提交 fdcdac02 编写于 作者: M Mr.doob

Updated builds.

上级 a64e7672
......@@ -8168,34 +8168,30 @@ THREE.Projector = function () {
_modelMatrix = object.matrixWorld;
if ( object instanceof THREE.Sprite ) {
_vector4.set( _modelMatrix.elements[12], _modelMatrix.elements[13], _modelMatrix.elements[14], 1 );
_vector4.applyMatrix4( _viewProjectionMatrix );
_vector4.set( _modelMatrix.elements[12], _modelMatrix.elements[13], _modelMatrix.elements[14], 1 );
_vector4.applyMatrix4( _viewProjectionMatrix );
var invW = 1 / _vector4.w;
var invW = 1 / _vector4.w;
_vector4.z *= invW;
_vector4.z *= invW;
if ( _vector4.z >= -1 && _vector4.z <= 1 ) {
if ( _vector4.z > -1 && _vector4.z < 1 ) {
_sprite = getNextSpriteInPool();
_sprite.id = object.id;
_sprite.x = _vector4.x * invW;
_sprite.y = _vector4.y * invW;
_sprite.z = _vector4.z;
_sprite.object = object;
_sprite = getNextSpriteInPool();
_sprite.id = object.id;
_sprite.x = _vector4.x * invW;
_sprite.y = _vector4.y * invW;
_sprite.z = _vector4.z;
_sprite.object = object;
_sprite.rotation = object.rotation;
_sprite.rotation = object.rotation;
_sprite.scale.x = object.scale.x * Math.abs( _sprite.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) );
_sprite.scale.y = object.scale.y * Math.abs( _sprite.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) );
_sprite.scale.x = object.scale.x * Math.abs( _sprite.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) );
_sprite.scale.y = object.scale.y * Math.abs( _sprite.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) );
_sprite.material = object.material;
_sprite.material = object.material;
_renderData.elements.push( _sprite );
}
_renderData.elements.push( _sprite );
}
......
......@@ -168,8 +168,8 @@ g.positionScreen.z)}ea=0;for(Q=sa.length;ea<Q;ea++)if($=sa[ea],ka=!0===Ka?Ga.mat
E===(Y===THREE.FrontSide)){if(p===s){var Da=new THREE.RenderableFace3;t.push(Da);s++;p++;l=Da}else l=t[p++];l.id=U.id;l.v1.copy(V);l.v2.copy(P);l.v3.copy(ha);l.normalModel.copy($.normal);!1===E&&(Y===THREE.BackSide||Y===THREE.DoubleSide)&&l.normalModel.negate();l.normalModel.applyMatrix3(M).normalize();l.normalModelView.copy(l.normalModel).applyMatrix3(J);l.centroidModel.copy($.centroid).applyMatrix4(I);ha=$.vertexNormals;V=0;for(P=Math.min(ha.length,3);V<P;V++)Da=l.vertexNormalsModel[V],Da.copy(ha[V]),
