } - return this; + return this; - }, + }, - setFromMatrix: function ( m ) { + 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 ]; + 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(); + 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; + return this; - }, + }, - intersectsObject: function () { + intersectsObject: function () { - var sphere = new Sphere(); + var sphere = new Sphere(); - return function intersectsObject( object ) { + return function intersectsObject( object ) { - var geometry = object.geometry; + var geometry = object.geometry; - if ( geometry.boundingSphere === null ) - geometry.computeBoundingSphere(); + if ( geometry.boundingSphere === null ) + geometry.computeBoundingSphere(); - sphere.copy( geometry.boundingSphere ) - .applyMatrix4( object.matrixWorld ); + sphere.copy( geometry.boundingSphere ) + .applyMatrix4( object.matrixWorld ); - return this.intersectsSphere( sphere ); + return this.intersectsSphere( sphere ); - }; + }; - }(), + }(), - intersectsSprite: function () { + intersectsSprite: function () { - var sphere = new Sphere(); + var sphere = new Sphere(); - return function intersectsSprite( sprite ) { + return function intersectsSprite( sprite ) { - sphere.center.set( 0, 0, 0 ); - sphere.radius = 0.7071067811865476; - sphere.applyMatrix4( sprite.matrixWorld ); + sphere.center.set( 0, 0, 0 ); + sphere.radius = 0.7071067811865476; + sphere.applyMatrix4( sprite.matrixWorld ); - return this.intersectsSphere( sphere ); + return this.intersectsSphere( sphere ); - }; + }; - }(), + }(), - intersectsSphere: function ( sphere ) { + intersectsSphere: function ( sphere ) { - var planes = this.planes; - var center = sphere.center; - var negRadius = - sphere.radius; + var planes = this.planes; + var center = sphere.center; + var negRadius = - sphere.radius; - for ( var i = 0; i < 6; i ++ ) { + for ( var i = 0; i < 6; i ++ ) { - var distance = planes[ i ].distanceToPoint( center ); + var distance = planes[ i ].distanceToPoint( center ); - if ( distance < negRadius ) { + if ( distance < negRadius ) { - return false; + return false; - } + } - } + } - return true; + return true; - }, + }, - intersectsBox: function () { + intersectsBox: function () { - var p1 = new Vector3(), - p2 = new Vector3(); + var p1 = new Vector3(), + p2 = new Vector3(); - return function intersectsBox( box ) { + return function intersectsBox( box ) { - var planes = this.planes; + var planes = this.planes; - for ( var i = 0; i < 6 ; i ++ ) { + for ( var i = 0; i < 6 ; i ++ ) { - var plane = planes[ 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; + 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 ); + var d1 = plane.distanceToPoint( p1 ); + var d2 = plane.distanceToPoint( p2 ); - // if both outside plane, no intersection + // if both outside plane, no intersection - if ( d1 < 0 && d2 < 0 ) { + if ( d1 < 0 && d2 < 0 ) { - return false; + return false; - } + } - } + } - return true; + return true; - }; + }; - }(), + }(), - containsPoint: function ( point ) { + containsPoint: function ( point ) { - var planes = this.planes; + var planes = this.planes; - for ( var i = 0; i < 6; i ++ ) { + for ( var i = 0; i < 6; i ++ ) { - if ( planes[ i ].distanceToPoint( point ) < 0 ) { + if ( planes[ i ].distanceToPoint( point ) < 0 ) { - return false; + return false; - } + } - } + } - return true; + return true; - } + } - }; + }; - function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) { + function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) { - var _gl = _renderer.context, - _state = _renderer.state, - _frustum = new Frustum(), - _projScreenMatrix = new Matrix4(), + var _gl = _renderer.context, + _state = _renderer.state, + _frustum = new Frustum(), + _projScreenMatrix = new Matrix4(), - _lightShadows = _lights.shadows, + _lightShadows = _lights.shadows, - _shadowMapSize = new Vector2(), - _maxShadowMapSize = new Vector2( capabilities.maxTextureSize, capabilities.maxTextureSize ), + _shadowMapSize = new Vector2(), + _maxShadowMapSize = new Vector2( capabilities.maxTextureSize, capabilities.maxTextureSize ), - _lookTarget = new Vector3(), - _lightPositionWorld = new Vector3(), + _lookTarget = new Vector3(), + _lightPositionWorld = new Vector3(), - _renderList = [], + _renderList = [], - _MorphingFlag = 1, - _SkinningFlag = 2, + _MorphingFlag = 1, + _SkinningFlag = 2, - _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1, + _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1, - _depthMaterials = new Array( _NumberOfMaterialVariants ), - _distanceMaterials = new Array( _NumberOfMaterialVariants ), + _depthMaterials = new Array( _NumberOfMaterialVariants ), + _distanceMaterials = new Array( _NumberOfMaterialVariants ), - _materialCache = {}; + _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 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 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() - ]; + var cube2DViewPorts = [ + new Vector4(), new Vector4(), new Vector4(), + new Vector4(), new Vector4(), new Vector4() + ]; - // init + // init - var depthMaterialTemplate = new MeshDepthMaterial(); - depthMaterialTemplate.depthPacking = RGBADepthPacking; - depthMaterialTemplate.clipping = true; + var depthMaterialTemplate = new MeshDepthMaterial(); + depthMaterialTemplate.depthPacking = RGBADepthPacking; + depthMaterialTemplate.clipping = true; - var distanceShader = ShaderLib[ "distanceRGBA" ]; - var distanceUniforms = exports.UniformsUtils.clone( distanceShader.uniforms ); + var distanceShader = ShaderLib[ "distanceRGBA" ]; + var distanceUniforms = exports.UniformsUtils.clone( distanceShader.uniforms ); - for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) { + for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) { - var useMorphing = ( i & _MorphingFlag ) !== 0; - var useSkinning = ( i & _SkinningFlag ) !== 0; + var useMorphing = ( i & _MorphingFlag ) !== 0; + var useSkinning = ( i & _SkinningFlag ) !== 0; - var depthMaterial = depthMaterialTemplate.clone(); - depthMaterial.morphTargets = useMorphing; - depthMaterial.skinning = useSkinning; + var depthMaterial = depthMaterialTemplate.clone(); + depthMaterial.morphTargets = useMorphing; + depthMaterial.skinning = useSkinning; - _depthMaterials[ i ] = depthMaterial; + _depthMaterials[ i ] = depthMaterial; - var distanceMaterial = new ShaderMaterial( { - defines: { - 'USE_SHADOWMAP': '' - }, - uniforms: distanceUniforms, - vertexShader: distanceShader.vertexShader, - fragmentShader: distanceShader.fragmentShader, - morphTargets: useMorphing, - skinning: useSkinning, - clipping: true - } ); + var distanceMaterial = new ShaderMaterial( { + defines: { + 'USE_SHADOWMAP': '' + }, + uniforms: distanceUniforms, + vertexShader: distanceShader.vertexShader, + fragmentShader: distanceShader.fragmentShader, + morphTargets: useMorphing, + skinning: useSkinning, + clipping: true + } ); - _distanceMaterials[ i ] = distanceMaterial; + _distanceMaterials[ i ] = distanceMaterial; - } + } - // + // - var scope = this; + var scope = this; - this.enabled = false; + this.enabled = false; - this.autoUpdate = true; - this.needsUpdate = false; + this.autoUpdate = true; + this.needsUpdate = false; - this.type = PCFShadowMap; + this.type = PCFShadowMap; - this.renderReverseSided = true; - this.renderSingleSided = true; + this.renderReverseSided = true; + this.renderSingleSided = true; - this.render = function ( scene, camera ) { + this.render = function ( scene, camera ) { - if ( scope.enabled === false ) return; - if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; + if ( scope.enabled === false ) return; + if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; - if ( _lightShadows.length === 0 ) return; + if ( _lightShadows.length === 0 ) return; - // Set GL state for depth map. - _state.clearColor( 1, 1, 1, 1 ); - _state.disable( _gl.BLEND ); - _state.setDepthTest( true ); - _state.setScissorTest( false ); + // Set GL state for depth map. + _state.clearColor( 1, 1, 1, 1 ); + _state.disable( _gl.BLEND ); + _state.setDepthTest( true ); + _state.setScissorTest( false ); - // render depth map + // render depth map - var faceCount, isPointLight; + var faceCount, isPointLight; - for ( var i = 0, il = _lightShadows.length; i < il; i ++ ) { + for ( var i = 0, il = _lightShadows.length; i < il; i ++ ) { - var light = _lightShadows[ i ]; - var shadow = light.shadow; + var light = _lightShadows[ i ]; + var shadow = light.shadow; - if ( shadow === undefined ) { + if ( shadow === undefined ) { - console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); - continue; + console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); + continue; - } + } - var shadowCamera = shadow.camera; + var shadowCamera = shadow.camera; - _shadowMapSize.copy( shadow.mapSize ); - _shadowMapSize.min( _maxShadowMapSize ); + _shadowMapSize.copy( shadow.mapSize ); + _shadowMapSize.min( _maxShadowMapSize ); - if ( (light && light.isPointLight) ) { + if ( (light && light.isPointLight) ) { - faceCount = 6; - isPointLight = true; + faceCount = 6; + isPointLight = true; - var vpWidth = _shadowMapSize.x; - var vpHeight = _shadowMapSize.y; + 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 + // 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 ); + // 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; + _shadowMapSize.x *= 4.0; + _shadowMapSize.y *= 2.0; - } else { + } else { - faceCount = 1; - isPointLight = false; + faceCount = 1; + isPointLight = false; - } + } - if ( shadow.map === null ) { + if ( shadow.map === null ) { - var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat }; + var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat }; - shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); + shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); - shadowCamera.updateProjectionMatrix(); + shadowCamera.updateProjectionMatrix(); - } + } - if ( (shadow && shadow.isSpotLightShadow) ) { + if ( (shadow && shadow.isSpotLightShadow) ) { - shadow.update( light ); + shadow.update( light ); - } + } - var shadowMap = shadow.map; - var shadowMatrix = shadow.matrix; + var shadowMap = shadow.map; + var shadowMatrix = shadow.matrix; - _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); - shadowCamera.position.copy( _lightPositionWorld ); + _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); + shadowCamera.position.copy( _lightPositionWorld ); - _renderer.setRenderTarget( shadowMap ); - _renderer.clear(); + _renderer.setRenderTarget( shadowMap ); + _renderer.clear(); - // render shadow map for each cube face (if omni-directional) or - // run a single pass if not + // render shadow map for each cube face (if omni-directional) or + // run a single pass if not - for ( var face = 0; face < faceCount; face ++ ) { + for ( var face = 0; face < faceCount; face ++ ) { - if ( isPointLight ) { + if ( isPointLight ) { - _lookTarget.copy( shadowCamera.position ); - _lookTarget.add( cubeDirections[ face ] ); - shadowCamera.up.copy( cubeUps[ face ] ); - shadowCamera.lookAt( _lookTarget ); + _lookTarget.copy( shadowCamera.position ); + _lookTarget.add( cubeDirections[ face ] ); + shadowCamera.up.copy( cubeUps[ face ] ); + shadowCamera.lookAt( _lookTarget ); - var vpDimensions = cube2DViewPorts[ face ]; - _state.viewport( vpDimensions ); + var vpDimensions = cube2DViewPorts[ face ]; + _state.viewport( vpDimensions ); - } else { + } else { - _lookTarget.setFromMatrixPosition( light.target.matrixWorld ); - shadowCamera.lookAt( _lookTarget ); + _lookTarget.setFromMatrixPosition( light.target.matrixWorld ); + shadowCamera.lookAt( _lookTarget ); - } + } - shadowCamera.updateMatrixWorld(); - shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld ); + shadowCamera.updateMatrixWorld(); + shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld ); - // compute shadow matrix + // 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.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 ); + shadowMatrix.multiply( shadowCamera.projectionMatrix ); + shadowMatrix.multiply( shadowCamera.matrixWorldInverse ); - // update camera matrices and frustum + // update camera matrices and frustum - _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); - _frustum.setFromMatrix( _projScreenMatrix ); + _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); - // set object matrices & frustum culling + // set object matrices & frustum culling - _renderList.length = 0; + _renderList.length = 0; - projectObject( scene, camera, shadowCamera ); + projectObject( scene, camera, shadowCamera ); - // render shadow map - // render regular objects + // render shadow map + // render regular objects - for ( var j = 0, jl = _renderList.length; j < jl; j ++ ) { + for ( var j = 0, jl = _renderList.length; j < jl; j ++ ) { - var object = _renderList[ j ]; - var geometry = _objects.update( object ); - var material = object.material; + var object = _renderList[ j ]; + var geometry = _objects.update( object ); + var material = object.material; - if ( (material && material.isMultiMaterial) ) { + if ( (material && material.isMultiMaterial) ) { - var groups = geometry.groups; - var materials = material.materials; + var groups = geometry.groups; + var materials = material.materials; - for ( var k = 0, kl = groups.length; k < kl; k ++ ) { + for ( var k = 0, kl = groups.length; k < kl; k ++ ) { - var group = groups[ k ]; - var groupMaterial = materials[ group.materialIndex ]; + var group = groups[ k ]; + var groupMaterial = materials[ group.materialIndex ]; - if ( groupMaterial.visible === true ) { + if ( groupMaterial.visible === true ) { - var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld ); - _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); + var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld ); + _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); - } + } - } + } - } else { + } else { - var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld ); - _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); + 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 ); + // Restore GL state. + var clearColor = _renderer.getClearColor(), + clearAlpha = _renderer.getClearAlpha(); + _renderer.setClearColor( clearColor, clearAlpha ); - scope.needsUpdate = false; + scope.needsUpdate = false; - }; + }; - function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) { + function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) { - var geometry = object.geometry; + var geometry = object.geometry; - var result = null; + var result = null; - var materialVariants = _depthMaterials; - var customMaterial = object.customDepthMaterial; + var materialVariants = _depthMaterials; + var customMaterial = object.customDepthMaterial; - if ( isPointLight ) { + if ( isPointLight ) { - materialVariants = _distanceMaterials; - customMaterial = object.customDistanceMaterial; + materialVariants = _distanceMaterials; + customMaterial = object.customDistanceMaterial; - } + } - if ( ! customMaterial ) { + if ( ! customMaterial ) { - var useMorphing = false; + var useMorphing = false; - if ( material.morphTargets ) { + if ( material.morphTargets ) { - if ( (geometry && geometry.isBufferGeometry) ) { + if ( (geometry && geometry.isBufferGeometry) ) { - useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0; + useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0; - } else if ( (geometry && geometry.isGeometry) ) { + } else if ( (geometry && geometry.isGeometry) ) { - useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0; + useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0; - } + } - } + } - var useSkinning = object.isSkinnedMesh && material.skinning; + var useSkinning = object.isSkinnedMesh && material.skinning; - var variantIndex = 0; + var variantIndex = 0; - if ( useMorphing ) variantIndex |= _MorphingFlag; - if ( useSkinning ) variantIndex |= _SkinningFlag; + if ( useMorphing ) variantIndex |= _MorphingFlag; + if ( useSkinning ) variantIndex |= _SkinningFlag; - result = materialVariants[ variantIndex ]; + result = materialVariants[ variantIndex ]; - } else { + } else { - result = customMaterial; + result = customMaterial; - } + } - if ( _renderer.localClippingEnabled && - material.clipShadows === true && - material.clippingPlanes.length !== 0 ) { + if ( _renderer.localClippingEnabled && + material.clipShadows === true && + material.clippingPlanes.length !== 0 ) { - // in this case we need a unique material instance reflecting the - // appropriate state + // in this case we need a unique material instance reflecting the + // appropriate state - var keyA = result.uuid, keyB = material.uuid; + var keyA = result.uuid, keyB = material.uuid; - var materialsForVariant = _materialCache[ keyA ]; + var materialsForVariant = _materialCache[ keyA ]; - if ( materialsForVariant === undefined ) { + if ( materialsForVariant === undefined ) { - materialsForVariant = {}; - _materialCache[ keyA ] = materialsForVariant; + materialsForVariant = {}; + _materialCache[ keyA ] = materialsForVariant; - } + } - var cachedMaterial = materialsForVariant[ keyB ]; + var cachedMaterial = materialsForVariant[ keyB ]; - if ( cachedMaterial === undefined ) { + if ( cachedMaterial === undefined ) { - cachedMaterial = result.clone(); - materialsForVariant[ keyB ] = cachedMaterial; + cachedMaterial = result.clone(); + materialsForVariant[ keyB ] = cachedMaterial; - } + } - result = cachedMaterial; + result = cachedMaterial; - } + } - result.visible = material.visible; - result.wireframe = material.wireframe; + result.visible = material.visible; + result.wireframe = material.wireframe; - var side = material.side; + var side = material.side; - if ( scope.renderSingleSided && side == DoubleSide ) { + if ( scope.renderSingleSided && side == DoubleSide ) { - side = FrontSide; + side = FrontSide; - } + } - if ( scope.renderReverseSided ) { + if ( scope.renderReverseSided ) { - if ( side === FrontSide ) side = BackSide; - else if ( side === BackSide ) side = FrontSide; + if ( side === FrontSide ) side = BackSide; + else if ( side === BackSide ) side = FrontSide; - } + } - result.side = side; + result.side = side; - result.clipShadows = material.clipShadows; - result.clippingPlanes = material.clippingPlanes; + result.clipShadows = material.clipShadows; + result.clippingPlanes = material.clippingPlanes; - result.wireframeLinewidth = material.wireframeLinewidth; - result.linewidth = material.linewidth; + result.wireframeLinewidth = material.wireframeLinewidth; + result.linewidth = material.linewidth; - if ( isPointLight && result.uniforms.lightPos !== undefined ) { + if ( isPointLight && result.uniforms.lightPos !== undefined ) { - result.uniforms.lightPos.value.copy( lightPositionWorld ); + result.uniforms.lightPos.value.copy( lightPositionWorld ); - } + } - return result; + return result; - } + } - function projectObject( object, camera, shadowCamera ) { + function projectObject( object, camera, shadowCamera ) { - if ( object.visible === false ) return; + if ( object.visible === false ) return; - var visible = ( object.layers.mask & camera.layers.mask ) !== 0; + var visible = ( object.layers.mask & camera.layers.mask ) !== 0; - if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { + if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { - if ( object.castShadow && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) { + if ( object.castShadow && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) { - var material = object.material; + var material = object.material; - if ( material.visible === true ) { + if ( material.visible === true ) { - object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); - _renderList.push( object ); + object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); + _renderList.push( object ); - } + } - } + } - } + } - var children = object.children; + var children = object.children; - for ( var i = 0, l = children.length; i < l; i ++ ) { + for ( var i = 0, l = children.length; i < l; i ++ ) { - projectObject( children[ i ], camera, shadowCamera ); + projectObject( children[ i ], camera, shadowCamera ); - } + } - } + } - } + } - /** - * @author mrdoob / http://mrdoob.com/ - */ + /** + * @author mrdoob / http://mrdoob.com/ + */ - function BufferAttribute( array, itemSize, normalized ) { + function BufferAttribute( array, itemSize, normalized ) { - if ( Array.isArray( array ) ) { + if ( Array.isArray( array ) ) { - throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); + throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); - } + } - this.uuid = exports.Math.generateUUID(); + this.uuid = exports.Math.generateUUID(); - this.array = array; - this.itemSize = itemSize; - this.normalized = normalized === true; + this.array = array; + this.itemSize = itemSize; + this.normalized = normalized === true; - this.dynamic = false; - this.updateRange = { offset: 0, count: - 1 }; + this.dynamic = false; + this.updateRange = { offset: 0, count: - 1 }; - this.version = 0; + this.version = 0; - } + } - BufferAttribute.prototype = { + BufferAttribute.prototype = { - constructor: BufferAttribute, + constructor: BufferAttribute, - isBufferAttribute: true, + isBufferAttribute: true, - get count() { + get count() { - return this.array.length / this.itemSize; + return this.array.length / this.itemSize; - }, + }, - set needsUpdate( value ) { + set needsUpdate( value ) { - if ( value === true ) this.version ++; + if ( value === true ) this.version ++; - }, + }, - setDynamic: function ( value ) { + setDynamic: function ( value ) { - this.dynamic = value; + this.dynamic = value; - return this; + return this; - }, + }, - copy: function ( source ) { + copy: function ( source ) { - this.array = new source.array.constructor( source.array ); - this.itemSize = source.itemSize; - this.normalized = source.normalized; + this.array = new source.array.constructor( source.array ); + this.itemSize = source.itemSize; + this.normalized = source.normalized; - this.dynamic = source.dynamic; + this.dynamic = source.dynamic; - return this; + return this; - }, + }, - copyAt: function ( index1, attribute, index2 ) { + copyAt: function ( index1, attribute, index2 ) { - index1 *= this.itemSize; - index2 *= attribute.itemSize; + index1 *= this.itemSize; + index2 *= attribute.itemSize; - for ( var i = 0, l = this.itemSize; i < l; i ++ ) { + for ( var i = 0, l = this.itemSize; i < l; i ++ ) { - this.array[ index1 + i ] = attribute.array[ index2 + i ]; + this.array[ index1 + i ] = attribute.array[ index2 + i ]; - } + } - return this; + return this; - }, + }, - copyArray: function ( array ) { + copyArray: function ( array ) { - this.array.set( array ); + this.array.set( array ); - return this; + return this; - }, + }, - copyColorsArray: function ( colors ) { + copyColorsArray: function ( colors ) { - var array = this.array, offset = 0; + var array = this.array, offset = 0; - for ( var i = 0, l = colors.length; i < l; i ++ ) { + for ( var i = 0, l = colors.length; i < l; i ++ ) { - var color = colors[ i ]; + var color = colors[ i ]; - if ( color === undefined ) { + if ( color === undefined ) { - console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i ); - color = new Color(); + console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i ); + color = new Color(); - } + } - array[ offset ++ ] = color.r; - array[ offset ++ ] = color.g; - array[ offset ++ ] = color.b; + array[ offset ++ ] = color.r; + array[ offset ++ ] = color.g; + array[ offset ++ ] = color.b; - } + } - return this; + return this; - }, + }, - copyIndicesArray: function ( indices ) { + copyIndicesArray: function ( indices ) { - var array = this.array, offset = 0; + var array = this.array, offset = 0; - for ( var i = 0, l = indices.length; i < l; i ++ ) { + for ( var i = 0, l = indices.length; i < l; i ++ ) { - var index = indices[ i ]; + var index = indices[ i ]; - array[ offset ++ ] = index.a; - array[ offset ++ ] = index.b; - array[ offset ++ ] = index.c; + array[ offset ++ ] = index.a; + array[ offset ++ ] = index.b; + array[ offset ++ ] = index.c; - } + } - return this; + return this; - }, + }, - copyVector2sArray: function ( vectors ) { + copyVector2sArray: function ( vectors ) { - var array = this.array, offset = 0; + var array = this.array, offset = 0; - for ( var i = 0, l = vectors.length; i < l; i ++ ) { + for ( var i = 0, l = vectors.length; i < l; i ++ ) { - var vector = vectors[ i ]; + var vector = vectors[ i ]; - if ( vector === undefined ) { + if ( vector === undefined ) { - console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i ); - vector = new Vector2(); + console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i ); + vector = new Vector2(); - } + } - array[ offset ++ ] = vector.x; - array[ offset ++ ] = vector.y; + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; - } + } - return this; + return this; - }, + }, - copyVector3sArray: function ( vectors ) { + copyVector3sArray: function ( vectors ) { - var array = this.array, offset = 0; + var array = this.array, offset = 0; - for ( var i = 0, l = vectors.length; i < l; i ++ ) { + for ( var i = 0, l = vectors.length; i < l; i ++ ) { - var vector = vectors[ i ]; + var vector = vectors[ i ]; - if ( vector === undefined ) { + if ( vector === undefined ) { - console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i ); - vector = new Vector3(); + console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i ); + vector = new Vector3(); - } + } - array[ offset ++ ] = vector.x; - array[ offset ++ ] = vector.y; - array[ offset ++ ] = vector.z; + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; + array[ offset ++ ] = vector.z; - } + } - return this; + return this; - }, + }, - copyVector4sArray: function ( vectors ) { + copyVector4sArray: function ( vectors ) { - var array = this.array, offset = 0; + var array = this.array, offset = 0; - for ( var i = 0, l = vectors.length; i < l; i ++ ) { + for ( var i = 0, l = vectors.length; i < l; i ++ ) { - var vector = vectors[ i ]; + var vector = vectors[ i ]; - if ( vector === undefined ) { + if ( vector === undefined ) { - console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i ); - vector = new Vector4(); + 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; + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; + array[ offset ++ ] = vector.z; + array[ offset ++ ] = vector.w; - } + } - return this; + return this; - }, + }, - set: function ( value, offset ) { + set: function ( value, offset ) { - if ( offset === undefined ) offset = 0; + if ( offset === undefined ) offset = 0; - this.array.set( value, offset ); + this.array.set( value, offset ); - return this; + return this; - }, + }, - getX: function ( index ) { + getX: function ( index ) { - return this.array[ index * this.itemSize ]; + return this.array[ index * this.itemSize ]; - }, + }, - setX: function ( index, x ) { + setX: function ( index, x ) { - this.array[ index * this.itemSize ] = x; + this.array[ index * this.itemSize ] = x; - return this; + return this; - }, + }, - getY: function ( index ) { + getY: function ( index ) { - return this.array[ index * this.itemSize + 1 ]; + return this.array[ index * this.itemSize + 1 ]; - }, + }, - setY: function ( index, y ) { + setY: function ( index, y ) { - this.array[ index * this.itemSize + 1 ] = y; + this.array[ index * this.itemSize + 1 ] = y; - return this; + return this; - }, + }, - getZ: function ( index ) { + getZ: function ( index ) { - return this.array[ index * this.itemSize + 2 ]; + return this.array[ index * this.itemSize + 2 ]; - }, + }, - setZ: function ( index, z ) { + setZ: function ( index, z ) { - this.array[ index * this.itemSize + 2 ] = z; + this.array[ index * this.itemSize + 2 ] = z; - return this; + return this; - }, + }, - getW: function ( index ) { + getW: function ( index ) { - return this.array[ index * this.itemSize + 3 ]; + return this.array[ index * this.itemSize + 3 ]; - }, + }, - setW: function ( index, w ) { + setW: function ( index, w ) { - this.array[ index * this.itemSize + 3 ] = w; + this.array[ index * this.itemSize + 3 ] = w; - return this; + return this; - }, + }, - setXY: function ( index, x, y ) { + setXY: function ( index, x, y ) { - index *= this.itemSize; + index *= this.itemSize; - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; - return this; + return this; - }, + }, - setXYZ: function ( index, x, y, z ) { + setXYZ: function ( index, x, y, z ) { - index *= this.itemSize; + index *= this.itemSize; - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; - this.array[ index + 2 ] = z; + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; - return this; + return this; - }, + }, - setXYZW: function ( index, x, y, z, w ) { + setXYZW: function ( index, x, y, z, w ) { - index *= this.itemSize; + index *= this.itemSize; - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; - this.array[ index + 2 ] = z; - this.array[ index + 3 ] = w; + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; + this.array[ index + 3 ] = w; - return this; + return this; - }, + }, - clone: function () { + clone: function () { - return new this.constructor().copy( this ); + return new this.constructor().copy( this ); - } + } - }; + }; - // + // - function Int8Attribute( array, itemSize ) { + function Int8Attribute( array, itemSize ) { - return new BufferAttribute( new Int8Array( array ), itemSize ); + return new BufferAttribute( new Int8Array( array ), itemSize ); - } + } - function Uint8Attribute( array, itemSize ) { + function Uint8Attribute( array, itemSize ) { - return new BufferAttribute( new Uint8Array( array ), itemSize ); + return new BufferAttribute( new Uint8Array( array ), itemSize ); - } + } - function Uint8ClampedAttribute( array, itemSize ) { + function Uint8ClampedAttribute( array, itemSize ) { - return new BufferAttribute( new Uint8ClampedArray( array ), itemSize ); + return new BufferAttribute( new Uint8ClampedArray( array ), itemSize ); - } + } - function Int16Attribute( array, itemSize ) { + function Int16Attribute( array, itemSize ) { - return new BufferAttribute( new Int16Array( array ), itemSize ); + return new BufferAttribute( new Int16Array( array ), itemSize ); - } + } - function Uint16Attribute( array, itemSize ) { + function Uint16Attribute( array, itemSize ) { - return new BufferAttribute( new Uint16Array( array ), itemSize ); + return new BufferAttribute( new Uint16Array( array ), itemSize ); - } + } - function Int32Attribute( array, itemSize ) { + function Int32Attribute( array, itemSize ) { - return new BufferAttribute( new Int32Array( array ), itemSize ); + return new BufferAttribute( new Int32Array( array ), itemSize ); - } + } - function Uint32Attribute( array, itemSize ) { + function Uint32Attribute( array, itemSize ) { - return new BufferAttribute( new Uint32Array( array ), itemSize ); + return new BufferAttribute( new Uint32Array( array ), itemSize ); - } + } - function Float32Attribute( array, itemSize ) { + function Float32Attribute( array, itemSize ) { - return new BufferAttribute( new Float32Array( array ), itemSize ); + return new BufferAttribute( new Float32Array( array ), itemSize ); - } + } - function Float64Attribute( array, itemSize ) { + function Float64Attribute( array, itemSize ) { - return new BufferAttribute( new Float64Array( array ), itemSize ); + return new BufferAttribute( new Float64Array( array ), itemSize ); - } + } - // Deprecated + // Deprecated - function DynamicBufferAttribute( array, itemSize ) { + function DynamicBufferAttribute( array, itemSize ) { - console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' ); - return new BufferAttribute( array, itemSize ).setDynamic( true ); + console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' ); + return new BufferAttribute( array, itemSize ).setDynamic( true ); - } + } - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ - function Face3( a, b, c, normal, color, materialIndex ) { + function Face3( a, b, c, normal, color, materialIndex ) { - this.a = a; - this.b = b; - this.c = c; + this.a = a; + this.b = b; + this.c = c; - this.normal = (normal && normal.isVector3) ? normal : new Vector3(); - this.vertexNormals = Array.isArray( normal ) ? normal : []; + 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.color = (color && color.isColor) ? color : new Color(); + this.vertexColors = Array.isArray( color ) ? color : []; - this.materialIndex = materialIndex !== undefined ? materialIndex : 0; + this.materialIndex = materialIndex !== undefined ? materialIndex : 0; - } + } - Face3.prototype = { + Face3.prototype = { - constructor: Face3, + constructor: Face3, - clone: function () { + clone: function () { - return new this.constructor().copy( this ); + return new this.constructor().copy( this ); - }, + }, - copy: function ( source ) { + copy: function ( source ) { - this.a = source.a; - this.b = source.b; - this.c = source.c; + this.a = source.a; + this.b = source.b; + this.c = source.c; - this.normal.copy( source.normal ); - this.color.copy( source.color ); + this.normal.copy( source.normal ); + this.color.copy( source.color ); - this.materialIndex = source.materialIndex; + this.materialIndex = source.materialIndex; - for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) { + for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) { - this.vertexNormals[ i ] = source.vertexNormals[ i ].clone(); + this.vertexNormals[ i ] = source.vertexNormals[ i ].clone(); - } + } - for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) { + for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) { - this.vertexColors[ i ] = source.vertexColors[ i ].clone(); + this.vertexColors[ i ] = source.vertexColors[ i ].clone(); - } + } - return this; + return this; - } + } - }; + }; - /** - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - * @author bhouston / http://clara.io - */ + /** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://clara.io + */ - function Euler( x, y, z, order ) { + function Euler( x, y, z, order ) { - this._x = x || 0; - this._y = y || 0; - this._z = z || 0; - this._order = order || Euler.DefaultOrder; + 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.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]; - Euler.DefaultOrder = 'XYZ'; + Euler.DefaultOrder = 'XYZ'; - Euler.prototype = { + Euler.prototype = { - constructor: Euler, + constructor: Euler, - isEuler: true, + isEuler: true, - get x () { + get x () { - return this._x; + return this._x; - }, + }, - set x ( value ) { + set x ( value ) { - this._x = value; - this.onChangeCallback(); + this._x = value; + this.onChangeCallback(); - }, + }, - get y () { + get y () { - return this._y; + return this._y; - }, + }, - set y ( value ) { + set y ( value ) { - this._y = value; - this.onChangeCallback(); + this._y = value; + this.onChangeCallback(); - }, + }, - get z () { + get z () { - return this._z; + return this._z; - }, + }, - set z ( value ) { + set z ( value ) { - this._z = value; - this.onChangeCallback(); + this._z = value; + this.onChangeCallback(); - }, + }, - get order () { + get order () { - return this._order; + return this._order; - }, + }, - set order ( value ) { + set order ( value ) { - this._order = value; - this.onChangeCallback(); + this._order = value; + this.onChangeCallback(); - }, + }, - set: function ( x, y, z, order ) { + set: function ( x, y, z, order ) { - this._x = x; - this._y = y; - this._z = z; - this._order = order || this._order; + this._x = x; + this._y = y; + this._z = z; + this._order = order || this._order; - this.onChangeCallback(); + this.onChangeCallback(); - return this; + return this; - }, + }, - clone: function () { + clone: function () { - return new this.constructor( this._x, this._y, this._z, this._order ); + return new this.constructor( this._x, this._y, this._z, this._order ); - }, + }, - copy: function ( euler ) { + copy: function ( euler ) { - this._x = euler._x; - this._y = euler._y; - this._z = euler._z; - this._order = euler._order; + this._x = euler._x; + this._y = euler._y; + this._z = euler._z; + this._order = euler._order; - this.onChangeCallback(); + this.onChangeCallback(); - return this; + return this; - }, + }, - setFromRotationMatrix: function ( m, order, update ) { + setFromRotationMatrix: function ( m, order, update ) { - var clamp = exports.Math.clamp; + var clamp = exports.Math.clamp; - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + // 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 ]; + 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; + order = order || this._order; - if ( order === 'XYZ' ) { + if ( order === 'XYZ' ) { - this._y = Math.asin( clamp( m13, - 1, 1 ) ); + this._y = Math.asin( clamp( m13, - 1, 1 ) ); - if ( Math.abs( m13 ) < 0.99999 ) { + if ( Math.abs( m13 ) < 0.99999 ) { - this._x = Math.atan2( - m23, m33 ); - this._z = Math.atan2( - m12, m11 ); + this._x = Math.atan2( - m23, m33 ); + this._z = Math.atan2( - m12, m11 ); - } else { + } else { - this._x = Math.atan2( m32, m22 ); - this._z = 0; + this._x = Math.atan2( m32, m22 ); + this._z = 0; - } + } - } else if ( order === 'YXZ' ) { + } else if ( order === 'YXZ' ) { - this._x = Math.asin( - clamp( m23, - 1, 1 ) ); + this._x = Math.asin( - clamp( m23, - 1, 1 ) ); - if ( Math.abs( m23 ) < 0.99999 ) { + if ( Math.abs( m23 ) < 0.99999 ) { - this._y = Math.atan2( m13, m33 ); - this._z = Math.atan2( m21, m22 ); + this._y = Math.atan2( m13, m33 ); + this._z = Math.atan2( m21, m22 ); - } else { + } else { - this._y = Math.atan2( - m31, m11 ); - this._z = 0; + this._y = Math.atan2( - m31, m11 ); + this._z = 0; - } + } - } else if ( order === 'ZXY' ) { + } else if ( order === 'ZXY' ) { - this._x = Math.asin( clamp( m32, - 1, 1 ) ); + this._x = Math.asin( clamp( m32, - 1, 1 ) ); - if ( Math.abs( m32 ) < 0.99999 ) { + if ( Math.abs( m32 ) < 0.99999 ) { - this._y = Math.atan2( - m31, m33 ); - this._z = Math.atan2( - m12, m22 ); + this._y = Math.atan2( - m31, m33 ); + this._z = Math.atan2( - m12, m22 ); - } else { + } else { - this._y = 0; - this._z = Math.atan2( m21, m11 ); + this._y = 0; + this._z = Math.atan2( m21, m11 ); - } + } - } else if ( order === 'ZYX' ) { + } else if ( order === 'ZYX' ) { - this._y = Math.asin( - clamp( m31, - 1, 1 ) ); + this._y = Math.asin( - clamp( m31, - 1, 1 ) ); - if ( Math.abs( m31 ) < 0.99999 ) { + if ( Math.abs( m31 ) < 0.99999 ) { - this._x = Math.atan2( m32, m33 ); - this._z = Math.atan2( m21, m11 ); + this._x = Math.atan2( m32, m33 ); + this._z = Math.atan2( m21, m11 ); - } else { + } else { - this._x = 0; - this._z = Math.atan2( - m12, m22 ); + this._x = 0; + this._z = Math.atan2( - m12, m22 ); - } + } - } else if ( order === 'YZX' ) { + } else if ( order === 'YZX' ) { - this._z = Math.asin( clamp( m21, - 1, 1 ) ); + this._z = Math.asin( clamp( m21, - 1, 1 ) ); - if ( Math.abs( m21 ) < 0.99999 ) { + if ( Math.abs( m21 ) < 0.99999 ) { - this._x = Math.atan2( - m23, m22 ); - this._y = Math.atan2( - m31, m11 ); + this._x = Math.atan2( - m23, m22 ); + this._y = Math.atan2( - m31, m11 ); - } else { + } else { - this._x = 0; - this._y = Math.atan2( m13, m33 ); + this._x = 0; + this._y = Math.atan2( m13, m33 ); - } + } - } else if ( order === 'XZY' ) { + } else if ( order === 'XZY' ) { - this._z = Math.asin( - clamp( m12, - 1, 1 ) ); + this._z = Math.asin( - clamp( m12, - 1, 1 ) ); - if ( Math.abs( m12 ) < 0.99999 ) { + if ( Math.abs( m12 ) < 0.99999 ) { - this._x = Math.atan2( m32, m22 ); - this._y = Math.atan2( m13, m11 ); + this._x = Math.atan2( m32, m22 ); + this._y = Math.atan2( m13, m11 ); - } else { + } else { - this._x = Math.atan2( - m23, m33 ); - this._y = 0; + this._x = Math.atan2( - m23, m33 ); + this._y = 0; - } + } - } else { + } else { - console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order ); + console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order ); - } + } - this._order = order; + this._order = order; - if ( update !== false ) this.onChangeCallback(); + if ( update !== false ) this.onChangeCallback(); - return this; + return this; - }, + }, - setFromQuaternion: function () { + setFromQuaternion: function () { - var matrix; + var matrix; - return function setFromQuaternion( q, order, update ) { + return function setFromQuaternion( q, order, update ) { - if ( matrix === undefined ) matrix = new Matrix4(); + if ( matrix === undefined ) matrix = new Matrix4(); - matrix.makeRotationFromQuaternion( q ); + matrix.makeRotationFromQuaternion( q ); - return this.setFromRotationMatrix( matrix, order, update ); + return this.setFromRotationMatrix( matrix, order, update ); - }; + }; - }(), + }(), - setFromVector3: function ( v, order ) { + setFromVector3: function ( v, order ) { - return this.set( v.x, v.y, v.z, order || this._order ); + return this.set( v.x, v.y, v.z, order || this._order ); - }, + }, - reorder: function () { + reorder: function () { - // WARNING: this discards revolution information -bhouston + // WARNING: this discards revolution information -bhouston - var q = new Quaternion(); + var q = new Quaternion(); - return function reorder( newOrder ) { + return function reorder( newOrder ) { - q.setFromEuler( this ); + q.setFromEuler( this ); - return this.setFromQuaternion( q, newOrder ); + return this.setFromQuaternion( q, newOrder ); - }; + }; - }(), + }(), - equals: function ( euler ) { + equals: function ( euler ) { - return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); + return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); - }, + }, - fromArray: function ( array ) { + fromArray: function ( array ) { - this._x = array[ 0 ]; - this._y = array[ 1 ]; - this._z = array[ 2 ]; - if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; + this._x = array[ 0 ]; + this._y = array[ 1 ]; + this._z = array[ 2 ]; + if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; - this.onChangeCallback(); + this.onChangeCallback(); - return this; + return this; - }, + }, - toArray: function ( array, offset ) { + toArray: function ( array, offset ) { - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + 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; + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._order; - return array; + return array; - }, + }, - toVector3: function ( optionalResult ) { + toVector3: function ( optionalResult ) { - if ( optionalResult ) { + if ( optionalResult ) { - return optionalResult.set( this._x, this._y, this._z ); + return optionalResult.set( this._x, this._y, this._z ); - } else { + } else { - return new Vector3( this._x, this._y, this._z ); + return new Vector3( this._x, this._y, this._z ); - } + } - }, + }, - onChange: function ( callback ) { + onChange: function ( callback ) { - this.onChangeCallback = callback; + this.onChangeCallback = callback; - return this; + return this; - }, + }, - onChangeCallback: function () {} + onChangeCallback: function () {} - }; + }; - /** - * @author mrdoob / http://mrdoob.com/ - */ + /** + * @author mrdoob / http://mrdoob.com/ + */ - function Layers() { + function Layers() { - this.mask = 1; + this.mask = 1; - } + } - Layers.prototype = { + Layers.prototype = { - constructor: Layers, + constructor: Layers, - set: function ( channel ) { + set: function ( channel ) { - this.mask = 1 << channel; + this.mask = 1 << channel; - }, + }, - enable: function ( channel ) { + enable: function ( channel ) { - this.mask |= 1 << channel; + this.mask |= 1 << channel; - }, + }, - toggle: function ( channel ) { + toggle: function ( channel ) { - this.mask ^= 1 << channel; + this.mask ^= 1 << channel; - }, + }, - disable: function ( channel ) { + disable: function ( channel ) { - this.mask &= ~ ( 1 << channel ); + this.mask &= ~ ( 1 << channel ); - }, + }, - test: function ( layers ) { + test: function ( layers ) { - return ( this.mask & layers.mask ) !== 0; + 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 - */ + /** + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author elephantatwork / www.elephantatwork.ch + */ - function Object3D() { + function Object3D() { - Object.defineProperty( this, 'id', { value: Object3DIdCount() } ); + Object.defineProperty( this, 'id', { value: Object3DIdCount() } ); - this.uuid = exports.Math.generateUUID(); + this.uuid = exports.Math.generateUUID(); - this.name = ''; - this.type = 'Object3D'; + this.name = ''; + this.type = 'Object3D'; - this.parent = null; - this.children = []; + this.parent = null; + this.children = []; - this.up = Object3D.DefaultUp.clone(); + this.up = Object3D.DefaultUp.clone(); - var position = new Vector3(); - var rotation = new Euler(); - var quaternion = new Quaternion(); - var scale = new Vector3( 1, 1, 1 ); + var position = new Vector3(); + var rotation = new Euler(); + var quaternion = new Quaternion(); + var scale = new Vector3( 1, 1, 1 ); - function onRotationChange() { + function onRotationChange() { - quaternion.setFromEuler( rotation, false ); + quaternion.setFromEuler( rotation, false ); - } + } - function onQuaternionChange() { + function onQuaternionChange() { - rotation.setFromQuaternion( quaternion, undefined, false ); + rotation.setFromQuaternion( quaternion, undefined, false ); - } + } - rotation.onChange( onRotationChange ); - quaternion.onChange( onQuaternionChange ); + 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() - } - } ); + 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.matrix = new Matrix4(); + this.matrixWorld = new Matrix4(); - this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate; - this.matrixWorldNeedsUpdate = false; + this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate; + this.matrixWorldNeedsUpdate = false; - this.layers = new Layers(); - this.visible = true; + this.layers = new Layers(); + this.visible = true; - this.castShadow = false; - this.receiveShadow = false; + this.castShadow = false; + this.receiveShadow = false; - this.frustumCulled = true; - this.renderOrder = 0; + this.frustumCulled = true; + this.renderOrder = 0; - this.userData = {}; + this.userData = {}; - } + } - Object3D.DefaultUp = new Vector3( 0, 1, 0 ); - Object3D.DefaultMatrixAutoUpdate = true; + Object3D.DefaultUp = new Vector3( 0, 1, 0 ); + Object3D.DefaultMatrixAutoUpdate = true; - Object.assign( Object3D.prototype, EventDispatcher.prototype, { + Object.assign( Object3D.prototype, EventDispatcher.prototype, { - isObject3D: true, + isObject3D: true, - applyMatrix: function ( matrix ) { + applyMatrix: function ( matrix ) { - this.matrix.multiplyMatrices( matrix, this.matrix ); + this.matrix.multiplyMatrices( matrix, this.matrix ); - this.matrix.decompose( this.position, this.quaternion, this.scale ); + this.matrix.decompose( this.position, this.quaternion, this.scale ); - }, + }, - setRotationFromAxisAngle: function ( axis, angle ) { + setRotationFromAxisAngle: function ( axis, angle ) { - // assumes axis is normalized + // assumes axis is normalized - this.quaternion.setFromAxisAngle( axis, angle ); + this.quaternion.setFromAxisAngle( axis, angle ); - }, + }, - setRotationFromEuler: function ( euler ) { + setRotationFromEuler: function ( euler ) { - this.quaternion.setFromEuler( euler, true ); + this.quaternion.setFromEuler( euler, true ); - }, + }, - setRotationFromMatrix: function ( m ) { + setRotationFromMatrix: function ( m ) { - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - this.quaternion.setFromRotationMatrix( m ); + this.quaternion.setFromRotationMatrix( m ); - }, + }, - setRotationFromQuaternion: function ( q ) { + setRotationFromQuaternion: function ( q ) { - // assumes q is normalized + // assumes q is normalized - this.quaternion.copy( q ); + this.quaternion.copy( q ); - }, + }, - rotateOnAxis: function () { + rotateOnAxis: function () { - // rotate object on axis in object space - // axis is assumed to be normalized + // rotate object on axis in object space + // axis is assumed to be normalized - var q1 = new Quaternion(); + var q1 = new Quaternion(); - return function rotateOnAxis( axis, angle ) { + return function rotateOnAxis( axis, angle ) { - q1.setFromAxisAngle( axis, angle ); + q1.setFromAxisAngle( axis, angle ); - this.quaternion.multiply( q1 ); + this.quaternion.multiply( q1 ); - return this; + return this; - }; + }; - }(), + }(), - rotateX: function () { + rotateX: function () { - var v1 = new Vector3( 1, 0, 0 ); + var v1 = new Vector3( 1, 0, 0 ); - return function rotateX( angle ) { + return function rotateX( angle ) { - return this.rotateOnAxis( v1, angle ); + return this.rotateOnAxis( v1, angle ); - }; + }; - }(), + }(), - rotateY: function () { + rotateY: function () { - var v1 = new Vector3( 0, 1, 0 ); + var v1 = new Vector3( 0, 1, 0 ); - return function rotateY( angle ) { + return function rotateY( angle ) { - return this.rotateOnAxis( v1, angle ); + return this.rotateOnAxis( v1, angle ); - }; + }; - }(), + }(), - rotateZ: function () { + rotateZ: function () { - var v1 = new Vector3( 0, 0, 1 ); + var v1 = new Vector3( 0, 0, 1 ); - return function rotateZ( angle ) { + return function rotateZ( angle ) { - return this.rotateOnAxis( v1, angle ); + return this.rotateOnAxis( v1, angle ); - }; + }; - }(), + }(), - translateOnAxis: function () { + translateOnAxis: function () { - // translate object by distance along axis in object space - // axis is assumed to be normalized + // translate object by distance along axis in object space + // axis is assumed to be normalized - var v1 = new Vector3(); + var v1 = new Vector3(); - return function translateOnAxis( axis, distance ) { + return function translateOnAxis( axis, distance ) { - v1.copy( axis ).applyQuaternion( this.quaternion ); + v1.copy( axis ).applyQuaternion( this.quaternion ); - this.position.add( v1.multiplyScalar( distance ) ); + this.position.add( v1.multiplyScalar( distance ) ); - return this; + return this; - }; + }; - }(), + }(), - translateX: function () { + translateX: function () { - var v1 = new Vector3( 1, 0, 0 ); + var v1 = new Vector3( 1, 0, 0 ); - return function translateX( distance ) { + return function translateX( distance ) { - return this.translateOnAxis( v1, distance ); + return this.translateOnAxis( v1, distance ); - }; + }; - }(), + }(), - translateY: function () { + translateY: function () { - var v1 = new Vector3( 0, 1, 0 ); + var v1 = new Vector3( 0, 1, 0 ); - return function translateY( distance ) { + return function translateY( distance ) { - return this.translateOnAxis( v1, distance ); + return this.translateOnAxis( v1, distance ); - }; + }; - }(), + }(), - translateZ: function () { + translateZ: function () { - var v1 = new Vector3( 0, 0, 1 ); + var v1 = new Vector3( 0, 0, 1 ); - return function translateZ( distance ) { + return function translateZ( distance ) { - return this.translateOnAxis( v1, distance ); + return this.translateOnAxis( v1, distance ); - }; + }; - }(), + }(), - localToWorld: function ( vector ) { + localToWorld: function ( vector ) { - return vector.applyMatrix4( this.matrixWorld ); + return vector.applyMatrix4( this.matrixWorld ); - }, + }, - worldToLocal: function () { + worldToLocal: function () { - var m1 = new Matrix4(); + var m1 = new Matrix4(); - return function worldToLocal( vector ) { + return function worldToLocal( vector ) { - return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) ); + return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) ); - }; + }; - }(), + }(), - lookAt: function () { + lookAt: function () { - // This routine does not support objects with rotated and/or translated parent(s) + // This routine does not support objects with rotated and/or translated parent(s) - var m1 = new Matrix4(); + var m1 = new Matrix4(); - return function lookAt( vector ) { + return function lookAt( vector ) { - m1.lookAt( vector, this.position, this.up ); + m1.lookAt( vector, this.position, this.up ); - this.quaternion.setFromRotationMatrix( m1 ); + this.quaternion.setFromRotationMatrix( m1 ); - }; + }; - }(), + }(), - add: function ( object ) { + add: function ( object ) { - if ( arguments.length > 1 ) { + if ( arguments.length > 1 ) { - for ( var i = 0; i < arguments.length; i ++ ) { + for ( var i = 0; i < arguments.length; i ++ ) { - this.add( arguments[ i ] ); + this.add( arguments[ i ] ); - } + } - return this; + return this; - } + } - if ( object === this ) { + if ( object === this ) { - console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object ); - return 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 && object.isObject3D) ) { - if ( object.parent !== null ) { + if ( object.parent !== null ) { - object.parent.remove( object ); + object.parent.remove( object ); - } + } - object.parent = this; - object.dispatchEvent( { type: 'added' } ); + object.parent = this; + object.dispatchEvent( { type: 'added' } ); - this.children.push( object ); + this.children.push( object ); - } else { + } else { - console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object ); + console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object ); - } + } - return this; + return this; - }, + }, - remove: function ( object ) { + remove: function ( object ) { - if ( arguments.length > 1 ) { + if ( arguments.length > 1 ) { - for ( var i = 0; i < arguments.length; i ++ ) { + for ( var i = 0; i < arguments.length; i ++ ) { - this.remove( arguments[ i ] ); + this.remove( arguments[ i ] ); - } + } - } + } - var index = this.children.indexOf( object ); + var index = this.children.indexOf( object ); - if ( index !== - 1 ) { + if ( index !== - 1 ) { - object.parent = null; + object.parent = null; - object.dispatchEvent( { type: 'removed' } ); + object.dispatchEvent( { type: 'removed' } ); - this.children.splice( index, 1 ); + this.children.splice( index, 1 ); - } + } - }, + }, - getObjectById: function ( id ) { + getObjectById: function ( id ) { - return this.getObjectByProperty( 'id', id ); + return this.getObjectByProperty( 'id', id ); - }, + }, - getObjectByName: function ( name ) { + getObjectByName: function ( name ) { - return this.getObjectByProperty( 'name', name ); + return this.getObjectByProperty( 'name', name ); - }, + }, - getObjectByProperty: function ( name, value ) { + getObjectByProperty: function ( name, value ) { - if ( this[ name ] === value ) return this; + if ( this[ name ] === value ) return this; - for ( var i = 0, l = this.children.length; i < l; i ++ ) { + for ( var i = 0, l = this.children.length; i < l; i ++ ) { - var child = this.children[ i ]; - var object = child.getObjectByProperty( name, value ); + var child = this.children[ i ]; + var object = child.getObjectByProperty( name, value ); - if ( object !== undefined ) { + if ( object !== undefined ) { - return object; + return object; - } + } - } + } - return undefined; + return undefined; - }, + }, - getWorldPosition: function ( optionalTarget ) { + getWorldPosition: function ( optionalTarget ) { - var result = optionalTarget || new Vector3(); + var result = optionalTarget || new Vector3(); - this.updateMatrixWorld( true ); + this.updateMatrixWorld( true ); - return result.setFromMatrixPosition( this.matrixWorld ); + return result.setFromMatrixPosition( this.matrixWorld ); - }, + }, - getWorldQuaternion: function () { + getWorldQuaternion: function () { - var position = new Vector3(); - var scale = new Vector3(); + var position = new Vector3(); + var scale = new Vector3(); - return function getWorldQuaternion( optionalTarget ) { + return function getWorldQuaternion( optionalTarget ) { - var result = optionalTarget || new Quaternion(); + var result = optionalTarget || new Quaternion(); - this.updateMatrixWorld( true ); + this.updateMatrixWorld( true ); - this.matrixWorld.decompose( position, result, scale ); + this.matrixWorld.decompose( position, result, scale ); - return result; + return result; - }; + }; - }(), + }(), - getWorldRotation: function () { + getWorldRotation: function () { - var quaternion = new Quaternion(); + var quaternion = new Quaternion(); - return function getWorldRotation( optionalTarget ) { + return function getWorldRotation( optionalTarget ) { - var result = optionalTarget || new Euler(); + var result = optionalTarget || new Euler(); - this.getWorldQuaternion( quaternion ); + this.getWorldQuaternion( quaternion ); - return result.setFromQuaternion( quaternion, this.rotation.order, false ); + return result.setFromQuaternion( quaternion, this.rotation.order, false ); - }; + }; - }(), + }(), - getWorldScale: function () { + getWorldScale: function () { - var position = new Vector3(); - var quaternion = new Quaternion(); + var position = new Vector3(); + var quaternion = new Quaternion(); - return function getWorldScale( optionalTarget ) { + return function getWorldScale( optionalTarget ) { - var result = optionalTarget || new Vector3(); + var result = optionalTarget || new Vector3(); - this.updateMatrixWorld( true ); + this.updateMatrixWorld( true ); - this.matrixWorld.decompose( position, quaternion, result ); + this.matrixWorld.decompose( position, quaternion, result ); - return result; + return result; - }; + }; - }(), + }(), - getWorldDirection: function () { + getWorldDirection: function () { - var quaternion = new Quaternion(); + var quaternion = new Quaternion(); - return function getWorldDirection( optionalTarget ) { + return function getWorldDirection( optionalTarget ) { - var result = optionalTarget || new Vector3(); + var result = optionalTarget || new Vector3(); - this.getWorldQuaternion( quaternion ); + this.getWorldQuaternion( quaternion ); - return result.set( 0, 0, 1 ).applyQuaternion( quaternion ); + return result.set( 0, 0, 1 ).applyQuaternion( quaternion ); - }; + }; - }(), + }(), - raycast: function () {}, + raycast: function () {}, - traverse: function ( callback ) { + traverse: function ( callback ) { - callback( this ); + callback( this ); - var children = this.children; + var children = this.children; - for ( var i = 0, l = children.length; i < l; i ++ ) { + for ( var i = 0, l = children.length; i < l; i ++ ) { - children[ i ].traverse( callback ); + children[ i ].traverse( callback ); - } + } - }, + }, - traverseVisible: function ( callback ) { + traverseVisible: function ( callback ) { - if ( this.visible === false ) return; + if ( this.visible === false ) return; - callback( this ); + callback( this ); - var children = this.children; + var children = this.children; - for ( var i = 0, l = children.length; i < l; i ++ ) { + for ( var i = 0, l = children.length; i < l; i ++ ) { - children[ i ].traverseVisible( callback ); + children[ i ].traverseVisible( callback ); - } + } - }, + }, - traverseAncestors: function ( callback ) { + traverseAncestors: function ( callback ) { - var parent = this.parent; + var parent = this.parent; - if ( parent !== null ) { + if ( parent !== null ) { - callback( parent ); + callback( parent ); - parent.traverseAncestors( callback ); + parent.traverseAncestors( callback ); - } + } - }, + }, - updateMatrix: function () { + updateMatrix: function () { - this.matrix.compose( this.position, this.quaternion, this.scale ); + this.matrix.compose( this.position, this.quaternion, this.scale ); - this.matrixWorldNeedsUpdate = true; + this.matrixWorldNeedsUpdate = true; - }, + }, - updateMatrixWorld: function ( force ) { + updateMatrixWorld: function ( force ) { - if ( this.matrixAutoUpdate === true ) this.updateMatrix(); + if ( this.matrixAutoUpdate === true ) this.updateMatrix(); - if ( this.matrixWorldNeedsUpdate === true || force === true ) { + if ( this.matrixWorldNeedsUpdate === true || force === true ) { - if ( this.parent === null ) { + if ( this.parent === null ) { - this.matrixWorld.copy( this.matrix ); + this.matrixWorld.copy( this.matrix ); - } else { + } else { - this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); + this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); - } + } - this.matrixWorldNeedsUpdate = false; + this.matrixWorldNeedsUpdate = false; - force = true; + force = true; - } + } - // update children + // update children - var children = this.children; + var children = this.children; - for ( var i = 0, l = children.length; i < l; i ++ ) { + for ( var i = 0, l = children.length; i < l; i ++ ) { - children[ i ].updateMatrixWorld( force ); + children[ i ].updateMatrixWorld( force ); - } + } - }, + }, - toJSON: function ( meta ) { + toJSON: function ( meta ) { - // meta is '' when called from JSON.stringify - var isRootObject = ( meta === undefined || meta === '' ); + // meta is '' when called from JSON.stringify + var isRootObject = ( meta === undefined || meta === '' ); - var output = {}; + 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 ) { + // 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: {} - }; + // initialize meta obj + meta = { + geometries: {}, + materials: {}, + textures: {}, + images: {} + }; - output.metadata = { - version: 4.4, - type: 'Object', - generator: 'Object3D.toJSON' - }; + output.metadata = { + version: 4.4, + type: 'Object', + generator: 'Object3D.toJSON' + }; - } + } - // standard Object3D serialization + // standard Object3D serialization - var object = {}; + var object = {}; - object.uuid = this.uuid; - object.type = this.type; + 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; + 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(); + object.matrix = this.matrix.toArray(); - // + // - if ( this.geometry !== undefined ) { + if ( this.geometry !== undefined ) { - if ( meta.geometries[ this.geometry.uuid ] === undefined ) { + if ( meta.geometries[ this.geometry.uuid ] === undefined ) { - meta.geometries[ this.geometry.uuid ] = this.geometry.toJSON( meta ); + meta.geometries[ this.geometry.uuid ] = this.geometry.toJSON( meta ); - } + } - object.geometry = this.geometry.uuid; + object.geometry = this.geometry.uuid; - } + } - if ( this.material !== undefined ) { + if ( this.material !== undefined ) { - if ( meta.materials[ this.material.uuid ] === undefined ) { + if ( meta.materials[ this.material.uuid ] === undefined ) { - meta.materials[ this.material.uuid ] = this.material.toJSON( meta ); + meta.materials[ this.material.uuid ] = this.material.toJSON( meta ); - } + } - object.material = this.material.uuid; + object.material = this.material.uuid; - } + } - // + // - if ( this.children.length > 0 ) { + if ( this.children.length > 0 ) { - object.children = []; + object.children = []; - for ( var i = 0; i < this.children.length; i ++ ) { + for ( var i = 0; i < this.children.length; i ++ ) { - object.children.push( this.children[ i ].toJSON( meta ).object ); + object.children.push( this.children[ i ].toJSON( meta ).object ); - } + } - } + } - if ( isRootObject ) { + if ( isRootObject ) { - var geometries = extractFromCache( meta.geometries ); - var materials = extractFromCache( meta.materials ); - var textures = extractFromCache( meta.textures ); - var images = extractFromCache( meta.images ); + 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; + 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; + output.object = object; - return output; + return output; - // extract data from the cache hash - // remove metadata on each item - // and return as array - function extractFromCache( cache ) { + // 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 values = []; + for ( var key in cache ) { - var data = cache[ key ]; - delete data.metadata; - values.push( data ); + var data = cache[ key ]; + delete data.metadata; + values.push( data ); - } - return values; + } + return values; - } + } - }, + }, - clone: function ( recursive ) { + clone: function ( recursive ) { - return new this.constructor().copy( this, recursive ); + return new this.constructor().copy( this, recursive ); - }, + }, - copy: function ( source, recursive ) { + copy: function ( source, recursive ) { - if ( recursive === undefined ) recursive = true; + if ( recursive === undefined ) recursive = true; - this.name = source.name; + this.name = source.name; - this.up.copy( source.up ); + this.up.copy( source.up ); - this.position.copy( source.position ); - this.quaternion.copy( source.quaternion ); - this.scale.copy( source.scale ); + 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.matrix.copy( source.matrix ); + this.matrixWorld.copy( source.matrixWorld ); - this.matrixAutoUpdate = source.matrixAutoUpdate; - this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; + this.matrixAutoUpdate = source.matrixAutoUpdate; + this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; - this.visible = source.visible; + this.visible = source.visible; - this.castShadow = source.castShadow; - this.receiveShadow = source.receiveShadow; + this.castShadow = source.castShadow; + this.receiveShadow = source.receiveShadow; - this.frustumCulled = source.frustumCulled; - this.renderOrder = source.renderOrder; + this.frustumCulled = source.frustumCulled; + this.renderOrder = source.renderOrder; - this.userData = JSON.parse( JSON.stringify( source.userData ) ); + this.userData = JSON.parse( JSON.stringify( source.userData ) ); - if ( recursive === true ) { + if ( recursive === true ) { - for ( var i = 0; i < source.children.length; i ++ ) { + for ( var i = 0; i < source.children.length; i ++ ) { - var child = source.children[ i ]; - this.add( child.clone() ); + var child = source.children[ i ]; + this.add( child.clone() ); - } + } - } + } - return this; + return this; - } + } - } ); + } ); - var count$3 = 0; - function Object3DIdCount() { return count$3++; }; + var count$3 = 0; + function Object3DIdCount() { return count$3++; }; - /** - * @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 - */ + /** + * @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 + */ - function Geometry() { + function Geometry() { - Object.defineProperty( this, 'id', { value: GeometryIdCount() } ); + Object.defineProperty( this, 'id', { value: GeometryIdCount() } ); - this.uuid = exports.Math.generateUUID(); + this.uuid = exports.Math.generateUUID(); - this.name = ''; - this.type = 'Geometry'; + this.name = ''; + this.type = 'Geometry'; - this.vertices = []; - this.colors = []; - this.faces = []; - this.faceVertexUvs = [ [] ]; + this.vertices = []; + this.colors = []; + this.faces = []; + this.faceVertexUvs = [ [] ]; - this.morphTargets = []; - this.morphNormals = []; + this.morphTargets = []; + this.morphNormals = []; - this.skinWeights = []; - this.skinIndices = []; + this.skinWeights = []; + this.skinIndices = []; - this.lineDistances = []; + this.lineDistances = []; - this.boundingBox = null; - this.boundingSphere = null; + this.boundingBox = null; + this.boundingSphere = null; - // update flags + // update flags - this.elementsNeedUpdate = false; - this.verticesNeedUpdate = false; - this.uvsNeedUpdate = false; - this.normalsNeedUpdate = false; - this.colorsNeedUpdate = false; - this.lineDistancesNeedUpdate = false; - this.groupsNeedUpdate = false; + this.elementsNeedUpdate = false; + this.verticesNeedUpdate = false; + this.uvsNeedUpdate = false; + this.normalsNeedUpdate = false; + this.colorsNeedUpdate = false; + this.lineDistancesNeedUpdate = false; + this.groupsNeedUpdate = false; - } + } - Object.assign( Geometry.prototype, EventDispatcher.prototype, { + Object.assign( Geometry.prototype, EventDispatcher.prototype, { - isGeometry: true, + isGeometry: true, - applyMatrix: function ( matrix ) { + applyMatrix: function ( matrix ) { - var normalMatrix = new Matrix3().getNormalMatrix( matrix ); + var normalMatrix = new Matrix3().getNormalMatrix( matrix ); - for ( var i = 0, il = this.vertices.length; i < il; i ++ ) { + for ( var i = 0, il = this.vertices.length; i < il; i ++ ) { - var vertex = this.vertices[ i ]; - vertex.applyMatrix4( matrix ); + var vertex = this.vertices[ i ]; + vertex.applyMatrix4( matrix ); - } + } - for ( var i = 0, il = this.faces.length; i < il; i ++ ) { + for ( var i = 0, il = this.faces.length; i < il; i ++ ) { - var face = this.faces[ i ]; - face.normal.applyMatrix3( normalMatrix ).normalize(); + var face = this.faces[ i ]; + face.normal.applyMatrix3( normalMatrix ).normalize(); - for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { + for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { - face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize(); + face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize(); - } + } - } + } - if ( this.boundingBox !== null ) { + if ( this.boundingBox !== null ) { - this.computeBoundingBox(); + this.computeBoundingBox(); - } + } - if ( this.boundingSphere !== null ) { + if ( this.boundingSphere !== null ) { - this.computeBoundingSphere(); + this.computeBoundingSphere(); - } + } - this.verticesNeedUpdate = true; - this.normalsNeedUpdate = true; + this.verticesNeedUpdate = true; + this.normalsNeedUpdate = true; - return this; + return this; - }, + }, - rotateX: function () { + rotateX: function () { - // rotate geometry around world x-axis + // rotate geometry around world x-axis - var m1; + var m1; - return function rotateX( angle ) { + return function rotateX( angle ) { - if ( m1 === undefined ) m1 = new Matrix4(); + if ( m1 === undefined ) m1 = new Matrix4(); - m1.makeRotationX( angle ); + m1.makeRotationX( angle ); - this.applyMatrix( m1 ); + this.applyMatrix( m1 ); - return this; + return this; - }; + }; - }(), + }(), - rotateY: function () { + rotateY: function () { - // rotate geometry around world y-axis + // rotate geometry around world y-axis - var m1; + var m1; - return function rotateY( angle ) { + return function rotateY( angle ) { - if ( m1 === undefined ) m1 = new Matrix4(); + if ( m1 === undefined ) m1 = new Matrix4(); - m1.makeRotationY( angle ); + m1.makeRotationY( angle ); - this.applyMatrix( m1 ); + this.applyMatrix( m1 ); - return this; + return this; - }; + }; - }(), + }(), - rotateZ: function () { + rotateZ: function () { - // rotate geometry around world z-axis + // rotate geometry around world z-axis - var m1; + var m1; - return function rotateZ( angle ) { + return function rotateZ( angle ) { - if ( m1 === undefined ) m1 = new Matrix4(); + if ( m1 === undefined ) m1 = new Matrix4(); - m1.makeRotationZ( angle ); + m1.makeRotationZ( angle ); - this.applyMatrix( m1 ); + this.applyMatrix( m1 ); - return this; + return this; - }; + }; - }(), + }(), - translate: function () { + translate: function () { - // translate geometry + // translate geometry - var m1; + var m1; - return function translate( x, y, z ) { + return function translate( x, y, z ) { - if ( m1 === undefined ) m1 = new Matrix4(); + if ( m1 === undefined ) m1 = new Matrix4(); - m1.makeTranslation( x, y, z ); + m1.makeTranslation( x, y, z ); - this.applyMatrix( m1 ); + this.applyMatrix( m1 ); - return this; + return this; - }; + }; - }(), + }(), - scale: function () { + scale: function () { - // scale geometry + // scale geometry - var m1; + var m1; - return function scale( x, y, z ) { + return function scale( x, y, z ) { - if ( m1 === undefined ) m1 = new Matrix4(); + if ( m1 === undefined ) m1 = new Matrix4(); - m1.makeScale( x, y, z ); + m1.makeScale( x, y, z ); - this.applyMatrix( m1 ); + this.applyMatrix( m1 ); - return this; + return this; - }; + }; - }(), + }(), - lookAt: function () { + lookAt: function () { - var obj; + var obj; - return function lookAt( vector ) { + return function lookAt( vector ) { - if ( obj === undefined ) obj = new Object3D(); + if ( obj === undefined ) obj = new Object3D(); - obj.lookAt( vector ); + obj.lookAt( vector ); - obj.updateMatrix(); + obj.updateMatrix(); - this.applyMatrix( obj.matrix ); + this.applyMatrix( obj.matrix ); - }; + }; - }(), + }(), - fromBufferGeometry: function ( geometry ) { + fromBufferGeometry: function ( geometry ) { - var scope = this; + var scope = this; - var indices = geometry.index !== null ? geometry.index.array : undefined; - var attributes = geometry.attributes; + 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; + 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 ] = []; + if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = []; - var tempNormals = []; - var tempUVs = []; - var tempUVs2 = []; + var tempNormals = []; + var tempUVs = []; + var tempUVs2 = []; - for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) { + 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 ] ) ); + scope.vertices.push( new Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) ); - if ( normals !== undefined ) { + if ( normals !== undefined ) { - tempNormals.push( new Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) ); + tempNormals.push( new Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) ); - } + } - if ( colors !== undefined ) { + if ( colors !== undefined ) { - scope.colors.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) ); + scope.colors.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) ); - } + } - if ( uvs !== undefined ) { + if ( uvs !== undefined ) { - tempUVs.push( new Vector2( uvs[ j ], uvs[ j + 1 ] ) ); + tempUVs.push( new Vector2( uvs[ j ], uvs[ j + 1 ] ) ); - } + } - if ( uvs2 !== undefined ) { + if ( uvs2 !== undefined ) { - tempUVs2.push( new Vector2( uvs2[ j ], uvs2[ j + 1 ] ) ); + tempUVs2.push( new Vector2( uvs2[ j ], uvs2[ j + 1 ] ) ); - } + } - } + } - function addFace( a, b, c, materialIndex ) { + 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 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 ); + var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex ); - scope.faces.push( face ); + scope.faces.push( face ); - if ( uvs !== undefined ) { + if ( uvs !== undefined ) { - scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] ); + scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] ); - } + } - if ( uvs2 !== undefined ) { + if ( uvs2 !== undefined ) { - scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] ); + scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] ); - } + } - } + } - if ( indices !== undefined ) { + if ( indices !== undefined ) { - var groups = geometry.groups; + var groups = geometry.groups; - if ( groups.length > 0 ) { + if ( groups.length > 0 ) { - for ( var i = 0; i < groups.length; i ++ ) { + for ( var i = 0; i < groups.length; i ++ ) { - var group = groups[ i ]; + var group = groups[ i ]; - var start = group.start; - var count = group.count; + var start = group.start; + var count = group.count; - for ( var j = start, jl = start + count; j < jl; j += 3 ) { + for ( var j = start, jl = start + count; j < jl; j += 3 ) { - addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex ); + addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex ); - } + } - } + } - } else { + } else { - for ( var i = 0; i < indices.length; i += 3 ) { + for ( var i = 0; i < indices.length; i += 3 ) { - addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] ); + addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] ); - } + } - } + } - } else { + } else { - for ( var i = 0; i < positions.length / 3; i += 3 ) { + for ( var i = 0; i < positions.length / 3; i += 3 ) { - addFace( i, i + 1, i + 2 ); + addFace( i, i + 1, i + 2 ); - } + } - } + } - this.computeFaceNormals(); + this.computeFaceNormals(); - if ( geometry.boundingBox !== null ) { + if ( geometry.boundingBox !== null ) { - this.boundingBox = geometry.boundingBox.clone(); + this.boundingBox = geometry.boundingBox.clone(); - } + } - if ( geometry.boundingSphere !== null ) { + if ( geometry.boundingSphere !== null ) { - this.boundingSphere = geometry.boundingSphere.clone(); + this.boundingSphere = geometry.boundingSphere.clone(); - } + } - return this; + return this; - }, + }, - center: function () { + center: function () { - this.computeBoundingBox(); + this.computeBoundingBox(); - var offset = this.boundingBox.center().negate(); + var offset = this.boundingBox.center().negate(); - this.translate( offset.x, offset.y, offset.z ); + this.translate( offset.x, offset.y, offset.z ); - return offset; + return offset; - }, + }, - normalize: function () { + normalize: function () { - this.computeBoundingSphere(); + this.computeBoundingSphere(); - var center = this.boundingSphere.center; - var radius = this.boundingSphere.radius; + var center = this.boundingSphere.center; + var radius = this.boundingSphere.radius; - var s = radius === 0 ? 1 : 1.0 / 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 - ); + 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 ); + this.applyMatrix( matrix ); - return this; + return this; - }, + }, - computeFaceNormals: function () { + computeFaceNormals: function () { - var cb = new Vector3(), ab = new Vector3(); + var cb = new Vector3(), ab = new Vector3(); - for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) { + for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) { - var face = this.faces[ f ]; + var face = this.faces[ f ]; - var vA = this.vertices[ face.a ]; - var vB = this.vertices[ face.b ]; - var vC = this.vertices[ face.c ]; + 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.subVectors( vC, vB ); + ab.subVectors( vA, vB ); + cb.cross( ab ); - cb.normalize(); + cb.normalize(); - face.normal.copy( cb ); + face.normal.copy( cb ); - } + } - }, + }, - computeVertexNormals: function ( areaWeighted ) { + computeVertexNormals: function ( areaWeighted ) { - if ( areaWeighted === undefined ) areaWeighted = true; + if ( areaWeighted === undefined ) areaWeighted = true; - var v, vl, f, fl, face, vertices; + var v, vl, f, fl, face, vertices; - vertices = new Array( this.vertices.length ); + vertices = new Array( this.vertices.length ); - for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { - vertices[ v ] = new Vector3(); + vertices[ v ] = new Vector3(); - } + } - if ( areaWeighted ) { + if ( areaWeighted ) { - // vertex normals weighted by triangle areas - // http://www.iquilezles.org/www/articles/normals/normals.htm + // 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(); + var vA, vB, vC; + var cb = new Vector3(), ab = new Vector3(); - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - face = this.faces[ f ]; + face = this.faces[ f ]; - vA = this.vertices[ face.a ]; - vB = this.vertices[ face.b ]; - vC = this.vertices[ face.c ]; + 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 ); + 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 ); + vertices[ face.a ].add( cb ); + vertices[ face.b ].add( cb ); + vertices[ face.c ].add( cb ); - } + } - } else { + } else { - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - face = this.faces[ f ]; + face = this.faces[ f ]; - vertices[ face.a ].add( face.normal ); - vertices[ face.b ].add( face.normal ); - vertices[ face.c ].add( face.normal ); + 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 ++ ) { + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { - vertices[ v ].normalize(); + vertices[ v ].normalize(); - } + } - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - face = this.faces[ f ]; + face = this.faces[ f ]; - var vertexNormals = face.vertexNormals; + var vertexNormals = face.vertexNormals; - if ( vertexNormals.length === 3 ) { + if ( vertexNormals.length === 3 ) { - vertexNormals[ 0 ].copy( vertices[ face.a ] ); - vertexNormals[ 1 ].copy( vertices[ face.b ] ); - vertexNormals[ 2 ].copy( vertices[ face.c ] ); + vertexNormals[ 0 ].copy( vertices[ face.a ] ); + vertexNormals[ 1 ].copy( vertices[ face.b ] ); + vertexNormals[ 2 ].copy( vertices[ face.c ] ); - } else { + } else { - vertexNormals[ 0 ] = vertices[ face.a ].clone(); - vertexNormals[ 1 ] = vertices[ face.b ].clone(); - vertexNormals[ 2 ] = vertices[ face.c ].clone(); + vertexNormals[ 0 ] = vertices[ face.a ].clone(); + vertexNormals[ 1 ] = vertices[ face.b ].clone(); + vertexNormals[ 2 ] = vertices[ face.c ].clone(); - } + } - } + } - if ( this.faces.length > 0 ) { + if ( this.faces.length > 0 ) { - this.normalsNeedUpdate = true; + this.normalsNeedUpdate = true; - } + } - }, + }, - computeMorphNormals: function () { + computeMorphNormals: function () { - var i, il, f, fl, face; + var i, il, f, fl, face; - // save original normals - // - create temp variables on first access - // otherwise just copy (for faster repeated calls) + // 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 ++ ) { + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - face = this.faces[ f ]; + face = this.faces[ f ]; - if ( ! face.__originalFaceNormal ) { + if ( ! face.__originalFaceNormal ) { - face.__originalFaceNormal = face.normal.clone(); + face.__originalFaceNormal = face.normal.clone(); - } else { + } else { - face.__originalFaceNormal.copy( face.normal ); + face.__originalFaceNormal.copy( face.normal ); - } + } - if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = []; + if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = []; - for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) { + for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) { - if ( ! face.__originalVertexNormals[ i ] ) { + if ( ! face.__originalVertexNormals[ i ] ) { - face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone(); + face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone(); - } else { + } else { - face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] ); + face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] ); - } + } - } + } - } + } - // use temp geometry to compute face and vertex normals for each morph + // use temp geometry to compute face and vertex normals for each morph - var tmpGeo = new Geometry(); - tmpGeo.faces = this.faces; + var tmpGeo = new Geometry(); + tmpGeo.faces = this.faces; - for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) { + for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) { - // create on first access + // create on first access - if ( ! this.morphNormals[ i ] ) { + if ( ! this.morphNormals[ i ] ) { - this.morphNormals[ i ] = {}; - this.morphNormals[ i ].faceNormals = []; - this.morphNormals[ i ].vertexNormals = []; + this.morphNormals[ i ] = {}; + this.morphNormals[ i ].faceNormals = []; + this.morphNormals[ i ].vertexNormals = []; - var dstNormalsFace = this.morphNormals[ i ].faceNormals; - var dstNormalsVertex = this.morphNormals[ i ].vertexNormals; + var dstNormalsFace = this.morphNormals[ i ].faceNormals; + var dstNormalsVertex = this.morphNormals[ i ].vertexNormals; - var faceNormal, vertexNormals; + var faceNormal, vertexNormals; - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - faceNormal = new Vector3(); - vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() }; + faceNormal = new Vector3(); + vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() }; - dstNormalsFace.push( faceNormal ); - dstNormalsVertex.push( vertexNormals ); + dstNormalsFace.push( faceNormal ); + dstNormalsVertex.push( vertexNormals ); - } + } - } + } - var morphNormals = this.morphNormals[ i ]; + var morphNormals = this.morphNormals[ i ]; - // set vertices to morph target + // set vertices to morph target - tmpGeo.vertices = this.morphTargets[ i ].vertices; + tmpGeo.vertices = this.morphTargets[ i ].vertices; - // compute morph normals + // compute morph normals - tmpGeo.computeFaceNormals(); - tmpGeo.computeVertexNormals(); + tmpGeo.computeFaceNormals(); + tmpGeo.computeVertexNormals(); - // store morph normals + // store morph normals - var faceNormal, vertexNormals; + var faceNormal, vertexNormals; - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - face = this.faces[ f ]; + face = this.faces[ f ]; - faceNormal = morphNormals.faceNormals[ f ]; - vertexNormals = morphNormals.vertexNormals[ f ]; + faceNormal = morphNormals.faceNormals[ f ]; + vertexNormals = morphNormals.vertexNormals[ f ]; - faceNormal.copy( face.normal ); + faceNormal.copy( face.normal ); - vertexNormals.a.copy( face.vertexNormals[ 0 ] ); - vertexNormals.b.copy( face.vertexNormals[ 1 ] ); - vertexNormals.c.copy( face.vertexNormals[ 2 ] ); + vertexNormals.a.copy( face.vertexNormals[ 0 ] ); + vertexNormals.b.copy( face.vertexNormals[ 1 ] ); + vertexNormals.c.copy( face.vertexNormals[ 2 ] ); - } + } - } + } - // restore original normals + // restore original normals - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - face = this.faces[ f ]; + face = this.faces[ f ]; - face.normal = face.__originalFaceNormal; - face.vertexNormals = face.__originalVertexNormals; + face.normal = face.__originalFaceNormal; + face.vertexNormals = face.__originalVertexNormals; - } + } - }, + }, - computeTangents: function () { + computeTangents: function () { - console.warn( 'THREE.Geometry: .computeTangents() has been removed.' ); + console.warn( 'THREE.Geometry: .computeTangents() has been removed.' ); - }, + }, - computeLineDistances: function () { + computeLineDistances: function () { - var d = 0; - var vertices = this.vertices; + var d = 0; + var vertices = this.vertices; - for ( var i = 0, il = vertices.length; i < il; i ++ ) { + for ( var i = 0, il = vertices.length; i < il; i ++ ) { - if ( i > 0 ) { + if ( i > 0 ) { - d += vertices[ i ].distanceTo( vertices[ i - 1 ] ); + d += vertices[ i ].distanceTo( vertices[ i - 1 ] ); - } + } - this.lineDistances[ i ] = d; + this.lineDistances[ i ] = d; - } + } - }, + }, - computeBoundingBox: function () { + computeBoundingBox: function () { - if ( this.boundingBox === null ) { + if ( this.boundingBox === null ) { - this.boundingBox = new Box3(); + this.boundingBox = new Box3(); - } + } - this.boundingBox.setFromPoints( this.vertices ); + this.boundingBox.setFromPoints( this.vertices ); - }, + }, - computeBoundingSphere: function () { + computeBoundingSphere: function () { - if ( this.boundingSphere === null ) { + if ( this.boundingSphere === null ) { - this.boundingSphere = new Sphere(); + this.boundingSphere = new Sphere(); - } + } - this.boundingSphere.setFromPoints( this.vertices ); + this.boundingSphere.setFromPoints( this.vertices ); - }, + }, - merge: function ( geometry, matrix, materialIndexOffset ) { + merge: function ( geometry, matrix, materialIndexOffset ) { - if ( (geometry && geometry.isGeometry) === false ) { + if ( (geometry && geometry.isGeometry) === false ) { - console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry ); - return; + 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; + 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 ( materialIndexOffset === undefined ) materialIndexOffset = 0; - if ( matrix !== undefined ) { + if ( matrix !== undefined ) { - normalMatrix = new Matrix3().getNormalMatrix( matrix ); + normalMatrix = new Matrix3().getNormalMatrix( matrix ); - } + } - // vertices + // vertices - for ( var i = 0, il = vertices2.length; i < il; i ++ ) { + for ( var i = 0, il = vertices2.length; i < il; i ++ ) { - var vertex = vertices2[ i ]; + var vertex = vertices2[ i ]; - var vertexCopy = vertex.clone(); + var vertexCopy = vertex.clone(); - if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix ); + if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix ); - vertices1.push( vertexCopy ); + vertices1.push( vertexCopy ); - } + } - // colors + // colors - for ( var i = 0, il = colors2.length; i < il; i ++ ) { + for ( var i = 0, il = colors2.length; i < il; i ++ ) { - colors1.push( colors2[ i ].clone() ); + colors1.push( colors2[ i ].clone() ); - } + } - // faces + // faces - for ( i = 0, il = faces2.length; i < il; i ++ ) { + for ( i = 0, il = faces2.length; i < il; i ++ ) { - var face = faces2[ i ], faceCopy, normal, color, - faceVertexNormals = face.vertexNormals, - faceVertexColors = face.vertexColors; + 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 ); + faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset ); + faceCopy.normal.copy( face.normal ); - if ( normalMatrix !== undefined ) { + if ( normalMatrix !== undefined ) { - faceCopy.normal.applyMatrix3( normalMatrix ).normalize(); + faceCopy.normal.applyMatrix3( normalMatrix ).normalize(); - } + } - for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) { + for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) { - normal = faceVertexNormals[ j ].clone(); + normal = faceVertexNormals[ j ].clone(); - if ( normalMatrix !== undefined ) { + if ( normalMatrix !== undefined ) { - normal.applyMatrix3( normalMatrix ).normalize(); + normal.applyMatrix3( normalMatrix ).normalize(); - } + } - faceCopy.vertexNormals.push( normal ); + faceCopy.vertexNormals.push( normal ); - } + } - faceCopy.color.copy( face.color ); + faceCopy.color.copy( face.color ); - for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) { + for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) { - color = faceVertexColors[ j ]; - faceCopy.vertexColors.push( color.clone() ); + color = faceVertexColors[ j ]; + faceCopy.vertexColors.push( color.clone() ); - } + } - faceCopy.materialIndex = face.materialIndex + materialIndexOffset; + faceCopy.materialIndex = face.materialIndex + materialIndexOffset; - faces1.push( faceCopy ); + faces1.push( faceCopy ); - } + } - // uvs + // uvs - for ( i = 0, il = uvs2.length; i < il; i ++ ) { + for ( i = 0, il = uvs2.length; i < il; i ++ ) { - var uv = uvs2[ i ], uvCopy = []; + var uv = uvs2[ i ], uvCopy = []; - if ( uv === undefined ) { + if ( uv === undefined ) { - continue; + continue; - } + } - for ( var j = 0, jl = uv.length; j < jl; j ++ ) { + for ( var j = 0, jl = uv.length; j < jl; j ++ ) { - uvCopy.push( uv[ j ].clone() ); + uvCopy.push( uv[ j ].clone() ); - } + } - uvs1.push( uvCopy ); + uvs1.push( uvCopy ); - } + } - }, + }, - mergeMesh: function ( mesh ) { + mergeMesh: function ( mesh ) { - if ( (mesh && mesh.isMesh) === false ) { + if ( (mesh && mesh.isMesh) === false ) { - console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh ); - return; + console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh ); + return; - } + } - mesh.matrixAutoUpdate && mesh.updateMatrix(); + mesh.matrixAutoUpdate && mesh.updateMatrix(); - this.merge( mesh.geometry, mesh.matrix ); + this.merge( mesh.geometry, mesh.matrix ); - }, + }, - /* - * Checks for duplicate vertices with hashmap. - * Duplicated vertices are removed - * and faces' vertices are updated. - */ + /* + * Checks for duplicate vertices with hashmap. + * Duplicated vertices are removed + * and faces' vertices are updated. + */ - mergeVertices: function () { + mergeVertices: function () { - var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique) - var unique = [], changes = []; + 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; + 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 ++ ) { + 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 ); + v = this.vertices[ i ]; + key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision ); - if ( verticesMap[ key ] === undefined ) { + if ( verticesMap[ key ] === undefined ) { - verticesMap[ key ] = i; - unique.push( this.vertices[ i ] ); - changes[ i ] = unique.length - 1; + verticesMap[ key ] = i; + unique.push( this.vertices[ i ] ); + changes[ i ] = unique.length - 1; - } else { + } else { - //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]); - changes[ i ] = changes[ verticesMap[ key ] ]; + //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 = []; + // 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 ++ ) { + for ( i = 0, il = this.faces.length; i < il; i ++ ) { - face = this.faces[ i ]; + face = this.faces[ i ]; - face.a = changes[ face.a ]; - face.b = changes[ face.b ]; - face.c = changes[ face.c ]; + face.a = changes[ face.a ]; + face.b = changes[ face.b ]; + face.c = changes[ face.c ]; - indices = [ face.a, face.b, face.c ]; + indices = [ face.a, face.b, face.c ]; - var dupIndex = - 1; + var dupIndex = - 1; - // 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 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 ] ) { + if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) { - dupIndex = n; - faceIndicesToRemove.push( i ); - break; + dupIndex = n; + faceIndicesToRemove.push( i ); + break; - } + } - } + } - } + } - for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) { + for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) { - var idx = faceIndicesToRemove[ i ]; + var idx = faceIndicesToRemove[ i ]; - this.faces.splice( idx, 1 ); + this.faces.splice( idx, 1 ); - for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) { + for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) { - this.faceVertexUvs[ j ].splice( idx, 1 ); + this.faceVertexUvs[ j ].splice( idx, 1 ); - } + } - } + } - // Use unique set of vertices + // Use unique set of vertices - var diff = this.vertices.length - unique.length; - this.vertices = unique; - return diff; + var diff = this.vertices.length - unique.length; + this.vertices = unique; + return diff; - }, + }, - sortFacesByMaterialIndex: function () { + sortFacesByMaterialIndex: function () { - var faces = this.faces; - var length = faces.length; + var faces = this.faces; + var length = faces.length; - // tag faces + // tag faces - for ( var i = 0; i < length; i ++ ) { + for ( var i = 0; i < length; i ++ ) { - faces[ i ]._id = i; + faces[ i ]._id = i; - } + } - // sort faces + // sort faces - function materialIndexSort( a, b ) { + function materialIndexSort( a, b ) { - return a.materialIndex - b.materialIndex; + return a.materialIndex - b.materialIndex; - } + } - faces.sort( materialIndexSort ); + faces.sort( materialIndexSort ); - // sort uvs + // sort uvs - var uvs1 = this.faceVertexUvs[ 0 ]; - var uvs2 = this.faceVertexUvs[ 1 ]; + var uvs1 = this.faceVertexUvs[ 0 ]; + var uvs2 = this.faceVertexUvs[ 1 ]; - var newUvs1, newUvs2; + var newUvs1, newUvs2; - if ( uvs1 && uvs1.length === length ) newUvs1 = []; - if ( uvs2 && uvs2.length === length ) newUvs2 = []; + if ( uvs1 && uvs1.length === length ) newUvs1 = []; + if ( uvs2 && uvs2.length === length ) newUvs2 = []; - for ( var i = 0; i < length; i ++ ) { + for ( var i = 0; i < length; i ++ ) { - var id = faces[ i ]._id; + var id = faces[ i ]._id; - if ( newUvs1 ) newUvs1.push( uvs1[ id ] ); - if ( newUvs2 ) newUvs2.push( uvs2[ 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; + if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1; + if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2; - }, + }, - toJSON: function () { + toJSON: function () { - var data = { - metadata: { - version: 4.4, - type: 'Geometry', - generator: 'Geometry.toJSON' - } - }; + var data = { + metadata: { + version: 4.4, + type: 'Geometry', + generator: 'Geometry.toJSON' + } + }; - // standard Geometry serialization + // standard Geometry serialization - data.uuid = this.uuid; - data.type = this.type; - if ( this.name !== '' ) data.name = this.name; + data.uuid = this.uuid; + data.type = this.type; + if ( this.name !== '' ) data.name = this.name; - if ( this.parameters !== undefined ) { + if ( this.parameters !== undefined ) { - var parameters = this.parameters; + var parameters = this.parameters; - for ( var key in parameters ) { + for ( var key in parameters ) { - if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; + if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; - } + } - return data; + return data; - } + } - var vertices = []; + var vertices = []; - for ( var i = 0; i < this.vertices.length; i ++ ) { + for ( var i = 0; i < this.vertices.length; i ++ ) { - var vertex = this.vertices[ i ]; - vertices.push( vertex.x, vertex.y, vertex.z ); + 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 = {}; + var faces = []; + var normals = []; + var normalsHash = {}; + var colors = []; + var colorsHash = {}; + var uvs = []; + var uvsHash = {}; - for ( var i = 0; i < this.faces.length; i ++ ) { + for ( var i = 0; i < this.faces.length; i ++ ) { - var face = this.faces[ 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 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; + 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 ); + 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 ); + faces.push( faceType ); + faces.push( face.a, face.b, face.c ); + faces.push( face.materialIndex ); - if ( hasFaceVertexUv ) { + if ( hasFaceVertexUv ) { - var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ]; + var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ]; - faces.push( - getUvIndex( faceVertexUvs[ 0 ] ), - getUvIndex( faceVertexUvs[ 1 ] ), - getUvIndex( faceVertexUvs[ 2 ] ) - ); + faces.push( + getUvIndex( faceVertexUvs[ 0 ] ), + getUvIndex( faceVertexUvs[ 1 ] ), + getUvIndex( faceVertexUvs[ 2 ] ) + ); - } + } - if ( hasFaceNormal ) { + if ( hasFaceNormal ) { - faces.push( getNormalIndex( face.normal ) ); + faces.push( getNormalIndex( face.normal ) ); - } + } - if ( hasFaceVertexNormal ) { + if ( hasFaceVertexNormal ) { - var vertexNormals = face.vertexNormals; + var vertexNormals = face.vertexNormals; - faces.push( - getNormalIndex( vertexNormals[ 0 ] ), - getNormalIndex( vertexNormals[ 1 ] ), - getNormalIndex( vertexNormals[ 2 ] ) - ); + faces.push( + getNormalIndex( vertexNormals[ 0 ] ), + getNormalIndex( vertexNormals[ 1 ] ), + getNormalIndex( vertexNormals[ 2 ] ) + ); - } + } - if ( hasFaceColor ) { + if ( hasFaceColor ) { - faces.push( getColorIndex( face.color ) ); + faces.push( getColorIndex( face.color ) ); - } + } - if ( hasFaceVertexColor ) { + if ( hasFaceVertexColor ) { - var vertexColors = face.vertexColors; + var vertexColors = face.vertexColors; - faces.push( - getColorIndex( vertexColors[ 0 ] ), - getColorIndex( vertexColors[ 1 ] ), - getColorIndex( vertexColors[ 2 ] ) - ); + faces.push( + getColorIndex( vertexColors[ 0 ] ), + getColorIndex( vertexColors[ 1 ] ), + getColorIndex( vertexColors[ 2 ] ) + ); - } + } - } + } - function setBit( value, position, enabled ) { + function setBit( value, position, enabled ) { - return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) ); + return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) ); - } + } - function getNormalIndex( normal ) { + function getNormalIndex( normal ) { - var hash = normal.x.toString() + normal.y.toString() + normal.z.toString(); + var hash = normal.x.toString() + normal.y.toString() + normal.z.toString(); - if ( normalsHash[ hash ] !== undefined ) { + if ( normalsHash[ hash ] !== undefined ) { - return normalsHash[ hash ]; + return normalsHash[ hash ]; - } + } - normalsHash[ hash ] = normals.length / 3; - normals.push( normal.x, normal.y, normal.z ); + normalsHash[ hash ] = normals.length / 3; + normals.push( normal.x, normal.y, normal.z ); - return normalsHash[ hash ]; + return normalsHash[ hash ]; - } + } - function getColorIndex( color ) { + function getColorIndex( color ) { - var hash = color.r.toString() + color.g.toString() + color.b.toString(); + var hash = color.r.toString() + color.g.toString() + color.b.toString(); - if ( colorsHash[ hash ] !== undefined ) { + if ( colorsHash[ hash ] !== undefined ) { - return colorsHash[ hash ]; + return colorsHash[ hash ]; - } + } - colorsHash[ hash ] = colors.length; - colors.push( color.getHex() ); + colorsHash[ hash ] = colors.length; + colors.push( color.getHex() ); - return colorsHash[ hash ]; + return colorsHash[ hash ]; - } + } - function getUvIndex( uv ) { + function getUvIndex( uv ) { - var hash = uv.x.toString() + uv.y.toString(); + var hash = uv.x.toString() + uv.y.toString(); - if ( uvsHash[ hash ] !== undefined ) { + if ( uvsHash[ hash ] !== undefined ) { - return uvsHash[ hash ]; + return uvsHash[ hash ]; - } + } - uvsHash[ hash ] = uvs.length / 2; - uvs.push( uv.x, uv.y ); + uvsHash[ hash ] = uvs.length / 2; + uvs.push( uv.x, uv.y ); - return uvsHash[ hash ]; + return uvsHash[ hash ]; - } + } - data.data = {}; + 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; + 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; + return data; - }, + }, - clone: function () { + clone: function () { - /* - // Handle primitives + /* + // Handle primitives - var parameters = this.parameters; + var parameters = this.parameters; - if ( parameters !== undefined ) { + if ( parameters !== undefined ) { - var values = []; + var values = []; - for ( var key in parameters ) { + for ( var key in parameters ) { - values.push( parameters[ key ] ); + values.push( parameters[ key ] ); - } + } - var geometry = Object.create( this.constructor.prototype ); - this.constructor.apply( geometry, values ); - return geometry; + var geometry = Object.create( this.constructor.prototype ); + this.constructor.apply( geometry, values ); + return geometry; - } + } - return new this.constructor().copy( this ); - */ + return new this.constructor().copy( this ); + */ - return new Geometry().copy( this ); + return new Geometry().copy( this ); - }, + }, - copy: function ( source ) { + copy: function ( source ) { - this.vertices = []; - this.faces = []; - this.faceVertexUvs = [ [] ]; - this.colors = []; + this.vertices = []; + this.faces = []; + this.faceVertexUvs = [ [] ]; + this.colors = []; - var vertices = source.vertices; + var vertices = source.vertices; - for ( var i = 0, il = vertices.length; i < il; i ++ ) { + for ( var i = 0, il = vertices.length; i < il; i ++ ) { - this.vertices.push( vertices[ i ].clone() ); + this.vertices.push( vertices[ i ].clone() ); - } + } - var colors = source.colors; + var colors = source.colors; - for ( var i = 0, il = colors.length; i < il; i ++ ) { + for ( var i = 0, il = colors.length; i < il; i ++ ) { - this.colors.push( colors[ i ].clone() ); + this.colors.push( colors[ i ].clone() ); - } + } - var faces = source.faces; + var faces = source.faces; - for ( var i = 0, il = faces.length; i < il; i ++ ) { + for ( var i = 0, il = faces.length; i < il; i ++ ) { - this.faces.push( faces[ i ].clone() ); + this.faces.push( faces[ i ].clone() ); - } + } - for ( var i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) { + for ( var i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) { - var faceVertexUvs = source.faceVertexUvs[ i ]; + var faceVertexUvs = source.faceVertexUvs[ i ]; - if ( this.faceVertexUvs[ i ] === undefined ) { + if ( this.faceVertexUvs[ i ] === undefined ) { - this.faceVertexUvs[ i ] = []; + this.faceVertexUvs[ i ] = []; - } + } - for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) { + for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) { - var uvs = faceVertexUvs[ j ], uvsCopy = []; + var uvs = faceVertexUvs[ j ], uvsCopy = []; - for ( var k = 0, kl = uvs.length; k < kl; k ++ ) { + for ( var k = 0, kl = uvs.length; k < kl; k ++ ) { - var uv = uvs[ k ]; + var uv = uvs[ k ]; - uvsCopy.push( uv.clone() ); + uvsCopy.push( uv.clone() ); - } + } - this.faceVertexUvs[ i ].push( uvsCopy ); + this.faceVertexUvs[ i ].push( uvsCopy ); - } + } - } + } - return this; + return this; - }, + }, - dispose: function () { + dispose: function () { - this.dispatchEvent( { type: 'dispose' } ); + this.dispatchEvent( { type: 'dispose' } ); - } + } - } ); + } ); - var count$2 = 0; - function GeometryIdCount() { return count$2++; }; + var count$2 = 0; + function GeometryIdCount() { return count$2++; }; - /** - * @author mrdoob / http://mrdoob.com/ - */ + /** + * @author mrdoob / http://mrdoob.com/ + */ - function DirectGeometry() { + function DirectGeometry() { - Object.defineProperty( this, 'id', { value: GeometryIdCount() } ); + Object.defineProperty( this, 'id', { value: GeometryIdCount() } ); - this.uuid = exports.Math.generateUUID(); + this.uuid = exports.Math.generateUUID(); - this.name = ''; - this.type = 'DirectGeometry'; + this.name = ''; + this.type = 'DirectGeometry'; - this.indices = []; - this.vertices = []; - this.normals = []; - this.colors = []; - this.uvs = []; - this.uvs2 = []; + this.indices = []; + this.vertices = []; + this.normals = []; + this.colors = []; + this.uvs = []; + this.uvs2 = []; - this.groups = []; + this.groups = []; - this.morphTargets = {}; + this.morphTargets = {}; - this.skinWeights = []; - this.skinIndices = []; + this.skinWeights = []; + this.skinIndices = []; - // this.lineDistances = []; + // this.lineDistances = []; - this.boundingBox = null; - this.boundingSphere = null; + this.boundingBox = null; + this.boundingSphere = null; - // update flags + // update flags - this.verticesNeedUpdate = false; - this.normalsNeedUpdate = false; - this.colorsNeedUpdate = false; - this.uvsNeedUpdate = false; - this.groupsNeedUpdate = false; + this.verticesNeedUpdate = false; + this.normalsNeedUpdate = false; + this.colorsNeedUpdate = false; + this.uvsNeedUpdate = false; + this.groupsNeedUpdate = false; - } + } - Object.assign( DirectGeometry.prototype, EventDispatcher.prototype, { + Object.assign( DirectGeometry.prototype, EventDispatcher.prototype, { - computeBoundingBox: Geometry.prototype.computeBoundingBox, - computeBoundingSphere: Geometry.prototype.computeBoundingSphere, + computeBoundingBox: Geometry.prototype.computeBoundingBox, + computeBoundingSphere: Geometry.prototype.computeBoundingSphere, - computeFaceNormals: function () { + computeFaceNormals: function () { - console.warn( 'THREE.DirectGeometry: computeFaceNormals() is not a method of this type of geometry.' ); + console.warn( 'THREE.DirectGeometry: computeFaceNormals() is not a method of this type of geometry.' ); - }, + }, - computeVertexNormals: function () { + computeVertexNormals: function () { - console.warn( 'THREE.DirectGeometry: computeVertexNormals() is not a method of this type of geometry.' ); + console.warn( 'THREE.DirectGeometry: computeVertexNormals() is not a method of this type of geometry.' ); - }, + }, - computeGroups: function ( geometry ) { + computeGroups: function ( geometry ) { - var group; - var groups = []; - var materialIndex; + var group; + var groups = []; + var materialIndex; - var faces = geometry.faces; + var faces = geometry.faces; - for ( var i = 0; i < faces.length; i ++ ) { + for ( var i = 0; i < faces.length; i ++ ) { - var face = faces[ i ]; + var face = faces[ i ]; - // materials + // materials - if ( face.materialIndex !== materialIndex ) { + if ( face.materialIndex !== materialIndex ) { - materialIndex = face.materialIndex; + materialIndex = face.materialIndex; - if ( group !== undefined ) { + if ( group !== undefined ) { - group.count = ( i * 3 ) - group.start; - groups.push( group ); + group.count = ( i * 3 ) - group.start; + groups.push( group ); - } + } - group = { - start: i * 3, - materialIndex: materialIndex - }; + group = { + start: i * 3, + materialIndex: materialIndex + }; - } + } - } + } - if ( group !== undefined ) { + if ( group !== undefined ) { - group.count = ( i * 3 ) - group.start; - groups.push( group ); + group.count = ( i * 3 ) - group.start; + groups.push( group ); - } + } - this.groups = groups; + this.groups = groups; - }, + }, - fromGeometry: function ( geometry ) { + fromGeometry: function ( geometry ) { - var faces = geometry.faces; - var vertices = geometry.vertices; - var faceVertexUvs = geometry.faceVertexUvs; + 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; + var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0; + var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0; - // morphs + // morphs - var morphTargets = geometry.morphTargets; - var morphTargetsLength = morphTargets.length; + var morphTargets = geometry.morphTargets; + var morphTargetsLength = morphTargets.length; - var morphTargetsPosition; + var morphTargetsPosition; - if ( morphTargetsLength > 0 ) { + if ( morphTargetsLength > 0 ) { - morphTargetsPosition = []; + morphTargetsPosition = []; - for ( var i = 0; i < morphTargetsLength; i ++ ) { + for ( var i = 0; i < morphTargetsLength; i ++ ) { - morphTargetsPosition[ i ] = []; + morphTargetsPosition[ i ] = []; - } + } - this.morphTargets.position = morphTargetsPosition; + this.morphTargets.position = morphTargetsPosition; - } + } - var morphNormals = geometry.morphNormals; - var morphNormalsLength = morphNormals.length; + var morphNormals = geometry.morphNormals; + var morphNormalsLength = morphNormals.length; - var morphTargetsNormal; + var morphTargetsNormal; - if ( morphNormalsLength > 0 ) { + if ( morphNormalsLength > 0 ) { - morphTargetsNormal = []; + morphTargetsNormal = []; - for ( var i = 0; i < morphNormalsLength; i ++ ) { + for ( var i = 0; i < morphNormalsLength; i ++ ) { - morphTargetsNormal[ i ] = []; + morphTargetsNormal[ i ] = []; - } + } - this.morphTargets.normal = morphTargetsNormal; + this.morphTargets.normal = morphTargetsNormal; - } + } - // skins + // skins - var skinIndices = geometry.skinIndices; - var skinWeights = geometry.skinWeights; + var skinIndices = geometry.skinIndices; + var skinWeights = geometry.skinWeights; - var hasSkinIndices = skinIndices.length === vertices.length; - var hasSkinWeights = skinWeights.length === vertices.length; + var hasSkinIndices = skinIndices.length === vertices.length; + var hasSkinWeights = skinWeights.length === vertices.length; - // + // - for ( var i = 0; i < faces.length; i ++ ) { + for ( var i = 0; i < faces.length; i ++ ) { - var face = faces[ i ]; + var face = faces[ i ]; - this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] ); + this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] ); - var vertexNormals = face.vertexNormals; + var vertexNormals = face.vertexNormals; - if ( vertexNormals.length === 3 ) { + if ( vertexNormals.length === 3 ) { - this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] ); + this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] ); - } else { + } else { - var normal = face.normal; + var normal = face.normal; - this.normals.push( normal, normal, normal ); + this.normals.push( normal, normal, normal ); - } + } - var vertexColors = face.vertexColors; + var vertexColors = face.vertexColors; - if ( vertexColors.length === 3 ) { + if ( vertexColors.length === 3 ) { - this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] ); + this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] ); - } else { + } else { - var color = face.color; + var color = face.color; - this.colors.push( color, color, color ); + this.colors.push( color, color, color ); - } + } - if ( hasFaceVertexUv === true ) { + if ( hasFaceVertexUv === true ) { - var vertexUvs = faceVertexUvs[ 0 ][ i ]; + var vertexUvs = faceVertexUvs[ 0 ][ i ]; - if ( vertexUvs !== undefined ) { + if ( vertexUvs !== undefined ) { - this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); + this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); - } else { + } else { - console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i ); + console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i ); - this.uvs.push( new Vector2(), new Vector2(), new Vector2() ); + this.uvs.push( new Vector2(), new Vector2(), new Vector2() ); - } + } - } + } - if ( hasFaceVertexUv2 === true ) { + if ( hasFaceVertexUv2 === true ) { - var vertexUvs = faceVertexUvs[ 1 ][ i ]; + var vertexUvs = faceVertexUvs[ 1 ][ i ]; - if ( vertexUvs !== undefined ) { + if ( vertexUvs !== undefined ) { - this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); + this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); - } else { + } else { - console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i ); + console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i ); - this.uvs2.push( new Vector2(), new Vector2(), new Vector2() ); + this.uvs2.push( new Vector2(), new Vector2(), new Vector2() ); - } + } - } + } - // morphs + // morphs - for ( var j = 0; j < morphTargetsLength; j ++ ) { + for ( var j = 0; j < morphTargetsLength; j ++ ) { - var morphTarget = morphTargets[ j ].vertices; + var morphTarget = morphTargets[ j ].vertices; - morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] ); + morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] ); - } + } - for ( var j = 0; j < morphNormalsLength; j ++ ) { + for ( var j = 0; j < morphNormalsLength; j ++ ) { - var morphNormal = morphNormals[ j ].vertexNormals[ i ]; + var morphNormal = morphNormals[ j ].vertexNormals[ i ]; - morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c ); + morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c ); - } + } - // skins + // skins - if ( hasSkinIndices ) { + if ( hasSkinIndices ) { - this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] ); + this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] ); - } + } - if ( hasSkinWeights ) { + if ( hasSkinWeights ) { - this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] ); + this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] ); - } + } - } + } - this.computeGroups( geometry ); + this.computeGroups( geometry ); - this.verticesNeedUpdate = geometry.verticesNeedUpdate; - this.normalsNeedUpdate = geometry.normalsNeedUpdate; - this.colorsNeedUpdate = geometry.colorsNeedUpdate; - this.uvsNeedUpdate = geometry.uvsNeedUpdate; - this.groupsNeedUpdate = geometry.groupsNeedUpdate; + this.verticesNeedUpdate = geometry.verticesNeedUpdate; + this.normalsNeedUpdate = geometry.normalsNeedUpdate; + this.colorsNeedUpdate = geometry.colorsNeedUpdate; + this.uvsNeedUpdate = geometry.uvsNeedUpdate; + this.groupsNeedUpdate = geometry.groupsNeedUpdate; - return this; + return this; - }, + }, - dispose: function () { + dispose: function () { - this.dispatchEvent( { type: 'dispose' } ); + this.dispatchEvent( { type: 'dispose' } ); - } + } - } ); + } ); - /** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */ + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ - function BufferGeometry() { + function BufferGeometry() { - Object.defineProperty( this, 'id', { value: GeometryIdCount() } ); + Object.defineProperty( this, 'id', { value: GeometryIdCount() } ); - this.uuid = exports.Math.generateUUID(); + this.uuid = exports.Math.generateUUID(); - this.name = ''; - this.type = 'BufferGeometry'; + this.name = ''; + this.type = 'BufferGeometry'; - this.index = null; - this.attributes = {}; + this.index = null; + this.attributes = {}; - this.morphAttributes = {}; + this.morphAttributes = {}; - this.groups = []; + this.groups = []; - this.boundingBox = null; - this.boundingSphere = null; + this.boundingBox = null; + this.boundingSphere = null; - this.drawRange = { start: 0, count: Infinity }; + this.drawRange = { start: 0, count: Infinity }; - } + } - Object.assign( BufferGeometry.prototype, EventDispatcher.prototype, { + Object.assign( BufferGeometry.prototype, EventDispatcher.prototype, { - isBufferGeometry: true, + isBufferGeometry: true, - getIndex: function () { + getIndex: function () { - return this.index; + return this.index; - }, + }, - setIndex: function ( index ) { + setIndex: function ( index ) { - this.index = index; + this.index = index; - }, + }, - addAttribute: function ( name, attribute ) { + addAttribute: function ( name, attribute ) { - if ( (attribute && attribute.isBufferAttribute) === false && (attribute && attribute.isInterleavedBufferAttribute) === false ) { + if ( (attribute && attribute.isBufferAttribute) === false && (attribute && attribute.isInterleavedBufferAttribute) === false ) { - console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' ); + console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' ); - this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) ); + this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) ); - return; + return; - } + } - if ( name === 'index' ) { + if ( name === 'index' ) { - console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' ); - this.setIndex( attribute ); + console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' ); + this.setIndex( attribute ); - return; + return; - } + } - this.attributes[ name ] = attribute; + this.attributes[ name ] = attribute; - return this; + return this; - }, + }, - getAttribute: function ( name ) { + getAttribute: function ( name ) { - return this.attributes[ name ]; + return this.attributes[ name ]; - }, + }, - removeAttribute: function ( name ) { + removeAttribute: function ( name ) { - delete this.attributes[ name ]; + delete this.attributes[ name ]; - return this; + return this; - }, + }, - addGroup: function ( start, count, materialIndex ) { + addGroup: function ( start, count, materialIndex ) { - this.groups.push( { + this.groups.push( { - start: start, - count: count, - materialIndex: materialIndex !== undefined ? materialIndex : 0 + start: start, + count: count, + materialIndex: materialIndex !== undefined ? materialIndex : 0 - } ); + } ); - }, + }, - clearGroups: function () { + clearGroups: function () { - this.groups = []; + this.groups = []; - }, + }, - setDrawRange: function ( start, count ) { + setDrawRange: function ( start, count ) { - this.drawRange.start = start; - this.drawRange.count = count; + this.drawRange.start = start; + this.drawRange.count = count; - }, + }, - applyMatrix: function ( matrix ) { + applyMatrix: function ( matrix ) { - var position = this.attributes.position; + var position = this.attributes.position; - if ( position !== undefined ) { + if ( position !== undefined ) { - matrix.applyToVector3Array( position.array ); - position.needsUpdate = true; + matrix.applyToVector3Array( position.array ); + position.needsUpdate = true; - } + } - var normal = this.attributes.normal; + var normal = this.attributes.normal; - if ( normal !== undefined ) { + if ( normal !== undefined ) { - var normalMatrix = new Matrix3().getNormalMatrix( matrix ); + var normalMatrix = new Matrix3().getNormalMatrix( matrix ); - normalMatrix.applyToVector3Array( normal.array ); - normal.needsUpdate = true; + normalMatrix.applyToVector3Array( normal.array ); + normal.needsUpdate = true; - } + } - if ( this.boundingBox !== null ) { + if ( this.boundingBox !== null ) { - this.computeBoundingBox(); + this.computeBoundingBox(); - } + } - if ( this.boundingSphere !== null ) { + if ( this.boundingSphere !== null ) { - this.computeBoundingSphere(); + this.computeBoundingSphere(); - } + } - return this; + return this; - }, + }, - rotateX: function () { + rotateX: function () { - // rotate geometry around world x-axis + // rotate geometry around world x-axis - var m1; + var m1; - return function rotateX( angle ) { + return function rotateX( angle ) { - if ( m1 === undefined ) m1 = new Matrix4(); + if ( m1 === undefined ) m1 = new Matrix4(); - m1.makeRotationX( angle ); + m1.makeRotationX( angle ); - this.applyMatrix( m1 ); + this.applyMatrix( m1 ); - return this; + return this; - }; + }; - }(), + }(), - rotateY: function () { + rotateY: function () { - // rotate geometry around world y-axis + // rotate geometry around world y-axis - var m1; + var m1; - return function rotateY( angle ) { + return function rotateY( angle ) { - if ( m1 === undefined ) m1 = new Matrix4(); + if ( m1 === undefined ) m1 = new Matrix4(); - m1.makeRotationY( angle ); + m1.makeRotationY( angle ); - this.applyMatrix( m1 ); + this.applyMatrix( m1 ); - return this; + return this; - }; + }; - }(), + }(), - rotateZ: function () { + rotateZ: function () { - // rotate geometry around world z-axis + // rotate geometry around world z-axis - var m1; + var m1; - return function rotateZ( angle ) { + return function rotateZ( angle ) { - if ( m1 === undefined ) m1 = new Matrix4(); + if ( m1 === undefined ) m1 = new Matrix4(); - m1.makeRotationZ( angle ); + m1.makeRotationZ( angle ); - this.applyMatrix( m1 ); + this.applyMatrix( m1 ); - return this; + return this; - }; + }; - }(), + }(), - translate: function () { + translate: function () { - // translate geometry + // translate geometry - var m1; + var m1; - return function translate( x, y, z ) { + return function translate( x, y, z ) { - if ( m1 === undefined ) m1 = new Matrix4(); + if ( m1 === undefined ) m1 = new Matrix4(); - m1.makeTranslation( x, y, z ); + m1.makeTranslation( x, y, z ); - this.applyMatrix( m1 ); + this.applyMatrix( m1 ); - return this; + return this; - }; + }; - }(), + }(), - scale: function () { + scale: function () { - // scale geometry + // scale geometry - var m1; + var m1; - return function scale( x, y, z ) { + return function scale( x, y, z ) { - if ( m1 === undefined ) m1 = new Matrix4(); + if ( m1 === undefined ) m1 = new Matrix4(); - m1.makeScale( x, y, z ); + m1.makeScale( x, y, z ); - this.applyMatrix( m1 ); + this.applyMatrix( m1 ); - return this; + return this; - }; + }; - }(), + }(), - lookAt: function () { + lookAt: function () { - var obj; + var obj; - return function lookAt( vector ) { + return function lookAt( vector ) { - if ( obj === undefined ) obj = new Object3D(); + if ( obj === undefined ) obj = new Object3D(); - obj.lookAt( vector ); + obj.lookAt( vector ); - obj.updateMatrix(); + obj.updateMatrix(); - this.applyMatrix( obj.matrix ); + this.applyMatrix( obj.matrix ); - }; + }; - }(), + }(), - center: function () { + center: function () { - this.computeBoundingBox(); + this.computeBoundingBox(); - var offset = this.boundingBox.center().negate(); + var offset = this.boundingBox.center().negate(); - this.translate( offset.x, offset.y, offset.z ); + this.translate( offset.x, offset.y, offset.z ); - return offset; + return offset; - }, + }, - setFromObject: function ( object ) { + setFromObject: function ( object ) { - // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this ); + // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this ); - var geometry = object.geometry; + var geometry = object.geometry; - if ( (object && object.isPoints) || (object && object.isLine) ) { + if ( (object && object.isPoints) || (object && object.isLine) ) { - var positions = new Float32Attribute( geometry.vertices.length * 3, 3 ); - var colors = new Float32Attribute( geometry.colors.length * 3, 3 ); + var positions = new Float32Attribute( geometry.vertices.length * 3, 3 ); + var colors = new Float32Attribute( geometry.colors.length * 3, 3 ); - this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) ); - this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) ); + this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) ); + this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) ); - if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) { + if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) { - var lineDistances = new Float32Attribute( geometry.lineDistances.length, 1 ); + var lineDistances = new Float32Attribute( geometry.lineDistances.length, 1 ); - this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) ); + this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) ); - } + } - if ( geometry.boundingSphere !== null ) { + if ( geometry.boundingSphere !== null ) { - this.boundingSphere = geometry.boundingSphere.clone(); + this.boundingSphere = geometry.boundingSphere.clone(); - } + } - if ( geometry.boundingBox !== null ) { + if ( geometry.boundingBox !== null ) { - this.boundingBox = geometry.boundingBox.clone(); + this.boundingBox = geometry.boundingBox.clone(); - } + } - } else if ( (object && object.isMesh) ) { + } else if ( (object && object.isMesh) ) { - if ( (geometry && geometry.isGeometry) ) { + if ( (geometry && geometry.isGeometry) ) { - this.fromGeometry( geometry ); + this.fromGeometry( geometry ); - } + } - } + } - return this; + return this; - }, + }, - updateFromObject: function ( object ) { + updateFromObject: function ( object ) { - var geometry = object.geometry; + var geometry = object.geometry; - if ( (object && object.isMesh) ) { + if ( (object && object.isMesh) ) { - var direct = geometry.__directGeometry; + var direct = geometry.__directGeometry; - if ( geometry.elementsNeedUpdate === true ) { + if ( geometry.elementsNeedUpdate === true ) { - direct = undefined; - geometry.elementsNeedUpdate = false; + direct = undefined; + geometry.elementsNeedUpdate = false; - } + } - if ( direct === undefined ) { + if ( direct === undefined ) { - return this.fromGeometry( geometry ); + return this.fromGeometry( geometry ); - } + } - direct.verticesNeedUpdate = geometry.verticesNeedUpdate; - direct.normalsNeedUpdate = geometry.normalsNeedUpdate; - direct.colorsNeedUpdate = geometry.colorsNeedUpdate; - direct.uvsNeedUpdate = geometry.uvsNeedUpdate; - direct.groupsNeedUpdate = geometry.groupsNeedUpdate; + 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.verticesNeedUpdate = false; + geometry.normalsNeedUpdate = false; + geometry.colorsNeedUpdate = false; + geometry.uvsNeedUpdate = false; + geometry.groupsNeedUpdate = false; - geometry = direct; + geometry = direct; - } + } - var attribute; + var attribute; - if ( geometry.verticesNeedUpdate === true ) { + if ( geometry.verticesNeedUpdate === true ) { - attribute = this.attributes.position; + attribute = this.attributes.position; - if ( attribute !== undefined ) { + if ( attribute !== undefined ) { - attribute.copyVector3sArray( geometry.vertices ); - attribute.needsUpdate = true; + attribute.copyVector3sArray( geometry.vertices ); + attribute.needsUpdate = true; - } + } - geometry.verticesNeedUpdate = false; + geometry.verticesNeedUpdate = false; - } + } - if ( geometry.normalsNeedUpdate === true ) { + if ( geometry.normalsNeedUpdate === true ) { - attribute = this.attributes.normal; + attribute = this.attributes.normal; - if ( attribute !== undefined ) { + if ( attribute !== undefined ) { - attribute.copyVector3sArray( geometry.normals ); - attribute.needsUpdate = true; + attribute.copyVector3sArray( geometry.normals ); + attribute.needsUpdate = true; - } + } - geometry.normalsNeedUpdate = false; + geometry.normalsNeedUpdate = false; - } + } - if ( geometry.colorsNeedUpdate === true ) { + if ( geometry.colorsNeedUpdate === true ) { - attribute = this.attributes.color; + attribute = this.attributes.color; - if ( attribute !== undefined ) { + if ( attribute !== undefined ) { - attribute.copyColorsArray( geometry.colors ); - attribute.needsUpdate = true; + attribute.copyColorsArray( geometry.colors ); + attribute.needsUpdate = true; - } + } - geometry.colorsNeedUpdate = false; + geometry.colorsNeedUpdate = false; - } + } - if ( geometry.uvsNeedUpdate ) { + if ( geometry.uvsNeedUpdate ) { - attribute = this.attributes.uv; + attribute = this.attributes.uv; - if ( attribute !== undefined ) { + if ( attribute !== undefined ) { - attribute.copyVector2sArray( geometry.uvs ); - attribute.needsUpdate = true; + attribute.copyVector2sArray( geometry.uvs ); + attribute.needsUpdate = true; - } + } - geometry.uvsNeedUpdate = false; + geometry.uvsNeedUpdate = false; - } + } - if ( geometry.lineDistancesNeedUpdate ) { + if ( geometry.lineDistancesNeedUpdate ) { - attribute = this.attributes.lineDistance; + attribute = this.attributes.lineDistance; - if ( attribute !== undefined ) { + if ( attribute !== undefined ) { - attribute.copyArray( geometry.lineDistances ); - attribute.needsUpdate = true; + attribute.copyArray( geometry.lineDistances ); + attribute.needsUpdate = true; - } + } - geometry.lineDistancesNeedUpdate = false; + geometry.lineDistancesNeedUpdate = false; - } + } - if ( geometry.groupsNeedUpdate ) { + if ( geometry.groupsNeedUpdate ) { - geometry.computeGroups( object.geometry ); - this.groups = geometry.groups; + geometry.computeGroups( object.geometry ); + this.groups = geometry.groups; - geometry.groupsNeedUpdate = false; + geometry.groupsNeedUpdate = false; - } + } - return this; + return this; - }, + }, - fromGeometry: function ( geometry ) { + fromGeometry: function ( geometry ) { - geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry ); + geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry ); - return this.fromDirectGeometry( geometry.__directGeometry ); + return this.fromDirectGeometry( geometry.__directGeometry ); - }, + }, - fromDirectGeometry: function ( geometry ) { + fromDirectGeometry: function ( geometry ) { - var positions = new Float32Array( geometry.vertices.length * 3 ); - this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) ); + var positions = new Float32Array( geometry.vertices.length * 3 ); + this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) ); - if ( geometry.normals.length > 0 ) { + if ( geometry.normals.length > 0 ) { - var normals = new Float32Array( geometry.normals.length * 3 ); - this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) ); + var normals = new Float32Array( geometry.normals.length * 3 ); + this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) ); - } + } - if ( geometry.colors.length > 0 ) { + if ( geometry.colors.length > 0 ) { - var colors = new Float32Array( geometry.colors.length * 3 ); - this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) ); + var colors = new Float32Array( geometry.colors.length * 3 ); + this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) ); - } + } - if ( geometry.uvs.length > 0 ) { + if ( geometry.uvs.length > 0 ) { - var uvs = new Float32Array( geometry.uvs.length * 2 ); - this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) ); + var uvs = new Float32Array( geometry.uvs.length * 2 ); + this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) ); - } + } - if ( geometry.uvs2.length > 0 ) { + if ( geometry.uvs2.length > 0 ) { - var uvs2 = new Float32Array( geometry.uvs2.length * 2 ); - this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) ); + var uvs2 = new Float32Array( geometry.uvs2.length * 2 ); + this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) ); - } + } - if ( geometry.indices.length > 0 ) { + if ( geometry.indices.length > 0 ) { - var TypeArray = geometry.vertices.length > 65535 ? Uint32Array : Uint16Array; - var indices = new TypeArray( geometry.indices.length * 3 ); - this.setIndex( new BufferAttribute( indices, 1 ).copyIndicesArray( geometry.indices ) ); + var TypeArray = geometry.vertices.length > 65535 ? Uint32Array : Uint16Array; + var indices = new TypeArray( geometry.indices.length * 3 ); + this.setIndex( new BufferAttribute( indices, 1 ).copyIndicesArray( geometry.indices ) ); - } + } - // groups + // groups - this.groups = geometry.groups; + this.groups = geometry.groups; - // morphs + // morphs - for ( var name in geometry.morphTargets ) { + for ( var name in geometry.morphTargets ) { - var array = []; - var morphTargets = geometry.morphTargets[ name ]; + var array = []; + var morphTargets = geometry.morphTargets[ name ]; - for ( var i = 0, l = morphTargets.length; i < l; i ++ ) { + for ( var i = 0, l = morphTargets.length; i < l; i ++ ) { - var morphTarget = morphTargets[ i ]; + var morphTarget = morphTargets[ i ]; - var attribute = new Float32Attribute( morphTarget.length * 3, 3 ); + var attribute = new Float32Attribute( morphTarget.length * 3, 3 ); - array.push( attribute.copyVector3sArray( morphTarget ) ); + array.push( attribute.copyVector3sArray( morphTarget ) ); - } + } - this.morphAttributes[ name ] = array; + this.morphAttributes[ name ] = array; - } + } - // skinning + // skinning - if ( geometry.skinIndices.length > 0 ) { + if ( geometry.skinIndices.length > 0 ) { - var skinIndices = new Float32Attribute( geometry.skinIndices.length * 4, 4 ); - this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) ); + var skinIndices = new Float32Attribute( geometry.skinIndices.length * 4, 4 ); + this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) ); - } + } - if ( geometry.skinWeights.length > 0 ) { + if ( geometry.skinWeights.length > 0 ) { - var skinWeights = new Float32Attribute( geometry.skinWeights.length * 4, 4 ); - this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) ); + var skinWeights = new Float32Attribute( geometry.skinWeights.length * 4, 4 ); + this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) ); - } + } - // + // - if ( geometry.boundingSphere !== null ) { + if ( geometry.boundingSphere !== null ) { - this.boundingSphere = geometry.boundingSphere.clone(); + this.boundingSphere = geometry.boundingSphere.clone(); - } + } - if ( geometry.boundingBox !== null ) { + if ( geometry.boundingBox !== null ) { - this.boundingBox = geometry.boundingBox.clone(); + this.boundingBox = geometry.boundingBox.clone(); - } + } - return this; + return this; - }, + }, - computeBoundingBox: function () { + computeBoundingBox: function () { - if ( this.boundingBox === null ) { + if ( this.boundingBox === null ) { - this.boundingBox = new Box3(); + this.boundingBox = new Box3(); - } + } - var positions = this.attributes.position.array; + var positions = this.attributes.position.array; - if ( positions !== undefined ) { + if ( positions !== undefined ) { - this.boundingBox.setFromArray( positions ); + this.boundingBox.setFromArray( positions ); - } else { + } else { - this.boundingBox.makeEmpty(); + this.boundingBox.makeEmpty(); - } + } - if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) { + 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 ); + console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this ); - } + } - }, + }, - computeBoundingSphere: function () { + computeBoundingSphere: function () { - var box = new Box3(); - var vector = new Vector3(); + var box = new Box3(); + var vector = new Vector3(); - return function computeBoundingSphere() { + return function computeBoundingSphere() { - if ( this.boundingSphere === null ) { + if ( this.boundingSphere === null ) { - this.boundingSphere = new Sphere(); + this.boundingSphere = new Sphere(); - } + } - var positions = this.attributes.position; + var positions = this.attributes.position; - if ( positions ) { + if ( positions ) { - var array = positions.array; - var center = this.boundingSphere.center; + var array = positions.array; + var center = this.boundingSphere.center; - box.setFromArray( array ); - box.center( center ); + box.setFromArray( array ); + box.center( center ); - // hoping to find a boundingSphere with a radius smaller than the - // boundingSphere of the boundingBox: sqrt(3) smaller in the best case + // 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; + var maxRadiusSq = 0; - for ( var i = 0, il = array.length; i < il; i += 3 ) { + for ( var i = 0, il = array.length; i < il; i += 3 ) { - vector.fromArray( array, i ); - maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) ); + vector.fromArray( array, i ); + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) ); - } + } - this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); + this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); - if ( isNaN( this.boundingSphere.radius ) ) { + if ( isNaN( this.boundingSphere.radius ) ) { - console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); + console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); - } + } - } + } - }; + }; - }(), + }(), - computeFaceNormals: function () { + computeFaceNormals: function () { - // backwards compatibility + // backwards compatibility - }, + }, - computeVertexNormals: function () { + computeVertexNormals: function () { - var index = this.index; - var attributes = this.attributes; - var groups = this.groups; + var index = this.index; + var attributes = this.attributes; + var groups = this.groups; - if ( attributes.position ) { + if ( attributes.position ) { - var positions = attributes.position.array; + var positions = attributes.position.array; - if ( attributes.normal === undefined ) { + if ( attributes.normal === undefined ) { - this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) ); + this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) ); - } else { + } else { - // reset existing normals to zero + // reset existing normals to zero - var array = attributes.normal.array; + var array = attributes.normal.array; - for ( var i = 0, il = array.length; i < il; i ++ ) { + for ( var i = 0, il = array.length; i < il; i ++ ) { - array[ i ] = 0; + array[ i ] = 0; - } + } - } + } - var normals = attributes.normal.array; + var normals = attributes.normal.array; - var vA, vB, vC, + var vA, vB, vC, - pA = new Vector3(), - pB = new Vector3(), - pC = new Vector3(), + pA = new Vector3(), + pB = new Vector3(), + pC = new Vector3(), - cb = new Vector3(), - ab = new Vector3(); + cb = new Vector3(), + ab = new Vector3(); - // indexed elements + // indexed elements - if ( index ) { + if ( index ) { - var indices = index.array; + var indices = index.array; - if ( groups.length === 0 ) { + if ( groups.length === 0 ) { - this.addGroup( 0, indices.length ); + this.addGroup( 0, indices.length ); - } + } - for ( var j = 0, jl = groups.length; j < jl; ++ j ) { + for ( var j = 0, jl = groups.length; j < jl; ++ j ) { - var group = groups[ j ]; + var group = groups[ j ]; - var start = group.start; - var count = group.count; + var start = group.start; + var count = group.count; - for ( var i = start, il = start + count; i < il; i += 3 ) { + 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; + 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 ); + pA.fromArray( positions, vA ); + pB.fromArray( positions, vB ); + pC.fromArray( positions, vC ); - cb.subVectors( pC, pB ); - ab.subVectors( pA, pB ); - cb.cross( ab ); + 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[ 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[ 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; + normals[ vC ] += cb.x; + normals[ vC + 1 ] += cb.y; + normals[ vC + 2 ] += cb.z; - } + } - } + } - } else { + } else { - // non-indexed elements (unconnected triangle soup) + // non-indexed elements (unconnected triangle soup) - for ( var i = 0, il = positions.length; i < il; i += 9 ) { + 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 ); + 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 ); + 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 ] = 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 + 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; + normals[ i + 6 ] = cb.x; + normals[ i + 7 ] = cb.y; + normals[ i + 8 ] = cb.z; - } + } - } + } - this.normalizeNormals(); + this.normalizeNormals(); - attributes.normal.needsUpdate = true; + attributes.normal.needsUpdate = true; - } + } - }, + }, - merge: function ( geometry, offset ) { + merge: function ( geometry, offset ) { - if ( (geometry && geometry.isBufferGeometry) === false ) { + if ( (geometry && geometry.isBufferGeometry) === false ) { - console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry ); - return; + console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry ); + return; - } + } - if ( offset === undefined ) offset = 0; + if ( offset === undefined ) offset = 0; - var attributes = this.attributes; + var attributes = this.attributes; - for ( var key in attributes ) { + for ( var key in attributes ) { - if ( geometry.attributes[ key ] === undefined ) continue; + if ( geometry.attributes[ key ] === undefined ) continue; - var attribute1 = attributes[ key ]; - var attributeArray1 = attribute1.array; + var attribute1 = attributes[ key ]; + var attributeArray1 = attribute1.array; - var attribute2 = geometry.attributes[ key ]; - var attributeArray2 = attribute2.array; + var attribute2 = geometry.attributes[ key ]; + var attributeArray2 = attribute2.array; - var attributeSize = attribute2.itemSize; + var attributeSize = attribute2.itemSize; - for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) { + for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) { - attributeArray1[ j ] = attributeArray2[ i ]; + attributeArray1[ j ] = attributeArray2[ i ]; - } + } - } + } - return this; + return this; - }, + }, - normalizeNormals: function () { + normalizeNormals: function () { - var normals = this.attributes.normal.array; + var normals = this.attributes.normal.array; - var x, y, z, n; + var x, y, z, n; - for ( var i = 0, il = normals.length; i < il; i += 3 ) { + for ( var i = 0, il = normals.length; i < il; i += 3 ) { - x = normals[ i ]; - y = normals[ i + 1 ]; - z = normals[ i + 2 ]; + x = normals[ i ]; + y = normals[ i + 1 ]; + z = normals[ i + 2 ]; - n = 1.0 / Math.sqrt( x * x + y * y + z * z ); + n = 1.0 / Math.sqrt( x * x + y * y + z * z ); - normals[ i ] *= n; - normals[ i + 1 ] *= n; - normals[ i + 2 ] *= n; + normals[ i ] *= n; + normals[ i + 1 ] *= n; + normals[ i + 2 ] *= n; - } + } - }, + }, - toNonIndexed: function () { + toNonIndexed: function () { - if ( this.index === null ) { + if ( this.index === null ) { - console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' ); - return this; + console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' ); + return this; - } + } - var geometry2 = new BufferGeometry(); + var geometry2 = new BufferGeometry(); - var indices = this.index.array; - var attributes = this.attributes; + var indices = this.index.array; + var attributes = this.attributes; - for ( var name in attributes ) { + for ( var name in attributes ) { - var attribute = attributes[ name ]; + var attribute = attributes[ name ]; - var array = attribute.array; - var itemSize = attribute.itemSize; + var array = attribute.array; + var itemSize = attribute.itemSize; - var array2 = new array.constructor( indices.length * itemSize ); + var array2 = new array.constructor( indices.length * itemSize ); - var index = 0, index2 = 0; + var index = 0, index2 = 0; - for ( var i = 0, l = indices.length; i < l; i ++ ) { + for ( var i = 0, l = indices.length; i < l; i ++ ) { - index = indices[ i ] * itemSize; + index = indices[ i ] * itemSize; - for ( var j = 0; j < itemSize; j ++ ) { + for ( var j = 0; j < itemSize; j ++ ) { - array2[ index2 ++ ] = array[ index ++ ]; + array2[ index2 ++ ] = array[ index ++ ]; - } + } - } + } - geometry2.addAttribute( name, new BufferAttribute( array2, itemSize ) ); + geometry2.addAttribute( name, new BufferAttribute( array2, itemSize ) ); - } + } - return geometry2; + return geometry2; - }, + }, - toJSON: function () { + toJSON: function () { - var data = { - metadata: { - version: 4.4, - type: 'BufferGeometry', - generator: 'BufferGeometry.toJSON' - } - }; + var data = { + metadata: { + version: 4.4, + type: 'BufferGeometry', + generator: 'BufferGeometry.toJSON' + } + }; - // standard BufferGeometry serialization + // standard BufferGeometry serialization - data.uuid = this.uuid; - data.type = this.type; - if ( this.name !== '' ) data.name = this.name; + data.uuid = this.uuid; + data.type = this.type; + if ( this.name !== '' ) data.name = this.name; - if ( this.parameters !== undefined ) { + if ( this.parameters !== undefined ) { - var parameters = this.parameters; + var parameters = this.parameters; - for ( var key in parameters ) { + for ( var key in parameters ) { - if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; + if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; - } + } - return data; + return data; - } + } - data.data = { attributes: {} }; + data.data = { attributes: {} }; - var index = this.index; + var index = this.index; - if ( index !== null ) { + if ( index !== null ) { - var array = Array.prototype.slice.call( index.array ); + var array = Array.prototype.slice.call( index.array ); - data.data.index = { - type: index.array.constructor.name, - array: array - }; + data.data.index = { + type: index.array.constructor.name, + array: array + }; - } + } - var attributes = this.attributes; + var attributes = this.attributes; - for ( var key in attributes ) { + for ( var key in attributes ) { - var attribute = attributes[ key ]; + var attribute = attributes[ key ]; - var array = Array.prototype.slice.call( attribute.array ); + 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 - }; + data.data.attributes[ key ] = { + itemSize: attribute.itemSize, + type: attribute.array.constructor.name, + array: array, + normalized: attribute.normalized + }; - } + } - var groups = this.groups; + var groups = this.groups; - if ( groups.length > 0 ) { + if ( groups.length > 0 ) { - data.data.groups = JSON.parse( JSON.stringify( groups ) ); + data.data.groups = JSON.parse( JSON.stringify( groups ) ); - } + } - var boundingSphere = this.boundingSphere; + var boundingSphere = this.boundingSphere; - if ( boundingSphere !== null ) { + if ( boundingSphere !== null ) { - data.data.boundingSphere = { - center: boundingSphere.center.toArray(), - radius: boundingSphere.radius - }; + data.data.boundingSphere = { + center: boundingSphere.center.toArray(), + radius: boundingSphere.radius + }; - } + } - return data; + return data; - }, + }, - clone: function () { + clone: function () { - /* - // Handle primitives + /* + // Handle primitives - var parameters = this.parameters; + var parameters = this.parameters; - if ( parameters !== undefined ) { + if ( parameters !== undefined ) { - var values = []; + var values = []; - for ( var key in parameters ) { + for ( var key in parameters ) { - values.push( parameters[ key ] ); + values.push( parameters[ key ] ); - } + } - var geometry = Object.create( this.constructor.prototype ); - this.constructor.apply( geometry, values ); - return geometry; + var geometry = Object.create( this.constructor.prototype ); + this.constructor.apply( geometry, values ); + return geometry; - } + } - return new this.constructor().copy( this ); - */ + return new this.constructor().copy( this ); + */ - return new BufferGeometry().copy( this ); + return new BufferGeometry().copy( this ); - }, + }, - copy: function ( source ) { + copy: function ( source ) { - var index = source.index; + var index = source.index; - if ( index !== null ) { + if ( index !== null ) { - this.setIndex( index.clone() ); + this.setIndex( index.clone() ); - } + } - var attributes = source.attributes; + var attributes = source.attributes; - for ( var name in attributes ) { + for ( var name in attributes ) { - var attribute = attributes[ name ]; - this.addAttribute( name, attribute.clone() ); + var attribute = attributes[ name ]; + this.addAttribute( name, attribute.clone() ); - } + } - var groups = source.groups; + var groups = source.groups; - for ( var i = 0, l = groups.length; i < l; i ++ ) { + for ( var i = 0, l = groups.length; i < l; i ++ ) { - var group = groups[ i ]; - this.addGroup( group.start, group.count, group.materialIndex ); + var group = groups[ i ]; + this.addGroup( group.start, group.count, group.materialIndex ); - } + } - return this; + return this; - }, + }, - dispose: function () { + dispose: function () { - this.dispatchEvent( { type: 'dispose' } ); + this.dispatchEvent( { type: 'dispose' } ); - } + } - } ); + } ); - BufferGeometry.MaxIndex = 65535; + BufferGeometry.MaxIndex = 65535; - /** - * @author Mugen87 / https://github.com/Mugen87 - */ + /** + * @author Mugen87 / https://github.com/Mugen87 + */ - function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { + function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { - BufferGeometry.call( this ); + BufferGeometry.call( this ); - this.type = 'BoxBufferGeometry'; + this.type = 'BoxBufferGeometry'; - this.parameters = { - width: width, - height: height, - depth: depth, - widthSegments: widthSegments, - heightSegments: heightSegments, - depthSegments: depthSegments - }; + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; - var scope = this; + var scope = this; - // segments - widthSegments = Math.floor( widthSegments ) || 1; - heightSegments = Math.floor( heightSegments ) || 1; - depthSegments = Math.floor( depthSegments ) || 1; + // segments + widthSegments = Math.floor( widthSegments ) || 1; + heightSegments = Math.floor( heightSegments ) || 1; + depthSegments = Math.floor( depthSegments ) || 1; - // these are used to calculate buffer length - var vertexCount = calculateVertexCount( widthSegments, heightSegments, depthSegments ); - var indexCount = calculateIndexCount( widthSegments, heightSegments, depthSegments ); + // these are used to calculate buffer length + var vertexCount = calculateVertexCount( widthSegments, heightSegments, depthSegments ); + var indexCount = calculateIndexCount( widthSegments, heightSegments, depthSegments ); - // buffers - var indices = new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ); - var vertices = new Float32Array( vertexCount * 3 ); - var normals = new Float32Array( vertexCount * 3 ); - var uvs = new Float32Array( vertexCount * 2 ); + // buffers + var indices = new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ); + var vertices = new Float32Array( vertexCount * 3 ); + var normals = new Float32Array( vertexCount * 3 ); + var uvs = new Float32Array( vertexCount * 2 ); - // offset variables - var vertexBufferOffset = 0; - var uvBufferOffset = 0; - var indexBufferOffset = 0; - var numberOfVertices = 0; + // offset variables + var vertexBufferOffset = 0; + var uvBufferOffset = 0; + var indexBufferOffset = 0; + var numberOfVertices = 0; - // group variables - var groupStart = 0; + // group variables + 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 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( new BufferAttribute( indices, 1 ) ); - this.addAttribute( 'position', new BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ) ); + // build geometry + this.setIndex( new BufferAttribute( indices, 1 ) ); + this.addAttribute( 'position', new BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ) ); - // helper functions + // helper functions - function calculateVertexCount( w, h, d ) { + function calculateVertexCount( w, h, d ) { - var vertices = 0; + var vertices = 0; - // calculate the amount of vertices for each side (plane) - vertices += (w + 1) * (h + 1) * 2; // xy - vertices += (w + 1) * (d + 1) * 2; // xz - vertices += (d + 1) * (h + 1) * 2; // zy + // calculate the amount of vertices for each side (plane) + vertices += (w + 1) * (h + 1) * 2; // xy + vertices += (w + 1) * (d + 1) * 2; // xz + vertices += (d + 1) * (h + 1) * 2; // zy - return vertices; + return vertices; - } + } - function calculateIndexCount( w, h, d ) { + function calculateIndexCount( w, h, d ) { - var index = 0; + var index = 0; - // calculate the amount of squares for each side - index += w * h * 2; // xy - index += w * d * 2; // xz - index += d * h * 2; // zy + // calculate the amount of squares for each side + index += w * h * 2; // xy + index += w * d * 2; // xz + index += d * h * 2; // zy - return index * 6; // two triangles per square => six vertices per square + return index * 6; // two triangles per square => six vertices per square - } + } - function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { + function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { - var segmentWidth = width / gridX; - var segmentHeight = height / gridY; + var segmentWidth = width / gridX; + var segmentHeight = height / gridY; - var widthHalf = width / 2; - var heightHalf = height / 2; - var depthHalf = depth / 2; + var widthHalf = width / 2; + var heightHalf = height / 2; + var depthHalf = depth / 2; - var gridX1 = gridX + 1; - var gridY1 = gridY + 1; + var gridX1 = gridX + 1; + var gridY1 = gridY + 1; - var vertexCounter = 0; - var groupCount = 0; + var vertexCounter = 0; + var groupCount = 0; - var vector = new Vector3(); + var vector = new Vector3(); - // generate vertices, normals and uvs + // generate vertices, normals and uvs - for ( var iy = 0; iy < gridY1; iy ++ ) { + for ( var iy = 0; iy < gridY1; iy ++ ) { - var y = iy * segmentHeight - heightHalf; + var y = iy * segmentHeight - heightHalf; - for ( var ix = 0; ix < gridX1; ix ++ ) { + for ( var ix = 0; ix < gridX1; ix ++ ) { - var x = ix * segmentWidth - widthHalf; + var x = ix * segmentWidth - widthHalf; - // set values to correct vector component - vector[ u ] = x * udir; - vector[ v ] = y * vdir; - vector[ w ] = depthHalf; + // set values to correct vector component + vector[ u ] = x * udir; + vector[ v ] = y * vdir; + vector[ w ] = depthHalf; - // now apply vector to vertex buffer - vertices[ vertexBufferOffset ] = vector.x; - vertices[ vertexBufferOffset + 1 ] = vector.y; - vertices[ vertexBufferOffset + 2 ] = vector.z; + // now apply vector to vertex buffer + vertices[ vertexBufferOffset ] = vector.x; + vertices[ vertexBufferOffset + 1 ] = vector.y; + vertices[ vertexBufferOffset + 2 ] = vector.z; - // set values to correct vector component - vector[ u ] = 0; - vector[ v ] = 0; - vector[ w ] = depth > 0 ? 1 : - 1; + // 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[ vertexBufferOffset ] = vector.x; - normals[ vertexBufferOffset + 1 ] = vector.y; - normals[ vertexBufferOffset + 2 ] = vector.z; + // now apply vector to normal buffer + normals[ vertexBufferOffset ] = vector.x; + normals[ vertexBufferOffset + 1 ] = vector.y; + normals[ vertexBufferOffset + 2 ] = vector.z; - // uvs - uvs[ uvBufferOffset ] = ix / gridX; - uvs[ uvBufferOffset + 1 ] = 1 - ( iy / gridY ); + // uvs + uvs[ uvBufferOffset ] = ix / gridX; + uvs[ uvBufferOffset + 1 ] = 1 - ( iy / gridY ); - // update offsets and counters - vertexBufferOffset += 3; - uvBufferOffset += 2; - vertexCounter += 1; + // update offsets and counters + vertexBufferOffset += 3; + uvBufferOffset += 2; + vertexCounter += 1; - } + } - } + } - // 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 + // 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 ( iy = 0; iy < gridY; iy ++ ) { - for ( ix = 0; ix < gridX; ix ++ ) { + for ( ix = 0; ix < gridX; ix ++ ) { - // indices - 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; + // indices + 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; - // face one - indices[ indexBufferOffset ] = a; - indices[ indexBufferOffset + 1 ] = b; - indices[ indexBufferOffset + 2 ] = d; + // face one + indices[ indexBufferOffset ] = a; + indices[ indexBufferOffset + 1 ] = b; + indices[ indexBufferOffset + 2 ] = d; - // face two - indices[ indexBufferOffset + 3 ] = b; - indices[ indexBufferOffset + 4 ] = c; - indices[ indexBufferOffset + 5 ] = d; + // face two + indices[ indexBufferOffset + 3 ] = b; + indices[ indexBufferOffset + 4 ] = c; + indices[ indexBufferOffset + 5 ] = d; - // update offsets and counters - indexBufferOffset += 6; - groupCount += 6; + // update offsets and counters + indexBufferOffset += 6; + groupCount += 6; - } + } - } + } - // add a group to the geometry. this will ensure multi material support - scope.addGroup( groupStart, groupCount, materialIndex ); + // 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; + // calculate new start value for groups + groupStart += groupCount; - // update total number of vertices - numberOfVertices += vertexCounter; + // update total number of vertices + numberOfVertices += vertexCounter; - } + } - } + } - BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - BoxBufferGeometry.prototype.constructor = BoxBufferGeometry; + BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + BoxBufferGeometry.prototype.constructor = BoxBufferGeometry; - /** - * @author bhouston / http://clara.io - */ + /** + * @author bhouston / http://clara.io + */ - function Ray( origin, direction ) { + function Ray( origin, direction ) { - this.origin = ( origin !== undefined ) ? origin : new Vector3(); - this.direction = ( direction !== undefined ) ? direction : new Vector3(); + this.origin = ( origin !== undefined ) ? origin : new Vector3(); + this.direction = ( direction !== undefined ) ? direction : new Vector3(); - } + } - Ray.prototype = { + Ray.prototype = { - constructor: Ray, + constructor: Ray, - set: function ( origin, direction ) { + set: function ( origin, direction ) { - this.origin.copy( origin ); - this.direction.copy( direction ); + this.origin.copy( origin ); + this.direction.copy( direction ); - return this; + return this; - }, + }, - clone: function () { + clone: function () { - return new this.constructor().copy( this ); + return new this.constructor().copy( this ); - }, + }, - copy: function ( ray ) { + copy: function ( ray ) { - this.origin.copy( ray.origin ); - this.direction.copy( ray.direction ); + this.origin.copy( ray.origin ); + this.direction.copy( ray.direction ); - return this; + return this; - }, + }, - at: function ( t, optionalTarget ) { + at: function ( t, optionalTarget ) { - var result = optionalTarget || new Vector3(); + var result = optionalTarget || new Vector3(); - return result.copy( this.direction ).multiplyScalar( t ).add( this.origin ); + return result.copy( this.direction ).multiplyScalar( t ).add( this.origin ); - }, + }, - lookAt: function ( v ) { + lookAt: function ( v ) { - this.direction.copy( v ).sub( this.origin ).normalize(); + this.direction.copy( v ).sub( this.origin ).normalize(); - return this; + return this; - }, + }, - recast: function () { + recast: function () { - var v1 = new Vector3(); + var v1 = new Vector3(); - return function recast( t ) { + return function recast( t ) { - this.origin.copy( this.at( t, v1 ) ); + this.origin.copy( this.at( t, v1 ) ); - return this; + return this; - }; + }; - }(), + }(), - closestPointToPoint: function ( point, optionalTarget ) { + closestPointToPoint: function ( point, optionalTarget ) { - var result = optionalTarget || new Vector3(); - result.subVectors( point, this.origin ); - var directionDistance = result.dot( this.direction ); + var result = optionalTarget || new Vector3(); + result.subVectors( point, this.origin ); + var directionDistance = result.dot( this.direction ); - if ( directionDistance < 0 ) { + if ( directionDistance < 0 ) { - return result.copy( this.origin ); + return result.copy( this.origin ); - } + } - return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); - }, + }, - distanceToPoint: function ( point ) { + distanceToPoint: function ( point ) { - return Math.sqrt( this.distanceSqToPoint( point ) ); + return Math.sqrt( this.distanceSqToPoint( point ) ); - }, + }, - distanceSqToPoint: function () { + distanceSqToPoint: function () { - var v1 = new Vector3(); + var v1 = new Vector3(); - return function distanceSqToPoint( point ) { + return function distanceSqToPoint( point ) { - var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction ); + var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction ); - // point behind the ray + // point behind the ray - if ( directionDistance < 0 ) { + if ( directionDistance < 0 ) { - return this.origin.distanceToSquared( point ); + return this.origin.distanceToSquared( point ); - } + } - v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); - return v1.distanceToSquared( point ); + return v1.distanceToSquared( point ); - }; + }; - }(), + }(), - distanceSqToSegment: function () { + distanceSqToSegment: function () { - var segCenter = new Vector3(); - var segDir = new Vector3(); - var diff = new Vector3(); + var segCenter = new Vector3(); + var segDir = new Vector3(); + var diff = new Vector3(); - return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { + 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 + // 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 ); + 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; + 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 ) { + if ( det > 0 ) { - // The ray and segment are not parallel. + // The ray and segment are not parallel. - s0 = a01 * b1 - b0; - s1 = a01 * b0 - b1; - extDet = segExtent * det; + s0 = a01 * b1 - b0; + s1 = a01 * b0 - b1; + extDet = segExtent * det; - if ( s0 >= 0 ) { + if ( s0 >= 0 ) { - if ( s1 >= - extDet ) { + if ( s1 >= - extDet ) { - if ( s1 <= extDet ) { + if ( s1 <= extDet ) { - // region 0 - // Minimum at interior points of ray and segment. + // 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; + var invDet = 1 / det; + s0 *= invDet; + s1 *= invDet; + sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; - } else { + } else { - // region 1 + // region 1 - s1 = segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + s1 = segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - } + } - } else { + } else { - // region 5 + // region 5 - s1 = - segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + s1 = - segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - } + } - } else { + } else { - if ( s1 <= - extDet ) { + if ( s1 <= - extDet ) { - // region 4 + // 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; + 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 ) { + } else if ( s1 <= extDet ) { - // region 3 + // region 3 - s0 = 0; - s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); - sqrDist = s1 * ( s1 + 2 * b1 ) + c; + s0 = 0; + s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = s1 * ( s1 + 2 * b1 ) + c; - } else { + } else { - // region 2 + // 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; + 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 { + } else { - // Ray and segment are parallel. + // 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; + s1 = ( a01 > 0 ) ? - segExtent : segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - } + } - if ( optionalPointOnRay ) { + if ( optionalPointOnRay ) { - optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin ); + optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin ); - } + } - if ( optionalPointOnSegment ) { + if ( optionalPointOnSegment ) { - optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter ); + optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter ); - } + } - return sqrDist; + return sqrDist; - }; + }; - }(), + }(), - intersectSphere: function () { + intersectSphere: function () { - var v1 = new Vector3(); + var v1 = new Vector3(); - return function intersectSphere( sphere, optionalTarget ) { + 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; + 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; + if ( d2 > radius2 ) return null; - var thc = Math.sqrt( radius2 - d2 ); + var thc = Math.sqrt( radius2 - d2 ); - // t0 = first intersect point - entrance on front of sphere - var t0 = tca - thc; + // 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; + // 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 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 ); + // 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 ); + // 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 ) { + intersectsSphere: function ( sphere ) { - return this.distanceToPoint( sphere.center ) <= sphere.radius; + return this.distanceToPoint( sphere.center ) <= sphere.radius; - }, + }, - distanceToPlane: function ( plane ) { + distanceToPlane: function ( plane ) { - var denominator = plane.normal.dot( this.direction ); + var denominator = plane.normal.dot( this.direction ); - if ( denominator === 0 ) { + if ( denominator === 0 ) { - // line is coplanar, return origin - if ( plane.distanceToPoint( this.origin ) === 0 ) { + // line is coplanar, return origin + if ( plane.distanceToPoint( this.origin ) === 0 ) { - return 0; + return 0; - } + } - // Null is preferable to undefined since undefined means.... it is undefined + // Null is preferable to undefined since undefined means.... it is undefined - return null; + return null; - } + } - var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; + var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; - // Return if the ray never intersects the plane + // Return if the ray never intersects the plane - return t >= 0 ? t : null; + return t >= 0 ? t : null; - }, + }, - intersectPlane: function ( plane, optionalTarget ) { + intersectPlane: function ( plane, optionalTarget ) { - var t = this.distanceToPlane( plane ); + var t = this.distanceToPlane( plane ); - if ( t === null ) { + if ( t === null ) { - return null; + return null; - } + } - return this.at( t, optionalTarget ); + return this.at( t, optionalTarget ); - }, + }, - intersectsPlane: function ( plane ) { + intersectsPlane: function ( plane ) { - // check if the ray lies on the plane first + // check if the ray lies on the plane first - var distToPoint = plane.distanceToPoint( this.origin ); + var distToPoint = plane.distanceToPoint( this.origin ); - if ( distToPoint === 0 ) { + if ( distToPoint === 0 ) { - return true; + return true; - } + } - var denominator = plane.normal.dot( this.direction ); + var denominator = plane.normal.dot( this.direction ); - if ( denominator * distToPoint < 0 ) { + if ( denominator * distToPoint < 0 ) { - return true; + return true; - } + } - // ray origin is behind the plane (and is pointing behind it) + // ray origin is behind the plane (and is pointing behind it) - return false; + return false; - }, + }, - intersectBox: function ( box, optionalTarget ) { + intersectBox: function ( box, optionalTarget ) { - var tmin, tmax, tymin, tymax, tzmin, tzmax; + var tmin, tmax, tymin, tymax, tzmin, tzmax; - var invdirx = 1 / this.direction.x, - invdiry = 1 / this.direction.y, - invdirz = 1 / this.direction.z; + var invdirx = 1 / this.direction.x, + invdiry = 1 / this.direction.y, + invdirz = 1 / this.direction.z; - var origin = this.origin; + var origin = this.origin; - if ( invdirx >= 0 ) { + if ( invdirx >= 0 ) { - tmin = ( box.min.x - origin.x ) * invdirx; - tmax = ( box.max.x - origin.x ) * invdirx; + tmin = ( box.min.x - origin.x ) * invdirx; + tmax = ( box.max.x - origin.x ) * invdirx; - } else { + } else { - tmin = ( box.max.x - origin.x ) * invdirx; - tmax = ( box.min.x - origin.x ) * invdirx; + tmin = ( box.max.x - origin.x ) * invdirx; + tmax = ( box.min.x - origin.x ) * invdirx; - } + } - if ( invdiry >= 0 ) { + if ( invdiry >= 0 ) { - tymin = ( box.min.y - origin.y ) * invdiry; - tymax = ( box.max.y - origin.y ) * invdiry; + tymin = ( box.min.y - origin.y ) * invdiry; + tymax = ( box.max.y - origin.y ) * invdiry; - } else { + } else { - tymin = ( box.max.y - origin.y ) * invdiry; - tymax = ( box.min.y - origin.y ) * invdiry; + tymin = ( box.max.y - origin.y ) * invdiry; + tymax = ( box.min.y - origin.y ) * invdiry; - } + } - if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; + 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 + // 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 ( tymin > tmin || tmin !