提交 20d25f17 编写于 作者: M Mr.doob

Updated builds.

上级 64436670
......@@ -22950,7 +22950,7 @@ THREE.ShaderChunk[ 'fog_pars_fragment'] = "#ifdef USE_FOG\n uniform vec3 fogColo
// File:src/renderers/shaders/ShaderChunk/lights_pars.glsl
THREE.ShaderChunk[ 'lights_pars'] = "uniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\n struct DirectionalLight {\n vec3 direction;\n vec3 color;\n };\n uniform DirectionalLight directionalLights[ MAX_DIR_LIGHTS ];\n IncidentLight getDirectionalDirectLight( const in DirectionalLight directionalLight, const in GeometricContext geometry ) { \n IncidentLight directLight;\n \n directLight.color = directionalLight.color;\n directLight.direction = directionalLight.direction; \n return directLight;\n }\n#endif\n#if MAX_POINT_LIGHTS > 0\n struct PointLight {\n vec3 position;\n vec3 color;\n float distance;\n float decay;\n };\n uniform PointLight pointLights[ MAX_POINT_LIGHTS ];\n IncidentLight getPointDirectLight( const in PointLight pointLight, const in GeometricContext geometry ) { \n \n IncidentLight directLight;\n \n vec3 lVector = pointLight.position - geometry.position; \n directLight.direction = normalize( lVector ); \n \n directLight.color = pointLight.color; \n directLight.color *= calcLightAttenuation( length( lVector ), pointLight.distance, pointLight.decay ); \n \n return directLight;\n }\n#endif\n#if MAX_SPOT_LIGHTS > 0\n struct SpotLight {\n vec3 position;\n vec3 direction;\n vec3 color;\n float distance;\n float decay;\n float angleCos;\n float exponent;\n };\n uniform SpotLight spotLights[ MAX_SPOT_LIGHTS ];\n IncidentLight getSpotDirectLight( const in SpotLight spotLight, const in GeometricContext geometry ) {\n \n IncidentLight directLight;\n vec3 lVector = spotLight.position - geometry.position;\n directLight.direction = normalize( lVector );\n \n float spotEffect = dot( directLight.direction, spotLight.direction );\n if ( spotEffect > spotLight.angleCos ) {\n float spotEffect = dot( spotLight.direction, directLight.direction );\n spotEffect = saturate( pow( saturate( spotEffect ), spotLight.exponent ) );\n \n directLight.color = spotLight.color;\n directLight.color *= ( spotEffect * calcLightAttenuation( length( lVector ), spotLight.distance, spotLight.decay ) );\n }\n else {\n directLight.color = vec3( 0.0 );\n }\n return directLight;\n }\n#endif\n#if MAX_HEMI_LIGHTS > 0\n struct HemisphereLight {\n vec3 direction;\n vec3 skyColor;\n vec3 groundColor;\n };\n uniform HemisphereLight hemisphereLights[ MAX_HEMI_LIGHTS ];\n vec3 getHemisphereIndirectLightColor( const in HemisphereLight hemiLight, const in GeometricContext geometry ) { \n \n float dotNL = dot( geometry.normal, hemiLight.direction );\n float hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n return mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n }\n#endif\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n vec3 getDiffuseLightProbeIndirectLightColor( const in GeometricContext geometry, const in int maxMIPLevel ) { \n #ifdef DOUBLE_SIDED\n float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n #else\n float flipNormal = 1.0;\n #endif\n vec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n #ifdef ENVMAP_TYPE_CUBE\n vec3 queryVec = flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n #if defined( TEXTURE_CUBE_LOD_EXT ) \n vec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n #else\n vec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n #endif\n #else\n vec4 envMapColor = vec3( 0.0 );\n #endif\n envMapColor.rgb = inputToLinear( envMapColor.rgb );\n return envMapColor.rgb;\n }\n float getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n float maxMIPLevelScalar = float( maxMIPLevel );\n float desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( square( blinnShininessExponent ) + 1.0 );\n \n return clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n }\n vec3 getSpecularLightProbeIndirectLightColor( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) { \n \n #ifdef ENVMAP_MODE_REFLECTION\n vec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n #else\n vec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n #endif\n #ifdef DOUBLE_SIDED\n float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n #else\n float flipNormal = 1.0;\n #endif\n reflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n #ifdef ENVMAP_TYPE_CUBE\n vec3 queryReflectVec = flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n #if defined( TEXTURE_CUBE_LOD_EXT ) \n float specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n vec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n #else\n vec4 envMapColor = textureCube( envMap, queryReflectVec );\n #endif\n \n #elif defined( ENVMAP_TYPE_EQUIREC )\n vec2 sampleUV;\n sampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n vec4 envMapColor = texture2D( envMap, sampleUV );\n #elif defined( ENVMAP_TYPE_SPHERE )\n vec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));\n vec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n #endif\n envMapColor.rgb = inputToLinear( envMapColor.rgb );\n return envMapColor.rgb;\n }\n#endif\n";
THREE.ShaderChunk[ 'lights_pars'] = "uniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\n struct DirectionalLight {\n vec3 direction;\n vec3 color;\n };\n uniform DirectionalLight directionalLights[ MAX_DIR_LIGHTS ];\n IncidentLight getDirectionalDirectLight( const in DirectionalLight directionalLight, const in GeometricContext geometry ) {\n IncidentLight directLight;\n directLight.color = directionalLight.color;\n directLight.direction = directionalLight.direction;\n return directLight;\n }\n#endif\n#if MAX_POINT_LIGHTS > 0\n struct PointLight {\n vec3 position;\n vec3 color;\n float distance;\n float decay;\n };\n uniform PointLight pointLights[ MAX_POINT_LIGHTS ];\n IncidentLight getPointDirectLight( const in PointLight pointLight, const in GeometricContext geometry ) {\n IncidentLight directLight;\n vec3 lVector = pointLight.position - geometry.position;\n directLight.direction = normalize( lVector );\n directLight.color = pointLight.color;\n directLight.color *= calcLightAttenuation( length( lVector ), pointLight.distance, pointLight.decay );\n return directLight;\n }\n#endif\n#if MAX_SPOT_LIGHTS > 0\n struct SpotLight {\n vec3 position;\n vec3 direction;\n vec3 color;\n float distance;\n float decay;\n float angleCos;\n float exponent;\n };\n uniform SpotLight spotLights[ MAX_SPOT_LIGHTS ];\n IncidentLight getSpotDirectLight( const in SpotLight spotLight, const in GeometricContext geometry ) {\n IncidentLight directLight;\n vec3 lVector = spotLight.position - geometry.position;\n directLight.direction = normalize( lVector );\n float spotEffect = dot( directLight.direction, spotLight.direction );\n if ( spotEffect > spotLight.angleCos ) {\n float spotEffect = dot( spotLight.direction, directLight.direction );\n spotEffect = saturate( pow( saturate( spotEffect ), spotLight.exponent ) );\n directLight.color = spotLight.color;\n directLight.color *= ( spotEffect * calcLightAttenuation( length( lVector ), spotLight.distance, spotLight.decay ) );\n }\n else {\n directLight.color = vec3( 0.0 );\n }\n return directLight;\n }\n#endif\n#if MAX_HEMI_LIGHTS > 0\n struct HemisphereLight {\n vec3 direction;\n vec3 skyColor;\n vec3 groundColor;\n };\n uniform HemisphereLight hemisphereLights[ MAX_HEMI_LIGHTS ];\n vec3 getHemisphereIndirectLightColor( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n float dotNL = dot( geometry.normal, hemiLight.direction );\n float hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n return mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n }\n#endif\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n vec3 getDiffuseLightProbeIndirectLightColor( const in GeometricContext geometry, const in int maxMIPLevel ) {\n #ifdef DOUBLE_SIDED\n float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n #else\n float flipNormal = 1.0;\n #endif\n vec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n #ifdef ENVMAP_TYPE_CUBE\n vec3 queryVec = flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n #if defined( TEXTURE_CUBE_LOD_EXT )\n vec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n #else\n vec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n #endif\n #else\n vec3 envMapColor = vec3( 0.0 );\n #endif\n envMapColor.rgb = inputToLinear( envMapColor.rgb );\n return envMapColor.rgb;\n }\n float getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n float maxMIPLevelScalar = float( maxMIPLevel );\n float desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( square( blinnShininessExponent ) + 1.0 );\n return clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n }\n vec3 getSpecularLightProbeIndirectLightColor( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n #ifdef ENVMAP_MODE_REFLECTION\n vec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n #else\n vec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n #endif\n #ifdef DOUBLE_SIDED\n float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n #else\n float flipNormal = 1.0;\n #endif\n reflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n #ifdef ENVMAP_TYPE_CUBE\n vec3 queryReflectVec = flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n #if defined( TEXTURE_CUBE_LOD_EXT )\n float specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n vec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n #else\n vec4 envMapColor = textureCube( envMap, queryReflectVec );\n #endif\n #elif defined( ENVMAP_TYPE_EQUIREC )\n vec2 sampleUV;\n sampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n vec4 envMapColor = texture2D( envMap, sampleUV );\n #elif defined( ENVMAP_TYPE_SPHERE )\n vec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));\n vec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n #endif\n envMapColor.rgb = inputToLinear( envMapColor.rgb );\n return envMapColor.rgb;\n }\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl
......@@ -27640,14 +27640,20 @@ THREE.WebGLRenderer = function ( parameters ) {
// Render targets
function setupFrameBuffer ( framebuffer, renderTarget, 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, _gl.COLOR_ATTACHMENT0, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
_gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
}
function setupRenderBuffer ( renderbuffer, renderTarget ) {
// Setup storage for internal depth/stencil buffers and bind to correct framebuffer
function setupRenderBufferStorage ( renderbuffer, renderTarget ) {
_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
......@@ -27656,13 +27662,6 @@ THREE.WebGLRenderer = function ( parameters ) {
_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
/* For some reason this is not working. Defaulting to RGBA4.
} else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
*/
} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
......@@ -27670,118 +27669,125 @@ THREE.WebGLRenderer = function ( parameters ) {
} else {
// FIXME: We don't support !depth !stencil
_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
}
}
this.setRenderTarget = function ( renderTarget ) {
var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
var renderTargetProperties = properties.get( renderTarget );
var textureProperties = properties.get( renderTarget.texture );
if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
}
renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
// Setup GL resources for a non-texture depth buffer
function setupDepthRenderbuffer( renderTarget ) {
textureProperties.__webglTexture = _gl.createTexture();
var renderTargetProperties = properties.get( renderTarget );
_infoMemory.textures ++;
var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
if ( isCube ) {
// Setup texture, create render and frame buffers
renderTargetProperties.__webglDepthbuffer = [];
for ( var i = 0; i < 6; i ++ ) {
var isTargetPowerOfTwo = isPowerOfTwo( renderTarget ),
glFormat = paramThreeToGL( renderTarget.texture.format ),
glType = paramThreeToGL( renderTarget.texture.type );
_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
if ( isCube ) {
}
renderTargetProperties.__webglFramebuffer = [];
renderTargetProperties.__webglRenderbuffer = [];
}
else {
state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );
}
_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
for ( var i = 0; i < 6; i ++ ) {
};
renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
renderTargetProperties.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
// Set up GL resources for the render target
function setupRenderTarget( renderTarget ) {
setupFrameBuffer( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
setupRenderBuffer( renderTargetProperties.__webglRenderbuffer[ i ], renderTarget );
var renderTargetProperties = properties.get( renderTarget );
var textureProperties = properties.get( renderTarget.texture );
}
renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
textureProperties.__webglTexture = _gl.createTexture();
} else {
_infoMemory.textures ++;
renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height );
var glFormat = paramThreeToGL( renderTarget.texture.format );
var glType = paramThreeToGL( renderTarget.texture.type );
if ( renderTarget.shareDepthFrom ) {
// Setup framebuffer
renderTargetProperties.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
if ( isCube ) {
} else {
renderTargetProperties.__webglFramebuffer = [];
renderTargetProperties.__webglRenderbuffer = _gl.createRenderbuffer();
for ( var i = 0; i < 6; i ++ ) {
}
renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
}
state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
} else {
setupFrameBuffer( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
if ( renderTarget.shareDepthFrom ) {
}
if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
// Setup color buffer
_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
if ( isCube ) {
} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );
for ( var i = 0; i < 6; i ++ ) {
_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
}
}
} else {
if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
setupRenderBuffer( renderTargetProperties.__webglRenderbuffer, renderTarget );
} else {
}
state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );
if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
state.bindTexture( _gl.TEXTURE_2D, null );
}
}
// Release everything
//
// Setup depth and stencil buffers
//
if ( renderTarget.depthBuffer ) {
if ( isCube ) {
setupDepthRenderbuffer( renderTarget );
state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
}
} else {
}
state.bindTexture( _gl.TEXTURE_2D, null );
this.setRenderTarget = function ( renderTarget ) {
}
if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
setupRenderTarget( renderTarget );
}
var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
var framebuffer, width, height, vx, vy;
if ( renderTarget ) {
......@@ -28034,8 +28040,14 @@ THREE.WebGLRenderer = function ( parameters ) {
/**
* @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
*/
THREE.WebGLRenderTarget = function ( width, height, options ) {
this.uuid = THREE.Math.generateUUID();
......@@ -28052,8 +28064,6 @@ THREE.WebGLRenderTarget = function ( width, height, options ) {
this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
this.shareDepthFrom = options.shareDepthFrom !== undefined ? options.shareDepthFrom : null;
};
THREE.WebGLRenderTarget.prototype = {
......
......@@ -107,8 +107,8 @@ c[0]=b[0]*d;c[1]=b[1]*d;c[2]=b[2]*d;c[4]=b[4]*e;c[5]=b[5]*e;c[6]=b[6]*e;c[8]=b[8
d;b[1]=l+k*d;b[5]=a-m*d;b[9]=-c*g;b[2]=m-a*d;b[6]=k+l*d;b[10]=f*g}else"YXZ"===a.order?(a=g*h,l=g*e,k=d*h,m=d*e,b[0]=a+m*c,b[4]=k*c-l,b[8]=f*d,b[1]=f*e,b[5]=f*h,b[9]=-c,b[2]=l*c-k,b[6]=m+a*c,b[10]=f*g):"ZXY"===a.order?(a=g*h,l=g*e,k=d*h,m=d*e,b[0]=a-m*c,b[4]=-f*e,b[8]=k+l*c,b[1]=l+k*c,b[5]=f*h,b[9]=m-a*c,b[2]=-f*d,b[6]=c,b[10]=f*g):"ZYX"===a.order?(a=f*h,l=f*e,k=c*h,m=c*e,b[0]=g*h,b[4]=k*d-l,b[8]=a*d+m,b[1]=g*e,b[5]=m*d+a,b[9]=l*d-k,b[2]=-d,b[6]=c*g,b[10]=f*g):"YZX"===a.order?(a=f*g,l=f*d,k=c*g,m=
c*d,b[0]=g*h,b[4]=m-a*e,b[8]=k*e+l,b[1]=e,b[5]=f*h,b[9]=-c*h,b[2]=-d*h,b[6]=l*e+k,b[10]=a-m*e):"XZY"===a.order&&(a=f*g,l=f*d,k=c*g,m=c*d,b[0]=g*h,b[4]=-e,b[8]=d*h,b[1]=a*e+m,b[5]=f*h,b[9]=l*e-k,b[2]=k*e-l,b[6]=c*h,b[10]=m*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=this.elements,c=a.x,d=a.y,e=a.z,f=a.w,g=c+c,h=d+d,l=e+e;a=c*g;var k=c*h,c=c*l,m=d*h,d=d*l,e=e*l,g=f*g,h=f*h,f=f*l;b[0]=1-(m+e);b[4]=k-f;b[8]=c+h;b[1]=k+f;b[5]=1-(a+
e);b[9]=d-g;b[2]=c-h;b[6]=d+g;b[10]=1-(a+m);b[3]=0;b[7]=0;b[11]=0;b[12]=0;b[13]=0;b[14]=0;b[15]=1;return this},lookAt:function(){var a,b,c;return function(d,e,f){void 0===a&&(a=new THREE.Vector3);void 0===b&&(b=new THREE.Vector3);void 0===c&&(c=new THREE.Vector3);var g=this.elements;c.subVectors(d,e).normalize();0===c.lengthSq()&&(c.z=1);a.crossVectors(f,c).normalize();0===a.lengthSq()&&(c.x+=1E-4,a.crossVectors(f,c).normalize());b.crossVectors(c,a);g[0]=a.x;g[4]=b.x;g[8]=c.x;g[1]=a.y;g[5]=b.y;g[9]=
c.y;g[2]=a.z;g[6]=b.z;g[10]=c.z;return this}}(),multiply:function(a,b){return void 0!==b?(console.warn("THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead."),this.multiplyMatrices(a,b)):this.multiplyMatrices(this,a)},multiplyMatrices:function(a,b){var c=a.elements,d=b.elements,e=this.elements,f=c[0],g=c[4],h=c[8],l=c[12],k=c[1],m=c[5],p=c[9],n=c[13],q=c[2],r=c[6],u=c[10],w=c[14],t=c[3],v=c[7],F=c[11],c=c[15],x=d[0],A=d[4],z=d[8],B=d[12],y=d[1],H=d[5],D=
d[9],E=d[13],Q=d[2],M=d[6],N=d[10],G=d[14],J=d[3],K=d[7],O=d[11],d=d[15];e[0]=f*x+g*y+h*Q+l*J;e[4]=f*A+g*H+h*M+l*K;e[8]=f*z+g*D+h*N+l*O;e[12]=f*B+g*E+h*G+l*d;e[1]=k*x+m*y+p*Q+n*J;e[5]=k*A+m*H+p*M+n*K;e[9]=k*z+m*D+p*N+n*O;e[13]=k*B+m*E+p*G+n*d;e[2]=q*x+r*y+u*Q+w*J;e[6]=q*A+r*H+u*M+w*K;e[10]=q*z+r*D+u*N+w*O;e[14]=q*B+r*E+u*G+w*d;e[3]=t*x+v*y+F*Q+c*J;e[7]=t*A+v*H+F*M+c*K;e[11]=t*z+v*D+F*N+c*O;e[15]=t*B+v*E+F*G+c*d;return this},multiplyToArray:function(a,b,c){var d=this.elements;this.multiplyMatrices(a,
c.y;g[2]=a.z;g[6]=b.z;g[10]=c.z;return this}}(),multiply:function(a,b){return void 0!==b?(console.warn("THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead."),this.multiplyMatrices(a,b)):this.multiplyMatrices(this,a)},multiplyMatrices:function(a,b){var c=a.elements,d=b.elements,e=this.elements,f=c[0],g=c[4],h=c[8],l=c[12],k=c[1],m=c[5],p=c[9],n=c[13],q=c[2],r=c[6],u=c[10],w=c[14],t=c[3],v=c[7],F=c[11],c=c[15],x=d[0],A=d[4],z=d[8],B=d[12],y=d[1],H=d[5],C=
d[9],E=d[13],Q=d[2],M=d[6],N=d[10],G=d[14],I=d[3],K=d[7],O=d[11],d=d[15];e[0]=f*x+g*y+h*Q+l*I;e[4]=f*A+g*H+h*M+l*K;e[8]=f*z+g*C+h*N+l*O;e[12]=f*B+g*E+h*G+l*d;e[1]=k*x+m*y+p*Q+n*I;e[5]=k*A+m*H+p*M+n*K;e[9]=k*z+m*C+p*N+n*O;e[13]=k*B+m*E+p*G+n*d;e[2]=q*x+r*y+u*Q+w*I;e[6]=q*A+r*H+u*M+w*K;e[10]=q*z+r*C+u*N+w*O;e[14]=q*B+r*E+u*G+w*d;e[3]=t*x+v*y+F*Q+c*I;e[7]=t*A+v*H+F*M+c*K;e[11]=t*z+v*C+F*N+c*O;e[15]=t*B+v*E+F*G+c*d;return this},multiplyToArray:function(a,b,c){var d=this.elements;this.multiplyMatrices(a,
b);c[0]=d[0];c[1]=d[1];c[2]=d[2];c[3]=d[3];c[4]=d[4];c[5]=d[5];c[6]=d[6];c[7]=d[7];c[8]=d[8];c[9]=d[9];c[10]=d[10];c[11]=d[11];c[12]=d[12];c[13]=d[13];c[14]=d[14];c[15]=d[15];return this},multiplyScalar:function(a){var b=this.elements;b[0]*=a;b[4]*=a;b[8]*=a;b[12]*=a;b[1]*=a;b[5]*=a;b[9]*=a;b[13]*=a;b[2]*=a;b[6]*=a;b[10]*=a;b[14]*=a;b[3]*=a;b[7]*=a;b[11]*=a;b[15]*=a;return this},applyToVector3Array:function(){var a;return function(b,c,d){void 0===a&&(a=new THREE.Vector3);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.applyMatrix4(this),a.toArray(b,c);return b}}(),applyToBuffer:function(){var a;return function(b,c,d){void 0===a&&(a=new THREE.Vector3);void 0===c&&(c=0);void 0===d&&(d=b.length/b.itemSize);for(var e=0;e<d;e++,c++)a.x=b.getX(c),a.y=b.getY(c),a.z=b.getZ(c),a.applyMatrix4(this),b.setXYZ(a.x,a.y,a.z);return b}}(),determinant:function(){var a=this.elements,b=a[0],c=a[4],d=a[8],e=a[12],f=a[1],g=a[5],h=a[9],l=a[13],k=a[2],m=a[6],p=a[10],n=a[14];
return a[3]*(+e*h*m-d*l*m-e*g*p+c*l*p+d*g*n-c*h*n)+a[7]*(+b*h*n-b*l*p+e*f*p-d*f*n+d*l*k-e*h*k)+a[11]*(+b*l*m-b*g*n-e*f*m+c*f*n+e*g*k-c*l*k)+a[15]*(-d*g*k-b*h*m+b*g*p+d*f*m-c*f*p+c*h*k)},transpose:function(){var a=this.elements,b;b=a[1];a[1]=a[4];a[4]=b;b=a[2];a[2]=a[8];a[8]=b;b=a[6];a[6]=a[9];a[9]=b;b=a[3];a[3]=a[12];a[12]=b;b=a[7];a[7]=a[13];a[13]=b;b=a[11];a[11]=a[14];a[14]=b;return this},flattenToArrayOffset:function(a,b){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]=
......@@ -483,9 +483,9 @@ THREE.Mesh.prototype.updateMorphTargets=function(){if(void 0!==this.geometry.mor
THREE.Mesh.prototype.getMorphTargetIndexByName=function(a){if(void 0!==this.morphTargetDictionary[a])return this.morphTargetDictionary[a];console.warn("THREE.Mesh.getMorphTargetIndexByName: morph target "+a+" does not exist. Returning 0.");return 0};
THREE.Mesh.prototype.raycast=function(){function a(a,b,c,d,e,f,g){THREE.Triangle.barycoordFromPoint(a,b,c,d,u);e.multiplyScalar(u.x);f.multiplyScalar(u.y);g.multiplyScalar(u.z);e.add(f).add(g);return e.clone()}function b(a,b,c,d,e,f,g){var h=a.material;if(null===(h.side===THREE.BackSide?c.intersectTriangle(f,e,d,!0,g):c.intersectTriangle(d,e,f,h.side!==THREE.DoubleSide,g)))return null;t.copy(g);t.applyMatrix4(a.matrixWorld);c=b.ray.origin.distanceTo(t);return c<b.near||c>b.far?null:{distance:c,point:t.clone(),