!1===E&&(Y===THREE.BackSide||Y===THREE.DoubleSide)&&Da.negate(),Da.applyMatrix3(M).normalize(),l.vertexNormalsModelView[V].copy(Da).applyMatrix3(J);l.vertexNormalsLength=ha.length;E=0;for(V=Math.min(ja.length,3);E<V;E++)if(ha=ja[E][ea],void 0!==ha){P=0;for(Y=ha.length;P<Y;P++)l.uvs[E][P]=ha[P]}l.color=$.color;l.material=ka;ca.copy(l.centroidModel).applyProjection(x);l.z=ca.z;y.elements.push(l)}}else if(U instanceof THREE.Line){B.multiplyMatrices(x,I);ea=U.geometry.vertices;V=a();V.positionScreen.copy(ea[0]).applyMatrix4(B);
sa=U.type===THREE.LinePieces?2:1;Q=1;for($=ea.length;Q<$;Q++)V=a(),V.positionScreen.copy(ea[Q]).applyMatrix4(B),0<(Q+1)%sa||(P=k[i-2],pa.copy(V.positionScreen),C.copy(P.positionScreen),!0===c(pa,C)&&(pa.multiplyScalar(1/pa.w),C.multiplyScalar(1/C.w),n===r?(ja=new THREE.RenderableLine,u.push(ja),r++,n++,q=ja):q=u[n++],q.id=U.id,q.v1.positionScreen.copy(pa),q.v2.positionScreen.copy(C),q.z=Math.max(pa.z,C.z),q.material=U.material,U.material.vertexColors===THREE.VertexColors&&(q.vertexColors[0].copy(U.geometry.colors[Q]),
q.vertexColors[1].copy(U.geometry.colors[Q-1])),y.elements.push(q)))}d=0;for(h=y.sprites.length;d<h;d++)U=y.sprites[d].object,I=U.matrixWorld,U instanceof THREE.Sprite&&(A.set(I.elements[12],I.elements[13],I.elements[14],1),A.applyMatrix4(x),ka=1/A.w,A.z*=ka,-1<A.z&&1>A.z&&(z===w?(sa=new THREE.RenderableSprite,G.push(sa),w++,z++,v=sa):v=G[z++],v.id=U.id,v.x=A.x*ka,v.y=A.y*ka,v.z=A.z,v.object=U,v.rotation=U.rotation,v.scale.x=U.scale.x*Math.abs(v.x-(A.x+f.projectionMatrix.elements[0])/(A.w+f.projectionMatrix.elements[12])),
v.scale.y=U.scale.y*Math.abs(v.y-(A.y+f.projectionMatrix.elements[5])/(A.w+f.projectionMatrix.elements[13])),v.material=U.material,y.elements.push(v)));!0===m&&y.elements.sort(b);return y}};THREE.Face3=function(a,b,c,d,e,f){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=e instanceof THREE.Color?e:new THREE.Color;this.vertexColors=e instanceof Array?e:[];this.vertexTangents=[];this.materialIndex=void 0!==f?f:0;this.centroid=new THREE.Vector3};