== tmin ) tmin = tymin; - if ( tymax < tmax || tmax !== tmax ) tmax = tymax; + if ( tymax < tmax || tmax !== tmax ) tmax = tymax; - if ( invdirz >= 0 ) { + if ( invdirz >= 0 ) { - tzmin = ( box.min.z - origin.z ) * invdirz; - tzmax = ( box.max.z - origin.z ) * invdirz; + tzmin = ( box.min.z - origin.z ) * invdirz; + tzmax = ( box.max.z - origin.z ) * invdirz; - } else { + } else { - tzmin = ( box.max.z - origin.z ) * invdirz; - tzmax = ( box.min.z - origin.z ) * invdirz; + tzmin = ( box.max.z - origin.z ) * invdirz; + tzmax = ( box.min.z - origin.z ) * invdirz; - } + } - if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; + if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; - if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; + if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; - if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; + if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; - //return point closest to the ray (positive side) + //return point closest to the ray (positive side) - if ( tmax < 0 ) return null; + if ( tmax < 0 ) return null; - return this.at( tmin >= 0 ? tmin : tmax, optionalTarget ); + return this.at( tmin >= 0 ? tmin : tmax, optionalTarget ); - }, + }, - intersectsBox: ( function () { + intersectsBox: ( function () { - var v = new Vector3(); + var v = new Vector3(); - return function intersectsBox( box ) { + return function intersectsBox( box ) { - return this.intersectBox( box, v ) !== null; + return this.intersectBox( box, v ) !== null; - }; + }; - } )(), + } )(), - intersectTriangle: function () { + 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(); + // 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 ) { + return function intersectTriangle( a, b, c, backfaceCulling, optionalTarget ) { - // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h + // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h - edge1.subVectors( b, a ); - edge2.subVectors( c, a ); - normal.crossVectors( edge1, edge2 ); + 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; + // 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 ( DdN > 0 ) { - if ( backfaceCulling ) return null; - sign = 1; + if ( backfaceCulling ) return null; + sign = 1; - } else if ( DdN < 0 ) { + } else if ( DdN < 0 ) { - sign = - 1; - DdN = - DdN; + sign = - 1; + DdN = - DdN; - } else { + } else { - return null; + return null; - } + } - diff.subVectors( this.origin, a ); - var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) ); + diff.subVectors( this.origin, a ); + var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) ); - // b1 < 0, no intersection - if ( DdQxE2 < 0 ) { + // b1 < 0, no intersection + if ( DdQxE2 < 0 ) { - return null; + return null; - } + } - var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) ); + var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) ); - // b2 < 0, no intersection - if ( DdE1xQ < 0 ) { + // b2 < 0, no intersection + if ( DdE1xQ < 0 ) { - return null; + return null; - } + } - // b1+b2 > 1, no intersection - if ( DdQxE2 + DdE1xQ > DdN ) { + // b1+b2 > 1, no intersection + if ( DdQxE2 + DdE1xQ > DdN ) { - return null; + return null; - } + } - // Line intersects triangle, check if ray does. - var QdN = - sign * diff.dot( normal ); + // Line intersects triangle, check if ray does. + var QdN = - sign * diff.dot( normal ); - // t < 0, no intersection - if ( QdN < 0 ) { + // t < 0, no intersection + if ( QdN < 0 ) { - return null; + return null; - } + } - // Ray intersects triangle. - return this.at( QdN / DdN, optionalTarget ); + // Ray intersects triangle. + return this.at( QdN / DdN, optionalTarget ); - }; + }; - }(), + }(), - applyMatrix4: function ( matrix4 ) { + applyMatrix4: function ( matrix4 ) { - this.direction.add( this.origin ).applyMatrix4( matrix4 ); - this.origin.applyMatrix4( matrix4 ); - this.direction.sub( this.origin ); - this.direction.normalize(); + this.direction.add( this.origin ).applyMatrix4( matrix4 ); + this.origin.applyMatrix4( matrix4 ); + this.direction.sub( this.origin ); + this.direction.normalize(); - return this; + return this; - }, + }, - equals: function ( ray ) { + equals: function ( ray ) { - return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); + return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); - } + } - }; + }; - /** - * @author bhouston / http://clara.io - */ + /** + * @author bhouston / http://clara.io + */ - function Line3( start, end ) { + function Line3( start, end ) { - this.start = ( start !== undefined ) ? start : new Vector3(); - this.end = ( end !== undefined ) ? end : new Vector3(); + this.start = ( start !== undefined ) ? start : new Vector3(); + this.end = ( end !== undefined ) ? end : new Vector3(); - } + } - Line3.prototype = { + Line3.prototype = { - constructor: Line3, + constructor: Line3, - set: function ( start, end ) { + set: function ( start, end ) { - this.start.copy( start ); - this.end.copy( end ); + this.start.copy( start ); + this.end.copy( end ); - return this; + return this; - }, + }, - clone: function () { + clone: function () { - return new this.constructor().copy( this ); + return new this.constructor().copy( this ); - }, + }, - copy: function ( line ) { + copy: function ( line ) { - this.start.copy( line.start ); - this.end.copy( line.end ); + this.start.copy( line.start ); + this.end.copy( line.end ); - return this; + return this; - }, + }, - center: function ( optionalTarget ) { + center: function ( optionalTarget ) { - var result = optionalTarget || new Vector3(); - return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); + var result = optionalTarget || new Vector3(); + return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); - }, + }, - delta: function ( optionalTarget ) { + delta: function ( optionalTarget ) { - var result = optionalTarget || new Vector3(); - return result.subVectors( this.end, this.start ); + var result = optionalTarget || new Vector3(); + return result.subVectors( this.end, this.start ); - }, + }, - distanceSq: function () { + distanceSq: function () { - return this.start.distanceToSquared( this.end ); + return this.start.distanceToSquared( this.end ); - }, + }, - distance: function () { + distance: function () { - return this.start.distanceTo( this.end ); + return this.start.distanceTo( this.end ); - }, + }, - at: function ( t, optionalTarget ) { + at: function ( t, optionalTarget ) { - var result = optionalTarget || new Vector3(); + var result = optionalTarget || new Vector3(); - return this.delta( result ).multiplyScalar( t ).add( this.start ); + return this.delta( result ).multiplyScalar( t ).add( this.start ); - }, + }, - closestPointToPointParameter: function () { + closestPointToPointParameter: function () { - var startP = new Vector3(); - var startEnd = new Vector3(); + var startP = new Vector3(); + var startEnd = new Vector3(); - return function closestPointToPointParameter( point, clampToLine ) { + return function closestPointToPointParameter( point, clampToLine ) { - startP.subVectors( point, this.start ); - startEnd.subVectors( this.end, this.start ); + startP.subVectors( point, this.start ); + startEnd.subVectors( this.end, this.start ); - var startEnd2 = startEnd.dot( startEnd ); - var startEnd_startP = startEnd.dot( startP ); + var startEnd2 = startEnd.dot( startEnd ); + var startEnd_startP = startEnd.dot( startP ); - var t = startEnd_startP / startEnd2; + var t = startEnd_startP / startEnd2; - if ( clampToLine ) { + if ( clampToLine ) { - t = exports.Math.clamp( t, 0, 1 ); + t = exports.Math.clamp( t, 0, 1 ); - } + } - return t; + return t; - }; + }; - }(), + }(), - closestPointToPoint: function ( point, clampToLine, optionalTarget ) { + closestPointToPoint: function ( point, clampToLine, optionalTarget ) { - var t = this.closestPointToPointParameter( point, clampToLine ); + var t = this.closestPointToPointParameter( point, clampToLine ); - var result = optionalTarget || new Vector3(); + var result = optionalTarget || new Vector3(); - return this.delta( result ).multiplyScalar( t ).add( this.start ); + return this.delta( result ).multiplyScalar( t ).add( this.start ); - }, + }, - applyMatrix4: function ( matrix ) { + applyMatrix4: function ( matrix ) { - this.start.applyMatrix4( matrix ); - this.end.applyMatrix4( matrix ); + this.start.applyMatrix4( matrix ); + this.end.applyMatrix4( matrix ); - return this; + return this; - }, + }, - equals: function ( line ) { + equals: function ( line ) { - return line.start.equals( this.start ) && line.end.equals( this.end ); + return line.start.equals( this.start ) && line.end.equals( this.end ); - } + } - }; + }; - /** - * @author bhouston / http://clara.io - * @author mrdoob / http://mrdoob.com/ - */ + /** + * @author bhouston / http://clara.io + * @author mrdoob / http://mrdoob.com/ + */ - function Triangle( a, b, c ) { + 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(); + this.a = ( a !== undefined ) ? a : new Vector3(); + this.b = ( b !== undefined ) ? b : new Vector3(); + this.c = ( c !== undefined ) ? c : new Vector3(); - } + } - Triangle.normal = function () { + Triangle.normal = function () { - var v0 = new Vector3(); + var v0 = new Vector3(); - return function normal( a, b, c, optionalTarget ) { + return function normal( a, b, c, optionalTarget ) { - var result = optionalTarget || new Vector3(); + var result = optionalTarget || new Vector3(); - result.subVectors( c, b ); - v0.subVectors( a, b ); - result.cross( v0 ); + result.subVectors( c, b ); + v0.subVectors( a, b ); + result.cross( v0 ); - var resultLengthSq = result.lengthSq(); - if ( resultLengthSq > 0 ) { + var resultLengthSq = result.lengthSq(); + if ( resultLengthSq > 0 ) { - return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) ); + return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) ); - } + } - return result.set( 0, 0, 0 ); + 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 () { + // 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(); + var v0 = new Vector3(); + var v1 = new Vector3(); + var v2 = new Vector3(); - return function barycoordFromPoint( point, a, b, c, optionalTarget ) { + return function barycoordFromPoint( point, a, b, c, optionalTarget ) { - v0.subVectors( c, a ); - v1.subVectors( b, a ); - v2.subVectors( point, a ); + 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 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 denom = ( dot00 * dot11 - dot01 * dot01 ); - var result = optionalTarget || new Vector3(); + var result = optionalTarget || new Vector3(); - // collinear or singular triangle - if ( denom === 0 ) { + // 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 ); + // 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; + 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 ); + // barycentric coordinates must always sum to 1 + return result.set( 1 - u - v, v, u ); - }; + }; - }(); + }(); - Triangle.containsPoint = function () { + Triangle.containsPoint = function () { - var v1 = new Vector3(); + var v1 = new Vector3(); - return function containsPoint( point, a, b, c ) { + return function containsPoint( point, a, b, c ) { - var result = Triangle.barycoordFromPoint( point, a, b, c, v1 ); + var result = Triangle.barycoordFromPoint( point, a, b, c, v1 ); - return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 ); + return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 ); - }; + }; - }(); + }(); - Triangle.prototype = { + Triangle.prototype = { - constructor: Triangle, + constructor: Triangle, - set: function ( a, b, c ) { + set: function ( a, b, c ) { - this.a.copy( a ); - this.b.copy( b ); - this.c.copy( c ); + this.a.copy( a ); + this.b.copy( b ); + this.c.copy( c ); - return this; + return this; - }, + }, - setFromPointsAndIndices: function ( points, i0, i1, i2 ) { + setFromPointsAndIndices: function ( points, i0, i1, i2 ) { - this.a.copy( points[ i0 ] ); - this.b.copy( points[ i1 ] ); - this.c.copy( points[ i2 ] ); + this.a.copy( points[ i0 ] ); + this.b.copy( points[ i1 ] ); + this.c.copy( points[ i2 ] ); - return this; + return this; - }, + }, - clone: function () { + clone: function () { - return new this.constructor().copy( this ); + return new this.constructor().copy( this ); - }, + }, - copy: function ( triangle ) { + copy: function ( triangle ) { - this.a.copy( triangle.a ); - this.b.copy( triangle.b ); - this.c.copy( triangle.c ); + this.a.copy( triangle.a ); + this.b.copy( triangle.b ); + this.c.copy( triangle.c ); - return this; + return this; - }, + }, - area: function () { + area: function () { - var v0 = new Vector3(); - var v1 = new Vector3(); + var v0 = new Vector3(); + var v1 = new Vector3(); - return function area() { + return function area() { - v0.subVectors( this.c, this.b ); - v1.subVectors( this.a, this.b ); + v0.subVectors( this.c, this.b ); + v1.subVectors( this.a, this.b ); - return v0.cross( v1 ).length() * 0.5; + return v0.cross( v1 ).length() * 0.5; - }; + }; - }(), + }(), - midpoint: function ( optionalTarget ) { + midpoint: function ( optionalTarget ) { - var result = optionalTarget || new Vector3(); - return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); + var result = optionalTarget || new Vector3(); + return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); - }, + }, - normal: function ( optionalTarget ) { + normal: function ( optionalTarget ) { - return Triangle.normal( this.a, this.b, this.c, optionalTarget ); + return Triangle.normal( this.a, this.b, this.c, optionalTarget ); - }, + }, - plane: function ( optionalTarget ) { + plane: function ( optionalTarget ) { - var result = optionalTarget || new Plane(); + var result = optionalTarget || new Plane(); - return result.setFromCoplanarPoints( this.a, this.b, this.c ); + return result.setFromCoplanarPoints( this.a, this.b, this.c ); - }, + }, - barycoordFromPoint: function ( point, optionalTarget ) { + barycoordFromPoint: function ( point, optionalTarget ) { - return Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget ); + return Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget ); - }, + }, - containsPoint: function ( point ) { + containsPoint: function ( point ) { - return Triangle.containsPoint( point, this.a, this.b, this.c ); + return Triangle.containsPoint( point, this.a, this.b, this.c ); - }, + }, - closestPointToPoint: function () { + closestPointToPoint: function () { - var plane, edgeList, projectedPoint, closestPoint; + var plane, edgeList, projectedPoint, closestPoint; - return function closestPointToPoint( point, optionalTarget ) { + return function closestPointToPoint( point, optionalTarget ) { - if ( plane === undefined ) { + if ( plane === undefined ) { - plane = new Plane(); - edgeList = [ new Line3(), new Line3(), new Line3() ]; - projectedPoint = new Vector3(); - closestPoint = new Vector3(); + plane = new Plane(); + edgeList = [ new Line3(), new Line3(), new Line3() ]; + projectedPoint = new Vector3(); + closestPoint = new Vector3(); - } + } - var result = optionalTarget || new Vector3(); - var minDistance = Infinity; + var result = optionalTarget || new Vector3(); + var minDistance = Infinity; - // project the point onto the plane of the triangle + // project the point onto the plane of the triangle - plane.setFromCoplanarPoints( this.a, this.b, this.c ); - plane.projectPoint( point, projectedPoint ); + plane.setFromCoplanarPoints( this.a, this.b, this.c ); + plane.projectPoint( point, projectedPoint ); - // check if the projection lies within the triangle + // check if the projection lies within the triangle - if( this.containsPoint( projectedPoint ) === true ) { + if( this.containsPoint( projectedPoint ) === true ) { - // if so, this is the closest point + // if so, this is the closest point - result.copy( projectedPoint ); + result.copy( projectedPoint ); - } else { + } else { - // if not, the point falls outside the triangle. the result is the closest point to the triangle's edges or vertices + // 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 ); + 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 ++ ) { + for( var i = 0; i < edgeList.length; i ++ ) { - edgeList[ i ].closestPointToPoint( projectedPoint, true, closestPoint ); + edgeList[ i ].closestPointToPoint( projectedPoint, true, closestPoint ); - var distance = projectedPoint.distanceToSquared( closestPoint ); + var distance = projectedPoint.distanceToSquared( closestPoint ); - if( distance < minDistance ) { + if( distance < minDistance ) { - minDistance = distance; + minDistance = distance; - result.copy( closestPoint ); + result.copy( closestPoint ); - } + } - } + } - } + } - return result; + return result; - }; + }; - }(), + }(), - equals: function ( triangle ) { + equals: function ( triangle ) { - return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); + 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/ - * - * parameters = { - * color: , - * opacity: , - * map: new THREE.Texture( ), - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * specularMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), - * combine: THREE.Multiply, - * reflectivity: , - * refractionRatio: , - * - * shading: THREE.SmoothShading, - * depthTest: , - * depthWrite: , - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: - * } - */ + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * shading: THREE.SmoothShading, + * depthTest: , + * depthWrite: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: + * } + */ - function MeshBasicMaterial( parameters ) { + function MeshBasicMaterial( parameters ) { - Material.call( this ); + Material.call( this ); - this.type = 'MeshBasicMaterial'; + this.type = 'MeshBasicMaterial'; - this.color = new Color( 0xffffff ); // emissive + this.color = new Color( 0xffffff ); // emissive - this.map = null; + this.map = null; - this.aoMap = null; - this.aoMapIntensity = 1.0; + this.aoMap = null; + this.aoMapIntensity = 1.0; - this.specularMap = null; + this.specularMap = null; - this.alphaMap = null; + this.alphaMap = null; - this.envMap = null; - this.combine = MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; + 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.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; - this.skinning = false; - this.morphTargets = false; + this.skinning = false; + this.morphTargets = false; - this.lights = false; + this.lights = false; - this.setValues( parameters ); + this.setValues( parameters ); - } + } - MeshBasicMaterial.prototype = Object.create( Material.prototype ); - MeshBasicMaterial.prototype.constructor = MeshBasicMaterial; + MeshBasicMaterial.prototype = Object.create( Material.prototype ); + MeshBasicMaterial.prototype.constructor = MeshBasicMaterial; - MeshBasicMaterial.prototype.isMeshBasicMaterial = true; + MeshBasicMaterial.prototype.isMeshBasicMaterial = true; - MeshBasicMaterial.prototype.copy = function ( source ) { + MeshBasicMaterial.prototype.copy = function ( source ) { - Material.prototype.copy.call( this, source ); + Material.prototype.copy.call( this, source ); - this.color.copy( source.color ); + this.color.copy( source.color ); - this.map = source.map; + this.map = source.map; - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; - this.specularMap = source.specularMap; + this.specularMap = source.specularMap; - this.alphaMap = source.alphaMap; + this.alphaMap = source.alphaMap; - this.envMap = source.envMap; - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.refractionRatio = source.refractionRatio; + 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.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; - return this; + return this; - }; + }; - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author mikael emtinger / http://gomo.se/ - * @author jonobr1 / http://jonobr1.com/ - */ + /** + * @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 ) { + function Mesh( geometry, material ) { - Object3D.call( this ); + Object3D.call( this ); - this.type = 'Mesh'; + this.type = 'Mesh'; - this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); - this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } ); + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } ); - this.drawMode = TrianglesDrawMode; + this.drawMode = TrianglesDrawMode; - this.updateMorphTargets(); + this.updateMorphTargets(); - } + } - Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), { + Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), { - constructor: Mesh, + constructor: Mesh, - isMesh: true, + isMesh: true, - setDrawMode: function ( value ) { + setDrawMode: function ( value ) { - this.drawMode = value; + this.drawMode = value; - }, + }, - copy: function ( source ) { + copy: function ( source ) { - Object3D.prototype.copy.call( this, source ); + Object3D.prototype.copy.call( this, source ); - this.drawMode = source.drawMode; + this.drawMode = source.drawMode; - return this; + return this; - }, + }, - updateMorphTargets: function () { + updateMorphTargets: function () { - if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) { + if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) { - this.morphTargetBase = - 1; - this.morphTargetInfluences = []; - this.morphTargetDictionary = {}; + this.morphTargetBase = - 1; + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; - for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) { + for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) { - this.morphTargetInfluences.push( 0 ); - this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m; + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m; - } + } - } + } - }, + }, - getMorphTargetIndexByName: function ( name ) { + getMorphTargetIndexByName: function ( name ) { - if ( this.morphTargetDictionary[ name ] !== undefined ) { + if ( this.morphTargetDictionary[ name ] !== undefined ) { - return this.morphTargetDictionary[ name ]; + return this.morphTargetDictionary[ name ]; - } + } - console.warn( 'THREE.Mesh.getMorphTargetIndexByName: morph target ' + name + ' does not exist. Returning 0.' ); + console.warn( 'THREE.Mesh.getMorphTargetIndexByName: morph target ' + name + ' does not exist. Returning 0.' ); - return 0; + return 0; - }, + }, - raycast: ( function () { + raycast: ( function () { - var inverseMatrix = new Matrix4(); - var ray = new Ray(); - var sphere = new Sphere(); + 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 vA = new Vector3(); + var vB = new Vector3(); + var vC = new Vector3(); - var tempA = new Vector3(); - var tempB = new Vector3(); - var tempC = 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 uvA = new Vector2(); + var uvB = new Vector2(); + var uvC = new Vector2(); - var barycoord = new Vector3(); + var barycoord = new Vector3(); - var intersectionPoint = new Vector3(); - var intersectionPointWorld = new Vector3(); + var intersectionPoint = new Vector3(); + var intersectionPointWorld = new Vector3(); - function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) { + function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) { - Triangle.barycoordFromPoint( point, p1, p2, p3, barycoord ); + Triangle.barycoordFromPoint( point, p1, p2, p3, barycoord ); - uv1.multiplyScalar( barycoord.x ); - uv2.multiplyScalar( barycoord.y ); - uv3.multiplyScalar( barycoord.z ); + uv1.multiplyScalar( barycoord.x ); + uv2.multiplyScalar( barycoord.y ); + uv3.multiplyScalar( barycoord.z ); - uv1.add( uv2 ).add( uv3 ); + uv1.add( uv2 ).add( uv3 ); - return uv1.clone(); + return uv1.clone(); - } + } - function checkIntersection( object, raycaster, ray, pA, pB, pC, point ) { + function checkIntersection( object, raycaster, ray, pA, pB, pC, point ) { - var intersect; - var material = object.material; + var intersect; + var material = object.material; - if ( material.side === BackSide ) { + if ( material.side === BackSide ) { - intersect = ray.intersectTriangle( pC, pB, pA, true, point ); + intersect = ray.intersectTriangle( pC, pB, pA, true, point ); - } else { + } else { - intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point ); + intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point ); - } + } - if ( intersect === null ) return null; + if ( intersect === null ) return null; - intersectionPointWorld.copy( point ); - intersectionPointWorld.applyMatrix4( object.matrixWorld ); + intersectionPointWorld.copy( point ); + intersectionPointWorld.applyMatrix4( object.matrixWorld ); - var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld ); + var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld ); - if ( distance < raycaster.near || distance > raycaster.far ) return null; + if ( distance < raycaster.near || distance > raycaster.far ) return null; - return { - distance: distance, - point: intersectionPointWorld.clone(), - object: object - }; + return { + distance: distance, + point: intersectionPointWorld.clone(), + object: object + }; - } + } - function checkBufferGeometryIntersection( object, raycaster, ray, positions, uvs, a, b, c ) { + function checkBufferGeometryIntersection( object, raycaster, ray, positions, uvs, a, b, c ) { - vA.fromArray( positions, a * 3 ); - vB.fromArray( positions, b * 3 ); - vC.fromArray( positions, c * 3 ); + vA.fromArray( positions, a * 3 ); + vB.fromArray( positions, b * 3 ); + vC.fromArray( positions, c * 3 ); - var intersection = checkIntersection( object, raycaster, ray, vA, vB, vC, intersectionPoint ); + var intersection = checkIntersection( object, raycaster, ray, vA, vB, vC, intersectionPoint ); - if ( intersection ) { + if ( intersection ) { - if ( uvs ) { + if ( uvs ) { - uvA.fromArray( uvs, a * 2 ); - uvB.fromArray( uvs, b * 2 ); - uvC.fromArray( uvs, c * 2 ); + uvA.fromArray( uvs, a * 2 ); + uvB.fromArray( uvs, b * 2 ); + uvC.fromArray( uvs, c * 2 ); - intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC ); + 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; + intersection.face = new Face3( a, b, c, Triangle.normal( vA, vB, vC ) ); + intersection.faceIndex = a; - } + } - return intersection; + return intersection; - } + } - return function raycast( raycaster, intersects ) { + return function raycast( raycaster, intersects ) { - var geometry = this.geometry; - var material = this.material; - var matrixWorld = this.matrixWorld; + var geometry = this.geometry; + var material = this.material; + var matrixWorld = this.matrixWorld; - if ( material === undefined ) return; + if ( material === undefined ) return; - // Checking boundingSphere distance to ray + // Checking boundingSphere distance to ray - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - sphere.copy( geometry.boundingSphere ); - sphere.applyMatrix4( matrixWorld ); + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); - if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; - // + // - inverseMatrix.getInverse( matrixWorld ); - ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + inverseMatrix.getInverse( matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); - // Check boundingBox before continuing + // Check boundingBox before continuing - if ( geometry.boundingBox !== null ) { + if ( geometry.boundingBox !== null ) { - if ( ray.intersectsBox( geometry.boundingBox ) === false ) return; + if ( ray.intersectsBox( geometry.boundingBox ) === false ) return; - } + } - var uvs, intersection; + var uvs, intersection; - if ( (geometry && geometry.isBufferGeometry) ) { + if ( (geometry && geometry.isBufferGeometry) ) { - var a, b, c; - var index = geometry.index; - var attributes = geometry.attributes; - var positions = attributes.position.array; + var a, b, c; + var index = geometry.index; + var attributes = geometry.attributes; + var positions = attributes.position.array; - if ( attributes.uv !== undefined ) { + if ( attributes.uv !== undefined ) { - uvs = attributes.uv.array; + uvs = attributes.uv.array; - } + } - if ( index !== null ) { + if ( index !== null ) { - var indices = index.array; + var indices = index.array; - for ( var i = 0, l = indices.length; i < l; i += 3 ) { + for ( var i = 0, l = indices.length; i < l; i += 3 ) { - a = indices[ i ]; - b = indices[ i + 1 ]; - c = indices[ i + 2 ]; + a = indices[ i ]; + b = indices[ i + 1 ]; + c = indices[ i + 2 ]; - intersection = checkBufferGeometryIntersection( this, raycaster, ray, positions, uvs, a, b, c ); + intersection = checkBufferGeometryIntersection( this, raycaster, ray, positions, uvs, a, b, c ); - if ( intersection ) { + if ( intersection ) { - intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics - intersects.push( intersection ); + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics + intersects.push( intersection ); - } + } - } + } - } else { + } else { - for ( var i = 0, l = positions.length; i < l; i += 9 ) { + for ( var i = 0, l = positions.length; i < l; i += 9 ) { - a = i / 3; - b = a + 1; - c = a + 2; + a = i / 3; + b = a + 1; + c = a + 2; - intersection = checkBufferGeometryIntersection( this, raycaster, ray, positions, uvs, a, b, c ); + intersection = checkBufferGeometryIntersection( this, raycaster, ray, positions, uvs, a, b, c ); - if ( intersection ) { + if ( intersection ) { - intersection.index = a; // triangle number in positions buffer semantics - intersects.push( intersection ); + intersection.index = a; // triangle number in positions buffer semantics + intersects.push( intersection ); - } + } - } + } - } + } - } else if ( (geometry && geometry.isGeometry) ) { + } else if ( (geometry && geometry.isGeometry) ) { - var fvA, fvB, fvC; - var isFaceMaterial = (material && material.isMultiMaterial); - var materials = isFaceMaterial === true ? material.materials : null; + 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 faceVertexUvs = geometry.faceVertexUvs[ 0 ]; - if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs; + var vertices = geometry.vertices; + var faces = geometry.faces; + var faceVertexUvs = geometry.faceVertexUvs[ 0 ]; + if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs; - for ( var f = 0, fl = faces.length; f < fl; f ++ ) { + for ( var f = 0, fl = faces.length; f < fl; f ++ ) { - var face = faces[ f ]; - var faceMaterial = isFaceMaterial === true ? materials[ face.materialIndex ] : material; + var face = faces[ f ]; + var faceMaterial = isFaceMaterial === true ? materials[ face.materialIndex ] : material; - if ( faceMaterial === undefined ) continue; + if ( faceMaterial === undefined ) continue; - fvA = vertices[ face.a ]; - fvB = vertices[ face.b ]; - fvC = vertices[ face.c ]; + fvA = vertices[ face.a ]; + fvB = vertices[ face.b ]; + fvC = vertices[ face.c ]; - if ( faceMaterial.morphTargets === true ) { + if ( faceMaterial.morphTargets === true ) { - var morphTargets = geometry.morphTargets; - var morphInfluences = this.morphTargetInfluences; + var morphTargets = geometry.morphTargets; + var morphInfluences = this.morphTargetInfluences; - vA.set( 0, 0, 0 ); - vB.set( 0, 0, 0 ); - vC.set( 0, 0, 0 ); + 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 ++ ) { + for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) { - var influence = morphInfluences[ t ]; + var influence = morphInfluences[ t ]; - if ( influence === 0 ) continue; + if ( influence === 0 ) continue; - var targets = morphTargets[ t ].vertices; + 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.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 ); + vA.add( fvA ); + vB.add( fvB ); + vC.add( fvC ); - fvA = vA; - fvB = vB; - fvC = vC; + fvA = vA; + fvB = vB; + fvC = vC; - } + } - intersection = checkIntersection( this, raycaster, ray, fvA, fvB, fvC, intersectionPoint ); + intersection = checkIntersection( this, raycaster, ray, fvA, fvB, fvC, intersectionPoint ); - if ( intersection ) { + if ( intersection ) { - if ( uvs ) { + if ( uvs ) { - var uvs_f = uvs[ f ]; - uvA.copy( uvs_f[ 0 ] ); - uvB.copy( uvs_f[ 1 ] ); - uvC.copy( uvs_f[ 2 ] ); + 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.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC ); - } + } - intersection.face = face; - intersection.faceIndex = f; - intersects.push( intersection ); + intersection.face = face; + intersection.faceIndex = f; + intersects.push( intersection ); - } + } - } + } - } + } - }; + }; - }() ), + }() ), - clone: function () { + clone: function () { - return new this.constructor( this.geometry, this.material ).copy( this ); + 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/Plane.as - */ + /** + * @author mrdoob / http://mrdoob.com/ + * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as + */ - function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) { + function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) { - BufferGeometry.call( this ); + BufferGeometry.call( this ); - this.type = 'PlaneBufferGeometry'; + this.type = 'PlaneBufferGeometry'; - this.parameters = { - width: width, - height: height, - widthSegments: widthSegments, - heightSegments: heightSegments - }; + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; - var width_half = width / 2; - var height_half = height / 2; + var width_half = width / 2; + var height_half = height / 2; - var gridX = Math.floor( widthSegments ) || 1; - var gridY = Math.floor( heightSegments ) || 1; + var gridX = Math.floor( widthSegments ) || 1; + var gridY = Math.floor( heightSegments ) || 1; - var gridX1 = gridX + 1; - var gridY1 = gridY + 1; + var gridX1 = gridX + 1; + var gridY1 = gridY + 1; - var segment_width = width / gridX; - var segment_height = height / gridY; + var segment_width = width / gridX; + var segment_height = height / gridY; - var vertices = new Float32Array( gridX1 * gridY1 * 3 ); - var normals = new Float32Array( gridX1 * gridY1 * 3 ); - var uvs = new Float32Array( gridX1 * gridY1 * 2 ); + var vertices = new Float32Array( gridX1 * gridY1 * 3 ); + var normals = new Float32Array( gridX1 * gridY1 * 3 ); + var uvs = new Float32Array( gridX1 * gridY1 * 2 ); - var offset = 0; - var offset2 = 0; + var offset = 0; + var offset2 = 0; - for ( var iy = 0; iy < gridY1; iy ++ ) { + for ( var iy = 0; iy < gridY1; iy ++ ) { - var y = iy * segment_height - height_half; + var y = iy * segment_height - height_half; - for ( var ix = 0; ix < gridX1; ix ++ ) { + for ( var ix = 0; ix < gridX1; ix ++ ) { - var x = ix * segment_width - width_half; + var x = ix * segment_width - width_half; - vertices[ offset ] = x; - vertices[ offset + 1 ] = - y; + vertices[ offset ] = x; + vertices[ offset + 1 ] = - y; - normals[ offset + 2 ] = 1; + normals[ offset + 2 ] = 1; - uvs[ offset2 ] = ix / gridX; - uvs[ offset2 + 1 ] = 1 - ( iy / gridY ); + uvs[ offset2 ] = ix / gridX; + uvs[ offset2 + 1 ] = 1 - ( iy / gridY ); - offset += 3; - offset2 += 2; + offset += 3; + offset2 += 2; - } + } - } + } - offset = 0; + offset = 0; - var indices = new ( ( vertices.length / 3 ) > 65535 ? Uint32Array : Uint16Array )( gridX * gridY * 6 ); + var indices = new ( ( vertices.length / 3 ) > 65535 ? Uint32Array : Uint16Array )( gridX * gridY * 6 ); - for ( var iy = 0; iy < gridY; iy ++ ) { + for ( var iy = 0; iy < gridY; iy ++ ) { - for ( var ix = 0; ix < gridX; ix ++ ) { + for ( var 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; + var a = ix + gridX1 * iy; + var b = ix + gridX1 * ( iy + 1 ); + var c = ( ix + 1 ) + gridX1 * ( iy + 1 ); + var d = ( ix + 1 ) + gridX1 * iy; - indices[ offset ] = a; - indices[ offset + 1 ] = b; - indices[ offset + 2 ] = d; + indices[ offset ] = a; + indices[ offset + 1 ] = b; + indices[ offset + 2 ] = d; - indices[ offset + 3 ] = b; - indices[ offset + 4 ] = c; - indices[ offset + 5 ] = d; + indices[ offset + 3 ] = b; + indices[ offset + 4 ] = c; + indices[ offset + 5 ] = d; - offset += 6; + offset += 6; - } + } - } + } - this.setIndex( new BufferAttribute( indices, 1 ) ); - this.addAttribute( 'position', new BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ) ); + this.setIndex( new BufferAttribute( indices, 1 ) ); + this.addAttribute( 'position', new BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ) ); - } + } - PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry; + 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 - */ + /** + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + * @author WestLangley / http://github.com/WestLangley + */ - function Camera() { + function Camera() { - Object3D.call( this ); + Object3D.call( this ); - this.type = 'Camera'; + this.type = 'Camera'; - this.matrixWorldInverse = new Matrix4(); - this.projectionMatrix = new Matrix4(); + this.matrixWorldInverse = new Matrix4(); + this.projectionMatrix = new Matrix4(); - } + } - Camera.prototype = Object.create( Object3D.prototype ); - Camera.prototype.constructor = Camera; + Camera.prototype = Object.create( Object3D.prototype ); + Camera.prototype.constructor = Camera; - Camera.prototype.isCamera = true; + Camera.prototype.isCamera = true; - Camera.prototype.getWorldDirection = function () { + Camera.prototype.getWorldDirection = function () { - var quaternion = new Quaternion(); + var quaternion = new Quaternion(); - return function getWorldDirection( optionalTarget ) { + return function getWorldDirection( optionalTarget ) { - var result = optionalTarget || new Vector3(); + var result = optionalTarget || new Vector3(); - this.getWorldQuaternion( quaternion ); + this.getWorldQuaternion( quaternion ); - return result.set( 0, 0, - 1 ).applyQuaternion( quaternion ); + return result.set( 0, 0, - 1 ).applyQuaternion( quaternion ); - }; + }; - }(); + }(); - Camera.prototype.lookAt = function () { + Camera.prototype.lookAt = function () { - // This routine does not support cameras with rotated and/or translated parent(s) + // This routine does not support cameras with rotated and/or translated parent(s) - var m1 = new Matrix4(); + var m1 = new Matrix4(); - return function lookAt( vector ) { + return function lookAt( vector ) { - m1.lookAt( this.position, vector, this.up ); + m1.lookAt( this.position, vector, this.up ); - this.quaternion.setFromRotationMatrix( m1 ); + this.quaternion.setFromRotationMatrix( m1 ); - }; + }; - }(); + }(); - Camera.prototype.clone = function () { + Camera.prototype.clone = function () { - return new this.constructor().copy( this ); + return new this.constructor().copy( this ); - }; + }; - Camera.prototype.copy = function ( source ) { + Camera.prototype.copy = function ( source ) { - Object3D.prototype.copy.call( this, source ); + Object3D.prototype.copy.call( this, source ); - this.matrixWorldInverse.copy( source.matrixWorldInverse ); - this.projectionMatrix.copy( source.projectionMatrix ); + this.matrixWorldInverse.copy( source.matrixWorldInverse ); + this.projectionMatrix.copy( source.projectionMatrix ); - return this; + return this; - }; + }; - /** - * @author mrdoob / http://mrdoob.com/ - * @author greggman / http://games.greggman.com/ - * @author zz85 / http://www.lab4games.net/zz85/blog - * @author tschw - */ + /** + * @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 ) { + function PerspectiveCamera( fov, aspect, near, far ) { - Camera.call( this ); + Camera.call( this ); - this.type = 'PerspectiveCamera'; + this.type = 'PerspectiveCamera'; - this.fov = fov !== undefined ? fov : 50; - this.zoom = 1; + 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.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.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.filmGauge = 35; // width of the film (default in millimeters) + this.filmOffset = 0; // horizontal film offset (same unit as gauge) - this.updateProjectionMatrix(); + this.updateProjectionMatrix(); - } + } - PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), { + PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), { - constructor: PerspectiveCamera, + constructor: PerspectiveCamera, - isPerspectiveCamera: true, + isPerspectiveCamera: true, - copy: function ( source ) { + copy: function ( source ) { - Camera.prototype.copy.call( this, source ); + Camera.prototype.copy.call( this, source ); - this.fov = source.fov; - this.zoom = source.zoom; + this.fov = source.fov; + this.zoom = source.zoom; - this.near = source.near; - this.far = source.far; - this.focus = source.focus; + 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.aspect = source.aspect; + this.view = source.view === null ? null : Object.assign( {}, source.view ); - this.filmGauge = source.filmGauge; - this.filmOffset = source.filmOffset; + this.filmGauge = source.filmGauge; + this.filmOffset = source.filmOffset; - return this; + 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 ) { + /** + * 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; + // see http://www.bobatkins.com/photography/technical/field_of_view.html + var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; - this.fov = exports.Math.RAD2DEG * 2 * Math.atan( vExtentSlope ); - this.updateProjectionMatrix(); + this.fov = exports.Math.RAD2DEG * 2 * Math.atan( vExtentSlope ); + this.updateProjectionMatrix(); - }, + }, - /** - * Calculates the focal length from the current .fov and .filmGauge. - */ - getFocalLength: function () { + /** + * Calculates the focal length from the current .fov and .filmGauge. + */ + getFocalLength: function () { - var vExtentSlope = Math.tan( exports.Math.DEG2RAD * 0.5 * this.fov ); + var vExtentSlope = Math.tan( exports.Math.DEG2RAD * 0.5 * this.fov ); - return 0.5 * this.getFilmHeight() / vExtentSlope; + return 0.5 * this.getFilmHeight() / vExtentSlope; - }, + }, - getEffectiveFOV: function () { + getEffectiveFOV: function () { - return exports.Math.RAD2DEG * 2 * Math.atan( - Math.tan( exports.Math.DEG2RAD * 0.5 * this.fov ) / this.zoom ); + return exports.Math.RAD2DEG * 2 * Math.atan( + Math.tan( exports.Math.DEG2RAD * 0.5 * this.fov ) / this.zoom ); - }, + }, - getFilmWidth: function () { + getFilmWidth: function () { - // film not completely covered in portrait format (aspect < 1) - return this.filmGauge * Math.min( this.aspect, 1 ); + // film not completely covered in portrait format (aspect < 1) + return this.filmGauge * Math.min( this.aspect, 1 ); - }, + }, - getFilmHeight: function () { + getFilmHeight: function () { - // film not completely covered in landscape format (aspect > 1) - return this.filmGauge / Math.max( this.aspect, 1 ); + // 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 ) { + /** + * 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.aspect = fullWidth / fullHeight; - this.view = { - fullWidth: fullWidth, - fullHeight: fullHeight, - offsetX: x, - offsetY: y, - width: width, - height: height - }; + this.view = { + fullWidth: fullWidth, + fullHeight: fullHeight, + offsetX: x, + offsetY: y, + width: width, + height: height + }; - this.updateProjectionMatrix(); + this.updateProjectionMatrix(); - }, + }, - clearViewOffset: function() { + clearViewOffset: function() { - this.view = null; - this.updateProjectionMatrix(); + this.view = null; + this.updateProjectionMatrix(); - }, + }, - updateProjectionMatrix: function () { + updateProjectionMatrix: function () { - var near = this.near, - top = near * Math.tan( - exports.Math.DEG2RAD * 0.5 * this.fov ) / this.zoom, - height = 2 * top, - width = this.aspect * height, - left = - 0.5 * width, - view = this.view; + var near = this.near, + top = near * Math.tan( + exports.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 ) { + if ( view !== null ) { - var fullWidth = view.fullWidth, - fullHeight = view.fullHeight; + 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; + 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(); + var skew = this.filmOffset; + if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); - this.projectionMatrix.makeFrustum( - left, left + width, top - height, top, near, this.far ); + this.projectionMatrix.makeFrustum( + left, left + width, top - height, top, near, this.far ); - }, + }, - toJSON: function ( meta ) { + toJSON: function ( meta ) { - var data = Object3D.prototype.toJSON.call( this, meta ); + var data = Object3D.prototype.toJSON.call( this, meta ); - data.object.fov = this.fov; - data.object.zoom = this.zoom; + 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.near = this.near; + data.object.far = this.far; + data.object.focus = this.focus; - data.object.aspect = this.aspect; + data.object.aspect = this.aspect; - if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); - data.object.filmGauge = this.filmGauge; - data.object.filmOffset = this.filmOffset; + data.object.filmGauge = this.filmGauge; + data.object.filmOffset = this.filmOffset; - return data; + return data; - } + } - } ); + } ); - /** - * @author alteredq / http://alteredqualia.com/ - * @author arose / http://github.com/arose - */ + /** + * @author alteredq / http://alteredqualia.com/ + * @author arose / http://github.com/arose + */ - function OrthographicCamera( left, right, top, bottom, near, far ) { + function OrthographicCamera( left, right, top, bottom, near, far ) { - Camera.call( this ); + Camera.call( this ); - this.type = 'OrthographicCamera'; + this.type = 'OrthographicCamera'; - this.zoom = 1; - this.view = null; + this.zoom = 1; + this.view = null; - this.left = left; - this.right = right; - this.top = top; - this.bottom = bottom; + 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.near = ( near !== undefined ) ? near : 0.1; + this.far = ( far !== undefined ) ? far : 2000; - this.updateProjectionMatrix(); + this.updateProjectionMatrix(); - } + } - OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), { + OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), { - constructor: OrthographicCamera, + constructor: OrthographicCamera, - isOrthographicCamera: true, + isOrthographicCamera: true, - copy: function ( source ) { + copy: function ( source ) { - Camera.prototype.copy.call( this, 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.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 ); + this.zoom = source.zoom; + this.view = source.view === null ? null : Object.assign( {}, source.view ); - return this; + return this; - }, + }, - setViewOffset: function( fullWidth, fullHeight, x, y, width, height ) { + setViewOffset: function( fullWidth, fullHeight, x, y, width, height ) { - this.view = { - fullWidth: fullWidth, - fullHeight: fullHeight, - offsetX: x, - offsetY: y, - width: width, - height: height - }; + this.view = { + fullWidth: fullWidth, + fullHeight: fullHeight, + offsetX: x, + offsetY: y, + width: width, + height: height + }; - this.updateProjectionMatrix(); + this.updateProjectionMatrix(); - }, + }, - clearViewOffset: function() { + clearViewOffset: function() { - this.view = null; - this.updateProjectionMatrix(); + this.view = null; + this.updateProjectionMatrix(); - }, + }, - updateProjectionMatrix: function () { + 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 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; + var left = cx - dx; + var right = cx + dx; + var top = cy + dy; + var bottom = cy - dy; - if ( this.view !== null ) { + 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; + 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 ); + left += scaleW * ( this.view.offsetX / zoomW ); + right = left + scaleW * ( this.view.width / zoomW ); + top -= scaleH * ( this.view.offsetY / zoomH ); + bottom = top - scaleH * ( this.view.height / zoomH ); - } + } - this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far ); + this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far ); - }, + }, - toJSON: function ( meta ) { + toJSON: function ( meta ) { - var data = Object3D.prototype.toJSON.call( this, 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; + 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 ); + if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); - return data; + return data; - } + } - } ); + } ); - /** - * @author mrdoob / http://mrdoob.com/ - */ + /** + * @author mrdoob / http://mrdoob.com/ + */ - function WebGLIndexedBufferRenderer( gl, extensions, infoRender ) { + function WebGLIndexedBufferRenderer( gl, extensions, infoRender ) { - var mode; + var mode; - function setMode( value ) { + function setMode( value ) { - mode = value; + mode = value; - } + } - var type, size; + var type, size; - function setIndex( index ) { + function setIndex( index ) { - if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) { + if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) { - type = gl.UNSIGNED_INT; - size = 4; + type = gl.UNSIGNED_INT; + size = 4; - } else { + } else { - type = gl.UNSIGNED_SHORT; - size = 2; + type = gl.UNSIGNED_SHORT; + size = 2; - } + } - } + } - function render( start, count ) { + function render( start, count ) { - gl.drawElements( mode, count, type, start * size ); + gl.drawElements( mode, count, type, start * size ); - infoRender.calls ++; - infoRender.vertices += count; + infoRender.calls ++; + infoRender.vertices += count; - if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3; + if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3; - } + } - function renderInstances( geometry, start, count ) { + function renderInstances( geometry, start, count ) { - var extension = extensions.get( 'ANGLE_instanced_arrays' ); + var extension = extensions.get( 'ANGLE_instanced_arrays' ); - if ( extension === null ) { + if ( extension === null ) { - console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); - return; + 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 ); + extension.drawElementsInstancedANGLE( mode, count, type, start * size, geometry.maxInstancedCount ); - infoRender.calls ++; - infoRender.vertices += count * geometry.maxInstancedCount; + infoRender.calls ++; + infoRender.vertices += count * geometry.maxInstancedCount; - if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3; + if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3; - } + } - return { + return { - setMode: setMode, - setIndex: setIndex, - render: render, - renderInstances: renderInstances + setMode: setMode, + setIndex: setIndex, + render: render, + renderInstances: renderInstances - }; + }; - } + } - /** - * @author mrdoob / http://mrdoob.com/ - */ + /** + * @author mrdoob / http://mrdoob.com/ + */ - function WebGLBufferRenderer( gl, extensions, infoRender ) { + function WebGLBufferRenderer( gl, extensions, infoRender ) { - var mode; + var mode; - function setMode( value ) { + function setMode( value ) { - mode = value; + mode = value; - } + } - function render( start, count ) { + function render( start, count ) { - gl.drawArrays( mode, start, count ); + gl.drawArrays( mode, start, count ); - infoRender.calls ++; - infoRender.vertices += count; + infoRender.calls ++; + infoRender.vertices += count; - if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3; + if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3; - } + } - function renderInstances( geometry ) { + function renderInstances( geometry ) { - var extension = extensions.get( 'ANGLE_instanced_arrays' ); + var extension = extensions.get( 'ANGLE_instanced_arrays' ); - if ( extension === null ) { + if ( extension === null ) { - console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); - return; + console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; - } + } - var position = geometry.attributes.position; + var position = geometry.attributes.position; - var count = 0; + var count = 0; - if ( (position && position.isInterleavedBufferAttribute) ) { + if ( (position && position.isInterleavedBufferAttribute) ) { - count = position.data.count; + count = position.data.count; - extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount ); + extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount ); - } else { + } else { - count = position.count; + count = position.count; - extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount ); + extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount ); - } + } - infoRender.calls ++; - infoRender.vertices += count * geometry.maxInstancedCount; + infoRender.calls ++; + infoRender.vertices += count * geometry.maxInstancedCount; - if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3; + if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3; - } + } - return { - setMode: setMode, - render: render, - renderInstances: renderInstances - }; + return { + setMode: setMode, + render: render, + renderInstances: renderInstances + }; - } + } - function WebGLLights() { + function WebGLLights() { - var lights = {}; + var lights = {}; - return { + return { - get: function ( light ) { + get: function ( light ) { - if ( lights[ light.id ] !== undefined ) { + if ( lights[ light.id ] !== undefined ) { - return lights[ light.id ]; + return lights[ light.id ]; - } + } - var uniforms; + var uniforms; - switch ( light.type ) { + switch ( light.type ) { - case 'DirectionalLight': - uniforms = { - direction: new Vector3(), - color: new Color(), + case 'DirectionalLight': + uniforms = { + direction: new Vector3(), + color: new Color(), - shadow: false, - shadowBias: 0, - shadowRadius: 1, - shadowMapSize: new Vector2() - }; - break; + 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, + 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; + shadow: false, + shadowBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; - case 'PointLight': - uniforms = { - position: new Vector3(), - color: new Color(), - distance: 0, - decay: 0, + case 'PointLight': + uniforms = { + position: new Vector3(), + color: new Color(), + distance: 0, + decay: 0, - shadow: false, - shadowBias: 0, - shadowRadius: 1, - shadowMapSize: new Vector2() - }; - break; + shadow: false, + shadowBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; - case 'HemisphereLight': - uniforms = { - direction: new Vector3(), - skyColor: new Color(), - groundColor: new Color() - }; - break; + case 'HemisphereLight': + uniforms = { + direction: new Vector3(), + skyColor: new Color(), + groundColor: new Color() + }; + break; - } + } - lights[ light.id ] = uniforms; + lights[ light.id ] = uniforms; - return uniforms; + return uniforms; - } + } - }; + }; - } + } - /** - * @author mrdoob / http://mrdoob.com/ - */ + /** + * @author mrdoob / http://mrdoob.com/ + */ - function addLineNumbers( string ) { + function addLineNumbers( string ) { - var lines = string.split( '\n' ); + var lines = string.split( '\n' ); - for ( var i = 0; i < lines.length; i ++ ) { + for ( var i = 0; i < lines.length; i ++ ) { - lines[ i ] = ( i + 1 ) + ': ' + lines[ i ]; + lines[ i ] = ( i + 1 ) + ': ' + lines[ i ]; - } + } - return lines.join( '\n' ); + return lines.join( '\n' ); - } + } - function WebGLShader( gl, type, string ) { + function WebGLShader( gl, type, string ) { - var shader = gl.createShader( type ); + var shader = gl.createShader( type ); - gl.shaderSource( shader, string ); - gl.compileShader( shader ); + gl.shaderSource( shader, string ); + gl.compileShader( shader ); - if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) { + if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) { - console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' ); + console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' ); - } + } - if ( gl.getShaderInfoLog( shader ) !== '' ) { + if ( gl.getShaderInfoLog( shader ) !== '' ) { - console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) ); + 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 ) ); + // --enable-privileged-webgl-extension + // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); - return shader; + return shader; - } + } - var programIdCount = 0; + var programIdCount = 0; - function getEncodingComponents( encoding ) { + function getEncodingComponents( encoding ) { - switch ( 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 ); + 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 ) { + function getTexelDecodingFunction( functionName, encoding ) { - var components = getEncodingComponents( encoding ); - return "vec4 " + functionName + "( vec4 value ) { return " + components[ 0 ] + "ToLinear" + components[ 1 ] + "; }"; + var components = getEncodingComponents( encoding ); + return "vec4 " + functionName + "( vec4 value ) { return " + components[ 0 ] + "ToLinear" + components[ 1 ] + "; }"; - } + } - function getTexelEncodingFunction( functionName, encoding ) { + function getTexelEncodingFunction( functionName, encoding ) { - var components = getEncodingComponents( encoding ); - return "vec4 " + functionName + "( vec4 value ) { return LinearTo" + components[ 0 ] + components[ 1 ] + "; }"; + var components = getEncodingComponents( encoding ); + return "vec4 " + functionName + "( vec4 value ) { return LinearTo" + components[ 0 ] + components[ 1 ] + "; }"; - } + } - function getToneMappingFunction( functionName, toneMapping ) { + function getToneMappingFunction( functionName, toneMapping ) { - var toneMappingName; + var toneMappingName; - switch ( toneMapping ) { + switch ( toneMapping ) { - case LinearToneMapping: - toneMappingName = "Linear"; - break; + case LinearToneMapping: + toneMappingName = "Linear"; + break; - case ReinhardToneMapping: - toneMappingName = "Reinhard"; - break; + case ReinhardToneMapping: + toneMappingName = "Reinhard"; + break; - case Uncharted2ToneMapping: - toneMappingName = "Uncharted2"; - break; + case Uncharted2ToneMapping: + toneMappingName = "Uncharted2"; + break; - case CineonToneMapping: - toneMappingName = "OptimizedCineon"; - break; + case CineonToneMapping: + toneMappingName = "OptimizedCineon"; + break; - default: - throw new Error( 'unsupported toneMapping: ' + toneMapping ); + default: + throw new Error( 'unsupported toneMapping: ' + toneMapping ); - } + } - return "vec3 " + functionName + "( vec3 color ) { return " + toneMappingName + "ToneMapping( color ); }"; + return "vec3 " + functionName + "( vec3 color ) { return " + toneMappingName + "ToneMapping( color ); }"; - } + } - function generateExtensions( extensions, parameters, rendererExtensions ) { + function generateExtensions( extensions, parameters, rendererExtensions ) { - extensions = extensions || {}; + 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' : '', - ]; + 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' ); + return chunks.filter( filterEmptyLine ).join( '\n' ); - } + } - function generateDefines( defines ) { + function generateDefines( defines ) { - var chunks = []; + var chunks = []; - for ( var name in defines ) { + for ( var name in defines ) { - var value = defines[ name ]; + var value = defines[ name ]; - if ( value === false ) continue; + if ( value === false ) continue; - chunks.push( '#define ' + name + ' ' + value ); + chunks.push( '#define ' + name + ' ' + value ); - } + } - return chunks.join( '\n' ); + return chunks.join( '\n' ); - } + } - function fetchAttributeLocations( gl, program, identifiers ) { + function fetchAttributeLocations( gl, program, identifiers ) { - var attributes = {}; + var attributes = {}; - var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES ); + var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES ); - for ( var i = 0; i < n; i ++ ) { + for ( var i = 0; i < n; i ++ ) { - var info = gl.getActiveAttrib( program, i ); - var name = info.name; + var info = gl.getActiveAttrib( program, i ); + var name = info.name; - // console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name, i ); + // console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name, i ); - attributes[ name ] = gl.getAttribLocation( program, name ); + attributes[ name ] = gl.getAttribLocation( program, name ); - } + } - return attributes; + return attributes; - } + } - function filterEmptyLine( string ) { + function filterEmptyLine( string ) { - return string !== ''; + return string !== ''; - } + } - function replaceLightNums( string, parameters ) { + function replaceLightNums( string, parameters ) { - return string - .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights ) - .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights ) - .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights ) - .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights ); + return string + .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights ) + .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights ) + .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights ) + .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights ); - } + } - function parseIncludes( string ) { + function parseIncludes( string ) { - var pattern = /#include +<([\w\d.]+)>/g; + var pattern = /#include +<([\w\d.]+)>/g; - function replace( match, include ) { + function replace( match, include ) { - var replace = ShaderChunk[ include ]; + var replace = ShaderChunk[ include ]; - if ( replace === undefined ) { + if ( replace === undefined ) { - throw new Error( 'Can not resolve #include <' + include + '>' ); + throw new Error( 'Can not resolve #include <' + include + '>' ); - } + } - return parseIncludes( replace ); + return parseIncludes( replace ); - } + } - return string.replace( pattern, replace ); + return string.replace( pattern, replace ); - } + } - function unrollLoops( string ) { + function unrollLoops( string ) { - var pattern = /for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g; + var pattern = /for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g; - function replace( match, start, end, snippet ) { + function replace( match, start, end, snippet ) { - var unroll = ''; + var unroll = ''; - for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) { + for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) { - unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' ); + unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' ); - } + } - return unroll; + return unroll; - } + } - return string.replace( pattern, replace ); + return string.replace( pattern, replace ); - } + } - function WebGLProgram( renderer, code, material, parameters ) { + function WebGLProgram( renderer, code, material, parameters ) { - var gl = renderer.context; + var gl = renderer.context; - var extensions = material.extensions; - var defines = material.defines; + var extensions = material.extensions; + var defines = material.defines; - var vertexShader = material.__webglShader.vertexShader; - var fragmentShader = material.__webglShader.fragmentShader; + var vertexShader = material.__webglShader.vertexShader; + var fragmentShader = material.__webglShader.fragmentShader; - var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC'; + var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC'; - if ( parameters.shadowMapType === PCFShadowMap ) { + if ( parameters.shadowMapType === PCFShadowMap ) { - shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; - } else if ( parameters.shadowMapType === PCFSoftShadowMap ) { + } else if ( parameters.shadowMapType === PCFSoftShadowMap ) { - shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT'; + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT'; - } + } - var envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; - var envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; - var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; + var envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + var envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; + var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; - if ( parameters.envMap ) { + if ( parameters.envMap ) { - switch ( material.envMap.mapping ) { + switch ( material.envMap.mapping ) { - case CubeReflectionMapping: - case CubeRefractionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; - break; + case CubeReflectionMapping: + case CubeRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + break; - case CubeUVReflectionMapping: - case CubeUVRefractionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; - break; + case CubeUVReflectionMapping: + case CubeUVRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; + break; - case EquirectangularReflectionMapping: - case EquirectangularRefractionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC'; - break; + case EquirectangularReflectionMapping: + case EquirectangularRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC'; + break; - case SphericalReflectionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_SPHERE'; - break; + case SphericalReflectionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_SPHERE'; + break; - } + } - switch ( material.envMap.mapping ) { + switch ( material.envMap.mapping ) { - case CubeRefractionMapping: - case EquirectangularRefractionMapping: - envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; - break; + case CubeRefractionMapping: + case EquirectangularRefractionMapping: + envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; + break; - } + } - switch ( material.combine ) { + switch ( material.combine ) { - case MultiplyOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; - break; + case MultiplyOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; + break; - case MixOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; - break; + case MixOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; + break; - case AddOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; - break; + case AddOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; + break; - } + } - } + } - var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0; + var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0; - // console.log( 'building new program ' ); + // console.log( 'building new program ' ); - // + // - var customExtensions = generateExtensions( extensions, parameters, renderer.extensions ); + var customExtensions = generateExtensions( extensions, parameters, renderer.extensions ); - var customDefines = generateDefines( defines ); + var customDefines = generateDefines( defines ); - // + // - var program = gl.createProgram(); + var program = gl.createProgram(); - var prefixVertex, prefixFragment; + var prefixVertex, prefixFragment; - if ( material.isRawShaderMaterial ) { + if ( material.isRawShaderMaterial ) { - prefixVertex = [ + prefixVertex = [ - customDefines, + customDefines, - '\n' + '\n' - ].filter( filterEmptyLine ).join( '\n' ); + ].filter( filterEmptyLine ).join( '\n' ); - prefixFragment = [ + prefixFragment = [ - customExtensions, - customDefines, + customExtensions, + customDefines, - '\n' + '\n' - ].filter( filterEmptyLine ).join( '\n' ); + ].filter( filterEmptyLine ).join( '\n' ); - } else { + } else { - prefixVertex = [ + prefixVertex = [ - 'precision ' + parameters.precision + ' float;', - 'precision ' + parameters.precision + ' int;', + 'precision ' + parameters.precision + ' float;', + 'precision ' + parameters.precision + ' int;', - '#define SHADER_NAME ' + material.__webglShader.name, + '#define SHADER_NAME ' + material.__webglShader.name, - customDefines, + customDefines, - parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', + parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', - '#define GAMMA_FACTOR ' + gammaFactorDefine, + '#define GAMMA_FACTOR ' + gammaFactorDefine, - '#define MAX_BONES ' + parameters.maxBones, + '#define MAX_BONES ' + parameters.maxBones, - 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.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.flatShading ? '#define FLAT_SHADED' : '', - parameters.skinning ? '#define USE_SKINNING' : '', - parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', + parameters.skinning ? '#define USE_SKINNING' : '', + parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', - parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', - parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', - parameters.doubleSided ? '#define DOUBLE_SIDED' : '', - parameters.flipSided ? '#define FLIP_SIDED' : '', + parameters.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, + '#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes, - parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', - parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', - parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', + parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', - parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', - parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '', + 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;', + '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;', + 'attribute vec3 position;', + 'attribute vec3 normal;', + 'attribute vec2 uv;', - '#ifdef USE_COLOR', + '#ifdef USE_COLOR', - ' attribute vec3 color;', + ' attribute vec3 color;', - '#endif', + '#endif', - '#ifdef USE_MORPHTARGETS', + '#ifdef USE_MORPHTARGETS', - ' attribute vec3 morphTarget0;', - ' attribute vec3 morphTarget1;', - ' attribute vec3 morphTarget2;', - ' attribute vec3 morphTarget3;', + ' attribute vec3 morphTarget0;', + ' attribute vec3 morphTarget1;', + ' attribute vec3 morphTarget2;', + ' attribute vec3 morphTarget3;', - ' #ifdef USE_MORPHNORMALS', + ' #ifdef USE_MORPHNORMALS', - ' attribute vec3 morphNormal0;', - ' attribute vec3 morphNormal1;', - ' attribute vec3 morphNormal2;', - ' attribute vec3 morphNormal3;', + ' attribute vec3 morphNormal0;', + ' attribute vec3 morphNormal1;', + ' attribute vec3 morphNormal2;', + ' attribute vec3 morphNormal3;', - ' #else', + ' #else', - ' attribute vec3 morphTarget4;', - ' attribute vec3 morphTarget5;', - ' attribute vec3 morphTarget6;', - ' attribute vec3 morphTarget7;', + ' attribute vec3 morphTarget4;', + ' attribute vec3 morphTarget5;', + ' attribute vec3 morphTarget6;', + ' attribute vec3 morphTarget7;', - ' #endif', + ' #endif', - '#endif', + '#endif', - '#ifdef USE_SKINNING', + '#ifdef USE_SKINNING', - ' attribute vec4 skinIndex;', - ' attribute vec4 skinWeight;', + ' attribute vec4 skinIndex;', + ' attribute vec4 skinWeight;', - '#endif', + '#endif', - '\n' + '\n' - ].filter( filterEmptyLine ).join( '\n' ); + ].filter( filterEmptyLine ).join( '\n' ); - prefixFragment = [ + prefixFragment = [ - customExtensions, + customExtensions, - 'precision ' + parameters.precision + ' float;', - 'precision ' + parameters.precision + ' int;', + 'precision ' + parameters.precision + ' float;', + 'precision ' + parameters.precision + ' int;', - '#define SHADER_NAME ' + material.__webglShader.name, + '#define SHADER_NAME ' + material.__webglShader.name, - customDefines, + customDefines, - parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '', + parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '', - '#define GAMMA_FACTOR ' + gammaFactorDefine, + '#define GAMMA_FACTOR ' + gammaFactorDefine, - ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', - ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '', + ( 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.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.flatShading ? '#define FLAT_SHADED' : '', + parameters.flatShading ? '#define FLAT_SHADED' : '', - parameters.doubleSided ? '#define DOUBLE_SIDED' : '', - parameters.flipSided ? '#define FLIP_SIDED' : '', + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', - '#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes, + '#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes, - parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', - parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', - parameters.premultipliedAlpha ? "#define PREMULTIPLIED_ALPHA" : '', + parameters.premultipliedAlpha ? "#define PREMULTIPLIED_ALPHA" : '', - parameters.physicallyCorrectLights ? "#define PHYSICALLY_CORRECT_LIGHTS" : '', + parameters.physicallyCorrectLights ? "#define PHYSICALLY_CORRECT_LIGHTS" : '', - parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', - parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '', + 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' : '', + parameters.envMap && renderer.extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '', - 'uniform mat4 viewMatrix;', - 'uniform vec3 cameraPosition;', + '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.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.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 : '', + parameters.depthPacking ? "#define DEPTH_PACKING " + material.depthPacking : '', - '\n' + '\n' - ].filter( filterEmptyLine ).join( '\n' ); + ].filter( filterEmptyLine ).join( '\n' ); - } + } - vertexShader = parseIncludes( vertexShader, parameters ); - vertexShader = replaceLightNums( vertexShader, parameters ); + vertexShader = parseIncludes( vertexShader, parameters ); + vertexShader = replaceLightNums( vertexShader, parameters ); - fragmentShader = parseIncludes( fragmentShader, parameters ); - fragmentShader = replaceLightNums( fragmentShader, parameters ); + fragmentShader = parseIncludes( fragmentShader, parameters ); + fragmentShader = replaceLightNums( fragmentShader, parameters ); - if ( ! material.isShaderMaterial ) { + if ( ! material.isShaderMaterial ) { - vertexShader = unrollLoops( vertexShader ); - fragmentShader = unrollLoops( fragmentShader ); + vertexShader = unrollLoops( vertexShader ); + fragmentShader = unrollLoops( fragmentShader ); - } + } - var vertexGlsl = prefixVertex + vertexShader; - var fragmentGlsl = prefixFragment + fragmentShader; + var vertexGlsl = prefixVertex + vertexShader; + var fragmentGlsl = prefixFragment + fragmentShader; - // console.log( '*VERTEX*', vertexGlsl ); - // console.log( '*FRAGMENT*', fragmentGlsl ); + // console.log( '*VERTEX*', vertexGlsl ); + // console.log( '*FRAGMENT*', fragmentGlsl ); - var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl ); - var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, 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 ); + gl.attachShader( program, glVertexShader ); + gl.attachShader( program, glFragmentShader ); - // Force a particular attribute to index 0. + // Force a particular attribute to index 0. - if ( material.index0AttributeName !== undefined ) { + if ( material.index0AttributeName !== undefined ) { - gl.bindAttribLocation( program, 0, material.index0AttributeName ); + gl.bindAttribLocation( program, 0, material.index0AttributeName ); - } else if ( parameters.morphTargets === true ) { + } else if ( parameters.morphTargets === true ) { - // programs with morphTargets displace position out of attribute 0 - gl.bindAttribLocation( program, 0, 'position' ); + // programs with morphTargets displace position out of attribute 0 + gl.bindAttribLocation( program, 0, 'position' ); - } + } - gl.linkProgram( program ); + gl.linkProgram( program ); - var programLog = gl.getProgramInfoLog( program ); - var vertexLog = gl.getShaderInfoLog( glVertexShader ); - var fragmentLog = gl.getShaderInfoLog( glFragmentShader ); + var programLog = gl.getProgramInfoLog( program ); + var vertexLog = gl.getShaderInfoLog( glVertexShader ); + var fragmentLog = gl.getShaderInfoLog( glFragmentShader ); - var runnable = true; - var haveDiagnostics = true; + 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 ) ); + // 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 ) { + if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) { - runnable = 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 ); + 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 !== '' ) { + } else if ( programLog !== '' ) { - console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog ); + console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog ); - } else if ( vertexLog === '' || fragmentLog === '' ) { + } else if ( vertexLog === '' || fragmentLog === '' ) { - haveDiagnostics = false; + haveDiagnostics = false; - } + } - if ( haveDiagnostics ) { + if ( haveDiagnostics ) { - this.diagnostics = { + this.diagnostics = { - runnable: runnable, - material: material, + runnable: runnable, + material: material, - programLog: programLog, + programLog: programLog, - vertexShader: { + vertexShader: { - log: vertexLog, - prefix: prefixVertex + log: vertexLog, + prefix: prefixVertex - }, + }, - fragmentShader: { + fragmentShader: { - log: fragmentLog, - prefix: prefixFragment + log: fragmentLog, + prefix: prefixFragment - } + } - }; + }; - } + } - // clean up + // clean up - gl.deleteShader( glVertexShader ); - gl.deleteShader( glFragmentShader ); + gl.deleteShader( glVertexShader ); + gl.deleteShader( glFragmentShader ); - // set up caching for uniform locations + // set up caching for uniform locations - var cachedUniforms; + var cachedUniforms; - this.getUniforms = function() { + this.getUniforms = function() { - if ( cachedUniforms === undefined ) { + if ( cachedUniforms === undefined ) { - cachedUniforms = - new WebGLUniforms( gl, program, renderer ); + cachedUniforms = + new WebGLUniforms( gl, program, renderer ); - } + } - return cachedUniforms; + return cachedUniforms; - }; + }; - // set up caching for attribute locations + // set up caching for attribute locations - var cachedAttributes; + var cachedAttributes; - this.getAttributes = function() { + this.getAttributes = function() { - if ( cachedAttributes === undefined ) { + if ( cachedAttributes === undefined ) { - cachedAttributes = fetchAttributeLocations( gl, program ); + cachedAttributes = fetchAttributeLocations( gl, program ); - } + } - return cachedAttributes; + return cachedAttributes; - }; + }; - // free resource + // free resource - this.destroy = function() { + this.destroy = function() { - gl.deleteProgram( program ); - this.program = undefined; + gl.deleteProgram( program ); + this.program = undefined; - }; + }; - // DEPRECATED + // DEPRECATED - Object.defineProperties( this, { + Object.defineProperties( this, { - uniforms: { - get: function() { + uniforms: { + get: function() { - console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' ); - return this.getUniforms(); + console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' ); + return this.getUniforms(); - } - }, + } + }, - attributes: { - get: function() { + attributes: { + get: function() { - console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' ); - return this.getAttributes(); + 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; + this.id = programIdCount ++; + this.code = code; + this.usedTimes = 1; + this.program = program; + this.vertexShader = glVertexShader; + this.fragmentShader = glFragmentShader; - return this; + return this; - } + } - function WebGLPrograms( renderer, capabilities ) { + function WebGLPrograms( renderer, capabilities ) { - var programs = []; + var programs = []; - var shaderIDs = { - MeshDepthMaterial: 'depth', - MeshNormalMaterial: 'normal', - MeshBasicMaterial: 'basic', - MeshLambertMaterial: 'lambert', - MeshPhongMaterial: 'phong', - MeshStandardMaterial: 'physical', - MeshPhysicalMaterial: 'physical', - LineBasicMaterial: 'basic', - LineDashedMaterial: 'dashed', - PointsMaterial: 'points' - }; + var shaderIDs = { + MeshDepthMaterial: 'depth', + MeshNormalMaterial: 'normal', + MeshBasicMaterial: 'basic', + MeshLambertMaterial: 'lambert', + MeshPhongMaterial: '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", - "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp", - "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning", - "maxBones", "useVertexTexture", "morphTargets", "morphNormals", - "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha", - "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", - "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights', - "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "depthPacking" - ]; + var parameterNames = [ + "precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding", + "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap", + "roughnessMap", "metalnessMap", + "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp", + "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning", + "maxBones", "useVertexTexture", "morphTargets", "morphNormals", + "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha", + "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", + "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights', + "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "depthPacking" + ]; - function allocateBones( object ) { + function allocateBones( object ) { - if ( capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture ) { + if ( capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture ) { - return 1024; + return 1024; - } else { + } 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) + // 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 nVertexUniforms = capabilities.maxVertexUniforms; + var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 ); - var maxBones = nVertexMatrices; + var maxBones = nVertexMatrices; - if ( object !== undefined && (object && object.isSkinnedMesh) ) { + if ( object !== undefined && (object && object.isSkinnedMesh) ) { - maxBones = Math.min( object.skeleton.bones.length, maxBones ); + maxBones = Math.min( object.skeleton.bones.length, maxBones ); - if ( maxBones < object.skeleton.bones.length ) { + 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)' ); + console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' ); - } + } - } + } - return maxBones; + return maxBones; - } + } - } + } - function getTextureEncodingFromMap( map, gammaOverrideLinear ) { + function getTextureEncodingFromMap( map, gammaOverrideLinear ) { - var encoding; + var encoding; - if ( ! map ) { + if ( ! map ) { - encoding = LinearEncoding; + encoding = LinearEncoding; - } else if ( (map && map.isTexture) ) { + } else if ( (map && map.isTexture) ) { - encoding = map.encoding; + encoding = map.encoding; - } else if ( (map && map.isWebGLRenderTarget) ) { + } else if ( (map && map.isWebGLRenderTarget) ) { - console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." ); - encoding = map.texture.encoding; + 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 ) { + // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point. + if ( encoding === LinearEncoding && gammaOverrideLinear ) { - encoding = GammaEncoding; + encoding = GammaEncoding; - } + } - return encoding; + return encoding; - } + } - this.getParameters = function ( material, lights, fog, nClipPlanes, object ) { + this.getParameters = function ( material, lights, fog, nClipPlanes, object ) { - var shaderID = shaderIDs[ material.type ]; + var shaderID = shaderIDs[ material.type ]; - // heuristics to create shader parameters according to lights in the scene - // (not to blow over maxLights budget) + // 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(); + var maxBones = allocateBones( object ); + var precision = renderer.getPrecision(); - if ( material.precision !== null ) { + if ( material.precision !== null ) { - precision = capabilities.getMaxPrecision( material.precision ); + precision = capabilities.getMaxPrecision( material.precision ); - if ( precision !== material.precision ) { + if ( precision !== material.precision ) { - console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' ); + console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' ); - } + } - } + } - var currentRenderTarget = renderer.getCurrentRenderTarget(); + var currentRenderTarget = renderer.getCurrentRenderTarget(); - var parameters = { + var parameters = { - shaderID: shaderID, + 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, + 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, - combine: material.combine, + combine: material.combine, - vertexColors: material.vertexColors, + vertexColors: material.vertexColors, - fog: !! fog, - useFog: material.fog, - fogExp: (fog && fog.isFogExp2), + fog: !! fog, + useFog: material.fog, + fogExp: (fog && fog.isFogExp2), - flatShading: material.shading === FlatShading, + flatShading: material.shading === FlatShading, - sizeAttenuation: material.sizeAttenuation, - logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer, + sizeAttenuation: material.sizeAttenuation, + logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer, - skinning: material.skinning, - maxBones: maxBones, - useVertexTexture: capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture, + 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, + morphTargets: material.morphTargets, + morphNormals: material.morphNormals, + maxMorphTargets: renderer.maxMorphTargets, + maxMorphNormals: renderer.maxMorphNormals, - numDirLights: lights.directional.length, - numPointLights: lights.point.length, - numSpotLights: lights.spot.length, - numHemiLights: lights.hemi.length, + numDirLights: lights.directional.length, + numPointLights: lights.point.length, + numSpotLights: lights.spot.length, + numHemiLights: lights.hemi.length, - numClippingPlanes: nClipPlanes, + numClippingPlanes: nClipPlanes, - shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0, - shadowMapType: renderer.shadowMap.type, + shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0, + shadowMapType: renderer.shadowMap.type, - toneMapping: renderer.toneMapping, - physicallyCorrectLights: renderer.physicallyCorrectLights, + toneMapping: renderer.toneMapping, + physicallyCorrectLights: renderer.physicallyCorrectLights, - premultipliedAlpha: material.premultipliedAlpha, + premultipliedAlpha: material.premultipliedAlpha, - alphaTest: material.alphaTest, - doubleSided: material.side === DoubleSide, - flipSided: material.side === BackSide, + alphaTest: material.alphaTest, + doubleSided: material.side === DoubleSide, + flipSided: material.side === BackSide, - depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false + depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false - }; + }; - return parameters; + return parameters; - }; + }; - this.getProgramCode = function ( material, parameters ) { + this.getProgramCode = function ( material, parameters ) { - var array = []; + var array = []; - if ( parameters.shaderID ) { + if ( parameters.shaderID ) { - array.push( parameters.shaderID ); + array.push( parameters.shaderID ); - } else { + } else { - array.push( material.fragmentShader ); - array.push( material.vertexShader ); + array.push( material.fragmentShader ); + array.push( material.vertexShader ); - } + } - if ( material.defines !== undefined ) { + if ( material.defines !== undefined ) { - for ( var name in material.defines ) { + for ( var name in material.defines ) { - array.push( name ); - array.push( material.defines[ name ] ); + array.push( name ); + array.push( material.defines[ name ] ); - } + } - } + } - for ( var i = 0; i < parameterNames.length; i ++ ) { + for ( var i = 0; i < parameterNames.length; i ++ ) { - array.push( parameters[ parameterNames[ i ] ] ); + array.push( parameters[ parameterNames[ i ] ] ); - } + } - return array.join(); + return array.join(); - }; + }; - this.acquireProgram = function ( material, parameters, code ) { + this.acquireProgram = function ( material, parameters, code ) { - var program; + var program; - // Check if code has been already compiled - for ( var p = 0, pl = programs.length; p < pl; p ++ ) { + // Check if code has been already compiled + for ( var p = 0, pl = programs.length; p < pl; p ++ ) { - var programInfo = programs[ p ]; + var programInfo = programs[ p ]; - if ( programInfo.code === code ) { + if ( programInfo.code === code ) { - program = programInfo; - ++ program.usedTimes; + program = programInfo; + ++ program.usedTimes; - break; + break; - } + } - } + } - if ( program === undefined ) { + if ( program === undefined ) { - program = new WebGLProgram( renderer, code, material, parameters ); - programs.push( program ); + program = new WebGLProgram( renderer, code, material, parameters ); + programs.push( program ); - } + } - return program; + return program; - }; + }; - this.releaseProgram = function( program ) { + this.releaseProgram = function( program ) { - if ( -- program.usedTimes === 0 ) { + if ( -- program.usedTimes === 0 ) { - // Remove from unordered set - var i = programs.indexOf( program ); - programs[ i ] = programs[ programs.length - 1 ]; - programs.pop(); + // Remove from unordered set + var i = programs.indexOf( program ); + programs[ i ] = programs[ programs.length - 1 ]; + programs.pop(); - // Free WebGL resources - program.destroy(); + // Free WebGL resources + program.destroy(); - } + } - }; + }; - // Exposed for resource monitoring & error feedback via renderer.info: - this.programs = programs; + // Exposed for resource monitoring & error feedback via renderer.info: + this.programs = programs; - } + } - function WebGLGeometries( gl, properties, info ) { + function WebGLGeometries( gl, properties, info ) { - var geometries = {}; + var geometries = {}; - function onGeometryDispose( event ) { + function onGeometryDispose( event ) { - var geometry = event.target; - var buffergeometry = geometries[ geometry.id ]; + var geometry = event.target; + var buffergeometry = geometries[ geometry.id ]; - if ( buffergeometry.index !== null ) { + if ( buffergeometry.index !== null ) { - deleteAttribute( buffergeometry.index ); + deleteAttribute( buffergeometry.index ); - } + } - deleteAttributes( buffergeometry.attributes ); + deleteAttributes( buffergeometry.attributes ); - geometry.removeEventListener( 'dispose', onGeometryDispose ); + geometry.removeEventListener( 'dispose', onGeometryDispose ); - delete geometries[ geometry.id ]; + delete geometries[ geometry.id ]; - // TODO + // TODO - var property = properties.get( geometry ); + var property = properties.get( geometry ); - if ( property.wireframe ) { + if ( property.wireframe ) { - deleteAttribute( property.wireframe ); + deleteAttribute( property.wireframe ); - } + } - properties.delete( geometry ); + properties.delete( geometry ); - var bufferproperty = properties.get( buffergeometry ); + var bufferproperty = properties.get( buffergeometry ); - if ( bufferproperty.wireframe ) { + if ( bufferproperty.wireframe ) { - deleteAttribute( bufferproperty.wireframe ); + deleteAttribute( bufferproperty.wireframe ); - } + } - properties.delete( buffergeometry ); + properties.delete( buffergeometry ); - // + // - info.memory.geometries --; + info.memory.geometries --; - } + } - function getAttributeBuffer( attribute ) { + function getAttributeBuffer( attribute ) { - if ( attribute.isInterleavedBufferAttribute ) { + if ( attribute.isInterleavedBufferAttribute ) { - return properties.get( attribute.data ).__webglBuffer; + return properties.get( attribute.data ).__webglBuffer; - } + } - return properties.get( attribute ).__webglBuffer; + return properties.get( attribute ).__webglBuffer; - } + } - function deleteAttribute( attribute ) { + function deleteAttribute( attribute ) { - var buffer = getAttributeBuffer( attribute ); + var buffer = getAttributeBuffer( attribute ); - if ( buffer !== undefined ) { + if ( buffer !== undefined ) { - gl.deleteBuffer( buffer ); - removeAttributeBuffer( attribute ); + gl.deleteBuffer( buffer ); + removeAttributeBuffer( attribute ); - } + } - } + } - function deleteAttributes( attributes ) { + function deleteAttributes( attributes ) { - for ( var name in attributes ) { + for ( var name in attributes ) { - deleteAttribute( attributes[ name ] ); + deleteAttribute( attributes[ name ] ); - } + } - } + } - function removeAttributeBuffer( attribute ) { + function removeAttributeBuffer( attribute ) { - if ( attribute.isInterleavedBufferAttribute ) { + if ( attribute.isInterleavedBufferAttribute ) { - properties.delete( attribute.data ); + properties.delete( attribute.data ); - } else { + } else { - properties.delete( attribute ); + properties.delete( attribute ); - } + } - } + } - return { + return { - get: function ( object ) { + get: function ( object ) { - var geometry = object.geometry; + var geometry = object.geometry; - if ( geometries[ geometry.id ] !== undefined ) { + if ( geometries[ geometry.id ] !== undefined ) { - return geometries[ geometry.id ]; + return geometries[ geometry.id ]; - } + } - geometry.addEventListener( 'dispose', onGeometryDispose ); + geometry.addEventListener( 'dispose', onGeometryDispose ); - var buffergeometry; + var buffergeometry; - if ( geometry.isBufferGeometry ) { + if ( geometry.isBufferGeometry ) { - buffergeometry = geometry; + buffergeometry = geometry; - } else if ( geometry.isGeometry ) { + } else if ( geometry.isGeometry ) { - if ( geometry._bufferGeometry === undefined ) { + if ( geometry._bufferGeometry === undefined ) { - geometry._bufferGeometry = new BufferGeometry().setFromObject( object ); + geometry._bufferGeometry = new BufferGeometry().setFromObject( object ); - } + } - buffergeometry = geometry._bufferGeometry; + buffergeometry = geometry._bufferGeometry; - } + } - geometries[ geometry.id ] = buffergeometry; + geometries[ geometry.id ] = buffergeometry; - info.memory.geometries ++; + info.memory.geometries ++; - return buffergeometry; + return buffergeometry; - } + } - }; + }; - } + } - function WebGLObjects( gl, properties, info ) { + function WebGLObjects( gl, properties, info ) { - var geometries = new WebGLGeometries( gl, properties, info ); + var geometries = new WebGLGeometries( gl, properties, info ); - // + // - function update( object ) { + function update( object ) { - // TODO: Avoid updating twice (when using shadowMap). Maybe add frame counter. + // TODO: Avoid updating twice (when using shadowMap). Maybe add frame counter. - var geometry = geometries.get( object ); + var geometry = geometries.get( object ); - if ( object.geometry.isGeometry ) { + if ( object.geometry.isGeometry ) { - geometry.updateFromObject( object ); + geometry.updateFromObject( object ); - } + } - var index = geometry.index; - var attributes = geometry.attributes; + var index = geometry.index; + var attributes = geometry.attributes; - if ( index !== null ) { + if ( index !== null ) { - updateAttribute( index, gl.ELEMENT_ARRAY_BUFFER ); + updateAttribute( index, gl.ELEMENT_ARRAY_BUFFER ); - } + } - for ( var name in attributes ) { + for ( var name in attributes ) { - updateAttribute( attributes[ name ], gl.ARRAY_BUFFER ); + updateAttribute( attributes[ name ], gl.ARRAY_BUFFER ); - } + } - // morph targets + // morph targets - var morphAttributes = geometry.morphAttributes; + var morphAttributes = geometry.morphAttributes; - for ( var name in morphAttributes ) { + for ( var name in morphAttributes ) { - var array = morphAttributes[ name ]; + var array = morphAttributes[ name ]; - for ( var i = 0, l = array.length; i < l; i ++ ) { + for ( var i = 0, l = array.length; i < l; i ++ ) { - updateAttribute( array[ i ], gl.ARRAY_BUFFER ); + updateAttribute( array[ i ], gl.ARRAY_BUFFER ); - } + } - } + } - return geometry; + return geometry; - } + } - function updateAttribute( attribute, bufferType ) { + function updateAttribute( attribute, bufferType ) { - var data = ( attribute.isInterleavedBufferAttribute ) ? attribute.data : attribute; + var data = ( attribute.isInterleavedBufferAttribute ) ? attribute.data : attribute; - var attributeProperties = properties.get( data ); + var attributeProperties = properties.get( data ); - if ( attributeProperties.__webglBuffer === undefined ) { + if ( attributeProperties.__webglBuffer === undefined ) { - createBuffer( attributeProperties, data, bufferType ); + createBuffer( attributeProperties, data, bufferType ); - } else if ( attributeProperties.version !== data.version ) { + } else if ( attributeProperties.version !== data.version ) { - updateBuffer( attributeProperties, data, bufferType ); + updateBuffer( attributeProperties, data, bufferType ); - } + } - } + } - function createBuffer( attributeProperties, data, bufferType ) { + function createBuffer( attributeProperties, data, bufferType ) { - attributeProperties.__webglBuffer = gl.createBuffer(); - gl.bindBuffer( bufferType, attributeProperties.__webglBuffer ); + attributeProperties.__webglBuffer = gl.createBuffer(); + gl.bindBuffer( bufferType, attributeProperties.__webglBuffer ); - var usage = data.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW; + var usage = data.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW; - gl.bufferData( bufferType, data.array, usage ); + gl.bufferData( bufferType, data.array, usage ); - attributeProperties.version = data.version; + attributeProperties.version = data.version; - } + } - function updateBuffer( attributeProperties, data, bufferType ) { + function updateBuffer( attributeProperties, data, bufferType ) { - gl.bindBuffer( bufferType, attributeProperties.__webglBuffer ); + gl.bindBuffer( bufferType, attributeProperties.__webglBuffer ); - if ( data.dynamic === false || data.updateRange.count === - 1 ) { + if ( data.dynamic === false || data.updateRange.count === - 1 ) { - // Not using update ranges + // Not using update ranges - gl.bufferSubData( bufferType, 0, data.array ); + gl.bufferSubData( bufferType, 0, data.array ); - } else if ( data.updateRange.count === 0 ) { + } 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.' ); + 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 { + } else { - gl.bufferSubData( bufferType, data.updateRange.offset * data.array.BYTES_PER_ELEMENT, - data.array.subarray( data.updateRange.offset, data.updateRange.offset + data.updateRange.count ) ); + 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 + data.updateRange.count = 0; // reset range - } + } - attributeProperties.version = data.version; + attributeProperties.version = data.version; - } + } - function getAttributeBuffer( attribute ) { + function getAttributeBuffer( attribute ) { - if ( attribute.isInterleavedBufferAttribute ) { + if ( attribute.isInterleavedBufferAttribute ) { - return properties.get( attribute.data ).__webglBuffer; + return properties.get( attribute.data ).__webglBuffer; - } + } - return properties.get( attribute ).__webglBuffer; + return properties.get( attribute ).__webglBuffer; - } + } - function getWireframeAttribute( geometry ) { + function getWireframeAttribute( geometry ) { - var property = properties.get( geometry ); + var property = properties.get( geometry ); - if ( property.wireframe !== undefined ) { + if ( property.wireframe !== undefined ) { - return property.wireframe; + return property.wireframe; - } + } - var indices = []; + var indices = []; - var index = geometry.index; - var attributes = geometry.attributes; - var position = attributes.position; + var index = geometry.index; + var attributes = geometry.attributes; + var position = attributes.position; - // console.time( 'wireframe' ); + // console.time( 'wireframe' ); - if ( index !== null ) { + if ( index !== null ) { - var edges = {}; - var array = index.array; + var edges = {}; + var array = index.array; - for ( var i = 0, l = array.length; i < l; i += 3 ) { + 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 ]; + var a = array[ i + 0 ]; + var b = array[ i + 1 ]; + var c = array[ i + 2 ]; - if ( checkEdge( edges, a, b ) ) indices.push( a, b ); - if ( checkEdge( edges, b, c ) ) indices.push( b, c ); - if ( checkEdge( edges, c, a ) ) indices.push( c, a ); + if ( checkEdge( edges, a, b ) ) indices.push( a, b ); + if ( checkEdge( edges, b, c ) ) indices.push( b, c ); + if ( checkEdge( edges, c, a ) ) indices.push( c, a ); - } + } - } else { + } else { - var array = attributes.position.array; + var array = attributes.position.array; - for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { + 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; + var a = i + 0; + var b = i + 1; + var c = i + 2; - indices.push( a, b, b, c, c, a ); + indices.push( a, b, b, c, c, a ); - } + } - } + } - // console.timeEnd( 'wireframe' ); + // console.timeEnd( 'wireframe' ); - var TypeArray = position.count > 65535 ? Uint32Array : Uint16Array; - var attribute = new BufferAttribute( new TypeArray( indices ), 1 ); + var TypeArray = position.count > 65535 ? Uint32Array : Uint16Array; + var attribute = new BufferAttribute( new TypeArray( indices ), 1 ); - updateAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER ); + updateAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER ); - property.wireframe = attribute; + property.wireframe = attribute; - return attribute; + return attribute; - } + } - function checkEdge( edges, a, b ) { + function checkEdge( edges, a, b ) { - if ( a > b ) { + if ( a > b ) { - var tmp = a; - a = b; - b = tmp; + var tmp = a; + a = b; + b = tmp; - } + } - var list = edges[ a ]; + var list = edges[ a ]; - if ( list === undefined ) { + if ( list === undefined ) { - edges[ a ] = [ b ]; - return true; + edges[ a ] = [ b ]; + return true; - } else if ( list.indexOf( b ) === -1 ) { + } else if ( list.indexOf( b ) === -1 ) { - list.push( b ); - return true; + list.push( b ); + return true; - } + } - return false; + return false; - } + } - return { + return { - getAttributeBuffer: getAttributeBuffer, - getWireframeAttribute: getWireframeAttribute, + getAttributeBuffer: getAttributeBuffer, + getWireframeAttribute: getWireframeAttribute, - update: update + update: update - }; + }; - } + } - function WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, info ) { + function WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, info ) { - var _infoMemory = info.memory; - var _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext ); + var _infoMemory = info.memory; + var _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext ); - // + // - function clampToMaxSize( image, maxSize ) { + function clampToMaxSize( image, maxSize ) { - if ( image.width > maxSize || image.height > maxSize ) { + if ( image.width > maxSize || image.height > maxSize ) { - // Warning: Scaling through the canvas will only work with images that use - // premultiplied alpha. + // Warning: Scaling through the canvas will only work with images that use + // premultiplied alpha. - var scale = maxSize / Math.max( image.width, image.height ); + 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 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 ); + 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 ); + console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image ); - return canvas; + return canvas; - } + } - return image; + return image; - } + } - function isPowerOfTwo( image ) { + function isPowerOfTwo( image ) { - return exports.Math.isPowerOfTwo( image.width ) && exports.Math.isPowerOfTwo( image.height ); + return exports.Math.isPowerOfTwo( image.width ) && exports.Math.isPowerOfTwo( image.height ); - } + } - function makePowerOfTwo( image ) { + function makePowerOfTwo( image ) { - if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) { + if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) { - var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); - canvas.width = exports.Math.nearestPowerOfTwo( image.width ); - canvas.height = exports.Math.nearestPowerOfTwo( image.height ); + var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + canvas.width = exports.Math.nearestPowerOfTwo( image.width ); + canvas.height = exports.Math.nearestPowerOfTwo( image.height ); - var context = canvas.getContext( '2d' ); - context.drawImage( image, 0, 0, canvas.width, canvas.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 ); + 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 canvas; - } + } - return image; + return image; - } + } - function textureNeedsPowerOfTwo( texture ) { + function textureNeedsPowerOfTwo( texture ) { - if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) return true; - if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) return true; + if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) return true; + if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) return true; - return false; + return false; - } + } - // Fallback filters for non-power-of-2 textures + // Fallback filters for non-power-of-2 textures - function filterFallback( f ) { + function filterFallback( f ) { - if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) { + if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) { - return _gl.NEAREST; + return _gl.NEAREST; - } + } - return _gl.LINEAR; + return _gl.LINEAR; - } + } - // + // - function onTextureDispose( event ) { + function onTextureDispose( event ) { - var texture = event.target; + var texture = event.target; - texture.removeEventListener( 'dispose', onTextureDispose ); + texture.removeEventListener( 'dispose', onTextureDispose ); - deallocateTexture( texture ); + deallocateTexture( texture ); - _infoMemory.textures --; + _infoMemory.textures --; - } + } - function onRenderTargetDispose( event ) { + function onRenderTargetDispose( event ) { - var renderTarget = event.target; + var renderTarget = event.target; - renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); + renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); - deallocateRenderTarget( renderTarget ); + deallocateRenderTarget( renderTarget ); - _infoMemory.textures --; + _infoMemory.textures --; - } + } - // + // - function deallocateTexture( texture ) { + function deallocateTexture( texture ) { - var textureProperties = properties.get( texture ); + var textureProperties = properties.get( texture ); - if ( texture.image && textureProperties.__image__webglTextureCube ) { + if ( texture.image && textureProperties.__image__webglTextureCube ) { - // cube texture + // cube texture - _gl.deleteTexture( textureProperties.__image__webglTextureCube ); + _gl.deleteTexture( textureProperties.__image__webglTextureCube ); - } else { + } else { - // 2D texture + // 2D texture - if ( textureProperties.__webglInit === undefined ) return; + if ( textureProperties.__webglInit === undefined ) return; - _gl.deleteTexture( textureProperties.__webglTexture ); + _gl.deleteTexture( textureProperties.__webglTexture ); - } + } - // remove all webgl properties - properties.delete( texture ); + // remove all webgl properties + properties.delete( texture ); - } + } - function deallocateRenderTarget( renderTarget ) { + function deallocateRenderTarget( renderTarget ) { - var renderTargetProperties = properties.get( renderTarget ); - var textureProperties = properties.get( renderTarget.texture ); + var renderTargetProperties = properties.get( renderTarget ); + var textureProperties = properties.get( renderTarget.texture ); - if ( ! renderTarget ) return; + if ( ! renderTarget ) return; - if ( textureProperties.__webglTexture !== undefined ) { + if ( textureProperties.__webglTexture !== undefined ) { - _gl.deleteTexture( textureProperties.__webglTexture ); + _gl.deleteTexture( textureProperties.__webglTexture ); - } + } - if ( renderTarget.depthTexture ) { + if ( renderTarget.depthTexture ) { - renderTarget.depthTexture.dispose(); + renderTarget.depthTexture.dispose(); - } + } - if ( (renderTarget && renderTarget.isWebGLRenderTargetCube) ) { + if ( (renderTarget && renderTarget.isWebGLRenderTargetCube) ) { - for ( var i = 0; i < 6; i ++ ) { + for ( var i = 0; i < 6; i ++ ) { - _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); - if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); - } + } - } else { + } else { - _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); - if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); - } + } - properties.delete( renderTarget.texture ); - properties.delete( renderTarget ); + properties.delete( renderTarget.texture ); + properties.delete( renderTarget ); - } + } - // + // - function setTexture2D( texture, slot ) { + function setTexture2D( texture, slot ) { - var textureProperties = properties.get( texture ); + var textureProperties = properties.get( texture ); - if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { - var image = texture.image; + var image = texture.image; - if ( image === undefined ) { + if ( image === undefined ) { - console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture ); + console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture ); - } else if ( image.complete === false ) { + } else if ( image.complete === false ) { - console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture ); + console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture ); - } else { + } else { - uploadTexture( textureProperties, texture, slot ); - return; + uploadTexture( textureProperties, texture, slot ); + return; - } + } - } + } - state.activeTexture( _gl.TEXTURE0 + slot ); - state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); - } + } - function setTextureCube( texture, slot ) { + function setTextureCube( texture, slot ) { - var textureProperties = properties.get( texture ); + var textureProperties = properties.get( texture ); - if ( texture.image.length === 6 ) { + if ( texture.image.length === 6 ) { - if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { - if ( ! textureProperties.__image__webglTextureCube ) { + if ( ! textureProperties.__image__webglTextureCube ) { - texture.addEventListener( 'dispose', onTextureDispose ); + texture.addEventListener( 'dispose', onTextureDispose ); - textureProperties.__image__webglTextureCube = _gl.createTexture(); + textureProperties.__image__webglTextureCube = _gl.createTexture(); - _infoMemory.textures ++; + _infoMemory.textures ++; - } + } - state.activeTexture( _gl.TEXTURE0 + slot ); - state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); - _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); - var isCompressed = (texture && texture.isCompressedTexture); - var isDataTexture = (texture.image[ 0 ] && texture.image[ 0 ].isDataTexture); + var isCompressed = (texture && texture.isCompressedTexture); + var isDataTexture = (texture.image[ 0 ] && texture.image[ 0 ].isDataTexture); - var cubeImage = []; + var cubeImage = []; - for ( var i = 0; i < 6; i ++ ) { + for ( var i = 0; i < 6; i ++ ) { - if ( ! isCompressed && ! isDataTexture ) { + if ( ! isCompressed && ! isDataTexture ) { - cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize ); + cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize ); - } else { + } else { - cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; + 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 ); + var image = cubeImage[ 0 ], + isPowerOfTwoImage = isPowerOfTwo( image ), + glFormat = paramThreeToGL( texture.format ), + glType = paramThreeToGL( texture.type ); - setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage ); + setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage ); - for ( var i = 0; i < 6; i ++ ) { + for ( var i = 0; i < 6; i ++ ) { - if ( ! isCompressed ) { + if ( ! isCompressed ) { - if ( isDataTexture ) { + 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 ); + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); - } else { + } else { - state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] ); + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] ); - } + } - } else { + } else { - var mipmap, mipmaps = cubeImage[ i ].mipmaps; + var mipmap, mipmaps = cubeImage[ i ].mipmaps; - for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) { + for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) { - mipmap = mipmaps[ j ]; + mipmap = mipmaps[ j ]; - if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { + if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { - if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { + if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { - state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); - } else { + } else { - console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()" ); + console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()" ); - } + } - } else { + } else { - state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); - } + } - } + } - } + } - } + } - if ( texture.generateMipmaps && isPowerOfTwoImage ) { + if ( texture.generateMipmaps && isPowerOfTwoImage ) { - _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); + _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); - } + } - textureProperties.__version = texture.version; + textureProperties.__version = texture.version; - if ( texture.onUpdate ) texture.onUpdate( texture ); + if ( texture.onUpdate ) texture.onUpdate( texture ); - } else { + } else { - state.activeTexture( _gl.TEXTURE0 + slot ); - state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); - } + } - } + } - } + } - function setTextureCubeDynamic( texture, slot ) { + function setTextureCubeDynamic( texture, slot ) { - state.activeTexture( _gl.TEXTURE0 + slot ); - state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture ); + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture ); - } + } - function setTextureParameters( textureType, texture, isPowerOfTwoImage ) { + function setTextureParameters( textureType, texture, isPowerOfTwoImage ) { - var extension; + var extension; - if ( isPowerOfTwoImage ) { + 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_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 ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) ); - } else { + } else { - _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); - _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); + _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 ) { + 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 ); + 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 ) ); + _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 ) { + 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 ); + 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' ); + extension = extensions.get( 'EXT_texture_filter_anisotropic' ); - if ( extension ) { + 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.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 ) { + 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; + _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 ) { + function uploadTexture( textureProperties, texture, slot ) { - if ( textureProperties.__webglInit === undefined ) { + if ( textureProperties.__webglInit === undefined ) { - textureProperties.__webglInit = true; + textureProperties.__webglInit = true; - texture.addEventListener( 'dispose', onTextureDispose ); + texture.addEventListener( 'dispose', onTextureDispose ); - textureProperties.__webglTexture = _gl.createTexture(); + textureProperties.__webglTexture = _gl.createTexture(); - _infoMemory.textures ++; + _infoMemory.textures ++; - } + } - state.activeTexture( _gl.TEXTURE0 + slot ); - state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); + 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 ); + _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 ); + var image = clampToMaxSize( texture.image, capabilities.maxTextureSize ); - if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) { + if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) { - image = makePowerOfTwo( image ); + image = makePowerOfTwo( image ); - } + } - var isPowerOfTwoImage = isPowerOfTwo( image ), - glFormat = paramThreeToGL( texture.format ), - glType = paramThreeToGL( texture.type ); + var isPowerOfTwoImage = isPowerOfTwo( image ), + glFormat = paramThreeToGL( texture.format ), + glType = paramThreeToGL( texture.type ); - setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage ); + setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage ); - var mipmap, mipmaps = texture.mipmaps; + var mipmap, mipmaps = texture.mipmaps; - if ( (texture && texture.isDepthTexture) ) { + if ( (texture && texture.isDepthTexture) ) { - // populate depth texture with dummy data + // populate depth texture with dummy data - var internalFormat = _gl.DEPTH_COMPONENT; + var internalFormat = _gl.DEPTH_COMPONENT; - if ( texture.type === FloatType ) { + if ( texture.type === FloatType ) { - if ( !_isWebGL2 ) throw new Error('Float Depth Texture only supported in WebGL2.0'); - internalFormat = _gl.DEPTH_COMPONENT32F; + if ( !_isWebGL2 ) throw new Error('Float Depth Texture only supported in WebGL2.0'); + internalFormat = _gl.DEPTH_COMPONENT32F; - } else if ( _isWebGL2 ) { + } else if ( _isWebGL2 ) { - // WebGL 2.0 requires signed internalformat for glTexImage2D - internalFormat = _gl.DEPTH_COMPONENT16; + // WebGL 2.0 requires signed internalformat for glTexImage2D + internalFormat = _gl.DEPTH_COMPONENT16; - } + } - // Depth stencil textures need the DEPTH_STENCIL internal format - // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) - if ( texture.format === DepthStencilFormat ) { + // 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; + internalFormat = _gl.DEPTH_STENCIL; - } + } - state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null ); + state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null ); - } else if ( (texture && texture.isDataTexture) ) { + } else if ( (texture && 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 + // 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 ) { + if ( mipmaps.length > 0 && isPowerOfTwoImage ) { - for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { + 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 ); + mipmap = mipmaps[ i ]; + state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); - } + } - texture.generateMipmaps = false; + texture.generateMipmaps = false; - } else { + } else { - state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data ); + state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data ); - } + } - } else if ( (texture && texture.isCompressedTexture) ) { + } else if ( (texture && texture.isCompressedTexture) ) { - for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { + for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { - mipmap = mipmaps[ i ]; + mipmap = mipmaps[ i ]; - if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { + if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { - if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { + if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { - state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); - } else { + } else { - console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" ); + console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" ); - } + } - } else { + } else { - state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); - } + } - } + } - } else { + } else { - // regular Texture (image, video, canvas) + // 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 + // 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 ) { + if ( mipmaps.length > 0 && isPowerOfTwoImage ) { - for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { + for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { - mipmap = mipmaps[ i ]; - state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap ); + mipmap = mipmaps[ i ]; + state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap ); - } + } - texture.generateMipmaps = false; + texture.generateMipmaps = false; - } else { + } else { - state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image ); + state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image ); - } + } - } + } - if ( texture.generateMipmaps && isPowerOfTwoImage ) _gl.generateMipmap( _gl.TEXTURE_2D ); + if ( texture.generateMipmaps && isPowerOfTwoImage ) _gl.generateMipmap( _gl.TEXTURE_2D ); - textureProperties.__version = texture.version; + textureProperties.__version = texture.version; - if ( texture.onUpdate ) texture.onUpdate( texture ); + if ( texture.onUpdate ) texture.onUpdate( texture ); - } + } - // Render targets + // Render targets - // Setup storage for target texture and bind it to correct framebuffer - function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) { + // 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 ); + 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 ) { + // Setup storage for internal depth/stencil buffers and bind to correct framebuffer + function setupRenderBufferStorage( renderbuffer, renderTarget ) { - _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); - if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { + 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 ); + _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 ) { + } 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 ); + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); - } else { + } else { - // FIXME: We don't support !depth !stencil - _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height ); + // FIXME: We don't support !depth !stencil + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height ); - } + } - _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); + _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); - } + } - // Setup resources for a Depth Texture for a FBO (needs an extension) - function setupDepthTexture( framebuffer, renderTarget ) { + // 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!'); + var isCube = ( (renderTarget && renderTarget.isWebGLRenderTargetCube) ); + if ( isCube ) throw new Error('Depth Texture with cube render targets is not supported!'); - _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - if ( !( (renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture) ) ) { + if ( !( (renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture) ) ) { - throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture'); + 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; - } + // 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 ); + setTexture2D( renderTarget.depthTexture, 0 ); - var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture; + var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture; - if ( renderTarget.depthTexture.format === DepthFormat ) { + if ( renderTarget.depthTexture.format === DepthFormat ) { - _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); - } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { + } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { - _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); - } else { + } else { - throw new Error('Unknown depthTexture format') + throw new Error('Unknown depthTexture format') - } + } - } + } - // Setup GL resources for a non-texture depth buffer - function setupDepthRenderbuffer( renderTarget ) { + // Setup GL resources for a non-texture depth buffer + function setupDepthRenderbuffer( renderTarget ) { - var renderTargetProperties = properties.get( renderTarget ); + var renderTargetProperties = properties.get( renderTarget ); - var isCube = ( (renderTarget && renderTarget.isWebGLRenderTargetCube) ); + var isCube = ( (renderTarget && renderTarget.isWebGLRenderTargetCube) ); - if ( renderTarget.depthTexture ) { + if ( renderTarget.depthTexture ) { - if ( isCube ) throw new Error('target.depthTexture not supported in Cube render targets'); + if ( isCube ) throw new Error('target.depthTexture not supported in Cube render targets'); - setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); + setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); - } else { + } else { - if ( isCube ) { + if ( isCube ) { - renderTargetProperties.__webglDepthbuffer = []; + renderTargetProperties.__webglDepthbuffer = []; - for ( var i = 0; i < 6; i ++ ) { + for ( var i = 0; i < 6; i ++ ) { - _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] ); - renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); - setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget ); + _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] ); + renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget ); - } + } - } else { + } else { - _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); - renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); - setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget ); + _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget ); - } + } - } + } - _gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); + _gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); - } + } - // Set up GL resources for the render target - function setupRenderTarget( renderTarget ) { + // Set up GL resources for the render target + function setupRenderTarget( renderTarget ) { - var renderTargetProperties = properties.get( renderTarget ); - var textureProperties = properties.get( renderTarget.texture ); + var renderTargetProperties = properties.get( renderTarget ); + var textureProperties = properties.get( renderTarget.texture ); - renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); + renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); - textureProperties.__webglTexture = _gl.createTexture(); + textureProperties.__webglTexture = _gl.createTexture(); - _infoMemory.textures ++; + _infoMemory.textures ++; - var isCube = ( (renderTarget && renderTarget.isWebGLRenderTargetCube) ); - var isTargetPowerOfTwo = isPowerOfTwo( renderTarget ); + var isCube = ( (renderTarget && renderTarget.isWebGLRenderTargetCube) ); + var isTargetPowerOfTwo = isPowerOfTwo( renderTarget ); - // Setup framebuffer + // Setup framebuffer - if ( isCube ) { + if ( isCube ) { - renderTargetProperties.__webglFramebuffer = []; + renderTargetProperties.__webglFramebuffer = []; - for ( var i = 0; i < 6; i ++ ) { + for ( var i = 0; i < 6; i ++ ) { - renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); + renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); - } + } - } else { + } else { - renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); + renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); - } + } - // Setup color buffer + // Setup color buffer - if ( isCube ) { + if ( isCube ) { - state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); - setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); + setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo ); - for ( var i = 0; i < 6; i ++ ) { + for ( var i = 0; i < 6; i ++ ) { - setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + 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 ); + if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); - } else { + } 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 ); + 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 ); + if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D ); + state.bindTexture( _gl.TEXTURE_2D, null ); - } + } - // Setup depth and stencil buffers + // Setup depth and stencil buffers - if ( renderTarget.depthBuffer ) { + if ( renderTarget.depthBuffer ) { - setupDepthRenderbuffer( renderTarget ); + setupDepthRenderbuffer( renderTarget ); - } + } - } + } - function updateRenderTargetMipmap( renderTarget ) { + function updateRenderTargetMipmap( renderTarget ) { - var texture = renderTarget.texture; + var texture = renderTarget.texture; - if ( texture.generateMipmaps && isPowerOfTwo( renderTarget ) && - texture.minFilter !== NearestFilter && - texture.minFilter !== LinearFilter ) { + 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; + 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 ); + 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; + this.setTexture2D = setTexture2D; + this.setTextureCube = setTextureCube; + this.setTextureCubeDynamic = setTextureCubeDynamic; + this.setupRenderTarget = setupRenderTarget; + this.updateRenderTargetMipmap = updateRenderTargetMipmap; - } + } - /** - * @author fordacious / fordacious.github.io - */ + /** + * @author fordacious / fordacious.github.io + */ - function WebGLProperties() { + function WebGLProperties() { - var properties = {}; + var properties = {}; - return { + return { - get: function ( object ) { + get: function ( object ) { - var uuid = object.uuid; - var map = properties[ uuid ]; + var uuid = object.uuid; + var map = properties[ uuid ]; - if ( map === undefined ) { + if ( map === undefined ) { - map = {}; - properties[ uuid ] = map; + map = {}; + properties[ uuid ] = map; - } + } - return map; + return map; - }, + }, - delete: function ( object ) { + delete: function ( object ) { - delete properties[ object.uuid ]; + delete properties[ object.uuid ]; - }, + }, - clear: function () { + clear: function () { - properties = {}; + properties = {}; - } + } - }; + }; - } + } - function WebGLState( gl, extensions, paramThreeToGL ) { + function WebGLState( gl, extensions, paramThreeToGL ) { - function ColorBuffer() { + function ColorBuffer() { - var locked = false; + var locked = false; - var color = new Vector4(); - var currentColorMask = null; - var currentColorClear = new Vector4(); + var color = new Vector4(); + var currentColorMask = null; + var currentColorClear = new Vector4(); - return { + return { - setMask: function ( colorMask ) { + setMask: function ( colorMask ) { - if ( currentColorMask !== colorMask && ! locked ) { + if ( currentColorMask !== colorMask && ! locked ) { - gl.colorMask( colorMask, colorMask, colorMask, colorMask ); - currentColorMask = colorMask; + gl.colorMask( colorMask, colorMask, colorMask, colorMask ); + currentColorMask = colorMask; - } + } - }, + }, - setLocked: function ( lock ) { + setLocked: function ( lock ) { - locked = lock; + locked = lock; - }, + }, - setClear: function ( r, g, b, a ) { + setClear: function ( r, g, b, a ) { - color.set( r, g, b, a ); + color.set( r, g, b, a ); - if ( currentColorClear.equals( color ) === false ) { + if ( currentColorClear.equals( color ) === false ) { - gl.clearColor( r, g, b, a ); - currentColorClear.copy( color ); + gl.clearColor( r, g, b, a ); + currentColorClear.copy( color ); - } + } - }, + }, - reset: function () { + reset: function () { - locked = false; + locked = false; - currentColorMask = null; - currentColorClear.set( 0, 0, 0, 1 ); + currentColorMask = null; + currentColorClear.set( 0, 0, 0, 1 ); - } + } - }; + }; - } + } - function DepthBuffer() { + function DepthBuffer() { - var locked = false; + var locked = false; - var currentDepthMask = null; - var currentDepthFunc = null; - var currentDepthClear = null; + var currentDepthMask = null; + var currentDepthFunc = null; + var currentDepthClear = null; - return { + return { - setTest: function ( depthTest ) { + setTest: function ( depthTest ) { - if ( depthTest ) { + if ( depthTest ) { - enable( gl.DEPTH_TEST ); + enable( gl.DEPTH_TEST ); - } else { + } else { - disable( gl.DEPTH_TEST ); + disable( gl.DEPTH_TEST ); - } + } - }, + }, - setMask: function ( depthMask ) { + setMask: function ( depthMask ) { - if ( currentDepthMask !== depthMask && ! locked ) { + if ( currentDepthMask !== depthMask && ! locked ) { - gl.depthMask( depthMask ); - currentDepthMask = depthMask; + gl.depthMask( depthMask ); + currentDepthMask = depthMask; - } + } - }, + }, - setFunc: function ( depthFunc ) { + setFunc: function ( depthFunc ) { - if ( currentDepthFunc !== depthFunc ) { + if ( currentDepthFunc !== depthFunc ) { - if ( depthFunc ) { + if ( depthFunc ) { - switch ( depthFunc ) { + switch ( depthFunc ) { - case NeverDepth: + case NeverDepth: - gl.depthFunc( gl.NEVER ); - break; + gl.depthFunc( gl.NEVER ); + break; - case AlwaysDepth: + case AlwaysDepth: - gl.depthFunc( gl.ALWAYS ); - break; + gl.depthFunc( gl.ALWAYS ); + break; - case LessDepth: + case LessDepth: - gl.depthFunc( gl.LESS ); - break; + gl.depthFunc( gl.LESS ); + break; - case LessEqualDepth: + case LessEqualDepth: - gl.depthFunc( gl.LEQUAL ); - break; + gl.depthFunc( gl.LEQUAL ); + break; - case EqualDepth: + case EqualDepth: - gl.depthFunc( gl.EQUAL ); - break; + gl.depthFunc( gl.EQUAL ); + break; - case GreaterEqualDepth: + case GreaterEqualDepth: - gl.depthFunc( gl.GEQUAL ); - break; + gl.depthFunc( gl.GEQUAL ); + break; - case GreaterDepth: + case GreaterDepth: - gl.depthFunc( gl.GREATER ); - break; + gl.depthFunc( gl.GREATER ); + break; - case NotEqualDepth: + case NotEqualDepth: - gl.depthFunc( gl.NOTEQUAL ); - break; + gl.depthFunc( gl.NOTEQUAL ); + break; - default: + default: - gl.depthFunc( gl.LEQUAL ); + gl.depthFunc( gl.LEQUAL ); - } + } - } else { + } else { - gl.depthFunc( gl.LEQUAL ); + gl.depthFunc( gl.LEQUAL ); - } + } - currentDepthFunc = depthFunc; + currentDepthFunc = depthFunc; - } + } - }, + }, - setLocked: function ( lock ) { + setLocked: function ( lock ) { - locked = lock; + locked = lock; - }, + }, - setClear: function ( depth ) { + setClear: function ( depth ) { - if ( currentDepthClear !== depth ) { + if ( currentDepthClear !== depth ) { - gl.clearDepth( depth ); - currentDepthClear = depth; + gl.clearDepth( depth ); + currentDepthClear = depth; - } + } - }, + }, - reset: function () { + reset: function () { - locked = false; + locked = false; - currentDepthMask = null; - currentDepthFunc = null; - currentDepthClear = null; + currentDepthMask = null; + currentDepthFunc = null; + currentDepthClear = null; - } + } - }; + }; - } + } - function StencilBuffer() { + function StencilBuffer() { - var locked = false; + 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; + 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 { + return { - setTest: function ( stencilTest ) { + setTest: function ( stencilTest ) { - if ( stencilTest ) { + if ( stencilTest ) { - enable( gl.STENCIL_TEST ); + enable( gl.STENCIL_TEST ); - } else { + } else { - disable( gl.STENCIL_TEST ); + disable( gl.STENCIL_TEST ); - } + } - }, + }, - setMask: function ( stencilMask ) { + setMask: function ( stencilMask ) { - if ( currentStencilMask !== stencilMask && ! locked ) { + if ( currentStencilMask !== stencilMask && ! locked ) { - gl.stencilMask( stencilMask ); - currentStencilMask = stencilMask; + gl.stencilMask( stencilMask ); + currentStencilMask = stencilMask; - } + } - }, + }, - setFunc: function ( stencilFunc, stencilRef, stencilMask ) { + setFunc: function ( stencilFunc, stencilRef, stencilMask ) { - if ( currentStencilFunc !== stencilFunc || - currentStencilRef !== stencilRef || - currentStencilFuncMask !== stencilMask ) { + if ( currentStencilFunc !== stencilFunc || + currentStencilRef !== stencilRef || + currentStencilFuncMask !== stencilMask ) { - gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); + gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); - currentStencilFunc = stencilFunc; - currentStencilRef = stencilRef; - currentStencilFuncMask = stencilMask; + currentStencilFunc = stencilFunc; + currentStencilRef = stencilRef; + currentStencilFuncMask = stencilMask; - } + } - }, + }, - setOp: function ( stencilFail, stencilZFail, stencilZPass ) { + setOp: function ( stencilFail, stencilZFail, stencilZPass ) { - if ( currentStencilFail !== stencilFail || - currentStencilZFail !== stencilZFail || - currentStencilZPass !== stencilZPass ) { + if ( currentStencilFail !== stencilFail || + currentStencilZFail !== stencilZFail || + currentStencilZPass !== stencilZPass ) { - gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); + gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); - currentStencilFail = stencilFail; - currentStencilZFail = stencilZFail; - currentStencilZPass = stencilZPass; + currentStencilFail = stencilFail; + currentStencilZFail = stencilZFail; + currentStencilZPass = stencilZPass; - } + } - }, + }, - setLocked: function ( lock ) { + setLocked: function ( lock ) { - locked = lock; + locked = lock; - }, + }, - setClear: function ( stencil ) { + setClear: function ( stencil ) { - if ( currentStencilClear !== stencil ) { + if ( currentStencilClear !== stencil ) { - gl.clearStencil( stencil ); - currentStencilClear = stencil; + gl.clearStencil( stencil ); + currentStencilClear = stencil; - } + } - }, + }, - reset: function () { + reset: function () { - locked = false; + locked = false; - currentStencilMask = null; - currentStencilFunc = null; - currentStencilRef = null; - currentStencilFuncMask = null; - currentStencilFail = null; - currentStencilZFail = null; - currentStencilZPass = null; - currentStencilClear = null; + 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 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 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 capabilities = {}; - var compressedTextureFormats = null; + 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 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 currentFlipSided = null; + var currentCullFace = null; - var currentLineWidth = null; + var currentLineWidth = null; - var currentPolygonOffsetFactor = null; - var currentPolygonOffsetUnits = null; + var currentPolygonOffsetFactor = null; + var currentPolygonOffsetUnits = null; - var currentScissorTest = null; + var currentScissorTest = null; - var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); + var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); - var currentTextureSlot = null; - var currentBoundTextures = {}; + var currentTextureSlot = null; + var currentBoundTextures = {}; - var currentScissor = new Vector4(); - var currentViewport = new Vector4(); + var currentScissor = new Vector4(); + var currentViewport = new Vector4(); - function createTexture( type, target, count ) { + function createTexture( type, target, count ) { - var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4. - var texture = gl.createTexture(); + 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 ); + 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 ++ ) { + for ( var i = 0; i < count; i ++ ) { - gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); + gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); - } + } - return texture; + 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 ); + 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() { + function init() { - clearColor( 0, 0, 0, 1 ); - clearDepth( 1 ); - clearStencil( 0 ); + clearColor( 0, 0, 0, 1 ); + clearDepth( 1 ); + clearStencil( 0 ); - enable( gl.DEPTH_TEST ); - setDepthFunc( LessEqualDepth ); + enable( gl.DEPTH_TEST ); + setDepthFunc( LessEqualDepth ); - setFlipSided( false ); - setCullFace( CullFaceBack ); - enable( gl.CULL_FACE ); + setFlipSided( false ); + setCullFace( CullFaceBack ); + enable( gl.CULL_FACE ); - enable( gl.BLEND ); - setBlending( NormalBlending ); + enable( gl.BLEND ); + setBlending( NormalBlending ); - } + } - function initAttributes() { + function initAttributes() { - for ( var i = 0, l = newAttributes.length; i < l; i ++ ) { + for ( var i = 0, l = newAttributes.length; i < l; i ++ ) { - newAttributes[ i ] = 0; + newAttributes[ i ] = 0; - } + } - } + } - function enableAttribute( attribute ) { + function enableAttribute( attribute ) { - newAttributes[ attribute ] = 1; + newAttributes[ attribute ] = 1; - if ( enabledAttributes[ attribute ] === 0 ) { + if ( enabledAttributes[ attribute ] === 0 ) { - gl.enableVertexAttribArray( attribute ); - enabledAttributes[ attribute ] = 1; + gl.enableVertexAttribArray( attribute ); + enabledAttributes[ attribute ] = 1; - } + } - if ( attributeDivisors[ attribute ] !== 0 ) { + if ( attributeDivisors[ attribute ] !== 0 ) { - var extension = extensions.get( 'ANGLE_instanced_arrays' ); + var extension = extensions.get( 'ANGLE_instanced_arrays' ); - extension.vertexAttribDivisorANGLE( attribute, 0 ); - attributeDivisors[ attribute ] = 0; + extension.vertexAttribDivisorANGLE( attribute, 0 ); + attributeDivisors[ attribute ] = 0; - } + } - } + } - function enableAttributeAndDivisor( attribute, meshPerAttribute, extension ) { + function enableAttributeAndDivisor( attribute, meshPerAttribute, extension ) { - newAttributes[ attribute ] = 1; + newAttributes[ attribute ] = 1; - if ( enabledAttributes[ attribute ] === 0 ) { + if ( enabledAttributes[ attribute ] === 0 ) { - gl.enableVertexAttribArray( attribute ); - enabledAttributes[ attribute ] = 1; + gl.enableVertexAttribArray( attribute ); + enabledAttributes[ attribute ] = 1; - } + } - if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { + if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { - extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute ); - attributeDivisors[ attribute ] = meshPerAttribute; + extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute ); + attributeDivisors[ attribute ] = meshPerAttribute; - } + } - } + } - function disableUnusedAttributes() { + function disableUnusedAttributes() { - for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) { + for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) { - if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { + if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { - gl.disableVertexAttribArray( i ); - enabledAttributes[ i ] = 0; + gl.disableVertexAttribArray( i ); + enabledAttributes[ i ] = 0; - } + } - } + } - } + } - function enable( id ) { + function enable( id ) { - if ( capabilities[ id ] !== true ) { + if ( capabilities[ id ] !== true ) { - gl.enable( id ); - capabilities[ id ] = true; + gl.enable( id ); + capabilities[ id ] = true; - } + } - } + } - function disable( id ) { + function disable( id ) { - if ( capabilities[ id ] !== false ) { + if ( capabilities[ id ] !== false ) { - gl.disable( id ); - capabilities[ id ] = false; + gl.disable( id ); + capabilities[ id ] = false; - } + } - } + } - function getCompressedTextureFormats() { + function getCompressedTextureFormats() { - if ( compressedTextureFormats === null ) { + if ( compressedTextureFormats === null ) { - compressedTextureFormats = []; + compressedTextureFormats = []; - if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || - extensions.get( 'WEBGL_compressed_texture_s3tc' ) || - extensions.get( 'WEBGL_compressed_texture_etc1' ) ) { + 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 ); + var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS ); - for ( var i = 0; i < formats.length; i ++ ) { + for ( var i = 0; i < formats.length; i ++ ) { - compressedTextureFormats.push( formats[ i ] ); + compressedTextureFormats.push( formats[ i ] ); - } + } - } + } - } + } - return compressedTextureFormats; + return compressedTextureFormats; - } + } - function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) { + function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) { - if ( blending !== NoBlending ) { + if ( blending !== NoBlending ) { - enable( gl.BLEND ); + enable( gl.BLEND ); - } else { + } else { - disable( gl.BLEND ); - currentBlending = blending; // no blending, that is - return; + disable( gl.BLEND ); + currentBlending = blending; // no blending, that is + return; - } + } - if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { + if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { - if ( blending === AdditiveBlending ) { + if ( blending === AdditiveBlending ) { - if ( premultipliedAlpha ) { + if ( premultipliedAlpha ) { - gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); - gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE ); + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE ); - } else { + } else { - gl.blendEquation( gl.FUNC_ADD ); - gl.blendFunc( gl.SRC_ALPHA, gl.ONE ); + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.SRC_ALPHA, gl.ONE ); - } + } - } else if ( blending === SubtractiveBlending ) { + } else if ( blending === SubtractiveBlending ) { - if ( premultipliedAlpha ) { + 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 ); + 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 { + } else { - gl.blendEquation( gl.FUNC_ADD ); - gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR ); + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR ); - } + } - } else if ( blending === MultiplyBlending ) { + } else if ( blending === MultiplyBlending ) { - if ( premultipliedAlpha ) { + if ( premultipliedAlpha ) { - gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); - gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA ); + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA ); - } else { + } else { - gl.blendEquation( gl.FUNC_ADD ); - gl.blendFunc( gl.ZERO, gl.SRC_COLOR ); + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.ZERO, gl.SRC_COLOR ); - } + } - } else { + } else { - if ( premultipliedAlpha ) { + 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 ); + 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 { + } 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 ); + 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; + currentBlending = blending; + currentPremultipledAlpha = premultipliedAlpha; - } + } - if ( blending === CustomBlending ) { + if ( blending === CustomBlending ) { - blendEquationAlpha = blendEquationAlpha || blendEquation; - blendSrcAlpha = blendSrcAlpha || blendSrc; - blendDstAlpha = blendDstAlpha || blendDst; + blendEquationAlpha = blendEquationAlpha || blendEquation; + blendSrcAlpha = blendSrcAlpha || blendSrc; + blendDstAlpha = blendDstAlpha || blendDst; - if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { + if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { - gl.blendEquationSeparate( paramThreeToGL( blendEquation ), paramThreeToGL( blendEquationAlpha ) ); + gl.blendEquationSeparate( paramThreeToGL( blendEquation ), paramThreeToGL( blendEquationAlpha ) ); - currentBlendEquation = blendEquation; - currentBlendEquationAlpha = blendEquationAlpha; + currentBlendEquation = blendEquation; + currentBlendEquationAlpha = blendEquationAlpha; - } + } - if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { + if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { - gl.blendFuncSeparate( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ), paramThreeToGL( blendSrcAlpha ), paramThreeToGL( blendDstAlpha ) ); + gl.blendFuncSeparate( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ), paramThreeToGL( blendSrcAlpha ), paramThreeToGL( blendDstAlpha ) ); - currentBlendSrc = blendSrc; - currentBlendDst = blendDst; - currentBlendSrcAlpha = blendSrcAlpha; - currentBlendDstAlpha = blendDstAlpha; + currentBlendSrc = blendSrc; + currentBlendDst = blendDst; + currentBlendSrcAlpha = blendSrcAlpha; + currentBlendDstAlpha = blendDstAlpha; - } + } - } else { + } else { - currentBlendEquation = null; - currentBlendSrc = null; - currentBlendDst = null; - currentBlendEquationAlpha = null; - currentBlendSrcAlpha = null; - currentBlendDstAlpha = null; + currentBlendEquation = null; + currentBlendSrc = null; + currentBlendDst = null; + currentBlendEquationAlpha = null; + currentBlendSrcAlpha = null; + currentBlendDstAlpha = null; - } + } - } + } - // TODO Deprecate + // TODO Deprecate - function setColorWrite( colorWrite ) { + function setColorWrite( colorWrite ) { - colorBuffer.setMask( colorWrite ); + colorBuffer.setMask( colorWrite ); - } + } - function setDepthTest( depthTest ) { + function setDepthTest( depthTest ) { - depthBuffer.setTest( depthTest ); + depthBuffer.setTest( depthTest ); - } + } - function setDepthWrite( depthWrite ) { + function setDepthWrite( depthWrite ) { - depthBuffer.setMask( depthWrite ); + depthBuffer.setMask( depthWrite ); - } + } - function setDepthFunc( depthFunc ) { + function setDepthFunc( depthFunc ) { - depthBuffer.setFunc( depthFunc ); + depthBuffer.setFunc( depthFunc ); - } + } - function setStencilTest( stencilTest ) { + function setStencilTest( stencilTest ) { - stencilBuffer.setTest( stencilTest ); + stencilBuffer.setTest( stencilTest ); - } + } - function setStencilWrite( stencilWrite ) { + function setStencilWrite( stencilWrite ) { - stencilBuffer.setMask( stencilWrite ); + stencilBuffer.setMask( stencilWrite ); - } + } - function setStencilFunc( stencilFunc, stencilRef, stencilMask ) { + function setStencilFunc( stencilFunc, stencilRef, stencilMask ) { - stencilBuffer.setFunc( stencilFunc, stencilRef, stencilMask ); + stencilBuffer.setFunc( stencilFunc, stencilRef, stencilMask ); - } + } - function setStencilOp( stencilFail, stencilZFail, stencilZPass ) { + function setStencilOp( stencilFail, stencilZFail, stencilZPass ) { - stencilBuffer.setOp( stencilFail, stencilZFail, stencilZPass ); + stencilBuffer.setOp( stencilFail, stencilZFail, stencilZPass ); - } + } - // + // - function setFlipSided( flipSided ) { + function setFlipSided( flipSided ) { - if ( currentFlipSided !== flipSided ) { + if ( currentFlipSided !== flipSided ) { - if ( flipSided ) { + if ( flipSided ) { - gl.frontFace( gl.CW ); + gl.frontFace( gl.CW ); - } else { + } else { - gl.frontFace( gl.CCW ); + gl.frontFace( gl.CCW ); - } + } - currentFlipSided = flipSided; + currentFlipSided = flipSided; - } + } - } + } - function setCullFace( cullFace ) { + function setCullFace( cullFace ) { - if ( cullFace !== CullFaceNone ) { + if ( cullFace !== CullFaceNone ) { - enable( gl.CULL_FACE ); + enable( gl.CULL_FACE ); - if ( cullFace !== currentCullFace ) { + if ( cullFace !== currentCullFace ) { - if ( cullFace === CullFaceBack ) { + if ( cullFace === CullFaceBack ) { - gl.cullFace( gl.BACK ); + gl.cullFace( gl.BACK ); - } else if ( cullFace === CullFaceFront ) { + } else if ( cullFace === CullFaceFront ) { - gl.cullFace( gl.FRONT ); + gl.cullFace( gl.FRONT ); - } else { + } else { - gl.cullFace( gl.FRONT_AND_BACK ); + gl.cullFace( gl.FRONT_AND_BACK ); - } + } - } + } - } else { + } else { - disable( gl.CULL_FACE ); + disable( gl.CULL_FACE ); - } + } - currentCullFace = cullFace; + currentCullFace = cullFace; - } + } - function setLineWidth( width ) { + function setLineWidth( width ) { - if ( width !== currentLineWidth ) { + if ( width !== currentLineWidth ) { - gl.lineWidth( width ); + gl.lineWidth( width ); - currentLineWidth = width; + currentLineWidth = width; - } + } - } + } - function setPolygonOffset( polygonOffset, factor, units ) { + function setPolygonOffset( polygonOffset, factor, units ) { - if ( polygonOffset ) { + if ( polygonOffset ) { - enable( gl.POLYGON_OFFSET_FILL ); + enable( gl.POLYGON_OFFSET_FILL ); - if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { + if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { - gl.polygonOffset( factor, units ); + gl.polygonOffset( factor, units ); - currentPolygonOffsetFactor = factor; - currentPolygonOffsetUnits = units; + currentPolygonOffsetFactor = factor; + currentPolygonOffsetUnits = units; - } + } - } else { + } else { - disable( gl.POLYGON_OFFSET_FILL ); + disable( gl.POLYGON_OFFSET_FILL ); - } + } - } + } - function getScissorTest() { + function getScissorTest() { - return currentScissorTest; + return currentScissorTest; - } + } - function setScissorTest( scissorTest ) { + function setScissorTest( scissorTest ) { - currentScissorTest = scissorTest; + currentScissorTest = scissorTest; - if ( scissorTest ) { + if ( scissorTest ) { - enable( gl.SCISSOR_TEST ); + enable( gl.SCISSOR_TEST ); - } else { + } else { - disable( gl.SCISSOR_TEST ); + disable( gl.SCISSOR_TEST ); - } + } - } + } - // texture + // texture - function activeTexture( webglSlot ) { + function activeTexture( webglSlot ) { - if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; + if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; - if ( currentTextureSlot !== webglSlot ) { + if ( currentTextureSlot !== webglSlot ) { - gl.activeTexture( webglSlot ); - currentTextureSlot = webglSlot; + gl.activeTexture( webglSlot ); + currentTextureSlot = webglSlot; - } + } - } + } - function bindTexture( webglType, webglTexture ) { + function bindTexture( webglType, webglTexture ) { - if ( currentTextureSlot === null ) { + if ( currentTextureSlot === null ) { - activeTexture(); + activeTexture(); - } + } - var boundTexture = currentBoundTextures[ currentTextureSlot ]; + var boundTexture = currentBoundTextures[ currentTextureSlot ]; - if ( boundTexture === undefined ) { + if ( boundTexture === undefined ) { - boundTexture = { type: undefined, texture: undefined }; - currentBoundTextures[ currentTextureSlot ] = boundTexture; + boundTexture = { type: undefined, texture: undefined }; + currentBoundTextures[ currentTextureSlot ] = boundTexture; - } + } - if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { + if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { - gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] ); + gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] ); - boundTexture.type = webglType; - boundTexture.texture = webglTexture; + boundTexture.type = webglType; + boundTexture.texture = webglTexture; - } + } - } + } - function compressedTexImage2D() { + function compressedTexImage2D() { - try { + try { - gl.compressedTexImage2D.apply( gl, arguments ); + gl.compressedTexImage2D.apply( gl, arguments ); - } catch ( error ) { + } catch ( error ) { - console.error( error ); + console.error( error ); - } + } - } + } - function texImage2D() { + function texImage2D() { - try { + try { - gl.texImage2D.apply( gl, arguments ); + gl.texImage2D.apply( gl, arguments ); - } catch ( error ) { + } catch ( error ) { - console.error( error ); + console.error( error ); - } + } - } + } - // TODO Deprecate + // TODO Deprecate - function clearColor( r, g, b, a ) { + function clearColor( r, g, b, a ) { - colorBuffer.setClear( r, g, b, a ); + colorBuffer.setClear( r, g, b, a ); - } + } - function clearDepth( depth ) { + function clearDepth( depth ) { - depthBuffer.setClear( depth ); + depthBuffer.setClear( depth ); - } + } - function clearStencil( stencil ) { + function clearStencil( stencil ) { - stencilBuffer.setClear( stencil ); + stencilBuffer.setClear( stencil ); - } + } - // + // - function scissor( scissor ) { + function scissor( scissor ) { - if ( currentScissor.equals( scissor ) === false ) { + if ( currentScissor.equals( scissor ) === false ) { - gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); - currentScissor.copy( scissor ); + gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); + currentScissor.copy( scissor ); - } + } - } + } - function viewport( viewport ) { + function viewport( viewport ) { - if ( currentViewport.equals( viewport ) === false ) { + if ( currentViewport.equals( viewport ) === false ) { - gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); - currentViewport.copy( viewport ); + gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); + currentViewport.copy( viewport ); - } + } - } + } - // + // - function reset() { + function reset() { - for ( var i = 0; i < enabledAttributes.length; i ++ ) { + for ( var i = 0; i < enabledAttributes.length; i ++ ) { - if ( enabledAttributes[ i ] === 1 ) { + if ( enabledAttributes[ i ] === 1 ) { - gl.disableVertexAttribArray( i ); - enabledAttributes[ i ] = 0; + gl.disableVertexAttribArray( i ); + enabledAttributes[ i ] = 0; - } + } - } + } - capabilities = {}; + capabilities = {}; - compressedTextureFormats = null; + compressedTextureFormats = null; - currentTextureSlot = null; - currentBoundTextures = {}; + currentTextureSlot = null; + currentBoundTextures = {}; - currentBlending = null; + currentBlending = null; - currentFlipSided = null; - currentCullFace = null; + currentFlipSided = null; + currentCullFace = null; - colorBuffer.reset(); - depthBuffer.reset(); - stencilBuffer.reset(); + colorBuffer.reset(); + depthBuffer.reset(); + stencilBuffer.reset(); - } + } - return { + return { - buffers: { - color: colorBuffer, - depth: depthBuffer, - stencil: stencilBuffer - }, + buffers: { + color: colorBuffer, + depth: depthBuffer, + stencil: stencilBuffer + }, - init: init, - initAttributes: initAttributes, - enableAttribute: enableAttribute, - enableAttributeAndDivisor: enableAttributeAndDivisor, - disableUnusedAttributes: disableUnusedAttributes, - enable: enable, - disable: disable, - getCompressedTextureFormats: getCompressedTextureFormats, + init: init, + initAttributes: initAttributes, + enableAttribute: enableAttribute, + enableAttributeAndDivisor: enableAttributeAndDivisor, + disableUnusedAttributes: disableUnusedAttributes, + enable: enable, + disable: disable, + getCompressedTextureFormats: getCompressedTextureFormats, - setBlending: setBlending, + setBlending: setBlending, - setColorWrite: setColorWrite, - setDepthTest: setDepthTest, - setDepthWrite: setDepthWrite, - setDepthFunc: setDepthFunc, - setStencilTest: setStencilTest, - setStencilWrite: setStencilWrite, - setStencilFunc: setStencilFunc, - setStencilOp: setStencilOp, + setColorWrite: setColorWrite, + setDepthTest: setDepthTest, + setDepthWrite: setDepthWrite, + setDepthFunc: setDepthFunc, + setStencilTest: setStencilTest, + setStencilWrite: setStencilWrite, + setStencilFunc: setStencilFunc, + setStencilOp: setStencilOp, - setFlipSided: setFlipSided, - setCullFace: setCullFace, + setFlipSided: setFlipSided, + setCullFace: setCullFace, - setLineWidth: setLineWidth, - setPolygonOffset: setPolygonOffset, + setLineWidth: setLineWidth, + setPolygonOffset: setPolygonOffset, - getScissorTest: getScissorTest, - setScissorTest: setScissorTest, + getScissorTest: getScissorTest, + setScissorTest: setScissorTest, - activeTexture: activeTexture, - bindTexture: bindTexture, - compressedTexImage2D: compressedTexImage2D, - texImage2D: texImage2D, + activeTexture: activeTexture, + bindTexture: bindTexture, + compressedTexImage2D: compressedTexImage2D, + texImage2D: texImage2D, - clearColor: clearColor, - clearDepth: clearDepth, - clearStencil: clearStencil, + clearColor: clearColor, + clearDepth: clearDepth, + clearStencil: clearStencil, - scissor: scissor, - viewport: viewport, + scissor: scissor, + viewport: viewport, - reset: reset + reset: reset - }; + }; - } + } - /** - * @author mrdoob / http://mrdoob.com/ - */ + /** + * @author mrdoob / http://mrdoob.com/ + */ - function WebGLCapabilities( gl, extensions, parameters ) { + function WebGLCapabilities( gl, extensions, parameters ) { - var maxAnisotropy; + var maxAnisotropy; - function getMaxAnisotropy() { + function getMaxAnisotropy() { - if ( maxAnisotropy !== undefined ) return maxAnisotropy; + if ( maxAnisotropy !== undefined ) return maxAnisotropy; - var extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + var extension = extensions.get( 'EXT_texture_filter_anisotropic' ); - if ( extension !== null ) { + if ( extension !== null ) { - maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); + maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); - } else { + } else { - maxAnisotropy = 0; + maxAnisotropy = 0; - } + } - return maxAnisotropy; + return maxAnisotropy; - } + } - function getMaxPrecision( precision ) { + function getMaxPrecision( precision ) { - if ( precision === 'highp' ) { + if ( precision === 'highp' ) { - if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 && - gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { + if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 && + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { - return 'highp'; + return 'highp'; - } + } - precision = 'mediump'; + precision = 'mediump'; - } + } - if ( 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 ) { + if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 && + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) { - return 'mediump'; + return 'mediump'; - } + } - } + } - return 'lowp'; + return 'lowp'; - } + } - var precision = parameters.precision !== undefined ? parameters.precision : 'highp'; - var maxPrecision = getMaxPrecision( precision ); + var precision = parameters.precision !== undefined ? parameters.precision : 'highp'; + var maxPrecision = getMaxPrecision( precision ); - if ( maxPrecision !== precision ) { + if ( maxPrecision !== precision ) { - console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' ); - precision = maxPrecision; + console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' ); + precision = maxPrecision; - } + } - var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true && !! extensions.get( 'EXT_frag_depth' ); + 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 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 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; + var vertexTextures = maxVertexTextures > 0; + var floatFragmentTextures = !! extensions.get( 'OES_texture_float' ); + var floatVertexTextures = vertexTextures && floatFragmentTextures; - return { + return { - getMaxAnisotropy: getMaxAnisotropy, - getMaxPrecision: getMaxPrecision, + getMaxAnisotropy: getMaxAnisotropy, + getMaxPrecision: getMaxPrecision, - precision: precision, - logarithmicDepthBuffer: logarithmicDepthBuffer, + precision: precision, + logarithmicDepthBuffer: logarithmicDepthBuffer, - maxTextures: maxTextures, - maxVertexTextures: maxVertexTextures, - maxTextureSize: maxTextureSize, - maxCubemapSize: maxCubemapSize, + maxTextures: maxTextures, + maxVertexTextures: maxVertexTextures, + maxTextureSize: maxTextureSize, + maxCubemapSize: maxCubemapSize, - maxAttributes: maxAttributes, - maxVertexUniforms: maxVertexUniforms, - maxVaryings: maxVaryings, - maxFragmentUniforms: maxFragmentUniforms, + maxAttributes: maxAttributes, + maxVertexUniforms: maxVertexUniforms, + maxVaryings: maxVaryings, + maxFragmentUniforms: maxFragmentUniforms, - vertexTextures: vertexTextures, - floatFragmentTextures: floatFragmentTextures, - floatVertexTextures: floatVertexTextures + vertexTextures: vertexTextures, + floatFragmentTextures: floatFragmentTextures, + floatVertexTextures: floatVertexTextures - }; + }; - } + } - /** - * @author mrdoob / http://mrdoob.com/ - */ + /** + * @author mrdoob / http://mrdoob.com/ + */ - function WebGLExtensions( gl ) { + function WebGLExtensions( gl ) { - var extensions = {}; + var extensions = {}; - return { + return { - get: function ( name ) { + get: function ( name ) { - if ( extensions[ name ] !== undefined ) { + if ( extensions[ name ] !== undefined ) { - return extensions[ name ]; + return extensions[ name ]; - } + } - var extension; + var extension; - switch ( name ) { + 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 '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 '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_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_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; + case 'WEBGL_compressed_texture_etc1': + extension = gl.getExtension( 'WEBGL_compressed_texture_etc1' ); + break; - default: - extension = gl.getExtension( name ); + default: + extension = gl.getExtension( name ); - } + } - if ( extension === null ) { + if ( extension === null ) { - console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); + console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); - } + } - extensions[ name ] = extension; + extensions[ name ] = extension; - return extension; + return extension; - } + } - }; + }; - } + } - function WebGLClipping() { + function WebGLClipping() { - var scope = this, + var scope = this, - globalState = null, - numGlobalPlanes = 0, - localClippingEnabled = false, - renderingShadows = false, + globalState = null, + numGlobalPlanes = 0, + localClippingEnabled = false, + renderingShadows = false, - plane = new Plane(), - viewNormalMatrix = new Matrix3(), + plane = new Plane(), + viewNormalMatrix = new Matrix3(), - uniform = { value: null, needsUpdate: false }; + uniform = { value: null, needsUpdate: false }; - this.uniform = uniform; - this.numPlanes = 0; + this.uniform = uniform; + this.numPlanes = 0; - this.init = function( planes, enableLocalClipping, camera ) { + 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; + 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; + localClippingEnabled = enableLocalClipping; - globalState = projectPlanes( planes, camera, 0 ); - numGlobalPlanes = planes.length; + globalState = projectPlanes( planes, camera, 0 ); + numGlobalPlanes = planes.length; - return enabled; + return enabled; - }; + }; - this.beginShadows = function() { + this.beginShadows = function() { - renderingShadows = true; - projectPlanes( null ); + renderingShadows = true; + projectPlanes( null ); - }; + }; - this.endShadows = function() { + this.endShadows = function() { - renderingShadows = false; - resetGlobalState(); + renderingShadows = false; + resetGlobalState(); - }; + }; - this.setState = function( planes, clipShadows, camera, cache, fromCache ) { + this.setState = function( planes, clipShadows, camera, cache, fromCache ) { - if ( ! localClippingEnabled || - planes === null || planes.length === 0 || - renderingShadows && ! clipShadows ) { - // there's no local clipping + if ( ! localClippingEnabled || + planes === null || planes.length === 0 || + renderingShadows && ! clipShadows ) { + // there's no local clipping - if ( renderingShadows ) { - // there's no global clipping + if ( renderingShadows ) { + // there's no global clipping - projectPlanes( null ); + projectPlanes( null ); - } else { + } else { - resetGlobalState(); - } + resetGlobalState(); + } - } else { + } else { - var nGlobal = renderingShadows ? 