提交 1f290a68 编写于 作者: M Mr.doob

Updated builds.

上级 c7897df6
......@@ -5107,7 +5107,7 @@
var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n}\n";
var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n\t#include <premultiplied_alpha_fragment>\n\t#include <encodings_fragment>\n}\n";
var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}\n";
var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}\n";
......@@ -33744,7 +33744,7 @@
getPoints: function ( divisions ) {
if ( ! divisions ) divisions = 5;
if ( isNaN( divisions ) ) divisions = 5;
var points = [];
......@@ -33762,7 +33762,7 @@
getSpacedPoints: function ( divisions ) {
if ( ! divisions ) divisions = 5;
if ( isNaN( divisions ) ) divisions = 5;
var points = [];
......@@ -33789,7 +33789,7 @@
getLengths: function ( divisions ) {
if ( ! divisions ) divisions = ( this.__arcLengthDivisions ) ? ( this.__arcLengthDivisions ) : 200;
if ( isNaN( divisions ) ) divisions = ( this.__arcLengthDivisions ) ? ( this.__arcLengthDivisions ) : 200;
if ( this.cacheArcLengths
&& ( this.cacheArcLengths.length === divisions + 1 )
......@@ -34240,7 +34240,7 @@
getSpacedPoints: function ( divisions ) {
if ( ! divisions ) divisions = 40;
if ( isNaN( divisions ) ) divisions = 40;
var points = [];
......
......@@ -397,7 +397,7 @@ meshphong_frag:"#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nun
meshphong_vert:"#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n}\n",
meshphysical_frag:"#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <lights_pars>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_template>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n",
meshphysical_vert:"#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n}\n",
normal_frag:"#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n\t#include <premultiplied_alpha_fragment>\n\t#include <encodings_fragment>\n}\n",
normal_frag:"#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}\n",
normal_vert:"#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}\n",
points_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n",
points_vert:"uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n}\n",
......@@ -691,13 +691,13 @@ new Bd(b.color,b.intensity);break;case "PointLight":g=new zd(b.color,b.intensity
f(b.material));break;case "PointCloud":case "Points":g=new Nb(e(b.geometry),f(b.material));break;case "Sprite":g=new Fc(f(b.material));break;case "Group":g=new Hc;break;case "SkinnedMesh":console.warn("THREE.ObjectLoader.parseObject() does not support SkinnedMesh type. Instantiates Object3D instead.");default:g=new A}g.uuid=b.uuid;void 0!==b.name&&(g.name=b.name);void 0!==b.matrix?(a.fromArray(b.matrix),a.decompose(g.position,g.quaternion,g.scale)):(void 0!==b.position&&g.position.fromArray(b.position),
void 0!==b.rotation&&g.rotation.fromArray(b.rotation),void 0!==b.quaternion&&g.quaternion.fromArray(b.quaternion),void 0!==b.scale&&g.scale.fromArray(b.scale));void 0!==b.castShadow&&(g.castShadow=b.castShadow);void 0!==b.receiveShadow&&(g.receiveShadow=b.receiveShadow);b.shadow&&(void 0!==b.shadow.bias&&(g.shadow.bias=b.shadow.bias),void 0!==b.shadow.radius&&(g.shadow.radius=b.shadow.radius),void 0!==b.shadow.mapSize&&g.shadow.mapSize.fromArray(b.shadow.mapSize),void 0!==b.shadow.camera&&(g.shadow.camera=