q.vertexColors[1].copy(U.geometry.colors[Q-1])),y.elements.push(q)))}d=0;for(h=y.sprites.length;d<h;d++)U=y.sprites[d].object,I=U.matrixWorld,A.set(I.elements[12],I.elements[13],I.elements[14],1),A.applyMatrix4(x),ka=1/A.w,A.z*=ka,-1<=A.z&&1>=A.z&&(z===w?(sa=new THREE.RenderableSprite,G.push(sa),w++,z++,v=sa):v=G[z++],v.id=U.id,v.x=A.x*ka,v.y=A.y*ka,v.z=A.z,v.object=U,v.rotation=U.rotation,v.scale.x=U.scale.x*Math.abs(v.x-(A.x+f.projectionMatrix.elements[0])/(A.w+f.projectionMatrix.elements[12])),
v.scale.y=U.scale.y*Math.abs(v.y-(A.y+f.projectionMatrix.elements[5])/(A.w+f.projectionMatrix.elements[13])),v.material=U.material,y.elements.push(v));!0===m&&y.elements.sort(b);return y}};THREE.Face3=function(a,b,c,d,e,f){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=e instanceof THREE.Color?e:new THREE.Color;this.vertexColors=e instanceof Array?e:[];this.vertexTangents=[];this.materialIndex=void 0!==f?f:0;this.centroid=new THREE.Vector3};
THREE.Face3.prototype={constructor:THREE.Face3,clone:function(){var a=new THREE.Face3(this.a,this.b,this.c);a.normal.copy(this.normal);a.color.copy(this.color);a.centroid.copy(this.centroid);a.materialIndex=this.materialIndex;var b,c;b=0;for(c=this.vertexNormals.length;b<c;b++)a.vertexNormals[b]=this.vertexNormals[b].clone();b=0;for(c=this.vertexColors.length;b<c;b++)a.vertexColors[b]=this.vertexColors[b].clone();b=0;for(c=this.vertexTangents.length;b<c;b++)a.vertexTangents[b]=this.vertexTangents[b].clone();
return a}};THREE.Face4=function(a,b,c,d,e,f,h){console.warn("THREE.Face4 has been removed. A THREE.Face3 will be created instead.");return new THREE.Face3(a,b,c,e,f,h)};THREE.Geometry=function(){this.id=THREE.GeometryIdCount++;this.uuid=THREE.Math.generateUUID();this.name="";this.vertices=[];this.colors=[];this.faces=[];this.faceVertexUvs=[[]];this.morphTargets=[];this.morphColors=[];this.morphNormals=[];this.skinWeights=[];this.skinIndices=[];this.lineDistances=[];this.boundingSphere=this.boundingBox=null;this.hasTangents=!1;this.dynamic=!0;this.buffersNeedUpdate=this.lineDistancesNeedUpdate=this.colorsNeedUpdate=this.tangentsNeedUpdate=this.normalsNeedUpdate=this.uvsNeedUpdate=
this.elementsNeedUpdate=this.verticesNeedUpdate=!1};
......@@ -453,14 +453,14 @@ k,n,!0,d));m(this.renderPluginsPost,a,b);c&&(c.generateMipmaps&&c.minFilter!==TH