0 : numGlobalPlanes, - lGlobal = nGlobal * 4, + var nGlobal = renderingShadows ? 0 : numGlobalPlanes, + lGlobal = nGlobal * 4, - dstArray = cache.clippingState || null; + dstArray = cache.clippingState || null; - uniform.value = dstArray; // ensure unique state + uniform.value = dstArray; // ensure unique state - dstArray = projectPlanes( planes, camera, lGlobal, fromCache ); + dstArray = projectPlanes( planes, camera, lGlobal, fromCache ); - for ( var i = 0; i !== lGlobal; ++ i ) { + for ( var i = 0; i !== lGlobal; ++ i ) { - dstArray[ i ] = globalState[ i ]; + dstArray[ i ] = globalState[ i ]; - } + } - cache.clippingState = dstArray; - this.numPlanes += nGlobal; + cache.clippingState = dstArray; + this.numPlanes += nGlobal; - } + } - }; + }; - function resetGlobalState() { + function resetGlobalState() { - if ( uniform.value !== globalState ) { + if ( uniform.value !== globalState ) { - uniform.value = globalState; - uniform.needsUpdate = numGlobalPlanes > 0; + uniform.value = globalState; + uniform.needsUpdate = numGlobalPlanes > 0; - } + } - scope.numPlanes = numGlobalPlanes; + scope.numPlanes = numGlobalPlanes; - } + } - function projectPlanes( planes, camera, dstOffset, skipTransform ) { + function projectPlanes( planes, camera, dstOffset, skipTransform ) { - var nPlanes = planes !== null ? planes.length : 0, - dstArray = null; + var nPlanes = planes !== null ? planes.length : 0, + dstArray = null; - if ( nPlanes !== 0 ) { + if ( nPlanes !== 0 ) { - dstArray = uniform.value; + dstArray = uniform.value; - if ( skipTransform !== true || dstArray === null ) { + if ( skipTransform !== true || dstArray === null ) { - var flatSize = dstOffset + nPlanes * 4, - viewMatrix = camera.matrixWorldInverse; + var flatSize = dstOffset + nPlanes * 4, + viewMatrix = camera.matrixWorldInverse; - viewNormalMatrix.getNormalMatrix( viewMatrix ); + viewNormalMatrix.getNormalMatrix( viewMatrix ); - if ( dstArray === null || dstArray.length < flatSize ) { + if ( dstArray === null || dstArray.length < flatSize ) { - dstArray = new Float32Array( flatSize ); + dstArray = new Float32Array( flatSize ); - } + } - for ( var i = 0, i4 = dstOffset; - i !== nPlanes; ++ i, i4 += 4 ) { + for ( var i = 0, i4 = dstOffset; + i !== nPlanes; ++ i, i4 += 4 ) { - plane.copy( planes[ i ] ). - applyMatrix4( viewMatrix, viewNormalMatrix ); + plane.copy( planes[ i ] ). + applyMatrix4( viewMatrix, viewNormalMatrix ); - plane.normal.toArray( dstArray, i4 ); - dstArray[ i4 + 3 ] = plane.constant; + plane.normal.toArray( dstArray, i4 ); + dstArray[ i4 + 3 ] = plane.constant; - } + } - } + } - uniform.value = dstArray; - uniform.needsUpdate = true; + uniform.value = dstArray; + uniform.needsUpdate = true; - } + } - scope.numPlanes = nPlanes; - return dstArray; + 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 - */ + /** + * @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 ) { + function WebGLRenderer( parameters ) { - console.log( 'THREE.WebGLRenderer', REVISION ); + console.log( 'THREE.WebGLRenderer', REVISION ); - parameters = parameters || {}; + parameters = parameters || {}; - var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ), - _context = parameters.context !== undefined ? parameters.context : null, + 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; + _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 lights = []; - var opaqueObjects = []; - var opaqueObjectsLastIndex = - 1; - var transparentObjects = []; - var transparentObjectsLastIndex = - 1; + var opaqueObjects = []; + var opaqueObjectsLastIndex = - 1; + var transparentObjects = []; + var transparentObjectsLastIndex = - 1; - var morphInfluences = new Float32Array( 8 ); + var morphInfluences = new Float32Array( 8 ); - var sprites = []; - var lensFlares = []; + var sprites = []; + var lensFlares = []; - // public properties + // public properties - this.domElement = _canvas; - this.context = null; + this.domElement = _canvas; + this.context = null; - // clearing + // clearing - this.autoClear = true; - this.autoClearColor = true; - this.autoClearDepth = true; - this.autoClearStencil = true; + this.autoClear = true; + this.autoClearColor = true; + this.autoClearDepth = true; + this.autoClearStencil = true; - // scene graph + // scene graph - this.sortObjects = true; + this.sortObjects = true; - // user-defined clipping + // user-defined clipping - this.clippingPlanes = []; - this.localClippingEnabled = false; + this.clippingPlanes = []; + this.localClippingEnabled = false; - // physically based shading + // physically based shading - this.gammaFactor = 2.0; // for backwards compatibility - this.gammaInput = false; - this.gammaOutput = false; + this.gammaFactor = 2.0; // for backwards compatibility + this.gammaInput = false; + this.gammaOutput = false; - // physical lights + // physical lights - this.physicallyCorrectLights = false; + this.physicallyCorrectLights = false; - // tone mapping + // tone mapping - this.toneMapping = LinearToneMapping; - this.toneMappingExposure = 1.0; - this.toneMappingWhitePoint = 1.0; + this.toneMapping = LinearToneMapping; + this.toneMappingExposure = 1.0; + this.toneMappingWhitePoint = 1.0; - // morphs + // morphs - this.maxMorphTargets = 8; - this.maxMorphNormals = 4; + this.maxMorphTargets = 8; + this.maxMorphNormals = 4; - // internal properties + // internal properties - var _this = this, + var _this = this, - // internal state cache + // internal state cache - _currentProgram = null, - _currentRenderTarget = null, - _currentFramebuffer = null, - _currentMaterialId = - 1, - _currentGeometryProgram = '', - _currentCamera = null, + _currentProgram = null, + _currentRenderTarget = null, + _currentFramebuffer = null, + _currentMaterialId = - 1, + _currentGeometryProgram = '', + _currentCamera = null, - _currentScissor = new Vector4(), - _currentScissorTest = null, + _currentScissor = new Vector4(), + _currentScissorTest = null, - _currentViewport = new Vector4(), + _currentViewport = new Vector4(), - // + // - _usedTextureUnits = 0, + _usedTextureUnits = 0, - // + // - _clearColor = new Color( 0x000000 ), - _clearAlpha = 0, + _clearColor = new Color( 0x000000 ), + _clearAlpha = 0, - _width = _canvas.width, - _height = _canvas.height, + _width = _canvas.width, + _height = _canvas.height, - _pixelRatio = 1, + _pixelRatio = 1, - _scissor = new Vector4( 0, 0, _width, _height ), - _scissorTest = false, + _scissor = new Vector4( 0, 0, _width, _height ), + _scissorTest = false, - _viewport = new Vector4( 0, 0, _width, _height ), + _viewport = new Vector4( 0, 0, _width, _height ), - // frustum + // frustum - _frustum = new Frustum(), + _frustum = new Frustum(), - // clipping + // clipping - _clipping = new WebGLClipping(), - _clippingEnabled = false, - _localClippingEnabled = false, + _clipping = new WebGLClipping(), + _clippingEnabled = false, + _localClippingEnabled = false, - _sphere = new Sphere(), + _sphere = new Sphere(), - // camera matrices cache + // camera matrices cache - _projScreenMatrix = new Matrix4(), + _projScreenMatrix = new Matrix4(), - _vector3 = new Vector3(), + _vector3 = new Vector3(), - // light arrays cache + // light arrays cache - _lights = { + _lights = { - hash: '', + hash: '', - ambient: [ 0, 0, 0 ], - directional: [], - directionalShadowMap: [], - directionalShadowMatrix: [], - spot: [], - spotShadowMap: [], - spotShadowMatrix: [], - point: [], - pointShadowMap: [], - pointShadowMatrix: [], - hemi: [], + ambient: [ 0, 0, 0 ], + directional: [], + directionalShadowMap: [], + directionalShadowMatrix: [], + spot: [], + spotShadowMap: [], + spotShadowMatrix: [], + point: [], + pointShadowMap: [], + pointShadowMatrix: [], + hemi: [], - shadows: [] + shadows: [] - }, + }, - // info + // info - _infoRender = { + _infoRender = { - calls: 0, - vertices: 0, - faces: 0, - points: 0 + calls: 0, + vertices: 0, + faces: 0, + points: 0 - }; + }; - this.info = { + this.info = { - render: _infoRender, - memory: { + render: _infoRender, + memory: { - geometries: 0, - textures: 0 + geometries: 0, + textures: 0 - }, - programs: null + }, + programs: null - }; + }; - // initialize + // initialize - var _gl; + var _gl; - try { + try { - var attributes = { - alpha: _alpha, - depth: _depth, - stencil: _stencil, - antialias: _antialias, - premultipliedAlpha: _premultipliedAlpha, - preserveDrawingBuffer: _preserveDrawingBuffer - }; + 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 ); + _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes ); - if ( _gl === null ) { + if ( _gl === null ) { - if ( _canvas.getContext( 'webgl' ) !== null ) { + if ( _canvas.getContext( 'webgl' ) !== null ) { - throw 'Error creating WebGL context with your selected attributes.'; + throw 'Error creating WebGL context with your selected attributes.'; - } else { + } else { - throw 'Error creating WebGL context.'; + throw 'Error creating WebGL context.'; - } + } - } + } - // Some experimental-webgl implementations do not have getShaderPrecisionFormat + // Some experimental-webgl implementations do not have getShaderPrecisionFormat - if ( _gl.getShaderPrecisionFormat === undefined ) { + if ( _gl.getShaderPrecisionFormat === undefined ) { - _gl.getShaderPrecisionFormat = function () { + _gl.getShaderPrecisionFormat = function () { - return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 }; + return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 }; - }; + }; - } + } - _canvas.addEventListener( 'webglcontextlost', onContextLost, false ); + _canvas.addEventListener( 'webglcontextlost', onContextLost, false ); - } catch ( error ) { + } catch ( error ) { - console.error( 'THREE.WebGLRenderer: ' + error ); + console.error( 'THREE.WebGLRenderer: ' + error ); - } + } - var extensions = new WebGLExtensions( _gl ); + 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' ); + 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' ) ) { + if ( extensions.get( 'OES_element_index_uint' ) ) { - BufferGeometry.MaxIndex = 4294967296; + BufferGeometry.MaxIndex = 4294967296; - } + } - var capabilities = new WebGLCapabilities( _gl, extensions, parameters ); + 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(); + 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; + this.info.programs = programCache.programs; - var bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender ); - var indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender ); + var bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender ); + var indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender ); - // + // - var backgroundCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); - var backgroundCamera2 = new PerspectiveCamera(); - var backgroundPlaneMesh = new Mesh( - new PlaneBufferGeometry( 2, 2 ), - new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } ) - ); - var backgroundBoxShader = ShaderLib[ 'cube' ]; - var backgroundBoxMesh = new Mesh( - new BoxBufferGeometry( 5, 5, 5 ), - new ShaderMaterial( { - uniforms: backgroundBoxShader.uniforms, - vertexShader: backgroundBoxShader.vertexShader, - fragmentShader: backgroundBoxShader.fragmentShader, - side: BackSide, - depthTest: false, - depthWrite: false, - fog: false - } ) - ); + var backgroundCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); + var backgroundCamera2 = new PerspectiveCamera(); + var backgroundPlaneMesh = new Mesh( + new PlaneBufferGeometry( 2, 2 ), + new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } ) + ); + var backgroundBoxShader = ShaderLib[ 'cube' ]; + var backgroundBoxMesh = new Mesh( + new BoxBufferGeometry( 5, 5, 5 ), + new ShaderMaterial( { + uniforms: backgroundBoxShader.uniforms, + vertexShader: backgroundBoxShader.vertexShader, + fragmentShader: backgroundBoxShader.fragmentShader, + side: BackSide, + depthTest: false, + depthWrite: false, + fog: false + } ) + ); - // + // - function getTargetPixelRatio() { + function getTargetPixelRatio() { - return _currentRenderTarget === null ? _pixelRatio : 1; + return _currentRenderTarget === null ? _pixelRatio : 1; - } + } - function glClearColor( r, g, b, a ) { + function glClearColor( r, g, b, a ) { - if ( _premultipliedAlpha === true ) { + if ( _premultipliedAlpha === true ) { - r *= a; g *= a; b *= a; + r *= a; g *= a; b *= a; - } + } - state.clearColor( r, g, b, a ); + state.clearColor( r, g, b, a ); - } + } - function setDefaultGLState() { + function setDefaultGLState() { - state.init(); + state.init(); - state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) ); - state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) ); + state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) ); + state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) ); - glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); + glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); - } + } - function resetGLState() { + function resetGLState() { - _currentProgram = null; - _currentCamera = null; + _currentProgram = null; + _currentCamera = null; - _currentGeometryProgram = ''; - _currentMaterialId = - 1; + _currentGeometryProgram = ''; + _currentMaterialId = - 1; - state.reset(); + state.reset(); - } + } - setDefaultGLState(); + setDefaultGLState(); - this.context = _gl; - this.capabilities = capabilities; - this.extensions = extensions; - this.properties = properties; - this.state = state; + this.context = _gl; + this.capabilities = capabilities; + this.extensions = extensions; + this.properties = properties; + this.state = state; - // shadow map + // shadow map - var shadowMap = new WebGLShadowMap( this, _lights, objects, capabilities ); + var shadowMap = new WebGLShadowMap( this, _lights, objects, capabilities ); - this.shadowMap = shadowMap; + this.shadowMap = shadowMap; - // Plugins + // Plugins - var spritePlugin = new SpritePlugin( this, sprites ); - var lensFlarePlugin = new LensFlarePlugin( this, lensFlares ); + var spritePlugin = new SpritePlugin( this, sprites ); + var lensFlarePlugin = new LensFlarePlugin( this, lensFlares ); - // API + // API - this.getContext = function () { + this.getContext = function () { - return _gl; + return _gl; - }; + }; - this.getContextAttributes = function () { + this.getContextAttributes = function () { - return _gl.getContextAttributes(); + return _gl.getContextAttributes(); - }; + }; - this.forceContextLoss = function () { + this.forceContextLoss = function () { - extensions.get( 'WEBGL_lose_context' ).loseContext(); + extensions.get( 'WEBGL_lose_context' ).loseContext(); - }; + }; - this.getMaxAnisotropy = function () { + this.getMaxAnisotropy = function () { - return capabilities.getMaxAnisotropy(); + return capabilities.getMaxAnisotropy(); - }; + }; - this.getPrecision = function () { + this.getPrecision = function () { - return capabilities.precision; + return capabilities.precision; - }; + }; - this.getPixelRatio = function () { + this.getPixelRatio = function () { - return _pixelRatio; + return _pixelRatio; - }; + }; - this.setPixelRatio = function ( value ) { + this.setPixelRatio = function ( value ) { - if ( value === undefined ) return; + if ( value === undefined ) return; - _pixelRatio = value; + _pixelRatio = value; - this.setSize( _viewport.z, _viewport.w, false ); + this.setSize( _viewport.z, _viewport.w, false ); - }; + }; - this.getSize = function () { + this.getSize = function () { - return { - width: _width, - height: _height - }; + return { + width: _width, + height: _height + }; - }; + }; - this.setSize = function ( width, height, updateStyle ) { + this.setSize = function ( width, height, updateStyle ) { - _width = width; - _height = height; + _width = width; + _height = height; - _canvas.width = width * _pixelRatio; - _canvas.height = height * _pixelRatio; + _canvas.width = width * _pixelRatio; + _canvas.height = height * _pixelRatio; - if ( updateStyle !== false ) { + if ( updateStyle !== false ) { - _canvas.style.width = width + 'px'; - _canvas.style.height = height + 'px'; + _canvas.style.width = width + 'px'; + _canvas.style.height = height + 'px'; - } + } - this.setViewport( 0, 0, width, height ); + this.setViewport( 0, 0, width, height ); - }; + }; - this.setViewport = function ( x, y, width, height ) { + this.setViewport = function ( x, y, width, height ) { - state.viewport( _viewport.set( x, y, width, height ) ); + state.viewport( _viewport.set( x, y, width, height ) ); - }; + }; - this.setScissor = function ( x, y, width, height ) { + this.setScissor = function ( x, y, width, height ) { - state.scissor( _scissor.set( x, y, width, height ) ); + state.scissor( _scissor.set( x, y, width, height ) ); - }; + }; - this.setScissorTest = function ( boolean ) { + this.setScissorTest = function ( boolean ) { - state.setScissorTest( _scissorTest = boolean ); + state.setScissorTest( _scissorTest = boolean ); - }; + }; - // Clearing + // Clearing - this.getClearColor = function () { + this.getClearColor = function () { - return _clearColor; + return _clearColor; - }; + }; - this.setClearColor = function ( color, alpha ) { + this.setClearColor = function ( color, alpha ) { - _clearColor.set( color ); + _clearColor.set( color ); - _clearAlpha = alpha !== undefined ? alpha : 1; + _clearAlpha = alpha !== undefined ? alpha : 1; - glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); + glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); - }; + }; - this.getClearAlpha = function () { + this.getClearAlpha = function () { - return _clearAlpha; + return _clearAlpha; - }; + }; - this.setClearAlpha = function ( alpha ) { + this.setClearAlpha = function ( alpha ) { - _clearAlpha = alpha; + _clearAlpha = alpha; - glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); + glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); - }; + }; - this.clear = function ( color, depth, stencil ) { + this.clear = function ( color, depth, stencil ) { - var bits = 0; + 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; + 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 ); + _gl.clear( bits ); - }; + }; - this.clearColor = function () { + this.clearColor = function () { - this.clear( true, false, false ); + this.clear( true, false, false ); - }; + }; - this.clearDepth = function () { + this.clearDepth = function () { - this.clear( false, true, false ); + this.clear( false, true, false ); - }; + }; - this.clearStencil = function () { + this.clearStencil = function () { - this.clear( false, false, true ); + this.clear( false, false, true ); - }; + }; - this.clearTarget = function ( renderTarget, color, depth, stencil ) { + this.clearTarget = function ( renderTarget, color, depth, stencil ) { - this.setRenderTarget( renderTarget ); - this.clear( color, depth, stencil ); + this.setRenderTarget( renderTarget ); + this.clear( color, depth, stencil ); - }; + }; - // Reset + // Reset - this.resetGLState = resetGLState; + this.resetGLState = resetGLState; - this.dispose = function() { + this.dispose = function() { - transparentObjects = []; - transparentObjectsLastIndex = -1; - opaqueObjects = []; - opaqueObjectsLastIndex = -1; + transparentObjects = []; + transparentObjectsLastIndex = -1; + opaqueObjects = []; + opaqueObjectsLastIndex = -1; - _canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); + _canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); - }; + }; - // Events + // Events - function onContextLost( event ) { + function onContextLost( event ) { - event.preventDefault(); + event.preventDefault(); - resetGLState(); - setDefaultGLState(); + resetGLState(); + setDefaultGLState(); - properties.clear(); + properties.clear(); - } + } - function onMaterialDispose( event ) { + function onMaterialDispose( event ) { - var material = event.target; + var material = event.target; - material.removeEventListener( 'dispose', onMaterialDispose ); + material.removeEventListener( 'dispose', onMaterialDispose ); - deallocateMaterial( material ); + deallocateMaterial( material ); - } + } - // Buffer deallocation + // Buffer deallocation - function deallocateMaterial( material ) { + function deallocateMaterial( material ) { - releaseMaterialProgramReference( material ); + releaseMaterialProgramReference( material ); - properties.delete( material ); + properties.delete( material ); - } + } - function releaseMaterialProgramReference( material ) { + function releaseMaterialProgramReference( material ) { - var programInfo = properties.get( material ).program; + var programInfo = properties.get( material ).program; - material.program = undefined; + material.program = undefined; - if ( programInfo !== undefined ) { + if ( programInfo !== undefined ) { - programCache.releaseProgram( programInfo ); + programCache.releaseProgram( programInfo ); - } + } - } + } - // Buffer rendering + // Buffer rendering - this.renderBufferImmediate = function ( object, program, material ) { + this.renderBufferImmediate = function ( object, program, material ) { - state.initAttributes(); + state.initAttributes(); - var buffers = properties.get( object ); + 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(); + 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(); + var attributes = program.getAttributes(); - if ( object.hasPositions ) { + if ( object.hasPositions ) { - _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position ); - _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW ); + _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 ); + state.enableAttribute( attributes.position ); + _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); - } + } - if ( object.hasNormals ) { + if ( object.hasNormals ) { - _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal ); + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal ); - if ( ! material.isMeshPhongMaterial && - ! material.isMeshStandardMaterial && - material.shading === FlatShading ) { + if ( ! material.isMeshPhongMaterial && + ! material.isMeshStandardMaterial && + material.shading === FlatShading ) { - for ( var i = 0, l = object.count * 3; i < l; i += 9 ) { + for ( var i = 0, l = object.count * 3; i < l; i += 9 ) { - var array = object.normalArray; + 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; + 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 + 0 ] = nx; + array[ i + 1 ] = ny; + array[ i + 2 ] = nz; - array[ i + 3 ] = nx; - array[ i + 4 ] = ny; - array[ i + 5 ] = 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; + array[ i + 6 ] = nx; + array[ i + 7 ] = ny; + array[ i + 8 ] = nz; - } + } - } + } - _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW ); - state.enableAttribute( attributes.normal ); + state.enableAttribute( attributes.normal ); - _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 ); + _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 ); - } + } - if ( object.hasUvs && material.map ) { + if ( object.hasUvs && material.map ) { - _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv ); - _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW ); + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW ); - state.enableAttribute( attributes.uv ); + state.enableAttribute( attributes.uv ); - _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 ); + _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 ); - } + } - if ( object.hasColors && material.vertexColors !== NoColors ) { + if ( object.hasColors && material.vertexColors !== NoColors ) { - _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color ); - _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW ); + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW ); - state.enableAttribute( attributes.color ); + state.enableAttribute( attributes.color ); - _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 ); + _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 ); - } + } - state.disableUnusedAttributes(); + state.disableUnusedAttributes(); - _gl.drawArrays( _gl.TRIANGLES, 0, object.count ); + _gl.drawArrays( _gl.TRIANGLES, 0, object.count ); - object.count = 0; + object.count = 0; - }; + }; - this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) { + this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) { - setMaterial( material ); + setMaterial( material ); - var program = setProgram( camera, fog, material, object ); + var program = setProgram( camera, fog, material, object ); - var updateBuffers = false; - var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe; + var updateBuffers = false; + var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe; - if ( geometryProgram !== _currentGeometryProgram ) { + if ( geometryProgram !== _currentGeometryProgram ) { - _currentGeometryProgram = geometryProgram; - updateBuffers = true; + _currentGeometryProgram = geometryProgram; + updateBuffers = true; - } + } - // morph targets + // morph targets - var morphTargetInfluences = object.morphTargetInfluences; + var morphTargetInfluences = object.morphTargetInfluences; - if ( morphTargetInfluences !== undefined ) { + if ( morphTargetInfluences !== undefined ) { - var activeInfluences = []; + var activeInfluences = []; - for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) { + for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) { - var influence = morphTargetInfluences[ i ]; - activeInfluences.push( [ influence, i ] ); + var influence = morphTargetInfluences[ i ]; + activeInfluences.push( [ influence, i ] ); - } + } - activeInfluences.sort( absNumericalSort ); + activeInfluences.sort( absNumericalSort ); - if ( activeInfluences.length > 8 ) { + if ( activeInfluences.length > 8 ) { - activeInfluences.length = 8; + activeInfluences.length = 8; - } + } - var morphAttributes = geometry.morphAttributes; + var morphAttributes = geometry.morphAttributes; - for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) { + for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) { - var influence = activeInfluences[ i ]; - morphInfluences[ i ] = influence[ 0 ]; + var influence = activeInfluences[ i ]; + morphInfluences[ i ] = influence[ 0 ]; - if ( influence[ 0 ] !== 0 ) { + if ( influence[ 0 ] !== 0 ) { - var index = influence[ 1 ]; + 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 ] ); + 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 { + } else { - if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i ); - if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i ); + if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i ); + if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i ); - } + } - } + } - program.getUniforms().setValue( - _gl, 'morphTargetInfluences', morphInfluences ); + program.getUniforms().setValue( + _gl, 'morphTargetInfluences', morphInfluences ); - updateBuffers = true; + updateBuffers = true; - } + } - // + // - var index = geometry.index; - var position = geometry.attributes.position; + var index = geometry.index; + var position = geometry.attributes.position; - if ( material.wireframe === true ) { + if ( material.wireframe === true ) { - index = objects.getWireframeAttribute( geometry ); + index = objects.getWireframeAttribute( geometry ); - } + } - var renderer; + var renderer; - if ( index !== null ) { + if ( index !== null ) { - renderer = indexedBufferRenderer; - renderer.setIndex( index ); + renderer = indexedBufferRenderer; + renderer.setIndex( index ); - } else { + } else { - renderer = bufferRenderer; + renderer = bufferRenderer; - } + } - if ( updateBuffers ) { + if ( updateBuffers ) { - setupVertexAttributes( material, program, geometry ); + setupVertexAttributes( material, program, geometry ); - if ( index !== null ) { + if ( index !== null ) { - _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) ); + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) ); - } + } - } + } - // + // - var dataStart = 0; - var dataCount = 0; + var dataStart = 0; + var dataCount = 0; - if ( index !== null ) { + if ( index !== null ) { - dataCount = index.count; + dataCount = index.count; - } else if ( position !== undefined ) { + } else if ( position !== undefined ) { - dataCount = position.count; + dataCount = position.count; - } + } - var rangeStart = geometry.drawRange.start; - var rangeCount = geometry.drawRange.count; + var rangeStart = geometry.drawRange.start; + var rangeCount = geometry.drawRange.count; - var groupStart = group !== null ? group.start : 0; - var groupCount = group !== null ? group.count : Infinity; + var groupStart = group !== null ? group.start : 0; + var groupCount = group !== null ? group.count : Infinity; - var drawStart = Math.max( dataStart, rangeStart, groupStart ); - var drawEnd = Math.min( dataStart + dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1; + var drawStart = Math.max( dataStart, rangeStart, groupStart ); + var drawEnd = Math.min( dataStart + dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1; - var drawCount = Math.max( 0, drawEnd - drawStart + 1 ); + var drawCount = Math.max( 0, drawEnd - drawStart + 1 ); - if ( drawCount === 0 ) return; + if ( drawCount === 0 ) return; - // + // - if ( object.isMesh ) { + if ( object.isMesh ) { - if ( material.wireframe === true ) { + if ( material.wireframe === true ) { - state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); - renderer.setMode( _gl.LINES ); + state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); + renderer.setMode( _gl.LINES ); - } else { + } else { - switch ( object.drawMode ) { + switch ( object.drawMode ) { - case TrianglesDrawMode: - renderer.setMode( _gl.TRIANGLES ); - break; + case TrianglesDrawMode: + renderer.setMode( _gl.TRIANGLES ); + break; - case TriangleStripDrawMode: - renderer.setMode( _gl.TRIANGLE_STRIP ); - break; + case TriangleStripDrawMode: + renderer.setMode( _gl.TRIANGLE_STRIP ); + break; - case TriangleFanDrawMode: - renderer.setMode( _gl.TRIANGLE_FAN ); - break; + case TriangleFanDrawMode: + renderer.setMode( _gl.TRIANGLE_FAN ); + break; - } + } - } + } - } else if ( object.isLine ) { + } else if ( object.isLine ) { - var lineWidth = material.linewidth; + var lineWidth = material.linewidth; - if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material + if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material - state.setLineWidth( lineWidth * getTargetPixelRatio() ); + state.setLineWidth( lineWidth * getTargetPixelRatio() ); - if ( object.isLineSegments ) { + if ( object.isLineSegments ) { - renderer.setMode( _gl.LINES ); + renderer.setMode( _gl.LINES ); - } else { + } else { - renderer.setMode( _gl.LINE_STRIP ); + renderer.setMode( _gl.LINE_STRIP ); - } + } - } else if ( object.isPoints ) { + } else if ( object.isPoints ) { - renderer.setMode( _gl.POINTS ); + renderer.setMode( _gl.POINTS ); - } + } - if ( geometry && geometry.isInstancedBufferGeometry ) { + if ( geometry && geometry.isInstancedBufferGeometry ) { - if ( geometry.maxInstancedCount > 0 ) { + if ( geometry.maxInstancedCount > 0 ) { - renderer.renderInstances( geometry, drawStart, drawCount ); + renderer.renderInstances( geometry, drawStart, drawCount ); - } + } - } else { + } else { - renderer.render( drawStart, drawCount ); + renderer.render( drawStart, drawCount ); - } + } - }; + }; - function setupVertexAttributes( material, program, geometry, startIndex ) { + function setupVertexAttributes( material, program, geometry, startIndex ) { - var extension; + var extension; - if ( geometry && geometry.isInstancedBufferGeometry ) { + if ( geometry && geometry.isInstancedBufferGeometry ) { - extension = extensions.get( 'ANGLE_instanced_arrays' ); + extension = extensions.get( 'ANGLE_instanced_arrays' ); - if ( extension === null ) { + if ( extension === null ) { - console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); - return; + console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; - } + } - } + } - if ( startIndex === undefined ) startIndex = 0; + if ( startIndex === undefined ) startIndex = 0; - state.initAttributes(); + state.initAttributes(); - var geometryAttributes = geometry.attributes; + var geometryAttributes = geometry.attributes; - var programAttributes = program.getAttributes(); + var programAttributes = program.getAttributes(); - var materialDefaultAttributeValues = material.defaultAttributeValues; + var materialDefaultAttributeValues = material.defaultAttributeValues; - for ( var name in programAttributes ) { + for ( var name in programAttributes ) { - var programAttribute = programAttributes[ name ]; + var programAttribute = programAttributes[ name ]; - if ( programAttribute >= 0 ) { + if ( programAttribute >= 0 ) { - var geometryAttribute = geometryAttributes[ name ]; + var geometryAttribute = geometryAttributes[ name ]; - if ( geometryAttribute !== undefined ) { + if ( geometryAttribute !== undefined ) { - var type = _gl.FLOAT; - var array = geometryAttribute.array; - var normalized = geometryAttribute.normalized; + var type = _gl.FLOAT; + var array = geometryAttribute.array; + var normalized = geometryAttribute.normalized; - if ( array instanceof Float32Array ) { + if ( array instanceof Float32Array ) { - type = _gl.FLOAT; + type = _gl.FLOAT; - } else if ( array instanceof Float64Array ) { + } else if ( array instanceof Float64Array ) { - console.warn( "Unsupported data buffer format: Float64Array" ); + console.warn( "Unsupported data buffer format: Float64Array" ); - } else if ( array instanceof Uint16Array ) { + } else if ( array instanceof Uint16Array ) { - type = _gl.UNSIGNED_SHORT; + type = _gl.UNSIGNED_SHORT; - } else if ( array instanceof Int16Array ) { + } else if ( array instanceof Int16Array ) { - type = _gl.SHORT; + type = _gl.SHORT; - } else if ( array instanceof Uint32Array ) { + } else if ( array instanceof Uint32Array ) { - type = _gl.UNSIGNED_INT; + type = _gl.UNSIGNED_INT; - } else if ( array instanceof Int32Array ) { + } else if ( array instanceof Int32Array ) { - type = _gl.INT; + type = _gl.INT; - } else if ( array instanceof Int8Array ) { + } else if ( array instanceof Int8Array ) { - type = _gl.BYTE; + type = _gl.BYTE; - } else if ( array instanceof Uint8Array ) { + } else if ( array instanceof Uint8Array ) { - type = _gl.UNSIGNED_BYTE; + type = _gl.UNSIGNED_BYTE; - } + } - var size = geometryAttribute.itemSize; - var buffer = objects.getAttributeBuffer( geometryAttribute ); + var size = geometryAttribute.itemSize; + var buffer = objects.getAttributeBuffer( geometryAttribute ); - if ( geometryAttribute && geometryAttribute.isInterleavedBufferAttribute ) { + if ( geometryAttribute && geometryAttribute.isInterleavedBufferAttribute ) { - var data = geometryAttribute.data; - var stride = data.stride; - var offset = geometryAttribute.offset; + var data = geometryAttribute.data; + var stride = data.stride; + var offset = geometryAttribute.offset; - if ( data && data.isInstancedInterleavedBuffer ) { + if ( data && data.isInstancedInterleavedBuffer ) { - state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension ); + state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension ); - if ( geometry.maxInstancedCount === undefined ) { + if ( geometry.maxInstancedCount === undefined ) { - geometry.maxInstancedCount = data.meshPerAttribute * data.count; + geometry.maxInstancedCount = data.meshPerAttribute * data.count; - } + } - } else { + } else { - state.enableAttribute( programAttribute ); + state.enableAttribute( programAttribute ); - } + } - _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); - _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT ); + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); + _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT ); - } else { + } else { - if ( geometryAttribute && geometryAttribute.isInstancedBufferAttribute ) { + if ( geometryAttribute && geometryAttribute.isInstancedBufferAttribute ) { - state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension ); + state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension ); - if ( geometry.maxInstancedCount === undefined ) { + if ( geometry.maxInstancedCount === undefined ) { - geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; + geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; - } + } - } else { + } else { - state.enableAttribute( programAttribute ); + state.enableAttribute( programAttribute ); - } + } - _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); - _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * geometryAttribute.array.BYTES_PER_ELEMENT ); + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); + _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * geometryAttribute.array.BYTES_PER_ELEMENT ); - } + } - } else if ( materialDefaultAttributeValues !== undefined ) { + } else if ( materialDefaultAttributeValues !== undefined ) { - var value = materialDefaultAttributeValues[ name ]; + var value = materialDefaultAttributeValues[ name ]; - if ( value !== undefined ) { + if ( value !== undefined ) { - switch ( value.length ) { + switch ( value.length ) { - case 2: - _gl.vertexAttrib2fv( programAttribute, value ); - break; + case 2: + _gl.vertexAttrib2fv( programAttribute, value ); + break; - case 3: - _gl.vertexAttrib3fv( programAttribute, value ); - break; + case 3: + _gl.vertexAttrib3fv( programAttribute, value ); + break; - case 4: - _gl.vertexAttrib4fv( programAttribute, value ); - break; + case 4: + _gl.vertexAttrib4fv( programAttribute, value ); + break; - default: - _gl.vertexAttrib1fv( programAttribute, value ); + default: + _gl.vertexAttrib1fv( programAttribute, value ); - } + } - } + } - } + } - } + } - } + } - state.disableUnusedAttributes(); + state.disableUnusedAttributes(); - } + } - // Sorting + // Sorting - function absNumericalSort( a, b ) { + function absNumericalSort( a, b ) { - return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] ); + return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] ); - } + } - function painterSortStable( a, b ) { + function painterSortStable( a, b ) { - if ( a.object.renderOrder !== b.object.renderOrder ) { + if ( a.object.renderOrder !== b.object.renderOrder ) { - return 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 ) { + } else if ( a.material.program && b.material.program && a.material.program !== b.material.program ) { - return a.material.program.id - b.material.program.id; + return a.material.program.id - b.material.program.id; - } else if ( a.material.id !== b.material.id ) { + } else if ( a.material.id !== b.material.id ) { - return a.material.id - b.material.id; + return a.material.id - b.material.id; - } else if ( a.z !== b.z ) { + } else if ( a.z !== b.z ) { - return a.z - b.z; + return a.z - b.z; - } else { + } else { - return a.id - b.id; + return a.id - b.id; - } + } - } + } - function reversePainterSortStable( a, b ) { + function reversePainterSortStable( a, b ) { - if ( a.object.renderOrder !== b.object.renderOrder ) { + if ( a.object.renderOrder !== b.object.renderOrder ) { - return a.object.renderOrder - b.object.renderOrder; + return a.object.renderOrder - b.object.renderOrder; - } if ( a.z !== b.z ) { + } if ( a.z !== b.z ) { - return b.z - a.z; + return b.z - a.z; - } else { + } else { - return a.id - b.id; + return a.id - b.id; - } + } - } + } - // Rendering + // Rendering - this.render = function ( scene, camera, renderTarget, forceClear ) { + this.render = function ( scene, camera, renderTarget, forceClear ) { - if ( ( camera && camera.isCamera ) === false ) { + if ( ( camera && camera.isCamera ) === false ) { - console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); - return; + console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); + return; - } + } - var fog = scene.fog; + var fog = scene.fog; - // reset caching for this frame + // reset caching for this frame - _currentGeometryProgram = ''; - _currentMaterialId = - 1; - _currentCamera = null; + _currentGeometryProgram = ''; + _currentMaterialId = - 1; + _currentCamera = null; - // update scene graph + // update scene graph - if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); + if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); - // update camera matrices and frustum + // update camera matrices and frustum - if ( camera.parent === null ) camera.updateMatrixWorld(); + if ( camera.parent === null ) camera.updateMatrixWorld(); - camera.matrixWorldInverse.getInverse( camera.matrixWorld ); + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); - _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); - _frustum.setFromMatrix( _projScreenMatrix ); + _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); - lights.length = 0; + lights.length = 0; - opaqueObjectsLastIndex = - 1; - transparentObjectsLastIndex = - 1; + opaqueObjectsLastIndex = - 1; + transparentObjectsLastIndex = - 1; - sprites.length = 0; - lensFlares.length = 0; + sprites.length = 0; + lensFlares.length = 0; - _localClippingEnabled = this.localClippingEnabled; - _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera ); + _localClippingEnabled = this.localClippingEnabled; + _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera ); - projectObject( scene, camera ); + projectObject( scene, camera ); - opaqueObjects.length = opaqueObjectsLastIndex + 1; - transparentObjects.length = transparentObjectsLastIndex + 1; + opaqueObjects.length = opaqueObjectsLastIndex + 1; + transparentObjects.length = transparentObjectsLastIndex + 1; - if ( _this.sortObjects === true ) { + if ( _this.sortObjects === true ) { - opaqueObjects.sort( painterSortStable ); - transparentObjects.sort( reversePainterSortStable ); + opaqueObjects.sort( painterSortStable ); + transparentObjects.sort( reversePainterSortStable ); - } + } - // + // - if ( _clippingEnabled ) _clipping.beginShadows(); + if ( _clippingEnabled ) _clipping.beginShadows(); - setupShadows( lights ); + setupShadows( lights ); - shadowMap.render( scene, camera ); + shadowMap.render( scene, camera ); - setupLights( lights, camera ); + setupLights( lights, camera ); - if ( _clippingEnabled ) _clipping.endShadows(); + if ( _clippingEnabled ) _clipping.endShadows(); - // + // - _infoRender.calls = 0; - _infoRender.vertices = 0; - _infoRender.faces = 0; - _infoRender.points = 0; + _infoRender.calls = 0; + _infoRender.vertices = 0; + _infoRender.faces = 0; + _infoRender.points = 0; - if ( renderTarget === undefined ) { + if ( renderTarget === undefined ) { - renderTarget = null; + renderTarget = null; - } + } - this.setRenderTarget( renderTarget ); + this.setRenderTarget( renderTarget ); - // + // - var background = scene.background; + var background = scene.background; - if ( background === null ) { + if ( background === null ) { - glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); + glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); - } else if ( background && background.isColor ) { + } else if ( background && background.isColor ) { - glClearColor( background.r, background.g, background.b, 1 ); - forceClear = true; + glClearColor( background.r, background.g, background.b, 1 ); + forceClear = true; - } + } - if ( this.autoClear || forceClear ) { + if ( this.autoClear || forceClear ) { - this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil ); + this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil ); - } + } - if ( background && background.isCubeTexture ) { + if ( background && background.isCubeTexture ) { - backgroundCamera2.projectionMatrix.copy( camera.projectionMatrix ); + backgroundCamera2.projectionMatrix.copy( camera.projectionMatrix ); - backgroundCamera2.matrixWorld.extractRotation( camera.matrixWorld ); - backgroundCamera2.matrixWorldInverse.getInverse( backgroundCamera2.matrixWorld ); + backgroundCamera2.matrixWorld.extractRotation( camera.matrixWorld ); + backgroundCamera2.matrixWorldInverse.getInverse( backgroundCamera2.matrixWorld ); - backgroundBoxMesh.material.uniforms[ "tCube" ].value = background; - backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundCamera2.matrixWorldInverse, backgroundBoxMesh.matrixWorld ); + backgroundBoxMesh.material.uniforms[ "tCube" ].value = background; + backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundCamera2.matrixWorldInverse, backgroundBoxMesh.matrixWorld ); - objects.update( backgroundBoxMesh ); + objects.update( backgroundBoxMesh ); - _this.renderBufferDirect( backgroundCamera2, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null ); + _this.renderBufferDirect( backgroundCamera2, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null ); - } else if ( background && background.isTexture ) { + } else if ( background && background.isTexture ) { - backgroundPlaneMesh.material.map = background; + backgroundPlaneMesh.material.map = background; - objects.update( backgroundPlaneMesh ); + objects.update( backgroundPlaneMesh ); - _this.renderBufferDirect( backgroundCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null ); + _this.renderBufferDirect( backgroundCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null ); - } + } - // + // - if ( scene.overrideMaterial ) { + if ( scene.overrideMaterial ) { - var overrideMaterial = scene.overrideMaterial; + var overrideMaterial = scene.overrideMaterial; - renderObjects( opaqueObjects, camera, fog, overrideMaterial ); - renderObjects( transparentObjects, camera, fog, overrideMaterial ); + renderObjects( opaqueObjects, camera, fog, overrideMaterial ); + renderObjects( transparentObjects, camera, fog, overrideMaterial ); - } else { + } else { - // opaque pass (front-to-back order) + // opaque pass (front-to-back order) - state.setBlending( NoBlending ); - renderObjects( opaqueObjects, camera, fog ); + state.setBlending( NoBlending ); + renderObjects( opaqueObjects, camera, fog ); - // transparent pass (back-to-front order) + // transparent pass (back-to-front order) - renderObjects( transparentObjects, camera, fog ); + renderObjects( transparentObjects, camera, fog ); - } + } - // custom render plugins (post pass) + // custom render plugins (post pass) - spritePlugin.render( scene, camera ); - lensFlarePlugin.render( scene, camera, _currentViewport ); + spritePlugin.render( scene, camera ); + lensFlarePlugin.render( scene, camera, _currentViewport ); - // Generate mipmap if we're using any kind of mipmap filtering + // Generate mipmap if we're using any kind of mipmap filtering - if ( renderTarget ) { + if ( renderTarget ) { - textures.updateRenderTargetMipmap( renderTarget ); + textures.updateRenderTargetMipmap( renderTarget ); - } + } - // Ensure depth buffer writing is enabled so it can be cleared on next render + // Ensure depth buffer writing is enabled so it can be cleared on next render - state.setDepthTest( true ); - state.setDepthWrite( true ); - state.setColorWrite( true ); + state.setDepthTest( true ); + state.setDepthWrite( true ); + state.setColorWrite( true ); - // _gl.finish(); + // _gl.finish(); - }; + }; - function pushRenderItem( object, geometry, material, z, group ) { + function pushRenderItem( object, geometry, material, z, group ) { - var array, index; + var array, index; - // allocate the next position in the appropriate array + // allocate the next position in the appropriate array - if ( material.transparent ) { + if ( material.transparent ) { - array = transparentObjects; - index = ++ transparentObjectsLastIndex; + array = transparentObjects; + index = ++ transparentObjectsLastIndex; - } else { + } else { - array = opaqueObjects; - index = ++ opaqueObjectsLastIndex; + array = opaqueObjects; + index = ++ opaqueObjectsLastIndex; - } + } - // recycle existing render item or grow the array + // recycle existing render item or grow the array - var renderItem = array[ index ]; + var renderItem = array[ index ]; - if ( renderItem !== undefined ) { + if ( renderItem !== undefined ) { - renderItem.id = object.id; - renderItem.object = object; - renderItem.geometry = geometry; - renderItem.material = material; - renderItem.z = _vector3.z; - renderItem.group = group; + renderItem.id = object.id; + renderItem.object = object; + renderItem.geometry = geometry; + renderItem.material = material; + renderItem.z = _vector3.z; + renderItem.group = group; - } else { + } else { - renderItem = { - id: object.id, - object: object, - geometry: geometry, - material: material, - z: _vector3.z, - group: group - }; + renderItem = { + id: object.id, + object: object, + geometry: geometry, + material: material, + z: _vector3.z, + group: group + }; - // assert( index === array.length ); - array.push( renderItem ); + // assert( index === array.length ); + array.push( renderItem ); - } + } - } + } - // TODO Duplicated code (Frustum) + // TODO Duplicated code (Frustum) - function isObjectViewable( object ) { + function isObjectViewable( object ) { - var geometry = object.geometry; + var geometry = object.geometry; - if ( geometry.boundingSphere === null ) - geometry.computeBoundingSphere(); + if ( geometry.boundingSphere === null ) + geometry.computeBoundingSphere(); - _sphere.copy( geometry.boundingSphere ). - applyMatrix4( object.matrixWorld ); + _sphere.copy( geometry.boundingSphere ). + applyMatrix4( object.matrixWorld ); - return isSphereViewable( _sphere ); + return isSphereViewable( _sphere ); - } + } - function isSpriteViewable( sprite ) { + function isSpriteViewable( sprite ) { - _sphere.center.set( 0, 0, 0 ); - _sphere.radius = 0.7071067811865476; - _sphere.applyMatrix4( sprite.matrixWorld ); + _sphere.center.set( 0, 0, 0 ); + _sphere.radius = 0.7071067811865476; + _sphere.applyMatrix4( sprite.matrixWorld ); - return isSphereViewable( _sphere ); + return isSphereViewable( _sphere ); - } + } - function isSphereViewable( sphere ) { + function isSphereViewable( sphere ) { - if ( ! _frustum.intersectsSphere( sphere ) ) return false; + if ( ! _frustum.intersectsSphere( sphere ) ) return false; - var numPlanes = _clipping.numPlanes; + var numPlanes = _clipping.numPlanes; - if ( numPlanes === 0 ) return true; + if ( numPlanes === 0 ) return true; - var planes = _this.clippingPlanes, + var planes = _this.clippingPlanes, - center = sphere.center, - negRad = - sphere.radius, - i = 0; + center = sphere.center, + negRad = - sphere.radius, + i = 0; - do { + do { - // out when deeper than radius in the negative halfspace - if ( planes[ i ].distanceToPoint( center ) < negRad ) return false; + // out when deeper than radius in the negative halfspace + if ( planes[ i ].distanceToPoint( center ) < negRad ) return false; - } while ( ++ i !== numPlanes ); + } while ( ++ i !== numPlanes ); - return true; + return true; - } + } - function projectObject( object, camera ) { + function projectObject( object, camera ) { - if ( object.visible === false ) return; + if ( object.visible === false ) return; - var visible = ( object.layers.mask & camera.layers.mask ) !== 0; + var visible = ( object.layers.mask & camera.layers.mask ) !== 0; - if ( visible ) { + if ( visible ) { - if ( object.isLight ) { + if ( object.isLight ) { - lights.push( object ); + lights.push( object ); - } else if ( object.isSprite ) { + } else if ( object.isSprite ) { - if ( object.frustumCulled === false || isSpriteViewable( object ) === true ) { + if ( object.frustumCulled === false || isSpriteViewable( object ) === true ) { - sprites.push( object ); + sprites.push( object ); - } + } - } else if ( object.isLensFlare ) { + } else if ( object.isLensFlare ) { - lensFlares.push( object ); + lensFlares.push( object ); - } else if ( object.isImmediateRenderObject ) { + } else if ( object.isImmediateRenderObject ) { - if ( _this.sortObjects === true ) { + if ( _this.sortObjects === true ) { - _vector3.setFromMatrixPosition( object.matrixWorld ); - _vector3.applyProjection( _projScreenMatrix ); + _vector3.setFromMatrixPosition( object.matrixWorld ); + _vector3.applyProjection( _projScreenMatrix ); - } + } - pushRenderItem( object, null, object.material, _vector3.z, null ); + pushRenderItem( object, null, object.material, _vector3.z, null ); - } else if ( object.isMesh || object.isLine || object.isPoints ) { + } else if ( object.isMesh || object.isLine || object.isPoints ) { - if ( object.isSkinnedMesh ) { + if ( object.isSkinnedMesh ) { - object.skeleton.update(); + object.skeleton.update(); - } + } - if ( object.frustumCulled === false || isObjectViewable( object ) === true ) { + if ( object.frustumCulled === false || isObjectViewable( object ) === true ) { - var material = object.material; + var material = object.material; - if ( material.visible === true ) { + if ( material.visible === true ) { - if ( _this.sortObjects === true ) { + if ( _this.sortObjects === true ) { - _vector3.setFromMatrixPosition( object.matrixWorld ); - _vector3.applyProjection( _projScreenMatrix ); + _vector3.setFromMatrixPosition( object.matrixWorld ); + _vector3.applyProjection( _projScreenMatrix ); - } + } - var geometry = objects.update( object ); + var geometry = objects.update( object ); - if ( material.isMultiMaterial ) { + if ( material.isMultiMaterial ) { - var groups = geometry.groups; - var materials = material.materials; + var groups = geometry.groups; + var materials = material.materials; - for ( var i = 0, l = groups.length; i < l; i ++ ) { + for ( var i = 0, l = groups.length; i < l; i ++ ) { - var group = groups[ i ]; - var groupMaterial = materials[ group.materialIndex ]; + var group = groups[ i ]; + var groupMaterial = materials[ group.materialIndex ]; - if ( groupMaterial.visible === true ) { + if ( groupMaterial.visible === true ) { - pushRenderItem( object, geometry, groupMaterial, _vector3.z, group ); + pushRenderItem( object, geometry, groupMaterial, _vector3.z, group ); - } + } - } + } - } else { + } else { - pushRenderItem( object, geometry, material, _vector3.z, null ); + pushRenderItem( object, geometry, material, _vector3.z, null ); - } + } - } + } - } + } - } + } - } + } - var children = object.children; + var children = object.children; - for ( var i = 0, l = children.length; i < l; i ++ ) { + for ( var i = 0, l = children.length; i < l; i ++ ) { - projectObject( children[ i ], camera ); + projectObject( children[ i ], camera ); - } + } - } + } - function renderObjects( renderList, camera, fog, overrideMaterial ) { + function renderObjects( renderList, camera, fog, overrideMaterial ) { - for ( var i = 0, l = renderList.length; i < l; i ++ ) { + for ( var i = 0, l = renderList.length; i < l; i ++ ) { - var renderItem = renderList[ i ]; + var renderItem = renderList[ i ]; - var object = renderItem.object; - var geometry = renderItem.geometry; - var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial; - var group = renderItem.group; + 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.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); + object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); - if ( object.isImmediateRenderObject ) { + if ( object.isImmediateRenderObject ) { - setMaterial( material ); + setMaterial( material ); - var program = setProgram( camera, fog, material, object ); + var program = setProgram( camera, fog, material, object ); - _currentGeometryProgram = ''; + _currentGeometryProgram = ''; - object.render( function ( object ) { + object.render( function ( object ) { - _this.renderBufferImmediate( object, program, material ); + _this.renderBufferImmediate( object, program, material ); - } ); + } ); - } else { + } else { - _this.renderBufferDirect( camera, fog, geometry, material, object, group ); + _this.renderBufferDirect( camera, fog, geometry, material, object, group ); - } + } - } + } - } + } - function initMaterial( material, fog, object ) { + function initMaterial( material, fog, object ) { - var materialProperties = properties.get( material ); + var materialProperties = properties.get( material ); - var parameters = programCache.getParameters( - material, _lights, fog, _clipping.numPlanes, object ); + var parameters = programCache.getParameters( + material, _lights, fog, _clipping.numPlanes, object ); - var code = programCache.getProgramCode( material, parameters ); + var code = programCache.getProgramCode( material, parameters ); - var program = materialProperties.program; - var programChange = true; + var program = materialProperties.program; + var programChange = true; - if ( program === undefined ) { + if ( program === undefined ) { - // new material - material.addEventListener( 'dispose', onMaterialDispose ); + // new material + material.addEventListener( 'dispose', onMaterialDispose ); - } else if ( program.code !== code ) { + } else if ( program.code !== code ) { - // changed glsl or parameters - releaseMaterialProgramReference( material ); + // changed glsl or parameters + releaseMaterialProgramReference( material ); - } else if ( parameters.shaderID !== undefined ) { + } else if ( parameters.shaderID !== undefined ) { - // same glsl and uniform list - return; + // same glsl and uniform list + return; - } else { + } else { - // only rebuild uniform list - programChange = false; + // only rebuild uniform list + programChange = false; - } + } - if ( programChange ) { + if ( programChange ) { - if ( parameters.shaderID ) { + if ( parameters.shaderID ) { - var shader = ShaderLib[ parameters.shaderID ]; + var shader = ShaderLib[ parameters.shaderID ]; - materialProperties.__webglShader = { - name: material.type, - uniforms: exports.UniformsUtils.clone( shader.uniforms ), - vertexShader: shader.vertexShader, - fragmentShader: shader.fragmentShader - }; + materialProperties.__webglShader = { + name: material.type, + uniforms: exports.UniformsUtils.clone( shader.uniforms ), + vertexShader: shader.vertexShader, + fragmentShader: shader.fragmentShader + }; - } else { + } else { - materialProperties.__webglShader = { - name: material.type, - uniforms: material.uniforms, - vertexShader: material.vertexShader, - fragmentShader: material.fragmentShader - }; + materialProperties.__webglShader = { + name: material.type, + uniforms: material.uniforms, + vertexShader: material.vertexShader, + fragmentShader: material.fragmentShader + }; - } + } - material.__webglShader = materialProperties.__webglShader; + material.__webglShader = materialProperties.__webglShader; - program = programCache.acquireProgram( material, parameters, code ); + program = programCache.acquireProgram( material, parameters, code ); - materialProperties.program = program; - material.program = program; + materialProperties.program = program; + material.program = program; - } + } - var attributes = program.getAttributes(); + var attributes = program.getAttributes(); - if ( material.morphTargets ) { + if ( material.morphTargets ) { - material.numSupportedMorphTargets = 0; + material.numSupportedMorphTargets = 0; - for ( var i = 0; i < _this.maxMorphTargets; i ++ ) { + for ( var i = 0; i < _this.maxMorphTargets; i ++ ) { - if ( attributes[ 'morphTarget' + i ] >= 0 ) { + if ( attributes[ 'morphTarget' + i ] >= 0 ) { - material.numSupportedMorphTargets ++; + material.numSupportedMorphTargets ++; - } + } - } + } - } + } - if ( material.morphNormals ) { + if ( material.morphNormals ) { - material.numSupportedMorphNormals = 0; + material.numSupportedMorphNormals = 0; - for ( var i = 0; i < _this.maxMorphNormals; i ++ ) { + for ( var i = 0; i < _this.maxMorphNormals; i ++ ) { - if ( attributes[ 'morphNormal' + i ] >= 0 ) { + if ( attributes[ 'morphNormal' + i ] >= 0 ) { - material.numSupportedMorphNormals ++; + material.numSupportedMorphNormals ++; - } + } - } + } - } + } - var uniforms = materialProperties.__webglShader.uniforms; + var uniforms = materialProperties.__webglShader.uniforms; - if ( ! material.isShaderMaterial && - ! material.isRawShaderMaterial || - material.clipping === true ) { + if ( ! material.isShaderMaterial && + ! material.isRawShaderMaterial || + material.clipping === true ) { - materialProperties.numClippingPlanes = _clipping.numPlanes; - uniforms.clippingPlanes = _clipping.uniform; + materialProperties.numClippingPlanes = _clipping.numPlanes; + uniforms.clippingPlanes = _clipping.uniform; - } + } - materialProperties.fog = fog; + materialProperties.fog = fog; - // store the light setup it was created for + // store the light setup it was created for - materialProperties.lightsHash = _lights.hash; + materialProperties.lightsHash = _lights.hash; - if ( material.lights ) { + if ( material.lights ) { - // wire up the material to this renderer's lighting state + // 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.pointLights.value = _lights.point; - uniforms.hemisphereLights.value = _lights.hemi; + uniforms.ambientLightColor.value = _lights.ambient; + uniforms.directionalLights.value = _lights.directional; + uniforms.spotLights.value = _lights.spot; + 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; + 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; - } + } - var progUniforms = materialProperties.program.getUniforms(), - uniformsList = - WebGLUniforms.seqWithValue( progUniforms.seq, uniforms ); + var progUniforms = materialProperties.program.getUniforms(), + uniformsList = + WebGLUniforms.seqWithValue( progUniforms.seq, uniforms ); - materialProperties.uniformsList = uniformsList; - materialProperties.dynamicUniforms = - WebGLUniforms.splitDynamic( uniformsList, uniforms ); + materialProperties.uniformsList = uniformsList; + materialProperties.dynamicUniforms = + WebGLUniforms.splitDynamic( uniformsList, uniforms ); - } + } - function setMaterial( material ) { + function setMaterial( material ) { - material.side === DoubleSide - ? state.disable( _gl.CULL_FACE ) - : state.enable( _gl.CULL_FACE ); + material.side === DoubleSide + ? state.disable( _gl.CULL_FACE ) + : state.enable( _gl.CULL_FACE ); - state.setFlipSided( material.side === BackSide ); + 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 ); + 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 ); + 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 ) { + function setProgram( camera, fog, material, object ) { - _usedTextureUnits = 0; + _usedTextureUnits = 0; - var materialProperties = properties.get( material ); + var materialProperties = properties.get( material ); - if ( _clippingEnabled ) { + if ( _clippingEnabled ) { - if ( _localClippingEnabled || camera !== _currentCamera ) { + if ( _localClippingEnabled || camera !== _currentCamera ) { - var useCache = - camera === _currentCamera && - material.id === _currentMaterialId; + 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.clipShadows, - camera, materialProperties, useCache ); + // 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.clipShadows, + camera, materialProperties, useCache ); - } + } - } + } - if ( material.needsUpdate === false ) { + if ( material.needsUpdate === false ) { - if ( materialProperties.program === undefined ) { + if ( materialProperties.program === undefined ) { - material.needsUpdate = true; + material.needsUpdate = true; - } else if ( material.fog && materialProperties.fog !== fog ) { + } else if ( material.fog && materialProperties.fog !== fog ) { - material.needsUpdate = true; + material.needsUpdate = true; - } else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) { + } else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) { - material.needsUpdate = true; + material.needsUpdate = true; - } else if ( materialProperties.numClippingPlanes !== undefined && - materialProperties.numClippingPlanes !== _clipping.numPlanes ) { + } else if ( materialProperties.numClippingPlanes !== undefined && + materialProperties.numClippingPlanes !== _clipping.numPlanes ) { - material.needsUpdate = true; + material.needsUpdate = true; - } + } - } + } - if ( material.needsUpdate ) { + if ( material.needsUpdate ) { - initMaterial( material, fog, object ); - material.needsUpdate = false; + initMaterial( material, fog, object ); + material.needsUpdate = false; - } + } - var refreshProgram = false; - var refreshMaterial = false; - var refreshLights = false; + var refreshProgram = false; + var refreshMaterial = false; + var refreshLights = false; - var program = materialProperties.program, - p_uniforms = program.getUniforms(), - m_uniforms = materialProperties.__webglShader.uniforms; + var program = materialProperties.program, + p_uniforms = program.getUniforms(), + m_uniforms = materialProperties.__webglShader.uniforms; - if ( program.id !== _currentProgram ) { + if ( program.id !== _currentProgram ) { - _gl.useProgram( program.program ); - _currentProgram = program.id; + _gl.useProgram( program.program ); + _currentProgram = program.id; - refreshProgram = true; - refreshMaterial = true; - refreshLights = true; + refreshProgram = true; + refreshMaterial = true; + refreshLights = true; - } + } - if ( material.id !== _currentMaterialId ) { + if ( material.id !== _currentMaterialId ) { - _currentMaterialId = material.id; + _currentMaterialId = material.id; - refreshMaterial = true; + refreshMaterial = true; - } + } - if ( refreshProgram || camera !== _currentCamera ) { + if ( refreshProgram || camera !== _currentCamera ) { - p_uniforms.set( _gl, camera, 'projectionMatrix' ); + p_uniforms.set( _gl, camera, 'projectionMatrix' ); - if ( capabilities.logarithmicDepthBuffer ) { + if ( capabilities.logarithmicDepthBuffer ) { - p_uniforms.setValue( _gl, 'logDepthBufFC', - 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); + p_uniforms.setValue( _gl, 'logDepthBufFC', + 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); - } + } - if ( camera !== _currentCamera ) { + if ( camera !== _currentCamera ) { - _currentCamera = camera; + _currentCamera = camera; - // lighting uniforms depend on the camera so enforce an update - // now, in case this material supports lights - or later, when - // the next material that does gets activated: + // 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 + 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) + // load material specific uniforms + // (shader material also gets them for the sake of genericity) - if ( material.isShaderMaterial || - material.isMeshPhongMaterial || - material.isMeshStandardMaterial || - material.envMap ) { + if ( material.isShaderMaterial || + material.isMeshPhongMaterial || + material.isMeshStandardMaterial || + material.envMap ) { - var uCamPos = p_uniforms.map.cameraPosition; + var uCamPos = p_uniforms.map.cameraPosition; - if ( uCamPos !== undefined ) { + if ( uCamPos !== undefined ) { - uCamPos.setValue( _gl, - _vector3.setFromMatrixPosition( camera.matrixWorld ) ); + uCamPos.setValue( _gl, + _vector3.setFromMatrixPosition( camera.matrixWorld ) ); - } + } - } + } - if ( material.isMeshPhongMaterial || - material.isMeshLambertMaterial || - material.isMeshBasicMaterial || - material.isMeshStandardMaterial || - material.isShaderMaterial || - material.skinning ) { + if ( material.isMeshPhongMaterial || + material.isMeshLambertMaterial || + material.isMeshBasicMaterial || + material.isMeshStandardMaterial || + material.isShaderMaterial || + material.skinning ) { - p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); + p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); - } + } - p_uniforms.set( _gl, _this, 'toneMappingExposure' ); - p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' ); + 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 + // 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 ) { + if ( material.skinning ) { - p_uniforms.setOptional( _gl, object, 'bindMatrix' ); - p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' ); + p_uniforms.setOptional( _gl, object, 'bindMatrix' ); + p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' ); - var skeleton = object.skeleton; + var skeleton = object.skeleton; - if ( skeleton ) { + if ( skeleton ) { - if ( capabilities.floatVertexTextures && skeleton.useVertexTexture ) { + if ( capabilities.floatVertexTextures && skeleton.useVertexTexture ) { - p_uniforms.set( _gl, skeleton, 'boneTexture' ); - p_uniforms.set( _gl, skeleton, 'boneTextureWidth' ); - p_uniforms.set( _gl, skeleton, 'boneTextureHeight' ); + p_uniforms.set( _gl, skeleton, 'boneTexture' ); + p_uniforms.set( _gl, skeleton, 'boneTextureWidth' ); + p_uniforms.set( _gl, skeleton, 'boneTextureHeight' ); - } else { + } else { - p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' ); + p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' ); - } + } - } + } - } + } - if ( refreshMaterial ) { + if ( refreshMaterial ) { - if ( material.lights ) { + if ( material.lights ) { - // the current material requires lighting info + // 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 + // 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 ); + markUniformsLightsNeedsUpdate( m_uniforms, refreshLights ); - } + } - // refresh uniforms common to several materials + // refresh uniforms common to several materials - if ( fog && material.fog ) { + if ( fog && material.fog ) { - refreshUniformsFog( m_uniforms, fog ); + refreshUniformsFog( m_uniforms, fog ); - } + } - if ( material.isMeshBasicMaterial || - material.isMeshLambertMaterial || - material.isMeshPhongMaterial || - material.isMeshStandardMaterial || - material.isMeshDepthMaterial ) { + if ( material.isMeshBasicMaterial || + material.isMeshLambertMaterial || + material.isMeshPhongMaterial || + material.isMeshStandardMaterial || + material.isMeshDepthMaterial ) { - refreshUniformsCommon( m_uniforms, material ); + refreshUniformsCommon( m_uniforms, material ); - } + } - // refresh single material specific uniforms + // refresh single material specific uniforms - if ( material.isLineBasicMaterial ) { + if ( material.isLineBasicMaterial ) { - refreshUniformsLine( m_uniforms, material ); + refreshUniformsLine( m_uniforms, material ); - } else if ( material.isLineDashedMaterial ) { + } else if ( material.isLineDashedMaterial ) { - refreshUniformsLine( m_uniforms, material ); - refreshUniformsDash( m_uniforms, material ); + refreshUniformsLine( m_uniforms, material ); + refreshUniformsDash( m_uniforms, material ); - } else if ( material.isPointsMaterial ) { + } else if ( material.isPointsMaterial ) { - refreshUniformsPoints( m_uniforms, material ); + refreshUniformsPoints( m_uniforms, material ); - } else if ( material.isMeshLambertMaterial ) { + } else if ( material.isMeshLambertMaterial ) { - refreshUniformsLambert( m_uniforms, material ); + refreshUniformsLambert( m_uniforms, material ); - } else if ( material.isMeshPhongMaterial ) { + } else if ( material.isMeshPhongMaterial ) { - refreshUniformsPhong( m_uniforms, material ); + refreshUniformsPhong( m_uniforms, material ); - } else if ( material.isMeshPhysicalMaterial ) { + } else if ( material.isMeshPhysicalMaterial ) { - refreshUniformsPhysical( m_uniforms, material ); + refreshUniformsPhysical( m_uniforms, material ); - } else if ( material.isMeshStandardMaterial ) { + } else if ( material.isMeshStandardMaterial ) { - refreshUniformsStandard( m_uniforms, material ); + refreshUniformsStandard( m_uniforms, material ); - } else if ( material.isMeshDepthMaterial ) { + } else if ( material.isMeshDepthMaterial ) { - if ( material.displacementMap ) { + if ( material.displacementMap ) { - m_uniforms.displacementMap.value = material.displacementMap; - m_uniforms.displacementScale.value = material.displacementScale; - m_uniforms.displacementBias.value = material.displacementBias; + m_uniforms.displacementMap.value = material.displacementMap; + m_uniforms.displacementScale.value = material.displacementScale; + m_uniforms.displacementBias.value = material.displacementBias; - } + } - } else if ( material.isMeshNormalMaterial ) { + } else if ( material.isMeshNormalMaterial ) { - m_uniforms.opacity.value = material.opacity; + m_uniforms.opacity.value = material.opacity; - } + } - WebGLUniforms.upload( - _gl, materialProperties.uniformsList, m_uniforms, _this ); + WebGLUniforms.upload( + _gl, materialProperties.uniformsList, m_uniforms, _this ); - } + } - // common matrices + // common matrices - p_uniforms.set( _gl, object, 'modelViewMatrix' ); - p_uniforms.set( _gl, object, 'normalMatrix' ); - p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); + p_uniforms.set( _gl, object, 'modelViewMatrix' ); + p_uniforms.set( _gl, object, 'normalMatrix' ); + p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); - // dynamic uniforms + // dynamic uniforms - var dynUniforms = materialProperties.dynamicUniforms; + var dynUniforms = materialProperties.dynamicUniforms; - if ( dynUniforms !== null ) { + if ( dynUniforms !== null ) { - WebGLUniforms.evalDynamic( - dynUniforms, m_uniforms, object, camera ); + WebGLUniforms.evalDynamic( + dynUniforms, m_uniforms, object, camera ); - WebGLUniforms.upload( _gl, dynUniforms, m_uniforms, _this ); + WebGLUniforms.upload( _gl, dynUniforms, m_uniforms, _this ); - } + } - return program; + return program; - } + } - // Uniforms (refresh uniforms objects) + // Uniforms (refresh uniforms objects) - function refreshUniformsCommon( uniforms, material ) { + function refreshUniformsCommon( uniforms, material ) { - uniforms.opacity.value = material.opacity; + uniforms.opacity.value = material.opacity; - uniforms.diffuse.value = material.color; + uniforms.diffuse.value = material.color; - if ( material.emissive ) { + if ( material.emissive ) { - uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); + uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); - } + } - uniforms.map.value = material.map; - uniforms.specularMap.value = material.specularMap; - uniforms.alphaMap.value = material.alphaMap; + uniforms.map.value = material.map; + uniforms.specularMap.value = material.specularMap; + uniforms.alphaMap.value = material.alphaMap; - if ( material.aoMap ) { + if ( material.aoMap ) { - uniforms.aoMap.value = material.aoMap; - uniforms.aoMapIntensity.value = material.aoMapIntensity; + 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 + // 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; + var uvScaleMap; - if ( material.map ) { + if ( material.map ) { - uvScaleMap = material.map; + uvScaleMap = material.map; - } else if ( material.specularMap ) { + } else if ( material.specularMap ) { - uvScaleMap = material.specularMap; + uvScaleMap = material.specularMap; - } else if ( material.displacementMap ) { + } else if ( material.displacementMap ) { - uvScaleMap = material.displacementMap; + uvScaleMap = material.displacementMap; - } else if ( material.normalMap ) { + } else if ( material.normalMap ) { - uvScaleMap = material.normalMap; + uvScaleMap = material.normalMap; - } else if ( material.bumpMap ) { + } else if ( material.bumpMap ) { - uvScaleMap = material.bumpMap; + uvScaleMap = material.bumpMap; - } else if ( material.roughnessMap ) { + } else if ( material.roughnessMap ) { - uvScaleMap = material.roughnessMap; + uvScaleMap = material.roughnessMap; - } else if ( material.metalnessMap ) { + } else if ( material.metalnessMap ) { - uvScaleMap = material.metalnessMap; + uvScaleMap = material.metalnessMap; - } else if ( material.alphaMap ) { + } else if ( material.alphaMap ) { - uvScaleMap = material.alphaMap; + uvScaleMap = material.alphaMap; - } else if ( material.emissiveMap ) { + } else if ( material.emissiveMap ) { - uvScaleMap = material.emissiveMap; + uvScaleMap = material.emissiveMap; - } + } - if ( uvScaleMap !== undefined ) { + if ( uvScaleMap !== undefined ) { - // backwards compatibility - if ( uvScaleMap.isWebGLRenderTarget ) { + // backwards compatibility + if ( uvScaleMap.isWebGLRenderTarget ) { - uvScaleMap = uvScaleMap.texture; + uvScaleMap = uvScaleMap.texture; - } + } - var offset = uvScaleMap.offset; - var repeat = uvScaleMap.repeat; + var offset = uvScaleMap.offset; + var repeat = uvScaleMap.repeat; - uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y ); + uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y ); - } + } - uniforms.envMap.value = material.envMap; + 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; + // 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; + uniforms.reflectivity.value = material.reflectivity; + uniforms.refractionRatio.value = material.refractionRatio; - } + } - function refreshUniformsLine( uniforms, material ) { + function refreshUniformsLine( uniforms, material ) { - uniforms.diffuse.value = material.color; - uniforms.opacity.value = material.opacity; + uniforms.diffuse.value = material.color; + uniforms.opacity.value = material.opacity; - } + } - function refreshUniformsDash( uniforms, material ) { + function refreshUniformsDash( uniforms, material ) { - uniforms.dashSize.value = material.dashSize; - uniforms.totalSize.value = material.dashSize + material.gapSize; - uniforms.scale.value = material.scale; + uniforms.dashSize.value = material.dashSize; + uniforms.totalSize.value = material.dashSize + material.gapSize; + uniforms.scale.value = material.scale; - } + } - function refreshUniformsPoints( uniforms, material ) { + function refreshUniformsPoints( uniforms, material ) { - uniforms.diffuse.value = material.color; - uniforms.opacity.value = material.opacity; - uniforms.size.value = material.size * _pixelRatio; - uniforms.scale.value = _canvas.clientHeight * 0.5; + uniforms.diffuse.value = material.color; + uniforms.opacity.value = material.opacity; + uniforms.size.value = material.size * _pixelRatio; + uniforms.scale.value = _canvas.clientHeight * 0.5; - uniforms.map.value = material.map; + uniforms.map.value = material.map; - if ( material.map !== null ) { + if ( material.map !== null ) { - var offset = material.map.offset; - var repeat = material.map.repeat; + var offset = material.map.offset; + var repeat = material.map.repeat; - uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y ); + uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y ); - } + } - } + } - function refreshUniformsFog( uniforms, fog ) { + function refreshUniformsFog( uniforms, fog ) { - uniforms.fogColor.value = fog.color; + uniforms.fogColor.value = fog.color; - if ( fog.isFog ) { + if ( fog.isFog ) { - uniforms.fogNear.value = fog.near; - uniforms.fogFar.value = fog.far; + uniforms.fogNear.value = fog.near; + uniforms.fogFar.value = fog.far; - } else if ( fog.isFogExp2 ) { + } else if ( fog.isFogExp2 ) { - uniforms.fogDensity.value = fog.density; + uniforms.fogDensity.value = fog.density; - } + } - } + } - function refreshUniformsLambert( uniforms, material ) { + function refreshUniformsLambert( uniforms, material ) { - if ( material.lightMap ) { + if ( material.lightMap ) { - uniforms.lightMap.value = material.lightMap; - uniforms.lightMapIntensity.value = material.lightMapIntensity; + uniforms.lightMap.value = material.lightMap; + uniforms.lightMapIntensity.value = material.lightMapIntensity; - } + } - if ( material.emissiveMap ) { + if ( material.emissiveMap ) { - uniforms.emissiveMap.value = material.emissiveMap; + uniforms.emissiveMap.value = material.emissiveMap; - } + } - } + } - function refreshUniformsPhong( uniforms, material ) { + 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 ) + uniforms.specular.value = material.specular; + uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) - if ( material.lightMap ) { + if ( material.lightMap ) { - uniforms.lightMap.value = material.lightMap; - uniforms.lightMapIntensity.value = material.lightMapIntensity; + uniforms.lightMap.value = material.lightMap; + uniforms.lightMapIntensity.value = material.lightMapIntensity; - } + } - if ( material.emissiveMap ) { + if ( material.emissiveMap ) { - uniforms.emissiveMap.value = material.emissiveMap; + uniforms.emissiveMap.value = material.emissiveMap; - } + } - if ( material.bumpMap ) { + if ( material.bumpMap ) { - uniforms.bumpMap.value = material.bumpMap; - uniforms.bumpScale.value = material.bumpScale; + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; - } + } - if ( material.normalMap ) { + if ( material.normalMap ) { - uniforms.normalMap.value = material.normalMap; - uniforms.normalScale.value.copy( material.normalScale ); + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); - } + } - if ( material.displacementMap ) { + if ( material.displacementMap ) { - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; - } + } - } + } - function refreshUniformsStandard( uniforms, material ) { + function refreshUniformsStandard( uniforms, material ) { - uniforms.roughness.value = material.roughness; - uniforms.metalness.value = material.metalness; + uniforms.roughness.value = material.roughness; + uniforms.metalness.value = material.metalness; - if ( material.roughnessMap ) { + if ( material.roughnessMap ) { - uniforms.roughnessMap.value = material.roughnessMap; + uniforms.roughnessMap.value = material.roughnessMap; - } + } - if ( material.metalnessMap ) { + if ( material.metalnessMap ) { - uniforms.metalnessMap.value = material.metalnessMap; + uniforms.metalnessMap.value = material.metalnessMap; - } + } - if ( material.lightMap ) { + if ( material.lightMap ) { - uniforms.lightMap.value = material.lightMap; - uniforms.lightMapIntensity.value = material.lightMapIntensity; + uniforms.lightMap.value = material.lightMap; + uniforms.lightMapIntensity.value = material.lightMapIntensity; - } + } - if ( material.emissiveMap ) { + if ( material.emissiveMap ) { - uniforms.emissiveMap.value = material.emissiveMap; + uniforms.emissiveMap.value = material.emissiveMap; - } + } - if ( material.bumpMap ) { + if ( material.bumpMap ) { - uniforms.bumpMap.value = material.bumpMap; - uniforms.bumpScale.value = material.bumpScale; + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; - } + } - if ( material.normalMap ) { + if ( material.normalMap ) { - uniforms.normalMap.value = material.normalMap; - uniforms.normalScale.value.copy( material.normalScale ); + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); - } + } - if ( material.displacementMap ) { + if ( material.displacementMap ) { - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; - } + } - if ( material.envMap ) { + if ( material.envMap ) { - //uniforms.envMap.value = material.envMap; // part of uniforms common - uniforms.envMapIntensity.value = material.envMapIntensity; + //uniforms.envMap.value = material.envMap; // part of uniforms common + uniforms.envMapIntensity.value = material.envMapIntensity; - } + } - } + } - function refreshUniformsPhysical( uniforms, material ) { + function refreshUniformsPhysical( uniforms, material ) { - uniforms.clearCoat.value = material.clearCoat; - uniforms.clearCoatRoughness.value = material.clearCoatRoughness; + uniforms.clearCoat.value = material.clearCoat; + uniforms.clearCoatRoughness.value = material.clearCoatRoughness; - refreshUniformsStandard( uniforms, material ); + refreshUniformsStandard( uniforms, material ); - } + } - // If uniforms are marked as clean, they don't need to be loaded to the GPU. + // If uniforms are marked as clean, they don't need to be loaded to the GPU. - function markUniformsLightsNeedsUpdate( uniforms, value ) { + function markUniformsLightsNeedsUpdate( uniforms, value ) { - uniforms.ambientLightColor.needsUpdate = value; + uniforms.ambientLightColor.needsUpdate = value; - uniforms.directionalLights.needsUpdate = value; - uniforms.pointLights.needsUpdate = value; - uniforms.spotLights.needsUpdate = value; - uniforms.hemisphereLights.needsUpdate = value; + uniforms.directionalLights.needsUpdate = value; + uniforms.pointLights.needsUpdate = value; + uniforms.spotLights.needsUpdate = value; + uniforms.hemisphereLights.needsUpdate = value; - } + } - // Lighting + // Lighting - function setupShadows( lights ) { + function setupShadows( lights ) { - var lightShadowsLength = 0; + var lightShadowsLength = 0; - for ( var i = 0, l = lights.length; i < l; i ++ ) { + for ( var i = 0, l = lights.length; i < l; i ++ ) { - var light = lights[ i ]; + var light = lights[ i ]; - if ( light.castShadow ) { + if ( light.castShadow ) { - _lights.shadows[ lightShadowsLength ++ ] = light; + _lights.shadows[ lightShadowsLength ++ ] = light; - } + } - } + } - _lights.shadows.length = lightShadowsLength; + _lights.shadows.length = lightShadowsLength; - } + } - function setupLights( lights, camera ) { + function setupLights( lights, camera ) { - var l, ll, light, - r = 0, g = 0, b = 0, - color, - intensity, - distance, - shadowMap, + var l, ll, light, + r = 0, g = 0, b = 0, + color, + intensity, + distance, + shadowMap, - viewMatrix = camera.matrixWorldInverse, + viewMatrix = camera.matrixWorldInverse, - directionalLength = 0, - pointLength = 0, - spotLength = 0, - hemiLength = 0; + directionalLength = 0, + pointLength = 0, + spotLength = 0, + hemiLength = 0; - for ( l = 0, ll = lights.length; l < ll; l ++ ) { + for ( l = 0, ll = lights.length; l < ll; l ++ ) { - light = lights[ l ]; + light = lights[ l ]; - color = light.color; - intensity = light.intensity; - distance = light.distance; + color = light.color; + intensity = light.intensity; + distance = light.distance; - shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null; + shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null; - if ( light.isAmbientLight ) { + if ( light.isAmbientLight ) { - r += color.r * intensity; - g += color.g * intensity; - b += color.b * intensity; + r += color.r * intensity; + g += color.g * intensity; + b += color.b * intensity; - } else if ( light.isDirectionalLight ) { + } else if ( light.isDirectionalLight ) { - var uniforms = lightCache.get( light ); + 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.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; + uniforms.shadow = light.castShadow; - if ( light.castShadow ) { + if ( light.castShadow ) { - uniforms.shadowBias = light.shadow.bias; - uniforms.shadowRadius = light.shadow.radius; - uniforms.shadowMapSize = light.shadow.mapSize; + 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; + _lights.directionalShadowMap[ directionalLength ] = shadowMap; + _lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; + _lights.directional[ directionalLength ++ ] = uniforms; - } else if ( light.isSpotLight ) { + } else if ( light.isSpotLight ) { - var uniforms = lightCache.get( light ); + var uniforms = lightCache.get( light ); - uniforms.position.setFromMatrixPosition( light.matrixWorld ); - uniforms.position.applyMatrix4( viewMatrix ); + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); - uniforms.color.copy( color ).multiplyScalar( intensity ); - uniforms.distance = distance; + 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.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.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; + uniforms.shadow = light.castShadow; - if ( light.castShadow ) { + if ( light.castShadow ) { - uniforms.shadowBias = light.shadow.bias; - uniforms.shadowRadius = light.shadow.radius; - uniforms.shadowMapSize = light.shadow.mapSize; + 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; + _lights.spotShadowMap[ spotLength ] = shadowMap; + _lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix; + _lights.spot[ spotLength ++ ] = uniforms; - } else if ( light.isPointLight ) { + } else if ( light.isPointLight ) { - var uniforms = lightCache.get( light ); + var uniforms = lightCache.get( light ); - uniforms.position.setFromMatrixPosition( light.matrixWorld ); - uniforms.position.applyMatrix4( viewMatrix ); + 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.color.copy( light.color ).multiplyScalar( light.intensity ); + uniforms.distance = light.distance; + uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; - uniforms.shadow = light.castShadow; + uniforms.shadow = light.castShadow; - if ( light.castShadow ) { + if ( light.castShadow ) { - uniforms.shadowBias = light.shadow.bias; - uniforms.shadowRadius = light.shadow.radius; - uniforms.shadowMapSize = light.shadow.mapSize; + uniforms.shadowBias = light.shadow.bias; + uniforms.shadowRadius = light.shadow.radius; + uniforms.shadowMapSize = light.shadow.mapSize; - } + } - _lights.pointShadowMap[ pointLength ] = shadowMap; + _lights.pointShadowMap[ pointLength ] = shadowMap; - if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) { + if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) { - _lights.pointShadowMatrix[ pointLength ] = new Matrix4(); + _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 ); + // 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; + _lights.point[ pointLength ++ ] = uniforms; - } else if ( light.isHemisphereLight ) { + } else if ( light.isHemisphereLight ) { - var uniforms = lightCache.get( light ); + var uniforms = lightCache.get( light ); - uniforms.direction.setFromMatrixPosition( light.matrixWorld ); - uniforms.direction.transformDirection( viewMatrix ); - uniforms.direction.normalize(); + 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 ); + uniforms.skyColor.copy( light.color ).multiplyScalar( intensity ); + uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity ); - _lights.hemi[ hemiLength ++ ] = uniforms; + _lights.hemi[ hemiLength ++ ] = uniforms; - } + } - } + } - _lights.ambient[ 0 ] = r; - _lights.ambient[ 1 ] = g; - _lights.ambient[ 2 ] = b; + _lights.ambient[ 0 ] = r; + _lights.ambient[ 1 ] = g; + _lights.ambient[ 2 ] = b; - _lights.directional.length = directionalLength; - _lights.spot.length = spotLength; - _lights.point.length = pointLength; - _lights.hemi.length = hemiLength; + _lights.directional.length = directionalLength; + _lights.spot.length = spotLength; + _lights.point.length = pointLength; + _lights.hemi.length = hemiLength; - _lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + hemiLength + ',' + _lights.shadows.length; + _lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + hemiLength + ',' + _lights.shadows.length; - } + } - // GL state setting + // GL state setting - this.setFaceCulling = function ( cullFace, frontFaceDirection ) { + this.setFaceCulling = function ( cullFace, frontFaceDirection ) { - state.setCullFace( cullFace ); - state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW ); + state.setCullFace( cullFace ); + state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW ); - }; + }; - // Textures + // Textures - function allocTextureUnit() { + function allocTextureUnit() { - var textureUnit = _usedTextureUnits; + var textureUnit = _usedTextureUnits; - if ( textureUnit >= capabilities.maxTextures ) { + if ( textureUnit >= capabilities.maxTextures ) { - console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures ); + console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures ); - } + } - _usedTextureUnits += 1; + _usedTextureUnits += 1; - return textureUnit; + return textureUnit; - } + } - this.allocTextureUnit = allocTextureUnit; + this.allocTextureUnit = allocTextureUnit; - // this.setTexture2D = setTexture2D; - this.setTexture2D = ( function() { + // this.setTexture2D = setTexture2D; + this.setTexture2D = ( function() { - var warned = false; + var warned = false; - // backwards compatibility: peel texture.texture - return function setTexture2D( texture, slot ) { + // backwards compatibility: peel texture.texture + return function setTexture2D( texture, slot ) { - if ( texture && texture.isWebGLRenderTarget ) { + if ( texture && texture.isWebGLRenderTarget ) { - if ( ! warned ) { + if ( ! warned ) { - console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." ); - warned = true; + console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." ); + warned = true; - } + } - texture = texture.texture; + texture = texture.texture; - } + } - textures.setTexture2D( texture, slot ); + textures.setTexture2D( texture, slot ); - }; + }; - }() ); + }() ); - this.setTexture = ( function() { + this.setTexture = ( function() { - var warned = false; + var warned = false; - return function setTexture( texture, slot ) { + return function setTexture( texture, slot ) { - if ( ! warned ) { + if ( ! warned ) { - console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." ); - warned = true; + console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." ); + warned = true; - } + } - textures.setTexture2D( texture, slot ); + textures.setTexture2D( texture, slot ); - }; + }; - }() ); + }() ); - this.setTextureCube = ( function() { + this.setTextureCube = ( function() { - var warned = false; + var warned = false; - return function setTextureCube( texture, slot ) { + return function setTextureCube( texture, slot ) { - // backwards compatibility: peel texture.texture - if ( texture && texture.isWebGLRenderTargetCube ) { + // backwards compatibility: peel texture.texture + if ( texture && texture.isWebGLRenderTargetCube ) { - if ( ! warned ) { + if ( ! warned ) { - console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." ); - warned = true; + console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." ); + warned = true; - } + } - texture = texture.texture; + 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 ) ) { + // 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 :/ + // CompressedTexture can have Array in image :/ - // this function alone should take care of cube textures - textures.setTextureCube( texture, slot ); + // this function alone should take care of cube textures + textures.setTextureCube( texture, slot ); - } else { + } else { - // assumed: texture property of THREE.WebGLRenderTargetCube + // assumed: texture property of THREE.WebGLRenderTargetCube - textures.setTextureCubeDynamic( texture, slot ); + textures.setTextureCubeDynamic( texture, slot ); - } + } - }; + }; - }() ); + }() ); - this.getCurrentRenderTarget = function() { + this.getCurrentRenderTarget = function() { - return _currentRenderTarget; + return _currentRenderTarget; - }; + }; - this.setRenderTarget = function ( renderTarget ) { + this.setRenderTarget = function ( renderTarget ) { - _currentRenderTarget = renderTarget; + _currentRenderTarget = renderTarget; - if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) { + if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) { - textures.setupRenderTarget( renderTarget ); + textures.setupRenderTarget( renderTarget ); - } + } - var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube ); - var framebuffer; + var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube ); + var framebuffer; - if ( renderTarget ) { + if ( renderTarget ) { - var renderTargetProperties = properties.get( renderTarget ); + var renderTargetProperties = properties.get( renderTarget ); - if ( isCube ) { + if ( isCube ) { - framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ]; + framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ]; - } else { + } else { - framebuffer = renderTargetProperties.__webglFramebuffer; + framebuffer = renderTargetProperties.__webglFramebuffer; - } + } - _currentScissor.copy( renderTarget.scissor ); - _currentScissorTest = renderTarget.scissorTest; + _currentScissor.copy( renderTarget.scissor ); + _currentScissorTest = renderTarget.scissorTest; - _currentViewport.copy( renderTarget.viewport ); + _currentViewport.copy( renderTarget.viewport ); - } else { + } else { - framebuffer = null; + framebuffer = null; - _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ); - _currentScissorTest = _scissorTest; + _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ); + _currentScissorTest = _scissorTest; - _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ); + _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ); - } + } - if ( _currentFramebuffer !== framebuffer ) { + if ( _currentFramebuffer !== framebuffer ) { - _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - _currentFramebuffer = framebuffer; + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + _currentFramebuffer = framebuffer; - } + } - state.scissor( _currentScissor ); - state.setScissorTest( _currentScissorTest ); + state.scissor( _currentScissor ); + state.setScissorTest( _currentScissorTest ); - state.viewport( _currentViewport ); + state.viewport( _currentViewport ); - if ( isCube ) { + 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 ); + 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 ) { + this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) { - if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) { + if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) { - console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); - return; + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); + return; - } + } - var framebuffer = properties.get( renderTarget ).__webglFramebuffer; + var framebuffer = properties.get( renderTarget ).__webglFramebuffer; - if ( framebuffer ) { + if ( framebuffer ) { - var restore = false; + var restore = false; - if ( framebuffer !== _currentFramebuffer ) { + if ( framebuffer !== _currentFramebuffer ) { - _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - restore = true; + restore = true; - } + } - try { + try { - var texture = renderTarget.texture; - var textureFormat = texture.format; - var textureType = texture.type; + var texture = renderTarget.texture; + var textureFormat = texture.format; + var textureType = texture.type; - if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) { + 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; + 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' ) ) ) { + 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; + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' ); + return; - } + } - if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) { + if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) { - // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) + // 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 ) ) ) { + if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) { - _gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer ); + _gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer ); - } + } - } else { + } else { - console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' ); + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' ); - } + } - } finally { + } finally { - if ( restore ) { + if ( restore ) { - _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer ); + _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer ); - } + } - } + } - } + } - }; + }; - // Map three.js constants to WebGL constants + // Map three.js constants to WebGL constants - function paramThreeToGL( p ) { + function paramThreeToGL( p ) { - var extension; + 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 === 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 === 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 === 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 === 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 === 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; - extension = extensions.get( 'OES_texture_half_float' ); + extension = extensions.get( 'OES_texture_half_float' ); - if ( extension !== null ) { + if ( extension !== null ) { - if ( p === HalfFloatType ) return extension.HALF_FLOAT_OES; + if ( p === HalfFloatType ) 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 === 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 === 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 === 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 === DstColorFactor ) return _gl.DST_COLOR; + if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR; + if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE; - extension = extensions.get( 'WEBGL_compressed_texture_s3tc' ); + extension = extensions.get( 'WEBGL_compressed_texture_s3tc' ); - if ( extension !== null ) { + 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_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; - } + } - extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' ); + extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' ); - if ( extension !== null ) { + 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_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; - } + } - extension = extensions.get( 'WEBGL_compressed_texture_etc1' ); + extension = extensions.get( 'WEBGL_compressed_texture_etc1' ); - if ( extension !== null ) { + if ( extension !== null ) { - if ( p === RGB_ETC1_Format ) return extension.COMPRESSED_RGB_ETC1_WEBGL; + if ( p === RGB_ETC1_Format ) return extension.COMPRESSED_RGB_ETC1_WEBGL; - } + } - extension = extensions.get( 'EXT_blend_minmax' ); + extension = extensions.get( 'EXT_blend_minmax' ); - if ( extension !== null ) { + if ( extension !== null ) { - if ( p === MinEquation ) return extension.MIN_EXT; - if ( p === MaxEquation ) return extension.MAX_EXT; + if ( p === MinEquation ) return extension.MIN_EXT; + if ( p === MaxEquation ) return extension.MAX_EXT; - } + } - extension = extensions.get( 'WEBGL_depth_texture' ); + extension = extensions.get( 'WEBGL_depth_texture' ); - if ( extension !== null ){ + if ( extension !== null ){ - if ( p === UnsignedInt248Type ) return extension.UNSIGNED_INT_24_8_WEBGL; + if ( p === UnsignedInt248Type ) return extension.UNSIGNED_INT_24_8_WEBGL; - } + } - return 0; + return 0; - } + } - } + } - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ - function FogExp2 ( color, density ) { + function FogExp2 ( color, density ) { - this.name = ''; + this.name = ''; - this.color = new Color( color ); - this.density = ( density !== undefined ) ? density : 0.00025; + this.color = new Color( color ); + this.density = ( density !== undefined ) ? density : 0.00025; - } + } - FogExp2.prototype.isFogExp2 = true; + FogExp2.prototype.isFogExp2 = true; - FogExp2.prototype.clone = function () { + FogExp2.prototype.clone = function () { - return new FogExp2( this.color.getHex(), this.density ); + return new FogExp2( this.color.getHex(), this.density ); - }; + }; - FogExp2.prototype.toJSON = function ( meta ) { + FogExp2.prototype.toJSON = function ( meta ) { - return { - type: 'FogExp2', - color: this.color.getHex(), - density: this.density - }; + return { + type: 'FogExp2', + color: this.color.getHex(), + density: this.density + }; - }; + }; - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ - function Fog ( color, near, far ) { + function Fog ( color, near, far ) { - this.name = ''; + this.name = ''; - this.color = new Color( color ); + this.color = new Color( color ); - this.near = ( near !== undefined ) ? near : 1; - this.far = ( far !== undefined ) ? far : 1000; + this.near = ( near !== undefined ) ? near : 1; + this.far = ( far !== undefined ) ? far : 1000; - } + } - Fog.prototype.isFog = true; + Fog.prototype.isFog = true; - Fog.prototype.clone = function () { + Fog.prototype.clone = function () { - return new Fog( this.color.getHex(), this.near, this.far ); + return new Fog( this.color.getHex(), this.near, this.far ); - }; + }; - Fog.prototype.toJSON = function ( meta ) { + Fog.prototype.toJSON = function ( meta ) { - return { - type: 'Fog', - color: this.color.getHex(), - near: this.near, - far: this.far - }; + return { + type: 'Fog', + color: this.color.getHex(), + near: this.near, + far: this.far + }; - }; + }; - /** - * @author mrdoob / http://mrdoob.com/ - */ + /** + * @author mrdoob / http://mrdoob.com/ + */ - function Scene () { + function Scene () { - Object3D.call( this ); + Object3D.call( this ); - this.type = 'Scene'; + this.type = 'Scene'; - this.background = null; - this.fog = null; - this.overrideMaterial = null; + this.background = null; + this.fog = null; + this.overrideMaterial = null; - this.autoUpdate = true; // checked by the renderer + this.autoUpdate = true; // checked by the renderer - } + } - Scene.prototype = Object.create( Object3D.prototype ); + Scene.prototype = Object.create( Object3D.prototype ); - Scene.prototype.constructor = Scene; + Scene.prototype.constructor = Scene; - Scene.prototype.copy = function ( source, recursive ) { + Scene.prototype.copy = function ( source, recursive ) { - Object3D.prototype.copy.call( this, 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(); + 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; + this.autoUpdate = source.autoUpdate; + this.matrixAutoUpdate = source.matrixAutoUpdate; - return this; + return this; - }; + }; - Scene.prototype.toJSON = function ( meta ) { + Scene.prototype.toJSON = function ( meta ) { - var data = Object3D.prototype.toJSON.call( this, 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(); + if ( this.background !== null ) data.object.background = this.background.toJSON( meta ); + if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); - return data; + return data; - }; + }; - /** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - */ + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ - function LensFlare( texture, size, distance, blending, color ) { + function LensFlare( texture, size, distance, blending, color ) { - Object3D.call( this ); + Object3D.call( this ); - this.lensFlares = []; + this.lensFlares = []; - this.positionScreen = new Vector3(); - this.customUpdateCallback = undefined; + this.positionScreen = new Vector3(); + this.customUpdateCallback = undefined; - if ( texture !== undefined ) { + if ( texture !== undefined ) { - this.add( texture, size, distance, blending, color ); + this.add( texture, size, distance, blending, color ); - } + } - } + } - LensFlare.prototype = Object.assign( Object.create( Object3D.prototype ), { + LensFlare.prototype = Object.assign( Object.create( Object3D.prototype ), { - constructor: LensFlare, + constructor: LensFlare, - isLensFlare: true, + isLensFlare: true, - copy: function ( source ) { + copy: function ( source ) { - Object3D.prototype.copy.call( this, source ); + Object3D.prototype.copy.call( this, source ); - this.positionScreen.copy( source.positionScreen ); - this.customUpdateCallback = source.customUpdateCallback; + this.positionScreen.copy( source.positionScreen ); + this.customUpdateCallback = source.customUpdateCallback; - for ( var i = 0, l = source.lensFlares.length; i < l; i ++ ) { + for ( var i = 0, l = source.lensFlares.length; i < l; i ++ ) { - this.lensFlares.push( source.lensFlares[ i ] ); + this.lensFlares.push( source.lensFlares[ i ] ); - } + } - return this; + return this; - }, + }, - add: function ( texture, size, distance, blending, color, opacity ) { + add: function ( texture, size, distance, blending, color, opacity ) { - if ( size === undefined ) size = - 1; - if ( distance === undefined ) distance = 0; - if ( opacity === undefined ) opacity = 1; - if ( color === undefined ) color = new Color( 0xffffff ); - if ( blending === undefined ) blending = NormalBlending; + if ( size === undefined ) size = - 1; + if ( distance === undefined ) distance = 0; + if ( opacity === undefined ) opacity = 1; + if ( color === undefined ) color = new Color( 0xffffff ); + if ( blending === undefined ) blending = NormalBlending; - distance = Math.min( distance, Math.max( 0, distance ) ); + distance = Math.min( distance, Math.max( 0, distance ) ); - this.lensFlares.push( { - texture: texture, // THREE.Texture - size: size, // size in pixels (-1 = use texture.width) - distance: distance, // distance (0-1) from light source (0=at light source) - x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is in front z = 1 is back - scale: 1, // scale - rotation: 0, // rotation - opacity: opacity, // opacity - color: color, // color - blending: blending // blending - } ); + this.lensFlares.push( { + texture: texture, // THREE.Texture + size: size, // size in pixels (-1 = use texture.width) + distance: distance, // distance (0-1) from light source (0=at light source) + x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is in front z = 1 is back + scale: 1, // scale + rotation: 0, // rotation + opacity: opacity, // opacity + color: color, // color + blending: blending // blending + } ); - }, + }, - /* - * Update lens flares update positions on all flares based on the screen position - * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way. - */ + /* + * Update lens flares update positions on all flares based on the screen position + * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way. + */ - updateLensFlares: function () { + updateLensFlares: function () { - var f, fl = this.lensFlares.length; - var flare; - var vecX = - this.positionScreen.x * 2; - var vecY = - this.positionScreen.y * 2; + var f, fl = this.lensFlares.length; + var flare; + var vecX = - this.positionScreen.x * 2; + var vecY = - this.positionScreen.y * 2; - for ( f = 0; f < fl; f ++ ) { + for ( f = 0; f < fl; f ++ ) { - flare = this.lensFlares[ f ]; + flare = this.lensFlares[ f ]; - flare.x = this.positionScreen.x + vecX * flare.distance; - flare.y = this.positionScreen.y + vecY * flare.distance; + flare.x = this.positionScreen.x + vecX * flare.distance; + flare.y = this.positionScreen.y + vecY * flare.distance; - flare.wantedRotation = flare.x * Math.PI * 0.25; - flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25; + flare.wantedRotation = flare.x * Math.PI * 0.25; + flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25; - } + } - } + } - } ); + } ); - /** - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * map: new THREE.Texture( ), - * - * uvOffset: new THREE.Vector2(), - * uvScale: new THREE.Vector2() - * } - */ + /** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * uvOffset: new THREE.Vector2(), + * uvScale: new THREE.Vector2() + * } + */ - function SpriteMaterial( parameters ) { + function SpriteMaterial( parameters ) { - Material.call( this ); + Material.call( this ); - this.type = 'SpriteMaterial'; + this.type = 'SpriteMaterial'; - this.color = new Color( 0xffffff ); - this.map = null; + this.color = new Color( 0xffffff ); + this.map = null; - this.rotation = 0; + this.rotation = 0; - this.fog = false; - this.lights = false; + this.fog = false; + this.lights = false; - this.setValues( parameters ); + this.setValues( parameters ); - } + } - SpriteMaterial.prototype = Object.create( Material.prototype ); - SpriteMaterial.prototype.constructor = SpriteMaterial; + SpriteMaterial.prototype = Object.create( Material.prototype ); + SpriteMaterial.prototype.constructor = SpriteMaterial; - SpriteMaterial.prototype.copy = function ( source ) { + SpriteMaterial.prototype.copy = function ( source ) { - Material.prototype.copy.call( this, source ); + Material.prototype.copy.call( this, source ); - this.color.copy( source.color ); - this.map = source.map; + this.color.copy( source.color ); + this.map = source.map; - this.rotation = source.rotation; + this.rotation = source.rotation; - return this; + return this; - }; + }; - /** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - */ + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ - function Sprite( material ) { + function Sprite( material ) { - Object3D.call( this ); + Object3D.call( this ); - this.type = 'Sprite'; + this.type = 'Sprite'; - this.material = ( material !== undefined ) ? material : new SpriteMaterial(); + this.material = ( material !== undefined ) ? material : new SpriteMaterial(); - } + } - Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), { + Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), { - constructor: Sprite, + constructor: Sprite, - isSprite: true, + isSprite: true, - raycast: ( function () { + raycast: ( function () { - var matrixPosition = new Vector3(); + var matrixPosition = new Vector3(); - return function raycast( raycaster, intersects ) { + return function raycast( raycaster, intersects ) { - matrixPosition.setFromMatrixPosition( this.matrixWorld ); + matrixPosition.setFromMatrixPosition( this.matrixWorld ); - var distanceSq = raycaster.ray.distanceSqToPoint( matrixPosition ); - var guessSizeSq = this.scale.x * this.scale.y / 4; + var distanceSq = raycaster.ray.distanceSqToPoint( matrixPosition ); + var guessSizeSq = this.scale.x * this.scale.y / 4; - if ( distanceSq > guessSizeSq ) { + if ( distanceSq > guessSizeSq ) { - return; + return; - } + } - intersects.push( { + intersects.push( { - distance: Math.sqrt( distanceSq ), - point: this.position, - face: null, - object: this + distance: Math.sqrt( distanceSq ), + point: this.position, + face: null, + object: this - } ); + } ); - }; + }; - }() ), + }() ), - clone: function () { + clone: function () { - return new this.constructor( this.material ).copy( this ); + return new this.constructor( this.material ).copy( this ); - } + } - } ); + } ); - /** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */ + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ - function LOD() { + function LOD() { - Object3D.call( this ); + Object3D.call( this ); - this.type = 'LOD'; + this.type = 'LOD'; - Object.defineProperties( this, { - levels: { - enumerable: true, - value: [] - } - } ); + Object.defineProperties( this, { + levels: { + enumerable: true, + value: [] + } + } ); - } + } - LOD.prototype = Object.assign( Object.create( Object3D.prototype ), { + LOD.prototype = Object.assign( Object.create( Object3D.prototype ), { - constructor: LOD, + constructor: LOD, - copy: function ( source ) { + copy: function ( source ) { - Object3D.prototype.copy.call( this, source, false ); + Object3D.prototype.copy.call( this, source, false ); - var levels = source.levels; + var levels = source.levels; - for ( var i = 0, l = levels.length; i < l; i ++ ) { + for ( var i = 0, l = levels.length; i < l; i ++ ) { - var level = levels[ i ]; + var level = levels[ i ]; - this.addLevel( level.object.clone(), level.distance ); + this.addLevel( level.object.clone(), level.distance ); - } + } - return this; + return this; - }, + }, - addLevel: function ( object, distance ) { + addLevel: function ( object, distance ) { - if ( distance === undefined ) distance = 0; + if ( distance === undefined ) distance = 0; - distance = Math.abs( distance ); + distance = Math.abs( distance ); - var levels = this.levels; + var levels = this.levels; - for ( var l = 0; l < levels.length; l ++ ) { + for ( var l = 0; l < levels.length; l ++ ) { - if ( distance < levels[ l ].distance ) { + if ( distance < levels[ l ].distance ) { - break; + break; - } + } - } + } - levels.splice( l, 0, { distance: distance, object: object } ); + levels.splice( l, 0, { distance: distance, object: object } ); - this.add( object ); + this.add( object ); - }, + }, - getObjectForDistance: function ( distance ) { + getObjectForDistance: function ( distance ) { - var levels = this.levels; + var levels = this.levels; - for ( var i = 1, l = levels.length; i < l; i ++ ) { + for ( var i = 1, l = levels.length; i < l; i ++ ) { - if ( distance < levels[ i ].distance ) { + if ( distance < levels[ i ].distance ) { - break; + break; - } + } - } + } - return levels[ i - 1 ].object; + return levels[ i - 1 ].object; - }, + }, - raycast: ( function () { + raycast: ( function () { - var matrixPosition = new Vector3(); + var matrixPosition = new Vector3(); - return function raycast( raycaster, intersects ) { + return function raycast( raycaster, intersects ) { - matrixPosition.setFromMatrixPosition( this.matrixWorld ); + matrixPosition.setFromMatrixPosition( this.matrixWorld ); - var distance = raycaster.ray.origin.distanceTo( matrixPosition ); + var distance = raycaster.ray.origin.distanceTo( matrixPosition ); - this.getObjectForDistance( distance ).raycast( raycaster, intersects ); + this.getObjectForDistance( distance ).raycast( raycaster, intersects ); - }; + }; - }() ), + }() ), - update: function () { + update: function () { - var v1 = new Vector3(); - var v2 = new Vector3(); + var v1 = new Vector3(); + var v2 = new Vector3(); - return function update( camera ) { + return function update( camera ) { - var levels = this.levels; + var levels = this.levels; - if ( levels.length > 1 ) { + if ( levels.length > 1 ) { - v1.setFromMatrixPosition( camera.matrixWorld ); - v2.setFromMatrixPosition( this.matrixWorld ); + v1.setFromMatrixPosition( camera.matrixWorld ); + v2.setFromMatrixPosition( this.matrixWorld ); - var distance = v1.distanceTo( v2 ); + var distance = v1.distanceTo( v2 ); - levels[ 0 ].object.visible = true; + levels[ 0 ].object.visible = true; - for ( var i = 1, l = levels.length; i < l; i ++ ) { + for ( var i = 1, l = levels.length; i < l; i ++ ) { - if ( distance >= levels[ i ].distance ) { + if ( distance >= levels[ i ].distance ) { - levels[ i - 1 ].object.visible = false; - levels[ i ].object.visible = true; + levels[ i - 1 ].object.visible = false; + levels[ i ].object.visible = true; - } else { + } else { - break; + break; - } + } - } + } - for ( ; i < l; i ++ ) { + for ( ; i < l; i ++ ) { - levels[ i ].object.visible = false; + levels[ i ].object.visible = false; - } + } - } + } - }; + }; - }(), + }(), - toJSON: function ( meta ) { + toJSON: function ( meta ) { - var data = Object3D.prototype.toJSON.call( this, meta ); + var data = Object3D.prototype.toJSON.call( this, meta ); - data.object.levels = []; + data.object.levels = []; - var levels = this.levels; + var levels = this.levels; - for ( var i = 0, l = levels.length; i < l; i ++ ) { + for ( var i = 0, l = levels.length; i < l; i ++ ) { - var level = levels[ i ]; + var level = levels[ i ]; - data.object.levels.push( { - object: level.object.uuid, - distance: level.distance - } ); + data.object.levels.push( { + object: level.object.uuid, + distance: level.distance + } ); - } + } - return data; + return data; - } + } - } ); + } ); - /** - * @author alteredq / http://alteredqualia.com/ - */ + /** + * @author alteredq / http://alteredqualia.com/ + */ - function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { + function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { - Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); - this.image = { data: data, width: width, height: height }; + this.image = { data: data, width: width, height: height }; - this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; - this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; + this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; - this.flipY = false; - this.generateMipmaps = false; + this.flipY = false; + this.generateMipmaps = false; - } + } - DataTexture.prototype = Object.create( Texture.prototype ); - DataTexture.prototype.constructor = DataTexture; + DataTexture.prototype = Object.create( Texture.prototype ); + DataTexture.prototype.constructor = DataTexture; - DataTexture.prototype.isDataTexture = true; + DataTexture.prototype.isDataTexture = true; - /** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author michael guerrero / http://realitymeltdown.com - * @author ikerr / http://verold.com - */ + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author michael guerrero / http://realitymeltdown.com + * @author ikerr / http://verold.com + */ - function Skeleton( bones, boneInverses, useVertexTexture ) { + function Skeleton( bones, boneInverses, useVertexTexture ) { - this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true; + this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true; - this.identityMatrix = new Matrix4(); + this.identityMatrix = new Matrix4(); - // copy the bone array + // copy the bone array - bones = bones || []; + bones = bones || []; - this.bones = bones.slice( 0 ); + this.bones = bones.slice( 0 ); - // create a bone texture or an array of floats + // create a bone texture or an array of floats - if ( this.useVertexTexture ) { + if ( this.useVertexTexture ) { - // layout (1 matrix = 4 pixels) - // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) - // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) - // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) - // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) - // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) + // layout (1 matrix = 4 pixels) + // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) + // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) + // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) + // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) + // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) - var size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix - size = exports.Math.nextPowerOfTwo( Math.ceil( size ) ); - size = Math.max( size, 4 ); + var size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix + size = exports.Math.nextPowerOfTwo( Math.ceil( size ) ); + size = Math.max( size, 4 ); - this.boneTextureWidth = size; - this.boneTextureHeight = size; + this.boneTextureWidth = size; + this.boneTextureHeight = size; - this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel - this.boneTexture = new DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, RGBAFormat, FloatType ); + this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel + this.boneTexture = new DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, RGBAFormat, FloatType ); - } else { + } else { - this.boneMatrices = new Float32Array( 16 * this.bones.length ); + this.boneMatrices = new Float32Array( 16 * this.bones.length ); - } + } - // use the supplied bone inverses or calculate the inverses + // use the supplied bone inverses or calculate the inverses - if ( boneInverses === undefined ) { + if ( boneInverses === undefined ) { - this.calculateInverses(); + this.calculateInverses(); - } else { + } else { - if ( this.bones.length === boneInverses.length ) { + if ( this.bones.length === boneInverses.length ) { - this.boneInverses = boneInverses.slice( 0 ); + this.boneInverses = boneInverses.slice( 0 ); - } else { + } else { - console.warn( 'THREE.Skeleton bonInverses is the wrong length.' ); + console.warn( 'THREE.Skeleton bonInverses is the wrong length.' ); - this.boneInverses = []; + this.boneInverses = []; - for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { + for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { - this.boneInverses.push( new Matrix4() ); + this.boneInverses.push( new Matrix4() ); - } + } - } + } - } + } - } + } - Object.assign( Skeleton.prototype, { + Object.assign( Skeleton.prototype, { - calculateInverses: function () { + calculateInverses: function () { - this.boneInverses = []; + this.boneInverses = []; - for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { + for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { - var inverse = new Matrix4(); + var inverse = new Matrix4(); - if ( this.bones[ b ] ) { + if ( this.bones[ b ] ) { - inverse.getInverse( this.bones[ b ].matrixWorld ); + inverse.getInverse( this.bones[ b ].matrixWorld ); - } + } - this.boneInverses.push( inverse ); + this.boneInverses.push( inverse ); - } + } - }, + }, - pose: function () { + pose: function () { - var bone; + var bone; - // recover the bind-time world matrices + // recover the bind-time world matrices - for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { + for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { - bone = this.bones[ b ]; + bone = this.bones[ b ]; - if ( bone ) { + if ( bone ) { - bone.matrixWorld.getInverse( this.boneInverses[ b ] ); + bone.matrixWorld.getInverse( this.boneInverses[ b ] ); - } + } - } + } - // compute the local matrices, positions, rotations and scales + // compute the local matrices, positions, rotations and scales - for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { + for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { - bone = this.bones[ b ]; + bone = this.bones[ b ]; - if ( bone ) { + if ( bone ) { - if ( (bone.parent && bone.parent.isBone) ) { + if ( (bone.parent && bone.parent.isBone) ) { - bone.matrix.getInverse( bone.parent.matrixWorld ); - bone.matrix.multiply( bone.matrixWorld ); + bone.matrix.getInverse( bone.parent.matrixWorld ); + bone.matrix.multiply( bone.matrixWorld ); - } else { + } else { - bone.matrix.copy( bone.matrixWorld ); + bone.matrix.copy( bone.matrixWorld ); - } + } - bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); + bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); - } + } - } + } - }, + }, - update: ( function () { + update: ( function () { - var offsetMatrix = new Matrix4(); + var offsetMatrix = new Matrix4(); - return function update() { + return function update() { - // flatten bone matrices to array + // flatten bone matrices to array - for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { + for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { - // compute the offset between the current and the original transform + // compute the offset between the current and the original transform - var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix; + var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix; - offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] ); - offsetMatrix.toArray( this.boneMatrices, b * 16 ); + offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] ); + offsetMatrix.toArray( this.boneMatrices, b * 16 ); - } + } - if ( this.useVertexTexture ) { + if ( this.useVertexTexture ) { - this.boneTexture.needsUpdate = true; + this.boneTexture.needsUpdate = true; - } + } - }; + }; - } )(), + } )(), - clone: function () { + clone: function () { - return new Skeleton( this.bones, this.boneInverses, this.useVertexTexture ); + return new Skeleton( this.bones, this.boneInverses, this.useVertexTexture ); - } + } - } ); + } ); - /** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author ikerr / http://verold.com - */ + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author ikerr / http://verold.com + */ - function Bone( skin ) { + function Bone( skin ) { - Object3D.call( this ); + Object3D.call( this ); - this.type = 'Bone'; + this.type = 'Bone'; - this.skin = skin; + this.skin = skin; - } + } - Bone.prototype = Object.assign( Object.create( Object3D.prototype ), { + Bone.prototype = Object.assign( Object.create( Object3D.prototype ), { - constructor: Bone, + constructor: Bone, - isBone: true, + isBone: true, - copy: function ( source ) { + copy: function ( source ) { - Object3D.prototype.copy.call( this, source ); + Object3D.prototype.copy.call( this, source ); - this.skin = source.skin; + this.skin = source.skin; - return this; + return this; - } + } - } ); + } ); - /** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author ikerr / http://verold.com - */ + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author ikerr / http://verold.com + */ - function SkinnedMesh( geometry, material, useVertexTexture ) { + function SkinnedMesh( geometry, material, useVertexTexture ) { - Mesh.call( this, geometry, material ); + Mesh.call( this, geometry, material ); - this.type = 'SkinnedMesh'; + this.type = 'SkinnedMesh'; - this.bindMode = "attached"; - this.bindMatrix = new Matrix4(); - this.bindMatrixInverse = new Matrix4(); + this.bindMode = "attached"; + this.bindMatrix = new Matrix4(); + this.bindMatrixInverse = new Matrix4(); - // init bones + // init bones - // TODO: remove bone creation as there is no reason (other than - // convenience) for THREE.SkinnedMesh to do this. + // TODO: remove bone creation as there is no reason (other than + // convenience) for THREE.SkinnedMesh to do this. - var bones = []; + var bones = []; - if ( this.geometry && this.geometry.bones !== undefined ) { + if ( this.geometry && this.geometry.bones !== undefined ) { - var bone, gbone; + var bone, gbone; - for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) { + for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) { - gbone = this.geometry.bones[ b ]; + gbone = this.geometry.bones[ b ]; - bone = new Bone( this ); - bones.push( bone ); + bone = new Bone( this ); + bones.push( bone ); - bone.name = gbone.name; - bone.position.fromArray( gbone.pos ); - bone.quaternion.fromArray( gbone.rotq ); - if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl ); + bone.name = gbone.name; + bone.position.fromArray( gbone.pos ); + bone.quaternion.fromArray( gbone.rotq ); + if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl ); - } + } - for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) { + for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) { - gbone = this.geometry.bones[ b ]; + gbone = this.geometry.bones[ b ]; - if ( gbone.parent !== - 1 && gbone.parent !== null && - bones[ gbone.parent ] !== undefined ) { + if ( gbone.parent !== - 1 && gbone.parent !== null && + bones[ gbone.parent ] !== undefined ) { - bones[ gbone.parent ].add( bones[ b ] ); + bones[ gbone.parent ].add( bones[ b ] ); - } else { + } else { - this.add( bones[ b ] ); + this.add( bones[ b ] ); - } + } - } + } - } + } - this.normalizeSkinWeights(); + this.normalizeSkinWeights(); - this.updateMatrixWorld( true ); - this.bind( new Skeleton( bones, undefined, useVertexTexture ), this.matrixWorld ); + this.updateMatrixWorld( true ); + this.bind( new Skeleton( bones, undefined, useVertexTexture ), this.matrixWorld ); - } + } - SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { + SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { - constructor: SkinnedMesh, + constructor: SkinnedMesh, - isSkinnedMesh: true, + isSkinnedMesh: true, - bind: function( skeleton, bindMatrix ) { + bind: function( skeleton, bindMatrix ) { - this.skeleton = skeleton; + this.skeleton = skeleton; - if ( bindMatrix === undefined ) { + if ( bindMatrix === undefined ) { - this.updateMatrixWorld( true ); + this.updateMatrixWorld( true ); - this.skeleton.calculateInverses(); + this.skeleton.calculateInverses(); - bindMatrix = this.matrixWorld; + bindMatrix = this.matrixWorld; - } + } - this.bindMatrix.copy( bindMatrix ); - this.bindMatrixInverse.getInverse( bindMatrix ); + this.bindMatrix.copy( bindMatrix ); + this.bindMatrixInverse.getInverse( bindMatrix ); - }, + }, - pose: function () { + pose: function () { - this.skeleton.pose(); + this.skeleton.pose(); - }, + }, - normalizeSkinWeights: function () { + normalizeSkinWeights: function () { - if ( (this.geometry && this.geometry.isGeometry) ) { + if ( (this.geometry && this.geometry.isGeometry) ) { - for ( var i = 0; i < this.geometry.skinWeights.length; i ++ ) { + for ( var i = 0; i < this.geometry.skinWeights.length; i ++ ) { - var sw = this.geometry.skinWeights[ i ]; + var sw = this.geometry.skinWeights[ i ]; - var scale = 1.0 / sw.lengthManhattan(); + var scale = 1.0 / sw.lengthManhattan(); - if ( scale !== Infinity ) { + if ( scale !== Infinity ) { - sw.multiplyScalar( scale ); + sw.multiplyScalar( scale ); - } else { + } else { - sw.set( 1, 0, 0, 0 ); // do something reasonable + sw.set( 1, 0, 0, 0 ); // do something reasonable - } + } - } + } - } else if ( (this.geometry && this.geometry.isBufferGeometry) ) { + } else if ( (this.geometry && this.geometry.isBufferGeometry) ) { - var vec = new Vector4(); + var vec = new Vector4(); - var skinWeight = this.geometry.attributes.skinWeight; + var skinWeight = this.geometry.attributes.skinWeight; - for ( var i = 0; i < skinWeight.count; i ++ ) { + for ( var i = 0; i < skinWeight.count; i ++ ) { - vec.x = skinWeight.getX( i ); - vec.y = skinWeight.getY( i ); - vec.z = skinWeight.getZ( i ); - vec.w = skinWeight.getW( i ); + vec.x = skinWeight.getX( i ); + vec.y = skinWeight.getY( i ); + vec.z = skinWeight.getZ( i ); + vec.w = skinWeight.getW( i ); - var scale = 1.0 / vec.lengthManhattan(); + var scale = 1.0 / vec.lengthManhattan(); - if ( scale !== Infinity ) { + if ( scale !== Infinity ) { - vec.multiplyScalar( scale ); + vec.multiplyScalar( scale ); - } else { + } else { - vec.set( 1, 0, 0, 0 ); // do something reasonable + vec.set( 1, 0, 0, 0 ); // do something reasonable - } + } - skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w ); + skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w ); - } + } - } + } - }, + }, - updateMatrixWorld: function( force ) { + updateMatrixWorld: function( force ) { - Mesh.prototype.updateMatrixWorld.call( this, true ); + Mesh.prototype.updateMatrixWorld.call( this, true ); - if ( this.bindMode === "attached" ) { + if ( this.bindMode === "attached" ) { - this.bindMatrixInverse.getInverse( this.matrixWorld ); + this.bindMatrixInverse.getInverse( this.matrixWorld ); - } else if ( this.bindMode === "detached" ) { + } else if ( this.bindMode === "detached" ) { - this.bindMatrixInverse.getInverse( this.bindMatrix ); + this.bindMatrixInverse.getInverse( this.bindMatrix ); - } else { + } else { - console.warn( 'THREE.SkinnedMesh unrecognized bindMode: ' + this.bindMode ); + console.warn( 'THREE.SkinnedMesh unrecognized bindMode: ' + this.bindMode ); - } + } - }, + }, - clone: function() { + clone: function() { - return new this.constructor( this.geometry, this.material, this.skeleton.useVertexTexture ).copy( this ); + return new this.constructor( this.geometry, this.material, this.skeleton.useVertexTexture ).copy( this ); - } + } - } ); + } ); - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * - * linewidth: , - * linecap: "round", - * linejoin: "round" - * } - */ + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * linewidth: , + * linecap: "round", + * linejoin: "round" + * } + */ - function LineBasicMaterial( parameters ) { + function LineBasicMaterial( parameters ) { - Material.call( this ); + Material.call( this ); - this.type = 'LineBasicMaterial'; + this.type = 'LineBasicMaterial'; - this.color = new Color( 0xffffff ); + this.color = new Color( 0xffffff ); - this.linewidth = 1; - this.linecap = 'round'; - this.linejoin = 'round'; + this.linewidth = 1; + this.linecap = 'round'; + this.linejoin = 'round'; - this.lights = false; + this.lights = false; - this.setValues( parameters ); + this.setValues( parameters ); - } + } - LineBasicMaterial.prototype = Object.create( Material.prototype ); - LineBasicMaterial.prototype.constructor = LineBasicMaterial; + LineBasicMaterial.prototype = Object.create( Material.prototype ); + LineBasicMaterial.prototype.constructor = LineBasicMaterial; - LineBasicMaterial.prototype.isLineBasicMaterial = true; + LineBasicMaterial.prototype.isLineBasicMaterial = true; - LineBasicMaterial.prototype.copy = function ( source ) { + LineBasicMaterial.prototype.copy = function ( source ) { - Material.prototype.copy.call( this, source ); + Material.prototype.copy.call( this, source ); - this.color.copy( source.color ); + this.color.copy( source.color ); - this.linewidth = source.linewidth; - this.linecap = source.linecap; - this.linejoin = source.linejoin; + this.linewidth = source.linewidth; + this.linecap = source.linecap; + this.linejoin = source.linejoin; - return this; + return this; - }; + }; - /** - * @author mrdoob / http://mrdoob.com/ - */ + /** + * @author mrdoob / http://mrdoob.com/ + */ - function Line( geometry, material, mode ) { + function Line( geometry, material, mode ) { - if ( mode === 1 ) { + if ( mode === 1 ) { - console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' ); - return new LineSegments( geometry, material ); + console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' ); + return new LineSegments( geometry, material ); - } + } - Object3D.call( this ); + Object3D.call( this ); - this.type = 'Line'; + this.type = 'Line'; - this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); - this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } ); + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } ); - } + } - Line.prototype = Object.assign( Object.create( Object3D.prototype ), { + Line.prototype = Object.assign( Object.create( Object3D.prototype ), { - constructor: Line, + constructor: Line, - isLine: true, + isLine: true, - raycast: ( function () { + raycast: ( function () { - var inverseMatrix = new Matrix4(); - var ray = new Ray(); - var sphere = new Sphere(); + var inverseMatrix = new Matrix4(); + var ray = new Ray(); + var sphere = new Sphere(); - return function raycast( raycaster, intersects ) { + return function raycast( raycaster, intersects ) { - var precision = raycaster.linePrecision; - var precisionSq = precision * precision; + var precision = raycaster.linePrecision; + var precisionSq = precision * precision; - var geometry = this.geometry; - var matrixWorld = this.matrixWorld; + var geometry = this.geometry; + var matrixWorld = this.matrixWorld; - // Checking boundingSphere distance to ray + // Checking boundingSphere distance to ray - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - sphere.copy( geometry.boundingSphere ); - sphere.applyMatrix4( matrixWorld ); + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); - if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; - // + // - inverseMatrix.getInverse( matrixWorld ); - ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + inverseMatrix.getInverse( matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); - var vStart = new Vector3(); - var vEnd = new Vector3(); - var interSegment = new Vector3(); - var interRay = new Vector3(); - var step = (this && this.isLineSegments) ? 2 : 1; + var vStart = new Vector3(); + var vEnd = new Vector3(); + var interSegment = new Vector3(); + var interRay = new Vector3(); + var step = (this && this.isLineSegments) ? 2 : 1; - if ( (geometry && geometry.isBufferGeometry) ) { + if ( (geometry && geometry.isBufferGeometry) ) { - var index = geometry.index; - var attributes = geometry.attributes; - var positions = attributes.position.array; + var index = geometry.index; + var attributes = geometry.attributes; + var positions = attributes.position.array; - if ( index !== null ) { + if ( index !== null ) { - var indices = index.array; + var indices = index.array; - for ( var i = 0, l = indices.length - 1; i < l; i += step ) { + for ( var i = 0, l = indices.length - 1; i < l; i += step ) { - var a = indices[ i ]; - var b = indices[ i + 1 ]; + var a = indices[ i ]; + var b = indices[ i + 1 ]; - vStart.fromArray( positions, a * 3 ); - vEnd.fromArray( positions, b * 3 ); + vStart.fromArray( positions, a * 3 ); + vEnd.fromArray( positions, b * 3 ); - var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); + var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); - if ( distSq > precisionSq ) continue; + if ( distSq > precisionSq ) continue; - interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation - var distance = raycaster.ray.origin.distanceTo( interRay ); + var distance = raycaster.ray.origin.distanceTo( interRay ); - if ( distance < raycaster.near || distance > raycaster.far ) continue; + if ( distance < raycaster.near || distance > raycaster.far ) continue; - intersects.push( { + intersects.push( { - distance: distance, - // What do we want? intersection point on the ray or on the segment?? - // point: raycaster.ray.at( distance ), - point: interSegment.clone().applyMatrix4( this.matrixWorld ), - index: i, - face: null, - faceIndex: null, - object: this + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4( this.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this - } ); + } ); - } + } - } else { + } else { - for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) { + for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) { - vStart.fromArray( positions, 3 * i ); - vEnd.fromArray( positions, 3 * i + 3 ); + vStart.fromArray( positions, 3 * i ); + vEnd.fromArray( positions, 3 * i + 3 ); - var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); + var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); - if ( distSq > precisionSq ) continue; + if ( distSq > precisionSq ) continue; - interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation - var distance = raycaster.ray.origin.distanceTo( interRay ); + var distance = raycaster.ray.origin.distanceTo( interRay ); - if ( distance < raycaster.near || distance > raycaster.far ) continue; + if ( distance < raycaster.near || distance > raycaster.far ) continue; - intersects.push( { + intersects.push( { - distance: distance, - // What do we want? intersection point on the ray or on the segment?? - // point: raycaster.ray.at( distance ), - point: interSegment.clone().applyMatrix4( this.matrixWorld ), - index: i, - face: null, - faceIndex: null, - object: this + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4( this.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this - } ); + } ); - } + } - } + } - } else if ( (geometry && geometry.isGeometry) ) { + } else if ( (geometry && geometry.isGeometry) ) { - var vertices = geometry.vertices; - var nbVertices = vertices.length; + var vertices = geometry.vertices; + var nbVertices = vertices.length; - for ( var i = 0; i < nbVertices - 1; i += step ) { + for ( var i = 0; i < nbVertices - 1; i += step ) { - var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment ); + var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment ); - if ( distSq > precisionSq ) continue; + if ( distSq > precisionSq ) continue; - interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation - var distance = raycaster.ray.origin.distanceTo( interRay ); + var distance = raycaster.ray.origin.distanceTo( interRay ); - if ( distance < raycaster.near || distance > raycaster.far ) continue; + if ( distance < raycaster.near || distance > raycaster.far ) continue; - intersects.push( { + intersects.push( { - distance: distance, - // What do we want? intersection point on the ray or on the segment?? - // point: raycaster.ray.at( distance ), - point: interSegment.clone().applyMatrix4( this.matrixWorld ), - index: i, - face: null, - faceIndex: null, - object: this + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4( this.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this - } ); + } ); - } + } - } + } - }; + }; - }() ), + }() ), - clone: function () { + clone: function () { - return new this.constructor( this.geometry, this.material ).copy( this ); + return new this.constructor( this.geometry, this.material ).copy( this ); - } + } - } ); + } ); - /** - * @author mrdoob / http://mrdoob.com/ - */ + /** + * @author mrdoob / http://mrdoob.com/ + */ - function LineSegments( geometry, material ) { + function LineSegments( geometry, material ) { - Line.call( this, geometry, material ); + Line.call( this, geometry, material ); - this.type = 'LineSegments'; + this.type = 'LineSegments'; - } + } - LineSegments.prototype = Object.assign( Object.create( Line.prototype ), { + LineSegments.prototype = Object.assign( Object.create( Line.prototype ), { - constructor: LineSegments, + constructor: LineSegments, - isLineSegments: true + isLineSegments: true - } ); + } ); - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * map: new THREE.Texture( ), - * - * size: , - * sizeAttenuation: - * } - */ + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * size: , + * sizeAttenuation: + * } + */ - function PointsMaterial( parameters ) { + function PointsMaterial( parameters ) { - Material.call( this ); + Material.call( this ); - this.type = 'PointsMaterial'; + this.type = 'PointsMaterial'; - this.color = new Color( 0xffffff ); + this.color = new Color( 0xffffff ); - this.map = null; + this.map = null; - this.size = 1; - this.sizeAttenuation = true; + this.size = 1; + this.sizeAttenuation = true; - this.lights = false; + this.lights = false; - this.setValues( parameters ); + this.setValues( parameters ); - } + } - PointsMaterial.prototype = Object.create( Material.prototype ); - PointsMaterial.prototype.constructor = PointsMaterial; + PointsMaterial.prototype = Object.create( Material.prototype ); + PointsMaterial.prototype.constructor = PointsMaterial; - PointsMaterial.prototype.isPointsMaterial = true; + PointsMaterial.prototype.isPointsMaterial = true; - PointsMaterial.prototype.copy = function ( source ) { + PointsMaterial.prototype.copy = function ( source ) { - Material.prototype.copy.call( this, source ); + Material.prototype.copy.call( this, source ); - this.color.copy( source.color ); + this.color.copy( source.color ); - this.map = source.map; + this.map = source.map; - this.size = source.size; - this.sizeAttenuation = source.sizeAttenuation; + this.size = source.size; + this.sizeAttenuation = source.sizeAttenuation; - return this; + return this; - }; + }; - /** - * @author alteredq / http://alteredqualia.com/ - */ + /** + * @author alteredq / http://alteredqualia.com/ + */ - function Points( geometry, material ) { + function Points( geometry, material ) { - Object3D.call( this ); + Object3D.call( this ); - this.type = 'Points'; + this.type = 'Points'; - this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); - this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } ); + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } ); - } + } - Points.prototype = Object.assign( Object.create( Object3D.prototype ), { + Points.prototype = Object.assign( Object.create( Object3D.prototype ), { - constructor: Points, + constructor: Points, - isPoints: true, + isPoints: true, - raycast: ( function () { + raycast: ( function () { - var inverseMatrix = new Matrix4(); - var ray = new Ray(); - var sphere = new Sphere(); + var inverseMatrix = new Matrix4(); + var ray = new Ray(); + var sphere = new Sphere(); - return function raycast( raycaster, intersects ) { + return function raycast( raycaster, intersects ) { - var object = this; - var geometry = this.geometry; - var matrixWorld = this.matrixWorld; - var threshold = raycaster.params.Points.threshold; + var object = this; + var geometry = this.geometry; + var matrixWorld = this.matrixWorld; + var threshold = raycaster.params.Points.threshold; - // Checking boundingSphere distance to ray + // Checking boundingSphere distance to ray - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - sphere.copy( geometry.boundingSphere ); - sphere.applyMatrix4( matrixWorld ); + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); - if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; - // + // - inverseMatrix.getInverse( matrixWorld ); - ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + inverseMatrix.getInverse( matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); - var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); - var localThresholdSq = localThreshold * localThreshold; - var position = new Vector3(); + var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); + var localThresholdSq = localThreshold * localThreshold; + var position = new Vector3(); - function testPoint( point, index ) { + function testPoint( point, index ) { - var rayPointDistanceSq = ray.distanceSqToPoint( point ); + var rayPointDistanceSq = ray.distanceSqToPoint( point ); - if ( rayPointDistanceSq < localThresholdSq ) { + if ( rayPointDistanceSq < localThresholdSq ) { - var intersectPoint = ray.closestPointToPoint( point ); - intersectPoint.applyMatrix4( matrixWorld ); + var intersectPoint = ray.closestPointToPoint( point ); + intersectPoint.applyMatrix4( matrixWorld ); - var distance = raycaster.ray.origin.distanceTo( intersectPoint ); + var distance = raycaster.ray.origin.distanceTo( intersectPoint ); - if ( distance < raycaster.near || distance > raycaster.far ) return; + if ( distance < raycaster.near || distance > raycaster.far ) return; - intersects.push( { + intersects.push( { - distance: distance, - distanceToRay: Math.sqrt( rayPointDistanceSq ), - point: intersectPoint.clone(), - index: index, - face: null, - object: object + distance: distance, + distanceToRay: Math.sqrt( rayPointDistanceSq ), + point: intersectPoint.clone(), + index: index, + face: null, + object: object - } ); + } ); - } + } - } + } - if ( (geometry && geometry.isBufferGeometry) ) { + if ( (geometry && geometry.isBufferGeometry) ) { - var index = geometry.index; - var attributes = geometry.attributes; - var positions = attributes.position.array; + var index = geometry.index; + var attributes = geometry.attributes; + var positions = attributes.position.array; - if ( index !== null ) { + if ( index !== null ) { - var indices = index.array; + var indices = index.array; - for ( var i = 0, il = indices.length; i < il; i ++ ) { + for ( var i = 0, il = indices.length; i < il; i ++ ) { - var a = indices[ i ]; + var a = indices[ i ]; - position.fromArray( positions, a * 3 ); + position.fromArray( positions, a * 3 ); - testPoint( position, a ); + testPoint( position, a ); - } + } - } else { + } else { - for ( var i = 0, l = positions.length / 3; i < l; i ++ ) { + for ( var i = 0, l = positions.length / 3; i < l; i ++ ) { - position.fromArray( positions, i * 3 ); + position.fromArray( positions, i * 3 ); - testPoint( position, i ); + testPoint( position, i ); - } + } - } + } - } else { + } else { - var vertices = geometry.vertices; + var vertices = geometry.vertices; - for ( var i = 0, l = vertices.length; i < l; i ++ ) { + for ( var i = 0, l = vertices.length; i < l; i ++ ) { - testPoint( vertices[ i ], i ); + testPoint( vertices[ i ], i ); - } + } - } + } - }; + }; - }() ), + }() ), - clone: function () { + clone: function () { - return new this.constructor( this.geometry, this.material ).copy( this ); + return new this.constructor( this.geometry, this.material ).copy( this ); - } + } - } ); + } ); - /** - * @author mrdoob / http://mrdoob.com/ - */ + /** + * @author mrdoob / http://mrdoob.com/ + */ - function Group() { + function Group() { - Object3D.call( this ); + Object3D.call( this ); - this.type = 'Group'; + this.type = 'Group'; - } + } - Group.prototype = Object.assign( Object.create( Object3D.prototype ), { + Group.prototype = Object.assign( Object.create( Object3D.prototype ), { - constructor: Group + constructor: Group - } ); + } ); - /** - * @author mrdoob / http://mrdoob.com/ - */ + /** + * @author mrdoob / http://mrdoob.com/ + */ - function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { - Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - this.generateMipmaps = false; + this.generateMipmaps = false; - var scope = this; + var scope = this; - function update() { + function update() { - requestAnimationFrame( update ); + requestAnimationFrame( update ); - if ( video.readyState >= video.HAVE_CURRENT_DATA ) { + if ( video.readyState >= video.HAVE_CURRENT_DATA ) { - scope.needsUpdate = true; + scope.needsUpdate = true; - } + } - } + } - update(); + update(); - } + } - VideoTexture.prototype = Object.create( Texture.prototype ); - VideoTexture.prototype.constructor = VideoTexture; + VideoTexture.prototype = Object.create( Texture.prototype ); + VideoTexture.prototype.constructor = VideoTexture; - /** - * @author alteredq / http://alteredqualia.com/ - */ + /** + * @author alteredq / http://alteredqualia.com/ + */ - function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { + function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { - Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); - this.image = { width: width, height: height }; - this.mipmaps = mipmaps; + this.image = { width: width, height: height }; + this.mipmaps = mipmaps; - // no flipping for cube textures - // (also flipping doesn't work for compressed textures ) + // no flipping for cube textures + // (also flipping doesn't work for compressed textures ) - this.flipY = false; + this.flipY = false; - // can't generate mipmaps for compressed textures - // mips must be embedded in DDS files + // can't generate mipmaps for compressed textures + // mips must be embedded in DDS files - this.generateMipmaps = false; + this.generateMipmaps = false; - } + } - CompressedTexture.prototype = Object.create( Texture.prototype ); - CompressedTexture.prototype.constructor = CompressedTexture; + CompressedTexture.prototype = Object.create( Texture.prototype ); + CompressedTexture.prototype.constructor = CompressedTexture; - CompressedTexture.prototype.isCompressedTexture = true; + CompressedTexture.prototype.isCompressedTexture = true; - /** - * @author mrdoob / http://mrdoob.com/ - */ + /** + * @author mrdoob / http://mrdoob.com/ + */ - function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { - Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - this.needsUpdate = true; + this.needsUpdate = true; - } + } - CanvasTexture.prototype = Object.create( Texture.prototype ); - CanvasTexture.prototype.constructor = CanvasTexture; + CanvasTexture.prototype = Object.create( Texture.prototype ); + CanvasTexture.prototype.constructor = CanvasTexture; - /** - * @author Matt DesLauriers / @mattdesl - * @author atix / arthursilber.de - */ + /** + * @author Matt DesLauriers / @mattdesl + * @author atix / arthursilber.de + */ - function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) { + function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) { - format = format !== undefined ? format : DepthFormat; + format = format !== undefined ? format : DepthFormat; - if ( format !== DepthFormat && format !== DepthStencilFormat ) { + if ( format !== DepthFormat && format !== DepthStencilFormat ) { - throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' ) + throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' ) - } + } - Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - this.image = { width: width, height: height }; + this.image = { width: width, height: height }; - this.type = type !== undefined ? type : UnsignedShortType; + this.type = type !== undefined ? type : UnsignedShortType; - this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; - this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; + this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; - this.flipY = false; - this.generateMipmaps = false; + this.flipY = false; + this.generateMipmaps = false; - } + } - DepthTexture.prototype = Object.create( Texture.prototype ); - DepthTexture.prototype.constructor = DepthTexture; - DepthTexture.prototype.isDepthTexture = true; + DepthTexture.prototype = Object.create( Texture.prototype ); + DepthTexture.prototype.constructor = DepthTexture; + DepthTexture.prototype.isDepthTexture = true; - /** - * @author mrdoob / http://mrdoob.com/ - */ + /** + * @author mrdoob / http://mrdoob.com/ + */ - function ShadowMaterial() { + function ShadowMaterial() { - ShaderMaterial.call( this, { - uniforms: exports.UniformsUtils.merge( [ - UniformsLib[ "lights" ], - { - opacity: { value: 1.0 } - } - ] ), - vertexShader: ShaderChunk[ 'shadow_vert' ], - fragmentShader: ShaderChunk[ 'shadow_frag' ] - } ); + ShaderMaterial.call( this, { + uniforms: exports.UniformsUtils.merge( [ + UniformsLib[ "lights" ], + { + opacity: { value: 1.0 } + } + ] ), + vertexShader: ShaderChunk[ 'shadow_vert' ], + fragmentShader: ShaderChunk[ 'shadow_frag' ] + } ); - this.lights = true; - this.transparent = true; + this.lights = true; + this.transparent = true; - Object.defineProperties( this, { - opacity: { - enumerable: true, - get: function () { - return this.uniforms.opacity.value; - }, - set: function ( value ) { - this.uniforms.opacity.value = value; - } - } - } ); + Object.defineProperties( this, { + opacity: { + enumerable: true, + get: function () { + return this.uniforms.opacity.value; + }, + set: function ( value ) { + this.uniforms.opacity.value = value; + } + } + } ); - } + } - ShadowMaterial.prototype = Object.create( ShaderMaterial.prototype ); - ShadowMaterial.prototype.constructor = ShadowMaterial; + ShadowMaterial.prototype = Object.create( ShaderMaterial.prototype ); + ShadowMaterial.prototype.constructor = ShadowMaterial; - ShadowMaterial.prototype.isShadowMaterial = true; + ShadowMaterial.prototype.isShadowMaterial = true; - /** - * @author mrdoob / http://mrdoob.com/ - */ + /** + * @author mrdoob / http://mrdoob.com/ + */ - function RawShaderMaterial( parameters ) { + function RawShaderMaterial( parameters ) { - ShaderMaterial.call( this, parameters ); + ShaderMaterial.call( this, parameters ); - this.type = 'RawShaderMaterial'; + this.type = 'RawShaderMaterial'; - } + } - RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype ); - RawShaderMaterial.prototype.constructor = RawShaderMaterial; + RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype ); + RawShaderMaterial.prototype.constructor = RawShaderMaterial; - RawShaderMaterial.prototype.isRawShaderMaterial = true; + RawShaderMaterial.prototype.isRawShaderMaterial = true; - /** - * @author mrdoob / http://mrdoob.com/ - */ + /** + * @author mrdoob / http://mrdoob.com/ + */ - function MultiMaterial( materials ) { + function MultiMaterial( materials ) { - this.uuid = exports.Math.generateUUID(); + this.uuid = exports.Math.generateUUID(); - this.type = 'MultiMaterial'; + this.type = 'MultiMaterial'; - this.materials = materials instanceof Array ? materials : []; + this.materials = materials instanceof Array ? materials : []; - this.visible = true; + this.visible = true; - } + } - MultiMaterial.prototype = { + MultiMaterial.prototype = { - constructor: MultiMaterial, + constructor: MultiMaterial, - isMultiMaterial: true, + isMultiMaterial: true, - toJSON: function ( meta ) { + toJSON: function ( meta ) { - var output = { - metadata: { - version: 4.2, - type: 'material', - generator: 'MaterialExporter' - }, - uuid: this.uuid, - type: this.type, - materials: [] - }; + var output = { + metadata: { + version: 4.2, + type: 'material', + generator: 'MaterialExporter' + }, + uuid: this.uuid, + type: this.type, + materials: [] + }; - var materials = this.materials; + var materials = this.materials; - for ( var i = 0, l = materials.length; i < l; i ++ ) { + for ( var i = 0, l = materials.length; i < l; i ++ ) { - var material = materials[ i ].toJSON( meta ); - delete material.metadata; + var material = materials[ i ].toJSON( meta ); + delete material.metadata; - output.materials.push( material ); + output.materials.push( material ); - } + } - output.visible = this.visible; + output.visible = this.visible; - return output; + return output; - }, + }, - clone: function () { + clone: function () { - var material = new this.constructor(); + var material = new this.constructor(); - for ( var i = 0; i < this.materials.length; i ++ ) { + for ( var i = 0; i < this.materials.length; i ++ ) { - material.materials.push( this.materials[ i ].clone() ); + material.materials.push( this.materials[ i ].clone() ); - } + } - material.visible = this.visible; + material.visible = this.visible; - return material; + return material; - } + } - }; + }; - /** - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * color: , - * roughness: , - * metalness: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * roughnessMap: new THREE.Texture( ), - * - * metalnessMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), - * envMapIntensity: - * - * refractionRatio: , - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ + /** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * color: , + * roughness: , + * metalness: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * roughnessMap: new THREE.Texture( ), + * + * metalnessMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * envMapIntensity: + * + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ - function MeshStandardMaterial( parameters ) { + function MeshStandardMaterial( parameters ) { - Material.call( this ); + Material.call( this ); - this.defines = { 'STANDARD': '' }; + this.defines = { 'STANDARD': '' }; - this.type = 'MeshStandardMaterial'; + this.type = 'MeshStandardMaterial'; - this.color = new Color( 0xffffff ); // diffuse - this.roughness = 0.5; - this.metalness = 0.5; + this.color = new Color( 0xffffff ); // diffuse + this.roughness = 0.5; + this.metalness = 0.5; - this.map = null; + this.map = null; - this.lightMap = null; - this.lightMapIntensity = 1.0; + this.lightMap = null; + this.lightMapIntensity = 1.0; - this.aoMap = null; - this.aoMapIntensity = 1.0; + this.aoMap = null; + this.aoMapIntensity = 1.0; - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; - this.bumpMap = null; - this.bumpScale = 1; + this.bumpMap = null; + this.bumpScale = 1; - this.normalMap = null; - this.normalScale = new Vector2( 1, 1 ); + this.normalMap = null; + this.normalScale = new Vector2( 1, 1 ); - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; - this.roughnessMap = null; + this.roughnessMap = null; - this.metalnessMap = null; + this.metalnessMap = null; - this.alphaMap = null; + this.alphaMap = null; - this.envMap = null; - this.envMapIntensity = 1.0; + this.envMap = null; + this.envMapIntensity = 1.0; - this.refractionRatio = 0.98; + this.refractionRatio = 0.98; - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; - this.setValues( parameters ); + this.setValues( parameters ); - } + } - MeshStandardMaterial.prototype = Object.create( Material.prototype ); - MeshStandardMaterial.prototype.constructor = MeshStandardMaterial; + MeshStandardMaterial.prototype = Object.create( Material.prototype ); + MeshStandardMaterial.prototype.constructor = MeshStandardMaterial; - MeshStandardMaterial.prototype.isMeshStandardMaterial = true; + MeshStandardMaterial.prototype.isMeshStandardMaterial = true; - MeshStandardMaterial.prototype.copy = function ( source ) { + MeshStandardMaterial.prototype.copy = function ( source ) { - Material.prototype.copy.call( this, source ); + Material.prototype.copy.call( this, source ); - this.defines = { 'STANDARD': '' }; + this.defines = { 'STANDARD': '' }; - this.color.copy( source.color ); - this.roughness = source.roughness; - this.metalness = source.metalness; + this.color.copy( source.color ); + this.roughness = source.roughness; + this.metalness = source.metalness; - this.map = source.map; + this.map = source.map; - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; - this.normalMap = source.normalMap; - this.normalScale.copy( source.normalScale ); + this.normalMap = source.normalMap; + this.normalScale.copy( source.normalScale ); - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; - this.roughnessMap = source.roughnessMap; + this.roughnessMap = source.roughnessMap; - this.metalnessMap = source.metalnessMap; + this.metalnessMap = source.metalnessMap; - this.alphaMap = source.alphaMap; + this.alphaMap = source.alphaMap; - this.envMap = source.envMap; - this.envMapIntensity = source.envMapIntensity; + this.envMap = source.envMap; + this.envMapIntensity = source.envMapIntensity; - this.refractionRatio = source.refractionRatio; + this.refractionRatio = source.refractionRatio; - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; - return this; + return this; - }; + }; - /** - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * reflectivity: - * } - */ + /** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * reflectivity: + * } + */ - function MeshPhysicalMaterial( parameters ) { + function MeshPhysicalMaterial( parameters ) { - MeshStandardMaterial.call( this ); + MeshStandardMaterial.call( this ); - this.defines = { 'PHYSICAL': '' }; + this.defines = { 'PHYSICAL': '' }; - this.type = 'MeshPhysicalMaterial'; + this.type = 'MeshPhysicalMaterial'; - this.reflectivity = 0.5; // maps to F0 = 0.04 + this.reflectivity = 0.5; // maps to F0 = 0.04 - this.clearCoat = 0.0; - this.clearCoatRoughness = 0.0; + this.clearCoat = 0.0; + this.clearCoatRoughness = 0.0; - this.setValues( parameters ); + this.setValues( parameters ); - } + } - MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype ); - MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial; + MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype ); + MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial; - MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true; + MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true; - MeshPhysicalMaterial.prototype.copy = function ( source ) { + MeshPhysicalMaterial.prototype.copy = function ( source ) { - MeshStandardMaterial.prototype.copy.call( this, source ); + MeshStandardMaterial.prototype.copy.call( this, source ); - this.defines = { 'PHYSICAL': '' }; + this.defines = { 'PHYSICAL': '' }; - this.reflectivity = source.reflectivity; + this.reflectivity = source.reflectivity; - this.clearCoat = source.clearCoat; - this.clearCoatRoughness = source.clearCoatRoughness; + this.clearCoat = source.clearCoat; + this.clearCoatRoughness = source.clearCoatRoughness; - return this; + return this; - }; + }; - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * specular: , - * shininess: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * specularMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), - * combine: THREE.Multiply, - * reflectivity: , - * refractionRatio: , - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * specular: , + * shininess: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ - function MeshPhongMaterial( parameters ) { + function MeshPhongMaterial( parameters ) { - Material.call( this ); + Material.call( this ); - this.type = 'MeshPhongMaterial'; + this.type = 'MeshPhongMaterial'; - this.color = new Color( 0xffffff ); // diffuse - this.specular = new Color( 0x111111 ); - this.shininess = 30; + this.color = new Color( 0xffffff ); // diffuse + this.specular = new Color( 0x111111 ); + this.shininess = 30; - this.map = null; + this.map = null; - this.lightMap = null; - this.lightMapIntensity = 1.0; + this.lightMap = null; + this.lightMapIntensity = 1.0; - this.aoMap = null; - this.aoMapIntensity = 1.0; + this.aoMap = null; + this.aoMapIntensity = 1.0; - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; - this.bumpMap = null; - this.bumpScale = 1; + this.bumpMap = null; + this.bumpScale = 1; - this.normalMap = null; - this.normalScale = new Vector2( 1, 1 ); + this.normalMap = null; + this.normalScale = new Vector2( 1, 1 ); - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; - this.specularMap = null; + this.specularMap = null; - this.alphaMap = null; + this.alphaMap = null; - this.envMap = null; - this.combine = MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; + 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.