object:a}}function c(c,d,e,f,k,m,p,t){g.fromArray(f,3*m);h.fromArray(f,3*p);l.fromArray(f,3*t);if(c=b(c,d,e,g,h,l,w))k&&(n.fromArray(k,2*m),q.fromArray(k,2*p),r.fromArray(k,2*t),c.uv=a(w,g,h,l,n,q,r)),c.face=new THREE.Face3(m,p,t,THREE.Triangle.normal(g,h,l)),c.faceIndex=m;return c}var d=new THREE.Matrix4,e=new THREE.Ray,f=new THREE.Sphere,g=new THREE.Vector3,h=new THREE.Vector3,l=new THREE.Vector3,k=new THREE.Vector3,m=new THREE.Vector3,p=new THREE.Vector3,n=new THREE.Vector2,q=new THREE.Vector2,
r=new THREE.Vector2,u=new THREE.Vector3,w=new THREE.Vector3,t=new THREE.Vector3;return function(t,u){var x=this.geometry,A=this.material;if(void 0!==A){null===x.boundingSphere&&x.computeBoundingSphere();var z=this.matrixWorld;f.copy(x.boundingSphere);f.applyMatrix4(z);if(!1!==t.ray.intersectsSphere(f)&&(d.getInverse(z),e.copy(t.ray).applyMatrix4(d),null===x.boundingBox||!1!==e.intersectsBox(x.boundingBox))){var B,y;if(x instanceof THREE.BufferGeometry){var H,D,A=x.index,z=x.attributes,x=z.position.array;
void 0!==z.uv&&(B=z.uv.array);if(null!==A)for(var z=A.array,E=0,Q=z.length;E<Q;E+=3){if(A=z[E],H=z[E+1],D=z[E+2],y=c(this,t,e,x,B,A,H,D))y.faceIndex=Math.floor(E/3),u.push(y)}else for(E=0,Q=x.length;E<Q;E+=9)if(A=E/3,H=A+1,D=A+2,y=c(this,t,e,x,B,A,H,D))y.index=A,u.push(y)}else if(x instanceof THREE.Geometry){var M,N,z=A instanceof THREE.MeshFaceMaterial,E=!0===z?A.materials:null,Q=x.vertices;H=x.faces;D=x.faceVertexUvs[0];0<D.length&&(B=D);for(var G=0,J=H.length;G<J;G++){var K=H[G];y=!0===z?E[K.materialIndex]:
A;if(void 0!==y){D=Q[K.a];M=Q[K.b];N=Q[K.c];if(!0===y.morphTargets){y=x.morphTargets;var O=this.morphTargetInfluences;g.set(0,0,0);h.set(0,0,0);l.set(0,0,0);for(var R=0,P=y.length;R<P;R++){var L=O[R];if(0!==L){var C=y[R].vertices;g.addScaledVector(k.subVectors(C[K.a],D),L);h.addScaledVector(m.subVectors(C[K.b],M),L);l.addScaledVector(p.subVectors(C[K.c],N),L)}}g.add(D);h.add(M);l.add(N);D=g;M=h;N=l}if(y=b(this,t,e,D,M,N,w))B&&(O=B[G],n.copy(O[0]),q.copy(O[1]),r.copy(O[2]),y.uv=a(w,D,M,N,n,q,r)),y.face=
r=new THREE.Vector2,u=new THREE.Vector3,w=new THREE.Vector3,t=new THREE.Vector3;return function(t,u){var x=this.geometry,A=this.material;if(void 0!==A){null===x.boundingSphere&&x.computeBoundingSphere();var z=this.matrixWorld;f.copy(x.boundingSphere);f.applyMatrix4(z);if(!1!==t.ray.intersectsSphere(f)&&(d.getInverse(z),e.copy(t.ray).applyMatrix4(d),null===x.boundingBox||!1!==e.intersectsBox(x.boundingBox))){var B,y;if(x instanceof THREE.BufferGeometry){var H,C,A=x.index,z=x.attributes,x=z.position.array;
void 0!==z.uv&&(B=z.uv.array);if(null!==A)for(var z=A.array,E=0,Q=z.length;E<Q;E+=3){if(A=z[E],H=z[E+1],C=z[E+2],y=c(this,t,e,x,B,A,H,C))y.faceIndex=Math.floor(E/3),u.push(y)}else for(E=0,Q=x.length;E<Q;E+=9)if(A=E/3,H=A+1,C=A+2,y=c(this,t,e,x,B,A,H,C))y.index=A,u.push(y)}else if(x instanceof THREE.Geometry){var M,N,z=A instanceof THREE.MeshFaceMaterial,E=!0===z?A.materials:null,Q=x.vertices;H=x.faces;C=x.faceVertexUvs[0];0<C.length&&(B=C);for(var G=0,I=H.length;G<I;G++){var K=H[G];y=!0===z?E[K.materialIndex]:
A;if(void 0!==y){C=Q[K.a];M=Q[K.b];N=Q[K.c];if(!0===y.morphTargets){y=x.morphTargets;var O=this.morphTargetInfluences;g.set(0,0,0);h.set(0,0,0);l.set(0,0,0);for(var R=0,P=y.length;R<P;R++){var L=O[R];if(0!==L){var D=y[R].vertices;g.addScaledVector(k.subVectors(D[K.a],C),L);h.addScaledVector(m.subVectors(D[K.b],M),L);l.addScaledVector(p.subVectors(D[K.c],N),L)}}g.add(C);h.add(M);l.add(N);C=g;M=h;N=l}if(y=b(this,t,e,C,M,N,w))B&&(O=B[G],n.copy(O[0]),q.copy(O[1]),r.copy(O[2]),y.uv=a(w,C,M,N,n,q,r)),y.face=
K,y.faceIndex=G,u.push(y)}}}}}}}();THREE.Mesh.prototype.clone=function(){return(new this.constructor(this.geometry,this.material)).copy(this)};THREE.Bone=function(a){THREE.Object3D.call(this);this.type="Bone";this.skin=a};THREE.Bone.prototype=Object.create(THREE.Object3D.prototype);THREE.Bone.prototype.constructor=THREE.Bone;THREE.Bone.prototype.copy=function(a){THREE.Object3D.prototype.copy.call(this,a);this.skin=a.skin;return this};
THREE.Skeleton=function(a,b,c){this.useVertexTexture=void 0!==c?c:!0;this.identityMatrix=new THREE.Matrix4;a=a||[];this.bones=a.slice(0);this.useVertexTexture?(a=Math.sqrt(4*this.bones.length),a=THREE.Math.nextPowerOfTwo(Math.ceil(a)),this.boneTextureHeight=this.boneTextureWidth=a=Math.max(a,4),this.boneMatrices=new Float32Array(this.boneTextureWidth*this.boneTextureHeight*4),this.boneTexture=new THREE.DataTexture(this.boneMatrices,this.boneTextureWidth,this.boneTextureHeight,THREE.RGBAFormat,THREE.FloatType)):
this.boneMatrices=new Float32Array(16*this.bones.length);if(void 0===b)this.calculateInverses();else if(this.bones.length===b.length)this.boneInverses=b.slice(0);else for(console.warn("THREE.Skeleton bonInverses is the wrong length."),this.boneInverses=[],b=0,a=this.bones.length;b<a;b++)this.boneInverses.push(new THREE.Matrix4)};
......@@ -518,7 +518,7 @@ THREE.ShaderChunk.emissivemap_fragment="#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveC
THREE.ShaderChunk.envmap_pars_fragment="#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n#endif\n#ifdef USE_ENVMAP\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";
THREE.ShaderChunk.envmap_pars_vertex="#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( PHYSICAL )\n\tvarying vec3 vReflect;\n\tuniform float refractionRatio;\n#endif\n";THREE.ShaderChunk.envmap_vertex="#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( PHYSICAL )\n\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t#ifdef ENVMAP_MODE_REFLECTION\n\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t#else\n\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t#endif\n#endif\n";
THREE.ShaderChunk.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\t\n\toutgoingLight = mix( outgoingLight, fogColor, fogFactor );\n#endif";
THREE.ShaderChunk.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";THREE.ShaderChunk.lights_pars="uniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t vec3 direction;\n\t vec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ MAX_DIR_LIGHTS ];\n\tIncidentLight getDirectionalDirectLight( const in DirectionalLight directionalLight, const in GeometricContext geometry ) { \n\t\tIncidentLight directLight;\n\t\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction; \n\t\treturn directLight;\n\t}\n#endif\n#if MAX_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t vec3 position;\n\t vec3 color;\n\t float distance;\n\t float decay;\n\t};\n\tuniform PointLight pointLights[ MAX_POINT_LIGHTS ];\n\tIncidentLight getPointDirectLight( const in PointLight pointLight, const in GeometricContext geometry ) { \n\t\n\t\tIncidentLight directLight;\n\t\n\t\tvec3 lVector = pointLight.position - geometry.position; \n\t\tdirectLight.direction = normalize( lVector ); \n\t\n\t\tdirectLight.color = pointLight.color; \n\t\tdirectLight.color *= calcLightAttenuation( length( lVector ), pointLight.distance, pointLight.decay ); \n\t\n\t\treturn directLight;\n\t}\n#endif\n#if MAX_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t vec3 position;\n\t vec3 direction;\n\t vec3 color;\n\t float distance;\n\t float decay;\n\t float angleCos;\n\t float exponent;\n\t};\n\tuniform SpotLight spotLights[ MAX_SPOT_LIGHTS ];\n\tIncidentLight getSpotDirectLight( const in SpotLight spotLight, const in GeometricContext geometry ) {\n\t\n\t\tIncidentLight directLight;\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\n\t\tfloat spotEffect = dot( directLight.direction, spotLight.direction );\n\t\tif ( spotEffect > spotLight.angleCos ) {\n\t\t\tfloat spotEffect = dot( spotLight.direction, directLight.direction );\n\t\t\tspotEffect = saturate( pow( saturate( spotEffect ), spotLight.exponent ) );\n\t\t\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= ( spotEffect * calcLightAttenuation( length( lVector ), spotLight.distance, spotLight.decay ) );\n\t\t}\n\t\telse {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t}\n\t\treturn directLight;\n\t}\n#endif\n#if MAX_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t vec3 direction;\n\t vec3 skyColor;\n\t vec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ MAX_HEMI_LIGHTS ];\n\tvec3 getHemisphereIndirectLightColor( const in HemisphereLight hemiLight, const in GeometricContext geometry ) { \n\t\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\treturn mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t}\n#endif\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getDiffuseLightProbeIndirectLightColor( const in GeometricContext geometry, const in int maxMIPLevel ) { \n\t\t#ifdef DOUBLE_SIDED\n\t\t\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#else\n\t\t\tfloat flipNormal = 1.0;\n\t\t#endif\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#if defined( TEXTURE_CUBE_LOD_EXT )\t\t\t\t\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#else\n\t\t\tvec4 envMapColor = vec3( 0.0 );\n\t\t#endif\n\t\tenvMapColor.rgb = inputToLinear( envMapColor.rgb );\n\t\treturn envMapColor.rgb;\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( square( blinnShininessExponent ) + 1.0 );\n\t\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getSpecularLightProbeIndirectLightColor( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) { \n\t\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#ifdef DOUBLE_SIDED\n\t\t\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#else\n\t\t\tfloat flipNormal = 1.0;\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#if defined( TEXTURE_CUBE_LOD_EXT )\t\t\t\t\n\t\t\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec );\n\t\t\t#endif\n \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\tvec4 envMapColor = texture2D( envMap, sampleUV );\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\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t\t#endif\n\t\tenvMapColor.rgb = inputToLinear( envMapColor.rgb );\n\t\treturn envMapColor.rgb;\n\t}\n#endif\n";
THREE.ShaderChunk.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";THREE.ShaderChunk.lights_pars="uniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t vec3 direction;\n\t vec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ MAX_DIR_LIGHTS ];\n\tIncidentLight getDirectionalDirectLight( const in DirectionalLight directionalLight, const in GeometricContext geometry ) {\n\t\tIncidentLight directLight;\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\treturn directLight;\n\t}\n#endif\n#if MAX_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t vec3 position;\n\t vec3 color;\n\t float distance;\n\t float decay;\n\t};\n\tuniform PointLight pointLights[ MAX_POINT_LIGHTS ];\n\tIncidentLight getPointDirectLight( const in PointLight pointLight, const in GeometricContext geometry ) {\n\t\tIncidentLight directLight;\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= calcLightAttenuation( length( lVector ), pointLight.distance, pointLight.decay );\n\t\treturn directLight;\n\t}\n#endif\n#if MAX_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t vec3 position;\n\t vec3 direction;\n\t vec3 color;\n\t float distance;\n\t float decay;\n\t float angleCos;\n\t float exponent;\n\t};\n\tuniform SpotLight spotLights[ MAX_SPOT_LIGHTS ];\n\tIncidentLight getSpotDirectLight( const in SpotLight spotLight, const in GeometricContext geometry ) {\n\t\tIncidentLight directLight;\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat spotEffect = dot( directLight.direction, spotLight.direction );\n\t\tif ( spotEffect > spotLight.angleCos ) {\n\t\t\tfloat spotEffect = dot( spotLight.direction, directLight.direction );\n\t\t\tspotEffect = saturate( pow( saturate( spotEffect ), spotLight.exponent ) );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= ( spotEffect * calcLightAttenuation( length( lVector ), spotLight.distance, spotLight.decay ) );\n\t\t}\n\t\telse {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t}\n\t\treturn directLight;\n\t}\n#endif\n#if MAX_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t vec3 direction;\n\t vec3 skyColor;\n\t vec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ MAX_HEMI_LIGHTS ];\n\tvec3 getHemisphereIndirectLightColor( 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\treturn mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t}\n#endif\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getDiffuseLightProbeIndirectLightColor( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#else\n\t\t\tfloat flipNormal = 1.0;\n\t\t#endif\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#if defined( TEXTURE_CUBE_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#else\n\t\t\tvec3 envMapColor = vec3( 0.0 );\n\t\t#endif\n\t\tenvMapColor.rgb = inputToLinear( envMapColor.rgb );\n\t\treturn envMapColor.rgb;\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( square( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getSpecularLightProbeIndirectLightColor( 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#ifdef DOUBLE_SIDED\n\t\t\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#else\n\t\t\tfloat flipNormal = 1.0;\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#if defined( TEXTURE_CUBE_LOD_EXT )\n\t\t\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec );\n\t\t\t#endif\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\tvec4 envMapColor = texture2D( envMap, sampleUV );\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\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t\t#endif\n\t\tenvMapColor.rgb = inputToLinear( envMapColor.rgb );\n\t\treturn envMapColor.rgb;\n\t}\n#endif\n";
THREE.ShaderChunk.lightmap_pars_fragment="#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";THREE.ShaderChunk.lights_lambert_vertex="vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry = GeometricContext( mvPosition.xyz, normalize( transformedNormal ), normalize( -mvPosition.xyz ) );\nGeometricContext backGeometry = GeometricContext( geometry.position, -geometry.normal, geometry.viewDir );\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n#endif\n#if MAX_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\t\tIncidentLight directLight = getPointDirectLight( pointLights[ i ], geometry );\n\t\tfloat dotNL = dot( geometry.normal, directLight.direction );\n\t\tvec3 directLightColor_Diffuse = directLight.color * BRDF_Diffuse_Lambert( diffuse );\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 MAX_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\t\tIncidentLight directLight = getSpotDirectLight( spotLights[ i ], geometry );\n\t\tfloat dotNL = dot( geometry.normal, directLight.direction );\n\t\tvec3 directLightColor_Diffuse = directLight.color * BRDF_Diffuse_Lambert( diffuse );\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 MAX_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\t\tIncidentLight directLight = getDirectionalDirectLight( directionalLights[ i ], geometry );\n\t\tfloat dotNL = dot( geometry.normal, directLight.direction );\n\t\tvec3 directLightColor_Diffuse = directLight.color * BRDF_Diffuse_Lambert( diffuse );\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\t{\n\t\tvLightFront += ambientLightColor;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += ambientLightColor;\n\t\t#endif\n\t\t#if MAX_HEMI_LIGHTS > 0\n\t\t\tfor ( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\t\t\t\tvLightFront += getHemisphereIndirectLightColor( hemisphereLights[ i ], geometry );\n\t\t\t\t#ifdef DOUBLE_SIDED\n\t\t\t\t\tvLightBack += getHemisphereIndirectLightColor( hemisphereLights[ i ], backGeometry );\n\t\t\t\t#endif\n\t\t\t}\n\t\t#endif\n\t}\n";
THREE.ShaderChunk.lights_phong_fragment="BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n#ifdef METAL\n\tmaterial.diffuseColor = vec3( 0.0 );\n#endif\n";THREE.ShaderChunk.lights_phong_pars_fragment="#ifdef USE_ENVMAP\n\tvarying vec3 vWorldPosition;\n#endif\nvarying 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 BlinnPhongMaterial_RE_DirectLight( 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\treflectedLight.directDiffuse += dotNL * directLight.color * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += dotNL * directLight.color * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\n#define Material_RE_DirectLight BlinnPhongMaterial_RE_DirectLight\nvoid BlinnPhongMaterial_RE_IndirectDiffuseLight( const in vec3 indirectDiffuseColor, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += indirectDiffuseColor * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define Material_RE_IndirectDiffuseLight BlinnPhongMaterial_RE_IndirectDiffuseLight\n#define Material_LightProbeLOD( material ) (0)\n";
THREE.ShaderChunk.lights_phong_pars_vertex="#ifdef USE_ENVMAP\n\tvarying vec3 vWorldPosition;\n#endif\n#if MAX_POINT_LIGHTS > 0\n\tuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n#endif\n";THREE.ShaderChunk.lights_phong_vertex="#ifdef USE_ENVMAP\n\tvWorldPosition = worldPosition.xyz;\n#endif\n";THREE.ShaderChunk.lights_physical_fragment="PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = roughnessFactor * 0.5 + 0.5;material.specularColor = mix( vec3( 0.08 ) * reflectivity, diffuseColor.rgb, metalnessFactor );\n";
......@@ -586,13 +586,13 @@ THREE.ShaderChunk.logdepthbuf_vertex,"}"].join("\n"),fragmentShader:["uniform sa
"vec4 pack_depth( const in float depth ) {\n\tconst vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n\tconst vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n\tvec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n\tres -= res.xxyz * bit_mask;\n\treturn res;\n}\nvoid main() {",THREE.ShaderChunk.logdepthbuf_fragment,"\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tgl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );\n\t#else\n\t\tgl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n\t#endif\n}"].join("\n")},
distanceRGBA:{uniforms:{lightPos:{type:"v3",value:new THREE.Vector3(0,0,0)}},vertexShader:["varying vec4 vWorldPosition;",THREE.ShaderChunk.common,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,"void main() {",THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.begin_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.project_vertex,THREE.ShaderChunk.worldpos_vertex,"vWorldPosition = worldPosition;\n}"].join("\n"),fragmentShader:["uniform vec3 lightPos;\nvarying vec4 vWorldPosition;",
THREE.ShaderChunk.common,"vec4 pack1K ( float depth ) {\n depth /= 1000.0;\n const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n\tconst vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n\tvec4 res = fract( depth * bitSh );\n\tres -= res.xxyz * bitMsk;\n\treturn res; \n}\nfloat unpack1K ( vec4 color ) {\n\tconst vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n\treturn dot( color, bitSh ) * 1000.0;\n}\nvoid main () {\n\tgl_FragColor = pack1K( length( vWorldPosition.xyz - lightPos.xyz ) );\n}"].join("\n")}};
THREE.WebGLRenderer=function(a){function b(a,b,c,d){!0===P&&(a*=d,b*=d,c*=d);s.clearColor(a,b,c,d)}function c(){I.init();s.viewport(fa,ga,ha,ia);b(C.r,C.g,C.b,X)}function d(){ja=ta=null;ka="";pa=-1;I.reset()}function e(a){a.preventDefault();d();c();S.clear()}function f(a){a=a.target;a.removeEventListener("dispose",f);a:{var b=S.get(a);if(a.image&&b.__image__webglTextureCube)s.deleteTexture(b.__image__webglTextureCube);else{if(void 0===b.__webglInit)break a;s.deleteTexture(b.__webglTexture)}S.delete(a)}da.textures--}
THREE.WebGLRenderer=function(a){function b(a,b,c,d){!0===P&&(a*=d,b*=d,c*=d);s.clearColor(a,b,c,d)}function c(){J.init();s.viewport(fa,ga,ha,ia);b(D.r,D.g,D.b,X)}function d(){ja=ta=null;ka="";pa=-1;J.reset()}function e(a){a.preventDefault();d();c();S.clear()}function f(a){a=a.target;a.removeEventListener("dispose",f);a:{var b=S.get(a);if(a.image&&b.__image__webglTextureCube)s.deleteTexture(b.__image__webglTextureCube);else{if(void 0===b.__webglInit)break a;s.deleteTexture(b.__webglTexture)}S.delete(a)}da.textures--}
function g(a){a=a.target;a.removeEventListener("dispose",g);var b=S.get(a),c=S.get(a.texture);if(a&&void 0!==c.__webglTexture){s.deleteTexture(c.__webglTexture);if(a instanceof THREE.WebGLRenderTargetCube)for(c=0;6>c;c++)s.deleteFramebuffer(b.__webglFramebuffer[c]),s.deleteRenderbuffer(b.__webglRenderbuffer[c]);else s.deleteFramebuffer(b.__webglFramebuffer),s.deleteRenderbuffer(b.__webglRenderbuffer);S.delete(a.texture);S.delete(a)}da.textures--}function h(a){a=a.target;a.removeEventListener("dispose",
h);l(a);S.delete(a)}function l(a){var b=S.get(a).program;a.program=void 0;void 0!==b&&la.releaseProgram(b)}function k(a,b){return b[0]-a[0]}function m(a,b){return a.object.renderOrder!==b.object.renderOrder?a.object.renderOrder-b.object.renderOrder:a.material.id!==b.material.id?a.material.id-b.material.id:a.z!==b.z?a.z-b.z:a.id-b.id}function p(a,b){return a.object.renderOrder!==b.object.renderOrder?a.object.renderOrder-b.object.renderOrder:a.z!==b.z?b.z-a.z:a.id-b.id}function n(a,b,c,d,e){var f;c.transparent?