b,c,d,e){var f=z(a,b,c,d,e);$=-1;L.setMaterialFaces(d);e.immediateRenderCallback?e.immediateRenderCallback(f,j,la):e.render(function(a){L.renderBufferImmediate(a,f,d)})};this.initWebGLObjects=function(a){a.__webglObjects||(a.__webglObjects=[],a.__webglObjectsImmediate=[],a.__webglSprites=[],a.__webglFlares=[]);for(;a.__objectsAdded.length;)t(a.__objectsAdded[0],a),a.__objectsAdded.splice(0,1);for(;a.__objectsRemoved.length;)u(a.__objectsRemoved[0],a),a.__objectsRemoved.splice(0,1);for(var b=0,h=a.__webglObjects.length;b<
h;b++){var g=a.__webglObjects[b].object;void 0===g.__webglInit&&(void 0!==g.__webglActive&&u(g,a),t(g,a));var i=g,l=i.geometry,m=void 0,p=void 0,r=void 0;if(l instanceof THREE.BufferGeometry){var s=j.DYNAMIC_DRAW,v=!l.dynamic,z=l.attributes,y=void 0,x=void 0;for(y in z)x=z[y],x.needsUpdate&&("index"===y?(j.bindBuffer(j.ELEMENT_ARRAY_BUFFER,x.buffer),j.bufferData(j.ELEMENT_ARRAY_BUFFER,x.array,s)):(j.bindBuffer(j.ARRAY_BUFFER,x.buffer),j.bufferData(j.ARRAY_BUFFER,x.array,s)),x.needsUpdate=!1),v&&!x.dynamic&&
(x.array=null)}else if(i instanceof THREE.Mesh){for(var A=0,B=l.geometryGroupsList.length;A<B;A++)if(m=l.geometryGroupsList[A],r=d(i,m),l.buffersNeedUpdate&&c(m,i),p=r.attributes&&q(r),l.verticesNeedUpdate||l.morphTargetsNeedUpdate||l.elementsNeedUpdate||l.uvsNeedUpdate||l.normalsNeedUpdate||l.colorsNeedUpdate||l.tangentsNeedUpdate||p){var w=m,E=i,D=j.DYNAMIC_DRAW,G=!l.dynamic,F=r;if(w.__inittedArrays){var K=e(F),I=F.vertexColors?F.vertexColors:!1,L=f(F),O=K===THREE.SmoothShading,C=void 0,J=void 0,
V=void 0,M=void 0,Q=void 0,U=void 0,ba=void 0,R=void 0,Y=void 0,za=void 0,$=void 0,P=void 0,X=void 0,W=void 0,Ba=void 0,ea=void 0,Aa=void 0,ca=void 0,da=void 0,ha=void 0,fa=void 0,ja=void 0,ka=void 0,la=void 0,na=void 0,pa=void 0,sa=void 0,ta=void 0,ua=void 0,Ca=void 0,Da=void 0,Ga=void 0,Fa=void 0,Ka=void 0,Sa=void 0,La=void 0,va=void 0,wa=void 0,Qa=void 0,Ra=void 0,db=0,eb=0,Oa=0,Pa=0,Ua=0,hb=0,Ta=0,tb=0,Za=0,qa=0,xa=0,N=0,Na=void 0,ib=w.__vertexArray,bb=w.__uvArray,cb=w.__uv2Array,Ma=w.__normalArray,
V=void 0,M=void 0,Q=void 0,ba=void 0,R=void 0,U=void 0,Y=void 0,za=void 0,$=void 0,P=void 0,X=void 0,W=void 0,Ba=void 0,ea=void 0,Aa=void 0,ca=void 0,da=void 0,ha=void 0,fa=void 0,ja=void 0,ka=void 0,la=void 0,na=void 0,pa=void 0,sa=void 0,ta=void 0,ua=void 0,Ca=void 0,Da=void 0,Ga=void 0,Fa=void 0,Ka=void 0,Sa=void 0,La=void 0,va=void 0,wa=void 0,Qa=void 0,Ra=void 0,db=0,eb=0,Oa=0,Pa=0,Ua=0,hb=0,Ta=0,tb=0,Za=0,qa=0,xa=0,N=0,Na=void 0,ib=w.__vertexArray,bb=w.__uvArray,cb=w.__uv2Array,Ma=w.__normalArray,