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; - this.setValues( parameters ); + this.setValues( parameters ); - } + } - MeshPhongMaterial.prototype = Object.create( Material.prototype ); - MeshPhongMaterial.prototype.constructor = MeshPhongMaterial; + MeshPhongMaterial.prototype = Object.create( Material.prototype ); + MeshPhongMaterial.prototype.constructor = MeshPhongMaterial; - MeshPhongMaterial.prototype.isMeshPhongMaterial = true; + MeshPhongMaterial.prototype.isMeshPhongMaterial = true; - MeshPhongMaterial.prototype.copy = function ( source ) { + MeshPhongMaterial.prototype.copy = function ( source ) { - Material.prototype.copy.call( this, source ); + Material.prototype.copy.call( this, source ); - this.color.copy( source.color ); - this.specular.copy( source.specular ); - this.shininess = source.shininess; + this.color.copy( source.color ); + this.specular.copy( source.specular ); + this.shininess = source.shininess; - this.map = source.map; + this.map = source.map; - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; - this.normalMap = source.normalMap; - this.normalScale.copy( source.normalScale ); + this.normalMap = source.normalMap; + this.normalScale.copy( source.normalScale ); - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; - this.specularMap = source.specularMap; + this.specularMap = source.specularMap; - this.alphaMap = source.alphaMap; + this.alphaMap = source.alphaMap; - this.envMap = source.envMap; - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.refractionRatio = source.refractionRatio; + 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.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; - return this; + return this; - }; + }; - /** - * @author mrdoob / http://mrdoob.com/ - * - * parameters = { - * opacity: , - * - * wireframe: , - * wireframeLinewidth: - * } - */ + /** + * @author mrdoob / http://mrdoob.com/ + * + * parameters = { + * opacity: , + * + * wireframe: , + * wireframeLinewidth: + * } + */ - function MeshNormalMaterial( parameters ) { + function MeshNormalMaterial( parameters ) { - Material.call( this, parameters ); + Material.call( this, parameters ); - this.type = 'MeshNormalMaterial'; + this.type = 'MeshNormalMaterial'; - this.wireframe = false; - this.wireframeLinewidth = 1; + this.wireframe = false; + this.wireframeLinewidth = 1; - this.fog = false; - this.lights = false; - this.morphTargets = false; + this.fog = false; + this.lights = false; + this.morphTargets = false; - this.setValues( parameters ); + this.setValues( parameters ); - } + } - MeshNormalMaterial.prototype = Object.create( Material.prototype ); - MeshNormalMaterial.prototype.constructor = MeshNormalMaterial; + MeshNormalMaterial.prototype = Object.create( Material.prototype ); + MeshNormalMaterial.prototype.constructor = MeshNormalMaterial; - MeshNormalMaterial.prototype.isMeshNormalMaterial = true; + MeshNormalMaterial.prototype.isMeshNormalMaterial = true; - MeshNormalMaterial.prototype.copy = function ( source ) { + MeshNormalMaterial.prototype.copy = function ( source ) { - Material.prototype.copy.call( this, source ); + Material.prototype.copy.call( this, source ); - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; - return this; + return this; - }; + }; - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * specularMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), - * combine: THREE.Multiply, - * reflectivity: , - * refractionRatio: , - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ - function MeshLambertMaterial( parameters ) { + function MeshLambertMaterial( parameters ) { - Material.call( this ); + Material.call( this ); - this.type = 'MeshLambertMaterial'; + this.type = 'MeshLambertMaterial'; - this.color = new Color( 0xffffff ); // diffuse + this.color = new Color( 0xffffff ); // diffuse - this.map = null; + this.map = null; - this.lightMap = null; - this.lightMapIntensity = 1.0; + this.lightMap = null; + this.lightMapIntensity = 1.0; - this.aoMap = null; - this.aoMapIntensity = 1.0; + this.aoMap = null; + this.aoMapIntensity = 1.0; - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; - this.specularMap = null; + this.specularMap = null; - this.alphaMap = null; + this.alphaMap = null; - this.envMap = null; - this.combine = MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; + 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.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; - this.setValues( parameters ); + this.setValues( parameters ); - } + } - MeshLambertMaterial.prototype = Object.create( Material.prototype ); - MeshLambertMaterial.prototype.constructor = MeshLambertMaterial; + MeshLambertMaterial.prototype = Object.create( Material.prototype ); + MeshLambertMaterial.prototype.constructor = MeshLambertMaterial; - MeshLambertMaterial.prototype.isMeshLambertMaterial = true; + MeshLambertMaterial.prototype.isMeshLambertMaterial = true; - MeshLambertMaterial.prototype.copy = function ( source ) { + MeshLambertMaterial.prototype.copy = function ( source ) { - Material.prototype.copy.call( this, source ); + Material.prototype.copy.call( this, source ); - this.color.copy( source.color ); + this.color.copy( source.color ); - this.map = source.map; + this.map = source.map; - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; - this.specularMap = source.specularMap; + this.specularMap = source.specularMap; - this.alphaMap = source.alphaMap; + this.alphaMap = source.alphaMap; - this.envMap = source.envMap; - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.refractionRatio = source.refractionRatio; + 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.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; - return this; + return this; - }; + }; - /** - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * - * linewidth: , - * - * scale: , - * dashSize: , - * gapSize: - * } - */ + /** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * linewidth: , + * + * scale: , + * dashSize: , + * gapSize: + * } + */ - function LineDashedMaterial( parameters ) { + function LineDashedMaterial( parameters ) { - Material.call( this ); + Material.call( this ); - this.type = 'LineDashedMaterial'; + this.type = 'LineDashedMaterial'; - this.color = new Color( 0xffffff ); + this.color = new Color( 0xffffff ); - this.linewidth = 1; + this.linewidth = 1; - this.scale = 1; - this.dashSize = 3; - this.gapSize = 1; + this.scale = 1; + this.dashSize = 3; + this.gapSize = 1; - this.lights = false; + this.lights = false; - this.setValues( parameters ); + this.setValues( parameters ); - } + } - LineDashedMaterial.prototype = Object.create( Material.prototype ); - LineDashedMaterial.prototype.constructor = LineDashedMaterial; + LineDashedMaterial.prototype = Object.create( Material.prototype ); + LineDashedMaterial.prototype.constructor = LineDashedMaterial; - LineDashedMaterial.prototype.isLineDashedMaterial = true; + LineDashedMaterial.prototype.isLineDashedMaterial = true; - LineDashedMaterial.prototype.copy = function ( source ) { + LineDashedMaterial.prototype.copy = function ( source ) { - Material.prototype.copy.call( this, source ); + Material.prototype.copy.call( this, source ); - this.color.copy( source.color ); + this.color.copy( source.color ); - this.linewidth = source.linewidth; + this.linewidth = source.linewidth; - this.scale = source.scale; - this.dashSize = source.dashSize; - this.gapSize = source.gapSize; + this.scale = source.scale; + this.dashSize = source.dashSize; + this.gapSize = source.gapSize; - return this; + return this; - }; + }; - /** - * @author mrdoob / http://mrdoob.com/ - */ - exports.Cache = { - enabled: false, + var Material$1 = Object.freeze({ + ShadowMaterial: ShadowMaterial, + SpriteMaterial: SpriteMaterial, + RawShaderMaterial: RawShaderMaterial, + ShaderMaterial: ShaderMaterial, + PointsMaterial: PointsMaterial, + MultiMaterial: MultiMaterial, + MeshPhysicalMaterial: MeshPhysicalMaterial, + MeshStandardMaterial: MeshStandardMaterial, + MeshPhongMaterial: MeshPhongMaterial, + MeshNormalMaterial: MeshNormalMaterial, + MeshLambertMaterial: MeshLambertMaterial, + MeshDepthMaterial: MeshDepthMaterial, + MeshBasicMaterial: MeshBasicMaterial, + LineDashedMaterial: LineDashedMaterial, + LineBasicMaterial: LineBasicMaterial, + Material: Material + }); - files: {}, + /** + * @author mrdoob / http://mrdoob.com/ + */ - add: function ( key, file ) { + exports.Cache = { - if ( this.enabled === false ) return; + enabled: false, - // console.log( 'THREE.Cache', 'Adding key:', key ); + files: {}, - this.files[ key ] = file; + add: function ( key, file ) { - }, + if ( this.enabled === false ) return; - get: function ( key ) { + // console.log( 'THREE.Cache', 'Adding key:', key ); - if ( this.enabled === false ) return; + this.files[ key ] = file; - // console.log( 'THREE.Cache', 'Checking key:', key ); + }, - return this.files[ key ]; + get: function ( key ) { - }, + if ( this.enabled === false ) return; - remove: function ( key ) { + // console.log( 'THREE.Cache', 'Checking key:', key ); - delete this.files[ key ]; + return this.files[ key ]; - }, + }, - clear: function () { + remove: function ( key ) { - this.files = {}; + delete this.files[ key ]; - } + }, - }; + clear: function () { - /** - * @author mrdoob / http://mrdoob.com/ - */ + this.files = {}; - function LoadingManager( onLoad, onProgress, onError ) { + } - var scope = this; + }; - var isLoading = false, itemsLoaded = 0, itemsTotal = 0; + /** + * @author mrdoob / http://mrdoob.com/ + */ - this.onStart = undefined; - this.onLoad = onLoad; - this.onProgress = onProgress; - this.onError = onError; + function LoadingManager( onLoad, onProgress, onError ) { - this.itemStart = function ( url ) { + var scope = this; - itemsTotal ++; + var isLoading = false, itemsLoaded = 0, itemsTotal = 0; - if ( isLoading === false ) { + this.onStart = undefined; + this.onLoad = onLoad; + this.onProgress = onProgress; + this.onError = onError; - if ( scope.onStart !== undefined ) { + this.itemStart = function ( url ) { - scope.onStart( url, itemsLoaded, itemsTotal ); + itemsTotal ++; - } + if ( isLoading === false ) { - } + if ( scope.onStart !== undefined ) { - isLoading = true; + scope.onStart( url, itemsLoaded, itemsTotal ); - }; + } - this.itemEnd = function ( url ) { + } - itemsLoaded ++; + isLoading = true; - if ( scope.onProgress !== undefined ) { + }; - scope.onProgress( url, itemsLoaded, itemsTotal ); + this.itemEnd = function ( url ) { - } + itemsLoaded ++; - if ( itemsLoaded === itemsTotal ) { + if ( scope.onProgress !== undefined ) { - isLoading = false; + scope.onProgress( url, itemsLoaded, itemsTotal ); - if ( scope.onLoad !== undefined ) { + } - scope.onLoad(); + if ( itemsLoaded === itemsTotal ) { - } + isLoading = false; - } + if ( scope.onLoad !== undefined ) { - }; + scope.onLoad(); - this.itemError = function ( url ) { + } - if ( scope.onError !== undefined ) { + } - scope.onError( url ); + }; - } + this.itemError = function ( url ) { - }; + if ( scope.onError !== undefined ) { - } + scope.onError( url ); - exports.DefaultLoadingManager = new LoadingManager(); + } - /** - * @author mrdoob / http://mrdoob.com/ - */ + }; - function XHRLoader( manager ) { + } - this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; + exports.DefaultLoadingManager = new LoadingManager(); - } + /** + * @author mrdoob / http://mrdoob.com/ + */ - Object.assign( XHRLoader.prototype, { + function XHRLoader( manager ) { - load: function ( url, onLoad, onProgress, onError ) { + this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; - if ( this.path !== undefined ) url = this.path + url; + } - var scope = this; + Object.assign( XHRLoader.prototype, { - var cached = exports.Cache.get( url ); + load: function ( url, onLoad, onProgress, onError ) { - if ( cached !== undefined ) { + if ( this.path !== undefined ) url = this.path + url; - scope.manager.itemStart( url ); + var scope = this; - setTimeout( function () { + var cached = exports.Cache.get( url ); - if ( onLoad ) onLoad( cached ); + if ( cached !== undefined ) { - scope.manager.itemEnd( url ); + scope.manager.itemStart( url ); - }, 0 ); + setTimeout( function () { - return cached; + if ( onLoad ) onLoad( cached ); - } + scope.manager.itemEnd( url ); - var request = new XMLHttpRequest(); - request.open( 'GET', url, true ); + }, 0 ); - request.addEventListener( 'load', function ( event ) { + return cached; - var response = event.target.response; + } - exports.Cache.add( url, response ); + var request = new XMLHttpRequest(); + request.open( 'GET', url, true ); - if ( this.status === 200 ) { + request.addEventListener( 'load', function ( event ) { - if ( onLoad ) onLoad( response ); + var response = event.target.response; - scope.manager.itemEnd( url ); + exports.Cache.add( url, response ); - } else if ( this.status === 0 ) { + if ( this.status === 200 ) { - // Some browsers return HTTP Status 0 when using non-http protocol - // e.g. 'file://' or 'data://'. Handle as success. + if ( onLoad ) onLoad( response ); - console.warn( 'THREE.XHRLoader: HTTP Status 0 received.' ); + scope.manager.itemEnd( url ); - if ( onLoad ) onLoad( response ); + } else if ( this.status === 0 ) { - scope.manager.itemEnd( url ); + // Some browsers return HTTP Status 0 when using non-http protocol + // e.g. 'file://' or 'data://'. Handle as success. - } else { + console.warn( 'THREE.XHRLoader: HTTP Status 0 received.' ); - if ( onError ) onError( event ); + if ( onLoad ) onLoad( response ); - scope.manager.itemError( url ); + scope.manager.itemEnd( url ); - } + } else { - }, false ); + if ( onError ) onError( event ); - if ( onProgress !== undefined ) { + scope.manager.itemError( url ); - request.addEventListener( 'progress', function ( event ) { + } - onProgress( event ); + }, false ); - }, false ); + if ( onProgress !== undefined ) { - } + request.addEventListener( 'progress', function ( event ) { - request.addEventListener( 'error', function ( event ) { + onProgress( event ); - if ( onError ) onError( event ); + }, false ); - scope.manager.itemError( url ); + } - }, false ); + request.addEventListener( 'error', function ( event ) { - if ( this.responseType !== undefined ) request.responseType = this.responseType; - if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials; + if ( onError ) onError( event ); - if ( request.overrideMimeType ) request.overrideMimeType( 'text/plain' ); + scope.manager.itemError( url ); - request.send( null ); + }, false ); - scope.manager.itemStart( url ); + if ( this.responseType !== undefined ) request.responseType = this.responseType; + if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials; - return request; + if ( request.overrideMimeType ) request.overrideMimeType( 'text/plain' ); - }, + request.send( null ); - setPath: function ( value ) { + scope.manager.itemStart( url ); - this.path = value; - return this; + return request; - }, + }, - setResponseType: function ( value ) { + setPath: function ( value ) { - this.responseType = value; - return this; + this.path = value; + return this; - }, + }, - setWithCredentials: function ( value ) { + setResponseType: function ( value ) { - this.withCredentials = value; - return this; + this.responseType = value; + return this; - } + }, - } ); + setWithCredentials: function ( value ) { - /** - * @author mrdoob / http://mrdoob.com/ - * - * Abstract Base class to block based textures loader (dds, pvr, ...) - */ + this.withCredentials = value; + return this; - function CompressedTextureLoader( manager ) { + } - this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; + } ); - // override in sub classes - this._parser = null; + /** + * @author mrdoob / http://mrdoob.com/ + * + * Abstract Base class to block based textures loader (dds, pvr, ...) + */ - } + function CompressedTextureLoader( manager ) { - Object.assign( CompressedTextureLoader.prototype, { + this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; - load: function ( url, onLoad, onProgress, onError ) { + // override in sub classes + this._parser = null; - var scope = this; + } - var images = []; + Object.assign( CompressedTextureLoader.prototype, { - var texture = new CompressedTexture(); - texture.image = images; + load: function ( url, onLoad, onProgress, onError ) { - var loader = new XHRLoader( this.manager ); - loader.setPath( this.path ); - loader.setResponseType( 'arraybuffer' ); + var scope = this; - function loadTexture( i ) { + var images = []; - loader.load( url[ i ], function ( buffer ) { + var texture = new CompressedTexture(); + texture.image = images; - var texDatas = scope._parser( buffer, true ); + var loader = new XHRLoader( this.manager ); + loader.setPath( this.path ); + loader.setResponseType( 'arraybuffer' ); - images[ i ] = { - width: texDatas.width, - height: texDatas.height, - format: texDatas.format, - mipmaps: texDatas.mipmaps - }; + function loadTexture( i ) { - loaded += 1; + loader.load( url[ i ], function ( buffer ) { - if ( loaded === 6 ) { + var texDatas = scope._parser( buffer, true ); - if ( texDatas.mipmapCount === 1 ) - texture.minFilter = LinearFilter; + images[ i ] = { + width: texDatas.width, + height: texDatas.height, + format: texDatas.format, + mipmaps: texDatas.mipmaps + }; - texture.format = texDatas.format; - texture.needsUpdate = true; + loaded += 1; - if ( onLoad ) onLoad( texture ); + if ( loaded === 6 ) { - } + if ( texDatas.mipmapCount === 1 ) + texture.minFilter = LinearFilter; - }, onProgress, onError ); + texture.format = texDatas.format; + texture.needsUpdate = true; - } + if ( onLoad ) onLoad( texture ); - if ( Array.isArray( url ) ) { + } - var loaded = 0; + }, onProgress, onError ); - for ( var i = 0, il = url.length; i < il; ++ i ) { + } - loadTexture( i ); + if ( Array.isArray( url ) ) { - } + var loaded = 0; - } else { + for ( var i = 0, il = url.length; i < il; ++ i ) { - // compressed cubemap texture stored in a single DDS file + loadTexture( i ); - loader.load( url, function ( buffer ) { + } - var texDatas = scope._parser( buffer, true ); + } else { - if ( texDatas.isCubemap ) { + // compressed cubemap texture stored in a single DDS file - var faces = texDatas.mipmaps.length / texDatas.mipmapCount; + loader.load( url, function ( buffer ) { - for ( var f = 0; f < faces; f ++ ) { + var texDatas = scope._parser( buffer, true ); - images[ f ] = { mipmaps : [] }; + if ( texDatas.isCubemap ) { - for ( var i = 0; i < texDatas.mipmapCount; i ++ ) { + var faces = texDatas.mipmaps.length / texDatas.mipmapCount; - images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] ); - images[ f ].format = texDatas.format; - images[ f ].width = texDatas.width; - images[ f ].height = texDatas.height; + for ( var f = 0; f < faces; f ++ ) { - } + images[ f ] = { mipmaps : [] }; - } + for ( var i = 0; i < texDatas.mipmapCount; i ++ ) { - } else { + images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] ); + images[ f ].format = texDatas.format; + images[ f ].width = texDatas.width; + images[ f ].height = texDatas.height; - texture.image.width = texDatas.width; - texture.image.height = texDatas.height; - texture.mipmaps = texDatas.mipmaps; + } - } + } - if ( texDatas.mipmapCount === 1 ) { + } else { - texture.minFilter = LinearFilter; + texture.image.width = texDatas.width; + texture.image.height = texDatas.height; + texture.mipmaps = texDatas.mipmaps; - } + } - texture.format = texDatas.format; - texture.needsUpdate = true; + if ( texDatas.mipmapCount === 1 ) { - if ( onLoad ) onLoad( texture ); + texture.minFilter = LinearFilter; - }, onProgress, onError ); + } - } + texture.format = texDatas.format; + texture.needsUpdate = true; - return texture; + if ( onLoad ) onLoad( texture ); - }, + }, onProgress, onError ); - setPath: function ( value ) { + } - this.path = value; - return this; + return texture; - } + }, - } ); + setPath: function ( value ) { - /** - * @author Nikos M. / https://github.com/foo123/ - * - * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) - */ + this.path = value; + return this; - var DataTextureLoader = BinaryTextureLoader; - function BinaryTextureLoader( manager ) { + } - this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; + } ); - // override in sub classes - this._parser = null; + /** + * @author Nikos M. / https://github.com/foo123/ + * + * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) + */ - } + var DataTextureLoader = BinaryTextureLoader; + function BinaryTextureLoader( manager ) { - Object.assign( BinaryTextureLoader.prototype, { + this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; - load: function ( url, onLoad, onProgress, onError ) { + // override in sub classes + this._parser = null; - var scope = this; + } - var texture = new DataTexture(); + Object.assign( BinaryTextureLoader.prototype, { - var loader = new XHRLoader( this.manager ); - loader.setResponseType( 'arraybuffer' ); + load: function ( url, onLoad, onProgress, onError ) { - loader.load( url, function ( buffer ) { + var scope = this; - var texData = scope._parser( buffer ); + var texture = new DataTexture(); - if ( ! texData ) return; + var loader = new XHRLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); - if ( undefined !== texData.image ) { + loader.load( url, function ( buffer ) { - texture.image = texData.image; + var texData = scope._parser( buffer ); - } else if ( undefined !== texData.data ) { + if ( ! texData ) return; - texture.image.width = texData.width; - texture.image.height = texData.height; - texture.image.data = texData.data; + if ( undefined !== texData.image ) { - } + texture.image = texData.image; - texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping; - texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping; + } else if ( undefined !== texData.data ) { - texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter; - texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter; + texture.image.width = texData.width; + texture.image.height = texData.height; + texture.image.data = texData.data; - texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1; + } - if ( undefined !== texData.format ) { + texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping; + texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping; - texture.format = texData.format; + texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter; + texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter; - } - if ( undefined !== texData.type ) { + texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1; - texture.type = texData.type; + if ( undefined !== texData.format ) { - } + texture.format = texData.format; - if ( undefined !== texData.mipmaps ) { + } + if ( undefined !== texData.type ) { - texture.mipmaps = texData.mipmaps; + texture.type = texData.type; - } + } - if ( 1 === texData.mipmapCount ) { + if ( undefined !== texData.mipmaps ) { - texture.minFilter = LinearFilter; + texture.mipmaps = texData.mipmaps; - } + } - texture.needsUpdate = true; + if ( 1 === texData.mipmapCount ) { - if ( onLoad ) onLoad( texture, texData ); + texture.minFilter = LinearFilter; - }, onProgress, onError ); + } + texture.needsUpdate = true; - return texture; + if ( onLoad ) onLoad( texture, texData ); - } + }, onProgress, onError ); - } ); - /** - * @author mrdoob / http://mrdoob.com/ - */ + return texture; - function ImageLoader( manager ) { + } - this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; + } ); - } + /** + * @author mrdoob / http://mrdoob.com/ + */ - Object.assign( ImageLoader.prototype, { + function ImageLoader( manager ) { - load: function ( url, onLoad, onProgress, onError ) { + this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; - var scope = this; + } - var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' ); - image.onload = function () { + Object.assign( ImageLoader.prototype, { - URL.revokeObjectURL( image.src ); + load: function ( url, onLoad, onProgress, onError ) { - if ( onLoad ) onLoad( image ); + var scope = this; - scope.manager.itemEnd( url ); + var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' ); + image.onload = function () { - }; + URL.revokeObjectURL( image.src ); - if ( url.indexOf( 'data:' ) === 0 ) { + if ( onLoad ) onLoad( image ); - image.src = url; + scope.manager.itemEnd( url ); - } else { + }; - var loader = new XHRLoader(); - loader.setPath( this.path ); - loader.setResponseType( 'blob' ); - loader.setWithCredentials( this.withCredentials ); - loader.load( url, function ( blob ) { + if ( url.indexOf( 'data:' ) === 0 ) { - image.src = URL.createObjectURL( blob ); + image.src = url; - }, onProgress, onError ); + } else { - } + var loader = new XHRLoader(); + loader.setPath( this.path ); + loader.setResponseType( 'blob' ); + loader.setWithCredentials( this.withCredentials ); + loader.load( url, function ( blob ) { - scope.manager.itemStart( url ); + image.src = URL.createObjectURL( blob ); - return image; + }, onProgress, onError ); - }, + } - setCrossOrigin: function ( value ) { + scope.manager.itemStart( url ); - this.crossOrigin = value; - return this; + return image; - }, + }, - setWithCredentials: function ( value ) { + setCrossOrigin: function ( value ) { - this.withCredentials = value; - return this; + this.crossOrigin = value; + return this; - }, + }, - setPath: function ( value ) { + setWithCredentials: function ( value ) { - this.path = value; - return this; + this.withCredentials = value; + return this; - } + }, - } ); + setPath: function ( value ) { - /** - * @author mrdoob / http://mrdoob.com/ - */ + this.path = value; + return this; - function CubeTextureLoader( manager ) { + } - this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; + } ); - } + /** + * @author mrdoob / http://mrdoob.com/ + */ - Object.assign( CubeTextureLoader.prototype, { + function CubeTextureLoader( manager ) { - load: function ( urls, onLoad, onProgress, onError ) { + this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; - var texture = new CubeTexture(); + } - var loader = new ImageLoader( this.manager ); - loader.setCrossOrigin( this.crossOrigin ); - loader.setPath( this.path ); + Object.assign( CubeTextureLoader.prototype, { - var loaded = 0; + load: function ( urls, onLoad, onProgress, onError ) { - function loadTexture( i ) { + var texture = new CubeTexture(); - loader.load( urls[ i ], function ( image ) { + var loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); - texture.images[ i ] = image; + var loaded = 0; - loaded ++; + function loadTexture( i ) { - if ( loaded === 6 ) { + loader.load( urls[ i ], function ( image ) { - texture.needsUpdate = true; + texture.images[ i ] = image; - if ( onLoad ) onLoad( texture ); + loaded ++; - } + if ( loaded === 6 ) { - }, undefined, onError ); + texture.needsUpdate = true; - } + if ( onLoad ) onLoad( texture ); - for ( var i = 0; i < urls.length; ++ i ) { + } - loadTexture( i ); + }, undefined, onError ); - } + } - return texture; + for ( var i = 0; i < urls.length; ++ i ) { - }, + loadTexture( i ); - setCrossOrigin: function ( value ) { + } - this.crossOrigin = value; - return this; + return texture; - }, + }, - setPath: function ( value ) { + setCrossOrigin: function ( value ) { - this.path = value; - return this; + this.crossOrigin = value; + return this; - } + }, - } ); + setPath: function ( value ) { - /** - * @author mrdoob / http://mrdoob.com/ - */ + this.path = value; + return this; - function TextureLoader( manager ) { + } - this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; + } ); - } + /** + * @author mrdoob / http://mrdoob.com/ + */ - Object.assign( TextureLoader.prototype, { + function TextureLoader( manager ) { - load: function ( url, onLoad, onProgress, onError ) { + this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; - var texture = new Texture(); + } - var loader = new ImageLoader( this.manager ); - loader.setCrossOrigin( this.crossOrigin ); - loader.setWithCredentials( this.withCredentials ); - loader.setPath( this.path ); - loader.load( url, function ( image ) { + Object.assign( TextureLoader.prototype, { - // 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; + load: function ( url, onLoad, onProgress, onError ) { - texture.format = isJPEG ? RGBFormat : RGBAFormat; - texture.image = image; - texture.needsUpdate = true; + var texture = new Texture(); - if ( onLoad !== undefined ) { + var loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setWithCredentials( this.withCredentials ); + loader.setPath( this.path ); + loader.load( url, function ( image ) { - onLoad( texture ); + // 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; - }, onProgress, onError ); + if ( onLoad !== undefined ) { - return texture; + onLoad( texture ); - }, + } - setCrossOrigin: function ( value ) { + }, onProgress, onError ); - this.crossOrigin = value; - return this; + return texture; - }, + }, - setWithCredentials: function ( value ) { + setCrossOrigin: function ( value ) { - this.withCredentials = value; - return this; + this.crossOrigin = value; + return this; - }, + }, - setPath: function ( value ) { + setWithCredentials: function ( value ) { - this.path = value; - return this; + this.withCredentials = value; + return this; - } + }, + setPath: function ( value ) { + this.path = value; + return this; - } ); + } - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ - function Light( color, intensity ) { - Object3D.call( this ); + } ); - this.type = 'Light'; + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ - this.color = new Color( color ); - this.intensity = intensity !== undefined ? intensity : 1; + function Light( color, intensity ) { - this.receiveShadow = undefined; + Object3D.call( this ); - } + this.type = 'Light'; - Light.prototype = Object.assign( Object.create( Object3D.prototype ), { + this.color = new Color( color ); + this.intensity = intensity !== undefined ? intensity : 1; - constructor: Light, + this.receiveShadow = undefined; - isLight: true, + } - copy: function ( source ) { + Light.prototype = Object.assign( Object.create( Object3D.prototype ), { - Object3D.prototype.copy.call( this, source ); + constructor: Light, - this.color.copy( source.color ); - this.intensity = source.intensity; + isLight: true, - return this; + copy: function ( source ) { - }, + Object3D.prototype.copy.call( this, source ); - toJSON: function ( meta ) { + this.color.copy( source.color ); + this.intensity = source.intensity; - var data = Object3D.prototype.toJSON.call( this, meta ); + return this; - data.object.color = this.color.getHex(); - data.object.intensity = this.intensity; + }, - if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex(); + toJSON: function ( meta ) { - if ( this.distance !== undefined ) data.object.distance = this.distance; - if ( this.angle !== undefined ) data.object.angle = this.angle; - if ( this.decay !== undefined ) data.object.decay = this.decay; - if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra; + var data = Object3D.prototype.toJSON.call( this, meta ); - if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON(); + data.object.color = this.color.getHex(); + data.object.intensity = this.intensity; - return data; + if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex(); - } + if ( this.distance !== undefined ) data.object.distance = this.distance; + if ( this.angle !== undefined ) data.object.angle = this.angle; + if ( this.decay !== undefined ) data.object.decay = this.decay; + if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra; - } ); + if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON(); - /** - * @author alteredq / http://alteredqualia.com/ - */ + return data; - function HemisphereLight( skyColor, groundColor, intensity ) { + } - Light.call( this, skyColor, intensity ); + } ); - this.type = 'HemisphereLight'; + /** + * @author alteredq / http://alteredqualia.com/ + */ - this.castShadow = undefined; + function HemisphereLight( skyColor, groundColor, intensity ) { - this.position.copy( Object3D.DefaultUp ); - this.updateMatrix(); + Light.call( this, skyColor, intensity ); - this.groundColor = new Color( groundColor ); + this.type = 'HemisphereLight'; - } + this.castShadow = undefined; - HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), { + this.position.copy( Object3D.DefaultUp ); + this.updateMatrix(); - constructor: HemisphereLight, + this.groundColor = new Color( groundColor ); - isHemisphereLight: true, + } - copy: function ( source ) { + HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), { - Light.prototype.copy.call( this, source ); + constructor: HemisphereLight, - this.groundColor.copy( source.groundColor ); + isHemisphereLight: true, - return this; + copy: function ( source ) { - } + Light.prototype.copy.call( this, source ); - } ); + this.groundColor.copy( source.groundColor ); - /** - * @author mrdoob / http://mrdoob.com/ - */ + return this; - function LightShadow( camera ) { + } - this.camera = camera; + } ); - this.bias = 0; - this.radius = 1; + /** + * @author mrdoob / http://mrdoob.com/ + */ - this.mapSize = new Vector2( 512, 512 ); + function LightShadow( camera ) { - this.map = null; - this.matrix = new Matrix4(); + this.camera = camera; - } + this.bias = 0; + this.radius = 1; - Object.assign( LightShadow.prototype, { + this.mapSize = new Vector2( 512, 512 ); - copy: function ( source ) { + this.map = null; + this.matrix = new Matrix4(); - this.camera = source.camera.clone(); + } - this.bias = source.bias; - this.radius = source.radius; + Object.assign( LightShadow.prototype, { - this.mapSize.copy( source.mapSize ); + copy: function ( source ) { - return this; + this.camera = source.camera.clone(); - }, + this.bias = source.bias; + this.radius = source.radius; - clone: function () { + this.mapSize.copy( source.mapSize ); - return new this.constructor().copy( this ); + return this; - }, + }, - toJSON: function () { + clone: function () { - var object = {}; + return new this.constructor().copy( this ); - if ( this.bias !== 0 ) object.bias = this.bias; - if ( this.radius !== 1 ) object.radius = this.radius; - if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray(); + }, - object.camera = this.camera.toJSON( false ).object; - delete object.camera.matrix; + toJSON: function () { - return object; + var object = {}; - } + if ( this.bias !== 0 ) object.bias = this.bias; + if ( this.radius !== 1 ) object.radius = this.radius; + if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray(); - } ); + object.camera = this.camera.toJSON( false ).object; + delete object.camera.matrix; - /** - * @author mrdoob / http://mrdoob.com/ - */ + return object; - function SpotLightShadow() { + } - LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) ); + } ); - } + /** + * @author mrdoob / http://mrdoob.com/ + */ - SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { + function SpotLightShadow() { - constructor: SpotLightShadow, + LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) ); - isSpotLightShadow: true, + } - update: function ( light ) { + SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { - var fov = exports.Math.RAD2DEG * 2 * light.angle; - var aspect = this.mapSize.width / this.mapSize.height; - var far = light.distance || 500; + constructor: SpotLightShadow, - var camera = this.camera; + isSpotLightShadow: true, - if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) { + update: function ( light ) { - camera.fov = fov; - camera.aspect = aspect; - camera.far = far; - camera.updateProjectionMatrix(); + var fov = exports.Math.RAD2DEG * 2 * light.angle; + var aspect = this.mapSize.width / this.mapSize.height; + var far = light.distance || 500; - } + var camera = this.camera; - } + if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) { - } ); + camera.fov = fov; + camera.aspect = aspect; + camera.far = far; + camera.updateProjectionMatrix(); - /** - * @author alteredq / http://alteredqualia.com/ - */ + } - function SpotLight( color, intensity, distance, angle, penumbra, decay ) { + } - Light.call( this, color, intensity ); + } ); - this.type = 'SpotLight'; + /** + * @author alteredq / http://alteredqualia.com/ + */ - this.position.copy( Object3D.DefaultUp ); - this.updateMatrix(); + function SpotLight( color, intensity, distance, angle, penumbra, decay ) { - this.target = new Object3D(); + Light.call( this, color, intensity ); - Object.defineProperty( this, 'power', { - get: function () { - // intensity = power per solid angle. - // ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf - return this.intensity * Math.PI; - }, - set: function ( power ) { - // intensity = power per solid angle. - // ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf - this.intensity = power / Math.PI; - } - } ); + this.type = 'SpotLight'; - this.distance = ( distance !== undefined ) ? distance : 0; - this.angle = ( angle !== undefined ) ? angle : Math.PI / 3; - this.penumbra = ( penumbra !== undefined ) ? penumbra : 0; - this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. + this.position.copy( Object3D.DefaultUp ); + this.updateMatrix(); - this.shadow = new SpotLightShadow(); + this.target = new Object3D(); - } + Object.defineProperty( this, 'power', { + get: function () { + // intensity = power per solid angle. + // ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + return this.intensity * Math.PI; + }, + set: function ( power ) { + // intensity = power per solid angle. + // ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + this.intensity = power / Math.PI; + } + } ); - SpotLight.prototype = Object.assign( Object.create( Light.prototype ), { + this.distance = ( distance !== undefined ) ? distance : 0; + this.angle = ( angle !== undefined ) ? angle : Math.PI / 3; + this.penumbra = ( penumbra !== undefined ) ? penumbra : 0; + this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. - constructor: SpotLight, + this.shadow = new SpotLightShadow(); - isSpotLight: true, + } - copy: function ( source ) { + SpotLight.prototype = Object.assign( Object.create( Light.prototype ), { - Light.prototype.copy.call( this, source ); + constructor: SpotLight, - this.distance = source.distance; - this.angle = source.angle; - this.penumbra = source.penumbra; - this.decay = source.decay; + isSpotLight: true, - this.target = source.target.clone(); + copy: function ( source ) { - this.shadow = source.shadow.clone(); + Light.prototype.copy.call( this, source ); - return this; + this.distance = source.distance; + this.angle = source.angle; + this.penumbra = source.penumbra; + this.decay = source.decay; - } + this.target = source.target.clone(); - } ); + this.shadow = source.shadow.clone(); - /** - * @author mrdoob / http://mrdoob.com/ - */ + return this; + } - function PointLight( color, intensity, distance, decay ) { + } ); - Light.call( this, color, intensity ); + /** + * @author mrdoob / http://mrdoob.com/ + */ - this.type = 'PointLight'; - Object.defineProperty( this, 'power', { - get: function () { - // intensity = power per solid angle. - // ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf - return this.intensity * 4 * Math.PI; + function PointLight( color, intensity, distance, decay ) { - }, - set: function ( power ) { - // intensity = power per solid angle. - // ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf - this.intensity = power / ( 4 * Math.PI ); - } - } ); + Light.call( this, color, intensity ); - this.distance = ( distance !== undefined ) ? distance : 0; - this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. + this.type = 'PointLight'; - this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) ); + Object.defineProperty( this, 'power', { + get: function () { + // intensity = power per solid angle. + // ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + return this.intensity * 4 * Math.PI; - } + }, + set: function ( power ) { + // intensity = power per solid angle. + // ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + this.intensity = power / ( 4 * Math.PI ); + } + } ); - PointLight.prototype = Object.assign( Object.create( Light.prototype ), { + this.distance = ( distance !== undefined ) ? distance : 0; + this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. - constructor: PointLight, + this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) ); - isPointLight: true, + } - copy: function ( source ) { + PointLight.prototype = Object.assign( Object.create( Light.prototype ), { - Light.prototype.copy.call( this, source ); + constructor: PointLight, - this.distance = source.distance; - this.decay = source.decay; + isPointLight: true, - this.shadow = source.shadow.clone(); + copy: function ( source ) { - return this; + Light.prototype.copy.call( this, source ); - } + this.distance = source.distance; + this.decay = source.decay; - } ); + this.shadow = source.shadow.clone(); - /** - * @author mrdoob / http://mrdoob.com/ - */ + return this; - function DirectionalLightShadow( light ) { + } - LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) ); + } ); - } + /** + * @author mrdoob / http://mrdoob.com/ + */ - DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { + function DirectionalLightShadow( light ) { - constructor: DirectionalLightShadow + LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) ); - } ); + } - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ + DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { - function DirectionalLight( color, intensity ) { + constructor: DirectionalLightShadow - Light.call( this, color, intensity ); + } ); - this.type = 'DirectionalLight'; + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ - this.position.copy( Object3D.DefaultUp ); - this.updateMatrix(); + function DirectionalLight( color, intensity ) { - this.target = new Object3D(); + Light.call( this, color, intensity ); - this.shadow = new DirectionalLightShadow(); + this.type = 'DirectionalLight'; - } + this.position.copy( Object3D.DefaultUp ); + this.updateMatrix(); - DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), { + this.target = new Object3D(); - constructor: DirectionalLight, + this.shadow = new DirectionalLightShadow(); - isDirectionalLight: true, + } - copy: function ( source ) { + DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), { - Light.prototype.copy.call( this, source ); + constructor: DirectionalLight, - this.target = source.target.clone(); + isDirectionalLight: true, - this.shadow = source.shadow.clone(); + copy: function ( source ) { - return this; + Light.prototype.copy.call( this, source ); - } + this.target = source.target.clone(); - } ); + this.shadow = source.shadow.clone(); - /** - * @author mrdoob / http://mrdoob.com/ - */ + return this; - function AmbientLight( color, intensity ) { + } - Light.call( this, color, intensity ); + } ); - this.type = 'AmbientLight'; + /** + * @author mrdoob / http://mrdoob.com/ + */ - this.castShadow = undefined; + function AmbientLight( color, intensity ) { - } + Light.call( this, color, intensity ); - AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), { + this.type = 'AmbientLight'; - constructor: AmbientLight, + this.castShadow = undefined; - isAmbientLight: true, + } - } ); + AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), { - /** - * @author tschw - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - */ + constructor: AmbientLight, - exports.AnimationUtils = { + isAmbientLight: true, - // same as Array.prototype.slice, but also works on typed arrays - arraySlice: function( array, from, to ) { + } ); - if ( exports.AnimationUtils.isTypedArray( array ) ) { + /** + * @author tschw + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + */ - return new array.constructor( array.subarray( from, to ) ); + exports.AnimationUtils = { - } + // same as Array.prototype.slice, but also works on typed arrays + arraySlice: function( array, from, to ) { - return array.slice( from, to ); + if ( exports.AnimationUtils.isTypedArray( array ) ) { - }, + return new array.constructor( array.subarray( from, to ) ); - // converts an array to a specific type - convertArray: function( array, type, forceClone ) { + } - if ( ! array || // let 'undefined' and 'null' pass - ! forceClone && array.constructor === type ) return array; + return array.slice( from, to ); - if ( typeof type.BYTES_PER_ELEMENT === 'number' ) { + }, - return new type( array ); // create typed array + // converts an array to a specific type + convertArray: function( array, type, forceClone ) { - } + if ( ! array || // let 'undefined' and 'null' pass + ! forceClone && array.constructor === type ) return array; - return Array.prototype.slice.call( array ); // create Array + if ( typeof type.BYTES_PER_ELEMENT === 'number' ) { - }, + return new type( array ); // create typed array - isTypedArray: function( object ) { + } - return ArrayBuffer.isView( object ) && - ! ( object instanceof DataView ); + return Array.prototype.slice.call( array ); // create Array - }, + }, - // returns an array by which times and values can be sorted - getKeyframeOrder: function( times ) { + isTypedArray: function( object ) { - function compareTime( i, j ) { + return ArrayBuffer.isView( object ) && + ! ( object instanceof DataView ); - return times[ i ] - times[ j ]; + }, - } + // returns an array by which times and values can be sorted + getKeyframeOrder: function( times ) { - var n = times.length; - var result = new Array( n ); - for ( var i = 0; i !== n; ++ i ) result[ i ] = i; + function compareTime( i, j ) { - result.sort( compareTime ); + return times[ i ] - times[ j ]; - return result; + } - }, + var n = times.length; + var result = new Array( n ); + for ( var i = 0; i !== n; ++ i ) result[ i ] = i; - // uses the array previously returned by 'getKeyframeOrder' to sort data - sortedArray: function( values, stride, order ) { + result.sort( compareTime ); - var nValues = values.length; - var result = new values.constructor( nValues ); + return result; - for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) { + }, - var srcOffset = order[ i ] * stride; + // uses the array previously returned by 'getKeyframeOrder' to sort data + sortedArray: function( values, stride, order ) { - for ( var j = 0; j !== stride; ++ j ) { + var nValues = values.length; + var result = new values.constructor( nValues ); - result[ dstOffset ++ ] = values[ srcOffset + j ]; + for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) { - } + var srcOffset = order[ i ] * stride; - } + for ( var j = 0; j !== stride; ++ j ) { - return result; + result[ dstOffset ++ ] = values[ srcOffset + j ]; - }, + } - // function for parsing AOS keyframe formats - flattenJSON: function( jsonKeys, times, values, valuePropertyName ) { + } - var i = 1, key = jsonKeys[ 0 ]; + return result; - while ( key !== undefined && key[ valuePropertyName ] === undefined ) { + }, - key = jsonKeys[ i ++ ]; + // function for parsing AOS keyframe formats + flattenJSON: function( jsonKeys, times, values, valuePropertyName ) { - } + var i = 1, key = jsonKeys[ 0 ]; - if ( key === undefined ) return; // no data + while ( key !== undefined && key[ valuePropertyName ] === undefined ) { - var value = key[ valuePropertyName ]; - if ( value === undefined ) return; // no data + key = jsonKeys[ i ++ ]; - if ( Array.isArray( value ) ) { + } - do { + if ( key === undefined ) return; // no data - value = key[ valuePropertyName ]; + var value = key[ valuePropertyName ]; + if ( value === undefined ) return; // no data - if ( value !== undefined ) { + if ( Array.isArray( value ) ) { - times.push( key.time ); - values.push.apply( values, value ); // push all elements + do { - } + value = key[ valuePropertyName ]; - key = jsonKeys[ i ++ ]; + if ( value !== undefined ) { - } while ( key !== undefined ); + times.push( key.time ); + values.push.apply( values, value ); // push all elements - } else if ( value.toArray !== undefined ) { - // ...assume THREE.Math-ish + } - do { + key = jsonKeys[ i ++ ]; - value = key[ valuePropertyName ]; + } while ( key !== undefined ); - if ( value !== undefined ) { + } else if ( value.toArray !== undefined ) { + // ...assume THREE.Math-ish - times.push( key.time ); - value.toArray( values, values.length ); + do { - } + value = key[ valuePropertyName ]; - key = jsonKeys[ i ++ ]; + if ( value !== undefined ) { - } while ( key !== undefined ); + times.push( key.time ); + value.toArray( values, values.length ); - } else { - // otherwise push as-is + } - do { + key = jsonKeys[ i ++ ]; - value = key[ valuePropertyName ]; + } while ( key !== undefined ); - if ( value !== undefined ) { + } else { + // otherwise push as-is - times.push( key.time ); - values.push( value ); + do { - } + value = key[ valuePropertyName ]; - key = jsonKeys[ i ++ ]; + if ( value !== undefined ) { - } while ( key !== undefined ); + times.push( key.time ); + values.push( value ); - } + } - } + key = jsonKeys[ i ++ ]; - }; + } while ( key !== undefined ); - /** - * Abstract base class of interpolants over parametric samples. - * - * The parameter domain is one dimensional, typically the time or a path - * along a curve defined by the data. - * - * The sample values can have any dimensionality and derived classes may - * apply special interpretations to the data. - * - * This class provides the interval seek in a Template Method, deferring - * the actual interpolation to derived classes. - * - * Time complexity is O(1) for linear access crossing at most two points - * and O(log N) for random access, where N is the number of positions. - * - * References: - * - * http://www.oodesign.com/template-method-pattern.html - * - * @author tschw - */ + } - function Interpolant( - parameterPositions, sampleValues, sampleSize, resultBuffer ) { + } - this.parameterPositions = parameterPositions; - this._cachedIndex = 0; + }; - this.resultBuffer = resultBuffer !== undefined ? - resultBuffer : new sampleValues.constructor( sampleSize ); - this.sampleValues = sampleValues; - this.valueSize = sampleSize; + /** + * Abstract base class of interpolants over parametric samples. + * + * The parameter domain is one dimensional, typically the time or a path + * along a curve defined by the data. + * + * The sample values can have any dimensionality and derived classes may + * apply special interpretations to the data. + * + * This class provides the interval seek in a Template Method, deferring + * the actual interpolation to derived classes. + * + * Time complexity is O(1) for linear access crossing at most two points + * and O(log N) for random access, where N is the number of positions. + * + * References: + * + * http://www.oodesign.com/template-method-pattern.html + * + * @author tschw + */ - } + function Interpolant( + parameterPositions, sampleValues, sampleSize, resultBuffer ) { - Interpolant.prototype = { + this.parameterPositions = parameterPositions; + this._cachedIndex = 0; - constructor: Interpolant, + this.resultBuffer = resultBuffer !== undefined ? + resultBuffer : new sampleValues.constructor( sampleSize ); + this.sampleValues = sampleValues; + this.valueSize = sampleSize; - evaluate: function( t ) { + } - var pp = this.parameterPositions, - i1 = this._cachedIndex, + Interpolant.prototype = { - t1 = pp[ i1 ], - t0 = pp[ i1 - 1 ]; + constructor: Interpolant, - validate_interval: { + evaluate: function( t ) { - seek: { + var pp = this.parameterPositions, + i1 = this._cachedIndex, - var right; + t1 = pp[ i1 ], + t0 = pp[ i1 - 1 ]; - linear_scan: { - //- See http://jsperf.com/comparison-to-undefined/3 - //- slower code: - //- - //- if ( t >= t1 || t1 === undefined ) { - forward_scan: if ( ! ( t < t1 ) ) { + validate_interval: { - for ( var giveUpAt = i1 + 2; ;) { + seek: { - if ( t1 === undefined ) { + var right; - if ( t < t0 ) break forward_scan; + linear_scan: { + //- See http://jsperf.com/comparison-to-undefined/3 + //- slower code: + //- + //- if ( t >= t1 || t1 === undefined ) { + forward_scan: if ( ! ( t < t1 ) ) { - // after end + for ( var giveUpAt = i1 + 2; ;) { - i1 = pp.length; - this._cachedIndex = i1; - return this.afterEnd_( i1 - 1, t, t0 ); + if ( t1 === undefined ) { - } + if ( t < t0 ) break forward_scan; - if ( i1 === giveUpAt ) break; // this loop + // after end - t0 = t1; - t1 = pp[ ++ i1 ]; + i1 = pp.length; + this._cachedIndex = i1; + return this.afterEnd_( i1 - 1, t, t0 ); - if ( t < t1 ) { + } - // we have arrived at the sought interval - break seek; + if ( i1 === giveUpAt ) break; // this loop - } + t0 = t1; + t1 = pp[ ++ i1 ]; - } + if ( t < t1 ) { - // prepare binary search on the right side of the index - right = pp.length; - break linear_scan; + // we have arrived at the sought interval + break seek; - } + } - //- slower code: - //- if ( t < t0 || t0 === undefined ) { - if ( ! ( t >= t0 ) ) { + } - // looping? + // prepare binary search on the right side of the index + right = pp.length; + break linear_scan; - var t1global = pp[ 1 ]; + } - if ( t < t1global ) { + //- slower code: + //- if ( t < t0 || t0 === undefined ) { + if ( ! ( t >= t0 ) ) { - i1 = 2; // + 1, using the scan for the details - t0 = t1global; + // looping? - } + var t1global = pp[ 1 ]; - // linear reverse scan + if ( t < t1global ) { - for ( var giveUpAt = i1 - 2; ;) { + i1 = 2; // + 1, using the scan for the details + t0 = t1global; - if ( t0 === undefined ) { + } - // before start + // linear reverse scan - this._cachedIndex = 0; - return this.beforeStart_( 0, t, t1 ); + for ( var giveUpAt = i1 - 2; ;) { - } + if ( t0 === undefined ) { - if ( i1 === giveUpAt ) break; // this loop + // before start - t1 = t0; - t0 = pp[ -- i1 - 1 ]; + this._cachedIndex = 0; + return this.beforeStart_( 0, t, t1 ); - if ( t >= t0 ) { + } - // we have arrived at the sought interval - break seek; + if ( i1 === giveUpAt ) break; // this loop - } + t1 = t0; + t0 = pp[ -- i1 - 1 ]; - } + if ( t >= t0 ) { - // prepare binary search on the left side of the index - right = i1; - i1 = 0; - break linear_scan; + // we have arrived at the sought interval + break seek; - } + } - // the interval is valid + } - break validate_interval; + // prepare binary search on the left side of the index + right = i1; + i1 = 0; + break linear_scan; - } // linear scan + } - // binary search + // the interval is valid - while ( i1 < right ) { + break validate_interval; - var mid = ( i1 + right ) >>> 1; + } // linear scan - if ( t < pp[ mid ] ) { + // binary search - right = mid; + while ( i1 < right ) { - } else { + var mid = ( i1 + right ) >>> 1; - i1 = mid + 1; + if ( t < pp[ mid ] ) { - } + right = mid; - } + } else { - t1 = pp[ i1 ]; - t0 = pp[ i1 - 1 ]; + i1 = mid + 1; - // check boundary cases, again + } - if ( t0 === undefined ) { + } - this._cachedIndex = 0; - return this.beforeStart_( 0, t, t1 ); + t1 = pp[ i1 ]; + t0 = pp[ i1 - 1 ]; - } + // check boundary cases, again - if ( t1 === undefined ) { + if ( t0 === undefined ) { - i1 = pp.length; - this._cachedIndex = i1; - return this.afterEnd_( i1 - 1, t0, t ); + this._cachedIndex = 0; + return this.beforeStart_( 0, t, t1 ); - } + } - } // seek + if ( t1 === undefined ) { - this._cachedIndex = i1; + i1 = pp.length; + this._cachedIndex = i1; + return this.afterEnd_( i1 - 1, t0, t ); - this.intervalChanged_( i1, t0, t1 ); + } - } // validate_interval + } // seek - return this.interpolate_( i1, t0, t, t1 ); + this._cachedIndex = i1; - }, + this.intervalChanged_( i1, t0, t1 ); - settings: null, // optional, subclass-specific settings structure - // Note: The indirection allows central control of many interpolants. + } // validate_interval - // --- Protected interface + return this.interpolate_( i1, t0, t, t1 ); - DefaultSettings_: {}, + }, - getSettings_: function() { + settings: null, // optional, subclass-specific settings structure + // Note: The indirection allows central control of many interpolants. - return this.settings || this.DefaultSettings_; + // --- Protected interface - }, + DefaultSettings_: {}, - copySampleValue_: function( index ) { + getSettings_: function() { - // copies a sample value to the result buffer + return this.settings || this.DefaultSettings_; - var result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - offset = index * stride; + }, - for ( var i = 0; i !== stride; ++ i ) { + copySampleValue_: function( index ) { - result[ i ] = values[ offset + i ]; + // copies a sample value to the result buffer - } + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + offset = index * stride; - return result; + for ( var i = 0; i !== stride; ++ i ) { - }, + result[ i ] = values[ offset + i ]; - // Template methods for derived classes: + } - interpolate_: function( i1, t0, t, t1 ) { + return result; - throw new Error( "call to abstract method" ); - // implementations shall return this.resultBuffer + }, - }, + // Template methods for derived classes: - intervalChanged_: function( i1, t0, t1 ) { + interpolate_: function( i1, t0, t, t1 ) { - // empty + throw new Error( "call to abstract method" ); + // implementations shall return this.resultBuffer - } + }, - }; + intervalChanged_: function( i1, t0, t1 ) { - Object.assign( Interpolant.prototype, { + // empty - beforeStart_: //( 0, t, t0 ), returns this.resultBuffer - Interpolant.prototype.copySampleValue_, + } - afterEnd_: //( N-1, tN-1, t ), returns this.resultBuffer - Interpolant.prototype.copySampleValue_ + }; - } ); + Object.assign( Interpolant.prototype, { - /** - * Fast and simple cubic spline interpolant. - * - * It was derived from a Hermitian construction setting the first derivative - * at each sample position to the linear slope between neighboring positions - * over their parameter interval. - * - * @author tschw - */ + beforeStart_: //( 0, t, t0 ), returns this.resultBuffer + Interpolant.prototype.copySampleValue_, - function CubicInterpolant( - parameterPositions, sampleValues, sampleSize, resultBuffer ) { + afterEnd_: //( N-1, tN-1, t ), returns this.resultBuffer + Interpolant.prototype.copySampleValue_ - Interpolant.call( - this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + } ); - this._weightPrev = -0; - this._offsetPrev = -0; - this._weightNext = -0; - this._offsetNext = -0; + /** + * Fast and simple cubic spline interpolant. + * + * It was derived from a Hermitian construction setting the first derivative + * at each sample position to the linear slope between neighboring positions + * over their parameter interval. + * + * @author tschw + */ - } + function CubicInterpolant( + parameterPositions, sampleValues, sampleSize, resultBuffer ) { - CubicInterpolant.prototype = - Object.assign( Object.create( Interpolant.prototype ), { + Interpolant.call( + this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - constructor: CubicInterpolant, + this._weightPrev = -0; + this._offsetPrev = -0; + this._weightNext = -0; + this._offsetNext = -0; - DefaultSettings_: { + } - endingStart: ZeroCurvatureEnding, - endingEnd: ZeroCurvatureEnding + CubicInterpolant.prototype = + Object.assign( Object.create( Interpolant.prototype ), { - }, + constructor: CubicInterpolant, - intervalChanged_: function( i1, t0, t1 ) { + DefaultSettings_: { - var pp = this.parameterPositions, - iPrev = i1 - 2, - iNext = i1 + 1, + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding - tPrev = pp[ iPrev ], - tNext = pp[ iNext ]; + }, - if ( tPrev === undefined ) { + intervalChanged_: function( i1, t0, t1 ) { - switch ( this.getSettings_().endingStart ) { + var pp = this.parameterPositions, + iPrev = i1 - 2, + iNext = i1 + 1, - case ZeroSlopeEnding: + tPrev = pp[ iPrev ], + tNext = pp[ iNext ]; - // f'(t0) = 0 - iPrev = i1; - tPrev = 2 * t0 - t1; + if ( tPrev === undefined ) { - break; + switch ( this.getSettings_().endingStart ) { - case WrapAroundEnding: + case ZeroSlopeEnding: - // use the other end of the curve - iPrev = pp.length - 2; - tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; + // f'(t0) = 0 + iPrev = i1; + tPrev = 2 * t0 - t1; - break; + break; - default: // ZeroCurvatureEnding + case WrapAroundEnding: - // f''(t0) = 0 a.k.a. Natural Spline - iPrev = i1; - tPrev = t1; + // use the other end of the curve + iPrev = pp.length - 2; + tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; - } + break; - } + default: // ZeroCurvatureEnding - if ( tNext === undefined ) { + // f''(t0) = 0 a.k.a. Natural Spline + iPrev = i1; + tPrev = t1; - switch ( this.getSettings_().endingEnd ) { + } - case ZeroSlopeEnding: + } - // f'(tN) = 0 - iNext = i1; - tNext = 2 * t1 - t0; + if ( tNext === undefined ) { - break; + switch ( this.getSettings_().endingEnd ) { - case WrapAroundEnding: + case ZeroSlopeEnding: - // use the other end of the curve - iNext = 1; - tNext = t1 + pp[ 1 ] - pp[ 0 ]; + // f'(tN) = 0 + iNext = i1; + tNext = 2 * t1 - t0; - break; + break; - default: // ZeroCurvatureEnding + case WrapAroundEnding: - // f''(tN) = 0, a.k.a. Natural Spline - iNext = i1 - 1; - tNext = t0; + // use the other end of the curve + iNext = 1; + tNext = t1 + pp[ 1 ] - pp[ 0 ]; - } + break; - } + default: // ZeroCurvatureEnding - var halfDt = ( t1 - t0 ) * 0.5, - stride = this.valueSize; + // f''(tN) = 0, a.k.a. Natural Spline + iNext = i1 - 1; + tNext = t0; - this._weightPrev = halfDt / ( t0 - tPrev ); - this._weightNext = halfDt / ( tNext - t1 ); - this._offsetPrev = iPrev * stride; - this._offsetNext = iNext * stride; + } - }, + } - interpolate_: function( i1, t0, t, t1 ) { + var halfDt = ( t1 - t0 ) * 0.5, + stride = this.valueSize; - var result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, + this._weightPrev = halfDt / ( t0 - tPrev ); + this._weightNext = halfDt / ( tNext - t1 ); + this._offsetPrev = iPrev * stride; + this._offsetNext = iNext * stride; - o1 = i1 * stride, o0 = o1 - stride, - oP = this._offsetPrev, oN = this._offsetNext, - wP = this._weightPrev, wN = this._weightNext, + }, - p = ( t - t0 ) / ( t1 - t0 ), - pp = p * p, - ppp = pp * p; + interpolate_: function( i1, t0, t, t1 ) { - // evaluate polynomials + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, - var sP = - wP * ppp + 2 * wP * pp - wP * p; - var s0 = ( 1 + wP ) * ppp + (-1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1; - var s1 = (-1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; - var sN = wN * ppp - wN * pp; + o1 = i1 * stride, o0 = o1 - stride, + oP = this._offsetPrev, oN = this._offsetNext, + wP = this._weightPrev, wN = this._weightNext, - // combine data linearly + p = ( t - t0 ) / ( t1 - t0 ), + pp = p * p, + ppp = pp * p; - for ( var i = 0; i !== stride; ++ i ) { + // evaluate polynomials - result[ i ] = - sP * values[ oP + i ] + - s0 * values[ o0 + i ] + - s1 * values[ o1 + i ] + - sN * values[ oN + i ]; + var sP = - wP * ppp + 2 * wP * pp - wP * p; + var s0 = ( 1 + wP ) * ppp + (-1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1; + var s1 = (-1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; + var sN = wN * ppp - wN * pp; - } + // combine data linearly - return result; + for ( var i = 0; i !== stride; ++ i ) { - } + result[ i ] = + sP * values[ oP + i ] + + s0 * values[ o0 + i ] + + s1 * values[ o1 + i ] + + sN * values[ oN + i ]; - } ); + } - /** - * @author tschw - */ + return result; - function LinearInterpolant( - parameterPositions, sampleValues, sampleSize, resultBuffer ) { + } - Interpolant.call( - this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + } ); - } + /** + * @author tschw + */ - LinearInterpolant.prototype = - Object.assign( Object.create( Interpolant.prototype ), { + function LinearInterpolant( + parameterPositions, sampleValues, sampleSize, resultBuffer ) { - constructor: LinearInterpolant, + Interpolant.call( + this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - interpolate_: function( i1, t0, t, t1 ) { + } - var result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, + LinearInterpolant.prototype = + Object.assign( Object.create( Interpolant.prototype ), { - offset1 = i1 * stride, - offset0 = offset1 - stride, + constructor: LinearInterpolant, - weight1 = ( t - t0 ) / ( t1 - t0 ), - weight0 = 1 - weight1; + interpolate_: function( i1, t0, t, t1 ) { - for ( var i = 0; i !== stride; ++ i ) { + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, - result[ i ] = - values[ offset0 + i ] * weight0 + - values[ offset1 + i ] * weight1; + offset1 = i1 * stride, + offset0 = offset1 - stride, - } + weight1 = ( t - t0 ) / ( t1 - t0 ), + weight0 = 1 - weight1; - return result; + for ( var i = 0; i !== stride; ++ i ) { - } + result[ i ] = + values[ offset0 + i ] * weight0 + + values[ offset1 + i ] * weight1; - } ); + } - /** - * - * Interpolant that evaluates to the sample value at the position preceeding - * the parameter. - * - * @author tschw - */ + return result; - function DiscreteInterpolant( - parameterPositions, sampleValues, sampleSize, resultBuffer ) { + } - Interpolant.call( - this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + } ); - } + /** + * + * Interpolant that evaluates to the sample value at the position preceeding + * the parameter. + * + * @author tschw + */ - DiscreteInterpolant.prototype = - Object.assign( Object.create( Interpolant.prototype ), { + function DiscreteInterpolant( + parameterPositions, sampleValues, sampleSize, resultBuffer ) { - constructor: DiscreteInterpolant, + Interpolant.call( + this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - interpolate_: function( i1, t0, t, t1 ) { + } - return this.copySampleValue_( i1 - 1 ); + DiscreteInterpolant.prototype = + Object.assign( Object.create( Interpolant.prototype ), { - } + constructor: DiscreteInterpolant, - } ); + interpolate_: function( i1, t0, t, t1 ) { - var KeyframeTrackPrototype; + return this.copySampleValue_( i1 - 1 ); - KeyframeTrackPrototype = { + } - TimeBufferType: Float32Array, - ValueBufferType: Float32Array, + } ); - DefaultInterpolation: InterpolateLinear, + var KeyframeTrackPrototype; - InterpolantFactoryMethodDiscrete: function( result ) { + KeyframeTrackPrototype = { - return new DiscreteInterpolant( - this.times, this.values, this.getValueSize(), result ); + TimeBufferType: Float32Array, + ValueBufferType: Float32Array, - }, + DefaultInterpolation: InterpolateLinear, - InterpolantFactoryMethodLinear: function( result ) { + InterpolantFactoryMethodDiscrete: function( result ) { - return new LinearInterpolant( - this.times, this.values, this.getValueSize(), result ); + return new DiscreteInterpolant( + this.times, this.values, this.getValueSize(), result ); - }, + }, - InterpolantFactoryMethodSmooth: function( result ) { + InterpolantFactoryMethodLinear: function( result ) { - return new CubicInterpolant( - this.times, this.values, this.getValueSize(), result ); + return new LinearInterpolant( + this.times, this.values, this.getValueSize(), result ); - }, + }, - setInterpolation: function( interpolation ) { + InterpolantFactoryMethodSmooth: function( result ) { - var factoryMethod; + return new CubicInterpolant( + this.times, this.values, this.getValueSize(), result ); - switch ( interpolation ) { + }, - case InterpolateDiscrete: + setInterpolation: function( interpolation ) { - factoryMethod = this.InterpolantFactoryMethodDiscrete; + var factoryMethod; - break; + switch ( interpolation ) { - case InterpolateLinear: + case InterpolateDiscrete: - factoryMethod = this.InterpolantFactoryMethodLinear; + factoryMethod = this.InterpolantFactoryMethodDiscrete; - break; + break; - case InterpolateSmooth: + case InterpolateLinear: - factoryMethod = this.InterpolantFactoryMethodSmooth; + factoryMethod = this.InterpolantFactoryMethodLinear; - break; + break; - } + case InterpolateSmooth: - if ( factoryMethod === undefined ) { + factoryMethod = this.InterpolantFactoryMethodSmooth; - var message = "unsupported interpolation for " + - this.ValueTypeName + " keyframe track named " + this.name; + break; - if ( this.createInterpolant === undefined ) { + } - // fall back to default, unless the default itself is messed up - if ( interpolation !== this.DefaultInterpolation ) { + if ( factoryMethod === undefined ) { - this.setInterpolation( this.DefaultInterpolation ); + var message = "unsupported interpolation for " + + this.ValueTypeName + " keyframe track named " + this.name; - } else { + if ( this.createInterpolant === undefined ) { - throw new Error( message ); // fatal, in this case + // fall back to default, unless the default itself is messed up + if ( interpolation !== this.DefaultInterpolation ) { - } + this.setInterpolation( this.DefaultInterpolation ); - } + } else { - console.warn( message ); - return; + throw new Error( message ); // fatal, in this case - } + } - this.createInterpolant = factoryMethod; + } - }, + console.warn( message ); + return; - getInterpolation: function() { + } - switch ( this.createInterpolant ) { + this.createInterpolant = factoryMethod; - case this.InterpolantFactoryMethodDiscrete: + }, - return InterpolateDiscrete; + getInterpolation: function() { - case this.InterpolantFactoryMethodLinear: + switch ( this.createInterpolant ) { - return InterpolateLinear; + case this.InterpolantFactoryMethodDiscrete: - case this.InterpolantFactoryMethodSmooth: + return InterpolateDiscrete; - return InterpolateSmooth; + case this.InterpolantFactoryMethodLinear: - } + return InterpolateLinear; - }, + case this.InterpolantFactoryMethodSmooth: - getValueSize: function() { + return InterpolateSmooth; - return this.values.length / this.times.length; + } - }, + }, - // move all keyframes either forwards or backwards in time - shift: function( timeOffset ) { + getValueSize: function() { - if( timeOffset !== 0.0 ) { + return this.values.length / this.times.length; - var times = this.times; + }, - for( var i = 0, n = times.length; i !== n; ++ i ) { + // move all keyframes either forwards or backwards in time + shift: function( timeOffset ) { - times[ i ] += timeOffset; + if( timeOffset !== 0.0 ) { - } + var times = this.times; - } + for( var i = 0, n = times.length; i !== n; ++ i ) { - return this; + times[ i ] += timeOffset; - }, + } - // scale all keyframe times by a factor (useful for frame <-> seconds conversions) - scale: function( timeScale ) { + } - if( timeScale !== 1.0 ) { + return this; - var times = this.times; + }, - for( var i = 0, n = times.length; i !== n; ++ i ) { + // scale all keyframe times by a factor (useful for frame <-> seconds conversions) + scale: function( timeScale ) { - times[ i ] *= timeScale; + if( timeScale !== 1.0 ) { - } + var times = this.times; - } + for( var i = 0, n = times.length; i !== n; ++ i ) { - return this; + times[ i ] *= timeScale; - }, + } - // removes keyframes before and after animation without changing any values within the range [startTime, endTime]. - // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values - trim: function( startTime, endTime ) { + } - var times = this.times, - nKeys = times.length, - from = 0, - to = nKeys - 1; + return this; - while ( from !== nKeys && times[ from ] < startTime ) ++ from; - while ( to !== -1 && times[ to ] > endTime ) -- to; + }, - ++ to; // inclusive -> exclusive bound + // removes keyframes before and after animation without changing any values within the range [startTime, endTime]. + // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values + trim: function( startTime, endTime ) { - if( from !== 0 || to !== nKeys ) { + var times = this.times, + nKeys = times.length, + from = 0, + to = nKeys - 1; - // empty tracks are forbidden, so keep at least one keyframe - if ( from >= to ) to = Math.max( to , 1 ), from = to - 1; + while ( from !== nKeys && times[ from ] < startTime ) ++ from; + while ( to !== -1 && times[ to ] > endTime ) -- to; - var stride = this.getValueSize(); - this.times = exports.AnimationUtils.arraySlice( times, from, to ); - this.values = exports.AnimationUtils. - arraySlice( this.values, from * stride, to * stride ); + ++ to; // inclusive -> exclusive bound - } + if( from !== 0 || to !== nKeys ) { - return this; + // empty tracks are forbidden, so keep at least one keyframe + if ( from >= to ) to = Math.max( to , 1 ), from = to - 1; - }, + var stride = this.getValueSize(); + this.times = exports.AnimationUtils.arraySlice( times, from, to ); + this.values = exports.AnimationUtils. + arraySlice( this.values, from * stride, to * stride ); - // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable - validate: function() { + } - var valid = true; + return this; - var valueSize = this.getValueSize(); - if ( valueSize - Math.floor( valueSize ) !== 0 ) { + }, - console.error( "invalid value size in track", this ); - valid = false; + // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable + validate: function() { - } + var valid = true; - var times = this.times, - values = this.values, + var valueSize = this.getValueSize(); + if ( valueSize - Math.floor( valueSize ) !== 0 ) { - nKeys = times.length; + console.error( "invalid value size in track", this ); + valid = false; - if( nKeys === 0 ) { + } - console.error( "track is empty", this ); - valid = false; + var times = this.times, + values = this.values, - } + nKeys = times.length; - var prevTime = null; + if( nKeys === 0 ) { - for( var i = 0; i !== nKeys; i ++ ) { + console.error( "track is empty", this ); + valid = false; - var currTime = times[ i ]; + } - if ( typeof currTime === 'number' && isNaN( currTime ) ) { + var prevTime = null; - console.error( "time is not a valid number", this, i, currTime ); - valid = false; - break; + for( var i = 0; i !== nKeys; i ++ ) { - } + var currTime = times[ i ]; - if( prevTime !== null && prevTime > currTime ) { + if ( typeof currTime === 'number' && isNaN( currTime ) ) { - console.error( "out of order keys", this, i, currTime, prevTime ); - valid = false; - break; + console.error( "time is not a valid number", this, i, currTime ); + valid = false; + break; - } + } - prevTime = currTime; + if( prevTime !== null && prevTime > currTime ) { - } + console.error( "out of order keys", this, i, currTime, prevTime ); + valid = false; + break; - if ( values !== undefined ) { + } - if ( exports.AnimationUtils.isTypedArray( values ) ) { + prevTime = currTime; - for ( var i = 0, n = values.length; i !== n; ++ i ) { + } - var value = values[ i ]; + if ( values !== undefined ) { - if ( isNaN( value ) ) { + if ( exports.AnimationUtils.isTypedArray( values ) ) { - console.error( "value is not a valid number", this, i, value ); - valid = false; - break; + for ( var i = 0, n = values.length; i !== n; ++ i ) { - } + var value = values[ i ]; - } + if ( isNaN( value ) ) { - } + console.error( "value is not a valid number", this, i, value ); + valid = false; + break; - } + } - return valid; + } - }, + } - // removes equivalent sequential keys as common in morph target sequences - // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) - optimize: function() { + } - var times = this.times, - values = this.values, - stride = this.getValueSize(), + return valid; - smoothInterpolation = this.getInterpolation() === InterpolateSmooth, + }, - writeIndex = 1, - lastIndex = times.length - 1; + // removes equivalent sequential keys as common in morph target sequences + // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) + optimize: function() { - for( var i = 1; i < lastIndex; ++ i ) { + var times = this.times, + values = this.values, + stride = this.getValueSize(), - var keep = false; + smoothInterpolation = this.getInterpolation() === InterpolateSmooth, - var time = times[ i ]; - var timeNext = times[ i + 1 ]; + writeIndex = 1, + lastIndex = times.length - 1; - // remove adjacent keyframes scheduled at the same time + for( var i = 1; i < lastIndex; ++ i ) { - if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) { + var keep = false; - if ( ! smoothInterpolation ) { + var time = times[ i ]; + var timeNext = times[ i + 1 ]; - // remove unnecessary keyframes same as their neighbors + // remove adjacent keyframes scheduled at the same time - var offset = i * stride, - offsetP = offset - stride, - offsetN = offset + stride; + if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) { - for ( var j = 0; j !== stride; ++ j ) { + if ( ! smoothInterpolation ) { - var value = values[ offset + j ]; + // remove unnecessary keyframes same as their neighbors - if ( value !== values[ offsetP + j ] || - value !== values[ offsetN + j ] ) { + var offset = i * stride, + offsetP = offset - stride, + offsetN = offset + stride; - keep = true; - break; + for ( var j = 0; j !== stride; ++ j ) { - } + var value = values[ offset + j ]; - } + if ( value !== values[ offsetP + j ] || + value !== values[ offsetN + j ] ) { - } else keep = true; + keep = true; + break; - } + } - // in-place compaction + } - if ( keep ) { + } else keep = true; - if ( i !== writeIndex ) { + } - times[ writeIndex ] = times[ i ]; + // in-place compaction - var readOffset = i * stride, - writeOffset = writeIndex * stride; + if ( keep ) { - for ( var j = 0; j !== stride; ++ j ) + if ( i !== writeIndex ) { - values[ writeOffset + j ] = values[ readOffset + j ]; + times[ writeIndex ] = times[ i ]; - } + var readOffset = i * stride, + writeOffset = writeIndex * stride; - ++ writeIndex; + for ( var j = 0; j !== stride; ++ j ) - } + values[ writeOffset + j ] = values[ readOffset + j ]; - } + } - // flush last keyframe (compaction looks ahead) + ++ writeIndex; - times[ writeIndex ++ ] = times[ lastIndex ]; + } - for ( var readOffset = lastIndex * stride, j = 0; j !== stride; ++ j ) + } - values[ writeOffset + j ] = values[ readOffset + j ]; + // flush last keyframe (compaction looks ahead) + times[ writeIndex ++ ] = times[ lastIndex ]; - if ( writeIndex !== times.length ) { + for ( var readOffset = lastIndex * stride, j = 0; j !== stride; ++ j ) - this.times = exports.AnimationUtils.arraySlice( times, 0, writeIndex ); - this.values = exports.AnimationUtils.arraySlice( values, 0, writeIndex * stride ); + values[ writeOffset + j ] = values[ readOffset + j ]; - } - return this; + if ( writeIndex !== times.length ) { - } + this.times = exports.AnimationUtils.arraySlice( times, 0, writeIndex ); + this.values = exports.AnimationUtils.arraySlice( values, 0, writeIndex * stride ); - } + } - function KeyframeTrackConstructor( name, times, values, interpolation ) { + return this; - if( name === undefined ) throw new Error( "track name is undefined" ); + } - if( times === undefined || times.length === 0 ) { + } - throw new Error( "no keyframes in track named " + name ); + function KeyframeTrackConstructor( name, times, values, interpolation ) { - } + if( name === undefined ) throw new Error( "track name is undefined" ); - this.name = name; + if( times === undefined || times.length === 0 ) { - this.times = exports.AnimationUtils.convertArray( times, this.TimeBufferType ); - this.values = exports.AnimationUtils.convertArray( values, this.ValueBufferType ); + throw new Error( "no keyframes in track named " + name ); - this.setInterpolation( interpolation || this.DefaultInterpolation ); + } - this.validate(); - this.optimize(); + this.name = name; - } + this.times = exports.AnimationUtils.convertArray( times, this.TimeBufferType ); + this.values = exports.AnimationUtils.convertArray( values, this.ValueBufferType ); - /** - * - * A Track of vectored keyframe values. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ + this.setInterpolation( interpolation || this.DefaultInterpolation ); - function VectorKeyframeTrack( name, times, values, interpolation ) { + this.validate(); + this.optimize(); - KeyframeTrackConstructor.call( this, name, times, values, interpolation ); + } - } + /** + * + * A Track of vectored keyframe values. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ - VectorKeyframeTrack.prototype = - Object.assign( Object.create( KeyframeTrackPrototype ), { + function VectorKeyframeTrack( name, times, values, interpolation ) { - constructor: VectorKeyframeTrack, + KeyframeTrackConstructor.call( this, name, times, values, interpolation ); - ValueTypeName: 'vector' + } - // ValueBufferType is inherited + VectorKeyframeTrack.prototype = + Object.assign( Object.create( KeyframeTrackPrototype ), { - // DefaultInterpolation is inherited + constructor: VectorKeyframeTrack, - } ); + ValueTypeName: 'vector' - /** - * Spherical linear unit quaternion interpolant. - * - * @author tschw - */ + // ValueBufferType is inherited - function QuaternionLinearInterpolant( - parameterPositions, sampleValues, sampleSize, resultBuffer ) { + // DefaultInterpolation is inherited - Interpolant.call( - this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + } ); - } + /** + * Spherical linear unit quaternion interpolant. + * + * @author tschw + */ - QuaternionLinearInterpolant.prototype = - Object.assign( Object.create( Interpolant.prototype ), { + function QuaternionLinearInterpolant( + parameterPositions, sampleValues, sampleSize, resultBuffer ) { - constructor: QuaternionLinearInterpolant, + Interpolant.call( + this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - interpolate_: function( i1, t0, t, t1 ) { + } - var result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, + QuaternionLinearInterpolant.prototype = + Object.assign( Object.create( Interpolant.prototype ), { - offset = i1 * stride, + constructor: QuaternionLinearInterpolant, - alpha = ( t - t0 ) / ( t1 - t0 ); + interpolate_: function( i1, t0, t, t1 ) { - for ( var end = offset + stride; offset !== end; offset += 4 ) { + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, - Quaternion.slerpFlat( result, 0, - values, offset - stride, values, offset, alpha ); + offset = i1 * stride, - } + alpha = ( t - t0 ) / ( t1 - t0 ); - return result; + for ( var end = offset + stride; offset !== end; offset += 4 ) { - } + Quaternion.slerpFlat( result, 0, + values, offset - stride, values, offset, alpha ); - } ); + } - /** - * - * A Track of quaternion keyframe values. - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ + return result; - function QuaternionKeyframeTrack( name, times, values, interpolation ) { + } - KeyframeTrackConstructor.call( this, name, times, values, interpolation ); + } ); - } + /** + * + * A Track of quaternion keyframe values. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ - QuaternionKeyframeTrack.prototype = - Object.assign( Object.create( KeyframeTrackPrototype ), { + function QuaternionKeyframeTrack( name, times, values, interpolation ) { - constructor: QuaternionKeyframeTrack, + KeyframeTrackConstructor.call( this, name, times, values, interpolation ); - ValueTypeName: 'quaternion', + } - // ValueBufferType is inherited + QuaternionKeyframeTrack.prototype = + Object.assign( Object.create( KeyframeTrackPrototype ), { - DefaultInterpolation: InterpolateLinear, + constructor: QuaternionKeyframeTrack, - InterpolantFactoryMethodLinear: function( result ) { + ValueTypeName: 'quaternion', - return new QuaternionLinearInterpolant( - this.times, this.values, this.getValueSize(), result ); + // ValueBufferType is inherited - }, + DefaultInterpolation: InterpolateLinear, - InterpolantFactoryMethodSmooth: undefined // not yet implemented + InterpolantFactoryMethodLinear: function( result ) { - } ); + return new QuaternionLinearInterpolant( + this.times, this.values, this.getValueSize(), result ); - /** - * - * A Track of numeric keyframe values. - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ + }, - function NumberKeyframeTrack( name, times, values, interpolation ) { + InterpolantFactoryMethodSmooth: undefined // not yet implemented - KeyframeTrackConstructor.call( this, name, times, values, interpolation ); + } ); - } + /** + * + * A Track of numeric keyframe values. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ - NumberKeyframeTrack.prototype = - Object.assign( Object.create( KeyframeTrackPrototype ), { + function NumberKeyframeTrack( name, times, values, interpolation ) { - constructor: NumberKeyframeTrack, + KeyframeTrackConstructor.call( this, name, times, values, interpolation ); - ValueTypeName: 'number', + } - // ValueBufferType is inherited + NumberKeyframeTrack.prototype = + Object.assign( Object.create( KeyframeTrackPrototype ), { - // DefaultInterpolation is inherited + constructor: NumberKeyframeTrack, - } ); + ValueTypeName: 'number', - /** - * - * A Track that interpolates Strings - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ + // ValueBufferType is inherited - function StringKeyframeTrack( name, times, values, interpolation ) { + // DefaultInterpolation is inherited - KeyframeTrackConstructor.call( this, name, times, values, interpolation ); + } ); - } + /** + * + * A Track that interpolates Strings + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ - StringKeyframeTrack.prototype = - Object.assign( Object.create( KeyframeTrackPrototype ), { + function StringKeyframeTrack( name, times, values, interpolation ) { - constructor: StringKeyframeTrack, + KeyframeTrackConstructor.call( this, name, times, values, interpolation ); - ValueTypeName: 'string', - ValueBufferType: Array, + } - DefaultInterpolation: InterpolateDiscrete, + StringKeyframeTrack.prototype = + Object.assign( Object.create( KeyframeTrackPrototype ), { - InterpolantFactoryMethodLinear: undefined, + constructor: StringKeyframeTrack, - InterpolantFactoryMethodSmooth: undefined + ValueTypeName: 'string', + ValueBufferType: Array, - } ); + DefaultInterpolation: InterpolateDiscrete, - /** - * - * A Track of Boolean keyframe values. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ + InterpolantFactoryMethodLinear: undefined, - function BooleanKeyframeTrack( name, times, values ) { + InterpolantFactoryMethodSmooth: undefined - KeyframeTrackConstructor.call( this, name, times, values ); + } ); - } + /** + * + * A Track of Boolean keyframe values. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ - BooleanKeyframeTrack.prototype = - Object.assign( Object.create( KeyframeTrackPrototype ), { + function BooleanKeyframeTrack( name, times, values ) { - constructor: BooleanKeyframeTrack, + KeyframeTrackConstructor.call( this, name, times, values ); - ValueTypeName: 'bool', - ValueBufferType: Array, + } - DefaultInterpolation: InterpolateDiscrete, + BooleanKeyframeTrack.prototype = + Object.assign( Object.create( KeyframeTrackPrototype ), { - InterpolantFactoryMethodLinear: undefined, - InterpolantFactoryMethodSmooth: undefined + constructor: BooleanKeyframeTrack, - // Note: Actually this track could have a optimized / compressed - // representation of a single value and a custom interpolant that - // computes "firstValue ^ isOdd( index )". + ValueTypeName: 'bool', + ValueBufferType: Array, - } ); + DefaultInterpolation: InterpolateDiscrete, - /** - * - * A Track of keyframe values that represent color. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ + InterpolantFactoryMethodLinear: undefined, + InterpolantFactoryMethodSmooth: undefined - function ColorKeyframeTrack( name, times, values, interpolation ) { + // Note: Actually this track could have a optimized / compressed + // representation of a single value and a custom interpolant that + // computes "firstValue ^ isOdd( index )". - KeyframeTrackConstructor.call( this, name, times, values, interpolation ); + } ); - } + /** + * + * A Track of keyframe values that represent color. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ - ColorKeyframeTrack.prototype = - Object.assign( Object.create( KeyframeTrackPrototype ), { + function ColorKeyframeTrack( name, times, values, interpolation ) { - constructor: ColorKeyframeTrack, + KeyframeTrackConstructor.call( this, name, times, values, interpolation ); - ValueTypeName: 'color' + } - // ValueBufferType is inherited + ColorKeyframeTrack.prototype = + Object.assign( Object.create( KeyframeTrackPrototype ), { - // DefaultInterpolation is inherited + constructor: ColorKeyframeTrack, + ValueTypeName: 'color' - // Note: Very basic implementation and nothing special yet. - // However, this is the place for color space parameterization. + // ValueBufferType is inherited - } ); + // DefaultInterpolation is inherited - /** - * - * A timed sequence of keyframes for a specific property. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ - function KeyframeTrack( name, times, values, interpolation ) { + // Note: Very basic implementation and nothing special yet. + // However, this is the place for color space parameterization. - KeyframeTrackConstructor.apply( this, arguments ); + } ); - } + /** + * + * A timed sequence of keyframes for a specific property. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ - KeyframeTrack.prototype = KeyframeTrackPrototype; - KeyframeTrackPrototype.constructor = KeyframeTrack; + function KeyframeTrack( name, times, values, interpolation ) { - // Static methods: + KeyframeTrackConstructor.apply( this, arguments ); - Object.assign( KeyframeTrack, { + } - // Serialization (in static context, because of constructor invocation - // and automatic invocation of .toJSON): + KeyframeTrack.prototype = KeyframeTrackPrototype; + KeyframeTrackPrototype.constructor = KeyframeTrack; - parse: function( json ) { + // Static methods: - if( json.type === undefined ) { + Object.assign( KeyframeTrack, { - throw new Error( "track type undefined, can not parse" ); + // Serialization (in static context, because of constructor invocation + // and automatic invocation of .toJSON): - } + parse: function( json ) { - var trackType = KeyframeTrack._getTrackTypeForValueTypeName( json.type ); + if( json.type === undefined ) { - if ( json.times === undefined ) { + throw new Error( "track type undefined, can not parse" ); - var times = [], values = []; + } - exports.AnimationUtils.flattenJSON( json.keys, times, values, 'value' ); + var trackType = KeyframeTrack._getTrackTypeForValueTypeName( json.type ); - json.times = times; - json.values = values; + if ( json.times === undefined ) { - } + var times = [], values = []; - // derived classes can define a static parse method - if ( trackType.parse !== undefined ) { + exports.AnimationUtils.flattenJSON( json.keys, times, values, 'value' ); - return trackType.parse( json ); + json.times = times; + json.values = values; - } else { + } - // by default, we asssume a constructor compatible with the base - return new trackType( - json.name, json.times, json.values, json.interpolation ); + // derived classes can define a static parse method + if ( trackType.parse !== undefined ) { - } + return trackType.parse( json ); - }, + } else { - toJSON: function( track ) { + // by default, we asssume a constructor compatible with the base + return new trackType( + json.name, json.times, json.values, json.interpolation ); - var trackType = track.constructor; + } - var json; + }, - // derived classes can define a static toJSON method - if ( trackType.toJSON !== undefined ) { + toJSON: function( track ) { - json = trackType.toJSON( track ); + var trackType = track.constructor; - } else { + var json; - // by default, we assume the data can be serialized as-is - json = { + // derived classes can define a static toJSON method + if ( trackType.toJSON !== undefined ) { - 'name': track.name, - 'times': exports.AnimationUtils.convertArray( track.times, Array ), - 'values': exports.AnimationUtils.convertArray( track.values, Array ) + json = trackType.toJSON( track ); - }; + } else { - var interpolation = track.getInterpolation(); + // by default, we assume the data can be serialized as-is + json = { - if ( interpolation !== track.DefaultInterpolation ) { + 'name': track.name, + 'times': exports.AnimationUtils.convertArray( track.times, Array ), + 'values': exports.AnimationUtils.convertArray( track.values, Array ) - json.interpolation = interpolation; + }; - } + var interpolation = track.getInterpolation(); - } + if ( interpolation !== track.DefaultInterpolation ) { - json.type = track.ValueTypeName; // mandatory + json.interpolation = interpolation; - return json; + } - }, + } - _getTrackTypeForValueTypeName: function( typeName ) { + json.type = track.ValueTypeName; // mandatory - switch( typeName.toLowerCase() ) { + return json; - case "scalar": - case "double": - case "float": - case "number": - case "integer": + }, - return NumberKeyframeTrack; + _getTrackTypeForValueTypeName: function( typeName ) { - case "vector": - case "vector2": - case "vector3": - case "vector4": + switch( typeName.toLowerCase() ) { - return VectorKeyframeTrack; + case "scalar": + case "double": + case "float": + case "number": + case "integer": - case "color": + return NumberKeyframeTrack; - return ColorKeyframeTrack; + case "vector": + case "vector2": + case "vector3": + case "vector4": - case "quaternion": + return VectorKeyframeTrack; - return QuaternionKeyframeTrack; + case "color": - case "bool": - case "boolean": + return ColorKeyframeTrack; - return BooleanKeyframeTrack; + case "quaternion": - case "string": + return QuaternionKeyframeTrack; - return StringKeyframeTrack; + case "bool": + case "boolean": - } + return BooleanKeyframeTrack; - throw new Error( "Unsupported typeName: " + typeName ); + case "string": - } + return StringKeyframeTrack; - } ); + } - /** - * - * Reusable set of Tracks that represent an animation. - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - */ + throw new Error( "Unsupported typeName: " + typeName ); - function AnimationClip( name, duration, tracks ) { + } - this.name = name; - this.tracks = tracks; - this.duration = ( duration !== undefined ) ? duration : -1; + } ); - this.uuid = exports.Math.generateUUID(); + /** + * + * Reusable set of Tracks that represent an animation. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + */ - // this means it should figure out its duration by scanning the tracks - if ( this.duration < 0 ) { + function AnimationClip( name, duration, tracks ) { - this.resetDuration(); + this.name = name; + this.tracks = tracks; + this.duration = ( duration !== undefined ) ? duration : -1; - } + this.uuid = exports.Math.generateUUID(); - this.optimize(); + // this means it should figure out its duration by scanning the tracks + if ( this.duration < 0 ) { - } + this.resetDuration(); - AnimationClip.prototype = { + } - constructor: AnimationClip, + this.optimize(); - resetDuration: function() { + } - var tracks = this.tracks, - duration = 0; + AnimationClip.prototype = { - for ( var i = 0, n = tracks.length; i !== n; ++ i ) { + constructor: AnimationClip, - var track = this.tracks[ i ]; + resetDuration: function() { - duration = Math.max( - duration, track.times[ track.times.length - 1 ] ); + var tracks = this.tracks, + duration = 0; - } + for ( var i = 0, n = tracks.length; i !== n; ++ i ) { - this.duration = duration; + var track = this.tracks[ i ]; - }, + duration = Math.max( + duration, track.times[ track.times.length - 1 ] ); - trim: function() { + } - for ( var i = 0; i < this.tracks.length; i ++ ) { + this.duration = duration; - this.tracks[ i ].trim( 0, this.duration ); + }, - } + trim: function() { - return this; + for ( var i = 0; i < this.tracks.length; i ++ ) { - }, + this.tracks[ i ].trim( 0, this.duration ); - optimize: function() { + } - for ( var i = 0; i < this.tracks.length; i ++ ) { + return this; - this.tracks[ i ].optimize(); + }, - } + optimize: function() { - return this; + for ( var i = 0; i < this.tracks.length; i ++ ) { - } + this.tracks[ i ].optimize(); - }; + } - // Static methods: + return this; - Object.assign( AnimationClip, { + } - parse: function( json ) { + }; - var tracks = [], - jsonTracks = json.tracks, - frameTime = 1.0 / ( json.fps || 1.0 ); + // Static methods: - for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) { + Object.assign( AnimationClip, { - tracks.push( KeyframeTrack.parse( jsonTracks[ i ] ).scale( frameTime ) ); + parse: function( json ) { - } + var tracks = [], + jsonTracks = json.tracks, + frameTime = 1.0 / ( json.fps || 1.0 ); - return new AnimationClip( json.name, json.duration, tracks ); + for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) { - }, + tracks.push( KeyframeTrack.parse( jsonTracks[ i ] ).scale( frameTime ) ); + } - toJSON: function( clip ) { + return new AnimationClip( json.name, json.duration, tracks ); - var tracks = [], - clipTracks = clip.tracks; + }, - var json = { - 'name': clip.name, - 'duration': clip.duration, - 'tracks': tracks + toJSON: function( clip ) { - }; + var tracks = [], + clipTracks = clip.tracks; - for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) { + var json = { - tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) ); + 'name': clip.name, + 'duration': clip.duration, + 'tracks': tracks - } + }; - return json; + for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) { - }, + tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) ); + } - CreateFromMorphTargetSequence: function( name, morphTargetSequence, fps, noLoop ) { + return json; - var numMorphTargets = morphTargetSequence.length; - var tracks = []; + }, - for ( var i = 0; i < numMorphTargets; i ++ ) { - var times = []; - var values = []; + CreateFromMorphTargetSequence: function( name, morphTargetSequence, fps, noLoop ) { - times.push( - ( i + numMorphTargets - 1 ) % numMorphTargets, - i, - ( i + 1 ) % numMorphTargets ); + var numMorphTargets = morphTargetSequence.length; + var tracks = []; - values.push( 0, 1, 0 ); + for ( var i = 0; i < numMorphTargets; i ++ ) { - var order = exports.AnimationUtils.getKeyframeOrder( times ); - times = exports.AnimationUtils.sortedArray( times, 1, order ); - values = exports.AnimationUtils.sortedArray( values, 1, order ); + var times = []; + var values = []; - // if there is a key at the first frame, duplicate it as the - // last frame as well for perfect loop. - if ( ! noLoop && times[ 0 ] === 0 ) { + times.push( + ( i + numMorphTargets - 1 ) % numMorphTargets, + i, + ( i + 1 ) % numMorphTargets ); - times.push( numMorphTargets ); - values.push( values[ 0 ] ); + values.push( 0, 1, 0 ); - } + var order = exports.AnimationUtils.getKeyframeOrder( times ); + times = exports.AnimationUtils.sortedArray( times, 1, order ); + values = exports.AnimationUtils.sortedArray( values, 1, order ); - tracks.push( - new NumberKeyframeTrack( - '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', - times, values - ).scale( 1.0 / fps ) ); - } + // if there is a key at the first frame, duplicate it as the + // last frame as well for perfect loop. + if ( ! noLoop && times[ 0 ] === 0 ) { - return new AnimationClip( name, -1, tracks ); + times.push( numMorphTargets ); + values.push( values[ 0 ] ); - }, + } - findByName: function( objectOrClipArray, name ) { + tracks.push( + new NumberKeyframeTrack( + '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', + times, values + ).scale( 1.0 / fps ) ); + } - var clipArray = objectOrClipArray; + return new AnimationClip( name, -1, tracks ); - if ( ! Array.isArray( objectOrClipArray ) ) { + }, - var o = objectOrClipArray; - clipArray = o.geometry && o.geometry.animations || o.animations; + findByName: function( objectOrClipArray, name ) { - } + var clipArray = objectOrClipArray; - for ( var i = 0; i < clipArray.length; i ++ ) { + if ( ! Array.isArray( objectOrClipArray ) ) { - if ( clipArray[ i ].name === name ) { + var o = objectOrClipArray; + clipArray = o.geometry && o.geometry.animations || o.animations; - return clipArray[ i ]; + } - } - } + for ( var i = 0; i < clipArray.length; i ++ ) { - return null; + if ( clipArray[ i ].name === name ) { - }, + return clipArray[ i ]; - CreateClipsFromMorphTargetSequences: function( morphTargets, fps, noLoop ) { + } + } - var animationToMorphTargets = {}; + return null; - // tested with https://regex101.com/ on trick sequences - // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 - var pattern = /^([\w-]*?)([\d]+)$/; + }, - // sort morph target names into animation groups based - // patterns like Walk_001, Walk_002, Run_001, Run_002 - for ( var i = 0, il = morphTargets.length; i < il; i ++ ) { + CreateClipsFromMorphTargetSequences: function( morphTargets, fps, noLoop ) { - var morphTarget = morphTargets[ i ]; - var parts = morphTarget.name.match( pattern ); + var animationToMorphTargets = {}; - if ( parts && parts.length > 1 ) { + // tested with https://regex101.com/ on trick sequences + // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 + var pattern = /^([\w-]*?)([\d]+)$/; - var name = parts[ 1 ]; + // sort morph target names into animation groups based + // patterns like Walk_001, Walk_002, Run_001, Run_002 + for ( var i = 0, il = morphTargets.length; i < il; i ++ ) { - var animationMorphTargets = animationToMorphTargets[ name ]; - if ( ! animationMorphTargets ) { + var morphTarget = morphTargets[ i ]; + var parts = morphTarget.name.match( pattern ); - animationToMorphTargets[ name ] = animationMorphTargets = []; + if ( parts && parts.length > 1 ) { - } + var name = parts[ 1 ]; - animationMorphTargets.push( morphTarget ); + var animationMorphTargets = animationToMorphTargets[ name ]; + if ( ! animationMorphTargets ) { - } + animationToMorphTargets[ name ] = animationMorphTargets = []; - } + } - var clips = []; + animationMorphTargets.push( morphTarget ); - for ( var name in animationToMorphTargets ) { + } - clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); + } - } + var clips = []; - return clips; + for ( var name in animationToMorphTargets ) { - }, + clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); - // parse the animation.hierarchy format - parseAnimation: function( animation, bones, nodeName ) { + } - if ( ! animation ) { + return clips; - console.error( " no animation in JSONLoader data" ); - return null; + }, - } + // parse the animation.hierarchy format + parseAnimation: function( animation, bones, nodeName ) { - var addNonemptyTrack = function( - trackType, trackName, animationKeys, propertyName, destTracks ) { + if ( ! animation ) { - // only return track if there are actually keys. - if ( animationKeys.length !== 0 ) { + console.error( " no animation in JSONLoader data" ); + return null; - var times = []; - var values = []; + } - exports.AnimationUtils.flattenJSON( - animationKeys, times, values, propertyName ); + var addNonemptyTrack = function( + trackType, trackName, animationKeys, propertyName, destTracks ) { - // empty keys are filtered out, so check again - if ( times.length !== 0 ) { + // only return track if there are actually keys. + if ( animationKeys.length !== 0 ) { - destTracks.push( new trackType( trackName, times, values ) ); + var times = []; + var values = []; - } + exports.AnimationUtils.flattenJSON( + animationKeys, times, values, propertyName ); - } + // empty keys are filtered out, so check again + if ( times.length !== 0 ) { - }; + destTracks.push( new trackType( trackName, times, values ) ); - var tracks = []; + } - var clipName = animation.name || 'default'; - // automatic length determination in AnimationClip. - var duration = animation.length || -1; - var fps = animation.fps || 30; + } - var hierarchyTracks = animation.hierarchy || []; + }; - for ( var h = 0; h < hierarchyTracks.length; h ++ ) { + var tracks = []; - var animationKeys = hierarchyTracks[ h ].keys; + var clipName = animation.name || 'default'; + // automatic length determination in AnimationClip. + var duration = animation.length || -1; + var fps = animation.fps || 30; - // skip empty tracks - if ( ! animationKeys || animationKeys.length === 0 ) continue; + var hierarchyTracks = animation.hierarchy || []; - // process morph targets in a way exactly compatible - // with AnimationHandler.init( animation ) - if ( animationKeys[0].morphTargets ) { + for ( var h = 0; h < hierarchyTracks.length; h ++ ) { - // figure out all morph targets used in this track - var morphTargetNames = {}; - for ( var k = 0; k < animationKeys.length; k ++ ) { + var animationKeys = hierarchyTracks[ h ].keys; - if ( animationKeys[k].morphTargets ) { + // skip empty tracks + if ( ! animationKeys || animationKeys.length === 0 ) continue; - for ( var m = 0; m < animationKeys[k].morphTargets.length; m ++ ) { + // process morph targets in a way exactly compatible + // with AnimationHandler.init( animation ) + if ( animationKeys[0].morphTargets ) { - morphTargetNames[ animationKeys[k].morphTargets[m] ] = -1; - } + // figure out all morph targets used in this track + var morphTargetNames = {}; + for ( var k = 0; k < animationKeys.length; k ++ ) { - } + if ( animationKeys[k].morphTargets ) { - } + for ( var m = 0; m < animationKeys[k].morphTargets.length; m ++ ) { - // create a track for each morph target with all zero - // morphTargetInfluences except for the keys in which - // the morphTarget is named. - for ( var morphTargetName in morphTargetNames ) { + morphTargetNames[ animationKeys[k].morphTargets[m] ] = -1; + } - var times = []; - var values = []; + } - for ( var m = 0; - m !== animationKeys[k].morphTargets.length; ++ m ) { + } - var animationKey = animationKeys[k]; + // create a track for each morph target with all zero + // morphTargetInfluences except for the keys in which + // the morphTarget is named. + for ( var morphTargetName in morphTargetNames ) { - times.push( animationKey.time ); - values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ); + var times = []; + var values = []; - } + for ( var m = 0; + m !== animationKeys[k].morphTargets.length; ++ m ) { - tracks.push( new NumberKeyframeTrack( - '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); + var animationKey = animationKeys[k]; - } + times.push( animationKey.time ); + values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ); - duration = morphTargetNames.length * ( fps || 1.0 ); + } - } else { - // ...assume skeletal animation + tracks.push( new NumberKeyframeTrack( + '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); - var boneName = '.bones[' + bones[ h ].name + ']'; + } - addNonemptyTrack( - VectorKeyframeTrack, boneName + '.position', - animationKeys, 'pos', tracks ); + duration = morphTargetNames.length * ( fps || 1.0 ); - addNonemptyTrack( - QuaternionKeyframeTrack, boneName + '.quaternion', - animationKeys, 'rot', tracks ); + } else { + // ...assume skeletal animation - addNonemptyTrack( - VectorKeyframeTrack, boneName + '.scale', - animationKeys, 'scl', tracks ); + var boneName = '.bones[' + bones[ h ].name + ']'; - } + addNonemptyTrack( + VectorKeyframeTrack, boneName + '.position', + animationKeys, 'pos', tracks ); - } + addNonemptyTrack( + QuaternionKeyframeTrack, boneName + '.quaternion', + animationKeys, 'rot', tracks ); - if ( tracks.length === 0 ) { + addNonemptyTrack( + VectorKeyframeTrack, boneName + '.scale', + animationKeys, 'scl', tracks ); - return null; + } - } + } - var clip = new AnimationClip( clipName, duration, tracks ); + if ( tracks.length === 0 ) { - return clip; + return null; - } + } - } ); + var clip = new AnimationClip( clipName, duration, tracks ); - /** - * @author mrdoob / http://mrdoob.com/ - */ + return clip; - function MaterialLoader( manager ) { + } - this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; - this.textures = {}; + } ); - } + /** + * @author mrdoob / http://mrdoob.com/ + */ - Object.assign( MaterialLoader.prototype, { + function MaterialLoader( manager ) { - load: function ( url, onLoad, onProgress, onError ) { + this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; + this.textures = {}; - var scope = this; + } - var loader = new XHRLoader( scope.manager ); - loader.load( url, function ( text ) { + Object.assign( MaterialLoader.prototype, { - onLoad( scope.parse( JSON.parse( text ) ) ); + load: function ( url, onLoad, onProgress, onError ) { - }, onProgress, onError ); + var scope = this; - }, + var loader = new XHRLoader( scope.manager ); + loader.load( url, function ( text ) { - setTextures: function ( value ) { + onLoad( scope.parse( JSON.parse( text ) ) ); - this.textures = value; + }, onProgress, onError ); - }, + }, - parse: function ( json ) { + setTextures: function ( value ) { - var textures = this.textures; + this.textures = value; - function getTexture( name ) { + }, - if ( textures[ name ] === undefined ) { + parse: function ( json ) { - console.warn( 'THREE.MaterialLoader: Undefined texture', name ); + var textures = this.textures; - } + function getTexture( name ) { - return textures[ name ]; + if ( textures[ name ] === undefined ) { - } + console.warn( 'THREE.MaterialLoader: Undefined texture', name ); - var material = new THREE[ json.type ](); + } - if ( json.uuid !== undefined ) material.uuid = json.uuid; - if ( json.name !== undefined ) material.name = json.name; - if ( json.color !== undefined ) material.color.setHex( json.color ); - if ( json.roughness !== undefined ) material.roughness = json.roughness; - if ( json.metalness !== undefined ) material.metalness = json.metalness; - if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive ); - if ( json.specular !== undefined ) material.specular.setHex( json.specular ); - if ( json.shininess !== undefined ) material.shininess = json.shininess; - if ( json.uniforms !== undefined ) material.uniforms = json.uniforms; - if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader; - if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader; - if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors; - if ( json.fog !== undefined ) material.fog = json.fog; - if ( json.shading !== undefined ) material.shading = json.shading; - if ( json.blending !== undefined ) material.blending = json.blending; - if ( json.side !== undefined ) material.side = json.side; - if ( json.opacity !== undefined ) material.opacity = json.opacity; - if ( json.transparent !== undefined ) material.transparent = json.transparent; - if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; - if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; - if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; - if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; - if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; - if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; - if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap; - if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin; - if ( json.skinning !== undefined ) material.skinning = json.skinning; - if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets; + return textures[ name ]; - // for PointsMaterial + } - if ( json.size !== undefined ) material.size = json.size; - if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; + var material = new Material$1[ json.type ](); - // maps + if ( json.uuid !== undefined ) material.uuid = json.uuid; + if ( json.name !== undefined ) material.name = json.name; + if ( json.color !== undefined ) material.color.setHex( json.color ); + if ( json.roughness !== undefined ) material.roughness = json.roughness; + if ( json.metalness !== undefined ) material.metalness = json.metalness; + if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive ); + if ( json.specular !== undefined ) material.specular.setHex( json.specular ); + if ( json.shininess !== undefined ) material.shininess = json.shininess; + if ( json.uniforms !== undefined ) material.uniforms = json.uniforms; + if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader; + if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader; + if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors; + if ( json.fog !== undefined ) material.fog = json.fog; + if ( json.shading !== undefined ) material.shading = json.shading; + if ( json.blending !== undefined ) material.blending = json.blending; + if ( json.side !== undefined ) material.side = json.side; + if ( json.opacity !== undefined ) material.opacity = json.opacity; + if ( json.transparent !== undefined ) material.transparent = json.transparent; + if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; + if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; + if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; + if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; + if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; + if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; + if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap; + if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin; + if ( json.skinning !== undefined ) material.skinning = json.skinning; + if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets; - if ( json.map !== undefined ) material.map = getTexture( json.map ); + // for PointsMaterial - if ( json.alphaMap !== undefined ) { + if ( json.size !== undefined ) material.size = json.size; + if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; - material.alphaMap = getTexture( json.alphaMap ); - material.transparent = true; + // maps - } + if ( json.map !== undefined ) material.map = getTexture( json.map ); - if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap ); - if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; + if ( json.alphaMap !== undefined ) { - if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap ); - if ( json.normalScale !== undefined ) { + material.alphaMap = getTexture( json.alphaMap ); + material.transparent = true; - var normalScale = json.normalScale; + } - if ( Array.isArray( normalScale ) === false ) { + if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap ); + if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; - // Blender exporter used to export a scalar. See #7459 + if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap ); + if ( json.normalScale !== undefined ) { - normalScale = [ normalScale, normalScale ]; + var normalScale = json.normalScale; - } + if ( Array.isArray( normalScale ) === false ) { - material.normalScale = new Vector2().fromArray( normalScale ); + // Blender exporter used to export a scalar. See #7459 - } + normalScale = [ normalScale, normalScale ]; - if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap ); - if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale; - if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias; + } - if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap ); - if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap ); + material.normalScale = new Vector2().fromArray( normalScale ); - if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap ); - if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity; + } - if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap ); + if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap ); + if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale; + if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias; - if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap ); + if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap ); + if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap ); - if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity; + if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap ); + if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity; - if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap ); - if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; + if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap ); - if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap ); - if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity; + if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap ); - // MultiMaterial + if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity; - if ( json.materials !== undefined ) { + if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap ); + if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; - for ( var i = 0, l = json.materials.length; i < l; i ++ ) { + if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap ); + if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity; - material.materials.push( this.parse( json.materials[ i ] ) ); + // MultiMaterial - } + if ( json.materials !== undefined ) { - } + for ( var i = 0, l = json.materials.length; i < l; i ++ ) { - return material; + material.materials.push( this.parse( json.materials[ i ] ) ); - } + } - } ); + } - /** - * @author mrdoob / http://mrdoob.com/ - */ + return material; - function BufferGeometryLoader( manager ) { + } - this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; + } ); - } + /** + * @author mrdoob / http://mrdoob.com/ + */ - Object.assign( BufferGeometryLoader.prototype, { + function BufferGeometryLoader( manager ) { - load: function ( url, onLoad, onProgress, onError ) { + this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; - var scope = this; + } - var loader = new XHRLoader( scope.manager ); - loader.load( url, function ( text ) { + Object.assign( BufferGeometryLoader.prototype, { - onLoad( scope.parse( JSON.parse( text ) ) ); + load: function ( url, onLoad, onProgress, onError ) { - }, onProgress, onError ); + var scope = this; - }, + var loader = new XHRLoader( scope.manager ); + loader.load( url, function ( text ) { - parse: function ( json ) { + onLoad( scope.parse( JSON.parse( text ) ) ); - var geometry = new BufferGeometry(); + }, onProgress, onError ); - var index = json.data.index; + }, - var TYPED_ARRAYS = { - 'Int8Array': Int8Array, - 'Uint8Array': Uint8Array, - 'Uint8ClampedArray': Uint8ClampedArray, - 'Int16Array': Int16Array, - 'Uint16Array': Uint16Array, - 'Int32Array': Int32Array, - 'Uint32Array': Uint32Array, - 'Float32Array': Float32Array, - 'Float64Array': Float64Array - }; + parse: function ( json ) { - if ( index !== undefined ) { + var geometry = new BufferGeometry(); - var typedArray = new TYPED_ARRAYS[ index.type ]( index.array ); - geometry.setIndex( new BufferAttribute( typedArray, 1 ) ); + var index = json.data.index; - } + var TYPED_ARRAYS = { + 'Int8Array': Int8Array, + 'Uint8Array': Uint8Array, + 'Uint8ClampedArray': Uint8ClampedArray, + 'Int16Array': Int16Array, + 'Uint16Array': Uint16Array, + 'Int32Array': Int32Array, + 'Uint32Array': Uint32Array, + 'Float32Array': Float32Array, + 'Float64Array': Float64Array + }; - var attributes = json.data.attributes; + if ( index !== undefined ) { - for ( var key in attributes ) { + var typedArray = new TYPED_ARRAYS[ index.type ]( index.array ); + geometry.setIndex( new BufferAttribute( typedArray, 1 ) ); - var attribute = attributes[ key ]; - var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array ); + } - geometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) ); + var attributes = json.data.attributes; - } + for ( var key in attributes ) { - var groups = json.data.groups || json.data.drawcalls || json.data.offsets; + var attribute = attributes[ key ]; + var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array ); - if ( groups !== undefined ) { + geometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) ); - for ( var i = 0, n = groups.length; i !== n; ++ i ) { + } - var group = groups[ i ]; + var groups = json.data.groups || json.data.drawcalls || json.data.offsets; - geometry.addGroup( group.start, group.count, group.materialIndex ); + if ( groups !== undefined ) { - } + for ( var i = 0, n = groups.length; i !== n; ++ i ) { - } + var group = groups[ i ]; - var boundingSphere = json.data.boundingSphere; + geometry.addGroup( group.start, group.count, group.materialIndex ); - if ( boundingSphere !== undefined ) { + } - var center = new Vector3(); + } - if ( boundingSphere.center !== undefined ) { + var boundingSphere = json.data.boundingSphere; - center.fromArray( boundingSphere.center ); + if ( boundingSphere !== undefined ) { - } + var center = new Vector3(); - geometry.boundingSphere = new Sphere( center, boundingSphere.radius ); + if ( boundingSphere.center !== undefined ) { - } + center.fromArray( boundingSphere.center ); - return geometry; + } - } + geometry.boundingSphere = new Sphere( center, boundingSphere.radius ); - } ); + } - /** - * @author alteredq / http://alteredqualia.com/ - */ + return geometry; - function Loader() { + } - this.onLoadStart = function () {}; - this.onLoadProgress = function () {}; - this.onLoadComplete = function () {}; + } ); - } + /** + * @author alteredq / http://alteredqualia.com/ + */ - Loader.prototype = { + function Loader() { - constructor: Loader, + this.onLoadStart = function () {}; + this.onLoadProgress = function () {}; + this.onLoadComplete = function () {}; - crossOrigin: undefined, + } - extractUrlBase: function ( url ) { + Loader.prototype = { - var parts = url.split( '/' ); + constructor: Loader, - if ( parts.length === 1 ) return './'; + crossOrigin: undefined, - parts.pop(); + extractUrlBase: function ( url ) { - return parts.join( '/' ) + '/'; + var parts = url.split( '/' ); - }, + if ( parts.length === 1 ) return './'; - initMaterials: function ( materials, texturePath, crossOrigin ) { + parts.pop(); - var array = []; + return parts.join( '/' ) + '/'; - for ( var i = 0; i < materials.length; ++ i ) { + }, - array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin ); + initMaterials: function ( materials, texturePath, crossOrigin ) { - } + var array = []; - return array; + for ( var i = 0; i < materials.length; ++ i ) { - }, + array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin ); - createMaterial: ( function () { + } - var color, textureLoader, materialLoader; + return array; - return function createMaterial( m, texturePath, crossOrigin ) { + }, - if ( color === undefined ) color = new Color(); - if ( textureLoader === undefined ) textureLoader = new TextureLoader(); - if ( materialLoader === undefined ) materialLoader = new MaterialLoader(); + createMaterial: ( function () { - // convert from old material format + var color, textureLoader, materialLoader; - var textures = {}; + return function createMaterial( m, texturePath, crossOrigin ) { - function loadTexture( path, repeat, offset, wrap, anisotropy ) { + if ( color === undefined ) color = new Color(); + if ( textureLoader === undefined ) textureLoader = new TextureLoader(); + if ( materialLoader === undefined ) materialLoader = new MaterialLoader(); - var fullPath = texturePath + path; - var loader = Loader.Handlers.get( fullPath ); + // convert from old material format - var texture; + var textures = {}; - if ( loader !== null ) { + function loadTexture( path, repeat, offset, wrap, anisotropy ) { - texture = loader.load( fullPath ); + var fullPath = texturePath + path; + var loader = Loader.Handlers.get( fullPath ); - } else { + var texture; - textureLoader.setCrossOrigin( crossOrigin ); - texture = textureLoader.load( fullPath ); + if ( loader !== null ) { - } + texture = loader.load( fullPath ); - if ( repeat !== undefined ) { + } else { - texture.repeat.fromArray( repeat ); + textureLoader.setCrossOrigin( crossOrigin ); + texture = textureLoader.load( fullPath ); - if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping; - if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping; + } - } + if ( repeat !== undefined ) { - if ( offset !== undefined ) { + texture.repeat.fromArray( repeat ); - texture.offset.fromArray( offset ); + if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping; + if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping; - } + } - if ( wrap !== undefined ) { + if ( offset !== undefined ) { - if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping; - if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping; + texture.offset.fromArray( offset ); - if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping; - if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping; + } - } + if ( wrap !== undefined ) { - if ( anisotropy !== undefined ) { + if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping; + if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping; - texture.anisotropy = anisotropy; + if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping; + if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping; - } + } - var uuid = exports.Math.generateUUID(); + if ( anisotropy !== undefined ) { - textures[ uuid ] = texture; + texture.anisotropy = anisotropy; - return uuid; + } - } + var uuid = exports.Math.generateUUID(); - // + textures[ uuid ] = texture; - var json = { - uuid: exports.Math.generateUUID(), - type: 'MeshLambertMaterial' - }; - - for ( var name in m ) { - - var value = m[ name ]; - - switch ( name ) { - case 'DbgColor': - case 'DbgIndex': - case 'opticalDensity': - case 'illumination': - break; - case 'DbgName': - json.name = value; - break; - case 'blending': - json.blending = THREE[ value ]; - break; - case 'colorAmbient': - case 'mapAmbient': - console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' ); - break; - case 'colorDiffuse': - json.color = color.fromArray( value ).getHex(); - break; - case 'colorSpecular': - json.specular = color.fromArray( value ).getHex(); - break; - case 'colorEmissive': - json.emissive = color.fromArray( value ).getHex(); - break; - case 'specularCoef': - json.shininess = value; - break; - case 'shading': - if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial'; - if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial'; - if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial'; - break; - case 'mapDiffuse': - json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy ); - break; - case 'mapDiffuseRepeat': - case 'mapDiffuseOffset': - case 'mapDiffuseWrap': - case 'mapDiffuseAnisotropy': - break; - case 'mapEmissive': - json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy ); - break; - case 'mapEmissiveRepeat': - case 'mapEmissiveOffset': - case 'mapEmissiveWrap': - case 'mapEmissiveAnisotropy': - break; - case 'mapLight': - json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy ); - break; - case 'mapLightRepeat': - case 'mapLightOffset': - case 'mapLightWrap': - case 'mapLightAnisotropy': - break; - case 'mapAO': - json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy ); - break; - case 'mapAORepeat': - case 'mapAOOffset': - case 'mapAOWrap': - case 'mapAOAnisotropy': - break; - case 'mapBump': - json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy ); - break; - case 'mapBumpScale': - json.bumpScale = value; - break; - case 'mapBumpRepeat': - case 'mapBumpOffset': - case 'mapBumpWrap': - case 'mapBumpAnisotropy': - break; - case 'mapNormal': - json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy ); - break; - case 'mapNormalFactor': - json.normalScale = [ value, value ]; - break; - case 'mapNormalRepeat': - case 'mapNormalOffset': - case 'mapNormalWrap': - case 'mapNormalAnisotropy': - break; - case 'mapSpecular': - json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy ); - break; - case 'mapSpecularRepeat': - case 'mapSpecularOffset': - case 'mapSpecularWrap': - case 'mapSpecularAnisotropy': - break; - case 'mapMetalness': - json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy ); - break; - case 'mapMetalnessRepeat': - case 'mapMetalnessOffset': - case 'mapMetalnessWrap': - case 'mapMetalnessAnisotropy': - break; - case 'mapRoughness': - json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy ); - break; - case 'mapRoughnessRepeat': - case 'mapRoughnessOffset': - case 'mapRoughnessWrap': - case 'mapRoughnessAnisotropy': - break; - case 'mapAlpha': - json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy ); - break; - case 'mapAlphaRepeat': - case 'mapAlphaOffset': - case 'mapAlphaWrap': - case 'mapAlphaAnisotropy': - break; - case 'flipSided': - json.side = BackSide; - break; - case 'doubleSided': - json.side = DoubleSide; - break; - case 'transparency': - console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' ); - json.opacity = value; - break; - case 'depthTest': - case 'depthWrite': - case 'colorWrite': - case 'opacity': - case 'reflectivity': - case 'transparent': - case 'visible': - case 'wireframe': - json[ name ] = value; - break; - case 'vertexColors': - if ( value === true ) json.vertexColors = VertexColors; - if ( value === 'face' ) json.vertexColors = FaceColors; - break; - default: - console.error( 'THREE.Loader.createMaterial: Unsupported', name, value ); - break; - } - - } - - if ( json.type === 'MeshBasicMaterial' ) delete json.emissive; - if ( json.type !== 'MeshPhongMaterial' ) delete json.specular; - - if ( json.opacity < 1 ) json.transparent = true; - - materialLoader.setTextures( textures ); + return uuid; - return materialLoader.parse( json ); + } - }; + // - } )() + var json = { + uuid: exports.Math.generateUUID(), + type: 'MeshLambertMaterial' + }; + + for ( var name in m ) { + + var value = m[ name ]; + + switch ( name ) { + case 'DbgColor': + case 'DbgIndex': + case 'opticalDensity': + case 'illumination': + break; + case 'DbgName': + json.name = value; + break; + case 'blending': + json.blending = BlendingMode[ value ]; + break; + case 'colorAmbient': + case 'mapAmbient': + console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' ); + break; + case 'colorDiffuse': + json.color = color.fromArray( value ).getHex(); + break; + case 'colorSpecular': + json.specular = color.fromArray( value ).getHex(); + break; + case 'colorEmissive': + json.emissive = color.fromArray( value ).getHex(); + break; + case 'specularCoef': + json.shininess = value; + break; + case 'shading': + if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial'; + if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial'; + if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial'; + break; + case 'mapDiffuse': + json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy ); + break; + case 'mapDiffuseRepeat': + case 'mapDiffuseOffset': + case 'mapDiffuseWrap': + case 'mapDiffuseAnisotropy': + break; + case 'mapEmissive': + json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy ); + break; + case 'mapEmissiveRepeat': + case 'mapEmissiveOffset': + case 'mapEmissiveWrap': + case 'mapEmissiveAnisotropy': + break; + case 'mapLight': + json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy ); + break; + case 'mapLightRepeat': + case 'mapLightOffset': + case 'mapLightWrap': + case 'mapLightAnisotropy': + break; + case 'mapAO': + json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy ); + break; + case 'mapAORepeat': + case 'mapAOOffset': + case 'mapAOWrap': + case 'mapAOAnisotropy': + break; + case 'mapBump': + json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy ); + break; + case 'mapBumpScale': + json.bumpScale = value; + break; + case 'mapBumpRepeat': + case 'mapBumpOffset': + case 'mapBumpWrap': + case 'mapBumpAnisotropy': + break; + case 'mapNormal': + json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy ); + break; + case 'mapNormalFactor': + json.normalScale = [ value, value ]; + break; + case 'mapNormalRepeat': + case 'mapNormalOffset': + case 'mapNormalWrap': + case 'mapNormalAnisotropy': + break; + case 'mapSpecular': + json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy ); + break; + case 'mapSpecularRepeat': + case 'mapSpecularOffset': + case 'mapSpecularWrap': + case 'mapSpecularAnisotropy': + break; + case 'mapMetalness': + json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy ); + break; + case 'mapMetalnessRepeat': + case 'mapMetalnessOffset': + case 'mapMetalnessWrap': + case 'mapMetalnessAnisotropy': + break; + case 'mapRoughness': + json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy ); + break; + case 'mapRoughnessRepeat': + case 'mapRoughnessOffset': + case 'mapRoughnessWrap': + case 'mapRoughnessAnisotropy': + break; + case 'mapAlpha': + json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy ); + break; + case 'mapAlphaRepeat': + case 'mapAlphaOffset': + case 'mapAlphaWrap': + case 'mapAlphaAnisotropy': + break; + case 'flipSided': + json.side = BackSide; + break; + case 'doubleSided': + json.side = DoubleSide; + break; + case 'transparency': + console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' ); + json.opacity = value; + break; + case 'depthTest': + case 'depthWrite': + case 'colorWrite': + case 'opacity': + case 'reflectivity': + case 'transparent': + case 'visible': + case 'wireframe': + json[ name ] = value; + break; + case 'vertexColors': + if ( value === true ) json.vertexColors = VertexColors; + if ( value === 'face' ) json.vertexColors = FaceColors; + break; + default: + console.error( 'THREE.Loader.createMaterial: Unsupported', name, value ); + break; + } + + } + + if ( json.type === 'MeshBasicMaterial' ) delete json.emissive; + if ( json.type !== 'MeshPhongMaterial' ) delete json.specular; + + if ( json.opacity < 1 ) json.transparent = true; + + materialLoader.setTextures( textures ); - }; + return materialLoader.parse( json ); - Loader.Handlers = { + }; - handlers: [], + } )() - add: function ( regex, loader ) { + }; - this.handlers.push( regex, loader ); + Loader.Handlers = { - }, + handlers: [], - get: function ( file ) { + add: function ( regex, loader ) { - var handlers = this.handlers; + this.handlers.push( regex, loader ); - for ( var i = 0, l = handlers.length; i < l; i += 2 ) { + }, - var regex = handlers[ i ]; - var loader = handlers[ i + 1 ]; + get: function ( file ) { - if ( regex.test( file ) ) { + var handlers = this.handlers; - return loader; + for ( var i = 0, l = handlers.length; i < l; i += 2 ) { - } + var regex = handlers[ i ]; + var loader = handlers[ i + 1 ]; - } + if ( regex.test( file ) ) { - return null; + return loader; - } + } - }; + } - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ + return null; - function JSONLoader( manager ) { + } - if ( typeof manager === 'boolean' ) { + }; - console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' ); - manager = undefined; + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ - } + function JSONLoader( manager ) { - this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; + if ( typeof manager === 'boolean' ) { - this.withCredentials = false; + console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' ); + manager = undefined; - } + } - Object.assign( JSONLoader.prototype, { + this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; - load: function( url, onLoad, onProgress, onError ) { + this.withCredentials = false; - var scope = this; + } - var texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : Loader.prototype.extractUrlBase( url ); + Object.assign( JSONLoader.prototype, { - var loader = new XHRLoader( this.manager ); - loader.setWithCredentials( this.withCredentials ); - loader.load( url, function ( text ) { + load: function( url, onLoad, onProgress, onError ) { - var json = JSON.parse( text ); - var metadata = json.metadata; + var scope = this; - if ( metadata !== undefined ) { + var texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : Loader.prototype.extractUrlBase( url ); - var type = metadata.type; + var loader = new XHRLoader( this.manager ); + loader.setWithCredentials( this.withCredentials ); + loader.load( url, function ( text ) { - if ( type !== undefined ) { + var json = JSON.parse( text ); + var metadata = json.metadata; - if ( type.toLowerCase() === 'object' ) { + if ( metadata !== undefined ) { - console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' ); - return; + var type = metadata.type; - } + if ( type !== undefined ) { - if ( type.toLowerCase() === 'scene' ) { + if ( type.toLowerCase() === 'object' ) { - console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' ); - return; + console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' ); + return; - } + } - } + if ( type.toLowerCase() === 'scene' ) { - } + console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' ); + return; - var object = scope.parse( json, texturePath ); - onLoad( object.geometry, object.materials ); + } - }, onProgress, onError ); + } - }, + } - setTexturePath: function ( value ) { + var object = scope.parse( json, texturePath ); + onLoad( object.geometry, object.materials ); - this.texturePath = value; + }, onProgress, onError ); - }, + }, - parse: function ( json, texturePath ) { + setTexturePath: function ( value ) { - var geometry = new Geometry(), - scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0; + this.texturePath = value; - parseModel( scale ); + }, - parseSkin(); - parseMorphing( scale ); - parseAnimations(); + parse: function ( json, texturePath ) { - geometry.computeFaceNormals(); - geometry.computeBoundingSphere(); + var geometry = new Geometry(), + scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0; - function parseModel( scale ) { + parseModel( scale ); - function isBitSet( value, position ) { + parseSkin(); + parseMorphing( scale ); + parseAnimations(); - return value & ( 1 << position ); + geometry.computeFaceNormals(); + geometry.computeBoundingSphere(); - } + function parseModel( scale ) { - var i, j, fi, + function isBitSet( value, position ) { - offset, zLength, + return value & ( 1 << position ); - colorIndex, normalIndex, uvIndex, materialIndex, + } - type, - isQuad, - hasMaterial, - hasFaceVertexUv, - hasFaceNormal, hasFaceVertexNormal, - hasFaceColor, hasFaceVertexColor, + var i, j, fi, - vertex, face, faceA, faceB, hex, normal, + offset, zLength, - uvLayer, uv, u, v, + colorIndex, normalIndex, uvIndex, materialIndex, - faces = json.faces, - vertices = json.vertices, - normals = json.normals, - colors = json.colors, + type, + isQuad, + hasMaterial, + hasFaceVertexUv, + hasFaceNormal, hasFaceVertexNormal, + hasFaceColor, hasFaceVertexColor, - nUvLayers = 0; + vertex, face, faceA, faceB, hex, normal, - if ( json.uvs !== undefined ) { + uvLayer, uv, u, v, - // disregard empty arrays + faces = json.faces, + vertices = json.vertices, + normals = json.normals, + colors = json.colors, - for ( i = 0; i < json.uvs.length; i ++ ) { + nUvLayers = 0; - if ( json.uvs[ i ].length ) nUvLayers ++; + if ( json.uvs !== undefined ) { - } + // disregard empty arrays - for ( i = 0; i < nUvLayers; i ++ ) { + for ( i = 0; i < json.uvs.length; i ++ ) { - geometry.faceVertexUvs[ i ] = []; + if ( json.uvs[ i ].length ) nUvLayers ++; - } + } - } + for ( i = 0; i < nUvLayers; i ++ ) { - offset = 0; - zLength = vertices.length; + geometry.faceVertexUvs[ i ] = []; - while ( offset < zLength ) { + } - vertex = new Vector3(); + } - vertex.x = vertices[ offset ++ ] * scale; - vertex.y = vertices[ offset ++ ] * scale; - vertex.z = vertices[ offset ++ ] * scale; + offset = 0; + zLength = vertices.length; - geometry.vertices.push( vertex ); + while ( offset < zLength ) { - } + vertex = new Vector3(); - offset = 0; - zLength = faces.length; + vertex.x = vertices[ offset ++ ] * scale; + vertex.y = vertices[ offset ++ ] * scale; + vertex.z = vertices[ offset ++ ] * scale; - while ( offset < zLength ) { + geometry.vertices.push( vertex ); - type = faces[ offset ++ ]; + } + offset = 0; + zLength = faces.length; - isQuad = isBitSet( type, 0 ); - hasMaterial = isBitSet( type, 1 ); - hasFaceVertexUv = isBitSet( type, 3 ); - hasFaceNormal = isBitSet( type, 4 ); - hasFaceVertexNormal = isBitSet( type, 5 ); - hasFaceColor = isBitSet( type, 6 ); - hasFaceVertexColor = isBitSet( type, 7 ); + while ( offset < zLength ) { - // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); + type = faces[ offset ++ ]; - if ( isQuad ) { - faceA = new Face3(); - faceA.a = faces[ offset ]; - faceA.b = faces[ offset + 1 ]; - faceA.c = faces[ offset + 3 ]; + isQuad = isBitSet( type, 0 ); + hasMaterial = isBitSet( type, 1 ); + hasFaceVertexUv = isBitSet( type, 3 ); + hasFaceNormal = isBitSet( type, 4 ); + hasFaceVertexNormal = isBitSet( type, 5 ); + hasFaceColor = isBitSet( type, 6 ); + hasFaceVertexColor = isBitSet( type, 7 ); - faceB = new Face3(); - faceB.a = faces[ offset + 1 ]; - faceB.b = faces[ offset + 2 ]; - faceB.c = faces[ offset + 3 ]; + // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); - offset += 4; + if ( isQuad ) { - if ( hasMaterial ) { + faceA = new Face3(); + faceA.a = faces[ offset ]; + faceA.b = faces[ offset + 1 ]; + faceA.c = faces[ offset + 3 ]; - materialIndex = faces[ offset ++ ]; - faceA.materialIndex = materialIndex; - faceB.materialIndex = materialIndex; + faceB = new Face3(); + faceB.a = faces[ offset + 1 ]; + faceB.b = faces[ offset + 2 ]; + faceB.c = faces[ offset + 3 ]; - } + offset += 4; - // to get face <=> uv index correspondence + if ( hasMaterial ) { - fi = geometry.faces.length; + materialIndex = faces[ offset ++ ]; + faceA.materialIndex = materialIndex; + faceB.materialIndex = materialIndex; - if ( hasFaceVertexUv ) { + } - for ( i = 0; i < nUvLayers; i ++ ) { + // to get face <=> uv index correspondence - uvLayer = json.uvs[ i ]; + fi = geometry.faces.length; - geometry.faceVertexUvs[ i ][ fi ] = []; - geometry.faceVertexUvs[ i ][ fi + 1 ] = []; + if ( hasFaceVertexUv ) { - for ( j = 0; j < 4; j ++ ) { + for ( i = 0; i < nUvLayers; i ++ ) { - uvIndex = faces[ offset ++ ]; + uvLayer = json.uvs[ i ]; - u = uvLayer[ uvIndex * 2 ]; - v = uvLayer[ uvIndex * 2 + 1 ]; + geometry.faceVertexUvs[ i ][ fi ] = []; + geometry.faceVertexUvs[ i ][ fi + 1 ] = []; - uv = new Vector2( u, v ); + for ( j = 0; j < 4; j ++ ) { - if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv ); - if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv ); + uvIndex = faces[ offset ++ ]; - } + u = uvLayer[ uvIndex * 2 ]; + v = uvLayer[ uvIndex * 2 + 1 ]; - } + uv = new Vector2( u, v ); - } + if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv ); + if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv ); - if ( hasFaceNormal ) { + } - normalIndex = faces[ offset ++ ] * 3; + } - faceA.normal.set( - normals[ normalIndex ++ ], - normals[ normalIndex ++ ], - normals[ normalIndex ] - ); + } - faceB.normal.copy( faceA.normal ); + if ( hasFaceNormal ) { - } + normalIndex = faces[ offset ++ ] * 3; - if ( hasFaceVertexNormal ) { + faceA.normal.set( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); - for ( i = 0; i < 4; i ++ ) { + faceB.normal.copy( faceA.normal ); - normalIndex = faces[ offset ++ ] * 3; + } - normal = new Vector3( - normals[ normalIndex ++ ], - normals[ normalIndex ++ ], - normals[ normalIndex ] - ); + if ( hasFaceVertexNormal ) { + for ( i = 0; i < 4; i ++ ) { - if ( i !== 2 ) faceA.vertexNormals.push( normal ); - if ( i !== 0 ) faceB.vertexNormals.push( normal ); + normalIndex = faces[ offset ++ ] * 3; - } + normal = new Vector3( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); - } + if ( i !== 2 ) faceA.vertexNormals.push( normal ); + if ( i !== 0 ) faceB.vertexNormals.push( normal ); - if ( hasFaceColor ) { + } - colorIndex = faces[ offset ++ ]; - hex = colors[ colorIndex ]; + } - faceA.color.setHex( hex ); - faceB.color.setHex( hex ); - } + if ( hasFaceColor ) { + colorIndex = faces[ offset ++ ]; + hex = colors[ colorIndex ]; - if ( hasFaceVertexColor ) { + faceA.color.setHex( hex ); + faceB.color.setHex( hex ); - for ( i = 0; i < 4; i ++ ) { + } - colorIndex = faces[ offset ++ ]; - hex = colors[ colorIndex ]; - if ( i !== 2 ) faceA.vertexColors.push( new Color( hex ) ); - if ( i !== 0 ) faceB.vertexColors.push( new Color( hex ) ); + if ( hasFaceVertexColor ) { - } + for ( i = 0; i < 4; i ++ ) { - } + colorIndex = faces[ offset ++ ]; + hex = colors[ colorIndex ]; - geometry.faces.push( faceA ); - geometry.faces.push( faceB ); + if ( i !== 2 ) faceA.vertexColors.push( new Color( hex ) ); + if ( i !== 0 ) faceB.vertexColors.push( new Color( hex ) ); - } else { + } - face = new Face3(); - face.a = faces[ offset ++ ]; - face.b = faces[ offset ++ ]; - face.c = faces[ offset ++ ]; + } - if ( hasMaterial ) { + geometry.faces.push( faceA ); + geometry.faces.push( faceB ); - materialIndex = faces[ offset ++ ]; - face.materialIndex = materialIndex; + } else { - } + face = new Face3(); + face.a = faces[ offset ++ ]; + face.b = faces[ offset ++ ]; + face.c = faces[ offset ++ ]; - // to get face <=> uv index correspondence + if ( hasMaterial ) { - fi = geometry.faces.length; + materialIndex = faces[ offset ++ ]; + face.materialIndex = materialIndex; - if ( hasFaceVertexUv ) { + } - for ( i = 0; i < nUvLayers; i ++ ) { + // to get face <=> uv index correspondence - uvLayer = json.uvs[ i ]; + fi = geometry.faces.length; - geometry.faceVertexUvs[ i ][ fi ] = []; + if ( hasFaceVertexUv ) { - for ( j = 0; j < 3; j ++ ) { + for ( i = 0; i < nUvLayers; i ++ ) { - uvIndex = faces[ offset ++ ]; + uvLayer = json.uvs[ i ]; - u = uvLayer[ uvIndex * 2 ]; - v = uvLayer[ uvIndex * 2 + 1 ]; + geometry.faceVertexUvs[ i ][ fi ] = []; - uv = new Vector2( u, v ); + for ( j = 0; j < 3; j ++ ) { - geometry.faceVertexUvs[ i ][ fi ].push( uv ); + uvIndex = faces[ offset ++ ]; - } + u = uvLayer[ uvIndex * 2 ]; + v = uvLayer[ uvIndex * 2 + 1 ]; - } + uv = new Vector2( u, v ); - } + geometry.faceVertexUvs[ i ][ fi ].push( uv ); - if ( hasFaceNormal ) { + } - normalIndex = faces[ offset ++ ] * 3; + } - face.normal.set( - normals[ normalIndex ++ ], - normals[ normalIndex ++ ], - normals[ normalIndex ] - ); + } - } + if ( hasFaceNormal ) { - if ( hasFaceVertexNormal ) { + normalIndex = faces[ offset ++ ] * 3; - for ( i = 0; i < 3; i ++ ) { + face.normal.set( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); - normalIndex = faces[ offset ++ ] * 3; + } - normal = new Vector3( - normals[ normalIndex ++ ], - normals[ normalIndex ++ ], - normals[ normalIndex ] - ); + if ( hasFaceVertexNormal ) { - face.vertexNormals.push( normal ); + for ( i = 0; i < 3; i ++ ) { - } + normalIndex = faces[ offset ++ ] * 3; - } + normal = new Vector3( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); + face.vertexNormals.push( normal ); - if ( hasFaceColor ) { + } - colorIndex = faces[ offset ++ ]; - face.color.setHex( colors[ colorIndex ] ); + } - } + if ( hasFaceColor ) { - if ( hasFaceVertexColor ) { + colorIndex = faces[ offset ++ ]; + face.color.setHex( colors[ colorIndex ] ); - for ( i = 0; i < 3; i ++ ) { + } - colorIndex = faces[ offset ++ ]; - face.vertexColors.push( new Color( colors[ colorIndex ] ) ); - } + if ( hasFaceVertexColor ) { - } + for ( i = 0; i < 3; i ++ ) { - geometry.faces.push( face ); + colorIndex = faces[ offset ++ ]; + face.vertexColors.push( new Color( colors[ colorIndex ] ) ); - } + } - } + } - } + geometry.faces.push( face ); - function parseSkin() { + } - var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2; + } - if ( json.skinWeights ) { + } - for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) { + function parseSkin() { - var x = json.skinWeights[ i ]; - var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0; - var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0; - var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0; + var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2; - geometry.skinWeights.push( new Vector4( x, y, z, w ) ); + if ( json.skinWeights ) { - } + for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) { - } + var x = json.skinWeights[ i ]; + var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0; + var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0; + var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0; - if ( json.skinIndices ) { + geometry.skinWeights.push( new Vector4( x, y, z, w ) ); - for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) { + } - var a = json.skinIndices[ i ]; - var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0; - var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0; - var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0; + } - geometry.skinIndices.push( new Vector4( a, b, c, d ) ); + if ( json.skinIndices ) { - } + for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) { - } + var a = json.skinIndices[ i ]; + var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0; + var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0; + var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0; - geometry.bones = json.bones; + geometry.skinIndices.push( new Vector4( a, b, c, d ) ); - if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) { + } - console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' + - geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' ); + } - } + geometry.bones = json.bones; - } + if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) { - function parseMorphing( scale ) { + console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' + + geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' ); - if ( json.morphTargets !== undefined ) { + } - for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) { + } - geometry.morphTargets[ i ] = {}; - geometry.morphTargets[ i ].name = json.morphTargets[ i ].name; - geometry.morphTargets[ i ].vertices = []; + function parseMorphing( scale ) { - var dstVertices = geometry.morphTargets[ i ].vertices; - var srcVertices = json.morphTargets[ i ].vertices; + if ( json.morphTargets !== undefined ) { - for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) { + for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) { - var vertex = new Vector3(); - vertex.x = srcVertices[ v ] * scale; - vertex.y = srcVertices[ v + 1 ] * scale; - vertex.z = srcVertices[ v + 2 ] * scale; + geometry.morphTargets[ i ] = {}; + geometry.morphTargets[ i ].name = json.morphTargets[ i ].name; + geometry.morphTargets[ i ].vertices = []; - dstVertices.push( vertex ); + var dstVertices = geometry.morphTargets[ i ].vertices; + var srcVertices = json.morphTargets[ i ].vertices; - } + for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) { - } + var vertex = new Vector3(); + vertex.x = srcVertices[ v ] * scale; + vertex.y = srcVertices[ v + 1 ] * scale; + vertex.z = srcVertices[ v + 2 ] * scale; - } + dstVertices.push( vertex ); - if ( json.morphColors !== undefined && json.morphColors.length > 0 ) { + } - console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' ); + } - var faces = geometry.faces; - var morphColors = json.morphColors[ 0 ].colors; + } - for ( var i = 0, l = faces.length; i < l; i ++ ) { + if ( json.morphColors !== undefined && json.morphColors.length > 0 ) { - faces[ i ].color.fromArray( morphColors, i * 3 ); + console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' ); - } + var faces = geometry.faces; + var morphColors = json.morphColors[ 0 ].colors; - } + for ( var i = 0, l = faces.length; i < l; i ++ ) { - } + faces[ i ].color.fromArray( morphColors, i * 3 ); - function parseAnimations() { + } - var outputAnimations = []; + } - // parse old style Bone/Hierarchy animations - var animations = []; + } - if ( json.animation !== undefined ) { + function parseAnimations() { - animations.push( json.animation ); + var outputAnimations = []; - } + // parse old style Bone/Hierarchy animations + var animations = []; - if ( json.animations !== undefined ) { + if ( json.animation !== undefined ) { - if ( json.animations.length ) { + animations.push( json.animation ); - animations = animations.concat( json.animations ); + } - } else { + if ( json.animations !== undefined ) { - animations.push( json.animations ); + if ( json.animations.length ) { - } + animations = animations.concat( json.animations ); - } + } else { - for ( var i = 0; i < animations.length; i ++ ) { + animations.push( json.animations ); - var clip = AnimationClip.parseAnimation( animations[ i ], geometry.bones ); - if ( clip ) outputAnimations.push( clip ); + } - } + } - // parse implicit morph animations - if ( geometry.morphTargets ) { + for ( var i = 0; i < animations.length; i ++ ) { - // TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary. - var morphAnimationClips = AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 ); - outputAnimations = outputAnimations.concat( morphAnimationClips ); + var clip = AnimationClip.parseAnimation( animations[ i ], geometry.bones ); + if ( clip ) outputAnimations.push( clip ); - } + } - if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations; + // parse implicit morph animations + if ( geometry.morphTargets ) { - } + // TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary. + var morphAnimationClips = AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 ); + outputAnimations = outputAnimations.concat( morphAnimationClips ); - if ( json.materials === undefined || json.materials.length === 0 ) { + } - return { geometry: geometry }; + if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations; - } else { + } - var materials = Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin ); + if ( json.materials === undefined || json.materials.length === 0 ) { - return { geometry: geometry, materials: materials }; + return { geometry: geometry }; - } + } else { - } + var materials = Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin ); - } ); + return { geometry: geometry, materials: materials }; - /** - * @author mrdoob / http://mrdoob.com/ - */ + } - function ObjectLoader ( manager ) { + } - this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; - this.texturePath = ''; + } ); - } + /** + * @author mrdoob / http://mrdoob.com/ + */ - Object.assign( ObjectLoader.prototype, { + function WireframeGeometry( geometry ) { - load: function ( url, onLoad, onProgress, onError ) { + BufferGeometry.call( this ); - if ( this.texturePath === '' ) { + var edge = [ 0, 0 ], hash = {}; - this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 ); + function sortFunction( a, b ) { - } + return a - b; - var scope = this; + } - var loader = new XHRLoader( scope.manager ); - loader.load( url, function ( text ) { + var keys = [ 'a', 'b', 'c' ]; - scope.parse( JSON.parse( text ), onLoad ); + if ( (geometry && geometry.isGeometry) ) { - }, onProgress, onError ); + var vertices = geometry.vertices; + var faces = geometry.faces; + var numEdges = 0; - }, + // allocate maximal size + var edges = new Uint32Array( 6 * faces.length ); - setTexturePath: function ( value ) { + for ( var i = 0, l = faces.length; i < l; i ++ ) { - this.texturePath = value; + var face = faces[ i ]; - }, + for ( var j = 0; j < 3; j ++ ) { - setCrossOrigin: function ( value ) { + edge[ 0 ] = face[ keys[ j ] ]; + edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ]; + edge.sort( sortFunction ); - this.crossOrigin = value; + var key = edge.toString(); - }, + if ( hash[ key ] === undefined ) { - parse: function ( json, onLoad ) { + edges[ 2 * numEdges ] = edge[ 0 ]; + edges[ 2 * numEdges + 1 ] = edge[ 1 ]; + hash[ key ] = true; + numEdges ++; - var geometries = this.parseGeometries( json.geometries ); + } - var images = this.parseImages( json.images, function () { + } - if ( onLoad !== undefined ) onLoad( object ); + } - } ); + var coords = new Float32Array( numEdges * 2 * 3 ); - var textures = this.parseTextures( json.textures, images ); - var materials = this.parseMaterials( json.materials, textures ); + for ( var i = 0, l = numEdges; i < l; i ++ ) { - var object = this.parseObject( json.object, geometries, materials ); + for ( var j = 0; j < 2; j ++ ) { - if ( json.animations ) { + var vertex = vertices[ edges [ 2 * i + j ] ]; - object.animations = this.parseAnimations( json.animations ); + var index = 6 * i + 3 * j; + coords[ index + 0 ] = vertex.x; + coords[ index + 1 ] = vertex.y; + coords[ index + 2 ] = vertex.z; - } + } - if ( json.images === undefined || json.images.length === 0 ) { + } - if ( onLoad !== undefined ) onLoad( object ); + this.addAttribute( 'position', new BufferAttribute( coords, 3 ) ); - } + } else if ( (geometry && geometry.isBufferGeometry) ) { - return object; + if ( geometry.index !== null ) { - }, + // Indexed BufferGeometry - parseGeometries: function ( json ) { + var indices = geometry.index.array; + var vertices = geometry.attributes.position; + var groups = geometry.groups; + var numEdges = 0; - var geometries = {}; + if ( groups.length === 0 ) { - if ( json !== undefined ) { + geometry.addGroup( 0, indices.length ); - var geometryLoader = new JSONLoader(); - var bufferGeometryLoader = new BufferGeometryLoader(); + } - for ( var i = 0, l = json.length; i < l; i ++ ) { + // allocate maximal size + var edges = new Uint32Array( 2 * indices.length ); - var geometry; - var data = json[ i ]; + for ( var o = 0, ol = groups.length; o < ol; ++ o ) { - switch ( data.type ) { + var group = groups[ o ]; - case 'PlaneGeometry': - case 'PlaneBufferGeometry': + var start = group.start; + var count = group.count; - geometry = new THREE[ data.type ]( - data.width, - data.height, - data.widthSegments, - data.heightSegments - ); + for ( var i = start, il = start + count; i < il; i += 3 ) { - break; + for ( var j = 0; j < 3; j ++ ) { - case 'BoxGeometry': - case 'BoxBufferGeometry': - case 'CubeGeometry': // backwards compatible + edge[ 0 ] = indices[ i + j ]; + edge[ 1 ] = indices[ i + ( j + 1 ) % 3 ]; + edge.sort( sortFunction ); - geometry = new THREE[ data.type ]( - data.width, - data.height, - data.depth, - data.widthSegments, - data.heightSegments, - data.depthSegments - ); + var key = edge.toString(); - break; + if ( hash[ key ] === undefined ) { - case 'CircleGeometry': - case 'CircleBufferGeometry': + edges[ 2 * numEdges ] = edge[ 0 ]; + edges[ 2 * numEdges + 1 ] = edge[ 1 ]; + hash[ key ] = true; + numEdges ++; - geometry = new THREE[ data.type ]( - data.radius, - data.segments, - data.thetaStart, - data.thetaLength - ); + } - break; + } - case 'CylinderGeometry': - case 'CylinderBufferGeometry': + } - geometry = new THREE[ data.type ]( - data.radiusTop, - data.radiusBottom, - data.height, - data.radialSegments, - data.heightSegments, - data.openEnded, - data.thetaStart, - data.thetaLength - ); + } - break; + var coords = new Float32Array( numEdges * 2 * 3 ); - case 'ConeGeometry': - case 'ConeBufferGeometry': + for ( var i = 0, l = numEdges; i < l; i ++ ) { - geometry = new THREE [ data.type ]( - data.radius, - data.height, - data.radialSegments, - data.heightSegments, - data.openEnded, - data.thetaStart, - data.thetaLength - ); + for ( var j = 0; j < 2; j ++ ) { - break; + var index = 6 * i + 3 * j; + var index2 = edges[ 2 * i + j ]; - case 'SphereGeometry': - case 'SphereBufferGeometry': + coords[ index + 0 ] = vertices.getX( index2 ); + coords[ index + 1 ] = vertices.getY( index2 ); + coords[ index + 2 ] = vertices.getZ( index2 ); - geometry = new THREE[ data.type ]( - data.radius, - data.widthSegments, - data.heightSegments, - data.phiStart, - data.phiLength, - data.thetaStart, - data.thetaLength - ); + } - break; + } - case 'DodecahedronGeometry': - case 'IcosahedronGeometry': - case 'OctahedronGeometry': - case 'TetrahedronGeometry': + this.addAttribute( 'position', new BufferAttribute( coords, 3 ) ); - geometry = new THREE[ data.type ]( - data.radius, - data.detail - ); + } else { - break; + // non-indexed BufferGeometry - case 'RingGeometry': - case 'RingBufferGeometry': + var vertices = geometry.attributes.position.array; + var numEdges = vertices.length / 3; + var numTris = numEdges / 3; - geometry = new THREE[ data.type ]( - data.innerRadius, - data.outerRadius, - data.thetaSegments, - data.phiSegments, - data.thetaStart, - data.thetaLength - ); + var coords = new Float32Array( numEdges * 2 * 3 ); - break; + for ( var i = 0, l = numTris; i < l; i ++ ) { - case 'TorusGeometry': - case 'TorusBufferGeometry': + for ( var j = 0; j < 3; j ++ ) { - geometry = new THREE[ data.type ]( - data.radius, - data.tube, - data.radialSegments, - data.tubularSegments, - data.arc - ); + var index = 18 * i + 6 * j; - break; + var index1 = 9 * i + 3 * j; + coords[ index + 0 ] = vertices[ index1 ]; + coords[ index + 1 ] = vertices[ index1 + 1 ]; + coords[ index + 2 ] = vertices[ index1 + 2 ]; - case 'TorusKnotGeometry': - case 'TorusKnotBufferGeometry': + var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 ); + coords[ index + 3 ] = vertices[ index2 ]; + coords[ index + 4 ] = vertices[ index2 + 1 ]; + coords[ index + 5 ] = vertices[ index2 + 2 ]; - geometry = new THREE[ data.type ]( - data.radius, - data.tube, - data.tubularSegments, - data.radialSegments, - data.p, - data.q - ); + } - break; + } - case 'LatheGeometry': - case 'LatheBufferGeometry': + this.addAttribute( 'position', new BufferAttribute( coords, 3 ) ); - geometry = new THREE[ data.type ]( - data.points, - data.segments, - data.phiStart, - data.phiLength - ); + } - break; + } - case 'BufferGeometry': + } - geometry = bufferGeometryLoader.parse( data ); + WireframeGeometry.prototype = Object.create( BufferGeometry.prototype ); + WireframeGeometry.prototype.constructor = WireframeGeometry; - break; + /** + * @author zz85 / https://github.com/zz85 + * Parametric Surfaces Geometry + * based on the brilliant article by @prideout http://prideout.net/blog/?p=44 + * + * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements ); + * + */ - case 'Geometry': + function ParametricGeometry( func, slices, stacks ) { - geometry = geometryLoader.parse( data.data, this.texturePath ).geometry; + Geometry.call( this ); - break; + this.type = 'ParametricGeometry'; - default: + this.parameters = { + func: func, + slices: slices, + stacks: stacks + }; - console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' ); + var verts = this.vertices; + var faces = this.faces; + var uvs = this.faceVertexUvs[ 0 ]; - continue; + var i, j, p; + var u, v; - } + var sliceCount = slices + 1; - geometry.uuid = data.uuid; + for ( i = 0; i <= stacks; i ++ ) { - if ( data.name !== undefined ) geometry.name = data.name; + v = i / stacks; - geometries[ data.uuid ] = geometry; + for ( j = 0; j <= slices; j ++ ) { - } + u = j / slices; - } + p = func( u, v ); + verts.push( p ); - return geometries; + } - }, + } - parseMaterials: function ( json, textures ) { + var a, b, c, d; + var uva, uvb, uvc, uvd; - var materials = {}; + for ( i = 0; i < stacks; i ++ ) { - if ( json !== undefined ) { + for ( j = 0; j < slices; j ++ ) { - var loader = new MaterialLoader(); - loader.setTextures( textures ); + a = i * sliceCount + j; + b = i * sliceCount + j + 1; + c = ( i + 1 ) * sliceCount + j + 1; + d = ( i + 1 ) * sliceCount + j; - for ( var i = 0, l = json.length; i < l; i ++ ) { + uva = new Vector2( j / slices, i / stacks ); + uvb = new Vector2( ( j + 1 ) / slices, i / stacks ); + uvc = new Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks ); + uvd = new Vector2( j / slices, ( i + 1 ) / stacks ); - var material = loader.parse( json[ i ] ); - materials[ material.uuid ] = material; + faces.push( new Face3( a, b, d ) ); + uvs.push( [ uva, uvb, uvd ] ); - } + faces.push( new Face3( b, c, d ) ); + uvs.push( [ uvb.clone(), uvc, uvd.clone() ] ); - } + } - return materials; + } - }, + // console.log(this); - parseAnimations: function ( json ) { + // magic bullet + // var diff = this.mergeVertices(); + // console.log('removed ', diff, ' vertices by merging'); - var animations = []; + this.computeFaceNormals(); + this.computeVertexNormals(); - for ( var i = 0; i < json.length; i ++ ) { + } - var clip = AnimationClip.parse( json[ i ] ); + ParametricGeometry.prototype = Object.create( Geometry.prototype ); + ParametricGeometry.prototype.constructor = ParametricGeometry; - animations.push( clip ); + /** + * @author clockworkgeek / https://github.com/clockworkgeek + * @author timothypratley / https://github.com/timothypratley + * @author WestLangley / http://github.com/WestLangley + */ - } + function PolyhedronGeometry( vertices, indices, radius, detail ) { - return animations; + Geometry.call( this ); - }, + this.type = 'PolyhedronGeometry'; - parseImages: function ( json, onLoad ) { + this.parameters = { + vertices: vertices, + indices: indices, + radius: radius, + detail: detail + }; - var scope = this; - var images = {}; + radius = radius || 1; + detail = detail || 0; - function loadImage( url ) { + var that = this; - scope.manager.itemStart( url ); + for ( var i = 0, l = vertices.length; i < l; i += 3 ) { - return loader.load( url, function () { + prepare( new Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) ); - scope.manager.itemEnd( url ); + } - }, undefined, function () { + var p = this.vertices; - scope.manager.itemError( url ); + var faces = []; - } ); + for ( var i = 0, j = 0, l = indices.length; i < l; i += 3, j ++ ) { - } + var v1 = p[ indices[ i ] ]; + var v2 = p[ indices[ i + 1 ] ]; + var v3 = p[ indices[ i + 2 ] ]; - if ( json !