this.parseObject(b.shadow.camera)));void 0!==b.visible&&(g.visible=b.visible);void 0!==b.userData&&(g.userData=b.userData);if(void 0!==b.children)for(var m in b.children)g.add(this.parseObject(b.children[m],c,d));if("LOD"===b.type)for(b=b.levels,h=0;h<b.length;h++){var k=b[h];m=g.getObjectByProperty("uuid",k.object);void 0!==m&&g.addLevel(m,k.distance)}return g}}()});ua.prototype={constructor:ua,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.getUtoTmapping(a);return this.getPoint(a)},getPoints:function(a){isNaN(a)&&(a=5);for(var b=[],c=0;c<=a;c++)b.push(this.getPoint(c/a));return b},getSpacedPoints:function(a){isNaN(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){isNaN(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,h=e-1,m;g<=h;)if(d=Math.floor(g+(h-g)/2),m=c[d]-f,0>m)g=d+1;else if(0<m)h=d-1;else{h=d;break}d=h;if(c[d]===f)return d/(e-1);g=c[d];return(d+(f-g)/(c[d+1]-g))/(e-1)},getTangent:function(a){var b=
a-1E-4;a+=1E-4;0>b&&(b=0);1<a&&(a=1);b=this.getPoint(b);return this.getPoint(a).clone().sub(b).normalize()},getTangentAt:function(a){a=this.getUtoTmapping(a);return this.getTangent(a)},computeFrenetFrames:function(a,b){var c=new q,d=[],e=[],f=[],g=new q,h=new M,m,k;for(m=0;m<=a;m++)k=m/a,d[m]=this.getTangentAt(k),d[m].normalize();e[0]=new q;f[0]=new q;m=Number.MAX_VALUE;k=Math.abs(d[0].x);var l=Math.abs(d[0].y),p=Math.abs(d[0].z);k<=m&&(m=k,c.set(1,0,0));l<=m&&(m=l,c.set(0,1,0));p<=m&&c.set(0,0,1);
g.crossVectors(d[0],c).normalize();e[0].crossVectors(d[0],g);f[0].crossVectors(d[0],e[0]);for(m=1;m<=a;m++)e[m]=e[m-1].clone(),f[m]=f[m-1].clone(),g.crossVectors(d[m-1],d[m]),g.length()>Number.EPSILON&&(g.normalize(),c=Math.acos(P.clamp(d[m-1].dot(d[m]),-1,1)),e[m].applyMatrix4(h.makeRotationAxis(g,c))),f[m].crossVectors(d[m],e[m]);if(!0===b)for(c=Math.acos(P.clamp(e[0].dot(e[a]),-1,1)),c/=a,0<d[0].dot(g.crossVectors(e[0],e[a]))&&(c=-c),m=1;m<=a;m++)e[m].applyMatrix4(h.makeRotationAxis(d[m],c*m)),
f[m].crossVectors(d[m],e[m]);return{tangents:d,normals:e,binormals:f}}};Ta.prototype=Object.create(ua.prototype);Ta.prototype.constructor=Ta;Ta.prototype.isLineCurve=!0;Ta.prototype.getPoint=function(a){if(1===a)return this.v2.clone();var b=this.v2.clone().sub(this.v1);b.multiplyScalar(a).add(this.v1);return b};Ta.prototype.getPointAt=function(a){return this.getPoint(a)};Ta.prototype.getTangent=function(a){return this.v2.clone().sub(this.v1).normalize()};cd.prototype=Object.assign(Object.create(ua.prototype),
{constructor:cd,add:function(a){this.curves.push(a)},closePath:function(){var a=this.curves[0].getPoint(0),b=this.curves[this.curves.length-1].getPoint(1);a.equals(b)||this.curves.push(new Ta(b,a))},getPoint:function(a){var b=a*this.getLength(),c=this.getCurveLengths();for(a=0;a<c.length;){if(c[a]>=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;c<d;c++)b+=this.curves[c].getLength(),a.push(b);return this.cacheLengths=a},getSpacedPoints:function(a){a||(a=40);for(var b=[],c=0;c<=a;c++)b.push(this.getPoint(c/a));this.autoClose&&b.push(b[0]);return b},getPoints:function(a){a=a||12;for(var b=[],c,d=0,e=this.curves;d<e.length;d++)for(var f=