(d=aa,f=++ma):(d=Y,f=++ea);f=d[f];void 0!==f?(f.id=a.id,f.object=a,f.geometry=b,f.material=c,f.z=W.z,f.group=e):(f={id:a.id,object:a,geometry:b,material:c,z:W.z,group:e},d.push(f))}function q(a,b){if(!1!==a.visible){if(a.layers.test(b.layers))if(a instanceof THREE.Light)V.push(a);else if(a instanceof THREE.Sprite)!1!==a.frustumCulled&&!0!==ua.intersectsObject(a)||$.push(a);else if(a instanceof THREE.LensFlare)va.push(a);else if(a instanceof THREE.ImmediateRenderObject)!0===Z.sortObjects&&(W.setFromMatrixPosition(a.matrixWorld),
W.applyProjection(qa)),n(a,null,a.material,W.z,null);else if(a instanceof THREE.Mesh||a instanceof THREE.Line||a instanceof THREE.Points)if(a instanceof THREE.SkinnedMesh&&a.skeleton.update(),!1===a.frustumCulled||!0===ua.intersectsObject(a)){var c=a.material;if(!0===c.visible){!0===Z.sortObjects&&(W.setFromMatrixPosition(a.matrixWorld),W.applyProjection(qa));var d=na.update(a);if(c instanceof THREE.MeshFaceMaterial)for(var e=d.groups,f=c.materials,c=0,g=e.length;c<g;c++){var h=e[c],l=f[h.materialIndex];
!0===l.visible&&n(a,d,l,W.z,h)}else n(a,d,c,W.z,null)}}d=a.children;c=0;for(g=d.length;c<g;c++)q(d[c],b)}}function r(a,b,c,d,e){for(var f=0,g=a.length;f<g;f++){var h=a[f],l=h.object,k=h.geometry,m=void 0===e?h.material:e,h=h.group;l.modelViewMatrix.multiplyMatrices(b.matrixWorldInverse,l.matrixWorld);l.normalMatrix.getNormalMatrix(l.modelViewMatrix);if(l instanceof THREE.ImmediateRenderObject){u(m);var n=w(b,c,d,m,l);ka="";l.render(function(a){Z.renderBufferImmediate(a,n,m)})}else Z.renderBufferDirect(b,
c,d,k,m,l,h)}}function u(a){a.side!==THREE.DoubleSide?I.enable(s.CULL_FACE):I.disable(s.CULL_FACE);I.setFlipSided(a.side===THREE.BackSide);!0===a.transparent?I.setBlending(a.blending,a.blendEquation,a.blendSrc,a.blendDst,a.blendEquationAlpha,a.blendSrcAlpha,a.blendDstAlpha):I.setBlending(THREE.NoBlending);I.setDepthFunc(a.depthFunc);I.setDepthTest(a.depthTest);I.setDepthWrite(a.depthWrite);I.setColorWrite(a.colorWrite);I.setPolygonOffset(a.polygonOffset,a.polygonOffsetFactor,a.polygonOffsetUnits)}
c,d,k,m,l,h)}}function u(a){a.side!==THREE.DoubleSide?J.enable(s.CULL_FACE):J.disable(s.CULL_FACE);J.setFlipSided(a.side===THREE.BackSide);!0===a.transparent?J.setBlending(a.blending,a.blendEquation,a.blendSrc,a.blendDst,a.blendEquationAlpha,a.blendSrcAlpha,a.blendDstAlpha):J.setBlending(THREE.NoBlending);J.setDepthFunc(a.depthFunc);J.setDepthTest(a.depthTest);J.setDepthWrite(a.depthWrite);J.setColorWrite(a.colorWrite);J.setPolygonOffset(a.polygonOffset,a.polygonOffsetFactor,a.polygonOffsetUnits)}
function w(a,b,c,d,e){ra=0;var f=S.get(d);void 0===f.program&&(d.needsUpdate=!0);void 0!==f.lightsHash&&f.lightsHash!==T.hash&&(d.needsUpdate=!0);if(d.needsUpdate){a:{var g=S.get(d),k=la.getParameters(d,T,c,e),m=la.getProgramCode(d,k),n=g.program,q=!0;if(void 0===n)d.addEventListener("dispose",h);else if(n.code!==m)l(d);else if(void 0!==k.shaderID)break a;else q=!1;q&&(k.shaderID?(n=THREE.ShaderLib[k.shaderID],g.__webglShader={name:d.type,uniforms:THREE.UniformsUtils.clone(n.uniforms),vertexShader:n.vertexShader,
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g.uniformsList=[];var k=g.__webglShader.uniforms,m=g.program.getUniforms(),p;for(p in k)(n=m[p])&&g.uniformsList.push([g.__webglShader.uniforms[p],n]);if(d instanceof THREE.MeshPhongMaterial||d instanceof THREE.MeshLambertMaterial||d instanceof THREE.MeshPhysicalMaterial||d.lights)g.lightsHash=T.hash,k.ambientLightColor.value=T.ambient,k.directionalLights.value=T.directional,k.pointLights.value=T.point,k.spotLights.value=T.spot,k.hemisphereLights.value=T.hemi}d.needsUpdate=!1}n=m=q=!1;g=f.program;
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n);if(!k)continue;k instanceof THREE.CubeTexture||Array.isArray(k.image)&&6===k.image.length?A(k,n):k instanceof THREE.WebGLRenderTargetCube?z(k.texture,n):k instanceof THREE.WebGLRenderTarget?Z.setTexture(k.texture,n):Z.setTexture(k,n);break;case "tv":void 0===a._array&&(a._array=[]);c=0;for(m=a.value.length;c<m;c++)a._array[c]=t();s.uniform1iv(r,a._array);c=0;for(m=a.value.length;c<m;c++)k=a.value[c],n=a._array[c],k&&(k instanceof THREE.CubeTexture||k.image instanceof Array&&6===k.image.length?
A(k,n):k instanceof THREE.WebGLRenderTarget?Z.setTexture(k.texture,n):k instanceof THREE.WebGLRenderTargetCube?z(k.texture,n):Z.setTexture(k,n));break;default:console.warn("THREE.WebGLRenderer: Unknown uniform type: "+c)}}s.uniformMatrix4fv(p.modelViewMatrix,!1,e.modelViewMatrix.elements);p.normalMatrix&&s.uniformMatrix3fv(p.normalMatrix,!1,e.normalMatrix.elements);void 0!==p.modelMatrix&&s.uniformMatrix4fv(p.modelMatrix,!1,e.matrixWorld.elements);return g}function t(){var a=ra;a>=ba.maxTextures&&
console.warn("WebGLRenderer: trying to use "+a+" texture units while this GPU supports only "+ba.maxTextures);ra+=1;return a}function v(a,b,c){c?(s.texParameteri(a,s.TEXTURE_WRAP_S,D(b.wrapS)),s.texParameteri(a,s.TEXTURE_WRAP_T,D(b.wrapT)),s.texParameteri(a,s.TEXTURE_MAG_FILTER,D(b.magFilter)),s.texParameteri(a,s.TEXTURE_MIN_FILTER,D(b.minFilter))):(s.texParameteri(a,s.TEXTURE_WRAP_S,s.CLAMP_TO_EDGE),s.texParameteri(a,s.TEXTURE_WRAP_T,s.CLAMP_TO_EDGE),b.wrapS===THREE.ClampToEdgeWrapping&&b.wrapT===
console.warn("WebGLRenderer: trying to use "+a+" texture units while this GPU supports only "+ba.maxTextures);ra+=1;return a}function v(a,b,c){c?(s.texParameteri(a,s.TEXTURE_WRAP_S,C(b.wrapS)),s.texParameteri(a,s.TEXTURE_WRAP_T,C(b.wrapT)),s.texParameteri(a,s.TEXTURE_MAG_FILTER,C(b.magFilter)),s.texParameteri(a,s.TEXTURE_MIN_FILTER,C(b.minFilter))):(s.texParameteri(a,s.TEXTURE_WRAP_S,s.CLAMP_TO_EDGE),s.texParameteri(a,s.TEXTURE_WRAP_T,s.CLAMP_TO_EDGE),b.wrapS===THREE.ClampToEdgeWrapping&&b.wrapT===
THREE.ClampToEdgeWrapping||console.warn("THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.",b),s.texParameteri(a,s.TEXTURE_MAG_FILTER,H(b.magFilter)),s.texParameteri(a,s.TEXTURE_MIN_FILTER,H(b.minFilter)),b.minFilter!==THREE.NearestFilter&&b.minFilter!==THREE.LinearFilter&&console.warn("THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.",b));!(c=
U.get("EXT_texture_filter_anisotropic"))||b.type===THREE.FloatType&&null===U.get("OES_texture_float_linear")||b.type===THREE.HalfFloatType&&null===U.get("OES_texture_half_float_linear")||!(1<b.anisotropy||S.get(b).__currentAnisotropy)||(s.texParameterf(a,c.TEXTURE_MAX_ANISOTROPY_EXT,Math.min(b.anisotropy,Z.getMaxAnisotropy())),S.get(b).__currentAnisotropy=b.anisotropy)}function F(a,b){if(a.width>b||a.height>b){var c=b/Math.max(a.width,a.height),d=document.createElement("canvas");d.width=Math.floor(a.width*
c);d.height=Math.floor(a.height*c);d.getContext("2d").drawImage(a,0,0,a.width,a.height,0,0,d.width,d.height);console.warn("THREE.WebGLRenderer: image is too big ("+a.width+"x"+a.height+"). Resized to "+d.width+"x"+d.height,a);return d}return a}function x(a){return THREE.Math.isPowerOfTwo(a.width)&&THREE.Math.isPowerOfTwo(a.height)}function A(a,b){var c=S.get(a);if(6===a.image.length)if(0<a.version&&c.__version!==a.version){c.__image__webglTextureCube||(a.addEventListener("dispose",f),c.__image__webglTextureCube=
s.createTexture(),da.textures++);I.activeTexture(s.TEXTURE0+b);I.bindTexture(s.TEXTURE_CUBE_MAP,c.__image__webglTextureCube);s.pixelStorei(s.UNPACK_FLIP_Y_WEBGL,a.flipY);for(var d=a instanceof THREE.CompressedTexture,e=a.image[0]instanceof THREE.DataTexture,g=[],h=0;6>h;h++)g[h]=!Z.autoScaleCubemaps||d||e?e?a.image[h].image:a.image[h]:F(a.image[h],ba.maxCubemapSize);var k=x(g[0]),l=D(a.format),n=D(a.type);v(s.TEXTURE_CUBE_MAP,a,k);for(h=0;6>h;h++)if(d)for(var m,q=g[h].mipmaps,p=0,r=q.length;p<r;p++)m=
q[p],a.format!==THREE.RGBAFormat&&a.format!==THREE.RGBFormat?-1<I.getCompressedTextureFormats().indexOf(l)?I.compressedTexImage2D(s.TEXTURE_CUBE_MAP_POSITIVE_X+h,p,l,m.width,m.height,0,m.data):console.warn("THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()"):I.texImage2D(s.TEXTURE_CUBE_MAP_POSITIVE_X+h,p,l,m.width,m.height,0,l,n,m.data);else e?I.texImage2D(s.TEXTURE_CUBE_MAP_POSITIVE_X+h,0,l,g[h].width,g[h].height,0,l,n,g[h].data):I.texImage2D(s.TEXTURE_CUBE_MAP_POSITIVE_X+
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a);b.depthBuffer&&!b.stencilBuffer?(s.renderbufferStorage(s.RENDERBUFFER,s.DEPTH_COMPONENT16,b.width,b.height),s.framebufferRenderbuffer(s.FRAMEBUFFER,s.DEPTH_ATTACHMENT,s.RENDERBUFFER,a)):b.depthBuffer&&b.stencilBuffer?(s.renderbufferStorage(s.RENDERBUFFER,s.DEPTH_STENCIL,b.width,b.height),s.framebufferRenderbuffer(s.FRAMEBUFFER,s.DEPTH_STENCIL_ATTACHMENT,s.RENDERBUFFER,a)):s.renderbufferStorage(s.RENDERBUFFER,s.RGBA4,b.width,b.height)}function H(a){return a===THREE.NearestFilter||a===THREE.NearestMipMapNearestFilter||
a===THREE.NearestMipMapLinearFilter?s.NEAREST:s.LINEAR}function D(a){var b;if(a===THREE.RepeatWrapping)return s.REPEAT;if(a===THREE.ClampToEdgeWrapping)return s.CLAMP_TO_EDGE;if(a===THREE.MirroredRepeatWrapping)return s.MIRRORED_REPEAT;if(a===THREE.NearestFilter)return s.NEAREST;if(a===THREE.NearestMipMapNearestFilter)return s.NEAREST_MIPMAP_NEAREST;if(a===THREE.NearestMipMapLinearFilter)return s.NEAREST_MIPMAP_LINEAR;if(a===THREE.LinearFilter)return s.LINEAR;if(a===THREE.LinearMipMapNearestFilter)return s.LINEAR_MIPMAP_NEAREST;
if(a===THREE.LinearMipMapLinearFilter)return s.LINEAR_MIPMAP_LINEAR;if(a===THREE.UnsignedByteType)return s.UNSIGNED_BYTE;if(a===THREE.UnsignedShort4444Type)return s.UNSIGNED_SHORT_4_4_4_4;if(a===THREE.UnsignedShort5551Type)return s.UNSIGNED_SHORT_5_5_5_1;if(a===THREE.UnsignedShort565Type)return s.UNSIGNED_SHORT_5_6_5;if(a===THREE.ByteType)return s.BYTE;if(a===THREE.ShortType)return s.SHORT;if(a===THREE.UnsignedShortType)return s.UNSIGNED_SHORT;if(a===THREE.IntType)return s.INT;if(a===THREE.UnsignedIntType)return s.UNSIGNED_INT;
if(a===THREE.FloatType)return s.FLOAT;b=U.get("OES_texture_half_float");if(null!==b&&a===THREE.HalfFloatType)return b.HALF_FLOAT_OES;if(a===THREE.AlphaFormat)return s.ALPHA;if(a===THREE.RGBFormat)return s.RGB;if(a===THREE.RGBAFormat)return s.RGBA;if(a===THREE.LuminanceFormat)return s.LUMINANCE;if(a===THREE.LuminanceAlphaFormat)return s.LUMINANCE_ALPHA;if(a===THREE.AddEquation)return s.FUNC_ADD;if(a===THREE.SubtractEquation)return s.FUNC_SUBTRACT;if(a===THREE.ReverseSubtractEquation)return s.FUNC_REVERSE_SUBTRACT;
if(a===THREE.ZeroFactor)return s.ZERO;if(a===THREE.OneFactor)return s.ONE;if(a===THREE.SrcColorFactor)return s.SRC_COLOR;if(a===THREE.OneMinusSrcColorFactor)return s.ONE_MINUS_SRC_COLOR;if(a===THREE.SrcAlphaFactor)return s.SRC_ALPHA;if(a===THREE.OneMinusSrcAlphaFactor)return s.ONE_MINUS_SRC_ALPHA;if(a===THREE.DstAlphaFactor)return s.DST_ALPHA;if(a===THREE.OneMinusDstAlphaFactor)return s.ONE_MINUS_DST_ALPHA;if(a===THREE.DstColorFactor)return s.DST_COLOR;if(a===THREE.OneMinusDstColorFactor)return s.ONE_MINUS_DST_COLOR;
if(a===THREE.SrcAlphaSaturateFactor)return s.SRC_ALPHA_SATURATE;b=U.get("WEBGL_compressed_texture_s3tc");if(null!==b){if(a===THREE.RGB_S3TC_DXT1_Format)return b.COMPRESSED_RGB_S3TC_DXT1_EXT;if(a===THREE.RGBA_S3TC_DXT1_Format)return b.COMPRESSED_RGBA_S3TC_DXT1_EXT;if(a===THREE.RGBA_S3TC_DXT3_Format)return b.COMPRESSED_RGBA_S3TC_DXT3_EXT;if(a===THREE.RGBA_S3TC_DXT5_Format)return b.COMPRESSED_RGBA_S3TC_DXT5_EXT}b=U.get("WEBGL_compressed_texture_pvrtc");if(null!==b){if(a===THREE.RGB_PVRTC_4BPPV1_Format)return b.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
if(a===THREE.RGB_PVRTC_2BPPV1_Format)return b.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;if(a===THREE.RGBA_PVRTC_4BPPV1_Format)return b.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;if(a===THREE.RGBA_PVRTC_2BPPV1_Format)return b.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG}b=U.get("EXT_blend_minmax");if(null!==b){if(a===THREE.MinEquation)return b.MIN_EXT;if(a===THREE.MaxEquation)return b.MAX_EXT}return 0}console.log("THREE.WebGLRenderer",THREE.REVISION);a=a||{};var E=void 0!==a.canvas?a.canvas:document.createElement("canvas"),Q=void 0!==
a.context?a.context:null,M=E.width,N=E.height,G=1,J=void 0!==a.alpha?a.alpha:!1,K=void 0!==a.depth?a.depth:!0,O=void 0!==a.stencil?a.stencil:!0,R=void 0!==a.antialias?a.antialias:!1,P=void 0!==a.premultipliedAlpha?a.premultipliedAlpha:!0,L=void 0!==a.preserveDrawingBuffer?a.preserveDrawingBuffer:!1,C=new THREE.Color(0),X=0,V=[],Y=[],ea=-1,aa=[],ma=-1,oa=new Float32Array(8),$=[],va=[];this.domElement=E;this.context=null;this.sortObjects=this.autoClearStencil=this.autoClearDepth=this.autoClearColor=
this.autoClear=!0;this.gammaFactor=2;this.gammaOutput=this.gammaInput=!1;this.maxMorphTargets=8;this.maxMorphNormals=4;this.autoScaleCubemaps=!0;var Z=this,ta=null,sa=null,pa=-1,ka="",ja=null,ra=0,fa=0,ga=0,ha=E.width,ia=E.height,xa=0,ya=0,ua=new THREE.Frustum,qa=new THREE.Matrix4,W=new THREE.Vector3,T={hash:"",ambient:[0,0,0],directional:[],point:[],spot:[],hemi:[],shadows:0,shadowsPointLight:0},da={geometries:0,textures:0},ca={calls:0,vertices:0,faces:0,points:0};this.info={render:ca,memory:da,
programs:null};var s;try{J={alpha:J,depth:K,stencil:O,antialias:R,premultipliedAlpha:P,preserveDrawingBuffer:L};s=Q||E.getContext("webgl",J)||E.getContext("experimental-webgl",J);if(null===s){if(null!==E.getContext("webgl"))throw"Error creating WebGL context with your selected attributes.";throw"Error creating WebGL context.";}E.addEventListener("webglcontextlost",e,!1)}catch(za){console.error("THREE.WebGLRenderer: "+za)}var U=new THREE.WebGLExtensions(s);U.get("OES_texture_float");U.get("OES_texture_float_linear");
U.get("OES_texture_half_float");U.get("OES_texture_half_float_linear");U.get("OES_standard_derivatives");U.get("ANGLE_instanced_arrays");U.get("OES_element_index_uint")&&(THREE.BufferGeometry.MaxIndex=4294967296);var ba=new THREE.WebGLCapabilities(s,U,a),I=new THREE.WebGLState(s,U,D),S=new THREE.WebGLProperties,na=new THREE.WebGLObjects(s,S,this.info),la=new THREE.WebGLPrograms(this,ba);this.info.programs=la.programs;var Aa=new THREE.WebGLBufferRenderer(s,U,ca),Ba=new THREE.WebGLIndexedBufferRenderer(s,
U,ca);c();this.context=s;this.capabilities=ba;this.extensions=U;this.state=I;var wa=new THREE.WebGLShadowMap(this,V,na);this.shadowMap=wa;var Ca=new THREE.SpritePlugin(this,$),Da=new THREE.LensFlarePlugin(this,va);this.getContext=function(){return s};this.getContextAttributes=function(){return s.getContextAttributes()};this.forceContextLoss=function(){U.get("WEBGL_lose_context").loseContext()};this.getMaxAnisotropy=function(){var a;return function(){if(void 0!==a)return a;var b=U.get("EXT_texture_filter_anisotropic");
return a=null!==b?s.getParameter(b.MAX_TEXTURE_MAX_ANISOTROPY_EXT):0}}();this.getPrecision=function(){return ba.precision};this.getPixelRatio=function(){return G};this.setPixelRatio=function(a){void 0!==a&&(G=a)};this.getSize=function(){return{width:M,height:N}};this.setSize=function(a,b,c){M=a;N=b;E.width=a*G;E.height=b*G;!1!==c&&(E.style.width=a+"px",E.style.height=b+"px");this.setViewport(0,0,a,b)};this.setViewport=function(a,b,c,d){fa=a*G;ga=b*G;ha=c*G;ia=d*G;s.viewport(fa,ga,ha,ia)};this.getViewport=
function(a){a.x=fa/G;a.y=ga/G;a.z=ha/G;a.w=ia/G};this.setScissor=function(a,b,c,d){s.scissor(a*G,b*G,c*G,d*G)};this.enableScissorTest=function(a){I.setScissorTest(a)};this.getClearColor=function(){return C};this.setClearColor=function(a,c){C.set(a);X=void 0!==c?c:1;b(C.r,C.g,C.b,X)};this.getClearAlpha=function(){return X};this.setClearAlpha=function(a){X=a;b(C.r,C.g,C.b,X)};this.clear=function(a,b,c){var d=0;if(void 0===a||a)d|=s.COLOR_BUFFER_BIT;if(void 0===b||b)d|=s.DEPTH_BUFFER_BIT;if(void 0===
c||c)d|=s.STENCIL_BUFFER_BIT;s.clear(d)};this.clearColor=function(){s.clear(s.COLOR_BUFFER_BIT)};this.clearDepth=function(){s.clear(s.DEPTH_BUFFER_BIT)};this.clearStencil=function(){s.clear(s.STENCIL_BUFFER_BIT)};this.clearTarget=function(a,b,c,d){this.setRenderTarget(a);this.clear(b,c,d)};this.resetGLState=d;this.dispose=function(){E.removeEventListener("webglcontextlost",e,!1)};this.renderBufferImmediate=function(a,b,c){I.initAttributes();var d=S.get(a);a.hasPositions&&!d.position&&(d.position=
s.createBuffer());a.hasNormals&&!d.normal&&(d.normal=s.createBuffer());a.hasUvs&&!d.uv&&(d.uv=s.createBuffer());a.hasColors&&!d.color&&(d.color=s.createBuffer());b=b.getAttributes();a.hasPositions&&(s.bindBuffer(s.ARRAY_BUFFER,d.position),s.bufferData(s.ARRAY_BUFFER,a.positionArray,s.DYNAMIC_DRAW),I.enableAttribute(b.position),s.vertexAttribPointer(b.position,3,s.FLOAT,!1,0,0));if(a.hasNormals){s.bindBuffer(s.ARRAY_BUFFER,d.normal);if("MeshPhongMaterial"!==c.type&&"MeshPhysicalMaterial"!==c.type&&
c.shading===THREE.FlatShading)for(var e=0,f=3*a.count;e<f;e+=9){var g=a.normalArray,h=(g[e+0]+g[e+3]+g[e+6])/3,k=(g[e+1]+g[e+4]+g[e+7])/3,l=(g[e+2]+g[e+5]+g[e+8])/3;g[e+0]=h;g[e+1]=k;g[e+2]=l;g[e+3]=h;g[e+4]=k;g[e+5]=l;g[e+6]=h;g[e+7]=k;g[e+8]=l}s.bufferData(s.ARRAY_BUFFER,a.normalArray,s.DYNAMIC_DRAW);I.enableAttribute(b.normal);s.vertexAttribPointer(b.normal,3,s.FLOAT,!1,0,0)}a.hasUvs&&c.map&&(s.bindBuffer(s.ARRAY_BUFFER,d.uv),s.bufferData(s.ARRAY_BUFFER,a.uvArray,s.DYNAMIC_DRAW),I.enableAttribute(b.uv),
s.vertexAttribPointer(b.uv,2,s.FLOAT,!1,0,0));a.hasColors&&c.vertexColors!==THREE.NoColors&&(s.bindBuffer(s.ARRAY_BUFFER,d.color),s.bufferData(s.ARRAY_BUFFER,a.colorArray,s.DYNAMIC_DRAW),I.enableAttribute(b.color),s.vertexAttribPointer(b.color,3,s.FLOAT,!1,0,0));I.disableUnusedAttributes();s.drawArrays(s.TRIANGLES,0,a.count);a.count=0};this.renderBufferDirect=function(a,b,c,d,e,f,g){u(e);var h=w(a,b,c,e,f),l=!1;a=d.id+"_"+h.id+"_"+e.wireframe;a!==ka&&(ka=a,l=!0);b=f.morphTargetInfluences;if(void 0!==
b){a=[];c=0;for(l=b.length;c<l;c++){var m=b[c];a.push([m,c])}a.sort(k);8<a.length&&(a.length=8);var n=d.morphAttributes;c=0;for(l=a.length;c<l;c++)m=a[c],oa[c]=m[0],0!==m[0]?(b=m[1],!0===e.morphTargets&&n.position&&d.addAttribute("morphTarget"+c,n.position[b]),!0===e.morphNormals&&n.normal&&d.addAttribute("morphNormal"+c,n.normal[b])):(!0===e.morphTargets&&d.removeAttribute("morphTarget"+c),!0===e.morphNormals&&d.removeAttribute("morphNormal"+c));a=h.getUniforms();null!==a.morphTargetInfluences&&
s.uniform1fv(a.morphTargetInfluences,oa);l=!0}b=d.index;c=d.attributes.position;!0===e.wireframe&&(b=na.getWireframeAttribute(d));null!==b?(a=Ba,a.setIndex(b)):a=Aa;if(l){a:{var l=void 0,q;if(d instanceof THREE.InstancedBufferGeometry&&(q=U.get("ANGLE_instanced_arrays"),null===q)){console.error("THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.");break a}void 0===l&&(l=0);I.initAttributes();var m=d.attributes,
h=h.getAttributes(),n=e.defaultAttributeValues,p;for(p in h){var r=h[p];if(0<=r){var t=m[p];if(void 0!==t){var v=t.itemSize,x=na.getAttributeBuffer(t);if(t instanceof THREE.InterleavedBufferAttribute){var D=t.data,F=D.stride,t=t.offset;D instanceof THREE.InstancedInterleavedBuffer?(I.enableAttributeAndDivisor(r,D.meshPerAttribute,q),void 0===d.maxInstancedCount&&(d.maxInstancedCount=D.meshPerAttribute*D.count)):I.enableAttribute(r);s.bindBuffer(s.ARRAY_BUFFER,x);s.vertexAttribPointer(r,v,s.FLOAT,