== undefined && json.length > 0 ) { + faces[ j ] = new Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] ); - var manager = new LoadingManager( onLoad ); + } - var loader = new ImageLoader( manager ); - loader.setCrossOrigin( this.crossOrigin ); + var centroid = new Vector3(); - for ( var i = 0, l = json.length; i < l; i ++ ) { + for ( var i = 0, l = faces.length; i < l; i ++ ) { - var image = json[ i ]; - var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url; + subdivide( faces[ i ], detail ); - images[ image.uuid ] = loadImage( path ); + } - } - } + // Handle case when face straddles the seam - return images; + for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) { - }, + var uvs = this.faceVertexUvs[ 0 ][ i ]; - parseTextures: function ( json, images ) { + var x0 = uvs[ 0 ].x; + var x1 = uvs[ 1 ].x; + var x2 = uvs[ 2 ].x; - function parseConstant( value ) { + var max = Math.max( x0, x1, x2 ); + var min = Math.min( x0, x1, x2 ); - if ( typeof( value ) === 'number' ) return value; + if ( max > 0.9 && min < 0.1 ) { - console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); + // 0.9 is somewhat arbitrary - return THREE[ value ]; + if ( x0 < 0.2 ) uvs[ 0 ].x += 1; + if ( x1 < 0.2 ) uvs[ 1 ].x += 1; + if ( x2 < 0.2 ) uvs[ 2 ].x += 1; - } + } - var textures = {}; + } - if ( json !== undefined ) { - for ( var i = 0, l = json.length; i < l; i ++ ) { + // Apply radius - var data = json[ i ]; + for ( var i = 0, l = this.vertices.length; i < l; i ++ ) { - if ( data.image === undefined ) { + this.vertices[ i ].multiplyScalar( radius ); - console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid ); + } - } - if ( images[ data.image ] === undefined ) { + // Merge vertices - console.warn( 'THREE.ObjectLoader: Undefined image', data.image ); + this.mergeVertices(); - } + this.computeFaceNormals(); - var texture = new Texture( images[ data.image ] ); - texture.needsUpdate = true; + this.boundingSphere = new Sphere( new Vector3(), radius ); - texture.uuid = data.uuid; - if ( data.name !== undefined ) texture.name = data.name; + // Project vector onto sphere's surface - if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping ); + function prepare( vector ) { - if ( data.offset !== undefined ) texture.offset.fromArray( data.offset ); - if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat ); - if ( data.wrap !== undefined ) { + var vertex = vector.normalize().clone(); + vertex.index = that.vertices.push( vertex ) - 1; - texture.wrapS = parseConstant( data.wrap[ 0 ] ); - texture.wrapT = parseConstant( data.wrap[ 1 ] ); + // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle. - } + var u = azimuth( vector ) / 2 / Math.PI + 0.5; + var v = inclination( vector ) / Math.PI + 0.5; + vertex.uv = new Vector2( u, 1 - v ); - if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter ); - if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter ); - if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; + return vertex; - if ( data.flipY !== undefined ) texture.flipY = data.flipY; + } - textures[ data.uuid ] = texture; - } + // Approximate a curved face with recursively sub-divided triangles. - } + function make( v1, v2, v3 ) { - return textures; + var face = new Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] ); + that.faces.push( face ); - }, + centroid.copy( v1 ).add( v2 ).add( v3 ).divideScalar( 3 ); - parseObject: function () { + var azi = azimuth( centroid ); - var matrix = new Matrix4(); + that.faceVertexUvs[ 0 ].push( [ + correctUV( v1.uv, v1, azi ), + correctUV( v2.uv, v2, azi ), + correctUV( v3.uv, v3, azi ) + ] ); - return function parseObject( data, geometries, materials ) { + } - var object; - function getGeometry( name ) { + // Analytically subdivide a face to the required detail level. - if ( geometries[ name ] === undefined ) { + function subdivide( face, detail ) { - console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); + var cols = Math.pow( 2, detail ); + var a = prepare( that.vertices[ face.a ] ); + var b = prepare( that.vertices[ face.b ] ); + var c = prepare( that.vertices[ face.c ] ); + var v = []; - } + // Construct all of the vertices for this subdivision. - return geometries[ name ]; + for ( var i = 0 ; i <= cols; i ++ ) { - } + v[ i ] = []; - function getMaterial( name ) { + var aj = prepare( a.clone().lerp( c, i / cols ) ); + var bj = prepare( b.clone().lerp( c, i / cols ) ); + var rows = cols - i; - if ( name === undefined ) return undefined; + for ( var j = 0; j <= rows; j ++ ) { - if ( materials[ name ] === undefined ) { + if ( j === 0 && i === cols ) { - console.warn( 'THREE.ObjectLoader: Undefined material', name ); + v[ i ][ j ] = aj; - } + } else { - return materials[ name ]; + v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) ); - } + } - switch ( data.type ) { + } - case 'Scene': + } - object = new Scene(); + // Construct all of the faces. - if ( data.background !== undefined ) { + for ( var i = 0; i < cols ; i ++ ) { - if ( Number.isInteger( data.background ) ) { + for ( var j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { - object.background = new THREE.Color( data.background ); + var k = Math.floor( j / 2 ); - } + if ( j % 2 === 0 ) { - } + make( + v[ i ][ k + 1 ], + v[ i + 1 ][ k ], + v[ i ][ k ] + ); - if ( data.fog !== undefined ) { + } else { - if ( data.fog.type === 'Fog' ) { + make( + v[ i ][ k + 1 ], + v[ i + 1 ][ k + 1 ], + v[ i + 1 ][ k ] + ); - object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far ); + } - } else if ( data.fog.type === 'FogExp2' ) { + } - object.fog = new FogExp2( data.fog.color, data.fog.density ); + } - } + } - } - break; + // Angle around the Y axis, counter-clockwise when looking from above. - case 'PerspectiveCamera': + function azimuth( vector ) { - object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); + return Math.atan2( vector.z, - vector.x ); - if ( data.focus !== undefined ) object.focus = data.focus; - if ( data.zoom !== undefined ) object.zoom = data.zoom; - if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge; - if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset; - if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); + } - break; - case 'OrthographicCamera': + // Angle above the XZ plane. - object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); + function inclination( vector ) { - break; + return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); - case 'AmbientLight': + } - object = new AmbientLight( data.color, data.intensity ); - break; + // Texture fixing helper. Spheres have some odd behaviours. - case 'DirectionalLight': + function correctUV( uv, vector, azimuth ) { - object = new DirectionalLight( data.color, data.intensity ); + if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new Vector2( uv.x - 1, uv.y ); + if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new Vector2( azimuth / 2 / Math.PI + 0.5, uv.y ); + return uv.clone(); - break; + } - case 'PointLight': + } - object = new PointLight( data.color, data.intensity, data.distance, data.decay ); + PolyhedronGeometry.prototype = Object.create( Geometry.prototype ); + PolyhedronGeometry.prototype.constructor = PolyhedronGeometry; - break; + /** + * @author timothypratley / https://github.com/timothypratley + */ - case 'SpotLight': + function TetrahedronGeometry( radius, detail ) { - object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); + var vertices = [ + 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1 + ]; - break; + var indices = [ + 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 + ]; - case 'HemisphereLight': + PolyhedronGeometry.call( this, vertices, indices, radius, detail ); - object = new HemisphereLight( data.color, data.groundColor, data.intensity ); + this.type = 'TetrahedronGeometry'; - break; + this.parameters = { + radius: radius, + detail: detail + }; - case 'Mesh': + } - var geometry = getGeometry( data.geometry ); - var material = getMaterial( data.material ); + TetrahedronGeometry.prototype = Object.create( PolyhedronGeometry.prototype ); + TetrahedronGeometry.prototype.constructor = TetrahedronGeometry; - if ( geometry.bones && geometry.bones.length > 0 ) { + /** + * @author timothypratley / https://github.com/timothypratley + */ - object = new SkinnedMesh( geometry, material ); + function OctahedronGeometry( radius, detail ) { - } else { + var vertices = [ + 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1 + ]; - object = new Mesh( geometry, material ); + var indices = [ + 0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2 + ]; - } + PolyhedronGeometry.call( this, vertices, indices, radius, detail ); - break; + this.type = 'OctahedronGeometry'; - case 'LOD': + this.parameters = { + radius: radius, + detail: detail + }; - object = new LOD(); + } - break; + OctahedronGeometry.prototype = Object.create( PolyhedronGeometry.prototype ); + OctahedronGeometry.prototype.constructor = OctahedronGeometry; - case 'Line': + /** + * @author timothypratley / https://github.com/timothypratley + */ - object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode ); + function IcosahedronGeometry( radius, detail ) { - break; + var t = ( 1 + Math.sqrt( 5 ) ) / 2; - case 'LineSegments': + var vertices = [ + - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0, + 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, + t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1 + ]; - object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) ); + var indices = [ + 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, + 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, + 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, + 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1 + ]; - break; + PolyhedronGeometry.call( this, vertices, indices, radius, detail ); - case 'PointCloud': - case 'Points': + this.type = 'IcosahedronGeometry'; - object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) ); + this.parameters = { + radius: radius, + detail: detail + }; - break; + } - case 'Sprite': + IcosahedronGeometry.prototype = Object.create( PolyhedronGeometry.prototype ); + IcosahedronGeometry.prototype.constructor = IcosahedronGeometry; - object = new Sprite( getMaterial( data.material ) ); + /** + * @author Abe Pazos / https://hamoid.com + */ - break; + function DodecahedronGeometry( radius, detail ) { - case 'Group': + var t = ( 1 + Math.sqrt( 5 ) ) / 2; + var r = 1 / t; - object = new Group(); + var vertices = [ - break; + // (±1, ±1, ±1) + - 1, - 1, - 1, - 1, - 1, 1, + - 1, 1, - 1, - 1, 1, 1, + 1, - 1, - 1, 1, - 1, 1, + 1, 1, - 1, 1, 1, 1, - default: + // (0, ±1/φ, ±φ) + 0, - r, - t, 0, - r, t, + 0, r, - t, 0, r, t, - object = new Object3D(); + // (±1/φ, ±φ, 0) + - r, - t, 0, - r, t, 0, + r, - t, 0, r, t, 0, - } + // (±φ, 0, ±1/φ) + - t, 0, - r, t, 0, - r, + - t, 0, r, t, 0, r + ]; - object.uuid = data.uuid; + var indices = [ + 3, 11, 7, 3, 7, 15, 3, 15, 13, + 7, 19, 17, 7, 17, 6, 7, 6, 15, + 17, 4, 8, 17, 8, 10, 17, 10, 6, + 8, 0, 16, 8, 16, 2, 8, 2, 10, + 0, 12, 1, 0, 1, 18, 0, 18, 16, + 6, 10, 2, 6, 2, 13, 6, 13, 15, + 2, 16, 18, 2, 18, 3, 2, 3, 13, + 18, 1, 9, 18, 9, 11, 18, 11, 3, + 4, 14, 12, 4, 12, 0, 4, 0, 8, + 11, 9, 5, 11, 5, 19, 11, 19, 7, + 19, 5, 14, 19, 14, 4, 19, 4, 17, + 1, 12, 14, 1, 14, 5, 1, 5, 9 + ]; - if ( data.name !== undefined ) object.name = data.name; - if ( data.matrix !== undefined ) { + PolyhedronGeometry.call( this, vertices, indices, radius, detail ); - matrix.fromArray( data.matrix ); - matrix.decompose( object.position, object.quaternion, object.scale ); + this.type = 'DodecahedronGeometry'; - } else { + this.parameters = { + radius: radius, + detail: detail + }; - if ( data.position !== undefined ) object.position.fromArray( data.position ); - if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation ); - if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion ); - if ( data.scale !== undefined ) object.scale.fromArray( data.scale ); + } - } + DodecahedronGeometry.prototype = Object.create( PolyhedronGeometry.prototype ); + DodecahedronGeometry.prototype.constructor = DodecahedronGeometry; - if ( data.castShadow !== undefined ) object.castShadow = data.castShadow; - if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; + /** + * @author WestLangley / https://github.com/WestLangley + * @author zz85 / https://github.com/zz85 + * @author miningold / https://github.com/miningold + * @author jonobr1 / https://github.com/jonobr1 + * + * Modified from the TorusKnotGeometry by @oosmoxiecode + * + * Creates a tube which extrudes along a 3d spline + * + * Uses parallel transport frames as described in + * http://www.cs.indiana.edu/pub/techreports/TR425.pdf + */ - if ( data.shadow ) { + function TubeGeometry( path, segments, radius, radialSegments, closed, taper ) { - if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias; - if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius; - if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize ); - if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera ); + Geometry.call( this ); - } + this.type = 'TubeGeometry'; - if ( data.visible !== undefined ) object.visible = data.visible; - if ( data.userData !== undefined ) object.userData = data.userData; + this.parameters = { + path: path, + segments: segments, + radius: radius, + radialSegments: radialSegments, + closed: closed, + taper: taper + }; - if ( data.children !== undefined ) { + segments = segments || 64; + radius = radius || 1; + radialSegments = radialSegments || 8; + closed = closed || false; + taper = taper || TubeGeometry.NoTaper; - for ( var child in data.children ) { + var grid = []; - object.add( this.parseObject( data.children[ child ], geometries, materials ) ); + var scope = this, - } + tangent, + normal, + binormal, - } + numpoints = segments + 1, - if ( data.type === 'LOD' ) { + u, v, r, - var levels = data.levels; + cx, cy, + pos, pos2 = new Vector3(), + i, j, + ip, jp, + a, b, c, d, + uva, uvb, uvc, uvd; - for ( var l = 0; l < levels.length; l ++ ) { + var frames = new TubeGeometry.FrenetFrames( path, segments, closed ), + tangents = frames.tangents, + normals = frames.normals, + binormals = frames.binormals; - var level = levels[ l ]; - var child = object.getObjectByProperty( 'uuid', level.object ); + // proxy internals + this.tangents = tangents; + this.normals = normals; + this.binormals = binormals; - if ( child !== undefined ) { + function vert( x, y, z ) { - object.addLevel( child, level.distance ); + return scope.vertices.push( new Vector3( x, y, z ) ) - 1; - } + } - } + // construct the grid - } + for ( i = 0; i < numpoints; i ++ ) { - return object; + grid[ i ] = []; - }; + u = i / ( numpoints - 1 ); - }() + pos = path.getPointAt( u ); - } ); + tangent = tangents[ i ]; + normal = normals[ i ]; + binormal = binormals[ i ]; - /** - * @author zz85 / http://www.lab4games.net/zz85/blog - */ + r = radius * taper( u ); - exports.ShapeUtils = { + for ( j = 0; j < radialSegments; j ++ ) { - // calculate area of the contour polygon + v = j / radialSegments * 2 * Math.PI; - area: function ( contour ) { + cx = - r * Math.cos( v ); // TODO: Hack: Negating it so it faces outside. + cy = r * Math.sin( v ); - var n = contour.length; - var a = 0.0; + pos2.copy( pos ); + pos2.x += cx * normal.x + cy * binormal.x; + pos2.y += cx * normal.y + cy * binormal.y; + pos2.z += cx * normal.z + cy * binormal.z; - for ( var p = n - 1, q = 0; q < n; p = q ++ ) { + grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z ); - a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; + } - } + } - return a * 0.5; - }, + // construct the mesh - triangulate: ( function () { + for ( i = 0; i < segments; i ++ ) { - /** - * This code is a quick port of code written in C++ which was submitted to - * flipcode.com by John W. Ratcliff // July 22, 2000 - * See original code and more information here: - * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml - * - * ported to actionscript by Zevan Rosser - * www.actionsnippet.com - * - * ported to javascript by Joshua Koo - * http://www.lab4games.net/zz85/blog - * - */ + for ( j = 0; j < radialSegments; j ++ ) { - function snip( contour, u, v, w, n, verts ) { + ip = ( closed ) ? ( i + 1 ) % segments : i + 1; + jp = ( j + 1 ) % radialSegments; - var p; - var ax, ay, bx, by; - var cx, cy, px, py; + a = grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! *** + b = grid[ ip ][ j ]; + c = grid[ ip ][ jp ]; + d = grid[ i ][ jp ]; - ax = contour[ verts[ u ] ].x; - ay = contour[ verts[ u ] ].y; + uva = new Vector2( i / segments, j / radialSegments ); + uvb = new Vector2( ( i + 1 ) / segments, j / radialSegments ); + uvc = new Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments ); + uvd = new Vector2( i / segments, ( j + 1 ) / radialSegments ); - bx = contour[ verts[ v ] ].x; - by = contour[ verts[ v ] ].y; + this.faces.push( new Face3( a, b, d ) ); + this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] ); - cx = contour[ verts[ w ] ].x; - cy = contour[ verts[ w ] ].y; + this.faces.push( new Face3( b, c, d ) ); + this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] ); - if ( Number.EPSILON > ( ( ( bx - ax ) * ( cy - ay ) ) - ( ( by - ay ) * ( cx - ax ) ) ) ) return false; + } - var aX, aY, bX, bY, cX, cY; - var apx, apy, bpx, bpy, cpx, cpy; - var cCROSSap, bCROSScp, aCROSSbp; + } - aX = cx - bx; aY = cy - by; - bX = ax - cx; bY = ay - cy; - cX = bx - ax; cY = by - ay; + this.computeFaceNormals(); + this.computeVertexNormals(); - for ( p = 0; p < n; p ++ ) { + } - px = contour[ verts[ p ] ].x; - py = contour[ verts[ p ] ].y; + TubeGeometry.prototype = Object.create( Geometry.prototype ); + TubeGeometry.prototype.constructor = TubeGeometry; - if ( ( ( px === ax ) && ( py === ay ) ) || - ( ( px === bx ) && ( py === by ) ) || - ( ( px === cx ) && ( py === cy ) ) ) continue; + TubeGeometry.NoTaper = function ( u ) { - apx = px - ax; apy = py - ay; - bpx = px - bx; bpy = py - by; - cpx = px - cx; cpy = py - cy; + return 1; - // see if p is inside triangle abc + }; - aCROSSbp = aX * bpy - aY * bpx; - cCROSSap = cX * apy - cY * apx; - bCROSScp = bX * cpy - bY * cpx; + TubeGeometry.SinusoidalTaper = function ( u ) { - if ( ( aCROSSbp >= - Number.EPSILON ) && ( bCROSScp >= - Number.EPSILON ) && ( cCROSSap >= - Number.EPSILON ) ) return false; + return Math.sin( Math.PI * u ); - } + }; - return true; + // For computing of Frenet frames, exposing the tangents, normals and binormals the spline + TubeGeometry.FrenetFrames = function ( path, segments, closed ) { - } + var normal = new Vector3(), - // takes in an contour array and returns + tangents = [], + normals = [], + binormals = [], - return function triangulate( contour, indices ) { + vec = new Vector3(), + mat = new Matrix4(), - var n = contour.length; + numpoints = segments + 1, + theta, + smallest, - if ( n < 3 ) return null; + tx, ty, tz, + i, u; - var result = [], - verts = [], - vertIndices = []; - /* we want a counter-clockwise polygon in verts */ + // expose internals + this.tangents = tangents; + this.normals = normals; + this.binormals = binormals; - var u, v, w; + // compute the tangent vectors for each segment on the path - if ( exports.ShapeUtils.area( contour ) > 0.0 ) { + for ( i = 0; i < numpoints; i ++ ) { - for ( v = 0; v < n; v ++ ) verts[ v ] = v; + u = i / ( numpoints - 1 ); - } else { + tangents[ i ] = path.getTangentAt( u ); + tangents[ i ].normalize(); - for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v; + } - } + initialNormal3(); - var nv = n; + /* + function initialNormal1(lastBinormal) { + // fixed start binormal. Has dangers of 0 vectors + normals[ 0 ] = new THREE.Vector3(); + binormals[ 0 ] = new THREE.Vector3(); + if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 ); + normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize(); + binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize(); + } - /* remove nv - 2 vertices, creating 1 triangle every time */ + function initialNormal2() { - var count = 2 * nv; /* error detection */ + // This uses the Frenet-Serret formula for deriving binormal + var t2 = path.getTangentAt( epsilon ); - for ( v = nv - 1; nv > 2; ) { + normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize(); + binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] ); - /* if we loop, it is probably a non-simple polygon */ + normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent + binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize(); - if ( ( count -- ) <= 0 ) { + } + */ - //** Triangulate: ERROR - probable bad polygon! + function initialNormal3() { - //throw ( "Warning, unable to triangulate polygon!" ); - //return null; - // Sometimes warning is fine, especially polygons are triangulated in reverse. - console.warn( 'THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()' ); + // select an initial normal vector perpendicular to the first tangent vector, + // and in the direction of the smallest tangent xyz component - if ( indices ) return vertIndices; - return result; + normals[ 0 ] = new Vector3(); + binormals[ 0 ] = new Vector3(); + smallest = Number.MAX_VALUE; + tx = Math.abs( tangents[ 0 ].x ); + ty = Math.abs( tangents[ 0 ].y ); + tz = Math.abs( tangents[ 0 ].z ); - } + if ( tx <= smallest ) { - /* three consecutive vertices in current polygon, */ + smallest = tx; + normal.set( 1, 0, 0 ); - u = v; if ( nv <= u ) u = 0; /* previous */ - v = u + 1; if ( nv <= v ) v = 0; /* new v */ - w = v + 1; if ( nv <= w ) w = 0; /* next */ + } - if ( snip( contour, u, v, w, nv, verts ) ) { + if ( ty <= smallest ) { - var a, b, c, s, t; + smallest = ty; + normal.set( 0, 1, 0 ); - /* true names of the vertices */ + } - a = verts[ u ]; - b = verts[ v ]; - c = verts[ w ]; + if ( tz <= smallest ) { - /* output Triangle */ + normal.set( 0, 0, 1 ); - result.push( [ contour[ a ], - contour[ b ], - contour[ c ] ] ); + } + vec.crossVectors( tangents[ 0 ], normal ).normalize(); - vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] ); + normals[ 0 ].crossVectors( tangents[ 0 ], vec ); + binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); - /* remove v from the remaining polygon */ + } - for ( s = v, t = v + 1; t < nv; s ++, t ++ ) { - verts[ s ] = verts[ t ]; + // compute the slowly-varying normal and binormal vectors for each segment on the path - } + for ( i = 1; i < numpoints; i ++ ) { - nv --; + normals[ i ] = normals[ i - 1 ].clone(); - /* reset error detection counter */ + binormals[ i ] = binormals[ i - 1 ].clone(); - count = 2 * nv; + vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); - } + if ( vec.length() > Number.EPSILON ) { - } + vec.normalize(); - if ( indices ) return vertIndices; - return result; + theta = Math.acos( exports.Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors - } + normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); - } )(), + } - triangulateShape: function ( contour, holes ) { + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); - function removeDupEndPts(points) { + } - var l = points.length; - if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) { + // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same - points.pop(); + if ( closed ) { - } + theta = Math.acos( exports.Math.clamp( normals[ 0 ].dot( normals[ numpoints - 1 ] ), - 1, 1 ) ); + theta /= ( numpoints - 1 ); - } + if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints - 1 ] ) ) > 0 ) { - removeDupEndPts( contour ); - holes.forEach( removeDupEndPts ); + theta = - theta; - function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) { + } - // inOtherPt needs to be collinear to the inSegment - if ( inSegPt1.x !== inSegPt2.x ) { + for ( i = 1; i < numpoints; i ++ ) { - if ( inSegPt1.x < inSegPt2.x ) { + // twist a little... + normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); - return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) ); + } - } else { + } - return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) ); + }; - } + /** + * @author Mugen87 / https://github.com/Mugen87 + * + * see: http://www.blackpawn.com/texts/pqtorus/ + */ + function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) { - } else { + BufferGeometry.call( this ); - if ( inSegPt1.y < inSegPt2.y ) { + this.type = 'TorusKnotBufferGeometry'; - return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) ); + this.parameters = { + radius: radius, + tube: tube, + tubularSegments: tubularSegments, + radialSegments: radialSegments, + p: p, + q: q + }; - } else { + radius = radius || 100; + tube = tube || 40; + tubularSegments = Math.floor( tubularSegments ) || 64; + radialSegments = Math.floor( radialSegments ) || 8; + p = p || 2; + q = q || 3; - return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) ); + // used to calculate buffer length + var vertexCount = ( ( radialSegments + 1 ) * ( tubularSegments + 1 ) ); + var indexCount = radialSegments * tubularSegments * 2 * 3; - } + // buffers + var indices = new BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 ); + var vertices = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var normals = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); - } + // helper variables + var i, j, index = 0, indexOffset = 0; - } + var vertex = new Vector3(); + var normal = new Vector3(); + var uv = new Vector2(); - function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) { + var P1 = new Vector3(); + var P2 = new Vector3(); - var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y; - var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y; + var B = new Vector3(); + var T = new Vector3(); + var N = new Vector3(); - var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x; - var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y; + // generate vertices, normals and uvs - var limit = seg1dy * seg2dx - seg1dx * seg2dy; - var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy; + for ( i = 0; i <= tubularSegments; ++ i ) { - if ( Math.abs( limit ) > Number.EPSILON ) { + // the radian "u" is used to calculate the position on the torus curve of the current tubular segement - // not parallel + var u = i / tubularSegments * p * Math.PI * 2; - var perpSeg2; - if ( limit > 0 ) { + // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. + // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions - if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return []; - perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy; - if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return []; + calculatePositionOnCurve( u, p, q, radius, P1 ); + calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); - } else { + // calculate orthonormal basis - if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return []; - perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy; - if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return []; + T.subVectors( P2, P1 ); + N.addVectors( P2, P1 ); + B.crossVectors( T, N ); + N.crossVectors( B, T ); - } + // normalize B, N. T can be ignored, we don't use it - // i.e. to reduce rounding errors - // intersection at endpoint of segment#1? - if ( perpSeg2 === 0 ) { + B.normalize(); + N.normalize(); - if ( ( inExcludeAdjacentSegs ) && - ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) ) return []; - return [ inSeg1Pt1 ]; + for ( j = 0; j <= radialSegments; ++ j ) { - } - if ( perpSeg2 === limit ) { + // now calculate the vertices. they are nothing more than an extrusion of the torus curve. + // because we extrude a shape in the xy-plane, there is no need to calculate a z-value. - if ( ( inExcludeAdjacentSegs ) && - ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) ) return []; - return [ inSeg1Pt2 ]; + var v = j / radialSegments * Math.PI * 2; + var cx = - tube * Math.cos( v ); + var cy = tube * Math.sin( v ); - } - // intersection at endpoint of segment#2? - if ( perpSeg1 === 0 ) return [ inSeg2Pt1 ]; - if ( perpSeg1 === limit ) return [ inSeg2Pt2 ]; + // now calculate the final vertex position. + // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve - // return real intersection point - var factorSeg1 = perpSeg2 / limit; - return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx, - y: inSeg1Pt1.y + factorSeg1 * seg1dy } ]; + vertex.x = P1.x + ( cx * N.x + cy * B.x ); + vertex.y = P1.y + ( cx * N.y + cy * B.y ); + vertex.z = P1.z + ( cx * N.z + cy * B.z ); - } else { + // vertex + vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); - // parallel or collinear - if ( ( perpSeg1 !== 0 ) || - ( seg2dy * seg1seg2dx !== seg2dx * seg1seg2dy ) ) return []; + // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) + normal.subVectors( vertex, P1 ).normalize(); + normals.setXYZ( index, normal.x, normal.y, normal.z ); - // they are collinear or degenerate - var seg1Pt = ( ( seg1dx === 0 ) && ( seg1dy === 0 ) ); // segment1 is just a point? - var seg2Pt = ( ( seg2dx === 0 ) && ( seg2dy === 0 ) ); // segment2 is just a point? - // both segments are points - if ( seg1Pt && seg2Pt ) { + // uv + uv.x = i / tubularSegments; + uv.y = j / radialSegments; + uvs.setXY( index, uv.x, uv.y ); - if ( ( inSeg1Pt1.x !== inSeg2Pt1.x ) || - ( inSeg1Pt1.y !== inSeg2Pt1.y ) ) return []; // they are distinct points - return [ inSeg1Pt1 ]; // they are the same point + // increase index + index ++; - } - // segment#1 is a single point - if ( seg1Pt ) { + } - if ( ! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2 - return [ inSeg1Pt1 ]; + } - } - // segment#2 is a single point - if ( seg2Pt ) { + // generate indices - if ( ! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1 - return [ inSeg2Pt1 ]; + for ( j = 1; j <= tubularSegments; j ++ ) { - } + for ( i = 1; i <= radialSegments; i ++ ) { - // they are collinear segments, which might overlap - var seg1min, seg1max, seg1minVal, seg1maxVal; - var seg2min, seg2max, seg2minVal, seg2maxVal; - if ( seg1dx !== 0 ) { + // indices + var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); + var b = ( radialSegments + 1 ) * j + ( i - 1 ); + var c = ( radialSegments + 1 ) * j + i; + var d = ( radialSegments + 1 ) * ( j - 1 ) + i; - // the segments are NOT on a vertical line - if ( inSeg1Pt1.x < inSeg1Pt2.x ) { + // face one + indices.setX( indexOffset, a ); indexOffset++; + indices.setX( indexOffset, b ); indexOffset++; + indices.setX( indexOffset, d ); indexOffset++; - seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x; - seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x; + // face two + indices.setX( indexOffset, b ); indexOffset++; + indices.setX( indexOffset, c ); indexOffset++; + indices.setX( indexOffset, d ); indexOffset++; - } else { + } - seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x; - seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x; + } - } - if ( inSeg2Pt1.x < inSeg2Pt2.x ) { + // build geometry - seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x; - seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x; + this.setIndex( indices ); + this.addAttribute( 'position', vertices ); + this.addAttribute( 'normal', normals ); + this.addAttribute( 'uv', uvs ); - } else { + // this function calculates the current position on the torus curve - seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x; - seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x; + function calculatePositionOnCurve( u, p, q, radius, position ) { - } + var cu = Math.cos( u ); + var su = Math.sin( u ); + var quOverP = q / p * u; + var cs = Math.cos( quOverP ); - } else { + position.x = radius * ( 2 + cs ) * 0.5 * cu; + position.y = radius * ( 2 + cs ) * su * 0.5; + position.z = radius * Math.sin( quOverP ) * 0.5; - // the segments are on a vertical line - if ( inSeg1Pt1.y < inSeg1Pt2.y ) { + } - seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y; - seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y; + } - } else { + TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry; - seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y; - seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y; + /** + * @author oosmoxiecode + */ - } - if ( inSeg2Pt1.y < inSeg2Pt2.y ) { + function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) { - seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y; - seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y; + Geometry.call( this ); - } else { + this.type = 'TorusKnotGeometry'; - seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y; - seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y; + this.parameters = { + radius: radius, + tube: tube, + tubularSegments: tubularSegments, + radialSegments: radialSegments, + p: p, + q: q + }; - } + if( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); - } - if ( seg1minVal <= seg2minVal ) { + this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) ); + this.mergeVertices(); - if ( seg1maxVal < seg2minVal ) return []; - if ( seg1maxVal === seg2minVal ) { + } - if ( inExcludeAdjacentSegs ) return []; - return [ seg2min ]; + TorusKnotGeometry.prototype = Object.create( Geometry.prototype ); + TorusKnotGeometry.prototype.constructor = TorusKnotGeometry; - } - if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ]; - return [ seg2min, seg2max ]; + /** + * @author Mugen87 / https://github.com/Mugen87 + */ - } else { + function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) { - if ( seg1minVal > seg2maxVal ) return []; - if ( seg1minVal === seg2maxVal ) { + BufferGeometry.call( this ); - if ( inExcludeAdjacentSegs ) return []; - return [ seg1min ]; + this.type = 'TorusBufferGeometry'; - } - if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ]; - return [ seg1min, seg2max ]; + 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; - } + // used to calculate buffer length + var vertexCount = ( ( radialSegments + 1 ) * ( tubularSegments + 1 ) ); + var indexCount = radialSegments * tubularSegments * 2 * 3; - } + // buffers + var indices = new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ); + var vertices = new Float32Array( vertexCount * 3 ); + var normals = new Float32Array( vertexCount * 3 ); + var uvs = new Float32Array( vertexCount * 2 ); - function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) { + // offset variables + var vertexBufferOffset = 0; + var uvBufferOffset = 0; + var indexBufferOffset = 0; - // The order of legs is important + // helper variables + var center = new Vector3(); + var vertex = new Vector3(); + var normal = new Vector3(); - // translation of all points, so that Vertex is at (0,0) - var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y; - var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y; - var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y; + var j, i; - // main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg. - var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX; - var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX; + // generate vertices, normals and uvs - if ( Math.abs( from2toAngle ) > Number.EPSILON ) { + for ( j = 0; j <= radialSegments; j ++ ) { - // angle != 180 deg. + for ( i = 0; i <= tubularSegments; i ++ ) { - var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX; - // console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle ); + var u = i / tubularSegments * arc; + var v = j / radialSegments * Math.PI * 2; - if ( from2toAngle > 0 ) { + // 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 ); - // main angle < 180 deg. - return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) ); + vertices[ vertexBufferOffset ] = vertex.x; + vertices[ vertexBufferOffset + 1 ] = vertex.y; + vertices[ vertexBufferOffset + 2 ] = vertex.z; - } else { + // this vector is used to calculate the normal + center.x = radius * Math.cos( u ); + center.y = radius * Math.sin( u ); - // main angle > 180 deg. - return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) ); + // normal + normal.subVectors( vertex, center ).normalize(); - } + normals[ vertexBufferOffset ] = normal.x; + normals[ vertexBufferOffset + 1 ] = normal.y; + normals[ vertexBufferOffset + 2 ] = normal.z; - } else { + // uv + uvs[ uvBufferOffset ] = i / tubularSegments; + uvs[ uvBufferOffset + 1 ] = j / radialSegments; - // angle == 180 deg. - // console.log( "from2to: 180 deg., from2other: " + from2otherAngle ); - return ( from2otherAngle > 0 ); + // update offsets + vertexBufferOffset += 3; + uvBufferOffset += 2; - } + } - } + } + // generate indices - function removeHoles( contour, holes ) { + for ( j = 1; j <= radialSegments; j ++ ) { - var shape = contour.concat(); // work on this shape - var hole; + for ( i = 1; i <= tubularSegments; i ++ ) { - function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) { + // 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; - // Check if hole point lies within angle around shape point - var lastShapeIdx = shape.length - 1; + // face one + indices[ indexBufferOffset ] = a; + indices[ indexBufferOffset + 1 ] = b; + indices[ indexBufferOffset + 2 ] = d; - var prevShapeIdx = inShapeIdx - 1; - if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx; + // face two + indices[ indexBufferOffset + 3 ] = b; + indices[ indexBufferOffset + 4 ] = c; + indices[ indexBufferOffset + 5 ] = d; - var nextShapeIdx = inShapeIdx + 1; - if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0; + // update offset + indexBufferOffset += 6; - var insideAngle = isPointInsideAngle( shape[ inShapeIdx ], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[ inHoleIdx ] ); - if ( ! insideAngle ) { + } - // console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y ); - return false; + } - } + // build geometry + this.setIndex( new BufferAttribute( indices, 1 ) ); + this.addAttribute( 'position', new BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ) ); - // Check if shape point lies within angle around hole point - var lastHoleIdx = hole.length - 1; + } - var prevHoleIdx = inHoleIdx - 1; - if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx; + TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + TorusBufferGeometry.prototype.constructor = TorusBufferGeometry; - var nextHoleIdx = inHoleIdx + 1; - if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0; + /** + * @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 + */ - insideAngle = isPointInsideAngle( hole[ inHoleIdx ], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[ inShapeIdx ] ); - if ( ! insideAngle ) { + function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) { - // console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y ); - return false; + Geometry.call( this ); - } + this.type = 'TorusGeometry'; - return true; + this.parameters = { + radius: radius, + tube: tube, + radialSegments: radialSegments, + tubularSegments: tubularSegments, + arc: arc + }; - } + this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) ); - function intersectsShapeEdge( inShapePt, inHolePt ) { + } - // checks for intersections with shape edges - var sIdx, nextIdx, intersection; - for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) { + TorusGeometry.prototype = Object.create( Geometry.prototype ); + TorusGeometry.prototype.constructor = TorusGeometry; - nextIdx = sIdx + 1; nextIdx %= shape.length; - intersection = intersect_segments_2D( inShapePt, inHolePt, shape[ sIdx ], shape[ nextIdx ], true ); - if ( intersection.length > 0 ) return true; + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + */ - } + exports.ShapeUtils = { - return false; + // calculate area of the contour polygon - } + area: function ( contour ) { - var indepHoles = []; + var n = contour.length; + var a = 0.0; - function intersectsHoleEdge( inShapePt, inHolePt ) { + for ( var p = n - 1, q = 0; q < n; p = q ++ ) { - // checks for intersections with hole edges - var ihIdx, chkHole, - hIdx, nextIdx, intersection; - for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) { + a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; - chkHole = holes[ indepHoles[ ihIdx ]]; - for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) { + } - nextIdx = hIdx + 1; nextIdx %= chkHole.length; - intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[ hIdx ], chkHole[ nextIdx ], true ); - if ( intersection.length > 0 ) return true; + return a * 0.5; - } + }, - } - return false; + triangulate: ( function () { - } + /** + * This code is a quick port of code written in C++ which was submitted to + * flipcode.com by John W. Ratcliff // July 22, 2000 + * See original code and more information here: + * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml + * + * ported to actionscript by Zevan Rosser + * www.actionsnippet.com + * + * ported to javascript by Joshua Koo + * http://www.lab4games.net/zz85/blog + * + */ - var holeIndex, shapeIndex, - shapePt, holePt, - holeIdx, cutKey, failedCuts = [], - tmpShape1, tmpShape2, - tmpHole1, tmpHole2; + function snip( contour, u, v, w, n, verts ) { - for ( var h = 0, hl = holes.length; h < hl; h ++ ) { + var p; + var ax, ay, bx, by; + var cx, cy, px, py; - indepHoles.push( h ); + ax = contour[ verts[ u ] ].x; + ay = contour[ verts[ u ] ].y; - } + bx = contour[ verts[ v ] ].x; + by = contour[ verts[ v ] ].y; - var minShapeIndex = 0; - var counter = indepHoles.length * 2; - while ( indepHoles.length > 0 ) { + cx = contour[ verts[ w ] ].x; + cy = contour[ verts[ w ] ].y; - counter --; - if ( counter < 0 ) { + if ( Number.EPSILON > ( ( ( bx - ax ) * ( cy - ay ) ) - ( ( by - ay ) * ( cx - ax ) ) ) ) return false; - console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" ); - break; + var aX, aY, bX, bY, cX, cY; + var apx, apy, bpx, bpy, cpx, cpy; + var cCROSSap, bCROSScp, aCROSSbp; - } + aX = cx - bx; aY = cy - by; + bX = ax - cx; bY = ay - cy; + cX = bx - ax; cY = by - ay; - // search for shape-vertex and hole-vertex, - // which can be connected without intersections - for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) { + for ( p = 0; p < n; p ++ ) { - shapePt = shape[ shapeIndex ]; - holeIndex = - 1; + px = contour[ verts[ p ] ].x; + py = contour[ verts[ p ] ].y; - // search for hole which can be reached without intersections - for ( var h = 0; h < indepHoles.length; h ++ ) { + if ( ( ( px === ax ) && ( py === ay ) ) || + ( ( px === bx ) && ( py === by ) ) || + ( ( px === cx ) && ( py === cy ) ) ) continue; - holeIdx = indepHoles[ h ]; + apx = px - ax; apy = py - ay; + bpx = px - bx; bpy = py - by; + cpx = px - cx; cpy = py - cy; - // prevent multiple checks - cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx; - if ( failedCuts[ cutKey ] !== undefined ) continue; + // see if p is inside triangle abc - hole = holes[ holeIdx ]; - for ( var h2 = 0; h2 < hole.length; h2 ++ ) { + aCROSSbp = aX * bpy - aY * bpx; + cCROSSap = cX * apy - cY * apx; + bCROSScp = bX * cpy - bY * cpx; - holePt = hole[ h2 ]; - if ( ! isCutLineInsideAngles( shapeIndex, h2 ) ) continue; - if ( intersectsShapeEdge( shapePt, holePt ) ) continue; - if ( intersectsHoleEdge( shapePt, holePt ) ) continue; + if ( ( aCROSSbp >= - Number.EPSILON ) && ( bCROSScp >= - Number.EPSILON ) && ( cCROSSap >= - Number.EPSILON ) ) return false; - holeIndex = h2; - indepHoles.splice( h, 1 ); + } - tmpShape1 = shape.slice( 0, shapeIndex + 1 ); - tmpShape2 = shape.slice( shapeIndex ); - tmpHole1 = hole.slice( holeIndex ); - tmpHole2 = hole.slice( 0, holeIndex + 1 ); + return true; - shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 ); + } - minShapeIndex = shapeIndex; + // takes in an contour array and returns - // Debug only, to show the selected cuts - // glob_CutLines.push( [ shapePt, holePt ] ); + return function triangulate( contour, indices ) { - break; + var n = contour.length; - } - if ( holeIndex >= 0 ) break; // hole-vertex found + if ( n < 3 ) return null; - failedCuts[ cutKey ] = true; // remember failure + var result = [], + verts = [], + vertIndices = []; - } - if ( holeIndex >= 0 ) break; // hole-vertex found + /* we want a counter-clockwise polygon in verts */ - } + var u, v, w; - } + if ( exports.ShapeUtils.area( contour ) > 0.0 ) { - return shape; /* shape with no holes */ + for ( v = 0; v < n; v ++ ) verts[ v ] = v; - } + } else { + for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v; - var i, il, f, face, - key, index, - allPointsMap = {}; + } - // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first. + var nv = n; - var allpoints = contour.concat(); + /* remove nv - 2 vertices, creating 1 triangle every time */ - for ( var h = 0, hl = holes.length; h < hl; h ++ ) { + var count = 2 * nv; /* error detection */ - Array.prototype.push.apply( allpoints, holes[ h ] ); + for ( v = nv - 1; nv > 2; ) { - } + /* if we loop, it is probably a non-simple polygon */ - //console.log( "allpoints",allpoints, allpoints.length ); + if ( ( count -- ) <= 0 ) { - // prepare all points map + //** Triangulate: ERROR - probable bad polygon! - for ( i = 0, il = allpoints.length; i < il; i ++ ) { + //throw ( "Warning, unable to triangulate polygon!" ); + //return null; + // Sometimes warning is fine, especially polygons are triangulated in reverse. + console.warn( 'THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()' ); - key = allpoints[ i ].x + ":" + allpoints[ i ].y; + if ( indices ) return vertIndices; + return result; - if ( allPointsMap[ key ] !== undefined ) { + } - console.warn( "THREE.ShapeUtils: Duplicate point", key, i ); + /* three consecutive vertices in current polygon, */ - } + u = v; if ( nv <= u ) u = 0; /* previous */ + v = u + 1; if ( nv <= v ) v = 0; /* new v */ + w = v + 1; if ( nv <= w ) w = 0; /* next */ - allPointsMap[ key ] = i; + if ( snip( contour, u, v, w, nv, verts ) ) { - } + var a, b, c, s, t; - // remove holes by cutting paths to holes and adding them to the shape - var shapeWithoutHoles = removeHoles( contour, holes ); + /* true names of the vertices */ - var triangles = exports.ShapeUtils.triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape - //console.log( "triangles",triangles, triangles.length ); + a = verts[ u ]; + b = verts[ v ]; + c = verts[ w ]; - // check all face vertices against all points map + /* output Triangle */ - for ( i = 0, il = triangles.length; i < il; i ++ ) { + result.push( [ contour[ a ], + contour[ b ], + contour[ c ] ] ); - face = triangles[ i ]; - for ( f = 0; f < 3; f ++ ) { + vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] ); - key = face[ f ].x + ":" + face[ f ].y; + /* remove v from the remaining polygon */ - index = allPointsMap[ key ]; + for ( s = v, t = v + 1; t < nv; s ++, t ++ ) { - if ( index !== undefined ) { + verts[ s ] = verts[ t ]; - face[ f ] = index; + } - } + nv --; - } + /* reset error detection counter */ - } + count = 2 * nv; - return triangles.concat(); + } - }, + } - isClockWise: function ( pts ) { + if ( indices ) return vertIndices; + return result; - return exports.ShapeUtils.area( pts ) < 0; + } - }, + } )(), - // Bezier Curves formulas obtained from - // http://en.wikipedia.org/wiki/B%C3%A9zier_curve + triangulateShape: function ( contour, holes ) { - // Quad Bezier Functions + function removeDupEndPts(points) { - b2: ( function () { + var l = points.length; - function b2p0( t, p ) { + if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) { - var k = 1 - t; - return k * k * p; + points.pop(); - } + } - function b2p1( t, p ) { + } - return 2 * ( 1 - t ) * t * p; + removeDupEndPts( contour ); + holes.forEach( removeDupEndPts ); - } + function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) { - function b2p2( t, p ) { + // inOtherPt needs to be collinear to the inSegment + if ( inSegPt1.x !== inSegPt2.x ) { - return t * t * p; + if ( inSegPt1.x < inSegPt2.x ) { - } + return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) ); - return function b2( t, p0, p1, p2 ) { + } else { - return b2p0( t, p0 ) + b2p1( t, p1 ) + b2p2( t, p2 ); + return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) ); - }; + } - } )(), + } else { - // Cubic Bezier Functions + if ( inSegPt1.y < inSegPt2.y ) { - b3: ( function () { + return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) ); - function b3p0( t, p ) { + } else { - var k = 1 - t; - return k * k * k * p; + return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) ); - } + } - function b3p1( t, p ) { + } - var k = 1 - t; - return 3 * k * k * t * p; + } - } + function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) { - function b3p2( t, p ) { + var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y; + var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y; - var k = 1 - t; - return 3 * k * t * t * p; + var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x; + var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y; - } + var limit = seg1dy * seg2dx - seg1dx * seg2dy; + var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy; - function b3p3( t, p ) { + if ( Math.abs( limit ) > Number.EPSILON ) { - return t * t * t * p; + // not parallel - } + var perpSeg2; + if ( limit > 0 ) { - return function b3( t, p0, p1, p2, p3 ) { + if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return []; + perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy; + if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return []; - return b3p0( t, p0 ) + b3p1( t, p1 ) + b3p2( t, p2 ) + b3p3( t, p3 ); + } else { - }; + if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return []; + perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy; + if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return []; - } )() + } - }; + // i.e. to reduce rounding errors + // intersection at endpoint of segment#1? + if ( perpSeg2 === 0 ) { - /** - * @author zz85 / http://www.lab4games.net/zz85/blog - * Extensible curve object - * - * Some common of Curve methods - * .getPoint(t), getTangent(t) - * .getPointAt(u), getTangentAt(u) - * .getPoints(), .getSpacedPoints() - * .getLength() - * .updateArcLengths() - * - * This following classes subclasses THREE.Curve: - * - * -- 2d classes -- - * THREE.LineCurve - * THREE.QuadraticBezierCurve - * THREE.CubicBezierCurve - * THREE.SplineCurve - * THREE.ArcCurve - * THREE.EllipseCurve - * - * -- 3d classes -- - * THREE.LineCurve3 - * THREE.QuadraticBezierCurve3 - * THREE.CubicBezierCurve3 - * THREE.SplineCurve3 - * - * A series of curves can be represented as a THREE.CurvePath - * - **/ + if ( ( inExcludeAdjacentSegs ) && + ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) ) return []; + return [ inSeg1Pt1 ]; - /************************************************************** - * Abstract Curve base class - **************************************************************/ + } + if ( perpSeg2 === limit ) { - function Curve() {} + if ( ( inExcludeAdjacentSegs ) && + ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) ) return []; + return [ inSeg1Pt2 ]; - Curve.prototype = { + } + // intersection at endpoint of segment#2? + if ( perpSeg1 === 0 ) return [ inSeg2Pt1 ]; + if ( perpSeg1 === limit ) return [ inSeg2Pt2 ]; - constructor: Curve, + // return real intersection point + var factorSeg1 = perpSeg2 / limit; + return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx, + y: inSeg1Pt1.y + factorSeg1 * seg1dy } ]; - // Virtual base class method to overwrite and implement in subclasses - // - t [0 .. 1] + } else { - getPoint: function ( t ) { + // parallel or collinear + if ( ( perpSeg1 !== 0 ) || + ( seg2dy * seg1seg2dx !== seg2dx * seg1seg2dy ) ) return []; - console.warn( "THREE.Curve: Warning, getPoint() not implemented!" ); - return null; + // they are collinear or degenerate + var seg1Pt = ( ( seg1dx === 0 ) && ( seg1dy === 0 ) ); // segment1 is just a point? + var seg2Pt = ( ( seg2dx === 0 ) && ( seg2dy === 0 ) ); // segment2 is just a point? + // both segments are points + if ( seg1Pt && seg2Pt ) { - }, + if ( ( inSeg1Pt1.x !== inSeg2Pt1.x ) || + ( inSeg1Pt1.y !== inSeg2Pt1.y ) ) return []; // they are distinct points + return [ inSeg1Pt1 ]; // they are the same point - // Get point at relative position in curve according to arc length - // - u [0 .. 1] + } + // segment#1 is a single point + if ( seg1Pt ) { - getPointAt: function ( u ) { + if ( ! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2 + return [ inSeg1Pt1 ]; - var t = this.getUtoTmapping( u ); - return this.getPoint( t ); + } + // segment#2 is a single point + if ( seg2Pt ) { - }, + if ( ! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1 + return [ inSeg2Pt1 ]; - // Get sequence of points using getPoint( t ) + } - getPoints: function ( divisions ) { + // they are collinear segments, which might overlap + var seg1min, seg1max, seg1minVal, seg1maxVal; + var seg2min, seg2max, seg2minVal, seg2maxVal; + if ( seg1dx !== 0 ) { - if ( ! divisions ) divisions = 5; + // the segments are NOT on a vertical line + if ( inSeg1Pt1.x < inSeg1Pt2.x ) { - var points = []; + seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x; + seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x; - for ( var d = 0; d <= divisions; d ++ ) { + } else { - points.push( this.getPoint( d / divisions ) ); + seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x; + seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x; - } + } + if ( inSeg2Pt1.x < inSeg2Pt2.x ) { - return points; + seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x; + seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x; - }, + } else { - // Get sequence of points using getPointAt( u ) + seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x; + seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x; - getSpacedPoints: function ( divisions ) { + } - if ( ! divisions ) divisions = 5; + } else { - var points = []; + // the segments are on a vertical line + if ( inSeg1Pt1.y < inSeg1Pt2.y ) { - for ( var d = 0; d <= divisions; d ++ ) { + seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y; + seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y; - points.push( this.getPointAt( d / divisions ) ); + } else { - } + seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y; + seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y; - return points; + } + if ( inSeg2Pt1.y < inSeg2Pt2.y ) { - }, + seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y; + seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y; - // Get total curve arc length + } else { - getLength: function () { + seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y; + seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y; - var lengths = this.getLengths(); - return lengths[ lengths.length - 1 ]; + } - }, + } + if ( seg1minVal <= seg2minVal ) { - // Get list of cumulative segment lengths + if ( seg1maxVal < seg2minVal ) return []; + if ( seg1maxVal === seg2minVal ) { - getLengths: function ( divisions ) { + if ( inExcludeAdjacentSegs ) return []; + return [ seg2min ]; - if ( ! divisions ) divisions = ( this.__arcLengthDivisions ) ? ( this.__arcLengthDivisions ) : 200; + } + if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ]; + return [ seg2min, seg2max ]; - if ( this.cacheArcLengths - && ( this.cacheArcLengths.length === divisions + 1 ) - && ! this.needsUpdate ) { + } else { - //console.log( "cached", this.cacheArcLengths ); - return this.cacheArcLengths; + if ( seg1minVal > seg2maxVal ) return []; + if ( seg1minVal === seg2maxVal ) { - } + if ( inExcludeAdjacentSegs ) return []; + return [ seg1min ]; - this.needsUpdate = false; + } + if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ]; + return [ seg1min, seg2max ]; - var cache = []; - var current, last = this.getPoint( 0 ); - var p, sum = 0; + } - cache.push( 0 ); + } - for ( p = 1; p <= divisions; p ++ ) { + } - current = this.getPoint ( p / divisions ); - sum += current.distanceTo( last ); - cache.push( sum ); - last = current; + function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) { - } + // The order of legs is important - this.cacheArcLengths = cache; + // translation of all points, so that Vertex is at (0,0) + var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y; + var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y; + var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y; - return cache; // { sums: cache, sum:sum }; Sum is in the last element. + // main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg. + var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX; + var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX; - }, + if ( Math.abs( from2toAngle ) > Number.EPSILON ) { - updateArcLengths: function() { + // angle != 180 deg. - this.needsUpdate = true; - this.getLengths(); + var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX; + // console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle ); - }, + if ( from2toAngle > 0 ) { - // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant + // main angle < 180 deg. + return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) ); - getUtoTmapping: function ( u, distance ) { + } else { - var arcLengths = this.getLengths(); + // main angle > 180 deg. + return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) ); - var i = 0, il = arcLengths.length; + } - var targetArcLength; // The targeted u distance value to get + } else { - if ( distance ) { + // angle == 180 deg. + // console.log( "from2to: 180 deg., from2other: " + from2otherAngle ); + return ( from2otherAngle > 0 ); - targetArcLength = distance; + } - } else { + } - targetArcLength = u * arcLengths[ il - 1 ]; - } + function removeHoles( contour, holes ) { - //var time = Date.now(); + var shape = contour.concat(); // work on this shape + var hole; - // binary search for the index with largest value smaller than target u distance + function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) { - var low = 0, high = il - 1, comparison; + // Check if hole point lies within angle around shape point + var lastShapeIdx = shape.length - 1; - while ( low <= high ) { + var prevShapeIdx = inShapeIdx - 1; + if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx; - i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats + var nextShapeIdx = inShapeIdx + 1; + if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0; - comparison = arcLengths[ i ] - targetArcLength; + var insideAngle = isPointInsideAngle( shape[ inShapeIdx ], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[ inHoleIdx ] ); + if ( ! insideAngle ) { - if ( comparison < 0 ) { + // console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y ); + return false; - low = i + 1; + } - } else if ( comparison > 0 ) { + // Check if shape point lies within angle around hole point + var lastHoleIdx = hole.length - 1; - high = i - 1; + var prevHoleIdx = inHoleIdx - 1; + if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx; - } else { + var nextHoleIdx = inHoleIdx + 1; + if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0; - high = i; - break; + insideAngle = isPointInsideAngle( hole[ inHoleIdx ], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[ inShapeIdx ] ); + if ( ! insideAngle ) { - // DONE + // console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y ); + return false; - } + } - } + return true; - i = high; + } - //console.log('b' , i, low, high, Date.now()- time); + function intersectsShapeEdge( inShapePt, inHolePt ) { - if ( arcLengths[ i ] === targetArcLength ) { + // checks for intersections with shape edges + var sIdx, nextIdx, intersection; + for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) { - var t = i / ( il - 1 ); - return t; + nextIdx = sIdx + 1; nextIdx %= shape.length; + intersection = intersect_segments_2D( inShapePt, inHolePt, shape[ sIdx ], shape[ nextIdx ], true ); + if ( intersection.length > 0 ) return true; - } + } - // we could get finer grain at lengths, or use simple interpolation between two points + return false; - var lengthBefore = arcLengths[ i ]; - var lengthAfter = arcLengths[ i + 1 ]; + } - var segmentLength = lengthAfter - lengthBefore; + var indepHoles = []; - // determine where we are between the 'before' and 'after' points + function intersectsHoleEdge( inShapePt, inHolePt ) { - var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; + // checks for intersections with hole edges + var ihIdx, chkHole, + hIdx, nextIdx, intersection; + for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) { - // add that fractional amount to t + chkHole = holes[ indepHoles[ ihIdx ]]; + for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) { - var t = ( i + segmentFraction ) / ( il - 1 ); + nextIdx = hIdx + 1; nextIdx %= chkHole.length; + intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[ hIdx ], chkHole[ nextIdx ], true ); + if ( intersection.length > 0 ) return true; - return t; + } - }, + } + return false; - // Returns a unit vector tangent at t - // In case any sub curve does not implement its tangent derivation, - // 2 points a small delta apart will be used to find its gradient - // which seems to give a reasonable approximation + } - getTangent: function( t ) { + var holeIndex, shapeIndex, + shapePt, holePt, + holeIdx, cutKey, failedCuts = [], + tmpShape1, tmpShape2, + tmpHole1, tmpHole2; - var delta = 0.0001; - var t1 = t - delta; - var t2 = t + delta; + for ( var h = 0, hl = holes.length; h < hl; h ++ ) { - // Capping in case of danger + indepHoles.push( h ); - if ( t1 < 0 ) t1 = 0; - if ( t2 > 1 ) t2 = 1; + } - var pt1 = this.getPoint( t1 ); - var pt2 = this.getPoint( t2 ); + var minShapeIndex = 0; + var counter = indepHoles.length * 2; + while ( indepHoles.length > 0 ) { - var vec = pt2.clone().sub( pt1 ); - return vec.normalize(); + counter --; + if ( counter < 0 ) { - }, + console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" ); + break; - getTangentAt: function ( u ) { + } - var t = this.getUtoTmapping( u ); - return this.getTangent( t ); + // search for shape-vertex and hole-vertex, + // which can be connected without intersections + for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) { - } + shapePt = shape[ shapeIndex ]; + holeIndex = - 1; - }; + // search for hole which can be reached without intersections + for ( var h = 0; h < indepHoles.length; h ++ ) { - // TODO: Transformation for Curves? + holeIdx = indepHoles[ h ]; - /************************************************************** - * 3D Curves - **************************************************************/ + // prevent multiple checks + cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx; + if ( failedCuts[ cutKey ] !== undefined ) continue; - // A Factory method for creating new curve subclasses + hole = holes[ holeIdx ]; + for ( var h2 = 0; h2 < hole.length; h2 ++ ) { - Curve.create = function ( constructor, getPointFunc ) { + holePt = hole[ h2 ]; + if ( ! isCutLineInsideAngles( shapeIndex, h2 ) ) continue; + if ( intersectsShapeEdge( shapePt, holePt ) ) continue; + if ( intersectsHoleEdge( shapePt, holePt ) ) continue; - constructor.prototype = Object.create( Curve.prototype ); - constructor.prototype.constructor = constructor; - constructor.prototype.getPoint = getPointFunc; + holeIndex = h2; + indepHoles.splice( h, 1 ); - return constructor; + tmpShape1 = shape.slice( 0, shapeIndex + 1 ); + tmpShape2 = shape.slice( shapeIndex ); + tmpHole1 = hole.slice( holeIndex ); + tmpHole2 = hole.slice( 0, holeIndex + 1 ); - }; + shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 ); - /************************************************************** - * Line - **************************************************************/ + minShapeIndex = shapeIndex; - function LineCurve( v1, v2 ) { + // Debug only, to show the selected cuts + // glob_CutLines.push( [ shapePt, holePt ] ); - this.v1 = v1; - this.v2 = v2; + break; - } + } + if ( holeIndex >= 0 ) break; // hole-vertex found - LineCurve.prototype = Object.create( Curve.prototype ); - LineCurve.prototype.constructor = LineCurve; + failedCuts[ cutKey ] = true; // remember failure - LineCurve.prototype.isLineCurve = true; + } + if ( holeIndex >= 0 ) break; // hole-vertex found - LineCurve.prototype.getPoint = function ( t ) { + } - if ( t === 1 ) { + } - return this.v2.clone(); + return shape; /* shape with no holes */ - } + } - var point = this.v2.clone().sub( this.v1 ); - point.multiplyScalar( t ).add( this.v1 ); - return point; + var i, il, f, face, + key, index, + allPointsMap = {}; - }; + // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first. - // Line curve is linear, so we can overwrite default getPointAt + var allpoints = contour.concat(); - LineCurve.prototype.getPointAt = function ( u ) { + for ( var h = 0, hl = holes.length; h < hl; h ++ ) { - return this.getPoint( u ); + Array.prototype.push.apply( allpoints, holes[ h ] ); - }; + } - LineCurve.prototype.getTangent = function( t ) { + //console.log( "allpoints",allpoints, allpoints.length ); - var tangent = this.v2.clone().sub( this.v1 ); + // prepare all points map - return tangent.normalize(); + for ( i = 0, il = allpoints.length; i < il; i ++ ) { - }; + key = allpoints[ i ].x + ":" + allpoints[ i ].y; - /** - * @author zz85 / http://www.lab4games.net/zz85/blog - * - **/ + if ( allPointsMap[ key ] !== undefined ) { - /************************************************************** - * Curved Path - a curve path is simply a array of connected - * curves, but retains the api of a curve - **************************************************************/ + console.warn( "THREE.ShapeUtils: Duplicate point", key, i ); - function CurvePath() { + } - this.curves = []; + allPointsMap[ key ] = i; - this.autoClose = false; // Automatically closes the path + } - } + // remove holes by cutting paths to holes and adding them to the shape + var shapeWithoutHoles = removeHoles( contour, holes ); - CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), { + var triangles = exports.ShapeUtils.triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape + //console.log( "triangles",triangles, triangles.length ); - constructor: CurvePath, + // check all face vertices against all points map - add: function ( curve ) { + for ( i = 0, il = triangles.length; i < il; i ++ ) { - this.curves.push( curve ); + face = triangles[ i ]; - }, + for ( f = 0; f < 3; f ++ ) { - closePath: function () { + key = face[ f ].x + ":" + face[ f ].y; - // Add a line curve if start and end of lines are not connected - var startPoint = this.curves[ 0 ].getPoint( 0 ); - var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 ); + index = allPointsMap[ key ]; - if ( ! startPoint.equals( endPoint ) ) { + if ( index !== undefined ) { - this.curves.push( new LineCurve( endPoint, startPoint ) ); + face[ f ] = index; - } + } - }, + } - // To get accurate point with reference to - // entire path distance at time t, - // following has to be done: + } - // 1. Length of each sub path have to be known - // 2. Locate and identify type of curve - // 3. Get t for the curve - // 4. Return curve.getPointAt(t') + return triangles.concat(); - getPoint: function ( t ) { + }, - var d = t * this.getLength(); - var curveLengths = this.getCurveLengths(); - var i = 0; + isClockWise: function ( pts ) { - // To think about boundaries points. + return exports.ShapeUtils.area( pts ) < 0; - while ( i < curveLengths.length ) { + }, - if ( curveLengths[ i ] >= d ) { + // Bezier Curves formulas obtained from + // http://en.wikipedia.org/wiki/B%C3%A9zier_curve - var diff = curveLengths[ i ] - d; - var curve = this.curves[ i ]; + // Quad Bezier Functions - var segmentLength = curve.getLength(); - var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength; + b2: ( function () { - return curve.getPointAt( u ); + function b2p0( t, p ) { - } + var k = 1 - t; + return k * k * p; - i ++; + } - } + function b2p1( t, p ) { - return null; + return 2 * ( 1 - t ) * t * p; - // loop where sum != 0, sum > d , sum+1 , // number of points on the curves + * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too + * amount: , // Depth to extrude the shape + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into the original shape bevel goes + * bevelSize: , // how far from shape outline is bevel + * bevelSegments: , // number of bevel layers + * + * extrudePath: // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined) + * frames: // containing arrays of tangents, normals, binormals + * + * uvGenerator: // object that provides UV generator functions + * + * } + **/ - } + function ExtrudeGeometry( shapes, options ) { - if ( this.autoClose ) { + if ( typeof( shapes ) === "undefined" ) { - points.push( points[ 0 ] ); + shapes = []; + return; - } + } - return points; + Geometry.call( this ); - }, + this.type = 'ExtrudeGeometry'; - getPoints: function ( divisions ) { + shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; - divisions = divisions || 12; + this.addShapeList( shapes, options ); - var points = [], last; + this.computeFaceNormals(); - for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) { + // can't really use automatic vertex normals + // as then front and back sides get smoothed too + // should do separate smoothing just for sides - var curve = curves[ i ]; - var resolution = (curve && curve.isEllipseCurve) ? divisions * 2 - : (curve && curve.isLineCurve) ? 1 - : (curve && curve.isSplineCurve) ? divisions * curve.points.length - : divisions; + //this.computeVertexNormals(); - var pts = curve.getPoints( resolution ); + //console.log( "took", ( Date.now() - startTime ) ); - for ( var j = 0; j < pts.length; j++ ) { + } - var point = pts[ j ]; + ExtrudeGeometry.prototype = Object.create( Geometry.prototype ); + ExtrudeGeometry.prototype.constructor = ExtrudeGeometry; - if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates + ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) { - points.push( point ); - last = point; + var sl = shapes.length; - } + for ( var s = 0; s < sl; s ++ ) { - } + var shape = shapes[ s ]; + this.addShape( shape, options ); - if ( this.autoClose && points.length > 1 && !points[ points.length - 1 ].equals( points[ 0 ] ) ) { + } - points.push( points[ 0 ] ); + }; - } + ExtrudeGeometry.prototype.addShape = function ( shape, options ) { - return points; + var amount = options.amount !== undefined ? options.amount : 100; - }, + var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10 + var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8 + var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; - /************************************************************** - * Create Geometries Helpers - **************************************************************/ + var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false - /// Generate geometry from path points (for Line or Points objects) + var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; - createPointsGeometry: function ( divisions ) { + var steps = options.steps !== undefined ? options.steps : 1; - var pts = this.getPoints( divisions ); - return this.createGeometry( pts ); + var extrudePath = options.extrudePath; + var extrudePts, extrudeByPath = false; - }, + // Use default WorldUVGenerator if no UV generators are specified. + var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : ExtrudeGeometry.WorldUVGenerator; - // Generate geometry from equidistant sampling along the path + var splineTube, binormal, normal, position2; + if ( extrudePath ) { - createSpacedPointsGeometry: function ( divisions ) { + extrudePts = extrudePath.getSpacedPoints( steps ); - var pts = this.getSpacedPoints( divisions ); - return this.createGeometry( pts ); + extrudeByPath = true; + bevelEnabled = false; // bevels not supported for path extrusion - }, + // SETUP TNB variables - createGeometry: function ( points ) { + // Reuse TNB from TubeGeomtry for now. + // TODO1 - have a .isClosed in spline? - var geometry = new Geometry(); + splineTube = options.frames !== undefined ? options.frames : new TubeGeometry.FrenetFrames( extrudePath, steps, false ); - for ( var i = 0, l = points.length; i < l; i ++ ) { + // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); - var point = points[ i ]; - geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) ); + binormal = new Vector3(); + normal = new Vector3(); + position2 = new Vector3(); - } + } - return geometry; + // Safeguards if bevels are not enabled - } + if ( ! bevelEnabled ) { - } ); + bevelSegments = 0; + bevelThickness = 0; + bevelSize = 0; - /************************************************************** - * Ellipse curve - **************************************************************/ + } - function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + // Variables initialization - this.aX = aX; - this.aY = aY; + var ahole, h, hl; // looping of holes + var scope = this; - this.xRadius = xRadius; - this.yRadius = yRadius; + var shapesOffset = this.vertices.length; - this.aStartAngle = aStartAngle; - this.aEndAngle = aEndAngle; + var shapePoints = shape.extractPoints( curveSegments ); - this.aClockwise = aClockwise; + var vertices = shapePoints.shape; + var holes = shapePoints.holes; - this.aRotation = aRotation || 0; + var reverse = ! exports.ShapeUtils.isClockWise( vertices ); - } + if ( reverse ) { - EllipseCurve.prototype = Object.create( Curve.prototype ); - EllipseCurve.prototype.constructor = EllipseCurve; + vertices = vertices.reverse(); - EllipseCurve.prototype.isEllipseCurve = true; + // Maybe we should also check if holes are in the opposite direction, just to be safe ... - EllipseCurve.prototype.getPoint = function( t ) { + for ( h = 0, hl = holes.length; h < hl; h ++ ) { - var twoPi = Math.PI * 2; - var deltaAngle = this.aEndAngle - this.aStartAngle; - var samePoints = Math.abs( deltaAngle ) < Number.EPSILON; + ahole = holes[ h ]; - // ensures that deltaAngle is 0 .. 2 PI - while ( deltaAngle < 0 ) deltaAngle += twoPi; - while ( deltaAngle > twoPi ) deltaAngle -= twoPi; + if ( exports.ShapeUtils.isClockWise( ahole ) ) { - if ( deltaAngle < Number.EPSILON ) { + holes[ h ] = ahole.reverse(); - if ( samePoints ) { + } - deltaAngle = 0; + } - } else { + reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)! - deltaAngle = twoPi; + } - } - } + var faces = exports.ShapeUtils.triangulateShape( vertices, holes ); - if ( this.aClockwise === true && ! samePoints ) { + /* Vertices */ - if ( deltaAngle === twoPi ) { + var contour = vertices; // vertices has all points but contour has only points of circumference - deltaAngle = - twoPi; + for ( h = 0, hl = holes.length; h < hl; h ++ ) { - } else { + ahole = holes[ h ]; - deltaAngle = deltaAngle - twoPi; + vertices = vertices.concat( ahole ); - } + } - } - var angle = this.aStartAngle + t * deltaAngle; - var x = this.aX + this.xRadius * Math.cos( angle ); - var y = this.aY + this.yRadius * Math.sin( angle ); + function scalePt2( pt, vec, size ) { - if ( this.aRotation !== 0 ) { + if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" ); - var cos = Math.cos( this.aRotation ); - var sin = Math.sin( this.aRotation ); + return vec.clone().multiplyScalar( size ).add( pt ); - var tx = x - this.aX; - var ty = y - this.aY; + } - // Rotate the point about the center of the ellipse. - x = tx * cos - ty * sin + this.aX; - y = tx * sin + ty * cos + this.aY; + var b, bs, t, z, + vert, vlen = vertices.length, + face, flen = faces.length; - } - return new Vector2( x, y ); + // Find directions for point movement - }; - /** - * @author zz85 / http://www.lab4games.net/zz85/blog - */ + function getBevelVec( inPt, inPrev, inNext ) { - exports.CurveUtils = { + // computes for inPt the corresponding point inPt' on a new contour + // shifted by 1 unit (length of normalized vector) to the left + // if we walk along contour clockwise, this new contour is outside the old one + // + // inPt' is the intersection of the two lines parallel to the two + // adjacent edges of inPt at a distance of 1 unit on the left side. - tangentQuadraticBezier: function ( t, p0, p1, p2 ) { + var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt - return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 ); + // good reading for geometry algorithms (here: line-line intersection) + // http://geomalgorithms.com/a05-_intersect-1.html - }, + var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y; + var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y; - // Puay Bing, thanks for helping with this derivative! + var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); - tangentCubicBezier: function ( t, p0, p1, p2, p3 ) { + // check for collinear edges + var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); - return - 3 * p0 * ( 1 - t ) * ( 1 - t ) + - 3 * p1 * ( 1 - t ) * ( 1 - t ) - 6 * t * p1 * ( 1 - t ) + - 6 * t * p2 * ( 1 - t ) - 3 * t * t * p2 + - 3 * t * t * p3; + if ( Math.abs( collinear0 ) > Number.EPSILON ) { - }, + // not collinear - tangentSpline: function ( t, p0, p1, p2, p3 ) { + // length of vectors for normalizing - // To check if my formulas are correct + var v_prev_len = Math.sqrt( v_prev_lensq ); + var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); - var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1 - var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t - var h01 = - 6 * t * t + 6 * t; // − 2t3 + 3t2 - var h11 = 3 * t * t - 2 * t; // t3 − t2 + // shift adjacent points by unit vectors to the left - return h00 + h10 + h01 + h11; + var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); + var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); - }, + var ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); + var ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); - // Catmull-Rom + // scaling factor for v_prev to intersection point - interpolate: function( p0, p1, p2, p3, t ) { + var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - + ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / + ( v_prev_x * v_next_y - v_prev_y * v_next_x ); - var v0 = ( p2 - p0 ) * 0.5; - var v1 = ( p3 - p1 ) * 0.5; - var t2 = t * t; - var t3 = t * t2; - return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; + // vector from inPt to intersection point - } + v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); + v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); - }; + // Don't normalize!, otherwise sharp corners become ugly + // but prevent crazy spikes + var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ); + if ( v_trans_lensq <= 2 ) { - /************************************************************** - * Spline curve - **************************************************************/ + return new Vector2( v_trans_x, v_trans_y ); - function SplineCurve( points /* array of Vector2 */ ) { + } else { - this.points = ( points === undefined ) ? [] : points; + shrink_by = Math.sqrt( v_trans_lensq / 2 ); - } + } - SplineCurve.prototype = Object.create( Curve.prototype ); - SplineCurve.prototype.constructor = SplineCurve; + } else { - SplineCurve.prototype.isSplineCurve = true; + // handle special case of collinear edges - SplineCurve.prototype.getPoint = function ( t ) { + var direction_eq = false; // assumes: opposite + if ( v_prev_x > Number.EPSILON ) { - var points = this.points; - var point = ( points.length - 1 ) * t; + if ( v_next_x > Number.EPSILON ) { - var intPoint = Math.floor( point ); - var weight = point - intPoint; + direction_eq = true; - var point0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ]; - var point1 = points[ intPoint ]; - var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; - var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; + } - var interpolate = exports.CurveUtils.interpolate; + } else { - return new Vector2( - interpolate( point0.x, point1.x, point2.x, point3.x, weight ), - interpolate( point0.y, point1.y, point2.y, point3.y, weight ) - ); + if ( v_prev_x < - Number.EPSILON ) { - }; + if ( v_next_x < - Number.EPSILON ) { - /************************************************************** - * Cubic Bezier curve - **************************************************************/ + direction_eq = true; - function CubicBezierCurve( v0, v1, v2, v3 ) { + } - this.v0 = v0; - this.v1 = v1; - this.v2 = v2; - this.v3 = v3; + } else { - } + if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { - CubicBezierCurve.prototype = Object.create( Curve.prototype ); - CubicBezierCurve.prototype.constructor = CubicBezierCurve; + direction_eq = true; - CubicBezierCurve.prototype.getPoint = function ( t ) { + } - var b3 = exports.ShapeUtils.b3; + } - return new Vector2( - b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ), - b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ) - ); + } - }; + if ( direction_eq ) { - CubicBezierCurve.prototype.getTangent = function( t ) { + // console.log("Warning: lines are a straight sequence"); + v_trans_x = - v_prev_y; + v_trans_y = v_prev_x; + shrink_by = Math.sqrt( v_prev_lensq ); - var tangentCubicBezier = exports.CurveUtils.tangentCubicBezier; + } else { - return new Vector2( - tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ), - tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ) - ).normalize(); + // console.log("Warning: lines are a straight spike"); + v_trans_x = v_prev_x; + v_trans_y = v_prev_y; + shrink_by = Math.sqrt( v_prev_lensq / 2 ); - }; + } - /************************************************************** - * Quadratic Bezier curve - **************************************************************/ + } + return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by ); - function QuadraticBezierCurve( v0, v1, v2 ) { + } - this.v0 = v0; - this.v1 = v1; - this.v2 = v2; - } + var contourMovements = []; - QuadraticBezierCurve.prototype = Object.create( Curve.prototype ); - QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve; + for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + if ( j === il ) j = 0; + if ( k === il ) k = 0; - QuadraticBezierCurve.prototype.getPoint = function ( t ) { + // (j)---(i)---(k) + // console.log('i,j,k', i, j , k) - var b2 = exports.ShapeUtils.b2; + contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); - return new Vector2( - b2( t, this.v0.x, this.v1.x, this.v2.x ), - b2( t, this.v0.y, this.v1.y, this.v2.y ) - ); + } - }; + var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat(); + for ( h = 0, hl = holes.length; h < hl; h ++ ) { - QuadraticBezierCurve.prototype.getTangent = function( t ) { + ahole = holes[ h ]; - var tangentQuadraticBezier = exports.CurveUtils.tangentQuadraticBezier; + oneHoleMovements = []; - return new Vector2( - tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x ), - tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y ) - ).normalize(); + for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { - }; + if ( j === il ) j = 0; + if ( k === il ) k = 0; - var PathPrototype = Object.assign( Object.create( CurvePath.prototype ), { + // (j)---(i)---(k) + oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); - fromPoints: function ( vectors ) { + } - this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y ); + holesMovements.push( oneHoleMovements ); + verticesMovements = verticesMovements.concat( oneHoleMovements ); - for ( var i = 1, l = vectors.length; i < l; i ++ ) { + } - this.lineTo( vectors[ i ].x, vectors[ i ].y ); - } + // Loop bevelSegments, 1 for the front, 1 for the back - }, + for ( b = 0; b < bevelSegments; b ++ ) { - moveTo: function ( x, y ) { + //for ( b = bevelSegments; b > 0; b -- ) { - this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying? + t = b / bevelSegments; + z = bevelThickness * Math.cos( t * Math.PI / 2 ); + bs = bevelSize * Math.sin( t * Math.PI / 2 ); - }, + // contract shape - lineTo: function ( x, y ) { + for ( i = 0, il = contour.length; i < il; i ++ ) { - var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) ); - this.curves.push( curve ); + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); - this.currentPoint.set( x, y ); + v( vert.x, vert.y, - z ); - }, + } - quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { + // expand holes - var curve = new QuadraticBezierCurve( - this.currentPoint.clone(), - new Vector2( aCPx, aCPy ), - new Vector2( aX, aY ) - ); + for ( h = 0, hl = holes.length; h < hl; h ++ ) { - this.curves.push( curve ); + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; - this.currentPoint.set( aX, aY ); + for ( i = 0, il = ahole.length; i < il; i ++ ) { - }, + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); - bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { + v( vert.x, vert.y, - z ); - var curve = new CubicBezierCurve( - this.currentPoint.clone(), - new Vector2( aCP1x, aCP1y ), - new Vector2( aCP2x, aCP2y ), - new Vector2( aX, aY ) - ); + } - this.curves.push( curve ); + } - this.currentPoint.set( aX, aY ); + } - }, + bs = bevelSize; - splineThru: function ( pts /*Array of Vector*/ ) { + // Back facing vertices - var npts = [ this.currentPoint.clone() ].concat( pts ); + for ( i = 0; i < vlen; i ++ ) { - var curve = new SplineCurve( npts ); - this.curves.push( curve ); + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; - this.currentPoint.copy( pts[ pts.length - 1 ] ); + if ( ! extrudeByPath ) { - }, + v( vert.x, vert.y, 0 ); - arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + } else { - var x0 = this.currentPoint.x; - var y0 = this.currentPoint.y; + // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); - this.absarc( aX + x0, aY + y0, aRadius, - aStartAngle, aEndAngle, aClockwise ); + normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); - }, + position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); - absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + v( position2.x, position2.y, position2.z ); - this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + } - }, + } - ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + // Add stepped vertices... + // Including front facing vertices - var x0 = this.currentPoint.x; - var y0 = this.currentPoint.y; + var s; - this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); + for ( s = 1; s <= steps; s ++ ) { - }, + for ( i = 0; i < vlen; i ++ ) { - absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; - var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); + if ( ! extrudeByPath ) { - if ( this.curves.length > 0 ) { + v( vert.x, vert.y, amount / steps * s ); - // if a previous curve is present, attempt to join - var firstPoint = curve.getPoint( 0 ); + } else { - if ( ! firstPoint.equals( this.currentPoint ) ) { + // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); - this.lineTo( firstPoint.x, firstPoint.y ); + normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); - } + position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); - } + v( position2.x, position2.y, position2.z ); - this.curves.push( curve ); + } - var lastPoint = curve.getPoint( 1 ); - this.currentPoint.copy( lastPoint ); + } - } + } - } ); - /** - * @author WestLangley / https://github.com/WestLangley - * @author zz85 / https://github.com/zz85 - * @author miningold / https://github.com/miningold - * @author jonobr1 / https://github.com/jonobr1 - * - * Modified from the TorusKnotGeometry by @oosmoxiecode - * - * Creates a tube which extrudes along a 3d spline - * - * Uses parallel transport frames as described in - * http://www.cs.indiana.edu/pub/techreports/TR425.pdf - */ + // Add bevel segments planes - function TubeGeometry( path, segments, radius, radialSegments, closed, taper ) { + //for ( b = 1; b <= bevelSegments; b ++ ) { + for ( b = bevelSegments - 1; b >= 0; b -- ) { - Geometry.call( this ); + t = b / bevelSegments; + z = bevelThickness * Math.cos ( t * Math.PI / 2 ); + bs = bevelSize * Math.sin( t * Math.PI / 2 ); - this.type = 'TubeGeometry'; + // contract shape - this.parameters = { - path: path, - segments: segments, - radius: radius, - radialSegments: radialSegments, - closed: closed, - taper: taper - }; + for ( i = 0, il = contour.length; i < il; i ++ ) { - segments = segments || 64; - radius = radius || 1; - radialSegments = radialSegments || 8; - closed = closed || false; - taper = taper || TubeGeometry.NoTaper; + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + v( vert.x, vert.y, amount + z ); - var grid = []; + } - var scope = this, + // expand holes - tangent, - normal, - binormal, + for ( h = 0, hl = holes.length; h < hl; h ++ ) { - numpoints = segments + 1, + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; - u, v, r, + for ( i = 0, il = ahole.length; i < il; i ++ ) { - cx, cy, - pos, pos2 = new Vector3(), - i, j, - ip, jp, - a, b, c, d, - uva, uvb, uvc, uvd; + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); - var frames = new TubeGeometry.FrenetFrames( path, segments, closed ), - tangents = frames.tangents, - normals = frames.normals, - binormals = frames.binormals; + if ( ! extrudeByPath ) { - // proxy internals - this.tangents = tangents; - this.normals = normals; - this.binormals = binormals; + v( vert.x, vert.y, amount + z ); - function vert( x, y, z ) { + } else { - return scope.vertices.push( new Vector3( x, y, z ) ) - 1; + v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); - } + } - // construct the grid + } - for ( i = 0; i < numpoints; i ++ ) { + } - grid[ i ] = []; + } - u = i / ( numpoints - 1 ); + /* Faces */ - pos = path.getPointAt( u ); + // Top and bottom faces - tangent = tangents[ i ]; - normal = normals[ i ]; - binormal = binormals[ i ]; + buildLidFaces(); - r = radius * taper( u ); + // Sides faces - for ( j = 0; j < radialSegments; j ++ ) { + buildSideFaces(); - v = j / radialSegments * 2 * Math.PI; - cx = - r * Math.cos( v ); // TODO: Hack: Negating it so it faces outside. - cy = r * Math.sin( v ); + ///// Internal functions - pos2.copy( pos ); - pos2.x += cx * normal.x + cy * binormal.x; - pos2.y += cx * normal.y + cy * binormal.y; - pos2.z += cx * normal.z + cy * binormal.z; + function buildLidFaces() { - grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z ); + if ( bevelEnabled ) { - } + var layer = 0; // steps + 1 + var offset = vlen * layer; - } + // Bottom faces + for ( i = 0; i < flen; i ++ ) { - // construct the mesh + face = faces[ i ]; + f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); - for ( i = 0; i < segments; i ++ ) { + } - for ( j = 0; j < radialSegments; j ++ ) { + layer = steps + bevelSegments * 2; + offset = vlen * layer; - ip = ( closed ) ? ( i + 1 ) % segments : i + 1; - jp = ( j + 1 ) % radialSegments; + // Top faces - a = grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! *** - b = grid[ ip ][ j ]; - c = grid[ ip ][ jp ]; - d = grid[ i ][ jp ]; + for ( i = 0; i < flen; i ++ ) { - uva = new Vector2( i / segments, j / radialSegments ); - uvb = new Vector2( ( i + 1 ) / segments, j / radialSegments ); - uvc = new Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments ); - uvd = new Vector2( i / segments, ( j + 1 ) / radialSegments ); + face = faces[ i ]; + f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); - this.faces.push( new Face3( a, b, d ) ); - this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] ); + } - this.faces.push( new Face3( b, c, d ) ); - this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] ); + } else { - } + // Bottom faces - } + for ( i = 0; i < flen; i ++ ) { - this.computeFaceNormals(); - this.computeVertexNormals(); + face = faces[ i ]; + f3( face[ 2 ], face[ 1 ], face[ 0 ] ); - } + } - TubeGeometry.prototype = Object.create( Geometry.prototype ); - TubeGeometry.prototype.constructor = TubeGeometry; + // Top faces - TubeGeometry.NoTaper = function ( u ) { + for ( i = 0; i < flen; i ++ ) { - return 1; + face = faces[ i ]; + f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); - }; + } - TubeGeometry.SinusoidalTaper = function ( u ) { + } - return Math.sin( Math.PI * u ); + } - }; + // Create faces for the z-sides of the shape - // For computing of Frenet frames, exposing the tangents, normals and binormals the spline - TubeGeometry.FrenetFrames = function ( path, segments, closed ) { + function buildSideFaces() { - var normal = new Vector3(), + var layeroffset = 0; + sidewalls( contour, layeroffset ); + layeroffset += contour.length; - tangents = [], - normals = [], - binormals = [], + for ( h = 0, hl = holes.length; h < hl; h ++ ) { - vec = new Vector3(), - mat = new Matrix4(), + ahole = holes[ h ]; + sidewalls( ahole, layeroffset ); - numpoints = segments + 1, - theta, - smallest, + //, true + layeroffset += ahole.length; - tx, ty, tz, - i, u; + } + } - // expose internals - this.tangents = tangents; - this.normals = normals; - this.binormals = binormals; + function sidewalls( contour, layeroffset ) { - // compute the tangent vectors for each segment on the path + var j, k; + i = contour.length; - for ( i = 0; i < numpoints; i ++ ) { + while ( -- i >= 0 ) { - u = i / ( numpoints - 1 ); + j = i; + k = i - 1; + if ( k < 0 ) k = contour.length - 1; - tangents[ i ] = path.getTangentAt( u ); - tangents[ i ].normalize(); + //console.log('b', i,j, i-1, k,vertices.length); - } + var s = 0, sl = steps + bevelSegments * 2; - initialNormal3(); + for ( s = 0; s < sl; s ++ ) { - /* - function initialNormal1(lastBinormal) { - // fixed start binormal. Has dangers of 0 vectors - normals[ 0 ] = new THREE.Vector3(); - binormals[ 0 ] = new THREE.Vector3(); - if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 ); - normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize(); - binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize(); - } + var slen1 = vlen * s; + var slen2 = vlen * ( s + 1 ); - function initialNormal2() { + var a = layeroffset + j + slen1, + b = layeroffset + k + slen1, + c = layeroffset + k + slen2, + d = layeroffset + j + slen2; - // This uses the Frenet-Serret formula for deriving binormal - var t2 = path.getTangentAt( epsilon ); + f4( a, b, c, d, contour, s, sl, j, k ); - normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize(); - binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] ); + } - normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent - binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize(); + } - } - */ + } - function initialNormal3() { - // select an initial normal vector perpendicular to the first tangent vector, - // and in the direction of the smallest tangent xyz component + function v( x, y, z ) { - normals[ 0 ] = new Vector3(); - binormals[ 0 ] = new Vector3(); - smallest = Number.MAX_VALUE; - tx = Math.abs( tangents[ 0 ].x ); - ty = Math.abs( tangents[ 0 ].y ); - tz = Math.abs( tangents[ 0 ].z ); + scope.vertices.push( new Vector3( x, y, z ) ); - if ( tx <= smallest ) { + } - smallest = tx; - normal.set( 1, 0, 0 ); + function f3( a, b, c ) { - } + a += shapesOffset; + b += shapesOffset; + c += shapesOffset; - if ( ty <= smallest ) { + scope.faces.push( new Face3( a, b, c, null, null, 0 ) ); - smallest = ty; - normal.set( 0, 1, 0 ); + var uvs = uvgen.generateTopUV( scope, a, b, c ); - } + scope.faceVertexUvs[ 0 ].push( uvs ); - if ( tz <= smallest ) { + } - normal.set( 0, 0, 1 ); + function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) { - } + a += shapesOffset; + b += shapesOffset; + c += shapesOffset; + d += shapesOffset; - vec.crossVectors( tangents[ 0 ], normal ).normalize(); + scope.faces.push( new Face3( a, b, d, null, null, 1 ) ); + scope.faces.push( new Face3( b, c, d, null, null, 1 ) ); - normals[ 0 ].crossVectors( tangents[ 0 ], vec ); - binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); + var uvs = uvgen.generateSideWallUV( scope, a, b, c, d ); - } + scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] ); + scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] ); + } - // compute the slowly-varying normal and binormal vectors for each segment on the path + }; - for ( i = 1; i < numpoints; i ++ ) { + ExtrudeGeometry.WorldUVGenerator = { - normals[ i ] = normals[ i - 1 ].clone(); + generateTopUV: function ( geometry, indexA, indexB, indexC ) { - binormals[ i ] = binormals[ i - 1 ].clone(); + var vertices = geometry.vertices; - vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); + var a = vertices[ indexA ]; + var b = vertices[ indexB ]; + var c = vertices[ indexC ]; - if ( vec.length() > Number.EPSILON ) { + return [ + new Vector2( a.x, a.y ), + new Vector2( b.x, b.y ), + new Vector2( c.x, c.y ) + ]; - vec.normalize(); + }, - theta = Math.acos( exports.Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors + generateSideWallUV: function ( geometry, indexA, indexB, indexC, indexD ) { - normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); + var vertices = geometry.vertices; - } + var a = vertices[ indexA ]; + var b = vertices[ indexB ]; + var c = vertices[ indexC ]; + var d = vertices[ indexD ]; - binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + if ( Math.abs( a.y - b.y ) < 0.01 ) { - } + return [ + new Vector2( a.x, 1 - a.z ), + new Vector2( b.x, 1 - b.z ), + new Vector2( c.x, 1 - c.z ), + new Vector2( d.x, 1 - d.z ) + ]; + } else { - // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same + return [ + new Vector2( a.y, 1 - a.z ), + new Vector2( b.y, 1 - b.z ), + new Vector2( c.y, 1 - c.z ), + new Vector2( d.y, 1 - d.z ) + ]; - if ( closed ) { + } - theta = Math.acos( exports.Math.clamp( normals[ 0 ].dot( normals[ numpoints - 1 ] ), - 1, 1 ) ); - theta /= ( numpoints - 1 ); + } + }; - if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints - 1 ] ) ) > 0 ) { + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author alteredq / http://alteredqualia.com/ + * + * Text = 3D Text + * + * parameters = { + * font: , // font + * + * size: , // size of the text + * height: , // thickness to extrude text + * curveSegments: , // number of points on the curves + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into text bevel goes + * bevelSize: // how far from text outline is bevel + * } + */ - theta = - theta; + function TextGeometry( text, parameters ) { - } + parameters = parameters || {}; - for ( i = 1; i < numpoints; i ++ ) { + var font = parameters.font; - // twist a little... - normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); - binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + if ( (font && font.isFont) === false ) { - } + console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' ); + return new Geometry(); - } + } - }; + var shapes = font.generateShapes( text, parameters.size, parameters.curveSegments ); - /** - * @author zz85 / http://www.lab4games.net/zz85/blog - * - * Creates extruded geometry from a path shape. - * - * parameters = { - * - * curveSegments: , // number of points on the curves - * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too - * amount: , // Depth to extrude the shape - * - * bevelEnabled: , // turn on bevel - * bevelThickness: , // how deep into the original shape bevel goes - * bevelSize: , // how far from shape outline is bevel - * bevelSegments: , // number of bevel layers - * - * extrudePath: // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined) - * frames: // containing arrays of tangents, normals, binormals - * - * uvGenerator: // object that provides UV generator functions - * - * } - **/ + // translate parameters to ExtrudeGeometry API - function ExtrudeGeometry( shapes, options ) { + parameters.amount = parameters.height !== undefined ? parameters.height : 50; - if ( typeof( shapes ) === "undefined" ) { + // defaults - shapes = []; - return; + if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10; + if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8; + if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false; - } + ExtrudeGeometry.call( this, shapes, parameters ); - Geometry.call( this ); + this.type = 'TextGeometry'; - this.type = 'ExtrudeGeometry'; + } - shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; + TextGeometry.prototype = Object.create( ExtrudeGeometry.prototype ); + TextGeometry.prototype.constructor = TextGeometry; - this.addShapeList( shapes, options ); + /** + * @author benaadams / https://twitter.com/ben_a_adams + * based on THREE.SphereGeometry + */ - this.computeFaceNormals(); + function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { - // can't really use automatic vertex normals - // as then front and back sides get smoothed too - // should do separate smoothing just for sides + BufferGeometry.call( this ); - //this.computeVertexNormals(); + this.type = 'SphereBufferGeometry'; - //console.log( "took", ( Date.now() - startTime ) ); + this.parameters = { + radius: radius, + widthSegments: widthSegments, + heightSegments: heightSegments, + phiStart: phiStart, + phiLength: phiLength, + thetaStart: thetaStart, + thetaLength: thetaLength + }; - } + radius = radius || 50; - ExtrudeGeometry.prototype = Object.create( Geometry.prototype ); - ExtrudeGeometry.prototype.constructor = ExtrudeGeometry; + widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 ); + heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 ); - ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) { + phiStart = phiStart !== undefined ? phiStart : 0; + phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; - var sl = shapes.length; + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; - for ( var s = 0; s < sl; s ++ ) { + var thetaEnd = thetaStart + thetaLength; - var shape = shapes[ s ]; - this.addShape( shape, options ); + var vertexCount = ( ( widthSegments + 1 ) * ( heightSegments + 1 ) ); - } + var positions = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var normals = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); - }; + var index = 0, vertices = [], normal = new Vector3(); - ExtrudeGeometry.prototype.addShape = function ( shape, options ) { + for ( var y = 0; y <= heightSegments; y ++ ) { - var amount = options.amount !== undefined ? options.amount : 100; + var verticesRow = []; - var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10 - var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8 - var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; + var v = y / heightSegments; - var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false + for ( var x = 0; x <= widthSegments; x ++ ) { - var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; + var u = x / widthSegments; - var steps = options.steps !== undefined ? options.steps : 1; + var px = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + var py = radius * Math.cos( thetaStart + v * thetaLength ); + var pz = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); - var extrudePath = options.extrudePath; - var extrudePts, extrudeByPath = false; + normal.set( px, py, pz ).normalize(); - // Use default WorldUVGenerator if no UV generators are specified. - var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : ExtrudeGeometry.WorldUVGenerator; + positions.setXYZ( index, px, py, pz ); + normals.setXYZ( index, normal.x, normal.y, normal.z ); + uvs.setXY( index, u, 1 - v ); - var splineTube, binormal, normal, position2; - if ( extrudePath ) { + verticesRow.push( index ); - extrudePts = extrudePath.getSpacedPoints( steps ); + index ++; - extrudeByPath = true; - bevelEnabled = false; // bevels not supported for path extrusion + } - // SETUP TNB variables + vertices.push( verticesRow ); - // Reuse TNB from TubeGeomtry for now. - // TODO1 - have a .isClosed in spline? + } - splineTube = options.frames !== undefined ? options.frames : new TubeGeometry.FrenetFrames( extrudePath, steps, false ); + var indices = []; - // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); + for ( var y = 0; y < heightSegments; y ++ ) { - binormal = new Vector3(); - normal = new Vector3(); - position2 = new Vector3(); + for ( var x = 0; x < widthSegments; x ++ ) { - } + var v1 = vertices[ y ][ x + 1 ]; + var v2 = vertices[ y ][ x ]; + var v3 = vertices[ y + 1 ][ x ]; + var v4 = vertices[ y + 1 ][ x + 1 ]; - // Safeguards if bevels are not enabled + if ( y !== 0 || thetaStart > 0 ) indices.push( v1, v2, v4 ); + if ( y !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( v2, v3, v4 ); - if ( ! bevelEnabled ) { + } - bevelSegments = 0; - bevelThickness = 0; - bevelSize = 0; + } - } + this.setIndex( new ( positions.count > 65535 ? Uint32Attribute : Uint16Attribute )( indices, 1 ) ); + this.addAttribute( 'position', positions ); + this.addAttribute( 'normal', normals ); + this.addAttribute( 'uv', uvs ); - // Variables initialization + this.boundingSphere = new Sphere( new Vector3(), radius ); - var ahole, h, hl; // looping of holes - var scope = this; + } - var shapesOffset = this.vertices.length; + SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + SphereBufferGeometry.prototype.constructor = SphereBufferGeometry; - var shapePoints = shape.extractPoints( curveSegments ); + /** + * @author mrdoob / http://mrdoob.com/ + */ - var vertices = shapePoints.shape; - var holes = shapePoints.holes; + function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { - var reverse = ! exports.ShapeUtils.isClockWise( vertices ); + Geometry.call( this ); - if ( reverse ) { + this.type = 'SphereGeometry'; - vertices = vertices.reverse(); + this.parameters = { + radius: radius, + widthSegments: widthSegments, + heightSegments: heightSegments, + phiStart: phiStart, + phiLength: phiLength, + thetaStart: thetaStart, + thetaLength: thetaLength + }; - // Maybe we should also check if holes are in the opposite direction, just to be safe ... + this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) ); - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + } - ahole = holes[ h ]; + SphereGeometry.prototype = Object.create( Geometry.prototype ); + SphereGeometry.prototype.constructor = SphereGeometry; - if ( exports.ShapeUtils.isClockWise( ahole ) ) { + /** + * @author Mugen87 / https://github.com/Mugen87 + */ - holes[ h ] = ahole.reverse(); + function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { - } + BufferGeometry.call( this ); - } + this.type = 'RingBufferGeometry'; - reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)! + 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; - var faces = exports.ShapeUtils.triangulateShape( vertices, holes ); + thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8; + phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1; - /* Vertices */ + // these are used to calculate buffer length + var vertexCount = ( thetaSegments + 1 ) * ( phiSegments + 1 ); + var indexCount = thetaSegments * phiSegments * 2 * 3; - var contour = vertices; // vertices has all points but contour has only points of circumference + // buffers + var indices = new BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 ); + var vertices = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var normals = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + // some helper variables + var index = 0, indexOffset = 0, segment; + var radius = innerRadius; + var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); + var vertex = new Vector3(); + var uv = new Vector2(); + var j, i; - ahole = holes[ h ]; + // generate vertices, normals and uvs - vertices = vertices.concat( ahole ); + // values are generate from the inside of the ring to the outside - } + for ( j = 0; j <= phiSegments; j ++ ) { + for ( i = 0; i <= thetaSegments; i ++ ) { - function scalePt2( pt, vec, size ) { + segment = thetaStart + i / thetaSegments * thetaLength; - if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" ); + // vertex + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); + vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); - return vec.clone().multiplyScalar( size ).add( pt ); + // normal + normals.setXYZ( index, 0, 0, 1 ); - } + // uv + uv.x = ( vertex.x / outerRadius + 1 ) / 2; + uv.y = ( vertex.y / outerRadius + 1 ) / 2; + uvs.setXY( index, uv.x, uv.y ); - var b, bs, t, z, - vert, vlen = vertices.length, - face, flen = faces.length; + // increase index + index++; + } - // Find directions for point movement + // increase the radius for next row of vertices + radius += radiusStep; + } - function getBevelVec( inPt, inPrev, inNext ) { + // generate indices - // computes for inPt the corresponding point inPt' on a new contour - // shifted by 1 unit (length of normalized vector) to the left - // if we walk along contour clockwise, this new contour is outside the old one - // - // inPt' is the intersection of the two lines parallel to the two - // adjacent edges of inPt at a distance of 1 unit on the left side. + for ( j = 0; j < phiSegments; j ++ ) { - var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt + var thetaSegmentLevel = j * ( thetaSegments + 1 ); - // good reading for geometry algorithms (here: line-line intersection) - // http://geomalgorithms.com/a05-_intersect-1.html + for ( i = 0; i < thetaSegments; i ++ ) { - var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y; - var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y; + segment = i + thetaSegmentLevel; - var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); + // indices + var a = segment; + var b = segment + thetaSegments + 1; + var c = segment + thetaSegments + 2; + var d = segment + 1; - // check for collinear edges - var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + // face one + indices.setX( indexOffset, a ); indexOffset++; + indices.setX( indexOffset, b ); indexOffset++; + indices.setX( indexOffset, c ); indexOffset++; - if ( Math.abs( collinear0 ) > Number.EPSILON ) { + // face two + indices.setX( indexOffset, a ); indexOffset++; + indices.setX( indexOffset, c ); indexOffset++; + indices.setX( indexOffset, d ); indexOffset++; - // not collinear + } - // length of vectors for normalizing + } - var v_prev_len = Math.sqrt( v_prev_lensq ); - var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); + // build geometry - // shift adjacent points by unit vectors to the left + this.setIndex( indices ); + this.addAttribute( 'position', vertices ); + this.addAttribute( 'normal', normals ); + this.addAttribute( 'uv', uvs ); - var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); - var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); + } - var ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); - var ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); + RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + RingBufferGeometry.prototype.constructor = RingBufferGeometry; - // scaling factor for v_prev to intersection point + /** + * @author Kaleb Murphy + */ - var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - - ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / - ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { - // vector from inPt to intersection point + Geometry.call( this ); - v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); - v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); + this.type = 'RingGeometry'; - // Don't normalize!, otherwise sharp corners become ugly - // but prevent crazy spikes - var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ); - if ( v_trans_lensq <= 2 ) { + this.parameters = { + innerRadius: innerRadius, + outerRadius: outerRadius, + thetaSegments: thetaSegments, + phiSegments: phiSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; - return new Vector2( v_trans_x, v_trans_y ); + this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) ); - } else { + } - shrink_by = Math.sqrt( v_trans_lensq / 2 ); + RingGeometry.prototype = Object.create( Geometry.prototype ); + RingGeometry.prototype.constructor = RingGeometry; - } + /** + * @author mrdoob / http://mrdoob.com/ + * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as + */ - } else { + function PlaneGeometry( width, height, widthSegments, heightSegments ) { - // handle special case of collinear edges + Geometry.call( this ); - var direction_eq = false; // assumes: opposite - if ( v_prev_x > Number.EPSILON ) { + this.type = 'PlaneGeometry'; - if ( v_next_x > Number.EPSILON ) { + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; - direction_eq = true; + this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) ); - } + } - } else { + PlaneGeometry.prototype = Object.create( Geometry.prototype ); + PlaneGeometry.prototype.constructor = PlaneGeometry; - if ( v_prev_x < - Number.EPSILON ) { + /** + * @author Mugen87 / https://github.com/Mugen87 + */ - if ( v_next_x < - Number.EPSILON ) { + // points - to create a closed torus, one must use a set of points + // like so: [ a, b, c, d, a ], see first is the same as last. + // segments - the number of circumference segments to create + // phiStart - the starting radian + // phiLength - the radian (0 to 2PI) range of the lathed section + // 2PI is a closed lathe, less than 2PI is a portion. - direction_eq = true; + function LatheBufferGeometry( points, segments, phiStart, phiLength ) { - } + BufferGeometry.call( this ); - } else { + this.type = 'LatheBufferGeometry'; - if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { + this.parameters = { + points: points, + segments: segments, + phiStart: phiStart, + phiLength: phiLength + }; - direction_eq = true; + segments = Math.floor( segments ) || 12; + phiStart = phiStart || 0; + phiLength = phiLength || Math.PI * 2; - } + // clamp phiLength so it's in range of [ 0, 2PI ] + phiLength = exports.Math.clamp( phiLength, 0, Math.PI * 2 ); - } + // these are used to calculate buffer length + var vertexCount = ( segments + 1 ) * points.length; + var indexCount = segments * points.length * 2 * 3; - } + // buffers + var indices = new BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 ); + var vertices = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); - if ( direction_eq ) { + // helper variables + var index = 0, indexOffset = 0, base; + var inverseSegments = 1.0 / segments; + var vertex = new Vector3(); + var uv = new Vector2(); + var i, j; - // console.log("Warning: lines are a straight sequence"); - v_trans_x = - v_prev_y; - v_trans_y = v_prev_x; - shrink_by = Math.sqrt( v_prev_lensq ); + // generate vertices and uvs - } else { + for ( i = 0; i <= segments; i ++ ) { - // console.log("Warning: lines are a straight spike"); - v_trans_x = v_prev_x; - v_trans_y = v_prev_y; - shrink_by = Math.sqrt( v_prev_lensq / 2 ); + var phi = phiStart + i * inverseSegments * phiLength; - } + var sin = Math.sin( phi ); + var cos = Math.cos( phi ); - } + for ( j = 0; j <= ( points.length - 1 ); j ++ ) { - return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by ); + // vertex + vertex.x = points[ j ].x * sin; + vertex.y = points[ j ].y; + vertex.z = points[ j ].x * cos; + vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); - } + // uv + uv.x = i / segments; + uv.y = j / ( points.length - 1 ); + uvs.setXY( index, uv.x, uv.y ); + // increase index + index ++; - var contourMovements = []; + } - for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + } - if ( j === il ) j = 0; - if ( k === il ) k = 0; + // generate indices - // (j)---(i)---(k) - // console.log('i,j,k', i, j , k) + for ( i = 0; i < segments; i ++ ) { - contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); + for ( j = 0; j < ( points.length - 1 ); j ++ ) { - } + base = j + i * points.length; - var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat(); + // indices + var a = base; + var b = base + points.length; + var c = base + points.length + 1; + var d = base + 1; - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + // face one + indices.setX( indexOffset, a ); indexOffset++; + indices.setX( indexOffset, b ); indexOffset++; + indices.setX( indexOffset, d ); indexOffset++; - ahole = holes[ h ]; + // face two + indices.setX( indexOffset, b ); indexOffset++; + indices.setX( indexOffset, c ); indexOffset++; + indices.setX( indexOffset, d ); indexOffset++; - oneHoleMovements = []; + } - for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + } - if ( j === il ) j = 0; - if ( k === il ) k = 0; + // build geometry - // (j)---(i)---(k) - oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); + this.setIndex( indices ); + this.addAttribute( 'position', vertices ); + this.addAttribute( 'uv', uvs ); - } + // generate normals - holesMovements.push( oneHoleMovements ); - verticesMovements = verticesMovements.concat( oneHoleMovements ); + this.computeVertexNormals(); - } + // if the geometry is closed, we need to average the normals along the seam. + // because the corresponding vertices are identical (but still have different UVs). + if( phiLength === Math.PI * 2 ) { - // Loop bevelSegments, 1 for the front, 1 for the back + var normals = this.attributes.normal.array; + var n1 = new Vector3(); + var n2 = new Vector3(); + var n = new Vector3(); - for ( b = 0; b < bevelSegments; b ++ ) { + // this is the buffer offset for the last line of vertices + base = segments * points.length * 3; - //for ( b = bevelSegments; b > 0; b -- ) { + for( i = 0, j = 0; i < points.length; i ++, j += 3 ) { - t = b / bevelSegments; - z = bevelThickness * Math.cos( t * Math.PI / 2 ); - bs = bevelSize * Math.sin( t * Math.PI / 2 ); + // select the normal of the vertex in the first line + n1.x = normals[ j + 0 ]; + n1.y = normals[ j + 1 ]; + n1.z = normals[ j + 2 ]; - // contract shape + // select the normal of the vertex in the last line + n2.x = normals[ base + j + 0 ]; + n2.y = normals[ base + j + 1 ]; + n2.z = normals[ base + j + 2 ]; - for ( i = 0, il = contour.length; i < il; i ++ ) { + // average normals + n.addVectors( n1, n2 ).normalize(); - vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + // assign the new values to both normals + normals[ j + 0 ] = normals[ base + j + 0 ] = n.x; + normals[ j + 1 ] = normals[ base + j + 1 ] = n.y; + normals[ j + 2 ] = normals[ base + j + 2 ] = n.z; - v( vert.x, vert.y, - z ); + } // next row - } + } - // expand holes + } - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + LatheBufferGeometry.prototype.constructor = LatheBufferGeometry; - ahole = holes[ h ]; - oneHoleMovements = holesMovements[ h ]; + /** + * @author astrodud / http://astrodud.isgreat.org/ + * @author zz85 / https://github.com/zz85 + * @author bhouston / http://clara.io + */ - for ( i = 0, il = ahole.length; i < il; i ++ ) { + // points - to create a closed torus, one must use a set of points + // like so: [ a, b, c, d, a ], see first is the same as last. + // segments - the number of circumference segments to create + // phiStart - the starting radian + // phiLength - the radian (0 to 2PI) range of the lathed section + // 2PI is a closed lathe, less than 2PI is a portion. - vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + function LatheGeometry( points, segments, phiStart, phiLength ) { - v( vert.x, vert.y, - z ); + Geometry.call( this ); - } + this.type = 'LatheGeometry'; - } + this.parameters = { + points: points, + segments: segments, + phiStart: phiStart, + phiLength: phiLength + }; - } + this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) ); + this.mergeVertices(); - bs = bevelSize; + } - // Back facing vertices + LatheGeometry.prototype = Object.create( Geometry.prototype ); + LatheGeometry.prototype.constructor = LatheGeometry; - for ( i = 0; i < vlen; i ++ ) { + /** + * @author jonobr1 / http://jonobr1.com + * + * Creates a one-sided polygonal geometry from a path shape. Similar to + * ExtrudeGeometry. + * + * parameters = { + * + * curveSegments: , // number of points on the curves. NOT USED AT THE MOMENT. + * + * material: // material index for front and back faces + * uvGenerator: // object that provides UV generator functions + * + * } + **/ - vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + function ShapeGeometry( shapes, options ) { - if ( ! extrudeByPath ) { + Geometry.call( this ); - v( vert.x, vert.y, 0 ); + this.type = 'ShapeGeometry'; - } else { + if ( Array.isArray( shapes ) === false ) shapes = [ shapes ]; - // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); + this.addShapeList( shapes, options ); - normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); - binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); + this.computeFaceNormals(); - position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); + } - v( position2.x, position2.y, position2.z ); + ShapeGeometry.prototype = Object.create( Geometry.prototype ); + ShapeGeometry.prototype.constructor = ShapeGeometry; - } + /** + * Add an array of shapes to THREE.ShapeGeometry. + */ + ShapeGeometry.prototype.addShapeList = function ( shapes, options ) { - } + for ( var i = 0, l = shapes.length; i < l; i ++ ) { - // Add stepped vertices... - // Including front facing vertices + this.addShape( shapes[ i ], options ); - var s; + } - for ( s = 1; s <= steps; s ++ ) { + return this; - for ( i = 0; i < vlen; i ++ ) { + }; - vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + /** + * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry. + */ + ShapeGeometry.prototype.addShape = function ( shape, options ) { - if ( ! extrudeByPath ) { + if ( options === undefined ) options = {}; + var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; - v( vert.x, vert.y, amount / steps * s ); + var material = options.material; + var uvgen = options.UVGenerator === undefined ? ExtrudeGeometry.WorldUVGenerator : options.UVGenerator; - } else { + // - // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); + var i, l, hole; - normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); - binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); + var shapesOffset = this.vertices.length; + var shapePoints = shape.extractPoints( curveSegments ); - position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); + var vertices = shapePoints.shape; + var holes = shapePoints.holes; - v( position2.x, position2.y, position2.z ); + var reverse = ! exports.ShapeUtils.isClockWise( vertices ); - } + if ( reverse ) { - } + vertices = vertices.reverse(); - } + // Maybe we should also check if holes are in the opposite direction, just to be safe... + for ( i = 0, l = holes.length; i < l; i ++ ) { - // Add bevel segments planes + hole = holes[ i ]; - //for ( b = 1; b <= bevelSegments; b ++ ) { - for ( b = bevelSegments - 1; b >= 0; b -- ) { + if ( exports.ShapeUtils.isClockWise( hole ) ) { - t = b / bevelSegments; - z = bevelThickness * Math.cos ( t * Math.PI / 2 ); - bs = bevelSize * Math.sin( t * Math.PI / 2 ); + holes[ i ] = hole.reverse(); - // contract shape + } - for ( i = 0, il = contour.length; i < il; i ++ ) { + } - vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); - v( vert.x, vert.y, amount + z ); + reverse = false; - } + } - // expand holes + var faces = exports.ShapeUtils.triangulateShape( vertices, holes ); - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + // Vertices - ahole = holes[ h ]; - oneHoleMovements = holesMovements[ h ]; + for ( i = 0, l = holes.length; i < l; i ++ ) { - for ( i = 0, il = ahole.length; i < il; i ++ ) { + hole = holes[ i ]; + vertices = vertices.concat( hole ); - vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + } - if ( ! extrudeByPath ) { + // - v( vert.x, vert.y, amount + z ); + var vert, vlen = vertices.length; + var face, flen = faces.length; - } else { + for ( i = 0; i < vlen; i ++ ) { - v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); + vert = vertices[ i ]; - } + this.vertices.push( new Vector3( vert.x, vert.y, 0 ) ); - } + } - } + for ( i = 0; i < flen; i ++ ) { - } + face = faces[ i ]; - /* Faces */ + var a = face[ 0 ] + shapesOffset; + var b = face[ 1 ] + shapesOffset; + var c = face[ 2 ] + shapesOffset; - // Top and bottom faces + this.faces.push( new Face3( a, b, c, null, null, material ) ); + this.faceVertexUvs[ 0 ].push( uvgen.generateTopUV( this, a, b, c ) ); - buildLidFaces(); + } - // Sides faces + }; - buildSideFaces(); + /** + * @author WestLangley / http://github.com/WestLangley + */ + function EdgesGeometry( geometry, thresholdAngle ) { - ///// Internal functions + BufferGeometry.call( this ); - function buildLidFaces() { + thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1; - if ( bevelEnabled ) { + var thresholdDot = Math.cos( exports.Math.DEG2RAD * thresholdAngle ); - var layer = 0; // steps + 1 - var offset = vlen * layer; + var edge = [ 0, 0 ], hash = {}; - // Bottom faces + function sortFunction( a, b ) { - for ( i = 0; i < flen; i ++ ) { + return a - b; - face = faces[ i ]; - f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); + } - } + var keys = [ 'a', 'b', 'c' ]; - layer = steps + bevelSegments * 2; - offset = vlen * layer; + var geometry2; - // Top faces + if ( (geometry && geometry.isBufferGeometry) ) { - for ( i = 0; i < flen; i ++ ) { + geometry2 = new Geometry(); + geometry2.fromBufferGeometry( geometry ); - face = faces[ i ]; - f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); + } else { - } + geometry2 = geometry.clone(); - } else { + } - // Bottom faces + geometry2.mergeVertices(); + geometry2.computeFaceNormals(); - for ( i = 0; i < flen; i ++ ) { + var vertices = geometry2.vertices; + var faces = geometry2.faces; - face = faces[ i ]; - f3( face[ 2 ], face[ 1 ], face[ 0 ] ); + for ( var i = 0, l = faces.length; i < l; i ++ ) { - } + var face = faces[ i ]; - // Top faces + for ( var j = 0; j < 3; j ++ ) { - for ( i = 0; i < flen; i ++ ) { + edge[ 0 ] = face[ keys[ j ] ]; + edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ]; + edge.sort( sortFunction ); - face = faces[ i ]; - f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); + var key = edge.toString(); - } + if ( hash[ key ] === undefined ) { - } + hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined }; - } + } else { - // Create faces for the z-sides of the shape + hash[ key ].face2 = i; - function buildSideFaces() { + } - var layeroffset = 0; - sidewalls( contour, layeroffset ); - layeroffset += contour.length; + } - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + } - ahole = holes[ h ]; - sidewalls( ahole, layeroffset ); + var coords = []; - //, true - layeroffset += ahole.length; + for ( var key in hash ) { - } + var h = hash[ key ]; - } + if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) <= thresholdDot ) { - function sidewalls( contour, layeroffset ) { + var vertex = vertices[ h.vert1 ]; + coords.push( vertex.x ); + coords.push( vertex.y ); + coords.push( vertex.z ); - var j, k; - i = contour.length; + vertex = vertices[ h.vert2 ]; + coords.push( vertex.x ); + coords.push( vertex.y ); + coords.push( vertex.z ); - while ( -- i >= 0 ) { + } - j = i; - k = i - 1; - if ( k < 0 ) k = contour.length - 1; + } - //console.log('b', i,j, i-1, k,vertices.length); + this.addAttribute( 'position', new BufferAttribute( new Float32Array( coords ), 3 ) ); - var s = 0, sl = steps + bevelSegments * 2; + } - for ( s = 0; s < sl; s ++ ) { + EdgesGeometry.prototype = Object.create( BufferGeometry.prototype ); + EdgesGeometry.prototype.constructor = EdgesGeometry; - var slen1 = vlen * s; - var slen2 = vlen * ( s + 1 ); + /** + * @author Mugen87 / https://github.com/Mugen87 + */ - var a = layeroffset + j + slen1, - b = layeroffset + k + slen1, - c = layeroffset + k + slen2, - d = layeroffset + j + slen2; + function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { - f4( a, b, c, d, contour, s, sl, j, k ); + BufferGeometry.call( this ); - } + this.type = 'CylinderBufferGeometry'; - } + this.parameters = { + radiusTop: radiusTop, + radiusBottom: radiusBottom, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; - } + var scope = this; + radiusTop = radiusTop !== undefined ? radiusTop : 20; + radiusBottom = radiusBottom !== undefined ? radiusBottom : 20; + height = height !== undefined ? height : 100; - function v( x, y, z ) { + radialSegments = Math.floor( radialSegments ) || 8; + heightSegments = Math.floor( heightSegments ) || 1; - scope.vertices.push( new Vector3( x, y, z ) ); + openEnded = openEnded !== undefined ? openEnded : false; + thetaStart = thetaStart !== undefined ? thetaStart : 0.0; + thetaLength = thetaLength !== undefined ? thetaLength : 2.0 * Math.PI; - } + // used to calculate buffer length - function f3( a, b, c ) { + var nbCap = 0; - a += shapesOffset; - b += shapesOffset; - c += shapesOffset; + if ( openEnded === false ) { - scope.faces.push( new Face3( a, b, c, null, null, 0 ) ); + if ( radiusTop > 0 ) nbCap ++; + if ( radiusBottom > 0 ) nbCap ++; - var uvs = uvgen.generateTopUV( scope, a, b, c ); + } - scope.faceVertexUvs[ 0 ].push( uvs ); + var vertexCount = calculateVertexCount(); + var indexCount = calculateIndexCount(); - } + // buffers - function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) { + var indices = new BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ), 1 ); + var vertices = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var normals = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); - a += shapesOffset; - b += shapesOffset; - c += shapesOffset; - d += shapesOffset; + // helper variables - scope.faces.push( new Face3( a, b, d, null, null, 1 ) ); - scope.faces.push( new Face3( b, c, d, null, null, 1 ) ); + var index = 0, + indexOffset = 0, + indexArray = [], + halfHeight = height / 2; - var uvs = uvgen.generateSideWallUV( scope, a, b, c, d ); + // group variables + var groupStart = 0; - scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] ); - scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] ); + // generate geometry - } + generateTorso(); - }; + if ( openEnded === false ) { - ExtrudeGeometry.WorldUVGenerator = { + if ( radiusTop > 0 ) generateCap( true ); + if ( radiusBottom > 0 ) generateCap( false ); - generateTopUV: function ( geometry, indexA, indexB, indexC ) { + } - var vertices = geometry.vertices; + // build geometry - var a = vertices[ indexA ]; - var b = vertices[ indexB ]; - var c = vertices[ indexC ]; + this.setIndex( indices ); + this.addAttribute( 'position', vertices ); + this.addAttribute( 'normal', normals ); + this.addAttribute( 'uv', uvs ); - return [ - new Vector2( a.x, a.y ), - new Vector2( b.x, b.y ), - new Vector2( c.x, c.y ) - ]; + // helper functions - }, + function calculateVertexCount() { - generateSideWallUV: function ( geometry, indexA, indexB, indexC, indexD ) { + var count = ( radialSegments + 1 ) * ( heightSegments + 1 ); - var vertices = geometry.vertices; + if ( openEnded === false ) { - var a = vertices[ indexA ]; - var b = vertices[ indexB ]; - var c = vertices[ indexC ]; - var d = vertices[ indexD ]; + count += ( ( radialSegments + 1 ) * nbCap ) + ( radialSegments * nbCap ); - if ( Math.abs( a.y - b.y ) < 0.01 ) { + } - return [ - new Vector2( a.x, 1 - a.z ), - new Vector2( b.x, 1 - b.z ), - new Vector2( c.x, 1 - c.z ), - new Vector2( d.x, 1 - d.z ) - ]; + return count; - } else { + } - return [ - new Vector2( a.y, 1 - a.z ), - new Vector2( b.y, 1 - b.z ), - new Vector2( c.y, 1 - c.z ), - new Vector2( d.y, 1 - d.z ) - ]; + function calculateIndexCount() { - } + var count = radialSegments * heightSegments * 2 * 3; - } - }; + if ( openEnded === false ) { - /** - * @author jonobr1 / http://jonobr1.com - * - * Creates a one-sided polygonal geometry from a path shape. Similar to - * ExtrudeGeometry. - * - * parameters = { - * - * curveSegments: , // number of points on the curves. NOT USED AT THE MOMENT. - * - * material: // material index for front and back faces - * uvGenerator: // object that provides UV generator functions - * - * } - **/ + count += radialSegments * nbCap * 3; - function ShapeGeometry( shapes, options ) { + } - Geometry.call( this ); + return count; - this.type = 'ShapeGeometry'; + } - if ( Array.isArray( shapes ) === false ) shapes = [ shapes ]; + function generateTorso() { - this.addShapeList( shapes, options ); + var x, y; + var normal = new Vector3(); + var vertex = new Vector3(); - this.computeFaceNormals(); + var groupCount = 0; - } + // this will be used to calculate the normal + var tanTheta = ( radiusBottom - radiusTop ) / height; - ShapeGeometry.prototype = Object.create( Geometry.prototype ); - ShapeGeometry.prototype.constructor = ShapeGeometry; + // generate vertices, normals and uvs - /** - * Add an array of shapes to THREE.ShapeGeometry. - */ - ShapeGeometry.prototype.addShapeList = function ( shapes, options ) { + for ( y = 0; y <= heightSegments; y ++ ) { - for ( var i = 0, l = shapes.length; i < l; i ++ ) { + var indexRow = []; - this.addShape( shapes[ i ], options ); + var v = y / heightSegments; - } + // calculate the radius of the current row + var radius = v * ( radiusBottom - radiusTop ) + radiusTop; - return this; + for ( x = 0; x <= radialSegments; x ++ ) { - }; + var u = x / radialSegments; - /** - * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry. - */ - ShapeGeometry.prototype.addShape = function ( shape, options ) { + // vertex + vertex.x = radius * Math.sin( u * thetaLength + thetaStart ); + vertex.y = - v * height + halfHeight; + vertex.z = radius * Math.cos( u * thetaLength + thetaStart ); + vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); - if ( options === undefined ) options = {}; - var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; + // normal + normal.copy( vertex ); - var material = options.material; - var uvgen = options.UVGenerator === undefined ? ExtrudeGeometry.WorldUVGenerator : options.UVGenerator; + // handle special case if radiusTop/radiusBottom is zero - // + if ( ( radiusTop === 0 && y === 0 ) || ( radiusBottom === 0 && y === heightSegments ) ) { - var i, l, hole; + normal.x = Math.sin( u * thetaLength + thetaStart ); + normal.z = Math.cos( u * thetaLength + thetaStart ); - var shapesOffset = this.vertices.length; - var shapePoints = shape.extractPoints( curveSegments ); + } - var vertices = shapePoints.shape; - var holes = shapePoints.holes; + normal.setY( Math.sqrt( normal.x * normal.x + normal.z * normal.z ) * tanTheta ).normalize(); + normals.setXYZ( index, normal.x, normal.y, normal.z ); - var reverse = ! exports.ShapeUtils.isClockWise( vertices ); + // uv + uvs.setXY( index, u, 1 - v ); - if ( reverse ) { + // save index of vertex in respective row + indexRow.push( index ); - vertices = vertices.reverse(); + // increase index + index ++; - // Maybe we should also check if holes are in the opposite direction, just to be safe... + } - for ( i = 0, l = holes.length; i < l; i ++ ) { + // now save vertices of the row in our index array + indexArray.push( indexRow ); - hole = holes[ i ]; + } - if ( exports.ShapeUtils.isClockWise( hole ) ) { + // generate indices - holes[ i ] = hole.reverse(); + for ( x = 0; x < radialSegments; x ++ ) { - } + for ( y = 0; y < heightSegments; y ++ ) { - } + // we use the index array to access the correct indices + var i1 = indexArray[ y ][ x ]; + var i2 = indexArray[ y + 1 ][ x ]; + var i3 = indexArray[ y + 1 ][ x + 1 ]; + var i4 = indexArray[ y ][ x + 1 ]; - reverse = false; + // face one + indices.setX( indexOffset, i1 ); indexOffset ++; + indices.setX( indexOffset, i2 ); indexOffset ++; + indices.setX( indexOffset, i4 ); indexOffset ++; - } + // face two + indices.setX( indexOffset, i2 ); indexOffset ++; + indices.setX( indexOffset, i3 ); indexOffset ++; + indices.setX( indexOffset, i4 ); indexOffset ++; - var faces = exports.ShapeUtils.triangulateShape( vertices, holes ); + // update counters + groupCount += 6; - // Vertices + } - for ( i = 0, l = holes.length; i < l; i ++ ) { + } - hole = holes[ i ]; - vertices = vertices.concat( hole ); + // add a group to the geometry. this will ensure multi material support + scope.addGroup( groupStart, groupCount, 0 ); - } + // calculate new start value for groups + groupStart += groupCount; - // + } - var vert, vlen = vertices.length; - var face, flen = faces.length; + function generateCap( top ) { - for ( i = 0; i < vlen; i ++ ) { + var x, centerIndexStart, centerIndexEnd; - vert = vertices[ i ]; + var uv = new Vector2(); + var vertex = new Vector3(); - this.vertices.push( new Vector3( vert.x, vert.y, 0 ) ); + var groupCount = 0; - } + var radius = ( top === true ) ? radiusTop : radiusBottom; + var sign = ( top === true ) ? 1 : - 1; - for ( i = 0; i < flen; i ++ ) { + // save the index of the first center vertex + centerIndexStart = index; - face = faces[ i ]; + // first we generate the center vertex data of the cap. + // because the geometry needs one set of uvs per face, + // we must generate a center vertex per face/segment - var a = face[ 0 ] + shapesOffset; - var b = face[ 1 ] + shapesOffset; - var c = face[ 2 ] + shapesOffset; + for ( x = 1; x <= radialSegments; x ++ ) { - this.faces.push( new Face3( a, b, c, null, null, material ) ); - this.faceVertexUvs[ 0 ].push( uvgen.generateTopUV( this, a, b, c ) ); + // vertex + vertices.setXYZ( index, 0, halfHeight * sign, 0 ); - } + // normal + normals.setXYZ( index, 0, sign, 0 ); - }; + // uv + uv.x = 0.5; + uv.y = 0.5; - /** - * @author zz85 / http://www.lab4games.net/zz85/blog - * Defines a 2d shape plane using paths. - **/ + uvs.setXY( index, uv.x, uv.y ); - // STEP 1 Create a path. - // STEP 2 Turn path into shape. - // STEP 3 ExtrudeGeometry takes in Shape/Shapes - // STEP 3a - Extract points from each shape, turn to vertices - // STEP 3b - Triangulate each shape, add faces. + // increase index + index ++; - function Shape() { + } - Path.apply( this, arguments ); + // save the index of the last center vertex + centerIndexEnd = index; - this.holes = []; + // now we generate the surrounding vertices, normals and uvs - } + for ( x = 0; x <= radialSegments; x ++ ) { - Shape.prototype = Object.assign( Object.create( PathPrototype ), { + var u = x / radialSegments; + var theta = u * thetaLength + thetaStart; - constructor: Shape, + var cosTheta = Math.cos( theta ); + var sinTheta = Math.sin( theta ); - // Convenience method to return ExtrudeGeometry + // vertex + vertex.x = radius * sinTheta; + vertex.y = halfHeight * sign; + vertex.z = radius * cosTheta; + vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); - extrude: function ( options ) { + // normal + normals.setXYZ( index, 0, sign, 0 ); - return new ExtrudeGeometry( this, options ); + // uv + uv.x = ( cosTheta * 0.5 ) + 0.5; + uv.y = ( sinTheta * 0.5 * sign ) + 0.5; + uvs.setXY( index, uv.x, uv.y ); - }, + // increase index + index ++; - // Convenience method to return ShapeGeometry + } - makeGeometry: function ( options ) { + // generate indices - return new ShapeGeometry( this, options ); + for ( x = 0; x < radialSegments; x ++ ) { - }, + var c = centerIndexStart + x; + var i = centerIndexEnd + x; - getPointsHoles: function ( divisions ) { + if ( top === true ) { - var holesPts = []; + // face top + indices.setX( indexOffset, i ); indexOffset ++; + indices.setX( indexOffset, i + 1 ); indexOffset ++; + indices.setX( indexOffset, c ); indexOffset ++; - for ( var i = 0, l = this.holes.length; i < l; i ++ ) { + } else { - holesPts[ i ] = this.holes[ i ].getPoints( divisions ); + // face bottom + indices.setX( indexOffset, i + 1 ); indexOffset ++; + indices.setX( indexOffset, i ); indexOffset ++; + indices.setX( indexOffset, c ); indexOffset ++; - } + } - return holesPts; + // update counters + groupCount += 3; - }, + } - // Get points of shape and holes (keypoints based on segments parameter) + // add a group to the geometry. this will ensure multi material support + scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); - extractAllPoints: function ( divisions ) { + // calculate new start value for groups + groupStart += groupCount; - return { + } - shape: this.getPoints( divisions ), - holes: this.getPointsHoles( divisions ) + } - }; + CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry; - }, + /** + * @author mrdoob / http://mrdoob.com/ + */ - extractPoints: function ( divisions ) { + function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { - return this.extractAllPoints( divisions ); + Geometry.call( this ); - } + this.type = 'CylinderGeometry'; - } ); + this.parameters = { + radiusTop: radiusTop, + radiusBottom: radiusBottom, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; - /** - * @author zz85 / http://www.lab4games.net/zz85/blog - * Creates free form 2d path using series of points, lines or curves. - * - **/ + this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) ); + this.mergeVertices(); - function Path( points ) { + } - CurvePath.call( this ); - this.currentPoint = new Vector2(); + CylinderGeometry.prototype = Object.create( Geometry.prototype ); + CylinderGeometry.prototype.constructor = CylinderGeometry; - if ( points ) { + /** + * @author abelnation / http://github.com/abelnation + */ - this.fromPoints( points ); + function ConeGeometry( + radius, height, + radialSegments, heightSegments, + openEnded, thetaStart, thetaLength ) { - } + CylinderGeometry.call( this, + 0, radius, height, + radialSegments, heightSegments, + openEnded, thetaStart, thetaLength ); - } + this.type = 'ConeGeometry'; - Path.prototype = PathPrototype; - PathPrototype.constructor = Path; + this.parameters = { + radius: radius, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + } - // minimal class for proxing functions to Path. Replaces old "extractSubpaths()" - function ShapePath() { - this.subPaths = []; - this.currentPath = null; - } + ConeGeometry.prototype = Object.create( CylinderGeometry.prototype ); + ConeGeometry.prototype.constructor = ConeGeometry; - ShapePath.prototype = { - moveTo: function ( x, y ) { - this.currentPath = new Path(); - this.subPaths.push(this.currentPath); - this.currentPath.moveTo( x, y ); - }, - lineTo: function ( x, y ) { - this.currentPath.lineTo( x, y ); - }, - quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { - this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); - }, - bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { - this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); - }, - splineThru: function ( pts ) { - this.currentPath.splineThru( pts ); - }, + /* + * @author: abelnation / http://github.com/abelnation + */ - toShapes: function ( isCCW, noHoles ) { + function ConeBufferGeometry( + radius, height, + radialSegments, heightSegments, + openEnded, thetaStart, thetaLength ) { - function toShapesNoHoles( inSubpaths ) { + CylinderBufferGeometry.call( this, + 0, radius, height, + radialSegments, heightSegments, + openEnded, thetaStart, thetaLength ); - var shapes = []; + this.type = 'ConeBufferGeometry'; - for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) { + this.parameters = { + radius: radius, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; - var tmpPath = inSubpaths[ i ]; + } - var tmpShape = new Shape(); - tmpShape.curves = tmpPath.curves; + ConeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + ConeBufferGeometry.prototype.constructor = ConeBufferGeometry; - shapes.push( tmpShape ); + /** + * @author benaadams / https://twitter.com/ben_a_adams + */ - } + function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) { - return shapes; + BufferGeometry.call( this ); - } + this.type = 'CircleBufferGeometry'; - function isPointInsidePolygon( inPt, inPolygon ) { + this.parameters = { + radius: radius, + segments: segments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; - var polyLen = inPolygon.length; + radius = radius || 50; + segments = segments !== undefined ? Math.max( 3, segments ) : 8; - // inPt on polygon contour => immediate success or - // toggling of inside/outside at every single! intersection point of an edge - // with the horizontal line through inPt, left of inPt - // not counting lowerY endpoints of edges and whole edges on that line - var inside = false; - for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) { + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; - var edgeLowPt = inPolygon[ p ]; - var edgeHighPt = inPolygon[ q ]; + var vertices = segments + 2; - var edgeDx = edgeHighPt.x - edgeLowPt.x; - var edgeDy = edgeHighPt.y - edgeLowPt.y; + var positions = new Float32Array( vertices * 3 ); + var normals = new Float32Array( vertices * 3 ); + var uvs = new Float32Array( vertices * 2 ); - if ( Math.abs( edgeDy ) > Number.EPSILON ) { + // center data is already zero, but need to set a few extras + normals[ 2 ] = 1.0; + uvs[ 0 ] = 0.5; + uvs[ 1 ] = 0.5; - // not parallel - if ( edgeDy < 0 ) { + for ( var s = 0, i = 3, ii = 2 ; s <= segments; s ++, i += 3, ii += 2 ) { - edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; - edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; + var segment = thetaStart + s / segments * thetaLength; - } - if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue; + positions[ i ] = radius * Math.cos( segment ); + positions[ i + 1 ] = radius * Math.sin( segment ); - if ( inPt.y === edgeLowPt.y ) { + normals[ i + 2 ] = 1; // normal z - if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ? - // continue; // no intersection or edgeLowPt => doesn't count !!! + uvs[ ii ] = ( positions[ i ] / radius + 1 ) / 2; + uvs[ ii + 1 ] = ( positions[ i + 1 ] / radius + 1 ) / 2; - } else { + } - var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y ); - if ( perpEdge === 0 ) return true; // inPt is on contour ? - if ( perpEdge < 0 ) continue; - inside = ! inside; // true intersection left of inPt + var indices = []; - } + for ( var i = 1; i <= segments; i ++ ) { - } else { + indices.push( i, i + 1, 0 ); - // parallel or collinear - if ( inPt.y !== edgeLowPt.y ) continue; // parallel - // edge lies on the same horizontal line as inPt - if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) || - ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour ! - // continue; + } - } + this.setIndex( new BufferAttribute( new Uint16Array( indices ), 1 ) ); + this.addAttribute( 'position', new BufferAttribute( positions, 3 ) ); + this.addAttribute( 'normal', new BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ) ); - } + this.boundingSphere = new Sphere( new Vector3(), radius ); - return inside; + } - } + CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + CircleBufferGeometry.prototype.constructor = CircleBufferGeometry; - var isClockWise = exports.ShapeUtils.isClockWise; + /** + * @author hughes + */ - var subPaths = this.subPaths; - if ( subPaths.length === 0 ) return []; + function CircleGeometry( radius, segments, thetaStart, thetaLength ) { - if ( noHoles === true ) return toShapesNoHoles( subPaths ); + Geometry.call( this ); + this.type = 'CircleGeometry'; - var solid, tmpPath, tmpShape, shapes = []; + this.parameters = { + radius: radius, + segments: segments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; - if ( subPaths.length === 1 ) { + this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) ); - tmpPath = subPaths[ 0 ]; - tmpShape = new Shape(); - tmpShape.curves = tmpPath.curves; - shapes.push( tmpShape ); - return shapes; + } - } + CircleGeometry.prototype = Object.create( Geometry.prototype ); + CircleGeometry.prototype.constructor = CircleGeometry; - var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() ); - holesFirst = isCCW ? ! holesFirst : holesFirst; + /** + * @author mrdoob / http://mrdoob.com/ + * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as + */ - // console.log("Holes first", holesFirst); + function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { - var betterShapeHoles = []; - var newShapes = []; - var newShapeHoles = []; - var mainIdx = 0; - var tmpPoints; + Geometry.call( this ); - newShapes[ mainIdx ] = undefined; - newShapeHoles[ mainIdx ] = []; + this.type = 'BoxGeometry'; - for ( var i = 0, l = subPaths.length; i < l; i ++ ) { + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; - tmpPath = subPaths[ i ]; - tmpPoints = tmpPath.getPoints(); - solid = isClockWise( tmpPoints ); - solid = isCCW ? ! solid : solid; + this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) ); + this.mergeVertices(); - if ( solid ) { + } - if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++; + BoxGeometry.prototype = Object.create( Geometry.prototype ); + BoxGeometry.prototype.constructor = BoxGeometry; - newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints }; - newShapes[ mainIdx ].s.curves = tmpPath.curves; - if ( holesFirst ) mainIdx ++; - newShapeHoles[ mainIdx ] = []; - //console.log('cw', i); + var Geometry$1 = Object.freeze({ + WireframeGeometry: WireframeGeometry, + ParametricGeometry: ParametricGeometry, + TetrahedronGeometry: TetrahedronGeometry, + OctahedronGeometry: OctahedronGeometry, + IcosahedronGeometry: IcosahedronGeometry, + DodecahedronGeometry: DodecahedronGeometry, + PolyhedronGeometry: PolyhedronGeometry, + TubeGeometry: TubeGeometry, + TorusKnotGeometry: TorusKnotGeometry, + TorusKnotBufferGeometry: TorusKnotBufferGeometry, + TorusGeometry: TorusGeometry, + TorusBufferGeometry: TorusBufferGeometry, + TextGeometry: TextGeometry, + SphereBufferGeometry: SphereBufferGeometry, + SphereGeometry: SphereGeometry, + RingGeometry: RingGeometry, + RingBufferGeometry: RingBufferGeometry, + PlaneBufferGeometry: PlaneBufferGeometry, + PlaneGeometry: PlaneGeometry, + LatheGeometry: LatheGeometry, + LatheBufferGeometry: LatheBufferGeometry, + ShapeGeometry: ShapeGeometry, + ExtrudeGeometry: ExtrudeGeometry, + EdgesGeometry: EdgesGeometry, + ConeGeometry: ConeGeometry, + ConeBufferGeometry: ConeBufferGeometry, + CylinderGeometry: CylinderGeometry, + CylinderBufferGeometry: CylinderBufferGeometry, + CircleBufferGeometry: CircleBufferGeometry, + CircleGeometry: CircleGeometry, + BoxBufferGeometry: BoxBufferGeometry, + BoxGeometry: BoxGeometry + }); - } else { + /** + * @author mrdoob / http://mrdoob.com/ + */ - newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } ); + function ObjectLoader ( manager ) { - //console.log('ccw', i); + this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; + this.texturePath = ''; - } + } - } + Object.assign( ObjectLoader.prototype, { - // only Holes? -> probably all Shapes with wrong orientation - if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths ); + load: function ( url, onLoad, onProgress, onError ) { + if ( this.texturePath === '' ) { - if ( newShapes.length > 1 ) { + this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 ); - var ambiguous = false; - var toChange = []; + } - for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + var scope = this; - betterShapeHoles[ sIdx ] = []; + var loader = new XHRLoader( scope.manager ); + loader.load( url, function ( text ) { - } + scope.parse( JSON.parse( text ), onLoad ); - for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + }, onProgress, onError ); - var sho = newShapeHoles[ sIdx ]; + }, - for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) { + setTexturePath: function ( value ) { - var ho = sho[ hIdx ]; - var hole_unassigned = true; + this.texturePath = value; - for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) { + }, - if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) { + setCrossOrigin: function ( value ) { - if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); - if ( hole_unassigned ) { + this.crossOrigin = value; - hole_unassigned = false; - betterShapeHoles[ s2Idx ].push( ho ); + }, - } else { + parse: function ( json, onLoad ) { - ambiguous = true; + var geometries = this.parseGeometries( json.geometries ); - } + var images = this.parseImages( json.images, function () { - } + if ( onLoad !== undefined ) onLoad( object ); - } - if ( hole_unassigned ) { + } ); - betterShapeHoles[ sIdx ].push( ho ); + var textures = this.parseTextures( json.textures, images ); + var materials = this.parseMaterials( json.materials, textures ); - } + var object = this.parseObject( json.object, geometries, materials ); - } + if ( json.animations ) { - } - // console.log("ambiguous: ", ambiguous); - if ( toChange.length > 0 ) { + object.animations = this.parseAnimations( json.animations ); - // console.log("to change: ", toChange); - if ( ! ambiguous ) newShapeHoles = betterShapeHoles; + } - } + if ( json.images === undefined || json.images.length === 0 ) { - } + if ( onLoad !== undefined ) onLoad( object ); - var tmpHoles; + } - for ( var i = 0, il = newShapes.length; i < il; i ++ ) { + return object; - tmpShape = newShapes[ i ].s; - shapes.push( tmpShape ); - tmpHoles = newShapeHoles[ i ]; + }, - for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) { + parseGeometries: function ( json ) { - tmpShape.holes.push( tmpHoles[ j ].h ); + var geometries = {}; - } + if ( json !== undefined ) { - } + var geometryLoader = new JSONLoader(); + var bufferGeometryLoader = new BufferGeometryLoader(); - //console.log("shape", shapes); + for ( var i = 0, l = json.length; i < l; i ++ ) { - return shapes; + var geometry; + var data = json[ i ]; - } - } + switch ( data.type ) { - /** - * @author zz85 / http://www.lab4games.net/zz85/blog - * @author mrdoob / http://mrdoob.com/ - */ + case 'PlaneGeometry': + case 'PlaneBufferGeometry': - function Font( data ) { + geometry = new Geometry$1[ data.type ]( + data.width, + data.height, + data.widthSegments, + data.heightSegments + ); - this.data = data; + break; - } + case 'BoxGeometry': + case 'BoxBufferGeometry': + case 'CubeGeometry': // backwards compatible - Object.assign( Font.prototype, { + geometry = new Geometry$1[ data.type ]( + data.width, + data.height, + data.depth, + data.widthSegments, + data.heightSegments, + data.depthSegments + ); - isFont: true, + break; - generateShapes: function ( text, size, divisions ) { + case 'CircleGeometry': + case 'CircleBufferGeometry': - function createPaths( text ) { + geometry = new Geometry$1[ data.type ]( + data.radius, + data.segments, + data.thetaStart, + data.thetaLength + ); - var chars = String( text ).split( '' ); - var scale = size / data.resolution; - var offset = 0; + break; - var paths = []; + case 'CylinderGeometry': + case 'CylinderBufferGeometry': - for ( var i = 0; i < chars.length; i ++ ) { + geometry = new Geometry$1[ data.type ]( + data.radiusTop, + data.radiusBottom, + data.height, + data.radialSegments, + data.heightSegments, + data.openEnded, + data.thetaStart, + data.thetaLength + ); - var ret = createPath( chars[ i ], scale, offset ); - offset += ret.offset; + break; - paths.push( ret.path ); + case 'ConeGeometry': + case 'ConeBufferGeometry': - } + geometry = new Geometry$1[ data.type ]( + data.radius, + data.height, + data.radialSegments, + data.heightSegments, + data.openEnded, + data.thetaStart, + data.thetaLength + ); - return paths; + break; - } + case 'SphereGeometry': + case 'SphereBufferGeometry': - function createPath( c, scale, offset ) { + geometry = new Geometry$1[ data.type ]( + data.radius, + data.widthSegments, + data.heightSegments, + data.phiStart, + data.phiLength, + data.thetaStart, + data.thetaLength + ); - var glyph = data.glyphs[ c ] || data.glyphs[ '?' ]; + break; - if ( ! glyph ) return; + case 'DodecahedronGeometry': + case 'IcosahedronGeometry': + case 'OctahedronGeometry': + case 'TetrahedronGeometry': - var path = new ShapePath(); + geometry = new Geometry$1[ data.type ]( + data.radius, + data.detail + ); - var pts = [], b2 = exports.ShapeUtils.b2, b3 = exports.ShapeUtils.b3; - var x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, laste; + break; - if ( glyph.o ) { + case 'RingGeometry': + case 'RingBufferGeometry': - var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) ); + geometry = new Geometry$1[ data.type ]( + data.innerRadius, + data.outerRadius, + data.thetaSegments, + data.phiSegments, + data.thetaStart, + data.thetaLength + ); - for ( var i = 0, l = outline.length; i < l; ) { + break; - var action = outline[ i ++ ]; + case 'TorusGeometry': + case 'TorusBufferGeometry': - switch ( action ) { + geometry = new Geometry$1[ data.type ]( + data.radius, + data.tube, + data.radialSegments, + data.tubularSegments, + data.arc + ); - case 'm': // moveTo + break; - x = outline[ i ++ ] * scale + offset; - y = outline[ i ++ ] * scale; + case 'TorusKnotGeometry': + case 'TorusKnotBufferGeometry': - path.moveTo( x, y ); + geometry = new Geometry$1[ data.type ]( + data.radius, + data.tube, + data.tubularSegments, + data.radialSegments, + data.p, + data.q + ); - break; + break; - case 'l': // lineTo + case 'LatheGeometry': + case 'LatheBufferGeometry': - x = outline[ i ++ ] * scale + offset; - y = outline[ i ++ ] * scale; + geometry = new Geometry$1[ data.type ]( + data.points, + data.segments, + data.phiStart, + data.phiLength + ); - path.lineTo( x, y ); + break; - break; + case 'BufferGeometry': - case 'q': // quadraticCurveTo + geometry = bufferGeometryLoader.parse( data ); - cpx = outline[ i ++ ] * scale + offset; - cpy = outline[ i ++ ] * scale; - cpx1 = outline[ i ++ ] * scale + offset; - cpy1 = outline[ i ++ ] * scale; + break; - path.quadraticCurveTo( cpx1, cpy1, cpx, cpy ); + case 'Geometry': - laste = pts[ pts.length - 1 ]; + geometry = geometryLoader.parse( data.data, this.texturePath ).geometry; - if ( laste ) { + break; - cpx0 = laste.x; - cpy0 = laste.y; + default: - for ( var i2 = 1; i2 <= divisions; i2 ++ ) { + console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' ); - var t = i2 / divisions; - b2( t, cpx0, cpx1, cpx ); - b2( t, cpy0, cpy1, cpy ); + continue; - } + } - } + geometry.uuid = data.uuid; - break; + if ( data.name !== undefined ) geometry.name = data.name; - case 'b': // bezierCurveTo + geometries[ data.uuid ] = geometry; - cpx = outline[ i ++ ] * scale + offset; - cpy = outline[ i ++ ] * scale; - cpx1 = outline[ i ++ ] * scale + offset; - cpy1 = outline[ i ++ ] * scale; - cpx2 = outline[ i ++ ] * scale + offset; - cpy2 = outline[ i ++ ] * scale; + } - path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy ); + } - laste = pts[ pts.length - 1 ]; + return geometries; - if ( laste ) { + }, - cpx0 = laste.x; - cpy0 = laste.y; + parseMaterials: function ( json, textures ) { - for ( var i2 = 1; i2 <= divisions; i2 ++ ) { + var materials = {}; - var t = i2 / divisions; - b3( t, cpx0, cpx1, cpx2, cpx ); - b3( t, cpy0, cpy1, cpy2, cpy ); + if ( json !== undefined ) { - } + var loader = new MaterialLoader(); + loader.setTextures( textures ); - } + for ( var i = 0, l = json.length; i < l; i ++ ) { - break; + var material = loader.parse( json[ i ] ); + materials[ material.uuid ] = material; - } + } - } + } - } + return materials; - return { offset: glyph.ha * scale, path: path }; + }, - } + parseAnimations: function ( json ) { - // + var animations = []; - if ( size === undefined ) size = 100; - if ( divisions === undefined ) divisions = 4; + for ( var i = 0; i < json.length; i ++ ) { - var data = this.data; + var clip = AnimationClip.parse( json[ i ] ); - var paths = createPaths( text ); - var shapes = []; + animations.push( clip ); - for ( var p = 0, pl = paths.length; p < pl; p ++ ) { + } - Array.prototype.push.apply( shapes, paths[ p ].toShapes() ); + return animations; - } + }, - return shapes; + parseImages: function ( json, onLoad ) { - } + var scope = this; + var images = {}; - } ); + function loadImage( url ) { - /** - * @author mrdoob / http://mrdoob.com/ - */ + scope.manager.itemStart( url ); - function FontLoader( manager ) { + return loader.load( url, function () { - this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; + scope.manager.itemEnd( url ); - } + }, undefined, function () { - Object.assign( FontLoader.prototype, { + scope.manager.itemError( url ); - load: function ( url, onLoad, onProgress, onError ) { + } ); - var scope = this; + } - var loader = new XHRLoader( this.manager ); - loader.load( url, function ( text ) { + if ( json !== undefined && json.length > 0 ) { - var json; + var manager = new LoadingManager( onLoad ); - try { + var loader = new ImageLoader( manager ); + loader.setCrossOrigin( this.crossOrigin ); - json = JSON.parse( text ); + for ( var i = 0, l = json.length; i < l; i ++ ) { - } catch ( e ) { + var image = json[ i ]; + var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url; - console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' ); - json = JSON.parse( text.substring( 65, text.length - 2 ) ); + images[ image.uuid ] = loadImage( path ); - } + } - var font = scope.parse( json ); + } - if ( onLoad ) onLoad( font ); + return images; - }, onProgress, onError ); + }, - }, + parseTextures: function ( json, images ) { - parse: function ( json ) { + function parseConstant( value, type ) { - return new Font( json ); + if ( typeof( value ) === 'number' ) return value; - } + console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); - } ); + return type[ value ]; - var context; + } - function getAudioContext() { + var textures = {}; - if ( context === undefined ) { + if ( json !== undefined ) { - context = new ( window.AudioContext || window.webkitAudioContext )(); + for ( var i = 0, l = json.length; i < l; i ++ ) { - } + var data = json[ i ]; - return context; + if ( data.image === undefined ) { - } + console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid ); - /** - * @author Reece Aaron Lecrivain / http://reecenotes.com/ - */ + } - function AudioLoader( manager ) { + if ( images[ data.image ] === undefined ) { - this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; + console.warn( 'THREE.ObjectLoader: Undefined image', data.image ); - } + } - Object.assign( AudioLoader.prototype, { + var texture = new Texture( images[ data.image ] ); + texture.needsUpdate = true; - load: function ( url, onLoad, onProgress, onError ) { + texture.uuid = data.uuid; - var loader = new XHRLoader( this.manager ); - loader.setResponseType( 'arraybuffer' ); - loader.load( url, function ( buffer ) { + if ( data.name !== undefined ) texture.name = data.name; - var context = getAudioContext(); + if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TextureMapping ); - context.decodeAudioData( buffer, function ( audioBuffer ) { + if ( data.offset !== undefined ) texture.offset.fromArray( data.offset ); + if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat ); + if ( data.wrap !== undefined ) { - onLoad( audioBuffer ); + texture.wrapS = parseConstant( data.wrap[ 0 ], TextureWrapping ); + texture.wrapT = parseConstant( data.wrap[ 1 ], TextureWrapping ); - } ); + } - }, onProgress, onError ); + if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TextureFilter ); + if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TextureFilter ); + if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; - } + if ( data.flipY !== undefined ) texture.flipY = data.flipY; - } ); + textures[ data.uuid ] = texture; - /** - * @author mrdoob / http://mrdoob.com/ - */ + } - function StereoCamera() { + } - this.type = 'StereoCamera'; + return textures; - this.aspect = 1; + }, - this.eyeSep = 0.064; + parseObject: function () { - this.cameraL = new PerspectiveCamera(); - this.cameraL.layers.enable( 1 ); - this.cameraL.matrixAutoUpdate = false; + var matrix = new Matrix4(); - this.cameraR = new PerspectiveCamera(); - this.cameraR.layers.enable( 2 ); - this.cameraR.matrixAutoUpdate = false; + return function parseObject( data, geometries, materials ) { - } + var object; - Object.assign( StereoCamera.prototype, { + function getGeometry( name ) { - update: ( function () { + if ( geometries[ name ] === undefined ) { - var focus, fov, aspect, near, far; + console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); - var eyeRight = new Matrix4(); - var eyeLeft = new Matrix4(); + } - return function update( camera ) { + return geometries[ name ]; - var needsUpdate = focus !== camera.focus || fov !== camera.fov || - aspect !== camera.aspect * this.aspect || near !== camera.near || - far !