!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;c<d;c++)b+=this.curves[c].getLength(),a.push(b);return this.cacheLengths=a},getSpacedPoints:function(a){isNaN(a)&&(a=40);for(var b=[],c=0;c<=a;c++)b.push(this.getPoint(c/a));this.autoClose&&b.push(b[0]);return b},getPoints:function(a){a=a||12;for(var b=[],c,d=0,e=this.curves;d<e.length;d++)for(var f=
e[d],f=f.getPoints(f&&f.isEllipseCurve?2*a:f&&f.isLineCurve?1:f&&f.isSplineCurve?a*f.points.length:a),g=0;g<f.length;g++){var h=f[g];c&&c.equals(h)||(b.push(h),c=h)}this.autoClose&&1<b.length&&!b[b.length-1].equals(b[0])&&b.push(b[0]);return b},createPointsGeometry:function(a){a=this.getPoints(a);return this.createGeometry(a)},createSpacedPointsGeometry:function(a){a=this.getSpacedPoints(a);return this.createGeometry(a)},createGeometry:function(a){for(var b=new I,c=0,d=a.length;c<d;c++){var e=a[c];
b.vertices.push(new q(e.x,e.y,e.z||0))}return b}});Ya.prototype=Object.create(ua.prototype);Ya.prototype.constructor=Ya;Ya.prototype.isEllipseCurve=!0;Ya.prototype.getPoint=function(a){for(var b=2*Math.PI,c=this.aEndAngle-this.aStartAngle,d=Math.abs(c)<Number.EPSILON;0>c;)c+=b;for(;c>b;)c-=b;c<Number.EPSILON&&(c=d?0:b);!0!==this.aClockwise||d||(c=c===b?-b:c-b);b=this.aStartAngle+a*c;a=this.aX+this.xRadius*Math.cos(b);var e=this.aY+this.yRadius*Math.sin(b);0!==this.aRotation&&(b=Math.cos(this.aRotation),
c=Math.sin(this.aRotation),d=a-this.aX,e-=this.aY,a=d*b-e*c+this.aX,e=d*c+e*b+this.aY);return new E(a,e)};Bb.prototype=Object.create(ua.prototype);Bb.prototype.constructor=Bb;Bb.prototype.isSplineCurve=!0;Bb.prototype.getPoint=function(a){var b=this.points,c=(b.length-1)*a;a=Math.floor(c);var c=c-a,d=b[0===a?a:a-1],e=b[a],f=b[a>b.length-2?b.length-1:a+1],b=b[a>b.length-3?b.length-1:a+2];return new E(Qe(c,d.x,e.x,f.x,b.x),Qe(c,d.y,e.y,f.y,b.y))};gc.prototype=Object.create(ua.prototype);gc.prototype.constructor=
......
......@@ -5101,7 +5101,7 @@ var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 e
var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n}\n";
var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n\t#include <premultiplied_alpha_fragment>\n\t#include <encodings_fragment>\n}\n";
var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}\n";
var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}\n";
......@@ -33738,7 +33738,7 @@ Curve.prototype = {
getPoints: function ( divisions ) {
if ( ! divisions ) divisions = 5;
if ( isNaN( divisions ) ) divisions = 5;
var points = [];
......@@ -33756,7 +33756,7 @@ Curve.prototype = {
getSpacedPoints: function ( divisions ) {
if ( ! divisions ) divisions = 5;
if ( isNaN( divisions ) ) divisions = 5;
var points = [];
......@@ -33783,7 +33783,7 @@ Curve.prototype = {
getLengths: function ( divisions ) {
if ( ! divisions ) divisions = ( this.__arcLengthDivisions ) ? ( this.__arcLengthDivisions ) : 200;
if ( isNaN( divisions ) ) divisions = ( this.__arcLengthDivisions ) ? ( this.__arcLengthDivisions ) : 200;
if ( this.cacheArcLengths
&& ( this.cacheArcLengths.length === divisions + 1 )
......@@ -34234,7 +34234,7 @@ CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
getSpacedPoints: function ( divisions ) {
if ( ! divisions ) divisions = 40;
if ( isNaN( divisions ) ) divisions = 40;
var points = [];
......
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