!1,F*D.array.BYTES_PER_ELEMENT,(l*F+t)*D.array.BYTES_PER_ELEMENT)}else t instanceof THREE.InstancedBufferAttribute?(I.enableAttributeAndDivisor(r,t.meshPerAttribute,q),void 0===d.maxInstancedCount&&(d.maxInstancedCount=t.meshPerAttribute*t.count)):I.enableAttribute(r),s.bindBuffer(s.ARRAY_BUFFER,x),s.vertexAttribPointer(r,v,s.FLOAT,!1,0,l*v*4)}else if(void 0!==n&&(v=n[p],void 0!==v))switch(v.length){case 2:s.vertexAttrib2fv(r,v);break;case 3:s.vertexAttrib3fv(r,v);break;case 4:s.vertexAttrib4fv(r,
v);break;default:s.vertexAttrib1fv(r,v)}}}I.disableUnusedAttributes()}null!==b&&s.bindBuffer(s.ELEMENT_ARRAY_BUFFER,na.getAttributeBuffer(b))}q=Infinity;null!==b?q=b.count:void 0!==c&&(q=c.count);p=d.drawRange.start;b=d.drawRange.count;c=null!==g?g.start:0;l=null!==g?g.count:Infinity;g=Math.max(0,p,c);q=Math.min(0+q,p+b,c+l)-1;q=Math.max(0,q-g+1);if(f instanceof THREE.Mesh){if(!0===e.wireframe)I.setLineWidth(e.wireframeLinewidth*G),a.setMode(s.LINES);else switch(f.drawMode){case THREE.TrianglesDrawMode:a.setMode(s.TRIANGLES);
break;case THREE.TriangleStripDrawMode:a.setMode(s.TRIANGLE_STRIP);break;case THREE.TriangleFanDrawMode:a.setMode(s.TRIANGLE_FAN)}d instanceof THREE.InstancedBufferGeometry&&0<d.maxInstancedCount?a.renderInstances(d):a.render(g,q)}else f instanceof THREE.Line?(d=e.linewidth,void 0===d&&(d=1),I.setLineWidth(d*G),f instanceof THREE.LineSegments?a.setMode(s.LINES):a.setMode(s.LINE_STRIP),a.render(g,q)):f instanceof THREE.Points&&(a.setMode(s.POINTS),a.render(g,q))};this.render=function(a,b,c,d){if(!1===
s.createTexture(),da.textures++);J.activeTexture(s.TEXTURE0+b);J.bindTexture(s.TEXTURE_CUBE_MAP,c.__image__webglTextureCube);s.pixelStorei(s.UNPACK_FLIP_Y_WEBGL,a.flipY);for(var d=a instanceof THREE.CompressedTexture,e=a.image[0]instanceof THREE.DataTexture,g=[],h=0;6>h;h++)g[h]=!Z.autoScaleCubemaps||d||e?e?a.image[h].image:a.image[h]:F(a.image[h],ba.maxCubemapSize);var k=x(g[0]),l=C(a.format),n=C(a.type);v(s.TEXTURE_CUBE_MAP,a,k);for(h=0;6>h;h++)if(d)for(var m,q=g[h].mipmaps,p=0,r=q.length;p<r;p++)m=
q[p],a.format!==THREE.RGBAFormat&&a.format!==THREE.RGBFormat?-1<J.getCompressedTextureFormats().indexOf(l)?J.compressedTexImage2D(s.TEXTURE_CUBE_MAP_POSITIVE_X+h,p,l,m.width,m.height,0,m.data):console.warn("THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()"):J.texImage2D(s.TEXTURE_CUBE_MAP_POSITIVE_X+h,p,l,m.width,m.height,0,l,n,m.data);else e?J.texImage2D(s.TEXTURE_CUBE_MAP_POSITIVE_X+h,0,l,g[h].width,g[h].height,0,l,n,g[h].data):J.texImage2D(s.TEXTURE_CUBE_MAP_POSITIVE_X+
h,0,l,l,n,g[h]);a.generateMipmaps&&k&&s.generateMipmap(s.TEXTURE_CUBE_MAP);c.__version=a.version;if(a.onUpdate)a.onUpdate(a)}else J.activeTexture(s.TEXTURE0+b),J.bindTexture(s.TEXTURE_CUBE_MAP,c.__image__webglTextureCube)}function z(a,b){J.activeTexture(s.TEXTURE0+b);J.bindTexture(s.TEXTURE_CUBE_MAP,S.get(a).__webglTexture)}function B(a,b,c,d){var e=C(b.texture.format),f=C(b.texture.type);J.texImage2D(d,0,e,b.width,b.height,0,e,f,null);s.bindFramebuffer(s.FRAMEBUFFER,a);s.framebufferTexture2D(s.FRAMEBUFFER,
c,d,S.get(b.texture).__webglTexture,0);s.bindFramebuffer(s.FRAMEBUFFER,null)}function y(a,b){s.bindRenderbuffer(s.RENDERBUFFER,a);b.depthBuffer&&!b.stencilBuffer?(s.renderbufferStorage(s.RENDERBUFFER,s.DEPTH_COMPONENT16,b.width,b.height),s.framebufferRenderbuffer(s.FRAMEBUFFER,s.DEPTH_ATTACHMENT,s.RENDERBUFFER,a)):b.depthBuffer&&b.stencilBuffer?(s.renderbufferStorage(s.RENDERBUFFER,s.DEPTH_STENCIL,b.width,b.height),s.framebufferRenderbuffer(s.FRAMEBUFFER,s.DEPTH_STENCIL_ATTACHMENT,s.RENDERBUFFER,
a)):s.renderbufferStorage(s.RENDERBUFFER,s.RGBA4,b.width,b.height);s.bindRenderbuffer(s.RENDERBUFFER,null)}function H(a){return a===THREE.NearestFilter||a===THREE.NearestMipMapNearestFilter||a===THREE.NearestMipMapLinearFilter?s.NEAREST:s.LINEAR}function C(a){var b;if(a===THREE.RepeatWrapping)return s.REPEAT;if(a===THREE.ClampToEdgeWrapping)return s.CLAMP_TO_EDGE;if(a===THREE.MirroredRepeatWrapping)return s.MIRRORED_REPEAT;if(a===THREE.NearestFilter)return s.NEAREST;if(a===THREE.NearestMipMapNearestFilter)return s.NEAREST_MIPMAP_NEAREST;
if(a===THREE.NearestMipMapLinearFilter)return s.NEAREST_MIPMAP_LINEAR;if(a===THREE.LinearFilter)return s.LINEAR;if(a===THREE.LinearMipMapNearestFilter)return s.LINEAR_MIPMAP_NEAREST;if(a===THREE.LinearMipMapLinearFilter)return s.LINEAR_MIPMAP_LINEAR;if(a===THREE.UnsignedByteType)return s.UNSIGNED_BYTE;if(a===THREE.UnsignedShort4444Type)return s.UNSIGNED_SHORT_4_4_4_4;if(a===THREE.UnsignedShort5551Type)return s.UNSIGNED_SHORT_5_5_5_1;if(a===THREE.UnsignedShort565Type)return s.UNSIGNED_SHORT_5_6_5;
if(a===THREE.ByteType)return s.BYTE;if(a===THREE.ShortType)return s.SHORT;if(a===THREE.UnsignedShortType)return s.UNSIGNED_SHORT;if(a===THREE.IntType)return s.INT;if(a===THREE.UnsignedIntType)return s.UNSIGNED_INT;if(a===THREE.FloatType)return s.FLOAT;b=U.get("OES_texture_half_float");if(null!==b&&a===THREE.HalfFloatType)return b.HALF_FLOAT_OES;if(a===THREE.AlphaFormat)return s.ALPHA;if(a===THREE.RGBFormat)return s.RGB;if(a===THREE.RGBAFormat)return s.RGBA;if(a===THREE.LuminanceFormat)return s.LUMINANCE;
if(a===THREE.LuminanceAlphaFormat)return s.LUMINANCE_ALPHA;if(a===THREE.AddEquation)return s.FUNC_ADD;if(a===THREE.SubtractEquation)return s.FUNC_SUBTRACT;if(a===THREE.ReverseSubtractEquation)return s.FUNC_REVERSE_SUBTRACT;if(a===THREE.ZeroFactor)return s.ZERO;if(a===THREE.OneFactor)return s.ONE;if(a===THREE.SrcColorFactor)return s.SRC_COLOR;if(a===THREE.OneMinusSrcColorFactor)return s.ONE_MINUS_SRC_COLOR;if(a===THREE.SrcAlphaFactor)return s.SRC_ALPHA;if(a===THREE.OneMinusSrcAlphaFactor)return s.ONE_MINUS_SRC_ALPHA;
if(a===THREE.DstAlphaFactor)return s.DST_ALPHA;if(a===THREE.OneMinusDstAlphaFactor)return s.ONE_MINUS_DST_ALPHA;if(a===THREE.DstColorFactor)return s.DST_COLOR;if(a===THREE.OneMinusDstColorFactor)return s.ONE_MINUS_DST_COLOR;if(a===THREE.SrcAlphaSaturateFactor)return s.SRC_ALPHA_SATURATE;b=U.get("WEBGL_compressed_texture_s3tc");if(null!==b){if(a===THREE.RGB_S3TC_DXT1_Format)return b.COMPRESSED_RGB_S3TC_DXT1_EXT;if(a===THREE.RGBA_S3TC_DXT1_Format)return b.COMPRESSED_RGBA_S3TC_DXT1_EXT;if(a===THREE.RGBA_S3TC_DXT3_Format)return b.COMPRESSED_RGBA_S3TC_DXT3_EXT;
if(a===THREE.RGBA_S3TC_DXT5_Format)return b.COMPRESSED_RGBA_S3TC_DXT5_EXT}b=U.get("WEBGL_compressed_texture_pvrtc");if(null!==b){if(a===THREE.RGB_PVRTC_4BPPV1_Format)return b.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;if(a===THREE.RGB_PVRTC_2BPPV1_Format)return b.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;if(a===THREE.RGBA_PVRTC_4BPPV1_Format)return b.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;if(a===THREE.RGBA_PVRTC_2BPPV1_Format)return b.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG}b=U.get("EXT_blend_minmax");if(null!==b){if(a===THREE.MinEquation)return b.MIN_EXT;
if(a===THREE.MaxEquation)return b.MAX_EXT}return 0}console.log("THREE.WebGLRenderer",THREE.REVISION);a=a||{};var E=void 0!==a.canvas?a.canvas:document.createElement("canvas"),Q=void 0!==a.context?a.context:null,M=E.width,N=E.height,G=1,I=void 0!==a.alpha?a.alpha:!1,K=void 0!==a.depth?a.depth:!0,O=void 0!==a.stencil?a.stencil:!0,R=void 0!==a.antialias?a.antialias:!1,P=void 0!==a.premultipliedAlpha?a.premultipliedAlpha:!0,L=void 0!==a.preserveDrawingBuffer?a.preserveDrawingBuffer:!1,D=new THREE.Color(0),
X=0,V=[],Y=[],ea=-1,aa=[],ma=-1,oa=new Float32Array(8),$=[],va=[];this.domElement=E;this.context=null;this.sortObjects=this.autoClearStencil=this.autoClearDepth=this.autoClearColor=this.autoClear=!0;this.gammaFactor=2;this.gammaOutput=this.gammaInput=!1;this.maxMorphTargets=8;this.maxMorphNormals=4;this.autoScaleCubemaps=!0;var Z=this,ta=null,sa=null,pa=-1,ka="",ja=null,ra=0,fa=0,ga=0,ha=E.width,ia=E.height,xa=0,ya=0,ua=new THREE.Frustum,qa=new THREE.Matrix4,W=new THREE.Vector3,T={hash:"",ambient:[0,
0,0],directional:[],point:[],spot:[],hemi:[],shadows:0,shadowsPointLight:0},da={geometries:0,textures:0},ca={calls:0,vertices:0,faces:0,points:0};this.info={render:ca,memory:da,programs:null};var s;try{I={alpha:I,depth:K,stencil:O,antialias:R,premultipliedAlpha:P,preserveDrawingBuffer:L};s=Q||E.getContext("webgl",I)||E.getContext("experimental-webgl",I);if(null===s){if(null!==E.getContext("webgl"))throw"Error creating WebGL context with your selected attributes.";throw"Error creating WebGL context.";
}E.addEventListener("webglcontextlost",e,!1)}catch(za){console.error("THREE.WebGLRenderer: "+za)}var U=new THREE.WebGLExtensions(s);U.get("OES_texture_float");U.get("OES_texture_float_linear");U.get("OES_texture_half_float");U.get("OES_texture_half_float_linear");U.get("OES_standard_derivatives");U.get("ANGLE_instanced_arrays");U.get("OES_element_index_uint")&&(THREE.BufferGeometry.MaxIndex=4294967296);var ba=new THREE.WebGLCapabilities(s,U,a),J=new THREE.WebGLState(s,U,C),S=new THREE.WebGLProperties,
na=new THREE.WebGLObjects(s,S,this.info),la=new THREE.WebGLPrograms(this,ba);this.info.programs=la.programs;var Aa=new THREE.WebGLBufferRenderer(s,U,ca),Ba=new THREE.WebGLIndexedBufferRenderer(s,U,ca);c();this.context=s;this.capabilities=ba;this.extensions=U;this.state=J;var wa=new THREE.WebGLShadowMap(this,V,na);this.shadowMap=wa;var Ca=new THREE.SpritePlugin(this,$),Da=new THREE.LensFlarePlugin(this,va);this.getContext=function(){return s};this.getContextAttributes=function(){return s.getContextAttributes()};
this.forceContextLoss=function(){U.get("WEBGL_lose_context").loseContext()};this.getMaxAnisotropy=function(){var a;return function(){if(void 0!==a)return a;var b=U.get("EXT_texture_filter_anisotropic");return a=null!==b?s.getParameter(b.MAX_TEXTURE_MAX_ANISOTROPY_EXT):0}}();this.getPrecision=function(){return ba.precision};this.getPixelRatio=function(){return G};this.setPixelRatio=function(a){void 0!==a&&(G=a)};this.getSize=function(){return{width:M,height:N}};this.setSize=function(a,b,c){M=a;N=b;
E.width=a*G;E.height=b*G;!1!==c&&(E.style.width=a+"px",E.style.height=b+"px");this.setViewport(0,0,a,b)};this.setViewport=function(a,b,c,d){fa=a*G;ga=b*G;ha=c*G;ia=d*G;s.viewport(fa,ga,ha,ia)};this.getViewport=function(a){a.x=fa/G;a.y=ga/G;a.z=ha/G;a.w=ia/G};this.setScissor=function(a,b,c,d){s.scissor(a*G,b*G,c*G,d*G)};this.enableScissorTest=function(a){J.setScissorTest(a)};this.getClearColor=function(){return D};this.setClearColor=function(a,c){D.set(a);X=void 0!==c?c:1;b(D.r,D.g,D.b,X)};this.getClearAlpha=
function(){return X};this.setClearAlpha=function(a){X=a;b(D.r,D.g,D.b,X)};this.clear=function(a,b,c){var d=0;if(void 0===a||a)d|=s.COLOR_BUFFER_BIT;if(void 0===b||b)d|=s.DEPTH_BUFFER_BIT;if(void 0===c||c)d|=s.STENCIL_BUFFER_BIT;s.clear(d)};this.clearColor=function(){s.clear(s.COLOR_BUFFER_BIT)};this.clearDepth=function(){s.clear(s.DEPTH_BUFFER_BIT)};this.clearStencil=function(){s.clear(s.STENCIL_BUFFER_BIT)};this.clearTarget=function(a,b,c,d){this.setRenderTarget(a);this.clear(b,c,d)};this.resetGLState=
d;this.dispose=function(){E.removeEventListener("webglcontextlost",e,!1)};this.renderBufferImmediate=function(a,b,c){J.initAttributes();var d=S.get(a);a.hasPositions&&!d.position&&(d.position=s.createBuffer());a.hasNormals&&!d.normal&&(d.normal=s.createBuffer());a.hasUvs&&!d.uv&&(d.uv=s.createBuffer());a.hasColors&&!d.color&&(d.color=s.createBuffer());b=b.getAttributes();a.hasPositions&&(s.bindBuffer(s.ARRAY_BUFFER,d.position),s.bufferData(s.ARRAY_BUFFER,a.positionArray,s.DYNAMIC_DRAW),J.enableAttribute(b.position),
s.vertexAttribPointer(b.position,3,s.FLOAT,!1,0,0));if(a.hasNormals){s.bindBuffer(s.ARRAY_BUFFER,d.normal);if("MeshPhongMaterial"!==c.type&&"MeshPhysicalMaterial"!==c.type&&c.shading===THREE.FlatShading)for(var e=0,f=3*a.count;e<f;e+=9){var g=a.normalArray,h=(g[e+0]+g[e+3]+g[e+6])/3,k=(g[e+1]+g[e+4]+g[e+7])/3,l=(g[e+2]+g[e+5]+g[e+8])/3;g[e+0]=h;g[e+1]=k;g[e+2]=l;g[e+3]=h;g[e+4]=k;g[e+5]=l;g[e+6]=h;g[e+7]=k;g[e+8]=l}s.bufferData(s.ARRAY_BUFFER,a.normalArray,s.DYNAMIC_DRAW);J.enableAttribute(b.normal);
s.vertexAttribPointer(b.normal,3,s.FLOAT,!1,0,0)}a.hasUvs&&c.map&&(s.bindBuffer(s.ARRAY_BUFFER,d.uv),s.bufferData(s.ARRAY_BUFFER,a.uvArray,s.DYNAMIC_DRAW),J.enableAttribute(b.uv),s.vertexAttribPointer(b.uv,2,s.FLOAT,!1,0,0));a.hasColors&&c.vertexColors!==THREE.NoColors&&(s.bindBuffer(s.ARRAY_BUFFER,d.color),s.bufferData(s.ARRAY_BUFFER,a.colorArray,s.DYNAMIC_DRAW),J.enableAttribute(b.color),s.vertexAttribPointer(b.color,3,s.FLOAT,!1,0,0));J.disableUnusedAttributes();s.drawArrays(s.TRIANGLES,0,a.count);
a.count=0};this.renderBufferDirect=function(a,b,c,d,e,f,g){u(e);var h=w(a,b,c,e,f),l=!1;a=d.id+"_"+h.id+"_"+e.wireframe;a!==ka&&(ka=a,l=!0);b=f.morphTargetInfluences;if(void 0!==b){a=[];c=0;for(l=b.length;c<l;c++){var m=b[c];a.push([m,c])}a.sort(k);8<a.length&&(a.length=8);var n=d.morphAttributes;c=0;for(l=a.length;c<l;c++)m=a[c],oa[c]=m[0],0!==m[0]?(b=m[1],!0===e.morphTargets&&n.position&&d.addAttribute("morphTarget"+c,n.position[b]),!0===e.morphNormals&&n.normal&&d.addAttribute("morphNormal"+c,
n.normal[b])):(!0===e.morphTargets&&d.removeAttribute("morphTarget"+c),!0===e.morphNormals&&d.removeAttribute("morphNormal"+c));a=h.getUniforms();null!==a.morphTargetInfluences&&s.uniform1fv(a.morphTargetInfluences,oa);l=!0}b=d.index;c=d.attributes.position;!0===e.wireframe&&(b=na.getWireframeAttribute(d));null!==b?(a=Ba,a.setIndex(b)):a=Aa;if(l){a:{var l=void 0,q;if(d instanceof THREE.InstancedBufferGeometry&&(q=U.get("ANGLE_instanced_arrays"),null===q)){console.error("THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.");
break a}void 0===l&&(l=0);J.initAttributes();var m=d.attributes,h=h.getAttributes(),n=e.defaultAttributeValues,p;for(p in h){var r=h[p];if(0<=r){var t=m[p];if(void 0!==t){var v=t.itemSize,x=na.getAttributeBuffer(t);if(t instanceof THREE.InterleavedBufferAttribute){var C=t.data,F=C.stride,t=t.offset;C instanceof THREE.InstancedInterleavedBuffer?(J.enableAttributeAndDivisor(r,C.meshPerAttribute,q),void 0===d.maxInstancedCount&&(d.maxInstancedCount=C.meshPerAttribute*C.count)):J.enableAttribute(r);s.bindBuffer(s.ARRAY_BUFFER,
x);s.vertexAttribPointer(r,v,s.FLOAT,!1,F*C.array.BYTES_PER_ELEMENT,(l*F+t)*C.array.BYTES_PER_ELEMENT)}else t instanceof THREE.InstancedBufferAttribute?(J.enableAttributeAndDivisor(r,t.meshPerAttribute,q),void 0===d.maxInstancedCount&&(d.maxInstancedCount=t.meshPerAttribute*t.count)):J.enableAttribute(r),s.bindBuffer(s.ARRAY_BUFFER,x),s.vertexAttribPointer(r,v,s.FLOAT,!1,0,l*v*4)}else if(void 0!==n&&(v=n[p],void 0!==v))switch(v.length){case 2:s.vertexAttrib2fv(r,v);break;case 3:s.vertexAttrib3fv(r,
v);break;case 4:s.vertexAttrib4fv(r,v);break;default:s.vertexAttrib1fv(r,v)}}}J.disableUnusedAttributes()}null!==b&&s.bindBuffer(s.ELEMENT_ARRAY_BUFFER,na.getAttributeBuffer(b))}q=Infinity;null!==b?q=b.count:void 0!==c&&(q=c.count);p=d.drawRange.start;b=d.drawRange.count;c=null!==g?g.start:0;l=null!==g?g.count:Infinity;g=Math.max(0,p,c);q=Math.min(0+q,p+b,c+l)-1;q=Math.max(0,q-g+1);if(f instanceof THREE.Mesh){if(!0===e.wireframe)J.setLineWidth(e.wireframeLinewidth*G),a.setMode(s.LINES);else switch(f.drawMode){case THREE.TrianglesDrawMode:a.setMode(s.TRIANGLES);
break;case THREE.TriangleStripDrawMode:a.setMode(s.TRIANGLE_STRIP);break;case THREE.TriangleFanDrawMode:a.setMode(s.TRIANGLE_FAN)}d instanceof THREE.InstancedBufferGeometry&&0<d.maxInstancedCount?a.renderInstances(d):a.render(g,q)}else f instanceof THREE.Line?(d=e.linewidth,void 0===d&&(d=1),J.setLineWidth(d*G),f instanceof THREE.LineSegments?a.setMode(s.LINES):a.setMode(s.LINE_STRIP),a.render(g,q)):f instanceof THREE.Points&&(a.setMode(s.POINTS),a.render(g,q))};this.render=function(a,b,c,d){if(!1===
b instanceof THREE.Camera)console.error("THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.");else{var e=a.fog;ka="";pa=-1;ja=null;!0===a.autoUpdate&&a.updateMatrixWorld();null===b.parent&&b.updateMatrixWorld();b.matrixWorldInverse.getInverse(b.matrixWorld);qa.multiplyMatrices(b.projectionMatrix,b.matrixWorldInverse);ua.setFromMatrix(qa);V.length=0;ma=ea=-1;$.length=0;va.length=0;q(a,b);Y.length=ea+1;aa.length=ma+1;!0===Z.sortObjects&&(Y.sort(m),aa.sort(p));var f=V,g,h,k,l=0,n=
0,t=0,v,u,w,D=b.matrixWorldInverse,F=0,E=0,B=0,z=0;T.shadows=0;g=T.shadowsPointLight=0;for(h=f.length;g<h;g++)if(k=f[g],v=k.color,u=k.intensity,w=k.distance,k instanceof THREE.AmbientLight)l+=v.r,n+=v.g,t+=v.b;else if(k instanceof THREE.DirectionalLight){k.__webglUniforms||(k.__webglUniforms={direction:new THREE.Vector3,color:new THREE.Color});var A=k.__webglUniforms;A.direction.setFromMatrixPosition(k.matrixWorld);W.setFromMatrixPosition(k.target.matrixWorld);A.direction.sub(W);A.direction.transformDirection(D);
A.color.copy(k.color).multiplyScalar(k.intensity);T.directional[F++]=A;k.castShadow&&T.shadows++}else k instanceof THREE.PointLight?(k.__webglUniforms||(k.__webglUniforms={position:new THREE.Vector3,color:new THREE.Color,distance:0,decay:0}),A=k.__webglUniforms,A.position.setFromMatrixPosition(k.matrixWorld),A.position.applyMatrix4(D),A.color.copy(k.color).multiplyScalar(k.intensity),A.distance=k.distance,A.decay=0===k.distance?0:k.decay,T.point[E++]=A,k.castShadow&&(T.shadows++,T.shadowsPointLight++)):
k instanceof THREE.SpotLight?(k.__webglUniforms||(k.__webglUniforms={position:new THREE.Vector3,direction:new THREE.Vector3,color:new THREE.Color,distance:0,decay:0,angleCos:0}),A=k.__webglUniforms,A.position.setFromMatrixPosition(k.matrixWorld),A.position.applyMatrix4(D),A.color.copy(v).multiplyScalar(u),A.distance=w,A.direction.setFromMatrixPosition(k.matrixWorld),W.setFromMatrixPosition(k.target.matrixWorld),A.direction.sub(W),A.direction.transformDirection(D),A.angleCos=Math.cos(k.angle),A.exponent=
k.exponent,A.decay=0===k.distance?0:k.decay,T.spot[B++]=A,k.castShadow&&T.shadows++):k instanceof THREE.HemisphereLight&&(k.__webglUniforms||(k.__webglUniforms={direction:new THREE.Vector3,skyColor:new THREE.Color,groundColor:new THREE.Color}),A=k.__webglUniforms,A.direction.setFromMatrixPosition(k.matrixWorld),A.direction.transformDirection(D),A.direction.normalize(),A.skyColor.copy(k.color).multiplyScalar(u),A.groundColor.copy(k.groundColor).multiplyScalar(u),T.hemi[z++]=A);T.ambient[0]=l;T.ambient[1]=
n;T.ambient[2]=t;T.directional.length=F;T.point.length=E;T.spot.length=B;T.hemi.length=z;T.hash=F+","+E+","+B+","+z;wa.render(a,b);ca.calls=0;ca.vertices=0;ca.faces=0;ca.points=0;this.setRenderTarget(c);(this.autoClear||d)&&this.clear(this.autoClearColor,this.autoClearDepth,this.autoClearStencil);a.overrideMaterial?(d=a.overrideMaterial,r(Y,b,V,e,d),r(aa,b,V,e,d)):(I.setBlending(THREE.NoBlending),r(Y,b,V,e),r(aa,b,V,e));Ca.render(a,b);Da.render(a,b,xa,ya);c&&(a=c.texture,a.generateMipmaps&&x(c)&&
a.minFilter!==THREE.NearestFilter&&a.minFilter!==THREE.LinearFilter&&(a=c instanceof THREE.WebGLRenderTargetCube?s.TEXTURE_CUBE_MAP:s.TEXTURE_2D,c=S.get(c.texture).__webglTexture,I.bindTexture(a,c),s.generateMipmap(a),I.bindTexture(a,null)));I.setDepthTest(!0);I.setDepthWrite(!0);I.setColorWrite(!0)}};this.setFaceCulling=function(a,b){a===THREE.CullFaceNone?I.disable(s.CULL_FACE):(b===THREE.FrontFaceDirectionCW?s.frontFace(s.CW):s.frontFace(s.CCW),a===THREE.CullFaceBack?s.cullFace(s.BACK):a===THREE.CullFaceFront?