== camera.far; + } - if ( needsUpdate ) { + function getMaterial( name ) { - focus = camera.focus; - fov = camera.fov; - aspect = camera.aspect * this.aspect; - near = camera.near; - far = camera.far; + if ( name === undefined ) return undefined; - // Off-axis stereoscopic effect based on - // http://paulbourke.net/stereographics/stereorender/ + if ( materials[ name ] === undefined ) { - var projectionMatrix = camera.projectionMatrix.clone(); - var eyeSep = this.eyeSep / 2; - var eyeSepOnProjection = eyeSep * near / focus; - var ymax = near * Math.tan( exports.Math.DEG2RAD * fov * 0.5 ); - var xmin, xmax; + console.warn( 'THREE.ObjectLoader: Undefined material', name ); - // translate xOffset + } - eyeLeft.elements[ 12 ] = - eyeSep; - eyeRight.elements[ 12 ] = eyeSep; + return materials[ name ]; - // for left eye + } - xmin = - ymax * aspect + eyeSepOnProjection; - xmax = ymax * aspect + eyeSepOnProjection; + switch ( data.type ) { - projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); - projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + case 'Scene': - this.cameraL.projectionMatrix.copy( projectionMatrix ); + object = new Scene(); - // for right eye + if ( data.background !== undefined ) { - xmin = - ymax * aspect - eyeSepOnProjection; - xmax = ymax * aspect - eyeSepOnProjection; + if ( Number.isInteger( data.background ) ) { - projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); - projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + object.background = new Color( data.background ); - this.cameraR.projectionMatrix.copy( projectionMatrix ); + } - } + } - this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft ); - this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight ); + if ( data.fog !== undefined ) { - }; + if ( data.fog.type === 'Fog' ) { - } )() + object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far ); - } ); + } else if ( data.fog.type === 'FogExp2' ) { - /** - * Camera for rendering cube maps - * - renders scene into axis-aligned cube - * - * @author alteredq / http://alteredqualia.com/ - */ + object.fog = new FogExp2( data.fog.color, data.fog.density ); - function CubeCamera( near, far, cubeResolution ) { + } - Object3D.call( this ); + } - this.type = 'CubeCamera'; + break; - var fov = 90, aspect = 1; + case 'PerspectiveCamera': - var cameraPX = new PerspectiveCamera( fov, aspect, near, far ); - cameraPX.up.set( 0, - 1, 0 ); - cameraPX.lookAt( new Vector3( 1, 0, 0 ) ); - this.add( cameraPX ); + object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); - var cameraNX = new PerspectiveCamera( fov, aspect, near, far ); - cameraNX.up.set( 0, - 1, 0 ); - cameraNX.lookAt( new Vector3( - 1, 0, 0 ) ); - this.add( cameraNX ); + if ( data.focus !== undefined ) object.focus = data.focus; + if ( data.zoom !== undefined ) object.zoom = data.zoom; + if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge; + if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset; + if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); - var cameraPY = new PerspectiveCamera( fov, aspect, near, far ); - cameraPY.up.set( 0, 0, 1 ); - cameraPY.lookAt( new Vector3( 0, 1, 0 ) ); - this.add( cameraPY ); + break; - var cameraNY = new PerspectiveCamera( fov, aspect, near, far ); - cameraNY.up.set( 0, 0, - 1 ); - cameraNY.lookAt( new Vector3( 0, - 1, 0 ) ); - this.add( cameraNY ); + case 'OrthographicCamera': - var cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); - cameraPZ.up.set( 0, - 1, 0 ); - cameraPZ.lookAt( new Vector3( 0, 0, 1 ) ); - this.add( cameraPZ ); + object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); - var cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); - cameraNZ.up.set( 0, - 1, 0 ); - cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) ); - this.add( cameraNZ ); + break; - var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter }; + case 'AmbientLight': - this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options ); + object = new AmbientLight( data.color, data.intensity ); - this.updateCubeMap = function ( renderer, scene ) { + break; - if ( this.parent === null ) this.updateMatrixWorld(); + case 'DirectionalLight': - var renderTarget = this.renderTarget; - var generateMipmaps = renderTarget.texture.generateMipmaps; + object = new DirectionalLight( data.color, data.intensity ); - renderTarget.texture.generateMipmaps = false; + break; - renderTarget.activeCubeFace = 0; - renderer.render( scene, cameraPX, renderTarget ); + case 'PointLight': - renderTarget.activeCubeFace = 1; - renderer.render( scene, cameraNX, renderTarget ); + object = new PointLight( data.color, data.intensity, data.distance, data.decay ); - renderTarget.activeCubeFace = 2; - renderer.render( scene, cameraPY, renderTarget ); + break; - renderTarget.activeCubeFace = 3; - renderer.render( scene, cameraNY, renderTarget ); + case 'SpotLight': - renderTarget.activeCubeFace = 4; - renderer.render( scene, cameraPZ, renderTarget ); + object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); - renderTarget.texture.generateMipmaps = generateMipmaps; + break; - renderTarget.activeCubeFace = 5; - renderer.render( scene, cameraNZ, renderTarget ); + case 'HemisphereLight': - renderer.setRenderTarget( null ); + object = new HemisphereLight( data.color, data.groundColor, data.intensity ); - }; + break; - } + case 'Mesh': - CubeCamera.prototype = Object.create( Object3D.prototype ); - CubeCamera.prototype.constructor = CubeCamera; + var geometry = getGeometry( data.geometry ); + var material = getMaterial( data.material ); - function AudioListener() { + if ( geometry.bones && geometry.bones.length > 0 ) { - Object3D.call( this ); + object = new SkinnedMesh( geometry, material ); - this.type = 'AudioListener'; + } else { - this.context = getAudioContext(); + object = new Mesh( geometry, material ); - this.gain = this.context.createGain(); - this.gain.connect( this.context.destination ); + } - this.filter = null; + break; - } + case 'LOD': - AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), { + object = new LOD(); - constructor: AudioListener, + break; - getInput: function () { + case 'Line': - return this.gain; + object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode ); - }, + break; - removeFilter: function ( ) { + case 'LineSegments': - if ( this.filter !== null ) { + object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) ); - this.gain.disconnect( this.filter ); - this.filter.disconnect( this.context.destination ); - this.gain.connect( this.context.destination ); - this.filter = null; + break; - } + case 'PointCloud': + case 'Points': - }, + object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) ); - getFilter: function () { + break; - return this.filter; + case 'Sprite': - }, + object = new Sprite( getMaterial( data.material ) ); - setFilter: function ( value ) { + break; - if ( this.filter !== null ) { + case 'Group': - this.gain.disconnect( this.filter ); - this.filter.disconnect( this.context.destination ); + object = new Group(); - } else { + break; - this.gain.disconnect( this.context.destination ); + default: - } + object = new Object3D(); - this.filter = value; - this.gain.connect( this.filter ); - this.filter.connect( this.context.destination ); + } - }, + object.uuid = data.uuid; - getMasterVolume: function () { + if ( data.name !== undefined ) object.name = data.name; + if ( data.matrix !== undefined ) { - return this.gain.gain.value; + matrix.fromArray( data.matrix ); + matrix.decompose( object.position, object.quaternion, object.scale ); - }, + } else { - setMasterVolume: function ( value ) { + if ( data.position !== undefined ) object.position.fromArray( data.position ); + if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation ); + if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion ); + if ( data.scale !== undefined ) object.scale.fromArray( data.scale ); - this.gain.gain.value = value; + } - }, + if ( data.castShadow !== undefined ) object.castShadow = data.castShadow; + if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; - updateMatrixWorld: ( function () { + if ( data.shadow ) { - var position = new Vector3(); - var quaternion = new Quaternion(); - var scale = new Vector3(); + if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias; + if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius; + if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize ); + if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera ); - var orientation = new Vector3(); + } - return function updateMatrixWorld( force ) { + if ( data.visible !== undefined ) object.visible = data.visible; + if ( data.userData !== undefined ) object.userData = data.userData; - Object3D.prototype.updateMatrixWorld.call( this, force ); + if ( data.children !== undefined ) { - var listener = this.context.listener; - var up = this.up; + for ( var child in data.children ) { - this.matrixWorld.decompose( position, quaternion, scale ); + object.add( this.parseObject( data.children[ child ], geometries, materials ) ); - orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion ); + } - listener.setPosition( position.x, position.y, position.z ); - listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z ); + } - }; + if ( data.type === 'LOD' ) { - } )() + var levels = data.levels; - } ); + for ( var l = 0; l < levels.length; l ++ ) { - function Audio( listener ) { + var level = levels[ l ]; + var child = object.getObjectByProperty( 'uuid', level.object ); - Object3D.call( this ); + if ( child !== undefined ) { - this.type = 'Audio'; + object.addLevel( child, level.distance ); - this.context = listener.context; - this.source = this.context.createBufferSource(); - this.source.onended = this.onEnded.bind( this ); + } - this.gain = this.context.createGain(); - this.gain.connect( listener.getInput() ); + } - this.autoplay = false; + } - this.startTime = 0; - this.playbackRate = 1; - this.isPlaying = false; - this.hasPlaybackControl = true; - this.sourceType = 'empty'; + return object; - this.filters = []; + }; - } + }() - Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { + } ); - constructor: Audio, + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Extensible curve object + * + * Some common of Curve methods + * .getPoint(t), getTangent(t) + * .getPointAt(u), getTangentAt(u) + * .getPoints(), .getSpacedPoints() + * .getLength() + * .updateArcLengths() + * + * This following classes subclasses THREE.Curve: + * + * -- 2d classes -- + * THREE.LineCurve + * THREE.QuadraticBezierCurve + * THREE.CubicBezierCurve + * THREE.SplineCurve + * THREE.ArcCurve + * THREE.EllipseCurve + * + * -- 3d classes -- + * THREE.LineCurve3 + * THREE.QuadraticBezierCurve3 + * THREE.CubicBezierCurve3 + * THREE.SplineCurve3 + * + * A series of curves can be represented as a THREE.CurvePath + * + **/ - getOutput: function () { + /************************************************************** + * Abstract Curve base class + **************************************************************/ - return this.gain; + function Curve() {} - }, + Curve.prototype = { - setNodeSource: function ( audioNode ) { + constructor: Curve, - this.hasPlaybackControl = false; - this.sourceType = 'audioNode'; - this.source = audioNode; - this.connect(); + // Virtual base class method to overwrite and implement in subclasses + // - t [0 .. 1] - return this; + getPoint: function ( t ) { - }, + console.warn( "THREE.Curve: Warning, getPoint() not implemented!" ); + return null; - setBuffer: function ( audioBuffer ) { + }, - this.source.buffer = audioBuffer; - this.sourceType = 'buffer'; + // Get point at relative position in curve according to arc length + // - u [0 .. 1] - if ( this.autoplay ) this.play(); + getPointAt: function ( u ) { - return this; + var t = this.getUtoTmapping( u ); + return this.getPoint( t ); - }, + }, - play: function () { + // Get sequence of points using getPoint( t ) - if ( this.isPlaying === true ) { + getPoints: function ( divisions ) { - console.warn( 'THREE.Audio: Audio is already playing.' ); - return; + if ( ! divisions ) divisions = 5; - } + var points = []; - if ( this.hasPlaybackControl === false ) { + for ( var d = 0; d <= divisions; d ++ ) { - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; + points.push( this.getPoint( d / divisions ) ); - } + } - var source = this.context.createBufferSource(); + return points; - source.buffer = this.source.buffer; - source.loop = this.source.loop; - source.onended = this.source.onended; - source.start( 0, this.startTime ); - source.playbackRate.value = this.playbackRate; + }, - this.isPlaying = true; + // Get sequence of points using getPointAt( u ) - this.source = source; + getSpacedPoints: function ( divisions ) { - return this.connect(); + if ( ! divisions ) divisions = 5; - }, + var points = []; - pause: function () { + for ( var d = 0; d <= divisions; d ++ ) { - if ( this.hasPlaybackControl === false ) { + points.push( this.getPointAt( d / divisions ) ); - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; + } - } + return points; - this.source.stop(); - this.startTime = this.context.currentTime; - this.isPlaying = false; + }, - return this; + // Get total curve arc length - }, + getLength: function () { - stop: function () { + var lengths = this.getLengths(); + return lengths[ lengths.length - 1 ]; - if ( this.hasPlaybackControl === false ) { + }, - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; + // Get list of cumulative segment lengths - } + getLengths: function ( divisions ) { - this.source.stop(); - this.startTime = 0; - this.isPlaying = false; + if ( ! divisions ) divisions = ( this.__arcLengthDivisions ) ? ( this.__arcLengthDivisions ) : 200; - return this; + if ( this.cacheArcLengths + && ( this.cacheArcLengths.length === divisions + 1 ) + && ! this.needsUpdate ) { - }, + //console.log( "cached", this.cacheArcLengths ); + return this.cacheArcLengths; - connect: function () { + } - if ( this.filters.length > 0 ) { + this.needsUpdate = false; - this.source.connect( this.filters[ 0 ] ); + var cache = []; + var current, last = this.getPoint( 0 ); + var p, sum = 0; - for ( var i = 1, l = this.filters.length; i < l; i ++ ) { + cache.push( 0 ); - this.filters[ i - 1 ].connect( this.filters[ i ] ); + for ( p = 1; p <= divisions; p ++ ) { - } + current = this.getPoint ( p / divisions ); + sum += current.distanceTo( last ); + cache.push( sum ); + last = current; - this.filters[ this.filters.length - 1 ].connect( this.getOutput() ); + } - } else { + this.cacheArcLengths = cache; - this.source.connect( this.getOutput() ); + return cache; // { sums: cache, sum:sum }; Sum is in the last element. - } + }, - return this; + updateArcLengths: function() { - }, + this.needsUpdate = true; + this.getLengths(); - disconnect: function () { + }, - if ( this.filters.length > 0 ) { + // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant - this.source.disconnect( this.filters[ 0 ] ); + getUtoTmapping: function ( u, distance ) { - for ( var i = 1, l = this.filters.length; i < l; i ++ ) { + var arcLengths = this.getLengths(); - this.filters[ i - 1 ].disconnect( this.filters[ i ] ); + var i = 0, il = arcLengths.length; - } + var targetArcLength; // The targeted u distance value to get - this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() ); + if ( distance ) { - } else { + targetArcLength = distance; - this.source.disconnect( this.getOutput() ); + } else { - } + targetArcLength = u * arcLengths[ il - 1 ]; - return this; + } - }, + //var time = Date.now(); - getFilters: function () { + // binary search for the index with largest value smaller than target u distance - return this.filters; + var low = 0, high = il - 1, comparison; - }, + while ( low <= high ) { - setFilters: function ( value ) { + i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats - if ( ! value ) value = []; + comparison = arcLengths[ i ] - targetArcLength; - if ( this.isPlaying === true ) { + if ( comparison < 0 ) { - this.disconnect(); - this.filters = value; - this.connect(); + low = i + 1; - } else { + } else if ( comparison > 0 ) { - this.filters = value; + high = i - 1; - } + } else { - return this; + high = i; + break; - }, + // DONE - getFilter: function () { + } - return this.getFilters()[ 0 ]; + } - }, + i = high; - setFilter: function ( filter ) { + //console.log('b' , i, low, high, Date.now()- time); - return this.setFilters( filter ? [ filter ] : [] ); + if ( arcLengths[ i ] === targetArcLength ) { - }, + var t = i / ( il - 1 ); + return t; - setPlaybackRate: function ( value ) { + } - if ( this.hasPlaybackControl === false ) { + // we could get finer grain at lengths, or use simple interpolation between two points - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; + var lengthBefore = arcLengths[ i ]; + var lengthAfter = arcLengths[ i + 1 ]; - } + var segmentLength = lengthAfter - lengthBefore; - this.playbackRate = value; + // determine where we are between the 'before' and 'after' points - if ( this.isPlaying === true ) { + var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; - this.source.playbackRate.value = this.playbackRate; + // add that fractional amount to t - } + var t = ( i + segmentFraction ) / ( il - 1 ); - return this; + return t; - }, + }, - getPlaybackRate: function () { + // Returns a unit vector tangent at t + // In case any sub curve does not implement its tangent derivation, + // 2 points a small delta apart will be used to find its gradient + // which seems to give a reasonable approximation - return this.playbackRate; + getTangent: function( t ) { - }, + var delta = 0.0001; + var t1 = t - delta; + var t2 = t + delta; - onEnded: function () { + // Capping in case of danger - this.isPlaying = false; + if ( t1 < 0 ) t1 = 0; + if ( t2 > 1 ) t2 = 1; - }, + var pt1 = this.getPoint( t1 ); + var pt2 = this.getPoint( t2 ); - getLoop: function () { + var vec = pt2.clone().sub( pt1 ); + return vec.normalize(); - if ( this.hasPlaybackControl === false ) { + }, - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return false; + getTangentAt: function ( u ) { - } + var t = this.getUtoTmapping( u ); + return this.getTangent( t ); - return this.source.loop; + } - }, + }; - setLoop: function ( value ) { + // TODO: Transformation for Curves? - if ( this.hasPlaybackControl === false ) { + /************************************************************** + * 3D Curves + **************************************************************/ - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; + // A Factory method for creating new curve subclasses - } + Curve.create = function ( constructor, getPointFunc ) { - this.source.loop = value; + constructor.prototype = Object.create( Curve.prototype ); + constructor.prototype.constructor = constructor; + constructor.prototype.getPoint = getPointFunc; - }, + return constructor; - getVolume: function () { + }; - return this.gain.gain.value; + /************************************************************** + * Line + **************************************************************/ - }, + function LineCurve( v1, v2 ) { + this.v1 = v1; + this.v2 = v2; - setVolume: function ( value ) { + } - this.gain.gain.value = value; + LineCurve.prototype = Object.create( Curve.prototype ); + LineCurve.prototype.constructor = LineCurve; - return this; + LineCurve.prototype.isLineCurve = true; - } + LineCurve.prototype.getPoint = function ( t ) { - } ); + if ( t === 1 ) { - function PositionalAudio( listener ) { + return this.v2.clone(); - Audio.call( this, listener ); + } - this.panner = this.context.createPanner(); - this.panner.connect( this.gain ); + var point = this.v2.clone().sub( this.v1 ); + point.multiplyScalar( t ).add( this.v1 ); - } + return point; - PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), { + }; - constructor: PositionalAudio, + // Line curve is linear, so we can overwrite default getPointAt - getOutput: function () { + LineCurve.prototype.getPointAt = function ( u ) { - return this.panner; + return this.getPoint( u ); - }, + }; - getRefDistance: function () { + LineCurve.prototype.getTangent = function( t ) { - return this.panner.refDistance; + var tangent = this.v2.clone().sub( this.v1 ); - }, + return tangent.normalize(); - setRefDistance: function ( value ) { + }; - this.panner.refDistance = value; + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + **/ - }, + /************************************************************** + * Curved Path - a curve path is simply a array of connected + * curves, but retains the api of a curve + **************************************************************/ - getRolloffFactor: function () { + function CurvePath() { - return this.panner.rolloffFactor; + this.curves = []; - }, + this.autoClose = false; // Automatically closes the path - setRolloffFactor: function ( value ) { + } - this.panner.rolloffFactor = value; + CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), { - }, + constructor: CurvePath, - getDistanceModel: function () { + add: function ( curve ) { - return this.panner.distanceModel; + this.curves.push( curve ); - }, + }, - setDistanceModel: function ( value ) { + closePath: function () { - this.panner.distanceModel = value; + // Add a line curve if start and end of lines are not connected + var startPoint = this.curves[ 0 ].getPoint( 0 ); + var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 ); - }, + if ( ! startPoint.equals( endPoint ) ) { - getMaxDistance: function () { + this.curves.push( new LineCurve( endPoint, startPoint ) ); - return this.panner.maxDistance; + } - }, + }, - setMaxDistance: function ( value ) { + // To get accurate point with reference to + // entire path distance at time t, + // following has to be done: - this.panner.maxDistance = value; + // 1. Length of each sub path have to be known + // 2. Locate and identify type of curve + // 3. Get t for the curve + // 4. Return curve.getPointAt(t') - }, + getPoint: function ( t ) { - updateMatrixWorld: ( function () { + var d = t * this.getLength(); + var curveLengths = this.getCurveLengths(); + var i = 0; - var position = new Vector3(); + // To think about boundaries points. - return function updateMatrixWorld( force ) { + while ( i < curveLengths.length ) { - Object3D.prototype.updateMatrixWorld.call( this, force ); + if ( curveLengths[ i ] >= d ) { - position.setFromMatrixPosition( this.matrixWorld ); + var diff = curveLengths[ i ] - d; + var curve = this.curves[ i ]; - this.panner.setPosition( position.x, position.y, position.z ); + var segmentLength = curve.getLength(); + var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength; - }; + return curve.getPointAt( u ); - } )() + } + i ++; - } ); + } - /** - * @author mrdoob / http://mrdoob.com/ - */ + return null; - function AudioAnalyser( audio, fftSize ) { + // loop where sum != 0, sum > d , sum+1 ' - accumulate: function( accuIndex, weight ) { + divisions = divisions || 12; - // note: happily accumulating nothing when weight = 0, the caller knows - // the weight and shouldn't have made the call in the first place + var points = [], last; - var buffer = this.buffer, - stride = this.valueSize, - offset = accuIndex * stride + stride, + for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) { - currentWeight = this.cumulativeWeight; + var curve = curves[ i ]; + var resolution = (curve && curve.isEllipseCurve) ? divisions * 2 + : (curve && curve.isLineCurve) ? 1 + : (curve && curve.isSplineCurve) ? divisions * curve.points.length + : divisions; - if ( currentWeight === 0 ) { + var pts = curve.getPoints( resolution ); - // accuN := incoming * weight + for ( var j = 0; j < pts.length; j++ ) { - for ( var i = 0; i !== stride; ++ i ) { + var point = pts[ j ]; - buffer[ offset + i ] = buffer[ i ]; + if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates - } + points.push( point ); + last = point; - currentWeight = weight; + } - } else { + } - // accuN := accuN + incoming * weight + if ( this.autoClose && points.length > 1 && !points[ points.length - 1 ].equals( points[ 0 ] ) ) { - currentWeight += weight; - var mix = weight / currentWeight; - this._mixBufferRegion( buffer, offset, 0, mix, stride ); + points.push( points[ 0 ] ); - } + } - this.cumulativeWeight = currentWeight; + return points; - }, + }, - // apply the state of 'accu' to the binding when accus differ - apply: function( accuIndex ) { + /************************************************************** + * Create Geometries Helpers + **************************************************************/ - var stride = this.valueSize, - buffer = this.buffer, - offset = accuIndex * stride + stride, + /// Generate geometry from path points (for Line or Points objects) - weight = this.cumulativeWeight, + createPointsGeometry: function ( divisions ) { - binding = this.binding; + var pts = this.getPoints( divisions ); + return this.createGeometry( pts ); - this.cumulativeWeight = 0; + }, - if ( weight < 1 ) { + // Generate geometry from equidistant sampling along the path - // accuN := accuN + original * ( 1 - cumulativeWeight ) + createSpacedPointsGeometry: function ( divisions ) { - var originalValueOffset = stride * 3; + var pts = this.getSpacedPoints( divisions ); + return this.createGeometry( pts ); - this._mixBufferRegion( - buffer, offset, originalValueOffset, 1 - weight, stride ); + }, - } + createGeometry: function ( points ) { - for ( var i = stride, e = stride + stride; i !== e; ++ i ) { + var geometry = new Geometry(); - if ( buffer[ i ] !== buffer[ i + stride ] ) { + for ( var i = 0, l = points.length; i < l; i ++ ) { - // value has changed -> update scene graph + var point = points[ i ]; + geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) ); - binding.setValue( buffer, offset ); - break; + } - } + return geometry; - } + } - }, + } ); - // remember the state of the bound property and copy it to both accus - saveOriginalState: function() { + /************************************************************** + * Ellipse curve + **************************************************************/ - var binding = this.binding; + function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { - var buffer = this.buffer, - stride = this.valueSize, + this.aX = aX; + this.aY = aY; - originalValueOffset = stride * 3; + this.xRadius = xRadius; + this.yRadius = yRadius; - binding.getValue( buffer, originalValueOffset ); + this.aStartAngle = aStartAngle; + this.aEndAngle = aEndAngle; - // accu[0..1] := orig -- initially detect changes against the original - for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) { + this.aClockwise = aClockwise; - buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; + this.aRotation = aRotation || 0; - } + } - this.cumulativeWeight = 0; + EllipseCurve.prototype = Object.create( Curve.prototype ); + EllipseCurve.prototype.constructor = EllipseCurve; - }, + EllipseCurve.prototype.isEllipseCurve = true; - // apply the state previously taken via 'saveOriginalState' to the binding - restoreOriginalState: function() { + EllipseCurve.prototype.getPoint = function( t ) { - var originalValueOffset = this.valueSize * 3; - this.binding.setValue( this.buffer, originalValueOffset ); + var twoPi = Math.PI * 2; + var deltaAngle = this.aEndAngle - this.aStartAngle; + var samePoints = Math.abs( deltaAngle ) < Number.EPSILON; - }, + // ensures that deltaAngle is 0 .. 2 PI + while ( deltaAngle < 0 ) deltaAngle += twoPi; + while ( deltaAngle > twoPi ) deltaAngle -= twoPi; + if ( deltaAngle < Number.EPSILON ) { - // mix functions + if ( samePoints ) { - _select: function( buffer, dstOffset, srcOffset, t, stride ) { + deltaAngle = 0; - if ( t >= 0.5 ) { + } else { - for ( var i = 0; i !== stride; ++ i ) { + deltaAngle = twoPi; - buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; + } - } + } - } + if ( this.aClockwise === true && ! samePoints ) { - }, + if ( deltaAngle === twoPi ) { - _slerp: function( buffer, dstOffset, srcOffset, t, stride ) { + deltaAngle = - twoPi; - Quaternion.slerpFlat( buffer, dstOffset, - buffer, dstOffset, buffer, srcOffset, t ); + } else { - }, + deltaAngle = deltaAngle - twoPi; - _lerp: function( buffer, dstOffset, srcOffset, t, stride ) { + } - var s = 1 - t; + } - for ( var i = 0; i !== stride; ++ i ) { + var angle = this.aStartAngle + t * deltaAngle; + var x = this.aX + this.xRadius * Math.cos( angle ); + var y = this.aY + this.yRadius * Math.sin( angle ); - var j = dstOffset + i; + if ( this.aRotation !== 0 ) { - buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; + var cos = Math.cos( this.aRotation ); + var sin = Math.sin( this.aRotation ); - } + var tx = x - this.aX; + var ty = y - this.aY; - } + // Rotate the point about the center of the ellipse. + x = tx * cos - ty * sin + this.aX; + y = tx * sin + ty * cos + this.aY; - }; + } - /** - * - * A reference to a real property in the scene graph. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ + return new Vector2( x, y ); - function PropertyBinding( rootNode, path, parsedPath ) { + }; - this.path = path; - this.parsedPath = parsedPath || - PropertyBinding.parseTrackName( path ); + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + */ - this.node = PropertyBinding.findNode( - rootNode, this.parsedPath.nodeName ) || rootNode; + exports.CurveUtils = { - this.rootNode = rootNode; + tangentQuadraticBezier: function ( t, p0, p1, p2 ) { - } + return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 ); - PropertyBinding.prototype = { + }, - constructor: PropertyBinding, + // Puay Bing, thanks for helping with this derivative! - getValue: function getValue_unbound( targetArray, offset ) { + tangentCubicBezier: function ( t, p0, p1, p2, p3 ) { - this.bind(); - this.getValue( targetArray, offset ); + return - 3 * p0 * ( 1 - t ) * ( 1 - t ) + + 3 * p1 * ( 1 - t ) * ( 1 - t ) - 6 * t * p1 * ( 1 - t ) + + 6 * t * p2 * ( 1 - t ) - 3 * t * t * p2 + + 3 * t * t * p3; - // Note: This class uses a State pattern on a per-method basis: - // 'bind' sets 'this.getValue' / 'setValue' and shadows the - // prototype version of these methods with one that represents - // the bound state. When the property is not found, the methods - // become no-ops. + }, - }, + tangentSpline: function ( t, p0, p1, p2, p3 ) { - setValue: function getValue_unbound( sourceArray, offset ) { + // To check if my formulas are correct - this.bind(); - this.setValue( sourceArray, offset ); + var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1 + var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t + var h01 = - 6 * t * t + 6 * t; // − 2t3 + 3t2 + var h11 = 3 * t * t - 2 * t; // t3 − t2 - }, + return h00 + h10 + h01 + h11; - // create getter / setter pair for a property in the scene graph - bind: function() { + }, - var targetObject = this.node, - parsedPath = this.parsedPath, + // Catmull-Rom - objectName = parsedPath.objectName, - propertyName = parsedPath.propertyName, - propertyIndex = parsedPath.propertyIndex; + interpolate: function( p0, p1, p2, p3, t ) { - if ( ! targetObject ) { + var v0 = ( p2 - p0 ) * 0.5; + var v1 = ( p3 - p1 ) * 0.5; + var t2 = t * t; + var t3 = t * t2; + return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; - targetObject = PropertyBinding.findNode( - this.rootNode, parsedPath.nodeName ) || this.rootNode; + } - this.node = targetObject; + }; - } + /************************************************************** + * Spline curve + **************************************************************/ - // set fail state so we can just 'return' on error - this.getValue = this._getValue_unavailable; - this.setValue = this._setValue_unavailable; + function SplineCurve( points /* array of Vector2 */ ) { - // ensure there is a value node - if ( ! targetObject ) { + this.points = ( points === undefined ) ? [] : points; - console.error( " trying to update node for track: " + this.path + " but it wasn't found." ); - return; + } - } + SplineCurve.prototype = Object.create( Curve.prototype ); + SplineCurve.prototype.constructor = SplineCurve; - if ( objectName ) { + SplineCurve.prototype.isSplineCurve = true; - var objectIndex = parsedPath.objectIndex; + SplineCurve.prototype.getPoint = function ( t ) { - // special cases were we need to reach deeper into the hierarchy to get the face materials.... - switch ( objectName ) { + var points = this.points; + var point = ( points.length - 1 ) * t; - case 'materials': + var intPoint = Math.floor( point ); + var weight = point - intPoint; - if ( ! targetObject.material ) { + var point0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ]; + var point1 = points[ intPoint ]; + var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; + var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; - console.error( ' can not bind to material as node does not have a material', this ); - return; + var interpolate = exports.CurveUtils.interpolate; - } + return new Vector2( + interpolate( point0.x, point1.x, point2.x, point3.x, weight ), + interpolate( point0.y, point1.y, point2.y, point3.y, weight ) + ); - if ( ! targetObject.material.materials ) { + }; - console.error( ' can not bind to material.materials as node.material does not have a materials array', this ); - return; + /************************************************************** + * Cubic Bezier curve + **************************************************************/ - } + function CubicBezierCurve( v0, v1, v2, v3 ) { - targetObject = targetObject.material.materials; + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + this.v3 = v3; - break; + } - case 'bones': + CubicBezierCurve.prototype = Object.create( Curve.prototype ); + CubicBezierCurve.prototype.constructor = CubicBezierCurve; - if ( ! targetObject.skeleton ) { + CubicBezierCurve.prototype.getPoint = function ( t ) { - console.error( ' can not bind to bones as node does not have a skeleton', this ); - return; + var b3 = exports.ShapeUtils.b3; - } + return new Vector2( + b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ), + b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ) + ); - // potential future optimization: skip this if propertyIndex is already an integer - // and convert the integer string to a true integer. + }; - targetObject = targetObject.skeleton.bones; + CubicBezierCurve.prototype.getTangent = function( t ) { - // support resolving morphTarget names into indices. - for ( var i = 0; i < targetObject.length; i ++ ) { + var tangentCubicBezier = exports.CurveUtils.tangentCubicBezier; - if ( targetObject[ i ].name === objectIndex ) { + return new Vector2( + tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ), + tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ) + ).normalize(); - objectIndex = i; - break; + }; - } + /************************************************************** + * Quadratic Bezier curve + **************************************************************/ - } - break; + function QuadraticBezierCurve( v0, v1, v2 ) { - default: + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; - if ( targetObject[ objectName ] === undefined ) { + } - console.error( ' can not bind to objectName of node, undefined', this ); - return; + QuadraticBezierCurve.prototype = Object.create( Curve.prototype ); + QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve; - } - targetObject = targetObject[ objectName ]; + QuadraticBezierCurve.prototype.getPoint = function ( t ) { - } + var b2 = exports.ShapeUtils.b2; + return new Vector2( + b2( t, this.v0.x, this.v1.x, this.v2.x ), + b2( t, this.v0.y, this.v1.y, this.v2.y ) + ); - if ( objectIndex !== undefined ) { + }; - if ( targetObject[ objectIndex ] === undefined ) { - console.error( " trying to bind to objectIndex of objectName, but is undefined:", this, targetObject ); - return; + QuadraticBezierCurve.prototype.getTangent = function( t ) { - } + var tangentQuadraticBezier = exports.CurveUtils.tangentQuadraticBezier; - targetObject = targetObject[ objectIndex ]; + return new Vector2( + tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x ), + tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y ) + ).normalize(); - } + }; - } + var PathPrototype = Object.assign( Object.create( CurvePath.prototype ), { - // resolve property - var nodeProperty = targetObject[ propertyName ]; + fromPoints: function ( vectors ) { - if ( nodeProperty === undefined ) { + this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y ); - var nodeName = parsedPath.nodeName; + for ( var i = 1, l = vectors.length; i < l; i ++ ) { - console.error( " trying to update property for track: " + nodeName + - '.' + propertyName + " but it wasn't found.", targetObject ); - return; + this.lineTo( vectors[ i ].x, vectors[ i ].y ); - } + } - // determine versioning scheme - var versioning = this.Versioning.None; + }, - if ( targetObject.needsUpdate !== undefined ) { // material + moveTo: function ( x, y ) { - versioning = this.Versioning.NeedsUpdate; - this.targetObject = targetObject; + this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying? - } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform + }, - versioning = this.Versioning.MatrixWorldNeedsUpdate; - this.targetObject = targetObject; + lineTo: function ( x, y ) { - } + var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) ); + this.curves.push( curve ); - // determine how the property gets bound - var bindingType = this.BindingType.Direct; + this.currentPoint.set( x, y ); - if ( propertyIndex !== undefined ) { - // access a sub element of the property array (only primitives are supported right now) + }, - if ( propertyName === "morphTargetInfluences" ) { - // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. + quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { - // support resolving morphTarget names into indices. - if ( ! targetObject.geometry ) { + var curve = new QuadraticBezierCurve( + this.currentPoint.clone(), + new Vector2( aCPx, aCPy ), + new Vector2( aX, aY ) + ); - console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry', this ); - return; + this.curves.push( curve ); - } + this.currentPoint.set( aX, aY ); - if ( ! targetObject.geometry.morphTargets ) { + }, - console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry.morphTargets', this ); - return; + bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { - } + var curve = new CubicBezierCurve( + this.currentPoint.clone(), + new Vector2( aCP1x, aCP1y ), + new Vector2( aCP2x, aCP2y ), + new Vector2( aX, aY ) + ); - for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) { + this.curves.push( curve ); - if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) { + this.currentPoint.set( aX, aY ); - propertyIndex = i; - break; + }, - } + splineThru: function ( pts /*Array of Vector*/ ) { - } + var npts = [ this.currentPoint.clone() ].concat( pts ); - } + var curve = new SplineCurve( npts ); + this.curves.push( curve ); - bindingType = this.BindingType.ArrayElement; + this.currentPoint.copy( pts[ pts.length - 1 ] ); - this.resolvedProperty = nodeProperty; - this.propertyIndex = propertyIndex; + }, - } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { - // must use copy for Object3D.Euler/Quaternion + arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { - bindingType = this.BindingType.HasFromToArray; + var x0 = this.currentPoint.x; + var y0 = this.currentPoint.y; - this.resolvedProperty = nodeProperty; + this.absarc( aX + x0, aY + y0, aRadius, + aStartAngle, aEndAngle, aClockwise ); - } else if ( nodeProperty.length !== undefined ) { + }, - bindingType = this.BindingType.EntireArray; + absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { - this.resolvedProperty = nodeProperty; + this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); - } else { + }, - this.propertyName = propertyName; + ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { - } + var x0 = this.currentPoint.x; + var y0 = this.currentPoint.y; - // select getter / setter - this.getValue = this.GetterByBindingType[ bindingType ]; - this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; + this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); - }, + }, - unbind: function() { + absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { - this.node = null; + var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); - // back to the prototype version of getValue / setValue - // note: avoiding to mutate the shape of 'this' via 'delete' - this.getValue = this._getValue_unbound; - this.setValue = this._setValue_unbound; + if ( this.curves.length > 0 ) { - } + // if a previous curve is present, attempt to join + var firstPoint = curve.getPoint( 0 ); - }; + if ( ! firstPoint.equals( this.currentPoint ) ) { - Object.assign( PropertyBinding.prototype, { // prototype, continued + this.lineTo( firstPoint.x, firstPoint.y ); - // these are used to "bind" a nonexistent property - _getValue_unavailable: function() {}, - _setValue_unavailable: function() {}, + } - // initial state of these methods that calls 'bind' - _getValue_unbound: PropertyBinding.prototype.getValue, - _setValue_unbound: PropertyBinding.prototype.setValue, + } - BindingType: { - Direct: 0, - EntireArray: 1, - ArrayElement: 2, - HasFromToArray: 3 - }, + this.curves.push( curve ); - Versioning: { - None: 0, - NeedsUpdate: 1, - MatrixWorldNeedsUpdate: 2 - }, + var lastPoint = curve.getPoint( 1 ); + this.currentPoint.copy( lastPoint ); - GetterByBindingType: [ + } - function getValue_direct( buffer, offset ) { + } ); - buffer[ offset ] = this.node[ this.propertyName ]; + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Defines a 2d shape plane using paths. + **/ - }, + // STEP 1 Create a path. + // STEP 2 Turn path into shape. + // STEP 3 ExtrudeGeometry takes in Shape/Shapes + // STEP 3a - Extract points from each shape, turn to vertices + // STEP 3b - Triangulate each shape, add faces. - function getValue_array( buffer, offset ) { + function Shape() { - var source = this.resolvedProperty; + Path.apply( this, arguments ); - for ( var i = 0, n = source.length; i !== n; ++ i ) { + this.holes = []; - buffer[ offset ++ ] = source[ i ]; + } - } + Shape.prototype = Object.assign( Object.create( PathPrototype ), { - }, + constructor: Shape, - function getValue_arrayElement( buffer, offset ) { + // Convenience method to return ExtrudeGeometry - buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; + extrude: function ( options ) { - }, + return new ExtrudeGeometry( this, options ); - function getValue_toArray( buffer, offset ) { + }, - this.resolvedProperty.toArray( buffer, offset ); + // Convenience method to return ShapeGeometry - } + makeGeometry: function ( options ) { - ], + return new ShapeGeometry( this, options ); - SetterByBindingTypeAndVersioning: [ + }, - [ - // Direct + getPointsHoles: function ( divisions ) { - function setValue_direct( buffer, offset ) { + var holesPts = []; - this.node[ this.propertyName ] = buffer[ offset ]; + for ( var i = 0, l = this.holes.length; i < l; i ++ ) { - }, + holesPts[ i ] = this.holes[ i ].getPoints( divisions ); - function setValue_direct_setNeedsUpdate( buffer, offset ) { + } - this.node[ this.propertyName ] = buffer[ offset ]; - this.targetObject.needsUpdate = true; + return holesPts; - }, + }, - function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { + // Get points of shape and holes (keypoints based on segments parameter) - this.node[ this.propertyName ] = buffer[ offset ]; - this.targetObject.matrixWorldNeedsUpdate = true; + extractAllPoints: function ( divisions ) { - } + return { - ], [ + shape: this.getPoints( divisions ), + holes: this.getPointsHoles( divisions ) - // EntireArray + }; - function setValue_array( buffer, offset ) { + }, - var dest = this.resolvedProperty; + extractPoints: function ( divisions ) { - for ( var i = 0, n = dest.length; i !== n; ++ i ) { + return this.extractAllPoints( divisions ); - dest[ i ] = buffer[ offset ++ ]; + } - } + } ); - }, + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Creates free form 2d path using series of points, lines or curves. + * + **/ - function setValue_array_setNeedsUpdate( buffer, offset ) { + function Path( points ) { - var dest = this.resolvedProperty; + CurvePath.call( this ); + this.currentPoint = new Vector2(); - for ( var i = 0, n = dest.length; i !== n; ++ i ) { + if ( points ) { - dest[ i ] = buffer[ offset ++ ]; + this.fromPoints( points ); - } + } - this.targetObject.needsUpdate = true; + } - }, + Path.prototype = PathPrototype; + PathPrototype.constructor = Path; - function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { - var dest = this.resolvedProperty; + // minimal class for proxing functions to Path. Replaces old "extractSubpaths()" + function ShapePath() { + this.subPaths = []; + this.currentPath = null; + } - for ( var i = 0, n = dest.length; i !== n; ++ i ) { + ShapePath.prototype = { + moveTo: function ( x, y ) { + this.currentPath = new Path(); + this.subPaths.push(this.currentPath); + this.currentPath.moveTo( x, y ); + }, + lineTo: function ( x, y ) { + this.currentPath.lineTo( x, y ); + }, + quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { + this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); + }, + bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { + this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); + }, + splineThru: function ( pts ) { + this.currentPath.splineThru( pts ); + }, - dest[ i ] = buffer[ offset ++ ]; + toShapes: function ( isCCW, noHoles ) { - } + function toShapesNoHoles( inSubpaths ) { - this.targetObject.matrixWorldNeedsUpdate = true; + var shapes = []; - } + for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) { - ], [ + var tmpPath = inSubpaths[ i ]; - // ArrayElement + var tmpShape = new Shape(); + tmpShape.curves = tmpPath.curves; - function setValue_arrayElement( buffer, offset ) { + shapes.push( tmpShape ); - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + } - }, + return shapes; - function setValue_arrayElement_setNeedsUpdate( buffer, offset ) { + } - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.targetObject.needsUpdate = true; + function isPointInsidePolygon( inPt, inPolygon ) { - }, + var polyLen = inPolygon.length; - function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { + // inPt on polygon contour => immediate success or + // toggling of inside/outside at every single! intersection point of an edge + // with the horizontal line through inPt, left of inPt + // not counting lowerY endpoints of edges and whole edges on that line + var inside = false; + for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) { - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.targetObject.matrixWorldNeedsUpdate = true; + var edgeLowPt = inPolygon[ p ]; + var edgeHighPt = inPolygon[ q ]; - } + var edgeDx = edgeHighPt.x - edgeLowPt.x; + var edgeDy = edgeHighPt.y - edgeLowPt.y; - ], [ + if ( Math.abs( edgeDy ) > Number.EPSILON ) { - // HasToFromArray + // not parallel + if ( edgeDy < 0 ) { - function setValue_fromArray( buffer, offset ) { + edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; + edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; - this.resolvedProperty.fromArray( buffer, offset ); + } + if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue; - }, + if ( inPt.y === edgeLowPt.y ) { - function setValue_fromArray_setNeedsUpdate( buffer, offset ) { + if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ? + // continue; // no intersection or edgeLowPt => doesn't count !!! - this.resolvedProperty.fromArray( buffer, offset ); - this.targetObject.needsUpdate = true; + } else { - }, + var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y ); + if ( perpEdge === 0 ) return true; // inPt is on contour ? + if ( perpEdge < 0 ) continue; + inside = ! inside; // true intersection left of inPt - function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { + } - this.resolvedProperty.fromArray( buffer, offset ); - this.targetObject.matrixWorldNeedsUpdate = true; + } else { - } + // parallel or collinear + if ( inPt.y !== edgeLowPt.y ) continue; // parallel + // edge lies on the same horizontal line as inPt + if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) || + ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour ! + // continue; - ] + } - ] + } - } ); + return inside; - PropertyBinding.Composite = - function( targetGroup, path, optionalParsedPath ) { + } - var parsedPath = optionalParsedPath || - PropertyBinding.parseTrackName( path ); + var isClockWise = exports.ShapeUtils.isClockWise; - this._targetGroup = targetGroup; - this._bindings = targetGroup.subscribe_( path, parsedPath ); + var subPaths = this.subPaths; + if ( subPaths.length === 0 ) return []; - }; + if ( noHoles === true ) return toShapesNoHoles( subPaths ); - PropertyBinding.Composite.prototype = { - constructor: PropertyBinding.Composite, + var solid, tmpPath, tmpShape, shapes = []; - getValue: function( array, offset ) { + if ( subPaths.length === 1 ) { - this.bind(); // bind all binding + tmpPath = subPaths[ 0 ]; + tmpShape = new Shape(); + tmpShape.curves = tmpPath.curves; + shapes.push( tmpShape ); + return shapes; - var firstValidIndex = this._targetGroup.nCachedObjects_, - binding = this._bindings[ firstValidIndex ]; + } - // and only call .getValue on the first - if ( binding !== undefined ) binding.getValue( array, offset ); + var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() ); + holesFirst = isCCW ? ! holesFirst : holesFirst; - }, + // console.log("Holes first", holesFirst); - setValue: function( array, offset ) { + var betterShapeHoles = []; + var newShapes = []; + var newShapeHoles = []; + var mainIdx = 0; + var tmpPoints; - var bindings = this._bindings; + newShapes[ mainIdx ] = undefined; + newShapeHoles[ mainIdx ] = []; - for ( var i = this._targetGroup.nCachedObjects_, - n = bindings.length; i !== n; ++ i ) { + for ( var i = 0, l = subPaths.length; i < l; i ++ ) { - bindings[ i ].setValue( array, offset ); + tmpPath = subPaths[ i ]; + tmpPoints = tmpPath.getPoints(); + solid = isClockWise( tmpPoints ); + solid = isCCW ? ! solid : solid; - } + if ( solid ) { - }, + if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++; - bind: function() { + newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints }; + newShapes[ mainIdx ].s.curves = tmpPath.curves; - var bindings = this._bindings; + if ( holesFirst ) mainIdx ++; + newShapeHoles[ mainIdx ] = []; - for ( var i = this._targetGroup.nCachedObjects_, - n = bindings.length; i !== n; ++ i ) { + //console.log('cw', i); - bindings[ i ].bind(); + } else { - } + newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } ); - }, + //console.log('ccw', i); - unbind: function() { + } - var bindings = this._bindings; + } - for ( var i = this._targetGroup.nCachedObjects_, - n = bindings.length; i !== n; ++ i ) { + // only Holes? -> probably all Shapes with wrong orientation + if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths ); - bindings[ i ].unbind(); - } + if ( newShapes.length > 1 ) { - } + var ambiguous = false; + var toChange = []; - }; + for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { - PropertyBinding.create = function( root, path, parsedPath ) { + betterShapeHoles[ sIdx ] = []; - if ( ! ( (root && root.isAnimationObjectGroup) ) ) { + } - return new PropertyBinding( root, path, parsedPath ); + for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { - } else { + var sho = newShapeHoles[ sIdx ]; - return new PropertyBinding.Composite( root, path, parsedPath ); + for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) { - } + var ho = sho[ hIdx ]; + var hole_unassigned = true; - }; + for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) { - PropertyBinding.parseTrackName = function( trackName ) { + if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) { - // matches strings in the form of: - // nodeName.property - // nodeName.property[accessor] - // nodeName.material.property[accessor] - // uuid.property[accessor] - // uuid.objectName[objectIndex].propertyName[propertyIndex] - // parentName/nodeName.property - // parentName/parentName/nodeName.property[index] - // .bone[Armature.DEF_cog].position - // created and tested via https://regex101.com/#javascript + if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); + if ( hole_unassigned ) { - var re = /^((?:\w+\/)*)(\w+)?(?:\.(\w+)(?:\[(.+)\])?)?\.(\w+)(?:\[(.+)\])?$/; - var matches = re.exec( trackName ); + hole_unassigned = false; + betterShapeHoles[ s2Idx ].push( ho ); - if ( ! matches ) { + } else { - throw new Error( "cannot parse trackName at all: " + trackName ); + ambiguous = true; - } + } - var results = { - // directoryName: matches[ 1 ], // (tschw) currently unused - nodeName: matches[ 2 ], // allowed to be null, specified root node. - objectName: matches[ 3 ], - objectIndex: matches[ 4 ], - propertyName: matches[ 5 ], - propertyIndex: matches[ 6 ] // allowed to be null, specifies that the whole property is set. - }; + } - if ( results.propertyName === null || results.propertyName.length === 0 ) { + } + if ( hole_unassigned ) { - throw new Error( "can not parse propertyName from trackName: " + trackName ); + betterShapeHoles[ sIdx ].push( ho ); - } + } - return results; + } - }; + } + // console.log("ambiguous: ", ambiguous); + if ( toChange.length > 0 ) { - PropertyBinding.findNode = function( root, nodeName ) { + // console.log("to change: ", toChange); + if ( ! ambiguous ) newShapeHoles = betterShapeHoles; - if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) { + } - return root; + } - } + var tmpHoles; - // search into skeleton bones. - if ( root.skeleton ) { + for ( var i = 0, il = newShapes.length; i < il; i ++ ) { - var searchSkeleton = function( skeleton ) { + tmpShape = newShapes[ i ].s; + shapes.push( tmpShape ); + tmpHoles = newShapeHoles[ i ]; - for( var i = 0; i < skeleton.bones.length; i ++ ) { + for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) { - var bone = skeleton.bones[ i ]; + tmpShape.holes.push( tmpHoles[ j ].h ); - if ( bone.name === nodeName ) { + } - return bone; + } - } - } + //console.log("shape", shapes); - return null; + return shapes; - }; + } + } - var bone = searchSkeleton( root.skeleton ); + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author mrdoob / http://mrdoob.com/ + */ - if ( bone ) { + function Font( data ) { - return bone; + this.data = data; - } - } + } - // search into node subtree. - if ( root.children ) { + Object.assign( Font.prototype, { - var searchNodeSubtree = function( children ) { + isFont: true, - for( var i = 0; i < children.length; i ++ ) { + generateShapes: function ( text, size, divisions ) { - var childNode = children[ i ]; + function createPaths( text ) { - if ( childNode.name === nodeName || childNode.uuid === nodeName ) { + var chars = String( text ).split( '' ); + var scale = size / data.resolution; + var offset = 0; - return childNode; + var paths = []; - } + for ( var i = 0; i < chars.length; i ++ ) { - var result = searchNodeSubtree( childNode.children ); + var ret = createPath( chars[ i ], scale, offset ); + offset += ret.offset; - if ( result ) return result; + paths.push( ret.path ); - } + } - return null; + return paths; - }; + } - var subTreeNode = searchNodeSubtree( root.children ); + function createPath( c, scale, offset ) { - if ( subTreeNode ) { + var glyph = data.glyphs[ c ] || data.glyphs[ '?' ]; - return subTreeNode; + if ( ! glyph ) return; - } + var path = new ShapePath(); - } + var pts = [], b2 = exports.ShapeUtils.b2, b3 = exports.ShapeUtils.b3; + var x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, laste; - return null; + if ( glyph.o ) { - }; + var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) ); - /** - * - * A group of objects that receives a shared animation state. - * - * Usage: - * - * - Add objects you would otherwise pass as 'root' to the - * constructor or the .clipAction method of AnimationMixer. - * - * - Instead pass this object as 'root'. - * - * - You can also add and remove objects later when the mixer - * is running. - * - * Note: - * - * Objects of this class appear as one object to the mixer, - * so cache control of the individual objects must be done - * on the group. - * - * Limitation: - * - * - The animated properties must be compatible among the - * all objects in the group. - * - * - A single property can either be controlled through a - * target group or directly, but not both. - * - * @author tschw - */ + for ( var i = 0, l = outline.length; i < l; ) { - function AnimationObjectGroup( var_args ) { + var action = outline[ i ++ ]; - this.uuid = exports.Math.generateUUID(); + switch ( action ) { - // cached objects followed by the active ones - this._objects = Array.prototype.slice.call( arguments ); + case 'm': // moveTo - this.nCachedObjects_ = 0; // threshold - // note: read by PropertyBinding.Composite + x = outline[ i ++ ] * scale + offset; + y = outline[ i ++ ] * scale; - var indices = {}; - this._indicesByUUID = indices; // for bookkeeping + path.moveTo( x, y ); - for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + break; - indices[ arguments[ i ].uuid ] = i; + case 'l': // lineTo - } + x = outline[ i ++ ] * scale + offset; + y = outline[ i ++ ] * scale; - this._paths = []; // inside: string - this._parsedPaths = []; // inside: { we don't care, here } - this._bindings = []; // inside: Array< PropertyBinding > - this._bindingsIndicesByPath = {}; // inside: indices in these arrays + path.lineTo( x, y ); - var scope = this; + break; - this.stats = { + case 'q': // quadraticCurveTo - objects: { - get total() { return scope._objects.length; }, - get inUse() { return this.total - scope.nCachedObjects_; } - }, + cpx = outline[ i ++ ] * scale + offset; + cpy = outline[ i ++ ] * scale; + cpx1 = outline[ i ++ ] * scale + offset; + cpy1 = outline[ i ++ ] * scale; - get bindingsPerObject() { return scope._bindings.length; } + path.quadraticCurveTo( cpx1, cpy1, cpx, cpy ); - }; + laste = pts[ pts.length - 1 ]; - } + if ( laste ) { - AnimationObjectGroup.prototype = { + cpx0 = laste.x; + cpy0 = laste.y; - constructor: AnimationObjectGroup, + for ( var i2 = 1; i2 <= divisions; i2 ++ ) { - isAnimationObjectGroup: true, + var t = i2 / divisions; + b2( t, cpx0, cpx1, cpx ); + b2( t, cpy0, cpy1, cpy ); - add: function( var_args ) { + } - var objects = this._objects, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_, - indicesByUUID = this._indicesByUUID, - paths = this._paths, - parsedPaths = this._parsedPaths, - bindings = this._bindings, - nBindings = bindings.length; + } - for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + break; - var object = arguments[ i ], - uuid = object.uuid, - index = indicesByUUID[ uuid ]; + case 'b': // bezierCurveTo - if ( index === undefined ) { + cpx = outline[ i ++ ] * scale + offset; + cpy = outline[ i ++ ] * scale; + cpx1 = outline[ i ++ ] * scale + offset; + cpy1 = outline[ i ++ ] * scale; + cpx2 = outline[ i ++ ] * scale + offset; + cpy2 = outline[ i ++ ] * scale; - // unknown object -> add it to the ACTIVE region + path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy ); - index = nObjects ++; - indicesByUUID[ uuid ] = index; - objects.push( object ); + laste = pts[ pts.length - 1 ]; - // accounting is done, now do the same for all bindings + if ( laste ) { - for ( var j = 0, m = nBindings; j !== m; ++ j ) { + cpx0 = laste.x; + cpy0 = laste.y; - bindings[ j ].push( - new PropertyBinding( - object, paths[ j ], parsedPaths[ j ] ) ); + for ( var i2 = 1; i2 <= divisions; i2 ++ ) { - } + var t = i2 / divisions; + b3( t, cpx0, cpx1, cpx2, cpx ); + b3( t, cpy0, cpy1, cpy2, cpy ); - } else if ( index < nCachedObjects ) { + } - var knownObject = objects[ index ]; + } - // move existing object to the ACTIVE region + break; - var firstActiveIndex = -- nCachedObjects, - lastCachedObject = objects[ firstActiveIndex ]; + } - indicesByUUID[ lastCachedObject.uuid ] = index; - objects[ index ] = lastCachedObject; + } - indicesByUUID[ uuid ] = firstActiveIndex; - objects[ firstActiveIndex ] = object; + } - // accounting is done, now do the same for all bindings + return { offset: glyph.ha * scale, path: path }; - for ( var j = 0, m = nBindings; j !== m; ++ j ) { + } - var bindingsForPath = bindings[ j ], - lastCached = bindingsForPath[ firstActiveIndex ], - binding = bindingsForPath[ index ]; + // - bindingsForPath[ index ] = lastCached; + if ( size === undefined ) size = 100; + if ( divisions === undefined ) divisions = 4; - if ( binding === undefined ) { + var data = this.data; - // since we do not bother to create new bindings - // for objects that are cached, the binding may - // or may not exist + var paths = createPaths( text ); + var shapes = []; - binding = new PropertyBinding( - object, paths[ j ], parsedPaths[ j ] ); + for ( var p = 0, pl = paths.length; p < pl; p ++ ) { - } + Array.prototype.push.apply( shapes, paths[ p ].toShapes() ); - bindingsForPath[ firstActiveIndex ] = binding; + } - } + return shapes; - } else if ( objects[ index ] !== knownObject) { + } - console.error( "Different objects with the same UUID " + - "detected. Clean the caches or recreate your " + - "infrastructure when reloading scenes..." ); + } ); - } // else the object is already where we want it to be + /** + * @author mrdoob / http://mrdoob.com/ + */ - } // for arguments + function FontLoader( manager ) { - this.nCachedObjects_ = nCachedObjects; + this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; - }, + } - remove: function( var_args ) { + Object.assign( FontLoader.prototype, { - var objects = this._objects, - nCachedObjects = this.nCachedObjects_, - indicesByUUID = this._indicesByUUID, - bindings = this._bindings, - nBindings = bindings.length; + load: function ( url, onLoad, onProgress, onError ) { - for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + var scope = this; - var object = arguments[ i ], - uuid = object.uuid, - index = indicesByUUID[ uuid ]; + var loader = new XHRLoader( this.manager ); + loader.load( url, function ( text ) { - if ( index !== undefined && index >= nCachedObjects ) { + var json; - // move existing object into the CACHED region + try { - var lastCachedIndex = nCachedObjects ++, - firstActiveObject = objects[ lastCachedIndex ]; + json = JSON.parse( text ); - indicesByUUID[ firstActiveObject.uuid ] = index; - objects[ index ] = firstActiveObject; + } catch ( e ) { - indicesByUUID[ uuid ] = lastCachedIndex; - objects[ lastCachedIndex ] = object; + console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' ); + json = JSON.parse( text.substring( 65, text.length - 2 ) ); - // accounting is done, now do the same for all bindings + } - for ( var j = 0, m = nBindings; j !== m; ++ j ) { + var font = scope.parse( json ); - var bindingsForPath = bindings[ j ], - firstActive = bindingsForPath[ lastCachedIndex ], - binding = bindingsForPath[ index ]; + if ( onLoad ) onLoad( font ); - bindingsForPath[ index ] = firstActive; - bindingsForPath[ lastCachedIndex ] = binding; + }, onProgress, onError ); - } + }, - } + parse: function ( json ) { - } // for arguments + return new Font( json ); - this.nCachedObjects_ = nCachedObjects; + } - }, + } ); - // remove & forget - uncache: function( var_args ) { + var context; - var objects = this._objects, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_, - indicesByUUID = this._indicesByUUID, - bindings = this._bindings, - nBindings = bindings.length; + function getAudioContext() { - for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + if ( context === undefined ) { - var object = arguments[ i ], - uuid = object.uuid, - index = indicesByUUID[ uuid ]; + context = new ( window.AudioContext || window.webkitAudioContext )(); - if ( index !== undefined ) { + } - delete indicesByUUID[ uuid ]; + return context; - if ( index < nCachedObjects ) { + } - // object is cached, shrink the CACHED region + /** + * @author Reece Aaron Lecrivain / http://reecenotes.com/ + */ - var firstActiveIndex = -- nCachedObjects, - lastCachedObject = objects[ firstActiveIndex ], - lastIndex = -- nObjects, - lastObject = objects[ lastIndex ]; + function AudioLoader( manager ) { - // last cached object takes this object's place - indicesByUUID[ lastCachedObject.uuid ] = index; - objects[ index ] = lastCachedObject; + this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; - // last object goes to the activated slot and pop - indicesByUUID[ lastObject.uuid ] = firstActiveIndex; - objects[ firstActiveIndex ] = lastObject; - objects.pop(); + } - // accounting is done, now do the same for all bindings + Object.assign( AudioLoader.prototype, { - for ( var j = 0, m = nBindings; j !== m; ++ j ) { + load: function ( url, onLoad, onProgress, onError ) { - var bindingsForPath = bindings[ j ], - lastCached = bindingsForPath[ firstActiveIndex ], - last = bindingsForPath[ lastIndex ]; + var loader = new XHRLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); + loader.load( url, function ( buffer ) { - bindingsForPath[ index ] = lastCached; - bindingsForPath[ firstActiveIndex ] = last; - bindingsForPath.pop(); + var context = getAudioContext(); - } + context.decodeAudioData( buffer, function ( audioBuffer ) { - } else { + onLoad( audioBuffer ); - // object is active, just swap with the last and pop + } ); - var lastIndex = -- nObjects, - lastObject = objects[ lastIndex ]; + }, onProgress, onError ); - indicesByUUID[ lastObject.uuid ] = index; - objects[ index ] = lastObject; - objects.pop(); + } - // accounting is done, now do the same for all bindings + } ); - for ( var j = 0, m = nBindings; j !== m; ++ j ) { + /** + * @author mrdoob / http://mrdoob.com/ + */ - var bindingsForPath = bindings[ j ]; + function StereoCamera() { - bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; - bindingsForPath.pop(); + this.type = 'StereoCamera'; - } + this.aspect = 1; - } // cached or active + this.eyeSep = 0.064; - } // if object is known + this.cameraL = new PerspectiveCamera(); + this.cameraL.layers.enable( 1 ); + this.cameraL.matrixAutoUpdate = false; - } // for arguments + this.cameraR = new PerspectiveCamera(); + this.cameraR.layers.enable( 2 ); + this.cameraR.matrixAutoUpdate = false; - this.nCachedObjects_ = nCachedObjects; + } - }, + Object.assign( StereoCamera.prototype, { - // Internal interface used by befriended PropertyBinding.Composite: + update: ( function () { - subscribe_: function( path, parsedPath ) { - // returns an array of bindings for the given path that is changed - // according to the contained objects in the group + var focus, fov, aspect, near, far; - var indicesByPath = this._bindingsIndicesByPath, - index = indicesByPath[ path ], - bindings = this._bindings; + var eyeRight = new Matrix4(); + var eyeLeft = new Matrix4(); - if ( index !== undefined ) return bindings[ index ]; + return function update( camera ) { - var paths = this._paths, - parsedPaths = this._parsedPaths, - objects = this._objects, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_, - bindingsForPath = new Array( nObjects ); + var needsUpdate = focus !== camera.focus || fov !== camera.fov || + aspect !== camera.aspect * this.aspect || near !== camera.near || + far !== camera.far; - index = bindings.length; + if ( needsUpdate ) { - indicesByPath[ path ] = index; + focus = camera.focus; + fov = camera.fov; + aspect = camera.aspect * this.aspect; + near = camera.near; + far = camera.far; - paths.push( path ); - parsedPaths.push( parsedPath ); - bindings.push( bindingsForPath ); + // Off-axis stereoscopic effect based on + // http://paulbourke.net/stereographics/stereorender/ - for ( var i = nCachedObjects, - n = objects.length; i !== n; ++ i ) { + var projectionMatrix = camera.projectionMatrix.clone(); + var eyeSep = this.eyeSep / 2; + var eyeSepOnProjection = eyeSep * near / focus; + var ymax = near * Math.tan( exports.Math.DEG2RAD * fov * 0.5 ); + var xmin, xmax; - var object = objects[ i ]; + // translate xOffset - bindingsForPath[ i ] = - new PropertyBinding( object, path, parsedPath ); + eyeLeft.elements[ 12 ] = - eyeSep; + eyeRight.elements[ 12 ] = eyeSep; - } + // for left eye - return bindingsForPath; + xmin = - ymax * aspect + eyeSepOnProjection; + xmax = ymax * aspect + eyeSepOnProjection; - }, + projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); + projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); - unsubscribe_: function( path ) { - // tells the group to forget about a property path and no longer - // update the array previously obtained with 'subscribe_' + this.cameraL.projectionMatrix.copy( projectionMatrix ); - var indicesByPath = this._bindingsIndicesByPath, - index = indicesByPath[ path ]; + // for right eye - if ( index !== undefined ) { + xmin = - ymax * aspect - eyeSepOnProjection; + xmax = ymax * aspect - eyeSepOnProjection; - var paths = this._paths, - parsedPaths = this._parsedPaths, - bindings = this._bindings, - lastBindingsIndex = bindings.length - 1, - lastBindings = bindings[ lastBindingsIndex ], - lastBindingsPath = path[ lastBindingsIndex ]; + projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); + projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); - indicesByPath[ lastBindingsPath ] = index; + this.cameraR.projectionMatrix.copy( projectionMatrix ); - bindings[ index ] = lastBindings; - bindings.pop(); + } - parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; - parsedPaths.pop(); + this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft ); + this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight ); - paths[ index ] = paths[ lastBindingsIndex ]; - paths.pop(); + }; - } + } )() - } + } ); - }; + /** + * Camera for rendering cube maps + * - renders scene into axis-aligned cube + * + * @author alteredq / http://alteredqualia.com/ + */ - /** - * - * Action provided by AnimationMixer for scheduling clip playback on specific - * objects. - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - * - */ + function CubeCamera( near, far, cubeResolution ) { - function AnimationAction( mixer, clip, localRoot ) { + Object3D.call( this ); - this._mixer = mixer; - this._clip = clip; - this._localRoot = localRoot || null; + this.type = 'CubeCamera'; - var tracks = clip.tracks, - nTracks = tracks.length, - interpolants = new Array( nTracks ); + var fov = 90, aspect = 1; - var interpolantSettings = { - endingStart: ZeroCurvatureEnding, - endingEnd: ZeroCurvatureEnding - }; + var cameraPX = new PerspectiveCamera( fov, aspect, near, far ); + cameraPX.up.set( 0, - 1, 0 ); + cameraPX.lookAt( new Vector3( 1, 0, 0 ) ); + this.add( cameraPX ); - for ( var i = 0; i !== nTracks; ++ i ) { + var cameraNX = new PerspectiveCamera( fov, aspect, near, far ); + cameraNX.up.set( 0, - 1, 0 ); + cameraNX.lookAt( new Vector3( - 1, 0, 0 ) ); + this.add( cameraNX ); - var interpolant = tracks[ i ].createInterpolant( null ); - interpolants[ i ] = interpolant; - interpolant.settings = interpolantSettings; + var cameraPY = new PerspectiveCamera( fov, aspect, near, far ); + cameraPY.up.set( 0, 0, 1 ); + cameraPY.lookAt( new Vector3( 0, 1, 0 ) ); + this.add( cameraPY ); - } + var cameraNY = new PerspectiveCamera( fov, aspect, near, far ); + cameraNY.up.set( 0, 0, - 1 ); + cameraNY.lookAt( new Vector3( 0, - 1, 0 ) ); + this.add( cameraNY ); - this._interpolantSettings = interpolantSettings; + var cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraPZ.up.set( 0, - 1, 0 ); + cameraPZ.lookAt( new Vector3( 0, 0, 1 ) ); + this.add( cameraPZ ); - this._interpolants = interpolants; // bound by the mixer + var cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraNZ.up.set( 0, - 1, 0 ); + cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) ); + this.add( cameraNZ ); - // inside: PropertyMixer (managed by the mixer) - this._propertyBindings = new Array( nTracks ); + var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter }; - this._cacheIndex = null; // for the memory manager - this._byClipCacheIndex = null; // for the memory manager + this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options ); - this._timeScaleInterpolant = null; - this._weightInterpolant = null; + this.updateCubeMap = function ( renderer, scene ) { - this.loop = LoopRepeat; - this._loopCount = -1; + if ( this.parent === null ) this.updateMatrixWorld(); - // global mixer time when the action is to be started - // it's set back to 'null' upon start of the action - this._startTime = null; + var renderTarget = this.renderTarget; + var generateMipmaps = renderTarget.texture.generateMipmaps; - // scaled local time of the action - // gets clamped or wrapped to 0..clip.duration according to loop - this.time = 0; + renderTarget.texture.generateMipmaps = false; - this.timeScale = 1; - this._effectiveTimeScale = 1; + renderTarget.activeCubeFace = 0; + renderer.render( scene, cameraPX, renderTarget ); - this.weight = 1; - this._effectiveWeight = 1; + renderTarget.activeCubeFace = 1; + renderer.render( scene, cameraNX, renderTarget ); - this.repetitions = Infinity; // no. of repetitions when looping + renderTarget.activeCubeFace = 2; + renderer.render( scene, cameraPY, renderTarget ); - this.paused = false; // false -> zero effective time scale - this.enabled = true; // true -> zero effective weight + renderTarget.activeCubeFace = 3; + renderer.render( scene, cameraNY, renderTarget ); - this.clampWhenFinished = false; // keep feeding the last frame? + renderTarget.activeCubeFace = 4; + renderer.render( scene, cameraPZ, renderTarget ); - this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate - this.zeroSlopeAtEnd = true; // clips for start, loop and end + renderTarget.texture.generateMipmaps = generateMipmaps; - }; + renderTarget.activeCubeFace = 5; + renderer.render( scene, cameraNZ, renderTarget ); - AnimationAction.prototype = { + renderer.setRenderTarget( null ); - constructor: AnimationAction, + }; - // State & Scheduling + } - play: function() { + CubeCamera.prototype = Object.create( Object3D.prototype ); + CubeCamera.prototype.constructor = CubeCamera; - this._mixer._activateAction( this ); + function AudioListener() { - return this; + Object3D.call( this ); - }, + this.type = 'AudioListener'; - stop: function() { + this.context = getAudioContext(); - this._mixer._deactivateAction( this ); + this.gain = this.context.createGain(); + this.gain.connect( this.context.destination ); - return this.reset(); + this.filter = null; - }, + } - reset: function() { + AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), { - this.paused = false; - this.enabled = true; + constructor: AudioListener, - this.time = 0; // restart clip - this._loopCount = -1; // forget previous loops - this._startTime = null; // forget scheduling + getInput: function () { - return this.stopFading().stopWarping(); + return this.gain; - }, + }, - isRunning: function() { + removeFilter: function ( ) { - return this.enabled && ! this.paused && this.timeScale !== 0 && - this._startTime === null && this._mixer._isActiveAction( this ); + if ( this.filter !== null ) { - }, + this.gain.disconnect( this.filter ); + this.filter.disconnect( this.context.destination ); + this.gain.connect( this.context.destination ); + this.filter = null; - // return true when play has been called - isScheduled: function() { + } - return this._mixer._isActiveAction( this ); + }, - }, + getFilter: function () { - startAt: function( time ) { + return this.filter; - this._startTime = time; + }, - return this; + setFilter: function ( value ) { - }, + if ( this.filter !== null ) { - setLoop: function( mode, repetitions ) { + this.gain.disconnect( this.filter ); + this.filter.disconnect( this.context.destination ); - this.loop = mode; - this.repetitions = repetitions; + } else { - return this; + this.gain.disconnect( this.context.destination ); - }, + } - // Weight + this.filter = value; + this.gain.connect( this.filter ); + this.filter.connect( this.context.destination ); - // set the weight stopping any scheduled fading - // although .enabled = false yields an effective weight of zero, this - // method does *not* change .enabled, because it would be confusing - setEffectiveWeight: function( weight ) { + }, - this.weight = weight; + getMasterVolume: function () { - // note: same logic as when updated at runtime - this._effectiveWeight = this.enabled ? weight : 0; + return this.gain.gain.value; - return this.stopFading(); + }, - }, + setMasterVolume: function ( value ) { - // return the weight considering fading and .enabled - getEffectiveWeight: function() { + this.gain.gain.value = value; - return this._effectiveWeight; + }, - }, + updateMatrixWorld: ( function () { - fadeIn: function( duration ) { + var position = new Vector3(); + var quaternion = new Quaternion(); + var scale = new Vector3(); - return this._scheduleFading( duration, 0, 1 ); + var orientation = new Vector3(); - }, + return function updateMatrixWorld( force ) { - fadeOut: function( duration ) { + Object3D.prototype.updateMatrixWorld.call( this, force ); - return this._scheduleFading( duration, 1, 0 ); + var listener = this.context.listener; + var up = this.up; - }, + this.matrixWorld.decompose( position, quaternion, scale ); - crossFadeFrom: function( fadeOutAction, duration, warp ) { + orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion ); - fadeOutAction.fadeOut( duration ); - this.fadeIn( duration ); + listener.setPosition( position.x, position.y, position.z ); + listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z ); - if( warp ) { + }; - var fadeInDuration = this._clip.duration, - fadeOutDuration = fadeOutAction._clip.duration, + } )() - startEndRatio = fadeOutDuration / fadeInDuration, - endStartRatio = fadeInDuration / fadeOutDuration; + } ); - fadeOutAction.warp( 1.0, startEndRatio, duration ); - this.warp( endStartRatio, 1.0, duration ); + function Audio( listener ) { - } + Object3D.call( this ); - return this; + this.type = 'Audio'; - }, + this.context = listener.context; + this.source = this.context.createBufferSource(); + this.source.onended = this.onEnded.bind( this ); - crossFadeTo: function( fadeInAction, duration, warp ) { + this.gain = this.context.createGain(); + this.gain.connect( listener.getInput() ); - return fadeInAction.crossFadeFrom( this, duration, warp ); + this.autoplay = false; - }, + this.startTime = 0; + this.playbackRate = 1; + this.isPlaying = false; + this.hasPlaybackControl = true; + this.sourceType = 'empty'; - stopFading: function() { + this.filters = []; - var weightInterpolant = this._weightInterpolant; + } - if ( weightInterpolant !== null ) { + Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { - this._weightInterpolant = null; - this._mixer._takeBackControlInterpolant( weightInterpolant ); + constructor: Audio, - } + getOutput: function () { - return this; + return this.gain; - }, + }, - // Time Scale Control + setNodeSource: function ( audioNode ) { - // set the weight stopping any scheduled warping - // although .paused = true yields an effective time scale of zero, this - // method does *not* change .paused, because it would be confusing - setEffectiveTimeScale: function( timeScale ) { + this.hasPlaybackControl = false; + this.sourceType = 'audioNode'; + this.source = audioNode; + this.connect(); - this.timeScale = timeScale; - this._effectiveTimeScale = this.paused ? 0 :timeScale; + return this; - return this.stopWarping(); + }, - }, + setBuffer: function ( audioBuffer ) { - // return the time scale considering warping and .paused - getEffectiveTimeScale: function() { + this.source.buffer = audioBuffer; + this.sourceType = 'buffer'; - return this._effectiveTimeScale; + if ( this.autoplay ) this.play(); - }, + return this; - setDuration: function( duration ) { + }, - this.timeScale = this._clip.duration / duration; + play: function () { - return this.stopWarping(); + if ( this.isPlaying === true ) { - }, + console.warn( 'THREE.Audio: Audio is already playing.' ); + return; - syncWith: function( action ) { + } - this.time = action.time; - this.timeScale = action.timeScale; + if ( this.hasPlaybackControl === false ) { - return this.stopWarping(); + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; - }, + } - halt: function( duration ) { + var source = this.context.createBufferSource(); - return this.warp( this._effectiveTimeScale, 0, duration ); + source.buffer = this.source.buffer; + source.loop = this.source.loop; + source.onended = this.source.onended; + source.start( 0, this.startTime ); + source.playbackRate.value = this.playbackRate; - }, + this.isPlaying = true; - warp: function( startTimeScale, endTimeScale, duration ) { + this.source = source; - var mixer = this._mixer, now = mixer.time, - interpolant = this._timeScaleInterpolant, + return this.connect(); - timeScale = this.timeScale; + }, - if ( interpolant === null ) { + pause: function () { - interpolant = mixer._lendControlInterpolant(), - this._timeScaleInterpolant = interpolant; + if ( this.hasPlaybackControl === false ) { - } + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; - var times = interpolant.parameterPositions, - values = interpolant.sampleValues; + } - times[ 0 ] = now; - times[ 1 ] = now + duration; + this.source.stop(); + this.startTime = this.context.currentTime; + this.isPlaying = false; - values[ 0 ] = startTimeScale / timeScale; - values[ 1 ] = endTimeScale / timeScale; + return this; - return this; + }, - }, + stop: function () { - stopWarping: function() { + if ( this.hasPlaybackControl === false ) { - var timeScaleInterpolant = this._timeScaleInterpolant; + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; - if ( timeScaleInterpolant !== null ) { + } - this._timeScaleInterpolant = null; - this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); + this.source.stop(); + this.startTime = 0; + this.isPlaying = false; - } + return this; - return this; + }, - }, + connect: function () { - // Object Accessors + if ( this.filters.length > 0 ) { - getMixer: function() { + this.source.connect( this.filters[ 0 ] ); - return this._mixer; + for ( var i = 1, l = this.filters.length; i < l; i ++ ) { - }, + this.filters[ i - 1 ].connect( this.filters[ i ] ); - getClip: function() { + } - return this._clip; + this.filters[ this.filters.length - 1 ].connect( this.getOutput() ); - }, + } else { - getRoot: function() { + this.source.connect( this.getOutput() ); - return this._localRoot || this._mixer._root; + } - }, + return this; - // Interna + }, - _update: function( time, deltaTime, timeDirection, accuIndex ) { - // called by the mixer + disconnect: function () { - var startTime = this._startTime; + if ( this.filters.length > 0 ) { - if ( startTime !== null ) { + this.source.disconnect( this.filters[ 0 ] ); - // check for scheduled start of action + for ( var i = 1, l = this.filters.length; i < l; i ++ ) { - var timeRunning = ( time - startTime ) * timeDirection; - if ( timeRunning < 0 || timeDirection === 0 ) { + this.filters[ i - 1 ].disconnect( this.filters[ i ] ); - return; // yet to come / don't decide when delta = 0 + } - } + this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() ); - // start + } else { - this._startTime = null; // unschedule - deltaTime = timeDirection * timeRunning; + this.source.disconnect( this.getOutput() ); - } + } - // apply time scale and advance time + return this; - deltaTime *= this._updateTimeScale( time ); - var clipTime = this._updateTime( deltaTime ); + }, - // note: _updateTime may disable the action resulting in - // an effective weight of 0 + getFilters: function () { - var weight = this._updateWeight( time ); + return this.filters; - if ( weight > 0 ) { + }, - var interpolants = this._interpolants; - var propertyMixers = this._propertyBindings; + setFilters: function ( value ) { - for ( var j = 0, m = interpolants.length; j !== m; ++ j ) { + if ( ! value ) value = []; - interpolants[ j ].evaluate( clipTime ); - propertyMixers[ j ].accumulate( accuIndex, weight ); + if ( this.isPlaying === true ) { - } + this.disconnect(); + this.filters = value; + this.connect(); - } + } else { - }, + this.filters = value; - _updateWeight: function( time ) { + } - var weight = 0; + return this; - if ( this.enabled ) { + }, - weight = this.weight; - var interpolant = this._weightInterpolant; + getFilter: function () { - if ( interpolant !== null ) { + return this.getFilters()[ 0 ]; - var interpolantValue = interpolant.evaluate( time )[ 0 ]; + }, - weight *= interpolantValue; + setFilter: function ( filter ) { - if ( time > interpolant.parameterPositions[ 1 ] ) { + return this.setFilters( filter ? [ filter ] : [] ); - this.stopFading(); + }, - if ( interpolantValue === 0 ) { + setPlaybackRate: function ( value ) { - // faded out, disable - this.enabled = false; + if ( this.hasPlaybackControl === false ) { - } + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; - } + } - } + this.playbackRate = value; - } + if ( this.isPlaying === true ) { - this._effectiveWeight = weight; - return weight; + this.source.playbackRate.value = this.playbackRate; - }, + } - _updateTimeScale: function( time ) { + return this; - var timeScale = 0; + }, - if ( ! this.paused ) { + getPlaybackRate: function () { - timeScale = this.timeScale; + return this.playbackRate; - var interpolant = this._timeScaleInterpolant; + }, - if ( interpolant !== null ) { + onEnded: function () { - var interpolantValue = interpolant.evaluate( time )[ 0 ]; + this.isPlaying = false; - timeScale *= interpolantValue; + }, - if ( time > interpolant.parameterPositions[ 1 ] ) { + getLoop: function () { - this.stopWarping(); + if ( this.hasPlaybackControl === false ) { - if ( timeScale === 0 ) { + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return false; - // motion has halted, pause - this.paused = true; + } - } else { + return this.source.loop; - // warp done - apply final time scale - this.timeScale = timeScale; + }, - } + setLoop: function ( value ) { - } + if ( this.hasPlaybackControl === false ) { - } + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; - } + } - this._effectiveTimeScale = timeScale; - return timeScale; + this.source.loop = value; - }, + }, - _updateTime: function( deltaTime ) { + getVolume: function () { - var time = this.time + deltaTime; + return this.gain.gain.value; - if ( deltaTime === 0 ) return time; + }, - var duration = this._clip.duration, - loop = this.loop, - loopCount = this._loopCount; + setVolume: function ( value ) { - if ( loop === LoopOnce ) { + this.gain.gain.value = value; - if ( loopCount === -1 ) { - // just started + return this; - this.loopCount = 0; - this._setEndings( true, true, false ); + } - } + } ); - handle_stop: { + function PositionalAudio( listener ) { - if ( time >= duration ) { + Audio.call( this, listener ); - time = duration; + this.panner = this.context.createPanner(); + this.panner.connect( this.gain ); - } else if ( time < 0 ) { + } - time = 0; + PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), { - } else break handle_stop; + constructor: PositionalAudio, - if ( this.clampWhenFinished ) this.paused = true; - else this.enabled = false; + getOutput: function () { - this._mixer.dispatchEvent( { - type: 'finished', action: this, - direction: deltaTime < 0 ? -1 : 1 - } ); + return this.panner; - } + }, - } else { // repetitive Repeat or PingPong + getRefDistance: function () { - var pingPong = ( loop === LoopPingPong ); + return this.panner.refDistance; - if ( loopCount === -1 ) { - // just started + }, - if ( deltaTime >= 0 ) { + setRefDistance: function ( value ) { - loopCount = 0; + this.panner.refDistance = value; - this._setEndings( - true, this.repetitions === 0, pingPong ); + }, - } else { + getRolloffFactor: function () { - // when looping in reverse direction, the initial - // transition through zero counts as a repetition, - // so leave loopCount at -1 + return this.panner.rolloffFactor; - this._setEndings( - this.repetitions === 0, true, pingPong ); + }, - } + setRolloffFactor: function ( value ) { - } + this.panner.rolloffFactor = value; - if ( time >= duration || time < 0 ) { - // wrap around + }, - var loopDelta = Math.floor( time / duration ); // signed - time -= duration * loopDelta; + getDistanceModel: function () { - loopCount += Math.abs( loopDelta ); + return this.panner.distanceModel; - var pending = this.repetitions - loopCount; + }, - if ( pending < 0 ) { - // have to stop (switch state, clamp time, fire event) + setDistanceModel: function ( value ) { - if ( this.clampWhenFinished ) this.paused = true; - else this.enabled = false; + this.panner.distanceModel = value; - time = deltaTime > 0 ? duration : 0; + }, - this._mixer.dispatchEvent( { - type: 'finished', action: this, - direction: deltaTime > 0 ? 1 : -1 - } ); + getMaxDistance: function () { - } else { - // keep running + return this.panner.maxDistance; - if ( pending === 0 ) { - // entering the last round + }, - var atStart = deltaTime < 0; - this._setEndings( atStart, ! atStart, pingPong ); + setMaxDistance: function ( value ) { - } else { + this.panner.maxDistance = value; - this._setEndings( false, false, pingPong ); + }, - } + updateMatrixWorld: ( function () { - this._loopCount = loopCount; + var position = new Vector3(); - this._mixer.dispatchEvent( { - type: 'loop', action: this, loopDelta: loopDelta - } ); + return function updateMatrixWorld( force ) { - } + Object3D.prototype.updateMatrixWorld.call( this, force ); - } + position.setFromMatrixPosition( this.matrixWorld ); - if ( pingPong && ( loopCount & 1 ) === 1 ) { - // invert time for the "pong round" + this.panner.setPosition( position.x, position.y, position.z ); - this.time = time; - return duration - time; + }; - } + } )() - } - this.time = time; - return time; + } ); - }, + /** + * @author mrdoob / http://mrdoob.com/ + */ - _setEndings: function( atStart, atEnd, pingPong ) { + function AudioAnalyser( audio, fftSize ) { - var settings = this._interpolantSettings; + this.analyser = audio.context.createAnalyser(); + this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048; - if ( pingPong ) { + this.data = new Uint8Array( this.analyser.frequencyBinCount ); - settings.endingStart = ZeroSlopeEnding; - settings.endingEnd = ZeroSlopeEnding; + audio.getOutput().connect( this.analyser ); - } else { + } - // assuming for LoopOnce atStart == atEnd == true + Object.assign( AudioAnalyser.prototype, { - if ( atStart ) { + getFrequencyData: function () { - settings.endingStart = this.zeroSlopeAtStart ? - ZeroSlopeEnding : ZeroCurvatureEnding; + this.analyser.getByteFrequencyData( this.data ); - } else { + return this.data; - settings.endingStart = WrapAroundEnding; + }, - } + getAverageFrequency: function () { - if ( atEnd ) { + var value = 0, data = this.getFrequencyData(); - settings.endingEnd = this.zeroSlopeAtEnd ? - ZeroSlopeEnding : ZeroCurvatureEnding; + for ( var i = 0; i < data.length; i ++ ) { - } else { + value += data[ i ]; - settings.endingEnd = WrapAroundEnding; + } - } + return value / data.length; - } + } - }, + } ); - _scheduleFading: function( duration, weightNow, weightThen ) { + /** + * + * Buffered scene graph property that allows weighted accumulation. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ - var mixer = this._mixer, now = mixer.time, - interpolant = this._weightInterpolant; + function PropertyMixer( binding, typeName, valueSize ) { - if ( interpolant === null ) { + this.binding = binding; + this.valueSize = valueSize; - interpolant = mixer._lendControlInterpolant(), - this._weightInterpolant = interpolant; + var bufferType = Float64Array, + mixFunction; - } + switch ( typeName ) { - var times = interpolant.parameterPositions, - values = interpolant.sampleValues; + case 'quaternion': mixFunction = this._slerp; break; - times[ 0 ] = now; values[ 0 ] = weightNow; - times[ 1 ] = now + duration; values[ 1 ] = weightThen; + case 'string': + case 'bool': - return this; + bufferType = Array, mixFunction = this._select; break; - } + default: mixFunction = this._lerp; - }; + } - /** - * - * Player for AnimationClips. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ + this.buffer = new bufferType( valueSize * 4 ); + // layout: [ incoming | accu0 | accu1 | orig ] + // + // interpolators can use .buffer as their .result + // the data then goes to 'incoming' + // + // 'accu0' and 'accu1' are used frame-interleaved for + // the cumulative result and are compared to detect + // changes + // + // 'orig' stores the original state of the property - function AnimationMixer( root ) { + this._mixBufferRegion = mixFunction; - this._root = root; - this._initMemoryManager(); - this._accuIndex = 0; + this.cumulativeWeight = 0; - this.time = 0; + this.useCount = 0; + this.referenceCount = 0; - this.timeScale = 1.0; + } - } + PropertyMixer.prototype = { - Object.assign( AnimationMixer.prototype, EventDispatcher.prototype, { + constructor: PropertyMixer, - // return an action for a clip optionally using a custom root target - // object (this method allocates a lot of dynamic memory in case a - // previously unknown clip/root combination is specified) - clipAction: function( clip, optionalRoot ) { + // accumulate data in the 'incoming' region into 'accu' + accumulate: function( accuIndex, weight ) { - var root = optionalRoot || this._root, - rootUuid = root.uuid, + // note: happily accumulating nothing when weight = 0, the caller knows + // the weight and shouldn't have made the call in the first place - clipObject = typeof clip === 'string' ? - AnimationClip.findByName( root, clip ) : clip, + var buffer = this.buffer, + stride = this.valueSize, + offset = accuIndex * stride + stride, - clipUuid = clipObject !== null ? clipObject.uuid : clip, + currentWeight = this.cumulativeWeight; - actionsForClip = this._actionsByClip[ clipUuid ], - prototypeAction = null; + if ( currentWeight === 0 ) { - if ( actionsForClip !== undefined ) { + // accuN := incoming * weight - var existingAction = - actionsForClip.actionByRoot[ rootUuid ]; + for ( var i = 0; i !== stride; ++ i ) { - if ( existingAction !== undefined ) { + buffer[ offset + i ] = buffer[ i ]; - return existingAction; + } - } + currentWeight = weight; - // we know the clip, so we don't have to parse all - // the bindings again but can just copy - prototypeAction = actionsForClip.knownActions[ 0 ]; + } else { - // also, take the clip from the prototype action - if ( clipObject === null ) - clipObject = prototypeAction._clip; + // accuN := accuN + incoming * weight - } + currentWeight += weight; + var mix = weight / currentWeight; + this._mixBufferRegion( buffer, offset, 0, mix, stride ); - // clip must be known when specified via string - if ( clipObject === null ) return null; + } - // allocate all resources required to run it - var newAction = new AnimationAction( this, clipObject, optionalRoot ); + this.cumulativeWeight = currentWeight; - this._bindAction( newAction, prototypeAction ); + }, - // and make the action known to the memory manager - this._addInactiveAction( newAction, clipUuid, rootUuid ); + // apply the state of 'accu' to the binding when accus differ + apply: function( accuIndex ) { - return newAction; + var stride = this.valueSize, + buffer = this.buffer, + offset = accuIndex * stride + stride, - }, + weight = this.cumulativeWeight, - // get an existing action - existingAction: function( clip, optionalRoot ) { + binding = this.binding; - var root = optionalRoot || this._root, - rootUuid = root.uuid, + this.cumulativeWeight = 0; - clipObject = typeof clip === 'string' ? - AnimationClip.findByName( root, clip ) : clip, + if ( weight < 1 ) { - clipUuid = clipObject ? clipObject.uuid : clip, + // accuN := accuN + original * ( 1 - cumulativeWeight ) - actionsForClip = this._actionsByClip[ clipUuid ]; + var originalValueOffset = stride * 3; - if ( actionsForClip !== undefined ) { + this._mixBufferRegion( + buffer, offset, originalValueOffset, 1 - weight, stride ); - return actionsForClip.actionByRoot[ rootUuid ] || null; + } - } + for ( var i = stride, e = stride + stride; i !== e; ++ i ) { - return null; + if ( buffer[ i ] !== buffer[ i + stride ] ) { - }, + // value has changed -> update scene graph - // deactivates all previously scheduled actions - stopAllAction: function() { + binding.setValue( buffer, offset ); + break; - var actions = this._actions, - nActions = this._nActiveActions, - bindings = this._bindings, - nBindings = this._nActiveBindings; + } - this._nActiveActions = 0; - this._nActiveBindings = 0; + } - for ( var i = 0; i !== nActions; ++ i ) { + }, - actions[ i ].reset(); + // remember the state of the bound property and copy it to both accus + saveOriginalState: function() { - } + var binding = this.binding; - for ( var i = 0; i !== nBindings; ++ i ) { + var buffer = this.buffer, + stride = this.valueSize, - bindings[ i ].useCount = 0; + originalValueOffset = stride * 3; - } + binding.getValue( buffer, originalValueOffset ); - return this; + // accu[0..1] := orig -- initially detect changes against the original + for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) { - }, + buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; - // advance the time and update apply the animation - update: function( deltaTime ) { + } - deltaTime *= this.timeScale; + this.cumulativeWeight = 0; - var actions = this._actions, - nActions = this._nActiveActions, + }, - time = this.time += deltaTime, - timeDirection = Math.sign( deltaTime ), + // apply the state previously taken via 'saveOriginalState' to the binding + restoreOriginalState: function() { - accuIndex = this._accuIndex ^= 1; + var originalValueOffset = this.valueSize * 3; + this.binding.setValue( this.buffer, originalValueOffset ); - // run active actions + }, - for ( var i = 0; i !== nActions; ++ i ) { - var action = actions[ i ]; + // mix functions - if ( action.enabled ) { + _select: function( buffer, dstOffset, srcOffset, t, stride ) { - action._update( time, deltaTime, timeDirection, accuIndex ); + if ( t >= 0.5 ) { - } + for ( var i = 0; i !== stride; ++ i ) { - } + buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; - // update scene graph + } - var bindings = this._bindings, - nBindings = this._nActiveBindings; + } - for ( var i = 0; i !== nBindings; ++ i ) { + }, - bindings[ i ].apply( accuIndex ); + _slerp: function( buffer, dstOffset, srcOffset, t, stride ) { - } + Quaternion.slerpFlat( buffer, dstOffset, + buffer, dstOffset, buffer, srcOffset, t ); - return this; + }, - }, + _lerp: function( buffer, dstOffset, srcOffset, t, stride ) { - // return this mixer's root target object - getRoot: function() { + var s = 1 - t; - return this._root; + for ( var i = 0; i !== stride; ++ i ) { - }, + var j = dstOffset + i; - // free all resources specific to a particular clip - uncacheClip: function( clip ) { + buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; - var actions = this._actions, - clipUuid = clip.uuid, - actionsByClip = this._actionsByClip, - actionsForClip = actionsByClip[ clipUuid ]; + } - if ( actionsForClip !== undefined ) { + } - // note: just calling _removeInactiveAction would mess up the - // iteration state and also require updating the state we can - // just throw away + }; - var actionsToRemove = actionsForClip.knownActions; + /** + * + * A reference to a real property in the scene graph. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ - for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) { + function PropertyBinding( rootNode, path, parsedPath ) { - var action = actionsToRemove[ i ]; + this.path = path; + this.parsedPath = parsedPath || + PropertyBinding.parseTrackName( path ); - this._deactivateAction( action ); + this.node = PropertyBinding.findNode( + rootNode, this.parsedPath.nodeName ) || rootNode; - var cacheIndex = action._cacheIndex, - lastInactiveAction = actions[ actions.length - 1 ]; + this.rootNode = rootNode; - action._cacheIndex = null; - action._byClipCacheIndex = null; + } - lastInactiveAction._cacheIndex = cacheIndex; - actions[ cacheIndex ] = lastInactiveAction; - actions.pop(); + PropertyBinding.prototype = { - this._removeInactiveBindingsForAction( action ); + constructor: PropertyBinding, - } + getValue: function getValue_unbound( targetArray, offset ) { - delete actionsByClip[ clipUuid ]; + this.bind(); + this.getValue( targetArray, offset ); - } + // Note: This class uses a State pattern on a per-method basis: + // 'bind' sets 'this.getValue' / 'setValue' and shadows the + // prototype version of these methods with one that represents + // the bound state. When the property is not found, the methods + // become no-ops. - }, + }, - // free all resources specific to a particular root target object - uncacheRoot: function( root ) { + setValue: function getValue_unbound( sourceArray, offset ) { - var rootUuid = root.uuid, - actionsByClip = this._actionsByClip; + this.bind(); + this.setValue( sourceArray, offset ); - for ( var clipUuid in actionsByClip ) { + }, - var actionByRoot = actionsByClip[ clipUuid ].actionByRoot, - action = actionByRoot[ rootUuid ]; + // create getter / setter pair for a property in the scene graph + bind: function() { - if ( action !== undefined ) { + var targetObject = this.node, + parsedPath = this.parsedPath, - this._deactivateAction( action ); - this._removeInactiveAction( action ); + objectName = parsedPath.objectName, + propertyName = parsedPath.propertyName, + propertyIndex = parsedPath.propertyIndex; - } + if ( ! targetObject ) { - } + targetObject = PropertyBinding.findNode( + this.rootNode, parsedPath.nodeName ) || this.rootNode; - var bindingsByRoot = this._bindingsByRootAndName, - bindingByName = bindingsByRoot[ rootUuid ]; + this.node = targetObject; - if ( bindingByName !== undefined ) { + } - for ( var trackName in bindingByName ) { + // set fail state so we can just 'return' on error + this.getValue = this._getValue_unavailable; + this.setValue = this._setValue_unavailable; - var binding = bindingByName[ trackName ]; - binding.restoreOriginalState(); - this._removeInactiveBinding( binding ); + // ensure there is a value node + if ( ! targetObject ) { - } + console.error( " trying to update node for track: " + this.path + " but it wasn't found." ); + return; - } + } - }, + if ( objectName ) { - // remove a targeted clip from the cache - uncacheAction: function( clip, optionalRoot ) { + var objectIndex = parsedPath.objectIndex; - var action = this.existingAction( clip, optionalRoot ); + // special cases were we need to reach deeper into the hierarchy to get the face materials.... + switch ( objectName ) { - if ( action !== null ) { + case 'materials': - this._deactivateAction( action ); - this._removeInactiveAction( action ); + if ( ! targetObject.material ) { - } + console.error( ' can not bind to material as node does not have a material', this ); + return; - } + } - } ); + if ( ! targetObject.material.materials ) { - // Implementation details: + console.error( ' can not bind to material.materials as node.material does not have a materials array', this ); + return; - Object.assign( AnimationMixer.prototype, { + } - _bindAction: function( action, prototypeAction ) { + targetObject = targetObject.material.materials; - var root = action._localRoot || this._root, - tracks = action._clip.tracks, - nTracks = tracks.length, - bindings = action._propertyBindings, - interpolants = action._interpolants, - rootUuid = root.uuid, - bindingsByRoot = this._bindingsByRootAndName, - bindingsByName = bindingsByRoot[ rootUuid ]; + break; - if ( bindingsByName === undefined ) { + case 'bones': - bindingsByName = {}; - bindingsByRoot[ rootUuid ] = bindingsByName; + if ( ! targetObject.skeleton ) { - } + console.error( ' can not bind to bones as node does not have a skeleton', this ); + return; - for ( var i = 0; i !== nTracks; ++ i ) { + } - var track = tracks[ i ], - trackName = track.name, - binding = bindingsByName[ trackName ]; + // potential future optimization: skip this if propertyIndex is already an integer + // and convert the integer string to a true integer. - if ( binding !== undefined ) { + targetObject = targetObject.skeleton.bones; - bindings[ i ] = binding; + // support resolving morphTarget names into indices. + for ( var i = 0; i < targetObject.length; i ++ ) { - } else { + if ( targetObject[ i ].name === objectIndex ) { - binding = bindings[ i ]; + objectIndex = i; + break; - if ( binding !== undefined ) { + } - // existing binding, make sure the cache knows + } - if ( binding._cacheIndex === null ) { + break; - ++ binding.referenceCount; - this._addInactiveBinding( binding, rootUuid, trackName ); + default: - } + if ( targetObject[ objectName ] === undefined ) { - continue; + console.error( ' can not bind to objectName of node, undefined', this ); + return; - } + } - var path = prototypeAction && prototypeAction. - _propertyBindings[ i ].binding.parsedPath; + targetObject = targetObject[ objectName ]; - binding = new PropertyMixer( - PropertyBinding.create( root, trackName, path ), - track.ValueTypeName, track.getValueSize() ); + } - ++ binding.referenceCount; - this._addInactiveBinding( binding, rootUuid, trackName ); - bindings[ i ] = binding; + if ( objectIndex !== undefined ) { - } + if ( targetObject[ objectIndex ] === undefined ) { - interpolants[ i ].resultBuffer = binding.buffer; + console.error( " trying to bind to objectIndex of objectName, but is undefined:", this, targetObject ); + return; - } + } - }, + targetObject = targetObject[ objectIndex ]; - _activateAction: function( action ) { + } - if ( ! this._isActiveAction( action ) ) { + } - if ( action._cacheIndex === null ) { + // resolve property + var nodeProperty = targetObject[ propertyName ]; - // this action has been forgotten by the cache, but the user - // appears to be still using it -> rebind + if ( nodeProperty === undefined ) { - var rootUuid = ( action._localRoot || this._root ).uuid, - clipUuid = action._clip.uuid, - actionsForClip = this._actionsByClip[ clipUuid ]; + var nodeName = parsedPath.nodeName; - this._bindAction( action, - actionsForClip && actionsForClip.knownActions[ 0 ] ); + console.error( " trying to update property for track: " + nodeName + + '.' + propertyName + " but it wasn't found.", targetObject ); + return; - this._addInactiveAction( action, clipUuid, rootUuid ); + } - } + // determine versioning scheme + var versioning = this.Versioning.None; - var bindings = action._propertyBindings; + if ( targetObject.needsUpdate !== undefined ) { // material - // increment reference counts / sort out state - for ( var i = 0, n = bindings.length; i !== n; ++ i ) { + versioning = this.Versioning.NeedsUpdate; + this.targetObject = targetObject; - var binding = bindings[ i ]; + } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform - if ( binding.useCount ++ === 0 ) { + versioning = this.Versioning.MatrixWorldNeedsUpdate; + this.targetObject = targetObject; - this._lendBinding( binding ); - binding.saveOriginalState(); + } - } + // determine how the property gets bound + var bindingType = this.BindingType.Direct; - } + if ( propertyIndex !== undefined ) { + // access a sub element of the property array (only primitives are supported right now) - this._lendAction( action ); + if ( propertyName === "morphTargetInfluences" ) { + // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. - } + // support resolving morphTarget names into indices. + if ( ! targetObject.geometry ) { - }, + console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry', this ); + return; - _deactivateAction: function( action ) { + } - if ( this._isActiveAction( action ) ) { + if ( ! targetObject.geometry.morphTargets ) { - var bindings = action._propertyBindings; + console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry.morphTargets', this ); + return; - // decrement reference counts / sort out state - for ( var i = 0, n = bindings.length; i !== n; ++ i ) { + } - var binding = bindings[ i ]; + for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) { - if ( -- binding.useCount === 0 ) { + if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) { - binding.restoreOriginalState(); - this._takeBackBinding( binding ); + propertyIndex = i; + break; - } + } - } + } - this._takeBackAction( action ); + } - } + bindingType = this.BindingType.ArrayElement; - }, + this.resolvedProperty = nodeProperty; + this.propertyIndex = propertyIndex; - // Memory manager + } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { + // must use copy for Object3D.Euler/Quaternion - _initMemoryManager: function() { + bindingType = this.BindingType.HasFromToArray; - this._actions = []; // 'nActiveActions' followed by inactive ones - this._nActiveActions = 0; + this.resolvedProperty = nodeProperty; - this._actionsByClip = {}; - // inside: - // { - // knownActions: Array< AnimationAction > - used as prototypes - // actionByRoot: AnimationAction - lookup - // } + } else if ( nodeProperty.length !== undefined ) { + bindingType = this.BindingType.EntireArray; - this._bindings = []; // 'nActiveBindings' followed by inactive ones - this._nActiveBindings = 0; + this.resolvedProperty = nodeProperty; - this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > + } else { + this.propertyName = propertyName; - this._controlInterpolants = []; // same game as above - this._nActiveControlInterpolants = 0; + } - var scope = this; + // select getter / setter + this.getValue = this.GetterByBindingType[ bindingType ]; + this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; - this.stats = { + }, - actions: { - get total() { return scope._actions.length; }, - get inUse() { return scope._nActiveActions; } - }, - bindings: { - get total() { return scope._bindings.length; }, - get inUse() { return scope._nActiveBindings; } - }, - controlInterpolants: { - get total() { return scope._controlInterpolants.length; }, - get inUse() { return scope._nActiveControlInterpolants; } - } + unbind: function() { - }; + this.node = null; - }, + // back to the prototype version of getValue / setValue + // note: avoiding to mutate the shape of 'this' via 'delete' + this.getValue = this._getValue_unbound; + this.setValue = this._setValue_unbound; - // Memory management for AnimationAction objects + } - _isActiveAction: function( action ) { + }; - var index = action._cacheIndex; - return index !== null && index < this._nActiveActions; + Object.assign( PropertyBinding.prototype, { // prototype, continued - }, + // these are used to "bind" a nonexistent property + _getValue_unavailable: function() {}, + _setValue_unavailable: function() {}, - _addInactiveAction: function( action, clipUuid, rootUuid ) { + // initial state of these methods that calls 'bind' + _getValue_unbound: PropertyBinding.prototype.getValue, + _setValue_unbound: PropertyBinding.prototype.setValue, - var actions = this._actions, - actionsByClip = this._actionsByClip, - actionsForClip = actionsByClip[ clipUuid ]; + BindingType: { + Direct: 0, + EntireArray: 1, + ArrayElement: 2, + HasFromToArray: 3 + }, - if ( actionsForClip === undefined ) { + Versioning: { + None: 0, + NeedsUpdate: 1, + MatrixWorldNeedsUpdate: 2 + }, - actionsForClip = { + GetterByBindingType: [ - knownActions: [ action ], - actionByRoot: {} + function getValue_direct( buffer, offset ) { - }; + buffer[ offset ] = this.node[ this.propertyName ]; - action._byClipCacheIndex = 0; + }, - actionsByClip[ clipUuid ] = actionsForClip; + function getValue_array( buffer, offset ) { - } else { + var source = this.resolvedProperty; - var knownActions = actionsForClip.knownActions; + for ( var i = 0, n = source.length; i !== n; ++ i ) { - action._byClipCacheIndex = knownActions.length; - knownActions.push( action ); + buffer[ offset ++ ] = source[ i ]; - } + } - action._cacheIndex = actions.length; - actions.push( action ); + }, - actionsForClip.actionByRoot[ rootUuid ] = action; + function getValue_arrayElement( buffer, offset ) { - }, + buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; - _removeInactiveAction: function( action ) { + }, - var actions = this._actions, - lastInactiveAction = actions[ actions.length - 1 ], - cacheIndex = action._cacheIndex; + function getValue_toArray( buffer, offset ) { - lastInactiveAction._cacheIndex = cacheIndex; - actions[ cacheIndex ] = lastInactiveAction; - actions.pop(); + this.resolvedProperty.toArray( buffer, offset ); - action._cacheIndex = null; + } + ], - var clipUuid = action._clip.uuid, - actionsByClip = this._actionsByClip, - actionsForClip = actionsByClip[ clipUuid ], - knownActionsForClip = actionsForClip.knownActions, + SetterByBindingTypeAndVersioning: [ - lastKnownAction = - knownActionsForClip[ knownActionsForClip.length - 1 ], + [ + // Direct - byClipCacheIndex = action._byClipCacheIndex; + function setValue_direct( buffer, offset ) { - lastKnownAction._byClipCacheIndex = byClipCacheIndex; - knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; - knownActionsForClip.pop(); + this.node[ this.propertyName ] = buffer[ offset ]; - action._byClipCacheIndex = null; + }, + function setValue_direct_setNeedsUpdate( buffer, offset ) { - var actionByRoot = actionsForClip.actionByRoot, - rootUuid = ( actions._localRoot || this._root ).uuid; + this.node[ this.propertyName ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; - delete actionByRoot[ rootUuid ]; + }, - if ( knownActionsForClip.length === 0 ) { + function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { - delete actionsByClip[ clipUuid ]; + this.node[ this.propertyName ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; - } + } - this._removeInactiveBindingsForAction( action ); + ], [ - }, + // EntireArray - _removeInactiveBindingsForAction: function( action ) { + function setValue_array( buffer, offset ) { - var bindings = action._propertyBindings; - for ( var i = 0, n = bindings.length; i !== n; ++ i ) { + var dest = this.resolvedProperty; - var binding = bindings[ i ]; + for ( var i = 0, n = dest.length; i !== n; ++ i ) { - if ( -- binding.referenceCount === 0 ) { + dest[ i ] = buffer[ offset ++ ]; - this._removeInactiveBinding( binding ); + } - } + }, - } + function setValue_array_setNeedsUpdate( buffer, offset ) { - }, + var dest = this.resolvedProperty; - _lendAction: function( action ) { + for ( var i = 0, n = dest.length; i !== n; ++ i ) { - // [ active actions | inactive actions ] - // [ active actions >| inactive actions ] - // s a - // <-swap-> - // a s + dest[ i ] = buffer[ offset ++ ]; - var actions = this._actions, - prevIndex = action._cacheIndex, + } - lastActiveIndex = this._nActiveActions ++, + this.targetObject.needsUpdate = true; - firstInactiveAction = actions[ lastActiveIndex ]; + }, - action._cacheIndex = lastActiveIndex; - actions[ lastActiveIndex ] = action; + function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { - firstInactiveAction._cacheIndex = prevIndex; - actions[ prevIndex ] = firstInactiveAction; + var dest = this.resolvedProperty; - }, + for ( var i = 0, n = dest.length; i !== n; ++ i ) { - _takeBackAction: function( action ) { + dest[ i ] = buffer[ offset ++ ]; - // [ active actions | inactive actions ] - // [ active actions |< inactive actions ] - // a s - // <-swap-> - // s a + } - var actions = this._actions, - prevIndex = action._cacheIndex, + this.targetObject.matrixWorldNeedsUpdate = true; - firstInactiveIndex = -- this._nActiveActions, + } - lastActiveAction = actions[ firstInactiveIndex ]; + ], [ - action._cacheIndex = firstInactiveIndex; - actions[ firstInactiveIndex ] = action; + // ArrayElement - lastActiveAction._cacheIndex = prevIndex; - actions[ prevIndex ] = lastActiveAction; + function setValue_arrayElement( buffer, offset ) { - }, + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - // Memory management for PropertyMixer objects + }, - _addInactiveBinding: function( binding, rootUuid, trackName ) { + function setValue_arrayElement_setNeedsUpdate( buffer, offset ) { - var bindingsByRoot = this._bindingsByRootAndName, - bindingByName = bindingsByRoot[ rootUuid ], + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; - bindings = this._bindings; + }, - if ( bindingByName === undefined ) { + function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { - bindingByName = {}; - bindingsByRoot[ rootUuid ] = bindingByName; + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; - } + } - bindingByName[ trackName ] = binding; + ], [ - binding._cacheIndex = bindings.length; - bindings.push( binding ); + // HasToFromArray - }, + function setValue_fromArray( buffer, offset ) { - _removeInactiveBinding: function( binding ) { + this.resolvedProperty.fromArray( buffer, offset ); - var bindings = this._bindings, - propBinding = binding.binding, - rootUuid = propBinding.rootNode.uuid, - trackName = propBinding.path, - bindingsByRoot = this._bindingsByRootAndName, - bindingByName = bindingsByRoot[ rootUuid ], + }, - lastInactiveBinding = bindings[ bindings.length - 1 ], - cacheIndex = binding._cacheIndex; + function setValue_fromArray_setNeedsUpdate( buffer, offset ) { - lastInactiveBinding._cacheIndex = cacheIndex; - bindings[ cacheIndex ] = lastInactiveBinding; - bindings.pop(); + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.needsUpdate = true; - delete bindingByName[ trackName ]; + }, - remove_empty_map: { + function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { - for ( var _ in bindingByName ) break remove_empty_map; + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.matrixWorldNeedsUpdate = true; - delete bindingsByRoot[ rootUuid ]; + } - } + ] - }, + ] - _lendBinding: function( binding ) { + } ); - var bindings = this._bindings, - prevIndex = binding._cacheIndex, + PropertyBinding.Composite = + function( targetGroup, path, optionalParsedPath ) { - lastActiveIndex = this._nActiveBindings ++, + var parsedPath = optionalParsedPath || + PropertyBinding.parseTrackName( path ); - firstInactiveBinding = bindings[ lastActiveIndex ]; + this._targetGroup = targetGroup; + this._bindings = targetGroup.subscribe_( path, parsedPath ); - binding._cacheIndex = lastActiveIndex; - bindings[ lastActiveIndex ] = binding; + }; - firstInactiveBinding._cacheIndex = prevIndex; - bindings[ prevIndex ] = firstInactiveBinding; + PropertyBinding.Composite.prototype = { - }, + constructor: PropertyBinding.Composite, - _takeBackBinding: function( binding ) { + getValue: function( array, offset ) { - var bindings = this._bindings, - prevIndex = binding._cacheIndex, + this.bind(); // bind all binding - firstInactiveIndex = -- this._nActiveBindings, + var firstValidIndex = this._targetGroup.nCachedObjects_, + binding = this._bindings[ firstValidIndex ]; - lastActiveBinding = bindings[ firstInactiveIndex ]; + // and only call .getValue on the first + if ( binding !== undefined ) binding.getValue( array, offset ); - binding._cacheIndex = firstInactiveIndex; - bindings[ firstInactiveIndex ] = binding; + }, - lastActiveBinding._cacheIndex = prevIndex; - bindings[ prevIndex ] = lastActiveBinding; + setValue: function( array, offset ) { - }, + var bindings = this._bindings; + for ( var i = this._targetGroup.nCachedObjects_, + n = bindings.length; i !== n; ++ i ) { - // Memory management of Interpolants for weight and time scale + bindings[ i ].setValue( array, offset ); - _lendControlInterpolant: function() { + } - var interpolants = this._controlInterpolants, - lastActiveIndex = this._nActiveControlInterpolants ++, - interpolant = interpolants[ lastActiveIndex ]; + }, - if ( interpolant === undefined ) { + bind: function() { - interpolant = new LinearInterpolant( - new Float32Array( 2 ), new Float32Array( 2 ), - 1, this._controlInterpolantsResultBuffer ); + var bindings = this._bindings; - interpolant.__cacheIndex = lastActiveIndex; - interpolants[ lastActiveIndex ] = interpolant; + for ( var i = this._targetGroup.nCachedObjects_, + n = bindings.length; i !== n; ++ i ) { - } + bindings[ i ].bind(); - return interpolant; + } - }, + }, - _takeBackControlInterpolant: function( interpolant ) { + unbind: function() { - var interpolants = this._controlInterpolants, - prevIndex = interpolant.__cacheIndex, + var bindings = this._bindings; - firstInactiveIndex = -- this._nActiveControlInterpolants, + for ( var i = this._targetGroup.nCachedObjects_, + n = bindings.length; i !== n; ++ i ) { - lastActiveInterpolant = interpolants[ firstInactiveIndex ]; + bindings[ i ].unbind(); - interpolant.__cacheIndex = firstInactiveIndex; - interpolants[ firstInactiveIndex ] = interpolant; + } - lastActiveInterpolant.__cacheIndex = prevIndex; - interpolants[ prevIndex ] = lastActiveInterpolant; + } - }, + }; - _controlInterpolantsResultBuffer: new Float32Array( 1 ) + PropertyBinding.create = function( root, path, parsedPath ) { - } ); + if ( ! ( (root && root.isAnimationObjectGroup) ) ) { - /** - * @author mrdoob / http://mrdoob.com/ - */ + return new PropertyBinding( root, path, parsedPath ); - function Uniform( value ) { + } else { - if ( typeof value === 'string' ) { + return new PropertyBinding.Composite( root, path, parsedPath ); - console.warn( 'THREE.Uniform: Type parameter is no longer needed.' ); - value = arguments[ 1 ]; + } - } + }; - this.value = value; + PropertyBinding.parseTrackName = function( trackName ) { - this.dynamic = false; + // matches strings in the form of: + // nodeName.property + // nodeName.property[accessor] + // nodeName.material.property[accessor] + // uuid.property[accessor] + // uuid.objectName[objectIndex].propertyName[propertyIndex] + // parentName/nodeName.property + // parentName/parentName/nodeName.property[index] + // .bone[Armature.DEF_cog].position + // created and tested via https://regex101.com/#javascript - } + var re = /^((?:\w+\/)*)(\w+)?(?:\.(\w+)(?:\[(.+)\])?)?\.(\w+)(?:\[(.+)\])?$/; + var matches = re.exec( trackName ); - Uniform.prototype = { + if ( ! matches ) { - constructor: Uniform, + throw new Error( "cannot parse trackName at all: " + trackName ); - onUpdate: function ( callback ) { + } - this.dynamic = true; - this.onUpdateCallback = callback; + var results = { + // directoryName: matches[ 1 ], // (tschw) currently unused + nodeName: matches[ 2 ], // allowed to be null, specified root node. + objectName: matches[ 3 ], + objectIndex: matches[ 4 ], + propertyName: matches[ 5 ], + propertyIndex: matches[ 6 ] // allowed to be null, specifies that the whole property is set. + }; - return this; + if ( results.propertyName === null || results.propertyName.length === 0 ) { - } + throw new Error( "can not parse propertyName from trackName: " + trackName ); - }; + } - /** - * @author benaadams / https://twitter.com/ben_a_adams - */ + return results; - function InstancedBufferGeometry() { + }; - BufferGeometry.call( this ); + PropertyBinding.findNode = function( root, nodeName ) { - this.type = 'InstancedBufferGeometry'; - this.maxInstancedCount = undefined; + if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) { - } + return root; - InstancedBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - InstancedBufferGeometry.prototype.constructor = InstancedBufferGeometry; + } - InstancedBufferGeometry.prototype.isInstancedBufferGeometry = true; + // search into skeleton bones. + if ( root.skeleton ) { - InstancedBufferGeometry.prototype.addGroup = function ( start, count, instances ) { + var searchSkeleton = function( skeleton ) { - this.groups.push( { + for( var i = 0; i < skeleton.bones.length; i ++ ) { - start: start, - count: count, - instances: instances + var bone = skeleton.bones[ i ]; - } ); + if ( bone.name === nodeName ) { - }; + return bone; - InstancedBufferGeometry.prototype.copy = function ( source ) { + } + } - var index = source.index; + return null; - if ( index !== null ) { + }; - this.setIndex( index.clone() ); + var bone = searchSkeleton( root.skeleton ); - } + if ( bone ) { - var attributes = source.attributes; + return bone; - for ( var name in attributes ) { + } + } - var attribute = attributes[ name ]; - this.addAttribute( name, attribute.clone() ); + // search into node subtree. + if ( root.children ) { - } + var searchNodeSubtree = function( children ) { - var groups = source.groups; + for( var i = 0; i < children.length; i ++ ) { - for ( var i = 0, l = groups.length; i < l; i ++ ) { + var childNode = children[ i ]; - var group = groups[ i ]; - this.addGroup( group.start, group.count, group.instances ); + if ( childNode.name === nodeName || childNode.uuid === nodeName ) { - } + return childNode; - return this; + } - }; + var result = searchNodeSubtree( childNode.children ); - /** - * @author benaadams / https://twitter.com/ben_a_adams - */ + if ( result ) return result; - function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) { + } - this.uuid = exports.Math.generateUUID(); + return null; - this.data = interleavedBuffer; - this.itemSize = itemSize; - this.offset = offset; + }; - this.normalized = normalized === true; + var subTreeNode = searchNodeSubtree( root.children ); - } + if ( subTreeNode ) { + return subTreeNode; - InterleavedBufferAttribute.prototype = { + } - constructor: InterleavedBufferAttribute, + } - isInterleavedBufferAttribute: true, + return null; - get length() { + }; - console.warn( 'THREE.BufferAttribute: .length has been deprecated. Please use .count.' ); - return this.array.length; + /** + * + * A group of objects that receives a shared animation state. + * + * Usage: + * + * - Add objects you would otherwise pass as 'root' to the + * constructor or the .clipAction method of AnimationMixer. + * + * - Instead pass this object as 'root'. + * + * - You can also add and remove objects later when the mixer + * is running. + * + * Note: + * + * Objects of this class appear as one object to the mixer, + * so cache control of the individual objects must be done + * on the group. + * + * Limitation: + * + * - The animated properties must be compatible among the + * all objects in the group. + * + * - A single property can either be controlled through a + * target group or directly, but not both. + * + * @author tschw + */ - }, + function AnimationObjectGroup( var_args ) { - get count() { + this.uuid = exports.Math.generateUUID(); - return this.data.count; + // cached objects followed by the active ones + this._objects = Array.prototype.slice.call( arguments ); - }, + this.nCachedObjects_ = 0; // threshold + // note: read by PropertyBinding.Composite - get array() { + var indices = {}; + this._indicesByUUID = indices; // for bookkeeping - return this.data.array; + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - }, + indices[ arguments[ i ].uuid ] = i; - setX: function ( index, x ) { + } - this.data.array[ index * this.data.stride + this.offset ] = x; + this._paths = []; // inside: string + this._parsedPaths = []; // inside: { we don't care, here } + this._bindings = []; // inside: Array< PropertyBinding > + this._bindingsIndicesByPath = {}; // inside: indices in these arrays - return this; + var scope = this; - }, + this.stats = { - setY: function ( index, y ) { + objects: { + get total() { return scope._objects.length; }, + get inUse() { return this.total - scope.nCachedObjects_; } + }, - this.data.array[ index * this.data.stride + this.offset + 1 ] = y; + get bindingsPerObject() { return scope._bindings.length; } - return this; + }; - }, + } - setZ: function ( index, z ) { + AnimationObjectGroup.prototype = { - this.data.array[ index * this.data.stride + this.offset + 2 ] = z; + constructor: AnimationObjectGroup, - return this; + isAnimationObjectGroup: true, - }, + add: function( var_args ) { - setW: function ( index, w ) { + var objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + nBindings = bindings.length; - this.data.array[ index * this.data.stride + this.offset + 3 ] = w; + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - return this; + var object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; - }, + if ( index === undefined ) { - getX: function ( index ) { + // unknown object -> add it to the ACTIVE region - return this.data.array[ index * this.data.stride + this.offset ]; + index = nObjects ++; + indicesByUUID[ uuid ] = index; + objects.push( object ); - }, + // accounting is done, now do the same for all bindings - getY: function ( index ) { + for ( var j = 0, m = nBindings; j !== m; ++ j ) { - return this.data.array[ index * this.data.stride + this.offset + 1 ]; + bindings[ j ].push( + new PropertyBinding( + object, paths[ j ], parsedPaths[ j ] ) ); - }, + } - getZ: function ( index ) { + } else if ( index < nCachedObjects ) { - return this.data.array[ index * this.data.stride + this.offset + 2 ]; + var knownObject = objects[ index ]; - }, + // move existing object to the ACTIVE region - getW: function ( index ) { + var firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ]; - return this.data.array[ index * this.data.stride + this.offset + 3 ]; + indicesByUUID[ lastCachedObject.uuid ] = index; + objects[ index ] = lastCachedObject; - }, + indicesByUUID[ uuid ] = firstActiveIndex; + objects[ firstActiveIndex ] = object; - setXY: function ( index, x, y ) { + // accounting is done, now do the same for all bindings - index = index * this.data.stride + this.offset; + for ( var j = 0, m = nBindings; j !== m; ++ j ) { - this.data.array[ index + 0 ] = x; - this.data.array[ index + 1 ] = y; + var bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ], + binding = bindingsForPath[ index ]; - return this; + bindingsForPath[ index ] = lastCached; - }, + if ( binding === undefined ) { - setXYZ: function ( index, x, y, z ) { + // since we do not bother to create new bindings + // for objects that are cached, the binding may + // or may not exist - index = index * this.data.stride + this.offset; + binding = new PropertyBinding( + object, paths[ j ], parsedPaths[ j ] ); - this.data.array[ index + 0 ] = x; - this.data.array[ index + 1 ] = y; - this.data.array[ index + 2 ] = z; + } - return this; + bindingsForPath[ firstActiveIndex ] = binding; - }, + } - setXYZW: function ( index, x, y, z, w ) { + } else if ( objects[ index ] !== knownObject) { - index = index * this.data.stride + this.offset; + console.error( "Different objects with the same UUID " + + "detected. Clean the caches or recreate your " + + "infrastructure when reloading scenes..." ); - this.data.array[ index + 0 ] = x; - this.data.array[ index + 1 ] = y; - this.data.array[ index + 2 ] = z; - this.data.array[ index + 3 ] = w; + } // else the object is already where we want it to be - return this; + } // for arguments - } + this.nCachedObjects_ = nCachedObjects; - }; + }, - /** - * @author benaadams / https://twitter.com/ben_a_adams - */ + remove: function( var_args ) { - function InterleavedBuffer( array, stride ) { + var objects = this._objects, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; - this.uuid = exports.Math.generateUUID(); + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - this.array = array; - this.stride = stride; + var object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; - this.dynamic = false; - this.updateRange = { offset: 0, count: - 1 }; + if ( index !== undefined && index >= nCachedObjects ) { - this.version = 0; + // move existing object into the CACHED region - } + var lastCachedIndex = nCachedObjects ++, + firstActiveObject = objects[ lastCachedIndex ]; - InterleavedBuffer.prototype = { + indicesByUUID[ firstActiveObject.uuid ] = index; + objects[ index ] = firstActiveObject; - constructor: InterleavedBuffer, + indicesByUUID[ uuid ] = lastCachedIndex; + objects[ lastCachedIndex ] = object; - isInterleavedBuffer: true, + // accounting is done, now do the same for all bindings - get length () { + for ( var j = 0, m = nBindings; j !== m; ++ j ) { - return this.array.length; + var bindingsForPath = bindings[ j ], + firstActive = bindingsForPath[ lastCachedIndex ], + binding = bindingsForPath[ index ]; - }, + bindingsForPath[ index ] = firstActive; + bindingsForPath[ lastCachedIndex ] = binding; - get count () { + } - return this.array.length / this.stride; + } - }, + } // for arguments - set needsUpdate( value ) { + this.nCachedObjects_ = nCachedObjects; - if ( value === true ) this.version ++; + }, - }, + // remove & forget + uncache: function( var_args ) { - setDynamic: function ( value ) { + var objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; - this.dynamic = value; + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - return this; + var object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; - }, + if ( index !== undefined ) { - copy: function ( source ) { + delete indicesByUUID[ uuid ]; - this.array = new source.array.constructor( source.array ); - this.stride = source.stride; - this.dynamic = source.dynamic; + if ( index < nCachedObjects ) { - return this; + // object is cached, shrink the CACHED region - }, + var firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ], + lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; - copyAt: function ( index1, attribute, index2 ) { + // last cached object takes this object's place + indicesByUUID[ lastCachedObject.uuid ] = index; + objects[ index ] = lastCachedObject; - index1 *= this.stride; - index2 *= attribute.stride; + // last object goes to the activated slot and pop + indicesByUUID[ lastObject.uuid ] = firstActiveIndex; + objects[ firstActiveIndex ] = lastObject; + objects.pop(); - for ( var i = 0, l = this.stride; i < l; i ++ ) { + // accounting is done, now do the same for all bindings - this.array[ index1 + i ] = attribute.array[ index2 + i ]; + for ( var j = 0, m = nBindings; j !== m; ++ j ) { - } + var bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ], + last = bindingsForPath[ lastIndex ]; - return this; + bindingsForPath[ index ] = lastCached; + bindingsForPath[ firstActiveIndex ] = last; + bindingsForPath.pop(); - }, + } - set: function ( value, offset ) { + } else { - if ( offset === undefined ) offset = 0; + // object is active, just swap with the last and pop - this.array.set( value, offset ); + var lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; - return this; + indicesByUUID[ lastObject.uuid ] = index; + objects[ index ] = lastObject; + objects.pop(); - }, + // accounting is done, now do the same for all bindings - clone: function () { + for ( var j = 0, m = nBindings; j !== m; ++ j ) { - return new this.constructor().copy( this ); + var bindingsForPath = bindings[ j ]; - } + bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; + bindingsForPath.pop(); - }; + } - /** - * @author benaadams / https://twitter.com/ben_a_adams - */ + } // cached or active - function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) { + } // if object is known - InterleavedBuffer.call( this, array, stride ); + } // for arguments - this.meshPerAttribute = meshPerAttribute || 1; + this.nCachedObjects_ = nCachedObjects; - } + }, - InstancedInterleavedBuffer.prototype = Object.create( InterleavedBuffer.prototype ); - InstancedInterleavedBuffer.prototype.constructor = InstancedInterleavedBuffer; + // Internal interface used by befriended PropertyBinding.Composite: - InstancedInterleavedBuffer.prototype.isInstancedInterleavedBuffer = true; + subscribe_: function( path, parsedPath ) { + // returns an array of bindings for the given path that is changed + // according to the contained objects in the group - InstancedInterleavedBuffer.prototype.copy = function ( source ) { + var indicesByPath = this._bindingsIndicesByPath, + index = indicesByPath[ path ], + bindings = this._bindings; - InterleavedBuffer.prototype.copy.call( this, source ); + if ( index !== undefined ) return bindings[ index ]; - this.meshPerAttribute = source.meshPerAttribute; + var paths = this._paths, + parsedPaths = this._parsedPaths, + objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + bindingsForPath = new Array( nObjects ); - return this; + index = bindings.length; - }; + indicesByPath[ path ] = index; - /** - * @author benaadams / https://twitter.com/ben_a_adams - */ + paths.push( path ); + parsedPaths.push( parsedPath ); + bindings.push( bindingsForPath ); - function InstancedBufferAttribute( array, itemSize, meshPerAttribute ) { + for ( var i = nCachedObjects, + n = objects.length; i !== n; ++ i ) { - BufferAttribute.call( this, array, itemSize ); + var object = objects[ i ]; - this.meshPerAttribute = meshPerAttribute || 1; + bindingsForPath[ i ] = + new PropertyBinding( object, path, parsedPath ); - } + } - InstancedBufferAttribute.prototype = Object.create( BufferAttribute.prototype ); - InstancedBufferAttribute.prototype.constructor = InstancedBufferAttribute; + return bindingsForPath; - InstancedBufferAttribute.prototype.isInstancedBufferAttribute = true; + }, - InstancedBufferAttribute.prototype.copy = function ( source ) { + unsubscribe_: function( path ) { + // tells the group to forget about a property path and no longer + // update the array previously obtained with 'subscribe_' - BufferAttribute.prototype.copy.call( this, source ); + var indicesByPath = this._bindingsIndicesByPath, + index = indicesByPath[ path ]; - this.meshPerAttribute = source.meshPerAttribute; + if ( index !== undefined ) { - return this; + var paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + lastBindingsIndex = bindings.length - 1, + lastBindings = bindings[ lastBindingsIndex ], + lastBindingsPath = path[ lastBindingsIndex ]; - }; + indicesByPath[ lastBindingsPath ] = index; - /** - * @author mrdoob / http://mrdoob.com/ - * @author bhouston / http://clara.io/ - * @author stephomi / http://stephaneginier.com/ - */ + bindings[ index ] = lastBindings; + bindings.pop(); - function Raycaster( origin, direction, near, far ) { + parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; + parsedPaths.pop(); - this.ray = new Ray( origin, direction ); - // direction is assumed to be normalized (for accurate distance calculations) + paths[ index ] = paths[ lastBindingsIndex ]; + paths.pop(); - 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; - } - } - } ); + }; - } + /** + * + * Action provided by AnimationMixer for scheduling clip playback on specific + * objects. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + * + */ - function ascSort( a, b ) { + function AnimationAction( mixer, clip, localRoot ) { - return a.distance - b.distance; + this._mixer = mixer; + this._clip = clip; + this._localRoot = localRoot || null; - } + var tracks = clip.tracks, + nTracks = tracks.length, + interpolants = new Array( nTracks ); - function intersectObject( object, raycaster, intersects, recursive ) { + var interpolantSettings = { + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding + }; - if ( object.visible === false ) return; + for ( var i = 0; i !== nTracks; ++ i ) { - object.raycast( raycaster, intersects ); + var interpolant = tracks[ i ].createInterpolant( null ); + interpolants[ i ] = interpolant; + interpolant.settings = interpolantSettings; - if ( recursive === true ) { + } - var children = object.children; + this._interpolantSettings = interpolantSettings; - for ( var i = 0, l = children.length; i < l; i ++ ) { + this._interpolants = interpolants; // bound by the mixer - intersectObject( children[ i ], raycaster, intersects, true ); + // inside: PropertyMixer (managed by the mixer) + this._propertyBindings = new Array( nTracks ); - } + this._cacheIndex = null; // for the memory manager + this._byClipCacheIndex = null; // for the memory manager - } + this._timeScaleInterpolant = null; + this._weightInterpolant = null; - } + this.loop = LoopRepeat; + this._loopCount = -1; - // + // global mixer time when the action is to be started + // it's set back to 'null' upon start of the action + this._startTime = null; - Raycaster.prototype = { + // scaled local time of the action + // gets clamped or wrapped to 0..clip.duration according to loop + this.time = 0; - constructor: Raycaster, + this.timeScale = 1; + this._effectiveTimeScale = 1; - linePrecision: 1, + this.weight = 1; + this._effectiveWeight = 1; - set: function ( origin, direction ) { + this.repetitions = Infinity; // no. of repetitions when looping - // direction is assumed to be normalized (for accurate distance calculations) + this.paused = false; // false -> zero effective time scale + this.enabled = true; // true -> zero effective weight - this.ray.set( origin, direction ); + this.clampWhenFinished = false; // keep feeding the last frame? - }, + this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate + this.zeroSlopeAtEnd = true; // clips for start, loop and end - setFromCamera: function ( coords, camera ) { + }; - if ( (camera && camera.isPerspectiveCamera) ) { + AnimationAction.prototype = { - this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); - this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize(); + constructor: AnimationAction, - } else if ( (camera && camera.isOrthographicCamera) ) { + // State & Scheduling - 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 ); + play: function() { - } else { + this._mixer._activateAction( this ); - console.error( 'THREE.Raycaster: Unsupported camera type.' ); + return this; - } + }, - }, + stop: function() { - intersectObject: function ( object, recursive ) { + this._mixer._deactivateAction( this ); - var intersects = []; + return this.reset(); - intersectObject( object, this, intersects, recursive ); + }, - intersects.sort( ascSort ); + reset: function() { - return intersects; + this.paused = false; + this.enabled = true; - }, + this.time = 0; // restart clip + this._loopCount = -1; // forget previous loops + this._startTime = null; // forget scheduling - intersectObjects: function ( objects, recursive ) { + return this.stopFading().stopWarping(); - var intersects = []; + }, - if ( Array.isArray( objects ) === false ) { + isRunning: function() { - console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' ); - return intersects; + return this.enabled && ! this.paused && this.timeScale !== 0 && + this._startTime === null && this._mixer._isActiveAction( this ); - } + }, - for ( var i = 0, l = objects.length; i < l; i ++ ) { + // return true when play has been called + isScheduled: function() { - intersectObject( objects[ i ], this, intersects, recursive ); + return this._mixer._isActiveAction( this ); - } + }, - intersects.sort( ascSort ); + startAt: function( time ) { - return intersects; + this._startTime = time; - } + return this; - }; + }, - /** - * @author alteredq / http://alteredqualia.com/ - */ + setLoop: function( mode, repetitions ) { - function Clock( autoStart ) { + this.loop = mode; + this.repetitions = repetitions; - this.autoStart = ( autoStart !== undefined ) ? autoStart : true; + return this; - this.startTime = 0; - this.oldTime = 0; - this.elapsedTime = 0; + }, - this.running = false; + // Weight - } + // set the weight stopping any scheduled fading + // although .enabled = false yields an effective weight of zero, this + // method does *not* change .enabled, because it would be confusing + setEffectiveWeight: function( weight ) { - Clock.prototype = { + this.weight = weight; - constructor: Clock, + // note: same logic as when updated at runtime + this._effectiveWeight = this.enabled ? weight : 0; - start: function () { + return this.stopFading(); - this.startTime = ( performance || Date ).now(); + }, - this.oldTime = this.startTime; - this.running = true; + // return the weight considering fading and .enabled + getEffectiveWeight: function() { - }, + return this._effectiveWeight; - stop: function () { + }, - this.getElapsedTime(); - this.running = false; + fadeIn: function( duration ) { - }, + return this._scheduleFading( duration, 0, 1 ); - getElapsedTime: function () { + }, - this.getDelta(); - return this.elapsedTime; + fadeOut: function( duration ) { - }, + return this._scheduleFading( duration, 1, 0 ); - getDelta: function () { + }, - var diff = 0; + crossFadeFrom: function( fadeOutAction, duration, warp ) { - if ( this.autoStart && ! this.running ) { + fadeOutAction.fadeOut( duration ); + this.fadeIn( duration ); - this.start(); + if( warp ) { - } + var fadeInDuration = this._clip.duration, + fadeOutDuration = fadeOutAction._clip.duration, - if ( this.running ) { + startEndRatio = fadeOutDuration / fadeInDuration, + endStartRatio = fadeInDuration / fadeOutDuration; - var newTime = ( performance || Date ).now(); + fadeOutAction.warp( 1.0, startEndRatio, duration ); + this.warp( endStartRatio, 1.0, duration ); - diff = ( newTime - this.oldTime ) / 1000; - this.oldTime = newTime; + } - this.elapsedTime += diff; + return this; - } + }, - return diff; + crossFadeTo: function( fadeInAction, duration, warp ) { - } + return fadeInAction.crossFadeFrom( this, duration, warp ); - }; + }, - /** - * Spline from Tween.js, slightly optimized (and trashed) - * http://sole.github.com/tween.js/examples/05_spline.html - * - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ + stopFading: function() { - function Spline( points ) { + var weightInterpolant = this._weightInterpolant; - this.points = points; + if ( weightInterpolant !== null ) { - var c = [], v3 = { x: 0, y: 0, z: 0 }, - point, intPoint, weight, w2, w3, - pa, pb, pc, pd; + this._weightInterpolant = null; + this._mixer._takeBackControlInterpolant( weightInterpolant ); - this.initFromArray = function ( a ) { + } - this.points = []; + return this; - for ( var i = 0; i < a.length; i ++ ) { + }, - this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] }; + // Time Scale Control - } + // set the weight stopping any scheduled warping + // although .paused = true yields an effective time scale of zero, this + // method does *not* change .paused, because it would be confusing + setEffectiveTimeScale: function( timeScale ) { - }; + this.timeScale = timeScale; + this._effectiveTimeScale = this.paused ? 0 :timeScale; - this.getPoint = function ( k ) { + return this.stopWarping(); - point = ( this.points.length - 1 ) * k; - intPoint = Math.floor( point ); - weight = point - intPoint; + }, - c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1; - c[ 1 ] = intPoint; - c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1; - c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2; + // return the time scale considering warping and .paused + getEffectiveTimeScale: function() { - pa = this.points[ c[ 0 ] ]; - pb = this.points[ c[ 1 ] ]; - pc = this.points[ c[ 2 ] ]; - pd = this.points[ c[ 3 ] ]; + return this._effectiveTimeScale; - w2 = weight * weight; - w3 = weight * w2; + }, - v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 ); - v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 ); - v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 ); + setDuration: function( duration ) { - return v3; + this.timeScale = this._clip.duration / duration; - }; + return this.stopWarping(); - this.getControlPointsArray = function () { + }, - var i, p, l = this.points.length, - coords = []; + syncWith: function( action ) { - for ( i = 0; i < l; i ++ ) { + this.time = action.time; + this.timeScale = action.timeScale; - p = this.points[ i ]; - coords[ i ] = [ p.x, p.y, p.z ]; + return this.stopWarping(); - } + }, - return coords; + halt: function( duration ) { - }; + return this.warp( this._effectiveTimeScale, 0, duration ); - // approximate length by summing linear segments + }, - this.getLength = function ( nSubDivisions ) { + warp: function( startTimeScale, endTimeScale, duration ) { - var i, index, nSamples, position, - point = 0, intPoint = 0, oldIntPoint = 0, - oldPosition = new Vector3(), - tmpVec = new Vector3(), - chunkLengths = [], - totalLength = 0; + var mixer = this._mixer, now = mixer.time, + interpolant = this._timeScaleInterpolant, - // first point has 0 length + timeScale = this.timeScale; - chunkLengths[ 0 ] = 0; + if ( interpolant === null ) { - if ( ! nSubDivisions ) nSubDivisions = 100; + interpolant = mixer._lendControlInterpolant(), + this._timeScaleInterpolant = interpolant; - nSamples = this.points.length * nSubDivisions; + } - oldPosition.copy( this.points[ 0 ] ); + var times = interpolant.parameterPositions, + values = interpolant.sampleValues; - for ( i = 1; i < nSamples; i ++ ) { + times[ 0 ] = now; + times[ 1 ] = now + duration; - index = i / nSamples; + values[ 0 ] = startTimeScale / timeScale; + values[ 1 ] = endTimeScale / timeScale; - position = this.getPoint( index ); - tmpVec.copy( position ); + return this; - totalLength += tmpVec.distanceTo( oldPosition ); + }, - oldPosition.copy( position ); + stopWarping: function() { - point = ( this.points.length - 1 ) * index; - intPoint = Math.floor( point ); + var timeScaleInterpolant = this._timeScaleInterpolant; - if ( intPoint !== oldIntPoint ) { + if ( timeScaleInterpolant !== null ) { - chunkLengths[ intPoint ] = totalLength; - oldIntPoint = intPoint; + this._timeScaleInterpolant = null; + this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); - } + } - } + return this; - // last point ends with total length + }, - chunkLengths[ chunkLengths.length ] = totalLength; + // Object Accessors - return { chunks: chunkLengths, total: totalLength }; + getMixer: function() { - }; + return this._mixer; - this.reparametrizeByArcLength = function ( samplingCoef ) { + }, - var i, j, - index, indexCurrent, indexNext, - realDistance, - sampling, position, - newpoints = [], - tmpVec = new Vector3(), - sl = this.getLength(); + getClip: function() { - newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() ); + return this._clip; - for ( i = 1; i < this.points.length; i ++ ) { + }, - //tmpVec.copy( this.points[ i - 1 ] ); - //linearDistance = tmpVec.distanceTo( this.points[ i ] ); + getRoot: function() { - realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ]; + return this._localRoot || this._mixer._root; - sampling = Math.ceil( samplingCoef * realDistance / sl.total ); + }, - indexCurrent = ( i - 1 ) / ( this.points.length - 1 ); - indexNext = i / ( this.points.length - 1 ); + // Interna - for ( j = 1; j < sampling - 1; j ++ ) { + _update: function( time, deltaTime, timeDirection, accuIndex ) { + // called by the mixer - index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent ); + var startTime = this._startTime; - position = this.getPoint( index ); - newpoints.push( tmpVec.copy( position ).clone() ); + if ( startTime !== null ) { - } + // check for scheduled start of action - newpoints.push( tmpVec.copy( this.points[ i ] ).clone() ); + var timeRunning = ( time - startTime ) * timeDirection; + if ( timeRunning < 0 || timeDirection === 0 ) { - } + return; // yet to come / don't decide when delta = 0 - this.points = newpoints; + } - }; + // start - // Catmull-Rom + this._startTime = null; // unschedule + deltaTime = timeDirection * timeRunning; - function interpolate( p0, p1, p2, p3, t, t2, t3 ) { + } - var v0 = ( p2 - p0 ) * 0.5, - v1 = ( p3 - p1 ) * 0.5; + // apply time scale and advance time - return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1; + deltaTime *= this._updateTimeScale( time ); + var clipTime = this._updateTime( deltaTime ); - } + // note: _updateTime may disable the action resulting in + // an effective weight of 0 - } + var weight = this._updateWeight( time ); - /** - * @author bhouston / http://clara.io - * @author WestLangley / http://github.com/WestLangley - * - * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system - * - * The poles (phi) are at the positive and negative y axis. - * The equator starts at positive z. - */ + if ( weight > 0 ) { - function Spherical( radius, phi, theta ) { + var interpolants = this._interpolants; + var propertyMixers = this._propertyBindings; - this.radius = ( radius !== undefined ) ? radius : 1.0; - this.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole - this.theta = ( theta !== undefined ) ? theta : 0; // around the equator of the sphere + for ( var j = 0, m = interpolants.length; j !== m; ++ j ) { - return this; + interpolants[ j ].evaluate( clipTime ); + propertyMixers[ j ].accumulate( accuIndex, weight ); - } + } - Spherical.prototype = { + } - constructor: Spherical, + }, - set: function ( radius, phi, theta ) { + _updateWeight: function( time ) { - this.radius = radius; - this.phi = phi; - this.theta = theta; + var weight = 0; - return this; + if ( this.enabled ) { - }, + weight = this.weight; + var interpolant = this._weightInterpolant; - clone: function () { + if ( interpolant !== null ) { - return new this.constructor().copy( this ); + var interpolantValue = interpolant.evaluate( time )[ 0 ]; - }, + weight *= interpolantValue; - copy: function ( other ) { + if ( time > interpolant.parameterPositions[ 1 ] ) { - this.radius.copy( other.radius ); - this.phi.copy( other.phi ); - this.theta.copy( other.theta ); + this.stopFading(); - return this; + if ( interpolantValue === 0 ) { - }, + // faded out, disable + this.enabled = false; - // restrict phi to be betwee EPS and PI-EPS - makeSafe: function() { + } - var EPS = 0.000001; - this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); + } - return this; + } - }, + } - setFromVector3: function( vec3 ) { + this._effectiveWeight = weight; + return weight; - this.radius = vec3.length(); + }, - if ( this.radius === 0 ) { + _updateTimeScale: function( time ) { - this.theta = 0; - this.phi = 0; + var timeScale = 0; - } else { + if ( ! this.paused ) { - this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis - this.phi = Math.acos( exports.Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle + timeScale = this.timeScale; - } + var interpolant = this._timeScaleInterpolant; - return this; + if ( interpolant !== null ) { - }, + var interpolantValue = interpolant.evaluate( time )[ 0 ]; - }; + timeScale *= interpolantValue; - /** - * @author alteredq / http://alteredqualia.com/ - */ - - function MorphBlendMesh( geometry, material ) { - - Mesh.call( this, geometry, material ); - - this.animationsMap = {}; - this.animationsList = []; - - // prepare default animation - // (all frames played together in 1 second) - - var numFrames = this.geometry.morphTargets.length; - - var name = "__default"; - - var startFrame = 0; - var endFrame = numFrames - 1; - - var fps = numFrames / 1; - - this.createAnimation( name, startFrame, endFrame, fps ); - this.setAnimationWeight( name, 1 ); - - } - - MorphBlendMesh.prototype = Object.create( Mesh.prototype ); - MorphBlendMesh.prototype.constructor = MorphBlendMesh; - - MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) { - - var animation = { - - start: start, - end: end, - - length: end - start + 1, - - fps: fps, - duration: ( end - start ) / fps, - - lastFrame: 0, - currentFrame: 0, - - active: false, - - time: 0, - direction: 1, - weight: 1, - - directionBackwards: false, - mirroredLoop: false - - }; - - this.animationsMap[ name ] = animation; - this.animationsList.push( animation ); - - }; - - MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) { - - var pattern = /([a-z]+)_?(\d+)/i; - - var firstAnimation, frameRanges = {}; - - var geometry = this.geometry; - - for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) { - - var morph = geometry.morphTargets[ i ]; - var chunks = morph.name.match( pattern ); - - if ( chunks && chunks.length > 1 ) { - - var name = chunks[ 1 ]; - - if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity }; - - var range = frameRanges[ name ]; - - if ( i < range.start ) range.start = i; - if ( i > range.end ) range.end = i; - - if ( ! firstAnimation ) firstAnimation = name; - - } - - } - - for ( var name in frameRanges ) { - - var range = frameRanges[ name ]; - this.createAnimation( name, range.start, range.end, fps ); - - } - - this.firstAnimation = firstAnimation; - - }; - - MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) { - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - animation.direction = 1; - animation.directionBackwards = false; - - } - - }; - - MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) { - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - animation.direction = - 1; - animation.directionBackwards = true; - - } - - }; - - MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) { - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - animation.fps = fps; - animation.duration = ( animation.end - animation.start ) / animation.fps; - - } - - }; - - MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) { - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - animation.duration = duration; - animation.fps = ( animation.end - animation.start ) / animation.duration; - - } - - }; - - MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) { - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - animation.weight = weight; - - } - - }; - - MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) { - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - animation.time = time; - - } - - }; - - MorphBlendMesh.prototype.getAnimationTime = function ( name ) { - - var time = 0; - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - time = animation.time; - - } - - return time; - - }; - - MorphBlendMesh.prototype.getAnimationDuration = function ( name ) { - - var duration = - 1; - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - duration = animation.duration; - - } - - return duration; - - }; - - MorphBlendMesh.prototype.playAnimation = function ( name ) { - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - animation.time = 0; - animation.active = true; - - } else { - - console.warn( "THREE.MorphBlendMesh: animation[" + name + "] undefined in .playAnimation()" ); - - } - - }; - - MorphBlendMesh.prototype.stopAnimation = function ( name ) { - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - animation.active = false; - - } - - }; - - MorphBlendMesh.prototype.update = function ( delta ) { - - for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) { - - var animation = this.animationsList[ i ]; - - if ( ! animation.active ) continue; - - var frameTime = animation.duration / animation.length; - - animation.time += animation.direction * delta; - - if ( animation.mirroredLoop ) { - - if ( animation.time > animation.duration || animation.time < 0 ) { - - animation.direction *= - 1; - - if ( animation.time > animation.duration ) { - - animation.time = animation.duration; - animation.directionBackwards = true; - - } - - if ( animation.time < 0 ) { - - animation.time = 0; - animation.directionBackwards = false; - - } - - } - - } else { - - animation.time = animation.time % animation.duration; - - if ( animation.time < 0 ) animation.time += animation.duration; - - } - - var keyframe = animation.start + exports.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 ); - var weight = animation.weight; - - if ( keyframe !== animation.currentFrame ) { - - this.morphTargetInfluences[ animation.lastFrame ] = 0; - this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight; - - this.morphTargetInfluences[ keyframe ] = 0; - - animation.lastFrame = animation.currentFrame; - animation.currentFrame = keyframe; - - } - - var mix = ( animation.time % frameTime ) / frameTime; - - if ( animation.directionBackwards ) mix = 1 - mix; - - if ( animation.currentFrame !== animation.lastFrame ) { - - this.morphTargetInfluences[ animation.currentFrame ] = mix * weight; - this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight; - - } else { - - this.morphTargetInfluences[ animation.currentFrame ] = weight; - - } - - } - - }; + if ( time > interpolant.parameterPositions[ 1 ] ) { + + this.stopWarping(); + + if ( timeScale === 0 ) { + + // motion has halted, pause + this.paused = true; - /** - * @author alteredq / http://alteredqualia.com/ - */ + } else { - function ImmediateRenderObject( material ) { + // warp done - apply final time scale + this.timeScale = timeScale; - Object3D.call( this ); + } - this.material = material; - this.render = function ( renderCallback ) {}; + } - } + } - ImmediateRenderObject.prototype = Object.create( Object3D.prototype ); - ImmediateRenderObject.prototype.constructor = ImmediateRenderObject; + } - ImmediateRenderObject.prototype.isImmediateRenderObject = true; + this._effectiveTimeScale = timeScale; + return timeScale; - /** - * @author mrdoob / http://mrdoob.com/ - */ + }, - function WireframeGeometry( geometry ) { + _updateTime: function( deltaTime ) { - BufferGeometry.call( this ); + var time = this.time + deltaTime; - var edge = [ 0, 0 ], hash = {}; + if ( deltaTime === 0 ) return time; - function sortFunction( a, b ) { + var duration = this._clip.duration, - return a - b; + loop = this.loop, + loopCount = this._loopCount; - } + if ( loop === LoopOnce ) { - var keys = [ 'a', 'b', 'c' ]; + if ( loopCount === -1 ) { + // just started - if ( (geometry && geometry.isGeometry) ) { + this.loopCount = 0; + this._setEndings( true, true, false ); - var vertices = geometry.vertices; - var faces = geometry.faces; - var numEdges = 0; + } - // allocate maximal size - var edges = new Uint32Array( 6 * faces.length ); + handle_stop: { - for ( var i = 0, l = faces.length; i < l; i ++ ) { + if ( time >= duration ) { - var face = faces[ i ]; + time = duration; - for ( var j = 0; j < 3; j ++ ) { + } else if ( time < 0 ) { - edge[ 0 ] = face[ keys[ j ] ]; - edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ]; - edge.sort( sortFunction ); + time = 0; - var key = edge.toString(); + } else break handle_stop; - if ( hash[ key ] === undefined ) { + if ( this.clampWhenFinished ) this.paused = true; + else this.enabled = false; - edges[ 2 * numEdges ] = edge[ 0 ]; - edges[ 2 * numEdges + 1 ] = edge[ 1 ]; - hash[ key ] = true; - numEdges ++; + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime < 0 ? -1 : 1 + } ); - } + } - } + } else { // repetitive Repeat or PingPong - } + var pingPong = ( loop === LoopPingPong ); - var coords = new Float32Array( numEdges * 2 * 3 ); + if ( loopCount === -1 ) { + // just started - for ( var i = 0, l = numEdges; i < l; i ++ ) { + if ( deltaTime >= 0 ) { - for ( var j = 0; j < 2; j ++ ) { + loopCount = 0; - var vertex = vertices[ edges [ 2 * i + j ] ]; + this._setEndings( + true, this.repetitions === 0, pingPong ); - var index = 6 * i + 3 * j; - coords[ index + 0 ] = vertex.x; - coords[ index + 1 ] = vertex.y; - coords[ index + 2 ] = vertex.z; + } else { - } + // when looping in reverse direction, the initial + // transition through zero counts as a repetition, + // so leave loopCount at -1 - } + this._setEndings( + this.repetitions === 0, true, pingPong ); - this.addAttribute( 'position', new BufferAttribute( coords, 3 ) ); + } - } else if ( (geometry && geometry.isBufferGeometry) ) { + } - if ( geometry.index !== null ) { + if ( time >= duration || time < 0 ) { + // wrap around - // Indexed BufferGeometry + var loopDelta = Math.floor( time / duration ); // signed + time -= duration * loopDelta; - var indices = geometry.index.array; - var vertices = geometry.attributes.position; - var groups = geometry.groups; - var numEdges = 0; + loopCount += Math.abs( loopDelta ); - if ( groups.length === 0 ) { + var pending = this.repetitions - loopCount; - geometry.addGroup( 0, indices.length ); + if ( pending < 0 ) { + // have to stop (switch state, clamp time, fire event) - } + if ( this.clampWhenFinished ) this.paused = true; + else this.enabled = false; - // allocate maximal size - var edges = new Uint32Array( 2 * indices.length ); + time = deltaTime > 0 ? duration : 0; - for ( var o = 0, ol = groups.length; o < ol; ++ o ) { + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime > 0 ? 