Va=w.__tangentArray,jb=w.__colorArray,Wa=w.__skinIndexArray,Xa=w.__skinWeightArray,fb=w.__morphTargetsArrays,sb=w.__morphNormalsArrays,pb=w.__webglCustomAttributesList,H=void 0,Pb=w.__faceArray,vb=w.__lineArray,Ha=E.geometry,Bb=Ha.elementsNeedUpdate,yb=Ha.uvsNeedUpdate,Db=Ha.normalsNeedUpdate,Mb=Ha.tangentsNeedUpdate,Nb=Ha.colorsNeedUpdate,Ob=Ha.morphTargetsNeedUpdate,ec=Ha.vertices,aa=w.faces3,kb=Ha.faces,Cb=Ha.faceVertexUvs[0],Eb=Ha.faceVertexUvs[1],fc=Ha.skinIndices,Qb=Ha.skinWeights,Rb=Ha.morphTargets,
Fb=Ha.morphNormals;if(Ha.verticesNeedUpdate){C=0;for(J=aa.length;C<J;C++)M=kb[aa[C]],P=ec[M.a],X=ec[M.b],W=ec[M.c],ib[eb]=P.x,ib[eb+1]=P.y,ib[eb+2]=P.z,ib[eb+3]=X.x,ib[eb+4]=X.y,ib[eb+5]=X.z,ib[eb+6]=W.x,ib[eb+7]=W.y,ib[eb+8]=W.z,eb+=9;j.bindBuffer(j.ARRAY_BUFFER,w.__webglVertexBuffer);j.bufferData(j.ARRAY_BUFFER,ib,D)}if(Ob){Sa=0;for(La=Rb.length;Sa<La;Sa++){C=xa=0;for(J=aa.length;C<J;C++)Qa=aa[C],M=kb[Qa],P=Rb[Sa].vertices[M.a],X=Rb[Sa].vertices[M.b],W=Rb[Sa].vertices[M.c],va=fb[Sa],va[xa]=P.x,
va[xa+1]=P.y,va[xa+2]=P.z,va[xa+3]=X.x,va[xa+4]=X.y,va[xa+5]=X.z,va[xa+6]=W.x,va[xa+7]=W.y,va[xa+8]=W.z,F.morphNormals&&(O?(Ra=Fb[Sa].vertexNormals[Qa],ca=Ra.a,da=Ra.b,ha=Ra.c):ha=da=ca=Fb[Sa].faceNormals[Qa],wa=sb[Sa],wa[xa]=ca.x,wa[xa+1]=ca.y,wa[xa+2]=ca.z,wa[xa+3]=da.x,wa[xa+4]=da.y,wa[xa+5]=da.z,wa[xa+6]=ha.x,wa[xa+7]=ha.y,wa[xa+8]=ha.z),xa+=9;j.bindBuffer(j.ARRAY_BUFFER,w.__webglMorphTargetsBuffers[Sa]);j.bufferData(j.ARRAY_BUFFER,fb[Sa],D);F.morphNormals&&(j.bindBuffer(j.ARRAY_BUFFER,w.__webglMorphNormalsBuffers[Sa]),
j.bufferData(j.ARRAY_BUFFER,sb[Sa],D))}}if(Qb.length){C=0;for(J=aa.length;C<J;C++)M=kb[aa[C]],la=Qb[M.a],na=Qb[M.b],pa=Qb[M.c],Xa[qa]=la.x,Xa[qa+1]=la.y,Xa[qa+2]=la.z,Xa[qa+3]=la.w,Xa[qa+4]=na.x,Xa[qa+5]=na.y,Xa[qa+6]=na.z,Xa[qa+7]=na.w,Xa[qa+8]=pa.x,Xa[qa+9]=pa.y,Xa[qa+10]=pa.z,Xa[qa+11]=pa.w,sa=fc[M.a],ta=fc[M.b],ua=fc[M.c],Wa[qa]=sa.x,Wa[qa+1]=sa.y,Wa[qa+2]=sa.z,Wa[qa+3]=sa.w,Wa[qa+4]=ta.x,Wa[qa+5]=ta.y,Wa[qa+6]=ta.z,Wa[qa+7]=ta.w,Wa[qa+8]=ua.x,Wa[qa+9]=ua.y,Wa[qa+10]=ua.z,Wa[qa+11]=ua.w,qa+=12;