s.cullFace(s.FRONT):s.cullFace(s.FRONT_AND_BACK),I.enable(s.CULL_FACE))};this.setTexture=function(a,b){var c=S.get(a);if(0<a.version&&c.__version!==a.version){var d=a.image;if(void 0===d)console.warn("THREE.WebGLRenderer: Texture marked for update but image is undefined",a);else if(!1===d.complete)console.warn("THREE.WebGLRenderer: Texture marked for update but image is incomplete",a);else{void 0===c.__webglInit&&(c.__webglInit=!0,a.addEventListener("dispose",f),c.__webglTexture=s.createTexture(),
da.textures++);I.activeTexture(s.TEXTURE0+b);I.bindTexture(s.TEXTURE_2D,c.__webglTexture);s.pixelStorei(s.UNPACK_FLIP_Y_WEBGL,a.flipY);s.pixelStorei(s.UNPACK_PREMULTIPLY_ALPHA_WEBGL,a.premultiplyAlpha);s.pixelStorei(s.UNPACK_ALIGNMENT,a.unpackAlignment);a.image=F(a.image,ba.maxTextureSize);if((a.wrapS!==THREE.ClampToEdgeWrapping||a.wrapT!==THREE.ClampToEdgeWrapping||a.minFilter!==THREE.NearestFilter&&a.minFilter!==THREE.LinearFilter)&&!1===x(a.image)){d=a.image;if(d instanceof HTMLImageElement||d instanceof
HTMLCanvasElement){var e=document.createElement("canvas");e.width=THREE.Math.nearestPowerOfTwo(d.width);e.height=THREE.Math.nearestPowerOfTwo(d.height);e.getContext("2d").drawImage(d,0,0,e.width,e.height);console.warn("THREE.WebGLRenderer: image is not power of two ("+d.width+"x"+d.height+"). Resized to "+e.width+"x"+e.height,d);d=e}a.image=d}var g=a.image,d=x(g),e=D(a.format),h=D(a.type);v(s.TEXTURE_2D,a,d);var k=a.mipmaps;if(a instanceof THREE.DataTexture)if(0<k.length&&d){for(var l=0,n=k.length;l<
n;l++)g=k[l],I.texImage2D(s.TEXTURE_2D,l,e,g.width,g.height,0,e,h,g.data);a.generateMipmaps=!1}else I.texImage2D(s.TEXTURE_2D,0,e,g.width,g.height,0,e,h,g.data);else if(a instanceof THREE.CompressedTexture)for(l=0,n=k.length;l<n;l++)g=k[l],a.format!==THREE.RGBAFormat&&a.format!==THREE.RGBFormat?-1<I.getCompressedTextureFormats().indexOf(e)?I.compressedTexImage2D(s.TEXTURE_2D,l,e,g.width,g.height,0,g.data):console.warn("THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()"):
I.texImage2D(s.TEXTURE_2D,l,e,g.width,g.height,0,e,h,g.data);else if(0<k.length&&d){l=0;for(n=k.length;l<n;l++)g=k[l],I.texImage2D(s.TEXTURE_2D,l,e,e,h,g);a.generateMipmaps=!1}else I.texImage2D(s.TEXTURE_2D,0,e,e,h,a.image);a.generateMipmaps&&d&&s.generateMipmap(s.TEXTURE_2D);c.__version=a.version;if(a.onUpdate)a.onUpdate(a)}}else I.activeTexture(s.TEXTURE0+b),I.bindTexture(s.TEXTURE_2D,c.__webglTexture)};this.setRenderTarget=function(a){var b=a instanceof THREE.WebGLRenderTargetCube;if(a&&void 0===
S.get(a).__webglFramebuffer){var c=S.get(a),d=S.get(a.texture);void 0===a.depthBuffer&&(a.depthBuffer=!0);void 0===a.stencilBuffer&&(a.stencilBuffer=!0);a.addEventListener("dispose",g);d.__webglTexture=s.createTexture();da.textures++;var e=x(a),f=D(a.texture.format),h=D(a.texture.type);if(b){c.__webglFramebuffer=[];c.__webglRenderbuffer=[];I.bindTexture(s.TEXTURE_CUBE_MAP,d.__webglTexture);v(s.TEXTURE_CUBE_MAP,a.texture,e);for(d=0;6>d;d++)c.__webglFramebuffer[d]=s.createFramebuffer(),c.__webglRenderbuffer[d]=
s.createRenderbuffer(),I.texImage2D(s.TEXTURE_CUBE_MAP_POSITIVE_X+d,0,f,a.width,a.height,0,f,h,null),B(c.__webglFramebuffer[d],a,s.TEXTURE_CUBE_MAP_POSITIVE_X+d),y(c.__webglRenderbuffer[d],a);a.texture.generateMipmaps&&e&&s.generateMipmap(s.TEXTURE_CUBE_MAP)}else c.__webglFramebuffer=s.createFramebuffer(),c.__webglRenderbuffer=a.shareDepthFrom?a.shareDepthFrom.__webglRenderbuffer:s.createRenderbuffer(),I.bindTexture(s.TEXTURE_2D,d.__webglTexture),v(s.TEXTURE_2D,a.texture,e),I.texImage2D(s.TEXTURE_2D,
0,f,a.width,a.height,0,f,h,null),B(c.__webglFramebuffer,a,s.TEXTURE_2D),a.shareDepthFrom?a.depthBuffer&&!a.stencilBuffer?s.framebufferRenderbuffer(s.FRAMEBUFFER,s.DEPTH_ATTACHMENT,s.RENDERBUFFER,c.__webglRenderbuffer):a.depthBuffer&&a.stencilBuffer&&s.framebufferRenderbuffer(s.FRAMEBUFFER,s.DEPTH_STENCIL_ATTACHMENT,s.RENDERBUFFER,c.__webglRenderbuffer):y(c.__webglRenderbuffer,a),a.texture.generateMipmaps&&e&&s.generateMipmap(s.TEXTURE_2D);b?I.bindTexture(s.TEXTURE_CUBE_MAP,null):I.bindTexture(s.TEXTURE_2D,
null);s.bindRenderbuffer(s.RENDERBUFFER,null);s.bindFramebuffer(s.FRAMEBUFFER,null)}a?(c=S.get(a),d=b?c.__webglFramebuffer[a.activeCubeFace]:c.__webglFramebuffer,c=a.width,e=a.height,h=f=0):(d=null,c=ha,e=ia,f=fa,h=ga);d!==sa&&(s.bindFramebuffer(s.FRAMEBUFFER,d),s.viewport(f,h,c,e),sa=d);b&&(d=S.get(a.texture),s.framebufferTexture2D(s.FRAMEBUFFER,s.COLOR_ATTACHMENT0,s.TEXTURE_CUBE_MAP_POSITIVE_X+a.activeCubeFace,d.__webglTexture,0));xa=c;ya=e};this.readRenderTargetPixels=function(a,b,c,d,e,f){if(!1===
a instanceof THREE.WebGLRenderTarget)console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");else{var g=S.get(a).__webglFramebuffer;if(g){var h=!1;g!==sa&&(s.bindFramebuffer(s.FRAMEBUFFER,g),h=!0);try{var k=a.texture;k.format!==THREE.RGBAFormat&&D(k.format)!==s.getParameter(s.IMPLEMENTATION_COLOR_READ_FORMAT)?console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format."):k.type===THREE.UnsignedByteType||
D(k.type)===s.getParameter(s.IMPLEMENTATION_COLOR_READ_TYPE)||k.type===THREE.FloatType&&U.get("WEBGL_color_buffer_float")||k.type===THREE.HalfFloatType&&U.get("EXT_color_buffer_half_float")?s.checkFramebufferStatus(s.FRAMEBUFFER)===s.FRAMEBUFFER_COMPLETE?s.readPixels(b,c,d,e,D(k.format),D(k.type),f):console.error("THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete."):console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.")}finally{h&&
s.bindFramebuffer(s.FRAMEBUFFER,sa)}}}}};
THREE.WebGLRenderTarget=function(a,b,c){this.uuid=THREE.Math.generateUUID();this.width=a;this.height=b;c=c||{};void 0===c.minFilter&&(c.minFilter=THREE.LinearFilter);this.texture=new THREE.Texture(void 0,void 0,c.wrapS,c.wrapT,c.magFilter,c.minFilter,c.format,c.type,c.anisotropy);this.depthBuffer=void 0!==c.depthBuffer?c.depthBuffer:!0;this.stencilBuffer=void 0!==c.stencilBuffer?c.stencilBuffer:!0;this.shareDepthFrom=void 0!==c.shareDepthFrom?c.shareDepthFrom:null};
0,t=0,v,u,w,C=b.matrixWorldInverse,F=0,E=0,B=0,z=0;T.shadows=0;g=T.shadowsPointLight=0;for(h=f.length;g<h;g++)if(k=f[g],v=k.color,u=k.intensity,w=k.distance,k instanceof THREE.AmbientLight)l+=v.r,n+=v.g,t+=v.b;else if(k instanceof THREE.DirectionalLight){k.__webglUniforms||(k.__webglUniforms={direction:new THREE.Vector3,color:new THREE.Color});var A=k.__webglUniforms;A.direction.setFromMatrixPosition(k.matrixWorld);W.setFromMatrixPosition(k.target.matrixWorld);A.direction.sub(W);A.direction.transformDirection(C);
A.color.copy(k.color).multiplyScalar(k.intensity);T.directional[F++]=A;k.castShadow&&T.shadows++}else k instanceof THREE.PointLight?(k.__webglUniforms||(k.__webglUniforms={position:new THREE.Vector3,color:new THREE.Color,distance:0,decay:0}),A=k.__webglUniforms,A.position.setFromMatrixPosition(k.matrixWorld),A.position.applyMatrix4(C),A.color.copy(k.color).multiplyScalar(k.intensity),A.distance=k.distance,A.decay=0===k.distance?0:k.decay,T.point[E++]=A,k.castShadow&&(T.shadows++,T.shadowsPointLight++)):
k instanceof THREE.SpotLight?(k.__webglUniforms||(k.__webglUniforms={position:new THREE.Vector3,direction:new THREE.Vector3,color:new THREE.Color,distance:0,decay:0,angleCos:0}),A=k.__webglUniforms,A.position.setFromMatrixPosition(k.matrixWorld),A.position.applyMatrix4(C),A.color.copy(v).multiplyScalar(u),A.distance=w,A.direction.setFromMatrixPosition(k.matrixWorld),W.setFromMatrixPosition(k.target.matrixWorld),A.direction.sub(W),A.direction.transformDirection(C),A.angleCos=Math.cos(k.angle),A.exponent=
k.exponent,A.decay=0===k.distance?0:k.decay,T.spot[B++]=A,k.castShadow&&T.shadows++):k instanceof THREE.HemisphereLight&&(k.__webglUniforms||(k.__webglUniforms={direction:new THREE.Vector3,skyColor:new THREE.Color,groundColor:new THREE.Color}),A=k.__webglUniforms,A.direction.setFromMatrixPosition(k.matrixWorld),A.direction.transformDirection(C),A.direction.normalize(),A.skyColor.copy(k.color).multiplyScalar(u),A.groundColor.copy(k.groundColor).multiplyScalar(u),T.hemi[z++]=A);T.ambient[0]=l;T.ambient[1]=
n;T.ambient[2]=t;T.directional.length=F;T.point.length=E;T.spot.length=B;T.hemi.length=z;T.hash=F+","+E+","+B+","+z;wa.render(a,b);ca.calls=0;ca.vertices=0;ca.faces=0;ca.points=0;this.setRenderTarget(c);(this.autoClear||d)&&this.clear(this.autoClearColor,this.autoClearDepth,this.autoClearStencil);a.overrideMaterial?(d=a.overrideMaterial,r(Y,b,V,e,d),r(aa,b,V,e,d)):(J.setBlending(THREE.NoBlending),r(Y,b,V,e),r(aa,b,V,e));Ca.render(a,b);Da.render(a,b,xa,ya);c&&(a=c.texture,a.generateMipmaps&&x(c)&&
a.minFilter!==THREE.NearestFilter&&a.minFilter!==THREE.LinearFilter&&(a=c instanceof THREE.WebGLRenderTargetCube?s.TEXTURE_CUBE_MAP:s.TEXTURE_2D,c=S.get(c.texture).__webglTexture,J.bindTexture(a,c),s.generateMipmap(a),J.bindTexture(a,null)));J.setDepthTest(!0);J.setDepthWrite(!0);J.setColorWrite(!0)}};this.setFaceCulling=function(a,b){a===THREE.CullFaceNone?J.disable(s.CULL_FACE):(b===THREE.FrontFaceDirectionCW?s.frontFace(s.CW):s.frontFace(s.CCW),a===THREE.CullFaceBack?s.cullFace(s.BACK):a===THREE.CullFaceFront?
s.cullFace(s.FRONT):s.cullFace(s.FRONT_AND_BACK),J.enable(s.CULL_FACE))};this.setTexture=function(a,b){var c=S.get(a);if(0<a.version&&c.__version!==a.version){var d=a.image;if(void 0===d)console.warn("THREE.WebGLRenderer: Texture marked for update but image is undefined",a);else if(!1===d.complete)console.warn("THREE.WebGLRenderer: Texture marked for update but image is incomplete",a);else{void 0===c.__webglInit&&(c.__webglInit=!0,a.addEventListener("dispose",f),c.__webglTexture=s.createTexture(),
da.textures++);J.activeTexture(s.TEXTURE0+b);J.bindTexture(s.TEXTURE_2D,c.__webglTexture);s.pixelStorei(s.UNPACK_FLIP_Y_WEBGL,a.flipY);s.pixelStorei(s.UNPACK_PREMULTIPLY_ALPHA_WEBGL,a.premultiplyAlpha);s.pixelStorei(s.UNPACK_ALIGNMENT,a.unpackAlignment);a.image=F(a.image,ba.maxTextureSize);if((a.wrapS!==THREE.ClampToEdgeWrapping||a.wrapT!==THREE.ClampToEdgeWrapping||a.minFilter!==THREE.NearestFilter&&a.minFilter!==THREE.LinearFilter)&&!1===x(a.image)){d=a.image;if(d instanceof HTMLImageElement||d instanceof
HTMLCanvasElement){var e=document.createElement("canvas");e.width=THREE.Math.nearestPowerOfTwo(d.width);e.height=THREE.Math.nearestPowerOfTwo(d.height);e.getContext("2d").drawImage(d,0,0,e.width,e.height);console.warn("THREE.WebGLRenderer: image is not power of two ("+d.width+"x"+d.height+"). Resized to "+e.width+"x"+e.height,d);d=e}a.image=d}var g=a.image,d=x(g),e=C(a.format),h=C(a.type);v(s.TEXTURE_2D,a,d);var k=a.mipmaps;if(a instanceof THREE.DataTexture)if(0<k.length&&d){for(var l=0,n=k.length;l<
n;l++)g=k[l],J.texImage2D(s.TEXTURE_2D,l,e,g.width,g.height,0,e,h,g.data);a.generateMipmaps=!1}else J.texImage2D(s.TEXTURE_2D,0,e,g.width,g.height,0,e,h,g.data);else if(a instanceof THREE.CompressedTexture)for(l=0,n=k.length;l<n;l++)g=k[l],a.format!==THREE.RGBAFormat&&a.format!==THREE.RGBFormat?-1<J.getCompressedTextureFormats().indexOf(e)?J.compressedTexImage2D(s.TEXTURE_2D,l,e,g.width,g.height,0,g.data):console.warn("THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()"):
J.texImage2D(s.TEXTURE_2D,l,e,g.width,g.height,0,e,h,g.data);else if(0<k.length&&d){l=0;for(n=k.length;l<n;l++)g=k[l],J.texImage2D(s.TEXTURE_2D,l,e,e,h,g);a.generateMipmaps=!1}else J.texImage2D(s.TEXTURE_2D,0,e,e,h,a.image);a.generateMipmaps&&d&&s.generateMipmap(s.TEXTURE_2D);c.__version=a.version;if(a.onUpdate)a.onUpdate(a)}}else J.activeTexture(s.TEXTURE0+b),J.bindTexture(s.TEXTURE_2D,c.__webglTexture)};this.setRenderTarget=function(a){if(a&&void 0===S.get(a).__webglFramebuffer){var b=S.get(a),
c=S.get(a.texture);a.addEventListener("dispose",g);c.__webglTexture=s.createTexture();da.textures++;var d=a instanceof THREE.WebGLRenderTargetCube,e=THREE.Math.isPowerOfTwo(a.width)&&THREE.Math.isPowerOfTwo(a.height);C(a.texture.format);C(a.texture.type);if(d){b.__webglFramebuffer=[];for(var f=0;6>f;f++)b.__webglFramebuffer[f]=s.createFramebuffer()}else b.__webglFramebuffer=s.createFramebuffer();if(d){J.bindTexture(s.TEXTURE_CUBE_MAP,c.__webglTexture);v(s.TEXTURE_CUBE_MAP,a.texture,e);for(f=0;6>f;f++)B(b.__webglFramebuffer[f],
a,s.COLOR_ATTACHMENT0,s.TEXTURE_CUBE_MAP_POSITIVE_X+f);a.texture.generateMipmaps&&e&&s.generateMipmap(s.TEXTURE_CUBE_MAP);J.bindTexture(s.TEXTURE_CUBE_MAP,null)}else J.bindTexture(s.TEXTURE_2D,c.__webglTexture),v(s.TEXTURE_2D,a.texture,e),B(b.__webglFramebuffer,a,s.COLOR_ATTACHMENT0,s.TEXTURE_2D),a.texture.generateMipmaps&&e&&s.generateMipmap(s.TEXTURE_2D),J.bindTexture(s.TEXTURE_2D,null);if(a.depthBuffer){b=S.get(a);if(a instanceof THREE.WebGLRenderTargetCube)for(b.__webglDepthbuffer=[],c=0;6>c;c++)s.bindFramebuffer(s.FRAMEBUFFER,
b.__webglFramebuffer[c]),b.__webglDepthbuffer[c]=s.createRenderbuffer(),y(b.__webglDepthbuffer[c],a);else s.bindFramebuffer(s.FRAMEBUFFER,b.__webglFramebuffer),b.__webglDepthbuffer=s.createRenderbuffer(),y(b.__webglDepthbuffer,a);s.bindFramebuffer(s.FRAMEBUFFER,null)}}var b=a instanceof THREE.WebGLRenderTargetCube,h;a?(c=S.get(a),e=b?c.__webglFramebuffer[a.activeCubeFace]:c.__webglFramebuffer,c=a.width,d=a.height,h=f=0):(e=null,c=ha,d=ia,f=fa,h=ga);e!==sa&&(s.bindFramebuffer(s.FRAMEBUFFER,e),s.viewport(f,
h,c,d),sa=e);b&&(b=S.get(a.texture),s.framebufferTexture2D(s.FRAMEBUFFER,s.COLOR_ATTACHMENT0,s.TEXTURE_CUBE_MAP_POSITIVE_X+a.activeCubeFace,b.__webglTexture,0));xa=c;ya=d};this.readRenderTargetPixels=function(a,b,c,d,e,f){if(!1===a instanceof THREE.WebGLRenderTarget)console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");else{var g=S.get(a).__webglFramebuffer;if(g){var h=!1;g!==sa&&(s.bindFramebuffer(s.FRAMEBUFFER,g),h=!0);try{var k=a.texture;k.format!==
THREE.RGBAFormat&&C(k.format)!==s.getParameter(s.IMPLEMENTATION_COLOR_READ_FORMAT)?console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format."):k.type===THREE.UnsignedByteType||C(k.type)===s.getParameter(s.IMPLEMENTATION_COLOR_READ_TYPE)||k.type===THREE.FloatType&&U.get("WEBGL_color_buffer_float")||k.type===THREE.HalfFloatType&&U.get("EXT_color_buffer_half_float")?s.checkFramebufferStatus(s.FRAMEBUFFER)===s.FRAMEBUFFER_COMPLETE?s.readPixels(b,
c,d,e,C(k.format),C(k.type),f):console.error("THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete."):console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.")}finally{h&&s.bindFramebuffer(s.FRAMEBUFFER,sa)}}}}};
THREE.WebGLRenderTarget=function(a,b,c){this.uuid=THREE.Math.generateUUID();this.width=a;this.height=b;c=c||{};void 0===c.minFilter&&(c.minFilter=THREE.LinearFilter);this.texture=new THREE.Texture(void 0,void 0,c.wrapS,c.wrapT,c.magFilter,c.minFilter,c.format,c.type,c.anisotropy);this.depthBuffer=void 0!==c.depthBuffer?c.depthBuffer:!0;this.stencilBuffer=void 0!==c.stencilBuffer?c.stencilBuffer:!0};
THREE.WebGLRenderTarget.prototype={constructor:THREE.WebGLRenderTarget,setSize:function(a,b){if(this.width!==a||this.height!==b)this.width=a,this.height=b,this.dispose()},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.width=a.width;this.height=a.height;this.texture=a.texture.clone();this.depthBuffer=a.depthBuffer;this.stencilBuffer=a.stencilBuffer;this.shareDepthFrom=a.shareDepthFrom;return this},dispose:function(){this.dispatchEvent({type:"dispose"})}};THREE.EventDispatcher.prototype.apply(THREE.WebGLRenderTarget.prototype);
THREE.WebGLRenderTargetCube=function(a,b,c){THREE.WebGLRenderTarget.call(this,a,b,c);this.activeCubeFace=0};THREE.WebGLRenderTargetCube.prototype=Object.create(THREE.WebGLRenderTarget.prototype);THREE.WebGLRenderTargetCube.prototype.constructor=THREE.WebGLRenderTargetCube;
THREE.WebGLBufferRenderer=function(a,b,c){var d;this.setMode=function(a){d=a};this.render=function(b,f){a.drawArrays(d,b,f);c.calls++;c.vertices+=f;d===a.TRIANGLES&&(c.faces+=f/3)};this.renderInstances=function(a){var c=b.get("ANGLE_instanced_arrays");if(null===c)console.error("THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.");else{var g=a.attributes.position;g instanceof THREE.InterleavedBufferAttribute?c.drawArraysInstancedANGLE(d,
......@@ -709,11 +708,11 @@ THREE.WebGLShader=function(){function a(a){a=a.split("\n");for(var c=0;c<a.lengt