1 : -1 + } ); - var group = groups[ o ]; + } else { + // keep running - var start = group.start; - var count = group.count; + if ( pending === 0 ) { + // entering the last round - for ( var i = start, il = start + count; i < il; i += 3 ) { + var atStart = deltaTime < 0; + this._setEndings( atStart, ! atStart, pingPong ); - for ( var j = 0; j < 3; j ++ ) { + } else { - edge[ 0 ] = indices[ i + j ]; - edge[ 1 ] = indices[ i + ( j + 1 ) % 3 ]; - edge.sort( sortFunction ); + this._setEndings( false, false, pingPong ); - var key = edge.toString(); + } - if ( hash[ key ] === undefined ) { + this._loopCount = loopCount; - edges[ 2 * numEdges ] = edge[ 0 ]; - edges[ 2 * numEdges + 1 ] = edge[ 1 ]; - hash[ key ] = true; - numEdges ++; + this._mixer.dispatchEvent( { + type: 'loop', action: this, loopDelta: loopDelta + } ); - } + } - } + } - } + if ( pingPong && ( loopCount & 1 ) === 1 ) { + // invert time for the "pong round" - } + this.time = time; + return duration - time; - var coords = new Float32Array( numEdges * 2 * 3 ); + } - for ( var i = 0, l = numEdges; i < l; i ++ ) { + } - for ( var j = 0; j < 2; j ++ ) { + this.time = time; + return time; - var index = 6 * i + 3 * j; - var index2 = edges[ 2 * i + j ]; + }, - coords[ index + 0 ] = vertices.getX( index2 ); - coords[ index + 1 ] = vertices.getY( index2 ); - coords[ index + 2 ] = vertices.getZ( index2 ); + _setEndings: function( atStart, atEnd, pingPong ) { - } + var settings = this._interpolantSettings; - } + if ( pingPong ) { - this.addAttribute( 'position', new BufferAttribute( coords, 3 ) ); + settings.endingStart = ZeroSlopeEnding; + settings.endingEnd = ZeroSlopeEnding; - } else { + } else { - // non-indexed BufferGeometry + // assuming for LoopOnce atStart == atEnd == true - var vertices = geometry.attributes.position.array; - var numEdges = vertices.length / 3; - var numTris = numEdges / 3; + if ( atStart ) { - var coords = new Float32Array( numEdges * 2 * 3 ); + settings.endingStart = this.zeroSlopeAtStart ? + ZeroSlopeEnding : ZeroCurvatureEnding; - for ( var i = 0, l = numTris; i < l; i ++ ) { + } else { - for ( var j = 0; j < 3; j ++ ) { + settings.endingStart = WrapAroundEnding; - var index = 18 * i + 6 * j; + } - var index1 = 9 * i + 3 * j; - coords[ index + 0 ] = vertices[ index1 ]; - coords[ index + 1 ] = vertices[ index1 + 1 ]; - coords[ index + 2 ] = vertices[ index1 + 2 ]; + if ( atEnd ) { - var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 ); - coords[ index + 3 ] = vertices[ index2 ]; - coords[ index + 4 ] = vertices[ index2 + 1 ]; - coords[ index + 5 ] = vertices[ index2 + 2 ]; + settings.endingEnd = this.zeroSlopeAtEnd ? + ZeroSlopeEnding : ZeroCurvatureEnding; - } + } else { - } + settings.endingEnd = WrapAroundEnding; - this.addAttribute( 'position', new BufferAttribute( coords, 3 ) ); + } - } + } - } + }, - } + _scheduleFading: function( duration, weightNow, weightThen ) { - WireframeGeometry.prototype = Object.create( BufferGeometry.prototype ); - WireframeGeometry.prototype.constructor = WireframeGeometry; + var mixer = this._mixer, now = mixer.time, + interpolant = this._weightInterpolant; - /** - * @author mrdoob / http://mrdoob.com/ - */ + if ( interpolant === null ) { - function WireframeHelper( object, hex ) { + interpolant = mixer._lendControlInterpolant(), + this._weightInterpolant = interpolant; - var color = ( hex !== undefined ) ? hex : 0xffffff; + } - LineSegments.call( this, new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: color } ) ); + var times = interpolant.parameterPositions, + values = interpolant.sampleValues; - this.matrix = object.matrixWorld; - this.matrixAutoUpdate = false; + times[ 0 ] = now; values[ 0 ] = weightNow; + times[ 1 ] = now + duration; values[ 1 ] = weightThen; - } + return this; - WireframeHelper.prototype = Object.create( LineSegments.prototype ); - WireframeHelper.prototype.constructor = WireframeHelper; + } - /** - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - */ + }; - function VertexNormalsHelper( object, size, hex, linewidth ) { + /** + * + * Player for AnimationClips. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ - this.object = object; + function AnimationMixer( root ) { - this.size = ( size !== undefined ) ? size : 1; + this._root = root; + this._initMemoryManager(); + this._accuIndex = 0; - var color = ( hex !== undefined ) ? hex : 0xff0000; + this.time = 0; - var width = ( linewidth !== undefined ) ? linewidth : 1; + this.timeScale = 1.0; - // + } - var nNormals = 0; + Object.assign( AnimationMixer.prototype, EventDispatcher.prototype, { - var objGeometry = this.object.geometry; + // return an action for a clip optionally using a custom root target + // object (this method allocates a lot of dynamic memory in case a + // previously unknown clip/root combination is specified) + clipAction: function( clip, optionalRoot ) { - if ( (objGeometry && objGeometry.isGeometry) ) { + var root = optionalRoot || this._root, + rootUuid = root.uuid, - nNormals = objGeometry.faces.length * 3; + clipObject = typeof clip === 'string' ? + AnimationClip.findByName( root, clip ) : clip, - } else if ( (objGeometry && objGeometry.isBufferGeometry) ) { + clipUuid = clipObject !== null ? clipObject.uuid : clip, - nNormals = objGeometry.attributes.normal.count; + actionsForClip = this._actionsByClip[ clipUuid ], + prototypeAction = null; - } + if ( actionsForClip !== undefined ) { - // + var existingAction = + actionsForClip.actionByRoot[ rootUuid ]; - var geometry = new BufferGeometry(); + if ( existingAction !== undefined ) { - var positions = new Float32Attribute( nNormals * 2 * 3, 3 ); + return existingAction; - geometry.addAttribute( 'position', positions ); + } - LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); + // we know the clip, so we don't have to parse all + // the bindings again but can just copy + prototypeAction = actionsForClip.knownActions[ 0 ]; - // + // also, take the clip from the prototype action + if ( clipObject === null ) + clipObject = prototypeAction._clip; - this.matrixAutoUpdate = false; + } - this.update(); + // clip must be known when specified via string + if ( clipObject === null ) return null; - } + // allocate all resources required to run it + var newAction = new AnimationAction( this, clipObject, optionalRoot ); - VertexNormalsHelper.prototype = Object.create( LineSegments.prototype ); - VertexNormalsHelper.prototype.constructor = VertexNormalsHelper; + this._bindAction( newAction, prototypeAction ); - VertexNormalsHelper.prototype.update = ( function () { + // and make the action known to the memory manager + this._addInactiveAction( newAction, clipUuid, rootUuid ); - var v1 = new Vector3(); - var v2 = new Vector3(); - var normalMatrix = new Matrix3(); + return newAction; - return function update() { + }, - var keys = [ 'a', 'b', 'c' ]; + // get an existing action + existingAction: function( clip, optionalRoot ) { - this.object.updateMatrixWorld( true ); + var root = optionalRoot || this._root, + rootUuid = root.uuid, - normalMatrix.getNormalMatrix( this.object.matrixWorld ); + clipObject = typeof clip === 'string' ? + AnimationClip.findByName( root, clip ) : clip, - var matrixWorld = this.object.matrixWorld; + clipUuid = clipObject ? clipObject.uuid : clip, - var position = this.geometry.attributes.position; + actionsForClip = this._actionsByClip[ clipUuid ]; - // + if ( actionsForClip !== undefined ) { - var objGeometry = this.object.geometry; + return actionsForClip.actionByRoot[ rootUuid ] || null; - if ( (objGeometry && objGeometry.isGeometry) ) { + } - var vertices = objGeometry.vertices; + return null; - var faces = objGeometry.faces; + }, - var idx = 0; + // deactivates all previously scheduled actions + stopAllAction: function() { - for ( var i = 0, l = faces.length; i < l; i ++ ) { + var actions = this._actions, + nActions = this._nActiveActions, + bindings = this._bindings, + nBindings = this._nActiveBindings; - var face = faces[ i ]; + this._nActiveActions = 0; + this._nActiveBindings = 0; - for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { + for ( var i = 0; i !== nActions; ++ i ) { - var vertex = vertices[ face[ keys[ j ] ] ]; + actions[ i ].reset(); - var normal = face.vertexNormals[ j ]; + } - v1.copy( vertex ).applyMatrix4( matrixWorld ); + for ( var i = 0; i !== nBindings; ++ i ) { - v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + bindings[ i ].useCount = 0; - position.setXYZ( idx, v1.x, v1.y, v1.z ); + } - idx = idx + 1; + return this; - position.setXYZ( idx, v2.x, v2.y, v2.z ); + }, - idx = idx + 1; + // advance the time and update apply the animation + update: function( deltaTime ) { - } + deltaTime *= this.timeScale; - } + var actions = this._actions, + nActions = this._nActiveActions, - } else if ( (objGeometry && objGeometry.isBufferGeometry) ) { + time = this.time += deltaTime, + timeDirection = Math.sign( deltaTime ), - var objPos = objGeometry.attributes.position; + accuIndex = this._accuIndex ^= 1; - var objNorm = objGeometry.attributes.normal; + // run active actions - var idx = 0; + for ( var i = 0; i !== nActions; ++ i ) { - // for simplicity, ignore index and drawcalls, and render every normal + var action = actions[ i ]; - for ( var j = 0, jl = objPos.count; j < jl; j ++ ) { + if ( action.enabled ) { - v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld ); + action._update( time, deltaTime, timeDirection, accuIndex ); - v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) ); + } - v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + } - position.setXYZ( idx, v1.x, v1.y, v1.z ); + // update scene graph - idx = idx + 1; + var bindings = this._bindings, + nBindings = this._nActiveBindings; - position.setXYZ( idx, v2.x, v2.y, v2.z ); + for ( var i = 0; i !== nBindings; ++ i ) { - idx = idx + 1; + bindings[ i ].apply( accuIndex ); - } + } - } + return this; - position.needsUpdate = true; + }, - return this; + // return this mixer's root target object + getRoot: function() { - }; + return this._root; - }() ); + }, - /** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - */ + // free all resources specific to a particular clip + uncacheClip: function( clip ) { - function SpotLightHelper( light ) { + var actions = this._actions, + clipUuid = clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ]; - Object3D.call( this ); + if ( actionsForClip !== undefined ) { - this.light = light; - this.light.updateMatrixWorld(); + // note: just calling _removeInactiveAction would mess up the + // iteration state and also require updating the state we can + // just throw away - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; + var actionsToRemove = actionsForClip.knownActions; - var geometry = new BufferGeometry(); + for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) { - var positions = [ - 0, 0, 0, 0, 0, 1, - 0, 0, 0, 1, 0, 1, - 0, 0, 0, - 1, 0, 1, - 0, 0, 0, 0, 1, 1, - 0, 0, 0, 0, - 1, 1 - ]; + var action = actionsToRemove[ i ]; - for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { + this._deactivateAction( action ); - var p1 = ( i / l ) * Math.PI * 2; - var p2 = ( j / l ) * Math.PI * 2; + var cacheIndex = action._cacheIndex, + lastInactiveAction = actions[ actions.length - 1 ]; - positions.push( - Math.cos( p1 ), Math.sin( p1 ), 1, - Math.cos( p2 ), Math.sin( p2 ), 1 - ); + action._cacheIndex = null; + action._byClipCacheIndex = null; - } + lastInactiveAction._cacheIndex = cacheIndex; + actions[ cacheIndex ] = lastInactiveAction; + actions.pop(); - geometry.addAttribute( 'position', new Float32Attribute( positions, 3 ) ); + this._removeInactiveBindingsForAction( action ); - var material = new LineBasicMaterial( { fog: false } ); + } - this.cone = new LineSegments( geometry, material ); - this.add( this.cone ); + delete actionsByClip[ clipUuid ]; - this.update(); + } - } + }, - SpotLightHelper.prototype = Object.create( Object3D.prototype ); - SpotLightHelper.prototype.constructor = SpotLightHelper; + // free all resources specific to a particular root target object + uncacheRoot: function( root ) { - SpotLightHelper.prototype.dispose = function () { + var rootUuid = root.uuid, + actionsByClip = this._actionsByClip; - this.cone.geometry.dispose(); - this.cone.material.dispose(); + for ( var clipUuid in actionsByClip ) { - }; + var actionByRoot = actionsByClip[ clipUuid ].actionByRoot, + action = actionByRoot[ rootUuid ]; - SpotLightHelper.prototype.update = function () { + if ( action !== undefined ) { - var vector = new Vector3(); - var vector2 = new Vector3(); + this._deactivateAction( action ); + this._removeInactiveAction( action ); - return function update() { + } - var coneLength = this.light.distance ? this.light.distance : 1000; - var coneWidth = coneLength * Math.tan( this.light.angle ); + } - this.cone.scale.set( coneWidth, coneWidth, coneLength ); + var bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ]; - vector.setFromMatrixPosition( this.light.matrixWorld ); - vector2.setFromMatrixPosition( this.light.target.matrixWorld ); + if ( bindingByName !== undefined ) { - this.cone.lookAt( vector2.sub( vector ) ); + for ( var trackName in bindingByName ) { - this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); + var binding = bindingByName[ trackName ]; + binding.restoreOriginalState(); + this._removeInactiveBinding( binding ); - }; + } - }(); + } - /** - * @author Sean Griffin / http://twitter.com/sgrif - * @author Michael Guerrero / http://realitymeltdown.com - * @author mrdoob / http://mrdoob.com/ - * @author ikerr / http://verold.com - */ + }, - function SkeletonHelper( object ) { + // remove a targeted clip from the cache + uncacheAction: function( clip, optionalRoot ) { - this.bones = this.getBoneList( object ); + var action = this.existingAction( clip, optionalRoot ); - var geometry = new Geometry(); + if ( action !== null ) { - for ( var i = 0; i < this.bones.length; i ++ ) { + this._deactivateAction( action ); + this._removeInactiveAction( action ); - var bone = this.bones[ i ]; + } - if ( (bone.parent && bone.parent.isBone) ) { + } - geometry.vertices.push( new Vector3() ); - geometry.vertices.push( new Vector3() ); - geometry.colors.push( new Color( 0, 0, 1 ) ); - geometry.colors.push( new Color( 0, 1, 0 ) ); + } ); - } + // Implementation details: - } + Object.assign( AnimationMixer.prototype, { - geometry.dynamic = true; + _bindAction: function( action, prototypeAction ) { - var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } ); + var root = action._localRoot || this._root, + tracks = action._clip.tracks, + nTracks = tracks.length, + bindings = action._propertyBindings, + interpolants = action._interpolants, + rootUuid = root.uuid, + bindingsByRoot = this._bindingsByRootAndName, + bindingsByName = bindingsByRoot[ rootUuid ]; - LineSegments.call( this, geometry, material ); + if ( bindingsByName === undefined ) { - this.root = object; + bindingsByName = {}; + bindingsByRoot[ rootUuid ] = bindingsByName; - this.matrix = object.matrixWorld; - this.matrixAutoUpdate = false; + } - this.update(); + for ( var i = 0; i !== nTracks; ++ i ) { - } + var track = tracks[ i ], + trackName = track.name, + binding = bindingsByName[ trackName ]; + if ( binding !== undefined ) { - SkeletonHelper.prototype = Object.create( LineSegments.prototype ); - SkeletonHelper.prototype.constructor = SkeletonHelper; + bindings[ i ] = binding; - SkeletonHelper.prototype.getBoneList = function( object ) { + } else { - var boneList = []; + binding = bindings[ i ]; - if ( (object && object.isBone) ) { + if ( binding !== undefined ) { - boneList.push( object ); + // existing binding, make sure the cache knows - } + if ( binding._cacheIndex === null ) { - for ( var i = 0; i < object.children.length; i ++ ) { + ++ binding.referenceCount; + this._addInactiveBinding( binding, rootUuid, trackName ); - boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) ); + } - } + continue; - return boneList; + } - }; + var path = prototypeAction && prototypeAction. + _propertyBindings[ i ].binding.parsedPath; - SkeletonHelper.prototype.update = function () { + binding = new PropertyMixer( + PropertyBinding.create( root, trackName, path ), + track.ValueTypeName, track.getValueSize() ); - var geometry = this.geometry; + ++ binding.referenceCount; + this._addInactiveBinding( binding, rootUuid, trackName ); - var matrixWorldInv = new Matrix4().getInverse( this.root.matrixWorld ); + bindings[ i ] = binding; - var boneMatrix = new Matrix4(); + } - var j = 0; + interpolants[ i ].resultBuffer = binding.buffer; - for ( var i = 0; i < this.bones.length; i ++ ) { + } - var bone = this.bones[ i ]; + }, - if ( (bone.parent && bone.parent.isBone) ) { + _activateAction: function( action ) { - boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld ); - geometry.vertices[ j ].setFromMatrixPosition( boneMatrix ); + if ( ! this._isActiveAction( action ) ) { - boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld ); - geometry.vertices[ j + 1 ].setFromMatrixPosition( boneMatrix ); + if ( action._cacheIndex === null ) { - j += 2; + // this action has been forgotten by the cache, but the user + // appears to be still using it -> rebind - } + var rootUuid = ( action._localRoot || this._root ).uuid, + clipUuid = action._clip.uuid, + actionsForClip = this._actionsByClip[ clipUuid ]; - } + this._bindAction( action, + actionsForClip && actionsForClip.knownActions[ 0 ] ); - geometry.verticesNeedUpdate = true; + this._addInactiveAction( action, clipUuid, rootUuid ); - geometry.computeBoundingSphere(); + } - }; + var bindings = action._propertyBindings; - /** - * @author benaadams / https://twitter.com/ben_a_adams - * based on THREE.SphereGeometry - */ + // increment reference counts / sort out state + for ( var i = 0, n = bindings.length; i !== n; ++ i ) { - function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { + var binding = bindings[ i ]; - BufferGeometry.call( this ); + if ( binding.useCount ++ === 0 ) { - this.type = 'SphereBufferGeometry'; + this._lendBinding( binding ); + binding.saveOriginalState(); - 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 ); + this._lendAction( action ); - 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; + _deactivateAction: function( action ) { - var vertexCount = ( ( widthSegments + 1 ) * ( heightSegments + 1 ) ); + if ( this._isActiveAction( action ) ) { - var positions = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); - var normals = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); - var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); + var bindings = action._propertyBindings; - var index = 0, vertices = [], normal = new Vector3(); + // decrement reference counts / sort out state + for ( var i = 0, n = bindings.length; i !== n; ++ i ) { - for ( var y = 0; y <= heightSegments; y ++ ) { + var binding = bindings[ i ]; - var verticesRow = []; + if ( -- binding.useCount === 0 ) { - var v = y / heightSegments; + binding.restoreOriginalState(); + this._takeBackBinding( binding ); - for ( var x = 0; x <= widthSegments; x ++ ) { + } - var u = x / widthSegments; + } - var px = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); - var py = radius * Math.cos( thetaStart + v * thetaLength ); - var pz = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + this._takeBackAction( action ); - normal.set( px, py, pz ).normalize(); + } - positions.setXYZ( index, px, py, pz ); - normals.setXYZ( index, normal.x, normal.y, normal.z ); - uvs.setXY( index, u, 1 - v ); + }, - verticesRow.push( index ); + // Memory manager - index ++; + _initMemoryManager: function() { - } + this._actions = []; // 'nActiveActions' followed by inactive ones + this._nActiveActions = 0; - vertices.push( verticesRow ); + this._actionsByClip = {}; + // inside: + // { + // knownActions: Array< AnimationAction > - used as prototypes + // actionByRoot: AnimationAction - lookup + // } - } - var indices = []; + this._bindings = []; // 'nActiveBindings' followed by inactive ones + this._nActiveBindings = 0; - for ( var y = 0; y < heightSegments; y ++ ) { + this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > - for ( var x = 0; x < widthSegments; x ++ ) { - var v1 = vertices[ y ][ x + 1 ]; - var v2 = vertices[ y ][ x ]; - var v3 = vertices[ y + 1 ][ x ]; - var v4 = vertices[ y + 1 ][ x + 1 ]; + this._controlInterpolants = []; // same game as above + this._nActiveControlInterpolants = 0; - if ( y !== 0 || thetaStart > 0 ) indices.push( v1, v2, v4 ); - if ( y !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( v2, v3, v4 ); + var scope = this; - } + this.stats = { - } + actions: { + get total() { return scope._actions.length; }, + get inUse() { return scope._nActiveActions; } + }, + bindings: { + get total() { return scope._bindings.length; }, + get inUse() { return scope._nActiveBindings; } + }, + controlInterpolants: { + get total() { return scope._controlInterpolants.length; }, + get inUse() { return scope._nActiveControlInterpolants; } + } - this.setIndex( new ( positions.count > 65535 ? Uint32Attribute : Uint16Attribute )( indices, 1 ) ); - this.addAttribute( 'position', positions ); - this.addAttribute( 'normal', normals ); - this.addAttribute( 'uv', uvs ); + }; - this.boundingSphere = new Sphere( new Vector3(), radius ); + }, - } + // Memory management for AnimationAction objects - SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - SphereBufferGeometry.prototype.constructor = SphereBufferGeometry; + _isActiveAction: function( action ) { - /** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */ + var index = action._cacheIndex; + return index !== null && index < this._nActiveActions; - function PointLightHelper( light, sphereSize ) { + }, - this.light = light; - this.light.updateMatrixWorld(); + _addInactiveAction: function( action, clipUuid, rootUuid ) { - var geometry = new SphereBufferGeometry( sphereSize, 4, 2 ); - var material = new MeshBasicMaterial( { wireframe: true, fog: false } ); - material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); + var actions = this._actions, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ]; - Mesh.call( this, geometry, material ); + if ( actionsForClip === undefined ) { - this.matrix = this.light.matrixWorld; - this.matrixAutoUpdate = false; + actionsForClip = { - /* - var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); - var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); + knownActions: [ action ], + actionByRoot: {} - this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); - this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); + }; - var d = light.distance; + action._byClipCacheIndex = 0; - if ( d === 0.0 ) { + actionsByClip[ clipUuid ] = actionsForClip; - this.lightDistance.visible = false; + } else { - } else { + var knownActions = actionsForClip.knownActions; - this.lightDistance.scale.set( d, d, d ); + action._byClipCacheIndex = knownActions.length; + knownActions.push( action ); - } + } - this.add( this.lightDistance ); - */ + action._cacheIndex = actions.length; + actions.push( action ); - } + actionsForClip.actionByRoot[ rootUuid ] = action; - PointLightHelper.prototype = Object.create( Mesh.prototype ); - PointLightHelper.prototype.constructor = PointLightHelper; + }, - PointLightHelper.prototype.dispose = function () { + _removeInactiveAction: function( action ) { - this.geometry.dispose(); - this.material.dispose(); + var actions = this._actions, + lastInactiveAction = actions[ actions.length - 1 ], + cacheIndex = action._cacheIndex; - }; + lastInactiveAction._cacheIndex = cacheIndex; + actions[ cacheIndex ] = lastInactiveAction; + actions.pop(); - PointLightHelper.prototype.update = function () { + action._cacheIndex = null; - this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); - /* - var d = this.light.distance; + var clipUuid = action._clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ], + knownActionsForClip = actionsForClip.knownActions, - if ( d === 0.0 ) { + lastKnownAction = + knownActionsForClip[ knownActionsForClip.length - 1 ], - this.lightDistance.visible = false; + byClipCacheIndex = action._byClipCacheIndex; - } else { + lastKnownAction._byClipCacheIndex = byClipCacheIndex; + knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; + knownActionsForClip.pop(); - this.lightDistance.visible = true; - this.lightDistance.scale.set( d, d, d ); + action._byClipCacheIndex = null; - } - */ - }; + var actionByRoot = actionsForClip.actionByRoot, + rootUuid = ( actions._localRoot || this._root ).uuid; - /** - * @author mrdoob / http://mrdoob.com/ - */ + delete actionByRoot[ rootUuid ]; - function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { + if ( knownActionsForClip.length === 0 ) { - Geometry.call( this ); + delete actionsByClip[ clipUuid ]; - this.type = 'SphereGeometry'; + } - this.parameters = { - radius: radius, - widthSegments: widthSegments, - heightSegments: heightSegments, - phiStart: phiStart, - phiLength: phiLength, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + this._removeInactiveBindingsForAction( action ); - this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) ); + }, - } + _removeInactiveBindingsForAction: function( action ) { - SphereGeometry.prototype = Object.create( Geometry.prototype ); - SphereGeometry.prototype.constructor = SphereGeometry; + var bindings = action._propertyBindings; + for ( var i = 0, n = bindings.length; i !== n; ++ i ) { - /** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */ + var binding = bindings[ i ]; - function HemisphereLightHelper( light, sphereSize ) { + if ( -- binding.referenceCount === 0 ) { - Object3D.call( this ); + this._removeInactiveBinding( binding ); - this.light = light; - this.light.updateMatrixWorld(); + } - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; + } - this.colors = [ new Color(), new Color() ]; + }, - var geometry = new SphereGeometry( sphereSize, 4, 2 ); - geometry.rotateX( - Math.PI / 2 ); + _lendAction: function( action ) { - for ( var i = 0, il = 8; i < il; i ++ ) { + // [ active actions | inactive actions ] + // [ active actions >| inactive actions ] + // s a + // <-swap-> + // a s - geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ]; + var actions = this._actions, + prevIndex = action._cacheIndex, - } + lastActiveIndex = this._nActiveActions ++, - var material = new MeshBasicMaterial( { vertexColors: FaceColors, wireframe: true } ); + firstInactiveAction = actions[ lastActiveIndex ]; - this.lightSphere = new Mesh( geometry, material ); - this.add( this.lightSphere ); + action._cacheIndex = lastActiveIndex; + actions[ lastActiveIndex ] = action; - this.update(); + firstInactiveAction._cacheIndex = prevIndex; + actions[ prevIndex ] = firstInactiveAction; - } + }, - HemisphereLightHelper.prototype = Object.create( Object3D.prototype ); - HemisphereLightHelper.prototype.constructor = HemisphereLightHelper; + _takeBackAction: function( action ) { - HemisphereLightHelper.prototype.dispose = function () { + // [ active actions | inactive actions ] + // [ active actions |< inactive actions ] + // a s + // <-swap-> + // s a - this.lightSphere.geometry.dispose(); - this.lightSphere.material.dispose(); + var actions = this._actions, + prevIndex = action._cacheIndex, - }; + firstInactiveIndex = -- this._nActiveActions, - HemisphereLightHelper.prototype.update = function () { + lastActiveAction = actions[ firstInactiveIndex ]; - var vector = new Vector3(); + action._cacheIndex = firstInactiveIndex; + actions[ firstInactiveIndex ] = action; - return function update() { + lastActiveAction._cacheIndex = prevIndex; + actions[ prevIndex ] = lastActiveAction; - this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity ); - this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity ); + }, - this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() ); - this.lightSphere.geometry.colorsNeedUpdate = true; + // Memory management for PropertyMixer objects - }; + _addInactiveBinding: function( binding, rootUuid, trackName ) { - }(); + var bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ], - /** - * @author mrdoob / http://mrdoob.com/ - */ + bindings = this._bindings; - function GridHelper( size, divisions, color1, color2 ) { + if ( bindingByName === undefined ) { - divisions = divisions || 1; - color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); - color2 = new Color( color2 !== undefined ? color2 : 0x888888 ); + bindingByName = {}; + bindingsByRoot[ rootUuid ] = bindingByName; - var center = divisions / 2; - var step = ( size * 2 ) / divisions; - var vertices = [], colors = []; + } - for ( var i = 0, j = 0, k = - size; i <= divisions; i ++, k += step ) { + bindingByName[ trackName ] = binding; - vertices.push( - size, 0, k, size, 0, k ); - vertices.push( k, 0, - size, k, 0, size ); + binding._cacheIndex = bindings.length; + bindings.push( binding ); - var color = i === center ? color1 : color2; + }, - color.toArray( colors, j ); j += 3; - color.toArray( colors, j ); j += 3; - color.toArray( colors, j ); j += 3; - color.toArray( colors, j ); j += 3; + _removeInactiveBinding: function( binding ) { - } + var bindings = this._bindings, + propBinding = binding.binding, + rootUuid = propBinding.rootNode.uuid, + trackName = propBinding.path, + bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ], - var geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new Float32Attribute( vertices, 3 ) ); - geometry.addAttribute( 'color', new Float32Attribute( colors, 3 ) ); + lastInactiveBinding = bindings[ bindings.length - 1 ], + cacheIndex = binding._cacheIndex; - var material = new LineBasicMaterial( { vertexColors: VertexColors } ); + lastInactiveBinding._cacheIndex = cacheIndex; + bindings[ cacheIndex ] = lastInactiveBinding; + bindings.pop(); - LineSegments.call( this, geometry, material ); + delete bindingByName[ trackName ]; - } + remove_empty_map: { - GridHelper.prototype = Object.create( LineSegments.prototype ); - GridHelper.prototype.constructor = GridHelper; + for ( var _ in bindingByName ) break remove_empty_map; - GridHelper.prototype.setColors = function () { + delete bindingsByRoot[ rootUuid ]; - console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' ); + } - }; + }, - /** - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - */ + _lendBinding: function( binding ) { - function FaceNormalsHelper( object, size, hex, linewidth ) { + var bindings = this._bindings, + prevIndex = binding._cacheIndex, - // FaceNormalsHelper only supports THREE.Geometry + lastActiveIndex = this._nActiveBindings ++, - this.object = object; + firstInactiveBinding = bindings[ lastActiveIndex ]; - this.size = ( size !== undefined ) ? size : 1; + binding._cacheIndex = lastActiveIndex; + bindings[ lastActiveIndex ] = binding; - var color = ( hex !== undefined ) ? hex : 0xffff00; + firstInactiveBinding._cacheIndex = prevIndex; + bindings[ prevIndex ] = firstInactiveBinding; - var width = ( linewidth !== undefined ) ? linewidth : 1; + }, - // + _takeBackBinding: function( binding ) { - var nNormals = 0; + var bindings = this._bindings, + prevIndex = binding._cacheIndex, - var objGeometry = this.object.geometry; + firstInactiveIndex = -- this._nActiveBindings, - if ( (objGeometry && objGeometry.isGeometry) ) { + lastActiveBinding = bindings[ firstInactiveIndex ]; - nNormals = objGeometry.faces.length; + binding._cacheIndex = firstInactiveIndex; + bindings[ firstInactiveIndex ] = binding; - } else { + lastActiveBinding._cacheIndex = prevIndex; + bindings[ prevIndex ] = lastActiveBinding; - console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' ); + }, - } - // + // Memory management of Interpolants for weight and time scale - var geometry = new BufferGeometry(); + _lendControlInterpolant: function() { - var positions = new Float32Attribute( nNormals * 2 * 3, 3 ); + var interpolants = this._controlInterpolants, + lastActiveIndex = this._nActiveControlInterpolants ++, + interpolant = interpolants[ lastActiveIndex ]; - geometry.addAttribute( 'position', positions ); + if ( interpolant === undefined ) { - LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); + interpolant = new LinearInterpolant( + new Float32Array( 2 ), new Float32Array( 2 ), + 1, this._controlInterpolantsResultBuffer ); - // + interpolant.__cacheIndex = lastActiveIndex; + interpolants[ lastActiveIndex ] = interpolant; - this.matrixAutoUpdate = false; - this.update(); + } - } + return interpolant; - FaceNormalsHelper.prototype = Object.create( LineSegments.prototype ); - FaceNormalsHelper.prototype.constructor = FaceNormalsHelper; + }, - FaceNormalsHelper.prototype.update = ( function () { + _takeBackControlInterpolant: function( interpolant ) { - var v1 = new Vector3(); - var v2 = new Vector3(); - var normalMatrix = new Matrix3(); + var interpolants = this._controlInterpolants, + prevIndex = interpolant.__cacheIndex, - return function update() { + firstInactiveIndex = -- this._nActiveControlInterpolants, - this.object.updateMatrixWorld( true ); + lastActiveInterpolant = interpolants[ firstInactiveIndex ]; - normalMatrix.getNormalMatrix( this.object.matrixWorld ); + interpolant.__cacheIndex = firstInactiveIndex; + interpolants[ firstInactiveIndex ] = interpolant; - var matrixWorld = this.object.matrixWorld; + lastActiveInterpolant.__cacheIndex = prevIndex; + interpolants[ prevIndex ] = lastActiveInterpolant; - var position = this.geometry.attributes.position; + }, - // + _controlInterpolantsResultBuffer: new Float32Array( 1 ) - var objGeometry = this.object.geometry; + } ); - var vertices = objGeometry.vertices; + /** + * @author mrdoob / http://mrdoob.com/ + */ - var faces = objGeometry.faces; + function Uniform( value ) { - var idx = 0; + if ( typeof value === 'string' ) { - for ( var i = 0, l = faces.length; i < l; i ++ ) { + console.warn( 'THREE.Uniform: Type parameter is no longer needed.' ); + value = arguments[ 1 ]; - var face = faces[ i ]; + } - var normal = face.normal; + this.value = value; - v1.copy( vertices[ face.a ] ) - .add( vertices[ face.b ] ) - .add( vertices[ face.c ] ) - .divideScalar( 3 ) - .applyMatrix4( matrixWorld ); + this.dynamic = false; - v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + } - position.setXYZ( idx, v1.x, v1.y, v1.z ); + Uniform.prototype = { - idx = idx + 1; + constructor: Uniform, - position.setXYZ( idx, v2.x, v2.y, v2.z ); + onUpdate: function ( callback ) { - idx = idx + 1; + this.dynamic = true; + this.onUpdateCallback = callback; - } + return this; - position.needsUpdate = true; + } - return this; + }; - }; + /** + * @author benaadams / https://twitter.com/ben_a_adams + */ - }() ); + function InstancedBufferGeometry() { - /** - * @author WestLangley / http://github.com/WestLangley - */ + BufferGeometry.call( this ); - function EdgesGeometry( geometry, thresholdAngle ) { + this.type = 'InstancedBufferGeometry'; + this.maxInstancedCount = undefined; - BufferGeometry.call( this ); + } - thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1; + InstancedBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + InstancedBufferGeometry.prototype.constructor = InstancedBufferGeometry; - var thresholdDot = Math.cos( exports.Math.DEG2RAD * thresholdAngle ); + InstancedBufferGeometry.prototype.isInstancedBufferGeometry = true; - var edge = [ 0, 0 ], hash = {}; + InstancedBufferGeometry.prototype.addGroup = function ( start, count, instances ) { - function sortFunction( a, b ) { + this.groups.push( { - return a - b; + start: start, + count: count, + instances: instances - } + } ); - var keys = [ 'a', 'b', 'c' ]; + }; - var geometry2; + InstancedBufferGeometry.prototype.copy = function ( source ) { - if ( (geometry && geometry.isBufferGeometry) ) { + var index = source.index; - geometry2 = new Geometry(); - geometry2.fromBufferGeometry( geometry ); + if ( index !== null ) { - } else { + this.setIndex( index.clone() ); - geometry2 = geometry.clone(); + } - } + var attributes = source.attributes; - geometry2.mergeVertices(); - geometry2.computeFaceNormals(); + for ( var name in attributes ) { - var vertices = geometry2.vertices; - var faces = geometry2.faces; + var attribute = attributes[ name ]; + this.addAttribute( name, attribute.clone() ); - for ( var i = 0, l = faces.length; i < l; i ++ ) { + } - var face = faces[ i ]; + var groups = source.groups; - for ( var j = 0; j < 3; j ++ ) { + for ( var i = 0, l = groups.length; i < l; i ++ ) { - edge[ 0 ] = face[ keys[ j ] ]; - edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ]; - edge.sort( sortFunction ); + var group = groups[ i ]; + this.addGroup( group.start, group.count, group.instances ); - var key = edge.toString(); + } - if ( hash[ key ] === undefined ) { + return this; - hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined }; + }; - } else { + /** + * @author benaadams / https://twitter.com/ben_a_adams + */ - hash[ key ].face2 = i; + function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) { - } + this.uuid = exports.Math.generateUUID(); - } + this.data = interleavedBuffer; + this.itemSize = itemSize; + this.offset = offset; - } + this.normalized = normalized === true; - var coords = []; + } - for ( var key in hash ) { - var h = hash[ key ]; + InterleavedBufferAttribute.prototype = { - if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) <= thresholdDot ) { + constructor: InterleavedBufferAttribute, - var vertex = vertices[ h.vert1 ]; - coords.push( vertex.x ); - coords.push( vertex.y ); - coords.push( vertex.z ); + isInterleavedBufferAttribute: true, - vertex = vertices[ h.vert2 ]; - coords.push( vertex.x ); - coords.push( vertex.y ); - coords.push( vertex.z ); + get length() { - } + console.warn( 'THREE.BufferAttribute: .length has been deprecated. Please use .count.' ); + return this.array.length; - } + }, - this.addAttribute( 'position', new BufferAttribute( new Float32Array( coords ), 3 ) ); + get count() { - } + return this.data.count; - EdgesGeometry.prototype = Object.create( BufferGeometry.prototype ); - EdgesGeometry.prototype.constructor = EdgesGeometry; + }, - /** - * @author WestLangley / http://github.com/WestLangley - * @param object THREE.Mesh whose geometry will be used - * @param hex line color - * @param thresholdAngle the minimum angle (in degrees), - * between the face normals of adjacent faces, - * that is required to render an edge. A value of 10 means - * an edge is only rendered if the angle is at least 10 degrees. - */ + get array() { - function EdgesHelper( object, hex, thresholdAngle ) { + return this.data.array; - var color = ( hex !== undefined ) ? hex : 0xffffff; + }, - LineSegments.call( this, new EdgesGeometry( object.geometry, thresholdAngle ), new LineBasicMaterial( { color: color } ) ); + setX: function ( index, x ) { - this.matrix = object.matrixWorld; - this.matrixAutoUpdate = false; + this.data.array[ index * this.data.stride + this.offset ] = x; - } + return this; - EdgesHelper.prototype = Object.create( LineSegments.prototype ); - EdgesHelper.prototype.constructor = EdgesHelper; + }, - /** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - */ + setY: function ( index, y ) { - function DirectionalLightHelper( light, size ) { + this.data.array[ index * this.data.stride + this.offset + 1 ] = y; - Object3D.call( this ); + return this; - this.light = light; - this.light.updateMatrixWorld(); + }, - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; + setZ: function ( index, z ) { - if ( size === undefined ) size = 1; + this.data.array[ index * this.data.stride + this.offset + 2 ] = z; - var geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new Float32Attribute( [ - - size, size, 0, - size, size, 0, - size, - size, 0, - - size, - size, 0, - - size, size, 0 - ], 3 ) ); + return this; - var material = new LineBasicMaterial( { fog: false } ); + }, - this.add( new Line( geometry, material ) ); + setW: function ( index, w ) { - geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new Float32Attribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); + this.data.array[ index * this.data.stride + this.offset + 3 ] = w; - this.add( new Line( geometry, material )); + return this; - this.update(); + }, - } + getX: function ( index ) { - DirectionalLightHelper.prototype = Object.create( Object3D.prototype ); - DirectionalLightHelper.prototype.constructor = DirectionalLightHelper; + return this.data.array[ index * this.data.stride + this.offset ]; - DirectionalLightHelper.prototype.dispose = function () { + }, - var lightPlane = this.children[ 0 ]; - var targetLine = this.children[ 1 ]; + getY: function ( index ) { - lightPlane.geometry.dispose(); - lightPlane.material.dispose(); - targetLine.geometry.dispose(); - targetLine.material.dispose(); + return this.data.array[ index * this.data.stride + this.offset + 1 ]; - }; + }, - DirectionalLightHelper.prototype.update = function () { + getZ: function ( index ) { - var v1 = new Vector3(); - var v2 = new Vector3(); - var v3 = new Vector3(); + return this.data.array[ index * this.data.stride + this.offset + 2 ]; - return function update() { + }, - v1.setFromMatrixPosition( this.light.matrixWorld ); - v2.setFromMatrixPosition( this.light.target.matrixWorld ); - v3.subVectors( v2, v1 ); + getW: function ( index ) { - var lightPlane = this.children[ 0 ]; - var targetLine = this.children[ 1 ]; + return this.data.array[ index * this.data.stride + this.offset + 3 ]; - lightPlane.lookAt( v3 ); - lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); + }, - targetLine.lookAt( v3 ); - targetLine.scale.z = v3.length(); + setXY: function ( index, x, y ) { - }; + index = index * this.data.stride + this.offset; - }(); + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; - /** - * @author alteredq / http://alteredqualia.com/ - * - * - shows frustum, line of sight and up of the camera - * - suitable for fast updates - * - based on frustum visualization in lightgl.js shadowmap example - * http://evanw.github.com/lightgl.js/tests/shadowmap.html - */ + return this; - function CameraHelper( camera ) { + }, - var geometry = new Geometry(); - var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } ); + setXYZ: function ( index, x, y, z ) { - var pointMap = {}; + index = index * this.data.stride + this.offset; - // colors + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; - var hexFrustum = 0xffaa00; - var hexCone = 0xff0000; - var hexUp = 0x00aaff; - var hexTarget = 0xffffff; - var hexCross = 0x333333; + return this; - // near + }, - addLine( "n1", "n2", hexFrustum ); - addLine( "n2", "n4", hexFrustum ); - addLine( "n4", "n3", hexFrustum ); - addLine( "n3", "n1", hexFrustum ); + setXYZW: function ( index, x, y, z, w ) { - // far + index = index * this.data.stride + this.offset; - addLine( "f1", "f2", hexFrustum ); - addLine( "f2", "f4", hexFrustum ); - addLine( "f4", "f3", hexFrustum ); - addLine( "f3", "f1", hexFrustum ); + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; + this.data.array[ index + 3 ] = w; - // sides + return this; - addLine( "n1", "f1", hexFrustum ); - addLine( "n2", "f2", hexFrustum ); - addLine( "n3", "f3", hexFrustum ); - addLine( "n4", "f4", hexFrustum ); + } - // cone + }; - addLine( "p", "n1", hexCone ); - addLine( "p", "n2", hexCone ); - addLine( "p", "n3", hexCone ); - addLine( "p", "n4", hexCone ); + /** + * @author benaadams / https://twitter.com/ben_a_adams + */ - // up + function InterleavedBuffer( array, stride ) { - addLine( "u1", "u2", hexUp ); - addLine( "u2", "u3", hexUp ); - addLine( "u3", "u1", hexUp ); + this.uuid = exports.Math.generateUUID(); - // target + this.array = array; + this.stride = stride; - addLine( "c", "t", hexTarget ); - addLine( "p", "c", hexCross ); + this.dynamic = false; + this.updateRange = { offset: 0, count: - 1 }; - // cross + this.version = 0; - addLine( "cn1", "cn2", hexCross ); - addLine( "cn3", "cn4", hexCross ); + } - addLine( "cf1", "cf2", hexCross ); - addLine( "cf3", "cf4", hexCross ); + InterleavedBuffer.prototype = { - function addLine( a, b, hex ) { + constructor: InterleavedBuffer, - addPoint( a, hex ); - addPoint( b, hex ); + isInterleavedBuffer: true, - } + get length () { - function addPoint( id, hex ) { + return this.array.length; - geometry.vertices.push( new Vector3() ); - geometry.colors.push( new Color( hex ) ); + }, - if ( pointMap[ id ] === undefined ) { + get count () { - pointMap[ id ] = []; + return this.array.length / this.stride; - } + }, - pointMap[ id ].push( geometry.vertices.length - 1 ); + set needsUpdate( value ) { - } + if ( value === true ) this.version ++; - LineSegments.call( this, geometry, material ); + }, - this.camera = camera; - if( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix(); + setDynamic: function ( value ) { - this.matrix = camera.matrixWorld; - this.matrixAutoUpdate = false; + this.dynamic = value; - this.pointMap = pointMap; + return this; - this.update(); + }, - } + copy: function ( source ) { - CameraHelper.prototype = Object.create( LineSegments.prototype ); - CameraHelper.prototype.constructor = CameraHelper; + this.array = new source.array.constructor( source.array ); + this.stride = source.stride; + this.dynamic = source.dynamic; - CameraHelper.prototype.update = function () { + return this; - var geometry, pointMap; + }, - var vector = new Vector3(); - var camera = new Camera(); + copyAt: function ( index1, attribute, index2 ) { - function setPoint( point, x, y, z ) { + index1 *= this.stride; + index2 *= attribute.stride; - vector.set( x, y, z ).unproject( camera ); + for ( var i = 0, l = this.stride; i < l; i ++ ) { - var points = pointMap[ point ]; + this.array[ index1 + i ] = attribute.array[ index2 + i ]; - if ( points !== undefined ) { + } - for ( var i = 0, il = points.length; i < il; i ++ ) { + return this; - geometry.vertices[ points[ i ] ].copy( vector ); + }, - } + set: function ( value, offset ) { - } + if ( offset === undefined ) offset = 0; - } + this.array.set( value, offset ); - return function update() { + return this; - geometry = this.geometry; - pointMap = this.pointMap; + }, - var w = 1, h = 1; + clone: function () { - // we need just camera projection matrix - // world matrix must be identity + return new this.constructor().copy( this ); - camera.projectionMatrix.copy( this.camera.projectionMatrix ); + } - // center / target + }; - setPoint( "c", 0, 0, - 1 ); - setPoint( "t", 0, 0, 1 ); + /** + * @author benaadams / https://twitter.com/ben_a_adams + */ - // near + function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) { - setPoint( "n1", - w, - h, - 1 ); - setPoint( "n2", w, - h, - 1 ); - setPoint( "n3", - w, h, - 1 ); - setPoint( "n4", w, h, - 1 ); + InterleavedBuffer.call( this, array, stride ); - // far + this.meshPerAttribute = meshPerAttribute || 1; - setPoint( "f1", - w, - h, 1 ); - setPoint( "f2", w, - h, 1 ); - setPoint( "f3", - w, h, 1 ); - setPoint( "f4", w, h, 1 ); + } - // up + InstancedInterleavedBuffer.prototype = Object.create( InterleavedBuffer.prototype ); + InstancedInterleavedBuffer.prototype.constructor = InstancedInterleavedBuffer; - setPoint( "u1", w * 0.7, h * 1.1, - 1 ); - setPoint( "u2", - w * 0.7, h * 1.1, - 1 ); - setPoint( "u3", 0, h * 2, - 1 ); + InstancedInterleavedBuffer.prototype.isInstancedInterleavedBuffer = true; - // cross + InstancedInterleavedBuffer.prototype.copy = function ( source ) { - setPoint( "cf1", - w, 0, 1 ); - setPoint( "cf2", w, 0, 1 ); - setPoint( "cf3", 0, - h, 1 ); - setPoint( "cf4", 0, h, 1 ); + InterleavedBuffer.prototype.copy.call( this, source ); - setPoint( "cn1", - w, 0, - 1 ); - setPoint( "cn2", w, 0, - 1 ); - setPoint( "cn3", 0, - h, - 1 ); - setPoint( "cn4", 0, h, - 1 ); + this.meshPerAttribute = source.meshPerAttribute; - geometry.verticesNeedUpdate = true; + return this; - }; + }; - }(); + /** + * @author benaadams / https://twitter.com/ben_a_adams + */ - /** - * @author mrdoob / http://mrdoob.com/ - * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as - */ + function InstancedBufferAttribute( array, itemSize, meshPerAttribute ) { - function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { + BufferAttribute.call( this, array, itemSize ); - Geometry.call( this ); + this.meshPerAttribute = meshPerAttribute || 1; - this.type = 'BoxGeometry'; + } - this.parameters = { - width: width, - height: height, - depth: depth, - widthSegments: widthSegments, - heightSegments: heightSegments, - depthSegments: depthSegments - }; + InstancedBufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + InstancedBufferAttribute.prototype.constructor = InstancedBufferAttribute; - this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) ); - this.mergeVertices(); + InstancedBufferAttribute.prototype.isInstancedBufferAttribute = true; - } + InstancedBufferAttribute.prototype.copy = function ( source ) { - BoxGeometry.prototype = Object.create( Geometry.prototype ); - BoxGeometry.prototype.constructor = BoxGeometry; + BufferAttribute.prototype.copy.call( this, source ); - /** - * @author WestLangley / http://github.com/WestLangley - */ + this.meshPerAttribute = source.meshPerAttribute; - // a helper to show the world-axis-aligned bounding box for an object + return this; - function BoundingBoxHelper( object, hex ) { + }; - var color = ( hex !== undefined ) ? hex : 0x888888; + /** + * @author mrdoob / http://mrdoob.com/ + * @author bhouston / http://clara.io/ + * @author stephomi / http://stephaneginier.com/ + */ - this.object = object; + function Raycaster( origin, direction, near, far ) { - this.box = new Box3(); + this.ray = new Ray( origin, direction ); + // direction is assumed to be normalized (for accurate distance calculations) - Mesh.call( this, new BoxGeometry( 1, 1, 1 ), new MeshBasicMaterial( { color: color, wireframe: true } ) ); + this.near = near || 0; + this.far = far || Infinity; - } + this.params = { + Mesh: {}, + Line: {}, + LOD: {}, + Points: { threshold: 1 }, + Sprite: {} + }; - BoundingBoxHelper.prototype = Object.create( Mesh.prototype ); - BoundingBoxHelper.prototype.constructor = BoundingBoxHelper; + Object.defineProperties( this.params, { + PointCloud: { + get: function () { + console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' ); + return this.Points; + } + } + } ); - BoundingBoxHelper.prototype.update = function () { + } - this.box.setFromObject( this.object ); + function ascSort( a, b ) { - this.box.size( this.scale ); + return a.distance - b.distance; - this.box.center( this.position ); + } - }; + function intersectObject( object, raycaster, intersects, recursive ) { - /** - * @author mrdoob / http://mrdoob.com/ - */ + if ( object.visible === false ) return; - function BoxHelper( object, color ) { + object.raycast( raycaster, intersects ); - if ( color === undefined ) color = 0xffff00; + if ( recursive === true ) { - var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); - var positions = new Float32Array( 8 * 3 ); + var children = object.children; - var geometry = new BufferGeometry(); - geometry.setIndex( new BufferAttribute( indices, 1 ) ); - geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) ); + for ( var i = 0, l = children.length; i < l; i ++ ) { - LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) ); + intersectObject( children[ i ], raycaster, intersects, true ); - if ( object !== undefined ) { + } - this.update( object ); + } - } + } - } + // - BoxHelper.prototype = Object.create( LineSegments.prototype ); - BoxHelper.prototype.constructor = BoxHelper; + Raycaster.prototype = { - BoxHelper.prototype.update = ( function () { + constructor: Raycaster, - var box = new Box3(); + linePrecision: 1, - return function update( object ) { + set: function ( origin, direction ) { - if ( (object && object.isBox3) ) { + // direction is assumed to be normalized (for accurate distance calculations) - box.copy( object ); + this.ray.set( origin, direction ); - } else { + }, - box.setFromObject( object ); + setFromCamera: function ( coords, camera ) { - } + if ( (camera && camera.isPerspectiveCamera) ) { - if ( box.isEmpty() ) return; + this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); + this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize(); - var min = box.min; - var max = box.max; + } else if ( (camera && camera.isOrthographicCamera) ) { - /* - 5____4 - 1/___0/| - | 6__|_7 - 2/___3/ + 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 ); - 0: max.x, max.y, max.z - 1: min.x, max.y, max.z - 2: min.x, min.y, max.z - 3: max.x, min.y, max.z - 4: max.x, max.y, min.z - 5: min.x, max.y, min.z - 6: min.x, min.y, min.z - 7: max.x, min.y, min.z - */ + } else { - var position = this.geometry.attributes.position; - var array = position.array; + console.error( 'THREE.Raycaster: Unsupported camera type.' ); - array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; - array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; - array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; - array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; - array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; - array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; - array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; - array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z; + } - position.needsUpdate = true; + }, - this.geometry.computeBoundingSphere(); + intersectObject: function ( object, recursive ) { - }; + var intersects = []; - } )(); + intersectObject( object, this, intersects, recursive ); - /** - * @author Mugen87 / https://github.com/Mugen87 - */ + intersects.sort( ascSort ); - function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + return intersects; - BufferGeometry.call( this ); + }, - this.type = 'CylinderBufferGeometry'; + intersectObjects: function ( objects, recursive ) { - this.parameters = { - radiusTop: radiusTop, - radiusBottom: radiusBottom, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + var intersects = []; - var scope = this; + if ( Array.isArray( objects ) === false ) { - radiusTop = radiusTop !== undefined ? radiusTop : 20; - radiusBottom = radiusBottom !== undefined ? radiusBottom : 20; - height = height !== undefined ? height : 100; + console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' ); + return intersects; - radialSegments = Math.floor( radialSegments ) || 8; - heightSegments = Math.floor( heightSegments ) || 1; + } - openEnded = openEnded !== undefined ? openEnded : false; - thetaStart = thetaStart !== undefined ? thetaStart : 0.0; - thetaLength = thetaLength !== undefined ? thetaLength : 2.0 * Math.PI; + for ( var i = 0, l = objects.length; i < l; i ++ ) { - // used to calculate buffer length + intersectObject( objects[ i ], this, intersects, recursive ); - var nbCap = 0; + } - if ( openEnded === false ) { + intersects.sort( ascSort ); - if ( radiusTop > 0 ) nbCap ++; - if ( radiusBottom > 0 ) nbCap ++; + return intersects; - } + } - var vertexCount = calculateVertexCount(); - var indexCount = calculateIndexCount(); + }; - // buffers + /** + * @author alteredq / http://alteredqualia.com/ + */ - var indices = new BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ), 1 ); - var vertices = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); - var normals = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); - var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); + function Clock( autoStart ) { - // helper variables + this.autoStart = ( autoStart !== undefined ) ? autoStart : true; - var index = 0, - indexOffset = 0, - indexArray = [], - halfHeight = height / 2; + this.startTime = 0; + this.oldTime = 0; + this.elapsedTime = 0; - // group variables - var groupStart = 0; + this.running = false; - // generate geometry + } - generateTorso(); + Clock.prototype = { - if ( openEnded === false ) { + constructor: Clock, - if ( radiusTop > 0 ) generateCap( true ); - if ( radiusBottom > 0 ) generateCap( false ); + start: function () { - } + this.startTime = ( performance || Date ).now(); - // build geometry + this.oldTime = this.startTime; + this.running = true; - this.setIndex( indices ); - this.addAttribute( 'position', vertices ); - this.addAttribute( 'normal', normals ); - this.addAttribute( 'uv', uvs ); + }, - // helper functions + stop: function () { - function calculateVertexCount() { + this.getElapsedTime(); + this.running = false; - var count = ( radialSegments + 1 ) * ( heightSegments + 1 ); + }, - if ( openEnded === false ) { + getElapsedTime: function () { - count += ( ( radialSegments + 1 ) * nbCap ) + ( radialSegments * nbCap ); + this.getDelta(); + return this.elapsedTime; - } + }, - return count; + getDelta: function () { - } + var diff = 0; - function calculateIndexCount() { + if ( this.autoStart && ! this.running ) { - var count = radialSegments * heightSegments * 2 * 3; + this.start(); - if ( openEnded === false ) { + } - count += radialSegments * nbCap * 3; + if ( this.running ) { - } + var newTime = ( performance || Date ).now(); - return count; + diff = ( newTime - this.oldTime ) / 1000; + this.oldTime = newTime; - } + this.elapsedTime += diff; - function generateTorso() { + } - var x, y; - var normal = new Vector3(); - var vertex = new Vector3(); + return diff; - var groupCount = 0; + } - // this will be used to calculate the normal - var tanTheta = ( radiusBottom - radiusTop ) / height; + }; - // generate vertices, normals and uvs + /** + * Spline from Tween.js, slightly optimized (and trashed) + * http://sole.github.com/tween.js/examples/05_spline.html + * + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ - for ( y = 0; y <= heightSegments; y ++ ) { + function Spline( points ) { - var indexRow = []; + this.points = points; - var v = y / heightSegments; + var c = [], v3 = { x: 0, y: 0, z: 0 }, + point, intPoint, weight, w2, w3, + pa, pb, pc, pd; - // calculate the radius of the current row - var radius = v * ( radiusBottom - radiusTop ) + radiusTop; + this.initFromArray = function ( a ) { - for ( x = 0; x <= radialSegments; x ++ ) { + this.points = []; - var u = x / radialSegments; + for ( var i = 0; i < a.length; i ++ ) { - // vertex - vertex.x = radius * Math.sin( u * thetaLength + thetaStart ); - vertex.y = - v * height + halfHeight; - vertex.z = radius * Math.cos( u * thetaLength + thetaStart ); - vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); + this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] }; - // normal - normal.copy( vertex ); + } - // handle special case if radiusTop/radiusBottom is zero + }; - if ( ( radiusTop === 0 && y === 0 ) || ( radiusBottom === 0 && y === heightSegments ) ) { + this.getPoint = function ( k ) { - normal.x = Math.sin( u * thetaLength + thetaStart ); - normal.z = Math.cos( u * thetaLength + thetaStart ); + point = ( this.points.length - 1 ) * k; + intPoint = Math.floor( point ); + weight = point - intPoint; - } + c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1; + c[ 1 ] = intPoint; + c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1; + c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2; - normal.setY( Math.sqrt( normal.x * normal.x + normal.z * normal.z ) * tanTheta ).normalize(); - normals.setXYZ( index, normal.x, normal.y, normal.z ); + pa = this.points[ c[ 0 ] ]; + pb = this.points[ c[ 1 ] ]; + pc = this.points[ c[ 2 ] ]; + pd = this.points[ c[ 3 ] ]; - // uv - uvs.setXY( index, u, 1 - v ); + w2 = weight * weight; + w3 = weight * w2; - // save index of vertex in respective row - indexRow.push( index ); + v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 ); + v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 ); + v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 ); - // increase index - index ++; + return v3; - } + }; - // now save vertices of the row in our index array - indexArray.push( indexRow ); + this.getControlPointsArray = function () { - } + var i, p, l = this.points.length, + coords = []; - // generate indices + for ( i = 0; i < l; i ++ ) { - for ( x = 0; x < radialSegments; x ++ ) { + p = this.points[ i ]; + coords[ i ] = [ p.x, p.y, p.z ]; - for ( y = 0; y < heightSegments; y ++ ) { + } - // we use the index array to access the correct indices - var i1 = indexArray[ y ][ x ]; - var i2 = indexArray[ y + 1 ][ x ]; - var i3 = indexArray[ y + 1 ][ x + 1 ]; - var i4 = indexArray[ y ][ x + 1 ]; + return coords; - // face one - indices.setX( indexOffset, i1 ); indexOffset ++; - indices.setX( indexOffset, i2 ); indexOffset ++; - indices.setX( indexOffset, i4 ); indexOffset ++; + }; - // face two - indices.setX( indexOffset, i2 ); indexOffset ++; - indices.setX( indexOffset, i3 ); indexOffset ++; - indices.setX( indexOffset, i4 ); indexOffset ++; + // approximate length by summing linear segments - // update counters - groupCount += 6; + this.getLength = function ( nSubDivisions ) { - } + var i, index, nSamples, position, + point = 0, intPoint = 0, oldIntPoint = 0, + oldPosition = new Vector3(), + tmpVec = new Vector3(), + chunkLengths = [], + totalLength = 0; - } + // first point has 0 length - // add a group to the geometry. this will ensure multi material support - scope.addGroup( groupStart, groupCount, 0 ); + chunkLengths[ 0 ] = 0; - // calculate new start value for groups - groupStart += groupCount; + if ( ! nSubDivisions ) nSubDivisions = 100; - } + nSamples = this.points.length * nSubDivisions; - function generateCap( top ) { + oldPosition.copy( this.points[ 0 ] ); - var x, centerIndexStart, centerIndexEnd; + for ( i = 1; i < nSamples; i ++ ) { - var uv = new Vector2(); - var vertex = new Vector3(); + index = i / nSamples; - var groupCount = 0; + position = this.getPoint( index ); + tmpVec.copy( position ); - var radius = ( top === true ) ? radiusTop : radiusBottom; - var sign = ( top === true ) ? 1 : - 1; + totalLength += tmpVec.distanceTo( oldPosition ); - // save the index of the first center vertex - centerIndexStart = index; + oldPosition.copy( position ); - // first we generate the center vertex data of the cap. - // because the geometry needs one set of uvs per face, - // we must generate a center vertex per face/segment + point = ( this.points.length - 1 ) * index; + intPoint = Math.floor( point ); - for ( x = 1; x <= radialSegments; x ++ ) { + if ( intPoint !== oldIntPoint ) { - // vertex - vertices.setXYZ( index, 0, halfHeight * sign, 0 ); + chunkLengths[ intPoint ] = totalLength; + oldIntPoint = intPoint; - // normal - normals.setXYZ( index, 0, sign, 0 ); + } - // uv - uv.x = 0.5; - uv.y = 0.5; + } - uvs.setXY( index, uv.x, uv.y ); + // last point ends with total length - // increase index - index ++; + chunkLengths[ chunkLengths.length ] = totalLength; - } + return { chunks: chunkLengths, total: totalLength }; - // save the index of the last center vertex - centerIndexEnd = index; + }; - // now we generate the surrounding vertices, normals and uvs + this.reparametrizeByArcLength = function ( samplingCoef ) { - for ( x = 0; x <= radialSegments; x ++ ) { + var i, j, + index, indexCurrent, indexNext, + realDistance, + sampling, position, + newpoints = [], + tmpVec = new Vector3(), + sl = this.getLength(); - var u = x / radialSegments; - var theta = u * thetaLength + thetaStart; + newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() ); - var cosTheta = Math.cos( theta ); - var sinTheta = Math.sin( theta ); + for ( i = 1; i < this.points.length; i ++ ) { - // vertex - vertex.x = radius * sinTheta; - vertex.y = halfHeight * sign; - vertex.z = radius * cosTheta; - vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); + //tmpVec.copy( this.points[ i - 1 ] ); + //linearDistance = tmpVec.distanceTo( this.points[ i ] ); - // normal - normals.setXYZ( index, 0, sign, 0 ); + realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ]; - // uv - uv.x = ( cosTheta * 0.5 ) + 0.5; - uv.y = ( sinTheta * 0.5 * sign ) + 0.5; - uvs.setXY( index, uv.x, uv.y ); + sampling = Math.ceil( samplingCoef * realDistance / sl.total ); - // increase index - index ++; + indexCurrent = ( i - 1 ) / ( this.points.length - 1 ); + indexNext = i / ( this.points.length - 1 ); - } + for ( j = 1; j < sampling - 1; j ++ ) { - // generate indices + index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent ); - for ( x = 0; x < radialSegments; x ++ ) { + position = this.getPoint( index ); + newpoints.push( tmpVec.copy( position ).clone() ); - var c = centerIndexStart + x; - var i = centerIndexEnd + x; + } - if ( top === true ) { + newpoints.push( tmpVec.copy( this.points[ i ] ).clone() ); - // face top - indices.setX( indexOffset, i ); indexOffset ++; - indices.setX( indexOffset, i + 1 ); indexOffset ++; - indices.setX( indexOffset, c ); indexOffset ++; + } - } else { + this.points = newpoints; - // face bottom - indices.setX( indexOffset, i + 1 ); indexOffset ++; - indices.setX( indexOffset, i ); indexOffset ++; - indices.setX( indexOffset, c ); indexOffset ++; + }; - } + // Catmull-Rom - // update counters - groupCount += 3; + function interpolate( p0, p1, p2, p3, t, t2, t3 ) { - } + var v0 = ( p2 - p0 ) * 0.5, + v1 = ( p3 - p1 ) * 0.5; - // add a group to the geometry. this will ensure multi material support - scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); + return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1; - // calculate new start value for groups - groupStart += groupCount; + } - } + } - } + /** + * @author bhouston / http://clara.io + * @author WestLangley / http://github.com/WestLangley + * + * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system + * + * The poles (phi) are at the positive and negative y axis. + * The equator starts at positive z. + */ - CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry; + function Spherical( radius, phi, theta ) { - var lineGeometry = new BufferGeometry(); - lineGeometry.addAttribute( 'position', new Float32Attribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); + this.radius = ( radius !== undefined ) ? radius : 1.0; + this.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole + this.theta = ( theta !== undefined ) ? theta : 0; // around the equator of the sphere - var coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 ); - coneGeometry.translate( 0, - 0.5, 0 ); + return this; - function ArrowHelper( dir, origin, length, color, headLength, headWidth ) { + } - // dir is assumed to be normalized + Spherical.prototype = { - Object3D.call( this ); + constructor: Spherical, - if ( color === undefined ) color = 0xffff00; - if ( length === undefined ) length = 1; - if ( headLength === undefined ) headLength = 0.2 * length; - if ( headWidth === undefined ) headWidth = 0.2 * headLength; + set: function ( radius, phi, theta ) { - this.position.copy( origin ); + this.radius = radius; + this.phi = phi; + this.theta = theta; - this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) ); - this.line.matrixAutoUpdate = false; - this.add( this.line ); + return this; - this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) ); - this.cone.matrixAutoUpdate = false; - this.add( this.cone ); + }, - this.setDirection( dir ); - this.setLength( length, headLength, headWidth ); + clone: function () { - } + return new this.constructor().copy( this ); - ArrowHelper.prototype = Object.create( Object3D.prototype ); - ArrowHelper.prototype.constructor = ArrowHelper; + }, - ArrowHelper.prototype.setDirection = ( function () { + copy: function ( other ) { - var axis = new Vector3(); - var radians; + this.radius.copy( other.radius ); + this.phi.copy( other.phi ); + this.theta.copy( other.theta ); - return function setDirection( dir ) { + return this; - // dir is assumed to be normalized + }, - if ( dir.y > 0.99999 ) { + // restrict phi to be betwee EPS and PI-EPS + makeSafe: function() { - this.quaternion.set( 0, 0, 0, 1 ); + var EPS = 0.000001; + this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); - } else if ( dir.y < - 0.99999 ) { + return this; - this.quaternion.set( 1, 0, 0, 0 ); + }, - } else { + setFromVector3: function( vec3 ) { - axis.set( dir.z, 0, - dir.x ).normalize(); + this.radius = vec3.length(); - radians = Math.acos( dir.y ); + if ( this.radius === 0 ) { - this.quaternion.setFromAxisAngle( axis, radians ); + this.theta = 0; + this.phi = 0; - } + } else { - }; + this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis + this.phi = Math.acos( exports.Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle - }() ); + } - ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) { + return this; + + }, + + }; + + /** + * @author alteredq / http://alteredqualia.com/ + */ + + function MorphBlendMesh( geometry, material ) { + + Mesh.call( this, geometry, material ); + + this.animationsMap = {}; + this.animationsList = []; + + // prepare default animation + // (all frames played together in 1 second) + + var numFrames = this.geometry.morphTargets.length; + + var name = "__default"; + + var startFrame = 0; + var endFrame = numFrames - 1; + + var fps = numFrames / 1; + + this.createAnimation( name, startFrame, endFrame, fps ); + this.setAnimationWeight( name, 1 ); + + } + + MorphBlendMesh.prototype = Object.create( Mesh.prototype ); + MorphBlendMesh.prototype.constructor = MorphBlendMesh; + + MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) { + + var animation = { + + start: start, + end: end, + + length: end - start + 1, + + fps: fps, + duration: ( end - start ) / fps, + + lastFrame: 0, + currentFrame: 0, + + active: false, + + time: 0, + direction: 1, + weight: 1, + + directionBackwards: false, + mirroredLoop: false + + }; + + this.animationsMap[ name ] = animation; + this.animationsList.push( animation ); + + }; + + MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) { + + var pattern = /([a-z]+)_?(\d+)/i; + + var firstAnimation, frameRanges = {}; + + var geometry = this.geometry; + + for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) { + + var morph = geometry.morphTargets[ i ]; + var chunks = morph.name.match( pattern ); + + if ( chunks && chunks.length > 1 ) { + + var name = chunks[ 1 ]; + + if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity }; + + var range = frameRanges[ name ]; + + if ( i < range.start ) range.start = i; + if ( i > range.end ) range.end = i; + + if ( ! firstAnimation ) firstAnimation = name; + + } + + } + + for ( var name in frameRanges ) { + + var range = frameRanges[ name ]; + this.createAnimation( name, range.start, range.end, fps ); + + } + + this.firstAnimation = firstAnimation; + + }; + + MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.direction = 1; + animation.directionBackwards = false; + + } + + }; + + MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.direction = - 1; + animation.directionBackwards = true; + + } + + }; + + MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.fps = fps; + animation.duration = ( animation.end - animation.start ) / animation.fps; + + } + + }; + + MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.duration = duration; + animation.fps = ( animation.end - animation.start ) / animation.duration; + + } + + }; + + MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.weight = weight; + + } + + }; + + MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.time = time; + + } + + }; + + MorphBlendMesh.prototype.getAnimationTime = function ( name ) { + + var time = 0; + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + time = animation.time; + + } + + return time; + + }; + + MorphBlendMesh.prototype.getAnimationDuration = function ( name ) { + + var duration = - 1; + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + duration = animation.duration; + + } + + return duration; + + }; + + MorphBlendMesh.prototype.playAnimation = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.time = 0; + animation.active = true; + + } else { + + console.warn( "THREE.MorphBlendMesh: animation[" + name + "] undefined in .playAnimation()" ); + + } + + }; + + MorphBlendMesh.prototype.stopAnimation = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.active = false; + + } + + }; + + MorphBlendMesh.prototype.update = function ( delta ) { + + for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) { + + var animation = this.animationsList[ i ]; + + if ( ! animation.active ) continue; + + var frameTime = animation.duration / animation.length; + + animation.time += animation.direction * delta; + + if ( animation.mirroredLoop ) { + + if ( animation.time > animation.duration || animation.time < 0 ) { + + animation.direction *= - 1; + + if ( animation.time > animation.duration ) { + + animation.time = animation.duration; + animation.directionBackwards = true; + + } + + if ( animation.time < 0 ) { + + animation.time = 0; + animation.directionBackwards = false; + + } + + } + + } else { + + animation.time = animation.time % animation.duration; + + if ( animation.time < 0 ) animation.time += animation.duration; + + } + + var keyframe = animation.start + exports.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 ); + var weight = animation.weight; + + if ( keyframe !== animation.currentFrame ) { + + this.morphTargetInfluences[ animation.lastFrame ] = 0; + this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight; + + this.morphTargetInfluences[ keyframe ] = 0; + + animation.lastFrame = animation.currentFrame; + animation.currentFrame = keyframe; + + } + + var mix = ( animation.time % frameTime ) / frameTime; + + if ( animation.directionBackwards ) mix = 1 - mix; + + if ( animation.currentFrame !== animation.lastFrame ) { + + this.morphTargetInfluences[ animation.currentFrame ] = mix * weight; + this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight; + + } else { + + this.morphTargetInfluences[ animation.currentFrame ] = weight; + + } + + } + + }; - if ( headLength === undefined ) headLength = 0.2 * length; - if ( headWidth === undefined ) headWidth = 0.2 * headLength; + /** + * @author alteredq / http://alteredqualia.com/ + */ - this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 ); - this.line.updateMatrix(); + function ImmediateRenderObject( material ) { - this.cone.scale.set( headWidth, headLength, headWidth ); - this.cone.position.y = length; - this.cone.updateMatrix(); + Object3D.call( this ); - }; + this.material = material; + this.render = function ( renderCallback ) {}; - ArrowHelper.prototype.setColor = function ( color ) { + } - this.line.material.color.copy( color ); - this.cone.material.color.copy( color ); + ImmediateRenderObject.prototype = Object.create( Object3D.prototype ); + ImmediateRenderObject.prototype.constructor = ImmediateRenderObject; - }; + ImmediateRenderObject.prototype.isImmediateRenderObject = true; - /** - * @author sroucheray / http://sroucheray.org/ - * @author mrdoob / http://mrdoob.com/ - */ + /** + * @author mrdoob / http://mrdoob.com/ + */ - function AxisHelper( size ) { + function WireframeHelper( object, hex ) { - size = size || 1; + var color = ( hex !== undefined ) ? hex : 0xffffff; - var vertices = new Float32Array( [ - 0, 0, 0, size, 0, 0, - 0, 0, 0, 0, size, 0, - 0, 0, 0, 0, 0, size - ] ); + LineSegments.call( this, new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: color } ) ); - var colors = new Float32Array( [ - 1, 0, 0, 1, 0.6, 0, - 0, 1, 0, 0.6, 1, 0, - 0, 0, 1, 0, 0.6, 1 - ] ); + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; - var geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new BufferAttribute( vertices, 3 ) ); - geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) ); + } - var material = new LineBasicMaterial( { vertexColors: VertexColors } ); + WireframeHelper.prototype = Object.create( LineSegments.prototype ); + WireframeHelper.prototype.constructor = WireframeHelper; - LineSegments.call( this, geometry, material ); + /** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ - } + function VertexNormalsHelper( object, size, hex, linewidth ) { - AxisHelper.prototype = Object.create( LineSegments.prototype ); - AxisHelper.prototype.constructor = AxisHelper; + this.object = object; - /** - * @author zz85 / https://github.com/zz85 - * Parametric Surfaces Geometry - * based on the brilliant article by @prideout http://prideout.net/blog/?p=44 - * - * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements ); - * - */ + this.size = ( size !== undefined ) ? size : 1; - function ParametricGeometry( func, slices, stacks ) { + var color = ( hex !== undefined ) ? hex : 0xff0000; - Geometry.call( this ); + var width = ( linewidth !== undefined ) ? linewidth : 1; - this.type = 'ParametricGeometry'; + // - this.parameters = { - func: func, - slices: slices, - stacks: stacks - }; + var nNormals = 0; - var verts = this.vertices; - var faces = this.faces; - var uvs = this.faceVertexUvs[ 0 ]; + var objGeometry = this.object.geometry; - var i, j, p; - var u, v; + if ( (objGeometry && objGeometry.isGeometry) ) { - var sliceCount = slices + 1; + nNormals = objGeometry.faces.length * 3; - for ( i = 0; i <= stacks; i ++ ) { + } else if ( (objGeometry && objGeometry.isBufferGeometry) ) { - v = i / stacks; + nNormals = objGeometry.attributes.normal.count; - for ( j = 0; j <= slices; j ++ ) { + } - u = j / slices; + // - p = func( u, v ); - verts.push( p ); + var geometry = new BufferGeometry(); - } + var positions = new Float32Attribute( nNormals * 2 * 3, 3 ); - } + geometry.addAttribute( 'position', positions ); - var a, b, c, d; - var uva, uvb, uvc, uvd; + LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); - for ( i = 0; i < stacks; i ++ ) { + // - for ( j = 0; j < slices; j ++ ) { + this.matrixAutoUpdate = false; - a = i * sliceCount + j; - b = i * sliceCount + j + 1; - c = ( i + 1 ) * sliceCount + j + 1; - d = ( i + 1 ) * sliceCount + j; + this.update(); - uva = new Vector2( j / slices, i / stacks ); - uvb = new Vector2( ( j + 1 ) / slices, i / stacks ); - uvc = new Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks ); - uvd = new Vector2( j / slices, ( i + 1 ) / stacks ); + } - faces.push( new Face3( a, b, d ) ); - uvs.push( [ uva, uvb, uvd ] ); + VertexNormalsHelper.prototype = Object.create( LineSegments.prototype ); + VertexNormalsHelper.prototype.constructor = VertexNormalsHelper; - faces.push( new Face3( b, c, d ) ); - uvs.push( [ uvb.clone(), uvc, uvd.clone() ] ); + VertexNormalsHelper.prototype.update = ( function () { - } + var v1 = new Vector3(); + var v2 = new Vector3(); + var normalMatrix = new Matrix3(); - } + return function update() { - // console.log(this); + var keys = [ 'a', 'b', 'c' ]; - // magic bullet - // var diff = this.mergeVertices(); - // console.log('removed ', diff, ' vertices by merging'); + this.object.updateMatrixWorld( true ); - this.computeFaceNormals(); - this.computeVertexNormals(); + normalMatrix.getNormalMatrix( this.object.matrixWorld ); - } + var matrixWorld = this.object.matrixWorld; - ParametricGeometry.prototype = Object.create( Geometry.prototype ); - ParametricGeometry.prototype.constructor = ParametricGeometry; + var position = this.geometry.attributes.position; - /** - * @author clockworkgeek / https://github.com/clockworkgeek - * @author timothypratley / https://github.com/timothypratley - * @author WestLangley / http://github.com/WestLangley - */ + // - function PolyhedronGeometry( vertices, indices, radius, detail ) { + var objGeometry = this.object.geometry; - Geometry.call( this ); + if ( (objGeometry && objGeometry.isGeometry) ) { - this.type = 'PolyhedronGeometry'; + var vertices = objGeometry.vertices; - this.parameters = { - vertices: vertices, - indices: indices, - radius: radius, - detail: detail - }; + var faces = objGeometry.faces; - radius = radius || 1; - detail = detail || 0; + var idx = 0; - var that = this; + for ( var i = 0, l = faces.length; i < l; i ++ ) { - for ( var i = 0, l = vertices.length; i < l; i += 3 ) { + var face = faces[ i ]; - prepare( new Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) ); + for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { - } + var vertex = vertices[ face[ keys[ j ] ] ]; - var p = this.vertices; + var normal = face.vertexNormals[ j ]; - var faces = []; + v1.copy( vertex ).applyMatrix4( matrixWorld ); - for ( var i = 0, j = 0, l = indices.length; i < l; i += 3, j ++ ) { + v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); - var v1 = p[ indices[ i ] ]; - var v2 = p[ indices[ i + 1 ] ]; - var v3 = p[ indices[ i + 2 ] ]; + position.setXYZ( idx, v1.x, v1.y, v1.z ); - faces[ j ] = new Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] ); + idx = idx + 1; - } + position.setXYZ( idx, v2.x, v2.y, v2.z ); - var centroid = new Vector3(); + idx = idx + 1; - for ( var i = 0, l = faces.length; i < l; i ++ ) { + } - subdivide( faces[ i ], detail ); + } - } + } else if ( (objGeometry && objGeometry.isBufferGeometry) ) { + var objPos = objGeometry.attributes.position; - // Handle case when face straddles the seam + var objNorm = objGeometry.attributes.normal; - for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) { + var idx = 0; - var uvs = this.faceVertexUvs[ 0 ][ i ]; + // for simplicity, ignore index and drawcalls, and render every normal - var x0 = uvs[ 0 ].x; - var x1 = uvs[ 1 ].x; - var x2 = uvs[ 2 ].x; + for ( var j = 0, jl = objPos.count; j < jl; j ++ ) { - var max = Math.max( x0, x1, x2 ); - var min = Math.min( x0, x1, x2 ); + v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld ); - if ( max > 0.9 && min < 0.1 ) { + v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) ); - // 0.9 is somewhat arbitrary + v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); - if ( x0 < 0.2 ) uvs[ 0 ].x += 1; - if ( x1 < 0.2 ) uvs[ 1 ].x += 1; - if ( x2 < 0.2 ) uvs[ 2 ].x += 1; + position.setXYZ( idx, v1.x, v1.y, v1.z ); - } + idx = idx + 1; - } + position.setXYZ( idx, v2.x, v2.y, v2.z ); + idx = idx + 1; - // Apply radius + } - for ( var i = 0, l = this.vertices.length; i < l; i ++ ) { + } - this.vertices[ i ].multiplyScalar( radius ); + position.needsUpdate = true; - } + return this; + }; - // Merge vertices + }() ); - this.mergeVertices(); + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ - this.computeFaceNormals(); + function SpotLightHelper( light ) { - this.boundingSphere = new Sphere( new Vector3(), radius ); + Object3D.call( this ); + this.light = light; + this.light.updateMatrixWorld(); - // Project vector onto sphere's surface + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; - function prepare( vector ) { + var geometry = new BufferGeometry(); - var vertex = vector.normalize().clone(); - vertex.index = that.vertices.push( vertex ) - 1; + var positions = [ + 0, 0, 0, 0, 0, 1, + 0, 0, 0, 1, 0, 1, + 0, 0, 0, - 1, 0, 1, + 0, 0, 0, 0, 1, 1, + 0, 0, 0, 0, - 1, 1 + ]; - // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle. + for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { - var u = azimuth( vector ) / 2 / Math.PI + 0.5; - var v = inclination( vector ) / Math.PI + 0.5; - vertex.uv = new Vector2( u, 1 - v ); + var p1 = ( i / l ) * Math.PI * 2; + var p2 = ( j / l ) * Math.PI * 2; - return vertex; + positions.push( + Math.cos( p1 ), Math.sin( p1 ), 1, + Math.cos( p2 ), Math.sin( p2 ), 1 + ); - } + } + geometry.addAttribute( 'position', new Float32Attribute( positions, 3 ) ); - // Approximate a curved face with recursively sub-divided triangles. + var material = new LineBasicMaterial( { fog: false } ); - function make( v1, v2, v3 ) { + this.cone = new LineSegments( geometry, material ); + this.add( this.cone ); - var face = new Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] ); - that.faces.push( face ); + this.update(); - centroid.copy( v1 ).add( v2 ).add( v3 ).divideScalar( 3 ); + } - var azi = azimuth( centroid ); + SpotLightHelper.prototype = Object.create( Object3D.prototype ); + SpotLightHelper.prototype.constructor = SpotLightHelper; - that.faceVertexUvs[ 0 ].push( [ - correctUV( v1.uv, v1, azi ), - correctUV( v2.uv, v2, azi ), - correctUV( v3.uv, v3, azi ) - ] ); + SpotLightHelper.prototype.dispose = function () { - } + this.cone.geometry.dispose(); + this.cone.material.dispose(); + }; - // Analytically subdivide a face to the required detail level. + SpotLightHelper.prototype.update = function () { - function subdivide( face, detail ) { + var vector = new Vector3(); + var vector2 = new Vector3(); - var cols = Math.pow( 2, detail ); - var a = prepare( that.vertices[ face.a ] ); - var b = prepare( that.vertices[ face.b ] ); - var c = prepare( that.vertices[ face.c ] ); - var v = []; + return function update() { - // Construct all of the vertices for this subdivision. + var coneLength = this.light.distance ? this.light.distance : 1000; + var coneWidth = coneLength * Math.tan( this.light.angle ); - for ( var i = 0 ; i <= cols; i ++ ) { + this.cone.scale.set( coneWidth, coneWidth, coneLength ); - v[ i ] = []; + vector.setFromMatrixPosition( this.light.matrixWorld ); + vector2.setFromMatrixPosition( this.light.target.matrixWorld ); - var aj = prepare( a.clone().lerp( c, i / cols ) ); - var bj = prepare( b.clone().lerp( c, i / cols ) ); - var rows = cols - i; + this.cone.lookAt( vector2.sub( vector ) ); - for ( var j = 0; j <= rows; j ++ ) { + this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); - if ( j === 0 && i === cols ) { + }; - v[ i ][ j ] = aj; + }(); - } else { + /** + * @author Sean Griffin / http://twitter.com/sgrif + * @author Michael Guerrero / http://realitymeltdown.com + * @author mrdoob / http://mrdoob.com/ + * @author ikerr / http://verold.com + */ - v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) ); + function SkeletonHelper( object ) { - } + this.bones = this.getBoneList( object ); - } + var geometry = new Geometry(); - } + for ( var i = 0; i < this.bones.length; i ++ ) { - // Construct all of the faces. + var bone = this.bones[ i ]; - for ( var i = 0; i < cols ; i ++ ) { + if ( (bone.parent && bone.parent.isBone) ) { - for ( var j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { + geometry.vertices.push( new Vector3() ); + geometry.vertices.push( new Vector3() ); + geometry.colors.push( new Color( 0, 0, 1 ) ); + geometry.colors.push( new Color( 0, 1, 0 ) ); - var k = Math.floor( j / 2 ); + } - if ( j % 2 === 0 ) { + } - make( - v[ i ][ k + 1 ], - v[ i + 1 ][ k ], - v[ i ][ k ] - ); + geometry.dynamic = true; - } else { + var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } ); - make( - v[ i ][ k + 1 ], - v[ i + 1 ][ k + 1 ], - v[ i + 1 ][ k ] - ); + LineSegments.call( this, geometry, material ); - } + this.root = object; - } + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; - } + this.update(); - } + } - // Angle around the Y axis, counter-clockwise when looking from above. + SkeletonHelper.prototype = Object.create( LineSegments.prototype ); + SkeletonHelper.prototype.constructor = SkeletonHelper; - function azimuth( vector ) { + SkeletonHelper.prototype.getBoneList = function( object ) { - return Math.atan2( vector.z, - vector.x ); + var boneList = []; - } + if ( (object && object.isBone) ) { + boneList.push( object ); - // Angle above the XZ plane. + } - function inclination( vector ) { + for ( var i = 0; i < object.children.length; i ++ ) { - return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); + boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) ); - } + } + return boneList; - // Texture fixing helper. Spheres have some odd behaviours. + }; - function correctUV( uv, vector, azimuth ) { + SkeletonHelper.prototype.update = function () { - if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new Vector2( uv.x - 1, uv.y ); - if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new Vector2( azimuth / 2 / Math.PI + 0.5, uv.y ); - return uv.clone(); + var geometry = this.geometry; - } + var matrixWorldInv = new Matrix4().getInverse( this.root.matrixWorld ); - } + var boneMatrix = new Matrix4(); - PolyhedronGeometry.prototype = Object.create( Geometry.prototype ); - PolyhedronGeometry.prototype.constructor = PolyhedronGeometry; + var j = 0; - /** - * @author timothypratley / https://github.com/timothypratley - */ + for ( var i = 0; i < this.bones.length; i ++ ) { - function TetrahedronGeometry( radius, detail ) { + var bone = this.bones[ i ]; - var vertices = [ - 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1 - ]; + if ( (bone.parent && bone.parent.isBone) ) { - var indices = [ - 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 - ]; + boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld ); + geometry.vertices[ j ].setFromMatrixPosition( boneMatrix ); - PolyhedronGeometry.call( this, vertices, indices, radius, detail ); + boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld ); + geometry.vertices[ j + 1 ].setFromMatrixPosition( boneMatrix ); - this.type = 'TetrahedronGeometry'; + j += 2; - this.parameters = { - radius: radius, - detail: detail - }; + } - } + } - TetrahedronGeometry.prototype = Object.create( PolyhedronGeometry.prototype ); - TetrahedronGeometry.prototype.constructor = TetrahedronGeometry; + geometry.verticesNeedUpdate = true; - /** - * @author timothypratley / https://github.com/timothypratley - */ + geometry.computeBoundingSphere(); - function OctahedronGeometry( radius, detail ) { + }; - var vertices = [ - 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1 - ]; + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ - var indices = [ - 0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2 - ]; + function PointLightHelper( light, sphereSize ) { - PolyhedronGeometry.call( this, vertices, indices, radius, detail ); + this.light = light; + this.light.updateMatrixWorld(); - this.type = 'OctahedronGeometry'; + var geometry = new SphereBufferGeometry( sphereSize, 4, 2 ); + var material = new MeshBasicMaterial( { wireframe: true, fog: false } ); + material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); - this.parameters = { - radius: radius, - detail: detail - }; + Mesh.call( this, geometry, material ); - } + this.matrix = this.light.matrixWorld; + this.matrixAutoUpdate = false; - OctahedronGeometry.prototype = Object.create( PolyhedronGeometry.prototype ); - OctahedronGeometry.prototype.constructor = OctahedronGeometry; + /* + var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); + var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); - /** - * @author timothypratley / https://github.com/timothypratley - */ + this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); + this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); - function IcosahedronGeometry( radius, detail ) { + var d = light.distance; - var t = ( 1 + Math.sqrt( 5 ) ) / 2; + if ( d === 0.0 ) { - var vertices = [ - - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0, - 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, - t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1 - ]; + this.lightDistance.visible = false; - var indices = [ - 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, - 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, - 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, - 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1 - ]; + } else { - PolyhedronGeometry.call( this, vertices, indices, radius, detail ); + this.lightDistance.scale.set( d, d, d ); - this.type = 'IcosahedronGeometry'; + } - this.parameters = { - radius: radius, - detail: detail - }; + this.add( this.lightDistance ); + */ - } + } - IcosahedronGeometry.prototype = Object.create( PolyhedronGeometry.prototype ); - IcosahedronGeometry.prototype.constructor = IcosahedronGeometry; + PointLightHelper.prototype = Object.create( Mesh.prototype ); + PointLightHelper.prototype.constructor = PointLightHelper; - /** - * @author Abe Pazos / https://hamoid.com - */ + PointLightHelper.prototype.dispose = function () { - function DodecahedronGeometry( radius, detail ) { + this.geometry.dispose(); + this.material.dispose(); - var t = ( 1 + Math.sqrt( 5 ) ) / 2; - var r = 1 / t; + }; - var vertices = [ + PointLightHelper.prototype.update = function () { - // (±1, ±1, ±1) - - 1, - 1, - 1, - 1, - 1, 1, - - 1, 1, - 1, - 1, 1, 1, - 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, 1, 1, 1, + this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); - // (0, ±1/φ, ±φ) - 0, - r, - t, 0, - r, t, - 0, r, - t, 0, r, t, + /* + var d = this.light.distance; - // (±1/φ, ±φ, 0) - - r, - t, 0, - r, t, 0, - r, - t, 0, r, t, 0, + if ( d === 0.0 ) { - // (±φ, 0, ±1/φ) - - t, 0, - r, t, 0, - r, - - t, 0, r, t, 0, r - ]; + this.lightDistance.visible = false; - var indices = [ - 3, 11, 7, 3, 7, 15, 3, 15, 13, - 7, 19, 17, 7, 17, 6, 7, 6, 15, - 17, 4, 8, 17, 8, 10, 17, 10, 6, - 8, 0, 16, 8, 16, 2, 8, 2, 10, - 0, 12, 1, 0, 1, 18, 0, 18, 16, - 6, 10, 2, 6, 2, 13, 6, 13, 15, - 2, 16, 18, 2, 18, 3, 2, 3, 13, - 18, 1, 9, 18, 9, 11, 18, 11, 3, - 4, 14, 12, 4, 12, 0, 4, 0, 8, - 11, 9, 5, 11, 5, 19, 11, 19, 7, - 19, 5, 14, 19, 14, 4, 19, 4, 17, - 1, 12, 14, 1, 14, 5, 1, 5, 9 - ]; + } else { - PolyhedronGeometry.call( this, vertices, indices, radius, detail ); + this.lightDistance.visible = true; + this.lightDistance.scale.set( d, d, d ); - this.type = 'DodecahedronGeometry'; + } + */ - this.parameters = { - radius: radius, - detail: detail - }; + }; - } + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ - DodecahedronGeometry.prototype = Object.create( PolyhedronGeometry.prototype ); - DodecahedronGeometry.prototype.constructor = DodecahedronGeometry; + function HemisphereLightHelper( light, sphereSize ) { - /** - * @author Mugen87 / https://github.com/Mugen87 - * - * see: http://www.blackpawn.com/texts/pqtorus/ - */ - function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) { + Object3D.call( this ); - BufferGeometry.call( this ); + this.light = light; + this.light.updateMatrixWorld(); - this.type = 'TorusKnotBufferGeometry'; + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; - this.parameters = { - radius: radius, - tube: tube, - tubularSegments: tubularSegments, - radialSegments: radialSegments, - p: p, - q: q - }; + this.colors = [ new Color(), new Color() ]; - radius = radius || 100; - tube = tube || 40; - tubularSegments = Math.floor( tubularSegments ) || 64; - radialSegments = Math.floor( radialSegments ) || 8; - p = p || 2; - q = q || 3; + var geometry = new SphereGeometry( sphereSize, 4, 2 ); + geometry.rotateX( - Math.PI / 2 ); - // used to calculate buffer length - var vertexCount = ( ( radialSegments + 1 ) * ( tubularSegments + 1 ) ); - var indexCount = radialSegments * tubularSegments * 2 * 3; + for ( var i = 0, il = 8; i < il; i ++ ) { - // buffers - var indices = new BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 ); - var vertices = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); - var normals = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); - var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); + geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ]; - // helper variables - var i, j, index = 0, indexOffset = 0; + } - var vertex = new Vector3(); - var normal = new Vector3(); - var uv = new Vector2(); + var material = new MeshBasicMaterial( { vertexColors: FaceColors, wireframe: true } ); - var P1 = new Vector3(); - var P2 = new Vector3(); + this.lightSphere = new Mesh( geometry, material ); + this.add( this.lightSphere ); - var B = new Vector3(); - var T = new Vector3(); - var N = new Vector3(); + this.update(); - // generate vertices, normals and uvs + } - for ( i = 0; i <= tubularSegments; ++ i ) { + HemisphereLightHelper.prototype = Object.create( Object3D.prototype ); + HemisphereLightHelper.prototype.constructor = HemisphereLightHelper; - // the radian "u" is used to calculate the position on the torus curve of the current tubular segement + HemisphereLightHelper.prototype.dispose = function () { - var u = i / tubularSegments * p * Math.PI * 2; + this.lightSphere.geometry.dispose(); + this.lightSphere.material.dispose(); - // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. - // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions + }; - calculatePositionOnCurve( u, p, q, radius, P1 ); - calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); + HemisphereLightHelper.prototype.update = function () { - // calculate orthonormal basis + var vector = new Vector3(); - T.subVectors( P2, P1 ); - N.addVectors( P2, P1 ); - B.crossVectors( T, N ); - N.crossVectors( B, T ); + return function update() { - // normalize B, N. T can be ignored, we don't use it + this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity ); + this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity ); - B.normalize(); - N.normalize(); + this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() ); + this.lightSphere.geometry.colorsNeedUpdate = true; - for ( j = 0; j <= radialSegments; ++ j ) { + }; - // now calculate the vertices. they are nothing more than an extrusion of the torus curve. - // because we extrude a shape in the xy-plane, there is no need to calculate a z-value. + }(); - var v = j / radialSegments * Math.PI * 2; - var cx = - tube * Math.cos( v ); - var cy = tube * Math.sin( v ); + /** + * @author mrdoob / http://mrdoob.com/ + */ - // now calculate the final vertex position. - // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve + function GridHelper( size, divisions, color1, color2 ) { - vertex.x = P1.x + ( cx * N.x + cy * B.x ); - vertex.y = P1.y + ( cx * N.y + cy * B.y ); - vertex.z = P1.z + ( cx * N.z + cy * B.z ); + divisions = divisions || 1; + color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); + color2 = new Color( color2 !== undefined ? color2 : 0x888888 ); - // vertex - vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); + var center = divisions / 2; + var step = ( size * 2 ) / divisions; + var vertices = [], colors = []; - // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) - normal.subVectors( vertex, P1 ).normalize(); - normals.setXYZ( index, normal.x, normal.y, normal.z ); + for ( var i = 0, j = 0, k = - size; i <= divisions; i ++, k += step ) { - // uv - uv.x = i / tubularSegments; - uv.y = j / radialSegments; - uvs.setXY( index, uv.x, uv.y ); + vertices.push( - size, 0, k, size, 0, k ); + vertices.push( k, 0, - size, k, 0, size ); - // increase index - index ++; + var color = i === center ? color1 : color2; - } + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; - } + } - // generate indices + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32Attribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32Attribute( colors, 3 ) ); - for ( j = 1; j <= tubularSegments; j ++ ) { + var material = new LineBasicMaterial( { vertexColors: VertexColors } ); - for ( i = 1; i <= radialSegments; i ++ ) { + LineSegments.call( this, geometry, material ); - // indices - var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); - var b = ( radialSegments + 1 ) * j + ( i - 1 ); - var c = ( radialSegments + 1 ) * j + i; - var d = ( radialSegments + 1 ) * ( j - 1 ) + i; + } - // face one - indices.setX( indexOffset, a ); indexOffset++; - indices.setX( indexOffset, b ); indexOffset++; - indices.setX( indexOffset, d ); indexOffset++; + GridHelper.prototype = Object.create( LineSegments.prototype ); + GridHelper.prototype.constructor = GridHelper; - // face two - indices.setX( indexOffset, b ); indexOffset++; - indices.setX( indexOffset, c ); indexOffset++; - indices.setX( indexOffset, d ); indexOffset++; + GridHelper.prototype.setColors = function () { - } + console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' ); - } + }; - // build geometry + /** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ - this.setIndex( indices ); - this.addAttribute( 'position', vertices ); - this.addAttribute( 'normal', normals ); - this.addAttribute( 'uv', uvs ); + function FaceNormalsHelper( object, size, hex, linewidth ) { - // this function calculates the current position on the torus curve + // FaceNormalsHelper only supports THREE.Geometry - function calculatePositionOnCurve( u, p, q, radius, position ) { + this.object = object; - var cu = Math.cos( u ); - var su = Math.sin( u ); - var quOverP = q / p * u; - var cs = Math.cos( quOverP ); + this.size = ( size !== undefined ) ? size : 1; - position.x = radius * ( 2 + cs ) * 0.5 * cu; - position.y = radius * ( 2 + cs ) * su * 0.5; - position.z = radius * Math.sin( quOverP ) * 0.5; + var color = ( hex !== undefined ) ? hex : 0xffff00; - } + var width = ( linewidth !== undefined ) ? linewidth : 1; - } + // - TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry; + var nNormals = 0; - /** - * @author oosmoxiecode - */ + var objGeometry = this.object.geometry; - function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) { + if ( (objGeometry && objGeometry.isGeometry) ) { - Geometry.call( this ); + nNormals = objGeometry.faces.length; - this.type = 'TorusKnotGeometry'; + } else { - this.parameters = { - radius: radius, - tube: tube, - tubularSegments: tubularSegments, - radialSegments: radialSegments, - p: p, - q: q - }; + console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' ); - if( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); + } - this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) ); - this.mergeVertices(); + // - } + var geometry = new BufferGeometry(); - TorusKnotGeometry.prototype = Object.create( Geometry.prototype ); - TorusKnotGeometry.prototype.constructor = TorusKnotGeometry; + var positions = new Float32Attribute( nNormals * 2 * 3, 3 ); - /** - * @author Mugen87 / https://github.com/Mugen87 - */ + geometry.addAttribute( 'position', positions ); - function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) { + LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); - BufferGeometry.call( this ); + // - this.type = 'TorusBufferGeometry'; + this.matrixAutoUpdate = false; + this.update(); - 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; + FaceNormalsHelper.prototype = Object.create( LineSegments.prototype ); + FaceNormalsHelper.prototype.constructor = FaceNormalsHelper; - // used to calculate buffer length - var vertexCount = ( ( radialSegments + 1 ) * ( tubularSegments + 1 ) ); - var indexCount = radialSegments * tubularSegments * 2 * 3; + FaceNormalsHelper.prototype.update = ( function () { - // buffers - var indices = new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ); - var vertices = new Float32Array( vertexCount * 3 ); - var normals = new Float32Array( vertexCount * 3 ); - var uvs = new Float32Array( vertexCount * 2 ); + var v1 = new Vector3(); + var v2 = new Vector3(); + var normalMatrix = new Matrix3(); - // offset variables - var vertexBufferOffset = 0; - var uvBufferOffset = 0; - var indexBufferOffset = 0; + return function update() { - // helper variables - var center = new Vector3(); - var vertex = new Vector3(); - var normal = new Vector3(); + this.object.updateMatrixWorld( true ); - var j, i; + normalMatrix.getNormalMatrix( this.object.matrixWorld ); - // generate vertices, normals and uvs + var matrixWorld = this.object.matrixWorld; - for ( j = 0; j <= radialSegments; j ++ ) { + var position = this.geometry.attributes.position; - for ( i = 0; i <= tubularSegments; i ++ ) { + // - var u = i / tubularSegments * arc; - var v = j / radialSegments * Math.PI * 2; + var objGeometry = this.object.geometry; - // 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 ); + var vertices = objGeometry.vertices; - vertices[ vertexBufferOffset ] = vertex.x; - vertices[ vertexBufferOffset + 1 ] = vertex.y; - vertices[ vertexBufferOffset + 2 ] = vertex.z; + var faces = objGeometry.faces; - // this vector is used to calculate the normal - center.x = radius * Math.cos( u ); - center.y = radius * Math.sin( u ); + var idx = 0; - // normal - normal.subVectors( vertex, center ).normalize(); + for ( var i = 0, l = faces.length; i < l; i ++ ) { - normals[ vertexBufferOffset ] = normal.x; - normals[ vertexBufferOffset + 1 ] = normal.y; - normals[ vertexBufferOffset + 2 ] = normal.z; + var face = faces[ i ]; - // uv - uvs[ uvBufferOffset ] = i / tubularSegments; - uvs[ uvBufferOffset + 1 ] = j / radialSegments; + var normal = face.normal; - // update offsets - vertexBufferOffset += 3; - uvBufferOffset += 2; + v1.copy( vertices[ face.a ] ) + .add( vertices[ face.b ] ) + .add( vertices[ face.c ] ) + .divideScalar( 3 ) + .applyMatrix4( matrixWorld ); - } + v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); - } + position.setXYZ( idx, v1.x, v1.y, v1.z ); - // generate indices + idx = idx + 1; - for ( j = 1; j <= radialSegments; j ++ ) { + position.setXYZ( idx, v2.x, v2.y, v2.z ); - for ( i = 1; i <= tubularSegments; i ++ ) { + idx = idx + 1; - // 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; + } - // face one - indices[ indexBufferOffset ] = a; - indices[ indexBufferOffset + 1 ] = b; - indices[ indexBufferOffset + 2 ] = d; + position.needsUpdate = true; - // face two - indices[ indexBufferOffset + 3 ] = b; - indices[ indexBufferOffset + 4 ] = c; - indices[ indexBufferOffset + 5 ] = d; + return this; - // update offset - indexBufferOffset += 6; + }; - } + }() ); - } + /** + * @author WestLangley / http://github.com/WestLangley + * @param object THREE.Mesh whose geometry will be used + * @param hex line color + * @param thresholdAngle the minimum angle (in degrees), + * between the face normals of adjacent faces, + * that is required to render an edge. A value of 10 means + * an edge is only rendered if the angle is at least 10 degrees. + */ - // build geometry - this.setIndex( new BufferAttribute( indices, 1 ) ); - this.addAttribute( 'position', new BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ) ); + function EdgesHelper( object, hex, thresholdAngle ) { - } + var color = ( hex !== undefined ) ? hex : 0xffffff; - TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - TorusBufferGeometry.prototype.constructor = TorusBufferGeometry; + LineSegments.call( this, new EdgesGeometry( object.geometry, thresholdAngle ), new LineBasicMaterial( { color: color } ) ); - /** - * @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 - */ + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; - function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) { + } - Geometry.call( this ); + EdgesHelper.prototype = Object.create( LineSegments.prototype ); + EdgesHelper.prototype.constructor = EdgesHelper; - this.type = 'TorusGeometry'; + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ - this.parameters = { - radius: radius, - tube: tube, - radialSegments: radialSegments, - tubularSegments: tubularSegments, - arc: arc - }; + function DirectionalLightHelper( light, size ) { - this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) ); + Object3D.call( this ); - } + this.light = light; + this.light.updateMatrixWorld(); - TorusGeometry.prototype = Object.create( Geometry.prototype ); - TorusGeometry.prototype.constructor = TorusGeometry; + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; - /** - * @author zz85 / http://www.lab4games.net/zz85/blog - * @author alteredq / http://alteredqualia.com/ - * - * Text = 3D Text - * - * parameters = { - * font: , // font - * - * size: , // size of the text - * height: , // thickness to extrude text - * curveSegments: , // number of points on the curves - * - * bevelEnabled: , // turn on bevel - * bevelThickness: , // how deep into text bevel goes - * bevelSize: // how far from text outline is bevel - * } - */ + if ( size === undefined ) size = 1; - function TextGeometry( text, parameters ) { + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32Attribute( [ + - size, size, 0, + size, size, 0, + size, - size, 0, + - size, - size, 0, + - size, size, 0 + ], 3 ) ); - parameters = parameters || {}; + var material = new LineBasicMaterial( { fog: false } ); - var font = parameters.font; + this.add( new Line( geometry, material ) ); - if ( (font && font.isFont) === false ) { + geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32Attribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); - console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' ); - return new Geometry(); + this.add( new Line( geometry, material )); - } + this.update(); - var shapes = font.generateShapes( text, parameters.size, parameters.curveSegments ); + } - // translate parameters to ExtrudeGeometry API + DirectionalLightHelper.prototype = Object.create( Object3D.prototype ); + DirectionalLightHelper.prototype.constructor = DirectionalLightHelper; - parameters.amount = parameters.height !== undefined ? parameters.height : 50; + DirectionalLightHelper.prototype.dispose = function () { - // defaults + var lightPlane = this.children[ 0 ]; + var targetLine = this.children[ 1 ]; - if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10; - if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8; - if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false; + lightPlane.geometry.dispose(); + lightPlane.material.dispose(); + targetLine.geometry.dispose(); + targetLine.material.dispose(); - ExtrudeGeometry.call( this, shapes, parameters ); + }; - this.type = 'TextGeometry'; + DirectionalLightHelper.prototype.update = function () { - } + var v1 = new Vector3(); + var v2 = new Vector3(); + var v3 = new Vector3(); - TextGeometry.prototype = Object.create( ExtrudeGeometry.prototype ); - TextGeometry.prototype.constructor = TextGeometry; + return function update() { - /** - * @author Mugen87 / https://github.com/Mugen87 - */ + v1.setFromMatrixPosition( this.light.matrixWorld ); + v2.setFromMatrixPosition( this.light.target.matrixWorld ); + v3.subVectors( v2, v1 ); - function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { + var lightPlane = this.children[ 0 ]; + var targetLine = this.children[ 1 ]; - BufferGeometry.call( this ); + lightPlane.lookAt( v3 ); + lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); - this.type = 'RingBufferGeometry'; + targetLine.lookAt( v3 ); + targetLine.scale.z = v3.length(); - 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; + /** + * @author alteredq / http://alteredqualia.com/ + * + * - shows frustum, line of sight and up of the camera + * - suitable for fast updates + * - based on frustum visualization in lightgl.js shadowmap example + * http://evanw.github.com/lightgl.js/tests/shadowmap.html + */ - thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8; - phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1; + function CameraHelper( camera ) { - // these are used to calculate buffer length - var vertexCount = ( thetaSegments + 1 ) * ( phiSegments + 1 ); - var indexCount = thetaSegments * phiSegments * 2 * 3; + var geometry = new Geometry(); + var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } ); - // buffers - var indices = new BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 ); - var vertices = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); - var normals = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); - var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); + var pointMap = {}; - // some helper variables - var index = 0, indexOffset = 0, segment; - var radius = innerRadius; - var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); - var vertex = new Vector3(); - var uv = new Vector2(); - var j, i; + // colors - // generate vertices, normals and uvs + var hexFrustum = 0xffaa00; + var hexCone = 0xff0000; + var hexUp = 0x00aaff; + var hexTarget = 0xffffff; + var hexCross = 0x333333; - // values are generate from the inside of the ring to the outside + // near - for ( j = 0; j <= phiSegments; j ++ ) { + addLine( "n1", "n2", hexFrustum ); + addLine( "n2", "n4", hexFrustum ); + addLine( "n4", "n3", hexFrustum ); + addLine( "n3", "n1", hexFrustum ); - for ( i = 0; i <= thetaSegments; i ++ ) { + // far - segment = thetaStart + i / thetaSegments * thetaLength; + addLine( "f1", "f2", hexFrustum ); + addLine( "f2", "f4", hexFrustum ); + addLine( "f4", "f3", hexFrustum ); + addLine( "f3", "f1", hexFrustum ); - // vertex - vertex.x = radius * Math.cos( segment ); - vertex.y = radius * Math.sin( segment ); - vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); + // sides - // normal - normals.setXYZ( index, 0, 0, 1 ); + addLine( "n1", "f1", hexFrustum ); + addLine( "n2", "f2", hexFrustum ); + addLine( "n3", "f3", hexFrustum ); + addLine( "n4", "f4", hexFrustum ); - // uv - uv.x = ( vertex.x / outerRadius + 1 ) / 2; - uv.y = ( vertex.y / outerRadius + 1 ) / 2; - uvs.setXY( index, uv.x, uv.y ); + // cone - // increase index - index++; + addLine( "p", "n1", hexCone ); + addLine( "p", "n2", hexCone ); + addLine( "p", "n3", hexCone ); + addLine( "p", "n4", hexCone ); - } + // up - // increase the radius for next row of vertices - radius += radiusStep; + addLine( "u1", "u2", hexUp ); + addLine( "u2", "u3", hexUp ); + addLine( "u3", "u1", hexUp ); - } + // target - // generate indices + addLine( "c", "t", hexTarget ); + addLine( "p", "c", hexCross ); - for ( j = 0; j < phiSegments; j ++ ) { + // cross - var thetaSegmentLevel = j * ( thetaSegments + 1 ); + addLine( "cn1", "cn2", hexCross ); + addLine( "cn3", "cn4", hexCross ); - for ( i = 0; i < thetaSegments; i ++ ) { + addLine( "cf1", "cf2", hexCross ); + addLine( "cf3", "cf4", hexCross ); - segment = i + thetaSegmentLevel; + function addLine( a, b, hex ) { - // indices - var a = segment; - var b = segment + thetaSegments + 1; - var c = segment + thetaSegments + 2; - var d = segment + 1; + addPoint( a, hex ); + addPoint( b, hex ); - // face one - indices.setX( indexOffset, a ); indexOffset++; - indices.setX( indexOffset, b ); indexOffset++; - indices.setX( indexOffset, c ); indexOffset++; + } - // face two - indices.setX( indexOffset, a ); indexOffset++; - indices.setX( indexOffset, c ); indexOffset++; - indices.setX( indexOffset, d ); indexOffset++; + function addPoint( id, hex ) { - } + geometry.vertices.push( new Vector3() ); + geometry.colors.push( new Color( hex ) ); - } + if ( pointMap[ id ] === undefined ) { - // build geometry + pointMap[ id ] = []; - this.setIndex( indices ); - this.addAttribute( 'position', vertices ); - this.addAttribute( 'normal', normals ); - this.addAttribute( 'uv', uvs ); + } - } + pointMap[ id ].push( geometry.vertices.length - 1 ); - RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - RingBufferGeometry.prototype.constructor = RingBufferGeometry; + } - /** - * @author Kaleb Murphy - */ + LineSegments.call( this, geometry, material ); - function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { + this.camera = camera; + if( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix(); - Geometry.call( this ); + this.matrix = camera.matrixWorld; + this.matrixAutoUpdate = false; - this.type = 'RingGeometry'; + this.pointMap = pointMap; - this.parameters = { - innerRadius: innerRadius, - outerRadius: outerRadius, - thetaSegments: thetaSegments, - phiSegments: phiSegments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + this.update(); - this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) ); + } - } + CameraHelper.prototype = Object.create( LineSegments.prototype ); + CameraHelper.prototype.constructor = CameraHelper; - RingGeometry.prototype = Object.create( Geometry.prototype ); - RingGeometry.prototype.constructor = RingGeometry; + CameraHelper.prototype.update = function () { - /** - * @author mrdoob / http://mrdoob.com/ - * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as - */ + var geometry, pointMap; - function PlaneGeometry( width, height, widthSegments, heightSegments ) { + var vector = new Vector3(); + var camera = new Camera(); - Geometry.call( this ); + function setPoint( point, x, y, z ) { - this.type = 'PlaneGeometry'; + vector.set( x, y, z ).unproject( camera ); - this.parameters = { - width: width, - height: height, - widthSegments: widthSegments, - heightSegments: heightSegments - }; + var points = pointMap[ point ]; - this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) ); + if ( points !== undefined ) { - } + for ( var i = 0, il = points.length; i < il; i ++ ) { - PlaneGeometry.prototype = Object.create( Geometry.prototype ); - PlaneGeometry.prototype.constructor = PlaneGeometry; + geometry.vertices[ points[ i ] ].copy( vector ); - /** - * @author Mugen87 / https://github.com/Mugen87 - */ + } - // points - to create a closed torus, one must use a set of points - // like so: [ a, b, c, d, a ], see first is the same as last. - // segments - the number of circumference segments to create - // phiStart - the starting radian - // phiLength - the radian (0 to 2PI) range of the lathed section - // 2PI is a closed lathe, less than 2PI is a portion. + } - function LatheBufferGeometry( points, segments, phiStart, phiLength ) { + } - BufferGeometry.call( this ); + return function update() { - this.type = 'LatheBufferGeometry'; + geometry = this.geometry; + pointMap = this.pointMap; - this.parameters = { - points: points, - segments: segments, - phiStart: phiStart, - phiLength: phiLength - }; + var w = 1, h = 1; - segments = Math.floor( segments ) || 12; - phiStart = phiStart || 0; - phiLength = phiLength || Math.PI * 2; + // we need just camera projection matrix + // world matrix must be identity - // clamp phiLength so it's in range of [ 0, 2PI ] - phiLength = exports.Math.clamp( phiLength, 0, Math.PI * 2 ); + camera.projectionMatrix.copy( this.camera.projectionMatrix ); - // these are used to calculate buffer length - var vertexCount = ( segments + 1 ) * points.length; - var indexCount = segments * points.length * 2 * 3; + // center / target - // buffers - var indices = new BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 ); - var vertices = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); - var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); + setPoint( "c", 0, 0, - 1 ); + setPoint( "t", 0, 0, 1 ); - // helper variables - var index = 0, indexOffset = 0, base; - var inverseSegments = 1.0 / segments; - var vertex = new Vector3(); - var uv = new Vector2(); - var i, j; + // near - // generate vertices and uvs + setPoint( "n1", - w, - h, - 1 ); + setPoint( "n2", w, - h, - 1 ); + setPoint( "n3", - w, h, - 1 ); + setPoint( "n4", w, h, - 1 ); - for ( i = 0; i <= segments; i ++ ) { + // far - var phi = phiStart + i * inverseSegments * phiLength; + setPoint( "f1", - w, - h, 1 ); + setPoint( "f2", w, - h, 1 ); + setPoint( "f3", - w, h, 1 ); + setPoint( "f4", w, h, 1 ); - var sin = Math.sin( phi ); - var cos = Math.cos( phi ); + // up - for ( j = 0; j <= ( points.length - 1 ); j ++ ) { + setPoint( "u1", w * 0.7, h * 1.1, - 1 ); + setPoint( "u2", - w * 0.7, h * 1.1, - 1 ); + setPoint( "u3", 0, h * 2, - 1 ); - // vertex - vertex.x = points[ j ].x * sin; - vertex.y = points[ j ].y; - vertex.z = points[ j ].x * cos; - vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); + // cross - // uv - uv.x = i / segments; - uv.y = j / ( points.length - 1 ); - uvs.setXY( index, uv.x, uv.y ); + setPoint( "cf1", - w, 0, 1 ); + setPoint( "cf2", w, 0, 1 ); + setPoint( "cf3", 0, - h, 1 ); + setPoint( "cf4", 0, h, 1 ); - // increase index - index ++; + setPoint( "cn1", - w, 0, - 1 ); + setPoint( "cn2", w, 0, - 1 ); + setPoint( "cn3", 0, - h, - 1 ); + setPoint( "cn4", 0, h, - 1 ); - } + geometry.verticesNeedUpdate = true; - } + }; - // generate indices + }(); - for ( i = 0; i < segments; i ++ ) { + /** + * @author WestLangley / http://github.com/WestLangley + */ - for ( j = 0; j < ( points.length - 1 ); j ++ ) { + // a helper to show the world-axis-aligned bounding box for an object - base = j + i * points.length; + function BoundingBoxHelper( object, hex ) { - // indices - var a = base; - var b = base + points.length; - var c = base + points.length + 1; - var d = base + 1; + var color = ( hex !== undefined ) ? hex : 0x888888; - // face one - indices.setX( indexOffset, a ); indexOffset++; - indices.setX( indexOffset, b ); indexOffset++; - indices.setX( indexOffset, d ); indexOffset++; + this.object = object; - // face two - indices.setX( indexOffset, b ); indexOffset++; - indices.setX( indexOffset, c ); indexOffset++; - indices.setX( indexOffset, d ); indexOffset++; + this.box = new Box3(); - } + Mesh.call( this, new BoxGeometry( 1, 1, 1 ), new MeshBasicMaterial( { color: color, wireframe: true } ) ); - } + } - // build geometry + BoundingBoxHelper.prototype = Object.create( Mesh.prototype ); + BoundingBoxHelper.prototype.constructor = BoundingBoxHelper; - this.setIndex( indices ); - this.addAttribute( 'position', vertices ); - this.addAttribute( 'uv', uvs ); + BoundingBoxHelper.prototype.update = function () { - // generate normals + this.box.setFromObject( this.object ); - this.computeVertexNormals(); + this.box.size( this.scale ); - // if the geometry is closed, we need to average the normals along the seam. - // because the corresponding vertices are identical (but still have different UVs). + this.box.center( this.position ); - if( phiLength === Math.PI * 2 ) { + }; - var normals = this.attributes.normal.array; - var n1 = new Vector3(); - var n2 = new Vector3(); - var n = new Vector3(); + /** + * @author mrdoob / http://mrdoob.com/ + */ - // this is the buffer offset for the last line of vertices - base = segments * points.length * 3; + function BoxHelper( object, color ) { - for( i = 0, j = 0; i < points.length; i ++, j += 3 ) { + if ( color === undefined ) color = 0xffff00; - // select the normal of the vertex in the first line - n1.x = normals[ j + 0 ]; - n1.y = normals[ j + 1 ]; - n1.z = normals[ j + 2 ]; + var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); + var positions = new Float32Array( 8 * 3 ); - // select the normal of the vertex in the last line - n2.x = normals[ base + j + 0 ]; - n2.y = normals[ base + j + 1 ]; - n2.z = normals[ base + j + 2 ]; + var geometry = new BufferGeometry(); + geometry.setIndex( new BufferAttribute( indices, 1 ) ); + geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) ); - // average normals - n.addVectors( n1, n2 ).normalize(); + LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) ); - // assign the new values to both normals - normals[ j + 0 ] = normals[ base + j + 0 ] = n.x; - normals[ j + 1 ] = normals[ base + j + 1 ] = n.y; - normals[ j + 2 ] = normals[ base + j + 2 ] = n.z; + if ( object !== undefined ) { - } // next row + this.update( object ); - } + } - } + } - LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - LatheBufferGeometry.prototype.constructor = LatheBufferGeometry; + BoxHelper.prototype = Object.create( LineSegments.prototype ); + BoxHelper.prototype.constructor = BoxHelper; - /** - * @author astrodud / http://astrodud.isgreat.org/ - * @author zz85 / https://github.com/zz85 - * @author bhouston / http://clara.io - */ + BoxHelper.prototype.update = ( function () { - // points - to create a closed torus, one must use a set of points - // like so: [ a, b, c, d, a ], see first is the same as last. - // segments - the number of circumference segments to create - // phiStart - the starting radian - // phiLength - the radian (0 to 2PI) range of the lathed section - // 2PI is a closed lathe, less than 2PI is a portion. + var box = new Box3(); - function LatheGeometry( points, segments, phiStart, phiLength ) { + return function update( object ) { - Geometry.call( this ); + if ( (object && object.isBox3) ) { - this.type = 'LatheGeometry'; + box.copy( object ); - this.parameters = { - points: points, - segments: segments, - phiStart: phiStart, - phiLength: phiLength - }; + } else { - this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) ); - this.mergeVertices(); + box.setFromObject( object ); - } + } - LatheGeometry.prototype = Object.create( Geometry.prototype ); - LatheGeometry.prototype.constructor = LatheGeometry; + if ( box.isEmpty() ) return; - /** - * @author mrdoob / http://mrdoob.com/ - */ + var min = box.min; + var max = box.max; - function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + /* + 5____4 + 1/___0/| + | 6__|_7 + 2/___3/ - Geometry.call( this ); + 0: max.x, max.y, max.z + 1: min.x, max.y, max.z + 2: min.x, min.y, max.z + 3: max.x, min.y, max.z + 4: max.x, max.y, min.z + 5: min.x, max.y, min.z + 6: min.x, min.y, min.z + 7: max.x, min.y, min.z + */ - this.type = 'CylinderGeometry'; + var position = this.geometry.attributes.position; + var array = position.array; - this.parameters = { - radiusTop: radiusTop, - radiusBottom: radiusBottom, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; + array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; + array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; + array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; + array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; + array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; + array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; + array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z; - this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) ); - this.mergeVertices(); + position.needsUpdate = true; - } + this.geometry.computeBoundingSphere(); - CylinderGeometry.prototype = Object.create( Geometry.prototype ); - CylinderGeometry.prototype.constructor = CylinderGeometry; + }; - /** - * @author abelnation / http://github.com/abelnation - */ + } )(); - function ConeGeometry( - radius, height, - radialSegments, heightSegments, - openEnded, thetaStart, thetaLength ) { + var lineGeometry = new BufferGeometry(); + lineGeometry.addAttribute( 'position', new Float32Attribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); - CylinderGeometry.call( this, - 0, radius, height, - radialSegments, heightSegments, - openEnded, thetaStart, thetaLength ); + var coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 ); + coneGeometry.translate( 0, - 0.5, 0 ); - this.type = 'ConeGeometry'; + function ArrowHelper( dir, origin, length, color, headLength, headWidth ) { - this.parameters = { - radius: radius, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + // dir is assumed to be normalized - } + Object3D.call( this ); - ConeGeometry.prototype = Object.create( CylinderGeometry.prototype ); - ConeGeometry.prototype.constructor = ConeGeometry; + if ( color === undefined ) color = 0xffff00; + if ( length === undefined ) length = 1; + if ( headLength === undefined ) headLength = 0.2 * length; + if ( headWidth === undefined ) headWidth = 0.2 * headLength; - /* - * @author: abelnation / http://github.com/abelnation - */ + this.position.copy( origin ); - function ConeBufferGeometry( - radius, height, - radialSegments, heightSegments, - openEnded, thetaStart, thetaLength ) { + this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) ); + this.line.matrixAutoUpdate = false; + this.add( this.line ); - CylinderBufferGeometry.call( this, - 0, radius, height, - radialSegments, heightSegments, - openEnded, thetaStart, thetaLength ); + this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) ); + this.cone.matrixAutoUpdate = false; + this.add( this.cone ); - this.type = 'ConeBufferGeometry'; + this.setDirection( dir ); + this.setLength( length, headLength, headWidth ); - this.parameters = { - radius: radius, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + } - } + ArrowHelper.prototype = Object.create( Object3D.prototype ); + ArrowHelper.prototype.constructor = ArrowHelper; - ConeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - ConeBufferGeometry.prototype.constructor = ConeBufferGeometry; + ArrowHelper.prototype.setDirection = ( function () { - /** - * @author benaadams / https://twitter.com/ben_a_adams - */ + var axis = new Vector3(); + var radians; - function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) { + return function setDirection( dir ) { - BufferGeometry.call( this ); + // dir is assumed to be normalized - this.type = 'CircleBufferGeometry'; + if ( dir.y > 0.99999 ) { - this.parameters = { - radius: radius, - segments: segments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + this.quaternion.set( 0, 0, 0, 1 ); - radius = radius || 50; - segments = segments !== undefined ? Math.max( 3, segments ) : 8; + } else if ( dir.y < - 0.99999 ) { - thetaStart = thetaStart !== undefined ? thetaStart : 0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; + this.quaternion.set( 1, 0, 0, 0 ); - var vertices = segments + 2; + } else { - var positions = new Float32Array( vertices * 3 ); - var normals = new Float32Array( vertices * 3 ); - var uvs = new Float32Array( vertices * 2 ); + axis.set( dir.z, 0, - dir.x ).normalize(); - // center data is already zero, but need to set a few extras - normals[ 2 ] = 1.0; - uvs[ 0 ] = 0.5; - uvs[ 1 ] = 0.5; + radians = Math.acos( dir.y ); - for ( var s = 0, i = 3, ii = 2 ; s <= segments; s ++, i += 3, ii += 2 ) { + this.quaternion.setFromAxisAngle( axis, radians ); - var segment = thetaStart + s / segments * thetaLength; + } - positions[ i ] = radius * Math.cos( segment ); - positions[ i + 1 ] = radius * Math.sin( segment ); + }; - normals[ i + 2 ] = 1; // normal z + }() ); - uvs[ ii ] = ( positions[ i ] / radius + 1 ) / 2; - uvs[ ii + 1 ] = ( positions[ i + 1 ] / radius + 1 ) / 2; + ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) { - } + if ( headLength === undefined ) headLength = 0.2 * length; + if ( headWidth === undefined ) headWidth = 0.2 * headLength; - var indices = []; + this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 ); + this.line.updateMatrix(); - for ( var i = 1; i <= segments; i ++ ) { + this.cone.scale.set( headWidth, headLength, headWidth ); + this.cone.position.y = length; + this.cone.updateMatrix(); - indices.push( i, i + 1, 0 ); + }; - } + ArrowHelper.prototype.setColor = function ( color ) { - this.setIndex( new BufferAttribute( new Uint16Array( indices ), 1 ) ); - this.addAttribute( 'position', new BufferAttribute( positions, 3 ) ); - this.addAttribute( 'normal', new BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ) ); + this.line.material.color.copy( color ); + this.cone.material.color.copy( color ); - this.boundingSphere = new Sphere( new Vector3(), radius ); + }; - } + /** + * @author sroucheray / http://sroucheray.org/ + * @author mrdoob / http://mrdoob.com/ + */ - CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - CircleBufferGeometry.prototype.constructor = CircleBufferGeometry; + function AxisHelper( size ) { - /** - * @author hughes - */ + size = size || 1; - function CircleGeometry( radius, segments, thetaStart, thetaLength ) { + var vertices = new Float32Array( [ + 0, 0, 0, size, 0, 0, + 0, 0, 0, 0, size, 0, + 0, 0, 0, 0, 0, size + ] ); - Geometry.call( this ); + var colors = new Float32Array( [ + 1, 0, 0, 1, 0.6, 0, + 0, 1, 0, 0.6, 1, 0, + 0, 0, 1, 0, 0.6, 1 + ] ); - this.type = 'CircleGeometry'; + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) ); - this.parameters = { - radius: radius, - segments: segments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + var material = new LineBasicMaterial( { vertexColors: VertexColors } ); - this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) ); + LineSegments.call( this, geometry, material ); - } + } - CircleGeometry.prototype = Object.create( Geometry.prototype ); - CircleGeometry.prototype.constructor = CircleGeometry; + AxisHelper.prototype = Object.create( LineSegments.prototype ); + AxisHelper.prototype.constructor = AxisHelper; - /** - * @author zz85 https://github.com/zz85 - * - * Centripetal CatmullRom Curve - which is useful for avoiding - * cusps and self-intersections in non-uniform catmull rom curves. - * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf - * - * curve.type accepts centripetal(default), chordal and catmullrom - * curve.tension is used for catmullrom which defaults to 0.5 - */ + /** + * @author zz85 https://github.com/zz85 + * + * Centripetal CatmullRom Curve - which is useful for avoiding + * cusps and self-intersections in non-uniform catmull rom curves. + * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf + * + * curve.type accepts centripetal(default), chordal and catmullrom + * curve.tension is used for catmullrom which defaults to 0.5 + */ - exports.CatmullRomCurve3 = ( function() { + exports.CatmullRomCurve3 = ( function() { - var - tmp = new Vector3(), - px = new CubicPoly(), - py = new CubicPoly(), - pz = new CubicPoly(); + var + tmp = new Vector3(), + px = new CubicPoly(), + py = new CubicPoly(), + pz = new CubicPoly(); - /* - Based on an optimized c++ solution in - - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ - - http://ideone.com/NoEbVM + /* + Based on an optimized c++ solution in + - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ + - http://ideone.com/NoEbVM - This CubicPoly class could be used for reusing some variables and calculations, - but for three.js curve use, it could be possible inlined and flatten into a single function call - which can be placed in CurveUtils. - */ + This CubicPoly class could be used for reusing some variables and calculations, + but for three.js curve use, it could be possible inlined and flatten into a single function call + which can be placed in CurveUtils. + */ - function CubicPoly() { + function CubicPoly() { - } + } - /* - * Compute coefficients for a cubic polynomial - * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 - * such that - * p(0) = x0, p(1) = x1 - * and - * p'(0) = t0, p'(1) = t1. - */ - CubicPoly.prototype.init = function( x0, x1, t0, t1 ) { + /* + * Compute coefficients for a cubic polynomial + * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 + * such that + * p(0) = x0, p(1) = x1 + * and + * p'(0) = t0, p'(1) = t1. + */ + CubicPoly.prototype.init = function( x0, x1, t0, t1 ) { - this.c0 = x0; - this.c1 = t0; - this.c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1; - this.c3 = 2 * x0 - 2 * x1 + t0 + t1; + this.c0 = x0; + this.c1 = t0; + this.c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1; + this.c3 = 2 * x0 - 2 * x1 + t0 + t1; - }; + }; - CubicPoly.prototype.initNonuniformCatmullRom = function( x0, x1, x2, x3, dt0, dt1, dt2 ) { + CubicPoly.prototype.initNonuniformCatmullRom = function( x0, x1, x2, x3, dt0, dt1, dt2 ) { - // compute tangents when parameterized in [t1,t2] - var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; - var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2; + // compute tangents when parameterized in [t1,t2] + var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; + var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2; - // rescale tangents for parametrization in [0,1] - t1 *= dt1; - t2 *= dt1; + // rescale tangents for parametrization in [0,1] + t1 *= dt1; + t2 *= dt1; - // initCubicPoly - this.init( x1, x2, t1, t2 ); + // initCubicPoly + this.init( x1, x2, t1, t2 ); - }; + }; - // standard Catmull-Rom spline: interpolate between x1 and x2 with previous/following points x1/x4 - CubicPoly.prototype.initCatmullRom = function( x0, x1, x2, x3, tension ) { + // standard Catmull-Rom spline: interpolate between x1 and x2 with previous/following points x1/x4 + CubicPoly.prototype.initCatmullRom = function( x0, x1, x2, x3, tension ) { - this.init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) ); + this.init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) ); - }; + }; - CubicPoly.prototype.calc = function( t ) { + CubicPoly.prototype.calc = function( t ) { - var t2 = t * t; - var t3 = t2 * t; - return this.c0 + this.c1 * t + this.c2 * t2 + this.c3 * t3; + var t2 = t * t; + var t3 = t2 * t; + return this.c0 + this.c1 * t + this.c2 * t2 + this.c3 * t3; - }; + }; - // Subclass Three.js curve - return Curve.create( + // Subclass Three.js curve + return Curve.create( - function ( p /* array of Vector3 */ ) { + function ( p /* array of Vector3 */ ) { - this.points = p || []; - this.closed = false; + this.points = p || []; + this.closed = false; - }, + }, - function ( t ) { + function ( t ) { - var points = this.points, - point, intPoint, weight, l; + var points = this.points, + point, intPoint, weight, l; - l = points.length; + l = points.length; - if ( l < 2 ) console.log( 'duh, you need at least 2 points' ); + if ( l < 2 ) console.log( 'duh, you need at least 2 points' ); - point = ( l - ( this.closed ? 0 : 1 ) ) * t; - intPoint = Math.floor( point ); - weight = point - intPoint; + point = ( l - ( this.closed ? 0 : 1 ) ) * t; + intPoint = Math.floor( point ); + weight = point - intPoint; - if ( this.closed ) { + if ( this.closed ) { - intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length; + intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length; - } else if ( weight === 0 && intPoint === l - 1 ) { + } else if ( weight === 0 && intPoint === l - 1 ) { - intPoint = l - 2; - weight = 1; + intPoint = l - 2; + weight = 1; - } + } - var p0, p1, p2, p3; // 4 points + var p0, p1, p2, p3; // 4 points - if ( this.closed || intPoint > 0 ) { + if ( this.closed || intPoint > 0 ) { - p0 = points[ ( intPoint - 1 ) % l ]; + p0 = points[ ( intPoint - 1 ) % l ]; - } else { + } else { - // extrapolate first point - tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); - p0 = tmp; + // extrapolate first point + tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); + p0 = tmp; - } + } - p1 = points[ intPoint % l ]; - p2 = points[ ( intPoint + 1 ) % l ]; + p1 = points[ intPoint % l ]; + p2 = points[ ( intPoint + 1 ) % l ]; - if ( this.closed || intPoint + 2 < l ) { + if ( this.closed || intPoint + 2 < l ) { - p3 = points[ ( intPoint + 2 ) % l ]; + p3 = points[ ( intPoint + 2 ) % l ]; - } else { + } else { - // extrapolate last point - tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] ); - p3 = tmp; + // extrapolate last point + tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] ); + p3 = tmp; - } + } - if ( this.type === undefined || this.type === 'centripetal' || this.type === 'chordal' ) { + if ( this.type === undefined || this.type === 'centripetal' || this.type === 'chordal' ) { - // init Centripetal / Chordal Catmull-Rom - var pow = this.type === 'chordal' ? 0.5 : 0.25; - var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow ); - var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow ); - var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow ); + // init Centripetal / Chordal Catmull-Rom + var pow = this.type === 'chordal' ? 0.5 : 0.25; + var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow ); + var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow ); + var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow ); - // safety check for repeated points - if ( dt1 < 1e-4 ) dt1 = 1.0; - if ( dt0 < 1e-4 ) dt0 = dt1; - if ( dt2 < 1e-4 ) dt2 = dt1; + // safety check for repeated points + if ( dt1 < 1e-4 ) dt1 = 1.0; + if ( dt0 < 1e-4 ) dt0 = dt1; + if ( dt2 < 1e-4 ) dt2 = dt1; - px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 ); - py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 ); - pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 ); + px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 ); + py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 ); + pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 ); - } else if ( this.type === 'catmullrom' ) { + } else if ( this.type === 'catmullrom' ) { - var tension = this.tension !== undefined ? this.tension : 0.5; - px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, tension ); - py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, tension ); - pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, tension ); + var tension = this.tension !== undefined ? this.tension : 0.5; + px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, tension ); + py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, tension ); + pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, tension ); - } + } - var v = new Vector3( - px.calc( weight ), - py.calc( weight ), - pz.calc( weight ) - ); + var v = new Vector3( + px.calc( weight ), + py.calc( weight ), + pz.calc( weight ) + ); - return v; + return v; - } + } - ); + ); - } )(); + } )(); - /************************************************************** - * Closed Spline 3D curve - **************************************************************/ + /************************************************************** + * Closed Spline 3D curve + **************************************************************/ - function ClosedSplineCurve3( points ) { + function ClosedSplineCurve3( points ) { - console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Please use THREE.CatmullRomCurve3.' ); + console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Please use THREE.CatmullRomCurve3.' ); - exports.CatmullRomCurve3.call( this, points ); - this.type = 'catmullrom'; - this.closed = true; + exports.CatmullRomCurve3.call( this, points ); + this.type = 'catmullrom'; + this.closed = true; - } + } - ClosedSplineCurve3.prototype = Object.create( exports.CatmullRomCurve3.prototype ); + ClosedSplineCurve3.prototype = Object.create( exports.CatmullRomCurve3.prototype ); - /************************************************************** - * Spline 3D curve - **************************************************************/ + /************************************************************** + * Spline 3D curve + **************************************************************/ - var SplineCurve3 = Curve.create( + var SplineCurve3 = Curve.create( - function ( points /* array of Vector3 */ ) { + function ( points /* array of Vector3 */ ) { - console.warn( 'THREE.SplineCurve3 will be deprecated. Please use THREE.CatmullRomCurve3' ); - this.points = ( points === undefined ) ? [] : points; + console.warn( 'THREE.SplineCurve3 will be deprecated. Please use THREE.CatmullRomCurve3' ); + this.points = ( points === undefined ) ? [] : points; - }, + }, - function ( t ) { + function ( t ) { - var points = this.points; - var point = ( points.length - 1 ) * t; + var points = this.points; + var point = ( points.length - 1 ) * t; - var intPoint = Math.floor( point ); - var weight = point - intPoint; + var intPoint = Math.floor( point ); + var weight = point - intPoint; - var point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ]; - var point1 = points[ intPoint ]; - var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; - var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; + var point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ]; + var point1 = points[ intPoint ]; + var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; + var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; - var interpolate = exports.CurveUtils.interpolate; + var interpolate = exports.CurveUtils.interpolate; - return new Vector3( - interpolate( point0.x, point1.x, point2.x, point3.x, weight ), - interpolate( point0.y, point1.y, point2.y, point3.y, weight ), - interpolate( point0.z, point1.z, point2.z, point3.z, weight ) - ); + return new Vector3( + interpolate( point0.x, point1.x, point2.x, point3.x, weight ), + interpolate( point0.y, point1.y, point2.y, point3.y, weight ), + interpolate( point0.z, point1.z, point2.z, point3.z, weight ) + ); - } + } - ); + ); - /************************************************************** - * Cubic Bezier 3D curve - **************************************************************/ + /************************************************************** + * Cubic Bezier 3D curve + **************************************************************/ - exports.CubicBezierCurve3 = Curve.create( + exports.CubicBezierCurve3 = Curve.create( - function ( v0, v1, v2, v3 ) { + function ( v0, v1, v2, v3 ) { - this.v0 = v0; - this.v1 = v1; - this.v2 = v2; - this.v3 = v3; + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + this.v3 = v3; - }, + }, - function ( t ) { + function ( t ) { - var b3 = exports.ShapeUtils.b3; + var b3 = exports.ShapeUtils.b3; - return new Vector3( - b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ), - b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ), - b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z ) - ); + return new Vector3( + b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ), + b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ), + b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z ) + ); - } + } - ); + ); - /************************************************************** - * Quadratic Bezier 3D curve - **************************************************************/ + /************************************************************** + * Quadratic Bezier 3D curve + **************************************************************/ - exports.QuadraticBezierCurve3 = Curve.create( + exports.QuadraticBezierCurve3 = Curve.create( - function ( v0, v1, v2 ) { + function ( v0, v1, v2 ) { - this.v0 = v0; - this.v1 = v1; - this.v2 = v2; + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; - }, + }, - function ( t ) { + function ( t ) { - var b2 = exports.ShapeUtils.b2; + var b2 = exports.ShapeUtils.b2; - return new Vector3( - b2( t, this.v0.x, this.v1.x, this.v2.x ), - b2( t, this.v0.y, this.v1.y, this.v2.y ), - b2( t, this.v0.z, this.v1.z, this.v2.z ) - ); + return new Vector3( + b2( t, this.v0.x, this.v1.x, this.v2.x ), + b2( t, this.v0.y, this.v1.y, this.v2.y ), + b2( t, this.v0.z, this.v1.z, this.v2.z ) + ); - } + } - ); + ); - /************************************************************** - * Line3D - **************************************************************/ + /************************************************************** + * Line3D + **************************************************************/ - exports.LineCurve3 = Curve.create( + exports.LineCurve3 = Curve.create( - function ( v1, v2 ) { + function ( v1, v2 ) { - this.v1 = v1; - this.v2 = v2; + this.v1 = v1; + this.v2 = v2; - }, + }, - function ( t ) { + function ( t ) { - if ( t === 1 ) { + if ( t === 1 ) { - return this.v2.clone(); + return this.v2.clone(); - } + } - var vector = new Vector3(); + var vector = new Vector3(); - vector.subVectors( this.v2, this.v1 ); // diff - vector.multiplyScalar( t ); - vector.add( this.v1 ); + vector.subVectors( this.v2, this.v1 ); // diff + vector.multiplyScalar( t ); + vector.add( this.v1 ); - return vector; + return vector; - } + } - ); + ); - /************************************************************** - * Arc curve - **************************************************************/ + /************************************************************** + * Arc curve + **************************************************************/ - function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { - EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); - } + } - ArcCurve.prototype = Object.create( EllipseCurve.prototype ); - ArcCurve.prototype.constructor = ArcCurve; + ArcCurve.prototype = Object.create( EllipseCurve.prototype ); + ArcCurve.prototype.constructor = ArcCurve; - /** - * @author alteredq / http://alteredqualia.com/ - */ + /** + * @author alteredq / http://alteredqualia.com/ + */ - exports.SceneUtils = { + exports.SceneUtils = { - createMultiMaterialObject: function ( geometry, materials ) { + createMultiMaterialObject: function ( geometry, materials ) { - var group = new Group(); + var group = new Group(); - for ( var i = 0, l = materials.length; i < l; i ++ ) { + for ( var i = 0, l = materials.length; i < l; i ++ ) { - group.add( new Mesh( geometry, materials[ i ] ) ); + group.add( new Mesh( geometry, materials[ i ] ) ); - } + } - return group; + return group; - }, + }, - detach: function ( child, parent, scene ) { + detach: function ( child, parent, scene ) { - child.applyMatrix( parent.matrixWorld ); - parent.remove( child ); - scene.add( child ); + child.applyMatrix( parent.matrixWorld ); + parent.remove( child ); + scene.add( child ); - }, + }, - attach: function ( child, scene, parent ) { + attach: function ( child, scene, parent ) { - var matrixWorldInverse = new Matrix4(); - matrixWorldInverse.getInverse( parent.matrixWorld ); - child.applyMatrix( matrixWorldInverse ); + var matrixWorldInverse = new Matrix4(); + matrixWorldInverse.getInverse( parent.matrixWorld ); + child.applyMatrix( matrixWorldInverse ); - scene.remove( child ); - parent.add( child ); + scene.remove( child ); + parent.add( child ); - } + } - }; + }; - function Face4 ( a, b, c, d, normal, color, materialIndex ) { - console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' ); - return new Face3( a, b, c, normal, color, materialIndex ); - } + function Face4 ( a, b, c, d, normal, color, materialIndex ) { + console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' ); + return new Face3( a, b, c, normal, color, materialIndex ); + } - var LineStrip = 0; + var LineStrip = 0; - var LinePieces = 1; + var LinePieces = 1; - function PointCloud ( geometry, material ) { - console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' ); - return new Points( geometry, material ); - } - - function ParticleSystem ( geometry, material ) { - console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' ); - return new Points( geometry, material ); - } - - function PointCloudMaterial ( parameters ) { - console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' ); - return new PointsMaterial( parameters ); - } - - function ParticleBasicMaterial ( parameters ) { - console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' ); - return new PointsMaterial( parameters ); - } - - function ParticleSystemMaterial ( parameters ) { - console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' ); - return new PointsMaterial( parameters ); - } - - function Vertex ( x, y, z ) { - console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' ); - return new Vector3( x, y, z ); - } - - // - - Object.assign( Box2.prototype, { - empty: function () { - console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' ); - return this.isEmpty(); - }, - isIntersectionBox: function ( box ) { - console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' ); - return this.intersectsBox( box ); - } - } ); - - Object.assign( Box3.prototype, { - empty: function () { - console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' ); - return this.isEmpty(); - }, - isIntersectionBox: function ( box ) { - console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' ); - return this.intersectsBox( box ); - }, - isIntersectionSphere: function ( sphere ) { - console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); - return this.intersectsSphere( sphere ); - } - } ); - - Object.assign( Matrix3.prototype, { - multiplyVector3: function ( vector ) { - console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' ); - return vector.applyMatrix3( this ); - }, - multiplyVector3Array: function ( a ) { - console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' ); - return this.applyToVector3Array( a ); - } - } ); - - Object.assign( Matrix4.prototype, { - extractPosition: function ( m ) { - console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' ); - return this.copyPosition( m ); - }, - setRotationFromQuaternion: function ( q ) { - console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' ); - return this.makeRotationFromQuaternion( q ); - }, - multiplyVector3: function ( vector ) { - console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' ); - return vector.applyProjection( this ); - }, - multiplyVector4: function ( vector ) { - console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); - return vector.applyMatrix4( this ); - }, - multiplyVector3Array: function ( a ) { - console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' ); - return this.applyToVector3Array( a ); - }, - rotateAxis: function ( v ) { - console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' ); - v.transformDirection( this ); - }, - crossVector: function ( vector ) { - console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); - return vector.applyMatrix4( this ); - }, - translate: function ( v ) { - console.error( 'THREE.Matrix4: .translate() has been removed.' ); - }, - rotateX: function ( angle ) { - console.error( 'THREE.Matrix4: .rotateX() has been removed.' ); - }, - rotateY: function ( angle ) { - console.error( 'THREE.Matrix4: .rotateY() has been removed.' ); - }, - rotateZ: function ( angle ) { - console.error( 'THREE.Matrix4: .rotateZ() has been removed.' ); - }, - rotateByAxis: function ( axis, angle ) { - console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' ); - } - } ); - - Object.assign( Plane.prototype, { - isIntersectionLine: function ( line ) { - console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' ); - return this.intersectsLine( line ); - } - } ); - - Object.assign( Quaternion.prototype, { - multiplyVector3: function ( vector ) { - console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' ); - return vector.applyQuaternion( this ); - } - } ); - - Object.assign( Ray.prototype, { - isIntersectionBox: function ( box ) { - console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' ); - return this.intersectsBox( box ); - }, - isIntersectionPlane: function ( plane ) { - console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' ); - return this.intersectsPlane( plane ); - }, - isIntersectionSphere: function ( sphere ) { - console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); - return this.intersectsSphere( sphere ); - } - } ); - - Object.assign( Vector3.prototype, { - setEulerFromRotationMatrix: function () { - console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' ); - }, - setEulerFromQuaternion: function () { - console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' ); - }, - getPositionFromMatrix: function ( m ) { - console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' ); - return this.setFromMatrixPosition( m ); - }, - getScaleFromMatrix: function ( m ) { - console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' ); - return this.setFromMatrixScale( m ); - }, - getColumnFromMatrix: function ( index, matrix ) { - console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' ); - return this.setFromMatrixColumn( matrix, index ); - } - } ); - - // - - Object.assign( Object3D.prototype, { - getChildByName: function ( name ) { - console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' ); - return this.getObjectByName( name ); - }, - renderDepth: function ( value ) { - console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' ); - }, - translate: function ( distance, axis ) { - console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' ); - return this.translateOnAxis( axis, distance ); - } - } ); - - Object.defineProperties( Object3D.prototype, { - eulerOrder: { - get: function () { - console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); - return this.rotation.order; - }, - set: function ( value ) { - console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); - this.rotation.order = value; - } - }, - useQuaternion: { - get: function () { - console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); - }, - set: function ( value ) { - console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); - } - } - } ); - - Object.defineProperties( LOD.prototype, { - objects: { - get: function () { - console.warn( 'THREE.LOD: .objects has been renamed to .levels.' ); - return this.levels; - } - } - } ); - - // - - PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) { - - console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " + - "Use .setFocalLength and .filmGauge for a photographic setup." ); - - if ( filmGauge !== undefined ) this.filmGauge = filmGauge; - this.setFocalLength( focalLength ); - - }; - - // - - Object.defineProperties( Light.prototype, { - onlyShadow: { - set: function ( value ) { - console.warn( 'THREE.Light: .onlyShadow has been removed.' ); - } - }, - shadowCameraFov: { - set: function ( value ) { - console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' ); - this.shadow.camera.fov = value; - } - }, - shadowCameraLeft: { - set: function ( value ) { - console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' ); - this.shadow.camera.left = value; - } - }, - shadowCameraRight: { - set: function ( value ) { - console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' ); - this.shadow.camera.right = value; - } - }, - shadowCameraTop: { - set: function ( value ) { - console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' ); - this.shadow.camera.top = value; - } - }, - shadowCameraBottom: { - set: function ( value ) { - console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' ); - this.shadow.camera.bottom = value; - } - }, - shadowCameraNear: { - set: function ( value ) { - console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' ); - this.shadow.camera.near = value; - } - }, - shadowCameraFar: { - set: function ( value ) { - console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' ); - this.shadow.camera.far = value; - } - }, - shadowCameraVisible: { - set: function ( value ) { - console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' ); - } - }, - shadowBias: { - set: function ( value ) { - console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' ); - this.shadow.bias = value; - } - }, - shadowDarkness: { - set: function ( value ) { - console.warn( 'THREE.Light: .shadowDarkness has been removed.' ); - } - }, - shadowMapWidth: { - set: function ( value ) { - console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' ); - this.shadow.mapSize.width = value; - } - }, - shadowMapHeight: { - set: function ( value ) { - console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' ); - this.shadow.mapSize.height = value; - } - } - } ); - - // - - Object.defineProperties( BufferAttribute.prototype, { - length: { - get: function () { - console.warn( 'THREE.BufferAttribute: .length has been deprecated. Please use .count.' ); - return this.array.length; - } - } - } ); - - Object.assign( BufferGeometry.prototype, { - addIndex: function ( index ) { - console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' ); - this.setIndex( index ); - }, - addDrawCall: function ( start, count, indexOffset ) { - if ( indexOffset !== undefined ) { - console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' ); - } - console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' ); - this.addGroup( start, count ); - }, - clearDrawCalls: function () { - console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' ); - this.clearGroups(); - }, - computeTangents: function () { - console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' ); - }, - computeOffsets: function () { - console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' ); - } - } ); - - Object.defineProperties( BufferGeometry.prototype, { - drawcalls: { - get: function () { - console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' ); - return this.groups; - } - }, - offsets: { - get: function () { - console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' ); - return this.groups; - } - } - } ); - - // - - Object.defineProperties( Material.prototype, { - wrapAround: { - get: function () { - console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' ); - }, - set: function ( value ) { - console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' ); - } - }, - wrapRGB: { - get: function () { - console.warn( 'THREE.' + this.type + ': .wrapRGB has been removed.' ); - return new Color(); - } - } - } ); - - Object.defineProperties( MeshPhongMaterial.prototype, { - metal: { - get: function () { - console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' ); - return false; - }, - set: function ( value ) { - console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' ); - } - } - } ); - - Object.defineProperties( ShaderMaterial.prototype, { - derivatives: { - get: function () { - console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); - return this.extensions.derivatives; - }, - set: function ( value ) { - console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); - this.extensions.derivatives = value; - } - } - } ); - - // - - EventDispatcher.prototype = Object.assign( Object.create( { - - // Note: Extra base ensures these properties are not 'assign'ed. - - constructor: EventDispatcher, - - apply: function ( target ) { - - console.warn( "THREE.EventDispatcher: .apply is deprecated, " + - "just inherit or Object.assign the prototype to mix-in." ); - - Object.assign( target, this ); - - } - - } ), EventDispatcher.prototype ); - - // - - Object.assign( WebGLRenderer.prototype, { - supportsFloatTextures: function () { - console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' ); - return this.extensions.get( 'OES_texture_float' ); - }, - supportsHalfFloatTextures: function () { - console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' ); - return this.extensions.get( 'OES_texture_half_float' ); - }, - supportsStandardDerivatives: function () { - console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' ); - return this.extensions.get( 'OES_standard_derivatives' ); - }, - supportsCompressedTextureS3TC: function () { - console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' ); - return this.extensions.get( 'WEBGL_compressed_texture_s3tc' ); - }, - supportsCompressedTexturePVRTC: function () { - console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' ); - return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' ); - }, - supportsBlendMinMax: function () { - console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' ); - return this.extensions.get( 'EXT_blend_minmax' ); - }, - supportsVertexTextures: function () { - return this.capabilities.vertexTextures; - }, - supportsInstancedArrays: function () { - console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' ); - return this.extensions.get( 'ANGLE_instanced_arrays' ); - }, - enableScissorTest: function ( boolean ) { - console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' ); - this.setScissorTest( boolean ); - }, - initMaterial: function () { - console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' ); - }, - addPrePlugin: function () { - console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' ); - }, - addPostPlugin: function () { - console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' ); - }, - updateShadowMap: function () { - console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' ); - } - } ); - - Object.defineProperties( WebGLRenderer.prototype, { - shadowMapEnabled: { - get: function () { - return this.shadowMap.enabled; - }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' ); - this.shadowMap.enabled = value; - } - }, - shadowMapType: { - get: function () { - return this.shadowMap.type; - }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' ); - this.shadowMap.type = value; - } - }, - shadowMapCullFace: { - get: function () { - return this.shadowMap.cullFace; - }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' ); - this.shadowMap.cullFace = value; - } - } - } ); - - Object.defineProperties( WebGLShadowMap.prototype, { - cullFace: { - get: function () { - return this.renderReverseSided ? CullFaceFront : CullFaceBack; - }, - set: function ( cullFace ) { - var value = ( cullFace !