0<qa&&(j.bindBuffer(j.ARRAY_BUFFER,w.__webglSkinIndicesBuffer),j.bufferData(j.ARRAY_BUFFER,Wa,D),j.bindBuffer(j.ARRAY_BUFFER,w.__webglSkinWeightsBuffer),j.bufferData(j.ARRAY_BUFFER,Xa,D))}if(Nb&&I){C=0;for(J=aa.length;C<J;C++)M=kb[aa[C]],ba=M.vertexColors,R=M.color,3===ba.length&&I===THREE.VertexColors?(fa=ba[0],ja=ba[1],ka=ba[2]):ka=ja=fa=R,jb[Za]=fa.r,jb[Za+1]=fa.g,jb[Za+2]=fa.b,jb[Za+3]=ja.r,jb[Za+4]=ja.g,jb[Za+5]=ja.b,jb[Za+6]=ka.r,jb[Za+7]=ka.g,jb[Za+8]=ka.b,Za+=9;0<Za&&(j.bindBuffer(j.ARRAY_BUFFER,
w.__webglColorBuffer),j.bufferData(j.ARRAY_BUFFER,jb,D))}if(Mb&&Ha.hasTangents){C=0;for(J=aa.length;C<J;C++)M=kb[aa[C]],Y=M.vertexTangents,Ba=Y[0],ea=Y[1],Aa=Y[2],Va[Ta]=Ba.x,Va[Ta+1]=Ba.y,Va[Ta+2]=Ba.z,Va[Ta+3]=Ba.w,Va[Ta+4]=ea.x,Va[Ta+5]=ea.y,Va[Ta+6]=ea.z,Va[Ta+7]=ea.w,Va[Ta+8]=Aa.x,Va[Ta+9]=Aa.y,Va[Ta+10]=Aa.z,Va[Ta+11]=Aa.w,Ta+=12;j.bindBuffer(j.ARRAY_BUFFER,w.__webglTangentBuffer);j.bufferData(j.ARRAY_BUFFER,Va,D)}if(Db&&K){C=0;for(J=aa.length;C<J;C++)if(M=kb[aa[C]],Q=M.vertexNormals,U=M.normal,
3===Q.length&&O)for(Ca=0;3>Ca;Ca++)Ga=Q[Ca],Ma[hb]=Ga.x,Ma[hb+1]=Ga.y,Ma[hb+2]=Ga.z,hb+=3;else for(Ca=0;3>Ca;Ca++)Ma[hb]=U.x,Ma[hb+1]=U.y,Ma[hb+2]=U.z,hb+=3;j.bindBuffer(j.ARRAY_BUFFER,w.__webglNormalBuffer);j.bufferData(j.ARRAY_BUFFER,Ma,D)}if(yb&&Cb&&L){C=0;for(J=aa.length;C<J;C++)if(V=aa[C],za=Cb[V],void 0!==za)for(Ca=0;3>Ca;Ca++)Fa=za[Ca],bb[Oa]=Fa.x,bb[Oa+1]=Fa.y,Oa+=2;0<Oa&&(j.bindBuffer(j.ARRAY_BUFFER,w.__webglUVBuffer),j.bufferData(j.ARRAY_BUFFER,bb,D))}if(yb&&Eb&&L){C=0;for(J=aa.length;C<
0<qa&&(j.bindBuffer(j.ARRAY_BUFFER,w.__webglSkinIndicesBuffer),j.bufferData(j.ARRAY_BUFFER,Wa,D),j.bindBuffer(j.ARRAY_BUFFER,w.__webglSkinWeightsBuffer),j.bufferData(j.ARRAY_BUFFER,Xa,D))}if(Nb&&I){C=0;for(J=aa.length;C<J;C++)M=kb[aa[C]],R=M.vertexColors,U=M.color,3===R.length&&I===THREE.VertexColors?(fa=R[0],ja=R[1],ka=R[2]):ka=ja=fa=U,jb[Za]=fa.r,jb[Za+1]=fa.g,jb[Za+2]=fa.b,jb[Za+3]=ja.r,jb[Za+4]=ja.g,jb[Za+5]=ja.b,jb[Za+6]=ka.r,jb[Za+7]=ka.g,jb[Za+8]=ka.b,Za+=9;0<Za&&(j.bindBuffer(j.ARRAY_BUFFER,
w.__webglColorBuffer),j.bufferData(j.ARRAY_BUFFER,jb,D))}if(Mb&&Ha.hasTangents){C=0;for(J=aa.length;C<J;C++)M=kb[aa[C]],Y=M.vertexTangents,Ba=Y[0],ea=Y[1],Aa=Y[2],Va[Ta]=Ba.x,Va[Ta+1]=Ba.y,Va[Ta+2]=Ba.z,Va[Ta+3]=Ba.w,Va[Ta+4]=ea.x,Va[Ta+5]=ea.y,Va[Ta+6]=ea.z,Va[Ta+7]=ea.w,Va[Ta+8]=Aa.x,Va[Ta+9]=Aa.y,Va[Ta+10]=Aa.z,Va[Ta+11]=Aa.w,Ta+=12;j.bindBuffer(j.ARRAY_BUFFER,w.__webglTangentBuffer);j.bufferData(j.ARRAY_BUFFER,Va,D)}if(Db&&K){C=0;for(J=aa.length;C<J;C++)if(M=kb[aa[C]],Q=M.vertexNormals,ba=M.normal,