THREE.WebGLShadowMap=function(a,b,c){function d(a,b,c,d){var e=a.geometry,f=null,f=n,g=a.customDepthMaterial;c&&(f=q,g=a.customDistanceMaterial);g?f=g:(a=a instanceof THREE.SkinnedMesh&&b.skinning,g=0,void 0!==e.morphTargets&&0<e.morphTargets.length&&b.morphTargets&&(g|=1),a&&(g|=2),f=f[g]);f.visible=b.visible;f.wireframe=b.wireframe;f.wireframeLinewidth=b.wireframeLinewidth;c&&void 0!==f.uniforms.lightPos&&f.uniforms.lightPos.value.copy(d);return f}function e(a,b,c){if(!1!==a.visible){a.layers.test(b.layers)&&
(a instanceof THREE.Mesh||a instanceof THREE.Line||a instanceof THREE.Points)&&a.castShadow&&(!1===a.frustumCulled||!0===h.intersectsObject(a))&&!0===a.material.visible&&(a.modelViewMatrix.multiplyMatrices(c.matrixWorldInverse,a.matrixWorld),p.push(a));a=a.children;for(var d=0,f=a.length;d<f;d++)e(a[d],b,c)}}var f=a.context,g=a.state,h=new THREE.Frustum,l=new THREE.Matrix4;new THREE.Vector3;new THREE.Vector3;for(var k=new THREE.Vector3,m=new THREE.Vector3,p=[],n=Array(4),q=Array(4),r=[new THREE.Vector3(1,
0,0),new THREE.Vector3(-1,0,0),new THREE.Vector3(0,0,1),new THREE.Vector3(0,0,-1),new THREE.Vector3(0,1,0),new THREE.Vector3(0,-1,0)],u=[new THREE.Vector3(0,1,0),new THREE.Vector3(0,1,0),new THREE.Vector3(0,1,0),new THREE.Vector3(0,1,0),new THREE.Vector3(0,0,1),new THREE.Vector3(0,0,-1)],w=[new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4],t=new THREE.Vector4,v=THREE.ShaderLib.depthRGBA,F=THREE.UniformsUtils.clone(v.uniforms),x=THREE.ShaderLib.distanceRGBA,
A=THREE.UniformsUtils.clone(x.uniforms),z=0;4!==z;++z){var B=0!==(z&1),y=0!==(z&2),H=new THREE.ShaderMaterial({uniforms:F,vertexShader:v.vertexShader,fragmentShader:v.fragmentShader,morphTargets:B,skinning:y});H._shadowPass=!0;n[z]=H;B=new THREE.ShaderMaterial({uniforms:A,vertexShader:x.vertexShader,fragmentShader:x.fragmentShader,morphTargets:B,skinning:y});B._shadowPass=!0;q[z]=B}var D=this;this.enabled=!1;this.autoUpdate=!0;this.needsUpdate=!1;this.type=THREE.PCFShadowMap;this.cullFace=THREE.CullFaceFront;
this.render=function(n,q){var v,x;if(!1!==D.enabled&&(!1!==D.autoUpdate||!1!==D.needsUpdate)){f.clearColor(1,1,1,1);g.disable(f.BLEND);g.enable(f.CULL_FACE);f.frontFace(f.CCW);f.cullFace(D.cullFace===THREE.CullFaceFront?f.FRONT:f.BACK);g.setDepthTest(!0);a.getViewport(t);for(var F=0,A=b.length;F<A;F++){var B=b[F];if(!0===B.castShadow){var z=B.shadow,y=z.camera,H=z.mapSize;if(B instanceof THREE.PointLight){v=6;x=!0;var L=H.x/4,C=H.y/2;w[0].set(2*L,C,L,C);w[1].set(0,C,L,C);w[2].set(3*L,C,L,C);w[3].set(L,
C,L,C);w[4].set(3*L,0,L,C);w[5].set(L,0,L,C)}else v=1,x=!1;null===z.map&&(L=THREE.LinearFilter,D.type===THREE.PCFSoftShadowMap&&(L=THREE.NearestFilter),z.map=new THREE.WebGLRenderTarget(H.x,H.y,{minFilter:L,magFilter:L,format:THREE.RGBAFormat}),z.matrix=new THREE.Matrix4,B instanceof THREE.SpotLight&&(y.aspect=H.x/H.y),y.updateProjectionMatrix());H=z.map;z=z.matrix;m.setFromMatrixPosition(B.matrixWorld);y.position.copy(m);a.setRenderTarget(H);a.clear();for(H=0;H<v;H++)for(x?(k.copy(y.position),k.add(r[H]),
y.up.copy(u[H]),y.lookAt(k),L=w[H],a.setViewport(L.x,L.y,L.z,L.w)):(k.setFromMatrixPosition(B.target.matrixWorld),y.lookAt(k)),y.updateMatrixWorld(),y.matrixWorldInverse.getInverse(y.matrixWorld),z.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1),z.multiply(y.projectionMatrix),z.multiply(y.matrixWorldInverse),l.multiplyMatrices(y.projectionMatrix,y.matrixWorldInverse),h.setFromMatrix(l),p.length=0,e(n,q,y),L=0,C=p.length;L<C;L++){var X=p[L],V=c.update(X),Y=X.material;if(Y instanceof THREE.MeshFaceMaterial)for(var ea=
V.groups,Y=Y.materials,aa=0,ma=ea.length;aa<ma;aa++){var oa=ea[aa],$=Y[oa.materialIndex];!0===$.visible&&($=d(X,$,x,m),a.renderBufferDirect(y,b,null,V,$,X,oa))}else $=d(X,Y,x,m),a.renderBufferDirect(y,b,null,V,$,X,null)}a.resetGLState()}}a.setViewport(t.x,t.y,t.z,t.w);v=a.getClearColor();x=a.getClearAlpha();a.setClearColor(v,x);g.enable(f.BLEND);D.cullFace===THREE.CullFaceFront&&f.cullFace(f.BACK);a.resetGLState();D.needsUpdate=!1}}};
A=THREE.UniformsUtils.clone(x.uniforms),z=0;4!==z;++z){var B=0!==(z&1),y=0!==(z&2),H=new THREE.ShaderMaterial({uniforms:F,vertexShader:v.vertexShader,fragmentShader:v.fragmentShader,morphTargets:B,skinning:y});H._shadowPass=!0;n[z]=H;B=new THREE.ShaderMaterial({uniforms:A,vertexShader:x.vertexShader,fragmentShader:x.fragmentShader,morphTargets:B,skinning:y});B._shadowPass=!0;q[z]=B}var C=this;this.enabled=!1;this.autoUpdate=!0;this.needsUpdate=!1;this.type=THREE.PCFShadowMap;this.cullFace=THREE.CullFaceFront;
this.render=function(n,q){var v,x;if(!1!==C.enabled&&(!1!==C.autoUpdate||!1!==C.needsUpdate)){f.clearColor(1,1,1,1);g.disable(f.BLEND);g.enable(f.CULL_FACE);f.frontFace(f.CCW);f.cullFace(C.cullFace===THREE.CullFaceFront?f.FRONT:f.BACK);g.setDepthTest(!0);a.getViewport(t);for(var F=0,A=b.length;F<A;F++){var B=b[F];if(!0===B.castShadow){var z=B.shadow,y=z.camera,H=z.mapSize;if(B instanceof THREE.PointLight){v=6;x=!0;var L=H.x/4,D=H.y/2;w[0].set(2*L,D,L,D);w[1].set(0,D,L,D);w[2].set(3*L,D,L,D);w[3].set(L,
D,L,D);w[4].set(3*L,0,L,D);w[5].set(L,0,L,D)}else v=1,x=!1;null===z.map&&(L=THREE.LinearFilter,C.type===THREE.PCFSoftShadowMap&&(L=THREE.NearestFilter),z.map=new THREE.WebGLRenderTarget(H.x,H.y,{minFilter:L,magFilter:L,format:THREE.RGBAFormat}),z.matrix=new THREE.Matrix4,B instanceof THREE.SpotLight&&(y.aspect=H.x/H.y),y.updateProjectionMatrix());H=z.map;z=z.matrix;m.setFromMatrixPosition(B.matrixWorld);y.position.copy(m);a.setRenderTarget(H);a.clear();for(H=0;H<v;H++)for(x?(k.copy(y.position),k.add(r[H]),
y.up.copy(u[H]),y.lookAt(k),L=w[H],a.setViewport(L.x,L.y,L.z,L.w)):(k.setFromMatrixPosition(B.target.matrixWorld),y.lookAt(k)),y.updateMatrixWorld(),y.matrixWorldInverse.getInverse(y.matrixWorld),z.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1),z.multiply(y.projectionMatrix),z.multiply(y.matrixWorldInverse),l.multiplyMatrices(y.projectionMatrix,y.matrixWorldInverse),h.setFromMatrix(l),p.length=0,e(n,q,y),L=0,D=p.length;L<D;L++){var X=p[L],V=c.update(X),Y=X.material;if(Y instanceof THREE.MeshFaceMaterial)for(var ea=
V.groups,Y=Y.materials,aa=0,ma=ea.length;aa<ma;aa++){var oa=ea[aa],$=Y[oa.materialIndex];!0===$.visible&&($=d(X,$,x,m),a.renderBufferDirect(y,b,null,V,$,X,oa))}else $=d(X,Y,x,m),a.renderBufferDirect(y,b,null,V,$,X,null)}a.resetGLState()}}a.setViewport(t.x,t.y,t.z,t.w);v=a.getClearColor();x=a.getClearAlpha();a.setClearColor(v,x);g.enable(f.BLEND);C.cullFace===THREE.CullFaceFront&&f.cullFace(f.BACK);a.resetGLState();C.needsUpdate=!1}}};
THREE.WebGLState=function(a,b,c){var d=this,e=new Uint8Array(16),f=new Uint8Array(16),g=new Uint8Array(16),h={},l=null,k=null,m=null,p=null,n=null,q=null,r=null,u=null,w=null,t=null,v=null,F=null,x=null,A=null,z=null,B=a.getParameter(a.MAX_TEXTURE_IMAGE_UNITS),y=void 0,H={};this.init=function(){a.clearColor(0,0,0,1);a.clearDepth(1);a.clearStencil(0);this.enable(a.DEPTH_TEST);a.depthFunc(a.LEQUAL);a.frontFace(a.CCW);a.cullFace(a.BACK);this.enable(a.CULL_FACE);this.enable(a.BLEND);a.blendEquation(a.FUNC_ADD);
a.blendFunc(a.SRC_ALPHA,a.ONE_MINUS_SRC_ALPHA)};this.initAttributes=function(){for(var a=0,b=e.length;a<b;a++)e[a]=0};this.enableAttribute=function(c){e[c]=1;0===f[c]&&(a.enableVertexAttribArray(c),f[c]=1);0!==g[c]&&(b.get("ANGLE_instanced_arrays").vertexAttribDivisorANGLE(c,0),g[c]=0)};this.enableAttributeAndDivisor=function(b,c,d){e[b]=1;0===f[b]&&(a.enableVertexAttribArray(b),f[b]=1);g[b]!==c&&(d.vertexAttribDivisorANGLE(b,c),g[b]=c)};this.disableUnusedAttributes=function(){for(var b=0,c=f.length;b<
c;b++)f[b]!==e[b]&&(a.disableVertexAttribArray(b),f[b]=0)};this.enable=function(b){!0!==h[b]&&(a.enable(b),h[b]=!0)};this.disable=function(b){!1!==h[b]&&(a.disable(b),h[b]=!1)};this.getCompressedTextureFormats=function(){if(null===l&&(l=[],b.get("WEBGL_compressed_texture_pvrtc")||b.get("WEBGL_compressed_texture_s3tc")))for(var c=a.getParameter(a.COMPRESSED_TEXTURE_FORMATS),d=0;d<c.length;d++)l.push(c[d]);return l};this.setBlending=function(b,d,e,f,g,h,l){b!==k&&(b===THREE.NoBlending?this.disable(a.BLEND):
......@@ -722,23 +721,23 @@ a.ONE,a.ONE_MINUS_SRC_ALPHA)),k=b);if(b===THREE.CustomBlending){g=g||d;h=h||e;l=
break;case THREE.EqualDepth:a.depthFunc(a.EQUAL);break;case THREE.GreaterEqualDepth:a.depthFunc(a.GEQUAL);break;case THREE.GreaterDepth:a.depthFunc(a.GREATER);break;case THREE.NotEqualDepth:a.depthFunc(a.NOTEQUAL);break;default:a.depthFunc(a.LEQUAL)}else a.depthFunc(a.LEQUAL);w=b}};this.setDepthTest=function(b){b?this.enable(a.DEPTH_TEST):this.disable(a.DEPTH_TEST)};this.setDepthWrite=function(b){t!==b&&(a.depthMask(b),t=b)};this.setColorWrite=function(b){v!==b&&(a.colorMask(b,b,b,b),v=b)};this.setFlipSided=
function(b){F!==b&&(b?a.frontFace(a.CW):a.frontFace(a.CCW),F=b)};this.setLineWidth=function(b){b!==x&&(a.lineWidth(b),x=b)};this.setPolygonOffset=function(b,c,d){b?this.enable(a.POLYGON_OFFSET_FILL):this.disable(a.POLYGON_OFFSET_FILL);!b||A===c&&z===d||(a.polygonOffset(c,d),A=c,z=d)};this.setScissorTest=function(b){b?this.enable(a.SCISSOR_TEST):this.disable(a.SCISSOR_TEST)};this.activeTexture=function(b){void 0===b&&(b=a.TEXTURE0+B-1);y!==b&&(a.activeTexture(b),y=b)};this.bindTexture=function(b,c){void 0===
y&&d.activeTexture();var e=H[y];void 0===e&&(e={type:void 0,texture:void 0},H[y]=e);if(e.type!==b||e.texture!==c)a.bindTexture(b,c),e.type=b,e.texture=c};this.compressedTexImage2D=function(){try{a.compressedTexImage2D.apply(a,arguments)}catch(b){console.error(b)}};this.texImage2D=function(){try{a.texImage2D.apply(a,arguments)}catch(b){console.error(b)}};this.reset=function(){for(var b=0;b<f.length;b++)1===f[b]&&(a.disableVertexAttribArray(b),f[b]=0);h={};F=v=t=k=l=null}};
THREE.LensFlarePlugin=function(a,b){var c,d,e,f,g,h,l,k,m,p,n=a.context,q=a.state,r,u,w,t,v,F;this.render=function(x,A,z,B){if(0!==b.length){x=new THREE.Vector3;var y=B/z,H=.5*z,D=.5*B,E=16/B,Q=new THREE.Vector2(E*y,E),M=new THREE.Vector3(1,1,0),N=new THREE.Vector2(1,1);if(void 0===w){var E=new Float32Array([-1,-1,0,0,1,-1,1,0,1,1,1,1,-1,1,0,1]),G=new Uint16Array([0,1,2,0,2,3]);r=n.createBuffer();u=n.createBuffer();n.bindBuffer(n.ARRAY_BUFFER,r);n.bufferData(n.ARRAY_BUFFER,E,n.STATIC_DRAW);n.bindBuffer(n.ELEMENT_ARRAY_BUFFER,
THREE.LensFlarePlugin=function(a,b){var c,d,e,f,g,h,l,k,m,p,n=a.context,q=a.state,r,u,w,t,v,F;this.render=function(x,A,z,B){if(0!==b.length){x=new THREE.Vector3;var y=B/z,H=.5*z,C=.5*B,E=16/B,Q=new THREE.Vector2(E*y,E),M=new THREE.Vector3(1,1,0),N=new THREE.Vector2(1,1);if(void 0===w){var E=new Float32Array([-1,-1,0,0,1,-1,1,0,1,1,1,1,-1,1,0,1]),G=new Uint16Array([0,1,2,0,2,3]);r=n.createBuffer();u=n.createBuffer();n.bindBuffer(n.ARRAY_BUFFER,r);n.bufferData(n.ARRAY_BUFFER,E,n.STATIC_DRAW);n.bindBuffer(n.ELEMENT_ARRAY_BUFFER,
u);n.bufferData(n.ELEMENT_ARRAY_BUFFER,G,n.STATIC_DRAW);v=n.createTexture();F=n.createTexture();q.bindTexture(n.TEXTURE_2D,v);n.texImage2D(n.TEXTURE_2D,0,n.RGB,16,16,0,n.RGB,n.UNSIGNED_BYTE,null);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_WRAP_S,n.CLAMP_TO_EDGE);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_WRAP_T,n.CLAMP_TO_EDGE);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_MAG_FILTER,n.NEAREST);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_MIN_FILTER,n.NEAREST);q.bindTexture(n.TEXTURE_2D,F);n.texImage2D(n.TEXTURE_2D,0,
n.RGBA,16,16,0,n.RGBA,n.UNSIGNED_BYTE,null);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_WRAP_S,n.CLAMP_TO_EDGE);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_WRAP_T,n.CLAMP_TO_EDGE);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_MAG_FILTER,n.NEAREST);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_MIN_FILTER,n.NEAREST);var E=(t=0<n.getParameter(n.MAX_VERTEX_TEXTURE_IMAGE_UNITS))?{vertexShader:"uniform lowp int renderType;\nuniform vec3 screenPosition;\nuniform vec2 scale;\nuniform float rotation;\nuniform sampler2D occlusionMap;\nattribute vec2 position;\nattribute vec2 uv;\nvarying vec2 vUV;\nvarying float vVisibility;\nvoid main() {\nvUV = uv;\nvec2 pos = position;\nif ( renderType == 2 ) {\nvec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );\nvVisibility = visibility.r / 9.0;\nvVisibility *= 1.0 - visibility.g / 9.0;\nvVisibility *= visibility.b / 9.0;\nvVisibility *= 1.0 - visibility.a / 9.0;\npos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;\npos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;\n}\ngl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n}",
fragmentShader:"uniform lowp int renderType;\nuniform sampler2D map;\nuniform float opacity;\nuniform vec3 color;\nvarying vec2 vUV;\nvarying float vVisibility;\nvoid main() {\nif ( renderType == 0 ) {\ngl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );\n} else if ( renderType == 1 ) {\ngl_FragColor = texture2D( map, vUV );\n} else {\nvec4 texture = texture2D( map, vUV );\ntexture.a *= opacity * vVisibility;\ngl_FragColor = texture;\ngl_FragColor.rgb *= color;\n}\n}"}:{vertexShader:"uniform lowp int renderType;\nuniform vec3 screenPosition;\nuniform vec2 scale;\nuniform float rotation;\nattribute vec2 position;\nattribute vec2 uv;\nvarying vec2 vUV;\nvoid main() {\nvUV = uv;\nvec2 pos = position;\nif ( renderType == 2 ) {\npos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;\npos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;\n}\ngl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n}",
fragmentShader:"precision mediump float;\nuniform lowp int renderType;\nuniform sampler2D map;\nuniform sampler2D occlusionMap;\nuniform float opacity;\nuniform vec3 color;\nvarying vec2 vUV;\nvoid main() {\nif ( renderType == 0 ) {\ngl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );\n} else if ( renderType == 1 ) {\ngl_FragColor = texture2D( map, vUV );\n} else {\nfloat visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a;\nvisibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;\nvisibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;\nvisibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;\nvisibility = ( 1.0 - visibility / 4.0 );\nvec4 texture = texture2D( map, vUV );\ntexture.a *= opacity * visibility;\ngl_FragColor = texture;\ngl_FragColor.rgb *= color;\n}\n}"},
G=n.createProgram(),J=n.createShader(n.FRAGMENT_SHADER),K=n.createShader(n.VERTEX_SHADER),O="precision "+a.getPrecision()+" float;\n";n.shaderSource(J,O+E.fragmentShader);n.shaderSource(K,O+E.vertexShader);n.compileShader(J);n.compileShader(K);n.attachShader(G,J);n.attachShader(G,K);n.linkProgram(G);w=G;m=n.getAttribLocation(w,"position");p=n.getAttribLocation(w,"uv");c=n.getUniformLocation(w,"renderType");d=n.getUniformLocation(w,"map");e=n.getUniformLocation(w,"occlusionMap");f=n.getUniformLocation(w,
"opacity");g=n.getUniformLocation(w,"color");h=n.getUniformLocation(w,"scale");l=n.getUniformLocation(w,"rotation");k=n.getUniformLocation(w,"screenPosition")}n.useProgram(w);q.initAttributes();q.enableAttribute(m);q.enableAttribute(p);q.disableUnusedAttributes();n.uniform1i(e,0);n.uniform1i(d,1);n.bindBuffer(n.ARRAY_BUFFER,r);n.vertexAttribPointer(m,2,n.FLOAT,!1,16,0);n.vertexAttribPointer(p,2,n.FLOAT,!1,16,8);n.bindBuffer(n.ELEMENT_ARRAY_BUFFER,u);q.disable(n.CULL_FACE);n.depthMask(!1);G=0;for(J=
b.length;G<J;G++)if(E=16/B,Q.set(E*y,E),K=b[G],x.set(K.matrixWorld.elements[12],K.matrixWorld.elements[13],K.matrixWorld.elements[14]),x.applyMatrix4(A.matrixWorldInverse),x.applyProjection(A.projectionMatrix),M.copy(x),N.x=M.x*H+H,N.y=M.y*D+D,t||0<N.x&&N.x<z&&0<N.y&&N.y<B){q.activeTexture(n.TEXTURE0);q.bindTexture(n.TEXTURE_2D,null);q.activeTexture(n.TEXTURE1);q.bindTexture(n.TEXTURE_2D,v);n.copyTexImage2D(n.TEXTURE_2D,0,n.RGB,N.x-8,N.y-8,16,16,0);n.uniform1i(c,0);n.uniform2f(h,Q.x,Q.y);n.uniform3f(k,
G=n.createProgram(),I=n.createShader(n.FRAGMENT_SHADER),K=n.createShader(n.VERTEX_SHADER),O="precision "+a.getPrecision()+" float;\n";n.shaderSource(I,O+E.fragmentShader);n.shaderSource(K,O+E.vertexShader);n.compileShader(I);n.compileShader(K);n.attachShader(G,I);n.attachShader(G,K);n.linkProgram(G);w=G;m=n.getAttribLocation(w,"position");p=n.getAttribLocation(w,"uv");c=n.getUniformLocation(w,"renderType");d=n.getUniformLocation(w,"map");e=n.getUniformLocation(w,"occlusionMap");f=n.getUniformLocation(w,