== CullFaceBack ); - console.warn( "WebGLRenderer: .shadowMap.cullFace is deprecated. Set .shadowMap.renderReverseSided to " + value + "." ); - this.renderReverseSided = value; - } - } - } ); - - // - - Object.defineProperties( WebGLRenderTarget.prototype, { - wrapS: { - get: function () { - console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); - return this.texture.wrapS; - }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); - this.texture.wrapS = value; - } - }, - wrapT: { - get: function () { - console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); - return this.texture.wrapT; - }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); - this.texture.wrapT = value; - } - }, - magFilter: { - get: function () { - console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); - return this.texture.magFilter; - }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); - this.texture.magFilter = value; - } - }, - minFilter: { - get: function () { - console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); - return this.texture.minFilter; - }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); - this.texture.minFilter = value; - } - }, - anisotropy: { - get: function () { - console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); - return this.texture.anisotropy; - }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); - this.texture.anisotropy = value; - } - }, - offset: { - get: function () { - console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); - return this.texture.offset; - }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); - this.texture.offset = value; - } - }, - repeat: { - get: function () { - console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); - return this.texture.repeat; - }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); - this.texture.repeat = value; - } - }, - format: { - get: function () { - console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); - return this.texture.format; - }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); - this.texture.format = value; - } - }, - type: { - get: function () { - console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); - return this.texture.type; - }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); - this.texture.type = value; - } - }, - generateMipmaps: { - get: function () { - console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); - return this.texture.generateMipmaps; - }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); - this.texture.generateMipmaps = value; - } - } - } ); - - // - - Object.assign( Audio.prototype, { - load: function ( file ) { - console.warn( 'THREE.Audio: .load has been deprecated. Please use THREE.AudioLoader.' ); - var scope = this; - var audioLoader = new AudioLoader(); - audioLoader.load( file, function ( buffer ) { - scope.setBuffer( buffer ); - } ); - return this; - } - } ); - - Object.assign( AudioAnalyser.prototype, { - getData: function ( file ) { - console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' ); - return this.getFrequencyData(); - } - } ); + function PointCloud ( geometry, material ) { + console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' ); + return new Points( geometry, material ); + } + + function ParticleSystem ( geometry, material ) { + console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' ); + return new Points( geometry, material ); + } + + function PointCloudMaterial ( parameters ) { + console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' ); + return new PointsMaterial( parameters ); + } + + function ParticleBasicMaterial ( parameters ) { + console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' ); + return new PointsMaterial( parameters ); + } + + function ParticleSystemMaterial ( parameters ) { + console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' ); + return new PointsMaterial( parameters ); + } + + function Vertex ( x, y, z ) { + console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' ); + return new Vector3( x, y, z ); + } + + // + + Object.assign( Box2.prototype, { + empty: function () { + console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' ); + return this.isEmpty(); + }, + isIntersectionBox: function ( box ) { + console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); + } + } ); + + Object.assign( Box3.prototype, { + empty: function () { + console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' ); + return this.isEmpty(); + }, + isIntersectionBox: function ( box ) { + console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); + }, + isIntersectionSphere: function ( sphere ) { + console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); + return this.intersectsSphere( sphere ); + } + } ); + + Object.assign( Matrix3.prototype, { + multiplyVector3: function ( vector ) { + console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' ); + return vector.applyMatrix3( this ); + }, + multiplyVector3Array: function ( a ) { + console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' ); + return this.applyToVector3Array( a ); + } + } ); + + Object.assign( Matrix4.prototype, { + extractPosition: function ( m ) { + console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' ); + return this.copyPosition( m ); + }, + setRotationFromQuaternion: function ( q ) { + console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' ); + return this.makeRotationFromQuaternion( q ); + }, + multiplyVector3: function ( vector ) { + console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' ); + return vector.applyProjection( this ); + }, + multiplyVector4: function ( vector ) { + console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); + }, + multiplyVector3Array: function ( a ) { + console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' ); + return this.applyToVector3Array( a ); + }, + rotateAxis: function ( v ) { + console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' ); + v.transformDirection( this ); + }, + crossVector: function ( vector ) { + console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); + }, + translate: function ( v ) { + console.error( 'THREE.Matrix4: .translate() has been removed.' ); + }, + rotateX: function ( angle ) { + console.error( 'THREE.Matrix4: .rotateX() has been removed.' ); + }, + rotateY: function ( angle ) { + console.error( 'THREE.Matrix4: .rotateY() has been removed.' ); + }, + rotateZ: function ( angle ) { + console.error( 'THREE.Matrix4: .rotateZ() has been removed.' ); + }, + rotateByAxis: function ( axis, angle ) { + console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' ); + } + } ); + + Object.assign( Plane.prototype, { + isIntersectionLine: function ( line ) { + console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' ); + return this.intersectsLine( line ); + } + } ); + + Object.assign( Quaternion.prototype, { + multiplyVector3: function ( vector ) { + console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' ); + return vector.applyQuaternion( this ); + } + } ); + + Object.assign( Ray.prototype, { + isIntersectionBox: function ( box ) { + console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); + }, + isIntersectionPlane: function ( plane ) { + console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' ); + return this.intersectsPlane( plane ); + }, + isIntersectionSphere: function ( sphere ) { + console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); + return this.intersectsSphere( sphere ); + } + } ); + + Object.assign( Vector3.prototype, { + setEulerFromRotationMatrix: function () { + console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' ); + }, + setEulerFromQuaternion: function () { + console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' ); + }, + getPositionFromMatrix: function ( m ) { + console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' ); + return this.setFromMatrixPosition( m ); + }, + getScaleFromMatrix: function ( m ) { + console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' ); + return this.setFromMatrixScale( m ); + }, + getColumnFromMatrix: function ( index, matrix ) { + console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' ); + return this.setFromMatrixColumn( matrix, index ); + } + } ); + + // + + Object.assign( Object3D.prototype, { + getChildByName: function ( name ) { + console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' ); + return this.getObjectByName( name ); + }, + renderDepth: function ( value ) { + console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' ); + }, + translate: function ( distance, axis ) { + console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' ); + return this.translateOnAxis( axis, distance ); + } + } ); + + Object.defineProperties( Object3D.prototype, { + eulerOrder: { + get: function () { + console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); + return this.rotation.order; + }, + set: function ( value ) { + console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); + this.rotation.order = value; + } + }, + useQuaternion: { + get: function () { + console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); + }, + set: function ( value ) { + console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); + } + } + } ); + + Object.defineProperties( LOD.prototype, { + objects: { + get: function () { + console.warn( 'THREE.LOD: .objects has been renamed to .levels.' ); + return this.levels; + } + } + } ); + + // + + PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) { + + console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " + + "Use .setFocalLength and .filmGauge for a photographic setup." ); + + if ( filmGauge !== undefined ) this.filmGauge = filmGauge; + this.setFocalLength( focalLength ); + + }; + + // + + Object.defineProperties( Light.prototype, { + onlyShadow: { + set: function ( value ) { + console.warn( 'THREE.Light: .onlyShadow has been removed.' ); + } + }, + shadowCameraFov: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' ); + this.shadow.camera.fov = value; + } + }, + shadowCameraLeft: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' ); + this.shadow.camera.left = value; + } + }, + shadowCameraRight: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' ); + this.shadow.camera.right = value; + } + }, + shadowCameraTop: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' ); + this.shadow.camera.top = value; + } + }, + shadowCameraBottom: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' ); + this.shadow.camera.bottom = value; + } + }, + shadowCameraNear: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' ); + this.shadow.camera.near = value; + } + }, + shadowCameraFar: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' ); + this.shadow.camera.far = value; + } + }, + shadowCameraVisible: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' ); + } + }, + shadowBias: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' ); + this.shadow.bias = value; + } + }, + shadowDarkness: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowDarkness has been removed.' ); + } + }, + shadowMapWidth: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' ); + this.shadow.mapSize.width = value; + } + }, + shadowMapHeight: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' ); + this.shadow.mapSize.height = value; + } + } + } ); + + // + + Object.defineProperties( BufferAttribute.prototype, { + length: { + get: function () { + console.warn( 'THREE.BufferAttribute: .length has been deprecated. Please use .count.' ); + return this.array.length; + } + } + } ); + + Object.assign( BufferGeometry.prototype, { + addIndex: function ( index ) { + console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' ); + this.setIndex( index ); + }, + addDrawCall: function ( start, count, indexOffset ) { + if ( indexOffset !== undefined ) { + console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' ); + } + console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' ); + this.addGroup( start, count ); + }, + clearDrawCalls: function () { + console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' ); + this.clearGroups(); + }, + computeTangents: function () { + console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' ); + }, + computeOffsets: function () { + console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' ); + } + } ); + + Object.defineProperties( BufferGeometry.prototype, { + drawcalls: { + get: function () { + console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' ); + return this.groups; + } + }, + offsets: { + get: function () { + console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' ); + return this.groups; + } + } + } ); + + // + + Object.defineProperties( Material.prototype, { + wrapAround: { + get: function () { + console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' ); + }, + set: function ( value ) { + console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' ); + } + }, + wrapRGB: { + get: function () { + console.warn( 'THREE.' + this.type + ': .wrapRGB has been removed.' ); + return new Color(); + } + } + } ); + + Object.defineProperties( MeshPhongMaterial.prototype, { + metal: { + get: function () { + console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' ); + return false; + }, + set: function ( value ) { + console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' ); + } + } + } ); + + Object.defineProperties( ShaderMaterial.prototype, { + derivatives: { + get: function () { + console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); + return this.extensions.derivatives; + }, + set: function ( value ) { + console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); + this.extensions.derivatives = value; + } + } + } ); + + // + + EventDispatcher.prototype = Object.assign( Object.create( { + + // Note: Extra base ensures these properties are not 'assign'ed. + + constructor: EventDispatcher, + + apply: function ( target ) { + + console.warn( "THREE.EventDispatcher: .apply is deprecated, " + + "just inherit or Object.assign the prototype to mix-in." ); + + Object.assign( target, this ); + + } + + } ), EventDispatcher.prototype ); + + // + + Object.assign( WebGLRenderer.prototype, { + supportsFloatTextures: function () { + console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' ); + return this.extensions.get( 'OES_texture_float' ); + }, + supportsHalfFloatTextures: function () { + console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' ); + return this.extensions.get( 'OES_texture_half_float' ); + }, + supportsStandardDerivatives: function () { + console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' ); + return this.extensions.get( 'OES_standard_derivatives' ); + }, + supportsCompressedTextureS3TC: function () { + console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' ); + return this.extensions.get( 'WEBGL_compressed_texture_s3tc' ); + }, + supportsCompressedTexturePVRTC: function () { + console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' ); + return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' ); + }, + supportsBlendMinMax: function () { + console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' ); + return this.extensions.get( 'EXT_blend_minmax' ); + }, + supportsVertexTextures: function () { + return this.capabilities.vertexTextures; + }, + supportsInstancedArrays: function () { + console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' ); + return this.extensions.get( 'ANGLE_instanced_arrays' ); + }, + enableScissorTest: function ( boolean ) { + console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' ); + this.setScissorTest( boolean ); + }, + initMaterial: function () { + console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' ); + }, + addPrePlugin: function () { + console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' ); + }, + addPostPlugin: function () { + console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' ); + }, + updateShadowMap: function () { + console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' ); + } + } ); + + Object.defineProperties( WebGLRenderer.prototype, { + shadowMapEnabled: { + get: function () { + return this.shadowMap.enabled; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' ); + this.shadowMap.enabled = value; + } + }, + shadowMapType: { + get: function () { + return this.shadowMap.type; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' ); + this.shadowMap.type = value; + } + }, + shadowMapCullFace: { + get: function () { + return this.shadowMap.cullFace; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' ); + this.shadowMap.cullFace = value; + } + } + } ); + + Object.defineProperties( WebGLShadowMap.prototype, { + cullFace: { + get: function () { + return this.renderReverseSided ? CullFaceFront : CullFaceBack; + }, + set: function ( cullFace ) { + var value = ( cullFace !== CullFaceBack ); + console.warn( "WebGLRenderer: .shadowMap.cullFace is deprecated. Set .shadowMap.renderReverseSided to " + value + "." ); + this.renderReverseSided = value; + } + } + } ); + + // + + Object.defineProperties( WebGLRenderTarget.prototype, { + wrapS: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); + return this.texture.wrapS; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); + this.texture.wrapS = value; + } + }, + wrapT: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); + return this.texture.wrapT; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); + this.texture.wrapT = value; + } + }, + magFilter: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); + return this.texture.magFilter; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); + this.texture.magFilter = value; + } + }, + minFilter: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); + return this.texture.minFilter; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); + this.texture.minFilter = value; + } + }, + anisotropy: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); + return this.texture.anisotropy; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); + this.texture.anisotropy = value; + } + }, + offset: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); + return this.texture.offset; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); + this.texture.offset = value; + } + }, + repeat: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); + return this.texture.repeat; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); + this.texture.repeat = value; + } + }, + format: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); + return this.texture.format; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); + this.texture.format = value; + } + }, + type: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); + return this.texture.type; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); + this.texture.type = value; + } + }, + generateMipmaps: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); + return this.texture.generateMipmaps; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); + this.texture.generateMipmaps = value; + } + } + } ); + + // + + Object.assign( Audio.prototype, { + load: function ( file ) { + console.warn( 'THREE.Audio: .load has been deprecated. Please use THREE.AudioLoader.' ); + var scope = this; + var audioLoader = new AudioLoader(); + audioLoader.load( file, function ( buffer ) { + scope.setBuffer( buffer ); + } ); + return this; + } + } ); + + Object.assign( AudioAnalyser.prototype, { + getData: function ( file ) { + console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' ); + return this.getFrequencyData(); + } + } ); - // + // - var GeometryUtils = { + var GeometryUtils = { - merge: function ( geometry1, geometry2, materialIndexOffset ) { + merge: function ( geometry1, geometry2, materialIndexOffset ) { - console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' ); + console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' ); - var matrix; + var matrix; - if ( geometry2.isMesh ) { + if ( geometry2.isMesh ) { - geometry2.matrixAutoUpdate && geometry2.updateMatrix(); + geometry2.matrixAutoUpdate && geometry2.updateMatrix(); - matrix = geometry2.matrix; - geometry2 = geometry2.geometry; + matrix = geometry2.matrix; + geometry2 = geometry2.geometry; - } + } - geometry1.merge( geometry2, matrix, materialIndexOffset ); + geometry1.merge( geometry2, matrix, materialIndexOffset ); - }, + }, - center: function ( geometry ) { + center: function ( geometry ) { - console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' ); - return geometry.center(); + console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' ); + return geometry.center(); - } + } - }; + }; - var ImageUtils = { + var ImageUtils = { - crossOrigin: undefined, + crossOrigin: undefined, - loadTexture: function ( url, mapping, onLoad, onError ) { + loadTexture: function ( url, mapping, onLoad, onError ) { - console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' ); + console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' ); - var loader = new TextureLoader(); - loader.setCrossOrigin( this.crossOrigin ); + var loader = new TextureLoader(); + loader.setCrossOrigin( this.crossOrigin ); - var texture = loader.load( url, onLoad, undefined, onError ); + var texture = loader.load( url, onLoad, undefined, onError ); - if ( mapping ) texture.mapping = mapping; + if ( mapping ) texture.mapping = mapping; - return texture; + return texture; - }, + }, - loadTextureCube: function ( urls, mapping, onLoad, onError ) { + loadTextureCube: function ( urls, mapping, onLoad, onError ) { - console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' ); + console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' ); - var loader = new CubeTextureLoader(); - loader.setCrossOrigin( this.crossOrigin ); + var loader = new CubeTextureLoader(); + loader.setCrossOrigin( this.crossOrigin ); - var texture = loader.load( urls, onLoad, undefined, onError ); + var texture = loader.load( urls, onLoad, undefined, onError ); - if ( mapping ) texture.mapping = mapping; + if ( mapping ) texture.mapping = mapping; - return texture; + return texture; - }, + }, - loadCompressedTexture: function () { + loadCompressedTexture: function () { - console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' ); + console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' ); - }, + }, - loadCompressedTextureCube: function () { + loadCompressedTextureCube: function () { - console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' ); + console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' ); - } + } - }; + }; - // + // - function Projector () { + function Projector () { - console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' ); + console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' ); - this.projectVector = function ( vector, camera ) { + this.projectVector = function ( vector, camera ) { - console.warn( 'THREE.Projector: .projectVector() is now vector.project().' ); - vector.project( camera ); + console.warn( 'THREE.Projector: .projectVector() is now vector.project().' ); + vector.project( camera ); - }; + }; - this.unprojectVector = function ( vector, camera ) { + this.unprojectVector = function ( vector, camera ) { - console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' ); - vector.unproject( camera ); + console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' ); + vector.unproject( camera ); - }; + }; - this.pickingRay = function ( vector, camera ) { + this.pickingRay = function ( vector, camera ) { - console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' ); + console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' ); - }; + }; - } + } - // + // - function CanvasRenderer () { + function CanvasRenderer () { - console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' ); + console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' ); - this.domElement = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); - this.clear = function () {}; - this.render = function () {}; - this.setClearColor = function () {}; - this.setSize = function () {}; - - } - - Object.defineProperty( exports, 'AudioContext', { - get: function () { - return exports.getAudioContext(); - } - }); - - exports.WebGLRenderTargetCube = WebGLRenderTargetCube; - exports.WebGLRenderTarget = WebGLRenderTarget; - exports.WebGLRenderer = WebGLRenderer; - exports.ShaderLib = ShaderLib; - exports.UniformsLib = UniformsLib; - exports.ShaderChunk = ShaderChunk; - exports.FogExp2 = FogExp2; - exports.Fog = Fog; - exports.Scene = Scene; - exports.LensFlare = LensFlare; - exports.Sprite = Sprite; - exports.LOD = LOD; - exports.SkinnedMesh = SkinnedMesh; - exports.Skeleton = Skeleton; - exports.Bone = Bone; - exports.Mesh = Mesh; - exports.LineSegments = LineSegments; - exports.Line = Line; - exports.Points = Points; - exports.Group = Group; - exports.VideoTexture = VideoTexture; - exports.DataTexture = DataTexture; - exports.CompressedTexture = CompressedTexture; - exports.CubeTexture = CubeTexture; - exports.CanvasTexture = CanvasTexture; - exports.DepthTexture = DepthTexture; - exports.TextureIdCount = TextureIdCount; - exports.Texture = Texture; - exports.ShadowMaterial = ShadowMaterial; - exports.SpriteMaterial = SpriteMaterial; - exports.RawShaderMaterial = RawShaderMaterial; - exports.ShaderMaterial = ShaderMaterial; - exports.PointsMaterial = PointsMaterial; - exports.MultiMaterial = MultiMaterial; - exports.MeshPhysicalMaterial = MeshPhysicalMaterial; - exports.MeshStandardMaterial = MeshStandardMaterial; - exports.MeshPhongMaterial = MeshPhongMaterial; - exports.MeshNormalMaterial = MeshNormalMaterial; - exports.MeshLambertMaterial = MeshLambertMaterial; - exports.MeshDepthMaterial = MeshDepthMaterial; - exports.MeshBasicMaterial = MeshBasicMaterial; - exports.LineDashedMaterial = LineDashedMaterial; - exports.LineBasicMaterial = LineBasicMaterial; - exports.MaterialIdCount = MaterialIdCount; - exports.Material = Material; - exports.CompressedTextureLoader = CompressedTextureLoader; - exports.BinaryTextureLoader = BinaryTextureLoader; - exports.DataTextureLoader = DataTextureLoader; - exports.CubeTextureLoader = CubeTextureLoader; - exports.TextureLoader = TextureLoader; - exports.ObjectLoader = ObjectLoader; - exports.MaterialLoader = MaterialLoader; - exports.BufferGeometryLoader = BufferGeometryLoader; - exports.LoadingManager = LoadingManager; - exports.JSONLoader = JSONLoader; - exports.ImageLoader = ImageLoader; - exports.FontLoader = FontLoader; - exports.XHRLoader = XHRLoader; - exports.Loader = Loader; - exports.AudioLoader = AudioLoader; - exports.SpotLightShadow = SpotLightShadow; - exports.SpotLight = SpotLight; - exports.PointLight = PointLight; - exports.HemisphereLight = HemisphereLight; - exports.DirectionalLightShadow = DirectionalLightShadow; - exports.DirectionalLight = DirectionalLight; - exports.AmbientLight = AmbientLight; - exports.LightShadow = LightShadow; - exports.Light = Light; - exports.StereoCamera = StereoCamera; - exports.PerspectiveCamera = PerspectiveCamera; - exports.OrthographicCamera = OrthographicCamera; - exports.CubeCamera = CubeCamera; - exports.Camera = Camera; - exports.AudioListener = AudioListener; - exports.PositionalAudio = PositionalAudio; - exports.getAudioContext = getAudioContext; - exports.AudioAnalyser = AudioAnalyser; - exports.Audio = Audio; - exports.VectorKeyframeTrack = VectorKeyframeTrack; - exports.StringKeyframeTrack = StringKeyframeTrack; - exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack; - exports.NumberKeyframeTrack = NumberKeyframeTrack; - exports.ColorKeyframeTrack = ColorKeyframeTrack; - exports.BooleanKeyframeTrack = BooleanKeyframeTrack; - exports.PropertyMixer = PropertyMixer; - exports.PropertyBinding = PropertyBinding; - exports.KeyframeTrack = KeyframeTrack; - exports.AnimationObjectGroup = AnimationObjectGroup; - exports.AnimationMixer = AnimationMixer; - exports.AnimationClip = AnimationClip; - exports.Uniform = Uniform; - exports.InstancedBufferGeometry = InstancedBufferGeometry; - exports.BufferGeometry = BufferGeometry; - exports.DirectGeometry = DirectGeometry; - exports.GeometryIdCount = GeometryIdCount; - exports.Geometry = Geometry; - exports.InterleavedBufferAttribute = InterleavedBufferAttribute; - exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer; - exports.InterleavedBuffer = InterleavedBuffer; - exports.InstancedBufferAttribute = InstancedBufferAttribute; - exports.DynamicBufferAttribute = DynamicBufferAttribute; - exports.Float64Attribute = Float64Attribute; - exports.Float32Attribute = Float32Attribute; - exports.Uint32Attribute = Uint32Attribute; - exports.Int32Attribute = Int32Attribute; - exports.Uint16Attribute = Uint16Attribute; - exports.Int16Attribute = Int16Attribute; - exports.Uint8ClampedAttribute = Uint8ClampedAttribute; - exports.Uint8Attribute = Uint8Attribute; - exports.Int8Attribute = Int8Attribute; - exports.BufferAttribute = BufferAttribute; - exports.Face3 = Face3; - exports.Object3DIdCount = Object3DIdCount; - exports.Object3D = Object3D; - exports.Raycaster = Raycaster; - exports.Layers = Layers; - exports.EventDispatcher = EventDispatcher; - exports.Clock = Clock; - exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant; - exports.LinearInterpolant = LinearInterpolant; - exports.DiscreteInterpolant = DiscreteInterpolant; - exports.CubicInterpolant = CubicInterpolant; - exports.Interpolant = Interpolant; - exports.Triangle = Triangle; - exports.Spline = Spline; - exports.Spherical = Spherical; - exports.Plane = Plane; - exports.Frustum = Frustum; - exports.Sphere = Sphere; - exports.Ray = Ray; - exports.Matrix4 = Matrix4; - exports.Matrix3 = Matrix3; - exports.Box3 = Box3; - exports.Box2 = Box2; - exports.Line3 = Line3; - exports.Euler = Euler; - exports.Vector4 = Vector4; - exports.Vector3 = Vector3; - exports.Vector2 = Vector2; - exports.Quaternion = Quaternion; - exports.Color = Color; - exports.MorphBlendMesh = MorphBlendMesh; - exports.ImmediateRenderObject = ImmediateRenderObject; - exports.WireframeHelper = WireframeHelper; - exports.VertexNormalsHelper = VertexNormalsHelper; - exports.SpotLightHelper = SpotLightHelper; - exports.SkeletonHelper = SkeletonHelper; - exports.PointLightHelper = PointLightHelper; - exports.HemisphereLightHelper = HemisphereLightHelper; - exports.GridHelper = GridHelper; - exports.FaceNormalsHelper = FaceNormalsHelper; - exports.EdgesHelper = EdgesHelper; - exports.DirectionalLightHelper = DirectionalLightHelper; - exports.CameraHelper = CameraHelper; - exports.BoundingBoxHelper = BoundingBoxHelper; - exports.BoxHelper = BoxHelper; - exports.ArrowHelper = ArrowHelper; - exports.AxisHelper = AxisHelper; - exports.WireframeGeometry = WireframeGeometry; - exports.ParametricGeometry = ParametricGeometry; - exports.TetrahedronGeometry = TetrahedronGeometry; - exports.OctahedronGeometry = OctahedronGeometry; - exports.IcosahedronGeometry = IcosahedronGeometry; - exports.DodecahedronGeometry = DodecahedronGeometry; - exports.PolyhedronGeometry = PolyhedronGeometry; - exports.TubeGeometry = TubeGeometry; - exports.TorusKnotGeometry = TorusKnotGeometry; - exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry; - exports.TorusGeometry = TorusGeometry; - exports.TorusBufferGeometry = TorusBufferGeometry; - exports.TextGeometry = TextGeometry; - exports.SphereBufferGeometry = SphereBufferGeometry; - exports.SphereGeometry = SphereGeometry; - exports.RingGeometry = RingGeometry; - exports.RingBufferGeometry = RingBufferGeometry; - exports.PlaneBufferGeometry = PlaneBufferGeometry; - exports.PlaneGeometry = PlaneGeometry; - exports.LatheGeometry = LatheGeometry; - exports.LatheBufferGeometry = LatheBufferGeometry; - exports.ShapeGeometry = ShapeGeometry; - exports.ExtrudeGeometry = ExtrudeGeometry; - exports.EdgesGeometry = EdgesGeometry; - exports.ConeGeometry = ConeGeometry; - exports.ConeBufferGeometry = ConeBufferGeometry; - exports.CylinderGeometry = CylinderGeometry; - exports.CylinderBufferGeometry = CylinderBufferGeometry; - exports.CircleBufferGeometry = CircleBufferGeometry; - exports.CircleGeometry = CircleGeometry; - exports.BoxBufferGeometry = BoxBufferGeometry; - exports.BoxGeometry = BoxGeometry; - exports.ClosedSplineCurve3 = ClosedSplineCurve3; - exports.SplineCurve3 = SplineCurve3; - exports.ArcCurve = ArcCurve; - exports.EllipseCurve = EllipseCurve; - exports.SplineCurve = SplineCurve; - exports.CubicBezierCurve = CubicBezierCurve; - exports.QuadraticBezierCurve = QuadraticBezierCurve; - exports.LineCurve = LineCurve; - exports.Shape = Shape; - exports.ShapePath = ShapePath; - exports.Path = Path; - exports.Font = Font; - exports.CurvePath = CurvePath; - exports.Curve = Curve; - exports.REVISION = REVISION; - exports.MOUSE = MOUSE; - exports.CullFaceNone = CullFaceNone; - exports.CullFaceBack = CullFaceBack; - exports.CullFaceFront = CullFaceFront; - exports.CullFaceFrontBack = CullFaceFrontBack; - exports.FrontFaceDirectionCW = FrontFaceDirectionCW; - exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW; - exports.BasicShadowMap = BasicShadowMap; - exports.PCFShadowMap = PCFShadowMap; - exports.PCFSoftShadowMap = PCFSoftShadowMap; - exports.FrontSide = FrontSide; - exports.BackSide = BackSide; - exports.DoubleSide = DoubleSide; - exports.FlatShading = FlatShading; - exports.SmoothShading = SmoothShading; - exports.NoColors = NoColors; - exports.FaceColors = FaceColors; - exports.VertexColors = VertexColors; - exports.NoBlending = NoBlending; - exports.NormalBlending = NormalBlending; - exports.AdditiveBlending = AdditiveBlending; - exports.SubtractiveBlending = SubtractiveBlending; - exports.MultiplyBlending = MultiplyBlending; - exports.CustomBlending = CustomBlending; - exports.AddEquation = AddEquation; - exports.SubtractEquation = SubtractEquation; - exports.ReverseSubtractEquation = ReverseSubtractEquation; - exports.MinEquation = MinEquation; - exports.MaxEquation = MaxEquation; - exports.ZeroFactor = ZeroFactor; - exports.OneFactor = OneFactor; - exports.SrcColorFactor = SrcColorFactor; - exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor; - exports.SrcAlphaFactor = SrcAlphaFactor; - exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor; - exports.DstAlphaFactor = DstAlphaFactor; - exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor; - exports.DstColorFactor = DstColorFactor; - exports.OneMinusDstColorFactor = OneMinusDstColorFactor; - exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor; - exports.NeverDepth = NeverDepth; - exports.AlwaysDepth = AlwaysDepth; - exports.LessDepth = LessDepth; - exports.LessEqualDepth = LessEqualDepth; - exports.EqualDepth = EqualDepth; - exports.GreaterEqualDepth = GreaterEqualDepth; - exports.GreaterDepth = GreaterDepth; - exports.NotEqualDepth = NotEqualDepth; - exports.MultiplyOperation = MultiplyOperation; - exports.MixOperation = MixOperation; - exports.AddOperation = AddOperation; - exports.NoToneMapping = NoToneMapping; - exports.LinearToneMapping = LinearToneMapping; - exports.ReinhardToneMapping = ReinhardToneMapping; - exports.Uncharted2ToneMapping = Uncharted2ToneMapping; - exports.CineonToneMapping = CineonToneMapping; - exports.UVMapping = UVMapping; - exports.CubeReflectionMapping = CubeReflectionMapping; - exports.CubeRefractionMapping = CubeRefractionMapping; - exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping; - exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping; - exports.SphericalReflectionMapping = SphericalReflectionMapping; - exports.CubeUVReflectionMapping = CubeUVReflectionMapping; - exports.CubeUVRefractionMapping = CubeUVRefractionMapping; - exports.RepeatWrapping = RepeatWrapping; - exports.ClampToEdgeWrapping = ClampToEdgeWrapping; - exports.MirroredRepeatWrapping = MirroredRepeatWrapping; - exports.NearestFilter = NearestFilter; - exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter; - exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter; - exports.LinearFilter = LinearFilter; - exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter; - exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter; - exports.UnsignedByteType = UnsignedByteType; - exports.ByteType = ByteType; - exports.ShortType = ShortType; - exports.UnsignedShortType = UnsignedShortType; - exports.IntType = IntType; - exports.UnsignedIntType = UnsignedIntType; - exports.FloatType = FloatType; - exports.HalfFloatType = HalfFloatType; - exports.UnsignedShort4444Type = UnsignedShort4444Type; - exports.UnsignedShort5551Type = UnsignedShort5551Type; - exports.UnsignedShort565Type = UnsignedShort565Type; - exports.UnsignedInt248Type = UnsignedInt248Type; - exports.AlphaFormat = AlphaFormat; - exports.RGBFormat = RGBFormat; - exports.RGBAFormat = RGBAFormat; - exports.LuminanceFormat = LuminanceFormat; - exports.LuminanceAlphaFormat = LuminanceAlphaFormat; - exports.RGBEFormat = RGBEFormat; - exports.DepthFormat = DepthFormat; - exports.DepthStencilFormat = DepthStencilFormat; - exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format; - exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format; - exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format; - exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format; - exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format; - exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format; - exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format; - exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format; - exports.RGB_ETC1_Format = RGB_ETC1_Format; - exports.LoopOnce = LoopOnce; - exports.LoopRepeat = LoopRepeat; - exports.LoopPingPong = LoopPingPong; - exports.InterpolateDiscrete = InterpolateDiscrete; - exports.InterpolateLinear = InterpolateLinear; - exports.InterpolateSmooth = InterpolateSmooth; - exports.ZeroCurvatureEnding = ZeroCurvatureEnding; - exports.ZeroSlopeEnding = ZeroSlopeEnding; - exports.WrapAroundEnding = WrapAroundEnding; - exports.TrianglesDrawMode = TrianglesDrawMode; - exports.TriangleStripDrawMode = TriangleStripDrawMode; - exports.TriangleFanDrawMode = TriangleFanDrawMode; - exports.LinearEncoding = LinearEncoding; - exports.sRGBEncoding = sRGBEncoding; - exports.GammaEncoding = GammaEncoding; - exports.RGBEEncoding = RGBEEncoding; - exports.LogLuvEncoding = LogLuvEncoding; - exports.RGBM7Encoding = RGBM7Encoding; - exports.RGBM16Encoding = RGBM16Encoding; - exports.RGBDEncoding = RGBDEncoding; - exports.BasicDepthPacking = BasicDepthPacking; - exports.RGBADepthPacking = RGBADepthPacking; - exports.CubeGeometry = BoxGeometry; - exports.Face4 = Face4; - exports.LineStrip = LineStrip; - exports.LinePieces = LinePieces; - exports.MeshFaceMaterial = MultiMaterial; - exports.PointCloud = PointCloud; - exports.Particle = Sprite; - exports.ParticleSystem = ParticleSystem; - exports.PointCloudMaterial = PointCloudMaterial; - exports.ParticleBasicMaterial = ParticleBasicMaterial; - exports.ParticleSystemMaterial = ParticleSystemMaterial; - exports.Vertex = Vertex; - exports.GeometryUtils = GeometryUtils; - exports.ImageUtils = ImageUtils; - exports.Projector = Projector; - exports.CanvasRenderer = CanvasRenderer; - - Object.defineProperty(exports, '__esModule', { value: true }); + this.domElement = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + this.clear = function () {}; + this.render = function () {}; + this.setClearColor = function () {}; + this.setSize = function () {}; + + } + + Object.defineProperty( exports, 'AudioContext', { + get: function () { + return exports.getAudioContext(); + } + }); + + exports.WebGLRenderTargetCube = WebGLRenderTargetCube; + exports.WebGLRenderTarget = WebGLRenderTarget; + exports.WebGLRenderer = WebGLRenderer; + exports.ShaderLib = ShaderLib; + exports.UniformsLib = UniformsLib; + exports.ShaderChunk = ShaderChunk; + exports.FogExp2 = FogExp2; + exports.Fog = Fog; + exports.Scene = Scene; + exports.LensFlare = LensFlare; + exports.Sprite = Sprite; + exports.LOD = LOD; + exports.SkinnedMesh = SkinnedMesh; + exports.Skeleton = Skeleton; + exports.Bone = Bone; + exports.Mesh = Mesh; + exports.LineSegments = LineSegments; + exports.Line = Line; + exports.Points = Points; + exports.Group = Group; + exports.VideoTexture = VideoTexture; + exports.DataTexture = DataTexture; + exports.CompressedTexture = CompressedTexture; + exports.CubeTexture = CubeTexture; + exports.CanvasTexture = CanvasTexture; + exports.DepthTexture = DepthTexture; + exports.TextureIdCount = TextureIdCount; + exports.Texture = Texture; + exports.MaterialIdCount = MaterialIdCount; + exports.CompressedTextureLoader = CompressedTextureLoader; + exports.BinaryTextureLoader = BinaryTextureLoader; + exports.DataTextureLoader = DataTextureLoader; + exports.CubeTextureLoader = CubeTextureLoader; + exports.TextureLoader = TextureLoader; + exports.ObjectLoader = ObjectLoader; + exports.MaterialLoader = MaterialLoader; + exports.BufferGeometryLoader = BufferGeometryLoader; + exports.LoadingManager = LoadingManager; + exports.JSONLoader = JSONLoader; + exports.ImageLoader = ImageLoader; + exports.FontLoader = FontLoader; + exports.XHRLoader = XHRLoader; + exports.Loader = Loader; + exports.AudioLoader = AudioLoader; + exports.SpotLightShadow = SpotLightShadow; + exports.SpotLight = SpotLight; + exports.PointLight = PointLight; + exports.HemisphereLight = HemisphereLight; + exports.DirectionalLightShadow = DirectionalLightShadow; + exports.DirectionalLight = DirectionalLight; + exports.AmbientLight = AmbientLight; + exports.LightShadow = LightShadow; + exports.Light = Light; + exports.StereoCamera = StereoCamera; + exports.PerspectiveCamera = PerspectiveCamera; + exports.OrthographicCamera = OrthographicCamera; + exports.CubeCamera = CubeCamera; + exports.Camera = Camera; + exports.AudioListener = AudioListener; + exports.PositionalAudio = PositionalAudio; + exports.getAudioContext = getAudioContext; + exports.AudioAnalyser = AudioAnalyser; + exports.Audio = Audio; + exports.VectorKeyframeTrack = VectorKeyframeTrack; + exports.StringKeyframeTrack = StringKeyframeTrack; + exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack; + exports.NumberKeyframeTrack = NumberKeyframeTrack; + exports.ColorKeyframeTrack = ColorKeyframeTrack; + exports.BooleanKeyframeTrack = BooleanKeyframeTrack; + exports.PropertyMixer = PropertyMixer; + exports.PropertyBinding = PropertyBinding; + exports.KeyframeTrack = KeyframeTrack; + exports.AnimationObjectGroup = AnimationObjectGroup; + exports.AnimationMixer = AnimationMixer; + exports.AnimationClip = AnimationClip; + exports.Uniform = Uniform; + exports.InstancedBufferGeometry = InstancedBufferGeometry; + exports.BufferGeometry = BufferGeometry; + exports.DirectGeometry = DirectGeometry; + exports.GeometryIdCount = GeometryIdCount; + exports.Geometry = Geometry; + exports.InterleavedBufferAttribute = InterleavedBufferAttribute; + exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer; + exports.InterleavedBuffer = InterleavedBuffer; + exports.InstancedBufferAttribute = InstancedBufferAttribute; + exports.DynamicBufferAttribute = DynamicBufferAttribute; + exports.Float64Attribute = Float64Attribute; + exports.Float32Attribute = Float32Attribute; + exports.Uint32Attribute = Uint32Attribute; + exports.Int32Attribute = Int32Attribute; + exports.Uint16Attribute = Uint16Attribute; + exports.Int16Attribute = Int16Attribute; + exports.Uint8ClampedAttribute = Uint8ClampedAttribute; + exports.Uint8Attribute = Uint8Attribute; + exports.Int8Attribute = Int8Attribute; + exports.BufferAttribute = BufferAttribute; + exports.Face3 = Face3; + exports.Object3DIdCount = Object3DIdCount; + exports.Object3D = Object3D; + exports.Raycaster = Raycaster; + exports.Layers = Layers; + exports.EventDispatcher = EventDispatcher; + exports.Clock = Clock; + exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant; + exports.LinearInterpolant = LinearInterpolant; + exports.DiscreteInterpolant = DiscreteInterpolant; + exports.CubicInterpolant = CubicInterpolant; + exports.Interpolant = Interpolant; + exports.Triangle = Triangle; + exports.Spline = Spline; + exports.Spherical = Spherical; + exports.Plane = Plane; + exports.Frustum = Frustum; + exports.Sphere = Sphere; + exports.Ray = Ray; + exports.Matrix4 = Matrix4; + exports.Matrix3 = Matrix3; + exports.Box3 = Box3; + exports.Box2 = Box2; + exports.Line3 = Line3; + exports.Euler = Euler; + exports.Vector4 = Vector4; + exports.Vector3 = Vector3; + exports.Vector2 = Vector2; + exports.Quaternion = Quaternion; + exports.Color = Color; + exports.MorphBlendMesh = MorphBlendMesh; + exports.ImmediateRenderObject = ImmediateRenderObject; + exports.WireframeHelper = WireframeHelper; + exports.VertexNormalsHelper = VertexNormalsHelper; + exports.SpotLightHelper = SpotLightHelper; + exports.SkeletonHelper = SkeletonHelper; + exports.PointLightHelper = PointLightHelper; + exports.HemisphereLightHelper = HemisphereLightHelper; + exports.GridHelper = GridHelper; + exports.FaceNormalsHelper = FaceNormalsHelper; + exports.EdgesHelper = EdgesHelper; + exports.DirectionalLightHelper = DirectionalLightHelper; + exports.CameraHelper = CameraHelper; + exports.BoundingBoxHelper = BoundingBoxHelper; + exports.BoxHelper = BoxHelper; + exports.ArrowHelper = ArrowHelper; + exports.AxisHelper = AxisHelper; + exports.ClosedSplineCurve3 = ClosedSplineCurve3; + exports.SplineCurve3 = SplineCurve3; + exports.ArcCurve = ArcCurve; + exports.EllipseCurve = EllipseCurve; + exports.SplineCurve = SplineCurve; + exports.CubicBezierCurve = CubicBezierCurve; + exports.QuadraticBezierCurve = QuadraticBezierCurve; + exports.LineCurve = LineCurve; + exports.Shape = Shape; + exports.ShapePath = ShapePath; + exports.Path = Path; + exports.Font = Font; + exports.CurvePath = CurvePath; + exports.Curve = Curve; + exports.ShadowMaterial = ShadowMaterial; + exports.SpriteMaterial = SpriteMaterial; + exports.RawShaderMaterial = RawShaderMaterial; + exports.ShaderMaterial = ShaderMaterial; + exports.PointsMaterial = PointsMaterial; + exports.MultiMaterial = MultiMaterial; + exports.MeshPhysicalMaterial = MeshPhysicalMaterial; + exports.MeshStandardMaterial = MeshStandardMaterial; + exports.MeshPhongMaterial = MeshPhongMaterial; + exports.MeshNormalMaterial = MeshNormalMaterial; + exports.MeshLambertMaterial = MeshLambertMaterial; + exports.MeshDepthMaterial = MeshDepthMaterial; + exports.MeshBasicMaterial = MeshBasicMaterial; + exports.LineDashedMaterial = LineDashedMaterial; + exports.LineBasicMaterial = LineBasicMaterial; + exports.Material = Material; + exports.WireframeGeometry = WireframeGeometry; + exports.ParametricGeometry = ParametricGeometry; + exports.TetrahedronGeometry = TetrahedronGeometry; + exports.OctahedronGeometry = OctahedronGeometry; + exports.IcosahedronGeometry = IcosahedronGeometry; + exports.DodecahedronGeometry = DodecahedronGeometry; + exports.PolyhedronGeometry = PolyhedronGeometry; + exports.TubeGeometry = TubeGeometry; + exports.TorusKnotGeometry = TorusKnotGeometry; + exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry; + exports.TorusGeometry = TorusGeometry; + exports.TorusBufferGeometry = TorusBufferGeometry; + exports.TextGeometry = TextGeometry; + exports.SphereBufferGeometry = SphereBufferGeometry; + exports.SphereGeometry = SphereGeometry; + exports.RingGeometry = RingGeometry; + exports.RingBufferGeometry = RingBufferGeometry; + exports.PlaneBufferGeometry = PlaneBufferGeometry; + exports.PlaneGeometry = PlaneGeometry; + exports.LatheGeometry = LatheGeometry; + exports.LatheBufferGeometry = LatheBufferGeometry; + exports.ShapeGeometry = ShapeGeometry; + exports.ExtrudeGeometry = ExtrudeGeometry; + exports.EdgesGeometry = EdgesGeometry; + exports.ConeGeometry = ConeGeometry; + exports.ConeBufferGeometry = ConeBufferGeometry; + exports.CylinderGeometry = CylinderGeometry; + exports.CylinderBufferGeometry = CylinderBufferGeometry; + exports.CircleBufferGeometry = CircleBufferGeometry; + exports.CircleGeometry = CircleGeometry; + exports.BoxBufferGeometry = BoxBufferGeometry; + exports.BoxGeometry = BoxGeometry; + 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.BlendingMode = BlendingMode; + 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.TextureMapping = TextureMapping; + exports.RepeatWrapping = RepeatWrapping; + exports.ClampToEdgeWrapping = ClampToEdgeWrapping; + exports.MirroredRepeatWrapping = MirroredRepeatWrapping; + exports.TextureWrapping = TextureWrapping; + exports.NearestFilter = NearestFilter; + exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter; + exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter; + exports.LinearFilter = LinearFilter; + exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter; + exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter; + exports.TextureFilter = TextureFilter; + exports.UnsignedByteType = UnsignedByteType; + exports.ByteType = ByteType; + exports.ShortType = ShortType; + exports.UnsignedShortType = UnsignedShortType; + exports.IntType = IntType; + exports.UnsignedIntType = UnsignedIntType; + exports.FloatType = FloatType; + exports.HalfFloatType = HalfFloatType; + exports.UnsignedShort4444Type = UnsignedShort4444Type; + exports.UnsignedShort5551Type = UnsignedShort5551Type; + exports.UnsignedShort565Type = UnsignedShort565Type; + exports.UnsignedInt248Type = UnsignedInt248Type; + exports.AlphaFormat = AlphaFormat; + exports.RGBFormat = RGBFormat; + exports.RGBAFormat = RGBAFormat; + exports.LuminanceFormat = LuminanceFormat; + exports.LuminanceAlphaFormat = LuminanceAlphaFormat; + exports.RGBEFormat = RGBEFormat; + exports.DepthFormat = DepthFormat; + exports.DepthStencilFormat = DepthStencilFormat; + exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format; + exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format; + exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format; + exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format; + exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format; + exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format; + exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format; + exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format; + exports.RGB_ETC1_Format = RGB_ETC1_Format; + exports.LoopOnce = LoopOnce; + exports.LoopRepeat = LoopRepeat; + exports.LoopPingPong = LoopPingPong; + exports.InterpolateDiscrete = InterpolateDiscrete; + exports.InterpolateLinear = InterpolateLinear; + exports.InterpolateSmooth = InterpolateSmooth; + exports.ZeroCurvatureEnding = ZeroCurvatureEnding; + exports.ZeroSlopeEnding = ZeroSlopeEnding; + exports.WrapAroundEnding = WrapAroundEnding; + exports.TrianglesDrawMode = TrianglesDrawMode; + exports.TriangleStripDrawMode = TriangleStripDrawMode; + exports.TriangleFanDrawMode = TriangleFanDrawMode; + exports.LinearEncoding = LinearEncoding; + exports.sRGBEncoding = sRGBEncoding; + exports.GammaEncoding = GammaEncoding; + exports.RGBEEncoding = RGBEEncoding; + exports.LogLuvEncoding = LogLuvEncoding; + exports.RGBM7Encoding = RGBM7Encoding; + exports.RGBM16Encoding = RGBM16Encoding; + exports.RGBDEncoding = RGBDEncoding; + exports.BasicDepthPacking = BasicDepthPacking; + exports.RGBADepthPacking = RGBADepthPacking; + exports.CubeGeometry = BoxGeometry; + exports.Face4 = Face4; + exports.LineStrip = LineStrip; + exports.LinePieces = LinePieces; + exports.MeshFaceMaterial = MultiMaterial; + exports.PointCloud = PointCloud; + exports.Particle = Sprite; + exports.ParticleSystem = ParticleSystem; + exports.PointCloudMaterial = PointCloudMaterial; + exports.ParticleBasicMaterial = ParticleBasicMaterial; + exports.ParticleSystemMaterial = ParticleSystemMaterial; + exports.Vertex = Vertex; + exports.GeometryUtils = GeometryUtils; + exports.ImageUtils = ImageUtils; + exports.Projector = Projector; + exports.CanvasRenderer = CanvasRenderer; + + Object.defineProperty(exports, '__esModule', { value: true }); }))); \ No newline at end of file diff --git a/build/three.min.js b/build/three.min.js index 7c1dfadbd6f94c3f17f3571461037e86998919be..bf8a0c792a234d6e05333ac138b62219fce40d1f 100644 --- a/build/three.min.js +++ b/build/three.min.js @@ -1,91 +1,91 @@ // threejs.org/license -(function(h,na){"object"===typeof exports&&"undefined"!==typeof module?na(exports):"function"===typeof define&&define.amd?define(["exports"],na):na(h.THREE=h.THREE||{})})(this,function(h){function na(){}function B(a,b){this.x=a||0;this.y=b||0}function Z(a,b,c,d,e,f,g,k,l,n){Object.defineProperty(this,"id",{value:Pd++});this.uuid=h.Math.generateUUID();this.sourceFile=this.name="";this.image=void 0!==a?a:Z.DEFAULT_IMAGE;this.mipmaps=[];this.mapping=void 0!==b?b:Z.DEFAULT_MAPPING;this.wrapS=void 0!== -c?c:1001;this.wrapT=void 0!==d?d:1001;this.magFilter=void 0!==e?e:1006;this.minFilter=void 0!==f?f:1008;this.anisotropy=void 0!==l?l:1;this.format=void 0!==g?g:1023;this.type=void 0!==k?k:1009;this.offset=new B(0,0);this.repeat=new B(1,1);this.generateMipmaps=!0;this.premultiplyAlpha=!1;this.flipY=!0;this.unpackAlignment=4;this.encoding=void 0!==n?n:3E3;this.version=0;this.onUpdate=null}function da(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=void 0!==d?d:1}function nb(a,b,c){this.uuid=h.Math.generateUUID(); 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this.constructor).copy(this)}, -copy:function(a){this.image=a.image;this.mipmaps=a.mipmaps.slice(0);this.mapping=a.mapping;this.wrapS=a.wrapS;this.wrapT=a.wrapT;this.magFilter=a.magFilter;this.minFilter=a.minFilter;this.anisotropy=a.anisotropy;this.format=a.format;this.type=a.type;this.offset.copy(a.offset);this.repeat.copy(a.repeat);this.generateMipmaps=a.generateMipmaps;this.premultiplyAlpha=a.premultiplyAlpha;this.flipY=a.flipY;this.unpackAlignment=a.unpackAlignment;this.encoding=a.encoding;return this},toJSON:function(a){if(void 0!== -a.textures[this.uuid])return a.textures[this.uuid];var b={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(void 0!==this.image){var c=this.image;void 0===c.uuid&&(c.uuid=h.Math.generateUUID());if(void 0===a.images[c.uuid]){var d=a.images, -e=c.uuid,f=c.uuid,g;void 0!==c.toDataURL?g=c:(g=document.createElementNS("http://www.w3.org/1999/xhtml","canvas"),g.width=c.width,g.height=c.height,g.getContext("2d").drawImage(c,0,0,c.width,c.height));g=2048 -a.x||1a.x?0:1;break;case 1002:a.x=1===Math.abs(Math.floor(a.x)%2)?Math.ceil(a.x)-a.x:a.x-Math.floor(a.x)}if(0>a.y||1a.y?0:1;break;case 1002:a.y=1===Math.abs(Math.floor(a.y)%2)?Math.ceil(a.y)-a.y:a.y-Math.floor(a.y)}this.flipY&&(a.y=1-a.y)}}};Object.assign(Z.prototype,na.prototype);var Pd=0;da.prototype={constructor:da,isVector4:!0,set:function(a,b, -c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},setScalar:function(a){this.w=this.z=this.y=this.x=a;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setW:function(a){this.w=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;case 3:this.w=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x; -case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw Error("index is out of range: "+a);}},clone:function(){return new this.constructor(this.x,this.y,this.z,this.w)},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=void 0!==a.w?a.w:1;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;this.w+=a.w;return this}, -addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;this.w+=a;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(a,b){this.x+=a.x*b;this.y+=a.y*b;this.z+=a.z*b;this.w+=a.w*b;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;this.w-=a.w;return this},subScalar:function(a){this.x-= -a;this.y-=a;this.z-=a;this.w-=a;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(a){isFinite(a)?(this.x*=a,this.y*=a,this.z*=a,this.w*=a):this.w=this.z=this.y=this.x=0;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z,e=this.w;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12]*e;this.y=a[1]*b+a[5]*c+a[9]*d+a[13]*e;this.z=a[2]*b+a[6]*c+a[10]*d+a[14]*e;this.w=a[3]*b+a[7]*c+a[11]*d+a[15]*e;return this}, -divideScalar:function(a){return this.multiplyScalar(1/a)},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);1E-4>b?(this.x=1,this.z=this.y=0):(this.x=a.x/b,this.y=a.y/b,this.z=a.z/b);return this},setAxisAngleFromRotationMatrix:function(a){var b,c,d;a=a.elements;var e=a[0];d=a[4];var f=a[8],g=a[1],k=a[5],l=a[9];c=a[2];b=a[6];var h=a[10];if(.01>Math.abs(d-g)&&.01>Math.abs(f-c)&&.01>Math.abs(l-b)){if(.1>Math.abs(d+g)&&.1>Math.abs(f+c)&&.1>Math.abs(l+b)&&.1>Math.abs(e+ -k+h-3))return this.set(1,0,0,0),this;a=Math.PI;e=(e+1)/2;k=(k+1)/2;h=(h+1)/2;d=(d+g)/4;f=(f+c)/4;l=(l+b)/4;e>k&&e>h?.01>e?(b=0,d=c=.707106781):(b=Math.sqrt(e),c=d/b,d=f/b):k>h?.01>k?(b=.707106781,c=0,d=.707106781):(c=Math.sqrt(k),b=d/c,d=l/c):.01>h?(c=b=.707106781,d=0):(d=Math.sqrt(h),b=f/d,c=l/d);this.set(b,c,d,a);return this}a=Math.sqrt((b-l)*(b-l)+(f-c)*(f-c)+(g-d)*(g-d));.001>Math.abs(a)&&(a=1);this.x=(b-l)/a;this.y=(f-c)/a;this.z=(g-d)/a;this.w=Math.acos((e+k+h-1)/2);return this},min:function(a){this.x= -Math.min(this.x,a.x);this.y=Math.min(this.y,a.y);this.z=Math.min(this.z,a.z);this.w=Math.min(this.w,a.w);return this},max:function(a){this.x=Math.max(this.x,a.x);this.y=Math.max(this.y,a.y);this.z=Math.max(this.z,a.z);this.w=Math.max(this.w,a.w);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));this.z=Math.max(a.z,Math.min(b.z,this.z));this.w=Math.max(a.w,Math.min(b.w,this.w));return this},clampScalar:function(){var a,b;return function(c, -d){void 0===a&&(a=new da,b=new da);a.set(c,c,c,c);b.set(d,d,d,d);return this.clamp(a,b)}}(),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= -0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z);this.w=0>this.w?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(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.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(a){return this.multiplyScalar(a/this.length())},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;this.w+=(a.w-this.w)*b;return this},lerpVectors:function(a,b,c){return this.subVectors(b,a).multiplyScalar(c).add(a)},equals:function(a){return a.x=== -this.x&&a.y===this.y&&a.z===this.z&&a.w===this.w},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];this.w=a[b+3];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;a[b+3]=this.w;return a},fromAttribute:function(a,b,c){void 0===c&&(c=0);b=b*a.itemSize+c;this.x=a.array[b];this.y=a.array[b+1];this.z=a.array[b+2];this.w=a.array[b+3];return this}};Object.assign(nb.prototype,na.prototype,{isWebGLRenderTarget:!0, -setSize:function(a,b){if(this.width!==a||this.height!==b)this.width=a,this.height=b,this.dispose();this.viewport.set(0,0,a,b);this.scissor.set(0,0,a,b)},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.width=a.width;this.height=a.height;this.viewport.copy(a.viewport);this.texture=a.texture.clone();this.depthBuffer=a.depthBuffer;this.stencilBuffer=a.stencilBuffer;this.depthTexture=a.depthTexture;return this},dispose:function(){this.dispatchEvent({type:"dispose"})}}); -ob.prototype=Object.create(nb.prototype);ob.prototype.constructor=ob;ob.prototype.isWebGLRenderTargetCube=!0;ha.prototype={constructor:ha,get x(){return this._x},set x(a){this._x=a;this.onChangeCallback()},get y(){return this._y},set y(a){this._y=a;this.onChangeCallback()},get z(){return this._z},set z(a){this._z=a;this.onChangeCallback()},get w(){return this._w},set w(a){this._w=a;this.onChangeCallback()},set:function(a,b,c,d){this._x=a;this._y=b;this._z=c;this._w=d;this.onChangeCallback();return this}, -clone:function(){return new this.constructor(this._x,this._y,this._z,this._w)},copy:function(a){this._x=a.x;this._y=a.y;this._z=a.z;this._w=a.w;this.onChangeCallback();return this},setFromEuler:function(a,b){if(!1===(a&&a.isEuler))throw Error("THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.");var c=Math.cos(a._x/2),d=Math.cos(a._y/2),e=Math.cos(a._z/2),f=Math.sin(a._x/2),g=Math.sin(a._y/2),k=Math.sin(a._z/2),l=a.order;"XYZ"===l?(this._x=f*d*e+c*g*k, -this._y=c*g*e-f*d*k,this._z=c*d*k+f*g*e,this._w=c*d*e-f*g*k):"YXZ"===l?(this._x=f*d*e+c*g*k,this._y=c*g*e-f*d*k,this._z=c*d*k-f*g*e,this._w=c*d*e+f*g*k):"ZXY"===l?(this._x=f*d*e-c*g*k,this._y=c*g*e+f*d*k,this._z=c*d*k+f*g*e,this._w=c*d*e-f*g*k):"ZYX"===l?(this._x=f*d*e-c*g*k,this._y=c*g*e+f*d*k,this._z=c*d*k-f*g*e,this._w=c*d*e+f*g*k):"YZX"===l?(this._x=f*d*e+c*g*k,this._y=c*g*e+f*d*k,this._z=c*d*k-f*g*e,this._w=c*d*e-f*g*k):"XZY"===l&&(this._x=f*d*e-c*g*k,this._y=c*g*e-f*d*k,this._z=c*d*k+f*g*e, -this._w=c*d*e+f*g*k);if(!1!==b)this.onChangeCallback();return this},setFromAxisAngle:function(a,b){var c=b/2,d=Math.sin(c);this._x=a.x*d;this._y=a.y*d;this._z=a.z*d;this._w=Math.cos(c);this.onChangeCallback();return this},setFromRotationMatrix:function(a){var b=a.elements,c=b[0];a=b[4];var d=b[8],e=b[1],f=b[5],g=b[9],k=b[2],l=b[6],b=b[10],h=c+f+b;0f&&c>b?(c=2*Math.sqrt(1+c-f-b),this._w=(l-g)/c,this._x=.25*c,this._y= -(a+e)/c,this._z=(d+k)/c):f>b?(c=2*Math.sqrt(1+f-c-b),this._w=(d-k)/c,this._x=(a+e)/c,this._y=.25*c,this._z=(g+l)/c):(c=2*Math.sqrt(1+b-c-f),this._w=(e-a)/c,this._x=(d+k)/c,this._y=(g+l)/c,this._z=.25*c);this.onChangeCallback();return this},setFromUnitVectors:function(){var a,b;return function(c,d){void 0===a&&(a=new q);b=c.dot(d)+1;1E-6>b?(b=0,Math.abs(c.x)>Math.abs(c.z)?a.set(-c.y,c.x,0):a.set(0,-c.z,c.y)):a.crossVectors(c,d);this._x=a.x;this._y=a.y;this._z=a.z;this._w=b;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(a){return this._x*a._x+this._y*a._y+this._z*a._z+this._w*a._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 a=this.length();0===a?(this._z=this._y=this._x=0,this._w= -1):(a=1/a,this._x*=a,this._y*=a,this._z*=a,this._w*=a);this.onChangeCallback();return this},multiply:function(a,b){return void 0!==b?(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(a,b)):this.multiplyQuaternions(this,a)},premultiply:function(a){return this.multiplyQuaternions(a,this)},multiplyQuaternions:function(a,b){var c=a._x,d=a._y,e=a._z,f=a._w,g=b._x,k=b._y,l=b._z,h=b._w;this._x=c*h+f*g+d*l-e*k; -this._y=d*h+f*k+e*g-c*l;this._z=e*h+f*l+c*k-d*g;this._w=f*h-c*g-d*k-e*l;this.onChangeCallback();return this},slerp:function(a,b){if(0===b)return this;if(1===b)return this.copy(a);var c=this._x,d=this._y,e=this._z,f=this._w,g=f*a._w+c*a._x+d*a._y+e*a._z;0>g?(this._w=-a._w,this._x=-a._x,this._y=-a._y,this._z=-a._z,g=-g):this.copy(a);if(1<=g)return this._w=f,this._x=c,this._y=d,this._z=e,this;var k=Math.sqrt(1-g*g);if(.001>Math.abs(k))return this._w=.5*(f+this._w),this._x=.5*(c+this._x),this._y=.5*(d+ -this._y),this._z=.5*(e+this._z),this;var l=Math.atan2(k,g),g=Math.sin((1-b)*l)/k,k=Math.sin(b*l)/k;this._w=f*g+this._w*k;this._x=c*g+this._x*k;this._y=d*g+this._y*k;this._z=e*g+this._z*k;this.onChangeCallback();return this},equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._w===this._w},fromArray:function(a,b){void 0===b&&(b=0);this._x=a[b];this._y=a[b+1];this._z=a[b+2];this._w=a[b+3];this.onChangeCallback();return this},toArray:function(a,b){void 0===a&&(a=[]);void 0=== -b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+3]=this._w;return a},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){}};Object.assign(ha,{slerp:function(a,b,c,d){return c.copy(a).slerp(b,d)},slerpFlat:function(a,b,c,d,e,f,g){var k=c[d+0],l=c[d+1],h=c[d+2];c=c[d+3];d=e[f+0];var r=e[f+1],p=e[f+2];e=e[f+3];if(c!==e||k!==d||l!==r||h!==p){f=1-g;var m=k*d+l*r+h*p+c*e,t=0<=m?1:-1,u=1-m*m;u>Number.EPSILON&&(u=Math.sqrt(u),m=Math.atan2(u,m*t),f=Math.sin(f*m)/u, -g=Math.sin(g*m)/u);t*=g;k=k*f+d*t;l=l*f+r*t;h=h*f+p*t;c=c*f+e*t;f===1-g&&(g=1/Math.sqrt(k*k+l*l+h*h+c*c),k*=g,l*=g,h*=g,c*=g)}a[b]=k;a[b+1]=l;a[b+2]=h;a[b+3]=c}});q.prototype={constructor:q,isVector3:!0,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setScalar:function(a){this.z=this.y=this.x=a;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y= -b;break;case 2:this.z=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw Error("index is out of range: "+a);}},clone:function(){return new this.constructor(this.x,this.y,this.z)},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."), +A.bindFramebuffer(A.FRAMEBUFFER,W)}}}}}function Eb(a,b){this.name="";this.color=new I(a);this.density=void 0!==b?b:2.5E-4}function Fb(a,b,c){this.name="";this.color=new I(a);this.near=void 0!==b?b:1;this.far=void 0!==c?c:1E3}function fb(){D.call(this);this.type="Scene";this.overrideMaterial=this.fog=this.background=null;this.autoUpdate=!0}function sd(a,b,c,d,e){D.call(this);this.lensFlares=[];this.positionScreen=new q;this.customUpdateCallback=void 0;void 0!==a&&this.add(a,b,c,d,e)}function gb(a){T.call(this); +this.type="SpriteMaterial";this.color=new I(16777215);this.map=null;this.rotation=0;this.lights=this.fog=!1;this.setValues(a)}function gc(a){D.call(this);this.type="Sprite";this.material=void 0!==a?a:new gb}function hc(){D.call(this);this.type="LOD";Object.defineProperties(this,{levels:{enumerable:!0,value:[]}})}function hb(a,b,c,d,e,f,g,k,l,n,h,p){Z.call(this,null,f,g,k,l,n,d,e,h,p);this.image={data:a,width:b,height:c};this.magFilter=void 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Hb(a,b,c,d,e,f,g,k,l,n,h,p){Z.call(this,null,f,g,k,l,n,d,e,h,p);this.image={width:b,height:c};this.mipmaps=a;this.generateMipmaps=this.flipY=!1}function Rc(a,b,c,d,e,f,g,k,l){Z.call(this,a,b,c,d,e,f,g,k,l);this.needsUpdate=!0}function jc(a,b,c,d,e,f,g,k,l,n){n=void 0!==n?n:1026;if(1026!==n&&1027!==n)throw Error("DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat");Z.call(this,null,d,e,f,g,k,n,c,l);this.image={width:a,height:b};this.type=void 0!== +c?c:1012;this.magFilter=void 0!==g?g:1003;this.minFilter=void 0!==k?k:1003;this.generateMipmaps=this.flipY=!1}function Ib(){Ea.call(this,{uniforms:h.UniformsUtils.merge([U.lights,{opacity:{value:1}}]),vertexShader:Y.shadow_vert,fragmentShader:Y.shadow_frag});this.transparent=this.lights=!0;Object.defineProperties(this,{opacity:{enumerable:!0,get:function(){return this.uniforms.opacity.value},set:function(a){this.uniforms.opacity.value=a}}})}function Jb(a){Ea.call(this,a);this.type="RawShaderMaterial"} +function 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Use Math.random() instead.");return Math.random()},randInt:function(a,b){return a+Math.floor(Math.random()*(b-a+1))},randFloat:function(a,b){return a+Math.random()*(b-a)},randFloatSpread:function(a){return a*(.5-Math.random())},degToRad:function(a){return a*h.Math.DEG2RAD},radToDeg:function(a){return a*h.Math.RAD2DEG},isPowerOfTwo:function(a){return 0=== +(a&a-1)&&0!==a},nearestPowerOfTwo:function(a){return Math.pow(2,Math.round(Math.log(a)/Math.LN2))},nextPowerOfTwo:function(a){a--;a|=a>>1;a|=a>>2;a|=a>>4;a|=a>>8;a|=a>>16;a++;return a}};B.prototype={constructor:B,isVector2:!0,get width(){return this.x},set width(a){this.x=a},get height(){return this.y},set height(a){this.y=a},set:function(a,b){this.x=a;this.y=b;return this},setScalar:function(a){this.y=this.x=a;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this}, +setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;default:throw Error("index is out of range: "+a);}},clone:function(){return new this.constructor(this.x,this.y)},copy:function(a){this.x=a.x;this.y=a.y;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead."), +this.addVectors(a,b);this.x+=a.x;this.y+=a.y;return this},addScalar:function(a){this.x+=a;this.y+=a;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addScaledVector:function(a,b){this.x+=a.x*b;this.y+=a.y*b;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;return this},subScalar:function(a){this.x-=a;this.y-=a;return this}, +subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},multiply:function(a){this.x*=a.x;this.y*=a.y;return this},multiplyScalar:function(a){isFinite(a)?(this.x*=a,this.y*=a):this.y=this.x=0;return this},divide:function(a){this.x/=a.x;this.y/=a.y;return this},divideScalar:function(a){return this.multiplyScalar(1/a)},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y,a.y);return this},max:function(a){this.x=Math.max(this.x,a.x);this.y=Math.max(this.y,a.y);return this},clamp:function(a, +b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new B,b=new B);a.set(c,c);b.set(d,d);return this.clamp(a,b)}}(),clampLength:function(a,b){var c=this.length();return this.multiplyScalar(Math.max(a,Math.min(b,c))/c)},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=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);return this},negate:function(){this.x=-this.x;this.y=-this.y;return this},dot:function(a){return this.x*a.x+this.y*a.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(){var a=Math.atan2(this.y,this.x);0>a&&(a+=2*Math.PI);return a},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x;a=this.y-a.y;return b*b+a*a},distanceToManhattan:function(a){return Math.abs(this.x-a.x)+Math.abs(this.y-a.y)},setLength:function(a){return this.multiplyScalar(a/this.length())},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;return this},lerpVectors:function(a,b,c){return this.subVectors(b, +a).multiplyScalar(c).add(a)},equals:function(a){return a.x===this.x&&a.y===this.y},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;return a},fromAttribute:function(a,b,c){void 0===c&&(c=0);b=b*a.itemSize+c;this.x=a.array[b];this.y=a.array[b+1];return this},rotateAround:function(a,b){var c=Math.cos(b),d=Math.sin(b),e=this.x-a.x,f=this.y-a.y;this.x=e*c-f*d+a.x;this.y=e*d+f*c+a.y;return this}}; +Z.DEFAULT_IMAGE=void 0;Z.DEFAULT_MAPPING=300;Z.prototype={constructor:Z,isTexture:!0,set needsUpdate(a){!0===a&&this.version++},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.image=a.image;this.mipmaps=a.mipmaps.slice(0);this.mapping=a.mapping;this.wrapS=a.wrapS;this.wrapT=a.wrapT;this.magFilter=a.magFilter;this.minFilter=a.minFilter;this.anisotropy=a.anisotropy;this.format=a.format;this.type=a.type;this.offset.copy(a.offset);this.repeat.copy(a.repeat);this.generateMipmaps= +a.generateMipmaps;this.premultiplyAlpha=a.premultiplyAlpha;this.flipY=a.flipY;this.unpackAlignment=a.unpackAlignment;this.encoding=a.encoding;return this},toJSON:function(a){if(void 0!==a.textures[this.uuid])return a.textures[this.uuid];var b={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(void 0!==this.image){var c=this.image;void 0===c.uuid&&(c.uuid=h.Math.generateUUID());if(void 0===a.images[c.uuid]){var d=a.images,e=c.uuid,f=c.uuid,g;void 0!==c.toDataURL?g=c:(g=document.createElementNS("http://www.w3.org/1999/xhtml","canvas"),g.width=c.width,g.height=c.height,g.getContext("2d").drawImage(c,0,0,c.width,c.height));g=2048a.x||1a.x?0:1;break;case 1002:a.x=1===Math.abs(Math.floor(a.x)%2)?Math.ceil(a.x)-a.x:a.x-Math.floor(a.x)}if(0>a.y||1a.y?0:1;break;case 1002:a.y=1===Math.abs(Math.floor(a.y)%2)?Math.ceil(a.y)-a.y: +a.y-Math.floor(a.y)}this.flipY&&(a.y=1-a.y)}}};Object.assign(Z.prototype,na.prototype);var Sd=0;da.prototype={constructor:da,isVector4:!0,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},setScalar:function(a){this.w=this.z=this.y=this.x=a;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setW:function(a){this.w=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y= +b;break;case 2:this.z=b;break;case 3:this.w=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw Error("index is out of range: "+a);}},clone:function(){return new this.constructor(this.x,this.y,this.z,this.w)},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=void 0!==a.w?a.w:1;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."), +this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;this.w+=a.w;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;this.w+=a;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(a,b){this.x+=a.x*b;this.y+=a.y*b;this.z+=a.z*b;this.w+=a.w*b;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a, +b);this.x-=a.x;this.y-=a.y;this.z-=a.z;this.w-=a.w;return this},subScalar:function(a){this.x-=a;this.y-=a;this.z-=a;this.w-=a;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(a){isFinite(a)?(this.x*=a,this.y*=a,this.z*=a,this.w*=a):this.w=this.z=this.y=this.x=0;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z,e=this.w;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12]*e;this.y=a[1]*b+a[5]*c+a[9]* +d+a[13]*e;this.z=a[2]*b+a[6]*c+a[10]*d+a[14]*e;this.w=a[3]*b+a[7]*c+a[11]*d+a[15]*e;return this},divideScalar:function(a){return this.multiplyScalar(1/a)},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);1E-4>b?(this.x=1,this.z=this.y=0):(this.x=a.x/b,this.y=a.y/b,this.z=a.z/b);return this},setAxisAngleFromRotationMatrix:function(a){var b,c,d;a=a.elements;var e=a[0];d=a[4];var f=a[8],g=a[1],k=a[5],l=a[9];c=a[2];b=a[6];var h=a[10];if(.01>Math.abs(d-g)&&.01> +Math.abs(f-c)&&.01>Math.abs(l-b)){if(.1>Math.abs(d+g)&&.1>Math.abs(f+c)&&.1>Math.abs(l+b)&&.1>Math.abs(e+k+h-3))return this.set(1,0,0,0),this;a=Math.PI;e=(e+1)/2;k=(k+1)/2;h=(h+1)/2;d=(d+g)/4;f=(f+c)/4;l=(l+b)/4;e>k&&e>h?.01>e?(b=0,d=c=.707106781):(b=Math.sqrt(e),c=d/b,d=f/b):k>h?.01>k?(b=.707106781,c=0,d=.707106781):(c=Math.sqrt(k),b=d/c,d=l/c):.01>h?(c=b=.707106781,d=0):(d=Math.sqrt(h),b=f/d,c=l/d);this.set(b,c,d,a);return this}a=Math.sqrt((b-l)*(b-l)+(f-c)*(f-c)+(g-d)*(g-d));.001>Math.abs(a)&& +(a=1);this.x=(b-l)/a;this.y=(f-c)/a;this.z=(g-d)/a;this.w=Math.acos((e+k+h-1)/2);return this},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y,a.y);this.z=Math.min(this.z,a.z);this.w=Math.min(this.w,a.w);return this},max:function(a){this.x=Math.max(this.x,a.x);this.y=Math.max(this.y,a.y);this.z=Math.max(this.z,a.z);this.w=Math.max(this.w,a.w);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));this.z=Math.max(a.z,Math.min(b.z, +this.z));this.w=Math.max(a.w,Math.min(b.w,this.w));return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new da,b=new da);a.set(c,c,c,c);b.set(d,d,d,d);return this.clamp(a,b)}}(),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=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z);this.w=0>this.w?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(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.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(a){return this.multiplyScalar(a/this.length())},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;this.w+=(a.w-this.w)*b;return this},lerpVectors:function(a, +b,c){return this.subVectors(b,a).multiplyScalar(c).add(a)},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z&&a.w===this.w},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];this.w=a[b+3];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;a[b+3]=this.w;return a},fromAttribute:function(a,b,c){void 0===c&&(c=0);b=b*a.itemSize+c;this.x=a.array[b];this.y=a.array[b+1];this.z=a.array[b+2];this.w= +a.array[b+3];return this}};Object.assign(yb.prototype,na.prototype,{isWebGLRenderTarget:!0,setSize:function(a,b){if(this.width!==a||this.height!==b)this.width=a,this.height=b,this.dispose();this.viewport.set(0,0,a,b);this.scissor.set(0,0,a,b)},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.width=a.width;this.height=a.height;this.viewport.copy(a.viewport);this.texture=a.texture.clone();this.depthBuffer=a.depthBuffer;this.stencilBuffer=a.stencilBuffer;this.depthTexture= +a.depthTexture;return this},dispose:function(){this.dispatchEvent({type:"dispose"})}});zb.prototype=Object.create(yb.prototype);zb.prototype.constructor=zb;zb.prototype.isWebGLRenderTargetCube=!0;oa.prototype={constructor:oa,get x(){return this._x},set x(a){this._x=a;this.onChangeCallback()},get y(){return this._y},set y(a){this._y=a;this.onChangeCallback()},get z(){return this._z},set z(a){this._z=a;this.onChangeCallback()},get w(){return this._w},set w(a){this._w=a;this.onChangeCallback()},set:function(a, +b,c,d){this._x=a;this._y=b;this._z=c;this._w=d;this.onChangeCallback();return this},clone:function(){return new this.constructor(this._x,this._y,this._z,this._w)},copy:function(a){this._x=a.x;this._y=a.y;this._z=a.z;this._w=a.w;this.onChangeCallback();return this},setFromEuler:function(a,b){if(!1===(a&&a.isEuler))throw Error("THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.");var c=Math.cos(a._x/2),d=Math.cos(a._y/2),e=Math.cos(a._z/2),f=Math.sin(a._x/ +2),g=Math.sin(a._y/2),k=Math.sin(a._z/2),l=a.order;"XYZ"===l?(this._x=f*d*e+c*g*k,this._y=c*g*e-f*d*k,this._z=c*d*k+f*g*e,this._w=c*d*e-f*g*k):"YXZ"===l?(this._x=f*d*e+c*g*k,this._y=c*g*e-f*d*k,this._z=c*d*k-f*g*e,this._w=c*d*e+f*g*k):"ZXY"===l?(this._x=f*d*e-c*g*k,this._y=c*g*e+f*d*k,this._z=c*d*k+f*g*e,this._w=c*d*e-f*g*k):"ZYX"===l?(this._x=f*d*e-c*g*k,this._y=c*g*e+f*d*k,this._z=c*d*k-f*g*e,this._w=c*d*e+f*g*k):"YZX"===l?(this._x=f*d*e+c*g*k,this._y=c*g*e+f*d*k,this._z=c*d*k-f*g*e,this._w=c*d* +e-f*g*k):"XZY"===l&&(this._x=f*d*e-c*g*k,this._y=c*g*e-f*d*k,this._z=c*d*k+f*g*e,this._w=c*d*e+f*g*k);if(!1!==b)this.onChangeCallback();return this},setFromAxisAngle:function(a,b){var c=b/2,d=Math.sin(c);this._x=a.x*d;this._y=a.y*d;this._z=a.z*d;this._w=Math.cos(c);this.onChangeCallback();return this},setFromRotationMatrix:function(a){var b=a.elements,c=b[0];a=b[4];var d=b[8],e=b[1],f=b[5],g=b[9],k=b[2],l=b[6],b=b[10],h=c+f+b;0f&&c>b?(c=2*Math.sqrt(1+c-f-b),this._w=(l-g)/c,this._x=.25*c,this._y=(a+e)/c,this._z=(d+k)/c):f>b?(c=2*Math.sqrt(1+f-c-b),this._w=(d-k)/c,this._x=(a+e)/c,this._y=.25*c,this._z=(g+l)/c):(c=2*Math.sqrt(1+b-c-f),this._w=(e-a)/c,this._x=(d+k)/c,this._y=(g+l)/c,this._z=.25*c);this.onChangeCallback();return this},setFromUnitVectors:function(){var a,b;return function(c,d){void 0===a&&(a=new q);b=c.dot(d)+1;1E-6>b?(b=0,Math.abs(c.x)>Math.abs(c.z)?a.set(-c.y,c.x,0):a.set(0,-c.z,c.y)):a.crossVectors(c, +d);this._x=a.x;this._y=a.y;this._z=a.z;this._w=b;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(a){return this._x*a._x+this._y*a._y+this._z*a._z+this._w*a._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 a= +this.length();0===a?(this._z=this._y=this._x=0,this._w=1):(a=1/a,this._x*=a,this._y*=a,this._z*=a,this._w*=a);this.onChangeCallback();return this},multiply:function(a,b){return void 0!==b?(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(a,b)):this.multiplyQuaternions(this,a)},premultiply:function(a){return this.multiplyQuaternions(a,this)},multiplyQuaternions:function(a,b){var c=a._x,d=a._y,e=a._z,f=a._w, +g=b._x,k=b._y,l=b._z,h=b._w;this._x=c*h+f*g+d*l-e*k;this._y=d*h+f*k+e*g-c*l;this._z=e*h+f*l+c*k-d*g;this._w=f*h-c*g-d*k-e*l;this.onChangeCallback();return this},slerp:function(a,b){if(0===b)return this;if(1===b)return this.copy(a);var c=this._x,d=this._y,e=this._z,f=this._w,g=f*a._w+c*a._x+d*a._y+e*a._z;0>g?(this._w=-a._w,this._x=-a._x,this._y=-a._y,this._z=-a._z,g=-g):this.copy(a);if(1<=g)return this._w=f,this._x=c,this._y=d,this._z=e,this;var k=Math.sqrt(1-g*g);if(.001>Math.abs(k))return this._w= +.5*(f+this._w),this._x=.5*(c+this._x),this._y=.5*(d+this._y),this._z=.5*(e+this._z),this;var l=Math.atan2(k,g),g=Math.sin((1-b)*l)/k,k=Math.sin(b*l)/k;this._w=f*g+this._w*k;this._x=c*g+this._x*k;this._y=d*g+this._y*k;this._z=e*g+this._z*k;this.onChangeCallback();return this},equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._w===this._w},fromArray:function(a,b){void 0===b&&(b=0);this._x=a[b];this._y=a[b+1];this._z=a[b+2];this._w=a[b+3];this.onChangeCallback();return this}, +toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+3]=this._w;return a},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){}};Object.assign(oa,{slerp:function(a,b,c,d){return c.copy(a).slerp(b,d)},slerpFlat:function(a,b,c,d,e,f,g){var k=c[d+0],l=c[d+1],h=c[d+2];c=c[d+3];d=e[f+0];var r=e[f+1],p=e[f+2];e=e[f+3];if(c!==e||k!==d||l!==r||h!==p){f=1-g;var m=k*d+l*r+h*p+c*e,t=0<=m?1:-1,u=1-m*m;u>Number.EPSILON&&(u= +Math.sqrt(u),m=Math.atan2(u,m*t),f=Math.sin(f*m)/u,g=Math.sin(g*m)/u);t*=g;k=k*f+d*t;l=l*f+r*t;h=h*f+p*t;c=c*f+e*t;f===1-g&&(g=1/Math.sqrt(k*k+l*l+h*h+c*c),k*=g,l*=g,h*=g,c*=g)}a[b]=k;a[b+1]=l;a[b+2]=h;a[b+3]=c}});q.prototype={constructor:q,isVector3:!0,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setScalar:function(a){this.z=this.y=this.x=a;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setComponent:function(a, +b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw Error("index is out of range: "+a);}},clone:function(){return new this.constructor(this.x,this.y,this.z)},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."), this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;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(a,b){this.x+=a.x*b;this.y+=a.y*b;this.z+=a.z*b;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z; return this},subScalar:function(a){this.x-=a;this.y-=a;this.z-=a;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(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(a,b);this.x*=a.x;this.y*=a.y;this.z*=a.z;return this},multiplyScalar:function(a){isFinite(a)?(this.x*=a,this.y*=a,this.z*=a):this.z=this.y=this.x=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 a;return function(b){!1===(b&&b.isEuler)&&console.error("THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.");void 0===a&&(a=new ha);return this.applyQuaternion(a.setFromEuler(b))}}(),applyAxisAngle:function(){var a;return function(b,c){void 0===a&&(a=new ha);return this.applyQuaternion(a.setFromAxisAngle(b,c))}}(),applyMatrix3:function(a){var b=this.x,c=this.y,d=this.z; +b){this.x=a.x*b.x;this.y=a.y*b.y;this.z=a.z*b.z;return this},applyEuler:function(){var a;return function(b){!1===(b&&b.isEuler)&&console.error("THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.");void 0===a&&(a=new oa);return this.applyQuaternion(a.setFromEuler(b))}}(),applyAxisAngle:function(){var a;return function(b,c){void 0===a&&(a=new oa);return this.applyQuaternion(a.setFromAxisAngle(b,c))}}(),applyMatrix3:function(a){var b=this.x,c=this.y,d=this.z; a=a.elements;this.x=a[0]*b+a[3]*c+a[6]*d;this.y=a[1]*b+a[4]*c+a[7]*d;this.z=a[2]*b+a[5]*c+a[8]*d;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12];this.y=a[1]*b+a[5]*c+a[9]*d+a[13];this.z=a[2]*b+a[6]*c+a[10]*d+a[14];return this},applyProjection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;var e=1/(a[3]*b+a[7]*c+a[11]*d+a[15]);this.x=(a[0]*b+a[4]*c+a[8]*d+a[12])*e;this.y=(a[1]*b+a[5]*c+a[9]*d+a[13])*e;this.z=(a[2]*b+a[6]* -c+a[10]*d+a[14])*e;return this},applyQuaternion:function(a){var b=this.x,c=this.y,d=this.z,e=a.x,f=a.y,g=a.z;a=a.w;var k=a*b+f*d-g*c,l=a*c+g*b-e*d,h=a*d+e*c-f*b,b=-e*b-f*c-g*d;this.x=k*a+b*-e+l*-g-h*-f;this.y=l*a+b*-f+h*-e-k*-g;this.z=h*a+b*-g+k*-f-l*-e;return this},project:function(){var a;return function(b){void 0===a&&(a=new I);a.multiplyMatrices(b.projectionMatrix,a.getInverse(b.matrixWorld));return this.applyProjection(a)}}(),unproject:function(){var a;return function(b){void 0===a&&(a=new I); +c+a[10]*d+a[14])*e;return this},applyQuaternion:function(a){var b=this.x,c=this.y,d=this.z,e=a.x,f=a.y,g=a.z;a=a.w;var k=a*b+f*d-g*c,l=a*c+g*b-e*d,h=a*d+e*c-f*b,b=-e*b-f*c-g*d;this.x=k*a+b*-e+l*-g-h*-f;this.y=l*a+b*-f+h*-e-k*-g;this.z=h*a+b*-g+k*-f-l*-e;return this},project:function(){var a;return function(b){void 0===a&&(a=new Q);a.multiplyMatrices(b.projectionMatrix,a.getInverse(b.matrixWorld));return this.applyProjection(a)}}(),unproject:function(){var a;return function(b){void 0===a&&(a=new Q); a.multiplyMatrices(b.matrixWorld,a.getInverse(b.projectionMatrix));return this.applyProjection(a)}}(),transformDirection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d;this.y=a[1]*b+a[5]*c+a[9]*d;this.z=a[2]*b+a[6]*c+a[10]*d;return this.normalize()},divide:function(a){this.x/=a.x;this.y/=a.y;this.z/=a.z;return this},divideScalar:function(a){return this.multiplyScalar(1/a)},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y,a.y);this.z=Math.min(this.z, a.z);return this},max:function(a){this.x=Math.max(this.x,a.x);this.y=Math.max(this.y,a.y);this.z=Math.max(this.z,a.z);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));this.z=Math.max(a.z,Math.min(b.z,this.z));return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new q,b=new q);a.set(c,c,c);b.set(d,d,d);return this.clamp(a,b)}}(),clampLength:function(a,b){var c=this.length();return this.multiplyScalar(Math.max(a, Math.min(b,c))/c)},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=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z): @@ -313,8 +314,8 @@ this.length())},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b a.x,d=a.y,e=a.z,f=b.x,g=b.y,k=b.z;this.x=d*k-e*g;this.y=e*f-c*k;this.z=c*g-d*f;return this},projectOnVector:function(a){var b=a.dot(this)/a.lengthSq();return this.copy(a).multiplyScalar(b)},projectOnPlane:function(){var a;return function(b){void 0===a&&(a=new q);a.copy(this).projectOnVector(b);return this.sub(a)}}(),reflect:function(){var a;return function(b){void 0===a&&(a=new q);return this.sub(a.copy(b).multiplyScalar(2*this.dot(b)))}}(),angleTo:function(a){a=this.dot(a)/Math.sqrt(this.lengthSq()* a.lengthSq());return Math.acos(h.Math.clamp(a,-1,1))},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,c=this.y-a.y;a=this.z-a.z;return b*b+c*c+a*a},distanceToManhattan:function(a){return Math.abs(this.x-a.x)+Math.abs(this.y-a.y)+Math.abs(this.z-a.z)},setFromSpherical:function(a){var b=Math.sin(a.phi)*a.radius;this.x=b*Math.sin(a.theta);this.y=Math.cos(a.phi)*a.radius;this.z=b*Math.cos(a.theta);return this},setFromMatrixPosition:function(a){return this.setFromMatrixColumn(a, 3)},setFromMatrixScale:function(a){var b=this.setFromMatrixColumn(a,0).length(),c=this.setFromMatrixColumn(a,1).length();a=this.setFromMatrixColumn(a,2).length();this.x=b;this.y=c;this.z=a;return this},setFromMatrixColumn:function(a,b){if("number"===typeof a){console.warn("THREE.Vector3: setFromMatrixColumn now expects ( matrix, index ).");var c=a;a=b;b=c}return this.fromArray(a.elements,4*b)},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z},fromArray:function(a,b){void 0===b&& -(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;return a},fromAttribute:function(a,b,c){void 0===c&&(c=0);b=b*a.itemSize+c;this.x=a.array[b];this.y=a.array[b+1];this.z=a.array[b+2];return this}};I.prototype={constructor:I,isMatrix4:!0,set:function(a,b,c,d,e,f,g,k,l,h,r,p,m,t,u,v){var q=this.elements;q[0]=a;q[4]=b;q[8]=c;q[12]=d;q[1]=e;q[5]=f;q[9]=g;q[13]=k;q[2]=l;q[6]=h;q[10]=r;q[14]=p;q[3]= -m;q[7]=t;q[11]=u;q[15]=v;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 I).fromArray(this.elements)},copy:function(a){this.elements.set(a.elements);return this},copyPosition:function(a){var b=this.elements;a=a.elements;b[12]=a[12];b[13]=a[13];b[14]=a[14];return this},extractBasis:function(a,b,c){a.setFromMatrixColumn(this,0);b.setFromMatrixColumn(this,1);c.setFromMatrixColumn(this,2);return this},makeBasis:function(a,b,c){this.set(a.x, +(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;return a},fromAttribute:function(a,b,c){void 0===c&&(c=0);b=b*a.itemSize+c;this.x=a.array[b];this.y=a.array[b+1];this.z=a.array[b+2];return this}};Q.prototype={constructor:Q,isMatrix4:!0,set:function(a,b,c,d,e,f,g,k,l,h,r,p,m,t,u,v){var q=this.elements;q[0]=a;q[4]=b;q[8]=c;q[12]=d;q[1]=e;q[5]=f;q[9]=g;q[13]=k;q[2]=l;q[6]=h;q[10]=r;q[14]=p;q[3]= +m;q[7]=t;q[11]=u;q[15]=v;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 Q).fromArray(this.elements)},copy:function(a){this.elements.set(a.elements);return this},copyPosition:function(a){var b=this.elements;a=a.elements;b[12]=a[12];b[13]=a[13];b[14]=a[14];return this},extractBasis:function(a,b,c){a.setFromMatrixColumn(this,0);b.setFromMatrixColumn(this,1);c.setFromMatrixColumn(this,2);return this},makeBasis:function(a,b,c){this.set(a.x, b.x,c.x,0,a.y,b.y,c.y,0,a.z,b.z,c.z,0,0,0,0,1);return this},extractRotation:function(){var a;return function(b){void 0===a&&(a=new q);var c=this.elements,d=b.elements,e=1/a.setFromMatrixColumn(b,0).length(),f=1/a.setFromMatrixColumn(b,1).length();b=1/a.setFromMatrixColumn(b,2).length();c[0]=d[0]*e;c[1]=d[1]*e;c[2]=d[2]*e;c[4]=d[4]*f;c[5]=d[5]*f;c[6]=d[6]*f;c[8]=d[8]*b;c[9]=d[9]*b;c[10]=d[10]*b;return this}}(),makeRotationFromEuler:function(a){!1===(a&&a.isEuler)&&console.error("THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order."); var b=this.elements,c=a.x,d=a.y,e=a.z,f=Math.cos(c),c=Math.sin(c),g=Math.cos(d),d=Math.sin(d),k=Math.cos(e),e=Math.sin(e);if("XYZ"===a.order){a=f*k;var l=f*e,h=c*k,r=c*e;b[0]=g*k;b[4]=-g*e;b[8]=d;b[1]=l+h*d;b[5]=a-r*d;b[9]=-c*g;b[2]=r-a*d;b[6]=h+l*d;b[10]=f*g}else"YXZ"===a.order?(a=g*k,l=g*e,h=d*k,r=d*e,b[0]=a+r*c,b[4]=h*c-l,b[8]=f*d,b[1]=f*e,b[5]=f*k,b[9]=-c,b[2]=l*c-h,b[6]=r+a*c,b[10]=f*g):"ZXY"===a.order?(a=g*k,l=g*e,h=d*k,r=d*e,b[0]=a-r*c,b[4]=-f*e,b[8]=h+l*c,b[1]=l+h*c,b[5]=f*k,b[9]=r-a*c,b[2]= -f*d,b[6]=c,b[10]=f*g):"ZYX"===a.order?(a=f*k,l=f*e,h=c*k,r=c*e,b[0]=g*k,b[4]=h*d-l,b[8]=a*d+r,b[1]=g*e,b[5]=r*d+a,b[9]=l*d-h,b[2]=-d,b[6]=c*g,b[10]=f*g):"YZX"===a.order?(a=f*g,l=f*d,h=c*g,r=c*d,b[0]=g*k,b[4]=r-a*e,b[8]=h*e+l,b[1]=e,b[5]=f*k,b[9]=-c*k,b[2]=-d*k,b[6]=l*e+h,b[10]=a-r*e):"XZY"===a.order&&(a=f*g,l=f*d,h=c*g,r=c*d,b[0]=g*k,b[4]=-e,b[8]=d*k,b[1]=a*e+r,b[5]=f*k,b[9]=l*e-h,b[2]=h*e-l,b[6]=c*k,b[10]=r*e+a);b[3]=0;b[7]=0;b[11]=0;b[12]=0;b[13]=0;b[14]=0;b[15]=1;return this},makeRotationFromQuaternion:function(a){var b= @@ -329,11 +330,11 @@ getInverse:function(a,b){var c=this.elements,d=a.elements,e=d[0],f=d[1],g=d[2],k return this.identity()}E=1/E;c[0]=N*E;c[1]=(w*u*k-t*x*k-w*g*v+f*x*v+t*g*d-f*u*d)*E;c[2]=(h*x*k-w*r*k+w*g*p-f*x*p-h*g*d+f*r*d)*E;c[3]=(t*r*k-h*u*k-t*g*p+f*u*p+h*g*v-f*r*v)*E;c[4]=y*E;c[5]=(m*x*k-q*u*k+q*g*v-e*x*v-m*g*d+e*u*d)*E;c[6]=(q*r*k-l*x*k-q*g*p+e*x*p+l*g*d-e*r*d)*E;c[7]=(l*u*k-m*r*k+m*g*p-e*u*p-l*g*v+e*r*v)*E;c[8]=F*E;c[9]=(q*t*k-m*w*k-q*f*v+e*w*v+m*f*d-e*t*d)*E;c[10]=(l*w*k-q*h*k+q*f*p-e*w*p-l*f*d+e*h*d)*E;c[11]=(m*h*k-l*t*k-m*f*p+e*t*p+l*f*v-e*h*v)*E;c[12]=G*E;c[13]=(m*w*g-q*t*g+q*f*u-e*w* u-m*f*x+e*t*x)*E;c[14]=(q*h*g-l*w*g-q*f*r+e*w*r+l*f*x-e*h*x)*E;c[15]=(l*t*g-m*h*g+m*f*r-e*t*r-l*f*u+e*h*u)*E;return this},scale:function(a){var b=this.elements,c=a.x,d=a.y;a=a.z;b[0]*=c;b[4]*=d;b[8]*=a;b[1]*=c;b[5]*=d;b[9]*=a;b[2]*=c;b[6]*=d;b[10]*=a;b[3]*=c;b[7]*=d;b[11]*=a;return this},getMaxScaleOnAxis:function(){var a=this.elements;return Math.sqrt(Math.max(a[0]*a[0]+a[1]*a[1]+a[2]*a[2],a[4]*a[4]+a[5]*a[5]+a[6]*a[6],a[8]*a[8]+a[9]*a[9]+a[10]*a[10]))},makeTranslation:function(a,b,c){this.set(1, 0,0,a,0,1,0,b,0,0,1,c,0,0,0,1);return this},makeRotationX:function(a){var b=Math.cos(a);a=Math.sin(a);this.set(1,0,0,0,0,b,-a,0,0,a,b,0,0,0,0,1);return this},makeRotationY:function(a){var b=Math.cos(a);a=Math.sin(a);this.set(b,0,a,0,0,1,0,0,-a,0,b,0,0,0,0,1);return this},makeRotationZ:function(a){var b=Math.cos(a);a=Math.sin(a);this.set(b,-a,0,0,a,b,0,0,0,0,1,0,0,0,0,1);return this},makeRotationAxis:function(a,b){var c=Math.cos(b),d=Math.sin(b),e=1-c,f=a.x,g=a.y,k=a.z,l=e*f,h=e*g;this.set(l*f+c,l* -g-d*k,l*k+d*g,0,l*g+d*k,h*g+c,h*k-d*f,0,l*k-d*g,h*k+d*f,e*k*k+c,0,0,0,0,1);return this},makeScale:function(a,b,c){this.set(a,0,0,0,0,b,0,0,0,0,c,0,0,0,0,1);return this},compose:function(a,b,c){this.makeRotationFromQuaternion(b);this.scale(c);this.setPosition(a);return this},decompose:function(){var a,b;return function(c,d,e){void 0===a&&(a=new q,b=new I);var f=this.elements,g=a.set(f[0],f[1],f[2]).length(),k=a.set(f[4],f[5],f[6]).length(),l=a.set(f[8],f[9],f[10]).length();0>this.determinant()&&(g= +g-d*k,l*k+d*g,0,l*g+d*k,h*g+c,h*k-d*f,0,l*k-d*g,h*k+d*f,e*k*k+c,0,0,0,0,1);return this},makeScale:function(a,b,c){this.set(a,0,0,0,0,b,0,0,0,0,c,0,0,0,0,1);return this},compose:function(a,b,c){this.makeRotationFromQuaternion(b);this.scale(c);this.setPosition(a);return this},decompose:function(){var a,b;return function(c,d,e){void 0===a&&(a=new q,b=new Q);var f=this.elements,g=a.set(f[0],f[1],f[2]).length(),k=a.set(f[4],f[5],f[6]).length(),l=a.set(f[8],f[9],f[10]).length();0>this.determinant()&&(g= -g);c.x=f[12];c.y=f[13];c.z=f[14];b.elements.set(this.elements);c=1/g;var f=1/k,h=1/l;b.elements[0]*=c;b.elements[1]*=c;b.elements[2]*=c;b.elements[4]*=f;b.elements[5]*=f;b.elements[6]*=f;b.elements[8]*=h;b.elements[9]*=h;b.elements[10]*=h;d.setFromRotationMatrix(b);e.x=g;e.y=k;e.z=l;return this}}(),makeFrustum:function(a,b,c,d,e,f){var g=this.elements;g[0]=2*e/(b-a);g[4]=0;g[8]=(b+a)/(b-a);g[12]=0;g[1]=0;g[5]=2*e/(d-c);g[9]=(d+c)/(d-c);g[13]=0;g[2]=0;g[6]=0;g[10]=-(f+e)/(f-e);g[14]=-2*f*e/(f-e); g[3]=0;g[7]=0;g[11]=-1;g[15]=0;return this},makePerspective:function(a,b,c,d){a=c*Math.tan(h.Math.DEG2RAD*a*.5);var e=-a;return this.makeFrustum(e*b,a*b,e,a,c,d)},makeOrthographic:function(a,b,c,d,e,f){var g=this.elements,k=1/(b-a),l=1/(c-d),h=1/(f-e);g[0]=2*k;g[4]=0;g[8]=0;g[12]=-((b+a)*k);g[1]=0;g[5]=2*l;g[9]=0;g[13]=-((c+d)*l);g[2]=0;g[6]=0;g[10]=-2*h;g[14]=-((f+e)*h);g[3]=0;g[7]=0;g[11]=0;g[15]=1;return this},equals:function(a){var b=this.elements;a=a.elements;for(var c=0;16>c;c++)if(b[c]!==a[c])return!1; -return!0},fromArray:function(a,b){void 0===b&&(b=0);for(var c=0;16>c;c++)this.elements[c]=a[c+b];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);var c=this.elements;a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8];a[b+9]=c[9];a[b+10]=c[10];a[b+11]=c[11];a[b+12]=c[12];a[b+13]=c[13];a[b+14]=c[14];a[b+15]=c[15];return a}};Ta.prototype=Object.create(Z.prototype);Ta.prototype.constructor=Ta;Ta.prototype.isCubeTexture=!0;Object.defineProperty(Ta.prototype, -"images",{get:function(){return this.image},set:function(a){this.image=a}});var Td=new Z,Ud=new Ta,Qd=[],Sd=[];Yd.prototype.setValue=function(a,b){for(var c=this.seq,d=0,e=c.length;d!==e;++d){var f=c[d];f.setValue(a,b[f.id])}};var ld=/([\w\d_]+)(\])?(\[|\.)?/g;Ha.prototype.setValue=function(a,b,c){b=this.map[b];void 0!==b&&b.setValue(a,c,this.renderer)};Ha.prototype.set=function(a,b,c){var d=this.map[c];void 0!==d&&d.setValue(a,b[c],this.renderer)};Ha.prototype.setOptional=function(a,b,c){b=b[c]; +return!0},fromArray:function(a,b){void 0===b&&(b=0);for(var c=0;16>c;c++)this.elements[c]=a[c+b];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);var c=this.elements;a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8];a[b+9]=c[9];a[b+10]=c[10];a[b+11]=c[11];a[b+12]=c[12];a[b+13]=c[13];a[b+14]=c[14];a[b+15]=c[15];return a}};Ua.prototype=Object.create(Z.prototype);Ua.prototype.constructor=Ua;Ua.prototype.isCubeTexture=!0;Object.defineProperty(Ua.prototype, +"images",{get:function(){return this.image},set:function(a){this.image=a}});var Wd=new Z,Xd=new Ua,Td=[],Vd=[];ae.prototype.setValue=function(a,b){for(var c=this.seq,d=0,e=c.length;d!==e;++d){var f=c[d];f.setValue(a,b[f.id])}};var md=/([\w\d_]+)(\])?(\[|\.)?/g;Ha.prototype.setValue=function(a,b,c){b=this.map[b];void 0!==b&&b.setValue(a,c,this.renderer)};Ha.prototype.set=function(a,b,c){var d=this.map[c];void 0!==d&&d.setValue(a,b[c],this.renderer)};Ha.prototype.setOptional=function(a,b,c){b=b[c]; void 0!==b&&this.setValue(a,c,b)};Ha.upload=function(a,b,c,d){for(var e=0,f=b.length;e!==f;++e){var g=b[e],k=c[g.id];!1!==k.needsUpdate&&g.setValue(a,k.value,d)}};Ha.seqWithValue=function(a,b){for(var c=[],d=0,e=a.length;d!==e;++d){var f=a[d];f.id in b&&c.push(f)}return c};Ha.splitDynamic=function(a,b){for(var c=null,d=a.length,e=0,f=0;f!==d;++f){var g=a[f],k=b[g.id];k&&!0===k.dynamic?(null===c&&(c=[]),c.push(g)):(e\n#include \n#include \n#include \nvoid main() {\n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( vNormal ), opacity );\n\t#include \n}\n",normal_vert:"varying vec3 vNormal;\n#include \n#include \n#include \n#include \nvoid main() {\n\tvNormal = normalize( normalMatrix * normal );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n", points_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n", points_vert:"uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \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 \n\t#include \n\t#include \n\t#include \n}\n", -shadow_frag:"uniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( 0.0, 0.0, 0.0, opacity * ( 1.0 - getShadowMask() ) );\n}\n",shadow_vert:"#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"};Q.prototype={constructor:Q, +shadow_frag:"uniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( 0.0, 0.0, 0.0, opacity * ( 1.0 - getShadowMask() ) );\n}\n",shadow_vert:"#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"};I.prototype={constructor:I, isColor:!0,r:1,g:1,b:1,set:function(a){a&&a.isColor?this.copy(a):"number"===typeof a?this.setHex(a):"string"===typeof a&&this.setStyle(a);return this},setScalar:function(a){this.b=this.g=this.r=a},setHex:function(a){a=Math.floor(a);this.r=(a>>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},setRGB:function(a,b,c){this.r=a;this.g=b;this.b=c;return this},setHSL:function(){function a(a,c,d){0>d&&(d+=1);1d?c:d<2/3?a+6*(c-a)*(2/3-d):a}return function(b, c,d){b=h.Math.euclideanModulo(b,1);c=h.Math.clamp(c,0,1);d=h.Math.clamp(d,0,1);0===c?this.r=this.g=this.b=d:(c=.5>=d?d*(1+c):d+c-d*c,d=2*d-c,this.r=a(d,c,b+1/3),this.g=a(d,c,b),this.b=a(d,c,b-1/3));return this}}(),setStyle:function(a){function b(b){void 0!==b&&1>parseFloat(b)&&console.warn("THREE.Color: Alpha component of "+a+" will be ignored.")}var c;if(c=/^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec(a)){var d=c[2];switch(c[1]){case "rgb":case "rgba":if(c=/^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d))return this.r= Math.min(255,parseInt(c[1],10))/255,this.g=Math.min(255,parseInt(c[2],10))/255,this.b=Math.min(255,parseInt(c[3],10))/255,b(c[5]),this;if(c=/^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d))return this.r=Math.min(100,parseInt(c[1],10))/100,this.g=Math.min(100,parseInt(c[2],10))/100,this.b=Math.min(100,parseInt(c[3],10))/100,b(c[5]),this;break;case "hsl":case "hsla":if(c=/^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d)){var d=parseFloat(c[1])/ @@ -402,18 +403,18 @@ cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:13 dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323, lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912, mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327, -seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074};var U={common:{diffuse:{value:new Q(15658734)},opacity:{value:1},map:{value:null},offsetRepeat:{value:new da(0,0,1,1)},specularMap:{value:null},alphaMap:{value:null}, +seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074};var U={common:{diffuse:{value:new I(15658734)},opacity:{value:1},map:{value:null},offsetRepeat:{value:new da(0,0,1,1)},specularMap:{value:null},alphaMap:{value:null}, envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1},refractionRatio:{value:.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 B(1,1)}},displacementmap:{displacementMap:{value:null},displacementScale:{value:1},displacementBias:{value:0}},roughnessmap:{roughnessMap:{value:null}}, -metalnessmap:{metalnessMap:{value:null}},fog:{fogDensity:{value:2.5E-4},fogNear:{value:1},fogFar:{value:2E3},fogColor:{value:new Q(16777215)}},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:{}}}},points:{diffuse:{value:new Q(15658734)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},offsetRepeat:{value:new da(0,0,1,1)}}}, -qb={basic:{uniforms:h.UniformsUtils.merge([U.common,U.aomap,U.fog]),vertexShader:Y.meshbasic_vert,fragmentShader:Y.meshbasic_frag},lambert:{uniforms:h.UniformsUtils.merge([U.common,U.aomap,U.lightmap,U.emissivemap,U.fog,U.lights,{emissive:{value:new Q(0)}}]),vertexShader:Y.meshlambert_vert,fragmentShader:Y.meshlambert_frag},phong:{uniforms:h.UniformsUtils.merge([U.common,U.aomap,U.lightmap,U.emissivemap,U.bumpmap,U.normalmap,U.displacementmap,U.fog,U.lights,{emissive:{value:new Q(0)},specular:{value:new Q(1118481)}, -shininess:{value:30}}]),vertexShader:Y.meshphong_vert,fragmentShader:Y.meshphong_frag},standard:{uniforms:h.UniformsUtils.merge([U.common,U.aomap,U.lightmap,U.emissivemap,U.bumpmap,U.normalmap,U.displacementmap,U.roughnessmap,U.metalnessmap,U.fog,U.lights,{emissive:{value:new Q(0)},roughness:{value:.5},metalness:{value:0},envMapIntensity:{value:1}}]),vertexShader:Y.meshphysical_vert,fragmentShader:Y.meshphysical_frag},points:{uniforms:h.UniformsUtils.merge([U.points,U.fog]),vertexShader:Y.points_vert, +metalnessmap:{metalnessMap:{value:null}},fog:{fogDensity:{value:2.5E-4},fogNear:{value:1},fogFar:{value:2E3},fogColor:{value:new I(16777215)}},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:{}}}},points:{diffuse:{value:new I(15658734)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},offsetRepeat:{value:new da(0,0,1,1)}}}, +Bb={basic:{uniforms:h.UniformsUtils.merge([U.common,U.aomap,U.fog]),vertexShader:Y.meshbasic_vert,fragmentShader:Y.meshbasic_frag},lambert:{uniforms:h.UniformsUtils.merge([U.common,U.aomap,U.lightmap,U.emissivemap,U.fog,U.lights,{emissive:{value:new I(0)}}]),vertexShader:Y.meshlambert_vert,fragmentShader:Y.meshlambert_frag},phong:{uniforms:h.UniformsUtils.merge([U.common,U.aomap,U.lightmap,U.emissivemap,U.bumpmap,U.normalmap,U.displacementmap,U.fog,U.lights,{emissive:{value:new I(0)},specular:{value:new I(1118481)}, +shininess:{value:30}}]),vertexShader:Y.meshphong_vert,fragmentShader:Y.meshphong_frag},standard:{uniforms:h.UniformsUtils.merge([U.common,U.aomap,U.lightmap,U.emissivemap,U.bumpmap,U.normalmap,U.displacementmap,U.roughnessmap,U.metalnessmap,U.fog,U.lights,{emissive:{value:new I(0)},roughness:{value:.5},metalness:{value:0},envMapIntensity:{value:1}}]),vertexShader:Y.meshphysical_vert,fragmentShader:Y.meshphysical_frag},points:{uniforms:h.UniformsUtils.merge([U.points,U.fog]),vertexShader:Y.points_vert, fragmentShader:Y.points_frag},dashed:{uniforms:h.UniformsUtils.merge([U.common,U.fog,{scale:{value:1},dashSize:{value:1},totalSize:{value:2}}]),vertexShader:Y.linedashed_vert,fragmentShader:Y.linedashed_frag},depth:{uniforms:h.UniformsUtils.merge([U.common,U.displacementmap]),vertexShader:Y.depth_vert,fragmentShader:Y.depth_frag},normal:{uniforms:{opacity:{value:1}},vertexShader:Y.normal_vert,fragmentShader:Y.normal_frag},cube:{uniforms:{tCube:{value:null},tFlip:{value:-1},opacity:{value:1}},vertexShader:Y.cube_vert, -fragmentShader:Y.cube_frag},equirect:{uniforms:{tEquirect:{value:null},tFlip:{value:-1}},vertexShader:Y.equirect_vert,fragmentShader:Y.equirect_frag},distanceRGBA:{uniforms:{lightPos:{value:new q}},vertexShader:Y.distanceRGBA_vert,fragmentShader:Y.distanceRGBA_frag}};qb.physical={uniforms:h.UniformsUtils.merge([qb.standard.uniforms,{clearCoat:{value:0},clearCoatRoughness:{value:0}}]),vertexShader:Y.meshphysical_vert,fragmentShader:Y.meshphysical_frag};Tb.prototype={constructor:Tb,set:function(a,b){this.min.copy(a); +fragmentShader:Y.cube_frag},equirect:{uniforms:{tEquirect:{value:null},tFlip:{value:-1}},vertexShader:Y.equirect_vert,fragmentShader:Y.equirect_frag},distanceRGBA:{uniforms:{lightPos:{value:new q}},vertexShader:Y.distanceRGBA_vert,fragmentShader:Y.distanceRGBA_frag}};Bb.physical={uniforms:h.UniformsUtils.merge([Bb.standard.uniforms,{clearCoat:{value:0},clearCoatRoughness:{value:0}}]),vertexShader:Y.meshphysical_vert,fragmentShader:Y.meshphysical_frag};dc.prototype={constructor:dc,set:function(a,b){this.min.copy(a); this.max.copy(b);return this},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x||a.ythis.max.y?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y?!0:!1},getParameter:function(a,b){return(b||new B).set((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y))},intersectsBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y?!1:!0},clampPoint:function(a,b){return(b||new B).copy(a).clamp(this.min, -this.max)},distanceToPoint:function(){var a=new B;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)}};S.prototype={constructor:S,isMaterial:!0,get needsUpdate(){return this._needsUpdate}, +this.max)},distanceToPoint:function(){var a=new B;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)}};T.prototype={constructor:T,isMaterial:!0,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&&d.isColor?d.set(c):d&&d.isVector3&&c&&c.isVector3?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&&this.color.isColor&&(d.color=this.color.getHex());void 0!==this.roughness&&(d.roughness=this.roughness);void 0!==this.metalness&&(d.metalness=this.metalness);this.emissive&&this.emissive.isColor&&(d.emissive=this.emissive.getHex());this.specular&&this.specular.isColor&&(d.specular=this.specular.getHex()); void 0!==this.shininess&&(d.shininess=this.shininess);this.map&&this.map.isTexture&&(d.map=this.map.toJSON(a).uuid);this.alphaMap&&this.alphaMap.isTexture&&(d.alphaMap=this.alphaMap.toJSON(a).uuid);this.lightMap&&this.lightMap.isTexture&&(d.lightMap=this.lightMap.toJSON(a).uuid);this.bumpMap&&this.bumpMap.isTexture&&(d.bumpMap=this.bumpMap.toJSON(a).uuid,d.bumpScale=this.bumpScale);this.normalMap&&this.normalMap.isTexture&&(d.normalMap=this.normalMap.toJSON(a).uuid,d.normalScale=this.normalScale.toArray()); @@ -422,21 +423,21 @@ this.specularMap.isTexture&&(d.specularMap=this.specularMap.toJSON(a).uuid);this this.opacity);!0===this.transparent&&(d.transparent=this.transparent);d.depthFunc=this.depthFunc;d.depthTest=this.depthTest;d.depthWrite=this.depthWrite;0e&&(e=h);r>f&&(f=r);p>g&&(g=p)}this.min.set(b,c,d);this.max.set(e,f,g)},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x|| a.ythis.max.y||a.zthis.max.z?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y&&this.min.z<=a.min.z&&a.max.z<=this.max.z?!0:!1},getParameter:function(a,b){return(b||new q).set((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y),(a.z-this.min.z)/(this.max.z-this.min.z))},intersectsBox:function(a){return a.max.xthis.max.x||a.max.y this.max.y||a.max.zthis.max.z?!1:!0},intersectsSphere:function(){var a;return function(b){void 0===a&&(a=new q);this.clampPoint(b.center,a);return a.distanceToSquared(b.center)<=b.radius*b.radius}}(),intersectsPlane:function(a){var b,c;0=a.constant},clampPoint:function(a,b){return(b||new q).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new q;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),getBoundingSphere:function(){var a=new q;return function(b){b=b||new za;b.center=this.center();b.radius=.5*this.size(a).length();return b}}(),intersect:function(a){this.min.max(a.min); +a.normal.z*this.min.z,c+=a.normal.z*this.max.z):(b+=a.normal.z*this.max.z,c+=a.normal.z*this.min.z);return b<=a.constant&&c>=a.constant},clampPoint:function(a,b){return(b||new q).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new q;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),getBoundingSphere:function(){var a=new q;return function(b){b=b||new Aa;b.center=this.center();b.radius=.5*this.size(a).length();return b}}(),intersect:function(a){this.min.max(a.min); this.max.min(a.max);this.isEmpty()&&this.makeEmpty();return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},applyMatrix4:function(){var a=[new q,new q,new q,new q,new q,new q,new q,new q];return function(b){if(this.isEmpty())return this;a[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(b);a[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(b);a[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(b);a[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(b); -a[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(b);a[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(b);a[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(b);a[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(b);this.setFromPoints(a);return this}}(),translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)}};za.prototype={constructor:za,set:function(a,b){this.center.copy(a);this.radius=b;return this}, +a[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(b);a[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(b);a[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(b);a[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(b);this.setFromPoints(a);return this}}(),translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)}};Aa.prototype={constructor:Aa,set:function(a,b){this.center.copy(a);this.radius=b;return this}, setFromPoints:function(){var a=new Ia;return function(b,c){var d=this.center;void 0!==c?d.copy(c):a.setFromPoints(b).center(d);for(var e=0,f=0,g=b.length;f=this.radius},containsPoint:function(a){return a.distanceToSquared(this.center)<=this.radius*this.radius}, distanceToPoint:function(a){return a.distanceTo(this.center)-this.radius},intersectsSphere:function(a){var b=this.radius+a.radius;return a.center.distanceToSquared(this.center)<=b*b},intersectsBox:function(a){return a.intersectsSphere(this)},intersectsPlane:function(a){return Math.abs(this.center.dot(a.normal)-a.constant)<=this.radius},clampPoint:function(a,b){var c=this.center.distanceToSquared(a),d=b||new q;d.copy(a);c>this.radius*this.radius&&(d.sub(this.center).normalize(),d.multiplyScalar(this.radius).add(this.center)); -return d},getBoundingBox:function(a){a=a||new Ia;a.set(this.center,this.center);a.expandByScalar(this.radius);return a},applyMatrix4:function(a){this.center.applyMatrix4(a);this.radius*=a.getMaxScaleOnAxis();return this},translate:function(a){this.center.add(a);return this},equals:function(a){return a.center.equals(this.center)&&a.radius===this.radius}};ra.prototype={constructor:ra,isMatrix3:!0,set:function(a,b,c,d,e,f,g,k,l){var h=this.elements;h[0]=a;h[1]=d;h[2]=g;h[3]=b;h[4]=e;h[5]=k;h[6]=c;h[7]= +return d},getBoundingBox:function(a){a=a||new Ia;a.set(this.center,this.center);a.expandByScalar(this.radius);return a},applyMatrix4:function(a){this.center.applyMatrix4(a);this.radius*=a.getMaxScaleOnAxis();return this},translate:function(a){this.center.add(a);return this},equals:function(a){return a.center.equals(this.center)&&a.radius===this.radius}};ya.prototype={constructor:ya,isMatrix3:!0,set:function(a,b,c,d,e,f,g,k,l){var h=this.elements;h[0]=a;h[1]=d;h[2]=g;h[3]=b;h[4]=e;h[5]=k;h[6]=c;h[7]= f;h[8]=l;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(a){a=a.elements;this.set(a[0],a[3],a[6],a[1],a[4],a[7],a[2],a[5],a[8]);return this},setFromMatrix4:function(a){a=a.elements;this.set(a[0],a[4],a[8],a[1],a[5],a[9],a[2],a[6],a[10]);return this},applyToVector3Array:function(){var a;return function(b,c,d){void 0===a&&(a=new q);void 0===c&&(c=0);void 0===d&&(d=b.length);for(var e=0;e< d;e+=3,c+=3)a.fromArray(b,c),a.applyMatrix3(this),a.toArray(b,c);return b}}(),applyToBuffer:function(){var a;return function(b,c,d){void 0===a&&(a=new q);void 0===c&&(c=0);void 0===d&&(d=b.length/b.itemSize);for(var e=0;ef||1b&&0a&&0c;c++)b[c].copy(a.planes[c]);return this},setFromMatrix:function(a){var b=this.planes,c=a.elements;a=c[0];var d=c[1],e=c[2],f=c[3],g=c[4],k=c[5],l=c[6],h=c[7],r=c[8],p=c[9],m=c[10],t=c[11],u=c[12],q=c[13],z=c[14],c=c[15]; -b[0].setComponents(f-a,h-g,t-r,c-u).normalize();b[1].setComponents(f+a,h+g,t+r,c+u).normalize();b[2].setComponents(f+d,h+k,t+p,c+q).normalize();b[3].setComponents(f-d,h-k,t-p,c-q).normalize();b[4].setComponents(f-e,h-l,t-m,c-z).normalize();b[5].setComponents(f+e,h+l,t+m,c+z).normalize();return this},intersectsObject:function(){var a=new za;return function(b){var c=b.geometry;null===c.boundingSphere&&c.computeBoundingSphere();a.copy(c.boundingSphere).applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(), -intersectsSprite:function(){var a=new za;return function(b){a.center.set(0,0,0);a.radius=.7071067811865476;a.applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(),intersectsSphere:function(a){var b=this.planes,c=a.center;a=-a.radius;for(var d=0;6>d;d++)if(b[d].distanceToPoint(c)e;e++){var f=d[e];a.x=0c;c++)b[c].copy(a.planes[c]);return this},setFromMatrix:function(a){var b=this.planes,c=a.elements;a=c[0];var d=c[1],e=c[2],f=c[3],g=c[4],k=c[5],l=c[6],h=c[7],r=c[8],p=c[9],m=c[10],t=c[11],u=c[12],q=c[13],z=c[14],c=c[15]; +b[0].setComponents(f-a,h-g,t-r,c-u).normalize();b[1].setComponents(f+a,h+g,t+r,c+u).normalize();b[2].setComponents(f+d,h+k,t+p,c+q).normalize();b[3].setComponents(f-d,h-k,t-p,c-q).normalize();b[4].setComponents(f-e,h-l,t-m,c-z).normalize();b[5].setComponents(f+e,h+l,t+m,c+z).normalize();return this},intersectsObject:function(){var a=new Aa;return function(b){var c=b.geometry;null===c.boundingSphere&&c.computeBoundingSphere();a.copy(c.boundingSphere).applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(), +intersectsSprite:function(){var a=new Aa;return function(b){a.center.set(0,0,0);a.radius=.7071067811865476;a.applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(),intersectsSphere:function(a){var b=this.planes,c=a.center;a=-a.radius;for(var d=0;6>d;d++)if(b[d].distanceToPoint(c)e;e++){var f=d[e];a.x=0g&&0>f)return!1}return!0}}(),containsPoint:function(a){for(var b=this.planes,c=0;6>c;c++)if(0>b[c].distanceToPoint(a))return!1;return!0}};C.prototype={constructor:C,isBufferAttribute:!0,get count(){return this.array.length/this.itemSize},set needsUpdate(a){!0===a&&this.version++},setDynamic:function(a){this.dynamic=a;return this}, copy:function(a){this.array=new a.array.constructor(a.array);this.itemSize=a.itemSize;this.normalized=a.normalized;this.dynamic=a.dynamic;return this},copyAt:function(a,b,c){a*=this.itemSize;c*=b.itemSize;for(var d=0,e=this.itemSize;dMath.abs(g)?(this._x=Math.atan2(-n,e),this._z=Math.atan2(-f,a)):(this._x=Math.atan2(p,l),this._z=0)):"YXZ"===b?(this._x=Math.asin(-d(n,-1,1)),.99999>Math.abs(n)?(this._y=Math.atan2(g,e),this._z=Math.atan2(k,l)):(this._y=Math.atan2(-r,a),this._z=0)):"ZXY"===b?(this._x=Math.asin(d(p,-1,1)),.99999>Math.abs(p)?(this._y=Math.atan2(-r,e),this._z=Math.atan2(-f,l)):(this._y= 0,this._z=Math.atan2(k,a))):"ZYX"===b?(this._y=Math.asin(-d(r,-1,1)),.99999>Math.abs(r)?(this._x=Math.atan2(p,e),this._z=Math.atan2(k,a)):(this._x=0,this._z=Math.atan2(-f,l))):"YZX"===b?(this._z=Math.asin(d(k,-1,1)),.99999>Math.abs(k)?(this._x=Math.atan2(-n,l),this._y=Math.atan2(-r,a)):(this._x=0,this._y=Math.atan2(g,e))):"XZY"===b?(this._z=Math.asin(-d(f,-1,1)),.99999>Math.abs(f)?(this._x=Math.atan2(p,l),this._y=Math.atan2(g,a)):(this._x=Math.atan2(-n,e),this._y=0)):console.warn("THREE.Euler: .setFromRotationMatrix() given unsupported order: "+ -b);this._order=b;if(!1!==c)this.onChangeCallback();return this},setFromQuaternion:function(){var a;return function(b,c,d){void 0===a&&(a=new I);a.makeRotationFromQuaternion(b);return this.setFromRotationMatrix(a,c,d)}}(),setFromVector3:function(a,b){return this.set(a.x,a.y,a.z,b||this._order)},reorder:function(){var a=new ha;return function(b){a.setFromEuler(this);return this.setFromQuaternion(a,b)}}(),equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._order===this._order}, -fromArray:function(a){this._x=a[0];this._y=a[1];this._z=a[2];void 0!==a[3]&&(this._order=a[3]);this.onChangeCallback();return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+3]=this._order;return a},toVector3:function(a){return a?a.set(this._x,this._y,this._z):new q(this._x,this._y,this._z)},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){}};vc.prototype={constructor:vc,set:function(a){this.mask= +b);this._order=b;if(!1!==c)this.onChangeCallback();return this},setFromQuaternion:function(){var a;return function(b,c,d){void 0===a&&(a=new Q);a.makeRotationFromQuaternion(b);return this.setFromRotationMatrix(a,c,d)}}(),setFromVector3:function(a,b){return this.set(a.x,a.y,a.z,b||this._order)},reorder:function(){var a=new oa;return function(b){a.setFromEuler(this);return this.setFromQuaternion(a,b)}}(),equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._order===this._order}, +fromArray:function(a){this._x=a[0];this._y=a[1];this._z=a[2];void 0!==a[3]&&(this._order=a[3]);this.onChangeCallback();return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+3]=this._order;return a},toVector3:function(a){return a?a.set(this._x,this._y,this._z):new q(this._x,this._y,this._z)},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){}};Lc.prototype={constructor:Lc,set:function(a){this.mask= 1<d;d++)if(e[d]===e[(d+1)%3]){a.push(f);break}for(f=a.length-1;0<=f;f--)for(e=a[f],this.faces.splice(e,1),c=0,g=this.faceVertexUvs.length;cd?c.copy(this.origin):c.copy(this.direction).multiplyScalar(d).add(this.origin)},distanceToPoint:function(a){return Math.sqrt(this.distanceSqToPoint(a))},distanceSqToPoint:function(){var a=new q;return function(b){var c=a.subVectors(b,this.origin).dot(this.direction);if(0>c)return this.origin.distanceToSquared(b); a.copy(this.direction).multiplyScalar(c).add(this.origin);return a.distanceToSquared(b)}}(),distanceSqToSegment:function(){var a=new q,b=new q,c=new q;return function(d,e,f,g){a.copy(d).add(e).multiplyScalar(.5);b.copy(e).sub(d).normalize();c.copy(this.origin).sub(a);var k=.5*d.distanceTo(e),h=-this.direction.dot(b),n=c.dot(this.direction),r=-c.dot(b),p=c.lengthSq(),m=Math.abs(1-h*h),t;0=-t?e<=t?(k=1/m,d*=k,e*=k,h=d*(d+h*e+2*n)+e*(h*d+e+2*r)+p):(e=k,d=Math.max(0,-(h* e+n)),h=-d*d+e*(e+2*r)+p):(e=-k,d=Math.max(0,-(h*e+n)),h=-d*d+e*(e+2*r)+p):e<=-t?(d=Math.max(0,-(-h*k+n)),e=0f)return null;f=Math.sqrt(f-e);e=d-f;d+=f;return 0>e&&0>d?null:0>e?this.at(d,c):this.at(e,c)}}(),intersectsSphere:function(a){return this.distanceToPoint(a.center)<=a.radius},distanceToPlane:function(a){var b=a.normal.dot(this.direction);if(0===b)return 0===a.distanceToPoint(this.origin)?0:null;a=-(this.origin.dot(a.normal)+a.constant)/b;return 0<=a?a:null},intersectPlane:function(a, b){var c=this.distanceToPlane(a);return null===c?null:this.at(c,b)},intersectsPlane:function(a){var b=a.distanceToPoint(this.origin);return 0===b||0>a.normal.dot(this.direction)*b?!0:!1},intersectBox:function(a,b){var c,d,e,f,g;d=1/this.direction.x;f=1/this.direction.y;g=1/this.direction.z;var k=this.origin;0<=d?(c=(a.min.x-k.x)*d,d*=a.max.x-k.x):(c=(a.max.x-k.x)*d,d*=a.min.x-k.x);0<=f?(e=(a.min.y-k.y)*f,f*=a.max.y-k.y):(e=(a.max.y-k.y)*f,f*=a.min.y-k.y);if(c>f||e>d)return null;if(e>c||c!==c)c=e; if(fg||e>d)return null;if(e>c||c!==c)c=e;if(gd?null:this.at(0<=c?c:d,b)},intersectsBox:function(){var a=new q;return function(b){return null!==this.intersectBox(b,a)}}(),intersectTriangle:function(){var a=new q,b=new q,c=new q,d=new q;return function(e,f,g,k,h){b.subVectors(f,e);c.subVectors(g,e);d.crossVectors(b,c);f=this.direction.dot(d);if(0f)k= --1,f=-f;else return null;a.subVectors(this.origin,e);e=k*this.direction.dot(c.crossVectors(a,c));if(0>e)return null;g=k*this.direction.dot(b.cross(a));if(0>g||e+g>f)return null;e=-k*a.dot(d);return 0>e?null:this.at(e/f,h)}}(),applyMatrix4:function(a){this.direction.add(this.origin).applyMatrix4(a);this.origin.applyMatrix4(a);this.direction.sub(this.origin);this.direction.normalize();return this},equals:function(a){return a.origin.equals(this.origin)&&a.direction.equals(this.direction)}};sb.prototype= -{constructor:sb,set:function(a,b){this.start.copy(a);this.end.copy(b);return this},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.start.copy(a.start);this.end.copy(a.end);return this},center:function(a){return(a||new q).addVectors(this.start,this.end).multiplyScalar(.5)},delta:function(a){return(a||new q).subVectors(this.end,this.start)},distanceSq:function(){return this.start.distanceToSquared(this.end)},distance:function(){return this.start.distanceTo(this.end)}, +-1,f=-f;else return null;a.subVectors(this.origin,e);e=k*this.direction.dot(c.crossVectors(a,c));if(0>e)return null;g=k*this.direction.dot(b.cross(a));if(0>g||e+g>f)return null;e=-k*a.dot(d);return 0>e?null:this.at(e/f,h)}}(),applyMatrix4:function(a){this.direction.add(this.origin).applyMatrix4(a);this.origin.applyMatrix4(a);this.direction.sub(this.origin);this.direction.normalize();return this},equals:function(a){return a.origin.equals(this.origin)&&a.direction.equals(this.direction)}};Cb.prototype= +{constructor:Cb,set:function(a,b){this.start.copy(a);this.end.copy(b);return this},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.start.copy(a.start);this.end.copy(a.end);return this},center:function(a){return(a||new q).addVectors(this.start,this.end).multiplyScalar(.5)},delta:function(a){return(a||new q).subVectors(this.end,this.start)},distanceSq:function(){return this.start.distanceToSquared(this.end)},distance:function(){return this.start.distanceTo(this.end)}, at:function(a,b){var c=b||new q;return this.delta(c).multiplyScalar(a).add(this.start)},closestPointToPointParameter:function(){var a=new q,b=new q;return function(c,d){a.subVectors(c,this.start);b.subVectors(this.end,this.start);var e=b.dot(b),e=b.dot(a)/e;d&&(e=h.Math.clamp(e,0,1));return e}}(),closestPointToPoint:function(a,b,c){a=this.closestPointToPointParameter(a,b);c=c||new q;return this.delta(c).multiplyScalar(a).add(this.start)},applyMatrix4:function(a){this.start.applyMatrix4(a);this.end.applyMatrix4(a); -return this},equals:function(a){return a.start.equals(this.start)&&a.end.equals(this.end)}};ta.normal=function(){var a=new q;return function(b,c,d,e){e=e||new q;e.subVectors(d,c);a.subVectors(b,c);e.cross(a);b=e.lengthSq();return 0=b.x+b.y}}();ta.prototype={constructor:ta,set:function(a,b,c){this.a.copy(a);this.b.copy(b);this.c.copy(c);return this},setFromPointsAndIndices:function(a,b,c,d){this.a.copy(a[b]);this.b.copy(a[c]);this.c.copy(a[d]);return this},clone:function(){return(new this.constructor).copy(this)}, -copy:function(a){this.a.copy(a.a);this.b.copy(a.b);this.c.copy(a.c);return this},area:function(){var a=new q,b=new q;return function(){a.subVectors(this.c,this.b);b.subVectors(this.a,this.b);return.5*a.cross(b).length()}}(),midpoint:function(a){return(a||new q).addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},normal:function(a){return ta.normal(this.a,this.b,this.c,a)},plane:function(a){return(a||new fa).setFromCoplanarPoints(this.a,this.b,this.c)},barycoordFromPoint:function(a,b){return ta.barycoordFromPoint(a, -this.a,this.b,this.c,b)},containsPoint:function(a){return ta.containsPoint(a,this.a,this.b,this.c)},closestPointToPoint:function(){var a,b,c,d;return function(e,f){void 0===a&&(a=new fa,b=[new sb,new sb,new sb],c=new q,d=new q);var g=f||new q,k=Infinity;a.setFromCoplanarPoints(this.a,this.b,this.c);a.projectPoint(e,c);if(!0===this.containsPoint(c))g.copy(c);else{b[0].set(this.a,this.b);b[1].set(this.b,this.c);b[2].set(this.c,this.a);for(var h=0;h=b.x+b.y}}();Ga.prototype={constructor:Ga,set:function(a,b,c){this.a.copy(a);this.b.copy(b);this.c.copy(c);return this},setFromPointsAndIndices:function(a,b,c,d){this.a.copy(a[b]);this.b.copy(a[c]);this.c.copy(a[d]);return this},clone:function(){return(new this.constructor).copy(this)}, +copy:function(a){this.a.copy(a.a);this.b.copy(a.b);this.c.copy(a.c);return this},area:function(){var a=new q,b=new q;return function(){a.subVectors(this.c,this.b);b.subVectors(this.a,this.b);return.5*a.cross(b).length()}}(),midpoint:function(a){return(a||new q).addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},normal:function(a){return Ga.normal(this.a,this.b,this.c,a)},plane:function(a){return(a||new fa).setFromCoplanarPoints(this.a,this.b,this.c)},barycoordFromPoint:function(a,b){return Ga.barycoordFromPoint(a, +this.a,this.b,this.c,b)},containsPoint:function(a){return Ga.containsPoint(a,this.a,this.b,this.c)},closestPointToPoint:function(){var a,b,c,d;return function(e,f){void 0===a&&(a=new fa,b=[new Cb,new Cb,new Cb],c=new q,d=new q);var g=f||new q,k=Infinity;a.setFromCoplanarPoints(this.a,this.b,this.c);a.projectPoint(e,c);if(!0===this.containsPoint(c))g.copy(c);else{b[0].set(this.a,this.b);b[1].set(this.b,this.c);b[2].set(this.c,this.a);for(var h=0;hb.far?null:{distance:c,point:w.clone(),object:a}} -function c(c,d,e,f,n,p,r,q){g.fromArray(f,3*p);k.fromArray(f,3*r);h.fromArray(f,3*q);if(c=b(c,d,e,g,k,h,z))n&&(m.fromArray(n,2*p),t.fromArray(n,2*r),u.fromArray(n,2*q),c.uv=a(z,g,k,h,m,t,u)),c.face=new la(p,r,q,ta.normal(g,k,h)),c.faceIndex=p;return c}var d=new I,e=new Wa,f=new za,g=new q,k=new q,h=new q,n=new q,r=new q,p=new q,m=new B,t=new B,u=new B,v=new q,z=new q,w=new q;return function(q,v){var w=this.geometry,F=this.material,G=this.matrixWorld;if(void 0!==F&&(null===w.boundingSphere&&w.computeBoundingSphere(), +a+" does not exist. Returning 0.");return 0},raycast:function(){function a(a,b,c,d,e,f,g){Ga.barycoordFromPoint(a,b,c,d,v);e.multiplyScalar(v.x);f.multiplyScalar(v.y);g.multiplyScalar(v.z);e.add(f).add(g);return e.clone()}function b(a,b,c,d,e,f,g){var k=a.material;if(null===(1===k.side?c.intersectTriangle(f,e,d,!0,g):c.intersectTriangle(d,e,f,2!==k.side,g)))return null;w.copy(g);w.applyMatrix4(a.matrixWorld);c=b.ray.origin.distanceTo(w);return cb.far?null:{distance:c,point:w.clone(),object:a}} +function c(c,d,e,f,n,p,r,q){g.fromArray(f,3*p);k.fromArray(f,3*r);h.fromArray(f,3*q);if(c=b(c,d,e,g,k,h,z))n&&(m.fromArray(n,2*p),t.fromArray(n,2*r),u.fromArray(n,2*q),c.uv=a(z,g,k,h,m,t,u)),c.face=new la(p,r,q,Ga.normal(g,k,h)),c.faceIndex=p;return c}var d=new Q,e=new Ya,f=new Aa,g=new q,k=new q,h=new q,n=new q,r=new q,p=new q,m=new B,t=new B,u=new B,v=new q,z=new q,w=new q;return function(q,v){var w=this.geometry,F=this.material,G=this.matrixWorld;if(void 0!==F&&(null===w.boundingSphere&&w.computeBoundingSphere(), f.copy(w.boundingSphere),f.applyMatrix4(G),!1!==q.ray.intersectsSphere(f)&&(d.getInverse(G),e.copy(q.ray).applyMatrix4(d),null===w.boundingBox||!1!==e.intersectsBox(w.boundingBox)))){var E,K;if(w&&w.isBufferGeometry){var B,C,F=w.index,G=w.attributes,w=G.position.array;void 0!==G.uv&&(E=G.uv.array);if(null!==F)for(var G=F.array,D=0,H=G.length;Dthis.scale.x*this.scale.y/ -4||c.push({distance:Math.sqrt(d),point:this.position,face:null,object:this})}}(),clone:function(){return(new this.constructor(this.material)).copy(this)}});Xb.prototype=Object.assign(Object.create(D.prototype),{constructor:Xb,copy:function(a){D.prototype.copy.call(this,a,!1);a=a.levels;for(var b=0,c=a.length;bthis.scale.x*this.scale.y/ +4||c.push({distance:Math.sqrt(d),point:this.position,face:null,object:this})}}(),clone:function(){return(new this.constructor(this.material)).copy(this)}});hc.prototype=Object.assign(Object.create(D.prototype),{constructor:hc,copy:function(a){D.prototype.copy.call(this,a,!1);a=a.levels;for(var b=0,c=a.length;b=d[e].distance)d[e-1].object.visible=!1,d[e].object.visible=!0;else break;for(;e=d[e].distance)d[e-1].object.visible=!1,d[e].object.visible=!0;else break;for(;ef||(r.applyMatrix4(this.matrixWorld),v=d.ray.origin.distanceTo(r),vd.far||e.push({distance:v,point:k.clone().applyMatrix4(this.matrixWorld),index:g,face:null,faceIndex:null,object:this}))}else for(g=0,u=t.length/3-1;gf||(r.applyMatrix4(this.matrixWorld), v=d.ray.origin.distanceTo(r),vd.far||e.push({distance:v,point:k.clone().applyMatrix4(this.matrixWorld),index:g,face:null,faceIndex:null,object:this}))}else if(g&&g.isGeometry)for(h=g.vertices,n=h.length,g=0;gf||(r.applyMatrix4(this.matrixWorld),v=d.ray.origin.distanceTo(r),vd.far||e.push({distance:v,point:k.clone().applyMatrix4(this.matrixWorld),index:g,face:null,faceIndex:null,object:this}))}}}(),clone:function(){return(new this.constructor(this.geometry, -this.material)).copy(this)}});ba.prototype=Object.assign(Object.create(La.prototype),{constructor:ba,isLineSegments:!0});xa.prototype=Object.create(S.prototype);xa.prototype.constructor=xa;xa.prototype.isPointsMaterial=!0;xa.prototype.copy=function(a){S.prototype.copy.call(this,a);this.color.copy(a.color);this.map=a.map;this.size=a.size;this.sizeAttenuation=a.sizeAttenuation;return this};yb.prototype=Object.assign(Object.create(D.prototype),{constructor:yb,isPoints:!0,raycast:function(){var a=new I, -b=new Wa,c=new za;return function(d,e){function f(a,c){var f=b.distanceSqToPoint(a);if(fd.far||e.push({distance:m,distanceToRay:Math.sqrt(f),point:k.clone(),index:c,face:null,object:g})}}var g=this,k=this.geometry,h=this.matrixWorld,n=d.params.Points.threshold;null===k.boundingSphere&&k.computeBoundingSphere();c.copy(k.boundingSphere);c.applyMatrix4(h);if(!1!==d.ray.intersectsSphere(c)){a.getInverse(h); -b.copy(d.ray).applyMatrix4(a);var n=n/((this.scale.x+this.scale.y+this.scale.z)/3),r=n*n,n=new q;if(k&&k.isBufferGeometry){var p=k.index,k=k.attributes.position.array;if(null!==p)for(var m=p.array,p=0,t=m.length;pd.far||e.push({distance:m,distanceToRay:Math.sqrt(f),point:k.clone(),index:c,face:null,object:g})}}var g=this,k=this.geometry,h=this.matrixWorld,n=d.params.Points.threshold;null===k.boundingSphere&&k.computeBoundingSphere();c.copy(k.boundingSphere);c.applyMatrix4(h);if(!1!==d.ray.intersectsSphere(c)){a.getInverse(h); +b.copy(d.ray).applyMatrix4(a);var n=n/((this.scale.x+this.scale.y+this.scale.z)/3),r=n*n,n=new q;if(k&&k.isBufferGeometry){var p=k.index,k=k.attributes.position.array;if(null!==p)for(var m=p.array,p=0,t=m.length;p=e)break a;else{f=b[1];a=e)break b}d=c;c=0}}for(;c>>1,ab;)--f;++f;if(0!==e||f!==d)e>=f&&(f=Math.max(f,1),e=f-1),d=this.getValueSize(),this.times=h.AnimationUtils.arraySlice(c,e,f),this.values=h.AnimationUtils.arraySlice(this.values, -e*d,f*d);return this},validate:function(){var a=!0,b=this.getValueSize();0!==b-Math.floor(b)&&(console.error("invalid value size in track",this),a=!1);var c=this.times,b=this.values,d=c.length;0===d&&(console.error("track is empty",this),a=!1);for(var e=null,f=0;f!==d;f++){var g=c[f];if("number"===typeof g&&isNaN(g)){console.error("time is not a valid number",this,f,g);a=!1;break}if(null!==e&&e>g){console.error("out of order keys",this,f,g,e);a=!1;break}e=g}if(void 0!==b&&h.AnimationUtils.isTypedArray(b))for(f= -0,c=b.length;f!==c;++f)if(d=b[f],isNaN(d)){console.error("value is not a valid number",this,f,d);a=!1;break}return a},optimize:function(){for(var a=this.times,b=this.values,c=this.getValueSize(),d=2302===this.getInterpolation(),e=1,f=a.length-1,g=1;gl.opacity&&(l.transparent=!0);c.setTextures(k);return c.parse(l)}}()};fb.Handlers={handlers:[],add:function(a,b){this.handlers.push(a,b)},get:function(a){for(var b=this.handlers,c=0,d=b.length;cg;g++)m=x[h++],w=z[2*m],m=z[2*m+1],w=new B(w,m),2!==g&&c.faceVertexUvs[d][k].push(w),0!==g&&c.faceVertexUvs[d][k+1].push(w);p&&(p=3*x[h++],t.normal.set(N[p++],N[p++],N[p]), -v.normal.copy(t.normal));if(u)for(d=0;4>d;d++)p=3*x[h++],u=new q(N[p++],N[p++],N[p]),2!==d&&t.vertexNormals.push(u),0!==d&&v.vertexNormals.push(u);r&&(r=x[h++],r=y[r],t.color.setHex(r),v.color.setHex(r));if(b)for(d=0;4>d;d++)r=x[h++],r=y[r],2!==d&&t.vertexColors.push(new Q(r)),0!==d&&v.vertexColors.push(new Q(r));c.faces.push(t);c.faces.push(v)}else{t=new la;t.a=x[h++];t.b=x[h++];t.c=x[h++];k&&(k=x[h++],t.materialIndex=k);k=c.faces.length;if(d)for(d=0;dg;g++)m=x[h++],w=z[2*m],m=z[2*m+1],w=new B(w,m),c.faceVertexUvs[d][k].push(w);p&&(p=3*x[h++],t.normal.set(N[p++],N[p++],N[p]));if(u)for(d=0;3>d;d++)p=3*x[h++],u=new q(N[p++],N[p++],N[p]),t.vertexNormals.push(u);r&&(r=x[h++],t.color.setHex(y[r]));if(b)for(d=0;3>d;d++)r=x[h++],t.vertexColors.push(new Q(y[r]));c.faces.push(t)}})(d);(function(){var b=void 0!==a.influencesPerVertex?a.influencesPerVertex:2;if(a.skinWeights)for(var d=0,g=a.skinWeights.length;d=e)break a;else{f=b[1];a=e)break b}d=c;c=0}}for(;c>>1,ab;)--f;++f;if(0!==e||f!==d)e>=f&&(f=Math.max(f,1),e=f-1),d=this.getValueSize(),this.times=h.AnimationUtils.arraySlice(c,e,f),this.values=h.AnimationUtils.arraySlice(this.values,e*d,f*d);return this},validate:function(){var a=!0,b=this.getValueSize();0!==b-Math.floor(b)&&(console.error("invalid value size in track",this),a=!1);var c=this.times,b=this.values, +d=c.length;0===d&&(console.error("track is empty",this),a=!1);for(var e=null,f=0;f!==d;f++){var g=c[f];if("number"===typeof g&&isNaN(g)){console.error("time is not a valid number",this,f,g);a=!1;break}if(null!==e&&e>g){console.error("out of order keys",this,f,g,e);a=!1;break}e=g}if(void 0!==b&&h.AnimationUtils.isTypedArray(b))for(f=0,c=b.length;f!==c;++f)if(d=b[f],isNaN(d)){console.error("value is not a valid number",this,f,d);a=!1;break}return a},optimize:function(){for(var a=this.times,b=this.values, +c=this.getValueSize(),d=2302===this.getInterpolation(),e=1,f=a.length-1,g=1;gl.opacity&&(l.transparent=!0);c.setTextures(k);return c.parse(l)}}()};pb.Handlers={handlers:[],add:function(a,b){this.handlers.push(a,b)},get:function(a){for(var b=this.handlers,c=0,d=b.length;cg;g++)m=x[h++],w=z[2*m],m=z[2*m+1],w=new B(w,m),2!==g&&c.faceVertexUvs[d][k].push(w),0!==g&&c.faceVertexUvs[d][k+1].push(w);p&&(p=3*x[h++],t.normal.set(N[p++],N[p++],N[p]),v.normal.copy(t.normal));if(u)for(d=0;4> +d;d++)p=3*x[h++],u=new q(N[p++],N[p++],N[p]),2!==d&&t.vertexNormals.push(u),0!==d&&v.vertexNormals.push(u);r&&(r=x[h++],r=y[r],t.color.setHex(r),v.color.setHex(r));if(b)for(d=0;4>d;d++)r=x[h++],r=y[r],2!==d&&t.vertexColors.push(new I(r)),0!==d&&v.vertexColors.push(new I(r));c.faces.push(t);c.faces.push(v)}else{t=new la;t.a=x[h++];t.b=x[h++];t.c=x[h++];k&&(k=x[h++],t.materialIndex=k);k=c.faces.length;if(d)for(d=0;dg;g++)m=x[h++],w=z[2*m],m=z[2*m+ +1],w=new B(w,m),c.faceVertexUvs[d][k].push(w);p&&(p=3*x[h++],t.normal.set(N[p++],N[p++],N[p]));if(u)for(d=0;3>d;d++)p=3*x[h++],u=new q(N[p++],N[p++],N[p]),t.vertexNormals.push(u);r&&(r=x[h++],t.color.setHex(y[r]));if(b)for(d=0;3>d;d++)r=x[h++],t.vertexColors.push(new I(y[r]));c.faces.push(t)}})(d);(function(){var b=void 0!==a.influencesPerVertex?a.influencesPerVertex:2;if(a.skinWeights)for(var d=0,g=a.skinWeights.length;dc)return null;var d=[],e=[],f=[],g,k,l;if(0=n--){console.warn("THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()");break}g=k;c<=g&&(g=0);k=g+1;c<=k&&(k=0);l=k+1;c<=l&&(l=0);var r;a:{var p,m,t,q,v, -z,w,x;p=a[e[g]].x;m=a[e[g]].y;t=a[e[k]].x;q=a[e[k]].y;v=a[e[l]].x;z=a[e[l]].y;if(Number.EPSILON>(t-p)*(z-m)-(q-m)*(v-p))r=!1;else{var B,y,F,G,E,K,C,D,H,I;B=v-t;y=z-q;F=p-v;G=m-z;E=t-p;K=q-m;for(r=0;r=-Number.EPSILON&&D>=-Number.EPSILON&&C>=-Number.EPSILON)){r=!1;break a}r=!0}}if(r){d.push([a[e[g]],a[e[k]],a[e[l]]]);f.push([e[g],e[k],e[l]]);g=k;for(l=k+1;l< -c;g++,l++)e[g]=e[l];c--;n=2*c}}return b?f:d}}(),triangulateShape:function(a,b){function c(a){var b=a.length;2Number.EPSILON){if(0r||r>p)return[];h=l*m-h*n;if(0>h||h>p)return[]}else{if(0c?[]:h===c?f?[]:[g]:a<=c?[g,k]:[g,l]}function f(a,b,c,d){var e=b.x-a.x,f=b.y-a.y;b=c.x-a.x;c=c.y-a.y;var g=d.x-a.x;d=d.y-a.y;a=e*c-f*b;e=e*d-f*g;return Math.abs(a)>Number.EPSILON?(b=g*c-d*b,0Number.EPSILON&&(k.normalize(),d=Math.acos(h.Math.clamp(e[n-1].dot(e[n]),-1,1)),f[n].applyMatrix4(l.makeRotationAxis(k,d))),g[n].crossVectors(e[n],f[n]); +if(c)for(d=Math.acos(h.Math.clamp(f[0].dot(f[b-1]),-1,1)),d/=b-1,0c)return null;var d=[],e=[],f=[],g,k,l;if(0=n--){console.warn("THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()");break}g=k;c<=g&&(g=0);k=g+1;c<=k&&(k=0);l=k+1;c<=l&&(l=0);var r;a:{var p,m,t,q,v,z,w,x;p=a[e[g]].x;m=a[e[g]].y;t=a[e[k]].x; +q=a[e[k]].y;v=a[e[l]].x;z=a[e[l]].y;if(Number.EPSILON>(t-p)*(z-m)-(q-m)*(v-p))r=!1;else{var B,y,F,G,E,K,C,D,H,I;B=v-t;y=z-q;F=p-v;G=m-z;E=t-p;K=q-m;for(r=0;r=-Number.EPSILON&&D>=-Number.EPSILON&&C>=-Number.EPSILON)){r=!1;break a}r=!0}}if(r){d.push([a[e[g]],a[e[k]],a[e[l]]]);f.push([e[g],e[k],e[l]]);g=k;for(l=k+1;lNumber.EPSILON){if(0r||r>p)return[];h=l*m-h*n;if(0>h||h>p)return[]}else{if(0c?[]:h===c?f?[]:[g]:a<=c?[g,k]:[g,l]}function f(a,b,c,d){var e=b.x-a.x,f=b.y-a.y;b=c.x-a.x;c=c.y-a.y;var g=d.x-a.x;d=d.y-a.y;a=e*c-f*b;e=e*d-f*g;return Math.abs(a)>Number.EPSILON?(b=g*c-d*b,0e&&(e=d);var g=a+1;g>d&&(g=0);d=f(k[a],k[e],k[g],h[b]);if(!d)return!1;d=h.length-1;e=b-1;0>e&&(e=d);g=b+1;g>d&&(g=0);return(d=f(h[b],h[e],h[g],k[a]))?!0:!1}function d(a,b){var c,f;for(c=0;cL){console.log("Infinite Loop! Holes left:"+l.length+", Probably Hole outside Shape!");break}for(n=C;nl;l++)r=n[l].x+":"+n[l].y,r=p[r],void 0!==r&&(n[l]=r);return m.concat()},isClockWise:function(a){return 0>h.ShapeUtils.area(a)},b2:function(){return function(a,b,c,d){var e=1-a;return e*e*b+2*(1-a)*a*c+a*a*d}}(),b3:function(){return function(a,b,c,d,e){var f=1-a,g=1-a;return f*f*f*b+3*g*g*a*c+3*(1-a)*a*a*d+a*a*a*e}}()};pa.prototype={constructor:pa,getPoint:function(a){console.warn("THREE.Curve: Warning, getPoint() not implemented!"); -return null},getPointAt:function(a){a=this.getUtoTmapping(a);return this.getPoint(a)},getPoints:function(a){a||(a=5);for(var b=[],c=0;c<=a;c++)b.push(this.getPoint(c/a));return b},getSpacedPoints:function(a){a||(a=5);for(var b=[],c=0;c<=a;c++)b.push(this.getPointAt(c/a));return b},getLength:function(){var a=this.getLengths();return a[a.length-1]},getLengths:function(a){a||(a=this.__arcLengthDivisions?this.__arcLengthDivisions:200);if(this.cacheArcLengths&&this.cacheArcLengths.length===a+1&&!this.needsUpdate)return this.cacheArcLengths; -this.needsUpdate=!1;var b=[],c,d=this.getPoint(0),e,f=0;b.push(0);for(e=1;e<=a;e++)c=this.getPoint(e/a),f+=c.distanceTo(d),b.push(f),d=c;return this.cacheArcLengths=b},updateArcLengths:function(){this.needsUpdate=!0;this.getLengths()},getUtoTmapping:function(a,b){var c=this.getLengths(),d,e=c.length,f;f=b?b:a*c[e-1];for(var g=0,k=e-1,h;g<=k;)if(d=Math.floor(g+(k-g)/2),h=c[d]-f,0>h)g=d+1;else if(0b&&(b=0);1=b)return b=c[a]-b,a=this.curves[a],c=a.getLength(),a.getPointAt(0===c?0:1-b/c);a++}return null},getLength:function(){var a=this.getCurveLengths();return a[a.length-1]},updateArcLengths:function(){this.needsUpdate=!0;this.cacheLengths=null;this.getLengths()},getCurveLengths:function(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths;for(var a=[],b=0,c=0,d=this.curves.length;cc;)c+=b; -for(;c>b;)c-=b;cb.length-2?b.length-1:c+1],b=b[c> -b.length-3?b.length-1:c+2],c=h.CurveUtils.interpolate;return new B(c(d.x,e.x,f.x,b.x,a),c(d.y,e.y,f.y,b.y,a))};hb.prototype=Object.create(pa.prototype);hb.prototype.constructor=hb;hb.prototype.getPoint=function(a){var b=h.ShapeUtils.b3;return new B(b(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x),b(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y))};hb.prototype.getTangent=function(a){var b=h.CurveUtils.tangentCubicBezier;return(new B(b(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x),b(a,this.v0.y,this.v1.y,this.v2.y, -this.v3.y))).normalize()};ib.prototype=Object.create(pa.prototype);ib.prototype.constructor=ib;ib.prototype.getPoint=function(a){var b=h.ShapeUtils.b2;return new B(b(a,this.v0.x,this.v1.x,this.v2.x),b(a,this.v0.y,this.v1.y,this.v2.y))};ib.prototype.getTangent=function(a){var b=h.CurveUtils.tangentQuadraticBezier;return(new B(b(a,this.v0.x,this.v1.x,this.v2.x),b(a,this.v0.y,this.v1.y,this.v2.y))).normalize()};var Od=Object.assign(Object.create(ec.prototype),{fromPoints:function(a){this.moveTo(a[0].x, -a[0].y);for(var b=1,c=a.length;bNumber.EPSILON&&(k.normalize(),d=Math.acos(h.Math.clamp(e[n-1].dot(e[n]),-1,1)),f[n].applyMatrix4(l.makeRotationAxis(k,d))),g[n].crossVectors(e[n],f[n]);if(c)for(d= -Math.acos(h.Math.clamp(f[0].dot(f[b-1]),-1,1)),d/=b-1,0Number.EPSILON){var h=Math.sqrt(k),l=Math.sqrt(d*d+g*g),k=b.x-f/h;b=b.y+e/h;g=((c.x-g/l-k)*g-(c.y+d/l-b)*d)/(e*g-f*d);d=k+e*g-a.x;e=b+f*g-a.y;f=d*d+e*e;if(2>=f)return new B(d,e);f=Math.sqrt(f/2)}else a=!1,e>Number.EPSILON?d>Number.EPSILON&&(a=!0):e<-Number.EPSILON?d<-Number.EPSILON&&(a=!0):Math.sign(f)===Math.sign(g)&&(a=!0),a?(d=-f,f=Math.sqrt(k)):(d=e,e=f,f=Math.sqrt(k/2));return new B(d/f,e/f)} -function e(a,b){var c,d;for(J=a.length;0<=--J;){c=J;d=J-1;0>d&&(d=a.length-1);var e,f=t+2*r;for(e=0;eMath.abs(b.y-c.y)?[new B(b.x,1-b.z),new B(c.x,1-c.z),new B(d.x,1-d.z),new B(e.x,1-e.z)]:[new B(b.y,1-b.z),new B(c.y,1-c.z),new B(d.y,1-d.z),new B(e.y,1-e.z)]}};jb.prototype=Object.create(T.prototype);jb.prototype.constructor=jb;jb.prototype.addShapeList=function(a,b){for(var c=0,d=a.length;cNumber.EPSILON){if(0>l&&(g=b[f],h=-h,k=b[e],l=-l),!(a.yk.y))if(a.y===g.y){if(a.x===g.x)return!0}else{e=l*(a.x-g.x)-h*(a.y-g.y);if(0===e)return!0;0>e||(d=!d)}}else if(a.y===g.y&&(k.x<=a.x&&a.x<=g.x||g.x<=a.x&&a.x<=k.x))return!0}return d}var e=h.ShapeUtils.isClockWise, -f=this.subPaths;if(0===f.length)return[];if(!0===b)return c(f);var g,k,l,n=[];if(1===f.length)return k=f[0],l=new Gb,l.curves=k.curves,n.push(l),n;var r=!e(f[0].getPoints()),r=a?!r:r;l=[];var p=[],m=[],q=0,u;p[q]=void 0;m[q]=[];for(var v=0,z=f.length;vl;l++)r=n[l].x+":"+n[l].y,r=p[r],void 0!==r&&(n[l]=r);return m.concat()},isClockWise:function(a){return 0>h.ShapeUtils.area(a)},b2:function(){return function(a,b,c,d){var e=1-a;return e*e*b+2*(1-a)*a*c+a*a*d}}(),b3:function(){return function(a,b,c,d,e){var f=1-a,g=1-a;return f*f*f*b+3*g*g*a*c+3*(1-a)*a*a*d+a*a*a*e}}()};ta.prototype=Object.create(S.prototype);ta.prototype.constructor= +ta;ta.prototype.addShapeList=function(a,b){for(var c=a.length,d=0;dNumber.EPSILON){var h=Math.sqrt(k),l=Math.sqrt(d*d+g*g),k=b.x-f/h;b=b.y+e/h;g=((c.x-g/l-k)*g-(c.y+d/l-b)*d)/(e*g-f*d);d=k+e*g-a.x;e=b+f*g-a.y;f= +d*d+e*e;if(2>=f)return new B(d,e);f=Math.sqrt(f/2)}else a=!1,e>Number.EPSILON?d>Number.EPSILON&&(a=!0):e<-Number.EPSILON?d<-Number.EPSILON&&(a=!0):Math.sign(f)===Math.sign(g)&&(a=!0),a?(d=-f,f=Math.sqrt(k)):(d=e,e=f,f=Math.sqrt(k/2));return new B(d/f,e/f)}function e(a,b){var c,d;for(J=a.length;0<=--J;){c=J;d=J-1;0>d&&(d=a.length-1);var e,f=t+2*r;for(e=0;eMath.abs(b.y-c.y)?[new B(b.x,1-b.z),new B(c.x,1-c.z),new B(d.x,1-d.z),new B(e.x,1-e.z)]:[new B(b.y,1-b.z),new B(c.y, +1-c.z),new B(d.y,1-d.z),new B(e.y,1-e.z)]}};vc.prototype=Object.create(ta.prototype);vc.prototype.constructor=vc;qb.prototype=Object.create(H.prototype);qb.prototype.constructor=qb;Pb.prototype=Object.create(S.prototype);Pb.prototype.constructor=Pb;Qb.prototype=Object.create(H.prototype);Qb.prototype.constructor=Qb;wc.prototype=Object.create(S.prototype);wc.prototype.constructor=wc;xc.prototype=Object.create(S.prototype);xc.prototype.constructor=xc;Rb.prototype=Object.create(H.prototype);Rb.prototype.constructor= +Rb;yc.prototype=Object.create(S.prototype);yc.prototype.constructor=yc;$a.prototype=Object.create(S.prototype);$a.prototype.constructor=$a;$a.prototype.addShapeList=function(a,b){for(var c=0,d=a.length;ch)g=d+1; +else if(0b&&(b=0);1=b)return b=c[a]-b,a=this.curves[a],c=a.getLength(),a.getPointAt(0===c?0:1-b/c);a++}return null},getLength:function(){var a=this.getCurveLengths();return a[a.length-1]},updateArcLengths:function(){this.needsUpdate=!0;this.cacheLengths=null;this.getLengths()},getCurveLengths:function(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths; +for(var a=[],b=0,c=0,d=this.curves.length;cc;)c+=b;for(;c>b;)c-=b;cb.length-2?b.length-1:c+1],b=b[c>b.length-3?b.length-1:c+2],c=h.CurveUtils.interpolate;return new B(c(d.x,e.x,f.x,b.x,a),c(d.y,e.y,f.y,b.y,a))};ub.prototype=Object.create(qa.prototype);ub.prototype.constructor=ub;ub.prototype.getPoint=function(a){var b=h.ShapeUtils.b3;return new B(b(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x),b(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y))};ub.prototype.getTangent=function(a){var b=h.CurveUtils.tangentCubicBezier;return(new B(b(a, +this.v0.x,this.v1.x,this.v2.x,this.v3.x),b(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y))).normalize()};vb.prototype=Object.create(qa.prototype);vb.prototype.constructor=vb;vb.prototype.getPoint=function(a){var b=h.ShapeUtils.b2;return new B(b(a,this.v0.x,this.v1.x,this.v2.x),b(a,this.v0.y,this.v1.y,this.v2.y))};vb.prototype.getTangent=function(a){var b=h.CurveUtils.tangentQuadraticBezier;return(new B(b(a,this.v0.x,this.v1.x,this.v2.x),b(a,this.v0.y,this.v1.y,this.v2.y))).normalize()};var Rd=Object.assign(Object.create(Cc.prototype), +{fromPoints:function(a){this.moveTo(a[0].x,a[0].y);for(var b=1,c=a.length;bNumber.EPSILON){if(0>l&&(g=b[f],h=-h,k=b[e],l=-l),!(a.yk.y))if(a.y===g.y){if(a.x===g.x)return!0}else{e=l*(a.x-g.x)-h*(a.y-g.y);if(0===e)return!0;0>e||(d=!d)}}else if(a.y===g.y&&(k.x<=a.x&&a.x<=g.x||g.x<=a.x&&a.x<=k.x))return!0}return d}var e=h.ShapeUtils.isClockWise, +f=this.subPaths;if(0===f.length)return[];if(!0===b)return c(f);var g,k,l,n=[];if(1===f.length)return k=f[0],l=new Ub,l.curves=k.curves,n.push(l),n;var r=!e(f[0].getPoints()),r=a?!r:r;l=[];var p=[],m=[],q=0,u;p[q]=void 0;m[q]=[];for(var v=0,z=f.length;vd&&this._mixBufferRegion(c,a,3*b,1-d,b);for(var d=b,f=b+b;d!==f;++d)if(c[d]!==c[d+b]){e.setValue(c,a);break}}, -saveOriginalState:function(){var a=this.buffer,b=this.valueSize,c=3*b;this.binding.getValue(a,c);for(var d=b;d!==c;++d)a[d]=a[c+d%b];this.cumulativeWeight=0},restoreOriginalState:function(){this.binding.setValue(this.buffer,3*this.valueSize)},_select:function(a,b,c,d,e){if(.5<=d)for(d=0;d!==e;++d)a[b+d]=a[c+d]},_slerp:function(a,b,c,d,e){ha.slerpFlat(a,b,a,b,a,c,d)},_lerp:function(a,b,c,d,e){for(var f=1-d,g=0;g!==e;++g){var k=b+g;a[k]=a[k]*f+a[c+g]*d}}};ga.prototype={constructor:ga,getValue:function(a, -b){this.bind();this.getValue(a,b)},setValue:function(a,b){this.bind();this.setValue(a,b)},bind:function(){var a=this.node,b=this.parsedPath,c=b.objectName,d=b.propertyName,e=b.propertyIndex;a||(this.node=a=ga.findNode(this.rootNode,b.nodeName)||this.rootNode);this.getValue=this._getValue_unavailable;this.setValue=this._setValue_unavailable;if(a){if(c){var f=b.objectIndex;switch(c){case "materials":if(!a.material){console.error(" can not bind to material as node does not have a material",this);return}if(!a.material.materials){console.error(" can not bind to material.materials as node.material does not have a materials array", +setVolume:function(a){this.gain.gain.value=a;return this}});Ed.prototype=Object.assign(Object.create(Vb.prototype),{constructor:Ed,getOutput:function(){return this.panner},getRefDistance:function(){return this.panner.refDistance},setRefDistance:function(a){this.panner.refDistance=a},getRolloffFactor:function(){return this.panner.rolloffFactor},setRolloffFactor:function(a){this.panner.rolloffFactor=a},getDistanceModel:function(){return this.panner.distanceModel},setDistanceModel:function(a){this.panner.distanceModel= +a},getMaxDistance:function(){return this.panner.maxDistance},setMaxDistance:function(a){this.panner.maxDistance=a},updateMatrixWorld:function(){var a=new q;return function(b){D.prototype.updateMatrixWorld.call(this,b);a.setFromMatrixPosition(this.matrixWorld);this.panner.setPosition(a.x,a.y,a.z)}}()});Object.assign(Fd.prototype,{getFrequencyData:function(){this.analyser.getByteFrequencyData(this.data);return this.data},getAverageFrequency:function(){for(var a=0,b=this.getFrequencyData(),c=0;cd&&this._mixBufferRegion(c,a,3*b,1-d,b);for(var d=b,f=b+b;d!==f;++d)if(c[d]!==c[d+b]){e.setValue(c,a);break}}, +saveOriginalState:function(){var a=this.buffer,b=this.valueSize,c=3*b;this.binding.getValue(a,c);for(var d=b;d!==c;++d)a[d]=a[c+d%b];this.cumulativeWeight=0},restoreOriginalState:function(){this.binding.setValue(this.buffer,3*this.valueSize)},_select:function(a,b,c,d,e){if(.5<=d)for(d=0;d!==e;++d)a[b+d]=a[c+d]},_slerp:function(a,b,c,d,e){oa.slerpFlat(a,b,a,b,a,c,d)},_lerp:function(a,b,c,d,e){for(var f=1-d,g=0;g!==e;++g){var k=b+g;a[k]=a[k]*f+a[c+g]*d}}};ha.prototype={constructor:ha,getValue:function(a, +b){this.bind();this.getValue(a,b)},setValue:function(a,b){this.bind();this.setValue(a,b)},bind:function(){var a=this.node,b=this.parsedPath,c=b.objectName,d=b.propertyName,e=b.propertyIndex;a||(this.node=a=ha.findNode(this.rootNode,b.nodeName)||this.rootNode);this.getValue=this._getValue_unavailable;this.setValue=this._setValue_unavailable;if(a){if(c){var f=b.objectIndex;switch(c){case "materials":if(!a.material){console.error(" can not bind to material as node does not have a material",this);return}if(!a.material.materials){console.error(" can not bind to material.materials as node.material does not have a materials array", this);return}a=a.material.materials;break;case "bones":if(!a.skeleton){console.error(" can not bind to bones as node does not have a skeleton",this);return}a=a.skeleton.bones;for(c=0;c=c){var p=c++,m=b[p];d[m.uuid]=q;b[q]=m;d[n]=p;b[p]=h;h=0;for(n=f;h!==n;++h){var m=e[h],t=m[q];m[q]=m[p];m[p]=t}}}this.nCachedObjects_=c},uncache:function(a){for(var b=this._objects,c=b.length,d=this.nCachedObjects_,e=this._indicesByUUID,f=this._bindings,g=f.length,k=0,h=arguments.length;k!==h;++k){var n=arguments[k].uuid,q=e[n];if(void 0!== q)if(delete e[n],qc.parameterPositions[1]&&(this.stopWarping(),0===b?this.paused=!0:this.timeScale=b)}}return this._effectiveTimeScale=b},_updateTime:function(a){var b=this.time+a;if(0===a)return b;var c=this._clip.duration,d=this.loop,e=this._loopCount;if(2200===d)a:{if(-1===e&&(this.loopCount= 0,this._setEndings(!0,!0,!1)),b>=c)b=c;else if(0>b)b=0;else break a;this.clampWhenFinished?this.paused=!0:this.enabled=!1;this._mixer.dispatchEvent({type:"finished",action:this,direction:0>a?-1:1})}else{d=2202===d;-1===e&&(0<=a?(e=0,this._setEndings(!0,0===this.repetitions,d)):this._setEndings(0===this.repetitions,!0,d));if(b>=c||0>b){var f=Math.floor(b/c),b=b-c*f,e=e+Math.abs(f),g=this.repetitions-e;0>g?(this.clampWhenFinished?this.paused=!0:this.enabled=!1,b=0a,this._setEndings(a,!a,d)):this._setEndings(!1,!1,d),this._loopCount=e,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:f}))}if(d&&1===(e&1))return this.time=b,c-b}return this.time=b},_setEndings:function(a,b,c){var d=this._interpolantSettings;c?(d.endingStart=2401,d.endingEnd=2401):(d.endingStart=a?this.zeroSlopeAtStart?2401:2400:2402,d.endingEnd=b?this.zeroSlopeAtEnd?2401:2400:2402)},_scheduleFading:function(a,b,c){var d=this._mixer,e=d.time, -f=this._weightInterpolant;null===f&&(this._weightInterpolant=f=d._lendControlInterpolant());d=f.parameterPositions;f=f.sampleValues;d[0]=e;f[0]=b;d[1]=e+a;f[1]=c;return this}};Object.assign(Hd.prototype,na.prototype,{clipAction:function(a,b){var c=b||this._root,d=c.uuid,e="string"===typeof a?sa.findByName(c,a):a,c=null!==e?e.uuid:a,f=this._actionsByClip[c],g=null;if(void 0!==f){g=f.actionByRoot[d];if(void 0!==g)return g;g=f.knownActions[0];null===e&&(e=g._clip)}if(null===e)return null;e=new Gd(this, +f=this._weightInterpolant;null===f&&(this._weightInterpolant=f=d._lendControlInterpolant());d=f.parameterPositions;f=f.sampleValues;d[0]=e;f[0]=b;d[1]=e+a;f[1]=c;return this}};Object.assign(Id.prototype,na.prototype,{clipAction:function(a,b){var c=b||this._root,d=c.uuid,e="string"===typeof a?sa.findByName(c,a):a,c=null!==e?e.uuid:a,f=this._actionsByClip[c],g=null;if(void 0!==f){g=f.actionByRoot[d];if(void 0!==g)return g;g=f.knownActions[0];null===e&&(e=g._clip)}if(null===e)return null;e=new Hd(this, e,b);this._bindAction(e,g);this._addInactiveAction(e,c,d);return e},existingAction:function(a,b){var c=b||this._root,d=c.uuid,c="string"===typeof a?sa.findByName(c,a):a,c=this._actionsByClip[c?c.uuid:a];return void 0!==c?c.actionByRoot[d]||null:null},stopAllAction:function(){for(var a=this._actions,b=this._nActiveActions,c=this._bindings,d=this._nActiveBindings,e=this._nActiveBindings=this._nActiveActions=0;e!==b;++e)a[e].reset();for(e=0;e!==d;++e)c[e].useCount=0;return this},update:function(a){a*= this.timeScale;for(var b=this._actions,c=this._nActiveActions,d=this.time+=a,e=Math.sign(a),f=this._accuIndex^=1,g=0;g!==c;++g){var k=b[g];k.enabled&&k._update(d,a,e,f)}a=this._bindings;b=this._nActiveBindings;for(g=0;g!==b;++g)a[g].apply(f);return this},getRoot:function(){return this._root},uncacheClip:function(a){var b=this._actions;a=a.uuid;var c=this._actionsByClip,d=c[a];if(void 0!==d){for(var d=d.knownActions,e=0,f=d.length;e!==f;++e){var g=d[e];this._deactivateAction(g);var k=g._cacheIndex, h=b[b.length-1];g._cacheIndex=null;g._byClipCacheIndex=null;h._cacheIndex=k;b[k]=h;b.pop();this._removeInactiveBindingsForAction(g)}delete c[a]}},uncacheRoot:function(a){a=a.uuid;var b=this._actionsByClip,c;for(c in b){var d=b[c].actionByRoot[a];void 0!==d&&(this._deactivateAction(d),this._removeInactiveAction(d))}c=this._bindingsByRootAndName[a];if(void 0!==c)for(var e in c)a=c[e],a.restoreOriginalState(),this._removeInactiveBinding(a)},uncacheAction:function(a,b){var c=this.existingAction(a,b); -null!==c&&(this._deactivateAction(c),this._removeInactiveAction(c))}});Object.assign(Hd.prototype,{_bindAction:function(a,b){var c=a._localRoot||this._root,d=a._clip.tracks,e=d.length,f=a._propertyBindings,g=a._interpolants,k=c.uuid,h=this._bindingsByRootAndName,n=h[k];void 0===n&&(n={},h[k]=n);for(h=0;h!==e;++h){var q=d[h],p=q.name,m=n[p];if(void 0===m){m=f[h];if(void 0!==m){null===m._cacheIndex&&(++m.referenceCount,this._addInactiveBinding(m,k,p));continue}m=new Tc(ga.create(c,p,b&&b._propertyBindings[h].binding.parsedPath), -q.ValueTypeName,q.getValueSize());++m.referenceCount;this._addInactiveBinding(m,k,p)}f[h]=m;g[h].resultBuffer=m.buffer}},_activateAction:function(a){if(!this._isActiveAction(a)){if(null===a._cacheIndex){var b=(a._localRoot||this._root).uuid,c=a._clip.uuid,d=this._actionsByClip[c];this._bindAction(a,d&&d.knownActions[0]);this._addInactiveAction(a,c,b)}b=a._propertyBindings;c=0;for(d=b.length;c!==d;++c){var e=b[c];0===e.useCount++&&(this._lendBinding(e),e.saveOriginalState())}this._lendAction(a)}}, +null!==c&&(this._deactivateAction(c),this._removeInactiveAction(c))}});Object.assign(Id.prototype,{_bindAction:function(a,b){var c=a._localRoot||this._root,d=a._clip.tracks,e=d.length,f=a._propertyBindings,g=a._interpolants,h=c.uuid,l=this._bindingsByRootAndName,n=l[h];void 0===n&&(n={},l[h]=n);for(l=0;l!==e;++l){var q=d[l],p=q.name,m=n[p];if(void 0===m){m=f[l];if(void 0!==m){null===m._cacheIndex&&(++m.referenceCount,this._addInactiveBinding(m,h,p));continue}m=new hd(ha.create(c,p,b&&b._propertyBindings[l].binding.parsedPath), +q.ValueTypeName,q.getValueSize());++m.referenceCount;this._addInactiveBinding(m,h,p)}f[l]=m;g[l].resultBuffer=m.buffer}},_activateAction:function(a){if(!this._isActiveAction(a)){if(null===a._cacheIndex){var b=(a._localRoot||this._root).uuid,c=a._clip.uuid,d=this._actionsByClip[c];this._bindAction(a,d&&d.knownActions[0]);this._addInactiveAction(a,c,b)}b=a._propertyBindings;c=0;for(d=b.length;c!==d;++c){var e=b[c];0===e.useCount++&&(this._lendBinding(e),e.saveOriginalState())}this._lendAction(a)}}, _deactivateAction:function(a){if(this._isActiveAction(a)){for(var b=a._propertyBindings,c=0,d=b.length;c!==d;++c){var e=b[c];0===--e.useCount&&(e.restoreOriginalState(),this._takeBackBinding(e))}this._takeBackAction(a)}},_initMemoryManager:function(){this._actions=[];this._nActiveActions=0;this._actionsByClip={};this._bindings=[];this._nActiveBindings=0;this._bindingsByRootAndName={};this._controlInterpolants=[];this._nActiveControlInterpolants=0;var a=this;this.stats={actions:{get total(){return a._actions.length}, get inUse(){return a._nActiveActions}},bindings:{get total(){return a._bindings.length},get inUse(){return a._nActiveBindings}},controlInterpolants:{get total(){return a._controlInterpolants.length},get inUse(){return a._nActiveControlInterpolants}}}},_isActiveAction:function(a){a=a._cacheIndex;return null!==a&&ah.end&&(h.end=f);c||(c=l)}}for(l in d)h=d[l],this.createAnimation(l,h.start,h.end,a);this.firstAnimation=c};qa.prototype.setAnimationDirectionForward=function(a){if(a=this.animationsMap[a])a.direction=1,a.directionBackwards=!1};qa.prototype.setAnimationDirectionBackward=function(a){if(a= -this.animationsMap[a])a.direction=-1,a.directionBackwards=!0};qa.prototype.setAnimationFPS=function(a,b){var c=this.animationsMap[a];c&&(c.fps=b,c.duration=(c.end-c.start)/c.fps)};qa.prototype.setAnimationDuration=function(a,b){var c=this.animationsMap[a];c&&(c.duration=b,c.fps=(c.end-c.start)/c.duration)};qa.prototype.setAnimationWeight=function(a,b){var c=this.animationsMap[a];c&&(c.weight=b)};qa.prototype.setAnimationTime=function(a,b){var c=this.animationsMap[a];c&&(c.time=b)};qa.prototype.getAnimationTime= -function(a){var b=0;if(a=this.animationsMap[a])b=a.time;return b};qa.prototype.getAnimationDuration=function(a){var b=-1;if(a=this.animationsMap[a])b=a.duration;return b};qa.prototype.playAnimation=function(a){var b=this.animationsMap[a];b?(b.time=0,b.active=!0):console.warn("THREE.MorphBlendMesh: animation["+a+"] undefined in .playAnimation()")};qa.prototype.stopAnimation=function(a){if(a=this.animationsMap[a])a.active=!1};qa.prototype.update=function(a){for(var b=0,c=this.animationsList.length;b< +b,c){a=a*this.data.stride+this.offset;this.data.array[a+0]=b;this.data.array[a+1]=c;return this},setXYZ:function(a,b,c,d){a=a*this.data.stride+this.offset;this.data.array[a+0]=b;this.data.array[a+1]=c;this.data.array[a+2]=d;return this},setXYZW:function(a,b,c,d,e){a=a*this.data.stride+this.offset;this.data.array[a+0]=b;this.data.array[a+1]=c;this.data.array[a+2]=d;this.data.array[a+3]=e;return this}};Wb.prototype={constructor:Wb,isInterleavedBuffer:!0,get length(){return this.array.length},get count(){return this.array.length/ +this.stride},set needsUpdate(a){!0===a&&this.version++},setDynamic:function(a){this.dynamic=a;return this},copy:function(a){this.array=new a.array.constructor(a.array);this.stride=a.stride;this.dynamic=a.dynamic;return this},copyAt:function(a,b,c){a*=this.stride;c*=b.stride;for(var d=0,e=this.stride;dh.end&&(h.end=f);c||(c=l)}}for(l in d)h=d[l],this.createAnimation(l,h.start,h.end,a);this.firstAnimation=c};ra.prototype.setAnimationDirectionForward=function(a){if(a=this.animationsMap[a])a.direction=1,a.directionBackwards=!1};ra.prototype.setAnimationDirectionBackward=function(a){if(a= +this.animationsMap[a])a.direction=-1,a.directionBackwards=!0};ra.prototype.setAnimationFPS=function(a,b){var c=this.animationsMap[a];c&&(c.fps=b,c.duration=(c.end-c.start)/c.fps)};ra.prototype.setAnimationDuration=function(a,b){var c=this.animationsMap[a];c&&(c.duration=b,c.fps=(c.end-c.start)/c.duration)};ra.prototype.setAnimationWeight=function(a,b){var c=this.animationsMap[a];c&&(c.weight=b)};ra.prototype.setAnimationTime=function(a,b){var c=this.animationsMap[a];c&&(c.time=b)};ra.prototype.getAnimationTime= +function(a){var b=0;if(a=this.animationsMap[a])b=a.time;return b};ra.prototype.getAnimationDuration=function(a){var b=-1;if(a=this.animationsMap[a])b=a.duration;return b};ra.prototype.playAnimation=function(a){var b=this.animationsMap[a];b?(b.time=0,b.active=!0):console.warn("THREE.MorphBlendMesh: animation["+a+"] undefined in .playAnimation()")};ra.prototype.stopAnimation=function(a){if(a=this.animationsMap[a])a.active=!1};ra.prototype.update=function(a){for(var b=0,c=this.animationsList.length;b< c;b++){var d=this.animationsList[b];if(d.active){var e=d.duration/d.length;d.time+=d.direction*a;if(d.mirroredLoop){if(d.time>d.duration||0>d.time)d.direction*=-1,d.time>d.duration&&(d.time=d.duration,d.directionBackwards=!0),0>d.time&&(d.time=0,d.directionBackwards=!1)}else d.time%=d.duration,0>d.time&&(d.time+=d.duration);var f=d.start+h.Math.clamp(Math.floor(d.time/e),0,d.length-1),g=d.weight;f!==d.currentFrame&&(this.morphTargetInfluences[d.lastFrame]=0,this.morphTargetInfluences[d.currentFrame]= -1*g,this.morphTargetInfluences[f]=0,d.lastFrame=d.currentFrame,d.currentFrame=f);e=d.time%e/e;d.directionBackwards&&(e=1-e);d.currentFrame!==d.lastFrame?(this.morphTargetInfluences[d.currentFrame]=e*g,this.morphTargetInfluences[d.lastFrame]=(1-e)*g):this.morphTargetInfluences[d.currentFrame]=g}}};gc.prototype=Object.create(D.prototype);gc.prototype.constructor=gc;gc.prototype.isImmediateRenderObject=!0;hc.prototype=Object.create(H.prototype);hc.prototype.constructor=hc;Uc.prototype=Object.create(ba.prototype); -Uc.prototype.constructor=Uc;ic.prototype=Object.create(ba.prototype);ic.prototype.constructor=ic;ic.prototype.update=function(){var a=new q,b=new q,c=new ra;return function(){var d=["a","b","c"];this.object.updateMatrixWorld(!0);c.getNormalMatrix(this.object.matrixWorld);var e=this.object.matrixWorld,f=this.geometry.attributes.position,g=this.object.geometry;if(g&&g.isGeometry)for(var h=g.vertices,l=g.faces,n=g=0,q=l.length;nc.y?this.quaternion.set(1,0,0,0):(a.set(c.z,0,-c.x).normalize(),b=Math.acos(c.y),this.quaternion.setFromAxisAngle(a, -b))}}();mb.prototype.setLength=function(a,b,c){void 0===b&&(b=.2*a);void 0===c&&(c=.2*b);this.line.scale.set(1,Math.max(0,a-b),1);this.line.updateMatrix();this.cone.scale.set(c,b,c);this.cone.position.y=a;this.cone.updateMatrix()};mb.prototype.setColor=function(a){this.line.material.color.copy(a);this.cone.material.color.copy(a)};Wc.prototype=Object.create(ba.prototype);Wc.prototype.constructor=Wc;Xc.prototype=Object.create(T.prototype);Xc.prototype.constructor=Xc;Ga.prototype=Object.create(T.prototype); -Ga.prototype.constructor=Ga;Yc.prototype=Object.create(Ga.prototype);Yc.prototype.constructor=Yc;Zc.prototype=Object.create(Ga.prototype);Zc.prototype.constructor=Zc;$c.prototype=Object.create(Ga.prototype);$c.prototype.constructor=$c;ad.prototype=Object.create(Ga.prototype);ad.prototype.constructor=ad;qc.prototype=Object.create(H.prototype);qc.prototype.constructor=qc;bd.prototype=Object.create(T.prototype);bd.prototype.constructor=bd;rc.prototype=Object.create(H.prototype);rc.prototype.constructor= -rc;cd.prototype=Object.create(T.prototype);cd.prototype.constructor=cd;dd.prototype=Object.create(ya.prototype);dd.prototype.constructor=dd;sc.prototype=Object.create(H.prototype);sc.prototype.constructor=sc;ed.prototype=Object.create(T.prototype);ed.prototype.constructor=ed;fd.prototype=Object.create(T.prototype);fd.prototype.constructor=fd;tc.prototype=Object.create(H.prototype);tc.prototype.constructor=tc;gd.prototype=Object.create(T.prototype);gd.prototype.constructor=gd;Sb.prototype=Object.create(T.prototype); -Sb.prototype.constructor=Sb;hd.prototype=Object.create(Sb.prototype);hd.prototype.constructor=hd;id.prototype=Object.create(H.prototype);id.prototype.constructor=id;uc.prototype=Object.create(H.prototype);uc.prototype.constructor=uc;jd.prototype=Object.create(T.prototype);jd.prototype.constructor=jd;h.CatmullRomCurve3=function(){function a(){}var b=new q,c=new a,d=new a,e=new a;a.prototype.init=function(a,b,c,d){this.c0=a;this.c1=c;this.c2=-3*a+3*b-2*c-d;this.c3=2*a-2*b+c+d};a.prototype.initNonuniformCatmullRom= -function(a,b,c,d,e,h,p){this.init(b,c,((b-a)/e-(c-a)/(e+h)+(c-b)/h)*h,((c-b)/h-(d-b)/(h+p)+(d-c)/p)*h)};a.prototype.initCatmullRom=function(a,b,c,d,e){this.init(b,c,e*(c-a),e*(d-b))};a.prototype.calc=function(a){var b=a*a;return this.c0+this.c1*a+this.c2*b+this.c3*b*a};return pa.create(function(a){this.points=a||[];this.closed=!1},function(a){var g=this.points,h,l;l=g.length;2>l&&console.log("duh, you need at least 2 points");a*=l-(this.closed?0:1);h=Math.floor(a);a-=h;this.closed?h+=0h&&(h=1);1E-4>l&&(l=h);1E-4>m&&(m=h);c.initNonuniformCatmullRom(n.x, -r.x,p.x,g.x,l,h,m);d.initNonuniformCatmullRom(n.y,r.y,p.y,g.y,l,h,m);e.initNonuniformCatmullRom(n.z,r.z,p.z,g.z,l,h,m)}else"catmullrom"===this.type&&(l=void 0!==this.tension?this.tension:.5,c.initCatmullRom(n.x,r.x,p.x,g.x,l),d.initCatmullRom(n.y,r.y,p.y,g.y,l),e.initCatmullRom(n.z,r.z,p.z,g.z,l));return new q(c.calc(a),d.calc(a),e.calc(a))})}();oe.prototype=Object.create(h.CatmullRomCurve3.prototype);var kf=pa.create(function(a){console.warn("THREE.SplineCurve3 will be deprecated. Please use THREE.CatmullRomCurve3"); -this.points=void 0===a?[]:a},function(a){var b=this.points;a*=b.length-1;var c=Math.floor(a);a-=c;var d=b[0==c?c:c-1],e=b[c],f=b[c>b.length-2?b.length-1:c+1],b=b[c>b.length-3?b.length-1:c+2],c=h.CurveUtils.interpolate;return new q(c(d.x,e.x,f.x,b.x,a),c(d.y,e.y,f.y,b.y,a),c(d.z,e.z,f.z,b.z,a))});h.CubicBezierCurve3=pa.create(function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d},function(a){var b=h.ShapeUtils.b3;return new q(b(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x),b(a,this.v0.y,this.v1.y, -this.v2.y,this.v3.y),b(a,this.v0.z,this.v1.z,this.v2.z,this.v3.z))});h.QuadraticBezierCurve3=pa.create(function(a,b,c){this.v0=a;this.v1=b;this.v2=c},function(a){var b=h.ShapeUtils.b2;return new q(b(a,this.v0.x,this.v1.x,this.v2.x),b(a,this.v0.y,this.v1.y,this.v2.y),b(a,this.v0.z,this.v1.z,this.v2.z))});h.LineCurve3=pa.create(function(a,b){this.v1=a;this.v2=b},function(a){if(1===a)return this.v2.clone();var b=new q;b.subVectors(this.v2,this.v1);b.multiplyScalar(a);b.add(this.v1);return b});kd.prototype= -Object.create(Qa.prototype);kd.prototype.constructor=kd;h.SceneUtils={createMultiMaterialObject:function(a,b){for(var c=new Yb,d=0,e=b.length;dc.y?this.quaternion.set(1,0,0,0): +(a.set(c.z,0,-c.x).normalize(),b=Math.acos(c.y),this.quaternion.setFromAxisAngle(a,b))}}();xb.prototype.setLength=function(a,b,c){void 0===b&&(b=.2*a);void 0===c&&(c=.2*b);this.line.scale.set(1,Math.max(0,a-b),1);this.line.updateMatrix();this.cone.scale.set(c,b,c);this.cone.position.y=a;this.cone.updateMatrix()};xb.prototype.setColor=function(a){this.line.material.color.copy(a);this.cone.material.color.copy(a)};kd.prototype=Object.create(ba.prototype);kd.prototype.constructor=kd;h.CatmullRomCurve3= +function(){function a(){}var b=new q,c=new a,d=new a,e=new a;a.prototype.init=function(a,b,c,d){this.c0=a;this.c1=c;this.c2=-3*a+3*b-2*c-d;this.c3=2*a-2*b+c+d};a.prototype.initNonuniformCatmullRom=function(a,b,c,d,e,h,p){this.init(b,c,((b-a)/e-(c-a)/(e+h)+(c-b)/h)*h,((c-b)/h-(d-b)/(h+p)+(d-c)/p)*h)};a.prototype.initCatmullRom=function(a,b,c,d,e){this.init(b,c,e*(c-a),e*(d-b))};a.prototype.calc=function(a){var b=a*a;return this.c0+this.c1*a+this.c2*b+this.c3*b*a};return qa.create(function(a){this.points= +a||[];this.closed=!1},function(a){var g=this.points,h,l;l=g.length;2>l&&console.log("duh, you need at least 2 points");a*=l-(this.closed?0:1);h=Math.floor(a);a-=h;this.closed?h+=0h&&(h=1);1E-4>l&&(l=h);1E-4>m&&(m=h);c.initNonuniformCatmullRom(n.x,r.x,p.x,g.x,l,h,m);d.initNonuniformCatmullRom(n.y,r.y,p.y,g.y,l,h,m);e.initNonuniformCatmullRom(n.z,r.z,p.z,g.z,l,h,m)}else"catmullrom"===this.type&&(l=void 0!==this.tension?this.tension:.5,c.initCatmullRom(n.x,r.x,p.x,g.x,l),d.initCatmullRom(n.y,r.y,p.y,g.y,l),e.initCatmullRom(n.z,r.z,p.z, +g.z,l));return new q(c.calc(a),d.calc(a),e.calc(a))})}();re.prototype=Object.create(h.CatmullRomCurve3.prototype);var qf=qa.create(function(a){console.warn("THREE.SplineCurve3 will be deprecated. Please use THREE.CatmullRomCurve3");this.points=void 0===a?[]:a},function(a){var b=this.points;a*=b.length-1;var c=Math.floor(a);a-=c;var d=b[0==c?c:c-1],e=b[c],f=b[c>b.length-2?b.length-1:c+1],b=b[c>b.length-3?b.length-1:c+2],c=h.CurveUtils.interpolate;return new q(c(d.x,e.x,f.x,b.x,a),c(d.y,e.y,f.y,b.y, +a),c(d.z,e.z,f.z,b.z,a))});h.CubicBezierCurve3=qa.create(function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d},function(a){var b=h.ShapeUtils.b3;return new q(b(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x),b(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y),b(a,this.v0.z,this.v1.z,this.v2.z,this.v3.z))});h.QuadraticBezierCurve3=qa.create(function(a,b,c){this.v0=a;this.v1=b;this.v2=c},function(a){var b=h.ShapeUtils.b2;return new q(b(a,this.v0.x,this.v1.x,this.v2.x),b(a,this.v0.y,this.v1.y,this.v2.y),b(a, +this.v0.z,this.v1.z,this.v2.z))});h.LineCurve3=qa.create(function(a,b){this.v1=a;this.v2=b},function(a){if(1===a)return this.v2.clone();var b=new q;b.subVectors(this.v2,this.v1);b.multiplyScalar(a);b.add(this.v1);return b});ld.prototype=Object.create(Sa.prototype);ld.prototype.constructor=ld;h.SceneUtils={createMultiMaterialObject:function(a,b){for(var c=new ic,d=0,e=b.length;dthis.points.length-2?this.points.length-1:f+1;c[3]=f>this.points.length-3?this.points.length-1:f+2;n=this.points[c[0]];r=this.points[c[1]];p=this.points[c[2]];m=this.points[c[3]];h=g*g;l=g*h;d.x=b(n.x,r.x,p.x,m.x,g,h,l);d.y=b(n.y,r.y,p.y,m.y,g,h,l);d.z=b(n.z,r.z,p.z,m.z,g,h,l);return d};this.getControlPointsArray=function(){var a, b,c=this.points.length,d=[];for(a=0;a