3===Q.length&&O)for(Ca=0;3>Ca;Ca++)Ga=Q[Ca],Ma[hb]=Ga.x,Ma[hb+1]=Ga.y,Ma[hb+2]=Ga.z,hb+=3;else for(Ca=0;3>Ca;Ca++)Ma[hb]=ba.x,Ma[hb+1]=ba.y,Ma[hb+2]=ba.z,hb+=3;j.bindBuffer(j.ARRAY_BUFFER,w.__webglNormalBuffer);j.bufferData(j.ARRAY_BUFFER,Ma,D)}if(yb&&Cb&&L){C=0;for(J=aa.length;C<J;C++)if(V=aa[C],za=Cb[V],void 0!==za)for(Ca=0;3>Ca;Ca++)Fa=za[Ca],bb[Oa]=Fa.x,bb[Oa+1]=Fa.y,Oa+=2;0<Oa&&(j.bindBuffer(j.ARRAY_BUFFER,w.__webglUVBuffer),j.bufferData(j.ARRAY_BUFFER,bb,D))}if(yb&&Eb&&L){C=0;for(J=aa.length;C<
J;C++)if(V=aa[C],$=Eb[V],void 0!==$)for(Ca=0;3>Ca;Ca++)Ka=$[Ca],cb[Pa]=Ka.x,cb[Pa+1]=Ka.y,Pa+=2;0<Pa&&(j.bindBuffer(j.ARRAY_BUFFER,w.__webglUV2Buffer),j.bufferData(j.ARRAY_BUFFER,cb,D))}if(Bb){C=0;for(J=aa.length;C<J;C++)Pb[Ua]=db,Pb[Ua+1]=db+1,Pb[Ua+2]=db+2,Ua+=3,vb[tb]=db,vb[tb+1]=db+1,vb[tb+2]=db,vb[tb+3]=db+2,vb[tb+4]=db+1,vb[tb+5]=db+2,tb+=6,db+=3;j.bindBuffer(j.ELEMENT_ARRAY_BUFFER,w.__webglFaceBuffer);j.bufferData(j.ELEMENT_ARRAY_BUFFER,Pb,D);j.bindBuffer(j.ELEMENT_ARRAY_BUFFER,w.__webglLineBuffer);
j.bufferData(j.ELEMENT_ARRAY_BUFFER,vb,D)}if(pb){Ca=0;for(Da=pb.length;Ca<Da;Ca++)if(H=pb[Ca],H.__original.needsUpdate){N=0;if(1===H.size)if(void 0===H.boundTo||"vertices"===H.boundTo){C=0;for(J=aa.length;C<J;C++)M=kb[aa[C]],H.array[N]=H.value[M.a],H.array[N+1]=H.value[M.b],H.array[N+2]=H.value[M.c],N+=3}else{if("faces"===H.boundTo){C=0;for(J=aa.length;C<J;C++)Na=H.value[aa[C]],H.array[N]=Na,H.array[N+1]=Na,H.array[N+2]=Na,N+=3}}else if(2===H.size)if(void 0===H.boundTo||"vertices"===H.boundTo){C=
0;for(J=aa.length;C<J;C++)M=kb[aa[C]],P=H.value[M.a],X=H.value[M.b],W=H.value[M.c],H.array[N]=P.x,H.array[N+1]=P.y,H.array[N+2]=X.x,H.array[N+3]=X.y,H.array[N+4]=W.x,H.array[N+5]=W.y,N+=6}else{if("faces"===H.boundTo){C=0;for(J=aa.length;C<J;C++)W=X=P=Na=H.value[aa[C]],H.array[N]=P.x,H.array[N+1]=P.y,H.array[N+2]=X.x,H.array[N+3]=X.y,H.array[N+4]=W.x,H.array[N+5]=W.y,N+=6}}else if(3===H.size){var oa;oa="c"===H.type?["r","g","b"]:["x","y","z"];if(void 0===H.boundTo||"vertices"===H.boundTo){C=0;for(J=
......
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