"opacity");g=n.getUniformLocation(w,"color");h=n.getUniformLocation(w,"scale");l=n.getUniformLocation(w,"rotation");k=n.getUniformLocation(w,"screenPosition")}n.useProgram(w);q.initAttributes();q.enableAttribute(m);q.enableAttribute(p);q.disableUnusedAttributes();n.uniform1i(e,0);n.uniform1i(d,1);n.bindBuffer(n.ARRAY_BUFFER,r);n.vertexAttribPointer(m,2,n.FLOAT,!1,16,0);n.vertexAttribPointer(p,2,n.FLOAT,!1,16,8);n.bindBuffer(n.ELEMENT_ARRAY_BUFFER,u);q.disable(n.CULL_FACE);n.depthMask(!1);G=0;for(I=
b.length;G<I;G++)if(E=16/B,Q.set(E*y,E),K=b[G],x.set(K.matrixWorld.elements[12],K.matrixWorld.elements[13],K.matrixWorld.elements[14]),x.applyMatrix4(A.matrixWorldInverse),x.applyProjection(A.projectionMatrix),M.copy(x),N.x=M.x*H+H,N.y=M.y*C+C,t||0<N.x&&N.x<z&&0<N.y&&N.y<B){q.activeTexture(n.TEXTURE0);q.bindTexture(n.TEXTURE_2D,null);q.activeTexture(n.TEXTURE1);q.bindTexture(n.TEXTURE_2D,v);n.copyTexImage2D(n.TEXTURE_2D,0,n.RGB,N.x-8,N.y-8,16,16,0);n.uniform1i(c,0);n.uniform2f(h,Q.x,Q.y);n.uniform3f(k,
M.x,M.y,M.z);q.disable(n.BLEND);q.enable(n.DEPTH_TEST);n.drawElements(n.TRIANGLES,6,n.UNSIGNED_SHORT,0);q.activeTexture(n.TEXTURE0);q.bindTexture(n.TEXTURE_2D,F);n.copyTexImage2D(n.TEXTURE_2D,0,n.RGBA,N.x-8,N.y-8,16,16,0);n.uniform1i(c,1);q.disable(n.DEPTH_TEST);q.activeTexture(n.TEXTURE1);q.bindTexture(n.TEXTURE_2D,v);n.drawElements(n.TRIANGLES,6,n.UNSIGNED_SHORT,0);K.positionScreen.copy(M);K.customUpdateCallback?K.customUpdateCallback(K):K.updateLensFlares();n.uniform1i(c,2);q.enable(n.BLEND);for(var O=
0,R=K.lensFlares.length;O<R;O++){var P=K.lensFlares[O];.001<P.opacity&&.001<P.scale&&(M.x=P.x,M.y=P.y,M.z=P.z,E=P.size*P.scale/B,Q.x=E*y,Q.y=E,n.uniform3f(k,M.x,M.y,M.z),n.uniform2f(h,Q.x,Q.y),n.uniform1f(l,P.rotation),n.uniform1f(f,P.opacity),n.uniform3f(g,P.color.r,P.color.g,P.color.b),q.setBlending(P.blending,P.blendEquation,P.blendSrc,P.blendDst),a.setTexture(P.texture,1),n.drawElements(n.TRIANGLES,6,n.UNSIGNED_SHORT,0))}}q.enable(n.CULL_FACE);q.enable(n.DEPTH_TEST);n.depthMask(!0);a.resetGLState()}}};
THREE.SpritePlugin=function(a,b){var c,d,e,f,g,h,l,k,m,p,n,q,r,u,w,t,v;function F(a,b){return a.z!==b.z?b.z-a.z:b.id-a.id}var x=a.context,A=a.state,z,B,y,H,D=new THREE.Vector3,E=new THREE.Quaternion,Q=new THREE.Vector3;this.render=function(M,N){if(0!==b.length){if(void 0===y){var G=new Float32Array([-.5,-.5,0,0,.5,-.5,1,0,.5,.5,1,1,-.5,.5,0,1]),J=new Uint16Array([0,1,2,0,2,3]);z=x.createBuffer();B=x.createBuffer();x.bindBuffer(x.ARRAY_BUFFER,z);x.bufferData(x.ARRAY_BUFFER,G,x.STATIC_DRAW);x.bindBuffer(x.ELEMENT_ARRAY_BUFFER,
B);x.bufferData(x.ELEMENT_ARRAY_BUFFER,J,x.STATIC_DRAW);var G=x.createProgram(),J=x.createShader(x.VERTEX_SHADER),K=x.createShader(x.FRAGMENT_SHADER);x.shaderSource(J,["precision "+a.getPrecision()+" float;","uniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform float rotation;\nuniform vec2 scale;\nuniform vec2 uvOffset;\nuniform vec2 uvScale;\nattribute vec2 position;\nattribute vec2 uv;\nvarying vec2 vUV;\nvoid main() {\nvUV = uvOffset + uv * uvScale;\nvec2 alignedPosition = position * scale;\nvec2 rotatedPosition;\nrotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\nrotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\nvec4 finalPosition;\nfinalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\nfinalPosition.xy += rotatedPosition;\nfinalPosition = projectionMatrix * finalPosition;\ngl_Position = finalPosition;\n}"].join("\n"));
THREE.SpritePlugin=function(a,b){var c,d,e,f,g,h,l,k,m,p,n,q,r,u,w,t,v;function F(a,b){return a.z!==b.z?b.z-a.z:b.id-a.id}var x=a.context,A=a.state,z,B,y,H,C=new THREE.Vector3,E=new THREE.Quaternion,Q=new THREE.Vector3;this.render=function(M,N){if(0!==b.length){if(void 0===y){var G=new Float32Array([-.5,-.5,0,0,.5,-.5,1,0,.5,.5,1,1,-.5,.5,0,1]),I=new Uint16Array([0,1,2,0,2,3]);z=x.createBuffer();B=x.createBuffer();x.bindBuffer(x.ARRAY_BUFFER,z);x.bufferData(x.ARRAY_BUFFER,G,x.STATIC_DRAW);x.bindBuffer(x.ELEMENT_ARRAY_BUFFER,
B);x.bufferData(x.ELEMENT_ARRAY_BUFFER,I,x.STATIC_DRAW);var G=x.createProgram(),I=x.createShader(x.VERTEX_SHADER),K=x.createShader(x.FRAGMENT_SHADER);x.shaderSource(I,["precision "+a.getPrecision()+" float;","uniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform float rotation;\nuniform vec2 scale;\nuniform vec2 uvOffset;\nuniform vec2 uvScale;\nattribute vec2 position;\nattribute vec2 uv;\nvarying vec2 vUV;\nvoid main() {\nvUV = uvOffset + uv * uvScale;\nvec2 alignedPosition = position * scale;\nvec2 rotatedPosition;\nrotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\nrotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\nvec4 finalPosition;\nfinalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\nfinalPosition.xy += rotatedPosition;\nfinalPosition = projectionMatrix * finalPosition;\ngl_Position = finalPosition;\n}"].join("\n"));
x.shaderSource(K,["precision "+a.getPrecision()+" float;","uniform vec3 color;\nuniform sampler2D map;\nuniform float opacity;\nuniform int fogType;\nuniform vec3 fogColor;\nuniform float fogDensity;\nuniform float fogNear;\nuniform float fogFar;\nuniform float alphaTest;\nvarying vec2 vUV;\nvoid main() {\nvec4 texture = texture2D( map, vUV );\nif ( texture.a < alphaTest ) discard;\ngl_FragColor = vec4( color * texture.xyz, texture.a * opacity );\nif ( fogType > 0 ) {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat fogFactor = 0.0;\nif ( fogType == 1 ) {\nfogFactor = smoothstep( fogNear, fogFar, depth );\n} else {\nconst float LOG2 = 1.442695;\nfogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n}\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n}\n}"].join("\n"));
x.compileShader(J);x.compileShader(K);x.attachShader(G,J);x.attachShader(G,K);x.linkProgram(G);y=G;t=x.getAttribLocation(y,"position");v=x.getAttribLocation(y,"uv");c=x.getUniformLocation(y,"uvOffset");d=x.getUniformLocation(y,"uvScale");e=x.getUniformLocation(y,"rotation");f=x.getUniformLocation(y,"scale");g=x.getUniformLocation(y,"color");h=x.getUniformLocation(y,"map");l=x.getUniformLocation(y,"opacity");k=x.getUniformLocation(y,"modelViewMatrix");m=x.getUniformLocation(y,"projectionMatrix");p=
x.getUniformLocation(y,"fogType");n=x.getUniformLocation(y,"fogDensity");q=x.getUniformLocation(y,"fogNear");r=x.getUniformLocation(y,"fogFar");u=x.getUniformLocation(y,"fogColor");w=x.getUniformLocation(y,"alphaTest");G=document.createElement("canvas");G.width=8;G.height=8;J=G.getContext("2d");J.fillStyle="white";J.fillRect(0,0,8,8);H=new THREE.Texture(G);H.needsUpdate=!0}x.useProgram(y);A.initAttributes();A.enableAttribute(t);A.enableAttribute(v);A.disableUnusedAttributes();A.disable(x.CULL_FACE);
A.enable(x.BLEND);x.bindBuffer(x.ARRAY_BUFFER,z);x.vertexAttribPointer(t,2,x.FLOAT,!1,16,0);x.vertexAttribPointer(v,2,x.FLOAT,!1,16,8);x.bindBuffer(x.ELEMENT_ARRAY_BUFFER,B);x.uniformMatrix4fv(m,!1,N.projectionMatrix.elements);A.activeTexture(x.TEXTURE0);x.uniform1i(h,0);J=G=0;(K=M.fog)?(x.uniform3f(u,K.color.r,K.color.g,K.color.b),K instanceof THREE.Fog?(x.uniform1f(q,K.near),x.uniform1f(r,K.far),x.uniform1i(p,1),J=G=1):K instanceof THREE.FogExp2&&(x.uniform1f(n,K.density),x.uniform1i(p,2),J=G=2)):
(x.uniform1i(p,0),J=G=0);for(var K=0,O=b.length;K<O;K++){var R=b[K];R.modelViewMatrix.multiplyMatrices(N.matrixWorldInverse,R.matrixWorld);R.z=-R.modelViewMatrix.elements[14]}b.sort(F);for(var P=[],K=0,O=b.length;K<O;K++){var R=b[K],L=R.material;x.uniform1f(w,L.alphaTest);x.uniformMatrix4fv(k,!1,R.modelViewMatrix.elements);R.matrixWorld.decompose(D,E,Q);P[0]=Q.x;P[1]=Q.y;R=0;M.fog&&L.fog&&(R=J);G!==R&&(x.uniform1i(p,R),G=R);null!==L.map?(x.uniform2f(c,L.map.offset.x,L.map.offset.y),x.uniform2f(d,
x.compileShader(I);x.compileShader(K);x.attachShader(G,I);x.attachShader(G,K);x.linkProgram(G);y=G;t=x.getAttribLocation(y,"position");v=x.getAttribLocation(y,"uv");c=x.getUniformLocation(y,"uvOffset");d=x.getUniformLocation(y,"uvScale");e=x.getUniformLocation(y,"rotation");f=x.getUniformLocation(y,"scale");g=x.getUniformLocation(y,"color");h=x.getUniformLocation(y,"map");l=x.getUniformLocation(y,"opacity");k=x.getUniformLocation(y,"modelViewMatrix");m=x.getUniformLocation(y,"projectionMatrix");p=
x.getUniformLocation(y,"fogType");n=x.getUniformLocation(y,"fogDensity");q=x.getUniformLocation(y,"fogNear");r=x.getUniformLocation(y,"fogFar");u=x.getUniformLocation(y,"fogColor");w=x.getUniformLocation(y,"alphaTest");G=document.createElement("canvas");G.width=8;G.height=8;I=G.getContext("2d");I.fillStyle="white";I.fillRect(0,0,8,8);H=new THREE.Texture(G);H.needsUpdate=!0}x.useProgram(y);A.initAttributes();A.enableAttribute(t);A.enableAttribute(v);A.disableUnusedAttributes();A.disable(x.CULL_FACE);
A.enable(x.BLEND);x.bindBuffer(x.ARRAY_BUFFER,z);x.vertexAttribPointer(t,2,x.FLOAT,!1,16,0);x.vertexAttribPointer(v,2,x.FLOAT,!1,16,8);x.bindBuffer(x.ELEMENT_ARRAY_BUFFER,B);x.uniformMatrix4fv(m,!1,N.projectionMatrix.elements);A.activeTexture(x.TEXTURE0);x.uniform1i(h,0);I=G=0;(K=M.fog)?(x.uniform3f(u,K.color.r,K.color.g,K.color.b),K instanceof THREE.Fog?(x.uniform1f(q,K.near),x.uniform1f(r,K.far),x.uniform1i(p,1),I=G=1):K instanceof THREE.FogExp2&&(x.uniform1f(n,K.density),x.uniform1i(p,2),I=G=2)):
(x.uniform1i(p,0),I=G=0);for(var K=0,O=b.length;K<O;K++){var R=b[K];R.modelViewMatrix.multiplyMatrices(N.matrixWorldInverse,R.matrixWorld);R.z=-R.modelViewMatrix.elements[14]}b.sort(F);for(var P=[],K=0,O=b.length;K<O;K++){var R=b[K],L=R.material;x.uniform1f(w,L.alphaTest);x.uniformMatrix4fv(k,!1,R.modelViewMatrix.elements);R.matrixWorld.decompose(C,E,Q);P[0]=Q.x;P[1]=Q.y;R=0;M.fog&&L.fog&&(R=I);G!==R&&(x.uniform1i(p,R),G=R);null!==L.map?(x.uniform2f(c,L.map.offset.x,L.map.offset.y),x.uniform2f(d,
L.map.repeat.x,L.map.repeat.y)):(x.uniform2f(c,0,0),x.uniform2f(d,1,1));x.uniform1f(l,L.opacity);x.uniform3f(g,L.color.r,L.color.g,L.color.b);x.uniform1f(e,L.rotation);x.uniform2fv(f,P);A.setBlending(L.blending,L.blendEquation,L.blendSrc,L.blendDst);A.setDepthTest(L.depthTest);A.setDepthWrite(L.depthWrite);L.map&&L.map.image&&L.map.image.width?a.setTexture(L.map,0):a.setTexture(H,0);x.drawElements(x.TRIANGLES,6,x.UNSIGNED_SHORT,0)}A.enable(x.CULL_FACE);a.resetGLState()}}};
Object.defineProperties(THREE.Box2.prototype,{isIntersectionBox:{value:function(a){console.warn("THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().");return this.intersectsBox(a)}}});
Object.defineProperties(THREE.Box3.prototype,{isIntersectionBox:{value:function(a){console.warn("THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().");return this.intersectsBox(a)}},isIntersectionSphere:{value:function(a){console.warn("THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().");return this.intersectsSphere(a)}}});
......@@ -779,13 +778,13 @@ THREE.CanvasRenderer=function(){console.error("THREE.CanvasRenderer has been mov
THREE.CurveUtils={tangentQuadraticBezier:function(a,b,c,d){return 2*(1-a)*(c-b)+2*a*(d-c)},tangentCubicBezier:function(a,b,c,d,e){return-3*b*(1-a)*(1-a)+3*c*(1-a)*(1-a)-6*a*c*(1-a)+6*a*d*(1-a)-3*a*a*d+3*a*a*e},tangentSpline:function(a,b,c,d,e){return 6*a*a-6*a+(3*a*a-4*a+1)+(-6*a*a+6*a)+(3*a*a-2*a)},interpolate:function(a,b,c,d,e){a=.5*(c-a);d=.5*(d-b);var f=e*e;return(2*b-2*c+a+d)*e*f+(-3*b+3*c-2*a-d)*f+a*e+b}};
THREE.SceneUtils={createMultiMaterialObject:function(a,b){for(var c=new THREE.Group,d=0,e=b.length;d<e;d++)c.add(new THREE.Mesh(a,b[d]));return c},detach:function(a,b,c){a.applyMatrix(b.matrixWorld);b.remove(a);c.add(a)},attach:function(a,b,c){var d=new THREE.Matrix4;d.getInverse(c.matrixWorld);a.applyMatrix(d);b.remove(a);c.add(a)}};
THREE.ShapeUtils={area:function(a){for(var b=a.length,c=0,d=b-1,e=0;e<b;d=e++)c+=a[d].x*a[e].y-a[e].x*a[d].y;return.5*c},triangulate:function(){return function(a,b){var c=a.length;if(3>c)return null;var d=[],e=[],f=[],g,h,l;if(0<THREE.ShapeUtils.area(a))for(h=0;h<c;h++)e[h]=h;else for(h=0;h<c;h++)e[h]=c-1-h;var k=2*c;for(h=c-1;2<c;){if(0>=k--){console.warn("THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()");break}g=h;c<=g&&(g=0);h=g+1;c<=h&&(h=0);l=h+1;c<=l&&(l=0);var m;a:{var p=
m=void 0,n=void 0,q=void 0,r=void 0,u=void 0,w=void 0,t=void 0,v=void 0,p=a[e[g]].x,n=a[e[g]].y,q=a[e[h]].x,r=a[e[h]].y,u=a[e[l]].x,w=a[e[l]].y;if(Number.EPSILON>(q-p)*(w-n)-(r-n)*(u-p))m=!1;else{var F=void 0,x=void 0,A=void 0,z=void 0,B=void 0,y=void 0,H=void 0,D=void 0,E=void 0,Q=void 0,E=D=H=v=t=void 0,F=u-q,x=w-r,A=p-u,z=n-w,B=q-p,y=r-n;for(m=0;m<c;m++)if(t=a[e[m]].x,v=a[e[m]].y,!(t===p&&v===n||t===q&&v===r||t===u&&v===w)&&(H=t-p,D=v-n,E=t-q,Q=v-r,t-=u,v-=w,E=F*Q-x*E,H=B*D-y*H,D=A*v-z*t,E>=-Number.EPSILON&&
D>=-Number.EPSILON&&H>=-Number.EPSILON)){m=!1;break a}m=!0}}if(m){d.push([a[e[g]],a[e[h]],a[e[l]]]);f.push([e[g],e[h],e[l]]);g=h;for(l=h+1;l<c;g++,l++)e[g]=e[l];c--;k=2*c}}return b?f:d}}(),triangulateShape:function(a,b){function c(a,b,c){return a.x!==b.x?a.x<b.x?a.x<=c.x&&c.x<=b.x:b.x<=c.x&&c.x<=a.x:a.y<b.y?a.y<=c.y&&c.y<=b.y:b.y<=c.y&&c.y<=a.y}function d(a,b,d,e,f){var g=b.x-a.x,h=b.y-a.y,k=e.x-d.x,l=e.y-d.y,m=a.x-d.x,p=a.y-d.y,B=h*k-g*l,y=h*m-g*p;if(Math.abs(B)>Number.EPSILON){if(0<B){if(0>y||y>
m=void 0,n=void 0,q=void 0,r=void 0,u=void 0,w=void 0,t=void 0,v=void 0,p=a[e[g]].x,n=a[e[g]].y,q=a[e[h]].x,r=a[e[h]].y,u=a[e[l]].x,w=a[e[l]].y;if(Number.EPSILON>(q-p)*(w-n)-(r-n)*(u-p))m=!1;else{var F=void 0,x=void 0,A=void 0,z=void 0,B=void 0,y=void 0,H=void 0,C=void 0,E=void 0,Q=void 0,E=C=H=v=t=void 0,F=u-q,x=w-r,A=p-u,z=n-w,B=q-p,y=r-n;for(m=0;m<c;m++)if(t=a[e[m]].x,v=a[e[m]].y,!(t===p&&v===n||t===q&&v===r||t===u&&v===w)&&(H=t-p,C=v-n,E=t-q,Q=v-r,t-=u,v-=w,E=F*Q-x*E,H=B*C-y*H,C=A*v-z*t,E>=-Number.EPSILON&&
C>=-Number.EPSILON&&H>=-Number.EPSILON)){m=!1;break a}m=!0}}if(m){d.push([a[e[g]],a[e[h]],a[e[l]]]);f.push([e[g],e[h],e[l]]);g=h;for(l=h+1;l<c;g++,l++)e[g]=e[l];c--;k=2*c}}return b?f:d}}(),triangulateShape:function(a,b){function c(a,b,c){return a.x!==b.x?a.x<b.x?a.x<=c.x&&c.x<=b.x:b.x<=c.x&&c.x<=a.x:a.y<b.y?a.y<=c.y&&c.y<=b.y:b.y<=c.y&&c.y<=a.y}function d(a,b,d,e,f){var g=b.x-a.x,h=b.y-a.y,k=e.x-d.x,l=e.y-d.y,m=a.x-d.x,p=a.y-d.y,B=h*k-g*l,y=h*m-g*p;if(Math.abs(B)>Number.EPSILON){if(0<B){if(0>y||y>
B)return[];k=l*m-k*p;if(0>k||k>B)return[]}else{if(0<y||y<B)return[];k=l*m-k*p;if(0<k||k<B)return[]}if(0===k)return!f||0!==y&&y!==B?[a]:[];if(k===B)return!f||0!==y&&y!==B?[b]:[];if(0===y)return[d];if(y===B)return[e];f=k/B;return[{x:a.x+f*g,y:a.y+f*h}]}if(0!==y||l*m!==k*p)return[];h=0===g&&0===h;k=0===k&&0===l;if(h&&k)return a.x!==d.x||a.y!==d.y?[]:[a];if(h)return c(d,e,a)?[a]:[];if(k)return c(a,b,d)?[d]:[];0!==g?(a.x<b.x?(g=a,k=a.x,h=b,a=b.x):(g=b,k=b.x,h=a,a=a.x),d.x<e.x?(b=d,B=d.x,l=e,d=e.x):(b=
e,B=e.x,l=d,d=d.x)):(a.y<b.y?(g=a,k=a.y,h=b,a=b.y):(g=b,k=b.y,h=a,a=a.y),d.y<e.y?(b=d,B=d.y,l=e,d=e.y):(b=e,B=e.y,l=d,d=d.y));return k<=B?a<B?[]:a===B?f?[]:[b]:a<=d?[b,h]:[b,l]:k>d?[]:k===d?f?[]:[g]:a<=d?[g,h]:[g,l]}function e(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,0<a?0<=e&&0<=b:0<=e||0<=b):0<e}var f,g,h,l,k,m={};h=a.concat();f=0;for(g=b.length;f<g;f++)Array.prototype.push.apply(h,b[f]);f=0;for(g=
h.length;f<g;f++)k=h[f].x+":"+h[f].y,void 0!==m[k]&&console.warn("THREE.Shape: Duplicate point",k),m[k]=f;f=function(a,b){function c(a,b){var d=h.length-1,f=a-1;0>f&&(f=d);var g=a+1;g>d&&(g=0);d=e(h[a],h[f],h[g],k[b]);if(!d)return!1;d=k.length-1;f=b-1;0>f&&(f=d);g=b+1;g>d&&(g=0);return(d=e(k[b],k[f],k[g],h[a]))?!0:!1}function f(a,b){var c,e;for(c=0;c<h.length;c++)if(e=c+1,e%=h.length,e=d(a,b,h[c],h[e],!0),0<e.length)return!0;return!1}function g(a,c){var e,f,h,k;for(e=0;e<l.length;e++)for(f=b[l[e]],
h=0;h<f.length;h++)if(k=h+1,k%=f.length,k=d(a,c,f[h],f[k],!0),0<k.length)return!0;return!1}var h=a.concat(),k,l=[],m,p,z,B,y,H=[],D,E,Q,M=0;for(m=b.length;M<m;M++)l.push(M);D=0;for(var N=2*l.length;0<l.length;){N--;if(0>N){console.log("Infinite Loop! Holes left:"+l.length+", Probably Hole outside Shape!");break}for(p=D;p<h.length;p++){z=h[p];m=-1;for(M=0;M<l.length;M++)if(B=l[M],y=z.x+":"+z.y+":"+B,void 0===H[y]){k=b[B];for(E=0;E<k.length;E++)if(B=k[E],c(p,E)&&!f(z,B)&&!g(z,B)){m=E;l.splice(M,1);
D=h.slice(0,p+1);B=h.slice(p);E=k.slice(m);Q=k.slice(0,m+1);h=D.concat(E).concat(Q).concat(B);D=p;break}if(0<=m)break;H[y]=!0}if(0<=m)break}}return h}(a,b);var p=THREE.ShapeUtils.triangulate(f,!1);f=0;for(g=p.length;f<g;f++)for(l=p[f],h=0;3>h;h++)k=l[h].x+":"+l[h].y,k=m[k],void 0!==k&&(l[h]=k);return p.concat()},isClockWise:function(a){return 0>THREE.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=
h=0;h<f.length;h++)if(k=h+1,k%=f.length,k=d(a,c,f[h],f[k],!0),0<k.length)return!0;return!1}var h=a.concat(),k,l=[],m,p,z,B,y,H=[],C,E,Q,M=0;for(m=b.length;M<m;M++)l.push(M);C=0;for(var N=2*l.length;0<l.length;){N--;if(0>N){console.log("Infinite Loop! Holes left:"+l.length+", Probably Hole outside Shape!");break}for(p=C;p<h.length;p++){z=h[p];m=-1;for(M=0;M<l.length;M++)if(B=l[M],y=z.x+":"+z.y+":"+B,void 0===H[y]){k=b[B];for(E=0;E<k.length;E++)if(B=k[E],c(p,E)&&!f(z,B)&&!g(z,B)){m=E;l.splice(M,1);
C=h.slice(0,p+1);B=h.slice(p);E=k.slice(m);Q=k.slice(0,m+1);h=C.concat(E).concat(Q).concat(B);C=p;break}if(0<=m)break;H[y]=!0}if(0<=m)break}}return h}(a,b);var p=THREE.ShapeUtils.triangulate(f,!1);f=0;for(g=p.length;f<g;f++)for(l=p[f],h=0;3>h;h++)k=l[h].x+":"+l[h].y,k=m[k],void 0!==k&&(l[h]=k);return p.concat()},isClockWise:function(a){return 0>THREE.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}}()};THREE.Curve=function(){};
THREE.Curve.prototype={constructor:THREE.Curve,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);var b,c=[];for(b=0;b<=a;b++)c.push(this.getPoint(b/a));return c},getSpacedPoints:function(a){a||(a=5);var b,c=[];for(b=0;b<=a;b++)c.push(this.getPointAt(b/a));return c},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=0,e=c.length,f;f=b?b:a*c[e-1];for(var g=0,h=e-
......@@ -824,8 +823,8 @@ THREE.CatmullRomCurve3=function(){function a(){}var b=new THREE.Vector3,c=new a,
b*a};return THREE.Curve.create(function(a){this.points=a||[]},function(a){var g=this.points,h,l;l=g.length;2>l&&console.log("duh, you need at least 2 points");a*=l-1;h=Math.floor(a);a-=h;0===a&&h===l-1&&(h=l-2,a=1);var k,m,p;0===h?(b.subVectors(g[0],g[1]).add(g[0]),k=b):k=g[h-1];m=g[h];p=g[h+1];h+2<l?g=g[h+2]:(b.subVectors(g[l-1],g[l-2]).add(g[l-2]),g=b);if(void 0===this.type||"centripetal"===this.type||"chordal"===this.type){var n="chordal"===this.type?.5:.25;l=Math.pow(k.distanceToSquared(m),n);
h=Math.pow(m.distanceToSquared(p),n);n=Math.pow(p.distanceToSquared(g),n);1E-4>h&&(h=1);1E-4>l&&(l=h);1E-4>n&&(n=h);c.initNonuniformCatmullRom(k.x,m.x,p.x,g.x,l,h,n);d.initNonuniformCatmullRom(k.y,m.y,p.y,g.y,l,h,n);e.initNonuniformCatmullRom(k.z,m.z,p.z,g.z,l,h,n)}else"catmullrom"===this.type&&(l=void 0!==this.tension?this.tension:.5,c.initCatmullRom(k.x,m.x,p.x,g.x,l),d.initCatmullRom(k.y,m.y,p.y,g.y,l),e.initCatmullRom(k.z,m.z,p.z,g.z,l));return new THREE.Vector3(c.calc(a),d.calc(a),e.calc(a))})}();
THREE.ClosedSplineCurve3=THREE.Curve.create(function(a){this.points=void 0==a?[]:a},function(a){var b=this.points;a*=b.length-0;var c=Math.floor(a);a-=c;var c=c+(0<c?0:(Math.floor(Math.abs(c)/b.length)+1)*b.length),d=b[(c-1)%b.length],e=b[c%b.length],f=b[(c+1)%b.length],b=b[(c+2)%b.length],c=THREE.CurveUtils.interpolate;return new THREE.Vector3(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))});
THREE.BoxGeometry=function(a,b,c,d,e,f){function g(a,b,c,d,e,f,g,u){var w,t=h.widthSegments,v=h.heightSegments,F=e/2,x=f/2,A=h.vertices.length;if("x"===a&&"y"===b||"y"===a&&"x"===b)w="z";else if("x"===a&&"z"===b||"z"===a&&"x"===b)w="y",v=h.depthSegments;else if("z"===a&&"y"===b||"y"===a&&"z"===b)w="x",t=h.depthSegments;var z=t+1,B=v+1,y=e/t,H=f/v,D=new THREE.Vector3;D[w]=0<g?1:-1;for(e=0;e<B;e++)for(f=0;f<z;f++){var E=new THREE.Vector3;E[a]=(f*y-F)*c;E[b]=(e*H-x)*d;E[w]=g;h.vertices.push(E)}for(e=
0;e<v;e++)for(f=0;f<t;f++)x=f+z*e,a=f+z*(e+1),b=f+1+z*(e+1),c=f+1+z*e,d=new THREE.Vector2(f/t,1-e/v),g=new THREE.Vector2(f/t,1-(e+1)/v),w=new THREE.Vector2((f+1)/t,1-(e+1)/v),F=new THREE.Vector2((f+1)/t,1-e/v),x=new THREE.Face3(x+A,a+A,c+A),x.normal.copy(D),x.vertexNormals.push(D.clone(),D.clone(),D.clone()),x.materialIndex=u,h.faces.push(x),h.faceVertexUvs[0].push([d,g,F]),x=new THREE.Face3(a+A,b+A,c+A),x.normal.copy(D),x.vertexNormals.push(D.clone(),D.clone(),D.clone()),x.materialIndex=u,h.faces.push(x),
THREE.BoxGeometry=function(a,b,c,d,e,f){function g(a,b,c,d,e,f,g,u){var w,t=h.widthSegments,v=h.heightSegments,F=e/2,x=f/2,A=h.vertices.length;if("x"===a&&"y"===b||"y"===a&&"x"===b)w="z";else if("x"===a&&"z"===b||"z"===a&&"x"===b)w="y",v=h.depthSegments;else if("z"===a&&"y"===b||"y"===a&&"z"===b)w="x",t=h.depthSegments;var z=t+1,B=v+1,y=e/t,H=f/v,C=new THREE.Vector3;C[w]=0<g?1:-1;for(e=0;e<B;e++)for(f=0;f<z;f++){var E=new THREE.Vector3;E[a]=(f*y-F)*c;E[b]=(e*H-x)*d;E[w]=g;h.vertices.push(E)}for(e=
0;e<v;e++)for(f=0;f<t;f++)x=f+z*e,a=f+z*(e+1),b=f+1+z*(e+1),c=f+1+z*e,d=new THREE.Vector2(f/t,1-e/v),g=new THREE.Vector2(f/t,1-(e+1)/v),w=new THREE.Vector2((f+1)/t,1-(e+1)/v),F=new THREE.Vector2((f+1)/t,1-e/v),x=new THREE.Face3(x+A,a+A,c+A),x.normal.copy(C),x.vertexNormals.push(C.clone(),C.clone(),C.clone()),x.materialIndex=u,h.faces.push(x),h.faceVertexUvs[0].push([d,g,F]),x=new THREE.Face3(a+A,b+A,c+A),x.normal.copy(C),x.vertexNormals.push(C.clone(),C.clone(),C.clone()),x.materialIndex=u,h.faces.push(x),
h.faceVertexUvs[0].push([g.clone(),w,F.clone()])}THREE.Geometry.call(this);this.type="BoxGeometry";this.parameters={width:a,height:b,depth:c,widthSegments:d,heightSegments:e,depthSegments:f};this.widthSegments=d||1;this.heightSegments=e||1;this.depthSegments=f||1;var h=this;d=a/2;e=b/2;f=c/2;g("z","y",-1,-1,c,b,d,0);g("z","y",1,-1,c,b,-d,1);g("x","z",1,1,a,c,e,2);g("x","z",1,-1,a,c,-e,3);g("x","y",1,-1,a,b,f,4);g("x","y",-1,-1,a,b,-f,5);this.mergeVertices()};THREE.BoxGeometry.prototype=Object.create(THREE.Geometry.prototype);
THREE.BoxGeometry.prototype.constructor=THREE.BoxGeometry;THREE.CubeGeometry=THREE.BoxGeometry;THREE.CircleGeometry=function(a,b,c,d){THREE.Geometry.call(this);this.type="CircleGeometry";this.parameters={radius:a,segments:b,thetaStart:c,thetaLength:d};this.fromBufferGeometry(new THREE.CircleBufferGeometry(a,b,c,d))};THREE.CircleGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.CircleGeometry.prototype.constructor=THREE.CircleGeometry;
THREE.CircleBufferGeometry=function(a,b,c,d){THREE.BufferGeometry.call(this);this.type="CircleBufferGeometry";this.parameters={radius:a,segments:b,thetaStart:c,thetaLength:d};a=a||50;b=void 0!==b?Math.max(3,b):8;c=void 0!==c?c:0;d=void 0!==d?d:2*Math.PI;var e=b+2,f=new Float32Array(3*e),g=new Float32Array(3*e),e=new Float32Array(2*e);g[2]=1;e[0]=.5;e[1]=.5;for(var h=0,l=3,k=2;h<=b;h++,l+=3,k+=2){var m=c+h/b*d;f[l]=a*Math.cos(m);f[l+1]=a*Math.sin(m);g[l+2]=1;e[k]=(f[l]/a+1)/2;e[k+1]=(f[l+1]/a+1)/2}c=
......@@ -839,13 +838,13 @@ THREE.EdgesGeometry=function(a,b){function c(a,b){return a-b}THREE.BufferGeometr
face2:void 0}:f[q].face2=k}e=[];for(q in f)if(g=f[q],void 0===g.face2||h[g.face1].normal.dot(h[g.face2].normal)<=d)k=l[g.vert1],e.push(k.x),e.push(k.y),e.push(k.z),k=l[g.vert2],e.push(k.x),e.push(k.y),e.push(k.z);this.addAttribute("position",new THREE.BufferAttribute(new Float32Array(e),3))};THREE.EdgesGeometry.prototype=Object.create(THREE.BufferGeometry.prototype);THREE.EdgesGeometry.prototype.constructor=THREE.EdgesGeometry;
THREE.ExtrudeGeometry=function(a,b){"undefined"!==typeof a&&(THREE.Geometry.call(this),this.type="ExtrudeGeometry",a=Array.isArray(a)?a:[a],this.addShapeList(a,b),this.computeFaceNormals())};THREE.ExtrudeGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.ExtrudeGeometry.prototype.constructor=THREE.ExtrudeGeometry;THREE.ExtrudeGeometry.prototype.addShapeList=function(a,b){for(var c=a.length,d=0;d<c;d++)this.addShape(a[d],b)};
THREE.ExtrudeGeometry.prototype.addShape=function(a,b){function c(a,b,c){b||console.error("THREE.ExtrudeGeometry: vec does not exist");return b.clone().multiplyScalar(c).add(a)}function d(a,b,c){var d=1,d=a.x-b.x,e=a.y-b.y,f=c.x-a.x,g=c.y-a.y,h=d*d+e*e;if(Math.abs(d*g-e*f)>Number.EPSILON){var k=Math.sqrt(h),l=Math.sqrt(f*f+g*g),h=b.x-e/k;b=b.y+d/k;f=((c.x-g/l-h)*g-(c.y+f/l-b)*f)/(d*g-e*f);c=h+d*f-a.x;a=b+e*f-a.y;d=c*c+a*a;if(2>=d)return new THREE.Vector2(c,a);d=Math.sqrt(d/2)}else a=!1,d>Number.EPSILON?
f>Number.EPSILON&&(a=!0):d<-Number.EPSILON?f<-Number.EPSILON&&(a=!0):Math.sign(e)===Math.sign(g)&&(a=!0),a?(c=-e,a=d,d=Math.sqrt(h)):(c=d,a=e,d=Math.sqrt(h/2));return new THREE.Vector2(c/d,a/d)}function e(a,b){var c,d;for(C=a.length;0<=--C;){c=C;d=C-1;0>d&&(d=a.length-1);for(var e=0,f=q+2*m,e=0;e<f;e++){var g=R*e,h=R*(e+1),k=b+c+g,g=b+d+g,l=b+d+h,h=b+c+h,k=k+D,g=g+D,l=l+D,h=h+D;H.faces.push(new THREE.Face3(k,g,h,null,null,1));H.faces.push(new THREE.Face3(g,l,h,null,null,1));k=t.generateSideWallUV(H,
k,g,l,h);H.faceVertexUvs[0].push([k[0],k[1],k[3]]);H.faceVertexUvs[0].push([k[1],k[2],k[3]])}}}function f(a,b,c){H.vertices.push(new THREE.Vector3(a,b,c))}function g(a,b,c){a+=D;b+=D;c+=D;H.faces.push(new THREE.Face3(a,b,c,null,null,0));a=t.generateTopUV(H,a,b,c);H.faceVertexUvs[0].push(a)}var h=void 0!==b.amount?b.amount:100,l=void 0!==b.bevelThickness?b.bevelThickness:6,k=void 0!==b.bevelSize?b.bevelSize:l-2,m=void 0!==b.bevelSegments?b.bevelSegments:3,p=void 0!==b.bevelEnabled?b.bevelEnabled:!0,
n=void 0!==b.curveSegments?b.curveSegments:12,q=void 0!==b.steps?b.steps:1,r=b.extrudePath,u,w=!1,t=void 0!==b.UVGenerator?b.UVGenerator:THREE.ExtrudeGeometry.WorldUVGenerator,v,F,x,A;r&&(u=r.getSpacedPoints(q),w=!0,p=!1,v=void 0!==b.frames?b.frames:new THREE.TubeGeometry.FrenetFrames(r,q,!1),F=new THREE.Vector3,x=new THREE.Vector3,A=new THREE.Vector3);p||(k=l=m=0);var z,B,y,H=this,D=this.vertices.length,r=a.extractPoints(n),n=r.shape,E=r.holes;if(r=!THREE.ShapeUtils.isClockWise(n)){n=n.reverse();
B=0;for(y=E.length;B<y;B++)z=E[B],THREE.ShapeUtils.isClockWise(z)&&(E[B]=z.reverse());r=!1}var Q=THREE.ShapeUtils.triangulateShape(n,E),M=n;B=0;for(y=E.length;B<y;B++)z=E[B],n=n.concat(z);var N,G,J,K,O,R=n.length,P,L=Q.length,r=[],C=0;J=M.length;N=J-1;for(G=C+1;C<J;C++,N++,G++)N===J&&(N=0),G===J&&(G=0),r[C]=d(M[C],M[N],M[G]);var X=[],V,Y=r.concat();B=0;for(y=E.length;B<y;B++){z=E[B];V=[];C=0;J=z.length;N=J-1;for(G=C+1;C<J;C++,N++,G++)N===J&&(N=0),G===J&&(G=0),V[C]=d(z[C],z[N],z[G]);X.push(V);Y=Y.concat(V)}for(N=
0;N<m;N++){J=N/m;K=l*(1-J);G=k*Math.sin(J*Math.PI/2);C=0;for(J=M.length;C<J;C++)O=c(M[C],r[C],G),f(O.x,O.y,-K);B=0;for(y=E.length;B<y;B++)for(z=E[B],V=X[B],C=0,J=z.length;C<J;C++)O=c(z[C],V[C],G),f(O.x,O.y,-K)}G=k;for(C=0;C<R;C++)O=p?c(n[C],Y[C],G):n[C],w?(x.copy(v.normals[0]).multiplyScalar(O.x),F.copy(v.binormals[0]).multiplyScalar(O.y),A.copy(u[0]).add(x).add(F),f(A.x,A.y,A.z)):f(O.x,O.y,0);for(J=1;J<=q;J++)for(C=0;C<R;C++)O=p?c(n[C],Y[C],G):n[C],w?(x.copy(v.normals[J]).multiplyScalar(O.x),F.copy(v.binormals[J]).multiplyScalar(O.y),
A.copy(u[J]).add(x).add(F),f(A.x,A.y,A.z)):f(O.x,O.y,h/q*J);for(N=m-1;0<=N;N--){J=N/m;K=l*(1-J);G=k*Math.sin(J*Math.PI/2);C=0;for(J=M.length;C<J;C++)O=c(M[C],r[C],G),f(O.x,O.y,h+K);B=0;for(y=E.length;B<y;B++)for(z=E[B],V=X[B],C=0,J=z.length;C<J;C++)O=c(z[C],V[C],G),w?f(O.x,O.y+u[q-1].y,u[q-1].x+K):f(O.x,O.y,h+K)}(function(){if(p){var a;a=0*R;for(C=0;C<L;C++)P=Q[C],g(P[2]+a,P[1]+a,P[0]+a);a=q+2*m;a*=R;for(C=0;C<L;C++)P=Q[C],g(P[0]+a,P[1]+a,P[2]+a)}else{for(C=0;C<L;C++)P=Q[C],g(P[2],P[1],P[0]);for(C=
0;C<L;C++)P=Q[C],g(P[0]+R*q,P[1]+R*q,P[2]+R*q)}})();(function(){var a=0;e(M,a);a+=M.length;B=0;for(y=E.length;B<y;B++)z=E[B],e(z,a),a+=z.length})()};
f>Number.EPSILON&&(a=!0):d<-Number.EPSILON?f<-Number.EPSILON&&(a=!0):Math.sign(e)===Math.sign(g)&&(a=!0),a?(c=-e,a=d,d=Math.sqrt(h)):(c=d,a=e,d=Math.sqrt(h/2));return new THREE.Vector2(c/d,a/d)}function e(a,b){var c,d;for(D=a.length;0<=--D;){c=D;d=D-1;0>d&&(d=a.length-1);for(var e=0,f=q+2*m,e=0;e<f;e++){var g=R*e,h=R*(e+1),k=b+c+g,g=b+d+g,l=b+d+h,h=b+c+h,k=k+C,g=g+C,l=l+C,h=h+C;H.faces.push(new THREE.Face3(k,g,h,null,null,1));H.faces.push(new THREE.Face3(g,l,h,null,null,1));k=t.generateSideWallUV(H,
k,g,l,h);H.faceVertexUvs[0].push([k[0],k[1],k[3]]);H.faceVertexUvs[0].push([k[1],k[2],k[3]])}}}function f(a,b,c){H.vertices.push(new THREE.Vector3(a,b,c))}function g(a,b,c){a+=C;b+=C;c+=C;H.faces.push(new THREE.Face3(a,b,c,null,null,0));a=t.generateTopUV(H,a,b,c);H.faceVertexUvs[0].push(a)}var h=void 0!==b.amount?b.amount:100,l=void 0!==b.bevelThickness?b.bevelThickness:6,k=void 0!==b.bevelSize?b.bevelSize:l-2,m=void 0!==b.bevelSegments?b.bevelSegments:3,p=void 0!==b.bevelEnabled?b.bevelEnabled:!0,
n=void 0!==b.curveSegments?b.curveSegments:12,q=void 0!==b.steps?b.steps:1,r=b.extrudePath,u,w=!1,t=void 0!==b.UVGenerator?b.UVGenerator:THREE.ExtrudeGeometry.WorldUVGenerator,v,F,x,A;r&&(u=r.getSpacedPoints(q),w=!0,p=!1,v=void 0!==b.frames?b.frames:new THREE.TubeGeometry.FrenetFrames(r,q,!1),F=new THREE.Vector3,x=new THREE.Vector3,A=new THREE.Vector3);p||(k=l=m=0);var z,B,y,H=this,C=this.vertices.length,r=a.extractPoints(n),n=r.shape,E=r.holes;if(r=!THREE.ShapeUtils.isClockWise(n)){n=n.reverse();
B=0;for(y=E.length;B<y;B++)z=E[B],THREE.ShapeUtils.isClockWise(z)&&(E[B]=z.reverse());r=!1}var Q=THREE.ShapeUtils.triangulateShape(n,E),M=n;B=0;for(y=E.length;B<y;B++)z=E[B],n=n.concat(z);var N,G,I,K,O,R=n.length,P,L=Q.length,r=[],D=0;I=M.length;N=I-1;for(G=D+1;D<I;D++,N++,G++)N===I&&(N=0),G===I&&(G=0),r[D]=d(M[D],M[N],M[G]);var X=[],V,Y=r.concat();B=0;for(y=E.length;B<y;B++){z=E[B];V=[];D=0;I=z.length;N=I-1;for(G=D+1;D<I;D++,N++,G++)N===I&&(N=0),G===I&&(G=0),V[D]=d(z[D],z[N],z[G]);X.push(V);Y=Y.concat(V)}for(N=
0;N<m;N++){I=N/m;K=l*(1-I);G=k*Math.sin(I*Math.PI/2);D=0;for(I=M.length;D<I;D++)O=c(M[D],r[D],G),f(O.x,O.y,-K);B=0;for(y=E.length;B<y;B++)for(z=E[B],V=X[B],D=0,I=z.length;D<I;D++)O=c(z[D],V[D],G),f(O.x,O.y,-K)}G=k;for(D=0;D<R;D++)O=p?c(n[D],Y[D],G):n[D],w?(x.copy(v.normals[0]).multiplyScalar(O.x),F.copy(v.binormals[0]).multiplyScalar(O.y),A.copy(u[0]).add(x).add(F),f(A.x,A.y,A.z)):f(O.x,O.y,0);for(I=1;I<=q;I++)for(D=0;D<R;D++)O=p?c(n[D],Y[D],G):n[D],w?(x.copy(v.normals[I]).multiplyScalar(O.x),F.copy(v.binormals[I]).multiplyScalar(O.y),
A.copy(u[I]).add(x).add(F),f(A.x,A.y,A.z)):f(O.x,O.y,h/q*I);for(N=m-1;0<=N;N--){I=N/m;K=l*(1-I);G=k*Math.sin(I*Math.PI/2);D=0;for(I=M.length;D<I;D++)O=c(M[D],r[D],G),f(O.x,O.y,h+K);B=0;for(y=E.length;B<y;B++)for(z=E[B],V=X[B],D=0,I=z.length;D<I;D++)O=c(z[D],V[D],G),w?f(O.x,O.y+u[q-1].y,u[q-1].x+K):f(O.x,O.y,h+K)}(function(){if(p){var a;a=0*R;for(D=0;D<L;D++)P=Q[D],g(P[2]+a,P[1]+a,P[0]+a);a=q+2*m;a*=R;for(D=0;D<L;D++)P=Q[D],g(P[0]+a,P[1]+a,P[2]+a)}else{for(D=0;D<L;D++)P=Q[D],g(P[2],P[1],P[0]);for(D=
0;D<L;D++)P=Q[D],g(P[0]+R*q,P[1]+R*q,P[2]+R*q)}})();(function(){var a=0;e(M,a);a+=M.length;B=0;for(y=E.length;B<y;B++)z=E[B],e(z,a),a+=z.length})()};
THREE.ExtrudeGeometry.WorldUVGenerator={generateTopUV:function(a,b,c,d){a=a.vertices;b=a[b];c=a[c];d=a[d];return[new THREE.Vector2(b.x,b.y),new THREE.Vector2(c.x,c.y),new THREE.Vector2(d.x,d.y)]},generateSideWallUV:function(a,b,c,d,e){a=a.vertices;b=a[b];c=a[c];d=a[d];e=a[e];return.01>Math.abs(b.y-c.y)?[new THREE.Vector2(b.x,1-b.z),new THREE.Vector2(c.x,1-c.z),new THREE.Vector2(d.x,1-d.z),new THREE.Vector2(e.x,1-e.z)]:[new THREE.Vector2(b.y,1-b.z),new THREE.Vector2(c.y,1-c.z),new THREE.Vector2(d.y,
1-d.z),new THREE.Vector2(e.y,1-e.z)]}};THREE.ShapeGeometry=function(a,b){THREE.Geometry.call(this);this.type="ShapeGeometry";!1===Array.isArray(a)&&(a=[a]);this.addShapeList(a,b);this.computeFaceNormals()};THREE.ShapeGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.ShapeGeometry.prototype.constructor=THREE.ShapeGeometry;THREE.ShapeGeometry.prototype.addShapeList=function(a,b){for(var c=0,d=a.length;c<d;c++)this.addShape(a[c],b);return this};
THREE.ShapeGeometry.prototype.addShape=function(a,b){void 0===b&&(b={});var c=b.material,d=void 0===b.UVGenerator?THREE.ExtrudeGeometry.WorldUVGenerator:b.UVGenerator,e,f,g,h=this.vertices.length;e=a.extractPoints(void 0!==b.curveSegments?b.curveSegments:12);var l=e.shape,k=e.holes;if(!THREE.ShapeUtils.isClockWise(l))for(l=l.reverse(),e=0,f=k.length;e<f;e++)g=k[e],THREE.ShapeUtils.isClockWise(g)&&(k[e]=g.reverse());var m=THREE.ShapeUtils.triangulateShape(l,k);e=0;for(f=k.length;e<f;e++)g=k[e],l=l.concat(g);
......
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